” ùeL/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/const.js®‡{"moduleId":0,"context":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core","request":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/const.js","userRequest":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/const.js","rawRequest":"./const","resource":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/const.js","loaders":[],"identifier":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/const.js","assets":[],"buildTimestamp":1507699843541,"strict":true,"meta":{},"used":true,"usedExports":true,"issuer":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/index.js","rawSource":"'use strict';\n\nexports.__esModule = true;\n/**\n * String of the current PIXI version.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name VERSION\n * @type {string}\n */\nvar VERSION = exports.VERSION = '4.5.6';\n\n/**\n * Two Pi.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {number}\n */\nvar PI_2 = exports.PI_2 = Math.PI * 2;\n\n/**\n * Conversion factor for converting radians to degrees.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {number}\n */\nvar RAD_TO_DEG = exports.RAD_TO_DEG = 180 / Math.PI;\n\n/**\n * Conversion factor for converting degrees to radians.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {number}\n */\nvar DEG_TO_RAD = exports.DEG_TO_RAD = Math.PI / 180;\n\n/**\n * Constant to identify the Renderer Type.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @type {object}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE = exports.RENDERER_TYPE = {\n UNKNOWN: 0,\n WEBGL: 1,\n CANVAS: 2\n};\n\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name BLEND_MODES\n * @type {object}\n * @property {number} NORMAL\n * @property {number} ADD\n * @property {number} MULTIPLY\n * @property {number} SCREEN\n * @property {number} OVERLAY\n * @property {number} DARKEN\n * @property {number} LIGHTEN\n * @property {number} COLOR_DODGE\n * @property {number} COLOR_BURN\n * @property {number} HARD_LIGHT\n * @property {number} SOFT_LIGHT\n * @property {number} DIFFERENCE\n * @property {number} EXCLUSION\n * @property {number} HUE\n * @property {number} SATURATION\n * @property {number} COLOR\n * @property {number} LUMINOSITY\n */\nvar BLEND_MODES = exports.BLEND_MODES = {\n NORMAL: 0,\n ADD: 1,\n MULTIPLY: 2,\n SCREEN: 3,\n OVERLAY: 4,\n DARKEN: 5,\n LIGHTEN: 6,\n COLOR_DODGE: 7,\n COLOR_BURN: 8,\n HARD_LIGHT: 9,\n SOFT_LIGHT: 10,\n DIFFERENCE: 11,\n EXCLUSION: 12,\n HUE: 13,\n SATURATION: 14,\n COLOR: 15,\n LUMINOSITY: 16,\n NORMAL_NPM: 17,\n ADD_NPM: 18,\n SCREEN_NPM: 19\n};\n\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name DRAW_MODES\n * @type {object}\n * @property {number} POINTS\n * @property {number} LINES\n * @property {number} LINE_LOOP\n * @property {number} LINE_STRIP\n * @property {number} TRIANGLES\n * @property {number} TRIANGLE_STRIP\n * @property {number} TRIANGLE_FAN\n */\nvar DRAW_MODES = exports.DRAW_MODES = {\n POINTS: 0,\n LINES: 1,\n LINE_LOOP: 2,\n LINE_STRIP: 3,\n TRIANGLES: 4,\n TRIANGLE_STRIP: 5,\n TRIANGLE_FAN: 6\n};\n\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name SCALE_MODES\n * @type {object}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES = exports.SCALE_MODES = {\n LINEAR: 0,\n NEAREST: 1\n};\n\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wraping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as webGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n *\n * @static\n * @constant\n * @name WRAP_MODES\n * @memberof PIXI\n * @type {object}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES = exports.WRAP_MODES = {\n CLAMP: 0,\n REPEAT: 1,\n MIRRORED_REPEAT: 2\n};\n\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n *\n * @static\n * @constant\n * @name GC_MODES\n * @memberof PIXI\n * @type {object}\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES = exports.GC_MODES = {\n AUTO: 0,\n MANUAL: 1\n};\n\n/**\n * Regexp for image type by extension.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {RegExp|string}\n * @example `image.png`\n */\nvar URL_FILE_EXTENSION = exports.URL_FILE_EXTENSION = /\\.(\\w{3,4})(?:$|\\?|#)/i;\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n *\n * @static\n * @constant\n * @name DATA_URI\n * @memberof PIXI\n * @type {RegExp|string}\n * @example data:image/png;base64\n */\nvar DATA_URI = exports.DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;(charset=[\\w-]+|base64))?,(.*)/i;\n\n/**\n * Regexp for SVG size.\n *\n * @static\n * @constant\n * @name SVG_SIZE\n * @memberof PIXI\n * @type {RegExp|string}\n * @example <svg width=\"100\" height=\"100\"></svg>\n */\nvar SVG_SIZE = exports.SVG_SIZE = /]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n *\n * @static\n * @constant\n * @name SHAPES\n * @memberof PIXI\n * @type {object}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES = exports.SHAPES = {\n POLY: 0,\n RECT: 1,\n CIRC: 2,\n ELIP: 3,\n RREC: 4\n};\n\n/**\n * Constants that specify float precision in shaders.\n *\n * @static\n * @constant\n * @name PRECISION\n * @memberof PIXI\n * @type {object}\n * @property {string} LOW='lowp'\n * @property {string} MEDIUM='mediump'\n * @property {string} HIGH='highp'\n */\nvar PRECISION = exports.PRECISION = {\n LOW: 'lowp',\n MEDIUM: 'mediump',\n HIGH: 'highp'\n};\n\n/**\n * Constants that specify the transform type.\n *\n * @static\n * @constant\n * @name TRANSFORM_MODE\n * @memberof PIXI\n * @type {object}\n * @property {number} STATIC\n * @property {number} DYNAMIC\n */\nvar TRANSFORM_MODE = exports.TRANSFORM_MODE = {\n STATIC: 0,\n DYNAMIC: 1\n};\n\n/**\n * Constants that define the type of gradient on text.\n *\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nvar TEXT_GRADIENT = exports.TEXT_GRADIENT = {\n LINEAR_VERTICAL: 0,\n LINEAR_HORIZONTAL: 1\n};\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.ticker.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n *\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @type {object}\n * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.interaction.InteractionManager}\n * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.extras.AnimatedSprite}\n * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.ticker.Ticker#add}.\n * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering.\n * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.prepare.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY = exports.UPDATE_PRIORITY = {\n INTERACTION: 50,\n HIGH: 25,\n NORMAL: 0,\n LOW: -25,\n UTILITY: -50\n};\n//# sourceMappingURL=const.js.map","source":"\n\nexports.__esModule = true;\n/**\n * String of the current PIXI version.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name VERSION\n * @type {string}\n */\nvar VERSION = exports.VERSION = '4.5.6';\n\n/**\n * Two Pi.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {number}\n */\nvar PI_2 = exports.PI_2 = Math.PI * 2;\n\n/**\n * Conversion factor for converting radians to degrees.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {number}\n */\nvar RAD_TO_DEG = exports.RAD_TO_DEG = 180 / Math.PI;\n\n/**\n * Conversion factor for converting degrees to radians.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {number}\n */\nvar DEG_TO_RAD = exports.DEG_TO_RAD = Math.PI / 180;\n\n/**\n * Constant to identify the Renderer Type.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @type {object}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE = exports.RENDERER_TYPE = {\n UNKNOWN: 0,\n WEBGL: 1,\n CANVAS: 2\n};\n\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name BLEND_MODES\n * @type {object}\n * @property {number} NORMAL\n * @property {number} ADD\n * @property {number} MULTIPLY\n * @property {number} SCREEN\n * @property {number} OVERLAY\n * @property {number} DARKEN\n * @property {number} LIGHTEN\n * @property {number} COLOR_DODGE\n * @property {number} COLOR_BURN\n * @property {number} HARD_LIGHT\n * @property {number} SOFT_LIGHT\n * @property {number} DIFFERENCE\n * @property {number} EXCLUSION\n * @property {number} HUE\n * @property {number} SATURATION\n * @property {number} COLOR\n * @property {number} LUMINOSITY\n */\nvar BLEND_MODES = exports.BLEND_MODES = {\n NORMAL: 0,\n ADD: 1,\n MULTIPLY: 2,\n SCREEN: 3,\n OVERLAY: 4,\n DARKEN: 5,\n LIGHTEN: 6,\n COLOR_DODGE: 7,\n COLOR_BURN: 8,\n HARD_LIGHT: 9,\n SOFT_LIGHT: 10,\n DIFFERENCE: 11,\n EXCLUSION: 12,\n HUE: 13,\n SATURATION: 14,\n COLOR: 15,\n LUMINOSITY: 16,\n NORMAL_NPM: 17,\n ADD_NPM: 18,\n SCREEN_NPM: 19\n};\n\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name DRAW_MODES\n * @type {object}\n * @property {number} POINTS\n * @property {number} LINES\n * @property {number} LINE_LOOP\n * @property {number} LINE_STRIP\n * @property {number} TRIANGLES\n * @property {number} TRIANGLE_STRIP\n * @property {number} TRIANGLE_FAN\n */\nvar DRAW_MODES = exports.DRAW_MODES = {\n POINTS: 0,\n LINES: 1,\n LINE_LOOP: 2,\n LINE_STRIP: 3,\n TRIANGLES: 4,\n TRIANGLE_STRIP: 5,\n TRIANGLE_FAN: 6\n};\n\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name SCALE_MODES\n * @type {object}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES = exports.SCALE_MODES = {\n LINEAR: 0,\n NEAREST: 1\n};\n\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wraping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as webGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n *\n * @static\n * @constant\n * @name WRAP_MODES\n * @memberof PIXI\n * @type {object}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES = exports.WRAP_MODES = {\n CLAMP: 0,\n REPEAT: 1,\n MIRRORED_REPEAT: 2\n};\n\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n *\n * @static\n * @constant\n * @name GC_MODES\n * @memberof PIXI\n * @type {object}\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES = exports.GC_MODES = {\n AUTO: 0,\n MANUAL: 1\n};\n\n/**\n * Regexp for image type by extension.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {RegExp|string}\n * @example `image.png`\n */\nvar URL_FILE_EXTENSION = exports.URL_FILE_EXTENSION = /\\.(\\w{3,4})(?:$|\\?|#)/i;\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n *\n * @static\n * @constant\n * @name DATA_URI\n * @memberof PIXI\n * @type {RegExp|string}\n * @example data:image/png;base64\n */\nvar DATA_URI = exports.DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;(charset=[\\w-]+|base64))?,(.*)/i;\n\n/**\n * Regexp for SVG size.\n *\n * @static\n * @constant\n * @name SVG_SIZE\n * @memberof PIXI\n * @type {RegExp|string}\n * @example <svg width=\"100\" height=\"100\"></svg>\n */\nvar SVG_SIZE = exports.SVG_SIZE = /]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n *\n * @static\n * @constant\n * @name SHAPES\n * @memberof PIXI\n * @type {object}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES = exports.SHAPES = {\n POLY: 0,\n RECT: 1,\n CIRC: 2,\n ELIP: 3,\n RREC: 4\n};\n\n/**\n * Constants that specify float precision in shaders.\n *\n * @static\n * @constant\n * @name PRECISION\n * @memberof PIXI\n * @type {object}\n * @property {string} LOW='lowp'\n * @property {string} MEDIUM='mediump'\n * @property {string} HIGH='highp'\n */\nvar PRECISION = exports.PRECISION = {\n LOW: 'lowp',\n MEDIUM: 'mediump',\n HIGH: 'highp'\n};\n\n/**\n * Constants that specify the transform type.\n *\n * @static\n * @constant\n * @name TRANSFORM_MODE\n * @memberof PIXI\n * @type {object}\n * @property {number} STATIC\n * @property {number} DYNAMIC\n */\nvar TRANSFORM_MODE = exports.TRANSFORM_MODE = {\n STATIC: 0,\n DYNAMIC: 1\n};\n\n/**\n * Constants that define the type of gradient on text.\n *\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nvar TEXT_GRADIENT = exports.TEXT_GRADIENT = {\n LINEAR_VERTICAL: 0,\n LINEAR_HORIZONTAL: 1\n};\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.ticker.Ticker} object. 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Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE = exports.RENDERER_TYPE = {\n UNKNOWN: 0,\n WEBGL: 1,\n CANVAS: 2\n};\n\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name BLEND_MODES\n * @type {object}\n * @property {number} NORMAL\n * @property {number} ADD\n * @property {number} MULTIPLY\n * @property {number} SCREEN\n * @property {number} OVERLAY\n * @property {number} DARKEN\n * @property {number} LIGHTEN\n * @property {number} COLOR_DODGE\n * @property {number} COLOR_BURN\n * @property {number} HARD_LIGHT\n * @property {number} SOFT_LIGHT\n * @property {number} DIFFERENCE\n * @property {number} EXCLUSION\n * @property {number} HUE\n * @property {number} SATURATION\n * @property {number} COLOR\n * @property {number} LUMINOSITY\n */\nvar BLEND_MODES = exports.BLEND_MODES = {\n NORMAL: 0,\n ADD: 1,\n MULTIPLY: 2,\n SCREEN: 3,\n OVERLAY: 4,\n DARKEN: 5,\n LIGHTEN: 6,\n COLOR_DODGE: 7,\n COLOR_BURN: 8,\n HARD_LIGHT: 9,\n SOFT_LIGHT: 10,\n DIFFERENCE: 11,\n EXCLUSION: 12,\n HUE: 13,\n SATURATION: 14,\n COLOR: 15,\n LUMINOSITY: 16,\n NORMAL_NPM: 17,\n ADD_NPM: 18,\n SCREEN_NPM: 19\n};\n\n/**\n * Various webgl draw modes. 