{ "version": 3, "sources": ["../../build/_snowpack/pkg/pixl-canvas-plus/browser.js", "../../build/_snowpack/pkg/common/_polyfill-node:buffer-57df7f7d.js", "../../build/_snowpack/pkg/common/_commonjsHelpers-a3307dcf.js", "../../build/_snowpack/pkg/fabric.js", "../../build/_snowpack/pkg/@sindresorhus/slugify.js", "../../build/src/util/canvas-plus.js", "../../build/src/util/fabric.js", "../../build/src/util/download.js", "../../build/src/index.js"], "sourcesContent": ["import { c as commonjsGlobal, g as getDefaultExportFromNamespaceIfNotNamed, a as createCommonjsModule } from '../common/_commonjsHelpers-a3307dcf.js';\nimport { B as Buffer, g as global } from '../common/_polyfill-node:buffer-57df7f7d.js';\n\n/* SNOWPACK PROCESS POLYFILL (based on https://github.com/calvinmetcalf/node-process-es6) */\nfunction defaultSetTimout() {\n throw new Error('setTimeout has not been defined');\n}\nfunction defaultClearTimeout () {\n throw new Error('clearTimeout has not been defined');\n}\nvar cachedSetTimeout = defaultSetTimout;\nvar cachedClearTimeout = defaultClearTimeout;\nvar globalContext;\nif (typeof window !== 'undefined') {\n globalContext = window;\n} else if (typeof self !== 'undefined') {\n globalContext = self;\n} else {\n globalContext = {};\n}\nif (typeof globalContext.setTimeout === 'function') {\n cachedSetTimeout = setTimeout;\n}\nif (typeof globalContext.clearTimeout === 'function') {\n cachedClearTimeout = clearTimeout;\n}\n\nfunction runTimeout(fun) {\n if (cachedSetTimeout === setTimeout) {\n //normal enviroments in sane situations\n return setTimeout(fun, 0);\n }\n // if setTimeout wasn't available but was latter defined\n if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {\n cachedSetTimeout = setTimeout;\n return setTimeout(fun, 0);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedSetTimeout(fun, 0);\n } catch(e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedSetTimeout.call(null, fun, 0);\n } catch(e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error\n return cachedSetTimeout.call(this, fun, 0);\n }\n }\n\n\n}\nfunction runClearTimeout(marker) {\n if (cachedClearTimeout === clearTimeout) {\n //normal enviroments in sane situations\n return clearTimeout(marker);\n }\n // if clearTimeout wasn't available but was latter defined\n if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {\n cachedClearTimeout = clearTimeout;\n return clearTimeout(marker);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedClearTimeout(marker);\n } catch (e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedClearTimeout.call(null, marker);\n } catch (e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.\n // Some versions of I.E. have different rules for clearTimeout vs setTimeout\n return cachedClearTimeout.call(this, marker);\n }\n }\n\n\n\n}\nvar queue = [];\nvar draining = false;\nvar currentQueue;\nvar queueIndex = -1;\n\nfunction cleanUpNextTick() {\n if (!draining || !currentQueue) {\n return;\n }\n draining = false;\n if (currentQueue.length) {\n queue = currentQueue.concat(queue);\n } else {\n queueIndex = -1;\n }\n if (queue.length) {\n drainQueue();\n }\n}\n\nfunction drainQueue() {\n if (draining) {\n return;\n }\n var timeout = runTimeout(cleanUpNextTick);\n draining = true;\n\n var len = queue.length;\n while(len) {\n currentQueue = queue;\n queue = [];\n while (++queueIndex < len) {\n if (currentQueue) {\n currentQueue[queueIndex].run();\n }\n }\n queueIndex = -1;\n len = queue.length;\n }\n currentQueue = null;\n draining = false;\n runClearTimeout(timeout);\n}\nfunction nextTick(fun) {\n var args = new Array(arguments.length - 1);\n if (arguments.length > 1) {\n for (var i = 1; i < arguments.length; i++) {\n args[i - 1] = arguments[i];\n }\n }\n queue.push(new Item(fun, args));\n if (queue.length === 1 && !draining) {\n runTimeout(drainQueue);\n }\n}\n// v8 likes predictible objects\nfunction Item(fun, array) {\n this.fun = fun;\n this.array = array;\n}\nItem.prototype.run = function () {\n this.fun.apply(null, this.array);\n};\nvar title = 'browser';\nvar platform = 'browser';\nvar browser = true;\nvar argv = [];\nvar version = ''; // empty string to avoid regexp issues\nvar versions = {};\nvar release = {};\nvar config = {};\n\nfunction noop() {}\n\nvar on = noop;\nvar addListener = noop;\nvar once = noop;\nvar off = noop;\nvar removeListener = noop;\nvar removeAllListeners = noop;\nvar emit = noop;\n\nfunction binding(name) {\n throw new Error('process.binding is not supported');\n}\n\nfunction cwd () { return '/' }\nfunction chdir (dir) {\n throw new Error('process.chdir is not supported');\n}function umask() { return 0; }\n\n// from https://github.com/kumavis/browser-process-hrtime/blob/master/index.js\nvar performance = globalContext.performance || {};\nvar performanceNow =\n performance.now ||\n performance.mozNow ||\n performance.msNow ||\n performance.oNow ||\n performance.webkitNow ||\n function(){ return (new Date()).getTime() };\n\n// generate timestamp or delta\n// see http://nodejs.org/api/process.html#process_process_hrtime\nfunction hrtime(previousTimestamp){\n var clocktime = performanceNow.call(performance)*1e-3;\n var seconds = Math.floor(clocktime);\n var nanoseconds = Math.floor((clocktime%1)*1e9);\n if (previousTimestamp) {\n seconds = seconds - previousTimestamp[0];\n nanoseconds = nanoseconds - previousTimestamp[1];\n if (nanoseconds<0) {\n seconds--;\n nanoseconds += 1e9;\n }\n }\n return [seconds,nanoseconds]\n}\n\nvar startTime = new Date();\nfunction uptime() {\n var currentTime = new Date();\n var dif = currentTime - startTime;\n return dif / 1000;\n}\n\nvar process = {\n nextTick: nextTick,\n title: title,\n browser: browser,\n env: {\"NODE_ENV\":\"production\"},\n argv: argv,\n version: version,\n versions: versions,\n on: on,\n addListener: addListener,\n once: once,\n off: off,\n removeListener: removeListener,\n removeAllListeners: removeAllListeners,\n emit: emit,\n binding: binding,\n cwd: cwd,\n chdir: chdir,\n umask: umask,\n hrtime: hrtime,\n platform: platform,\n release: release,\n config: config,\n uptime: uptime\n};\n\nvar browserProcessHrtime = process.hrtime || hrtime$1;\n\n// polyfil for window.performance.now\nvar performance$1 = commonjsGlobal.performance || {};\nvar performanceNow$1 =\n performance$1.now ||\n performance$1.mozNow ||\n performance$1.msNow ||\n performance$1.oNow ||\n performance$1.webkitNow ||\n function(){ return (new Date()).getTime() };\n\n// generate timestamp or delta\n// see http://nodejs.org/api/process.html#process_process_hrtime\nfunction hrtime$1(previousTimestamp){\n var clocktime = performanceNow$1.call(performance$1)*1e-3;\n var seconds = Math.floor(clocktime);\n var nanoseconds = Math.floor((clocktime%1)*1e9);\n if (previousTimestamp) {\n seconds = seconds - previousTimestamp[0];\n nanoseconds = nanoseconds - previousTimestamp[1];\n if (nanoseconds<0) {\n seconds--;\n nanoseconds += 1e9;\n }\n }\n return [seconds,nanoseconds]\n}\n\nvar inherits;\nif (typeof Object.create === 'function'){\n inherits = function inherits(ctor, superCtor) {\n // implementation from standard node.js 'util' module\n ctor.super_ = superCtor;\n ctor.prototype = Object.create(superCtor.prototype, {\n constructor: {\n value: ctor,\n enumerable: false,\n writable: true,\n configurable: true\n }\n });\n };\n} else {\n inherits = function inherits(ctor, superCtor) {\n ctor.super_ = superCtor;\n var TempCtor = function () {};\n TempCtor.prototype = superCtor.prototype;\n ctor.prototype = new TempCtor();\n ctor.prototype.constructor = ctor;\n };\n}\nvar inherits$1 = inherits;\n\nvar formatRegExp = /%[sdj%]/g;\nfunction format(f) {\n if (!isString(f)) {\n var objects = [];\n for (var i = 0; i < arguments.length; i++) {\n objects.push(inspect(arguments[i]));\n }\n return objects.join(' ');\n }\n\n var i = 1;\n var args = arguments;\n var len = args.length;\n var str = String(f).replace(formatRegExp, function(x) {\n if (x === '%%') return '%';\n if (i >= len) return x;\n switch (x) {\n case '%s': return String(args[i++]);\n case '%d': return Number(args[i++]);\n case '%j':\n try {\n return JSON.stringify(args[i++]);\n } catch (_) {\n return '[Circular]';\n }\n default:\n return x;\n }\n });\n for (var x = args[i]; i < len; x = args[++i]) {\n if (isNull(x) || !isObject(x)) {\n str += ' ' + x;\n } else {\n str += ' ' + inspect(x);\n }\n }\n return str;\n}\n\n// Mark that a method should not be used.\n// Returns a modified function which warns once by default.\n// If --no-deprecation is set, then it is a no-op.\nfunction deprecate(fn, msg) {\n // Allow for deprecating things in the process of starting up.\n if (isUndefined(global.process)) {\n return function() {\n return deprecate(fn, msg).apply(this, arguments);\n };\n }\n\n if (process.noDeprecation === true) {\n return fn;\n }\n\n var warned = false;\n function deprecated() {\n if (!warned) {\n if (process.throwDeprecation) {\n throw new Error(msg);\n } else if (process.traceDeprecation) {\n console.trace(msg);\n } else {\n console.error(msg);\n }\n warned = true;\n }\n return fn.apply(this, arguments);\n }\n\n return deprecated;\n}\n\nvar debugs = {};\nvar debugEnviron;\nfunction debuglog(set) {\n if (isUndefined(debugEnviron))\n debugEnviron = process.env.NODE_DEBUG || '';\n set = set.toUpperCase();\n if (!debugs[set]) {\n if (new RegExp('\\\\b' + set + '\\\\b', 'i').test(debugEnviron)) {\n var pid = 0;\n debugs[set] = function() {\n var msg = format.apply(null, arguments);\n console.error('%s %d: %s', set, pid, msg);\n };\n } else {\n debugs[set] = function() {};\n }\n }\n return debugs[set];\n}\n\n/**\n * Echos the value of a value. Trys to print the value out\n * in the best way possible given the different types.\n *\n * @param {Object} obj The object to print out.\n * @param {Object} opts Optional options object that alters the output.\n */\n/* legacy: obj, showHidden, depth, colors*/\nfunction inspect(obj, opts) {\n // default options\n var ctx = {\n seen: [],\n stylize: stylizeNoColor\n };\n // legacy...\n if (arguments.length >= 3) ctx.depth = arguments[2];\n if (arguments.length >= 4) ctx.colors = arguments[3];\n if (isBoolean(opts)) {\n // legacy...\n ctx.showHidden = opts;\n } else if (opts) {\n // got an \"options\" object\n _extend(ctx, opts);\n }\n // set default options\n if (isUndefined(ctx.showHidden)) ctx.showHidden = false;\n if (isUndefined(ctx.depth)) ctx.depth = 2;\n if (isUndefined(ctx.colors)) ctx.colors = false;\n if (isUndefined(ctx.customInspect)) ctx.customInspect = true;\n if (ctx.colors) ctx.stylize = stylizeWithColor;\n return formatValue(ctx, obj, ctx.depth);\n}\n\n// http://en.wikipedia.org/wiki/ANSI_escape_code#graphics\ninspect.colors = {\n 'bold' : [1, 22],\n 'italic' : [3, 23],\n 'underline' : [4, 24],\n 'inverse' : [7, 27],\n 'white' : [37, 39],\n 'grey' : [90, 39],\n 'black' : [30, 39],\n 'blue' : [34, 39],\n 'cyan' : [36, 39],\n 'green' : [32, 39],\n 'magenta' : [35, 39],\n 'red' : [31, 39],\n 'yellow' : [33, 39]\n};\n\n// Don't use 'blue' not visible on cmd.exe\ninspect.styles = {\n 'special': 'cyan',\n 'number': 'yellow',\n 'boolean': 'yellow',\n 'undefined': 'grey',\n 'null': 'bold',\n 'string': 'green',\n 'date': 'magenta',\n // \"name\": intentionally not styling\n 'regexp': 'red'\n};\n\n\nfunction stylizeWithColor(str, styleType) {\n var style = inspect.styles[styleType];\n\n if (style) {\n return '\\u001b[' + inspect.colors[style][0] + 'm' + str +\n '\\u001b[' + inspect.colors[style][1] + 'm';\n } else {\n return str;\n }\n}\n\n\nfunction stylizeNoColor(str, styleType) {\n return str;\n}\n\n\nfunction arrayToHash(array) {\n var hash = {};\n\n array.forEach(function(val, idx) {\n hash[val] = true;\n });\n\n return hash;\n}\n\n\nfunction formatValue(ctx, value, recurseTimes) {\n // Provide a hook for user-specified inspect functions.\n // Check that value is an object with an inspect function on it\n if (ctx.customInspect &&\n value &&\n isFunction(value.inspect) &&\n // Filter out the util module, it's inspect function is special\n value.inspect !== inspect &&\n // Also filter out any prototype objects using the circular check.\n !(value.constructor && value.constructor.prototype === value)) {\n var ret = value.inspect(recurseTimes, ctx);\n if (!isString(ret)) {\n ret = formatValue(ctx, ret, recurseTimes);\n }\n return ret;\n }\n\n // Primitive types cannot have properties\n var primitive = formatPrimitive(ctx, value);\n if (primitive) {\n return primitive;\n }\n\n // Look up the keys of the object.\n var keys = Object.keys(value);\n var visibleKeys = arrayToHash(keys);\n\n if (ctx.showHidden) {\n keys = Object.getOwnPropertyNames(value);\n }\n\n // IE doesn't make error fields non-enumerable\n // http://msdn.microsoft.com/en-us/library/ie/dww52sbt(v=vs.94).aspx\n if (isError(value)\n && (keys.indexOf('message') >= 0 || keys.indexOf('description') >= 0)) {\n return formatError(value);\n }\n\n // Some type of object without properties can be shortcutted.\n if (keys.length === 0) {\n if (isFunction(value)) {\n var name = value.name ? ': ' + value.name : '';\n return ctx.stylize('[Function' + name + ']', 'special');\n }\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n }\n if (isDate(value)) {\n return ctx.stylize(Date.prototype.toString.call(value), 'date');\n }\n if (isError(value)) {\n return formatError(value);\n }\n }\n\n var base = '', array = false, braces = ['{', '}'];\n\n // Make Array say that they are Array\n if (isArray(value)) {\n array = true;\n braces = ['[', ']'];\n }\n\n // Make functions say that they are functions\n if (isFunction(value)) {\n var n = value.name ? ': ' + value.name : '';\n base = ' [Function' + n + ']';\n }\n\n // Make RegExps say that they are RegExps\n if (isRegExp(value)) {\n base = ' ' + RegExp.prototype.toString.call(value);\n }\n\n // Make dates with properties first say the date\n if (isDate(value)) {\n base = ' ' + Date.prototype.toUTCString.call(value);\n }\n\n // Make error with message first say the error\n if (isError(value)) {\n base = ' ' + formatError(value);\n }\n\n if (keys.length === 0 && (!array || value.length == 0)) {\n return braces[0] + base + braces[1];\n }\n\n if (recurseTimes < 0) {\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n } else {\n return ctx.stylize('[Object]', 'special');\n }\n }\n\n ctx.seen.push(value);\n\n var output;\n if (array) {\n output = formatArray(ctx, value, recurseTimes, visibleKeys, keys);\n } else {\n output = keys.map(function(key) {\n return formatProperty(ctx, value, recurseTimes, visibleKeys, key, array);\n });\n }\n\n ctx.seen.pop();\n\n return reduceToSingleString(output, base, braces);\n}\n\n\nfunction formatPrimitive(ctx, value) {\n if (isUndefined(value))\n return ctx.stylize('undefined', 'undefined');\n if (isString(value)) {\n var simple = '\\'' + JSON.stringify(value).replace(/^\"|\"$/g, '')\n .replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"') + '\\'';\n return ctx.stylize(simple, 'string');\n }\n if (isNumber(value))\n return ctx.stylize('' + value, 'number');\n if (isBoolean(value))\n return ctx.stylize('' + value, 'boolean');\n // For some reason typeof null is \"object\", so special case here.\n if (isNull(value))\n return ctx.stylize('null', 'null');\n}\n\n\nfunction formatError(value) {\n return '[' + Error.prototype.toString.call(value) + ']';\n}\n\n\nfunction formatArray(ctx, value, recurseTimes, visibleKeys, keys) {\n var output = [];\n for (var i = 0, l = value.length; i < l; ++i) {\n if (hasOwnProperty(value, String(i))) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n String(i), true));\n } else {\n output.push('');\n }\n }\n keys.forEach(function(key) {\n if (!key.match(/^\\d+$/)) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n key, true));\n }\n });\n return output;\n}\n\n\nfunction formatProperty(ctx, value, recurseTimes, visibleKeys, key, array) {\n var name, str, desc;\n desc = Object.getOwnPropertyDescriptor(value, key) || { value: value[key] };\n if (desc.get) {\n if (desc.set) {\n str = ctx.stylize('[Getter/Setter]', 'special');\n } else {\n str = ctx.stylize('[Getter]', 'special');\n }\n } else {\n if (desc.set) {\n str = ctx.stylize('[Setter]', 'special');\n }\n }\n if (!hasOwnProperty(visibleKeys, key)) {\n name = '[' + key + ']';\n }\n if (!str) {\n if (ctx.seen.indexOf(desc.value) < 0) {\n if (isNull(recurseTimes)) {\n str = formatValue(ctx, desc.value, null);\n } else {\n str = formatValue(ctx, desc.value, recurseTimes - 1);\n }\n if (str.indexOf('\\n') > -1) {\n if (array) {\n str = str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n').substr(2);\n } else {\n str = '\\n' + str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n');\n }\n }\n } else {\n str = ctx.stylize('[Circular]', 'special');\n }\n }\n if (isUndefined(name)) {\n if (array && key.match(/^\\d+$/)) {\n return str;\n }\n name = JSON.stringify('' + key);\n if (name.match(/^\"([a-zA-Z_][a-zA-Z_0-9]*)\"$/)) {\n name = name.substr(1, name.length - 2);\n name = ctx.stylize(name, 'name');\n } else {\n name = name.replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"')\n .replace(/(^\"|\"$)/g, \"'\");\n name = ctx.stylize(name, 'string');\n }\n }\n\n return name + ': ' + str;\n}\n\n\nfunction reduceToSingleString(output, base, braces) {\n var length = output.reduce(function(prev, cur) {\n if (cur.indexOf('\\n') >= 0) ;\n return prev + cur.replace(/\\u001b\\[\\d\\d?m/g, '').length + 1;\n }, 0);\n\n if (length > 60) {\n return braces[0] +\n (base === '' ? '' : base + '\\n ') +\n ' ' +\n output.join(',\\n ') +\n ' ' +\n braces[1];\n }\n\n return braces[0] + base + ' ' + output.join(', ') + ' ' + braces[1];\n}\n\n\n// NOTE: These type checking functions intentionally don't use `instanceof`\n// because it is fragile and can be easily faked with `Object.create()`.\nfunction isArray(ar) {\n return Array.isArray(ar);\n}\n\nfunction isBoolean(arg) {\n return typeof arg === 'boolean';\n}\n\nfunction isNull(arg) {\n return arg === null;\n}\n\nfunction isNullOrUndefined(arg) {\n return arg == null;\n}\n\nfunction isNumber(arg) {\n return typeof arg === 'number';\n}\n\nfunction isString(arg) {\n return typeof arg === 'string';\n}\n\nfunction isSymbol(arg) {\n return typeof arg === 'symbol';\n}\n\nfunction isUndefined(arg) {\n return arg === void 0;\n}\n\nfunction isRegExp(re) {\n return isObject(re) && objectToString(re) === '[object RegExp]';\n}\n\nfunction isObject(arg) {\n return typeof arg === 'object' && arg !== null;\n}\n\nfunction isDate(d) {\n return isObject(d) && objectToString(d) === '[object Date]';\n}\n\nfunction isError(e) {\n return isObject(e) &&\n (objectToString(e) === '[object Error]' || e instanceof Error);\n}\n\nfunction isFunction(arg) {\n return typeof arg === 'function';\n}\n\nfunction isPrimitive(arg) {\n return arg === null ||\n typeof arg === 'boolean' ||\n typeof arg === 'number' ||\n typeof arg === 'string' ||\n typeof arg === 'symbol' || // ES6 symbol\n typeof arg === 'undefined';\n}\n\nfunction isBuffer(maybeBuf) {\n return Buffer.isBuffer(maybeBuf);\n}\n\nfunction objectToString(o) {\n return Object.prototype.toString.call(o);\n}\n\n\nfunction pad(n) {\n return n < 10 ? '0' + n.toString(10) : n.toString(10);\n}\n\n\nvar months = ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep',\n 'Oct', 'Nov', 'Dec'];\n\n// 26 Feb 16:19:34\nfunction timestamp() {\n var d = new Date();\n var time = [pad(d.getHours()),\n pad(d.getMinutes()),\n pad(d.getSeconds())].join(':');\n return [d.getDate(), months[d.getMonth()], time].join(' ');\n}\n\n\n// log is just a thin wrapper to console.log that prepends a timestamp\nfunction log() {\n console.log('%s - %s', timestamp(), format.apply(null, arguments));\n}\n\nfunction _extend(origin, add) {\n // Don't do anything if add isn't an object\n if (!add || !isObject(add)) return origin;\n\n var keys = Object.keys(add);\n var i = keys.length;\n while (i--) {\n origin[keys[i]] = add[keys[i]];\n }\n return origin;\n}\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nvar _polyfillNode_util = {\n inherits: inherits$1,\n _extend: _extend,\n log: log,\n isBuffer: isBuffer,\n isPrimitive: isPrimitive,\n isFunction: isFunction,\n isError: isError,\n isDate: isDate,\n isObject: isObject,\n isRegExp: isRegExp,\n isUndefined: isUndefined,\n isSymbol: isSymbol,\n isString: isString,\n isNumber: isNumber,\n isNullOrUndefined: isNullOrUndefined,\n isNull: isNull,\n isBoolean: isBoolean,\n isArray: isArray,\n inspect: inspect,\n deprecate: deprecate,\n format: format,\n debuglog: debuglog\n};\n\nvar _polyfillNode_util$1 = /*#__PURE__*/Object.freeze({\n __proto__: null,\n format: format,\n deprecate: deprecate,\n debuglog: debuglog,\n inspect: inspect,\n isArray: isArray,\n isBoolean: isBoolean,\n isNull: isNull,\n isNullOrUndefined: isNullOrUndefined,\n isNumber: isNumber,\n isString: isString,\n isSymbol: isSymbol,\n isUndefined: isUndefined,\n isRegExp: isRegExp,\n isObject: isObject,\n isDate: isDate,\n isError: isError,\n isFunction: isFunction,\n isPrimitive: isPrimitive,\n isBuffer: isBuffer,\n log: log,\n inherits: inherits$1,\n _extend: _extend,\n 'default': _polyfillNode_util\n});\n\nvar domain;\n\n// This constructor is used to store event handlers. Instantiating this is\n// faster than explicitly calling `Object.create(null)` to get a \"clean\" empty\n// object (tested with v8 v4.9).\nfunction EventHandlers() {}\nEventHandlers.prototype = Object.create(null);\n\nfunction EventEmitter() {\n EventEmitter.init.call(this);\n}\n\n// nodejs oddity\n// require('events') === require('events').EventEmitter\nEventEmitter.EventEmitter = EventEmitter;\n\nEventEmitter.usingDomains = false;\n\nEventEmitter.prototype.domain = undefined;\nEventEmitter.prototype._events = undefined;\nEventEmitter.prototype._maxListeners = undefined;\n\n// By default EventEmitters will print a warning if more than 10 listeners are\n// added to it. This is a useful default which helps finding memory leaks.\nEventEmitter.defaultMaxListeners = 10;\n\nEventEmitter.init = function() {\n this.domain = null;\n if (EventEmitter.usingDomains) {\n // if there is an active domain, then attach to it.\n if (domain.active ) ;\n }\n\n if (!this._events || this._events === Object.getPrototypeOf(this)._events) {\n this._events = new EventHandlers();\n this._eventsCount = 0;\n }\n\n this._maxListeners = this._maxListeners || undefined;\n};\n\n// Obviously not all Emitters should be limited to 10. This function allows\n// that to be increased. Set to zero for unlimited.\nEventEmitter.prototype.setMaxListeners = function setMaxListeners(n) {\n if (typeof n !== 'number' || n < 0 || isNaN(n))\n throw new TypeError('\"n\" argument must be a positive number');\n this._maxListeners = n;\n return this;\n};\n\nfunction $getMaxListeners(that) {\n if (that._maxListeners === undefined)\n return EventEmitter.defaultMaxListeners;\n return that._maxListeners;\n}\n\nEventEmitter.prototype.getMaxListeners = function getMaxListeners() {\n return $getMaxListeners(this);\n};\n\n// These standalone emit* functions are used to optimize calling of event\n// handlers for fast cases because emit() itself often has a variable number of\n// arguments and can be deoptimized because of that. These functions always have\n// the same number of arguments and thus do not get deoptimized, so the code\n// inside them can execute faster.\nfunction emitNone(handler, isFn, self) {\n if (isFn)\n handler.call(self);\n else {\n var len = handler.length;\n var listeners = arrayClone(handler, len);\n for (var i = 0; i < len; ++i)\n listeners[i].call(self);\n }\n}\nfunction emitOne(handler, isFn, self, arg1) {\n if (isFn)\n handler.call(self, arg1);\n else {\n var len = handler.length;\n var listeners = arrayClone(handler, len);\n for (var i = 0; i < len; ++i)\n listeners[i].call(self, arg1);\n }\n}\nfunction emitTwo(handler, isFn, self, arg1, arg2) {\n if (isFn)\n handler.call(self, arg1, arg2);\n else {\n var len = handler.length;\n var listeners = arrayClone(handler, len);\n for (var i = 0; i < len; ++i)\n listeners[i].call(self, arg1, arg2);\n }\n}\nfunction emitThree(handler, isFn, self, arg1, arg2, arg3) {\n if (isFn)\n handler.call(self, arg1, arg2, arg3);\n else {\n var len = handler.length;\n var listeners = arrayClone(handler, len);\n for (var i = 0; i < len; ++i)\n listeners[i].call(self, arg1, arg2, arg3);\n }\n}\n\nfunction emitMany(handler, isFn, self, args) {\n if (isFn)\n handler.apply(self, args);\n else {\n var len = handler.length;\n var listeners = arrayClone(handler, len);\n for (var i = 0; i < len; ++i)\n listeners[i].apply(self, args);\n }\n}\n\nEventEmitter.prototype.emit = function emit(type) {\n var er, handler, len, args, i, events, domain;\n var doError = (type === 'error');\n\n events = this._events;\n if (events)\n doError = (doError && events.error == null);\n else if (!doError)\n return false;\n\n domain = this.domain;\n\n // If there is no 'error' event listener then throw.\n if (doError) {\n er = arguments[1];\n if (domain) {\n if (!er)\n er = new Error('Uncaught, unspecified \"error\" event');\n er.domainEmitter = this;\n er.domain = domain;\n er.domainThrown = false;\n domain.emit('error', er);\n } else if (er instanceof Error) {\n throw er; // Unhandled 'error' event\n } else {\n // At least give some kind of context to the user\n var err = new Error('Uncaught, unspecified \"error\" event. (' + er + ')');\n err.context = er;\n throw err;\n }\n return false;\n }\n\n handler = events[type];\n\n if (!handler)\n return false;\n\n var isFn = typeof handler === 'function';\n len = arguments.length;\n switch (len) {\n // fast cases\n case 1:\n emitNone(handler, isFn, this);\n break;\n case 2:\n emitOne(handler, isFn, this, arguments[1]);\n break;\n case 3:\n emitTwo(handler, isFn, this, arguments[1], arguments[2]);\n break;\n case 4:\n emitThree(handler, isFn, this, arguments[1], arguments[2], arguments[3]);\n break;\n // slower\n default:\n args = new Array(len - 1);\n for (i = 1; i < len; i++)\n args[i - 1] = arguments[i];\n emitMany(handler, isFn, this, args);\n }\n\n return true;\n};\n\nfunction _addListener(target, type, listener, prepend) {\n var m;\n var events;\n var existing;\n\n if (typeof listener !== 'function')\n throw new TypeError('\"listener\" argument must be a function');\n\n events = target._events;\n if (!events) {\n events = target._events = new EventHandlers();\n target._eventsCount = 0;\n } else {\n // To avoid recursion in the case that type === \"newListener\"! Before\n // adding it to the listeners, first emit \"newListener\".\n if (events.newListener) {\n target.emit('newListener', type,\n listener.listener ? listener.listener : listener);\n\n // Re-assign `events` because a newListener handler could have caused the\n // this._events to be assigned to a new object\n events = target._events;\n }\n existing = events[type];\n }\n\n if (!existing) {\n // Optimize the case of one listener. Don't need the extra array object.\n existing = events[type] = listener;\n ++target._eventsCount;\n } else {\n if (typeof existing === 'function') {\n // Adding the second element, need to change to array.\n existing = events[type] = prepend ? [listener, existing] :\n [existing, listener];\n } else {\n // If we've already got an array, just append.\n if (prepend) {\n existing.unshift(listener);\n } else {\n existing.push(listener);\n }\n }\n\n // Check for listener leak\n if (!existing.warned) {\n m = $getMaxListeners(target);\n if (m && m > 0 && existing.length > m) {\n existing.warned = true;\n var w = new Error('Possible EventEmitter memory leak detected. ' +\n existing.length + ' ' + type + ' listeners added. ' +\n 'Use emitter.setMaxListeners() to increase limit');\n w.name = 'MaxListenersExceededWarning';\n w.emitter = target;\n w.type = type;\n w.count = existing.length;\n emitWarning(w);\n }\n }\n }\n\n return target;\n}\nfunction emitWarning(e) {\n typeof console.warn === 'function' ? console.warn(e) : console.log(e);\n}\nEventEmitter.prototype.addListener = function addListener(type, listener) {\n return _addListener(this, type, listener, false);\n};\n\nEventEmitter.prototype.on = EventEmitter.prototype.addListener;\n\nEventEmitter.prototype.prependListener =\n function prependListener(type, listener) {\n return _addListener(this, type, listener, true);\n };\n\nfunction _onceWrap(target, type, listener) {\n var fired = false;\n function g() {\n target.removeListener(type, g);\n if (!fired) {\n fired = true;\n listener.apply(target, arguments);\n }\n }\n g.listener = listener;\n return g;\n}\n\nEventEmitter.prototype.once = function once(type, listener) {\n if (typeof listener !== 'function')\n throw new TypeError('\"listener\" argument must be a function');\n this.on(type, _onceWrap(this, type, listener));\n return this;\n};\n\nEventEmitter.prototype.prependOnceListener =\n function prependOnceListener(type, listener) {\n if (typeof listener !== 'function')\n throw new TypeError('\"listener\" argument must be a function');\n this.prependListener(type, _onceWrap(this, type, listener));\n return this;\n };\n\n// emits a 'removeListener' event iff the listener was removed\nEventEmitter.prototype.removeListener =\n function removeListener(type, listener) {\n var list, events, position, i, originalListener;\n\n if (typeof listener !== 'function')\n throw new TypeError('\"listener\" argument must be a function');\n\n events = this._events;\n if (!events)\n return this;\n\n list = events[type];\n if (!list)\n return this;\n\n if (list === listener || (list.listener && list.listener === listener)) {\n if (--this._eventsCount === 0)\n this._events = new EventHandlers();\n else {\n delete events[type];\n if (events.removeListener)\n this.emit('removeListener', type, list.listener || listener);\n }\n } else if (typeof list !== 'function') {\n position = -1;\n\n for (i = list.length; i-- > 0;) {\n if (list[i] === listener ||\n (list[i].listener && list[i].listener === listener)) {\n originalListener = list[i].listener;\n position = i;\n break;\n }\n }\n\n if (position < 0)\n return this;\n\n if (list.length === 1) {\n list[0] = undefined;\n if (--this._eventsCount === 0) {\n this._events = new EventHandlers();\n return this;\n } else {\n delete events[type];\n }\n } else {\n spliceOne(list, position);\n }\n\n if (events.removeListener)\n this.emit('removeListener', type, originalListener || listener);\n }\n\n return this;\n };\n \n// Alias for removeListener added in NodeJS 10.0\n// https://nodejs.org/api/events.html#events_emitter_off_eventname_listener\nEventEmitter.prototype.off = function(type, listener){\n return this.removeListener(type, listener);\n};\n\nEventEmitter.prototype.removeAllListeners =\n function removeAllListeners(type) {\n var listeners, events;\n\n events = this._events;\n if (!events)\n return this;\n\n // not listening for removeListener, no need to emit\n if (!events.removeListener) {\n if (arguments.length === 0) {\n this._events = new EventHandlers();\n this._eventsCount = 0;\n } else if (events[type]) {\n if (--this._eventsCount === 0)\n this._events = new EventHandlers();\n else\n delete events[type];\n }\n return this;\n }\n\n // emit removeListener for all listeners on all events\n if (arguments.length === 0) {\n var keys = Object.keys(events);\n for (var i = 0, key; i < keys.length; ++i) {\n key = keys[i];\n if (key === 'removeListener') continue;\n this.removeAllListeners(key);\n }\n this.removeAllListeners('removeListener');\n this._events = new EventHandlers();\n this._eventsCount = 0;\n return this;\n }\n\n listeners = events[type];\n\n if (typeof listeners === 'function') {\n this.removeListener(type, listeners);\n } else if (listeners) {\n // LIFO order\n do {\n this.removeListener(type, listeners[listeners.length - 1]);\n } while (listeners[0]);\n }\n\n return this;\n };\n\nEventEmitter.prototype.listeners = function listeners(type) {\n var evlistener;\n var ret;\n var events = this._events;\n\n if (!events)\n ret = [];\n else {\n evlistener = events[type];\n if (!evlistener)\n ret = [];\n else if (typeof evlistener === 'function')\n ret = [evlistener.listener || evlistener];\n else\n ret = unwrapListeners(evlistener);\n }\n\n return ret;\n};\n\nEventEmitter.listenerCount = function(emitter, type) {\n if (typeof emitter.listenerCount === 'function') {\n return emitter.listenerCount(type);\n } else {\n return listenerCount.call(emitter, type);\n }\n};\n\nEventEmitter.prototype.listenerCount = listenerCount;\nfunction listenerCount(type) {\n var events = this._events;\n\n if (events) {\n var evlistener = events[type];\n\n if (typeof evlistener === 'function') {\n return 1;\n } else if (evlistener) {\n return evlistener.length;\n }\n }\n\n return 0;\n}\n\nEventEmitter.prototype.eventNames = function eventNames() {\n return this._eventsCount > 0 ? Reflect.ownKeys(this._events) : [];\n};\n\n// About 1.5x faster than the two-arg version of Array#splice().\nfunction spliceOne(list, index) {\n for (var i = index, k = i + 1, n = list.length; k < n; i += 1, k += 1)\n list[i] = list[k];\n list.pop();\n}\n\nfunction arrayClone(arr, i) {\n var copy = new Array(i);\n while (i--)\n copy[i] = arr[i];\n return copy;\n}\n\nfunction unwrapListeners(arr) {\n var ret = new Array(arr.length);\n for (var i = 0; i < ret.length; ++i) {\n ret[i] = arr[i].listener || arr[i];\n }\n return ret;\n}\n\nvar _polyfillNode_events = /*#__PURE__*/Object.freeze({\n __proto__: null,\n 'default': EventEmitter,\n EventEmitter: EventEmitter\n});\n\nvar util = /*@__PURE__*/getDefaultExportFromNamespaceIfNotNamed(_polyfillNode_util$1);\n\nvar events = /*@__PURE__*/getDefaultExportFromNamespaceIfNotNamed(_polyfillNode_events);\n\n// Simple OOP Tools for Node.JS\n// Copyright (c) 2014 Joseph Huckaby\n// Released under the MIT License\n\n\n\n\nvar create = function create(members) {\n\t// create new class using php-style syntax (sort of)\n\tif (!members) members = {};\n\t\n\t// setup constructor\n\tvar constructor = null;\n\t\n\t// inherit from parent class\n\tif (members.__parent) {\n\t\tif (members.__construct) {\n\t\t\t// explicit constructor passed in\n\t\t\tconstructor = members.__construct;\n\t\t}\n\t\telse {\n\t\t\t// inherit parent's constructor\n\t\t\tvar parent = members.__parent;\n\t\t\tconstructor = function() {\n\t\t\t\tvar args = Array.prototype.slice.call(arguments);\n\t\t\t\tparent.apply( this, args );\n\t\t\t};\n\t\t}\n\t\t\n\t\t// inherit rest of parent members\n\t\tutil.inherits(constructor, members.__parent);\n\t\tdelete members.__parent;\n\t}\n\telse {\n\t\t// create new base class\n\t\tconstructor = members.__construct || function() {};\n\t}\n\tdelete members.__construct;\n\t\n\t// handle static variables\n\tif (members.__static) {\n\t\tfor (var key in members.__static) {\n\t\t\tconstructor[key] = members.__static[key];\n\t\t}\n\t\tdelete members.__static;\n\t}\n\t\n\t// all classes are event emitters unless explicitly disabled\n\tif (members.__events !== false) {\n\t\tif (!members.__mixins) members.__mixins = [];\n\t\tif (members.__mixins.indexOf(events.EventEmitter) == -1) {\n\t\t\tmembers.__mixins.push( events.EventEmitter );\n\t\t}\n\t}\n\tdelete members.__events;\n\t\n\t// handle mixins\n\tif (members.__mixins) {\n\t\tfor (var idx = 0, len = members.__mixins.length; idx < len; idx++) {\n\t\t\tvar class_obj = members.__mixins[idx];\n\t\t\t\n\t\t\tfor (var key in class_obj.prototype) {\n\t\t\t\tif (!key.match(/^__/) && (typeof(constructor.prototype[key]) == 'undefined')) {\n\t\t\t\t\tconstructor.prototype[key] = class_obj.prototype[key];\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar static_members = class_obj.__static;\n\t\t\tif (static_members) {\n\t\t\t\tfor (var key in static_members) {\n\t\t\t\t\tif (typeof(constructor[key]) == 'undefined') constructor[key] = static_members[key];\n\t\t\t\t}\n\t\t\t}\n\t\t} // foreach mixin\n\t\tdelete members.__mixins;\n\t} // mixins\n\t\n\t// handle promisify (node 8+)\n\tif (members.__promisify && util.promisify) {\n\t\tif (Array.isArray(members.__promisify)) {\n\t\t\t// promisify some\n\t\t\tmembers.__promisify.forEach( function(key) {\n\t\t\t\tif (typeof(members[key]) == 'function') {\n\t\t\t\t\tmembers[key] = util.promisify( members[key] );\n\t\t\t\t}\n\t\t\t} );\n\t\t}\n\t\telse {\n\t\t\t// promisify all\n\t\t\tfor (var key in members) {\n\t\t\t\tif (!key.match(/^__/) && (typeof(members[key]) == 'function')) {\n\t\t\t\t\tmembers[key] = util.promisify( members[key] );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tdelete members.__promisify;\n\t}\n\t\n\t// fill prototype members\n\tfor (var key in members) {\n\t\tconstructor.prototype[key] = members[key];\n\t}\n\t\n\t// return completed class definition\n\treturn constructor;\n};\n\nvar _class = {\n\tcreate: create\n};\n\n// High Resolution Performance Tracker for Node.JS\n// Copyright (c) 2014 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar perf = _class.create({\n\t\n\tperf: null,\n\tcounters: null,\n\tscale: 1000, // milliseconds\n\tprecision: 1000, // 3 digits\n\ttotalKey: 'total', // where to store the total\n\tminMax: false, // track min/avg/max per metric\n\t\n\t__events: false,\n\t\n\t__construct: function() {\n\t\t// class constructor\n\t\tthis.reset();\n\t},\n\t\n\treset: function() {\n\t\t// reset everything\n\t\tthis.perf = {};\n\t\tthis.counters = {};\n\t},\n\t\n\tsetScale: function(scale) { \n\t\t// set scale for time measurements\n\t\t// 1000000000 == nanoseconds\n\t\t// 1000000 == microseconds\n\t\t// 1000 == milliseconds\n\t\t// 1 == seconds\n\t\tthis.scale = scale; \n\t},\n\t\n\tsetPrecision: function(precision) {\n\t\t// set precision for measurements\n\t\t// 1 == integers only\n\t\t// 10 == 1 digit after the decimal\n\t\t// 100 == 2 digits after the decimal\n\t\t// 1000 == 3 digits after the decimal\n\t\tthis.precision = precision; \n\t},\n\t\n\tcalcElapsed: function(start) {\n\t\t// calculate elapsed time using process.hrtime() (nanoseconds)\n\t\t// then convert to our scale and precision\n\t\tvar diff = process.hrtime( start );\n\t\tvar nano = diff[0] * 1e9 + diff[1];\n\t\t\n\t\t// apply scale transform\n\t\tvar value = nano / (1000000000 / this.scale);\n\t\t\n\t\treturn value;\n\t},\n\t\n\tbegin: function(id) {\n\t\t// begin tracking metric\n\t\t// ID defaults to 't' for total\n\t\tif (!id) id = this.totalKey;\n\t\tvar now = process.hrtime();\n\t\t\n\t\t// only allow 't' begin to be called once per object (unless it is reset)\n\t\tif ((id == this.totalKey) && this.perf[id]) return;\n\t\t\n\t\t// set start time\n\t\tif (!this.perf[id]) this.perf[id] = { elapsed: 0 };\n\t\tthis.perf[id].start = now;\n\t\tif (this.perf[id].end) delete this.perf[id].end;\n\t\t\n\t\treturn new PerfMetric(this, id, now);\n\t},\n\t\n\tend: function(id, start) {\n\t\t// mark end of metric\n\t\t// ID defaults to 't' for total\n\t\tif (!id) id = this.totalKey;\n\t\tvar now = process.hrtime();\n\t\t\n\t\tif (!this.perf[id] && !start) return;\n\t\tif (!this.perf[id]) this.perf[id] = { elapsed: 0 };\n\t\tvar obj = this.perf[id];\n\t\t\n\t\tif (start) obj.start = start;\n\t\tobj.end = now;\n\t\tif (!obj.start) obj.start = obj.end;\n\t\t\n\t\tvar elapsed = Array.isArray(obj.start) ? \n\t\t\tthis.calcElapsed( obj.start ) : 0;\n\t\t\n\t\tif (id == this.totalKey) {\n\t\t\t// end of all tracking\n\t\t\t// set elapsed instead of incrementing, to prevent bugs with calling end() twice.\n\t\t\tobj.elapsed = elapsed;\n\t\t}\n\t\telse {\n\t\t\t// stopped tracking single metric\n\t\t\t// increment elapsed to allow for multiple trackings on same metric\n\t\t\tobj.elapsed += elapsed;\n\t\t}\n\t\t\n\t\tif (this.minMax) {\n\t\t\tif (!obj.count || (elapsed < obj.min)) obj.min = elapsed;\n\t\t\tif (!obj.count || (elapsed > obj.max)) obj.max = elapsed;\n\t\t\tif (!obj.count) obj.count = 0;\n\t\t\tobj.count++;\n\t\t}\n\t\t\n\t\treturn this.formatValue(elapsed);\n\t},\n\t\n\tcount: function(id, amount) {\n\t\t// increment (or decrement) simple counter, unrelated to time measurement\n\t\tif (typeof(amount) == 'undefined') amount = 1;\n\t\tif (!(id in this.counters)) this.counters[id] = amount;\n\t\telse this.counters[id] += amount;\n\t},\n\t\n\tmetrics: function() {\n\t\t// get all perf metrics and counters in simple object format\n\t\tvar out = {};\n\t\t\n\t\t// make sure total metric is ended\n\t\tthis.end();\n\t\t\n\t\t// generate object containing only elapsed times of each\n\t\tfor (var id in this.perf) {\n\t\t\tif (this.perf[id].end) {\n\t\t\t\tout[id] = this.elapsed(id, true);\n\t\t\t}\n\t\t}\n\t\t\n\t\treturn {\n\t\t\tscale: this.scale,\n\t\t\tperf: out,\n\t\t\tcounters: this.counters\n\t\t};\n\t},\n\t\n\tjson: function() {\n\t\t// return a JSON string with perf metrics and counters separated out\n\t\treturn JSON.stringify( this.metrics() );\n\t},\n\t\n\tsummarize: function(prefix) {\n\t\t// Summarize performance metrics in query string format\n\t\tvar pairs = [];\n\t\tvar metrics = this.metrics();\n\t\tif (!prefix) prefix = '';\n\t\t\n\t\t// start with scale\n\t\tpairs.push( 'scale=' + this.scale );\n\t\t\n\t\t// make sure total is always right after scale\n\t\tpairs.push( 'total=' + metrics.perf.total );\n\t\tdelete metrics.perf.total;\n\t\t\n\t\t// build summary string of other metrics\n\t\tfor (var id in metrics.perf) {\n\t\t\tpairs.push( prefix + id + '=' + metrics.perf[id] );\n\t\t}\n\t\t\n\t\t// add counters if applicable, prefix each with c_\n\t\tfor (var id in metrics.counters) {\n\t\t\tvar disp_id = id.match(/^c_/) ? id : ('c_'+id);\n\t\t\tpairs.push( disp_id + '=' + metrics.counters[id] );\n\t\t}\n\t\t\n\t\treturn pairs.join('&');\n\t},\n\t\n\telapsed: function(id, display_format) {\n\t\t// get elapsed seconds from given metric\n\t\tif (!this.perf[id]) return 0;\n\t\tif (!this.perf[id].elapsed) return 0;\n\t\t\n\t\tif (display_format) {\n\t\t\treturn this.formatValue( this.perf[id].elapsed );\n\t\t}\n\t\telse return this.perf[id].elapsed;\n\t},\n\t\n\tget: function() {\n\t\t// Get raw perf object\n\t\treturn this.perf;\n\t},\n\t\n\tgetCounters: function() {\n\t\t// Get raw counters object\n\t\treturn this.counters;\n\t},\n\t\n\tformatValue: function(value) {\n\t\t// format value according to our precision\n\t\treturn Math.floor(value * this.precision) / this.precision;\n\t},\n\t\n\tgetMinMaxMetrics: function() {\n\t\t// get min/max/avg/count/total for each named metric (omits total)\n\t\t// special 'minMax' mode must be enabled\n\t\tif (!this.minMax) return {};\n\t\tvar metrics = {};\n\t\t\n\t\tfor (var id in this.perf) {\n\t\t\tvar obj = this.perf[id];\n\t\t\tif (obj.end && (id != this.totalKey)) {\n\t\t\t\tif (!obj.elapsed) obj.elapsed = 0;\n\t\t\t\tmetrics[id] = {\n\t\t\t\t\tmin: this.formatValue( obj.min || 0 ),\n\t\t\t\t\tmax: this.formatValue( obj.max || 0 ),\n\t\t\t\t\ttotal: this.formatValue( obj.elapsed ),\n\t\t\t\t\tcount: obj.count || 0,\n\t\t\t\t\tavg: this.formatValue( obj.elapsed / (obj.count || 1) )\n\t\t\t\t};\n\t\t\t}\n\t\t}\n\t\t\n\t\treturn metrics;\n\t},\n\t\n\timport: function(perf, prefix) {\n\t\t// import perf metrics from another object (and adjust scale to match)\n\t\t// can be a pixl-perf instance, or an object from calling metrics()\n\t\tif (!prefix) prefix = '';\n\t\t\n\t\tif (perf.perf) {\n\t\t\tfor (var key in perf.perf) {\n\t\t\t\tif (key != this.totalKey) {\n\t\t\t\t\tvar pkey = prefix + key;\n\t\t\t\t\tif (!this.perf[pkey]) this.perf[pkey] = {};\n\t\t\t\t\tif (!this.perf[pkey].end) this.perf[pkey].end = 1;\n\t\t\t\t\tif (!this.perf[pkey].elapsed) this.perf[pkey].elapsed = 0;\n\t\t\t\t\tvar elapsed = (typeof(perf.perf[key]) == 'number') ? perf.perf[key] : perf.perf[key].elapsed;\n\t\t\t\t\tthis.perf[pkey].elapsed += (elapsed / (perf.scale / this.scale)) || 0;\n\t\t\t\t\t\n\t\t\t\t\tif (this.minMax && perf.minMax) {\n\t\t\t\t\t\t// both source and dest have minMax, so import entire min/max/count\n\t\t\t\t\t\tvar adj_min = perf.perf[key].min / (perf.scale / this.scale);\n\t\t\t\t\t\tif (!this.perf[pkey].count || (adj_min < this.perf[pkey].min)) this.perf[pkey].min = adj_min;\n\t\t\t\t\t\t\n\t\t\t\t\t\tvar adj_max = perf.perf[key].max / (perf.scale / this.scale);\n\t\t\t\t\t\tif (!this.perf[pkey].count || (adj_max > this.perf[pkey].max)) this.perf[pkey].max = adj_max;\n\t\t\t\t\t\t\n\t\t\t\t\t\tif (!this.perf[pkey].count) this.perf[pkey].count = 0;\n\t\t\t\t\t\tthis.perf[pkey].count += perf.perf[key].count || 0;\n\t\t\t\t\t} // minMax\n\t\t\t\t\telse if (this.minMax) {\n\t\t\t\t\t\t// source has no minMax, but dest does, so just import their elapsed as one measurement\n\t\t\t\t\t\tvar adj_elapsed = (elapsed / (perf.scale / this.scale)) || 0;\n\t\t\t\t\t\tif (!this.perf[pkey].count || (adj_elapsed < this.perf[pkey].min)) this.perf[pkey].min = adj_elapsed;\n\t\t\t\t\t\tif (!this.perf[pkey].count || (adj_elapsed > this.perf[pkey].max)) this.perf[pkey].max = adj_elapsed;\n\t\t\t\t\t\tif (!this.perf[pkey].count) this.perf[pkey].count = 0;\n\t\t\t\t\t\tthis.perf[pkey].count++;\n\t\t\t\t\t}\n\t\t\t\t} // not totalKey\n\t\t\t} // foreach perf\n\t\t} // perf.perf\n\t\t\n\t\tif (perf.counters) {\n\t\t\tfor (var key in perf.counters) {\n\t\t\t\tvar pkey = prefix + key;\n\t\t\t\tthis.count( pkey, perf.counters[key] );\n\t\t\t}\n\t\t}\n\t}\n\t\n});\n\n// A PerfMetric promise is returned from each call to begin(),\n// so the user can track multiple simultaneous metrics with the same key.\n\nvar PerfMetric = _class.create({\n\t\n\t__events: false,\n\t\n\tperf: null,\n\tid: '',\n\tstart: 0,\n\t\n\t__construct: function(perf, id, start) {\n\t\t// class constructor\n\t\tthis.perf = perf;\n\t\tthis.id = id;\n\t\tthis.start = start;\n\t},\n\t\n\tend: function() {\n\t\t// end tracking\n\t\treturn this.perf.end(this.id, this.start);\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Canvas Create Mixin - Browser Version\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar create$1 = _class.create({\n\t\n\tcreate: function(opts, callback) {\n\t\t// create new canvas, with optional background color\n\t\t// opts: { width, height, background }\n\t\tthis.clearLastError();\n\t\tif (!this.get('origWidth')) this.perf.begin('create');\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\topts = this.applySettings(opts);\n\t\t\n\t\tvar width = opts.width;\n\t\tvar height = opts.height;\n\t\tvar background = opts.background;\n\t\t\n\t\tthis.set('width', width);\n\t\tthis.set('height', height);\n\t\t\n\t\tthis.logDebug(5, \"Creating new canvas: \" + width + 'x' + height, { background: background || '(transparent)' });\n\t\t\n\t\t// sanity check\n\t\tif (!width || isNaN(parseInt(width)) || !height || isNaN(parseInt(height))) {\n\t\t\treturn this.doError('create', \"Invalid image dimensions: \" + width + 'x' + height, callback);\n\t\t}\n\t\t\n\t\t// check max area\n\t\tif (this.get('maxArea')) {\n\t\t\tvar area = width * height;\n\t\t\tif (area > this.get('maxArea')) {\n\t\t\t\treturn this.doError('create', \"Image dimensions are too large: \" + width + 'x' + height, callback);\n\t\t\t}\n\t\t}\n\t\t\n\t\t// create canvas\n\t\tthis.canvas = document.createElement('canvas');\n\t\tthis.canvas.width = width;\n\t\tthis.canvas.height = height;\n\t\tthis.context = this.canvas.getContext('2d');\n\t\t\n\t\t// apply settings\n\t\tfor (var key in this.canvasSettingsKeys) {\n\t\t\tthis.context[key] = this.settings[key];\n\t\t}\n\t\t\n\t\t// fill background if desired\n\t\tif (background) {\n\t\t\tthis.context.save();\n\t\t\tthis.context.globalCompositeOperation = 'copy';\n\t\t\tthis.context.fillStyle = background;\n\t\t\tthis.context.fillRect( 0, 0, width, height );\n\t\t\tthis.context.restore();\n\t\t}\n\t\t\n\t\tthis.set('mode', 'rgba');\n\t\t\n\t\tif (!this.get('origWidth')) {\n\t\t\tthis.perf.end('create');\n\t\t\tthis.set('origWidth', this.get('width'));\n\t\t\tthis.set('origHeight', this.get('height'));\n\t\t}\n\t\t\n\t\tthis.logDebug(5, \"Canvas created successfully\");\n\t\tif (callback) callback();\n\t\t\n\t\t// for chaining\n\t\treturn this;\n\t}\n\t\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Canvas Font Mixin - Browser Version\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\nvar fonts_loaded = {};\n\nvar font = _class.create({\n\t\n\tgetFontID: function(family) {\n\t\t// family is font ID for browser\n\t\treturn family;\n\t},\n\t\n\tloadFont: function(family, url, callback) {\n\t\t// load CSS font family in browser, callback is optional\n\t\tvar self = this;\n\t\t\n\t\tif (family in fonts_loaded) {\n\t\t\tif (callback) callback();\n\t\t\treturn;\n\t\t}\n\t\tfonts_loaded[family] = 1;\n\t\t\n\t\t// sniff format from URL\n\t\tif (url.match(/\\.(\\w+)(\\?|$)/)) {\n\t\t\tvar fmt = RegExp.$1;\n\t\t\tif (fmt.match(/ttf/i)) fmt = 'truetype';\n\t\t\telse if (fmt.match(/otf/i)) fmt = 'opentype';\n\t\t\t\n\t\t\tvar pf = this.perf.begin('font');\n\t\t\t\n\t\t\tvar sty = document.createElement('style');\n\t\t\tsty.type = 'text/css';\n\t\t\tsty.innerHTML = \"@font-face { font-family:'\" + family + \"'; src:url('\" + url + \"') format('\" + fmt + \"'); }\\n\";\n\t\t\t(document.getElementsByTagName('head')[0] || document.getElementsByTagName('body')[0]).appendChild(sty);\n\t\t\t\n\t\t\tonFontReady(family, function() {\n\t\t\t\tpf.end();\n\t\t\t\tself.logDebug(5, \"Font loaded successfully: \" + family + \": \" + url);\n\t\t\t\tif (callback) callback();\n\t\t\t}, \n\t\t\t{\n\t\t\t\ttimeoutAfter: 5000,\n\t\t\t\tonTimeout: function() {\n\t\t\t\t\tpf.end();\n\t\t\t\t\treturn self.doError( 'font', \"Failed to load font after 5 seconds: \" + family, callback );\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t\telse {\n\t\t\tself.doError( 'font', \"Cannot determine font format from URL: \" + url, callback );\n\t\t}\n\t}\n\t\n});\n\n// onFontReady (MIT License)\n// https://github.com/dwighthouse/onfontready/blob/master/LICENSE\nfunction onFontReady(e,t,i,n,o){i=i||0,i.timeoutAfter&&setTimeout(function(){n&&(document.body.removeChild(n),n=0,i.onTimeout&&i.onTimeout());},i.timeoutAfter),o=function(){n&&n.firstChild.clientWidth==n.lastChild.clientWidth&&(document.body.removeChild(n),n=0,t());},o(document.body.appendChild(n=document.createElement(\"div\")).innerHTML='
'+(i.sampleText||\" \")+'
'+(i.sampleText||\" \")+\"
\"),n&&(n.firstChild.appendChild(e=document.createElement(\"iframe\")).style.width=\"999%\",e.contentWindow.onresize=o,n.lastChild.appendChild(e=document.createElement(\"iframe\")).style.width=\"999%\",e.contentWindow.onresize=o,e=setTimeout(o));}\n\nvar exif = createCommonjsModule(function (module, exports) {\n(function() {\n\n var debug = false;\n\n var EXIF = function(obj) {\n if (obj instanceof EXIF) return obj;\n if (!(this instanceof EXIF)) return new EXIF(obj);\n this.EXIFwrapped = obj;\n };\n\n {\n if ( module.exports) {\n exports = module.exports = EXIF;\n }\n exports.EXIF = EXIF;\n }\n\n var ExifTags = EXIF.Tags = {\n\n // version tags\n 0x9000 : \"ExifVersion\", // EXIF version\n 0xA000 : \"FlashpixVersion\", // Flashpix format version\n\n // colorspace tags\n 0xA001 : \"ColorSpace\", // Color space information tag\n\n // image configuration\n 0xA002 : \"PixelXDimension\", // Valid width of meaningful image\n 0xA003 : \"PixelYDimension\", // Valid height of meaningful image\n 0x9101 : \"ComponentsConfiguration\", // Information about channels\n 0x9102 : \"CompressedBitsPerPixel\", // Compressed bits per pixel\n\n // user information\n 0x927C : \"MakerNote\", // Any desired information written by the manufacturer\n 0x9286 : \"UserComment\", // Comments by user\n\n // related file\n 0xA004 : \"RelatedSoundFile\", // Name of related sound file\n\n // date and time\n 0x9003 : \"DateTimeOriginal\", // Date and time when the original image was generated\n 0x9004 : \"DateTimeDigitized\", // Date and time when the image was stored digitally\n 0x9290 : \"SubsecTime\", // Fractions of seconds for DateTime\n 0x9291 : \"SubsecTimeOriginal\", // Fractions of seconds for DateTimeOriginal\n 0x9292 : \"SubsecTimeDigitized\", // Fractions of seconds for DateTimeDigitized\n\n // picture-taking conditions\n 0x829A : \"ExposureTime\", // Exposure time (in seconds)\n 0x829D : \"FNumber\", // F number\n 0x8822 : \"ExposureProgram\", // Exposure program\n 0x8824 : \"SpectralSensitivity\", // Spectral sensitivity\n 0x8827 : \"ISOSpeedRatings\", // ISO speed rating\n 0x8828 : \"OECF\", // Optoelectric conversion factor\n 0x9201 : \"ShutterSpeedValue\", // Shutter speed\n 0x9202 : \"ApertureValue\", // Lens aperture\n 0x9203 : \"BrightnessValue\", // Value of brightness\n 0x9204 : \"ExposureBias\", // Exposure bias\n 0x9205 : \"MaxApertureValue\", // Smallest F number of lens\n 0x9206 : \"SubjectDistance\", // Distance to subject in meters\n 0x9207 : \"MeteringMode\", // Metering mode\n 0x9208 : \"LightSource\", // Kind of light source\n 0x9209 : \"Flash\", // Flash status\n 0x9214 : \"SubjectArea\", // Location and area of main subject\n 0x920A : \"FocalLength\", // Focal length of the lens in mm\n 0xA20B : \"FlashEnergy\", // Strobe energy in BCPS\n 0xA20C : \"SpatialFrequencyResponse\", //\n 0xA20E : \"FocalPlaneXResolution\", // Number of pixels in width direction per FocalPlaneResolutionUnit\n 0xA20F : \"FocalPlaneYResolution\", // Number of pixels in height direction per FocalPlaneResolutionUnit\n 0xA210 : \"FocalPlaneResolutionUnit\", // Unit for measuring FocalPlaneXResolution and FocalPlaneYResolution\n 0xA214 : \"SubjectLocation\", // Location of subject in image\n 0xA215 : \"ExposureIndex\", // Exposure index selected on camera\n 0xA217 : \"SensingMethod\", // Image sensor type\n 0xA300 : \"FileSource\", // Image source (3 == DSC)\n 0xA301 : \"SceneType\", // Scene type (1 == directly photographed)\n 0xA302 : \"CFAPattern\", // Color filter array geometric pattern\n 0xA401 : \"CustomRendered\", // Special processing\n 0xA402 : \"ExposureMode\", // Exposure mode\n 0xA403 : \"WhiteBalance\", // 1 = auto white balance, 2 = manual\n 0xA404 : \"DigitalZoomRation\", // Digital zoom ratio\n 0xA405 : \"FocalLengthIn35mmFilm\", // Equivalent foacl length assuming 35mm film camera (in mm)\n 0xA406 : \"SceneCaptureType\", // Type of scene\n 0xA407 : \"GainControl\", // Degree of overall image gain adjustment\n 0xA408 : \"Contrast\", // Direction of contrast processing applied by camera\n 0xA409 : \"Saturation\", // Direction of saturation processing applied by camera\n 0xA40A : \"Sharpness\", // Direction of sharpness processing applied by camera\n 0xA40B : \"DeviceSettingDescription\", //\n 0xA40C : \"SubjectDistanceRange\", // Distance to subject\n\n // other tags\n 0xA005 : \"InteroperabilityIFDPointer\",\n 0xA420 : \"ImageUniqueID\" // Identifier assigned uniquely to each image\n };\n\n var TiffTags = EXIF.TiffTags = {\n 0x0100 : \"ImageWidth\",\n 0x0101 : \"ImageHeight\",\n 0x8769 : \"ExifIFDPointer\",\n 0x8825 : \"GPSInfoIFDPointer\",\n 0xA005 : \"InteroperabilityIFDPointer\",\n 0x0102 : \"BitsPerSample\",\n 0x0103 : \"Compression\",\n 0x0106 : \"PhotometricInterpretation\",\n 0x0112 : \"Orientation\",\n 0x0115 : \"SamplesPerPixel\",\n 0x011C : \"PlanarConfiguration\",\n 0x0212 : \"YCbCrSubSampling\",\n 0x0213 : \"YCbCrPositioning\",\n 0x011A : \"XResolution\",\n 0x011B : \"YResolution\",\n 0x0128 : \"ResolutionUnit\",\n 0x0111 : \"StripOffsets\",\n 0x0116 : \"RowsPerStrip\",\n 0x0117 : \"StripByteCounts\",\n 0x0201 : \"JPEGInterchangeFormat\",\n 0x0202 : \"JPEGInterchangeFormatLength\",\n 0x012D : \"TransferFunction\",\n 0x013E : \"WhitePoint\",\n 0x013F : \"PrimaryChromaticities\",\n 0x0211 : \"YCbCrCoefficients\",\n 0x0214 : \"ReferenceBlackWhite\",\n 0x0132 : \"DateTime\",\n 0x010E : \"ImageDescription\",\n 0x010F : \"Make\",\n 0x0110 : \"Model\",\n 0x0131 : \"Software\",\n 0x013B : \"Artist\",\n 0x8298 : \"Copyright\"\n };\n\n var GPSTags = EXIF.GPSTags = {\n 0x0000 : \"GPSVersionID\",\n 0x0001 : \"GPSLatitudeRef\",\n 0x0002 : \"GPSLatitude\",\n 0x0003 : \"GPSLongitudeRef\",\n 0x0004 : \"GPSLongitude\",\n 0x0005 : \"GPSAltitudeRef\",\n 0x0006 : \"GPSAltitude\",\n 0x0007 : \"GPSTimeStamp\",\n 0x0008 : \"GPSSatellites\",\n 0x0009 : \"GPSStatus\",\n 0x000A : \"GPSMeasureMode\",\n 0x000B : \"GPSDOP\",\n 0x000C : \"GPSSpeedRef\",\n 0x000D : \"GPSSpeed\",\n 0x000E : \"GPSTrackRef\",\n 0x000F : \"GPSTrack\",\n 0x0010 : \"GPSImgDirectionRef\",\n 0x0011 : \"GPSImgDirection\",\n 0x0012 : \"GPSMapDatum\",\n 0x0013 : \"GPSDestLatitudeRef\",\n 0x0014 : \"GPSDestLatitude\",\n 0x0015 : \"GPSDestLongitudeRef\",\n 0x0016 : \"GPSDestLongitude\",\n 0x0017 : \"GPSDestBearingRef\",\n 0x0018 : \"GPSDestBearing\",\n 0x0019 : \"GPSDestDistanceRef\",\n 0x001A : \"GPSDestDistance\",\n 0x001B : \"GPSProcessingMethod\",\n 0x001C : \"GPSAreaInformation\",\n 0x001D : \"GPSDateStamp\",\n 0x001E : \"GPSDifferential\"\n };\n\n // EXIF 2.3 Spec\n var IFD1Tags = EXIF.IFD1Tags = {\n 0x0100: \"ImageWidth\",\n 0x0101: \"ImageHeight\",\n 0x0102: \"BitsPerSample\",\n 0x0103: \"Compression\",\n 0x0106: \"PhotometricInterpretation\",\n 0x0111: \"StripOffsets\",\n 0x0112: \"Orientation\",\n 0x0115: \"SamplesPerPixel\",\n 0x0116: \"RowsPerStrip\",\n 0x0117: \"StripByteCounts\",\n 0x011A: \"XResolution\",\n 0x011B: \"YResolution\",\n 0x011C: \"PlanarConfiguration\",\n 0x0128: \"ResolutionUnit\",\n 0x0201: \"JpegIFOffset\", // When image format is JPEG, this value show offset to JPEG data stored.(aka \"ThumbnailOffset\" or \"JPEGInterchangeFormat\")\n 0x0202: \"JpegIFByteCount\", // When image format is JPEG, this value shows data size of JPEG image (aka \"ThumbnailLength\" or \"JPEGInterchangeFormatLength\")\n 0x0211: \"YCbCrCoefficients\",\n 0x0212: \"YCbCrSubSampling\",\n 0x0213: \"YCbCrPositioning\",\n 0x0214: \"ReferenceBlackWhite\"\n };\n\n var StringValues = EXIF.StringValues = {\n ExposureProgram : {\n 0 : \"Not defined\",\n 1 : \"Manual\",\n 2 : \"Normal program\",\n 3 : \"Aperture priority\",\n 4 : \"Shutter priority\",\n 5 : \"Creative program\",\n 6 : \"Action program\",\n 7 : \"Portrait mode\",\n 8 : \"Landscape mode\"\n },\n MeteringMode : {\n 0 : \"Unknown\",\n 1 : \"Average\",\n 2 : \"CenterWeightedAverage\",\n 3 : \"Spot\",\n 4 : \"MultiSpot\",\n 5 : \"Pattern\",\n 6 : \"Partial\",\n 255 : \"Other\"\n },\n LightSource : {\n 0 : \"Unknown\",\n 1 : \"Daylight\",\n 2 : \"Fluorescent\",\n 3 : \"Tungsten (incandescent light)\",\n 4 : \"Flash\",\n 9 : \"Fine weather\",\n 10 : \"Cloudy weather\",\n 11 : \"Shade\",\n 12 : \"Daylight fluorescent (D 5700 - 7100K)\",\n 13 : \"Day white fluorescent (N 4600 - 5400K)\",\n 14 : \"Cool white fluorescent (W 3900 - 4500K)\",\n 15 : \"White fluorescent (WW 3200 - 3700K)\",\n 17 : \"Standard light A\",\n 18 : \"Standard light B\",\n 19 : \"Standard light C\",\n 20 : \"D55\",\n 21 : \"D65\",\n 22 : \"D75\",\n 23 : \"D50\",\n 24 : \"ISO studio tungsten\",\n 255 : \"Other\"\n },\n Flash : {\n 0x0000 : \"Flash did not fire\",\n 0x0001 : \"Flash fired\",\n 0x0005 : \"Strobe return light not detected\",\n 0x0007 : \"Strobe return light detected\",\n 0x0009 : \"Flash fired, compulsory flash mode\",\n 0x000D : \"Flash fired, compulsory flash mode, return light not detected\",\n 0x000F : \"Flash fired, compulsory flash mode, return light detected\",\n 0x0010 : \"Flash did not fire, compulsory flash mode\",\n 0x0018 : \"Flash did not fire, auto mode\",\n 0x0019 : \"Flash fired, auto mode\",\n 0x001D : \"Flash fired, auto mode, return light not detected\",\n 0x001F : \"Flash fired, auto mode, return light detected\",\n 0x0020 : \"No flash function\",\n 0x0041 : \"Flash fired, red-eye reduction mode\",\n 0x0045 : \"Flash fired, red-eye reduction mode, return light not detected\",\n 0x0047 : \"Flash fired, red-eye reduction mode, return light detected\",\n 0x0049 : \"Flash fired, compulsory flash mode, red-eye reduction mode\",\n 0x004D : \"Flash fired, compulsory flash mode, red-eye reduction mode, return light not detected\",\n 0x004F : \"Flash fired, compulsory flash mode, red-eye reduction mode, return light detected\",\n 0x0059 : \"Flash fired, auto mode, red-eye reduction mode\",\n 0x005D : \"Flash fired, auto mode, return light not detected, red-eye reduction mode\",\n 0x005F : \"Flash fired, auto mode, return light detected, red-eye reduction mode\"\n },\n SensingMethod : {\n 1 : \"Not defined\",\n 2 : \"One-chip color area sensor\",\n 3 : \"Two-chip color area sensor\",\n 4 : \"Three-chip color area sensor\",\n 5 : \"Color sequential area sensor\",\n 7 : \"Trilinear sensor\",\n 8 : \"Color sequential linear sensor\"\n },\n SceneCaptureType : {\n 0 : \"Standard\",\n 1 : \"Landscape\",\n 2 : \"Portrait\",\n 3 : \"Night scene\"\n },\n SceneType : {\n 1 : \"Directly photographed\"\n },\n CustomRendered : {\n 0 : \"Normal process\",\n 1 : \"Custom process\"\n },\n WhiteBalance : {\n 0 : \"Auto white balance\",\n 1 : \"Manual white balance\"\n },\n GainControl : {\n 0 : \"None\",\n 1 : \"Low gain up\",\n 2 : \"High gain up\",\n 3 : \"Low gain down\",\n 4 : \"High gain down\"\n },\n Contrast : {\n 0 : \"Normal\",\n 1 : \"Soft\",\n 2 : \"Hard\"\n },\n Saturation : {\n 0 : \"Normal\",\n 1 : \"Low saturation\",\n 2 : \"High saturation\"\n },\n Sharpness : {\n 0 : \"Normal\",\n 1 : \"Soft\",\n 2 : \"Hard\"\n },\n SubjectDistanceRange : {\n 0 : \"Unknown\",\n 1 : \"Macro\",\n 2 : \"Close view\",\n 3 : \"Distant view\"\n },\n FileSource : {\n 3 : \"DSC\"\n },\n\n Components : {\n 0 : \"\",\n 1 : \"Y\",\n 2 : \"Cb\",\n 3 : \"Cr\",\n 4 : \"R\",\n 5 : \"G\",\n 6 : \"B\"\n }\n };\n\n function imageHasData(img) {\n return !!(img.exifdata);\n }\n\n\n function base64ToArrayBuffer(base64, contentType) {\n contentType = contentType || base64.match(/^data\\:([^\\;]+)\\;base64,/mi)[1] || ''; // e.g. 'data:image/jpeg;base64,...' => 'image/jpeg'\n base64 = base64.replace(/^data\\:([^\\;]+)\\;base64,/gmi, '');\n var binary = atob(base64);\n var len = binary.length;\n var buffer = new ArrayBuffer(len);\n var view = new Uint8Array(buffer);\n for (var i = 0; i < len; i++) {\n view[i] = binary.charCodeAt(i);\n }\n return buffer;\n }\n\n function objectURLToBlob(url, callback) {\n var http = new XMLHttpRequest();\n http.open(\"GET\", url, true);\n http.responseType = \"blob\";\n http.onload = function(e) {\n if (this.status == 200 || this.status === 0) {\n callback(this.response);\n }\n };\n http.send();\n }\n\n function getImageData(img, callback) {\n function handleBinaryFile(binFile) {\n var data = findEXIFinJPEG(binFile);\n var iptcdata = findIPTCinJPEG(binFile);\n var xmpdata= findXMPinJPEG(binFile);\n img.exifdata = data || {};\n img.iptcdata = iptcdata || {};\n img.xmpdata = xmpdata || {};\n if (callback) {\n callback.call(img);\n }\n }\n\n if (img.src) {\n if (/^data\\:/i.test(img.src)) { // Data URI\n var arrayBuffer = base64ToArrayBuffer(img.src);\n handleBinaryFile(arrayBuffer);\n\n } else if (/^blob\\:/i.test(img.src)) { // Object URL\n var fileReader = new FileReader();\n fileReader.onload = function(e) {\n handleBinaryFile(e.target.result);\n };\n objectURLToBlob(img.src, function (blob) {\n fileReader.readAsArrayBuffer(blob);\n });\n } else {\n var http = new XMLHttpRequest();\n http.onload = function() {\n if (this.status == 200 || this.status === 0) {\n handleBinaryFile(http.response);\n } else {\n throw \"Could not load image\";\n }\n http = null;\n };\n http.open(\"GET\", img.src, true);\n http.responseType = \"arraybuffer\";\n http.send(null);\n }\n } else if (self.FileReader && (img instanceof self.Blob || img instanceof self.File)) {\n var fileReader = new FileReader();\n fileReader.onload = function(e) {\n handleBinaryFile(e.target.result);\n };\n\n fileReader.readAsArrayBuffer(img);\n }\n }\n\n function findEXIFinJPEG(file) {\n var dataView = new DataView(file);\n if ((dataView.getUint8(0) != 0xFF) || (dataView.getUint8(1) != 0xD8)) {\n return false; // not a valid jpeg\n }\n\n var offset = 2,\n length = file.byteLength,\n marker;\n\n while (offset < length) {\n if (dataView.getUint8(offset) != 0xFF) {\n return false; // not a valid marker, something is wrong\n }\n\n marker = dataView.getUint8(offset + 1);\n\n // we could implement handling for other markers here,\n // but we're only looking for 0xFFE1 for EXIF data\n\n if (marker == 225) {\n\n return readEXIFData(dataView, offset + 4, dataView.getUint16(offset + 2) - 2);\n\n // offset += 2 + file.getShortAt(offset+2, true);\n\n } else {\n offset += 2 + dataView.getUint16(offset+2);\n }\n\n }\n\n }\n\n function findIPTCinJPEG(file) {\n var dataView = new DataView(file);\n if ((dataView.getUint8(0) != 0xFF) || (dataView.getUint8(1) != 0xD8)) {\n return false; // not a valid jpeg\n }\n\n var offset = 2,\n length = file.byteLength;\n\n\n var isFieldSegmentStart = function(dataView, offset){\n return (\n dataView.getUint8(offset) === 0x38 &&\n dataView.getUint8(offset+1) === 0x42 &&\n dataView.getUint8(offset+2) === 0x49 &&\n dataView.getUint8(offset+3) === 0x4D &&\n dataView.getUint8(offset+4) === 0x04 &&\n dataView.getUint8(offset+5) === 0x04\n );\n };\n\n while (offset < length) {\n\n if ( isFieldSegmentStart(dataView, offset )){\n\n // Get the length of the name header (which is padded to an even number of bytes)\n var nameHeaderLength = dataView.getUint8(offset+7);\n if(nameHeaderLength % 2 !== 0) nameHeaderLength += 1;\n // Check for pre photoshop 6 format\n if(nameHeaderLength === 0) {\n // Always 4\n nameHeaderLength = 4;\n }\n\n var startOffset = offset + 8 + nameHeaderLength;\n var sectionLength = dataView.getUint16(offset + 6 + nameHeaderLength);\n\n return readIPTCData(file, startOffset, sectionLength);\n\n }\n\n\n // Not the marker, continue searching\n offset++;\n\n }\n\n }\n var IptcFieldMap = {\n 0x78 : 'caption',\n 0x6E : 'credit',\n 0x19 : 'keywords',\n 0x37 : 'dateCreated',\n 0x50 : 'byline',\n 0x55 : 'bylineTitle',\n 0x7A : 'captionWriter',\n 0x69 : 'headline',\n 0x74 : 'copyright',\n 0x0F : 'category'\n };\n function readIPTCData(file, startOffset, sectionLength){\n var dataView = new DataView(file);\n var data = {};\n var fieldValue, fieldName, dataSize, segmentType;\n var segmentStartPos = startOffset;\n while(segmentStartPos < startOffset+sectionLength) {\n if(dataView.getUint8(segmentStartPos) === 0x1C && dataView.getUint8(segmentStartPos+1) === 0x02){\n segmentType = dataView.getUint8(segmentStartPos+2);\n if(segmentType in IptcFieldMap) {\n dataSize = dataView.getInt16(segmentStartPos+3);\n fieldName = IptcFieldMap[segmentType];\n fieldValue = getStringFromDB(dataView, segmentStartPos+5, dataSize);\n // Check if we already stored a value with this name\n if(data.hasOwnProperty(fieldName)) {\n // Value already stored with this name, create multivalue field\n if(data[fieldName] instanceof Array) {\n data[fieldName].push(fieldValue);\n }\n else {\n data[fieldName] = [data[fieldName], fieldValue];\n }\n }\n else {\n data[fieldName] = fieldValue;\n }\n }\n\n }\n segmentStartPos++;\n }\n return data;\n }\n\n\n\n function readTags(file, tiffStart, dirStart, strings, bigEnd) {\n var entries = file.getUint16(dirStart, !bigEnd),\n tags = {},\n entryOffset, tag,\n i;\n\n for (i=0;i 4 ? valueOffset : (entryOffset + 8);\n vals = [];\n for (n=0;n 4 ? valueOffset : (entryOffset + 8);\n return getStringFromDB(file, offset, numValues-1);\n\n case 3: // short, 16 bit int\n if (numValues == 1) {\n return file.getUint16(entryOffset + 8, !bigEnd);\n } else {\n offset = numValues > 2 ? valueOffset : (entryOffset + 8);\n vals = [];\n for (n=0;n dataView.byteLength) { // this should not happen\n // console.log('******** IFD1Offset is outside the bounds of the DataView ********');\n return {};\n }\n // console.log('******* thumbnail IFD offset (IFD1) is: %s', IFD1OffsetPointer);\n\n var thumbTags = readTags(dataView, tiffStart, tiffStart + IFD1OffsetPointer, IFD1Tags, bigEnd);\n\n // EXIF 2.3 specification for JPEG format thumbnail\n\n // If the value of Compression(0x0103) Tag in IFD1 is '6', thumbnail image format is JPEG.\n // Most of Exif image uses JPEG format for thumbnail. In that case, you can get offset of thumbnail\n // by JpegIFOffset(0x0201) Tag in IFD1, size of thumbnail by JpegIFByteCount(0x0202) Tag.\n // Data format is ordinary JPEG format, starts from 0xFFD8 and ends by 0xFFD9. It seems that\n // JPEG format and 160x120pixels of size are recommended thumbnail format for Exif2.1 or later.\n\n if (thumbTags['Compression']) {\n // console.log('Thumbnail image found!');\n\n switch (thumbTags['Compression']) {\n case 6:\n // console.log('Thumbnail image format is JPEG');\n if (thumbTags.JpegIFOffset && thumbTags.JpegIFByteCount) {\n // extract the thumbnail\n var tOffset = tiffStart + thumbTags.JpegIFOffset;\n var tLength = thumbTags.JpegIFByteCount;\n thumbTags['blob'] = new Blob([new Uint8Array(dataView.buffer, tOffset, tLength)], {\n type: 'image/jpeg'\n });\n }\n break;\n\n case 1:\n console.log(\"Thumbnail image format is TIFF, which is not implemented.\");\n break;\n default:\n console.log(\"Unknown thumbnail image format '%s'\", thumbTags['Compression']);\n }\n }\n else if (thumbTags['PhotometricInterpretation'] == 2) {\n console.log(\"Thumbnail image format is RGB, which is not implemented.\");\n }\n return thumbTags;\n }\n\n function getStringFromDB(buffer, start, length) {\n var outstr = \"\";\n for (n = start; n < start+length; n++) {\n outstr += String.fromCharCode(buffer.getUint8(n));\n }\n return outstr;\n }\n\n function readEXIFData(file, start) {\n if (getStringFromDB(file, start, 4) != \"Exif\") {\n return false;\n }\n\n var bigEnd,\n tags, tag,\n exifData, gpsData,\n tiffOffset = start + 6;\n\n // test for TIFF validity and endianness\n if (file.getUint16(tiffOffset) == 0x4949) {\n bigEnd = false;\n } else if (file.getUint16(tiffOffset) == 0x4D4D) {\n bigEnd = true;\n } else {\n return false;\n }\n\n if (file.getUint16(tiffOffset+2, !bigEnd) != 0x002A) {\n return false;\n }\n\n var firstIFDOffset = file.getUint32(tiffOffset+4, !bigEnd);\n\n if (firstIFDOffset < 0x00000008) {\n return false;\n }\n\n tags = readTags(file, tiffOffset, tiffOffset + firstIFDOffset, TiffTags, bigEnd);\n\n if (tags.ExifIFDPointer) {\n exifData = readTags(file, tiffOffset, tiffOffset + tags.ExifIFDPointer, ExifTags, bigEnd);\n for (tag in exifData) {\n switch (tag) {\n case \"LightSource\" :\n case \"Flash\" :\n case \"MeteringMode\" :\n case \"ExposureProgram\" :\n case \"SensingMethod\" :\n case \"SceneCaptureType\" :\n case \"SceneType\" :\n case \"CustomRendered\" :\n case \"WhiteBalance\" :\n case \"GainControl\" :\n case \"Contrast\" :\n case \"Saturation\" :\n case \"Sharpness\" :\n case \"SubjectDistanceRange\" :\n case \"FileSource\" :\n exifData[tag] = StringValues[tag][exifData[tag]];\n break;\n\n case \"ExifVersion\" :\n case \"FlashpixVersion\" :\n exifData[tag] = String.fromCharCode(exifData[tag][0], exifData[tag][1], exifData[tag][2], exifData[tag][3]);\n break;\n\n case \"ComponentsConfiguration\" :\n exifData[tag] =\n StringValues.Components[exifData[tag][0]] +\n StringValues.Components[exifData[tag][1]] +\n StringValues.Components[exifData[tag][2]] +\n StringValues.Components[exifData[tag][3]];\n break;\n }\n tags[tag] = exifData[tag];\n }\n }\n\n if (tags.GPSInfoIFDPointer) {\n gpsData = readTags(file, tiffOffset, tiffOffset + tags.GPSInfoIFDPointer, GPSTags, bigEnd);\n for (tag in gpsData) {\n switch (tag) {\n case \"GPSVersionID\" :\n gpsData[tag] = gpsData[tag][0] +\n \".\" + gpsData[tag][1] +\n \".\" + gpsData[tag][2] +\n \".\" + gpsData[tag][3];\n break;\n }\n tags[tag] = gpsData[tag];\n }\n }\n\n // extract thumbnail\n tags['thumbnail'] = readThumbnailImage(file, tiffOffset, firstIFDOffset, bigEnd);\n\n return tags;\n }\n\n function findXMPinJPEG(file) {\n\n if (!('DOMParser' in self)) {\n // console.warn('XML parsing not supported without DOMParser');\n return;\n }\n var dataView = new DataView(file);\n if ((dataView.getUint8(0) != 0xFF) || (dataView.getUint8(1) != 0xD8)) {\n return false; // not a valid jpeg\n }\n\n var offset = 2,\n length = file.byteLength,\n dom = new DOMParser();\n\n while (offset < (length-4)) {\n if (getStringFromDB(dataView, offset, 4) == \"http\") {\n var startOffset = offset - 1;\n var sectionLength = dataView.getUint16(offset - 2) - 1;\n var xmpString = getStringFromDB(dataView, startOffset, sectionLength);\n var xmpEndIndex = xmpString.indexOf('xmpmeta>') + 8;\n xmpString = xmpString.substring( xmpString.indexOf( ' 0) {\n for (var i = 0; i < xml.children.length; i++) {\n var item = xml.children.item(i);\n var attributes = item.attributes;\n for(var idx in attributes) {\n var itemAtt = attributes[idx];\n var dataKey = itemAtt.nodeName;\n var dataValue = itemAtt.nodeValue;\n\n if(dataKey !== undefined) {\n obj[dataKey] = dataValue;\n }\n }\n var nodeName = item.nodeName;\n\n if (typeof (obj[nodeName]) == \"undefined\") {\n obj[nodeName] = xml2json(item);\n } else {\n if (typeof (obj[nodeName].push) == \"undefined\") {\n var old = obj[nodeName];\n\n obj[nodeName] = [];\n obj[nodeName].push(old);\n }\n obj[nodeName].push(xml2json(item));\n }\n }\n } else {\n obj = xml.textContent;\n }\n return obj;\n } catch (e) {\n console.log(e.message);\n }\n }\n\n EXIF.getData = function(img, callback) {\n if ((self.Image && img instanceof self.Image)\n || (self.HTMLImageElement && img instanceof self.HTMLImageElement)\n && !img.complete)\n return false;\n\n if (!imageHasData(img)) {\n getImageData(img, callback);\n } else {\n if (callback) {\n callback.call(img);\n }\n }\n return true;\n };\n\n EXIF.getTag = function(img, tag) {\n if (!imageHasData(img)) return;\n return img.exifdata[tag];\n };\n \n EXIF.getIptcTag = function(img, tag) {\n if (!imageHasData(img)) return;\n return img.iptcdata[tag];\n };\n\n EXIF.getAllTags = function(img) {\n if (!imageHasData(img)) return {};\n var a,\n data = img.exifdata,\n tags = {};\n for (a in data) {\n if (data.hasOwnProperty(a)) {\n tags[a] = data[a];\n }\n }\n return tags;\n };\n \n EXIF.getAllIptcTags = function(img) {\n if (!imageHasData(img)) return {};\n var a,\n data = img.iptcdata,\n tags = {};\n for (a in data) {\n if (data.hasOwnProperty(a)) {\n tags[a] = data[a];\n }\n }\n return tags;\n };\n\n EXIF.pretty = function(img) {\n if (!imageHasData(img)) return \"\";\n var a,\n data = img.exifdata,\n strPretty = \"\";\n for (a in data) {\n if (data.hasOwnProperty(a)) {\n if (typeof data[a] == \"object\") {\n if (data[a] instanceof Number) {\n strPretty += a + \" : \" + data[a] + \" [\" + data[a].numerator + \"/\" + data[a].denominator + \"]\\r\\n\";\n } else {\n strPretty += a + \" : [\" + data[a].length + \" values]\\r\\n\";\n }\n } else {\n strPretty += a + \" : \" + data[a] + \"\\r\\n\";\n }\n }\n }\n return strPretty;\n };\n\n EXIF.readFromBinaryFile = function(file) {\n return findEXIFinJPEG(file);\n };\n}.call(commonjsGlobal));\n});\n\nvar stringToBytes = string => [...string].map(character => character.charCodeAt(0));\n\nvar readUInt64LE = (buffer, offset = 0) => {\n\tlet n = buffer[offset];\n\tlet mul = 1;\n\tlet i = 0;\n\n\twhile (++i < 8) {\n\t\tmul *= 0x100;\n\t\tn += buffer[offset + i] * mul;\n\t}\n\n\treturn n;\n};\n\nvar tarHeaderChecksumMatches = buffer => { // Does not check if checksum field characters are valid\n\tif (buffer.length < 512) { // `tar` header size, cannot compute checksum without it\n\t\treturn false;\n\t}\n\n\tconst MASK_8TH_BIT = 0x80;\n\n\tlet sum = 256; // Intitalize sum, with 256 as sum of 8 spaces in checksum field\n\tlet signedBitSum = 0; // Initialize signed bit sum\n\n\tfor (let i = 0; i < 148; i++) {\n\t\tconst byte = buffer[i];\n\t\tsum += byte;\n\t\tsignedBitSum += byte & MASK_8TH_BIT; // Add signed bit to signed bit sum\n\t}\n\n\t// Skip checksum field\n\n\tfor (let i = 156; i < 512; i++) {\n\t\tconst byte = buffer[i];\n\t\tsum += byte;\n\t\tsignedBitSum += byte & MASK_8TH_BIT; // Add signed bit to signed bit sum\n\t}\n\n\tconst readSum = parseInt(buffer.toString('utf8', 148, 154), 8); // Read sum in header\n\n\t// Some implementations compute checksum incorrectly using signed bytes\n\treturn (\n\t\t// Checksum in header equals the sum we calculated\n\t\treadSum === sum ||\n\n\t\t// Checksum in header equals sum we calculated plus signed-to-unsigned delta\n\t\treadSum === (sum - (signedBitSum << 1))\n\t);\n};\n\nvar util$1 = {\n\tstringToBytes: stringToBytes,\n\treadUInt64LE: readUInt64LE,\n\ttarHeaderChecksumMatches: tarHeaderChecksumMatches\n};\n\nvar fileType_1 = createCommonjsModule(function (module) {\nconst {stringToBytes, readUInt64LE, tarHeaderChecksumMatches} = util$1;\n\nconst xpiZipFilename = stringToBytes('META-INF/mozilla.rsa');\nconst oxmlContentTypes = stringToBytes('[Content_Types].xml');\nconst oxmlRels = stringToBytes('_rels/.rels');\n\nconst fileType = input => {\n\tif (!(input instanceof Uint8Array || input instanceof ArrayBuffer || Buffer.isBuffer(input))) {\n\t\tthrow new TypeError(`Expected the \\`input\\` argument to be of type \\`Uint8Array\\` or \\`Buffer\\` or \\`ArrayBuffer\\`, got \\`${typeof input}\\``);\n\t}\n\n\tconst buffer = input instanceof Uint8Array ? input : new Uint8Array(input);\n\n\tif (!(buffer && buffer.length > 1)) {\n\t\treturn;\n\t}\n\n\tconst check = (header, options) => {\n\t\toptions = Object.assign({\n\t\t\toffset: 0\n\t\t}, options);\n\n\t\tfor (let i = 0; i < header.length; i++) {\n\t\t\t// If a bitmask is set\n\t\t\tif (options.mask) {\n\t\t\t\t// If header doesn't equal `buf` with bits masked off\n\t\t\t\tif (header[i] !== (options.mask[i] & buffer[i + options.offset])) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t} else if (header[i] !== buffer[i + options.offset]) {\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\n\t\treturn true;\n\t};\n\n\tconst checkString = (header, options) => check(stringToBytes(header), options);\n\n\tif (check([0xFF, 0xD8, 0xFF])) {\n\t\treturn {\n\t\t\text: 'jpg',\n\t\t\tmime: 'image/jpeg'\n\t\t};\n\t}\n\n\tif (check([0x89, 0x50, 0x4E, 0x47, 0x0D, 0x0A, 0x1A, 0x0A])) {\n\t\treturn {\n\t\t\text: 'png',\n\t\t\tmime: 'image/png'\n\t\t};\n\t}\n\n\tif (check([0x47, 0x49, 0x46])) {\n\t\treturn {\n\t\t\text: 'gif',\n\t\t\tmime: 'image/gif'\n\t\t};\n\t}\n\n\tif (check([0x57, 0x45, 0x42, 0x50], {offset: 8})) {\n\t\treturn {\n\t\t\text: 'webp',\n\t\t\tmime: 'image/webp'\n\t\t};\n\t}\n\n\tif (check([0x46, 0x4C, 0x49, 0x46])) {\n\t\treturn {\n\t\t\text: 'flif',\n\t\t\tmime: 'image/flif'\n\t\t};\n\t}\n\n\t// Needs to be before `tif` check\n\tif (\n\t\t(check([0x49, 0x49, 0x2A, 0x0]) || check([0x4D, 0x4D, 0x0, 0x2A])) &&\n\t\tcheck([0x43, 0x52], {offset: 8})\n\t) {\n\t\treturn {\n\t\t\text: 'cr2',\n\t\t\tmime: 'image/x-canon-cr2'\n\t\t};\n\t}\n\n\tif (\n\t\tcheck([0x49, 0x49, 0x2A, 0x0]) ||\n\t\tcheck([0x4D, 0x4D, 0x0, 0x2A])\n\t) {\n\t\treturn {\n\t\t\text: 'tif',\n\t\t\tmime: 'image/tiff'\n\t\t};\n\t}\n\n\tif (check([0x42, 0x4D])) {\n\t\treturn {\n\t\t\text: 'bmp',\n\t\t\tmime: 'image/bmp'\n\t\t};\n\t}\n\n\tif (check([0x49, 0x49, 0xBC])) {\n\t\treturn {\n\t\t\text: 'jxr',\n\t\t\tmime: 'image/vnd.ms-photo'\n\t\t};\n\t}\n\n\tif (check([0x38, 0x42, 0x50, 0x53])) {\n\t\treturn {\n\t\t\text: 'psd',\n\t\t\tmime: 'image/vnd.adobe.photoshop'\n\t\t};\n\t}\n\n\t// Zip-based file formats\n\t// Need to be before the `zip` check\n\tif (check([0x50, 0x4B, 0x3, 0x4])) {\n\t\tif (\n\t\t\tcheck([0x6D, 0x69, 0x6D, 0x65, 0x74, 0x79, 0x70, 0x65, 0x61, 0x70, 0x70, 0x6C, 0x69, 0x63, 0x61, 0x74, 0x69, 0x6F, 0x6E, 0x2F, 0x65, 0x70, 0x75, 0x62, 0x2B, 0x7A, 0x69, 0x70], {offset: 30})\n\t\t) {\n\t\t\treturn {\n\t\t\t\text: 'epub',\n\t\t\t\tmime: 'application/epub+zip'\n\t\t\t};\n\t\t}\n\n\t\t// Assumes signed `.xpi` from addons.mozilla.org\n\t\tif (check(xpiZipFilename, {offset: 30})) {\n\t\t\treturn {\n\t\t\t\text: 'xpi',\n\t\t\t\tmime: 'application/x-xpinstall'\n\t\t\t};\n\t\t}\n\n\t\tif (checkString('mimetypeapplication/vnd.oasis.opendocument.text', {offset: 30})) {\n\t\t\treturn {\n\t\t\t\text: 'odt',\n\t\t\t\tmime: 'application/vnd.oasis.opendocument.text'\n\t\t\t};\n\t\t}\n\n\t\tif (checkString('mimetypeapplication/vnd.oasis.opendocument.spreadsheet', {offset: 30})) {\n\t\t\treturn {\n\t\t\t\text: 'ods',\n\t\t\t\tmime: 'application/vnd.oasis.opendocument.spreadsheet'\n\t\t\t};\n\t\t}\n\n\t\tif (checkString('mimetypeapplication/vnd.oasis.opendocument.presentation', {offset: 30})) {\n\t\t\treturn {\n\t\t\t\text: 'odp',\n\t\t\t\tmime: 'application/vnd.oasis.opendocument.presentation'\n\t\t\t};\n\t\t}\n\n\t\t// The docx, xlsx and pptx file types extend the Office Open XML file format:\n\t\t// https://en.wikipedia.org/wiki/Office_Open_XML_file_formats\n\t\t// We look for:\n\t\t// - one entry named '[Content_Types].xml' or '_rels/.rels',\n\t\t// - one entry indicating specific type of file.\n\t\t// MS Office, OpenOffice and LibreOffice may put the parts in different order, so the check should not rely on it.\n\t\tconst findNextZipHeaderIndex = (arr, startAt = 0) => arr.findIndex((el, i, arr) => i >= startAt && arr[i] === 0x50 && arr[i + 1] === 0x4B && arr[i + 2] === 0x3 && arr[i + 3] === 0x4);\n\n\t\tlet zipHeaderIndex = 0; // The first zip header was already found at index 0\n\t\tlet oxmlFound = false;\n\t\tlet type;\n\n\t\tdo {\n\t\t\tconst offset = zipHeaderIndex + 30;\n\n\t\t\tif (!oxmlFound) {\n\t\t\t\toxmlFound = (check(oxmlContentTypes, {offset}) || check(oxmlRels, {offset}));\n\t\t\t}\n\n\t\t\tif (!type) {\n\t\t\t\tif (checkString('word/', {offset})) {\n\t\t\t\t\ttype = {\n\t\t\t\t\t\text: 'docx',\n\t\t\t\t\t\tmime: 'application/vnd.openxmlformats-officedocument.wordprocessingml.document'\n\t\t\t\t\t};\n\t\t\t\t} else if (checkString('ppt/', {offset})) {\n\t\t\t\t\ttype = {\n\t\t\t\t\t\text: 'pptx',\n\t\t\t\t\t\tmime: 'application/vnd.openxmlformats-officedocument.presentationml.presentation'\n\t\t\t\t\t};\n\t\t\t\t} else if (checkString('xl/', {offset})) {\n\t\t\t\t\ttype = {\n\t\t\t\t\t\text: 'xlsx',\n\t\t\t\t\t\tmime: 'application/vnd.openxmlformats-officedocument.spreadsheetml.sheet'\n\t\t\t\t\t};\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (oxmlFound && type) {\n\t\t\t\treturn type;\n\t\t\t}\n\n\t\t\tzipHeaderIndex = findNextZipHeaderIndex(buffer, offset);\n\t\t} while (zipHeaderIndex >= 0);\n\n\t\t// No more zip parts available in the buffer, but maybe we are almost certain about the type?\n\t\tif (type) {\n\t\t\treturn type;\n\t\t}\n\t}\n\n\tif (\n\t\tcheck([0x50, 0x4B]) &&\n\t\t(buffer[2] === 0x3 || buffer[2] === 0x5 || buffer[2] === 0x7) &&\n\t\t(buffer[3] === 0x4 || buffer[3] === 0x6 || buffer[3] === 0x8)\n\t) {\n\t\treturn {\n\t\t\text: 'zip',\n\t\t\tmime: 'application/zip'\n\t\t};\n\t}\n\n\tif (\n\t\tcheck([0x30, 0x30, 0x30, 0x30, 0x30, 0x30], {offset: 148, mask: [0xF8, 0xF8, 0xF8, 0xF8, 0xF8, 0xF8]}) && // Valid tar checksum\n\t\ttarHeaderChecksumMatches(buffer)\n\t) {\n\t\treturn {\n\t\t\text: 'tar',\n\t\t\tmime: 'application/x-tar'\n\t\t};\n\t}\n\n\tif (\n\t\tcheck([0x52, 0x61, 0x72, 0x21, 0x1A, 0x7]) &&\n\t\t(buffer[6] === 0x0 || buffer[6] === 0x1)\n\t) {\n\t\treturn {\n\t\t\text: 'rar',\n\t\t\tmime: 'application/x-rar-compressed'\n\t\t};\n\t}\n\n\tif (check([0x1F, 0x8B, 0x8])) {\n\t\treturn {\n\t\t\text: 'gz',\n\t\t\tmime: 'application/gzip'\n\t\t};\n\t}\n\n\tif (check([0x42, 0x5A, 0x68])) {\n\t\treturn {\n\t\t\text: 'bz2',\n\t\t\tmime: 'application/x-bzip2'\n\t\t};\n\t}\n\n\tif (check([0x37, 0x7A, 0xBC, 0xAF, 0x27, 0x1C])) {\n\t\treturn {\n\t\t\text: '7z',\n\t\t\tmime: 'application/x-7z-compressed'\n\t\t};\n\t}\n\n\tif (check([0x78, 0x01])) {\n\t\treturn {\n\t\t\text: 'dmg',\n\t\t\tmime: 'application/x-apple-diskimage'\n\t\t};\n\t}\n\n\t// `mov` format variants\n\tif (\n\t\tcheck([0x66, 0x72, 0x65, 0x65], {offset: 4}) || // `free`\n\t\tcheck([0x6D, 0x64, 0x61, 0x74], {offset: 4}) || // `mdat` MJPEG\n\t\tcheck([0x6D, 0x6F, 0x6F, 0x76], {offset: 4}) || // `moov`\n\t\tcheck([0x77, 0x69, 0x64, 0x65], {offset: 4}) // `wide`\n\t) {\n\t\treturn {\n\t\t\text: 'mov',\n\t\t\tmime: 'video/quicktime'\n\t\t};\n\t}\n\n\t// File Type Box (https://en.wikipedia.org/wiki/ISO_base_media_file_format)\n\t// It's not required to be first, but it's recommended to be. Almost all ISO base media files start with `ftyp` box.\n\t// `ftyp` box must contain a brand major identifier, which must consist of ISO 8859-1 printable characters.\n\t// Here we check for 8859-1 printable characters (for simplicity, it's a mask which also catches one non-printable character).\n\tif (\n\t\tcheck([0x66, 0x74, 0x79, 0x70], {offset: 4}) && // `ftyp`\n\t\t(buffer[8] & 0x60) !== 0x00 && (buffer[9] & 0x60) !== 0x00 && (buffer[10] & 0x60) !== 0x00 && (buffer[11] & 0x60) !== 0x00 // Brand major\n\t) {\n\t\t// They all can have MIME `video/mp4` except `application/mp4` special-case which is hard to detect.\n\t\t// For some cases, we're specific, everything else falls to `video/mp4` with `mp4` extension.\n\t\tconst brandMajor = buffer.toString('utf8', 8, 12);\n\t\tswitch (brandMajor) {\n\t\t\tcase 'mif1':\n\t\t\t\treturn {ext: 'heic', mime: 'image/heif'};\n\t\t\tcase 'msf1':\n\t\t\t\treturn {ext: 'heic', mime: 'image/heif-sequence'};\n\t\t\tcase 'heic': case 'heix':\n\t\t\t\treturn {ext: 'heic', mime: 'image/heic'};\n\t\t\tcase 'hevc': case 'hevx':\n\t\t\t\treturn {ext: 'heic', mime: 'image/heic-sequence'};\n\t\t\tcase 'qt ':\n\t\t\t\treturn {ext: 'mov', mime: 'video/quicktime'};\n\t\t\tcase 'M4V ': case 'M4VH': case 'M4VP':\n\t\t\t\treturn {ext: 'm4v', mime: 'video/x-m4v'};\n\t\t\tcase 'M4P ':\n\t\t\t\treturn {ext: 'm4p', mime: 'video/mp4'};\n\t\t\tcase 'M4B ':\n\t\t\t\treturn {ext: 'm4b', mime: 'audio/mp4'};\n\t\t\tcase 'M4A ':\n\t\t\t\treturn {ext: 'm4a', mime: 'audio/x-m4a'};\n\t\t\tcase 'F4V ':\n\t\t\t\treturn {ext: 'f4v', mime: 'video/mp4'};\n\t\t\tcase 'F4P ':\n\t\t\t\treturn {ext: 'f4p', mime: 'video/mp4'};\n\t\t\tcase 'F4A ':\n\t\t\t\treturn {ext: 'f4a', mime: 'audio/mp4'};\n\t\t\tcase 'F4B ':\n\t\t\t\treturn {ext: 'f4b', mime: 'audio/mp4'};\n\t\t\tdefault:\n\t\t\t\tif (brandMajor.startsWith('3g')) {\n\t\t\t\t\tif (brandMajor.startsWith('3g2')) {\n\t\t\t\t\t\treturn {ext: '3g2', mime: 'video/3gpp2'};\n\t\t\t\t\t}\n\n\t\t\t\t\treturn {ext: '3gp', mime: 'video/3gpp'};\n\t\t\t\t}\n\n\t\t\t\treturn {ext: 'mp4', mime: 'video/mp4'};\n\t\t}\n\t}\n\n\tif (check([0x4D, 0x54, 0x68, 0x64])) {\n\t\treturn {\n\t\t\text: 'mid',\n\t\t\tmime: 'audio/midi'\n\t\t};\n\t}\n\n\t// https://github.com/threatstack/libmagic/blob/master/magic/Magdir/matroska\n\tif (check([0x1A, 0x45, 0xDF, 0xA3])) {\n\t\tconst sliced = buffer.subarray(4, 4 + 4096);\n\t\tconst idPos = sliced.findIndex((el, i, arr) => arr[i] === 0x42 && arr[i + 1] === 0x82);\n\n\t\tif (idPos !== -1) {\n\t\t\tconst docTypePos = idPos + 3;\n\t\t\tconst findDocType = type => [...type].every((c, i) => sliced[docTypePos + i] === c.charCodeAt(0));\n\n\t\t\tif (findDocType('matroska')) {\n\t\t\t\treturn {\n\t\t\t\t\text: 'mkv',\n\t\t\t\t\tmime: 'video/x-matroska'\n\t\t\t\t};\n\t\t\t}\n\n\t\t\tif (findDocType('webm')) {\n\t\t\t\treturn {\n\t\t\t\t\text: 'webm',\n\t\t\t\t\tmime: 'video/webm'\n\t\t\t\t};\n\t\t\t}\n\t\t}\n\t}\n\n\t// RIFF file format which might be AVI, WAV, QCP, etc\n\tif (check([0x52, 0x49, 0x46, 0x46])) {\n\t\tif (check([0x41, 0x56, 0x49], {offset: 8})) {\n\t\t\treturn {\n\t\t\t\text: 'avi',\n\t\t\t\tmime: 'video/vnd.avi'\n\t\t\t};\n\t\t}\n\n\t\tif (check([0x57, 0x41, 0x56, 0x45], {offset: 8})) {\n\t\t\treturn {\n\t\t\t\text: 'wav',\n\t\t\t\tmime: 'audio/vnd.wave'\n\t\t\t};\n\t\t}\n\n\t\t// QLCM, QCP file\n\t\tif (check([0x51, 0x4C, 0x43, 0x4D], {offset: 8})) {\n\t\t\treturn {\n\t\t\t\text: 'qcp',\n\t\t\t\tmime: 'audio/qcelp'\n\t\t\t};\n\t\t}\n\t}\n\n\t// ASF_Header_Object first 80 bytes\n\tif (check([0x30, 0x26, 0xB2, 0x75, 0x8E, 0x66, 0xCF, 0x11, 0xA6, 0xD9])) {\n\t\t// Search for header should be in first 1KB of file.\n\n\t\tlet offset = 30;\n\t\tdo {\n\t\t\tconst objectSize = readUInt64LE(buffer, offset + 16);\n\t\t\tif (check([0x91, 0x07, 0xDC, 0xB7, 0xB7, 0xA9, 0xCF, 0x11, 0x8E, 0xE6, 0x00, 0xC0, 0x0C, 0x20, 0x53, 0x65], {offset})) {\n\t\t\t\t// Sync on Stream-Properties-Object (B7DC0791-A9B7-11CF-8EE6-00C00C205365)\n\t\t\t\tif (check([0x40, 0x9E, 0x69, 0xF8, 0x4D, 0x5B, 0xCF, 0x11, 0xA8, 0xFD, 0x00, 0x80, 0x5F, 0x5C, 0x44, 0x2B], {offset: offset + 24})) {\n\t\t\t\t\t// Found audio:\n\t\t\t\t\treturn {\n\t\t\t\t\t\text: 'wma',\n\t\t\t\t\t\tmime: 'audio/x-ms-wma'\n\t\t\t\t\t};\n\t\t\t\t}\n\n\t\t\t\tif (check([0xC0, 0xEF, 0x19, 0xBC, 0x4D, 0x5B, 0xCF, 0x11, 0xA8, 0xFD, 0x00, 0x80, 0x5F, 0x5C, 0x44, 0x2B], {offset: offset + 24})) {\n\t\t\t\t\t// Found video:\n\t\t\t\t\treturn {\n\t\t\t\t\t\text: 'wmv',\n\t\t\t\t\t\tmime: 'video/x-ms-asf'\n\t\t\t\t\t};\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\toffset += objectSize;\n\t\t} while (offset + 24 <= buffer.length);\n\n\t\t// Default to ASF generic extension\n\t\treturn {\n\t\t\text: 'asf',\n\t\t\tmime: 'application/vnd.ms-asf'\n\t\t};\n\t}\n\n\tif (\n\t\tcheck([0x0, 0x0, 0x1, 0xBA]) ||\n\t\tcheck([0x0, 0x0, 0x1, 0xB3])\n\t) {\n\t\treturn {\n\t\t\text: 'mpg',\n\t\t\tmime: 'video/mpeg'\n\t\t};\n\t}\n\n\t// Check for MPEG header at different starting offsets\n\tfor (let start = 0; start < 2 && start < (buffer.length - 16); start++) {\n\t\tif (\n\t\t\tcheck([0x49, 0x44, 0x33], {offset: start}) || // ID3 header\n\t\t\tcheck([0xFF, 0xE2], {offset: start, mask: [0xFF, 0xE6]}) // MPEG 1 or 2 Layer 3 header\n\t\t) {\n\t\t\treturn {\n\t\t\t\text: 'mp3',\n\t\t\t\tmime: 'audio/mpeg'\n\t\t\t};\n\t\t}\n\n\t\tif (\n\t\t\tcheck([0xFF, 0xE4], {offset: start, mask: [0xFF, 0xE6]}) // MPEG 1 or 2 Layer 2 header\n\t\t) {\n\t\t\treturn {\n\t\t\t\text: 'mp2',\n\t\t\t\tmime: 'audio/mpeg'\n\t\t\t};\n\t\t}\n\n\t\tif (\n\t\t\tcheck([0xFF, 0xF8], {offset: start, mask: [0xFF, 0xFC]}) // MPEG 2 layer 0 using ADTS\n\t\t) {\n\t\t\treturn {\n\t\t\t\text: 'mp2',\n\t\t\t\tmime: 'audio/mpeg'\n\t\t\t};\n\t\t}\n\n\t\tif (\n\t\t\tcheck([0xFF, 0xF0], {offset: start, mask: [0xFF, 0xFC]}) // MPEG 4 layer 0 using ADTS\n\t\t) {\n\t\t\treturn {\n\t\t\t\text: 'mp4',\n\t\t\t\tmime: 'audio/mpeg'\n\t\t\t};\n\t\t}\n\t}\n\n\t// Needs to be before `ogg` check\n\tif (check([0x4F, 0x70, 0x75, 0x73, 0x48, 0x65, 0x61, 0x64], {offset: 28})) {\n\t\treturn {\n\t\t\text: 'opus',\n\t\t\tmime: 'audio/opus'\n\t\t};\n\t}\n\n\t// If 'OggS' in first bytes, then OGG container\n\tif (check([0x4F, 0x67, 0x67, 0x53])) {\n\t\t// This is a OGG container\n\n\t\t// If ' theora' in header.\n\t\tif (check([0x80, 0x74, 0x68, 0x65, 0x6F, 0x72, 0x61], {offset: 28})) {\n\t\t\treturn {\n\t\t\t\text: 'ogv',\n\t\t\t\tmime: 'video/ogg'\n\t\t\t};\n\t\t}\n\n\t\t// If '\\x01video' in header.\n\t\tif (check([0x01, 0x76, 0x69, 0x64, 0x65, 0x6F, 0x00], {offset: 28})) {\n\t\t\treturn {\n\t\t\t\text: 'ogm',\n\t\t\t\tmime: 'video/ogg'\n\t\t\t};\n\t\t}\n\n\t\t// If ' FLAC' in header https://xiph.org/flac/faq.html\n\t\tif (check([0x7F, 0x46, 0x4C, 0x41, 0x43], {offset: 28})) {\n\t\t\treturn {\n\t\t\t\text: 'oga',\n\t\t\t\tmime: 'audio/ogg'\n\t\t\t};\n\t\t}\n\n\t\t// 'Speex ' in header https://en.wikipedia.org/wiki/Speex\n\t\tif (check([0x53, 0x70, 0x65, 0x65, 0x78, 0x20, 0x20], {offset: 28})) {\n\t\t\treturn {\n\t\t\t\text: 'spx',\n\t\t\t\tmime: 'audio/ogg'\n\t\t\t};\n\t\t}\n\n\t\t// If '\\x01vorbis' in header\n\t\tif (check([0x01, 0x76, 0x6F, 0x72, 0x62, 0x69, 0x73], {offset: 28})) {\n\t\t\treturn {\n\t\t\t\text: 'ogg',\n\t\t\t\tmime: 'audio/ogg'\n\t\t\t};\n\t\t}\n\n\t\t// Default OGG container https://www.iana.org/assignments/media-types/application/ogg\n\t\treturn {\n\t\t\text: 'ogx',\n\t\t\tmime: 'application/ogg'\n\t\t};\n\t}\n\n\tif (check([0x66, 0x4C, 0x61, 0x43])) {\n\t\treturn {\n\t\t\text: 'flac',\n\t\t\tmime: 'audio/x-flac'\n\t\t};\n\t}\n\n\tif (check([0x4D, 0x41, 0x43, 0x20])) { // 'MAC '\n\t\treturn {\n\t\t\text: 'ape',\n\t\t\tmime: 'audio/ape'\n\t\t};\n\t}\n\n\tif (check([0x77, 0x76, 0x70, 0x6B])) { // 'wvpk'\n\t\treturn {\n\t\t\text: 'wv',\n\t\t\tmime: 'audio/wavpack'\n\t\t};\n\t}\n\n\tif (check([0x23, 0x21, 0x41, 0x4D, 0x52, 0x0A])) {\n\t\treturn {\n\t\t\text: 'amr',\n\t\t\tmime: 'audio/amr'\n\t\t};\n\t}\n\n\tif (check([0x25, 0x50, 0x44, 0x46])) {\n\t\treturn {\n\t\t\text: 'pdf',\n\t\t\tmime: 'application/pdf'\n\t\t};\n\t}\n\n\tif (check([0x4D, 0x5A])) {\n\t\treturn {\n\t\t\text: 'exe',\n\t\t\tmime: 'application/x-msdownload'\n\t\t};\n\t}\n\n\tif (\n\t\t(buffer[0] === 0x43 || buffer[0] === 0x46) &&\n\t\tcheck([0x57, 0x53], {offset: 1})\n\t) {\n\t\treturn {\n\t\t\text: 'swf',\n\t\t\tmime: 'application/x-shockwave-flash'\n\t\t};\n\t}\n\n\tif (check([0x7B, 0x5C, 0x72, 0x74, 0x66])) {\n\t\treturn {\n\t\t\text: 'rtf',\n\t\t\tmime: 'application/rtf'\n\t\t};\n\t}\n\n\tif (check([0x00, 0x61, 0x73, 0x6D])) {\n\t\treturn {\n\t\t\text: 'wasm',\n\t\t\tmime: 'application/wasm'\n\t\t};\n\t}\n\n\tif (\n\t\tcheck([0x77, 0x4F, 0x46, 0x46]) &&\n\t\t(\n\t\t\tcheck([0x00, 0x01, 0x00, 0x00], {offset: 4}) ||\n\t\t\tcheck([0x4F, 0x54, 0x54, 0x4F], {offset: 4})\n\t\t)\n\t) {\n\t\treturn {\n\t\t\text: 'woff',\n\t\t\tmime: 'font/woff'\n\t\t};\n\t}\n\n\tif (\n\t\tcheck([0x77, 0x4F, 0x46, 0x32]) &&\n\t\t(\n\t\t\tcheck([0x00, 0x01, 0x00, 0x00], {offset: 4}) ||\n\t\t\tcheck([0x4F, 0x54, 0x54, 0x4F], {offset: 4})\n\t\t)\n\t) {\n\t\treturn {\n\t\t\text: 'woff2',\n\t\t\tmime: 'font/woff2'\n\t\t};\n\t}\n\n\tif (\n\t\tcheck([0x4C, 0x50], {offset: 34}) &&\n\t\t(\n\t\t\tcheck([0x00, 0x00, 0x01], {offset: 8}) ||\n\t\t\tcheck([0x01, 0x00, 0x02], {offset: 8}) ||\n\t\t\tcheck([0x02, 0x00, 0x02], {offset: 8})\n\t\t)\n\t) {\n\t\treturn {\n\t\t\text: 'eot',\n\t\t\tmime: 'application/vnd.ms-fontobject'\n\t\t};\n\t}\n\n\tif (check([0x00, 0x01, 0x00, 0x00, 0x00])) {\n\t\treturn {\n\t\t\text: 'ttf',\n\t\t\tmime: 'font/ttf'\n\t\t};\n\t}\n\n\tif (check([0x4F, 0x54, 0x54, 0x4F, 0x00])) {\n\t\treturn {\n\t\t\text: 'otf',\n\t\t\tmime: 'font/otf'\n\t\t};\n\t}\n\n\tif (check([0x00, 0x00, 0x01, 0x00])) {\n\t\treturn {\n\t\t\text: 'ico',\n\t\t\tmime: 'image/x-icon'\n\t\t};\n\t}\n\n\tif (check([0x00, 0x00, 0x02, 0x00])) {\n\t\treturn {\n\t\t\text: 'cur',\n\t\t\tmime: 'image/x-icon'\n\t\t};\n\t}\n\n\tif (check([0x46, 0x4C, 0x56, 0x01])) {\n\t\treturn {\n\t\t\text: 'flv',\n\t\t\tmime: 'video/x-flv'\n\t\t};\n\t}\n\n\tif (check([0x25, 0x21])) {\n\t\treturn {\n\t\t\text: 'ps',\n\t\t\tmime: 'application/postscript'\n\t\t};\n\t}\n\n\tif (check([0xFD, 0x37, 0x7A, 0x58, 0x5A, 0x00])) {\n\t\treturn {\n\t\t\text: 'xz',\n\t\t\tmime: 'application/x-xz'\n\t\t};\n\t}\n\n\tif (check([0x53, 0x51, 0x4C, 0x69])) {\n\t\treturn {\n\t\t\text: 'sqlite',\n\t\t\tmime: 'application/x-sqlite3'\n\t\t};\n\t}\n\n\tif (check([0x4E, 0x45, 0x53, 0x1A])) {\n\t\treturn {\n\t\t\text: 'nes',\n\t\t\tmime: 'application/x-nintendo-nes-rom'\n\t\t};\n\t}\n\n\tif (check([0x43, 0x72, 0x32, 0x34])) {\n\t\treturn {\n\t\t\text: 'crx',\n\t\t\tmime: 'application/x-google-chrome-extension'\n\t\t};\n\t}\n\n\tif (\n\t\tcheck([0x4D, 0x53, 0x43, 0x46]) ||\n\t\tcheck([0x49, 0x53, 0x63, 0x28])\n\t) {\n\t\treturn {\n\t\t\text: 'cab',\n\t\t\tmime: 'application/vnd.ms-cab-compressed'\n\t\t};\n\t}\n\n\t// Needs to be before `ar` check\n\tif (check([0x21, 0x3C, 0x61, 0x72, 0x63, 0x68, 0x3E, 0x0A, 0x64, 0x65, 0x62, 0x69, 0x61, 0x6E, 0x2D, 0x62, 0x69, 0x6E, 0x61, 0x72, 0x79])) {\n\t\treturn {\n\t\t\text: 'deb',\n\t\t\tmime: 'application/x-deb'\n\t\t};\n\t}\n\n\tif (check([0x21, 0x3C, 0x61, 0x72, 0x63, 0x68, 0x3E])) {\n\t\treturn {\n\t\t\text: 'ar',\n\t\t\tmime: 'application/x-unix-archive'\n\t\t};\n\t}\n\n\tif (check([0xED, 0xAB, 0xEE, 0xDB])) {\n\t\treturn {\n\t\t\text: 'rpm',\n\t\t\tmime: 'application/x-rpm'\n\t\t};\n\t}\n\n\tif (\n\t\tcheck([0x1F, 0xA0]) ||\n\t\tcheck([0x1F, 0x9D])\n\t) {\n\t\treturn {\n\t\t\text: 'Z',\n\t\t\tmime: 'application/x-compress'\n\t\t};\n\t}\n\n\tif (check([0x4C, 0x5A, 0x49, 0x50])) {\n\t\treturn {\n\t\t\text: 'lz',\n\t\t\tmime: 'application/x-lzip'\n\t\t};\n\t}\n\n\tif (check([0xD0, 0xCF, 0x11, 0xE0, 0xA1, 0xB1, 0x1A, 0xE1])) {\n\t\treturn {\n\t\t\text: 'msi',\n\t\t\tmime: 'application/x-msi'\n\t\t};\n\t}\n\n\tif (check([0x06, 0x0E, 0x2B, 0x34, 0x02, 0x05, 0x01, 0x01, 0x0D, 0x01, 0x02, 0x01, 0x01, 0x02])) {\n\t\treturn {\n\t\t\text: 'mxf',\n\t\t\tmime: 'application/mxf'\n\t\t};\n\t}\n\n\tif (check([0x47], {offset: 4}) && (check([0x47], {offset: 192}) || check([0x47], {offset: 196}))) {\n\t\treturn {\n\t\t\text: 'mts',\n\t\t\tmime: 'video/mp2t'\n\t\t};\n\t}\n\n\tif (check([0x42, 0x4C, 0x45, 0x4E, 0x44, 0x45, 0x52])) {\n\t\treturn {\n\t\t\text: 'blend',\n\t\t\tmime: 'application/x-blender'\n\t\t};\n\t}\n\n\tif (check([0x42, 0x50, 0x47, 0xFB])) {\n\t\treturn {\n\t\t\text: 'bpg',\n\t\t\tmime: 'image/bpg'\n\t\t};\n\t}\n\n\tif (check([0x00, 0x00, 0x00, 0x0C, 0x6A, 0x50, 0x20, 0x20, 0x0D, 0x0A, 0x87, 0x0A])) {\n\t\t// JPEG-2000 family\n\n\t\tif (check([0x6A, 0x70, 0x32, 0x20], {offset: 20})) {\n\t\t\treturn {\n\t\t\t\text: 'jp2',\n\t\t\t\tmime: 'image/jp2'\n\t\t\t};\n\t\t}\n\n\t\tif (check([0x6A, 0x70, 0x78, 0x20], {offset: 20})) {\n\t\t\treturn {\n\t\t\t\text: 'jpx',\n\t\t\t\tmime: 'image/jpx'\n\t\t\t};\n\t\t}\n\n\t\tif (check([0x6A, 0x70, 0x6D, 0x20], {offset: 20})) {\n\t\t\treturn {\n\t\t\t\text: 'jpm',\n\t\t\t\tmime: 'image/jpm'\n\t\t\t};\n\t\t}\n\n\t\tif (check([0x6D, 0x6A, 0x70, 0x32], {offset: 20})) {\n\t\t\treturn {\n\t\t\t\text: 'mj2',\n\t\t\t\tmime: 'image/mj2'\n\t\t\t};\n\t\t}\n\t}\n\n\tif (check([0x46, 0x4F, 0x52, 0x4D])) {\n\t\treturn {\n\t\t\text: 'aif',\n\t\t\tmime: 'audio/aiff'\n\t\t};\n\t}\n\n\tif (checkString(' new Promise((resolve, reject) => {\n\t// Using `eval` to work around issues when bundling with Webpack\n\tconst stream = eval('require')('stream'); // eslint-disable-line no-eval\n\n\treadableStream.once('readable', () => {\n\t\tconst pass = new stream.PassThrough();\n\t\tconst chunk = readableStream.read(module.exports.minimumBytes) || readableStream.read();\n\t\ttry {\n\t\t\tpass.fileType = fileType(chunk);\n\t\t} catch (error) {\n\t\t\treject(error);\n\t\t}\n\n\t\treadableStream.unshift(chunk);\n\n\t\tif (stream.pipeline) {\n\t\t\tresolve(stream.pipeline(readableStream, pass, () => {}));\n\t\t} else {\n\t\t\tresolve(readableStream.pipe(pass));\n\t\t}\n\t});\n});\n});\n\n// canvas-plus - Image Transformation Engine\n// Canvas Load Mixin - Browser Version\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\n\n\nvar load = _class.create({\n\t\n\tload: function(thingy, callback) {\n\t\t// load image from ArrayBuffer, Blob, File or URL (local domain or CORS required)\n\t\t// Note: This function is ASYNC ONLY -- no return value, no chaining\n\t\tvar self = this;\n\t\tthis.clearLastError();\n\t\t\n\t\tif (typeof(thingy) == 'string') {\n\t\t\t// load from URL\n\t\t\tvar url = thingy;\n\t\t\tthis.logDebug(4, \"Loading image from URL\", { url: url } );\n\t\t\tthis.perf.begin('download');\n\t\t\t\n\t\t\tvar http = new XMLHttpRequest();\n\t\t\thttp.onload = function() {\n\t\t\t\tif (this.status == 200 || this.status === 0) {\n\t\t\t\t\tself.perf.end('download');\n\t\t\t\t\tself.load( http.response, callback );\n\t\t\t\t} \n\t\t\t\telse {\n\t\t\t\t\tself.doError('load', \"URL Fetch Failure: \" + url + \": HTTP \" + this.status + \" \" + this.statusText, callback);\n\t\t\t\t}\n\t\t\t\thttp = null;\n\t\t\t};\n\t\t\thttp.open(\"GET\", url, true);\n\t\t\thttp.responseType = \"arraybuffer\";\n\t\t\thttp.send(null);\n\t\t\treturn;\n\t\t}\n\t\telse if (thingy instanceof Blob || thingy instanceof File) {\n\t\t\t// load from blob or file\n\t\t\tvar fileReader = new FileReader();\n\t\t\tfileReader.onload = function(e) {\n\t\t\t\tself.load( e.target.result, callback );\n\t\t\t};\n\t\t\tfileReader.readAsArrayBuffer(thingy);\n\t\t\treturn;\n\t\t}\n\t\t\n\t\t// support Uint8Array or Buffer (which is a Uint8Array in disguise)\n\t\tif (thingy instanceof Uint8Array) {\n\t\t\tif ((thingy.byteOffset === 0) && (thingy.byteLength === thingy.buffer.byteLength)) {\n\t\t\t\tthingy = thingy.buffer;\n\t\t\t}\n\t\t\telse if (typeof thingy.buffer.slice === 'function') {\n\t\t\t\tthingy = thingy.buffer.slice(thingy.byteOffset, thingy.byteOffset + thingy.byteLength);\n\t\t\t}\n\t\t}\n\t\t\n\t\t// we should have an ArrayBuffer at this point\n\t\tif (!(thingy instanceof ArrayBuffer)) {\n\t\t\treturn this.doError('load', \"Failed to load image: Unknown image resource type: \" + typeof(thingy), callback); \n\t\t}\n\t\tvar arr_buf = thingy;\n\t\t\n\t\t// detect file format\n\t\tthis.perf.begin('detect');\n\t\tvar info = fileType_1(arr_buf);\n\t\tthis.perf.end('detect');\n\t\t\n\t\tif (!info || !info.mime) {\n\t\t\treturn this.doError('load', \"Failed to load image: Unsupported or unknown file type\", callback);\n\t\t}\n\t\tthis.set('format', info.mime.replace(/^image\\//, ''));\n\t\t\n\t\tthis.logDebug(4, \"Loading image from buffer\", { size: arr_buf.byteLength, format: this.get('format') } );\n\t\t\n\t\t// detect EXIF data if present in image\n\t\tif (this.get('readEXIF')) {\n\t\t\tthis.perf.begin('exif');\n\t\t\ttry { this.exif = exif.readFromBinaryFile( arr_buf ); }\n\t\t\tcatch (err) {\n\t\t\t\tthis.logDebug(3, \"Warning: Failed to read EXIF metadata: \" + err);\n\t\t\t}\n\t\t\tthis.perf.end('exif');\n\t\t\tif (this.exif) this.logDebug(9, \"EXIF Image Data\", this.exif);\n\t\t}\n\t\t\n\t\t// load image (actually happens in sync, but uses callbacks, sigh)\n\t\tthis.perf.begin('read');\n\t\tthis.image = new Image();\n\t\t\n\t\t// load image from buffer\n\t\tvar mime_type = info.mime;\n\t\tvar url_creator = window.URL || window.webkitURL || window.mozURL || window.msURL;\n\t\tvar object_url = null;\n\t\t\n\t\tthis.image.onerror = function() {\n\t\t\t// load failed\n\t\t\tself.perf.end('read');\n\t\t\tself.doError('load', \"Image load failed\", callback);\n\t\t\t\n\t\t\t// free memory\n\t\t\tif (object_url) url_creator.revokeObjectURL(object_url);\n\t\t};\n\t\t\n\t\tthis.image.onload = function() {\n\t\t\t// load complete (should be same thread)\n\t\t\tself.perf.end('read');\n\t\t\tself.perf.count('bytes_read', arr_buf.byteLength);\n\t\t\tself.set('mode', 'image');\n\t\t\t\n\t\t\t// sanity checks\n\t\t\tif ((this.width < 1) || (this.height < 1)) {\n\t\t\t\treturn self.doError('load', \"Image dimensions are invalid: \" + this.width + 'x' + this.height, callback);\n\t\t\t}\n\t\t\t\n\t\t\t// check pixel area vs. max\n\t\t\tif (self.get('maxArea')) {\n\t\t\t\tvar area = this.width * this.height;\n\t\t\t\tif (area > self.get('maxArea')) {\n\t\t\t\t\tself.doError('load', \"Image dimensions are too large: \" + this.width + 'x' + this.height, callback);\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\t// set some props based on image\n\t\t\tself.set('width', this.width);\n\t\t\tself.set('height', this.height);\n\t\t\t\n\t\t\tself.set('origWidth', self.get('width'));\n\t\t\tself.set('origHeight', self.get('height'));\n\t\t\tself.set('origFormat', self.get('format'));\n\t\t\t\n\t\t\tself.canvas = null;\n\t\t\tself.context = null;\n\t\t\tself.pixels = null;\n\t\t\tself.palette = null;\n\t\t\t\n\t\t\tself.logDebug(5, \"Image load complete\");\n\t\t\tif (callback) callback(false);\n\t\t\t\n\t\t\t// free memory\n\t\t\tif (object_url) url_creator.revokeObjectURL(object_url);\n\t\t};\n\t\t\n\t\t// trigger load\n\t\tif (this.get('useDataURLs')) {\n\t\t\t// load using data url\n\t\t\tvar buf = Buffer.from(arr_buf);\n\t\t\tthis.image.src = \"data:\" + mime_type + \";base64,\" + buf.toString('base64');\n\t\t}\n\t\telse {\n\t\t\t// load using blob\n\t\t\tvar buf_view = new Uint8Array( arr_buf );\n\t\t\tvar blob = new Blob( [ buf_view ], { type: mime_type } );\n\t\t\tobject_url = url_creator.createObjectURL( blob );\n\t\t\tthis.image.src = object_url;\n\t\t}\n\t},\n\t\n\tloadRemote: function(url, callback) {\n\t\t// load image from remote url (browser only, no EXIF)\n\t\t// this is for URLs on 3rd party domains with no CORS headers\n\t\tvar self = this;\n\t\tthis.clearLastError();\n\t\tthis.perf.begin('download');\n\t\t\n\t\tvar fmt = '';\n\t\tif (url.match(/\\.(\\w+)(\\?|$)/)) fmt = RegExp.$1.toLowerCase();\n\t\t\n\t\tthis.logDebug(4, \"Loading image from URL\", { url: url, format: fmt } );\n\t\t\n\t\t// load image\n\t\tthis.image = new Image();\n\t\tthis.image.crossOrigin = 'anonymous';\n\t\tthis.image.setAttribute('crossorigin', 'anonymous');\n\t\t\n\t\tthis.image.onerror = function() {\n\t\t\t// load failed\n\t\t\tself.doError('load', \"Image load failed: \" + url, callback);\n\t\t};\n\t\t\n\t\tthis.image.onload = function() {\n\t\t\t// load complete (should be same thread)\n\t\t\tself.perf.end('download');\n\t\t\t\n\t\t\t// sanity checks\n\t\t\tif ((this.width < 1) || (this.height < 1)) {\n\t\t\t\treturn self.doError('load', \"Image dimensions are invalid: \" + this.width + 'x' + this.height, callback);\n\t\t\t}\n\t\t\t\n\t\t\t// check pixel area vs. max\n\t\t\tif (self.get('maxArea')) {\n\t\t\t\tvar area = this.width * this.height;\n\t\t\t\tif (area > self.get('maxArea')) {\n\t\t\t\t\tself.doError('load', \"Image dimensions are too large: \" + this.width + 'x' + this.height, callback);\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\t// set some props based on image\n\t\t\tself.set('width', this.width);\n\t\t\tself.set('height', this.height);\n\t\t\tself.set('format', fmt);\n\t\t\t\n\t\t\tself.set('origWidth', self.get('width'));\n\t\t\tself.set('origHeight', self.get('height'));\n\t\t\tself.set('origFormat', self.get('format'));\n\t\t\t\n\t\t\tself.canvas = null;\n\t\t\tself.context = null;\n\t\t\tself.pixels = null;\n\t\t\tself.palette = null;\n\t\t\tself.exif = null; // not supported with loadRemote\n\t\t\t\n\t\t\tself.set('mode', 'image');\n\t\t\tself.logDebug(5, \"Image load complete\");\n\t\t\tif (callback) callback(false);\n\t\t};\n\t\t\n\t\t// trigger load\n\t\tthis.image.src = url;\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Canvas Write Mixin - Browser Version\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar write = _class.create({\n\t\n\twrite: function(opts, callback) {\n\t\t// output and/or compress image using helper mixin\n\t\t// Note: This function is ASYNC ONLY -- no return value, no chaining\n\t\tvar self = this;\n\t\tthis.clearLastError();\n\t\t\n\t\tif (!opts) opts = {};\n\t\tif (typeof(opts) == 'string') {\n\t\t\topts = { file: opts };\n\t\t}\n\t\t\n\t\t// import opts into settings\n\t\tthis.set( opts );\n\t\t\n\t\t// glean format from file if needed\n\t\tif (this.get('file') && this.get('file').match(/\\.(\\w+)$/)) {\n\t\t\tthis.set('format', RegExp.$1);\n\t\t}\n\t\tif (!this.get('format')) {\n\t\t\tthis.doError('write', \"No image format was specified\", callback);\n\t\t\treturn;\n\t\t}\n\t\t\n\t\tthis.perf.begin('write');\n\t\tthis.logDebug(5, \"Compressing image to format: \" + this.get('format'));\n\t\t\n\t\t// locate helper\n\t\tvar nfmt = this.get('format').toString().toLowerCase().replace(/\\W+/g, '').replace(/jpg/, 'jpeg');\n\t\tvar func = 'output_' + nfmt;\n\t\tif (!this[func]) {\n\t\t\tthis.doError('write', \"Unsupported output format: \" + this.get('format'), callback);\n\t\t\treturn;\n\t\t}\n\t\t\n\t\t// call helper\n\t\tthis[func]( function(err, buf) {\n\t\t\tif (err) {\n\t\t\t\t// assume doError has already been called at this point, so just bubble up\n\t\t\t\tif (callback) callback(err);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\t\n\t\t\tself.logDebug(5, \"Image compression complete\", { size: buf.length });\n\t\t\t\n\t\t\t// buffer only\n\t\t\tself.perf.end('write');\n\t\t\tself.perf.count('bytes_written', buf.length);\n\t\t\tif (callback) callback(false, buf);\n\t\t});\n\t}\n\t\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Draw Filter Mixin\n// Copyright (c) 2020 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar draw = _class.create({\n\t\n\tdraw: function(opts) {\n\t\t// run arbitrary draw commands on canvas\n\t\t// special opts: params, commands\n\t\t// convenience opts: line, rect, fill, stroke\n\t\tvar self = this;\n\t\tvar result;\n\t\tthis.clearLastError();\n\t\t\n\t\tresult = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tif (!opts) {\n\t\t\treturn this.doError('opts', \"Must specify options object\");\n\t\t}\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\t// allow for shortcut convenience methods\n\t\tif (opts.line) {\n\t\t\tif (!opts.commands) opts.commands = [];\n\t\t\topts.commands.push(\n\t\t\t\t['beginPath'],\n\t\t\t\t['moveTo'].concat( opts.line.slice(0, 2) ),\n\t\t\t\t['lineTo'].concat( opts.line.slice(2) )\n\t\t\t);\n\t\t\tdelete opts.line;\n\t\t}\n\t\tif (opts.rect) {\n\t\t\tif (!opts.commands) opts.commands = [];\n\t\t\topts.commands.push( ['rect'].concat( opts.rect ) );\n\t\t\tdelete opts.rect;\n\t\t}\n\t\tif (opts.fill) {\n\t\t\tif (!opts.params) opts.params = {};\n\t\t\topts.params.fillStyle = opts.fill;\n\t\t\t\n\t\t\tif (!opts.commands) opts.commands = [];\n\t\t\topts.commands.push( ['fill'] );\n\t\t\t\n\t\t\tdelete opts.fill;\n\t\t}\n\t\tif (opts.stroke) {\n\t\t\tif (!opts.params) opts.params = {};\n\t\t\topts.params.strokeStyle = opts.stroke;\n\t\t\t\n\t\t\tif (!opts.commands) opts.commands = [];\n\t\t\topts.commands.push( ['stroke'] );\n\t\t\t\n\t\t\tdelete opts.stroke;\n\t\t}\n\t\t\n\t\t// we need at least one command to continue\n\t\tif (!opts.commands) {\n\t\t\treturn this.doError('opts', \"Must specify commands array inside options object\");\n\t\t}\n\t\t\n\t\tthis.perf.begin('draw');\n\t\tthis.logDebug(5, \"Rendering custom draw commands on canvas\", opts);\n\t\t\n\t\t// prep\n\t\tvar ctx = this.context;\n\t\tctx.save();\n\t\t\n\t\t// optionally specify properties to set on context\n\t\t// (e.g. fillStyle, strokeStyle, globalCompositeOperation)\n\t\tif (opts.params) {\n\t\t\tfor (var key in opts.params) { ctx[key] = opts.params[key]; }\n\t\t}\n\t\t\n\t\t// apply all commands\n\t\t// e.g. [ ['rect', 50, 50, 100, 100], ['fill'] ]\n\t\topts.commands.forEach( function(args) {\n\t\t\tvar name = args.shift();\n\t\t\tself.logDebug(9, \"Executing Command: \" + name, args);\n\t\t\tctx[name].apply( ctx, args );\n\t\t});\n\t\t\n\t\tthis.perf.end('draw');\n\t\tthis.logDebug(6, \"Draw complete\");\n\t\treturn this;\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Adjust Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar adjust = _class.create({\n\t\n\tadjust: function(opts) {\n\t\tthis.clearLastError();\n\t\t\n\t\tif (!opts || !Object.keys(opts).length) {\n\t\t\treturn this.doError('adjust', \"No adjust options were provided\");\n\t\t}\n\t\tif (!opts.brightness && !opts.contrast && !opts.hue && !opts.saturation) {\n\t\t\tthis.logDebug(9, \"No adjustments to be made, skipping\", opts);\n\t\t\treturn this;\n\t\t}\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tthis.perf.begin('adjust');\n\t\tthis.logDebug(6, \"Adjusting image\", opts);\n\t\t\n\t\tvar clip = opts.clip || this.getBounds();\n\t\tif (!this.isValidRect(clip)) return this.doError('adjust', \"Invalid clipping rectangle\");\n\t\t\n\t\tvar width = clip.width;\n\t\tvar height = clip.height;\n\t\tvar imgData = this.context.getImageData(clip.x, clip.y, width, height);\n\t\tvar offset = 0;\n\t\tvar bri = Math.max(-255, Math.min(255, opts.brightness || 0));\n\t\tvar con = Math.max(-255, Math.min(255, opts.contrast || 0));\n\t\tvar hue = Math.max(-360, Math.min(360, opts.hue || 0));\n\t\tvar sat = Math.max(-255, Math.min(255, opts.saturation || 0));\n\t\tvar rgb = {};\n\t\tvar hsv = {};\n\t\t\n\t\tif (con) con = Math.pow((con + 255) / 255, 2);\n\t\t\n\t\tfor (var y = 0; y < height; y++) {\n\t\t\t// foreach row\n\t\t\tfor (var x = 0; x < width; x++) {\n\t\t\t\t// for each pixel, skip if totally transparent\n\t\t\t\tif (imgData.data[ offset + 3 ] > 0) {\n\t\t\t\t\trgb.r = imgData.data[ offset + 0 ];\n\t\t\t\t\trgb.g = imgData.data[ offset + 1 ];\n\t\t\t\t\trgb.b = imgData.data[ offset + 2 ];\n\t\t\t\t\t\n\t\t\t\t\tif (bri) {\n\t\t\t\t\t\t// apply brightness\n\t\t\t\t\t\trgb.r = Math.max(0, Math.min(255, rgb.r + bri));\n\t\t\t\t\t\trgb.g = Math.max(0, Math.min(255, rgb.g + bri));\n\t\t\t\t\t\trgb.b = Math.max(0, Math.min(255, rgb.b + bri));\n\t\t\t\t\t}\n\t\t\t\t\tif (hue || sat) {\n\t\t\t\t\t\t// apply hue or saturation\n\t\t\t\t\t\trgbToHsv( rgb.r, rgb.g, rgb.b, hsv );\n\t\t\t\t\t\tif (hue > 0) hsv.h = (hsv.h + hue) % 360;\n\t\t\t\t\t\telse if (hue < 0) {\n\t\t\t\t\t\t\thsv.h += hue;\n\t\t\t\t\t\t\tif (hsv.h < 0) hsv.h += 360;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (sat && hsv.s) {\n\t\t\t\t\t\t\tif (sat > 0) hsv.s = Math.max(0, Math.min(255, Math.floor(hsv.s + (sat * ((255 - hsv.v) / 255)) )));\n\t\t\t\t\t\t\telse hsv.s = Math.max(0, Math.min(255, hsv.s + sat));\n\t\t\t\t\t\t}\n\t\t\t\t\t\thsvToRgb( hsv.h, hsv.s, hsv.v, rgb );\n\t\t\t\t\t}\n\t\t\t\t\tif (opts.contrast) {\n\t\t\t\t\t\t// apply contrast\n\t\t\t\t\t\trgb.r = Math.floor( ((rgb.r / 255 - 0.5) * con + 0.5) * 255 );\n\t\t\t\t\t\trgb.g = Math.floor( ((rgb.g / 255 - 0.5) * con + 0.5) * 255 );\n\t\t\t\t\t\trgb.b = Math.floor( ((rgb.b / 255 - 0.5) * con + 0.5) * 255 );\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\timgData.data[ offset + 0 ] = rgb.r;\n\t\t\t\t\timgData.data[ offset + 1 ] = rgb.g;\n\t\t\t\t\timgData.data[ offset + 2 ] = rgb.b;\n\t\t\t\t}\n\t\t\t\toffset += 4;\n\t\t\t} // x loop\n\t\t} // y loop\n\t\t\n\t\tthis.context.putImageData( imgData, clip.x, clip.y );\n\t\t\n\t\tthis.perf.end('adjust');\n\t\tthis.logDebug(6, \"Image adjustment complete\");\n\t\treturn this;\n\t},\n\t\n\tbrightness: function(amount) {\n\t\t// shortcut\n\t\treturn this.adjust({ brightness: amount });\n\t},\n\t\n\tcontrast: function(amount) {\n\t\t// shortcut\n\t\treturn this.adjust({ contrast: amount });\n\t},\n\t\n\thue: function(amount) {\n\t\t// shortcut\n\t\treturn this.adjust({ hue: amount });\n\t},\n\t\n\tsaturation: function(amount) {\n\t\t// shortcut\n\t\treturn this.adjust({ saturation: amount });\n\t},\n\t\n\tdesaturate: function(opts) {\n\t\tthis.clearLastError();\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tthis.perf.begin('desaturate');\n\t\tthis.logDebug(6, \"Desaturating image (i.e. grayscale)\");\n\t\t\n\t\tvar clip = opts.clip || this.getBounds();\n\t\tif (!this.isValidRect(clip)) return this.doError('desaturate', \"Invalid clipping rectangle\");\n\t\t\n\t\tvar width = clip.width;\n\t\tvar height = clip.height;\n\t\tvar imgData = this.context.getImageData(clip.x, clip.y, width, height);\n\t\tvar offset = 0;\n\t\tvar brightness = 0;\n\t\t\n\t\tfor (var y = 0; y < height; y++) {\n\t\t\t// foreach row\n\t\t\tfor (var x = 0; x < width; x++) {\n\t\t\t\t// for each pixel\n\t\t\t\tif (imgData.data[ offset + 3 ] > 0) {\n\t\t\t\t\t// calculate brightness fast\n\t\t\t\t\tbrightness = 0.2126 * imgData.data[ offset + 0 ] + 0.7152 * imgData.data[ offset + 1 ] + 0.0722 * imgData.data[ offset + 2 ];\n\t\t\t\t\t\n\t\t\t\t\timgData.data[ offset + 0 ] = brightness;\n\t\t\t\t\timgData.data[ offset + 1 ] = brightness;\n\t\t\t\t\timgData.data[ offset + 2 ] = brightness;\n\t\t\t\t}\n\t\t\t\toffset += 4;\n\t\t\t} // x loop\n\t\t} // y loop\n\t\t\n\t\tthis.context.putImageData( imgData, clip.x, clip.y );\n\t\t\n\t\tthis.perf.end('desaturate');\n\t\tthis.logDebug(6, \"Image desaturation complete\");\n\t\treturn this;\n\t}\n\t\n}); // class\n\n// Color Utilities From: https://github.com/bgrins/TinyColor\n// Copyright (c) 2012, Brian Grinstead, http://briangrinstead.com\n// License (MIT): https://github.com/bgrins/TinyColor/blob/master/LICENSE\n// Note: These have been updated by jhuckaby for use in CanvasPlus.\n\n// `rgbToHsv`\n// Converts an RGB color value to HSV\nfunction rgbToHsv(r, g, b, hsv) {\n\tr = r / 255;\n\tg = g / 255;\n\tb = b / 255;\n\t\n\tvar max = Math.max(r, g, b), min = Math.min(r, g, b);\n\tvar h, s, v = max;\n\t\n\tvar d = max - min;\n\ts = max === 0 ? 0 : d / max;\n\t\n\tif(max == min) {\n\t\th = 0; // achromatic\n\t}\n\telse {\n\t\tswitch(max) {\n\t\t\tcase r: h = (g - b) / d + (g < b ? 6 : 0); break;\n\t\t\tcase g: h = (b - r) / d + 2; break;\n\t\t\tcase b: h = (r - g) / d + 4; break;\n\t\t}\n\t\th /= 6;\n\t}\n\t\n\tif (!hsv) hsv = {};\n\thsv.h = Math.floor( h * 360 );\n\thsv.s = Math.floor( s * 255 );\n\thsv.v = Math.floor( v * 255 );\n\treturn hsv;\n}\n// `hsvToRgb`\n// Converts an HSV color value to RGB\nfunction hsvToRgb(h, s, v, rgb) {\n\th = (h / 360) * 6;\n\ts = s / 255;\n\tv = v / 255;\n\t\n\tvar i = Math.floor(h),\n\t\tf = h - i,\n\t\tp = v * (1 - s),\n\t\tq = v * (1 - f * s),\n\t\tt = v * (1 - (1 - f) * s),\n\t\tmod = i % 6,\n\t\tr = [v, q, p, p, t, v][mod],\n\t\tg = [t, v, v, q, p, p][mod],\n\t\tb = [p, p, t, v, v, q][mod];\n\t\n\tif (!rgb) rgb = {};\n\trgb.r = Math.floor( r * 255 );\n\trgb.g = Math.floor( g * 255 );\n\trgb.b = Math.floor( b * 255 );\n\treturn rgb;\n}\n\n// canvas-plus - Image Transformation Engine\n// Border Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar border = _class.create({\n\t\n\tborder: function(opts) {\n\t\tvar result;\n\t\tthis.clearLastError();\n\t\t\n\t\tresult = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tif (!opts) {\n\t\t\treturn this.doError('border', \"Must specify options object\");\n\t\t}\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tif (!opts.mode) opts.mode = 'center';\n\t\tif (!opts.size || !opts.color) {\n\t\t\treturn this.doError('border', \"Must specify size and color\");\n\t\t}\n\t\t\n\t\tthis.perf.begin('border');\n\t\tthis.logDebug(5, \"Rendering border around canvas\", opts);\n\t\t\n\t\t// see if we need to expand the canvas\n\t\tif (opts.mode.match(/(center|outside)/i)) {\n\t\t\tvar expand_by = opts.size * 2;\n\t\t\tif (opts.mode.match(/(center)/i)) expand_by = Math.floor( expand_by / 2 );\n\t\t\t\n\t\t\tif (expand_by) {\n\t\t\t\t// yes expand\n\t\t\t\tresult = this.expand({\n\t\t\t\t\twidth: expand_by,\n\t\t\t\t\theight: expand_by,\n\t\t\t\t\tgravity: 'center'\n\t\t\t\t});\n\t\t\t\tif (result.isError) return result;\n\t\t\t}\n\t\t}\n\t\t\n\t\t// draw border\n\t\tvar ctx = this.context;\n\t\tvar width = this.get('width');\n\t\tvar height = this.get('height');\n\t\tvar size = opts.size;\n\t\t\n\t\tctx.save();\n\t\t// ctx.globalCompositeOperation = 'copy';\n\t\tctx.fillStyle = opts.color;\n\t\tctx.fillRect( 0, 0, width, size );\n\t\tctx.fillRect( width - size, 0, width, height );\n\t\tctx.fillRect( 0, height - size, width, height );\n\t\tctx.fillRect( 0, 0, size, height );\n\t\tctx.restore();\n\t\t\n\t\tthis.perf.end('border');\n\t\tthis.logDebug(6, \"Border complete\");\n\t\treturn this;\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Composite Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar composite = _class.create({\n\t\n\tcomposite: function(opts) {\n\t\tvar result;\n\t\tthis.clearLastError();\n\t\t\n\t\tresult = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tif (!opts) {\n\t\t\treturn this.doError('composite', \"No options passed to composite\");\n\t\t}\n\t\tif (!opts.image) {\n\t\t\treturn this.doError('composite', \"Missing image to composite\");\n\t\t}\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tvar image = opts.image;\n\t\tdelete opts.image;\n\t\t\n\t\t// allow 'mode' to be passed in, but rename it to 'compositeMode'\n\t\tif (opts && opts.mode) {\n\t\t\topts.compositeMode = opts.mode;\n\t\t\tdelete opts.mode;\n\t\t}\n\t\t\n\t\tthis.perf.begin('composite');\n\t\tthis.logDebug(6, \"Compositing image\", opts);\n\t\t\n\t\t// import settings into opts\n\t\topts = this.applySettings(opts);\n\t\t\n\t\t// image can be canvas-plus, Canvas or Image\n\t\tif (image.__name == \"CanvasPlus\") {\n\t\t\tif (image.image) image = image.image;\n\t\t\telse if (image.canvas) image = image.canvas;\n\t\t\telse if (image.pixels) {\n\t\t\t\t// image is indexed, so clone and convert it to RGBA\n\t\t\t\tvar clone = image.clone();\n\t\t\t\tresult = clone.requireRGBA();\n\t\t\t\tif (result.isError) {\n\t\t\t\t\treturn this.doError('composite', \"Failed to convert indexed image to RGBA: \" + clone.getLastError());\n\t\t\t\t}\n\t\t\t\timage = clone.canvas;\n\t\t\t}\n\t\t\telse {\n\t\t\t\treturn this.doError('composite', \"Could not determine image type\");\n\t\t\t}\n\t\t} // canvas-plus\n\t\t\n\t\tif (!image.width || !image.height) {\n\t\t\treturn this.doError('composite', \"Image has invalid dimensions\");\n\t\t}\n\t\t\n\t\tvar iwidth = opts.width || image.width;\n\t\tvar iheight = opts.height || image.height;\n\t\t\n\t\tvar ctx = this.context;\n\t\tvar width = this.get('width');\n\t\tvar height = this.get('height');\n\t\tvar dx = opts.offsetX || 0;\n\t\tvar dy = opts.offsetY || 0;\n\t\tvar mx = opts.marginX || 0;\n\t\tvar my = opts.marginY || 0;\n\t\tvar gravity = opts.gravity;\n\t\t\n\t\tctx.save();\n\t\t\n\t\tif (opts.opacity < 1) {\n\t\t\tctx.globalAlpha = opts.opacity;\n\t\t}\n\t\tif (opts.compositeMode) {\n\t\t\tctx.globalCompositeOperation = opts.compositeMode;\n\t\t}\n\t\tif (opts.antialias) {\n\t\t\tthis.applyAntialias( opts.antialias );\n\t\t}\n\t\t\n\t\tvar x = 0;\n\t\tvar y = 0;\n\t\t\n\t\tif (gravity.match(/(west|left)/i)) x = 0 + mx + dx;\n\t\telse if (gravity.match(/(east|right)/i)) x = ((width - mx) - iwidth) - dx;\n\t\telse x = ((width / 2) - (iwidth / 2)) + dx;\n\t\t\n\t\tif (gravity.match(/(north|top)/i)) y = 0 + my + dy;\n\t\telse if (gravity.match(/(south|bottom)/i)) y = ((height - my) - iheight) - dy;\n\t\telse y = ((height / 2) - (iheight / 2)) + dy;\n\t\t\n\t\tctx.drawImage( image, x, y, iwidth, iheight );\n\t\t\n\t\tctx.restore();\n\t\tthis.perf.end('composite');\n\t\tthis.logDebug(6, \"Image compositing complete\");\n\t\treturn this;\n\t},\n\t\n\tmask: function(opts) {\n\t\t// shortcut for composite using destination-in\n\t\t// (apply image as mask to current image)\n\t\topts = this.copyHash( opts || {} );\n\t\topts.mode = 'destination-in';\n\t\treturn this.composite(opts);\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Convolve Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar convolve = _class.create({\n\t\n\tconvolve: function(opts) {\n\t\tthis.clearLastError();\n\t\t\n\t\tif (!opts || !opts.matrix) {\n\t\t\treturn this.doError('convolve', \"No convolve options were provided\");\n\t\t}\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tthis.perf.begin('convolve');\n\t\tthis.logDebug(6, \"Applying convolution kernel to image\", opts);\n\t\t\n\t\tvar channels = opts.channels || 'rgba';\n\t\tvar red = !!channels.match(/r/i);\n\t\tvar green = !!channels.match(/g/i);\n\t\tvar blue = !!channels.match(/b/i);\n\t\tvar alpha = !!channels.match(/a/i);\n\t\t\n\t\tvar edges = opts.edges || 'repeat';\n\t\tvar edge_repeat = edges.match(/repeat/i);\n\t\tvar edge_wrap = edges.match(/wrap/i);\n\t\tvar edge_mirror = edges.match(/mirror/i);\n\t\t\n\t\tvar clip = opts.clip || this.getBounds();\n\t\tif (!this.isValidRect(clip)) return this.doError('convolve', \"Invalid clipping rectangle\");\n\t\t\n\t\tvar pixels = this.context.getImageData(clip.x, clip.y, clip.width, clip.height);\n\t\tvar weights = opts.matrix;\n\t\tvar offset = opts.offset || 0;\n\t\tvar m = Math;\n\t\t\n\t\tvar side = m.round(m.sqrt(weights.length));\n\t\tvar halfSide = m.floor(side / 2);\n\t\tvar src = pixels.data;\n\t\tvar sw = pixels.width;\n\t\tvar sh = pixels.height;\n\n\t\t// pad output by the convolution matrix\n\t\tvar w = sw;\n\t\tvar h = sh;\n\t\t// var output = this.context.createImageData(w, h);\n\t\tvar output = this.context.getImageData(clip.x, clip.y, clip.width, clip.height);\n\t\tvar dst = output.data;\n\t\t\n\t\t// go through the destination image pixels\n\t\tfor (var y = 0; y < h; y++) {\n\t\t\tfor (var x = 0; x < w; x++) {\n\t\t\t\tvar sy = y;\n\t\t\t\tvar sx = x;\n\t\t\t\tvar dstOff = (y * w + x) * 4;\n\t\t\t\t// calculate the weighed sum of the source image pixels that\n\t\t\t\t// fall under the convolution matrix\n\t\t\t\tvar r = 0,\n\t\t\t\t\tg = 0,\n\t\t\t\t\tb = 0,\n\t\t\t\t\ta = 0;\n\t\t\t\tfor (var cy = 0; cy < side; cy++) {\n\t\t\t\t\tfor (var cx = 0; cx < side; cx++) {\n\t\t\t\t\t\tvar scy = sy + cy - halfSide;\n\t\t\t\t\t\tvar scx = sx + cx - halfSide;\n\t\t\t\t\t\t\n\t\t\t\t\t\tif (edge_repeat) {\n\t\t\t\t\t\t\t// repeat edge pixels\n\t\t\t\t\t\t\tscx = Math.clamp(scx, 0, sw - 1);\n\t\t\t\t\t\t\tscy = Math.clamp(scy, 0, sh - 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (edge_wrap) {\n\t\t\t\t\t\t\t// wrap edges to opposite side\n\t\t\t\t\t\t\tif (scx < 0) scx += sw;\n\t\t\t\t\t\t\telse if (scx >= sw) scx -= sw;\n\t\t\t\t\t\t\tif (scy < 0) scy += sh;\n\t\t\t\t\t\t\telse if (scy >= sh) scy -= sh;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (edge_mirror) {\n\t\t\t\t\t\t\t// mirror edges in both directions\n\t\t\t\t\t\t\tif (scx < 0) scx = 0 - scx;\n\t\t\t\t\t\t\telse if (scx >= sw) scx -= ((scx - sw) + 1);\n\t\t\t\t\t\t\tif (scy < 0) scy = 0 - scy;\n\t\t\t\t\t\t\telse if (scy >= sh) scy -= ((scy - sh) + 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tif (scy >= 0 && scy < sh && scx >= 0 && scx < sw) {\n\t\t\t\t\t\t\tvar srcOff = (scy * sw + scx) * 4;\n\t\t\t\t\t\t\tvar wt = weights[cy * side + cx];\n\t\t\t\t\t\t\tif (red) r += src[srcOff] * wt;\n\t\t\t\t\t\t\tif (green) g += src[srcOff + 1] * wt;\n\t\t\t\t\t\t\tif (blue) b += src[srcOff + 2] * wt;\n\t\t\t\t\t\t\tif (alpha) a += src[srcOff + 3] * wt;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (red) dst[dstOff] = offset + r;\n\t\t\t\tif (green) dst[dstOff + 1] = offset + g;\n\t\t\t\tif (blue) dst[dstOff + 2] = offset + b;\n\t\t\t\tif (alpha) dst[dstOff + 3] = offset + a;\n\t\t\t}\n\t\t}\n\t\t\n\t\tthis.context.putImageData( output, clip.x, clip.y );\n\t\t\n\t\tthis.perf.end('convolve');\n\t\tthis.logDebug(6, \"Image convolution kernel complete\");\n\t\treturn this;\n\t},\n\t\n\tblur: function(opts) {\n\t\t// box blur using convolve, configurable amount\n\t\t// opts: { amount, edges, channels }\n\t\topts = this.copyHash( opts || {} );\n\t\tvar level = opts.amount || 2;\n\t\t\n\t\tvar len = level * level;\n\t\tvar val = 1 / len;\n\t\tvar matrix = [];\n\t\tif (len < 4) {\n\t\t\t//if the length of the matrix is less than 4,\n\t\t\t//it means that the blur radius is less than 2. There's no need to blur.\n\t\t\treturn this;\n\t\t}\n\t\t// Fill up our convolution matrix with values\n\t\twhile (len--) {\n\t\t\tmatrix.push(val);\n\t\t}\n\t\treturn this.convolve({ \n\t\t\tmatrix: matrix, \n\t\t\toffset: 0, \n\t\t\tedges: opts.edges || 'repeat',\n\t\t\tchannels: opts.channels || 'rgba',\n\t\t\tclip: opts.clip || null\n\t\t});\n\t},\n\t\n\tsharpen: function(opts) {\n\t\t// sharpen using convolve\n\t\t// opts: { edges, channels }\n\t\topts = this.copyHash( opts || {} );\n\t\treturn this.convolve({ \n\t\t\tmatrix: [0, -1, 0, -1, 5, -1, 0, -1, 0], \n\t\t\tedges: opts.edges || 'repeat',\n\t\t\tchannels: opts.channels || 'rgba',\n\t\t\tclip: opts.clip || null\n\t\t});\n\t},\n\t\n\temboss: function(opts) {\n\t\t// emboss filter using convolve\n\t\t// opts: { edges, channels }\n\t\topts = this.copyHash( opts || {} );\n\t\treturn this.desaturate({ clip: opts.clip }).convolve({ \n\t\t\tmatrix: [2, 0, 0, 0, -1, 0, 0, 0, -1], \n\t\t\toffset: 127, \n\t\t\tedges: opts.edges || 'repeat',\n\t\t\tchannels: opts.channels || 'rgb',\n\t\t\tclip: opts.clip || null\n\t\t});\n\t},\n\t\n\tfindEdges: function(opts) {\n\t\t// find edges using convolve\n\t\t// opts: { edges, channels }\n\t\topts = this.copyHash( opts || {} );\n\t\treturn this.desaturate({ clip: opts.clip }).convolve({ \n\t\t\tmatrix: [-1, -1, -1, -1, 8, -1, -1, -1, -1], \n\t\t\toffset: 0, \n\t\t\tedges: opts.edges || 'repeat',\n\t\t\tchannels: opts.channels || 'rgb',\n\t\t\tclip: opts.clip || null\n\t\t});\n\t},\n\t\n\tgaussianBlur: function(opts) {\n\t\t// gaussian blur (slow but better looking than blur())\n\t\t// opts: { amount, sigma, edges, channels }\n\t\topts = this.copyHash( opts || {} );\n\t\tvar dimension = opts.amount || 3;\n\t\tif (dimension < 3) dimension = 3;\n\t\tif (!(dimension % 2)) dimension++;\n\t\tvar sigma = opts.sigma || Math.floor(dimension / 3);\n\t\t\n\t\tvar matrix = generateGaussianKernel(dimension, sigma);\n\t\treturn this.convolve({ \n\t\t\tmatrix: matrix, \n\t\t\toffset: 0, \n\t\t\tedges: opts.edges || 'repeat',\n\t\t\tchannels: opts.channels || 'rgba',\n\t\t\tclip: opts.clip || null\n\t\t});\n\t}\n\t\n});\n\n// Gaussian Blur Convolution Kernel Generator\n// From: https://github.com/mattlockyer/iat455/blob/master/assignment1/assignment/effects/blur-effect-dyn.js\n// (c) Matt Lockyer, https://github.com/mattlockyer/iat455, MIT License\n\nfunction hypotenuse(x1, y1, x2, y2) {\n\tvar xSquare = Math.pow(x1 - x2, 2);\n\tvar ySquare = Math.pow(y1 - y2, 2);\n\treturn Math.sqrt(xSquare + ySquare);\n}\n/*\n * Generates a kernel used for the gaussian blur effect.\n *\n * @param dimension is an odd integer\n * @param sigma is the standard deviation used for our gaussian function.\n *\n * @returns an array with dimension^2 number of numbers, all less than or equal\n *\t to 1. Represents our gaussian blur kernel.\n */\nfunction generateGaussianKernel(dimension, sigma) {\n\tif (!(dimension % 2) || Math.floor(dimension) !== dimension || dimension<3) {\n\t\tthrow new Error(\n\t\t\t'The dimension must be an odd integer greater than or equal to 3'\n\t\t);\n\t}\n\tvar kernel = [];\n\t\n\tvar twoSigmaSquare = 2 * sigma * sigma;\n\tvar centre = (dimension - 1) / 2;\n\t\n\tfor (var i = 0; i < dimension; i++) {\n\t\tfor (var j = 0; j < dimension; j++) {\n\t\t\tvar distance = hypotenuse(i, j, centre, centre);\n\t\t\t\n\t\t\t// From: https://en.wikipedia.org/wiki/Gaussian_blur\n\t\t\tvar gaussian = (1 / Math.sqrt(\n\t\t\t\tMath.PI * twoSigmaSquare\n\t\t\t)) * Math.exp((-1) * (Math.pow(distance, 2) / twoSigmaSquare));\n\n\t\t\tkernel.push(gaussian);\n\t\t}\n\t}\n\t\n\t// Returns the unit vector of the kernel array.\n\tvar sum = kernel.reduce(function (c, p) { return c + p; });\n\treturn kernel.map(function (e) { return e / sum; });\n}\n\n// canvas-plus - Image Transformation Engine\n// Crop Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar crop = _class.create({\n\t\n\tcrop: function(opts) {\n\t\tvar result;\n\t\tthis.clearLastError();\n\t\t\n\t\t// convert back to RGBA if indexed\n\t\tif (this.get('mode') == 'indexed') {\n\t\t\tresult = this.render();\n\t\t\tif (result.isError) return result;\n\t\t}\n\t\tif (!this.canvas && !this.image) {\n\t\t\treturn this.doError('crop', \"No image to crop\");\n\t\t}\n\t\t\n\t\tif (!opts || !opts.width || !opts.height) {\n\t\t\treturn this.doError('crop', \"Missing width/height size for crop\");\n\t\t}\n\t\tif (!(\"x\" in opts) || !(\"y\" in opts)) {\n\t\t\treturn this.doError('crop', \"Missing x/y coordinates for crop\");\n\t\t}\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tthis.logDebug(5, \"Cropping image\", opts);\n\t\tthis.perf.begin('crop');\n\t\t\n\t\tif (!this.isValidRect(opts)) return this.doError('crop', \"Invalid crop rectangle\");\n\t\t\n\t\tvar width = opts.width;\n\t\tvar height = opts.height;\n\t\tvar x = opts.x;\n\t\tvar y = opts.y;\n\t\t\n\t\t// source can be image or canvas\n\t\tvar source_image = this.image || this.canvas;\n\t\tdelete this.image;\n\t\t\n\t\t// create new canvas to resize onto\n\t\tresult = this.create({ width: width, height: height });\n\t\tif (result.isError) {\n\t\t\tthis.perf.end('crop');\n\t\t\treturn result;\n\t\t}\n\t\t\n\t\t// perform the actual draw\n\t\tthis.context.drawImage(source_image, x, y, width, height, 0, 0, width, height);\n\t\t\n\t\tthis.perf.end('crop');\n\t\tthis.logDebug(6, \"Image crop complete\");\n\t\treturn this;\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Curves Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar curves = _class.create({\n\t\n\tcurves: function(opts) {\n\t\tthis.clearLastError();\n\t\t\n\t\tif (!opts || !Object.keys(opts).length) {\n\t\t\treturn this.doError('curves', \"No curves options were provided\");\n\t\t}\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tthis.perf.begin('curves');\n\t\tthis.logDebug(6, \"Applying curve to image\", opts);\n\t\t\n\t\tvar curve_rgb = opts.rgb ? this.generateCurve(opts.rgb) : null;\n\t\tvar curve_red = opts.red ? this.generateCurve(opts.red) : null;\n\t\tvar curve_green = opts.green ? this.generateCurve(opts.green) : null;\n\t\tvar curve_blue = opts.blue ? this.generateCurve(opts.blue) : null;\n\t\tvar curve_alpha = opts.alpha ? this.generateCurve(opts.alpha) : null;\n\t\t\n\t\tif (curve_rgb) {\n\t\t\tcurve_red = curve_green = curve_blue = curve_rgb;\n\t\t}\n\t\t\n\t\tvar clip = opts.clip || this.getBounds();\n\t\tif (!this.isValidRect(clip)) return this.doError('curves', \"Invalid clipping rectangle\");\n\t\t\n\t\tvar width = clip.width;\n\t\tvar height = clip.height;\n\t\tvar imgData = this.context.getImageData(clip.x, clip.y, width, height);\n\t\tvar offset = 0;\n\t\t\n\t\tfor (var y = 0; y < height; y++) {\n\t\t\t// foreach row\n\t\t\tfor (var x = 0; x < width; x++) {\n\t\t\t\t// for each pixel, skip if totally transparent\n\t\t\t\tif (curve_alpha || (imgData.data[ offset + 3 ] > 0)) {\n\t\t\t\t\tif (curve_red) {\n\t\t\t\t\t\timgData.data[ offset + 0 ] = curve_red[ imgData.data[ offset + 0 ] ];\n\t\t\t\t\t}\n\t\t\t\t\tif (curve_green) {\n\t\t\t\t\t\timgData.data[ offset + 1 ] = curve_green[ imgData.data[ offset + 1 ] ];\n\t\t\t\t\t}\n\t\t\t\t\tif (curve_blue) {\n\t\t\t\t\t\timgData.data[ offset + 2 ] = curve_blue[ imgData.data[ offset + 2 ] ];\n\t\t\t\t\t}\n\t\t\t\t\tif (curve_alpha) {\n\t\t\t\t\t\timgData.data[ offset + 3 ] = curve_alpha[ imgData.data[ offset + 3 ] ];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\toffset += 4;\n\t\t\t} // x loop\n\t\t} // y loop\n\t\t\n\t\tthis.context.putImageData( imgData, clip.x, clip.y );\n\t\t\n\t\tthis.perf.end('curves');\n\t\tthis.logDebug(6, \"Curve complete\");\n\t\treturn this;\n\t},\n\t\n\tposterize: function(opts) {\n\t\t// apply posterize effect using stair-step curve with N levels\n\t\t// opts: { levels, channels, clip }\n\t\topts = this.copyHash( opts || {} );\n\t\tvar levels = Math.floor( 256 / (opts.levels || 4) );\n\t\tvar curve = [];\n\t\t\n\t\tfor (var idx = 0; idx < 256; idx++) {\n\t\t\tcurve.push( Math.min(255, Math.round( idx / levels ) * levels) );\n\t\t}\n\t\t\n\t\tvar channels = opts.channels || 'rgb';\n\t\tdelete opts.channels;\n\t\tdelete opts.levels;\n\t\t\n\t\tif (channels.match(/rgb/i)) opts.rgb = curve;\n\t\telse {\n\t\t\tif (channels.match(/r/i)) opts.red = curve;\n\t\t\tif (channels.match(/g/i)) opts.green = curve;\n\t\t\tif (channels.match(/b/i)) opts.blue = curve;\n\t\t}\n\t\tif (channels.match(/a/i)) opts.alpha = curve;\n\t\t\n\t\treturn this.curves(opts);\n\t},\n\t\n\tsolarize: function(opts) {\n\t\t// apply solarize effect using 'v' curve\n\t\t// opts: { channels, clip }\n\t\topts = this.copyHash( opts || {} );\n\t\tvar curve = [];\n\t\t\n\t\tfor (var idx = 0; idx < 256; idx++) {\n\t\t\tcurve.push( (idx < 128) ? idx : (255 - idx) );\n\t\t}\n\t\t\n\t\tvar channels = opts.channels || 'rgb';\n\t\tdelete opts.channels;\n\t\t\n\t\tif (channels.match(/rgb/i)) opts.rgb = curve;\n\t\telse {\n\t\t\tif (channels.match(/r/i)) opts.red = curve;\n\t\t\tif (channels.match(/g/i)) opts.green = curve;\n\t\t\tif (channels.match(/b/i)) opts.blue = curve;\n\t\t}\n\t\tif (channels.match(/a/i)) opts.alpha = curve;\n\t\t\n\t\treturn this.curves(opts);\n\t},\n\t\n\tinvert: function(opts) {\n\t\t// invert channels using curve\n\t\t// opts: { channels, clip }\n\t\topts = this.copyHash( opts || {} );\n\t\tvar curve = [];\n\t\t\n\t\tfor (var idx = 0; idx < 256; idx++) {\n\t\t\tcurve.push( 255 - idx );\n\t\t}\n\t\t\n\t\tvar channels = opts.channels || 'rgb';\n\t\tdelete opts.channels;\n\t\t\n\t\tif (channels.match(/rgb/i)) opts.rgb = curve;\n\t\telse {\n\t\t\tif (channels.match(/r/i)) opts.red = curve;\n\t\t\tif (channels.match(/g/i)) opts.green = curve;\n\t\t\tif (channels.match(/b/i)) opts.blue = curve;\n\t\t}\n\t\tif (channels.match(/a/i)) opts.alpha = curve;\n\t\t\n\t\treturn this.curves(opts);\n\t},\n\t\n\ttemperature: function(opts) {\n\t\t// apply color temperature adjustment using curve\n\t\t// opts: { amount, clip }\n\t\topts = this.copyHash( opts || {} );\n\t\tvar curve = [];\n\t\tvar channel = '';\n\t\tvar amount = 0;\n\t\t\n\t\tif (opts.amount > 0) { channel = 'red'; amount = Math.floor(opts.amount / 4); }\n\t\telse { channel = 'blue'; amount = 0 - Math.floor(opts.amount / 4); }\n\t\t\n\t\tfor (var idx = 0; idx < 256; idx++) {\n\t\t\tcurve.push( Math.min(255, idx + amount) );\n\t\t}\n\t\t\n\t\tdelete opts.amount;\n\t\topts[channel] = curve;\n\t\t\n\t\treturn this.curves(opts);\n\t},\n\t\n\tgamma: function(opts) {\n\t\t// apply gamma adjustment using curve\n\t\t// opts: { amount, channels, clip }\n\t\topts = this.copyHash( opts || {} );\n\t\tvar curve = [];\n\t\tvar gamma = opts.amount;\n\t\t\n\t\tfor (var idx = 0; idx < 256; idx++) {\n\t\t\tcurve.push( Math.floor( Math.clamp(255 * Math.pow((idx / 255), gamma), 0, 255) ) );\n\t\t}\n\t\t\n\t\tvar channels = opts.channels || 'rgb';\n\t\tdelete opts.channels;\n\t\tdelete opts.amount;\n\t\t\n\t\tif (channels.match(/rgb/i)) opts.rgb = curve;\n\t\telse {\n\t\t\tif (channels.match(/r/i)) opts.red = curve;\n\t\t\tif (channels.match(/g/i)) opts.green = curve;\n\t\t\tif (channels.match(/b/i)) opts.blue = curve;\n\t\t}\n\t\tif (channels.match(/a/i)) opts.alpha = curve;\n\t\t\n\t\treturn this.curves(opts);\n\t},\n\t\n\tsepia: function(opts) {\n\t\t// generate sepia tone using curves\n\t\t// opts: { clip }\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tvar result = this.desaturate();\n\t\tif (result.isError) return result;\n\t\t\n\t\topts.green = [0, 108, 255];\n\t\topts.blue = [0, 64, 255];\n\t\t\n\t\treturn this.curves(opts);\n\t},\n\t\n\tnormalize: function(opts) {\n\t\t// normalize (stretch) contrast to expand full range\n\t\t// opts: { channels, clip }\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tvar histo = this.histogram();\n\t\tif (histo.isError) return result;\n\t\t\n\t\t// find low and high points\n\t\tvar lows = { red: 0, green: 0, blue: 0, alpha: 0 };\n\t\tvar highs = { red: 0, green: 0, blue: 0, alpha: 0 };\n\t\t\n\t\tfor (var idx = 0; idx < 256; idx++) {\n\t\t\tif (histo.red[idx] > 0) highs.red = idx;\n\t\t\tif (histo.green[idx] > 0) highs.green = idx;\n\t\t\tif (histo.blue[idx] > 0) highs.blue = idx;\n\t\t\tif (histo.alpha[idx] > 0) highs.alpha = idx;\n\t\t}\n\t\tfor (var idx = 255; idx >= 0; idx--) {\n\t\t\tif (histo.red[idx] > 0) lows.red = idx;\n\t\t\tif (histo.green[idx] > 0) lows.green = idx;\n\t\t\tif (histo.blue[idx] > 0) lows.blue = idx;\n\t\t\tif (histo.alpha[idx] > 0) lows.alpha = idx;\n\t\t}\n\t\t\n\t\t// create curves\n\t\tvar channels = opts.channels || 'rgb';\n\t\tdelete opts.channels;\n\t\t\n\t\tif (channels.match(/r/i)) opts.red = [];\n\t\tif (channels.match(/g/i)) opts.green = [];\n\t\tif (channels.match(/b/i)) opts.blue = [];\n\t\tif (channels.match(/a/i)) opts.alpha = [];\n\t\t\n\t\tfor (var idx = 0; idx < 256; idx++) {\n\t\t\tif (opts.red) {\n\t\t\t\tif ((highs.red > lows.red) && (idx >= lows.red) && (idx <= highs.red)) {\n\t\t\t\t\topts.red[idx] = Math.floor( ((idx - lows.red) / (highs.red - lows.red)) * 255 );\n\t\t\t\t}\n\t\t\t\telse opts.red[idx] = idx;\n\t\t\t} // red\n\t\t\t\n\t\t\tif (opts.green) {\n\t\t\t\tif ((highs.green > lows.green) && (idx >= lows.green) && (idx <= highs.green)) {\n\t\t\t\t\topts.green[idx] = Math.floor( ((idx - lows.green) / (highs.green - lows.green)) * 255 );\n\t\t\t\t}\n\t\t\t\telse opts.green[idx] = idx;\n\t\t\t} // green\n\t\t\t\n\t\t\tif (opts.blue) {\n\t\t\t\tif ((highs.blue > lows.blue) && (idx >= lows.blue) && (idx <= highs.blue)) {\n\t\t\t\t\topts.blue[idx] = Math.floor( ((idx - lows.blue) / (highs.blue - lows.blue)) * 255 );\n\t\t\t\t}\n\t\t\t\telse opts.blue[idx] = idx;\n\t\t\t} // blue\n\t\t\t\n\t\t\tif (opts.alpha) {\n\t\t\t\tif ((highs.alpha > lows.alpha) && (idx >= lows.alpha) && (idx <= highs.alpha)) {\n\t\t\t\t\topts.alpha[idx] = Math.floor( ((idx - lows.alpha) / (highs.alpha - lows.alpha)) * 255 );\n\t\t\t\t}\n\t\t\t\telse opts.alpha[idx] = idx;\n\t\t\t} // alpha\n\t\t}\n\t\t\n\t\treturn this.curves(opts);\n\t},\n\t\n\tthreshold: function(opts) {\n\t\t// apply threshold effect using sheer cliff curve at specified level\n\t\t// opts: { level, channels, clip }\n\t\topts = this.copyHash( opts || {} );\n\t\tvar level = Math.floor( opts.level || 128 );\n\t\tvar curve = [];\n\t\t\n\t\tfor (var idx = 0; idx < 256; idx++) {\n\t\t\tcurve.push( (idx < level) ? 0 : 255 );\n\t\t}\n\t\t\n\t\tvar channels = opts.channels || 'rgb';\n\t\tdelete opts.channels;\n\t\tdelete opts.level;\n\t\t\n\t\tif (channels.match(/rgb/i)) opts.rgb = curve;\n\t\telse {\n\t\t\tif (channels.match(/r/i)) opts.red = curve;\n\t\t\tif (channels.match(/g/i)) opts.green = curve;\n\t\t\tif (channels.match(/b/i)) opts.blue = curve;\n\t\t}\n\t\tif (channels.match(/a/i)) opts.alpha = curve;\n\t\t\n\t\treturn this.curves(opts);\n\t},\n\t\n\tgenerateCurve: function(points) {\n\t\t// Generate curve from points using monotone cubic interpolation.\n\t\t// This is somewhat like Adobe Photoshop's 'Curves' filter.\n\t\t// Result will be a 1-D array of exactly 256 elements (Y values).\n\t\tvar xs = [];\n\t\tvar ys = [];\n\t\tvar x, y;\n\t\t\n\t\t// points must have at least two elements\n\t\tif (points.length < 2) points = [ [0,0], [255,255] ];\n\t\t\n\t\t// simple 1D array of Y values = spread X values evenly across full range\n\t\tif (typeof(points[0]) == 'number') {\n\t\t\t\n\t\t\t// special case: if user has supplied 256 Y values, well, that's the whole curve\n\t\t\tif (points.length == 256) return points;\n\t\t\t\n\t\t\t// create X/Y pairs\n\t\t\tvar new_points = [];\n\t\t\tfor (var idx = 0, len = points.length; idx < len; idx++) {\n\t\t\t\ty = points[idx];\n\t\t\t\tx = Math.floor( (idx / (len - 1) ) * 255 );\n\t\t\t\tnew_points.push( [ x, y ] );\n\t\t\t}\n\t\t\tpoints = new_points;\n\t\t}\n\t\t\n\t\t// first point must be at X = 0\n\t\tpoints[0][0] = 0;\n\t\t\n\t\t// last point must be at X = 255\n\t\tpoints[ points.length - 1 ][0] = 255;\n\t\t\n\t\t// convert to arrays of axis, for createInterpolant()\n\t\tpoints.forEach( function(pt) {\n\t\t\txs.push( Math.floor( Math.max(0, Math.min(255, pt[0]))) );\n\t\t\tys.push( Math.floor( Math.max(0, Math.min(255, pt[1]))) );\n\t\t} );\n\t\t\n\t\t// generate monotonal cubic interpolator function\n\t\tvar func = createInterpolant(xs, ys);\n\t\tvar curve = [];\n\t\t\n\t\t// apply curve to 255 points along X axis\n\t\tfor (x = 0; x < 256; x++) {\n\t\t\ty = func(x);\n\t\t\tcurve.push( Math.floor(y) );\n\t\t}\n\t\t\n\t\t// return Y values\n\t\treturn curve;\n\t}\n\t\n}); // class\n\n// From: https://en.wikipedia.org/wiki/Monotone_cubic_interpolation\nfunction createInterpolant(xs, ys) {\n\tvar i, length = xs.length;\n\t\n\t// Deal with length issues\n\tif (length != ys.length) { throw 'Need an equal count of xs and ys.'; }\n\tif (length === 0) { return function(x) { return 0; }; }\n\tif (length === 1) {\n\t\t// Impl: Precomputing the result prevents problems if ys is mutated later and allows garbage collection of ys\n\t\t// Impl: Unary plus properly converts values to numbers\n\t\tvar result = +ys[0];\n\t\treturn function(x) { return result; };\n\t}\n\t\n\t// Rearrange xs and ys so that xs is sorted\n\tvar indexes = [];\n\tfor (i = 0; i < length; i++) { indexes.push(i); }\n\tindexes.sort(function(a, b) { return xs[a] < xs[b] ? -1 : 1; });\n\tvar oldXs = xs, oldYs = ys;\n\t// Impl: Creating new arrays also prevents problems if the input arrays are mutated later\n\txs = []; ys = [];\n\t// Impl: Unary plus properly converts values to numbers\n\tfor (i = 0; i < length; i++) { xs.push(+oldXs[indexes[i]]); ys.push(+oldYs[indexes[i]]); }\n\t\n\t// Get consecutive differences and slopes\n\tvar dxs = [], ms = [];\n\tfor (i = 0; i < length - 1; i++) {\n\t\tvar dx = xs[i + 1] - xs[i], dy = ys[i + 1] - ys[i];\n\t\tdxs.push(dx); ms.push(dy/dx);\n\t}\n\t\n\t// Get degree-1 coefficients\n\tvar c1s = [ms[0]];\n\tfor (i = 0; i < dxs.length - 1; i++) {\n\t\tvar m = ms[i], mNext = ms[i + 1];\n\t\tif (m*mNext <= 0) {\n\t\t\tc1s.push(0);\n\t\t} else {\n\t\t\tvar dx_ = dxs[i], dxNext = dxs[i + 1], common = dx_ + dxNext;\n\t\t\tc1s.push(3*common/((common + dxNext)/m + (common + dx_)/mNext));\n\t\t}\n\t}\n\tc1s.push(ms[ms.length - 1]);\n\t\n\t// Get degree-2 and degree-3 coefficients\n\tvar c2s = [], c3s = [];\n\tfor (i = 0; i < c1s.length - 1; i++) {\n\t\tvar c1 = c1s[i], m_ = ms[i], invDx = 1/dxs[i], common_ = c1 + c1s[i + 1] - m_ - m_;\n\t\tc2s.push((m_ - c1 - common_)*invDx); c3s.push(common_*invDx*invDx);\n\t}\n\t\n\t// Return interpolant function\n\treturn function(x) {\n\t\t// The rightmost point in the dataset should give an exact result\n\t\tvar i = xs.length - 1;\n\t\tif (x == xs[i]) { return ys[i]; }\n\t\t\n\t\t// Search for the interval x is in, returning the corresponding y if x is one of the original xs\n\t\tvar low = 0, mid, high = c3s.length - 1;\n\t\twhile (low <= high) {\n\t\t\tmid = Math.floor(0.5*(low + high));\n\t\t\tvar xHere = xs[mid];\n\t\t\tif (xHere < x) { low = mid + 1; }\n\t\t\telse if (xHere > x) { high = mid - 1; }\n\t\t\telse { return ys[mid]; }\n\t\t}\n\t\ti = Math.max(0, high);\n\t\t\n\t\t// Interpolate\n\t\tvar diff = x - xs[i], diffSq = diff*diff;\n\t\treturn ys[i] + c1s[i]*diff + c2s[i]*diffSq + c3s[i]*diff*diffSq;\n\t};\n}\n\n// canvas-plus - Image Transformation Engine\n// Expand Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar expand = _class.create({\n\t\n\texpand: function(opts) {\n\t\tthis.clearLastError();\n\t\t\n\t\tif (!opts || (!opts.width && !opts.height)) {\n\t\t\treturn this.doError('expand', \"Both width and height were not specified\");\n\t\t}\n\t\tif ((opts.width < 0) || (opts.height < 0)) {\n\t\t\treturn this.doError('expand', \"Both width and height must not be negative\");\n\t\t}\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tthis.logDebug(5, \"Expanding canvas (via FitPad/Shrink resize)\", opts);\n\t\t\n\t\t// expand is a shrink fitpad resize\n\t\topts.resizeMode = 'FitPad';\n\t\topts.resizeDirection = 'Shrink';\n\t\topts.delta = true;\n\t\topts.width = opts.width || 0;\n\t\topts.height = opts.height || 0;\n\t\t\n\t\treturn this.resize(opts);\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Flatten Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar flatten = _class.create({\n\t\n\tflatten: function(opts) {\n\t\tthis.clearLastError();\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tif (opts && opts.background) {\n\t\t\t// use resize for flatten with background\n\t\t\tthis.logDebug(6, \"Flattening image using FitPad resize + background: \" + opts.background);\n\t\t\topts.width = this.get('width');\n\t\t\topts.height = this.get('height');\n\t\t\topts.resizeMode = 'FitPad';\n\t\t\topts.resizeDirection = 'Shrink';\n\t\t\t\n\t\t\tthis.set('alpha', false);\n\t\t\treturn this.resize(opts);\n\t\t}\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tthis.perf.begin('flatten');\n\t\tthis.logDebug(6, \"Flattening image (setting alpha to opaque)\");\n\t\t\n\t\tvar clip = opts.clip || this.getBounds();\n\t\tif (!this.isValidRect(clip)) return this.doError('flatten', \"Invalid clipping rectangle\");\n\t\t\n\t\tvar width = clip.width;\n\t\tvar height = clip.height;\n\t\tvar imgData = this.context.getImageData(clip.x, clip.y, width, height);\n\t\tvar data = imgData.data;\n\t\tvar offset = 0;\n\t\t\n\t\tfor (var y = 0; y < height; y++) {\n\t\t\t// foreach row\n\t\t\tfor (var x = 0; x < width; x++) {\n\t\t\t\t// for each pixel\n\t\t\t\tdata[ offset + 3 ] = 255;\n\t\t\t\toffset += 4;\n\t\t\t} // x loop\n\t\t} // y loop\n\t\t\n\t\tthis.context.putImageData( imgData, clip.x, clip.y );\n\t\tthis.set('alpha', false);\n\t\t\n\t\tthis.perf.end('flatten');\n\t\tthis.logDebug(6, \"Image flattening complete\");\n\t\treturn this;\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Hash Filter Mixin\n// Copyright (c) 2018 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar hash = _class.create({\n\t\n\thash: function() {\n\t\tthis.clearLastError();\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tthis.perf.begin('hash');\n\t\tthis.logDebug(6, \"Generating image hash\");\n\t\t\n\t\tvar width = this.get('width');\n\t\tvar height = this.get('height');\n\t\tvar imgData = this.context.getImageData(0, 0, width, height);\n\t\t\n\t\tvar hash = bmvbhash(imgData, 8);\n\t\t\n\t\tthis.perf.end('hash');\n\t\tthis.logDebug(6, \"Hash complete: \" + hash);\n\t\treturn hash;\n\t},\n\t\n\thammingDistance: function(hash1, hash2) {\n\t\t/* Calculate the hamming distance for two hashes in hex format */\n\t\tvar one_bits = [0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4];\n\t\tvar d = 0;\n\t\tvar i;\n\n\t\tif (hash1.length !== hash2.length) {\n\t\t\tthrow new Error(\"Can't compare hashes with different length\");\n\t\t}\n\t\t\n\t\tfor (i = 0; i < hash1.length; i++) {\n\t\t\tvar n1 = parseInt(hash1[i], 16);\n\t\t\tvar n2 = parseInt(hash2[i], 16);\n\t\t\td += one_bits[n1 ^ n2];\n\t\t}\n\t\treturn d;\n\t}\n\t\n}); // class\n\n// Perceptual image hash calculation tool based on algorithm descibed in\n// Block Mean Value Based Image Perceptual Hashing by Bian Yang, Fan Gu and Xiamu Niu\n// Copyright 2014 Commons Machinery http://commonsmachinery.se/\n// Distributed under an MIT license, please see LICENSE: \n// https://github.com/commonsmachinery/blockhash-js/blob/master/LICENSE\n\nvar median = function(data) {\n\tvar mdarr = data.slice(0);\n\tmdarr.sort(function(a, b) { return a-b; });\n\tif (mdarr.length % 2 === 0) {\n\t\treturn (mdarr[mdarr.length/2 - 1] + mdarr[mdarr.length/2]) / 2.0;\n\t}\n\treturn mdarr[Math.floor(mdarr.length/2)];\n};\n\nvar translate_blocks_to_bits = function(blocks, pixels_per_block) {\n\tvar half_block_value = pixels_per_block * 256 * 3 / 2;\n\tvar bandsize = blocks.length / 4;\n\n\t// Compare medians across four horizontal bands\n\tfor (var i = 0; i < 4; i++) {\n\t\tvar m = median(blocks.slice(i * bandsize, (i + 1) * bandsize));\n\t\tfor (var j = i * bandsize; j < (i + 1) * bandsize; j++) {\n\t\t\tvar v = blocks[j];\n\n\t\t\t// Output a 1 if the block is brighter than the median.\n\t\t\t// With images dominated by black or white, the median may\n\t\t\t// end up being 0 or the max value, and thus having a lot\n\t\t\t// of blocks of value equal to the median. To avoid\n\t\t\t// generating hashes of all zeros or ones, in that case output\n\t\t\t// 0 if the median is in the lower value space, 1 otherwise\n\t\t\tblocks[j] = Number(v > m || (Math.abs(v - m) < 1 && m > half_block_value));\n\t\t}\n\t}\n};\n\nvar bits_to_hexhash = function(bitsArray) {\n\tvar hex = [];\n\tfor (var i = 0; i < bitsArray.length; i += 4) {\n\t\tvar nibble = bitsArray.slice(i, i + 4);\n\t\thex.push(parseInt(nibble.join(''), 2).toString(16));\n\t}\n\n\treturn hex.join('');\n};\n\nvar bmvbhash_even = function(data, bits) {\n\tvar blocksize_x = Math.floor(data.width / bits);\n\tvar blocksize_y = Math.floor(data.height / bits);\n\n\tvar result = [];\n\n\tfor (var y = 0; y < bits; y++) {\n\t\tfor (var x = 0; x < bits; x++) {\n\t\t\tvar total = 0;\n\n\t\t\tfor (var iy = 0; iy < blocksize_y; iy++) {\n\t\t\t\tfor (var ix = 0; ix < blocksize_x; ix++) {\n\t\t\t\t\tvar cx = x * blocksize_x + ix;\n\t\t\t\t\tvar cy = y * blocksize_y + iy;\n\t\t\t\t\tvar ii = (cy * data.width + cx) * 4;\n\n\t\t\t\t\tvar alpha = data.data[ii+3];\n\t\t\t\t\tif (alpha === 0) {\n\t\t\t\t\t\ttotal += 765;\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttotal += data.data[ii] + data.data[ii+1] + data.data[ii+2];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tresult.push(total);\n\t\t}\n\t}\n\n\ttranslate_blocks_to_bits(result, blocksize_x * blocksize_y);\n\treturn bits_to_hexhash(result);\n};\n\nvar bmvbhash = function(data, bits) {\n\tvar result = [];\n\n\tvar i, j, x, y;\n\tvar block_width, block_height;\n\tvar weight_top, weight_bottom, weight_left, weight_right;\n\tvar block_top, block_bottom, block_left, block_right;\n\tvar y_mod, y_frac, y_int;\n\tvar x_mod, x_frac, x_int;\n\tvar blocks = [];\n\n\tvar even_x = data.width % bits === 0;\n\tvar even_y = data.height % bits === 0;\n\n\tif (even_x && even_y) {\n\t\treturn bmvbhash_even(data, bits);\n\t}\n\n\t// initialize blocks array with 0s\n\tfor (i = 0; i < bits; i++) {\n\t\tblocks.push([]);\n\t\tfor (j = 0; j < bits; j++) {\n\t\t\tblocks[i].push(0);\n\t\t}\n\t}\n\n\tblock_width = data.width / bits;\n\tblock_height = data.height / bits;\n\n\tfor (y = 0; y < data.height; y++) {\n\t\tif (even_y) {\n\t\t\t// don't bother dividing y, if the size evenly divides by bits\n\t\t\tblock_top = block_bottom = Math.floor(y / block_height);\n\t\t\tweight_top = 1;\n\t\t\tweight_bottom = 0;\n\t\t} else {\n\t\t\ty_mod = (y + 1) % block_height;\n\t\t\ty_frac = y_mod - Math.floor(y_mod);\n\t\t\ty_int = y_mod - y_frac;\n\n\t\t\tweight_top = (1 - y_frac);\n\t\t\tweight_bottom = (y_frac);\n\n\t\t\t// y_int will be 0 on bottom/right borders and on block boundaries\n\t\t\tif (y_int > 0 || (y + 1) === data.height) {\n\t\t\t\tblock_top = block_bottom = Math.floor(y / block_height);\n\t\t\t} else {\n\t\t\t\tblock_top = Math.floor(y / block_height);\n\t\t\t\tblock_bottom = Math.ceil(y / block_height);\n\t\t\t}\n\t\t}\n\n\t\tfor (x = 0; x < data.width; x++) {\n\t\t\tvar ii = (y * data.width + x) * 4;\n\n\t\t\tvar avgvalue, alpha = data.data[ii+3];\n\t\t\tif (alpha === 0) {\n\t\t\t\tavgvalue = 765;\n\t\t\t} else {\n\t\t\t\tavgvalue = data.data[ii] + data.data[ii+1] + data.data[ii+2];\n\t\t\t}\n\n\t\t\tif (even_x) {\n\t\t\t\tblock_left = block_right = Math.floor(x / block_width);\n\t\t\t\tweight_left = 1;\n\t\t\t\tweight_right = 0;\n\t\t\t} else {\n\t\t\t\tx_mod = (x + 1) % block_width;\n\t\t\t\tx_frac = x_mod - Math.floor(x_mod);\n\t\t\t\tx_int = x_mod - x_frac;\n\n\t\t\t\tweight_left = (1 - x_frac);\n\t\t\t\tweight_right = x_frac;\n\n\t\t\t\t// x_int will be 0 on bottom/right borders and on block boundaries\n\t\t\t\tif (x_int > 0 || (x + 1) === data.width) {\n\t\t\t\t\tblock_left = block_right = Math.floor(x / block_width);\n\t\t\t\t} else {\n\t\t\t\t\tblock_left = Math.floor(x / block_width);\n\t\t\t\t\tblock_right = Math.ceil(x / block_width);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// add weighted pixel value to relevant blocks\n\t\t\tblocks[block_top][block_left] += avgvalue * weight_top * weight_left;\n\t\t\tblocks[block_top][block_right] += avgvalue * weight_top * weight_right;\n\t\t\tblocks[block_bottom][block_left] += avgvalue * weight_bottom * weight_left;\n\t\t\tblocks[block_bottom][block_right] += avgvalue * weight_bottom * weight_right;\n\t\t}\n\t}\n\n\tfor (i = 0; i < bits; i++) {\n\t\tfor (j = 0; j < bits; j++) {\n\t\t\tresult.push(blocks[i][j]);\n\t\t}\n\t}\n\n\ttranslate_blocks_to_bits(result, block_width * block_height);\n\treturn bits_to_hexhash(result);\n};\n\n// canvas-plus - Image Transformation Engine\n// Histogram Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar histogram = _class.create({\n\t\n\thistogram: function() {\n\t\tthis.clearLastError();\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tthis.perf.begin('histogram');\n\t\tthis.logDebug(6, \"Generating histogram\");\n\t\t\n\t\tvar width = this.get('width');\n\t\tvar height = this.get('height');\n\t\tvar imgData = this.context.getImageData(0, 0, width, height);\n\t\tvar data = imgData.data;\n\t\tvar offset = 0;\n\t\tvar histo = { red: [], green: [], blue: [], alpha: [] };\n\t\t\n\t\tfor (var idx = 0; idx < 256; idx++) {\n\t\t\thisto.red.push(0);\n\t\t\thisto.green.push(0);\n\t\t\thisto.blue.push(0);\n\t\t\thisto.alpha.push(0);\n\t\t}\n\t\t\n\t\tfor (var y = 0; y < height; y++) {\n\t\t\t// foreach row\n\t\t\tfor (var x = 0; x < width; x++) {\n\t\t\t\t// for each pixel\n\t\t\t\tif (data[ offset + 3 ]) {\n\t\t\t\t\thisto.red[ data[ offset + 0 ] ]++;\n\t\t\t\t\thisto.green[ data[ offset + 1 ] ]++;\n\t\t\t\t\thisto.blue[ data[ offset + 2 ] ]++;\n\t\t\t\t\thisto.alpha[ data[ offset + 3 ] ]++;\n\t\t\t\t}\n\t\t\t\toffset += 4;\n\t\t\t} // x loop\n\t\t} // y loop\n\t\t\n\t\t// calc maximums\n\t\thisto.redMax = Math.max.apply(null, histo.red);\n\t\thisto.greenMax = Math.max.apply(null, histo.green);\n\t\thisto.blueMax = Math.max.apply(null, histo.blue);\n\t\thisto.alphaMax = Math.max.apply(null, histo.alpha);\n\t\t\n\t\tthis.perf.end('histogram');\n\t\tthis.logDebug(6, \"Histogram complete\");\n\t\treturn histo;\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Opacity Filter Mixin\n// Copyright (c) 2018 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar opacity = _class.create({\n\t\n\topacity: function(opts) {\n\t\tthis.clearLastError();\n\t\t\n\t\tif (typeof(opts) == 'number') {\n\t\t\topts = { opacity: opts };\n\t\t}\n\t\tif (!opts || !(\"opacity\" in opts)) {\n\t\t\treturn this.doError('opacity', \"Opacity was not specified\");\n\t\t}\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tthis.logDebug(5, \"Fading canvas (via FitPad/Shrink resize)\", opts);\n\t\t\n\t\t// use shrink fitpad resize\n\t\topts.resizeMode = 'FitPad';\n\t\topts.resizeDirection = 'Shrink';\n\t\topts.width = this.width();\n\t\topts.height = this.height();\n\t\t\n\t\treturn this.resize(opts);\n\t}\n\t\n});\n\nvar iq = createCommonjsModule(function (module, exports) {\n(function webpackUniversalModuleDefinition(root, factory) {\n\tmodule.exports = factory();\n})(commonjsGlobal, function() {\nreturn /******/ (function(modules) { // webpackBootstrap\n/******/ \t// The module cache\n/******/ \tvar installedModules = {};\n/******/\n/******/ \t// The require function\n/******/ \tfunction __webpack_require__(moduleId) {\n/******/\n/******/ \t\t// Check if module is in cache\n/******/ \t\tif(installedModules[moduleId])\n/******/ \t\t\treturn installedModules[moduleId].exports;\n/******/\n/******/ \t\t// Create a new module (and put it into the cache)\n/******/ \t\tvar module = installedModules[moduleId] = {\n/******/ \t\t\texports: {},\n/******/ \t\t\tid: moduleId,\n/******/ \t\t\tloaded: false\n/******/ \t\t};\n/******/\n/******/ \t\t// Execute the module function\n/******/ \t\tmodules[moduleId].call(module.exports, module, module.exports, __webpack_require__);\n/******/\n/******/ \t\t// Flag the module as loaded\n/******/ \t\tmodule.loaded = true;\n/******/\n/******/ \t\t// Return the exports of the module\n/******/ \t\treturn module.exports;\n/******/ \t}\n/******/\n/******/\n/******/ \t// expose the modules object (__webpack_modules__)\n/******/ \t__webpack_require__.m = modules;\n/******/\n/******/ \t// expose the module cache\n/******/ \t__webpack_require__.c = installedModules;\n/******/\n/******/ \t// __webpack_public_path__\n/******/ \t__webpack_require__.p = \"\";\n/******/\n/******/ \t// Load entry module and return exports\n/******/ \treturn __webpack_require__(0);\n/******/ })\n/************************************************************************/\n/******/ ([\n/* 0 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * iq.ts - Image Quantization Library\r\n\t */\r\n\tvar constants = __webpack_require__(1);\r\n\texports.constants = constants;\r\n\tvar conversion = __webpack_require__(3);\r\n\texports.conversion = conversion;\r\n\tvar distance = __webpack_require__(12);\r\n\texports.distance = distance;\r\n\tvar palette = __webpack_require__(20);\r\n\texports.palette = palette;\r\n\tvar image = __webpack_require__(30);\r\n\texports.image = image;\r\n\tvar quality = __webpack_require__(35);\r\n\texports.quality = quality;\r\n\tvar utils = __webpack_require__(37);\r\n\texports.utils = utils;\r\n\n\n/***/ },\n/* 1 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * constants.ts - part of Image Quantization Library\r\n\t */\r\n\tvar bt709 = __webpack_require__(2);\r\n\texports.bt709 = bt709;\r\n\n\n/***/ },\n/* 2 */\n/***/ function(module, exports) {\n\t/**\r\n\t * sRGB (based on ITU-R Recommendation BT.709)\r\n\t * http://en.wikipedia.org/wiki/SRGB\r\n\t */\r\n\tvar Y;\r\n\t(function (Y) {\r\n\t Y[Y[\"RED\"] = 0.2126] = \"RED\";\r\n\t Y[Y[\"GREEN\"] = 0.7152] = \"GREEN\";\r\n\t Y[Y[\"BLUE\"] = 0.0722] = \"BLUE\";\r\n\t Y[Y[\"WHITE\"] = 1] = \"WHITE\";\r\n\t})(Y || (Y = {}));\r\n\texports.Y = Y;\r\n\tvar x;\r\n\t(function (x) {\r\n\t x[x[\"RED\"] = 0.64] = \"RED\";\r\n\t x[x[\"GREEN\"] = 0.3] = \"GREEN\";\r\n\t x[x[\"BLUE\"] = 0.15] = \"BLUE\";\r\n\t x[x[\"WHITE\"] = 0.3127] = \"WHITE\";\r\n\t})(x || (x = {}));\r\n\texports.x = x;\r\n\tvar y;\r\n\t(function (y) {\r\n\t y[y[\"RED\"] = 0.33] = \"RED\";\r\n\t y[y[\"GREEN\"] = 0.6] = \"GREEN\";\r\n\t y[y[\"BLUE\"] = 0.06] = \"BLUE\";\r\n\t y[y[\"WHITE\"] = 0.329] = \"WHITE\";\r\n\t})(y || (y = {}));\r\n\texports.y = y;\r\n\n\n/***/ },\n/* 3 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * iq.ts - Image Quantization Library\r\n\t */\r\n\tvar rgb2xyz_1 = __webpack_require__(4);\r\n\texports.rgb2xyz = rgb2xyz_1.rgb2xyz;\r\n\tvar rgb2hsl_1 = __webpack_require__(5);\r\n\texports.rgb2hsl = rgb2hsl_1.rgb2hsl;\r\n\tvar rgb2lab_1 = __webpack_require__(7);\r\n\texports.rgb2lab = rgb2lab_1.rgb2lab;\r\n\tvar lab2xyz_1 = __webpack_require__(9);\r\n\texports.lab2xyz = lab2xyz_1.lab2xyz;\r\n\tvar lab2rgb_1 = __webpack_require__(10);\r\n\texports.lab2rgb = lab2rgb_1.lab2rgb;\r\n\tvar xyz2lab_1 = __webpack_require__(8);\r\n\texports.xyz2lab = xyz2lab_1.xyz2lab;\r\n\tvar xyz2rgb_1 = __webpack_require__(11);\r\n\texports.xyz2rgb = xyz2rgb_1.xyz2rgb;\r\n\n\n/***/ },\n/* 4 */\n/***/ function(module, exports) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * rgb2xyz.ts - part of Image Quantization Library\r\n\t */\r\n\tfunction correctGamma(n) {\r\n\t return n > 0.04045 ? Math.pow((n + 0.055) / 1.055, 2.4) : n / 12.92;\r\n\t}\r\n\tfunction rgb2xyz(r, g, b) {\r\n\t // gamma correction, see https://en.wikipedia.org/wiki/SRGB#The_reverse_transformation\r\n\t r = correctGamma(r / 255);\r\n\t g = correctGamma(g / 255);\r\n\t b = correctGamma(b / 255);\r\n\t // Observer. = 2°, Illuminant = D65\r\n\t return {\r\n\t x: r * 0.4124 + g * 0.3576 + b * 0.1805,\r\n\t y: r * 0.2126 + g * 0.7152 + b * 0.0722,\r\n\t z: r * 0.0193 + g * 0.1192 + b * 0.9505\r\n\t };\r\n\t}\r\n\texports.rgb2xyz = rgb2xyz;\r\n\n\n/***/ },\n/* 5 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * rgb2hsl.ts - part of Image Quantization Library\r\n\t */\r\n\tvar arithmetic_1 = __webpack_require__(6);\r\n\t/**\r\n\t * Calculate HSL from RGB\r\n\t * Hue is in degrees [0..360]\r\n\t * Lightness: [0..1]\r\n\t * Saturation: [0..1]\r\n\t * http://web.archive.org/web/20060914040436/http://local.wasp.uwa.edu.au/~pbourke/colour/hsl/\r\n\t */\r\n\tfunction rgb2hsl(r, g, b) {\r\n\t var min = arithmetic_1.min3(r, g, b), max = arithmetic_1.max3(r, g, b), delta = max - min, l = (min + max) / 510;\r\n\t var s = 0;\r\n\t if (l > 0 && l < 1)\r\n\t s = delta / (l < 0.5 ? (max + min) : (510 - max - min));\r\n\t var h = 0;\r\n\t if (delta > 0) {\r\n\t if (max === r) {\r\n\t h = (g - b) / delta;\r\n\t }\r\n\t else if (max === g) {\r\n\t h = (2 + (b - r) / delta);\r\n\t }\r\n\t else {\r\n\t h = (4 + (r - g) / delta);\r\n\t }\r\n\t h *= 60;\r\n\t if (h < 0)\r\n\t h += 360;\r\n\t }\r\n\t return { h: h, s: s, l: l };\r\n\t}\r\n\texports.rgb2hsl = rgb2hsl;\r\n\n\n/***/ },\n/* 6 */\n/***/ function(module, exports) {\n\tfunction degrees2radians(n) {\r\n\t return n * (Math.PI / 180);\r\n\t}\r\n\texports.degrees2radians = degrees2radians;\r\n\tfunction max3(a, b, c) {\r\n\t var m = a;\r\n\t (m < b) && (m = b);\r\n\t (m < c) && (m = c);\r\n\t return m;\r\n\t}\r\n\texports.max3 = max3;\r\n\tfunction min3(a, b, c) {\r\n\t var m = a;\r\n\t (m > b) && (m = b);\r\n\t (m > c) && (m = c);\r\n\t return m;\r\n\t}\r\n\texports.min3 = min3;\r\n\tfunction intInRange(value, low, high) {\r\n\t if (value > high)\r\n\t value = high;\r\n\t if (value < low)\r\n\t value = low;\r\n\t return value | 0;\r\n\t}\r\n\texports.intInRange = intInRange;\r\n\tfunction inRange0to255Rounded(n) {\r\n\t n = Math.round(n);\r\n\t if (n > 255)\r\n\t n = 255;\r\n\t else if (n < 0)\r\n\t n = 0;\r\n\t return n;\r\n\t}\r\n\texports.inRange0to255Rounded = inRange0to255Rounded;\r\n\tfunction inRange0to255(n) {\r\n\t if (n > 255)\r\n\t n = 255;\r\n\t else if (n < 0)\r\n\t n = 0;\r\n\t return n;\r\n\t}\r\n\texports.inRange0to255 = inRange0to255;\r\n\tfunction stableSort(arrayToSort, callback) {\r\n\t var type = typeof arrayToSort[0];\r\n\t var sorted;\r\n\t if (type === \"number\" || type === \"string\") {\r\n\t var ord_1 = Object.create(null);\r\n\t for (var i = 0, l = arrayToSort.length; i < l; i++) {\r\n\t var val = arrayToSort[i];\r\n\t if (ord_1[val] || ord_1[val] === 0)\r\n\t continue;\r\n\t ord_1[val] = i;\r\n\t }\r\n\t sorted = arrayToSort.sort(function (a, b) {\r\n\t return callback(a, b) || ord_1[a] - ord_1[b];\r\n\t });\r\n\t }\r\n\t else {\r\n\t var ord2_1 = arrayToSort.slice(0);\r\n\t sorted = arrayToSort.sort(function (a, b) {\r\n\t return callback(a, b) || ord2_1.indexOf(a) - ord2_1.indexOf(b);\r\n\t });\r\n\t }\r\n\t return sorted;\r\n\t}\r\n\texports.stableSort = stableSort;\r\n\n\n/***/ },\n/* 7 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * rgb2lab.ts - part of Image Quantization Library\r\n\t */\r\n\tvar rgb2xyz_1 = __webpack_require__(4);\r\n\tvar xyz2lab_1 = __webpack_require__(8);\r\n\tfunction rgb2lab(r, g, b) {\r\n\t var xyz = rgb2xyz_1.rgb2xyz(r, g, b);\r\n\t return xyz2lab_1.xyz2lab(xyz.x, xyz.y, xyz.z);\r\n\t}\r\n\texports.rgb2lab = rgb2lab;\r\n\n\n/***/ },\n/* 8 */\n/***/ function(module, exports) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * xyz2lab.ts - part of Image Quantization Library\r\n\t */\r\n\tvar refX = 0.95047, //ref_X = 95.047 Observer= 2°, Illuminant= D65\r\n\trefY = 1.00000, //ref_Y = 100.000\r\n\trefZ = 1.08883; //ref_Z = 108.883\r\n\tfunction pivot(n) {\r\n\t return n > 0.008856 ? Math.pow(n, 1 / 3) : (7.787 * n + 16 / 116);\r\n\t}\r\n\tfunction xyz2lab(x, y, z) {\r\n\t x = pivot(x / refX);\r\n\t y = pivot(y / refY);\r\n\t z = pivot(z / refZ);\r\n\t if ((116 * y) - 16 < 0)\r\n\t throw new Error(\"xxx\");\r\n\t return {\r\n\t L: Math.max(0, (116 * y) - 16),\r\n\t a: 500 * (x - y),\r\n\t b: 200 * (y - z)\r\n\t };\r\n\t}\r\n\texports.xyz2lab = xyz2lab;\r\n\n\n/***/ },\n/* 9 */\n/***/ function(module, exports) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * lab2xyz.ts - part of Image Quantization Library\r\n\t */\r\n\tvar refX = 0.95047, //ref_X = 95.047 Observer= 2°, Illuminant = D65\r\n\trefY = 1.00000, //ref_Y = 100.000\r\n\trefZ = 1.08883; //ref_Z = 108.883\r\n\tfunction pivot(n) {\r\n\t return n > 0.206893034 ? Math.pow(n, 3) : (n - 16 / 116) / 7.787;\r\n\t}\r\n\tfunction lab2xyz(L, a, b) {\r\n\t var y = (L + 16) / 116, x = a / 500 + y, z = y - b / 200;\r\n\t return {\r\n\t x: refX * pivot(x),\r\n\t y: refY * pivot(y),\r\n\t z: refZ * pivot(z)\r\n\t };\r\n\t}\r\n\texports.lab2xyz = lab2xyz;\r\n\n\n/***/ },\n/* 10 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * lab2rgb.ts - part of Image Quantization Library\r\n\t */\r\n\tvar lab2xyz_1 = __webpack_require__(9);\r\n\tvar xyz2rgb_1 = __webpack_require__(11);\r\n\tfunction lab2rgb(L, a, b) {\r\n\t var xyz = lab2xyz_1.lab2xyz(L, a, b);\r\n\t return xyz2rgb_1.xyz2rgb(xyz.x, xyz.y, xyz.z);\r\n\t}\r\n\texports.lab2rgb = lab2rgb;\r\n\n\n/***/ },\n/* 11 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * xyz2rgb.ts - part of Image Quantization Library\r\n\t */\r\n\tvar arithmetic_1 = __webpack_require__(6);\r\n\t// gamma correction, see https://en.wikipedia.org/wiki/SRGB#The_reverse_transformation\r\n\tfunction correctGamma(n) {\r\n\t return n > 0.0031308 ? 1.055 * Math.pow(n, 1 / 2.4) - 0.055 : 12.92 * n;\r\n\t}\r\n\tfunction xyz2rgb(x, y, z) {\r\n\t // Observer. = 2°, Illuminant = D65\r\n\t var r = correctGamma(x * 3.2406 + y * -1.5372 + z * -0.4986), g = correctGamma(x * -0.9689 + y * 1.8758 + z * 0.0415), b = correctGamma(x * 0.0557 + y * -0.2040 + z * 1.0570);\r\n\t return {\r\n\t r: arithmetic_1.inRange0to255Rounded(r * 255),\r\n\t g: arithmetic_1.inRange0to255Rounded(g * 255),\r\n\t b: arithmetic_1.inRange0to255Rounded(b * 255)\r\n\t };\r\n\t}\r\n\texports.xyz2rgb = xyz2rgb;\r\n\n\n/***/ },\n/* 12 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * iq.ts - Image Quantization Library\r\n\t */\r\n\tvar abstractDistanceCalculator_1 = __webpack_require__(13);\r\n\texports.AbstractDistanceCalculator = abstractDistanceCalculator_1.AbstractDistanceCalculator;\r\n\tvar cie94_1 = __webpack_require__(14);\r\n\texports.CIE94Textiles = cie94_1.CIE94Textiles;\r\n\texports.CIE94GraphicArts = cie94_1.CIE94GraphicArts;\r\n\tvar ciede2000_1 = __webpack_require__(15);\r\n\texports.CIEDE2000 = ciede2000_1.CIEDE2000;\r\n\tvar cmetric_1 = __webpack_require__(16);\r\n\texports.CMETRIC = cmetric_1.CMETRIC;\r\n\tvar euclidean_1 = __webpack_require__(17);\r\n\texports.AbstractEuclidean = euclidean_1.AbstractEuclidean;\r\n\texports.Euclidean = euclidean_1.Euclidean;\r\n\texports.EuclideanRgbQuantWOAlpha = euclidean_1.EuclideanRgbQuantWOAlpha;\r\n\texports.EuclideanRgbQuantWithAlpha = euclidean_1.EuclideanRgbQuantWithAlpha;\r\n\tvar manhattan_1 = __webpack_require__(18);\r\n\texports.AbstractManhattan = manhattan_1.AbstractManhattan;\r\n\texports.Manhattan = manhattan_1.Manhattan;\r\n\texports.ManhattanSRGB = manhattan_1.ManhattanSRGB;\r\n\texports.ManhattanNommyde = manhattan_1.ManhattanNommyde;\r\n\tvar pngQuant_1 = __webpack_require__(19);\r\n\texports.PNGQUANT = pngQuant_1.PNGQUANT;\r\n\n\n/***/ },\n/* 13 */\n/***/ function(module, exports) {\n\tvar AbstractDistanceCalculator = (function () {\r\n\t function AbstractDistanceCalculator() {\r\n\t this._setDefaults();\r\n\t // set default maximal color component deltas (255 - 0 = 255)\r\n\t this.setWhitePoint(255, 255, 255, 255);\r\n\t }\r\n\t AbstractDistanceCalculator.prototype.setWhitePoint = function (r, g, b, a) {\r\n\t this._whitePoint = {\r\n\t r: (r > 0) ? 255 / r : 0,\r\n\t g: (g > 0) ? 255 / g : 0,\r\n\t b: (b > 0) ? 255 / b : 0,\r\n\t a: (a > 0) ? 255 / a : 0\r\n\t };\r\n\t this._maxDistance = this.calculateRaw(r, g, b, a, 0, 0, 0, 0);\r\n\t };\r\n\t AbstractDistanceCalculator.prototype.calculateNormalized = function (colorA, colorB) {\r\n\t return this.calculateRaw(colorA.r, colorA.g, colorA.b, colorA.a, colorB.r, colorB.g, colorB.b, colorB.a) / this._maxDistance;\r\n\t };\r\n\t AbstractDistanceCalculator.prototype._setDefaults = function () {\r\n\t };\r\n\t return AbstractDistanceCalculator;\r\n\t}());\r\n\texports.AbstractDistanceCalculator = AbstractDistanceCalculator;\r\n\n\n/***/ },\n/* 14 */\n/***/ function(module, exports, __webpack_require__) {\n\tvar __extends = (this && this.__extends) || function (d, b) {\r\n\t for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\r\n\t function __() { this.constructor = d; }\r\n\t d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n\t};\r\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * cie94.ts - part of Image Quantization Library\r\n\t */\r\n\tvar abstractDistanceCalculator_1 = __webpack_require__(13);\r\n\tvar rgb2lab_1 = __webpack_require__(7);\r\n\tvar arithmetic_1 = __webpack_require__(6);\r\n\t/**\r\n\t * CIE94 method of delta-e\r\n\t * http://en.wikipedia.org/wiki/Color_difference#CIE94\r\n\t */\r\n\tvar AbstractCIE94 = (function (_super) {\r\n\t __extends(AbstractCIE94, _super);\r\n\t function AbstractCIE94() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t AbstractCIE94.prototype.calculateRaw = function (r1, g1, b1, a1, r2, g2, b2, a2) {\r\n\t var lab1 = rgb2lab_1.rgb2lab(arithmetic_1.inRange0to255(r1 * this._whitePoint.r), arithmetic_1.inRange0to255(g1 * this._whitePoint.g), arithmetic_1.inRange0to255(b1 * this._whitePoint.b)), lab2 = rgb2lab_1.rgb2lab(arithmetic_1.inRange0to255(r2 * this._whitePoint.r), arithmetic_1.inRange0to255(g2 * this._whitePoint.g), arithmetic_1.inRange0to255(b2 * this._whitePoint.b));\r\n\t var dL = lab1.L - lab2.L, dA = lab1.a - lab2.a, dB = lab1.b - lab2.b, c1 = Math.sqrt(lab1.a * lab1.a + lab1.b * lab1.b), c2 = Math.sqrt(lab2.a * lab2.a + lab2.b * lab2.b), dC = c1 - c2;\r\n\t var deltaH = dA * dA + dB * dB - dC * dC;\r\n\t deltaH = deltaH < 0 ? 0 : Math.sqrt(deltaH);\r\n\t var dAlpha = (a2 - a1) * this._whitePoint.a * this._kA;\r\n\t // TODO: add alpha channel support\r\n\t return Math.sqrt(Math.pow(dL / this._Kl, 2) +\r\n\t Math.pow(dC / (1.0 + this._K1 * c1), 2) +\r\n\t Math.pow(deltaH / (1.0 + this._K2 * c1), 2) +\r\n\t Math.pow(dAlpha, 2));\r\n\t };\r\n\t return AbstractCIE94;\r\n\t}(abstractDistanceCalculator_1.AbstractDistanceCalculator));\r\n\texports.AbstractCIE94 = AbstractCIE94;\r\n\tvar CIE94Textiles = (function (_super) {\r\n\t __extends(CIE94Textiles, _super);\r\n\t function CIE94Textiles() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t CIE94Textiles.prototype._setDefaults = function () {\r\n\t this._Kl = 2.0;\r\n\t this._K1 = 0.048;\r\n\t this._K2 = 0.014;\r\n\t this._kA = 0.25 * 50 / 255;\r\n\t };\r\n\t return CIE94Textiles;\r\n\t}(AbstractCIE94));\r\n\texports.CIE94Textiles = CIE94Textiles;\r\n\tvar CIE94GraphicArts = (function (_super) {\r\n\t __extends(CIE94GraphicArts, _super);\r\n\t function CIE94GraphicArts() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t CIE94GraphicArts.prototype._setDefaults = function () {\r\n\t this._Kl = 1.0;\r\n\t this._K1 = 0.045;\r\n\t this._K2 = 0.015;\r\n\t this._kA = 0.25 * 100 / 255;\r\n\t };\r\n\t return CIE94GraphicArts;\r\n\t}(AbstractCIE94));\r\n\texports.CIE94GraphicArts = CIE94GraphicArts;\r\n\n\n/***/ },\n/* 15 */\n/***/ function(module, exports, __webpack_require__) {\n\tvar __extends = (this && this.__extends) || function (d, b) {\r\n\t for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\r\n\t function __() { this.constructor = d; }\r\n\t d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n\t};\r\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * ciede2000.ts - part of Image Quantization Library\r\n\t */\r\n\tvar abstractDistanceCalculator_1 = __webpack_require__(13);\r\n\tvar rgb2lab_1 = __webpack_require__(7);\r\n\tvar arithmetic_1 = __webpack_require__(6);\r\n\t/**\r\n\t * CIEDE2000 algorithm - Adapted from Sharma et al's MATLAB implementation at\r\n\t * http://www.ece.rochester.edu/~gsharma/ciede2000/\r\n\t */\r\n\tvar CIEDE2000 = (function (_super) {\r\n\t __extends(CIEDE2000, _super);\r\n\t function CIEDE2000() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t CIEDE2000.prototype.calculateRaw = function (r1, g1, b1, a1, r2, g2, b2, a2) {\r\n\t var lab1 = rgb2lab_1.rgb2lab(arithmetic_1.inRange0to255(r1 * this._whitePoint.r), arithmetic_1.inRange0to255(g1 * this._whitePoint.g), arithmetic_1.inRange0to255(b1 * this._whitePoint.b)), lab2 = rgb2lab_1.rgb2lab(arithmetic_1.inRange0to255(r2 * this._whitePoint.r), arithmetic_1.inRange0to255(g2 * this._whitePoint.g), arithmetic_1.inRange0to255(b2 * this._whitePoint.b)), dA = (a2 - a1) * this._whitePoint.a * CIEDE2000._kA, dE2 = this.calculateRawInLab(lab1, lab2);\r\n\t return Math.sqrt(dE2 + dA * dA);\r\n\t };\r\n\t CIEDE2000.prototype.calculateRawInLab = function (Lab1, Lab2) {\r\n\t // Get L,a,b values for color 1\r\n\t var L1 = Lab1.L, a1 = Lab1.a, b1 = Lab1.b;\r\n\t // Get L,a,b values for color 2\r\n\t var L2 = Lab2.L, a2 = Lab2.a, b2 = Lab2.b;\r\n\t // Calculate Cprime1, Cprime2, Cabbar\r\n\t var C1 = Math.sqrt(a1 * a1 + b1 * b1), C2 = Math.sqrt(a2 * a2 + b2 * b2), pow_a_C1_C2_to_7 = Math.pow((C1 + C2) / 2.0, 7.0), G = 0.5 * (1.0 - Math.sqrt(pow_a_C1_C2_to_7 / (pow_a_C1_C2_to_7 + CIEDE2000._pow25to7))), //25^7\r\n\t a1p = (1.0 + G) * a1, a2p = (1.0 + G) * a2, C1p = Math.sqrt(a1p * a1p + b1 * b1), C2p = Math.sqrt(a2p * a2p + b2 * b2), C1pC2p = C1p * C2p, \r\n\t // Angles in Degree.\r\n\t h1p = CIEDE2000._calculatehp(b1, a1p), h2p = CIEDE2000._calculatehp(b2, a2p), h_bar = Math.abs(h1p - h2p), dLp = L2 - L1, dCp = C2p - C1p, dHp = CIEDE2000._calculate_dHp(C1pC2p, h_bar, h2p, h1p), ahp = CIEDE2000._calculate_ahp(C1pC2p, h_bar, h1p, h2p), T = CIEDE2000._calculateT(ahp), aCp = (C1p + C2p) / 2.0, aLp_minus_50_square = Math.pow((L1 + L2) / 2.0 - 50.0, 2.0), S_L = 1.0 + (.015 * aLp_minus_50_square) / Math.sqrt(20.0 + aLp_minus_50_square), S_C = 1.0 + .045 * aCp, S_H = 1.0 + .015 * T * aCp, R_T = CIEDE2000._calculateRT(ahp, aCp), dLpSL = dLp / S_L, // S_L * kL, where kL is 1.0\r\n\t dCpSC = dCp / S_C, // S_C * kC, where kC is 1.0\r\n\t dHpSH = dHp / S_H; // S_H * kH, where kH is 1.0\r\n\t return Math.pow(dLpSL, 2) + Math.pow(dCpSC, 2) + Math.pow(dHpSH, 2) + R_T * dCpSC * dHpSH;\r\n\t };\r\n\t CIEDE2000._calculatehp = function (b, ap) {\r\n\t var hp = Math.atan2(b, ap);\r\n\t if (hp >= 0)\r\n\t return hp;\r\n\t return hp + CIEDE2000._deg360InRad;\r\n\t };\r\n\t CIEDE2000._calculateRT = function (ahp, aCp) {\r\n\t var aCp_to_7 = Math.pow(aCp, 7.0), R_C = 2.0 * Math.sqrt(aCp_to_7 / (aCp_to_7 + CIEDE2000._pow25to7)), // 25^7\r\n\t delta_theta = CIEDE2000._deg30InRad * Math.exp(-Math.pow((ahp - CIEDE2000._deg275InRad) / CIEDE2000._deg25InRad, 2.0));\r\n\t return -Math.sin(2.0 * delta_theta) * R_C;\r\n\t };\r\n\t CIEDE2000._calculateT = function (ahp) {\r\n\t return 1.0 - .17 * Math.cos(ahp - CIEDE2000._deg30InRad) + .24 * Math.cos(ahp * 2.0) + .32 * Math.cos(ahp * 3.0 + CIEDE2000._deg6InRad) - .2 * Math.cos(ahp * 4.0 - CIEDE2000._deg63InRad);\r\n\t };\r\n\t CIEDE2000._calculate_ahp = function (C1pC2p, h_bar, h1p, h2p) {\r\n\t var hpSum = h1p + h2p;\r\n\t if (C1pC2p == 0)\r\n\t return hpSum;\r\n\t if (h_bar <= CIEDE2000._deg180InRad)\r\n\t return hpSum / 2.0;\r\n\t if (hpSum < CIEDE2000._deg360InRad)\r\n\t return (hpSum + CIEDE2000._deg360InRad) / 2.0;\r\n\t return (hpSum - CIEDE2000._deg360InRad) / 2.0;\r\n\t };\r\n\t CIEDE2000._calculate_dHp = function (C1pC2p, h_bar, h2p, h1p) {\r\n\t var dhp;\r\n\t if (C1pC2p == 0) {\r\n\t dhp = 0;\r\n\t }\r\n\t else if (h_bar <= CIEDE2000._deg180InRad) {\r\n\t dhp = h2p - h1p;\r\n\t }\r\n\t else if (h2p <= h1p) {\r\n\t dhp = h2p - h1p + CIEDE2000._deg360InRad;\r\n\t }\r\n\t else {\r\n\t dhp = h2p - h1p - CIEDE2000._deg360InRad;\r\n\t }\r\n\t return 2.0 * Math.sqrt(C1pC2p) * Math.sin(dhp / 2.0);\r\n\t };\r\n\t /**\r\n\t * Weight in distance: 0.25\r\n\t * Max DeltaE: 100\r\n\t * Max DeltaA: 255\r\n\t */\r\n\t CIEDE2000._kA = 0.25 * 100 / 255;\r\n\t CIEDE2000._pow25to7 = Math.pow(25, 7);\r\n\t CIEDE2000._deg360InRad = arithmetic_1.degrees2radians(360);\r\n\t CIEDE2000._deg180InRad = arithmetic_1.degrees2radians(180);\r\n\t CIEDE2000._deg30InRad = arithmetic_1.degrees2radians(30);\r\n\t CIEDE2000._deg6InRad = arithmetic_1.degrees2radians(6);\r\n\t CIEDE2000._deg63InRad = arithmetic_1.degrees2radians(63);\r\n\t CIEDE2000._deg275InRad = arithmetic_1.degrees2radians(275);\r\n\t CIEDE2000._deg25InRad = arithmetic_1.degrees2radians(25);\r\n\t return CIEDE2000;\r\n\t}(abstractDistanceCalculator_1.AbstractDistanceCalculator));\r\n\texports.CIEDE2000 = CIEDE2000;\r\n\n\n/***/ },\n/* 16 */\n/***/ function(module, exports, __webpack_require__) {\n\tvar __extends = (this && this.__extends) || function (d, b) {\r\n\t for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\r\n\t function __() { this.constructor = d; }\r\n\t d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n\t};\r\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * cmetric.ts - part of Image Quantization Library\r\n\t */\r\n\tvar abstractDistanceCalculator_1 = __webpack_require__(13);\r\n\t/**\r\n\t * TODO: Name it: http://www.compuphase.com/cmetric.htm\r\n\t */\r\n\tvar CMETRIC = (function (_super) {\r\n\t __extends(CMETRIC, _super);\r\n\t function CMETRIC() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t CMETRIC.prototype.calculateRaw = function (r1, g1, b1, a1, r2, g2, b2, a2) {\r\n\t var rmean = (r1 + r2) / 2 * this._whitePoint.r, r = (r1 - r2) * this._whitePoint.r, g = (g1 - g2) * this._whitePoint.g, b = (b1 - b2) * this._whitePoint.b, dE = ((((512 + rmean) * r * r) >> 8) + 4 * g * g + (((767 - rmean) * b * b) >> 8)), dA = (a2 - a1) * this._whitePoint.a;\r\n\t return Math.sqrt(dE + dA * dA);\r\n\t };\r\n\t return CMETRIC;\r\n\t}(abstractDistanceCalculator_1.AbstractDistanceCalculator));\r\n\texports.CMETRIC = CMETRIC;\r\n\n\n/***/ },\n/* 17 */\n/***/ function(module, exports, __webpack_require__) {\n\tvar __extends = (this && this.__extends) || function (d, b) {\r\n\t for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\r\n\t function __() { this.constructor = d; }\r\n\t d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n\t};\r\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * euclidean.ts - part of Image Quantization Library\r\n\t */\r\n\tvar abstractDistanceCalculator_1 = __webpack_require__(13);\r\n\tvar bt709_1 = __webpack_require__(2);\r\n\t/**\r\n\t * Euclidean color distance\r\n\t */\r\n\tvar AbstractEuclidean = (function (_super) {\r\n\t __extends(AbstractEuclidean, _super);\r\n\t function AbstractEuclidean() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t AbstractEuclidean.prototype.calculateRaw = function (r1, g1, b1, a1, r2, g2, b2, a2) {\r\n\t var dR = r2 - r1, dG = g2 - g1, dB = b2 - b1, dA = a2 - a1;\r\n\t return Math.sqrt(this._kR * dR * dR + this._kG * dG * dG + this._kB * dB * dB + this._kA * dA * dA);\r\n\t };\r\n\t return AbstractEuclidean;\r\n\t}(abstractDistanceCalculator_1.AbstractDistanceCalculator));\r\n\texports.AbstractEuclidean = AbstractEuclidean;\r\n\tvar Euclidean = (function (_super) {\r\n\t __extends(Euclidean, _super);\r\n\t function Euclidean() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t Euclidean.prototype._setDefaults = function () {\r\n\t this._kR = 1;\r\n\t this._kG = 1;\r\n\t this._kB = 1;\r\n\t this._kA = 1;\r\n\t };\r\n\t return Euclidean;\r\n\t}(AbstractEuclidean));\r\n\texports.Euclidean = Euclidean;\r\n\t/**\r\n\t * Euclidean color distance (RgbQuant modification w Alpha)\r\n\t */\r\n\tvar EuclideanRgbQuantWithAlpha = (function (_super) {\r\n\t __extends(EuclideanRgbQuantWithAlpha, _super);\r\n\t function EuclideanRgbQuantWithAlpha() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t EuclideanRgbQuantWithAlpha.prototype._setDefaults = function () {\r\n\t this._kR = bt709_1.Y.RED;\r\n\t this._kG = bt709_1.Y.GREEN;\r\n\t this._kB = bt709_1.Y.BLUE;\r\n\t // TODO: what is the best coefficient below?\r\n\t this._kA = 1;\r\n\t };\r\n\t return EuclideanRgbQuantWithAlpha;\r\n\t}(AbstractEuclidean));\r\n\texports.EuclideanRgbQuantWithAlpha = EuclideanRgbQuantWithAlpha;\r\n\t/**\r\n\t * Euclidean color distance (RgbQuant modification w/o Alpha)\r\n\t */\r\n\tvar EuclideanRgbQuantWOAlpha = (function (_super) {\r\n\t __extends(EuclideanRgbQuantWOAlpha, _super);\r\n\t function EuclideanRgbQuantWOAlpha() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t EuclideanRgbQuantWOAlpha.prototype._setDefaults = function () {\r\n\t this._kR = bt709_1.Y.RED;\r\n\t this._kG = bt709_1.Y.GREEN;\r\n\t this._kB = bt709_1.Y.BLUE;\r\n\t this._kA = 0;\r\n\t };\r\n\t return EuclideanRgbQuantWOAlpha;\r\n\t}(AbstractEuclidean));\r\n\texports.EuclideanRgbQuantWOAlpha = EuclideanRgbQuantWOAlpha;\r\n\n\n/***/ },\n/* 18 */\n/***/ function(module, exports, __webpack_require__) {\n\tvar __extends = (this && this.__extends) || function (d, b) {\r\n\t for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\r\n\t function __() { this.constructor = d; }\r\n\t d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n\t};\r\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * manhattanNeuQuant.ts - part of Image Quantization Library\r\n\t */\r\n\tvar abstractDistanceCalculator_1 = __webpack_require__(13);\r\n\tvar bt709_1 = __webpack_require__(2);\r\n\t/**\r\n\t * Manhattan distance (NeuQuant modification) - w/o sRGB coefficients\r\n\t */\r\n\tvar AbstractManhattan = (function (_super) {\r\n\t __extends(AbstractManhattan, _super);\r\n\t function AbstractManhattan() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t AbstractManhattan.prototype.calculateRaw = function (r1, g1, b1, a1, r2, g2, b2, a2) {\r\n\t var dR = r2 - r1, dG = g2 - g1, dB = b2 - b1, dA = a2 - a1;\r\n\t if (dR < 0)\r\n\t dR = 0 - dR;\r\n\t if (dG < 0)\r\n\t dG = 0 - dG;\r\n\t if (dB < 0)\r\n\t dB = 0 - dB;\r\n\t if (dA < 0)\r\n\t dA = 0 - dA;\r\n\t return this._kR * dR + this._kG * dG + this._kB * dB + this._kA * dA;\r\n\t };\r\n\t return AbstractManhattan;\r\n\t}(abstractDistanceCalculator_1.AbstractDistanceCalculator));\r\n\texports.AbstractManhattan = AbstractManhattan;\r\n\tvar Manhattan = (function (_super) {\r\n\t __extends(Manhattan, _super);\r\n\t function Manhattan() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t Manhattan.prototype._setDefaults = function () {\r\n\t this._kR = 1;\r\n\t this._kG = 1;\r\n\t this._kB = 1;\r\n\t this._kA = 1;\r\n\t };\r\n\t return Manhattan;\r\n\t}(AbstractManhattan));\r\n\texports.Manhattan = Manhattan;\r\n\t/**\r\n\t * Manhattan distance (Nommyde modification)\r\n\t * https://github.com/igor-bezkrovny/image-quantization/issues/4#issuecomment-235155320\r\n\t */\r\n\tvar ManhattanNommyde = (function (_super) {\r\n\t __extends(ManhattanNommyde, _super);\r\n\t function ManhattanNommyde() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t ManhattanNommyde.prototype._setDefaults = function () {\r\n\t this._kR = 0.4984;\r\n\t this._kG = 0.8625;\r\n\t this._kB = 0.2979;\r\n\t // TODO: what is the best coefficient below?\r\n\t this._kA = 1;\r\n\t };\r\n\t return ManhattanNommyde;\r\n\t}(AbstractManhattan));\r\n\texports.ManhattanNommyde = ManhattanNommyde;\r\n\t/**\r\n\t * Manhattan distance (sRGB coefficients)\r\n\t */\r\n\tvar ManhattanSRGB = (function (_super) {\r\n\t __extends(ManhattanSRGB, _super);\r\n\t function ManhattanSRGB() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t ManhattanSRGB.prototype._setDefaults = function () {\r\n\t this._kR = bt709_1.Y.RED;\r\n\t this._kG = bt709_1.Y.GREEN;\r\n\t this._kB = bt709_1.Y.BLUE;\r\n\t // TODO: what is the best coefficient below?\r\n\t this._kA = 1;\r\n\t };\r\n\t return ManhattanSRGB;\r\n\t}(AbstractManhattan));\r\n\texports.ManhattanSRGB = ManhattanSRGB;\r\n\n\n/***/ },\n/* 19 */\n/***/ function(module, exports, __webpack_require__) {\n\tvar __extends = (this && this.__extends) || function (d, b) {\r\n\t for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\r\n\t function __() { this.constructor = d; }\r\n\t d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n\t};\r\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * pngQuant.ts - part of Image Quantization Library\r\n\t */\r\n\tvar abstractDistanceCalculator_1 = __webpack_require__(13);\r\n\t/**\r\n\t * TODO: check quality of this distance equation\r\n\t * TODO: ask author for usage rights\r\n\t * taken from:\r\n\t * {@link http://stackoverflow.com/questions/4754506/color-similarity-distance-in-rgba-color-space/8796867#8796867}\r\n\t * {@link https://github.com/pornel/pngquant/blob/cc39b47799a7ff2ef17b529f9415ff6e6b213b8f/lib/pam.h#L148}\r\n\t */\r\n\tvar PNGQUANT = (function (_super) {\r\n\t __extends(PNGQUANT, _super);\r\n\t function PNGQUANT() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t /**\r\n\t * Author's comments\r\n\t * px_b.rgb = px.rgb + 0*(1-px.a) // blend px on black\r\n\t * px_b.a = px.a + 1*(1-px.a)\r\n\t * px_w.rgb = px.rgb + 1*(1-px.a) // blend px on white\r\n\t * px_w.a = px.a + 1*(1-px.a)\r\n\t\r\n\t * px_b.rgb = px.rgb // difference same as in opaque RGB\r\n\t * px_b.a = 1\r\n\t * px_w.rgb = px.rgb - px.a // difference simplifies to formula below\r\n\t * px_w.a = 1\r\n\t\r\n\t * (px.rgb - px.a) - (py.rgb - py.a)\r\n\t * (px.rgb - py.rgb) + (py.a - px.a)\r\n\t *\r\n\t */\r\n\t PNGQUANT.prototype.calculateRaw = function (r1, g1, b1, a1, r2, g2, b2, a2) {\r\n\t var alphas = (a2 - a1) * this._whitePoint.a;\r\n\t return this._colordifference_ch(r1 * this._whitePoint.r, r2 * this._whitePoint.r, alphas) +\r\n\t this._colordifference_ch(g1 * this._whitePoint.g, g2 * this._whitePoint.g, alphas) +\r\n\t this._colordifference_ch(b1 * this._whitePoint.b, b2 * this._whitePoint.b, alphas);\r\n\t };\r\n\t PNGQUANT.prototype._colordifference_ch = function (x, y, alphas) {\r\n\t // maximum of channel blended on white, and blended on black\r\n\t // premultiplied alpha and backgrounds 0/1 shorten the formula\r\n\t var black = x - y, white = black + alphas;\r\n\t return black * black + white * white;\r\n\t };\r\n\t return PNGQUANT;\r\n\t}(abstractDistanceCalculator_1.AbstractDistanceCalculator));\r\n\texports.PNGQUANT = PNGQUANT;\r\n\n\n/***/ },\n/* 20 */\n/***/ function(module, exports, __webpack_require__) {\n\tvar neuquant_1 = __webpack_require__(21);\r\n\texports.NeuQuant = neuquant_1.NeuQuant;\r\n\tvar neuquantFloat_1 = __webpack_require__(25);\r\n\texports.NeuQuantFloat = neuquantFloat_1.NeuQuantFloat;\r\n\tvar rgbquant_1 = __webpack_require__(26);\r\n\texports.RGBQuant = rgbquant_1.RGBQuant;\r\n\tvar colorHistogram_1 = __webpack_require__(27);\r\n\texports.ColorHistogram = colorHistogram_1.ColorHistogram;\r\n\tvar wuQuant_1 = __webpack_require__(29);\r\n\texports.WuQuant = wuQuant_1.WuQuant;\r\n\texports.WuColorCube = wuQuant_1.WuColorCube;\r\n\n\n/***/ },\n/* 21 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve TypeScript port:\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * neuquant.ts - part of Image Quantization Library\r\n\t */\r\n\tvar palette_1 = __webpack_require__(22);\r\n\tvar point_1 = __webpack_require__(24);\r\n\t// bias for colour values\r\n\tvar networkBiasShift = 3;\r\n\tvar Neuron = (function () {\r\n\t function Neuron(defaultValue) {\r\n\t this.r = this.g = this.b = this.a = defaultValue;\r\n\t }\r\n\t /**\r\n\t * There is a fix in original NEUQUANT by Anthony Dekker (http://members.ozemail.com.au/~dekker/NEUQUANT.HTML)\r\n\t * @example\r\n\t * r = Math.min(255, (neuron.r + (1 << (networkBiasShift - 1))) >> networkBiasShift);\r\n\t */\r\n\t Neuron.prototype.toPoint = function () {\r\n\t return point_1.Point.createByRGBA(this.r >> networkBiasShift, this.g >> networkBiasShift, this.b >> networkBiasShift, this.a >> networkBiasShift);\r\n\t };\r\n\t Neuron.prototype.subtract = function (r, g, b, a) {\r\n\t this.r -= r | 0;\r\n\t this.g -= g | 0;\r\n\t this.b -= b | 0;\r\n\t this.a -= a | 0;\r\n\t };\r\n\t return Neuron;\r\n\t}());\r\n\tvar NeuQuant = (function () {\r\n\t function NeuQuant(colorDistanceCalculator, colors) {\r\n\t if (colors === void 0) { colors = 256; }\r\n\t this._distance = colorDistanceCalculator;\r\n\t this._pointArray = [];\r\n\t this._sampleFactor = 1;\r\n\t this._networkSize = colors;\r\n\t this._distance.setWhitePoint(255 << networkBiasShift, 255 << networkBiasShift, 255 << networkBiasShift, 255 << networkBiasShift);\r\n\t }\r\n\t NeuQuant.prototype.sample = function (pointBuffer) {\r\n\t this._pointArray = this._pointArray.concat(pointBuffer.getPointArray());\r\n\t };\r\n\t NeuQuant.prototype.quantize = function () {\r\n\t this._init();\r\n\t this._learn();\r\n\t return this._buildPalette();\r\n\t };\r\n\t NeuQuant.prototype._init = function () {\r\n\t this._freq = [];\r\n\t this._bias = [];\r\n\t this._radPower = [];\r\n\t this._network = [];\r\n\t for (var i = 0; i < this._networkSize; i++) {\r\n\t this._network[i] = new Neuron((i << (networkBiasShift + 8)) / this._networkSize | 0);\r\n\t // 1/this._networkSize\r\n\t this._freq[i] = NeuQuant._initialBias / this._networkSize | 0;\r\n\t this._bias[i] = 0;\r\n\t }\r\n\t };\r\n\t /**\r\n\t * Main Learning Loop\r\n\t */\r\n\t NeuQuant.prototype._learn = function () {\r\n\t var sampleFactor = this._sampleFactor;\r\n\t var pointsNumber = this._pointArray.length;\r\n\t if (pointsNumber < NeuQuant._minpicturebytes)\r\n\t sampleFactor = 1;\r\n\t var alphadec = 30 + (sampleFactor - 1) / 3 | 0, pointsToSample = pointsNumber / sampleFactor | 0;\r\n\t var delta = pointsToSample / NeuQuant._nCycles | 0, alpha = NeuQuant._initAlpha, radius = (this._networkSize >> 3) * NeuQuant._radiusBias;\r\n\t var rad = radius >> NeuQuant._radiusBiasShift;\r\n\t if (rad <= 1)\r\n\t rad = 0;\r\n\t for (var i = 0; i < rad; i++) {\r\n\t this._radPower[i] = alpha * (((rad * rad - i * i) * NeuQuant._radBias) / (rad * rad)) >>> 0;\r\n\t }\r\n\t var step;\r\n\t if (pointsNumber < NeuQuant._minpicturebytes) {\r\n\t step = 1;\r\n\t }\r\n\t else if (pointsNumber % NeuQuant._prime1 != 0) {\r\n\t step = NeuQuant._prime1;\r\n\t }\r\n\t else if ((pointsNumber % NeuQuant._prime2) != 0) {\r\n\t step = NeuQuant._prime2;\r\n\t }\r\n\t else if ((pointsNumber % NeuQuant._prime3) != 0) {\r\n\t step = NeuQuant._prime3;\r\n\t }\r\n\t else {\r\n\t step = NeuQuant._prime4;\r\n\t }\r\n\t for (var i = 0, pointIndex = 0; i < pointsToSample;) {\r\n\t var point = this._pointArray[pointIndex], b = point.b << networkBiasShift, g = point.g << networkBiasShift, r = point.r << networkBiasShift, a = point.a << networkBiasShift, neuronIndex = this._contest(b, g, r, a);\r\n\t this._alterSingle(alpha, neuronIndex, b, g, r, a);\r\n\t if (rad !== 0)\r\n\t this._alterNeighbour(rad, neuronIndex, b, g, r, a);\r\n\t /* alter neighbours */\r\n\t pointIndex += step;\r\n\t if (pointIndex >= pointsNumber)\r\n\t pointIndex -= pointsNumber;\r\n\t i++;\r\n\t if (delta === 0)\r\n\t delta = 1;\r\n\t if (i % delta === 0) {\r\n\t alpha -= (alpha / alphadec) | 0;\r\n\t radius -= (radius / NeuQuant._radiusDecrease) | 0;\r\n\t rad = radius >> NeuQuant._radiusBiasShift;\r\n\t if (rad <= 1)\r\n\t rad = 0;\r\n\t for (var j = 0; j < rad; j++)\r\n\t this._radPower[j] = alpha * (((rad * rad - j * j) * NeuQuant._radBias) / (rad * rad)) >>> 0;\r\n\t }\r\n\t }\r\n\t };\r\n\t NeuQuant.prototype._buildPalette = function () {\r\n\t var palette = new palette_1.Palette();\r\n\t this._network.forEach(function (neuron) {\r\n\t palette.add(neuron.toPoint());\r\n\t });\r\n\t palette.sort();\r\n\t return palette;\r\n\t };\r\n\t /**\r\n\t * Move adjacent neurons by precomputed alpha*(1-((i-j)^2/[r]^2)) in radpower[|i-j|]\r\n\t */\r\n\t NeuQuant.prototype._alterNeighbour = function (rad, i, b, g, r, al) {\r\n\t var lo = i - rad;\r\n\t if (lo < -1)\r\n\t lo = -1;\r\n\t var hi = i + rad;\r\n\t if (hi > this._networkSize)\r\n\t hi = this._networkSize;\r\n\t var j = i + 1, k = i - 1, m = 1;\r\n\t while (j < hi || k > lo) {\r\n\t var a = this._radPower[m++] / NeuQuant._alphaRadBias;\r\n\t if (j < hi) {\r\n\t var p = this._network[j++];\r\n\t p.subtract(a * (p.r - r), a * (p.g - g), a * (p.b - b), a * (p.a - al));\r\n\t }\r\n\t if (k > lo) {\r\n\t var p = this._network[k--];\r\n\t p.subtract(a * (p.r - r), a * (p.g - g), a * (p.b - b), a * (p.a - al));\r\n\t }\r\n\t }\r\n\t };\r\n\t /**\r\n\t * Move neuron i towards biased (b,g,r) by factor alpha\r\n\t */\r\n\t NeuQuant.prototype._alterSingle = function (alpha, i, b, g, r, a) {\r\n\t alpha /= NeuQuant._initAlpha;\r\n\t /* alter hit neuron */\r\n\t var n = this._network[i];\r\n\t n.subtract(alpha * (n.r - r), alpha * (n.g - g), alpha * (n.b - b), alpha * (n.a - a));\r\n\t };\r\n\t /**\r\n\t * Search for biased BGR values\r\n\t * description:\r\n\t * finds closest neuron (min dist) and updates freq\r\n\t * finds best neuron (min dist-bias) and returns position\r\n\t * for frequently chosen neurons, freq[i] is high and bias[i] is negative\r\n\t * bias[i] = _gamma*((1/this._networkSize)-freq[i])\r\n\t *\r\n\t * Original distance equation:\r\n\t * dist = abs(dR) + abs(dG) + abs(dB)\r\n\t */\r\n\t NeuQuant.prototype._contest = function (b, g, r, a) {\r\n\t var multiplier = (255 * 4) << networkBiasShift;\r\n\t var bestd = ~(1 << 31), bestbiasd = bestd, bestpos = -1, bestbiaspos = bestpos;\r\n\t for (var i = 0; i < this._networkSize; i++) {\r\n\t var n = this._network[i], dist = this._distance.calculateNormalized(n, { r: r, g: g, b: b, a: a }) * multiplier | 0;\r\n\t if (dist < bestd) {\r\n\t bestd = dist;\r\n\t bestpos = i;\r\n\t }\r\n\t var biasdist = dist - ((this._bias[i]) >> (NeuQuant._initialBiasShift - networkBiasShift));\r\n\t if (biasdist < bestbiasd) {\r\n\t bestbiasd = biasdist;\r\n\t bestbiaspos = i;\r\n\t }\r\n\t var betafreq = (this._freq[i] >> NeuQuant._betaShift);\r\n\t this._freq[i] -= betafreq;\r\n\t this._bias[i] += (betafreq << NeuQuant._gammaShift);\r\n\t }\r\n\t this._freq[bestpos] += NeuQuant._beta;\r\n\t this._bias[bestpos] -= NeuQuant._betaGamma;\r\n\t return bestbiaspos;\r\n\t };\r\n\t /*\r\n\t four primes near 500 - assume no image has a length so large\r\n\t that it is divisible by all four primes\r\n\t */\r\n\t NeuQuant._prime1 = 499;\r\n\t NeuQuant._prime2 = 491;\r\n\t NeuQuant._prime3 = 487;\r\n\t NeuQuant._prime4 = 503;\r\n\t NeuQuant._minpicturebytes = NeuQuant._prime4;\r\n\t // no. of learning cycles\r\n\t NeuQuant._nCycles = 100;\r\n\t // defs for freq and bias\r\n\t NeuQuant._initialBiasShift = 16;\r\n\t // bias for fractions\r\n\t NeuQuant._initialBias = (1 << NeuQuant._initialBiasShift);\r\n\t NeuQuant._gammaShift = 10;\r\n\t // gamma = 1024\r\n\t // TODO: why gamma is never used?\r\n\t //private static _gamma : number = (1 << NeuQuant._gammaShift);\r\n\t NeuQuant._betaShift = 10;\r\n\t NeuQuant._beta = (NeuQuant._initialBias >> NeuQuant._betaShift);\r\n\t // beta = 1/1024\r\n\t NeuQuant._betaGamma = (NeuQuant._initialBias << (NeuQuant._gammaShift - NeuQuant._betaShift));\r\n\t /*\r\n\t * for 256 cols, radius starts\r\n\t */\r\n\t NeuQuant._radiusBiasShift = 6;\r\n\t // at 32.0 biased by 6 bits\r\n\t NeuQuant._radiusBias = 1 << NeuQuant._radiusBiasShift;\r\n\t // and decreases by a factor of 1/30 each cycle\r\n\t NeuQuant._radiusDecrease = 30;\r\n\t /* defs for decreasing alpha factor */\r\n\t // alpha starts at 1.0\r\n\t NeuQuant._alphaBiasShift = 10;\r\n\t // biased by 10 bits\r\n\t NeuQuant._initAlpha = (1 << NeuQuant._alphaBiasShift);\r\n\t /* radBias and alphaRadBias used for radpower calculation */\r\n\t NeuQuant._radBiasShift = 8;\r\n\t NeuQuant._radBias = 1 << NeuQuant._radBiasShift;\r\n\t NeuQuant._alphaRadBiasShift = NeuQuant._alphaBiasShift + NeuQuant._radBiasShift;\r\n\t NeuQuant._alphaRadBias = 1 << NeuQuant._alphaRadBiasShift;\r\n\t return NeuQuant;\r\n\t}());\r\n\texports.NeuQuant = NeuQuant;\r\n\n\n/***/ },\n/* 22 */\n/***/ function(module, exports, __webpack_require__) {\n\tvar pointContainer_1 = __webpack_require__(23);\r\n\tvar rgb2hsl_1 = __webpack_require__(5);\r\n\t// TODO: make paletteArray via pointBuffer, so, export will be available via pointBuffer.exportXXX\r\n\tvar hueGroups = 10;\r\n\tfunction hueGroup(hue, segmentsNumber) {\r\n\t var maxHue = 360, seg = maxHue / segmentsNumber, half = seg / 2;\r\n\t for (var i = 1, mid = seg - half; i < segmentsNumber; i++, mid += seg) {\r\n\t if (hue >= mid && hue < mid + seg)\r\n\t return i;\r\n\t }\r\n\t return 0;\r\n\t}\r\n\texports.hueGroup = hueGroup;\r\n\tvar Palette = (function () {\r\n\t function Palette() {\r\n\t this._pointArray = [];\r\n\t this._i32idx = {};\r\n\t this._pointContainer = new pointContainer_1.PointContainer();\r\n\t this._pointContainer.setHeight(1);\r\n\t this._pointArray = this._pointContainer.getPointArray();\r\n\t }\r\n\t Palette.prototype.add = function (color) {\r\n\t this._pointArray.push(color);\r\n\t this._pointContainer.setWidth(this._pointArray.length);\r\n\t };\r\n\t Palette.prototype.has = function (color) {\r\n\t for (var i = this._pointArray.length - 1; i >= 0; i--) {\r\n\t if (color.uint32 === this._pointArray[i].uint32)\r\n\t return true;\r\n\t }\r\n\t return false;\r\n\t };\r\n\t // TOTRY: use HUSL - http://boronine.com/husl/ http://www.husl-colors.org/ https://github.com/husl-colors/husl\r\n\t Palette.prototype.getNearestColor = function (colorDistanceCalculator, color) {\r\n\t return this._pointArray[this.getNearestIndex(colorDistanceCalculator, color) | 0];\r\n\t };\r\n\t Palette.prototype.getPointContainer = function () {\r\n\t return this._pointContainer;\r\n\t };\r\n\t // TOTRY: use HUSL - http://boronine.com/husl/\r\n\t /*\r\n\t public nearestIndexByUint32(i32) {\r\n\t var idx : number = this._nearestPointFromCache(\"\" + i32);\r\n\t if (idx >= 0) return idx;\r\n\t\r\n\t var min = 1000,\r\n\t rgb = [\r\n\t (i32 & 0xff),\r\n\t (i32 >>> 8) & 0xff,\r\n\t (i32 >>> 16) & 0xff,\r\n\t (i32 >>> 24) & 0xff\r\n\t ],\r\n\t len = this._pointArray.length;\r\n\t\r\n\t idx = 0;\r\n\t for (var i = 0; i < len; i++) {\r\n\t var dist = Utils.distEuclidean(rgb, this._pointArray[i].rgba);\r\n\t\r\n\t if (dist < min) {\r\n\t min = dist;\r\n\t idx = i;\r\n\t }\r\n\t }\r\n\t\r\n\t this._i32idx[i32] = idx;\r\n\t return idx;\r\n\t }\r\n\t */\r\n\t Palette.prototype._nearestPointFromCache = function (key) {\r\n\t return typeof this._i32idx[key] === \"number\" ? this._i32idx[key] : -1;\r\n\t };\r\n\t Palette.prototype.getNearestIndex = function (colorDistanceCalculator, point) {\r\n\t var idx = this._nearestPointFromCache(\"\" + point.uint32);\r\n\t if (idx >= 0)\r\n\t return idx;\r\n\t var minimalDistance = Number.MAX_VALUE;\r\n\t idx = 0;\r\n\t for (var i = 0, l = this._pointArray.length; i < l; i++) {\r\n\t var p = this._pointArray[i], distance = colorDistanceCalculator.calculateRaw(point.r, point.g, point.b, point.a, p.r, p.g, p.b, p.a);\r\n\t if (distance < minimalDistance) {\r\n\t minimalDistance = distance;\r\n\t idx = i;\r\n\t }\r\n\t }\r\n\t this._i32idx[point.uint32] = idx;\r\n\t return idx;\r\n\t };\r\n\t /*\r\n\t public reduce(histogram : ColorHistogram, colors : number) {\r\n\t if (this._pointArray.length > colors) {\r\n\t var idxi32 = histogram.getImportanceSortedColorsIDXI32();\r\n\t\r\n\t // quantize histogram to existing palette\r\n\t var keep = [], uniqueColors = 0, idx, pruned = false;\r\n\t\r\n\t for (var i = 0, len = idxi32.length; i < len; i++) {\r\n\t // palette length reached, unset all remaining colors (sparse palette)\r\n\t if (uniqueColors >= colors) {\r\n\t this.prunePal(keep);\r\n\t pruned = true;\r\n\t break;\r\n\t } else {\r\n\t idx = this.nearestIndexByUint32(idxi32[i]);\r\n\t if (keep.indexOf(idx) < 0) {\r\n\t keep.push(idx);\r\n\t uniqueColors++;\r\n\t }\r\n\t }\r\n\t }\r\n\t\r\n\t if (!pruned) {\r\n\t this.prunePal(keep);\r\n\t }\r\n\t }\r\n\t }\r\n\t\r\n\t // TODO: check usage, not tested!\r\n\t public prunePal(keep : number[]) {\r\n\t var colors = this._pointArray.length;\r\n\t for (var colorIndex = colors - 1; colorIndex >= 0; colorIndex--) {\r\n\t if (keep.indexOf(colorIndex) < 0) {\r\n\t\r\n\t if(colorIndex + 1 < colors) {\r\n\t this._pointArray[ colorIndex ] = this._pointArray [ colors - 1 ];\r\n\t }\r\n\t --colors;\r\n\t //this._pointArray[colorIndex] = null;\r\n\t }\r\n\t }\r\n\t console.log(\"colors pruned: \" + (this._pointArray.length - colors));\r\n\t this._pointArray.length = colors;\r\n\t this._i32idx = {};\r\n\t }\r\n\t */\r\n\t // TODO: group very low lum and very high lum colors\r\n\t // TODO: pass custom sort order\r\n\t // TODO: sort criteria function should be placed to HueStats class\r\n\t Palette.prototype.sort = function () {\r\n\t this._i32idx = {};\r\n\t this._pointArray.sort(function (a, b) {\r\n\t var hslA = rgb2hsl_1.rgb2hsl(a.r, a.g, a.b), hslB = rgb2hsl_1.rgb2hsl(b.r, b.g, b.b);\r\n\t // sort all grays + whites together\r\n\t var hueA = (a.r === a.g && a.g === a.b) ? 0 : 1 + hueGroup(hslA.h, hueGroups), hueB = (b.r === b.g && b.g === b.b) ? 0 : 1 + hueGroup(hslB.h, hueGroups);\r\n\t /*\r\n\t var hueA = (a.r === a.g && a.g === a.b) ? 0 : 1 + Utils.hueGroup(hslA.h, hueGroups);\r\n\t var hueB = (b.r === b.g && b.g === b.b) ? 0 : 1 + Utils.hueGroup(hslB.h, hueGroups);\r\n\t */\r\n\t var hueDiff = hueB - hueA;\r\n\t if (hueDiff)\r\n\t return -hueDiff;\r\n\t /*\r\n\t var lumDiff = Utils.lumGroup(+hslB.l.toFixed(2)) - Utils.lumGroup(+hslA.l.toFixed(2));\r\n\t if (lumDiff) return -lumDiff;\r\n\t */\r\n\t var lA = a.getLuminosity(true), lB = b.getLuminosity(true);\r\n\t if (lB - lA !== 0)\r\n\t return lB - lA;\r\n\t var satDiff = ((hslB.s * 100) | 0) - ((hslA.s * 100) | 0);\r\n\t if (satDiff)\r\n\t return -satDiff;\r\n\t return 0;\r\n\t });\r\n\t };\r\n\t return Palette;\r\n\t}());\r\n\texports.Palette = Palette;\r\n\n\n/***/ },\n/* 23 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * pointContainer.ts - part of Image Quantization Library\r\n\t */\r\n\tvar point_1 = __webpack_require__(24);\r\n\t/**\r\n\t * v8 optimizations done.\r\n\t * fromXXX methods are static to move out polymorphic code from class instance itself.\r\n\t */\r\n\tvar PointContainer = (function () {\r\n\t function PointContainer() {\r\n\t this._width = 0;\r\n\t this._height = 0;\r\n\t this._pointArray = [];\r\n\t }\r\n\t PointContainer.prototype.getWidth = function () {\r\n\t return this._width;\r\n\t };\r\n\t PointContainer.prototype.getHeight = function () {\r\n\t return this._height;\r\n\t };\r\n\t PointContainer.prototype.setWidth = function (width) {\r\n\t this._width = width;\r\n\t };\r\n\t PointContainer.prototype.setHeight = function (height) {\r\n\t this._height = height;\r\n\t };\r\n\t PointContainer.prototype.getPointArray = function () {\r\n\t return this._pointArray;\r\n\t };\r\n\t PointContainer.prototype.clone = function () {\r\n\t var clone = new PointContainer();\r\n\t clone._width = this._width;\r\n\t clone._height = this._height;\r\n\t for (var i = 0, l = this._pointArray.length; i < l; i++) {\r\n\t clone._pointArray[i] = point_1.Point.createByUint32(this._pointArray[i].uint32 | 0); // \"| 0\" is added for v8 optimization\r\n\t }\r\n\t return clone;\r\n\t };\r\n\t PointContainer.prototype.toUint32Array = function () {\r\n\t var l = this._pointArray.length, uint32Array = new Uint32Array(l);\r\n\t for (var i = 0; i < l; i++) {\r\n\t uint32Array[i] = this._pointArray[i].uint32;\r\n\t }\r\n\t return uint32Array;\r\n\t };\r\n\t PointContainer.prototype.toUint8Array = function () {\r\n\t return new Uint8Array(this.toUint32Array().buffer);\r\n\t };\r\n\t PointContainer.fromHTMLImageElement = function (img) {\r\n\t var width = img.naturalWidth, height = img.naturalHeight;\r\n\t var canvas = document.createElement(\"canvas\");\r\n\t canvas.width = width;\r\n\t canvas.height = height;\r\n\t var ctx = canvas.getContext(\"2d\");\r\n\t ctx.drawImage(img, 0, 0, width, height, 0, 0, width, height);\r\n\t return PointContainer.fromHTMLCanvasElement(canvas);\r\n\t };\r\n\t PointContainer.fromHTMLCanvasElement = function (canvas) {\r\n\t var width = canvas.width, height = canvas.height;\r\n\t var ctx = canvas.getContext(\"2d\"), imgData = ctx.getImageData(0, 0, width, height);\r\n\t return PointContainer.fromImageData(imgData);\r\n\t };\r\n\t PointContainer.fromNodeCanvas = function (canvas) {\r\n\t return PointContainer.fromHTMLCanvasElement(canvas);\r\n\t };\r\n\t PointContainer.fromImageData = function (imageData) {\r\n\t var width = imageData.width, height = imageData.height;\r\n\t return PointContainer.fromCanvasPixelArray(imageData.data, width, height);\r\n\t /*\r\n\t var buf8;\r\n\t if (Utils.typeOf(imageData.data) == \"CanvasPixelArray\")\r\n\t buf8 = new Uint8Array(imageData.data);\r\n\t else\r\n\t buf8 = imageData.data;\r\n\t\r\n\t this.fromUint32Array(new Uint32Array(buf8.buffer), width, height);\r\n\t */\r\n\t };\r\n\t PointContainer.fromArray = function (byteArray, width, height) {\r\n\t var uint8array = new Uint8Array(byteArray);\r\n\t return PointContainer.fromUint8Array(uint8array, width, height);\r\n\t };\r\n\t PointContainer.fromCanvasPixelArray = function (data, width, height) {\r\n\t return PointContainer.fromArray(data, width, height);\r\n\t };\r\n\t PointContainer.fromUint8Array = function (uint8array, width, height) {\r\n\t return PointContainer.fromUint32Array(new Uint32Array(uint8array.buffer), width, height);\r\n\t };\r\n\t PointContainer.fromUint32Array = function (uint32array, width, height) {\r\n\t var container = new PointContainer();\r\n\t container._width = width;\r\n\t container._height = height;\r\n\t for (var i = 0, l = uint32array.length; i < l; i++) {\r\n\t container._pointArray[i] = point_1.Point.createByUint32(uint32array[i] | 0); // \"| 0\" is added for v8 optimization\r\n\t }\r\n\t return container;\r\n\t };\r\n\t return PointContainer;\r\n\t}());\r\n\texports.PointContainer = PointContainer;\r\n\n\n/***/ },\n/* 24 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * point.ts - part of Image Quantization Library\r\n\t */\r\n\tvar bt709_1 = __webpack_require__(2);\r\n\t/**\r\n\t * v8 optimized class\r\n\t * 1) \"constructor\" should have initialization with worst types\r\n\t * 2) \"set\" should have |0 / >>> 0\r\n\t */\r\n\tvar Point = (function () {\r\n\t function Point() {\r\n\t this.uint32 = -1 >>> 0;\r\n\t this.r = this.g = this.b = this.a = 0;\r\n\t this.rgba = new Array(4);\r\n\t /*[ this.r , this.g , this.b , this.a ]*/\r\n\t this.rgba[0] = 0;\r\n\t this.rgba[1] = 0;\r\n\t this.rgba[2] = 0;\r\n\t this.rgba[3] = 0;\r\n\t /*\r\n\t this.Lab = {\r\n\t L : 0.0,\r\n\t a : 0.0,\r\n\t b : 0.0\r\n\t };\r\n\t */\r\n\t }\r\n\t Point.createByQuadruplet = function (quadruplet) {\r\n\t var point = new Point();\r\n\t point.r = quadruplet[0] | 0;\r\n\t point.g = quadruplet[1] | 0;\r\n\t point.b = quadruplet[2] | 0;\r\n\t point.a = quadruplet[3] | 0;\r\n\t point._loadUINT32();\r\n\t point._loadQuadruplet();\r\n\t //point._loadLab();\r\n\t return point;\r\n\t };\r\n\t Point.createByRGBA = function (red, green, blue, alpha) {\r\n\t var point = new Point();\r\n\t point.r = red | 0;\r\n\t point.g = green | 0;\r\n\t point.b = blue | 0;\r\n\t point.a = alpha | 0;\r\n\t point._loadUINT32();\r\n\t point._loadQuadruplet();\r\n\t //point._loadLab();\r\n\t return point;\r\n\t };\r\n\t Point.createByUint32 = function (uint32) {\r\n\t var point = new Point();\r\n\t point.uint32 = uint32 >>> 0;\r\n\t point._loadRGBA();\r\n\t point._loadQuadruplet();\r\n\t //point._loadLab();\r\n\t return point;\r\n\t };\r\n\t Point.prototype.from = function (point) {\r\n\t this.r = point.r;\r\n\t this.g = point.g;\r\n\t this.b = point.b;\r\n\t this.a = point.a;\r\n\t this.uint32 = point.uint32;\r\n\t this.rgba[0] = point.r;\r\n\t this.rgba[1] = point.g;\r\n\t this.rgba[2] = point.b;\r\n\t this.rgba[3] = point.a;\r\n\t /*\r\n\t this.Lab.L = point.Lab.L;\r\n\t this.Lab.a = point.Lab.a;\r\n\t this.Lab.b = point.Lab.b;\r\n\t */\r\n\t };\r\n\t /*\r\n\t * TODO:\r\n\t Luminance from RGB:\r\n\t\r\n\t Luminance (standard for certain colour spaces): (0.2126*R + 0.7152*G + 0.0722*B) [1]\r\n\t Luminance (perceived option 1): (0.299*R + 0.587*G + 0.114*B) [2]\r\n\t Luminance (perceived option 2, slower to calculate): sqrt( 0.241*R^2 + 0.691*G^2 + 0.068*B^2 ) ? sqrt( 0.299*R^2 + 0.587*G^2 + 0.114*B^2 ) (thanks to @MatthewHerbst) [http://alienryderflex.com/hsp.html]\r\n\t */\r\n\t Point.prototype.getLuminosity = function (useAlphaChannel) {\r\n\t var r = this.r, g = this.g, b = this.b;\r\n\t if (useAlphaChannel) {\r\n\t r = Math.min(255, 255 - this.a + this.a * r / 255);\r\n\t g = Math.min(255, 255 - this.a + this.a * g / 255);\r\n\t b = Math.min(255, 255 - this.a + this.a * b / 255);\r\n\t }\r\n\t //var luma = this.r * Point._RED_COEFFICIENT + this.g * Point._GREEN_COEFFICIENT + this.b * Point._BLUE_COEFFICIENT;\r\n\t /*\r\n\t if(useAlphaChannel) {\r\n\t luma = (luma * (255 - this.a)) / 255;\r\n\t }\r\n\t */\r\n\t return r * bt709_1.Y.RED + g * bt709_1.Y.GREEN + b * bt709_1.Y.BLUE;\r\n\t };\r\n\t Point.prototype._loadUINT32 = function () {\r\n\t this.uint32 = (this.a << 24 | this.b << 16 | this.g << 8 | this.r) >>> 0;\r\n\t };\r\n\t Point.prototype._loadRGBA = function () {\r\n\t this.r = this.uint32 & 0xff;\r\n\t this.g = (this.uint32 >>> 8) & 0xff;\r\n\t this.b = (this.uint32 >>> 16) & 0xff;\r\n\t this.a = (this.uint32 >>> 24) & 0xff;\r\n\t };\r\n\t Point.prototype._loadQuadruplet = function () {\r\n\t this.rgba[0] = this.r;\r\n\t this.rgba[1] = this.g;\r\n\t this.rgba[2] = this.b;\r\n\t this.rgba[3] = this.a;\r\n\t /*\r\n\t var xyz = rgb2xyz(this.r, this.g, this.b);\r\n\t var lab = xyz2lab(xyz.x, xyz.y, xyz.z);\r\n\t this.lab.l = lab.l;\r\n\t this.lab.a = lab.a;\r\n\t this.lab.b = lab.b;\r\n\t */\r\n\t };\r\n\t return Point;\r\n\t}());\r\n\texports.Point = Point;\r\n\n\n/***/ },\n/* 25 */\n/***/ function(module, exports, __webpack_require__) {\n\t/*\r\n\t * NeuQuantFloat Neural-Net Quantization Algorithm\r\n\t * ------------------------------------------\r\n\t *\r\n\t * Copyright (c) 1994 Anthony Dekker\r\n\t *\r\n\t * NEUQUANT Neural-Net quantization algorithm by Anthony Dekker, 1994. See\r\n\t * \"Kohonen neural networks for optimal colour quantization\" in \"Network:\r\n\t * Computation in Neural Systems\" Vol. 5 (1994) pp 351-367. for a discussion of\r\n\t * the algorithm.\r\n\t *\r\n\t * Any party obtaining a copy of these files from the author, directly or\r\n\t * indirectly, is granted, free of charge, a full and unrestricted irrevocable,\r\n\t * world-wide, paid up, royalty-free, nonexclusive right and license to deal in\r\n\t * this software and documentation files (the \"Software\"), including without\r\n\t * limitation the rights to use, copy, modify, merge, publish, distribute,\r\n\t * sublicense, and/or sell copies of the Software, and to permit persons who\r\n\t * receive copies from any such party to do so, with the only requirement being\r\n\t * that this copyright notice remain intact.\r\n\t */\r\n\t/**\r\n\t * @preserve TypeScript port:\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * neuquant.ts - part of Image Quantization Library\r\n\t */\r\n\tvar palette_1 = __webpack_require__(22);\r\n\tvar point_1 = __webpack_require__(24);\r\n\t// bias for colour values\r\n\tvar networkBiasShift = 3;\r\n\tvar NeuronFloat = (function () {\r\n\t function NeuronFloat(defaultValue) {\r\n\t this.r = this.g = this.b = this.a = defaultValue;\r\n\t }\r\n\t /**\r\n\t * There is a fix in original NEUQUANT by Anthony Dekker (http://members.ozemail.com.au/~dekker/NEUQUANT.HTML)\r\n\t * @example\r\n\t * r = Math.min(255, (neuron.r + (1 << (networkBiasShift - 1))) >> networkBiasShift);\r\n\t */\r\n\t NeuronFloat.prototype.toPoint = function () {\r\n\t return point_1.Point.createByRGBA(this.r >> networkBiasShift, this.g >> networkBiasShift, this.b >> networkBiasShift, this.a >> networkBiasShift);\r\n\t };\r\n\t NeuronFloat.prototype.subtract = function (r, g, b, a) {\r\n\t this.r -= r;\r\n\t this.g -= g;\r\n\t this.b -= b;\r\n\t this.a -= a;\r\n\t };\r\n\t return NeuronFloat;\r\n\t}());\r\n\tvar NeuQuantFloat = (function () {\r\n\t function NeuQuantFloat(colorDistanceCalculator, colors) {\r\n\t if (colors === void 0) { colors = 256; }\r\n\t this._distance = colorDistanceCalculator;\r\n\t this._pointArray = [];\r\n\t this._sampleFactor = 1;\r\n\t this._networkSize = colors;\r\n\t this._distance.setWhitePoint(255 << networkBiasShift, 255 << networkBiasShift, 255 << networkBiasShift, 255 << networkBiasShift);\r\n\t }\r\n\t NeuQuantFloat.prototype.sample = function (pointBuffer) {\r\n\t this._pointArray = this._pointArray.concat(pointBuffer.getPointArray());\r\n\t };\r\n\t NeuQuantFloat.prototype.quantize = function () {\r\n\t this._init();\r\n\t this._learn();\r\n\t return this._buildPalette();\r\n\t };\r\n\t NeuQuantFloat.prototype._init = function () {\r\n\t this._freq = [];\r\n\t this._bias = [];\r\n\t this._radPower = [];\r\n\t this._network = [];\r\n\t for (var i = 0; i < this._networkSize; i++) {\r\n\t this._network[i] = new NeuronFloat((i << (networkBiasShift + 8)) / this._networkSize);\r\n\t // 1/this._networkSize\r\n\t this._freq[i] = NeuQuantFloat._initialBias / this._networkSize;\r\n\t this._bias[i] = 0;\r\n\t }\r\n\t };\r\n\t /**\r\n\t * Main Learning Loop\r\n\t */\r\n\t NeuQuantFloat.prototype._learn = function () {\r\n\t var sampleFactor = this._sampleFactor;\r\n\t var pointsNumber = this._pointArray.length;\r\n\t if (pointsNumber < NeuQuantFloat._minpicturebytes)\r\n\t sampleFactor = 1;\r\n\t var alphadec = 30 + (sampleFactor - 1) / 3, pointsToSample = pointsNumber / sampleFactor;\r\n\t var delta = pointsToSample / NeuQuantFloat._nCycles | 0, alpha = NeuQuantFloat._initAlpha, radius = (this._networkSize >> 3) * NeuQuantFloat._radiusBias;\r\n\t var rad = radius >> NeuQuantFloat._radiusBiasShift;\r\n\t if (rad <= 1)\r\n\t rad = 0;\r\n\t for (var i = 0; i < rad; i++) {\r\n\t this._radPower[i] = alpha * (((rad * rad - i * i) * NeuQuantFloat._radBias) / (rad * rad));\r\n\t }\r\n\t var step;\r\n\t if (pointsNumber < NeuQuantFloat._minpicturebytes) {\r\n\t step = 1;\r\n\t }\r\n\t else if (pointsNumber % NeuQuantFloat._prime1 != 0) {\r\n\t step = NeuQuantFloat._prime1;\r\n\t }\r\n\t else if ((pointsNumber % NeuQuantFloat._prime2) != 0) {\r\n\t step = NeuQuantFloat._prime2;\r\n\t }\r\n\t else if ((pointsNumber % NeuQuantFloat._prime3) != 0) {\r\n\t step = NeuQuantFloat._prime3;\r\n\t }\r\n\t else {\r\n\t step = NeuQuantFloat._prime4;\r\n\t }\r\n\t for (var i = 0, pointIndex = 0; i < pointsToSample;) {\r\n\t var point = this._pointArray[pointIndex], b = point.b << networkBiasShift, g = point.g << networkBiasShift, r = point.r << networkBiasShift, a = point.a << networkBiasShift, neuronIndex = this._contest(b, g, r, a);\r\n\t this._alterSingle(alpha, neuronIndex, b, g, r, a);\r\n\t if (rad != 0)\r\n\t this._alterNeighbour(rad, neuronIndex, b, g, r, a);\r\n\t /* alter neighbours */\r\n\t pointIndex += step;\r\n\t if (pointIndex >= pointsNumber)\r\n\t pointIndex -= pointsNumber;\r\n\t i++;\r\n\t if (delta == 0)\r\n\t delta = 1;\r\n\t if (i % delta == 0) {\r\n\t alpha -= (alpha / alphadec);\r\n\t radius -= (radius / NeuQuantFloat._radiusDecrease);\r\n\t rad = radius >> NeuQuantFloat._radiusBiasShift;\r\n\t if (rad <= 1)\r\n\t rad = 0;\r\n\t for (var j = 0; j < rad; j++)\r\n\t this._radPower[j] = alpha * (((rad * rad - j * j) * NeuQuantFloat._radBias) / (rad * rad));\r\n\t }\r\n\t }\r\n\t };\r\n\t NeuQuantFloat.prototype._buildPalette = function () {\r\n\t var palette = new palette_1.Palette();\r\n\t this._network.forEach(function (neuron) {\r\n\t palette.add(neuron.toPoint());\r\n\t });\r\n\t palette.sort();\r\n\t return palette;\r\n\t };\r\n\t /**\r\n\t * Move adjacent neurons by precomputed alpha*(1-((i-j)^2/[r]^2)) in radpower[|i-j|]\r\n\t */\r\n\t NeuQuantFloat.prototype._alterNeighbour = function (rad, i, b, g, r, al) {\r\n\t var lo = i - rad;\r\n\t if (lo < -1)\r\n\t lo = -1;\r\n\t var hi = i + rad;\r\n\t if (hi > this._networkSize)\r\n\t hi = this._networkSize;\r\n\t var j = i + 1, k = i - 1, m = 1;\r\n\t while (j < hi || k > lo) {\r\n\t var a = this._radPower[m++] / NeuQuantFloat._alphaRadBias;\r\n\t if (j < hi) {\r\n\t var p = this._network[j++];\r\n\t p.subtract(a * (p.r - r), a * (p.g - g), a * (p.b - b), a * (p.a - al));\r\n\t }\r\n\t if (k > lo) {\r\n\t var p = this._network[k--];\r\n\t p.subtract(a * (p.r - r), a * (p.g - g), a * (p.b - b), a * (p.a - al));\r\n\t }\r\n\t }\r\n\t };\r\n\t /**\r\n\t * Move neuron i towards biased (b,g,r) by factor alpha\r\n\t */\r\n\t NeuQuantFloat.prototype._alterSingle = function (alpha, i, b, g, r, a) {\r\n\t alpha /= NeuQuantFloat._initAlpha;\r\n\t /* alter hit neuron */\r\n\t var n = this._network[i];\r\n\t n.subtract(alpha * (n.r - r), alpha * (n.g - g), alpha * (n.b - b), alpha * (n.a - a));\r\n\t };\r\n\t /**\r\n\t * Search for biased BGR values\r\n\t * description:\r\n\t * finds closest neuron (min dist) and updates freq\r\n\t * finds best neuron (min dist-bias) and returns position\r\n\t * for frequently chosen neurons, freq[i] is high and bias[i] is negative\r\n\t * bias[i] = _gamma*((1/this._networkSize)-freq[i])\r\n\t *\r\n\t * Original distance equation:\r\n\t * dist = abs(dR) + abs(dG) + abs(dB)\r\n\t */\r\n\t NeuQuantFloat.prototype._contest = function (b, g, r, al) {\r\n\t var multiplier = (255 * 4) << networkBiasShift;\r\n\t var bestd = ~(1 << 31), bestbiasd = bestd, bestpos = -1, bestbiaspos = bestpos;\r\n\t for (var i = 0; i < this._networkSize; i++) {\r\n\t var n = this._network[i], dist = this._distance.calculateNormalized(n, { r: r, g: g, b: b, a: al }) * multiplier;\r\n\t if (dist < bestd) {\r\n\t bestd = dist;\r\n\t bestpos = i;\r\n\t }\r\n\t var biasdist = dist - ((this._bias[i]) >> (NeuQuantFloat._initialBiasShift - networkBiasShift));\r\n\t if (biasdist < bestbiasd) {\r\n\t bestbiasd = biasdist;\r\n\t bestbiaspos = i;\r\n\t }\r\n\t var betafreq = (this._freq[i] >> NeuQuantFloat._betaShift);\r\n\t this._freq[i] -= betafreq;\r\n\t this._bias[i] += (betafreq << NeuQuantFloat._gammaShift);\r\n\t }\r\n\t this._freq[bestpos] += NeuQuantFloat._beta;\r\n\t this._bias[bestpos] -= NeuQuantFloat._betaGamma;\r\n\t return bestbiaspos;\r\n\t };\r\n\t /*\r\n\t four primes near 500 - assume no image has a length so large\r\n\t that it is divisible by all four primes\r\n\t */\r\n\t NeuQuantFloat._prime1 = 499;\r\n\t NeuQuantFloat._prime2 = 491;\r\n\t NeuQuantFloat._prime3 = 487;\r\n\t NeuQuantFloat._prime4 = 503;\r\n\t NeuQuantFloat._minpicturebytes = NeuQuantFloat._prime4;\r\n\t // no. of learning cycles\r\n\t NeuQuantFloat._nCycles = 100;\r\n\t // defs for freq and bias\r\n\t NeuQuantFloat._initialBiasShift = 16;\r\n\t // bias for fractions\r\n\t NeuQuantFloat._initialBias = (1 << NeuQuantFloat._initialBiasShift);\r\n\t NeuQuantFloat._gammaShift = 10;\r\n\t // gamma = 1024\r\n\t // TODO: why gamma is never used?\r\n\t //private static _gamma : number = (1 << NeuQuantFloat._gammaShift);\r\n\t NeuQuantFloat._betaShift = 10;\r\n\t NeuQuantFloat._beta = (NeuQuantFloat._initialBias >> NeuQuantFloat._betaShift);\r\n\t // beta = 1/1024\r\n\t NeuQuantFloat._betaGamma = (NeuQuantFloat._initialBias << (NeuQuantFloat._gammaShift - NeuQuantFloat._betaShift));\r\n\t /*\r\n\t * for 256 cols, radius starts\r\n\t */\r\n\t NeuQuantFloat._radiusBiasShift = 6;\r\n\t // at 32.0 biased by 6 bits\r\n\t NeuQuantFloat._radiusBias = 1 << NeuQuantFloat._radiusBiasShift;\r\n\t // and decreases by a factor of 1/30 each cycle\r\n\t NeuQuantFloat._radiusDecrease = 30;\r\n\t /* defs for decreasing alpha factor */\r\n\t // alpha starts at 1.0\r\n\t NeuQuantFloat._alphaBiasShift = 10;\r\n\t // biased by 10 bits\r\n\t NeuQuantFloat._initAlpha = (1 << NeuQuantFloat._alphaBiasShift);\r\n\t /* radBias and alphaRadBias used for radpower calculation */\r\n\t NeuQuantFloat._radBiasShift = 8;\r\n\t NeuQuantFloat._radBias = 1 << NeuQuantFloat._radBiasShift;\r\n\t NeuQuantFloat._alphaRadBiasShift = NeuQuantFloat._alphaBiasShift + NeuQuantFloat._radBiasShift;\r\n\t NeuQuantFloat._alphaRadBias = 1 << NeuQuantFloat._alphaRadBiasShift;\r\n\t return NeuQuantFloat;\r\n\t}());\r\n\texports.NeuQuantFloat = NeuQuantFloat;\r\n\n\n/***/ },\n/* 26 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve TypeScript port:\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * rgbquant.ts - part of Image Quantization Library\r\n\t */\r\n\tvar palette_1 = __webpack_require__(22);\r\n\tvar point_1 = __webpack_require__(24);\r\n\tvar colorHistogram_1 = __webpack_require__(27);\r\n\tvar arithmetic_1 = __webpack_require__(6);\r\n\tvar RemovedColor = (function () {\r\n\t function RemovedColor(index, color, distance) {\r\n\t this.index = index;\r\n\t this.color = color;\r\n\t this.distance = distance;\r\n\t }\r\n\t return RemovedColor;\r\n\t}());\r\n\t// TODO: make input/output image and input/output palettes with instances of class Point only!\r\n\tvar RGBQuant = (function () {\r\n\t function RGBQuant(colorDistanceCalculator, colors, method) {\r\n\t if (colors === void 0) { colors = 256; }\r\n\t if (method === void 0) { method = 2; }\r\n\t this._distance = colorDistanceCalculator;\r\n\t // desired final palette size\r\n\t this._colors = colors;\r\n\t // histogram to accumulate\r\n\t this._histogram = new colorHistogram_1.ColorHistogram(method, colors);\r\n\t this._initialDistance = 0.01;\r\n\t this._distanceIncrement = 0.005;\r\n\t }\r\n\t // gathers histogram info\r\n\t RGBQuant.prototype.sample = function (image) {\r\n\t /*\r\n\t var pointArray = image.getPointArray(), max = [0, 0, 0, 0], min = [255, 255, 255, 255];\r\n\t\r\n\t for (var i = 0, l = pointArray.length; i < l; i++) {\r\n\t var color = pointArray[i];\r\n\t for (var componentIndex = 0; componentIndex < 4; componentIndex++) {\r\n\t if (max[componentIndex] < color.rgba[componentIndex]) max[componentIndex] = color.rgba[componentIndex];\r\n\t if (min[componentIndex] > color.rgba[componentIndex]) min[componentIndex] = color.rgba[componentIndex];\r\n\t }\r\n\t }\r\n\t var rd = max[0] - min[0], gd = max[1] - min[1], bd = max[2] - min[2], ad = max[3] - min[3];\r\n\t this._distance.setWhitePoint(rd, gd, bd, ad);\r\n\t\r\n\t this._initialDistance = (Math.sqrt(rd * rd + gd * gd + bd * bd + ad * ad) / Math.sqrt(255 * 255 + 255 * 255 + 255 * 255)) * 0.01;\r\n\t */\r\n\t this._histogram.sample(image);\r\n\t };\r\n\t // reduces histogram to palette, remaps & memoizes reduced colors\r\n\t RGBQuant.prototype.quantize = function () {\r\n\t var idxi32 = this._histogram.getImportanceSortedColorsIDXI32();\r\n\t if (idxi32.length === 0) {\r\n\t throw new Error(\"No colors in image\");\r\n\t }\r\n\t var palette = this._buildPalette(idxi32);\r\n\t palette.sort();\r\n\t return palette;\r\n\t };\r\n\t // reduces similar colors from an importance-sorted Uint32 rgba array\r\n\t RGBQuant.prototype._buildPalette = function (idxi32) {\r\n\t // reduce histogram to create initial palette\r\n\t // build full rgb palette\r\n\t var palette = new palette_1.Palette(), colorArray = palette.getPointContainer().getPointArray(), usageArray = new Array(idxi32.length);\r\n\t for (var i = 0; i < idxi32.length; i++) {\r\n\t colorArray.push(point_1.Point.createByUint32(idxi32[i]));\r\n\t usageArray[i] = 1;\r\n\t }\r\n\t var len = colorArray.length, memDist = [];\r\n\t var palLen = len, thold = this._initialDistance;\r\n\t // palette already at or below desired length\r\n\t while (palLen > this._colors) {\r\n\t memDist.length = 0;\r\n\t // iterate palette\r\n\t for (var i = 0; i < len; i++) {\r\n\t if (usageArray[i] === 0)\r\n\t continue;\r\n\t var pxi = colorArray[i];\r\n\t //if (!pxi) continue;\r\n\t for (var j = i + 1; j < len; j++) {\r\n\t if (usageArray[j] === 0)\r\n\t continue;\r\n\t var pxj = colorArray[j];\r\n\t //if (!pxj) continue;\r\n\t var dist = this._distance.calculateNormalized(pxi, pxj);\r\n\t if (dist < thold) {\r\n\t // store index,rgb,dist\r\n\t memDist.push(new RemovedColor(j, pxj, dist));\r\n\t usageArray[j] = 0;\r\n\t palLen--;\r\n\t }\r\n\t }\r\n\t }\r\n\t // palette reduction pass\r\n\t // console.log(\"palette length: \" + palLen);\r\n\t // if palette is still much larger than target, increment by larger initDist\r\n\t thold += (palLen > this._colors * 3) ? this._initialDistance : this._distanceIncrement;\r\n\t }\r\n\t // if palette is over-reduced, re-add removed colors with largest distances from last round\r\n\t if (palLen < this._colors) {\r\n\t // sort descending\r\n\t arithmetic_1.stableSort(memDist, function (a, b) {\r\n\t return b.distance - a.distance;\r\n\t });\r\n\t var k = 0;\r\n\t while (palLen < this._colors && k < memDist.length) {\r\n\t var removedColor = memDist[k];\r\n\t // re-inject rgb into final palette\r\n\t usageArray[removedColor.index] = 1;\r\n\t palLen++;\r\n\t k++;\r\n\t }\r\n\t }\r\n\t var colors = colorArray.length;\r\n\t for (var colorIndex = colors - 1; colorIndex >= 0; colorIndex--) {\r\n\t if (usageArray[colorIndex] === 0) {\r\n\t if (colorIndex !== colors - 1) {\r\n\t colorArray[colorIndex] = colorArray[colors - 1];\r\n\t }\r\n\t --colors;\r\n\t }\r\n\t }\r\n\t colorArray.length = colors;\r\n\t return palette;\r\n\t };\r\n\t return RGBQuant;\r\n\t}());\r\n\texports.RGBQuant = RGBQuant;\r\n\n\n/***/ },\n/* 27 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve TypeScript port:\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * colorHistogram.ts - part of Image Quantization Library\r\n\t */\r\n\tvar hueStatistics_1 = __webpack_require__(28);\r\n\tvar arithmetic_1 = __webpack_require__(6);\r\n\tvar ColorHistogram = (function () {\r\n\t function ColorHistogram(method, colors) {\r\n\t // 1 = by global population, 2 = subregion population threshold\r\n\t this._method = method;\r\n\t // if > 0, enables hues stats and min-color retention per group\r\n\t this._minHueCols = colors << 2; //opts.minHueCols || 0;\r\n\t // # of highest-frequency colors to start with for palette reduction\r\n\t this._initColors = colors << 2;\r\n\t // HueStatistics instance\r\n\t this._hueStats = new hueStatistics_1.HueStatistics(ColorHistogram._hueGroups, this._minHueCols);\r\n\t this._histogram = Object.create(null);\r\n\t }\r\n\t ColorHistogram.prototype.sample = function (pointBuffer) {\r\n\t switch (this._method) {\r\n\t case 1:\r\n\t this._colorStats1D(pointBuffer);\r\n\t break;\r\n\t case 2:\r\n\t this._colorStats2D(pointBuffer);\r\n\t break;\r\n\t }\r\n\t };\r\n\t ColorHistogram.prototype.getImportanceSortedColorsIDXI32 = function () {\r\n\t var _this = this;\r\n\t // TODO: fix typing issue in stableSort func\r\n\t var sorted = arithmetic_1.stableSort(Object.keys(this._histogram), function (a, b) { return _this._histogram[b] - _this._histogram[a]; });\r\n\t if (sorted.length === 0) {\r\n\t return [];\r\n\t }\r\n\t var idxi32;\r\n\t switch (this._method) {\r\n\t case 1:\r\n\t var initialColorsLimit = Math.min(sorted.length, this._initColors), last = sorted[initialColorsLimit - 1], freq = this._histogram[last];\r\n\t idxi32 = sorted.slice(0, initialColorsLimit);\r\n\t // add any cut off colors with same freq as last\r\n\t var pos = initialColorsLimit, len = sorted.length;\r\n\t while (pos < len && this._histogram[sorted[pos]] == freq)\r\n\t idxi32.push(sorted[pos++]);\r\n\t // inject min huegroup colors\r\n\t this._hueStats.injectIntoArray(idxi32);\r\n\t break;\r\n\t case 2:\r\n\t idxi32 = sorted;\r\n\t break;\r\n\t default:\r\n\t // TODO: rethink errors\r\n\t throw new Error(\"Incorrect method\");\r\n\t }\r\n\t // int32-ify values\r\n\t return idxi32.map(function (v) {\r\n\t return +v;\r\n\t });\r\n\t };\r\n\t // global top-population\r\n\t ColorHistogram.prototype._colorStats1D = function (pointBuffer) {\r\n\t var histG = this._histogram, pointArray = pointBuffer.getPointArray(), len = pointArray.length;\r\n\t for (var i = 0; i < len; i++) {\r\n\t var col = pointArray[i].uint32;\r\n\t // collect hue stats\r\n\t this._hueStats.check(col);\r\n\t if (col in histG)\r\n\t histG[col]++;\r\n\t else\r\n\t histG[col] = 1;\r\n\t }\r\n\t };\r\n\t // population threshold within subregions\r\n\t // FIXME: this can over-reduce (few/no colors same?), need a way to keep\r\n\t // important colors that dont ever reach local thresholds (gradients?)\r\n\t ColorHistogram.prototype._colorStats2D = function (pointBuffer) {\r\n\t var _this = this;\r\n\t var width = pointBuffer.getWidth(), height = pointBuffer.getHeight(), pointArray = pointBuffer.getPointArray();\r\n\t var boxW = ColorHistogram._boxSize[0], boxH = ColorHistogram._boxSize[1], area = boxW * boxH, boxes = this._makeBoxes(width, height, boxW, boxH), histG = this._histogram;\r\n\t boxes.forEach(function (box) {\r\n\t var effc = Math.round((box.w * box.h) / area) * ColorHistogram._boxPixels;\r\n\t if (effc < 2)\r\n\t effc = 2;\r\n\t var histL = {};\r\n\t _this._iterateBox(box, width, function (i) {\r\n\t var col = pointArray[i].uint32;\r\n\t // collect hue stats\r\n\t _this._hueStats.check(col);\r\n\t if (col in histG)\r\n\t histG[col]++;\r\n\t else if (col in histL) {\r\n\t if (++histL[col] >= effc)\r\n\t histG[col] = histL[col];\r\n\t }\r\n\t else\r\n\t histL[col] = 1;\r\n\t });\r\n\t });\r\n\t // inject min huegroup colors\r\n\t this._hueStats.injectIntoDictionary(histG);\r\n\t };\r\n\t // iterates @bbox within a parent rect of width @wid; calls @fn, passing index within parent\r\n\t ColorHistogram.prototype._iterateBox = function (bbox, wid, fn) {\r\n\t var b = bbox, i0 = b.y * wid + b.x, i1 = (b.y + b.h - 1) * wid + (b.x + b.w - 1), incr = wid - b.w + 1;\r\n\t var cnt = 0, i = i0;\r\n\t do {\r\n\t fn.call(this, i);\r\n\t i += (++cnt % b.w == 0) ? incr : 1;\r\n\t } while (i <= i1);\r\n\t };\r\n\t /**\r\n\t * partitions a rectangle of width x height into\r\n\t * array of boxes stepX x stepY (or less)\r\n\t */\r\n\t ColorHistogram.prototype._makeBoxes = function (width, height, stepX, stepY) {\r\n\t var wrem = width % stepX, hrem = height % stepY, xend = width - wrem, yend = height - hrem, boxesArray = [];\r\n\t for (var y = 0; y < height; y += stepY)\r\n\t for (var x = 0; x < width; x += stepX)\r\n\t boxesArray.push({ x: x, y: y, w: (x == xend ? wrem : stepX), h: (y == yend ? hrem : stepY) });\r\n\t return boxesArray;\r\n\t };\r\n\t ColorHistogram._boxSize = [64, 64];\r\n\t ColorHistogram._boxPixels = 2;\r\n\t ColorHistogram._hueGroups = 10;\r\n\t return ColorHistogram;\r\n\t}());\r\n\texports.ColorHistogram = ColorHistogram;\r\n\n\n/***/ },\n/* 28 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * hueStatistics.ts - part of Image Quantization Library\r\n\t */\r\n\tvar rgb2hsl_1 = __webpack_require__(5);\r\n\tvar palette_1 = __webpack_require__(22);\r\n\tvar HueGroup = (function () {\r\n\t function HueGroup() {\r\n\t this.num = 0;\r\n\t this.cols = [];\r\n\t }\r\n\t return HueGroup;\r\n\t}());\r\n\tvar HueStatistics = (function () {\r\n\t function HueStatistics(numGroups, minCols) {\r\n\t this._numGroups = numGroups;\r\n\t this._minCols = minCols;\r\n\t this._stats = [];\r\n\t for (var i = 0; i <= numGroups; i++) {\r\n\t this._stats[i] = new HueGroup();\r\n\t }\r\n\t this._groupsFull = 0;\r\n\t }\r\n\t HueStatistics.prototype.check = function (i32) {\r\n\t if (this._groupsFull == this._numGroups + 1) {\r\n\t this.check = function () {\r\n\t };\r\n\t }\r\n\t var r = (i32 & 0xff), g = (i32 >>> 8) & 0xff, b = (i32 >>> 16) & 0xff, hg = (r == g && g == b) ? 0 : 1 + palette_1.hueGroup(rgb2hsl_1.rgb2hsl(r, g, b).h, this._numGroups), gr = this._stats[hg], min = this._minCols;\r\n\t gr.num++;\r\n\t if (gr.num > min)\r\n\t return;\r\n\t if (gr.num == min)\r\n\t this._groupsFull++;\r\n\t if (gr.num <= min)\r\n\t this._stats[hg].cols.push(i32);\r\n\t };\r\n\t HueStatistics.prototype.injectIntoDictionary = function (histG) {\r\n\t for (var i = 0; i <= this._numGroups; i++) {\r\n\t if (this._stats[i].num <= this._minCols) {\r\n\t this._stats[i].cols.forEach(function (col) {\r\n\t if (!histG[col])\r\n\t histG[col] = 1;\r\n\t else\r\n\t histG[col]++;\r\n\t });\r\n\t }\r\n\t }\r\n\t };\r\n\t HueStatistics.prototype.injectIntoArray = function (histG) {\r\n\t for (var i = 0; i <= this._numGroups; i++) {\r\n\t if (this._stats[i].num <= this._minCols) {\r\n\t this._stats[i].cols.forEach(function (col) {\r\n\t if (histG.indexOf(col) == -1)\r\n\t histG.push(col);\r\n\t });\r\n\t }\r\n\t }\r\n\t };\r\n\t return HueStatistics;\r\n\t}());\r\n\texports.HueStatistics = HueStatistics;\r\n\n\n/***/ },\n/* 29 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * wuQuant.ts - part of Image Quantization Library\r\n\t */\r\n\tvar palette_1 = __webpack_require__(22);\r\n\tvar point_1 = __webpack_require__(24);\r\n\tfunction createArray1D(dimension1) {\r\n\t var a = [];\r\n\t for (var k = 0; k < dimension1; k++) {\r\n\t a[k] = 0;\r\n\t }\r\n\t return a;\r\n\t}\r\n\tfunction createArray4D(dimension1, dimension2, dimension3, dimension4) {\r\n\t var a = new Array(dimension1);\r\n\t for (var i = 0; i < dimension1; i++) {\r\n\t a[i] = new Array(dimension2);\r\n\t for (var j = 0; j < dimension2; j++) {\r\n\t a[i][j] = new Array(dimension3);\r\n\t for (var k = 0; k < dimension3; k++) {\r\n\t a[i][j][k] = new Array(dimension4);\r\n\t for (var l = 0; l < dimension4; l++) {\r\n\t a[i][j][k][l] = 0;\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t return a;\r\n\t}\r\n\tfunction createArray3D(dimension1, dimension2, dimension3) {\r\n\t var a = new Array(dimension1);\r\n\t for (var i = 0; i < dimension1; i++) {\r\n\t a[i] = new Array(dimension2);\r\n\t for (var j = 0; j < dimension2; j++) {\r\n\t a[i][j] = new Array(dimension3);\r\n\t for (var k = 0; k < dimension3; k++) {\r\n\t a[i][j][k] = 0;\r\n\t }\r\n\t }\r\n\t }\r\n\t return a;\r\n\t}\r\n\tfunction fillArray3D(a, dimension1, dimension2, dimension3, value) {\r\n\t for (var i = 0; i < dimension1; i++) {\r\n\t a[i] = [];\r\n\t for (var j = 0; j < dimension2; j++) {\r\n\t a[i][j] = [];\r\n\t for (var k = 0; k < dimension3; k++) {\r\n\t a[i][j][k] = value;\r\n\t }\r\n\t }\r\n\t }\r\n\t}\r\n\tfunction fillArray1D(a, dimension1, value) {\r\n\t for (var i = 0; i < dimension1; i++) {\r\n\t a[i] = value;\r\n\t }\r\n\t}\r\n\tvar WuColorCube = (function () {\r\n\t function WuColorCube() {\r\n\t }\r\n\t return WuColorCube;\r\n\t}());\r\n\texports.WuColorCube = WuColorCube;\r\n\tvar WuQuant = (function () {\r\n\t function WuQuant(colorDistanceCalculator, colors, significantBitsPerChannel) {\r\n\t if (colors === void 0) { colors = 256; }\r\n\t if (significantBitsPerChannel === void 0) { significantBitsPerChannel = 5; }\r\n\t this._distance = colorDistanceCalculator;\r\n\t this._setQuality(significantBitsPerChannel);\r\n\t this._initialize(colors);\r\n\t }\r\n\t WuQuant.prototype.sample = function (image) {\r\n\t var pointArray = image.getPointArray();\r\n\t for (var i = 0, l = pointArray.length; i < l; i++) {\r\n\t this._addColor(pointArray[i]);\r\n\t }\r\n\t this._pixels = this._pixels.concat(pointArray);\r\n\t };\r\n\t WuQuant.prototype.quantize = function () {\r\n\t this._preparePalette();\r\n\t var palette = new palette_1.Palette();\r\n\t // generates palette\r\n\t for (var paletteIndex = 0; paletteIndex < this._colors; paletteIndex++) {\r\n\t if (this._sums[paletteIndex] > 0) {\r\n\t var sum = this._sums[paletteIndex], r = this._reds[paletteIndex] / sum, g = this._greens[paletteIndex] / sum, b = this._blues[paletteIndex] / sum, a = this._alphas[paletteIndex] / sum;\r\n\t var color = point_1.Point.createByRGBA(r | 0, g | 0, b | 0, a | 0);\r\n\t palette.add(color);\r\n\t }\r\n\t }\r\n\t palette.sort();\r\n\t return palette;\r\n\t };\r\n\t WuQuant.prototype._preparePalette = function () {\r\n\t // preprocess the colors\r\n\t this._calculateMoments();\r\n\t var next = 0, volumeVariance = createArray1D(this._colors);\r\n\t // processes the cubes\r\n\t for (var cubeIndex = 1; cubeIndex < this._colors; ++cubeIndex) {\r\n\t // if cut is possible; make it\r\n\t if (this._cut(this._cubes[next], this._cubes[cubeIndex])) {\r\n\t volumeVariance[next] = this._cubes[next].volume > 1 ? this._calculateVariance(this._cubes[next]) : 0.0;\r\n\t volumeVariance[cubeIndex] = this._cubes[cubeIndex].volume > 1 ? this._calculateVariance(this._cubes[cubeIndex]) : 0.0;\r\n\t }\r\n\t else {\r\n\t // the cut was not possible, revert the index\r\n\t volumeVariance[next] = 0.0;\r\n\t cubeIndex--;\r\n\t }\r\n\t next = 0;\r\n\t var temp = volumeVariance[0];\r\n\t for (var index = 1; index <= cubeIndex; ++index) {\r\n\t if (volumeVariance[index] > temp) {\r\n\t temp = volumeVariance[index];\r\n\t next = index;\r\n\t }\r\n\t }\r\n\t if (temp <= 0.0) {\r\n\t this._colors = cubeIndex + 1;\r\n\t break;\r\n\t }\r\n\t }\r\n\t var lookupRed = [], lookupGreen = [], lookupBlue = [], lookupAlpha = [];\r\n\t // precalculates lookup tables\r\n\t for (var k = 0; k < this._colors; ++k) {\r\n\t var weight = WuQuant._volume(this._cubes[k], this._weights);\r\n\t if (weight > 0) {\r\n\t lookupRed[k] = (WuQuant._volume(this._cubes[k], this._momentsRed) / weight) | 0;\r\n\t lookupGreen[k] = (WuQuant._volume(this._cubes[k], this._momentsGreen) / weight) | 0;\r\n\t lookupBlue[k] = (WuQuant._volume(this._cubes[k], this._momentsBlue) / weight) | 0;\r\n\t lookupAlpha[k] = (WuQuant._volume(this._cubes[k], this._momentsAlpha) / weight) | 0;\r\n\t }\r\n\t else {\r\n\t lookupRed[k] = 0;\r\n\t lookupGreen[k] = 0;\r\n\t lookupBlue[k] = 0;\r\n\t lookupAlpha[k] = 0;\r\n\t }\r\n\t }\r\n\t this._reds = createArray1D(this._colors + 1);\r\n\t this._greens = createArray1D(this._colors + 1);\r\n\t this._blues = createArray1D(this._colors + 1);\r\n\t this._alphas = createArray1D(this._colors + 1);\r\n\t this._sums = createArray1D(this._colors + 1);\r\n\t // scans and adds colors\r\n\t for (var index = 0, l = this._pixels.length; index < l; index++) {\r\n\t var color = this._pixels[index];\r\n\t var match = -1;\r\n\t var bestMatch = match, bestDistance = Number.MAX_VALUE;\r\n\t for (var lookup = 0; lookup < this._colors; lookup++) {\r\n\t var foundRed = lookupRed[lookup], foundGreen = lookupGreen[lookup], foundBlue = lookupBlue[lookup], foundAlpha = lookupAlpha[lookup];\r\n\t var distance = this._distance.calculateRaw(foundRed, foundGreen, foundBlue, foundAlpha, color.r, color.g, color.b, color.a);\r\n\t //var distance = this._distance.calculateRaw(Utils.Point.createByRGBA(foundRed, foundGreen, foundBlue, foundAlpha), color);\r\n\t //deltaRed = color.r - foundRed,\r\n\t //deltaGreen = color.g - foundGreen,\r\n\t //deltaBlue = color.b - foundBlue,\r\n\t //deltaAlpha = color.a - foundAlpha,\r\n\t //distance = deltaRed * deltaRed + deltaGreen * deltaGreen + deltaBlue * deltaBlue + deltaAlpha * deltaAlpha;\r\n\t if (distance < bestDistance) {\r\n\t bestDistance = distance;\r\n\t bestMatch = lookup;\r\n\t }\r\n\t }\r\n\t this._reds[bestMatch] += color.r;\r\n\t this._greens[bestMatch] += color.g;\r\n\t this._blues[bestMatch] += color.b;\r\n\t this._alphas[bestMatch] += color.a;\r\n\t this._sums[bestMatch]++;\r\n\t }\r\n\t };\r\n\t WuQuant.prototype._addColor = function (color) {\r\n\t var bitsToRemove = 8 - this._significantBitsPerChannel, indexRed = (color.r >> bitsToRemove) + 1, indexGreen = (color.g >> bitsToRemove) + 1, indexBlue = (color.b >> bitsToRemove) + 1, indexAlpha = (color.a >> bitsToRemove) + 1;\r\n\t //if(color.a > 10) {\r\n\t this._weights[indexAlpha][indexRed][indexGreen][indexBlue]++;\r\n\t this._momentsRed[indexAlpha][indexRed][indexGreen][indexBlue] += color.r;\r\n\t this._momentsGreen[indexAlpha][indexRed][indexGreen][indexBlue] += color.g;\r\n\t this._momentsBlue[indexAlpha][indexRed][indexGreen][indexBlue] += color.b;\r\n\t this._momentsAlpha[indexAlpha][indexRed][indexGreen][indexBlue] += color.a;\r\n\t this._moments[indexAlpha][indexRed][indexGreen][indexBlue] += this._table[color.r] + this._table[color.g] + this._table[color.b] + this._table[color.a];\r\n\t //\t\t\t}\r\n\t };\r\n\t /**\r\n\t * Converts the histogram to a series of _moments.\r\n\t */\r\n\t WuQuant.prototype._calculateMoments = function () {\r\n\t var area = [], areaRed = [], areaGreen = [], areaBlue = [], areaAlpha = [], area2 = [];\r\n\t var xarea = createArray3D(this._sideSize, this._sideSize, this._sideSize), xareaRed = createArray3D(this._sideSize, this._sideSize, this._sideSize), xareaGreen = createArray3D(this._sideSize, this._sideSize, this._sideSize), xareaBlue = createArray3D(this._sideSize, this._sideSize, this._sideSize), xareaAlpha = createArray3D(this._sideSize, this._sideSize, this._sideSize), xarea2 = createArray3D(this._sideSize, this._sideSize, this._sideSize);\r\n\t for (var alphaIndex = 1; alphaIndex <= this._alphaMaxSideIndex; ++alphaIndex) {\r\n\t fillArray3D(xarea, this._sideSize, this._sideSize, this._sideSize, 0);\r\n\t fillArray3D(xareaRed, this._sideSize, this._sideSize, this._sideSize, 0);\r\n\t fillArray3D(xareaGreen, this._sideSize, this._sideSize, this._sideSize, 0);\r\n\t fillArray3D(xareaBlue, this._sideSize, this._sideSize, this._sideSize, 0);\r\n\t fillArray3D(xareaAlpha, this._sideSize, this._sideSize, this._sideSize, 0);\r\n\t fillArray3D(xarea2, this._sideSize, this._sideSize, this._sideSize, 0);\r\n\t for (var redIndex = 1; redIndex <= this._maxSideIndex; ++redIndex) {\r\n\t fillArray1D(area, this._sideSize, 0);\r\n\t fillArray1D(areaRed, this._sideSize, 0);\r\n\t fillArray1D(areaGreen, this._sideSize, 0);\r\n\t fillArray1D(areaBlue, this._sideSize, 0);\r\n\t fillArray1D(areaAlpha, this._sideSize, 0);\r\n\t fillArray1D(area2, this._sideSize, 0);\r\n\t for (var greenIndex = 1; greenIndex <= this._maxSideIndex; ++greenIndex) {\r\n\t var line = 0, lineRed = 0, lineGreen = 0, lineBlue = 0, lineAlpha = 0, line2 = 0.0;\r\n\t for (var blueIndex = 1; blueIndex <= this._maxSideIndex; ++blueIndex) {\r\n\t line += this._weights[alphaIndex][redIndex][greenIndex][blueIndex];\r\n\t lineRed += this._momentsRed[alphaIndex][redIndex][greenIndex][blueIndex];\r\n\t lineGreen += this._momentsGreen[alphaIndex][redIndex][greenIndex][blueIndex];\r\n\t lineBlue += this._momentsBlue[alphaIndex][redIndex][greenIndex][blueIndex];\r\n\t lineAlpha += this._momentsAlpha[alphaIndex][redIndex][greenIndex][blueIndex];\r\n\t line2 += this._moments[alphaIndex][redIndex][greenIndex][blueIndex];\r\n\t area[blueIndex] += line;\r\n\t areaRed[blueIndex] += lineRed;\r\n\t areaGreen[blueIndex] += lineGreen;\r\n\t areaBlue[blueIndex] += lineBlue;\r\n\t areaAlpha[blueIndex] += lineAlpha;\r\n\t area2[blueIndex] += line2;\r\n\t xarea[redIndex][greenIndex][blueIndex] = xarea[redIndex - 1][greenIndex][blueIndex] + area[blueIndex];\r\n\t xareaRed[redIndex][greenIndex][blueIndex] = xareaRed[redIndex - 1][greenIndex][blueIndex] + areaRed[blueIndex];\r\n\t xareaGreen[redIndex][greenIndex][blueIndex] = xareaGreen[redIndex - 1][greenIndex][blueIndex] + areaGreen[blueIndex];\r\n\t xareaBlue[redIndex][greenIndex][blueIndex] = xareaBlue[redIndex - 1][greenIndex][blueIndex] + areaBlue[blueIndex];\r\n\t xareaAlpha[redIndex][greenIndex][blueIndex] = xareaAlpha[redIndex - 1][greenIndex][blueIndex] + areaAlpha[blueIndex];\r\n\t xarea2[redIndex][greenIndex][blueIndex] = xarea2[redIndex - 1][greenIndex][blueIndex] + area2[blueIndex];\r\n\t this._weights[alphaIndex][redIndex][greenIndex][blueIndex] = this._weights[alphaIndex - 1][redIndex][greenIndex][blueIndex] + xarea[redIndex][greenIndex][blueIndex];\r\n\t this._momentsRed[alphaIndex][redIndex][greenIndex][blueIndex] = this._momentsRed[alphaIndex - 1][redIndex][greenIndex][blueIndex] + xareaRed[redIndex][greenIndex][blueIndex];\r\n\t this._momentsGreen[alphaIndex][redIndex][greenIndex][blueIndex] = this._momentsGreen[alphaIndex - 1][redIndex][greenIndex][blueIndex] + xareaGreen[redIndex][greenIndex][blueIndex];\r\n\t this._momentsBlue[alphaIndex][redIndex][greenIndex][blueIndex] = this._momentsBlue[alphaIndex - 1][redIndex][greenIndex][blueIndex] + xareaBlue[redIndex][greenIndex][blueIndex];\r\n\t this._momentsAlpha[alphaIndex][redIndex][greenIndex][blueIndex] = this._momentsAlpha[alphaIndex - 1][redIndex][greenIndex][blueIndex] + xareaAlpha[redIndex][greenIndex][blueIndex];\r\n\t this._moments[alphaIndex][redIndex][greenIndex][blueIndex] = this._moments[alphaIndex - 1][redIndex][greenIndex][blueIndex] + xarea2[redIndex][greenIndex][blueIndex];\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t };\r\n\t /**\r\n\t * Computes the volume of the cube in a specific moment.\r\n\t */\r\n\t WuQuant._volumeFloat = function (cube, moment) {\r\n\t return (moment[cube.alphaMaximum][cube.redMaximum][cube.greenMaximum][cube.blueMaximum] -\r\n\t moment[cube.alphaMaximum][cube.redMaximum][cube.greenMinimum][cube.blueMaximum] -\r\n\t moment[cube.alphaMaximum][cube.redMinimum][cube.greenMaximum][cube.blueMaximum] +\r\n\t moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][cube.blueMaximum] -\r\n\t moment[cube.alphaMinimum][cube.redMaximum][cube.greenMaximum][cube.blueMaximum] +\r\n\t moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][cube.blueMaximum] +\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][cube.blueMaximum] -\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][cube.blueMaximum]) -\r\n\t (moment[cube.alphaMaximum][cube.redMaximum][cube.greenMaximum][cube.blueMinimum] -\r\n\t moment[cube.alphaMinimum][cube.redMaximum][cube.greenMaximum][cube.blueMinimum] -\r\n\t moment[cube.alphaMaximum][cube.redMaximum][cube.greenMinimum][cube.blueMinimum] +\r\n\t moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][cube.blueMinimum] -\r\n\t moment[cube.alphaMaximum][cube.redMinimum][cube.greenMaximum][cube.blueMinimum] +\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][cube.blueMinimum] +\r\n\t moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][cube.blueMinimum] -\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][cube.blueMinimum]);\r\n\t };\r\n\t /**\r\n\t * Computes the volume of the cube in a specific moment.\r\n\t */\r\n\t WuQuant._volume = function (cube, moment) {\r\n\t return WuQuant._volumeFloat(cube, moment) | 0;\r\n\t };\r\n\t /**\r\n\t * Splits the cube in given position][and color direction.\r\n\t */\r\n\t WuQuant._top = function (cube, direction, position, moment) {\r\n\t var result;\r\n\t switch (direction) {\r\n\t case WuQuant.alpha:\r\n\t result = (moment[position][cube.redMaximum][cube.greenMaximum][cube.blueMaximum] -\r\n\t moment[position][cube.redMaximum][cube.greenMinimum][cube.blueMaximum] -\r\n\t moment[position][cube.redMinimum][cube.greenMaximum][cube.blueMaximum] +\r\n\t moment[position][cube.redMinimum][cube.greenMinimum][cube.blueMaximum]) -\r\n\t (moment[position][cube.redMaximum][cube.greenMaximum][cube.blueMinimum] -\r\n\t moment[position][cube.redMaximum][cube.greenMinimum][cube.blueMinimum] -\r\n\t moment[position][cube.redMinimum][cube.greenMaximum][cube.blueMinimum] +\r\n\t moment[position][cube.redMinimum][cube.greenMinimum][cube.blueMinimum]);\r\n\t break;\r\n\t case WuQuant.red:\r\n\t result = (moment[cube.alphaMaximum][position][cube.greenMaximum][cube.blueMaximum] -\r\n\t moment[cube.alphaMaximum][position][cube.greenMinimum][cube.blueMaximum] -\r\n\t moment[cube.alphaMinimum][position][cube.greenMaximum][cube.blueMaximum] +\r\n\t moment[cube.alphaMinimum][position][cube.greenMinimum][cube.blueMaximum]) -\r\n\t (moment[cube.alphaMaximum][position][cube.greenMaximum][cube.blueMinimum] -\r\n\t moment[cube.alphaMaximum][position][cube.greenMinimum][cube.blueMinimum] -\r\n\t moment[cube.alphaMinimum][position][cube.greenMaximum][cube.blueMinimum] +\r\n\t moment[cube.alphaMinimum][position][cube.greenMinimum][cube.blueMinimum]);\r\n\t break;\r\n\t case WuQuant.green:\r\n\t result = (moment[cube.alphaMaximum][cube.redMaximum][position][cube.blueMaximum] -\r\n\t moment[cube.alphaMaximum][cube.redMinimum][position][cube.blueMaximum] -\r\n\t moment[cube.alphaMinimum][cube.redMaximum][position][cube.blueMaximum] +\r\n\t moment[cube.alphaMinimum][cube.redMinimum][position][cube.blueMaximum]) -\r\n\t (moment[cube.alphaMaximum][cube.redMaximum][position][cube.blueMinimum] -\r\n\t moment[cube.alphaMaximum][cube.redMinimum][position][cube.blueMinimum] -\r\n\t moment[cube.alphaMinimum][cube.redMaximum][position][cube.blueMinimum] +\r\n\t moment[cube.alphaMinimum][cube.redMinimum][position][cube.blueMinimum]);\r\n\t break;\r\n\t case WuQuant.blue:\r\n\t result = (moment[cube.alphaMaximum][cube.redMaximum][cube.greenMaximum][position] -\r\n\t moment[cube.alphaMaximum][cube.redMaximum][cube.greenMinimum][position] -\r\n\t moment[cube.alphaMaximum][cube.redMinimum][cube.greenMaximum][position] +\r\n\t moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][position]) -\r\n\t (moment[cube.alphaMinimum][cube.redMaximum][cube.greenMaximum][position] -\r\n\t moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][position] -\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][position] +\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][position]);\r\n\t break;\r\n\t default:\r\n\t throw new Error(\"impossible\");\r\n\t }\r\n\t return result | 0;\r\n\t };\r\n\t /**\r\n\t * Splits the cube in a given color direction at its minimum.\r\n\t */\r\n\t WuQuant._bottom = function (cube, direction, moment) {\r\n\t switch (direction) {\r\n\t case WuQuant.alpha:\r\n\t return (-moment[cube.alphaMinimum][cube.redMaximum][cube.greenMaximum][cube.blueMaximum] +\r\n\t moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][cube.blueMaximum] +\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][cube.blueMaximum] -\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][cube.blueMaximum]) -\r\n\t (-moment[cube.alphaMinimum][cube.redMaximum][cube.greenMaximum][cube.blueMinimum] +\r\n\t moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][cube.blueMinimum] +\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][cube.blueMinimum] -\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][cube.blueMinimum]);\r\n\t case WuQuant.red:\r\n\t return (-moment[cube.alphaMaximum][cube.redMinimum][cube.greenMaximum][cube.blueMaximum] +\r\n\t moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][cube.blueMaximum] +\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][cube.blueMaximum] -\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][cube.blueMaximum]) -\r\n\t (-moment[cube.alphaMaximum][cube.redMinimum][cube.greenMaximum][cube.blueMinimum] +\r\n\t moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][cube.blueMinimum] +\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][cube.blueMinimum] -\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][cube.blueMinimum]);\r\n\t case WuQuant.green:\r\n\t return (-moment[cube.alphaMaximum][cube.redMaximum][cube.greenMinimum][cube.blueMaximum] +\r\n\t moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][cube.blueMaximum] +\r\n\t moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][cube.blueMaximum] -\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][cube.blueMaximum]) -\r\n\t (-moment[cube.alphaMaximum][cube.redMaximum][cube.greenMinimum][cube.blueMinimum] +\r\n\t moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][cube.blueMinimum] +\r\n\t moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][cube.blueMinimum] -\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][cube.blueMinimum]);\r\n\t case WuQuant.blue:\r\n\t return (-moment[cube.alphaMaximum][cube.redMaximum][cube.greenMaximum][cube.blueMinimum] +\r\n\t moment[cube.alphaMaximum][cube.redMaximum][cube.greenMinimum][cube.blueMinimum] +\r\n\t moment[cube.alphaMaximum][cube.redMinimum][cube.greenMaximum][cube.blueMinimum] -\r\n\t moment[cube.alphaMaximum][cube.redMinimum][cube.greenMinimum][cube.blueMinimum]) -\r\n\t (-moment[cube.alphaMinimum][cube.redMaximum][cube.greenMaximum][cube.blueMinimum] +\r\n\t moment[cube.alphaMinimum][cube.redMaximum][cube.greenMinimum][cube.blueMinimum] +\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMaximum][cube.blueMinimum] -\r\n\t moment[cube.alphaMinimum][cube.redMinimum][cube.greenMinimum][cube.blueMinimum]);\r\n\t default:\r\n\t // TODO: why here is return 0, and in this._top there is no default at all (now it is throw error)?\r\n\t return 0;\r\n\t }\r\n\t };\r\n\t /**\r\n\t * Calculates statistical variance for a given cube.\r\n\t */\r\n\t WuQuant.prototype._calculateVariance = function (cube) {\r\n\t var volumeRed = WuQuant._volume(cube, this._momentsRed), volumeGreen = WuQuant._volume(cube, this._momentsGreen), volumeBlue = WuQuant._volume(cube, this._momentsBlue), volumeAlpha = WuQuant._volume(cube, this._momentsAlpha), volumeMoment = WuQuant._volumeFloat(cube, this._moments), volumeWeight = WuQuant._volume(cube, this._weights), distance = volumeRed * volumeRed + volumeGreen * volumeGreen + volumeBlue * volumeBlue + volumeAlpha * volumeAlpha;\r\n\t return volumeMoment - (distance / volumeWeight);\r\n\t };\r\n\t /**\r\n\t * Finds the optimal (maximal) position for the cut.\r\n\t */\r\n\t WuQuant.prototype._maximize = function (cube, direction, first, last, wholeRed, wholeGreen, wholeBlue, wholeAlpha, wholeWeight) {\r\n\t var bottomRed = WuQuant._bottom(cube, direction, this._momentsRed) | 0, bottomGreen = WuQuant._bottom(cube, direction, this._momentsGreen) | 0, bottomBlue = WuQuant._bottom(cube, direction, this._momentsBlue) | 0, bottomAlpha = WuQuant._bottom(cube, direction, this._momentsAlpha) | 0, bottomWeight = WuQuant._bottom(cube, direction, this._weights) | 0;\r\n\t var result = 0.0, cutPosition = -1;\r\n\t for (var position = first; position < last; ++position) {\r\n\t // determines the cube cut at a certain position\r\n\t var halfRed = bottomRed + WuQuant._top(cube, direction, position, this._momentsRed), halfGreen = bottomGreen + WuQuant._top(cube, direction, position, this._momentsGreen), halfBlue = bottomBlue + WuQuant._top(cube, direction, position, this._momentsBlue), halfAlpha = bottomAlpha + WuQuant._top(cube, direction, position, this._momentsAlpha), halfWeight = bottomWeight + WuQuant._top(cube, direction, position, this._weights);\r\n\t // the cube cannot be cut at bottom (this would lead to empty cube)\r\n\t if (halfWeight != 0) {\r\n\t var halfDistance = halfRed * halfRed + halfGreen * halfGreen + halfBlue * halfBlue + halfAlpha * halfAlpha, temp = halfDistance / halfWeight;\r\n\t halfRed = wholeRed - halfRed;\r\n\t halfGreen = wholeGreen - halfGreen;\r\n\t halfBlue = wholeBlue - halfBlue;\r\n\t halfAlpha = wholeAlpha - halfAlpha;\r\n\t halfWeight = wholeWeight - halfWeight;\r\n\t if (halfWeight != 0) {\r\n\t halfDistance = halfRed * halfRed + halfGreen * halfGreen + halfBlue * halfBlue + halfAlpha * halfAlpha;\r\n\t temp += halfDistance / halfWeight;\r\n\t if (temp > result) {\r\n\t result = temp;\r\n\t cutPosition = position;\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t return { max: result, position: cutPosition };\r\n\t };\r\n\t // Cuts a cube with another one.\r\n\t WuQuant.prototype._cut = function (first, second) {\r\n\t var direction;\r\n\t var wholeRed = WuQuant._volume(first, this._momentsRed), wholeGreen = WuQuant._volume(first, this._momentsGreen), wholeBlue = WuQuant._volume(first, this._momentsBlue), wholeAlpha = WuQuant._volume(first, this._momentsAlpha), wholeWeight = WuQuant._volume(first, this._weights), red = this._maximize(first, WuQuant.red, first.redMinimum + 1, first.redMaximum, wholeRed, wholeGreen, wholeBlue, wholeAlpha, wholeWeight), green = this._maximize(first, WuQuant.green, first.greenMinimum + 1, first.greenMaximum, wholeRed, wholeGreen, wholeBlue, wholeAlpha, wholeWeight), blue = this._maximize(first, WuQuant.blue, first.blueMinimum + 1, first.blueMaximum, wholeRed, wholeGreen, wholeBlue, wholeAlpha, wholeWeight), alpha = this._maximize(first, WuQuant.alpha, first.alphaMinimum + 1, first.alphaMaximum, wholeRed, wholeGreen, wholeBlue, wholeAlpha, wholeWeight);\r\n\t if (alpha.max >= red.max && alpha.max >= green.max && alpha.max >= blue.max) {\r\n\t direction = WuQuant.alpha;\r\n\t // cannot split empty cube\r\n\t if (alpha.position < 0)\r\n\t return false;\r\n\t }\r\n\t else {\r\n\t if (red.max >= alpha.max && red.max >= green.max && red.max >= blue.max) {\r\n\t direction = WuQuant.red;\r\n\t }\r\n\t else if (green.max >= alpha.max && green.max >= red.max && green.max >= blue.max) {\r\n\t direction = WuQuant.green;\r\n\t }\r\n\t else {\r\n\t direction = WuQuant.blue;\r\n\t }\r\n\t }\r\n\t second.redMaximum = first.redMaximum;\r\n\t second.greenMaximum = first.greenMaximum;\r\n\t second.blueMaximum = first.blueMaximum;\r\n\t second.alphaMaximum = first.alphaMaximum;\r\n\t // cuts in a certain direction\r\n\t switch (direction) {\r\n\t case WuQuant.red:\r\n\t second.redMinimum = first.redMaximum = red.position;\r\n\t second.greenMinimum = first.greenMinimum;\r\n\t second.blueMinimum = first.blueMinimum;\r\n\t second.alphaMinimum = first.alphaMinimum;\r\n\t break;\r\n\t case WuQuant.green:\r\n\t second.greenMinimum = first.greenMaximum = green.position;\r\n\t second.redMinimum = first.redMinimum;\r\n\t second.blueMinimum = first.blueMinimum;\r\n\t second.alphaMinimum = first.alphaMinimum;\r\n\t break;\r\n\t case WuQuant.blue:\r\n\t second.blueMinimum = first.blueMaximum = blue.position;\r\n\t second.redMinimum = first.redMinimum;\r\n\t second.greenMinimum = first.greenMinimum;\r\n\t second.alphaMinimum = first.alphaMinimum;\r\n\t break;\r\n\t case WuQuant.alpha:\r\n\t second.alphaMinimum = first.alphaMaximum = alpha.position;\r\n\t second.blueMinimum = first.blueMinimum;\r\n\t second.redMinimum = first.redMinimum;\r\n\t second.greenMinimum = first.greenMinimum;\r\n\t break;\r\n\t }\r\n\t // determines the volumes after cut\r\n\t first.volume = (first.redMaximum - first.redMinimum) * (first.greenMaximum - first.greenMinimum) * (first.blueMaximum - first.blueMinimum) * (first.alphaMaximum - first.alphaMinimum);\r\n\t second.volume = (second.redMaximum - second.redMinimum) * (second.greenMaximum - second.greenMinimum) * (second.blueMaximum - second.blueMinimum) * (second.alphaMaximum - second.alphaMinimum);\r\n\t // the cut was successful\r\n\t return true;\r\n\t };\r\n\t WuQuant.prototype._initialize = function (colors) {\r\n\t this._colors = colors;\r\n\t // creates all the _cubes\r\n\t this._cubes = [];\r\n\t // initializes all the _cubes\r\n\t for (var cubeIndex = 0; cubeIndex < colors; cubeIndex++) {\r\n\t this._cubes[cubeIndex] = new WuColorCube();\r\n\t }\r\n\t // resets the reference minimums\r\n\t this._cubes[0].redMinimum = 0;\r\n\t this._cubes[0].greenMinimum = 0;\r\n\t this._cubes[0].blueMinimum = 0;\r\n\t this._cubes[0].alphaMinimum = 0;\r\n\t // resets the reference maximums\r\n\t this._cubes[0].redMaximum = this._maxSideIndex;\r\n\t this._cubes[0].greenMaximum = this._maxSideIndex;\r\n\t this._cubes[0].blueMaximum = this._maxSideIndex;\r\n\t this._cubes[0].alphaMaximum = this._alphaMaxSideIndex;\r\n\t this._weights = createArray4D(this._alphaSideSize, this._sideSize, this._sideSize, this._sideSize);\r\n\t this._momentsRed = createArray4D(this._alphaSideSize, this._sideSize, this._sideSize, this._sideSize);\r\n\t this._momentsGreen = createArray4D(this._alphaSideSize, this._sideSize, this._sideSize, this._sideSize);\r\n\t this._momentsBlue = createArray4D(this._alphaSideSize, this._sideSize, this._sideSize, this._sideSize);\r\n\t this._momentsAlpha = createArray4D(this._alphaSideSize, this._sideSize, this._sideSize, this._sideSize);\r\n\t this._moments = createArray4D(this._alphaSideSize, this._sideSize, this._sideSize, this._sideSize);\r\n\t this._table = [];\r\n\t for (var tableIndex = 0; tableIndex < 256; ++tableIndex) {\r\n\t this._table[tableIndex] = tableIndex * tableIndex;\r\n\t }\r\n\t this._pixels = [];\r\n\t };\r\n\t WuQuant.prototype._setQuality = function (significantBitsPerChannel) {\r\n\t if (significantBitsPerChannel === void 0) { significantBitsPerChannel = 5; }\r\n\t this._significantBitsPerChannel = significantBitsPerChannel;\r\n\t this._maxSideIndex = 1 << this._significantBitsPerChannel;\r\n\t this._alphaMaxSideIndex = this._maxSideIndex;\r\n\t this._sideSize = this._maxSideIndex + 1;\r\n\t this._alphaSideSize = this._alphaMaxSideIndex + 1;\r\n\t };\r\n\t WuQuant.alpha = 3;\r\n\t WuQuant.red = 2;\r\n\t WuQuant.green = 1;\r\n\t WuQuant.blue = 0;\r\n\t return WuQuant;\r\n\t}());\r\n\texports.WuQuant = WuQuant;\r\n\n\n/***/ },\n/* 30 */\n/***/ function(module, exports, __webpack_require__) {\n\tvar nearestColor_1 = __webpack_require__(31);\r\n\texports.NearestColor = nearestColor_1.NearestColor;\r\n\tvar array_1 = __webpack_require__(32);\r\n\texports.ErrorDiffusionArray = array_1.ErrorDiffusionArray;\r\n\texports.ErrorDiffusionArrayKernel = array_1.ErrorDiffusionArrayKernel;\r\n\tvar riemersma_1 = __webpack_require__(33);\r\n\texports.ErrorDiffusionRiemersma = riemersma_1.ErrorDiffusionRiemersma;\r\n\n\n/***/ },\n/* 31 */\n/***/ function(module, exports) {\n\tvar NearestColor = (function () {\r\n\t function NearestColor(colorDistanceCalculator) {\r\n\t this._distance = colorDistanceCalculator;\r\n\t }\r\n\t NearestColor.prototype.quantize = function (pointBuffer, palette) {\r\n\t var pointArray = pointBuffer.getPointArray(), width = pointBuffer.getWidth(), height = pointBuffer.getHeight();\r\n\t for (var y = 0; y < height; y++) {\r\n\t for (var x = 0, idx = y * width; x < width; x++, idx++) {\r\n\t // Image pixel\r\n\t var point = pointArray[idx];\r\n\t // Reduced pixel\r\n\t point.from(palette.getNearestColor(this._distance, point));\r\n\t }\r\n\t }\r\n\t return pointBuffer;\r\n\t };\r\n\t return NearestColor;\r\n\t}());\r\n\texports.NearestColor = NearestColor;\r\n\n\n/***/ },\n/* 32 */\n/***/ function(module, exports, __webpack_require__) {\n\tvar point_1 = __webpack_require__(24);\r\n\tvar arithmetic_1 = __webpack_require__(6);\r\n\t// TODO: is it the best name for this enum \"kernel\"?\r\n\t(function (ErrorDiffusionArrayKernel) {\r\n\t ErrorDiffusionArrayKernel[ErrorDiffusionArrayKernel[\"FloydSteinberg\"] = 0] = \"FloydSteinberg\";\r\n\t ErrorDiffusionArrayKernel[ErrorDiffusionArrayKernel[\"FalseFloydSteinberg\"] = 1] = \"FalseFloydSteinberg\";\r\n\t ErrorDiffusionArrayKernel[ErrorDiffusionArrayKernel[\"Stucki\"] = 2] = \"Stucki\";\r\n\t ErrorDiffusionArrayKernel[ErrorDiffusionArrayKernel[\"Atkinson\"] = 3] = \"Atkinson\";\r\n\t ErrorDiffusionArrayKernel[ErrorDiffusionArrayKernel[\"Jarvis\"] = 4] = \"Jarvis\";\r\n\t ErrorDiffusionArrayKernel[ErrorDiffusionArrayKernel[\"Burkes\"] = 5] = \"Burkes\";\r\n\t ErrorDiffusionArrayKernel[ErrorDiffusionArrayKernel[\"Sierra\"] = 6] = \"Sierra\";\r\n\t ErrorDiffusionArrayKernel[ErrorDiffusionArrayKernel[\"TwoSierra\"] = 7] = \"TwoSierra\";\r\n\t ErrorDiffusionArrayKernel[ErrorDiffusionArrayKernel[\"SierraLite\"] = 8] = \"SierraLite\";\r\n\t})(exports.ErrorDiffusionArrayKernel || (exports.ErrorDiffusionArrayKernel = {}));\r\n\tvar ErrorDiffusionArrayKernel = exports.ErrorDiffusionArrayKernel;\r\n\t// http://www.tannerhelland.com/4660/dithering-eleven-algorithms-source-code/\r\n\tvar ErrorDiffusionArray = (function () {\r\n\t function ErrorDiffusionArray(colorDistanceCalculator, kernel, serpentine, minimumColorDistanceToDither, calculateErrorLikeGIMP) {\r\n\t if (serpentine === void 0) { serpentine = true; }\r\n\t if (minimumColorDistanceToDither === void 0) { minimumColorDistanceToDither = 0; }\r\n\t if (calculateErrorLikeGIMP === void 0) { calculateErrorLikeGIMP = false; }\r\n\t this._setKernel(kernel);\r\n\t this._distance = colorDistanceCalculator;\r\n\t this._minColorDistance = minimumColorDistanceToDither;\r\n\t this._serpentine = serpentine;\r\n\t this._calculateErrorLikeGIMP = calculateErrorLikeGIMP;\r\n\t }\r\n\t // adapted from http://jsbin.com/iXofIji/2/edit by PAEz\r\n\t // fixed version. it doesn't use image pixels as error storage, also it doesn't have 0.3 + 0.3 + 0.3 + 0.3 = 0 error\r\n\t ErrorDiffusionArray.prototype.quantize = function (pointBuffer, palette) {\r\n\t var pointArray = pointBuffer.getPointArray(), originalPoint = new point_1.Point(), width = pointBuffer.getWidth(), height = pointBuffer.getHeight(), errorLines = [];\r\n\t var dir = 1, maxErrorLines = 1;\r\n\t // initial error lines (number is taken from dithering kernel)\r\n\t for (var i = 0; i < this._kernel.length; i++) {\r\n\t var kernelErrorLines = this._kernel[i][2] + 1;\r\n\t if (maxErrorLines < kernelErrorLines)\r\n\t maxErrorLines = kernelErrorLines;\r\n\t }\r\n\t for (var i = 0; i < maxErrorLines; i++) {\r\n\t this._fillErrorLine(errorLines[i] = [], width);\r\n\t }\r\n\t for (var y = 0; y < height; y++) {\r\n\t // always serpentine\r\n\t if (this._serpentine)\r\n\t dir = dir * -1;\r\n\t var lni = y * width, xStart = dir == 1 ? 0 : width - 1, xEnd = dir == 1 ? width : -1;\r\n\t // cyclic shift with erasing\r\n\t this._fillErrorLine(errorLines[0], width);\r\n\t // TODO: why it is needed to cast types here?\r\n\t errorLines.push(errorLines.shift());\r\n\t var errorLine = errorLines[0];\r\n\t for (var x = xStart, idx = lni + xStart; x !== xEnd; x += dir, idx += dir) {\r\n\t // Image pixel\r\n\t var point = pointArray[idx], \r\n\t //originalPoint = new Utils.Point(),\r\n\t error = errorLine[x];\r\n\t originalPoint.from(point);\r\n\t var correctedPoint = point_1.Point.createByRGBA(arithmetic_1.inRange0to255Rounded(point.r + error[0]), arithmetic_1.inRange0to255Rounded(point.g + error[1]), arithmetic_1.inRange0to255Rounded(point.b + error[2]), arithmetic_1.inRange0to255Rounded(point.a + error[3]));\r\n\t // Reduced pixel\r\n\t var palettePoint = palette.getNearestColor(this._distance, correctedPoint);\r\n\t point.from(palettePoint);\r\n\t // dithering strength\r\n\t if (this._minColorDistance) {\r\n\t var dist = this._distance.calculateNormalized(point, palettePoint);\r\n\t if (dist < this._minColorDistance)\r\n\t continue;\r\n\t }\r\n\t // Component distance\r\n\t var er = void 0, eg = void 0, eb = void 0, ea = void 0;\r\n\t if (this._calculateErrorLikeGIMP) {\r\n\t er = correctedPoint.r - palettePoint.r;\r\n\t eg = correctedPoint.g - palettePoint.g;\r\n\t eb = correctedPoint.b - palettePoint.b;\r\n\t ea = correctedPoint.a - palettePoint.a;\r\n\t }\r\n\t else {\r\n\t er = originalPoint.r - palettePoint.r;\r\n\t eg = originalPoint.g - palettePoint.g;\r\n\t eb = originalPoint.b - palettePoint.b;\r\n\t ea = originalPoint.a - palettePoint.a;\r\n\t }\r\n\t var dStart = dir == 1 ? 0 : this._kernel.length - 1, dEnd = dir == 1 ? this._kernel.length : -1;\r\n\t for (var i = dStart; i !== dEnd; i += dir) {\r\n\t var x1 = this._kernel[i][1] * dir, y1 = this._kernel[i][2];\r\n\t if (x1 + x >= 0 && x1 + x < width && y1 + y >= 0 && y1 + y < height) {\r\n\t var d = this._kernel[i][0], e = errorLines[y1][x1 + x];\r\n\t e[0] = e[0] + er * d;\r\n\t e[1] = e[1] + eg * d;\r\n\t e[2] = e[2] + eb * d;\r\n\t e[3] = e[3] + ea * d;\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t return pointBuffer;\r\n\t };\r\n\t ErrorDiffusionArray.prototype._fillErrorLine = function (errorLine, width) {\r\n\t // shrink\r\n\t if (errorLine.length > width) {\r\n\t errorLine.length = width;\r\n\t }\r\n\t // reuse existing arrays\r\n\t var l = errorLine.length;\r\n\t for (var i = 0; i < l; i++) {\r\n\t var error = errorLine[i];\r\n\t error[0] = error[1] = error[2] = error[3] = 0;\r\n\t }\r\n\t // create missing arrays\r\n\t for (var i = l; i < width; i++) {\r\n\t errorLine[i] = [0.0, 0.0, 0.0, 0.0];\r\n\t }\r\n\t };\r\n\t ErrorDiffusionArray.prototype._setKernel = function (kernel) {\r\n\t switch (kernel) {\r\n\t case ErrorDiffusionArrayKernel.FloydSteinberg:\r\n\t this._kernel = [\r\n\t [7 / 16, 1, 0],\r\n\t [3 / 16, -1, 1],\r\n\t [5 / 16, 0, 1],\r\n\t [1 / 16, 1, 1]\r\n\t ];\r\n\t break;\r\n\t case ErrorDiffusionArrayKernel.FalseFloydSteinberg:\r\n\t this._kernel = [\r\n\t [3 / 8, 1, 0],\r\n\t [3 / 8, 0, 1],\r\n\t [2 / 8, 1, 1]\r\n\t ];\r\n\t break;\r\n\t case ErrorDiffusionArrayKernel.Stucki:\r\n\t this._kernel = [\r\n\t [8 / 42, 1, 0],\r\n\t [4 / 42, 2, 0],\r\n\t [2 / 42, -2, 1],\r\n\t [4 / 42, -1, 1],\r\n\t [8 / 42, 0, 1],\r\n\t [4 / 42, 1, 1],\r\n\t [2 / 42, 2, 1],\r\n\t [1 / 42, -2, 2],\r\n\t [2 / 42, -1, 2],\r\n\t [4 / 42, 0, 2],\r\n\t [2 / 42, 1, 2],\r\n\t [1 / 42, 2, 2]\r\n\t ];\r\n\t break;\r\n\t case ErrorDiffusionArrayKernel.Atkinson:\r\n\t this._kernel = [\r\n\t [1 / 8, 1, 0],\r\n\t [1 / 8, 2, 0],\r\n\t [1 / 8, -1, 1],\r\n\t [1 / 8, 0, 1],\r\n\t [1 / 8, 1, 1],\r\n\t [1 / 8, 0, 2]\r\n\t ];\r\n\t break;\r\n\t case ErrorDiffusionArrayKernel.Jarvis:\r\n\t this._kernel = [\r\n\t [7 / 48, 1, 0],\r\n\t [5 / 48, 2, 0],\r\n\t [3 / 48, -2, 1],\r\n\t [5 / 48, -1, 1],\r\n\t [7 / 48, 0, 1],\r\n\t [5 / 48, 1, 1],\r\n\t [3 / 48, 2, 1],\r\n\t [1 / 48, -2, 2],\r\n\t [3 / 48, -1, 2],\r\n\t [5 / 48, 0, 2],\r\n\t [3 / 48, 1, 2],\r\n\t [1 / 48, 2, 2]\r\n\t ];\r\n\t break;\r\n\t case ErrorDiffusionArrayKernel.Burkes:\r\n\t this._kernel = [\r\n\t [8 / 32, 1, 0],\r\n\t [4 / 32, 2, 0],\r\n\t [2 / 32, -2, 1],\r\n\t [4 / 32, -1, 1],\r\n\t [8 / 32, 0, 1],\r\n\t [4 / 32, 1, 1],\r\n\t [2 / 32, 2, 1],\r\n\t ];\r\n\t break;\r\n\t case ErrorDiffusionArrayKernel.Sierra:\r\n\t this._kernel = [\r\n\t [5 / 32, 1, 0],\r\n\t [3 / 32, 2, 0],\r\n\t [2 / 32, -2, 1],\r\n\t [4 / 32, -1, 1],\r\n\t [5 / 32, 0, 1],\r\n\t [4 / 32, 1, 1],\r\n\t [2 / 32, 2, 1],\r\n\t [2 / 32, -1, 2],\r\n\t [3 / 32, 0, 2],\r\n\t [2 / 32, 1, 2]\r\n\t ];\r\n\t break;\r\n\t case ErrorDiffusionArrayKernel.TwoSierra:\r\n\t this._kernel = [\r\n\t [4 / 16, 1, 0],\r\n\t [3 / 16, 2, 0],\r\n\t [1 / 16, -2, 1],\r\n\t [2 / 16, -1, 1],\r\n\t [3 / 16, 0, 1],\r\n\t [2 / 16, 1, 1],\r\n\t [1 / 16, 2, 1]\r\n\t ];\r\n\t break;\r\n\t case ErrorDiffusionArrayKernel.SierraLite:\r\n\t this._kernel = [\r\n\t [2 / 4, 1, 0],\r\n\t [1 / 4, -1, 1],\r\n\t [1 / 4, 0, 1]\r\n\t ];\r\n\t break;\r\n\t default:\r\n\t throw new Error(\"ErrorDiffusionArray: unknown kernel = \" + kernel);\r\n\t }\r\n\t };\r\n\t return ErrorDiffusionArray;\r\n\t}());\r\n\texports.ErrorDiffusionArray = ErrorDiffusionArray;\r\n\n\n/***/ },\n/* 33 */\n/***/ function(module, exports, __webpack_require__) {\n\tvar hilbertCurve_1 = __webpack_require__(34);\r\n\tvar point_1 = __webpack_require__(24);\r\n\tvar arithmetic_1 = __webpack_require__(6);\r\n\tvar ErrorDiffusionRiemersma = (function () {\r\n\t function ErrorDiffusionRiemersma(colorDistanceCalculator, errorQueueSize, errorPropagation) {\r\n\t if (errorQueueSize === void 0) { errorQueueSize = 16; }\r\n\t if (errorPropagation === void 0) { errorPropagation = 1; }\r\n\t this._distance = colorDistanceCalculator;\r\n\t this._errorPropagation = errorPropagation;\r\n\t this._errorQueueSize = errorQueueSize;\r\n\t this._max = this._errorQueueSize;\r\n\t this._createWeights();\r\n\t }\r\n\t ErrorDiffusionRiemersma.prototype.quantize = function (pointBuffer, palette) {\r\n\t var _this = this;\r\n\t var curve = new hilbertCurve_1.HilbertCurveBase(), pointArray = pointBuffer.getPointArray(), width = pointBuffer.getWidth(), height = pointBuffer.getHeight(), errorQueue = [];\r\n\t var head = 0;\r\n\t for (var i = 0; i < this._errorQueueSize; i++) {\r\n\t errorQueue[i] = { r: 0, g: 0, b: 0, a: 0 };\r\n\t }\r\n\t curve.walk(width, height, function (x, y) {\r\n\t var p = pointArray[x + y * width];\r\n\t var r = p.r, g = p.g, b = p.b, a = p.a;\r\n\t for (var i = 0; i < _this._errorQueueSize; i++) {\r\n\t var weight = _this._weights[i], e = errorQueue[(i + head) % _this._errorQueueSize];\r\n\t r += e.r * weight;\r\n\t g += e.g * weight;\r\n\t b += e.b * weight;\r\n\t a += e.a * weight;\r\n\t }\r\n\t var correctedPoint = point_1.Point.createByRGBA(arithmetic_1.inRange0to255Rounded(r), arithmetic_1.inRange0to255Rounded(g), arithmetic_1.inRange0to255Rounded(b), arithmetic_1.inRange0to255Rounded(a));\r\n\t var quantizedPoint = palette.getNearestColor(_this._distance, correctedPoint);\r\n\t // update head and calculate tail\r\n\t head = (head + 1) % _this._errorQueueSize;\r\n\t var tail = (head + _this._errorQueueSize - 1) % _this._errorQueueSize;\r\n\t // update error with new value\r\n\t errorQueue[tail].r = p.r - quantizedPoint.r;\r\n\t errorQueue[tail].g = p.g - quantizedPoint.g;\r\n\t errorQueue[tail].b = p.b - quantizedPoint.b;\r\n\t errorQueue[tail].a = p.a - quantizedPoint.a;\r\n\t // update point\r\n\t p.from(quantizedPoint);\r\n\t });\r\n\t return pointBuffer;\r\n\t };\r\n\t ErrorDiffusionRiemersma.prototype._createWeights = function () {\r\n\t this._weights = [];\r\n\t var multiplier = Math.exp(Math.log(this._max) / (this._errorQueueSize - 1));\r\n\t for (var i = 0, next = 1; i < this._errorQueueSize; i++) {\r\n\t this._weights[i] = (((next + 0.5) | 0) / this._max) * this._errorPropagation;\r\n\t next *= multiplier;\r\n\t }\r\n\t };\r\n\t return ErrorDiffusionRiemersma;\r\n\t}());\r\n\texports.ErrorDiffusionRiemersma = ErrorDiffusionRiemersma;\r\n\n\n/***/ },\n/* 34 */\n/***/ function(module, exports) {\n\tvar Direction;\r\n\t(function (Direction) {\r\n\t Direction[Direction[\"NONE\"] = 0] = \"NONE\";\r\n\t Direction[Direction[\"UP\"] = 1] = \"UP\";\r\n\t Direction[Direction[\"LEFT\"] = 2] = \"LEFT\";\r\n\t Direction[Direction[\"RIGHT\"] = 3] = \"RIGHT\";\r\n\t Direction[Direction[\"DOWN\"] = 4] = \"DOWN\";\r\n\t})(Direction || (Direction = {}));\r\n\t// Check code against double-entrance into walk (walk=> callback => walk)\r\n\tvar HilbertCurveBase = (function () {\r\n\t function HilbertCurveBase() {\r\n\t }\r\n\t HilbertCurveBase.prototype.walk = function (width, height, visitorCallback) {\r\n\t this._x = 0;\r\n\t this._y = 0;\r\n\t this._d = 0;\r\n\t this._width = width;\r\n\t this._height = height;\r\n\t this._callback = visitorCallback;\r\n\t var maxBound = Math.max(width, height);\r\n\t this._level = (Math.log(maxBound) / Math.log(2) + 1) | 0;\r\n\t this._walkHilbert(Direction.UP);\r\n\t this._visit(Direction.NONE);\r\n\t };\r\n\t HilbertCurveBase.prototype._walkHilbert = function (direction) {\r\n\t if (this._level < 1)\r\n\t return;\r\n\t this._level--;\r\n\t switch (direction) {\r\n\t case Direction.LEFT:\r\n\t this._walkHilbert(Direction.UP);\r\n\t this._visit(Direction.RIGHT);\r\n\t this._walkHilbert(Direction.LEFT);\r\n\t this._visit(Direction.DOWN);\r\n\t this._walkHilbert(Direction.LEFT);\r\n\t this._visit(Direction.LEFT);\r\n\t this._walkHilbert(Direction.DOWN);\r\n\t break;\r\n\t case Direction.RIGHT:\r\n\t this._walkHilbert(Direction.DOWN);\r\n\t this._visit(Direction.LEFT);\r\n\t this._walkHilbert(Direction.RIGHT);\r\n\t this._visit(Direction.UP);\r\n\t this._walkHilbert(Direction.RIGHT);\r\n\t this._visit(Direction.RIGHT);\r\n\t this._walkHilbert(Direction.UP);\r\n\t break;\r\n\t case Direction.UP:\r\n\t this._walkHilbert(Direction.LEFT);\r\n\t this._visit(Direction.DOWN);\r\n\t this._walkHilbert(Direction.UP);\r\n\t this._visit(Direction.RIGHT);\r\n\t this._walkHilbert(Direction.UP);\r\n\t this._visit(Direction.UP);\r\n\t this._walkHilbert(Direction.RIGHT);\r\n\t break;\r\n\t case Direction.DOWN:\r\n\t this._walkHilbert(Direction.RIGHT);\r\n\t this._visit(Direction.UP);\r\n\t this._walkHilbert(Direction.DOWN);\r\n\t this._visit(Direction.LEFT);\r\n\t this._walkHilbert(Direction.DOWN);\r\n\t this._visit(Direction.DOWN);\r\n\t this._walkHilbert(Direction.LEFT);\r\n\t break;\r\n\t }\r\n\t this._level++;\r\n\t };\r\n\t HilbertCurveBase.prototype._visit = function (direction) {\r\n\t if (this._x >= 0 && this._x < this._width && this._y >= 0 && this._y < this._height) {\r\n\t this._callback(this._x, this._y, this._d);\r\n\t this._d++;\r\n\t }\r\n\t switch (direction) {\r\n\t case Direction.LEFT:\r\n\t this._x--;\r\n\t break;\r\n\t case Direction.RIGHT:\r\n\t this._x++;\r\n\t break;\r\n\t case Direction.UP:\r\n\t this._y--;\r\n\t break;\r\n\t case Direction.DOWN:\r\n\t this._y++;\r\n\t break;\r\n\t }\r\n\t };\r\n\t return HilbertCurveBase;\r\n\t}());\r\n\texports.HilbertCurveBase = HilbertCurveBase;\r\n\n\n/***/ },\n/* 35 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * iq.ts - Image Quantization Library\r\n\t */\r\n\tvar ssim_1 = __webpack_require__(36);\r\n\texports.SSIM = ssim_1.SSIM;\r\n\n\n/***/ },\n/* 36 */\n/***/ function(module, exports, __webpack_require__) {\n\tvar bt709_1 = __webpack_require__(2);\r\n\t// based on https://github.com/rhys-e/structural-similarity\r\n\t// http://en.wikipedia.org/wiki/Structural_similarity\r\n\tvar K1 = 0.01, K2 = 0.03;\r\n\tvar SSIM = (function () {\r\n\t function SSIM() {\r\n\t }\r\n\t SSIM.prototype.compare = function (image1, image2) {\r\n\t if (image1.getHeight() !== image2.getHeight() || image1.getWidth() !== image2.getWidth()) {\r\n\t throw new Error(\"Images have different sizes!\");\r\n\t }\r\n\t var bitsPerComponent = 8, L = (1 << bitsPerComponent) - 1, c1 = Math.pow((K1 * L), 2), c2 = Math.pow((K2 * L), 2);\r\n\t var numWindows = 0, mssim = 0.0;\r\n\t //calculate ssim for each window\r\n\t this._iterate(image1, image2, function (lumaValues1, lumaValues2, averageLumaValue1, averageLumaValue2) {\r\n\t //calculate variance and covariance\r\n\t var sigxy = 0.0, sigsqx = 0.0, sigsqy = 0.0;\r\n\t for (var i = 0; i < lumaValues1.length; i++) {\r\n\t sigsqx += Math.pow((lumaValues1[i] - averageLumaValue1), 2);\r\n\t sigsqy += Math.pow((lumaValues2[i] - averageLumaValue2), 2);\r\n\t sigxy += (lumaValues1[i] - averageLumaValue1) * (lumaValues2[i] - averageLumaValue2);\r\n\t }\r\n\t var numPixelsInWin = lumaValues1.length - 1;\r\n\t sigsqx /= numPixelsInWin;\r\n\t sigsqy /= numPixelsInWin;\r\n\t sigxy /= numPixelsInWin;\r\n\t //perform ssim calculation on window\r\n\t var numerator = (2 * averageLumaValue1 * averageLumaValue2 + c1) * (2 * sigxy + c2), denominator = (Math.pow(averageLumaValue1, 2) + Math.pow(averageLumaValue2, 2) + c1) * (sigsqx + sigsqy + c2), ssim = numerator / denominator;\r\n\t mssim += ssim;\r\n\t numWindows++;\r\n\t });\r\n\t return mssim / numWindows;\r\n\t };\r\n\t SSIM.prototype._iterate = function (image1, image2, callback) {\r\n\t var windowSize = 8, width = image1.getWidth(), height = image1.getHeight();\r\n\t for (var y = 0; y < height; y += windowSize) {\r\n\t for (var x = 0; x < width; x += windowSize) {\r\n\t // avoid out-of-width/height\r\n\t var windowWidth = Math.min(windowSize, width - x), windowHeight = Math.min(windowSize, height - y);\r\n\t var lumaValues1 = this._calculateLumaValuesForWindow(image1, x, y, windowWidth, windowHeight), lumaValues2 = this._calculateLumaValuesForWindow(image2, x, y, windowWidth, windowHeight), averageLuma1 = this._calculateAverageLuma(lumaValues1), averageLuma2 = this._calculateAverageLuma(lumaValues2);\r\n\t callback(lumaValues1, lumaValues2, averageLuma1, averageLuma2);\r\n\t }\r\n\t }\r\n\t };\r\n\t SSIM.prototype._calculateLumaValuesForWindow = function (image, x, y, width, height) {\r\n\t var pointArray = image.getPointArray(), lumaValues = [];\r\n\t var counter = 0;\r\n\t for (var j = y; j < y + height; j++) {\r\n\t var offset = j * image.getWidth();\r\n\t for (var i = x; i < x + width; i++) {\r\n\t var point = pointArray[offset + i];\r\n\t lumaValues[counter] = point.r * bt709_1.Y.RED + point.g * bt709_1.Y.GREEN + point.b * bt709_1.Y.BLUE;\r\n\t counter++;\r\n\t }\r\n\t }\r\n\t return lumaValues;\r\n\t };\r\n\t SSIM.prototype._calculateAverageLuma = function (lumaValues) {\r\n\t var sumLuma = 0.0;\r\n\t for (var i = 0; i < lumaValues.length; i++) {\r\n\t sumLuma += lumaValues[i];\r\n\t }\r\n\t return sumLuma / lumaValues.length;\r\n\t };\r\n\t return SSIM;\r\n\t}());\r\n\texports.SSIM = SSIM;\r\n\n\n/***/ },\n/* 37 */\n/***/ function(module, exports, __webpack_require__) {\n\t/**\r\n\t * @preserve\r\n\t * Copyright 2015-2016 Igor Bezkrovnyi\r\n\t * All rights reserved. (MIT Licensed)\r\n\t *\r\n\t * iq.ts - Image Quantization Library\r\n\t */\r\n\tvar arithmetic = __webpack_require__(6);\r\n\texports.arithmetic = arithmetic;\r\n\tvar hueStatistics_1 = __webpack_require__(28);\r\n\texports.HueStatistics = hueStatistics_1.HueStatistics;\r\n\tvar palette_1 = __webpack_require__(22);\r\n\texports.Palette = palette_1.Palette;\r\n\tvar point_1 = __webpack_require__(24);\r\n\texports.Point = point_1.Point;\r\n\tvar pointContainer_1 = __webpack_require__(23);\r\n\texports.PointContainer = pointContainer_1.PointContainer;\r\n\n\n/***/ }\n/******/ ])\n});\n\n});\n\n// canvas-plus - Image Transformation Engine\n// Quantize Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\n\nvar quantize = _class.create({\n\t\n\tquantize: function(opts) {\n\t\tthis.clearLastError();\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tthis.perf.begin('quantize');\n\t\t\n\t\t// import settings into opts\n\t\topts = this.applySettings(opts);\n\t\t\n\t\tvar width = this.get('width');\n\t\tvar height = this.get('height');\n\t\tvar num_pixels = width * height;\n\t\t\n\t\tthis.logDebug(6, \"Quantizing image\", { colors: opts.colors, dither: opts.dither, width: width, height: height, pixels: num_pixels } );\n\t\t\n\t\t// get rgba pixels from canvas\n\t\tvar imgData = this.context.getImageData(0, 0, width, height);\n\t\t\n\t\t// desired colors number\n\t\tvar targetColors = parseInt( opts.colors || 0 );\n\t\t\n\t\tif (!targetColors || isNaN(targetColors) || (targetColors < 2) || (targetColors > 256)) {\n\t\t\treturn this.doError('quantize', \"Invalid palette size: \" + targetColors);\n\t\t}\n\t\t\n\t\t// create pointContainer and fill it with image\n\t\tvar pointContainer = iq.utils.PointContainer.fromImageData( imgData );\n\t\t\n\t\t// create chosen distance calculator (see classes inherited from `iq.distance.AbstractDistanceCalculator`)\n\t\tvar distanceCalculator = opts.alpha ? \n\t\t\t(new iq.distance.EuclideanRgbQuantWithAlpha()) : \n\t\t\t(new iq.distance.EuclideanRgbQuantWOAlpha());\n\t\t\n\t\t// create chosen palette quantizer (see classes implementing `iq.palette.IPaletteQuantizer`) \n\t\tvar paletteQuantizer = new iq.palette[opts.quantizer](distanceCalculator, targetColors);\n\t\t\n\t\t// feed out pointContainer filled with image to paletteQuantizer\n\t\tpaletteQuantizer.sample(pointContainer);\n\n\t\t// generate palette\n\t\tvar palette = paletteQuantizer.quantize();\n\n\t\t// get color array\n\t\tvar iq_colors = palette.getPointContainer().getPointArray();\n\t\t\n\t\t// create image quantizer (see classes implementing `iq.image.IImageDitherer`)\n\t\tvar imageDitherer = opts.dither ? \n\t\t\t(new iq.image.ErrorDiffusionArray(distanceCalculator, iq.image.ErrorDiffusionArrayKernel[opts.ditherType])) : \n\t\t\t(new iq.image.NearestColor(distanceCalculator));\n\t\t\n\t\t// apply palette to image\n\t\tvar resultPointContainer = imageDitherer.quantize(pointContainer, palette);\n\n\t\t// get pixel array\n\t\tvar iq_pixels = resultPointContainer.getPointArray();\n\t\tvar palette_data = new Uint8Array( iq_colors.length * 3 );\n\t\tvar color_hash = {};\n\t\tvar iq_color = null;\n\t\t\n\t\t// build palette structure and color hash table\n\t\tfor (var idx = 0, len = iq_colors.length; idx < len; idx++) {\n\t\t\tiq_color = iq_colors[idx];\n\t\t\tcolor_hash[ iq_color.uint32 ] = idx;\n\t\t}\n\t\t\n\t\t// next, build pixel array\n\t\tvar pixel_offset = 0;\n\t\tvar pixel_data = new Uint8Array( width * height );\n\t\t\n\t\tfor (var y = 0, ymax = height; y < ymax; y++) {\n\t\t\t// foreach row\n\t\t\tfor (var x = 0, xmax = width; x < xmax; x++) {\n\t\t\t\t// for each pixel\n\t\t\t\tvar iq_pixel = iq_pixels[ pixel_offset ];\n\t\t\t\tvar color_idx = color_hash[ iq_pixel.uint32 ];\n\t\t\t\t\n\t\t\t\tpixel_data[ pixel_offset++ ] = color_idx;\n\t\t\t} // x loop\n\t\t} // y loop\n\t\t\n\t\t// pixels = Uint8Array of raw palette indexes\n\t\t// palette = array of objects: { r, g, b, a, uint32 }\n\t\tthis.pixels = pixel_data;\n\t\tthis.palette = iq_colors;\n\t\t\n\t\tthis.set('mode', 'indexed');\n\t\tthis.perf.end('quantize');\n\t\tthis.logDebug(6, \"Image quantization complete\", { num_colors: iq_colors.length });\n\t\treturn this;\n\t},\n\t\n\tquantizeFast: function(opts) {\n\t\tthis.clearLastError();\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\t// import settings into opts\n\t\topts = this.applySettings(opts);\n\t\t\n\t\tvar width = this.get('width');\n\t\tvar height = this.get('height');\n\t\tvar num_pixels = width * height;\n\t\tvar crush_alpha = ('crushAlpha' in opts) ? opts.crushAlpha : 16;\n\t\tvar crush_rgb = ('crushRGB' in opts) ? opts.crushRGB : 16;\n\t\tvar dither = opts.dither || false;\n\t\tvar targetColors = parseInt( opts.colors || 256 );\n\t\t\n\t\tthis.perf.begin('quantizeFast');\n\t\tthis.logDebug(6, \"Quantizing image fast\", { width: width, height: height, pixels: num_pixels, crushRGB: crush_rgb, crushAlpha: crush_alpha, dither: dither } );\n\t\t\n\t\t// opts.crush(Alpha|RGB) = desired number of stair-step levels\n\t\t// convert to modulo reduction value (e.g. 32 colors = reduce modulo 8)\n\t\tif (crush_alpha) crush_alpha = Math.floor( 256 / crush_alpha );\n\t\tif (crush_rgb) crush_rgb = Math.floor( 256 / crush_rgb );\n\t\t\n\t\t// set up 4x4 pattern dither\n\t\tvar dither4x4 = [0.0625, 0.5625, 0.1875, 0.6875, 0.8125, 0.3125, 0.9375, 0.4375, 0.25, 0.75, 0.125, 0.625, 1.0, 0.5, 0.875, 0.375];\n\t\t\n\t\t// get rgba pixels from canvas\n\t\tvar imgData = this.context.getImageData(0, 0, width, height);\n\t\t\n\t\t// build palette of all unique colors\n\t\tvar done = false;\n\t\tvar source_data = imgData.data;\n\t\tvar pixel_data = new Uint8Array( width * height );\n\t\tvar pixel = 0;\n\t\tvar red, green, blue, alpha;\n\t\tvar dmod, doffset;\n\t\t\n\t\twhile (!done) {\n\t\t\tvar unique_colors = {};\n\t\t\tvar palette_offset = 0;\n\t\t\tvar palette = [];\n\t\t\tvar pixel_offset = 0;\n\t\t\tvar idx = 0;\n\t\t\t\n\t\t\tfor (var y = 0, ymax = height; y < ymax; y++) {\n\t\t\t\tfor (var x = 0, xmax = width; x < xmax; x++) {\n\t\t\t\t\t\n\t\t\t\t\tred = source_data[pixel_offset + 0];\n\t\t\t\t\tgreen = source_data[pixel_offset + 1];\n\t\t\t\t\tblue = source_data[pixel_offset + 2];\n\t\t\t\t\talpha = source_data[pixel_offset + 3];\n\t\t\t\t\t\n\t\t\t\t\tif (crush_rgb) {\n\t\t\t\t\t\tif (dither) {\n\t\t\t\t\t\t\tdoffset = ((y % 4) * 4) + (x % 4);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tdmod = (red % crush_rgb);\n\t\t\t\t\t\t\tred -= dmod;\n\t\t\t\t\t\t\tif (dmod / crush_rgb >= dither4x4[doffset]) red = Math.min(255, red + crush_rgb);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tdmod = (green % crush_rgb);\n\t\t\t\t\t\t\tgreen -= dmod;\n\t\t\t\t\t\t\tif (dmod / crush_rgb >= dither4x4[doffset]) green = Math.min(255, green + crush_rgb);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tdmod = (blue % crush_rgb);\n\t\t\t\t\t\t\tblue -= dmod;\n\t\t\t\t\t\t\tif (dmod / crush_rgb >= dither4x4[doffset]) blue = Math.min(255, blue + crush_rgb);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse {\n\t\t\t\t\t\t\tdmod = (red % crush_rgb);\n\t\t\t\t\t\t\tred -= dmod;\n\t\t\t\t\t\t\tif (dmod / crush_rgb >= 0.5) red = Math.min(255, red + crush_rgb);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tdmod = (green % crush_rgb);\n\t\t\t\t\t\t\tgreen -= dmod;\n\t\t\t\t\t\t\tif (dmod / crush_rgb >= 0.5) green = Math.min(255, green + crush_rgb);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tdmod = (blue % crush_rgb);\n\t\t\t\t\t\t\tblue -= dmod;\n\t\t\t\t\t\t\tif (dmod / crush_rgb >= 0.5) blue = Math.min(255, blue + crush_rgb);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (crush_alpha && (alpha < 255)) {\n\t\t\t\t\t\talpha = alpha - (alpha % crush_alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tpixel = ((red << 8 | green) << 8 | blue) << 8 | alpha;\n\t\t\t\t\t\n\t\t\t\t\tif (!(pixel in unique_colors)) {\n\t\t\t\t\t\tif (palette_offset < targetColors) {\n\t\t\t\t\t\t\tunique_colors[pixel] = palette_offset;\n\t\t\t\t\t\t\tpalette[palette_offset++] = {\n\t\t\t\t\t\t\t\tr: red, g: green, b: blue, a: alpha, uint32: pixel\n\t\t\t\t\t\t\t};\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse {\n\t\t\t\t\t\t\t// this.logDebug(3, \"Aborting loop at \" + x + ' x ' + y);\n\t\t\t\t\t\t\tx = xmax;\n\t\t\t\t\t\t\ty = ymax;\n\t\t\t\t\t\t\tpalette_offset = 99999;\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpixel_data[idx] = unique_colors[pixel];\n\t\t\t\t\tpixel_offset += 4;\n\t\t\t\t\tidx++;\n\t\t\t\t} // x loop\n\t\t\t} // y loop\n\t\t\t\n\t\t\tif (palette_offset <= targetColors) {\n\t\t\t\t// we got it!\n\t\t\t\tdone = true;\n\t\t\t}\n\t\t\telse {\n\t\t\t\t// nope, try again with more crushing power\n\t\t\t\tcrush_rgb = Math.floor( crush_rgb + (crush_rgb * 0.2) );\n\t\t\t\tcrush_alpha = Math.floor( crush_alpha + (crush_alpha * 0.2) );\n\t\t\t\tthis.logDebug(3, \"Palette grew beyond target size of \" + targetColors + \", trying again with crush \" + crush_rgb + '/' + crush_alpha );\n\t\t\t\t\n\t\t\t\tif (Math.max(crush_rgb, crush_alpha) > 256) {\n\t\t\t\t\tthis.perf.end('quantizeFast');\n\t\t\t\t\treturn this.doError('quantize', \"Cannot reach the desired palette size with current settings.\");\n\t\t\t\t}\n\t\t\t}\n\t\t} // not done\n\t\t\n\t\t// pixels = Uint8Array of raw palette indexes\n\t\t// palette = array of objects: { r, g, b, a, uint32 }\n\t\tthis.pixels = pixel_data;\n\t\tthis.palette = palette;\n\t\t\n\t\tthis.set('mode', 'indexed');\n\t\tthis.perf.end('quantizeFast');\n\t\tthis.logDebug(6, \"Fast image quantization complete\", { num_colors: palette.length });\n\t\treturn this;\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Resize Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar resize = _class.create({\n\t\n\tresize: function(opts) {\n\t\tvar result;\n\t\tthis.clearLastError();\n\t\t\n\t\t// convert back to RGBA if indexed\n\t\tif (this.get('mode') == 'indexed') {\n\t\t\tresult = this.render();\n\t\t\tif (result.isError) return result;\n\t\t}\n\t\t\n\t\t// if image requires EXIF orientation correction, must do that first\n\t\tif (this.get('autoOrient') && this.image && !this.canvas && this.exif && this.exif.Orientation && (this.exif.Orientation > 1)) {\n\t\t\tresult = this.render();\n\t\t\tif (result.isError) return result;\n\t\t} // auto-orient\n\t\t\n\t\tif (!this.canvas && !this.image) {\n\t\t\treturn this.doError('resize', \"No image to resize\");\n\t\t}\n\t\tif (!opts || (!opts.width && !opts.height)) {\n\t\t\treturn this.doError('resize', \"Both width and height were not specified\");\n\t\t}\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tthis.perf.begin('resize');\n\t\t\n\t\t// allow 'mode' to be passed in, but rename it to 'resizeMode'\n\t\tif (opts && opts.mode) {\n\t\t\topts.resizeMode = opts.mode;\n\t\t\tdelete opts.mode;\n\t\t}\n\t\t\n\t\t// allow 'direction' to be passed in, but rename it to 'resizeDirection'\n\t\tif (opts && opts.direction) {\n\t\t\topts.resizeDirection = opts.direction;\n\t\t\tdelete opts.direction;\n\t\t}\n\t\t\n\t\tvar orig_width = this.get('width');\n\t\tvar orig_height = this.get('height');\n\t\t\n\t\t// if width or height are missing, set to 0 so they aren't overwritten in applySettings\n\t\tif (!opts.width) opts.width = 0;\n\t\tif (!opts.height) opts.height = 0;\n\t\t\n\t\t// allow width and/or height to be percentage strings\n\t\tif ((typeof(opts.width) == 'string') && opts.width.match(/([\\d\\.]+)\\%/)) {\n\t\t\tvar pct = parseFloat( RegExp.$1 );\n\t\t\topts.width = Math.floor( orig_width * (pct / 100) );\n\t\t}\n\t\tif ((typeof(opts.height) == 'string') && opts.height.match(/([\\d\\.]+)\\%/)) {\n\t\t\tvar pct = parseFloat( RegExp.$1 );\n\t\t\topts.height = Math.floor( orig_height * (pct / 100) );\n\t\t}\n\t\t\n\t\t// import settings into opts\n\t\topts = this.applySettings(opts);\n\t\t\n\t\t// support delta\n\t\tif (opts.delta) {\n\t\t\topts.width = (opts.width || 0) + orig_width;\n\t\t\topts.height = (opts.height || 0) + orig_height;\n\t\t}\n\t\t\n\t\t// extrapolate width or height if missing, maintaining aspect ratio\n\t\tvar target_width = opts.width || Math.floor( orig_width * (target_height / orig_height) );\n\t\tvar target_height = opts.height || Math.floor( orig_height * (target_width / orig_width) );\n\t\t\n\t\ttarget_width = Math.max(1, Math.floor(target_width));\n\t\ttarget_height = Math.max(1, Math.floor(target_height));\n\t\t\n\t\t// calculate final destination width/height preserving aspect ratio\n\t\tvar ratios = [ target_width / orig_width, target_height / orig_height ];\n\t\tvar mode = opts.resizeMode;\n\t\tvar rfunc = mode.match(/(fitover|cover)/i) ? Math.max : Math.min;\n\t\tvar ratio = rfunc.apply( Math, ratios );\n\t\t\n\t\tvar dir = opts.resizeDirection;\n\t\tif (dir.match(/shrink/i)) ratio = Math.min( 1.0, ratio );\n\t\telse if (dir.match(/enlarge/i)) ratio = Math.max( 1.0, ratio );\n\t\t\n\t\tvar dest_width = Math.max(1, Math.floor( orig_width * ratio ));\n\t\tvar dest_height = Math.max(1, Math.floor( orig_height * ratio ));\n\t\t\n\t\t// special scale mode = ignore aspect ratio (distort)\n\t\t// direction is ignored in this mode\n\t\tif (mode.match(/(scale|exact)/i)) {\n\t\t\tdest_width = target_width;\n\t\t\tdest_height = target_height;\n\t\t}\n\t\t\n\t\t// calculate new canvas size\n\t\tvar canvas_width = opts.width = mode.match(/(fitpad|letterbox|fitover|cover)/i) ? target_width : dest_width;\n\t\tvar canvas_height = opts.height = mode.match(/(fitpad|letterbox|fitover|cover)/i) ? target_height : dest_height;\n\t\t\n\t\t// calculate image draw position based on gravity\n\t\tvar dx = opts.offsetX || 0;\n\t\tvar dy = opts.offsetY || 0;\n\t\tvar gravity = opts.gravity;\n\t\tvar x = 0;\n\t\tvar y = 0;\n\t\t\n\t\tif (gravity.match(/(west|left)/i)) x = 0 + dx;\n\t\telse if (gravity.match(/(east|right)/i)) x = (canvas_width - dest_width) - dx;\n\t\telse x = Math.floor( (canvas_width / 2) - (dest_width / 2) ) + dx;\n\t\t\n\t\tif (gravity.match(/(north|top)/i)) y = 0 + dy;\n\t\telse if (gravity.match(/(south|bottom)/i)) y = (canvas_height - dest_height) - dy;\n\t\telse y = Math.floor( (canvas_height / 2) - (dest_height / 2) ) + dy;\n\t\t\n\t\tthis.logDebug(6, \"Resizing image to target size: \" + target_width + 'x' + target_height, {\n\t\t\tmode: mode,\n\t\t\tgravity: gravity,\n\t\t\tbackground: opts.background,\n\t\t\torig_width: orig_width,\n\t\t\torig_height: orig_height,\n\t\t\ttarget_width: target_width,\n\t\t\ttarget_height: target_height,\n\t\t\tdest_width: dest_width,\n\t\t\tdest_height: dest_height,\n\t\t\tcanvas_width: canvas_width,\n\t\t\tcanvas_height: canvas_height,\n\t\t\tx: x,\n\t\t\ty: y\n\t\t});\n\t\t\n\t\t// source can be image or canvas\n\t\tvar source_image = this.image || this.canvas;\n\t\tdelete this.image;\n\t\t\n\t\t// create new canvas to resize onto\n\t\tresult = this.create({ width: opts.width, height: opts.height, background: opts.background });\n\t\tif (result.isError) {\n\t\t\tthis.perf.end('resize');\n\t\t\treturn result;\n\t\t}\n\t\t\n\t\t// save state, so resize can temporarily alter things like patternQuality\n\t\tthis.context.save();\n\t\t\n\t\t// copy over all canvas props\n\t\tfor (var key in this.canvasSettingsKeys) {\n\t\t\tthis.context[key] = opts[key];\n\t\t}\n\t\t\n\t\tif (opts.opacity < 1) {\n\t\t\tthis.context.globalAlpha = opts.opacity;\n\t\t}\n\t\tif (opts.compositeMode) {\n\t\t\tthis.context.globalCompositeOperation = opts.compositeMode;\n\t\t}\n\t\t\n\t\t// apply antialias if specified\n\t\tif (opts.antialias) {\n\t\t\tthis.applyAntialias( opts.antialias );\n\t\t}\n\t\t\n\t\t// perform the actual draw\n\t\tthis.context.drawImage(source_image, x, y, dest_width, dest_height);\n\t\t\n\t\t// restore original state\n\t\tthis.context.restore();\n\t\t\n\t\tthis.perf.end('resize');\n\t\tthis.logDebug(6, \"Image resize complete\");\n\t\treturn this;\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Text Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\nvar width_cache = {};\n\nvar measureWidthCache = function(ctx, text, kerning) {\n\t// only call measureText() for unique strings, bake in kerning too\n\tif (!kerning) kerning = 0;\n\tif (width_cache[text]) return width_cache[text];\n\tvar info = ctx.measureText(text);\n\twidth_cache[text] = info.width + (kerning * text.length);\n\treturn width_cache[text];\n};\n\nvar text = _class.create({\n\t\n\ttext: function(opts) {\n\t\t// render text onto canvas\n\t\t// { text, font, size, color, gravity, overflow, marginX, marginY, offsetX, offsetY, characterSpacing, lineSpacing, shadowColor, shadowOffsetX, shadowOffsetY, shadowBlur, outlineColor, outlineThickness, outlineStyle, opacity, autoCrop, background, maxWidth, maxHeight, shrinkWrapPrecision, fontStyle, fontWeight, mode }\n\t\tvar self = this;\n\t\tthis.clearLastError();\n\t\t\n\t\t// must reset width cache for every call to text()\n\t\twidth_cache = {};\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tif (!opts) {\n\t\t\treturn this.doError('text', \"No options passed to text\");\n\t\t}\n\t\tif (!opts.text) {\n\t\t\treturn this.doError('text', \"Missing text to render\");\n\t\t}\n\t\tif (!opts.font) {\n\t\t\treturn this.doError('text', \"Missing font to render text\");\n\t\t}\n\t\tif (!opts.size) {\n\t\t\treturn this.doError('text', \"Missing size to render text\");\n\t\t}\n\t\tif (!opts.color) {\n\t\t\treturn this.doError('text', \"Missing color to render text\");\n\t\t}\n\t\tif (!opts.text.match(/\\S/)) {\n\t\t\tthis.logDebug(3, \"Text is all whitespace, skipping render\");\n\t\t\treturn this;\n\t\t}\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tif ('margin' in opts) {\n\t\t\topts.marginX = opts.marginY = opts.margin;\n\t\t\tdelete opts.margin;\n\t\t}\n\t\tif ('characterSpacing' in opts) {\n\t\t\topts.kerning = opts.characterSpacing;\n\t\t\tdelete opts.characterSpacing;\n\t\t}\n\t\t// allow 'mode' to be passed in, but rename it to 'compositeMode'\n\t\tif (opts && opts.mode) {\n\t\t\topts.compositeMode = opts.mode;\n\t\t\tdelete opts.mode;\n\t\t}\n\t\t\n\t\tthis.perf.begin('text');\n\t\tthis.logDebug(6, \"Rendering text\", opts);\n\t\t\n\t\t// import settings into opts\n\t\topts = this.applySettings(opts);\n\t\t\n\t\tif (!opts.font) {\n\t\t\treturn this.doError('text', \"No font specified\");\n\t\t}\n\t\t\n\t\tvar ctx = this.context;\n\t\tvar width = this.get('width');\n\t\tvar height = this.get('height');\n\t\tvar font_family = this.getFontID( opts.font );\n\t\tvar font_spec = opts.fontStyle + ' ' + opts.fontWeight + ' ' + opts.size + 'px \"' + font_family + '\"';\n\t\t\n\t\tctx.save();\n\t\tctx.font = font_spec;\n\t\tthis.logDebug(9, \"Canvas Font Spec: \" + font_spec);\n\t\t\n\t\tctx.textAlign = 'left';\n\t\tctx.textBaseline = 'hanging';\n\t\t\n\t\tif (opts.shadowColor) {\n\t\t\tctx.shadowColor = opts.shadowColor;\n\t\t\tctx.shadowOffsetX = opts.shadowOffsetX || 0;\n\t\t\tctx.shadowOffsetY = opts.shadowOffsetY || 0;\n\t\t\tctx.shadowBlur = opts.shadowBlur || 0;\n\t\t}\n\t\tif (opts.outlineColor) {\n\t\t\tctx.strokeStyle = opts.outlineColor;\n\t\t\tctx.lineWidth = opts.outlineThickness * 2;\n\t\t\tctx.lineJoin = opts.outlineStyle;\n\t\t}\n\t\t\n\t\tif (opts.opacity < 1) {\n\t\t\tctx.globalAlpha = opts.opacity;\n\t\t}\n\t\tif (opts.compositeMode) {\n\t\t\tctx.globalCompositeOperation = opts.compositeMode;\n\t\t}\n\t\t\n\t\t// measure one character for line height\n\t\tvar info = ctx.measureText('M');\n\t\tif (!info.emHeightDescent && this.measureTextHeight) {\n\t\t\t// hack to measure height (browser-only)\n\t\t\tinfo.emHeightDescent = this.measureTextHeight(ctx.font);\n\t\t}\n\t\tif (!info.emHeightDescent) {\n\t\t\tctx.restore();\n\t\t\tthis.perf.end('text');\n\t\t\treturn this.doError('text', \"Could not measure font height\");\n\t\t}\n\t\tvar line_height = info.emHeightDescent + opts.lineSpacing;\n\t\tvar kerning = opts.kerning;\n\t\tvar overflow = opts.overflow || '';\n\t\tvar lines = [];\n\t\t\n\t\tvar dx = opts.offsetX || 0;\n\t\tvar dy = opts.offsetY || 0;\n\t\tvar mx = opts.marginX || 0;\n\t\tvar my = opts.marginY || 0;\n\t\tvar avail_width = opts.maxWidth || (width - (mx * 2));\n\t\tvar avail_height = opts.maxHeight || (height - (my * 2));\n\t\t\n\t\t// sanity check here, avail_width and avail_height must both be > 0\n\t\tif ((avail_width < 1) || (avail_height < 1)) {\n\t\t\tctx.restore();\n\t\t\tthis.perf.end('text');\n\t\t\treturn this.doError('text', \"No available space to render text (check margins)\");\n\t\t}\n\t\t\n\t\t// word wrap here\n\t\tif (overflow.match(/wrap/i)) {\n\t\t\tlines = this.wordWrapText(opts.text, avail_width, opts);\n\t\t\tif (lines === false) {\n\t\t\t\tctx.restore();\n\t\t\t\tthis.perf.end('text');\n\t\t\t\treturn this.doError('text', \"No available space to wrap text (check margins)\");\n\t\t\t}\n\t\t\t\n\t\t\tif (overflow.match(/shrink/i)) {\n\t\t\t\t// re-wrap while shrinking to fit entire paragraph into image box\n\t\t\t\tvar temp_avail_width = avail_width;\n\t\t\t\tvar temp_avail_height = avail_height;\n\t\t\t\tvar sw_precision = opts.shrinkWrapPrecision || 4;\n\t\t\t\tvar attempts = 256;\n\t\t\t\t\n\t\t\t\twhile (lines.length * line_height > temp_avail_height) {\n\t\t\t\t\ttemp_avail_width += sw_precision;\n\t\t\t\t\ttemp_avail_height += (sw_precision * (avail_height / avail_width));\n\t\t\t\t\tlines = this.wordWrapText(opts.text, temp_avail_width, opts);\n\t\t\t\t\tif (lines === false) {\n\t\t\t\t\t\tctx.restore();\n\t\t\t\t\t\tthis.perf.end('text');\n\t\t\t\t\t\treturn this.doError('text', \"No available space to shrink-wrap text (check margins)\");\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tif (--attempts < 0) {\n\t\t\t\t\t\t// emergency brake, to prevent infinite loop\n\t\t\t\t\t\tctx.restore();\n\t\t\t\t\t\tthis.perf.end('text');\n\t\t\t\t\t\treturn this.doError('text', \"Insufficient available space to shrink-wrap text (check margins)\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} // shrink-wrap\n\t\t}\n\t\telse {\n\t\t\t// standard flow (no wrap)\n\t\t\tlines = opts.text.trim().replace(/\\r\\n/g, \"\\n\").split(/\\n/);\n\t\t}\n\t\t\n\t\t// precalc line widths, adjust for kerning\n\t\tvar line_widths = [];\n\t\tvar longest_line_width = 0;\n\t\tfor (var idx = 0, len = lines.length; idx < len; idx++) {\n\t\t\tvar line = lines[idx];\n\t\t\tvar line_width = measureWidthCache(ctx, line, kerning);\n\t\t\tline_widths[idx] = line_width;\n\t\t\tif (line_width > longest_line_width) longest_line_width = line_width;\n\t\t} // foreach line\n\t\t\n\t\tvar text_width = longest_line_width;\n\t\tvar text_height = lines.length * line_height;\n\t\tvar gravity = opts.gravity;\n\t\t\n\t\t// define inline function for performing the actual rendering\n\t\tvar renderText = function(ctx, width, height, mx, my, dx, dy) {\n\t\t\tvar x = 0;\n\t\t\tvar y = 0;\n\t\t\t\n\t\t\tif (gravity.match(/(north|top)/i)) y = 0 + my + dy;\n\t\t\telse if (gravity.match(/(south|bottom)/i)) y = ((height - my) - text_height) - dy;\n\t\t\telse y = ((height / 2) - (text_height / 2)) + dy;\n\t\t\t\n\t\t\tif (opts.background) {\n\t\t\t\tif (gravity.match(/(west|left)/i)) x = 0 + mx + dx;\n\t\t\t\telse if (gravity.match(/(east|right)/i)) x = ((width - mx) - text_width) - dx;\n\t\t\t\telse x = ((width / 2) - (text_width / 2)) + dx;\n\t\t\t\t\n\t\t\t\tctx.fillStyle = opts.background;\n\t\t\t\tctx.fillRect( x, y, text_width, text_height );\n\t\t\t}\n\t\t\tctx.fillStyle = opts.color;\n\t\t\t\n\t\t\t// adjust for safari canvas line height issue (ughhhh)\n\t\t\tif (self.browser && self.userAgent.match(/Safari/) && !self.userAgent.match(/Chrome/)) {\n\t\t\t\ty -= ((line_height * 1.15) - line_height);\n\t\t\t}\n\t\t\t\n\t\t\tfor (var idx = 0, len = lines.length; idx < len; idx++) {\n\t\t\t\tvar line = lines[idx];\n\t\t\t\tvar chars = line.split('');\n\t\t\t\tvar line_width = line_widths[idx];\n\t\t\t\t\n\t\t\t\tif (gravity.match(/(west|left)/i)) x = 0 + mx + dx;\n\t\t\t\telse if (gravity.match(/(east|right)/i)) x = ((width - mx) - line_width) - dx;\n\t\t\t\telse x = ((width / 2) - (line_width / 2)) + dx;\n\t\t\t\t\n\t\t\t\tfor (var idy = 0, ley = chars.length; idy < ley; idy++) {\n\t\t\t\t\tvar ch = chars[idy];\n\t\t\t\t\tvar ch_width = measureWidthCache(ctx, ch, kerning);\n\t\t\t\t\t\n\t\t\t\t\tif (ch.match(/\\S/)) {\n\t\t\t\t\t\tif (opts.outlineColor) ctx.strokeText(ch, x, y);\n\t\t\t\t\t\tctx.fillText(ch, x, y);\n\t\t\t\t\t}\n\t\t\t\t\tx += ch_width;\n\t\t\t\t} // foreach char\n\t\t\t\t\n\t\t\t\ty += line_height;\n\t\t\t} // foreach line\n\t\t}; // renderText()\n\t\t\n\t\t// see if we need to autoscale here\n\t\tvar rendered = false;\n\t\t\n\t\tif (overflow.match(/shrink/i)) {\n\t\t\tvar scale_factor_x = avail_width / text_width;\n\t\t\tvar scale_factor_y = avail_height / text_height;\n\t\t\tvar scale_factor = Math.min( scale_factor_x, scale_factor_y );\n\t\t\t\n\t\t\tthis.logDebug(9, \"Autoscale calculation\", {\n\t\t\t\tavail_width: avail_width,\n\t\t\t\tavail_height: avail_height,\n\t\t\t\ttext_width: text_width,\n\t\t\t\ttext_height: text_height,\n\t\t\t\tscale_factor_x: scale_factor_x,\n\t\t\t\tscale_factor_y: scale_factor_y,\n\t\t\t\tscale_factor: scale_factor\n\t\t\t});\n\t\t\t\n\t\t\tif (scale_factor < 1.0) {\n\t\t\t\t// Scale using canvas math (only works accurately in browser, or with pango).\n\t\t\t\t// Now the standard method with node-canvas 2.0+\n\t\t\t\tctx.scale( scale_factor, scale_factor );\n\t\t\t\t\n\t\t\t\trenderText(\n\t\t\t\t\tctx, \n\t\t\t\t\twidth / scale_factor, \n\t\t\t\t\theight / scale_factor, \n\t\t\t\t\tmx / scale_factor, \n\t\t\t\t\tmy / scale_factor, \n\t\t\t\t\tdx / scale_factor, \n\t\t\t\t\tdy / scale_factor \n\t\t\t\t);\n\t\t\t\t\n\t\t\t\ttext_width = text_width * scale_factor;\n\t\t\t\ttext_height = text_height * scale_factor;\n\t\t\t\trendered = true;\n\t\t\t} // need shrink\n\t\t} // autoshrink\n\t\t\n\t\t// perform actual rendering\n\t\tif (!rendered) renderText( ctx, width, height, mx, my, dx, dy );\n\t\t\n\t\tctx.restore();\n\t\tthis.perf.end('text');\n\t\t\n\t\t// auto-crop to actual text size\n\t\tif (opts.autoCrop) {\n\t\t\tvar cx = Math.floor( (width / 2) - (text_width / 2) );\n\t\t\tvar cy = Math.floor( (height / 2) - (text_height / 2) );\n\t\t\tvar acwidth = width;\n\t\t\tvar acheight = height;\n\t\t\t\n\t\t\tif (opts.autoCrop.match(/horiz|both|all/i)) {\n\t\t\t\tacwidth = Math.floor( text_width + (mx * 2) );\n\t\t\t}\n\t\t\tif (opts.autoCrop.match(/vert|both|all/i)) {\n\t\t\t\tacheight = Math.floor( text_height + (my * 2) );\n\t\t\t}\n\t\t\t\n\t\t\t// thanks to user @yhanwen for this bug fix:\n\t\t\tif (gravity.match(/(west|left)/i)) cx = 0;\n\t\t\telse if (gravity.match(/(north|top)/i)) cy = 0;\n\t\t\telse if (gravity.match(/(east|right)/i)) cx = width - acwidth;\n\t\t\telse if (gravity.match(/(south|bottom)/i)) cy = height - acheight;\n\t\t\t\n\t\t\tif ((acwidth < width) || (acheight < height)) {\n\t\t\t\tthis.crop({\n\t\t\t\t\twidth: acwidth,\n\t\t\t\t\theight: acheight,\n\t\t\t\t\tx: cx,\n\t\t\t\t\ty: cy\n\t\t\t\t});\n\t\t\t}\n\t\t} // auto-crop\n\t\t\n\t\tthis.logDebug(6, \"Text rendering complete\");\n\t\treturn this;\n\t},\n\t\n\twordWrapText: function(text, avail_width, opts) {\n\t\t// word wrap text, leaning heavily on Context2D.measureText()\n\t\tvar lines = text.trim().replace(/\\r\\n/g, \"\\n\").split(/\\n/);\n\t\tvar ctx = this.context;\n\t\tvar kerning = opts.kerning;\n\t\t\n\t\t// foreach line\n\t\tfor (var idx = 0; idx < lines.length; idx++) {\n\t\t\tvar line = lines[idx].replace(/\\t/g, opts.tabSpaces || \" \").replace(/\\s/g, ' ');\n\t\t\tvar full_line_width = measureWidthCache(ctx, line, kerning);\n\t\t\t\n\t\t\tif (full_line_width > avail_width) {\n\t\t\t\t// line is too long, must break up words\n\t\t\t\tvar words = line.split(/\\s/);\n\t\t\t\tvar prefix = '';\n\t\t\t\tvar line_width = 0;\n\t\t\t\tvar line_text = '';\n\t\t\t\t\n\t\t\t\t// foreach word\n\t\t\t\tfor (idy = 0, ley = words.length; idy < ley; idy++) {\n\t\t\t\t\tvar word = words[idy];\n\t\t\t\t\tif (word.length) {\n\t\t\t\t\t\tvar full_word = prefix + word;\n\t\t\t\t\t\tvar word_width = measureWidthCache(ctx, full_word, kerning);\n\t\t\t\t\t\t\n\t\t\t\t\t\tif (line_width + word_width > avail_width) {\n\t\t\t\t\t\t\t// word does not fit\n\t\t\t\t\t\t\tif (idy == 0) {\n\t\t\t\t\t\t\t\t// first word doesn't fit, we have to chop it up\n\t\t\t\t\t\t\t\tvar temp_width = 0;\n\t\t\t\t\t\t\t\tvar temp_text = '';\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t// foreach character in word\n\t\t\t\t\t\t\t\tfor (var idz = 0, lez = word.length; idz < lez; idz++) {\n\t\t\t\t\t\t\t\t\tvar ch = word[idz];\n\t\t\t\t\t\t\t\t\tvar ch_width = measureWidthCache(ctx, ch, kerning);\n\t\t\t\t\t\t\t\t\tif (temp_width + ch_width > avail_width) {\n\t\t\t\t\t\t\t\t\t\t// sanity check\n\t\t\t\t\t\t\t\t\t\tif (!idz) return false; // abort -- single character does not fit on line\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t// chop at this point\n\t\t\t\t\t\t\t\t\t\tlines[idx] = temp_text;\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\tvar append_text = word.substring(idz);\n\t\t\t\t\t\t\t\t\t\tif (idy < words.length - 1) append_text += ' ' + words.slice(idy + 1).join(' ');\n\t\t\t\t\t\t\t\t\t\tlines.splice( idx + 1, 0, append_text );\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t// drop out of inner loop\n\t\t\t\t\t\t\t\t\t\tidz = lez;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\telse {\n\t\t\t\t\t\t\t\t\t\t// character fits, append and continue\n\t\t\t\t\t\t\t\t\t\ttemp_width += ch_width;\n\t\t\t\t\t\t\t\t\t\ttemp_text += ch;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t} // foreach character\n\t\t\t\t\t\t\t} // first word on line\n\t\t\t\t\t\t\telse {\n\t\t\t\t\t\t\t\t// reset current line to contain only words up to this point\n\t\t\t\t\t\t\t\tlines[idx] = line_text;\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t// shove remaining words onto next line (may extend array)\n\t\t\t\t\t\t\t\tlines.splice( idx + 1, 0, words.slice(idy).join(' ') );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// drop out of inner word loop\n\t\t\t\t\t\t\tidy = ley;\n\t\t\t\t\t\t} // word doesn't fit\n\t\t\t\t\t\telse {\n\t\t\t\t\t\t\t// word fits nicely, append and continue\n\t\t\t\t\t\t\tline_width += word_width;\n\t\t\t\t\t\t\tline_text += full_word;\n\t\t\t\t\t\t\tprefix = ' ';\n\t\t\t\t\t\t}\n\t\t\t\t\t} // word has length\n\t\t\t\t\telse {\n\t\t\t\t\t\t// extra space\n\t\t\t\t\t\tprefix += ' ';\n\t\t\t\t\t}\n\t\t\t\t} // foreach word\n\t\t\t} // line too wide\n\t\t} // foreach line\n\t\t\n\t\treturn lines;\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Transform Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar transform = _class.create({\n\t\n\ttransform: function(opts) {\n\t\tthis.clearLastError();\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\tif (!opts) {\n\t\t\treturn this.doError('render', \"No options passed to transform\");\n\t\t}\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tthis.perf.begin('transform');\n\t\tthis.logDebug(6, \"Transforming image\", opts);\n\t\t\n\t\tvar ctx = this.context;\n\t\tvar width = this.get('width');\n\t\tvar height = this.get('height');\n\t\t\n\t\t// clone and clear\n\t\tvar clone = this.clone();\n\t\t\n\t\tif (opts.rotate) {\n\t\t\tif (opts.rotate < 0) opts.rotate += 360;\n\t\t\topts.rotate = opts.rotate % 360;\n\t\t}\n\t\t\n\t\tif (opts.rotate && !opts.fixed) {\n\t\t\tif ((opts.rotate == 90) || (opts.rotate == 180) || (opts.rotate == 270)) {\n\t\t\t\t// image is 90, 180 or 270 degrees, need to swap width/height\n\t\t\t\tif ((opts.rotate == 90) || (opts.rotate == 270)) {\n\t\t\t\t\tthis.logDebug(5, \"Swapping width/height for rotate \" + opts.rotate);\n\t\t\t\t\tvar temp = this.get('width');\n\t\t\t\t\tthis.set('width', this.get('height'));\n\t\t\t\t\tthis.set('height', temp);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t// recreate canvas at new size\n\t\t\t\tthis.create(opts);\n\t\t\t\tctx = this.context;\n\t\t\t\tctx.save();\n\t\t\t\t\n\t\t\t\tswitch (opts.rotate) {\n\t\t\t\t\tcase 90: ctx.transform(0, 1, -1, 0, height , 0); break;\n\t\t\t\t\tcase 180: ctx.transform(-1, 0, 0, -1, width, height); break;\n\t\t\t\t\tcase 270: ctx.transform(0, -1, 1, 0, 0, width); break;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse {\n\t\t\t\t// tricky non-right-angle resize\n\t\t\t\tvar rads = opts.rotate * Math.PI / 180;\n\t\t\t\tvar c = Math.cos(rads);\n\t\t\t\tvar s = Math.sin(rads);\n\t\t\t\tif (s < 0) { s = -s; }\n\t\t\t\tif (c < 0) { c = -c; }\n\t\t\t\t\n\t\t\t\tthis.set('width', Math.ceil( (height * s) + (width * c) ));\n\t\t\t\tthis.set('height', Math.ceil( (height * c) + (width * s) ));\n\t\t\t\t\n\t\t\t\tthis.logDebug(5, \"Setting new width/height for rotate \" + opts.rotate + \": \" + this.width() + 'x' + this.height());\n\t\t\t\t\n\t\t\t\t// recreate canvas at new size\n\t\t\t\tthis.create(opts);\n\t\t\t\tctx = this.context;\n\t\t\t\tctx.save();\n\t\t\t\t\n\t\t\t\t// set origin point to center\n\t\t\t\tctx.translate( this.width() / 2, this.height() / 2 );\n\t\t\t\t\n\t\t\t\t// do the needful\n\t\t\t\tctx.rotate( rads );\n\t\t\t\t\n\t\t\t\t// reverse the translate for drawImage origin\n\t\t\t\tctx.translate( -width / 2, -height / 2 );\n\t\t\t}\n\t\t} // rotate\n\t\telse {\n\t\t\t// other misc transform (no canvas resize)\n\t\t\tctx.clearRect( 0, 0, width, height );\n\t\t\t\n\t\t\t// fill background if desired\n\t\t\tif (opts.background) {\n\t\t\t\tctx.save();\n\t\t\t\tctx.fillStyle = opts.background;\n\t\t\t\tctx.fillRect( 0, 0, width, height );\n\t\t\t\tctx.restore();\n\t\t\t}\n\t\t\t\n\t\t\t// save canvas state\n\t\t\tctx.save();\n\t\t\t\n\t\t\t// set origin point to center\n\t\t\tctx.translate( width / 2, height / 2 );\n\t\t\t\n\t\t\tif (opts.rotate) {\n\t\t\t\tctx.rotate( opts.rotate * Math.PI / 180 );\n\t\t\t}\n\t\t\telse if (opts.fliph) {\n\t\t\t\tctx.scale( -1, 1 );\n\t\t\t}\n\t\t\telse if (opts.flipv) {\n\t\t\t\tctx.scale( 1, -1 );\n\t\t\t}\n\t\t\telse if (opts.matrix) {\n\t\t\t\t// See: https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/transform\n\t\t\t\tctx.transform.apply( ctx, opts.matrix );\n\t\t\t}\n\t\t\t\n\t\t\t// reverse the translate for drawImage origin\n\t\t\tctx.translate( -width / 2, -height / 2 );\n\t\t}\n\t\t\n\t\t// apply antialias if specified\n\t\tif (opts.antialias) {\n\t\t\tthis.applyAntialias( opts.antialias );\n\t\t}\n\t\t\n\t\t// draw clone onto self\n\t\tctx.drawImage(clone.canvas, 0, 0);\n\t\t\n\t\t// restore original canvas state\n\t\tctx.restore();\n\t\t\n\t\tthis.perf.end('transform');\n\t\tthis.logDebug(6, \"Transform complete\");\n\t\treturn this;\n\t},\n\t\n\trotate: function(deg) {\n\t\t// shortcut\n\t\treturn this.transform({ rotate: deg });\n\t},\n\t\n\tflipHorizontal: function() {\n\t\t// shortcut\n\t\treturn this.transform({ fliph: true });\n\t},\n\t\n\tflipVertical: function() {\n\t\t// shortcut\n\t\treturn this.transform({ flipv: true });\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// Trim Filter Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\nvar trim = _class.create({\n\t\n\ttrim: function(opts) {\n\t\tthis.clearLastError();\n\t\t\n\t\tvar result = this.requireRGBA();\n\t\tif (result.isError) return result;\n\t\t\n\t\topts = this.copyHash( opts || {} );\n\t\t\n\t\tthis.perf.begin('trim');\n\t\tthis.logDebug(6, \"Trimming image (auto-crop edges)\", opts);\n\t\t\n\t\tvar width = this.get('width');\n\t\tvar height = this.get('height');\n\t\tvar imgData = this.context.getImageData(0, 0, width, height);\n\t\tvar data = imgData.data;\n\t\tvar tolerance = opts.tolerance || 0;\n\t\tvar ref = null;\n\t\t\n\t\tif (opts.color) {\n\t\t\t// use custom user-supplied color\n\t\t\tvar color = this.parseColor( opts.color );\n\t\t\tif (!color) return this.doError('trim', \"Failed to parse trim color\");\n\t\t\tref = color;\n\t\t\tthis.logDebug(6, \"Using custom color for trim: \" + opts.color, color);\n\t\t}\n\t\telse {\n\t\t\t// default to top-left corner pixel\n\t\t\tref = {\n\t\t\t\tr: data[0],\n\t\t\t\tg: data[1],\n\t\t\t\tb: data[2],\n\t\t\t\ta: data[3]\n\t\t\t};\n\t\t\tthis.logDebug(6, \"Using top-left corner pixel for trim\", ref);\n\t\t}\n\t\t\n\t\tvar offset = 0;\n\t\tvar left = width - 1;\n\t\tvar top = height - 1;\n\t\tvar right = 0;\n\t\tvar bottom = 0;\n\t\t\n\t\tfor (var y = 0; y < height; y++) {\n\t\t\t// foreach row\n\t\t\tfor (var x = 0; x < width; x++) {\n\t\t\t\t// for each pixel\n\t\t\t\tdist = Math.max(\n\t\t\t\t\tMath.abs( ref.r - data[offset + 0] ),\n\t\t\t\t\tMath.abs( ref.g - data[offset + 1] ),\n\t\t\t\t\tMath.abs( ref.b - data[offset + 2] ),\n\t\t\t\t\tMath.abs( ref.a - data[offset + 3] )\n\t\t\t\t);\n\t\t\t\tif (dist > tolerance) {\n\t\t\t\t\tif (x < left) left = x;\n\t\t\t\t\tif (x > right) right = x;\n\t\t\t\t\tif (y < top) top = y;\n\t\t\t\t\tif (y > bottom) bottom = y;\n\t\t\t\t}\n\t\t\t\toffset += 4;\n\t\t\t} // x\n\t\t} // y\n\t\t\n\t\tvar cx = left;\n\t\tvar cy = top;\n\t\tvar cwidth = (right - left) + 1;\n\t\tvar cheight = (bottom - top) + 1;\n\t\t\n\t\tif ((cwidth > 0) && (cheight > 0)) {\n\t\t\tif ((cwidth < width) || (cheight < height)) {\n\t\t\t\tthis.crop({\n\t\t\t\t\twidth: cwidth,\n\t\t\t\t\theight: cheight,\n\t\t\t\t\tx: cx,\n\t\t\t\t\ty: cy\n\t\t\t\t});\n\t\t\t\tthis.logDebug(6, \"Image trim complete\");\n\t\t\t}\n\t\t\telse {\n\t\t\t\tthis.logDebug(3, \"No trim was necessary\");\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tthis.logDebug(3, \"Entire image was trimmed, canceling\");\n\t\t}\n\t\t\n\t\tthis.perf.end('trim');\n\t\treturn this;\n\t}\n\t\n});\n\nvar omggif = createCommonjsModule(function (module, exports) {\n// (c) Dean McNamee , 2013.\n//\n// https://github.com/deanm/omggif\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to\n// deal in the Software without restriction, including without limitation the\n// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or\n// sell copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS\n// IN THE SOFTWARE.\n//\n// omggif is a JavaScript implementation of a GIF 89a encoder and decoder,\n// including animation and compression. It does not rely on any specific\n// underlying system, so should run in the browser, Node, or Plask.\n\nfunction GifWriter(buf, width, height, gopts) {\n var p = 0;\n\n var gopts = gopts === undefined ? { } : gopts;\n var loop_count = gopts.loop === undefined ? null : gopts.loop;\n var global_palette = gopts.palette === undefined ? null : gopts.palette;\n\n if (width <= 0 || height <= 0 || width > 65535 || height > 65535)\n throw \"Width/Height invalid.\"\n\n function check_palette_and_num_colors(palette) {\n var num_colors = palette.length;\n if (num_colors < 2 || num_colors > 256 || num_colors & (num_colors-1))\n throw \"Invalid code/color length, must be power of 2 and 2 .. 256.\";\n return num_colors;\n }\n\n // - Header.\n buf[p++] = 0x47; buf[p++] = 0x49; buf[p++] = 0x46; // GIF\n buf[p++] = 0x38; buf[p++] = 0x39; buf[p++] = 0x61; // 89a\n\n // Handling of Global Color Table (palette) and background index.\n var gp_num_colors_pow2 = 0;\n var background = 0;\n if (global_palette !== null) {\n var gp_num_colors = check_palette_and_num_colors(global_palette);\n while (gp_num_colors >>= 1) ++gp_num_colors_pow2;\n gp_num_colors = 1 << gp_num_colors_pow2;\n --gp_num_colors_pow2;\n if (gopts.background !== undefined) {\n background = gopts.background;\n if (background >= gp_num_colors) throw \"Background index out of range.\";\n // The GIF spec states that a background index of 0 should be ignored, so\n // this is probably a mistake and you really want to set it to another\n // slot in the palette. But actually in the end most browsers, etc end\n // up ignoring this almost completely (including for dispose background).\n if (background === 0)\n throw \"Background index explicitly passed as 0.\";\n }\n }\n\n // - Logical Screen Descriptor.\n // NOTE(deanm): w/h apparently ignored by implementations, but set anyway.\n buf[p++] = width & 0xff; buf[p++] = width >> 8 & 0xff;\n buf[p++] = height & 0xff; buf[p++] = height >> 8 & 0xff;\n // NOTE: Indicates 0-bpp original color resolution (unused?).\n buf[p++] = (global_palette !== null ? 0x80 : 0) | // Global Color Table Flag.\n gp_num_colors_pow2; // NOTE: No sort flag (unused?).\n buf[p++] = background; // Background Color Index.\n buf[p++] = 0; // Pixel aspect ratio (unused?).\n\n // - Global Color Table\n if (global_palette !== null) {\n for (var i = 0, il = global_palette.length; i < il; ++i) {\n var rgb = global_palette[i];\n buf[p++] = rgb >> 16 & 0xff;\n buf[p++] = rgb >> 8 & 0xff;\n buf[p++] = rgb & 0xff;\n }\n }\n\n if (loop_count !== null) { // Netscape block for looping.\n if (loop_count < 0 || loop_count > 65535)\n throw \"Loop count invalid.\"\n // Extension code, label, and length.\n buf[p++] = 0x21; buf[p++] = 0xff; buf[p++] = 0x0b;\n // NETSCAPE2.0\n buf[p++] = 0x4e; buf[p++] = 0x45; buf[p++] = 0x54; buf[p++] = 0x53;\n buf[p++] = 0x43; buf[p++] = 0x41; buf[p++] = 0x50; buf[p++] = 0x45;\n buf[p++] = 0x32; buf[p++] = 0x2e; buf[p++] = 0x30;\n // Sub-block\n buf[p++] = 0x03; buf[p++] = 0x01;\n buf[p++] = loop_count & 0xff; buf[p++] = loop_count >> 8 & 0xff;\n buf[p++] = 0x00; // Terminator.\n }\n\n\n var ended = false;\n\n this.addFrame = function(x, y, w, h, indexed_pixels, opts) {\n if (ended === true) { --p; ended = false; } // Un-end.\n\n opts = opts === undefined ? { } : opts;\n\n // TODO(deanm): Bounds check x, y. Do they need to be within the virtual\n // canvas width/height, I imagine?\n if (x < 0 || y < 0 || x > 65535 || y > 65535)\n throw \"x/y invalid.\"\n\n if (w <= 0 || h <= 0 || w > 65535 || h > 65535)\n throw \"Width/Height invalid.\"\n\n if (indexed_pixels.length < w * h)\n throw \"Not enough pixels for the frame size.\";\n\n var using_local_palette = true;\n var palette = opts.palette;\n if (palette === undefined || palette === null) {\n using_local_palette = false;\n palette = global_palette;\n }\n\n if (palette === undefined || palette === null)\n throw \"Must supply either a local or global palette.\";\n\n var num_colors = check_palette_and_num_colors(palette);\n\n // Compute the min_code_size (power of 2), destroying num_colors.\n var min_code_size = 0;\n while (num_colors >>= 1) ++min_code_size;\n num_colors = 1 << min_code_size; // Now we can easily get it back.\n\n var delay = opts.delay === undefined ? 0 : opts.delay;\n\n // From the spec:\n // 0 - No disposal specified. The decoder is\n // not required to take any action.\n // 1 - Do not dispose. The graphic is to be left\n // in place.\n // 2 - Restore to background color. The area used by the\n // graphic must be restored to the background color.\n // 3 - Restore to previous. The decoder is required to\n // restore the area overwritten by the graphic with\n // what was there prior to rendering the graphic.\n // 4-7 - To be defined.\n // NOTE(deanm): Dispose background doesn't really work, apparently most\n // browsers ignore the background palette index and clear to transparency.\n var disposal = opts.disposal === undefined ? 0 : opts.disposal;\n if (disposal < 0 || disposal > 3) // 4-7 is reserved.\n throw \"Disposal out of range.\";\n\n var use_transparency = false;\n var transparent_index = 0;\n if (opts.transparent !== undefined && opts.transparent !== null) {\n use_transparency = true;\n transparent_index = opts.transparent;\n if (transparent_index < 0 || transparent_index >= num_colors)\n throw \"Transparent color index.\";\n }\n\n if (disposal !== 0 || use_transparency || delay !== 0) {\n // - Graphics Control Extension\n buf[p++] = 0x21; buf[p++] = 0xf9; // Extension / Label.\n buf[p++] = 4; // Byte size.\n\n buf[p++] = disposal << 2 | (use_transparency === true ? 1 : 0);\n buf[p++] = delay & 0xff; buf[p++] = delay >> 8 & 0xff;\n buf[p++] = transparent_index; // Transparent color index.\n buf[p++] = 0; // Block Terminator.\n }\n\n // - Image Descriptor\n buf[p++] = 0x2c; // Image Seperator.\n buf[p++] = x & 0xff; buf[p++] = x >> 8 & 0xff; // Left.\n buf[p++] = y & 0xff; buf[p++] = y >> 8 & 0xff; // Top.\n buf[p++] = w & 0xff; buf[p++] = w >> 8 & 0xff;\n buf[p++] = h & 0xff; buf[p++] = h >> 8 & 0xff;\n // NOTE: No sort flag (unused?).\n // TODO(deanm): Support interlace.\n buf[p++] = using_local_palette === true ? (0x80 | (min_code_size-1)) : 0;\n\n // - Local Color Table\n if (using_local_palette === true) {\n for (var i = 0, il = palette.length; i < il; ++i) {\n var rgb = palette[i];\n buf[p++] = rgb >> 16 & 0xff;\n buf[p++] = rgb >> 8 & 0xff;\n buf[p++] = rgb & 0xff;\n }\n }\n\n p = GifWriterOutputLZWCodeStream(\n buf, p, min_code_size < 2 ? 2 : min_code_size, indexed_pixels);\n };\n\n this.end = function() {\n if (ended === false) {\n buf[p++] = 0x3b; // Trailer.\n ended = true;\n }\n return p;\n };\n}\n\n// Main compression routine, palette indexes -> LZW code stream.\n// |index_stream| must have at least one entry.\nfunction GifWriterOutputLZWCodeStream(buf, p, min_code_size, index_stream) {\n buf[p++] = min_code_size;\n var cur_subblock = p++; // Pointing at the length field.\n\n var clear_code = 1 << min_code_size;\n var code_mask = clear_code - 1;\n var eoi_code = clear_code + 1;\n var next_code = eoi_code + 1;\n\n var cur_code_size = min_code_size + 1; // Number of bits per code.\n var cur_shift = 0;\n // We have at most 12-bit codes, so we should have to hold a max of 19\n // bits here (and then we would write out).\n var cur = 0;\n\n function emit_bytes_to_buffer(bit_block_size) {\n while (cur_shift >= bit_block_size) {\n buf[p++] = cur & 0xff;\n cur >>= 8; cur_shift -= 8;\n if (p === cur_subblock + 256) { // Finished a subblock.\n buf[cur_subblock] = 255;\n cur_subblock = p++;\n }\n }\n }\n\n function emit_code(c) {\n cur |= c << cur_shift;\n cur_shift += cur_code_size;\n emit_bytes_to_buffer(8);\n }\n\n // I am not an expert on the topic, and I don't want to write a thesis.\n // However, it is good to outline here the basic algorithm and the few data\n // structures and optimizations here that make this implementation fast.\n // The basic idea behind LZW is to build a table of previously seen runs\n // addressed by a short id (herein called output code). All data is\n // referenced by a code, which represents one or more values from the\n // original input stream. All input bytes can be referenced as the same\n // value as an output code. So if you didn't want any compression, you\n // could more or less just output the original bytes as codes (there are\n // some details to this, but it is the idea). In order to achieve\n // compression, values greater then the input range (codes can be up to\n // 12-bit while input only 8-bit) represent a sequence of previously seen\n // inputs. The decompressor is able to build the same mapping while\n // decoding, so there is always a shared common knowledge between the\n // encoding and decoder, which is also important for \"timing\" aspects like\n // how to handle variable bit width code encoding.\n //\n // One obvious but very important consequence of the table system is there\n // is always a unique id (at most 12-bits) to map the runs. 'A' might be\n // 4, then 'AA' might be 10, 'AAA' 11, 'AAAA' 12, etc. This relationship\n // can be used for an effecient lookup strategy for the code mapping. We\n // need to know if a run has been seen before, and be able to map that run\n // to the output code. Since we start with known unique ids (input bytes),\n // and then from those build more unique ids (table entries), we can\n // continue this chain (almost like a linked list) to always have small\n // integer values that represent the current byte chains in the encoder.\n // This means instead of tracking the input bytes (AAAABCD) to know our\n // current state, we can track the table entry for AAAABC (it is guaranteed\n // to exist by the nature of the algorithm) and the next character D.\n // Therefor the tuple of (table_entry, byte) is guaranteed to also be\n // unique. This allows us to create a simple lookup key for mapping input\n // sequences to codes (table indices) without having to store or search\n // any of the code sequences. So if 'AAAA' has a table entry of 12, the\n // tuple of ('AAAA', K) for any input byte K will be unique, and can be our\n // key. This leads to a integer value at most 20-bits, which can always\n // fit in an SMI value and be used as a fast sparse array / object key.\n\n // Output code for the current contents of the index buffer.\n var ib_code = index_stream[0] & code_mask; // Load first input index.\n var code_table = { }; // Key'd on our 20-bit \"tuple\".\n\n emit_code(clear_code); // Spec says first code should be a clear code.\n\n // First index already loaded, process the rest of the stream.\n for (var i = 1, il = index_stream.length; i < il; ++i) {\n var k = index_stream[i] & code_mask;\n var cur_key = ib_code << 8 | k; // (prev, k) unique tuple.\n var cur_code = code_table[cur_key]; // buffer + k.\n\n // Check if we have to create a new code table entry.\n if (cur_code === undefined) { // We don't have buffer + k.\n // Emit index buffer (without k).\n // This is an inline version of emit_code, because this is the core\n // writing routine of the compressor (and V8 cannot inline emit_code\n // because it is a closure here in a different context). Additionally\n // we can call emit_byte_to_buffer less often, because we can have\n // 30-bits (from our 31-bit signed SMI), and we know our codes will only\n // be 12-bits, so can safely have 18-bits there without overflow.\n // emit_code(ib_code);\n cur |= ib_code << cur_shift;\n cur_shift += cur_code_size;\n while (cur_shift >= 8) {\n buf[p++] = cur & 0xff;\n cur >>= 8; cur_shift -= 8;\n if (p === cur_subblock + 256) { // Finished a subblock.\n buf[cur_subblock] = 255;\n cur_subblock = p++;\n }\n }\n\n if (next_code === 4096) { // Table full, need a clear.\n emit_code(clear_code);\n next_code = eoi_code + 1;\n cur_code_size = min_code_size + 1;\n code_table = { };\n } else { // Table not full, insert a new entry.\n // Increase our variable bit code sizes if necessary. This is a bit\n // tricky as it is based on \"timing\" between the encoding and\n // decoder. From the encoders perspective this should happen after\n // we've already emitted the index buffer and are about to create the\n // first table entry that would overflow our current code bit size.\n if (next_code >= (1 << cur_code_size)) ++cur_code_size;\n code_table[cur_key] = next_code++; // Insert into code table.\n }\n\n ib_code = k; // Index buffer to single input k.\n } else {\n ib_code = cur_code; // Index buffer to sequence in code table.\n }\n }\n\n emit_code(ib_code); // There will still be something in the index buffer.\n emit_code(eoi_code); // End Of Information.\n\n // Flush / finalize the sub-blocks stream to the buffer.\n emit_bytes_to_buffer(1);\n\n // Finish the sub-blocks, writing out any unfinished lengths and\n // terminating with a sub-block of length 0. If we have already started\n // but not yet used a sub-block it can just become the terminator.\n if (cur_subblock + 1 === p) { // Started but unused.\n buf[cur_subblock] = 0;\n } else { // Started and used, write length and additional terminator block.\n buf[cur_subblock] = p - cur_subblock - 1;\n buf[p++] = 0;\n }\n return p;\n}\n\nfunction GifReader(buf) {\n var p = 0;\n\n // - Header (GIF87a or GIF89a).\n if (buf[p++] !== 0x47 || buf[p++] !== 0x49 || buf[p++] !== 0x46 ||\n buf[p++] !== 0x38 || (buf[p++]+1 & 0xfd) !== 0x38 || buf[p++] !== 0x61) {\n throw \"Invalid GIF 87a/89a header.\";\n }\n\n // - Logical Screen Descriptor.\n var width = buf[p++] | buf[p++] << 8;\n var height = buf[p++] | buf[p++] << 8;\n var pf0 = buf[p++]; // .\n var global_palette_flag = pf0 >> 7;\n var num_global_colors_pow2 = pf0 & 0x7;\n var num_global_colors = 1 << (num_global_colors_pow2 + 1);\n var background = buf[p++];\n buf[p++]; // Pixel aspect ratio (unused?).\n\n var global_palette_offset = null;\n\n if (global_palette_flag) {\n global_palette_offset = p;\n p += num_global_colors * 3; // Seek past palette.\n }\n\n var no_eof = true;\n\n var frames = [ ];\n\n var delay = 0;\n var transparent_index = null;\n var disposal = 0; // 0 - No disposal specified.\n var loop_count = null;\n\n this.width = width;\n this.height = height;\n\n while (no_eof && p < buf.length) {\n switch (buf[p++]) {\n case 0x21: // Graphics Control Extension Block\n switch (buf[p++]) {\n case 0xff: // Application specific block\n // Try if it's a Netscape block (with animation loop counter).\n if (buf[p ] !== 0x0b || // 21 FF already read, check block size.\n // NETSCAPE2.0\n buf[p+1 ] == 0x4e && buf[p+2 ] == 0x45 && buf[p+3 ] == 0x54 &&\n buf[p+4 ] == 0x53 && buf[p+5 ] == 0x43 && buf[p+6 ] == 0x41 &&\n buf[p+7 ] == 0x50 && buf[p+8 ] == 0x45 && buf[p+9 ] == 0x32 &&\n buf[p+10] == 0x2e && buf[p+11] == 0x30 &&\n // Sub-block\n buf[p+12] == 0x03 && buf[p+13] == 0x01 && buf[p+16] == 0) {\n p += 14;\n loop_count = buf[p++] | buf[p++] << 8;\n p++; // Skip terminator.\n } else { // We don't know what it is, just try to get past it.\n p += 12;\n while (true) { // Seek through subblocks.\n var block_size = buf[p++];\n if (block_size === 0) break;\n p += block_size;\n }\n }\n break;\n\n case 0xf9: // Graphics Control Extension\n if (buf[p++] !== 0x4 || buf[p+4] !== 0)\n throw \"Invalid graphics extension block.\";\n var pf1 = buf[p++];\n delay = buf[p++] | buf[p++] << 8;\n transparent_index = buf[p++];\n if ((pf1 & 1) === 0) transparent_index = null;\n disposal = pf1 >> 2 & 0x7;\n p++; // Skip terminator.\n break;\n\n case 0xfe: // Comment Extension.\n while (true) { // Seek through subblocks.\n var block_size = buf[p++];\n if (block_size === 0) break;\n // console.log(buf.slice(p, p+block_size).toString('ascii'));\n p += block_size;\n }\n break;\n\n default:\n throw \"Unknown graphic control label: 0x\" + buf[p-1].toString(16);\n }\n break;\n\n case 0x2c: // Image Descriptor.\n var x = buf[p++] | buf[p++] << 8;\n var y = buf[p++] | buf[p++] << 8;\n var w = buf[p++] | buf[p++] << 8;\n var h = buf[p++] | buf[p++] << 8;\n var pf2 = buf[p++];\n var local_palette_flag = pf2 >> 7;\n var interlace_flag = pf2 >> 6 & 1;\n var num_local_colors_pow2 = pf2 & 0x7;\n var num_local_colors = 1 << (num_local_colors_pow2 + 1);\n var palette_offset = global_palette_offset;\n var has_local_palette = false;\n if (local_palette_flag) {\n var has_local_palette = true;\n palette_offset = p; // Override with local palette.\n p += num_local_colors * 3; // Seek past palette.\n }\n\n var data_offset = p;\n\n p++; // codesize\n while (true) {\n var block_size = buf[p++];\n if (block_size === 0) break;\n p += block_size;\n }\n\n frames.push({x: x, y: y, width: w, height: h,\n has_local_palette: has_local_palette,\n palette_offset: palette_offset,\n data_offset: data_offset,\n data_length: p - data_offset,\n transparent_index: transparent_index,\n interlaced: !!interlace_flag,\n delay: delay,\n disposal: disposal});\n break;\n\n case 0x3b: // Trailer Marker (end of file).\n no_eof = false;\n break;\n\n default:\n throw \"Unknown gif block: 0x\" + buf[p-1].toString(16);\n }\n }\n\n this.numFrames = function() {\n return frames.length;\n };\n\n this.loopCount = function() {\n return loop_count;\n };\n\n this.frameInfo = function(frame_num) {\n if (frame_num < 0 || frame_num >= frames.length)\n throw \"Frame index out of range.\";\n return frames[frame_num];\n };\n\n this.decodeAndBlitFrameBGRA = function(frame_num, pixels) {\n var frame = this.frameInfo(frame_num);\n var num_pixels = frame.width * frame.height;\n var index_stream = new Uint8Array(num_pixels); // At most 8-bit indices.\n GifReaderLZWOutputIndexStream(\n buf, frame.data_offset, index_stream, num_pixels);\n var palette_offset = frame.palette_offset;\n\n // NOTE(deanm): It seems to be much faster to compare index to 256 than\n // to === null. Not sure why, but CompareStub_EQ_STRICT shows up high in\n // the profile, not sure if it's related to using a Uint8Array.\n var trans = frame.transparent_index;\n if (trans === null) trans = 256;\n\n // We are possibly just blitting to a portion of the entire frame.\n // That is a subrect within the framerect, so the additional pixels\n // must be skipped over after we finished a scanline.\n var framewidth = frame.width;\n var framestride = width - framewidth;\n var xleft = framewidth; // Number of subrect pixels left in scanline.\n\n // Output indicies of the top left and bottom right corners of the subrect.\n var opbeg = ((frame.y * width) + frame.x) * 4;\n var opend = ((frame.y + frame.height) * width + frame.x) * 4;\n var op = opbeg;\n\n var scanstride = framestride * 4;\n\n // Use scanstride to skip past the rows when interlacing. This is skipping\n // 7 rows for the first two passes, then 3 then 1.\n if (frame.interlaced === true) {\n scanstride += width * 4 * 7; // Pass 1.\n }\n\n var interlaceskip = 8; // Tracking the row interval in the current pass.\n\n for (var i = 0, il = index_stream.length; i < il; ++i) {\n var index = index_stream[i];\n\n if (xleft === 0) { // Beginning of new scan line\n op += scanstride;\n xleft = framewidth;\n if (op >= opend) { // Catch the wrap to switch passes when interlacing.\n scanstride = framestride * 4 + width * 4 * (interlaceskip-1);\n // interlaceskip / 2 * 4 is interlaceskip << 1.\n op = opbeg + (framewidth + framestride) * (interlaceskip << 1);\n interlaceskip >>= 1;\n }\n }\n\n if (index === trans) {\n op += 4;\n } else {\n var r = buf[palette_offset + index * 3];\n var g = buf[palette_offset + index * 3 + 1];\n var b = buf[palette_offset + index * 3 + 2];\n pixels[op++] = b;\n pixels[op++] = g;\n pixels[op++] = r;\n pixels[op++] = 255;\n }\n --xleft;\n }\n };\n\n // I will go to copy and paste hell one day...\n this.decodeAndBlitFrameRGBA = function(frame_num, pixels) {\n var frame = this.frameInfo(frame_num);\n var num_pixels = frame.width * frame.height;\n var index_stream = new Uint8Array(num_pixels); // At most 8-bit indices.\n GifReaderLZWOutputIndexStream(\n buf, frame.data_offset, index_stream, num_pixels);\n var palette_offset = frame.palette_offset;\n\n // NOTE(deanm): It seems to be much faster to compare index to 256 than\n // to === null. Not sure why, but CompareStub_EQ_STRICT shows up high in\n // the profile, not sure if it's related to using a Uint8Array.\n var trans = frame.transparent_index;\n if (trans === null) trans = 256;\n\n // We are possibly just blitting to a portion of the entire frame.\n // That is a subrect within the framerect, so the additional pixels\n // must be skipped over after we finished a scanline.\n var framewidth = frame.width;\n var framestride = width - framewidth;\n var xleft = framewidth; // Number of subrect pixels left in scanline.\n\n // Output indicies of the top left and bottom right corners of the subrect.\n var opbeg = ((frame.y * width) + frame.x) * 4;\n var opend = ((frame.y + frame.height) * width + frame.x) * 4;\n var op = opbeg;\n\n var scanstride = framestride * 4;\n\n // Use scanstride to skip past the rows when interlacing. This is skipping\n // 7 rows for the first two passes, then 3 then 1.\n if (frame.interlaced === true) {\n scanstride += width * 4 * 7; // Pass 1.\n }\n\n var interlaceskip = 8; // Tracking the row interval in the current pass.\n\n for (var i = 0, il = index_stream.length; i < il; ++i) {\n var index = index_stream[i];\n\n if (xleft === 0) { // Beginning of new scan line\n op += scanstride;\n xleft = framewidth;\n if (op >= opend) { // Catch the wrap to switch passes when interlacing.\n scanstride = framestride * 4 + width * 4 * (interlaceskip-1);\n // interlaceskip / 2 * 4 is interlaceskip << 1.\n op = opbeg + (framewidth + framestride) * (interlaceskip << 1);\n interlaceskip >>= 1;\n }\n }\n\n if (index === trans) {\n op += 4;\n } else {\n var r = buf[palette_offset + index * 3];\n var g = buf[palette_offset + index * 3 + 1];\n var b = buf[palette_offset + index * 3 + 2];\n pixels[op++] = r;\n pixels[op++] = g;\n pixels[op++] = b;\n pixels[op++] = 255;\n }\n --xleft;\n }\n };\n}\n\nfunction GifReaderLZWOutputIndexStream(code_stream, p, output, output_length) {\n var min_code_size = code_stream[p++];\n\n var clear_code = 1 << min_code_size;\n var eoi_code = clear_code + 1;\n var next_code = eoi_code + 1;\n\n var cur_code_size = min_code_size + 1; // Number of bits per code.\n // NOTE: This shares the same name as the encoder, but has a different\n // meaning here. Here this masks each code coming from the code stream.\n var code_mask = (1 << cur_code_size) - 1;\n var cur_shift = 0;\n var cur = 0;\n\n var op = 0; // Output pointer.\n \n var subblock_size = code_stream[p++];\n\n // TODO(deanm): Would using a TypedArray be any faster? At least it would\n // solve the fast mode / backing store uncertainty.\n // var code_table = Array(4096);\n var code_table = new Int32Array(4096); // Can be signed, we only use 20 bits.\n\n var prev_code = null; // Track code-1.\n\n while (true) {\n // Read up to two bytes, making sure we always 12-bits for max sized code.\n while (cur_shift < 16) {\n if (subblock_size === 0) break; // No more data to be read.\n\n cur |= code_stream[p++] << cur_shift;\n cur_shift += 8;\n\n if (subblock_size === 1) { // Never let it get to 0 to hold logic above.\n subblock_size = code_stream[p++]; // Next subblock.\n } else {\n --subblock_size;\n }\n }\n\n // TODO(deanm): We should never really get here, we should have received\n // and EOI.\n if (cur_shift < cur_code_size)\n break;\n\n var code = cur & code_mask;\n cur >>= cur_code_size;\n cur_shift -= cur_code_size;\n\n // TODO(deanm): Maybe should check that the first code was a clear code,\n // at least this is what you're supposed to do. But actually our encoder\n // now doesn't emit a clear code first anyway.\n if (code === clear_code) {\n // We don't actually have to clear the table. This could be a good idea\n // for greater error checking, but we don't really do any anyway. We\n // will just track it with next_code and overwrite old entries.\n\n next_code = eoi_code + 1;\n cur_code_size = min_code_size + 1;\n code_mask = (1 << cur_code_size) - 1;\n\n // Don't update prev_code ?\n prev_code = null;\n continue;\n } else if (code === eoi_code) {\n break;\n }\n\n // We have a similar situation as the decoder, where we want to store\n // variable length entries (code table entries), but we want to do in a\n // faster manner than an array of arrays. The code below stores sort of a\n // linked list within the code table, and then \"chases\" through it to\n // construct the dictionary entries. When a new entry is created, just the\n // last byte is stored, and the rest (prefix) of the entry is only\n // referenced by its table entry. Then the code chases through the\n // prefixes until it reaches a single byte code. We have to chase twice,\n // first to compute the length, and then to actually copy the data to the\n // output (backwards, since we know the length). The alternative would be\n // storing something in an intermediate stack, but that doesn't make any\n // more sense. I implemented an approach where it also stored the length\n // in the code table, although it's a bit tricky because you run out of\n // bits (12 + 12 + 8), but I didn't measure much improvements (the table\n // entries are generally not the long). Even when I created benchmarks for\n // very long table entries the complexity did not seem worth it.\n // The code table stores the prefix entry in 12 bits and then the suffix\n // byte in 8 bits, so each entry is 20 bits.\n\n var chase_code = code < next_code ? code : prev_code;\n\n // Chase what we will output, either {CODE} or {CODE-1}.\n var chase_length = 0;\n var chase = chase_code;\n while (chase > clear_code) {\n chase = code_table[chase] >> 8;\n ++chase_length;\n }\n\n var k = chase;\n \n var op_end = op + chase_length + (chase_code !== code ? 1 : 0);\n if (op_end > output_length) {\n console.log(\"Warning, gif stream longer than expected.\");\n return;\n }\n\n // Already have the first byte from the chase, might as well write it fast.\n output[op++] = k;\n\n op += chase_length;\n var b = op; // Track pointer, writing backwards.\n\n if (chase_code !== code) // The case of emitting {CODE-1} + k.\n output[op++] = k;\n\n chase = chase_code;\n while (chase_length--) {\n chase = code_table[chase];\n output[--b] = chase & 0xff; // Write backwards.\n chase >>= 8; // Pull down to the prefix code.\n }\n\n if (prev_code !== null && next_code < 4096) {\n code_table[next_code++] = prev_code << 8 | k;\n // TODO(deanm): Figure out this clearing vs code growth logic better. I\n // have an feeling that it should just happen somewhere else, for now it\n // is awkward between when we grow past the max and then hit a clear code.\n // For now just check if we hit the max 12-bits (then a clear code should\n // follow, also of course encoded in 12-bits).\n if (next_code >= code_mask+1 && cur_code_size < 12) {\n ++cur_code_size;\n code_mask = code_mask << 1 | 1;\n }\n }\n\n prev_code = code;\n }\n\n if (op !== output_length) {\n console.log(\"Warning, gif stream shorter than expected.\");\n }\n\n return output;\n}\n\ntry { exports.GifWriter = GifWriter; exports.GifReader = GifReader; } catch(e) { } // CommonJS.\n});\n\n/* global Blob, FileReader */\n\nvar blobToBuffer = function blobToBuffer (blob, cb) {\n if (typeof Blob === 'undefined' || !(blob instanceof Blob)) {\n throw new Error('first argument must be a Blob')\n }\n if (typeof cb !== 'function') {\n throw new Error('second argument must be a function')\n }\n\n var reader = new FileReader();\n\n function onLoadEnd (e) {\n reader.removeEventListener('loadend', onLoadEnd, false);\n if (e.error) cb(e.error);\n else cb(null, new Buffer(reader.result));\n }\n\n reader.addEventListener('loadend', onLoadEnd, false);\n reader.readAsArrayBuffer(blob);\n};\n\n// canvas-plus - Image Transformation Engine\n// GIF Output Format Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\n\n\nvar gif = _class.create({\n\t\n\toutput_gif: function(callback) {\n\t\tvar mode = this.get('mode');\n\t\tvar width = this.get('width');\n\t\tvar height = this.get('height');\n\t\t\n\t\tif (mode == 'image') {\n\t\t\t// if we're still in image mode convert to canvas\n\t\t\tif (this.render().isError) return callback( this.getLastError() );\n\t\t\tmode = this.get('mode');\n\t\t}\n\t\tif (mode == 'rgba') {\n\t\t\t// we have to force a quantize here\n\t\t\tthis.logDebug(3, \"Must force a quantize for GIF (indexed only)\");\n\t\t\tvar result = this.quantize();\n\t\t\tif (result.isError) return result;\n\t\t\tmode = this.get('mode');\n\t\t}\n\t\t\n\t\t// we need indexed pixels to continue\n\t\tif (!this.pixels) {\n\t\t\treturn this.doError('gif', \"No indexed pixels to encode\", callback);\n\t\t}\n\t\t\n\t\tvar iq_colors = this.palette;\n\t\tvar iq_pixels = this.pixels;\n\t\t\n\t\t// locate first fully transparent color, if needed\n\t\t// also, normalize all transparent pixels to same palette index\n\t\tvar transparent_index = null;\n\t\tvar iq_color, idx;\n\t\t\n\t\tif (this.get('alpha')) {\n\t\t\tfor (idx = 0, len = iq_pixels.length; idx < len; idx++) {\n\t\t\t\tiq_color = iq_colors[ iq_pixels[idx] ];\n\t\t\t\tif (iq_color.a == 0) {\n\t\t\t\t\tif (transparent_index) iq_pixels[idx] = transparent_index;\n\t\t\t\t\telse transparent_index = iq_pixels[idx];\n\t\t\t\t}\n\t\t\t} // foreach pixel\n\t\t} // alpha\n\t\t\n\t\t// next, build GIF palette structure (needs 24-bit RGB ints, discard alpha)\n\t\tvar palette_data = [];\n\t\tvar num_colors = 0;\n\t\t\n\t\tfor (idx = 0, len = iq_colors.length; idx < len; idx++) {\n\t\t\tiq_color = iq_colors[idx];\n\t\t\tpalette_data.push( ((iq_color.r << 8 | iq_color.g) << 8 | iq_color.b) );\n\t\t\tnum_colors++;\n\t\t}\n\t\t\n\t\t// GIF requires palette size be a power of 2, so pad with black\n\t\twhile ((num_colors & (num_colors - 1)) || (num_colors < 2)) {\n\t\t\tpalette_data.push( 0x000000 );\n\t\t\tnum_colors++;\n\t\t}\n\t\t\n\t\tthis.logDebug(6, \"Compressing into GIF\", {\n\t\t\tpalette_size: num_colors,\n\t\t\ttransparent_index: transparent_index\n\t\t} );\n\t\t\n\t\t// construct GIF buffer\n\t\tvar buf = Buffer.alloc( (width * height) + 1024 );\n\t\tvar gf = null;\n\t\ttry {\n\t\t\tgf = new omggif.GifWriter( buf, width, height, { palette: palette_data } );\n\t\t\tgf.addFrame( 0, 0, width, height, iq_pixels, { transparent: transparent_index } );\n\t\t}\n\t\tcatch (err) {\n\t\t\treturn this.doError('gif', \"GIF compression error: \" + err, callback);\n\t\t}\n\t\t\n\t\t// and we're done!\n\t\tthis.logDebug(6, \"GIF compression complete\");\n\t\tcallback( false, buf.slice(0, gf.end()) );\n\t}\n\t\n});\n\n// canvas-plus - Image Transformation Engine\n// JPEG Output Format Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\n\nvar jpeg = _class.create({\n\t\n\toutput_jpeg: function(callback) {\n\t\t// output image in JPEG format to buffer\n\t\tvar self = this;\n\t\tif (this.requireRGBA().isError) return callback( this.getLastError() );\n\t\t\n\t\t// look for standard API first\n\t\tif (this.get('useDataURLs')) {\n\t\t\tthis.logDebug(6, \"Compressing into JPEG format (using browser)\", { quality: this.get('quality') } );\n\t\t\t\n\t\t\tvar buf = Buffer.from( this.canvas.toDataURL('image/jpeg', this.get('quality') / 100).split(',')[1], 'base64' );\n\t\t\tthis.logDebug(6, \"JPEG compression complete\");\n\t\t\treturn callback(false, buf);\n\t\t}\n\t\telse if (this.canvas.toBlob) {\n\t\t\tthis.logDebug(6, \"Compressing into JPEG format (using browser)\", { quality: this.get('quality') } );\n\t\t\t\n\t\t\tthis.canvas.toBlob( \n\t\t\t\tfunction(blob) {\n\t\t\t\t\t// got Blob, now convert to Buffer\n\t\t\t\t\tblobToBuffer(blob, function (err, buf) {\n\t\t\t\t\t\tif (err) return self.doError('jpeg', \"JPEG Encode Error: \" + err, callback);\n\t\t\t\t\t\tself.logDebug(6, \"JPEG compression complete\");\n\t\t\t\t\t\tcallback(null, buf);\n\t\t\t\t\t});\n\t\t\t\t},\n\t\t\t\t'image/jpeg',\n\t\t\t\tthis.get('quality') / 100\n\t\t\t);\n\t\t}\n\t\telse {\n\t\t\t// use node-canvas proprietary API\n\t\t\tvar opts = {\n\t\t\t\tquality: this.get('quality') / 100,\n\t\t\t\tprogressive: this.get('progressive'),\n\t\t\t\tchromaSubsampling: this.get('chromaSubsampling')\n\t\t\t};\n\t\t\t\n\t\t\tthis.logDebug(6, \"Compressing into JPEG format\", opts );\n\t\t\t\n\t\t\tvar buf = this.canvas.toBuffer('image/jpeg', opts );\n\t\t\t\n\t\t\tthis.logDebug(6, \"JPEG compression complete\");\n\t\t\treturn callback(false, buf);\n\t\t} // node-canvas\n\t}\n\t\n});\n\n// shim for using process in browser\n// based off https://github.com/defunctzombie/node-process/blob/master/browser.js\n\nfunction defaultSetTimout$1() {\n throw new Error('setTimeout has not been defined');\n}\nfunction defaultClearTimeout$1 () {\n throw new Error('clearTimeout has not been defined');\n}\nvar cachedSetTimeout$1 = defaultSetTimout$1;\nvar cachedClearTimeout$1 = defaultClearTimeout$1;\nif (typeof global.setTimeout === 'function') {\n cachedSetTimeout$1 = setTimeout;\n}\nif (typeof global.clearTimeout === 'function') {\n cachedClearTimeout$1 = clearTimeout;\n}\n\nfunction runTimeout$1(fun) {\n if (cachedSetTimeout$1 === setTimeout) {\n //normal enviroments in sane situations\n return setTimeout(fun, 0);\n }\n // if setTimeout wasn't available but was latter defined\n if ((cachedSetTimeout$1 === defaultSetTimout$1 || !cachedSetTimeout$1) && setTimeout) {\n cachedSetTimeout$1 = setTimeout;\n return setTimeout(fun, 0);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedSetTimeout$1(fun, 0);\n } catch(e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedSetTimeout$1.call(null, fun, 0);\n } catch(e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error\n return cachedSetTimeout$1.call(this, fun, 0);\n }\n }\n\n\n}\nfunction runClearTimeout$1(marker) {\n if (cachedClearTimeout$1 === clearTimeout) {\n //normal enviroments in sane situations\n return clearTimeout(marker);\n }\n // if clearTimeout wasn't available but was latter defined\n if ((cachedClearTimeout$1 === defaultClearTimeout$1 || !cachedClearTimeout$1) && clearTimeout) {\n cachedClearTimeout$1 = clearTimeout;\n return clearTimeout(marker);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedClearTimeout$1(marker);\n } catch (e){\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedClearTimeout$1.call(null, marker);\n } catch (e){\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.\n // Some versions of I.E. have different rules for clearTimeout vs setTimeout\n return cachedClearTimeout$1.call(this, marker);\n }\n }\n\n\n\n}\nvar queue$1 = [];\nvar draining$1 = false;\nvar currentQueue$1;\nvar queueIndex$1 = -1;\n\nfunction cleanUpNextTick$1() {\n if (!draining$1 || !currentQueue$1) {\n return;\n }\n draining$1 = false;\n if (currentQueue$1.length) {\n queue$1 = currentQueue$1.concat(queue$1);\n } else {\n queueIndex$1 = -1;\n }\n if (queue$1.length) {\n drainQueue$1();\n }\n}\n\nfunction drainQueue$1() {\n if (draining$1) {\n return;\n }\n var timeout = runTimeout$1(cleanUpNextTick$1);\n draining$1 = true;\n\n var len = queue$1.length;\n while(len) {\n currentQueue$1 = queue$1;\n queue$1 = [];\n while (++queueIndex$1 < len) {\n if (currentQueue$1) {\n currentQueue$1[queueIndex$1].run();\n }\n }\n queueIndex$1 = -1;\n len = queue$1.length;\n }\n currentQueue$1 = null;\n draining$1 = false;\n runClearTimeout$1(timeout);\n}\nfunction nextTick$1(fun) {\n var args = new Array(arguments.length - 1);\n if (arguments.length > 1) {\n for (var i = 1; i < arguments.length; i++) {\n args[i - 1] = arguments[i];\n }\n }\n queue$1.push(new Item$1(fun, args));\n if (queue$1.length === 1 && !draining$1) {\n runTimeout$1(drainQueue$1);\n }\n}\n// v8 likes predictible objects\nfunction Item$1(fun, array) {\n this.fun = fun;\n this.array = array;\n}\nItem$1.prototype.run = function () {\n this.fun.apply(null, this.array);\n};\nvar title$1 = 'browser';\nvar platform$1 = 'browser';\nvar browser$1 = true;\nvar env = {};\nvar argv$1 = [];\nvar version$1 = ''; // empty string to avoid regexp issues\nvar versions$1 = {};\nvar release$1 = {};\nvar config$1 = {};\n\nfunction noop$1() {}\n\nvar on$1 = noop$1;\nvar addListener$1 = noop$1;\nvar once$1 = noop$1;\nvar off$1 = noop$1;\nvar removeListener$1 = noop$1;\nvar removeAllListeners$1 = noop$1;\nvar emit$1 = noop$1;\n\nfunction binding$1(name) {\n throw new Error('process.binding is not supported');\n}\n\nfunction cwd$1 () { return '/' }\nfunction chdir$1 (dir) {\n throw new Error('process.chdir is not supported');\n}function umask$1() { return 0; }\n\n// from https://github.com/kumavis/browser-process-hrtime/blob/master/index.js\nvar performance$2 = global.performance || {};\nvar performanceNow$2 =\n performance$2.now ||\n performance$2.mozNow ||\n performance$2.msNow ||\n performance$2.oNow ||\n performance$2.webkitNow ||\n function(){ return (new Date()).getTime() };\n\n// generate timestamp or delta\n// see http://nodejs.org/api/process.html#process_process_hrtime\nfunction hrtime$2(previousTimestamp){\n var clocktime = performanceNow$2.call(performance$2)*1e-3;\n var seconds = Math.floor(clocktime);\n var nanoseconds = Math.floor((clocktime%1)*1e9);\n if (previousTimestamp) {\n seconds = seconds - previousTimestamp[0];\n nanoseconds = nanoseconds - previousTimestamp[1];\n if (nanoseconds<0) {\n seconds--;\n nanoseconds += 1e9;\n }\n }\n return [seconds,nanoseconds]\n}\n\nvar startTime$1 = new Date();\nfunction uptime$1() {\n var currentTime = new Date();\n var dif = currentTime - startTime$1;\n return dif / 1000;\n}\n\nvar browser$1$1 = {\n nextTick: nextTick$1,\n title: title$1,\n browser: browser$1,\n env: env,\n argv: argv$1,\n version: version$1,\n versions: versions$1,\n on: on$1,\n addListener: addListener$1,\n once: once$1,\n off: off$1,\n removeListener: removeListener$1,\n removeAllListeners: removeAllListeners$1,\n emit: emit$1,\n binding: binding$1,\n cwd: cwd$1,\n chdir: chdir$1,\n umask: umask$1,\n hrtime: hrtime$2,\n platform: platform$1,\n release: release$1,\n config: config$1,\n uptime: uptime$1\n};\n\nfunction BufferList() {\n this.head = null;\n this.tail = null;\n this.length = 0;\n}\n\nBufferList.prototype.push = function (v) {\n var entry = { data: v, next: null };\n if (this.length > 0) this.tail.next = entry;else this.head = entry;\n this.tail = entry;\n ++this.length;\n};\n\nBufferList.prototype.unshift = function (v) {\n var entry = { data: v, next: this.head };\n if (this.length === 0) this.tail = entry;\n this.head = entry;\n ++this.length;\n};\n\nBufferList.prototype.shift = function () {\n if (this.length === 0) return;\n var ret = this.head.data;\n if (this.length === 1) this.head = this.tail = null;else this.head = this.head.next;\n --this.length;\n return ret;\n};\n\nBufferList.prototype.clear = function () {\n this.head = this.tail = null;\n this.length = 0;\n};\n\nBufferList.prototype.join = function (s) {\n if (this.length === 0) return '';\n var p = this.head;\n var ret = '' + p.data;\n while (p = p.next) {\n ret += s + p.data;\n }return ret;\n};\n\nBufferList.prototype.concat = function (n) {\n if (this.length === 0) return Buffer.alloc(0);\n if (this.length === 1) return this.head.data;\n var ret = Buffer.allocUnsafe(n >>> 0);\n var p = this.head;\n var i = 0;\n while (p) {\n p.data.copy(ret, i);\n i += p.data.length;\n p = p.next;\n }\n return ret;\n};\n\n// Copyright Joyent, Inc. and other Node contributors.\nvar isBufferEncoding = Buffer.isEncoding\n || function(encoding) {\n switch (encoding && encoding.toLowerCase()) {\n case 'hex': case 'utf8': case 'utf-8': case 'ascii': case 'binary': case 'base64': case 'ucs2': case 'ucs-2': case 'utf16le': case 'utf-16le': case 'raw': return true;\n default: return false;\n }\n };\n\n\nfunction assertEncoding(encoding) {\n if (encoding && !isBufferEncoding(encoding)) {\n throw new Error('Unknown encoding: ' + encoding);\n }\n}\n\n// StringDecoder provides an interface for efficiently splitting a series of\n// buffers into a series of JS strings without breaking apart multi-byte\n// characters. CESU-8 is handled as part of the UTF-8 encoding.\n//\n// @TODO Handling all encodings inside a single object makes it very difficult\n// to reason about this code, so it should be split up in the future.\n// @TODO There should be a utf8-strict encoding that rejects invalid UTF-8 code\n// points as used by CESU-8.\nfunction StringDecoder(encoding) {\n this.encoding = (encoding || 'utf8').toLowerCase().replace(/[-_]/, '');\n assertEncoding(encoding);\n switch (this.encoding) {\n case 'utf8':\n // CESU-8 represents each of Surrogate Pair by 3-bytes\n this.surrogateSize = 3;\n break;\n case 'ucs2':\n case 'utf16le':\n // UTF-16 represents each of Surrogate Pair by 2-bytes\n this.surrogateSize = 2;\n this.detectIncompleteChar = utf16DetectIncompleteChar;\n break;\n case 'base64':\n // Base-64 stores 3 bytes in 4 chars, and pads the remainder.\n this.surrogateSize = 3;\n this.detectIncompleteChar = base64DetectIncompleteChar;\n break;\n default:\n this.write = passThroughWrite;\n return;\n }\n\n // Enough space to store all bytes of a single character. UTF-8 needs 4\n // bytes, but CESU-8 may require up to 6 (3 bytes per surrogate).\n this.charBuffer = new Buffer(6);\n // Number of bytes received for the current incomplete multi-byte character.\n this.charReceived = 0;\n // Number of bytes expected for the current incomplete multi-byte character.\n this.charLength = 0;\n}\n\n// write decodes the given buffer and returns it as JS string that is\n// guaranteed to not contain any partial multi-byte characters. Any partial\n// character found at the end of the buffer is buffered up, and will be\n// returned when calling write again with the remaining bytes.\n//\n// Note: Converting a Buffer containing an orphan surrogate to a String\n// currently works, but converting a String to a Buffer (via `new Buffer`, or\n// Buffer#write) will replace incomplete surrogates with the unicode\n// replacement character. See https://codereview.chromium.org/121173009/ .\nStringDecoder.prototype.write = function(buffer) {\n var charStr = '';\n // if our last write ended with an incomplete multibyte character\n while (this.charLength) {\n // determine how many remaining bytes this buffer has to offer for this char\n var available = (buffer.length >= this.charLength - this.charReceived) ?\n this.charLength - this.charReceived :\n buffer.length;\n\n // add the new bytes to the char buffer\n buffer.copy(this.charBuffer, this.charReceived, 0, available);\n this.charReceived += available;\n\n if (this.charReceived < this.charLength) {\n // still not enough chars in this buffer? wait for more ...\n return '';\n }\n\n // remove bytes belonging to the current character from the buffer\n buffer = buffer.slice(available, buffer.length);\n\n // get the character that was split\n charStr = this.charBuffer.slice(0, this.charLength).toString(this.encoding);\n\n // CESU-8: lead surrogate (D800-DBFF) is also the incomplete character\n var charCode = charStr.charCodeAt(charStr.length - 1);\n if (charCode >= 0xD800 && charCode <= 0xDBFF) {\n this.charLength += this.surrogateSize;\n charStr = '';\n continue;\n }\n this.charReceived = this.charLength = 0;\n\n // if there are no more bytes in this buffer, just emit our char\n if (buffer.length === 0) {\n return charStr;\n }\n break;\n }\n\n // determine and set charLength / charReceived\n this.detectIncompleteChar(buffer);\n\n var end = buffer.length;\n if (this.charLength) {\n // buffer the incomplete character bytes we got\n buffer.copy(this.charBuffer, 0, buffer.length - this.charReceived, end);\n end -= this.charReceived;\n }\n\n charStr += buffer.toString(this.encoding, 0, end);\n\n var end = charStr.length - 1;\n var charCode = charStr.charCodeAt(end);\n // CESU-8: lead surrogate (D800-DBFF) is also the incomplete character\n if (charCode >= 0xD800 && charCode <= 0xDBFF) {\n var size = this.surrogateSize;\n this.charLength += size;\n this.charReceived += size;\n this.charBuffer.copy(this.charBuffer, size, 0, size);\n buffer.copy(this.charBuffer, 0, 0, size);\n return charStr.substring(0, end);\n }\n\n // or just emit the charStr\n return charStr;\n};\n\n// detectIncompleteChar determines if there is an incomplete UTF-8 character at\n// the end of the given buffer. If so, it sets this.charLength to the byte\n// length that character, and sets this.charReceived to the number of bytes\n// that are available for this character.\nStringDecoder.prototype.detectIncompleteChar = function(buffer) {\n // determine how many bytes we have to check at the end of this buffer\n var i = (buffer.length >= 3) ? 3 : buffer.length;\n\n // Figure out if one of the last i bytes of our buffer announces an\n // incomplete char.\n for (; i > 0; i--) {\n var c = buffer[buffer.length - i];\n\n // See http://en.wikipedia.org/wiki/UTF-8#Description\n\n // 110XXXXX\n if (i == 1 && c >> 5 == 0x06) {\n this.charLength = 2;\n break;\n }\n\n // 1110XXXX\n if (i <= 2 && c >> 4 == 0x0E) {\n this.charLength = 3;\n break;\n }\n\n // 11110XXX\n if (i <= 3 && c >> 3 == 0x1E) {\n this.charLength = 4;\n break;\n }\n }\n this.charReceived = i;\n};\n\nStringDecoder.prototype.end = function(buffer) {\n var res = '';\n if (buffer && buffer.length)\n res = this.write(buffer);\n\n if (this.charReceived) {\n var cr = this.charReceived;\n var buf = this.charBuffer;\n var enc = this.encoding;\n res += buf.slice(0, cr).toString(enc);\n }\n\n return res;\n};\n\nfunction passThroughWrite(buffer) {\n return buffer.toString(this.encoding);\n}\n\nfunction utf16DetectIncompleteChar(buffer) {\n this.charReceived = buffer.length % 2;\n this.charLength = this.charReceived ? 2 : 0;\n}\n\nfunction base64DetectIncompleteChar(buffer) {\n this.charReceived = buffer.length % 3;\n this.charLength = this.charReceived ? 3 : 0;\n}\n\nReadable.ReadableState = ReadableState;\n\nvar debug = debuglog('stream');\ninherits$1(Readable, EventEmitter);\n\nfunction prependListener(emitter, event, fn) {\n // Sadly this is not cacheable as some libraries bundle their own\n // event emitter implementation with them.\n if (typeof emitter.prependListener === 'function') {\n return emitter.prependListener(event, fn);\n } else {\n // This is a hack to make sure that our error handler is attached before any\n // userland ones. NEVER DO THIS. This is here only because this code needs\n // to continue to work with older versions of Node.js that do not include\n // the prependListener() method. The goal is to eventually remove this hack.\n if (!emitter._events || !emitter._events[event])\n emitter.on(event, fn);\n else if (Array.isArray(emitter._events[event]))\n emitter._events[event].unshift(fn);\n else\n emitter._events[event] = [fn, emitter._events[event]];\n }\n}\nfunction listenerCount$1 (emitter, type) {\n return emitter.listeners(type).length;\n}\nfunction ReadableState(options, stream) {\n\n options = options || {};\n\n // object stream flag. Used to make read(n) ignore n and to\n // make all the buffer merging and length checks go away\n this.objectMode = !!options.objectMode;\n\n if (stream instanceof Duplex) this.objectMode = this.objectMode || !!options.readableObjectMode;\n\n // the point at which it stops calling _read() to fill the buffer\n // Note: 0 is a valid value, means \"don't call _read preemptively ever\"\n var hwm = options.highWaterMark;\n var defaultHwm = this.objectMode ? 16 : 16 * 1024;\n this.highWaterMark = hwm || hwm === 0 ? hwm : defaultHwm;\n\n // cast to ints.\n this.highWaterMark = ~ ~this.highWaterMark;\n\n // A linked list is used to store data chunks instead of an array because the\n // linked list can remove elements from the beginning faster than\n // array.shift()\n this.buffer = new BufferList();\n this.length = 0;\n this.pipes = null;\n this.pipesCount = 0;\n this.flowing = null;\n this.ended = false;\n this.endEmitted = false;\n this.reading = false;\n\n // a flag to be able to tell if the onwrite cb is called immediately,\n // or on a later tick. We set this to true at first, because any\n // actions that shouldn't happen until \"later\" should generally also\n // not happen before the first write call.\n this.sync = true;\n\n // whenever we return null, then we set a flag to say\n // that we're awaiting a 'readable' event emission.\n this.needReadable = false;\n this.emittedReadable = false;\n this.readableListening = false;\n this.resumeScheduled = false;\n\n // Crypto is kind of old and crusty. Historically, its default string\n // encoding is 'binary' so we have to make this configurable.\n // Everything else in the universe uses 'utf8', though.\n this.defaultEncoding = options.defaultEncoding || 'utf8';\n\n // when piping, we only care about 'readable' events that happen\n // after read()ing all the bytes and not getting any pushback.\n this.ranOut = false;\n\n // the number of writers that are awaiting a drain event in .pipe()s\n this.awaitDrain = 0;\n\n // if true, a maybeReadMore has been scheduled\n this.readingMore = false;\n\n this.decoder = null;\n this.encoding = null;\n if (options.encoding) {\n this.decoder = new StringDecoder(options.encoding);\n this.encoding = options.encoding;\n }\n}\nfunction Readable(options) {\n\n if (!(this instanceof Readable)) return new Readable(options);\n\n this._readableState = new ReadableState(options, this);\n\n // legacy\n this.readable = true;\n\n if (options && typeof options.read === 'function') this._read = options.read;\n\n EventEmitter.call(this);\n}\n\n// Manually shove something into the read() buffer.\n// This returns true if the highWaterMark has not been hit yet,\n// similar to how Writable.write() returns true if you should\n// write() some more.\nReadable.prototype.push = function (chunk, encoding) {\n var state = this._readableState;\n\n if (!state.objectMode && typeof chunk === 'string') {\n encoding = encoding || state.defaultEncoding;\n if (encoding !== state.encoding) {\n chunk = Buffer.from(chunk, encoding);\n encoding = '';\n }\n }\n\n return readableAddChunk(this, state, chunk, encoding, false);\n};\n\n// Unshift should *always* be something directly out of read()\nReadable.prototype.unshift = function (chunk) {\n var state = this._readableState;\n return readableAddChunk(this, state, chunk, '', true);\n};\n\nReadable.prototype.isPaused = function () {\n return this._readableState.flowing === false;\n};\n\nfunction readableAddChunk(stream, state, chunk, encoding, addToFront) {\n var er = chunkInvalid(state, chunk);\n if (er) {\n stream.emit('error', er);\n } else if (chunk === null) {\n state.reading = false;\n onEofChunk(stream, state);\n } else if (state.objectMode || chunk && chunk.length > 0) {\n if (state.ended && !addToFront) {\n var e = new Error('stream.push() after EOF');\n stream.emit('error', e);\n } else if (state.endEmitted && addToFront) {\n var _e = new Error('stream.unshift() after end event');\n stream.emit('error', _e);\n } else {\n var skipAdd;\n if (state.decoder && !addToFront && !encoding) {\n chunk = state.decoder.write(chunk);\n skipAdd = !state.objectMode && chunk.length === 0;\n }\n\n if (!addToFront) state.reading = false;\n\n // Don't add to the buffer if we've decoded to an empty string chunk and\n // we're not in object mode\n if (!skipAdd) {\n // if we want the data now, just emit it.\n if (state.flowing && state.length === 0 && !state.sync) {\n stream.emit('data', chunk);\n stream.read(0);\n } else {\n // update the buffer info.\n state.length += state.objectMode ? 1 : chunk.length;\n if (addToFront) state.buffer.unshift(chunk);else state.buffer.push(chunk);\n\n if (state.needReadable) emitReadable(stream);\n }\n }\n\n maybeReadMore(stream, state);\n }\n } else if (!addToFront) {\n state.reading = false;\n }\n\n return needMoreData(state);\n}\n\n// if it's past the high water mark, we can push in some more.\n// Also, if we have no data yet, we can stand some\n// more bytes. This is to work around cases where hwm=0,\n// such as the repl. Also, if the push() triggered a\n// readable event, and the user called read(largeNumber) such that\n// needReadable was set, then we ought to push more, so that another\n// 'readable' event will be triggered.\nfunction needMoreData(state) {\n return !state.ended && (state.needReadable || state.length < state.highWaterMark || state.length === 0);\n}\n\n// backwards compatibility.\nReadable.prototype.setEncoding = function (enc) {\n this._readableState.decoder = new StringDecoder(enc);\n this._readableState.encoding = enc;\n return this;\n};\n\n// Don't raise the hwm > 8MB\nvar MAX_HWM = 0x800000;\nfunction computeNewHighWaterMark(n) {\n if (n >= MAX_HWM) {\n n = MAX_HWM;\n } else {\n // Get the next highest power of 2 to prevent increasing hwm excessively in\n // tiny amounts\n n--;\n n |= n >>> 1;\n n |= n >>> 2;\n n |= n >>> 4;\n n |= n >>> 8;\n n |= n >>> 16;\n n++;\n }\n return n;\n}\n\n// This function is designed to be inlinable, so please take care when making\n// changes to the function body.\nfunction howMuchToRead(n, state) {\n if (n <= 0 || state.length === 0 && state.ended) return 0;\n if (state.objectMode) return 1;\n if (n !== n) {\n // Only flow one buffer at a time\n if (state.flowing && state.length) return state.buffer.head.data.length;else return state.length;\n }\n // If we're asking for more than the current hwm, then raise the hwm.\n if (n > state.highWaterMark) state.highWaterMark = computeNewHighWaterMark(n);\n if (n <= state.length) return n;\n // Don't have enough\n if (!state.ended) {\n state.needReadable = true;\n return 0;\n }\n return state.length;\n}\n\n// you can override either this method, or the async _read(n) below.\nReadable.prototype.read = function (n) {\n debug('read', n);\n n = parseInt(n, 10);\n var state = this._readableState;\n var nOrig = n;\n\n if (n !== 0) state.emittedReadable = false;\n\n // if we're doing read(0) to trigger a readable event, but we\n // already have a bunch of data in the buffer, then just trigger\n // the 'readable' event and move on.\n if (n === 0 && state.needReadable && (state.length >= state.highWaterMark || state.ended)) {\n debug('read: emitReadable', state.length, state.ended);\n if (state.length === 0 && state.ended) endReadable(this);else emitReadable(this);\n return null;\n }\n\n n = howMuchToRead(n, state);\n\n // if we've ended, and we're now clear, then finish it up.\n if (n === 0 && state.ended) {\n if (state.length === 0) endReadable(this);\n return null;\n }\n\n // All the actual chunk generation logic needs to be\n // *below* the call to _read. The reason is that in certain\n // synthetic stream cases, such as passthrough streams, _read\n // may be a completely synchronous operation which may change\n // the state of the read buffer, providing enough data when\n // before there was *not* enough.\n //\n // So, the steps are:\n // 1. Figure out what the state of things will be after we do\n // a read from the buffer.\n //\n // 2. If that resulting state will trigger a _read, then call _read.\n // Note that this may be asynchronous, or synchronous. Yes, it is\n // deeply ugly to write APIs this way, but that still doesn't mean\n // that the Readable class should behave improperly, as streams are\n // designed to be sync/async agnostic.\n // Take note if the _read call is sync or async (ie, if the read call\n // has returned yet), so that we know whether or not it's safe to emit\n // 'readable' etc.\n //\n // 3. Actually pull the requested chunks out of the buffer and return.\n\n // if we need a readable event, then we need to do some reading.\n var doRead = state.needReadable;\n debug('need readable', doRead);\n\n // if we currently have less than the highWaterMark, then also read some\n if (state.length === 0 || state.length - n < state.highWaterMark) {\n doRead = true;\n debug('length less than watermark', doRead);\n }\n\n // however, if we've ended, then there's no point, and if we're already\n // reading, then it's unnecessary.\n if (state.ended || state.reading) {\n doRead = false;\n debug('reading or ended', doRead);\n } else if (doRead) {\n debug('do read');\n state.reading = true;\n state.sync = true;\n // if the length is currently zero, then we *need* a readable event.\n if (state.length === 0) state.needReadable = true;\n // call internal read method\n this._read(state.highWaterMark);\n state.sync = false;\n // If _read pushed data synchronously, then `reading` will be false,\n // and we need to re-evaluate how much data we can return to the user.\n if (!state.reading) n = howMuchToRead(nOrig, state);\n }\n\n var ret;\n if (n > 0) ret = fromList(n, state);else ret = null;\n\n if (ret === null) {\n state.needReadable = true;\n n = 0;\n } else {\n state.length -= n;\n }\n\n if (state.length === 0) {\n // If we have nothing in the buffer, then we want to know\n // as soon as we *do* get something into the buffer.\n if (!state.ended) state.needReadable = true;\n\n // If we tried to read() past the EOF, then emit end on the next tick.\n if (nOrig !== n && state.ended) endReadable(this);\n }\n\n if (ret !== null) this.emit('data', ret);\n\n return ret;\n};\n\nfunction chunkInvalid(state, chunk) {\n var er = null;\n if (!Buffer.isBuffer(chunk) && typeof chunk !== 'string' && chunk !== null && chunk !== undefined && !state.objectMode) {\n er = new TypeError('Invalid non-string/buffer chunk');\n }\n return er;\n}\n\nfunction onEofChunk(stream, state) {\n if (state.ended) return;\n if (state.decoder) {\n var chunk = state.decoder.end();\n if (chunk && chunk.length) {\n state.buffer.push(chunk);\n state.length += state.objectMode ? 1 : chunk.length;\n }\n }\n state.ended = true;\n\n // emit 'readable' now to make sure it gets picked up.\n emitReadable(stream);\n}\n\n// Don't emit readable right away in sync mode, because this can trigger\n// another read() call => stack overflow. This way, it might trigger\n// a nextTick recursion warning, but that's not so bad.\nfunction emitReadable(stream) {\n var state = stream._readableState;\n state.needReadable = false;\n if (!state.emittedReadable) {\n debug('emitReadable', state.flowing);\n state.emittedReadable = true;\n if (state.sync) nextTick(emitReadable_, stream);else emitReadable_(stream);\n }\n}\n\nfunction emitReadable_(stream) {\n debug('emit readable');\n stream.emit('readable');\n flow(stream);\n}\n\n// at this point, the user has presumably seen the 'readable' event,\n// and called read() to consume some data. that may have triggered\n// in turn another _read(n) call, in which case reading = true if\n// it's in progress.\n// However, if we're not ended, or reading, and the length < hwm,\n// then go ahead and try to read some more preemptively.\nfunction maybeReadMore(stream, state) {\n if (!state.readingMore) {\n state.readingMore = true;\n nextTick(maybeReadMore_, stream, state);\n }\n}\n\nfunction maybeReadMore_(stream, state) {\n var len = state.length;\n while (!state.reading && !state.flowing && !state.ended && state.length < state.highWaterMark) {\n debug('maybeReadMore read 0');\n stream.read(0);\n if (len === state.length)\n // didn't get any data, stop spinning.\n break;else len = state.length;\n }\n state.readingMore = false;\n}\n\n// abstract method. to be overridden in specific implementation classes.\n// call cb(er, data) where data is <= n in length.\n// for virtual (non-string, non-buffer) streams, \"length\" is somewhat\n// arbitrary, and perhaps not very meaningful.\nReadable.prototype._read = function (n) {\n this.emit('error', new Error('not implemented'));\n};\n\nReadable.prototype.pipe = function (dest, pipeOpts) {\n var src = this;\n var state = this._readableState;\n\n switch (state.pipesCount) {\n case 0:\n state.pipes = dest;\n break;\n case 1:\n state.pipes = [state.pipes, dest];\n break;\n default:\n state.pipes.push(dest);\n break;\n }\n state.pipesCount += 1;\n debug('pipe count=%d opts=%j', state.pipesCount, pipeOpts);\n\n var doEnd = (!pipeOpts || pipeOpts.end !== false);\n\n var endFn = doEnd ? onend : cleanup;\n if (state.endEmitted) nextTick(endFn);else src.once('end', endFn);\n\n dest.on('unpipe', onunpipe);\n function onunpipe(readable) {\n debug('onunpipe');\n if (readable === src) {\n cleanup();\n }\n }\n\n function onend() {\n debug('onend');\n dest.end();\n }\n\n // when the dest drains, it reduces the awaitDrain counter\n // on the source. This would be more elegant with a .once()\n // handler in flow(), but adding and removing repeatedly is\n // too slow.