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Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nvar RENDERER_TYPE = exports.RENDERER_TYPE = {\n UNKNOWN: 0,\n WEBGL: 1,\n CANVAS: 2\n};\n\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name BLEND_MODES\n * @type {object}\n * @property {number} NORMAL\n * @property {number} ADD\n * @property {number} MULTIPLY\n * @property {number} SCREEN\n * @property {number} OVERLAY\n * @property {number} DARKEN\n * @property {number} LIGHTEN\n * @property {number} COLOR_DODGE\n * @property {number} COLOR_BURN\n * @property {number} HARD_LIGHT\n * @property {number} SOFT_LIGHT\n * @property {number} DIFFERENCE\n * @property {number} EXCLUSION\n * @property {number} HUE\n * @property {number} SATURATION\n * @property {number} COLOR\n * @property {number} LUMINOSITY\n */\nvar BLEND_MODES = exports.BLEND_MODES = {\n NORMAL: 0,\n ADD: 1,\n MULTIPLY: 2,\n SCREEN: 3,\n OVERLAY: 4,\n DARKEN: 5,\n LIGHTEN: 6,\n COLOR_DODGE: 7,\n COLOR_BURN: 8,\n HARD_LIGHT: 9,\n SOFT_LIGHT: 10,\n DIFFERENCE: 11,\n EXCLUSION: 12,\n HUE: 13,\n SATURATION: 14,\n COLOR: 15,\n LUMINOSITY: 16,\n NORMAL_NPM: 17,\n ADD_NPM: 18,\n SCREEN_NPM: 19\n};\n\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name DRAW_MODES\n * @type {object}\n * @property {number} POINTS\n * @property {number} LINES\n * @property {number} LINE_LOOP\n * @property {number} LINE_STRIP\n * @property {number} TRIANGLES\n * @property {number} TRIANGLE_STRIP\n * @property {number} TRIANGLE_FAN\n */\nvar DRAW_MODES = exports.DRAW_MODES = {\n POINTS: 0,\n LINES: 1,\n LINE_LOOP: 2,\n LINE_STRIP: 3,\n TRIANGLES: 4,\n TRIANGLE_STRIP: 5,\n TRIANGLE_FAN: 6\n};\n\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name SCALE_MODES\n * @type {object}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES = exports.SCALE_MODES = {\n LINEAR: 0,\n NEAREST: 1\n};\n\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wraping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as webGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n *\n * @static\n * @constant\n * @name WRAP_MODES\n * @memberof PIXI\n * @type {object}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES = exports.WRAP_MODES = {\n CLAMP: 0,\n REPEAT: 1,\n MIRRORED_REPEAT: 2\n};\n\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n *\n * @static\n * @constant\n * @name GC_MODES\n * @memberof PIXI\n * @type {object}\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES = exports.GC_MODES = {\n AUTO: 0,\n MANUAL: 1\n};\n\n/**\n * Regexp for image type by extension.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {RegExp|string}\n * @example `image.png`\n */\nvar URL_FILE_EXTENSION = exports.URL_FILE_EXTENSION = /\\.(\\w{3,4})(?:$|\\?|#)/i;\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n *\n * @static\n * @constant\n * @name DATA_URI\n * @memberof PIXI\n * @type {RegExp|string}\n * @example data:image/png;base64\n */\nvar DATA_URI = exports.DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;(charset=[\\w-]+|base64))?,(.*)/i;\n\n/**\n * Regexp for SVG size.\n *\n * @static\n * @constant\n * @name SVG_SIZE\n * @memberof PIXI\n * @type {RegExp|string}\n * @example <svg width=\"100\" height=\"100\"></svg>\n */\nvar SVG_SIZE = exports.SVG_SIZE = /]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n *\n * @static\n * @constant\n * @name SHAPES\n * @memberof PIXI\n * @type {object}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES = exports.SHAPES = {\n POLY: 0,\n RECT: 1,\n CIRC: 2,\n ELIP: 3,\n RREC: 4\n};\n\n/**\n * Constants that specify float precision in shaders.\n *\n * @static\n * @constant\n * @name PRECISION\n * @memberof PIXI\n * @type {object}\n * @property {string} LOW='lowp'\n * @property {string} MEDIUM='mediump'\n * @property {string} HIGH='highp'\n */\nvar PRECISION = exports.PRECISION = {\n LOW: 'lowp',\n MEDIUM: 'mediump',\n HIGH: 'highp'\n};\n\n/**\n * Constants that specify the transform type.\n *\n * @static\n * @constant\n * @name TRANSFORM_MODE\n * @memberof PIXI\n * @type {object}\n * @property {number} STATIC\n * @property {number} DYNAMIC\n */\nvar TRANSFORM_MODE = exports.TRANSFORM_MODE = {\n STATIC: 0,\n DYNAMIC: 1\n};\n\n/**\n * Constants that define the type of gradient on text.\n *\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nvar TEXT_GRADIENT = exports.TEXT_GRADIENT = {\n LINEAR_VERTICAL: 0,\n LINEAR_HORIZONTAL: 1\n};\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.ticker.Ticker} object. 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These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name DRAW_MODES\n * @type {object}\n * @property {number} POINTS\n * @property {number} LINES\n * @property {number} LINE_LOOP\n * @property {number} LINE_STRIP\n * @property {number} TRIANGLES\n * @property {number} TRIANGLE_STRIP\n * @property {number} TRIANGLE_FAN\n */\nvar DRAW_MODES = exports.DRAW_MODES = {\n POINTS: 0,\n LINES: 1,\n LINE_LOOP: 2,\n LINE_STRIP: 3,\n TRIANGLES: 4,\n TRIANGLE_STRIP: 5,\n TRIANGLE_FAN: 6\n};\n\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name SCALE_MODES\n * @type {object}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nvar SCALE_MODES = exports.SCALE_MODES = {\n LINEAR: 0,\n NEAREST: 1\n};\n\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wraping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as webGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n *\n * @static\n * @constant\n * @name WRAP_MODES\n * @memberof PIXI\n * @type {object}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nvar WRAP_MODES = exports.WRAP_MODES = {\n CLAMP: 0,\n REPEAT: 1,\n MIRRORED_REPEAT: 2\n};\n\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. 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This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n *\n * @static\n * @constant\n * @name GC_MODES\n * @memberof PIXI\n * @type {object}\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nvar GC_MODES = exports.GC_MODES = {\n AUTO: 0,\n MANUAL: 1\n};\n\n/**\n * Regexp for image type by extension.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @type {RegExp|string}\n * @example `image.png`\n */\nvar URL_FILE_EXTENSION = exports.URL_FILE_EXTENSION = /\\.(\\w{3,4})(?:$|\\?|#)/i;\n\n/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n *\n * @static\n * @constant\n * @name DATA_URI\n * @memberof PIXI\n * @type {RegExp|string}\n * @example data:image/png;base64\n */\nvar DATA_URI = exports.DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;(charset=[\\w-]+|base64))?,(.*)/i;\n\n/**\n * Regexp for SVG size.\n *\n * @static\n * @constant\n * @name SVG_SIZE\n * @memberof PIXI\n * @type {RegExp|string}\n * @example <svg width=\"100\" height=\"100\"></svg>\n */\nvar SVG_SIZE = exports.SVG_SIZE = /]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n *\n * @static\n * @constant\n * @name SHAPES\n * @memberof PIXI\n * @type {object}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n */\nvar SHAPES = exports.SHAPES = {\n POLY: 0,\n RECT: 1,\n CIRC: 2,\n ELIP: 3,\n RREC: 4\n};\n\n/**\n * Constants that specify float precision in shaders.\n *\n * @static\n * @constant\n * @name PRECISION\n * @memberof PIXI\n * @type {object}\n * @property {string} LOW='lowp'\n * @property {string} MEDIUM='mediump'\n * @property {string} HIGH='highp'\n */\nvar PRECISION = exports.PRECISION = {\n LOW: 'lowp',\n MEDIUM: 'mediump',\n HIGH: 'highp'\n};\n\n/**\n * Constants that specify the transform type.\n *\n * @static\n * @constant\n * @name TRANSFORM_MODE\n * @memberof PIXI\n * @type {object}\n * @property {number} STATIC\n * @property {number} DYNAMIC\n */\nvar TRANSFORM_MODE = exports.TRANSFORM_MODE = {\n STATIC: 0,\n DYNAMIC: 1\n};\n\n/**\n * Constants that define the type of gradient on text.\n *\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nvar TEXT_GRADIENT = exports.TEXT_GRADIENT = {\n LINEAR_VERTICAL: 0,\n LINEAR_HORIZONTAL: 1\n};\n\n/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.ticker.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n *\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @type {object}\n * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.interaction.InteractionManager}\n * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.extras.AnimatedSprite}\n * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.ticker.Ticker#add}.\n * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering.\n * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.prepare.BasePrepare} utility.\n */\nvar UPDATE_PRIORITY = exports.UPDATE_PRIORITY = {\n INTERACTION: 50,\n HIGH: 25,\n NORMAL: 0,\n LOW: -25,\n UTILITY: -50\n};\n//# 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strict';\n\nexports.__esModule = true;\nexports.autoDetectRenderer = exports.Application = exports.Filter = exports.SpriteMaskFilter = exports.Quad = exports.RenderTarget = exports.ObjectRenderer = exports.WebGLManager = exports.Shader = exports.CanvasRenderTarget = exports.TextureUvs = exports.VideoBaseTexture = exports.BaseRenderTexture = exports.RenderTexture = exports.BaseTexture = exports.Texture = exports.Spritesheet = exports.CanvasGraphicsRenderer = exports.GraphicsRenderer = exports.GraphicsData = exports.Graphics = exports.TextMetrics = exports.TextStyle = exports.Text = exports.SpriteRenderer = exports.CanvasTinter = exports.CanvasSpriteRenderer = exports.Sprite = exports.TransformBase = exports.TransformStatic = exports.Transform = exports.Container = exports.DisplayObject = exports.Bounds = exports.glCore = exports.WebGLRenderer = exports.CanvasRenderer = exports.ticker = exports.utils = exports.settings = undefined;\n\nvar _const = require('./const');\n\nObject.keys(_const).forEach(function (key) {\n if (key === \"default\" || key === \"__esModule\") return;\n Object.defineProperty(exports, key, {\n enumerable: true,\n get: function get() {\n return _const[key];\n }\n });\n});\n\nvar _math = require('./math');\n\nObject.keys(_math).forEach(function (key) {\n if (key === \"default\" || key === \"__esModule\") return;\n Object.defineProperty(exports, key, {\n enumerable: true,\n get: function get() {\n return _math[key];\n }\n });\n});\n\nvar _pixiGlCore = require('pixi-gl-core');\n\nObject.defineProperty(exports, 'glCore', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_pixiGlCore).default;\n }\n});\n\nvar _Bounds = require('./display/Bounds');\n\nObject.defineProperty(exports, 'Bounds', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_Bounds).default;\n }\n});\n\nvar _DisplayObject = require('./display/DisplayObject');\n\nObject.defineProperty(exports, 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}\n});\n\nvar _Sprite = require('./sprites/Sprite');\n\nObject.defineProperty(exports, 'Sprite', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_Sprite).default;\n }\n});\n\nvar _CanvasSpriteRenderer = require('./sprites/canvas/CanvasSpriteRenderer');\n\nObject.defineProperty(exports, 'CanvasSpriteRenderer', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_CanvasSpriteRenderer).default;\n }\n});\n\nvar _CanvasTinter = require('./sprites/canvas/CanvasTinter');\n\nObject.defineProperty(exports, 'CanvasTinter', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_CanvasTinter).default;\n }\n});\n\nvar _SpriteRenderer = require('./sprites/webgl/SpriteRenderer');\n\nObject.defineProperty(exports, 'SpriteRenderer', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_SpriteRenderer).default;\n }\n});\n\nvar _Text = require('./text/Text');\n\nObject.defineProperty(exports, 'Text', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_Text).default;\n }\n});\n\nvar _TextStyle = require('./text/TextStyle');\n\nObject.defineProperty(exports, 'TextStyle', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_TextStyle).default;\n }\n});\n\nvar _TextMetrics = require('./text/TextMetrics');\n\nObject.defineProperty(exports, 'TextMetrics', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_TextMetrics).default;\n }\n});\n\nvar _Graphics = require('./graphics/Graphics');\n\nObject.defineProperty(exports, 'Graphics', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_Graphics).default;\n }\n});\n\nvar _GraphicsData = require('./graphics/GraphicsData');\n\nObject.defineProperty(exports, 'GraphicsData', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_GraphicsData).default;\n }\n});\n\nvar _GraphicsRenderer = require('./graphics/webgl/GraphicsRenderer');\n\nObject.defineProperty(exports, 'GraphicsRenderer', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_GraphicsRenderer).default;\n }\n});\n\nvar _CanvasGraphicsRenderer = require('./graphics/canvas/CanvasGraphicsRenderer');\n\nObject.defineProperty(exports, 'CanvasGraphicsRenderer', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_CanvasGraphicsRenderer).default;\n }\n});\n\nvar _Spritesheet = require('./textures/Spritesheet');\n\nObject.defineProperty(exports, 'Spritesheet', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_Spritesheet).default;\n }\n});\n\nvar _Texture = require('./textures/Texture');\n\nObject.defineProperty(exports, 'Texture', {\n enumerable: true,\n get: function get() {\n return _interopRequireDefault(_Texture).default;\n }\n});\n\nvar _BaseTexture = require('./textures/BaseTexture');\n\nObject.defineProperty(exports, 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Returns undefined for unknown extensions.\n *\n * @memberof PIXI.utils\n * @function getUrlFileExtension\n * @param {string} url - the image path\n * @return {string|undefined} image extension\n */\nfunction getUrlFileExtension(url) {\n var extension = _const.URL_FILE_EXTENSION.exec(url);\n\n if (extension) {\n return extension[1].toLowerCase();\n }\n\n return undefined;\n}\n\n/**\n * Typedef for Size object.\n *\n * @typedef {object} Size\n * @property {width} Width component\n * @property {height} Height component\n */\n\n/**\n * Get size from an svg string using regexp.\n *\n * @memberof PIXI.utils\n * @function getSvgSize\n * @param {string} svgString - a serialized svg element\n * @return {Size|undefined} image extension\n */\nfunction getSvgSize(svgString) {\n var sizeMatch = _const.SVG_SIZE.exec(svgString);\n var size = {};\n\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n\n return size;\n}\n\n/**\n * Skips the hello message of renderers that are created after this is run.\n *\n * @function skipHello\n * @memberof PIXI.utils\n */\nfunction skipHello() {\n saidHello = true;\n}\n\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever makes you a jerk face.\n *\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nfunction sayHello(type) {\n if (saidHello) {\n return;\n }\n\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {\n var args = ['\\n %c %c %c PixiJS ' + _const.VERSION + ' - \\u2730 ' + type + ' \\u2730 %c %c http://www.pixijs.com/ %c %c \\u2665%c\\u2665%c\\u2665 \\n\\n', 'background: #ff66a5; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'color: #ff66a5; background: #030307; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'background: #ffc3dc; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;'];\n\n window.console.log.apply(console, args);\n } else if (window.console) {\n window.console.log('PixiJS ' + _const.VERSION + ' - ' + type + ' - http://www.pixijs.com/');\n }\n\n saidHello = true;\n}\n\n/**\n * Helper for checking for webgl support\n *\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @return {boolean} is webgl supported\n */\nfunction isWebGLSupported() {\n var contextOptions = { stencil: true, failIfMajorPerformanceCaveat: true };\n\n try {\n if (!window.WebGLRenderingContext) {\n return false;\n }\n\n var canvas = document.createElement('canvas');\n var gl = canvas.getContext('webgl', contextOptions) || canvas.getContext('experimental-webgl', contextOptions);\n\n var success = !!(gl && gl.getContextAttributes().stencil);\n\n if (gl) {\n var loseContext = gl.getExtension('WEBGL_lose_context');\n\n if (loseContext) {\n loseContext.loseContext();\n }\n }\n\n gl = null;\n\n return success;\n } catch (e) {\n return false;\n }\n}\n\n/**\n * Returns sign of number\n *\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nfunction sign(n) {\n if (n === 0) return 0;\n\n return n < 0 ? -1 : 1;\n}\n\n/**\n * @todo Describe property usage\n *\n * @memberof PIXI.utils\n * @private\n */\nvar TextureCache = exports.TextureCache = Object.create(null);\n\n/**\n * @todo Describe property usage\n *\n * @memberof PIXI.utils\n * @private\n */\nvar BaseTextureCache = exports.BaseTextureCache = Object.create(null);\n\n/**\n * Destroys all texture in the cache\n *\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nfunction destroyTextureCache() {\n var key = void 0;\n\n for (key in TextureCache) {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache) {\n BaseTextureCache[key].destroy();\n }\n}\n\n/**\n * Removes all textures from cache, but does not destroy them\n *\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nfunction clearTextureCache() {\n var key = void 0;\n\n for (key in TextureCache) {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache) {\n delete BaseTextureCache[key];\n }\n}\n\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @const premultiplyBlendMode\n * @type {Array}\n */\nvar premultiplyBlendMode = exports.premultiplyBlendMode = (0, _mapPremultipliedBlendModes2.default)();\n\n/**\n * changes blendMode according to texture format\n *\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode supposed blend mode\n * @param {boolean} premultiplied whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nfunction correctBlendMode(blendMode, premultiplied) {\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n\n/**\n * premultiplies tint\n *\n * @param {number} tint integet RGB\n * @param {number} alpha floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nfunction premultiplyTint(tint, alpha) {\n if (alpha === 1.0) {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0) {\n return 0;\n }\n var R = tint >> 16 & 0xFF;\n var G = tint >> 8 & 0xFF;\n var B = tint & 0xFF;\n\n R = R * alpha + 0.5 | 0;\n G = G * alpha + 0.5 | 0;\n B = B * alpha + 0.5 | 0;\n\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n\n/**\n * combines rgb and alpha to out array\n *\n * @param {Float32Array|number[]} rgb input rgb\n * @param {number} alpha alpha param\n * @param {Float32Array} [out] output\n * @param {boolean} [premultiply=true] do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyRgba(rgb, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined) {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n } else {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n\n return out;\n}\n\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n *\n * @param {number} tint input tint\n * @param {number} alpha alpha param\n * @param {Float32Array} [out] output\n * @param {boolean} [premultiply=true] do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nfunction premultiplyTintToRgba(tint, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n out[0] = (tint >> 16 & 0xFF) / 255.0;\n out[1] = (tint >> 8 & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined) {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n\n return out;\n}\n//# sourceMappingURL=index.js.map","source":"\n\nexports.__esModule = true;\nexports.premultiplyBlendMode = exports.BaseTextureCache = exports.TextureCache = exports.mixins = exports.pluginTarget = exports.EventEmitter = exports.removeItems = exports.isMobile = undefined;\nexports.uid = uid;\nexports.hex2rgb = hex2rgb;\nexports.hex2string = hex2string;\nexports.rgb2hex = rgb2hex;\nexports.getResolutionOfUrl = getResolutionOfUrl;\nexports.decomposeDataUri = decomposeDataUri;\nexports.getUrlFileExtension = getUrlFileExtension;\nexports.getSvgSize = getSvgSize;\nexports.skipHello = skipHello;\nexports.sayHello = sayHello;\nexports.isWebGLSupported = isWebGLSupported;\nexports.sign = sign;\nexports.destroyTextureCache = destroyTextureCache;\nexports.clearTextureCache = clearTextureCache;\nexports.correctBlendMode = correctBlendMode;\nexports.premultiplyTint = premultiplyTint;\nexports.premultiplyRgba = premultiplyRgba;\nexports.premultiplyTintToRgba = premultiplyTintToRgba;\n\nvar _const = __webpack_require__(0);\n\nvar _settings = __webpack_require__(6);\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _eventemitter = __webpack_require__(30);\n\nvar _eventemitter2 = _interopRequireDefault(_eventemitter);\n\nvar _pluginTarget = __webpack_require__(561);\n\nvar _pluginTarget2 = _interopRequireDefault(_pluginTarget);\n\nvar _mixin = __webpack_require__(560);\n\nvar mixins = _interopRequireWildcard(_mixin);\n\nvar _ismobilejs = __webpack_require__(88);\n\nvar isMobile = _interopRequireWildcard(_ismobilejs);\n\nvar _removeArrayItems = __webpack_require__(607);\n\nvar _removeArrayItems2 = _interopRequireDefault(_removeArrayItems);\n\nvar _mapPremultipliedBlendModes = __webpack_require__(558);\n\nvar _mapPremultipliedBlendModes2 = _interopRequireDefault(_mapPremultipliedBlendModes);\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nvar nextUid = 0;\nvar saidHello = false;\n\n/**\n * Generalized convenience utilities for PIXI.\n * @example\n * // Extend PIXI's internal Event Emitter.\n * class MyEmitter extends PIXI.utils.EventEmitter {\n * constructor() {\n * super();\n * console.log(\"Emitter created!\");\n * }\n * }\n *\n * // Get info on current device\n * console.log(PIXI.utils.isMobile);\n *\n * // Convert hex color to string\n * console.log(PIXI.utils.hex2string(0xff00ff)); // returns: \"#ff00ff\"\n * @namespace PIXI.utils\n */\nexports.isMobile = isMobile;\nexports.removeItems = _removeArrayItems2.default;\nexports.EventEmitter = _eventemitter2.default;\nexports.pluginTarget = _pluginTarget2.default;\nexports.mixins = mixins;\n\n/**\n * Gets the next unique identifier\n *\n * @memberof PIXI.utils\n * @function uid\n * @return {number} The next unique identifier to use.\n */\n\nfunction uid() {\n return ++nextUid;\n}\n\n/**\n * Converts a hex color number to an [R, G, B] array\n *\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The number to convert\n * @param {number[]} [out=[]] If supplied, this array will be used rather than returning a new one\n * @return {number[]} An array representing the [R, G, B] of the color.\n */\nfunction hex2rgb(hex, out) {\n out = out || [];\n\n out[0] = (hex >> 16 & 0xFF) / 255;\n out[1] = (hex >> 8 & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n\n return out;\n}\n\n/**\n * Converts a hex color number to a string.\n *\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex\n * @return {string} The string color.\n */\nfunction hex2string(hex) {\n hex = hex.toString(16);\n hex = '000000'.substr(0, 6 - hex.length) + hex;\n\n return '#' + hex;\n}\n\n/**\n * Converts a color as an [R, G, B] array to a hex number\n *\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - rgb array\n * @return {number} The color number\n */\nfunction rgb2hex(rgb) {\n re¶k'ùùturn (rgb[0] * 255 << 16) + (rgb[1] * 255 << 8) + (rgb[2] * 255 | 0);\n}\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n *\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @return {number} resolution / device pixel ratio of an asset\n */\nfunction getResolutionOfUrl(url, defaultValue) {\n var resolution = _settings2.default.RETINA_PREFIX.exec(url);\n\n if (resolution) {\n return parseFloat(resolution[1]);\n }\n\n return defaultValue !== undefined ? defaultValue : 1;\n}\n\n/**\n * Typedef for decomposeDataUri return object.\n *\n * @typedef {object} DecomposedDataUri\n * @property {mediaType} Media type, eg. `image`\n * @property {subType} Sub type, eg. `png`\n * @property {encoding} Data encoding, eg. `base64`\n * @property {data} The actual data\n */\n\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n *\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @return {DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nfunction decomposeDataUri(dataUri) {\n var dataUriMatch = _const.DATA_URI.exec(dataUri);\n\n if (dataUriMatch) {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n encoding: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n data: dataUriMatch[4]\n };\n }\n\n return undefined;\n}\n\n/**\n * Get type of the image by regexp for extension. Returns undefined for unknown extensions.\n *\n * @memberof PIXI.utils\n * @function getUrlFileExtension\n * @param {string} url - the image path\n * @return {string|undefined} image extension\n */\nfunction getUrlFileExtension(url) {\n var extension = _const.URL_FILE_EXTENSION.exec(url);\n\n if (extension) {\n return extension[1].toLowerCase();\n }\n\n return undefined;\n}\n\n/**\n * Typedef for Size object.\n *\n * @typedef {object} Size\n * @property {width} Width component\n * @property {height} Height component\n */\n\n/**\n * Get size from an svg string using regexp.\n *\n * @memberof PIXI.utils\n * @function getSvgSize\n * @param {string} svgString - a serialized svg element\n * @return {Size|undefined} image extension\n */\nfunction getSvgSize(svgString) {\n var sizeMatch = _const.SVG_SIZE.exec(svgString);\n var size = {};\n\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n\n return size;\n}\n\n/**\n * Skips the hello message of renderers that are created after this is run.\n *\n * @function skipHello\n * @memberof PIXI.utils\n */\nfunction skipHello() {\n saidHello = true;\n}\n\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever makes you a jerk face.\n *\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nfunction sayHello(type) {\n if (saidHello) {\n return;\n }\n\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {\n var args = ['\\n %c %c %c PixiJS ' + _const.VERSION + ' - \\u2730 ' + type + ' \\u2730 %c %c http://www.pixijs.com/ %c %c \\u2665%c\\u2665%c\\u2665 \\n\\n', 'background: #ff66a5; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'color: #ff66a5; background: #030307; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'background: #ffc3dc; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;'];\n\n window.console.log.apply(console, args);\n } else if (window.console) {\n window.console.log('PixiJS ' + _const.VERSION + ' - ' + type + ' - http://www.pixijs.com/');\n }\n\n saidHello = true;\n}\n\n/**\n * Helper for checking for webgl support\n *\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @return {boolean} is webgl supported\n */\nfunction isWebGLSupported() {\n var contextOptions = { stencil: true, failIfMajorPerformanceCaveat: true };\n\n try {\n if (!window.WebGLRenderingContext) {\n return false;\n }\n\n var canvas = document.createElement('canvas');\n var gl = canvas.getContext('webgl', contextOptions) || canvas.getContext('experimental-webgl', contextOptions);\n\n var success = !!(gl && gl.getContextAttributes().stencil);\n\n if (gl) {\n var loseContext = gl.getExtension('WEBGL_lose_context');\n\n if (loseContext) {\n loseContext.loseContext();\n }\n }\n\n gl = null;\n\n return success;\n } catch (e) {\n return false;\n }\n}\n\n/**\n * Returns sign of number\n *\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nfunction sign(n) {\n if (n === 0) return 0;\n\n return n < 0 ? -1 : 1;\n}\n\n/**\n * @todo Describe property usage\n *\n * @memberof PIXI.utils\n * @private\n */\nvar TextureCache = exports.TextureCache = Object.create(null);\n\n/**\n * @todo Describe property usage\n *\n * @memberof PIXI.utils\n * @private\n */\nvar BaseTextureCache = exports.BaseTextureCache = Object.create(null);\n\n/**\n * Destroys all texture in the cache\n *\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nfunction destroyTextureCache() {\n var key = void 0;\n\n for (key in TextureCache) {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache) {\n BaseTextureCache[key].destroy();\n }\n}\n\n/**\n * Removes all textures from cache, but does not destroy them\n *\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nfunction clearTextureCache() {\n var key = void 0;\n\n for (key in TextureCache) {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache) {\n delete BaseTextureCache[key];\n }\n}\n\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @const premultiplyBlendMode\n * @type {Array}\n */\nvar premultiplyBlendMode = exports.premultiplyBlendMode = (0, _mapPremultipliedBlendModes2.default)();\n\n/**\n * changes blendMode according to texture format\n *\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode supposed blend mode\n * @param {boolean} premultiplied whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nfunction correctBlendMode(blendMode, premultiplied) {\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n\n/**\n * premultiplies tint\n *\n * @param {number} tint integet RGB\n * @param {number} alpha floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nfunction premultiplyTint(tint, alpha) {\n if 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This is\n * automatically set as long as Texture.addToCache is used, but may not be set if a\n * Texture is added directly to the TextureCache array.