\n var ondrain = pipeOnDrain(src);\n dest.on('drain', ondrain);\n\n var cleanedUp = false;\n function cleanup() {\n debug('cleanup');\n // cleanup event handlers once the pipe is broken\n dest.removeListener('close', onclose);\n dest.removeListener('finish', onfinish);\n dest.removeListener('drain', ondrain);\n dest.removeListener('error', onerror);\n dest.removeListener('unpipe', onunpipe);\n src.removeListener('end', onend);\n src.removeListener('end', cleanup);\n src.removeListener('data', ondata);\n\n cleanedUp = true;\n\n // if the reader is waiting for a drain event from this\n // specific writer, then it would cause it to never start\n // flowing again.\n // So, if this is awaiting a drain, then we just call it now.\n // If we don't know, then assume that we are waiting for one.\n if (state.awaitDrain && (!dest._writableState || dest._writableState.needDrain)) ondrain();\n }\n\n // If the user pushes more data while we're writing to dest then we'll end up\n // in ondata again. However, we only want to increase awaitDrain once because\n // dest will only emit one 'drain' event for the multiple writes.\n // => Introduce a guard on increasing awaitDrain.\n var increasedAwaitDrain = false;\n src.on('data', ondata);\n function ondata(chunk) {\n debug('ondata');\n increasedAwaitDrain = false;\n var ret = dest.write(chunk);\n if (false === ret && !increasedAwaitDrain) {\n // If the user unpiped during `dest.write()`, it is possible\n // to get stuck in a permanently paused state if that write\n // also returned false.\n // => Check whether `dest` is still a piping destination.\n if ((state.pipesCount === 1 && state.pipes === dest || state.pipesCount > 1 && indexOf(state.pipes, dest) !== -1) && !cleanedUp) {\n debug('false write response, pause', src._readableState.awaitDrain);\n src._readableState.awaitDrain++;\n increasedAwaitDrain = true;\n }\n src.pause();\n }\n }\n\n // if the dest has an error, then stop piping into it.\n // however, don't suppress the throwing behavior for this.\n function onerror(er) {\n debug('onerror', er);\n unpipe();\n dest.removeListener('error', onerror);\n if (listenerCount$1(dest, 'error') === 0) dest.emit('error', er);\n }\n\n // Make sure our error handler is attached before userland ones.\n prependListener(dest, 'error', onerror);\n\n // Both close and finish should trigger unpipe, but only once.\n function onclose() {\n dest.removeListener('finish', onfinish);\n unpipe();\n }\n dest.once('close', onclose);\n function onfinish() {\n debug('onfinish');\n dest.removeListener('close', onclose);\n unpipe();\n }\n dest.once('finish', onfinish);\n\n function unpipe() {\n debug('unpipe');\n src.unpipe(dest);\n }\n\n // tell the dest that it's being piped to\n dest.emit('pipe', src);\n\n // start the flow if it hasn't been started already.\n if (!state.flowing) {\n debug('pipe resume');\n src.resume();\n }\n\n return dest;\n};\n\nfunction pipeOnDrain(src) {\n return function () {\n var state = src._readableState;\n debug('pipeOnDrain', state.awaitDrain);\n if (state.awaitDrain) state.awaitDrain--;\n if (state.awaitDrain === 0 && src.listeners('data').length) {\n state.flowing = true;\n flow(src);\n }\n };\n}\n\nReadable.prototype.unpipe = function (dest) {\n var state = this._readableState;\n\n // if we're not piping anywhere, then do nothing.\n if (state.pipesCount === 0) return this;\n\n // just one destination. most common case.\n if (state.pipesCount === 1) {\n // passed in one, but it's not the right one.\n if (dest && dest !== state.pipes) return this;\n\n if (!dest) dest = state.pipes;\n\n // got a match.\n state.pipes = null;\n state.pipesCount = 0;\n state.flowing = false;\n if (dest) dest.emit('unpipe', this);\n return this;\n }\n\n // slow case. multiple pipe destinations.\n\n if (!dest) {\n // remove all.\n var dests = state.pipes;\n var len = state.pipesCount;\n state.pipes = null;\n state.pipesCount = 0;\n state.flowing = false;\n\n for (var _i = 0; _i < len; _i++) {\n dests[_i].emit('unpipe', this);\n }return this;\n }\n\n // try to find the right one.\n var i = indexOf(state.pipes, dest);\n if (i === -1) return this;\n\n state.pipes.splice(i, 1);\n state.pipesCount -= 1;\n if (state.pipesCount === 1) state.pipes = state.pipes[0];\n\n dest.emit('unpipe', this);\n\n return this;\n};\n\n// set up data events if they are asked for\n// Ensure readable listeners eventually get something\nReadable.prototype.on = function (ev, fn) {\n var res = EventEmitter.prototype.on.call(this, ev, fn);\n\n if (ev === 'data') {\n // Start flowing on next tick if stream isn't explicitly paused\n if (this._readableState.flowing !== false) this.resume();\n } else if (ev === 'readable') {\n var state = this._readableState;\n if (!state.endEmitted && !state.readableListening) {\n state.readableListening = state.needReadable = true;\n state.emittedReadable = false;\n if (!state.reading) {\n nextTick(nReadingNextTick, this);\n } else if (state.length) {\n emitReadable(this);\n }\n }\n }\n\n return res;\n};\nReadable.prototype.addListener = Readable.prototype.on;\n\nfunction nReadingNextTick(self) {\n debug('readable nexttick read 0');\n self.read(0);\n}\n\n// pause() and resume() are remnants of the legacy readable stream API\n// If the user uses them, then switch into old mode.\nReadable.prototype.resume = function () {\n var state = this._readableState;\n if (!state.flowing) {\n debug('resume');\n state.flowing = true;\n resume(this, state);\n }\n return this;\n};\n\nfunction resume(stream, state) {\n if (!state.resumeScheduled) {\n state.resumeScheduled = true;\n nextTick(resume_, stream, state);\n }\n}\n\nfunction resume_(stream, state) {\n if (!state.reading) {\n debug('resume read 0');\n stream.read(0);\n }\n\n state.resumeScheduled = false;\n state.awaitDrain = 0;\n stream.emit('resume');\n flow(stream);\n if (state.flowing && !state.reading) stream.read(0);\n}\n\nReadable.prototype.pause = function () {\n debug('call pause flowing=%j', this._readableState.flowing);\n if (false !== this._readableState.flowing) {\n debug('pause');\n this._readableState.flowing = false;\n this.emit('pause');\n }\n return this;\n};\n\nfunction flow(stream) {\n var state = stream._readableState;\n debug('flow', state.flowing);\n while (state.flowing && stream.read() !== null) {}\n}\n\n// wrap an old-style stream as the async data source.\n// This is *not* part of the readable stream interface.\n// It is an ugly unfortunate mess of history.\nReadable.prototype.wrap = function (stream) {\n var state = this._readableState;\n var paused = false;\n\n var self = this;\n stream.on('end', function () {\n debug('wrapped end');\n if (state.decoder && !state.ended) {\n var chunk = state.decoder.end();\n if (chunk && chunk.length) self.push(chunk);\n }\n\n self.push(null);\n });\n\n stream.on('data', function (chunk) {\n debug('wrapped data');\n if (state.decoder) chunk = state.decoder.write(chunk);\n\n // don't skip over falsy values in objectMode\n if (state.objectMode && (chunk === null || chunk === undefined)) return;else if (!state.objectMode && (!chunk || !chunk.length)) return;\n\n var ret = self.push(chunk);\n if (!ret) {\n paused = true;\n stream.pause();\n }\n });\n\n // proxy all the other methods.\n // important when wrapping filters and duplexes.\n for (var i in stream) {\n if (this[i] === undefined && typeof stream[i] === 'function') {\n this[i] = function (method) {\n return function () {\n return stream[method].apply(stream, arguments);\n };\n }(i);\n }\n }\n\n // proxy certain important events.\n var events = ['error', 'close', 'destroy', 'pause', 'resume'];\n forEach(events, function (ev) {\n stream.on(ev, self.emit.bind(self, ev));\n });\n\n // when we try to consume some more bytes, simply unpause the\n // underlying stream.\n self._read = function (n) {\n debug('wrapped _read', n);\n if (paused) {\n paused = false;\n stream.resume();\n }\n };\n\n return self;\n};\n\n// exposed for testing purposes only.\nReadable._fromList = fromList;\n\n// Pluck off n bytes from an array of buffers.\n// Length is the combined lengths of all the buffers in the list.\n// This function is designed to be inlinable, so please take care when making\n// changes to the function body.\nfunction fromList(n, state) {\n // nothing buffered\n if (state.length === 0) return null;\n\n var ret;\n if (state.objectMode) ret = state.buffer.shift();else if (!n || n >= state.length) {\n // read it all, truncate the list\n if (state.decoder) ret = state.buffer.join('');else if (state.buffer.length === 1) ret = state.buffer.head.data;else ret = state.buffer.concat(state.length);\n state.buffer.clear();\n } else {\n // read part of list\n ret = fromListPartial(n, state.buffer, state.decoder);\n }\n\n return ret;\n}\n\n// Extracts only enough buffered data to satisfy the amount requested.\n// This function is designed to be inlinable, so please take care when making\n// changes to the function body.\nfunction fromListPartial(n, list, hasStrings) {\n var ret;\n if (n < list.head.data.length) {\n // slice is the same for buffers and strings\n ret = list.head.data.slice(0, n);\n list.head.data = list.head.data.slice(n);\n } else if (n === list.head.data.length) {\n // first chunk is a perfect match\n ret = list.shift();\n } else {\n // result spans more than one buffer\n ret = hasStrings ? copyFromBufferString(n, list) : copyFromBuffer(n, list);\n }\n return ret;\n}\n\n// Copies a specified amount of characters from the list of buffered data\n// chunks.\n// This function is designed to be inlinable, so please take care when making\n// changes to the function body.\nfunction copyFromBufferString(n, list) {\n var p = list.head;\n var c = 1;\n var ret = p.data;\n n -= ret.length;\n while (p = p.next) {\n var str = p.data;\n var nb = n > str.length ? str.length : n;\n if (nb === str.length) ret += str;else ret += str.slice(0, n);\n n -= nb;\n if (n === 0) {\n if (nb === str.length) {\n ++c;\n if (p.next) list.head = p.next;else list.head = list.tail = null;\n } else {\n list.head = p;\n p.data = str.slice(nb);\n }\n break;\n }\n ++c;\n }\n list.length -= c;\n return ret;\n}\n\n// Copies a specified amount of bytes from the list of buffered data chunks.\n// This function is designed to be inlinable, so please take care when making\n// changes to the function body.\nfunction copyFromBuffer(n, list) {\n var ret = Buffer.allocUnsafe(n);\n var p = list.head;\n var c = 1;\n p.data.copy(ret);\n n -= p.data.length;\n while (p = p.next) {\n var buf = p.data;\n var nb = n > buf.length ? buf.length : n;\n buf.copy(ret, ret.length - n, 0, nb);\n n -= nb;\n if (n === 0) {\n if (nb === buf.length) {\n ++c;\n if (p.next) list.head = p.next;else list.head = list.tail = null;\n } else {\n list.head = p;\n p.data = buf.slice(nb);\n }\n break;\n }\n ++c;\n }\n list.length -= c;\n return ret;\n}\n\nfunction endReadable(stream) {\n var state = stream._readableState;\n\n // If we get here before consuming all the bytes, then that is a\n // bug in node. Should never happen.\n if (state.length > 0) throw new Error('\"endReadable()\" called on non-empty stream');\n\n if (!state.endEmitted) {\n state.ended = true;\n nextTick(endReadableNT, state, stream);\n }\n}\n\nfunction endReadableNT(state, stream) {\n // Check that we didn't get one last unshift.\n if (!state.endEmitted && state.length === 0) {\n state.endEmitted = true;\n stream.readable = false;\n stream.emit('end');\n }\n}\n\nfunction forEach(xs, f) {\n for (var i = 0, l = xs.length; i < l; i++) {\n f(xs[i], i);\n }\n}\n\nfunction indexOf(xs, x) {\n for (var i = 0, l = xs.length; i < l; i++) {\n if (xs[i] === x) return i;\n }\n return -1;\n}\n\n// A bit simpler than readable streams.\nWritable.WritableState = WritableState;\ninherits$1(Writable, EventEmitter);\n\nfunction nop() {}\n\nfunction WriteReq(chunk, encoding, cb) {\n this.chunk = chunk;\n this.encoding = encoding;\n this.callback = cb;\n this.next = null;\n}\n\nfunction WritableState(options, stream) {\n Object.defineProperty(this, 'buffer', {\n get: deprecate(function () {\n return this.getBuffer();\n }, '_writableState.buffer is deprecated. Use _writableState.getBuffer ' + 'instead.')\n });\n options = options || {};\n\n // object stream flag to indicate whether or not this stream\n // contains buffers or objects.\n this.objectMode = !!options.objectMode;\n\n if (stream instanceof Duplex) this.objectMode = this.objectMode || !!options.writableObjectMode;\n\n // the point at which write() starts returning false\n // Note: 0 is a valid value, means that we always return false if\n // the entire buffer is not flushed immediately on write()\n var hwm = options.highWaterMark;\n var defaultHwm = this.objectMode ? 16 : 16 * 1024;\n this.highWaterMark = hwm || hwm === 0 ? hwm : defaultHwm;\n\n // cast to ints.\n this.highWaterMark = ~ ~this.highWaterMark;\n\n this.needDrain = false;\n // at the start of calling end()\n this.ending = false;\n // when end() has been called, and returned\n this.ended = false;\n // when 'finish' is emitted\n this.finished = false;\n\n // should we decode strings into buffers before passing to _write?\n // this is here so that some node-core streams can optimize string\n // handling at a lower level.\n var noDecode = options.decodeStrings === false;\n this.decodeStrings = !noDecode;\n\n // Crypto is kind of old and crusty. Historically, its default string\n // encoding is 'binary' so we have to make this configurable.\n // Everything else in the universe uses 'utf8', though.\n this.defaultEncoding = options.defaultEncoding || 'utf8';\n\n // not an actual buffer we keep track of, but a measurement\n // of how much we're waiting to get pushed to some underlying\n // socket or file.\n this.length = 0;\n\n // a flag to see when we're in the middle of a write.\n this.writing = false;\n\n // when true all writes will be buffered until .uncork() call\n this.corked = 0;\n\n // a flag to be able to tell if the onwrite cb is called immediately,\n // or on a later tick. We set this to true at first, because any\n // actions that shouldn't happen until \"later\" should generally also\n // not happen before the first write call.\n this.sync = true;\n\n // a flag to know if we're processing previously buffered items, which\n // may call the _write() callback in the same tick, so that we don't\n // end up in an overlapped onwrite situation.\n this.bufferProcessing = false;\n\n // the callback that's passed to _write(chunk,cb)\n this.onwrite = function (er) {\n onwrite(stream, er);\n };\n\n // the callback that the user supplies to write(chunk,encoding,cb)\n this.writecb = null;\n\n // the amount that is being written when _write is called.\n this.writelen = 0;\n\n this.bufferedRequest = null;\n this.lastBufferedRequest = null;\n\n // number of pending user-supplied write callbacks\n // this must be 0 before 'finish' can be emitted\n this.pendingcb = 0;\n\n // emit prefinish if the only thing we're waiting for is _write cbs\n // This is relevant for synchronous Transform streams\n this.prefinished = false;\n\n // True if the error was already emitted and should not be thrown again\n this.errorEmitted = false;\n\n // count buffered requests\n this.bufferedRequestCount = 0;\n\n // allocate the first CorkedRequest, there is always\n // one allocated and free to use, and we maintain at most two\n this.corkedRequestsFree = new CorkedRequest(this);\n}\n\nWritableState.prototype.getBuffer = function writableStateGetBuffer() {\n var current = this.bufferedRequest;\n var out = [];\n while (current) {\n out.push(current);\n current = current.next;\n }\n return out;\n};\nfunction Writable(options) {\n\n // Writable ctor is applied to Duplexes, though they're not\n // instanceof Writable, they're instanceof Readable.\n if (!(this instanceof Writable) && !(this instanceof Duplex)) return new Writable(options);\n\n this._writableState = new WritableState(options, this);\n\n // legacy.\n this.writable = true;\n\n if (options) {\n if (typeof options.write === 'function') this._write = options.write;\n\n if (typeof options.writev === 'function') this._writev = options.writev;\n }\n\n EventEmitter.call(this);\n}\n\n// Otherwise people can pipe Writable streams, which is just wrong.\nWritable.prototype.pipe = function () {\n this.emit('error', new Error('Cannot pipe, not readable'));\n};\n\nfunction writeAfterEnd(stream, cb) {\n var er = new Error('write after end');\n // TODO: defer error events consistently everywhere, not just the cb\n stream.emit('error', er);\n nextTick(cb, er);\n}\n\n// If we get something that is not a buffer, string, null, or undefined,\n// and we're not in objectMode, then that's an error.\n// Otherwise stream chunks are all considered to be of length=1, and the\n// watermarks determine how many objects to keep in the buffer, rather than\n// how many bytes or characters.\nfunction validChunk(stream, state, chunk, cb) {\n var valid = true;\n var er = false;\n // Always throw error if a null is written\n // if we are not in object mode then throw\n // if it is not a buffer, string, or undefined.\n if (chunk === null) {\n er = new TypeError('May not write null values to stream');\n } else if (!Buffer.isBuffer(chunk) && typeof chunk !== 'string' && chunk !== undefined && !state.objectMode) {\n er = new TypeError('Invalid non-string/buffer chunk');\n }\n if (er) {\n stream.emit('error', er);\n nextTick(cb, er);\n valid = false;\n }\n return valid;\n}\n\nWritable.prototype.write = function (chunk, encoding, cb) {\n var state = this._writableState;\n var ret = false;\n\n if (typeof encoding === 'function') {\n cb = encoding;\n encoding = null;\n }\n\n if (Buffer.isBuffer(chunk)) encoding = 'buffer';else if (!encoding) encoding = state.defaultEncoding;\n\n if (typeof cb !== 'function') cb = nop;\n\n if (state.ended) writeAfterEnd(this, cb);else if (validChunk(this, state, chunk, cb)) {\n state.pendingcb++;\n ret = writeOrBuffer(this, state, chunk, encoding, cb);\n }\n\n return ret;\n};\n\nWritable.prototype.cork = function () {\n var state = this._writableState;\n\n state.corked++;\n};\n\nWritable.prototype.uncork = function () {\n var state = this._writableState;\n\n if (state.corked) {\n state.corked--;\n\n if (!state.writing && !state.corked && !state.finished && !state.bufferProcessing && state.bufferedRequest) clearBuffer(this, state);\n }\n};\n\nWritable.prototype.setDefaultEncoding = function setDefaultEncoding(encoding) {\n // node::ParseEncoding() requires lower case.\n if (typeof encoding === 'string') encoding = encoding.toLowerCase();\n if (!(['hex', 'utf8', 'utf-8', 'ascii', 'binary', 'base64', 'ucs2', 'ucs-2', 'utf16le', 'utf-16le', 'raw'].indexOf((encoding + '').toLowerCase()) > -1)) throw new TypeError('Unknown encoding: ' + encoding);\n this._writableState.defaultEncoding = encoding;\n return this;\n};\n\nfunction decodeChunk(state, chunk, encoding) {\n if (!state.objectMode && state.decodeStrings !== false && typeof chunk === 'string') {\n chunk = Buffer.from(chunk, encoding);\n }\n return chunk;\n}\n\n// if we're already writing something, then just put this\n// in the queue, and wait our turn. Otherwise, call _write\n// If we return false, then we need a drain event, so set that flag.\nfunction writeOrBuffer(stream, state, chunk, encoding, cb) {\n chunk = decodeChunk(state, chunk, encoding);\n\n if (Buffer.isBuffer(chunk)) encoding = 'buffer';\n var len = state.objectMode ? 1 : chunk.length;\n\n state.length += len;\n\n var ret = state.length < state.highWaterMark;\n // we must ensure that previous needDrain will not be reset to false.\n if (!ret) state.needDrain = true;\n\n if (state.writing || state.corked) {\n var last = state.lastBufferedRequest;\n state.lastBufferedRequest = new WriteReq(chunk, encoding, cb);\n if (last) {\n last.next = state.lastBufferedRequest;\n } else {\n state.bufferedRequest = state.lastBufferedRequest;\n }\n state.bufferedRequestCount += 1;\n } else {\n doWrite(stream, state, false, len, chunk, encoding, cb);\n }\n\n return ret;\n}\n\nfunction doWrite(stream, state, writev, len, chunk, encoding, cb) {\n state.writelen = len;\n state.writecb = cb;\n state.writing = true;\n state.sync = true;\n if (writev) stream._writev(chunk, state.onwrite);else stream._write(chunk, encoding, state.onwrite);\n state.sync = false;\n}\n\nfunction onwriteError(stream, state, sync, er, cb) {\n --state.pendingcb;\n if (sync) nextTick(cb, er);else cb(er);\n\n stream._writableState.errorEmitted = true;\n stream.emit('error', er);\n}\n\nfunction onwriteStateUpdate(state) {\n state.writing = false;\n state.writecb = null;\n state.length -= state.writelen;\n state.writelen = 0;\n}\n\nfunction onwrite(stream, er) {\n var state = stream._writableState;\n var sync = state.sync;\n var cb = state.writecb;\n\n onwriteStateUpdate(state);\n\n if (er) onwriteError(stream, state, sync, er, cb);else {\n // Check if we're actually ready to finish, but don't emit yet\n var finished = needFinish(state);\n\n if (!finished && !state.corked && !state.bufferProcessing && state.bufferedRequest) {\n clearBuffer(stream, state);\n }\n\n if (sync) {\n /**/\n nextTick(afterWrite, stream, state, finished, cb);\n /**/\n } else {\n afterWrite(stream, state, finished, cb);\n }\n }\n}\n\nfunction afterWrite(stream, state, finished, cb) {\n if (!finished) onwriteDrain(stream, state);\n state.pendingcb--;\n cb();\n finishMaybe(stream, state);\n}\n\n// Must force callback to be called on nextTick, so that we don't\n// emit 'drain' before the write() consumer gets the 'false' return\n// value, and has a chance to attach a 'drain' listener.\nfunction onwriteDrain(stream, state) {\n if (state.length === 0 && state.needDrain) {\n state.needDrain = false;\n stream.emit('drain');\n }\n}\n\n// if there's something in the buffer waiting, then process it\nfunction clearBuffer(stream, state) {\n state.bufferProcessing = true;\n var entry = state.bufferedRequest;\n\n if (stream._writev && entry && entry.next) {\n // Fast case, write everything using _writev()\n var l = state.bufferedRequestCount;\n var buffer = new Array(l);\n var holder = state.corkedRequestsFree;\n holder.entry = entry;\n\n var count = 0;\n while (entry) {\n buffer[count] = entry;\n entry = entry.next;\n count += 1;\n }\n\n doWrite(stream, state, true, state.length, buffer, '', holder.finish);\n\n // doWrite is almost always async, defer these to save a bit of time\n // as the hot path ends with doWrite\n state.pendingcb++;\n state.lastBufferedRequest = null;\n if (holder.next) {\n state.corkedRequestsFree = holder.next;\n holder.next = null;\n } else {\n state.corkedRequestsFree = new CorkedRequest(state);\n }\n } else {\n // Slow case, write chunks one-by-one\n while (entry) {\n var chunk = entry.chunk;\n var encoding = entry.encoding;\n var cb = entry.callback;\n var len = state.objectMode ? 1 : chunk.length;\n\n doWrite(stream, state, false, len, chunk, encoding, cb);\n entry = entry.next;\n // if we didn't call the onwrite immediately, then\n // it means that we need to wait until it does.\n // also, that means that the chunk and cb are currently\n // being processed, so move the buffer counter past them.\n if (state.writing) {\n break;\n }\n }\n\n if (entry === null) state.lastBufferedRequest = null;\n }\n\n state.bufferedRequestCount = 0;\n state.bufferedRequest = entry;\n state.bufferProcessing = false;\n}\n\nWritable.prototype._write = function (chunk, encoding, cb) {\n cb(new Error('not implemented'));\n};\n\nWritable.prototype._writev = null;\n\nWritable.prototype.end = function (chunk, encoding, cb) {\n var state = this._writableState;\n\n if (typeof chunk === 'function') {\n cb = chunk;\n chunk = null;\n encoding = null;\n } else if (typeof encoding === 'function') {\n cb = encoding;\n encoding = null;\n }\n\n if (chunk !== null && chunk !== undefined) this.write(chunk, encoding);\n\n // .end() fully uncorks\n if (state.corked) {\n state.corked = 1;\n this.uncork();\n }\n\n // ignore unnecessary end() calls.\n if (!state.ending && !state.finished) endWritable(this, state, cb);\n};\n\nfunction needFinish(state) {\n return state.ending && state.length === 0 && state.bufferedRequest === null && !state.finished && !state.writing;\n}\n\nfunction prefinish(stream, state) {\n if (!state.prefinished) {\n state.prefinished = true;\n stream.emit('prefinish');\n }\n}\n\nfunction finishMaybe(stream, state) {\n var need = needFinish(state);\n if (need) {\n if (state.pendingcb === 0) {\n prefinish(stream, state);\n state.finished = true;\n stream.emit('finish');\n } else {\n prefinish(stream, state);\n }\n }\n return need;\n}\n\nfunction endWritable(stream, state, cb) {\n state.ending = true;\n finishMaybe(stream, state);\n if (cb) {\n if (state.finished) nextTick(cb);else stream.once('finish', cb);\n }\n state.ended = true;\n stream.writable = false;\n}\n\n// It seems a linked list but it is not\n// there will be only 2 of these for each stream\nfunction CorkedRequest(state) {\n var _this = this;\n\n this.next = null;\n this.entry = null;\n\n this.finish = function (err) {\n var entry = _this.entry;\n _this.entry = null;\n while (entry) {\n var cb = entry.callback;\n state.pendingcb--;\n cb(err);\n entry = entry.next;\n }\n if (state.corkedRequestsFree) {\n state.corkedRequestsFree.next = _this;\n } else {\n state.corkedRequestsFree = _this;\n }\n };\n}\n\ninherits$1(Duplex, Readable);\n\nvar keys = Object.keys(Writable.prototype);\nfor (var v = 0; v < keys.length; v++) {\n var method = keys[v];\n if (!Duplex.prototype[method]) Duplex.prototype[method] = Writable.prototype[method];\n}\nfunction Duplex(options) {\n if (!(this instanceof Duplex)) return new Duplex(options);\n\n Readable.call(this, options);\n Writable.call(this, options);\n\n if (options && options.readable === false) this.readable = false;\n\n if (options && options.writable === false) this.writable = false;\n\n this.allowHalfOpen = true;\n if (options && options.allowHalfOpen === false) this.allowHalfOpen = false;\n\n this.once('end', onend);\n}\n\n// the no-half-open enforcer\nfunction onend() {\n // if we allow half-open state, or if the writable side ended,\n // then we're ok.\n if (this.allowHalfOpen || this._writableState.ended) return;\n\n // no more data can be written.\n // But allow more writes to happen in this tick.\n nextTick(onEndNT, this);\n}\n\nfunction onEndNT(self) {\n self.end();\n}\n\n// a transform stream is a readable/writable stream where you do\ninherits$1(Transform, Duplex);\n\nfunction TransformState(stream) {\n this.afterTransform = function (er, data) {\n return afterTransform(stream, er, data);\n };\n\n this.needTransform = false;\n this.transforming = false;\n this.writecb = null;\n this.writechunk = null;\n this.writeencoding = null;\n}\n\nfunction afterTransform(stream, er, data) {\n var ts = stream._transformState;\n ts.transforming = false;\n\n var cb = ts.writecb;\n\n if (!cb) return stream.emit('error', new Error('no writecb in Transform class'));\n\n ts.writechunk = null;\n ts.writecb = null;\n\n if (data !== null && data !== undefined) stream.push(data);\n\n cb(er);\n\n var rs = stream._readableState;\n rs.reading = false;\n if (rs.needReadable || rs.length < rs.highWaterMark) {\n stream._read(rs.highWaterMark);\n }\n}\nfunction Transform(options) {\n if (!(this instanceof Transform)) return new Transform(options);\n\n Duplex.call(this, options);\n\n this._transformState = new TransformState(this);\n\n // when the writable side finishes, then flush out anything remaining.\n var stream = this;\n\n // start out asking for a readable event once data is transformed.\n this._readableState.needReadable = true;\n\n // we have implemented the _read method, and done the other things\n // that Readable wants before the first _read call, so unset the\n // sync guard flag.\n this._readableState.sync = false;\n\n if (options) {\n if (typeof options.transform === 'function') this._transform = options.transform;\n\n if (typeof options.flush === 'function') this._flush = options.flush;\n }\n\n this.once('prefinish', function () {\n if (typeof this._flush === 'function') this._flush(function (er) {\n done(stream, er);\n });else done(stream);\n });\n}\n\nTransform.prototype.push = function (chunk, encoding) {\n this._transformState.needTransform = false;\n return Duplex.prototype.push.call(this, chunk, encoding);\n};\n\n// This is the part where you do stuff!\n// override this function in implementation classes.\n// 'chunk' is an input chunk.\n//\n// Call `push(newChunk)` to pass along transformed output\n// to the readable side. You may call 'push' zero or more times.\n//\n// Call `cb(err)` when you are done with this chunk. If you pass\n// an error, then that'll put the hurt on the whole operation. If you\n// never call cb(), then you'll never get another chunk.\nTransform.prototype._transform = function (chunk, encoding, cb) {\n throw new Error('Not implemented');\n};\n\nTransform.prototype._write = function (chunk, encoding, cb) {\n var ts = this._transformState;\n ts.writecb = cb;\n ts.writechunk = chunk;\n ts.writeencoding = encoding;\n if (!ts.transforming) {\n var rs = this._readableState;\n if (ts.needTransform || rs.needReadable || rs.length < rs.highWaterMark) this._read(rs.highWaterMark);\n }\n};\n\n// Doesn't matter what the args are here.\n// _transform does all the work.\n// That we got here means that the readable side wants more data.\nTransform.prototype._read = function (n) {\n var ts = this._transformState;\n\n if (ts.writechunk !== null && ts.writecb && !ts.transforming) {\n ts.transforming = true;\n this._transform(ts.writechunk, ts.writeencoding, ts.afterTransform);\n } else {\n // mark that we need a transform, so that any data that comes in\n // will get processed, now that we've asked for it.\n ts.needTransform = true;\n }\n};\n\nfunction done(stream, er) {\n if (er) return stream.emit('error', er);\n\n // if there's nothing in the write buffer, then that means\n // that nothing more will ever be provided\n var ws = stream._writableState;\n var ts = stream._transformState;\n\n if (ws.length) throw new Error('Calling transform done when ws.length != 0');\n\n if (ts.transforming) throw new Error('Calling transform done when still transforming');\n\n return stream.push(null);\n}\n\ninherits$1(PassThrough, Transform);\nfunction PassThrough(options) {\n if (!(this instanceof PassThrough)) return new PassThrough(options);\n\n Transform.call(this, options);\n}\n\nPassThrough.prototype._transform = function (chunk, encoding, cb) {\n cb(null, chunk);\n};\n\ninherits$1(Stream, EventEmitter);\nStream.Readable = Readable;\nStream.Writable = Writable;\nStream.Duplex = Duplex;\nStream.Transform = Transform;\nStream.PassThrough = PassThrough;\n\n// Backwards-compat with node 0.4.x\nStream.Stream = Stream;\n\n// old-style streams. Note that the pipe method (the only relevant\n// part of this class) is overridden in the Readable class.\n\nfunction Stream() {\n EventEmitter.call(this);\n}\n\nStream.prototype.pipe = function(dest, options) {\n var source = this;\n\n function ondata(chunk) {\n if (dest.writable) {\n if (false === dest.write(chunk) && source.pause) {\n source.pause();\n }\n }\n }\n\n source.on('data', ondata);\n\n function ondrain() {\n if (source.readable && source.resume) {\n source.resume();\n }\n }\n\n dest.on('drain', ondrain);\n\n // If the 'end' option is not supplied, dest.end() will be called when\n // source gets the 'end' or 'close' events. Only dest.end() once.\n if (!dest._isStdio && (!options || options.end !== false)) {\n source.on('end', onend);\n source.on('close', onclose);\n }\n\n var didOnEnd = false;\n function onend() {\n if (didOnEnd) return;\n didOnEnd = true;\n\n dest.end();\n }\n\n\n function onclose() {\n if (didOnEnd) return;\n didOnEnd = true;\n\n if (typeof dest.destroy === 'function') dest.destroy();\n }\n\n // don't leave dangling pipes when there are errors.\n function onerror(er) {\n cleanup();\n if (EventEmitter.listenerCount(this, 'error') === 0) {\n throw er; // Unhandled stream error in pipe.\n }\n }\n\n source.on('error', onerror);\n dest.on('error', onerror);\n\n // remove all the event listeners that were added.\n function cleanup() {\n source.removeListener('data', ondata);\n dest.removeListener('drain', ondrain);\n\n source.removeListener('end', onend);\n source.removeListener('close', onclose);\n\n source.removeListener('error', onerror);\n dest.removeListener('error', onerror);\n\n source.removeListener('end', cleanup);\n source.removeListener('close', cleanup);\n\n dest.removeListener('close', cleanup);\n }\n\n source.on('end', cleanup);\n source.on('close', cleanup);\n\n dest.on('close', cleanup);\n\n dest.emit('pipe', source);\n\n // Allow for unix-like usage: A.pipe(B).pipe(C)\n return dest;\n};\n\nvar msg = {\n 2: 'need dictionary', /* Z_NEED_DICT 2 */\n 1: 'stream end', /* Z_STREAM_END 1 */\n 0: '', /* Z_OK 0 */\n '-1': 'file error', /* Z_ERRNO (-1) */\n '-2': 'stream error', /* Z_STREAM_ERROR (-2) */\n '-3': 'data error', /* Z_DATA_ERROR (-3) */\n '-4': 'insufficient memory', /* Z_MEM_ERROR (-4) */\n '-5': 'buffer error', /* Z_BUF_ERROR (-5) */\n '-6': 'incompatible version' /* Z_VERSION_ERROR (-6) */\n};\n\nfunction ZStream() {\n /* next input byte */\n this.input = null; // JS specific, because we have no pointers\n this.next_in = 0;\n /* number of bytes available at input */\n this.avail_in = 0;\n /* total number of input bytes read so far */\n this.total_in = 0;\n /* next output byte should be put there */\n this.output = null; // JS specific, because we have no pointers\n this.next_out = 0;\n /* remaining free space at output */\n this.avail_out = 0;\n /* total number of bytes output so far */\n this.total_out = 0;\n /* last error message, NULL if no error */\n this.msg = ''/*Z_NULL*/;\n /* not visible by applications */\n this.state = null;\n /* best guess about the data type: binary or text */\n this.data_type = 2/*Z_UNKNOWN*/;\n /* adler32 value of the uncompressed data */\n this.adler = 0;\n}\n\nfunction arraySet(dest, src, src_offs, len, dest_offs) {\n if (src.subarray && dest.subarray) {\n dest.set(src.subarray(src_offs, src_offs + len), dest_offs);\n return;\n }\n // Fallback to ordinary array\n for (var i = 0; i < len; i++) {\n dest[dest_offs + i] = src[src_offs + i];\n }\n}\n\n\nvar Buf8 = Uint8Array;\nvar Buf16 = Uint16Array;\nvar Buf32 = Int32Array;\n// Enable/Disable typed arrays use, for testing\n//\n\n/* Public constants ==========================================================*/\n/* ===========================================================================*/\n\n\n//var Z_FILTERED = 1;\n//var Z_HUFFMAN_ONLY = 2;\n//var Z_RLE = 3;\nvar Z_FIXED = 4;\n//var Z_DEFAULT_STRATEGY = 0;\n\n/* Possible values of the data_type field (though see inflate()) */\nvar Z_BINARY = 0;\nvar Z_TEXT = 1;\n//var Z_ASCII = 1; // = Z_TEXT\nvar Z_UNKNOWN = 2;\n\n/*============================================================================*/\n\n\nfunction zero(buf) {\n var len = buf.length;\n while (--len >= 0) {\n buf[len] = 0;\n }\n}\n\n// From zutil.h\n\nvar STORED_BLOCK = 0;\nvar STATIC_TREES = 1;\nvar DYN_TREES = 2;\n/* The three kinds of block type */\n\nvar MIN_MATCH = 3;\nvar MAX_MATCH = 258;\n/* The minimum and maximum match lengths */\n\n// From deflate.h\n/* ===========================================================================\n * Internal compression state.\n */\n\nvar LENGTH_CODES = 29;\n/* number of length codes, not counting the special END_BLOCK code */\n\nvar LITERALS = 256;\n/* number of literal bytes 0..255 */\n\nvar L_CODES = LITERALS + 1 + LENGTH_CODES;\n/* number of Literal or Length codes, including the END_BLOCK code */\n\nvar D_CODES = 30;\n/* number of distance codes */\n\nvar BL_CODES = 19;\n/* number of codes used to transfer the bit lengths */\n\nvar HEAP_SIZE = 2 * L_CODES + 1;\n/* maximum heap size */\n\nvar MAX_BITS = 15;\n/* All codes must not exceed MAX_BITS bits */\n\nvar Buf_size = 16;\n/* size of bit buffer in bi_buf */\n\n\n/* ===========================================================================\n * Constants\n */\n\nvar MAX_BL_BITS = 7;\n/* Bit length codes must not exceed MAX_BL_BITS bits */\n\nvar END_BLOCK = 256;\n/* end of block literal code */\n\nvar REP_3_6 = 16;\n/* repeat previous bit length 3-6 times (2 bits of repeat count) */\n\nvar REPZ_3_10 = 17;\n/* repeat a zero length 3-10 times (3 bits of repeat count) */\n\nvar REPZ_11_138 = 18;\n/* repeat a zero length 11-138 times (7 bits of repeat count) */\n\n/* eslint-disable comma-spacing,array-bracket-spacing */\nvar extra_lbits = /* extra bits for each length code */ [0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0];\n\nvar extra_dbits = /* extra bits for each distance code */ [0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13];\n\nvar extra_blbits = /* extra bits for each bit length code */ [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 3, 7];\n\nvar bl_order = [16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15];\n/* eslint-enable comma-spacing,array-bracket-spacing */\n\n/* The lengths of the bit length codes are sent in order of decreasing\n * probability, to avoid transmitting the lengths for unused bit length codes.\n */\n\n/* ===========================================================================\n * Local data. These are initialized only once.\n */\n\n// We pre-fill arrays with 0 to avoid uninitialized gaps\n\nvar DIST_CODE_LEN = 512; /* see definition of array dist_code below */\n\n// !!!! Use flat array insdead of structure, Freq = i*2, Len = i*2+1\nvar static_ltree = new Array((L_CODES + 2) * 2);\nzero(static_ltree);\n/* The static literal tree. Since the bit lengths are imposed, there is no\n * need for the L_CODES extra codes used during heap construction. However\n * The codes 286 and 287 are needed to build a canonical tree (see _tr_init\n * below).\n */\n\nvar static_dtree = new Array(D_CODES * 2);\nzero(static_dtree);\n/* The static distance tree. (Actually a trivial tree since all codes use\n * 5 bits.)\n */\n\nvar _dist_code = new Array(DIST_CODE_LEN);\nzero(_dist_code);\n/* Distance codes. The first 256 values correspond to the distances\n * 3 .. 258, the last 256 values correspond to the top 8 bits of\n * the 15 bit distances.\n */\n\nvar _length_code = new Array(MAX_MATCH - MIN_MATCH + 1);\nzero(_length_code);\n/* length code for each normalized match length (0 == MIN_MATCH) */\n\nvar base_length = new Array(LENGTH_CODES);\nzero(base_length);\n/* First normalized length for each code (0 = MIN_MATCH) */\n\nvar base_dist = new Array(D_CODES);\nzero(base_dist);\n/* First normalized distance for each code (0 = distance of 1) */\n\n\nfunction StaticTreeDesc(static_tree, extra_bits, extra_base, elems, max_length) {\n\n this.static_tree = static_tree; /* static tree or NULL */\n this.extra_bits = extra_bits; /* extra bits for each code or NULL */\n this.extra_base = extra_base; /* base index for extra_bits */\n this.elems = elems; /* max number of elements in the tree */\n this.max_length = max_length; /* max bit length for the codes */\n\n // show if `static_tree` has data or dummy - needed for monomorphic objects\n this.has_stree = static_tree && static_tree.length;\n}\n\n\nvar static_l_desc;\nvar static_d_desc;\nvar static_bl_desc;\n\n\nfunction TreeDesc(dyn_tree, stat_desc) {\n this.dyn_tree = dyn_tree; /* the dynamic tree */\n this.max_code = 0; /* largest code with non zero frequency */\n this.stat_desc = stat_desc; /* the corresponding static tree */\n}\n\n\n\nfunction d_code(dist) {\n return dist < 256 ? _dist_code[dist] : _dist_code[256 + (dist >>> 7)];\n}\n\n\n/* ===========================================================================\n * Output a short LSB first on the stream.\n * IN assertion: there is enough room in pendingBuf.\n */\nfunction put_short(s, w) {\n // put_byte(s, (uch)((w) & 0xff));\n // put_byte(s, (uch)((ush)(w) >> 8));\n s.pending_buf[s.pending++] = (w) & 0xff;\n s.pending_buf[s.pending++] = (w >>> 8) & 0xff;\n}\n\n\n/* ===========================================================================\n * Send a value on a given number of bits.\n * IN assertion: length <= 16 and value fits in length bits.\n */\nfunction send_bits(s, value, length) {\n if (s.bi_valid > (Buf_size - length)) {\n s.bi_buf |= (value << s.bi_valid) & 0xffff;\n put_short(s, s.bi_buf);\n s.bi_buf = value >> (Buf_size - s.bi_valid);\n s.bi_valid += length - Buf_size;\n } else {\n s.bi_buf |= (value << s.bi_valid) & 0xffff;\n s.bi_valid += length;\n }\n}\n\n\nfunction send_code(s, c, tree) {\n send_bits(s, tree[c * 2] /*.Code*/ , tree[c * 2 + 1] /*.Len*/ );\n}\n\n\n/* ===========================================================================\n * Reverse the first len bits of a code, using straightforward code (a faster\n * method would use a table)\n * IN assertion: 1 <= len <= 15\n */\nfunction bi_reverse(code, len) {\n var res = 0;\n do {\n res |= code & 1;\n code >>>= 1;\n res <<= 1;\n } while (--len > 0);\n return res >>> 1;\n}\n\n\n/* ===========================================================================\n * Flush the bit buffer, keeping at most 7 bits in it.\n */\nfunction bi_flush(s) {\n if (s.bi_valid === 16) {\n put_short(s, s.bi_buf);\n s.bi_buf = 0;\n s.bi_valid = 0;\n\n } else if (s.bi_valid >= 8) {\n s.pending_buf[s.pending++] = s.bi_buf & 0xff;\n s.bi_buf >>= 8;\n s.bi_valid -= 8;\n }\n}\n\n\n/* ===========================================================================\n * Compute the optimal bit lengths for a tree and update the total bit length\n * for the current block.\n * IN assertion: the fields freq and dad are set, heap[heap_max] and\n * above are the tree nodes sorted by increasing frequency.\n * OUT assertions: the field len is set to the optimal bit length, the\n * array bl_count contains the frequencies for each bit length.\n * The length opt_len is updated; static_len is also updated if stree is\n * not null.\n */\nfunction gen_bitlen(s, desc) {\n// deflate_state *s;\n// tree_desc *desc; /* the tree descriptor */\n var tree = desc.dyn_tree;\n var max_code = desc.max_code;\n var stree = desc.stat_desc.static_tree;\n var has_stree = desc.stat_desc.has_stree;\n var extra = desc.stat_desc.extra_bits;\n var base = desc.stat_desc.extra_base;\n var max_length = desc.stat_desc.max_length;\n var h; /* heap index */\n var n, m; /* iterate over the tree elements */\n var bits; /* bit length */\n var xbits; /* extra bits */\n var f; /* frequency */\n var overflow = 0; /* number of elements with bit length too large */\n\n for (bits = 0; bits <= MAX_BITS; bits++) {\n s.bl_count[bits] = 0;\n }\n\n /* In a first pass, compute the optimal bit lengths (which may\n * overflow in the case of the bit length tree).\n */\n tree[s.heap[s.heap_max] * 2 + 1] /*.Len*/ = 0; /* root of the heap */\n\n for (h = s.heap_max + 1; h < HEAP_SIZE; h++) {\n n = s.heap[h];\n bits = tree[tree[n * 2 + 1] /*.Dad*/ * 2 + 1] /*.Len*/ + 1;\n if (bits > max_length) {\n bits = max_length;\n overflow++;\n }\n tree[n * 2 + 1] /*.Len*/ = bits;\n /* We overwrite tree[n].Dad which is no longer needed */\n\n if (n > max_code) {\n continue;\n } /* not a leaf node */\n\n s.bl_count[bits]++;\n xbits = 0;\n if (n >= base) {\n xbits = extra[n - base];\n }\n f = tree[n * 2] /*.Freq*/ ;\n s.opt_len += f * (bits + xbits);\n if (has_stree) {\n s.static_len += f * (stree[n * 2 + 1] /*.Len*/ + xbits);\n }\n }\n if (overflow === 0) {\n return;\n }\n\n // Trace((stderr,\"\\nbit length overflow\\n\"));\n /* This happens for example on obj2 and pic of the Calgary corpus */\n\n /* Find the first bit length which could increase: */\n do {\n bits = max_length - 1;\n while (s.bl_count[bits] === 0) {\n bits--;\n }\n s.bl_count[bits]--; /* move one leaf down the tree */\n s.bl_count[bits + 1] += 2; /* move one overflow item as its brother */\n s.bl_count[max_length]--;\n /* The brother of the overflow item also moves one step up,\n * but this does not affect bl_count[max_length]\n */\n overflow -= 2;\n } while (overflow > 0);\n\n /* Now recompute all bit lengths, scanning in increasing frequency.\n * h is still equal to HEAP_SIZE. (It is simpler to reconstruct all\n * lengths instead of fixing only the wrong ones. This idea is taken\n * from 'ar' written by Haruhiko Okumura.)\n */\n for (bits = max_length; bits !== 0; bits--) {\n n = s.bl_count[bits];\n while (n !== 0) {\n m = s.heap[--h];\n if (m > max_code) {\n continue;\n }\n if (tree[m * 2 + 1] /*.Len*/ !== bits) {\n // Trace((stderr,\"code %d bits %d->%d\\n\", m, tree[m].Len, bits));\n s.opt_len += (bits - tree[m * 2 + 1] /*.Len*/ ) * tree[m * 2] /*.Freq*/ ;\n tree[m * 2 + 1] /*.Len*/ = bits;\n }\n n--;\n }\n }\n}\n\n\n/* ===========================================================================\n * Generate the codes for a given tree and bit counts (which need not be\n * optimal).\n * IN assertion: the array bl_count contains the bit length statistics for\n * the given tree and the field len is set for all tree elements.\n * OUT assertion: the field code is set for all tree elements of non\n * zero code length.\n */\nfunction gen_codes(tree, max_code, bl_count) {\n// ct_data *tree; /* the tree to decorate */\n// int max_code; /* largest code with non zero frequency */\n// ushf *bl_count; /* number of codes at each bit length */\n\n var next_code = new Array(MAX_BITS + 1); /* next code value for each bit length */\n var code = 0; /* running code value */\n var bits; /* bit index */\n var n; /* code index */\n\n /* The distribution counts are first used to generate the code values\n * without bit reversal.\n */\n for (bits = 1; bits <= MAX_BITS; bits++) {\n next_code[bits] = code = (code + bl_count[bits - 1]) << 1;\n }\n /* Check that the bit counts in bl_count are consistent. The last code\n * must be all ones.\n */\n //Assert (code + bl_count[MAX_BITS]-1 == (1< length code (0..28) */\n length = 0;\n for (code = 0; code < LENGTH_CODES - 1; code++) {\n base_length[code] = length;\n for (n = 0; n < (1 << extra_lbits[code]); n++) {\n _length_code[length++] = code;\n }\n }\n //Assert (length == 256, \"tr_static_init: length != 256\");\n /* Note that the length 255 (match length 258) can be represented\n * in two different ways: code 284 + 5 bits or code 285, so we\n * overwrite length_code[255] to use the best encoding:\n */\n _length_code[length - 1] = code;\n\n /* Initialize the mapping dist (0..32K) -> dist code (0..29) */\n dist = 0;\n for (code = 0; code < 16; code++) {\n base_dist[code] = dist;\n for (n = 0; n < (1 << extra_dbits[code]); n++) {\n _dist_code[dist++] = code;\n }\n }\n //Assert (dist == 256, \"tr_static_init: dist != 256\");\n dist >>= 7; /* from now on, all distances are divided by 128 */\n for (; code < D_CODES; code++) {\n base_dist[code] = dist << 7;\n for (n = 0; n < (1 << (extra_dbits[code] - 7)); n++) {\n _dist_code[256 + dist++] = code;\n }\n }\n //Assert (dist == 256, \"tr_static_init: 256+dist != 512\");\n\n /* Construct the codes of the static literal tree */\n for (bits = 0; bits <= MAX_BITS; bits++) {\n bl_count[bits] = 0;\n }\n\n n = 0;\n while (n <= 143) {\n static_ltree[n * 2 + 1] /*.Len*/ = 8;\n n++;\n bl_count[8]++;\n }\n while (n <= 255) {\n static_ltree[n * 2 + 1] /*.Len*/ = 9;\n n++;\n bl_count[9]++;\n }\n while (n <= 279) {\n static_ltree[n * 2 + 1] /*.Len*/ = 7;\n n++;\n bl_count[7]++;\n }\n while (n <= 287) {\n static_ltree[n * 2 + 1] /*.Len*/ = 8;\n n++;\n bl_count[8]++;\n }\n /* Codes 286 and 287 do not exist, but we must include them in the\n * tree construction to get a canonical Huffman tree (longest code\n * all ones)\n */\n gen_codes(static_ltree, L_CODES + 1, bl_count);\n\n /* The static distance tree is trivial: */\n for (n = 0; n < D_CODES; n++) {\n static_dtree[n * 2 + 1] /*.Len*/ = 5;\n static_dtree[n * 2] /*.Code*/ = bi_reverse(n, 5);\n }\n\n // Now data ready and we can init static trees\n static_l_desc = new StaticTreeDesc(static_ltree, extra_lbits, LITERALS + 1, L_CODES, MAX_BITS);\n static_d_desc = new StaticTreeDesc(static_dtree, extra_dbits, 0, D_CODES, MAX_BITS);\n static_bl_desc = new StaticTreeDesc(new Array(0), extra_blbits, 0, BL_CODES, MAX_BL_BITS);\n\n //static_init_done = true;\n}\n\n\n/* ===========================================================================\n * Initialize a new block.\n */\nfunction init_block(s) {\n var n; /* iterates over tree elements */\n\n /* Initialize the trees. */\n for (n = 0; n < L_CODES; n++) {\n s.dyn_ltree[n * 2] /*.Freq*/ = 0;\n }\n for (n = 0; n < D_CODES; n++) {\n s.dyn_dtree[n * 2] /*.Freq*/ = 0;\n }\n for (n = 0; n < BL_CODES; n++) {\n s.bl_tree[n * 2] /*.Freq*/ = 0;\n }\n\n s.dyn_ltree[END_BLOCK * 2] /*.Freq*/ = 1;\n s.opt_len = s.static_len = 0;\n s.last_lit = s.matches = 0;\n}\n\n\n/* ===========================================================================\n * Flush the bit buffer and align the output on a byte boundary\n */\nfunction bi_windup(s) {\n if (s.bi_valid > 8) {\n put_short(s, s.bi_buf);\n } else if (s.bi_valid > 0) {\n //put_byte(s, (Byte)s->bi_buf);\n s.pending_buf[s.pending++] = s.bi_buf;\n }\n s.bi_buf = 0;\n s.bi_valid = 0;\n}\n\n/* ===========================================================================\n * Copy a stored block, storing first the length and its\n * one's complement if requested.\n */\nfunction copy_block(s, buf, len, header) {\n//DeflateState *s;\n//charf *buf; /* the input data */\n//unsigned len; /* its length */\n//int header; /* true if block header must be written */\n\n bi_windup(s); /* align on byte boundary */\n\n if (header) {\n put_short(s, len);\n put_short(s, ~len);\n }\n // while (len--) {\n // put_byte(s, *buf++);\n // }\n arraySet(s.pending_buf, s.window, buf, len, s.pending);\n s.pending += len;\n}\n\n/* ===========================================================================\n * Compares to subtrees, using the tree depth as tie breaker when\n * the subtrees have equal frequency. This minimizes the worst case length.\n */\nfunction smaller(tree, n, m, depth) {\n var _n2 = n * 2;\n var _m2 = m * 2;\n return (tree[_n2] /*.Freq*/ < tree[_m2] /*.Freq*/ ||\n (tree[_n2] /*.Freq*/ === tree[_m2] /*.Freq*/ && depth[n] <= depth[m]));\n}\n\n/* ===========================================================================\n * Restore the heap property by moving down the tree starting at node k,\n * exchanging a node with the smallest of its two sons if necessary, stopping\n * when the heap property is re-established (each father smaller than its\n * two sons).\n */\nfunction pqdownheap(s, tree, k)\n// deflate_state *s;\n// ct_data *tree; /* the tree to restore */\n// int k; /* node to move down */\n{\n var v = s.heap[k];\n var j = k << 1; /* left son of k */\n while (j <= s.heap_len) {\n /* Set j to the smallest of the two sons: */\n if (j < s.heap_len &&\n smaller(tree, s.heap[j + 1], s.heap[j], s.depth)) {\n j++;\n }\n /* Exit if v is smaller than both sons */\n if (smaller(tree, v, s.heap[j], s.depth)) {\n break;\n }\n\n /* Exchange v with the smallest son */\n s.heap[k] = s.heap[j];\n k = j;\n\n /* And continue down the tree, setting j to the left son of k */\n j <<= 1;\n }\n s.heap[k] = v;\n}\n\n\n// inlined manually\n// var SMALLEST = 1;\n\n/* ===========================================================================\n * Send the block data compressed using the given Huffman trees\n */\nfunction compress_block(s, ltree, dtree)\n// deflate_state *s;\n// const ct_data *ltree; /* literal tree */\n// const ct_data *dtree; /* distance tree */\n{\n var dist; /* distance of matched string */\n var lc; /* match length or unmatched char (if dist == 0) */\n var lx = 0; /* running index in l_buf */\n var code; /* the code to send */\n var extra; /* number of extra bits to send */\n\n if (s.last_lit !== 0) {\n do {\n dist = (s.pending_buf[s.d_buf + lx * 2] << 8) | (s.pending_buf[s.d_buf + lx * 2 + 1]);\n lc = s.pending_buf[s.l_buf + lx];\n lx++;\n\n if (dist === 0) {\n send_code(s, lc, ltree); /* send a literal byte */\n //Tracecv(isgraph(lc), (stderr,\" '%c' \", lc));\n } else {\n /* Here, lc is the match length - MIN_MATCH */\n code = _length_code[lc];\n send_code(s, code + LITERALS + 1, ltree); /* send the length code */\n extra = extra_lbits[code];\n if (extra !== 0) {\n lc -= base_length[code];\n send_bits(s, lc, extra); /* send the extra length bits */\n }\n dist--; /* dist is now the match distance - 1 */\n code = d_code(dist);\n //Assert (code < D_CODES, \"bad d_code\");\n\n send_code(s, code, dtree); /* send the distance code */\n extra = extra_dbits[code];\n if (extra !== 0) {\n dist -= base_dist[code];\n send_bits(s, dist, extra); /* send the extra distance bits */\n }\n } /* literal or match pair ? */\n\n /* Check that the overlay between pending_buf and d_buf+l_buf is ok: */\n //Assert((uInt)(s->pending) < s->lit_bufsize + 2*lx,\n // \"pendingBuf overflow\");\n\n } while (lx < s.last_lit);\n }\n\n send_code(s, END_BLOCK, ltree);\n}\n\n\n/* ===========================================================================\n * Construct one Huffman tree and assigns the code bit strings and lengths.\n * Update the total bit length for the current block.\n * IN assertion: the field freq is set for all tree elements.\n * OUT assertions: the fields len and code are set to the optimal bit length\n * and corresponding code. The length opt_len is updated; static_len is\n * also updated if stree is not null. The field max_code is set.\n */\nfunction build_tree(s, desc)\n// deflate_state *s;\n// tree_desc *desc; /* the tree descriptor */\n{\n var tree = desc.dyn_tree;\n var stree = desc.stat_desc.static_tree;\n var has_stree = desc.stat_desc.has_stree;\n var elems = desc.stat_desc.elems;\n var n, m; /* iterate over heap elements */\n var max_code = -1; /* largest code with non zero frequency */\n var node; /* new node being created */\n\n /* Construct the initial heap, with least frequent element in\n * heap[SMALLEST]. The sons of heap[n] are heap[2*n] and heap[2*n+1].\n * heap[0] is not used.\n */\n s.heap_len = 0;\n s.heap_max = HEAP_SIZE;\n\n for (n = 0; n < elems; n++) {\n if (tree[n * 2] /*.Freq*/ !== 0) {\n s.heap[++s.heap_len] = max_code = n;\n s.depth[n] = 0;\n\n } else {\n tree[n * 2 + 1] /*.Len*/ = 0;\n }\n }\n\n /* The pkzip format requires that at least one distance code exists,\n * and that at least one bit should be sent even if there is only one\n * possible code. So to avoid special checks later on we force at least\n * two codes of non zero frequency.\n */\n while (s.heap_len < 2) {\n node = s.heap[++s.heap_len] = (max_code < 2 ? ++max_code : 0);\n tree[node * 2] /*.Freq*/ = 1;\n s.depth[node] = 0;\n s.opt_len--;\n\n if (has_stree) {\n s.static_len -= stree[node * 2 + 1] /*.Len*/ ;\n }\n /* node is 0 or 1 so it does not have extra bits */\n }\n desc.max_code = max_code;\n\n /* The elements heap[heap_len/2+1 .. heap_len] are leaves of the tree,\n * establish sub-heaps of increasing lengths:\n */\n for (n = (s.heap_len >> 1 /*int /2*/ ); n >= 1; n--) {\n pqdownheap(s, tree, n);\n }\n\n /* Construct the Huffman tree by repeatedly combining the least two\n * frequent nodes.\n */\n node = elems; /* next internal node of the tree */\n do {\n //pqremove(s, tree, n); /* n = node of least frequency */\n /*** pqremove ***/\n n = s.heap[1 /*SMALLEST*/ ];\n s.heap[1 /*SMALLEST*/ ] = s.heap[s.heap_len--];\n pqdownheap(s, tree, 1 /*SMALLEST*/ );\n /***/\n\n m = s.heap[1 /*SMALLEST*/ ]; /* m = node of next least frequency */\n\n s.heap[--s.heap_max] = n; /* keep the nodes sorted by frequency */\n s.heap[--s.heap_max] = m;\n\n /* Create a new node father of n and m */\n tree[node * 2] /*.Freq*/ = tree[n * 2] /*.Freq*/ + tree[m * 2] /*.Freq*/ ;\n s.depth[node] = (s.depth[n] >= s.depth[m] ? s.depth[n] : s.depth[m]) + 1;\n tree[n * 2 + 1] /*.Dad*/ = tree[m * 2 + 1] /*.Dad*/ = node;\n\n /* and insert the new node in the heap */\n s.heap[1 /*SMALLEST*/ ] = node++;\n pqdownheap(s, tree, 1 /*SMALLEST*/ );\n\n } while (s.heap_len >= 2);\n\n s.heap[--s.heap_max] = s.heap[1 /*SMALLEST*/ ];\n\n /* At this point, the fields freq and dad are set. We can now\n * generate the bit lengths.\n */\n gen_bitlen(s, desc);\n\n /* The field len is now set, we can generate the bit codes */\n gen_codes(tree, max_code, s.bl_count);\n}\n\n\n/* ===========================================================================\n * Scan a literal or distance tree to determine the frequencies of the codes\n * in the bit length tree.\n */\nfunction scan_tree(s, tree, max_code)\n// deflate_state *s;\n// ct_data *tree; /* the tree to be scanned */\n// int max_code; /* and its largest code of non zero frequency */\n{\n var n; /* iterates over all tree elements */\n var prevlen = -1; /* last emitted length */\n var curlen; /* length of current code */\n\n var nextlen = tree[0 * 2 + 1] /*.Len*/ ; /* length of next code */\n\n var count = 0; /* repeat count of the current code */\n var max_count = 7; /* max repeat count */\n var min_count = 4; /* min repeat count */\n\n if (nextlen === 0) {\n max_count = 138;\n min_count = 3;\n }\n tree[(max_code + 1) * 2 + 1] /*.Len*/ = 0xffff; /* guard */\n\n for (n = 0; n <= max_code; n++) {\n curlen = nextlen;\n nextlen = tree[(n + 1) * 2 + 1] /*.Len*/ ;\n\n if (++count < max_count && curlen === nextlen) {\n continue;\n\n } else if (count < min_count) {\n s.bl_tree[curlen * 2] /*.Freq*/ += count;\n\n } else if (curlen !== 0) {\n\n if (curlen !== prevlen) {\n s.bl_tree[curlen * 2] /*.Freq*/ ++;\n }\n s.bl_tree[REP_3_6 * 2] /*.Freq*/ ++;\n\n } else if (count <= 10) {\n s.bl_tree[REPZ_3_10 * 2] /*.Freq*/ ++;\n\n } else {\n s.bl_tree[REPZ_11_138 * 2] /*.Freq*/ ++;\n }\n\n count = 0;\n prevlen = curlen;\n\n if (nextlen === 0) {\n max_count = 138;\n min_count = 3;\n\n } else if (curlen === nextlen) {\n max_count = 6;\n min_count = 3;\n\n } else {\n max_count = 7;\n min_count = 4;\n }\n }\n}\n\n\n/* ===========================================================================\n * Send a literal or distance tree in compressed form, using the codes in\n * bl_tree.\n */\nfunction send_tree(s, tree, max_code)\n// deflate_state *s;\n// ct_data *tree; /* the tree to be scanned */\n// int max_code; /* and its largest code of non zero frequency */\n{\n var n; /* iterates over all tree elements */\n var prevlen = -1; /* last emitted length */\n var curlen; /* length of current code */\n\n var nextlen = tree[0 * 2 + 1] /*.Len*/ ; /* length of next code */\n\n var count = 0; /* repeat count of the current code */\n var max_count = 7; /* max repeat count */\n var min_count = 4; /* min repeat count */\n\n /* tree[max_code+1].Len = -1; */\n /* guard already set */\n if (nextlen === 0) {\n max_count = 138;\n min_count = 3;\n }\n\n for (n = 0; n <= max_code; n++) {\n curlen = nextlen;\n nextlen = tree[(n + 1) * 2 + 1] /*.Len*/ ;\n\n if (++count < max_count && curlen === nextlen) {\n continue;\n\n } else if (count < min_count) {\n do {\n send_code(s, curlen, s.bl_tree);\n } while (--count !== 0);\n\n } else if (curlen !== 0) {\n if (curlen !== prevlen) {\n send_code(s, curlen, s.bl_tree);\n count--;\n }\n //Assert(count >= 3 && count <= 6, \" 3_6?\");\n send_code(s, REP_3_6, s.bl_tree);\n send_bits(s, count - 3, 2);\n\n } else if (count <= 10) {\n send_code(s, REPZ_3_10, s.bl_tree);\n send_bits(s, count - 3, 3);\n\n } else {\n send_code(s, REPZ_11_138, s.bl_tree);\n send_bits(s, count - 11, 7);\n }\n\n count = 0;\n prevlen = curlen;\n if (nextlen === 0) {\n max_count = 138;\n min_count = 3;\n\n } else if (curlen === nextlen) {\n max_count = 6;\n min_count = 3;\n\n } else {\n max_count = 7;\n min_count = 4;\n }\n }\n}\n\n\n/* ===========================================================================\n * Construct the Huffman tree for the bit lengths and return the index in\n * bl_order of the last bit length code to send.\n */\nfunction build_bl_tree(s) {\n var max_blindex; /* index of last bit length code of non zero freq */\n\n /* Determine the bit length frequencies for literal and distance trees */\n scan_tree(s, s.dyn_ltree, s.l_desc.max_code);\n scan_tree(s, s.dyn_dtree, s.d_desc.max_code);\n\n /* Build the bit length tree: */\n build_tree(s, s.bl_desc);\n /* opt_len now includes the length of the tree representations, except\n * the lengths of the bit lengths codes and the 5+5+4 bits for the counts.\n */\n\n /* Determine the number of bit length codes to send. The pkzip format\n * requires that at least 4 bit length codes be sent. (appnote.txt says\n * 3 but the actual value used is 4.)\n */\n for (max_blindex = BL_CODES - 1; max_blindex >= 3; max_blindex--) {\n if (s.bl_tree[bl_order[max_blindex] * 2 + 1] /*.Len*/ !== 0) {\n break;\n }\n }\n /* Update opt_len to include the bit length tree and counts */\n s.opt_len += 3 * (max_blindex + 1) + 5 + 5 + 4;\n //Tracev((stderr, \"\\ndyn trees: dyn %ld, stat %ld\",\n // s->opt_len, s->static_len));\n\n return max_blindex;\n}\n\n\n/* ===========================================================================\n * Send the header for a block using dynamic Huffman trees: the counts, the\n * lengths of the bit length codes, the literal tree and the distance tree.\n * IN assertion: lcodes >= 257, dcodes >= 1, blcodes >= 4.\n */\nfunction send_all_trees(s, lcodes, dcodes, blcodes)\n// deflate_state *s;\n// int lcodes, dcodes, blcodes; /* number of codes for each tree */\n{\n var rank; /* index in bl_order */\n\n //Assert (lcodes >= 257 && dcodes >= 1 && blcodes >= 4, \"not enough codes\");\n //Assert (lcodes <= L_CODES && dcodes <= D_CODES && blcodes <= BL_CODES,\n // \"too many codes\");\n //Tracev((stderr, \"\\nbl counts: \"));\n send_bits(s, lcodes - 257, 5); /* not +255 as stated in appnote.txt */\n send_bits(s, dcodes - 1, 5);\n send_bits(s, blcodes - 4, 4); /* not -3 as stated in appnote.txt */\n for (rank = 0; rank < blcodes; rank++) {\n //Tracev((stderr, \"\\nbl code %2d \", bl_order[rank]));\n send_bits(s, s.bl_tree[bl_order[rank] * 2 + 1] /*.Len*/ , 3);\n }\n //Tracev((stderr, \"\\nbl tree: sent %ld\", s->bits_sent));\n\n send_tree(s, s.dyn_ltree, lcodes - 1); /* literal tree */\n //Tracev((stderr, \"\\nlit tree: sent %ld\", s->bits_sent));\n\n send_tree(s, s.dyn_dtree, dcodes - 1); /* distance tree */\n //Tracev((stderr, \"\\ndist tree: sent %ld\", s->bits_sent));\n}\n\n\n/* ===========================================================================\n * Check if the data type is TEXT or BINARY, using the following algorithm:\n * - TEXT if the two conditions below are satisfied:\n * a) There are no non-portable control characters belonging to the\n * \"black list\" (0..6, 14..25, 28..31).\n * b) There is at least one printable character belonging to the\n * \"white list\" (9 {TAB}, 10 {LF}, 13 {CR}, 32..255).\n * - BINARY otherwise.\n * - The following partially-portable control characters form a\n * \"gray list\" that is ignored in this detection algorithm:\n * (7 {BEL}, 8 {BS}, 11 {VT}, 12 {FF}, 26 {SUB}, 27 {ESC}).\n * IN assertion: the fields Freq of dyn_ltree are set.\n */\nfunction detect_data_type(s) {\n /* black_mask is the bit mask of black-listed bytes\n * set bits 0..6, 14..25, and 28..31\n * 0xf3ffc07f = binary 11110011111111111100000001111111\n */\n var black_mask = 0xf3ffc07f;\n var n;\n\n /* Check for non-textual (\"black-listed\") bytes. */\n for (n = 0; n <= 31; n++, black_mask >>>= 1) {\n if ((black_mask & 1) && (s.dyn_ltree[n * 2] /*.Freq*/ !== 0)) {\n return Z_BINARY;\n }\n }\n\n /* Check for textual (\"white-listed\") bytes. */\n if (s.dyn_ltree[9 * 2] /*.Freq*/ !== 0 || s.dyn_ltree[10 * 2] /*.Freq*/ !== 0 ||\n s.dyn_ltree[13 * 2] /*.Freq*/ !== 0) {\n return Z_TEXT;\n }\n for (n = 32; n < LITERALS; n++) {\n if (s.dyn_ltree[n * 2] /*.Freq*/ !== 0) {\n return Z_TEXT;\n }\n }\n\n /* There are no \"black-listed\" or \"white-listed\" bytes:\n * this stream either is empty or has tolerated (\"gray-listed\") bytes only.\n */\n return Z_BINARY;\n}\n\n\nvar static_init_done = false;\n\n/* ===========================================================================\n * Initialize the tree data structures for a new zlib stream.\n */\nfunction _tr_init(s) {\n\n if (!static_init_done) {\n tr_static_init();\n static_init_done = true;\n }\n\n s.l_desc = new TreeDesc(s.dyn_ltree, static_l_desc);\n s.d_desc = new TreeDesc(s.dyn_dtree, static_d_desc);\n s.bl_desc = new TreeDesc(s.bl_tree, static_bl_desc);\n\n s.bi_buf = 0;\n s.bi_valid = 0;\n\n /* Initialize the first block of the first file: */\n init_block(s);\n}\n\n\n/* ===========================================================================\n * Send a stored block\n */\nfunction _tr_stored_block(s, buf, stored_len, last)\n//DeflateState *s;\n//charf *buf; /* input block */\n//ulg stored_len; /* length of input block */\n//int last; /* one if this is the last block for a file */\n{\n send_bits(s, (STORED_BLOCK << 1) + (last ? 1 : 0), 3); /* send block type */\n copy_block(s, buf, stored_len, true); /* with header */\n}\n\n\n/* ===========================================================================\n * Send one empty static block to give enough lookahead for inflate.\n * This takes 10 bits, of which 7 may remain in the bit buffer.\n */\nfunction _tr_align(s) {\n send_bits(s, STATIC_TREES << 1, 3);\n send_code(s, END_BLOCK, static_ltree);\n bi_flush(s);\n}\n\n\n/* ===========================================================================\n * Determine the best encoding for the current block: dynamic trees, static\n * trees or store, and output the encoded block to the zip file.\n */\nfunction _tr_flush_block(s, buf, stored_len, last)\n//DeflateState *s;\n//charf *buf; /* input block, or NULL if too old */\n//ulg stored_len; /* length of input block */\n//int last; /* one if this is the last block for a file */\n{\n var opt_lenb, static_lenb; /* opt_len and static_len in bytes */\n var max_blindex = 0; /* index of last bit length code of non zero freq */\n\n /* Build the Huffman trees unless a stored block is forced */\n if (s.level > 0) {\n\n /* Check if the file is binary or text */\n if (s.strm.data_type === Z_UNKNOWN) {\n s.strm.data_type = detect_data_type(s);\n }\n\n /* Construct the literal and distance trees */\n build_tree(s, s.l_desc);\n // Tracev((stderr, \"\\nlit data: dyn %ld, stat %ld\", s->opt_len,\n // s->static_len));\n\n build_tree(s, s.d_desc);\n // Tracev((stderr, \"\\ndist data: dyn %ld, stat %ld\", s->opt_len,\n // s->static_len));\n /* At this point, opt_len and static_len are the total bit lengths of\n * the compressed block data, excluding the tree representations.\n */\n\n /* Build the bit length tree for the above two trees, and get the index\n * in bl_order of the last bit length code to send.\n */\n max_blindex = build_bl_tree(s);\n\n /* Determine the best encoding. Compute the block lengths in bytes. */\n opt_lenb = (s.opt_len + 3 + 7) >>> 3;\n static_lenb = (s.static_len + 3 + 7) >>> 3;\n\n // Tracev((stderr, \"\\nopt %lu(%lu) stat %lu(%lu) stored %lu lit %u \",\n // opt_lenb, s->opt_len, static_lenb, s->static_len, stored_len,\n // s->last_lit));\n\n if (static_lenb <= opt_lenb) {\n opt_lenb = static_lenb;\n }\n\n } else {\n // Assert(buf != (char*)0, \"lost buf\");\n opt_lenb = static_lenb = stored_len + 5; /* force a stored block */\n }\n\n if ((stored_len + 4 <= opt_lenb) && (buf !== -1)) {\n /* 4: two words for the lengths */\n\n /* The test buf != NULL is only necessary if LIT_BUFSIZE > WSIZE.\n * Otherwise we can't have processed more than WSIZE input bytes since\n * the last block flush, because compression would have been\n * successful. If LIT_BUFSIZE <= WSIZE, it is never too late to\n * transform a block into a stored block.\n */\n _tr_stored_block(s, buf, stored_len, last);\n\n } else if (s.strategy === Z_FIXED || static_lenb === opt_lenb) {\n\n send_bits(s, (STATIC_TREES << 1) + (last ? 1 : 0), 3);\n compress_block(s, static_ltree, static_dtree);\n\n } else {\n send_bits(s, (DYN_TREES << 1) + (last ? 1 : 0), 3);\n send_all_trees(s, s.l_desc.max_code + 1, s.d_desc.max_code + 1, max_blindex + 1);\n compress_block(s, s.dyn_ltree, s.dyn_dtree);\n }\n // Assert (s->compressed_len == s->bits_sent, \"bad compressed size\");\n /* The above check is made mod 2^32, for files larger than 512 MB\n * and uLong implemented on 32 bits.\n */\n init_block(s);\n\n if (last) {\n bi_windup(s);\n }\n // Tracev((stderr,\"\\ncomprlen %lu(%lu) \", s->compressed_len>>3,\n // s->compressed_len-7*last));\n}\n\n/* ===========================================================================\n * Save the match info and tally the frequency counts. Return true if\n * the current block must be flushed.\n */\nfunction _tr_tally(s, dist, lc)\n// deflate_state *s;\n// unsigned dist; /* distance of matched string */\n// unsigned lc; /* match length-MIN_MATCH or unmatched char (if dist==0) */\n{\n //var out_length, in_length, dcode;\n\n s.pending_buf[s.d_buf + s.last_lit * 2] = (dist >>> 8) & 0xff;\n s.pending_buf[s.d_buf + s.last_lit * 2 + 1] = dist & 0xff;\n\n s.pending_buf[s.l_buf + s.last_lit] = lc & 0xff;\n s.last_lit++;\n\n if (dist === 0) {\n /* lc is the unmatched char */\n s.dyn_ltree[lc * 2] /*.Freq*/ ++;\n } else {\n s.matches++;\n /* Here, lc is the match length - MIN_MATCH */\n dist--; /* dist = match distance - 1 */\n //Assert((ush)dist < (ush)MAX_DIST(s) &&\n // (ush)lc <= (ush)(MAX_MATCH-MIN_MATCH) &&\n // (ush)d_code(dist) < (ush)D_CODES, \"_tr_tally: bad match\");\n\n s.dyn_ltree[(_length_code[lc] + LITERALS + 1) * 2] /*.Freq*/ ++;\n s.dyn_dtree[d_code(dist) * 2] /*.Freq*/ ++;\n }\n\n // (!) This block is disabled in zlib defailts,\n // don't enable it for binary compatibility\n\n //#ifdef TRUNCATE_BLOCK\n // /* Try to guess if it is profitable to stop the current block here */\n // if ((s.last_lit & 0x1fff) === 0 && s.level > 2) {\n // /* Compute an upper bound for the compressed length */\n // out_length = s.last_lit*8;\n // in_length = s.strstart - s.block_start;\n //\n // for (dcode = 0; dcode < D_CODES; dcode++) {\n // out_length += s.dyn_dtree[dcode*2]/*.Freq*/ * (5 + extra_dbits[dcode]);\n // }\n // out_length >>>= 3;\n // //Tracev((stderr,\"\\nlast_lit %u, in %ld, out ~%ld(%ld%%) \",\n // // s->last_lit, in_length, out_length,\n // // 100L - out_length*100L/in_length));\n // if (s.matches < (s.last_lit>>1)/*int /2*/ && out_length < (in_length>>1)/*int /2*/) {\n // return true;\n // }\n // }\n //#endif\n\n return (s.last_lit === s.lit_bufsize - 1);\n /* We avoid equality with lit_bufsize because of wraparound at 64K\n * on 16 bit machines and because stored blocks are restricted to\n * 64K-1 bytes.\n */\n}\n\n// Note: adler32 takes 12% for level 0 and 2% for level 6.\n// It doesn't worth to make additional optimizationa as in original.\n// Small size is preferable.\n\nfunction adler32(adler, buf, len, pos) {\n var s1 = (adler & 0xffff) |0,\n s2 = ((adler >>> 16) & 0xffff) |0,\n n = 0;\n\n while (len !== 0) {\n // Set limit ~ twice less than 5552, to keep\n // s2 in 31-bits, because we force signed ints.\n // in other case %= will fail.\n n = len > 2000 ? 2000 : len;\n len -= n;\n\n do {\n s1 = (s1 + buf[pos++]) |0;\n s2 = (s2 + s1) |0;\n } while (--n);\n\n s1 %= 65521;\n s2 %= 65521;\n }\n\n return (s1 | (s2 << 16)) |0;\n}\n\n// Note: we can't get significant speed boost here.\n// So write code to minimize size - no pregenerated tables\n// and array tools dependencies.\n\n\n// Use ordinary array, since untyped makes no boost here\nfunction makeTable() {\n var c, table = [];\n\n for (var n = 0; n < 256; n++) {\n c = n;\n for (var k = 0; k < 8; k++) {\n c = ((c & 1) ? (0xEDB88320 ^ (c >>> 1)) : (c >>> 1));\n }\n table[n] = c;\n }\n\n return table;\n}\n\n// Create table on load. Just 255 signed longs. Not a problem.\nvar crcTable = makeTable();\n\n\nfunction crc32(crc, buf, len, pos) {\n var t = crcTable,\n end = pos + len;\n\n crc ^= -1;\n\n for (var i = pos; i < end; i++) {\n crc = (crc >>> 8) ^ t[(crc ^ buf[i]) & 0xFF];\n }\n\n return (crc ^ (-1)); // >>> 0;\n}\n\n/* Public constants ==========================================================*/\n/* ===========================================================================*/\n\n\n/* Allowed flush values; see deflate() and inflate() below for details */\nvar Z_NO_FLUSH = 0;\nvar Z_PARTIAL_FLUSH = 1;\n//var Z_SYNC_FLUSH = 2;\nvar Z_FULL_FLUSH = 3;\nvar Z_FINISH = 4;\nvar Z_BLOCK = 5;\n//var Z_TREES = 6;\n\n\n/* Return codes for the compression/decompression functions. Negative values\n * are errors, positive values are used for special but normal events.\n */\nvar Z_OK = 0;\nvar Z_STREAM_END = 1;\n//var Z_NEED_DICT = 2;\n//var Z_ERRNO = -1;\nvar Z_STREAM_ERROR = -2;\nvar Z_DATA_ERROR = -3;\n//var Z_MEM_ERROR = -4;\nvar Z_BUF_ERROR = -5;\n//var Z_VERSION_ERROR = -6;\n\n\n/* compression levels */\n//var Z_NO_COMPRESSION = 0;\n//var Z_BEST_SPEED = 1;\n//var Z_BEST_COMPRESSION = 9;\nvar Z_DEFAULT_COMPRESSION = -1;\n\n\nvar Z_FILTERED = 1;\nvar Z_HUFFMAN_ONLY = 2;\nvar Z_RLE = 3;\nvar Z_FIXED$1 = 4;\n\n/* Possible values of the data_type field (though see inflate()) */\n//var Z_BINARY = 0;\n//var Z_TEXT = 1;\n//var Z_ASCII = 1; // = Z_TEXT\nvar Z_UNKNOWN$1 = 2;\n\n\n/* The deflate compression method */\nvar Z_DEFLATED = 8;\n\n/*============================================================================*/\n\n\nvar MAX_MEM_LEVEL = 9;\n\n\nvar LENGTH_CODES$1 = 29;\n/* number of length codes, not counting the special END_BLOCK code */\nvar LITERALS$1 = 256;\n/* number of literal bytes 0..255 */\nvar L_CODES$1 = LITERALS$1 + 1 + LENGTH_CODES$1;\n/* number of Literal or Length codes, including the END_BLOCK code */\nvar D_CODES$1 = 30;\n/* number of distance codes */\nvar BL_CODES$1 = 19;\n/* number of codes used to transfer the bit lengths */\nvar HEAP_SIZE$1 = 2 * L_CODES$1 + 1;\n/* maximum heap size */\nvar MAX_BITS$1 = 15;\n/* All codes must not exceed MAX_BITS bits */\n\nvar MIN_MATCH$1 = 3;\nvar MAX_MATCH$1 = 258;\nvar MIN_LOOKAHEAD = (MAX_MATCH$1 + MIN_MATCH$1 + 1);\n\nvar PRESET_DICT = 0x20;\n\nvar INIT_STATE = 42;\nvar EXTRA_STATE = 69;\nvar NAME_STATE = 73;\nvar COMMENT_STATE = 91;\nvar HCRC_STATE = 103;\nvar BUSY_STATE = 113;\nvar FINISH_STATE = 666;\n\nvar BS_NEED_MORE = 1; /* block not completed, need more input or more output */\nvar BS_BLOCK_DONE = 2; /* block flush performed */\nvar BS_FINISH_STARTED = 3; /* finish started, need only more output at next deflate */\nvar BS_FINISH_DONE = 4; /* finish done, accept no more input or output */\n\nvar OS_CODE = 0x03; // Unix :) . Don't detect, use this default.\n\nfunction err(strm, errorCode) {\n strm.msg = msg[errorCode];\n return errorCode;\n}\n\nfunction rank(f) {\n return ((f) << 1) - ((f) > 4 ? 9 : 0);\n}\n\nfunction zero$1(buf) {\n var len = buf.length;\n while (--len >= 0) {\n buf[len] = 0;\n }\n}\n\n\n/* =========================================================================\n * Flush as much pending output as possible. All deflate() output goes\n * through this function so some applications may wish to modify it\n * to avoid allocating a large strm->output buffer and copying into it.\n * (See also read_buf()).\n */\nfunction flush_pending(strm) {\n var s = strm.state;\n\n //_tr_flush_bits(s);\n var len = s.pending;\n if (len > strm.avail_out) {\n len = strm.avail_out;\n }\n if (len === 0) {\n return;\n }\n\n arraySet(strm.output, s.pending_buf, s.pending_out, len, strm.next_out);\n strm.next_out += len;\n s.pending_out += len;\n strm.total_out += len;\n strm.avail_out -= len;\n s.pending -= len;\n if (s.pending === 0) {\n s.pending_out = 0;\n }\n}\n\n\nfunction flush_block_only(s, last) {\n _tr_flush_block(s, (s.block_start >= 0 ? s.block_start : -1), s.strstart - s.block_start, last);\n s.block_start = s.strstart;\n flush_pending(s.strm);\n}\n\n\nfunction put_byte(s, b) {\n s.pending_buf[s.pending++] = b;\n}\n\n\n/* =========================================================================\n * Put a short in the pending buffer. The 16-bit value is put in MSB order.\n * IN assertion: the stream state is correct and there is enough room in\n * pending_buf.\n */\nfunction putShortMSB(s, b) {\n // put_byte(s, (Byte)(b >> 8));\n // put_byte(s, (Byte)(b & 0xff));\n s.pending_buf[s.pending++] = (b >>> 8) & 0xff;\n s.pending_buf[s.pending++] = b & 0xff;\n}\n\n\n/* ===========================================================================\n * Read a new buffer from the current input stream, update the adler32\n * and total number of bytes read. All deflate() input goes through\n * this function so some applications may wish to modify it to avoid\n * allocating a large strm->input buffer and copying from it.\n * (See also flush_pending()).\n */\nfunction read_buf(strm, buf, start, size) {\n var len = strm.avail_in;\n\n if (len > size) {\n len = size;\n }\n if (len === 0) {\n return 0;\n }\n\n strm.avail_in -= len;\n\n // zmemcpy(buf, strm->next_in, len);\n arraySet(buf, strm.input, strm.next_in, len, start);\n if (strm.state.wrap === 1) {\n strm.adler = adler32(strm.adler, buf, len, start);\n } else if (strm.state.wrap === 2) {\n strm.adler = crc32(strm.adler, buf, len, start);\n }\n\n strm.next_in += len;\n strm.total_in += len;\n\n return len;\n}\n\n\n/* ===========================================================================\n * Set match_start to the longest match starting at the given string and\n * return its length. Matches shorter or equal to prev_length are discarded,\n * in which case the result is equal to prev_length and match_start is\n * garbage.\n * IN assertions: cur_match is the head of the hash chain for the current\n * string (strstart) and its distance is <= MAX_DIST, and prev_length >= 1\n * OUT assertion: the match length is not greater than s->lookahead.\n */\nfunction longest_match(s, cur_match) {\n var chain_length = s.max_chain_length; /* max hash chain length */\n var scan = s.strstart; /* current string */\n var match; /* matched string */\n var len; /* length of current match */\n var best_len = s.prev_length; /* best match length so far */\n var nice_match = s.nice_match; /* stop if match long enough */\n var limit = (s.strstart > (s.w_size - MIN_LOOKAHEAD)) ?\n s.strstart - (s.w_size - MIN_LOOKAHEAD) : 0 /*NIL*/ ;\n\n var _win = s.window; // shortcut\n\n var wmask = s.w_mask;\n var prev = s.prev;\n\n /* Stop when cur_match becomes <= limit. To simplify the code,\n * we prevent matches with the string of window index 0.\n */\n\n var strend = s.strstart + MAX_MATCH$1;\n var scan_end1 = _win[scan + best_len - 1];\n var scan_end = _win[scan + best_len];\n\n /* The code is optimized for HASH_BITS >= 8 and MAX_MATCH-2 multiple of 16.\n * It is easy to get rid of this optimization if necessary.\n */\n // Assert(s->hash_bits >= 8 && MAX_MATCH == 258, \"Code too clever\");\n\n /* Do not waste too much time if we already have a good match: */\n if (s.prev_length >= s.good_match) {\n chain_length >>= 2;\n }\n /* Do not look for matches beyond the end of the input. This is necessary\n * to make deflate deterministic.\n */\n if (nice_match > s.lookahead) {\n nice_match = s.lookahead;\n }\n\n // Assert((ulg)s->strstart <= s->window_size-MIN_LOOKAHEAD, \"need lookahead\");\n\n do {\n // Assert(cur_match < s->strstart, \"no future\");\n match = cur_match;\n\n /* Skip to next match if the match length cannot increase\n * or if the match length is less than 2. Note that the checks below\n * for insufficient lookahead only occur occasionally for performance\n * reasons. Therefore uninitialized memory will be accessed, and\n * conditional jumps will be made that depend on those values.\n * However the length of the match is limited to the lookahead, so\n * the output of deflate is not affected by the uninitialized values.\n */\n\n if (_win[match + best_len] !== scan_end ||\n _win[match + best_len - 1] !== scan_end1 ||\n _win[match] !== _win[scan] ||\n _win[++match] !== _win[scan + 1]) {\n continue;\n }\n\n /* The check at best_len-1 can be removed because it will be made\n * again later. (This heuristic is not always a win.)\n * It is not necessary to compare scan[2] and match[2] since they\n * are always equal when the other bytes match, given that\n * the hash keys are equal and that HASH_BITS >= 8.\n */\n scan += 2;\n match++;\n // Assert(*scan == *match, \"match[2]?\");\n\n /* We check for insufficient lookahead only every 8th comparison;\n * the 256th check will be made at strstart+258.\n */\n do {\n /*jshint noempty:false*/\n } while (_win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&\n _win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&\n _win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&\n _win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&\n scan < strend);\n\n // Assert(scan <= s->window+(unsigned)(s->window_size-1), \"wild scan\");\n\n len = MAX_MATCH$1 - (strend - scan);\n scan = strend - MAX_MATCH$1;\n\n if (len > best_len) {\n s.match_start = cur_match;\n best_len = len;\n if (len >= nice_match) {\n break;\n }\n scan_end1 = _win[scan + best_len - 1];\n scan_end = _win[scan + best_len];\n }\n } while ((cur_match = prev[cur_match & wmask]) > limit && --chain_length !== 0);\n\n if (best_len <= s.lookahead) {\n return best_len;\n }\n return s.lookahead;\n}\n\n\n/* ===========================================================================\n * Fill the window when the lookahead becomes insufficient.\n * Updates strstart and lookahead.\n *\n * IN assertion: lookahead < MIN_LOOKAHEAD\n * OUT assertions: strstart <= window_size-MIN_LOOKAHEAD\n * At least one byte has been read, or avail_in == 0; reads are\n * performed for at least two bytes (required for the zip translate_eol\n * option -- not supported here).\n */\nfunction fill_window(s) {\n var _w_size = s.w_size;\n var p, n, m, more, str;\n\n //Assert(s->lookahead < MIN_LOOKAHEAD, \"already enough lookahead\");\n\n do {\n more = s.window_size - s.lookahead - s.strstart;\n\n // JS ints have 32 bit, block below not needed\n /* Deal with !@#$% 64K limit: */\n //if (sizeof(int) <= 2) {\n // if (more == 0 && s->strstart == 0 && s->lookahead == 0) {\n // more = wsize;\n //\n // } else if (more == (unsigned)(-1)) {\n // /* Very unlikely, but possible on 16 bit machine if\n // * strstart == 0 && lookahead == 1 (input done a byte at time)\n // */\n // more--;\n // }\n //}\n\n\n /* If the window is almost full and there is insufficient lookahead,\n * move the upper half to the lower one to make room in the upper half.\n */\n if (s.strstart >= _w_size + (_w_size - MIN_LOOKAHEAD)) {\n\n arraySet(s.window, s.window, _w_size, _w_size, 0);\n s.match_start -= _w_size;\n s.strstart -= _w_size;\n /* we now have strstart >= MAX_DIST */\n s.block_start -= _w_size;\n\n /* Slide the hash table (could be avoided with 32 bit values\n at the expense of memory usage). We slide even when level == 0\n to keep the hash table consistent if we switch back to level > 0\n later. (Using level 0 permanently is not an optimal usage of\n zlib, so we don't care about this pathological case.)\n */\n\n n = s.hash_size;\n p = n;\n do {\n m = s.head[--p];\n s.head[p] = (m >= _w_size ? m - _w_size : 0);\n } while (--n);\n\n n = _w_size;\n p = n;\n do {\n m = s.prev[--p];\n s.prev[p] = (m >= _w_size ? m - _w_size : 0);\n /* If n is not on any hash chain, prev[n] is garbage but\n * its value will never be used.\n */\n } while (--n);\n\n more += _w_size;\n }\n if (s.strm.avail_in === 0) {\n break;\n }\n\n /* If there was no sliding:\n * strstart <= WSIZE+MAX_DIST-1 && lookahead <= MIN_LOOKAHEAD - 1 &&\n * more == window_size - lookahead - strstart\n * => more >= window_size - (MIN_LOOKAHEAD-1 + WSIZE + MAX_DIST-1)\n * => more >= window_size - 2*WSIZE + 2\n * In the BIG_MEM or MMAP case (not yet supported),\n * window_size == input_size + MIN_LOOKAHEAD &&\n * strstart + s->lookahead <= input_size => more >= MIN_LOOKAHEAD.\n * Otherwise, window_size == 2*WSIZE so more >= 2.\n * If there was sliding, more >= WSIZE. So in all cases, more >= 2.\n */\n //Assert(more >= 2, \"more < 2\");\n n = read_buf(s.strm, s.window, s.strstart + s.lookahead, more);\n s.lookahead += n;\n\n /* Initialize the hash value now that we have some input: */\n if (s.lookahead + s.insert >= MIN_MATCH$1) {\n str = s.strstart - s.insert;\n s.ins_h = s.window[str];\n\n /* UPDATE_HASH(s, s->ins_h, s->window[str + 1]); */\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[str + 1]) & s.hash_mask;\n //#if MIN_MATCH != 3\n // Call update_hash() MIN_MATCH-3 more times\n //#endif\n while (s.insert) {\n /* UPDATE_HASH(s, s->ins_h, s->window[str + MIN_MATCH-1]); */\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[str + MIN_MATCH$1 - 1]) & s.hash_mask;\n\n s.prev[str & s.w_mask] = s.head[s.ins_h];\n s.head[s.ins_h] = str;\n str++;\n s.insert--;\n if (s.lookahead + s.insert < MIN_MATCH$1) {\n break;\n }\n }\n }\n /* If the whole input has less than MIN_MATCH bytes, ins_h is garbage,\n * but this is not important since only literal bytes will be emitted.\n */\n\n } while (s.lookahead < MIN_LOOKAHEAD && s.strm.avail_in !== 0);\n\n /* If the WIN_INIT bytes after the end of the current data have never been\n * written, then zero those bytes in order to avoid memory check reports of\n * the use of uninitialized (or uninitialised as Julian writes) bytes by\n * the longest match routines. Update the high water mark for the next\n * time through here. WIN_INIT is set to MAX_MATCH since the longest match\n * routines allow scanning to strstart + MAX_MATCH, ignoring lookahead.\n */\n // if (s.high_water < s.window_size) {\n // var curr = s.strstart + s.lookahead;\n // var init = 0;\n //\n // if (s.high_water < curr) {\n // /* Previous high water mark below current data -- zero WIN_INIT\n // * bytes or up to end of window, whichever is less.\n // */\n // init = s.window_size - curr;\n // if (init > WIN_INIT)\n // init = WIN_INIT;\n // zmemzero(s->window + curr, (unsigned)init);\n // s->high_water = curr + init;\n // }\n // else if (s->high_water < (ulg)curr + WIN_INIT) {\n // /* High water mark at or above current data, but below current data\n // * plus WIN_INIT -- zero out to current data plus WIN_INIT, or up\n // * to end of window, whichever is less.\n // */\n // init = (ulg)curr + WIN_INIT - s->high_water;\n // if (init > s->window_size - s->high_water)\n // init = s->window_size - s->high_water;\n // zmemzero(s->window + s->high_water, (unsigned)init);\n // s->high_water += init;\n // }\n // }\n //\n // Assert((ulg)s->strstart <= s->window_size - MIN_LOOKAHEAD,\n // \"not enough room for search\");\n}\n\n/* ===========================================================================\n * Copy without compression as much as possible from the input stream, return\n * the current block state.\n * This function does not insert new strings in the dictionary since\n * uncompressible data is probably not useful. This function is used\n * only for the level=0 compression option.\n * NOTE: this function should be optimized to avoid extra copying from\n * window to pending_buf.\n */\nfunction deflate_stored(s, flush) {\n /* Stored blocks are limited to 0xffff bytes, pending_buf is limited\n * to pending_buf_size, and each stored block has a 5 byte header:\n */\n var max_block_size = 0xffff;\n\n if (max_block_size > s.pending_buf_size - 5) {\n max_block_size = s.pending_buf_size - 5;\n }\n\n /* Copy as much as possible from input to output: */\n for (;;) {\n /* Fill the window as much as possible: */\n if (s.lookahead <= 1) {\n\n //Assert(s->strstart < s->w_size+MAX_DIST(s) ||\n // s->block_start >= (long)s->w_size, \"slide too late\");\n // if (!(s.strstart < s.w_size + (s.w_size - MIN_LOOKAHEAD) ||\n // s.block_start >= s.w_size)) {\n // throw new Error(\"slide too late\");\n // }\n\n fill_window(s);\n if (s.lookahead === 0 && flush === Z_NO_FLUSH) {\n return BS_NEED_MORE;\n }\n\n if (s.lookahead === 0) {\n break;\n }\n /* flush the current block */\n }\n //Assert(s->block_start >= 0L, \"block gone\");\n // if (s.block_start < 0) throw new Error(\"block gone\");\n\n s.strstart += s.lookahead;\n s.lookahead = 0;\n\n /* Emit a stored block if pending_buf will be full: */\n var max_start = s.block_start + max_block_size;\n\n if (s.strstart === 0 || s.strstart >= max_start) {\n /* strstart == 0 is possible when wraparound on 16-bit machine */\n s.lookahead = s.strstart - max_start;\n s.strstart = max_start;\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n\n\n }\n /* Flush if we may have to slide, otherwise block_start may become\n * negative and the data will be gone:\n */\n if (s.strstart - s.block_start >= (s.w_size - MIN_LOOKAHEAD)) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n }\n\n s.insert = 0;\n\n if (flush === Z_FINISH) {\n /*** FLUSH_BLOCK(s, 1); ***/\n flush_block_only(s, true);\n if (s.strm.avail_out === 0) {\n return BS_FINISH_STARTED;\n }\n /***/\n return BS_FINISH_DONE;\n }\n\n if (s.strstart > s.block_start) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n\n return BS_NEED_MORE;\n}\n\n/* ===========================================================================\n * Compress as much as possible from the input stream, return the current\n * block state.\n * This function does not perform lazy evaluation of matches and inserts\n * new strings in the dictionary only for unmatched strings or for short\n * matches. It is used only for the fast compression options.\n */\nfunction deflate_fast(s, flush) {\n var hash_head; /* head of the hash chain */\n var bflush; /* set if current block must be flushed */\n\n for (;;) {\n /* Make sure that we always have enough lookahead, except\n * at the end of the input file. We need MAX_MATCH bytes\n * for the next match, plus MIN_MATCH bytes to insert the\n * string following the next match.\n */\n if (s.lookahead < MIN_LOOKAHEAD) {\n fill_window(s);\n if (s.lookahead < MIN_LOOKAHEAD && flush === Z_NO_FLUSH) {\n return BS_NEED_MORE;\n }\n if (s.lookahead === 0) {\n break; /* flush the current block */\n }\n }\n\n /* Insert the string window[strstart .. strstart+2] in the\n * dictionary, and set hash_head to the head of the hash chain:\n */\n hash_head = 0 /*NIL*/ ;\n if (s.lookahead >= MIN_MATCH$1) {\n /*** INSERT_STRING(s, s.strstart, hash_head); ***/\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + MIN_MATCH$1 - 1]) & s.hash_mask;\n hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];\n s.head[s.ins_h] = s.strstart;\n /***/\n }\n\n /* Find the longest match, discarding those <= prev_length.\n * At this point we have always match_length < MIN_MATCH\n */\n if (hash_head !== 0 /*NIL*/ && ((s.strstart - hash_head) <= (s.w_size - MIN_LOOKAHEAD))) {\n /* To simplify the code, we prevent matches with the string\n * of window index 0 (in particular we have to avoid a match\n * of the string with itself at the start of the input file).\n */\n s.match_length = longest_match(s, hash_head);\n /* longest_match() sets match_start */\n }\n if (s.match_length >= MIN_MATCH$1) {\n // check_match(s, s.strstart, s.match_start, s.match_length); // for debug only\n\n /*** _tr_tally_dist(s, s.strstart - s.match_start,\n s.match_length - MIN_MATCH, bflush); ***/\n bflush = _tr_tally(s, s.strstart - s.match_start, s.match_length - MIN_MATCH$1);\n\n s.lookahead -= s.match_length;\n\n /* Insert new strings in the hash table only if the match length\n * is not too large. This saves time but degrades compression.\n */\n if (s.match_length <= s.max_lazy_match /*max_insert_length*/ && s.lookahead >= MIN_MATCH$1) {\n s.match_length--; /* string at strstart already in table */\n do {\n s.strstart++;\n /*** INSERT_STRING(s, s.strstart, hash_head); ***/\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + MIN_MATCH$1 - 1]) & s.hash_mask;\n hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];\n s.head[s.ins_h] = s.strstart;\n /***/\n /* strstart never exceeds WSIZE-MAX_MATCH, so there are\n * always MIN_MATCH bytes ahead.\n */\n } while (--s.match_length !== 0);\n s.strstart++;\n } else {\n s.strstart += s.match_length;\n s.match_length = 0;\n s.ins_h = s.window[s.strstart];\n /* UPDATE_HASH(s, s.ins_h, s.window[s.strstart+1]); */\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + 1]) & s.hash_mask;\n\n //#if MIN_MATCH != 3\n // Call UPDATE_HASH() MIN_MATCH-3 more times\n //#endif\n /* If lookahead < MIN_MATCH, ins_h is garbage, but it does not\n * matter since it will be recomputed at next deflate call.\n */\n }\n } else {\n /* No match, output a literal byte */\n //Tracevv((stderr,\"%c\", s.window[s.strstart]));\n /*** _tr_tally_lit(s, s.window[s.strstart], bflush); ***/\n bflush = _tr_tally(s, 0, s.window[s.strstart]);\n\n s.lookahead--;\n s.strstart++;\n }\n if (bflush) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n }\n s.insert = ((s.strstart < (MIN_MATCH$1 - 1)) ? s.strstart : MIN_MATCH$1 - 1);\n if (flush === Z_FINISH) {\n /*** FLUSH_BLOCK(s, 1); ***/\n flush_block_only(s, true);\n if (s.strm.avail_out === 0) {\n return BS_FINISH_STARTED;\n }\n /***/\n return BS_FINISH_DONE;\n }\n if (s.last_lit) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n return BS_BLOCK_DONE;\n}\n\n/* ===========================================================================\n * Same as above, but achieves better compression. We use a lazy\n * evaluation for matches: a match is finally adopted only if there is\n * no better match at the next window position.\n */\nfunction deflate_slow(s, flush) {\n var hash_head; /* head of hash chain */\n var bflush; /* set if current block must be flushed */\n\n var max_insert;\n\n /* Process the input block. */\n for (;;) {\n /* Make sure that we always have enough lookahead, except\n * at the end of the input file. We need MAX_MATCH bytes\n * for the next match, plus MIN_MATCH bytes to insert the\n * string following the next match.\n */\n if (s.lookahead < MIN_LOOKAHEAD) {\n fill_window(s);\n if (s.lookahead < MIN_LOOKAHEAD && flush === Z_NO_FLUSH) {\n return BS_NEED_MORE;\n }\n if (s.lookahead === 0) {\n break;\n } /* flush the current block */\n }\n\n /* Insert the string window[strstart .. strstart+2] in the\n * dictionary, and set hash_head to the head of the hash chain:\n */\n hash_head = 0 /*NIL*/ ;\n if (s.lookahead >= MIN_MATCH$1) {\n /*** INSERT_STRING(s, s.strstart, hash_head); ***/\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + MIN_MATCH$1 - 1]) & s.hash_mask;\n hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];\n s.head[s.ins_h] = s.strstart;\n /***/\n }\n\n /* Find the longest match, discarding those <= prev_length.\n */\n s.prev_length = s.match_length;\n s.prev_match = s.match_start;\n s.match_length = MIN_MATCH$1 - 1;\n\n if (hash_head !== 0 /*NIL*/ && s.prev_length < s.max_lazy_match &&\n s.strstart - hash_head <= (s.w_size - MIN_LOOKAHEAD) /*MAX_DIST(s)*/ ) {\n /* To simplify the code, we prevent matches with the string\n * of window index 0 (in particular we have to avoid a match\n * of the string with itself at the start of the input file).\n */\n s.match_length = longest_match(s, hash_head);\n /* longest_match() sets match_start */\n\n if (s.match_length <= 5 &&\n (s.strategy === Z_FILTERED || (s.match_length === MIN_MATCH$1 && s.strstart - s.match_start > 4096 /*TOO_FAR*/ ))) {\n\n /* If prev_match is also MIN_MATCH, match_start is garbage\n * but we will ignore the current match anyway.\n */\n s.match_length = MIN_MATCH$1 - 1;\n }\n }\n /* If there was a match at the previous step and the current\n * match is not better, output the previous match:\n */\n if (s.prev_length >= MIN_MATCH$1 && s.match_length <= s.prev_length) {\n max_insert = s.strstart + s.lookahead - MIN_MATCH$1;\n /* Do not insert strings in hash table beyond this. */\n\n //check_match(s, s.strstart-1, s.prev_match, s.prev_length);\n\n /***_tr_tally_dist(s, s.strstart - 1 - s.prev_match,\n s.prev_length - MIN_MATCH, bflush);***/\n bflush = _tr_tally(s, s.strstart - 1 - s.prev_match, s.prev_length - MIN_MATCH$1);\n /* Insert in hash table all strings up to the end of the match.\n * strstart-1 and strstart are already inserted. If there is not\n * enough lookahead, the last two strings are not inserted in\n * the hash table.\n */\n s.lookahead -= s.prev_length - 1;\n s.prev_length -= 2;\n do {\n if (++s.strstart <= max_insert) {\n /*** INSERT_STRING(s, s.strstart, hash_head); ***/\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + MIN_MATCH$1 - 1]) & s.hash_mask;\n hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];\n s.head[s.ins_h] = s.strstart;\n /***/\n }\n } while (--s.prev_length !== 0);\n s.match_available = 0;\n s.match_length = MIN_MATCH$1 - 1;\n s.strstart++;\n\n if (bflush) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n\n } else if (s.match_available) {\n /* If there was no match at the previous position, output a\n * single literal. If there was a match but the current match\n * is longer, truncate the previous match to a single literal.\n */\n //Tracevv((stderr,\"%c\", s->window[s->strstart-1]));\n /*** _tr_tally_lit(s, s.window[s.strstart-1], bflush); ***/\n bflush = _tr_tally(s, 0, s.window[s.strstart - 1]);\n\n if (bflush) {\n /*** FLUSH_BLOCK_ONLY(s, 0) ***/\n flush_block_only(s, false);\n /***/\n }\n s.strstart++;\n s.lookahead--;\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n } else {\n /* There is no previous match to compare with, wait for\n * the next step to decide.\n */\n s.match_available = 1;\n s.strstart++;\n s.lookahead--;\n }\n }\n //Assert (flush != Z_NO_FLUSH, \"no flush?\");\n if (s.match_available) {\n //Tracevv((stderr,\"%c\", s->window[s->strstart-1]));\n /*** _tr_tally_lit(s, s.window[s.strstart-1], bflush); ***/\n bflush = _tr_tally(s, 0, s.window[s.strstart - 1]);\n\n s.match_available = 0;\n }\n s.insert = s.strstart < MIN_MATCH$1 - 1 ? s.strstart : MIN_MATCH$1 - 1;\n if (flush === Z_FINISH) {\n /*** FLUSH_BLOCK(s, 1); ***/\n flush_block_only(s, true);\n if (s.strm.avail_out === 0) {\n return BS_FINISH_STARTED;\n }\n /***/\n return BS_FINISH_DONE;\n }\n if (s.last_lit) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n\n return BS_BLOCK_DONE;\n}\n\n\n/* ===========================================================================\n * For Z_RLE, simply look for runs of bytes, generate matches only of distance\n * one. Do not maintain a hash table. (It will be regenerated if this run of\n * deflate switches away from Z_RLE.)\n */\nfunction deflate_rle(s, flush) {\n var bflush; /* set if current block must be flushed */\n var prev; /* byte at distance one to match */\n var scan, strend; /* scan goes up to strend for length of run */\n\n var _win = s.window;\n\n for (;;) {\n /* Make sure that we always have enough lookahead, except\n * at the end of the input file. We need MAX_MATCH bytes\n * for the longest run, plus one for the unrolled loop.\n */\n if (s.lookahead <= MAX_MATCH$1) {\n fill_window(s);\n if (s.lookahead <= MAX_MATCH$1 && flush === Z_NO_FLUSH) {\n return BS_NEED_MORE;\n }\n if (s.lookahead === 0) {\n break;\n } /* flush the current block */\n }\n\n /* See how many times the previous byte repeats */\n s.match_length = 0;\n if (s.lookahead >= MIN_MATCH$1 && s.strstart > 0) {\n scan = s.strstart - 1;\n prev = _win[scan];\n if (prev === _win[++scan] && prev === _win[++scan] && prev === _win[++scan]) {\n strend = s.strstart + MAX_MATCH$1;\n do {\n /*jshint noempty:false*/\n } while (prev === _win[++scan] && prev === _win[++scan] &&\n prev === _win[++scan] && prev === _win[++scan] &&\n prev === _win[++scan] && prev === _win[++scan] &&\n prev === _win[++scan] && prev === _win[++scan] &&\n scan < strend);\n s.match_length = MAX_MATCH$1 - (strend - scan);\n if (s.match_length > s.lookahead) {\n s.match_length = s.lookahead;\n }\n }\n //Assert(scan <= s->window+(uInt)(s->window_size-1), \"wild scan\");\n }\n\n /* Emit match if have run of MIN_MATCH or longer, else emit literal */\n if (s.match_length >= MIN_MATCH$1) {\n //check_match(s, s.strstart, s.strstart - 1, s.match_length);\n\n /*** _tr_tally_dist(s, 1, s.match_length - MIN_MATCH, bflush); ***/\n bflush = _tr_tally(s, 1, s.match_length - MIN_MATCH$1);\n\n s.lookahead -= s.match_length;\n s.strstart += s.match_length;\n s.match_length = 0;\n } else {\n /* No match, output a literal byte */\n //Tracevv((stderr,\"%c\", s->window[s->strstart]));\n /*** _tr_tally_lit(s, s.window[s.strstart], bflush); ***/\n bflush = _tr_tally(s, 0, s.window[s.strstart]);\n\n s.lookahead--;\n s.strstart++;\n }\n if (bflush) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n }\n s.insert = 0;\n if (flush === Z_FINISH) {\n /*** FLUSH_BLOCK(s, 1); ***/\n flush_block_only(s, true);\n if (s.strm.avail_out === 0) {\n return BS_FINISH_STARTED;\n }\n /***/\n return BS_FINISH_DONE;\n }\n if (s.last_lit) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n return BS_BLOCK_DONE;\n}\n\n/* ===========================================================================\n * For Z_HUFFMAN_ONLY, do not look for matches. Do not maintain a hash table.\n * (It will be regenerated if this run of deflate switches away from Huffman.)\n */\nfunction deflate_huff(s, flush) {\n var bflush; /* set if current block must be flushed */\n\n for (;;) {\n /* Make sure that we have a literal to write. */\n if (s.lookahead === 0) {\n fill_window(s);\n if (s.lookahead === 0) {\n if (flush === Z_NO_FLUSH) {\n return BS_NEED_MORE;\n }\n break; /* flush the current block */\n }\n }\n\n /* Output a literal byte */\n s.match_length = 0;\n //Tracevv((stderr,\"%c\", s->window[s->strstart]));\n /*** _tr_tally_lit(s, s.window[s.strstart], bflush); ***/\n bflush = _tr_tally(s, 0, s.window[s.strstart]);\n s.lookahead--;\n s.strstart++;\n if (bflush) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n }\n s.insert = 0;\n if (flush === Z_FINISH) {\n /*** FLUSH_BLOCK(s, 1); ***/\n flush_block_only(s, true);\n if (s.strm.avail_out === 0) {\n return BS_FINISH_STARTED;\n }\n /***/\n return BS_FINISH_DONE;\n }\n if (s.last_lit) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n return BS_BLOCK_DONE;\n}\n\n/* Values for max_lazy_match, good_match and max_chain_length, depending on\n * the desired pack level (0..9). The values given below have been tuned to\n * exclude worst case performance for pathological files. Better values may be\n * found for specific files.\n */\nfunction Config(good_length, max_lazy, nice_length, max_chain, func) {\n this.good_length = good_length;\n this.max_lazy = max_lazy;\n this.nice_length = nice_length;\n this.max_chain = max_chain;\n this.func = func;\n}\n\nvar configuration_table;\n\nconfiguration_table = [\n /* good lazy nice chain */\n new Config(0, 0, 0, 0, deflate_stored), /* 0 store only */\n new Config(4, 4, 8, 4, deflate_fast), /* 1 max speed, no lazy matches */\n new Config(4, 5, 16, 8, deflate_fast), /* 2 */\n new Config(4, 6, 32, 32, deflate_fast), /* 3 */\n\n new Config(4, 4, 16, 16, deflate_slow), /* 4 lazy matches */\n new Config(8, 16, 32, 32, deflate_slow), /* 5 */\n new Config(8, 16, 128, 128, deflate_slow), /* 6 */\n new Config(8, 32, 128, 256, deflate_slow), /* 7 */\n new Config(32, 128, 258, 1024, deflate_slow), /* 8 */\n new Config(32, 258, 258, 4096, deflate_slow) /* 9 max compression */\n];\n\n\n/* ===========================================================================\n * Initialize the \"longest match\" routines for a new zlib stream\n */\nfunction lm_init(s) {\n s.window_size = 2 * s.w_size;\n\n /*** CLEAR_HASH(s); ***/\n zero$1(s.head); // Fill with NIL (= 0);\n\n /* Set the default configuration parameters:\n */\n s.max_lazy_match = configuration_table[s.level].max_lazy;\n s.good_match = configuration_table[s.level].good_length;\n s.nice_match = configuration_table[s.level].nice_length;\n s.max_chain_length = configuration_table[s.level].max_chain;\n\n s.strstart = 0;\n s.block_start = 0;\n s.lookahead = 0;\n s.insert = 0;\n s.match_length = s.prev_length = MIN_MATCH$1 - 1;\n s.match_available = 0;\n s.ins_h = 0;\n}\n\n\nfunction DeflateState() {\n this.strm = null; /* pointer back to this zlib stream */\n this.status = 0; /* as the name implies */\n this.pending_buf = null; /* output still pending */\n this.pending_buf_size = 0; /* size of pending_buf */\n this.pending_out = 0; /* next pending byte to output to the stream */\n this.pending = 0; /* nb of bytes in the pending buffer */\n this.wrap = 0; /* bit 0 true for zlib, bit 1 true for gzip */\n this.gzhead = null; /* gzip header information to write */\n this.gzindex = 0; /* where in extra, name, or comment */\n this.method = Z_DEFLATED; /* can only be DEFLATED */\n this.last_flush = -1; /* value of flush param for previous deflate call */\n\n this.w_size = 0; /* LZ77 window size (32K by default) */\n this.w_bits = 0; /* log2(w_size) (8..16) */\n this.w_mask = 0; /* w_size - 1 */\n\n this.window = null;\n /* Sliding window. Input bytes are read into the second half of the window,\n * and move to the first half later to keep a dictionary of at least wSize\n * bytes. With this organization, matches are limited to a distance of\n * wSize-MAX_MATCH bytes, but this ensures that IO is always\n * performed with a length multiple of the block size.\n */\n\n this.window_size = 0;\n /* Actual size of window: 2*wSize, except when the user input buffer\n * is directly used as sliding window.\n */\n\n this.prev = null;\n /* Link to older string with same hash index. To limit the size of this\n * array to 64K, this link is maintained only for the last 32K strings.\n * An index in this array is thus a window index modulo 32K.\n */\n\n this.head = null; /* Heads of the hash chains or NIL. */\n\n this.ins_h = 0; /* hash index of string to be inserted */\n this.hash_size = 0; /* number of elements in hash table */\n this.hash_bits = 0; /* log2(hash_size) */\n this.hash_mask = 0; /* hash_size-1 */\n\n this.hash_shift = 0;\n /* Number of bits by which ins_h must be shifted at each input\n * step. It must be such that after MIN_MATCH steps, the oldest\n * byte no longer takes part in the hash key, that is:\n * hash_shift * MIN_MATCH >= hash_bits\n */\n\n this.block_start = 0;\n /* Window position at the beginning of the current output block. Gets\n * negative when the window is moved backwards.\n */\n\n this.match_length = 0; /* length of best match */\n this.prev_match = 0; /* previous match */\n this.match_available = 0; /* set if previous match exists */\n this.strstart = 0; /* start of string to insert */\n this.match_start = 0; /* start of matching string */\n this.lookahead = 0; /* number of valid bytes ahead in window */\n\n this.prev_length = 0;\n /* Length of the best match at previous step. Matches not greater than this\n * are discarded. This is used in the lazy match evaluation.\n */\n\n this.max_chain_length = 0;\n /* To speed up deflation, hash chains are never searched beyond this\n * length. A higher limit improves compression ratio but degrades the\n * speed.\n */\n\n this.max_lazy_match = 0;\n /* Attempt to find a better match only when the current match is strictly\n * smaller than this value. This mechanism is used only for compression\n * levels >= 4.\n */\n // That's alias to max_lazy_match, don't use directly\n //this.max_insert_length = 0;\n /* Insert new strings in the hash table only if the match length is not\n * greater than this length. This saves time but degrades compression.\n * max_insert_length is used only for compression levels <= 3.\n */\n\n this.level = 0; /* compression level (1..9) */\n this.strategy = 0; /* favor or force Huffman coding*/\n\n this.good_match = 0;\n /* Use a faster search when the previous match is longer than this */\n\n this.nice_match = 0; /* Stop searching when current match exceeds this */\n\n /* used by c: */\n\n /* Didn't use ct_data typedef below to suppress compiler warning */\n\n // struct ct_data_s dyn_ltree[HEAP_SIZE]; /* literal and length tree */\n // struct ct_data_s dyn_dtree[2*D_CODES+1]; /* distance tree */\n // struct ct_data_s bl_tree[2*BL_CODES+1]; /* Huffman tree for bit lengths */\n\n // Use flat array of DOUBLE size, with interleaved fata,\n // because JS does not support effective\n this.dyn_ltree = new Buf16(HEAP_SIZE$1 * 2);\n this.dyn_dtree = new Buf16((2 * D_CODES$1 + 1) * 2);\n this.bl_tree = new Buf16((2 * BL_CODES$1 + 1) * 2);\n zero$1(this.dyn_ltree);\n zero$1(this.dyn_dtree);\n zero$1(this.bl_tree);\n\n this.l_desc = null; /* desc. for literal tree */\n this.d_desc = null; /* desc. for distance tree */\n this.bl_desc = null; /* desc. for bit length tree */\n\n //ush bl_count[MAX_BITS+1];\n this.bl_count = new Buf16(MAX_BITS$1 + 1);\n /* number of codes at each bit length for an optimal tree */\n\n //int heap[2*L_CODES+1]; /* heap used to build the Huffman trees */\n this.heap = new Buf16(2 * L_CODES$1 + 1); /* heap used to build the Huffman trees */\n zero$1(this.heap);\n\n this.heap_len = 0; /* number of elements in the heap */\n this.heap_max = 0; /* element of largest frequency */\n /* The sons of heap[n] are heap[2*n] and heap[2*n+1]. heap[0] is not used.\n * The same heap array is used to build all\n */\n\n this.depth = new Buf16(2 * L_CODES$1 + 1); //uch depth[2*L_CODES+1];\n zero$1(this.depth);\n /* Depth of each subtree used as tie breaker for trees of equal frequency\n */\n\n this.l_buf = 0; /* buffer index for literals or lengths */\n\n this.lit_bufsize = 0;\n /* Size of match buffer for literals/lengths. There are 4 reasons for\n * limiting lit_bufsize to 64K:\n * - frequencies can be kept in 16 bit counters\n * - if compression is not successful for the first block, all input\n * data is still in the window so we can still emit a stored block even\n * when input comes from standard input. (This can also be done for\n * all blocks if lit_bufsize is not greater than 32K.)\n * - if compression is not successful for a file smaller than 64K, we can\n * even emit a stored file instead of a stored block (saving 5 bytes).\n * This is applicable only for zip (not gzip or zlib).\n * - creating new Huffman trees less frequently may not provide fast\n * adaptation to changes in the input data statistics. (Take for\n * example a binary file with poorly compressible code followed by\n * a highly compressible string table.) Smaller buffer sizes give\n * fast adaptation but have of course the overhead of transmitting\n * trees more frequently.\n * - I can't count above 4\n */\n\n this.last_lit = 0; /* running index in l_buf */\n\n this.d_buf = 0;\n /* Buffer index for distances. To simplify the code, d_buf and l_buf have\n * the same number of elements. To use different lengths, an extra flag\n * array would be necessary.\n */\n\n this.opt_len = 0; /* bit length of current block with optimal trees */\n this.static_len = 0; /* bit length of current block with static trees */\n this.matches = 0; /* number of string matches in current block */\n this.insert = 0; /* bytes at end of window left to insert */\n\n\n this.bi_buf = 0;\n /* Output buffer. bits are inserted starting at the bottom (least\n * significant bits).\n */\n this.bi_valid = 0;\n /* Number of valid bits in bi_buf. All bits above the last valid bit\n * are always zero.\n */\n\n // Used for window memory init. We safely ignore it for JS. That makes\n // sense only for pointers and memory check tools.\n //this.high_water = 0;\n /* High water mark offset in window for initialized bytes -- bytes above\n * this are set to zero in order to avoid memory check warnings when\n * longest match routines access bytes past the input. This is then\n * updated to the new high water mark.\n */\n}\n\n\nfunction deflateResetKeep(strm) {\n var s;\n\n if (!strm || !strm.state) {\n return err(strm, Z_STREAM_ERROR);\n }\n\n strm.total_in = strm.total_out = 0;\n strm.data_type = Z_UNKNOWN$1;\n\n s = strm.state;\n s.pending = 0;\n s.pending_out = 0;\n\n if (s.wrap < 0) {\n s.wrap = -s.wrap;\n /* was made negative by deflate(..., Z_FINISH); */\n }\n s.status = (s.wrap ? INIT_STATE : BUSY_STATE);\n strm.adler = (s.wrap === 2) ?\n 0 // crc32(0, Z_NULL, 0)\n :\n 1; // adler32(0, Z_NULL, 0)\n s.last_flush = Z_NO_FLUSH;\n _tr_init(s);\n return Z_OK;\n}\n\n\nfunction deflateReset(strm) {\n var ret = deflateResetKeep(strm);\n if (ret === Z_OK) {\n lm_init(strm.state);\n }\n return ret;\n}\n\n\nfunction deflateInit2(strm, level, method, windowBits, memLevel, strategy) {\n if (!strm) { // === Z_NULL\n return Z_STREAM_ERROR;\n }\n var wrap = 1;\n\n if (level === Z_DEFAULT_COMPRESSION) {\n level = 6;\n }\n\n if (windowBits < 0) { /* suppress zlib wrapper */\n wrap = 0;\n windowBits = -windowBits;\n } else if (windowBits > 15) {\n wrap = 2; /* write gzip wrapper instead */\n windowBits -= 16;\n }\n\n\n if (memLevel < 1 || memLevel > MAX_MEM_LEVEL || method !== Z_DEFLATED ||\n windowBits < 8 || windowBits > 15 || level < 0 || level > 9 ||\n strategy < 0 || strategy > Z_FIXED$1) {\n return err(strm, Z_STREAM_ERROR);\n }\n\n\n if (windowBits === 8) {\n windowBits = 9;\n }\n /* until 256-byte window bug fixed */\n\n var s = new DeflateState();\n\n strm.state = s;\n s.strm = strm;\n\n s.wrap = wrap;\n s.gzhead = null;\n s.w_bits = windowBits;\n s.w_size = 1 << s.w_bits;\n s.w_mask = s.w_size - 1;\n\n s.hash_bits = memLevel + 7;\n s.hash_size = 1 << s.hash_bits;\n s.hash_mask = s.hash_size - 1;\n s.hash_shift = ~~((s.hash_bits + MIN_MATCH$1 - 1) / MIN_MATCH$1);\n\n s.window = new Buf8(s.w_size * 2);\n s.head = new Buf16(s.hash_size);\n s.prev = new Buf16(s.w_size);\n\n // Don't need mem init magic for JS.\n //s.high_water = 0; /* nothing written to s->window yet */\n\n s.lit_bufsize = 1 << (memLevel + 6); /* 16K elements by default */\n\n s.pending_buf_size = s.lit_bufsize * 4;\n\n //overlay = (ushf *) ZALLOC(strm, s->lit_bufsize, sizeof(ush)+2);\n //s->pending_buf = (uchf *) overlay;\n s.pending_buf = new Buf8(s.pending_buf_size);\n\n // It is offset from `s.pending_buf` (size is `s.lit_bufsize * 2`)\n //s->d_buf = overlay + s->lit_bufsize/sizeof(ush);\n s.d_buf = 1 * s.lit_bufsize;\n\n //s->l_buf = s->pending_buf + (1+sizeof(ush))*s->lit_bufsize;\n s.l_buf = (1 + 2) * s.lit_bufsize;\n\n s.level = level;\n s.strategy = strategy;\n s.method = method;\n\n return deflateReset(strm);\n}\n\n\nfunction deflate(strm, flush) {\n var old_flush, s;\n var beg, val; // for gzip header write only\n\n if (!strm || !strm.state ||\n flush > Z_BLOCK || flush < 0) {\n return strm ? err(strm, Z_STREAM_ERROR) : Z_STREAM_ERROR;\n }\n\n s = strm.state;\n\n if (!strm.output ||\n (!strm.input && strm.avail_in !== 0) ||\n (s.status === FINISH_STATE && flush !== Z_FINISH)) {\n return err(strm, (strm.avail_out === 0) ? Z_BUF_ERROR : Z_STREAM_ERROR);\n }\n\n s.strm = strm; /* just in case */\n old_flush = s.last_flush;\n s.last_flush = flush;\n\n /* Write the header */\n if (s.status === INIT_STATE) {\n if (s.wrap === 2) {\n // GZIP header\n strm.adler = 0; //crc32(0L, Z_NULL, 0);\n put_byte(s, 31);\n put_byte(s, 139);\n put_byte(s, 8);\n if (!s.gzhead) { // s->gzhead == Z_NULL\n put_byte(s, 0);\n put_byte(s, 0);\n put_byte(s, 0);\n put_byte(s, 0);\n put_byte(s, 0);\n put_byte(s, s.level === 9 ? 2 :\n (s.strategy >= Z_HUFFMAN_ONLY || s.level < 2 ?\n 4 : 0));\n put_byte(s, OS_CODE);\n s.status = BUSY_STATE;\n } else {\n put_byte(s, (s.gzhead.text ? 1 : 0) +\n (s.gzhead.hcrc ? 2 : 0) +\n (!s.gzhead.extra ? 0 : 4) +\n (!s.gzhead.name ? 0 : 8) +\n (!s.gzhead.comment ? 0 : 16)\n );\n put_byte(s, s.gzhead.time & 0xff);\n put_byte(s, (s.gzhead.time >> 8) & 0xff);\n put_byte(s, (s.gzhead.time >> 16) & 0xff);\n put_byte(s, (s.gzhead.time >> 24) & 0xff);\n put_byte(s, s.level === 9 ? 2 :\n (s.strategy >= Z_HUFFMAN_ONLY || s.level < 2 ?\n 4 : 0));\n put_byte(s, s.gzhead.os & 0xff);\n if (s.gzhead.extra && s.gzhead.extra.length) {\n put_byte(s, s.gzhead.extra.length & 0xff);\n put_byte(s, (s.gzhead.extra.length >> 8) & 0xff);\n }\n if (s.gzhead.hcrc) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending, 0);\n }\n s.gzindex = 0;\n s.status = EXTRA_STATE;\n }\n } else // DEFLATE header\n {\n var header = (Z_DEFLATED + ((s.w_bits - 8) << 4)) << 8;\n var level_flags = -1;\n\n if (s.strategy >= Z_HUFFMAN_ONLY || s.level < 2) {\n level_flags = 0;\n } else if (s.level < 6) {\n level_flags = 1;\n } else if (s.level === 6) {\n level_flags = 2;\n } else {\n level_flags = 3;\n }\n header |= (level_flags << 6);\n if (s.strstart !== 0) {\n header |= PRESET_DICT;\n }\n header += 31 - (header % 31);\n\n s.status = BUSY_STATE;\n putShortMSB(s, header);\n\n /* Save the adler32 of the preset dictionary: */\n if (s.strstart !== 0) {\n putShortMSB(s, strm.adler >>> 16);\n putShortMSB(s, strm.adler & 0xffff);\n }\n strm.adler = 1; // adler32(0L, Z_NULL, 0);\n }\n }\n\n //#ifdef GZIP\n if (s.status === EXTRA_STATE) {\n if (s.gzhead.extra /* != Z_NULL*/ ) {\n beg = s.pending; /* start of bytes to update crc */\n\n while (s.gzindex < (s.gzhead.extra.length & 0xffff)) {\n if (s.pending === s.pending_buf_size) {\n if (s.gzhead.hcrc && s.pending > beg) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n }\n flush_pending(strm);\n beg = s.pending;\n if (s.pending === s.pending_buf_size) {\n break;\n }\n }\n put_byte(s, s.gzhead.extra[s.gzindex] & 0xff);\n s.gzindex++;\n }\n if (s.gzhead.hcrc && s.pending > beg) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n }\n if (s.gzindex === s.gzhead.extra.length) {\n s.gzindex = 0;\n s.status = NAME_STATE;\n }\n } else {\n s.status = NAME_STATE;\n }\n }\n if (s.status === NAME_STATE) {\n if (s.gzhead.name /* != Z_NULL*/ ) {\n beg = s.pending; /* start of bytes to update crc */\n //int val;\n\n do {\n if (s.pending === s.pending_buf_size) {\n if (s.gzhead.hcrc && s.pending > beg) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n }\n flush_pending(strm);\n beg = s.pending;\n if (s.pending === s.pending_buf_size) {\n val = 1;\n break;\n }\n }\n // JS specific: little magic to add zero terminator to end of string\n if (s.gzindex < s.gzhead.name.length) {\n val = s.gzhead.name.charCodeAt(s.gzindex++) & 0xff;\n } else {\n val = 0;\n }\n put_byte(s, val);\n } while (val !== 0);\n\n if (s.gzhead.hcrc && s.pending > beg) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n }\n if (val === 0) {\n s.gzindex = 0;\n s.status = COMMENT_STATE;\n }\n } else {\n s.status = COMMENT_STATE;\n }\n }\n if (s.status === COMMENT_STATE) {\n if (s.gzhead.comment /* != Z_NULL*/ ) {\n beg = s.pending; /* start of bytes to update crc */\n //int val;\n\n do {\n if (s.pending === s.pending_buf_size) {\n if (s.gzhead.hcrc && s.pending > beg) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n }\n flush_pending(strm);\n beg = s.pending;\n if (s.pending === s.pending_buf_size) {\n val = 1;\n break;\n }\n }\n // JS specific: little magic to add zero terminator to end of string\n if (s.gzindex < s.gzhead.comment.length) {\n val = s.gzhead.comment.charCodeAt(s.gzindex++) & 0xff;\n } else {\n val = 0;\n }\n put_byte(s, val);\n } while (val !== 0);\n\n if (s.gzhead.hcrc && s.pending > beg) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n }\n if (val === 0) {\n s.status = HCRC_STATE;\n }\n } else {\n s.status = HCRC_STATE;\n }\n }\n if (s.status === HCRC_STATE) {\n if (s.gzhead.hcrc) {\n if (s.pending + 2 > s.pending_buf_size) {\n flush_pending(strm);\n }\n if (s.pending + 2 <= s.pending_buf_size) {\n put_byte(s, strm.adler & 0xff);\n put_byte(s, (strm.adler >> 8) & 0xff);\n strm.adler = 0; //crc32(0L, Z_NULL, 0);\n s.status = BUSY_STATE;\n }\n } else {\n s.status = BUSY_STATE;\n }\n }\n //#endif\n\n /* Flush as much pending output as possible */\n if (s.pending !== 0) {\n flush_pending(strm);\n if (strm.avail_out === 0) {\n /* Since avail_out is 0, deflate will be called again with\n * more output space, but possibly with both pending and\n * avail_in equal to zero. There won't be anything to do,\n * but this is not an error situation so make sure we\n * return OK instead of BUF_ERROR at next call of deflate:\n */\n s.last_flush = -1;\n return Z_OK;\n }\n\n /* Make sure there is something to do and avoid duplicate consecutive\n * flushes. For repeated and useless calls with Z_FINISH, we keep\n * returning Z_STREAM_END instead of Z_BUF_ERROR.\n */\n } else if (strm.avail_in === 0 && rank(flush) <= rank(old_flush) &&\n flush !== Z_FINISH) {\n return err(strm, Z_BUF_ERROR);\n }\n\n /* User must not provide more input after the first FINISH: */\n if (s.status === FINISH_STATE && strm.avail_in !== 0) {\n return err(strm, Z_BUF_ERROR);\n }\n\n /* Start a new block or continue the current one.\n */\n if (strm.avail_in !== 0 || s.lookahead !== 0 ||\n (flush !== Z_NO_FLUSH && s.status !== FINISH_STATE)) {\n var bstate = (s.strategy === Z_HUFFMAN_ONLY) ? deflate_huff(s, flush) :\n (s.strategy === Z_RLE ? deflate_rle(s, flush) :\n configuration_table[s.level].func(s, flush));\n\n if (bstate === BS_FINISH_STARTED || bstate === BS_FINISH_DONE) {\n s.status = FINISH_STATE;\n }\n if (bstate === BS_NEED_MORE || bstate === BS_FINISH_STARTED) {\n if (strm.avail_out === 0) {\n s.last_flush = -1;\n /* avoid BUF_ERROR next call, see above */\n }\n return Z_OK;\n /* If flush != Z_NO_FLUSH && avail_out == 0, the next call\n * of deflate should use the same flush parameter to make sure\n * that the flush is complete. So we don't have to output an\n * empty block here, this will be done at next call. This also\n * ensures that for a very small output buffer, we emit at most\n * one empty block.\n */\n }\n if (bstate === BS_BLOCK_DONE) {\n if (flush === Z_PARTIAL_FLUSH) {\n _tr_align(s);\n } else if (flush !== Z_BLOCK) { /* FULL_FLUSH or SYNC_FLUSH */\n\n _tr_stored_block(s, 0, 0, false);\n /* For a full flush, this empty block will be recognized\n * as a special marker by inflate_sync().\n */\n if (flush === Z_FULL_FLUSH) {\n /*** CLEAR_HASH(s); ***/\n /* forget history */\n zero$1(s.head); // Fill with NIL (= 0);\n\n if (s.lookahead === 0) {\n s.strstart = 0;\n s.block_start = 0;\n s.insert = 0;\n }\n }\n }\n flush_pending(strm);\n if (strm.avail_out === 0) {\n s.last_flush = -1; /* avoid BUF_ERROR at next call, see above */\n return Z_OK;\n }\n }\n }\n //Assert(strm->avail_out > 0, \"bug2\");\n //if (strm.avail_out <= 0) { throw new Error(\"bug2\");}\n\n if (flush !== Z_FINISH) {\n return Z_OK;\n }\n if (s.wrap <= 0) {\n return Z_STREAM_END;\n }\n\n /* Write the trailer */\n if (s.wrap === 2) {\n put_byte(s, strm.adler & 0xff);\n put_byte(s, (strm.adler >> 8) & 0xff);\n put_byte(s, (strm.adler >> 16) & 0xff);\n put_byte(s, (strm.adler >> 24) & 0xff);\n put_byte(s, strm.total_in & 0xff);\n put_byte(s, (strm.total_in >> 8) & 0xff);\n put_byte(s, (strm.total_in >> 16) & 0xff);\n put_byte(s, (strm.total_in >> 24) & 0xff);\n } else {\n putShortMSB(s, strm.adler >>> 16);\n putShortMSB(s, strm.adler & 0xffff);\n }\n\n flush_pending(strm);\n /* If avail_out is zero, the application will call deflate again\n * to flush the rest.\n */\n if (s.wrap > 0) {\n s.wrap = -s.wrap;\n }\n /* write the trailer only once! */\n return s.pending !== 0 ? Z_OK : Z_STREAM_END;\n}\n\nfunction deflateEnd(strm) {\n var status;\n\n if (!strm /*== Z_NULL*/ || !strm.state /*== Z_NULL*/ ) {\n return Z_STREAM_ERROR;\n }\n\n status = strm.state.status;\n if (status !== INIT_STATE &&\n status !== EXTRA_STATE &&\n status !== NAME_STATE &&\n status !== COMMENT_STATE &&\n status !== HCRC_STATE &&\n status !== BUSY_STATE &&\n status !== FINISH_STATE\n ) {\n return err(strm, Z_STREAM_ERROR);\n }\n\n strm.state = null;\n\n return status === BUSY_STATE ? err(strm, Z_DATA_ERROR) : Z_OK;\n}\n\n/* Not implemented\nexports.deflateBound = deflateBound;\nexports.deflateCopy = deflateCopy;\nexports.deflateParams = deflateParams;\nexports.deflatePending = deflatePending;\nexports.deflatePrime = deflatePrime;\nexports.deflateTune = deflateTune;\n*/\n\n// See state defs from inflate.js\nvar BAD = 30; /* got a data error -- remain here until reset */\nvar TYPE = 12; /* i: waiting for type bits, including last-flag bit */\n\n/*\n Decode literal, length, and distance codes and write out the resulting\n literal and match bytes until either not enough input or output is\n available, an end-of-block is encountered, or a data error is encountered.\n When large enough input and output buffers are supplied to inflate(), for\n example, a 16K input buffer and a 64K output buffer, more than 95% of the\n inflate execution time is spent in this routine.\n\n Entry assumptions:\n\n state.mode === LEN\n strm.avail_in >= 6\n strm.avail_out >= 258\n start >= strm.avail_out\n state.bits < 8\n\n On return, state.mode is one of:\n\n LEN -- ran out of enough output space or enough available input\n TYPE -- reached end of block code, inflate() to interpret next block\n BAD -- error in block data\n\n Notes:\n\n - The maximum input bits used by a length/distance pair is 15 bits for the\n length code, 5 bits for the length extra, 15 bits for the distance code,\n and 13 bits for the distance extra. This totals 48 bits, or six bytes.\n Therefore if strm.avail_in >= 6, then there is enough input to avoid\n checking for available input while decoding.\n\n - The maximum bytes that a single length/distance pair can output is 258\n bytes, which is the maximum length that can be coded. inflate_fast()\n requires strm.avail_out >= 258 for each loop to avoid checking for\n output space.\n */\nfunction inflate_fast(strm, start) {\n var state;\n var _in; /* local strm.input */\n var last; /* have enough input while in < last */\n var _out; /* local strm.output */\n var beg; /* inflate()'s initial strm.output */\n var end; /* while out < end, enough space available */\n//#ifdef INFLATE_STRICT\n var dmax; /* maximum distance from zlib header */\n//#endif\n var wsize; /* window size or zero if not using window */\n var whave; /* valid bytes in the window */\n var wnext; /* window write index */\n // Use `s_window` instead `window`, avoid conflict with instrumentation tools\n var s_window; /* allocated sliding window, if wsize != 0 */\n var hold; /* local strm.hold */\n var bits; /* local strm.bits */\n var lcode; /* local strm.lencode */\n var dcode; /* local strm.distcode */\n var lmask; /* mask for first level of length codes */\n var dmask; /* mask for first level of distance codes */\n var here; /* retrieved table entry */\n var op; /* code bits, operation, extra bits, or */\n /* window position, window bytes to copy */\n var len; /* match length, unused bytes */\n var dist; /* match distance */\n var from; /* where to copy match from */\n var from_source;\n\n\n var input, output; // JS specific, because we have no pointers\n\n /* copy state to local variables */\n state = strm.state;\n //here = state.here;\n _in = strm.next_in;\n input = strm.input;\n last = _in + (strm.avail_in - 5);\n _out = strm.next_out;\n output = strm.output;\n beg = _out - (start - strm.avail_out);\n end = _out + (strm.avail_out - 257);\n//#ifdef INFLATE_STRICT\n dmax = state.dmax;\n//#endif\n wsize = state.wsize;\n whave = state.whave;\n wnext = state.wnext;\n s_window = state.window;\n hold = state.hold;\n bits = state.bits;\n lcode = state.lencode;\n dcode = state.distcode;\n lmask = (1 << state.lenbits) - 1;\n dmask = (1 << state.distbits) - 1;\n\n\n /* decode literals and length/distances until end-of-block or not enough\n input data or output space */\n\n top:\n do {\n if (bits < 15) {\n hold += input[_in++] << bits;\n bits += 8;\n hold += input[_in++] << bits;\n bits += 8;\n }\n\n here = lcode[hold & lmask];\n\n dolen:\n for (;;) { // Goto emulation\n op = here >>> 24/*here.bits*/;\n hold >>>= op;\n bits -= op;\n op = (here >>> 16) & 0xff/*here.op*/;\n if (op === 0) { /* literal */\n //Tracevv((stderr, here.val >= 0x20 && here.val < 0x7f ?\n // \"inflate: literal '%c'\\n\" :\n // \"inflate: literal 0x%02x\\n\", here.val));\n output[_out++] = here & 0xffff/*here.val*/;\n }\n else if (op & 16) { /* length base */\n len = here & 0xffff/*here.val*/;\n op &= 15; /* number of extra bits */\n if (op) {\n if (bits < op) {\n hold += input[_in++] << bits;\n bits += 8;\n }\n len += hold & ((1 << op) - 1);\n hold >>>= op;\n bits -= op;\n }\n //Tracevv((stderr, \"inflate: length %u\\n\", len));\n if (bits < 15) {\n hold += input[_in++] << bits;\n bits += 8;\n hold += input[_in++] << bits;\n bits += 8;\n }\n here = dcode[hold & dmask];\n\n dodist:\n for (;;) { // goto emulation\n op = here >>> 24/*here.bits*/;\n hold >>>= op;\n bits -= op;\n op = (here >>> 16) & 0xff/*here.op*/;\n\n if (op & 16) { /* distance base */\n dist = here & 0xffff/*here.val*/;\n op &= 15; /* number of extra bits */\n if (bits < op) {\n hold += input[_in++] << bits;\n bits += 8;\n if (bits < op) {\n hold += input[_in++] << bits;\n bits += 8;\n }\n }\n dist += hold & ((1 << op) - 1);\n//#ifdef INFLATE_STRICT\n if (dist > dmax) {\n strm.msg = 'invalid distance too far back';\n state.mode = BAD;\n break top;\n }\n//#endif\n hold >>>= op;\n bits -= op;\n //Tracevv((stderr, \"inflate: distance %u\\n\", dist));\n op = _out - beg; /* max distance in output */\n if (dist > op) { /* see if copy from window */\n op = dist - op; /* distance back in window */\n if (op > whave) {\n if (state.sane) {\n strm.msg = 'invalid distance too far back';\n state.mode = BAD;\n break top;\n }\n\n// (!) This block is disabled in zlib defailts,\n// don't enable it for binary compatibility\n//#ifdef INFLATE_ALLOW_INVALID_DISTANCE_TOOFAR_ARRR\n// if (len <= op - whave) {\n// do {\n// output[_out++] = 0;\n// } while (--len);\n// continue top;\n// }\n// len -= op - whave;\n// do {\n// output[_out++] = 0;\n// } while (--op > whave);\n// if (op === 0) {\n// from = _out - dist;\n// do {\n// output[_out++] = output[from++];\n// } while (--len);\n// continue top;\n// }\n//#endif\n }\n from = 0; // window index\n from_source = s_window;\n if (wnext === 0) { /* very common case */\n from += wsize - op;\n if (op < len) { /* some from window */\n len -= op;\n do {\n output[_out++] = s_window[from++];\n } while (--op);\n from = _out - dist; /* rest from output */\n from_source = output;\n }\n }\n else if (wnext < op) { /* wrap around window */\n from += wsize + wnext - op;\n op -= wnext;\n if (op < len) { /* some from end of window */\n len -= op;\n do {\n output[_out++] = s_window[from++];\n } while (--op);\n from = 0;\n if (wnext < len) { /* some from start of window */\n op = wnext;\n len -= op;\n do {\n output[_out++] = s_window[from++];\n } while (--op);\n from = _out - dist; /* rest from output */\n from_source = output;\n }\n }\n }\n else { /* contiguous in window */\n from += wnext - op;\n if (op < len) { /* some from window */\n len -= op;\n do {\n output[_out++] = s_window[from++];\n } while (--op);\n from = _out - dist; /* rest from output */\n from_source = output;\n }\n }\n while (len > 2) {\n output[_out++] = from_source[from++];\n output[_out++] = from_source[from++];\n output[_out++] = from_source[from++];\n len -= 3;\n }\n if (len) {\n output[_out++] = from_source[from++];\n if (len > 1) {\n output[_out++] = from_source[from++];\n }\n }\n }\n else {\n from = _out - dist; /* copy direct from output */\n do { /* minimum length is three */\n output[_out++] = output[from++];\n output[_out++] = output[from++];\n output[_out++] = output[from++];\n len -= 3;\n } while (len > 2);\n if (len) {\n output[_out++] = output[from++];\n if (len > 1) {\n output[_out++] = output[from++];\n }\n }\n }\n }\n else if ((op & 64) === 0) { /* 2nd level distance code */\n here = dcode[(here & 0xffff)/*here.val*/ + (hold & ((1 << op) - 1))];\n continue dodist;\n }\n else {\n strm.msg = 'invalid distance code';\n state.mode = BAD;\n break top;\n }\n\n break; // need to emulate goto via \"continue\"\n }\n }\n else if ((op & 64) === 0) { /* 2nd level length code */\n here = lcode[(here & 0xffff)/*here.val*/ + (hold & ((1 << op) - 1))];\n continue dolen;\n }\n else if (op & 32) { /* end-of-block */\n //Tracevv((stderr, \"inflate: end of block\\n\"));\n state.mode = TYPE;\n break top;\n }\n else {\n strm.msg = 'invalid literal/length code';\n state.mode = BAD;\n break top;\n }\n\n break; // need to emulate goto via \"continue\"\n }\n } while (_in < last && _out < end);\n\n /* return unused bytes (on entry, bits < 8, so in won't go too far back) */\n len = bits >> 3;\n _in -= len;\n bits -= len << 3;\n hold &= (1 << bits) - 1;\n\n /* update state and return */\n strm.next_in = _in;\n strm.next_out = _out;\n strm.avail_in = (_in < last ? 5 + (last - _in) : 5 - (_in - last));\n strm.avail_out = (_out < end ? 257 + (end - _out) : 257 - (_out - end));\n state.hold = hold;\n state.bits = bits;\n return;\n}\n\nvar MAXBITS = 15;\nvar ENOUGH_LENS = 852;\nvar ENOUGH_DISTS = 592;\n//var ENOUGH = (ENOUGH_LENS+ENOUGH_DISTS);\n\nvar CODES = 0;\nvar LENS = 1;\nvar DISTS = 2;\n\nvar lbase = [ /* Length codes 257..285 base */\n 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 15, 17, 19, 23, 27, 31,\n 35, 43, 51, 59, 67, 83, 99, 115, 131, 163, 195, 227, 258, 0, 0\n];\n\nvar lext = [ /* Length codes 257..285 extra */\n 16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18,\n 19, 19, 19, 19, 20, 20, 20, 20, 21, 21, 21, 21, 16, 72, 78\n];\n\nvar dbase = [ /* Distance codes 0..29 base */\n 1, 2, 3, 4, 5, 7, 9, 13, 17, 25, 33, 49, 65, 97, 129, 193,\n 257, 385, 513, 769, 1025, 1537, 2049, 3073, 4097, 6145,\n 8193, 12289, 16385, 24577, 0, 0\n];\n\nvar dext = [ /* Distance codes 0..29 extra */\n 16, 16, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22,\n 23, 23, 24, 24, 25, 25, 26, 26, 27, 27,\n 28, 28, 29, 29, 64, 64\n];\n\nfunction inflate_table(type, lens, lens_index, codes, table, table_index, work, opts) {\n var bits = opts.bits;\n //here = opts.here; /* table entry for duplication */\n\n var len = 0; /* a code's length in bits */\n var sym = 0; /* index of code symbols */\n var min = 0,\n max = 0; /* minimum and maximum code lengths */\n var root = 0; /* number of index bits for root table */\n var curr = 0; /* number of index bits for current table */\n var drop = 0; /* code bits to drop for sub-table */\n var left = 0; /* number of prefix codes available */\n var used = 0; /* code entries in table used */\n var huff = 0; /* Huffman code */\n var incr; /* for incrementing code, index */\n var fill; /* index for replicating entries */\n var low; /* low bits for current root entry */\n var mask; /* mask for low root bits */\n var next; /* next available space in table */\n var base = null; /* base value table to use */\n var base_index = 0;\n // var shoextra; /* extra bits table to use */\n var end; /* use base and extra for symbol > end */\n var count = new Buf16(MAXBITS + 1); //[MAXBITS+1]; /* number of codes of each length */\n var offs = new Buf16(MAXBITS + 1); //[MAXBITS+1]; /* offsets in table for each length */\n var extra = null;\n var extra_index = 0;\n\n var here_bits, here_op, here_val;\n\n /*\n Process a set of code lengths to create a canonical Huffman code. The\n code lengths are lens[0..codes-1]. Each length corresponds to the\n symbols 0..codes-1. The Huffman code is generated by first sorting the\n symbols by length from short to long, and retaining the symbol order\n for codes with equal lengths. Then the code starts with all zero bits\n for the first code of the shortest length, and the codes are integer\n increments for the same length, and zeros are appended as the length\n increases. For the deflate format, these bits are stored backwards\n from their more natural integer increment ordering, and so when the\n decoding tables are built in the large loop below, the integer codes\n are incremented backwards.\n\n This routine assumes, but does not check, that all of the entries in\n lens[] are in the range 0..MAXBITS. The caller must assure this.\n 1..MAXBITS is interpreted as that code length. zero means that that\n symbol does not occur in this code.\n\n The codes are sorted by computing a count of codes for each length,\n creating from that a table of starting indices for each length in the\n sorted table, and then entering the symbols in order in the sorted\n table. The sorted table is work[], with that space being provided by\n the caller.\n\n The length counts are used for other purposes as well, i.e. finding\n the minimum and maximum length codes, determining if there are any\n codes at all, checking for a valid set of lengths, and looking ahead\n at length counts to determine sub-table sizes when building the\n decoding tables.\n */\n\n /* accumulate lengths for codes (assumes lens[] all in 0..MAXBITS) */\n for (len = 0; len <= MAXBITS; len++) {\n count[len] = 0;\n }\n for (sym = 0; sym < codes; sym++) {\n count[lens[lens_index + sym]]++;\n }\n\n /* bound code lengths, force root to be within code lengths */\n root = bits;\n for (max = MAXBITS; max >= 1; max--) {\n if (count[max] !== 0) {\n break;\n }\n }\n if (root > max) {\n root = max;\n }\n if (max === 0) { /* no symbols to code at all */\n //table.op[opts.table_index] = 64; //here.op = (var char)64; /* invalid code marker */\n //table.bits[opts.table_index] = 1; //here.bits = (var char)1;\n //table.val[opts.table_index++] = 0; //here.val = (var short)0;\n table[table_index++] = (1 << 24) | (64 << 16) | 0;\n\n\n //table.op[opts.table_index] = 64;\n //table.bits[opts.table_index] = 1;\n //table.val[opts.table_index++] = 0;\n table[table_index++] = (1 << 24) | (64 << 16) | 0;\n\n opts.bits = 1;\n return 0; /* no symbols, but wait for decoding to report error */\n }\n for (min = 1; min < max; min++) {\n if (count[min] !== 0) {\n break;\n }\n }\n if (root < min) {\n root = min;\n }\n\n /* check for an over-subscribed or incomplete set of lengths */\n left = 1;\n for (len = 1; len <= MAXBITS; len++) {\n left <<= 1;\n left -= count[len];\n if (left < 0) {\n return -1;\n } /* over-subscribed */\n }\n if (left > 0 && (type === CODES || max !== 1)) {\n return -1; /* incomplete set */\n }\n\n /* generate offsets into symbol table for each length for sorting */\n offs[1] = 0;\n for (len = 1; len < MAXBITS; len++) {\n offs[len + 1] = offs[len] + count[len];\n }\n\n /* sort symbols by length, by symbol order within each length */\n for (sym = 0; sym < codes; sym++) {\n if (lens[lens_index + sym] !== 0) {\n work[offs[lens[lens_index + sym]]++] = sym;\n }\n }\n\n /*\n Create and fill in decoding tables. In this loop, the table being\n filled is at next and has curr index bits. The code being used is huff\n with length len. That code is converted to an index by dropping drop\n bits off of the bottom. For codes where len is less than drop + curr,\n those top drop + curr - len bits are incremented through all values to\n fill the table with replicated entries.\n\n root is the number of index bits for the root table. When len exceeds\n root, sub-tables are created pointed to by the root entry with an index\n of the low root bits of huff. This is saved in low to check for when a\n new sub-table should be started. drop is zero when the root table is\n being filled, and drop is root when sub-tables are being filled.\n\n When a new sub-table is needed, it is necessary to look ahead in the\n code lengths to determine what size sub-table is needed. The length\n counts are used for this, and so count[] is decremented as codes are\n entered in the tables.\n\n used keeps track of how many table entries have been allocated from the\n provided *table space. It is checked for LENS and DIST tables against\n the constants ENOUGH_LENS and ENOUGH_DISTS to guard against changes in\n the initial root table size constants. See the comments in inftrees.h\n for more information.\n\n sym increments through all symbols, and the loop terminates when\n all codes of length max, i.e. all codes, have been processed. This\n routine permits incomplete codes, so another loop after this one fills\n in the rest of the decoding tables with invalid code markers.\n */\n\n /* set up for code type */\n // poor man optimization - use if-else instead of switch,\n // to avoid deopts in old v8\n if (type === CODES) {\n base = extra = work; /* dummy value--not used */\n end = 19;\n\n } else if (type === LENS) {\n base = lbase;\n base_index -= 257;\n extra = lext;\n extra_index -= 257;\n end = 256;\n\n } else { /* DISTS */\n base = dbase;\n extra = dext;\n end = -1;\n }\n\n /* initialize opts for loop */\n huff = 0; /* starting code */\n sym = 0; /* starting code symbol */\n len = min; /* starting code length */\n next = table_index; /* current table to fill in */\n curr = root; /* current table index bits */\n drop = 0; /* current bits to drop from code for index */\n low = -1; /* trigger new sub-table when len > root */\n used = 1 << root; /* use root table entries */\n mask = used - 1; /* mask for comparing low */\n\n /* check available table space */\n if ((type === LENS && used > ENOUGH_LENS) ||\n (type === DISTS && used > ENOUGH_DISTS)) {\n return 1;\n }\n /* process all codes and make table entries */\n for (;;) {\n /* create table entry */\n here_bits = len - drop;\n if (work[sym] < end) {\n here_op = 0;\n here_val = work[sym];\n } else if (work[sym] > end) {\n here_op = extra[extra_index + work[sym]];\n here_val = base[base_index + work[sym]];\n } else {\n here_op = 32 + 64; /* end of block */\n here_val = 0;\n }\n\n /* replicate for those indices with low len bits equal to huff */\n incr = 1 << (len - drop);\n fill = 1 << curr;\n min = fill; /* save offset to next table */\n do {\n fill -= incr;\n table[next + (huff >> drop) + fill] = (here_bits << 24) | (here_op << 16) | here_val | 0;\n } while (fill !== 0);\n\n /* backwards increment the len-bit code huff */\n incr = 1 << (len - 1);\n while (huff & incr) {\n incr >>= 1;\n }\n if (incr !== 0) {\n huff &= incr - 1;\n huff += incr;\n } else {\n huff = 0;\n }\n\n /* go to next symbol, update count, len */\n sym++;\n if (--count[len] === 0) {\n if (len === max) {\n break;\n }\n len = lens[lens_index + work[sym]];\n }\n\n /* create new sub-table if needed */\n if (len > root && (huff & mask) !== low) {\n /* if first time, transition to sub-tables */\n if (drop === 0) {\n drop = root;\n }\n\n /* increment past last table */\n next += min; /* here min is 1 << curr */\n\n /* determine length of next table */\n curr = len - drop;\n left = 1 << curr;\n while (curr + drop < max) {\n left -= count[curr + drop];\n if (left <= 0) {\n break;\n }\n curr++;\n left <<= 1;\n }\n\n /* check for enough space */\n used += 1 << curr;\n if ((type === LENS && used > ENOUGH_LENS) ||\n (type === DISTS && used > ENOUGH_DISTS)) {\n return 1;\n }\n\n /* point entry in root table to sub-table */\n low = huff & mask;\n /*table.op[low] = curr;\n table.bits[low] = root;\n table.val[low] = next - opts.table_index;*/\n table[low] = (root << 24) | (curr << 16) | (next - table_index) | 0;\n }\n }\n\n /* fill in remaining table entry if code is incomplete (guaranteed to have\n at most one remaining entry, since if the code is incomplete, the\n maximum code length that was allowed to get this far is one bit) */\n if (huff !== 0) {\n //table.op[next + huff] = 64; /* invalid code marker */\n //table.bits[next + huff] = len - drop;\n //table.val[next + huff] = 0;\n table[next + huff] = ((len - drop) << 24) | (64 << 16) | 0;\n }\n\n /* set return parameters */\n //opts.table_index += used;\n opts.bits = root;\n return 0;\n}\n\nvar CODES$1 = 0;\nvar LENS$1 = 1;\nvar DISTS$1 = 2;\n\n/* Public constants ==========================================================*/\n/* ===========================================================================*/\n\n\n/* Allowed flush values; see deflate() and inflate() below for details */\n//var Z_NO_FLUSH = 0;\n//var Z_PARTIAL_FLUSH = 1;\n//var Z_SYNC_FLUSH = 2;\n//var Z_FULL_FLUSH = 3;\nvar Z_FINISH$1 = 4;\nvar Z_BLOCK$1 = 5;\nvar Z_TREES = 6;\n\n\n/* Return codes for the compression/decompression functions. Negative values\n * are errors, positive values are used for special but normal events.\n */\nvar Z_OK$1 = 0;\nvar Z_STREAM_END$1 = 1;\nvar Z_NEED_DICT = 2;\n//var Z_ERRNO = -1;\nvar Z_STREAM_ERROR$1 = -2;\nvar Z_DATA_ERROR$1 = -3;\nvar Z_MEM_ERROR = -4;\nvar Z_BUF_ERROR$1 = -5;\n//var Z_VERSION_ERROR = -6;\n\n/* The deflate compression method */\nvar Z_DEFLATED$1 = 8;\n\n\n/* STATES ====================================================================*/\n/* ===========================================================================*/\n\n\nvar HEAD = 1; /* i: waiting for magic header */\nvar FLAGS = 2; /* i: waiting for method and flags (gzip) */\nvar TIME = 3; /* i: waiting for modification time (gzip) */\nvar OS = 4; /* i: waiting for extra flags and operating system (gzip) */\nvar EXLEN = 5; /* i: waiting for extra length (gzip) */\nvar EXTRA = 6; /* i: waiting for extra bytes (gzip) */\nvar NAME = 7; /* i: waiting for end of file name (gzip) */\nvar COMMENT = 8; /* i: waiting for end of comment (gzip) */\nvar HCRC = 9; /* i: waiting for header crc (gzip) */\nvar DICTID = 10; /* i: waiting for dictionary check value */\nvar DICT = 11; /* waiting for inflateSetDictionary() call */\nvar TYPE$1 = 12; /* i: waiting for type bits, including last-flag bit */\nvar TYPEDO = 13; /* i: same, but skip check to exit inflate on new block */\nvar STORED = 14; /* i: waiting for stored size (length and complement) */\nvar COPY_ = 15; /* i/o: same as COPY below, but only first time in */\nvar COPY = 16; /* i/o: waiting for input or output to copy stored block */\nvar TABLE = 17; /* i: waiting for dynamic block table lengths */\nvar LENLENS = 18; /* i: waiting for code length code lengths */\nvar CODELENS = 19; /* i: waiting for length/lit and distance code lengths */\nvar LEN_ = 20; /* i: same as LEN below, but only first time in */\nvar LEN = 21; /* i: waiting for length/lit/eob code */\nvar LENEXT = 22; /* i: waiting for length extra bits */\nvar DIST = 23; /* i: waiting for distance code */\nvar DISTEXT = 24; /* i: waiting for distance extra bits */\nvar MATCH = 25; /* o: waiting for output space to copy string */\nvar LIT = 26; /* o: waiting for output space to write literal */\nvar CHECK = 27; /* i: waiting for 32-bit check value */\nvar LENGTH = 28; /* i: waiting for 32-bit length (gzip) */\nvar DONE = 29; /* finished check, done -- remain here until reset */\nvar BAD$1 = 30; /* got a data error -- remain here until reset */\nvar MEM = 31; /* got an inflate() memory error -- remain here until reset */\nvar SYNC = 32; /* looking for synchronization bytes to restart inflate() */\n\n/* ===========================================================================*/\n\n\n\nvar ENOUGH_LENS$1 = 852;\nvar ENOUGH_DISTS$1 = 592;\n\n\nfunction zswap32(q) {\n return (((q >>> 24) & 0xff) +\n ((q >>> 8) & 0xff00) +\n ((q & 0xff00) << 8) +\n ((q & 0xff) << 24));\n}\n\n\nfunction InflateState() {\n this.mode = 0; /* current inflate mode */\n this.last = false; /* true if processing last block */\n this.wrap = 0; /* bit 0 true for zlib, bit 1 true for gzip */\n this.havedict = false; /* true if dictionary provided */\n this.flags = 0; /* gzip header method and flags (0 if zlib) */\n this.dmax = 0; /* zlib header max distance (INFLATE_STRICT) */\n this.check = 0; /* protected copy of check value */\n this.total = 0; /* protected copy of output count */\n // TODO: may be {}\n this.head = null; /* where to save gzip header information */\n\n /* sliding window */\n this.wbits = 0; /* log base 2 of requested window size */\n this.wsize = 0; /* window size or zero if not using window */\n this.whave = 0; /* valid bytes in the window */\n this.wnext = 0; /* window write index */\n this.window = null; /* allocated sliding window, if needed */\n\n /* bit accumulator */\n this.hold = 0; /* input bit accumulator */\n this.bits = 0; /* number of bits in \"in\" */\n\n /* for string and stored block copying */\n this.length = 0; /* literal or length of data to copy */\n this.offset = 0; /* distance back to copy string from */\n\n /* for table and code decoding */\n this.extra = 0; /* extra bits needed */\n\n /* fixed and dynamic code tables */\n this.lencode = null; /* starting table for length/literal codes */\n this.distcode = null; /* starting table for distance codes */\n this.lenbits = 0; /* index bits for lencode */\n this.distbits = 0; /* index bits for distcode */\n\n /* dynamic table building */\n this.ncode = 0; /* number of code length code lengths */\n this.nlen = 0; /* number of length code lengths */\n this.ndist = 0; /* number of distance code lengths */\n this.have = 0; /* number of code lengths in lens[] */\n this.next = null; /* next available space in codes[] */\n\n this.lens = new Buf16(320); /* temporary storage for code lengths */\n this.work = new Buf16(288); /* work area for code table building */\n\n /*\n because we don't have pointers in js, we use lencode and distcode directly\n as buffers so we don't need codes\n */\n //this.codes = new Buf32(ENOUGH); /* space for code tables */\n this.lendyn = null; /* dynamic table for length/literal codes (JS specific) */\n this.distdyn = null; /* dynamic table for distance codes (JS specific) */\n this.sane = 0; /* if false, allow invalid distance too far */\n this.back = 0; /* bits back of last unprocessed length/lit */\n this.was = 0; /* initial length of match */\n}\n\nfunction inflateResetKeep(strm) {\n var state;\n\n if (!strm || !strm.state) {\n return Z_STREAM_ERROR$1;\n }\n state = strm.state;\n strm.total_in = strm.total_out = state.total = 0;\n strm.msg = ''; /*Z_NULL*/\n if (state.wrap) { /* to support ill-conceived Java test suite */\n strm.adler = state.wrap & 1;\n }\n state.mode = HEAD;\n state.last = 0;\n state.havedict = 0;\n state.dmax = 32768;\n state.head = null /*Z_NULL*/ ;\n state.hold = 0;\n state.bits = 0;\n //state.lencode = state.distcode = state.next = state.codes;\n state.lencode = state.lendyn = new Buf32(ENOUGH_LENS$1);\n state.distcode = state.distdyn = new Buf32(ENOUGH_DISTS$1);\n\n state.sane = 1;\n state.back = -1;\n //Tracev((stderr, \"inflate: reset\\n\"));\n return Z_OK$1;\n}\n\nfunction inflateReset(strm) {\n var state;\n\n if (!strm || !strm.state) {\n return Z_STREAM_ERROR$1;\n }\n state = strm.state;\n state.wsize = 0;\n state.whave = 0;\n state.wnext = 0;\n return inflateResetKeep(strm);\n\n}\n\nfunction inflateReset2(strm, windowBits) {\n var wrap;\n var state;\n\n /* get the state */\n if (!strm || !strm.state) {\n return Z_STREAM_ERROR$1;\n }\n state = strm.state;\n\n /* extract wrap request from windowBits parameter */\n if (windowBits < 0) {\n wrap = 0;\n windowBits = -windowBits;\n } else {\n wrap = (windowBits >> 4) + 1;\n if (windowBits < 48) {\n windowBits &= 15;\n }\n }\n\n /* set number of window bits, free window if different */\n if (windowBits && (windowBits < 8 || windowBits > 15)) {\n return Z_STREAM_ERROR$1;\n }\n if (state.window !== null && state.wbits !== windowBits) {\n state.window = null;\n }\n\n /* update state and reset the rest of it */\n state.wrap = wrap;\n state.wbits = windowBits;\n return inflateReset(strm);\n}\n\nfunction inflateInit2(strm, windowBits) {\n var ret;\n var state;\n\n if (!strm) {\n return Z_STREAM_ERROR$1;\n }\n //strm.msg = Z_NULL; /* in case we return an error */\n\n state = new InflateState();\n\n //if (state === Z_NULL) return Z_MEM_ERROR;\n //Tracev((stderr, \"inflate: allocated\\n\"));\n strm.state = state;\n state.window = null /*Z_NULL*/ ;\n ret = inflateReset2(strm, windowBits);\n if (ret !== Z_OK$1) {\n strm.state = null /*Z_NULL*/ ;\n }\n return ret;\n}\n\n\n/*\n Return state with length and distance decoding tables and index sizes set to\n fixed code decoding. Normally this returns fixed tables from inffixed.h.\n If BUILDFIXED is defined, then instead this routine builds the tables the\n first time it's called, and returns those tables the first time and\n thereafter. This reduces the size of the code by about 2K bytes, in\n exchange for a little execution time. However, BUILDFIXED should not be\n used for threaded applications, since the rewriting of the tables and virgin\n may not be thread-safe.\n */\nvar virgin = true;\n\nvar lenfix, distfix; // We have no pointers in JS, so keep tables separate\n\nfunction fixedtables(state) {\n /* build fixed huffman tables if first call (may not be thread safe) */\n if (virgin) {\n var sym;\n\n lenfix = new Buf32(512);\n distfix = new Buf32(32);\n\n /* literal/length table */\n sym = 0;\n while (sym < 144) {\n state.lens[sym++] = 8;\n }\n while (sym < 256) {\n state.lens[sym++] = 9;\n }\n while (sym < 280) {\n state.lens[sym++] = 7;\n }\n while (sym < 288) {\n state.lens[sym++] = 8;\n }\n\n inflate_table(LENS$1, state.lens, 0, 288, lenfix, 0, state.work, {\n bits: 9\n });\n\n /* distance table */\n sym = 0;\n while (sym < 32) {\n state.lens[sym++] = 5;\n }\n\n inflate_table(DISTS$1, state.lens, 0, 32, distfix, 0, state.work, {\n bits: 5\n });\n\n /* do this just once */\n virgin = false;\n }\n\n state.lencode = lenfix;\n state.lenbits = 9;\n state.distcode = distfix;\n state.distbits = 5;\n}\n\n\n/*\n Update the window with the last wsize (normally 32K) bytes written before\n returning. If window does not exist yet, create it. This is only called\n when a window is already in use, or when output has been written during this\n inflate call, but the end of the deflate stream has not been reached yet.\n It is also called to create a window for dictionary data when a dictionary\n is loaded.\n\n Providing output buffers larger than 32K to inflate() should provide a speed\n advantage, since only the last 32K of output is copied to the sliding window\n upon return from inflate(), and since all distances after the first 32K of\n output will fall in the output data, making match copies simpler and faster.\n The advantage may be dependent on the size of the processor's data caches.\n */\nfunction updatewindow(strm, src, end, copy) {\n var dist;\n var state = strm.state;\n\n /* if it hasn't been done already, allocate space for the window */\n if (state.window === null) {\n state.wsize = 1 << state.wbits;\n state.wnext = 0;\n state.whave = 0;\n\n state.window = new Buf8(state.wsize);\n }\n\n /* copy state->wsize or less output bytes into the circular window */\n if (copy >= state.wsize) {\n arraySet(state.window, src, end - state.wsize, state.wsize, 0);\n state.wnext = 0;\n state.whave = state.wsize;\n } else {\n dist = state.wsize - state.wnext;\n if (dist > copy) {\n dist = copy;\n }\n //zmemcpy(state->window + state->wnext, end - copy, dist);\n arraySet(state.window, src, end - copy, dist, state.wnext);\n copy -= dist;\n if (copy) {\n //zmemcpy(state->window, end - copy, copy);\n arraySet(state.window, src, end - copy, copy, 0);\n state.wnext = copy;\n state.whave = state.wsize;\n } else {\n state.wnext += dist;\n if (state.wnext === state.wsize) {\n state.wnext = 0;\n }\n if (state.whave < state.wsize) {\n state.whave += dist;\n }\n }\n }\n return 0;\n}\n\nfunction inflate(strm, flush) {\n var state;\n var input, output; // input/output buffers\n var next; /* next input INDEX */\n var put; /* next output INDEX */\n var have, left; /* available input and output */\n var hold; /* bit buffer */\n var bits; /* bits in bit buffer */\n var _in, _out; /* save starting available input and output */\n var copy; /* number of stored or match bytes to copy */\n var from; /* where to copy match bytes from */\n var from_source;\n var here = 0; /* current decoding table entry */\n var here_bits, here_op, here_val; // paked \"here\" denormalized (JS specific)\n //var last; /* parent table entry */\n var last_bits, last_op, last_val; // paked \"last\" denormalized (JS specific)\n var len; /* length to copy for repeats, bits to drop */\n var ret; /* return code */\n var hbuf = new Buf8(4); /* buffer for gzip header crc calculation */\n var opts;\n\n var n; // temporary var for NEED_BITS\n\n var order = /* permutation of code lengths */ [16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15];\n\n\n if (!strm || !strm.state || !strm.output ||\n (!strm.input && strm.avail_in !== 0)) {\n return Z_STREAM_ERROR$1;\n }\n\n state = strm.state;\n if (state.mode === TYPE$1) {\n state.mode = TYPEDO;\n } /* skip check */\n\n\n //--- LOAD() ---\n put = strm.next_out;\n output = strm.output;\n left = strm.avail_out;\n next = strm.next_in;\n input = strm.input;\n have = strm.avail_in;\n hold = state.hold;\n bits = state.bits;\n //---\n\n _in = have;\n _out = left;\n ret = Z_OK$1;\n\n inf_leave: // goto emulation\n for (;;) {\n switch (state.mode) {\n case HEAD:\n if (state.wrap === 0) {\n state.mode = TYPEDO;\n break;\n }\n //=== NEEDBITS(16);\n while (bits < 16) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n if ((state.wrap & 2) && hold === 0x8b1f) { /* gzip header */\n state.check = 0 /*crc32(0L, Z_NULL, 0)*/ ;\n //=== CRC2(state.check, hold);\n hbuf[0] = hold & 0xff;\n hbuf[1] = (hold >>> 8) & 0xff;\n state.check = crc32(state.check, hbuf, 2, 0);\n //===//\n\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n state.mode = FLAGS;\n break;\n }\n state.flags = 0; /* expect zlib header */\n if (state.head) {\n state.head.done = false;\n }\n if (!(state.wrap & 1) || /* check if zlib header allowed */\n (((hold & 0xff) /*BITS(8)*/ << 8) + (hold >> 8)) % 31) {\n strm.msg = 'incorrect header check';\n state.mode = BAD$1;\n break;\n }\n if ((hold & 0x0f) /*BITS(4)*/ !== Z_DEFLATED$1) {\n strm.msg = 'unknown compression method';\n state.mode = BAD$1;\n break;\n }\n //--- DROPBITS(4) ---//\n hold >>>= 4;\n bits -= 4;\n //---//\n len = (hold & 0x0f) /*BITS(4)*/ + 8;\n if (state.wbits === 0) {\n state.wbits = len;\n } else if (len > state.wbits) {\n strm.msg = 'invalid window size';\n state.mode = BAD$1;\n break;\n }\n state.dmax = 1 << len;\n //Tracev((stderr, \"inflate: zlib header ok\\n\"));\n strm.adler = state.check = 1 /*adler32(0L, Z_NULL, 0)*/ ;\n state.mode = hold & 0x200 ? DICTID : TYPE$1;\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n break;\n case FLAGS:\n //=== NEEDBITS(16); */\n while (bits < 16) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.flags = hold;\n if ((state.flags & 0xff) !== Z_DEFLATED$1) {\n strm.msg = 'unknown compression method';\n state.mode = BAD$1;\n break;\n }\n if (state.flags & 0xe000) {\n strm.msg = 'unknown header flags set';\n state.mode = BAD$1;\n break;\n }\n if (state.head) {\n state.head.text = ((hold >> 8) & 1);\n }\n if (state.flags & 0x0200) {\n //=== CRC2(state.check, hold);\n hbuf[0] = hold & 0xff;\n hbuf[1] = (hold >>> 8) & 0xff;\n state.check = crc32(state.check, hbuf, 2, 0);\n //===//\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n state.mode = TIME;\n /* falls through */\n case TIME:\n //=== NEEDBITS(32); */\n while (bits < 32) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n if (state.head) {\n state.head.time = hold;\n }\n if (state.flags & 0x0200) {\n //=== CRC4(state.check, hold)\n hbuf[0] = hold & 0xff;\n hbuf[1] = (hold >>> 8) & 0xff;\n hbuf[2] = (hold >>> 16) & 0xff;\n hbuf[3] = (hold >>> 24) & 0xff;\n state.check = crc32(state.check, hbuf, 4, 0);\n //===\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n state.mode = OS;\n /* falls through */\n case OS:\n //=== NEEDBITS(16); */\n while (bits < 16) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n if (state.head) {\n state.head.xflags = (hold & 0xff);\n state.head.os = (hold >> 8);\n }\n if (state.flags & 0x0200) {\n //=== CRC2(state.check, hold);\n hbuf[0] = hold & 0xff;\n hbuf[1] = (hold >>> 8) & 0xff;\n state.check = crc32(state.check, hbuf, 2, 0);\n //===//\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n state.mode = EXLEN;\n /* falls through */\n case EXLEN:\n if (state.flags & 0x0400) {\n //=== NEEDBITS(16); */\n while (bits < 16) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.length = hold;\n if (state.head) {\n state.head.extra_len = hold;\n }\n if (state.flags & 0x0200) {\n //=== CRC2(state.check, hold);\n hbuf[0] = hold & 0xff;\n hbuf[1] = (hold >>> 8) & 0xff;\n state.check = crc32(state.check, hbuf, 2, 0);\n //===//\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n } else if (state.head) {\n state.head.extra = null /*Z_NULL*/ ;\n }\n state.mode = EXTRA;\n /* falls through */\n case EXTRA:\n if (state.flags & 0x0400) {\n copy = state.length;\n if (copy > have) {\n copy = have;\n }\n if (copy) {\n if (state.head) {\n len = state.head.extra_len - state.length;\n if (!state.head.extra) {\n // Use untyped array for more conveniend processing later\n state.head.extra = new Array(state.head.extra_len);\n }\n arraySet(\n state.head.extra,\n input,\n next,\n // extra field is limited to 65536 bytes\n // - no need for additional size check\n copy,\n /*len + copy > state.head.extra_max - len ? state.head.extra_max : copy,*/\n len\n );\n //zmemcpy(state.head.extra + len, next,\n // len + copy > state.head.extra_max ?\n // state.head.extra_max - len : copy);\n }\n if (state.flags & 0x0200) {\n state.check = crc32(state.check, input, copy, next);\n }\n have -= copy;\n next += copy;\n state.length -= copy;\n }\n if (state.length) {\n break inf_leave;\n }\n }\n state.length = 0;\n state.mode = NAME;\n /* falls through */\n case NAME:\n if (state.flags & 0x0800) {\n if (have === 0) {\n break inf_leave;\n }\n copy = 0;\n do {\n // TODO: 2 or 1 bytes?\n len = input[next + copy++];\n /* use constant limit because in js we should not preallocate memory */\n if (state.head && len &&\n (state.length < 65536 /*state.head.name_max*/ )) {\n state.head.name += String.fromCharCode(len);\n }\n } while (len && copy < have);\n\n if (state.flags & 0x0200) {\n state.check = crc32(state.check, input, copy, next);\n }\n have -= copy;\n next += copy;\n if (len) {\n break inf_leave;\n }\n } else if (state.head) {\n state.head.name = null;\n }\n state.length = 0;\n state.mode = COMMENT;\n /* falls through */\n case COMMENT:\n if (state.flags & 0x1000) {\n if (have === 0) {\n break inf_leave;\n }\n copy = 0;\n do {\n len = input[next + copy++];\n /* use constant limit because in js we should not preallocate memory */\n if (state.head && len &&\n (state.length < 65536 /*state.head.comm_max*/ )) {\n state.head.comment += String.fromCharCode(len);\n }\n } while (len && copy < have);\n if (state.flags & 0x0200) {\n state.check = crc32(state.check, input, copy, next);\n }\n have -= copy;\n next += copy;\n if (len) {\n break inf_leave;\n }\n } else if (state.head) {\n state.head.comment = null;\n }\n state.mode = HCRC;\n /* falls through */\n case HCRC:\n if (state.flags & 0x0200) {\n //=== NEEDBITS(16); */\n while (bits < 16) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n if (hold !== (state.check & 0xffff)) {\n strm.msg = 'header crc mismatch';\n state.mode = BAD$1;\n break;\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n }\n if (state.head) {\n state.head.hcrc = ((state.flags >> 9) & 1);\n state.head.done = true;\n }\n strm.adler = state.check = 0;\n state.mode = TYPE$1;\n break;\n case DICTID:\n //=== NEEDBITS(32); */\n while (bits < 32) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n strm.adler = state.check = zswap32(hold);\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n state.mode = DICT;\n /* falls through */\n case DICT:\n if (state.havedict === 0) {\n //--- RESTORE() ---\n strm.next_out = put;\n strm.avail_out = left;\n strm.next_in = next;\n strm.avail_in = have;\n state.hold = hold;\n state.bits = bits;\n //---\n return Z_NEED_DICT;\n }\n strm.adler = state.check = 1 /*adler32(0L, Z_NULL, 0)*/ ;\n state.mode = TYPE$1;\n /* falls through */\n case TYPE$1:\n if (flush === Z_BLOCK$1 || flush === Z_TREES) {\n break inf_leave;\n }\n /* falls through */\n case TYPEDO:\n if (state.last) {\n //--- BYTEBITS() ---//\n hold >>>= bits & 7;\n bits -= bits & 7;\n //---//\n state.mode = CHECK;\n break;\n }\n //=== NEEDBITS(3); */\n while (bits < 3) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.last = (hold & 0x01) /*BITS(1)*/ ;\n //--- DROPBITS(1) ---//\n hold >>>= 1;\n bits -= 1;\n //---//\n\n switch ((hold & 0x03) /*BITS(2)*/ ) {\n case 0:\n /* stored block */\n //Tracev((stderr, \"inflate: stored block%s\\n\",\n // state.last ? \" (last)\" : \"\"));\n state.mode = STORED;\n break;\n case 1:\n /* fixed block */\n fixedtables(state);\n //Tracev((stderr, \"inflate: fixed codes block%s\\n\",\n // state.last ? \" (last)\" : \"\"));\n state.mode = LEN_; /* decode codes */\n if (flush === Z_TREES) {\n //--- DROPBITS(2) ---//\n hold >>>= 2;\n bits -= 2;\n //---//\n break inf_leave;\n }\n break;\n case 2:\n /* dynamic block */\n //Tracev((stderr, \"inflate: dynamic codes block%s\\n\",\n // state.last ? \" (last)\" : \"\"));\n state.mode = TABLE;\n break;\n case 3:\n strm.msg = 'invalid block type';\n state.mode = BAD$1;\n }\n //--- DROPBITS(2) ---//\n hold >>>= 2;\n bits -= 2;\n //---//\n break;\n case STORED:\n //--- BYTEBITS() ---// /* go to byte boundary */\n hold >>>= bits & 7;\n bits -= bits & 7;\n //---//\n //=== NEEDBITS(32); */\n while (bits < 32) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n if ((hold & 0xffff) !== ((hold >>> 16) ^ 0xffff)) {\n strm.msg = 'invalid stored block lengths';\n state.mode = BAD$1;\n break;\n }\n state.length = hold & 0xffff;\n //Tracev((stderr, \"inflate: stored length %u\\n\",\n // state.length));\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n state.mode = COPY_;\n if (flush === Z_TREES) {\n break inf_leave;\n }\n /* falls through */\n case COPY_:\n state.mode = COPY;\n /* falls through */\n case COPY:\n copy = state.length;\n if (copy) {\n if (copy > have) {\n copy = have;\n }\n if (copy > left) {\n copy = left;\n }\n if (copy === 0) {\n break inf_leave;\n }\n //--- zmemcpy(put, next, copy); ---\n arraySet(output, input, next, copy, put);\n //---//\n have -= copy;\n next += copy;\n left -= copy;\n put += copy;\n state.length -= copy;\n break;\n }\n //Tracev((stderr, \"inflate: stored end\\n\"));\n state.mode = TYPE$1;\n break;\n case TABLE:\n //=== NEEDBITS(14); */\n while (bits < 14) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.nlen = (hold & 0x1f) /*BITS(5)*/ + 257;\n //--- DROPBITS(5) ---//\n hold >>>= 5;\n bits -= 5;\n //---//\n state.ndist = (hold & 0x1f) /*BITS(5)*/ + 1;\n //--- DROPBITS(5) ---//\n hold >>>= 5;\n bits -= 5;\n //---//\n state.ncode = (hold & 0x0f) /*BITS(4)*/ + 4;\n //--- DROPBITS(4) ---//\n hold >>>= 4;\n bits -= 4;\n //---//\n //#ifndef PKZIP_BUG_WORKAROUND\n if (state.nlen > 286 || state.ndist > 30) {\n strm.msg = 'too many length or distance symbols';\n state.mode = BAD$1;\n break;\n }\n //#endif\n //Tracev((stderr, \"inflate: table sizes ok\\n\"));\n state.have = 0;\n state.mode = LENLENS;\n /* falls through */\n case LENLENS:\n while (state.have < state.ncode) {\n //=== NEEDBITS(3);\n while (bits < 3) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.lens[order[state.have++]] = (hold & 0x07); //BITS(3);\n //--- DROPBITS(3) ---//\n hold >>>= 3;\n bits -= 3;\n //---//\n }\n while (state.have < 19) {\n state.lens[order[state.have++]] = 0;\n }\n // We have separate tables & no pointers. 2 commented lines below not needed.\n //state.next = state.codes;\n //state.lencode = state.next;\n // Switch to use dynamic table\n state.lencode = state.lendyn;\n state.lenbits = 7;\n\n opts = {\n bits: state.lenbits\n };\n ret = inflate_table(CODES$1, state.lens, 0, 19, state.lencode, 0, state.work, opts);\n state.lenbits = opts.bits;\n\n if (ret) {\n strm.msg = 'invalid code lengths set';\n state.mode = BAD$1;\n break;\n }\n //Tracev((stderr, \"inflate: code lengths ok\\n\"));\n state.have = 0;\n state.mode = CODELENS;\n /* falls through */\n case CODELENS:\n while (state.have < state.nlen + state.ndist) {\n for (;;) {\n here = state.lencode[hold & ((1 << state.lenbits) - 1)]; /*BITS(state.lenbits)*/\n here_bits = here >>> 24;\n here_op = (here >>> 16) & 0xff;\n here_val = here & 0xffff;\n\n if ((here_bits) <= bits) {\n break;\n }\n //--- PULLBYTE() ---//\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n //---//\n }\n if (here_val < 16) {\n //--- DROPBITS(here.bits) ---//\n hold >>>= here_bits;\n bits -= here_bits;\n //---//\n state.lens[state.have++] = here_val;\n } else {\n if (here_val === 16) {\n //=== NEEDBITS(here.bits + 2);\n n = here_bits + 2;\n while (bits < n) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n //--- DROPBITS(here.bits) ---//\n hold >>>= here_bits;\n bits -= here_bits;\n //---//\n if (state.have === 0) {\n strm.msg = 'invalid bit length repeat';\n state.mode = BAD$1;\n break;\n }\n len = state.lens[state.have - 1];\n copy = 3 + (hold & 0x03); //BITS(2);\n //--- DROPBITS(2) ---//\n hold >>>= 2;\n bits -= 2;\n //---//\n } else if (here_val === 17) {\n //=== NEEDBITS(here.bits + 3);\n n = here_bits + 3;\n while (bits < n) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n //--- DROPBITS(here.bits) ---//\n hold >>>= here_bits;\n bits -= here_bits;\n //---//\n len = 0;\n copy = 3 + (hold & 0x07); //BITS(3);\n //--- DROPBITS(3) ---//\n hold >>>= 3;\n bits -= 3;\n //---//\n } else {\n //=== NEEDBITS(here.bits + 7);\n n = here_bits + 7;\n while (bits < n) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n //--- DROPBITS(here.bits) ---//\n hold >>>= here_bits;\n bits -= here_bits;\n //---//\n len = 0;\n copy = 11 + (hold & 0x7f); //BITS(7);\n //--- DROPBITS(7) ---//\n hold >>>= 7;\n bits -= 7;\n //---//\n }\n if (state.have + copy > state.nlen + state.ndist) {\n strm.msg = 'invalid bit length repeat';\n state.mode = BAD$1;\n break;\n }\n while (copy--) {\n state.lens[state.have++] = len;\n }\n }\n }\n\n /* handle error breaks in while */\n if (state.mode === BAD$1) {\n break;\n }\n\n /* check for end-of-block code (better have one) */\n if (state.lens[256] === 0) {\n strm.msg = 'invalid code -- missing end-of-block';\n state.mode = BAD$1;\n break;\n }\n\n /* build code tables -- note: do not change the lenbits or distbits\n values here (9 and 6) without reading the comments in inftrees.h\n concerning the ENOUGH constants, which depend on those values */\n state.lenbits = 9;\n\n opts = {\n bits: state.lenbits\n };\n ret = inflate_table(LENS$1, state.lens, 0, state.nlen, state.lencode, 0, state.work, opts);\n // We have separate tables & no pointers. 2 commented lines below not needed.\n // state.next_index = opts.table_index;\n state.lenbits = opts.bits;\n // state.lencode = state.next;\n\n if (ret) {\n strm.msg = 'invalid literal/lengths set';\n state.mode = BAD$1;\n break;\n }\n\n state.distbits = 6;\n //state.distcode.copy(state.codes);\n // Switch to use dynamic table\n state.distcode = state.distdyn;\n opts = {\n bits: state.distbits\n };\n ret = inflate_table(DISTS$1, state.lens, state.nlen, state.ndist, state.distcode, 0, state.work, opts);\n // We have separate tables & no pointers. 2 commented lines below not needed.\n // state.next_index = opts.table_index;\n state.distbits = opts.bits;\n // state.distcode = state.next;\n\n if (ret) {\n strm.msg = 'invalid distances set';\n state.mode = BAD$1;\n break;\n }\n //Tracev((stderr, 'inflate: codes ok\\n'));\n state.mode = LEN_;\n if (flush === Z_TREES) {\n break inf_leave;\n }\n /* falls through */\n case LEN_:\n state.mode = LEN;\n /* falls through */\n case LEN:\n if (have >= 6 && left >= 258) {\n //--- RESTORE() ---\n strm.next_out = put;\n strm.avail_out = left;\n strm.next_in = next;\n strm.avail_in = have;\n state.hold = hold;\n state.bits = bits;\n //---\n inflate_fast(strm, _out);\n //--- LOAD() ---\n put = strm.next_out;\n output = strm.output;\n left = strm.avail_out;\n next = strm.next_in;\n input = strm.input;\n have = strm.avail_in;\n hold = state.hold;\n bits = state.bits;\n //---\n\n if (state.mode === TYPE$1) {\n state.back = -1;\n }\n break;\n }\n state.back = 0;\n for (;;) {\n here = state.lencode[hold & ((1 << state.lenbits) - 1)]; /*BITS(state.lenbits)*/\n here_bits = here >>> 24;\n here_op = (here >>> 16) & 0xff;\n here_val = here & 0xffff;\n\n if (here_bits <= bits) {\n break;\n }\n //--- PULLBYTE() ---//\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n //---//\n }\n if (here_op && (here_op & 0xf0) === 0) {\n last_bits = here_bits;\n last_op = here_op;\n last_val = here_val;\n for (;;) {\n here = state.lencode[last_val +\n ((hold & ((1 << (last_bits + last_op)) - 1)) /*BITS(last.bits + last.op)*/ >> last_bits)];\n here_bits = here >>> 24;\n here_op = (here >>> 16) & 0xff;\n here_val = here & 0xffff;\n\n if ((last_bits + here_bits) <= bits) {\n break;\n }\n //--- PULLBYTE() ---//\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n //---//\n }\n //--- DROPBITS(last.bits) ---//\n hold >>>= last_bits;\n bits -= last_bits;\n //---//\n state.back += last_bits;\n }\n //--- DROPBITS(here.bits) ---//\n hold >>>= here_bits;\n bits -= here_bits;\n //---//\n state.back += here_bits;\n state.length = here_val;\n if (here_op === 0) {\n //Tracevv((stderr, here.val >= 0x20 && here.val < 0x7f ?\n // \"inflate: literal '%c'\\n\" :\n // \"inflate: literal 0x%02x\\n\", here.val));\n state.mode = LIT;\n break;\n }\n if (here_op & 32) {\n //Tracevv((stderr, \"inflate: end of block\\n\"));\n state.back = -1;\n state.mode = TYPE$1;\n break;\n }\n if (here_op & 64) {\n strm.msg = 'invalid literal/length code';\n state.mode = BAD$1;\n break;\n }\n state.extra = here_op & 15;\n state.mode = LENEXT;\n /* falls through */\n case LENEXT:\n if (state.extra) {\n //=== NEEDBITS(state.extra);\n n = state.extra;\n while (bits < n) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.length += hold & ((1 << state.extra) - 1) /*BITS(state.extra)*/ ;\n //--- DROPBITS(state.extra) ---//\n hold >>>= state.extra;\n bits -= state.extra;\n //---//\n state.back += state.extra;\n }\n //Tracevv((stderr, \"inflate: length %u\\n\", state.length));\n state.was = state.length;\n state.mode = DIST;\n /* falls through */\n case DIST:\n for (;;) {\n here = state.distcode[hold & ((1 << state.distbits) - 1)]; /*BITS(state.distbits)*/\n here_bits = here >>> 24;\n here_op = (here >>> 16) & 0xff;\n here_val = here & 0xffff;\n\n if ((here_bits) <= bits) {\n break;\n }\n //--- PULLBYTE() ---//\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n //---//\n }\n if ((here_op & 0xf0) === 0) {\n last_bits = here_bits;\n last_op = here_op;\n last_val = here_val;\n for (;;) {\n here = state.distcode[last_val +\n ((hold & ((1 << (last_bits + last_op)) - 1)) /*BITS(last.bits + last.op)*/ >> last_bits)];\n here_bits = here >>> 24;\n here_op = (here >>> 16) & 0xff;\n here_val = here & 0xffff;\n\n if ((last_bits + here_bits) <= bits) {\n break;\n }\n //--- PULLBYTE() ---//\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n //---//\n }\n //--- DROPBITS(last.bits) ---//\n hold >>>= last_bits;\n bits -= last_bits;\n //---//\n state.back += last_bits;\n }\n //--- DROPBITS(here.bits) ---//\n hold >>>= here_bits;\n bits -= here_bits;\n //---//\n state.back += here_bits;\n if (here_op & 64) {\n strm.msg = 'invalid distance code';\n state.mode = BAD$1;\n break;\n }\n state.offset = here_val;\n state.extra = (here_op) & 15;\n state.mode = DISTEXT;\n /* falls through */\n case DISTEXT:\n if (state.extra) {\n //=== NEEDBITS(state.extra);\n n = state.extra;\n while (bits < n) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.offset += hold & ((1 << state.extra) - 1) /*BITS(state.extra)*/ ;\n //--- DROPBITS(state.extra) ---//\n hold >>>= state.extra;\n bits -= state.extra;\n //---//\n state.back += state.extra;\n }\n //#ifdef INFLATE_STRICT\n if (state.offset > state.dmax) {\n strm.msg = 'invalid distance too far back';\n state.mode = BAD$1;\n break;\n }\n //#endif\n //Tracevv((stderr, \"inflate: distance %u\\n\", state.offset));\n state.mode = MATCH;\n /* falls through */\n case MATCH:\n if (left === 0) {\n break inf_leave;\n }\n copy = _out - left;\n if (state.offset > copy) { /* copy from window */\n copy = state.offset - copy;\n if (copy > state.whave) {\n if (state.sane) {\n strm.msg = 'invalid distance too far back';\n state.mode = BAD$1;\n break;\n }\n // (!) This block is disabled in zlib defailts,\n // don't enable it for binary compatibility\n //#ifdef INFLATE_ALLOW_INVALID_DISTANCE_TOOFAR_ARRR\n // Trace((stderr, \"inflate.c too far\\n\"));\n // copy -= state.whave;\n // if (copy > state.length) { copy = state.length; }\n // if (copy > left) { copy = left; }\n // left -= copy;\n // state.length -= copy;\n // do {\n // output[put++] = 0;\n // } while (--copy);\n // if (state.length === 0) { state.mode = LEN; }\n // break;\n //#endif\n }\n if (copy > state.wnext) {\n copy -= state.wnext;\n from = state.wsize - copy;\n } else {\n from = state.wnext - copy;\n }\n if (copy > state.length) {\n copy = state.length;\n }\n from_source = state.window;\n } else { /* copy from output */\n from_source = output;\n from = put - state.offset;\n copy = state.length;\n }\n if (copy > left) {\n copy = left;\n }\n left -= copy;\n state.length -= copy;\n do {\n output[put++] = from_source[from++];\n } while (--copy);\n if (state.length === 0) {\n state.mode = LEN;\n }\n break;\n case LIT:\n if (left === 0) {\n break inf_leave;\n }\n output[put++] = state.length;\n left--;\n state.mode = LEN;\n break;\n case CHECK:\n if (state.wrap) {\n //=== NEEDBITS(32);\n while (bits < 32) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n // Use '|' insdead of '+' to make sure that result is signed\n hold |= input[next++] << bits;\n bits += 8;\n }\n //===//\n _out -= left;\n strm.total_out += _out;\n state.total += _out;\n if (_out) {\n strm.adler = state.check =\n /*UPDATE(state.check, put - _out, _out);*/\n (state.flags ? crc32(state.check, output, _out, put - _out) : adler32(state.check, output, _out, put - _out));\n\n }\n _out = left;\n // NB: crc32 stored as signed 32-bit int, zswap32 returns signed too\n if ((state.flags ? hold : zswap32(hold)) !== state.check) {\n strm.msg = 'incorrect data check';\n state.mode = BAD$1;\n break;\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n //Tracev((stderr, \"inflate: check matches trailer\\n\"));\n }\n state.mode = LENGTH;\n /* falls through */\n case LENGTH:\n if (state.wrap && state.flags) {\n //=== NEEDBITS(32);\n while (bits < 32) {\n if (have === 0) {\n break inf_leave;\n }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n if (hold !== (state.total & 0xffffffff)) {\n strm.msg = 'incorrect length check';\n state.mode = BAD$1;\n break;\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n //Tracev((stderr, \"inflate: length matches trailer\\n\"));\n }\n state.mode = DONE;\n /* falls through */\n case DONE:\n ret = Z_STREAM_END$1;\n break inf_leave;\n case BAD$1:\n ret = Z_DATA_ERROR$1;\n break inf_leave;\n case MEM:\n return Z_MEM_ERROR;\n case SYNC:\n /* falls through */\n default:\n return Z_STREAM_ERROR$1;\n }\n }\n\n // inf_leave <- here is real place for \"goto inf_leave\", emulated via \"break inf_leave\"\n\n /*\n Return from inflate(), updating the total counts and the check value.\n If there was no progress during the inflate() call, return a buffer\n error. Call updatewindow() to create and/or update the window state.\n Note: a memory error from inflate() is non-recoverable.\n */\n\n //--- RESTORE() ---\n strm.next_out = put;\n strm.avail_out = left;\n strm.next_in = next;\n strm.avail_in = have;\n state.hold = hold;\n state.bits = bits;\n //---\n\n if (state.wsize || (_out !== strm.avail_out && state.mode < BAD$1 &&\n (state.mode < CHECK || flush !== Z_FINISH$1))) {\n if (updatewindow(strm, strm.output, strm.next_out, _out - strm.avail_out)) ;\n }\n _in -= strm.avail_in;\n _out -= strm.avail_out;\n strm.total_in += _in;\n strm.total_out += _out;\n state.total += _out;\n if (state.wrap && _out) {\n strm.adler = state.check = /*UPDATE(state.check, strm.next_out - _out, _out);*/\n (state.flags ? crc32(state.check, output, _out, strm.next_out - _out) : adler32(state.check, output, _out, strm.next_out - _out));\n }\n strm.data_type = state.bits + (state.last ? 64 : 0) +\n (state.mode === TYPE$1 ? 128 : 0) +\n (state.mode === LEN_ || state.mode === COPY_ ? 256 : 0);\n if (((_in === 0 && _out === 0) || flush === Z_FINISH$1) && ret === Z_OK$1) {\n ret = Z_BUF_ERROR$1;\n }\n return ret;\n}\n\nfunction inflateEnd(strm) {\n\n if (!strm || !strm.state /*|| strm->zfree == (free_func)0*/ ) {\n return Z_STREAM_ERROR$1;\n }\n\n var state = strm.state;\n if (state.window) {\n state.window = null;\n }\n strm.state = null;\n return Z_OK$1;\n}\n\n/* Not implemented\nexports.inflateCopy = inflateCopy;\nexports.inflateGetDictionary = inflateGetDictionary;\nexports.inflateMark = inflateMark;\nexports.inflatePrime = inflatePrime;\nexports.inflateSync = inflateSync;\nexports.inflateSyncPoint = inflateSyncPoint;\nexports.inflateUndermine = inflateUndermine;\n*/\n\n// import constants from './constants';\n\n\n// zlib modes\nvar NONE = 0;\nvar DEFLATE = 1;\nvar INFLATE = 2;\nvar GZIP = 3;\nvar GUNZIP = 4;\nvar DEFLATERAW = 5;\nvar INFLATERAW = 6;\nvar UNZIP = 7;\nvar Z_NO_FLUSH$1= 0,\n Z_PARTIAL_FLUSH$1= 1,\n Z_SYNC_FLUSH= 2,\n Z_FULL_FLUSH$1= 3,\n Z_FINISH$2= 4,\n Z_BLOCK$2= 5,\n Z_TREES$1= 6,\n\n /* Return codes for the compression/decompression functions. Negative values\n * are errors, positive values are used for special but normal events.\n */\n Z_OK$2= 0,\n Z_STREAM_END$2= 1,\n Z_NEED_DICT$1= 2,\n Z_ERRNO= -1,\n Z_STREAM_ERROR$2= -2,\n Z_DATA_ERROR$2= -3,\n //Z_MEM_ERROR: -4,\n Z_BUF_ERROR$2= -5,\n //Z_VERSION_ERROR: -6,\n\n /* compression levels */\n Z_NO_COMPRESSION= 0,\n Z_BEST_SPEED= 1,\n Z_BEST_COMPRESSION= 9,\n Z_DEFAULT_COMPRESSION$1= -1,\n\n\n Z_FILTERED$1= 1,\n Z_HUFFMAN_ONLY$1= 2,\n Z_RLE$1= 3,\n Z_FIXED$2= 4,\n Z_DEFAULT_STRATEGY= 0,\n\n /* Possible values of the data_type field (though see inflate()) */\n Z_BINARY$1= 0,\n Z_TEXT$1= 1,\n //Z_ASCII: 1, // = Z_TEXT (deprecated)\n Z_UNKNOWN$2= 2,\n\n /* The deflate compression method */\n Z_DEFLATED$2= 8;\nfunction Zlib(mode) {\n if (mode < DEFLATE || mode > UNZIP)\n throw new TypeError('Bad argument');\n\n this.mode = mode;\n this.init_done = false;\n this.write_in_progress = false;\n this.pending_close = false;\n this.windowBits = 0;\n this.level = 0;\n this.memLevel = 0;\n this.strategy = 0;\n this.dictionary = null;\n}\n\nZlib.prototype.init = function(windowBits, level, memLevel, strategy, dictionary) {\n this.windowBits = windowBits;\n this.level = level;\n this.memLevel = memLevel;\n this.strategy = strategy;\n // dictionary not supported.\n\n if (this.mode === GZIP || this.mode === GUNZIP)\n this.windowBits += 16;\n\n if (this.mode === UNZIP)\n this.windowBits += 32;\n\n if (this.mode === DEFLATERAW || this.mode === INFLATERAW)\n this.windowBits = -this.windowBits;\n\n this.strm = new ZStream();\n var status;\n switch (this.mode) {\n case DEFLATE:\n case GZIP:\n case DEFLATERAW:\n status = deflateInit2(\n this.strm,\n this.level,\n Z_DEFLATED$2,\n this.windowBits,\n this.memLevel,\n this.strategy\n );\n break;\n case INFLATE:\n case GUNZIP:\n case INFLATERAW:\n case UNZIP:\n status = inflateInit2(\n this.strm,\n this.windowBits\n );\n break;\n default:\n throw new Error('Unknown mode ' + this.mode);\n }\n\n if (status !== Z_OK$2) {\n this._error(status);\n return;\n }\n\n this.write_in_progress = false;\n this.init_done = true;\n};\n\nZlib.prototype.params = function() {\n throw new Error('deflateParams Not supported');\n};\n\nZlib.prototype._writeCheck = function() {\n if (!this.init_done)\n throw new Error('write before init');\n\n if (this.mode === NONE)\n throw new Error('already finalized');\n\n if (this.write_in_progress)\n throw new Error('write already in progress');\n\n if (this.pending_close)\n throw new Error('close is pending');\n};\n\nZlib.prototype.write = function(flush, input, in_off, in_len, out, out_off, out_len) {\n this._writeCheck();\n this.write_in_progress = true;\n\n var self = this;\n browser$1$1.nextTick(function() {\n self.write_in_progress = false;\n var res = self._write(flush, input, in_off, in_len, out, out_off, out_len);\n self.callback(res[0], res[1]);\n\n if (self.pending_close)\n self.close();\n });\n\n return this;\n};\n\n// set method for Node buffers, used by pako\nfunction bufferSet(data, offset) {\n for (var i = 0; i < data.length; i++) {\n this[offset + i] = data[i];\n }\n}\n\nZlib.prototype.writeSync = function(flush, input, in_off, in_len, out, out_off, out_len) {\n this._writeCheck();\n return this._write(flush, input, in_off, in_len, out, out_off, out_len);\n};\n\nZlib.prototype._write = function(flush, input, in_off, in_len, out, out_off, out_len) {\n this.write_in_progress = true;\n\n if (flush !== Z_NO_FLUSH$1 &&\n flush !== Z_PARTIAL_FLUSH$1 &&\n flush !== Z_SYNC_FLUSH &&\n flush !== Z_FULL_FLUSH$1 &&\n flush !== Z_FINISH$2 &&\n flush !== Z_BLOCK$2) {\n throw new Error('Invalid flush value');\n }\n\n if (input == null) {\n input = new Buffer(0);\n in_len = 0;\n in_off = 0;\n }\n\n if (out._set)\n out.set = out._set;\n else\n out.set = bufferSet;\n\n var strm = this.strm;\n strm.avail_in = in_len;\n strm.input = input;\n strm.next_in = in_off;\n strm.avail_out = out_len;\n strm.output = out;\n strm.next_out = out_off;\n var status;\n switch (this.mode) {\n case DEFLATE:\n case GZIP:\n case DEFLATERAW:\n status = deflate(strm, flush);\n break;\n case UNZIP:\n case INFLATE:\n case GUNZIP:\n case INFLATERAW:\n status = inflate(strm, flush);\n break;\n default:\n throw new Error('Unknown mode ' + this.mode);\n }\n\n if (status !== Z_STREAM_END$2 && status !== Z_OK$2) {\n this._error(status);\n }\n\n this.write_in_progress = false;\n return [strm.avail_in, strm.avail_out];\n};\n\nZlib.prototype.close = function() {\n if (this.write_in_progress) {\n this.pending_close = true;\n return;\n }\n\n this.pending_close = false;\n\n if (this.mode === DEFLATE || this.mode === GZIP || this.mode === DEFLATERAW) {\n deflateEnd(this.strm);\n } else {\n inflateEnd(this.strm);\n }\n\n this.mode = NONE;\n};\nvar status;\nZlib.prototype.reset = function() {\n switch (this.mode) {\n case DEFLATE:\n case DEFLATERAW:\n status = deflateReset(this.strm);\n break;\n case INFLATE:\n case INFLATERAW:\n status = inflateReset(this.strm);\n break;\n }\n\n if (status !== Z_OK$2) {\n this._error(status);\n }\n};\n\nZlib.prototype._error = function(status) {\n this.onerror(msg[status] + ': ' + this.strm.msg, status);\n\n this.write_in_progress = false;\n if (this.pending_close)\n this.close();\n};\n\nvar _binding = /*#__PURE__*/Object.freeze({\n __proto__: null,\n NONE: NONE,\n DEFLATE: DEFLATE,\n INFLATE: INFLATE,\n GZIP: GZIP,\n GUNZIP: GUNZIP,\n DEFLATERAW: DEFLATERAW,\n INFLATERAW: INFLATERAW,\n UNZIP: UNZIP,\n Z_NO_FLUSH: Z_NO_FLUSH$1,\n Z_PARTIAL_FLUSH: Z_PARTIAL_FLUSH$1,\n Z_SYNC_FLUSH: Z_SYNC_FLUSH,\n Z_FULL_FLUSH: Z_FULL_FLUSH$1,\n Z_FINISH: Z_FINISH$2,\n Z_BLOCK: Z_BLOCK$2,\n Z_TREES: Z_TREES$1,\n Z_OK: Z_OK$2,\n Z_STREAM_END: Z_STREAM_END$2,\n Z_NEED_DICT: Z_NEED_DICT$1,\n Z_ERRNO: Z_ERRNO,\n Z_STREAM_ERROR: Z_STREAM_ERROR$2,\n Z_DATA_ERROR: Z_DATA_ERROR$2,\n Z_BUF_ERROR: Z_BUF_ERROR$2,\n Z_NO_COMPRESSION: Z_NO_COMPRESSION,\n Z_BEST_SPEED: Z_BEST_SPEED,\n Z_BEST_COMPRESSION: Z_BEST_COMPRESSION,\n Z_DEFAULT_COMPRESSION: Z_DEFAULT_COMPRESSION$1,\n Z_FILTERED: Z_FILTERED$1,\n Z_HUFFMAN_ONLY: Z_HUFFMAN_ONLY$1,\n Z_RLE: Z_RLE$1,\n Z_FIXED: Z_FIXED$2,\n Z_DEFAULT_STRATEGY: Z_DEFAULT_STRATEGY,\n Z_BINARY: Z_BINARY$1,\n Z_TEXT: Z_TEXT$1,\n Z_UNKNOWN: Z_UNKNOWN$2,\n Z_DEFLATED: Z_DEFLATED$2,\n Zlib: Zlib\n});\n\nfunction assert (a, msg) {\n if (!a) {\n throw new Error(msg);\n }\n}\nvar binding$2 = {};\nObject.keys(_binding).forEach(function (key) {\n binding$2[key] = _binding[key];\n});\n// zlib doesn't provide these, so kludge them in following the same\n// const naming scheme zlib uses.\nbinding$2.Z_MIN_WINDOWBITS = 8;\nbinding$2.Z_MAX_WINDOWBITS = 15;\nbinding$2.Z_DEFAULT_WINDOWBITS = 15;\n\n// fewer than 64 bytes per chunk is stupid.\n// technically it could work with as few as 8, but even 64 bytes\n// is absurdly low. Usually a MB or more is best.\nbinding$2.Z_MIN_CHUNK = 64;\nbinding$2.Z_MAX_CHUNK = Infinity;\nbinding$2.Z_DEFAULT_CHUNK = (16 * 1024);\n\nbinding$2.Z_MIN_MEMLEVEL = 1;\nbinding$2.Z_MAX_MEMLEVEL = 9;\nbinding$2.Z_DEFAULT_MEMLEVEL = 8;\n\nbinding$2.Z_MIN_LEVEL = -1;\nbinding$2.Z_MAX_LEVEL = 9;\nbinding$2.Z_DEFAULT_LEVEL = binding$2.Z_DEFAULT_COMPRESSION;\n\n\n// translation table for return codes.\nvar codes = {\n Z_OK: binding$2.Z_OK,\n Z_STREAM_END: binding$2.Z_STREAM_END,\n Z_NEED_DICT: binding$2.Z_NEED_DICT,\n Z_ERRNO: binding$2.Z_ERRNO,\n Z_STREAM_ERROR: binding$2.Z_STREAM_ERROR,\n Z_DATA_ERROR: binding$2.Z_DATA_ERROR,\n Z_MEM_ERROR: binding$2.Z_MEM_ERROR,\n Z_BUF_ERROR: binding$2.Z_BUF_ERROR,\n Z_VERSION_ERROR: binding$2.Z_VERSION_ERROR\n};\n\nObject.keys(codes).forEach(function(k) {\n codes[codes[k]] = k;\n});\n\nfunction createDeflate(o) {\n return new Deflate(o);\n}\n\nfunction createInflate(o) {\n return new Inflate(o);\n}\n\nfunction createDeflateRaw(o) {\n return new DeflateRaw(o);\n}\n\nfunction createInflateRaw(o) {\n return new InflateRaw(o);\n}\n\nfunction createGzip(o) {\n return new Gzip(o);\n}\n\nfunction createGunzip(o) {\n return new Gunzip(o);\n}\n\nfunction createUnzip(o) {\n return new Unzip(o);\n}\n\n\n// Convenience methods.\n// compress/decompress a string or buffer in one step.\nfunction deflate$1(buffer, opts, callback) {\n if (typeof opts === 'function') {\n callback = opts;\n opts = {};\n }\n return zlibBuffer(new Deflate(opts), buffer, callback);\n}\n\nfunction deflateSync(buffer, opts) {\n return zlibBufferSync(new Deflate(opts), buffer);\n}\n\nfunction gzip(buffer, opts, callback) {\n if (typeof opts === 'function') {\n callback = opts;\n opts = {};\n }\n return zlibBuffer(new Gzip(opts), buffer, callback);\n}\n\nfunction gzipSync(buffer, opts) {\n return zlibBufferSync(new Gzip(opts), buffer);\n}\n\nfunction deflateRaw(buffer, opts, callback) {\n if (typeof opts === 'function') {\n callback = opts;\n opts = {};\n }\n return zlibBuffer(new DeflateRaw(opts), buffer, callback);\n}\n\nfunction deflateRawSync(buffer, opts) {\n return zlibBufferSync(new DeflateRaw(opts), buffer);\n}\n\nfunction unzip(buffer, opts, callback) {\n if (typeof opts === 'function') {\n callback = opts;\n opts = {};\n }\n return zlibBuffer(new Unzip(opts), buffer, callback);\n}\n\nfunction unzipSync(buffer, opts) {\n return zlibBufferSync(new Unzip(opts), buffer);\n}\n\nfunction inflate$1(buffer, opts, callback) {\n if (typeof opts === 'function') {\n callback = opts;\n opts = {};\n }\n return zlibBuffer(new Inflate(opts), buffer, callback);\n}\n\nfunction inflateSync(buffer, opts) {\n return zlibBufferSync(new Inflate(opts), buffer);\n}\n\nfunction gunzip(buffer, opts, callback) {\n if (typeof opts === 'function') {\n callback = opts;\n opts = {};\n }\n return zlibBuffer(new Gunzip(opts), buffer, callback);\n}\n\nfunction gunzipSync(buffer, opts) {\n return zlibBufferSync(new Gunzip(opts), buffer);\n}\n\nfunction inflateRaw(buffer, opts, callback) {\n if (typeof opts === 'function') {\n callback = opts;\n opts = {};\n }\n return zlibBuffer(new InflateRaw(opts), buffer, callback);\n}\n\nfunction inflateRawSync(buffer, opts) {\n return zlibBufferSync(new InflateRaw(opts), buffer);\n}\n\nfunction zlibBuffer(engine, buffer, callback) {\n var buffers = [];\n var nread = 0;\n\n engine.on('error', onError);\n engine.on('end', onEnd);\n\n engine.end(buffer);\n flow();\n\n function flow() {\n var chunk;\n while (null !== (chunk = engine.read())) {\n buffers.push(chunk);\n nread += chunk.length;\n }\n engine.once('readable', flow);\n }\n\n function onError(err) {\n engine.removeListener('end', onEnd);\n engine.removeListener('readable', flow);\n callback(err);\n }\n\n function onEnd() {\n var buf = Buffer.concat(buffers, nread);\n buffers = [];\n callback(null, buf);\n engine.close();\n }\n}\n\nfunction zlibBufferSync(engine, buffer) {\n if (typeof buffer === 'string')\n buffer = new Buffer(buffer);\n if (!Buffer.isBuffer(buffer))\n throw new TypeError('Not a string or buffer');\n\n var flushFlag = binding$2.Z_FINISH;\n\n return engine._processChunk(buffer, flushFlag);\n}\n\n// generic zlib\n// minimal 2-byte header\nfunction Deflate(opts) {\n if (!(this instanceof Deflate)) return new Deflate(opts);\n Zlib$1.call(this, opts, binding$2.DEFLATE);\n}\n\nfunction Inflate(opts) {\n if (!(this instanceof Inflate)) return new Inflate(opts);\n Zlib$1.call(this, opts, binding$2.INFLATE);\n}\n\n\n\n// gzip - bigger header, same deflate compression\nfunction Gzip(opts) {\n if (!(this instanceof Gzip)) return new Gzip(opts);\n Zlib$1.call(this, opts, binding$2.GZIP);\n}\n\nfunction Gunzip(opts) {\n if (!(this instanceof Gunzip)) return new Gunzip(opts);\n Zlib$1.call(this, opts, binding$2.GUNZIP);\n}\n\n\n\n// raw - no header\nfunction DeflateRaw(opts) {\n if (!(this instanceof DeflateRaw)) return new DeflateRaw(opts);\n Zlib$1.call(this, opts, binding$2.DEFLATERAW);\n}\n\nfunction InflateRaw(opts) {\n if (!(this instanceof InflateRaw)) return new InflateRaw(opts);\n Zlib$1.call(this, opts, binding$2.INFLATERAW);\n}\n\n\n// auto-detect header.\nfunction Unzip(opts) {\n if (!(this instanceof Unzip)) return new Unzip(opts);\n Zlib$1.call(this, opts, binding$2.UNZIP);\n}\n\n\n// the Zlib class they all inherit from\n// This thing manages the queue of requests, and returns\n// true or false if there is anything in the queue when\n// you call the .write() method.\n\nfunction Zlib$1(opts, mode) {\n this._opts = opts = opts || {};\n this._chunkSize = opts.chunkSize || binding$2.Z_DEFAULT_CHUNK;\n\n Transform.call(this, opts);\n\n if (opts.flush) {\n if (opts.flush !== binding$2.Z_NO_FLUSH &&\n opts.flush !== binding$2.Z_PARTIAL_FLUSH &&\n opts.flush !== binding$2.Z_SYNC_FLUSH &&\n opts.flush !== binding$2.Z_FULL_FLUSH &&\n opts.flush !== binding$2.Z_FINISH &&\n opts.flush !== binding$2.Z_BLOCK) {\n throw new Error('Invalid flush flag: ' + opts.flush);\n }\n }\n this._flushFlag = opts.flush || binding$2.Z_NO_FLUSH;\n\n if (opts.chunkSize) {\n if (opts.chunkSize < binding$2.Z_MIN_CHUNK ||\n opts.chunkSize > binding$2.Z_MAX_CHUNK) {\n throw new Error('Invalid chunk size: ' + opts.chunkSize);\n }\n }\n\n if (opts.windowBits) {\n if (opts.windowBits < binding$2.Z_MIN_WINDOWBITS ||\n opts.windowBits > binding$2.Z_MAX_WINDOWBITS) {\n throw new Error('Invalid windowBits: ' + opts.windowBits);\n }\n }\n\n if (opts.level) {\n if (opts.level < binding$2.Z_MIN_LEVEL ||\n opts.level > binding$2.Z_MAX_LEVEL) {\n throw new Error('Invalid compression level: ' + opts.level);\n }\n }\n\n if (opts.memLevel) {\n if (opts.memLevel < binding$2.Z_MIN_MEMLEVEL ||\n opts.memLevel > binding$2.Z_MAX_MEMLEVEL) {\n throw new Error('Invalid memLevel: ' + opts.memLevel);\n }\n }\n\n if (opts.strategy) {\n if (opts.strategy != binding$2.Z_FILTERED &&\n opts.strategy != binding$2.Z_HUFFMAN_ONLY &&\n opts.strategy != binding$2.Z_RLE &&\n opts.strategy != binding$2.Z_FIXED &&\n opts.strategy != binding$2.Z_DEFAULT_STRATEGY) {\n throw new Error('Invalid strategy: ' + opts.strategy);\n }\n }\n\n if (opts.dictionary) {\n if (!Buffer.isBuffer(opts.dictionary)) {\n throw new Error('Invalid dictionary: it should be a Buffer instance');\n }\n }\n\n this._binding = new binding$2.Zlib(mode);\n\n var self = this;\n this._hadError = false;\n this._binding.onerror = function(message, errno) {\n // there is no way to cleanly recover.\n // continuing only obscures problems.\n self._binding = null;\n self._hadError = true;\n\n var error = new Error(message);\n error.errno = errno;\n error.code = binding$2.codes[errno];\n self.emit('error', error);\n };\n\n var level = binding$2.Z_DEFAULT_COMPRESSION;\n if (typeof opts.level === 'number') level = opts.level;\n\n var strategy = binding$2.Z_DEFAULT_STRATEGY;\n if (typeof opts.strategy === 'number') strategy = opts.strategy;\n\n this._binding.init(opts.windowBits || binding$2.Z_DEFAULT_WINDOWBITS,\n level,\n opts.memLevel || binding$2.Z_DEFAULT_MEMLEVEL,\n strategy,\n opts.dictionary);\n\n this._buffer = new Buffer(this._chunkSize);\n this._offset = 0;\n this._closed = false;\n this._level = level;\n this._strategy = strategy;\n\n this.once('end', this.close);\n}\n\ninherits$1(Zlib$1, Transform);\n\nZlib$1.prototype.params = function(level, strategy, callback) {\n if (level < binding$2.Z_MIN_LEVEL ||\n level > binding$2.Z_MAX_LEVEL) {\n throw new RangeError('Invalid compression level: ' + level);\n }\n if (strategy != binding$2.Z_FILTERED &&\n strategy != binding$2.Z_HUFFMAN_ONLY &&\n strategy != binding$2.Z_RLE &&\n strategy != binding$2.Z_FIXED &&\n strategy != binding$2.Z_DEFAULT_STRATEGY) {\n throw new TypeError('Invalid strategy: ' + strategy);\n }\n\n if (this._level !== level || this._strategy !== strategy) {\n var self = this;\n this.flush(binding$2.Z_SYNC_FLUSH, function() {\n self._binding.params(level, strategy);\n if (!self._hadError) {\n self._level = level;\n self._strategy = strategy;\n if (callback) callback();\n }\n });\n } else {\n browser$1$1.nextTick(callback);\n }\n};\n\nZlib$1.prototype.reset = function() {\n return this._binding.reset();\n};\n\n// This is the _flush function called by the transform class,\n// internally, when the last chunk has been written.\nZlib$1.prototype._flush = function(callback) {\n this._transform(new Buffer(0), '', callback);\n};\n\nZlib$1.prototype.flush = function(kind, callback) {\n var ws = this._writableState;\n\n if (typeof kind === 'function' || (kind === void 0 && !callback)) {\n callback = kind;\n kind = binding$2.Z_FULL_FLUSH;\n }\n\n if (ws.ended) {\n if (callback)\n browser$1$1.nextTick(callback);\n } else if (ws.ending) {\n if (callback)\n this.once('end', callback);\n } else if (ws.needDrain) {\n var self = this;\n this.once('drain', function() {\n self.flush(callback);\n });\n } else {\n this._flushFlag = kind;\n this.write(new Buffer(0), '', callback);\n }\n};\n\nZlib$1.prototype.close = function(callback) {\n if (callback)\n browser$1$1.nextTick(callback);\n\n if (this._closed)\n return;\n\n this._closed = true;\n\n this._binding.close();\n\n var self = this;\n browser$1$1.nextTick(function() {\n self.emit('close');\n });\n};\n\nZlib$1.prototype._transform = function(chunk, encoding, cb) {\n var flushFlag;\n var ws = this._writableState;\n var ending = ws.ending || ws.ended;\n var last = ending && (!chunk || ws.length === chunk.length);\n\n if (!chunk === null && !Buffer.isBuffer(chunk))\n return cb(new Error('invalid input'));\n\n // If it's the last chunk, or a final flush, we use the Z_FINISH flush flag.\n // If it's explicitly flushing at some other time, then we use\n // Z_FULL_FLUSH. Otherwise, use Z_NO_FLUSH for maximum compression\n // goodness.\n if (last)\n flushFlag = binding$2.Z_FINISH;\n else {\n flushFlag = this._flushFlag;\n // once we've flushed the last of the queue, stop flushing and\n // go back to the normal behavior.\n if (chunk.length >= ws.length) {\n this._flushFlag = this._opts.flush || binding$2.Z_NO_FLUSH;\n }\n }\n\n this._processChunk(chunk, flushFlag, cb);\n};\n\nZlib$1.prototype._processChunk = function(chunk, flushFlag, cb) {\n var availInBefore = chunk && chunk.length;\n var availOutBefore = this._chunkSize - this._offset;\n var inOff = 0;\n\n var self = this;\n\n var async = typeof cb === 'function';\n\n if (!async) {\n var buffers = [];\n var nread = 0;\n\n var error;\n this.on('error', function(er) {\n error = er;\n });\n\n do {\n var res = this._binding.writeSync(flushFlag,\n chunk, // in\n inOff, // in_off\n availInBefore, // in_len\n this._buffer, // out\n this._offset, //out_off\n availOutBefore); // out_len\n } while (!this._hadError && callback(res[0], res[1]));\n\n if (this._hadError) {\n throw error;\n }\n\n var buf = Buffer.concat(buffers, nread);\n this.close();\n\n return buf;\n }\n\n var req = this._binding.write(flushFlag,\n chunk, // in\n inOff, // in_off\n availInBefore, // in_len\n this._buffer, // out\n this._offset, //out_off\n availOutBefore); // out_len\n\n req.buffer = chunk;\n req.callback = callback;\n\n function callback(availInAfter, availOutAfter) {\n if (self._hadError)\n return;\n\n var have = availOutBefore - availOutAfter;\n assert(have >= 0, 'have should not go down');\n\n if (have > 0) {\n var out = self._buffer.slice(self._offset, self._offset + have);\n self._offset += have;\n // serve some output to the consumer.\n if (async) {\n self.push(out);\n } else {\n buffers.push(out);\n nread += out.length;\n }\n }\n\n // exhausted the output buffer, or used all the input create a new one.\n if (availOutAfter === 0 || self._offset >= self._chunkSize) {\n availOutBefore = self._chunkSize;\n self._offset = 0;\n self._buffer = new Buffer(self._chunkSize);\n }\n\n if (availOutAfter === 0) {\n // Not actually done. Need to reprocess.\n // Also, update the availInBefore to the availInAfter value,\n // so that if we have to hit it a third (fourth, etc.) time,\n // it'll have the correct byte counts.\n inOff += (availInBefore - availInAfter);\n availInBefore = availInAfter;\n\n if (!async)\n return true;\n\n var newReq = self._binding.write(flushFlag,\n chunk,\n inOff,\n availInBefore,\n self._buffer,\n self._offset,\n self._chunkSize);\n newReq.callback = callback; // this same function\n newReq.buffer = chunk;\n return;\n }\n\n if (!async)\n return false;\n\n // finished with the chunk.\n cb();\n }\n};\n\ninherits$1(Deflate, Zlib$1);\ninherits$1(Inflate, Zlib$1);\ninherits$1(Gzip, Zlib$1);\ninherits$1(Gunzip, Zlib$1);\ninherits$1(DeflateRaw, Zlib$1);\ninherits$1(InflateRaw, Zlib$1);\ninherits$1(Unzip, Zlib$1);\nvar _polyfillNode_zlib = {\n codes: codes,\n createDeflate: createDeflate,\n createInflate: createInflate,\n createDeflateRaw: createDeflateRaw,\n createInflateRaw: createInflateRaw,\n createGzip: createGzip,\n createGunzip: createGunzip,\n createUnzip: createUnzip,\n deflate: deflate$1,\n deflateSync: deflateSync,\n gzip: gzip,\n gzipSync: gzipSync,\n deflateRaw: deflateRaw,\n deflateRawSync: deflateRawSync,\n unzip: unzip,\n unzipSync: unzipSync,\n inflate: inflate$1,\n inflateSync: inflateSync,\n gunzip: gunzip,\n gunzipSync: gunzipSync,\n inflateRaw: inflateRaw,\n inflateRawSync: inflateRawSync,\n Deflate: Deflate,\n Inflate: Inflate,\n Gzip: Gzip,\n Gunzip: Gunzip,\n DeflateRaw: DeflateRaw,\n InflateRaw: InflateRaw,\n Unzip: Unzip,\n Zlib: Zlib$1\n};\n\nvar _polyfillNode_zlib$1 = /*#__PURE__*/Object.freeze({\n __proto__: null,\n codes: codes,\n createDeflate: createDeflate,\n createInflate: createInflate,\n createDeflateRaw: createDeflateRaw,\n createInflateRaw: createInflateRaw,\n createGzip: createGzip,\n createGunzip: createGunzip,\n createUnzip: createUnzip,\n deflate: deflate$1,\n deflateSync: deflateSync,\n gzip: gzip,\n gzipSync: gzipSync,\n deflateRaw: deflateRaw,\n deflateRawSync: deflateRawSync,\n unzip: unzip,\n unzipSync: unzipSync,\n inflate: inflate$1,\n inflateSync: inflateSync,\n gunzip: gunzip,\n gunzipSync: gunzipSync,\n inflateRaw: inflateRaw,\n inflateRawSync: inflateRawSync,\n Deflate: Deflate,\n Inflate: Inflate,\n Gzip: Gzip,\n Gunzip: Gunzip,\n DeflateRaw: DeflateRaw,\n InflateRaw: InflateRaw,\n Unzip: Unzip,\n Zlib: Zlib$1,\n 'default': _polyfillNode_zlib\n});\n\nvar crc32$1 = createCommonjsModule(function (module, exports) {\n(function (factory) {\n\t/*jshint ignore:start */\n\tif(typeof DO_NOT_EXPORT_CRC === 'undefined') {\n\t\t{\n\t\t\tfactory(exports);\n\t\t}\n\t} else {\n\t\tfactory({});\n\t}\n\t/*jshint ignore:end */\n}(function(CRC32) {\nCRC32.version = '1.0.2';\n/* see perf/crc32table.js */\n/*global Int32Array */\nfunction signed_crc_table() {\n\tvar c = 0, table = new Array(256);\n\n\tfor(var n =0; n != 256; ++n){\n\t\tc = n;\n\t\tc = ((c&1) ? (-306674912 ^ (c >>> 1)) : (c >>> 1));\n\t\tc = ((c&1) ? (-306674912 ^ (c >>> 1)) : (c >>> 1));\n\t\tc = ((c&1) ? (-306674912 ^ (c >>> 1)) : (c >>> 1));\n\t\tc = ((c&1) ? (-306674912 ^ (c >>> 1)) : (c >>> 1));\n\t\tc = ((c&1) ? (-306674912 ^ (c >>> 1)) : (c >>> 1));\n\t\tc = ((c&1) ? (-306674912 ^ (c >>> 1)) : (c >>> 1));\n\t\tc = ((c&1) ? (-306674912 ^ (c >>> 1)) : (c >>> 1));\n\t\tc = ((c&1) ? (-306674912 ^ (c >>> 1)) : (c >>> 1));\n\t\ttable[n] = c;\n\t}\n\n\treturn typeof Int32Array !== 'undefined' ? new Int32Array(table) : table;\n}\n\nvar T = signed_crc_table();\nfunction crc32_bstr(bstr, seed) {\n\tvar C = seed ^ -1, L = bstr.length - 1;\n\tfor(var i = 0; i < L;) {\n\t\tC = (C>>>8) ^ T[(C^bstr.charCodeAt(i++))&0xFF];\n\t\tC = (C>>>8) ^ T[(C^bstr.charCodeAt(i++))&0xFF];\n\t}\n\tif(i === L) C = (C>>>8) ^ T[(C ^ bstr.charCodeAt(i))&0xFF];\n\treturn C ^ -1;\n}\n\nfunction crc32_buf(buf, seed) {\n\tif(buf.length > 10000) return crc32_buf_8(buf, seed);\n\tvar C = seed ^ -1, L = buf.length - 3;\n\tfor(var i = 0; i < L;) {\n\t\tC = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\t\tC = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\t\tC = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\t\tC = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\t}\n\twhile(i < L+3) C = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\treturn C ^ -1;\n}\n\nfunction crc32_buf_8(buf, seed) {\n\tvar C = seed ^ -1, L = buf.length - 7;\n\tfor(var i = 0; i < L;) {\n\t\tC = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\t\tC = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\t\tC = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\t\tC = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\t\tC = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\t\tC = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\t\tC = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\t\tC = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\t}\n\twhile(i < L+7) C = (C>>>8) ^ T[(C^buf[i++])&0xFF];\n\treturn C ^ -1;\n}\n\nfunction crc32_str(str, seed) {\n\tvar C = seed ^ -1;\n\tfor(var i = 0, L=str.length, c, d; i < L;) {\n\t\tc = str.charCodeAt(i++);\n\t\tif(c < 0x80) {\n\t\t\tC = (C>>>8) ^ T[(C ^ c)&0xFF];\n\t\t} else if(c < 0x800) {\n\t\t\tC = (C>>>8) ^ T[(C ^ (192|((c>>6)&31)))&0xFF];\n\t\t\tC = (C>>>8) ^ T[(C ^ (128|(c&63)))&0xFF];\n\t\t} else if(c >= 0xD800 && c < 0xE000) {\n\t\t\tc = (c&1023)+64; d = str.charCodeAt(i++)&1023;\n\t\t\tC = (C>>>8) ^ T[(C ^ (240|((c>>8)&7)))&0xFF];\n\t\t\tC = (C>>>8) ^ T[(C ^ (128|((c>>2)&63)))&0xFF];\n\t\t\tC = (C>>>8) ^ T[(C ^ (128|((d>>6)&15)|((c&3)<<4)))&0xFF];\n\t\t\tC = (C>>>8) ^ T[(C ^ (128|(d&63)))&0xFF];\n\t\t} else {\n\t\t\tC = (C>>>8) ^ T[(C ^ (224|((c>>12)&15)))&0xFF];\n\t\t\tC = (C>>>8) ^ T[(C ^ (128|((c>>6)&63)))&0xFF];\n\t\t\tC = (C>>>8) ^ T[(C ^ (128|(c&63)))&0xFF];\n\t\t}\n\t}\n\treturn C ^ -1;\n}\nCRC32.table = T;\nCRC32.bstr = crc32_bstr;\nCRC32.buf = crc32_buf;\nCRC32.str = crc32_str;\n}));\n});\n\nvar zlib = /*@__PURE__*/getDefaultExportFromNamespaceIfNotNamed(_polyfillNode_zlib$1);\n\n// canvas-plus - Image Transformation Engine\n// PNG Output Format Mixin\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\n\n\n\n// PNG file format chunk type ids\nvar chunkTypes = {\n\tTYPE_IHDR: 0x49484452,\n\tTYPE_IEND: 0x49454e44,\n\tTYPE_IDAT: 0x49444154,\n\tTYPE_PLTE: 0x504c5445,\n\tTYPE_tRNS: 0x74524e53,\n\tTYPE_gAMA: 0x67414d41\n};\n\nvar packChunk = function(type, data) {\n\t// pack one chunk of PNG data (len, type, data, CRC32 checksum)\n\t// returns new buffer\n\tvar len = (data ? data.length : 0),\n\tbuf = Buffer.alloc(len + 12);\n\t\n\tbuf.writeUInt32BE(len, 0);\n\tbuf.writeUInt32BE(type, 4);\n\t\n\tif (data) data.copy(buf, 8);\n\t\n\tbuf.writeInt32BE( crc32$1.buf(buf.slice(4, buf.length - 4)), buf.length - 4 );\n\t\n\treturn buf;\n};\n\nvar png = _class.create({\n\t\n\toutput_png: function(callback) {\n\t\t// output image in PNG format to buffer\n\t\t// support both RGBA and indexed\n\t\tvar self = this;\n\t\tvar mode = this.get('mode');\n\t\tvar width = this.get('width');\n\t\tvar height = this.get('height');\n\t\tvar buf;\n\t\t\n\t\tif (mode == 'image') {\n\t\t\t// if we're still in image mode convert to canvas\n\t\t\tif (this.render().isError) return callback( this.getLastError() );\n\t\t\tmode = this.get('mode');\n\t\t}\n\t\t\n\t\t// we need either a canvas or indexed pixels to continue\n\t\tif (!this.canvas && !this.pixels) {\n\t\t\treturn this.doError('png', \"No image to compress\", callback);\n\t\t}\n\t\t\n\t\tif (mode == 'rgba') {\n\t\t\t// simple rgba to png, use node-canvas\n\t\t\tif (this.get('useDataURLs')) {\n\t\t\t\tthis.logDebug(6, \"Compressing into 32-bit PNG format (using browser)\" );\n\t\t\t\t\n\t\t\t\tvar buf = Buffer.from( this.canvas.toDataURL('image/png').split(',')[1], 'base64' );\n\t\t\t\tthis.logDebug(6, \"PNG compression complete\");\n\t\t\t\treturn callback(false, buf);\n\t\t\t}\n\t\t\telse if (this.canvas.toBlob) {\n\t\t\t\t// use standard HTML5 API\n\t\t\t\tthis.logDebug(6, \"Compressing into 32-bit PNG (using browser)\" );\n\t\t\t\t\n\t\t\t\tthis.canvas.toBlob( \n\t\t\t\t\tfunction(blob) {\n\t\t\t\t\t\t// got Blob, now convert to Buffer\n\t\t\t\t\t\tblobToBuffer(blob, function (err, buf) {\n\t\t\t\t\t\t\tif (err) return self.doError('png', \"PNG Encode Error: \" + err, callback);\n\t\t\t\t\t\t\tself.logDebug(6, \"PNG compression complete\");\n\t\t\t\t\t\t\tcallback(null, buf);\n\t\t\t\t\t\t});\n\t\t\t\t\t},\n\t\t\t\t\t'image/png'\n\t\t\t\t);\n\t\t\t}\n\t\t\telse {\n\t\t\t\t// use node-canvas API\n\t\t\t\tvar opts = { compressionLevel: this.get('compressionLevel'), filters: this.get('pngFilter') };\n\t\t\t\tthis.logDebug(6, \"Compressing into 32-bit PNG\", opts );\n\t\t\t\t\n\t\t\t\topts.filters = this.canvas[this.get('pngFilter')];\n\t\t\t\tbuf = this.canvas.toBuffer('image/png', opts );\n\t\t\t\t\n\t\t\t\tthis.logDebug(6, \"PNG compression complete\");\n\t\t\t\treturn callback(false, buf);\n\t\t\t}\n\t\t}\n\t\telse if (mode == 'indexed') {\n\t\t\t// not-so-simple indexed bitmap to PNG, gotta do it ourselves\n\t\t\tvar iq_colors = this.palette;\n\t\t\tvar iq_pixels = this.pixels;\n\t\t\t\n\t\t\tthis.logDebug(6, \"Compressing into 8-bit PNG\", { compression: this.get('compressionLevel') } );\n\t\t\t\n\t\t\t// first, build PNG palette structure\n\t\t\tvar palette_offset = 0;\n\t\t\tvar palette_data = new Uint8Array( iq_colors.length * 3 );\n\t\t\tvar alpha_data = new Uint8Array( iq_colors.length );\n\t\t\tvar iq_color = null;\n\t\t\t\n\t\t\tfor (var idx = 0, len = iq_colors.length; idx < len; idx++) {\n\t\t\t\tiq_color = iq_colors[idx];\n\t\t\t\tpalette_data[ (palette_offset * 3) + 0 ] = iq_color.r;\n\t\t\t\tpalette_data[ (palette_offset * 3) + 1 ] = iq_color.g;\n\t\t\t\tpalette_data[ (palette_offset * 3) + 2 ] = iq_color.b;\n\t\t\t\talpha_data[ palette_offset ] = iq_color.a;\n\t\t\t\tpalette_offset++;\n\t\t\t}\n\t\t\t\n\t\t\t// next, build PNG pixel array (different than raw pixel array, has extra byte per row)\n\t\t\tvar src_offset = 0;\n\t\t\tvar pixel_offset = 0;\n\t\t\tvar pixel_data = new Uint8Array( (width * height) + height ); // added extra 'height' for stupid filter bytes on each row\n\t\t\t\n\t\t\tfor (var y = 0, ymax = height; y < ymax; y++) {\n\t\t\t\t// foreach row\n\t\t\t\tpixel_data[ pixel_offset++ ] = 0; // add filter byte\n\t\t\t\t\n\t\t\t\tfor (var x = 0, xmax = width; x < xmax; x++) {\n\t\t\t\t\t// for each pixel\n\t\t\t\t\tpixel_data[ pixel_offset++ ] = iq_pixels[ src_offset++ ];\n\t\t\t\t} // x loop\n\t\t\t} // y loop\n\t\t\t\n\t\t\t// start building png file structure\n\t\t\tvar chunks = [];\n\t\t\t\n\t\t\t// file signature (PNG magic number)\n\t\t\tchunks.push( Buffer.from([137, 80, 78, 71, 13, 10, 26, 10]) );\n\t\t\t\n\t\t\t// IHDR header chunk\n\t\t\tbuf = Buffer.alloc(13);\n\t\t\t\n\t\t\t\tbuf.writeUInt32BE(width, 0);\n\t\t\t\tbuf.writeUInt32BE(height, 4);\n\t\t\t\t\n\t\t\t\tbuf[8] = 8; // 8-bit depth\n\t\t\t\tbuf[9] = 3; // indexed colorType\n\t\t\t\tbuf[10] = 0; // gzip compression (yes, 0 = gzip)\n\t\t\t\tbuf[11] = 0; // no filter (useless for indexed palette images)\n\t\t\t\tbuf[12] = 0; // no interlace\n\t\t\t\n\t\t\tchunks.push( packChunk(chunkTypes.TYPE_IHDR, buf) );\n\t\t\t\n\t\t\t// PLTE palette chunk\n\t\t\tchunks.push( packChunk(chunkTypes.TYPE_PLTE, Buffer.from(palette_data.buffer) ) );\n\t\t\t\n\t\t\t// tRNS alpha chunk (only if alpha)\n\t\t\tif (this.get('alpha')) {\n\t\t\t\tchunks.push( packChunk(chunkTypes.TYPE_tRNS, Buffer.from(alpha_data.buffer) ) );\n\t\t\t}\n\t\t\t\n\t\t\t// IDAT data chunk\n\t\t\tchunks.push( packChunk(chunkTypes.TYPE_IDAT, zlib.deflateSync( Buffer.from(pixel_data.buffer), {\n\t\t\t\tlevel: this.get('compressionLevel'),\n\t\t\t\tmemLevel: 9,\n\t\t\t\tstrategy: zlib.constants ? zlib.constants.Z_RLE : zlib.Z_RLE\n\t\t\t\t// From zlib.net: Z_RLE is designed to be almost as fast as Z_HUFFMAN_ONLY, but give better compression for PNG image data.\n\t\t\t} )) );\n\t\t\t\n\t\t\t// IEND end chunk\n\t\t\tchunks.push( packChunk(chunkTypes.TYPE_IEND, null) );\n\t\t\t\n\t\t\t// concat chunks into single buffer\n\t\t\tvar pngBuffer = Buffer.concat(chunks);\n\t\t\t\n\t\t\t// and we're done!\n\t\t\tthis.logDebug(6, \"PNG compression complete\");\n\t\t\tcallback( false, pngBuffer );\n\t\t\t\n\t\t} // indexed\n\t\telse {\n\t\t\treturn this.doError('png', \"Invalid image mode: \" + mode, callback);\n\t\t}\n\t}\n\t\n});\n\nvar main = createCommonjsModule(function (module) {\n// canvas-plus - Image Transformation Engine\n// Built using node-canvas and image-q\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n\n\n\nvar ChainBreaker = {\n\t// returned on error, silently breaks call chains\n\t// will be augmented with noop functions for all class methods\n\tisError: true\n};\n\n// Polyfill for Math.clamp\nif (!Math.clamp) Math.clamp = function(val, min, max) {\n\treturn Math.max(min, Math.min(max, val));\n};\n\nvar CanvasPlus = module.exports = _class.create({\n\t\n\t__name: 'CanvasPlus',\n\t\n\t__mixins: [ \n\t\tcreate$1,\n\t\tfont,\n\t\tload,\n\t\twrite,\n\t\t\n\t\tdraw,\n\t\tadjust,\n\t\tborder,\n\t\tcomposite,\n\t\tconvolve,\n\t\tcrop,\n\t\tcurves,\n\t\texpand,\n\t\tflatten,\n\t\thash,\n\t\thistogram,\n\t\topacity,\n\t\tquantize,\n\t\tresize,\n\t\ttext,\n\t\ttransform,\n\t\ttrim,\n\t\t\n\t\tgif,\n\t\tjpeg,\n\t\tpng\n\t],\n\t\n\t// version: require( __dirname + '/package.json' ).version,\n\t\n\timage: null,\n\tcanvas: null,\n\tcontext: null,\n\tpixels: null,\n\tpalette: null,\n\tperf: null,\n\tsettings: null,\n\texif: null,\n\tlastError: null,\n\tlogger: null,\n\t\n\tdefaultSettings: {\n\t\tdebug: false,\n\t\tthrow: false,\n\t\tmode: '', // image, rgba, indexed\n\t\tformat: '', // jpeg, png, gif\n\t\tbackground: '', // css color spec\n\t\twidth: 0,\n\t\theight: 0,\n\t\tmaxArea: 0,\n\t\topacity: 1,\n\t\treadEXIF: true,\n\t\tautoOrient: true,\n\t\talpha: true, // for png, gif\n\t\tquality: 75, // for jpeg only\n\t\tprogressive: false, // for jpeg only\n\t\tchromaSubsampling: true, // for jpeg only\n\t\t\n\t\t// Resize settings:\n\t\tresizeMode: 'fit',\n\t\tresizeDirection: 'both',\n\t\tgravity: 'center',\n\t\t\n\t\t// Text settings:\n\t\tfont: '',\n\t\tfontStyle: 'normal', // browser only\n\t\tfontWeight: 'normal', // browser only\n\t\ttextSize: 12,\n\t\ttextColor: 'black',\n\t\tkerning: 0,\n\t\tlineSpacing: 0,\n\t\toutlineThickness: 2,\n\t\toutlineStyle: 'round',\n\t\t\n\t\t// Quantization settings:\n\t\tcolors: 256,\n\t\tdither: false,\n\t\tditherType: 'FloydSteinberg', // Stucki, Atkinson, Jarvis, Burkes, Sierra\n\t\tquantizer: 'RGBQuant', // NeuQuant, NeuQuantFloat, WuQuant\n\t\t\n\t\t// PNG compression settings:\n\t\tcompressionLevel: 6,\n\t\tpngFilter: 'PNG_ALL_FILTERS', // PNG_FILTER_NONE, _SUB, _UP, _AVG, _PAETH\n\t\t\n\t\t// Canvas specific settings:\n\t\tglobalCompositeOperation: 'source-over',\n\t\timageSmoothingEnabled: true,\n\t\timageSmoothingQuality: 'high',\n\t\tglobalAlpha: 1.0\n\t},\n\t\n\tcanvasSettingsKeys: {\n\t\tglobalCompositeOperation: 1,\n\t\timageSmoothingEnabled: 1,\n\t\timageSmoothingQuality: 1,\n\t\tglobalAlpha: 1\n\t},\n\t\n\t__construct: function() {\n\t\t// class constructor\n\t\tthis.perf = new perf();\n\t\tthis.reset();\n\t\t\n\t\tif (arguments.length == 1) {\n\t\t\t// buffer or filename\n\t\t\tthis.load( arguments[0] );\n\t\t}\n\t\telse if (arguments.length >= 2) {\n\t\t\t// new canvas, width x height (+ color)\n\t\t\tthis.create({\n\t\t\t\twidth: arguments[0],\n\t\t\t\theight: arguments[1],\n\t\t\t\tbackground: arguments[2] || '' \n\t\t\t});\n\t\t}\n\t},\n\t\n\tset: function() {\n\t\t// change canvas option(s)\n\t\tvar key;\n\t\tif (arguments.length == 1) {\n\t\t\tvar obj = arguments[0];\n\t\t\tfor (key in obj) this.set(key, obj[key]);\n\t\t}\n\t\telse {\n\t\t\tkey = arguments[0];\n\t\t\tvar value = arguments[1];\n\t\t\tthis.settings[key] = value;\n\t\t\tthis.logDebug(9, \"Setting property: \" + key + \": \" + value);\n\t\t\t\n\t\t\t// pass along to active canvas if we have one\n\t\t\tif (this.canvasSettingsKeys[key] && this.context) {\n\t\t\t\tthis.context[key] = value;\n\t\t\t}\n\t\t}\n\t\t\n\t\treturn this;\n\t},\n\t\n\tget: function(key) {\n\t\t// get named settings key\n\t\treturn this.settings[key];\n\t},\n\t\n\tgetLastError: function() { \n\t\t// return last error\n\t\treturn this.lastError; \n\t},\n\t\n\tclearLastError: function() { \n\t\t// clear last error\n\t\tthis.lastError = null;\n\t},\n\t\n\tgetPerf: function() {\n\t\t// get raw pixl-perf object\n\t\treturn this.perf;\n\t},\n\t\n\tgetMetrics: function() {\n\t\t// get perf metrics\n\t\treturn this.perf.metrics();\n\t},\n\t\n\tgetDimensions: function() {\n\t\t// get width/height in object\n\t\treturn {\n\t\t\twidth: this.get('width'),\n\t\t\theight: this.get('height')\n\t\t};\n\t},\n\t\n\tgetBounds: function() {\n\t\t// get rectangle containing full canvas\n\t\treturn {\n\t\t\tx: 0, \n\t\t\ty: 0, \n\t\t\twidth: this.get('width'), \n\t\t\theight: this.get('height') \n\t\t};\n\t},\n\t\n\tgetEXIF: function() {\n\t\t// get EXIF data, if available\n\t\treturn this.exif;\n\t},\n\t\n\tgetCanvas: function() {\n\t\t// get reference to canvas object\n\t\tif (!this.requireRGBA()) return null;\n\t\treturn this.canvas;\n\t},\n\t\n\tgetContext: function() {\n\t\t// get reference to canvas 2d context\n\t\tif (!this.requireRGBA()) return null;\n\t\treturn this.context;\n\t},\n\t\n\tgetPixels: function() {\n\t\t// get typed array to raw pixels, in rgba or indexed modes\n\t\tif (this.get('mode') == 'image') {\n\t\t\tif (!this.render()) return null;\n\t\t}\n\t\t\n\t\tvar pixels = null;\n\t\tswitch (this.get('mode')) {\n\t\t\tcase 'rgba':\n\t\t\t\tvar imgData = this.context.getImageData(0, 0, this.get('width'), this.get('height'));\n\t\t\t\tpixels = imgData.data;\n\t\t\tbreak;\n\t\t\t\n\t\t\tcase 'indexed':\n\t\t\t\tpixels = this.pixels;\n\t\t\tbreak;\n\t\t}\n\t\t\n\t\treturn pixels;\n\t},\n\t\n\tgetPalette: function() {\n\t\t// get reference to color palette, only applicable in indexed mode\n\t\treturn this.palette;\n\t},\n\t\n\twidth: function() { return this.settings.width; },\n\theight: function() { return this.settings.height; },\n\t\n\tisValidRect: function(rect) {\n\t\t// validate rectangle\n\t\tif (!(\"x\" in rect) || !(\"y\" in rect) || !(\"width\" in rect) || !(\"height\" in rect)) return false;\n\t\tif ((typeof(rect.x) != 'number') || (typeof(rect.y) != 'number')) return false;\n\t\tif ((typeof(rect.width) != 'number') || (typeof(rect.width) != 'number')) return false;\n\t\tif ((rect.x != Math.floor(rect.x)) || (rect.y != Math.floor(rect.y))) return false;\n\t\tif ((rect.width != Math.floor(rect.width)) || (rect.height != Math.floor(rect.height))) return false;\n\t\tif ((rect.x < 0) || (rect.x >= this.width())) return false;\n\t\tif ((rect.y < 0) || (rect.y >= this.height())) return false;\n\t\tif ((rect.width < 1) || (rect.height < 1)) return false;\n\t\tif ((rect.width > this.width()) || (rect.height > this.height())) return false;\n\t\treturn true;\n\t},\n\t\n\tparseColor: function(str) {\n\t\t// parse rgb(), rgba() or #hex\n\t\tstr = ('' + str).toLowerCase();\n\t\tvar color = null;\n\t\t\n\t\tif (str.match(/^\\#?([0-9a-f]{8})$/)) {\n\t\t\tvar hex = RegExp.$1;\n\t\t\tcolor = {\n\t\t\t\tr: parseInt(hex.substring(0, 2), 16),\n\t\t\t\tg: parseInt(hex.substring(2, 4), 16),\n\t\t\t\tb: parseInt(hex.substring(4, 6), 16),\n\t\t\t\ta: parseInt(hex.substring(6, 8), 16),\n\t\t\t};\n\t\t}\n\t\telse if (str.match(/^\\#?([0-9a-f]{6})$/)) {\n\t\t\tvar hex = RegExp.$1;\n\t\t\tcolor = {\n\t\t\t\tr: parseInt(hex.substring(0, 2), 16),\n\t\t\t\tg: parseInt(hex.substring(2, 4), 16),\n\t\t\t\tb: parseInt(hex.substring(4, 6), 16),\n\t\t\t\ta: 255\n\t\t\t};\n\t\t}\n\t\telse if (str.match(/^\\#?([0-9a-f]{3})$/)) {\n\t\t\tvar hex = RegExp.$1;\n\t\t\tcolor = {\n\t\t\t\tr: parseInt(hex.substring(0, 1) + hex.substring(0, 1), 16),\n\t\t\t\tg: parseInt(hex.substring(1, 2) + hex.substring(1, 2), 16),\n\t\t\t\tb: parseInt(hex.substring(2, 3) + hex.substring(2, 3), 16),\n\t\t\t\ta: 255\n\t\t\t};\n\t\t}\n\t\telse if (str.match(/^rgba\\(([\\d\\,\\.\\s]+)\\)$/)) {\n\t\t\tvar csv = RegExp.$1;\n\t\t\tvar parts = csv.split(/\\,\\s*/);\n\t\t\tcolor = {\n\t\t\t\tr: Math.min(255, parseInt( parts[0] || 0 )),\n\t\t\t\tg: Math.min(255, parseInt( parts[1] || 0 )),\n\t\t\t\tb: Math.min(255, parseInt( parts[2] || 0 )),\n\t\t\t\ta: Math.min(255, Math.floor( parseFloat( parts[3] || 0 ) * 255 ))\n\t\t\t};\n\t\t}\n\t\telse if (str.match(/^rgb\\(([\\d\\,\\.\\s]+)\\)$/)) {\n\t\t\tvar csv = RegExp.$1;\n\t\t\tvar parts = csv.split(/\\,\\s*/);\n\t\t\tcolor = {\n\t\t\t\tr: Math.min(255, parseInt( parts[0] || 0 )),\n\t\t\t\tg: Math.min(255, parseInt( parts[1] || 0 )),\n\t\t\t\tb: Math.min(255, parseInt( parts[2] || 0 )),\n\t\t\t\ta: 255\n\t\t\t};\n\t\t}\n\t\telse {\n\t\t\treturn null;\n\t\t}\n\t\t\n\t\treturn color;\n\t},\n\t\n\tattachLogAgent: function(logger) {\n\t\t// add pixl-logger instance\n\t\tthis.logger = logger;\n\t},\n\t\n\timportImage: function(img) {\n\t\t// import image object (must be already loaded)\n\t\tif (img && img.width && img.height) {\n\t\t\tthis.image = img;\n\t\t\t\n\t\t\tthis.set('mode', 'image');\n\t\t\tthis.set('width', img.width);\n\t\t\tthis.set('height', img.height);\n\t\t\t\n\t\t\tthis.canvas = null;\n\t\t\tthis.context = null;\n\t\t\tthis.pixels = null;\n\t\t\tthis.palette = null;\n\t\t\tthis.exif = null;\n\t\t}\n\t\telse {\n\t\t\tthis.doError('import', \"Cannot import image: It is not loaded\");\n\t\t}\n\t},\n\t\n\timportCanvas: function(canvas) {\n\t\t// import existing canvas\n\t\tthis.canvas = canvas;\n\t\tthis.context = canvas.getContext('2d');\n\t\t\n\t\tthis.set('mode', 'rgba');\n\t\tthis.set('width', canvas.width);\n\t\tthis.set('height', canvas.height);\n\t\t\n\t\t// apply settings\n\t\tfor (var key in this.canvasSettingsKeys) {\n\t\t\tthis.context[key] = this.settings[key];\n\t\t}\n\t\t\n\t\tif (!this.get('origWidth')) {\n\t\t\tthis.set('origWidth', this.get('width'));\n\t\t\tthis.set('origHeight', this.get('height'));\n\t\t}\n\t\t\n\t\tthis.image = null;\n\t\tthis.pixels = null;\n\t\tthis.palette = null;\n\t\tthis.exif = null;\n\t},\n\t\n\tapplySettings: function(opts) {\n\t\t// merge settings in with opts\n\t\tif (!opts) opts = {};\n\t\tfor (var key in this.settings) {\n\t\t\tif (!(key in opts)) opts[key] = this.settings[key];\n\t\t}\n\t\treturn opts;\n\t},\n\t\n\tcopyHash: function(hash, deep) {\n\t\t// copy hash to new one, with optional deep mode (uses JSON)\n\t\tif (deep) {\n\t\t\t// deep copy\n\t\t\treturn JSON.parse( JSON.stringify(hash) );\n\t\t}\n\t\telse {\n\t\t\t// shallow copy\n\t\t\tvar output = {};\n\t\t\tfor (var key in hash) {\n\t\t\t\toutput[key] = hash[key];\n\t\t\t}\n\t\t\treturn output;\n\t\t}\n\t},\n\t\n\tapplyAntialias: function(antialias) {\n\t\t// apply antialias setting to Context2D, and map HTML5 image smoothing as well\n\t\tvar ctx = this.context;\n\t\tantialias = antialias.toLowerCase();\n\t\t\n\t\tctx.quality = antialias;\n\t\tctx.patternQuality = antialias;\n\t\t\n\t\tswitch (antialias) {\n\t\t\tcase 'fast':\n\t\t\t\tctx.imageSmoothingEnabled = true;\n\t\t\t\tctx.imageSmoothingQuality = 'low';\n\t\t\t\tctx.antialias = 'subpixel';\n\t\t\tbreak;\n\t\t\t\n\t\t\tcase 'good':\n\t\t\t\tctx.imageSmoothingEnabled = true;\n\t\t\t\tctx.imageSmoothingQuality = 'medium';\n\t\t\t\tctx.antialias = 'subpixel';\n\t\t\tbreak;\n\t\t\t\n\t\t\tcase 'best':\n\t\t\tcase 'bilinear':\n\t\t\t\tctx.imageSmoothingEnabled = true;\n\t\t\t\tctx.imageSmoothingQuality = 'high';\n\t\t\t\tctx.antialias = 'subpixel';\n\t\t\tbreak;\n\t\t\t\n\t\t\tcase 'nearest':\n\t\t\t\tctx.imageSmoothingEnabled = false;\n\t\t\t\tctx.antialias = 'none';\n\t\t\tbreak;\n\t\t}\n\t},\n\t\n\treset: function() {\n\t\t// free up memory, start over\n\t\tthis.settings = Object.assign({}, this.defaultSettings);\n\t\t\n\t\tthis.lastError = null;\n\t\tthis.image = null;\n\t\tthis.canvas = null;\n\t\tthis.context = null;\n\t\tthis.pixels = null;\n\t\tthis.palette = null;\n\t\tthis.exif = null;\n\t\tthis.mode = '';\n\t\tthis.format = '';\n\t\t\n\t\tthis.perf.reset();\n\t\tthis.perf.begin();\n\t},\n\t\n\trender: function() {\n\t\t// render image onto canvas\n\t\tif (!this.image && !this.pixels) return this.doError('render', \"No image to render\");\n\t\t\n\t\t// optionally auto-orient image via EXIF\n\t\tvar auto_orient = false;\n\t\tif (this.get('autoOrient') && this.image && !this.canvas && this.exif && this.exif.Orientation && (this.exif.Orientation > 1)) {\n\t\t\tauto_orient = true;\n\t\t\tif (this.exif.Orientation >= 5) {\n\t\t\t\t// image is 90 or 270 degrees, need to swap width/height\n\t\t\t\tthis.logDebug(5, \"Swapping width/height for auto-orientation rotate\");\n\t\t\t\tvar temp = this.get('width');\n\t\t\t\tthis.set('width', this.get('height'));\n\t\t\t\tthis.set('height', temp);\n\t\t\t}\n\t\t}\n\t\t\n\t\t// create canvas if needed\n\t\tif (!this.canvas) {\n\t\t\tvar result = this.create();\n\t\t\tif (result.isError) return result;\n\t\t}\n\t\t\n\t\tthis.perf.begin('render');\n\t\t\n\t\tif (this.image) {\n\t\t\t// convert image to RGBA\n\t\t\tvar img = this.image;\n\t\t\tvar ctx = this.context;\n\t\t\t\n\t\t\tthis.logDebug(5, \"Rendering image onto canvas\", { width: img.width, height: img.height });\n\t\t\tctx.save();\n\t\t\t\n\t\t\tif (auto_orient) {\n\t\t\t\tthis.logDebug(5, \"Automatically orienting image from EXIF mode: \" + this.exif.Orientation, this.getDimensions());\n\t\t\t\tswitch (this.exif.Orientation) {\n\t\t\t\t\tcase 2: ctx.transform(-1, 0, 0, 1, img.width, 0); break;\n\t\t\t\t\tcase 3: ctx.transform(-1, 0, 0, -1, img.width, img.height); break;\n\t\t\t\t\tcase 4: ctx.transform(1, 0, 0, -1, 0, img.height); break;\n\t\t\t\t\tcase 5: ctx.transform(0, 1, 1, 0, 0, 0); break;\n\t\t\t\t\tcase 6: ctx.transform(0, 1, -1, 0, img.height , 0); break;\n\t\t\t\t\tcase 7: ctx.transform(0, -1, -1, 0, img.height, img.width); break;\n\t\t\t\t\tcase 8: ctx.transform(0, -1, 1, 0, 0, img.width); break;\n\t\t\t\t}\n\t\t\t} // auto_orient\n\t\t\t\n\t\t\tctx.drawImage( img, 0, 0 );\n\t\t\tctx.restore();\n\t\t\timg = this.image = null;\n\t\t}\n\t\telse {\n\t\t\t// render indexed image back to RGBA\n\t\t\tthis.logDebug(5, \"Converting indexed pixels back to RGBA\", this.getDimensions());\n\t\t\tvar iq_pixels = this.pixels;\n\t\t\tvar iq_colors = this.palette;\n\t\t\tvar imgData = this.context.createImageData( this.get('width'), this.get('height') );\n\t\t\tvar offset = 0;\n\t\t\t\n\t\t\tfor (var idx = 0, len = iq_pixels.length; idx < len; idx++) {\n\t\t\t\tvar iq_color = iq_colors[ iq_pixels[idx] ];\n\t\t\t\timgData.data[ offset + 0 ] = iq_color.r;\n\t\t\t\timgData.data[ offset + 1 ] = iq_color.g;\n\t\t\t\timgData.data[ offset + 2 ] = iq_color.b;\n\t\t\t\timgData.data[ offset + 3 ] = iq_color.a;\n\t\t\t\toffset += 4;\n\t\t\t}\n\t\t\t\n\t\t\tthis.context.putImageData( imgData, 0, 0 );\n\t\t\tthis.pixels = null;\n\t\t\tthis.palette = null;\n\t\t}\n\t\t\n\t\tthis.set('mode', 'rgba');\n\t\tthis.perf.end('render');\n\t\t\n\t\tthis.logDebug(6, \"Rendering complete\");\n\t\t\n\t\t// for chaining\n\t\treturn this;\n\t},\n\t\n\trequireRGBA: function() {\n\t\t// convert image into RGBA canvas if needed, either from Image source object, or from indexed back to RGBA\n\t\tif (this.get('mode') != 'rgba') return this.render();\n\t\telse return this;\n\t},\n\t\n\tclone: function() {\n\t\t// produce clone of ourself\n\t\tthis.clearLastError();\n\t\tthis.logDebug(5, \"Creating clone of self\");\n\t\t\n\t\tvar clone = new CanvasPlus();\n\t\tclone.set( this.settings );\n\t\t\n\t\tswitch (this.get('mode')) {\n\t\t\tcase 'image': \n\t\t\t\tclone.image = this.image; \n\t\t\tbreak;\n\t\t\t\n\t\t\tcase 'indexed':\n\t\t\t\tclone.pixels = new Uint8Array(this.pixels);\n\t\t\t\tclone.palette = JSON.parse( JSON.stringify(this.palette) );\n\t\t\tbreak;\n\t\t\t\n\t\t\tcase 'rgba':\n\t\t\t\tvar imgData = this.context.getImageData(0, 0, this.get('width'), this.get('height'));\n\t\t\t\tclone.create();\n\t\t\t\tclone.context.putImageData( imgData, 0, 0 );\n\t\t\tbreak;\n\t\t}\n\t\t\n\t\treturn clone;\n\t},\n\t\n\tdoError: function(code, msg, callback) {\n\t\t// generate error\n\t\tvar err = new Error( this.__name + \": \" + msg );\n\t\terr.code = code;\n\t\terr.component = this.__name;\n\t\t\n\t\t// this.emit('error', err);\n\t\tthis.lastError = err;\n\t\t\n\t\tif (this.logger) {\n\t\t\t// log to pixl-logger compatible agent\n\t\t\tif (this.logger.set) this.logger.set('component', this.__name);\n\t\t\tthis.logger.error( err.code, err.message );\n\t\t}\n\t\telse if (this.get('debug')) {\n\t\t\t// log to console\n\t\t\tconsole.error( '[ERROR][' + err.code + '] ' + err.message );\n\t\t}\n\t\t\n\t\tif (callback) callback(err);\n\t\telse if (this.get('throw')) throw err;\n\t\t\n\t\treturn ChainBreaker;\n\t},\n\t\n\tlogDebug: function(level, msg, data) {\n\t\t// proxy to logger\n\t\tif (this.logger) {\n\t\t\t// log to pixl-logger compatible agent\n\t\t\tif (this.logger.set) this.logger.set('component', this.__name);\n\t\t\tthis.logger.debug(level, msg, data);\n\t\t}\n\t\telse if (this.get('debug')) {\n\t\t\t// log to console\n\t\t\tconsole.log( '[DEBUG] ' + msg, data ? JSON.stringify(data) : '' );\n\t\t}\n\t}\n\t\n});\n\n// populate ChainBreaker object\nfor (var key in CanvasPlus.prototype) {\n\tif (typeof(CanvasPlus.prototype[key]) == 'function') {\n\t\tChainBreaker[key] = function() { return this; };\n\t}\n}\n});\n\n// canvas-plus - Image Transformation Engine\n// (HTML5/Browser Version)\n// Copyright (c) 2017 Joseph Huckaby\n// Released under the MIT License\n\n// To compile:\n//\t\tbrowserify browser.js > bundle.js\n\n// polyfill for canvas.toBlob\nif (!HTMLCanvasElement.prototype.toBlob) {\n\tObject.defineProperty(HTMLCanvasElement.prototype, 'toBlob', {\n\t\tvalue: function (callback, type, quality) {\n\t\t\tvar binStr = atob( this.toDataURL(type, quality).split(',')[1] ),\n\t\t\tlen = binStr.length,\n\t\t\tarr = new Uint8Array(len);\n\t\t\t\n\t\t\tfor (var i = 0; i < len; i++ ) {\n\t\t\t\tarr[i] = binStr.charCodeAt(i);\n\t\t\t}\n\t\t\t\n\t\t\tcallback( new Blob( [arr], {type: type || 'image/png'} ) );\n\t\t}\n\t});\n}\n\n// monkey-patch process.hrtime, as it isn't provided by browserify\n// (this is needed by pixl-perf)\nprocess.hrtime = browserProcessHrtime;\n\n// expose our node class polyfill\nvar Class = window.Class = _class;\n\n// load our library\nvar CanvasPlus = window.CanvasPlus = main;\n\n// make some browser-specific overrides\nCanvasPlus.prototype.browser = true;\nCanvasPlus.prototype.userAgent = navigator.userAgent;\n\n// Context2D.measureText() doesn't include height in the browser, so we must hack one in.\nvar font_height_cache = {};\n\nCanvasPlus.prototype.measureTextHeight = function(font_style) {\n\tif (font_height_cache[font_style]) return font_height_cache[font_style];\n\t\n\tvar body = document.getElementsByTagName('body')[0];\n\tvar div = document.createElement('div');\n\tvar sty = div.style;\n\t\n\tsty.position = 'absolute';\n\tsty.left = '0px';\n\tsty.top = '0px';\n\tsty.opacity = 0;\n\tsty.font = font_style;\n\tsty.lineHeight = 'normal'; // default is roughly 1.2 in most browsers\n\tdiv.innerHTML = 'M';\n\t\n\tbody.appendChild( div );\n\tvar height = font_height_cache[font_style] = div.offsetHeight;\n\tbody.removeChild( div );\n\t\n\treturn height;\n};\n\nvar browser$2 = {\n\n};\n\nexport default browser$2;\n", "var global = (typeof global !== \"undefined\" ? global :\n typeof self !== \"undefined\" ? self :\n typeof window !== \"undefined\" ? window : {});\n\nvar lookup = [];\nvar revLookup = [];\nvar Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array;\nvar inited = false;\nfunction init () {\n inited = true;\n var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/';\n for (var i = 0, len = code.length; i < len; ++i) {\n lookup[i] = code[i];\n revLookup[code.charCodeAt(i)] = i;\n }\n\n revLookup['-'.charCodeAt(0)] = 62;\n revLookup['_'.charCodeAt(0)] = 63;\n}\n\nfunction toByteArray (b64) {\n if (!inited) {\n init();\n }\n var i, j, l, tmp, placeHolders, arr;\n var len = b64.length;\n\n if (len % 4 > 0) {\n throw new Error('Invalid string. Length must be a multiple of 4')\n }\n\n // the number of equal signs (place holders)\n // if there are two placeholders, than the two characters before it\n // represent one byte\n // if there is only one, then the three characters before it represent 2 bytes\n // this is just a cheap hack to not do indexOf twice\n placeHolders = b64[len - 2] === '=' ? 2 : b64[len - 1] === '=' ? 1 : 0;\n\n // base64 is 4/3 + up to two characters of the original data\n arr = new Arr(len * 3 / 4 - placeHolders);\n\n // if there are placeholders, only get up to the last complete 4 chars\n l = placeHolders > 0 ? len - 4 : len;\n\n var L = 0;\n\n for (i = 0, j = 0; i < l; i += 4, j += 3) {\n tmp = (revLookup[b64.charCodeAt(i)] << 18) | (revLookup[b64.charCodeAt(i + 1)] << 12) | (revLookup[b64.charCodeAt(i + 2)] << 6) | revLookup[b64.charCodeAt(i + 3)];\n arr[L++] = (tmp >> 16) & 0xFF;\n arr[L++] = (tmp >> 8) & 0xFF;\n arr[L++] = tmp & 0xFF;\n }\n\n if (placeHolders === 2) {\n tmp = (revLookup[b64.charCodeAt(i)] << 2) | (revLookup[b64.charCodeAt(i + 1)] >> 4);\n arr[L++] = tmp & 0xFF;\n } else if (placeHolders === 1) {\n tmp = (revLookup[b64.charCodeAt(i)] << 10) | (revLookup[b64.charCodeAt(i + 1)] << 4) | (revLookup[b64.charCodeAt(i + 2)] >> 2);\n arr[L++] = (tmp >> 8) & 0xFF;\n arr[L++] = tmp & 0xFF;\n }\n\n return arr\n}\n\nfunction tripletToBase64 (num) {\n return lookup[num >> 18 & 0x3F] + lookup[num >> 12 & 0x3F] + lookup[num >> 6 & 0x3F] + lookup[num & 0x3F]\n}\n\nfunction encodeChunk (uint8, start, end) {\n var tmp;\n var output = [];\n for (var i = start; i < end; i += 3) {\n tmp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2]);\n output.push(tripletToBase64(tmp));\n }\n return output.join('')\n}\n\nfunction fromByteArray (uint8) {\n if (!inited) {\n init();\n }\n var tmp;\n var len = uint8.length;\n var extraBytes = len % 3; // if we have 1 byte left, pad 2 bytes\n var output = '';\n var parts = [];\n var maxChunkLength = 16383; // must be multiple of 3\n\n // go through the array every three bytes, we'll deal with trailing stuff later\n for (var i = 0, len2 = len - extraBytes; i < len2; i += maxChunkLength) {\n parts.push(encodeChunk(uint8, i, (i + maxChunkLength) > len2 ? len2 : (i + maxChunkLength)));\n }\n\n // pad the end with zeros, but make sure to not forget the extra bytes\n if (extraBytes === 1) {\n tmp = uint8[len - 1];\n output += lookup[tmp >> 2];\n output += lookup[(tmp << 4) & 0x3F];\n output += '==';\n } else if (extraBytes === 2) {\n tmp = (uint8[len - 2] << 8) + (uint8[len - 1]);\n output += lookup[tmp >> 10];\n output += lookup[(tmp >> 4) & 0x3F];\n output += lookup[(tmp << 2) & 0x3F];\n output += '=';\n }\n\n parts.push(output);\n\n return parts.join('')\n}\n\nfunction read (buffer, offset, isLE, mLen, nBytes) {\n var e, m;\n var eLen = nBytes * 8 - mLen - 1;\n var eMax = (1 << eLen) - 1;\n var eBias = eMax >> 1;\n var nBits = -7;\n var i = isLE ? (nBytes - 1) : 0;\n var d = isLE ? -1 : 1;\n var s = buffer[offset + i];\n\n i += d;\n\n e = s & ((1 << (-nBits)) - 1);\n s >>= (-nBits);\n nBits += eLen;\n for (; nBits > 0; e = e * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n m = e & ((1 << (-nBits)) - 1);\n e >>= (-nBits);\n nBits += mLen;\n for (; nBits > 0; m = m * 256 + buffer[offset + i], i += d, nBits -= 8) {}\n\n if (e === 0) {\n e = 1 - eBias;\n } else if (e === eMax) {\n return m ? NaN : ((s ? -1 : 1) * Infinity)\n } else {\n m = m + Math.pow(2, mLen);\n e = e - eBias;\n }\n return (s ? -1 : 1) * m * Math.pow(2, e - mLen)\n}\n\nfunction write (buffer, value, offset, isLE, mLen, nBytes) {\n var e, m, c;\n var eLen = nBytes * 8 - mLen - 1;\n var eMax = (1 << eLen) - 1;\n var eBias = eMax >> 1;\n var rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0);\n var i = isLE ? 0 : (nBytes - 1);\n var d = isLE ? 1 : -1;\n var s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0;\n\n value = Math.abs(value);\n\n if (isNaN(value) || value === Infinity) {\n m = isNaN(value) ? 1 : 0;\n e = eMax;\n } else {\n e = Math.floor(Math.log(value) / Math.LN2);\n if (value * (c = Math.pow(2, -e)) < 1) {\n e--;\n c *= 2;\n }\n if (e + eBias >= 1) {\n value += rt / c;\n } else {\n value += rt * Math.pow(2, 1 - eBias);\n }\n if (value * c >= 2) {\n e++;\n c /= 2;\n }\n\n if (e + eBias >= eMax) {\n m = 0;\n e = eMax;\n } else if (e + eBias >= 1) {\n m = (value * c - 1) * Math.pow(2, mLen);\n e = e + eBias;\n } else {\n m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen);\n e = 0;\n }\n }\n\n for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8) {}\n\n e = (e << mLen) | m;\n eLen += mLen;\n for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8) {}\n\n buffer[offset + i - d] |= s * 128;\n}\n\nvar toString = {}.toString;\n\nvar isArray = Array.isArray || function (arr) {\n return toString.call(arr) == '[object Array]';\n};\n\n/*!\n * The buffer module from node.js, for the browser.\n *\n * @author Feross Aboukhadijeh \n * @license MIT\n */\n\nvar INSPECT_MAX_BYTES = 50;\n\n/**\n * If `Buffer.TYPED_ARRAY_SUPPORT`:\n * === true Use Uint8Array implementation (fastest)\n * === false Use Object implementation (most compatible, even IE6)\n *\n * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+,\n * Opera 11.6+, iOS 4.2+.\n *\n * Due to various browser bugs, sometimes the Object implementation will be used even\n * when the browser supports typed arrays.\n *\n * Note:\n *\n * - Firefox 4-29 lacks support for adding new properties to `Uint8Array` instances,\n * See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438.\n *\n * - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function.\n *\n * - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of\n * incorrect length in some situations.\n\n * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they\n * get the Object implementation, which is slower but behaves correctly.\n */\nBuffer.TYPED_ARRAY_SUPPORT = global.TYPED_ARRAY_SUPPORT !== undefined\n ? global.TYPED_ARRAY_SUPPORT\n : true;\n\nfunction kMaxLength () {\n return Buffer.TYPED_ARRAY_SUPPORT\n ? 0x7fffffff\n : 0x3fffffff\n}\n\nfunction createBuffer (that, length) {\n if (kMaxLength() < length) {\n throw new RangeError('Invalid typed array length')\n }\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = new Uint8Array(length);\n that.__proto__ = Buffer.prototype;\n } else {\n // Fallback: Return an object instance of the Buffer class\n if (that === null) {\n that = new Buffer(length);\n }\n that.length = length;\n }\n\n return that\n}\n\n/**\n * The Buffer constructor returns instances of `Uint8Array` that have their\n * prototype changed to `Buffer.prototype`. Furthermore, `Buffer` is a subclass of\n * `Uint8Array`, so the returned instances will have all the node `Buffer` methods\n * and the `Uint8Array` methods. Square bracket notation works as expected -- it\n * returns a single octet.\n *\n * The `Uint8Array` prototype remains unmodified.\n */\n\nfunction Buffer (arg, encodingOrOffset, length) {\n if (!Buffer.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer)) {\n return new Buffer(arg, encodingOrOffset, length)\n }\n\n // Common case.\n if (typeof arg === 'number') {\n if (typeof encodingOrOffset === 'string') {\n throw new Error(\n 'If encoding is specified then the first argument must be a string'\n )\n }\n return allocUnsafe(this, arg)\n }\n return from(this, arg, encodingOrOffset, length)\n}\n\nBuffer.poolSize = 8192; // not used by this implementation\n\n// TODO: Legacy, not needed anymore. Remove in next major version.\nBuffer._augment = function (arr) {\n arr.__proto__ = Buffer.prototype;\n return arr\n};\n\nfunction from (that, value, encodingOrOffset, length) {\n if (typeof value === 'number') {\n throw new TypeError('\"value\" argument must not be a number')\n }\n\n if (typeof ArrayBuffer !== 'undefined' && value instanceof ArrayBuffer) {\n return fromArrayBuffer(that, value, encodingOrOffset, length)\n }\n\n if (typeof value === 'string') {\n return fromString(that, value, encodingOrOffset)\n }\n\n return fromObject(that, value)\n}\n\n/**\n * Functionally equivalent to Buffer(arg, encoding) but throws a TypeError\n * if value is a number.\n * Buffer.from(str[, encoding])\n * Buffer.from(array)\n * Buffer.from(buffer)\n * Buffer.from(arrayBuffer[, byteOffset[, length]])\n **/\nBuffer.from = function (value, encodingOrOffset, length) {\n return from(null, value, encodingOrOffset, length)\n};\n\nif (Buffer.TYPED_ARRAY_SUPPORT) {\n Buffer.prototype.__proto__ = Uint8Array.prototype;\n Buffer.__proto__ = Uint8Array;\n}\n\nfunction assertSize (size) {\n if (typeof size !== 'number') {\n throw new TypeError('\"size\" argument must be a number')\n } else if (size < 0) {\n throw new RangeError('\"size\" argument must not be negative')\n }\n}\n\nfunction alloc (that, size, fill, encoding) {\n assertSize(size);\n if (size <= 0) {\n return createBuffer(that, size)\n }\n if (fill !== undefined) {\n // Only pay attention to encoding if it's a string. This\n // prevents accidentally sending in a number that would\n // be interpretted as a start offset.\n return typeof encoding === 'string'\n ? createBuffer(that, size).fill(fill, encoding)\n : createBuffer(that, size).fill(fill)\n }\n return createBuffer(that, size)\n}\n\n/**\n * Creates a new filled Buffer instance.\n * alloc(size[, fill[, encoding]])\n **/\nBuffer.alloc = function (size, fill, encoding) {\n return alloc(null, size, fill, encoding)\n};\n\nfunction allocUnsafe (that, size) {\n assertSize(size);\n that = createBuffer(that, size < 0 ? 0 : checked(size) | 0);\n if (!Buffer.TYPED_ARRAY_SUPPORT) {\n for (var i = 0; i < size; ++i) {\n that[i] = 0;\n }\n }\n return that\n}\n\n/**\n * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance.\n * */\nBuffer.allocUnsafe = function (size) {\n return allocUnsafe(null, size)\n};\n/**\n * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance.\n */\nBuffer.allocUnsafeSlow = function (size) {\n return allocUnsafe(null, size)\n};\n\nfunction fromString (that, string, encoding) {\n if (typeof encoding !== 'string' || encoding === '') {\n encoding = 'utf8';\n }\n\n if (!Buffer.isEncoding(encoding)) {\n throw new TypeError('\"encoding\" must be a valid string encoding')\n }\n\n var length = byteLength(string, encoding) | 0;\n that = createBuffer(that, length);\n\n var actual = that.write(string, encoding);\n\n if (actual !== length) {\n // Writing a hex string, for example, that contains invalid characters will\n // cause everything after the first invalid character to be ignored. (e.g.\n // 'abxxcd' will be treated as 'ab')\n that = that.slice(0, actual);\n }\n\n return that\n}\n\nfunction fromArrayLike (that, array) {\n var length = array.length < 0 ? 0 : checked(array.length) | 0;\n that = createBuffer(that, length);\n for (var i = 0; i < length; i += 1) {\n that[i] = array[i] & 255;\n }\n return that\n}\n\nfunction fromArrayBuffer (that, array, byteOffset, length) {\n array.byteLength; // this throws if `array` is not a valid ArrayBuffer\n\n if (byteOffset < 0 || array.byteLength < byteOffset) {\n throw new RangeError('\\'offset\\' is out of bounds')\n }\n\n if (array.byteLength < byteOffset + (length || 0)) {\n throw new RangeError('\\'length\\' is out of bounds')\n }\n\n if (byteOffset === undefined && length === undefined) {\n array = new Uint8Array(array);\n } else if (length === undefined) {\n array = new Uint8Array(array, byteOffset);\n } else {\n array = new Uint8Array(array, byteOffset, length);\n }\n\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n // Return an augmented `Uint8Array` instance, for best performance\n that = array;\n that.__proto__ = Buffer.prototype;\n } else {\n // Fallback: Return an object instance of the Buffer class\n that = fromArrayLike(that, array);\n }\n return that\n}\n\nfunction fromObject (that, obj) {\n if (internalIsBuffer(obj)) {\n var len = checked(obj.length) | 0;\n that = createBuffer(that, len);\n\n if (that.length === 0) {\n return that\n }\n\n obj.copy(that, 0, 0, len);\n return that\n }\n\n if (obj) {\n if ((typeof ArrayBuffer !== 'undefined' &&\n obj.buffer instanceof ArrayBuffer) || 'length' in obj) {\n if (typeof obj.length !== 'number' || isnan(obj.length)) {\n return createBuffer(that, 0)\n }\n return fromArrayLike(that, obj)\n }\n\n if (obj.type === 'Buffer' && isArray(obj.data)) {\n return fromArrayLike(that, obj.data)\n }\n }\n\n throw new TypeError('First argument must be a string, Buffer, ArrayBuffer, Array, or array-like object.')\n}\n\nfunction checked (length) {\n // Note: cannot use `length < kMaxLength()` here because that fails when\n // length is NaN (which is otherwise coerced to zero.)\n if (length >= kMaxLength()) {\n throw new RangeError('Attempt to allocate Buffer larger than maximum ' +\n 'size: 0x' + kMaxLength().toString(16) + ' bytes')\n }\n return length | 0\n}\nBuffer.isBuffer = isBuffer;\nfunction internalIsBuffer (b) {\n return !!(b != null && b._isBuffer)\n}\n\nBuffer.compare = function compare (a, b) {\n if (!internalIsBuffer(a) || !internalIsBuffer(b)) {\n throw new TypeError('Arguments must be Buffers')\n }\n\n if (a === b) return 0\n\n var x = a.length;\n var y = b.length;\n\n for (var i = 0, len = Math.min(x, y); i < len; ++i) {\n if (a[i] !== b[i]) {\n x = a[i];\n y = b[i];\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n};\n\nBuffer.isEncoding = function isEncoding (encoding) {\n switch (String(encoding).toLowerCase()) {\n case 'hex':\n case 'utf8':\n case 'utf-8':\n case 'ascii':\n case 'latin1':\n case 'binary':\n case 'base64':\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return true\n default:\n return false\n }\n};\n\nBuffer.concat = function concat (list, length) {\n if (!isArray(list)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n\n if (list.length === 0) {\n return Buffer.alloc(0)\n }\n\n var i;\n if (length === undefined) {\n length = 0;\n for (i = 0; i < list.length; ++i) {\n length += list[i].length;\n }\n }\n\n var buffer = Buffer.allocUnsafe(length);\n var pos = 0;\n for (i = 0; i < list.length; ++i) {\n var buf = list[i];\n if (!internalIsBuffer(buf)) {\n throw new TypeError('\"list\" argument must be an Array of Buffers')\n }\n buf.copy(buffer, pos);\n pos += buf.length;\n }\n return buffer\n};\n\nfunction byteLength (string, encoding) {\n if (internalIsBuffer(string)) {\n return string.length\n }\n if (typeof ArrayBuffer !== 'undefined' && typeof ArrayBuffer.isView === 'function' &&\n (ArrayBuffer.isView(string) || string instanceof ArrayBuffer)) {\n return string.byteLength\n }\n if (typeof string !== 'string') {\n string = '' + string;\n }\n\n var len = string.length;\n if (len === 0) return 0\n\n // Use a for loop to avoid recursion\n var loweredCase = false;\n for (;;) {\n switch (encoding) {\n case 'ascii':\n case 'latin1':\n case 'binary':\n return len\n case 'utf8':\n case 'utf-8':\n case undefined:\n return utf8ToBytes(string).length\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return len * 2\n case 'hex':\n return len >>> 1\n case 'base64':\n return base64ToBytes(string).length\n default:\n if (loweredCase) return utf8ToBytes(string).length // assume utf8\n encoding = ('' + encoding).toLowerCase();\n loweredCase = true;\n }\n }\n}\nBuffer.byteLength = byteLength;\n\nfunction slowToString (encoding, start, end) {\n var loweredCase = false;\n\n // No need to verify that \"this.length <= MAX_UINT32\" since it's a read-only\n // property of a typed array.\n\n // This behaves neither like String nor Uint8Array in that we set start/end\n // to their upper/lower bounds if the value passed is out of range.\n // undefined is handled specially as per ECMA-262 6th Edition,\n // Section 13.3.3.7 Runtime Semantics: KeyedBindingInitialization.\n if (start === undefined || start < 0) {\n start = 0;\n }\n // Return early if start > this.length. Done here to prevent potential uint32\n // coercion fail below.\n if (start > this.length) {\n return ''\n }\n\n if (end === undefined || end > this.length) {\n end = this.length;\n }\n\n if (end <= 0) {\n return ''\n }\n\n // Force coersion to uint32. This will also coerce falsey/NaN values to 0.\n end >>>= 0;\n start >>>= 0;\n\n if (end <= start) {\n return ''\n }\n\n if (!encoding) encoding = 'utf8';\n\n while (true) {\n switch (encoding) {\n case 'hex':\n return hexSlice(this, start, end)\n\n case 'utf8':\n case 'utf-8':\n return utf8Slice(this, start, end)\n\n case 'ascii':\n return asciiSlice(this, start, end)\n\n case 'latin1':\n case 'binary':\n return latin1Slice(this, start, end)\n\n case 'base64':\n return base64Slice(this, start, end)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return utf16leSlice(this, start, end)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = (encoding + '').toLowerCase();\n loweredCase = true;\n }\n }\n}\n\n// The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect\n// Buffer instances.\nBuffer.prototype._isBuffer = true;\n\nfunction swap (b, n, m) {\n var i = b[n];\n b[n] = b[m];\n b[m] = i;\n}\n\nBuffer.prototype.swap16 = function swap16 () {\n var len = this.length;\n if (len % 2 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 16-bits')\n }\n for (var i = 0; i < len; i += 2) {\n swap(this, i, i + 1);\n }\n return this\n};\n\nBuffer.prototype.swap32 = function swap32 () {\n var len = this.length;\n if (len % 4 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 32-bits')\n }\n for (var i = 0; i < len; i += 4) {\n swap(this, i, i + 3);\n swap(this, i + 1, i + 2);\n }\n return this\n};\n\nBuffer.prototype.swap64 = function swap64 () {\n var len = this.length;\n if (len % 8 !== 0) {\n throw new RangeError('Buffer size must be a multiple of 64-bits')\n }\n for (var i = 0; i < len; i += 8) {\n swap(this, i, i + 7);\n swap(this, i + 1, i + 6);\n swap(this, i + 2, i + 5);\n swap(this, i + 3, i + 4);\n }\n return this\n};\n\nBuffer.prototype.toString = function toString () {\n var length = this.length | 0;\n if (length === 0) return ''\n if (arguments.length === 0) return utf8Slice(this, 0, length)\n return slowToString.apply(this, arguments)\n};\n\nBuffer.prototype.equals = function equals (b) {\n if (!internalIsBuffer(b)) throw new TypeError('Argument must be a Buffer')\n if (this === b) return true\n return Buffer.compare(this, b) === 0\n};\n\nBuffer.prototype.inspect = function inspect () {\n var str = '';\n var max = INSPECT_MAX_BYTES;\n if (this.length > 0) {\n str = this.toString('hex', 0, max).match(/.{2}/g).join(' ');\n if (this.length > max) str += ' ... ';\n }\n return ''\n};\n\nBuffer.prototype.compare = function compare (target, start, end, thisStart, thisEnd) {\n if (!internalIsBuffer(target)) {\n throw new TypeError('Argument must be a Buffer')\n }\n\n if (start === undefined) {\n start = 0;\n }\n if (end === undefined) {\n end = target ? target.length : 0;\n }\n if (thisStart === undefined) {\n thisStart = 0;\n }\n if (thisEnd === undefined) {\n thisEnd = this.length;\n }\n\n if (start < 0 || end > target.length || thisStart < 0 || thisEnd > this.length) {\n throw new RangeError('out of range index')\n }\n\n if (thisStart >= thisEnd && start >= end) {\n return 0\n }\n if (thisStart >= thisEnd) {\n return -1\n }\n if (start >= end) {\n return 1\n }\n\n start >>>= 0;\n end >>>= 0;\n thisStart >>>= 0;\n thisEnd >>>= 0;\n\n if (this === target) return 0\n\n var x = thisEnd - thisStart;\n var y = end - start;\n var len = Math.min(x, y);\n\n var thisCopy = this.slice(thisStart, thisEnd);\n var targetCopy = target.slice(start, end);\n\n for (var i = 0; i < len; ++i) {\n if (thisCopy[i] !== targetCopy[i]) {\n x = thisCopy[i];\n y = targetCopy[i];\n break\n }\n }\n\n if (x < y) return -1\n if (y < x) return 1\n return 0\n};\n\n// Finds either the first index of `val` in `buffer` at offset >= `byteOffset`,\n// OR the last index of `val` in `buffer` at offset <= `byteOffset`.\n//\n// Arguments:\n// - buffer - a Buffer to search\n// - val - a string, Buffer, or number\n// - byteOffset - an index into `buffer`; will be clamped to an int32\n// - encoding - an optional encoding, relevant is val is a string\n// - dir - true for indexOf, false for lastIndexOf\nfunction bidirectionalIndexOf (buffer, val, byteOffset, encoding, dir) {\n // Empty buffer means no match\n if (buffer.length === 0) return -1\n\n // Normalize byteOffset\n if (typeof byteOffset === 'string') {\n encoding = byteOffset;\n byteOffset = 0;\n } else if (byteOffset > 0x7fffffff) {\n byteOffset = 0x7fffffff;\n } else if (byteOffset < -0x80000000) {\n byteOffset = -0x80000000;\n }\n byteOffset = +byteOffset; // Coerce to Number.\n if (isNaN(byteOffset)) {\n // byteOffset: it it's undefined, null, NaN, \"foo\", etc, search whole buffer\n byteOffset = dir ? 0 : (buffer.length - 1);\n }\n\n // Normalize byteOffset: negative offsets start from the end of the buffer\n if (byteOffset < 0) byteOffset = buffer.length + byteOffset;\n if (byteOffset >= buffer.length) {\n if (dir) return -1\n else byteOffset = buffer.length - 1;\n } else if (byteOffset < 0) {\n if (dir) byteOffset = 0;\n else return -1\n }\n\n // Normalize val\n if (typeof val === 'string') {\n val = Buffer.from(val, encoding);\n }\n\n // Finally, search either indexOf (if dir is true) or lastIndexOf\n if (internalIsBuffer(val)) {\n // Special case: looking for empty string/buffer always fails\n if (val.length === 0) {\n return -1\n }\n return arrayIndexOf(buffer, val, byteOffset, encoding, dir)\n } else if (typeof val === 'number') {\n val = val & 0xFF; // Search for a byte value [0-255]\n if (Buffer.TYPED_ARRAY_SUPPORT &&\n typeof Uint8Array.prototype.indexOf === 'function') {\n if (dir) {\n return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset)\n } else {\n return Uint8Array.prototype.lastIndexOf.call(buffer, val, byteOffset)\n }\n }\n return arrayIndexOf(buffer, [ val ], byteOffset, encoding, dir)\n }\n\n throw new TypeError('val must be string, number or Buffer')\n}\n\nfunction arrayIndexOf (arr, val, byteOffset, encoding, dir) {\n var indexSize = 1;\n var arrLength = arr.length;\n var valLength = val.length;\n\n if (encoding !== undefined) {\n encoding = String(encoding).toLowerCase();\n if (encoding === 'ucs2' || encoding === 'ucs-2' ||\n encoding === 'utf16le' || encoding === 'utf-16le') {\n if (arr.length < 2 || val.length < 2) {\n return -1\n }\n indexSize = 2;\n arrLength /= 2;\n valLength /= 2;\n byteOffset /= 2;\n }\n }\n\n function read (buf, i) {\n if (indexSize === 1) {\n return buf[i]\n } else {\n return buf.readUInt16BE(i * indexSize)\n }\n }\n\n var i;\n if (dir) {\n var foundIndex = -1;\n for (i = byteOffset; i < arrLength; i++) {\n if (read(arr, i) === read(val, foundIndex === -1 ? 0 : i - foundIndex)) {\n if (foundIndex === -1) foundIndex = i;\n if (i - foundIndex + 1 === valLength) return foundIndex * indexSize\n } else {\n if (foundIndex !== -1) i -= i - foundIndex;\n foundIndex = -1;\n }\n }\n } else {\n if (byteOffset + valLength > arrLength) byteOffset = arrLength - valLength;\n for (i = byteOffset; i >= 0; i--) {\n var found = true;\n for (var j = 0; j < valLength; j++) {\n if (read(arr, i + j) !== read(val, j)) {\n found = false;\n break\n }\n }\n if (found) return i\n }\n }\n\n return -1\n}\n\nBuffer.prototype.includes = function includes (val, byteOffset, encoding) {\n return this.indexOf(val, byteOffset, encoding) !== -1\n};\n\nBuffer.prototype.indexOf = function indexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, true)\n};\n\nBuffer.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) {\n return bidirectionalIndexOf(this, val, byteOffset, encoding, false)\n};\n\nfunction hexWrite (buf, string, offset, length) {\n offset = Number(offset) || 0;\n var remaining = buf.length - offset;\n if (!length) {\n length = remaining;\n } else {\n length = Number(length);\n if (length > remaining) {\n length = remaining;\n }\n }\n\n // must be an even number of digits\n var strLen = string.length;\n if (strLen % 2 !== 0) throw new TypeError('Invalid hex string')\n\n if (length > strLen / 2) {\n length = strLen / 2;\n }\n for (var i = 0; i < length; ++i) {\n var parsed = parseInt(string.substr(i * 2, 2), 16);\n if (isNaN(parsed)) return i\n buf[offset + i] = parsed;\n }\n return i\n}\n\nfunction utf8Write (buf, string, offset, length) {\n return blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nfunction asciiWrite (buf, string, offset, length) {\n return blitBuffer(asciiToBytes(string), buf, offset, length)\n}\n\nfunction latin1Write (buf, string, offset, length) {\n return asciiWrite(buf, string, offset, length)\n}\n\nfunction base64Write (buf, string, offset, length) {\n return blitBuffer(base64ToBytes(string), buf, offset, length)\n}\n\nfunction ucs2Write (buf, string, offset, length) {\n return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length)\n}\n\nBuffer.prototype.write = function write (string, offset, length, encoding) {\n // Buffer#write(string)\n if (offset === undefined) {\n encoding = 'utf8';\n length = this.length;\n offset = 0;\n // Buffer#write(string, encoding)\n } else if (length === undefined && typeof offset === 'string') {\n encoding = offset;\n length = this.length;\n offset = 0;\n // Buffer#write(string, offset[, length][, encoding])\n } else if (isFinite(offset)) {\n offset = offset | 0;\n if (isFinite(length)) {\n length = length | 0;\n if (encoding === undefined) encoding = 'utf8';\n } else {\n encoding = length;\n length = undefined;\n }\n // legacy write(string, encoding, offset, length) - remove in v0.13\n } else {\n throw new Error(\n 'Buffer.write(string, encoding, offset[, length]) is no longer supported'\n )\n }\n\n var remaining = this.length - offset;\n if (length === undefined || length > remaining) length = remaining;\n\n if ((string.length > 0 && (length < 0 || offset < 0)) || offset > this.length) {\n throw new RangeError('Attempt to write outside buffer bounds')\n }\n\n if (!encoding) encoding = 'utf8';\n\n var loweredCase = false;\n for (;;) {\n switch (encoding) {\n case 'hex':\n return hexWrite(this, string, offset, length)\n\n case 'utf8':\n case 'utf-8':\n return utf8Write(this, string, offset, length)\n\n case 'ascii':\n return asciiWrite(this, string, offset, length)\n\n case 'latin1':\n case 'binary':\n return latin1Write(this, string, offset, length)\n\n case 'base64':\n // Warning: maxLength not taken into account in base64Write\n return base64Write(this, string, offset, length)\n\n case 'ucs2':\n case 'ucs-2':\n case 'utf16le':\n case 'utf-16le':\n return ucs2Write(this, string, offset, length)\n\n default:\n if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)\n encoding = ('' + encoding).toLowerCase();\n loweredCase = true;\n }\n }\n};\n\nBuffer.prototype.toJSON = function toJSON () {\n return {\n type: 'Buffer',\n data: Array.prototype.slice.call(this._arr || this, 0)\n }\n};\n\nfunction base64Slice (buf, start, end) {\n if (start === 0 && end === buf.length) {\n return fromByteArray(buf)\n } else {\n return fromByteArray(buf.slice(start, end))\n }\n}\n\nfunction utf8Slice (buf, start, end) {\n end = Math.min(buf.length, end);\n var res = [];\n\n var i = start;\n while (i < end) {\n var firstByte = buf[i];\n var codePoint = null;\n var bytesPerSequence = (firstByte > 0xEF) ? 4\n : (firstByte > 0xDF) ? 3\n : (firstByte > 0xBF) ? 2\n : 1;\n\n if (i + bytesPerSequence <= end) {\n var secondByte, thirdByte, fourthByte, tempCodePoint;\n\n switch (bytesPerSequence) {\n case 1:\n if (firstByte < 0x80) {\n codePoint = firstByte;\n }\n break\n case 2:\n secondByte = buf[i + 1];\n if ((secondByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0x1F) << 0x6 | (secondByte & 0x3F);\n if (tempCodePoint > 0x7F) {\n codePoint = tempCodePoint;\n }\n }\n break\n case 3:\n secondByte = buf[i + 1];\n thirdByte = buf[i + 2];\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0xC | (secondByte & 0x3F) << 0x6 | (thirdByte & 0x3F);\n if (tempCodePoint > 0x7FF && (tempCodePoint < 0xD800 || tempCodePoint > 0xDFFF)) {\n codePoint = tempCodePoint;\n }\n }\n break\n case 4:\n secondByte = buf[i + 1];\n thirdByte = buf[i + 2];\n fourthByte = buf[i + 3];\n if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80 && (fourthByte & 0xC0) === 0x80) {\n tempCodePoint = (firstByte & 0xF) << 0x12 | (secondByte & 0x3F) << 0xC | (thirdByte & 0x3F) << 0x6 | (fourthByte & 0x3F);\n if (tempCodePoint > 0xFFFF && tempCodePoint < 0x110000) {\n codePoint = tempCodePoint;\n }\n }\n }\n }\n\n if (codePoint === null) {\n // we did not generate a valid codePoint so insert a\n // replacement char (U+FFFD) and advance only 1 byte\n codePoint = 0xFFFD;\n bytesPerSequence = 1;\n } else if (codePoint > 0xFFFF) {\n // encode to utf16 (surrogate pair dance)\n codePoint -= 0x10000;\n res.push(codePoint >>> 10 & 0x3FF | 0xD800);\n codePoint = 0xDC00 | codePoint & 0x3FF;\n }\n\n res.push(codePoint);\n i += bytesPerSequence;\n }\n\n return decodeCodePointsArray(res)\n}\n\n// Based on http://stackoverflow.com/a/22747272/680742, the browser with\n// the lowest limit is Chrome, with 0x10000 args.\n// We go 1 magnitude less, for safety\nvar MAX_ARGUMENTS_LENGTH = 0x1000;\n\nfunction decodeCodePointsArray (codePoints) {\n var len = codePoints.length;\n if (len <= MAX_ARGUMENTS_LENGTH) {\n return String.fromCharCode.apply(String, codePoints) // avoid extra slice()\n }\n\n // Decode in chunks to avoid \"call stack size exceeded\".\n var res = '';\n var i = 0;\n while (i < len) {\n res += String.fromCharCode.apply(\n String,\n codePoints.slice(i, i += MAX_ARGUMENTS_LENGTH)\n );\n }\n return res\n}\n\nfunction asciiSlice (buf, start, end) {\n var ret = '';\n end = Math.min(buf.length, end);\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i] & 0x7F);\n }\n return ret\n}\n\nfunction latin1Slice (buf, start, end) {\n var ret = '';\n end = Math.min(buf.length, end);\n\n for (var i = start; i < end; ++i) {\n ret += String.fromCharCode(buf[i]);\n }\n return ret\n}\n\nfunction hexSlice (buf, start, end) {\n var len = buf.length;\n\n if (!start || start < 0) start = 0;\n if (!end || end < 0 || end > len) end = len;\n\n var out = '';\n for (var i = start; i < end; ++i) {\n out += toHex(buf[i]);\n }\n return out\n}\n\nfunction utf16leSlice (buf, start, end) {\n var bytes = buf.slice(start, end);\n var res = '';\n for (var i = 0; i < bytes.length; i += 2) {\n res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256);\n }\n return res\n}\n\nBuffer.prototype.slice = function slice (start, end) {\n var len = this.length;\n start = ~~start;\n end = end === undefined ? len : ~~end;\n\n if (start < 0) {\n start += len;\n if (start < 0) start = 0;\n } else if (start > len) {\n start = len;\n }\n\n if (end < 0) {\n end += len;\n if (end < 0) end = 0;\n } else if (end > len) {\n end = len;\n }\n\n if (end < start) end = start;\n\n var newBuf;\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n newBuf = this.subarray(start, end);\n newBuf.__proto__ = Buffer.prototype;\n } else {\n var sliceLen = end - start;\n newBuf = new Buffer(sliceLen, undefined);\n for (var i = 0; i < sliceLen; ++i) {\n newBuf[i] = this[i + start];\n }\n }\n\n return newBuf\n};\n\n/*\n * Need to make sure that buffer isn't trying to write out of bounds.\n */\nfunction checkOffset (offset, ext, length) {\n if ((offset % 1) !== 0 || offset < 0) throw new RangeError('offset is not uint')\n if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length')\n}\n\nBuffer.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) {\n offset = offset | 0;\n byteLength = byteLength | 0;\n if (!noAssert) checkOffset(offset, byteLength, this.length);\n\n var val = this[offset];\n var mul = 1;\n var i = 0;\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul;\n }\n\n return val\n};\n\nBuffer.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) {\n offset = offset | 0;\n byteLength = byteLength | 0;\n if (!noAssert) {\n checkOffset(offset, byteLength, this.length);\n }\n\n var val = this[offset + --byteLength];\n var mul = 1;\n while (byteLength > 0 && (mul *= 0x100)) {\n val += this[offset + --byteLength] * mul;\n }\n\n return val\n};\n\nBuffer.prototype.readUInt8 = function readUInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length);\n return this[offset]\n};\n\nBuffer.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length);\n return this[offset] | (this[offset + 1] << 8)\n};\n\nBuffer.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length);\n return (this[offset] << 8) | this[offset + 1]\n};\n\nBuffer.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length);\n\n return ((this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16)) +\n (this[offset + 3] * 0x1000000)\n};\n\nBuffer.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length);\n\n return (this[offset] * 0x1000000) +\n ((this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n this[offset + 3])\n};\n\nBuffer.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) {\n offset = offset | 0;\n byteLength = byteLength | 0;\n if (!noAssert) checkOffset(offset, byteLength, this.length);\n\n var val = this[offset];\n var mul = 1;\n var i = 0;\n while (++i < byteLength && (mul *= 0x100)) {\n val += this[offset + i] * mul;\n }\n mul *= 0x80;\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength);\n\n return val\n};\n\nBuffer.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) {\n offset = offset | 0;\n byteLength = byteLength | 0;\n if (!noAssert) checkOffset(offset, byteLength, this.length);\n\n var i = byteLength;\n var mul = 1;\n var val = this[offset + --i];\n while (i > 0 && (mul *= 0x100)) {\n val += this[offset + --i] * mul;\n }\n mul *= 0x80;\n\n if (val >= mul) val -= Math.pow(2, 8 * byteLength);\n\n return val\n};\n\nBuffer.prototype.readInt8 = function readInt8 (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 1, this.length);\n if (!(this[offset] & 0x80)) return (this[offset])\n return ((0xff - this[offset] + 1) * -1)\n};\n\nBuffer.prototype.readInt16LE = function readInt16LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length);\n var val = this[offset] | (this[offset + 1] << 8);\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n};\n\nBuffer.prototype.readInt16BE = function readInt16BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 2, this.length);\n var val = this[offset + 1] | (this[offset] << 8);\n return (val & 0x8000) ? val | 0xFFFF0000 : val\n};\n\nBuffer.prototype.readInt32LE = function readInt32LE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length);\n\n return (this[offset]) |\n (this[offset + 1] << 8) |\n (this[offset + 2] << 16) |\n (this[offset + 3] << 24)\n};\n\nBuffer.prototype.readInt32BE = function readInt32BE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length);\n\n return (this[offset] << 24) |\n (this[offset + 1] << 16) |\n (this[offset + 2] << 8) |\n (this[offset + 3])\n};\n\nBuffer.prototype.readFloatLE = function readFloatLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length);\n return read(this, offset, true, 23, 4)\n};\n\nBuffer.prototype.readFloatBE = function readFloatBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 4, this.length);\n return read(this, offset, false, 23, 4)\n};\n\nBuffer.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length);\n return read(this, offset, true, 52, 8)\n};\n\nBuffer.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) {\n if (!noAssert) checkOffset(offset, 8, this.length);\n return read(this, offset, false, 52, 8)\n};\n\nfunction checkInt (buf, value, offset, ext, max, min) {\n if (!internalIsBuffer(buf)) throw new TypeError('\"buffer\" argument must be a Buffer instance')\n if (value > max || value < min) throw new RangeError('\"value\" argument is out of bounds')\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n}\n\nBuffer.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) {\n value = +value;\n offset = offset | 0;\n byteLength = byteLength | 0;\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1;\n checkInt(this, value, offset, byteLength, maxBytes, 0);\n }\n\n var mul = 1;\n var i = 0;\n this[offset] = value & 0xFF;\n while (++i < byteLength && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF;\n }\n\n return offset + byteLength\n};\n\nBuffer.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) {\n value = +value;\n offset = offset | 0;\n byteLength = byteLength | 0;\n if (!noAssert) {\n var maxBytes = Math.pow(2, 8 * byteLength) - 1;\n checkInt(this, value, offset, byteLength, maxBytes, 0);\n }\n\n var i = byteLength - 1;\n var mul = 1;\n this[offset + i] = value & 0xFF;\n while (--i >= 0 && (mul *= 0x100)) {\n this[offset + i] = (value / mul) & 0xFF;\n }\n\n return offset + byteLength\n};\n\nBuffer.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) {\n value = +value;\n offset = offset | 0;\n if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0);\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value);\n this[offset] = (value & 0xff);\n return offset + 1\n};\n\nfunction objectWriteUInt16 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffff + value + 1;\n for (var i = 0, j = Math.min(buf.length - offset, 2); i < j; ++i) {\n buf[offset + i] = (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>>\n (littleEndian ? i : 1 - i) * 8;\n }\n}\n\nBuffer.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) {\n value = +value;\n offset = offset | 0;\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0);\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff);\n this[offset + 1] = (value >>> 8);\n } else {\n objectWriteUInt16(this, value, offset, true);\n }\n return offset + 2\n};\n\nBuffer.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) {\n value = +value;\n offset = offset | 0;\n if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0);\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8);\n this[offset + 1] = (value & 0xff);\n } else {\n objectWriteUInt16(this, value, offset, false);\n }\n return offset + 2\n};\n\nfunction objectWriteUInt32 (buf, value, offset, littleEndian) {\n if (value < 0) value = 0xffffffff + value + 1;\n for (var i = 0, j = Math.min(buf.length - offset, 4); i < j; ++i) {\n buf[offset + i] = (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff;\n }\n}\n\nBuffer.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) {\n value = +value;\n offset = offset | 0;\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0);\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset + 3] = (value >>> 24);\n this[offset + 2] = (value >>> 16);\n this[offset + 1] = (value >>> 8);\n this[offset] = (value & 0xff);\n } else {\n objectWriteUInt32(this, value, offset, true);\n }\n return offset + 4\n};\n\nBuffer.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) {\n value = +value;\n offset = offset | 0;\n if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0);\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24);\n this[offset + 1] = (value >>> 16);\n this[offset + 2] = (value >>> 8);\n this[offset + 3] = (value & 0xff);\n } else {\n objectWriteUInt32(this, value, offset, false);\n }\n return offset + 4\n};\n\nBuffer.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) {\n value = +value;\n offset = offset | 0;\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1);\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit);\n }\n\n var i = 0;\n var mul = 1;\n var sub = 0;\n this[offset] = value & 0xFF;\n while (++i < byteLength && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i - 1] !== 0) {\n sub = 1;\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF;\n }\n\n return offset + byteLength\n};\n\nBuffer.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) {\n value = +value;\n offset = offset | 0;\n if (!noAssert) {\n var limit = Math.pow(2, 8 * byteLength - 1);\n\n checkInt(this, value, offset, byteLength, limit - 1, -limit);\n }\n\n var i = byteLength - 1;\n var mul = 1;\n var sub = 0;\n this[offset + i] = value & 0xFF;\n while (--i >= 0 && (mul *= 0x100)) {\n if (value < 0 && sub === 0 && this[offset + i + 1] !== 0) {\n sub = 1;\n }\n this[offset + i] = ((value / mul) >> 0) - sub & 0xFF;\n }\n\n return offset + byteLength\n};\n\nBuffer.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) {\n value = +value;\n offset = offset | 0;\n if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80);\n if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value);\n if (value < 0) value = 0xff + value + 1;\n this[offset] = (value & 0xff);\n return offset + 1\n};\n\nBuffer.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) {\n value = +value;\n offset = offset | 0;\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000);\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff);\n this[offset + 1] = (value >>> 8);\n } else {\n objectWriteUInt16(this, value, offset, true);\n }\n return offset + 2\n};\n\nBuffer.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) {\n value = +value;\n offset = offset | 0;\n if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000);\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 8);\n this[offset + 1] = (value & 0xff);\n } else {\n objectWriteUInt16(this, value, offset, false);\n }\n return offset + 2\n};\n\nBuffer.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) {\n value = +value;\n offset = offset | 0;\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000);\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value & 0xff);\n this[offset + 1] = (value >>> 8);\n this[offset + 2] = (value >>> 16);\n this[offset + 3] = (value >>> 24);\n } else {\n objectWriteUInt32(this, value, offset, true);\n }\n return offset + 4\n};\n\nBuffer.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) {\n value = +value;\n offset = offset | 0;\n if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000);\n if (value < 0) value = 0xffffffff + value + 1;\n if (Buffer.TYPED_ARRAY_SUPPORT) {\n this[offset] = (value >>> 24);\n this[offset + 1] = (value >>> 16);\n this[offset + 2] = (value >>> 8);\n this[offset + 3] = (value & 0xff);\n } else {\n objectWriteUInt32(this, value, offset, false);\n }\n return offset + 4\n};\n\nfunction checkIEEE754 (buf, value, offset, ext, max, min) {\n if (offset + ext > buf.length) throw new RangeError('Index out of range')\n if (offset < 0) throw new RangeError('Index out of range')\n}\n\nfunction writeFloat (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 4);\n }\n write(buf, value, offset, littleEndian, 23, 4);\n return offset + 4\n}\n\nBuffer.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) {\n return writeFloat(this, value, offset, true, noAssert)\n};\n\nBuffer.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) {\n return writeFloat(this, value, offset, false, noAssert)\n};\n\nfunction writeDouble (buf, value, offset, littleEndian, noAssert) {\n if (!noAssert) {\n checkIEEE754(buf, value, offset, 8);\n }\n write(buf, value, offset, littleEndian, 52, 8);\n return offset + 8\n}\n\nBuffer.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) {\n return writeDouble(this, value, offset, true, noAssert)\n};\n\nBuffer.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) {\n return writeDouble(this, value, offset, false, noAssert)\n};\n\n// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length)\nBuffer.prototype.copy = function copy (target, targetStart, start, end) {\n if (!start) start = 0;\n if (!end && end !== 0) end = this.length;\n if (targetStart >= target.length) targetStart = target.length;\n if (!targetStart) targetStart = 0;\n if (end > 0 && end < start) end = start;\n\n // Copy 0 bytes; we're done\n if (end === start) return 0\n if (target.length === 0 || this.length === 0) return 0\n\n // Fatal error conditions\n if (targetStart < 0) {\n throw new RangeError('targetStart out of bounds')\n }\n if (start < 0 || start >= this.length) throw new RangeError('sourceStart out of bounds')\n if (end < 0) throw new RangeError('sourceEnd out of bounds')\n\n // Are we oob?\n if (end > this.length) end = this.length;\n if (target.length - targetStart < end - start) {\n end = target.length - targetStart + start;\n }\n\n var len = end - start;\n var i;\n\n if (this === target && start < targetStart && targetStart < end) {\n // descending copy from end\n for (i = len - 1; i >= 0; --i) {\n target[i + targetStart] = this[i + start];\n }\n } else if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) {\n // ascending copy from start\n for (i = 0; i < len; ++i) {\n target[i + targetStart] = this[i + start];\n }\n } else {\n Uint8Array.prototype.set.call(\n target,\n this.subarray(start, start + len),\n targetStart\n );\n }\n\n return len\n};\n\n// Usage:\n// buffer.fill(number[, offset[, end]])\n// buffer.fill(buffer[, offset[, end]])\n// buffer.fill(string[, offset[, end]][, encoding])\nBuffer.prototype.fill = function fill (val, start, end, encoding) {\n // Handle string cases:\n if (typeof val === 'string') {\n if (typeof start === 'string') {\n encoding = start;\n start = 0;\n end = this.length;\n } else if (typeof end === 'string') {\n encoding = end;\n end = this.length;\n }\n if (val.length === 1) {\n var code = val.charCodeAt(0);\n if (code < 256) {\n val = code;\n }\n }\n if (encoding !== undefined && typeof encoding !== 'string') {\n throw new TypeError('encoding must be a string')\n }\n if (typeof encoding === 'string' && !Buffer.isEncoding(encoding)) {\n throw new TypeError('Unknown encoding: ' + encoding)\n }\n } else if (typeof val === 'number') {\n val = val & 255;\n }\n\n // Invalid ranges are not set to a default, so can range check early.\n if (start < 0 || this.length < start || this.length < end) {\n throw new RangeError('Out of range index')\n }\n\n if (end <= start) {\n return this\n }\n\n start = start >>> 0;\n end = end === undefined ? this.length : end >>> 0;\n\n if (!val) val = 0;\n\n var i;\n if (typeof val === 'number') {\n for (i = start; i < end; ++i) {\n this[i] = val;\n }\n } else {\n var bytes = internalIsBuffer(val)\n ? val\n : utf8ToBytes(new Buffer(val, encoding).toString());\n var len = bytes.length;\n for (i = 0; i < end - start; ++i) {\n this[i + start] = bytes[i % len];\n }\n }\n\n return this\n};\n\n// HELPER FUNCTIONS\n// ================\n\nvar INVALID_BASE64_RE = /[^+\\/0-9A-Za-z-_]/g;\n\nfunction base64clean (str) {\n // Node strips out invalid characters like \\n and \\t from the string, base64-js does not\n str = stringtrim(str).replace(INVALID_BASE64_RE, '');\n // Node converts strings with length < 2 to ''\n if (str.length < 2) return ''\n // Node allows for non-padded base64 strings (missing trailing ===), base64-js does not\n while (str.length % 4 !== 0) {\n str = str + '=';\n }\n return str\n}\n\nfunction stringtrim (str) {\n if (str.trim) return str.trim()\n return str.replace(/^\\s+|\\s+$/g, '')\n}\n\nfunction toHex (n) {\n if (n < 16) return '0' + n.toString(16)\n return n.toString(16)\n}\n\nfunction utf8ToBytes (string, units) {\n units = units || Infinity;\n var codePoint;\n var length = string.length;\n var leadSurrogate = null;\n var bytes = [];\n\n for (var i = 0; i < length; ++i) {\n codePoint = string.charCodeAt(i);\n\n // is surrogate component\n if (codePoint > 0xD7FF && codePoint < 0xE000) {\n // last char was a lead\n if (!leadSurrogate) {\n // no lead yet\n if (codePoint > 0xDBFF) {\n // unexpected trail\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD);\n continue\n } else if (i + 1 === length) {\n // unpaired lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD);\n continue\n }\n\n // valid lead\n leadSurrogate = codePoint;\n\n continue\n }\n\n // 2 leads in a row\n if (codePoint < 0xDC00) {\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD);\n leadSurrogate = codePoint;\n continue\n }\n\n // valid surrogate pair\n codePoint = (leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00) + 0x10000;\n } else if (leadSurrogate) {\n // valid bmp char, but last char was a lead\n if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD);\n }\n\n leadSurrogate = null;\n\n // encode utf8\n if (codePoint < 0x80) {\n if ((units -= 1) < 0) break\n bytes.push(codePoint);\n } else if (codePoint < 0x800) {\n if ((units -= 2) < 0) break\n bytes.push(\n codePoint >> 0x6 | 0xC0,\n codePoint & 0x3F | 0x80\n );\n } else if (codePoint < 0x10000) {\n if ((units -= 3) < 0) break\n bytes.push(\n codePoint >> 0xC | 0xE0,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n );\n } else if (codePoint < 0x110000) {\n if ((units -= 4) < 0) break\n bytes.push(\n codePoint >> 0x12 | 0xF0,\n codePoint >> 0xC & 0x3F | 0x80,\n codePoint >> 0x6 & 0x3F | 0x80,\n codePoint & 0x3F | 0x80\n );\n } else {\n throw new Error('Invalid code point')\n }\n }\n\n return bytes\n}\n\nfunction asciiToBytes (str) {\n var byteArray = [];\n for (var i = 0; i < str.length; ++i) {\n // Node's code seems to be doing this and not & 0x7F..\n byteArray.push(str.charCodeAt(i) & 0xFF);\n }\n return byteArray\n}\n\nfunction utf16leToBytes (str, units) {\n var c, hi, lo;\n var byteArray = [];\n for (var i = 0; i < str.length; ++i) {\n if ((units -= 2) < 0) break\n\n c = str.charCodeAt(i);\n hi = c >> 8;\n lo = c % 256;\n byteArray.push(lo);\n byteArray.push(hi);\n }\n\n return byteArray\n}\n\n\nfunction base64ToBytes (str) {\n return toByteArray(base64clean(str))\n}\n\nfunction blitBuffer (src, dst, offset, length) {\n for (var i = 0; i < length; ++i) {\n if ((i + offset >= dst.length) || (i >= src.length)) break\n dst[i + offset] = src[i];\n }\n return i\n}\n\nfunction isnan (val) {\n return val !== val // eslint-disable-line no-self-compare\n}\n\n\n// the following is from is-buffer, also by Feross Aboukhadijeh and with same lisence\n// The _isBuffer check is for Safari 5-7 support, because it's missing\n// Object.prototype.constructor. Remove this eventually\nfunction isBuffer(obj) {\n return obj != null && (!!obj._isBuffer || isFastBuffer(obj) || isSlowBuffer(obj))\n}\n\nfunction isFastBuffer (obj) {\n return !!obj.constructor && typeof obj.constructor.isBuffer === 'function' && obj.constructor.isBuffer(obj)\n}\n\n// For Node v0.10 support. Remove this eventually.\nfunction isSlowBuffer (obj) {\n return typeof obj.readFloatLE === 'function' && typeof obj.slice === 'function' && isFastBuffer(obj.slice(0, 0))\n}\n\nexport { Buffer as B, global as g };\n", "var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};\n\nfunction createCommonjsModule(fn, basedir, module) {\n\treturn module = {\n\t\tpath: basedir,\n\t\texports: {},\n\t\trequire: function (path, base) {\n\t\t\treturn commonjsRequire(path, (base === undefined || base === null) ? module.path : base);\n\t\t}\n\t}, fn(module, module.exports), module.exports;\n}\n\nfunction getDefaultExportFromNamespaceIfNotNamed (n) {\n\treturn n && Object.prototype.hasOwnProperty.call(n, 'default') && Object.keys(n).length === 1 ? n['default'] : n;\n}\n\nfunction commonjsRequire () {\n\tthrow new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');\n}\n\nexport { createCommonjsModule as a, commonjsGlobal as c, getDefaultExportFromNamespaceIfNotNamed as g };\n", "import { B as Buffer } from './common/_polyfill-node:buffer-57df7f7d.js';\nimport { g as getDefaultExportFromNamespaceIfNotNamed, a as createCommonjsModule } from './common/_commonjsHelpers-a3307dcf.js';\n\nvar _nodeResolve_empty = {};\n\nvar _nodeResolve_empty$1 = /*#__PURE__*/Object.freeze({\n __proto__: null,\n 'default': _nodeResolve_empty\n});\n\nvar require$$2 = /*@__PURE__*/getDefaultExportFromNamespaceIfNotNamed(_nodeResolve_empty$1);\n\nvar fabric_1 = createCommonjsModule(function (module, exports) {\n/* build: `node build.js modules=ALL exclude=gestures,accessors,erasing requirejs minifier=uglifyjs` */\n/*! Fabric.js Copyright 2008-2015, Printio (Juriy Zaytsev, Maxim Chernyak) */\n\nvar fabric = fabric || { version: '4.6.0' };\n{\n exports.fabric = fabric;\n}\n/* _AMD_END_ */\nif (typeof document !== 'undefined' && typeof window !== 'undefined') {\n if (document instanceof (typeof HTMLDocument !== 'undefined' ? HTMLDocument : Document)) {\n fabric.document = document;\n }\n else {\n fabric.document = document.implementation.createHTMLDocument('');\n }\n fabric.window = window;\n}\nelse {\n // assume we're running under node.js when document/window are not present\n var jsdom = require$$2;\n var virtualWindow = new jsdom.JSDOM(\n decodeURIComponent('%3C!DOCTYPE%20html%3E%3Chtml%3E%3Chead%3E%3C%2Fhead%3E%3Cbody%3E%3C%2Fbody%3E%3C%2Fhtml%3E'),\n {\n features: {\n FetchExternalResources: ['img']\n },\n resources: 'usable'\n }).window;\n fabric.document = virtualWindow.document;\n fabric.jsdomImplForWrapper = require$$2.implForWrapper;\n fabric.nodeCanvas = require$$2.Canvas;\n fabric.window = virtualWindow;\n DOMParser = fabric.window.DOMParser;\n}\n\n/**\n * True when in environment that supports touch events\n * @type boolean\n */\nfabric.isTouchSupported = 'ontouchstart' in fabric.window || 'ontouchstart' in fabric.document ||\n (fabric.window && fabric.window.navigator && fabric.window.navigator.maxTouchPoints > 0);\n\n/**\n * True when in environment that's probably Node.js\n * @type boolean\n */\nfabric.isLikelyNode = typeof Buffer !== 'undefined' &&\n typeof window === 'undefined';\n\n/* _FROM_SVG_START_ */\n/**\n * Attributes parsed from all SVG elements\n * @type array\n */\nfabric.SHARED_ATTRIBUTES = [\n 'display',\n 'transform',\n 'fill', 'fill-opacity', 'fill-rule',\n 'opacity',\n 'stroke', 'stroke-dasharray', 'stroke-linecap', 'stroke-dashoffset',\n 'stroke-linejoin', 'stroke-miterlimit',\n 'stroke-opacity', 'stroke-width',\n 'id', 'paint-order', 'vector-effect',\n 'instantiated_by_use', 'clip-path',\n];\n/* _FROM_SVG_END_ */\n\n/**\n * Pixel per Inch as a default value set to 96. Can be changed for more realistic conversion.\n */\nfabric.DPI = 96;\nfabric.reNum = '(?:[-+]?(?:\\\\d+|\\\\d*\\\\.\\\\d+)(?:[eE][-+]?\\\\d+)?)';\nfabric.commaWsp = '(?:\\\\s+,?\\\\s*|,\\\\s*)';\nfabric.rePathCommand = /([-+]?((\\d+\\.\\d+)|((\\d+)|(\\.\\d+)))(?:[eE][-+]?\\d+)?)/ig;\nfabric.reNonWord = /[ \\n\\.,;!\\?\\-]/;\nfabric.fontPaths = { };\nfabric.iMatrix = [1, 0, 0, 1, 0, 0];\nfabric.svgNS = 'http://www.w3.org/2000/svg';\n\n/**\n * Pixel limit for cache canvases. 1Mpx , 4Mpx should be fine.\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.perfLimitSizeTotal = 2097152;\n\n/**\n * Pixel limit for cache canvases width or height. IE fixes the maximum at 5000\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.maxCacheSideLimit = 4096;\n\n/**\n * Lowest pixel limit for cache canvases, set at 256PX\n * @since 1.7.14\n * @type Number\n * @default\n */\nfabric.minCacheSideLimit = 256;\n\n/**\n * Cache Object for widths of chars in text rendering.\n */\nfabric.charWidthsCache = { };\n\n/**\n * if webgl is enabled and available, textureSize will determine the size\n * of the canvas backend\n * @since 2.0.0\n * @type Number\n * @default\n */\nfabric.textureSize = 2048;\n\n/**\n * When 'true', style information is not retained when copy/pasting text, making\n * pasted text use destination style.\n * Defaults to 'false'.\n * @type Boolean\n * @default\n */\nfabric.disableStyleCopyPaste = false;\n\n/**\n * Enable webgl for filtering picture is available\n * A filtering backend will be initialized, this will both take memory and\n * time since a default 2048x2048 canvas will be created for the gl context\n * @since 2.0.0\n * @type Boolean\n * @default\n */\nfabric.enableGLFiltering = true;\n\n/**\n * Device Pixel Ratio\n * @see https://developer.apple.com/library/safari/documentation/AudioVideo/Conceptual/HTML-canvas-guide/SettingUptheCanvas/SettingUptheCanvas.html\n */\nfabric.devicePixelRatio = fabric.window.devicePixelRatio ||\n fabric.window.webkitDevicePixelRatio ||\n fabric.window.mozDevicePixelRatio ||\n 1;\n/**\n * Browser-specific constant to adjust CanvasRenderingContext2D.shadowBlur value,\n * which is unitless and not rendered equally across browsers.\n *\n * Values that work quite well (as of October 2017) are:\n * - Chrome: 1.5\n * - Edge: 1.75\n * - Firefox: 0.9\n * - Safari: 0.95\n *\n * @since 2.0.0\n * @type Number\n * @default 1\n */\nfabric.browserShadowBlurConstant = 1;\n\n/**\n * This object contains the result of arc to bezier conversion for faster retrieving if the same arc needs to be converted again.\n * It was an internal variable, is accessible since version 2.3.4\n */\nfabric.arcToSegmentsCache = { };\n\n/**\n * This object keeps the results of the boundsOfCurve calculation mapped by the joined arguments necessary to calculate it.\n * It does speed up calculation, if you parse and add always the same paths, but in case of heavy usage of freedrawing\n * you do not get any speed benefit and you get a big object in memory.\n * The object was a private variable before, while now is appended to the lib so that you have access to it and you\n * can eventually clear it.\n * It was an internal variable, is accessible since version 2.3.4\n */\nfabric.boundsOfCurveCache = { };\n\n/**\n * If disabled boundsOfCurveCache is not used. For apps that make heavy usage of pencil drawing probably disabling it is better\n * @default true\n */\nfabric.cachesBoundsOfCurve = true;\n\n/**\n * Skip performance testing of setupGLContext and force the use of putImageData that seems to be the one that works best on\n * Chrome + old hardware. if your users are experiencing empty images after filtering you may try to force this to true\n * this has to be set before instantiating the filtering backend ( before filtering the first image )\n * @type Boolean\n * @default false\n */\nfabric.forceGLPutImageData = false;\n\nfabric.initFilterBackend = function() {\n if (fabric.enableGLFiltering && fabric.isWebglSupported && fabric.isWebglSupported(fabric.textureSize)) {\n console.log('max texture size: ' + fabric.maxTextureSize);\n return (new fabric.WebglFilterBackend({ tileSize: fabric.textureSize }));\n }\n else if (fabric.Canvas2dFilterBackend) {\n return (new fabric.Canvas2dFilterBackend());\n }\n};\n\n\nif (typeof document !== 'undefined' && typeof window !== 'undefined') {\n // ensure globality even if entire library were function wrapped (as in Meteor.js packaging system)\n window.fabric = fabric;\n}\n\n\n(function() {\n\n /**\n * @private\n * @param {String} eventName\n * @param {Function} handler\n */\n function _removeEventListener(eventName, handler) {\n if (!this.__eventListeners[eventName]) {\n return;\n }\n var eventListener = this.__eventListeners[eventName];\n if (handler) {\n eventListener[eventListener.indexOf(handler)] = false;\n }\n else {\n fabric.util.array.fill(eventListener, false);\n }\n }\n\n /**\n * Observes specified event\n * @memberOf fabric.Observable\n * @alias on\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function that receives a notification when an event of the specified type occurs\n * @return {Self} thisArg\n * @chainable\n */\n function on(eventName, handler) {\n if (!this.__eventListeners) {\n this.__eventListeners = { };\n }\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for (var prop in eventName) {\n this.on(prop, eventName[prop]);\n }\n }\n else {\n if (!this.__eventListeners[eventName]) {\n this.__eventListeners[eventName] = [];\n }\n this.__eventListeners[eventName].push(handler);\n }\n return this;\n }\n\n function _once(eventName, handler) {\n var _handler = function () {\n handler.apply(this, arguments);\n this.off(eventName, _handler);\n }.bind(this);\n this.on(eventName, _handler);\n }\n\n function once(eventName, handler) {\n // one object with key/value pairs was passed\n if (arguments.length === 1) {\n for (var prop in eventName) {\n _once.call(this, prop, eventName[prop]);\n }\n }\n else {\n _once.call(this, eventName, handler);\n }\n return this;\n }\n\n /**\n * Stops event observing for a particular event handler. Calling this method\n * without arguments removes all handlers for all events\n * @memberOf fabric.Observable\n * @alias off\n * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})\n * @param {Function} handler Function to be deleted from EventListeners\n * @return {Self} thisArg\n * @chainable\n */\n function off(eventName, handler) {\n if (!this.__eventListeners) {\n return this;\n }\n\n // remove all key/value pairs (event name -> event handler)\n if (arguments.length === 0) {\n for (eventName in this.__eventListeners) {\n _removeEventListener.call(this, eventName);\n }\n }\n // one object with key/value pairs was passed\n else if (arguments.length === 1 && typeof arguments[0] === 'object') {\n for (var prop in eventName) {\n _removeEventListener.call(this, prop, eventName[prop]);\n }\n }\n else {\n _removeEventListener.call(this, eventName, handler);\n }\n return this;\n }\n\n /**\n * Fires event with an optional options object\n * @memberOf fabric.Observable\n * @param {String} eventName Event name to fire\n * @param {Object} [options] Options object\n * @return {Self} thisArg\n * @chainable\n */\n function fire(eventName, options) {\n if (!this.__eventListeners) {\n return this;\n }\n\n var listenersForEvent = this.__eventListeners[eventName];\n if (!listenersForEvent) {\n return this;\n }\n\n for (var i = 0, len = listenersForEvent.length; i < len; i++) {\n listenersForEvent[i] && listenersForEvent[i].call(this, options || { });\n }\n this.__eventListeners[eventName] = listenersForEvent.filter(function(value) {\n return value !== false;\n });\n return this;\n }\n\n /**\n * @namespace fabric.Observable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#events}\n * @see {@link http://fabricjs.com/events|Events demo}\n */\n fabric.Observable = {\n fire: fire,\n on: on,\n once: once,\n off: off,\n };\n})();\n\n\n/**\n * @namespace fabric.Collection\n */\nfabric.Collection = {\n\n _objects: [],\n\n /**\n * Adds objects to collection, Canvas or Group, then renders canvas\n * (if `renderOnAddRemove` is not `false`).\n * in case of Group no changes to bounding box are made.\n * Objects should be instances of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the add method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */\n add: function () {\n this._objects.push.apply(this._objects, arguments);\n if (this._onObjectAdded) {\n for (var i = 0, length = arguments.length; i < length; i++) {\n this._onObjectAdded(arguments[i]);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Inserts an object into collection at specified index, then renders canvas (if `renderOnAddRemove` is not `false`)\n * An object should be an instance of (or inherit from) fabric.Object\n * Use of this function is highly discouraged for groups.\n * you can add a bunch of objects with the insertAt method but then you NEED\n * to run a addWithUpdate call for the Group class or position/bbox will be wrong.\n * @param {Object} object Object to insert\n * @param {Number} index Index to insert object at\n * @param {Boolean} nonSplicing When `true`, no splicing (shifting) of objects occurs\n * @return {Self} thisArg\n * @chainable\n */\n insertAt: function (object, index, nonSplicing) {\n var objects = this._objects;\n if (nonSplicing) {\n objects[index] = object;\n }\n else {\n objects.splice(index, 0, object);\n }\n this._onObjectAdded && this._onObjectAdded(object);\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Removes objects from a collection, then renders canvas (if `renderOnAddRemove` is not `false`)\n * @param {...fabric.Object} object Zero or more fabric instances\n * @return {Self} thisArg\n * @chainable\n */\n remove: function() {\n var objects = this._objects,\n index, somethingRemoved = false;\n\n for (var i = 0, length = arguments.length; i < length; i++) {\n index = objects.indexOf(arguments[i]);\n\n // only call onObjectRemoved if an object was actually removed\n if (index !== -1) {\n somethingRemoved = true;\n objects.splice(index, 1);\n this._onObjectRemoved && this._onObjectRemoved(arguments[i]);\n }\n }\n\n this.renderOnAddRemove && somethingRemoved && this.requestRenderAll();\n return this;\n },\n\n /**\n * Executes given function for each object in this group\n * @param {Function} callback\n * Callback invoked with current object as first argument,\n * index - as second and an array of all objects - as third.\n * Callback is invoked in a context of Global Object (e.g. `window`)\n * when no `context` argument is given\n *\n * @param {Object} context Context (aka thisObject)\n * @return {Self} thisArg\n * @chainable\n */\n forEachObject: function(callback, context) {\n var objects = this.getObjects();\n for (var i = 0, len = objects.length; i < len; i++) {\n callback.call(context, objects[i], i, objects);\n }\n return this;\n },\n\n /**\n * Returns an array of children objects of this instance\n * Type parameter introduced in 1.3.10\n * since 2.3.5 this method return always a COPY of the array;\n * @param {String} [type] When specified, only objects of this type are returned\n * @return {Array}\n */\n getObjects: function(type) {\n if (typeof type === 'undefined') {\n return this._objects.concat();\n }\n return this._objects.filter(function(o) {\n return o.type === type;\n });\n },\n\n /**\n * Returns object at specified index\n * @param {Number} index\n * @return {Self} thisArg\n */\n item: function (index) {\n return this._objects[index];\n },\n\n /**\n * Returns true if collection contains no objects\n * @return {Boolean} true if collection is empty\n */\n isEmpty: function () {\n return this._objects.length === 0;\n },\n\n /**\n * Returns a size of a collection (i.e: length of an array containing its objects)\n * @return {Number} Collection size\n */\n size: function() {\n return this._objects.length;\n },\n\n /**\n * Returns true if collection contains an object\n * @param {Object} object Object to check against\n * @param {Boolean} [deep=false] `true` to check all descendants, `false` to check only `_objects`\n * @return {Boolean} `true` if collection contains an object\n */\n contains: function (object, deep) {\n if (this._objects.indexOf(object) > -1) {\n return true;\n }\n else if (deep) {\n return this._objects.some(function (obj) {\n return typeof obj.contains === 'function' && obj.contains(object, true);\n });\n }\n return false;\n },\n\n /**\n * Returns number representation of a collection complexity\n * @return {Number} complexity\n */\n complexity: function () {\n return this._objects.reduce(function (memo, current) {\n memo += current.complexity ? current.complexity() : 0;\n return memo;\n }, 0);\n }\n};\n\n\n/**\n * @namespace fabric.CommonMethods\n */\nfabric.CommonMethods = {\n\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */\n _setOptions: function(options) {\n for (var prop in options) {\n this.set(prop, options[prop]);\n }\n },\n\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Gradient to\n */\n _initGradient: function(filler, property) {\n if (filler && filler.colorStops && !(filler instanceof fabric.Gradient)) {\n this.set(property, new fabric.Gradient(filler));\n }\n },\n\n /**\n * @private\n * @param {Object} [filler] Options object\n * @param {String} [property] property to set the Pattern to\n * @param {Function} [callback] callback to invoke after pattern load\n */\n _initPattern: function(filler, property, callback) {\n if (filler && filler.source && !(filler instanceof fabric.Pattern)) {\n this.set(property, new fabric.Pattern(filler, callback));\n }\n else {\n callback && callback();\n }\n },\n\n /**\n * @private\n */\n _setObject: function(obj) {\n for (var prop in obj) {\n this._set(prop, obj[prop]);\n }\n },\n\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n set: function(key, value) {\n if (typeof key === 'object') {\n this._setObject(key);\n }\n else {\n this._set(key, value);\n }\n return this;\n },\n\n _set: function(key, value) {\n this[key] = value;\n },\n\n /**\n * Toggles specified property from `true` to `false` or from `false` to `true`\n * @param {String} property Property to toggle\n * @return {fabric.Object} thisArg\n * @chainable\n */\n toggle: function(property) {\n var value = this.get(property);\n if (typeof value === 'boolean') {\n this.set(property, !value);\n }\n return this;\n },\n\n /**\n * Basic getter\n * @param {String} property Property name\n * @return {*} value of a property\n */\n get: function(property) {\n return this[property];\n }\n};\n\n\n(function(global) {\n\n var sqrt = Math.sqrt,\n atan2 = Math.atan2,\n pow = Math.pow,\n PiBy180 = Math.PI / 180,\n PiBy2 = Math.PI / 2;\n\n /**\n * @namespace fabric.util\n */\n fabric.util = {\n\n /**\n * Calculate the cos of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */\n cos: function(angle) {\n if (angle === 0) { return 1; }\n if (angle < 0) {\n // cos(a) = cos(-a)\n angle = -angle;\n }\n var angleSlice = angle / PiBy2;\n switch (angleSlice) {\n case 1: case 3: return 0;\n case 2: return -1;\n }\n return Math.cos(angle);\n },\n\n /**\n * Calculate the sin of an angle, avoiding returning floats for known results\n * @static\n * @memberOf fabric.util\n * @param {Number} angle the angle in radians or in degree\n * @return {Number}\n */\n sin: function(angle) {\n if (angle === 0) { return 0; }\n var angleSlice = angle / PiBy2, sign = 1;\n if (angle < 0) {\n // sin(-a) = -sin(a)\n sign = -1;\n }\n switch (angleSlice) {\n case 1: return sign;\n case 2: return 0;\n case 3: return -sign;\n }\n return Math.sin(angle);\n },\n\n /**\n * Removes value from an array.\n * Presence of value (and its position in an array) is determined via `Array.prototype.indexOf`\n * @static\n * @memberOf fabric.util\n * @param {Array} array\n * @param {*} value\n * @return {Array} original array\n */\n removeFromArray: function(array, value) {\n var idx = array.indexOf(value);\n if (idx !== -1) {\n array.splice(idx, 1);\n }\n return array;\n },\n\n /**\n * Returns random number between 2 specified ones.\n * @static\n * @memberOf fabric.util\n * @param {Number} min lower limit\n * @param {Number} max upper limit\n * @return {Number} random value (between min and max)\n */\n getRandomInt: function(min, max) {\n return Math.floor(Math.random() * (max - min + 1)) + min;\n },\n\n /**\n * Transforms degrees to radians.\n * @static\n * @memberOf fabric.util\n * @param {Number} degrees value in degrees\n * @return {Number} value in radians\n */\n degreesToRadians: function(degrees) {\n return degrees * PiBy180;\n },\n\n /**\n * Transforms radians to degrees.\n * @static\n * @memberOf fabric.util\n * @param {Number} radians value in radians\n * @return {Number} value in degrees\n */\n radiansToDegrees: function(radians) {\n return radians / PiBy180;\n },\n\n /**\n * Rotates `point` around `origin` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} point The point to rotate\n * @param {fabric.Point} origin The origin of the rotation\n * @param {Number} radians The radians of the angle for the rotation\n * @return {fabric.Point} The new rotated point\n */\n rotatePoint: function(point, origin, radians) {\n var newPoint = new fabric.Point(point.x - origin.x, point.y - origin.y),\n v = fabric.util.rotateVector(newPoint, radians);\n return new fabric.Point(v.x, v.y).addEquals(origin);\n },\n\n /**\n * Rotates `vector` with `radians`\n * @static\n * @memberOf fabric.util\n * @param {Object} vector The vector to rotate (x and y)\n * @param {Number} radians The radians of the angle for the rotation\n * @return {Object} The new rotated point\n */\n rotateVector: function(vector, radians) {\n var sin = fabric.util.sin(radians),\n cos = fabric.util.cos(radians),\n rx = vector.x * cos - vector.y * sin,\n ry = vector.x * sin + vector.y * cos;\n return {\n x: rx,\n y: ry\n };\n },\n\n /**\n * Apply transform t to point p\n * @static\n * @memberOf fabric.util\n * @param {fabric.Point} p The point to transform\n * @param {Array} t The transform\n * @param {Boolean} [ignoreOffset] Indicates that the offset should not be applied\n * @return {fabric.Point} The transformed point\n */\n transformPoint: function(p, t, ignoreOffset) {\n if (ignoreOffset) {\n return new fabric.Point(\n t[0] * p.x + t[2] * p.y,\n t[1] * p.x + t[3] * p.y\n );\n }\n return new fabric.Point(\n t[0] * p.x + t[2] * p.y + t[4],\n t[1] * p.x + t[3] * p.y + t[5]\n );\n },\n\n /**\n * Returns coordinates of points's bounding rectangle (left, top, width, height)\n * @param {Array} points 4 points array\n * @param {Array} [transform] an array of 6 numbers representing a 2x3 transform matrix\n * @return {Object} Object with left, top, width, height properties\n */\n makeBoundingBoxFromPoints: function(points, transform) {\n if (transform) {\n for (var i = 0; i < points.length; i++) {\n points[i] = fabric.util.transformPoint(points[i], transform);\n }\n }\n var xPoints = [points[0].x, points[1].x, points[2].x, points[3].x],\n minX = fabric.util.array.min(xPoints),\n maxX = fabric.util.array.max(xPoints),\n width = maxX - minX,\n yPoints = [points[0].y, points[1].y, points[2].y, points[3].y],\n minY = fabric.util.array.min(yPoints),\n maxY = fabric.util.array.max(yPoints),\n height = maxY - minY;\n\n return {\n left: minX,\n top: minY,\n width: width,\n height: height\n };\n },\n\n /**\n * Invert transformation t\n * @static\n * @memberOf fabric.util\n * @param {Array} t The transform\n * @return {Array} The inverted transform\n */\n invertTransform: function(t) {\n var a = 1 / (t[0] * t[3] - t[1] * t[2]),\n r = [a * t[3], -a * t[1], -a * t[2], a * t[0]],\n o = fabric.util.transformPoint({ x: t[4], y: t[5] }, r, true);\n r[4] = -o.x;\n r[5] = -o.y;\n return r;\n },\n\n /**\n * A wrapper around Number#toFixed, which contrary to native method returns number, not string.\n * @static\n * @memberOf fabric.util\n * @param {Number|String} number number to operate on\n * @param {Number} fractionDigits number of fraction digits to \"leave\"\n * @return {Number}\n */\n toFixed: function(number, fractionDigits) {\n return parseFloat(Number(number).toFixed(fractionDigits));\n },\n\n /**\n * Converts from attribute value to pixel value if applicable.\n * Returns converted pixels or original value not converted.\n * @param {Number|String} value number to operate on\n * @param {Number} fontSize\n * @return {Number|String}\n */\n parseUnit: function(value, fontSize) {\n var unit = /\\D{0,2}$/.exec(value),\n number = parseFloat(value);\n if (!fontSize) {\n fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;\n }\n switch (unit[0]) {\n case 'mm':\n return number * fabric.DPI / 25.4;\n\n case 'cm':\n return number * fabric.DPI / 2.54;\n\n case 'in':\n return number * fabric.DPI;\n\n case 'pt':\n return number * fabric.DPI / 72; // or * 4 / 3\n\n case 'pc':\n return number * fabric.DPI / 72 * 12; // or * 16\n\n case 'em':\n return number * fontSize;\n\n default:\n return number;\n }\n },\n\n /**\n * Function which always returns `false`.\n * @static\n * @memberOf fabric.util\n * @return {Boolean}\n */\n falseFunction: function() {\n return false;\n },\n\n /**\n * Returns klass \"Class\" object of given namespace\n * @memberOf fabric.util\n * @param {String} type Type of object (eg. 'circle')\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @return {Object} klass \"Class\"\n */\n getKlass: function(type, namespace) {\n // capitalize first letter only\n type = fabric.util.string.camelize(type.charAt(0).toUpperCase() + type.slice(1));\n return fabric.util.resolveNamespace(namespace)[type];\n },\n\n /**\n * Returns array of attributes for given svg that fabric parses\n * @memberOf fabric.util\n * @param {String} type Type of svg element (eg. 'circle')\n * @return {Array} string names of supported attributes\n */\n getSvgAttributes: function(type) {\n var attributes = [\n 'instantiated_by_use',\n 'style',\n 'id',\n 'class'\n ];\n switch (type) {\n case 'linearGradient':\n attributes = attributes.concat(['x1', 'y1', 'x2', 'y2', 'gradientUnits', 'gradientTransform']);\n break;\n case 'radialGradient':\n attributes = attributes.concat(['gradientUnits', 'gradientTransform', 'cx', 'cy', 'r', 'fx', 'fy', 'fr']);\n break;\n case 'stop':\n attributes = attributes.concat(['offset', 'stop-color', 'stop-opacity']);\n break;\n }\n return attributes;\n },\n\n /**\n * Returns object of given namespace\n * @memberOf fabric.util\n * @param {String} namespace Namespace string e.g. 'fabric.Image.filter' or 'fabric'\n * @return {Object} Object for given namespace (default fabric)\n */\n resolveNamespace: function(namespace) {\n if (!namespace) {\n return fabric;\n }\n\n var parts = namespace.split('.'),\n len = parts.length, i,\n obj = global || fabric.window;\n\n for (i = 0; i < len; ++i) {\n obj = obj[parts[i]];\n }\n\n return obj;\n },\n\n /**\n * Loads image element from given url and passes it to a callback\n * @memberOf fabric.util\n * @param {String} url URL representing an image\n * @param {Function} callback Callback; invoked with loaded image\n * @param {*} [context] Context to invoke callback in\n * @param {Object} [crossOrigin] crossOrigin value to set image element to\n */\n loadImage: function(url, callback, context, crossOrigin) {\n if (!url) {\n callback && callback.call(context, url);\n return;\n }\n\n var img = fabric.util.createImage();\n\n /** @ignore */\n var onLoadCallback = function () {\n callback && callback.call(context, img, false);\n img = img.onload = img.onerror = null;\n };\n\n img.onload = onLoadCallback;\n /** @ignore */\n img.onerror = function() {\n fabric.log('Error loading ' + img.src);\n callback && callback.call(context, null, true);\n img = img.onload = img.onerror = null;\n };\n\n // data-urls appear to be buggy with crossOrigin\n // https://github.com/kangax/fabric.js/commit/d0abb90f1cd5c5ef9d2a94d3fb21a22330da3e0a#commitcomment-4513767\n // see https://code.google.com/p/chromium/issues/detail?id=315152\n // https://bugzilla.mozilla.org/show_bug.cgi?id=935069\n // crossOrigin null is the same as not set.\n if (url.indexOf('data') !== 0 &&\n crossOrigin !== undefined &&\n crossOrigin !== null) {\n img.crossOrigin = crossOrigin;\n }\n\n // IE10 / IE11-Fix: SVG contents from data: URI\n // will only be available if the IMG is present\n // in the DOM (and visible)\n if (url.substring(0,14) === 'data:image/svg') {\n img.onload = null;\n fabric.util.loadImageInDom(img, onLoadCallback);\n }\n\n img.src = url;\n },\n\n /**\n * Attaches SVG image with data: URL to the dom\n * @memberOf fabric.util\n * @param {Object} img Image object with data:image/svg src\n * @param {Function} callback Callback; invoked with loaded image\n * @return {Object} DOM element (div containing the SVG image)\n */\n loadImageInDom: function(img, onLoadCallback) {\n var div = fabric.document.createElement('div');\n div.style.width = div.style.height = '1px';\n div.style.left = div.style.top = '-100%';\n div.style.position = 'absolute';\n div.appendChild(img);\n fabric.document.querySelector('body').appendChild(div);\n /**\n * Wrap in function to:\n * 1. Call existing callback\n * 2. Cleanup DOM\n */\n img.onload = function () {\n onLoadCallback();\n div.parentNode.removeChild(div);\n div = null;\n };\n },\n\n /**\n * Creates corresponding fabric instances from their object representations\n * @static\n * @memberOf fabric.util\n * @param {Array} objects Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * @param {String} namespace Namespace to get klass \"Class\" object from\n * @param {Function} reviver Method for further parsing of object elements,\n * called after each fabric object created.\n */\n enlivenObjects: function(objects, callback, namespace, reviver) {\n objects = objects || [];\n\n var enlivenedObjects = [],\n numLoadedObjects = 0,\n numTotalObjects = objects.length;\n\n function onLoaded() {\n if (++numLoadedObjects === numTotalObjects) {\n callback && callback(enlivenedObjects.filter(function(obj) {\n // filter out undefined objects (objects that gave error)\n return obj;\n }));\n }\n }\n\n if (!numTotalObjects) {\n callback && callback(enlivenedObjects);\n return;\n }\n\n objects.forEach(function (o, index) {\n // if sparse array\n if (!o || !o.type) {\n onLoaded();\n return;\n }\n var klass = fabric.util.getKlass(o.type, namespace);\n klass.fromObject(o, function (obj, error) {\n error || (enlivenedObjects[index] = obj);\n reviver && reviver(o, obj, error);\n onLoaded();\n });\n });\n },\n\n /**\n * Create and wait for loading of patterns\n * @static\n * @memberOf fabric.util\n * @param {Array} patterns Objects to enliven\n * @param {Function} callback Callback to invoke when all objects are created\n * called after each fabric object created.\n */\n enlivenPatterns: function(patterns, callback) {\n patterns = patterns || [];\n\n function onLoaded() {\n if (++numLoadedPatterns === numPatterns) {\n callback && callback(enlivenedPatterns);\n }\n }\n\n var enlivenedPatterns = [],\n numLoadedPatterns = 0,\n numPatterns = patterns.length;\n\n if (!numPatterns) {\n callback && callback(enlivenedPatterns);\n return;\n }\n\n patterns.forEach(function (p, index) {\n if (p && p.source) {\n new fabric.Pattern(p, function(pattern) {\n enlivenedPatterns[index] = pattern;\n onLoaded();\n });\n }\n else {\n enlivenedPatterns[index] = p;\n onLoaded();\n }\n });\n },\n\n /**\n * Groups SVG elements (usually those retrieved from SVG document)\n * @static\n * @memberOf fabric.util\n * @param {Array} elements SVG elements to group\n * @param {Object} [options] Options object\n * @param {String} path Value to set sourcePath to\n * @return {fabric.Object|fabric.Group}\n */\n groupSVGElements: function(elements, options, path) {\n var object;\n if (elements && elements.length === 1) {\n return elements[0];\n }\n if (options) {\n if (options.width && options.height) {\n options.centerPoint = {\n x: options.width / 2,\n y: options.height / 2\n };\n }\n else {\n delete options.width;\n delete options.height;\n }\n }\n object = new fabric.Group(elements, options);\n if (typeof path !== 'undefined') {\n object.sourcePath = path;\n }\n return object;\n },\n\n /**\n * Populates an object with properties of another object\n * @static\n * @memberOf fabric.util\n * @param {Object} source Source object\n * @param {Object} destination Destination object\n * @return {Array} properties Properties names to include\n */\n populateWithProperties: function(source, destination, properties) {\n if (properties && Object.prototype.toString.call(properties) === '[object Array]') {\n for (var i = 0, len = properties.length; i < len; i++) {\n if (properties[i] in source) {\n destination[properties[i]] = source[properties[i]];\n }\n }\n }\n },\n\n /**\n * WARNING: THIS WAS TO SUPPORT OLD BROWSERS. deprecated.\n * WILL BE REMOVED IN FABRIC 5.0\n * Draws a dashed line between two points\n *\n * This method is used to draw dashed line around selection area.\n * See dotted stroke in canvas\n *\n * @param {CanvasRenderingContext2D} ctx context\n * @param {Number} x start x coordinate\n * @param {Number} y start y coordinate\n * @param {Number} x2 end x coordinate\n * @param {Number} y2 end y coordinate\n * @param {Array} da dash array pattern\n * @deprecated\n */\n drawDashedLine: function(ctx, x, y, x2, y2, da) {\n var dx = x2 - x,\n dy = y2 - y,\n len = sqrt(dx * dx + dy * dy),\n rot = atan2(dy, dx),\n dc = da.length,\n di = 0,\n draw = true;\n\n ctx.save();\n ctx.translate(x, y);\n ctx.moveTo(0, 0);\n ctx.rotate(rot);\n\n x = 0;\n while (len > x) {\n x += da[di++ % dc];\n if (x > len) {\n x = len;\n }\n ctx[draw ? 'lineTo' : 'moveTo'](x, 0);\n draw = !draw;\n }\n\n ctx.restore();\n },\n\n /**\n * Creates canvas element\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */\n createCanvasElement: function() {\n return fabric.document.createElement('canvas');\n },\n\n /**\n * Creates a canvas element that is a copy of another and is also painted\n * @param {CanvasElement} canvas to copy size and content of\n * @static\n * @memberOf fabric.util\n * @return {CanvasElement} initialized canvas element\n */\n copyCanvasElement: function(canvas) {\n var newCanvas = fabric.util.createCanvasElement();\n newCanvas.width = canvas.width;\n newCanvas.height = canvas.height;\n newCanvas.getContext('2d').drawImage(canvas, 0, 0);\n return newCanvas;\n },\n\n /**\n * since 2.6.0 moved from canvas instance to utility.\n * @param {CanvasElement} canvasEl to copy size and content of\n * @param {String} format 'jpeg' or 'png', in some browsers 'webp' is ok too\n * @param {Number} quality <= 1 and > 0\n * @static\n * @memberOf fabric.util\n * @return {String} data url\n */\n toDataURL: function(canvasEl, format, quality) {\n return canvasEl.toDataURL('image/' + format, quality);\n },\n\n /**\n * Creates image element (works on client and node)\n * @static\n * @memberOf fabric.util\n * @return {HTMLImageElement} HTML image element\n */\n createImage: function() {\n return fabric.document.createElement('img');\n },\n\n /**\n * Multiply matrix A by matrix B to nest transformations\n * @static\n * @memberOf fabric.util\n * @param {Array} a First transformMatrix\n * @param {Array} b Second transformMatrix\n * @param {Boolean} is2x2 flag to multiply matrices as 2x2 matrices\n * @return {Array} The product of the two transform matrices\n */\n multiplyTransformMatrices: function(a, b, is2x2) {\n // Matrix multiply a * b\n return [\n a[0] * b[0] + a[2] * b[1],\n a[1] * b[0] + a[3] * b[1],\n a[0] * b[2] + a[2] * b[3],\n a[1] * b[2] + a[3] * b[3],\n is2x2 ? 0 : a[0] * b[4] + a[2] * b[5] + a[4],\n is2x2 ? 0 : a[1] * b[4] + a[3] * b[5] + a[5]\n ];\n },\n\n /**\n * Decomposes standard 2x3 matrix into transform components\n * @static\n * @memberOf fabric.util\n * @param {Array} a transformMatrix\n * @return {Object} Components of transform\n */\n qrDecompose: function(a) {\n var angle = atan2(a[1], a[0]),\n denom = pow(a[0], 2) + pow(a[1], 2),\n scaleX = sqrt(denom),\n scaleY = (a[0] * a[3] - a[2] * a[1]) / scaleX,\n skewX = atan2(a[0] * a[2] + a[1] * a [3], denom);\n return {\n angle: angle / PiBy180,\n scaleX: scaleX,\n scaleY: scaleY,\n skewX: skewX / PiBy180,\n skewY: 0,\n translateX: a[4],\n translateY: a[5]\n };\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle] angle in degrees\n * @return {Number[]} transform matrix\n */\n calcRotateMatrix: function(options) {\n if (!options.angle) {\n return fabric.iMatrix.concat();\n }\n var theta = fabric.util.degreesToRadians(options.angle),\n cos = fabric.util.cos(theta),\n sin = fabric.util.sin(theta);\n return [cos, sin, -sin, cos, 0, 0];\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet.\n * is called DimensionsTransformMatrix because those properties are the one that influence\n * the size of the resulting box of the object.\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewX]\n * @return {Number[]} transform matrix\n */\n calcDimensionsMatrix: function(options) {\n var scaleX = typeof options.scaleX === 'undefined' ? 1 : options.scaleX,\n scaleY = typeof options.scaleY === 'undefined' ? 1 : options.scaleY,\n scaleMatrix = [\n options.flipX ? -scaleX : scaleX,\n 0,\n 0,\n options.flipY ? -scaleY : scaleY,\n 0,\n 0],\n multiply = fabric.util.multiplyTransformMatrices,\n degreesToRadians = fabric.util.degreesToRadians;\n if (options.skewX) {\n scaleMatrix = multiply(\n scaleMatrix,\n [1, 0, Math.tan(degreesToRadians(options.skewX)), 1],\n true);\n }\n if (options.skewY) {\n scaleMatrix = multiply(\n scaleMatrix,\n [1, Math.tan(degreesToRadians(options.skewY)), 0, 1],\n true);\n }\n return scaleMatrix;\n },\n\n /**\n * Returns a transform matrix starting from an object of the same kind of\n * the one returned from qrDecompose, useful also if you want to calculate some\n * transformations from an object that is not enlived yet\n * @static\n * @memberOf fabric.util\n * @param {Object} options\n * @param {Number} [options.angle]\n * @param {Number} [options.scaleX]\n * @param {Number} [options.scaleY]\n * @param {Boolean} [options.flipX]\n * @param {Boolean} [options.flipY]\n * @param {Number} [options.skewX]\n * @param {Number} [options.skewX]\n * @param {Number} [options.translateX]\n * @param {Number} [options.translateY]\n * @return {Number[]} transform matrix\n */\n composeMatrix: function(options) {\n var matrix = [1, 0, 0, 1, options.translateX || 0, options.translateY || 0],\n multiply = fabric.util.multiplyTransformMatrices;\n if (options.angle) {\n matrix = multiply(matrix, fabric.util.calcRotateMatrix(options));\n }\n if (options.scaleX !== 1 || options.scaleY !== 1 ||\n options.skewX || options.skewY || options.flipX || options.flipY) {\n matrix = multiply(matrix, fabric.util.calcDimensionsMatrix(options));\n }\n return matrix;\n },\n\n /**\n * reset an object transform state to neutral. Top and left are not accounted for\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to transform\n */\n resetObjectTransform: function (target) {\n target.scaleX = 1;\n target.scaleY = 1;\n target.skewX = 0;\n target.skewY = 0;\n target.flipX = false;\n target.flipY = false;\n target.rotate(0);\n },\n\n /**\n * Extract Object transform values\n * @static\n * @memberOf fabric.util\n * @param {fabric.Object} target object to read from\n * @return {Object} Components of transform\n */\n saveObjectTransform: function (target) {\n return {\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n angle: target.angle,\n left: target.left,\n flipX: target.flipX,\n flipY: target.flipY,\n top: target.top\n };\n },\n\n /**\n * Returns true if context has transparent pixel\n * at specified location (taking tolerance into account)\n * @param {CanvasRenderingContext2D} ctx context\n * @param {Number} x x coordinate\n * @param {Number} y y coordinate\n * @param {Number} tolerance Tolerance\n */\n isTransparent: function(ctx, x, y, tolerance) {\n\n // If tolerance is > 0 adjust start coords to take into account.\n // If moves off Canvas fix to 0\n if (tolerance > 0) {\n if (x > tolerance) {\n x -= tolerance;\n }\n else {\n x = 0;\n }\n if (y > tolerance) {\n y -= tolerance;\n }\n else {\n y = 0;\n }\n }\n\n var _isTransparent = true, i, temp,\n imageData = ctx.getImageData(x, y, (tolerance * 2) || 1, (tolerance * 2) || 1),\n l = imageData.data.length;\n\n // Split image data - for tolerance > 1, pixelDataSize = 4;\n for (i = 3; i < l; i += 4) {\n temp = imageData.data[i];\n _isTransparent = temp <= 0;\n if (_isTransparent === false) {\n break; // Stop if colour found\n }\n }\n\n imageData = null;\n\n return _isTransparent;\n },\n\n /**\n * Parse preserveAspectRatio attribute from element\n * @param {string} attribute to be parsed\n * @return {Object} an object containing align and meetOrSlice attribute\n */\n parsePreserveAspectRatioAttribute: function(attribute) {\n var meetOrSlice = 'meet', alignX = 'Mid', alignY = 'Mid',\n aspectRatioAttrs = attribute.split(' '), align;\n\n if (aspectRatioAttrs && aspectRatioAttrs.length) {\n meetOrSlice = aspectRatioAttrs.pop();\n if (meetOrSlice !== 'meet' && meetOrSlice !== 'slice') {\n align = meetOrSlice;\n meetOrSlice = 'meet';\n }\n else if (aspectRatioAttrs.length) {\n align = aspectRatioAttrs.pop();\n }\n }\n //divide align in alignX and alignY\n alignX = align !== 'none' ? align.slice(1, 4) : 'none';\n alignY = align !== 'none' ? align.slice(5, 8) : 'none';\n return {\n meetOrSlice: meetOrSlice,\n alignX: alignX,\n alignY: alignY\n };\n },\n\n /**\n * Clear char widths cache for the given font family or all the cache if no\n * fontFamily is specified.\n * Use it if you know you are loading fonts in a lazy way and you are not waiting\n * for custom fonts to load properly when adding text objects to the canvas.\n * If a text object is added when its own font is not loaded yet, you will get wrong\n * measurement and so wrong bounding boxes.\n * After the font cache is cleared, either change the textObject text content or call\n * initDimensions() to trigger a recalculation\n * @memberOf fabric.util\n * @param {String} [fontFamily] font family to clear\n */\n clearFabricFontCache: function(fontFamily) {\n fontFamily = (fontFamily || '').toLowerCase();\n if (!fontFamily) {\n fabric.charWidthsCache = { };\n }\n else if (fabric.charWidthsCache[fontFamily]) {\n delete fabric.charWidthsCache[fontFamily];\n }\n },\n\n /**\n * Given current aspect ratio, determines the max width and height that can\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Number} ar aspect ratio\n * @param {Number} maximumArea Maximum area you want to achieve\n * @return {Object.x} Limited dimensions by X\n * @return {Object.y} Limited dimensions by Y\n */\n limitDimsByArea: function(ar, maximumArea) {\n var roughWidth = Math.sqrt(maximumArea * ar),\n perfLimitSizeY = Math.floor(maximumArea / roughWidth);\n return { x: Math.floor(roughWidth), y: perfLimitSizeY };\n },\n\n capValue: function(min, value, max) {\n return Math.max(min, Math.min(value, max));\n },\n\n /**\n * Finds the scale for the object source to fit inside the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to fit into destination\n */\n findScaleToFit: function(source, destination) {\n return Math.min(destination.width / source.width, destination.height / source.height);\n },\n\n /**\n * Finds the scale for the object source to cover entirely the object destination,\n * keeping aspect ratio intact.\n * respect the total allowed area for the cache.\n * @memberOf fabric.util\n * @param {Object | fabric.Object} source\n * @param {Number} source.height natural unscaled height of the object\n * @param {Number} source.width natural unscaled width of the object\n * @param {Object | fabric.Object} destination\n * @param {Number} destination.height natural unscaled height of the object\n * @param {Number} destination.width natural unscaled width of the object\n * @return {Number} scale factor to apply to source to cover destination\n */\n findScaleToCover: function(source, destination) {\n return Math.max(destination.width / source.width, destination.height / source.height);\n },\n\n /**\n * given an array of 6 number returns something like `\"matrix(...numbers)\"`\n * @memberOf fabric.util\n * @param {Array} transform an array with 6 numbers\n * @return {String} transform matrix for svg\n * @return {Object.y} Limited dimensions by Y\n */\n matrixToSVG: function(transform) {\n return 'matrix(' + transform.map(function(value) {\n return fabric.util.toFixed(value, fabric.Object.NUM_FRACTION_DIGITS);\n }).join(' ') + ')';\n },\n\n /**\n * given an object and a transform, apply the inverse transform to the object,\n * this is equivalent to remove from that object that transformation, so that\n * added in a space with the removed transform, the object will be the same as before.\n * Removing from an object a transform that scale by 2 is like scaling it by 1/2.\n * Removing from an object a transfrom that rotate by 30deg is like rotating by 30deg\n * in the opposite direction.\n * This util is used to add objects inside transformed groups or nested groups.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n removeTransformFromObject: function(object, transform) {\n var inverted = fabric.util.invertTransform(transform),\n finalTransform = fabric.util.multiplyTransformMatrices(inverted, object.calcOwnMatrix());\n fabric.util.applyTransformToObject(object, finalTransform);\n },\n\n /**\n * given an object and a transform, apply the transform to the object.\n * this is equivalent to change the space where the object is drawn.\n * Adding to an object a transform that scale by 2 is like scaling it by 2.\n * This is used when removing an object from an active selection for example.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n addTransformToObject: function(object, transform) {\n fabric.util.applyTransformToObject(\n object,\n fabric.util.multiplyTransformMatrices(transform, object.calcOwnMatrix())\n );\n },\n\n /**\n * discard an object transform state and apply the one from the matrix.\n * @memberOf fabric.util\n * @param {fabric.Object} object the object you want to transform\n * @param {Array} transform the destination transform\n */\n applyTransformToObject: function(object, transform) {\n var options = fabric.util.qrDecompose(transform),\n center = new fabric.Point(options.translateX, options.translateY);\n object.flipX = false;\n object.flipY = false;\n object.set('scaleX', options.scaleX);\n object.set('scaleY', options.scaleY);\n object.skewX = options.skewX;\n object.skewY = options.skewY;\n object.angle = options.angle;\n object.setPositionByOrigin(center, 'center', 'center');\n },\n\n /**\n * given a width and height, return the size of the bounding box\n * that can contains the box with width/height with applied transform\n * described in options.\n * Use to calculate the boxes around objects for controls.\n * @memberOf fabric.util\n * @param {Number} width\n * @param {Number} height\n * @param {Object} options\n * @param {Number} options.scaleX\n * @param {Number} options.scaleY\n * @param {Number} options.skewX\n * @param {Number} options.skewY\n * @return {Object.x} width of containing\n * @return {Object.y} height of containing\n */\n sizeAfterTransform: function(width, height, options) {\n var dimX = width / 2, dimY = height / 2,\n points = [\n {\n x: -dimX,\n y: -dimY\n },\n {\n x: dimX,\n y: -dimY\n },\n {\n x: -dimX,\n y: dimY\n },\n {\n x: dimX,\n y: dimY\n }],\n transformMatrix = fabric.util.calcDimensionsMatrix(options),\n bbox = fabric.util.makeBoundingBoxFromPoints(points, transformMatrix);\n return {\n x: bbox.width,\n y: bbox.height,\n };\n }\n };\n})( exports );\n\n\n(function() {\n var _join = Array.prototype.join,\n commandLengths = {\n m: 2,\n l: 2,\n h: 1,\n v: 1,\n c: 6,\n s: 4,\n q: 4,\n t: 2,\n a: 7\n },\n repeatedCommands = {\n m: 'l',\n M: 'L'\n };\n function segmentToBezier(th2, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) {\n var costh2 = fabric.util.cos(th2),\n sinth2 = fabric.util.sin(th2),\n costh3 = fabric.util.cos(th3),\n sinth3 = fabric.util.sin(th3),\n toX = cosTh * rx * costh3 - sinTh * ry * sinth3 + cx1,\n toY = sinTh * rx * costh3 + cosTh * ry * sinth3 + cy1,\n cp1X = fromX + mT * ( -cosTh * rx * sinth2 - sinTh * ry * costh2),\n cp1Y = fromY + mT * ( -sinTh * rx * sinth2 + cosTh * ry * costh2),\n cp2X = toX + mT * ( cosTh * rx * sinth3 + sinTh * ry * costh3),\n cp2Y = toY + mT * ( sinTh * rx * sinth3 - cosTh * ry * costh3);\n\n return ['C',\n cp1X, cp1Y,\n cp2X, cp2Y,\n toX, toY\n ];\n }\n\n /* Adapted from http://dxr.mozilla.org/mozilla-central/source/content/svg/content/src/nsSVGPathDataParser.cpp\n * by Andrea Bogazzi code is under MPL. if you don't have a copy of the license you can take it here\n * http://mozilla.org/MPL/2.0/\n */\n function arcToSegments(toX, toY, rx, ry, large, sweep, rotateX) {\n var PI = Math.PI, th = rotateX * PI / 180,\n sinTh = fabric.util.sin(th),\n cosTh = fabric.util.cos(th),\n fromX = 0, fromY = 0;\n\n rx = Math.abs(rx);\n ry = Math.abs(ry);\n\n var px = -cosTh * toX * 0.5 - sinTh * toY * 0.5,\n py = -cosTh * toY * 0.5 + sinTh * toX * 0.5,\n rx2 = rx * rx, ry2 = ry * ry, py2 = py * py, px2 = px * px,\n pl = rx2 * ry2 - rx2 * py2 - ry2 * px2,\n root = 0;\n\n if (pl < 0) {\n var s = Math.sqrt(1 - pl / (rx2 * ry2));\n rx *= s;\n ry *= s;\n }\n else {\n root = (large === sweep ? -1.0 : 1.0) *\n Math.sqrt( pl / (rx2 * py2 + ry2 * px2));\n }\n\n var cx = root * rx * py / ry,\n cy = -root * ry * px / rx,\n cx1 = cosTh * cx - sinTh * cy + toX * 0.5,\n cy1 = sinTh * cx + cosTh * cy + toY * 0.5,\n mTheta = calcVectorAngle(1, 0, (px - cx) / rx, (py - cy) / ry),\n dtheta = calcVectorAngle((px - cx) / rx, (py - cy) / ry, (-px - cx) / rx, (-py - cy) / ry);\n\n if (sweep === 0 && dtheta > 0) {\n dtheta -= 2 * PI;\n }\n else if (sweep === 1 && dtheta < 0) {\n dtheta += 2 * PI;\n }\n\n // Convert into cubic bezier segments <= 90deg\n var segments = Math.ceil(Math.abs(dtheta / PI * 2)),\n result = [], mDelta = dtheta / segments,\n mT = 8 / 3 * Math.sin(mDelta / 4) * Math.sin(mDelta / 4) / Math.sin(mDelta / 2),\n th3 = mTheta + mDelta;\n\n for (var i = 0; i < segments; i++) {\n result[i] = segmentToBezier(mTheta, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY);\n fromX = result[i][5];\n fromY = result[i][6];\n mTheta = th3;\n th3 += mDelta;\n }\n return result;\n }\n\n /*\n * Private\n */\n function calcVectorAngle(ux, uy, vx, vy) {\n var ta = Math.atan2(uy, ux),\n tb = Math.atan2(vy, vx);\n if (tb >= ta) {\n return tb - ta;\n }\n else {\n return 2 * Math.PI - (ta - tb);\n }\n }\n\n /**\n * Calculate bounding box of a beziercurve\n * @param {Number} x0 starting point\n * @param {Number} y0\n * @param {Number} x1 first control point\n * @param {Number} y1\n * @param {Number} x2 secondo control point\n * @param {Number} y2\n * @param {Number} x3 end of bezier\n * @param {Number} y3\n */\n // taken from http://jsbin.com/ivomiq/56/edit no credits available for that.\n // TODO: can we normalize this with the starting points set at 0 and then translated the bbox?\n function getBoundsOfCurve(x0, y0, x1, y1, x2, y2, x3, y3) {\n var argsString;\n if (fabric.cachesBoundsOfCurve) {\n argsString = _join.call(arguments);\n if (fabric.boundsOfCurveCache[argsString]) {\n return fabric.boundsOfCurveCache[argsString];\n }\n }\n\n var sqrt = Math.sqrt,\n min = Math.min, max = Math.max,\n abs = Math.abs, tvalues = [],\n bounds = [[], []],\n a, b, c, t, t1, t2, b2ac, sqrtb2ac;\n\n b = 6 * x0 - 12 * x1 + 6 * x2;\n a = -3 * x0 + 9 * x1 - 9 * x2 + 3 * x3;\n c = 3 * x1 - 3 * x0;\n\n for (var i = 0; i < 2; ++i) {\n if (i > 0) {\n b = 6 * y0 - 12 * y1 + 6 * y2;\n a = -3 * y0 + 9 * y1 - 9 * y2 + 3 * y3;\n c = 3 * y1 - 3 * y0;\n }\n\n if (abs(a) < 1e-12) {\n if (abs(b) < 1e-12) {\n continue;\n }\n t = -c / b;\n if (0 < t && t < 1) {\n tvalues.push(t);\n }\n continue;\n }\n b2ac = b * b - 4 * c * a;\n if (b2ac < 0) {\n continue;\n }\n sqrtb2ac = sqrt(b2ac);\n t1 = (-b + sqrtb2ac) / (2 * a);\n if (0 < t1 && t1 < 1) {\n tvalues.push(t1);\n }\n t2 = (-b - sqrtb2ac) / (2 * a);\n if (0 < t2 && t2 < 1) {\n tvalues.push(t2);\n }\n }\n\n var x, y, j = tvalues.length, jlen = j, mt;\n while (j--) {\n t = tvalues[j];\n mt = 1 - t;\n x = (mt * mt * mt * x0) + (3 * mt * mt * t * x1) + (3 * mt * t * t * x2) + (t * t * t * x3);\n bounds[0][j] = x;\n\n y = (mt * mt * mt * y0) + (3 * mt * mt * t * y1) + (3 * mt * t * t * y2) + (t * t * t * y3);\n bounds[1][j] = y;\n }\n\n bounds[0][jlen] = x0;\n bounds[1][jlen] = y0;\n bounds[0][jlen + 1] = x3;\n bounds[1][jlen + 1] = y3;\n var result = [\n {\n x: min.apply(null, bounds[0]),\n y: min.apply(null, bounds[1])\n },\n {\n x: max.apply(null, bounds[0]),\n y: max.apply(null, bounds[1])\n }\n ];\n if (fabric.cachesBoundsOfCurve) {\n fabric.boundsOfCurveCache[argsString] = result;\n }\n return result;\n }\n\n /**\n * Converts arc to a bunch of bezier curves\n * @param {Number} fx starting point x\n * @param {Number} fy starting point y\n * @param {Array} coords Arc command\n */\n function fromArcToBeziers(fx, fy, coords) {\n var rx = coords[1],\n ry = coords[2],\n rot = coords[3],\n large = coords[4],\n sweep = coords[5],\n tx = coords[6],\n ty = coords[7],\n segsNorm = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);\n\n for (var i = 0, len = segsNorm.length; i < len; i++) {\n segsNorm[i][1] += fx;\n segsNorm[i][2] += fy;\n segsNorm[i][3] += fx;\n segsNorm[i][4] += fy;\n segsNorm[i][5] += fx;\n segsNorm[i][6] += fy;\n }\n return segsNorm;\n }\n /**\n * This function take a parsed SVG path and make it simpler for fabricJS logic.\n * simplification consist of: only UPPERCASE absolute commands ( relative converted to absolute )\n * S converted in C, T converted in Q, A converted in C.\n * @param {Array} path the array of commands of a parsed svg path for fabric.Path\n * @return {Array} the simplified array of commands of a parsed svg path for fabric.Path\n */\n function makePathSimpler(path) {\n // x and y represent the last point of the path. the previous command point.\n // we add them to each relative command to make it an absolute comment.\n // we also swap the v V h H with L, because are easier to transform.\n var x = 0, y = 0, len = path.length,\n // x1 and y1 represent the last point of the subpath. the subpath is started with\n // m or M command. When a z or Z command is drawn, x and y need to be resetted to\n // the last x1 and y1.\n x1 = 0, y1 = 0, current, i, converted,\n // previous will host the letter of the previous command, to handle S and T.\n // controlX and controlY will host the previous reflected control point\n destinationPath = [], previous, controlX, controlY;\n for (i = 0; i < len; ++i) {\n converted = false;\n current = path[i].slice(0);\n switch (current[0]) { // first letter\n case 'l': // lineto, relative\n current[0] = 'L';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'L':\n x = current[1];\n y = current[2];\n break;\n case 'h': // horizontal lineto, relative\n current[1] += x;\n // falls through\n case 'H':\n current[0] = 'L';\n current[2] = y;\n x = current[1];\n break;\n case 'v': // vertical lineto, relative\n current[1] += y;\n // falls through\n case 'V':\n current[0] = 'L';\n y = current[1];\n current[1] = x;\n current[2] = y;\n break;\n case 'm': // moveTo, relative\n current[0] = 'M';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'M':\n x = current[1];\n y = current[2];\n x1 = current[1];\n y1 = current[2];\n break;\n case 'c': // bezierCurveTo, relative\n current[0] = 'C';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n current[5] += x;\n current[6] += y;\n // falls through\n case 'C':\n controlX = current[3];\n controlY = current[4];\n x = current[5];\n y = current[6];\n break;\n case 's': // shorthand cubic bezierCurveTo, relative\n current[0] = 'S';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case 'S':\n // would be sScC but since we are swapping sSc for C, we check just that.\n if (previous === 'C') {\n // calculate reflection of previous control points\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n }\n else {\n // If there is no previous command or if the previous command was not a C, c, S, or s,\n // the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n x = current[3];\n y = current[4];\n current[0] = 'C';\n current[5] = current[3];\n current[6] = current[4];\n current[3] = current[1];\n current[4] = current[2];\n current[1] = controlX;\n current[2] = controlY;\n // current[3] and current[4] are NOW the second control point.\n // we keep it for the next reflection.\n controlX = current[3];\n controlY = current[4];\n break;\n case 'q': // quadraticCurveTo, relative\n current[0] = 'Q';\n current[1] += x;\n current[2] += y;\n current[3] += x;\n current[4] += y;\n // falls through\n case 'Q':\n controlX = current[1];\n controlY = current[2];\n x = current[3];\n y = current[4];\n break;\n case 't': // shorthand quadraticCurveTo, relative\n current[0] = 'T';\n current[1] += x;\n current[2] += y;\n // falls through\n case 'T':\n if (previous === 'Q') {\n // calculate reflection of previous control point\n controlX = 2 * x - controlX;\n controlY = 2 * y - controlY;\n }\n else {\n // If there is no previous command or if the previous command was not a Q, q, T or t,\n // assume the control point is coincident with the current point\n controlX = x;\n controlY = y;\n }\n current[0] = 'Q';\n x = current[1];\n y = current[2];\n current[1] = controlX;\n current[2] = controlY;\n current[3] = x;\n current[4] = y;\n break;\n case 'a':\n current[0] = 'A';\n current[6] += x;\n current[7] += y;\n // falls through\n case 'A':\n converted = true;\n destinationPath = destinationPath.concat(fromArcToBeziers(x, y, current));\n x = current[6];\n y = current[7];\n break;\n case 'z':\n case 'Z':\n x = x1;\n y = y1;\n break;\n }\n if (!converted) {\n destinationPath.push(current);\n }\n previous = current[0];\n }\n return destinationPath;\n }\n /**\n * Calc length from point x1,y1 to x2,y2\n * @param {Number} x1 starting point x\n * @param {Number} y1 starting point y\n * @param {Number} x2 starting point x\n * @param {Number} y2 starting point y\n * @return {Number} length of segment\n */\n function calcLineLength(x1, y1, x2, y2) {\n return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));\n }\n\n // functions for the Cubic beizer\n // taken from: https://github.com/konvajs/konva/blob/7.0.5/src/shapes/Path.ts#L350\n function CB1(t) {\n return t * t * t;\n }\n function CB2(t) {\n return 3 * t * t * (1 - t);\n }\n function CB3(t) {\n return 3 * t * (1 - t) * (1 - t);\n }\n function CB4(t) {\n return (1 - t) * (1 - t) * (1 - t);\n }\n\n function getPointOnCubicBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function(pct) {\n var c1 = CB1(pct), c2 = CB2(pct), c3 = CB3(pct), c4 = CB4(pct);\n return {\n x: p4x * c1 + p3x * c2 + p2x * c3 + p1x * c4,\n y: p4y * c1 + p3y * c2 + p2y * c3 + p1y * c4\n };\n };\n }\n\n function getTangentCubicIterator(p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) {\n return function (pct) {\n var invT = 1 - pct,\n tangentX = (3 * invT * invT * (p2x - p1x)) + (6 * invT * pct * (p3x - p2x)) +\n (3 * pct * pct * (p4x - p3x)),\n tangentY = (3 * invT * invT * (p2y - p1y)) + (6 * invT * pct * (p3y - p2y)) +\n (3 * pct * pct * (p4y - p3y));\n return Math.atan2(tangentY, tangentX);\n };\n }\n\n function QB1(t) {\n return t * t;\n }\n\n function QB2(t) {\n return 2 * t * (1 - t);\n }\n\n function QB3(t) {\n return (1 - t) * (1 - t);\n }\n\n function getPointOnQuadraticBezierIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function(pct) {\n var c1 = QB1(pct), c2 = QB2(pct), c3 = QB3(pct);\n return {\n x: p3x * c1 + p2x * c2 + p1x * c3,\n y: p3y * c1 + p2y * c2 + p1y * c3\n };\n };\n }\n\n function getTangentQuadraticIterator(p1x, p1y, p2x, p2y, p3x, p3y) {\n return function (pct) {\n var invT = 1 - pct,\n tangentX = (2 * invT * (p2x - p1x)) + (2 * pct * (p3x - p2x)),\n tangentY = (2 * invT * (p2y - p1y)) + (2 * pct * (p3y - p2y));\n return Math.atan2(tangentY, tangentX);\n };\n }\n\n\n // this will run over a path segment ( a cubic or quadratic segment) and approximate it\n // with 100 segemnts. This will good enough to calculate the length of the curve\n function pathIterator(iterator, x1, y1) {\n var tempP = { x: x1, y: y1 }, p, tmpLen = 0, perc;\n for (perc = 1; perc <= 100; perc += 1) {\n p = iterator(perc / 100);\n tmpLen += calcLineLength(tempP.x, tempP.y, p.x, p.y);\n tempP = p;\n }\n return tmpLen;\n }\n\n /**\n * Given a pathInfo, and a distance in pixels, find the percentage from 0 to 1\n * that correspond to that pixels run over the path.\n * The percentage will be then used to find the correct point on the canvas for the path.\n * @param {Array} segInfo fabricJS collection of information on a parsed path\n * @param {Number} distance from starting point, in pixels.\n * @return {Object} info object with x and y ( the point on canvas ) and angle, the tangent on that point;\n */\n function findPercentageForDistance(segInfo, distance) {\n var perc = 0, tmpLen = 0, iterator = segInfo.iterator, tempP = { x: segInfo.x, y: segInfo.y },\n p, nextLen, nextStep = 0.01, angleFinder = segInfo.angleFinder, lastPerc;\n // nextStep > 0.0001 covers 0.00015625 that 1/64th of 1/100\n // the path\n while (tmpLen < distance && perc <= 1 && nextStep > 0.0001) {\n p = iterator(perc);\n lastPerc = perc;\n nextLen = calcLineLength(tempP.x, tempP.y, p.x, p.y);\n // compare tmpLen each cycle with distance, decide next perc to test.\n if ((nextLen + tmpLen) > distance) {\n // we discard this step and we make smaller steps.\n nextStep /= 2;\n perc -= nextStep;\n }\n else {\n tempP = p;\n perc += nextStep;\n tmpLen += nextLen;\n }\n }\n p.angle = angleFinder(lastPerc);\n return p;\n }\n\n /**\n * Run over a parsed and simplifed path and extrac some informations.\n * informations are length of each command and starting point\n * @param {Array} path fabricJS parsed path commands\n * @return {Array} path commands informations\n */\n function getPathSegmentsInfo(path) {\n var totalLength = 0, len = path.length, current,\n //x2 and y2 are the coords of segment start\n //x1 and y1 are the coords of the current point\n x1 = 0, y1 = 0, x2 = 0, y2 = 0, info = [], iterator, tempInfo, angleFinder;\n for (var i = 0; i < len; i++) {\n current = path[i];\n tempInfo = {\n x: x1,\n y: y1,\n command: current[0],\n };\n switch (current[0]) { //first letter\n case 'M':\n tempInfo.length = 0;\n x2 = x1 = current[1];\n y2 = y1 = current[2];\n break;\n case 'L':\n tempInfo.length = calcLineLength(x1, y1, current[1], current[2]);\n x1 = current[1];\n y1 = current[2];\n break;\n case 'C':\n iterator = getPointOnCubicBezierIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n angleFinder = getTangentCubicIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[5];\n y1 = current[6];\n break;\n case 'Q':\n iterator = getPointOnQuadraticBezierIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4]\n );\n angleFinder = getTangentQuadraticIterator(\n x1,\n y1,\n current[1],\n current[2],\n current[3],\n current[4]\n );\n tempInfo.iterator = iterator;\n tempInfo.angleFinder = angleFinder;\n tempInfo.length = pathIterator(iterator, x1, y1);\n x1 = current[3];\n y1 = current[4];\n break;\n case 'Z':\n case 'z':\n // we add those in order to ease calculations later\n tempInfo.destX = x2;\n tempInfo.destY = y2;\n tempInfo.length = calcLineLength(x1, y1, x2, y2);\n x1 = x2;\n y1 = y2;\n break;\n }\n totalLength += tempInfo.length;\n info.push(tempInfo);\n }\n info.push({ length: totalLength, x: x1, y: y1 });\n return info;\n }\n\n function getPointOnPath(path, distance, infos) {\n if (!infos) {\n infos = getPathSegmentsInfo(path);\n }\n var i = 0;\n while ((distance - infos[i].length > 0) && i < (infos.length - 2)) {\n distance -= infos[i].length;\n i++;\n }\n // var distance = infos[infos.length - 1] * perc;\n var segInfo = infos[i], segPercent = distance / segInfo.length,\n command = segInfo.command, segment = path[i], info;\n\n switch (command) {\n case 'M':\n return { x: segInfo.x, y: segInfo.y, angle: 0 };\n case 'Z':\n case 'z':\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(\n new fabric.Point(segInfo.destX, segInfo.destY),\n segPercent\n );\n info.angle = Math.atan2(segInfo.destY - segInfo.y, segInfo.destX - segInfo.x);\n return info;\n case 'L':\n info = new fabric.Point(segInfo.x, segInfo.y).lerp(\n new fabric.Point(segment[1], segment[2]),\n segPercent\n );\n info.angle = Math.atan2(segment[2] - segInfo.y, segment[1] - segInfo.x);\n return info;\n case 'C':\n return findPercentageForDistance(segInfo, distance);\n case 'Q':\n return findPercentageForDistance(segInfo, distance);\n }\n }\n\n /**\n *\n * @param {string} pathString\n * @return {(string|number)[][]} An array of SVG path commands\n * @example Usage\n * parsePath('M 3 4 Q 3 5 2 1 4 0 Q 9 12 2 1 4 0') === [\n * ['M', 3, 4],\n * ['Q', 3, 5, 2, 1, 4, 0],\n * ['Q', 9, 12, 2, 1, 4, 0],\n * ];\n *\n */\n function parsePath(pathString) {\n var result = [],\n coords = [],\n currentPath,\n parsed,\n re = fabric.rePathCommand,\n rNumber = '[-+]?(?:\\\\d*\\\\.\\\\d+|\\\\d+\\\\.?)(?:[eE][-+]?\\\\d+)?\\\\s*',\n rNumberCommaWsp = '(' + rNumber + ')' + fabric.commaWsp,\n rFlagCommaWsp = '([01])' + fabric.commaWsp + '?',\n rArcSeq = rNumberCommaWsp + '?' + rNumberCommaWsp + '?' + rNumberCommaWsp + rFlagCommaWsp + rFlagCommaWsp +\n rNumberCommaWsp + '?(' + rNumber + ')',\n regArcArgumentSequence = new RegExp(rArcSeq, 'g'),\n match,\n coordsStr,\n // one of commands (m,M,l,L,q,Q,c,C,etc.) followed by non-command characters (i.e. command values)\n path;\n if (!pathString || !pathString.match) {\n return result;\n }\n path = pathString.match(/[mzlhvcsqta][^mzlhvcsqta]*/gi);\n\n for (var i = 0, coordsParsed, len = path.length; i < len; i++) {\n currentPath = path[i];\n\n coordsStr = currentPath.slice(1).trim();\n coords.length = 0;\n\n var command = currentPath.charAt(0);\n coordsParsed = [command];\n\n if (command.toLowerCase() === 'a') {\n // arcs have special flags that apparently don't require spaces so handle special\n for (var args; (args = regArcArgumentSequence.exec(coordsStr));) {\n for (var j = 1; j < args.length; j++) {\n coords.push(args[j]);\n }\n }\n }\n else {\n while ((match = re.exec(coordsStr))) {\n coords.push(match[0]);\n }\n }\n\n for (var j = 0, jlen = coords.length; j < jlen; j++) {\n parsed = parseFloat(coords[j]);\n if (!isNaN(parsed)) {\n coordsParsed.push(parsed);\n }\n }\n\n var commandLength = commandLengths[command.toLowerCase()],\n repeatedCommand = repeatedCommands[command] || command;\n\n if (coordsParsed.length - 1 > commandLength) {\n for (var k = 1, klen = coordsParsed.length; k < klen; k += commandLength) {\n result.push([command].concat(coordsParsed.slice(k, k + commandLength)));\n command = repeatedCommand;\n }\n }\n else {\n result.push(coordsParsed);\n }\n }\n\n return result;\n }\n /**\n *\n * Converts points to a smooth SVG path\n * @param {{ x: number,y: number }[]} points Array of points\n * @param {number} [correction] Apply a correction to the path (usually we use `width / 1000`). If value is undefined 0 is used as the correction value.\n * @return {(string|number)[][]} An array of SVG path commands\n */\n function getSmoothPathFromPoints(points, correction) {\n var path = [], i,\n p1 = new fabric.Point(points[0].x, points[0].y),\n p2 = new fabric.Point(points[1].x, points[1].y),\n len = points.length, multSignX = 1, multSignY = 0, manyPoints = len > 2;\n correction = correction || 0;\n\n if (manyPoints) {\n multSignX = points[2].x < p2.x ? -1 : points[2].x === p2.x ? 0 : 1;\n multSignY = points[2].y < p2.y ? -1 : points[2].y === p2.y ? 0 : 1;\n }\n path.push(['M', p1.x - multSignX * correction, p1.y - multSignY * correction]);\n for (i = 1; i < len; i++) {\n if (!p1.eq(p2)) {\n var midPoint = p1.midPointFrom(p2);\n // p1 is our bezier control point\n // midpoint is our endpoint\n // start point is p(i-1) value.\n path.push(['Q', p1.x, p1.y, midPoint.x, midPoint.y]);\n }\n p1 = points[i];\n if ((i + 1) < points.length) {\n p2 = points[i + 1];\n }\n }\n if (manyPoints) {\n multSignX = p1.x > points[i - 2].x ? 1 : p1.x === points[i - 2].x ? 0 : -1;\n multSignY = p1.y > points[i - 2].y ? 1 : p1.y === points[i - 2].y ? 0 : -1;\n }\n path.push(['L', p1.x + multSignX * correction, p1.y + multSignY * correction]);\n return path;\n }\n /**\n * Transform a path by transforming each segment.\n * it has to be a simplified path or it won't work.\n * WARNING: this depends from pathOffset for correct operation\n * @param {Array} path fabricJS parsed and simplified path commands\n * @param {Array} transform matrix that represent the transformation\n * @param {Object} [pathOffset] the fabric.Path pathOffset\n * @param {Number} pathOffset.x\n * @param {Number} pathOffset.y\n * @returns {Array} the transformed path\n */\n function transformPath(path, transform, pathOffset) {\n if (pathOffset) {\n transform = fabric.util.multiplyTransformMatrices(\n transform,\n [1, 0, 0, 1, -pathOffset.x, -pathOffset.y]\n );\n }\n return path.map(function(pathSegment) {\n var newSegment = pathSegment.slice(0), point = {};\n for (var i = 1; i < pathSegment.length - 1; i += 2) {\n point.x = pathSegment[i];\n point.y = pathSegment[i + 1];\n point = fabric.util.transformPoint(point, transform);\n newSegment[i] = point.x;\n newSegment[i + 1] = point.y;\n }\n return newSegment;\n });\n }\n\n /**\n * Calculate bounding box of a elliptic-arc\n * @deprecated\n * @param {Number} fx start point of arc\n * @param {Number} fy\n * @param {Number} rx horizontal radius\n * @param {Number} ry vertical radius\n * @param {Number} rot angle of horizontal axis\n * @param {Number} large 1 or 0, whatever the arc is the big or the small on the 2 points\n * @param {Number} sweep 1 or 0, 1 clockwise or counterclockwise direction\n * @param {Number} tx end point of arc\n * @param {Number} ty\n */\n function getBoundsOfArc(fx, fy, rx, ry, rot, large, sweep, tx, ty) {\n\n var fromX = 0, fromY = 0, bound, bounds = [],\n segs = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);\n\n for (var i = 0, len = segs.length; i < len; i++) {\n bound = getBoundsOfCurve(fromX, fromY, segs[i][1], segs[i][2], segs[i][3], segs[i][4], segs[i][5], segs[i][6]);\n bounds.push({ x: bound[0].x + fx, y: bound[0].y + fy });\n bounds.push({ x: bound[1].x + fx, y: bound[1].y + fy });\n fromX = segs[i][5];\n fromY = segs[i][6];\n }\n return bounds;\n }\n /**\n * Draws arc\n * @deprecated\n * @param {CanvasRenderingContext2D} ctx\n * @param {Number} fx\n * @param {Number} fy\n * @param {Array} coords coords of the arc, without the front 'A/a'\n */\n function drawArc(ctx, fx, fy, coords) {\n coords = coords.slice(0).unshift('X'); // command A or a does not matter\n var beziers = fromArcToBeziers(fx, fy, coords);\n beziers.forEach(function(bezier) {\n ctx.bezierCurveTo.apply(ctx, bezier.slice(1));\n });\n }\n /**\n * Join path commands to go back to svg format\n * @param {Array} pathData fabricJS parsed path commands\n * @return {String} joined path 'M 0 0 L 20 30'\n */\n fabric.util.joinPath = function(pathData) {\n return pathData.map(function (segment) { return segment.join(' '); }).join(' ');\n };\n fabric.util.parsePath = parsePath;\n fabric.util.makePathSimpler = makePathSimpler;\n fabric.util.getSmoothPathFromPoints = getSmoothPathFromPoints;\n fabric.util.getPathSegmentsInfo = getPathSegmentsInfo;\n fabric.util.getBoundsOfCurve = getBoundsOfCurve;\n fabric.util.getPointOnPath = getPointOnPath;\n fabric.util.transformPath = transformPath;\n /**\n * Typo of `fromArcToBeziers` kept for not breaking the api once corrected.\n * Will be removed in fabric 5.0\n * @deprecated\n */\n fabric.util.fromArcToBeizers = fromArcToBeziers;\n // kept because we do not want to make breaking changes.\n // but useless and deprecated.\n fabric.util.getBoundsOfArc = getBoundsOfArc;\n fabric.util.drawArc = drawArc;\n})();\n\n\n(function() {\n\n var slice = Array.prototype.slice;\n\n /**\n * Invokes method on all items in a given array\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} method Name of a method to invoke\n * @return {Array}\n */\n function invoke(array, method) {\n var args = slice.call(arguments, 2), result = [];\n for (var i = 0, len = array.length; i < len; i++) {\n result[i] = args.length ? array[i][method].apply(array[i], args) : array[i][method].call(array[i]);\n }\n return result;\n }\n\n /**\n * Finds maximum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */\n function max(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 >= value2;\n });\n }\n\n /**\n * Finds minimum value in array (not necessarily \"first\" one)\n * @memberOf fabric.util.array\n * @param {Array} array Array to iterate over\n * @param {String} byProperty\n * @return {*}\n */\n function min(array, byProperty) {\n return find(array, byProperty, function(value1, value2) {\n return value1 < value2;\n });\n }\n\n /**\n * @private\n */\n function fill(array, value) {\n var k = array.length;\n while (k--) {\n array[k] = value;\n }\n return array;\n }\n\n /**\n * @private\n */\n function find(array, byProperty, condition) {\n if (!array || array.length === 0) {\n return;\n }\n\n var i = array.length - 1,\n result = byProperty ? array[i][byProperty] : array[i];\n if (byProperty) {\n while (i--) {\n if (condition(array[i][byProperty], result)) {\n result = array[i][byProperty];\n }\n }\n }\n else {\n while (i--) {\n if (condition(array[i], result)) {\n result = array[i];\n }\n }\n }\n return result;\n }\n\n /**\n * @namespace fabric.util.array\n */\n fabric.util.array = {\n fill: fill,\n invoke: invoke,\n min: min,\n max: max\n };\n\n})();\n\n\n(function() {\n /**\n * Copies all enumerable properties of one js object to another\n * this does not and cannot compete with generic utils.\n * Does not clone or extend fabric.Object subclasses.\n * This is mostly for internal use and has extra handling for fabricJS objects\n * it skips the canvas and group properties in deep cloning.\n * @memberOf fabric.util.object\n * @param {Object} destination Where to copy to\n * @param {Object} source Where to copy from\n * @param {Boolean} [deep] Whether to extend nested objects\n * @return {Object}\n */\n\n function extend(destination, source, deep) {\n // JScript DontEnum bug is not taken care of\n // the deep clone is for internal use, is not meant to avoid\n // javascript traps or cloning html element or self referenced objects.\n if (deep) {\n if (!fabric.isLikelyNode && source instanceof Element) {\n // avoid cloning deep images, canvases,\n destination = source;\n }\n else if (source instanceof Array) {\n destination = [];\n for (var i = 0, len = source.length; i < len; i++) {\n destination[i] = extend({ }, source[i], deep);\n }\n }\n else if (source && typeof source === 'object') {\n for (var property in source) {\n if (property === 'canvas' || property === 'group') {\n // we do not want to clone this props at all.\n // we want to keep the keys in the copy\n destination[property] = null;\n }\n else if (source.hasOwnProperty(property)) {\n destination[property] = extend({ }, source[property], deep);\n }\n }\n }\n else {\n // this sounds odd for an extend but is ok for recursive use\n destination = source;\n }\n }\n else {\n for (var property in source) {\n destination[property] = source[property];\n }\n }\n return destination;\n }\n\n /**\n * Creates an empty object and copies all enumerable properties of another object to it\n * This method is mostly for internal use, and not intended for duplicating shapes in canvas. \n * @memberOf fabric.util.object\n * @param {Object} object Object to clone\n * @param {Boolean} [deep] Whether to clone nested objects\n * @return {Object}\n */\n\n //TODO: this function return an empty object if you try to clone null\n function clone(object, deep) {\n return extend({ }, object, deep);\n }\n\n /** @namespace fabric.util.object */\n fabric.util.object = {\n extend: extend,\n clone: clone\n };\n fabric.util.object.extend(fabric.util, fabric.Observable);\n})();\n\n\n(function() {\n\n /**\n * Camelizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to camelize\n * @return {String} Camelized version of a string\n */\n function camelize(string) {\n return string.replace(/-+(.)?/g, function(match, character) {\n return character ? character.toUpperCase() : '';\n });\n }\n\n /**\n * Capitalizes a string\n * @memberOf fabric.util.string\n * @param {String} string String to capitalize\n * @param {Boolean} [firstLetterOnly] If true only first letter is capitalized\n * and other letters stay untouched, if false first letter is capitalized\n * and other letters are converted to lowercase.\n * @return {String} Capitalized version of a string\n */\n function capitalize(string, firstLetterOnly) {\n return string.charAt(0).toUpperCase() +\n (firstLetterOnly ? string.slice(1) : string.slice(1).toLowerCase());\n }\n\n /**\n * Escapes XML in a string\n * @memberOf fabric.util.string\n * @param {String} string String to escape\n * @return {String} Escaped version of a string\n */\n function escapeXml(string) {\n return string.replace(/&/g, '&')\n .replace(/\"/g, '"')\n .replace(/'/g, ''')\n .replace(//g, '>');\n }\n\n /**\n * Divide a string in the user perceived single units\n * @memberOf fabric.util.string\n * @param {String} textstring String to escape\n * @return {Array} array containing the graphemes\n */\n function graphemeSplit(textstring) {\n var i = 0, chr, graphemes = [];\n for (i = 0, chr; i < textstring.length; i++) {\n if ((chr = getWholeChar(textstring, i)) === false) {\n continue;\n }\n graphemes.push(chr);\n }\n return graphemes;\n }\n\n // taken from mdn in the charAt doc page.\n function getWholeChar(str, i) {\n var code = str.charCodeAt(i);\n\n if (isNaN(code)) {\n return ''; // Position not found\n }\n if (code < 0xD800 || code > 0xDFFF) {\n return str.charAt(i);\n }\n\n // High surrogate (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 <= code && code <= 0xDBFF) {\n if (str.length <= (i + 1)) {\n throw 'High surrogate without following low surrogate';\n }\n var next = str.charCodeAt(i + 1);\n if (0xDC00 > next || next > 0xDFFF) {\n throw 'High surrogate without following low surrogate';\n }\n return str.charAt(i) + str.charAt(i + 1);\n }\n // Low surrogate (0xDC00 <= code && code <= 0xDFFF)\n if (i === 0) {\n throw 'Low surrogate without preceding high surrogate';\n }\n var prev = str.charCodeAt(i - 1);\n\n // (could change last hex to 0xDB7F to treat high private\n // surrogates as single characters)\n if (0xD800 > prev || prev > 0xDBFF) {\n throw 'Low surrogate without preceding high surrogate';\n }\n // We can pass over low surrogates now as the second component\n // in a pair which we have already processed\n return false;\n }\n\n\n /**\n * String utilities\n * @namespace fabric.util.string\n */\n fabric.util.string = {\n camelize: camelize,\n capitalize: capitalize,\n escapeXml: escapeXml,\n graphemeSplit: graphemeSplit\n };\n})();\n\n\n(function() {\n\n var slice = Array.prototype.slice, emptyFunction = function() { },\n\n IS_DONTENUM_BUGGY = (function() {\n for (var p in { toString: 1 }) {\n if (p === 'toString') {\n return false;\n }\n }\n return true;\n })(),\n\n /** @ignore */\n addMethods = function(klass, source, parent) {\n for (var property in source) {\n\n if (property in klass.prototype &&\n typeof klass.prototype[property] === 'function' &&\n (source[property] + '').indexOf('callSuper') > -1) {\n\n klass.prototype[property] = (function(property) {\n return function() {\n\n var superclass = this.constructor.superclass;\n this.constructor.superclass = parent;\n var returnValue = source[property].apply(this, arguments);\n this.constructor.superclass = superclass;\n\n if (property !== 'initialize') {\n return returnValue;\n }\n };\n })(property);\n }\n else {\n klass.prototype[property] = source[property];\n }\n\n if (IS_DONTENUM_BUGGY) {\n if (source.toString !== Object.prototype.toString) {\n klass.prototype.toString = source.toString;\n }\n if (source.valueOf !== Object.prototype.valueOf) {\n klass.prototype.valueOf = source.valueOf;\n }\n }\n }\n };\n\n function Subclass() { }\n\n function callSuper(methodName) {\n var parentMethod = null,\n _this = this;\n\n // climb prototype chain to find method not equal to callee's method\n while (_this.constructor.superclass) {\n var superClassMethod = _this.constructor.superclass.prototype[methodName];\n if (_this[methodName] !== superClassMethod) {\n parentMethod = superClassMethod;\n break;\n }\n // eslint-disable-next-line\n _this = _this.constructor.superclass.prototype;\n }\n\n if (!parentMethod) {\n return console.log('tried to callSuper ' + methodName + ', method not found in prototype chain', this);\n }\n\n return (arguments.length > 1)\n ? parentMethod.apply(this, slice.call(arguments, 1))\n : parentMethod.call(this);\n }\n\n /**\n * Helper for creation of \"classes\".\n * @memberOf fabric.util\n * @param {Function} [parent] optional \"Class\" to inherit from\n * @param {Object} [properties] Properties shared by all instances of this class\n * (be careful modifying objects defined here as this would affect all instances)\n */\n function createClass() {\n var parent = null,\n properties = slice.call(arguments, 0);\n\n if (typeof properties[0] === 'function') {\n parent = properties.shift();\n }\n function klass() {\n this.initialize.apply(this, arguments);\n }\n\n klass.superclass = parent;\n klass.subclasses = [];\n\n if (parent) {\n Subclass.prototype = parent.prototype;\n klass.prototype = new Subclass();\n parent.subclasses.push(klass);\n }\n for (var i = 0, length = properties.length; i < length; i++) {\n addMethods(klass, properties[i], parent);\n }\n if (!klass.prototype.initialize) {\n klass.prototype.initialize = emptyFunction;\n }\n klass.prototype.constructor = klass;\n klass.prototype.callSuper = callSuper;\n return klass;\n }\n\n fabric.util.createClass = createClass;\n})();\n\n\n(function () {\n // since ie11 can use addEventListener but they do not support options, i need to check\n var couldUseAttachEvent = !!fabric.document.createElement('div').attachEvent,\n touchEvents = ['touchstart', 'touchmove', 'touchend'];\n /**\n * Adds an event listener to an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */\n fabric.util.addListener = function(element, eventName, handler, options) {\n element && element.addEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n\n /**\n * Removes an event listener from an element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {String} eventName\n * @param {Function} handler\n */\n fabric.util.removeListener = function(element, eventName, handler, options) {\n element && element.removeEventListener(eventName, handler, couldUseAttachEvent ? false : options);\n };\n\n function getTouchInfo(event) {\n var touchProp = event.changedTouches;\n if (touchProp && touchProp[0]) {\n return touchProp[0];\n }\n return event;\n }\n\n fabric.util.getPointer = function(event) {\n var element = event.target,\n scroll = fabric.util.getScrollLeftTop(element),\n _evt = getTouchInfo(event);\n return {\n x: _evt.clientX + scroll.left,\n y: _evt.clientY + scroll.top\n };\n };\n\n fabric.util.isTouchEvent = function(event) {\n return touchEvents.indexOf(event.type) > -1 || event.pointerType === 'touch';\n };\n})();\n\n\n(function () {\n\n /**\n * Cross-browser wrapper for setting element's style\n * @memberOf fabric.util\n * @param {HTMLElement} element\n * @param {Object} styles\n * @return {HTMLElement} Element that was passed as a first argument\n */\n function setStyle(element, styles) {\n var elementStyle = element.style;\n if (!elementStyle) {\n return element;\n }\n if (typeof styles === 'string') {\n element.style.cssText += ';' + styles;\n return styles.indexOf('opacity') > -1\n ? setOpacity(element, styles.match(/opacity:\\s*(\\d?\\.?\\d*)/)[1])\n : element;\n }\n for (var property in styles) {\n if (property === 'opacity') {\n setOpacity(element, styles[property]);\n }\n else {\n var normalizedProperty = (property === 'float' || property === 'cssFloat')\n ? (typeof elementStyle.styleFloat === 'undefined' ? 'cssFloat' : 'styleFloat')\n : property;\n elementStyle[normalizedProperty] = styles[property];\n }\n }\n return element;\n }\n\n var parseEl = fabric.document.createElement('div'),\n supportsOpacity = typeof parseEl.style.opacity === 'string',\n supportsFilters = typeof parseEl.style.filter === 'string',\n reOpacity = /alpha\\s*\\(\\s*opacity\\s*=\\s*([^\\)]+)\\)/,\n\n /** @ignore */\n setOpacity = function (element) { return element; };\n\n if (supportsOpacity) {\n /** @ignore */\n setOpacity = function(element, value) {\n element.style.opacity = value;\n return element;\n };\n }\n else if (supportsFilters) {\n /** @ignore */\n setOpacity = function(element, value) {\n var es = element.style;\n if (element.currentStyle && !element.currentStyle.hasLayout) {\n es.zoom = 1;\n }\n if (reOpacity.test(es.filter)) {\n value = value >= 0.9999 ? '' : ('alpha(opacity=' + (value * 100) + ')');\n es.filter = es.filter.replace(reOpacity, value);\n }\n else {\n es.filter += ' alpha(opacity=' + (value * 100) + ')';\n }\n return element;\n };\n }\n\n fabric.util.setStyle = setStyle;\n\n})();\n\n\n(function() {\n\n var _slice = Array.prototype.slice;\n\n /**\n * Takes id and returns an element with that id (if one exists in a document)\n * @memberOf fabric.util\n * @param {String|HTMLElement} id\n * @return {HTMLElement|null}\n */\n function getById(id) {\n return typeof id === 'string' ? fabric.document.getElementById(id) : id;\n }\n\n var sliceCanConvertNodelists,\n /**\n * Converts an array-like object (e.g. arguments or NodeList) to an array\n * @memberOf fabric.util\n * @param {Object} arrayLike\n * @return {Array}\n */\n toArray = function(arrayLike) {\n return _slice.call(arrayLike, 0);\n };\n\n try {\n sliceCanConvertNodelists = toArray(fabric.document.childNodes) instanceof Array;\n }\n catch (err) { }\n\n if (!sliceCanConvertNodelists) {\n toArray = function(arrayLike) {\n var arr = new Array(arrayLike.length), i = arrayLike.length;\n while (i--) {\n arr[i] = arrayLike[i];\n }\n return arr;\n };\n }\n\n /**\n * Creates specified element with specified attributes\n * @memberOf fabric.util\n * @param {String} tagName Type of an element to create\n * @param {Object} [attributes] Attributes to set on an element\n * @return {HTMLElement} Newly created element\n */\n function makeElement(tagName, attributes) {\n var el = fabric.document.createElement(tagName);\n for (var prop in attributes) {\n if (prop === 'class') {\n el.className = attributes[prop];\n }\n else if (prop === 'for') {\n el.htmlFor = attributes[prop];\n }\n else {\n el.setAttribute(prop, attributes[prop]);\n }\n }\n return el;\n }\n\n /**\n * Adds class to an element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to add class to\n * @param {String} className Class to add to an element\n */\n function addClass(element, className) {\n if (element && (' ' + element.className + ' ').indexOf(' ' + className + ' ') === -1) {\n element.className += (element.className ? ' ' : '') + className;\n }\n }\n\n /**\n * Wraps element with another element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to wrap\n * @param {HTMLElement|String} wrapper Element to wrap with\n * @param {Object} [attributes] Attributes to set on a wrapper\n * @return {HTMLElement} wrapper\n */\n function wrapElement(element, wrapper, attributes) {\n if (typeof wrapper === 'string') {\n wrapper = makeElement(wrapper, attributes);\n }\n if (element.parentNode) {\n element.parentNode.replaceChild(wrapper, element);\n }\n wrapper.appendChild(element);\n return wrapper;\n }\n\n /**\n * Returns element scroll offsets\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to operate on\n * @return {Object} Object with left/top values\n */\n function getScrollLeftTop(element) {\n\n var left = 0,\n top = 0,\n docElement = fabric.document.documentElement,\n body = fabric.document.body || {\n scrollLeft: 0, scrollTop: 0\n };\n\n // While loop checks (and then sets element to) .parentNode OR .host\n // to account for ShadowDOM. We still want to traverse up out of ShadowDOM,\n // but the .parentNode of a root ShadowDOM node will always be null, instead\n // it should be accessed through .host. See http://stackoverflow.com/a/24765528/4383938\n while (element && (element.parentNode || element.host)) {\n\n // Set element to element parent, or 'host' in case of ShadowDOM\n element = element.parentNode || element.host;\n\n if (element === fabric.document) {\n left = body.scrollLeft || docElement.scrollLeft || 0;\n top = body.scrollTop || docElement.scrollTop || 0;\n }\n else {\n left += element.scrollLeft || 0;\n top += element.scrollTop || 0;\n }\n\n if (element.nodeType === 1 && element.style.position === 'fixed') {\n break;\n }\n }\n\n return { left: left, top: top };\n }\n\n /**\n * Returns offset for a given element\n * @function\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get offset for\n * @return {Object} Object with \"left\" and \"top\" properties\n */\n function getElementOffset(element) {\n var docElem,\n doc = element && element.ownerDocument,\n box = { left: 0, top: 0 },\n offset = { left: 0, top: 0 },\n scrollLeftTop,\n offsetAttributes = {\n borderLeftWidth: 'left',\n borderTopWidth: 'top',\n paddingLeft: 'left',\n paddingTop: 'top'\n };\n\n if (!doc) {\n return offset;\n }\n\n for (var attr in offsetAttributes) {\n offset[offsetAttributes[attr]] += parseInt(getElementStyle(element, attr), 10) || 0;\n }\n\n docElem = doc.documentElement;\n if ( typeof element.getBoundingClientRect !== 'undefined' ) {\n box = element.getBoundingClientRect();\n }\n\n scrollLeftTop = getScrollLeftTop(element);\n\n return {\n left: box.left + scrollLeftTop.left - (docElem.clientLeft || 0) + offset.left,\n top: box.top + scrollLeftTop.top - (docElem.clientTop || 0) + offset.top\n };\n }\n\n /**\n * Returns style attribute value of a given element\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to get style attribute for\n * @param {String} attr Style attribute to get for element\n * @return {String} Style attribute value of the given element.\n */\n var getElementStyle;\n if (fabric.document.defaultView && fabric.document.defaultView.getComputedStyle) {\n getElementStyle = function(element, attr) {\n var style = fabric.document.defaultView.getComputedStyle(element, null);\n return style ? style[attr] : undefined;\n };\n }\n else {\n getElementStyle = function(element, attr) {\n var value = element.style[attr];\n if (!value && element.currentStyle) {\n value = element.currentStyle[attr];\n }\n return value;\n };\n }\n\n (function () {\n var style = fabric.document.documentElement.style,\n selectProp = 'userSelect' in style\n ? 'userSelect'\n : 'MozUserSelect' in style\n ? 'MozUserSelect'\n : 'WebkitUserSelect' in style\n ? 'WebkitUserSelect'\n : 'KhtmlUserSelect' in style\n ? 'KhtmlUserSelect'\n : '';\n\n /**\n * Makes element unselectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make unselectable\n * @return {HTMLElement} Element that was passed in\n */\n function makeElementUnselectable(element) {\n if (typeof element.onselectstart !== 'undefined') {\n element.onselectstart = fabric.util.falseFunction;\n }\n if (selectProp) {\n element.style[selectProp] = 'none';\n }\n else if (typeof element.unselectable === 'string') {\n element.unselectable = 'on';\n }\n return element;\n }\n\n /**\n * Makes element selectable\n * @memberOf fabric.util\n * @param {HTMLElement} element Element to make selectable\n * @return {HTMLElement} Element that was passed in\n */\n function makeElementSelectable(element) {\n if (typeof element.onselectstart !== 'undefined') {\n element.onselectstart = null;\n }\n if (selectProp) {\n element.style[selectProp] = '';\n }\n else if (typeof element.unselectable === 'string') {\n element.unselectable = '';\n }\n return element;\n }\n\n fabric.util.makeElementUnselectable = makeElementUnselectable;\n fabric.util.makeElementSelectable = makeElementSelectable;\n })();\n\n function getNodeCanvas(element) {\n var impl = fabric.jsdomImplForWrapper(element);\n return impl._canvas || impl._image;\n }\n function cleanUpJsdomNode(element) {\n if (!fabric.isLikelyNode) {\n return;\n }\n var impl = fabric.jsdomImplForWrapper(element);\n if (impl) {\n impl._image = null;\n impl._canvas = null;\n // unsure if necessary\n impl._currentSrc = null;\n impl._attributes = null;\n impl._classList = null;\n }\n }\n\n function setImageSmoothing(ctx, value) {\n ctx.imageSmoothingEnabled = ctx.imageSmoothingEnabled || ctx.webkitImageSmoothingEnabled\n || ctx.mozImageSmoothingEnabled || ctx.msImageSmoothingEnabled || ctx.oImageSmoothingEnabled;\n ctx.imageSmoothingEnabled = value;\n }\n\n /**\n * setImageSmoothing sets the context imageSmoothingEnabled property.\n * Used by canvas and by ImageObject.\n * @memberOf fabric.util\n * @since 4.0.0\n * @param {HTMLRenderingContext2D} ctx to set on\n * @param {Boolean} value true or false\n */\n fabric.util.setImageSmoothing = setImageSmoothing;\n fabric.util.getById = getById;\n fabric.util.toArray = toArray;\n fabric.util.addClass = addClass;\n fabric.util.makeElement = makeElement;\n fabric.util.wrapElement = wrapElement;\n fabric.util.getScrollLeftTop = getScrollLeftTop;\n fabric.util.getElementOffset = getElementOffset;\n fabric.util.getNodeCanvas = getNodeCanvas;\n fabric.util.cleanUpJsdomNode = cleanUpJsdomNode;\n\n})();\n\n\n(function() {\n\n function addParamToUrl(url, param) {\n return url + (/\\?/.test(url) ? '&' : '?') + param;\n }\n\n function emptyFn() { }\n\n /**\n * Cross-browser abstraction for sending XMLHttpRequest\n * @memberOf fabric.util\n * @param {String} url URL to send XMLHttpRequest to\n * @param {Object} [options] Options object\n * @param {String} [options.method=\"GET\"]\n * @param {String} [options.parameters] parameters to append to url in GET or in body\n * @param {String} [options.body] body to send with POST or PUT request\n * @param {Function} options.onComplete Callback to invoke when request is completed\n * @return {XMLHttpRequest} request\n */\n function request(url, options) {\n options || (options = { });\n\n var method = options.method ? options.method.toUpperCase() : 'GET',\n onComplete = options.onComplete || function() { },\n xhr = new fabric.window.XMLHttpRequest(),\n body = options.body || options.parameters;\n\n /** @ignore */\n xhr.onreadystatechange = function() {\n if (xhr.readyState === 4) {\n onComplete(xhr);\n xhr.onreadystatechange = emptyFn;\n }\n };\n\n if (method === 'GET') {\n body = null;\n if (typeof options.parameters === 'string') {\n url = addParamToUrl(url, options.parameters);\n }\n }\n\n xhr.open(method, url, true);\n\n if (method === 'POST' || method === 'PUT') {\n xhr.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded');\n }\n\n xhr.send(body);\n return xhr;\n }\n\n fabric.util.request = request;\n})();\n\n\n/**\n * Wrapper around `console.log` (when available)\n * @param {*} [values] Values to log\n */\nfabric.log = console.log;\n\n/**\n * Wrapper around `console.warn` (when available)\n * @param {*} [values] Values to log as a warning\n */\nfabric.warn = console.warn;\n\n\n(function() {\n\n function noop() {\n return false;\n }\n\n function defaultEasing(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n }\n\n /**\n * Changes value from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {Object} [options] Animation options\n * @param {Function} [options.onChange] Callback; invoked on every value change\n * @param {Function} [options.onComplete] Callback; invoked when value change is completed\n * @param {Number} [options.startValue=0] Starting value\n * @param {Number} [options.endValue=100] Ending value\n * @param {Number} [options.byValue=100] Value to modify the property by\n * @param {Function} [options.easing] Easing function\n * @param {Number} [options.duration=500] Duration of change (in ms)\n * @param {Function} [options.abort] Additional function with logic. If returns true, onComplete is called.