\n *\n * @member {string[]}\n */\n _this.textureCacheIds = [];\n return _this;\n }\n\n /**\n * Updates this texture on the gpu.\n *\n */\n\n\n Texture.prototype.update = function update() {\n this.baseTexture.update();\n };\n\n /**\n * Called when the base texture is loaded\n *\n * @private\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n\n\n Texture.prototype.onBaseTextureLoaded = function onBaseTextureLoaded(baseTexture) {\n this._updateID++;\n\n // TODO this code looks confusing.. boo to abusing getters and setters!\n if (this.noFrame) {\n this.frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height);\n } else {\n this.frame = this._frame;\n }\n\n this.baseTexture.on('update', this.onBaseTextureUpdated, this);\n this.emit('update', this);\n };\n\n /**\n * Called when the base texture is updated\n *\n * @private\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n\n\n Texture.prototype.onBaseTextureUpdated = function onBaseTextureUpdated(baseTexture) {\n this._updateID++;\n\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n\n this.emit('update', this);\n };\n\n /**\n * Destroys this texture\n *\n * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well\n */\n\n\n Texture.prototype.destroy = function destroy(destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (_utils.TextureCache[this.baseTexture.imageUrl]) {\n Texture.removeFromCache(this.baseTexture.imageUrl);\n }\n\n this.baseTexture.destroy();\n }\n\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture.off('loaded', this.onBaseTextureLoaded, this);\n\n this.baseTexture = null;\n }\n\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n\n this.valid = false;\n\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n\n /**\n * Creates a new texture object that acts the same as this one.\n *\n * @return {PIXI.Texture} The new texture\n */\n\n\n Texture.prototype.clone = function clone() {\n return new Texture(this.baseTexture, this.frame, this.orig, this.trim, this.rotate);\n };\n\n /**\n * Updates the internal WebGL UV cache.\n *\n * @protected\n */\n\n\n Texture.prototype._updateUvs = function _updateUvs() {\n if (!this._uvs) {\n this._uvs = new _TextureUvs2.default();\n }\n\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n\n this._updateID++;\n };\n\n /**\n * Helper function that creates a Texture object from the given image url.\n * If the image is not in the texture cache it will be created and loaded.\n *\n * @static\n * @param {string} imageUrl - The image url of the texture\n * @param {boolean} [crossorigin] - Whether requests should be treated as crossorigin\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with SVG images.\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) {\n var texture = _utils.TextureCache[imageUrl];\n\n if (!texture) {\n texture = new Texture(_BaseTexture2.default.fromImage(imageUrl, crossorigin, scaleMode, sourceScale));\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId\n * The frame ids are created when a Texture packer file has been loaded\n *\n * @static\n * @param {string} frameId - The frame Id of the texture in the cache\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromFrame = function fromFrame(frameId) {\n var texture = _utils.TextureCache[frameId];\n\n if (!texture) {\n throw new Error('The frameId \"' + frameId + '\" does not exist in the texture cache');\n }\n\n return texture;\n };\n\n /**\n * Helper function that creates a new Texture based on the given canvas element.\n *\n * @static\n * @param {HTMLCanvasElement} canvas - The canvas element source of the texture\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {string} [origin='canvas'] - A string origin of who created the base texture\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromCanvas = function fromCanvas(canvas, scaleMode) {\n var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas';\n\n return new Texture(_BaseTexture2.default.fromCanvas(canvas, scaleMode, origin));\n };\n\n /**\n * Helper function that creates a new Texture based on the given video element.\n *\n * @static\n * @param {HTMLVideoElement|string} video - The URL or actual element of the video\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromVideo = function fromVideo(video, scaleMode) {\n if (typeof video === 'string') {\n return Texture.fromVideoUrl(video, scaleMode);\n }\n\n return new Texture(_VideoBaseTexture2.default.fromVideo(video, scaleMode));\n };\n\n /**\n * Helper function that creates a new Texture based on the video url.\n *\n * @static\n * @param {string} videoUrl - URL of the video\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromVideoUrl = function fromVideoUrl(videoUrl, scaleMode) {\n return new Texture(_VideoBaseTexture2.default.fromUrl(videoUrl, scaleMode));\n };\n\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {number|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture}\n * source - Source to create texture from\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.from = function from(source) {\n // TODO auto detect cross origin..\n // TODO pass in scale mode?\n if (typeof source === 'string') {\n var texture = _utils.TextureCache[source];\n\n if (!texture) {\n // check if its a video..\n var isVideo = source.match(/\\.(mp4|webm|ogg|h264|avi|mov)$/) !== null;\n\n if (isVideo) {\n return Texture.fromVideoUrl(source);\n }\n\n return Texture.fromImage(source);\n }\n\n return texture;\n } else if (source instanceof HTMLImageElement) {\n return new Texture(_BaseTexture2.default.from(source));\n } else if (source instanceof HTMLCanvasElement) {\n return Texture.fromCanvas(source, _settings2.default.SCALE_MODE, 'HTMLCanvasElement');\n } else if (source instanceof HTMLVideoElement) {\n return Texture.fromVideo(source);\n } else if (source instanceof _BaseTexture2.default) {\n return new Texture(source);\n }\n\n // lets assume its a texture!\n return source;\n };\n\n /**\n * Create a texture from a source and add to the cache.\n *\n * @static\n * @param {HTMLImageElement|HTMLCanvasElement} source - The input source.\n * @param {String} imageUrl - File name of texture, for cache and resolving resolution.\n * @param {String} [name] - Human readible name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @return {PIXI.Texture} Output texture\n */\n\n\n Texture.fromLoader = function fromLoader(source, imageUrl, name) {\n var baseTexture = new _BaseTexture2.default(source, undefined, (0, _utils.getResolutionOfUrl)(imageUrl));\n var texture = new Texture(baseTexture);\n\n baseTexture.imageUrl = imageUrl;\n\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n\n // lets also add the frame to pixi's global cache for fromFrame and fromImage fucntions\n _BaseTexture2.default.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n\n // also add references by url if they are different.\n if (name !== imageUrl) {\n _BaseTexture2.default.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n };\n\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.Texture} texture - The Texture to add to the cache.\n * @param {string} id - The id that the Texture will be stored against.\n */\n\n\n Texture.addToCache = function addToCache(texture, id) {\n if (idû×ÃÉù) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n\n // @if DEBUG\n /* eslint-disable no-console */\n if (_utils.TextureCache[id]) {\n console.warn('Texture added to the cache with an id [' + id + '] that already had an entry');\n }\n /* eslint-enable no-console */\n // @endif\n\n _utils.TextureCache[id] = texture;\n }\n };\n\n /**\n * Remove a Texture from the global TextureCache.\n *\n * @static\n * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself\n * @return {PIXI.Texture|null} The Texture that was removed\n */\n\n\n Texture.removeFromCache = function removeFromCache(texture) {\n if (typeof texture === 'string') {\n var textureFromCache = _utils.TextureCache[texture];\n\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete _utils.TextureCache[texture];\n\n return textureFromCache;\n }\n } else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (_utils.TextureCache[texture.textureCacheIds[i]] === texture) {\n delete _utils.TextureCache[texture.textureCacheIds[i]];\n }\n }\n\n texture.textureCacheIds.length = 0;\n\n return texture;\n }\n\n return null;\n };\n\n /**\n * The frame specifies the region of the base texture that this texture uses.\n *\n * @member {PIXI.Rectangle}\n */\n\n\n _createClass(Texture, [{\n key: 'frame',\n get: function get() {\n return this._frame;\n },\n set: function set(frame) // eslint-disable-line require-jsdoc\n {\n this._frame = frame;\n\n this.noFrame = false;\n\n var x = frame.x,\n y = frame.y,\n width = frame.width,\n height = frame.height;\n\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = 'X: ' + x + ' + ' + width + ' = ' + (x + width) + ' > ' + this.baseTexture.width;\n var errorY = 'Y: ' + y + ' + ' + height + ' = ' + (y + height) + ' > ' + this.baseTexture.height;\n\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + (errorX + ' ' + relationship + ' ' + errorY));\n }\n\n // this.valid = width && height && this.baseTexture.source && this.baseTexture.hasLoaded;\n this.valid = width && height && this.baseTexture.hasLoaded;\n\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n\n if (this.valid) {\n this._updateUvs();\n }\n }\n\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.GroupD8} for explanation\n *\n * @member {number}\n */\n\n }, {\n key: 'rotate',\n get: function get() {\n return this._rotate;\n },\n set: function set(rotate) // eslint-disable-line require-jsdoc\n {\n this._rotate = rotate;\n if (this.valid) {\n this._updateUvs();\n }\n }\n\n /**\n * The width of the Texture in pixels.\n *\n * @member {number}\n */\n\n }, {\n key: 'width',\n get: function get() {\n return this.orig.width;\n }\n\n /**\n * The height of the Texture in pixels.\n *\n * @member {number}\n */\n\n }, {\n key: 'height',\n get: function get() {\n return this.orig.height;\n }\n }]);\n\n return Texture;\n}(_eventemitter2.default);\n\nexports.default = Texture;\n\n\nfunction createWhiteTexture() {\n var canvas = document.createElement('canvas');\n\n canvas.width = 10;\n canvas.height = 10;\n\n var context = canvas.getContext('2d');\n\n context.fillStyle = 'white';\n context.fillRect(0, 0, 10, 10);\n\n return new Texture(new _BaseTexture2.default(canvas));\n}\n\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() {/* empty */};\n tex.on = function _emptyOn() {/* empty */};\n tex.once = function _emptyOnce() {/* empty */};\n tex.emit = function _emptyEmit() {/* empty */};\n}\n\n/**\n * An empty texture, used often to not have to create multiple empty textures.\n * Can not be destroyed.\n *\n * @static\n * @constant\n */\nTexture.EMPTY = new Texture(new _BaseTexture2.default());\nremoveAllHandlers(Texture.EMPTY);\nremoveAllHandlers(Texture.EMPTY.baseTexture);\n\n/**\n * A white texture of 10x10 size, used for graphics and other things\n * Can not be destroyed.\n *\n * @static\n * @constant\n */\nTexture.WHITE = createWhiteTexture();\nremoveAllHandlers(Texture.WHITE);\nremoveAllHandlers(Texture.WHITE.baseTexture);\n//# sourceMappingURL=Texture.js.map","source":"\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _BaseTexture = __webpack_require__(48);\n\nvar _BaseTexture2 = _interopRequireDefault(_BaseTexture);\n\nvar _VideoBaseTexture = __webpack_require__(253);\n\nvar _VideoBaseTexture2 = _interopRequireDefault(_VideoBaseTexture);\n\nvar _TextureUvs = __webpack_require__(252);\n\nvar _TextureUvs2 = _interopRequireDefault(_TextureUvs);\n\nvar _eventemitter = __webpack_require__(30);\n\nvar _eventemitter2 = _interopRequireDefault(_eventemitter);\n\nvar _math = __webpack_require__(8);\n\nvar _utils = __webpack_require__(3);\n\nvar _settings = __webpack_require__(6);\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A texture stores the information that represents an image or part of an image. It cannot be added\n * to the display list directly. Instead use it as the texture for a Sprite. If no frame is provided\n * then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.fromImage('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.fromImage('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n *\n * @class\n * @extends EventEmitter\n * @memberof PIXI\n */\nvar Texture = function (_EventEmitter) {\n _inherits(Texture, _EventEmitter);\n\n /**\n * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n * @param {PIXI.Rectangle} [orig] - The area of original texture\n * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture\n * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.GroupD8}\n */\n function Texture(baseTexture, frame, orig, trim, rotate) {\n _classCallCheck(this, Texture);\n\n /**\n * Does this Texture have any frame data assigned to it?\n *\n * @member {boolean}\n */\n var _this = _possibleConstructorReturn(this, _EventEmitter.call(this));\n\n _this.noFrame = false;\n\n if (!frame) {\n _this.noFrame = true;\n frame = new _math.Rectangle(0, 0, 1, 1);\n }\n\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n\n /**\n * The base texture that this texture uses.\n *\n * @member {PIXI.BaseTexture}\n */\n _this.baseTexture = baseTexture;\n\n /**\n * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,\n * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)\n *\n * @member {PIXI.Rectangle}\n */\n _this._frame = frame;\n\n /**\n * This is the trimmed area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n _this.trim = trim;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n _this.valid = false;\n\n /**\n * This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)\n *\n * @member {boolean}\n */\n _this.requiresUpdate = false;\n\n /**\n * The WebGL UV data cache.