\n * @returns {Function} abort function\n */\n function animate(options) {\n var cancel = false;\n requestAnimFrame(function(timestamp) {\n options || (options = { });\n\n var start = timestamp || +new Date(),\n duration = options.duration || 500,\n finish = start + duration, time,\n onChange = options.onChange || noop,\n abort = options.abort || noop,\n onComplete = options.onComplete || noop,\n easing = options.easing || defaultEasing,\n startValue = 'startValue' in options ? options.startValue : 0,\n endValue = 'endValue' in options ? options.endValue : 100,\n byValue = options.byValue || endValue - startValue;\n\n options.onStart && options.onStart();\n\n (function tick(ticktime) {\n // TODO: move abort call after calculation\n // and pass (current,valuePerc, timePerc) as arguments\n time = ticktime || +new Date();\n var currentTime = time > finish ? duration : (time - start),\n timePerc = currentTime / duration,\n current = easing(currentTime, startValue, byValue, duration),\n valuePerc = Math.abs((current - startValue) / byValue);\n if (cancel) {\n return;\n }\n if (abort(current, valuePerc, timePerc)) {\n // remove this in 4.0\n // does to even make sense to abort and run onComplete?\n onComplete(endValue, 1, 1);\n return;\n }\n if (time > finish) {\n onChange(endValue, 1, 1);\n onComplete(endValue, 1, 1);\n return;\n }\n else {\n onChange(current, valuePerc, timePerc);\n requestAnimFrame(tick);\n }\n })(start);\n });\n return function() {\n cancel = true;\n };\n }\n\n var _requestAnimFrame = fabric.window.requestAnimationFrame ||\n fabric.window.webkitRequestAnimationFrame ||\n fabric.window.mozRequestAnimationFrame ||\n fabric.window.oRequestAnimationFrame ||\n fabric.window.msRequestAnimationFrame ||\n function(callback) {\n return fabric.window.setTimeout(callback, 1000 / 60);\n };\n\n var _cancelAnimFrame = fabric.window.cancelAnimationFrame || fabric.window.clearTimeout;\n\n /**\n * requestAnimationFrame polyfill based on http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n * In order to get a precise start time, `requestAnimFrame` should be called as an entry into the method\n * @memberOf fabric.util\n * @param {Function} callback Callback to invoke\n * @param {DOMElement} element optional Element to associate with animation\n */\n function requestAnimFrame() {\n return _requestAnimFrame.apply(fabric.window, arguments);\n }\n\n function cancelAnimFrame() {\n return _cancelAnimFrame.apply(fabric.window, arguments);\n }\n\n fabric.util.animate = animate;\n fabric.util.requestAnimFrame = requestAnimFrame;\n fabric.util.cancelAnimFrame = cancelAnimFrame;\n})();\n\n\n(function() {\n // Calculate an in-between color. Returns a \"rgba()\" string.\n // Credit: Edwin Martin \n // http://www.bitstorm.org/jquery/color-animation/jquery.animate-colors.js\n function calculateColor(begin, end, pos) {\n var color = 'rgba('\n + parseInt((begin[0] + pos * (end[0] - begin[0])), 10) + ','\n + parseInt((begin[1] + pos * (end[1] - begin[1])), 10) + ','\n + parseInt((begin[2] + pos * (end[2] - begin[2])), 10);\n\n color += ',' + (begin && end ? parseFloat(begin[3] + pos * (end[3] - begin[3])) : 1);\n color += ')';\n return color;\n }\n\n /**\n * Changes the color from one to another within certain period of time, invoking callbacks as value is being changed.\n * @memberOf fabric.util\n * @param {String} fromColor The starting color in hex or rgb(a) format.\n * @param {String} toColor The starting color in hex or rgb(a) format.\n * @param {Number} [duration] Duration of change (in ms).\n * @param {Object} [options] Animation options\n * @param {Function} [options.onChange] Callback; invoked on every value change\n * @param {Function} [options.onComplete] Callback; invoked when value change is completed\n * @param {Function} [options.colorEasing] Easing function. Note that this function only take two arguments (currentTime, duration). Thus the regular animation easing functions cannot be used.\n * @param {Function} [options.abort] Additional function with logic. If returns true, onComplete is called.\n * @returns {Function} abort function\n */\n function animateColor(fromColor, toColor, duration, options) {\n var startColor = new fabric.Color(fromColor).getSource(),\n endColor = new fabric.Color(toColor).getSource(),\n originalOnComplete = options.onComplete,\n originalOnChange = options.onChange;\n options = options || {};\n\n return fabric.util.animate(fabric.util.object.extend(options, {\n duration: duration || 500,\n startValue: startColor,\n endValue: endColor,\n byValue: endColor,\n easing: function (currentTime, startValue, byValue, duration) {\n var posValue = options.colorEasing\n ? options.colorEasing(currentTime, duration)\n : 1 - Math.cos(currentTime / duration * (Math.PI / 2));\n return calculateColor(startValue, byValue, posValue);\n },\n // has to take in account for color restoring;\n onComplete: function(current, valuePerc, timePerc) {\n if (originalOnComplete) {\n return originalOnComplete(\n calculateColor(endColor, endColor, 0),\n valuePerc,\n timePerc\n );\n }\n },\n onChange: function(current, valuePerc, timePerc) {\n if (originalOnChange) {\n if (Array.isArray(current)) {\n return originalOnChange(\n calculateColor(current, current, 0),\n valuePerc,\n timePerc\n );\n }\n originalOnChange(current, valuePerc, timePerc);\n }\n }\n }));\n }\n\n fabric.util.animateColor = animateColor;\n\n})();\n\n\n(function() {\n\n function normalize(a, c, p, s) {\n if (a < Math.abs(c)) {\n a = c;\n s = p / 4;\n }\n else {\n //handle the 0/0 case:\n if (c === 0 && a === 0) {\n s = p / (2 * Math.PI) * Math.asin(1);\n }\n else {\n s = p / (2 * Math.PI) * Math.asin(c / a);\n }\n }\n return { a: a, c: c, p: p, s: s };\n }\n\n function elastic(opts, t, d) {\n return opts.a *\n Math.pow(2, 10 * (t -= 1)) *\n Math.sin( (t * d - opts.s) * (2 * Math.PI) / opts.p );\n }\n\n /**\n * Cubic easing out\n * @memberOf fabric.util.ease\n */\n function easeOutCubic(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t + 1) + b;\n }\n\n /**\n * Cubic easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutCubic(t, b, c, d) {\n t /= d / 2;\n if (t < 1) {\n return c / 2 * t * t * t + b;\n }\n return c / 2 * ((t -= 2) * t * t + 2) + b;\n }\n\n /**\n * Quartic easing in\n * @memberOf fabric.util.ease\n */\n function easeInQuart(t, b, c, d) {\n return c * (t /= d) * t * t * t + b;\n }\n\n /**\n * Quartic easing out\n * @memberOf fabric.util.ease\n */\n function easeOutQuart(t, b, c, d) {\n return -c * ((t = t / d - 1) * t * t * t - 1) + b;\n }\n\n /**\n * Quartic easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutQuart(t, b, c, d) {\n t /= d / 2;\n if (t < 1) {\n return c / 2 * t * t * t * t + b;\n }\n return -c / 2 * ((t -= 2) * t * t * t - 2) + b;\n }\n\n /**\n * Quintic easing in\n * @memberOf fabric.util.ease\n */\n function easeInQuint(t, b, c, d) {\n return c * (t /= d) * t * t * t * t + b;\n }\n\n /**\n * Quintic easing out\n * @memberOf fabric.util.ease\n */\n function easeOutQuint(t, b, c, d) {\n return c * ((t = t / d - 1) * t * t * t * t + 1) + b;\n }\n\n /**\n * Quintic easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutQuint(t, b, c, d) {\n t /= d / 2;\n if (t < 1) {\n return c / 2 * t * t * t * t * t + b;\n }\n return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;\n }\n\n /**\n * Sinusoidal easing in\n * @memberOf fabric.util.ease\n */\n function easeInSine(t, b, c, d) {\n return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;\n }\n\n /**\n * Sinusoidal easing out\n * @memberOf fabric.util.ease\n */\n function easeOutSine(t, b, c, d) {\n return c * Math.sin(t / d * (Math.PI / 2)) + b;\n }\n\n /**\n * Sinusoidal easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutSine(t, b, c, d) {\n return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;\n }\n\n /**\n * Exponential easing in\n * @memberOf fabric.util.ease\n */\n function easeInExpo(t, b, c, d) {\n return (t === 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b;\n }\n\n /**\n * Exponential easing out\n * @memberOf fabric.util.ease\n */\n function easeOutExpo(t, b, c, d) {\n return (t === d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b;\n }\n\n /**\n * Exponential easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutExpo(t, b, c, d) {\n if (t === 0) {\n return b;\n }\n if (t === d) {\n return b + c;\n }\n t /= d / 2;\n if (t < 1) {\n return c / 2 * Math.pow(2, 10 * (t - 1)) + b;\n }\n return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;\n }\n\n /**\n * Circular easing in\n * @memberOf fabric.util.ease\n */\n function easeInCirc(t, b, c, d) {\n return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;\n }\n\n /**\n * Circular easing out\n * @memberOf fabric.util.ease\n */\n function easeOutCirc(t, b, c, d) {\n return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;\n }\n\n /**\n * Circular easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutCirc(t, b, c, d) {\n t /= d / 2;\n if (t < 1) {\n return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;\n }\n return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;\n }\n\n /**\n * Elastic easing in\n * @memberOf fabric.util.ease\n */\n function easeInElastic(t, b, c, d) {\n var s = 1.70158, p = 0, a = c;\n if (t === 0) {\n return b;\n }\n t /= d;\n if (t === 1) {\n return b + c;\n }\n if (!p) {\n p = d * 0.3;\n }\n var opts = normalize(a, c, p, s);\n return -elastic(opts, t, d) + b;\n }\n\n /**\n * Elastic easing out\n * @memberOf fabric.util.ease\n */\n function easeOutElastic(t, b, c, d) {\n var s = 1.70158, p = 0, a = c;\n if (t === 0) {\n return b;\n }\n t /= d;\n if (t === 1) {\n return b + c;\n }\n if (!p) {\n p = d * 0.3;\n }\n var opts = normalize(a, c, p, s);\n return opts.a * Math.pow(2, -10 * t) * Math.sin((t * d - opts.s) * (2 * Math.PI) / opts.p ) + opts.c + b;\n }\n\n /**\n * Elastic easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutElastic(t, b, c, d) {\n var s = 1.70158, p = 0, a = c;\n if (t === 0) {\n return b;\n }\n t /= d / 2;\n if (t === 2) {\n return b + c;\n }\n if (!p) {\n p = d * (0.3 * 1.5);\n }\n var opts = normalize(a, c, p, s);\n if (t < 1) {\n return -0.5 * elastic(opts, t, d) + b;\n }\n return opts.a * Math.pow(2, -10 * (t -= 1)) *\n Math.sin((t * d - opts.s) * (2 * Math.PI) / opts.p ) * 0.5 + opts.c + b;\n }\n\n /**\n * Backwards easing in\n * @memberOf fabric.util.ease\n */\n function easeInBack(t, b, c, d, s) {\n if (s === undefined) {\n s = 1.70158;\n }\n return c * (t /= d) * t * ((s + 1) * t - s) + b;\n }\n\n /**\n * Backwards easing out\n * @memberOf fabric.util.ease\n */\n function easeOutBack(t, b, c, d, s) {\n if (s === undefined) {\n s = 1.70158;\n }\n return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;\n }\n\n /**\n * Backwards easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutBack(t, b, c, d, s) {\n if (s === undefined) {\n s = 1.70158;\n }\n t /= d / 2;\n if (t < 1) {\n return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;\n }\n return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;\n }\n\n /**\n * Bouncing easing in\n * @memberOf fabric.util.ease\n */\n function easeInBounce(t, b, c, d) {\n return c - easeOutBounce (d - t, 0, c, d) + b;\n }\n\n /**\n * Bouncing easing out\n * @memberOf fabric.util.ease\n */\n function easeOutBounce(t, b, c, d) {\n if ((t /= d) < (1 / 2.75)) {\n return c * (7.5625 * t * t) + b;\n }\n else if (t < (2 / 2.75)) {\n return c * (7.5625 * (t -= (1.5 / 2.75)) * t + 0.75) + b;\n }\n else if (t < (2.5 / 2.75)) {\n return c * (7.5625 * (t -= (2.25 / 2.75)) * t + 0.9375) + b;\n }\n else {\n return c * (7.5625 * (t -= (2.625 / 2.75)) * t + 0.984375) + b;\n }\n }\n\n /**\n * Bouncing easing in and out\n * @memberOf fabric.util.ease\n */\n function easeInOutBounce(t, b, c, d) {\n if (t < d / 2) {\n return easeInBounce (t * 2, 0, c, d) * 0.5 + b;\n }\n return easeOutBounce(t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b;\n }\n\n /**\n * Easing functions\n * See Easing Equations by Robert Penner\n * @namespace fabric.util.ease\n */\n fabric.util.ease = {\n\n /**\n * Quadratic easing in\n * @memberOf fabric.util.ease\n */\n easeInQuad: function(t, b, c, d) {\n return c * (t /= d) * t + b;\n },\n\n /**\n * Quadratic easing out\n * @memberOf fabric.util.ease\n */\n easeOutQuad: function(t, b, c, d) {\n return -c * (t /= d) * (t - 2) + b;\n },\n\n /**\n * Quadratic easing in and out\n * @memberOf fabric.util.ease\n */\n easeInOutQuad: function(t, b, c, d) {\n t /= (d / 2);\n if (t < 1) {\n return c / 2 * t * t + b;\n }\n return -c / 2 * ((--t) * (t - 2) - 1) + b;\n },\n\n /**\n * Cubic easing in\n * @memberOf fabric.util.ease\n */\n easeInCubic: function(t, b, c, d) {\n return c * (t /= d) * t * t + b;\n },\n\n easeOutCubic: easeOutCubic,\n easeInOutCubic: easeInOutCubic,\n easeInQuart: easeInQuart,\n easeOutQuart: easeOutQuart,\n easeInOutQuart: easeInOutQuart,\n easeInQuint: easeInQuint,\n easeOutQuint: easeOutQuint,\n easeInOutQuint: easeInOutQuint,\n easeInSine: easeInSine,\n easeOutSine: easeOutSine,\n easeInOutSine: easeInOutSine,\n easeInExpo: easeInExpo,\n easeOutExpo: easeOutExpo,\n easeInOutExpo: easeInOutExpo,\n easeInCirc: easeInCirc,\n easeOutCirc: easeOutCirc,\n easeInOutCirc: easeInOutCirc,\n easeInElastic: easeInElastic,\n easeOutElastic: easeOutElastic,\n easeInOutElastic: easeInOutElastic,\n easeInBack: easeInBack,\n easeOutBack: easeOutBack,\n easeInOutBack: easeInOutBack,\n easeInBounce: easeInBounce,\n easeOutBounce: easeOutBounce,\n easeInOutBounce: easeInOutBounce\n };\n\n})();\n\n\n(function(global) {\n\n /**\n * @name fabric\n * @namespace\n */\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n toFixed = fabric.util.toFixed,\n parseUnit = fabric.util.parseUnit,\n multiplyTransformMatrices = fabric.util.multiplyTransformMatrices,\n\n svgValidTagNames = ['path', 'circle', 'polygon', 'polyline', 'ellipse', 'rect', 'line',\n 'image', 'text'],\n svgViewBoxElements = ['symbol', 'image', 'marker', 'pattern', 'view', 'svg'],\n svgInvalidAncestors = ['pattern', 'defs', 'symbol', 'metadata', 'clipPath', 'mask', 'desc'],\n svgValidParents = ['symbol', 'g', 'a', 'svg', 'clipPath', 'defs'],\n\n attributesMap = {\n cx: 'left',\n x: 'left',\n r: 'radius',\n cy: 'top',\n y: 'top',\n display: 'visible',\n visibility: 'visible',\n transform: 'transformMatrix',\n 'fill-opacity': 'fillOpacity',\n 'fill-rule': 'fillRule',\n 'font-family': 'fontFamily',\n 'font-size': 'fontSize',\n 'font-style': 'fontStyle',\n 'font-weight': 'fontWeight',\n 'letter-spacing': 'charSpacing',\n 'paint-order': 'paintFirst',\n 'stroke-dasharray': 'strokeDashArray',\n 'stroke-dashoffset': 'strokeDashOffset',\n 'stroke-linecap': 'strokeLineCap',\n 'stroke-linejoin': 'strokeLineJoin',\n 'stroke-miterlimit': 'strokeMiterLimit',\n 'stroke-opacity': 'strokeOpacity',\n 'stroke-width': 'strokeWidth',\n 'text-decoration': 'textDecoration',\n 'text-anchor': 'textAnchor',\n opacity: 'opacity',\n 'clip-path': 'clipPath',\n 'clip-rule': 'clipRule',\n 'vector-effect': 'strokeUniform',\n 'image-rendering': 'imageSmoothing',\n },\n\n colorAttributes = {\n stroke: 'strokeOpacity',\n fill: 'fillOpacity'\n },\n\n fSize = 'font-size', cPath = 'clip-path';\n\n fabric.svgValidTagNamesRegEx = getSvgRegex(svgValidTagNames);\n fabric.svgViewBoxElementsRegEx = getSvgRegex(svgViewBoxElements);\n fabric.svgInvalidAncestorsRegEx = getSvgRegex(svgInvalidAncestors);\n fabric.svgValidParentsRegEx = getSvgRegex(svgValidParents);\n\n fabric.cssRules = { };\n fabric.gradientDefs = { };\n fabric.clipPaths = { };\n\n function normalizeAttr(attr) {\n // transform attribute names\n if (attr in attributesMap) {\n return attributesMap[attr];\n }\n return attr;\n }\n\n function normalizeValue(attr, value, parentAttributes, fontSize) {\n var isArray = Object.prototype.toString.call(value) === '[object Array]',\n parsed;\n\n if ((attr === 'fill' || attr === 'stroke') && value === 'none') {\n value = '';\n }\n else if (attr === 'strokeUniform') {\n return (value === 'non-scaling-stroke');\n }\n else if (attr === 'strokeDashArray') {\n if (value === 'none') {\n value = null;\n }\n else {\n value = value.replace(/,/g, ' ').split(/\\s+/).map(parseFloat);\n }\n }\n else if (attr === 'transformMatrix') {\n if (parentAttributes && parentAttributes.transformMatrix) {\n value = multiplyTransformMatrices(\n parentAttributes.transformMatrix, fabric.parseTransformAttribute(value));\n }\n else {\n value = fabric.parseTransformAttribute(value);\n }\n }\n else if (attr === 'visible') {\n value = value !== 'none' && value !== 'hidden';\n // display=none on parent element always takes precedence over child element\n if (parentAttributes && parentAttributes.visible === false) {\n value = false;\n }\n }\n else if (attr === 'opacity') {\n value = parseFloat(value);\n if (parentAttributes && typeof parentAttributes.opacity !== 'undefined') {\n value *= parentAttributes.opacity;\n }\n }\n else if (attr === 'textAnchor' /* text-anchor */) {\n value = value === 'start' ? 'left' : value === 'end' ? 'right' : 'center';\n }\n else if (attr === 'charSpacing') {\n // parseUnit returns px and we convert it to em\n parsed = parseUnit(value, fontSize) / fontSize * 1000;\n }\n else if (attr === 'paintFirst') {\n var fillIndex = value.indexOf('fill');\n var strokeIndex = value.indexOf('stroke');\n var value = 'fill';\n if (fillIndex > -1 && strokeIndex > -1 && strokeIndex < fillIndex) {\n value = 'stroke';\n }\n else if (fillIndex === -1 && strokeIndex > -1) {\n value = 'stroke';\n }\n }\n else if (attr === 'href' || attr === 'xlink:href' || attr === 'font') {\n return value;\n }\n else if (attr === 'imageSmoothing') {\n return (value === 'optimizeQuality');\n }\n else {\n parsed = isArray ? value.map(parseUnit) : parseUnit(value, fontSize);\n }\n\n return (!isArray && isNaN(parsed) ? value : parsed);\n }\n\n /**\n * @private\n */\n function getSvgRegex(arr) {\n return new RegExp('^(' + arr.join('|') + ')\\\\b', 'i');\n }\n\n /**\n * @private\n * @param {Object} attributes Array of attributes to parse\n */\n function _setStrokeFillOpacity(attributes) {\n for (var attr in colorAttributes) {\n\n if (typeof attributes[colorAttributes[attr]] === 'undefined' || attributes[attr] === '') {\n continue;\n }\n\n if (typeof attributes[attr] === 'undefined') {\n if (!fabric.Object.prototype[attr]) {\n continue;\n }\n attributes[attr] = fabric.Object.prototype[attr];\n }\n\n if (attributes[attr].indexOf('url(') === 0) {\n continue;\n }\n\n var color = new fabric.Color(attributes[attr]);\n attributes[attr] = color.setAlpha(toFixed(color.getAlpha() * attributes[colorAttributes[attr]], 2)).toRgba();\n }\n return attributes;\n }\n\n /**\n * @private\n */\n function _getMultipleNodes(doc, nodeNames) {\n var nodeName, nodeArray = [], nodeList, i, len;\n for (i = 0, len = nodeNames.length; i < len; i++) {\n nodeName = nodeNames[i];\n nodeList = doc.getElementsByTagName(nodeName);\n nodeArray = nodeArray.concat(Array.prototype.slice.call(nodeList));\n }\n return nodeArray;\n }\n\n /**\n * Parses \"transform\" attribute, returning an array of values\n * @static\n * @function\n * @memberOf fabric\n * @param {String} attributeValue String containing attribute value\n * @return {Array} Array of 6 elements representing transformation matrix\n */\n fabric.parseTransformAttribute = (function() {\n function rotateMatrix(matrix, args) {\n var cos = fabric.util.cos(args[0]), sin = fabric.util.sin(args[0]),\n x = 0, y = 0;\n if (args.length === 3) {\n x = args[1];\n y = args[2];\n }\n\n matrix[0] = cos;\n matrix[1] = sin;\n matrix[2] = -sin;\n matrix[3] = cos;\n matrix[4] = x - (cos * x - sin * y);\n matrix[5] = y - (sin * x + cos * y);\n }\n\n function scaleMatrix(matrix, args) {\n var multiplierX = args[0],\n multiplierY = (args.length === 2) ? args[1] : args[0];\n\n matrix[0] = multiplierX;\n matrix[3] = multiplierY;\n }\n\n function skewMatrix(matrix, args, pos) {\n matrix[pos] = Math.tan(fabric.util.degreesToRadians(args[0]));\n }\n\n function translateMatrix(matrix, args) {\n matrix[4] = args[0];\n if (args.length === 2) {\n matrix[5] = args[1];\n }\n }\n\n // identity matrix\n var iMatrix = fabric.iMatrix,\n\n // == begin transform regexp\n number = fabric.reNum,\n\n commaWsp = fabric.commaWsp,\n\n skewX = '(?:(skewX)\\\\s*\\\\(\\\\s*(' + number + ')\\\\s*\\\\))',\n\n skewY = '(?:(skewY)\\\\s*\\\\(\\\\s*(' + number + ')\\\\s*\\\\))',\n\n rotate = '(?:(rotate)\\\\s*\\\\(\\\\s*(' + number + ')(?:' +\n commaWsp + '(' + number + ')' +\n commaWsp + '(' + number + '))?\\\\s*\\\\))',\n\n scale = '(?:(scale)\\\\s*\\\\(\\\\s*(' + number + ')(?:' +\n commaWsp + '(' + number + '))?\\\\s*\\\\))',\n\n translate = '(?:(translate)\\\\s*\\\\(\\\\s*(' + number + ')(?:' +\n commaWsp + '(' + number + '))?\\\\s*\\\\))',\n\n matrix = '(?:(matrix)\\\\s*\\\\(\\\\s*' +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' + commaWsp +\n '(' + number + ')' +\n '\\\\s*\\\\))',\n\n transform = '(?:' +\n matrix + '|' +\n translate + '|' +\n scale + '|' +\n rotate + '|' +\n skewX + '|' +\n skewY +\n ')',\n\n transforms = '(?:' + transform + '(?:' + commaWsp + '*' + transform + ')*' + ')',\n\n transformList = '^\\\\s*(?:' + transforms + '?)\\\\s*$',\n\n // http://www.w3.org/TR/SVG/coords.html#TransformAttribute\n reTransformList = new RegExp(transformList),\n // == end transform regexp\n\n reTransform = new RegExp(transform, 'g');\n\n return function(attributeValue) {\n\n // start with identity matrix\n var matrix = iMatrix.concat(),\n matrices = [];\n\n // return if no argument was given or\n // an argument does not match transform attribute regexp\n if (!attributeValue || (attributeValue && !reTransformList.test(attributeValue))) {\n return matrix;\n }\n\n attributeValue.replace(reTransform, function(match) {\n\n var m = new RegExp(transform).exec(match).filter(function (match) {\n // match !== '' && match != null\n return (!!match);\n }),\n operation = m[1],\n args = m.slice(2).map(parseFloat);\n\n switch (operation) {\n case 'translate':\n translateMatrix(matrix, args);\n break;\n case 'rotate':\n args[0] = fabric.util.degreesToRadians(args[0]);\n rotateMatrix(matrix, args);\n break;\n case 'scale':\n scaleMatrix(matrix, args);\n break;\n case 'skewX':\n skewMatrix(matrix, args, 2);\n break;\n case 'skewY':\n skewMatrix(matrix, args, 1);\n break;\n case 'matrix':\n matrix = args;\n break;\n }\n\n // snapshot current matrix into matrices array\n matrices.push(matrix.concat());\n // reset\n matrix = iMatrix.concat();\n });\n\n var combinedMatrix = matrices[0];\n while (matrices.length > 1) {\n matrices.shift();\n combinedMatrix = fabric.util.multiplyTransformMatrices(combinedMatrix, matrices[0]);\n }\n return combinedMatrix;\n };\n })();\n\n /**\n * @private\n */\n function parseStyleString(style, oStyle) {\n var attr, value;\n style.replace(/;\\s*$/, '').split(';').forEach(function (chunk) {\n var pair = chunk.split(':');\n\n attr = pair[0].trim().toLowerCase();\n value = pair[1].trim();\n\n oStyle[attr] = value;\n });\n }\n\n /**\n * @private\n */\n function parseStyleObject(style, oStyle) {\n var attr, value;\n for (var prop in style) {\n if (typeof style[prop] === 'undefined') {\n continue;\n }\n\n attr = prop.toLowerCase();\n value = style[prop];\n\n oStyle[attr] = value;\n }\n }\n\n /**\n * @private\n */\n function getGlobalStylesForElement(element, svgUid) {\n var styles = { };\n for (var rule in fabric.cssRules[svgUid]) {\n if (elementMatchesRule(element, rule.split(' '))) {\n for (var property in fabric.cssRules[svgUid][rule]) {\n styles[property] = fabric.cssRules[svgUid][rule][property];\n }\n }\n }\n return styles;\n }\n\n /**\n * @private\n */\n function elementMatchesRule(element, selectors) {\n var firstMatching, parentMatching = true;\n //start from rightmost selector.\n firstMatching = selectorMatches(element, selectors.pop());\n if (firstMatching && selectors.length) {\n parentMatching = doesSomeParentMatch(element, selectors);\n }\n return firstMatching && parentMatching && (selectors.length === 0);\n }\n\n function doesSomeParentMatch(element, selectors) {\n var selector, parentMatching = true;\n while (element.parentNode && element.parentNode.nodeType === 1 && selectors.length) {\n if (parentMatching) {\n selector = selectors.pop();\n }\n element = element.parentNode;\n parentMatching = selectorMatches(element, selector);\n }\n return selectors.length === 0;\n }\n\n /**\n * @private\n */\n function selectorMatches(element, selector) {\n var nodeName = element.nodeName,\n classNames = element.getAttribute('class'),\n id = element.getAttribute('id'), matcher, i;\n // i check if a selector matches slicing away part from it.\n // if i get empty string i should match\n matcher = new RegExp('^' + nodeName, 'i');\n selector = selector.replace(matcher, '');\n if (id && selector.length) {\n matcher = new RegExp('#' + id + '(?![a-zA-Z\\\\-]+)', 'i');\n selector = selector.replace(matcher, '');\n }\n if (classNames && selector.length) {\n classNames = classNames.split(' ');\n for (i = classNames.length; i--;) {\n matcher = new RegExp('\\\\.' + classNames[i] + '(?![a-zA-Z\\\\-]+)', 'i');\n selector = selector.replace(matcher, '');\n }\n }\n return selector.length === 0;\n }\n\n /**\n * @private\n * to support IE8 missing getElementById on SVGdocument and on node xmlDOM\n */\n function elementById(doc, id) {\n var el;\n doc.getElementById && (el = doc.getElementById(id));\n if (el) {\n return el;\n }\n var node, i, len, nodelist = doc.getElementsByTagName('*');\n for (i = 0, len = nodelist.length; i < len; i++) {\n node = nodelist[i];\n if (id === node.getAttribute('id')) {\n return node;\n }\n }\n }\n\n /**\n * @private\n */\n function parseUseDirectives(doc) {\n var nodelist = _getMultipleNodes(doc, ['use', 'svg:use']), i = 0;\n while (nodelist.length && i < nodelist.length) {\n var el = nodelist[i],\n xlinkAttribute = el.getAttribute('xlink:href') || el.getAttribute('href');\n\n if (xlinkAttribute === null) {\n return;\n }\n\n var xlink = xlinkAttribute.substr(1),\n x = el.getAttribute('x') || 0,\n y = el.getAttribute('y') || 0,\n el2 = elementById(doc, xlink).cloneNode(true),\n currentTrans = (el2.getAttribute('transform') || '') + ' translate(' + x + ', ' + y + ')',\n parentNode,\n oldLength = nodelist.length, attr,\n j,\n attrs,\n len,\n namespace = fabric.svgNS;\n\n applyViewboxTransform(el2);\n if (/^svg$/i.test(el2.nodeName)) {\n var el3 = el2.ownerDocument.createElementNS(namespace, 'g');\n for (j = 0, attrs = el2.attributes, len = attrs.length; j < len; j++) {\n attr = attrs.item(j);\n el3.setAttributeNS(namespace, attr.nodeName, attr.nodeValue);\n }\n // el2.firstChild != null\n while (el2.firstChild) {\n el3.appendChild(el2.firstChild);\n }\n el2 = el3;\n }\n\n for (j = 0, attrs = el.attributes, len = attrs.length; j < len; j++) {\n attr = attrs.item(j);\n if (attr.nodeName === 'x' || attr.nodeName === 'y' ||\n attr.nodeName === 'xlink:href' || attr.nodeName === 'href') {\n continue;\n }\n\n if (attr.nodeName === 'transform') {\n currentTrans = attr.nodeValue + ' ' + currentTrans;\n }\n else {\n el2.setAttribute(attr.nodeName, attr.nodeValue);\n }\n }\n\n el2.setAttribute('transform', currentTrans);\n el2.setAttribute('instantiated_by_use', '1');\n el2.removeAttribute('id');\n parentNode = el.parentNode;\n parentNode.replaceChild(el2, el);\n // some browsers do not shorten nodelist after replaceChild (IE8)\n if (nodelist.length === oldLength) {\n i++;\n }\n }\n }\n\n // http://www.w3.org/TR/SVG/coords.html#ViewBoxAttribute\n // matches, e.g.: +14.56e-12, etc.\n var reViewBoxAttrValue = new RegExp(\n '^' +\n '\\\\s*(' + fabric.reNum + '+)\\\\s*,?' +\n '\\\\s*(' + fabric.reNum + '+)\\\\s*,?' +\n '\\\\s*(' + fabric.reNum + '+)\\\\s*,?' +\n '\\\\s*(' + fabric.reNum + '+)\\\\s*' +\n '$'\n );\n\n /**\n * Add a element that envelop all child elements and makes the viewbox transformMatrix descend on all elements\n */\n function applyViewboxTransform(element) {\n if (!fabric.svgViewBoxElementsRegEx.test(element.nodeName)) {\n return {};\n }\n var viewBoxAttr = element.getAttribute('viewBox'),\n scaleX = 1,\n scaleY = 1,\n minX = 0,\n minY = 0,\n viewBoxWidth, viewBoxHeight, matrix, el,\n widthAttr = element.getAttribute('width'),\n heightAttr = element.getAttribute('height'),\n x = element.getAttribute('x') || 0,\n y = element.getAttribute('y') || 0,\n preserveAspectRatio = element.getAttribute('preserveAspectRatio') || '',\n missingViewBox = (!viewBoxAttr || !(viewBoxAttr = viewBoxAttr.match(reViewBoxAttrValue))),\n missingDimAttr = (!widthAttr || !heightAttr || widthAttr === '100%' || heightAttr === '100%'),\n toBeParsed = missingViewBox && missingDimAttr,\n parsedDim = { }, translateMatrix = '', widthDiff = 0, heightDiff = 0;\n\n parsedDim.width = 0;\n parsedDim.height = 0;\n parsedDim.toBeParsed = toBeParsed;\n\n if (missingViewBox) {\n if (((x || y) && element.parentNode && element.parentNode.nodeName !== '#document')) {\n translateMatrix = ' translate(' + parseUnit(x) + ' ' + parseUnit(y) + ') ';\n matrix = (element.getAttribute('transform') || '') + translateMatrix;\n element.setAttribute('transform', matrix);\n element.removeAttribute('x');\n element.removeAttribute('y');\n }\n }\n\n if (toBeParsed) {\n return parsedDim;\n }\n\n if (missingViewBox) {\n parsedDim.width = parseUnit(widthAttr);\n parsedDim.height = parseUnit(heightAttr);\n // set a transform for elements that have x y and are inner(only) SVGs\n return parsedDim;\n }\n minX = -parseFloat(viewBoxAttr[1]);\n minY = -parseFloat(viewBoxAttr[2]);\n viewBoxWidth = parseFloat(viewBoxAttr[3]);\n viewBoxHeight = parseFloat(viewBoxAttr[4]);\n parsedDim.minX = minX;\n parsedDim.minY = minY;\n parsedDim.viewBoxWidth = viewBoxWidth;\n parsedDim.viewBoxHeight = viewBoxHeight;\n if (!missingDimAttr) {\n parsedDim.width = parseUnit(widthAttr);\n parsedDim.height = parseUnit(heightAttr);\n scaleX = parsedDim.width / viewBoxWidth;\n scaleY = parsedDim.height / viewBoxHeight;\n }\n else {\n parsedDim.width = viewBoxWidth;\n parsedDim.height = viewBoxHeight;\n }\n\n // default is to preserve aspect ratio\n preserveAspectRatio = fabric.util.parsePreserveAspectRatioAttribute(preserveAspectRatio);\n if (preserveAspectRatio.alignX !== 'none') {\n //translate all container for the effect of Mid, Min, Max\n if (preserveAspectRatio.meetOrSlice === 'meet') {\n scaleY = scaleX = (scaleX > scaleY ? scaleY : scaleX);\n // calculate additional translation to move the viewbox\n }\n if (preserveAspectRatio.meetOrSlice === 'slice') {\n scaleY = scaleX = (scaleX > scaleY ? scaleX : scaleY);\n // calculate additional translation to move the viewbox\n }\n widthDiff = parsedDim.width - viewBoxWidth * scaleX;\n heightDiff = parsedDim.height - viewBoxHeight * scaleX;\n if (preserveAspectRatio.alignX === 'Mid') {\n widthDiff /= 2;\n }\n if (preserveAspectRatio.alignY === 'Mid') {\n heightDiff /= 2;\n }\n if (preserveAspectRatio.alignX === 'Min') {\n widthDiff = 0;\n }\n if (preserveAspectRatio.alignY === 'Min') {\n heightDiff = 0;\n }\n }\n\n if (scaleX === 1 && scaleY === 1 && minX === 0 && minY === 0 && x === 0 && y === 0) {\n return parsedDim;\n }\n if ((x || y) && element.parentNode.nodeName !== '#document') {\n translateMatrix = ' translate(' + parseUnit(x) + ' ' + parseUnit(y) + ') ';\n }\n\n matrix = translateMatrix + ' matrix(' + scaleX +\n ' 0' +\n ' 0 ' +\n scaleY + ' ' +\n (minX * scaleX + widthDiff) + ' ' +\n (minY * scaleY + heightDiff) + ') ';\n // seems unused.\n // parsedDim.viewboxTransform = fabric.parseTransformAttribute(matrix);\n if (element.nodeName === 'svg') {\n el = element.ownerDocument.createElementNS(fabric.svgNS, 'g');\n // element.firstChild != null\n while (element.firstChild) {\n el.appendChild(element.firstChild);\n }\n element.appendChild(el);\n }\n else {\n el = element;\n el.removeAttribute('x');\n el.removeAttribute('y');\n matrix = el.getAttribute('transform') + matrix;\n }\n el.setAttribute('transform', matrix);\n return parsedDim;\n }\n\n function hasAncestorWithNodeName(element, nodeName) {\n while (element && (element = element.parentNode)) {\n if (element.nodeName && nodeName.test(element.nodeName.replace('svg:', ''))\n && !element.getAttribute('instantiated_by_use')) {\n return true;\n }\n }\n return false;\n }\n\n /**\n * Parses an SVG document, converts it to an array of corresponding fabric.* instances and passes them to a callback\n * @static\n * @function\n * @memberOf fabric\n * @param {SVGDocument} doc SVG document to parse\n * @param {Function} callback Callback to call when parsing is finished;\n * It's being passed an array of elements (parsed from a document).\n * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.\n * @param {Object} [parsingOptions] options for parsing document\n * @param {String} [parsingOptions.crossOrigin] crossOrigin settings\n */\n fabric.parseSVGDocument = function(doc, callback, reviver, parsingOptions) {\n if (!doc) {\n return;\n }\n\n parseUseDirectives(doc);\n\n var svgUid = fabric.Object.__uid++, i, len,\n options = applyViewboxTransform(doc),\n descendants = fabric.util.toArray(doc.getElementsByTagName('*'));\n options.crossOrigin = parsingOptions && parsingOptions.crossOrigin;\n options.svgUid = svgUid;\n\n if (descendants.length === 0 && fabric.isLikelyNode) {\n // we're likely in node, where \"o3-xml\" library fails to gEBTN(\"*\")\n // https://github.com/ajaxorg/node-o3-xml/issues/21\n descendants = doc.selectNodes('//*[name(.)!=\"svg\"]');\n var arr = [];\n for (i = 0, len = descendants.length; i < len; i++) {\n arr[i] = descendants[i];\n }\n descendants = arr;\n }\n\n var elements = descendants.filter(function(el) {\n applyViewboxTransform(el);\n return fabric.svgValidTagNamesRegEx.test(el.nodeName.replace('svg:', '')) &&\n !hasAncestorWithNodeName(el, fabric.svgInvalidAncestorsRegEx); // http://www.w3.org/TR/SVG/struct.html#DefsElement\n });\n if (!elements || (elements && !elements.length)) {\n callback && callback([], {});\n return;\n }\n var clipPaths = { };\n descendants.filter(function(el) {\n return el.nodeName.replace('svg:', '') === 'clipPath';\n }).forEach(function(el) {\n var id = el.getAttribute('id');\n clipPaths[id] = fabric.util.toArray(el.getElementsByTagName('*')).filter(function(el) {\n return fabric.svgValidTagNamesRegEx.test(el.nodeName.replace('svg:', ''));\n });\n });\n fabric.gradientDefs[svgUid] = fabric.getGradientDefs(doc);\n fabric.cssRules[svgUid] = fabric.getCSSRules(doc);\n fabric.clipPaths[svgUid] = clipPaths;\n // Precedence of rules: style > class > attribute\n fabric.parseElements(elements, function(instances, elements) {\n if (callback) {\n callback(instances, options, elements, descendants);\n delete fabric.gradientDefs[svgUid];\n delete fabric.cssRules[svgUid];\n delete fabric.clipPaths[svgUid];\n }\n }, clone(options), reviver, parsingOptions);\n };\n\n function recursivelyParseGradientsXlink(doc, gradient) {\n var gradientsAttrs = ['gradientTransform', 'x1', 'x2', 'y1', 'y2', 'gradientUnits', 'cx', 'cy', 'r', 'fx', 'fy'],\n xlinkAttr = 'xlink:href',\n xLink = gradient.getAttribute(xlinkAttr).substr(1),\n referencedGradient = elementById(doc, xLink);\n if (referencedGradient && referencedGradient.getAttribute(xlinkAttr)) {\n recursivelyParseGradientsXlink(doc, referencedGradient);\n }\n gradientsAttrs.forEach(function(attr) {\n if (referencedGradient && !gradient.hasAttribute(attr) && referencedGradient.hasAttribute(attr)) {\n gradient.setAttribute(attr, referencedGradient.getAttribute(attr));\n }\n });\n if (!gradient.children.length) {\n var referenceClone = referencedGradient.cloneNode(true);\n while (referenceClone.firstChild) {\n gradient.appendChild(referenceClone.firstChild);\n }\n }\n gradient.removeAttribute(xlinkAttr);\n }\n\n var reFontDeclaration = new RegExp(\n '(normal|italic)?\\\\s*(normal|small-caps)?\\\\s*' +\n '(normal|bold|bolder|lighter|100|200|300|400|500|600|700|800|900)?\\\\s*(' +\n fabric.reNum +\n '(?:px|cm|mm|em|pt|pc|in)*)(?:\\\\/(normal|' + fabric.reNum + '))?\\\\s+(.*)');\n\n extend(fabric, {\n /**\n * Parses a short font declaration, building adding its properties to a style object\n * @static\n * @function\n * @memberOf fabric\n * @param {String} value font declaration\n * @param {Object} oStyle definition\n */\n parseFontDeclaration: function(value, oStyle) {\n var match = value.match(reFontDeclaration);\n\n if (!match) {\n return;\n }\n var fontStyle = match[1],\n // font variant is not used\n // fontVariant = match[2],\n fontWeight = match[3],\n fontSize = match[4],\n lineHeight = match[5],\n fontFamily = match[6];\n\n if (fontStyle) {\n oStyle.fontStyle = fontStyle;\n }\n if (fontWeight) {\n oStyle.fontWeight = isNaN(parseFloat(fontWeight)) ? fontWeight : parseFloat(fontWeight);\n }\n if (fontSize) {\n oStyle.fontSize = parseUnit(fontSize);\n }\n if (fontFamily) {\n oStyle.fontFamily = fontFamily;\n }\n if (lineHeight) {\n oStyle.lineHeight = lineHeight === 'normal' ? 1 : lineHeight;\n }\n },\n\n /**\n * Parses an SVG document, returning all of the gradient declarations found in it\n * @static\n * @function\n * @memberOf fabric\n * @param {SVGDocument} doc SVG document to parse\n * @return {Object} Gradient definitions; key corresponds to element id, value -- to gradient definition element\n */\n getGradientDefs: function(doc) {\n var tagArray = [\n 'linearGradient',\n 'radialGradient',\n 'svg:linearGradient',\n 'svg:radialGradient'],\n elList = _getMultipleNodes(doc, tagArray),\n el, j = 0, gradientDefs = { };\n j = elList.length;\n while (j--) {\n el = elList[j];\n if (el.getAttribute('xlink:href')) {\n recursivelyParseGradientsXlink(doc, el);\n }\n gradientDefs[el.getAttribute('id')] = el;\n }\n return gradientDefs;\n },\n\n /**\n * Returns an object of attributes' name/value, given element and an array of attribute names;\n * Parses parent \"g\" nodes recursively upwards.\n * @static\n * @memberOf fabric\n * @param {DOMElement} element Element to parse\n * @param {Array} attributes Array of attributes to parse\n * @return {Object} object containing parsed attributes' names/values\n */\n parseAttributes: function(element, attributes, svgUid) {\n\n if (!element) {\n return;\n }\n\n var value,\n parentAttributes = { },\n fontSize, parentFontSize;\n\n if (typeof svgUid === 'undefined') {\n svgUid = element.getAttribute('svgUid');\n }\n // if there's a parent container (`g` or `a` or `symbol` node), parse its attributes recursively upwards\n if (element.parentNode && fabric.svgValidParentsRegEx.test(element.parentNode.nodeName)) {\n parentAttributes = fabric.parseAttributes(element.parentNode, attributes, svgUid);\n }\n\n var ownAttributes = attributes.reduce(function(memo, attr) {\n value = element.getAttribute(attr);\n if (value) { // eslint-disable-line\n memo[attr] = value;\n }\n return memo;\n }, { });\n // add values parsed from style, which take precedence over attributes\n // (see: http://www.w3.org/TR/SVG/styling.html#UsingPresentationAttributes)\n var cssAttrs = extend(\n getGlobalStylesForElement(element, svgUid),\n fabric.parseStyleAttribute(element)\n );\n ownAttributes = extend(\n ownAttributes,\n cssAttrs\n );\n if (cssAttrs[cPath]) {\n element.setAttribute(cPath, cssAttrs[cPath]);\n }\n fontSize = parentFontSize = parentAttributes.fontSize || fabric.Text.DEFAULT_SVG_FONT_SIZE;\n if (ownAttributes[fSize]) {\n // looks like the minimum should be 9px when dealing with ems. this is what looks like in browsers.\n ownAttributes[fSize] = fontSize = parseUnit(ownAttributes[fSize], parentFontSize);\n }\n\n var normalizedAttr, normalizedValue, normalizedStyle = {};\n for (var attr in ownAttributes) {\n normalizedAttr = normalizeAttr(attr);\n normalizedValue = normalizeValue(normalizedAttr, ownAttributes[attr], parentAttributes, fontSize);\n normalizedStyle[normalizedAttr] = normalizedValue;\n }\n if (normalizedStyle && normalizedStyle.font) {\n fabric.parseFontDeclaration(normalizedStyle.font, normalizedStyle);\n }\n var mergedAttrs = extend(parentAttributes, normalizedStyle);\n return fabric.svgValidParentsRegEx.test(element.nodeName) ? mergedAttrs : _setStrokeFillOpacity(mergedAttrs);\n },\n\n /**\n * Transforms an array of svg elements to corresponding fabric.* instances\n * @static\n * @memberOf fabric\n * @param {Array} elements Array of elements to parse\n * @param {Function} callback Being passed an array of fabric instances (transformed from SVG elements)\n * @param {Object} [options] Options object\n * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.\n */\n parseElements: function(elements, callback, options, reviver, parsingOptions) {\n new fabric.ElementsParser(elements, callback, options, reviver, parsingOptions).parse();\n },\n\n /**\n * Parses \"style\" attribute, retuning an object with values\n * @static\n * @memberOf fabric\n * @param {SVGElement} element Element to parse\n * @return {Object} Objects with values parsed from style attribute of an element\n */\n parseStyleAttribute: function(element) {\n var oStyle = { },\n style = element.getAttribute('style');\n\n if (!style) {\n return oStyle;\n }\n\n if (typeof style === 'string') {\n parseStyleString(style, oStyle);\n }\n else {\n parseStyleObject(style, oStyle);\n }\n\n return oStyle;\n },\n\n /**\n * Parses \"points\" attribute, returning an array of values\n * @static\n * @memberOf fabric\n * @param {String} points points attribute string\n * @return {Array} array of points\n */\n parsePointsAttribute: function(points) {\n\n // points attribute is required and must not be empty\n if (!points) {\n return null;\n }\n\n // replace commas with whitespace and remove bookending whitespace\n points = points.replace(/,/g, ' ').trim();\n\n points = points.split(/\\s+/);\n var parsedPoints = [], i, len;\n\n for (i = 0, len = points.length; i < len; i += 2) {\n parsedPoints.push({\n x: parseFloat(points[i]),\n y: parseFloat(points[i + 1])\n });\n }\n\n // odd number of points is an error\n // if (parsedPoints.length % 2 !== 0) {\n // return null;\n // }\n\n return parsedPoints;\n },\n\n /**\n * Returns CSS rules for a given SVG document\n * @static\n * @function\n * @memberOf fabric\n * @param {SVGDocument} doc SVG document to parse\n * @return {Object} CSS rules of this document\n */\n getCSSRules: function(doc) {\n var styles = doc.getElementsByTagName('style'), i, len,\n allRules = { }, rules;\n\n // very crude parsing of style contents\n for (i = 0, len = styles.length; i < len; i++) {\n var styleContents = styles[i].textContent;\n\n // remove comments\n styleContents = styleContents.replace(/\\/\\*[\\s\\S]*?\\*\\//g, '');\n if (styleContents.trim() === '') {\n continue;\n }\n rules = styleContents.match(/[^{]*\\{[\\s\\S]*?\\}/g);\n rules = rules.map(function(rule) { return rule.trim(); });\n // eslint-disable-next-line no-loop-func\n rules.forEach(function(rule) {\n\n var match = rule.match(/([\\s\\S]*?)\\s*\\{([^}]*)\\}/),\n ruleObj = { }, declaration = match[2].trim(),\n propertyValuePairs = declaration.replace(/;$/, '').split(/\\s*;\\s*/);\n\n for (i = 0, len = propertyValuePairs.length; i < len; i++) {\n var pair = propertyValuePairs[i].split(/\\s*:\\s*/),\n property = pair[0],\n value = pair[1];\n ruleObj[property] = value;\n }\n rule = match[1];\n rule.split(',').forEach(function(_rule) {\n _rule = _rule.replace(/^svg/i, '').trim();\n if (_rule === '') {\n return;\n }\n if (allRules[_rule]) {\n fabric.util.object.extend(allRules[_rule], ruleObj);\n }\n else {\n allRules[_rule] = fabric.util.object.clone(ruleObj);\n }\n });\n });\n }\n return allRules;\n },\n\n /**\n * Takes url corresponding to an SVG document, and parses it into a set of fabric objects.\n * Note that SVG is fetched via XMLHttpRequest, so it needs to conform to SOP (Same Origin Policy)\n * @memberOf fabric\n * @param {String} url\n * @param {Function} callback\n * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.\n * @param {Object} [options] Object containing options for parsing\n * @param {String} [options.crossOrigin] crossOrigin crossOrigin setting to use for external resources\n */\n loadSVGFromURL: function(url, callback, reviver, options) {\n\n url = url.replace(/^\\n\\s*/, '').trim();\n new fabric.util.request(url, {\n method: 'get',\n onComplete: onComplete\n });\n\n function onComplete(r) {\n\n var xml = r.responseXML;\n if (!xml || !xml.documentElement) {\n callback && callback(null);\n return false;\n }\n\n fabric.parseSVGDocument(xml.documentElement, function (results, _options, elements, allElements) {\n callback && callback(results, _options, elements, allElements);\n }, reviver, options);\n }\n },\n\n /**\n * Takes string corresponding to an SVG document, and parses it into a set of fabric objects\n * @memberOf fabric\n * @param {String} string\n * @param {Function} callback\n * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.\n * @param {Object} [options] Object containing options for parsing\n * @param {String} [options.crossOrigin] crossOrigin crossOrigin setting to use for external resources\n */\n loadSVGFromString: function(string, callback, reviver, options) {\n var parser = new fabric.window.DOMParser(),\n doc = parser.parseFromString(string.trim(), 'text/xml');\n fabric.parseSVGDocument(doc.documentElement, function (results, _options, elements, allElements) {\n callback(results, _options, elements, allElements);\n }, reviver, options);\n }\n });\n\n})( exports );\n\n\nfabric.ElementsParser = function(elements, callback, options, reviver, parsingOptions, doc) {\n this.elements = elements;\n this.callback = callback;\n this.options = options;\n this.reviver = reviver;\n this.svgUid = (options && options.svgUid) || 0;\n this.parsingOptions = parsingOptions;\n this.regexUrl = /^url\\(['\"]?#([^'\"]+)['\"]?\\)/g;\n this.doc = doc;\n};\n\n(function(proto) {\n proto.parse = function() {\n this.instances = new Array(this.elements.length);\n this.numElements = this.elements.length;\n this.createObjects();\n };\n\n proto.createObjects = function() {\n var _this = this;\n this.elements.forEach(function(element, i) {\n element.setAttribute('svgUid', _this.svgUid);\n _this.createObject(element, i);\n });\n };\n\n proto.findTag = function(el) {\n return fabric[fabric.util.string.capitalize(el.tagName.replace('svg:', ''))];\n };\n\n proto.createObject = function(el, index) {\n var klass = this.findTag(el);\n if (klass && klass.fromElement) {\n try {\n klass.fromElement(el, this.createCallback(index, el), this.options);\n }\n catch (err) {\n fabric.log(err);\n }\n }\n else {\n this.checkIfDone();\n }\n };\n\n proto.createCallback = function(index, el) {\n var _this = this;\n return function(obj) {\n var _options;\n _this.resolveGradient(obj, el, 'fill');\n _this.resolveGradient(obj, el, 'stroke');\n if (obj instanceof fabric.Image && obj._originalElement) {\n _options = obj.parsePreserveAspectRatioAttribute(el);\n }\n obj._removeTransformMatrix(_options);\n _this.resolveClipPath(obj, el);\n _this.reviver && _this.reviver(el, obj);\n _this.instances[index] = obj;\n _this.checkIfDone();\n };\n };\n\n proto.extractPropertyDefinition = function(obj, property, storage) {\n var value = obj[property], regex = this.regexUrl;\n if (!regex.test(value)) {\n return;\n }\n regex.lastIndex = 0;\n var id = regex.exec(value)[1];\n regex.lastIndex = 0;\n return fabric[storage][this.svgUid][id];\n };\n\n proto.resolveGradient = function(obj, el, property) {\n var gradientDef = this.extractPropertyDefinition(obj, property, 'gradientDefs');\n if (gradientDef) {\n var opacityAttr = el.getAttribute(property + '-opacity');\n var gradient = fabric.Gradient.fromElement(gradientDef, obj, opacityAttr, this.options);\n obj.set(property, gradient);\n }\n };\n\n proto.createClipPathCallback = function(obj, container) {\n return function(_newObj) {\n _newObj._removeTransformMatrix();\n _newObj.fillRule = _newObj.clipRule;\n container.push(_newObj);\n };\n };\n\n proto.resolveClipPath = function(obj, usingElement) {\n var clipPath = this.extractPropertyDefinition(obj, 'clipPath', 'clipPaths'),\n element, klass, objTransformInv, container, gTransform, options;\n if (clipPath) {\n container = [];\n objTransformInv = fabric.util.invertTransform(obj.calcTransformMatrix());\n // move the clipPath tag as sibling to the real element that is using it\n var clipPathTag = clipPath[0].parentNode;\n var clipPathOwner = usingElement;\n while (clipPathOwner.parentNode && clipPathOwner.getAttribute('clip-path') !== obj.clipPath) {\n clipPathOwner = clipPathOwner.parentNode;\n }\n clipPathOwner.parentNode.appendChild(clipPathTag);\n for (var i = 0; i < clipPath.length; i++) {\n element = clipPath[i];\n klass = this.findTag(element);\n klass.fromElement(\n element,\n this.createClipPathCallback(obj, container),\n this.options\n );\n }\n if (container.length === 1) {\n clipPath = container[0];\n }\n else {\n clipPath = new fabric.Group(container);\n }\n gTransform = fabric.util.multiplyTransformMatrices(\n objTransformInv,\n clipPath.calcTransformMatrix()\n );\n if (clipPath.clipPath) {\n this.resolveClipPath(clipPath, clipPathOwner);\n }\n var options = fabric.util.qrDecompose(gTransform);\n clipPath.flipX = false;\n clipPath.flipY = false;\n clipPath.set('scaleX', options.scaleX);\n clipPath.set('scaleY', options.scaleY);\n clipPath.angle = options.angle;\n clipPath.skewX = options.skewX;\n clipPath.skewY = 0;\n clipPath.setPositionByOrigin({ x: options.translateX, y: options.translateY }, 'center', 'center');\n obj.clipPath = clipPath;\n }\n else {\n // if clip-path does not resolve to any element, delete the property.\n delete obj.clipPath;\n }\n };\n\n proto.checkIfDone = function() {\n if (--this.numElements === 0) {\n this.instances = this.instances.filter(function(el) {\n // eslint-disable-next-line no-eq-null, eqeqeq\n return el != null;\n });\n this.callback(this.instances, this.elements);\n }\n };\n})(fabric.ElementsParser.prototype);\n\n\n(function(global) {\n\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Point) {\n fabric.warn('fabric.Point is already defined');\n return;\n }\n\n fabric.Point = Point;\n\n /**\n * Point class\n * @class fabric.Point\n * @memberOf fabric\n * @constructor\n * @param {Number} x\n * @param {Number} y\n * @return {fabric.Point} thisArg\n */\n function Point(x, y) {\n this.x = x;\n this.y = y;\n }\n\n Point.prototype = /** @lends fabric.Point.prototype */ {\n\n type: 'point',\n\n constructor: Point,\n\n /**\n * Adds another point to this one and returns another one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point instance with added values\n */\n add: function (that) {\n return new Point(this.x + that.x, this.y + that.y);\n },\n\n /**\n * Adds another point to this one\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */\n addEquals: function (that) {\n this.x += that.x;\n this.y += that.y;\n return this;\n },\n\n /**\n * Adds value to this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point} new Point with added value\n */\n scalarAdd: function (scalar) {\n return new Point(this.x + scalar, this.y + scalar);\n },\n\n /**\n * Adds value to this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n scalarAddEquals: function (scalar) {\n this.x += scalar;\n this.y += scalar;\n return this;\n },\n\n /**\n * Subtracts another point from this point and returns a new one\n * @param {fabric.Point} that\n * @return {fabric.Point} new Point object with subtracted values\n */\n subtract: function (that) {\n return new Point(this.x - that.x, this.y - that.y);\n },\n\n /**\n * Subtracts another point from this point\n * @param {fabric.Point} that\n * @return {fabric.Point} thisArg\n * @chainable\n */\n subtractEquals: function (that) {\n this.x -= that.x;\n this.y -= that.y;\n return this;\n },\n\n /**\n * Subtracts value from this point and returns a new one\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n scalarSubtract: function (scalar) {\n return new Point(this.x - scalar, this.y - scalar);\n },\n\n /**\n * Subtracts value from this point\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n scalarSubtractEquals: function (scalar) {\n this.x -= scalar;\n this.y -= scalar;\n return this;\n },\n\n /**\n * Multiplies this point by a value and returns a new one\n * TODO: rename in scalarMultiply in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n multiply: function (scalar) {\n return new Point(this.x * scalar, this.y * scalar);\n },\n\n /**\n * Multiplies this point by a value\n * TODO: rename in scalarMultiplyEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n multiplyEquals: function (scalar) {\n this.x *= scalar;\n this.y *= scalar;\n return this;\n },\n\n /**\n * Divides this point by a value and returns a new one\n * TODO: rename in scalarDivide in 2.0\n * @param {Number} scalar\n * @return {fabric.Point}\n */\n divide: function (scalar) {\n return new Point(this.x / scalar, this.y / scalar);\n },\n\n /**\n * Divides this point by a value\n * TODO: rename in scalarDivideEquals in 2.0\n * @param {Number} scalar\n * @return {fabric.Point} thisArg\n * @chainable\n */\n divideEquals: function (scalar) {\n this.x /= scalar;\n this.y /= scalar;\n return this;\n },\n\n /**\n * Returns true if this point is equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n eq: function (that) {\n return (this.x === that.x && this.y === that.y);\n },\n\n /**\n * Returns true if this point is less than another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n lt: function (that) {\n return (this.x < that.x && this.y < that.y);\n },\n\n /**\n * Returns true if this point is less than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n lte: function (that) {\n return (this.x <= that.x && this.y <= that.y);\n },\n\n /**\n\n * Returns true if this point is greater another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n gt: function (that) {\n return (this.x > that.x && this.y > that.y);\n },\n\n /**\n * Returns true if this point is greater than or equal to another one\n * @param {fabric.Point} that\n * @return {Boolean}\n */\n gte: function (that) {\n return (this.x >= that.x && this.y >= that.y);\n },\n\n /**\n * Returns new point which is the result of linear interpolation with this one and another one\n * @param {fabric.Point} that\n * @param {Number} t , position of interpolation, between 0 and 1 default 0.5\n * @return {fabric.Point}\n */\n lerp: function (that, t) {\n if (typeof t === 'undefined') {\n t = 0.5;\n }\n t = Math.max(Math.min(1, t), 0);\n return new Point(this.x + (that.x - this.x) * t, this.y + (that.y - this.y) * t);\n },\n\n /**\n * Returns distance from this point and another one\n * @param {fabric.Point} that\n * @return {Number}\n */\n distanceFrom: function (that) {\n var dx = this.x - that.x,\n dy = this.y - that.y;\n return Math.sqrt(dx * dx + dy * dy);\n },\n\n /**\n * Returns the point between this point and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n midPointFrom: function (that) {\n return this.lerp(that);\n },\n\n /**\n * Returns a new point which is the min of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n min: function (that) {\n return new Point(Math.min(this.x, that.x), Math.min(this.y, that.y));\n },\n\n /**\n * Returns a new point which is the max of this and another one\n * @param {fabric.Point} that\n * @return {fabric.Point}\n */\n max: function (that) {\n return new Point(Math.max(this.x, that.x), Math.max(this.y, that.y));\n },\n\n /**\n * Returns string representation of this point\n * @return {String}\n */\n toString: function () {\n return this.x + ',' + this.y;\n },\n\n /**\n * Sets x/y of this point\n * @param {Number} x\n * @param {Number} y\n * @chainable\n */\n setXY: function (x, y) {\n this.x = x;\n this.y = y;\n return this;\n },\n\n /**\n * Sets x of this point\n * @param {Number} x\n * @chainable\n */\n setX: function (x) {\n this.x = x;\n return this;\n },\n\n /**\n * Sets y of this point\n * @param {Number} y\n * @chainable\n */\n setY: function (y) {\n this.y = y;\n return this;\n },\n\n /**\n * Sets x/y of this point from another point\n * @param {fabric.Point} that\n * @chainable\n */\n setFromPoint: function (that) {\n this.x = that.x;\n this.y = that.y;\n return this;\n },\n\n /**\n * Swaps x/y of this point and another point\n * @param {fabric.Point} that\n */\n swap: function (that) {\n var x = this.x,\n y = this.y;\n this.x = that.x;\n this.y = that.y;\n that.x = x;\n that.y = y;\n },\n\n /**\n * return a cloned instance of the point\n * @return {fabric.Point}\n */\n clone: function () {\n return new Point(this.x, this.y);\n }\n };\n\n})( exports );\n\n\n(function(global) {\n\n /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Intersection) {\n fabric.warn('fabric.Intersection is already defined');\n return;\n }\n\n /**\n * Intersection class\n * @class fabric.Intersection\n * @memberOf fabric\n * @constructor\n */\n function Intersection(status) {\n this.status = status;\n this.points = [];\n }\n\n fabric.Intersection = Intersection;\n\n fabric.Intersection.prototype = /** @lends fabric.Intersection.prototype */ {\n\n constructor: Intersection,\n\n /**\n * Appends a point to intersection\n * @param {fabric.Point} point\n * @return {fabric.Intersection} thisArg\n * @chainable\n */\n appendPoint: function (point) {\n this.points.push(point);\n return this;\n },\n\n /**\n * Appends points to intersection\n * @param {Array} points\n * @return {fabric.Intersection} thisArg\n * @chainable\n */\n appendPoints: function (points) {\n this.points = this.points.concat(points);\n return this;\n }\n };\n\n /**\n * Checks if one line intersects another\n * TODO: rename in intersectSegmentSegment\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {fabric.Point} b1\n * @param {fabric.Point} b2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectLineLine = function (a1, a2, b1, b2) {\n var result,\n uaT = (b2.x - b1.x) * (a1.y - b1.y) - (b2.y - b1.y) * (a1.x - b1.x),\n ubT = (a2.x - a1.x) * (a1.y - b1.y) - (a2.y - a1.y) * (a1.x - b1.x),\n uB = (b2.y - b1.y) * (a2.x - a1.x) - (b2.x - b1.x) * (a2.y - a1.y);\n if (uB !== 0) {\n var ua = uaT / uB,\n ub = ubT / uB;\n if (0 <= ua && ua <= 1 && 0 <= ub && ub <= 1) {\n result = new Intersection('Intersection');\n result.appendPoint(new fabric.Point(a1.x + ua * (a2.x - a1.x), a1.y + ua * (a2.y - a1.y)));\n }\n else {\n result = new Intersection();\n }\n }\n else {\n if (uaT === 0 || ubT === 0) {\n result = new Intersection('Coincident');\n }\n else {\n result = new Intersection('Parallel');\n }\n }\n return result;\n };\n\n /**\n * Checks if line intersects polygon\n * TODO: rename in intersectSegmentPolygon\n * fix detection of coincident\n * @static\n * @param {fabric.Point} a1\n * @param {fabric.Point} a2\n * @param {Array} points\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectLinePolygon = function(a1, a2, points) {\n var result = new Intersection(),\n length = points.length,\n b1, b2, inter, i;\n\n for (i = 0; i < length; i++) {\n b1 = points[i];\n b2 = points[(i + 1) % length];\n inter = Intersection.intersectLineLine(a1, a2, b1, b2);\n\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n /**\n * Checks if polygon intersects another polygon\n * @static\n * @param {Array} points1\n * @param {Array} points2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectPolygonPolygon = function (points1, points2) {\n var result = new Intersection(),\n length = points1.length, i;\n\n for (i = 0; i < length; i++) {\n var a1 = points1[i],\n a2 = points1[(i + 1) % length],\n inter = Intersection.intersectLinePolygon(a1, a2, points2);\n\n result.appendPoints(inter.points);\n }\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n /**\n * Checks if polygon intersects rectangle\n * @static\n * @param {Array} points\n * @param {fabric.Point} r1\n * @param {fabric.Point} r2\n * @return {fabric.Intersection}\n */\n fabric.Intersection.intersectPolygonRectangle = function (points, r1, r2) {\n var min = r1.min(r2),\n max = r1.max(r2),\n topRight = new fabric.Point(max.x, min.y),\n bottomLeft = new fabric.Point(min.x, max.y),\n inter1 = Intersection.intersectLinePolygon(min, topRight, points),\n inter2 = Intersection.intersectLinePolygon(topRight, max, points),\n inter3 = Intersection.intersectLinePolygon(max, bottomLeft, points),\n inter4 = Intersection.intersectLinePolygon(bottomLeft, min, points),\n result = new Intersection();\n\n result.appendPoints(inter1.points);\n result.appendPoints(inter2.points);\n result.appendPoints(inter3.points);\n result.appendPoints(inter4.points);\n\n if (result.points.length > 0) {\n result.status = 'Intersection';\n }\n return result;\n };\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Color) {\n fabric.warn('fabric.Color is already defined.');\n return;\n }\n\n /**\n * Color class\n * The purpose of {@link fabric.Color} is to abstract and encapsulate common color operations;\n * {@link fabric.Color} is a constructor and creates instances of {@link fabric.Color} objects.\n *\n * @class fabric.Color\n * @param {String} color optional in hex or rgb(a) or hsl format or from known color list\n * @return {fabric.Color} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2/#colors}\n */\n function Color(color) {\n if (!color) {\n this.setSource([0, 0, 0, 1]);\n }\n else {\n this._tryParsingColor(color);\n }\n }\n\n fabric.Color = Color;\n\n fabric.Color.prototype = /** @lends fabric.Color.prototype */ {\n\n /**\n * @private\n * @param {String|Array} color Color value to parse\n */\n _tryParsingColor: function(color) {\n var source;\n\n if (color in Color.colorNameMap) {\n color = Color.colorNameMap[color];\n }\n\n if (color === 'transparent') {\n source = [255, 255, 255, 0];\n }\n\n if (!source) {\n source = Color.sourceFromHex(color);\n }\n if (!source) {\n source = Color.sourceFromRgb(color);\n }\n if (!source) {\n source = Color.sourceFromHsl(color);\n }\n if (!source) {\n //if color is not recognize let's make black as canvas does\n source = [0, 0, 0, 1];\n }\n if (source) {\n this.setSource(source);\n }\n },\n\n /**\n * Adapted from https://github.com/mjijackson\n * @private\n * @param {Number} r Red color value\n * @param {Number} g Green color value\n * @param {Number} b Blue color value\n * @return {Array} Hsl color\n */\n _rgbToHsl: function(r, g, b) {\n r /= 255; g /= 255; b /= 255;\n\n var h, s, l,\n max = fabric.util.array.max([r, g, b]),\n min = fabric.util.array.min([r, g, b]);\n\n l = (max + min) / 2;\n\n if (max === min) {\n h = s = 0; // achromatic\n }\n else {\n var d = max - min;\n s = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n switch (max) {\n case r:\n h = (g - b) / d + (g < b ? 6 : 0);\n break;\n case g:\n h = (b - r) / d + 2;\n break;\n case b:\n h = (r - g) / d + 4;\n break;\n }\n h /= 6;\n }\n\n return [\n Math.round(h * 360),\n Math.round(s * 100),\n Math.round(l * 100)\n ];\n },\n\n /**\n * Returns source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @return {Array}\n */\n getSource: function() {\n return this._source;\n },\n\n /**\n * Sets source of this color (where source is an array representation; ex: [200, 200, 100, 1])\n * @param {Array} source\n */\n setSource: function(source) {\n this._source = source;\n },\n\n /**\n * Returns color representation in RGB format\n * @return {String} ex: rgb(0-255,0-255,0-255)\n */\n toRgb: function() {\n var source = this.getSource();\n return 'rgb(' + source[0] + ',' + source[1] + ',' + source[2] + ')';\n },\n\n /**\n * Returns color representation in RGBA format\n * @return {String} ex: rgba(0-255,0-255,0-255,0-1)\n */\n toRgba: function() {\n var source = this.getSource();\n return 'rgba(' + source[0] + ',' + source[1] + ',' + source[2] + ',' + source[3] + ')';\n },\n\n /**\n * Returns color representation in HSL format\n * @return {String} ex: hsl(0-360,0%-100%,0%-100%)\n */\n toHsl: function() {\n var source = this.getSource(),\n hsl = this._rgbToHsl(source[0], source[1], source[2]);\n\n return 'hsl(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%)';\n },\n\n /**\n * Returns color representation in HSLA format\n * @return {String} ex: hsla(0-360,0%-100%,0%-100%,0-1)\n */\n toHsla: function() {\n var source = this.getSource(),\n hsl = this._rgbToHsl(source[0], source[1], source[2]);\n\n return 'hsla(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%,' + source[3] + ')';\n },\n\n /**\n * Returns color representation in HEX format\n * @return {String} ex: FF5555\n */\n toHex: function() {\n var source = this.getSource(), r, g, b;\n\n r = source[0].toString(16);\n r = (r.length === 1) ? ('0' + r) : r;\n\n g = source[1].toString(16);\n g = (g.length === 1) ? ('0' + g) : g;\n\n b = source[2].toString(16);\n b = (b.length === 1) ? ('0' + b) : b;\n\n return r.toUpperCase() + g.toUpperCase() + b.toUpperCase();\n },\n\n /**\n * Returns color representation in HEXA format\n * @return {String} ex: FF5555CC\n */\n toHexa: function() {\n var source = this.getSource(), a;\n\n a = Math.round(source[3] * 255);\n a = a.toString(16);\n a = (a.length === 1) ? ('0' + a) : a;\n\n return this.toHex() + a.toUpperCase();\n },\n\n /**\n * Gets value of alpha channel for this color\n * @return {Number} 0-1\n */\n getAlpha: function() {\n return this.getSource()[3];\n },\n\n /**\n * Sets value of alpha channel for this color\n * @param {Number} alpha Alpha value 0-1\n * @return {fabric.Color} thisArg\n */\n setAlpha: function(alpha) {\n var source = this.getSource();\n source[3] = alpha;\n this.setSource(source);\n return this;\n },\n\n /**\n * Transforms color to its grayscale representation\n * @return {fabric.Color} thisArg\n */\n toGrayscale: function() {\n var source = this.getSource(),\n average = parseInt((source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0), 10),\n currentAlpha = source[3];\n this.setSource([average, average, average, currentAlpha]);\n return this;\n },\n\n /**\n * Transforms color to its black and white representation\n * @param {Number} threshold\n * @return {fabric.Color} thisArg\n */\n toBlackWhite: function(threshold) {\n var source = this.getSource(),\n average = (source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0),\n currentAlpha = source[3];\n\n threshold = threshold || 127;\n\n average = (Number(average) < Number(threshold)) ? 0 : 255;\n this.setSource([average, average, average, currentAlpha]);\n return this;\n },\n\n /**\n * Overlays color with another color\n * @param {String|fabric.Color} otherColor\n * @return {fabric.Color} thisArg\n */\n overlayWith: function(otherColor) {\n if (!(otherColor instanceof Color)) {\n otherColor = new Color(otherColor);\n }\n\n var result = [],\n alpha = this.getAlpha(),\n otherAlpha = 0.5,\n source = this.getSource(),\n otherSource = otherColor.getSource(), i;\n\n for (i = 0; i < 3; i++) {\n result.push(Math.round((source[i] * (1 - otherAlpha)) + (otherSource[i] * otherAlpha)));\n }\n\n result[3] = alpha;\n this.setSource(result);\n return this;\n }\n };\n\n /**\n * Regex matching color in RGB or RGBA formats (ex: rgb(0, 0, 0), rgba(255, 100, 10, 0.5), rgba( 255 , 100 , 10 , 0.5 ), rgb(1,1,1), rgba(100%, 60%, 10%, 0.5))\n * @static\n * @field\n * @memberOf fabric.Color\n */\n // eslint-disable-next-line max-len\n fabric.Color.reRGBa = /^rgba?\\(\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*,\\s*(\\d{1,3}(?:\\.\\d+)?\\%?)\\s*(?:\\s*,\\s*((?:\\d*\\.?\\d+)?)\\s*)?\\)$/i;\n\n /**\n * Regex matching color in HSL or HSLA formats (ex: hsl(200, 80%, 10%), hsla(300, 50%, 80%, 0.5), hsla( 300 , 50% , 80% , 0.5 ))\n * @static\n * @field\n * @memberOf fabric.Color\n */\n fabric.Color.reHSLa = /^hsla?\\(\\s*(\\d{1,3})\\s*,\\s*(\\d{1,3}\\%)\\s*,\\s*(\\d{1,3}\\%)\\s*(?:\\s*,\\s*(\\d+(?:\\.\\d+)?)\\s*)?\\)$/i;\n\n /**\n * Regex matching color in HEX format (ex: #FF5544CC, #FF5555, 010155, aff)\n * @static\n * @field\n * @memberOf fabric.Color\n */\n fabric.Color.reHex = /^#?([0-9a-f]{8}|[0-9a-f]{6}|[0-9a-f]{4}|[0-9a-f]{3})$/i;\n\n /**\n * Map of the 148 color names with HEX code\n * @static\n * @field\n * @memberOf fabric.Color\n * @see: https://www.w3.org/TR/css3-color/#svg-color\n */\n fabric.Color.colorNameMap = {\n aliceblue: '#F0F8FF',\n antiquewhite: '#FAEBD7',\n aqua: '#00FFFF',\n aquamarine: '#7FFFD4',\n azure: '#F0FFFF',\n beige: '#F5F5DC',\n bisque: '#FFE4C4',\n black: '#000000',\n blanchedalmond: '#FFEBCD',\n blue: '#0000FF',\n blueviolet: '#8A2BE2',\n brown: '#A52A2A',\n burlywood: '#DEB887',\n cadetblue: '#5F9EA0',\n chartreuse: '#7FFF00',\n chocolate: '#D2691E',\n coral: '#FF7F50',\n cornflowerblue: '#6495ED',\n cornsilk: '#FFF8DC',\n crimson: '#DC143C',\n cyan: '#00FFFF',\n darkblue: '#00008B',\n darkcyan: '#008B8B',\n darkgoldenrod: '#B8860B',\n darkgray: '#A9A9A9',\n darkgrey: '#A9A9A9',\n darkgreen: '#006400',\n darkkhaki: '#BDB76B',\n darkmagenta: '#8B008B',\n darkolivegreen: '#556B2F',\n darkorange: '#FF8C00',\n darkorchid: '#9932CC',\n darkred: '#8B0000',\n darksalmon: '#E9967A',\n darkseagreen: '#8FBC8F',\n darkslateblue: '#483D8B',\n darkslategray: '#2F4F4F',\n darkslategrey: '#2F4F4F',\n darkturquoise: '#00CED1',\n darkviolet: '#9400D3',\n deeppink: '#FF1493',\n deepskyblue: '#00BFFF',\n dimgray: '#696969',\n dimgrey: '#696969',\n dodgerblue: '#1E90FF',\n firebrick: '#B22222',\n floralwhite: '#FFFAF0',\n forestgreen: '#228B22',\n fuchsia: '#FF00FF',\n gainsboro: '#DCDCDC',\n ghostwhite: '#F8F8FF',\n gold: '#FFD700',\n goldenrod: '#DAA520',\n gray: '#808080',\n grey: '#808080',\n green: '#008000',\n greenyellow: '#ADFF2F',\n honeydew: '#F0FFF0',\n hotpink: '#FF69B4',\n indianred: '#CD5C5C',\n indigo: '#4B0082',\n ivory: '#FFFFF0',\n khaki: '#F0E68C',\n lavender: '#E6E6FA',\n lavenderblush: '#FFF0F5',\n lawngreen: '#7CFC00',\n lemonchiffon: '#FFFACD',\n lightblue: '#ADD8E6',\n lightcoral: '#F08080',\n lightcyan: '#E0FFFF',\n lightgoldenrodyellow: '#FAFAD2',\n lightgray: '#D3D3D3',\n lightgrey: '#D3D3D3',\n lightgreen: '#90EE90',\n lightpink: '#FFB6C1',\n lightsalmon: '#FFA07A',\n lightseagreen: '#20B2AA',\n lightskyblue: '#87CEFA',\n lightslategray: '#778899',\n lightslategrey: '#778899',\n lightsteelblue: '#B0C4DE',\n lightyellow: '#FFFFE0',\n lime: '#00FF00',\n limegreen: '#32CD32',\n linen: '#FAF0E6',\n magenta: '#FF00FF',\n maroon: '#800000',\n mediumaquamarine: '#66CDAA',\n mediumblue: '#0000CD',\n mediumorchid: '#BA55D3',\n mediumpurple: '#9370DB',\n mediumseagreen: '#3CB371',\n mediumslateblue: '#7B68EE',\n mediumspringgreen: '#00FA9A',\n mediumturquoise: '#48D1CC',\n mediumvioletred: '#C71585',\n midnightblue: '#191970',\n mintcream: '#F5FFFA',\n mistyrose: '#FFE4E1',\n moccasin: '#FFE4B5',\n navajowhite: '#FFDEAD',\n navy: '#000080',\n oldlace: '#FDF5E6',\n olive: '#808000',\n olivedrab: '#6B8E23',\n orange: '#FFA500',\n orangered: '#FF4500',\n orchid: '#DA70D6',\n palegoldenrod: '#EEE8AA',\n palegreen: '#98FB98',\n paleturquoise: '#AFEEEE',\n palevioletred: '#DB7093',\n papayawhip: '#FFEFD5',\n peachpuff: '#FFDAB9',\n peru: '#CD853F',\n pink: '#FFC0CB',\n plum: '#DDA0DD',\n powderblue: '#B0E0E6',\n purple: '#800080',\n rebeccapurple: '#663399',\n red: '#FF0000',\n rosybrown: '#BC8F8F',\n royalblue: '#4169E1',\n saddlebrown: '#8B4513',\n salmon: '#FA8072',\n sandybrown: '#F4A460',\n seagreen: '#2E8B57',\n seashell: '#FFF5EE',\n sienna: '#A0522D',\n silver: '#C0C0C0',\n skyblue: '#87CEEB',\n slateblue: '#6A5ACD',\n slategray: '#708090',\n slategrey: '#708090',\n snow: '#FFFAFA',\n springgreen: '#00FF7F',\n steelblue: '#4682B4',\n tan: '#D2B48C',\n teal: '#008080',\n thistle: '#D8BFD8',\n tomato: '#FF6347',\n turquoise: '#40E0D0',\n violet: '#EE82EE',\n wheat: '#F5DEB3',\n white: '#FFFFFF',\n whitesmoke: '#F5F5F5',\n yellow: '#FFFF00',\n yellowgreen: '#9ACD32'\n };\n\n /**\n * @private\n * @param {Number} p\n * @param {Number} q\n * @param {Number} t\n * @return {Number}\n */\n function hue2rgb(p, q, t) {\n if (t < 0) {\n t += 1;\n }\n if (t > 1) {\n t -= 1;\n }\n if (t < 1 / 6) {\n return p + (q - p) * 6 * t;\n }\n if (t < 1 / 2) {\n return q;\n }\n if (t < 2 / 3) {\n return p + (q - p) * (2 / 3 - t) * 6;\n }\n return p;\n }\n\n /**\n * Returns new color object, when given a color in RGB format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255)\n * @return {fabric.Color}\n */\n fabric.Color.fromRgb = function(color) {\n return Color.fromSource(Color.sourceFromRgb(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in RGB or RGBA format\n * @memberOf fabric.Color\n * @param {String} color Color value ex: rgb(0-255,0-255,0-255), rgb(0%-100%,0%-100%,0%-100%)\n * @return {Array} source\n */\n fabric.Color.sourceFromRgb = function(color) {\n var match = color.match(Color.reRGBa);\n if (match) {\n var r = parseInt(match[1], 10) / (/%$/.test(match[1]) ? 100 : 1) * (/%$/.test(match[1]) ? 255 : 1),\n g = parseInt(match[2], 10) / (/%$/.test(match[2]) ? 100 : 1) * (/%$/.test(match[2]) ? 255 : 1),\n b = parseInt(match[3], 10) / (/%$/.test(match[3]) ? 100 : 1) * (/%$/.test(match[3]) ? 255 : 1);\n\n return [\n parseInt(r, 10),\n parseInt(g, 10),\n parseInt(b, 10),\n match[4] ? parseFloat(match[4]) : 1\n ];\n }\n };\n\n /**\n * Returns new color object, when given a color in RGBA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */\n fabric.Color.fromRgba = Color.fromRgb;\n\n /**\n * Returns new color object, when given a color in HSL format\n * @param {String} color Color value ex: hsl(0-260,0%-100%,0%-100%)\n * @memberOf fabric.Color\n * @return {fabric.Color}\n */\n fabric.Color.fromHsl = function(color) {\n return Color.fromSource(Color.sourceFromHsl(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HSL or HSLA format.\n * Adapted from https://github.com/mjijackson\n * @memberOf fabric.Color\n * @param {String} color Color value ex: hsl(0-360,0%-100%,0%-100%) or hsla(0-360,0%-100%,0%-100%, 0-1)\n * @return {Array} source\n * @see http://http://www.w3.org/TR/css3-color/#hsl-color\n */\n fabric.Color.sourceFromHsl = function(color) {\n var match = color.match(Color.reHSLa);\n if (!match) {\n return;\n }\n\n var h = (((parseFloat(match[1]) % 360) + 360) % 360) / 360,\n s = parseFloat(match[2]) / (/%$/.test(match[2]) ? 100 : 1),\n l = parseFloat(match[3]) / (/%$/.test(match[3]) ? 100 : 1),\n r, g, b;\n\n if (s === 0) {\n r = g = b = l;\n }\n else {\n var q = l <= 0.5 ? l * (s + 1) : l + s - l * s,\n p = l * 2 - q;\n\n r = hue2rgb(p, q, h + 1 / 3);\n g = hue2rgb(p, q, h);\n b = hue2rgb(p, q, h - 1 / 3);\n }\n\n return [\n Math.round(r * 255),\n Math.round(g * 255),\n Math.round(b * 255),\n match[4] ? parseFloat(match[4]) : 1\n ];\n };\n\n /**\n * Returns new color object, when given a color in HSLA format\n * @static\n * @function\n * @memberOf fabric.Color\n * @param {String} color\n * @return {fabric.Color}\n */\n fabric.Color.fromHsla = Color.fromHsl;\n\n /**\n * Returns new color object, when given a color in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color Color value ex: FF5555\n * @return {fabric.Color}\n */\n fabric.Color.fromHex = function(color) {\n return Color.fromSource(Color.sourceFromHex(color));\n };\n\n /**\n * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HEX format\n * @static\n * @memberOf fabric.Color\n * @param {String} color ex: FF5555 or FF5544CC (RGBa)\n * @return {Array} source\n */\n fabric.Color.sourceFromHex = function(color) {\n if (color.match(Color.reHex)) {\n var value = color.slice(color.indexOf('#') + 1),\n isShortNotation = (value.length === 3 || value.length === 4),\n isRGBa = (value.length === 8 || value.length === 4),\n r = isShortNotation ? (value.charAt(0) + value.charAt(0)) : value.substring(0, 2),\n g = isShortNotation ? (value.charAt(1) + value.charAt(1)) : value.substring(2, 4),\n b = isShortNotation ? (value.charAt(2) + value.charAt(2)) : value.substring(4, 6),\n a = isRGBa ? (isShortNotation ? (value.charAt(3) + value.charAt(3)) : value.substring(6, 8)) : 'FF';\n\n return [\n parseInt(r, 16),\n parseInt(g, 16),\n parseInt(b, 16),\n parseFloat((parseInt(a, 16) / 255).toFixed(2))\n ];\n }\n };\n\n /**\n * Returns new color object, when given color in array representation (ex: [200, 100, 100, 0.5])\n * @static\n * @memberOf fabric.Color\n * @param {Array} source\n * @return {fabric.Color}\n */\n fabric.Color.fromSource = function(source) {\n var oColor = new Color();\n oColor.setSource(source);\n return oColor;\n };\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n scaleMap = ['e', 'se', 's', 'sw', 'w', 'nw', 'n', 'ne', 'e'],\n skewMap = ['ns', 'nesw', 'ew', 'nwse'],\n controls = {},\n LEFT = 'left', TOP = 'top', RIGHT = 'right', BOTTOM = 'bottom', CENTER = 'center',\n opposite = {\n top: BOTTOM,\n bottom: TOP,\n left: RIGHT,\n right: LEFT,\n center: CENTER,\n }, radiansToDegrees = fabric.util.radiansToDegrees,\n sign = (Math.sign || function(x) { return ((x > 0) - (x < 0)) || +x; });\n\n /**\n * Combine control position and object angle to find the control direction compared\n * to the object center.\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n * @param {fabric.Control} control the control class\n * @return {Number} 0 - 7 a quadrant number\n */\n function findCornerQuadrant(fabricObject, control) {\n var cornerAngle = fabricObject.angle + radiansToDegrees(Math.atan2(control.y, control.x)) + 360;\n return Math.round((cornerAngle % 360) / 45);\n }\n\n function fireEvent(eventName, options) {\n var target = options.transform.target,\n canvas = target.canvas,\n canvasOptions = fabric.util.object.clone(options);\n canvasOptions.target = target;\n canvas && canvas.fire('object:' + eventName, canvasOptions);\n target.fire(eventName, options);\n }\n\n /**\n * Inspect event and fabricObject properties to understand if the scaling action\n * @param {Event} eventData from the user action\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @return {Boolean} true if scale is proportional\n */\n function scaleIsProportional(eventData, fabricObject) {\n var canvas = fabricObject.canvas, uniScaleKey = canvas.uniScaleKey,\n uniformIsToggled = eventData[uniScaleKey];\n return (canvas.uniformScaling && !uniformIsToggled) ||\n (!canvas.uniformScaling && uniformIsToggled);\n }\n\n /**\n * Checks if transform is centered\n * @param {Object} transform transform data\n * @return {Boolean} true if transform is centered\n */\n function isTransformCentered(transform) {\n return transform.originX === CENTER && transform.originY === CENTER;\n }\n\n /**\n * Inspect fabricObject to understand if the current scaling action is allowed\n * @param {fabric.Object} fabricObject the fabric object about to scale\n * @param {String} by 'x' or 'y' or ''\n * @param {Boolean} scaleProportionally true if we are trying to scale proportionally\n * @return {Boolean} true if scaling is not allowed at current conditions\n */\n function scalingIsForbidden(fabricObject, by, scaleProportionally) {\n var lockX = fabricObject.lockScalingX, lockY = fabricObject.lockScalingY;\n if (lockX && lockY) {\n return true;\n }\n if (!by && (lockX || lockY) && scaleProportionally) {\n return true;\n }\n if (lockX && by === 'x') {\n return true;\n }\n if (lockY && by === 'y') {\n return true;\n }\n return false;\n }\n\n /**\n * return the correct cursor style for the scale action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function scaleCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = 'not-allowed',\n scaleProportionally = scaleIsProportional(eventData, fabricObject),\n by = '';\n if (control.x !== 0 && control.y === 0) {\n by = 'x';\n }\n else if (control.x === 0 && control.y !== 0) {\n by = 'y';\n }\n if (scalingIsForbidden(fabricObject, by, scaleProportionally)) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control);\n return scaleMap[n] + '-resize';\n }\n\n /**\n * return the correct cursor style for the skew action\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function skewCursorStyleHandler(eventData, control, fabricObject) {\n var notAllowed = 'not-allowed';\n if (control.x !== 0 && fabricObject.lockSkewingY) {\n return notAllowed;\n }\n if (control.y !== 0 && fabricObject.lockSkewingX) {\n return notAllowed;\n }\n var n = findCornerQuadrant(fabricObject, control) % 4;\n return skewMap[n] + '-resize';\n }\n\n /**\n * Combine skew and scale style handlers to cover fabric standard use case\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function scaleSkewCursorStyleHandler(eventData, control, fabricObject) {\n if (eventData[fabricObject.canvas.altActionKey]) {\n return controls.skewCursorStyleHandler(eventData, control, fabricObject);\n }\n return controls.scaleCursorStyleHandler(eventData, control, fabricObject);\n }\n\n /**\n * Inspect event, control and fabricObject to return the correct action name\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} an action name\n */\n function scaleOrSkewActionName(eventData, control, fabricObject) {\n var isAlternative = eventData[fabricObject.canvas.altActionKey];\n if (control.x === 0) {\n // then is scaleY or skewX\n return isAlternative ? 'skewX' : 'scaleY';\n }\n if (control.y === 0) {\n // then is scaleY or skewX\n return isAlternative ? 'skewY' : 'scaleX';\n }\n }\n\n /**\n * Find the correct style for the control that is used for rotation.\n * this function is very simple and it just take care of not-allowed or standard cursor\n * @param {Event} eventData the javascript event that is causing the scale\n * @param {fabric.Control} control the control that is interested in the action\n * @param {fabric.Object} fabricObject the fabric object that is interested in the action\n * @return {String} a valid css string for the cursor\n */\n function rotationStyleHandler(eventData, control, fabricObject) {\n if (fabricObject.lockRotation) {\n return 'not-allowed';\n }\n return control.cursorStyle;\n }\n\n function commonEventInfo(eventData, transform, x, y) {\n return {\n e: eventData,\n transform: transform,\n pointer: {\n x: x,\n y: y,\n }\n };\n }\n\n /**\n * Wrap an action handler with saving/restoring object position on the transform.\n * this is the code that permits to objects to keep their position while transforming.\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */\n function wrapWithFixedAnchor(actionHandler) {\n return function(eventData, transform, x, y) {\n var target = transform.target, centerPoint = target.getCenterPoint(),\n constraint = target.translateToOriginPoint(centerPoint, transform.originX, transform.originY),\n actionPerformed = actionHandler(eventData, transform, x, y);\n target.setPositionByOrigin(constraint, transform.originX, transform.originY);\n return actionPerformed;\n };\n }\n\n /**\n * Wrap an action handler with firing an event if the action is performed\n * @param {Function} actionHandler the function to wrap\n * @return {Function} a function with an action handler signature\n */\n function wrapWithFireEvent(eventName, actionHandler) {\n return function(eventData, transform, x, y) {\n var actionPerformed = actionHandler(eventData, transform, x, y);\n if (actionPerformed) {\n fireEvent(eventName, commonEventInfo(eventData, transform, x, y));\n }\n return actionPerformed;\n };\n }\n\n /**\n * Transforms a point described by x and y in a distance from the top left corner of the object\n * bounding box.\n * @param {Object} transform\n * @param {String} originX\n * @param {String} originY\n * @param {number} x\n * @param {number} y\n * @return {Fabric.Point} the normalized point\n */\n function getLocalPoint(transform, originX, originY, x, y) {\n var target = transform.target,\n control = target.controls[transform.corner],\n zoom = target.canvas.getZoom(),\n padding = target.padding / zoom,\n localPoint = target.toLocalPoint(new fabric.Point(x, y), originX, originY);\n if (localPoint.x >= padding) {\n localPoint.x -= padding;\n }\n if (localPoint.x <= -padding) {\n localPoint.x += padding;\n }\n if (localPoint.y >= padding) {\n localPoint.y -= padding;\n }\n if (localPoint.y <= padding) {\n localPoint.y += padding;\n }\n localPoint.x -= control.offsetX;\n localPoint.y -= control.offsetY;\n return localPoint;\n }\n\n /**\n * Detect if the fabric object is flipped on one side.\n * @param {fabric.Object} target\n * @return {Boolean} true if one flip, but not two.\n */\n function targetHasOneFlip(target) {\n return target.flipX !== target.flipY;\n }\n\n /**\n * Utility function to compensate the scale factor when skew is applied on both axes\n * @private\n */\n function compensateScaleForSkew(target, oppositeSkew, scaleToCompensate, axis, reference) {\n if (target[oppositeSkew] !== 0) {\n var newDim = target._getTransformedDimensions()[axis];\n var newValue = reference / newDim * target[scaleToCompensate];\n target.set(scaleToCompensate, newValue);\n }\n }\n\n /**\n * Action handler for skewing on the X axis\n * @private\n */\n function skewObjectX(eventData, transform, x, y) {\n var target = transform.target,\n // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(0, target.skewY),\n localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.x * 2) - dimNoSkew.x,\n currentSkew = target.skewX, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n }\n else {\n newSkew = radiansToDegrees(\n Math.atan2((totalSkewSize / target.scaleX), (dimNoSkew.y / target.scaleY))\n );\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().y;\n target.set('skewX', newSkew);\n compensateScaleForSkew(target, 'skewY', 'scaleY', 'y', dimBeforeSkewing);\n }\n return hasSkewed;\n }\n\n /**\n * Action handler for skewing on the Y axis\n * @private\n */\n function skewObjectY(eventData, transform, x, y) {\n var target = transform.target,\n // find how big the object would be, if there was no skewX. takes in account scaling\n dimNoSkew = target._getTransformedDimensions(target.skewX, 0),\n localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n // the mouse is in the center of the object, and we want it to stay there.\n // so the object will grow twice as much as the mouse.\n // this makes the skew growth to localPoint * 2 - dimNoSkew.\n totalSkewSize = Math.abs(localPoint.y * 2) - dimNoSkew.y,\n currentSkew = target.skewY, newSkew;\n if (totalSkewSize < 2) {\n // let's make it easy to go back to position 0.\n newSkew = 0;\n }\n else {\n newSkew = radiansToDegrees(\n Math.atan2((totalSkewSize / target.scaleY), (dimNoSkew.x / target.scaleX))\n );\n // now we have to find the sign of the skew.\n // it mostly depend on the origin of transformation.\n if (transform.originX === LEFT && transform.originY === BOTTOM) {\n newSkew = -newSkew;\n }\n if (transform.originX === RIGHT && transform.originY === TOP) {\n newSkew = -newSkew;\n }\n if (targetHasOneFlip(target)) {\n newSkew = -newSkew;\n }\n }\n var hasSkewed = currentSkew !== newSkew;\n if (hasSkewed) {\n var dimBeforeSkewing = target._getTransformedDimensions().x;\n target.set('skewY', newSkew);\n compensateScaleForSkew(target, 'skewX', 'scaleX', 'x', dimBeforeSkewing);\n }\n return hasSkewed;\n }\n\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function skewHandlerX(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewX > 0 and originY bottom we anchor on right\n // if skewX > 0 and originY top we anchor on left\n // if skewX < 0 and originY bottom we anchor on left\n // if skewX < 0 and originY top we anchor on right\n // if skewX is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewX, originX, originY = transform.originY;\n if (target.lockSkewingX) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.x > 0) {\n // we are pulling right, anchor left;\n originX = LEFT;\n }\n else {\n // we are pulling right, anchor right\n originX = RIGHT;\n }\n }\n else {\n if (currentSkew > 0) {\n originX = originY === TOP ? LEFT : RIGHT;\n }\n if (currentSkew < 0) {\n originX = originY === TOP ? RIGHT : LEFT;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originX = originX === LEFT ? RIGHT : LEFT;\n }\n }\n\n // once we have the origin, we find the anchor point\n transform.originX = originX;\n var finalHandler = wrapWithFireEvent('skewing', wrapWithFixedAnchor(skewObjectX));\n return finalHandler(eventData, transform, x, y);\n }\n\n /**\n * Wrapped Action handler for skewing on the Y axis, takes care of the\n * skew direction and determine the correct transform origin for the anchor point\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function skewHandlerY(eventData, transform, x, y) {\n // step1 figure out and change transform origin.\n // if skewY > 0 and originX left we anchor on top\n // if skewY > 0 and originX right we anchor on bottom\n // if skewY < 0 and originX left we anchor on bottom\n // if skewY < 0 and originX right we anchor on top\n // if skewY is 0, we look for mouse position to understand where are we going.\n var target = transform.target, currentSkew = target.skewY, originY, originX = transform.originX;\n if (target.lockSkewingY) {\n return false;\n }\n if (currentSkew === 0) {\n var localPointFromCenter = getLocalPoint(transform, CENTER, CENTER, x, y);\n if (localPointFromCenter.y > 0) {\n // we are pulling down, anchor up;\n originY = TOP;\n }\n else {\n // we are pulling up, anchor down\n originY = BOTTOM;\n }\n }\n else {\n if (currentSkew > 0) {\n originY = originX === LEFT ? TOP : BOTTOM;\n }\n if (currentSkew < 0) {\n originY = originX === LEFT ? BOTTOM : TOP;\n }\n // is the object flipped on one side only? swap the origin.\n if (targetHasOneFlip(target)) {\n originY = originY === TOP ? BOTTOM : TOP;\n }\n }\n\n // once we have the origin, we find the anchor point\n transform.originY = originY;\n var finalHandler = wrapWithFireEvent('skewing', wrapWithFixedAnchor(skewObjectY));\n return finalHandler(eventData, transform, x, y);\n }\n\n /**\n * Action handler for rotation and snapping, without anchor point.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n * @private\n */\n function rotationWithSnapping(eventData, transform, x, y) {\n var t = transform,\n target = t.target,\n pivotPoint = target.translateToOriginPoint(target.getCenterPoint(), t.originX, t.originY);\n\n if (target.lockRotation) {\n return false;\n }\n\n var lastAngle = Math.atan2(t.ey - pivotPoint.y, t.ex - pivotPoint.x),\n curAngle = Math.atan2(y - pivotPoint.y, x - pivotPoint.x),\n angle = radiansToDegrees(curAngle - lastAngle + t.theta),\n hasRotated = true;\n\n if (target.snapAngle > 0) {\n var snapAngle = target.snapAngle,\n snapThreshold = target.snapThreshold || snapAngle,\n rightAngleLocked = Math.ceil(angle / snapAngle) * snapAngle,\n leftAngleLocked = Math.floor(angle / snapAngle) * snapAngle;\n\n if (Math.abs(angle - leftAngleLocked) < snapThreshold) {\n angle = leftAngleLocked;\n }\n else if (Math.abs(angle - rightAngleLocked) < snapThreshold) {\n angle = rightAngleLocked;\n }\n }\n\n // normalize angle to positive value\n if (angle < 0) {\n angle = 360 + angle;\n }\n angle %= 360;\n\n hasRotated = target.angle !== angle;\n target.angle = angle;\n return hasRotated;\n }\n\n /**\n * Basic scaling logic, reused with different constrain for scaling X,Y, freely or equally.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @param {Object} options additional information for scaling\n * @param {String} options.by 'x', 'y', 'equally' or '' to indicate type of scaling\n * @return {Boolean} true if some change happened\n * @private\n */\n function scaleObject(eventData, transform, x, y, options) {\n options = options || {};\n var target = transform.target,\n lockScalingX = target.lockScalingX, lockScalingY = target.lockScalingY,\n by = options.by, newPoint, scaleX, scaleY, dim,\n scaleProportionally = scaleIsProportional(eventData, target),\n forbidScaling = scalingIsForbidden(target, by, scaleProportionally),\n signX, signY, gestureScale = transform.gestureScale;\n\n if (forbidScaling) {\n return false;\n }\n if (gestureScale) {\n scaleX = transform.scaleX * gestureScale;\n scaleY = transform.scaleY * gestureScale;\n }\n else {\n newPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y);\n // use of sign: We use sign to detect change of direction of an action. sign usually change when\n // we cross the origin point with the mouse. So a scale flip for example. There is an issue when scaling\n // by center and scaling using one middle control ( default: mr, mt, ml, mb), the mouse movement can easily\n // cross many time the origin point and flip the object. so we need a way to filter out the noise.\n // This ternary here should be ok to filter out X scaling when we want Y only and vice versa.\n signX = by !== 'y' ? sign(newPoint.x) : 1;\n signY = by !== 'x' ? sign(newPoint.y) : 1;\n if (!transform.signX) {\n transform.signX = signX;\n }\n if (!transform.signY) {\n transform.signY = signY;\n }\n\n if (target.lockScalingFlip &&\n (transform.signX !== signX || transform.signY !== signY)\n ) {\n return false;\n }\n\n dim = target._getTransformedDimensions();\n // missing detection of flip and logic to switch the origin\n if (scaleProportionally && !by) {\n // uniform scaling\n var distance = Math.abs(newPoint.x) + Math.abs(newPoint.y),\n original = transform.original,\n originalDistance = Math.abs(dim.x * original.scaleX / target.scaleX) +\n Math.abs(dim.y * original.scaleY / target.scaleY),\n scale = distance / originalDistance;\n scaleX = original.scaleX * scale;\n scaleY = original.scaleY * scale;\n }\n else {\n scaleX = Math.abs(newPoint.x * target.scaleX / dim.x);\n scaleY = Math.abs(newPoint.y * target.scaleY / dim.y);\n }\n // if we are scaling by center, we need to double the scale\n if (isTransformCentered(transform)) {\n scaleX *= 2;\n scaleY *= 2;\n }\n if (transform.signX !== signX && by !== 'y') {\n transform.originX = opposite[transform.originX];\n scaleX *= -1;\n transform.signX = signX;\n }\n if (transform.signY !== signY && by !== 'x') {\n transform.originY = opposite[transform.originY];\n scaleY *= -1;\n transform.signY = signY;\n }\n }\n // minScale is taken are in the setter.\n var oldScaleX = target.scaleX, oldScaleY = target.scaleY;\n if (!by) {\n !lockScalingX && target.set('scaleX', scaleX);\n !lockScalingY && target.set('scaleY', scaleY);\n }\n else {\n // forbidden cases already handled on top here.\n by === 'x' && target.set('scaleX', scaleX);\n by === 'y' && target.set('scaleY', scaleY);\n }\n return oldScaleX !== target.scaleX || oldScaleY !== target.scaleY;\n }\n\n /**\n * Generic scaling logic, to scale from corners either equally or freely.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectFromCorner(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y);\n }\n\n /**\n * Scaling logic for the X axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectX(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y , { by: 'x' });\n }\n\n /**\n * Scaling logic for the Y axis.\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scaleObjectY(eventData, transform, x, y) {\n return scaleObject(eventData, transform, x, y , { by: 'y' });\n }\n\n /**\n * Composed action handler to either scale Y or skew X\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scalingYOrSkewingX(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerX(eventData, transform, x, y);\n }\n return controls.scalingY(eventData, transform, x, y);\n }\n\n /**\n * Composed action handler to either scale X or skew Y\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function scalingXOrSkewingY(eventData, transform, x, y) {\n // ok some safety needed here.\n if (eventData[transform.target.canvas.altActionKey]) {\n return controls.skewHandlerY(eventData, transform, x, y);\n }\n return controls.scalingX(eventData, transform, x, y);\n }\n\n /**\n * Action handler to change textbox width\n * Needs to be wrapped with `wrapWithFixedAnchor` to be effective\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if some change happened\n */\n function changeWidth(eventData, transform, x, y) {\n var target = transform.target, localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y),\n strokePadding = target.strokeWidth / (target.strokeUniform ? target.scaleX : 1),\n multiplier = isTransformCentered(transform) ? 2 : 1,\n oldWidth = target.width,\n newWidth = Math.abs(localPoint.x * multiplier / target.scaleX) - strokePadding;\n target.set('width', Math.max(newWidth, 0));\n return oldWidth !== newWidth;\n }\n\n /**\n * Action handler\n * @private\n * @param {Event} eventData javascript event that is doing the transform\n * @param {Object} transform javascript object containing a series of information around the current transform\n * @param {number} x current mouse x position, canvas normalized\n * @param {number} y current mouse y position, canvas normalized\n * @return {Boolean} true if the translation occurred\n */\n function dragHandler(eventData, transform, x, y) {\n var target = transform.target,\n newLeft = x - transform.offsetX,\n newTop = y - transform.offsetY,\n moveX = !target.get('lockMovementX') && target.left !== newLeft,\n moveY = !target.get('lockMovementY') && target.top !== newTop;\n moveX && target.set('left', newLeft);\n moveY && target.set('top', newTop);\n if (moveX || moveY) {\n fireEvent('moving', commonEventInfo(eventData, transform, x, y));\n }\n return moveX || moveY;\n }\n\n controls.scaleCursorStyleHandler = scaleCursorStyleHandler;\n controls.skewCursorStyleHandler = skewCursorStyleHandler;\n controls.scaleSkewCursorStyleHandler = scaleSkewCursorStyleHandler;\n controls.rotationWithSnapping = wrapWithFireEvent('rotating', wrapWithFixedAnchor(rotationWithSnapping));\n controls.scalingEqually = wrapWithFireEvent('scaling', wrapWithFixedAnchor( scaleObjectFromCorner));\n controls.scalingX = wrapWithFireEvent('scaling', wrapWithFixedAnchor(scaleObjectX));\n controls.scalingY = wrapWithFireEvent('scaling', wrapWithFixedAnchor(scaleObjectY));\n controls.scalingYOrSkewingX = scalingYOrSkewingX;\n controls.scalingXOrSkewingY = scalingXOrSkewingY;\n controls.changeWidth = wrapWithFireEvent('resizing', wrapWithFixedAnchor(changeWidth));\n controls.skewHandlerX = skewHandlerX;\n controls.skewHandlerY = skewHandlerY;\n controls.dragHandler = dragHandler;\n controls.scaleOrSkewActionName = scaleOrSkewActionName;\n controls.rotationStyleHandler = rotationStyleHandler;\n controls.fireEvent = fireEvent;\n controls.wrapWithFixedAnchor = wrapWithFixedAnchor;\n controls.wrapWithFireEvent = wrapWithFireEvent;\n controls.getLocalPoint = getLocalPoint;\n fabric.controlsUtils = controls;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n degreesToRadians = fabric.util.degreesToRadians,\n controls = fabric.controlsUtils;\n\n /**\n * Render a round control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */\n function renderCircleControl (ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize,\n ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize,\n transparentCorners = typeof styleOverride.transparentCorners !== 'undefined' ?\n styleOverride.transparentCorners : fabricObject.transparentCorners,\n methodName = transparentCorners ? 'stroke' : 'fill',\n stroke = !transparentCorners && (styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor),\n myLeft = left,\n myTop = top, size;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // as soon as fabric react v5, remove ie11, use proper ellipse code.\n if (xSize > ySize) {\n size = xSize;\n ctx.scale(1.0, ySize / xSize);\n myTop = top * xSize / ySize;\n }\n else if (ySize > xSize) {\n size = ySize;\n ctx.scale(xSize / ySize, 1.0);\n myLeft = left * ySize / xSize;\n }\n else {\n size = xSize;\n }\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.beginPath();\n ctx.arc(myLeft, myTop, size / 2, 0, 2 * Math.PI, false);\n ctx[methodName]();\n if (stroke) {\n ctx.stroke();\n }\n ctx.restore();\n }\n\n /**\n * Render a square control, as per fabric features.\n * This function is written to respect object properties like transparentCorners, cornerSize\n * cornerColor, cornerStrokeColor\n * plus the addition of offsetY and offsetX.\n * @param {CanvasRenderingContext2D} ctx context to render on\n * @param {Number} left x coordinate where the control center should be\n * @param {Number} top y coordinate where the control center should be\n * @param {Object} styleOverride override for fabric.Object controls style\n * @param {fabric.Object} fabricObject the fabric object for which we are rendering controls\n */\n function renderSquareControl(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n var xSize = this.sizeX || styleOverride.cornerSize || fabricObject.cornerSize,\n ySize = this.sizeY || styleOverride.cornerSize || fabricObject.cornerSize,\n transparentCorners = typeof styleOverride.transparentCorners !== 'undefined' ?\n styleOverride.transparentCorners : fabricObject.transparentCorners,\n methodName = transparentCorners ? 'stroke' : 'fill',\n stroke = !transparentCorners && (\n styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor\n ), xSizeBy2 = xSize / 2, ySizeBy2 = ySize / 2;\n ctx.save();\n ctx.fillStyle = styleOverride.cornerColor || fabricObject.cornerColor;\n ctx.strokeStyle = styleOverride.cornerStrokeColor || fabricObject.cornerStrokeColor;\n // this is still wrong\n ctx.lineWidth = 1;\n ctx.translate(left, top);\n ctx.rotate(degreesToRadians(fabricObject.angle));\n // this does not work, and fixed with ( && ) does not make sense.\n // to have real transparent corners we need the controls on upperCanvas\n // transparentCorners || ctx.clearRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n ctx[methodName + 'Rect'](-xSizeBy2, -ySizeBy2, xSize, ySize);\n if (stroke) {\n ctx.strokeRect(-xSizeBy2, -ySizeBy2, xSize, ySize);\n }\n ctx.restore();\n }\n\n controls.renderCircleControl = renderCircleControl;\n controls.renderSquareControl = renderSquareControl;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { });\n\n function Control(options) {\n for (var i in options) {\n this[i] = options[i];\n }\n }\n\n fabric.Control = Control;\n\n fabric.Control.prototype = /** @lends fabric.Control.prototype */ {\n\n /**\n * keep track of control visibility.\n * mainly for backward compatibility.\n * if you do not want to see a control, you can remove it\n * from the controlset.\n * @type {Boolean}\n * @default true\n */\n visible: true,\n\n /**\n * Name of the action that the control will likely execute.\n * This is optional. FabricJS uses to identify what the user is doing for some\n * extra optimizations. If you are writing a custom control and you want to know\n * somewhere else in the code what is going on, you can use this string here.\n * you can also provide a custom getActionName if your control run multiple actions\n * depending on some external state.\n * default to scale since is the most common, used on 4 corners by default\n * @type {String}\n * @default 'scale'\n */\n actionName: 'scale',\n\n /**\n * Drawing angle of the control.\n * NOT used for now, but name marked as needed for internal logic\n * example: to reuse the same drawing function for different rotated controls\n * @type {Number}\n * @default 0\n */\n angle: 0,\n\n /**\n * Relative position of the control. X\n * 0,0 is the center of the Object, while -0.5 (left) or 0.5 (right) are the extremities\n * of the bounding box.\n * @type {Number}\n * @default 0\n */\n x: 0,\n\n /**\n * Relative position of the control. Y\n * 0,0 is the center of the Object, while -0.5 (top) or 0.5 (bottom) are the extremities\n * of the bounding box.\n * @type {Number}\n * @default 0\n */\n y: 0,\n\n /**\n * Horizontal offset of the control from the defined position. In pixels\n * Positive offset moves the control to the right, negative to the left.\n * It used when you want to have position of control that does not scale with\n * the bounding box. Example: rotation control is placed at x:0, y: 0.5 on\n * the boundindbox, with an offset of 30 pixels vertically. Those 30 pixels will\n * stay 30 pixels no matter how the object is big. Another example is having 2\n * controls in the corner, that stay in the same position when the object scale.\n * of the bounding box.\n * @type {Number}\n * @default 0\n */\n offsetX: 0,\n\n /**\n * Vertical offset of the control from the defined position. In pixels\n * Positive offset moves the control to the bottom, negative to the top.\n * @type {Number}\n * @default 0\n */\n offsetY: 0,\n\n /**\n * Sets the length of the control. If null, defaults to object's cornerSize.\n * Expects both sizeX and sizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n sizeX: null,\n\n /**\n * Sets the height of the control. If null, defaults to object's cornerSize.\n * Expects both sizeX and sizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n sizeY: null,\n\n /**\n * Sets the length of the touch area of the control. If null, defaults to object's touchCornerSize.\n * Expects both touchSizeX and touchSizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n touchSizeX: null,\n\n /**\n * Sets the height of the touch area of the control. If null, defaults to object's touchCornerSize.\n * Expects both touchSizeX and touchSizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n touchSizeY: null,\n\n /**\n * Css cursor style to display when the control is hovered.\n * if the method `cursorStyleHandler` is provided, this property is ignored.\n * @type {String}\n * @default 'crosshair'\n */\n cursorStyle: 'crosshair',\n\n /**\n * If controls has an offsetY or offsetX, draw a line that connects\n * the control to the bounding box\n * @type {Boolean}\n * @default false\n */\n withConnection: false,\n\n /**\n * The control actionHandler, provide one to handle action ( control being moved )\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */\n actionHandler: function(/* eventData, transformData, x, y */) { },\n\n /**\n * The control handler for mouse down, provide one to handle mouse down on control\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */\n mouseDownHandler: function(/* eventData, transformData, x, y */) { },\n\n /**\n * The control mouseUpHandler, provide one to handle an effect on mouse up.\n * @param {Event} eventData the native mouse event\n * @param {Object} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */\n mouseUpHandler: function(/* eventData, transformData, x, y */) { },\n\n /**\n * Returns control actionHandler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getActionHandler: function(/* eventData, fabricObject, control */) {\n return this.actionHandler;\n },\n\n /**\n * Returns control mouseDown handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getMouseDownHandler: function(/* eventData, fabricObject, control */) {\n return this.mouseDownHandler;\n },\n\n /**\n * Returns control mouseUp handler\n * @param {Event} eventData the native mouse event\n * @param {fabric.Object} fabricObject on which the control is displayed\n * @param {fabric.Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getMouseUpHandler: function(/* eventData, fabricObject, control */) {\n return this.mouseUpHandler;\n },\n\n /**\n * Returns control cursorStyle for css using cursorStyle. If you need a more elaborate\n * function you can pass one in the constructor\n * the cursorStyle property\n * @param {Event} eventData the native mouse event\n * @param {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */\n cursorStyleHandler: function(eventData, control /* fabricObject */) {\n return control.cursorStyle;\n },\n\n /**\n * Returns the action name. The basic implementation just return the actionName property.\n * @param {Event} eventData the native mouse event\n * @param {fabric.Control} control the current control ( likely this)\n * @param {fabric.Object} object on which the control is displayed\n * @return {String}\n */\n getActionName: function(eventData, control /* fabricObject */) {\n return control.actionName;\n },\n\n /**\n * Returns controls visibility\n * @param {fabric.Object} object on which the control is displayed\n * @param {String} controlKey key where the control is memorized on the\n * @return {Boolean}\n */\n getVisibility: function(fabricObject, controlKey) {\n var objectVisibility = fabricObject._controlsVisibility;\n if (objectVisibility && typeof objectVisibility[controlKey] !== 'undefined') {\n return objectVisibility[controlKey];\n }\n return this.visible;\n },\n\n /**\n * Sets controls visibility\n * @param {Boolean} visibility for the object\n * @return {Void}\n */\n setVisibility: function(visibility /* name, fabricObject */) {\n this.visible = visibility;\n },\n\n\n positionHandler: function(dim, finalMatrix /*, fabricObject, currentControl */) {\n var point = fabric.util.transformPoint({\n x: this.x * dim.x + this.offsetX,\n y: this.y * dim.y + this.offsetY }, finalMatrix);\n return point;\n },\n\n /**\n * Returns the coords for this control based on object values.\n * @param {Number} objectAngle angle from the fabric object holding the control\n * @param {Number} objectCornerSize cornerSize from the fabric object holding the control (or touchCornerSize if\n * isTouch is true)\n * @param {Number} centerX x coordinate where the control center should be\n * @param {Number} centerY y coordinate where the control center should be\n * @param {boolean} isTouch true if touch corner, false if normal corner\n */\n calcCornerCoords: function(objectAngle, objectCornerSize, centerX, centerY, isTouch) {\n var cosHalfOffset,\n sinHalfOffset,\n cosHalfOffsetComp,\n sinHalfOffsetComp,\n xSize = (isTouch) ? this.touchSizeX : this.sizeX,\n ySize = (isTouch) ? this.touchSizeY : this.sizeY;\n if (xSize && ySize && xSize !== ySize) {\n // handle rectangular corners\n var controlTriangleAngle = Math.atan2(ySize, xSize);\n var cornerHypotenuse = Math.sqrt(xSize * xSize + ySize * ySize) / 2;\n var newTheta = controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n var newThetaComp = Math.PI / 2 - controlTriangleAngle - fabric.util.degreesToRadians(objectAngle);\n cosHalfOffset = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = cornerHypotenuse * fabric.util.sin(newTheta);\n // use complementary angle for two corners\n cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newThetaComp);\n sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newThetaComp);\n }\n else {\n // handle square corners\n // use default object corner size unless size is defined\n var cornerSize = (xSize && ySize) ? xSize : objectCornerSize;\n /* 0.7071067812 stands for sqrt(2)/2 */\n cornerHypotenuse = cornerSize * 0.7071067812;\n // complementary angles are equal since they're both 45 degrees\n var newTheta = fabric.util.degreesToRadians(45 - objectAngle);\n cosHalfOffset = cosHalfOffsetComp = cornerHypotenuse * fabric.util.cos(newTheta);\n sinHalfOffset = sinHalfOffsetComp = cornerHypotenuse * fabric.util.sin(newTheta);\n }\n\n return {\n tl: {\n x: centerX - sinHalfOffsetComp,\n y: centerY - cosHalfOffsetComp,\n },\n tr: {\n x: centerX + cosHalfOffset,\n y: centerY - sinHalfOffset,\n },\n bl: {\n x: centerX - cosHalfOffset,\n y: centerY + sinHalfOffset,\n },\n br: {\n x: centerX + sinHalfOffsetComp,\n y: centerY + cosHalfOffsetComp,\n },\n };\n },\n\n /**\n * Render function for the control.\n * When this function runs the context is unscaled. unrotate. Just retina scaled.\n * all the functions will have to translate to the point left,top before starting Drawing\n * if they want to draw a control where the position is detected.\n * left and top are the result of the positionHandler function\n * @param {RenderingContext2D} ctx the context where the control will be drawn\n * @param {Number} left position of the canvas where we are about to render the control.\n * @param {Number} top position of the canvas where we are about to render the control.\n * @param {Object} styleOverride\n * @param {fabric.Object} fabricObject the object where the control is about to be rendered\n */\n render: function(ctx, left, top, styleOverride, fabricObject) {\n styleOverride = styleOverride || {};\n switch (styleOverride.cornerStyle || fabricObject.cornerStyle) {\n case 'circle':\n fabric.controlsUtils.renderCircleControl.call(this, ctx, left, top, styleOverride, fabricObject);\n break;\n default:\n fabric.controlsUtils.renderSquareControl.call(this, ctx, left, top, styleOverride, fabricObject);\n }\n },\n };\n\n})( exports );\n\n\n(function() {\n\n /* _FROM_SVG_START_ */\n function getColorStop(el, multiplier) {\n var style = el.getAttribute('style'),\n offset = el.getAttribute('offset') || 0,\n color, colorAlpha, opacity, i;\n\n // convert percents to absolute values\n offset = parseFloat(offset) / (/%$/.test(offset) ? 100 : 1);\n offset = offset < 0 ? 0 : offset > 1 ? 1 : offset;\n if (style) {\n var keyValuePairs = style.split(/\\s*;\\s*/);\n\n if (keyValuePairs[keyValuePairs.length - 1] === '') {\n keyValuePairs.pop();\n }\n\n for (i = keyValuePairs.length; i--; ) {\n\n var split = keyValuePairs[i].split(/\\s*:\\s*/),\n key = split[0].trim(),\n value = split[1].trim();\n\n if (key === 'stop-color') {\n color = value;\n }\n else if (key === 'stop-opacity') {\n opacity = value;\n }\n }\n }\n\n if (!color) {\n color = el.getAttribute('stop-color') || 'rgb(0,0,0)';\n }\n if (!opacity) {\n opacity = el.getAttribute('stop-opacity');\n }\n\n color = new fabric.Color(color);\n colorAlpha = color.getAlpha();\n opacity = isNaN(parseFloat(opacity)) ? 1 : parseFloat(opacity);\n opacity *= colorAlpha * multiplier;\n\n return {\n offset: offset,\n color: color.toRgb(),\n opacity: opacity\n };\n }\n\n function getLinearCoords(el) {\n return {\n x1: el.getAttribute('x1') || 0,\n y1: el.getAttribute('y1') || 0,\n x2: el.getAttribute('x2') || '100%',\n y2: el.getAttribute('y2') || 0\n };\n }\n\n function getRadialCoords(el) {\n return {\n x1: el.getAttribute('fx') || el.getAttribute('cx') || '50%',\n y1: el.getAttribute('fy') || el.getAttribute('cy') || '50%',\n r1: 0,\n x2: el.getAttribute('cx') || '50%',\n y2: el.getAttribute('cy') || '50%',\n r2: el.getAttribute('r') || '50%'\n };\n }\n /* _FROM_SVG_END_ */\n\n var clone = fabric.util.object.clone;\n\n /**\n * Gradient class\n * @class fabric.Gradient\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#gradients}\n * @see {@link fabric.Gradient#initialize} for constructor definition\n */\n fabric.Gradient = fabric.util.createClass(/** @lends fabric.Gradient.prototype */ {\n\n /**\n * Horizontal offset for aligning gradients coming from SVG when outside pathgroups\n * @type Number\n * @default 0\n */\n offsetX: 0,\n\n /**\n * Vertical offset for aligning gradients coming from SVG when outside pathgroups\n * @type Number\n * @default 0\n */\n offsetY: 0,\n\n /**\n * A transform matrix to apply to the gradient before painting.\n * Imported from svg gradients, is not applied with the current transform in the center.\n * Before this transform is applied, the origin point is at the top left corner of the object\n * plus the addition of offsetY and offsetX.\n * @type Number[]\n * @default null\n */\n gradientTransform: null,\n\n /**\n * coordinates units for coords.\n * If `pixels`, the number of coords are in the same unit of width / height.\n * If set as `percentage` the coords are still a number, but 1 means 100% of width\n * for the X and 100% of the height for the y. It can be bigger than 1 and negative.\n * allowed values pixels or percentage.\n * @type String\n * @default 'pixels'\n */\n gradientUnits: 'pixels',\n\n /**\n * Gradient type linear or radial\n * @type String\n * @default 'pixels'\n */\n type: 'linear',\n\n /**\n * Constructor\n * @param {Object} options Options object with type, coords, gradientUnits and colorStops\n * @param {Object} [options.type] gradient type linear or radial\n * @param {Object} [options.gradientUnits] gradient units\n * @param {Object} [options.offsetX] SVG import compatibility\n * @param {Object} [options.offsetY] SVG import compatibility\n * @param {Object[]} options.colorStops contains the colorstops.\n * @param {Object} options.coords contains the coords of the gradient\n * @param {Number} [options.coords.x1] X coordiante of the first point for linear or of the focal point for radial\n * @param {Number} [options.coords.y1] Y coordiante of the first point for linear or of the focal point for radial\n * @param {Number} [options.coords.x2] X coordiante of the second point for linear or of the center point for radial\n * @param {Number} [options.coords.y2] Y coordiante of the second point for linear or of the center point for radial\n * @param {Number} [options.coords.r1] only for radial gradient, radius of the inner circle\n * @param {Number} [options.coords.r2] only for radial gradient, radius of the external circle\n * @return {fabric.Gradient} thisArg\n */\n initialize: function(options) {\n options || (options = { });\n options.coords || (options.coords = { });\n\n var coords, _this = this;\n\n // sets everything, then coords and colorstops get sets again\n Object.keys(options).forEach(function(option) {\n _this[option] = options[option];\n });\n\n if (this.id) {\n this.id += '_' + fabric.Object.__uid++;\n }\n else {\n this.id = fabric.Object.__uid++;\n }\n\n coords = {\n x1: options.coords.x1 || 0,\n y1: options.coords.y1 || 0,\n x2: options.coords.x2 || 0,\n y2: options.coords.y2 || 0\n };\n\n if (this.type === 'radial') {\n coords.r1 = options.coords.r1 || 0;\n coords.r2 = options.coords.r2 || 0;\n }\n\n this.coords = coords;\n this.colorStops = options.colorStops.slice();\n },\n\n /**\n * Adds another colorStop\n * @param {Object} colorStop Object with offset and color\n * @return {fabric.Gradient} thisArg\n */\n addColorStop: function(colorStops) {\n for (var position in colorStops) {\n var color = new fabric.Color(colorStops[position]);\n this.colorStops.push({\n offset: parseFloat(position),\n color: color.toRgb(),\n opacity: color.getAlpha()\n });\n }\n return this;\n },\n\n /**\n * Returns object representation of a gradient\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object}\n */\n toObject: function(propertiesToInclude) {\n var object = {\n type: this.type,\n coords: this.coords,\n colorStops: this.colorStops,\n offsetX: this.offsetX,\n offsetY: this.offsetY,\n gradientUnits: this.gradientUnits,\n gradientTransform: this.gradientTransform ? this.gradientTransform.concat() : this.gradientTransform\n };\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n\n return object;\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns SVG representation of an gradient\n * @param {Object} object Object to create a gradient for\n * @return {String} SVG representation of an gradient (linear/radial)\n */\n toSVG: function(object, options) {\n var coords = clone(this.coords, true), i, len, options = options || {},\n markup, commonAttributes, colorStops = clone(this.colorStops, true),\n needsSwap = coords.r1 > coords.r2,\n transform = this.gradientTransform ? this.gradientTransform.concat() : fabric.iMatrix.concat(),\n offsetX = -this.offsetX, offsetY = -this.offsetY,\n withViewport = !!options.additionalTransform,\n gradientUnits = this.gradientUnits === 'pixels' ? 'userSpaceOnUse' : 'objectBoundingBox';\n // colorStops must be sorted ascending\n colorStops.sort(function(a, b) {\n return a.offset - b.offset;\n });\n\n if (gradientUnits === 'objectBoundingBox') {\n offsetX /= object.width;\n offsetY /= object.height;\n }\n else {\n offsetX += object.width / 2;\n offsetY += object.height / 2;\n }\n if (object.type === 'path' && this.gradientUnits !== 'percentage') {\n offsetX -= object.pathOffset.x;\n offsetY -= object.pathOffset.y;\n }\n\n\n transform[4] -= offsetX;\n transform[5] -= offsetY;\n\n commonAttributes = 'id=\"SVGID_' + this.id +\n '\" gradientUnits=\"' + gradientUnits + '\"';\n commonAttributes += ' gradientTransform=\"' + (withViewport ?\n options.additionalTransform + ' ' : '') + fabric.util.matrixToSVG(transform) + '\" ';\n\n if (this.type === 'linear') {\n markup = [\n '\\n'\n ];\n }\n else if (this.type === 'radial') {\n // svg radial gradient has just 1 radius. the biggest.\n markup = [\n '\\n'\n ];\n }\n\n if (this.type === 'radial') {\n if (needsSwap) {\n // svg goes from internal to external radius. if radius are inverted, swap color stops.\n colorStops = colorStops.concat();\n colorStops.reverse();\n for (i = 0, len = colorStops.length; i < len; i++) {\n colorStops[i].offset = 1 - colorStops[i].offset;\n }\n }\n var minRadius = Math.min(coords.r1, coords.r2);\n if (minRadius > 0) {\n // i have to shift all colorStops and add new one in 0.\n var maxRadius = Math.max(coords.r1, coords.r2),\n percentageShift = minRadius / maxRadius;\n for (i = 0, len = colorStops.length; i < len; i++) {\n colorStops[i].offset += percentageShift * (1 - colorStops[i].offset);\n }\n }\n }\n\n for (i = 0, len = colorStops.length; i < len; i++) {\n var colorStop = colorStops[i];\n markup.push(\n '\\n'\n );\n }\n\n markup.push((this.type === 'linear' ? '\\n' : '\\n'));\n\n return markup.join('');\n },\n /* _TO_SVG_END_ */\n\n /**\n * Returns an instance of CanvasGradient\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @return {CanvasGradient}\n */\n toLive: function(ctx) {\n var gradient, coords = fabric.util.object.clone(this.coords), i, len;\n\n if (!this.type) {\n return;\n }\n\n if (this.type === 'linear') {\n gradient = ctx.createLinearGradient(\n coords.x1, coords.y1, coords.x2, coords.y2);\n }\n else if (this.type === 'radial') {\n gradient = ctx.createRadialGradient(\n coords.x1, coords.y1, coords.r1, coords.x2, coords.y2, coords.r2);\n }\n\n for (i = 0, len = this.colorStops.length; i < len; i++) {\n var color = this.colorStops[i].color,\n opacity = this.colorStops[i].opacity,\n offset = this.colorStops[i].offset;\n\n if (typeof opacity !== 'undefined') {\n color = new fabric.Color(color).setAlpha(opacity).toRgba();\n }\n gradient.addColorStop(offset, color);\n }\n\n return gradient;\n }\n });\n\n fabric.util.object.extend(fabric.Gradient, {\n\n /* _FROM_SVG_START_ */\n /**\n * Returns {@link fabric.Gradient} instance from an SVG element\n * @static\n * @memberOf fabric.Gradient\n * @param {SVGGradientElement} el SVG gradient element\n * @param {fabric.Object} instance\n * @param {String} opacityAttr A fill-opacity or stroke-opacity attribute to multiply to each stop's opacity.\n * @param {Object} svgOptions an object containing the size of the SVG in order to parse correctly gradients\n * that uses gradientUnits as 'userSpaceOnUse' and percentages.\n * @param {Object.number} viewBoxWidth width part of the viewBox attribute on svg\n * @param {Object.number} viewBoxHeight height part of the viewBox attribute on svg\n * @param {Object.number} width width part of the svg tag if viewBox is not specified\n * @param {Object.number} height height part of the svg tag if viewBox is not specified\n * @return {fabric.Gradient} Gradient instance\n * @see http://www.w3.org/TR/SVG/pservers.html#LinearGradientElement\n * @see http://www.w3.org/TR/SVG/pservers.html#RadialGradientElement\n */\n fromElement: function(el, instance, opacityAttr, svgOptions) {\n /**\n * @example:\n *\n * \n * \n * \n * \n *\n * OR\n *\n * \n * \n * \n * \n *\n * OR\n *\n * \n * \n * \n * \n * \n *\n * OR\n *\n * \n * \n * \n * \n * \n *\n */\n\n var multiplier = parseFloat(opacityAttr) / (/%$/.test(opacityAttr) ? 100 : 1);\n multiplier = multiplier < 0 ? 0 : multiplier > 1 ? 1 : multiplier;\n if (isNaN(multiplier)) {\n multiplier = 1;\n }\n\n var colorStopEls = el.getElementsByTagName('stop'),\n type,\n gradientUnits = el.getAttribute('gradientUnits') === 'userSpaceOnUse' ?\n 'pixels' : 'percentage',\n gradientTransform = el.getAttribute('gradientTransform') || '',\n colorStops = [],\n coords, i, offsetX = 0, offsetY = 0,\n transformMatrix;\n if (el.nodeName === 'linearGradient' || el.nodeName === 'LINEARGRADIENT') {\n type = 'linear';\n coords = getLinearCoords(el);\n }\n else {\n type = 'radial';\n coords = getRadialCoords(el);\n }\n\n for (i = colorStopEls.length; i--; ) {\n colorStops.push(getColorStop(colorStopEls[i], multiplier));\n }\n\n transformMatrix = fabric.parseTransformAttribute(gradientTransform);\n\n __convertPercentUnitsToValues(instance, coords, svgOptions, gradientUnits);\n\n if (gradientUnits === 'pixels') {\n offsetX = -instance.left;\n offsetY = -instance.top;\n }\n\n var gradient = new fabric.Gradient({\n id: el.getAttribute('id'),\n type: type,\n coords: coords,\n colorStops: colorStops,\n gradientUnits: gradientUnits,\n gradientTransform: transformMatrix,\n offsetX: offsetX,\n offsetY: offsetY,\n });\n\n return gradient;\n }\n /* _FROM_SVG_END_ */\n });\n\n /**\n * @private\n */\n function __convertPercentUnitsToValues(instance, options, svgOptions, gradientUnits) {\n var propValue, finalValue;\n Object.keys(options).forEach(function(prop) {\n propValue = options[prop];\n if (propValue === 'Infinity') {\n finalValue = 1;\n }\n else if (propValue === '-Infinity') {\n finalValue = 0;\n }\n else {\n finalValue = parseFloat(options[prop], 10);\n if (typeof propValue === 'string' && /^(\\d+\\.\\d+)%|(\\d+)%$/.test(propValue)) {\n finalValue *= 0.01;\n if (gradientUnits === 'pixels') {\n // then we need to fix those percentages here in svg parsing\n if (prop === 'x1' || prop === 'x2' || prop === 'r2') {\n finalValue *= svgOptions.viewBoxWidth || svgOptions.width;\n }\n if (prop === 'y1' || prop === 'y2') {\n finalValue *= svgOptions.viewBoxHeight || svgOptions.height;\n }\n }\n }\n }\n options[prop] = finalValue;\n });\n }\n})();\n\n\n(function() {\n\n var toFixed = fabric.util.toFixed;\n\n /**\n * Pattern class\n * @class fabric.Pattern\n * @see {@link http://fabricjs.com/patterns|Pattern demo}\n * @see {@link http://fabricjs.com/dynamic-patterns|DynamicPattern demo}\n * @see {@link fabric.Pattern#initialize} for constructor definition\n */\n\n\n fabric.Pattern = fabric.util.createClass(/** @lends fabric.Pattern.prototype */ {\n\n /**\n * Repeat property of a pattern (one of repeat, repeat-x, repeat-y or no-repeat)\n * @type String\n * @default\n */\n repeat: 'repeat',\n\n /**\n * Pattern horizontal offset from object's left/top corner\n * @type Number\n * @default\n */\n offsetX: 0,\n\n /**\n * Pattern vertical offset from object's left/top corner\n * @type Number\n * @default\n */\n offsetY: 0,\n\n /**\n * crossOrigin value (one of \"\", \"anonymous\", \"use-credentials\")\n * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes\n * @type String\n * @default\n */\n crossOrigin: '',\n\n /**\n * transform matrix to change the pattern, imported from svgs.\n * @type Array\n * @default\n */\n patternTransform: null,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @param {Function} [callback] function to invoke after callback init.\n * @return {fabric.Pattern} thisArg\n */\n initialize: function(options, callback) {\n options || (options = { });\n\n this.id = fabric.Object.__uid++;\n this.setOptions(options);\n if (!options.source || (options.source && typeof options.source !== 'string')) {\n callback && callback(this);\n return;\n }\n else {\n // img src string\n var _this = this;\n this.source = fabric.util.createImage();\n fabric.util.loadImage(options.source, function(img, isError) {\n _this.source = img;\n callback && callback(_this, isError);\n }, null, this.crossOrigin);\n }\n },\n\n /**\n * Returns object representation of a pattern\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of a pattern instance\n */\n toObject: function(propertiesToInclude) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,\n source, object;\n\n // element\n if (typeof this.source.src === 'string') {\n source = this.source.src;\n }\n // element\n else if (typeof this.source === 'object' && this.source.toDataURL) {\n source = this.source.toDataURL();\n }\n\n object = {\n type: 'pattern',\n source: source,\n repeat: this.repeat,\n crossOrigin: this.crossOrigin,\n offsetX: toFixed(this.offsetX, NUM_FRACTION_DIGITS),\n offsetY: toFixed(this.offsetY, NUM_FRACTION_DIGITS),\n patternTransform: this.patternTransform ? this.patternTransform.concat() : null\n };\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n\n return object;\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns SVG representation of a pattern\n * @param {fabric.Object} object\n * @return {String} SVG representation of a pattern\n */\n toSVG: function(object) {\n var patternSource = typeof this.source === 'function' ? this.source() : this.source,\n patternWidth = patternSource.width / object.width,\n patternHeight = patternSource.height / object.height,\n patternOffsetX = this.offsetX / object.width,\n patternOffsetY = this.offsetY / object.height,\n patternImgSrc = '';\n if (this.repeat === 'repeat-x' || this.repeat === 'no-repeat') {\n patternHeight = 1;\n if (patternOffsetY) {\n patternHeight += Math.abs(patternOffsetY);\n }\n }\n if (this.repeat === 'repeat-y' || this.repeat === 'no-repeat') {\n patternWidth = 1;\n if (patternOffsetX) {\n patternWidth += Math.abs(patternOffsetX);\n }\n\n }\n if (patternSource.src) {\n patternImgSrc = patternSource.src;\n }\n else if (patternSource.toDataURL) {\n patternImgSrc = patternSource.toDataURL();\n }\n\n return '\\n' +\n '\\n' +\n '\\n';\n },\n /* _TO_SVG_END_ */\n\n setOptions: function(options) {\n for (var prop in options) {\n this[prop] = options[prop];\n }\n },\n\n /**\n * Returns an instance of CanvasPattern\n * @param {CanvasRenderingContext2D} ctx Context to create pattern\n * @return {CanvasPattern}\n */\n toLive: function(ctx) {\n var source = this.source;\n // if the image failed to load, return, and allow rest to continue loading\n if (!source) {\n return '';\n }\n\n // if an image\n if (typeof source.src !== 'undefined') {\n if (!source.complete) {\n return '';\n }\n if (source.naturalWidth === 0 || source.naturalHeight === 0) {\n return '';\n }\n }\n return ctx.createPattern(source, this.repeat);\n }\n });\n})();\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n toFixed = fabric.util.toFixed;\n\n if (fabric.Shadow) {\n fabric.warn('fabric.Shadow is already defined.');\n return;\n }\n\n /**\n * Shadow class\n * @class fabric.Shadow\n * @see {@link http://fabricjs.com/shadows|Shadow demo}\n * @see {@link fabric.Shadow#initialize} for constructor definition\n */\n fabric.Shadow = fabric.util.createClass(/** @lends fabric.Shadow.prototype */ {\n\n /**\n * Shadow color\n * @type String\n * @default\n */\n color: 'rgb(0,0,0)',\n\n /**\n * Shadow blur\n * @type Number\n */\n blur: 0,\n\n /**\n * Shadow horizontal offset\n * @type Number\n * @default\n */\n offsetX: 0,\n\n /**\n * Shadow vertical offset\n * @type Number\n * @default\n */\n offsetY: 0,\n\n /**\n * Whether the shadow should affect stroke operations\n * @type Boolean\n * @default\n */\n affectStroke: false,\n\n /**\n * Indicates whether toObject should include default values\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * When `false`, the shadow will scale with the object.\n * When `true`, the shadow's offsetX, offsetY, and blur will not be affected by the object's scale.\n * default to false\n * @type Boolean\n * @default\n */\n nonScaling: false,\n\n /**\n * Constructor\n * @param {Object|String} [options] Options object with any of color, blur, offsetX, offsetY properties or string (e.g. \"rgba(0,0,0,0.2) 2px 2px 10px\")\n * @return {fabric.Shadow} thisArg\n */\n initialize: function(options) {\n\n if (typeof options === 'string') {\n options = this._parseShadow(options);\n }\n\n for (var prop in options) {\n this[prop] = options[prop];\n }\n\n this.id = fabric.Object.__uid++;\n },\n\n /**\n * @private\n * @param {String} shadow Shadow value to parse\n * @return {Object} Shadow object with color, offsetX, offsetY and blur\n */\n _parseShadow: function(shadow) {\n var shadowStr = shadow.trim(),\n offsetsAndBlur = fabric.Shadow.reOffsetsAndBlur.exec(shadowStr) || [],\n color = shadowStr.replace(fabric.Shadow.reOffsetsAndBlur, '') || 'rgb(0,0,0)';\n\n return {\n color: color.trim(),\n offsetX: parseFloat(offsetsAndBlur[1], 10) || 0,\n offsetY: parseFloat(offsetsAndBlur[2], 10) || 0,\n blur: parseFloat(offsetsAndBlur[3], 10) || 0\n };\n },\n\n /**\n * Returns a string representation of an instance\n * @see http://www.w3.org/TR/css-text-decor-3/#text-shadow\n * @return {String} Returns CSS3 text-shadow declaration\n */\n toString: function() {\n return [this.offsetX, this.offsetY, this.blur, this.color].join('px ');\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns SVG representation of a shadow\n * @param {fabric.Object} object\n * @return {String} SVG representation of a shadow\n */\n toSVG: function(object) {\n var fBoxX = 40, fBoxY = 40, NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,\n offset = fabric.util.rotateVector(\n { x: this.offsetX, y: this.offsetY },\n fabric.util.degreesToRadians(-object.angle)),\n BLUR_BOX = 20, color = new fabric.Color(this.color);\n\n if (object.width && object.height) {\n //http://www.w3.org/TR/SVG/filters.html#FilterEffectsRegion\n // we add some extra space to filter box to contain the blur ( 20 )\n fBoxX = toFixed((Math.abs(offset.x) + this.blur) / object.width, NUM_FRACTION_DIGITS) * 100 + BLUR_BOX;\n fBoxY = toFixed((Math.abs(offset.y) + this.blur) / object.height, NUM_FRACTION_DIGITS) * 100 + BLUR_BOX;\n }\n if (object.flipX) {\n offset.x *= -1;\n }\n if (object.flipY) {\n offset.y *= -1;\n }\n\n return (\n '\\n' +\n '\\t\\n' +\n '\\t\\n' +\n '\\t\\n' +\n '\\t\\n' +\n '\\t\\n' +\n '\\t\\t\\n' +\n '\\t\\t\\n' +\n '\\t\\n' +\n '\\n');\n },\n /* _TO_SVG_END_ */\n\n /**\n * Returns object representation of a shadow\n * @return {Object} Object representation of a shadow instance\n */\n toObject: function() {\n if (this.includeDefaultValues) {\n return {\n color: this.color,\n blur: this.blur,\n offsetX: this.offsetX,\n offsetY: this.offsetY,\n affectStroke: this.affectStroke,\n nonScaling: this.nonScaling\n };\n }\n var obj = { }, proto = fabric.Shadow.prototype;\n\n ['color', 'blur', 'offsetX', 'offsetY', 'affectStroke', 'nonScaling'].forEach(function(prop) {\n if (this[prop] !== proto[prop]) {\n obj[prop] = this[prop];\n }\n }, this);\n\n return obj;\n }\n });\n\n /**\n * Regex matching shadow offsetX, offsetY and blur (ex: \"2px 2px 10px rgba(0,0,0,0.2)\", \"rgb(0,255,0) 2px 2px\")\n * @static\n * @field\n * @memberOf fabric.Shadow\n */\n // eslint-disable-next-line max-len\n fabric.Shadow.reOffsetsAndBlur = /(?:\\s|^)(-?\\d+(?:\\.\\d*)?(?:px)?(?:\\s?|$))?(-?\\d+(?:\\.\\d*)?(?:px)?(?:\\s?|$))?(\\d+(?:\\.\\d*)?(?:px)?)?(?:\\s?|$)(?:$|\\s)/;\n\n})( exports );\n\n\n(function () {\n\n if (fabric.StaticCanvas) {\n fabric.warn('fabric.StaticCanvas is already defined.');\n return;\n }\n\n // aliases for faster resolution\n var extend = fabric.util.object.extend,\n getElementOffset = fabric.util.getElementOffset,\n removeFromArray = fabric.util.removeFromArray,\n toFixed = fabric.util.toFixed,\n transformPoint = fabric.util.transformPoint,\n invertTransform = fabric.util.invertTransform,\n getNodeCanvas = fabric.util.getNodeCanvas,\n createCanvasElement = fabric.util.createCanvasElement,\n\n CANVAS_INIT_ERROR = new Error('Could not initialize `canvas` element');\n\n /**\n * Static canvas class\n * @class fabric.StaticCanvas\n * @mixes fabric.Collection\n * @mixes fabric.Observable\n * @see {@link http://fabricjs.com/static_canvas|StaticCanvas demo}\n * @see {@link fabric.StaticCanvas#initialize} for constructor definition\n * @fires before:render\n * @fires after:render\n * @fires canvas:cleared\n * @fires object:added\n * @fires object:removed\n */\n fabric.StaticCanvas = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(el, options) {\n options || (options = { });\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n },\n\n /**\n * Background color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setBackgroundColor}.\n * @type {(String|fabric.Pattern)}\n * @default\n */\n backgroundColor: '',\n\n /**\n * Background image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as background, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */\n backgroundImage: null,\n\n /**\n * Overlay color of canvas instance.\n * Should be set via {@link fabric.StaticCanvas#setOverlayColor}\n * @since 1.3.9\n * @type {(String|fabric.Pattern)}\n * @default\n */\n overlayColor: '',\n\n /**\n * Overlay image of canvas instance.\n * since 2.4.0 image caching is active, please when putting an image as overlay, add to the\n * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom\n * vale. As an alternative you can disable image objectCaching\n * @type fabric.Image\n * @default\n */\n overlayImage: null,\n\n /**\n * Indicates whether toObject/toDatalessObject should include default values\n * if set to false, takes precedence over the object value.\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * Indicates whether objects' state should be saved\n * @type Boolean\n * @default\n */\n stateful: false,\n\n /**\n * Indicates whether {@link fabric.Collection.add}, {@link fabric.Collection.insertAt} and {@link fabric.Collection.remove},\n * {@link fabric.StaticCanvas.moveTo}, {@link fabric.StaticCanvas.clear} and many more, should also re-render canvas.\n * Disabling this option will not give a performance boost when adding/removing a lot of objects to/from canvas at once\n * since the renders are quequed and executed one per frame.\n * Disabling is suggested anyway and managing the renders of the app manually is not a big effort ( canvas.requestRenderAll() )\n * Left default to true to do not break documentation and old app, fiddles.\n * @type Boolean\n * @default\n */\n renderOnAddRemove: true,\n\n /**\n * Indicates whether object controls (borders/controls) are rendered above overlay image\n * @type Boolean\n * @default\n */\n controlsAboveOverlay: false,\n\n /**\n * Indicates whether the browser can be scrolled when using a touchscreen and dragging on the canvas\n * @type Boolean\n * @default\n */\n allowTouchScrolling: false,\n\n /**\n * Indicates whether this canvas will use image smoothing, this is on by default in browsers\n * @type Boolean\n * @default\n */\n imageSmoothingEnabled: true,\n\n /**\n * The transformation (in the format of Canvas transform) which focuses the viewport\n * @type Array\n * @default\n */\n viewportTransform: fabric.iMatrix.concat(),\n\n /**\n * if set to false background image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n backgroundVpt: true,\n\n /**\n * if set to false overlya image is not affected by viewport transform\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n overlayVpt: true,\n\n /**\n * When true, canvas is scaled by devicePixelRatio for better rendering on retina screens\n * @type Boolean\n * @default\n */\n enableRetinaScaling: true,\n\n /**\n * Describe canvas element extension over design\n * properties are tl,tr,bl,br.\n * if canvas is not zoomed/panned those points are the four corner of canvas\n * if canvas is viewportTransformed you those points indicate the extension\n * of canvas element in plain untrasformed coordinates\n * The coordinates get updated with @method calcViewportBoundaries.\n * @memberOf fabric.StaticCanvas.prototype\n */\n vptCoords: { },\n\n /**\n * Based on vptCoords and object.aCoords, skip rendering of objects that\n * are not included in current viewport.\n * May greatly help in applications with crowded canvas and use of zoom/pan\n * If One of the corner of the bounding box of the object is on the canvas\n * the objects get rendered.\n * @memberOf fabric.StaticCanvas.prototype\n * @type Boolean\n * @default\n */\n skipOffscreen: true,\n\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the canvas has rendered, and the context is placed in the\n * top left corner of the canvas.\n * clipPath will clip away controls, if you do not want this to happen use controlsAboveOverlay = true\n * @type fabric.Object\n */\n clipPath: undefined,\n\n /**\n * @private\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n */\n _initStatic: function(el, options) {\n var cb = this.requestRenderAllBound;\n this._objects = [];\n this._createLowerCanvas(el);\n this._initOptions(options);\n // only initialize retina scaling once\n if (!this.interactive) {\n this._initRetinaScaling();\n }\n\n if (options.overlayImage) {\n this.setOverlayImage(options.overlayImage, cb);\n }\n if (options.backgroundImage) {\n this.setBackgroundImage(options.backgroundImage, cb);\n }\n if (options.backgroundColor) {\n this.setBackgroundColor(options.backgroundColor, cb);\n }\n if (options.overlayColor) {\n this.setOverlayColor(options.overlayColor, cb);\n }\n this.calcOffset();\n },\n\n /**\n * @private\n */\n _isRetinaScaling: function() {\n return (fabric.devicePixelRatio !== 1 && this.enableRetinaScaling);\n },\n\n /**\n * @private\n * @return {Number} retinaScaling if applied, otherwise 1;\n */\n getRetinaScaling: function() {\n return this._isRetinaScaling() ? fabric.devicePixelRatio : 1;\n },\n\n /**\n * @private\n */\n _initRetinaScaling: function() {\n if (!this._isRetinaScaling()) {\n return;\n }\n var scaleRatio = fabric.devicePixelRatio;\n this.__initRetinaScaling(scaleRatio, this.lowerCanvasEl, this.contextContainer);\n if (this.upperCanvasEl) {\n this.__initRetinaScaling(scaleRatio, this.upperCanvasEl, this.contextTop);\n }\n },\n\n __initRetinaScaling: function(scaleRatio, canvas, context) {\n canvas.setAttribute('width', this.width * scaleRatio);\n canvas.setAttribute('height', this.height * scaleRatio);\n context.scale(scaleRatio, scaleRatio);\n },\n\n\n /**\n * Calculates canvas element offset relative to the document\n * This method is also attached as \"resize\" event handler of window\n * @return {fabric.Canvas} instance\n * @chainable\n */\n calcOffset: function () {\n this._offset = getElementOffset(this.lowerCanvasEl);\n return this;\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#overlayImage|overlay image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set overlay to\n * @param {Function} callback callback to invoke when image is loaded and set as an overlay\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|overlay image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/MnzHT/|jsFiddle demo}\n * @example Normal overlayImage with left/top = 0\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage with different properties\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched overlayImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/jail_cell_bars.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setOverlayImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched overlayImage #2 - width/height correspond to canvas width/height\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position overlayImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example overlayImage loaded from cross-origin\n * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */\n setOverlayImage: function (image, callback, options) {\n return this.__setBgOverlayImage('overlayImage', image, callback, options);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#backgroundImage|background image} for this canvas\n * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set background to\n * @param {Function} callback Callback to invoke when image is loaded and set as background\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|background image}.\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/djnr8o7a/28/|jsFiddle demo}\n * @example Normal backgroundImage with left/top = 0\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage with different properties\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top'\n * });\n * @example Stretched backgroundImage #1 - width/height correspond to canvas width/height\n * fabric.Image.fromURL('http://fabricjs.com/assets/honey_im_subtle.png', function(img, isError) {\n * img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});\n * canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas));\n * });\n * @example Stretched backgroundImage #2 - width/height correspond to canvas width/height\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * width: canvas.width,\n * height: canvas.height,\n * // Needed to position backgroundImage at 0/0\n * originX: 'left',\n * originY: 'top'\n * });\n * @example backgroundImage loaded from cross-origin\n * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {\n * opacity: 0.5,\n * angle: 45,\n * left: 400,\n * top: 400,\n * originX: 'left',\n * originY: 'top',\n * crossOrigin: 'anonymous'\n * });\n */\n // TODO: fix stretched examples\n setBackgroundImage: function (image, callback, options) {\n return this.__setBgOverlayImage('backgroundImage', image, callback, options);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#overlayColor|foreground color} for this canvas\n * @param {(String|fabric.Pattern)} overlayColor Color or pattern to set foreground color to\n * @param {Function} callback Callback to invoke when foreground color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/pB55h/|jsFiddle demo}\n * @example Normal overlayColor - color value\n * canvas.setOverlayColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as overlayColor with repeat and offset\n * canvas.setOverlayColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */\n setOverlayColor: function(overlayColor, callback) {\n return this.__setBgOverlayColor('overlayColor', overlayColor, callback);\n },\n\n /**\n * Sets {@link fabric.StaticCanvas#backgroundColor|background color} for this canvas\n * @param {(String|fabric.Pattern)} backgroundColor Color or pattern to set background color to\n * @param {Function} callback Callback to invoke when background color is set\n * @return {fabric.Canvas} thisArg\n * @chainable\n * @see {@link http://jsfiddle.net/fabricjs/hXzvk/|jsFiddle demo}\n * @example Normal backgroundColor - color value\n * canvas.setBackgroundColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png'\n * }, canvas.renderAll.bind(canvas));\n * @example fabric.Pattern used as backgroundColor with repeat and offset\n * canvas.setBackgroundColor({\n * source: 'http://fabricjs.com/assets/escheresque_ste.png',\n * repeat: 'repeat',\n * offsetX: 200,\n * offsetY: 100\n * }, canvas.renderAll.bind(canvas));\n */\n setBackgroundColor: function(backgroundColor, callback) {\n return this.__setBgOverlayColor('backgroundColor', backgroundColor, callback);\n },\n\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundImage|backgroundImage}\n * or {@link fabric.StaticCanvas#overlayImage|overlayImage})\n * @param {(fabric.Image|String|null)} image fabric.Image instance, URL of an image or null to set background or overlay to\n * @param {Function} callback Callback to invoke when image is loaded and set as background or overlay. The first argument is the created image, the second argument is a flag indicating whether an error occurred or not.\n * @param {Object} [options] Optional options to set for the {@link fabric.Image|image}.\n */\n __setBgOverlayImage: function(property, image, callback, options) {\n if (typeof image === 'string') {\n fabric.util.loadImage(image, function(img, isError) {\n if (img) {\n var instance = new fabric.Image(img, options);\n this[property] = instance;\n instance.canvas = this;\n }\n callback && callback(img, isError);\n }, this, options && options.crossOrigin);\n }\n else {\n options && image.setOptions(options);\n this[property] = image;\n image && (image.canvas = this);\n callback && callback(image, false);\n }\n\n return this;\n },\n\n /**\n * @private\n * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundColor|backgroundColor}\n * or {@link fabric.StaticCanvas#overlayColor|overlayColor})\n * @param {(Object|String|null)} color Object with pattern information, color value or null\n * @param {Function} [callback] Callback is invoked when color is set\n */\n __setBgOverlayColor: function(property, color, callback) {\n this[property] = color;\n this._initGradient(color, property);\n this._initPattern(color, property, callback);\n return this;\n },\n\n /**\n * @private\n */\n _createCanvasElement: function() {\n var element = createCanvasElement();\n if (!element) {\n throw CANVAS_INIT_ERROR;\n }\n if (!element.style) {\n element.style = { };\n }\n if (typeof element.getContext === 'undefined') {\n throw CANVAS_INIT_ERROR;\n }\n return element;\n },\n\n /**\n * @private\n * @param {Object} [options] Options object\n */\n _initOptions: function (options) {\n var lowerCanvasEl = this.lowerCanvasEl;\n this._setOptions(options);\n\n this.width = this.width || parseInt(lowerCanvasEl.width, 10) || 0;\n this.height = this.height || parseInt(lowerCanvasEl.height, 10) || 0;\n\n if (!this.lowerCanvasEl.style) {\n return;\n }\n\n lowerCanvasEl.width = this.width;\n lowerCanvasEl.height = this.height;\n\n lowerCanvasEl.style.width = this.width + 'px';\n lowerCanvasEl.style.height = this.height + 'px';\n\n this.viewportTransform = this.viewportTransform.slice();\n },\n\n /**\n * Creates a bottom canvas\n * @private\n * @param {HTMLElement} [canvasEl]\n */\n _createLowerCanvas: function (canvasEl) {\n // canvasEl === 'HTMLCanvasElement' does not work on jsdom/node\n if (canvasEl && canvasEl.getContext) {\n this.lowerCanvasEl = canvasEl;\n }\n else {\n this.lowerCanvasEl = fabric.util.getById(canvasEl) || this._createCanvasElement();\n }\n\n fabric.util.addClass(this.lowerCanvasEl, 'lower-canvas');\n this._originalCanvasStyle = this.lowerCanvasEl.style;\n if (this.interactive) {\n this._applyCanvasStyle(this.lowerCanvasEl);\n }\n\n this.contextContainer = this.lowerCanvasEl.getContext('2d');\n },\n\n /**\n * Returns canvas width (in px)\n * @return {Number}\n */\n getWidth: function () {\n return this.width;\n },\n\n /**\n * Returns canvas height (in px)\n * @return {Number}\n */\n getHeight: function () {\n return this.height;\n },\n\n /**\n * Sets width of this canvas instance\n * @param {Number|String} value Value to set width to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setWidth: function (value, options) {\n return this.setDimensions({ width: value }, options);\n },\n\n /**\n * Sets height of this canvas instance\n * @param {Number|String} value Value to set height to\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setHeight: function (value, options) {\n return this.setDimensions({ height: value }, options);\n },\n\n /**\n * Sets dimensions (width, height) of this canvas instance. when options.cssOnly flag active you should also supply the unit of measure (px/%/em)\n * @param {Object} dimensions Object with width/height properties\n * @param {Number|String} [dimensions.width] Width of canvas element\n * @param {Number|String} [dimensions.height] Height of canvas element\n * @param {Object} [options] Options object\n * @param {Boolean} [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions\n * @param {Boolean} [options.cssOnly=false] Set the given dimensions only as css dimensions\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n setDimensions: function (dimensions, options) {\n var cssValue;\n\n options = options || {};\n\n for (var prop in dimensions) {\n cssValue = dimensions[prop];\n\n if (!options.cssOnly) {\n this._setBackstoreDimension(prop, dimensions[prop]);\n cssValue += 'px';\n this.hasLostContext = true;\n }\n\n if (!options.backstoreOnly) {\n this._setCssDimension(prop, cssValue);\n }\n }\n if (this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._setBrushStyles();\n }\n this._initRetinaScaling();\n this.calcOffset();\n\n if (!options.cssOnly) {\n this.requestRenderAll();\n }\n\n return this;\n },\n\n /**\n * Helper for setting width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {Number} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n _setBackstoreDimension: function (prop, value) {\n this.lowerCanvasEl[prop] = value;\n\n if (this.upperCanvasEl) {\n this.upperCanvasEl[prop] = value;\n }\n\n if (this.cacheCanvasEl) {\n this.cacheCanvasEl[prop] = value;\n }\n\n this[prop] = value;\n\n return this;\n },\n\n /**\n * Helper for setting css width/height\n * @private\n * @param {String} prop property (width|height)\n * @param {String} value value to set property to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n _setCssDimension: function (prop, value) {\n this.lowerCanvasEl.style[prop] = value;\n\n if (this.upperCanvasEl) {\n this.upperCanvasEl.style[prop] = value;\n }\n\n if (this.wrapperEl) {\n this.wrapperEl.style[prop] = value;\n }\n\n return this;\n },\n\n /**\n * Returns canvas zoom level\n * @return {Number}\n */\n getZoom: function () {\n return this.viewportTransform[0];\n },\n\n /**\n * Sets viewport transform of this canvas instance\n * @param {Array} vpt the transform in the form of context.transform\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setViewportTransform: function (vpt) {\n var activeObject = this._activeObject,\n backgroundObject = this.backgroundImage,\n overlayObject = this.overlayImage,\n object, i, len;\n this.viewportTransform = vpt;\n for (i = 0, len = this._objects.length; i < len; i++) {\n object = this._objects[i];\n object.group || object.setCoords(true);\n }\n if (activeObject) {\n activeObject.setCoords();\n }\n if (backgroundObject) {\n backgroundObject.setCoords(true);\n }\n if (overlayObject) {\n overlayObject.setCoords(true);\n }\n this.calcViewportBoundaries();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Sets zoom level of this canvas instance, the zoom centered around point\n * meaning that following zoom to point with the same point will have the visual\n * effect of the zoom originating from that point. The point won't move.\n * It has nothing to do with canvas center or visual center of the viewport.\n * @param {fabric.Point} point to zoom with respect to\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n zoomToPoint: function (point, value) {\n // TODO: just change the scale, preserve other transformations\n var before = point, vpt = this.viewportTransform.slice(0);\n point = transformPoint(point, invertTransform(this.viewportTransform));\n vpt[0] = value;\n vpt[3] = value;\n var after = transformPoint(point, vpt);\n vpt[4] += before.x - after.x;\n vpt[5] += before.y - after.y;\n return this.setViewportTransform(vpt);\n },\n\n /**\n * Sets zoom level of this canvas instance\n * @param {Number} value to set zoom to, less than 1 zooms out\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n setZoom: function (value) {\n this.zoomToPoint(new fabric.Point(0, 0), value);\n return this;\n },\n\n /**\n * Pan viewport so as to place point at top left corner of canvas\n * @param {fabric.Point} point to move to\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n absolutePan: function (point) {\n var vpt = this.viewportTransform.slice(0);\n vpt[4] = -point.x;\n vpt[5] = -point.y;\n return this.setViewportTransform(vpt);\n },\n\n /**\n * Pans viewpoint relatively\n * @param {fabric.Point} point (position vector) to move by\n * @return {fabric.Canvas} instance\n * @chainable true\n */\n relativePan: function (point) {\n return this.absolutePan(new fabric.Point(\n -point.x - this.viewportTransform[4],\n -point.y - this.viewportTransform[5]\n ));\n },\n\n /**\n * Returns <canvas> element corresponding to this instance\n * @return {HTMLCanvasElement}\n */\n getElement: function () {\n return this.lowerCanvasEl;\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was added\n */\n _onObjectAdded: function(obj) {\n this.stateful && obj.setupState();\n obj._set('canvas', this);\n obj.setCoords();\n this.fire('object:added', { target: obj });\n obj.fire('added');\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */\n _onObjectRemoved: function(obj) {\n this.fire('object:removed', { target: obj });\n obj.fire('removed');\n delete obj.canvas;\n },\n\n /**\n * Clears specified context of canvas element\n * @param {CanvasRenderingContext2D} ctx Context to clear\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clearContext: function(ctx) {\n ctx.clearRect(0, 0, this.width, this.height);\n return this;\n },\n\n /**\n * Returns context of canvas where objects are drawn\n * @return {CanvasRenderingContext2D}\n */\n getContext: function () {\n return this.contextContainer;\n },\n\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clear: function () {\n this.remove.apply(this, this.getObjects());\n this.backgroundImage = null;\n this.overlayImage = null;\n this.backgroundColor = '';\n this.overlayColor = '';\n if (this._hasITextHandlers) {\n this.off('mouse:up', this._mouseUpITextHandler);\n this._iTextInstances = null;\n this._hasITextHandlers = false;\n }\n this.clearContext(this.contextContainer);\n this.fire('canvas:cleared');\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Renders the canvas\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAll: function () {\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._objects);\n return this;\n },\n\n /**\n * Function created to be instance bound at initialization\n * used in requestAnimationFrame rendering\n * Let the fabricJS call it. If you call it manually you could have more\n * animationFrame stacking on to of each other\n * for an imperative rendering, use canvas.renderAll\n * @private\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAndReset: function() {\n this.isRendering = 0;\n this.renderAll();\n },\n\n /**\n * Append a renderAll request to next animation frame.\n * unless one is already in progress, in that case nothing is done\n * a boolean flag will avoid appending more.\n * @return {fabric.Canvas} instance\n * @chainable\n */\n requestRenderAll: function () {\n if (!this.isRendering) {\n this.isRendering = fabric.util.requestAnimFrame(this.renderAndResetBound);\n }\n return this;\n },\n\n /**\n * Calculate the position of the 4 corner of canvas with current viewportTransform.\n * helps to determinate when an object is in the current rendering viewport using\n * object absolute coordinates ( aCoords )\n * @return {Object} points.tl\n * @chainable\n */\n calcViewportBoundaries: function() {\n var points = { }, width = this.width, height = this.height,\n iVpt = invertTransform(this.viewportTransform);\n points.tl = transformPoint({ x: 0, y: 0 }, iVpt);\n points.br = transformPoint({ x: width, y: height }, iVpt);\n points.tr = new fabric.Point(points.br.x, points.tl.y);\n points.bl = new fabric.Point(points.tl.x, points.br.y);\n this.vptCoords = points;\n return points;\n },\n\n cancelRequestedRender: function() {\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n },\n\n /**\n * Renders background, objects, overlay and controls.\n * @param {CanvasRenderingContext2D} ctx\n * @param {Array} objects to render\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderCanvas: function(ctx, objects) {\n var v = this.viewportTransform, path = this.clipPath;\n this.cancelRequestedRender();\n this.calcViewportBoundaries();\n this.clearContext(ctx);\n fabric.util.setImageSmoothing(ctx, this.imageSmoothingEnabled);\n this.fire('before:render', { ctx: ctx, });\n this._renderBackground(ctx);\n\n ctx.save();\n //apply viewport transform once for all rendering process\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n this._renderObjects(ctx, objects);\n ctx.restore();\n if (!this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n if (path) {\n path.canvas = this;\n // needed to setup a couple of variables\n path.shouldCache();\n path._transformDone = true;\n path.renderCache({ forClipping: true });\n this.drawClipPathOnCanvas(ctx);\n }\n this._renderOverlay(ctx);\n if (this.controlsAboveOverlay && this.interactive) {\n this.drawControls(ctx);\n }\n this.fire('after:render', { ctx: ctx, });\n },\n\n /**\n * Paint the cached clipPath on the lowerCanvasEl\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawClipPathOnCanvas: function(ctx) {\n var v = this.viewportTransform, path = this.clipPath;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4;\n ctx.globalCompositeOperation = 'destination-in';\n path.transform(ctx);\n ctx.scale(1 / path.zoomX, 1 / path.zoomY);\n ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.cacheTranslationY);\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} objects to render\n */\n _renderObjects: function(ctx, objects) {\n var i, len;\n for (i = 0, len = objects.length; i < len; ++i) {\n objects[i] && objects[i].render(ctx);\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {string} property 'background' or 'overlay'\n */\n _renderBackgroundOrOverlay: function(ctx, property) {\n var fill = this[property + 'Color'], object = this[property + 'Image'],\n v = this.viewportTransform, needsVpt = this[property + 'Vpt'];\n if (!fill && !object) {\n return;\n }\n if (fill) {\n ctx.save();\n ctx.beginPath();\n ctx.moveTo(0, 0);\n ctx.lineTo(this.width, 0);\n ctx.lineTo(this.width, this.height);\n ctx.lineTo(0, this.height);\n ctx.closePath();\n ctx.fillStyle = fill.toLive\n ? fill.toLive(ctx, this)\n : fill;\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n ctx.transform(1, 0, 0, 1, fill.offsetX || 0, fill.offsetY || 0);\n var m = fill.gradientTransform || fill.patternTransform;\n m && ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n ctx.fill();\n ctx.restore();\n }\n if (object) {\n ctx.save();\n if (needsVpt) {\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n }\n object.render(ctx);\n ctx.restore();\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderBackground: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, 'background');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderOverlay: function(ctx) {\n this._renderBackgroundOrOverlay(ctx, 'overlay');\n },\n\n /**\n * Returns coordinates of a center of canvas.\n * Returned value is an object with top and left properties\n * @return {Object} object with \"top\" and \"left\" number values\n */\n getCenter: function () {\n return {\n top: this.height / 2,\n left: this.width / 2\n };\n },\n\n /**\n * Centers object horizontally in the canvas\n * @param {fabric.Object} object Object to center horizontally\n * @return {fabric.Canvas} thisArg\n */\n centerObjectH: function (object) {\n return this._centerObject(object, new fabric.Point(this.getCenter().left, object.getCenterPoint().y));\n },\n\n /**\n * Centers object vertically in the canvas\n * @param {fabric.Object} object Object to center vertically\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n centerObjectV: function (object) {\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, this.getCenter().top));\n },\n\n /**\n * Centers object vertically and horizontally in the canvas\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n centerObject: function(object) {\n var center = this.getCenter();\n\n return this._centerObject(object, new fabric.Point(center.left, center.top));\n },\n\n /**\n * Centers object vertically and horizontally in the viewport\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObject: function(object) {\n var vpCenter = this.getVpCenter();\n\n return this._centerObject(object, vpCenter);\n },\n\n /**\n * Centers object horizontally in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObjectH: function(object) {\n var vpCenter = this.getVpCenter();\n this._centerObject(object, new fabric.Point(vpCenter.x, object.getCenterPoint().y));\n return this;\n },\n\n /**\n * Centers object Vertically in the viewport, object.top is unchanged\n * @param {fabric.Object} object Object to center vertically and horizontally\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n viewportCenterObjectV: function(object) {\n var vpCenter = this.getVpCenter();\n\n return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, vpCenter.y));\n },\n\n /**\n * Calculate the point in canvas that correspond to the center of actual viewport.\n * @return {fabric.Point} vpCenter, viewport center\n * @chainable\n */\n getVpCenter: function() {\n var center = this.getCenter(),\n iVpt = invertTransform(this.viewportTransform);\n return transformPoint({ x: center.left, y: center.top }, iVpt);\n },\n\n /**\n * @private\n * @param {fabric.Object} object Object to center\n * @param {fabric.Point} center Center point\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n _centerObject: function(object, center) {\n object.setPositionByOrigin(center, 'center', 'center');\n object.setCoords();\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Returns dataless JSON representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {String} json string\n */\n toDatalessJSON: function (propertiesToInclude) {\n return this.toDatalessObject(propertiesToInclude);\n },\n\n /**\n * Returns object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function (propertiesToInclude) {\n return this._toObjectMethod('toObject', propertiesToInclude);\n },\n\n /**\n * Returns dataless object representation of canvas\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function (propertiesToInclude) {\n return this._toObjectMethod('toDatalessObject', propertiesToInclude);\n },\n\n /**\n * @private\n */\n _toObjectMethod: function (methodName, propertiesToInclude) {\n\n var clipPath = this.clipPath, data = {\n version: fabric.version,\n objects: this._toObjects(methodName, propertiesToInclude),\n };\n if (clipPath && !clipPath.excludeFromExport) {\n data.clipPath = this._toObject(this.clipPath, methodName, propertiesToInclude);\n }\n extend(data, this.__serializeBgOverlay(methodName, propertiesToInclude));\n\n fabric.util.populateWithProperties(this, data, propertiesToInclude);\n\n return data;\n },\n\n /**\n * @private\n */\n _toObjects: function(methodName, propertiesToInclude) {\n return this._objects.filter(function(object) {\n return !object.excludeFromExport;\n }).map(function(instance) {\n return this._toObject(instance, methodName, propertiesToInclude);\n }, this);\n },\n\n /**\n * @private\n */\n _toObject: function(instance, methodName, propertiesToInclude) {\n var originalValue;\n\n if (!this.includeDefaultValues) {\n originalValue = instance.includeDefaultValues;\n instance.includeDefaultValues = false;\n }\n\n var object = instance[methodName](propertiesToInclude);\n if (!this.includeDefaultValues) {\n instance.includeDefaultValues = originalValue;\n }\n return object;\n },\n\n /**\n * @private\n */\n __serializeBgOverlay: function(methodName, propertiesToInclude) {\n var data = {}, bgImage = this.backgroundImage, overlayImage = this.overlayImage,\n bgColor = this.backgroundColor, overlayColor = this.overlayColor;\n\n if (bgColor && bgColor.toObject) {\n if (!bgColor.excludeFromExport) {\n data.background = bgColor.toObject(propertiesToInclude);\n }\n }\n else if (bgColor) {\n data.background = bgColor;\n }\n\n if (overlayColor && overlayColor.toObject) {\n if (!overlayColor.excludeFromExport) {\n data.overlay = overlayColor.toObject(propertiesToInclude);\n }\n }\n else if (overlayColor) {\n data.overlay = overlayColor;\n }\n\n if (bgImage && !bgImage.excludeFromExport) {\n data.backgroundImage = this._toObject(bgImage, methodName, propertiesToInclude);\n }\n if (overlayImage && !overlayImage.excludeFromExport) {\n data.overlayImage = this._toObject(overlayImage, methodName, propertiesToInclude);\n }\n\n return data;\n },\n\n /* _TO_SVG_START_ */\n /**\n * When true, getSvgTransform() will apply the StaticCanvas.viewportTransform to the SVG transformation. When true,\n * a zoomed canvas will then produce zoomed SVG output.\n * @type Boolean\n * @default\n */\n svgViewportTransformation: true,\n\n /**\n * Returns SVG representation of canvas\n * @function\n * @param {Object} [options] Options object for SVG output\n * @param {Boolean} [options.suppressPreamble=false] If true xml tag is not included\n * @param {Object} [options.viewBox] SVG viewbox object\n * @param {Number} [options.viewBox.x] x-coordinate of viewbox\n * @param {Number} [options.viewBox.y] y-coordinate of viewbox\n * @param {Number} [options.viewBox.width] Width of viewbox\n * @param {Number} [options.viewBox.height] Height of viewbox\n * @param {String} [options.encoding=UTF-8] Encoding of SVG output\n * @param {String} [options.width] desired width of svg with or without units\n * @param {String} [options.height] desired height of svg with or without units\n * @param {Function} [reviver] Method for further parsing of svg elements, called after each fabric object converted into svg representation.\n * @return {String} SVG string\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}\n * @see {@link http://jsfiddle.net/fabricjs/jQ3ZZ/|jsFiddle demo}\n * @example Normal SVG output\n * var svg = canvas.toSVG();\n * @example SVG output without preamble (without <?xml ../>)\n * var svg = canvas.toSVG({suppressPreamble: true});\n * @example SVG output with viewBox attribute\n * var svg = canvas.toSVG({\n * viewBox: {\n * x: 100,\n * y: 100,\n * width: 200,\n * height: 300\n * }\n * });\n * @example SVG output with different encoding (default: UTF-8)\n * var svg = canvas.toSVG({encoding: 'ISO-8859-1'});\n * @example Modify SVG output with reviver function\n * var svg = canvas.toSVG(null, function(svg) {\n * return svg.replace('stroke-dasharray: ; stroke-linecap: butt; stroke-linejoin: miter; stroke-miterlimit: 10; ', '');\n * });\n */\n toSVG: function(options, reviver) {\n options || (options = { });\n options.reviver = reviver;\n var markup = [];\n\n this._setSVGPreamble(markup, options);\n this._setSVGHeader(markup, options);\n if (this.clipPath) {\n markup.push('\\n');\n }\n this._setSVGBgOverlayColor(markup, 'background');\n this._setSVGBgOverlayImage(markup, 'backgroundImage', reviver);\n this._setSVGObjects(markup, reviver);\n if (this.clipPath) {\n markup.push('\\n');\n }\n this._setSVGBgOverlayColor(markup, 'overlay');\n this._setSVGBgOverlayImage(markup, 'overlayImage', reviver);\n\n markup.push('');\n\n return markup.join('');\n },\n\n /**\n * @private\n */\n _setSVGPreamble: function(markup, options) {\n if (options.suppressPreamble) {\n return;\n }\n markup.push(\n '\\n',\n '\\n'\n );\n },\n\n /**\n * @private\n */\n _setSVGHeader: function(markup, options) {\n var width = options.width || this.width,\n height = options.height || this.height,\n vpt, viewBox = 'viewBox=\"0 0 ' + this.width + ' ' + this.height + '\" ',\n NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n\n if (options.viewBox) {\n viewBox = 'viewBox=\"' +\n options.viewBox.x + ' ' +\n options.viewBox.y + ' ' +\n options.viewBox.width + ' ' +\n options.viewBox.height + '\" ';\n }\n else {\n if (this.svgViewportTransformation) {\n vpt = this.viewportTransform;\n viewBox = 'viewBox=\"' +\n toFixed(-vpt[4] / vpt[0], NUM_FRACTION_DIGITS) + ' ' +\n toFixed(-vpt[5] / vpt[3], NUM_FRACTION_DIGITS) + ' ' +\n toFixed(this.width / vpt[0], NUM_FRACTION_DIGITS) + ' ' +\n toFixed(this.height / vpt[3], NUM_FRACTION_DIGITS) + '\" ';\n }\n }\n\n markup.push(\n '\\n',\n 'Created with Fabric.js ', fabric.version, '\\n',\n '\\n',\n this.createSVGFontFacesMarkup(),\n this.createSVGRefElementsMarkup(),\n this.createSVGClipPathMarkup(options),\n '\\n'\n );\n },\n\n createSVGClipPathMarkup: function(options) {\n var clipPath = this.clipPath;\n if (clipPath) {\n clipPath.clipPathId = 'CLIPPATH_' + fabric.Object.__uid++;\n return '\\n' +\n this.clipPath.toClipPathSVG(options.reviver) +\n '\\n';\n }\n return '';\n },\n\n /**\n * Creates markup containing SVG referenced elements like patterns, gradients etc.\n * @return {String}\n */\n createSVGRefElementsMarkup: function() {\n var _this = this,\n markup = ['background', 'overlay'].map(function(prop) {\n var fill = _this[prop + 'Color'];\n if (fill && fill.toLive) {\n var shouldTransform = _this[prop + 'Vpt'], vpt = _this.viewportTransform,\n object = {\n width: _this.width / (shouldTransform ? vpt[0] : 1),\n height: _this.height / (shouldTransform ? vpt[3] : 1)\n };\n return fill.toSVG(\n object,\n { additionalTransform: shouldTransform ? fabric.util.matrixToSVG(vpt) : '' }\n );\n }\n });\n return markup.join('');\n },\n\n /**\n * Creates markup containing SVG font faces,\n * font URLs for font faces must be collected by developers\n * and are not extracted from the DOM by fabricjs\n * @param {Array} objects Array of fabric objects\n * @return {String}\n */\n createSVGFontFacesMarkup: function() {\n var markup = '', fontList = { }, obj, fontFamily,\n style, row, rowIndex, _char, charIndex, i, len,\n fontPaths = fabric.fontPaths, objects = [];\n\n this._objects.forEach(function add(object) {\n objects.push(object);\n if (object._objects) {\n object._objects.forEach(add);\n }\n });\n\n for (i = 0, len = objects.length; i < len; i++) {\n obj = objects[i];\n fontFamily = obj.fontFamily;\n if (obj.type.indexOf('text') === -1 || fontList[fontFamily] || !fontPaths[fontFamily]) {\n continue;\n }\n fontList[fontFamily] = true;\n if (!obj.styles) {\n continue;\n }\n style = obj.styles;\n for (rowIndex in style) {\n row = style[rowIndex];\n for (charIndex in row) {\n _char = row[charIndex];\n fontFamily = _char.fontFamily;\n if (!fontList[fontFamily] && fontPaths[fontFamily]) {\n fontList[fontFamily] = true;\n }\n }\n }\n }\n\n for (var j in fontList) {\n markup += [\n '\\t\\t@font-face {\\n',\n '\\t\\t\\tfont-family: \\'', j, '\\';\\n',\n '\\t\\t\\tsrc: url(\\'', fontPaths[j], '\\');\\n',\n '\\t\\t}\\n'\n ].join('');\n }\n\n if (markup) {\n markup = [\n '\\t\\n'\n ].join('');\n }\n\n return markup;\n },\n\n /**\n * @private\n */\n _setSVGObjects: function(markup, reviver) {\n var instance, i, len, objects = this._objects;\n for (i = 0, len = objects.length; i < len; i++) {\n instance = objects[i];\n if (instance.excludeFromExport) {\n continue;\n }\n this._setSVGObject(markup, instance, reviver);\n }\n },\n\n /**\n * @private\n */\n _setSVGObject: function(markup, instance, reviver) {\n markup.push(instance.toSVG(reviver));\n },\n\n /**\n * @private\n */\n _setSVGBgOverlayImage: function(markup, property, reviver) {\n if (this[property] && !this[property].excludeFromExport && this[property].toSVG) {\n markup.push(this[property].toSVG(reviver));\n }\n },\n\n /**\n * @private\n */\n _setSVGBgOverlayColor: function(markup, property) {\n var filler = this[property + 'Color'], vpt = this.viewportTransform, finalWidth = this.width,\n finalHeight = this.height;\n if (!filler) {\n return;\n }\n if (filler.toLive) {\n var repeat = filler.repeat, iVpt = fabric.util.invertTransform(vpt), shouldInvert = this[property + 'Vpt'],\n additionalTransform = shouldInvert ? fabric.util.matrixToSVG(iVpt) : '';\n markup.push(\n '\\n'\n );\n }\n else {\n markup.push(\n '\\n'\n );\n }\n },\n /* _TO_SVG_END_ */\n\n /**\n * Moves an object or the objects of a multiple selection\n * to the bottom of the stack of drawn objects\n * @param {fabric.Object} object Object to send to back\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n sendToBack: function (object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, objs;\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = objs.length; i--;) {\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.unshift(obj);\n }\n }\n else {\n removeFromArray(this._objects, object);\n this._objects.unshift(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Moves an object or the objects of a multiple selection\n * to the top of the stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n bringToFront: function (object) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, objs;\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = 0; i < objs.length; i++) {\n obj = objs[i];\n removeFromArray(this._objects, obj);\n this._objects.push(obj);\n }\n }\n else {\n removeFromArray(this._objects, object);\n this._objects.push(object);\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * Moves an object or a selection down in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in behind\n * the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n sendBackwards: function (object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, idx, newIdx, objs, objsMoved = 0;\n\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = 0; i < objs.length; i++) {\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx > 0 + objsMoved) {\n newIdx = idx - 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n }\n else {\n idx = this._objects.indexOf(object);\n if (idx !== 0) {\n // if object is not on the bottom of stack\n newIdx = this._findNewLowerIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * @private\n */\n _findNewLowerIndex: function(object, idx, intersecting) {\n var newIdx, i;\n\n if (intersecting) {\n newIdx = idx;\n\n // traverse down the stack looking for the nearest intersecting object\n for (i = idx - 1; i >= 0; --i) {\n\n var isIntersecting = object.intersectsWithObject(this._objects[i]) ||\n object.isContainedWithinObject(this._objects[i]) ||\n this._objects[i].isContainedWithinObject(object);\n\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n }\n else {\n newIdx = idx - 1;\n }\n\n return newIdx;\n },\n\n /**\n * Moves an object or a selection up in stack of drawn objects\n * An optional parameter, intersecting allows to move the object in front\n * of the first intersecting object. Where intersection is calculated with\n * bounding box. If no intersection is found, there will not be change in the\n * stack.\n * @param {fabric.Object} object Object to send\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n bringForward: function (object, intersecting) {\n if (!object) {\n return this;\n }\n var activeSelection = this._activeObject,\n i, obj, idx, newIdx, objs, objsMoved = 0;\n\n if (object === activeSelection && object.type === 'activeSelection') {\n objs = activeSelection._objects;\n for (i = objs.length; i--;) {\n obj = objs[i];\n idx = this._objects.indexOf(obj);\n if (idx < this._objects.length - 1 - objsMoved) {\n newIdx = idx + 1;\n removeFromArray(this._objects, obj);\n this._objects.splice(newIdx, 0, obj);\n }\n objsMoved++;\n }\n }\n else {\n idx = this._objects.indexOf(object);\n if (idx !== this._objects.length - 1) {\n // if object is not on top of stack (last item in an array)\n newIdx = this._findNewUpperIndex(object, idx, intersecting);\n removeFromArray(this._objects, object);\n this._objects.splice(newIdx, 0, object);\n }\n }\n this.renderOnAddRemove && this.requestRenderAll();\n return this;\n },\n\n /**\n * @private\n */\n _findNewUpperIndex: function(object, idx, intersecting) {\n var newIdx, i, len;\n\n if (intersecting) {\n newIdx = idx;\n\n // traverse up the stack looking for the nearest intersecting object\n for (i = idx + 1, len = this._objects.length; i < len; ++i) {\n\n var isIntersecting = object.intersectsWithObject(this._objects[i]) ||\n object.isContainedWithinObject(this._objects[i]) ||\n this._objects[i].isContainedWithinObject(object);\n\n if (isIntersecting) {\n newIdx = i;\n break;\n }\n }\n }\n else {\n newIdx = idx + 1;\n }\n\n return newIdx;\n },\n\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {fabric.Object} object Object to send\n * @param {Number} index Position to move to\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n moveTo: function (object, index) {\n removeFromArray(this._objects, object);\n this._objects.splice(index, 0, object);\n return this.renderOnAddRemove && this.requestRenderAll();\n },\n\n /**\n * Clears a canvas element and dispose objects\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n dispose: function () {\n // cancel eventually ongoing renders\n if (this.isRendering) {\n fabric.util.cancelAnimFrame(this.isRendering);\n this.isRendering = 0;\n }\n this.forEachObject(function(object) {\n object.dispose && object.dispose();\n });\n this._objects = [];\n if (this.backgroundImage && this.backgroundImage.dispose) {\n this.backgroundImage.dispose();\n }\n this.backgroundImage = null;\n if (this.overlayImage && this.overlayImage.dispose) {\n this.overlayImage.dispose();\n }\n this.overlayImage = null;\n this._iTextInstances = null;\n this.contextContainer = null;\n // restore canvas style\n this.lowerCanvasEl.classList.remove('lower-canvas');\n this.lowerCanvasEl.style = this._originalCanvasStyle;\n delete this._originalCanvasStyle;\n // restore canvas size to original size in case retina scaling was applied\n this.lowerCanvasEl.setAttribute('width', this.width);\n this.lowerCanvasEl.setAttribute('height', this.height);\n fabric.util.cleanUpJsdomNode(this.lowerCanvasEl);\n this.lowerCanvasEl = undefined;\n return this;\n },\n\n /**\n * Returns a string representation of an instance\n * @return {String} string representation of an instance\n */\n toString: function () {\n return '#';\n }\n });\n\n extend(fabric.StaticCanvas.prototype, fabric.Observable);\n extend(fabric.StaticCanvas.prototype, fabric.Collection);\n extend(fabric.StaticCanvas.prototype, fabric.DataURLExporter);\n\n extend(fabric.StaticCanvas, /** @lends fabric.StaticCanvas */ {\n\n /**\n * @static\n * @type String\n * @default\n */\n EMPTY_JSON: '{\"objects\": [], \"background\": \"white\"}',\n\n /**\n * Provides a way to check support of some of the canvas methods\n * (either those of HTMLCanvasElement itself, or rendering context)\n *\n * @param {String} methodName Method to check support for;\n * Could be one of \"setLineDash\"\n * @return {Boolean | null} `true` if method is supported (or at least exists),\n * `null` if canvas element or context can not be initialized\n */\n supports: function (methodName) {\n var el = createCanvasElement();\n\n if (!el || !el.getContext) {\n return null;\n }\n\n var ctx = el.getContext('2d');\n if (!ctx) {\n return null;\n }\n\n switch (methodName) {\n\n case 'setLineDash':\n return typeof ctx.setLineDash !== 'undefined';\n\n default:\n return null;\n }\n }\n });\n\n /**\n * Returns Object representation of canvas\n * this alias is provided because if you call JSON.stringify on an instance,\n * the toJSON object will be invoked if it exists.\n * Having a toJSON method means you can do JSON.stringify(myCanvas)\n * @function\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON compatible object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}\n * @see {@link http://jsfiddle.net/fabricjs/pec86/|jsFiddle demo}\n * @example JSON without additional properties\n * var json = canvas.toJSON();\n * @example JSON with additional properties included\n * var json = canvas.toJSON(['lockMovementX', 'lockMovementY', 'lockRotation', 'lockScalingX', 'lockScalingY']);\n * @example JSON without default values\n * canvas.includeDefaultValues = false;\n * var json = canvas.toJSON();\n */\n fabric.StaticCanvas.prototype.toJSON = fabric.StaticCanvas.prototype.toObject;\n\n if (fabric.isLikelyNode) {\n fabric.StaticCanvas.prototype.createPNGStream = function() {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createPNGStream();\n };\n fabric.StaticCanvas.prototype.createJPEGStream = function(opts) {\n var impl = getNodeCanvas(this.lowerCanvasEl);\n return impl && impl.createJPEGStream(opts);\n };\n }\n})();\n\n\n/**\n * BaseBrush class\n * @class fabric.BaseBrush\n * @see {@link http://fabricjs.com/freedrawing|Freedrawing demo}\n */\nfabric.BaseBrush = fabric.util.createClass(/** @lends fabric.BaseBrush.prototype */ {\n\n /**\n * Color of a brush\n * @type String\n * @default\n */\n color: 'rgb(0, 0, 0)',\n\n /**\n * Width of a brush, has to be a Number, no string literals\n * @type Number\n * @default\n */\n width: 1,\n\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property replaces \"shadowColor\" (String), \"shadowOffsetX\" (Number),\n * \"shadowOffsetY\" (Number) and \"shadowBlur\" (Number) since v1.2.12\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * Line endings style of a brush (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */\n strokeLineCap: 'round',\n\n /**\n * Corner style of a brush (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */\n strokeLineJoin: 'round',\n\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of a brush's\n * @type Number\n * @default\n */\n strokeMiterLimit: 10,\n\n /**\n * Stroke Dash Array.\n * @type Array\n * @default\n */\n strokeDashArray: null,\n\n /**\n * When `true`, the free drawing is limited to the whiteboard size. Default to false.\n * @type Boolean\n * @default false\n */\n\n limitedToCanvasSize: false,\n\n\n /**\n * Sets brush styles\n * @private\n */\n _setBrushStyles: function() {\n var ctx = this.canvas.contextTop;\n ctx.strokeStyle = this.color;\n ctx.lineWidth = this.width;\n ctx.lineCap = this.strokeLineCap;\n ctx.miterLimit = this.strokeMiterLimit;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.setLineDash(this.strokeDashArray || []);\n },\n\n /**\n * Sets the transformation on given context\n * @param {RenderingContext2d} ctx context to render on\n * @private\n */\n _saveAndTransform: function(ctx) {\n var v = this.canvas.viewportTransform;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n },\n\n /**\n * Sets brush shadow styles\n * @private\n */\n _setShadow: function() {\n if (!this.shadow) {\n return;\n }\n\n var canvas = this.canvas,\n shadow = this.shadow,\n ctx = canvas.contextTop,\n zoom = canvas.getZoom();\n if (canvas && canvas._isRetinaScaling()) {\n zoom *= fabric.devicePixelRatio;\n }\n\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * zoom;\n ctx.shadowOffsetX = shadow.offsetX * zoom;\n ctx.shadowOffsetY = shadow.offsetY * zoom;\n },\n\n needsFullRender: function() {\n var color = new fabric.Color(this.color);\n return color.getAlpha() < 1 || !!this.shadow;\n },\n\n /**\n * Removes brush shadow styles\n * @private\n */\n _resetShadow: function() {\n var ctx = this.canvas.contextTop;\n\n ctx.shadowColor = '';\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n\n /**\n * Check is pointer is outside canvas boundaries\n * @param {Object} pointer\n * @private\n */\n _isOutSideCanvas: function(pointer) {\n return pointer.x < 0 || pointer.x > this.canvas.getWidth() || pointer.y < 0 || pointer.y > this.canvas.getHeight();\n }\n});\n\n\n(function() {\n /**\n * PencilBrush class\n * @class fabric.PencilBrush\n * @extends fabric.BaseBrush\n */\n fabric.PencilBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.PencilBrush.prototype */ {\n\n /**\n * Discard points that are less than `decimate` pixel distant from each other\n * @type Number\n * @default 0.4\n */\n decimate: 0.4,\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.PencilBrush} Instance of a pencil brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this._points = [];\n },\n\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */\n _drawSegment: function (ctx, p1, p2) {\n var midPoint = p1.midPointFrom(p2);\n ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);\n return midPoint;\n },\n\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */\n onMouseDown: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n this._prepareForDrawing(pointer);\n // capture coordinates immediately\n // this allows to draw dots (when movement never occurs)\n this._captureDrawingPath(pointer);\n this._render();\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer, options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return;\n }\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this._captureDrawingPath(pointer) && this._points.length > 1) {\n if (this.needsFullRender()) {\n // redraw curve\n // clear top canvas\n this.canvas.clearContext(this.canvas.contextTop);\n this._render();\n }\n else {\n var points = this._points, length = points.length, ctx = this.canvas.contextTop;\n // draw the curve update\n this._saveAndTransform(ctx);\n if (this.oldEnd) {\n ctx.beginPath();\n ctx.moveTo(this.oldEnd.x, this.oldEnd.y);\n }\n this.oldEnd = this._drawSegment(ctx, points[length - 2], points[length - 1], true);\n ctx.stroke();\n ctx.restore();\n }\n }\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function(options) {\n if (!this.canvas._isMainEvent(options.e)) {\n return true;\n }\n this.oldEnd = undefined;\n this._finalizeAndAddPath();\n return false;\n },\n\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */\n _prepareForDrawing: function(pointer) {\n\n var p = new fabric.Point(pointer.x, pointer.y);\n\n this._reset();\n this._addPoint(p);\n this.canvas.contextTop.moveTo(p.x, p.y);\n },\n\n /**\n * @private\n * @param {fabric.Point} point Point to be added to points array\n */\n _addPoint: function(point) {\n if (this._points.length > 1 && point.eq(this._points[this._points.length - 1])) {\n return false;\n }\n this._points.push(point);\n return true;\n },\n\n /**\n * Clear points array and set contextTop canvas style.\n * @private\n */\n _reset: function() {\n this._points = [];\n this._setBrushStyles();\n this._setShadow();\n },\n\n /**\n * @private\n * @param {Object} pointer Actual mouse position related to the canvas.\n */\n _captureDrawingPath: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y);\n return this._addPoint(pointerPoint);\n },\n\n /**\n * Draw a smooth path on the topCanvas using quadraticCurveTo\n * @private\n */\n _render: function() {\n var ctx = this.canvas.contextTop, i, len,\n p1 = this._points[0],\n p2 = this._points[1];\n\n this._saveAndTransform(ctx);\n ctx.beginPath();\n //if we only have 2 points in the path and they are the same\n //it means that the user only clicked the canvas without moving the mouse\n //then we should be drawing a dot. A path isn't drawn between two identical dots\n //that's why we set them apart a bit\n if (this._points.length === 2 && p1.x === p2.x && p1.y === p2.y) {\n var width = this.width / 1000;\n p1 = new fabric.Point(p1.x, p1.y);\n p2 = new fabric.Point(p2.x, p2.y);\n p1.x -= width;\n p2.x += width;\n }\n ctx.moveTo(p1.x, p1.y);\n\n for (i = 1, len = this._points.length; i < len; i++) {\n // we pick the point between pi + 1 & pi + 2 as the\n // end point and p1 as our control point.