\n *\n * @member {PIXI.TextureUvs}\n * @private\n */\n _this._uvs = null;\n\n /**\n * This is the area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n\n _this._rotate = Number(rotate || 0);\n\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n } else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n\n if (baseTexture.hasLoaded) {\n if (_this.noFrame) {\n frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height);\n\n // if there is no frame we should monitor for any base texture changes..\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n _this.frame = frame;\n } else {\n baseTexture.once('loaded', _this.onBaseTextureLoaded, _this);\n }\n\n /**\n * Fired when the texture is updated. This happens if the frame or the baseTexture is updated.\n *\n * @event PIXI.Texture#update\n * @protected\n * @param {PIXI.Texture} texture - Instance of texture being updated.\n */\n\n _this._updateID = 0;\n\n /**\n * Extra field for extra plugins. May contain clamp settings and some matrices\n * @type {Object}\n */\n _this.transform = null;\n\n /**\n * The ids under which this Texture has been added to the texture cache. This is\n * automatically set as long as Texture.addToCache is used, but may not be set if a\n * Texture is added directly to the TextureCache array.\n *\n * @member {string[]}\n */\n _this.textureCacheIds = [];\n return _this;\n }\n\n /**\n * Updates this texture on the gpu.\n *\n */\n\n\n Texture.prototype.update = function update() {\n this.baseTexture.update();\n };\n\n /**\n * Called when the base texture is loaded\n *\n * @private\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n\n\n Texture.prototype.onBaseTextureLoaded = function onBaseTextureLoaded(baseTexture) {\n this._updateID++;\n\n // TODO this code looks confusing.. boo to abusing getters and setters!\n if (this.noFrame) {\n this.frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height);\n } else {\n this.frame = this._frame;\n }\n\n this.baseTexture.on('update', this.onBaseTextureUpdated, this);\n this.emit('update', this);\n };\n\n /**\n * Called when the base texture is updated\n *\n * @private\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n\n\n Texture.prototype.onBaseTextureUpdated = function onBaseTextureUpdated(baseTexture) {\n this._updateID++;\n\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n\n this.emit('update', this);\n };\n\n /**\n * Destroys this texture\n *\n * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well\n */\n\n\n Texture.prototype.destroy = function destroy(destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (_utils.TextureCache[this.baseTexture.imageUrl]) {\n Texture.removeFromCache(this.baseTexture.imageUrl);\n }\n\n this.baseTexture.destroy();\n }\n\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture.off('loaded', this.onBaseTextureLoaded, this);\n\n this.baseTexture = null;\n }\n\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n\n this.valid = false;\n\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n\n /**\n * Creates a new texture object that acts the same as this one.\n *\n * @return {PIXI.Texture} The new texture\n */\n\n\n Texture.prototype.clone = function clone() {\n return new Texture(this.baseTexture, this.frame, this.orig, this.trim, this.rotate);\n };\n\n /**\n * Updates the internal WebGL UV cache.\n *\n * @protected\n */\n\n\n Texture.prototype._updateUvs = function _updateUvs() {\n if (!this._uvs) {\n this._uvs = new _TextureUvs2.default();\n }\n\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n\n this._updateID++;\n };\n\n /**\n * Helper function that creates a Texture object from the given image url.\n * If the image is not in the texture cache it will be created and loaded.\n *\n * @static\n * @param {string} imageUrl - The image url of the texture\n * @param {boolean} [crossorigin] - Whether requests should be treated as crossorigin\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with SVG images.\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) {\n var texture = _utils.TextureCache[imageUrl];\n\n if (!texture) {\n texture = new Texture(_BaseTexture2.default.fromImage(imageUrl, crossorigin, scaleMode, sourceScale));\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId\n * The frame ids are created when a Texture packer file has been loaded\n *\n * @static\n * @param {string} frameId - The frame Id of the texture in the cache\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromFrame = function fromFrame(frameId) {\n var texture = _utils.TextureCache[frameId];\n\n if (!texture) {\n throw new Error('The frameId \"' + frameId + '\" does not exist in the texture cache');\n }\n\n return texture;\n };\n\n /**\n * Helper function that creates a new Texture based on the given canvas element.\n *\n * @static\n * @param {HTMLCanvasElement} canvas - The canvas element source of the texture\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {string} [origin='canvas'] - A string origin of who created the base texture\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromCanvas = function fromCanvas(canvas, scaleMode) {\n var origin = arguments.length > 2 && arguments[2] !== undefined ? 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strict';\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _BaseTexture = require('./BaseTexture');\n\nvar _BaseTexture2 = _interopRequireDefault(_BaseTexture);\n\nvar _VideoBaseTexture = require('./VideoBaseTexture');\n\nvar _VideoBaseTexture2 = _interopRequireDefault(_VideoBaseTexture);\n\nvar _TextureUvs = require('./TextureUvs');\n\nvar _TextureUvs2 = _interopRequireDefault(_TextureUvs);\n\nvar _eventemitter = require('eventemitter3');\n\nvar _eventemitter2 = _interopRequireDefault(_eventemitter);\n\nvar _math = require('../math');\n\nvar _utils = require('../utils');\n\nvar _settings = require('../settings');\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A texture stores the information that represents an image or part of an image. It cannot be added\n * to the display list directly. Instead use it as the texture for a Sprite. If no frame is provided\n * then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.fromImage('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.fromImage('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n *\n * @class\n * @extends EventEmitter\n * @memberof PIXI\n */\nvar Texture = function (_EventEmitter) {\n _inherits(Texture, _EventEmitter);\n\n /**\n * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n * @param {PIXI.Rectangle} [orig] - The area of original texture\n * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture\n * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.GroupD8}\n */\n function Texture(baseTexture, frame, orig, trim, rotate) {\n _classCallCheck(this, Texture);\n\n /**\n * Does this Texture have any frame data assigned to it?\n *\n * @member {boolean}\n */\n var _this = _possibleConstructorReturn(this, _EventEmitter.call(this));\n\n _this.noFrame = false;\n\n if (!frame) {\n _this.noFrame = true;\n frame = new _math.Rectangle(0, 0, 1, 1);\n }\n\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n\n /**\n * The base texture that this texture uses.\n *\n * @member {PIXI.BaseTexture}\n */\n _this.baseTexture = baseTexture;\n\n /**\n * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,\n * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)\n *\n * @member {PIXI.Rectangle}\n */\n _this._frame = frame;\n\n /**\n * This is the trimmed area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n _this.trim = trim;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n _this.valid = false;\n\n /**\n * This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)\n *\n * @member {boolean}\n */\n _this.requiresUpdate = false;\n\n /**\n * The WebGL UV data cache.\n *\n * @member {PIXI.TextureUvs}\n * @private\n */\n _this._uvs = null;\n\n /**\n * This is the area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n\n _this._rotate = Number(rotate || 0);\n\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n } else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n\n if (baseTexture.hasLoaded) {\n if (_this.noFrame) {\n frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height);\n\n // if there is no frame we should monitor for any base texture changes..\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n _this.frame = frame;\n } else {\n baseTexture.once('loaded', _this.onBaseTextureLoaded, _this);\n }\n\n /**\n * Fired when the texture is updated. This happens if the frame or the baseTexture is updated.\n *\n * @event PIXI.Texture#update\n * @protected\n * @param {PIXI.Texture} texture - Instance of texture being updated.\n */\n\n _this._updateID = 0;\n\n /**\n * Extra field for extra plugins. May contain clamp settings and some matrices\n * @type {Object}\n */\n _this.transform = null;\n\n /**\n * The ids under which this Texture has been added to the texture cache. This is\n * automatically set as long as Texture.addToCache is used, but may not be set if a\n * Texture is added directly to the TextureCache array.\n *\n * @member {string[]}\n */\n _this.textureCacheIds = [];\n return _this;\n }\n\n /**\n * Updates this texture on the gpu.\n *\n */\n\n\n Texture.prototype.update = function update() {\n this.baseTexture.update();\n };\n\n /**\n * Called when the base texture is loaded\n *\n * @private\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n\n\n Texture.prototype.onBaseTextureLoaded = function onBaseTextureLoaded(baseTexture) {\n this._updateID++;\n\n // TODO this code looks confusing.. boo to abusing getters and setters!\n if (this.noFrame) {\n this.frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height);\n } else {\n this.frame = this._frame;\n }\n\n this.baseTexture.on('update', this.onBaseTextureUpdated, this);\n this.emit('update', this);\n };\n\n /**\n * Called when the base texture is updated\n *\n * @private\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n\n\n Texture.prototype.onBaseTextureUpdated = function onBaseTextureUpdated(baseTexture) {\n this._updateID++;\n\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n\n this.emit('update', this);\n };\n\n /**\n * Destroys this texture\n *\n * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well\n */\n\n\n Texture.prototype.destroy = function destroy(destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (_utils.TextureCache[this.baseTexture.imageUrl]) {\n Texture.removeFromCache(this.baseTexture.imageUrl);\n }\n\n this.baseTexture.destroy();\n }\n\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture.off('loaded', this.onBaseTextureLoaded, this);\n\n this.baseTexture = null;\n }\n\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n\n this.valid = false;\n\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n\n /**\n * Creates a new texture object that acts the same as this one.\n *\n * @return {PIXI.Texture} The new texture\n */\n\n\n Texture.prototype.clone = function clone() {\n return new Texture(this.baseTexture, this.frame, this.orig, this.trim, this.rotate);\n };\n\n /**\n * Updates the internal WebGL UV cache.\n *\n * @protected\n */\n\n\n Texture.prototype._updateUvs = function _updateUvs() {\n if (!this._uvs) {\n this._uvs = new _TextureUvs2.default();\n }\n\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n\n this._updateID++;\n };\n\n /**\n * Helper function that creates a Texture object from the given image url.\n * If the image is not in the texture cache it will be created and loaded.\n *\n * @static\n * @param {string} imageUrl - The image url of the texture\n * @param {boolean} [crossorigin] - Whether requests should be treated as crossorigin\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with SVG images.\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) {\n var texture = _utils.TextureCache[imageUrl];\n\n if (!texture) {\n texture = new Texture(_BaseTexture2.default.fromImage(imageUrl, crossorigin, scaleMode, sourceScale));\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId\n * The frame ids are created when a Texture packer file has been loaded\n *\n * @static\n * @param {string} frameId - The frame Id of the texture in the cache\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromFrame = function fromFrame(frameId) {\n var texture = _utils.TextureCache[frameId];\n\n if (!texture) {\n throw new Error('The frameId \"' + frameId + '\" does not exist in the texture cache');\n }\n\n return texture;\n };\n\n /**\n * Helper function that creates a new Texture based on the given canvas element.\n *\n * @static\n * @param {HTMLCanvasElement} canvas - The canvas element source of the texture\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {string} [origin='canvas'] - A string origin of who created the base texture\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromCanvas = function fromCanvas(canvas, scaleMode) {\n var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas';\n\n return new Texture(_BaseTexture2.default.fromCanvas(canvas, scaleMode, origin));\n };\n\n /**\n * Helper function that creates a new Texture based on the given video element.\n *\n * @static\n * @param {HTMLVideoElement|string} video - The URL or actual element of the video\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromVideo = function fromVideo(video, scaleMode) {\n if (typeof video === 'string') {\n return Texture.fromVideoUrl(video, scaleMode);\n }\n\n return new Texture(_VideoBaseTexture2.default.fromVideo(video, scaleMode));\n };\n\n /**\n * Helper function that creates a new Texture based on the video url.\n *\n * @static\n * @param {string} videoUrl - URL of the video\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromVideoUrl = function fromVideoUrl(videoUrl, scaleMode) {\n return new Texture(_VideoBaseTexture2.default.fromUrl(videoUrl, scaleMode));\n };\n\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {number|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture}\n * source - Source to create texture from\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.from = function from(source) {\n // TODO auto detect cross origin..