\n this._drawSegment(ctx, p1, p2);\n p1 = this._points[i];\n p2 = this._points[i + 1];\n }\n // Draw last line as a straight line while\n // we wait for the next point to be able to calculate\n // the bezier control point\n ctx.lineTo(p1.x, p1.y);\n ctx.stroke();\n ctx.restore();\n },\n\n /**\n * Converts points to SVG path\n * @param {Array} points Array of points\n * @return {(string|number)[][]} SVG path commands\n */\n convertPointsToSVGPath: function (points) {\n var correction = this.width / 1000;\n return fabric.util.getSmoothPathFromPoints(points, correction);\n },\n\n /**\n * @private\n * @param {(string|number)[][]} pathData SVG path commands\n * @returns {boolean}\n */\n _isEmptySVGPath: function (pathData) {\n var pathString = fabric.util.joinPath(pathData);\n return pathString === 'M 0 0 Q 0 0 0 0 L 0 0';\n },\n\n /**\n * Creates fabric.Path object to add on canvas\n * @param {(string|number)[][]} pathData Path data\n * @return {fabric.Path} Path to add on canvas\n */\n createPath: function(pathData) {\n var path = new fabric.Path(pathData, {\n fill: null,\n stroke: this.color,\n strokeWidth: this.width,\n strokeLineCap: this.strokeLineCap,\n strokeMiterLimit: this.strokeMiterLimit,\n strokeLineJoin: this.strokeLineJoin,\n strokeDashArray: this.strokeDashArray,\n });\n if (this.shadow) {\n this.shadow.affectStroke = true;\n path.shadow = new fabric.Shadow(this.shadow);\n }\n\n return path;\n },\n\n /**\n * Decimate points array with the decimate value\n */\n decimatePoints: function(points, distance) {\n if (points.length <= 2) {\n return points;\n }\n var zoom = this.canvas.getZoom(), adjustedDistance = Math.pow(distance / zoom, 2),\n i, l = points.length - 1, lastPoint = points[0], newPoints = [lastPoint],\n cDistance;\n for (i = 1; i < l - 1; i++) {\n cDistance = Math.pow(lastPoint.x - points[i].x, 2) + Math.pow(lastPoint.y - points[i].y, 2);\n if (cDistance >= adjustedDistance) {\n lastPoint = points[i];\n newPoints.push(lastPoint);\n }\n }\n /**\n * Add the last point from the original line to the end of the array.\n * This ensures decimate doesn't delete the last point on the line, and ensures the line is > 1 point.\n */\n newPoints.push(points[l]);\n return newPoints;\n },\n\n /**\n * On mouseup after drawing the path on contextTop canvas\n * we use the points captured to create an new fabric path object\n * and add it to the fabric canvas.\n */\n _finalizeAndAddPath: function() {\n var ctx = this.canvas.contextTop;\n ctx.closePath();\n if (this.decimate) {\n this._points = this.decimatePoints(this._points, this.decimate);\n }\n var pathData = this.convertPointsToSVGPath(this._points);\n if (this._isEmptySVGPath(pathData)) {\n // do not create 0 width/height paths, as they are\n // rendered inconsistently across browsers\n // Firefox 4, for example, renders a dot,\n // whereas Chrome 10 renders nothing\n this.canvas.requestRenderAll();\n return;\n }\n\n var path = this.createPath(pathData);\n this.canvas.clearContext(this.canvas.contextTop);\n this.canvas.fire('before:path:created', { path: path });\n this.canvas.add(path);\n this.canvas.requestRenderAll();\n path.setCoords();\n this._resetShadow();\n\n\n // fire event 'path' created\n this.canvas.fire('path:created', { path: path });\n }\n });\n})();\n\n\n/**\n * CircleBrush class\n * @class fabric.CircleBrush\n */\nfabric.CircleBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.CircleBrush.prototype */ {\n\n /**\n * Width of a brush\n * @type Number\n * @default\n */\n width: 10,\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.CircleBrush} Instance of a circle brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this.points = [];\n },\n\n /**\n * Invoked inside on mouse down and mouse move\n * @param {Object} pointer\n */\n drawDot: function(pointer) {\n var point = this.addPoint(pointer),\n ctx = this.canvas.contextTop;\n this._saveAndTransform(ctx);\n this.dot(ctx, point);\n ctx.restore();\n },\n\n dot: function(ctx, point) {\n ctx.fillStyle = point.fill;\n ctx.beginPath();\n ctx.arc(point.x, point.y, point.radius, 0, Math.PI * 2, false);\n ctx.closePath();\n ctx.fill();\n },\n\n /**\n * Invoked on mouse down\n */\n onMouseDown: function(pointer) {\n this.points.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n this.drawDot(pointer);\n },\n\n /**\n * Render the full state of the brush\n * @private\n */\n _render: function() {\n var ctx = this.canvas.contextTop, i, len,\n points = this.points;\n this._saveAndTransform(ctx);\n for (i = 0, len = points.length; i < len; i++) {\n this.dot(ctx, points[i]);\n }\n ctx.restore();\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n if (this.needsFullRender()) {\n this.canvas.clearContext(this.canvas.contextTop);\n this.addPoint(pointer);\n this._render();\n }\n else {\n this.drawDot(pointer);\n }\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove, i, len;\n this.canvas.renderOnAddRemove = false;\n\n var circles = [];\n\n for (i = 0, len = this.points.length; i < len; i++) {\n var point = this.points[i],\n circle = new fabric.Circle({\n radius: point.radius,\n left: point.x,\n top: point.y,\n originX: 'center',\n originY: 'center',\n fill: point.fill\n });\n\n this.shadow && (circle.shadow = new fabric.Shadow(this.shadow));\n\n circles.push(circle);\n }\n var group = new fabric.Group(circles);\n group.canvas = this.canvas;\n\n this.canvas.fire('before:path:created', { path: group });\n this.canvas.add(group);\n this.canvas.fire('path:created', { path: group });\n\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n\n /**\n * @param {Object} pointer\n * @return {fabric.Point} Just added pointer point\n */\n addPoint: function(pointer) {\n var pointerPoint = new fabric.Point(pointer.x, pointer.y),\n\n circleRadius = fabric.util.getRandomInt(\n Math.max(0, this.width - 20), this.width + 20) / 2,\n\n circleColor = new fabric.Color(this.color)\n .setAlpha(fabric.util.getRandomInt(0, 100) / 100)\n .toRgba();\n\n pointerPoint.radius = circleRadius;\n pointerPoint.fill = circleColor;\n\n this.points.push(pointerPoint);\n\n return pointerPoint;\n }\n});\n\n\n/**\n * SprayBrush class\n * @class fabric.SprayBrush\n */\nfabric.SprayBrush = fabric.util.createClass( fabric.BaseBrush, /** @lends fabric.SprayBrush.prototype */ {\n\n /**\n * Width of a spray\n * @type Number\n * @default\n */\n width: 10,\n\n /**\n * Density of a spray (number of dots per chunk)\n * @type Number\n * @default\n */\n density: 20,\n\n /**\n * Width of spray dots\n * @type Number\n * @default\n */\n dotWidth: 1,\n\n /**\n * Width variance of spray dots\n * @type Number\n * @default\n */\n dotWidthVariance: 1,\n\n /**\n * Whether opacity of a dot should be random\n * @type Boolean\n * @default\n */\n randomOpacity: false,\n\n /**\n * Whether overlapping dots (rectangles) should be removed (for performance reasons)\n * @type Boolean\n * @default\n */\n optimizeOverlapping: true,\n\n /**\n * Constructor\n * @param {fabric.Canvas} canvas\n * @return {fabric.SprayBrush} Instance of a spray brush\n */\n initialize: function(canvas) {\n this.canvas = canvas;\n this.sprayChunks = [];\n },\n\n /**\n * Invoked on mouse down\n * @param {Object} pointer\n */\n onMouseDown: function(pointer) {\n this.sprayChunks.length = 0;\n this.canvas.clearContext(this.canvas.contextTop);\n this._setShadow();\n\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n\n /**\n * Invoked on mouse move\n * @param {Object} pointer\n */\n onMouseMove: function(pointer) {\n if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n return;\n }\n this.addSprayChunk(pointer);\n this.render(this.sprayChunkPoints);\n },\n\n /**\n * Invoked on mouse up\n */\n onMouseUp: function() {\n var originalRenderOnAddRemove = this.canvas.renderOnAddRemove;\n this.canvas.renderOnAddRemove = false;\n\n var rects = [];\n\n for (var i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {\n var sprayChunk = this.sprayChunks[i];\n\n for (var j = 0, jlen = sprayChunk.length; j < jlen; j++) {\n\n var rect = new fabric.Rect({\n width: sprayChunk[j].width,\n height: sprayChunk[j].width,\n left: sprayChunk[j].x + 1,\n top: sprayChunk[j].y + 1,\n originX: 'center',\n originY: 'center',\n fill: this.color\n });\n rects.push(rect);\n }\n }\n\n if (this.optimizeOverlapping) {\n rects = this._getOptimizedRects(rects);\n }\n\n var group = new fabric.Group(rects);\n this.shadow && group.set('shadow', new fabric.Shadow(this.shadow));\n this.canvas.fire('before:path:created', { path: group });\n this.canvas.add(group);\n this.canvas.fire('path:created', { path: group });\n\n this.canvas.clearContext(this.canvas.contextTop);\n this._resetShadow();\n this.canvas.renderOnAddRemove = originalRenderOnAddRemove;\n this.canvas.requestRenderAll();\n },\n\n /**\n * @private\n * @param {Array} rects\n */\n _getOptimizedRects: function(rects) {\n\n // avoid creating duplicate rects at the same coordinates\n var uniqueRects = { }, key, i, len;\n\n for (i = 0, len = rects.length; i < len; i++) {\n key = rects[i].left + '' + rects[i].top;\n if (!uniqueRects[key]) {\n uniqueRects[key] = rects[i];\n }\n }\n var uniqueRectsArray = [];\n for (key in uniqueRects) {\n uniqueRectsArray.push(uniqueRects[key]);\n }\n\n return uniqueRectsArray;\n },\n\n /**\n * Render new chunk of spray brush\n */\n render: function(sprayChunk) {\n var ctx = this.canvas.contextTop, i, len;\n ctx.fillStyle = this.color;\n\n this._saveAndTransform(ctx);\n\n for (i = 0, len = sprayChunk.length; i < len; i++) {\n var point = sprayChunk[i];\n if (typeof point.opacity !== 'undefined') {\n ctx.globalAlpha = point.opacity;\n }\n ctx.fillRect(point.x, point.y, point.width, point.width);\n }\n ctx.restore();\n },\n\n /**\n * Render all spray chunks\n */\n _render: function() {\n var ctx = this.canvas.contextTop, i, ilen;\n ctx.fillStyle = this.color;\n\n this._saveAndTransform(ctx);\n\n for (i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {\n this.render(this.sprayChunks[i]);\n }\n ctx.restore();\n },\n\n /**\n * @param {Object} pointer\n */\n addSprayChunk: function(pointer) {\n this.sprayChunkPoints = [];\n\n var x, y, width, radius = this.width / 2, i;\n\n for (i = 0; i < this.density; i++) {\n\n x = fabric.util.getRandomInt(pointer.x - radius, pointer.x + radius);\n y = fabric.util.getRandomInt(pointer.y - radius, pointer.y + radius);\n\n if (this.dotWidthVariance) {\n width = fabric.util.getRandomInt(\n // bottom clamp width to 1\n Math.max(1, this.dotWidth - this.dotWidthVariance),\n this.dotWidth + this.dotWidthVariance);\n }\n else {\n width = this.dotWidth;\n }\n\n var point = new fabric.Point(x, y);\n point.width = width;\n\n if (this.randomOpacity) {\n point.opacity = fabric.util.getRandomInt(0, 100) / 100;\n }\n\n this.sprayChunkPoints.push(point);\n }\n\n this.sprayChunks.push(this.sprayChunkPoints);\n }\n});\n\n\n/**\n * PatternBrush class\n * @class fabric.PatternBrush\n * @extends fabric.BaseBrush\n */\nfabric.PatternBrush = fabric.util.createClass(fabric.PencilBrush, /** @lends fabric.PatternBrush.prototype */ {\n\n getPatternSrc: function() {\n\n var dotWidth = 20,\n dotDistance = 5,\n patternCanvas = fabric.util.createCanvasElement(),\n patternCtx = patternCanvas.getContext('2d');\n\n patternCanvas.width = patternCanvas.height = dotWidth + dotDistance;\n\n patternCtx.fillStyle = this.color;\n patternCtx.beginPath();\n patternCtx.arc(dotWidth / 2, dotWidth / 2, dotWidth / 2, 0, Math.PI * 2, false);\n patternCtx.closePath();\n patternCtx.fill();\n\n return patternCanvas;\n },\n\n getPatternSrcFunction: function() {\n return String(this.getPatternSrc).replace('this.color', '\"' + this.color + '\"');\n },\n\n /**\n * Creates \"pattern\" instance property\n */\n getPattern: function() {\n return this.canvas.contextTop.createPattern(this.source || this.getPatternSrc(), 'repeat');\n },\n\n /**\n * Sets brush styles\n */\n _setBrushStyles: function() {\n this.callSuper('_setBrushStyles');\n this.canvas.contextTop.strokeStyle = this.getPattern();\n },\n\n /**\n * Creates path\n */\n createPath: function(pathData) {\n var path = this.callSuper('createPath', pathData),\n topLeft = path._getLeftTopCoords().scalarAdd(path.strokeWidth / 2);\n\n path.stroke = new fabric.Pattern({\n source: this.source || this.getPatternSrcFunction(),\n offsetX: -topLeft.x,\n offsetY: -topLeft.y\n });\n return path;\n }\n});\n\n\n(function() {\n\n var getPointer = fabric.util.getPointer,\n degreesToRadians = fabric.util.degreesToRadians,\n isTouchEvent = fabric.util.isTouchEvent;\n\n /**\n * Canvas class\n * @class fabric.Canvas\n * @extends fabric.StaticCanvas\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#canvas}\n * @see {@link fabric.Canvas#initialize} for constructor definition\n *\n * @fires object:modified at the end of a transform or any change when statefull is true\n * @fires object:rotating while an object is being rotated from the control\n * @fires object:scaling while an object is being scaled by controls\n * @fires object:moving while an object is being dragged\n * @fires object:skewing while an object is being skewed from the controls\n *\n * @fires before:transform before a transform is is started\n * @fires before:selection:cleared\n * @fires selection:cleared\n * @fires selection:updated\n * @fires selection:created\n *\n * @fires path:created after a drawing operation ends and the path is added\n * @fires mouse:down\n * @fires mouse:move\n * @fires mouse:up\n * @fires mouse:down:before on mouse down, before the inner fabric logic runs\n * @fires mouse:move:before on mouse move, before the inner fabric logic runs\n * @fires mouse:up:before on mouse up, before the inner fabric logic runs\n * @fires mouse:over\n * @fires mouse:out\n * @fires mouse:dblclick whenever a native dbl click event fires on the canvas.\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop\n * @fires after:render at the end of the render process, receives the context in the callback\n * @fires before:render at start the render process, receives the context in the callback\n *\n * the following events are deprecated:\n * @fires object:rotated at the end of a rotation transform\n * @fires object:scaled at the end of a scale transform\n * @fires object:moved at the end of translation transform\n * @fires object:skewed at the end of a skew transform\n */\n fabric.Canvas = fabric.util.createClass(fabric.StaticCanvas, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * Constructor\n * @param {HTMLElement | String} el <canvas> element to initialize instance on\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(el, options) {\n options || (options = { });\n this.renderAndResetBound = this.renderAndReset.bind(this);\n this.requestRenderAllBound = this.requestRenderAll.bind(this);\n this._initStatic(el, options);\n this._initInteractive();\n this._createCacheCanvas();\n },\n\n /**\n * When true, objects can be transformed by one side (unproportionally)\n * when dragged on the corners that normally would not do that.\n * @type Boolean\n * @default\n * @since fabric 4.0 // changed name and default value\n */\n uniformScaling: true,\n\n /**\n * Indicates which key switches uniform scaling.\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * totally wrong named. this sounds like `uniform scaling`\n * if Canvas.uniformScaling is true, pressing this will set it to false\n * and viceversa.\n * @since 1.6.2\n * @type String\n * @default\n */\n uniScaleKey: 'shiftKey',\n\n /**\n * When true, objects use center point as the origin of scale transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredScaling: false,\n\n /**\n * When true, objects use center point as the origin of rotate transformation.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredRotation: false,\n\n /**\n * Indicates which key enable centered Transform\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */\n centeredKey: 'altKey',\n\n /**\n * Indicates which key enable alternate action on corner\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled feature disabled.\n * @since 1.6.2\n * @type String\n * @default\n */\n altActionKey: 'shiftKey',\n\n /**\n * Indicates that canvas is interactive. This property should not be changed.\n * @type Boolean\n * @default\n */\n interactive: true,\n\n /**\n * Indicates whether group selection should be enabled\n * @type Boolean\n * @default\n */\n selection: true,\n\n /**\n * Indicates which key or keys enable multiple click selection\n * Pass value as a string or array of strings\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * If `null` or empty or containing any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.2\n * @type String|Array\n * @default\n */\n selectionKey: 'shiftKey',\n\n /**\n * Indicates which key enable alternative selection\n * in case of target overlapping with active object\n * values: 'altKey', 'shiftKey', 'ctrlKey'.\n * For a series of reason that come from the general expectations on how\n * things should work, this feature works only for preserveObjectStacking true.\n * If `null` or 'none' or any other string that is not a modifier key\n * feature is disabled.\n * @since 1.6.5\n * @type null|String\n * @default\n */\n altSelectionKey: null,\n\n /**\n * Color of selection\n * @type String\n * @default\n */\n selectionColor: 'rgba(100, 100, 255, 0.3)', // blue\n\n /**\n * Default dash array pattern\n * If not empty the selection border is dashed\n * @type Array\n */\n selectionDashArray: [],\n\n /**\n * Color of the border of selection (usually slightly darker than color of selection itself)\n * @type String\n * @default\n */\n selectionBorderColor: 'rgba(255, 255, 255, 0.3)',\n\n /**\n * Width of a line used in object/group selection\n * @type Number\n * @default\n */\n selectionLineWidth: 1,\n\n /**\n * Select only shapes that are fully contained in the dragged selection rectangle.\n * @type Boolean\n * @default\n */\n selectionFullyContained: false,\n\n /**\n * Default cursor value used when hovering over an object on canvas\n * @type String\n * @default\n */\n hoverCursor: 'move',\n\n /**\n * Default cursor value used when moving an object on canvas\n * @type String\n * @default\n */\n moveCursor: 'move',\n\n /**\n * Default cursor value used for the entire canvas\n * @type String\n * @default\n */\n defaultCursor: 'default',\n\n /**\n * Cursor value used during free drawing\n * @type String\n * @default\n */\n freeDrawingCursor: 'crosshair',\n\n /**\n * Cursor value used for rotation point\n * @type String\n * @default\n */\n rotationCursor: 'crosshair',\n\n /**\n * Cursor value used for disabled elements ( corners with disabled action )\n * @type String\n * @since 2.0.0\n * @default\n */\n notAllowedCursor: 'not-allowed',\n\n /**\n * Default element class that's given to wrapper (div) element of canvas\n * @type String\n * @default\n */\n containerClass: 'canvas-container',\n\n /**\n * When true, object detection happens on per-pixel basis rather than on per-bounding-box\n * @type Boolean\n * @default\n */\n perPixelTargetFind: false,\n\n /**\n * Number of pixels around target pixel to tolerate (consider active) during object detection\n * @type Number\n * @default\n */\n targetFindTolerance: 0,\n\n /**\n * When true, target detection is skipped. Target detection will return always undefined.\n * click selection won't work anymore, events will fire with no targets.\n * if something is selected before setting it to true, it will be deselected at the first click.\n * area selection will still work. check the `selection` property too.\n * if you deactivate both, you should look into staticCanvas.\n * @type Boolean\n * @default\n */\n skipTargetFind: false,\n\n /**\n * When true, mouse events on canvas (mousedown/mousemove/mouseup) result in free drawing.\n * After mousedown, mousemove creates a shape,\n * and then mouseup finalizes it and adds an instance of `fabric.Path` onto canvas.\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-4#free_drawing}\n * @type Boolean\n * @default\n */\n isDrawingMode: false,\n\n /**\n * Indicates whether objects should remain in current stack position when selected.\n * When false objects are brought to top and rendered as part of the selection group\n * @type Boolean\n * @default\n */\n preserveObjectStacking: false,\n\n /**\n * Indicates the angle that an object will lock to while rotating.\n * @type Number\n * @since 1.6.7\n * @default\n */\n snapAngle: 0,\n\n /**\n * Indicates the distance from the snapAngle the rotation will lock to the snapAngle.\n * When `null`, the snapThreshold will default to the snapAngle.\n * @type null|Number\n * @since 1.6.7\n * @default\n */\n snapThreshold: null,\n\n /**\n * Indicates if the right click on canvas can output the context menu or not\n * @type Boolean\n * @since 1.6.5\n * @default\n */\n stopContextMenu: false,\n\n /**\n * Indicates if the canvas can fire right click events\n * @type Boolean\n * @since 1.6.5\n * @default\n */\n fireRightClick: false,\n\n /**\n * Indicates if the canvas can fire middle click events\n * @type Boolean\n * @since 1.7.8\n * @default\n */\n fireMiddleClick: false,\n\n /**\n * Keep track of the subTargets for Mouse Events\n * @type fabric.Object[]\n */\n targets: [],\n\n /**\n * Keep track of the hovered target\n * @type fabric.Object\n * @private\n */\n _hoveredTarget: null,\n\n /**\n * hold the list of nested targets hovered\n * @type fabric.Object[]\n * @private\n */\n _hoveredTargets: [],\n\n /**\n * @private\n */\n _initInteractive: function() {\n this._currentTransform = null;\n this._groupSelector = null;\n this._initWrapperElement();\n this._createUpperCanvas();\n this._initEventListeners();\n\n this._initRetinaScaling();\n\n this.freeDrawingBrush = fabric.PencilBrush && new fabric.PencilBrush(this);\n\n this.calcOffset();\n },\n\n /**\n * Divides objects in two groups, one to render immediately\n * and one to render as activeGroup.\n * @return {Array} objects to render immediately and pushes the other in the activeGroup.\n */\n _chooseObjectsToRender: function() {\n var activeObjects = this.getActiveObjects(),\n object, objsToRender, activeGroupObjects;\n\n if (activeObjects.length > 0 && !this.preserveObjectStacking) {\n objsToRender = [];\n activeGroupObjects = [];\n for (var i = 0, length = this._objects.length; i < length; i++) {\n object = this._objects[i];\n if (activeObjects.indexOf(object) === -1 ) {\n objsToRender.push(object);\n }\n else {\n activeGroupObjects.push(object);\n }\n }\n if (activeObjects.length > 1) {\n this._activeObject._objects = activeGroupObjects;\n }\n objsToRender.push.apply(objsToRender, activeGroupObjects);\n }\n else {\n objsToRender = this._objects;\n }\n return objsToRender;\n },\n\n /**\n * Renders both the top canvas and the secondary container canvas.\n * @return {fabric.Canvas} instance\n * @chainable\n */\n renderAll: function () {\n if (this.contextTopDirty && !this._groupSelector && !this.isDrawingMode) {\n this.clearContext(this.contextTop);\n this.contextTopDirty = false;\n }\n if (this.hasLostContext) {\n this.renderTopLayer(this.contextTop);\n }\n var canvasToDrawOn = this.contextContainer;\n this.renderCanvas(canvasToDrawOn, this._chooseObjectsToRender());\n return this;\n },\n\n renderTopLayer: function(ctx) {\n ctx.save();\n if (this.isDrawingMode && this._isCurrentlyDrawing) {\n this.freeDrawingBrush && this.freeDrawingBrush._render();\n this.contextTopDirty = true;\n }\n // we render the top context - last object\n if (this.selection && this._groupSelector) {\n this._drawSelection(ctx);\n this.contextTopDirty = true;\n }\n ctx.restore();\n },\n\n /**\n * Method to render only the top canvas.\n * Also used to render the group selection box.\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n renderTop: function () {\n var ctx = this.contextTop;\n this.clearContext(ctx);\n this.renderTopLayer(ctx);\n this.fire('after:render');\n return this;\n },\n\n /**\n * @private\n */\n _normalizePointer: function (object, pointer) {\n var m = object.calcTransformMatrix(),\n invertedM = fabric.util.invertTransform(m),\n vptPointer = this.restorePointerVpt(pointer);\n return fabric.util.transformPoint(vptPointer, invertedM);\n },\n\n /**\n * Returns true if object is transparent at a certain location\n * @param {fabric.Object} target Object to check\n * @param {Number} x Left coordinate\n * @param {Number} y Top coordinate\n * @return {Boolean}\n */\n isTargetTransparent: function (target, x, y) {\n // in case the target is the activeObject, we cannot execute this optimization\n // because we need to draw controls too.\n if (target.shouldCache() && target._cacheCanvas && target !== this._activeObject) {\n var normalizedPointer = this._normalizePointer(target, {x: x, y: y}),\n targetRelativeX = Math.max(target.cacheTranslationX + (normalizedPointer.x * target.zoomX), 0),\n targetRelativeY = Math.max(target.cacheTranslationY + (normalizedPointer.y * target.zoomY), 0);\n\n var isTransparent = fabric.util.isTransparent(\n target._cacheContext, Math.round(targetRelativeX), Math.round(targetRelativeY), this.targetFindTolerance);\n\n return isTransparent;\n }\n\n var ctx = this.contextCache,\n originalColor = target.selectionBackgroundColor, v = this.viewportTransform;\n\n target.selectionBackgroundColor = '';\n\n this.clearContext(ctx);\n\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n target.render(ctx);\n ctx.restore();\n\n target.selectionBackgroundColor = originalColor;\n\n var isTransparent = fabric.util.isTransparent(\n ctx, x, y, this.targetFindTolerance);\n\n return isTransparent;\n },\n\n /**\n * takes an event and determines if selection key has been pressed\n * @private\n * @param {Event} e Event object\n */\n _isSelectionKeyPressed: function(e) {\n var selectionKeyPressed = false;\n\n if (Object.prototype.toString.call(this.selectionKey) === '[object Array]') {\n selectionKeyPressed = !!this.selectionKey.find(function(key) { return e[key] === true; });\n }\n else {\n selectionKeyPressed = e[this.selectionKey];\n }\n\n return selectionKeyPressed;\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _shouldClearSelection: function (e, target) {\n var activeObjects = this.getActiveObjects(),\n activeObject = this._activeObject;\n\n return (\n !target\n ||\n (target &&\n activeObject &&\n activeObjects.length > 1 &&\n activeObjects.indexOf(target) === -1 &&\n activeObject !== target &&\n !this._isSelectionKeyPressed(e))\n ||\n (target && !target.evented)\n ||\n (target &&\n !target.selectable &&\n activeObject &&\n activeObject !== target)\n );\n },\n\n /**\n * centeredScaling from object can't override centeredScaling from canvas.\n * this should be fixed, since object setting should take precedence over canvas.\n * also this should be something that will be migrated in the control properties.\n * as ability to define the origin of the transformation that the control provide.\n * @private\n * @param {fabric.Object} target\n * @param {String} action\n * @param {Boolean} altKey\n */\n _shouldCenterTransform: function (target, action, altKey) {\n if (!target) {\n return;\n }\n\n var centerTransform;\n\n if (action === 'scale' || action === 'scaleX' || action === 'scaleY' || action === 'resizing') {\n centerTransform = this.centeredScaling || target.centeredScaling;\n }\n else if (action === 'rotate') {\n centerTransform = this.centeredRotation || target.centeredRotation;\n }\n\n return centerTransform ? !altKey : altKey;\n },\n\n /**\n * should disappear before release 4.0\n * @private\n */\n _getOriginFromCorner: function(target, corner) {\n var origin = {\n x: target.originX,\n y: target.originY\n };\n\n if (corner === 'ml' || corner === 'tl' || corner === 'bl') {\n origin.x = 'right';\n }\n else if (corner === 'mr' || corner === 'tr' || corner === 'br') {\n origin.x = 'left';\n }\n\n if (corner === 'tl' || corner === 'mt' || corner === 'tr') {\n origin.y = 'bottom';\n }\n else if (corner === 'bl' || corner === 'mb' || corner === 'br') {\n origin.y = 'top';\n }\n return origin;\n },\n\n /**\n * @private\n * @param {Boolean} alreadySelected true if target is already selected\n * @param {String} corner a string representing the corner ml, mr, tl ...\n * @param {Event} e Event object\n * @param {fabric.Object} [target] inserted back to help overriding. Unused\n */\n _getActionFromCorner: function(alreadySelected, corner, e, target) {\n if (!corner || !alreadySelected) {\n return 'drag';\n }\n var control = target.controls[corner];\n return control.getActionName(e, control, target);\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _setupCurrentTransform: function (e, target, alreadySelected) {\n if (!target) {\n return;\n }\n\n var pointer = this.getPointer(e), corner = target.__corner,\n control = target.controls[corner],\n actionHandler = (alreadySelected && corner) ?\n control.getActionHandler(e, target, control) : fabric.controlsUtils.dragHandler,\n action = this._getActionFromCorner(alreadySelected, corner, e, target),\n origin = this._getOriginFromCorner(target, corner),\n altKey = e[this.centeredKey],\n transform = {\n target: target,\n action: action,\n actionHandler: actionHandler,\n corner: corner,\n scaleX: target.scaleX,\n scaleY: target.scaleY,\n skewX: target.skewX,\n skewY: target.skewY,\n // used by transation\n offsetX: pointer.x - target.left,\n offsetY: pointer.y - target.top,\n originX: origin.x,\n originY: origin.y,\n ex: pointer.x,\n ey: pointer.y,\n lastX: pointer.x,\n lastY: pointer.y,\n // unsure they are useful anymore.\n // left: target.left,\n // top: target.top,\n theta: degreesToRadians(target.angle),\n // end of unsure\n width: target.width * target.scaleX,\n shiftKey: e.shiftKey,\n altKey: altKey,\n original: fabric.util.saveObjectTransform(target),\n };\n\n if (this._shouldCenterTransform(target, action, altKey)) {\n transform.originX = 'center';\n transform.originY = 'center';\n }\n transform.original.originX = origin.x;\n transform.original.originY = origin.y;\n this._currentTransform = transform;\n this._beforeTransform(e);\n },\n\n /**\n * Set the cursor type of the canvas element\n * @param {String} value Cursor type of the canvas element.\n * @see http://www.w3.org/TR/css3-ui/#cursor\n */\n setCursor: function (value) {\n this.upperCanvasEl.style.cursor = value;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx to draw the selection on\n */\n _drawSelection: function (ctx) {\n var selector = this._groupSelector,\n viewportStart = new fabric.Point(selector.ex, selector.ey),\n start = fabric.util.transformPoint(viewportStart, this.viewportTransform),\n viewportExtent = new fabric.Point(selector.ex + selector.left, selector.ey + selector.top),\n extent = fabric.util.transformPoint(viewportExtent, this.viewportTransform),\n minX = Math.min(start.x, extent.x),\n minY = Math.min(start.y, extent.y),\n maxX = Math.max(start.x, extent.x),\n maxY = Math.max(start.y, extent.y),\n strokeOffset = this.selectionLineWidth / 2;\n\n if (this.selectionColor) {\n ctx.fillStyle = this.selectionColor;\n ctx.fillRect(minX, minY, maxX - minX, maxY - minY);\n }\n\n if (!this.selectionLineWidth || !this.selectionBorderColor) {\n return;\n }\n ctx.lineWidth = this.selectionLineWidth;\n ctx.strokeStyle = this.selectionBorderColor;\n\n minX += strokeOffset;\n minY += strokeOffset;\n maxX -= strokeOffset;\n maxY -= strokeOffset;\n // selection border\n fabric.Object.prototype._setLineDash.call(this, ctx, this.selectionDashArray);\n ctx.strokeRect(minX, minY, maxX - minX, maxY - minY);\n },\n\n /**\n * Method that determines what object we are clicking on\n * the skipGroup parameter is for internal use, is needed for shift+click action\n * 11/09/2018 TODO: would be cool if findTarget could discern between being a full target\n * or the outside part of the corner.\n * @param {Event} e mouse event\n * @param {Boolean} skipGroup when true, activeGroup is skipped and only objects are traversed through\n * @return {fabric.Object} the target found\n */\n findTarget: function (e, skipGroup) {\n if (this.skipTargetFind) {\n return;\n }\n\n var ignoreZoom = true,\n pointer = this.getPointer(e, ignoreZoom),\n activeObject = this._activeObject,\n aObjects = this.getActiveObjects(),\n activeTarget, activeTargetSubs,\n isTouch = isTouchEvent(e),\n shouldLookForActive = (aObjects.length > 1 && !skipGroup) || aObjects.length === 1;\n\n // first check current group (if one exists)\n // active group does not check sub targets like normal groups.\n // if active group just exits.\n this.targets = [];\n\n // if we hit the corner of an activeObject, let's return that.\n if (shouldLookForActive && activeObject._findTargetCorner(pointer, isTouch)) {\n return activeObject;\n }\n if (aObjects.length > 1 && !skipGroup && activeObject === this._searchPossibleTargets([activeObject], pointer)) {\n return activeObject;\n }\n if (aObjects.length === 1 &&\n activeObject === this._searchPossibleTargets([activeObject], pointer)) {\n if (!this.preserveObjectStacking) {\n return activeObject;\n }\n else {\n activeTarget = activeObject;\n activeTargetSubs = this.targets;\n this.targets = [];\n }\n }\n var target = this._searchPossibleTargets(this._objects, pointer);\n if (e[this.altSelectionKey] && target && activeTarget && target !== activeTarget) {\n target = activeTarget;\n this.targets = activeTargetSubs;\n }\n return target;\n },\n\n /**\n * Checks point is inside the object.\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @param {fabric.Object} obj Object to test against\n * @param {Object} [globalPointer] x,y object of point coordinates relative to canvas used to search per pixel target.\n * @return {Boolean} true if point is contained within an area of given object\n * @private\n */\n _checkTarget: function(pointer, obj, globalPointer) {\n if (obj &&\n obj.visible &&\n obj.evented &&\n // http://www.geog.ubc.ca/courses/klink/gis.notes/ncgia/u32.html\n // http://idav.ucdavis.edu/~okreylos/TAship/Spring2000/PointInPolygon.html\n obj.containsPoint(pointer)\n ) {\n if ((this.perPixelTargetFind || obj.perPixelTargetFind) && !obj.isEditing) {\n var isTransparent = this.isTargetTransparent(obj, globalPointer.x, globalPointer.y);\n if (!isTransparent) {\n return true;\n }\n }\n else {\n return true;\n }\n }\n },\n\n /**\n * Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted\n * @param {Array} [objects] objects array to look into\n * @param {Object} [pointer] x,y object of point coordinates we want to check.\n * @return {fabric.Object} object that contains pointer\n * @private\n */\n _searchPossibleTargets: function(objects, pointer) {\n // Cache all targets where their bounding box contains point.\n var target, i = objects.length, subTarget;\n // Do not check for currently grouped objects, since we check the parent group itself.\n // until we call this function specifically to search inside the activeGroup\n while (i--) {\n var objToCheck = objects[i];\n var pointerToUse = objToCheck.group ?\n this._normalizePointer(objToCheck.group, pointer) : pointer;\n if (this._checkTarget(pointerToUse, objToCheck, pointer)) {\n target = objects[i];\n if (target.subTargetCheck && target instanceof fabric.Group) {\n subTarget = this._searchPossibleTargets(target._objects, pointer);\n subTarget && this.targets.push(subTarget);\n }\n break;\n }\n }\n return target;\n },\n\n /**\n * Returns pointer coordinates without the effect of the viewport\n * @param {Object} pointer with \"x\" and \"y\" number values\n * @return {Object} object with \"x\" and \"y\" number values\n */\n restorePointerVpt: function(pointer) {\n return fabric.util.transformPoint(\n pointer,\n fabric.util.invertTransform(this.viewportTransform)\n );\n },\n\n /**\n * Returns pointer coordinates relative to canvas.\n * Can return coordinates with or without viewportTransform.\n * ignoreZoom false gives back coordinates that represent\n * the point clicked on canvas element.\n * ignoreZoom true gives back coordinates after being processed\n * by the viewportTransform ( sort of coordinates of what is displayed\n * on the canvas where you are clicking.\n * ignoreZoom true = HTMLElement coordinates relative to top,left\n * ignoreZoom false, default = fabric space coordinates, the same used for shape position\n * To interact with your shapes top and left you want to use ignoreZoom true\n * most of the time, while ignoreZoom false will give you coordinates\n * compatible with the object.oCoords system.\n * of the time.\n * @param {Event} e\n * @param {Boolean} ignoreZoom\n * @return {Object} object with \"x\" and \"y\" number values\n */\n getPointer: function (e, ignoreZoom) {\n // return cached values if we are in the event processing chain\n if (this._absolutePointer && !ignoreZoom) {\n return this._absolutePointer;\n }\n if (this._pointer && ignoreZoom) {\n return this._pointer;\n }\n\n var pointer = getPointer(e),\n upperCanvasEl = this.upperCanvasEl,\n bounds = upperCanvasEl.getBoundingClientRect(),\n boundsWidth = bounds.width || 0,\n boundsHeight = bounds.height || 0,\n cssScale;\n\n if (!boundsWidth || !boundsHeight ) {\n if ('top' in bounds && 'bottom' in bounds) {\n boundsHeight = Math.abs( bounds.top - bounds.bottom );\n }\n if ('right' in bounds && 'left' in bounds) {\n boundsWidth = Math.abs( bounds.right - bounds.left );\n }\n }\n\n this.calcOffset();\n pointer.x = pointer.x - this._offset.left;\n pointer.y = pointer.y - this._offset.top;\n if (!ignoreZoom) {\n pointer = this.restorePointerVpt(pointer);\n }\n\n var retinaScaling = this.getRetinaScaling();\n if (retinaScaling !== 1) {\n pointer.x /= retinaScaling;\n pointer.y /= retinaScaling;\n }\n\n if (boundsWidth === 0 || boundsHeight === 0) {\n // If bounds are not available (i.e. not visible), do not apply scale.\n cssScale = { width: 1, height: 1 };\n }\n else {\n cssScale = {\n width: upperCanvasEl.width / boundsWidth,\n height: upperCanvasEl.height / boundsHeight\n };\n }\n\n return {\n x: pointer.x * cssScale.width,\n y: pointer.y * cssScale.height\n };\n },\n\n /**\n * @private\n * @throws {CANVAS_INIT_ERROR} If canvas can not be initialized\n */\n _createUpperCanvas: function () {\n var lowerCanvasClass = this.lowerCanvasEl.className.replace(/\\s*lower-canvas\\s*/, ''),\n lowerCanvasEl = this.lowerCanvasEl, upperCanvasEl = this.upperCanvasEl;\n\n // there is no need to create a new upperCanvas element if we have already one.\n if (upperCanvasEl) {\n upperCanvasEl.className = '';\n }\n else {\n upperCanvasEl = this._createCanvasElement();\n this.upperCanvasEl = upperCanvasEl;\n }\n fabric.util.addClass(upperCanvasEl, 'upper-canvas ' + lowerCanvasClass);\n\n this.wrapperEl.appendChild(upperCanvasEl);\n\n this._copyCanvasStyle(lowerCanvasEl, upperCanvasEl);\n this._applyCanvasStyle(upperCanvasEl);\n this.contextTop = upperCanvasEl.getContext('2d');\n },\n\n /**\n * @private\n */\n _createCacheCanvas: function () {\n this.cacheCanvasEl = this._createCanvasElement();\n this.cacheCanvasEl.setAttribute('width', this.width);\n this.cacheCanvasEl.setAttribute('height', this.height);\n this.contextCache = this.cacheCanvasEl.getContext('2d');\n },\n\n /**\n * @private\n */\n _initWrapperElement: function () {\n this.wrapperEl = fabric.util.wrapElement(this.lowerCanvasEl, 'div', {\n 'class': this.containerClass\n });\n fabric.util.setStyle(this.wrapperEl, {\n width: this.width + 'px',\n height: this.height + 'px',\n position: 'relative'\n });\n fabric.util.makeElementUnselectable(this.wrapperEl);\n },\n\n /**\n * @private\n * @param {HTMLElement} element canvas element to apply styles on\n */\n _applyCanvasStyle: function (element) {\n var width = this.width || element.width,\n height = this.height || element.height;\n\n fabric.util.setStyle(element, {\n position: 'absolute',\n width: width + 'px',\n height: height + 'px',\n left: 0,\n top: 0,\n 'touch-action': this.allowTouchScrolling ? 'manipulation' : 'none',\n '-ms-touch-action': this.allowTouchScrolling ? 'manipulation' : 'none'\n });\n element.width = width;\n element.height = height;\n fabric.util.makeElementUnselectable(element);\n },\n\n /**\n * Copy the entire inline style from one element (fromEl) to another (toEl)\n * @private\n * @param {Element} fromEl Element style is copied from\n * @param {Element} toEl Element copied style is applied to\n */\n _copyCanvasStyle: function (fromEl, toEl) {\n toEl.style.cssText = fromEl.style.cssText;\n },\n\n /**\n * Returns context of canvas where object selection is drawn\n * @return {CanvasRenderingContext2D}\n */\n getSelectionContext: function() {\n return this.contextTop;\n },\n\n /**\n * Returns <canvas> element on which object selection is drawn\n * @return {HTMLCanvasElement}\n */\n getSelectionElement: function () {\n return this.upperCanvasEl;\n },\n\n /**\n * Returns currently active object\n * @return {fabric.Object} active object\n */\n getActiveObject: function () {\n return this._activeObject;\n },\n\n /**\n * Returns an array with the current selected objects\n * @return {fabric.Object} active object\n */\n getActiveObjects: function () {\n var active = this._activeObject;\n if (active) {\n if (active.type === 'activeSelection' && active._objects) {\n return active._objects.slice(0);\n }\n else {\n return [active];\n }\n }\n return [];\n },\n\n /**\n * @private\n * @param {fabric.Object} obj Object that was removed\n */\n _onObjectRemoved: function(obj) {\n // removing active object should fire \"selection:cleared\" events\n if (obj === this._activeObject) {\n this.fire('before:selection:cleared', { target: obj });\n this._discardActiveObject();\n this.fire('selection:cleared', { target: obj });\n obj.fire('deselected');\n }\n if (obj === this._hoveredTarget){\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n this.callSuper('_onObjectRemoved', obj);\n },\n\n /**\n * @private\n * Compares the old activeObject with the current one and fires correct events\n * @param {fabric.Object} obj old activeObject\n */\n _fireSelectionEvents: function(oldObjects, e) {\n var somethingChanged = false, objects = this.getActiveObjects(),\n added = [], removed = [];\n oldObjects.forEach(function(oldObject) {\n if (objects.indexOf(oldObject) === -1) {\n somethingChanged = true;\n oldObject.fire('deselected', {\n e: e,\n target: oldObject\n });\n removed.push(oldObject);\n }\n });\n objects.forEach(function(object) {\n if (oldObjects.indexOf(object) === -1) {\n somethingChanged = true;\n object.fire('selected', {\n e: e,\n target: object\n });\n added.push(object);\n }\n });\n if (oldObjects.length > 0 && objects.length > 0) {\n somethingChanged && this.fire('selection:updated', {\n e: e,\n selected: added,\n deselected: removed,\n // added for backward compatibility\n // deprecated\n updated: added[0] || removed[0],\n target: this._activeObject,\n });\n }\n else if (objects.length > 0) {\n this.fire('selection:created', {\n e: e,\n selected: added,\n target: this._activeObject,\n });\n }\n else if (oldObjects.length > 0) {\n this.fire('selection:cleared', {\n e: e,\n deselected: removed,\n });\n }\n },\n\n /**\n * Sets given object as the only active object on canvas\n * @param {fabric.Object} object Object to set as an active one\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n setActiveObject: function (object, e) {\n var currentActives = this.getActiveObjects();\n this._setActiveObject(object, e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to setActiveObject but without firing\n * any event. There is commitment to have this stay this way.\n * This is the functional part of setActiveObject.\n * @private\n * @param {Object} object to set as active\n * @param {Event} [e] Event (passed along when firing \"object:selected\")\n * @return {Boolean} true if the selection happened\n */\n _setActiveObject: function(object, e) {\n if (this._activeObject === object) {\n return false;\n }\n if (!this._discardActiveObject(e, object)) {\n return false;\n }\n if (object.onSelect({ e: e })) {\n return false;\n }\n this._activeObject = object;\n return true;\n },\n\n /**\n * This is a private method for now.\n * This is supposed to be equivalent to discardActiveObject but without firing\n * any events. There is commitment to have this stay this way.\n * This is the functional part of discardActiveObject.\n * @param {Event} [e] Event (passed along when firing \"object:deselected\")\n * @param {Object} object to set as active\n * @return {Boolean} true if the selection happened\n * @private\n */\n _discardActiveObject: function(e, object) {\n var obj = this._activeObject;\n if (obj) {\n // onDeselect return TRUE to cancel selection;\n if (obj.onDeselect({ e: e, object: object })) {\n return false;\n }\n this._activeObject = null;\n }\n return true;\n },\n\n /**\n * Discards currently active object and fire events. If the function is called by fabric\n * as a consequence of a mouse event, the event is passed as a parameter and\n * sent to the fire function for the custom events. When used as a method the\n * e param does not have any application.\n * @param {event} e\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n discardActiveObject: function (e) {\n var currentActives = this.getActiveObjects(), activeObject = this.getActiveObject();\n if (currentActives.length) {\n this.fire('before:selection:cleared', { target: activeObject, e: e });\n }\n this._discardActiveObject(e);\n this._fireSelectionEvents(currentActives, e);\n return this;\n },\n\n /**\n * Clears a canvas element and removes all event listeners\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n dispose: function () {\n var wrapper = this.wrapperEl;\n this.removeListeners();\n wrapper.removeChild(this.upperCanvasEl);\n wrapper.removeChild(this.lowerCanvasEl);\n this.contextCache = null;\n this.contextTop = null;\n ['upperCanvasEl', 'cacheCanvasEl'].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n if (wrapper.parentNode) {\n wrapper.parentNode.replaceChild(this.lowerCanvasEl, this.wrapperEl);\n }\n delete this.wrapperEl;\n fabric.StaticCanvas.prototype.dispose.call(this);\n return this;\n },\n\n /**\n * Clears all contexts (background, main, top) of an instance\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n clear: function () {\n // this.discardActiveGroup();\n this.discardActiveObject();\n this.clearContext(this.contextTop);\n return this.callSuper('clear');\n },\n\n /**\n * Draws objects' controls (borders/controls)\n * @param {CanvasRenderingContext2D} ctx Context to render controls on\n */\n drawControls: function(ctx) {\n var activeObject = this._activeObject;\n\n if (activeObject) {\n activeObject._renderControls(ctx);\n }\n },\n\n /**\n * @private\n */\n _toObject: function(instance, methodName, propertiesToInclude) {\n //If the object is part of the current selection group, it should\n //be transformed appropriately\n //i.e. it should be serialised as it would appear if the selection group\n //were to be destroyed.\n var originalProperties = this._realizeGroupTransformOnObject(instance),\n object = this.callSuper('_toObject', instance, methodName, propertiesToInclude);\n //Undo the damage we did by changing all of its properties\n this._unwindGroupTransformOnObject(instance, originalProperties);\n return object;\n },\n\n /**\n * Realises an object's group transformation on it\n * @private\n * @param {fabric.Object} [instance] the object to transform (gets mutated)\n * @returns the original values of instance which were changed\n */\n _realizeGroupTransformOnObject: function(instance) {\n if (instance.group && instance.group.type === 'activeSelection' && this._activeObject === instance.group) {\n var layoutProps = ['angle', 'flipX', 'flipY', 'left', 'scaleX', 'scaleY', 'skewX', 'skewY', 'top'];\n //Copy all the positionally relevant properties across now\n var originalValues = {};\n layoutProps.forEach(function(prop) {\n originalValues[prop] = instance[prop];\n });\n fabric.util.addTransformToObject(instance, this._activeObject.calcOwnMatrix());\n return originalValues;\n }\n else {\n return null;\n }\n },\n\n /**\n * Restores the changed properties of instance\n * @private\n * @param {fabric.Object} [instance] the object to un-transform (gets mutated)\n * @param {Object} [originalValues] the original values of instance, as returned by _realizeGroupTransformOnObject\n */\n _unwindGroupTransformOnObject: function(instance, originalValues) {\n if (originalValues) {\n instance.set(originalValues);\n }\n },\n\n /**\n * @private\n */\n _setSVGObject: function(markup, instance, reviver) {\n //If the object is in a selection group, simulate what would happen to that\n //object when the group is deselected\n var originalProperties = this._realizeGroupTransformOnObject(instance);\n this.callSuper('_setSVGObject', markup, instance, reviver);\n this._unwindGroupTransformOnObject(instance, originalProperties);\n },\n\n setViewportTransform: function (vpt) {\n if (this.renderOnAddRemove && this._activeObject && this._activeObject.isEditing) {\n this._activeObject.clearContextTop();\n }\n fabric.StaticCanvas.prototype.setViewportTransform.call(this, vpt);\n }\n });\n\n // copying static properties manually to work around Opera's bug,\n // where \"prototype\" property is enumerable and overrides existing prototype\n for (var prop in fabric.StaticCanvas) {\n if (prop !== 'prototype') {\n fabric.Canvas[prop] = fabric.StaticCanvas[prop];\n }\n }\n})();\n\n\n(function() {\n\n var addListener = fabric.util.addListener,\n removeListener = fabric.util.removeListener,\n RIGHT_CLICK = 3, MIDDLE_CLICK = 2, LEFT_CLICK = 1,\n addEventOptions = { passive: false };\n\n function checkClick(e, value) {\n return e.button && (e.button === value - 1);\n }\n\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * Contains the id of the touch event that owns the fabric transform\n * @type Number\n * @private\n */\n mainTouchId: null,\n\n /**\n * Adds mouse listeners to canvas\n * @private\n */\n _initEventListeners: function () {\n // in case we initialized the class twice. This should not happen normally\n // but in some kind of applications where the canvas element may be changed\n // this is a workaround to having double listeners.\n this.removeListeners();\n this._bindEvents();\n this.addOrRemove(addListener, 'add');\n },\n\n /**\n * return an event prefix pointer or mouse.\n * @private\n */\n _getEventPrefix: function () {\n return this.enablePointerEvents ? 'pointer' : 'mouse';\n },\n\n addOrRemove: function(functor, eventjsFunctor) {\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n functor(fabric.window, 'resize', this._onResize);\n functor(canvasElement, eventTypePrefix + 'down', this._onMouseDown);\n functor(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n functor(canvasElement, eventTypePrefix + 'out', this._onMouseOut);\n functor(canvasElement, eventTypePrefix + 'enter', this._onMouseEnter);\n functor(canvasElement, 'wheel', this._onMouseWheel);\n functor(canvasElement, 'contextmenu', this._onContextMenu);\n functor(canvasElement, 'dblclick', this._onDoubleClick);\n functor(canvasElement, 'dragover', this._onDragOver);\n functor(canvasElement, 'dragenter', this._onDragEnter);\n functor(canvasElement, 'dragleave', this._onDragLeave);\n functor(canvasElement, 'drop', this._onDrop);\n if (!this.enablePointerEvents) {\n functor(canvasElement, 'touchstart', this._onTouchStart, addEventOptions);\n }\n if (typeof eventjs !== 'undefined' && eventjsFunctor in eventjs) {\n eventjs[eventjsFunctor](canvasElement, 'gesture', this._onGesture);\n eventjs[eventjsFunctor](canvasElement, 'drag', this._onDrag);\n eventjs[eventjsFunctor](canvasElement, 'orientation', this._onOrientationChange);\n eventjs[eventjsFunctor](canvasElement, 'shake', this._onShake);\n eventjs[eventjsFunctor](canvasElement, 'longpress', this._onLongPress);\n }\n },\n\n /**\n * Removes all event listeners\n */\n removeListeners: function() {\n this.addOrRemove(removeListener, 'remove');\n // if you dispose on a mouseDown, before mouse up, you need to clean document to...\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n removeListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n },\n\n /**\n * @private\n */\n _bindEvents: function() {\n if (this.eventsBound) {\n // for any reason we pass here twice we do not want to bind events twice.\n return;\n }\n this._onMouseDown = this._onMouseDown.bind(this);\n this._onTouchStart = this._onTouchStart.bind(this);\n this._onMouseMove = this._onMouseMove.bind(this);\n this._onMouseUp = this._onMouseUp.bind(this);\n this._onTouchEnd = this._onTouchEnd.bind(this);\n this._onResize = this._onResize.bind(this);\n this._onGesture = this._onGesture.bind(this);\n this._onDrag = this._onDrag.bind(this);\n this._onShake = this._onShake.bind(this);\n this._onLongPress = this._onLongPress.bind(this);\n this._onOrientationChange = this._onOrientationChange.bind(this);\n this._onMouseWheel = this._onMouseWheel.bind(this);\n this._onMouseOut = this._onMouseOut.bind(this);\n this._onMouseEnter = this._onMouseEnter.bind(this);\n this._onContextMenu = this._onContextMenu.bind(this);\n this._onDoubleClick = this._onDoubleClick.bind(this);\n this._onDragOver = this._onDragOver.bind(this);\n this._onDragEnter = this._simpleEventHandler.bind(this, 'dragenter');\n this._onDragLeave = this._simpleEventHandler.bind(this, 'dragleave');\n this._onDrop = this._simpleEventHandler.bind(this, 'drop');\n this.eventsBound = true;\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js gesture\n * @param {Event} [self] Inner Event object\n */\n _onGesture: function(e, self) {\n this.__onTransformGesture && this.__onTransformGesture(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js drag\n * @param {Event} [self] Inner Event object\n */\n _onDrag: function(e, self) {\n this.__onDrag && this.__onDrag(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on wheel event\n */\n _onMouseWheel: function(e) {\n this.__onMouseWheel(e);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseOut: function(e) {\n var target = this._hoveredTarget;\n this.fire('mouse:out', { target: target, e: e });\n this._hoveredTarget = null;\n target && target.fire('mouseout', { e: e });\n\n var _this = this;\n this._hoveredTargets.forEach(function(_target){\n _this.fire('mouse:out', { target: target, e: e });\n _target && target.fire('mouseout', { e: e });\n });\n this._hoveredTargets = [];\n\n if (this._iTextInstances) {\n this._iTextInstances.forEach(function(obj) {\n if (obj.isEditing) {\n obj.hiddenTextarea.focus();\n }\n });\n }\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseenter\n */\n _onMouseEnter: function(e) {\n // This find target and consequent 'mouse:over' is used to\n // clear old instances on hovered target.\n // calling findTarget has the side effect of killing target.__corner.\n // as a short term fix we are not firing this if we are currently transforming.\n // as a long term fix we need to separate the action of finding a target with the\n // side effects we added to it.\n if (!this._currentTransform && !this.findTarget(e)) {\n this.fire('mouse:over', { target: null, e: e });\n this._hoveredTarget = null;\n this._hoveredTargets = [];\n }\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js orientation change\n * @param {Event} [self] Inner Event object\n */\n _onOrientationChange: function(e, self) {\n this.__onOrientationChange && this.__onOrientationChange(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */\n _onShake: function(e, self) {\n this.__onShake && this.__onShake(e, self);\n },\n\n /**\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n * @param {Event} [self] Inner Event object\n */\n _onLongPress: function(e, self) {\n this.__onLongPress && this.__onLongPress(e, self);\n },\n\n /**\n * prevent default to allow drop event to be fired\n * @private\n * @param {Event} [e] Event object fired on Event.js shake\n */\n _onDragOver: function(e) {\n e.preventDefault();\n var target = this._simpleEventHandler('dragover', e);\n this._fireEnterLeaveEvents(target, e);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onContextMenu: function (e) {\n if (this.stopContextMenu) {\n e.stopPropagation();\n e.preventDefault();\n }\n return false;\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onDoubleClick: function (e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'dblclick');\n this._resetTransformEventData(e);\n },\n\n /**\n * Return a the id of an event.\n * returns either the pointerId or the identifier or 0 for the mouse event\n * @private\n * @param {Event} evt Event object\n */\n getPointerId: function(evt) {\n var changedTouches = evt.changedTouches;\n\n if (changedTouches) {\n return changedTouches[0] && changedTouches[0].identifier;\n }\n\n if (this.enablePointerEvents) {\n return evt.pointerId;\n }\n\n return -1;\n },\n\n /**\n * Determines if an event has the id of the event that is considered main\n * @private\n * @param {evt} event Event object\n */\n _isMainEvent: function(evt) {\n if (evt.isPrimary === true) {\n return true;\n }\n if (evt.isPrimary === false) {\n return false;\n }\n if (evt.type === 'touchend' && evt.touches.length === 0) {\n return true;\n }\n if (evt.changedTouches) {\n return evt.changedTouches[0].identifier === this.mainTouchId;\n }\n return true;\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onTouchStart: function(e) {\n e.preventDefault();\n if (this.mainTouchId === null) {\n this.mainTouchId = this.getPointerId(e);\n }\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n addListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n addListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n // Unbind mousedown to prevent double triggers from touch devices\n removeListener(canvasElement, eventTypePrefix + 'down', this._onMouseDown);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseDown: function (e) {\n this.__onMouseDown(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n removeListener(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n addListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n addListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onTouchEnd: function(e) {\n if (e.touches.length > 0) {\n // if there are still touches stop here\n return;\n }\n this.__onMouseUp(e);\n this._resetTransformEventData();\n this.mainTouchId = null;\n var eventTypePrefix = this._getEventPrefix();\n removeListener(fabric.document, 'touchend', this._onTouchEnd, addEventOptions);\n removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);\n var _this = this;\n if (this._willAddMouseDown) {\n clearTimeout(this._willAddMouseDown);\n }\n this._willAddMouseDown = setTimeout(function() {\n // Wait 400ms before rebinding mousedown to prevent double triggers\n // from touch devices\n addListener(_this.upperCanvasEl, eventTypePrefix + 'down', _this._onMouseDown);\n _this._willAddMouseDown = 0;\n }, 400);\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseup\n */\n _onMouseUp: function (e) {\n this.__onMouseUp(e);\n this._resetTransformEventData();\n var canvasElement = this.upperCanvasEl,\n eventTypePrefix = this._getEventPrefix();\n if (this._isMainEvent(e)) {\n removeListener(fabric.document, eventTypePrefix + 'up', this._onMouseUp);\n removeListener(fabric.document, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n addListener(canvasElement, eventTypePrefix + 'move', this._onMouseMove, addEventOptions);\n }\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n _onMouseMove: function (e) {\n !this.allowTouchScrolling && e.preventDefault && e.preventDefault();\n this.__onMouseMove(e);\n },\n\n /**\n * @private\n */\n _onResize: function () {\n this.calcOffset();\n },\n\n /**\n * Decides whether the canvas should be redrawn in mouseup and mousedown events.\n * @private\n * @param {Object} target\n */\n _shouldRender: function(target) {\n var activeObject = this._activeObject;\n\n if (\n !!activeObject !== !!target ||\n (activeObject && target && (activeObject !== target))\n ) {\n // this covers: switch of target, from target to no target, selection of target\n // multiSelection with key and mouse\n return true;\n }\n else if (activeObject && activeObject.isEditing) {\n // if we mouse up/down over a editing textbox a cursor change,\n // there is no need to re render\n return false;\n }\n return false;\n },\n\n /**\n * Method that defines the actions when mouse is released on canvas.\n * The method resets the currentTransform parameters, store the image corner\n * position in the image object and render the canvas on top.\n * @private\n * @param {Event} e Event object fired on mouseup\n */\n __onMouseUp: function (e) {\n var target, transform = this._currentTransform,\n groupSelector = this._groupSelector, shouldRender = false,\n isClick = (!groupSelector || (groupSelector.left === 0 && groupSelector.top === 0));\n this._cacheTransformEventData(e);\n target = this._target;\n this._handleEvent(e, 'up:before');\n // if right/middle click just fire events and return\n // target undefined will make the _handleEvent search the target\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, 'up', RIGHT_CLICK, isClick);\n }\n return;\n }\n\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, 'up', MIDDLE_CLICK, isClick);\n }\n this._resetTransformEventData();\n return;\n }\n\n if (this.isDrawingMode && this._isCurrentlyDrawing) {\n this._onMouseUpInDrawingMode(e);\n return;\n }\n\n if (!this._isMainEvent(e)) {\n return;\n }\n if (transform) {\n this._finalizeCurrentTransform(e);\n shouldRender = transform.actionPerformed;\n }\n if (!isClick) {\n var targetWasActive = target === this._activeObject;\n this._maybeGroupObjects(e);\n if (!shouldRender) {\n shouldRender = (\n this._shouldRender(target) ||\n (!targetWasActive && target === this._activeObject)\n );\n }\n }\n if (target) {\n if (target.selectable && target !== this._activeObject && target.activeOn === 'up') {\n this.setActiveObject(target, e);\n shouldRender = true;\n }\n else {\n var corner = target._findTargetCorner(\n this.getPointer(e, true),\n fabric.util.isTouchEvent(e)\n );\n var control = target.controls[corner],\n mouseUpHandler = control && control.getMouseUpHandler(e, target, control);\n if (mouseUpHandler) {\n var pointer = this.getPointer(e);\n mouseUpHandler(e, transform, pointer.x, pointer.y);\n }\n }\n target.isMoving = false;\n }\n this._setCursorFromEvent(e, target);\n this._handleEvent(e, 'up', LEFT_CLICK, isClick);\n this._groupSelector = null;\n this._currentTransform = null;\n // reset the target information about which corner is selected\n target && (target.__corner = 0);\n if (shouldRender) {\n this.requestRenderAll();\n }\n else if (!isClick) {\n this.renderTop();\n }\n },\n\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @return {Fabric.Object} target return the the target found, for internal reasons.\n */\n _simpleEventHandler: function(eventType, e) {\n var target = this.findTarget(e),\n targets = this.targets,\n options = {\n e: e,\n target: target,\n subTargets: targets,\n };\n this.fire(eventType, options);\n target && target.fire(eventType, options);\n if (!targets) {\n return target;\n }\n for (var i = 0; i < targets.length; i++) {\n targets[i].fire(eventType, options);\n }\n return target;\n },\n\n /**\n * @private\n * Handle event firing for target and subtargets\n * @param {Event} e event from mouse\n * @param {String} eventType event to fire (up, down or move)\n * @param {fabric.Object} targetObj receiving event\n * @param {Number} [button] button used in the event 1 = left, 2 = middle, 3 = right\n * @param {Boolean} isClick for left button only, indicates that the mouse up happened without move.\n */\n _handleEvent: function(e, eventType, button, isClick) {\n var target = this._target,\n targets = this.targets || [],\n options = {\n e: e,\n target: target,\n subTargets: targets,\n button: button || LEFT_CLICK,\n isClick: isClick || false,\n pointer: this._pointer,\n absolutePointer: this._absolutePointer,\n transform: this._currentTransform\n };\n if (eventType === 'up') {\n options.currentTarget = this.findTarget(e);\n options.currentSubTargets = this.targets;\n }\n this.fire('mouse:' + eventType, options);\n target && target.fire('mouse' + eventType, options);\n for (var i = 0; i < targets.length; i++) {\n targets[i].fire('mouse' + eventType, options);\n }\n },\n\n /**\n * @private\n * @param {Event} e send the mouse event that generate the finalize down, so it can be used in the event\n */\n _finalizeCurrentTransform: function(e) {\n\n var transform = this._currentTransform,\n target = transform.target,\n eventName,\n options = {\n e: e,\n target: target,\n transform: transform,\n action: transform.action,\n };\n\n if (target._scaling) {\n target._scaling = false;\n }\n\n target.setCoords();\n\n if (transform.actionPerformed || (this.stateful && target.hasStateChanged())) {\n if (transform.actionPerformed) {\n // this is not friendly to the new control api.\n // is deprecated.\n eventName = this._addEventOptions(options, transform);\n this._fire(eventName, options);\n }\n this._fire('modified', options);\n }\n },\n\n /**\n * Mutate option object in order to add by property and give back the event name.\n * @private\n * @deprecated since 4.2.0\n * @param {Object} options to mutate\n * @param {Object} transform to inspect action from\n */\n _addEventOptions: function(options, transform) {\n // we can probably add more details at low cost\n // scale change, rotation changes, translation changes\n var eventName, by;\n switch (transform.action) {\n case 'scaleX':\n eventName = 'scaled';\n by = 'x';\n break;\n case 'scaleY':\n eventName = 'scaled';\n by = 'y';\n break;\n case 'skewX':\n eventName = 'skewed';\n by = 'x';\n break;\n case 'skewY':\n eventName = 'skewed';\n by = 'y';\n break;\n case 'scale':\n eventName = 'scaled';\n by = 'equally';\n break;\n case 'rotate':\n eventName = 'rotated';\n break;\n case 'drag':\n eventName = 'moved';\n break;\n }\n options.by = by;\n return eventName;\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n _onMouseDownInDrawingMode: function(e) {\n this._isCurrentlyDrawing = true;\n if (this.getActiveObject()) {\n this.discardActiveObject(e).requestRenderAll();\n }\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseDown(pointer, { e: e, pointer: pointer });\n this._handleEvent(e, 'down');\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n _onMouseMoveInDrawingMode: function(e) {\n if (this._isCurrentlyDrawing) {\n var pointer = this.getPointer(e);\n this.freeDrawingBrush.onMouseMove(pointer, { e: e, pointer: pointer });\n }\n this.setCursor(this.freeDrawingCursor);\n this._handleEvent(e, 'move');\n },\n\n /**\n * @private\n * @param {Event} e Event object fired on mouseup\n */\n _onMouseUpInDrawingMode: function(e) {\n var pointer = this.getPointer(e);\n this._isCurrentlyDrawing = this.freeDrawingBrush.onMouseUp({ e: e, pointer: pointer });\n this._handleEvent(e, 'up');\n },\n\n /**\n * Method that defines the actions when mouse is clicked on canvas.\n * The method inits the currentTransform parameters and renders all the\n * canvas so the current image can be placed on the top canvas and the rest\n * in on the container one.\n * @private\n * @param {Event} e Event object fired on mousedown\n */\n __onMouseDown: function (e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'down:before');\n var target = this._target;\n // if right click just fire events\n if (checkClick(e, RIGHT_CLICK)) {\n if (this.fireRightClick) {\n this._handleEvent(e, 'down', RIGHT_CLICK);\n }\n return;\n }\n\n if (checkClick(e, MIDDLE_CLICK)) {\n if (this.fireMiddleClick) {\n this._handleEvent(e, 'down', MIDDLE_CLICK);\n }\n return;\n }\n\n if (this.isDrawingMode) {\n this._onMouseDownInDrawingMode(e);\n return;\n }\n\n if (!this._isMainEvent(e)) {\n return;\n }\n\n // ignore if some object is being transformed at this moment\n if (this._currentTransform) {\n return;\n }\n\n var pointer = this._pointer;\n // save pointer for check in __onMouseUp event\n this._previousPointer = pointer;\n var shouldRender = this._shouldRender(target),\n shouldGroup = this._shouldGroup(e, target);\n if (this._shouldClearSelection(e, target)) {\n this.discardActiveObject(e);\n }\n else if (shouldGroup) {\n this._handleGrouping(e, target);\n target = this._activeObject;\n }\n\n if (this.selection && (!target ||\n (!target.selectable && !target.isEditing && target !== this._activeObject))) {\n this._groupSelector = {\n ex: this._absolutePointer.x,\n ey: this._absolutePointer.y,\n top: 0,\n left: 0\n };\n }\n\n if (target) {\n var alreadySelected = target === this._activeObject;\n if (target.selectable && target.activeOn === 'down') {\n this.setActiveObject(target, e);\n }\n var corner = target._findTargetCorner(\n this.getPointer(e, true),\n fabric.util.isTouchEvent(e)\n );\n target.__corner = corner;\n if (target === this._activeObject && (corner || !shouldGroup)) {\n this._setupCurrentTransform(e, target, alreadySelected);\n var control = target.controls[corner],\n pointer = this.getPointer(e),\n mouseDownHandler = control && control.getMouseDownHandler(e, target, control);\n if (mouseDownHandler) {\n mouseDownHandler(e, this._currentTransform, pointer.x, pointer.y);\n }\n }\n }\n this._handleEvent(e, 'down');\n // we must renderAll so that we update the visuals\n (shouldRender || shouldGroup) && this.requestRenderAll();\n },\n\n /**\n * reset cache form common information needed during event processing\n * @private\n */\n _resetTransformEventData: function() {\n this._target = null;\n this._pointer = null;\n this._absolutePointer = null;\n },\n\n /**\n * Cache common information needed during event processing\n * @private\n * @param {Event} e Event object fired on event\n */\n _cacheTransformEventData: function(e) {\n // reset in order to avoid stale caching\n this._resetTransformEventData();\n this._pointer = this.getPointer(e, true);\n this._absolutePointer = this.restorePointerVpt(this._pointer);\n this._target = this._currentTransform ? this._currentTransform.target : this.findTarget(e) || null;\n },\n\n /**\n * @private\n */\n _beforeTransform: function(e) {\n var t = this._currentTransform;\n this.stateful && t.target.saveState();\n this.fire('before:transform', {\n e: e,\n transform: t,\n });\n },\n\n /**\n * Method that defines the actions when mouse is hovering the canvas.\n * The currentTransform parameter will define whether the user is rotating/scaling/translating\n * an image or neither of them (only hovering). A group selection is also possible and would cancel\n * all any other type of action.\n * In case of an image transformation only the top canvas will be rendered.\n * @private\n * @param {Event} e Event object fired on mousemove\n */\n __onMouseMove: function (e) {\n this._handleEvent(e, 'move:before');\n this._cacheTransformEventData(e);\n var target, pointer;\n\n if (this.isDrawingMode) {\n this._onMouseMoveInDrawingMode(e);\n return;\n }\n\n if (!this._isMainEvent(e)) {\n return;\n }\n\n var groupSelector = this._groupSelector;\n\n // We initially clicked in an empty area, so we draw a box for multiple selection\n if (groupSelector) {\n pointer = this._absolutePointer;\n\n groupSelector.left = pointer.x - groupSelector.ex;\n groupSelector.top = pointer.y - groupSelector.ey;\n\n this.renderTop();\n }\n else if (!this._currentTransform) {\n target = this.findTarget(e) || null;\n this._setCursorFromEvent(e, target);\n this._fireOverOutEvents(target, e);\n }\n else {\n this._transformObject(e);\n }\n this._handleEvent(e, 'move');\n this._resetTransformEventData();\n },\n\n /**\n * Manage the mouseout, mouseover events for the fabric object on the canvas\n * @param {Fabric.Object} target the target where the target from the mousemove event\n * @param {Event} e Event object fired on mousemove\n * @private\n */\n _fireOverOutEvents: function(target, e) {\n var _hoveredTarget = this._hoveredTarget,\n _hoveredTargets = this._hoveredTargets, targets = this.targets,\n length = Math.max(_hoveredTargets.length, targets.length);\n\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _hoveredTarget,\n evtOut: 'mouseout',\n canvasEvtOut: 'mouse:out',\n evtIn: 'mouseover',\n canvasEvtIn: 'mouse:over',\n });\n for (var i = 0; i < length; i++){\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: 'mouseout',\n evtIn: 'mouseover',\n });\n }\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\n },\n\n /**\n * Manage the dragEnter, dragLeave events for the fabric objects on the canvas\n * @param {Fabric.Object} target the target where the target from the onDrag event\n * @param {Event} e Event object fired on ondrag\n * @private\n */\n _fireEnterLeaveEvents: function(target, e) {\n var _draggedoverTarget = this._draggedoverTarget,\n _hoveredTargets = this._hoveredTargets, targets = this.targets,\n length = Math.max(_hoveredTargets.length, targets.length);\n\n this.fireSyntheticInOutEvents(target, e, {\n oldTarget: _draggedoverTarget,\n evtOut: 'dragleave',\n evtIn: 'dragenter',\n });\n for (var i = 0; i < length; i++) {\n this.fireSyntheticInOutEvents(targets[i], e, {\n oldTarget: _hoveredTargets[i],\n evtOut: 'dragleave',\n evtIn: 'dragenter',\n });\n }\n this._draggedoverTarget = target;\n },\n\n /**\n * Manage the synthetic in/out events for the fabric objects on the canvas\n * @param {Fabric.Object} target the target where the target from the supported events\n * @param {Event} e Event object fired\n * @param {Object} config configuration for the function to work\n * @param {String} config.targetName property on the canvas where the old target is stored\n * @param {String} [config.canvasEvtOut] name of the event to fire at canvas level for out\n * @param {String} config.evtOut name of the event to fire for out\n * @param {String} [config.canvasEvtIn] name of the event to fire at canvas level for in\n * @param {String} config.evtIn name of the event to fire for in\n * @private\n */\n fireSyntheticInOutEvents: function(target, e, config) {\n var inOpt, outOpt, oldTarget = config.oldTarget, outFires, inFires,\n targetChanged = oldTarget !== target, canvasEvtIn = config.canvasEvtIn, canvasEvtOut = config.canvasEvtOut;\n if (targetChanged) {\n inOpt = { e: e, target: target, previousTarget: oldTarget };\n outOpt = { e: e, target: oldTarget, nextTarget: target };\n }\n inFires = target && targetChanged;\n outFires = oldTarget && targetChanged;\n if (outFires) {\n canvasEvtOut && this.fire(canvasEvtOut, outOpt);\n oldTarget.fire(config.evtOut, outOpt);\n }\n if (inFires) {\n canvasEvtIn && this.fire(canvasEvtIn, inOpt);\n target.fire(config.evtIn, inOpt);\n }\n },\n\n /**\n * Method that defines actions when an Event Mouse Wheel\n * @param {Event} e Event object fired on mouseup\n */\n __onMouseWheel: function(e) {\n this._cacheTransformEventData(e);\n this._handleEvent(e, 'wheel');\n this._resetTransformEventData();\n },\n\n /**\n * @private\n * @param {Event} e Event fired on mousemove\n */\n _transformObject: function(e) {\n var pointer = this.getPointer(e),\n transform = this._currentTransform;\n\n transform.reset = false;\n transform.shiftKey = e.shiftKey;\n transform.altKey = e[this.centeredKey];\n\n this._performTransformAction(e, transform, pointer);\n transform.actionPerformed && this.requestRenderAll();\n },\n\n /**\n * @private\n */\n _performTransformAction: function(e, transform, pointer) {\n var x = pointer.x,\n y = pointer.y,\n action = transform.action,\n actionPerformed = false,\n actionHandler = transform.actionHandler;\n // this object could be created from the function in the control handlers\n\n\n if (actionHandler) {\n actionPerformed = actionHandler(e, transform, x, y);\n }\n if (action === 'drag' && actionPerformed) {\n transform.target.isMoving = true;\n this.setCursor(transform.target.moveCursor || this.moveCursor);\n }\n transform.actionPerformed = transform.actionPerformed || actionPerformed;\n },\n\n /**\n * @private\n */\n _fire: fabric.controlsUtils.fireEvent,\n\n /**\n * Sets the cursor depending on where the canvas is being hovered.\n * Note: very buggy in Opera\n * @param {Event} e Event object\n * @param {Object} target Object that the mouse is hovering, if so.\n */\n _setCursorFromEvent: function (e, target) {\n if (!target) {\n this.setCursor(this.defaultCursor);\n return false;\n }\n var hoverCursor = target.hoverCursor || this.hoverCursor,\n activeSelection = this._activeObject && this._activeObject.type === 'activeSelection' ?\n this._activeObject : null,\n // only show proper corner when group selection is not active\n corner = (!activeSelection || !activeSelection.contains(target))\n // here we call findTargetCorner always with undefined for the touch parameter.\n // we assume that if you are using a cursor you do not need to interact with\n // the bigger touch area.\n && target._findTargetCorner(this.getPointer(e, true));\n\n if (!corner) {\n if (target.subTargetCheck){\n // hoverCursor should come from top-most subTarget,\n // so we walk the array backwards\n this.targets.concat().reverse().map(function(_target){\n hoverCursor = _target.hoverCursor || hoverCursor;\n });\n }\n this.setCursor(hoverCursor);\n }\n else {\n this.setCursor(this.getCornerCursor(corner, target, e));\n }\n },\n\n /**\n * @private\n */\n getCornerCursor: function(corner, target, e) {\n var control = target.controls[corner];\n return control.cursorStyleHandler(e, control, target);\n }\n });\n})();\n\n\n(function() {\n\n var min = Math.min,\n max = Math.max;\n\n fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n * @return {Boolean}\n */\n _shouldGroup: function(e, target) {\n var activeObject = this._activeObject;\n return activeObject && this._isSelectionKeyPressed(e) && target && target.selectable && this.selection &&\n (activeObject !== target || activeObject.type === 'activeSelection') && !target.onSelect({ e: e });\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @param {fabric.Object} target\n */\n _handleGrouping: function (e, target) {\n var activeObject = this._activeObject;\n // avoid multi select when shift click on a corner\n if (activeObject.__corner) {\n return;\n }\n if (target === activeObject) {\n // if it's a group, find target again, using activeGroup objects\n target = this.findTarget(e, true);\n // if even object is not found or we are on activeObjectCorner, bail out\n if (!target || !target.selectable) {\n return;\n }\n }\n if (activeObject && activeObject.type === 'activeSelection') {\n this._updateActiveSelection(target, e);\n }\n else {\n this._createActiveSelection(target, e);\n }\n },\n\n /**\n * @private\n */\n _updateActiveSelection: function(target, e) {\n var activeSelection = this._activeObject,\n currentActiveObjects = activeSelection._objects.slice(0);\n if (activeSelection.contains(target)) {\n activeSelection.removeWithUpdate(target);\n this._hoveredTarget = target;\n this._hoveredTargets = this.targets.concat();\n if (activeSelection.size() === 1) {\n // activate last remaining object\n this._setActiveObject(activeSelection.item(0), e);\n }\n }\n else {\n activeSelection.addWithUpdate(target);\n this._hoveredTarget = activeSelection;\n this._hoveredTargets = this.targets.concat();\n }\n this._fireSelectionEvents(currentActiveObjects, e);\n },\n\n /**\n * @private\n */\n _createActiveSelection: function(target, e) {\n var currentActives = this.getActiveObjects(), group = this._createGroup(target);\n this._hoveredTarget = group;\n // ISSUE 4115: should we consider subTargets here?\n // this._hoveredTargets = [];\n // this._hoveredTargets = this.targets.concat();\n this._setActiveObject(group, e);\n this._fireSelectionEvents(currentActives, e);\n },\n\n /**\n * @private\n * @param {Object} target\n */\n _createGroup: function(target) {\n var objects = this._objects,\n isActiveLower = objects.indexOf(this._activeObject) < objects.indexOf(target),\n groupObjects = isActiveLower\n ? [this._activeObject, target]\n : [target, this._activeObject];\n this._activeObject.isEditing && this._activeObject.exitEditing();\n return new fabric.ActiveSelection(groupObjects, {\n canvas: this\n });\n },\n\n /**\n * @private\n * @param {Event} e mouse event\n */\n _groupSelectedObjects: function (e) {\n\n var group = this._collectObjects(e),\n aGroup;\n\n // do not create group for 1 element only\n if (group.length === 1) {\n this.setActiveObject(group[0], e);\n }\n else if (group.length > 1) {\n aGroup = new fabric.ActiveSelection(group.reverse(), {\n canvas: this\n });\n this.setActiveObject(aGroup, e);\n }\n },\n\n /**\n * @private\n */\n _collectObjects: function(e) {\n var group = [],\n currentObject,\n x1 = this._groupSelector.ex,\n y1 = this._groupSelector.ey,\n x2 = x1 + this._groupSelector.left,\n y2 = y1 + this._groupSelector.top,\n selectionX1Y1 = new fabric.Point(min(x1, x2), min(y1, y2)),\n selectionX2Y2 = new fabric.Point(max(x1, x2), max(y1, y2)),\n allowIntersect = !this.selectionFullyContained,\n isClick = x1 === x2 && y1 === y2;\n // we iterate reverse order to collect top first in case of click.\n for (var i = this._objects.length; i--; ) {\n currentObject = this._objects[i];\n\n if (!currentObject || !currentObject.selectable || !currentObject.visible) {\n continue;\n }\n\n if ((allowIntersect && currentObject.intersectsWithRect(selectionX1Y1, selectionX2Y2, true)) ||\n currentObject.isContainedWithinRect(selectionX1Y1, selectionX2Y2, true) ||\n (allowIntersect && currentObject.containsPoint(selectionX1Y1, null, true)) ||\n (allowIntersect && currentObject.containsPoint(selectionX2Y2, null, true))\n ) {\n group.push(currentObject);\n // only add one object if it's a click\n if (isClick) {\n break;\n }\n }\n }\n\n if (group.length > 1) {\n group = group.filter(function(object) {\n return !object.onSelect({ e: e });\n });\n }\n\n return group;\n },\n\n /**\n * @private\n */\n _maybeGroupObjects: function(e) {\n if (this.selection && this._groupSelector) {\n this._groupSelectedObjects(e);\n }\n this.setCursor(this.defaultCursor);\n // clear selection and current transformation\n this._groupSelector = null;\n }\n });\n\n})();\n\n\n(function () {\n fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Exports canvas element to a dataurl image. Note that when multiplier is used, cropping is scaled appropriately\n * @param {Object} [options] Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by, to have consistent\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 2.0.0\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n * @see {@link http://jsfiddle.net/fabricjs/NfZVb/|jsFiddle demo}\n * @example Generate jpeg dataURL with lower quality\n * var dataURL = canvas.toDataURL({\n * format: 'jpeg',\n * quality: 0.8\n * });\n * @example Generate cropped png dataURL (clipping of canvas)\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * left: 100,\n * top: 100,\n * width: 200,\n * height: 200\n * });\n * @example Generate double scaled png dataURL\n * var dataURL = canvas.toDataURL({\n * format: 'png',\n * multiplier: 2\n * });\n */\n toDataURL: function (options) {\n options || (options = { });\n\n var format = options.format || 'png',\n quality = options.quality || 1,\n multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? this.getRetinaScaling() : 1),\n canvasEl = this.toCanvasElement(multiplier, options);\n return fabric.util.toDataURL(canvasEl, format, quality);\n },\n\n /**\n * Create a new HTMLCanvas element painted with the current canvas content.\n * No need to resize the actual one or repaint it.\n * Will transfer object ownership to a new canvas, paint it, and set everything back.\n * This is an intermediary step used to get to a dataUrl but also it is useful to\n * create quick image copies of a canvas without passing for the dataUrl string\n * @param {Number} [multiplier] a zoom factor.\n * @param {Object} [cropping] Cropping informations\n * @param {Number} [cropping.left] Cropping left offset.\n * @param {Number} [cropping.top] Cropping top offset.\n * @param {Number} [cropping.width] Cropping width.\n * @param {Number} [cropping.height] Cropping height.\n */\n toCanvasElement: function(multiplier, cropping) {\n multiplier = multiplier || 1;\n cropping = cropping || { };\n var scaledWidth = (cropping.width || this.width) * multiplier,\n scaledHeight = (cropping.height || this.height) * multiplier,\n zoom = this.getZoom(),\n originalWidth = this.width,\n originalHeight = this.height,\n newZoom = zoom * multiplier,\n vp = this.viewportTransform,\n translateX = (vp[4] - (cropping.left || 0)) * multiplier,\n translateY = (vp[5] - (cropping.top || 0)) * multiplier,\n originalInteractive = this.interactive,\n newVp = [newZoom, 0, 0, newZoom, translateX, translateY],\n originalRetina = this.enableRetinaScaling,\n canvasEl = fabric.util.createCanvasElement(),\n originalContextTop = this.contextTop;\n canvasEl.width = scaledWidth;\n canvasEl.height = scaledHeight;\n this.contextTop = null;\n this.enableRetinaScaling = false;\n this.interactive = false;\n this.viewportTransform = newVp;\n this.width = scaledWidth;\n this.height = scaledHeight;\n this.calcViewportBoundaries();\n this.renderCanvas(canvasEl.getContext('2d'), this._objects);\n this.viewportTransform = vp;\n this.width = originalWidth;\n this.height = originalHeight;\n this.calcViewportBoundaries();\n this.interactive = originalInteractive;\n this.enableRetinaScaling = originalRetina;\n this.contextTop = originalContextTop;\n return canvasEl;\n },\n });\n\n})();\n\n\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n /**\n * Populates canvas with data from the specified JSON.\n * JSON format must conform to the one of {@link fabric.Canvas#toJSON}\n * @param {String|Object} json JSON string or object\n * @param {Function} callback Callback, invoked when json is parsed\n * and corresponding objects (e.g: {@link fabric.Image})\n * are initialized\n * @param {Function} [reviver] Method for further parsing of JSON elements, called after each fabric object created.\n * @return {fabric.Canvas} instance\n * @chainable\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#deserialization}\n * @see {@link http://jsfiddle.net/fabricjs/fmgXt/|jsFiddle demo}\n * @example loadFromJSON\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas));\n * @example loadFromJSON with reviver\n * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas), function(o, object) {\n * // `o` = json object\n * // `object` = fabric.Object instance\n * // ... do some stuff ...\n * });\n */\n loadFromJSON: function (json, callback, reviver) {\n if (!json) {\n return;\n }\n\n // serialize if it wasn't already\n var serialized = (typeof json === 'string')\n ? JSON.parse(json)\n : fabric.util.object.clone(json);\n\n var _this = this,\n clipPath = serialized.clipPath,\n renderOnAddRemove = this.renderOnAddRemove;\n\n this.renderOnAddRemove = false;\n\n delete serialized.clipPath;\n\n this._enlivenObjects(serialized.objects, function (enlivenedObjects) {\n _this.clear();\n _this._setBgOverlay(serialized, function () {\n if (clipPath) {\n _this._enlivenObjects([clipPath], function (enlivenedCanvasClip) {\n _this.clipPath = enlivenedCanvasClip[0];\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n });\n }\n else {\n _this.__setupCanvas.call(_this, serialized, enlivenedObjects, renderOnAddRemove, callback);\n }\n });\n }, reviver);\n return this;\n },\n\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Array} restored canvas objects\n * @param {Function} cached renderOnAddRemove callback\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */\n __setupCanvas: function(serialized, enlivenedObjects, renderOnAddRemove, callback) {\n var _this = this;\n enlivenedObjects.forEach(function(obj, index) {\n // we splice the array just in case some custom classes restored from JSON\n // will add more object to canvas at canvas init.\n _this.insertAt(obj, index);\n });\n this.renderOnAddRemove = renderOnAddRemove;\n // remove parts i cannot set as options\n delete serialized.objects;\n delete serialized.backgroundImage;\n delete serialized.overlayImage;\n delete serialized.background;\n delete serialized.overlay;\n // this._initOptions does too many things to just\n // call it. Normally loading an Object from JSON\n // create the Object instance. Here the Canvas is\n // already an instance and we are just loading things over it\n this._setOptions(serialized);\n this.renderAll();\n callback && callback();\n },\n\n /**\n * @private\n * @param {Object} serialized Object with background and overlay information\n * @param {Function} callback Invoked after all background and overlay images/patterns loaded\n */\n _setBgOverlay: function(serialized, callback) {\n var loaded = {\n backgroundColor: false,\n overlayColor: false,\n backgroundImage: false,\n overlayImage: false\n };\n\n if (!serialized.backgroundImage && !serialized.overlayImage && !serialized.background && !serialized.overlay) {\n callback && callback();\n return;\n }\n\n var cbIfLoaded = function () {\n if (loaded.backgroundImage && loaded.overlayImage && loaded.backgroundColor && loaded.overlayColor) {\n callback && callback();\n }\n };\n\n this.__setBgOverlay('backgroundImage', serialized.backgroundImage, loaded, cbIfLoaded);\n this.__setBgOverlay('overlayImage', serialized.overlayImage, loaded, cbIfLoaded);\n this.__setBgOverlay('backgroundColor', serialized.background, loaded, cbIfLoaded);\n this.__setBgOverlay('overlayColor', serialized.overlay, loaded, cbIfLoaded);\n },\n\n /**\n * @private\n * @param {String} property Property to set (backgroundImage, overlayImage, backgroundColor, overlayColor)\n * @param {(Object|String)} value Value to set\n * @param {Object} loaded Set loaded property to true if property is set\n * @param {Object} callback Callback function to invoke after property is set\n */\n __setBgOverlay: function(property, value, loaded, callback) {\n var _this = this;\n\n if (!value) {\n loaded[property] = true;\n callback && callback();\n return;\n }\n\n if (property === 'backgroundImage' || property === 'overlayImage') {\n fabric.util.enlivenObjects([value], function(enlivedObject){\n _this[property] = enlivedObject[0];\n loaded[property] = true;\n callback && callback();\n });\n }\n else {\n this['set' + fabric.util.string.capitalize(property, true)](value, function() {\n loaded[property] = true;\n callback && callback();\n });\n }\n },\n\n /**\n * @private\n * @param {Array} objects\n * @param {Function} callback\n * @param {Function} [reviver]\n */\n _enlivenObjects: function (objects, callback, reviver) {\n if (!objects || objects.length === 0) {\n callback && callback([]);\n return;\n }\n\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, null, reviver);\n },\n\n /**\n * @private\n * @param {String} format\n * @param {Function} callback\n */\n _toDataURL: function (format, callback) {\n this.clone(function (clone) {\n callback(clone.toDataURL(format));\n });\n },\n\n /**\n * @private\n * @param {String} format\n * @param {Number} multiplier\n * @param {Function} callback\n */\n _toDataURLWithMultiplier: function (format, multiplier, callback) {\n this.clone(function (clone) {\n callback(clone.toDataURLWithMultiplier(format, multiplier));\n });\n },\n\n /**\n * Clones canvas instance\n * @param {Object} [callback] Receives cloned instance as a first argument\n * @param {Array} [properties] Array of properties to include in the cloned canvas and children\n */\n clone: function (callback, properties) {\n var data = JSON.stringify(this.toJSON(properties));\n this.cloneWithoutData(function(clone) {\n clone.loadFromJSON(data, function() {\n callback && callback(clone);\n });\n });\n },\n\n /**\n * Clones canvas instance without cloning existing data.\n * This essentially copies canvas dimensions, clipping properties, etc.\n * but leaves data empty (so that you can populate it with your own)\n * @param {Object} [callback] Receives cloned instance as a first argument\n */\n cloneWithoutData: function(callback) {\n var el = fabric.util.createCanvasElement();\n\n el.width = this.width;\n el.height = this.height;\n\n var clone = new fabric.Canvas(el);\n if (this.backgroundImage) {\n clone.setBackgroundImage(this.backgroundImage.src, function() {\n clone.renderAll();\n callback && callback(clone);\n });\n clone.backgroundImageOpacity = this.backgroundImageOpacity;\n clone.backgroundImageStretch = this.backgroundImageStretch;\n }\n else {\n callback && callback(clone);\n }\n }\n});\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n toFixed = fabric.util.toFixed,\n capitalize = fabric.util.string.capitalize,\n degreesToRadians = fabric.util.degreesToRadians,\n objectCaching = !fabric.isLikelyNode,\n ALIASING_LIMIT = 2;\n\n if (fabric.Object) {\n return;\n }\n\n /**\n * Root object class from which all 2d shape classes inherit from\n * @class fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#objects}\n * @see {@link fabric.Object#initialize} for constructor definition\n *\n * @fires added\n * @fires removed\n *\n * @fires selected\n * @fires deselected\n * @fires modified\n * @fires modified\n * @fires moved\n * @fires scaled\n * @fires rotated\n * @fires skewed\n *\n * @fires rotating\n * @fires scaling\n * @fires moving\n * @fires skewing\n *\n * @fires mousedown\n * @fires mouseup\n * @fires mouseover\n * @fires mouseout\n * @fires mousewheel\n * @fires mousedblclick\n *\n * @fires dragover\n * @fires dragenter\n * @fires dragleave\n * @fires drop\n */\n fabric.Object = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.Object.prototype */ {\n\n /**\n * Type of an object (rect, circle, path, etc.).\n * Note that this property is meant to be read-only and not meant to be modified.\n * If you modify, certain parts of Fabric (such as JSON loading) won't work correctly.\n * @type String\n * @default\n */\n type: 'object',\n\n /**\n * Horizontal origin of transformation of an object (one of \"left\", \"right\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */\n originX: 'left',\n\n /**\n * Vertical origin of transformation of an object (one of \"top\", \"bottom\", \"center\")\n * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups\n * @type String\n * @default\n */\n originY: 'top',\n\n /**\n * Top position of an object. Note that by default it's relative to object top. You can change this by setting originY={top/center/bottom}\n * @type Number\n * @default\n */\n top: 0,\n\n /**\n * Left position of an object. Note that by default it's relative to object left. You can change this by setting originX={left/center/right}\n * @type Number\n * @default\n */\n left: 0,\n\n /**\n * Object width\n * @type Number\n * @default\n */\n width: 0,\n\n /**\n * Object height\n * @type Number\n * @default\n */\n height: 0,\n\n /**\n * Object scale factor (horizontal)\n * @type Number\n * @default\n */\n scaleX: 1,\n\n /**\n * Object scale factor (vertical)\n * @type Number\n * @default\n */\n scaleY: 1,\n\n /**\n * When true, an object is rendered as flipped horizontally\n * @type Boolean\n * @default\n */\n flipX: false,\n\n /**\n * When true, an object is rendered as flipped vertically\n * @type Boolean\n * @default\n */\n flipY: false,\n\n /**\n * Opacity of an object\n * @type Number\n * @default\n */\n opacity: 1,\n\n /**\n * Angle of rotation of an object (in degrees)\n * @type Number\n * @default\n */\n angle: 0,\n\n /**\n * Angle of skew on x axes of an object (in degrees)\n * @type Number\n * @default\n */\n skewX: 0,\n\n /**\n * Angle of skew on y axes of an object (in degrees)\n * @type Number\n * @default\n */\n skewY: 0,\n\n /**\n * Size of object's controlling corners (in pixels)\n * @type Number\n * @default\n */\n cornerSize: 13,\n\n /**\n * Size of object's controlling corners when touch interaction is detected\n * @type Number\n * @default\n */\n touchCornerSize: 24,\n\n /**\n * When true, object's controlling corners are rendered as transparent inside (i.e. stroke instead of fill)\n * @type Boolean\n * @default\n */\n transparentCorners: true,\n\n /**\n * Default cursor value used when hovering over this object on canvas\n * @type String\n * @default\n */\n hoverCursor: null,\n\n /**\n * Default cursor value used when moving this object on canvas\n * @type String\n * @default\n */\n moveCursor: null,\n\n /**\n * Padding between object and its controlling borders (in pixels)\n * @type Number\n * @default\n */\n padding: 0,\n\n /**\n * Color of controlling borders of an object (when it's active)\n * @type String\n * @default\n */\n borderColor: 'rgb(178,204,255)',\n\n /**\n * Array specifying dash pattern of an object's borders (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */\n borderDashArray: null,\n\n /**\n * Color of controlling corners of an object (when it's active)\n * @type String\n * @default\n */\n cornerColor: 'rgb(178,204,255)',\n\n /**\n * Color of controlling corners of an object (when it's active and transparentCorners false)\n * @since 1.6.2\n * @type String\n * @default\n */\n cornerStrokeColor: null,\n\n /**\n * Specify style of control, 'rect' or 'circle'\n * @since 1.6.2\n * @type String\n */\n cornerStyle: 'rect',\n\n /**\n * Array specifying dash pattern of an object's control (hasBorder must be true)\n * @since 1.6.2\n * @type Array\n */\n cornerDashArray: null,\n\n /**\n * When true, this object will use center point as the origin of transformation\n * when being scaled via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredScaling: false,\n\n /**\n * When true, this object will use center point as the origin of transformation\n * when being rotated via the controls.\n * Backwards incompatibility note: This property replaces \"centerTransform\" (Boolean).\n * @since 1.3.4\n * @type Boolean\n * @default\n */\n centeredRotation: true,\n\n /**\n * Color of object's fill\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n fill: 'rgb(0,0,0)',\n\n /**\n * Fill rule used to fill an object\n * accepted values are nonzero, evenodd\n * Backwards incompatibility note: This property was used for setting globalCompositeOperation until v1.4.12 (use `fabric.Object#globalCompositeOperation` instead)\n * @type String\n * @default\n */\n fillRule: 'nonzero',\n\n /**\n * Composite rule used for canvas globalCompositeOperation\n * @type String\n * @default\n */\n globalCompositeOperation: 'source-over',\n\n /**\n * Background color of an object.\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n backgroundColor: '',\n\n /**\n * Selection Background color of an object. colored layer behind the object when it is active.\n * does not mix good with globalCompositeOperation methods.\n * @type String\n * @default\n */\n selectionBackgroundColor: '',\n\n /**\n * When defined, an object is rendered via stroke and this property specifies its color\n * takes css colors https://www.w3.org/TR/css-color-3/\n * @type String\n * @default\n */\n stroke: null,\n\n /**\n * Width of a stroke used to render this object\n * @type Number\n * @default\n */\n strokeWidth: 1,\n\n /**\n * Array specifying dash pattern of an object's stroke (stroke must be defined)\n * @type Array\n */\n strokeDashArray: null,\n\n /**\n * Line offset of an object's stroke\n * @type Number\n * @default\n */\n strokeDashOffset: 0,\n\n /**\n * Line endings style of an object's stroke (one of \"butt\", \"round\", \"square\")\n * @type String\n * @default\n */\n strokeLineCap: 'butt',\n\n /**\n * Corner style of an object's stroke (one of \"bevel\", \"round\", \"miter\")\n * @type String\n * @default\n */\n strokeLineJoin: 'miter',\n\n /**\n * Maximum miter length (used for strokeLineJoin = \"miter\") of an object's stroke\n * @type Number\n * @default\n */\n strokeMiterLimit: 4,\n\n /**\n * Shadow object representing shadow of this shape\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * Opacity of object's controlling borders when object is active and moving\n * @type Number\n * @default\n */\n borderOpacityWhenMoving: 0.4,\n\n /**\n * Scale factor of object's controlling borders\n * bigger number will make a thicker border\n * border is 1, so this is basically a border thickness\n * since there is no way to change the border itself.\n * @type Number\n * @default\n */\n borderScaleFactor: 1,\n\n /**\n * Minimum allowed scale value of an object\n * @type Number\n * @default\n */\n minScaleLimit: 0,\n\n /**\n * When set to `false`, an object can not be selected for modification (using either point-click-based or group-based selection).\n * But events still fire on it.\n * @type Boolean\n * @default\n */\n selectable: true,\n\n /**\n * When set to `false`, an object can not be a target of events. All events propagate through it. Introduced in v1.3.4\n * @type Boolean\n * @default\n */\n evented: true,\n\n /**\n * When set to `false`, an object is not rendered on canvas\n * @type Boolean\n * @default\n */\n visible: true,\n\n /**\n * When set to `false`, object's controls are not displayed and can not be used to manipulate object\n * @type Boolean\n * @default\n */\n hasControls: true,\n\n /**\n * When set to `false`, object's controlling borders are not rendered\n * @type Boolean\n * @default\n */\n hasBorders: true,\n\n /**\n * When set to `true`, objects are \"found\" on canvas on per-pixel basis rather than according to bounding box\n * @type Boolean\n * @default\n */\n perPixelTargetFind: false,\n\n /**\n * When `false`, default object's values are not included in its serialization\n * @type Boolean\n * @default\n */\n includeDefaultValues: true,\n\n /**\n * When `true`, object horizontal movement is locked\n * @type Boolean\n * @default\n */\n lockMovementX: false,\n\n /**\n * When `true`, object vertical movement is locked\n * @type Boolean\n * @default\n */\n lockMovementY: false,\n\n /**\n * When `true`, object rotation is locked\n * @type Boolean\n * @default\n */\n lockRotation: false,\n\n /**\n * When `true`, object horizontal scaling is locked\n * @type Boolean\n * @default\n */\n lockScalingX: false,\n\n /**\n * When `true`, object vertical scaling is locked\n * @type Boolean\n * @default\n */\n lockScalingY: false,\n\n /**\n * When `true`, object horizontal skewing is locked\n * @type Boolean\n * @default\n */\n lockSkewingX: false,\n\n /**\n * When `true`, object vertical skewing is locked\n * @type Boolean\n * @default\n */\n lockSkewingY: false,\n\n /**\n * When `true`, object cannot be flipped by scaling into negative values\n * @type Boolean\n * @default\n */\n lockScalingFlip: false,\n\n /**\n * When `true`, object is not exported in OBJECT/JSON\n * @since 1.6.3\n * @type Boolean\n * @default\n */\n excludeFromExport: false,\n\n /**\n * When `true`, object is cached on an additional canvas.\n * When `false`, object is not cached unless necessary ( clipPath )\n * default to true\n * @since 1.7.0\n * @type Boolean\n * @default true\n */\n objectCaching: objectCaching,\n\n /**\n * When `true`, object properties are checked for cache invalidation. In some particular\n * situation you may want this to be disabled ( spray brush, very big, groups)\n * or if your application does not allow you to modify properties for groups child you want\n * to disable it for groups.\n * default to false\n * since 1.7.0\n * @type Boolean\n * @default false\n */\n statefullCache: false,\n\n /**\n * When `true`, cache does not get updated during scaling. The picture will get blocky if scaled\n * too much and will be redrawn with correct details at the end of scaling.\n * this setting is performance and application dependant.\n * default to true\n * since 1.7.0\n * @type Boolean\n * @default true\n */\n noScaleCache: true,\n\n /**\n * When `false`, the stoke width will scale with the object.\n * When `true`, the stroke will always match the exact pixel size entered for stroke width.\n * default to false\n * @since 2.6.0\n * @type Boolean\n * @default false\n * @type Boolean\n * @default false\n */\n strokeUniform: false,\n\n /**\n * When set to `true`, object's cache will be rerendered next render call.\n * since 1.7.0\n * @type Boolean\n * @default true\n */\n dirty: true,\n\n /**\n * keeps the value of the last hovered corner during mouse move.\n * 0 is no corner, or 'mt', 'ml', 'mtr' etc..\n * It should be private, but there is no harm in using it as\n * a read-only property.\n * @type number|string|any\n * @default 0\n */\n __corner: 0,\n\n /**\n * Determines if the fill or the stroke is drawn first (one of \"fill\" or \"stroke\")\n * @type String\n * @default\n */\n paintFirst: 'fill',\n\n /**\n * When 'down', object is set to active on mousedown/touchstart\n * When 'up', object is set to active on mouseup/touchend\n * Experimental. Let's see if this breaks anything before supporting officially\n * @private\n * since 4.4.0\n * @type String\n * @default 'down'\n */\n activeOn: 'down',\n\n /**\n * List of properties to consider when checking if state\n * of an object is changed (fabric.Object#hasStateChanged)\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: (\n 'top left width height scaleX scaleY flipX flipY originX originY transformMatrix ' +\n 'stroke strokeWidth strokeDashArray strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit ' +\n 'angle opacity fill globalCompositeOperation shadow visible backgroundColor ' +\n 'skewX skewY fillRule paintFirst clipPath strokeUniform'\n ).split(' '),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */\n cacheProperties: (\n 'fill stroke strokeWidth strokeDashArray width height paintFirst strokeUniform' +\n ' strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit backgroundColor clipPath'\n ).split(' '),\n\n /**\n * List of properties to consider for animating colors.\n * @type Array\n */\n colorProperties: (\n 'fill stroke backgroundColor'\n ).split(' '),\n\n /**\n * a fabricObject that, without stroke define a clipping area with their shape. filled in black\n * the clipPath object gets used when the object has rendered, and the context is placed in the center\n * of the object cacheCanvas.\n * If you want 0,0 of a clipPath to align with an object center, use clipPath.originX/Y to 'center'\n * @type fabric.Object\n */\n clipPath: undefined,\n\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will make the object clip to the outside of the clipPath\n * since 2.4.0\n * @type boolean\n * @default false\n */\n inverted: false,\n\n /**\n * Meaningful ONLY when the object is used as clipPath.\n * if true, the clipPath will have its top and left relative to canvas, and will\n * not be influenced by the object transform. This will make the clipPath relative\n * to the canvas, but clipping just a particular object.\n * WARNING this is beta, this feature may change or be renamed.\n * since 2.4.0\n * @type boolean\n * @default false\n */\n absolutePositioned: false,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n\n /**\n * Create a the canvas used to keep the cached copy of the object\n * @private\n */\n _createCacheCanvas: function() {\n this._cacheProperties = {};\n this._cacheCanvas = fabric.util.createCanvasElement();\n this._cacheContext = this._cacheCanvas.getContext('2d');\n this._updateCacheCanvas();\n // if canvas gets created, is empty, so dirty.\n this.dirty = true;\n },\n\n /**\n * Limit the cache dimensions so that X * Y do not cross fabric.perfLimitSizeTotal\n * and each side do not cross fabric.cacheSideLimit\n * those numbers are configurable so that you can get as much detail as you want\n * making bargain with performances.\n * @param {Object} dims\n * @param {Object} dims.width width of canvas\n * @param {Object} dims.height height of canvas\n * @param {Object} dims.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @param {Object} dims.zoomY zoomY zoom value to unscale the canvas before drawing cache\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _limitCacheSize: function(dims) {\n var perfLimitSizeTotal = fabric.perfLimitSizeTotal,\n width = dims.width, height = dims.height,\n max = fabric.maxCacheSideLimit, min = fabric.minCacheSideLimit;\n if (width <= max && height <= max && width * height <= perfLimitSizeTotal) {\n if (width < min) {\n dims.width = min;\n }\n if (height < min) {\n dims.height = min;\n }\n return dims;\n }\n var ar = width / height, limitedDims = fabric.util.limitDimsByArea(ar, perfLimitSizeTotal),\n capValue = fabric.util.capValue,\n x = capValue(min, limitedDims.x, max),\n y = capValue(min, limitedDims.y, max);\n if (width > x) {\n dims.zoomX /= width / x;\n dims.width = x;\n dims.capped = true;\n }\n if (height > y) {\n dims.zoomY /= height / y;\n dims.height = y;\n dims.capped = true;\n }\n return dims;\n },\n\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @return {Object}.x width of object to be cached\n * @return {Object}.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _getCacheCanvasDimensions: function() {\n var objectScale = this.getTotalObjectScaling(),\n // caculate dimensions without skewing\n dim = this._getTransformedDimensions(0, 0),\n neededX = dim.x * objectScale.scaleX / this.scaleX,\n neededY = dim.y * objectScale.scaleY / this.scaleY;\n return {\n // for sure this ALIASING_LIMIT is slightly creating problem\n // in situation in which the cache canvas gets an upper limit\n // also objectScale contains already scaleX and scaleY\n width: neededX + ALIASING_LIMIT,\n height: neededY + ALIASING_LIMIT,\n zoomX: objectScale.scaleX,\n zoomY: objectScale.scaleY,\n x: neededX,\n y: neededY\n };\n },\n\n /**\n * Update width and height of the canvas for cache\n * returns true or false if canvas needed resize.\n * @private\n * @return {Boolean} true if the canvas has been resized\n */\n _updateCacheCanvas: function() {\n var targetCanvas = this.canvas;\n if (this.noScaleCache && targetCanvas && targetCanvas._currentTransform) {\n var target = targetCanvas._currentTransform.target,\n action = targetCanvas._currentTransform.action;\n if (this === target && action.slice && action.slice(0, 5) === 'scale') {\n return false;\n }\n }\n var canvas = this._cacheCanvas,\n dims = this._limitCacheSize(this._getCacheCanvasDimensions()),\n minCacheSize = fabric.minCacheSideLimit,\n width = dims.width, height = dims.height, drawingWidth, drawingHeight,\n zoomX = dims.zoomX, zoomY = dims.zoomY,\n dimensionsChanged = width !== this.cacheWidth || height !== this.cacheHeight,\n zoomChanged = this.zoomX !== zoomX || this.zoomY !== zoomY,\n shouldRedraw = dimensionsChanged || zoomChanged,\n additionalWidth = 0, additionalHeight = 0, shouldResizeCanvas = false;\n if (dimensionsChanged) {\n var canvasWidth = this._cacheCanvas.width,\n canvasHeight = this._cacheCanvas.height,\n sizeGrowing = width > canvasWidth || height > canvasHeight,\n sizeShrinking = (width < canvasWidth * 0.9 || height < canvasHeight * 0.9) &&\n canvasWidth > minCacheSize && canvasHeight > minCacheSize;\n shouldResizeCanvas = sizeGrowing || sizeShrinking;\n if (sizeGrowing && !dims.capped && (width > minCacheSize || height > minCacheSize)) {\n additionalWidth = width * 0.1;\n additionalHeight = height * 0.1;\n }\n }\n if (this instanceof fabric.Text && this.path) {\n shouldRedraw = true;\n shouldResizeCanvas = true;\n additionalWidth += this.getHeightOfLine(0) * this.zoomX;\n additionalHeight += this.getHeightOfLine(0) * this.zoomY;\n }\n if (shouldRedraw) {\n if (shouldResizeCanvas) {\n canvas.width = Math.ceil(width + additionalWidth);\n canvas.height = Math.ceil(height + additionalHeight);\n }\n else {\n this._cacheContext.setTransform(1, 0, 0, 1, 0, 0);\n this._cacheContext.clearRect(0, 0, canvas.width, canvas.height);\n }\n drawingWidth = dims.x / 2;\n drawingHeight = dims.y / 2;\n this.cacheTranslationX = Math.round(canvas.width / 2 - drawingWidth) + drawingWidth;\n this.cacheTranslationY = Math.round(canvas.height / 2 - drawingHeight) + drawingHeight;\n this.cacheWidth = width;\n this.cacheHeight = height;\n this._cacheContext.translate(this.cacheTranslationX, this.cacheTranslationY);\n this._cacheContext.scale(zoomX, zoomY);\n this.zoomX = zoomX;\n this.zoomY = zoomY;\n return true;\n }\n return false;\n },\n\n /**\n * Sets object's properties from options\n * @param {Object} [options] Options object\n */\n setOptions: function(options) {\n this._setOptions(options);\n this._initGradient(options.fill, 'fill');\n this._initGradient(options.stroke, 'stroke');\n this._initPattern(options.fill, 'fill');\n this._initPattern(options.stroke, 'stroke');\n },\n\n /**\n * Transforms context when rendering an object\n * @param {CanvasRenderingContext2D} ctx Context\n */\n transform: function(ctx) {\n var needFullTransform = (this.group && !this.group._transformDone) ||\n (this.group && this.canvas && ctx === this.canvas.contextTop);\n var m = this.calcTransformMatrix(!needFullTransform);\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n },\n\n /**\n * Returns an object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,\n\n object = {\n type: this.type,\n version: fabric.version,\n originX: this.originX,\n originY: this.originY,\n left: toFixed(this.left, NUM_FRACTION_DIGITS),\n top: toFixed(this.top, NUM_FRACTION_DIGITS),\n width: toFixed(this.width, NUM_FRACTION_DIGITS),\n height: toFixed(this.height, NUM_FRACTION_DIGITS),\n fill: (this.fill && this.fill.toObject) ? this.fill.toObject() : this.fill,\n stroke: (this.stroke && this.stroke.toObject) ? this.stroke.toObject() : this.stroke,\n strokeWidth: toFixed(this.strokeWidth, NUM_FRACTION_DIGITS),\n strokeDashArray: this.strokeDashArray ? this.strokeDashArray.concat() : this.strokeDashArray,\n strokeLineCap: this.strokeLineCap,\n strokeDashOffset: this.strokeDashOffset,\n strokeLineJoin: this.strokeLineJoin,\n strokeUniform: this.strokeUniform,\n strokeMiterLimit: toFixed(this.strokeMiterLimit, NUM_FRACTION_DIGITS),\n scaleX: toFixed(this.scaleX, NUM_FRACTION_DIGITS),\n scaleY: toFixed(this.scaleY, NUM_FRACTION_DIGITS),\n angle: toFixed(this.angle, NUM_FRACTION_DIGITS),\n flipX: this.flipX,\n flipY: this.flipY,\n opacity: toFixed(this.opacity, NUM_FRACTION_DIGITS),\n shadow: (this.shadow && this.shadow.toObject) ? this.shadow.toObject() : this.shadow,\n visible: this.visible,\n backgroundColor: this.backgroundColor,\n fillRule: this.fillRule,\n paintFirst: this.paintFirst,\n globalCompositeOperation: this.globalCompositeOperation,\n skewX: toFixed(this.skewX, NUM_FRACTION_DIGITS),\n skewY: toFixed(this.skewY, NUM_FRACTION_DIGITS),\n };\n\n if (this.clipPath && !this.clipPath.excludeFromExport) {\n object.clipPath = this.clipPath.toObject(propertiesToInclude);\n object.clipPath.inverted = this.clipPath.inverted;\n object.clipPath.absolutePositioned = this.clipPath.absolutePositioned;\n }\n\n fabric.util.populateWithProperties(this, object, propertiesToInclude);\n if (!this.includeDefaultValues) {\n object = this._removeDefaultValues(object);\n }\n\n return object;\n },\n\n /**\n * Returns (dataless) object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n // will be overwritten by subclasses\n return this.toObject(propertiesToInclude);\n },\n\n /**\n * @private\n * @param {Object} object\n */\n _removeDefaultValues: function(object) {\n var prototype = fabric.util.getKlass(object.type).prototype,\n stateProperties = prototype.stateProperties;\n stateProperties.forEach(function(prop) {\n if (prop === 'left' || prop === 'top') {\n return;\n }\n if (object[prop] === prototype[prop]) {\n delete object[prop];\n }\n var isArray = Object.prototype.toString.call(object[prop]) === '[object Array]' &&\n Object.prototype.toString.call(prototype[prop]) === '[object Array]';\n\n // basically a check for [] === []\n if (isArray && object[prop].length === 0 && prototype[prop].length === 0) {\n delete object[prop];\n }\n });\n\n return object;\n },\n\n /**\n * Returns a string representation of an instance\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Return the object scale factor counting also the group scaling\n * @return {Object} object with scaleX and scaleY properties\n */\n getObjectScaling: function() {\n // if the object is a top level one, on the canvas, we go for simple aritmetic\n // otherwise the complex method with angles will return approximations and decimals\n // and will likely kill the cache when not needed\n // https://github.com/fabricjs/fabric.js/issues/7157\n if (!this.group) {\n return {\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n };\n }\n // if we are inside a group total zoom calculation is complex, we defer to generic matrices\n var options = fabric.util.qrDecompose(this.calcTransformMatrix());\n return { scaleX: Math.abs(options.scaleX), scaleY: Math.abs(options.scaleY) };\n },\n\n /**\n * Return the object scale factor counting also the group scaling, zoom and retina\n * @return {Object} object with scaleX and scaleY properties\n */\n getTotalObjectScaling: function() {\n var scale = this.getObjectScaling(), scaleX = scale.scaleX, scaleY = scale.scaleY;\n if (this.canvas) {\n var zoom = this.canvas.getZoom();\n var retina = this.canvas.getRetinaScaling();\n scaleX *= zoom * retina;\n scaleY *= zoom * retina;\n }\n return { scaleX: scaleX, scaleY: scaleY };\n },\n\n /**\n * Return the object opacity counting also the group property\n * @return {Number}\n */\n getObjectOpacity: function() {\n var opacity = this.opacity;\n if (this.group) {\n opacity *= this.group.getObjectOpacity();\n }\n return opacity;\n },\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Object} thisArg\n */\n _set: function(key, value) {\n var shouldConstrainValue = (key === 'scaleX' || key === 'scaleY'),\n isChanged = this[key] !== value, groupNeedsUpdate = false;\n\n if (shouldConstrainValue) {\n value = this._constrainScale(value);\n }\n if (key === 'scaleX' && value < 0) {\n this.flipX = !this.flipX;\n value *= -1;\n }\n else if (key === 'scaleY' && value < 0) {\n this.flipY = !this.flipY;\n value *= -1;\n }\n else if (key === 'shadow' && value && !(value instanceof fabric.Shadow)) {\n value = new fabric.Shadow(value);\n }\n else if (key === 'dirty' && this.group) {\n this.group.set('dirty', value);\n }\n\n this[key] = value;\n\n if (isChanged) {\n groupNeedsUpdate = this.group && this.group.isOnACache();\n if (this.cacheProperties.indexOf(key) > -1) {\n this.dirty = true;\n groupNeedsUpdate && this.group.set('dirty', true);\n }\n else if (groupNeedsUpdate && this.stateProperties.indexOf(key) > -1) {\n this.group.set('dirty', true);\n }\n }\n return this;\n },\n\n /**\n * This callback function is called by the parent group of an object every\n * time a non-delegated property changes on the group. It is passed the key\n * and value as parameters. Not adding in this function's signature to avoid\n * Travis build error about unused variables.\n */\n setOnGroup: function() {\n // implemented by sub-classes, as needed.\n },\n\n /**\n * Retrieves viewportTransform from Object's canvas if possible\n * @method getViewportTransform\n * @memberOf fabric.Object.prototype\n * @return {Array}\n */\n getViewportTransform: function() {\n if (this.canvas && this.canvas.viewportTransform) {\n return this.canvas.viewportTransform;\n }\n return fabric.iMatrix.concat();\n },\n\n /*\n * @private\n * return if the object would be visible in rendering\n * @memberOf fabric.Object.prototype\n * @return {Boolean}\n */\n isNotVisible: function() {\n return this.opacity === 0 ||\n (!this.width && !this.height && this.strokeWidth === 0) ||\n !this.visible;\n },\n\n /**\n * Renders an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n // do not render if width/height are zeros or object is not visible\n if (this.isNotVisible()) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n ctx.save();\n this._setupCompositeOperation(ctx);\n this.drawSelectionBackground(ctx);\n this.transform(ctx);\n this._setOpacity(ctx);\n this._setShadow(ctx, this);\n if (this.shouldCache()) {\n this.renderCache();\n this.drawCacheOnCanvas(ctx);\n }\n else {\n this._removeCacheCanvas();\n this.dirty = false;\n this.drawObject(ctx);\n if (this.objectCaching && this.statefullCache) {\n this.saveState({ propertySet: 'cacheProperties' });\n }\n }\n ctx.restore();\n },\n\n renderCache: function(options) {\n options = options || {};\n if (!this._cacheCanvas) {\n this._createCacheCanvas();\n }\n if (this.isCacheDirty()) {\n this.statefullCache && this.saveState({ propertySet: 'cacheProperties' });\n this.drawObject(this._cacheContext, options.forClipping);\n this.dirty = false;\n }\n },\n\n /**\n * Remove cacheCanvas and its dimensions from the objects\n */\n _removeCacheCanvas: function() {\n this._cacheCanvas = null;\n this.cacheWidth = 0;\n this.cacheHeight = 0;\n },\n\n /**\n * return true if the object will draw a stroke\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when stroke happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the stroke is invisible.\n * @since 3.0.0\n * @returns Boolean\n */\n hasStroke: function() {\n return this.stroke && this.stroke !== 'transparent' && this.strokeWidth !== 0;\n },\n\n /**\n * return true if the object will draw a fill\n * Does not consider text styles. This is just a shortcut used at rendering time\n * We want it to be an approximation and be fast.\n * wrote to avoid extra caching, it has to return true when fill happens,\n * can guess when it will not happen at 100% chance, does not matter if it misses\n * some use case where the fill is invisible.\n * @since 3.0.0\n * @returns Boolean\n */\n hasFill: function() {\n return this.fill && this.fill !== 'transparent';\n },\n\n /**\n * When set to `true`, force the object to have its own cache, even if it is inside a group\n * it may be needed when your object behave in a particular way on the cache and always needs\n * its own isolated canvas to render correctly.\n * Created to be overridden\n * since 1.7.12\n * @returns Boolean\n */\n needsItsOwnCache: function() {\n if (this.paintFirst === 'stroke' &&\n this.hasFill() && this.hasStroke() && typeof this.shadow === 'object') {\n return true;\n }\n if (this.clipPath) {\n return true;\n }\n return false;\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * Read as: cache if is needed, or if the feature is enabled but we are not already caching.\n * @return {Boolean}\n */\n shouldCache: function() {\n this.ownCaching = this.needsItsOwnCache() || (\n this.objectCaching &&\n (!this.group || !this.group.isOnACache())\n );\n return this.ownCaching;\n },\n\n /**\n * Check if this object or a child object will cast a shadow\n * used by Group.shouldCache to know if child has a shadow recursively\n * @return {Boolean}\n */\n willDrawShadow: function() {\n return !!this.shadow && (this.shadow.offsetX !== 0 || this.shadow.offsetY !== 0);\n },\n\n /**\n * Execute the drawing operation for an object clipPath\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawClipPathOnCache: function(ctx) {\n var path = this.clipPath;\n ctx.save();\n // DEBUG: uncomment this line, comment the following\n // ctx.globalAlpha = 0.4\n if (path.inverted) {\n ctx.globalCompositeOperation = 'destination-out';\n }\n else {\n ctx.globalCompositeOperation = 'destination-in';\n }\n //ctx.scale(1 / 2, 1 / 2);\n if (path.absolutePositioned) {\n var m = fabric.util.invertTransform(this.calcTransformMatrix());\n ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);\n }\n path.transform(ctx);\n ctx.scale(1 / path.zoomX, 1 / path.zoomY);\n ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.cacheTranslationY);\n ctx.restore();\n },\n\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawObject: function(ctx, forClipping) {\n var originalFill = this.fill, originalStroke = this.stroke;\n if (forClipping) {\n this.fill = 'black';\n this.stroke = '';\n this._setClippingProperties(ctx);\n }\n else {\n this._renderBackground(ctx);\n }\n this._render(ctx);\n this._drawClipPath(ctx);\n this.fill = originalFill;\n this.stroke = originalStroke;\n },\n\n _drawClipPath: function(ctx) {\n var path = this.clipPath;\n if (!path) { return; }\n // needed to setup a couple of variables\n // path canvas gets overridden with this one.\n // TODO find a better solution?\n path.canvas = this.canvas;\n path.shouldCache();\n path._transformDone = true;\n path.renderCache({ forClipping: true });\n this.drawClipPathOnCache(ctx);\n },\n\n /**\n * Paint the cached copy of the object on the target context.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawCacheOnCanvas: function(ctx) {\n ctx.scale(1 / this.zoomX, 1 / this.zoomY);\n ctx.drawImage(this._cacheCanvas, -this.cacheTranslationX, -this.cacheTranslationY);\n },\n\n /**\n * Check if cache is dirty\n * @param {Boolean} skipCanvas skip canvas checks because this object is painted\n * on parent canvas.\n */\n isCacheDirty: function(skipCanvas) {\n if (this.isNotVisible()) {\n return false;\n }\n if (this._cacheCanvas && !skipCanvas && this._updateCacheCanvas()) {\n // in this case the context is already cleared.\n return true;\n }\n else {\n if (this.dirty ||\n (this.clipPath && this.clipPath.absolutePositioned) ||\n (this.statefullCache && this.hasStateChanged('cacheProperties'))\n ) {\n if (this._cacheCanvas && !skipCanvas) {\n var width = this.cacheWidth / this.zoomX;\n var height = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-width / 2, -height / 2, width, height);\n }\n return true;\n }\n }\n return false;\n },\n\n /**\n * Draws a background for the object big as its untransformed dimensions\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderBackground: function(ctx) {\n if (!this.backgroundColor) {\n return;\n }\n var dim = this._getNonTransformedDimensions();\n ctx.fillStyle = this.backgroundColor;\n\n ctx.fillRect(\n -dim.x / 2,\n -dim.y / 2,\n dim.x,\n dim.y\n );\n // if there is background color no other shadows\n // should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _setOpacity: function(ctx) {\n if (this.group && !this.group._transformDone) {\n ctx.globalAlpha = this.getObjectOpacity();\n }\n else {\n ctx.globalAlpha *= this.opacity;\n }\n },\n\n _setStrokeStyles: function(ctx, decl) {\n var stroke = decl.stroke;\n if (stroke) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = decl.strokeLineCap;\n ctx.lineDashOffset = decl.strokeDashOffset;\n ctx.lineJoin = decl.strokeLineJoin;\n ctx.miterLimit = decl.strokeMiterLimit;\n if (stroke.toLive) {\n if (stroke.gradientUnits === 'percentage' || stroke.gradientTransform || stroke.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n this._applyPatternForTransformedGradient(ctx, stroke);\n }\n else {\n // is a simple gradient or pattern\n ctx.strokeStyle = stroke.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, stroke);\n }\n }\n else {\n // is a color\n ctx.strokeStyle = decl.stroke;\n }\n }\n },\n\n _setFillStyles: function(ctx, decl) {\n var fill = decl.fill;\n if (fill) {\n if (fill.toLive) {\n ctx.fillStyle = fill.toLive(ctx, this);\n this._applyPatternGradientTransform(ctx, decl.fill);\n }\n else {\n ctx.fillStyle = fill;\n }\n }\n },\n\n _setClippingProperties: function(ctx) {\n ctx.globalAlpha = 1;\n ctx.strokeStyle = 'transparent';\n ctx.fillStyle = '#000000';\n },\n\n /**\n * @private\n * Sets line dash\n * @param {CanvasRenderingContext2D} ctx Context to set the dash line on\n * @param {Array} dashArray array representing dashes\n */\n _setLineDash: function(ctx, dashArray) {\n if (!dashArray || dashArray.length === 0) {\n return;\n }\n // Spec requires the concatenation of two copies the dash list when the number of elements is odd\n if (1 & dashArray.length) {\n dashArray.push.apply(dashArray, dashArray);\n }\n ctx.setLineDash(dashArray);\n },\n\n /**\n * Renders controls and borders for the object\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n */\n _renderControls: function(ctx, styleOverride) {\n var vpt = this.getViewportTransform(),\n matrix = this.calcTransformMatrix(),\n options, drawBorders, drawControls;\n styleOverride = styleOverride || { };\n drawBorders = typeof styleOverride.hasBorders !== 'undefined' ? styleOverride.hasBorders : this.hasBorders;\n drawControls = typeof styleOverride.hasControls !== 'undefined' ? styleOverride.hasControls : this.hasControls;\n matrix = fabric.util.multiplyTransformMatrices(vpt, matrix);\n options = fabric.util.qrDecompose(matrix);\n ctx.save();\n ctx.translate(options.translateX, options.translateY);\n ctx.lineWidth = 1 * this.borderScaleFactor;\n if (!this.group) {\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n }\n ctx.rotate(degreesToRadians(options.angle));\n if (styleOverride.forActiveSelection || this.group) {\n drawBorders && this.drawBordersInGroup(ctx, options, styleOverride);\n }\n else {\n drawBorders && this.drawBorders(ctx, styleOverride);\n }\n drawControls && this.drawControls(ctx, styleOverride);\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _setShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n\n var shadow = this.shadow, canvas = this.canvas, scaling,\n multX = (canvas && canvas.viewportTransform[0]) || 1,\n multY = (canvas && canvas.viewportTransform[3]) || 1;\n if (shadow.nonScaling) {\n scaling = { scaleX: 1, scaleY: 1 };\n }\n else {\n scaling = this.getObjectScaling();\n }\n if (canvas && canvas._isRetinaScaling()) {\n multX *= fabric.devicePixelRatio;\n multY *= fabric.devicePixelRatio;\n }\n ctx.shadowColor = shadow.color;\n ctx.shadowBlur = shadow.blur * fabric.browserShadowBlurConstant *\n (multX + multY) * (scaling.scaleX + scaling.scaleY) / 4;\n ctx.shadowOffsetX = shadow.offsetX * multX * scaling.scaleX;\n ctx.shadowOffsetY = shadow.offsetY * multY * scaling.scaleY;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _removeShadow: function(ctx) {\n if (!this.shadow) {\n return;\n }\n\n ctx.shadowColor = '';\n ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} filler fabric.Pattern or fabric.Gradient\n * @return {Object} offset.offsetX offset for text rendering\n * @return {Object} offset.offsetY offset for text rendering\n */\n _applyPatternGradientTransform: function(ctx, filler) {\n if (!filler || !filler.toLive) {\n return { offsetX: 0, offsetY: 0 };\n }\n var t = filler.gradientTransform || filler.patternTransform;\n var offsetX = -this.width / 2 + filler.offsetX || 0,\n offsetY = -this.height / 2 + filler.offsetY || 0;\n\n if (filler.gradientUnits === 'percentage') {\n ctx.transform(this.width, 0, 0, this.height, offsetX, offsetY);\n }\n else {\n ctx.transform(1, 0, 0, 1, offsetX, offsetY);\n }\n if (t) {\n ctx.transform(t[0], t[1], t[2], t[3], t[4], t[5]);\n }\n return { offsetX: offsetX, offsetY: offsetY };\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderPaintInOrder: function(ctx) {\n if (this.paintFirst === 'stroke') {\n this._renderStroke(ctx);\n this._renderFill(ctx);\n }\n else {\n this._renderFill(ctx);\n this._renderStroke(ctx);\n }\n },\n\n /**\n * @private\n * function that actually render something on the context.\n * empty here to allow Obects to work on tests to benchmark fabric functionalites\n * not related to rendering\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(/* ctx */) {\n\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderFill: function(ctx) {\n if (!this.fill) {\n return;\n }\n\n ctx.save();\n this._setFillStyles(ctx, this);\n if (this.fillRule === 'evenodd') {\n ctx.fill('evenodd');\n }\n else {\n ctx.fill();\n }\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderStroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n\n ctx.save();\n if (this.strokeUniform && this.group) {\n var scaling = this.getObjectScaling();\n ctx.scale(1 / scaling.scaleX, 1 / scaling.scaleY);\n }\n else if (this.strokeUniform) {\n ctx.scale(1 / this.scaleX, 1 / this.scaleY);\n }\n this._setLineDash(ctx, this.strokeDashArray);\n this._setStrokeStyles(ctx, this);\n ctx.stroke();\n ctx.restore();\n },\n\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drwabacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {fabric.Gradient} filler a fabric gradient instance\n */\n _applyPatternForTransformedGradient: function(ctx, filler) {\n var dims = this._limitCacheSize(this._getCacheCanvasDimensions()),\n pCanvas = fabric.util.createCanvasElement(), pCtx, retinaScaling = this.canvas.getRetinaScaling(),\n width = dims.x / this.scaleX / retinaScaling, height = dims.y / this.scaleY / retinaScaling;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext('2d');\n pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height);\n pCtx.lineTo(0, height); pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.scale(\n dims.zoomX / this.scaleX / retinaScaling,\n dims.zoomY / this.scaleY / retinaScaling\n );\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fillStyle = filler.toLive(ctx);\n pCtx.fill();\n ctx.translate(-this.width / 2 - this.strokeWidth / 2, -this.height / 2 - this.strokeWidth / 2);\n ctx.scale(\n retinaScaling * this.scaleX / dims.zoomX,\n retinaScaling * this.scaleY / dims.zoomY\n );\n ctx.strokeStyle = pCtx.createPattern(pCanvas, 'no-repeat');\n },\n\n /**\n * This function is an helper for svg import. it returns the center of the object in the svg\n * untransformed coordinates\n * @private\n * @return {Object} center point from element coordinates\n */\n _findCenterFromElement: function() {\n return { x: this.left + this.width / 2, y: this.top + this.height / 2 };\n },\n\n /**\n * This function is an helper for svg import. it decompose the transformMatrix\n * and assign properties to object.\n * untransformed coordinates\n * @private\n * @chainable\n */\n _assignTransformMatrixProps: function() {\n if (this.transformMatrix) {\n var options = fabric.util.qrDecompose(this.transformMatrix);\n this.flipX = false;\n this.flipY = false;\n this.set('scaleX', options.scaleX);\n this.set('scaleY', options.scaleY);\n this.angle = options.angle;\n this.skewX = options.skewX;\n this.skewY = 0;\n }\n },\n\n /**\n * This function is an helper for svg import. it removes the transform matrix\n * and set to object properties that fabricjs can handle\n * @private\n * @param {Object} preserveAspectRatioOptions\n * @return {thisArg}\n */\n _removeTransformMatrix: function(preserveAspectRatioOptions) {\n var center = this._findCenterFromElement();\n if (this.transformMatrix) {\n this._assignTransformMatrixProps();\n center = fabric.util.transformPoint(center, this.transformMatrix);\n }\n this.transformMatrix = null;\n if (preserveAspectRatioOptions) {\n this.scaleX *= preserveAspectRatioOptions.scaleX;\n this.scaleY *= preserveAspectRatioOptions.scaleY;\n this.cropX = preserveAspectRatioOptions.cropX;\n this.cropY = preserveAspectRatioOptions.cropY;\n center.x += preserveAspectRatioOptions.offsetLeft;\n center.y += preserveAspectRatioOptions.offsetTop;\n this.width = preserveAspectRatioOptions.width;\n this.height = preserveAspectRatioOptions.height;\n }\n this.setPositionByOrigin(center, 'center', 'center');\n },\n\n /**\n * Clones an instance, using a callback method will work for every object.\n * @param {Function} callback Callback is invoked with a clone as a first argument\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n */\n clone: function(callback, propertiesToInclude) {\n var objectForm = this.toObject(propertiesToInclude);\n if (this.constructor.fromObject) {\n this.constructor.fromObject(objectForm, callback);\n }\n else {\n fabric.Object._fromObject('Object', objectForm, callback);\n }\n },\n\n /**\n * Creates an instance of fabric.Image out of an object\n * makes use of toCanvasElement.\n * Once this method was based on toDataUrl and loadImage, so it also had a quality\n * and format option. toCanvasElement is faster and produce no loss of quality.\n * If you need to get a real Jpeg or Png from an object, using toDataURL is the right way to do it.\n * toCanvasElement and then toBlob from the obtained canvas is also a good option.\n * This method is sync now, but still support the callback because we did not want to break.\n * When fabricJS 5.0 will be planned, this will probably be changed to not have a callback.\n * @param {Function} callback callback, invoked with an instance as a first argument\n * @param {Object} [options] for clone as image, passed to toDataURL\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {fabric.Object} thisArg\n */\n cloneAsImage: function(callback, options) {\n var canvasEl = this.toCanvasElement(options);\n if (callback) {\n callback(new fabric.Image(canvasEl));\n }\n return this;\n },\n\n /**\n * Converts an object into a HTMLCanvas element\n * @param {Object} options Options object\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {HTMLCanvasElement} Returns DOM element with the fabric.Object\n */\n toCanvasElement: function(options) {\n options || (options = { });\n\n var utils = fabric.util, origParams = utils.saveObjectTransform(this),\n originalGroup = this.group,\n originalShadow = this.shadow, abs = Math.abs,\n multiplier = (options.multiplier || 1) * (options.enableRetinaScaling ? fabric.devicePixelRatio : 1);\n delete this.group;\n if (options.withoutTransform) {\n utils.resetObjectTransform(this);\n }\n if (options.withoutShadow) {\n this.shadow = null;\n }\n\n var el = fabric.util.createCanvasElement(),\n // skip canvas zoom and calculate with setCoords now.\n boundingRect = this.getBoundingRect(true, true),\n shadow = this.shadow, scaling,\n shadowOffset = { x: 0, y: 0 }, shadowBlur,\n width, height;\n\n if (shadow) {\n shadowBlur = shadow.blur;\n if (shadow.nonScaling) {\n scaling = { scaleX: 1, scaleY: 1 };\n }\n else {\n scaling = this.getObjectScaling();\n }\n // consider non scaling shadow.\n shadowOffset.x = 2 * Math.round(abs(shadow.offsetX) + shadowBlur) * (abs(scaling.scaleX));\n shadowOffset.y = 2 * Math.round(abs(shadow.offsetY) + shadowBlur) * (abs(scaling.scaleY));\n }\n width = boundingRect.width + shadowOffset.x;\n height = boundingRect.height + shadowOffset.y;\n // if the current width/height is not an integer\n // we need to make it so.\n el.width = Math.ceil(width);\n el.height = Math.ceil(height);\n var canvas = new fabric.StaticCanvas(el, {\n enableRetinaScaling: false,\n renderOnAddRemove: false,\n skipOffscreen: false,\n });\n if (options.format === 'jpeg') {\n canvas.backgroundColor = '#fff';\n }\n this.setPositionByOrigin(new fabric.Point(canvas.width / 2, canvas.height / 2), 'center', 'center');\n\n var originalCanvas = this.canvas;\n canvas.add(this);\n var canvasEl = canvas.toCanvasElement(multiplier || 1, options);\n this.shadow = originalShadow;\n this.set('canvas', originalCanvas);\n if (originalGroup) {\n this.group = originalGroup;\n }\n this.set(origParams).setCoords();\n // canvas.dispose will call image.dispose that will nullify the elements\n // since this canvas is a simple element for the process, we remove references\n // to objects in this way in order to avoid object trashing.\n canvas._objects = [];\n canvas.dispose();\n canvas = null;\n\n return canvasEl;\n },\n\n /**\n * Converts an object into a data-url-like string\n * @param {Object} options Options object\n * @param {String} [options.format=png] The format of the output image. Either \"jpeg\" or \"png\"\n * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.\n * @param {Number} [options.multiplier=1] Multiplier to scale by\n * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14\n * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14\n * @param {Number} [options.width] Cropping width. Introduced in v1.2.14\n * @param {Number} [options.height] Cropping height. Introduced in v1.2.14\n * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4\n * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4\n * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2\n * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format\n */\n toDataURL: function(options) {\n options || (options = { });\n return fabric.util.toDataURL(this.toCanvasElement(options), options.format || 'png', options.quality || 1);\n },\n\n /**\n * Returns true if specified type is identical to the type of an instance\n * @param {String} type Type to check against\n * @return {Boolean}\n */\n isType: function(type) {\n return this.type === type;\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance (is 1 unless subclassed)\n */\n complexity: function() {\n return 1;\n },\n\n /**\n * Returns a JSON representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} JSON\n */\n toJSON: function(propertiesToInclude) {\n // delegate, not alias\n return this.toObject(propertiesToInclude);\n },\n\n /**\n * Sets \"angle\" of an instance with centered rotation\n * @param {Number} angle Angle value (in degrees)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n rotate: function(angle) {\n var shouldCenterOrigin = (this.originX !== 'center' || this.originY !== 'center') && this.centeredRotation;\n\n if (shouldCenterOrigin) {\n this._setOriginToCenter();\n }\n\n this.set('angle', angle);\n\n if (shouldCenterOrigin) {\n this._resetOrigin();\n }\n\n return this;\n },\n\n /**\n * Centers object horizontally on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n centerH: function () {\n this.canvas && this.canvas.centerObjectH(this);\n return this;\n },\n\n /**\n * Centers object horizontally on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenterH: function () {\n this.canvas && this.canvas.viewportCenterObjectH(this);\n return this;\n },\n\n /**\n * Centers object vertically on canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n centerV: function () {\n this.canvas && this.canvas.centerObjectV(this);\n return this;\n },\n\n /**\n * Centers object vertically on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenterV: function () {\n this.canvas && this.canvas.viewportCenterObjectV(this);\n return this;\n },\n\n /**\n * Centers object vertically and horizontally on canvas to which is was added last\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n center: function () {\n this.canvas && this.canvas.centerObject(this);\n return this;\n },\n\n /**\n * Centers object on current viewport of canvas to which it was added last.\n * You might need to call `setCoords` on an object after centering, to update controls area.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n viewportCenter: function () {\n this.canvas && this.canvas.viewportCenterObject(this);\n return this;\n },\n\n /**\n * Returns coordinates of a pointer relative to an object\n * @param {Event} e Event to operate upon\n * @param {Object} [pointer] Pointer to operate upon (instead of event)\n * @return {Object} Coordinates of a pointer (x, y)\n */\n getLocalPointer: function(e, pointer) {\n pointer = pointer || this.canvas.getPointer(e);\n var pClicked = new fabric.Point(pointer.x, pointer.y),\n objectLeftTop = this._getLeftTopCoords();\n if (this.angle) {\n pClicked = fabric.util.rotatePoint(\n pClicked, objectLeftTop, degreesToRadians(-this.angle));\n }\n return {\n x: pClicked.x - objectLeftTop.x,\n y: pClicked.y - objectLeftTop.y\n };\n },\n\n /**\n * Sets canvas globalCompositeOperation for specific object\n * custom composition operation for the particular object can be specified using globalCompositeOperation property\n * @param {CanvasRenderingContext2D} ctx Rendering canvas context\n */\n _setupCompositeOperation: function (ctx) {\n if (this.globalCompositeOperation) {\n ctx.globalCompositeOperation = this.globalCompositeOperation;\n }\n }\n });\n\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Object);\n\n extend(fabric.Object.prototype, fabric.Observable);\n\n /**\n * Defines the number of fraction digits to use when serializing object values.\n * You can use it to increase/decrease precision of such values like left, top, scaleX, scaleY, etc.\n * @static\n * @memberOf fabric.Object\n * @constant\n * @type Number\n */\n fabric.Object.NUM_FRACTION_DIGITS = 2;\n\n fabric.Object._fromObject = function(className, object, callback, extraParam) {\n var klass = fabric[className];\n object = clone(object, true);\n fabric.util.enlivenPatterns([object.fill, object.stroke], function(patterns) {\n if (typeof patterns[0] !== 'undefined') {\n object.fill = patterns[0];\n }\n if (typeof patterns[1] !== 'undefined') {\n object.stroke = patterns[1];\n }\n fabric.util.enlivenObjects([object.clipPath], function(enlivedProps) {\n object.clipPath = enlivedProps[0];\n var instance = extraParam ? new klass(object[extraParam], object) : new klass(object);\n callback && callback(instance);\n });\n });\n };\n\n /**\n * Unique id used internally when creating SVG elements\n * @static\n * @memberOf fabric.Object\n * @type Number\n */\n fabric.Object.__uid = 0;\n})( exports );\n\n\n(function() {\n\n var degreesToRadians = fabric.util.degreesToRadians,\n originXOffset = {\n left: -0.5,\n center: 0,\n right: 0.5\n },\n originYOffset = {\n top: -0.5,\n center: 0,\n bottom: 0.5\n };\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Translates the coordinates from a set of origin to another (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} fromOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} fromOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @param {String} toOriginX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} toOriginY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToGivenOrigin: function(point, fromOriginX, fromOriginY, toOriginX, toOriginY) {\n var x = point.x,\n y = point.y,\n offsetX, offsetY, dim;\n\n if (typeof fromOriginX === 'string') {\n fromOriginX = originXOffset[fromOriginX];\n }\n else {\n fromOriginX -= 0.5;\n }\n\n if (typeof toOriginX === 'string') {\n toOriginX = originXOffset[toOriginX];\n }\n else {\n toOriginX -= 0.5;\n }\n\n offsetX = toOriginX - fromOriginX;\n\n if (typeof fromOriginY === 'string') {\n fromOriginY = originYOffset[fromOriginY];\n }\n else {\n fromOriginY -= 0.5;\n }\n\n if (typeof toOriginY === 'string') {\n toOriginY = originYOffset[toOriginY];\n }\n else {\n toOriginY -= 0.5;\n }\n\n offsetY = toOriginY - fromOriginY;\n\n if (offsetX || offsetY) {\n dim = this._getTransformedDimensions();\n x = point.x + offsetX * dim.x;\n y = point.y + offsetY * dim.y;\n }\n\n return new fabric.Point(x, y);\n },\n\n /**\n * Translates the coordinates from origin to center coordinates (based on the object's dimensions)\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToCenterPoint: function(point, originX, originY) {\n var p = this.translateToGivenOrigin(point, originX, originY, 'center', 'center');\n if (this.angle) {\n return fabric.util.rotatePoint(p, point, degreesToRadians(this.angle));\n }\n return p;\n },\n\n /**\n * Translates the coordinates from center to origin coordinates (based on the object's dimensions)\n * @param {fabric.Point} center The point which corresponds to center of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n translateToOriginPoint: function(center, originX, originY) {\n var p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);\n if (this.angle) {\n return fabric.util.rotatePoint(p, center, degreesToRadians(this.angle));\n }\n return p;\n },\n\n /**\n * Returns the real center coordinates of the object\n * @return {fabric.Point}\n */\n getCenterPoint: function() {\n var leftTop = new fabric.Point(this.left, this.top);\n return this.translateToCenterPoint(leftTop, this.originX, this.originY);\n },\n\n /**\n * Returns the coordinates of the object based on center coordinates\n * @param {fabric.Point} point The point which corresponds to the originX and originY params\n * @return {fabric.Point}\n */\n // getOriginPoint: function(center) {\n // return this.translateToOriginPoint(center, this.originX, this.originY);\n // },\n\n /**\n * Returns the coordinates of the object as if it has a different origin\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n getPointByOrigin: function(originX, originY) {\n var center = this.getCenterPoint();\n return this.translateToOriginPoint(center, originX, originY);\n },\n\n /**\n * Returns the point in local coordinates\n * @param {fabric.Point} point The point relative to the global coordinate system\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {fabric.Point}\n */\n toLocalPoint: function(point, originX, originY) {\n var center = this.getCenterPoint(),\n p, p2;\n\n if (typeof originX !== 'undefined' && typeof originY !== 'undefined' ) {\n p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);\n }\n else {\n p = new fabric.Point(this.left, this.top);\n }\n\n p2 = new fabric.Point(point.x, point.y);\n if (this.angle) {\n p2 = fabric.util.rotatePoint(p2, center, -degreesToRadians(this.angle));\n }\n return p2.subtractEquals(p);\n },\n\n /**\n * Returns the point in global coordinates\n * @param {fabric.Point} The point relative to the local coordinate system\n * @return {fabric.Point}\n */\n // toGlobalPoint: function(point) {\n // return fabric.util.rotatePoint(point, this.getCenterPoint(), degreesToRadians(this.angle)).addEquals(new fabric.Point(this.left, this.top));\n // },\n\n /**\n * Sets the position of the object taking into consideration the object's origin\n * @param {fabric.Point} pos The new position of the object\n * @param {String} originX Horizontal origin: 'left', 'center' or 'right'\n * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'\n * @return {void}\n */\n setPositionByOrigin: function(pos, originX, originY) {\n var center = this.translateToCenterPoint(pos, originX, originY),\n position = this.translateToOriginPoint(center, this.originX, this.originY);\n this.set('left', position.x);\n this.set('top', position.y);\n },\n\n /**\n * @param {String} to One of 'left', 'center', 'right'\n */\n adjustPosition: function(to) {\n var angle = degreesToRadians(this.angle),\n hypotFull = this.getScaledWidth(),\n xFull = fabric.util.cos(angle) * hypotFull,\n yFull = fabric.util.sin(angle) * hypotFull,\n offsetFrom, offsetTo;\n\n //TODO: this function does not consider mixed situation like top, center.\n if (typeof this.originX === 'string') {\n offsetFrom = originXOffset[this.originX];\n }\n else {\n offsetFrom = this.originX - 0.5;\n }\n if (typeof to === 'string') {\n offsetTo = originXOffset[to];\n }\n else {\n offsetTo = to - 0.5;\n }\n this.left += xFull * (offsetTo - offsetFrom);\n this.top += yFull * (offsetTo - offsetFrom);\n this.setCoords();\n this.originX = to;\n },\n\n /**\n * Sets the origin/position of the object to it's center point\n * @private\n * @return {void}\n */\n _setOriginToCenter: function() {\n this._originalOriginX = this.originX;\n this._originalOriginY = this.originY;\n\n var center = this.getCenterPoint();\n\n this.originX = 'center';\n this.originY = 'center';\n\n this.left = center.x;\n this.top = center.y;\n },\n\n /**\n * Resets the origin/position of the object to it's original origin\n * @private\n * @return {void}\n */\n _resetOrigin: function() {\n var originPoint = this.translateToOriginPoint(\n this.getCenterPoint(),\n this._originalOriginX,\n this._originalOriginY);\n\n this.originX = this._originalOriginX;\n this.originY = this._originalOriginY;\n\n this.left = originPoint.x;\n this.top = originPoint.y;\n\n this._originalOriginX = null;\n this._originalOriginY = null;\n },\n\n /**\n * @private\n */\n _getLeftTopCoords: function() {\n return this.translateToOriginPoint(this.getCenterPoint(), 'left', 'top');\n },\n });\n\n})();\n\n\n(function() {\n\n function arrayFromCoords(coords) {\n return [\n new fabric.Point(coords.tl.x, coords.tl.y),\n new fabric.Point(coords.tr.x, coords.tr.y),\n new fabric.Point(coords.br.x, coords.br.y),\n new fabric.Point(coords.bl.x, coords.bl.y)\n ];\n }\n\n var util = fabric.util,\n degreesToRadians = util.degreesToRadians,\n multiplyMatrices = util.multiplyTransformMatrices,\n transformPoint = util.transformPoint;\n\n util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Describe object's corner position in canvas element coordinates.\n * properties are depending on control keys and padding the main controls.\n * each property is an object with x, y and corner.\n * The `corner` property contains in a similar manner the 4 points of the\n * interactive area of the corner.\n * The coordinates depends from the controls positionHandler and are used\n * to draw and locate controls\n * @memberOf fabric.Object.prototype\n */\n oCoords: null,\n\n /**\n * Describe object's corner position in canvas object absolute coordinates\n * properties are tl,tr,bl,br and describe the four main corner.\n * each property is an object with x, y, instance of Fabric.Point.\n * The coordinates depends from this properties: width, height, scaleX, scaleY\n * skewX, skewY, angle, strokeWidth, top, left.\n * Those coordinates are useful to understand where an object is. They get updated\n * with oCoords but they do not need to be updated when zoom or panning change.\n * The coordinates get updated with @method setCoords.\n * You can calculate them without updating with @method calcACoords();\n * @memberOf fabric.Object.prototype\n */\n aCoords: null,\n\n /**\n * Describe object's corner position in canvas element coordinates.\n * includes padding. Used of object detection.\n * set and refreshed with setCoords and calcCoords.\n * @memberOf fabric.Object.prototype\n */\n lineCoords: null,\n\n /**\n * storage for object transform matrix\n */\n ownMatrixCache: null,\n\n /**\n * storage for object full transform matrix\n */\n matrixCache: null,\n\n /**\n * custom controls interface\n * controls are added by default_controls.js\n */\n controls: { },\n\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * @param {Boolean} absolute will return aCoords if true or lineCoords\n * @return {Object} {tl, tr, br, bl} points\n */\n _getCoords: function(absolute, calculate) {\n if (calculate) {\n return (absolute ? this.calcACoords() : this.calcLineCoords());\n }\n if (!this.aCoords || !this.lineCoords) {\n this.setCoords(true);\n }\n return (absolute ? this.aCoords : this.lineCoords);\n },\n\n /**\n * return correct set of coordinates for intersection\n * this will return either aCoords or lineCoords.\n * The coords are returned in an array.\n * @return {Array} [tl, tr, br, bl] of points\n */\n getCoords: function(absolute, calculate) {\n return arrayFromCoords(this._getCoords(absolute, calculate));\n },\n\n /**\n * Checks if object intersects with an area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with an area formed by 2 points\n */\n intersectsWithRect: function(pointTL, pointBR, absolute, calculate) {\n var coords = this.getCoords(absolute, calculate),\n intersection = fabric.Intersection.intersectPolygonRectangle(\n coords,\n pointTL,\n pointBR\n );\n return intersection.status === 'Intersection';\n },\n\n /**\n * Checks if object intersects with another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object intersects with another object\n */\n intersectsWithObject: function(other, absolute, calculate) {\n var intersection = fabric.Intersection.intersectPolygonPolygon(\n this.getCoords(absolute, calculate),\n other.getCoords(absolute, calculate)\n );\n\n return intersection.status === 'Intersection'\n || other.isContainedWithinObject(this, absolute, calculate)\n || this.isContainedWithinObject(other, absolute, calculate);\n },\n\n /**\n * Checks if object is fully contained within area of another object\n * @param {Object} other Object to test\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area of another object\n */\n isContainedWithinObject: function(other, absolute, calculate) {\n var points = this.getCoords(absolute, calculate),\n otherCoords = absolute ? other.aCoords : other.lineCoords,\n i = 0, lines = other._getImageLines(otherCoords);\n for (; i < 4; i++) {\n if (!other.containsPoint(points[i], lines)) {\n return false;\n }\n }\n return true;\n },\n\n /**\n * Checks if object is fully contained within area formed by 2 points\n * @param {Object} pointTL top-left point of area\n * @param {Object} pointBR bottom-right point of area\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is fully contained within area formed by 2 points\n */\n isContainedWithinRect: function(pointTL, pointBR, absolute, calculate) {\n var boundingRect = this.getBoundingRect(absolute, calculate);\n\n return (\n boundingRect.left >= pointTL.x &&\n boundingRect.left + boundingRect.width <= pointBR.x &&\n boundingRect.top >= pointTL.y &&\n boundingRect.top + boundingRect.height <= pointBR.y\n );\n },\n\n /**\n * Checks if point is inside the object\n * @param {fabric.Point} point Point to check against\n * @param {Object} [lines] object returned from @method _getImageLines\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if point is inside the object\n */\n containsPoint: function(point, lines, absolute, calculate) {\n var coords = this._getCoords(absolute, calculate),\n lines = lines || this._getImageLines(coords),\n xPoints = this._findCrossPoints(point, lines);\n // if xPoints is odd then point is inside the object\n return (xPoints !== 0 && xPoints % 2 === 1);\n },\n\n /**\n * Checks if object is contained within the canvas with current viewportTransform\n * the check is done stopping at first point that appears on screen\n * @param {Boolean} [calculate] use coordinates of current position instead of .aCoords\n * @return {Boolean} true if object is fully or partially contained within canvas\n */\n isOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n var points = this.getCoords(true, calculate);\n // if some point is on screen, the object is on screen.\n if (points.some(function(point) {\n return point.x <= pointBR.x && point.x >= pointTL.x &&\n point.y <= pointBR.y && point.y >= pointTL.y;\n })) {\n return true;\n }\n // no points on screen, check intersection with absolute coordinates\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n return this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n\n /**\n * Checks if the object contains the midpoint between canvas extremities\n * Does not make sense outside the context of isOnScreen and isPartiallyOnScreen\n * @private\n * @param {Fabric.Point} pointTL Top Left point\n * @param {Fabric.Point} pointBR Top Right point\n * @param {Boolean} calculate use coordinates of current position instead of .oCoords\n * @return {Boolean} true if the object contains the point\n */\n _containsCenterOfCanvas: function(pointTL, pointBR, calculate) {\n // worst case scenario the object is so big that contains the screen\n var centerPoint = { x: (pointTL.x + pointBR.x) / 2, y: (pointTL.y + pointBR.y) / 2 };\n if (this.containsPoint(centerPoint, null, true, calculate)) {\n return true;\n }\n return false;\n },\n\n /**\n * Checks if object is partially contained within the canvas with current viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords\n * @return {Boolean} true if object is partially contained within canvas\n */\n isPartiallyOnScreen: function(calculate) {\n if (!this.canvas) {\n return false;\n }\n var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;\n if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {\n return true;\n }\n var allPointsAreOutside = this.getCoords(true, calculate).every(function(point) {\n return (point.x >= pointBR.x || point.x <= pointTL.x) &&\n (point.y >= pointBR.y || point.y <= pointTL.y);\n });\n return allPointsAreOutside && this._containsCenterOfCanvas(pointTL, pointBR, calculate);\n },\n\n /**\n * Method that returns an object with the object edges in it, given the coordinates of the corners\n * @private\n * @param {Object} oCoords Coordinates of the object corners\n */\n _getImageLines: function(oCoords) {\n\n var lines = {\n topline: {\n o: oCoords.tl,\n d: oCoords.tr\n },\n rightline: {\n o: oCoords.tr,\n d: oCoords.br\n },\n bottomline: {\n o: oCoords.br,\n d: oCoords.bl\n },\n leftline: {\n o: oCoords.bl,\n d: oCoords.tl\n }\n };\n\n // // debugging\n // if (this.canvas.contextTop) {\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n // }\n\n return lines;\n },\n\n /**\n * Helper method to determine how many cross points are between the 4 object edges\n * and the horizontal line determined by a point on canvas\n * @private\n * @param {fabric.Point} point Point to check\n * @param {Object} lines Coordinates of the object being evaluated\n */\n // remove yi, not used but left code here just in case.\n _findCrossPoints: function(point, lines) {\n var b1, b2, a1, a2, xi, // yi,\n xcount = 0,\n iLine;\n\n for (var lineKey in lines) {\n iLine = lines[lineKey];\n // optimisation 1: line below point. no cross\n if ((iLine.o.y < point.y) && (iLine.d.y < point.y)) {\n continue;\n }\n // optimisation 2: line above point. no cross\n if ((iLine.o.y >= point.y) && (iLine.d.y >= point.y)) {\n continue;\n }\n // optimisation 3: vertical line case\n if ((iLine.o.x === iLine.d.x) && (iLine.o.x >= point.x)) {\n xi = iLine.o.x;\n // yi = point.y;\n }\n // calculate the intersection point\n else {\n b1 = 0;\n b2 = (iLine.d.y - iLine.o.y) / (iLine.d.x - iLine.o.x);\n a1 = point.y - b1 * point.x;\n a2 = iLine.o.y - b2 * iLine.o.x;\n\n xi = -(a1 - a2) / (b1 - b2);\n // yi = a1 + b1 * xi;\n }\n // dont count xi < point.x cases\n if (xi >= point.x) {\n xcount += 1;\n }\n // optimisation 4: specific for square images\n if (xcount === 2) {\n break;\n }\n }\n return xcount;\n },\n\n /**\n * Returns coordinates of object's bounding rectangle (left, top, width, height)\n * the box is intended as aligned to axis of canvas.\n * @param {Boolean} [absolute] use coordinates without viewportTransform\n * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords / .aCoords\n * @return {Object} Object with left, top, width, height properties\n */\n getBoundingRect: function(absolute, calculate) {\n var coords = this.getCoords(absolute, calculate);\n return util.makeBoundingBoxFromPoints(coords);\n },\n\n /**\n * Returns width of an object's bounding box counting transformations\n * before 2.0 it was named getWidth();\n * @return {Number} width value\n */\n getScaledWidth: function() {\n return this._getTransformedDimensions().x;\n },\n\n /**\n * Returns height of an object bounding box counting transformations\n * before 2.0 it was named getHeight();\n * @return {Number} height value\n */\n getScaledHeight: function() {\n return this._getTransformedDimensions().y;\n },\n\n /**\n * Makes sure the scale is valid and modifies it if necessary\n * @private\n * @param {Number} value\n * @return {Number}\n */\n _constrainScale: function(value) {\n if (Math.abs(value) < this.minScaleLimit) {\n if (value < 0) {\n return -this.minScaleLimit;\n }\n else {\n return this.minScaleLimit;\n }\n }\n else if (value === 0) {\n return 0.0001;\n }\n return value;\n },\n\n /**\n * Scales an object (equally by x and y)\n * @param {Number} value Scale factor\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scale: function(value) {\n this._set('scaleX', value);\n this._set('scaleY', value);\n return this.setCoords();\n },\n\n /**\n * Scales an object to a given width, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New width value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scaleToWidth: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).width / this.getScaledWidth();\n return this.scale(value / this.width / boundingRectFactor);\n },\n\n /**\n * Scales an object to a given height, with respect to bounding box (scaling by x/y equally)\n * @param {Number} value New height value\n * @param {Boolean} absolute ignore viewport\n * @return {fabric.Object} thisArg\n * @chainable\n */\n scaleToHeight: function(value, absolute) {\n // adjust to bounding rect factor so that rotated shapes would fit as well\n var boundingRectFactor = this.getBoundingRect(absolute).height / this.getScaledHeight();\n return this.scale(value / this.height / boundingRectFactor);\n },\n\n /**\n * Calculates and returns the .coords of an object.\n * unused by the library, only for the end dev.\n * @return {Object} Object with tl, tr, br, bl ....\n * @chainable\n * @deprecated\n */\n calcCoords: function(absolute) {\n // this is a compatibility function to avoid removing calcCoords now.\n if (absolute) {\n return this.calcACoords();\n }\n return this.calcOCoords();\n },\n\n calcLineCoords: function() {\n var vpt = this.getViewportTransform(),\n padding = this.padding, angle = degreesToRadians(this.angle),\n cos = util.cos(angle), sin = util.sin(angle),\n cosP = cos * padding, sinP = sin * padding, cosPSinP = cosP + sinP,\n cosPMinusSinP = cosP - sinP, aCoords = this.calcACoords();\n\n var lineCoords = {\n tl: transformPoint(aCoords.tl, vpt),\n tr: transformPoint(aCoords.tr, vpt),\n bl: transformPoint(aCoords.bl, vpt),\n br: transformPoint(aCoords.br, vpt),\n };\n\n if (padding) {\n lineCoords.tl.x -= cosPMinusSinP;\n lineCoords.tl.y -= cosPSinP;\n lineCoords.tr.x += cosPSinP;\n lineCoords.tr.y -= cosPMinusSinP;\n lineCoords.bl.x -= cosPSinP;\n lineCoords.bl.y += cosPMinusSinP;\n lineCoords.br.x += cosPMinusSinP;\n lineCoords.br.y += cosPSinP;\n }\n\n return lineCoords;\n },\n\n calcOCoords: function() {\n var rotateMatrix = this._calcRotateMatrix(),\n translateMatrix = this._calcTranslateMatrix(),\n vpt = this.getViewportTransform(),\n startMatrix = multiplyMatrices(vpt, translateMatrix),\n finalMatrix = multiplyMatrices(startMatrix, rotateMatrix),\n finalMatrix = multiplyMatrices(finalMatrix, [1 / vpt[0], 0, 0, 1 / vpt[3], 0, 0]),\n dim = this._calculateCurrentDimensions(),\n coords = {};\n this.forEachControl(function(control, key, fabricObject) {\n coords[key] = control.positionHandler(dim, finalMatrix, fabricObject);\n });\n\n // debug code\n // var canvas = this.canvas;\n // setTimeout(function() {\n // canvas.contextTop.clearRect(0, 0, 700, 700);\n // canvas.contextTop.fillStyle = 'green';\n // Object.keys(coords).forEach(function(key) {\n // var control = coords[key];\n // canvas.contextTop.fillRect(control.x, control.y, 3, 3);\n // });\n // }, 50);\n return coords;\n },\n\n calcACoords: function() {\n var rotateMatrix = this._calcRotateMatrix(),\n translateMatrix = this._calcTranslateMatrix(),\n finalMatrix = multiplyMatrices(translateMatrix, rotateMatrix),\n dim = this._getTransformedDimensions(),\n w = dim.x / 2, h = dim.y / 2;\n return {\n // corners\n tl: transformPoint({ x: -w, y: -h }, finalMatrix),\n tr: transformPoint({ x: w, y: -h }, finalMatrix),\n bl: transformPoint({ x: -w, y: h }, finalMatrix),\n br: transformPoint({ x: w, y: h }, finalMatrix)\n };\n },\n\n /**\n * Sets corner and controls position coordinates based on current angle, width and height, left and top.\n * oCoords are used to find the corners\n * aCoords are used to quickly find an object on the canvas\n * lineCoords are used to quickly find object during pointer events.\n * See {@link https://github.com/kangax/fabric.js/wiki/When-to-call-setCoords|When-to-call-setCoords}\n * @param {Boolean} [skipCorners] skip calculation of oCoords.\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setCoords: function(skipCorners) {\n this.aCoords = this.calcACoords();\n // in case we are in a group, for how the inner group target check works,\n // lineCoords are exactly aCoords. Since the vpt gets absorbed by the normalized pointer.\n this.lineCoords = this.group ? this.aCoords : this.calcLineCoords();\n if (skipCorners) {\n return this;\n }\n // set coordinates of the draggable boxes in the corners used to scale/rotate the image\n this.oCoords = this.calcOCoords();\n this._setCornerCoords && this._setCornerCoords();\n return this;\n },\n\n /**\n * calculate rotation matrix of an object\n * @return {Array} rotation matrix for the object\n */\n _calcRotateMatrix: function() {\n return util.calcRotateMatrix(this);\n },\n\n /**\n * calculate the translation matrix for an object transform\n * @return {Array} rotation matrix for the object\n */\n _calcTranslateMatrix: function() {\n var center = this.getCenterPoint();\n return [1, 0, 0, 1, center.x, center.y];\n },\n\n transformMatrixKey: function(skipGroup) {\n var sep = '_', prefix = '';\n if (!skipGroup && this.group) {\n prefix = this.group.transformMatrixKey(skipGroup) + sep;\n } return prefix + this.top + sep + this.left + sep + this.scaleX + sep + this.scaleY +\n sep + this.skewX + sep + this.skewY + sep + this.angle + sep + this.originX + sep + this.originY +\n sep + this.width + sep + this.height + sep + this.strokeWidth + this.flipX + this.flipY;\n },\n\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties.\n * @param {Boolean} [skipGroup] return transform matrix for object not counting parent transformations\n * There are some situation in which this is useful to avoid the fake rotation.\n * @return {Array} transform matrix for the object\n */\n calcTransformMatrix: function(skipGroup) {\n var matrix = this.calcOwnMatrix();\n if (skipGroup || !this.group) {\n return matrix;\n }\n var key = this.transformMatrixKey(skipGroup), cache = this.matrixCache || (this.matrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n if (this.group) {\n matrix = multiplyMatrices(this.group.calcTransformMatrix(false), matrix);\n }\n cache.key = key;\n cache.value = matrix;\n return matrix;\n },\n\n /**\n * calculate transform matrix that represents the current transformations from the\n * object's properties, this matrix does not include the group transformation\n * @return {Array} transform matrix for the object\n */\n calcOwnMatrix: function() {\n var key = this.transformMatrixKey(true), cache = this.ownMatrixCache || (this.ownMatrixCache = {});\n if (cache.key === key) {\n return cache.value;\n }\n var tMatrix = this._calcTranslateMatrix(),\n options = {\n angle: this.angle,\n translateX: tMatrix[4],\n translateY: tMatrix[5],\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: this.skewX,\n skewY: this.skewY,\n flipX: this.flipX,\n flipY: this.flipY,\n };\n cache.key = key;\n cache.value = util.composeMatrix(options);\n return cache.value;\n },\n\n /*\n * Calculate object dimensions from its properties\n * @private\n * @deprecated since 3.4.0, please use fabric.util._calcDimensionsTransformMatrix\n * not including or including flipX, flipY to emulate the flipping boolean\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */\n _calcDimensionsTransformMatrix: function(skewX, skewY, flipping) {\n return util.calcDimensionsMatrix({\n skewX: skewX,\n skewY: skewY,\n scaleX: this.scaleX * (flipping && this.flipX ? -1 : 1),\n scaleY: this.scaleY * (flipping && this.flipY ? -1 : 1)\n });\n },\n\n /*\n * Calculate object dimensions from its properties\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */\n _getNonTransformedDimensions: function() {\n var strokeWidth = this.strokeWidth,\n w = this.width + strokeWidth,\n h = this.height + strokeWidth;\n return { x: w, y: h };\n },\n\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param {Number} skewX, a value to override current skewX\n * @param {Number} skewY, a value to override current skewY\n * @private\n * @return {Object} .x width dimension\n * @return {Object} .y height dimension\n */\n _getTransformedDimensions: function(skewX, skewY) {\n if (typeof skewX === 'undefined') {\n skewX = this.skewX;\n }\n if (typeof skewY === 'undefined') {\n skewY = this.skewY;\n }\n var dimensions, dimX, dimY,\n noSkew = skewX === 0 && skewY === 0;\n\n if (this.strokeUniform) {\n dimX = this.width;\n dimY = this.height;\n }\n else {\n dimensions = this._getNonTransformedDimensions();\n dimX = dimensions.x;\n dimY = dimensions.y;\n }\n if (noSkew) {\n return this._finalizeDimensions(dimX * this.scaleX, dimY * this.scaleY);\n }\n var bbox = util.sizeAfterTransform(dimX, dimY, {\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n skewX: skewX,\n skewY: skewY,\n });\n return this._finalizeDimensions(bbox.x, bbox.y);\n },\n\n /*\n * Calculate object bounding box dimensions from its properties scale, skew.\n * @param Number width width of the bbox\n * @param Number height height of the bbox\n * @private\n * @return {Object} .x finalized width dimension\n * @return {Object} .y finalized height dimension\n */\n _finalizeDimensions: function(width, height) {\n return this.strokeUniform ?\n { x: width + this.strokeWidth, y: height + this.strokeWidth }\n :\n { x: width, y: height };\n },\n\n /*\n * Calculate object dimensions for controls box, including padding and canvas zoom.\n * and active selection\n * private\n */\n _calculateCurrentDimensions: function() {\n var vpt = this.getViewportTransform(),\n dim = this._getTransformedDimensions(),\n p = transformPoint(dim, vpt, true);\n return p.scalarAdd(2 * this.padding);\n },\n });\n})();\n\n\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Moves an object to the bottom of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */\n sendToBack: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendToBack.call(this.group, this);\n }\n else if (this.canvas) {\n this.canvas.sendToBack(this);\n }\n return this;\n },\n\n /**\n * Moves an object to the top of the stack of drawn objects\n * @return {fabric.Object} thisArg\n * @chainable\n */\n bringToFront: function() {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringToFront.call(this.group, this);\n }\n else if (this.canvas) {\n this.canvas.bringToFront(this);\n }\n return this;\n },\n\n /**\n * Moves an object down in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n sendBackwards: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.sendBackwards.call(this.group, this, intersecting);\n }\n else if (this.canvas) {\n this.canvas.sendBackwards(this, intersecting);\n }\n return this;\n },\n\n /**\n * Moves an object up in stack of drawn objects\n * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n bringForward: function(intersecting) {\n if (this.group) {\n fabric.StaticCanvas.prototype.bringForward.call(this.group, this, intersecting);\n }\n else if (this.canvas) {\n this.canvas.bringForward(this, intersecting);\n }\n return this;\n },\n\n /**\n * Moves an object to specified level in stack of drawn objects\n * @param {Number} index New position of object\n * @return {fabric.Object} thisArg\n * @chainable\n */\n moveTo: function(index) {\n if (this.group && this.group.type !== 'activeSelection') {\n fabric.StaticCanvas.prototype.moveTo.call(this.group, this, index);\n }\n else if (this.canvas) {\n this.canvas.moveTo(this, index);\n }\n return this;\n }\n});\n\n\n/* _TO_SVG_START_ */\n(function() {\n function getSvgColorString(prop, value) {\n if (!value) {\n return prop + ': none; ';\n }\n else if (value.toLive) {\n return prop + ': url(#SVGID_' + value.id + '); ';\n }\n else {\n var color = new fabric.Color(value),\n str = prop + ': ' + color.toRgb() + '; ',\n opacity = color.getAlpha();\n if (opacity !== 1) {\n //change the color in rgb + opacity\n str += prop + '-opacity: ' + opacity.toString() + '; ';\n }\n return str;\n }\n }\n\n var toFixed = fabric.util.toFixed;\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Returns styles-string for svg-export\n * @param {Boolean} skipShadow a boolean to skip shadow filter output\n * @return {String}\n */\n getSvgStyles: function(skipShadow) {\n\n var fillRule = this.fillRule ? this.fillRule : 'nonzero',\n strokeWidth = this.strokeWidth ? this.strokeWidth : '0',\n strokeDashArray = this.strokeDashArray ? this.strokeDashArray.join(' ') : 'none',\n strokeDashOffset = this.strokeDashOffset ? this.strokeDashOffset : '0',\n strokeLineCap = this.strokeLineCap ? this.strokeLineCap : 'butt',\n strokeLineJoin = this.strokeLineJoin ? this.strokeLineJoin : 'miter',\n strokeMiterLimit = this.strokeMiterLimit ? this.strokeMiterLimit : '4',\n opacity = typeof this.opacity !== 'undefined' ? this.opacity : '1',\n visibility = this.visible ? '' : ' visibility: hidden;',\n filter = skipShadow ? '' : this.getSvgFilter(),\n fill = getSvgColorString('fill', this.fill),\n stroke = getSvgColorString('stroke', this.stroke);\n\n return [\n stroke,\n 'stroke-width: ', strokeWidth, '; ',\n 'stroke-dasharray: ', strokeDashArray, '; ',\n 'stroke-linecap: ', strokeLineCap, '; ',\n 'stroke-dashoffset: ', strokeDashOffset, '; ',\n 'stroke-linejoin: ', strokeLineJoin, '; ',\n 'stroke-miterlimit: ', strokeMiterLimit, '; ',\n fill,\n 'fill-rule: ', fillRule, '; ',\n 'opacity: ', opacity, ';',\n filter,\n visibility\n ].join('');\n },\n\n /**\n * Returns styles-string for svg-export\n * @param {Object} style the object from which to retrieve style properties\n * @param {Boolean} useWhiteSpace a boolean to include an additional attribute in the style.\n * @return {String}\n */\n getSvgSpanStyles: function(style, useWhiteSpace) {\n var term = '; ';\n var fontFamily = style.fontFamily ?\n 'font-family: ' + (((style.fontFamily.indexOf('\\'') === -1 && style.fontFamily.indexOf('\"') === -1) ?\n '\\'' + style.fontFamily + '\\'' : style.fontFamily)) + term : '';\n var strokeWidth = style.strokeWidth ? 'stroke-width: ' + style.strokeWidth + term : '',\n fontFamily = fontFamily,\n fontSize = style.fontSize ? 'font-size: ' + style.fontSize + 'px' + term : '',\n fontStyle = style.fontStyle ? 'font-style: ' + style.fontStyle + term : '',\n fontWeight = style.fontWeight ? 'font-weight: ' + style.fontWeight + term : '',\n fill = style.fill ? getSvgColorString('fill', style.fill) : '',\n stroke = style.stroke ? getSvgColorString('stroke', style.stroke) : '',\n textDecoration = this.getSvgTextDecoration(style),\n deltaY = style.deltaY ? 'baseline-shift: ' + (-style.deltaY) + '; ' : '';\n if (textDecoration) {\n textDecoration = 'text-decoration: ' + textDecoration + term;\n }\n\n return [\n stroke,\n strokeWidth,\n fontFamily,\n fontSize,\n fontStyle,\n fontWeight,\n textDecoration,\n fill,\n deltaY,\n useWhiteSpace ? 'white-space: pre; ' : ''\n ].join('');\n },\n\n /**\n * Returns text-decoration property for svg-export\n * @param {Object} style the object from which to retrieve style properties\n * @return {String}\n */\n getSvgTextDecoration: function(style) {\n return ['overline', 'underline', 'line-through'].filter(function(decoration) {\n return style[decoration.replace('-', '')];\n }).join(' ');\n },\n\n /**\n * Returns filter for svg shadow\n * @return {String}\n */\n getSvgFilter: function() {\n return this.shadow ? 'filter: url(#SVGID_' + this.shadow.id + ');' : '';\n },\n\n /**\n * Returns id attribute for svg output\n * @return {String}\n */\n getSvgCommons: function() {\n return [\n this.id ? 'id=\"' + this.id + '\" ' : '',\n this.clipPath ? 'clip-path=\"url(#' + this.clipPath.clipPathId + ')\" ' : '',\n ].join('');\n },\n\n /**\n * Returns transform-string for svg-export\n * @param {Boolean} use the full transform or the single object one.\n * @return {String}\n */\n getSvgTransform: function(full, additionalTransform) {\n var transform = full ? this.calcTransformMatrix() : this.calcOwnMatrix(),\n svgTransform = 'transform=\"' + fabric.util.matrixToSVG(transform);\n return svgTransform +\n (additionalTransform || '') + '\" ';\n },\n\n _setSVGBg: function(textBgRects) {\n if (this.backgroundColor) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n textBgRects.push(\n '\\t\\t\\n');\n }\n },\n\n /**\n * Returns svg representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toSVG: function(reviver) {\n return this._createBaseSVGMarkup(this._toSVG(reviver), { reviver: reviver });\n },\n\n /**\n * Returns svg clipPath representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toClipPathSVG: function(reviver) {\n return '\\t' + this._createBaseClipPathSVGMarkup(this._toSVG(reviver), { reviver: reviver });\n },\n\n /**\n * @private\n */\n _createBaseClipPathSVGMarkup: function(objectMarkup, options) {\n options = options || {};\n var reviver = options.reviver,\n additionalTransform = options.additionalTransform || '',\n commonPieces = [\n this.getSvgTransform(true, additionalTransform),\n this.getSvgCommons(),\n ].join(''),\n // insert commons in the markup, style and svgCommons\n index = objectMarkup.indexOf('COMMON_PARTS');\n objectMarkup[index] = commonPieces;\n return reviver ? reviver(objectMarkup.join('')) : objectMarkup.join('');\n },\n\n /**\n * @private\n */\n _createBaseSVGMarkup: function(objectMarkup, options) {\n options = options || {};\n var noStyle = options.noStyle,\n reviver = options.reviver,\n styleInfo = noStyle ? '' : 'style=\"' + this.getSvgStyles() + '\" ',\n shadowInfo = options.withShadow ? 'style=\"' + this.getSvgFilter() + '\" ' : '',\n clipPath = this.clipPath,\n vectorEffect = this.strokeUniform ? 'vector-effect=\"non-scaling-stroke\" ' : '',\n absoluteClipPath = clipPath && clipPath.absolutePositioned,\n stroke = this.stroke, fill = this.fill, shadow = this.shadow,\n commonPieces, markup = [], clipPathMarkup,\n // insert commons in the markup, style and svgCommons\n index = objectMarkup.indexOf('COMMON_PARTS'),\n additionalTransform = options.additionalTransform;\n if (clipPath) {\n clipPath.clipPathId = 'CLIPPATH_' + fabric.Object.__uid++;\n clipPathMarkup = '\\n' +\n clipPath.toClipPathSVG(reviver) +\n '\\n';\n }\n if (absoluteClipPath) {\n markup.push(\n '\\n'\n );\n }\n markup.push(\n '\\n'\n );\n commonPieces = [\n styleInfo,\n vectorEffect,\n noStyle ? '' : this.addPaintOrder(), ' ',\n additionalTransform ? 'transform=\"' + additionalTransform + '\" ' : '',\n ].join('');\n objectMarkup[index] = commonPieces;\n if (fill && fill.toLive) {\n markup.push(fill.toSVG(this));\n }\n if (stroke && stroke.toLive) {\n markup.push(stroke.toSVG(this));\n }\n if (shadow) {\n markup.push(shadow.toSVG(this));\n }\n if (clipPath) {\n markup.push(clipPathMarkup);\n }\n markup.push(objectMarkup.join(''));\n markup.push('\\n');\n absoluteClipPath && markup.push('\\n');\n return reviver ? reviver(markup.join('')) : markup.join('');\n },\n\n addPaintOrder: function() {\n return this.paintFirst !== 'fill' ? ' paint-order=\"' + this.paintFirst + '\" ' : '';\n }\n });\n})();\n/* _TO_SVG_END_ */\n\n\n(function() {\n\n var extend = fabric.util.object.extend,\n originalSet = 'stateProperties';\n\n /*\n Depends on `stateProperties`\n */\n function saveProps(origin, destination, props) {\n var tmpObj = { }, deep = true;\n props.forEach(function(prop) {\n tmpObj[prop] = origin[prop];\n });\n\n extend(origin[destination], tmpObj, deep);\n }\n\n function _isEqual(origValue, currentValue, firstPass) {\n if (origValue === currentValue) {\n // if the objects are identical, return\n return true;\n }\n else if (Array.isArray(origValue)) {\n if (!Array.isArray(currentValue) || origValue.length !== currentValue.length) {\n return false;\n }\n for (var i = 0, len = origValue.length; i < len; i++) {\n if (!_isEqual(origValue[i], currentValue[i])) {\n return false;\n }\n }\n return true;\n }\n else if (origValue && typeof origValue === 'object') {\n var keys = Object.keys(origValue), key;\n if (!currentValue ||\n typeof currentValue !== 'object' ||\n (!firstPass && keys.length !== Object.keys(currentValue).length)\n ) {\n return false;\n }\n for (var i = 0, len = keys.length; i < len; i++) {\n key = keys[i];\n // since clipPath is in the statefull cache list and the clipPath objects\n // would be iterated as an object, this would lead to possible infinite recursion\n // we do not want to compare those.\n if (key === 'canvas' || key === 'group') {\n continue;\n }\n if (!_isEqual(origValue[key], currentValue[key])) {\n return false;\n }\n }\n return true;\n }\n }\n\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * Returns true if object state (one of its state properties) was changed\n * @param {String} [propertySet] optional name for the set of property we want to save\n * @return {Boolean} true if instance' state has changed since `{@link fabric.Object#saveState}` was called\n */\n hasStateChanged: function(propertySet) {\n propertySet = propertySet || originalSet;\n var dashedPropertySet = '_' + propertySet;\n if (Object.keys(this[dashedPropertySet]).length < this[propertySet].length) {\n return true;\n }\n return !_isEqual(this[dashedPropertySet], this, true);\n },\n\n /**\n * Saves state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */\n saveState: function(options) {\n var propertySet = options && options.propertySet || originalSet,\n destination = '_' + propertySet;\n if (!this[destination]) {\n return this.setupState(options);\n }\n saveProps(this, destination, this[propertySet]);\n if (options && options.stateProperties) {\n saveProps(this, destination, options.stateProperties);\n }\n return this;\n },\n\n /**\n * Setups state of an object\n * @param {Object} [options] Object with additional `stateProperties` array to include when saving state\n * @return {fabric.Object} thisArg\n */\n setupState: function(options) {\n options = options || { };\n var propertySet = options.propertySet || originalSet;\n options.propertySet = propertySet;\n this['_' + propertySet] = { };\n this.saveState(options);\n return this;\n }\n });\n})();\n\n\n(function() {\n\n var degreesToRadians = fabric.util.degreesToRadians;\n\n fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Determines which corner has been clicked\n * @private\n * @param {Object} pointer The pointer indicating the mouse position\n * @return {String|Boolean} corner code (tl, tr, bl, br, etc.), or false if nothing is found\n */\n _findTargetCorner: function(pointer, forTouch) {\n // objects in group, anykind, are not self modificable,\n // must not return an hovered corner.\n if (!this.hasControls || this.group || (!this.canvas || this.canvas._activeObject !== this)) {\n return false;\n }\n\n var ex = pointer.x,\n ey = pointer.y,\n xPoints,\n lines, keys = Object.keys(this.oCoords),\n j = keys.length - 1, i;\n this.__corner = 0;\n\n // cycle in reverse order so we pick first the one on top\n for (; j >= 0; j--) {\n i = keys[j];\n if (!this.isControlVisible(i)) {\n continue;\n }\n\n lines = this._getImageLines(forTouch ? this.oCoords[i].touchCorner : this.oCoords[i].corner);\n // // debugging\n //\n // this.canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);\n //\n // this.canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);\n // this.canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);\n\n xPoints = this._findCrossPoints({ x: ex, y: ey }, lines);\n if (xPoints !== 0 && xPoints % 2 === 1) {\n this.__corner = i;\n return i;\n }\n }\n return false;\n },\n\n /**\n * Calls a function for each control. The function gets called,\n * with the control, the object that is calling the iterator and the control's key\n * @param {Function} fn function to iterate over the controls over\n */\n forEachControl: function(fn) {\n for (var i in this.controls) {\n fn(this.controls[i], i, this);\n } },\n\n /**\n * Sets the coordinates of the draggable boxes in the corners of\n * the image used to scale/rotate it.\n * note: if we would switch to ROUND corner area, all of this would disappear.\n * everything would resolve to a single point and a pythagorean theorem for the distance\n * @private\n */\n _setCornerCoords: function() {\n var coords = this.oCoords;\n\n for (var control in coords) {\n var controlObject = this.controls[control];\n coords[control].corner = controlObject.calcCornerCoords(\n this.angle, this.cornerSize, coords[control].x, coords[control].y, false);\n coords[control].touchCorner = controlObject.calcCornerCoords(\n this.angle, this.touchCornerSize, coords[control].x, coords[control].y, true);\n }\n },\n\n /**\n * Draws a colored layer behind the object, inside its selection borders.\n * Requires public options: padding, selectionBackgroundColor\n * this function is called when the context is transformed\n * has checks to be skipped when the object is on a staticCanvas\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawSelectionBackground: function(ctx) {\n if (!this.selectionBackgroundColor ||\n (this.canvas && !this.canvas.interactive) ||\n (this.canvas && this.canvas._activeObject !== this)\n ) {\n return this;\n }\n ctx.save();\n var center = this.getCenterPoint(), wh = this._calculateCurrentDimensions(),\n vpt = this.canvas.viewportTransform;\n ctx.translate(center.x, center.y);\n ctx.scale(1 / vpt[0], 1 / vpt[3]);\n ctx.rotate(degreesToRadians(this.angle));\n ctx.fillStyle = this.selectionBackgroundColor;\n ctx.fillRect(-wh.x / 2, -wh.y / 2, wh.x, wh.y);\n ctx.restore();\n return this;\n },\n\n /**\n * Draws borders of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawBorders: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n var wh = this._calculateCurrentDimensions(),\n strokeWidth = this.borderScaleFactor,\n width = wh.x + strokeWidth,\n height = wh.y + strokeWidth,\n hasControls = typeof styleOverride.hasControls !== 'undefined' ?\n styleOverride.hasControls : this.hasControls,\n shouldStroke = false;\n\n ctx.save();\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n\n ctx.strokeRect(\n -width / 2,\n -height / 2,\n width,\n height\n );\n\n if (hasControls) {\n ctx.beginPath();\n this.forEachControl(function(control, key, fabricObject) {\n // in this moment, the ctx is centered on the object.\n // width and height of the above function are the size of the bbox.\n if (control.withConnection && control.getVisibility(fabricObject, key)) {\n // reset movement for each control\n shouldStroke = true;\n ctx.moveTo(control.x * width, control.y * height);\n ctx.lineTo(\n control.x * width + control.offsetX,\n control.y * height + control.offsetY\n );\n }\n });\n if (shouldStroke) {\n ctx.stroke();\n }\n }\n ctx.restore();\n return this;\n },\n\n /**\n * Draws borders of an object's bounding box when it is inside a group.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {object} options object representing current object parameters\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawBordersInGroup: function(ctx, options, styleOverride) {\n styleOverride = styleOverride || {};\n var bbox = fabric.util.sizeAfterTransform(this.width, this.height, options),\n strokeWidth = this.strokeWidth,\n strokeUniform = this.strokeUniform,\n borderScaleFactor = this.borderScaleFactor,\n width =\n bbox.x + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleX) + borderScaleFactor,\n height =\n bbox.y + strokeWidth * (strokeUniform ? this.canvas.getZoom() : options.scaleY) + borderScaleFactor;\n ctx.save();\n this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray);\n ctx.strokeStyle = styleOverride.borderColor || this.borderColor;\n ctx.strokeRect(\n -width / 2,\n -height / 2,\n width,\n height\n );\n\n ctx.restore();\n return this;\n },\n\n /**\n * Draws corners of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: cornerSize, padding\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Object} styleOverride object to override the object style\n * @return {fabric.Object} thisArg\n * @chainable\n */\n drawControls: function(ctx, styleOverride) {\n styleOverride = styleOverride || {};\n ctx.save();\n var retinaScaling = this.canvas.getRetinaScaling(), matrix, p;\n ctx.setTransform(retinaScaling, 0, 0, retinaScaling, 0, 0);\n ctx.strokeStyle = ctx.fillStyle = styleOverride.cornerColor || this.cornerColor;\n if (!this.transparentCorners) {\n ctx.strokeStyle = styleOverride.cornerStrokeColor || this.cornerStrokeColor;\n }\n this._setLineDash(ctx, styleOverride.cornerDashArray || this.cornerDashArray);\n this.setCoords();\n if (this.group) {\n // fabricJS does not really support drawing controls inside groups,\n // this piece of code here helps having at least the control in places.\n // If an application needs to show some objects as selected because of some UI state\n // can still call Object._renderControls() on any object they desire, independently of groups.\n // using no padding, circular controls and hiding the rotating cursor is higly suggested,\n matrix = this.group.calcTransformMatrix();\n }\n this.forEachControl(function(control, key, fabricObject) {\n p = fabricObject.oCoords[key];\n if (control.getVisibility(fabricObject, key)) {\n if (matrix) {\n p = fabric.util.transformPoint(p, matrix);\n }\n control.render(ctx, p.x, p.y, styleOverride, fabricObject);\n }\n });\n ctx.restore();\n\n return this;\n },\n\n /**\n * Returns true if the specified control is visible, false otherwise.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @returns {Boolean} true if the specified control is visible, false otherwise\n */\n isControlVisible: function(controlKey) {\n return this.controls[controlKey] && this.controls[controlKey].getVisibility(this, controlKey);\n },\n\n /**\n * Sets the visibility of the specified control.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * @param {Boolean} visible true to set the specified control visible, false otherwise\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setControlVisible: function(controlKey, visible) {\n if (!this._controlsVisibility) {\n this._controlsVisibility = {};\n }\n this._controlsVisibility[controlKey] = visible;\n return this;\n },\n\n /**\n * Sets the visibility state of object controls.\n * @param {Object} [options] Options object\n * @param {Boolean} [options.bl] true to enable the bottom-left control, false to disable it\n * @param {Boolean} [options.br] true to enable the bottom-right control, false to disable it\n * @param {Boolean} [options.mb] true to enable the middle-bottom control, false to disable it\n * @param {Boolean} [options.ml] true to enable the middle-left control, false to disable it\n * @param {Boolean} [options.mr] true to enable the middle-right control, false to disable it\n * @param {Boolean} [options.mt] true to enable the middle-top control, false to disable it\n * @param {Boolean} [options.tl] true to enable the top-left control, false to disable it\n * @param {Boolean} [options.tr] true to enable the top-right control, false to disable it\n * @param {Boolean} [options.mtr] true to enable the middle-top-rotate control, false to disable it\n * @return {fabric.Object} thisArg\n * @chainable\n */\n setControlsVisibility: function(options) {\n options || (options = { });\n\n for (var p in options) {\n this.setControlVisible(p, options[p]);\n }\n return this;\n },\n\n\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to deselect this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */\n onDeselect: function() {\n // implemented by sub-classes, as needed.\n },\n\n\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to select this object. If the function returns true, the process is cancelled\n * @param {Object} [options] options sent from the upper functions\n * @param {Event} [options.e] event if the process is generated by an event\n */\n onSelect: function() {\n // implemented by sub-classes, as needed.\n }\n });\n})();\n\n\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Animation duration (in ms) for fx* methods\n * @type Number\n * @default\n */\n FX_DURATION: 500,\n\n /**\n * Centers object horizontally with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n fxCenterObjectH: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n fabric.util.animate({\n startValue: object.left,\n endValue: this.getCenter().left,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('left', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n\n return this;\n },\n\n /**\n * Centers object vertically with animation.\n * @param {fabric.Object} object Object to center\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n fxCenterObjectV: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n fabric.util.animate({\n startValue: object.top,\n endValue: this.getCenter().top,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('top', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function() {\n object.setCoords();\n onComplete();\n }\n });\n\n return this;\n },\n\n /**\n * Same as `fabric.Canvas#remove` but animated\n * @param {fabric.Object} object Object to remove\n * @param {Object} [callbacks] Callbacks object with optional \"onComplete\" and/or \"onChange\" properties\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n fxRemove: function (object, callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n fabric.util.animate({\n startValue: object.opacity,\n endValue: 0,\n duration: this.FX_DURATION,\n onChange: function(value) {\n object.set('opacity', value);\n _this.requestRenderAll();\n onChange();\n },\n onComplete: function () {\n _this.remove(object);\n onComplete();\n }\n });\n\n return this;\n }\n});\n\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n /**\n * Animates object's properties\n * @param {String|Object} property Property to animate (if string) or properties to animate (if object)\n * @param {Number|Object} value Value to animate property to (if string was given first) or options object\n * @return {fabric.Object} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#animation}\n * @chainable\n *\n * As object — multiple properties\n *\n * object.animate({ left: ..., top: ... });\n * object.animate({ left: ..., top: ... }, { duration: ... });\n *\n * As string — one property\n *\n * object.animate('left', ...);\n * object.animate('left', { duration: ... });\n *\n */\n animate: function() {\n if (arguments[0] && typeof arguments[0] === 'object') {\n var propsToAnimate = [], prop, skipCallbacks;\n for (prop in arguments[0]) {\n propsToAnimate.push(prop);\n }\n for (var i = 0, len = propsToAnimate.length; i < len; i++) {\n prop = propsToAnimate[i];\n skipCallbacks = i !== len - 1;\n this._animate(prop, arguments[0][prop], arguments[1], skipCallbacks);\n }\n }\n else {\n this._animate.apply(this, arguments);\n }\n return this;\n },\n\n /**\n * @private\n * @param {String} property Property to animate\n * @param {String} to Value to animate to\n * @param {Object} [options] Options object\n * @param {Boolean} [skipCallbacks] When true, callbacks like onchange and oncomplete are not invoked\n */\n _animate: function(property, to, options, skipCallbacks) {\n var _this = this, propPair;\n\n to = to.toString();\n\n if (!options) {\n options = { };\n }\n else {\n options = fabric.util.object.clone(options);\n }\n\n if (~property.indexOf('.')) {\n propPair = property.split('.');\n }\n\n var propIsColor =\n _this.colorProperties.indexOf(property) > -1 ||\n (propPair && _this.colorProperties.indexOf(propPair[1]) > -1);\n\n var currentValue = propPair\n ? this.get(propPair[0])[propPair[1]]\n : this.get(property);\n\n if (!('from' in options)) {\n options.from = currentValue;\n }\n\n if (!propIsColor) {\n if (~to.indexOf('=')) {\n to = currentValue + parseFloat(to.replace('=', ''));\n }\n else {\n to = parseFloat(to);\n }\n }\n\n var _options = {\n startValue: options.from,\n endValue: to,\n byValue: options.by,\n easing: options.easing,\n duration: options.duration,\n abort: options.abort && function(value, valueProgress, timeProgress) {\n return options.abort.call(_this, value, valueProgress, timeProgress);\n },\n onChange: function (value, valueProgress, timeProgress) {\n if (propPair) {\n _this[propPair[0]][propPair[1]] = value;\n }\n else {\n _this.set(property, value);\n }\n if (skipCallbacks) {\n return;\n }\n options.onChange && options.onChange(value, valueProgress, timeProgress);\n },\n onComplete: function (value, valueProgress, timeProgress) {\n if (skipCallbacks) {\n return;\n }\n\n _this.setCoords();\n options.onComplete && options.onComplete(value, valueProgress, timeProgress);\n }\n };\n\n if (propIsColor) {\n return fabric.util.animateColor(_options.startValue, _options.endValue, _options.duration, _options);\n }\n else {\n return fabric.util.animate(_options);\n }\n }\n});\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n clone = fabric.util.object.clone,\n coordProps = { x1: 1, x2: 1, y1: 1, y2: 1 };\n\n if (fabric.Line) {\n fabric.warn('fabric.Line is already defined');\n return;\n }\n\n /**\n * Line class\n * @class fabric.Line\n * @extends fabric.Object\n * @see {@link fabric.Line#initialize} for constructor definition\n */\n fabric.Line = fabric.util.createClass(fabric.Object, /** @lends fabric.Line.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'line',\n\n /**\n * x value or first line edge\n * @type Number\n * @default\n */\n x1: 0,\n\n /**\n * y value or first line edge\n * @type Number\n * @default\n */\n y1: 0,\n\n /**\n * x value or second line edge\n * @type Number\n * @default\n */\n x2: 0,\n\n /**\n * y value or second line edge\n * @type Number\n * @default\n */\n y2: 0,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('x1', 'x2', 'y1', 'y2'),\n\n /**\n * Constructor\n * @param {Array} [points] Array of points\n * @param {Object} [options] Options object\n * @return {fabric.Line} thisArg\n */\n initialize: function(points, options) {\n if (!points) {\n points = [0, 0, 0, 0];\n }\n\n this.callSuper('initialize', options);\n\n this.set('x1', points[0]);\n this.set('y1', points[1]);\n this.set('x2', points[2]);\n this.set('y2', points[3]);\n\n this._setWidthHeight(options);\n },\n\n /**\n * @private\n * @param {Object} [options] Options\n */\n _setWidthHeight: function(options) {\n options || (options = { });\n\n this.width = Math.abs(this.x2 - this.x1);\n this.height = Math.abs(this.y2 - this.y1);\n\n this.left = 'left' in options\n ? options.left\n : this._getLeftToOriginX();\n\n this.top = 'top' in options\n ? options.top\n : this._getTopToOriginY();\n },\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n */\n _set: function(key, value) {\n this.callSuper('_set', key, value);\n if (typeof coordProps[key] !== 'undefined') {\n this._setWidthHeight();\n }\n return this;\n },\n\n /**\n * @private\n * @return {Number} leftToOriginX Distance from left edge of canvas to originX of Line.\n */\n _getLeftToOriginX: makeEdgeToOriginGetter(\n { // property names\n origin: 'originX',\n axis1: 'x1',\n axis2: 'x2',\n dimension: 'width'\n },\n { // possible values of origin\n nearest: 'left',\n center: 'center',\n farthest: 'right'\n }\n ),\n\n /**\n * @private\n * @return {Number} topToOriginY Distance from top edge of canvas to originY of Line.\n */\n _getTopToOriginY: makeEdgeToOriginGetter(\n { // property names\n origin: 'originY',\n axis1: 'y1',\n axis2: 'y2',\n dimension: 'height'\n },\n { // possible values of origin\n nearest: 'top',\n center: 'center',\n farthest: 'bottom'\n }\n ),\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n ctx.beginPath();\n\n\n var p = this.calcLinePoints();\n ctx.moveTo(p.x1, p.y1);\n ctx.lineTo(p.x2, p.y2);\n\n ctx.lineWidth = this.strokeWidth;\n\n // TODO: test this\n // make sure setting \"fill\" changes color of a line\n // (by copying fillStyle to strokeStyle, since line is stroked, not filled)\n var origStrokeStyle = ctx.strokeStyle;\n ctx.strokeStyle = this.stroke || ctx.fillStyle;\n this.stroke && this._renderStroke(ctx);\n ctx.strokeStyle = origStrokeStyle;\n },\n\n /**\n * This function is an helper for svg import. it returns the center of the object in the svg\n * untransformed coordinates\n * @private\n * @return {Object} center point from element coordinates\n */\n _findCenterFromElement: function() {\n return {\n x: (this.x1 + this.x2) / 2,\n y: (this.y1 + this.y2) / 2,\n };\n },\n\n /**\n * Returns object representation of an instance\n * @method toObject\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), this.calcLinePoints());\n },\n\n /*\n * Calculate object dimensions from its properties\n * @private\n */\n _getNonTransformedDimensions: function() {\n var dim = this.callSuper('_getNonTransformedDimensions');\n if (this.strokeLineCap === 'butt') {\n if (this.width === 0) {\n dim.y -= this.strokeWidth;\n }\n if (this.height === 0) {\n dim.x -= this.strokeWidth;\n }\n }\n return dim;\n },\n\n /**\n * Recalculates line points given width and height\n * @private\n */\n calcLinePoints: function() {\n var xMult = this.x1 <= this.x2 ? -1 : 1,\n yMult = this.y1 <= this.y2 ? -1 : 1,\n x1 = (xMult * this.width * 0.5),\n y1 = (yMult * this.height * 0.5),\n x2 = (xMult * this.width * -0.5),\n y2 = (yMult * this.height * -0.5);\n\n return {\n x1: x1,\n x2: x2,\n y1: y1,\n y2: y2\n };\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var p = this.calcLinePoints();\n return [\n '\\n'\n ];\n },\n /* _TO_SVG_END_ */\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Line.fromElement})\n * @static\n * @memberOf fabric.Line\n * @see http://www.w3.org/TR/SVG/shapes.html#LineElement\n */\n fabric.Line.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('x1 y1 x2 y2'.split(' '));\n\n /**\n * Returns fabric.Line instance from an SVG element\n * @static\n * @memberOf fabric.Line\n * @param {SVGElement} element Element to parse\n * @param {Object} [options] Options object\n * @param {Function} [callback] callback function invoked after parsing\n */\n fabric.Line.fromElement = function(element, callback, options) {\n options = options || { };\n var parsedAttributes = fabric.parseAttributes(element, fabric.Line.ATTRIBUTE_NAMES),\n points = [\n parsedAttributes.x1 || 0,\n parsedAttributes.y1 || 0,\n parsedAttributes.x2 || 0,\n parsedAttributes.y2 || 0\n ];\n callback(new fabric.Line(points, extend(parsedAttributes, options)));\n };\n /* _FROM_SVG_END_ */\n\n /**\n * Returns fabric.Line instance from an object representation\n * @static\n * @memberOf fabric.Line\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as first argument\n */\n fabric.Line.fromObject = function(object, callback) {\n function _callback(instance) {\n delete instance.points;\n callback && callback(instance);\n } var options = clone(object, true);\n options.points = [object.x1, object.y1, object.x2, object.y2];\n fabric.Object._fromObject('Line', options, _callback, 'points');\n };\n\n /**\n * Produces a function that calculates distance from canvas edge to Line origin.\n */\n function makeEdgeToOriginGetter(propertyNames, originValues) {\n var origin = propertyNames.origin,\n axis1 = propertyNames.axis1,\n axis2 = propertyNames.axis2,\n dimension = propertyNames.dimension,\n nearest = originValues.nearest,\n center = originValues.center,\n farthest = originValues.farthest;\n\n return function() {\n switch (this.get(origin)) {\n case nearest:\n return Math.min(this.get(axis1), this.get(axis2));\n case center:\n return Math.min(this.get(axis1), this.get(axis2)) + (0.5 * this.get(dimension));\n case farthest:\n return Math.max(this.get(axis1), this.get(axis2));\n }\n };\n\n }\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n pi = Math.PI;\n\n if (fabric.Circle) {\n fabric.warn('fabric.Circle is already defined.');\n return;\n }\n\n /**\n * Circle class\n * @class fabric.Circle\n * @extends fabric.Object\n * @see {@link fabric.Circle#initialize} for constructor definition\n */\n fabric.Circle = fabric.util.createClass(fabric.Object, /** @lends fabric.Circle.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'circle',\n\n /**\n * Radius of this circle\n * @type Number\n * @default\n */\n radius: 0,\n\n /**\n * Start angle of the circle, moving clockwise\n * deprecated type, this should be in degree, this was an oversight.\n * probably will change to degrees in next major version\n * @type Number\n * @default 0\n */\n startAngle: 0,\n\n /**\n * End angle of the circle\n * deprecated type, this should be in degree, this was an oversight.\n * probably will change to degrees in next major version\n * @type Number\n * @default 2Pi\n */\n endAngle: pi * 2,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('radius', 'startAngle', 'endAngle'),\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Circle} thisArg\n */\n _set: function(key, value) {\n this.callSuper('_set', key, value);\n\n if (key === 'radius') {\n this.setRadius(value);\n }\n\n return this;\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['radius', 'startAngle', 'endAngle'].concat(propertiesToInclude));\n },\n\n /* _TO_SVG_START_ */\n\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var svgString, x = 0, y = 0,\n angle = (this.endAngle - this.startAngle) % ( 2 * pi);\n\n if (angle === 0) {\n svgString = [\n '\\n'\n ];\n }\n else {\n var startX = fabric.util.cos(this.startAngle) * this.radius,\n startY = fabric.util.sin(this.startAngle) * this.radius,\n endX = fabric.util.cos(this.endAngle) * this.radius,\n endY = fabric.util.sin(this.endAngle) * this.radius,\n largeFlag = angle > pi ? '1' : '0';\n svgString = [\n '\\n'\n ];\n }\n return svgString;\n },\n /* _TO_SVG_END_ */\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render on\n */\n _render: function(ctx) {\n ctx.beginPath();\n ctx.arc(\n 0,\n 0,\n this.radius,\n this.startAngle,\n this.endAngle, false);\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns horizontal radius of an object (according to how an object is scaled)\n * @return {Number}\n */\n getRadiusX: function() {\n return this.get('radius') * this.get('scaleX');\n },\n\n /**\n * Returns vertical radius of an object (according to how an object is scaled)\n * @return {Number}\n */\n getRadiusY: function() {\n return this.get('radius') * this.get('scaleY');\n },\n\n /**\n * Sets radius of an object (and updates width accordingly)\n * @return {fabric.Circle} thisArg\n */\n setRadius: function(value) {\n this.radius = value;\n return this.set('width', value * 2).set('height', value * 2);\n },\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Circle.fromElement})\n * @static\n * @memberOf fabric.Circle\n * @see: http://www.w3.org/TR/SVG/shapes.html#CircleElement\n */\n fabric.Circle.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('cx cy r'.split(' '));\n\n /**\n * Returns {@link fabric.Circle} instance from an SVG element\n * @static\n * @memberOf fabric.Circle\n * @param {SVGElement} element Element to parse\n * @param {Function} [callback] Options callback invoked after parsing is finished\n * @param {Object} [options] Options object\n * @throws {Error} If value of `r` attribute is missing or invalid\n */\n fabric.Circle.fromElement = function(element, callback) {\n var parsedAttributes = fabric.parseAttributes(element, fabric.Circle.ATTRIBUTE_NAMES);\n\n if (!isValidRadius(parsedAttributes)) {\n throw new Error('value of `r` attribute is required and can not be negative');\n }\n\n parsedAttributes.left = (parsedAttributes.left || 0) - parsedAttributes.radius;\n parsedAttributes.top = (parsedAttributes.top || 0) - parsedAttributes.radius;\n callback(new fabric.Circle(parsedAttributes));\n };\n\n /**\n * @private\n */\n function isValidRadius(attributes) {\n return (('radius' in attributes) && (attributes.radius >= 0));\n }\n /* _FROM_SVG_END_ */\n\n /**\n * Returns {@link fabric.Circle} instance from an object representation\n * @static\n * @memberOf fabric.Circle\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as first argument\n * @return {void}\n */\n fabric.Circle.fromObject = function(object, callback) {\n fabric.Object._fromObject('Circle', object, callback);\n };\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Triangle) {\n fabric.warn('fabric.Triangle is already defined');\n return;\n }\n\n /**\n * Triangle class\n * @class fabric.Triangle\n * @extends fabric.Object\n * @return {fabric.Triangle} thisArg\n * @see {@link fabric.Triangle#initialize} for constructor definition\n */\n fabric.Triangle = fabric.util.createClass(fabric.Object, /** @lends fabric.Triangle.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'triangle',\n\n /**\n * Width is set to 100 to compensate the old initialize code that was setting it to 100\n * @type Number\n * @default\n */\n width: 100,\n\n /**\n * Height is set to 100 to compensate the old initialize code that was setting it to 100\n * @type Number\n * @default\n */\n height: 100,\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n var widthBy2 = this.width / 2,\n heightBy2 = this.height / 2;\n\n ctx.beginPath();\n ctx.moveTo(-widthBy2, heightBy2);\n ctx.lineTo(0, -heightBy2);\n ctx.lineTo(widthBy2, heightBy2);\n ctx.closePath();\n\n this._renderPaintInOrder(ctx);\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var widthBy2 = this.width / 2,\n heightBy2 = this.height / 2,\n points = [\n -widthBy2 + ' ' + heightBy2,\n '0 ' + -heightBy2,\n widthBy2 + ' ' + heightBy2\n ].join(',');\n return [\n ''\n ];\n },\n /* _TO_SVG_END_ */\n });\n\n /**\n * Returns {@link fabric.Triangle} instance from an object representation\n * @static\n * @memberOf fabric.Triangle\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as first argument\n */\n fabric.Triangle.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Triangle', object, callback);\n };\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n piBy2 = Math.PI * 2;\n\n if (fabric.Ellipse) {\n fabric.warn('fabric.Ellipse is already defined.');\n return;\n }\n\n /**\n * Ellipse class\n * @class fabric.Ellipse\n * @extends fabric.Object\n * @return {fabric.Ellipse} thisArg\n * @see {@link fabric.Ellipse#initialize} for constructor definition\n */\n fabric.Ellipse = fabric.util.createClass(fabric.Object, /** @lends fabric.Ellipse.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'ellipse',\n\n /**\n * Horizontal radius\n * @type Number\n * @default\n */\n rx: 0,\n\n /**\n * Vertical radius\n * @type Number\n * @default\n */\n ry: 0,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('rx', 'ry'),\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @return {fabric.Ellipse} thisArg\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n this.set('rx', options && options.rx || 0);\n this.set('ry', options && options.ry || 0);\n },\n\n /**\n * @private\n * @param {String} key\n * @param {*} value\n * @return {fabric.Ellipse} thisArg\n */\n _set: function(key, value) {\n this.callSuper('_set', key, value);\n switch (key) {\n\n case 'rx':\n this.rx = value;\n this.set('width', value * 2);\n break;\n\n case 'ry':\n this.ry = value;\n this.set('height', value * 2);\n break;\n\n }\n return this;\n },\n\n /**\n * Returns horizontal radius of an object (according to how an object is scaled)\n * @return {Number}\n */\n getRx: function() {\n return this.get('rx') * this.get('scaleX');\n },\n\n /**\n * Returns Vertical radius of an object (according to how an object is scaled)\n * @return {Number}\n */\n getRy: function() {\n return this.get('ry') * this.get('scaleY');\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['rx', 'ry'].concat(propertiesToInclude));\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n return [\n '\\n'\n ];\n },\n /* _TO_SVG_END_ */\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render on\n */\n _render: function(ctx) {\n ctx.beginPath();\n ctx.save();\n ctx.transform(1, 0, 0, this.ry / this.rx, 0, 0);\n ctx.arc(\n 0,\n 0,\n this.rx,\n 0,\n piBy2,\n false);\n ctx.restore();\n this._renderPaintInOrder(ctx);\n },\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Ellipse.fromElement})\n * @static\n * @memberOf fabric.Ellipse\n * @see http://www.w3.org/TR/SVG/shapes.html#EllipseElement\n */\n fabric.Ellipse.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('cx cy rx ry'.split(' '));\n\n /**\n * Returns {@link fabric.Ellipse} instance from an SVG element\n * @static\n * @memberOf fabric.Ellipse\n * @param {SVGElement} element Element to parse\n * @param {Function} [callback] Options callback invoked after parsing is finished\n * @return {fabric.Ellipse}\n */\n fabric.Ellipse.fromElement = function(element, callback) {\n\n var parsedAttributes = fabric.parseAttributes(element, fabric.Ellipse.ATTRIBUTE_NAMES);\n\n parsedAttributes.left = (parsedAttributes.left || 0) - parsedAttributes.rx;\n parsedAttributes.top = (parsedAttributes.top || 0) - parsedAttributes.ry;\n callback(new fabric.Ellipse(parsedAttributes));\n };\n /* _FROM_SVG_END_ */\n\n /**\n * Returns {@link fabric.Ellipse} instance from an object representation\n * @static\n * @memberOf fabric.Ellipse\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as first argument\n * @return {void}\n */\n fabric.Ellipse.fromObject = function(object, callback) {\n fabric.Object._fromObject('Ellipse', object, callback);\n };\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend;\n\n if (fabric.Rect) {\n fabric.warn('fabric.Rect is already defined');\n return;\n }\n\n /**\n * Rectangle class\n * @class fabric.Rect\n * @extends fabric.Object\n * @return {fabric.Rect} thisArg\n * @see {@link fabric.Rect#initialize} for constructor definition\n */\n fabric.Rect = fabric.util.createClass(fabric.Object, /** @lends fabric.Rect.prototype */ {\n\n /**\n * List of properties to consider when checking if state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat('rx', 'ry'),\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'rect',\n\n /**\n * Horizontal border radius\n * @type Number\n * @default\n */\n rx: 0,\n\n /**\n * Vertical border radius\n * @type Number\n * @default\n */\n ry: 0,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('rx', 'ry'),\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n this._initRxRy();\n },\n\n /**\n * Initializes rx/ry attributes\n * @private\n */\n _initRxRy: function() {\n if (this.rx && !this.ry) {\n this.ry = this.rx;\n }\n else if (this.ry && !this.rx) {\n this.rx = this.ry;\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n\n // 1x1 case (used in spray brush) optimization was removed because\n // with caching and higher zoom level this makes more damage than help\n\n var rx = this.rx ? Math.min(this.rx, this.width / 2) : 0,\n ry = this.ry ? Math.min(this.ry, this.height / 2) : 0,\n w = this.width,\n h = this.height,\n x = -this.width / 2,\n y = -this.height / 2,\n isRounded = rx !== 0 || ry !== 0,\n /* \"magic number\" for bezier approximations of arcs (http://itc.ktu.lt/itc354/Riskus354.pdf) */\n k = 1 - 0.5522847498;\n ctx.beginPath();\n\n ctx.moveTo(x + rx, y);\n\n ctx.lineTo(x + w - rx, y);\n isRounded && ctx.bezierCurveTo(x + w - k * rx, y, x + w, y + k * ry, x + w, y + ry);\n\n ctx.lineTo(x + w, y + h - ry);\n isRounded && ctx.bezierCurveTo(x + w, y + h - k * ry, x + w - k * rx, y + h, x + w - rx, y + h);\n\n ctx.lineTo(x + rx, y + h);\n isRounded && ctx.bezierCurveTo(x + k * rx, y + h, x, y + h - k * ry, x, y + h - ry);\n\n ctx.lineTo(x, y + ry);\n isRounded && ctx.bezierCurveTo(x, y + k * ry, x + k * rx, y, x + rx, y);\n\n ctx.closePath();\n\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['rx', 'ry'].concat(propertiesToInclude));\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var x = -this.width / 2, y = -this.height / 2;\n return [\n '\\n'\n ];\n },\n /* _TO_SVG_END_ */\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by `fabric.Rect.fromElement`)\n * @static\n * @memberOf fabric.Rect\n * @see: http://www.w3.org/TR/SVG/shapes.html#RectElement\n */\n fabric.Rect.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('x y rx ry width height'.split(' '));\n\n /**\n * Returns {@link fabric.Rect} instance from an SVG element\n * @static\n * @memberOf fabric.Rect\n * @param {SVGElement} element Element to parse\n * @param {Function} callback callback function invoked after parsing\n * @param {Object} [options] Options object\n */\n fabric.Rect.fromElement = function(element, callback, options) {\n if (!element) {\n return callback(null);\n }\n options = options || { };\n\n var parsedAttributes = fabric.parseAttributes(element, fabric.Rect.ATTRIBUTE_NAMES);\n parsedAttributes.left = parsedAttributes.left || 0;\n parsedAttributes.top = parsedAttributes.top || 0;\n parsedAttributes.height = parsedAttributes.height || 0;\n parsedAttributes.width = parsedAttributes.width || 0;\n var rect = new fabric.Rect(extend((options ? fabric.util.object.clone(options) : { }), parsedAttributes));\n rect.visible = rect.visible && rect.width > 0 && rect.height > 0;\n callback(rect);\n };\n /* _FROM_SVG_END_ */\n\n /**\n * Returns {@link fabric.Rect} instance from an object representation\n * @static\n * @memberOf fabric.Rect\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Rect instance is created\n */\n fabric.Rect.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Rect', object, callback);\n };\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n min = fabric.util.array.min,\n max = fabric.util.array.max,\n toFixed = fabric.util.toFixed;\n\n if (fabric.Polyline) {\n fabric.warn('fabric.Polyline is already defined');\n return;\n }\n\n /**\n * Polyline class\n * @class fabric.Polyline\n * @extends fabric.Object\n * @see {@link fabric.Polyline#initialize} for constructor definition\n */\n fabric.Polyline = fabric.util.createClass(fabric.Object, /** @lends fabric.Polyline.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'polyline',\n\n /**\n * Points array\n * @type Array\n * @default\n */\n points: null,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('points'),\n\n /**\n * Constructor\n * @param {Array} points Array of points (where each point is an object with x and y)\n * @param {Object} [options] Options object\n * @return {fabric.Polyline} thisArg\n * @example\n * var poly = new fabric.Polyline([\n * { x: 10, y: 10 },\n * { x: 50, y: 30 },\n * { x: 40, y: 70 },\n * { x: 60, y: 50 },\n * { x: 100, y: 150 },\n * { x: 40, y: 100 }\n * ], {\n * stroke: 'red',\n * left: 100,\n * top: 100\n * });\n */\n initialize: function(points, options) {\n options = options || {};\n this.points = points || [];\n this.callSuper('initialize', options);\n this._setPositionDimensions(options);\n },\n\n _setPositionDimensions: function(options) {\n var calcDim = this._calcDimensions(options), correctLeftTop;\n this.width = calcDim.width;\n this.height = calcDim.height;\n if (!options.fromSVG) {\n correctLeftTop = this.translateToGivenOrigin(\n { x: calcDim.left - this.strokeWidth / 2, y: calcDim.top - this.strokeWidth / 2 },\n 'left',\n 'top',\n this.originX,\n this.originY\n );\n }\n if (typeof options.left === 'undefined') {\n this.left = options.fromSVG ? calcDim.left : correctLeftTop.x;\n }\n if (typeof options.top === 'undefined') {\n this.top = options.fromSVG ? calcDim.top : correctLeftTop.y;\n }\n this.pathOffset = {\n x: calcDim.left + this.width / 2,\n y: calcDim.top + this.height / 2\n };\n },\n\n /**\n * Calculate the polygon min and max point from points array,\n * returning an object with left, top, width, height to measure the\n * polygon size\n * @return {Object} object.left X coordinate of the polygon leftmost point\n * @return {Object} object.top Y coordinate of the polygon topmost point\n * @return {Object} object.width distance between X coordinates of the polygon leftmost and rightmost point\n * @return {Object} object.height distance between Y coordinates of the polygon topmost and bottommost point\n * @private\n */\n _calcDimensions: function() {\n\n var points = this.points,\n minX = min(points, 'x') || 0,\n minY = min(points, 'y') || 0,\n maxX = max(points, 'x') || 0,\n maxY = max(points, 'y') || 0,\n width = (maxX - minX),\n height = (maxY - minY);\n\n return {\n left: minX,\n top: minY,\n width: width,\n height: height\n };\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), {\n points: this.points.concat()\n });\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var points = [], diffX = this.pathOffset.x, diffY = this.pathOffset.y,\n NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n\n for (var i = 0, len = this.points.length; i < len; i++) {\n points.push(\n toFixed(this.points[i].x - diffX, NUM_FRACTION_DIGITS), ',',\n toFixed(this.points[i].y - diffY, NUM_FRACTION_DIGITS), ' '\n );\n }\n return [\n '<' + this.type + ' ', 'COMMON_PARTS',\n 'points=\"', points.join(''),\n '\" />\\n'\n ];\n },\n /* _TO_SVG_END_ */\n\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n commonRender: function(ctx) {\n var point, len = this.points.length,\n x = this.pathOffset.x,\n y = this.pathOffset.y;\n\n if (!len || isNaN(this.points[len - 1].y)) {\n // do not draw if no points or odd points\n // NaN comes from parseFloat of a empty string in parser\n return false;\n }\n ctx.beginPath();\n ctx.moveTo(this.points[0].x - x, this.points[0].y - y);\n for (var i = 0; i < len; i++) {\n point = this.points[i];\n ctx.lineTo(point.x - x, point.y - y);\n }\n return true;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n if (!this.commonRender(ctx)) {\n return;\n }\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity of this instance\n */\n complexity: function() {\n return this.get('points').length;\n }\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Polyline.fromElement})\n * @static\n * @memberOf fabric.Polyline\n * @see: http://www.w3.org/TR/SVG/shapes.html#PolylineElement\n */\n fabric.Polyline.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat();\n\n /**\n * Returns fabric.Polyline instance from an SVG element\n * @static\n * @memberOf fabric.Polyline\n * @param {SVGElement} element Element to parser\n * @param {Function} callback callback function invoked after parsing\n * @param {Object} [options] Options object\n */\n fabric.Polyline.fromElementGenerator = function(_class) {\n return function(element, callback, options) {\n if (!element) {\n return callback(null);\n }\n options || (options = { });\n\n var points = fabric.parsePointsAttribute(element.getAttribute('points')),\n parsedAttributes = fabric.parseAttributes(element, fabric[_class].ATTRIBUTE_NAMES);\n parsedAttributes.fromSVG = true;\n callback(new fabric[_class](points, extend(parsedAttributes, options)));\n };\n };\n\n fabric.Polyline.fromElement = fabric.Polyline.fromElementGenerator('Polyline');\n\n /* _FROM_SVG_END_ */\n\n /**\n * Returns fabric.Polyline instance from an object representation\n * @static\n * @memberOf fabric.Polyline\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */\n fabric.Polyline.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Polyline', object, callback, 'points');\n };\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.Polygon) {\n fabric.warn('fabric.Polygon is already defined');\n return;\n }\n\n /**\n * Polygon class\n * @class fabric.Polygon\n * @extends fabric.Polyline\n * @see {@link fabric.Polygon#initialize} for constructor definition\n */\n fabric.Polygon = fabric.util.createClass(fabric.Polyline, /** @lends fabric.Polygon.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'polygon',\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n if (!this.commonRender(ctx)) {\n return;\n }\n ctx.closePath();\n this._renderPaintInOrder(ctx);\n },\n\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by `fabric.Polygon.fromElement`)\n * @static\n * @memberOf fabric.Polygon\n * @see: http://www.w3.org/TR/SVG/shapes.html#PolygonElement\n */\n fabric.Polygon.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat();\n\n /**\n * Returns {@link fabric.Polygon} instance from an SVG element\n * @static\n * @memberOf fabric.Polygon\n * @param {SVGElement} element Element to parse\n * @param {Function} callback callback function invoked after parsing\n * @param {Object} [options] Options object\n */\n fabric.Polygon.fromElement = fabric.Polyline.fromElementGenerator('Polygon');\n /* _FROM_SVG_END_ */\n\n /**\n * Returns fabric.Polygon instance from an object representation\n * @static\n * @memberOf fabric.Polygon\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n * @return {void}\n */\n fabric.Polygon.fromObject = function(object, callback) {\n fabric.Object._fromObject('Polygon', object, callback, 'points');\n };\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n min = fabric.util.array.min,\n max = fabric.util.array.max,\n extend = fabric.util.object.extend,\n _toString = Object.prototype.toString,\n toFixed = fabric.util.toFixed;\n\n if (fabric.Path) {\n fabric.warn('fabric.Path is already defined');\n return;\n }\n\n /**\n * Path class\n * @class fabric.Path\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#path_and_pathgroup}\n * @see {@link fabric.Path#initialize} for constructor definition\n */\n fabric.Path = fabric.util.createClass(fabric.Object, /** @lends fabric.Path.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'path',\n\n /**\n * Array of path points\n * @type Array\n * @default\n */\n path: null,\n\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('path', 'fillRule'),\n\n stateProperties: fabric.Object.prototype.stateProperties.concat('path'),\n\n /**\n * Constructor\n * @param {Array|String} path Path data (sequence of coordinates and corresponding \"command\" tokens)\n * @param {Object} [options] Options object\n * @return {fabric.Path} thisArg\n */\n initialize: function(path, options) {\n options = options || { };\n this.callSuper('initialize', options);\n if (!path) {\n path = [];\n }\n\n var fromArray = _toString.call(path) === '[object Array]';\n\n this.path = fabric.util.makePathSimpler(\n fromArray ? path : fabric.util.parsePath(path)\n );\n\n if (!this.path) {\n return;\n }\n fabric.Polyline.prototype._setPositionDimensions.call(this, options);\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */\n _renderPathCommands: function(ctx) {\n var current, // current instruction\n subpathStartX = 0,\n subpathStartY = 0,\n x = 0, // current x\n y = 0, // current y\n controlX = 0, // current control point x\n controlY = 0, // current control point y\n l = -this.pathOffset.x,\n t = -this.pathOffset.y;\n\n ctx.beginPath();\n\n for (var i = 0, len = this.path.length; i < len; ++i) {\n\n current = this.path[i];\n\n switch (current[0]) { // first letter\n\n case 'L': // lineto, absolute\n x = current[1];\n y = current[2];\n ctx.lineTo(x + l, y + t);\n break;\n\n case 'M': // moveTo, absolute\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n ctx.moveTo(x + l, y + t);\n break;\n\n case 'C': // bezierCurveTo, absolute\n x = current[5];\n y = current[6];\n controlX = current[3];\n controlY = current[4];\n ctx.bezierCurveTo(\n current[1] + l,\n current[2] + t,\n controlX + l,\n controlY + t,\n x + l,\n y + t\n );\n break;\n\n case 'Q': // quadraticCurveTo, absolute\n ctx.quadraticCurveTo(\n current[1] + l,\n current[2] + t,\n current[3] + l,\n current[4] + t\n );\n x = current[3];\n y = current[4];\n controlX = current[1];\n controlY = current[2];\n break;\n\n case 'z':\n case 'Z':\n x = subpathStartX;\n y = subpathStartY;\n ctx.closePath();\n break;\n }\n }\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx context to render path on\n */\n _render: function(ctx) {\n this._renderPathCommands(ctx);\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} string representation of an instance\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return extend(this.callSuper('toObject', propertiesToInclude), {\n path: this.path.map(function(item) { return item.slice(); }),\n });\n },\n\n /**\n * Returns dataless object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n var o = this.toObject(['sourcePath'].concat(propertiesToInclude));\n if (o.sourcePath) {\n delete o.path;\n }\n return o;\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var path = fabric.util.joinPath(this.path);\n return [\n '\\n'\n ];\n },\n\n _getOffsetTransform: function() {\n var digits = fabric.Object.NUM_FRACTION_DIGITS;\n return ' translate(' + toFixed(-this.pathOffset.x, digits) + ', ' +\n toFixed(-this.pathOffset.y, digits) + ')';\n },\n\n /**\n * Returns svg clipPath representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toClipPathSVG: function(reviver) {\n var additionalTransform = this._getOffsetTransform();\n return '\\t' + this._createBaseClipPathSVGMarkup(\n this._toSVG(), { reviver: reviver, additionalTransform: additionalTransform }\n );\n },\n\n /**\n * Returns svg representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toSVG: function(reviver) {\n var additionalTransform = this._getOffsetTransform();\n return this._createBaseSVGMarkup(this._toSVG(), { reviver: reviver, additionalTransform: additionalTransform });\n },\n /* _TO_SVG_END_ */\n\n /**\n * Returns number representation of an instance complexity\n * @return {Number} complexity of this instance\n */\n complexity: function() {\n return this.path.length;\n },\n\n /**\n * @private\n */\n _calcDimensions: function() {\n\n var aX = [],\n aY = [],\n current, // current instruction\n subpathStartX = 0,\n subpathStartY = 0,\n x = 0, // current x\n y = 0, // current y\n bounds;\n\n for (var i = 0, len = this.path.length; i < len; ++i) {\n\n current = this.path[i];\n\n switch (current[0]) { // first letter\n\n case 'L': // lineto, absolute\n x = current[1];\n y = current[2];\n bounds = [];\n break;\n\n case 'M': // moveTo, absolute\n x = current[1];\n y = current[2];\n subpathStartX = x;\n subpathStartY = y;\n bounds = [];\n break;\n\n case 'C': // bezierCurveTo, absolute\n bounds = fabric.util.getBoundsOfCurve(x, y,\n current[1],\n current[2],\n current[3],\n current[4],\n current[5],\n current[6]\n );\n x = current[5];\n y = current[6];\n break;\n\n case 'Q': // quadraticCurveTo, absolute\n bounds = fabric.util.getBoundsOfCurve(x, y,\n current[1],\n current[2],\n current[1],\n current[2],\n current[3],\n current[4]\n );\n x = current[3];\n y = current[4];\n break;\n\n case 'z':\n case 'Z':\n x = subpathStartX;\n y = subpathStartY;\n break;\n }\n bounds.forEach(function (point) {\n aX.push(point.x);\n aY.push(point.y);\n });\n aX.push(x);\n aY.push(y);\n }\n\n var minX = min(aX) || 0,\n minY = min(aY) || 0,\n maxX = max(aX) || 0,\n maxY = max(aY) || 0,\n deltaX = maxX - minX,\n deltaY = maxY - minY;\n\n return {\n left: minX,\n top: minY,\n width: deltaX,\n height: deltaY\n };\n }\n });\n\n /**\n * Creates an instance of fabric.Path from an object\n * @static\n * @memberOf fabric.Path\n * @param {Object} object\n * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created\n */\n fabric.Path.fromObject = function(object, callback) {\n if (typeof object.sourcePath === 'string') {\n var pathUrl = object.sourcePath;\n fabric.loadSVGFromURL(pathUrl, function (elements) {\n var path = elements[0];\n path.setOptions(object);\n callback && callback(path);\n });\n }\n else {\n fabric.Object._fromObject('Path', object, callback, 'path');\n }\n };\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by `fabric.Path.fromElement`)\n * @static\n * @memberOf fabric.Path\n * @see http://www.w3.org/TR/SVG/paths.html#PathElement\n */\n fabric.Path.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat(['d']);\n\n /**\n * Creates an instance of fabric.Path from an SVG element\n * @static\n * @memberOf fabric.Path\n * @param {SVGElement} element to parse\n * @param {Function} callback Callback to invoke when an fabric.Path instance is created\n * @param {Object} [options] Options object\n * @param {Function} [callback] Options callback invoked after parsing is finished\n */\n fabric.Path.fromElement = function(element, callback, options) {\n var parsedAttributes = fabric.parseAttributes(element, fabric.Path.ATTRIBUTE_NAMES);\n parsedAttributes.fromSVG = true;\n callback(new fabric.Path(parsedAttributes.d, extend(parsedAttributes, options)));\n };\n /* _FROM_SVG_END_ */\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n min = fabric.util.array.min,\n max = fabric.util.array.max;\n\n if (fabric.Group) {\n return;\n }\n\n /**\n * Group class\n * @class fabric.Group\n * @extends fabric.Object\n * @mixes fabric.Collection\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.Group#initialize} for constructor definition\n */\n fabric.Group = fabric.util.createClass(fabric.Object, fabric.Collection, /** @lends fabric.Group.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'group',\n\n /**\n * Width of stroke\n * @type Number\n * @default\n */\n strokeWidth: 0,\n\n /**\n * Indicates if click, mouseover, mouseout events & hoverCursor should also check for subtargets\n * @type Boolean\n * @default\n */\n subTargetCheck: false,\n\n /**\n * Groups are container, do not render anything on theyr own, ence no cache properties\n * @type Array\n * @default\n */\n cacheProperties: [],\n\n /**\n * setOnGroup is a method used for TextBox that is no more used since 2.0.0 The behavior is still\n * available setting this boolean to true.\n * @type Boolean\n * @since 2.0.0\n * @default\n */\n useSetOnGroup: false,\n\n /**\n * Constructor\n * @param {Object} objects Group objects\n * @param {Object} [options] Options object\n * @param {Boolean} [isAlreadyGrouped] if true, objects have been grouped already.\n * @return {Object} thisArg\n */\n initialize: function(objects, options, isAlreadyGrouped) {\n options = options || {};\n this._objects = [];\n // if objects enclosed in a group have been grouped already,\n // we cannot change properties of objects.\n // Thus we need to set options to group without objects,\n isAlreadyGrouped && this.callSuper('initialize', options);\n this._objects = objects || [];\n for (var i = this._objects.length; i--; ) {\n this._objects[i].group = this;\n }\n\n if (!isAlreadyGrouped) {\n var center = options && options.centerPoint;\n // we want to set origins before calculating the bounding box.\n // so that the topleft can be set with that in mind.\n // if specific top and left are passed, are overwritten later\n // with the callSuper('initialize', options)\n if (options.originX !== undefined) {\n this.originX = options.originX;\n }\n if (options.originY !== undefined) {\n this.originY = options.originY;\n }\n // if coming from svg i do not want to calc bounds.\n // i assume width and height are passed along options\n center || this._calcBounds();\n this._updateObjectsCoords(center);\n delete options.centerPoint;\n this.callSuper('initialize', options);\n }\n else {\n this._updateObjectsACoords();\n }\n\n this.setCoords();\n },\n\n /**\n * @private\n */\n _updateObjectsACoords: function() {\n var skipControls = true;\n for (var i = this._objects.length; i--; ){\n this._objects[i].setCoords(skipControls);\n }\n },\n\n /**\n * @private\n * @param {Boolean} [skipCoordsChange] if true, coordinates of objects enclosed in a group do not change\n */\n _updateObjectsCoords: function(center) {\n var center = center || this.getCenterPoint();\n for (var i = this._objects.length; i--; ){\n this._updateObjectCoords(this._objects[i], center);\n }\n },\n\n /**\n * @private\n * @param {Object} object\n * @param {fabric.Point} center, current center of group.\n */\n _updateObjectCoords: function(object, center) {\n var objectLeft = object.left,\n objectTop = object.top,\n skipControls = true;\n\n object.set({\n left: objectLeft - center.x,\n top: objectTop - center.y\n });\n object.group = this;\n object.setCoords(skipControls);\n },\n\n /**\n * Returns string represenation of a group\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Adds an object to a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */\n addWithUpdate: function(object) {\n var nested = !!this.group;\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n if (object) {\n if (nested) {\n // if this group is inside another group, we need to pre transform the object\n fabric.util.removeTransformFromObject(object, this.group.calcTransformMatrix());\n }\n this._objects.push(object);\n object.group = this;\n object._set('canvas', this.canvas);\n }\n this._calcBounds();\n this._updateObjectsCoords();\n this.dirty = true;\n if (nested) {\n this.group.addWithUpdate();\n }\n else {\n this.setCoords();\n }\n return this;\n },\n\n /**\n * Removes an object from a group; Then recalculates group's dimension, position.\n * @param {Object} object\n * @return {fabric.Group} thisArg\n * @chainable\n */\n removeWithUpdate: function(object) {\n this._restoreObjectsState();\n fabric.util.resetObjectTransform(this);\n\n this.remove(object);\n this._calcBounds();\n this._updateObjectsCoords();\n this.setCoords();\n this.dirty = true;\n return this;\n },\n\n /**\n * @private\n */\n _onObjectAdded: function(object) {\n this.dirty = true;\n object.group = this;\n object._set('canvas', this.canvas);\n },\n\n /**\n * @private\n */\n _onObjectRemoved: function(object) {\n this.dirty = true;\n delete object.group;\n },\n\n /**\n * @private\n */\n _set: function(key, value) {\n var i = this._objects.length;\n if (this.useSetOnGroup) {\n while (i--) {\n this._objects[i].setOnGroup(key, value);\n }\n }\n if (key === 'canvas') {\n while (i--) {\n this._objects[i]._set(key, value);\n }\n }\n fabric.Object.prototype._set.call(this, key, value);\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var _includeDefaultValues = this.includeDefaultValues;\n var objsToObject = this._objects\n .filter(function (obj) {\n return !obj.excludeFromExport;\n })\n .map(function (obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n var obj = fabric.Object.prototype.toObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n\n /**\n * Returns object representation of an instance, in dataless mode.\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toDatalessObject: function(propertiesToInclude) {\n var objsToObject, sourcePath = this.sourcePath;\n if (sourcePath) {\n objsToObject = sourcePath;\n }\n else {\n var _includeDefaultValues = this.includeDefaultValues;\n objsToObject = this._objects.map(function(obj) {\n var originalDefaults = obj.includeDefaultValues;\n obj.includeDefaultValues = _includeDefaultValues;\n var _obj = obj.toDatalessObject(propertiesToInclude);\n obj.includeDefaultValues = originalDefaults;\n return _obj;\n });\n }\n var obj = fabric.Object.prototype.toDatalessObject.call(this, propertiesToInclude);\n obj.objects = objsToObject;\n return obj;\n },\n\n /**\n * Renders instance on a given context\n * @param {CanvasRenderingContext2D} ctx context to render instance on\n */\n render: function(ctx) {\n this._transformDone = true;\n this.callSuper('render', ctx);\n this._transformDone = false;\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group is already cached.\n * @return {Boolean}\n */\n shouldCache: function() {\n var ownCache = fabric.Object.prototype.shouldCache.call(this);\n if (ownCache) {\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].willDrawShadow()) {\n this.ownCaching = false;\n return false;\n }\n }\n }\n return ownCache;\n },\n\n /**\n * Check if this object or a child object will cast a shadow\n * @return {Boolean}\n */\n willDrawShadow: function() {\n if (fabric.Object.prototype.willDrawShadow.call(this)) {\n return true;\n }\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].willDrawShadow()) {\n return true;\n }\n }\n return false;\n },\n\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */\n isOnACache: function() {\n return this.ownCaching || (this.group && this.group.isOnACache());\n },\n\n /**\n * Execute the drawing operation for an object on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawObject: function(ctx) {\n for (var i = 0, len = this._objects.length; i < len; i++) {\n this._objects[i].render(ctx);\n }\n this._drawClipPath(ctx);\n },\n\n /**\n * Check if cache is dirty\n */\n isCacheDirty: function(skipCanvas) {\n if (this.callSuper('isCacheDirty', skipCanvas)) {\n return true;\n }\n if (!this.statefullCache) {\n return false;\n }\n for (var i = 0, len = this._objects.length; i < len; i++) {\n if (this._objects[i].isCacheDirty(true)) {\n if (this._cacheCanvas) {\n // if this group has not a cache canvas there is nothing to clean\n var x = this.cacheWidth / this.zoomX, y = this.cacheHeight / this.zoomY;\n this._cacheContext.clearRect(-x / 2, -y / 2, x, y);\n }\n return true;\n }\n }\n return false;\n },\n\n /**\n * Restores original state of each of group objects (original state is that which was before group was created).\n * if the nested boolean is true, the original state will be restored just for the\n * first group and not for all the group chain\n * @private\n * @param {Boolean} nested tell the function to restore object state up to the parent group and not more\n * @return {fabric.Group} thisArg\n * @chainable\n */\n _restoreObjectsState: function() {\n var groupMatrix = this.calcOwnMatrix();\n this._objects.forEach(function(object) {\n // instead of using _this = this;\n fabric.util.addTransformToObject(object, groupMatrix);\n delete object.group;\n object.setCoords();\n });\n return this;\n },\n\n /**\n * Realises the transform from this group onto the supplied object\n * i.e. it tells you what would happen if the supplied object was in\n * the group, and then the group was destroyed. It mutates the supplied\n * object.\n * Warning: this method is not useful anymore, it has been kept to no break the api.\n * is not used in the fabricJS codebase\n * this method will be reduced to using the utility.\n * @private\n * @deprecated\n * @param {fabric.Object} object\n * @param {Array} parentMatrix parent transformation\n * @return {fabric.Object} transformedObject\n */\n realizeTransform: function(object, parentMatrix) {\n fabric.util.addTransformToObject(object, parentMatrix);\n return object;\n },\n\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */\n destroy: function() {\n // when group is destroyed objects needs to get a repaint to be eventually\n // displayed on canvas.\n this._objects.forEach(function(object) {\n object.set('dirty', true);\n });\n return this._restoreObjectsState();\n },\n\n /**\n * make a group an active selection, remove the group from canvas\n * the group has to be on canvas for this to work.\n * @return {fabric.ActiveSelection} thisArg\n * @chainable\n */\n toActiveSelection: function() {\n if (!this.canvas) {\n return;\n }\n var objects = this._objects, canvas = this.canvas;\n this._objects = [];\n var options = this.toObject();\n delete options.objects;\n var activeSelection = new fabric.ActiveSelection([]);\n activeSelection.set(options);\n activeSelection.type = 'activeSelection';\n canvas.remove(this);\n objects.forEach(function(object) {\n object.group = activeSelection;\n object.dirty = true;\n canvas.add(object);\n });\n activeSelection.canvas = canvas;\n activeSelection._objects = objects;\n canvas._activeObject = activeSelection;\n activeSelection.setCoords();\n return activeSelection;\n },\n\n /**\n * Destroys a group (restoring state of its objects)\n * @return {fabric.Group} thisArg\n * @chainable\n */\n ungroupOnCanvas: function() {\n return this._restoreObjectsState();\n },\n\n /**\n * Sets coordinates of all objects inside group\n * @return {fabric.Group} thisArg\n * @chainable\n */\n setObjectsCoords: function() {\n var skipControls = true;\n this.forEachObject(function(object) {\n object.setCoords(skipControls);\n });\n return this;\n },\n\n /**\n * @private\n */\n _calcBounds: function(onlyWidthHeight) {\n var aX = [],\n aY = [],\n o, prop, coords,\n props = ['tr', 'br', 'bl', 'tl'],\n i = 0, iLen = this._objects.length,\n j, jLen = props.length;\n\n for ( ; i < iLen; ++i) {\n o = this._objects[i];\n coords = o.calcACoords();\n for (j = 0; j < jLen; j++) {\n prop = props[j];\n aX.push(coords[prop].x);\n aY.push(coords[prop].y);\n }\n o.aCoords = coords;\n }\n\n this._getBounds(aX, aY, onlyWidthHeight);\n },\n\n /**\n * @private\n */\n _getBounds: function(aX, aY, onlyWidthHeight) {\n var minXY = new fabric.Point(min(aX), min(aY)),\n maxXY = new fabric.Point(max(aX), max(aY)),\n top = minXY.y || 0, left = minXY.x || 0,\n width = (maxXY.x - minXY.x) || 0,\n height = (maxXY.y - minXY.y) || 0;\n this.width = width;\n this.height = height;\n if (!onlyWidthHeight) {\n // the bounding box always finds the topleft most corner.\n // whatever is the group origin, we set up here the left/top position.\n this.setPositionByOrigin({ x: left, y: top }, 'left', 'top');\n }\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n _toSVG: function(reviver) {\n var svgString = ['\\n'];\n\n for (var i = 0, len = this._objects.length; i < len; i++) {\n svgString.push('\\t\\t', this._objects[i].toSVG(reviver));\n }\n svgString.push('\\n');\n return svgString;\n },\n\n /**\n * Returns styles-string for svg-export, specific version for group\n * @return {String}\n */\n getSvgStyles: function() {\n var opacity = typeof this.opacity !== 'undefined' && this.opacity !== 1 ?\n 'opacity: ' + this.opacity + ';' : '',\n visibility = this.visible ? '' : ' visibility: hidden;';\n return [\n opacity,\n this.getSvgFilter(),\n visibility\n ].join('');\n },\n\n /**\n * Returns svg clipPath representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toClipPathSVG: function(reviver) {\n var svgString = [];\n\n for (var i = 0, len = this._objects.length; i < len; i++) {\n svgString.push('\\t', this._objects[i].toClipPathSVG(reviver));\n }\n\n return this._createBaseClipPathSVGMarkup(svgString, { reviver: reviver });\n },\n /* _TO_SVG_END_ */\n });\n\n /**\n * Returns {@link fabric.Group} instance from an object representation\n * @static\n * @memberOf fabric.Group\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an group instance is created\n */\n fabric.Group.fromObject = function(object, callback) {\n var objects = object.objects,\n options = fabric.util.object.clone(object, true);\n delete options.objects;\n if (typeof objects === 'string') {\n // it has to be an url or something went wrong.\n fabric.loadSVGFromURL(objects, function (elements) {\n var group = fabric.util.groupSVGElements(elements, object, objects);\n group.set(options);\n callback && callback(group);\n });\n return;\n }\n fabric.util.enlivenObjects(objects, function(enlivenedObjects) {\n fabric.util.enlivenObjects([object.clipPath], function(enlivedClipPath) {\n var options = fabric.util.object.clone(object, true);\n options.clipPath = enlivedClipPath[0];\n delete options.objects;\n callback && callback(new fabric.Group(enlivenedObjects, options, true));\n });\n });\n };\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { });\n\n if (fabric.ActiveSelection) {\n return;\n }\n\n /**\n * Group class\n * @class fabric.ActiveSelection\n * @extends fabric.Group\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}\n * @see {@link fabric.ActiveSelection#initialize} for constructor definition\n */\n fabric.ActiveSelection = fabric.util.createClass(fabric.Group, /** @lends fabric.ActiveSelection.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'activeSelection',\n\n /**\n * Constructor\n * @param {Object} objects ActiveSelection objects\n * @param {Object} [options] Options object\n * @return {Object} thisArg\n */\n initialize: function(objects, options) {\n options = options || {};\n this._objects = objects || [];\n for (var i = this._objects.length; i--; ) {\n this._objects[i].group = this;\n }\n\n if (options.originX) {\n this.originX = options.originX;\n }\n if (options.originY) {\n this.originY = options.originY;\n }\n this._calcBounds();\n this._updateObjectsCoords();\n fabric.Object.prototype.initialize.call(this, options);\n this.setCoords();\n },\n\n /**\n * Change te activeSelection to a normal group,\n * High level function that automatically adds it to canvas as\n * active object. no events fired.\n * @since 2.0.0\n * @return {fabric.Group}\n */\n toGroup: function() {\n var objects = this._objects.concat();\n this._objects = [];\n var options = fabric.Object.prototype.toObject.call(this);\n var newGroup = new fabric.Group([]);\n delete options.type;\n newGroup.set(options);\n objects.forEach(function(object) {\n object.canvas.remove(object);\n object.group = newGroup;\n });\n newGroup._objects = objects;\n if (!this.canvas) {\n return newGroup;\n }\n var canvas = this.canvas;\n canvas.add(newGroup);\n canvas._activeObject = newGroup;\n newGroup.setCoords();\n return newGroup;\n },\n\n /**\n * If returns true, deselection is cancelled.\n * @since 2.0.0\n * @return {Boolean} [cancel]\n */\n onDeselect: function() {\n this.destroy();\n return false;\n },\n\n /**\n * Returns string representation of a group\n * @return {String}\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * objectCaching is a global flag, wins over everything\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * @return {Boolean}\n */\n shouldCache: function() {\n return false;\n },\n\n /**\n * Check if this group or its parent group are caching, recursively up\n * @return {Boolean}\n */\n isOnACache: function() {\n return false;\n },\n\n /**\n * Renders controls and borders for the object\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [styleOverride] properties to override the object style\n * @param {Object} [childrenOverride] properties to override the children overrides\n */\n _renderControls: function(ctx, styleOverride, childrenOverride) {\n ctx.save();\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n this.callSuper('_renderControls', ctx, styleOverride);\n childrenOverride = childrenOverride || { };\n if (typeof childrenOverride.hasControls === 'undefined') {\n childrenOverride.hasControls = false;\n }\n childrenOverride.forActiveSelection = true;\n for (var i = 0, len = this._objects.length; i < len; i++) {\n this._objects[i]._renderControls(ctx, childrenOverride);\n }\n ctx.restore();\n },\n });\n\n /**\n * Returns {@link fabric.ActiveSelection} instance from an object representation\n * @static\n * @memberOf fabric.ActiveSelection\n * @param {Object} object Object to create a group from\n * @param {Function} [callback] Callback to invoke when an ActiveSelection instance is created\n */\n fabric.ActiveSelection.fromObject = function(object, callback) {\n fabric.util.enlivenObjects(object.objects, function(enlivenedObjects) {\n delete object.objects;\n callback && callback(new fabric.ActiveSelection(enlivenedObjects, object, true));\n });\n };\n\n})( exports );\n\n\n(function(global) {\n\n var extend = fabric.util.object.extend;\n\n if (!global.fabric) {\n global.fabric = { };\n }\n\n if (global.fabric.Image) {\n fabric.warn('fabric.Image is already defined.');\n return;\n }\n\n /**\n * Image class\n * @class fabric.Image\n * @extends fabric.Object\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#images}\n * @see {@link fabric.Image#initialize} for constructor definition\n */\n fabric.Image = fabric.util.createClass(fabric.Object, /** @lends fabric.Image.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'image',\n\n /**\n * Width of a stroke.\n * For image quality a stroke multiple of 2 gives better results.\n * @type Number\n * @default\n */\n strokeWidth: 0,\n\n /**\n * When calling {@link fabric.Image.getSrc}, return value from element src with `element.getAttribute('src')`.\n * This allows for relative urls as image src.\n * @since 2.7.0\n * @type Boolean\n * @default\n */\n srcFromAttribute: false,\n\n /**\n * private\n * contains last value of scaleX to detect\n * if the Image got resized after the last Render\n * @type Number\n */\n _lastScaleX: 1,\n\n /**\n * private\n * contains last value of scaleY to detect\n * if the Image got resized after the last Render\n * @type Number\n */\n _lastScaleY: 1,\n\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */\n _filterScalingX: 1,\n\n /**\n * private\n * contains last value of scaling applied by the apply filter chain\n * @type Number\n */\n _filterScalingY: 1,\n\n /**\n * minimum scale factor under which any resizeFilter is triggered to resize the image\n * 0 will disable the automatic resize. 1 will trigger automatically always.\n * number bigger than 1 are not implemented yet.\n * @type Number\n */\n minimumScaleTrigger: 0.5,\n\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat('cropX', 'cropY'),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single\n * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty\n * and refreshed at the next render\n * @type Array\n */\n cacheProperties: fabric.Object.prototype.cacheProperties.concat('cropX', 'cropY'),\n\n /**\n * key used to retrieve the texture representing this image\n * @since 2.0.0\n * @type String\n * @default\n */\n cacheKey: '',\n\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */\n cropX: 0,\n\n /**\n * Image crop in pixels from original image size.\n * @since 2.0.0\n * @type Number\n * @default\n */\n cropY: 0,\n\n /**\n * Indicates whether this canvas will use image smoothing when painting this image.\n * Also influence if the cacheCanvas for this image uses imageSmoothing\n * @since 4.0.0-beta.11\n * @type Boolean\n * @default\n */\n imageSmoothing: true,\n\n /**\n * Constructor\n * Image can be initialized with any canvas drawable or a string.\n * The string should be a url and will be loaded as an image.\n * Canvas and Image element work out of the box, while videos require extra code to work.\n * Please check video element events for seeking.\n * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | String} element Image element\n * @param {Object} [options] Options object\n * @param {function} [callback] callback function to call after eventual filters applied.\n * @return {fabric.Image} thisArg\n */\n initialize: function(element, options) {\n options || (options = { });\n this.filters = [];\n this.cacheKey = 'texture' + fabric.Object.__uid++;\n this.callSuper('initialize', options);\n this._initElement(element, options);\n },\n\n /**\n * Returns image element which this instance if based on\n * @return {HTMLImageElement} Image element\n */\n getElement: function() {\n return this._element || {};\n },\n\n /**\n * Sets image element for this instance to a specified one.\n * If filters defined they are applied to new image.\n * You might need to call `canvas.renderAll` and `object.setCoords` after replacing, to render new image and update controls area.\n * @param {HTMLImageElement} element\n * @param {Object} [options] Options object\n * @return {fabric.Image} thisArg\n * @chainable\n */\n setElement: function(element, options) {\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + '_filtered');\n this._element = element;\n this._originalElement = element;\n this._initConfig(options);\n if (this.filters.length !== 0) {\n this.applyFilters();\n }\n // resizeFilters work on the already filtered copy.\n // we need to apply resizeFilters AFTER normal filters.\n // applyResizeFilters is run more often than normal filters\n // and is triggered by user interactions rather than dev code\n if (this.resizeFilter) {\n this.applyResizeFilters();\n }\n return this;\n },\n\n /**\n * Delete a single texture if in webgl mode\n */\n removeTexture: function(key) {\n var backend = fabric.filterBackend;\n if (backend && backend.evictCachesForKey) {\n backend.evictCachesForKey(key);\n }\n },\n\n /**\n * Delete textures, reference to elements and eventually JSDOM cleanup\n */\n dispose: function() {\n this.removeTexture(this.cacheKey);\n this.removeTexture(this.cacheKey + '_filtered');\n this._cacheContext = undefined;\n ['_originalElement', '_element', '_filteredEl', '_cacheCanvas'].forEach((function(element) {\n fabric.util.cleanUpJsdomNode(this[element]);\n this[element] = undefined;\n }).bind(this));\n },\n\n /**\n * Get the crossOrigin value (of the corresponding image element)\n */\n getCrossOrigin: function() {\n return this._originalElement && (this._originalElement.crossOrigin || null);\n },\n\n /**\n * Returns original size of an image\n * @return {Object} Object with \"width\" and \"height\" properties\n */\n getOriginalSize: function() {\n var element = this.getElement();\n return {\n width: element.naturalWidth || element.width,\n height: element.naturalHeight || element.height\n };\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _stroke: function(ctx) {\n if (!this.stroke || this.strokeWidth === 0) {\n return;\n }\n var w = this.width / 2, h = this.height / 2;\n ctx.beginPath();\n ctx.moveTo(-w, -h);\n ctx.lineTo(w, -h);\n ctx.lineTo(w, h);\n ctx.lineTo(-w, h);\n ctx.lineTo(-w, -h);\n ctx.closePath();\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var filters = [];\n\n this.filters.forEach(function(filterObj) {\n if (filterObj) {\n filters.push(filterObj.toObject());\n }\n });\n var object = extend(\n this.callSuper(\n 'toObject',\n ['cropX', 'cropY'].concat(propertiesToInclude)\n ), {\n src: this.getSrc(),\n crossOrigin: this.getCrossOrigin(),\n filters: filters,\n });\n if (this.resizeFilter) {\n object.resizeFilter = this.resizeFilter.toObject();\n }\n return object;\n },\n\n /**\n * Returns true if an image has crop applied, inspecting values of cropX,cropY,width,height.\n * @return {Boolean}\n */\n hasCrop: function() {\n return this.cropX || this.cropY || this.width < this._element.width || this.height < this._element.height;\n },\n\n /* _TO_SVG_START_ */\n /**\n * Returns svg representation of an instance\n * @return {Array} an array of strings with the specific svg representation\n * of the instance\n */\n _toSVG: function() {\n var svgString = [], imageMarkup = [], strokeSvg, element = this._element,\n x = -this.width / 2, y = -this.height / 2, clipPath = '', imageRendering = '';\n if (!element) {\n return [];\n }\n if (this.hasCrop()) {\n var clipPathId = fabric.Object.__uid++;\n svgString.push(\n '\\n',\n '\\t\\n',\n '\\n'\n );\n clipPath = ' clip-path=\"url(#imageCrop_' + clipPathId + ')\" ';\n }\n if (!this.imageSmoothing) {\n imageRendering = '\" image-rendering=\"optimizeSpeed';\n }\n imageMarkup.push('\\t element with actual transformation, then offsetting object to the top/left\n // so that object's center aligns with container's left/top\n '\" width=\"', element.width || element.naturalWidth,\n '\" height=\"', element.height || element.height,\n imageRendering,\n '\"', clipPath,\n '>\\n');\n\n if (this.stroke || this.strokeDashArray) {\n var origFill = this.fill;\n this.fill = null;\n strokeSvg = [\n '\\t\\n'\n ];\n this.fill = origFill;\n }\n if (this.paintFirst !== 'fill') {\n svgString = svgString.concat(strokeSvg, imageMarkup);\n }\n else {\n svgString = svgString.concat(imageMarkup, strokeSvg);\n }\n return svgString;\n },\n /* _TO_SVG_END_ */\n\n /**\n * Returns source of an image\n * @param {Boolean} filtered indicates if the src is needed for svg\n * @return {String} Source of an image\n */\n getSrc: function(filtered) {\n var element = filtered ? this._element : this._originalElement;\n if (element) {\n if (element.toDataURL) {\n return element.toDataURL();\n }\n\n if (this.srcFromAttribute) {\n return element.getAttribute('src');\n }\n else {\n return element.src;\n }\n }\n else {\n return this.src || '';\n }\n },\n\n /**\n * Sets source of an image\n * @param {String} src Source string (URL)\n * @param {Function} [callback] Callback is invoked when image has been loaded (and all filters have been applied)\n * @param {Object} [options] Options object\n * @param {String} [options.crossOrigin] crossOrigin value (one of \"\", \"anonymous\", \"use-credentials\")\n * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes\n * @return {fabric.Image} thisArg\n * @chainable\n */\n setSrc: function(src, callback, options) {\n fabric.util.loadImage(src, function(img, isError) {\n this.setElement(img, options);\n this._setWidthHeight();\n callback && callback(this, isError);\n }, this, options && options.crossOrigin);\n return this;\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} String representation of an instance\n */\n toString: function() {\n return '#';\n },\n\n applyResizeFilters: function() {\n var filter = this.resizeFilter,\n minimumScale = this.minimumScaleTrigger,\n objectScale = this.getTotalObjectScaling(),\n scaleX = objectScale.scaleX,\n scaleY = objectScale.scaleY,\n elementToFilter = this._filteredEl || this._originalElement;\n if (this.group) {\n this.set('dirty', true);\n }\n if (!filter || (scaleX > minimumScale && scaleY > minimumScale)) {\n this._element = elementToFilter;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n this._lastScaleX = scaleX;\n this._lastScaleY = scaleY;\n return;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n var canvasEl = fabric.util.createCanvasElement(),\n cacheKey = this._filteredEl ? (this.cacheKey + '_filtered') : this.cacheKey,\n sourceWidth = elementToFilter.width, sourceHeight = elementToFilter.height;\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._lastScaleX = filter.scaleX = scaleX;\n this._lastScaleY = filter.scaleY = scaleY;\n fabric.filterBackend.applyFilters(\n [filter], elementToFilter, sourceWidth, sourceHeight, this._element, cacheKey);\n this._filterScalingX = canvasEl.width / this._originalElement.width;\n this._filterScalingY = canvasEl.height / this._originalElement.height;\n },\n\n /**\n * Applies filters assigned to this image (from \"filters\" array) or from filter param\n * @method applyFilters\n * @param {Array} filters to be applied\n * @param {Boolean} forResizing specify if the filter operation is a resize operation\n * @return {thisArg} return the fabric.Image object\n * @chainable\n */\n applyFilters: function(filters) {\n\n filters = filters || this.filters || [];\n filters = filters.filter(function(filter) { return filter && !filter.isNeutralState(); });\n this.set('dirty', true);\n\n // needs to clear out or WEBGL will not resize correctly\n this.removeTexture(this.cacheKey + '_filtered');\n\n if (filters.length === 0) {\n this._element = this._originalElement;\n this._filteredEl = null;\n this._filterScalingX = 1;\n this._filterScalingY = 1;\n return this;\n }\n\n var imgElement = this._originalElement,\n sourceWidth = imgElement.naturalWidth || imgElement.width,\n sourceHeight = imgElement.naturalHeight || imgElement.height;\n\n if (this._element === this._originalElement) {\n // if the element is the same we need to create a new element\n var canvasEl = fabric.util.createCanvasElement();\n canvasEl.width = sourceWidth;\n canvasEl.height = sourceHeight;\n this._element = canvasEl;\n this._filteredEl = canvasEl;\n }\n else {\n // clear the existing element to get new filter data\n // also dereference the eventual resized _element\n this._element = this._filteredEl;\n this._filteredEl.getContext('2d').clearRect(0, 0, sourceWidth, sourceHeight);\n // we also need to resize again at next renderAll, so remove saved _lastScaleX/Y\n this._lastScaleX = 1;\n this._lastScaleY = 1;\n }\n if (!fabric.filterBackend) {\n fabric.filterBackend = fabric.initFilterBackend();\n }\n fabric.filterBackend.applyFilters(\n filters, this._originalElement, sourceWidth, sourceHeight, this._element, this.cacheKey);\n if (this._originalElement.width !== this._element.width ||\n this._originalElement.height !== this._element.height) {\n this._filterScalingX = this._element.width / this._originalElement.width;\n this._filterScalingY = this._element.height / this._originalElement.height;\n }\n return this;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n if (this.isMoving !== true && this.resizeFilter && this._needsResize()) {\n this.applyResizeFilters();\n }\n this._stroke(ctx);\n this._renderPaintInOrder(ctx);\n },\n\n /**\n * Paint the cached copy of the object on the target context.\n * it will set the imageSmoothing for the draw operation\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n drawCacheOnCanvas: function(ctx) {\n fabric.util.setImageSmoothing(ctx, this.imageSmoothing);\n fabric.Object.prototype.drawCacheOnCanvas.call(this, ctx);\n },\n\n /**\n * Decide if the object should cache or not. Create its own cache level\n * needsItsOwnCache should be used when the object drawing method requires\n * a cache step. None of the fabric classes requires it.\n * Generally you do not cache objects in groups because the group outside is cached.\n * This is the special image version where we would like to avoid caching where possible.\n * Essentially images do not benefit from caching. They may require caching, and in that\n * case we do it. Also caching an image usually ends in a loss of details.\n * A full performance audit should be done.\n * @return {Boolean}\n */\n shouldCache: function() {\n return this.needsItsOwnCache();\n },\n\n _renderFill: function(ctx) {\n var elementToDraw = this._element;\n if (!elementToDraw) {\n return;\n }\n var scaleX = this._filterScalingX, scaleY = this._filterScalingY,\n w = this.width, h = this.height, min = Math.min, max = Math.max,\n // crop values cannot be lesser than 0.\n cropX = max(this.cropX, 0), cropY = max(this.cropY, 0),\n elWidth = elementToDraw.naturalWidth || elementToDraw.width,\n elHeight = elementToDraw.naturalHeight || elementToDraw.height,\n sX = cropX * scaleX,\n sY = cropY * scaleY,\n // the width height cannot exceed element width/height, starting from the crop offset.\n sW = min(w * scaleX, elWidth - sX),\n sH = min(h * scaleY, elHeight - sY),\n x = -w / 2, y = -h / 2,\n maxDestW = min(w, elWidth / scaleX - cropX),\n maxDestH = min(h, elHeight / scaleY - cropY);\n\n elementToDraw && ctx.drawImage(elementToDraw, sX, sY, sW, sH, x, y, maxDestW, maxDestH);\n },\n\n /**\n * needed to check if image needs resize\n * @private\n */\n _needsResize: function() {\n var scale = this.getTotalObjectScaling();\n return (scale.scaleX !== this._lastScaleX || scale.scaleY !== this._lastScaleY);\n },\n\n /**\n * @private\n */\n _resetWidthHeight: function() {\n this.set(this.getOriginalSize());\n },\n\n /**\n * The Image class's initialization method. This method is automatically\n * called by the constructor.\n * @private\n * @param {HTMLImageElement|String} element The element representing the image\n * @param {Object} [options] Options object\n */\n _initElement: function(element, options) {\n this.setElement(fabric.util.getById(element), options);\n fabric.util.addClass(this.getElement(), fabric.Image.CSS_CANVAS);\n },\n\n /**\n * @private\n * @param {Object} [options] Options object\n */\n _initConfig: function(options) {\n options || (options = { });\n this.setOptions(options);\n this._setWidthHeight(options);\n },\n\n /**\n * @private\n * @param {Array} filters to be initialized\n * @param {Function} callback Callback to invoke when all fabric.Image.filters instances are created\n */\n _initFilters: function(filters, callback) {\n if (filters && filters.length) {\n fabric.util.enlivenObjects(filters, function(enlivenedObjects) {\n callback && callback(enlivenedObjects);\n }, 'fabric.Image.filters');\n }\n else {\n callback && callback();\n }\n },\n\n /**\n * @private\n * Set the width and the height of the image object, using the element or the\n * options.\n * @param {Object} [options] Object with width/height properties\n */\n _setWidthHeight: function(options) {\n options || (options = { });\n var el = this.getElement();\n this.width = options.width || el.naturalWidth || el.width || 0;\n this.height = options.height || el.naturalHeight || el.height || 0;\n },\n\n /**\n * Calculate offset for center and scale factor for the image in order to respect\n * the preserveAspectRatio attribute\n * @private\n * @return {Object}\n */\n parsePreserveAspectRatioAttribute: function() {\n var pAR = fabric.util.parsePreserveAspectRatioAttribute(this.preserveAspectRatio || ''),\n rWidth = this._element.width, rHeight = this._element.height,\n scaleX = 1, scaleY = 1, offsetLeft = 0, offsetTop = 0, cropX = 0, cropY = 0,\n offset, pWidth = this.width, pHeight = this.height, parsedAttributes = { width: pWidth, height: pHeight };\n if (pAR && (pAR.alignX !== 'none' || pAR.alignY !== 'none')) {\n if (pAR.meetOrSlice === 'meet') {\n scaleX = scaleY = fabric.util.findScaleToFit(this._element, parsedAttributes);\n offset = (pWidth - rWidth * scaleX) / 2;\n if (pAR.alignX === 'Min') {\n offsetLeft = -offset;\n }\n if (pAR.alignX === 'Max') {\n offsetLeft = offset;\n }\n offset = (pHeight - rHeight * scaleY) / 2;\n if (pAR.alignY === 'Min') {\n offsetTop = -offset;\n }\n if (pAR.alignY === 'Max') {\n offsetTop = offset;\n }\n }\n if (pAR.meetOrSlice === 'slice') {\n scaleX = scaleY = fabric.util.findScaleToCover(this._element, parsedAttributes);\n offset = rWidth - pWidth / scaleX;\n if (pAR.alignX === 'Mid') {\n cropX = offset / 2;\n }\n if (pAR.alignX === 'Max') {\n cropX = offset;\n }\n offset = rHeight - pHeight / scaleY;\n if (pAR.alignY === 'Mid') {\n cropY = offset / 2;\n }\n if (pAR.alignY === 'Max') {\n cropY = offset;\n }\n rWidth = pWidth / scaleX;\n rHeight = pHeight / scaleY;\n }\n }\n else {\n scaleX = pWidth / rWidth;\n scaleY = pHeight / rHeight;\n }\n return {\n width: rWidth,\n height: rHeight,\n scaleX: scaleX,\n scaleY: scaleY,\n offsetLeft: offsetLeft,\n offsetTop: offsetTop,\n cropX: cropX,\n cropY: cropY\n };\n }\n });\n\n /**\n * Default CSS class name for canvas\n * @static\n * @type String\n * @default\n */\n fabric.Image.CSS_CANVAS = 'canvas-img';\n\n /**\n * Alias for getSrc\n * @static\n */\n fabric.Image.prototype.getSvgSrc = fabric.Image.prototype.getSrc;\n\n /**\n * Creates an instance of fabric.Image from its object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} callback Callback to invoke when an image instance is created\n */\n fabric.Image.fromObject = function(_object, callback) {\n var object = fabric.util.object.clone(_object);\n fabric.util.loadImage(object.src, function(img, isError) {\n if (isError) {\n callback && callback(null, true);\n return;\n }\n fabric.Image.prototype._initFilters.call(object, object.filters, function(filters) {\n object.filters = filters || [];\n fabric.Image.prototype._initFilters.call(object, [object.resizeFilter], function(resizeFilters) {\n object.resizeFilter = resizeFilters[0];\n fabric.util.enlivenObjects([object.clipPath], function(enlivedProps) {\n object.clipPath = enlivedProps[0];\n var image = new fabric.Image(img, object);\n callback(image, false);\n });\n });\n });\n }, null, object.crossOrigin);\n };\n\n /**\n * Creates an instance of fabric.Image from an URL string\n * @static\n * @param {String} url URL to create an image from\n * @param {Function} [callback] Callback to invoke when image is created (newly created image is passed as a first argument). Second argument is a boolean indicating if an error occurred or not.\n * @param {Object} [imgOptions] Options object\n */\n fabric.Image.fromURL = function(url, callback, imgOptions) {\n fabric.util.loadImage(url, function(img, isError) {\n callback && callback(new fabric.Image(img, imgOptions), isError);\n }, null, imgOptions && imgOptions.crossOrigin);\n };\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Image.fromElement})\n * @static\n * @see {@link http://www.w3.org/TR/SVG/struct.html#ImageElement}\n */\n fabric.Image.ATTRIBUTE_NAMES =\n fabric.SHARED_ATTRIBUTES.concat(\n 'x y width height preserveAspectRatio xlink:href crossOrigin image-rendering'.split(' ')\n );\n\n /**\n * Returns {@link fabric.Image} instance from an SVG element\n * @static\n * @param {SVGElement} element Element to parse\n * @param {Object} [options] Options object\n * @param {Function} callback Callback to execute when fabric.Image object is created\n * @return {fabric.Image} Instance of fabric.Image\n */\n fabric.Image.fromElement = function(element, callback, options) {\n var parsedAttributes = fabric.parseAttributes(element, fabric.Image.ATTRIBUTE_NAMES);\n fabric.Image.fromURL(parsedAttributes['xlink:href'], callback,\n extend((options ? fabric.util.object.clone(options) : { }), parsedAttributes));\n };\n /* _FROM_SVG_END_ */\n\n})( exports );\n\n\nfabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {\n\n /**\n * @private\n * @return {Number} angle value\n */\n _getAngleValueForStraighten: function() {\n var angle = this.angle % 360;\n if (angle > 0) {\n return Math.round((angle - 1) / 90) * 90;\n }\n return Math.round(angle / 90) * 90;\n },\n\n /**\n * Straightens an object (rotating it from current angle to one of 0, 90, 180, 270, etc. depending on which is closer)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n straighten: function() {\n this.rotate(this._getAngleValueForStraighten());\n return this;\n },\n\n /**\n * Same as {@link fabric.Object.prototype.straighten} but with animation\n * @param {Object} callbacks Object with callback functions\n * @param {Function} [callbacks.onComplete] Invoked on completion\n * @param {Function} [callbacks.onChange] Invoked on every step of animation\n * @return {fabric.Object} thisArg\n * @chainable\n */\n fxStraighten: function(callbacks) {\n callbacks = callbacks || { };\n\n var empty = function() { },\n onComplete = callbacks.onComplete || empty,\n onChange = callbacks.onChange || empty,\n _this = this;\n\n fabric.util.animate({\n startValue: this.get('angle'),\n endValue: this._getAngleValueForStraighten(),\n duration: this.FX_DURATION,\n onChange: function(value) {\n _this.rotate(value);\n onChange();\n },\n onComplete: function() {\n _this.setCoords();\n onComplete();\n },\n });\n\n return this;\n }\n});\n\nfabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {\n\n /**\n * Straightens object, then rerenders canvas\n * @param {fabric.Object} object Object to straighten\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n straightenObject: function (object) {\n object.straighten();\n this.requestRenderAll();\n return this;\n },\n\n /**\n * Same as {@link fabric.Canvas.prototype.straightenObject}, but animated\n * @param {fabric.Object} object Object to straighten\n * @return {fabric.Canvas} thisArg\n * @chainable\n */\n fxStraightenObject: function (object) {\n object.fxStraighten({\n onChange: this.requestRenderAllBound\n });\n return this;\n }\n});\n\n\n(function() {\n\n /**\n * Tests if webgl supports certain precision\n * @param {WebGL} Canvas WebGL context to test on\n * @param {String} Precision to test can be any of following: 'lowp', 'mediump', 'highp'\n * @returns {Boolean} Whether the user's browser WebGL supports given precision.\n */\n function testPrecision(gl, precision){\n var fragmentSource = 'precision ' + precision + ' float;\\nvoid main(){}';\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n return false;\n }\n return true;\n }\n\n /**\n * Indicate whether this filtering backend is supported by the user's browser.\n * @param {Number} tileSize check if the tileSize is supported\n * @returns {Boolean} Whether the user's browser supports WebGL.\n */\n fabric.isWebglSupported = function(tileSize) {\n if (fabric.isLikelyNode) {\n return false;\n }\n tileSize = tileSize || fabric.WebglFilterBackend.prototype.tileSize;\n var canvas = document.createElement('canvas');\n var gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');\n var isSupported = false;\n // eslint-disable-next-line\n if (gl) {\n fabric.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n isSupported = fabric.maxTextureSize >= tileSize;\n var precisions = ['highp', 'mediump', 'lowp'];\n for (var i = 0; i < 3; i++){\n if (testPrecision(gl, precisions[i])){\n fabric.webGlPrecision = precisions[i];\n break;\n } }\n }\n this.isSupported = isSupported;\n return isSupported;\n };\n\n fabric.WebglFilterBackend = WebglFilterBackend;\n\n /**\n * WebGL filter backend.\n */\n function WebglFilterBackend(options) {\n if (options && options.tileSize) {\n this.tileSize = options.tileSize;\n }\n this.setupGLContext(this.tileSize, this.tileSize);\n this.captureGPUInfo();\n }\n WebglFilterBackend.prototype = /** @lends fabric.WebglFilterBackend.prototype */ {\n\n tileSize: 2048,\n\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/\n resources: {\n\n },\n\n /**\n * Setup a WebGL context suitable for filtering, and bind any needed event handlers.\n */\n setupGLContext: function(width, height) {\n this.dispose();\n this.createWebGLCanvas(width, height);\n // eslint-disable-next-line\n this.aPosition = new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]);\n this.chooseFastestCopyGLTo2DMethod(width, height);\n },\n\n /**\n * Pick a method to copy data from GL context to 2d canvas. In some browsers using\n * putImageData is faster than drawImage for that specific operation.\n */\n chooseFastestCopyGLTo2DMethod: function(width, height) {\n var canMeasurePerf = typeof window.performance !== 'undefined', canUseImageData;\n try {\n new ImageData(1, 1);\n canUseImageData = true;\n }\n catch (e) {\n canUseImageData = false;\n }\n // eslint-disable-next-line no-undef\n var canUseArrayBuffer = typeof ArrayBuffer !== 'undefined';\n // eslint-disable-next-line no-undef\n var canUseUint8Clamped = typeof Uint8ClampedArray !== 'undefined';\n\n if (!(canMeasurePerf && canUseImageData && canUseArrayBuffer && canUseUint8Clamped)) {\n return;\n }\n\n var targetCanvas = fabric.util.createCanvasElement();\n // eslint-disable-next-line no-undef\n var imageBuffer = new ArrayBuffer(width * height * 4);\n if (fabric.forceGLPutImageData) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n return;\n }\n var testContext = {\n imageBuffer: imageBuffer,\n destinationWidth: width,\n destinationHeight: height,\n targetCanvas: targetCanvas\n };\n var startTime, drawImageTime, putImageDataTime;\n targetCanvas.width = width;\n targetCanvas.height = height;\n\n startTime = window.performance.now();\n copyGLTo2DDrawImage.call(testContext, this.gl, testContext);\n drawImageTime = window.performance.now() - startTime;\n\n startTime = window.performance.now();\n copyGLTo2DPutImageData.call(testContext, this.gl, testContext);\n putImageDataTime = window.performance.now() - startTime;\n\n if (drawImageTime > putImageDataTime) {\n this.imageBuffer = imageBuffer;\n this.copyGLTo2D = copyGLTo2DPutImageData;\n }\n else {\n this.copyGLTo2D = copyGLTo2DDrawImage;\n }\n },\n\n /**\n * Create a canvas element and associated WebGL context and attaches them as\n * class properties to the GLFilterBackend class.\n */\n createWebGLCanvas: function(width, height) {\n var canvas = fabric.util.createCanvasElement();\n canvas.width = width;\n canvas.height = height;\n var glOptions = {\n alpha: true,\n premultipliedAlpha: false,\n depth: false,\n stencil: false,\n antialias: false\n },\n gl = canvas.getContext('webgl', glOptions);\n if (!gl) {\n gl = canvas.getContext('experimental-webgl', glOptions);\n }\n if (!gl) {\n return;\n }\n gl.clearColor(0, 0, 0, 0);\n // this canvas can fire webglcontextlost and webglcontextrestored\n this.canvas = canvas;\n this.gl = gl;\n },\n\n /**\n * Attempts to apply the requested filters to the source provided, drawing the filtered output\n * to the provided target canvas.\n *\n * @param {Array} filters The filters to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} source The source to be filtered.\n * @param {Number} width The width of the source input.\n * @param {Number} height The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n * @param {String|undefined} cacheKey A key used to cache resources related to the source. If\n * omitted, caching will be skipped.\n */\n applyFilters: function(filters, source, width, height, targetCanvas, cacheKey) {\n var gl = this.gl;\n var cachedTexture;\n if (cacheKey) {\n cachedTexture = this.getCachedTexture(cacheKey, source);\n }\n var pipelineState = {\n originalWidth: source.width || source.originalWidth,\n originalHeight: source.height || source.originalHeight,\n sourceWidth: width,\n sourceHeight: height,\n destinationWidth: width,\n destinationHeight: height,\n context: gl,\n sourceTexture: this.createTexture(gl, width, height, !cachedTexture && source),\n targetTexture: this.createTexture(gl, width, height),\n originalTexture: cachedTexture ||\n this.createTexture(gl, width, height, !cachedTexture && source),\n passes: filters.length,\n webgl: true,\n aPosition: this.aPosition,\n programCache: this.programCache,\n pass: 0,\n filterBackend: this,\n targetCanvas: targetCanvas\n };\n var tempFbo = gl.createFramebuffer();\n gl.bindFramebuffer(gl.FRAMEBUFFER, tempFbo);\n filters.forEach(function(filter) { filter && filter.applyTo(pipelineState); });\n resizeCanvasIfNeeded(pipelineState);\n this.copyGLTo2D(gl, pipelineState);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.deleteTexture(pipelineState.sourceTexture);\n gl.deleteTexture(pipelineState.targetTexture);\n gl.deleteFramebuffer(tempFbo);\n targetCanvas.getContext('2d').setTransform(1, 0, 0, 1, 0, 0);\n return pipelineState;\n },\n\n /**\n * Detach event listeners, remove references, and clean up caches.\n */\n dispose: function() {\n if (this.canvas) {\n this.canvas = null;\n this.gl = null;\n }\n this.clearWebGLCaches();\n },\n\n /**\n * Wipe out WebGL-related caches.\n */\n clearWebGLCaches: function() {\n this.programCache = {};\n this.textureCache = {};\n },\n\n /**\n * Create a WebGL texture object.\n *\n * Accepts specific dimensions to initialize the texture to or a source image.\n *\n * @param {WebGLRenderingContext} gl The GL context to use for creating the texture.\n * @param {Number} width The width to initialize the texture at.\n * @param {Number} height The height to initialize the texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source for the texture data.\n * @returns {WebGLTexture}\n */\n createTexture: function(gl, width, height, textureImageSource) {\n var texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n if (textureImageSource) {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImageSource);\n }\n else {\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n return texture;\n },\n\n /**\n * Can be optionally used to get a texture from the cache array\n *\n * If an existing texture is not found, a new texture is created and cached.\n *\n * @param {String} uniqueId A cache key to use to find an existing texture.\n * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source to use to create the\n * texture cache entry if one does not already exist.\n */\n getCachedTexture: function(uniqueId, textureImageSource) {\n if (this.textureCache[uniqueId]) {\n return this.textureCache[uniqueId];\n }\n else {\n var texture = this.createTexture(\n this.gl, textureImageSource.width, textureImageSource.height, textureImageSource);\n this.textureCache[uniqueId] = texture;\n return texture;\n }\n },\n\n /**\n * Clear out cached resources related to a source image that has been\n * filtered previously.\n *\n * @param {String} cacheKey The cache key provided when the source image was filtered.\n */\n evictCachesForKey: function(cacheKey) {\n if (this.textureCache[cacheKey]) {\n this.gl.deleteTexture(this.textureCache[cacheKey]);\n delete this.textureCache[cacheKey];\n }\n },\n\n copyGLTo2D: copyGLTo2DDrawImage,\n\n /**\n * Attempt to extract GPU information strings from a WebGL context.\n *\n * Useful information when debugging or blacklisting specific GPUs.\n *\n * @returns {Object} A GPU info object with renderer and vendor strings.\n */\n captureGPUInfo: function() {\n if (this.gpuInfo) {\n return this.gpuInfo;\n }\n var gl = this.gl, gpuInfo = { renderer: '', vendor: '' };\n if (!gl) {\n return gpuInfo;\n }\n var ext = gl.getExtension('WEBGL_debug_renderer_info');\n if (ext) {\n var renderer = gl.getParameter(ext.UNMASKED_RENDERER_WEBGL);\n var vendor = gl.getParameter(ext.UNMASKED_VENDOR_WEBGL);\n if (renderer) {\n gpuInfo.renderer = renderer.toLowerCase();\n }\n if (vendor) {\n gpuInfo.vendor = vendor.toLowerCase();\n }\n }\n this.gpuInfo = gpuInfo;\n return gpuInfo;\n },\n };\n})();\n\nfunction resizeCanvasIfNeeded(pipelineState) {\n var targetCanvas = pipelineState.targetCanvas,\n width = targetCanvas.width, height = targetCanvas.height,\n dWidth = pipelineState.destinationWidth,\n dHeight = pipelineState.destinationHeight;\n\n if (width !== dWidth || height !== dHeight) {\n targetCanvas.width = dWidth;\n targetCanvas.height = dHeight;\n }\n}\n\n/**\n * Copy an input WebGL canvas on to an output 2D canvas.\n *\n * The WebGL canvas is assumed to be upside down, with the top-left pixel of the\n * desired output image appearing in the bottom-left corner of the WebGL canvas.\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */\nfunction copyGLTo2DDrawImage(gl, pipelineState) {\n var glCanvas = gl.canvas, targetCanvas = pipelineState.targetCanvas,\n ctx = targetCanvas.getContext('2d');\n ctx.translate(0, targetCanvas.height); // move it down again\n ctx.scale(1, -1); // vertical flip\n // where is my image on the big glcanvas?\n var sourceY = glCanvas.height - targetCanvas.height;\n ctx.drawImage(glCanvas, 0, sourceY, targetCanvas.width, targetCanvas.height, 0, 0,\n targetCanvas.width, targetCanvas.height);\n}\n\n/**\n * Copy an input WebGL canvas on to an output 2D canvas using 2d canvas' putImageData\n * API. Measurably faster than using ctx.drawImage in Firefox (version 54 on OSX Sierra).\n *\n * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.\n * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.\n * @param {Object} pipelineState The 2D target canvas to copy on to.\n */\nfunction copyGLTo2DPutImageData(gl, pipelineState) {\n var targetCanvas = pipelineState.targetCanvas, ctx = targetCanvas.getContext('2d'),\n dWidth = pipelineState.destinationWidth,\n dHeight = pipelineState.destinationHeight,\n numBytes = dWidth * dHeight * 4;\n\n // eslint-disable-next-line no-undef\n var u8 = new Uint8Array(this.imageBuffer, 0, numBytes);\n // eslint-disable-next-line no-undef\n var u8Clamped = new Uint8ClampedArray(this.imageBuffer, 0, numBytes);\n\n gl.readPixels(0, 0, dWidth, dHeight, gl.RGBA, gl.UNSIGNED_BYTE, u8);\n var imgData = new ImageData(u8Clamped, dWidth, dHeight);\n ctx.putImageData(imgData, 0, 0);\n}\n\n\n(function() {\n\n var noop = function() {};\n\n fabric.Canvas2dFilterBackend = Canvas2dFilterBackend;\n\n /**\n * Canvas 2D filter backend.\n */\n function Canvas2dFilterBackend() {}\n Canvas2dFilterBackend.prototype = /** @lends fabric.Canvas2dFilterBackend.prototype */ {\n evictCachesForKey: noop,\n dispose: noop,\n clearWebGLCaches: noop,\n\n /**\n * Experimental. This object is a sort of repository of help layers used to avoid\n * of recreating them during frequent filtering. If you are previewing a filter with\n * a slider you probably do not want to create help layers every filter step.\n * in this object there will be appended some canvases, created once, resized sometimes\n * cleared never. Clearing is left to the developer.\n **/\n resources: {\n\n },\n\n /**\n * Apply a set of filters against a source image and draw the filtered output\n * to the provided destination canvas.\n *\n * @param {EnhancedFilter} filters The filter to apply.\n * @param {HTMLImageElement|HTMLCanvasElement} sourceElement The source to be filtered.\n * @param {Number} sourceWidth The width of the source input.\n * @param {Number} sourceHeight The height of the source input.\n * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.\n */\n applyFilters: function(filters, sourceElement, sourceWidth, sourceHeight, targetCanvas) {\n var ctx = targetCanvas.getContext('2d');\n ctx.drawImage(sourceElement, 0, 0, sourceWidth, sourceHeight);\n var imageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var originalImageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);\n var pipelineState = {\n sourceWidth: sourceWidth,\n sourceHeight: sourceHeight,\n imageData: imageData,\n originalEl: sourceElement,\n originalImageData: originalImageData,\n canvasEl: targetCanvas,\n ctx: ctx,\n filterBackend: this,\n };\n filters.forEach(function(filter) { filter.applyTo(pipelineState); });\n if (pipelineState.imageData.width !== sourceWidth || pipelineState.imageData.height !== sourceHeight) {\n targetCanvas.width = pipelineState.imageData.width;\n targetCanvas.height = pipelineState.imageData.height;\n }\n ctx.putImageData(pipelineState.imageData, 0, 0);\n return pipelineState;\n },\n\n };\n})();\n\n\n/**\n * @namespace fabric.Image.filters\n * @memberOf fabric.Image\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#image_filters}\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n */\nfabric.Image = fabric.Image || { };\nfabric.Image.filters = fabric.Image.filters || { };\n\n/**\n * Root filter class from which all filter classes inherit from\n * @class fabric.Image.filters.BaseFilter\n * @memberOf fabric.Image.filters\n */\nfabric.Image.filters.BaseFilter = fabric.util.createClass(/** @lends fabric.Image.filters.BaseFilter.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'BaseFilter',\n\n /**\n * Array of attributes to send with buffers. do not modify\n * @private\n */\n\n vertexSource: 'attribute vec2 aPosition;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vTexCoord = aPosition;\\n' +\n 'gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n' +\n '}',\n\n fragmentSource: 'precision highp float;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'void main() {\\n' +\n 'gl_FragColor = texture2D(uTexture, vTexCoord);\\n' +\n '}',\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n if (options) {\n this.setOptions(options);\n }\n },\n\n /**\n * Sets filter's properties from options\n * @param {Object} [options] Options object\n */\n setOptions: function(options) {\n for (var prop in options) {\n this[prop] = options[prop];\n }\n },\n\n /**\n * Compile this filter's shader program.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context to use for shader compilation.\n * @param {String} fragmentSource fragmentShader source for compilation\n * @param {String} vertexSource vertexShader source for compilation\n */\n createProgram: function(gl, fragmentSource, vertexSource) {\n fragmentSource = fragmentSource || this.fragmentSource;\n vertexSource = vertexSource || this.vertexSource;\n if (fabric.webGlPrecision !== 'highp'){\n fragmentSource = fragmentSource.replace(\n /precision highp float/g,\n 'precision ' + fabric.webGlPrecision + ' float'\n );\n }\n var vertexShader = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vertexShader, vertexSource);\n gl.compileShader(vertexShader);\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Vertex shader compile error for ' + this.type + ': ' +\n gl.getShaderInfoLog(vertexShader)\n );\n }\n\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentSource);\n gl.compileShader(fragmentShader);\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Fragment shader compile error for ' + this.type + ': ' +\n gl.getShaderInfoLog(fragmentShader)\n );\n }\n\n var program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n // eslint-disable-next-line prefer-template\n 'Shader link error for \"${this.type}\" ' +\n gl.getProgramInfoLog(program)\n );\n }\n\n var attributeLocations = this.getAttributeLocations(gl, program);\n var uniformLocations = this.getUniformLocations(gl, program) || { };\n uniformLocations.uStepW = gl.getUniformLocation(program, 'uStepW');\n uniformLocations.uStepH = gl.getUniformLocation(program, 'uStepH');\n return {\n program: program,\n attributeLocations: attributeLocations,\n uniformLocations: uniformLocations\n };\n },\n\n /**\n * Return a map of attribute names to WebGLAttributeLocation objects.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take attribute locations.\n * @returns {Object} A map of attribute names to attribute locations.\n */\n getAttributeLocations: function(gl, program) {\n return {\n aPosition: gl.getAttribLocation(program, 'aPosition'),\n };\n },\n\n /**\n * Return a map of uniform names to WebGLUniformLocation objects.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {WebGLShaderProgram} program The shader program from which to take uniform locations.\n * @returns {Object} A map of uniform names to uniform locations.\n */\n getUniformLocations: function (/* gl, program */) {\n // in case i do not need any special uniform i need to return an empty object\n return { };\n },\n\n /**\n * Send attribute data from this filter to its shader program on the GPU.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} attributeLocations A map of shader attribute names to their locations.\n */\n sendAttributeData: function(gl, attributeLocations, aPositionData) {\n var attributeLocation = attributeLocations.aPosition;\n var buffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.enableVertexAttribArray(attributeLocation);\n gl.vertexAttribPointer(attributeLocation, 2, gl.FLOAT, false, 0, 0);\n gl.bufferData(gl.ARRAY_BUFFER, aPositionData, gl.STATIC_DRAW);\n },\n\n _setupFrameBuffer: function(options) {\n var gl = options.context, width, height;\n if (options.passes > 1) {\n width = options.destinationWidth;\n height = options.destinationHeight;\n if (options.sourceWidth !== width || options.sourceHeight !== height) {\n gl.deleteTexture(options.targetTexture);\n options.targetTexture = options.filterBackend.createTexture(gl, width, height);\n }\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D,\n options.targetTexture, 0);\n }\n else {\n // draw last filter on canvas and not to framebuffer.\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n gl.finish();\n }\n },\n\n _swapTextures: function(options) {\n options.passes--;\n options.pass++;\n var temp = options.targetTexture;\n options.targetTexture = options.sourceTexture;\n options.sourceTexture = temp;\n },\n\n /**\n * Generic isNeutral implementation for one parameter based filters.\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * Other filters may need their own version ( ColorMatrix, HueRotation, gamma, ComposedFilter )\n * @param {Object} options\n **/\n isNeutralState: function(/* options */) {\n var main = this.mainParameter,\n _class = fabric.Image.filters[this.type].prototype;\n if (main) {\n if (Array.isArray(_class[main])) {\n for (var i = _class[main].length; i--;) {\n if (this[main][i] !== _class[main][i]) {\n return false;\n }\n }\n return true;\n }\n else {\n return _class[main] === this[main];\n }\n }\n else {\n return false;\n }\n },\n\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n if (options.webgl) {\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n if (!options.programCache.hasOwnProperty(this.type)) {\n options.programCache[this.type] = this.createProgram(options.context);\n }\n return options.programCache[this.type];\n },\n\n /**\n * Apply this filter using webgl.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.originalTexture The texture of the original input image.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyToWebGL: function(options) {\n var gl = options.context;\n var shader = this.retrieveShader(options);\n if (options.pass === 0 && options.originalTexture) {\n gl.bindTexture(gl.TEXTURE_2D, options.originalTexture);\n }\n else {\n gl.bindTexture(gl.TEXTURE_2D, options.sourceTexture);\n }\n gl.useProgram(shader.program);\n this.sendAttributeData(gl, shader.attributeLocations, options.aPosition);\n\n gl.uniform1f(shader.uniformLocations.uStepW, 1 / options.sourceWidth);\n gl.uniform1f(shader.uniformLocations.uStepH, 1 / options.sourceHeight);\n\n this.sendUniformData(gl, shader.uniformLocations);\n gl.viewport(0, 0, options.destinationWidth, options.destinationHeight);\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n },\n\n bindAdditionalTexture: function(gl, texture, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, texture);\n // reset active texture to 0 as usual\n gl.activeTexture(gl.TEXTURE0);\n },\n\n unbindAdditionalTexture: function(gl, textureUnit) {\n gl.activeTexture(textureUnit);\n gl.bindTexture(gl.TEXTURE_2D, null);\n gl.activeTexture(gl.TEXTURE0);\n },\n\n getMainParameter: function() {\n return this[this.mainParameter];\n },\n\n setMainParameter: function(value) {\n this[this.mainParameter] = value;\n },\n\n /**\n * Send uniform data from this filter to its shader program on the GPU.\n *\n * Intended to be overridden by subclasses.\n *\n * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.\n * @param {Object} uniformLocations A map of shader uniform names to their locations.\n */\n sendUniformData: function(/* gl, uniformLocations */) {\n // Intentionally left blank. Override me in subclasses.\n },\n\n /**\n * If needed by a 2d filter, this functions can create an helper canvas to be used\n * remember that options.targetCanvas is available for use till end of chain.\n */\n createHelpLayer: function(options) {\n if (!options.helpLayer) {\n var helpLayer = document.createElement('canvas');\n helpLayer.width = options.sourceWidth;\n helpLayer.height = options.sourceHeight;\n options.helpLayer = helpLayer;\n }\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n var object = { type: this.type }, mainP = this.mainParameter;\n if (mainP) {\n object[mainP] = this[mainP];\n }\n return object;\n },\n\n /**\n * Returns a JSON representation of an instance\n * @return {Object} JSON\n */\n toJSON: function() {\n // delegate, not alias\n return this.toObject();\n }\n});\n\nfabric.Image.filters.BaseFilter.fromObject = function(object, callback) {\n var filter = new fabric.Image.filters[object.type](object);\n callback && callback(filter);\n return filter;\n};\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Color Matrix filter class\n * @class fabric.Image.filters.ColorMatrix\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.ColorMatrix#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @see {@Link http://www.webwasp.co.uk/tutorials/219/Color_Matrix_Filter.php}\n * @see {@Link http://phoboslab.org/log/2013/11/fast-image-filters-with-webgl}\n * @example Kodachrome filter\n * var filter = new fabric.Image.filters.ColorMatrix({\n * matrix: [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0\n ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.ColorMatrix = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.ColorMatrix.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'ColorMatrix',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'uniform mat4 uColorMatrix;\\n' +\n 'uniform vec4 uConstants;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color *= uColorMatrix;\\n' +\n 'color += uConstants;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Colormatrix for pixels.\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Array} matrix array of 20 numbers.\n * @default\n */\n matrix: [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0\n ],\n\n mainParameter: 'matrix',\n\n /**\n * Lock the colormatrix on the color part, skipping alpha, manly for non webgl scenario\n * to save some calculation\n */\n colorsOnly: true,\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n // create a new array instead mutating the prototype with push\n this.matrix = this.matrix.slice(0);\n },\n\n /**\n * Apply the ColorMatrix operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n iLen = data.length,\n m = this.matrix,\n r, g, b, a, i, colorsOnly = this.colorsOnly;\n\n for (i = 0; i < iLen; i += 4) {\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n if (colorsOnly) {\n data[i] = r * m[0] + g * m[1] + b * m[2] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + m[14] * 255;\n }\n else {\n a = data[i + 3];\n data[i] = r * m[0] + g * m[1] + b * m[2] + a * m[3] + m[4] * 255;\n data[i + 1] = r * m[5] + g * m[6] + b * m[7] + a * m[8] + m[9] * 255;\n data[i + 2] = r * m[10] + g * m[11] + b * m[12] + a * m[13] + m[14] * 255;\n data[i + 3] = r * m[15] + g * m[16] + b * m[17] + a * m[18] + m[19] * 255;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uColorMatrix: gl.getUniformLocation(program, 'uColorMatrix'),\n uConstants: gl.getUniformLocation(program, 'uConstants'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var m = this.matrix,\n matrix = [\n m[0], m[1], m[2], m[3],\n m[5], m[6], m[7], m[8],\n m[10], m[11], m[12], m[13],\n m[15], m[16], m[17], m[18]\n ],\n constants = [m[4], m[9], m[14], m[19]];\n gl.uniformMatrix4fv(uniformLocations.uColorMatrix, false, matrix);\n gl.uniform4fv(uniformLocations.uConstants, constants);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] function to invoke after filter creation\n * @return {fabric.Image.filters.ColorMatrix} Instance of fabric.Image.filters.ColorMatrix\n */\n fabric.Image.filters.ColorMatrix.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Brightness filter class\n * @class fabric.Image.filters.Brightness\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Brightness#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Brightness({\n * brightness: 0.05\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Brightness = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Brightness.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Brightness',\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uBrightness;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color.rgb += uBrightness;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Brightness value, from -1 to 1.\n * translated to -255 to 255 for 2d\n * 0.0039215686 is the part of 1 that get translated to 1 in 2d\n * @param {Number} brightness\n * @default\n */\n brightness: 0,\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'brightness',\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.brightness === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, i, len = data.length,\n brightness = Math.round(this.brightness * 255);\n for (i = 0; i < len; i += 4) {\n data[i] = data[i] + brightness;\n data[i + 1] = data[i + 1] + brightness;\n data[i + 2] = data[i + 2] + brightness;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uBrightness: gl.getUniformLocation(program, 'uBrightness'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBrightness, this.brightness);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Brightness} Instance of fabric.Image.filters.Brightness\n */\n fabric.Image.filters.Brightness.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Adapted from html5rocks article\n * @class fabric.Image.filters.Convolute\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Convolute#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example Sharpen filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 0, -1, 0,\n * -1, 5, -1,\n * 0, -1, 0 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Blur filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9,\n * 1/9, 1/9, 1/9 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter\n * var filter = new fabric.Image.filters.Convolute({\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n * @example Emboss filter with opaqueness\n * var filter = new fabric.Image.filters.Convolute({\n * opaque: true,\n * matrix: [ 1, 1, 1,\n * 1, 0.7, -1,\n * -1, -1, -1 ]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Convolute = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Convolute.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Convolute',\n\n /*\n * Opaque value (true/false)\n */\n opaque: false,\n\n /*\n * matrix for the filter, max 9x9\n */\n matrix: [0, 0, 0, 0, 1, 0, 0, 0, 0],\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: {\n Convolute_3_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[9];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 3.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 3.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 1), uStepH * (h - 1));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 3.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_3_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[9];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 3.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 3.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 1.0), uStepH * (h - 1.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 3.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_5_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[25];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 5.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 5.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 5.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_5_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[25];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 5.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 5.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 5.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_7_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[49];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 7.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 7.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 7.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_7_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[49];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 7.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 7.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 7.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n Convolute_9_1: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[81];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 0);\\n' +\n 'for (float h = 0.0; h < 9.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 9.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n' +\n 'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 9.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n Convolute_9_0: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uMatrix[81];\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0, 0, 0, 1);\\n' +\n 'for (float h = 0.0; h < 9.0; h+=1.0) {\\n' +\n 'for (float w = 0.0; w < 9.0; w+=1.0) {\\n' +\n 'vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\\n' +\n 'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 9.0 + w)];\\n' +\n '}\\n' +\n '}\\n' +\n 'float alpha = texture2D(uTexture, vTexCoord).a;\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.a = alpha;\\n' +\n '}',\n },\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Convolute.prototype\n * @param {Object} [options] Options object\n * @param {Boolean} [options.opaque=false] Opaque value (true/false)\n * @param {Array} [options.matrix] Filter matrix\n */\n\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var size = Math.sqrt(this.matrix.length);\n var cacheKey = this.type + '_' + size + '_' + (this.opaque ? 1 : 0);\n var shaderSource = this.fragmentSource[cacheKey];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n weights = this.matrix,\n side = Math.round(Math.sqrt(weights.length)),\n halfSide = Math.floor(side / 2),\n sw = imageData.width,\n sh = imageData.height,\n output = options.ctx.createImageData(sw, sh),\n dst = output.data,\n // go through the destination image pixels\n alphaFac = this.opaque ? 1 : 0,\n r, g, b, a, dstOff,\n scx, scy, srcOff, wt,\n x, y, cx, cy;\n\n for (y = 0; y < sh; y++) {\n for (x = 0; x < sw; x++) {\n dstOff = (y * sw + x) * 4;\n // calculate the weighed sum of the source image pixels that\n // fall under the convolution matrix\n r = 0; g = 0; b = 0; a = 0;\n\n for (cy = 0; cy < side; cy++) {\n for (cx = 0; cx < side; cx++) {\n scy = y + cy - halfSide;\n scx = x + cx - halfSide;\n\n // eslint-disable-next-line max-depth\n if (scy < 0 || scy >= sh || scx < 0 || scx >= sw) {\n continue;\n }\n\n srcOff = (scy * sw + scx) * 4;\n wt = weights[cy * side + cx];\n\n r += data[srcOff] * wt;\n g += data[srcOff + 1] * wt;\n b += data[srcOff + 2] * wt;\n // eslint-disable-next-line max-depth\n if (!alphaFac) {\n a += data[srcOff + 3] * wt;\n }\n }\n }\n dst[dstOff] = r;\n dst[dstOff + 1] = g;\n dst[dstOff + 2] = b;\n if (!alphaFac) {\n dst[dstOff + 3] = a;\n }\n else {\n dst[dstOff + 3] = data[dstOff + 3];\n }\n }\n }\n options.imageData = output;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uMatrix: gl.getUniformLocation(program, 'uMatrix'),\n uOpaque: gl.getUniformLocation(program, 'uOpaque'),\n uHalfSize: gl.getUniformLocation(program, 'uHalfSize'),\n uSize: gl.getUniformLocation(program, 'uSize'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1fv(uniformLocations.uMatrix, this.matrix);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n opaque: this.opaque,\n matrix: this.matrix\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Convolute} Instance of fabric.Image.filters.Convolute\n */\n fabric.Image.filters.Convolute.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Grayscale image filter class\n * @class fabric.Image.filters.Grayscale\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Grayscale();\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Grayscale = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Grayscale.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Grayscale',\n\n fragmentSource: {\n average: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = (color.r + color.b + color.g) / 3.0;\\n' +\n 'gl_FragColor = vec4(average, average, average, color.a);\\n' +\n '}',\n lightness: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uMode;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 col = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = (max(max(col.r, col.g),col.b) + min(min(col.r, col.g),col.b)) / 2.0;\\n' +\n 'gl_FragColor = vec4(average, average, average, col.a);\\n' +\n '}',\n luminosity: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uMode;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 col = texture2D(uTexture, vTexCoord);\\n' +\n 'float average = 0.21 * col.r + 0.72 * col.g + 0.07 * col.b;\\n' +\n 'gl_FragColor = vec4(average, average, average, col.a);\\n' +\n '}',\n },\n\n\n /**\n * Grayscale mode, between 'average', 'lightness', 'luminosity'\n * @param {String} type\n * @default\n */\n mode: 'average',\n\n mainParameter: 'mode',\n\n /**\n * Apply the Grayscale operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n len = data.length, value,\n mode = this.mode;\n for (i = 0; i < len; i += 4) {\n if (mode === 'average') {\n value = (data[i] + data[i + 1] + data[i + 2]) / 3;\n }\n else if (mode === 'lightness') {\n value = (Math.min(data[i], data[i + 1], data[i + 2]) +\n Math.max(data[i], data[i + 1], data[i + 2])) / 2;\n }\n else if (mode === 'luminosity') {\n value = 0.21 * data[i] + 0.72 * data[i + 1] + 0.07 * data[i + 2];\n }\n data[i] = value;\n data[i + 1] = value;\n data[i + 2] = value;\n }\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var shaderSource = this.fragmentSource[this.mode];\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uMode: gl.getUniformLocation(program, 'uMode'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n // default average mode.\n var mode = 1;\n gl.uniform1i(uniformLocations.uMode, mode);\n },\n\n /**\n * Grayscale filter isNeutralState implementation\n * The filter is never neutral\n * on the image\n **/\n isNeutralState: function() {\n return false;\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Grayscale} Instance of fabric.Image.filters.Grayscale\n */\n fabric.Image.filters.Grayscale.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Invert filter class\n * @class fabric.Image.filters.Invert\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Invert();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */\n filters.Invert = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Invert.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Invert',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform int uInvert;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'if (uInvert == 1) {\\n' +\n 'gl_FragColor = vec4(1.0 - color.r,1.0 -color.g,1.0 -color.b,color.a);\\n' +\n '} else {\\n' +\n 'gl_FragColor = color;\\n' +\n '}\\n' +\n '}',\n\n /**\n * Filter invert. if false, does nothing\n * @param {Boolean} invert\n * @default\n */\n invert: true,\n\n mainParameter: 'invert',\n\n /**\n * Apply the Invert operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n len = data.length;\n for (i = 0; i < len; i += 4) {\n data[i] = 255 - data[i];\n data[i + 1] = 255 - data[i + 1];\n data[i + 2] = 255 - data[i + 2];\n }\n },\n\n /**\n * Invert filter isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/\n isNeutralState: function() {\n return !this.invert;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uInvert: gl.getUniformLocation(program, 'uInvert'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1i(uniformLocations.uInvert, this.invert);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Invert} Instance of fabric.Image.filters.Invert\n */\n fabric.Image.filters.Invert.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Noise filter class\n * @class fabric.Image.filters.Noise\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Noise#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Noise({\n * noise: 700\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Noise = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Noise.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Noise',\n\n /**\n * Fragment source for the noise program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uStepH;\\n' +\n 'uniform float uNoise;\\n' +\n 'uniform float uSeed;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'float rand(vec2 co, float seed, float vScale) {\\n' +\n 'return fract(sin(dot(co.xy * vScale ,vec2(12.9898 , 78.233))) * 43758.5453 * (seed + 0.01) / 2.0);\\n' +\n '}\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'color.rgb += (0.5 - rand(vTexCoord, uSeed, 0.1 / uStepH)) * uNoise;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'noise',\n\n /**\n * Noise value, from\n * @param {Number} noise\n * @default\n */\n noise: 0,\n\n /**\n * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.noise === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, i, len = data.length,\n noise = this.noise, rand;\n\n for (i = 0, len = data.length; i < len; i += 4) {\n\n rand = (0.5 - Math.random()) * noise;\n\n data[i] += rand;\n data[i + 1] += rand;\n data[i + 2] += rand;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uNoise: gl.getUniformLocation(program, 'uNoise'),\n uSeed: gl.getUniformLocation(program, 'uSeed'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uNoise, this.noise / 255);\n gl.uniform1f(uniformLocations.uSeed, Math.random());\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n noise: this.noise\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Noise} Instance of fabric.Image.filters.Noise\n */\n fabric.Image.filters.Noise.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Pixelate filter class\n * @class fabric.Image.filters.Pixelate\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Pixelate#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Pixelate({\n * blocksize: 8\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Pixelate = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Pixelate.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Pixelate',\n\n blocksize: 4,\n\n mainParameter: 'blocksize',\n\n /**\n * Fragment source for the Pixelate program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uBlocksize;\\n' +\n 'uniform float uStepW;\\n' +\n 'uniform float uStepH;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'float blockW = uBlocksize * uStepW;\\n' +\n 'float blockH = uBlocksize * uStepW;\\n' +\n 'int posX = int(vTexCoord.x / blockW);\\n' +\n 'int posY = int(vTexCoord.y / blockH);\\n' +\n 'float fposX = float(posX);\\n' +\n 'float fposY = float(posY);\\n' +\n 'vec2 squareCoords = vec2(fposX * blockW, fposY * blockH);\\n' +\n 'vec4 color = texture2D(uTexture, squareCoords);\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Apply the Pixelate operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data,\n iLen = imageData.height,\n jLen = imageData.width,\n index, i, j, r, g, b, a,\n _i, _j, _iLen, _jLen;\n\n for (i = 0; i < iLen; i += this.blocksize) {\n for (j = 0; j < jLen; j += this.blocksize) {\n\n index = (i * 4) * jLen + (j * 4);\n\n r = data[index];\n g = data[index + 1];\n b = data[index + 2];\n a = data[index + 3];\n\n _iLen = Math.min(i + this.blocksize, iLen);\n _jLen = Math.min(j + this.blocksize, jLen);\n for (_i = i; _i < _iLen; _i++) {\n for (_j = j; _j < _jLen; _j++) {\n index = (_i * 4) * jLen + (_j * 4);\n data[index] = r;\n data[index + 1] = g;\n data[index + 2] = b;\n data[index + 3] = a;\n }\n }\n }\n }\n },\n\n /**\n * Indicate when the filter is not gonna apply changes to the image\n **/\n isNeutralState: function() {\n return this.blocksize === 1;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uBlocksize: gl.getUniformLocation(program, 'uBlocksize'),\n uStepW: gl.getUniformLocation(program, 'uStepW'),\n uStepH: gl.getUniformLocation(program, 'uStepH'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uBlocksize, this.blocksize);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Pixelate} Instance of fabric.Image.filters.Pixelate\n */\n fabric.Image.filters.Pixelate.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n extend = fabric.util.object.extend,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Remove white filter class\n * @class fabric.Image.filters.RemoveColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.RemoveColor#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.RemoveColor({\n * threshold: 0.2,\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.RemoveColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.RemoveColor.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'RemoveColor',\n\n /**\n * Color to remove, in any format understood by fabric.Color.\n * @param {String} type\n * @default\n */\n color: '#FFFFFF',\n\n /**\n * Fragment source for the brightness program\n */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec4 uLow;\\n' +\n 'uniform vec4 uHigh;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'gl_FragColor = texture2D(uTexture, vTexCoord);\\n' +\n 'if(all(greaterThan(gl_FragColor.rgb,uLow.rgb)) && all(greaterThan(uHigh.rgb,gl_FragColor.rgb))) {\\n' +\n 'gl_FragColor.a = 0.0;\\n' +\n '}\\n' +\n '}',\n\n /**\n * distance to actual color, as value up or down from each r,g,b\n * between 0 and 1\n **/\n distance: 0.02,\n\n /**\n * For color to remove inside distance, use alpha channel for a smoother deletion\n * NOT IMPLEMENTED YET\n **/\n useAlpha: false,\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.RemoveWhite.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.color=#RRGGBB] Threshold value\n * @param {Number} [options.distance=10] Distance value\n */\n\n /**\n * Applies filter to canvas element\n * @param {Object} canvasEl Canvas element to apply filter to\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, i,\n distance = this.distance * 255,\n r, g, b,\n source = new fabric.Color(this.color).getSource(),\n lowC = [\n source[0] - distance,\n source[1] - distance,\n source[2] - distance,\n ],\n highC = [\n source[0] + distance,\n source[1] + distance,\n source[2] + distance,\n ];\n\n\n for (i = 0; i < data.length; i += 4) {\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n\n if (r > lowC[0] &&\n g > lowC[1] &&\n b > lowC[2] &&\n r < highC[0] &&\n g < highC[1] &&\n b < highC[2]) {\n data[i + 3] = 0;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uLow: gl.getUniformLocation(program, 'uLow'),\n uHigh: gl.getUniformLocation(program, 'uHigh'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource(),\n distance = parseFloat(this.distance),\n lowC = [\n 0 + source[0] / 255 - distance,\n 0 + source[1] / 255 - distance,\n 0 + source[2] / 255 - distance,\n 1\n ],\n highC = [\n source[0] / 255 + distance,\n source[1] / 255 + distance,\n source[2] / 255 + distance,\n 1\n ];\n gl.uniform4fv(uniformLocations.uLow, lowC);\n gl.uniform4fv(uniformLocations.uHigh, highC);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return extend(this.callSuper('toObject'), {\n color: this.color,\n distance: this.distance\n });\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.RemoveColor} Instance of fabric.Image.filters.RemoveWhite\n */\n fabric.Image.filters.RemoveColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n var matrices = {\n Brownie: [\n 0.59970,0.34553,-0.27082,0,0.186,\n -0.03770,0.86095,0.15059,0,-0.1449,\n 0.24113,-0.07441,0.44972,0,-0.02965,\n 0,0,0,1,0\n ],\n Vintage: [\n 0.62793,0.32021,-0.03965,0,0.03784,\n 0.02578,0.64411,0.03259,0,0.02926,\n 0.04660,-0.08512,0.52416,0,0.02023,\n 0,0,0,1,0\n ],\n Kodachrome: [\n 1.12855,-0.39673,-0.03992,0,0.24991,\n -0.16404,1.08352,-0.05498,0,0.09698,\n -0.16786,-0.56034,1.60148,0,0.13972,\n 0,0,0,1,0\n ],\n Technicolor: [\n 1.91252,-0.85453,-0.09155,0,0.04624,\n -0.30878,1.76589,-0.10601,0,-0.27589,\n -0.23110,-0.75018,1.84759,0,0.12137,\n 0,0,0,1,0\n ],\n Polaroid: [\n 1.438,-0.062,-0.062,0,0,\n -0.122,1.378,-0.122,0,0,\n -0.016,-0.016,1.483,0,0,\n 0,0,0,1,0\n ],\n Sepia: [\n 0.393, 0.769, 0.189, 0, 0,\n 0.349, 0.686, 0.168, 0, 0,\n 0.272, 0.534, 0.131, 0, 0,\n 0, 0, 0, 1, 0\n ],\n BlackWhite: [\n 1.5, 1.5, 1.5, 0, -1,\n 1.5, 1.5, 1.5, 0, -1,\n 1.5, 1.5, 1.5, 0, -1,\n 0, 0, 0, 1, 0,\n ]\n };\n\n for (var key in matrices) {\n filters[key] = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.Sepia.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: key,\n\n /**\n * Colormatrix for the effect\n * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning\n * outside the -1, 1 range.\n * @param {Array} matrix array of 20 numbers.\n * @default\n */\n matrix: matrices[key],\n\n /**\n * Lock the matrix export for this kind of static, parameter less filters.\n */\n mainParameter: false,\n /**\n * Lock the colormatrix on the color part, skipping alpha\n */\n colorsOnly: true,\n\n });\n fabric.Image.filters[key].fromObject = fabric.Image.filters.BaseFilter.fromObject;\n }\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Color Blend filter class\n * @class fabric.Image.filter.BlendColor\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n\n filters.BlendColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blend.prototype */ {\n type: 'BlendColor',\n\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n **/\n color: '#F95C63',\n\n /**\n * Blend mode for the filter: one of multiply, add, diff, screen, subtract,\n * darken, lighten, overlay, exclusion, tint.\n **/\n mode: 'multiply',\n\n /**\n * alpha value. represent the strength of the blend color operation.\n **/\n alpha: 1,\n\n /**\n * Fragment source for the Multiply program\n */\n fragmentSource: {\n multiply: 'gl_FragColor.rgb *= uColor.rgb;\\n',\n screen: 'gl_FragColor.rgb = 1.0 - (1.0 - gl_FragColor.rgb) * (1.0 - uColor.rgb);\\n',\n add: 'gl_FragColor.rgb += uColor.rgb;\\n',\n diff: 'gl_FragColor.rgb = abs(gl_FragColor.rgb - uColor.rgb);\\n',\n subtract: 'gl_FragColor.rgb -= uColor.rgb;\\n',\n lighten: 'gl_FragColor.rgb = max(gl_FragColor.rgb, uColor.rgb);\\n',\n darken: 'gl_FragColor.rgb = min(gl_FragColor.rgb, uColor.rgb);\\n',\n exclusion: 'gl_FragColor.rgb += uColor.rgb - 2.0 * (uColor.rgb * gl_FragColor.rgb);\\n',\n overlay: 'if (uColor.r < 0.5) {\\n' +\n 'gl_FragColor.r *= 2.0 * uColor.r;\\n' +\n '} else {\\n' +\n 'gl_FragColor.r = 1.0 - 2.0 * (1.0 - gl_FragColor.r) * (1.0 - uColor.r);\\n' +\n '}\\n' +\n 'if (uColor.g < 0.5) {\\n' +\n 'gl_FragColor.g *= 2.0 * uColor.g;\\n' +\n '} else {\\n' +\n 'gl_FragColor.g = 1.0 - 2.0 * (1.0 - gl_FragColor.g) * (1.0 - uColor.g);\\n' +\n '}\\n' +\n 'if (uColor.b < 0.5) {\\n' +\n 'gl_FragColor.b *= 2.0 * uColor.b;\\n' +\n '} else {\\n' +\n 'gl_FragColor.b = 1.0 - 2.0 * (1.0 - gl_FragColor.b) * (1.0 - uColor.b);\\n' +\n '}\\n',\n tint: 'gl_FragColor.rgb *= (1.0 - uColor.a);\\n' +\n 'gl_FragColor.rgb += uColor.rgb;\\n',\n },\n\n /**\n * build the fragment source for the filters, joining the common part with\n * the specific one.\n * @param {String} mode the mode of the filter, a key of this.fragmentSource\n * @return {String} the source to be compiled\n * @private\n */\n buildSource: function(mode) {\n return 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'gl_FragColor = color;\\n' +\n 'if (color.a > 0.0) {\\n' +\n this.fragmentSource[mode] +\n '}\\n' +\n '}';\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode, shaderSource;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n shaderSource = this.buildSource(this.mode);\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n data = imageData.data, iLen = data.length,\n tr, tg, tb,\n r, g, b,\n source, alpha1 = 1 - this.alpha;\n\n source = new fabric.Color(this.color).getSource();\n tr = source[0] * this.alpha;\n tg = source[1] * this.alpha;\n tb = source[2] * this.alpha;\n\n for (var i = 0; i < iLen; i += 4) {\n\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n\n switch (this.mode) {\n case 'multiply':\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n break;\n case 'screen':\n data[i] = 255 - (255 - r) * (255 - tr) / 255;\n data[i + 1] = 255 - (255 - g) * (255 - tg) / 255;\n data[i + 2] = 255 - (255 - b) * (255 - tb) / 255;\n break;\n case 'add':\n data[i] = r + tr;\n data[i + 1] = g + tg;\n data[i + 2] = b + tb;\n break;\n case 'diff':\n case 'difference':\n data[i] = Math.abs(r - tr);\n data[i + 1] = Math.abs(g - tg);\n data[i + 2] = Math.abs(b - tb);\n break;\n case 'subtract':\n data[i] = r - tr;\n data[i + 1] = g - tg;\n data[i + 2] = b - tb;\n break;\n case 'darken':\n data[i] = Math.min(r, tr);\n data[i + 1] = Math.min(g, tg);\n data[i + 2] = Math.min(b, tb);\n break;\n case 'lighten':\n data[i] = Math.max(r, tr);\n data[i + 1] = Math.max(g, tg);\n data[i + 2] = Math.max(b, tb);\n break;\n case 'overlay':\n data[i] = tr < 128 ? (2 * r * tr / 255) : (255 - 2 * (255 - r) * (255 - tr) / 255);\n data[i + 1] = tg < 128 ? (2 * g * tg / 255) : (255 - 2 * (255 - g) * (255 - tg) / 255);\n data[i + 2] = tb < 128 ? (2 * b * tb / 255) : (255 - 2 * (255 - b) * (255 - tb) / 255);\n break;\n case 'exclusion':\n data[i] = tr + r - ((2 * tr * r) / 255);\n data[i + 1] = tg + g - ((2 * tg * g) / 255);\n data[i + 2] = tb + b - ((2 * tb * b) / 255);\n break;\n case 'tint':\n data[i] = tr + r * alpha1;\n data[i + 1] = tg + g * alpha1;\n data[i + 2] = tb + b * alpha1;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uColor: gl.getUniformLocation(program, 'uColor'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var source = new fabric.Color(this.color).getSource();\n source[0] = this.alpha * source[0] / 255;\n source[1] = this.alpha * source[1] / 255;\n source[2] = this.alpha * source[2] / 255;\n source[3] = this.alpha;\n gl.uniform4fv(uniformLocations.uColor, source);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n color: this.color,\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.BlendColor} Instance of fabric.Image.filters.BlendColor\n */\n fabric.Image.filters.BlendColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Image Blend filter class\n * @class fabric.Image.filter.BlendImage\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @example\n * var filter = new fabric.Image.filters.BlendColor({\n * color: '#000',\n * mode: 'multiply'\n * });\n *\n * var filter = new fabric.Image.filters.BlendImage({\n * image: fabricImageObject,\n * mode: 'multiply',\n * alpha: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n\n filters.BlendImage = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.BlendImage.prototype */ {\n type: 'BlendImage',\n\n /**\n * Color to make the blend operation with. default to a reddish color since black or white\n * gives always strong result.\n **/\n image: null,\n\n /**\n * Blend mode for the filter: one of multiply, add, diff, screen, subtract,\n * darken, lighten, overlay, exclusion, tint.\n **/\n mode: 'multiply',\n\n /**\n * alpha value. represent the strength of the blend image operation.\n * not implemented.\n **/\n alpha: 1,\n\n vertexSource: 'attribute vec2 aPosition;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'uniform mat3 uTransformMatrix;\\n' +\n 'void main() {\\n' +\n 'vTexCoord = aPosition;\\n' +\n 'vTexCoord2 = (uTransformMatrix * vec3(aPosition, 1.0)).xy;\\n' +\n 'gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\\n' +\n '}',\n\n /**\n * Fragment source for the Multiply program\n */\n fragmentSource: {\n multiply: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform sampler2D uImage;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec4 color2 = texture2D(uImage, vTexCoord2);\\n' +\n 'color.rgba *= color2.rgba;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n mask: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform sampler2D uImage;\\n' +\n 'uniform vec4 uColor;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'varying vec2 vTexCoord2;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec4 color2 = texture2D(uImage, vTexCoord2);\\n' +\n 'color.a = color2.a;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var cacheKey = this.type + '_' + this.mode;\n var shaderSource = this.fragmentSource[this.mode];\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);\n }\n return options.programCache[cacheKey];\n },\n\n applyToWebGL: function(options) {\n // load texture to blend.\n var gl = options.context,\n texture = this.createTexture(options.filterBackend, this.image);\n this.bindAdditionalTexture(gl, texture, gl.TEXTURE1);\n this.callSuper('applyToWebGL', options);\n this.unbindAdditionalTexture(gl, gl.TEXTURE1);\n },\n\n createTexture: function(backend, image) {\n return backend.getCachedTexture(image.cacheKey, image._element);\n },\n\n /**\n * Calculate a transformMatrix to adapt the image to blend over\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n calculateMatrix: function() {\n var image = this.image,\n width = image._element.width,\n height = image._element.height;\n return [\n 1 / image.scaleX, 0, 0,\n 0, 1 / image.scaleY, 0,\n -image.left / width, -image.top / height, 1\n ];\n },\n\n /**\n * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n resources = options.filterBackend.resources,\n data = imageData.data, iLen = data.length,\n width = imageData.width,\n height = imageData.height,\n tr, tg, tb, ta,\n r, g, b, a,\n canvas1, context, image = this.image, blendData;\n\n if (!resources.blendImage) {\n resources.blendImage = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blendImage;\n context = canvas1.getContext('2d');\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas1.width = width;\n canvas1.height = height;\n }\n else {\n context.clearRect(0, 0, width, height);\n }\n context.setTransform(image.scaleX, 0, 0, image.scaleY, image.left, image.top);\n context.drawImage(image._element, 0, 0, width, height);\n blendData = context.getImageData(0, 0, width, height).data;\n for (var i = 0; i < iLen; i += 4) {\n\n r = data[i];\n g = data[i + 1];\n b = data[i + 2];\n a = data[i + 3];\n\n tr = blendData[i];\n tg = blendData[i + 1];\n tb = blendData[i + 2];\n ta = blendData[i + 3];\n\n switch (this.mode) {\n case 'multiply':\n data[i] = r * tr / 255;\n data[i + 1] = g * tg / 255;\n data[i + 2] = b * tb / 255;\n data[i + 3] = a * ta / 255;\n break;\n case 'mask':\n data[i + 3] = ta;\n break;\n }\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uTransformMatrix: gl.getUniformLocation(program, 'uTransformMatrix'),\n uImage: gl.getUniformLocation(program, 'uImage'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var matrix = this.calculateMatrix();\n gl.uniform1i(uniformLocations.uImage, 1); // texture unit 1.\n gl.uniformMatrix3fv(uniformLocations.uTransformMatrix, false, matrix);\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n image: this.image && this.image.toObject(),\n mode: this.mode,\n alpha: this.alpha\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} callback to be invoked after filter creation\n * @return {fabric.Image.filters.BlendImage} Instance of fabric.Image.filters.BlendImage\n */\n fabric.Image.filters.BlendImage.fromObject = function(object, callback) {\n fabric.Image.fromObject(object.image, function(image) {\n var options = fabric.util.object.clone(object);\n options.image = image;\n callback(new fabric.Image.filters.BlendImage(options));\n });\n };\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }), pow = Math.pow, floor = Math.floor,\n sqrt = Math.sqrt, abs = Math.abs, round = Math.round, sin = Math.sin,\n ceil = Math.ceil,\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Resize image filter class\n * @class fabric.Image.filters.Resize\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Resize();\n * object.filters.push(filter);\n * object.applyFilters(canvas.renderAll.bind(canvas));\n */\n filters.Resize = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Resize.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Resize',\n\n /**\n * Resize type\n * for webgl resizeType is just lanczos, for canvas2d can be:\n * bilinear, hermite, sliceHack, lanczos.\n * @param {String} resizeType\n * @default\n */\n resizeType: 'hermite',\n\n /**\n * Scale factor for resizing, x axis\n * @param {Number} scaleX\n * @default\n */\n scaleX: 1,\n\n /**\n * Scale factor for resizing, y axis\n * @param {Number} scaleY\n * @default\n */\n scaleY: 1,\n\n /**\n * LanczosLobes parameter for lanczos filter, valid for resizeType lanczos\n * @param {Number} lanczosLobes\n * @default\n */\n lanczosLobes: 3,\n\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uDelta: gl.getUniformLocation(program, 'uDelta'),\n uTaps: gl.getUniformLocation(program, 'uTaps'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform2fv(uniformLocations.uDelta, this.horizontal ? [1 / this.width, 0] : [0, 1 / this.height]);\n gl.uniform1fv(uniformLocations.uTaps, this.taps);\n },\n\n /**\n * Retrieves the cached shader.\n * @param {Object} options\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n retrieveShader: function(options) {\n var filterWindow = this.getFilterWindow(), cacheKey = this.type + '_' + filterWindow;\n if (!options.programCache.hasOwnProperty(cacheKey)) {\n var fragmentShader = this.generateShader(filterWindow);\n options.programCache[cacheKey] = this.createProgram(options.context, fragmentShader);\n }\n return options.programCache[cacheKey];\n },\n\n getFilterWindow: function() {\n var scale = this.tempScale;\n return Math.ceil(this.lanczosLobes / scale);\n },\n\n getTaps: function() {\n var lobeFunction = this.lanczosCreate(this.lanczosLobes), scale = this.tempScale,\n filterWindow = this.getFilterWindow(), taps = new Array(filterWindow);\n for (var i = 1; i <= filterWindow; i++) {\n taps[i - 1] = lobeFunction(i * scale);\n }\n return taps;\n },\n\n /**\n * Generate vertex and shader sources from the necessary steps numbers\n * @param {Number} filterWindow\n */\n generateShader: function(filterWindow) {\n var offsets = new Array(filterWindow),\n fragmentShader = this.fragmentSourceTOP, filterWindow;\n\n for (var i = 1; i <= filterWindow; i++) {\n offsets[i - 1] = i + '.0 * uDelta';\n }\n\n fragmentShader += 'uniform float uTaps[' + filterWindow + '];\\n';\n fragmentShader += 'void main() {\\n';\n fragmentShader += ' vec4 color = texture2D(uTexture, vTexCoord);\\n';\n fragmentShader += ' float sum = 1.0;\\n';\n\n offsets.forEach(function(offset, i) {\n fragmentShader += ' color += texture2D(uTexture, vTexCoord + ' + offset + ') * uTaps[' + i + '];\\n';\n fragmentShader += ' color += texture2D(uTexture, vTexCoord - ' + offset + ') * uTaps[' + i + '];\\n';\n fragmentShader += ' sum += 2.0 * uTaps[' + i + '];\\n';\n });\n fragmentShader += ' gl_FragColor = color / sum;\\n';\n fragmentShader += '}';\n return fragmentShader;\n },\n\n fragmentSourceTOP: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec2 uDelta;\\n' +\n 'varying vec2 vTexCoord;\\n',\n\n /**\n * Apply the resize filter to the image\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n if (options.webgl) {\n options.passes++;\n this.width = options.sourceWidth;\n this.horizontal = true;\n this.dW = Math.round(this.width * this.scaleX);\n this.dH = options.sourceHeight;\n this.tempScale = this.dW / this.width;\n this.taps = this.getTaps();\n options.destinationWidth = this.dW;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceWidth = options.destinationWidth;\n\n this.height = options.sourceHeight;\n this.horizontal = false;\n this.dH = Math.round(this.height * this.scaleY);\n this.tempScale = this.dH / this.height;\n this.taps = this.getTaps();\n options.destinationHeight = this.dH;\n this._setupFrameBuffer(options);\n this.applyToWebGL(options);\n this._swapTextures(options);\n options.sourceHeight = options.destinationHeight;\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n isNeutralState: function() {\n return this.scaleX === 1 && this.scaleY === 1;\n },\n\n lanczosCreate: function(lobes) {\n return function(x) {\n if (x >= lobes || x <= -lobes) {\n return 0.0;\n }\n if (x < 1.19209290E-07 && x > -1.19209290E-07) {\n return 1.0;\n }\n x *= Math.PI;\n var xx = x / lobes;\n return (sin(x) / x) * sin(xx) / xx;\n };\n },\n\n /**\n * Applies filter to canvas element\n * @memberOf fabric.Image.filters.Resize.prototype\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} scaleX\n * @param {Number} scaleY\n */\n applyTo2d: function(options) {\n var imageData = options.imageData,\n scaleX = this.scaleX,\n scaleY = this.scaleY;\n\n this.rcpScaleX = 1 / scaleX;\n this.rcpScaleY = 1 / scaleY;\n\n var oW = imageData.width, oH = imageData.height,\n dW = round(oW * scaleX), dH = round(oH * scaleY),\n newData;\n\n if (this.resizeType === 'sliceHack') {\n newData = this.sliceByTwo(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'hermite') {\n newData = this.hermiteFastResize(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'bilinear') {\n newData = this.bilinearFiltering(options, oW, oH, dW, dH);\n }\n else if (this.resizeType === 'lanczos') {\n newData = this.lanczosResize(options, oW, oH, dW, dH);\n }\n options.imageData = newData;\n },\n\n /**\n * Filter sliceByTwo\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n sliceByTwo: function(options, oW, oH, dW, dH) {\n var imageData = options.imageData,\n mult = 0.5, doneW = false, doneH = false, stepW = oW * mult,\n stepH = oH * mult, resources = fabric.filterBackend.resources,\n tmpCanvas, ctx, sX = 0, sY = 0, dX = oW, dY = 0;\n if (!resources.sliceByTwo) {\n resources.sliceByTwo = document.createElement('canvas');\n }\n tmpCanvas = resources.sliceByTwo;\n if (tmpCanvas.width < oW * 1.5 || tmpCanvas.height < oH) {\n tmpCanvas.width = oW * 1.5;\n tmpCanvas.height = oH;\n }\n ctx = tmpCanvas.getContext('2d');\n ctx.clearRect(0, 0, oW * 1.5, oH);\n ctx.putImageData(imageData, 0, 0);\n\n dW = floor(dW);\n dH = floor(dH);\n\n while (!doneW || !doneH) {\n oW = stepW;\n oH = stepH;\n if (dW < floor(stepW * mult)) {\n stepW = floor(stepW * mult);\n }\n else {\n stepW = dW;\n doneW = true;\n }\n if (dH < floor(stepH * mult)) {\n stepH = floor(stepH * mult);\n }\n else {\n stepH = dH;\n doneH = true;\n }\n ctx.drawImage(tmpCanvas, sX, sY, oW, oH, dX, dY, stepW, stepH);\n sX = dX;\n sY = dY;\n dY += stepH;\n }\n return ctx.getImageData(sX, sY, dW, dH);\n },\n\n /**\n * Filter lanczosResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n lanczosResize: function(options, oW, oH, dW, dH) {\n\n function process(u) {\n var v, i, weight, idx, a, red, green,\n blue, alpha, fX, fY;\n center.x = (u + 0.5) * ratioX;\n icenter.x = floor(center.x);\n for (v = 0; v < dH; v++) {\n center.y = (v + 0.5) * ratioY;\n icenter.y = floor(center.y);\n a = 0; red = 0; green = 0; blue = 0; alpha = 0;\n for (i = icenter.x - range2X; i <= icenter.x + range2X; i++) {\n if (i < 0 || i >= oW) {\n continue;\n }\n fX = floor(1000 * abs(i - center.x));\n if (!cacheLanc[fX]) {\n cacheLanc[fX] = { };\n }\n for (var j = icenter.y - range2Y; j <= icenter.y + range2Y; j++) {\n if (j < 0 || j >= oH) {\n continue;\n }\n fY = floor(1000 * abs(j - center.y));\n if (!cacheLanc[fX][fY]) {\n cacheLanc[fX][fY] = lanczos(sqrt(pow(fX * rcpRatioX, 2) + pow(fY * rcpRatioY, 2)) / 1000);\n }\n weight = cacheLanc[fX][fY];\n if (weight > 0) {\n idx = (j * oW + i) * 4;\n a += weight;\n red += weight * srcData[idx];\n green += weight * srcData[idx + 1];\n blue += weight * srcData[idx + 2];\n alpha += weight * srcData[idx + 3];\n }\n }\n }\n idx = (v * dW + u) * 4;\n destData[idx] = red / a;\n destData[idx + 1] = green / a;\n destData[idx + 2] = blue / a;\n destData[idx + 3] = alpha / a;\n }\n\n if (++u < dW) {\n return process(u);\n }\n else {\n return destImg;\n }\n }\n\n var srcData = options.imageData.data,\n destImg = options.ctx.createImageData(dW, dH),\n destData = destImg.data,\n lanczos = this.lanczosCreate(this.lanczosLobes),\n ratioX = this.rcpScaleX, ratioY = this.rcpScaleY,\n rcpRatioX = 2 / this.rcpScaleX, rcpRatioY = 2 / this.rcpScaleY,\n range2X = ceil(ratioX * this.lanczosLobes / 2),\n range2Y = ceil(ratioY * this.lanczosLobes / 2),\n cacheLanc = { }, center = { }, icenter = { };\n\n return process(0);\n },\n\n /**\n * bilinearFiltering\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n bilinearFiltering: function(options, oW, oH, dW, dH) {\n var a, b, c, d, x, y, i, j, xDiff, yDiff, chnl,\n color, offset = 0, origPix, ratioX = this.rcpScaleX,\n ratioY = this.rcpScaleY,\n w4 = 4 * (oW - 1), img = options.imageData,\n pixels = img.data, destImage = options.ctx.createImageData(dW, dH),\n destPixels = destImage.data;\n for (i = 0; i < dH; i++) {\n for (j = 0; j < dW; j++) {\n x = floor(ratioX * j);\n y = floor(ratioY * i);\n xDiff = ratioX * j - x;\n yDiff = ratioY * i - y;\n origPix = 4 * (y * oW + x);\n\n for (chnl = 0; chnl < 4; chnl++) {\n a = pixels[origPix + chnl];\n b = pixels[origPix + 4 + chnl];\n c = pixels[origPix + w4 + chnl];\n d = pixels[origPix + w4 + 4 + chnl];\n color = a * (1 - xDiff) * (1 - yDiff) + b * xDiff * (1 - yDiff) +\n c * yDiff * (1 - xDiff) + d * xDiff * yDiff;\n destPixels[offset++] = color;\n }\n }\n }\n return destImage;\n },\n\n /**\n * hermiteFastResize\n * @param {Object} canvasEl Canvas element to apply filter to\n * @param {Number} oW Original Width\n * @param {Number} oH Original Height\n * @param {Number} dW Destination Width\n * @param {Number} dH Destination Height\n * @returns {ImageData}\n */\n hermiteFastResize: function(options, oW, oH, dW, dH) {\n var ratioW = this.rcpScaleX, ratioH = this.rcpScaleY,\n ratioWHalf = ceil(ratioW / 2),\n ratioHHalf = ceil(ratioH / 2),\n img = options.imageData, data = img.data,\n img2 = options.ctx.createImageData(dW, dH), data2 = img2.data;\n for (var j = 0; j < dH; j++) {\n for (var i = 0; i < dW; i++) {\n var x2 = (i + j * dW) * 4, weight = 0, weights = 0, weightsAlpha = 0,\n gxR = 0, gxG = 0, gxB = 0, gxA = 0, centerY = (j + 0.5) * ratioH;\n for (var yy = floor(j * ratioH); yy < (j + 1) * ratioH; yy++) {\n var dy = abs(centerY - (yy + 0.5)) / ratioHHalf,\n centerX = (i + 0.5) * ratioW, w0 = dy * dy;\n for (var xx = floor(i * ratioW); xx < (i + 1) * ratioW; xx++) {\n var dx = abs(centerX - (xx + 0.5)) / ratioWHalf,\n w = sqrt(w0 + dx * dx);\n /* eslint-disable max-depth */\n if (w > 1 && w < -1) {\n continue;\n }\n //hermite filter\n weight = 2 * w * w * w - 3 * w * w + 1;\n if (weight > 0) {\n dx = 4 * (xx + yy * oW);\n //alpha\n gxA += weight * data[dx + 3];\n weightsAlpha += weight;\n //colors\n if (data[dx + 3] < 255) {\n weight = weight * data[dx + 3] / 250;\n }\n gxR += weight * data[dx];\n gxG += weight * data[dx + 1];\n gxB += weight * data[dx + 2];\n weights += weight;\n }\n /* eslint-enable max-depth */\n }\n }\n data2[x2] = gxR / weights;\n data2[x2 + 1] = gxG / weights;\n data2[x2 + 2] = gxB / weights;\n data2[x2 + 3] = gxA / weightsAlpha;\n }\n }\n return img2;\n },\n\n /**\n * Returns object representation of an instance\n * @return {Object} Object representation of an instance\n */\n toObject: function() {\n return {\n type: this.type,\n scaleX: this.scaleX,\n scaleY: this.scaleY,\n resizeType: this.resizeType,\n lanczosLobes: this.lanczosLobes\n };\n }\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Resize} Instance of fabric.Image.filters.Resize\n */\n fabric.Image.filters.Resize.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Contrast filter class\n * @class fabric.Image.filters.Contrast\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Contrast#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Contrast({\n * contrast: 0.25\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Contrast = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Contrast.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Contrast',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uContrast;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float contrastF = 1.015 * (uContrast + 1.0) / (1.0 * (1.015 - uContrast));\\n' +\n 'color.rgb = contrastF * (color.rgb - 0.5) + 0.5;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * contrast value, range from -1 to 1.\n * @param {Number} contrast\n * @default 0\n */\n contrast: 0,\n\n mainParameter: 'contrast',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Contrast.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.contrast=0] Value to contrast the image up (-1...1)\n */\n\n /**\n * Apply the Contrast operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n if (this.contrast === 0) {\n return;\n }\n var imageData = options.imageData, i, len,\n data = imageData.data, len = data.length,\n contrast = Math.floor(this.contrast * 255),\n contrastF = 259 * (contrast + 255) / (255 * (259 - contrast));\n\n for (i = 0; i < len; i += 4) {\n data[i] = contrastF * (data[i] - 128) + 128;\n data[i + 1] = contrastF * (data[i + 1] - 128) + 128;\n data[i + 2] = contrastF * (data[i + 2] - 128) + 128;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uContrast: gl.getUniformLocation(program, 'uContrast'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uContrast, this.contrast);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Contrast} Instance of fabric.Image.filters.Contrast\n */\n fabric.Image.filters.Contrast.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Saturate filter class\n * @class fabric.Image.filters.Saturation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Saturation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Saturation({\n * saturation: 1\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Saturation = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Saturation.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Saturation',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uSaturation;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float rgMax = max(color.r, color.g);\\n' +\n 'float rgbMax = max(rgMax, color.b);\\n' +\n 'color.r += rgbMax != color.r ? (rgbMax - color.r) * uSaturation : 0.00;\\n' +\n 'color.g += rgbMax != color.g ? (rgbMax - color.g) * uSaturation : 0.00;\\n' +\n 'color.b += rgbMax != color.b ? (rgbMax - color.b) * uSaturation : 0.00;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Saturation value, from -1 to 1.\n * Increases/decreases the color saturation.\n * A value of 0 has no effect.\n * \n * @param {Number} saturation\n * @default\n */\n saturation: 0,\n\n mainParameter: 'saturation',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Saturate.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.saturate=0] Value to saturate the image (-1...1)\n */\n\n /**\n * Apply the Saturation operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.saturation === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, len = data.length,\n adjust = -this.saturation, i, max;\n\n for (i = 0; i < len; i += 4) {\n max = Math.max(data[i], data[i + 1], data[i + 2]);\n data[i] += max !== data[i] ? (max - data[i]) * adjust : 0;\n data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * adjust : 0;\n data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * adjust : 0;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uSaturation: gl.getUniformLocation(program, 'uSaturation'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uSaturation, -this.saturation);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Saturation} Instance of fabric.Image.filters.Saturate\n */\n fabric.Image.filters.Saturation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Vibrance filter class\n * @class fabric.Image.filters.Vibrance\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Vibrance#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Vibrance({\n * vibrance: 1\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Vibrance = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Vibrance.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Vibrance',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform float uVibrance;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'float max = max(color.r, max(color.g, color.b));\\n' +\n 'float avg = (color.r + color.g + color.b) / 3.0;\\n' +\n 'float amt = (abs(max - avg) * 2.0) * uVibrance;\\n' +\n 'color.r += max != color.r ? (max - color.r) * amt : 0.00;\\n' +\n 'color.g += max != color.g ? (max - color.g) * amt : 0.00;\\n' +\n 'color.b += max != color.b ? (max - color.b) * amt : 0.00;\\n' +\n 'gl_FragColor = color;\\n' +\n '}',\n\n /**\n * Vibrance value, from -1 to 1.\n * Increases/decreases the saturation of more muted colors with less effect on saturated colors.\n * A value of 0 has no effect.\n * \n * @param {Number} vibrance\n * @default\n */\n vibrance: 0,\n\n mainParameter: 'vibrance',\n\n /**\n * Constructor\n * @memberOf fabric.Image.filters.Vibrance.prototype\n * @param {Object} [options] Options object\n * @param {Number} [options.vibrance=0] Vibrance value for the image (between -1 and 1)\n */\n\n /**\n * Apply the Vibrance operation to a Uint8ClampedArray representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.\n */\n applyTo2d: function(options) {\n if (this.vibrance === 0) {\n return;\n }\n var imageData = options.imageData,\n data = imageData.data, len = data.length,\n adjust = -this.vibrance, i, max, avg, amt;\n\n for (i = 0; i < len; i += 4) {\n max = Math.max(data[i], data[i + 1], data[i + 2]);\n avg = (data[i] + data[i + 1] + data[i + 2]) / 3;\n amt = ((Math.abs(max - avg) * 2 / 255) * adjust);\n data[i] += max !== data[i] ? (max - data[i]) * amt : 0;\n data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * amt : 0;\n data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * amt : 0;\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uVibrance: gl.getUniformLocation(program, 'uVibrance'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform1f(uniformLocations.uVibrance, -this.vibrance);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Vibrance} Instance of fabric.Image.filters.Vibrance\n */\n fabric.Image.filters.Vibrance.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Blur filter class\n * @class fabric.Image.filters.Blur\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Blur#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Blur({\n * blur: 0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n * canvas.renderAll();\n */\n filters.Blur = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blur.prototype */ {\n\n type: 'Blur',\n\n /*\n'gl_FragColor = vec4(0.0);',\n'gl_FragColor += texture2D(texture, vTexCoord + -7 * uDelta)*0.0044299121055113265;',\n'gl_FragColor += texture2D(texture, vTexCoord + -6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + -5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + -4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + -3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + -2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + -1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord )*0.159576912161;',\n'gl_FragColor += texture2D(texture, vTexCoord + 1 * uDelta)*0.147308056121;',\n'gl_FragColor += texture2D(texture, vTexCoord + 2 * uDelta)*0.115876621105;',\n'gl_FragColor += texture2D(texture, vTexCoord + 3 * uDelta)*0.0776744219933;',\n'gl_FragColor += texture2D(texture, vTexCoord + 4 * uDelta)*0.0443683338718;',\n'gl_FragColor += texture2D(texture, vTexCoord + 5 * uDelta)*0.0215963866053;',\n'gl_FragColor += texture2D(texture, vTexCoord + 6 * uDelta)*0.00895781211794;',\n'gl_FragColor += texture2D(texture, vTexCoord + 7 * uDelta)*0.0044299121055113265;',\n*/\n\n /* eslint-disable max-len */\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec2 uDelta;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'const float nSamples = 15.0;\\n' +\n 'vec3 v3offset = vec3(12.9898, 78.233, 151.7182);\\n' +\n 'float random(vec3 scale) {\\n' +\n /* use the fragment position for a different seed per-pixel */\n 'return fract(sin(dot(gl_FragCoord.xyz, scale)) * 43758.5453);\\n' +\n '}\\n' +\n 'void main() {\\n' +\n 'vec4 color = vec4(0.0);\\n' +\n 'float total = 0.0;\\n' +\n 'float offset = random(v3offset);\\n' +\n 'for (float t = -nSamples; t <= nSamples; t++) {\\n' +\n 'float percent = (t + offset - 0.5) / nSamples;\\n' +\n 'float weight = 1.0 - abs(percent);\\n' +\n 'color += texture2D(uTexture, vTexCoord + uDelta * percent) * weight;\\n' +\n 'total += weight;\\n' +\n '}\\n' +\n 'gl_FragColor = color / total;\\n' +\n '}',\n /* eslint-enable max-len */\n\n /**\n * blur value, in percentage of image dimensions.\n * specific to keep the image blur constant at different resolutions\n * range between 0 and 1.\n */\n blur: 0,\n\n mainParameter: 'blur',\n\n applyTo: function(options) {\n if (options.webgl) {\n // this aspectRatio is used to give the same blur to vertical and horizontal\n this.aspectRatio = options.sourceWidth / options.sourceHeight;\n options.passes++;\n this._setupFrameBuffer(options);\n this.horizontal = true;\n this.applyToWebGL(options);\n this._swapTextures(options);\n this._setupFrameBuffer(options);\n this.horizontal = false;\n this.applyToWebGL(options);\n this._swapTextures(options);\n }\n else {\n this.applyTo2d(options);\n }\n },\n\n applyTo2d: function(options) {\n // paint canvasEl with current image data.\n //options.ctx.putImageData(options.imageData, 0, 0);\n options.imageData = this.simpleBlur(options);\n },\n\n simpleBlur: function(options) {\n var resources = options.filterBackend.resources, canvas1, canvas2,\n width = options.imageData.width,\n height = options.imageData.height;\n\n if (!resources.blurLayer1) {\n resources.blurLayer1 = fabric.util.createCanvasElement();\n resources.blurLayer2 = fabric.util.createCanvasElement();\n }\n canvas1 = resources.blurLayer1;\n canvas2 = resources.blurLayer2;\n if (canvas1.width !== width || canvas1.height !== height) {\n canvas2.width = canvas1.width = width;\n canvas2.height = canvas1.height = height;\n }\n var ctx1 = canvas1.getContext('2d'),\n ctx2 = canvas2.getContext('2d'),\n nSamples = 15,\n random, percent, j, i,\n blur = this.blur * 0.06 * 0.5;\n\n // load first canvas\n ctx1.putImageData(options.imageData, 0, 0);\n ctx2.clearRect(0, 0, width, height);\n\n for (i = -nSamples; i <= nSamples; i++) {\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * width + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, j, random);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n for (i = -nSamples; i <= nSamples; i++) {\n random = (Math.random() - 0.5) / 4;\n percent = i / nSamples;\n j = blur * percent * height + random;\n ctx2.globalAlpha = 1 - Math.abs(percent);\n ctx2.drawImage(canvas1, random, j);\n ctx1.drawImage(canvas2, 0, 0);\n ctx2.globalAlpha = 1;\n ctx2.clearRect(0, 0, canvas2.width, canvas2.height);\n }\n options.ctx.drawImage(canvas1, 0, 0);\n var newImageData = options.ctx.getImageData(0, 0, canvas1.width, canvas1.height);\n ctx1.globalAlpha = 1;\n ctx1.clearRect(0, 0, canvas1.width, canvas1.height);\n return newImageData;\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n delta: gl.getUniformLocation(program, 'uDelta'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n var delta = this.chooseRightDelta();\n gl.uniform2fv(uniformLocations.delta, delta);\n },\n\n /**\n * choose right value of image percentage to blur with\n * @returns {Array} a numeric array with delta values\n */\n chooseRightDelta: function() {\n var blurScale = 1, delta = [0, 0], blur;\n if (this.horizontal) {\n if (this.aspectRatio > 1) {\n // image is wide, i want to shrink radius horizontal\n blurScale = 1 / this.aspectRatio;\n }\n }\n else {\n if (this.aspectRatio < 1) {\n // image is tall, i want to shrink radius vertical\n blurScale = this.aspectRatio;\n }\n }\n blur = blurScale * this.blur * 0.12;\n if (this.horizontal) {\n delta[0] = blur;\n }\n else {\n delta[1] = blur;\n }\n return delta;\n },\n });\n\n /**\n * Deserialize a JSON definition of a BlurFilter into a concrete instance.\n */\n filters.Blur.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * Gamma filter class\n * @class fabric.Image.filters.Gamma\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.Gamma#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.Gamma({\n * gamma: [1, 0.5, 2.1]\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.Gamma = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Gamma.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'Gamma',\n\n fragmentSource: 'precision highp float;\\n' +\n 'uniform sampler2D uTexture;\\n' +\n 'uniform vec3 uGamma;\\n' +\n 'varying vec2 vTexCoord;\\n' +\n 'void main() {\\n' +\n 'vec4 color = texture2D(uTexture, vTexCoord);\\n' +\n 'vec3 correction = (1.0 / uGamma);\\n' +\n 'color.r = pow(color.r, correction.r);\\n' +\n 'color.g = pow(color.g, correction.g);\\n' +\n 'color.b = pow(color.b, correction.b);\\n' +\n 'gl_FragColor = color;\\n' +\n 'gl_FragColor.rgb *= color.a;\\n' +\n '}',\n\n /**\n * Gamma array value, from 0.01 to 2.2.\n * @param {Array} gamma\n * @default\n */\n gamma: [1, 1, 1],\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'gamma',\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.gamma = [1, 1, 1];\n filters.BaseFilter.prototype.initialize.call(this, options);\n },\n\n /**\n * Apply the Gamma operation to a Uint8Array representing the pixels of an image.\n *\n * @param {Object} options\n * @param {ImageData} options.imageData The Uint8Array to be filtered.\n */\n applyTo2d: function(options) {\n var imageData = options.imageData, data = imageData.data,\n gamma = this.gamma, len = data.length,\n rInv = 1 / gamma[0], gInv = 1 / gamma[1],\n bInv = 1 / gamma[2], i;\n\n if (!this.rVals) {\n // eslint-disable-next-line\n this.rVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.gVals = new Uint8Array(256);\n // eslint-disable-next-line\n this.bVals = new Uint8Array(256);\n }\n\n // This is an optimization - pre-compute a look-up table for each color channel\n // instead of performing these pow calls for each pixel in the image.\n for (i = 0, len = 256; i < len; i++) {\n this.rVals[i] = Math.pow(i / 255, rInv) * 255;\n this.gVals[i] = Math.pow(i / 255, gInv) * 255;\n this.bVals[i] = Math.pow(i / 255, bInv) * 255;\n }\n for (i = 0, len = data.length; i < len; i += 4) {\n data[i] = this.rVals[data[i]];\n data[i + 1] = this.gVals[data[i + 1]];\n data[i + 2] = this.bVals[data[i + 2]];\n }\n },\n\n /**\n * Return WebGL uniform locations for this filter's shader.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {WebGLShaderProgram} program This filter's compiled shader program.\n */\n getUniformLocations: function(gl, program) {\n return {\n uGamma: gl.getUniformLocation(program, 'uGamma'),\n };\n },\n\n /**\n * Send data from this filter to its shader program's uniforms.\n *\n * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.\n * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects\n */\n sendUniformData: function(gl, uniformLocations) {\n gl.uniform3fv(uniformLocations.uGamma, this.gamma);\n },\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.Gamma} Instance of fabric.Image.filters.Gamma\n */\n fabric.Image.filters.Gamma.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * A container class that knows how to apply a sequence of filters to an input image.\n */\n filters.Composed = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Composed.prototype */ {\n\n type: 'Composed',\n\n /**\n * A non sparse array of filters to apply\n */\n subFilters: [],\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n initialize: function(options) {\n this.callSuper('initialize', options);\n // create a new array instead mutating the prototype with push\n this.subFilters = this.subFilters.slice(0);\n },\n\n /**\n * Apply this container's filters to the input image provided.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be applied.\n */\n applyTo: function(options) {\n options.passes += this.subFilters.length - 1;\n this.subFilters.forEach(function(filter) {\n filter.applyTo(options);\n });\n },\n\n /**\n * Serialize this filter into JSON.\n *\n * @returns {Object} A JSON representation of this filter.\n */\n toObject: function() {\n return fabric.util.object.extend(this.callSuper('toObject'), {\n subFilters: this.subFilters.map(function(filter) { return filter.toObject(); }),\n });\n },\n\n isNeutralState: function() {\n return !this.subFilters.some(function(filter) { return !filter.isNeutralState(); });\n }\n });\n\n /**\n * Deserialize a JSON definition of a ComposedFilter into a concrete instance.\n */\n fabric.Image.filters.Composed.fromObject = function(object, callback) {\n var filters = object.subFilters || [],\n subFilters = filters.map(function(filter) {\n return new fabric.Image.filters[filter.type](filter);\n }),\n instance = new fabric.Image.filters.Composed({ subFilters: subFilters });\n callback && callback(instance);\n return instance;\n };\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n filters = fabric.Image.filters,\n createClass = fabric.util.createClass;\n\n /**\n * HueRotation filter class\n * @class fabric.Image.filters.HueRotation\n * @memberOf fabric.Image.filters\n * @extends fabric.Image.filters.BaseFilter\n * @see {@link fabric.Image.filters.HueRotation#initialize} for constructor definition\n * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}\n * @example\n * var filter = new fabric.Image.filters.HueRotation({\n * rotation: -0.5\n * });\n * object.filters.push(filter);\n * object.applyFilters();\n */\n filters.HueRotation = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.HueRotation.prototype */ {\n\n /**\n * Filter type\n * @param {String} type\n * @default\n */\n type: 'HueRotation',\n\n /**\n * HueRotation value, from -1 to 1.\n * the unit is radians\n * @param {Number} myParameter\n * @default\n */\n rotation: 0,\n\n /**\n * Describe the property that is the filter parameter\n * @param {String} m\n * @default\n */\n mainParameter: 'rotation',\n\n calculateMatrix: function() {\n var rad = this.rotation * Math.PI, cos = fabric.util.cos(rad), sin = fabric.util.sin(rad),\n aThird = 1 / 3, aThirdSqtSin = Math.sqrt(aThird) * sin, OneMinusCos = 1 - cos;\n this.matrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0\n ];\n this.matrix[0] = cos + OneMinusCos / 3;\n this.matrix[1] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[2] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[5] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[6] = cos + aThird * OneMinusCos;\n this.matrix[7] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[10] = aThird * OneMinusCos - aThirdSqtSin;\n this.matrix[11] = aThird * OneMinusCos + aThirdSqtSin;\n this.matrix[12] = cos + aThird * OneMinusCos;\n },\n\n /**\n * HueRotation isNeutralState implementation\n * Used only in image applyFilters to discard filters that will not have an effect\n * on the image\n * @param {Object} options\n **/\n isNeutralState: function(options) {\n this.calculateMatrix();\n return filters.BaseFilter.prototype.isNeutralState.call(this, options);\n },\n\n /**\n * Apply this filter to the input image data provided.\n *\n * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.\n *\n * @param {Object} options\n * @param {Number} options.passes The number of filters remaining to be executed\n * @param {Boolean} options.webgl Whether to use webgl to render the filter.\n * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.\n * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.\n * @param {WebGLRenderingContext} options.context The GL context used for rendering.\n * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.\n */\n applyTo: function(options) {\n this.calculateMatrix();\n filters.BaseFilter.prototype.applyTo.call(this, options);\n },\n\n });\n\n /**\n * Returns filter instance from an object representation\n * @static\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] to be invoked after filter creation\n * @return {fabric.Image.filters.HueRotation} Instance of fabric.Image.filters.HueRotation\n */\n fabric.Image.filters.HueRotation.fromObject = fabric.Image.filters.BaseFilter.fromObject;\n\n})( exports );\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = { }),\n clone = fabric.util.object.clone;\n\n if (fabric.Text) {\n fabric.warn('fabric.Text is already defined');\n return;\n }\n\n var additionalProps =\n ('fontFamily fontWeight fontSize text underline overline linethrough' +\n ' textAlign fontStyle lineHeight textBackgroundColor charSpacing styles' +\n ' direction path pathStartOffset pathSide').split(' ');\n\n /**\n * Text class\n * @class fabric.Text\n * @extends fabric.Object\n * @return {fabric.Text} thisArg\n * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#text}\n * @see {@link fabric.Text#initialize} for constructor definition\n */\n fabric.Text = fabric.util.createClass(fabric.Object, /** @lends fabric.Text.prototype */ {\n\n /**\n * Properties which when set cause object to change dimensions\n * @type Array\n * @private\n */\n _dimensionAffectingProps: [\n 'fontSize',\n 'fontWeight',\n 'fontFamily',\n 'fontStyle',\n 'lineHeight',\n 'text',\n 'charSpacing',\n 'textAlign',\n 'styles',\n 'path',\n 'pathStartOffset',\n 'pathSide'\n ],\n\n /**\n * @private\n */\n _reNewline: /\\r?\\n/,\n\n /**\n * Use this regular expression to filter for whitespaces that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reSpacesAndTabs: /[ \\t\\r]/g,\n\n /**\n * Use this regular expression to filter for whitespace that is not a new line.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reSpaceAndTab: /[ \\t\\r]/,\n\n /**\n * Use this regular expression to filter consecutive groups of non spaces.\n * Mostly used when text is 'justify' aligned.\n * @private\n */\n _reWords: /\\S+/g,\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'text',\n\n /**\n * Font size (in pixels)\n * @type Number\n * @default\n */\n fontSize: 40,\n\n /**\n * Font weight (e.g. bold, normal, 400, 600, 800)\n * @type {(Number|String)}\n * @default\n */\n fontWeight: 'normal',\n\n /**\n * Font family\n * @type String\n * @default\n */\n fontFamily: 'Times New Roman',\n\n /**\n * Text decoration underline.\n * @type Boolean\n * @default\n */\n underline: false,\n\n /**\n * Text decoration overline.\n * @type Boolean\n * @default\n */\n overline: false,\n\n /**\n * Text decoration linethrough.\n * @type Boolean\n * @default\n */\n linethrough: false,\n\n /**\n * Text alignment. Possible values: \"left\", \"center\", \"right\", \"justify\",\n * \"justify-left\", \"justify-center\" or \"justify-right\".\n * @type String\n * @default\n */\n textAlign: 'left',\n\n /**\n * Font style . Possible values: \"\", \"normal\", \"italic\" or \"oblique\".\n * @type String\n * @default\n */\n fontStyle: 'normal',\n\n /**\n * Line height\n * @type Number\n * @default\n */\n lineHeight: 1.16,\n\n /**\n * Superscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */\n superscript: {\n size: 0.60, // fontSize factor\n baseline: -0.35 // baseline-shift factor (upwards)\n },\n\n /**\n * Subscript schema object (minimum overlap)\n * @type {Object}\n * @default\n */\n subscript: {\n size: 0.60, // fontSize factor\n baseline: 0.11 // baseline-shift factor (downwards)\n },\n\n /**\n * Background color of text lines\n * @type String\n * @default\n */\n textBackgroundColor: '',\n\n /**\n * List of properties to consider when checking if\n * state of an object is changed ({@link fabric.Object#hasStateChanged})\n * as well as for history (undo/redo) purposes\n * @type Array\n */\n stateProperties: fabric.Object.prototype.stateProperties.concat(additionalProps),\n\n /**\n * List of properties to consider when checking if cache needs refresh\n * @type Array\n */\n cacheProperties: fabric.Object.prototype.cacheProperties.concat(additionalProps),\n\n /**\n * When defined, an object is rendered via stroke and this property specifies its color.\n * Backwards incompatibility note: This property was named \"strokeStyle\" until v1.1.6\n * @type String\n * @default\n */\n stroke: null,\n\n /**\n * Shadow object representing shadow of this shape.\n * Backwards incompatibility note: This property was named \"textShadow\" (String) until v1.2.11\n * @type fabric.Shadow\n * @default\n */\n shadow: null,\n\n /**\n * fabric.Path that the text should follow.\n * since 4.6.0 the path will be drawn automatically.\n * if you want to make the path visible, give it a stroke and strokeWidth or fill value\n * if you want it to be hidden, assign visible = false to the path.\n * This feature is in BETA, and SVG import/export is not yet supported.\n * @type fabric.Path\n * @example\n * var textPath = new fabric.Text('Text on a path', {\n * top: 150,\n * left: 150,\n * textAlign: 'center',\n * charSpacing: -50,\n * path: new fabric.Path('M 0 0 C 50 -100 150 -100 200 0', {\n * strokeWidth: 1,\n * visible: false\n * }),\n * pathSide: 'left',\n * pathStartOffset: 0\n * });\n * @default\n */\n path: null,\n\n /**\n * Offset amount for text path starting position\n * Only used when text has a path\n * @type Number\n * @default\n */\n pathStartOffset: 0,\n\n /**\n * Which side of the path the text should be drawn on.\n * Only used when text has a path\n * @type {String} 'left|right'\n * @default\n */\n pathSide: 'left',\n\n /**\n * @private\n */\n _fontSizeFraction: 0.222,\n\n /**\n * @private\n */\n offsets: {\n underline: 0.10,\n linethrough: -0.315,\n overline: -0.88\n },\n\n /**\n * Text Line proportion to font Size (in pixels)\n * @type Number\n * @default\n */\n _fontSizeMult: 1.13,\n\n /**\n * additional space between characters\n * expressed in thousands of em unit\n * @type Number\n * @default\n */\n charSpacing: 0,\n\n /**\n * Object containing character styles - top-level properties -> line numbers,\n * 2nd-level properties - character numbers\n * @type Object\n * @default\n */\n styles: null,\n\n /**\n * Reference to a context to measure text char or couple of chars\n * the cacheContext of the canvas will be used or a freshly created one if the object is not on canvas\n * once created it will be referenced on fabric._measuringContext to avoid creating a canvas for every\n * text object created.\n * @type {CanvasRenderingContext2D}\n * @default\n */\n _measuringContext: null,\n\n /**\n * Baseline shift, styles only, keep at 0 for the main text object\n * @type {Number}\n * @default\n */\n deltaY: 0,\n\n /**\n * WARNING: EXPERIMENTAL. NOT SUPPORTED YET\n * determine the direction of the text.\n * This has to be set manually together with textAlign and originX for proper\n * experience.\n * some interesting link for the future\n * https://www.w3.org/International/questions/qa-bidi-unicode-controls\n * @since 4.5.0\n * @type {String} 'ltr|rtl'\n * @default\n */\n direction: 'ltr',\n\n /**\n * Array of properties that define a style unit (of 'styles').\n * @type {Array}\n * @default\n */\n _styleProperties: [\n 'stroke',\n 'strokeWidth',\n 'fill',\n 'fontFamily',\n 'fontSize',\n 'fontWeight',\n 'fontStyle',\n 'underline',\n 'overline',\n 'linethrough',\n 'deltaY',\n 'textBackgroundColor',\n ],\n\n /**\n * contains characters bounding boxes\n */\n __charBounds: [],\n\n /**\n * use this size when measuring text. To avoid IE11 rounding errors\n * @type {Number}\n * @default\n * @readonly\n * @private\n */\n CACHE_FONT_SIZE: 400,\n\n /**\n * contains the min text width to avoid getting 0\n * @type {Number}\n * @default\n */\n MIN_TEXT_WIDTH: 2,\n\n /**\n * Constructor\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */\n initialize: function(text, options) {\n this.styles = options ? (options.styles || { }) : { };\n this.text = text;\n this.__skipDimension = true;\n this.callSuper('initialize', options);\n if (this.path) {\n this.setPathInfo();\n }\n this.__skipDimension = false;\n this.initDimensions();\n this.setCoords();\n this.setupState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * If text has a path, it will add the extra information needed\n * for path and text calculations\n * @return {fabric.Text} thisArg\n */\n setPathInfo: function() {\n var path = this.path;\n if (path) {\n path.segmentsInfo = fabric.util.getPathSegmentsInfo(path.path);\n }\n },\n\n /**\n * Return a context for measurement of text string.\n * if created it gets stored for reuse\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.Text} thisArg\n */\n getMeasuringContext: function() {\n // if we did not return we have to measure something.\n if (!fabric._measuringContext) {\n fabric._measuringContext = this.canvas && this.canvas.contextCache ||\n fabric.util.createCanvasElement().getContext('2d');\n }\n return fabric._measuringContext;\n },\n\n /**\n * @private\n * Divides text into lines of text and lines of graphemes.\n */\n _splitText: function() {\n var newLines = this._splitTextIntoLines(this.text);\n this.textLines = newLines.lines;\n this._textLines = newLines.graphemeLines;\n this._unwrappedTextLines = newLines._unwrappedLines;\n this._text = newLines.graphemeText;\n return newLines;\n },\n\n /**\n * Initialize or update text dimensions.\n * Updates this.width and this.height with the proper values.\n * Does not return dimensions.\n */\n initDimensions: function() {\n if (this.__skipDimension) {\n return;\n }\n this._splitText();\n this._clearCache();\n if (this.path) {\n this.width = this.path.width;\n this.height = this.path.height;\n }\n else {\n this.width = this.calcTextWidth() || this.cursorWidth || this.MIN_TEXT_WIDTH;\n this.height = this.calcTextHeight();\n }\n if (this.textAlign.indexOf('justify') !== -1) {\n // once text is measured we need to make space fatter to make justified text.\n this.enlargeSpaces();\n }\n this.saveState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * Enlarge space boxes and shift the others\n */\n enlargeSpaces: function() {\n var diffSpace, currentLineWidth, numberOfSpaces, accumulatedSpace, line, charBound, spaces;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n if (this.textAlign !== 'justify' && (i === len - 1 || this.isEndOfWrapping(i))) {\n continue;\n }\n accumulatedSpace = 0;\n line = this._textLines[i];\n currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth < this.width && (spaces = this.textLines[i].match(this._reSpacesAndTabs))) {\n numberOfSpaces = spaces.length;\n diffSpace = (this.width - currentLineWidth) / numberOfSpaces;\n for (var j = 0, jlen = line.length; j <= jlen; j++) {\n charBound = this.__charBounds[i][j];\n if (this._reSpaceAndTab.test(line[j])) {\n charBound.width += diffSpace;\n charBound.kernedWidth += diffSpace;\n charBound.left += accumulatedSpace;\n accumulatedSpace += diffSpace;\n }\n else {\n charBound.left += accumulatedSpace;\n }\n }\n }\n }\n },\n\n /**\n * Detect if the text line is ended with an hard break\n * text and itext do not have wrapping, return false\n * @return {Boolean}\n */\n isEndOfWrapping: function(lineIndex) {\n return lineIndex === this._textLines.length - 1;\n },\n\n /**\n * Detect if a line has a linebreak and so we need to account for it when moving\n * and counting style.\n * It return always for text and Itext.