\n // TODO pass in scale mode?\n if (typeof source === 'string') {\n var texture = _utils.TextureCache[source];\n\n if (!texture) {\n // check if its a video..\n var isVideo = source.match(/\\.(mp4|webm|ogg|h264|avi|mov)$/) !== null;\n\n if (isVideo) {\n return Texture.fromVideoUrl(source);\n }\n\n return Texture.fromImage(source);\n }\n\n return texture;\n } else if (source instanceof HTMLImageElement) {\n return new Texture(_BaseTexture2.default.from(source));\n } else if (source instanceof HTMLCanvasElement) {\n return Texture.fromCanvas(source, _settings2.default.SCALE_MODE, 'HTMLCanvasElement');\n } else if (source instanceof HTMLVideoElement) {\n return Texture.fromVideo(source);\n } else if (source instanceof _BaseTexture2.default) {\n return new Texture(source);\n }\n\n // lets assume its a texture!\n return source;\n };\n\n /**\n * Create a texture from a source and add to the cache.\n *\n * @static\n * @param {HTMLImageElement|HTMLCanvasElement} source - The input source.\n * @param {String} imageUrl - File name of texture, for cache and resolving resolution.\n * @param {String} [name] - Human readible name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @return {PIXI.Texture} Output texture\n */\n\n\n Texture.fromLoader = function fromLoader(source, imageUrl, name) {\n var baseTexture = new _BaseTexture2.default(source, undefined, (0, _utils.getResolutionOfUrl)(imageUrl));\n var texture = new Texture(baseTexture);\n\n baseTexture.imageUrl = imageUrl;\n\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n\n // lets also add the frame to pixi's global cache for fromFrame and fromImage fucntions\n _BaseTexture2.default.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n\n // also add references by url if they are different.\n if (name !== imageUrl) {\n _BaseTexture2.default.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n };\n\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.Texture} texture - The Texture to add to the cache.\n * @param {string} id - The id that the Texture will be stored against.\n */\n\n\n Texture.addToCache = function addToCache(texture, id) {\n if (id) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n\n // @if DEBUG\n /* eslint-disable no-console */\n if (_utils.TextureCache[id]) {\n console.warn('Texture added to the cache with an id [' + id + '] that already had an entry');\n }\n /* eslint-enable no-console */\n // @endif\n\n _utils.TextureCache[id] = texture;\n }\n };\n\n /**\n * Remove a Texture from the global TextureCache.\n *\n * @static\n * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself\n * @return {PIXI.Texture|null} The Texture that was removed\n */\n\n\n Texture.removeFromCache = function removeFromCache(texture) {\n if (typeof texture === 'string') {\n var textureFromCache = _utils.TextureCache[texture];\n\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete _utils.TextureCache[texture];\n\n return textureFromCache;\n }\n } else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (_utils.TextureCache[texture.textureCacheIds[i]] === texture) {\n delete _utils.TextureCache[texture.textureCacheIds[i]];\n }\n }\n\n texture.textureCacheIds.length = 0;\n\n return texture;\n }\n\n return null;\n };\n\n /**\n * The frame specifies the region of the base texture that this texture uses.\n *\n * @member {PIXI.Rectangle}\n */\n\n\n _createClass(Texture, [{\n key: 'frame',\n get: function get() {\n return this._frame;\n },\n set: function set(frame) // eslint-disable-line require-jsdoc\n {\n this._frame = frame;\n\n this.noFrame = false;\n\n var x = frame.x,\n y = frame.y,\n width = frame.width,\n height = frame.height;\n\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = 'X: ' + x + ' + ' + width + ' = ' + (x + width) + ' > ' + this.baseTexture.width;\n var errorY = 'Y: ' + y + ' + ' + height + ' = ' + (y + height) + ' > ' + this.baseTexture.height;\n\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + (errorX + ' ' + relationship + ' ' + errorY));\n }\n\n // this.valid = width && height && this.baseTexture.source && this.baseTexture.hasLoaded;\n this.valid = width && height && this.baseTexture.hasLoaded;\n\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n\n if (this.valid) {\n this._updateUvs();\n }\n }\n\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.GroupD8} for explanation\n *\n * @member {number}\n */\n\n }, {\n key: 'rotate',\n get: function get() {\n return this._rotate;\n },\n set: function set(rotate) // eslint-disable-line require-jsdoc\n {\n this._rotate = rotate;\n if (this.valid) {\n this._updateUvs();\n }\n }\n\n /**\n * The width of the Texture in pixels.\n *\n * @member {number}\n */\n\n }, {\n key: 'width',\n get: function get() {\n return this.orig.width;\n }\n\n /**\n * The height of the Texture in pixels.\n *\n * @member {number}\n */\n\n }, {\n key: 'height',\n get: function get() {\n return this.orig.height;\n }\n }]);\n\n return Texture;\n}(_eventemitter2.default);\n\nexports.default = Texture;\n\n\nfunction createWhiteTexture() {\n var canvas = document.createElement('canvas');\n\n canvas.width = 10;\n canvas.height = 10;\n\n var context = canvas.getContext('2d');\n\n context.fillStyle = 'white';\n context.fillRect(0, 0, 10, 10);\n\n return new Texture(new _BaseTexture2.default(canvas));\n}\n\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() {/* empty */};\n tex.on = function _emptyOn() {/* empty */};\n tex.once = function _emptyOnce() {/* empty */};\n tex.emit = function _emptyEmit() {/* empty */};\n}\n\n/**\n * An empty texture, used often to not have to create multiple empty textures.\n * Can not be destroyed.\n *\n * @static\n * @constant\n */\nTexture.EMPTY = new Texture(new _BaseTexture2.default());\nremoveAllHandlers(Texture.EMPTY);\nremoveAllHandlers(Texture.EMPTY.baseTexture);\n\n/**\n * A white texture of 10x10 size, used for graphics and other things\n * Can not be destroyed.\n *\n * @static\n * @constant\n */\nTexture.WHITE = createWhiteTexture();\nremoveAllHandlers(Texture.WHITE);\nremoveAllHandlers(Texture.WHITE.baseTexture);\n//# 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strict';\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _BaseTexture = require('./BaseTexture');\n\nvar _BaseTexture2 = _interopRequireDefault(_BaseTexture);\n\nvar _VideoBaseTexture = require('./VideoBaseTexture');\n\nvar _VideoBaseTexture2 = _interopRequireDefault(_VideoBaseTexture);\n\nvar _TextureUvs = require('./TextureUvs');\n\nvar _TextureUvs2 = _interopRequireDefault(_TextureUvs);\n\nvar _eventemitter = require('eventemitter3');\n\nvar _eventemitter2 = _interopRequireDefault(_eventemitter);\n\nvar _math = require('../math');\n\nvar _utils = require('../utils');\n\nvar _settings = require('../settings');\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A texture stores the information that represents an image or part of an image. It cannot be added\n * to the display list directly. Instead use it as the texture for a Sprite. If no frame is provided\n * then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.fromImage('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.fromImage('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n *\n * @class\n * @extends EventEmitter\n * @memberof PIXI\n */\nvar Texture = function (_EventEmitter) {\n _inherits(Texture, _EventEmitter);\n\n /**\n * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n * @param {PIXI.Rectangle} [orig] - The area of original texture\n * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture\n * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.GroupD8}\n */\n function Texture(baseTexture, frame, orig, trim, rotate) {\n _classCallCheck(this, Texture);\n\n /**\n * Does this Texture have any frame data assigned to it?\n *\n * @member {boolean}\n */\n var _this = _possibleConstructorReturn(this, _EventEmitter.call(this));\n\n _this.noFrame = false;\n\n if (!frame) {\n B"”Æù _this.noFrame = true;\n frame = new _math.Rectangle(0, 0, 1, 1);\n }\n\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n\n /**\n * The base texture that this texture uses.\n *\n * @member {PIXI.BaseTexture}\n */\n _this.baseTexture = baseTexture;\n\n /**\n * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,\n * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)\n *\n * @member {PIXI.Rectangle}\n */\n _this._frame = frame;\n\n /**\n * This is the trimmed area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n _this.trim = trim;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n _this.valid = false;\n\n /**\n * This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)\n *\n * @member {boolean}\n */\n _this.requiresUpdate = false;\n\n /**\n * The WebGL UV data cache.\n *\n * @member {PIXI.TextureUvs}\n * @private\n */\n _this._uvs = null;\n\n /**\n * This is the area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n\n _this._rotate = Number(rotate || 0);\n\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n } else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n\n if (baseTexture.hasLoaded) {\n if (_this.noFrame) {\n frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height);\n\n // if there is no frame we should monitor for any base texture changes..\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n _this.frame = frame;\n } else {\n baseTexture.once('loaded', _this.onBaseTextureLoaded, _this);\n }\n\n /**\n * Fired when the texture is updated. This happens if the frame or the baseTexture is updated.\n *\n * @event PIXI.Texture#update\n * @protected\n * @param {PIXI.Texture} texture - Instance of texture being updated.\n */\n\n _this._updateID = 0;\n\n /**\n * Extra field for extra plugins. May contain clamp settings and some matrices\n * @type {Object}\n */\n _this.transform = null;\n\n /**\n * The ids under which this Texture has been added to the texture cache. This is\n * automatically set as long as Texture.addToCache is used, but may not be set if a\n * Texture is added directly to the TextureCache array.\n *\n * @member {string[]}\n */\n _this.textureCacheIds = [];\n return _this;\n }\n\n /**\n * Updates this texture on the gpu.\n *\n */\n\n\n Texture.prototype.update = function update() {\n this.baseTexture.update();\n };\n\n /**\n * Called when the base texture is loaded\n *\n * @private\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n\n\n Texture.prototype.onBaseTextureLoaded = function onBaseTextureLoaded(baseTexture) {\n this._updateID++;\n\n // TODO this code looks confusing.. boo to abusing getters and setters!\n if (this.noFrame) {\n this.frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height);\n } else {\n this.frame = this._frame;\n }\n\n this.baseTexture.on('update', this.onBaseTextureUpdated, this);\n this.emit('update', this);\n };\n\n /**\n * Called when the base texture is updated\n *\n * @private\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n\n\n Texture.prototype.onBaseTextureUpdated = function onBaseTextureUpdated(baseTexture) {\n this._updateID++;\n\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n\n this.emit('update', this);\n };\n\n /**\n * Destroys this texture\n *\n * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well\n */\n\n\n Texture.prototype.destroy = function destroy(destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (_utils.TextureCache[this.baseTexture.imageUrl]) {\n Texture.removeFromCache(this.baseTexture.imageUrl);\n }\n\n this.baseTexture.destroy();\n }\n\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture.off('loaded', this.onBaseTextureLoaded, this);\n\n this.baseTexture = null;\n }\n\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n\n this.valid = false;\n\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n\n /**\n * Creates a new texture object that acts the same as this one.\n *\n * @return {PIXI.Texture} The new texture\n */\n\n\n Texture.prototype.clone = function clone() {\n return new Texture(this.baseTexture, this.frame, this.orig, this.trim, this.rotate);\n };\n\n /**\n * Updates the internal WebGL UV cache.\n *\n * @protected\n */\n\n\n Texture.prototype._updateUvs = function _updateUvs() {\n if (!this._uvs) {\n this._uvs = new _TextureUvs2.default();\n }\n\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n\n this._updateID++;\n };\n\n /**\n * Helper function that creates a Texture object from the given image url.\n * If the image is not in the texture cache it will be created and loaded.\n *\n * @static\n * @param {string} imageUrl - The image url of the texture\n * @param {boolean} [crossorigin] - Whether requests should be treated as crossorigin\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with SVG images.\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) {\n var texture = _utils.TextureCache[imageUrl];\n\n if (!texture) {\n texture = new Texture(_BaseTexture2.default.fromImage(imageUrl, crossorigin, scaleMode, sourceScale));\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId\n * The frame ids are created when a Texture packer file has been loaded\n *\n * @static\n * @param {string} frameId - The frame Id of the texture in the cache\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromFrame = function fromFrame(frameId) {\n var texture = _utils.TextureCache[frameId];\n\n if (!texture) {\n throw new Error('The frameId \"' + frameId + '\" does not exist in the texture cache');\n }\n\n return texture;\n };\n\n /**\n * Helper function that creates a new Texture based on the given canvas element.