\n * @return Number\n */\n missingNewlineOffset: function() {\n return 1;\n },\n\n /**\n * Returns string representation of an instance\n * @return {String} String representation of text object\n */\n toString: function() {\n return '#';\n },\n\n /**\n * Return the dimension and the zoom level needed to create a cache canvas\n * big enough to host the object to be cached.\n * @private\n * @param {Object} dim.x width of object to be cached\n * @param {Object} dim.y height of object to be cached\n * @return {Object}.width width of canvas\n * @return {Object}.height height of canvas\n * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache\n * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache\n */\n _getCacheCanvasDimensions: function() {\n var dims = this.callSuper('_getCacheCanvasDimensions');\n var fontSize = this.fontSize;\n dims.width += fontSize * dims.zoomX;\n dims.height += fontSize * dims.zoomY;\n return dims;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n var path = this.path;\n path && !path.isNotVisible() && path._render(ctx);\n this._setTextStyles(ctx);\n this._renderTextLinesBackground(ctx);\n this._renderTextDecoration(ctx, 'underline');\n this._renderText(ctx);\n this._renderTextDecoration(ctx, 'overline');\n this._renderTextDecoration(ctx, 'linethrough');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderText: function(ctx) {\n if (this.paintFirst === 'stroke') {\n this._renderTextStroke(ctx);\n this._renderTextFill(ctx);\n }\n else {\n this._renderTextFill(ctx);\n this._renderTextStroke(ctx);\n }\n },\n\n /**\n * Set the font parameter of the context with the object properties or with charStyle\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Object} [charStyle] object with font style properties\n * @param {String} [charStyle.fontFamily] Font Family\n * @param {Number} [charStyle.fontSize] Font size in pixels. ( without px suffix )\n * @param {String} [charStyle.fontWeight] Font weight\n * @param {String} [charStyle.fontStyle] Font style (italic|normal)\n */\n _setTextStyles: function(ctx, charStyle, forMeasuring) {\n ctx.textBaseline = 'alphabetic';\n ctx.font = this._getFontDeclaration(charStyle, forMeasuring);\n },\n\n /**\n * calculate and return the text Width measuring each line.\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @return {Number} Maximum width of fabric.Text object\n */\n calcTextWidth: function() {\n var maxWidth = this.getLineWidth(0);\n\n for (var i = 1, len = this._textLines.length; i < len; i++) {\n var currentLineWidth = this.getLineWidth(i);\n if (currentLineWidth > maxWidth) {\n maxWidth = currentLineWidth;\n }\n }\n return maxWidth;\n },\n\n /**\n * @private\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} line Text to render\n * @param {Number} left Left position of text\n * @param {Number} top Top position of text\n * @param {Number} lineIndex Index of a line in a text\n */\n _renderTextLine: function(method, ctx, line, left, top, lineIndex) {\n this._renderChars(method, ctx, line, left, top, lineIndex);\n },\n\n /**\n * Renders the text background for lines, taking care of style\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextLinesBackground: function(ctx) {\n if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor')) {\n return;\n }\n var heightOfLine,\n lineLeftOffset, originalFill = ctx.fillStyle,\n line, lastColor,\n leftOffset = this._getLeftOffset(),\n lineTopOffset = this._getTopOffset(),\n boxStart = 0, boxWidth = 0, charBox, currentColor, path = this.path,\n drawStart;\n\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n heightOfLine = this.getHeightOfLine(i);\n if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor', i)) {\n lineTopOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n lineLeftOffset = this._getLineLeftOffset(i);\n boxWidth = 0;\n boxStart = 0;\n lastColor = this.getValueOfPropertyAt(i, 0, 'textBackgroundColor');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentColor = this.getValueOfPropertyAt(i, j, 'textBackgroundColor');\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillStyle = currentColor;\n currentColor && ctx.fillRect(\n -charBox.width / 2,\n -heightOfLine / this.lineHeight * (1 - this._fontSizeFraction),\n charBox.width,\n heightOfLine / this.lineHeight\n );\n ctx.restore();\n }\n else if (currentColor !== lastColor) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = lastColor;\n lastColor && ctx.fillRect(\n drawStart,\n lineTopOffset,\n boxWidth,\n heightOfLine / this.lineHeight\n );\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastColor = currentColor;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n if (currentColor && !path) {\n drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentColor;\n ctx.fillRect(\n drawStart,\n lineTopOffset,\n boxWidth,\n heightOfLine / this.lineHeight\n );\n }\n lineTopOffset += heightOfLine;\n }\n ctx.fillStyle = originalFill;\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * @private\n * @param {Object} decl style declaration for cache\n * @param {String} decl.fontFamily fontFamily\n * @param {String} decl.fontStyle fontStyle\n * @param {String} decl.fontWeight fontWeight\n * @return {Object} reference to cache\n */\n getFontCache: function(decl) {\n var fontFamily = decl.fontFamily.toLowerCase();\n if (!fabric.charWidthsCache[fontFamily]) {\n fabric.charWidthsCache[fontFamily] = { };\n }\n var cache = fabric.charWidthsCache[fontFamily],\n cacheProp = decl.fontStyle.toLowerCase() + '_' + (decl.fontWeight + '').toLowerCase();\n if (!cache[cacheProp]) {\n cache[cacheProp] = { };\n }\n return cache[cacheProp];\n },\n\n /**\n * measure and return the width of a single character.\n * possibly overridden to accommodate different measure logic or\n * to hook some external lib for character measurement\n * @private\n * @param {String} _char, char to be measured\n * @param {Object} charStyle style of char to be measured\n * @param {String} [previousChar] previous char\n * @param {Object} [prevCharStyle] style of previous char\n */\n _measureChar: function(_char, charStyle, previousChar, prevCharStyle) {\n // first i try to return from cache\n var fontCache = this.getFontCache(charStyle), fontDeclaration = this._getFontDeclaration(charStyle),\n previousFontDeclaration = this._getFontDeclaration(prevCharStyle), couple = previousChar + _char,\n stylesAreEqual = fontDeclaration === previousFontDeclaration, width, coupleWidth, previousWidth,\n fontMultiplier = charStyle.fontSize / this.CACHE_FONT_SIZE, kernedWidth;\n\n if (previousChar && fontCache[previousChar] !== undefined) {\n previousWidth = fontCache[previousChar];\n }\n if (fontCache[_char] !== undefined) {\n kernedWidth = width = fontCache[_char];\n }\n if (stylesAreEqual && fontCache[couple] !== undefined) {\n coupleWidth = fontCache[couple];\n kernedWidth = coupleWidth - previousWidth;\n }\n if (width === undefined || previousWidth === undefined || coupleWidth === undefined) {\n var ctx = this.getMeasuringContext();\n // send a TRUE to specify measuring font size CACHE_FONT_SIZE\n this._setTextStyles(ctx, charStyle, true);\n }\n if (width === undefined) {\n kernedWidth = width = ctx.measureText(_char).width;\n fontCache[_char] = width;\n }\n if (previousWidth === undefined && stylesAreEqual && previousChar) {\n previousWidth = ctx.measureText(previousChar).width;\n fontCache[previousChar] = previousWidth;\n }\n if (stylesAreEqual && coupleWidth === undefined) {\n // we can measure the kerning couple and subtract the width of the previous character\n coupleWidth = ctx.measureText(couple).width;\n fontCache[couple] = coupleWidth;\n kernedWidth = coupleWidth - previousWidth;\n }\n return { width: width * fontMultiplier, kernedWidth: kernedWidth * fontMultiplier };\n },\n\n /**\n * Computes height of character at given position\n * @param {Number} line the line index number\n * @param {Number} _char the character index number\n * @return {Number} fontSize of the character\n */\n getHeightOfChar: function(line, _char) {\n return this.getValueOfPropertyAt(line, _char, 'fontSize');\n },\n\n /**\n * measure a text line measuring all characters.\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */\n measureLine: function(lineIndex) {\n var lineInfo = this._measureLine(lineIndex);\n if (this.charSpacing !== 0) {\n lineInfo.width -= this._getWidthOfCharSpacing();\n }\n if (lineInfo.width < 0) {\n lineInfo.width = 0;\n }\n return lineInfo;\n },\n\n /**\n * measure every grapheme of a line, populating __charBounds\n * @param {Number} lineIndex\n * @return {Object} object.width total width of characters\n * @return {Object} object.widthOfSpaces length of chars that match this._reSpacesAndTabs\n */\n _measureLine: function(lineIndex) {\n var width = 0, i, grapheme, line = this._textLines[lineIndex], prevGrapheme,\n graphemeInfo, numOfSpaces = 0, lineBounds = new Array(line.length),\n positionInPath = 0, startingPoint, totalPathLength, path = this.path,\n reverse = this.pathSide === 'right';\n\n this.__charBounds[lineIndex] = lineBounds;\n for (i = 0; i < line.length; i++) {\n grapheme = line[i];\n graphemeInfo = this._getGraphemeBox(grapheme, lineIndex, i, prevGrapheme);\n lineBounds[i] = graphemeInfo;\n width += graphemeInfo.kernedWidth;\n prevGrapheme = grapheme;\n }\n // this latest bound box represent the last character of the line\n // to simplify cursor handling in interactive mode.\n lineBounds[i] = {\n left: graphemeInfo ? graphemeInfo.left + graphemeInfo.width : 0,\n width: 0,\n kernedWidth: 0,\n height: this.fontSize\n };\n if (path) {\n totalPathLength = path.segmentsInfo[path.segmentsInfo.length - 1].length;\n startingPoint = fabric.util.getPointOnPath(path.path, 0, path.segmentsInfo);\n startingPoint.x += path.pathOffset.x;\n startingPoint.y += path.pathOffset.y;\n switch (this.textAlign) {\n case 'left':\n positionInPath = reverse ? (totalPathLength - width) : 0;\n break;\n case 'center':\n positionInPath = (totalPathLength - width) / 2;\n break;\n case 'right':\n positionInPath = reverse ? 0 : (totalPathLength - width);\n break;\n //todo - add support for justify\n }\n positionInPath += this.pathStartOffset * (reverse ? -1 : 1);\n for (i = reverse ? line.length - 1 : 0;\n reverse ? i >= 0 : i < line.length;\n reverse ? i-- : i++) {\n graphemeInfo = lineBounds[i];\n if (positionInPath > totalPathLength) {\n positionInPath %= totalPathLength;\n }\n else if (positionInPath < 0) {\n positionInPath += totalPathLength;\n }\n // it would probably much faster to send all the grapheme position for a line\n // and calculate path position/angle at once.\n this._setGraphemeOnPath(positionInPath, graphemeInfo, startingPoint);\n positionInPath += graphemeInfo.kernedWidth;\n }\n }\n return { width: width, numOfSpaces: numOfSpaces };\n },\n\n /**\n * Calculate the angle and the left,top position of the char that follow a path.\n * It appends it to graphemeInfo to be reused later at rendering\n * @private\n * @param {Number} positionInPath to be measured\n * @param {Object} graphemeInfo current grapheme box information\n * @param {Object} startingPoint position of the point\n */\n _setGraphemeOnPath: function(positionInPath, graphemeInfo, startingPoint) {\n var centerPosition = positionInPath + graphemeInfo.kernedWidth / 2,\n path = this.path;\n\n // we are at currentPositionOnPath. we want to know what point on the path is.\n var info = fabric.util.getPointOnPath(path.path, centerPosition, path.segmentsInfo);\n graphemeInfo.renderLeft = info.x - startingPoint.x;\n graphemeInfo.renderTop = info.y - startingPoint.y;\n graphemeInfo.angle = info.angle + (this.pathSide === 'right' ? Math.PI : 0);\n },\n\n /**\n * Measure and return the info of a single grapheme.\n * needs the the info of previous graphemes already filled\n * @private\n * @param {String} grapheme to be measured\n * @param {Number} lineIndex index of the line where the char is\n * @param {Number} charIndex position in the line\n * @param {String} [prevGrapheme] character preceding the one to be measured\n */\n _getGraphemeBox: function(grapheme, lineIndex, charIndex, prevGrapheme, skipLeft) {\n var style = this.getCompleteStyleDeclaration(lineIndex, charIndex),\n prevStyle = prevGrapheme ? this.getCompleteStyleDeclaration(lineIndex, charIndex - 1) : { },\n info = this._measureChar(grapheme, style, prevGrapheme, prevStyle),\n kernedWidth = info.kernedWidth,\n width = info.width, charSpacing;\n\n if (this.charSpacing !== 0) {\n charSpacing = this._getWidthOfCharSpacing();\n width += charSpacing;\n kernedWidth += charSpacing;\n }\n\n var box = {\n width: width,\n left: 0,\n height: style.fontSize,\n kernedWidth: kernedWidth,\n deltaY: style.deltaY,\n };\n if (charIndex > 0 && !skipLeft) {\n var previousBox = this.__charBounds[lineIndex][charIndex - 1];\n box.left = previousBox.left + previousBox.width + info.kernedWidth - info.width;\n }\n return box;\n },\n\n /**\n * Calculate height of line at 'lineIndex'\n * @param {Number} lineIndex index of line to calculate\n * @return {Number}\n */\n getHeightOfLine: function(lineIndex) {\n if (this.__lineHeights[lineIndex]) {\n return this.__lineHeights[lineIndex];\n }\n\n var line = this._textLines[lineIndex],\n // char 0 is measured before the line cycle because it nneds to char\n // emptylines\n maxHeight = this.getHeightOfChar(lineIndex, 0);\n for (var i = 1, len = line.length; i < len; i++) {\n maxHeight = Math.max(this.getHeightOfChar(lineIndex, i), maxHeight);\n }\n\n return this.__lineHeights[lineIndex] = maxHeight * this.lineHeight * this._fontSizeMult;\n },\n\n /**\n * Calculate text box height\n */\n calcTextHeight: function() {\n var lineHeight, height = 0;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n lineHeight = this.getHeightOfLine(i);\n height += (i === len - 1 ? lineHeight / this.lineHeight : lineHeight);\n }\n return height;\n },\n\n /**\n * @private\n * @return {Number} Left offset\n */\n _getLeftOffset: function() {\n return this.direction === 'ltr' ? -this.width / 2 : this.width / 2;\n },\n\n /**\n * @private\n * @return {Number} Top offset\n */\n _getTopOffset: function() {\n return -this.height / 2;\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {String} method Method name (\"fillText\" or \"strokeText\")\n */\n _renderTextCommon: function(ctx, method) {\n ctx.save();\n var lineHeights = 0, left = this._getLeftOffset(), top = this._getTopOffset();\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n var heightOfLine = this.getHeightOfLine(i),\n maxHeight = heightOfLine / this.lineHeight,\n leftOffset = this._getLineLeftOffset(i);\n this._renderTextLine(\n method,\n ctx,\n this._textLines[i],\n left + leftOffset,\n top + lineHeights + maxHeight,\n i\n );\n lineHeights += heightOfLine;\n }\n ctx.restore();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextFill: function(ctx) {\n if (!this.fill && !this.styleHas('fill')) {\n return;\n }\n\n this._renderTextCommon(ctx, 'fillText');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextStroke: function(ctx) {\n if ((!this.stroke || this.strokeWidth === 0) && this.isEmptyStyles()) {\n return;\n }\n\n if (this.shadow && !this.shadow.affectStroke) {\n this._removeShadow(ctx);\n }\n\n ctx.save();\n this._setLineDash(ctx, this.strokeDashArray);\n ctx.beginPath();\n this._renderTextCommon(ctx, 'strokeText');\n ctx.closePath();\n ctx.restore();\n },\n\n /**\n * @private\n * @param {String} method fillText or strokeText.\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Array} line Content of the line, splitted in an array by grapheme\n * @param {Number} left\n * @param {Number} top\n * @param {Number} lineIndex\n */\n _renderChars: function(method, ctx, line, left, top, lineIndex) {\n // set proper line offset\n var lineHeight = this.getHeightOfLine(lineIndex),\n isJustify = this.textAlign.indexOf('justify') !== -1,\n actualStyle,\n nextStyle,\n charsToRender = '',\n charBox,\n boxWidth = 0,\n timeToRender,\n path = this.path,\n shortCut = !isJustify && this.charSpacing === 0 && this.isEmptyStyles(lineIndex) && !path,\n isLtr = this.direction === 'ltr', sign = this.direction === 'ltr' ? 1 : -1,\n drawingLeft;\n\n ctx.save();\n top -= lineHeight * this._fontSizeFraction / this.lineHeight;\n if (shortCut) {\n // render all the line in one pass without checking\n // drawingLeft = isLtr ? left : left - this.getLineWidth(lineIndex);\n ctx.canvas.setAttribute('dir', isLtr ? 'ltr' : 'rtl');\n ctx.direction = isLtr ? 'ltr' : 'rtl';\n ctx.textAlign = isLtr ? 'left' : 'right';\n this._renderChar(method, ctx, lineIndex, 0, line.join(''), left, top, lineHeight);\n ctx.restore();\n return;\n }\n for (var i = 0, len = line.length - 1; i <= len; i++) {\n timeToRender = i === len || this.charSpacing || path;\n charsToRender += line[i];\n charBox = this.__charBounds[lineIndex][i];\n if (boxWidth === 0) {\n left += sign * (charBox.kernedWidth - charBox.width);\n boxWidth += charBox.width;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n if (isJustify && !timeToRender) {\n if (this._reSpaceAndTab.test(line[i])) {\n timeToRender = true;\n }\n }\n if (!timeToRender) {\n // if we have charSpacing, we render char by char\n actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);\n nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);\n timeToRender = this._hasStyleChanged(actualStyle, nextStyle);\n }\n if (timeToRender) {\n if (path) {\n ctx.save();\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n this._renderChar(method, ctx, lineIndex, i, charsToRender, -boxWidth / 2, 0, lineHeight);\n ctx.restore();\n }\n else {\n drawingLeft = left;\n ctx.canvas.setAttribute('dir', isLtr ? 'ltr' : 'rtl');\n ctx.direction = isLtr ? 'ltr' : 'rtl';\n ctx.textAlign = isLtr ? 'left' : 'right';\n this._renderChar(method, ctx, lineIndex, i, charsToRender, drawingLeft, top, lineHeight);\n }\n charsToRender = '';\n actualStyle = nextStyle;\n left += sign * boxWidth;\n boxWidth = 0;\n }\n }\n ctx.restore();\n },\n\n /**\n * This function try to patch the missing gradientTransform on canvas gradients.\n * transforming a context to transform the gradient, is going to transform the stroke too.\n * we want to transform the gradient but not the stroke operation, so we create\n * a transformed gradient on a pattern and then we use the pattern instead of the gradient.\n * this method has drawbacks: is slow, is in low resolution, needs a patch for when the size\n * is limited.\n * @private\n * @param {fabric.Gradient} filler a fabric gradient instance\n * @return {CanvasPattern} a pattern to use as fill/stroke style\n */\n _applyPatternGradientTransformText: function(filler) {\n var pCanvas = fabric.util.createCanvasElement(), pCtx,\n // TODO: verify compatibility with strokeUniform\n width = this.width + this.strokeWidth, height = this.height + this.strokeWidth;\n pCanvas.width = width;\n pCanvas.height = height;\n pCtx = pCanvas.getContext('2d');\n pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height);\n pCtx.lineTo(0, height); pCtx.closePath();\n pCtx.translate(width / 2, height / 2);\n pCtx.fillStyle = filler.toLive(pCtx);\n this._applyPatternGradientTransform(pCtx, filler);\n pCtx.fill();\n return pCtx.createPattern(pCanvas, 'no-repeat');\n },\n\n handleFiller: function(ctx, property, filler) {\n var offsetX, offsetY;\n if (filler.toLive) {\n if (filler.gradientUnits === 'percentage' || filler.gradientTransform || filler.patternTransform) {\n // need to transform gradient in a pattern.\n // this is a slow process. If you are hitting this codepath, and the object\n // is not using caching, you should consider switching it on.\n // we need a canvas as big as the current object caching canvas.\n offsetX = -this.width / 2;\n offsetY = -this.height / 2;\n ctx.translate(offsetX, offsetY);\n ctx[property] = this._applyPatternGradientTransformText(filler);\n return { offsetX: offsetX, offsetY: offsetY };\n }\n else {\n // is a simple gradient or pattern\n ctx[property] = filler.toLive(ctx, this);\n return this._applyPatternGradientTransform(ctx, filler);\n }\n }\n else {\n // is a color\n ctx[property] = filler;\n }\n return { offsetX: 0, offsetY: 0 };\n },\n\n _setStrokeStyles: function(ctx, decl) {\n ctx.lineWidth = decl.strokeWidth;\n ctx.lineCap = this.strokeLineCap;\n ctx.lineDashOffset = this.strokeDashOffset;\n ctx.lineJoin = this.strokeLineJoin;\n ctx.miterLimit = this.strokeMiterLimit;\n return this.handleFiller(ctx, 'strokeStyle', decl.stroke);\n },\n\n _setFillStyles: function(ctx, decl) {\n return this.handleFiller(ctx, 'fillStyle', decl.fill);\n },\n\n /**\n * @private\n * @param {String} method\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {String} _char\n * @param {Number} left Left coordinate\n * @param {Number} top Top coordinate\n * @param {Number} lineHeight Height of the line\n */\n _renderChar: function(method, ctx, lineIndex, charIndex, _char, left, top) {\n var decl = this._getStyleDeclaration(lineIndex, charIndex),\n fullDecl = this.getCompleteStyleDeclaration(lineIndex, charIndex),\n shouldFill = method === 'fillText' && fullDecl.fill,\n shouldStroke = method === 'strokeText' && fullDecl.stroke && fullDecl.strokeWidth,\n fillOffsets, strokeOffsets;\n\n if (!shouldStroke && !shouldFill) {\n return;\n }\n ctx.save();\n\n shouldFill && (fillOffsets = this._setFillStyles(ctx, fullDecl));\n shouldStroke && (strokeOffsets = this._setStrokeStyles(ctx, fullDecl));\n\n ctx.font = this._getFontDeclaration(fullDecl);\n\n\n if (decl && decl.textBackgroundColor) {\n this._removeShadow(ctx);\n }\n if (decl && decl.deltaY) {\n top += decl.deltaY;\n }\n shouldFill && ctx.fillText(_char, left - fillOffsets.offsetX, top - fillOffsets.offsetY);\n shouldStroke && ctx.strokeText(_char, left - strokeOffsets.offsetX, top - strokeOffsets.offsetY);\n ctx.restore();\n },\n\n /**\n * Turns the character into a 'superior figure' (i.e. 'superscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n setSuperscript: function(start, end) {\n return this._setScript(start, end, this.superscript);\n },\n\n /**\n * Turns the character into an 'inferior figure' (i.e. 'subscript')\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n setSubscript: function(start, end) {\n return this._setScript(start, end, this.subscript);\n },\n\n /**\n * Applies 'schema' at given position\n * @private\n * @param {Number} start selection start\n * @param {Number} end selection end\n * @param {Number} schema\n * @returns {fabric.Text} thisArg\n * @chainable\n */\n _setScript: function(start, end, schema) {\n var loc = this.get2DCursorLocation(start, true),\n fontSize = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'fontSize'),\n dy = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'deltaY'),\n style = { fontSize: fontSize * schema.size, deltaY: dy + fontSize * schema.baseline };\n this.setSelectionStyles(style, start, end);\n return this;\n },\n\n /**\n * @private\n * @param {Object} prevStyle\n * @param {Object} thisStyle\n */\n _hasStyleChanged: function(prevStyle, thisStyle) {\n return prevStyle.fill !== thisStyle.fill ||\n prevStyle.stroke !== thisStyle.stroke ||\n prevStyle.strokeWidth !== thisStyle.strokeWidth ||\n prevStyle.fontSize !== thisStyle.fontSize ||\n prevStyle.fontFamily !== thisStyle.fontFamily ||\n prevStyle.fontWeight !== thisStyle.fontWeight ||\n prevStyle.fontStyle !== thisStyle.fontStyle ||\n prevStyle.deltaY !== thisStyle.deltaY;\n },\n\n /**\n * @private\n * @param {Object} prevStyle\n * @param {Object} thisStyle\n */\n _hasStyleChangedForSvg: function(prevStyle, thisStyle) {\n return this._hasStyleChanged(prevStyle, thisStyle) ||\n prevStyle.overline !== thisStyle.overline ||\n prevStyle.underline !== thisStyle.underline ||\n prevStyle.linethrough !== thisStyle.linethrough;\n },\n\n /**\n * @private\n * @param {Number} lineIndex index text line\n * @return {Number} Line left offset\n */\n _getLineLeftOffset: function(lineIndex) {\n var lineWidth = this.getLineWidth(lineIndex),\n lineDiff = this.width - lineWidth, textAlign = this.textAlign, direction = this.direction,\n isEndOfWrapping, leftOffset = 0, isEndOfWrapping = this.isEndOfWrapping(lineIndex);\n if (textAlign === 'justify'\n || (textAlign === 'justify-center' && !isEndOfWrapping)\n || (textAlign === 'justify-right' && !isEndOfWrapping)\n || (textAlign === 'justify-left' && !isEndOfWrapping)\n ) {\n return 0;\n }\n if (textAlign === 'center') {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === 'right') {\n leftOffset = lineDiff;\n }\n if (textAlign === 'justify-center') {\n leftOffset = lineDiff / 2;\n }\n if (textAlign === 'justify-right') {\n leftOffset = lineDiff;\n }\n if (direction === 'rtl') {\n leftOffset -= lineDiff;\n }\n return leftOffset;\n },\n\n /**\n * @private\n */\n _clearCache: function() {\n this.__lineWidths = [];\n this.__lineHeights = [];\n this.__charBounds = [];\n },\n\n /**\n * @private\n */\n _shouldClearDimensionCache: function() {\n var shouldClear = this._forceClearCache;\n shouldClear || (shouldClear = this.hasStateChanged('_dimensionAffectingProps'));\n if (shouldClear) {\n this.dirty = true;\n this._forceClearCache = false;\n }\n return shouldClear;\n },\n\n /**\n * Measure a single line given its index. Used to calculate the initial\n * text bounding box. The values are calculated and stored in __lineWidths cache.\n * @private\n * @param {Number} lineIndex line number\n * @return {Number} Line width\n */\n getLineWidth: function(lineIndex) {\n if (this.__lineWidths[lineIndex]) {\n return this.__lineWidths[lineIndex];\n }\n\n var width, line = this._textLines[lineIndex], lineInfo;\n\n if (line === '') {\n width = 0;\n }\n else {\n lineInfo = this.measureLine(lineIndex);\n width = lineInfo.width;\n }\n this.__lineWidths[lineIndex] = width;\n return width;\n },\n\n _getWidthOfCharSpacing: function() {\n if (this.charSpacing !== 0) {\n return this.fontSize * this.charSpacing / 1000;\n }\n return 0;\n },\n\n /**\n * Retrieves the value of property at given character position\n * @param {Number} lineIndex the line number\n * @param {Number} charIndex the character number\n * @param {String} property the property name\n * @returns the value of 'property'\n */\n getValueOfPropertyAt: function(lineIndex, charIndex, property) {\n var charStyle = this._getStyleDeclaration(lineIndex, charIndex);\n if (charStyle && typeof charStyle[property] !== 'undefined') {\n return charStyle[property];\n }\n return this[property];\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _renderTextDecoration: function(ctx, type) {\n if (!this[type] && !this.styleHas(type)) {\n return;\n }\n var heightOfLine, size, _size,\n lineLeftOffset, dy, _dy,\n line, lastDecoration,\n leftOffset = this._getLeftOffset(),\n topOffset = this._getTopOffset(), top,\n boxStart, boxWidth, charBox, currentDecoration,\n maxHeight, currentFill, lastFill, path = this.path,\n charSpacing = this._getWidthOfCharSpacing(),\n offsetY = this.offsets[type];\n\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n heightOfLine = this.getHeightOfLine(i);\n if (!this[type] && !this.styleHas(type, i)) {\n topOffset += heightOfLine;\n continue;\n }\n line = this._textLines[i];\n maxHeight = heightOfLine / this.lineHeight;\n lineLeftOffset = this._getLineLeftOffset(i);\n boxStart = 0;\n boxWidth = 0;\n lastDecoration = this.getValueOfPropertyAt(i, 0, type);\n lastFill = this.getValueOfPropertyAt(i, 0, 'fill');\n top = topOffset + maxHeight * (1 - this._fontSizeFraction);\n size = this.getHeightOfChar(i, 0);\n dy = this.getValueOfPropertyAt(i, 0, 'deltaY');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentDecoration = this.getValueOfPropertyAt(i, j, type);\n currentFill = this.getValueOfPropertyAt(i, j, 'fill');\n _size = this.getHeightOfChar(i, j);\n _dy = this.getValueOfPropertyAt(i, j, 'deltaY');\n if (path && currentDecoration && currentFill) {\n ctx.save();\n ctx.fillStyle = lastFill;\n ctx.translate(charBox.renderLeft, charBox.renderTop);\n ctx.rotate(charBox.angle);\n ctx.fillRect(\n -charBox.kernedWidth / 2,\n offsetY * _size + _dy,\n charBox.kernedWidth,\n this.fontSize / 15\n );\n ctx.restore();\n }\n else if (\n (currentDecoration !== lastDecoration || currentFill !== lastFill || _size !== size || _dy !== dy)\n && boxWidth > 0\n ) {\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n if (lastDecoration && lastFill) {\n ctx.fillStyle = lastFill;\n ctx.fillRect(\n drawStart,\n top + offsetY * size + dy,\n boxWidth,\n this.fontSize / 15\n );\n }\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastDecoration = currentDecoration;\n lastFill = currentFill;\n size = _size;\n dy = _dy;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n var drawStart = leftOffset + lineLeftOffset + boxStart;\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - boxWidth;\n }\n ctx.fillStyle = currentFill;\n currentDecoration && currentFill && ctx.fillRect(\n drawStart,\n top + offsetY * size + dy,\n boxWidth - charSpacing,\n this.fontSize / 15\n );\n topOffset += heightOfLine;\n }\n // if there is text background color no\n // other shadows should be casted\n this._removeShadow(ctx);\n },\n\n /**\n * return font declaration string for canvas context\n * @param {Object} [styleObject] object\n * @returns {String} font declaration formatted for canvas context.\n */\n _getFontDeclaration: function(styleObject, forMeasuring) {\n var style = styleObject || this, family = this.fontFamily,\n fontIsGeneric = fabric.Text.genericFonts.indexOf(family.toLowerCase()) > -1;\n var fontFamily = family === undefined ||\n family.indexOf('\\'') > -1 || family.indexOf(',') > -1 ||\n family.indexOf('\"') > -1 || fontIsGeneric\n ? style.fontFamily : '\"' + style.fontFamily + '\"';\n return [\n // node-canvas needs \"weight style\", while browsers need \"style weight\"\n // verify if this can be fixed in JSDOM\n (fabric.isLikelyNode ? style.fontWeight : style.fontStyle),\n (fabric.isLikelyNode ? style.fontStyle : style.fontWeight),\n forMeasuring ? this.CACHE_FONT_SIZE + 'px' : style.fontSize + 'px',\n fontFamily\n ].join(' ');\n },\n\n /**\n * Renders text instance on a specified context\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n // do not render if object is not visible\n if (!this.visible) {\n return;\n }\n if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {\n return;\n }\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n }\n this.callSuper('render', ctx);\n },\n\n /**\n * Returns the text as an array of lines.\n * @param {String} text text to split\n * @returns {Array} Lines in the text\n */\n _splitTextIntoLines: function(text) {\n var lines = text.split(this._reNewline),\n newLines = new Array(lines.length),\n newLine = ['\\n'],\n newText = [];\n for (var i = 0; i < lines.length; i++) {\n newLines[i] = fabric.util.string.graphemeSplit(lines[i]);\n newText = newText.concat(newLines[i], newLine);\n }\n newText.pop();\n return { _unwrappedLines: newLines, lines: lines, graphemeText: newText, graphemeLines: newLines };\n },\n\n /**\n * Returns object representation of an instance\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} Object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n var allProperties = additionalProps.concat(propertiesToInclude);\n var obj = this.callSuper('toObject', allProperties);\n // styles will be overridden with a properly cloned structure\n obj.styles = clone(this.styles, true);\n if (obj.path) {\n obj.path = this.path.toObject();\n }\n return obj;\n },\n\n /**\n * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.\n * @param {String|Object} key Property name or object (if object, iterate over the object properties)\n * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)\n * @return {fabric.Object} thisArg\n * @chainable\n */\n set: function(key, value) {\n this.callSuper('set', key, value);\n var needsDims = false;\n var isAddingPath = false;\n if (typeof key === 'object') {\n for (var _key in key) {\n if (_key === 'path') {\n this.setPathInfo();\n }\n needsDims = needsDims || this._dimensionAffectingProps.indexOf(_key) !== -1;\n isAddingPath = isAddingPath || _key === 'path';\n }\n }\n else {\n needsDims = this._dimensionAffectingProps.indexOf(key) !== -1;\n isAddingPath = key === 'path';\n }\n if (isAddingPath) {\n this.setPathInfo();\n }\n if (needsDims) {\n this.initDimensions();\n this.setCoords();\n }\n return this;\n },\n\n /**\n * Returns complexity of an instance\n * @return {Number} complexity\n */\n complexity: function() {\n return 1;\n }\n });\n\n /* _FROM_SVG_START_ */\n /**\n * List of attribute names to account for when parsing SVG element (used by {@link fabric.Text.fromElement})\n * @static\n * @memberOf fabric.Text\n * @see: http://www.w3.org/TR/SVG/text.html#TextElement\n */\n fabric.Text.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat(\n 'x y dx dy font-family font-style font-weight font-size letter-spacing text-decoration text-anchor'.split(' '));\n\n /**\n * Default SVG font size\n * @static\n * @memberOf fabric.Text\n */\n fabric.Text.DEFAULT_SVG_FONT_SIZE = 16;\n\n /**\n * Returns fabric.Text instance from an SVG element (not yet implemented)\n * @static\n * @memberOf fabric.Text\n * @param {SVGElement} element Element to parse\n * @param {Function} callback callback function invoked after parsing\n * @param {Object} [options] Options object\n */\n fabric.Text.fromElement = function(element, callback, options) {\n if (!element) {\n return callback(null);\n }\n\n var parsedAttributes = fabric.parseAttributes(element, fabric.Text.ATTRIBUTE_NAMES),\n parsedAnchor = parsedAttributes.textAnchor || 'left';\n options = fabric.util.object.extend((options ? clone(options) : { }), parsedAttributes);\n\n options.top = options.top || 0;\n options.left = options.left || 0;\n if (parsedAttributes.textDecoration) {\n var textDecoration = parsedAttributes.textDecoration;\n if (textDecoration.indexOf('underline') !== -1) {\n options.underline = true;\n }\n if (textDecoration.indexOf('overline') !== -1) {\n options.overline = true;\n }\n if (textDecoration.indexOf('line-through') !== -1) {\n options.linethrough = true;\n }\n delete options.textDecoration;\n }\n if ('dx' in parsedAttributes) {\n options.left += parsedAttributes.dx;\n }\n if ('dy' in parsedAttributes) {\n options.top += parsedAttributes.dy;\n }\n if (!('fontSize' in options)) {\n options.fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;\n }\n\n var textContent = '';\n\n // The XML is not properly parsed in IE9 so a workaround to get\n // textContent is through firstChild.data. Another workaround would be\n // to convert XML loaded from a file to be converted using DOMParser (same way loadSVGFromString() does)\n if (!('textContent' in element)) {\n if ('firstChild' in element && element.firstChild !== null) {\n if ('data' in element.firstChild && element.firstChild.data !== null) {\n textContent = element.firstChild.data;\n }\n }\n }\n else {\n textContent = element.textContent;\n }\n\n textContent = textContent.replace(/^\\s+|\\s+$|\\n+/g, '').replace(/\\s+/g, ' ');\n var originalStrokeWidth = options.strokeWidth;\n options.strokeWidth = 0;\n\n var text = new fabric.Text(textContent, options),\n textHeightScaleFactor = text.getScaledHeight() / text.height,\n lineHeightDiff = (text.height + text.strokeWidth) * text.lineHeight - text.height,\n scaledDiff = lineHeightDiff * textHeightScaleFactor,\n textHeight = text.getScaledHeight() + scaledDiff,\n offX = 0;\n /*\n Adjust positioning:\n x/y attributes in SVG correspond to the bottom-left corner of text bounding box\n fabric output by default at top, left.\n */\n if (parsedAnchor === 'center') {\n offX = text.getScaledWidth() / 2;\n }\n if (parsedAnchor === 'right') {\n offX = text.getScaledWidth();\n }\n text.set({\n left: text.left - offX,\n top: text.top - (textHeight - text.fontSize * (0.07 + text._fontSizeFraction)) / text.lineHeight,\n strokeWidth: typeof originalStrokeWidth !== 'undefined' ? originalStrokeWidth : 1,\n });\n callback(text);\n };\n /* _FROM_SVG_END_ */\n\n /**\n * Returns fabric.Text instance from an object representation\n * @static\n * @memberOf fabric.Text\n * @param {Object} object plain js Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Text instance is created\n */\n fabric.Text.fromObject = function(object, callback) {\n var objectCopy = clone(object), path = object.path;\n delete objectCopy.path;\n return fabric.Object._fromObject('Text', objectCopy, function(textInstance) {\n if (path) {\n fabric.Object._fromObject('Path', path, function(pathInstance) {\n textInstance.set('path', pathInstance);\n callback(textInstance);\n }, 'path');\n }\n else {\n callback(textInstance);\n }\n }, 'text');\n };\n\n fabric.Text.genericFonts = ['sans-serif', 'serif', 'cursive', 'fantasy', 'monospace'];\n\n fabric.util.createAccessors && fabric.util.createAccessors(fabric.Text);\n\n})( exports );\n\n\n(function() {\n fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {\n /**\n * Returns true if object has no styling or no styling in a line\n * @param {Number} lineIndex , lineIndex is on wrapped lines.\n * @return {Boolean}\n */\n isEmptyStyles: function(lineIndex) {\n if (!this.styles) {\n return true;\n }\n if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {\n return true;\n }\n var obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] };\n for (var p1 in obj) {\n for (var p2 in obj[p1]) {\n // eslint-disable-next-line no-unused-vars\n for (var p3 in obj[p1][p2]) {\n return false;\n }\n }\n }\n return true;\n },\n\n /**\n * Returns true if object has a style property or has it ina specified line\n * This function is used to detect if a text will use a particular property or not.\n * @param {String} property to check for\n * @param {Number} lineIndex to check the style on\n * @return {Boolean}\n */\n styleHas: function(property, lineIndex) {\n if (!this.styles || !property || property === '') {\n return false;\n }\n if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {\n return false;\n }\n var obj = typeof lineIndex === 'undefined' ? this.styles : { 0: this.styles[lineIndex] };\n // eslint-disable-next-line\n for (var p1 in obj) {\n // eslint-disable-next-line\n for (var p2 in obj[p1]) {\n if (typeof obj[p1][p2][property] !== 'undefined') {\n return true;\n }\n }\n }\n return false;\n },\n\n /**\n * Check if characters in a text have a value for a property\n * whose value matches the textbox's value for that property. If so,\n * the character-level property is deleted. If the character\n * has no other properties, then it is also deleted. Finally,\n * if the line containing that character has no other characters\n * then it also is deleted.\n *\n * @param {string} property The property to compare between characters and text.\n */\n cleanStyle: function(property) {\n if (!this.styles || !property || property === '') {\n return false;\n }\n var obj = this.styles, stylesCount = 0, letterCount, stylePropertyValue,\n allStyleObjectPropertiesMatch = true, graphemeCount = 0, styleObject;\n // eslint-disable-next-line\n for (var p1 in obj) {\n letterCount = 0;\n // eslint-disable-next-line\n for (var p2 in obj[p1]) {\n var styleObject = obj[p1][p2],\n stylePropertyHasBeenSet = styleObject.hasOwnProperty(property);\n\n stylesCount++;\n\n if (stylePropertyHasBeenSet) {\n if (!stylePropertyValue) {\n stylePropertyValue = styleObject[property];\n }\n else if (styleObject[property] !== stylePropertyValue) {\n allStyleObjectPropertiesMatch = false;\n }\n\n if (styleObject[property] === this[property]) {\n delete styleObject[property];\n }\n }\n else {\n allStyleObjectPropertiesMatch = false;\n }\n\n if (Object.keys(styleObject).length !== 0) {\n letterCount++;\n }\n else {\n delete obj[p1][p2];\n }\n }\n\n if (letterCount === 0) {\n delete obj[p1];\n }\n }\n // if every grapheme has the same style set then\n // delete those styles and set it on the parent\n for (var i = 0; i < this._textLines.length; i++) {\n graphemeCount += this._textLines[i].length;\n }\n if (allStyleObjectPropertiesMatch && stylesCount === graphemeCount) {\n this[property] = stylePropertyValue;\n this.removeStyle(property);\n }\n },\n\n /**\n * Remove a style property or properties from all individual character styles\n * in a text object. Deletes the character style object if it contains no other style\n * props. Deletes a line style object if it contains no other character styles.\n *\n * @param {String} props The property to remove from character styles.\n */\n removeStyle: function(property) {\n if (!this.styles || !property || property === '') {\n return;\n }\n var obj = this.styles, line, lineNum, charNum;\n for (lineNum in obj) {\n line = obj[lineNum];\n for (charNum in line) {\n delete line[charNum][property];\n if (Object.keys(line[charNum]).length === 0) {\n delete line[charNum];\n }\n }\n if (Object.keys(line).length === 0) {\n delete obj[lineNum];\n }\n }\n },\n\n /**\n * @private\n */\n _extendStyles: function(index, styles) {\n var loc = this.get2DCursorLocation(index);\n\n if (!this._getLineStyle(loc.lineIndex)) {\n this._setLineStyle(loc.lineIndex);\n }\n\n if (!this._getStyleDeclaration(loc.lineIndex, loc.charIndex)) {\n this._setStyleDeclaration(loc.lineIndex, loc.charIndex, {});\n }\n\n fabric.util.object.extend(this._getStyleDeclaration(loc.lineIndex, loc.charIndex), styles);\n },\n\n /**\n * Returns 2d representation (lineIndex and charIndex) of cursor (or selection start)\n * @param {Number} [selectionStart] Optional index. When not given, current selectionStart is used.\n * @param {Boolean} [skipWrapping] consider the location for unwrapped lines. useful to manage styles.\n */\n get2DCursorLocation: function(selectionStart, skipWrapping) {\n if (typeof selectionStart === 'undefined') {\n selectionStart = this.selectionStart;\n }\n var lines = skipWrapping ? this._unwrappedTextLines : this._textLines,\n len = lines.length;\n for (var i = 0; i < len; i++) {\n if (selectionStart <= lines[i].length) {\n return {\n lineIndex: i,\n charIndex: selectionStart\n };\n }\n selectionStart -= lines[i].length + this.missingNewlineOffset(i);\n }\n return {\n lineIndex: i - 1,\n charIndex: lines[i - 1].length < selectionStart ? lines[i - 1].length : selectionStart\n };\n },\n\n /**\n * Gets style of a current selection/cursor (at the start position)\n * if startIndex or endIndex are not provided, selectionStart or selectionEnd will be used.\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @param {Boolean} [complete] get full style or not\n * @return {Array} styles an array with one, zero or more Style objects\n */\n getSelectionStyles: function(startIndex, endIndex, complete) {\n if (typeof startIndex === 'undefined') {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === 'undefined') {\n endIndex = this.selectionEnd || startIndex;\n }\n var styles = [];\n for (var i = startIndex; i < endIndex; i++) {\n styles.push(this.getStyleAtPosition(i, complete));\n }\n return styles;\n },\n\n /**\n * Gets style of a current selection/cursor position\n * @param {Number} position to get styles at\n * @param {Boolean} [complete] full style if true\n * @return {Object} style Style object at a specified index\n * @private\n */\n getStyleAtPosition: function(position, complete) {\n var loc = this.get2DCursorLocation(position),\n style = complete ? this.getCompleteStyleDeclaration(loc.lineIndex, loc.charIndex) :\n this._getStyleDeclaration(loc.lineIndex, loc.charIndex);\n return style || {};\n },\n\n /**\n * Sets style of a current selection, if no selection exist, do not set anything.\n * @param {Object} [styles] Styles object\n * @param {Number} [startIndex] Start index to get styles at\n * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1\n * @return {fabric.IText} thisArg\n * @chainable\n */\n setSelectionStyles: function(styles, startIndex, endIndex) {\n if (typeof startIndex === 'undefined') {\n startIndex = this.selectionStart || 0;\n }\n if (typeof endIndex === 'undefined') {\n endIndex = this.selectionEnd || startIndex;\n }\n for (var i = startIndex; i < endIndex; i++) {\n this._extendStyles(i, styles);\n }\n /* not included in _extendStyles to avoid clearing cache more than once */\n this._forceClearCache = true;\n return this;\n },\n\n /**\n * get the reference, not a clone, of the style object for a given character\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @return {Object} style object\n */\n _getStyleDeclaration: function(lineIndex, charIndex) {\n var lineStyle = this.styles && this.styles[lineIndex];\n if (!lineStyle) {\n return null;\n }\n return lineStyle[charIndex];\n },\n\n /**\n * return a new object that contains all the style property for a character\n * the object returned is newly created\n * @param {Number} lineIndex of the line where the character is\n * @param {Number} charIndex position of the character on the line\n * @return {Object} style object\n */\n getCompleteStyleDeclaration: function(lineIndex, charIndex) {\n var style = this._getStyleDeclaration(lineIndex, charIndex) || { },\n styleObject = { }, prop;\n for (var i = 0; i < this._styleProperties.length; i++) {\n prop = this._styleProperties[i];\n styleObject[prop] = typeof style[prop] === 'undefined' ? this[prop] : style[prop];\n }\n return styleObject;\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {Object} style\n * @private\n */\n _setStyleDeclaration: function(lineIndex, charIndex, style) {\n this.styles[lineIndex][charIndex] = style;\n },\n\n /**\n *\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */\n _deleteStyleDeclaration: function(lineIndex, charIndex) {\n delete this.styles[lineIndex][charIndex];\n },\n\n /**\n * @param {Number} lineIndex\n * @return {Boolean} if the line exists or not\n * @private\n */\n _getLineStyle: function(lineIndex) {\n return !!this.styles[lineIndex];\n },\n\n /**\n * Set the line style to an empty object so that is initialized\n * @param {Number} lineIndex\n * @private\n */\n _setLineStyle: function(lineIndex) {\n this.styles[lineIndex] = {};\n },\n\n /**\n * @param {Number} lineIndex\n * @private\n */\n _deleteLineStyle: function(lineIndex) {\n delete this.styles[lineIndex];\n }\n });\n})();\n\n\n(function() {\n\n function parseDecoration(object) {\n if (object.textDecoration) {\n object.textDecoration.indexOf('underline') > -1 && (object.underline = true);\n object.textDecoration.indexOf('line-through') > -1 && (object.linethrough = true);\n object.textDecoration.indexOf('overline') > -1 && (object.overline = true);\n delete object.textDecoration;\n }\n }\n\n /**\n * IText class (introduced in v1.4) Events are also fired with \"text:\"\n * prefix when observing canvas.\n * @class fabric.IText\n * @extends fabric.Text\n * @mixes fabric.Observable\n *\n * @fires changed\n * @fires selection:changed\n * @fires editing:entered\n * @fires editing:exited\n *\n * @return {fabric.IText} thisArg\n * @see {@link fabric.IText#initialize} for constructor definition\n *\n *

Supported key combinations:

\n *
\n   *   Move cursor:                    left, right, up, down\n   *   Select character:               shift + left, shift + right\n   *   Select text vertically:         shift + up, shift + down\n   *   Move cursor by word:            alt + left, alt + right\n   *   Select words:                   shift + alt + left, shift + alt + right\n   *   Move cursor to line start/end:  cmd + left, cmd + right or home, end\n   *   Select till start/end of line:  cmd + shift + left, cmd + shift + right or shift + home, shift + end\n   *   Jump to start/end of text:      cmd + up, cmd + down\n   *   Select till start/end of text:  cmd + shift + up, cmd + shift + down or shift + pgUp, shift + pgDown\n   *   Delete character:               backspace\n   *   Delete word:                    alt + backspace\n   *   Delete line:                    cmd + backspace\n   *   Forward delete:                 delete\n   *   Copy text:                      ctrl/cmd + c\n   *   Paste text:                     ctrl/cmd + v\n   *   Cut text:                       ctrl/cmd + x\n   *   Select entire text:             ctrl/cmd + a\n   *   Quit editing                    tab or esc\n   * 
\n *\n *

Supported mouse/touch combination

\n *
\n   *   Position cursor:                click/touch\n   *   Create selection:               click/touch & drag\n   *   Create selection:               click & shift + click\n   *   Select word:                    double click\n   *   Select line:                    triple click\n   * 
\n */\n fabric.IText = fabric.util.createClass(fabric.Text, fabric.Observable, /** @lends fabric.IText.prototype */ {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'i-text',\n\n /**\n * Index where text selection starts (or where cursor is when there is no selection)\n * @type Number\n * @default\n */\n selectionStart: 0,\n\n /**\n * Index where text selection ends\n * @type Number\n * @default\n */\n selectionEnd: 0,\n\n /**\n * Color of text selection\n * @type String\n * @default\n */\n selectionColor: 'rgba(17,119,255,0.3)',\n\n /**\n * Indicates whether text is in editing mode\n * @type Boolean\n * @default\n */\n isEditing: false,\n\n /**\n * Indicates whether a text can be edited\n * @type Boolean\n * @default\n */\n editable: true,\n\n /**\n * Border color of text object while it's in editing mode\n * @type String\n * @default\n */\n editingBorderColor: 'rgba(102,153,255,0.25)',\n\n /**\n * Width of cursor (in px)\n * @type Number\n * @default\n */\n cursorWidth: 2,\n\n /**\n * Color of text cursor color in editing mode.\n * if not set (default) will take color from the text.\n * if set to a color value that fabric can understand, it will\n * be used instead of the color of the text at the current position.\n * @type String\n * @default\n */\n cursorColor: '',\n\n /**\n * Delay between cursor blink (in ms)\n * @type Number\n * @default\n */\n cursorDelay: 1000,\n\n /**\n * Duration of cursor fadein (in ms)\n * @type Number\n * @default\n */\n cursorDuration: 600,\n\n /**\n * Indicates whether internal text char widths can be cached\n * @type Boolean\n * @default\n */\n caching: true,\n\n /**\n * DOM container to append the hiddenTextarea.\n * An alternative to attaching to the document.body.\n * Useful to reduce laggish redraw of the full document.body tree and\n * also with modals event capturing that won't let the textarea take focus.\n * @type HTMLElement\n * @default\n */\n hiddenTextareaContainer: null,\n\n /**\n * @private\n */\n _reSpace: /\\s|\\n/,\n\n /**\n * @private\n */\n _currentCursorOpacity: 0,\n\n /**\n * @private\n */\n _selectionDirection: null,\n\n /**\n * @private\n */\n _abortCursorAnimation: false,\n\n /**\n * @private\n */\n __widthOfSpace: [],\n\n /**\n * Helps determining when the text is in composition, so that the cursor\n * rendering is altered.\n */\n inCompositionMode: false,\n\n /**\n * Constructor\n * @param {String} text Text string\n * @param {Object} [options] Options object\n * @return {fabric.IText} thisArg\n */\n initialize: function(text, options) {\n this.callSuper('initialize', text, options);\n this.initBehavior();\n },\n\n /**\n * Sets selection start (left boundary of a selection)\n * @param {Number} index Index to set selection start to\n */\n setSelectionStart: function(index) {\n index = Math.max(index, 0);\n this._updateAndFire('selectionStart', index);\n },\n\n /**\n * Sets selection end (right boundary of a selection)\n * @param {Number} index Index to set selection end to\n */\n setSelectionEnd: function(index) {\n index = Math.min(index, this.text.length);\n this._updateAndFire('selectionEnd', index);\n },\n\n /**\n * @private\n * @param {String} property 'selectionStart' or 'selectionEnd'\n * @param {Number} index new position of property\n */\n _updateAndFire: function(property, index) {\n if (this[property] !== index) {\n this._fireSelectionChanged();\n this[property] = index;\n }\n this._updateTextarea();\n },\n\n /**\n * Fires the even of selection changed\n * @private\n */\n _fireSelectionChanged: function() {\n this.fire('selection:changed');\n this.canvas && this.canvas.fire('text:selection:changed', { target: this });\n },\n\n /**\n * Initialize text dimensions. Render all text on given context\n * or on a offscreen canvas to get the text width with measureText.\n * Updates this.width and this.height with the proper values.\n * Does not return dimensions.\n * @private\n */\n initDimensions: function() {\n this.isEditing && this.initDelayedCursor();\n this.clearContextTop();\n this.callSuper('initDimensions');\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n render: function(ctx) {\n this.clearContextTop();\n this.callSuper('render', ctx);\n // clear the cursorOffsetCache, so we ensure to calculate once per renderCursor\n // the correct position but not at every cursor animation.\n this.cursorOffsetCache = { };\n this.renderCursorOrSelection();\n },\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to render on\n */\n _render: function(ctx) {\n this.callSuper('_render', ctx);\n },\n\n /**\n * Prepare and clean the contextTop\n */\n clearContextTop: function(skipRestore) {\n if (!this.isEditing || !this.canvas || !this.canvas.contextTop) {\n return;\n }\n var ctx = this.canvas.contextTop, v = this.canvas.viewportTransform;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n this.transform(ctx);\n this._clearTextArea(ctx);\n skipRestore || ctx.restore();\n },\n /**\n * Renders cursor or selection (depending on what exists)\n * it does on the contextTop. If contextTop is not available, do nothing.\n */\n renderCursorOrSelection: function() {\n if (!this.isEditing || !this.canvas || !this.canvas.contextTop) {\n return;\n }\n var boundaries = this._getCursorBoundaries(),\n ctx = this.canvas.contextTop;\n this.clearContextTop(true);\n if (this.selectionStart === this.selectionEnd) {\n this.renderCursor(boundaries, ctx);\n }\n else {\n this.renderSelection(boundaries, ctx);\n }\n ctx.restore();\n },\n\n _clearTextArea: function(ctx) {\n // we add 4 pixel, to be sure to do not leave any pixel out\n var width = this.width + 4, height = this.height + 4;\n ctx.clearRect(-width / 2, -height / 2, width, height);\n },\n\n /**\n * Returns cursor boundaries (left, top, leftOffset, topOffset)\n * @private\n * @param {Array} chars Array of characters\n * @param {String} typeOfBoundaries\n */\n _getCursorBoundaries: function(position) {\n\n // left/top are left/top of entire text box\n // leftOffset/topOffset are offset from that left/top point of a text box\n\n if (typeof position === 'undefined') {\n position = this.selectionStart;\n }\n\n var left = this._getLeftOffset(),\n top = this._getTopOffset(),\n offsets = this._getCursorBoundariesOffsets(position);\n return {\n left: left,\n top: top,\n leftOffset: offsets.left,\n topOffset: offsets.top\n };\n },\n\n /**\n * @private\n */\n _getCursorBoundariesOffsets: function(position) {\n if (this.cursorOffsetCache && 'top' in this.cursorOffsetCache) {\n return this.cursorOffsetCache;\n }\n var lineLeftOffset,\n lineIndex,\n charIndex,\n topOffset = 0,\n leftOffset = 0,\n boundaries,\n cursorPosition = this.get2DCursorLocation(position);\n charIndex = cursorPosition.charIndex;\n lineIndex = cursorPosition.lineIndex;\n for (var i = 0; i < lineIndex; i++) {\n topOffset += this.getHeightOfLine(i);\n }\n lineLeftOffset = this._getLineLeftOffset(lineIndex);\n var bound = this.__charBounds[lineIndex][charIndex];\n bound && (leftOffset = bound.left);\n if (this.charSpacing !== 0 && charIndex === this._textLines[lineIndex].length) {\n leftOffset -= this._getWidthOfCharSpacing();\n }\n boundaries = {\n top: topOffset,\n left: lineLeftOffset + (leftOffset > 0 ? leftOffset : 0),\n };\n if (this.direction === 'rtl') {\n boundaries.left *= -1;\n }\n this.cursorOffsetCache = boundaries;\n return this.cursorOffsetCache;\n },\n\n /**\n * Renders cursor\n * @param {Object} boundaries\n * @param {CanvasRenderingContext2D} ctx transformed context to draw on\n */\n renderCursor: function(boundaries, ctx) {\n var cursorLocation = this.get2DCursorLocation(),\n lineIndex = cursorLocation.lineIndex,\n charIndex = cursorLocation.charIndex > 0 ? cursorLocation.charIndex - 1 : 0,\n charHeight = this.getValueOfPropertyAt(lineIndex, charIndex, 'fontSize'),\n multiplier = this.scaleX * this.canvas.getZoom(),\n cursorWidth = this.cursorWidth / multiplier,\n topOffset = boundaries.topOffset,\n dy = this.getValueOfPropertyAt(lineIndex, charIndex, 'deltaY');\n topOffset += (1 - this._fontSizeFraction) * this.getHeightOfLine(lineIndex) / this.lineHeight\n - charHeight * (1 - this._fontSizeFraction);\n\n if (this.inCompositionMode) {\n this.renderSelection(boundaries, ctx);\n }\n ctx.fillStyle = this.cursorColor || this.getValueOfPropertyAt(lineIndex, charIndex, 'fill');\n ctx.globalAlpha = this.__isMousedown ? 1 : this._currentCursorOpacity;\n ctx.fillRect(\n boundaries.left + boundaries.leftOffset - cursorWidth / 2,\n topOffset + boundaries.top + dy,\n cursorWidth,\n charHeight);\n },\n\n /**\n * Renders text selection\n * @param {Object} boundaries Object with left/top/leftOffset/topOffset\n * @param {CanvasRenderingContext2D} ctx transformed context to draw on\n */\n renderSelection: function(boundaries, ctx) {\n\n var selectionStart = this.inCompositionMode ? this.hiddenTextarea.selectionStart : this.selectionStart,\n selectionEnd = this.inCompositionMode ? this.hiddenTextarea.selectionEnd : this.selectionEnd,\n isJustify = this.textAlign.indexOf('justify') !== -1,\n start = this.get2DCursorLocation(selectionStart),\n end = this.get2DCursorLocation(selectionEnd),\n startLine = start.lineIndex,\n endLine = end.lineIndex,\n startChar = start.charIndex < 0 ? 0 : start.charIndex,\n endChar = end.charIndex < 0 ? 0 : end.charIndex;\n\n for (var i = startLine; i <= endLine; i++) {\n var lineOffset = this._getLineLeftOffset(i) || 0,\n lineHeight = this.getHeightOfLine(i),\n realLineHeight = 0, boxStart = 0, boxEnd = 0;\n\n if (i === startLine) {\n boxStart = this.__charBounds[startLine][startChar].left;\n }\n if (i >= startLine && i < endLine) {\n boxEnd = isJustify && !this.isEndOfWrapping(i) ? this.width : this.getLineWidth(i) || 5; // WTF is this 5?\n }\n else if (i === endLine) {\n if (endChar === 0) {\n boxEnd = this.__charBounds[endLine][endChar].left;\n }\n else {\n var charSpacing = this._getWidthOfCharSpacing();\n boxEnd = this.__charBounds[endLine][endChar - 1].left\n + this.__charBounds[endLine][endChar - 1].width - charSpacing;\n }\n }\n realLineHeight = lineHeight;\n if (this.lineHeight < 1 || (i === endLine && this.lineHeight > 1)) {\n lineHeight /= this.lineHeight;\n }\n var drawStart = boundaries.left + lineOffset + boxStart,\n drawWidth = boxEnd - boxStart,\n drawHeight = lineHeight, extraTop = 0;\n if (this.inCompositionMode) {\n ctx.fillStyle = this.compositionColor || 'black';\n drawHeight = 1;\n extraTop = lineHeight;\n }\n else {\n ctx.fillStyle = this.selectionColor;\n }\n if (this.direction === 'rtl') {\n drawStart = this.width - drawStart - drawWidth;\n }\n ctx.fillRect(\n drawStart,\n boundaries.top + boundaries.topOffset + extraTop,\n drawWidth,\n drawHeight);\n boundaries.topOffset += realLineHeight;\n }\n },\n\n /**\n * High level function to know the height of the cursor.\n * the currentChar is the one that precedes the cursor\n * Returns fontSize of char at the current cursor\n * Unused from the library, is for the end user\n * @return {Number} Character font size\n */\n getCurrentCharFontSize: function() {\n var cp = this._getCurrentCharIndex();\n return this.getValueOfPropertyAt(cp.l, cp.c, 'fontSize');\n },\n\n /**\n * High level function to know the color of the cursor.\n * the currentChar is the one that precedes the cursor\n * Returns color (fill) of char at the current cursor\n * if the text object has a pattern or gradient for filler, it will return that.\n * Unused by the library, is for the end user\n * @return {String | fabric.Gradient | fabric.Pattern} Character color (fill)\n */\n getCurrentCharColor: function() {\n var cp = this._getCurrentCharIndex();\n return this.getValueOfPropertyAt(cp.l, cp.c, 'fill');\n },\n\n /**\n * Returns the cursor position for the getCurrent.. functions\n * @private\n */\n _getCurrentCharIndex: function() {\n var cursorPosition = this.get2DCursorLocation(this.selectionStart, true),\n charIndex = cursorPosition.charIndex > 0 ? cursorPosition.charIndex - 1 : 0;\n return { l: cursorPosition.lineIndex, c: charIndex };\n }\n });\n\n /**\n * Returns fabric.IText instance from an object representation\n * @static\n * @memberOf fabric.IText\n * @param {Object} object Object to create an instance from\n * @param {function} [callback] invoked with new instance as argument\n */\n fabric.IText.fromObject = function(object, callback) {\n parseDecoration(object);\n if (object.styles) {\n for (var i in object.styles) {\n for (var j in object.styles[i]) {\n parseDecoration(object.styles[i][j]);\n }\n }\n }\n fabric.Object._fromObject('IText', object, callback, 'text');\n };\n})();\n\n\n(function() {\n\n var clone = fabric.util.object.clone;\n\n fabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ {\n\n /**\n * Initializes all the interactive behavior of IText\n */\n initBehavior: function() {\n this.initAddedHandler();\n this.initRemovedHandler();\n this.initCursorSelectionHandlers();\n this.initDoubleClickSimulation();\n this.mouseMoveHandler = this.mouseMoveHandler.bind(this);\n },\n\n onDeselect: function() {\n this.isEditing && this.exitEditing();\n this.selected = false;\n },\n\n /**\n * Initializes \"added\" event handler\n */\n initAddedHandler: function() {\n var _this = this;\n this.on('added', function() {\n var canvas = _this.canvas;\n if (canvas) {\n if (!canvas._hasITextHandlers) {\n canvas._hasITextHandlers = true;\n _this._initCanvasHandlers(canvas);\n }\n canvas._iTextInstances = canvas._iTextInstances || [];\n canvas._iTextInstances.push(_this);\n }\n });\n },\n\n initRemovedHandler: function() {\n var _this = this;\n this.on('removed', function() {\n var canvas = _this.canvas;\n if (canvas) {\n canvas._iTextInstances = canvas._iTextInstances || [];\n fabric.util.removeFromArray(canvas._iTextInstances, _this);\n if (canvas._iTextInstances.length === 0) {\n canvas._hasITextHandlers = false;\n _this._removeCanvasHandlers(canvas);\n }\n }\n });\n },\n\n /**\n * register canvas event to manage exiting on other instances\n * @private\n */\n _initCanvasHandlers: function(canvas) {\n canvas._mouseUpITextHandler = function() {\n if (canvas._iTextInstances) {\n canvas._iTextInstances.forEach(function(obj) {\n obj.__isMousedown = false;\n });\n }\n };\n canvas.on('mouse:up', canvas._mouseUpITextHandler);\n },\n\n /**\n * remove canvas event to manage exiting on other instances\n * @private\n */\n _removeCanvasHandlers: function(canvas) {\n canvas.off('mouse:up', canvas._mouseUpITextHandler);\n },\n\n /**\n * @private\n */\n _tick: function() {\n this._currentTickState = this._animateCursor(this, 1, this.cursorDuration, '_onTickComplete');\n },\n\n /**\n * @private\n */\n _animateCursor: function(obj, targetOpacity, duration, completeMethod) {\n\n var tickState;\n\n tickState = {\n isAborted: false,\n abort: function() {\n this.isAborted = true;\n },\n };\n\n obj.animate('_currentCursorOpacity', targetOpacity, {\n duration: duration,\n onComplete: function() {\n if (!tickState.isAborted) {\n obj[completeMethod]();\n }\n },\n onChange: function() {\n // we do not want to animate a selection, only cursor\n if (obj.canvas && obj.selectionStart === obj.selectionEnd) {\n obj.renderCursorOrSelection();\n }\n },\n abort: function() {\n return tickState.isAborted;\n }\n });\n return tickState;\n },\n\n /**\n * @private\n */\n _onTickComplete: function() {\n\n var _this = this;\n\n if (this._cursorTimeout1) {\n clearTimeout(this._cursorTimeout1);\n }\n this._cursorTimeout1 = setTimeout(function() {\n _this._currentTickCompleteState = _this._animateCursor(_this, 0, this.cursorDuration / 2, '_tick');\n }, 100);\n },\n\n /**\n * Initializes delayed cursor\n */\n initDelayedCursor: function(restart) {\n var _this = this,\n delay = restart ? 0 : this.cursorDelay;\n\n this.abortCursorAnimation();\n this._currentCursorOpacity = 1;\n this._cursorTimeout2 = setTimeout(function() {\n _this._tick();\n }, delay);\n },\n\n /**\n * Aborts cursor animation and clears all timeouts\n */\n abortCursorAnimation: function() {\n var shouldClear = this._currentTickState || this._currentTickCompleteState,\n canvas = this.canvas;\n this._currentTickState && this._currentTickState.abort();\n this._currentTickCompleteState && this._currentTickCompleteState.abort();\n\n clearTimeout(this._cursorTimeout1);\n clearTimeout(this._cursorTimeout2);\n\n this._currentCursorOpacity = 0;\n // to clear just itext area we need to transform the context\n // it may not be worth it\n if (shouldClear && canvas) {\n canvas.clearContext(canvas.contextTop || canvas.contextContainer);\n }\n\n },\n\n /**\n * Selects entire text\n * @return {fabric.IText} thisArg\n * @chainable\n */\n selectAll: function() {\n this.selectionStart = 0;\n this.selectionEnd = this._text.length;\n this._fireSelectionChanged();\n this._updateTextarea();\n return this;\n },\n\n /**\n * Returns selected text\n * @return {String}\n */\n getSelectedText: function() {\n return this._text.slice(this.selectionStart, this.selectionEnd).join('');\n },\n\n /**\n * Find new selection index representing start of current word according to current selection index\n * @param {Number} startFrom Current selection index\n * @return {Number} New selection index\n */\n findWordBoundaryLeft: function(startFrom) {\n var offset = 0, index = startFrom - 1;\n\n // remove space before cursor first\n if (this._reSpace.test(this._text[index])) {\n while (this._reSpace.test(this._text[index])) {\n offset++;\n index--;\n }\n }\n while (/\\S/.test(this._text[index]) && index > -1) {\n offset++;\n index--;\n }\n\n return startFrom - offset;\n },\n\n /**\n * Find new selection index representing end of current word according to current selection index\n * @param {Number} startFrom Current selection index\n * @return {Number} New selection index\n */\n findWordBoundaryRight: function(startFrom) {\n var offset = 0, index = startFrom;\n\n // remove space after cursor first\n if (this._reSpace.test(this._text[index])) {\n while (this._reSpace.test(this._text[index])) {\n offset++;\n index++;\n }\n }\n while (/\\S/.test(this._text[index]) && index < this._text.length) {\n offset++;\n index++;\n }\n\n return startFrom + offset;\n },\n\n /**\n * Find new selection index representing start of current line according to current selection index\n * @param {Number} startFrom Current selection index\n * @return {Number} New selection index\n */\n findLineBoundaryLeft: function(startFrom) {\n var offset = 0, index = startFrom - 1;\n\n while (!/\\n/.test(this._text[index]) && index > -1) {\n offset++;\n index--;\n }\n\n return startFrom - offset;\n },\n\n /**\n * Find new selection index representing end of current line according to current selection index\n * @param {Number} startFrom Current selection index\n * @return {Number} New selection index\n */\n findLineBoundaryRight: function(startFrom) {\n var offset = 0, index = startFrom;\n\n while (!/\\n/.test(this._text[index]) && index < this._text.length) {\n offset++;\n index++;\n }\n\n return startFrom + offset;\n },\n\n /**\n * Finds index corresponding to beginning or end of a word\n * @param {Number} selectionStart Index of a character\n * @param {Number} direction 1 or -1\n * @return {Number} Index of the beginning or end of a word\n */\n searchWordBoundary: function(selectionStart, direction) {\n var text = this._text,\n index = this._reSpace.test(text[selectionStart]) ? selectionStart - 1 : selectionStart,\n _char = text[index],\n // wrong\n reNonWord = fabric.reNonWord;\n\n while (!reNonWord.test(_char) && index > 0 && index < text.length) {\n index += direction;\n _char = text[index];\n }\n if (reNonWord.test(_char)) {\n index += direction === 1 ? 0 : 1;\n }\n return index;\n },\n\n /**\n * Selects a word based on the index\n * @param {Number} selectionStart Index of a character\n */\n selectWord: function(selectionStart) {\n selectionStart = selectionStart || this.selectionStart;\n var newSelectionStart = this.searchWordBoundary(selectionStart, -1), /* search backwards */\n newSelectionEnd = this.searchWordBoundary(selectionStart, 1); /* search forward */\n\n this.selectionStart = newSelectionStart;\n this.selectionEnd = newSelectionEnd;\n this._fireSelectionChanged();\n this._updateTextarea();\n this.renderCursorOrSelection();\n },\n\n /**\n * Selects a line based on the index\n * @param {Number} selectionStart Index of a character\n * @return {fabric.IText} thisArg\n * @chainable\n */\n selectLine: function(selectionStart) {\n selectionStart = selectionStart || this.selectionStart;\n var newSelectionStart = this.findLineBoundaryLeft(selectionStart),\n newSelectionEnd = this.findLineBoundaryRight(selectionStart);\n\n this.selectionStart = newSelectionStart;\n this.selectionEnd = newSelectionEnd;\n this._fireSelectionChanged();\n this._updateTextarea();\n return this;\n },\n\n /**\n * Enters editing state\n * @return {fabric.IText} thisArg\n * @chainable\n */\n enterEditing: function(e) {\n if (this.isEditing || !this.editable) {\n return;\n }\n\n if (this.canvas) {\n this.canvas.calcOffset();\n this.exitEditingOnOthers(this.canvas);\n }\n\n this.isEditing = true;\n\n this.initHiddenTextarea(e);\n this.hiddenTextarea.focus();\n this.hiddenTextarea.value = this.text;\n this._updateTextarea();\n this._saveEditingProps();\n this._setEditingProps();\n this._textBeforeEdit = this.text;\n\n this._tick();\n this.fire('editing:entered');\n this._fireSelectionChanged();\n if (!this.canvas) {\n return this;\n }\n this.canvas.fire('text:editing:entered', { target: this });\n this.initMouseMoveHandler();\n this.canvas.requestRenderAll();\n return this;\n },\n\n exitEditingOnOthers: function(canvas) {\n if (canvas._iTextInstances) {\n canvas._iTextInstances.forEach(function(obj) {\n obj.selected = false;\n if (obj.isEditing) {\n obj.exitEditing();\n }\n });\n }\n },\n\n /**\n * Initializes \"mousemove\" event handler\n */\n initMouseMoveHandler: function() {\n this.canvas.on('mouse:move', this.mouseMoveHandler);\n },\n\n /**\n * @private\n */\n mouseMoveHandler: function(options) {\n if (!this.__isMousedown || !this.isEditing) {\n return;\n }\n\n var newSelectionStart = this.getSelectionStartFromPointer(options.e),\n currentStart = this.selectionStart,\n currentEnd = this.selectionEnd;\n if (\n (newSelectionStart !== this.__selectionStartOnMouseDown || currentStart === currentEnd)\n &&\n (currentStart === newSelectionStart || currentEnd === newSelectionStart)\n ) {\n return;\n }\n if (newSelectionStart > this.__selectionStartOnMouseDown) {\n this.selectionStart = this.__selectionStartOnMouseDown;\n this.selectionEnd = newSelectionStart;\n }\n else {\n this.selectionStart = newSelectionStart;\n this.selectionEnd = this.__selectionStartOnMouseDown;\n }\n if (this.selectionStart !== currentStart || this.selectionEnd !== currentEnd) {\n this.restartCursorIfNeeded();\n this._fireSelectionChanged();\n this._updateTextarea();\n this.renderCursorOrSelection();\n }\n },\n\n /**\n * @private\n */\n _setEditingProps: function() {\n this.hoverCursor = 'text';\n\n if (this.canvas) {\n this.canvas.defaultCursor = this.canvas.moveCursor = 'text';\n }\n\n this.borderColor = this.editingBorderColor;\n this.hasControls = this.selectable = false;\n this.lockMovementX = this.lockMovementY = true;\n },\n\n /**\n * convert from textarea to grapheme indexes\n */\n fromStringToGraphemeSelection: function(start, end, text) {\n var smallerTextStart = text.slice(0, start),\n graphemeStart = fabric.util.string.graphemeSplit(smallerTextStart).length;\n if (start === end) {\n return { selectionStart: graphemeStart, selectionEnd: graphemeStart };\n }\n var smallerTextEnd = text.slice(start, end),\n graphemeEnd = fabric.util.string.graphemeSplit(smallerTextEnd).length;\n return { selectionStart: graphemeStart, selectionEnd: graphemeStart + graphemeEnd };\n },\n\n /**\n * convert from fabric to textarea values\n */\n fromGraphemeToStringSelection: function(start, end, _text) {\n var smallerTextStart = _text.slice(0, start),\n graphemeStart = smallerTextStart.join('').length;\n if (start === end) {\n return { selectionStart: graphemeStart, selectionEnd: graphemeStart };\n }\n var smallerTextEnd = _text.slice(start, end),\n graphemeEnd = smallerTextEnd.join('').length;\n return { selectionStart: graphemeStart, selectionEnd: graphemeStart + graphemeEnd };\n },\n\n /**\n * @private\n */\n _updateTextarea: function() {\n this.cursorOffsetCache = { };\n if (!this.hiddenTextarea) {\n return;\n }\n if (!this.inCompositionMode) {\n var newSelection = this.fromGraphemeToStringSelection(this.selectionStart, this.selectionEnd, this._text);\n this.hiddenTextarea.selectionStart = newSelection.selectionStart;\n this.hiddenTextarea.selectionEnd = newSelection.selectionEnd;\n }\n this.updateTextareaPosition();\n },\n\n /**\n * @private\n */\n updateFromTextArea: function() {\n if (!this.hiddenTextarea) {\n return;\n }\n this.cursorOffsetCache = { };\n this.text = this.hiddenTextarea.value;\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n this.setCoords();\n }\n var newSelection = this.fromStringToGraphemeSelection(\n this.hiddenTextarea.selectionStart, this.hiddenTextarea.selectionEnd, this.hiddenTextarea.value);\n this.selectionEnd = this.selectionStart = newSelection.selectionEnd;\n if (!this.inCompositionMode) {\n this.selectionStart = newSelection.selectionStart;\n }\n this.updateTextareaPosition();\n },\n\n /**\n * @private\n */\n updateTextareaPosition: function() {\n if (this.selectionStart === this.selectionEnd) {\n var style = this._calcTextareaPosition();\n this.hiddenTextarea.style.left = style.left;\n this.hiddenTextarea.style.top = style.top;\n }\n },\n\n /**\n * @private\n * @return {Object} style contains style for hiddenTextarea\n */\n _calcTextareaPosition: function() {\n if (!this.canvas) {\n return { x: 1, y: 1 };\n }\n var desiredPosition = this.inCompositionMode ? this.compositionStart : this.selectionStart,\n boundaries = this._getCursorBoundaries(desiredPosition),\n cursorLocation = this.get2DCursorLocation(desiredPosition),\n lineIndex = cursorLocation.lineIndex,\n charIndex = cursorLocation.charIndex,\n charHeight = this.getValueOfPropertyAt(lineIndex, charIndex, 'fontSize') * this.lineHeight,\n leftOffset = boundaries.leftOffset,\n m = this.calcTransformMatrix(),\n p = {\n x: boundaries.left + leftOffset,\n y: boundaries.top + boundaries.topOffset + charHeight\n },\n retinaScaling = this.canvas.getRetinaScaling(),\n upperCanvas = this.canvas.upperCanvasEl,\n upperCanvasWidth = upperCanvas.width / retinaScaling,\n upperCanvasHeight = upperCanvas.height / retinaScaling,\n maxWidth = upperCanvasWidth - charHeight,\n maxHeight = upperCanvasHeight - charHeight,\n scaleX = upperCanvas.clientWidth / upperCanvasWidth,\n scaleY = upperCanvas.clientHeight / upperCanvasHeight;\n\n p = fabric.util.transformPoint(p, m);\n p = fabric.util.transformPoint(p, this.canvas.viewportTransform);\n p.x *= scaleX;\n p.y *= scaleY;\n if (p.x < 0) {\n p.x = 0;\n }\n if (p.x > maxWidth) {\n p.x = maxWidth;\n }\n if (p.y < 0) {\n p.y = 0;\n }\n if (p.y > maxHeight) {\n p.y = maxHeight;\n }\n\n // add canvas offset on document\n p.x += this.canvas._offset.left;\n p.y += this.canvas._offset.top;\n\n return { left: p.x + 'px', top: p.y + 'px', fontSize: charHeight + 'px', charHeight: charHeight };\n },\n\n /**\n * @private\n */\n _saveEditingProps: function() {\n this._savedProps = {\n hasControls: this.hasControls,\n borderColor: this.borderColor,\n lockMovementX: this.lockMovementX,\n lockMovementY: this.lockMovementY,\n hoverCursor: this.hoverCursor,\n selectable: this.selectable,\n defaultCursor: this.canvas && this.canvas.defaultCursor,\n moveCursor: this.canvas && this.canvas.moveCursor\n };\n },\n\n /**\n * @private\n */\n _restoreEditingProps: function() {\n if (!this._savedProps) {\n return;\n }\n\n this.hoverCursor = this._savedProps.hoverCursor;\n this.hasControls = this._savedProps.hasControls;\n this.borderColor = this._savedProps.borderColor;\n this.selectable = this._savedProps.selectable;\n this.lockMovementX = this._savedProps.lockMovementX;\n this.lockMovementY = this._savedProps.lockMovementY;\n\n if (this.canvas) {\n this.canvas.defaultCursor = this._savedProps.defaultCursor;\n this.canvas.moveCursor = this._savedProps.moveCursor;\n }\n },\n\n /**\n * Exits from editing state\n * @return {fabric.IText} thisArg\n * @chainable\n */\n exitEditing: function() {\n var isTextChanged = (this._textBeforeEdit !== this.text);\n var hiddenTextarea = this.hiddenTextarea;\n this.selected = false;\n this.isEditing = false;\n\n this.selectionEnd = this.selectionStart;\n\n if (hiddenTextarea) {\n hiddenTextarea.blur && hiddenTextarea.blur();\n hiddenTextarea.parentNode && hiddenTextarea.parentNode.removeChild(hiddenTextarea);\n }\n this.hiddenTextarea = null;\n this.abortCursorAnimation();\n this._restoreEditingProps();\n this._currentCursorOpacity = 0;\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n this.setCoords();\n }\n this.fire('editing:exited');\n isTextChanged && this.fire('modified');\n if (this.canvas) {\n this.canvas.off('mouse:move', this.mouseMoveHandler);\n this.canvas.fire('text:editing:exited', { target: this });\n isTextChanged && this.canvas.fire('object:modified', { target: this });\n }\n return this;\n },\n\n /**\n * @private\n */\n _removeExtraneousStyles: function() {\n for (var prop in this.styles) {\n if (!this._textLines[prop]) {\n delete this.styles[prop];\n }\n }\n },\n\n /**\n * remove and reflow a style block from start to end.\n * @param {Number} start linear start position for removal (included in removal)\n * @param {Number} end linear end position for removal ( excluded from removal )\n */\n removeStyleFromTo: function(start, end) {\n var cursorStart = this.get2DCursorLocation(start, true),\n cursorEnd = this.get2DCursorLocation(end, true),\n lineStart = cursorStart.lineIndex,\n charStart = cursorStart.charIndex,\n lineEnd = cursorEnd.lineIndex,\n charEnd = cursorEnd.charIndex,\n i, styleObj;\n if (lineStart !== lineEnd) {\n // step1 remove the trailing of lineStart\n if (this.styles[lineStart]) {\n for (i = charStart; i < this._unwrappedTextLines[lineStart].length; i++) {\n delete this.styles[lineStart][i];\n }\n }\n // step2 move the trailing of lineEnd to lineStart if needed\n if (this.styles[lineEnd]) {\n for (i = charEnd; i < this._unwrappedTextLines[lineEnd].length; i++) {\n styleObj = this.styles[lineEnd][i];\n if (styleObj) {\n this.styles[lineStart] || (this.styles[lineStart] = { });\n this.styles[lineStart][charStart + i - charEnd] = styleObj;\n }\n }\n }\n // step3 detects lines will be completely removed.\n for (i = lineStart + 1; i <= lineEnd; i++) {\n delete this.styles[i];\n }\n // step4 shift remaining lines.\n this.shiftLineStyles(lineEnd, lineStart - lineEnd);\n }\n else {\n // remove and shift left on the same line\n if (this.styles[lineStart]) {\n styleObj = this.styles[lineStart];\n var diff = charEnd - charStart, numericChar, _char;\n for (i = charStart; i < charEnd; i++) {\n delete styleObj[i];\n }\n for (_char in this.styles[lineStart]) {\n numericChar = parseInt(_char, 10);\n if (numericChar >= charEnd) {\n styleObj[numericChar - diff] = styleObj[_char];\n delete styleObj[_char];\n }\n }\n }\n }\n },\n\n /**\n * Shifts line styles up or down\n * @param {Number} lineIndex Index of a line\n * @param {Number} offset Can any number?\n */\n shiftLineStyles: function(lineIndex, offset) {\n // shift all line styles by offset upward or downward\n // do not clone deep. we need new array, not new style objects\n var clonedStyles = clone(this.styles);\n for (var line in this.styles) {\n var numericLine = parseInt(line, 10);\n if (numericLine > lineIndex) {\n this.styles[numericLine + offset] = clonedStyles[numericLine];\n if (!clonedStyles[numericLine - offset]) {\n delete this.styles[numericLine];\n }\n }\n }\n },\n\n restartCursorIfNeeded: function() {\n if (!this._currentTickState || this._currentTickState.isAborted\n || !this._currentTickCompleteState || this._currentTickCompleteState.isAborted\n ) {\n this.initDelayedCursor();\n }\n },\n\n /**\n * Handle insertion of more consecutive style lines for when one or more\n * newlines gets added to the text. Since current style needs to be shifted\n * first we shift the current style of the number lines needed, then we add\n * new lines from the last to the first.\n * @param {Number} lineIndex Index of a line\n * @param {Number} charIndex Index of a char\n * @param {Number} qty number of lines to add\n * @param {Array} copiedStyle Array of objects styles\n */\n insertNewlineStyleObject: function(lineIndex, charIndex, qty, copiedStyle) {\n var currentCharStyle,\n newLineStyles = {},\n somethingAdded = false,\n isEndOfLine = this._unwrappedTextLines[lineIndex].length === charIndex;\n\n qty || (qty = 1);\n this.shiftLineStyles(lineIndex, qty);\n if (this.styles[lineIndex]) {\n currentCharStyle = this.styles[lineIndex][charIndex === 0 ? charIndex : charIndex - 1];\n }\n // we clone styles of all chars\n // after cursor onto the current line\n for (var index in this.styles[lineIndex]) {\n var numIndex = parseInt(index, 10);\n if (numIndex >= charIndex) {\n somethingAdded = true;\n newLineStyles[numIndex - charIndex] = this.styles[lineIndex][index];\n // remove lines from the previous line since they're on a new line now\n if (!(isEndOfLine && charIndex === 0)) {\n delete this.styles[lineIndex][index];\n }\n }\n }\n var styleCarriedOver = false;\n if (somethingAdded && !isEndOfLine) {\n // if is end of line, the extra style we copied\n // is probably not something we want\n this.styles[lineIndex + qty] = newLineStyles;\n styleCarriedOver = true;\n }\n if (styleCarriedOver) {\n // skip the last line of since we already prepared it.\n qty--;\n }\n // for the all the lines or all the other lines\n // we clone current char style onto the next (otherwise empty) line\n while (qty > 0) {\n if (copiedStyle && copiedStyle[qty - 1]) {\n this.styles[lineIndex + qty] = { 0: clone(copiedStyle[qty - 1]) };\n }\n else if (currentCharStyle) {\n this.styles[lineIndex + qty] = { 0: clone(currentCharStyle) };\n }\n else {\n delete this.styles[lineIndex + qty];\n }\n qty--;\n }\n this._forceClearCache = true;\n },\n\n /**\n * Inserts style object for a given line/char index\n * @param {Number} lineIndex Index of a line\n * @param {Number} charIndex Index of a char\n * @param {Number} quantity number Style object to insert, if given\n * @param {Array} copiedStyle array of style objects\n */\n insertCharStyleObject: function(lineIndex, charIndex, quantity, copiedStyle) {\n if (!this.styles) {\n this.styles = {};\n }\n var currentLineStyles = this.styles[lineIndex],\n currentLineStylesCloned = currentLineStyles ? clone(currentLineStyles) : {};\n\n quantity || (quantity = 1);\n // shift all char styles by quantity forward\n // 0,1,2,3 -> (charIndex=2) -> 0,1,3,4 -> (insert 2) -> 0,1,2,3,4\n for (var index in currentLineStylesCloned) {\n var numericIndex = parseInt(index, 10);\n if (numericIndex >= charIndex) {\n currentLineStyles[numericIndex + quantity] = currentLineStylesCloned[numericIndex];\n // only delete the style if there was nothing moved there\n if (!currentLineStylesCloned[numericIndex - quantity]) {\n delete currentLineStyles[numericIndex];\n }\n }\n }\n this._forceClearCache = true;\n if (copiedStyle) {\n while (quantity--) {\n if (!Object.keys(copiedStyle[quantity]).length) {\n continue;\n }\n if (!this.styles[lineIndex]) {\n this.styles[lineIndex] = {};\n }\n this.styles[lineIndex][charIndex + quantity] = clone(copiedStyle[quantity]);\n }\n return;\n }\n if (!currentLineStyles) {\n return;\n }\n var newStyle = currentLineStyles[charIndex ? charIndex - 1 : 1];\n while (newStyle && quantity--) {\n this.styles[lineIndex][charIndex + quantity] = clone(newStyle);\n }\n },\n\n /**\n * Inserts style object(s)\n * @param {Array} insertedText Characters at the location where style is inserted\n * @param {Number} start cursor index for inserting style\n * @param {Array} [copiedStyle] array of style objects to insert.\n */\n insertNewStyleBlock: function(insertedText, start, copiedStyle) {\n var cursorLoc = this.get2DCursorLocation(start, true),\n addedLines = [0], linesLength = 0;\n // get an array of how many char per lines are being added.\n for (var i = 0; i < insertedText.length; i++) {\n if (insertedText[i] === '\\n') {\n linesLength++;\n addedLines[linesLength] = 0;\n }\n else {\n addedLines[linesLength]++;\n }\n }\n // for the first line copy the style from the current char position.\n if (addedLines[0] > 0) {\n this.insertCharStyleObject(cursorLoc.lineIndex, cursorLoc.charIndex, addedLines[0], copiedStyle);\n copiedStyle = copiedStyle && copiedStyle.slice(addedLines[0] + 1);\n }\n linesLength && this.insertNewlineStyleObject(\n cursorLoc.lineIndex, cursorLoc.charIndex + addedLines[0], linesLength);\n for (var i = 1; i < linesLength; i++) {\n if (addedLines[i] > 0) {\n this.insertCharStyleObject(cursorLoc.lineIndex + i, 0, addedLines[i], copiedStyle);\n }\n else if (copiedStyle) {\n this.styles[cursorLoc.lineIndex + i][0] = copiedStyle[0];\n }\n copiedStyle = copiedStyle && copiedStyle.slice(addedLines[i] + 1);\n }\n // we use i outside the loop to get it like linesLength\n if (addedLines[i] > 0) {\n this.insertCharStyleObject(cursorLoc.lineIndex + i, 0, addedLines[i], copiedStyle);\n }\n },\n\n /**\n * Set the selectionStart and selectionEnd according to the new position of cursor\n * mimic the key - mouse navigation when shift is pressed.\n */\n setSelectionStartEndWithShift: function(start, end, newSelection) {\n if (newSelection <= start) {\n if (end === start) {\n this._selectionDirection = 'left';\n }\n else if (this._selectionDirection === 'right') {\n this._selectionDirection = 'left';\n this.selectionEnd = start;\n }\n this.selectionStart = newSelection;\n }\n else if (newSelection > start && newSelection < end) {\n if (this._selectionDirection === 'right') {\n this.selectionEnd = newSelection;\n }\n else {\n this.selectionStart = newSelection;\n }\n }\n else {\n // newSelection is > selection start and end\n if (end === start) {\n this._selectionDirection = 'right';\n }\n else if (this._selectionDirection === 'left') {\n this._selectionDirection = 'right';\n this.selectionStart = end;\n }\n this.selectionEnd = newSelection;\n }\n },\n\n setSelectionInBoundaries: function() {\n var length = this.text.length;\n if (this.selectionStart > length) {\n this.selectionStart = length;\n }\n else if (this.selectionStart < 0) {\n this.selectionStart = 0;\n }\n if (this.selectionEnd > length) {\n this.selectionEnd = length;\n }\n else if (this.selectionEnd < 0) {\n this.selectionEnd = 0;\n }\n }\n });\n})();\n\n\nfabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ {\n /**\n * Initializes \"dbclick\" event handler\n */\n initDoubleClickSimulation: function() {\n\n // for double click\n this.__lastClickTime = +new Date();\n\n // for triple click\n this.__lastLastClickTime = +new Date();\n\n this.__lastPointer = { };\n\n this.on('mousedown', this.onMouseDown);\n },\n\n /**\n * Default event handler to simulate triple click\n * @private\n */\n onMouseDown: function(options) {\n if (!this.canvas) {\n return;\n }\n this.__newClickTime = +new Date();\n var newPointer = options.pointer;\n if (this.isTripleClick(newPointer)) {\n this.fire('tripleclick', options);\n this._stopEvent(options.e);\n }\n this.__lastLastClickTime = this.__lastClickTime;\n this.__lastClickTime = this.__newClickTime;\n this.__lastPointer = newPointer;\n this.__lastIsEditing = this.isEditing;\n this.__lastSelected = this.selected;\n },\n\n isTripleClick: function(newPointer) {\n return this.__newClickTime - this.__lastClickTime < 500 &&\n this.__lastClickTime - this.__lastLastClickTime < 500 &&\n this.__lastPointer.x === newPointer.x &&\n this.__lastPointer.y === newPointer.y;\n },\n\n /**\n * @private\n */\n _stopEvent: function(e) {\n e.preventDefault && e.preventDefault();\n e.stopPropagation && e.stopPropagation();\n },\n\n /**\n * Initializes event handlers related to cursor or selection\n */\n initCursorSelectionHandlers: function() {\n this.initMousedownHandler();\n this.initMouseupHandler();\n this.initClicks();\n },\n\n /**\n * Default handler for double click, select a word\n */\n doubleClickHandler: function(options) {\n if (!this.isEditing) {\n return;\n }\n this.selectWord(this.getSelectionStartFromPointer(options.e));\n },\n\n /**\n * Default handler for triple click, select a line\n */\n tripleClickHandler: function(options) {\n if (!this.isEditing) {\n return;\n }\n this.selectLine(this.getSelectionStartFromPointer(options.e));\n },\n\n /**\n * Initializes double and triple click event handlers\n */\n initClicks: function() {\n this.on('mousedblclick', this.doubleClickHandler);\n this.on('tripleclick', this.tripleClickHandler);\n },\n\n /**\n * Default event handler for the basic functionalities needed on _mouseDown\n * can be overridden to do something different.\n * Scope of this implementation is: find the click position, set selectionStart\n * find selectionEnd, initialize the drawing of either cursor or selection area\n * initializing a mousedDown on a text area will cancel fabricjs knowledge of\n * current compositionMode. It will be set to false.\n */\n _mouseDownHandler: function(options) {\n if (!this.canvas || !this.editable || (options.e.button && options.e.button !== 1)) {\n return;\n }\n\n this.__isMousedown = true;\n\n if (this.selected) {\n this.inCompositionMode = false;\n this.setCursorByClick(options.e);\n }\n\n if (this.isEditing) {\n this.__selectionStartOnMouseDown = this.selectionStart;\n if (this.selectionStart === this.selectionEnd) {\n this.abortCursorAnimation();\n }\n this.renderCursorOrSelection();\n }\n },\n\n /**\n * Default event handler for the basic functionalities needed on mousedown:before\n * can be overridden to do something different.\n * Scope of this implementation is: verify the object is already selected when mousing down\n */\n _mouseDownHandlerBefore: function(options) {\n if (!this.canvas || !this.editable || (options.e.button && options.e.button !== 1)) {\n return;\n }\n // we want to avoid that an object that was selected and then becomes unselectable,\n // may trigger editing mode in some way.\n this.selected = this === this.canvas._activeObject;\n },\n\n /**\n * Initializes \"mousedown\" event handler\n */\n initMousedownHandler: function() {\n this.on('mousedown', this._mouseDownHandler);\n this.on('mousedown:before', this._mouseDownHandlerBefore);\n },\n\n /**\n * Initializes \"mouseup\" event handler\n */\n initMouseupHandler: function() {\n this.on('mouseup', this.mouseUpHandler);\n },\n\n /**\n * standard handler for mouse up, overridable\n * @private\n */\n mouseUpHandler: function(options) {\n this.__isMousedown = false;\n if (!this.editable || this.group ||\n (options.transform && options.transform.actionPerformed) ||\n (options.e.button && options.e.button !== 1)) {\n return;\n }\n\n if (this.canvas) {\n var currentActive = this.canvas._activeObject;\n if (currentActive && currentActive !== this) {\n // avoid running this logic when there is an active object\n // this because is possible with shift click and fast clicks,\n // to rapidly deselect and reselect this object and trigger an enterEdit\n return;\n }\n }\n\n if (this.__lastSelected && !this.__corner) {\n this.selected = false;\n this.__lastSelected = false;\n this.enterEditing(options.e);\n if (this.selectionStart === this.selectionEnd) {\n this.initDelayedCursor(true);\n }\n else {\n this.renderCursorOrSelection();\n }\n }\n else {\n this.selected = true;\n }\n },\n\n /**\n * Changes cursor location in a text depending on passed pointer (x/y) object\n * @param {Event} e Event object\n */\n setCursorByClick: function(e) {\n var newSelection = this.getSelectionStartFromPointer(e),\n start = this.selectionStart, end = this.selectionEnd;\n if (e.shiftKey) {\n this.setSelectionStartEndWithShift(start, end, newSelection);\n }\n else {\n this.selectionStart = newSelection;\n this.selectionEnd = newSelection;\n }\n if (this.isEditing) {\n this._fireSelectionChanged();\n this._updateTextarea();\n }\n },\n\n /**\n * Returns index of a character corresponding to where an object was clicked\n * @param {Event} e Event object\n * @return {Number} Index of a character\n */\n getSelectionStartFromPointer: function(e) {\n var mouseOffset = this.getLocalPointer(e),\n prevWidth = 0,\n width = 0,\n height = 0,\n charIndex = 0,\n lineIndex = 0,\n lineLeftOffset,\n line;\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n if (height <= mouseOffset.y) {\n height += this.getHeightOfLine(i) * this.scaleY;\n lineIndex = i;\n if (i > 0) {\n charIndex += this._textLines[i - 1].length + this.missingNewlineOffset(i - 1);\n }\n }\n else {\n break;\n }\n }\n lineLeftOffset = this._getLineLeftOffset(lineIndex);\n width = lineLeftOffset * this.scaleX;\n line = this._textLines[lineIndex];\n // handling of RTL: in order to get things work correctly,\n // we assume RTL writing is mirrored compared to LTR writing.\n // so in position detection we mirror the X offset, and when is time\n // of rendering it, we mirror it again.\n if (this.direction === 'rtl') {\n mouseOffset.x = this.width * this.scaleX - mouseOffset.x + width;\n }\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n prevWidth = width;\n // i removed something about flipX here, check.\n width += this.__charBounds[lineIndex][j].kernedWidth * this.scaleX;\n if (width <= mouseOffset.x) {\n charIndex++;\n }\n else {\n break;\n }\n }\n return this._getNewSelectionStartFromOffset(mouseOffset, prevWidth, width, charIndex, jlen);\n },\n\n /**\n * @private\n */\n _getNewSelectionStartFromOffset: function(mouseOffset, prevWidth, width, index, jlen) {\n // we need Math.abs because when width is after the last char, the offset is given as 1, while is 0\n var distanceBtwLastCharAndCursor = mouseOffset.x - prevWidth,\n distanceBtwNextCharAndCursor = width - mouseOffset.x,\n offset = distanceBtwNextCharAndCursor > distanceBtwLastCharAndCursor ||\n distanceBtwNextCharAndCursor < 0 ? 0 : 1,\n newSelectionStart = index + offset;\n // if object is horizontally flipped, mirror cursor location from the end\n if (this.flipX) {\n newSelectionStart = jlen - newSelectionStart;\n }\n\n if (newSelectionStart > this._text.length) {\n newSelectionStart = this._text.length;\n }\n\n return newSelectionStart;\n }\n});\n\n\nfabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ {\n\n /**\n * Initializes hidden textarea (needed to bring up keyboard in iOS)\n */\n initHiddenTextarea: function() {\n this.hiddenTextarea = fabric.document.createElement('textarea');\n this.hiddenTextarea.setAttribute('autocapitalize', 'off');\n this.hiddenTextarea.setAttribute('autocorrect', 'off');\n this.hiddenTextarea.setAttribute('autocomplete', 'off');\n this.hiddenTextarea.setAttribute('spellcheck', 'false');\n this.hiddenTextarea.setAttribute('data-fabric-hiddentextarea', '');\n this.hiddenTextarea.setAttribute('wrap', 'off');\n var style = this._calcTextareaPosition();\n // line-height: 1px; was removed from the style to fix this:\n // https://bugs.chromium.org/p/chromium/issues/detail?id=870966\n this.hiddenTextarea.style.cssText = 'position: absolute; top: ' + style.top +\n '; left: ' + style.left + '; z-index: -999; opacity: 0; width: 1px; height: 1px; font-size: 1px;' +\n ' paddingーtop: ' + style.fontSize + ';';\n\n if (this.hiddenTextareaContainer) {\n this.hiddenTextareaContainer.appendChild(this.hiddenTextarea);\n }\n else {\n fabric.document.body.appendChild(this.hiddenTextarea);\n }\n\n fabric.util.addListener(this.hiddenTextarea, 'keydown', this.onKeyDown.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'keyup', this.onKeyUp.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'input', this.onInput.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'copy', this.copy.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'cut', this.copy.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'paste', this.paste.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'compositionstart', this.onCompositionStart.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'compositionupdate', this.onCompositionUpdate.bind(this));\n fabric.util.addListener(this.hiddenTextarea, 'compositionend', this.onCompositionEnd.bind(this));\n\n if (!this._clickHandlerInitialized && this.canvas) {\n fabric.util.addListener(this.canvas.upperCanvasEl, 'click', this.onClick.bind(this));\n this._clickHandlerInitialized = true;\n }\n },\n\n /**\n * For functionalities on keyDown\n * Map a special key to a function of the instance/prototype\n * If you need different behaviour for ESC or TAB or arrows, you have to change\n * this map setting the name of a function that you build on the fabric.Itext or\n * your prototype.\n * the map change will affect all Instances unless you need for only some text Instances\n * in that case you have to clone this object and assign your Instance.\n * this.keysMap = fabric.util.object.clone(this.keysMap);\n * The function must be in fabric.Itext.prototype.myFunction And will receive event as args[0]\n */\n keysMap: {\n 9: 'exitEditing',\n 27: 'exitEditing',\n 33: 'moveCursorUp',\n 34: 'moveCursorDown',\n 35: 'moveCursorRight',\n 36: 'moveCursorLeft',\n 37: 'moveCursorLeft',\n 38: 'moveCursorUp',\n 39: 'moveCursorRight',\n 40: 'moveCursorDown',\n },\n\n keysMapRtl: {\n 9: 'exitEditing',\n 27: 'exitEditing',\n 33: 'moveCursorUp',\n 34: 'moveCursorDown',\n 35: 'moveCursorLeft',\n 36: 'moveCursorRight',\n 37: 'moveCursorRight',\n 38: 'moveCursorUp',\n 39: 'moveCursorLeft',\n 40: 'moveCursorDown',\n },\n\n /**\n * For functionalities on keyUp + ctrl || cmd\n */\n ctrlKeysMapUp: {\n 67: 'copy',\n 88: 'cut'\n },\n\n /**\n * For functionalities on keyDown + ctrl || cmd\n */\n ctrlKeysMapDown: {\n 65: 'selectAll'\n },\n\n onClick: function() {\n // No need to trigger click event here, focus is enough to have the keyboard appear on Android\n this.hiddenTextarea && this.hiddenTextarea.focus();\n },\n\n /**\n * Handles keydown event\n * only used for arrows and combination of modifier keys.\n * @param {Event} e Event object\n */\n onKeyDown: function(e) {\n if (!this.isEditing) {\n return;\n }\n var keyMap = this.direction === 'rtl' ? this.keysMapRtl : this.keysMap;\n if (e.keyCode in keyMap) {\n this[keyMap[e.keyCode]](e);\n }\n else if ((e.keyCode in this.ctrlKeysMapDown) && (e.ctrlKey || e.metaKey)) {\n this[this.ctrlKeysMapDown[e.keyCode]](e);\n }\n else {\n return;\n }\n e.stopImmediatePropagation();\n e.preventDefault();\n if (e.keyCode >= 33 && e.keyCode <= 40) {\n // if i press an arrow key just update selection\n this.inCompositionMode = false;\n this.clearContextTop();\n this.renderCursorOrSelection();\n }\n else {\n this.canvas && this.canvas.requestRenderAll();\n }\n },\n\n /**\n * Handles keyup event\n * We handle KeyUp because ie11 and edge have difficulties copy/pasting\n * if a copy/cut event fired, keyup is dismissed\n * @param {Event} e Event object\n */\n onKeyUp: function(e) {\n if (!this.isEditing || this._copyDone || this.inCompositionMode) {\n this._copyDone = false;\n return;\n }\n if ((e.keyCode in this.ctrlKeysMapUp) && (e.ctrlKey || e.metaKey)) {\n this[this.ctrlKeysMapUp[e.keyCode]](e);\n }\n else {\n return;\n }\n e.stopImmediatePropagation();\n e.preventDefault();\n this.canvas && this.canvas.requestRenderAll();\n },\n\n /**\n * Handles onInput event\n * @param {Event} e Event object\n */\n onInput: function(e) {\n var fromPaste = this.fromPaste;\n this.fromPaste = false;\n e && e.stopPropagation();\n if (!this.isEditing) {\n return;\n }\n // decisions about style changes.\n var nextText = this._splitTextIntoLines(this.hiddenTextarea.value).graphemeText,\n charCount = this._text.length,\n nextCharCount = nextText.length,\n removedText, insertedText,\n charDiff = nextCharCount - charCount,\n selectionStart = this.selectionStart, selectionEnd = this.selectionEnd,\n selection = selectionStart !== selectionEnd,\n copiedStyle, removeFrom, removeTo;\n if (this.hiddenTextarea.value === '') {\n this.styles = { };\n this.updateFromTextArea();\n this.fire('changed');\n if (this.canvas) {\n this.canvas.fire('text:changed', { target: this });\n this.canvas.requestRenderAll();\n }\n return;\n }\n\n var textareaSelection = this.fromStringToGraphemeSelection(\n this.hiddenTextarea.selectionStart,\n this.hiddenTextarea.selectionEnd,\n this.hiddenTextarea.value\n );\n var backDelete = selectionStart > textareaSelection.selectionStart;\n\n if (selection) {\n removedText = this._text.slice(selectionStart, selectionEnd);\n charDiff += selectionEnd - selectionStart;\n }\n else if (nextCharCount < charCount) {\n if (backDelete) {\n removedText = this._text.slice(selectionEnd + charDiff, selectionEnd);\n }\n else {\n removedText = this._text.slice(selectionStart, selectionStart - charDiff);\n }\n }\n insertedText = nextText.slice(textareaSelection.selectionEnd - charDiff, textareaSelection.selectionEnd);\n if (removedText && removedText.length) {\n if (insertedText.length) {\n // let's copy some style before deleting.\n // we want to copy the style before the cursor OR the style at the cursor if selection\n // is bigger than 0.\n copiedStyle = this.getSelectionStyles(selectionStart, selectionStart + 1, false);\n // now duplicate the style one for each inserted text.\n copiedStyle = insertedText.map(function() {\n // this return an array of references, but that is fine since we are\n // copying the style later.\n return copiedStyle[0];\n });\n }\n if (selection) {\n removeFrom = selectionStart;\n removeTo = selectionEnd;\n }\n else if (backDelete) {\n // detect differences between forwardDelete and backDelete\n removeFrom = selectionEnd - removedText.length;\n removeTo = selectionEnd;\n }\n else {\n removeFrom = selectionEnd;\n removeTo = selectionEnd + removedText.length;\n }\n this.removeStyleFromTo(removeFrom, removeTo);\n }\n if (insertedText.length) {\n if (fromPaste && insertedText.join('') === fabric.copiedText && !fabric.disableStyleCopyPaste) {\n copiedStyle = fabric.copiedTextStyle;\n }\n this.insertNewStyleBlock(insertedText, selectionStart, copiedStyle);\n }\n this.updateFromTextArea();\n this.fire('changed');\n if (this.canvas) {\n this.canvas.fire('text:changed', { target: this });\n this.canvas.requestRenderAll();\n }\n },\n /**\n * Composition start\n */\n onCompositionStart: function() {\n this.inCompositionMode = true;\n },\n\n /**\n * Composition end\n */\n onCompositionEnd: function() {\n this.inCompositionMode = false;\n },\n\n // /**\n // * Composition update\n // */\n onCompositionUpdate: function(e) {\n this.compositionStart = e.target.selectionStart;\n this.compositionEnd = e.target.selectionEnd;\n this.updateTextareaPosition();\n },\n\n /**\n * Copies selected text\n * @param {Event} e Event object\n */\n copy: function() {\n if (this.selectionStart === this.selectionEnd) {\n //do not cut-copy if no selection\n return;\n }\n\n fabric.copiedText = this.getSelectedText();\n if (!fabric.disableStyleCopyPaste) {\n fabric.copiedTextStyle = this.getSelectionStyles(this.selectionStart, this.selectionEnd, true);\n }\n else {\n fabric.copiedTextStyle = null;\n }\n this._copyDone = true;\n },\n\n /**\n * Pastes text\n * @param {Event} e Event object\n */\n paste: function() {\n this.fromPaste = true;\n },\n\n /**\n * @private\n * @param {Event} e Event object\n * @return {Object} Clipboard data object\n */\n _getClipboardData: function(e) {\n return (e && e.clipboardData) || fabric.window.clipboardData;\n },\n\n /**\n * Finds the width in pixels before the cursor on the same line\n * @private\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @return {Number} widthBeforeCursor width before cursor\n */\n _getWidthBeforeCursor: function(lineIndex, charIndex) {\n var widthBeforeCursor = this._getLineLeftOffset(lineIndex), bound;\n\n if (charIndex > 0) {\n bound = this.__charBounds[lineIndex][charIndex - 1];\n widthBeforeCursor += bound.left + bound.width;\n }\n return widthBeforeCursor;\n },\n\n /**\n * Gets start offset of a selection\n * @param {Event} e Event object\n * @param {Boolean} isRight\n * @return {Number}\n */\n getDownCursorOffset: function(e, isRight) {\n var selectionProp = this._getSelectionForOffset(e, isRight),\n cursorLocation = this.get2DCursorLocation(selectionProp),\n lineIndex = cursorLocation.lineIndex;\n // if on last line, down cursor goes to end of line\n if (lineIndex === this._textLines.length - 1 || e.metaKey || e.keyCode === 34) {\n // move to the end of a text\n return this._text.length - selectionProp;\n }\n var charIndex = cursorLocation.charIndex,\n widthBeforeCursor = this._getWidthBeforeCursor(lineIndex, charIndex),\n indexOnOtherLine = this._getIndexOnLine(lineIndex + 1, widthBeforeCursor),\n textAfterCursor = this._textLines[lineIndex].slice(charIndex);\n return textAfterCursor.length + indexOnOtherLine + 1 + this.missingNewlineOffset(lineIndex);\n },\n\n /**\n * private\n * Helps finding if the offset should be counted from Start or End\n * @param {Event} e Event object\n * @param {Boolean} isRight\n * @return {Number}\n */\n _getSelectionForOffset: function(e, isRight) {\n if (e.shiftKey && this.selectionStart !== this.selectionEnd && isRight) {\n return this.selectionEnd;\n }\n else {\n return this.selectionStart;\n }\n },\n\n /**\n * @param {Event} e Event object\n * @param {Boolean} isRight\n * @return {Number}\n */\n getUpCursorOffset: function(e, isRight) {\n var selectionProp = this._getSelectionForOffset(e, isRight),\n cursorLocation = this.get2DCursorLocation(selectionProp),\n lineIndex = cursorLocation.lineIndex;\n if (lineIndex === 0 || e.metaKey || e.keyCode === 33) {\n // if on first line, up cursor goes to start of line\n return -selectionProp;\n }\n var charIndex = cursorLocation.charIndex,\n widthBeforeCursor = this._getWidthBeforeCursor(lineIndex, charIndex),\n indexOnOtherLine = this._getIndexOnLine(lineIndex - 1, widthBeforeCursor),\n textBeforeCursor = this._textLines[lineIndex].slice(0, charIndex),\n missingNewlineOffset = this.missingNewlineOffset(lineIndex - 1);\n // return a negative offset\n return -this._textLines[lineIndex - 1].length\n + indexOnOtherLine - textBeforeCursor.length + (1 - missingNewlineOffset);\n },\n\n /**\n * for a given width it founds the matching character.\n * @private\n */\n _getIndexOnLine: function(lineIndex, width) {\n\n var line = this._textLines[lineIndex],\n lineLeftOffset = this._getLineLeftOffset(lineIndex),\n widthOfCharsOnLine = lineLeftOffset,\n indexOnLine = 0, charWidth, foundMatch;\n\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charWidth = this.__charBounds[lineIndex][j].width;\n widthOfCharsOnLine += charWidth;\n if (widthOfCharsOnLine > width) {\n foundMatch = true;\n var leftEdge = widthOfCharsOnLine - charWidth,\n rightEdge = widthOfCharsOnLine,\n offsetFromLeftEdge = Math.abs(leftEdge - width),\n offsetFromRightEdge = Math.abs(rightEdge - width);\n\n indexOnLine = offsetFromRightEdge < offsetFromLeftEdge ? j : (j - 1);\n break;\n }\n }\n\n // reached end\n if (!foundMatch) {\n indexOnLine = line.length - 1;\n }\n\n return indexOnLine;\n },\n\n\n /**\n * Moves cursor down\n * @param {Event} e Event object\n */\n moveCursorDown: function(e) {\n if (this.selectionStart >= this._text.length && this.selectionEnd >= this._text.length) {\n return;\n }\n this._moveCursorUpOrDown('Down', e);\n },\n\n /**\n * Moves cursor up\n * @param {Event} e Event object\n */\n moveCursorUp: function(e) {\n if (this.selectionStart === 0 && this.selectionEnd === 0) {\n return;\n }\n this._moveCursorUpOrDown('Up', e);\n },\n\n /**\n * Moves cursor up or down, fires the events\n * @param {String} direction 'Up' or 'Down'\n * @param {Event} e Event object\n */\n _moveCursorUpOrDown: function(direction, e) {\n // getUpCursorOffset\n // getDownCursorOffset\n var action = 'get' + direction + 'CursorOffset',\n offset = this[action](e, this._selectionDirection === 'right');\n if (e.shiftKey) {\n this.moveCursorWithShift(offset);\n }\n else {\n this.moveCursorWithoutShift(offset);\n }\n if (offset !== 0) {\n this.setSelectionInBoundaries();\n this.abortCursorAnimation();\n this._currentCursorOpacity = 1;\n this.initDelayedCursor();\n this._fireSelectionChanged();\n this._updateTextarea();\n }\n },\n\n /**\n * Moves cursor with shift\n * @param {Number} offset\n */\n moveCursorWithShift: function(offset) {\n var newSelection = this._selectionDirection === 'left'\n ? this.selectionStart + offset\n : this.selectionEnd + offset;\n this.setSelectionStartEndWithShift(this.selectionStart, this.selectionEnd, newSelection);\n return offset !== 0;\n },\n\n /**\n * Moves cursor up without shift\n * @param {Number} offset\n */\n moveCursorWithoutShift: function(offset) {\n if (offset < 0) {\n this.selectionStart += offset;\n this.selectionEnd = this.selectionStart;\n }\n else {\n this.selectionEnd += offset;\n this.selectionStart = this.selectionEnd;\n }\n return offset !== 0;\n },\n\n /**\n * Moves cursor left\n * @param {Event} e Event object\n */\n moveCursorLeft: function(e) {\n if (this.selectionStart === 0 && this.selectionEnd === 0) {\n return;\n }\n this._moveCursorLeftOrRight('Left', e);\n },\n\n /**\n * @private\n * @return {Boolean} true if a change happened\n */\n _move: function(e, prop, direction) {\n var newValue;\n if (e.altKey) {\n newValue = this['findWordBoundary' + direction](this[prop]);\n }\n else if (e.metaKey || e.keyCode === 35 || e.keyCode === 36 ) {\n newValue = this['findLineBoundary' + direction](this[prop]);\n }\n else {\n this[prop] += direction === 'Left' ? -1 : 1;\n return true;\n }\n if (typeof newValue !== undefined && this[prop] !== newValue) {\n this[prop] = newValue;\n return true;\n }\n },\n\n /**\n * @private\n */\n _moveLeft: function(e, prop) {\n return this._move(e, prop, 'Left');\n },\n\n /**\n * @private\n */\n _moveRight: function(e, prop) {\n return this._move(e, prop, 'Right');\n },\n\n /**\n * Moves cursor left without keeping selection\n * @param {Event} e\n */\n moveCursorLeftWithoutShift: function(e) {\n var change = true;\n this._selectionDirection = 'left';\n\n // only move cursor when there is no selection,\n // otherwise we discard it, and leave cursor on same place\n if (this.selectionEnd === this.selectionStart && this.selectionStart !== 0) {\n change = this._moveLeft(e, 'selectionStart');\n\n }\n this.selectionEnd = this.selectionStart;\n return change;\n },\n\n /**\n * Moves cursor left while keeping selection\n * @param {Event} e\n */\n moveCursorLeftWithShift: function(e) {\n if (this._selectionDirection === 'right' && this.selectionStart !== this.selectionEnd) {\n return this._moveLeft(e, 'selectionEnd');\n }\n else if (this.selectionStart !== 0){\n this._selectionDirection = 'left';\n return this._moveLeft(e, 'selectionStart');\n }\n },\n\n /**\n * Moves cursor right\n * @param {Event} e Event object\n */\n moveCursorRight: function(e) {\n if (this.selectionStart >= this._text.length && this.selectionEnd >= this._text.length) {\n return;\n }\n this._moveCursorLeftOrRight('Right', e);\n },\n\n /**\n * Moves cursor right or Left, fires event\n * @param {String} direction 'Left', 'Right'\n * @param {Event} e Event object\n */\n _moveCursorLeftOrRight: function(direction, e) {\n var actionName = 'moveCursor' + direction + 'With';\n this._currentCursorOpacity = 1;\n\n if (e.shiftKey) {\n actionName += 'Shift';\n }\n else {\n actionName += 'outShift';\n }\n if (this[actionName](e)) {\n this.abortCursorAnimation();\n this.initDelayedCursor();\n this._fireSelectionChanged();\n this._updateTextarea();\n }\n },\n\n /**\n * Moves cursor right while keeping selection\n * @param {Event} e\n */\n moveCursorRightWithShift: function(e) {\n if (this._selectionDirection === 'left' && this.selectionStart !== this.selectionEnd) {\n return this._moveRight(e, 'selectionStart');\n }\n else if (this.selectionEnd !== this._text.length) {\n this._selectionDirection = 'right';\n return this._moveRight(e, 'selectionEnd');\n }\n },\n\n /**\n * Moves cursor right without keeping selection\n * @param {Event} e Event object\n */\n moveCursorRightWithoutShift: function(e) {\n var changed = true;\n this._selectionDirection = 'right';\n\n if (this.selectionStart === this.selectionEnd) {\n changed = this._moveRight(e, 'selectionStart');\n this.selectionEnd = this.selectionStart;\n }\n else {\n this.selectionStart = this.selectionEnd;\n }\n return changed;\n },\n\n /**\n * Removes characters from start/end\n * start/end ar per grapheme position in _text array.\n *\n * @param {Number} start\n * @param {Number} end default to start + 1\n */\n removeChars: function(start, end) {\n if (typeof end === 'undefined') {\n end = start + 1;\n }\n this.removeStyleFromTo(start, end);\n this._text.splice(start, end - start);\n this.text = this._text.join('');\n this.set('dirty', true);\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n this.setCoords();\n }\n this._removeExtraneousStyles();\n },\n\n /**\n * insert characters at start position, before start position.\n * start equal 1 it means the text get inserted between actual grapheme 0 and 1\n * if style array is provided, it must be as the same length of text in graphemes\n * if end is provided and is bigger than start, old text is replaced.\n * start/end ar per grapheme position in _text array.\n *\n * @param {String} text text to insert\n * @param {Array} style array of style objects\n * @param {Number} start\n * @param {Number} end default to start + 1\n */\n insertChars: function(text, style, start, end) {\n if (typeof end === 'undefined') {\n end = start;\n }\n if (end > start) {\n this.removeStyleFromTo(start, end);\n }\n var graphemes = fabric.util.string.graphemeSplit(text);\n this.insertNewStyleBlock(graphemes, start, style);\n this._text = [].concat(this._text.slice(0, start), graphemes, this._text.slice(end));\n this.text = this._text.join('');\n this.set('dirty', true);\n if (this._shouldClearDimensionCache()) {\n this.initDimensions();\n this.setCoords();\n }\n this._removeExtraneousStyles();\n },\n\n});\n\n\n/* _TO_SVG_START_ */\n(function() {\n var toFixed = fabric.util.toFixed,\n multipleSpacesRegex = / +/g;\n\n fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {\n\n /**\n * Returns SVG representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n _toSVG: function() {\n var offsets = this._getSVGLeftTopOffsets(),\n textAndBg = this._getSVGTextAndBg(offsets.textTop, offsets.textLeft);\n return this._wrapSVGTextAndBg(textAndBg);\n },\n\n /**\n * Returns svg representation of an instance\n * @param {Function} [reviver] Method for further parsing of svg representation.\n * @return {String} svg representation of an instance\n */\n toSVG: function(reviver) {\n return this._createBaseSVGMarkup(\n this._toSVG(),\n { reviver: reviver, noStyle: true, withShadow: true }\n );\n },\n\n /**\n * @private\n */\n _getSVGLeftTopOffsets: function() {\n return {\n textLeft: -this.width / 2,\n textTop: -this.height / 2,\n lineTop: this.getHeightOfLine(0)\n };\n },\n\n /**\n * @private\n */\n _wrapSVGTextAndBg: function(textAndBg) {\n var noShadow = true,\n textDecoration = this.getSvgTextDecoration(this);\n return [\n textAndBg.textBgRects.join(''),\n '\\t\\t',\n textAndBg.textSpans.join(''),\n '\\n'\n ];\n },\n\n /**\n * @private\n * @param {Number} textTopOffset Text top offset\n * @param {Number} textLeftOffset Text left offset\n * @return {Object}\n */\n _getSVGTextAndBg: function(textTopOffset, textLeftOffset) {\n var textSpans = [],\n textBgRects = [],\n height = textTopOffset, lineOffset;\n // bounding-box background\n this._setSVGBg(textBgRects);\n\n // text and text-background\n for (var i = 0, len = this._textLines.length; i < len; i++) {\n lineOffset = this._getLineLeftOffset(i);\n if (this.textBackgroundColor || this.styleHas('textBackgroundColor', i)) {\n this._setSVGTextLineBg(textBgRects, i, textLeftOffset + lineOffset, height);\n }\n this._setSVGTextLineText(textSpans, i, textLeftOffset + lineOffset, height);\n height += this.getHeightOfLine(i);\n }\n\n return {\n textSpans: textSpans,\n textBgRects: textBgRects\n };\n },\n\n /**\n * @private\n */\n _createTextCharSpan: function(_char, styleDecl, left, top) {\n var shouldUseWhitespace = _char !== _char.trim() || _char.match(multipleSpacesRegex),\n styleProps = this.getSvgSpanStyles(styleDecl, shouldUseWhitespace),\n fillStyles = styleProps ? 'style=\"' + styleProps + '\"' : '',\n dy = styleDecl.deltaY, dySpan = '',\n NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n if (dy) {\n dySpan = ' dy=\"' + toFixed(dy, NUM_FRACTION_DIGITS) + '\" ';\n }\n return [\n '',\n fabric.util.string.escapeXml(_char),\n ''\n ].join('');\n },\n\n _setSVGTextLineText: function(textSpans, lineIndex, textLeftOffset, textTopOffset) {\n // set proper line offset\n var lineHeight = this.getHeightOfLine(lineIndex),\n isJustify = this.textAlign.indexOf('justify') !== -1,\n actualStyle,\n nextStyle,\n charsToRender = '',\n charBox, style,\n boxWidth = 0,\n line = this._textLines[lineIndex],\n timeToRender;\n\n textTopOffset += lineHeight * (1 - this._fontSizeFraction) / this.lineHeight;\n for (var i = 0, len = line.length - 1; i <= len; i++) {\n timeToRender = i === len || this.charSpacing;\n charsToRender += line[i];\n charBox = this.__charBounds[lineIndex][i];\n if (boxWidth === 0) {\n textLeftOffset += charBox.kernedWidth - charBox.width;\n boxWidth += charBox.width;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n if (isJustify && !timeToRender) {\n if (this._reSpaceAndTab.test(line[i])) {\n timeToRender = true;\n }\n }\n if (!timeToRender) {\n // if we have charSpacing, we render char by char\n actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);\n nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);\n timeToRender = this._hasStyleChangedForSvg(actualStyle, nextStyle);\n }\n if (timeToRender) {\n style = this._getStyleDeclaration(lineIndex, i) || { };\n textSpans.push(this._createTextCharSpan(charsToRender, style, textLeftOffset, textTopOffset));\n charsToRender = '';\n actualStyle = nextStyle;\n textLeftOffset += boxWidth;\n boxWidth = 0;\n }\n }\n },\n\n _pushTextBgRect: function(textBgRects, color, left, top, width, height) {\n var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;\n textBgRects.push(\n '\\t\\t\\n');\n },\n\n _setSVGTextLineBg: function(textBgRects, i, leftOffset, textTopOffset) {\n var line = this._textLines[i],\n heightOfLine = this.getHeightOfLine(i) / this.lineHeight,\n boxWidth = 0,\n boxStart = 0,\n charBox, currentColor,\n lastColor = this.getValueOfPropertyAt(i, 0, 'textBackgroundColor');\n for (var j = 0, jlen = line.length; j < jlen; j++) {\n charBox = this.__charBounds[i][j];\n currentColor = this.getValueOfPropertyAt(i, j, 'textBackgroundColor');\n if (currentColor !== lastColor) {\n lastColor && this._pushTextBgRect(textBgRects, lastColor, leftOffset + boxStart,\n textTopOffset, boxWidth, heightOfLine);\n boxStart = charBox.left;\n boxWidth = charBox.width;\n lastColor = currentColor;\n }\n else {\n boxWidth += charBox.kernedWidth;\n }\n }\n currentColor && this._pushTextBgRect(textBgRects, currentColor, leftOffset + boxStart,\n textTopOffset, boxWidth, heightOfLine);\n },\n\n /**\n * Adobe Illustrator (at least CS5) is unable to render rgba()-based fill values\n * we work around it by \"moving\" alpha channel into opacity attribute and setting fill's alpha to 1\n *\n * @private\n * @param {*} value\n * @return {String}\n */\n _getFillAttributes: function(value) {\n var fillColor = (value && typeof value === 'string') ? new fabric.Color(value) : '';\n if (!fillColor || !fillColor.getSource() || fillColor.getAlpha() === 1) {\n return 'fill=\"' + value + '\"';\n }\n return 'opacity=\"' + fillColor.getAlpha() + '\" fill=\"' + fillColor.setAlpha(1).toRgb() + '\"';\n },\n\n /**\n * @private\n */\n _getSVGLineTopOffset: function(lineIndex) {\n var lineTopOffset = 0, lastHeight = 0;\n for (var j = 0; j < lineIndex; j++) {\n lineTopOffset += this.getHeightOfLine(j);\n }\n lastHeight = this.getHeightOfLine(j);\n return {\n lineTop: lineTopOffset,\n offset: (this._fontSizeMult - this._fontSizeFraction) * lastHeight / (this.lineHeight * this._fontSizeMult)\n };\n },\n\n /**\n * Returns styles-string for svg-export\n * @param {Boolean} skipShadow a boolean to skip shadow filter output\n * @return {String}\n */\n getSvgStyles: function(skipShadow) {\n var svgStyle = fabric.Object.prototype.getSvgStyles.call(this, skipShadow);\n return svgStyle + ' white-space: pre;';\n },\n });\n})();\n/* _TO_SVG_END_ */\n\n\n(function(global) {\n\n var fabric = global.fabric || (global.fabric = {});\n\n /**\n * Textbox class, based on IText, allows the user to resize the text rectangle\n * and wraps lines automatically. Textboxes have their Y scaling locked, the\n * user can only change width. Height is adjusted automatically based on the\n * wrapping of lines.\n * @class fabric.Textbox\n * @extends fabric.IText\n * @mixes fabric.Observable\n * @return {fabric.Textbox} thisArg\n * @see {@link fabric.Textbox#initialize} for constructor definition\n */\n fabric.Textbox = fabric.util.createClass(fabric.IText, fabric.Observable, {\n\n /**\n * Type of an object\n * @type String\n * @default\n */\n type: 'textbox',\n\n /**\n * Minimum width of textbox, in pixels.\n * @type Number\n * @default\n */\n minWidth: 20,\n\n /**\n * Minimum calculated width of a textbox, in pixels.\n * fixed to 2 so that an empty textbox cannot go to 0\n * and is still selectable without text.\n * @type Number\n * @default\n */\n dynamicMinWidth: 2,\n\n /**\n * Cached array of text wrapping.\n * @type Array\n */\n __cachedLines: null,\n\n /**\n * Override standard Object class values\n */\n lockScalingFlip: true,\n\n /**\n * Override standard Object class values\n * Textbox needs this on false\n */\n noScaleCache: false,\n\n /**\n * Properties which when set cause object to change dimensions\n * @type Object\n * @private\n */\n _dimensionAffectingProps: fabric.Text.prototype._dimensionAffectingProps.concat('width'),\n\n /**\n * Use this regular expression to split strings in breakable lines\n * @private\n */\n _wordJoiners: /[ \\t\\r]/,\n\n /**\n * Use this boolean property in order to split strings that have no white space concept.\n * this is a cheap way to help with chinese/japanese\n * @type Boolean\n * @since 2.6.0\n */\n splitByGrapheme: false,\n\n /**\n * Unlike superclass's version of this function, Textbox does not update\n * its width.\n * @private\n * @override\n */\n initDimensions: function() {\n if (this.__skipDimension) {\n return;\n }\n this.isEditing && this.initDelayedCursor();\n this.clearContextTop();\n this._clearCache();\n // clear dynamicMinWidth as it will be different after we re-wrap line\n this.dynamicMinWidth = 0;\n // wrap lines\n this._styleMap = this._generateStyleMap(this._splitText());\n // if after wrapping, the width is smaller than dynamicMinWidth, change the width and re-wrap\n if (this.dynamicMinWidth > this.width) {\n this._set('width', this.dynamicMinWidth);\n }\n if (this.textAlign.indexOf('justify') !== -1) {\n // once text is measured we need to make space fatter to make justified text.\n this.enlargeSpaces();\n }\n // clear cache and re-calculate height\n this.height = this.calcTextHeight();\n this.saveState({ propertySet: '_dimensionAffectingProps' });\n },\n\n /**\n * Generate an object that translates the style object so that it is\n * broken up by visual lines (new lines and automatic wrapping).\n * The original text styles object is broken up by actual lines (new lines only),\n * which is only sufficient for Text / IText\n * @private\n */\n _generateStyleMap: function(textInfo) {\n var realLineCount = 0,\n realLineCharCount = 0,\n charCount = 0,\n map = {};\n\n for (var i = 0; i < textInfo.graphemeLines.length; i++) {\n if (textInfo.graphemeText[charCount] === '\\n' && i > 0) {\n realLineCharCount = 0;\n charCount++;\n realLineCount++;\n }\n else if (!this.splitByGrapheme && this._reSpaceAndTab.test(textInfo.graphemeText[charCount]) && i > 0) {\n // this case deals with space's that are removed from end of lines when wrapping\n realLineCharCount++;\n charCount++;\n }\n\n map[i] = { line: realLineCount, offset: realLineCharCount };\n\n charCount += textInfo.graphemeLines[i].length;\n realLineCharCount += textInfo.graphemeLines[i].length;\n }\n\n return map;\n },\n\n /**\n * Returns true if object has a style property or has it on a specified line\n * @param {Number} lineIndex\n * @return {Boolean}\n */\n styleHas: function(property, lineIndex) {\n if (this._styleMap && !this.isWrapping) {\n var map = this._styleMap[lineIndex];\n if (map) {\n lineIndex = map.line;\n }\n }\n return fabric.Text.prototype.styleHas.call(this, property, lineIndex);\n },\n\n /**\n * Returns true if object has no styling or no styling in a line\n * @param {Number} lineIndex , lineIndex is on wrapped lines.\n * @return {Boolean}\n */\n isEmptyStyles: function(lineIndex) {\n if (!this.styles) {\n return true;\n }\n var offset = 0, nextLineIndex = lineIndex + 1, nextOffset, obj, shouldLimit = false,\n map = this._styleMap[lineIndex], mapNextLine = this._styleMap[lineIndex + 1];\n if (map) {\n lineIndex = map.line;\n offset = map.offset;\n }\n if (mapNextLine) {\n nextLineIndex = mapNextLine.line;\n shouldLimit = nextLineIndex === lineIndex;\n nextOffset = mapNextLine.offset;\n }\n obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] };\n for (var p1 in obj) {\n for (var p2 in obj[p1]) {\n if (p2 >= offset && (!shouldLimit || p2 < nextOffset)) {\n // eslint-disable-next-line no-unused-vars\n for (var p3 in obj[p1][p2]) {\n return false;\n }\n }\n }\n }\n return true;\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */\n _getStyleDeclaration: function(lineIndex, charIndex) {\n if (this._styleMap && !this.isWrapping) {\n var map = this._styleMap[lineIndex];\n if (!map) {\n return null;\n }\n lineIndex = map.line;\n charIndex = map.offset + charIndex;\n }\n return this.callSuper('_getStyleDeclaration', lineIndex, charIndex);\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @param {Object} style\n * @private\n */\n _setStyleDeclaration: function(lineIndex, charIndex, style) {\n var map = this._styleMap[lineIndex];\n lineIndex = map.line;\n charIndex = map.offset + charIndex;\n\n this.styles[lineIndex][charIndex] = style;\n },\n\n /**\n * @param {Number} lineIndex\n * @param {Number} charIndex\n * @private\n */\n _deleteStyleDeclaration: function(lineIndex, charIndex) {\n var map = this._styleMap[lineIndex];\n lineIndex = map.line;\n charIndex = map.offset + charIndex;\n delete this.styles[lineIndex][charIndex];\n },\n\n /**\n * probably broken need a fix\n * Returns the real style line that correspond to the wrapped lineIndex line\n * Used just to verify if the line does exist or not.\n * @param {Number} lineIndex\n * @returns {Boolean} if the line exists or not\n * @private\n */\n _getLineStyle: function(lineIndex) {\n var map = this._styleMap[lineIndex];\n return !!this.styles[map.line];\n },\n\n /**\n * Set the line style to an empty object so that is initialized\n * @param {Number} lineIndex\n * @param {Object} style\n * @private\n */\n _setLineStyle: function(lineIndex) {\n var map = this._styleMap[lineIndex];\n this.styles[map.line] = {};\n },\n\n /**\n * Wraps text using the 'width' property of Textbox. First this function\n * splits text on newlines, so we preserve newlines entered by the user.\n * Then it wraps each line using the width of the Textbox by calling\n * _wrapLine().\n * @param {Array} lines The string array of text that is split into lines\n * @param {Number} desiredWidth width you want to wrap to\n * @returns {Array} Array of lines\n */\n _wrapText: function(lines, desiredWidth) {\n var wrapped = [], i;\n this.isWrapping = true;\n for (i = 0; i < lines.length; i++) {\n wrapped = wrapped.concat(this._wrapLine(lines[i], i, desiredWidth));\n }\n this.isWrapping = false;\n return wrapped;\n },\n\n /**\n * Helper function to measure a string of text, given its lineIndex and charIndex offset\n * it gets called when charBounds are not available yet.\n * @param {CanvasRenderingContext2D} ctx\n * @param {String} text\n * @param {number} lineIndex\n * @param {number} charOffset\n * @returns {number}\n * @private\n */\n _measureWord: function(word, lineIndex, charOffset) {\n var width = 0, prevGrapheme, skipLeft = true;\n charOffset = charOffset || 0;\n for (var i = 0, len = word.length; i < len; i++) {\n var box = this._getGraphemeBox(word[i], lineIndex, i + charOffset, prevGrapheme, skipLeft);\n width += box.kernedWidth;\n prevGrapheme = word[i];\n }\n return width;\n },\n\n /**\n * Wraps a line of text using the width of the Textbox and a context.\n * @param {Array} line The grapheme array that represent the line\n * @param {Number} lineIndex\n * @param {Number} desiredWidth width you want to wrap the line to\n * @param {Number} reservedSpace space to remove from wrapping for custom functionalities\n * @returns {Array} Array of line(s) into which the given text is wrapped\n * to.\n */\n _wrapLine: function(_line, lineIndex, desiredWidth, reservedSpace) {\n var lineWidth = 0,\n splitByGrapheme = this.splitByGrapheme,\n graphemeLines = [],\n line = [],\n // spaces in different languages?\n words = splitByGrapheme ? fabric.util.string.graphemeSplit(_line) : _line.split(this._wordJoiners),\n word = '',\n offset = 0,\n infix = splitByGrapheme ? '' : ' ',\n wordWidth = 0,\n infixWidth = 0,\n largestWordWidth = 0,\n lineJustStarted = true,\n additionalSpace = this._getWidthOfCharSpacing(),\n reservedSpace = reservedSpace || 0;\n // fix a difference between split and graphemeSplit\n if (words.length === 0) {\n words.push([]);\n }\n desiredWidth -= reservedSpace;\n for (var i = 0; i < words.length; i++) {\n // if using splitByGrapheme words are already in graphemes.\n word = splitByGrapheme ? words[i] : fabric.util.string.graphemeSplit(words[i]);\n wordWidth = this._measureWord(word, lineIndex, offset);\n offset += word.length;\n\n lineWidth += infixWidth + wordWidth - additionalSpace;\n if (lineWidth > desiredWidth && !lineJustStarted) {\n graphemeLines.push(line);\n line = [];\n lineWidth = wordWidth;\n lineJustStarted = true;\n }\n else {\n lineWidth += additionalSpace;\n }\n\n if (!lineJustStarted && !splitByGrapheme) {\n line.push(infix);\n }\n line = line.concat(word);\n\n infixWidth = splitByGrapheme ? 0 : this._measureWord([infix], lineIndex, offset);\n offset++;\n lineJustStarted = false;\n // keep track of largest word\n if (wordWidth > largestWordWidth) {\n largestWordWidth = wordWidth;\n }\n }\n\n i && graphemeLines.push(line);\n\n if (largestWordWidth + reservedSpace > this.dynamicMinWidth) {\n this.dynamicMinWidth = largestWordWidth - additionalSpace + reservedSpace;\n }\n return graphemeLines;\n },\n\n /**\n * Detect if the text line is ended with an hard break\n * text and itext do not have wrapping, return false\n * @param {Number} lineIndex text to split\n * @return {Boolean}\n */\n isEndOfWrapping: function(lineIndex) {\n if (!this._styleMap[lineIndex + 1]) {\n // is last line, return true;\n return true;\n }\n if (this._styleMap[lineIndex + 1].line !== this._styleMap[lineIndex].line) {\n // this is last line before a line break, return true;\n return true;\n }\n return false;\n },\n\n /**\n * Detect if a line has a linebreak and so we need to account for it when moving\n * and counting style.\n * @return Number\n */\n missingNewlineOffset: function(lineIndex) {\n if (this.splitByGrapheme) {\n return this.isEndOfWrapping(lineIndex) ? 1 : 0;\n }\n return 1;\n },\n\n /**\n * Gets lines of text to render in the Textbox. This function calculates\n * text wrapping on the fly every time it is called.\n * @param {String} text text to split\n * @returns {Array} Array of lines in the Textbox.\n * @override\n */\n _splitTextIntoLines: function(text) {\n var newText = fabric.Text.prototype._splitTextIntoLines.call(this, text),\n graphemeLines = this._wrapText(newText.lines, this.width),\n lines = new Array(graphemeLines.length);\n for (var i = 0; i < graphemeLines.length; i++) {\n lines[i] = graphemeLines[i].join('');\n }\n newText.lines = lines;\n newText.graphemeLines = graphemeLines;\n return newText;\n },\n\n getMinWidth: function() {\n return Math.max(this.minWidth, this.dynamicMinWidth);\n },\n\n _removeExtraneousStyles: function() {\n var linesToKeep = {};\n for (var prop in this._styleMap) {\n if (this._textLines[prop]) {\n linesToKeep[this._styleMap[prop].line] = 1;\n }\n }\n for (var prop in this.styles) {\n if (!linesToKeep[prop]) {\n delete this.styles[prop];\n }\n }\n },\n\n /**\n * Returns object representation of an instance\n * @method toObject\n * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output\n * @return {Object} object representation of an instance\n */\n toObject: function(propertiesToInclude) {\n return this.callSuper('toObject', ['minWidth', 'splitByGrapheme'].concat(propertiesToInclude));\n }\n });\n\n /**\n * Returns fabric.Textbox instance from an object representation\n * @static\n * @memberOf fabric.Textbox\n * @param {Object} object Object to create an instance from\n * @param {Function} [callback] Callback to invoke when an fabric.Textbox instance is created\n */\n fabric.Textbox.fromObject = function(object, callback) {\n return fabric.Object._fromObject('Textbox', object, callback, 'text');\n };\n})( exports );\n\n\n(function() {\n\n var controlsUtils = fabric.controlsUtils,\n scaleSkewStyleHandler = controlsUtils.scaleSkewCursorStyleHandler,\n scaleStyleHandler = controlsUtils.scaleCursorStyleHandler,\n scalingEqually = controlsUtils.scalingEqually,\n scalingYOrSkewingX = controlsUtils.scalingYOrSkewingX,\n scalingXOrSkewingY = controlsUtils.scalingXOrSkewingY,\n scaleOrSkewActionName = controlsUtils.scaleOrSkewActionName,\n objectControls = fabric.Object.prototype.controls;\n\n objectControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingXOrSkewingY,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mb = new fabric.Control({\n x: 0,\n y: 0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.mt = new fabric.Control({\n x: 0,\n y: -0.5,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionHandler: scalingYOrSkewingX,\n getActionName: scaleOrSkewActionName,\n });\n\n objectControls.tl = new fabric.Control({\n x: -0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.tr = new fabric.Control({\n x: 0.5,\n y: -0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.bl = new fabric.Control({\n x: -0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.br = new fabric.Control({\n x: 0.5,\n y: 0.5,\n cursorStyleHandler: scaleStyleHandler,\n actionHandler: scalingEqually\n });\n\n objectControls.mtr = new fabric.Control({\n x: 0,\n y: -0.5,\n actionHandler: controlsUtils.rotationWithSnapping,\n cursorStyleHandler: controlsUtils.rotationStyleHandler,\n offsetY: -40,\n withConnection: true,\n actionName: 'rotate',\n });\n\n if (fabric.Textbox) {\n // this is breaking the prototype inheritance, no time / ideas to fix it.\n // is important to document that if you want to have all objects to have a\n // specific custom control, you have to add it to Object prototype and to Textbox\n // prototype. The controls are shared as references. So changes to control `tr`\n // can still apply to all objects if needed.\n var textBoxControls = fabric.Textbox.prototype.controls = { };\n\n textBoxControls.mtr = objectControls.mtr;\n textBoxControls.tr = objectControls.tr;\n textBoxControls.br = objectControls.br;\n textBoxControls.tl = objectControls.tl;\n textBoxControls.bl = objectControls.bl;\n textBoxControls.mt = objectControls.mt;\n textBoxControls.mb = objectControls.mb;\n\n textBoxControls.mr = new fabric.Control({\n x: 0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: 'resizing',\n });\n\n textBoxControls.ml = new fabric.Control({\n x: -0.5,\n y: 0,\n actionHandler: controlsUtils.changeWidth,\n cursorStyleHandler: scaleSkewStyleHandler,\n actionName: 'resizing',\n });\n }\n})();\n});\n\nvar fabric = fabric_1.fabric;\nexport { fabric };\n", "import { c as commonjsGlobal } from '../common/_commonjsHelpers-a3307dcf.js';\n\nfunction escapeStringRegexp(string) {\n\tif (typeof string !== 'string') {\n\t\tthrow new TypeError('Expected a string');\n\t}\n\n\t// Escape characters with special meaning either inside or outside character sets.\n\t// Use a simple backslash escape when it’s always valid, and a `\\xnn` escape when the simpler form would be disallowed by Unicode patterns’ stricter grammar.\n\treturn string\n\t\t.replace(/[|\\\\{}()[\\]^$+*?.]/g, '\\\\$&')\n\t\t.replace(/-/g, '\\\\x2d');\n}\n\n/**\n * lodash (Custom Build) \n * Build: `lodash modularize exports=\"npm\" -o ./`\n * Copyright jQuery Foundation and other contributors \n * Released under MIT license \n * Based on Underscore.js 1.8.3 \n * Copyright Jeremy Ashkenas, DocumentCloud and Investigative Reporters & Editors\n */\n\n/** Used as references for various `Number` constants. */\nvar INFINITY = 1 / 0;\n\n/** `Object#toString` result references. */\nvar symbolTag = '[object Symbol]';\n\n/** Used to match Latin Unicode letters (excluding mathematical operators). */\nvar reLatin = /[\\xc0-\\xd6\\xd8-\\xf6\\xf8-\\xff\\u0100-\\u017f]/g;\n\n/** Used to compose unicode character classes. */\nvar rsComboMarksRange = '\\\\u0300-\\\\u036f\\\\ufe20-\\\\ufe23',\n rsComboSymbolsRange = '\\\\u20d0-\\\\u20f0';\n\n/** Used to compose unicode capture groups. */\nvar rsCombo = '[' + rsComboMarksRange + rsComboSymbolsRange + ']';\n\n/**\n * Used to match [combining diacritical marks](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks) and\n * [combining diacritical marks for symbols](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks_for_Symbols).\n */\nvar reComboMark = RegExp(rsCombo, 'g');\n\n/** Used to map Latin Unicode letters to basic Latin letters. */\nvar deburredLetters = {\n // Latin-1 Supplement block.\n '\\xc0': 'A', '\\xc1': 'A', '\\xc2': 'A', '\\xc3': 'A', '\\xc4': 'A', '\\xc5': 'A',\n '\\xe0': 'a', '\\xe1': 'a', '\\xe2': 'a', '\\xe3': 'a', '\\xe4': 'a', '\\xe5': 'a',\n '\\xc7': 'C', '\\xe7': 'c',\n '\\xd0': 'D', '\\xf0': 'd',\n '\\xc8': 'E', '\\xc9': 'E', '\\xca': 'E', '\\xcb': 'E',\n '\\xe8': 'e', '\\xe9': 'e', '\\xea': 'e', '\\xeb': 'e',\n '\\xcc': 'I', '\\xcd': 'I', '\\xce': 'I', '\\xcf': 'I',\n '\\xec': 'i', '\\xed': 'i', '\\xee': 'i', '\\xef': 'i',\n '\\xd1': 'N', '\\xf1': 'n',\n '\\xd2': 'O', '\\xd3': 'O', '\\xd4': 'O', '\\xd5': 'O', '\\xd6': 'O', '\\xd8': 'O',\n '\\xf2': 'o', '\\xf3': 'o', '\\xf4': 'o', '\\xf5': 'o', '\\xf6': 'o', '\\xf8': 'o',\n '\\xd9': 'U', '\\xda': 'U', '\\xdb': 'U', '\\xdc': 'U',\n '\\xf9': 'u', '\\xfa': 'u', '\\xfb': 'u', '\\xfc': 'u',\n '\\xdd': 'Y', '\\xfd': 'y', '\\xff': 'y',\n '\\xc6': 'Ae', '\\xe6': 'ae',\n '\\xde': 'Th', '\\xfe': 'th',\n '\\xdf': 'ss',\n // Latin Extended-A block.\n '\\u0100': 'A', '\\u0102': 'A', '\\u0104': 'A',\n '\\u0101': 'a', '\\u0103': 'a', '\\u0105': 'a',\n '\\u0106': 'C', '\\u0108': 'C', '\\u010a': 'C', '\\u010c': 'C',\n '\\u0107': 'c', '\\u0109': 'c', '\\u010b': 'c', '\\u010d': 'c',\n '\\u010e': 'D', '\\u0110': 'D', '\\u010f': 'd', '\\u0111': 'd',\n '\\u0112': 'E', '\\u0114': 'E', '\\u0116': 'E', '\\u0118': 'E', '\\u011a': 'E',\n '\\u0113': 'e', '\\u0115': 'e', '\\u0117': 'e', '\\u0119': 'e', '\\u011b': 'e',\n '\\u011c': 'G', '\\u011e': 'G', '\\u0120': 'G', '\\u0122': 'G',\n '\\u011d': 'g', '\\u011f': 'g', '\\u0121': 'g', '\\u0123': 'g',\n '\\u0124': 'H', '\\u0126': 'H', '\\u0125': 'h', '\\u0127': 'h',\n '\\u0128': 'I', '\\u012a': 'I', '\\u012c': 'I', '\\u012e': 'I', '\\u0130': 'I',\n '\\u0129': 'i', '\\u012b': 'i', '\\u012d': 'i', '\\u012f': 'i', '\\u0131': 'i',\n '\\u0134': 'J', '\\u0135': 'j',\n '\\u0136': 'K', '\\u0137': 'k', '\\u0138': 'k',\n '\\u0139': 'L', '\\u013b': 'L', '\\u013d': 'L', '\\u013f': 'L', '\\u0141': 'L',\n '\\u013a': 'l', '\\u013c': 'l', '\\u013e': 'l', '\\u0140': 'l', '\\u0142': 'l',\n '\\u0143': 'N', '\\u0145': 'N', '\\u0147': 'N', '\\u014a': 'N',\n '\\u0144': 'n', '\\u0146': 'n', '\\u0148': 'n', '\\u014b': 'n',\n '\\u014c': 'O', '\\u014e': 'O', '\\u0150': 'O',\n '\\u014d': 'o', '\\u014f': 'o', '\\u0151': 'o',\n '\\u0154': 'R', '\\u0156': 'R', '\\u0158': 'R',\n '\\u0155': 'r', '\\u0157': 'r', '\\u0159': 'r',\n '\\u015a': 'S', '\\u015c': 'S', '\\u015e': 'S', '\\u0160': 'S',\n '\\u015b': 's', '\\u015d': 's', '\\u015f': 's', '\\u0161': 's',\n '\\u0162': 'T', '\\u0164': 'T', '\\u0166': 'T',\n '\\u0163': 't', '\\u0165': 't', '\\u0167': 't',\n '\\u0168': 'U', '\\u016a': 'U', '\\u016c': 'U', '\\u016e': 'U', '\\u0170': 'U', '\\u0172': 'U',\n '\\u0169': 'u', '\\u016b': 'u', '\\u016d': 'u', '\\u016f': 'u', '\\u0171': 'u', '\\u0173': 'u',\n '\\u0174': 'W', '\\u0175': 'w',\n '\\u0176': 'Y', '\\u0177': 'y', '\\u0178': 'Y',\n '\\u0179': 'Z', '\\u017b': 'Z', '\\u017d': 'Z',\n '\\u017a': 'z', '\\u017c': 'z', '\\u017e': 'z',\n '\\u0132': 'IJ', '\\u0133': 'ij',\n '\\u0152': 'Oe', '\\u0153': 'oe',\n '\\u0149': \"'n\", '\\u017f': 'ss'\n};\n\n/** Detect free variable `global` from Node.js. */\nvar freeGlobal = typeof commonjsGlobal == 'object' && commonjsGlobal && commonjsGlobal.Object === Object && commonjsGlobal;\n\n/** Detect free variable `self`. */\nvar freeSelf = typeof self == 'object' && self && self.Object === Object && self;\n\n/** Used as a reference to the global object. */\nvar root = freeGlobal || freeSelf || Function('return this')();\n\n/**\n * The base implementation of `_.propertyOf` without support for deep paths.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Function} Returns the new accessor function.\n */\nfunction basePropertyOf(object) {\n return function(key) {\n return object == null ? undefined : object[key];\n };\n}\n\n/**\n * Used by `_.deburr` to convert Latin-1 Supplement and Latin Extended-A\n * letters to basic Latin letters.\n *\n * @private\n * @param {string} letter The matched letter to deburr.\n * @returns {string} Returns the deburred letter.\n */\nvar deburrLetter = basePropertyOf(deburredLetters);\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/**\n * Used to resolve the\n * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)\n * of values.\n */\nvar objectToString = objectProto.toString;\n\n/** Built-in value references. */\nvar Symbol = root.Symbol;\n\n/** Used to convert symbols to primitives and strings. */\nvar symbolProto = Symbol ? Symbol.prototype : undefined,\n symbolToString = symbolProto ? symbolProto.toString : undefined;\n\n/**\n * The base implementation of `_.toString` which doesn't convert nullish\n * values to empty strings.\n *\n * @private\n * @param {*} value The value to process.\n * @returns {string} Returns the string.\n */\nfunction baseToString(value) {\n // Exit early for strings to avoid a performance hit in some environments.\n if (typeof value == 'string') {\n return value;\n }\n if (isSymbol(value)) {\n return symbolToString ? symbolToString.call(value) : '';\n }\n var result = (value + '');\n return (result == '0' && (1 / value) == -INFINITY) ? '-0' : result;\n}\n\n/**\n * Checks if `value` is object-like. A value is object-like if it's not `null`\n * and has a `typeof` result of \"object\".\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is object-like, else `false`.\n * @example\n *\n * _.isObjectLike({});\n * // => true\n *\n * _.isObjectLike([1, 2, 3]);\n * // => true\n *\n * _.isObjectLike(_.noop);\n * // => false\n *\n * _.isObjectLike(null);\n * // => false\n */\nfunction isObjectLike(value) {\n return !!value && typeof value == 'object';\n}\n\n/**\n * Checks if `value` is classified as a `Symbol` primitive or object.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a symbol, else `false`.\n * @example\n *\n * _.isSymbol(Symbol.iterator);\n * // => true\n *\n * _.isSymbol('abc');\n * // => false\n */\nfunction isSymbol(value) {\n return typeof value == 'symbol' ||\n (isObjectLike(value) && objectToString.call(value) == symbolTag);\n}\n\n/**\n * Converts `value` to a string. An empty string is returned for `null`\n * and `undefined` values. The sign of `-0` is preserved.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to process.\n * @returns {string} Returns the string.\n * @example\n *\n * _.toString(null);\n * // => ''\n *\n * _.toString(-0);\n * // => '-0'\n *\n * _.toString([1, 2, 3]);\n * // => '1,2,3'\n */\nfunction toString(value) {\n return value == null ? '' : baseToString(value);\n}\n\n/**\n * Deburrs `string` by converting\n * [Latin-1 Supplement](https://en.wikipedia.org/wiki/Latin-1_Supplement_(Unicode_block)#Character_table)\n * and [Latin Extended-A](https://en.wikipedia.org/wiki/Latin_Extended-A)\n * letters to basic Latin letters and removing\n * [combining diacritical marks](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks).\n *\n * @static\n * @memberOf _\n * @since 3.0.0\n * @category String\n * @param {string} [string=''] The string to deburr.\n * @returns {string} Returns the deburred string.\n * @example\n *\n * _.deburr('déjà vu');\n * // => 'deja vu'\n */\nfunction deburr(string) {\n string = toString(string);\n return string && string.replace(reLatin, deburrLetter).replace(reComboMark, '');\n}\n\nvar lodash_deburr = deburr;\n\nfunction escapeStringRegexp$1(string) {\n\tif (typeof string !== 'string') {\n\t\tthrow new TypeError('Expected a string');\n\t}\n\n\t// Escape characters with special meaning either inside or outside character sets.\n\t// Use a simple backslash escape when it’s always valid, and a `\\xnn` escape when the simpler form would be disallowed by Unicode patterns’ stricter grammar.\n\treturn string\n\t\t.replace(/[|\\\\{}()[\\]^$+*?.]/g, '\\\\$&')\n\t\t.replace(/-/g, '\\\\x2d');\n}\n\nconst replacements = [\n\t// German umlauts\n\t['ß', 'ss'],\n\t['ẞ', 'Ss'],\n\t['ä', 'ae'],\n\t['Ä', 'Ae'],\n\t['ö', 'oe'],\n\t['Ö', 'Oe'],\n\t['ü', 'ue'],\n\t['Ü', 'Ue'],\n\n\t// Latin\n\t['À', 'A'],\n\t['Á', 'A'],\n\t['Â', 'A'],\n\t['Ã', 'A'],\n\t['Ä', 'Ae'],\n\t['Å', 'A'],\n\t['Æ', 'AE'],\n\t['Ç', 'C'],\n\t['È', 'E'],\n\t['É', 'E'],\n\t['Ê', 'E'],\n\t['Ë', 'E'],\n\t['Ì', 'I'],\n\t['Í', 'I'],\n\t['Î', 'I'],\n\t['Ï', 'I'],\n\t['Ð', 'D'],\n\t['Ñ', 'N'],\n\t['Ò', 'O'],\n\t['Ó', 'O'],\n\t['Ô', 'O'],\n\t['Õ', 'O'],\n\t['Ö', 'Oe'],\n\t['Ő', 'O'],\n\t['Ø', 'O'],\n\t['Ù', 'U'],\n\t['Ú', 'U'],\n\t['Û', 'U'],\n\t['Ü', 'Ue'],\n\t['Ű', 'U'],\n\t['Ý', 'Y'],\n\t['Þ', 'TH'],\n\t['ß', 'ss'],\n\t['à', 'a'],\n\t['á', 'a'],\n\t['â', 'a'],\n\t['ã', 'a'],\n\t['ä', 'ae'],\n\t['å', 'a'],\n\t['æ', 'ae'],\n\t['ç', 'c'],\n\t['è', 'e'],\n\t['é', 'e'],\n\t['ê', 'e'],\n\t['ë', 'e'],\n\t['ì', 'i'],\n\t['í', 'i'],\n\t['î', 'i'],\n\t['ï', 'i'],\n\t['ð', 'd'],\n\t['ñ', 'n'],\n\t['ò', 'o'],\n\t['ó', 'o'],\n\t['ô', 'o'],\n\t['õ', 'o'],\n\t['ö', 'oe'],\n\t['ő', 'o'],\n\t['ø', 'o'],\n\t['ù', 'u'],\n\t['ú', 'u'],\n\t['û', 'u'],\n\t['ü', 'ue'],\n\t['ű', 'u'],\n\t['ý', 'y'],\n\t['þ', 'th'],\n\t['ÿ', 'y'],\n\t['ẞ', 'SS'],\n\n\t// Vietnamese\n\t['à', 'a'],\n\t['À', 'A'],\n\t['á', 'a'],\n\t['Á', 'A'],\n\t['â', 'a'],\n\t['Â', 'A'],\n\t['ã', 'a'],\n\t['Ã', 'A'],\n\t['è', 'e'],\n\t['È', 'E'],\n\t['é', 'e'],\n\t['É', 'E'],\n\t['ê', 'e'],\n\t['Ê', 'E'],\n\t['ì', 'i'],\n\t['Ì', 'I'],\n\t['í', 'i'],\n\t['Í', 'I'],\n\t['ò', 'o'],\n\t['Ò', 'O'],\n\t['ó', 'o'],\n\t['Ó', 'O'],\n\t['ô', 'o'],\n\t['Ô', 'O'],\n\t['õ', 'o'],\n\t['Õ', 'O'],\n\t['ù', 'u'],\n\t['Ù', 'U'],\n\t['ú', 'u'],\n\t['Ú', 'U'],\n\t['ý', 'y'],\n\t['Ý', 'Y'],\n\t['ă', 'a'],\n\t['Ă', 'A'],\n\t['Đ', 'D'],\n\t['đ', 'd'],\n\t['ĩ', 'i'],\n\t['Ĩ', 'I'],\n\t['ũ', 'u'],\n\t['Ũ', 'U'],\n\t['ơ', 'o'],\n\t['Ơ', 'O'],\n\t['ư', 'u'],\n\t['Ư', 'U'],\n\t['ạ', 'a'],\n\t['Ạ', 'A'],\n\t['ả', 'a'],\n\t['Ả', 'A'],\n\t['ấ', 'a'],\n\t['Ấ', 'A'],\n\t['ầ', 'a'],\n\t['Ầ', 'A'],\n\t['ẩ', 'a'],\n\t['Ẩ', 'A'],\n\t['ẫ', 'a'],\n\t['Ẫ', 'A'],\n\t['ậ', 'a'],\n\t['Ậ', 'A'],\n\t['ắ', 'a'],\n\t['Ắ', 'A'],\n\t['ằ', 'a'],\n\t['Ằ', 'A'],\n\t['ẳ', 'a'],\n\t['Ẳ', 'A'],\n\t['ẵ', 'a'],\n\t['Ẵ', 'A'],\n\t['ặ', 'a'],\n\t['Ặ', 'A'],\n\t['ẹ', 'e'],\n\t['Ẹ', 'E'],\n\t['ẻ', 'e'],\n\t['Ẻ', 'E'],\n\t['ẽ', 'e'],\n\t['Ẽ', 'E'],\n\t['ế', 'e'],\n\t['Ế', 'E'],\n\t['ề', 'e'],\n\t['Ề', 'E'],\n\t['ể', 'e'],\n\t['Ể', 'E'],\n\t['ễ', 'e'],\n\t['Ễ', 'E'],\n\t['ệ', 'e'],\n\t['Ệ', 'E'],\n\t['ỉ', 'i'],\n\t['Ỉ', 'I'],\n\t['ị', 'i'],\n\t['Ị', 'I'],\n\t['ọ', 'o'],\n\t['Ọ', 'O'],\n\t['ỏ', 'o'],\n\t['Ỏ', 'O'],\n\t['ố', 'o'],\n\t['Ố', 'O'],\n\t['ồ', 'o'],\n\t['Ồ', 'O'],\n\t['ổ', 'o'],\n\t['Ổ', 'O'],\n\t['ỗ', 'o'],\n\t['Ỗ', 'O'],\n\t['ộ', 'o'],\n\t['Ộ', 'O'],\n\t['ớ', 'o'],\n\t['Ớ', 'O'],\n\t['ờ', 'o'],\n\t['Ờ', 'O'],\n\t['ở', 'o'],\n\t['Ở', 'O'],\n\t['ỡ', 'o'],\n\t['Ỡ', 'O'],\n\t['ợ', 'o'],\n\t['Ợ', 'O'],\n\t['ụ', 'u'],\n\t['Ụ', 'U'],\n\t['ủ', 'u'],\n\t['Ủ', 'U'],\n\t['ứ', 'u'],\n\t['Ứ', 'U'],\n\t['ừ', 'u'],\n\t['Ừ', 'U'],\n\t['ử', 'u'],\n\t['Ử', 'U'],\n\t['ữ', 'u'],\n\t['Ữ', 'U'],\n\t['ự', 'u'],\n\t['Ự', 'U'],\n\t['ỳ', 'y'],\n\t['Ỳ', 'Y'],\n\t['ỵ', 'y'],\n\t['Ỵ', 'Y'],\n\t['ỷ', 'y'],\n\t['Ỷ', 'Y'],\n\t['ỹ', 'y'],\n\t['Ỹ', 'Y'],\n\n\t// Arabic\n\t['ء', 'e'],\n\t['آ', 'a'],\n\t['أ', 'a'],\n\t['ؤ', 'w'],\n\t['إ', 'i'],\n\t['ئ', 'y'],\n\t['ا', 'a'],\n\t['ب', 'b'],\n\t['ة', 't'],\n\t['ت', 't'],\n\t['ث', 'th'],\n\t['ج', 'j'],\n\t['ح', 'h'],\n\t['خ', 'kh'],\n\t['د', 'd'],\n\t['ذ', 'dh'],\n\t['ر', 'r'],\n\t['ز', 'z'],\n\t['س', 's'],\n\t['ش', 'sh'],\n\t['ص', 's'],\n\t['ض', 'd'],\n\t['ط', 't'],\n\t['ظ', 'z'],\n\t['ع', 'e'],\n\t['غ', 'gh'],\n\t['ـ', '_'],\n\t['ف', 'f'],\n\t['ق', 'q'],\n\t['ك', 'k'],\n\t['ل', 'l'],\n\t['م', 'm'],\n\t['ن', 'n'],\n\t['ه', 'h'],\n\t['و', 'w'],\n\t['ى', 'a'],\n\t['ي', 'y'],\n\t['َ‎', 'a'],\n\t['ُ', 'u'],\n\t['ِ‎', 'i'],\n\t['٠', '0'],\n\t['١', '1'],\n\t['٢', '2'],\n\t['٣', '3'],\n\t['٤', '4'],\n\t['٥', '5'],\n\t['٦', '6'],\n\t['٧', '7'],\n\t['٨', '8'],\n\t['٩', '9'],\n\n\t// Persian / Farsi\n\t['چ', 'ch'],\n\t['ک', 'k'],\n\t['گ', 'g'],\n\t['پ', 'p'],\n\t['ژ', 'zh'],\n\t['ی', 'y'],\n\t['۰', '0'],\n\t['۱', '1'],\n\t['۲', '2'],\n\t['۳', '3'],\n\t['۴', '4'],\n\t['۵', '5'],\n\t['۶', '6'],\n\t['۷', '7'],\n\t['۸', '8'],\n\t['۹', '9'],\n\n\t// Pashto\n\t['ټ', 'p'],\n\t['ځ', 'z'],\n\t['څ', 'c'],\n\t['ډ', 'd'],\n\t['ﺫ', 'd'],\n\t['ﺭ', 'r'],\n\t['ړ', 'r'],\n\t['ﺯ', 'z'],\n\t['ږ', 'g'],\n\t['ښ', 'x'],\n\t['ګ', 'g'],\n\t['ڼ', 'n'],\n\t['ۀ', 'e'],\n\t['ې', 'e'],\n\t['ۍ', 'ai'],\n\n\t// Urdu\n\t['ٹ', 't'],\n\t['ڈ', 'd'],\n\t['ڑ', 'r'],\n\t['ں', 'n'],\n\t['ہ', 'h'],\n\t['ھ', 'h'],\n\t['ے', 'e'],\n\n\t// Russian\n\t['А', 'A'],\n\t['а', 'a'],\n\t['Б', 'B'],\n\t['б', 'b'],\n\t['В', 'V'],\n\t['в', 'v'],\n\t['Г', 'G'],\n\t['г', 'g'],\n\t['Д', 'D'],\n\t['д', 'd'],\n\t['ъе', 'ye'],\n\t['Ъе', 'Ye'],\n\t['ъЕ', 'yE'],\n\t['ЪЕ', 'YE'],\n\t['Е', 'E'],\n\t['е', 'e'],\n\t['Ё', 'Yo'],\n\t['ё', 'yo'],\n\t['Ж', 'Zh'],\n\t['ж', 'zh'],\n\t['З', 'Z'],\n\t['з', 'z'],\n\t['И', 'I'],\n\t['и', 'i'],\n\t['ый', 'iy'],\n\t['Ый', 'Iy'],\n\t['ЫЙ', 'IY'],\n\t['ыЙ', 'iY'],\n\t['Й', 'Y'],\n\t['й', 'y'],\n\t['К', 'K'],\n\t['к', 'k'],\n\t['Л', 'L'],\n\t['л', 'l'],\n\t['М', 'M'],\n\t['м', 'm'],\n\t['Н', 'N'],\n\t['н', 'n'],\n\t['О', 'O'],\n\t['о', 'o'],\n\t['П', 'P'],\n\t['п', 'p'],\n\t['Р', 'R'],\n\t['р', 'r'],\n\t['С', 'S'],\n\t['с', 's'],\n\t['Т', 'T'],\n\t['т', 't'],\n\t['У', 'U'],\n\t['у', 'u'],\n\t['Ф', 'F'],\n\t['ф', 'f'],\n\t['Х', 'Kh'],\n\t['х', 'kh'],\n\t['Ц', 'Ts'],\n\t['ц', 'ts'],\n\t['Ч', 'Ch'],\n\t['ч', 'ch'],\n\t['Ш', 'Sh'],\n\t['ш', 'sh'],\n\t['Щ', 'Sch'],\n\t['щ', 'sch'],\n\t['Ъ', ''],\n\t['ъ', ''],\n\t['Ы', 'Y'],\n\t['ы', 'y'],\n\t['Ь', ''],\n\t['ь', ''],\n\t['Э', 'E'],\n\t['э', 'e'],\n\t['Ю', 'Yu'],\n\t['ю', 'yu'],\n\t['Я', 'Ya'],\n\t['я', 'ya'],\n\n\t// Romanian\n\t['ă', 'a'],\n\t['Ă', 'A'],\n\t['ș', 's'],\n\t['Ș', 'S'],\n\t['ț', 't'],\n\t['Ț', 'T'],\n\t['ţ', 't'],\n\t['Ţ', 'T'],\n\n\t// Turkish\n\t['ş', 's'],\n\t['Ş', 'S'],\n\t['ç', 'c'],\n\t['Ç', 'C'],\n\t['ğ', 'g'],\n\t['Ğ', 'G'],\n\t['ı', 'i'],\n\t['İ', 'I'],\n\n\t// Armenian\n\t['ա', 'a'],\n\t['Ա', 'A'],\n\t['բ', 'b'],\n\t['Բ', 'B'],\n\t['գ', 'g'],\n\t['Գ', 'G'],\n\t['դ', 'd'],\n\t['Դ', 'D'],\n\t['ե', 'ye'],\n\t['Ե', 'Ye'],\n\t['զ', 'z'],\n\t['Զ', 'Z'],\n\t['է', 'e'],\n\t['Է', 'E'],\n\t['ը', 'y'],\n\t['Ը', 'Y'],\n\t['թ', 't'],\n\t['Թ', 'T'],\n\t['ժ', 'zh'],\n\t['Ժ', 'Zh'],\n\t['ի', 'i'],\n\t['Ի', 'I'],\n\t['լ', 'l'],\n\t['Լ', 'L'],\n\t['խ', 'kh'],\n\t['Խ', 'Kh'],\n\t['ծ', 'ts'],\n\t['Ծ', 'Ts'],\n\t['կ', 'k'],\n\t['Կ', 'K'],\n\t['հ', 'h'],\n\t['Հ', 'H'],\n\t['ձ', 'dz'],\n\t['Ձ', 'Dz'],\n\t['ղ', 'gh'],\n\t['Ղ', 'Gh'],\n\t['ճ', 'tch'],\n\t['Ճ', 'Tch'],\n\t['մ', 'm'],\n\t['Մ', 'M'],\n\t['յ', 'y'],\n\t['Յ', 'Y'],\n\t['ն', 'n'],\n\t['Ն', 'N'],\n\t['շ', 'sh'],\n\t['Շ', 'Sh'],\n\t['ո', 'vo'],\n\t['Ո', 'Vo'],\n\t['չ', 'ch'],\n\t['Չ', 'Ch'],\n\t['պ', 'p'],\n\t['Պ', 'P'],\n\t['ջ', 'j'],\n\t['Ջ', 'J'],\n\t['ռ', 'r'],\n\t['Ռ', 'R'],\n\t['ս', 's'],\n\t['Ս', 'S'],\n\t['վ', 'v'],\n\t['Վ', 'V'],\n\t['տ', 't'],\n\t['Տ', 'T'],\n\t['ր', 'r'],\n\t['Ր', 'R'],\n\t['ց', 'c'],\n\t['Ց', 'C'],\n\t['ու', 'u'],\n\t['ՈՒ', 'U'],\n\t['Ու', 'U'],\n\t['փ', 'p'],\n\t['Փ', 'P'],\n\t['ք', 'q'],\n\t['Ք', 'Q'],\n\t['օ', 'o'],\n\t['Օ', 'O'],\n\t['ֆ', 'f'],\n\t['Ֆ', 'F'],\n\t['և', 'yev'],\n\n\t// Georgian\n\t['ა', 'a'],\n\t['ბ', 'b'],\n\t['გ', 'g'],\n\t['დ', 'd'],\n\t['ე', 'e'],\n\t['ვ', 'v'],\n\t['ზ', 'z'],\n\t['თ', 't'],\n\t['ი', 'i'],\n\t['კ', 'k'],\n\t['ლ', 'l'],\n\t['მ', 'm'],\n\t['ნ', 'n'],\n\t['ო', 'o'],\n\t['პ', 'p'],\n\t['ჟ', 'zh'],\n\t['რ', 'r'],\n\t['ს', 's'],\n\t['ტ', 't'],\n\t['უ', 'u'],\n\t['ფ', 'ph'],\n\t['ქ', 'q'],\n\t['ღ', 'gh'],\n\t['ყ', 'k'],\n\t['შ', 'sh'],\n\t['ჩ', 'ch'],\n\t['ც', 'ts'],\n\t['ძ', 'dz'],\n\t['წ', 'ts'],\n\t['ჭ', 'tch'],\n\t['ხ', 'kh'],\n\t['ჯ', 'j'],\n\t['ჰ', 'h'],\n\n\t// Czech\n\t['č', 'c'],\n\t['ď', 'd'],\n\t['ě', 'e'],\n\t['ň', 'n'],\n\t['ř', 'r'],\n\t['š', 's'],\n\t['ť', 't'],\n\t['ů', 'u'],\n\t['ž', 'z'],\n\t['Č', 'C'],\n\t['Ď', 'D'],\n\t['Ě', 'E'],\n\t['Ň', 'N'],\n\t['Ř', 'R'],\n\t['Š', 'S'],\n\t['Ť', 'T'],\n\t['Ů', 'U'],\n\t['Ž', 'Z'],\n\n\t// Dhivehi\n\t['ހ', 'h'],\n\t['ށ', 'sh'],\n\t['ނ', 'n'],\n\t['ރ', 'r'],\n\t['ބ', 'b'],\n\t['ޅ', 'lh'],\n\t['ކ', 'k'],\n\t['އ', 'a'],\n\t['ވ', 'v'],\n\t['މ', 'm'],\n\t['ފ', 'f'],\n\t['ދ', 'dh'],\n\t['ތ', 'th'],\n\t['ލ', 'l'],\n\t['ގ', 'g'],\n\t['ޏ', 'gn'],\n\t['ސ', 's'],\n\t['ޑ', 'd'],\n\t['ޒ', 'z'],\n\t['ޓ', 't'],\n\t['ޔ', 'y'],\n\t['ޕ', 'p'],\n\t['ޖ', 'j'],\n\t['ޗ', 'ch'],\n\t['ޘ', 'tt'],\n\t['ޙ', 'hh'],\n\t['ޚ', 'kh'],\n\t['ޛ', 'th'],\n\t['ޜ', 'z'],\n\t['ޝ', 'sh'],\n\t['ޞ', 's'],\n\t['ޟ', 'd'],\n\t['ޠ', 't'],\n\t['ޡ', 'z'],\n\t['ޢ', 'a'],\n\t['ޣ', 'gh'],\n\t['ޤ', 'q'],\n\t['ޥ', 'w'],\n\t['ަ', 'a'],\n\t['ާ', 'aa'],\n\t['ި', 'i'],\n\t['ީ', 'ee'],\n\t['ު', 'u'],\n\t['ޫ', 'oo'],\n\t['ެ', 'e'],\n\t['ޭ', 'ey'],\n\t['ޮ', 'o'],\n\t['ޯ', 'oa'],\n\t['ް', ''],\n\n\t// Greek\n\t['α', 'a'],\n\t['β', 'v'],\n\t['γ', 'g'],\n\t['δ', 'd'],\n\t['ε', 'e'],\n\t['ζ', 'z'],\n\t['η', 'i'],\n\t['θ', 'th'],\n\t['ι', 'i'],\n\t['κ', 'k'],\n\t['λ', 'l'],\n\t['μ', 'm'],\n\t['ν', 'n'],\n\t['ξ', 'ks'],\n\t['ο', 'o'],\n\t['π', 'p'],\n\t['ρ', 'r'],\n\t['σ', 's'],\n\t['τ', 't'],\n\t['υ', 'y'],\n\t['φ', 'f'],\n\t['χ', 'x'],\n\t['ψ', 'ps'],\n\t['ω', 'o'],\n\t['ά', 'a'],\n\t['έ', 'e'],\n\t['ί', 'i'],\n\t['ό', 'o'],\n\t['ύ', 'y'],\n\t['ή', 'i'],\n\t['ώ', 'o'],\n\t['ς', 's'],\n\t['ϊ', 'i'],\n\t['ΰ', 'y'],\n\t['ϋ', 'y'],\n\t['ΐ', 'i'],\n\t['Α', 'A'],\n\t['Β', 'B'],\n\t['Γ', 'G'],\n\t['Δ', 'D'],\n\t['Ε', 'E'],\n\t['Ζ', 'Z'],\n\t['Η', 'I'],\n\t['Θ', 'TH'],\n\t['Ι', 'I'],\n\t['Κ', 'K'],\n\t['Λ', 'L'],\n\t['Μ', 'M'],\n\t['Ν', 'N'],\n\t['Ξ', 'KS'],\n\t['Ο', 'O'],\n\t['Π', 'P'],\n\t['Ρ', 'R'],\n\t['Σ', 'S'],\n\t['Τ', 'T'],\n\t['Υ', 'Y'],\n\t['Φ', 'F'],\n\t['Χ', 'X'],\n\t['Ψ', 'PS'],\n\t['Ω', 'O'],\n\t['Ά', 'A'],\n\t['Έ', 'E'],\n\t['Ί', 'I'],\n\t['Ό', 'O'],\n\t['Ύ', 'Y'],\n\t['Ή', 'I'],\n\t['Ώ', 'O'],\n\t['Ϊ', 'I'],\n\t['Ϋ', 'Y'],\n\n\t// Disabled as it conflicts with German and Latin.\n\t// Hungarian\n\t// ['ä', 'a'],\n\t// ['Ä', 'A'],\n\t// ['ö', 'o'],\n\t// ['Ö', 'O'],\n\t// ['ü', 'u'],\n\t// ['Ü', 'U'],\n\t// ['ű', 'u'],\n\t// ['Ű', 'U'],\n\n\t// Latvian\n\t['ā', 'a'],\n\t['ē', 'e'],\n\t['ģ', 'g'],\n\t['ī', 'i'],\n\t['ķ', 'k'],\n\t['ļ', 'l'],\n\t['ņ', 'n'],\n\t['ū', 'u'],\n\t['Ā', 'A'],\n\t['Ē', 'E'],\n\t['Ģ', 'G'],\n\t['Ī', 'I'],\n\t['Ķ', 'K'],\n\t['Ļ', 'L'],\n\t['Ņ', 'N'],\n\t['Ū', 'U'],\n\t['č', 'c'],\n\t['š', 's'],\n\t['ž', 'z'],\n\t['Č', 'C'],\n\t['Š', 'S'],\n\t['Ž', 'Z'],\n\n\t// Lithuanian\n\t['ą', 'a'],\n\t['č', 'c'],\n\t['ę', 'e'],\n\t['ė', 'e'],\n\t['į', 'i'],\n\t['š', 's'],\n\t['ų', 'u'],\n\t['ū', 'u'],\n\t['ž', 'z'],\n\t['Ą', 'A'],\n\t['Č', 'C'],\n\t['Ę', 'E'],\n\t['Ė', 'E'],\n\t['Į', 'I'],\n\t['Š', 'S'],\n\t['Ų', 'U'],\n\t['Ū', 'U'],\n\n\t// Macedonian\n\t['Ќ', 'Kj'],\n\t['ќ', 'kj'],\n\t['Љ', 'Lj'],\n\t['љ', 'lj'],\n\t['Њ', 'Nj'],\n\t['њ', 'nj'],\n\t['Тс', 'Ts'],\n\t['тс', 'ts'],\n\n\t// Polish\n\t['ą', 'a'],\n\t['ć', 'c'],\n\t['ę', 'e'],\n\t['ł', 'l'],\n\t['ń', 'n'],\n\t['ś', 's'],\n\t['ź', 'z'],\n\t['ż', 'z'],\n\t['Ą', 'A'],\n\t['Ć', 'C'],\n\t['Ę', 'E'],\n\t['Ł', 'L'],\n\t['Ń', 'N'],\n\t['Ś', 'S'],\n\t['Ź', 'Z'],\n\t['Ż', 'Z'],\n\n\t// Disabled as it conflicts with Vietnamese.\n\t// Serbian\n\t// ['љ', 'lj'],\n\t// ['њ', 'nj'],\n\t// ['Љ', 'Lj'],\n\t// ['Њ', 'Nj'],\n\t// ['đ', 'dj'],\n\t// ['Đ', 'Dj'],\n\t// ['ђ', 'dj'],\n\t// ['ј', 'j'],\n\t// ['ћ', 'c'],\n\t// ['џ', 'dz'],\n\t// ['Ђ', 'Dj'],\n\t// ['Ј', 'j'],\n\t// ['Ћ', 'C'],\n\t// ['Џ', 'Dz'],\n\n\t// Disabled as it conflicts with German and Latin.\n\t// Slovak\n\t// ['ä', 'a'],\n\t// ['Ä', 'A'],\n\t// ['ľ', 'l'],\n\t// ['ĺ', 'l'],\n\t// ['ŕ', 'r'],\n\t// ['Ľ', 'L'],\n\t// ['Ĺ', 'L'],\n\t// ['Ŕ', 'R'],\n\n\t// Disabled as it conflicts with German and Latin.\n\t// Swedish\n\t// ['å', 'o'],\n\t// ['Å', 'o'],\n\t// ['ä', 'a'],\n\t// ['Ä', 'A'],\n\t// ['ë', 'e'],\n\t// ['Ë', 'E'],\n\t// ['ö', 'o'],\n\t// ['Ö', 'O'],\n\n\t// Ukrainian\n\t['Є', 'Ye'],\n\t['І', 'I'],\n\t['Ї', 'Yi'],\n\t['Ґ', 'G'],\n\t['є', 'ye'],\n\t['і', 'i'],\n\t['ї', 'yi'],\n\t['ґ', 'g'],\n\n\t// Dutch\n\t['IJ', 'IJ'],\n\t['ij', 'ij'],\n\n\t// Danish\n\t// ['Æ', 'Ae'],\n\t// ['Ø', 'Oe'],\n\t// ['Å', 'Aa'],\n\t// ['æ', 'ae'],\n\t// ['ø', 'oe'],\n\t// ['å', 'aa']\n\n\t// Currencies\n\t['¢', 'c'],\n\t['¥', 'Y'],\n\t['߿', 'b'],\n\t['৳', 't'],\n\t['૱', 'Bo'],\n\t['฿', 'B'],\n\t['₠', 'CE'],\n\t['₡', 'C'],\n\t['₢', 'Cr'],\n\t['₣', 'F'],\n\t['₥', 'm'],\n\t['₦', 'N'],\n\t['₧', 'Pt'],\n\t['₨', 'Rs'],\n\t['₩', 'W'],\n\t['₫', 's'],\n\t['€', 'E'],\n\t['₭', 'K'],\n\t['₮', 'T'],\n\t['₯', 'Dp'],\n\t['₰', 'S'],\n\t['₱', 'P'],\n\t['₲', 'G'],\n\t['₳', 'A'],\n\t['₴', 'S'],\n\t['₵', 'C'],\n\t['₶', 'tt'],\n\t['₷', 'S'],\n\t['₸', 'T'],\n\t['₹', 'R'],\n\t['₺', 'L'],\n\t['₽', 'P'],\n\t['₿', 'B'],\n\t['﹩', '$'],\n\t['¢', 'c'],\n\t['¥', 'Y'],\n\t['₩', 'W'],\n\n\t// Latin\n\t['𝐀', 'A'],\n\t['𝐁', 'B'],\n\t['𝐂', 'C'],\n\t['𝐃', 'D'],\n\t['𝐄', 'E'],\n\t['𝐅', 'F'],\n\t['𝐆', 'G'],\n\t['𝐇', 'H'],\n\t['𝐈', 'I'],\n\t['𝐉', 'J'],\n\t['𝐊', 'K'],\n\t['𝐋', 'L'],\n\t['𝐌', 'M'],\n\t['𝐍', 'N'],\n\t['𝐎', 'O'],\n\t['𝐏', 'P'],\n\t['𝐐', 'Q'],\n\t['𝐑', 'R'],\n\t['𝐒', 'S'],\n\t['𝐓', 'T'],\n\t['𝐔', 'U'],\n\t['𝐕', 'V'],\n\t['𝐖', 'W'],\n\t['𝐗', 'X'],\n\t['𝐘', 'Y'],\n\t['𝐙', 'Z'],\n\t['𝐚', 'a'],\n\t['𝐛', 'b'],\n\t['𝐜', 'c'],\n\t['𝐝', 'd'],\n\t['𝐞', 'e'],\n\t['𝐟', 'f'],\n\t['𝐠', 'g'],\n\t['𝐡', 'h'],\n\t['𝐢', 'i'],\n\t['𝐣', 'j'],\n\t['𝐤', 'k'],\n\t['𝐥', 'l'],\n\t['𝐦', 'm'],\n\t['𝐧', 'n'],\n\t['𝐨', 'o'],\n\t['𝐩', 'p'],\n\t['𝐪', 'q'],\n\t['𝐫', 'r'],\n\t['𝐬', 's'],\n\t['𝐭', 't'],\n\t['𝐮', 'u'],\n\t['𝐯', 'v'],\n\t['𝐰', 'w'],\n\t['𝐱', 'x'],\n\t['𝐲', 'y'],\n\t['𝐳', 'z'],\n\t['𝐴', 'A'],\n\t['𝐵', 'B'],\n\t['𝐶', 'C'],\n\t['𝐷', 'D'],\n\t['𝐸', 'E'],\n\t['𝐹', 'F'],\n\t['𝐺', 'G'],\n\t['𝐻', 'H'],\n\t['𝐼', 'I'],\n\t['𝐽', 'J'],\n\t['𝐾', 'K'],\n\t['𝐿', 'L'],\n\t['𝑀', 'M'],\n\t['𝑁', 'N'],\n\t['𝑂', 'O'],\n\t['𝑃', 'P'],\n\t['𝑄', 'Q'],\n\t['𝑅', 'R'],\n\t['𝑆', 'S'],\n\t['𝑇', 'T'],\n\t['𝑈', 'U'],\n\t['𝑉', 'V'],\n\t['𝑊', 'W'],\n\t['𝑋', 'X'],\n\t['𝑌', 'Y'],\n\t['𝑍', 'Z'],\n\t['𝑎', 'a'],\n\t['𝑏', 'b'],\n\t['𝑐', 'c'],\n\t['𝑑', 'd'],\n\t['𝑒', 'e'],\n\t['𝑓', 'f'],\n\t['𝑔', 'g'],\n\t['𝑖', 'i'],\n\t['𝑗', 'j'],\n\t['𝑘', 'k'],\n\t['𝑙', 'l'],\n\t['𝑚', 'm'],\n\t['𝑛', 'n'],\n\t['𝑜', 'o'],\n\t['𝑝', 'p'],\n\t['𝑞', 'q'],\n\t['𝑟', 'r'],\n\t['𝑠', 's'],\n\t['𝑡', 't'],\n\t['𝑢', 'u'],\n\t['𝑣', 'v'],\n\t['𝑤', 'w'],\n\t['𝑥', 'x'],\n\t['𝑦', 'y'],\n\t['𝑧', 'z'],\n\t['𝑨', 'A'],\n\t['𝑩', 'B'],\n\t['𝑪', 'C'],\n\t['𝑫', 'D'],\n\t['𝑬', 'E'],\n\t['𝑭', 'F'],\n\t['𝑮', 'G'],\n\t['𝑯', 'H'],\n\t['𝑰', 'I'],\n\t['𝑱', 'J'],\n\t['𝑲', 'K'],\n\t['𝑳', 'L'],\n\t['𝑴', 'M'],\n\t['𝑵', 'N'],\n\t['𝑶', 'O'],\n\t['𝑷', 'P'],\n\t['𝑸', 'Q'],\n\t['𝑹', 'R'],\n\t['𝑺', 'S'],\n\t['𝑻', 'T'],\n\t['𝑼', 'U'],\n\t['𝑽', 'V'],\n\t['𝑾', 'W'],\n\t['𝑿', 'X'],\n\t['𝒀', 'Y'],\n\t['𝒁', 'Z'],\n\t['𝒂', 'a'],\n\t['𝒃', 'b'],\n\t['𝒄', 'c'],\n\t['𝒅', 'd'],\n\t['𝒆', 'e'],\n\t['𝒇', 'f'],\n\t['𝒈', 'g'],\n\t['𝒉', 'h'],\n\t['𝒊', 'i'],\n\t['𝒋', 'j'],\n\t['𝒌', 'k'],\n\t['𝒍', 'l'],\n\t['𝒎', 'm'],\n\t['𝒏', 'n'],\n\t['𝒐', 'o'],\n\t['𝒑', 'p'],\n\t['𝒒', 'q'],\n\t['𝒓', 'r'],\n\t['𝒔', 's'],\n\t['𝒕', 't'],\n\t['𝒖', 'u'],\n\t['𝒗', 'v'],\n\t['𝒘', 'w'],\n\t['𝒙', 'x'],\n\t['𝒚', 'y'],\n\t['𝒛', 'z'],\n\t['𝒜', 'A'],\n\t['𝒞', 'C'],\n\t['𝒟', 'D'],\n\t['𝒢', 'g'],\n\t['𝒥', 'J'],\n\t['𝒦', 'K'],\n\t['𝒩', 'N'],\n\t['𝒪', 'O'],\n\t['𝒫', 'P'],\n\t['𝒬', 'Q'],\n\t['𝒮', 'S'],\n\t['𝒯', 'T'],\n\t['𝒰', 'U'],\n\t['𝒱', 'V'],\n\t['𝒲', 'W'],\n\t['𝒳', 'X'],\n\t['𝒴', 'Y'],\n\t['𝒵', 'Z'],\n\t['𝒶', 'a'],\n\t['𝒷', 'b'],\n\t['𝒸', 'c'],\n\t['𝒹', 'd'],\n\t['𝒻', 'f'],\n\t['𝒽', 'h'],\n\t['𝒾', 'i'],\n\t['𝒿', 'j'],\n\t['𝓀', 'h'],\n\t['𝓁', 'l'],\n\t['𝓂', 'm'],\n\t['𝓃', 'n'],\n\t['𝓅', 'p'],\n\t['𝓆', 'q'],\n\t['𝓇', 'r'],\n\t['𝓈', 's'],\n\t['𝓉', 't'],\n\t['𝓊', 'u'],\n\t['𝓋', 'v'],\n\t['𝓌', 'w'],\n\t['𝓍', 'x'],\n\t['𝓎', 'y'],\n\t['𝓏', 'z'],\n\t['𝓐', 'A'],\n\t['𝓑', 'B'],\n\t['𝓒', 'C'],\n\t['𝓓', 'D'],\n\t['𝓔', 'E'],\n\t['𝓕', 'F'],\n\t['𝓖', 'G'],\n\t['𝓗', 'H'],\n\t['𝓘', 'I'],\n\t['𝓙', 'J'],\n\t['𝓚', 'K'],\n\t['𝓛', 'L'],\n\t['𝓜', 'M'],\n\t['𝓝', 'N'],\n\t['𝓞', 'O'],\n\t['𝓟', 'P'],\n\t['𝓠', 'Q'],\n\t['𝓡', 'R'],\n\t['𝓢', 'S'],\n\t['𝓣', 'T'],\n\t['𝓤', 'U'],\n\t['𝓥', 'V'],\n\t['𝓦', 'W'],\n\t['𝓧', 'X'],\n\t['𝓨', 'Y'],\n\t['𝓩', 'Z'],\n\t['𝓪', 'a'],\n\t['𝓫', 'b'],\n\t['𝓬', 'c'],\n\t['𝓭', 'd'],\n\t['𝓮', 'e'],\n\t['𝓯', 'f'],\n\t['𝓰', 'g'],\n\t['𝓱', 'h'],\n\t['𝓲', 'i'],\n\t['𝓳', 'j'],\n\t['𝓴', 'k'],\n\t['𝓵', 'l'],\n\t['𝓶', 'm'],\n\t['𝓷', 'n'],\n\t['𝓸', 'o'],\n\t['𝓹', 'p'],\n\t['𝓺', 'q'],\n\t['𝓻', 'r'],\n\t['𝓼', 's'],\n\t['𝓽', 't'],\n\t['𝓾', 'u'],\n\t['𝓿', 'v'],\n\t['𝔀', 'w'],\n\t['𝔁', 'x'],\n\t['𝔂', 'y'],\n\t['𝔃', 'z'],\n\t['𝔄', 'A'],\n\t['𝔅', 'B'],\n\t['𝔇', 'D'],\n\t['𝔈', 'E'],\n\t['𝔉', 'F'],\n\t['𝔊', 'G'],\n\t['𝔍', 'J'],\n\t['𝔎', 'K'],\n\t['𝔏', 'L'],\n\t['𝔐', 'M'],\n\t['𝔑', 'N'],\n\t['𝔒', 'O'],\n\t['𝔓', 'P'],\n\t['𝔔', 'Q'],\n\t['𝔖', 'S'],\n\t['𝔗', 'T'],\n\t['𝔘', 'U'],\n\t['𝔙', 'V'],\n\t['𝔚', 'W'],\n\t['𝔛', 'X'],\n\t['𝔜', 'Y'],\n\t['𝔞', 'a'],\n\t['𝔟', 'b'],\n\t['𝔠', 'c'],\n\t['𝔡', 'd'],\n\t['𝔢', 'e'],\n\t['𝔣', 'f'],\n\t['𝔤', 'g'],\n\t['𝔥', 'h'],\n\t['𝔦', 'i'],\n\t['𝔧', 'j'],\n\t['𝔨', 'k'],\n\t['𝔩', 'l'],\n\t['𝔪', 'm'],\n\t['𝔫', 'n'],\n\t['𝔬', 'o'],\n\t['𝔭', 'p'],\n\t['𝔮', 'q'],\n\t['𝔯', 'r'],\n\t['𝔰', 's'],\n\t['𝔱', 't'],\n\t['𝔲', 'u'],\n\t['𝔳', 'v'],\n\t['𝔴', 'w'],\n\t['𝔵', 'x'],\n\t['𝔶', 'y'],\n\t['𝔷', 'z'],\n\t['𝔸', 'A'],\n\t['𝔹', 'B'],\n\t['𝔻', 'D'],\n\t['𝔼', 'E'],\n\t['𝔽', 'F'],\n\t['𝔾', 'G'],\n\t['𝕀', 'I'],\n\t['𝕁', 'J'],\n\t['𝕂', 'K'],\n\t['𝕃', 'L'],\n\t['𝕄', 'M'],\n\t['𝕆', 'N'],\n\t['𝕊', 'S'],\n\t['𝕋', 'T'],\n\t['𝕌', 'U'],\n\t['𝕍', 'V'],\n\t['𝕎', 'W'],\n\t['𝕏', 'X'],\n\t['𝕐', 'Y'],\n\t['𝕒', 'a'],\n\t['𝕓', 'b'],\n\t['𝕔', 'c'],\n\t['𝕕', 'd'],\n\t['𝕖', 'e'],\n\t['𝕗', 'f'],\n\t['𝕘', 'g'],\n\t['𝕙', 'h'],\n\t['𝕚', 'i'],\n\t['𝕛', 'j'],\n\t['𝕜', 'k'],\n\t['𝕝', 'l'],\n\t['𝕞', 'm'],\n\t['𝕟', 'n'],\n\t['𝕠', 'o'],\n\t['𝕡', 'p'],\n\t['𝕢', 'q'],\n\t['𝕣', 'r'],\n\t['𝕤', 's'],\n\t['𝕥', 't'],\n\t['𝕦', 'u'],\n\t['𝕧', 'v'],\n\t['𝕨', 'w'],\n\t['𝕩', 'x'],\n\t['𝕪', 'y'],\n\t['𝕫', 'z'],\n\t['𝕬', 'A'],\n\t['𝕭', 'B'],\n\t['𝕮', 'C'],\n\t['𝕯', 'D'],\n\t['𝕰', 'E'],\n\t['𝕱', 'F'],\n\t['𝕲', 'G'],\n\t['𝕳', 'H'],\n\t['𝕴', 'I'],\n\t['𝕵', 'J'],\n\t['𝕶', 'K'],\n\t['𝕷', 'L'],\n\t['𝕸', 'M'],\n\t['𝕹', 'N'],\n\t['𝕺', 'O'],\n\t['𝕻', 'P'],\n\t['𝕼', 'Q'],\n\t['𝕽', 'R'],\n\t['𝕾', 'S'],\n\t['𝕿', 'T'],\n\t['𝖀', 'U'],\n\t['𝖁', 'V'],\n\t['𝖂', 'W'],\n\t['𝖃', 'X'],\n\t['𝖄', 'Y'],\n\t['𝖅', 'Z'],\n\t['𝖆', 'a'],\n\t['𝖇', 'b'],\n\t['𝖈', 'c'],\n\t['𝖉', 'd'],\n\t['𝖊', 'e'],\n\t['𝖋', 'f'],\n\t['𝖌', 'g'],\n\t['𝖍', 'h'],\n\t['𝖎', 'i'],\n\t['𝖏', 'j'],\n\t['𝖐', 'k'],\n\t['𝖑', 'l'],\n\t['𝖒', 'm'],\n\t['𝖓', 'n'],\n\t['𝖔', 'o'],\n\t['𝖕', 'p'],\n\t['𝖖', 'q'],\n\t['𝖗', 'r'],\n\t['𝖘', 's'],\n\t['𝖙', 't'],\n\t['𝖚', 'u'],\n\t['𝖛', 'v'],\n\t['𝖜', 'w'],\n\t['𝖝', 'x'],\n\t['𝖞', 'y'],\n\t['𝖟', 'z'],\n\t['𝖠', 'A'],\n\t['𝖡', 'B'],\n\t['𝖢', 'C'],\n\t['𝖣', 'D'],\n\t['𝖤', 'E'],\n\t['𝖥', 'F'],\n\t['𝖦', 'G'],\n\t['𝖧', 'H'],\n\t['𝖨', 'I'],\n\t['𝖩', 'J'],\n\t['𝖪', 'K'],\n\t['𝖫', 'L'],\n\t['𝖬', 'M'],\n\t['𝖭', 'N'],\n\t['𝖮', 'O'],\n\t['𝖯', 'P'],\n\t['𝖰', 'Q'],\n\t['𝖱', 'R'],\n\t['𝖲', 'S'],\n\t['𝖳', 'T'],\n\t['𝖴', 'U'],\n\t['𝖵', 'V'],\n\t['𝖶', 'W'],\n\t['𝖷', 'X'],\n\t['𝖸', 'Y'],\n\t['𝖹', 'Z'],\n\t['𝖺', 'a'],\n\t['𝖻', 'b'],\n\t['𝖼', 'c'],\n\t['𝖽', 'd'],\n\t['𝖾', 'e'],\n\t['𝖿', 'f'],\n\t['𝗀', 'g'],\n\t['𝗁', 'h'],\n\t['𝗂', 'i'],\n\t['𝗃', 'j'],\n\t['𝗄', 'k'],\n\t['𝗅', 'l'],\n\t['𝗆', 'm'],\n\t['𝗇', 'n'],\n\t['𝗈', 'o'],\n\t['𝗉', 'p'],\n\t['𝗊', 'q'],\n\t['𝗋', 'r'],\n\t['𝗌', 's'],\n\t['𝗍', 't'],\n\t['𝗎', 'u'],\n\t['𝗏', 'v'],\n\t['𝗐', 'w'],\n\t['𝗑', 'x'],\n\t['𝗒', 'y'],\n\t['𝗓', 'z'],\n\t['𝗔', 'A'],\n\t['𝗕', 'B'],\n\t['𝗖', 'C'],\n\t['𝗗', 'D'],\n\t['𝗘', 'E'],\n\t['𝗙', 'F'],\n\t['𝗚', 'G'],\n\t['𝗛', 'H'],\n\t['𝗜', 'I'],\n\t['𝗝', 'J'],\n\t['𝗞', 'K'],\n\t['𝗟', 'L'],\n\t['𝗠', 'M'],\n\t['𝗡', 'N'],\n\t['𝗢', 'O'],\n\t['𝗣', 'P'],\n\t['𝗤', 'Q'],\n\t['𝗥', 'R'],\n\t['𝗦', 'S'],\n\t['𝗧', 'T'],\n\t['𝗨', 'U'],\n\t['𝗩', 'V'],\n\t['𝗪', 'W'],\n\t['𝗫', 'X'],\n\t['𝗬', 'Y'],\n\t['𝗭', 'Z'],\n\t['𝗮', 'a'],\n\t['𝗯', 'b'],\n\t['𝗰', 'c'],\n\t['𝗱', 'd'],\n\t['𝗲', 'e'],\n\t['𝗳', 'f'],\n\t['𝗴', 'g'],\n\t['𝗵', 'h'],\n\t['𝗶', 'i'],\n\t['𝗷', 'j'],\n\t['𝗸', 'k'],\n\t['𝗹', 'l'],\n\t['𝗺', 'm'],\n\t['𝗻', 'n'],\n\t['𝗼', 'o'],\n\t['𝗽', 'p'],\n\t['𝗾', 'q'],\n\t['𝗿', 'r'],\n\t['𝘀', 's'],\n\t['𝘁', 't'],\n\t['𝘂', 'u'],\n\t['𝘃', 'v'],\n\t['𝘄', 'w'],\n\t['𝘅', 'x'],\n\t['𝘆', 'y'],\n\t['𝘇', 'z'],\n\t['𝘈', 'A'],\n\t['𝘉', 'B'],\n\t['𝘊', 'C'],\n\t['𝘋', 'D'],\n\t['𝘌', 'E'],\n\t['𝘍', 'F'],\n\t['𝘎', 'G'],\n\t['𝘏', 'H'],\n\t['𝘐', 'I'],\n\t['𝘑', 'J'],\n\t['𝘒', 'K'],\n\t['𝘓', 'L'],\n\t['𝘔', 'M'],\n\t['𝘕', 'N'],\n\t['𝘖', 'O'],\n\t['𝘗', 'P'],\n\t['𝘘', 'Q'],\n\t['𝘙', 'R'],\n\t['𝘚', 'S'],\n\t['𝘛', 'T'],\n\t['𝘜', 'U'],\n\t['𝘝', 'V'],\n\t['𝘞', 'W'],\n\t['𝘟', 'X'],\n\t['𝘠', 'Y'],\n\t['𝘡', 'Z'],\n\t['𝘢', 'a'],\n\t['𝘣', 'b'],\n\t['𝘤', 'c'],\n\t['𝘥', 'd'],\n\t['𝘦', 'e'],\n\t['𝘧', 'f'],\n\t['𝘨', 'g'],\n\t['𝘩', 'h'],\n\t['𝘪', 'i'],\n\t['𝘫', 'j'],\n\t['𝘬', 'k'],\n\t['𝘭', 'l'],\n\t['𝘮', 'm'],\n\t['𝘯', 'n'],\n\t['𝘰', 'o'],\n\t['𝘱', 'p'],\n\t['𝘲', 'q'],\n\t['𝘳', 'r'],\n\t['𝘴', 's'],\n\t['𝘵', 't'],\n\t['𝘶', 'u'],\n\t['𝘷', 'v'],\n\t['𝘸', 'w'],\n\t['𝘹', 'x'],\n\t['𝘺', 'y'],\n\t['𝘻', 'z'],\n\t['𝘼', 'A'],\n\t['𝘽', 'B'],\n\t['𝘾', 'C'],\n\t['𝘿', 'D'],\n\t['𝙀', 'E'],\n\t['𝙁', 'F'],\n\t['𝙂', 'G'],\n\t['𝙃', 'H'],\n\t['𝙄', 'I'],\n\t['𝙅', 'J'],\n\t['𝙆', 'K'],\n\t['𝙇', 'L'],\n\t['𝙈', 'M'],\n\t['𝙉', 'N'],\n\t['𝙊', 'O'],\n\t['𝙋', 'P'],\n\t['𝙌', 'Q'],\n\t['𝙍', 'R'],\n\t['𝙎', 'S'],\n\t['𝙏', 'T'],\n\t['𝙐', 'U'],\n\t['𝙑', 'V'],\n\t['𝙒', 'W'],\n\t['𝙓', 'X'],\n\t['𝙔', 'Y'],\n\t['𝙕', 'Z'],\n\t['𝙖', 'a'],\n\t['𝙗', 'b'],\n\t['𝙘', 'c'],\n\t['𝙙', 'd'],\n\t['𝙚', 'e'],\n\t['𝙛', 'f'],\n\t['𝙜', 'g'],\n\t['𝙝', 'h'],\n\t['𝙞', 'i'],\n\t['𝙟', 'j'],\n\t['𝙠', 'k'],\n\t['𝙡', 'l'],\n\t['𝙢', 'm'],\n\t['𝙣', 'n'],\n\t['𝙤', 'o'],\n\t['𝙥', 'p'],\n\t['𝙦', 'q'],\n\t['𝙧', 'r'],\n\t['𝙨', 's'],\n\t['𝙩', 't'],\n\t['𝙪', 'u'],\n\t['𝙫', 'v'],\n\t['𝙬', 'w'],\n\t['𝙭', 'x'],\n\t['𝙮', 'y'],\n\t['𝙯', 'z'],\n\t['𝙰', 'A'],\n\t['𝙱', 'B'],\n\t['𝙲', 'C'],\n\t['𝙳', 'D'],\n\t['𝙴', 'E'],\n\t['𝙵', 'F'],\n\t['𝙶', 'G'],\n\t['𝙷', 'H'],\n\t['𝙸', 'I'],\n\t['𝙹', 'J'],\n\t['𝙺', 'K'],\n\t['𝙻', 'L'],\n\t['𝙼', 'M'],\n\t['𝙽', 'N'],\n\t['𝙾', 'O'],\n\t['𝙿', 'P'],\n\t['𝚀', 'Q'],\n\t['𝚁', 'R'],\n\t['𝚂', 'S'],\n\t['𝚃', 'T'],\n\t['𝚄', 'U'],\n\t['𝚅', 'V'],\n\t['𝚆', 'W'],\n\t['𝚇', 'X'],\n\t['𝚈', 'Y'],\n\t['𝚉', 'Z'],\n\t['𝚊', 'a'],\n\t['𝚋', 'b'],\n\t['𝚌', 'c'],\n\t['𝚍', 'd'],\n\t['𝚎', 'e'],\n\t['𝚏', 'f'],\n\t['𝚐', 'g'],\n\t['𝚑', 'h'],\n\t['𝚒', 'i'],\n\t['𝚓', 'j'],\n\t['𝚔', 'k'],\n\t['𝚕', 'l'],\n\t['𝚖', 'm'],\n\t['𝚗', 'n'],\n\t['𝚘', 'o'],\n\t['𝚙', 'p'],\n\t['𝚚', 'q'],\n\t['𝚛', 'r'],\n\t['𝚜', 's'],\n\t['𝚝', 't'],\n\t['𝚞', 'u'],\n\t['𝚟', 'v'],\n\t['𝚠', 'w'],\n\t['𝚡', 'x'],\n\t['𝚢', 'y'],\n\t['𝚣', 'z'],\n\n\t// Dotless letters\n\t['𝚤', 'l'],\n\t['𝚥', 'j'],\n\n\t// Greek\n\t['𝛢', 'A'],\n\t['𝛣', 'B'],\n\t['𝛤', 'G'],\n\t['𝛥', 'D'],\n\t['𝛦', 'E'],\n\t['𝛧', 'Z'],\n\t['𝛨', 'I'],\n\t['𝛩', 'TH'],\n\t['𝛪', 'I'],\n\t['𝛫', 'K'],\n\t['𝛬', 'L'],\n\t['𝛭', 'M'],\n\t['𝛮', 'N'],\n\t['𝛯', 'KS'],\n\t['𝛰', 'O'],\n\t['𝛱', 'P'],\n\t['𝛲', 'R'],\n\t['𝛳', 'TH'],\n\t['𝛴', 'S'],\n\t['𝛵', 'T'],\n\t['𝛶', 'Y'],\n\t['𝛷', 'F'],\n\t['𝛸', 'x'],\n\t['𝛹', 'PS'],\n\t['𝛺', 'O'],\n\t['𝛻', 'D'],\n\t['𝛼', 'a'],\n\t['𝛽', 'b'],\n\t['𝛾', 'g'],\n\t['𝛿', 'd'],\n\t['𝜀', 'e'],\n\t['𝜁', 'z'],\n\t['𝜂', 'i'],\n\t['𝜃', 'th'],\n\t['𝜄', 'i'],\n\t['𝜅', 'k'],\n\t['𝜆', 'l'],\n\t['𝜇', 'm'],\n\t['𝜈', 'n'],\n\t['𝜉', 'ks'],\n\t['𝜊', 'o'],\n\t['𝜋', 'p'],\n\t['𝜌', 'r'],\n\t['𝜍', 's'],\n\t['𝜎', 's'],\n\t['𝜏', 't'],\n\t['𝜐', 'y'],\n\t['𝜑', 'f'],\n\t['𝜒', 'x'],\n\t['𝜓', 'ps'],\n\t['𝜔', 'o'],\n\t['𝜕', 'd'],\n\t['𝜖', 'E'],\n\t['𝜗', 'TH'],\n\t['𝜘', 'K'],\n\t['𝜙', 'f'],\n\t['𝜚', 'r'],\n\t['𝜛', 'p'],\n\t['𝜜', 'A'],\n\t['𝜝', 'V'],\n\t['𝜞', 'G'],\n\t['𝜟', 'D'],\n\t['𝜠', 'E'],\n\t['𝜡', 'Z'],\n\t['𝜢', 'I'],\n\t['𝜣', 'TH'],\n\t['𝜤', 'I'],\n\t['𝜥', 'K'],\n\t['𝜦', 'L'],\n\t['𝜧', 'M'],\n\t['𝜨', 'N'],\n\t['𝜩', 'KS'],\n\t['𝜪', 'O'],\n\t['𝜫', 'P'],\n\t['𝜬', 'S'],\n\t['𝜭', 'TH'],\n\t['𝜮', 'S'],\n\t['𝜯', 'T'],\n\t['𝜰', 'Y'],\n\t['𝜱', 'F'],\n\t['𝜲', 'X'],\n\t['𝜳', 'PS'],\n\t['𝜴', 'O'],\n\t['𝜵', 'D'],\n\t['𝜶', 'a'],\n\t['𝜷', 'v'],\n\t['𝜸', 'g'],\n\t['𝜹', 'd'],\n\t['𝜺', 'e'],\n\t['𝜻', 'z'],\n\t['𝜼', 'i'],\n\t['𝜽', 'th'],\n\t['𝜾', 'i'],\n\t['𝜿', 'k'],\n\t['𝝀', 'l'],\n\t['𝝁', 'm'],\n\t['𝝂', 'n'],\n\t['𝝃', 'ks'],\n\t['𝝄', 'o'],\n\t['𝝅', 'p'],\n\t['𝝆', 'r'],\n\t['𝝇', 's'],\n\t['𝝈', 's'],\n\t['𝝉', 't'],\n\t['𝝊', 'y'],\n\t['𝝋', 'f'],\n\t['𝝌', 'x'],\n\t['𝝍', 'ps'],\n\t['𝝎', 'o'],\n\t['𝝏', 'a'],\n\t['𝝐', 'e'],\n\t['𝝑', 'i'],\n\t['𝝒', 'k'],\n\t['𝝓', 'f'],\n\t['𝝔', 'r'],\n\t['𝝕', 'p'],\n\t['𝝖', 'A'],\n\t['𝝗', 'B'],\n\t['𝝘', 'G'],\n\t['𝝙', 'D'],\n\t['𝝚', 'E'],\n\t['𝝛', 'Z'],\n\t['𝝜', 'I'],\n\t['𝝝', 'TH'],\n\t['𝝞', 'I'],\n\t['𝝟', 'K'],\n\t['𝝠', 'L'],\n\t['𝝡', 'M'],\n\t['𝝢', 'N'],\n\t['𝝣', 'KS'],\n\t['𝝤', 'O'],\n\t['𝝥', 'P'],\n\t['𝝦', 'R'],\n\t['𝝧', 'TH'],\n\t['𝝨', 'S'],\n\t['𝝩', 'T'],\n\t['𝝪', 'Y'],\n\t['𝝫', 'F'],\n\t['𝝬', 'X'],\n\t['𝝭', 'PS'],\n\t['𝝮', 'O'],\n\t['𝝯', 'D'],\n\t['𝝰', 'a'],\n\t['𝝱', 'v'],\n\t['𝝲', 'g'],\n\t['𝝳', 'd'],\n\t['𝝴', 'e'],\n\t['𝝵', 'z'],\n\t['𝝶', 'i'],\n\t['𝝷', 'th'],\n\t['𝝸', 'i'],\n\t['𝝹', 'k'],\n\t['𝝺', 'l'],\n\t['𝝻', 'm'],\n\t['𝝼', 'n'],\n\t['𝝽', 'ks'],\n\t['𝝾', 'o'],\n\t['𝝿', 'p'],\n\t['𝞀', 'r'],\n\t['𝞁', 's'],\n\t['𝞂', 's'],\n\t['𝞃', 't'],\n\t['𝞄', 'y'],\n\t['𝞅', 'f'],\n\t['𝞆', 'x'],\n\t['𝞇', 'ps'],\n\t['𝞈', 'o'],\n\t['𝞉', 'a'],\n\t['𝞊', 'e'],\n\t['𝞋', 'i'],\n\t['𝞌', 'k'],\n\t['𝞍', 'f'],\n\t['𝞎', 'r'],\n\t['𝞏', 'p'],\n\t['𝞐', 'A'],\n\t['𝞑', 'V'],\n\t['𝞒', 'G'],\n\t['𝞓', 'D'],\n\t['𝞔', 'E'],\n\t['𝞕', 'Z'],\n\t['𝞖', 'I'],\n\t['𝞗', 'TH'],\n\t['𝞘', 'I'],\n\t['𝞙', 'K'],\n\t['𝞚', 'L'],\n\t['𝞛', 'M'],\n\t['𝞜', 'N'],\n\t['𝞝', 'KS'],\n\t['𝞞', 'O'],\n\t['𝞟', 'P'],\n\t['𝞠', 'S'],\n\t['𝞡', 'TH'],\n\t['𝞢', 'S'],\n\t['𝞣', 'T'],\n\t['𝞤', 'Y'],\n\t['𝞥', 'F'],\n\t['𝞦', 'X'],\n\t['𝞧', 'PS'],\n\t['𝞨', 'O'],\n\t['𝞩', 'D'],\n\t['𝞪', 'av'],\n\t['𝞫', 'g'],\n\t['𝞬', 'd'],\n\t['𝞭', 'e'],\n\t['𝞮', 'z'],\n\t['𝞯', 'i'],\n\t['𝞰', 'i'],\n\t['𝞱', 'th'],\n\t['𝞲', 'i'],\n\t['𝞳', 'k'],\n\t['𝞴', 'l'],\n\t['𝞵', 'm'],\n\t['𝞶', 'n'],\n\t['𝞷', 'ks'],\n\t['𝞸', 'o'],\n\t['𝞹', 'p'],\n\t['𝞺', 'r'],\n\t['𝞻', 's'],\n\t['𝞼', 's'],\n\t['𝞽', 't'],\n\t['𝞾', 'y'],\n\t['𝞿', 'f'],\n\t['𝟀', 'x'],\n\t['𝟁', 'ps'],\n\t['𝟂', 'o'],\n\t['𝟃', 'a'],\n\t['𝟄', 'e'],\n\t['𝟅', 'i'],\n\t['𝟆', 'k'],\n\t['𝟇', 'f'],\n\t['𝟈', 'r'],\n\t['𝟉', 'p'],\n\t['𝟊', 'F'],\n\t['𝟋', 'f'],\n\t['⒜', '(a)'],\n\t['⒝', '(b)'],\n\t['⒞', '(c)'],\n\t['⒟', '(d)'],\n\t['⒠', '(e)'],\n\t['⒡', '(f)'],\n\t['⒢', '(g)'],\n\t['⒣', '(h)'],\n\t['⒤', '(i)'],\n\t['⒥', '(j)'],\n\t['⒦', '(k)'],\n\t['⒧', '(l)'],\n\t['⒨', '(m)'],\n\t['⒩', '(n)'],\n\t['⒪', '(o)'],\n\t['⒫', '(p)'],\n\t['⒬', '(q)'],\n\t['⒭', '(r)'],\n\t['⒮', '(s)'],\n\t['⒯', '(t)'],\n\t['⒰', '(u)'],\n\t['⒱', '(v)'],\n\t['⒲', '(w)'],\n\t['⒳', '(x)'],\n\t['⒴', '(y)'],\n\t['⒵', '(z)'],\n\t['Ⓐ', '(A)'],\n\t['Ⓑ', '(B)'],\n\t['Ⓒ', '(C)'],\n\t['Ⓓ', '(D)'],\n\t['Ⓔ', '(E)'],\n\t['Ⓕ', '(F)'],\n\t['Ⓖ', '(G)'],\n\t['Ⓗ', '(H)'],\n\t['Ⓘ', '(I)'],\n\t['Ⓙ', '(J)'],\n\t['Ⓚ', '(K)'],\n\t['Ⓛ', '(L)'],\n\t['Ⓝ', '(N)'],\n\t['Ⓞ', '(O)'],\n\t['Ⓟ', '(P)'],\n\t['Ⓠ', '(Q)'],\n\t['Ⓡ', '(R)'],\n\t['Ⓢ', '(S)'],\n\t['Ⓣ', '(T)'],\n\t['Ⓤ', '(U)'],\n\t['Ⓥ', '(V)'],\n\t['Ⓦ', '(W)'],\n\t['Ⓧ', '(X)'],\n\t['Ⓨ', '(Y)'],\n\t['Ⓩ', '(Z)'],\n\t['ⓐ', '(a)'],\n\t['ⓑ', '(b)'],\n\t['ⓒ', '(b)'],\n\t['ⓓ', '(c)'],\n\t['ⓔ', '(e)'],\n\t['ⓕ', '(f)'],\n\t['ⓖ', '(g)'],\n\t['ⓗ', '(h)'],\n\t['ⓘ', '(i)'],\n\t['ⓙ', '(j)'],\n\t['ⓚ', '(k)'],\n\t['ⓛ', '(l)'],\n\t['ⓜ', '(m)'],\n\t['ⓝ', '(n)'],\n\t['ⓞ', '(o)'],\n\t['ⓟ', '(p)'],\n\t['ⓠ', '(q)'],\n\t['ⓡ', '(r)'],\n\t['ⓢ', '(s)'],\n\t['ⓣ', '(t)'],\n\t['ⓤ', '(u)'],\n\t['ⓥ', '(v)'],\n\t['ⓦ', '(w)'],\n\t['ⓧ', '(x)'],\n\t['ⓨ', '(y)'],\n\t['ⓩ', '(z)'],\n\n\t// Maltese\n\t['Ċ', 'C'],\n\t['ċ', 'c'],\n\t['Ġ', 'G'],\n\t['ġ', 'g'],\n\t['Ħ', 'H'],\n\t['ħ', 'h'],\n\t['Ż', 'Z'],\n\t['ż', 'z'],\n\n\t// Numbers\n\t['𝟎', '0'],\n\t['𝟏', '1'],\n\t['𝟐', '2'],\n\t['𝟑', '3'],\n\t['𝟒', '4'],\n\t['𝟓', '5'],\n\t['𝟔', '6'],\n\t['𝟕', '7'],\n\t['𝟖', '8'],\n\t['𝟗', '9'],\n\t['𝟘', '0'],\n\t['𝟙', '1'],\n\t['𝟚', '2'],\n\t['𝟛', '3'],\n\t['𝟜', '4'],\n\t['𝟝', '5'],\n\t['𝟞', '6'],\n\t['𝟟', '7'],\n\t['𝟠', '8'],\n\t['𝟡', '9'],\n\t['𝟢', '0'],\n\t['𝟣', '1'],\n\t['𝟤', '2'],\n\t['𝟥', '3'],\n\t['𝟦', '4'],\n\t['𝟧', '5'],\n\t['𝟨', '6'],\n\t['𝟩', '7'],\n\t['𝟪', '8'],\n\t['𝟫', '9'],\n\t['𝟬', '0'],\n\t['𝟭', '1'],\n\t['𝟮', '2'],\n\t['𝟯', '3'],\n\t['𝟰', '4'],\n\t['𝟱', '5'],\n\t['𝟲', '6'],\n\t['𝟳', '7'],\n\t['𝟴', '8'],\n\t['𝟵', '9'],\n\t['𝟶', '0'],\n\t['𝟷', '1'],\n\t['𝟸', '2'],\n\t['𝟹', '3'],\n\t['𝟺', '4'],\n\t['𝟻', '5'],\n\t['𝟼', '6'],\n\t['𝟽', '7'],\n\t['𝟾', '8'],\n\t['𝟿', '9'],\n\t['①', '1'],\n\t['②', '2'],\n\t['③', '3'],\n\t['④', '4'],\n\t['⑤', '5'],\n\t['⑥', '6'],\n\t['⑦', '7'],\n\t['⑧', '8'],\n\t['⑨', '9'],\n\t['⑩', '10'],\n\t['⑪', '11'],\n\t['⑫', '12'],\n\t['⑬', '13'],\n\t['⑭', '14'],\n\t['⑮', '15'],\n\t['⑯', '16'],\n\t['⑰', '17'],\n\t['⑱', '18'],\n\t['⑲', '19'],\n\t['⑳', '20'],\n\t['⑴', '1'],\n\t['⑵', '2'],\n\t['⑶', '3'],\n\t['⑷', '4'],\n\t['⑸', '5'],\n\t['⑹', '6'],\n\t['⑺', '7'],\n\t['⑻', '8'],\n\t['⑼', '9'],\n\t['⑽', '10'],\n\t['⑾', '11'],\n\t['⑿', '12'],\n\t['⒀', '13'],\n\t['⒁', '14'],\n\t['⒂', '15'],\n\t['⒃', '16'],\n\t['⒄', '17'],\n\t['⒅', '18'],\n\t['⒆', '19'],\n\t['⒇', '20'],\n\t['⒈', '1.'],\n\t['⒉', '2.'],\n\t['⒊', '3.'],\n\t['⒋', '4.'],\n\t['⒌', '5.'],\n\t['⒍', '6.'],\n\t['⒎', '7.'],\n\t['⒏', '8.'],\n\t['⒐', '9.'],\n\t['⒑', '10.'],\n\t['⒒', '11.'],\n\t['⒓', '12.'],\n\t['⒔', '13.'],\n\t['⒕', '14.'],\n\t['⒖', '15.'],\n\t['⒗', '16.'],\n\t['⒘', '17.'],\n\t['⒙', '18.'],\n\t['⒚', '19.'],\n\t['⒛', '20.'],\n\t['⓪', '0'],\n\t['⓫', '11'],\n\t['⓬', '12'],\n\t['⓭', '13'],\n\t['⓮', '14'],\n\t['⓯', '15'],\n\t['⓰', '16'],\n\t['⓱', '17'],\n\t['⓲', '18'],\n\t['⓳', '19'],\n\t['⓴', '20'],\n\t['⓵', '1'],\n\t['⓶', '2'],\n\t['⓷', '3'],\n\t['⓸', '4'],\n\t['⓹', '5'],\n\t['⓺', '6'],\n\t['⓻', '7'],\n\t['⓼', '8'],\n\t['⓽', '9'],\n\t['⓾', '10'],\n\t['⓿', '0'],\n\n\t// Punctuation\n\t['🙰', '&'],\n\t['🙱', '&'],\n\t['🙲', '&'],\n\t['🙳', '&'],\n\t['🙴', '&'],\n\t['🙵', '&'],\n\t['🙶', '\"'],\n\t['🙷', '\"'],\n\t['🙸', '\"'],\n\t['‽', '?!'],\n\t['🙹', '?!'],\n\t['🙺', '?!'],\n\t['🙻', '?!'],\n\t['🙼', '/'],\n\t['🙽', '\\\\'],\n\n\t// Alchemy\n\t['🜇', 'AR'],\n\t['🜈', 'V'],\n\t['🜉', 'V'],\n\t['🜆', 'VR'],\n\t['🜅', 'VF'],\n\t['🜩', '2'],\n\t['🜪', '5'],\n\t['🝡', 'f'],\n\t['🝢', 'W'],\n\t['🝣', 'U'],\n\t['🝧', 'V'],\n\t['🝨', 'T'],\n\t['🝪', 'V'],\n\t['🝫', 'MB'],\n\t['🝬', 'VB'],\n\t['🝲', '3B'],\n\t['🝳', '3B'],\n\n\t// Emojis\n\t['💯', '100'],\n\t['🔙', 'BACK'],\n\t['🔚', 'END'],\n\t['🔛', 'ON!'],\n\t['🔜', 'SOON'],\n\t['🔝', 'TOP'],\n\t['🔞', '18'],\n\t['🔤', 'abc'],\n\t['🔠', 'ABCD'],\n\t['🔡', 'abcd'],\n\t['🔢', '1234'],\n\t['🔣', 'T&@%'],\n\t['#️⃣', '#'],\n\t['*️⃣', '*'],\n\t['0️⃣', '0'],\n\t['1️⃣', '1'],\n\t['2️⃣', '2'],\n\t['3️⃣', '3'],\n\t['4️⃣', '4'],\n\t['5️⃣', '5'],\n\t['6️⃣', '6'],\n\t['7️⃣', '7'],\n\t['8️⃣', '8'],\n\t['9️⃣', '9'],\n\t['🔟', '10'],\n\t['🅰️', 'A'],\n\t['🅱️', 'B'],\n\t['🆎', 'AB'],\n\t['🆑', 'CL'],\n\t['🅾️', 'O'],\n\t['🅿', 'P'],\n\t['🆘', 'SOS'],\n\t['🅲', 'C'],\n\t['🅳', 'D'],\n\t['🅴', 'E'],\n\t['🅵', 'F'],\n\t['🅶', 'G'],\n\t['🅷', 'H'],\n\t['🅸', 'I'],\n\t['🅹', 'J'],\n\t['🅺', 'K'],\n\t['🅻', 'L'],\n\t['🅼', 'M'],\n\t['🅽', 'N'],\n\t['🆀', 'Q'],\n\t['🆁', 'R'],\n\t['🆂', 'S'],\n\t['🆃', 'T'],\n\t['🆄', 'U'],\n\t['🆅', 'V'],\n\t['🆆', 'W'],\n\t['🆇', 'X'],\n\t['🆈', 'Y'],\n\t['🆉', 'Z']\n];\n\nconst doCustomReplacements = (string, replacements) => {\n\tfor (const [key, value] of replacements) {\n\t\t// TODO: Use `String#replaceAll()` when targeting Node.js 16.\n\t\tstring = string.replace(new RegExp(escapeStringRegexp$1(key), 'g'), value);\n\t}\n\n\treturn string;\n};\n\nfunction transliterate(string, options) {\n\tif (typeof string !== 'string') {\n\t\tthrow new TypeError(`Expected a string, got \\`${typeof string}\\``);\n\t}\n\n\toptions = {\n\t\tcustomReplacements: [],\n\t\t...options\n\t};\n\n\tconst customReplacements = new Map([\n\t\t...replacements,\n\t\t...options.customReplacements\n\t]);\n\n\tstring = string.normalize();\n\tstring = doCustomReplacements(string, customReplacements);\n\tstring = lodash_deburr(string);\n\n\treturn string;\n}\n\nconst overridableReplacements = [\n\t['&', ' and '],\n\t['🦄', ' unicorn '],\n\t['♥', ' love ']\n];\n\nconst decamelize = string => {\n\treturn string\n\t\t// Separate capitalized words.\n\t\t.replace(/([A-Z]{2,})(\\d+)/g, '$1 $2')\n\t\t.replace(/([a-z\\d]+)([A-Z]{2,})/g, '$1 $2')\n\n\t\t.replace(/([a-z\\d])([A-Z])/g, '$1 $2')\n\t\t.replace(/([A-Z]+)([A-Z][a-z\\d]+)/g, '$1 $2');\n};\n\nconst removeMootSeparators = (string, separator) => {\n\tconst escapedSeparator = escapeStringRegexp(separator);\n\n\treturn string\n\t\t.replace(new RegExp(`${escapedSeparator}{2,}`, 'g'), separator)\n\t\t.replace(new RegExp(`^${escapedSeparator}|${escapedSeparator}$`, 'g'), '');\n};\n\nfunction slugify(string, options) {\n\tif (typeof string !== 'string') {\n\t\tthrow new TypeError(`Expected a string, got \\`${typeof string}\\``);\n\t}\n\n\toptions = {\n\t\tseparator: '-',\n\t\tlowercase: true,\n\t\tdecamelize: true,\n\t\tcustomReplacements: [],\n\t\tpreserveLeadingUnderscore: false,\n\t\tpreserveTrailingDash: false,\n\t\t...options\n\t};\n\n\tconst shouldPrependUnderscore = options.preserveLeadingUnderscore && string.startsWith('_');\n\tconst shouldAppendDash = options.preserveTrailingDash && string.endsWith('-');\n\n\tconst customReplacements = new Map([\n\t\t...overridableReplacements,\n\t\t...options.customReplacements\n\t]);\n\n\tstring = transliterate(string, {customReplacements});\n\n\tif (options.decamelize) {\n\t\tstring = decamelize(string);\n\t}\n\n\tlet patternSlug = /[^a-zA-Z\\d]+/g;\n\n\tif (options.lowercase) {\n\t\tstring = string.toLowerCase();\n\t\tpatternSlug = /[^a-z\\d]+/g;\n\t}\n\n\tstring = string.replace(patternSlug, options.separator);\n\tstring = string.replace(/\\\\/g, '');\n\tif (options.separator) {\n\t\tstring = removeMootSeparators(string, options.separator);\n\t}\n\n\tif (shouldPrependUnderscore) {\n\t\tstring = `_${string}`;\n\t}\n\n\tif (shouldAppendDash) {\n\t\tstring = `${string}-`;\n\t}\n\n\treturn string;\n}\n\nexport default slugify;\n", "/* global CanvasPlus */\nimport '../../_snowpack/pkg/pixl-canvas-plus/browser.js';\nlet canvas_plus = new CanvasPlus();\n\nconst cache = {};\n\nconst loadRemote = (url) =>\n new Promise((res, rej) => {\n if (cache[url]) {\n canvas_plus = cache[url].clone();\n res();\n } else {\n canvas_plus.loadRemote(url, (err) => {\n if (err) rej(err);\n else {\n cache[url] = canvas_plus.clone();\n res();\n }\n });\n }\n });\n\nexport const renderImage = async (\n url,\n {\n normalize = true,\n curves_1 = 149,\n curves_2 = 73,\n curves_3 = 159,\n effect_1 = 0.6,\n effect_2 = 0.75,\n saturation = 0,\n brightness = 0,\n contrast = 0,\n color = '#214192',\n } = {}\n) => {\n canvas_plus.reset();\n await loadRemote(url);\n canvas_plus\n .adjust({ saturation, brightness, contrast })\n .curves({ rgb: [0, 0, 0, 1, curves_1, 255, 255] })\n .desaturate()\n .draw({\n commands: [['rect', 0, 0, canvas_plus.width(), canvas_plus.height()], ['fill']],\n params: { fillStyle: color, globalCompositeOperation: 'color-burn', globalAlpha: effect_1 },\n })\n .draw({\n commands: [['rect', 0, 0, canvas_plus.width(), canvas_plus.height()], ['fill']],\n params: { fillStyle: color, globalCompositeOperation: 'luminosity', globalAlpha: effect_2 },\n })\n .curves({ rgb: [0, 0, curves_2, curves_3, 0, 0, 0] });\n if (normalize) canvas_plus.normalize();\n\n return canvas_plus.canvas;\n};\n", "export const loadSvg = (url, options = {}) =>\n new Promise((res) =>\n fabric.loadSVGFromURL(url, (objects, opts) =>\n res(fabric.util.groupSVGElements(objects, { ...opts, ...options }))\n )\n );\n\nexport const clone = (obj) => new Promise((res) => obj.clone((new_obj) => res(new_obj)));\n\n// Given `text` with sections that should be highlighted in asterisks (e.g. `Hello *world*.`), this computes the\n// `styles` parameters that Fabric needs to render that.\nexport const computeStyles = (text) => {\n const styles = {};\n\n let is_highlight = false;\n let line_i = 0;\n let column_i = 0;\n for (let i = 0; i < text.length; i++) {\n column_i++;\n if (text[i] === '*') {\n column_i--;\n is_highlight = !is_highlight;\n continue;\n } else if (text[i] === '\\n') {\n line_i++;\n column_i = 0;\n continue;\n }\n\n if (is_highlight) {\n if (!styles[line_i]) styles[line_i] = {};\n styles[line_i][column_i - 1] = { fill: '#9ee3cd' };\n }\n }\n\n return styles;\n};\n\n// Apply these properties to a Fabric object to make it locked, i.e. not-selectable or -changeable.\nexport const locked = {\n lockRotation: true,\n lockScalingX: true,\n lockScalingY: true,\n selectable: false,\n hasControls: false,\n hoverCursor: 'default',\n};\n", "export const downloadFile = (data_url, filename) => {\n const a = document.createElement('a');\n a.href = data_url;\n a.download = filename;\n a.click();\n};\n", "import { fabric } from '../_snowpack/pkg/fabric.js';\nimport slugify from '../_snowpack/pkg/@sindresorhus/slugify.js';\n\nimport { renderImage as _renderImage } from './util/canvas-plus.js';\nimport { locked, computeStyles, loadSvg, clone } from './util/fabric.js';\nimport { downloadFile } from './util/download.js';\n\nimport './style.css';\n\nconst get = (id) => {\n const el = document.getElementById(id);\n if (el.type === 'checkbox') return el.checked;\n if (['text', 'textarea', 'select-one', 'color'].includes(el.type)) return el.value;\n return parseFloat(el.value);\n};\n\n(async () => {\n await document.fonts.ready;\n\n const renderImage = async () =>\n await _renderImage(get('img-url'), {\n normalize: get('normalize'),\n curves_1: get('curves_1'),\n curves_2: get('curves_2'),\n curves_3: get('curves_3'),\n effect_1: get('effect_1'),\n effect_2: get('effect_2'),\n brightness: get('brightness'),\n saturation: get('saturation'),\n contrast: get('contrast'),\n color: get('color'),\n });\n\n let image_canvas = await renderImage();\n const canvas = new fabric.Canvas('canvas', { preserveObjectStacking: true });\n\n const tpl_guide = new fabric.Line([], { stroke: '#4affff', strokeWidth: 1, ...locked });\n const fabric_objects = {\n guides: [await clone(tpl_guide), await clone(tpl_guide), await clone(tpl_guide), await clone(tpl_guide)],\n image: new fabric.Image(),\n heading: new fabric.Text('', {\n fontFamily: 'Spartan MB',\n fontSize: 250,\n lineHeight: 1.1,\n textAlign: 'left',\n fill: '#fff',\n originX: 'center',\n originY: 'center',\n ...locked,\n }),\n logos: {\n de: await loadSvg('/img/logo-inverted-de.svg', locked),\n en: await loadSvg('/img/logo-inverted-en.svg', locked),\n fr: await loadSvg('/img/logo-inverted-fr.svg', locked),\n pt: await loadSvg('/img/logo-inverted-pt.svg', locked),\n es: await loadSvg('/img/logo-inverted-es.svg', locked),\n hr: await loadSvg('/img/logo-inverted-hr.svg', locked),\n nl: await loadSvg('/img/logo-inverted-nl.svg', locked),\n },\n };\n\n const updateObjects = () => {\n if (get('canvas_auto_size')) {\n document.getElementById('canvas_width').value = image_canvas.width;\n document.getElementById('canvas_height').value = image_canvas.height;\n }\n document.getElementById('canvas_width').disabled = get('canvas_auto_size');\n document.getElementById('canvas_height').disabled = get('canvas_auto_size');\n if (canvas.width !== get('canvas_width') || canvas.height !== get('canvas_height')) {\n canvas.setWidth(get('canvas_width'));\n canvas.setHeight(get('canvas_height'));\n canvas.calcOffset();\n }\n\n fabric_objects.image.setElement(image_canvas);\n if (get('canvas_auto_size')) {\n fabric_objects.image.set('top', 0);\n fabric_objects.image.set('left', 0);\n }\n\n fabric_objects.heading.set('width', canvas.width - 2 * get('margin'));\n fabric_objects.heading.set('text', get('text').replace(/\\*/g, ''));\n fabric_objects.heading.set('styles', computeStyles(get('text')));\n fabric_objects.heading.set('top', canvas.height / 2);\n fabric_objects.heading.set('left', canvas.width / 2);\n fabric_objects.heading.set('visible', get('show_text'));\n\n // Scale text to fit within the margins.\n const max_height = canvas.height - 2 * get('margin');\n const max_width = canvas.width - 2 * get('margin');\n const text_ratio = fabric_objects.heading.height / fabric_objects.heading.width;\n if (max_width * text_ratio > max_height) fabric_objects.heading.scaleToHeight(max_height);\n else fabric_objects.heading.scaleToWidth(max_width);\n\n const coords = [\n { x1: get('margin'), y1: 0, x2: get('margin'), y2: canvas.height },\n { x1: canvas.width - get('margin'), y1: 0, x2: canvas.width - get('margin'), y2: canvas.height },\n { x1: 0, y1: get('margin'), x2: canvas.width, y2: get('margin') },\n { x1: 0, y1: canvas.height - get('margin'), x2: canvas.width, y2: canvas.height - get('margin') },\n ];\n for (let i = 0; i < fabric_objects.guides.length; i++) {\n fabric_objects.guides[i].set('x1', coords[i].x1);\n fabric_objects.guides[i].set('y1', coords[i].y1);\n fabric_objects.guides[i].set('x2', coords[i].x2);\n fabric_objects.guides[i].set('y2', coords[i].y2);\n fabric_objects.guides[i].set('visible', get('show_guides'));\n }\n\n for (const key in fabric_objects.logos) fabric_objects.logos[key].set('visible', false);\n fabric_objects.logos[get('site')].set('visible', get('show_logo'));\n const logo_width_factor = canvas.width > 1.2 * canvas.height ? 2 : 1.4;\n fabric_objects.logos[get('site')].scale(\n (canvas.width - 2 * get('margin')) / logo_width_factor / fabric_objects.logos[get('site')].width\n );\n\n fabric_objects.heading.top -=\n fabric_objects.logos[get('site')].height - 20 * fabric_objects.logos[get('site')].scaleX;\n const heading_pos = fabric_objects.heading.getPointByOrigin('left', 'bottom');\n fabric_objects.logos[get('site')].top = heading_pos.y + 40 * fabric_objects.logos[get('site')].scaleX;\n fabric_objects.logos[get('site')].left = heading_pos.x;\n\n canvas.renderAll();\n };\n\n updateObjects();\n\n canvas.add(fabric_objects.image);\n canvas.add(fabric_objects.heading);\n for (const guide of fabric_objects.guides) canvas.add(guide);\n for (const key in fabric_objects.logos) canvas.add(fabric_objects.logos[key]);\n\n document.getElementById('download').onclick = () => {\n for (const guide of fabric_objects.guides) guide.visible = false;\n const data_url = canvas.toDataURL({ format: 'jpeg' });\n for (const guide of fabric_objects.guides) guide.visible = true;\n\n downloadFile(data_url, `${slugify(get('text'))}.jpg`);\n };\n for (const id of [\n 'text',\n 'site',\n 'margin',\n 'show_text',\n 'show_logo',\n 'show_guides',\n 'canvas_width',\n 'canvas_height',\n 'canvas_auto_size',\n ]) {\n document.getElementById(id).oninput = updateObjects;\n }\n const rebuildImage = async () => {\n image_canvas = await renderImage();\n if (get('canvas_auto_size')) updateObjects();\n else {\n fabric_objects.image.setElement(image_canvas);\n canvas.renderAll();\n }\n };\n for (const id of [\n 'normalize',\n 'curves_1',\n 'curves_2',\n 'curves_3',\n 'effect_1',\n 'effect_2',\n 'brightness',\n 'contrast',\n 'saturation',\n 'color',\n ]) {\n document.getElementById(id).oninput = rebuildImage;\n }\n document.getElementById('img-url').onblur = rebuildImage;\n})();\n"], "mappings": 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