\n *\n * @static\n * @param {HTMLCanvasElement} canvas - The canvas element source of the texture\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {string} [origin='canvas'] - A string origin of who created the base texture\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromCanvas = function fromCanvas(canvas, scaleMode) {\n var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas';\n\n return new Texture(_BaseTexture2.default.fromCanvas(canvas, scaleMode, origin));\n };\n\n /**\n * Helper function that creates a new Texture based on the given video element.\n *\n * @static\n * @param {HTMLVideoElement|string} video - The URL or actual element of the video\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromVideo = function fromVideo(video, scaleMode) {\n if (typeof video === 'string') {\n return Texture.fromVideoUrl(video, scaleMode);\n }\n\n return new Texture(_VideoBaseTexture2.default.fromVideo(video, scaleMode));\n };\n\n /**\n * Helper function that creates a new Texture based on the video url.\n *\n * @static\n * @param {string} videoUrl - URL of the video\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromVideoUrl = function fromVideoUrl(videoUrl, scaleMode) {\n return new Texture(_VideoBaseTexture2.default.fromUrl(videoUrl, scaleMode));\n };\n\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {number|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture}\n * source - Source to create texture from\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.from = function from(source) {\n // TODO auto detect cross origin..\n // TODO pass in scale mode?\n if (typeof source === 'string') {\n var texture = _utils.TextureCache[source];\n\n if (!texture) {\n // check if its a video..\n var isVideo = source.match(/\\.(mp4|webm|ogg|h264|avi|mov)$/) !== null;\n\n if (isVideo) {\n return Texture.fromVideoUrl(source);\n }\n\n return Texture.fromImage(source);\n }\n\n return texture;\n } else if (source instanceof HTMLImageElement) {\n return new Texture(_BaseTexture2.default.from(source));\n } else if (source instanceof HTMLCanvasElement) {\n return Texture.fromCanvas(source, _settings2.default.SCALE_MODE, 'HTMLCanvasElement');\n } else if (source instanceof HTMLVideoElement) {\n return Texture.fromVideo(source);\n } else if (source instanceof _BaseTexture2.default) {\n return new Texture(source);\n }\n\n // lets assume its a texture!\n return source;\n };\n\n /**\n * Create a texture from a source and add to the cache.\n *\n * @static\n * @param {HTMLImageElement|HTMLCanvasElement} source - The input source.\n * @param {String} imageUrl - File name of texture, for cache and resolving resolution.\n * @param {String} [name] - Human readible name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @return {PIXI.Texture} Output texture\n */\n\n\n Texture.fromLoader = function fromLoader(source, imageUrl, name) {\n var baseTexture = new _BaseTexture2.default(source, undefined, (0, _utils.getResolutionOfUrl)(imageUrl));\n var texture = new Texture(baseTexture);\n\n baseTexture.imageUrl = imageUrl;\n\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n\n // lets also add the frame to pixi's global cache for fromFrame and fromImage fucntions\n _BaseTexture2.default.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n\n // also add references by url if they are different.\n if (name !== imageUrl) {\n _BaseTexture2.default.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n };\n\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.Texture} texture - The Texture to add to the cache.\n * @param {string} id - The id that the Texture will be stored against.\n */\n\n\n Texture.addToCache = function addToCache(texture, id) {\n if (id) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n\n // @if DEBUG\n /* eslint-disable no-console */\n if (_utils.TextureCache[id]) {\n console.warn('Texture added to the cache with an id [' + id + '] that already had an entry');\n }\n /* eslint-enable no-console */\n // @endif\n\n _utils.TextureCache[id] = texture;\n }\n };\n\n /**\n * Remove a Texture from the global TextureCache.\n *\n * @static\n * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself\n * @return {PIXI.Texture|null} The Texture that was removed\n */\n\n\n Texture.removeFromCache = function removeFromCache(texture) {\n if (typeof texture === 'string') {\n var textureFromCache = _utils.TextureCache[texture];\n\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete _utils.TextureCache[texture];\n\n return textureFromCache;\n }\n } else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (_utils.TextureCache[texture.textureCacheIds[i]] === texture) {\n delete _utils.TextureCache[texture.textureCacheIds[i]];\n }\n }\n\n texture.textureCacheIds.length = 0;\n\n return texture;\n }\n\n return null;\n };\n\n /**\n * The frame specifies the region of the base texture that this texture uses.\n *\n * @member {PIXI.Rectangle}\n */\n\n\n _createClass(Texture, [{\n key: 'frame',\n get: function get() {\n return this._frame;\n },\n set: function set(frame) // eslint-disable-line require-jsdoc\n {\n this._frame = frame;\n\n this.noFrame = false;\n\n var x = frame.x,\n y = frame.y,\n width = frame.width,\n height = frame.height;\n\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 'and' : 'or';\n var errorX = 'X: ' + x + ' + ' + width + ' = ' + (x + width) + ' > ' + this.baseTexture.width;\n var errorY = 'Y: ' + y + ' + ' + height + ' = ' + (y + height) + ' > ' + this.baseTexture.height;\n\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + (errorX + ' ' + relationship + ' ' + errorY));\n }\n\n // this.valid = width && height && this.baseTexture.source && this.baseTexture.hasLoaded;\n this.valid = width && height && this.baseTexture.hasLoaded;\n\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n\n if (this.valid) {\n this._updateUvs();\n }\n }\n\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.GroupD8} for explanation\n *\n * @member {number}\n */\n\n }, {\n key: 'rotate',\n get: function get() {\n return this._rotate;\n },\n set: function set(rotate) // eslint-disable-line require-jsdoc\n {\n this._rotate = rotate;\n if (this.valid) {\n this._updateUvs();\n }\n }\n\n /**\n * The width of the Texture in pixels.\n *\n * @member {number}\n */\n\n }, {\n key: 'width',\n get: function get() {\n return this.orig.width;\n }\n\n /**\n * The height of the Texture in pixels.\n *\n * @member {number}\n */\n\n }, {\n key: 'height',\n get: function get() {\n return this.orig.height;\n }\n }]);\n\n return Texture;\n}(_eventemitter2.default);\n\nexports.default = Texture;\n\n\nfunction createWhiteTexture() {\n var canvas = document.createElement('canvas');\n\n canvas.width = 10;\n canvas.height = 10;\n\n var context = canvas.getContext('2d');\n\n context.fillStyle = 'white';\n context.fillRect(0, 0, 10, 10);\n\n return new Texture(new _BaseTexture2.default(canvas));\n}\n\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() {/* empty */};\n tex.on = function _emptyOn() {/* empty */};\n tex.once = function _emptyOnce() {/* empty */};\n tex.emit = function _emptyEmit() {/* empty */};\n}\n\n/**\n * An empty texture, used often to not have to create multiple empty textures.\n * Can not be destroyed.\n *\n * @static\n * @constant\n */\nTexture.EMPTY = new Texture(new _BaseTexture2.default());\nremoveAllHandlers(Texture.EMPTY);\nremoveAllHandlers(Texture.EMPTY.baseTexture);\n\n/**\n * A white texture of 10x10 size, used for graphics and other things\n * Can not be destroyed.\n *\n * @static\n * @constant\n */\nTexture.WHITE = createWhiteTexture();\nremoveAllHandlers(Texture.WHITE);\nremoveAllHandlers(Texture.WHITE.baseTexture);\n//# sourceMappingURL=Texture.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _BaseTexture = require('./BaseTexture');\n\nvar _BaseTexture2 = _interopRequireDefault(_BaseTexture);\n\nvar _VideoBaseTexture = require('./VideoBaseTexture');\n\nvar _VideoBaseTexture2 = _interopRequireDefault(_VideoBaseTexture);\n\nvar _TextureUvs = require('./TextureUvs');\n\nvar _TextureUvs2 = _interopRequireDefault(_TextureUvs);\n\nvar _eventemitter = require('eventemitter3');\n\nvar _eventemitter2 = _interopRequireDefault(_eventemitter);\n\nvar _math = require('../math');\n\nvar _utils = require('../utils');\n\nvar _settings = require('../settings');\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A texture stores the information that represents an image or part of an image. It cannot be added\n * to the display list directly. Instead use it as the texture for a Sprite. If no frame is provided\n * then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.fromImage('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.fromImage('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n *\n * @class\n * @extends EventEmitter\n * @memberof PIXI\n */\nvar Texture = function (_EventEmitter) {\n _inherits(Texture, _EventEmitter);\n\n /**\n * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n * @param {PIXI.Rectangle} [orig] - The area of original texture\n * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture\n * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.GroupD8}\n */\n function Texture(baseTexture, frame, orig, trim, rotate) {\n _classCallCheck(this, Texture);\n\n /**\n * Does this Texture have any frame data assigned to it?\n *\n * @member {boolean}\n */\n var _this = _possibleConstructorReturn(this, _EventEmitter.call(this));\n\n _this.noFrame = false;\n\n if (!frame) {\n _this.noFrame = true;\n frame = new _math.Rectangle(0, 0, 1, 1);\n }\n\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n\n /**\n * The base texture that this texture uses.\n *\n * @member {PIXI.BaseTexture}\n */\n _this.baseTexture = baseTexture;\n\n /**\n * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,\n * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)\n *\n * @member {PIXI.Rectangle}\n */\n _this._frame = frame;\n\n /**\n * This is the trimmed area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n _this.trim = trim;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n _this.valid = false;\n\n /**\n * This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)\n *\n * @member {boolean}\n */\n _this.requiresUpdate = false;\n\n /**\n * The WebGL UV data cache.\n *\n * @member {PIXI.TextureUvs}\n * @private\n */\n _this._uvs = null;\n\n /**\n * This is the area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);\n\n _this._rotate = Number(rotate || 0);\n\n if (rotate === true) {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n _this._rotate = 2;\n } else if (_this._rotate % 2 !== 0) {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n\n if (baseTexture.hasLoaded) {\n if (_this.noFrame) {\n frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height);\n\n // if there is no frame we should monitor for any base texture changes..\n baseTexture.on('update', _this.onBaseTextureUpdated, _this);\n }\n _this.frame = frame;\n } else {\n baseTexture.once('loaded', _this.onBaseTextureLoaded, _this);\n }\n\n /**\n * Fired when the texture is updated. This happens if the frame or the baseTexture is updated.\n *\n * @event PIXI.Texture#update\n * @protected\n * @param {PIXI.Texture} texture - Instance of texture being updated.\n */\n\n _this._updateID = 0;\n\n /**\n * Extra field for extra plugins. May contain clamp settings and some matrices\n * @type {Object}\n */\n _this.transform = null;\n\n /**\n * The ids under which this Texture has been added to the texture cache. This is\n * automatically set as long as Texture.addToCache is used, but may not be set if a\n * Texture is added directly to the TextureCache array.\n *\n * @member {string[]}\n */\n _this.textureCacheIds = [];\n return _this;\n }\n\n /**\n * Updates this texture on the gpu.\n *\n */\n\n\n Texture.prototype.update = function update() {\n this.baseTexture.update();\n };\n\n /**\n * Called when the base texture is loaded\n *\n * @private\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n\n\n Texture.prototype.onBaseTextureLoaded = function onBaseTextureLoaded(baseTexture) {\n this._updateID++;\n\n // TODO this code looks confusing.. boo to abusing getters and setters!\n if (this.noFrame) {\n this.frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height);\n } else {\n this.frame = this._frame;\n }\n\n this.baseTexture.on('update', this.onBaseTextureUpdated, this);\n this.emit('update', this);\n };\n\n /**\n * Called when the base texture is updated\n *\n * @private\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n\n\n Texture.prototype.onBaseTextureUpdated = function onBaseTextureUpdated(baseTexture) {\n this._updateID++;\n\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n\n this.emit('update', this);\n };\n\n /**\n * Destroys this texture\n *\n * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well\n */\n\n\n Texture.prototype.destroy = function destroy(destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (_utils.TextureCache[this.baseTexture.imageUrl]) {\n Texture.removeFromCache(this.baseTexture.imageUrl);\n }\n\n this.baseTexture.destroy();\n }\n\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n this.baseTexture.off('loaded', this.onBaseTextureLoaded, this);\n\n this.baseTexture = null;\n }\n\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n\n this.valid = false;\n\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n };\n\n /**\n * Creates a new texture object that acts the same as this one.\n *\n * @return {PIXI.Texture} The new texture\n */\n\n\n Texture.prototype.clone = function clone() {\n return new Texture(this.baseTexture, this.frame, this.orig, this.trim, this.rotate);\n };\n\n /**\n * Updates the internal WebGL UV cache.\n *\n * @protected\n */\n\n\n Texture.prototype._updateUvs = function _updateUvs() {\n if (!this._uvs) {\n this._uvs = new _TextureUvs2.default();\n }\n\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n\n this._updateID++;\n };\n\n /**\n * Helper function that creates a Texture object from the given image url.\n * If the image is not in the texture cache it will be created and loaded.\n *\n * @static\n * @param {string} imageUrl - The image url of the texture\n * @param {boolean} [crossorigin] - Whether requests should be treated as crossorigin\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with SVG images.\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) {\n var texture = _utils.TextureCache[imageUrl];\n\n if (!texture) {\n texture = new Texture(_BaseTexture2.default.fromImage(imageUrl, crossorigin, scaleMode, sourceScale));\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId\n * The frame ids are created when a Texture packer file has been loaded\n *\n * @static\n * @param {string} frameId - The frame Id of the texture in the cache\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromFrame = function fromFrame(frameId) {\n var texture = _utils.TextureCache[frameId];\n\n if (!texture) {\n throw new Error('The frameId \"' + frameId + '\" does not exist in the texture cache');\n }\n\n return texture;\n };\n\n /**\n * Helper function that creates a new Texture based on the given canvas element.\n *\n * @static\n * @param {HTMLCanvasElement} canvas - The canvas element source of the texture\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {string} [origin='canvas'] - A string origin of who created the base texture\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromCanvas = function fromCanvas(canvas, scaleMode) {\n var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas';\n\n return new Texture(_BaseTexture2.default.fromCanvas(canvas, scaleMode, origin));\n };\n\n /**\n * Helper function that creates a new Texture based on the given video element.\n *\n * @static\n * @param {HTMLVideoElement|string} video - ½Å¨\ùThe URL or actual element of the video\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromVideo = function fromVideo(video, scaleMode) {\n if (typeof video === 'string') {\n return Texture.fromVideoUrl(video, scaleMode);\n }\n\n return new Texture(_VideoBaseTexture2.default.fromVideo(video, scaleMode));\n };\n\n /**\n * Helper function that creates a new Texture based on the video url.\n *\n * @static\n * @param {string} videoUrl - URL of the video\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.fromVideoUrl = function fromVideoUrl(videoUrl, scaleMode) {\n return new Texture(_VideoBaseTexture2.default.fromUrl(videoUrl, scaleMode));\n };\n\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {number|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture}\n * source - Source to create texture from\n * @return {PIXI.Texture} The newly created texture\n */\n\n\n Texture.from = function from(source) {\n // TODO auto detect cross origin..\n // TODO pass in scale mode?\n if (typeof source === 'string') {\n var texture = _utils.TextureCache[source];\n\n if (!texture) {\n // check if its a video..\n var isVideo = source.match(/\\.(mp4|webm|ogg|h264|avi|mov)$/) !== null;\n\n if (isVideo) {\n return Texture.fromVideoUrl(source);\n }\n\n return Texture.fromImage(source);\n }\n\n return texture;\n } else if (source instanceof HTMLImageElement) {\n return new Texture(_BaseTexture2.default.from(source));\n } else if (source instanceof HTMLCanvasElement) {\n return Texture.fromCanvas(source, _settings2.default.SCALE_MODE, 'HTMLCanvasElement');\n } else if (source instanceof HTMLVideoElement) {\n return Texture.fromVideo(source);\n } else if (source instanceof _BaseTexture2.default) {\n return new Texture(source);\n }\n\n // lets assume its a texture!\n return source;\n };\n\n /**\n * Create a texture from a source and add to the cache.\n *\n * @static\n * @param {HTMLImageElement|HTMLCanvasElement} source - The input source.\n * @param {String} imageUrl - File name of texture, for cache and resolving resolution.\n * @param {String} [name] - Human readible name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @return {PIXI.Texture} Output texture\n */\n\n\n Texture.fromLoader = function fromLoader(source, imageUrl, name) {\n var baseTexture = new _BaseTexture2.default(source, undefined, (0, _utils.getResolutionOfUrl)(imageUrl));\n var texture = new Texture(baseTexture);\n\n baseTexture.imageUrl = imageUrl;\n\n // No name, use imageUrl instead\n if (!name) {\n name = imageUrl;\n }\n\n // lets also add the frame to pixi's global cache for fromFrame and fromImage fucntions\n _BaseTexture2.default.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n\n // also add references by url if they are different.\n if (name !== imageUrl) {\n _BaseTexture2.default.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n };\n\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.Texture} texture - The Texture to add to the cache.\n * @param {string} id - The id that the Texture will be stored against.\n */\n\n\n Texture.addToCache = function addToCache(texture, id) {\n if (id) {\n if (texture.textureCacheIds.indexOf(id) === -1) {\n texture.textureCacheIds.push(id);\n }\n\n // @if DEBUG\n /* eslint-disable no-console */\n if (_utils.TextureCache[id]) {\n console.warn('Texture added to the cache with an id [' + id + '] that already had an entry');\n }\n /* eslint-enable no-console */\n // @endif\n\n _utils.TextureCache[id] = texture;\n }\n };\n\n /**\n * Remove a Texture from the global TextureCache.\n *\n * @static\n * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself\n * @return {PIXI.Texture|null} The Texture that was removed\n */\n\n\n Texture.removeFromCache = function removeFromCache(texture) {\n if (typeof texture === 'string') {\n var textureFromCache = _utils.TextureCache[texture];\n\n if (textureFromCache) {\n var index = textureFromCache.textureCacheIds.indexOf(texture);\n\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete _utils.TextureCache[texture];\n\n return textureFromCache;\n }\n } else if (texture && texture.textureCacheIds) {\n for (var i = 0; i < texture.textureCacheIds.length; ++i) {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (_utils.TextureCache[texture.textureCacheIds[i]] === texture) {\n delete _utils.TextureCache[texture.textureCacheIds[i]];\n }\n }\n\n texture.textureCacheIds.length = 0;\n\n return texture;\n }\n\n return null;\n };\n\n /**\n * The frame specifies the region of the base texture that this texture uses.\n *\n * @member {PIXI.Rectangle}\n */\n\n\n _createClass(Texture, [{\n key: 'frame',\n get: function get() {\n return this._frame;\n },\n set: function set(frame) // eslint-disable-line require-jsdoc\n {\n this._frame = frame;\n\n this.noFrame = false;\n\n var x = frame.x,\n y = frame.y,\n width = frame.width,\n height = frame.height;\n\n var xNotFit = x + width > this.baseTexture.width;\n var yNotFit = y + height > this.baseTexture.height;\n\n if (xNotFit || yNotFit) {\n var relationship = xNotFit && yNotFit ? 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{"moduleId":48,"context":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/textures","request":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/textures/BaseTexture.js","userRequest":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/textures/BaseTexture.js","rawRequest":"./textures/BaseTexture","resource":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/textures/BaseTexture.js","loaders":[],"identifier":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/textures/BaseTexture.js","assets":[],"buildTimestamp":1507699843552,"strict":true,"meta":{},"used":true,"usedExports":true,"issuer":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/index.js","rawSource":"'use strict';\n\nexports.__esModule = true;\n\nvar _utils = require('../utils');\n\nvar _settings = require('../settings');\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _eventemitter = require('eventemitter3');\n\nvar _eventemitter2 = _interopRequireDefault(_eventemitter);\n\nvar _determineCrossOrigin = require('../utils/determineCrossOrigin');\n\nvar _determineCrossOrigin2 = _interopRequireDefault(_determineCrossOrigin);\n\nvar _bitTwiddle = require('bit-twiddle');\n\nvar _bitTwiddle2 = _interopRequireDefault(_bitTwiddle);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A texture stores the information that represents an image. All textures have a base texture.\n *\n * @class\n * @extends EventEmitter\n * @memberof PIXI\n */\nvar BaseTexture = function (_EventEmitter) {\n _inherits(BaseTexture, _EventEmitter);\n\n /**\n * @param {HTMLImageElement|HTMLCanvasElement} [source] - the source object of the texture.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture\n */\n function BaseTexture(source, scaleMode, resolution) {\n _classCallCheck(this, BaseTexture);\n\n var _this = _possibleConstructorReturn(this, _EventEmitter.call(this));\n\n _this.uid = (0, _utils.uid)();\n\n _this.touched = 0;\n\n /**\n * The resolution / device pixel ratio of the texture\n *\n * @member {number}\n * @default 1\n */\n _this.resolution = resolution || _settings2.default.RESOLUTION;\n\n /**\n * The width of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n _this.width = 100;\n\n /**\n * The height of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n _this.height = 100;\n\n // TODO docs\n // used to store the actual dimensions of the source\n /**\n * Used to store the actual width of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n _this.realWidth = 100;\n /**\n * Used to store the actual height of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n _this.realHeight = 100;\n\n /**\n * The scale mode to apply when scaling this texture\n *\n * @member {number}\n * @default PIXI.settings.SCALE_MODE\n * @see PIXI.SCALE_MODES\n */\n _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE;\n\n /**\n * Set to true once the base texture has successfully loaded.\n *\n * This is never true if the underlying source fails to load or has no texture data.\n *\n * @readonly\n * @member {boolean}\n */\n _this.hasLoaded = false;\n\n /**\n * Set to true if the source is currently loading.\n *\n * If an Image source is loading the 'loaded' or 'error' event will be\n * dispatched when the operation ends. An underyling source that is\n * immediately-available bypasses loading entirely.\n *\n * @readonly\n * @member {boolean}\n */\n _this.isLoading = false;\n\n /**\n * The image source that is used to create the texture.\n *\n * TODO: Make this a setter that calls loadSource();\n *\n * @readonly\n * @member {HTMLImageElement|HTMLCanvasElement}\n */\n _this.source = null; // set in loadSource, if at all\n\n /**\n * The image source that is used to create the texture. This is used to\n * store the original Svg source when it is replaced with a canvas element.\n *\n * TODO: Currently not in use but could be used when re-scaling svg.\n *\n * @readonly\n * @member {Image}\n */\n _this.origSource = null; // set in loadSvg, if at all\n\n /**\n * Type of image defined in source, eg. `png` or `svg`\n *\n * @readonly\n * @member {string}\n */\n _this.imageType = null; // set in updateImageType\n\n /**\n * Scale for source image. Used with Svg images to scale them before rasterization.\n *\n * @readonly\n * @member {number}\n */\n _this.sourceScale = 1.0;\n\n /**\n * Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)\n * All blend modes, and shaders written for default value. Change it on your own risk.\n *\n * @member {boolean}\n * @default true\n */\n _this.premultipliedAlpha = true;\n\n /**\n * The image url of the texture\n *\n * @member {string}\n */\n _this.imageUrl = null;\n\n /**\n * Whether or not the texture is a power of two, try to use power of two textures as much\n * as you can\n *\n * @private\n * @member {boolean}\n */\n _this.isPowerOfTwo = false;\n\n // used for webGL\n\n /**\n *\n * Set this to true if a mipmap of this texture needs to be generated. This value needs\n * to be set before the texture is used\n * Also the texture must be a power of two size to work\n *\n * @member {boolean}\n * @see PIXI.MIPMAP_TEXTURES\n */\n _this.mipmap = _settings2.default.MIPMAP_TEXTURES;\n\n /**\n *\n * WebGL Texture wrap mode\n *\n * @member {number}\n * @see PIXI.WRAP_MODES\n */\n _this.wrapMode = _settings2.default.WRAP_MODE;\n\n /**\n * A map of renderer IDs to webgl textures\n *\n * @private\n * @member {object}\n */\n _this._glTextures = {};\n\n _this._enabled = 0;\n _this._virtalBoundId = -1;\n\n /**\n * If the object has been destroyed via destroy(). If true, it should not be used.\n *\n * @member {boolean}\n * @private\n * @readonly\n */\n _this._destroyed = false;\n\n /**\n * The ids under which this BaseTexture has been added to the base texture cache. This is\n * automatically set as long as BaseTexture.addToCache is used, but may not be set if a\n * BaseTexture is added directly to the BaseTextureCache array.\n *\n * @member {string[]}\n */\n _this.textureCacheIds = [];\n\n // if no source passed don't try to load\n if (source) {\n _this.loadSource(source);\n }\n\n /**\n * Fired when a not-immediately-available source finishes loading.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when a not-immediately-available source fails to load.\n *\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n\n /**\n * Fired when BaseTexture is destroyed.\n *\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n return _this;\n }\n\n /**\n * Updates the texture on all the webgl renderers, this also assumes the src has changed.\n *\n * @fires PIXI.BaseTexture#update\n */\n\n\n BaseTexture.prototype.update = function update() {\n // Svg size is handled during load\n if (this.imageType !== 'svg') {\n this.realWidth = this.source.naturalWidth || this.source.videoWidth || this.source.width;\n this.realHeight = this.source.naturalHeight || this.source.videoHeight || this.source.height;\n\n this._updateDimensions();\n }\n\n this.emit('update', this);\n };\n\n /**\n * Update dimensions from real values\n */\n\n\n BaseTexture.prototype._updateDimensions = function _updateDimensions() {\n this.width = this.realWidth / this.resolution;\n this.height = this.realHeight / this.resolution;\n\n this.isPowerOfTwo = _bitTwiddle2.default.isPow2(this.realWidth) && _bitTwiddle2.default.isPow2(this.realHeight);\n };\n\n /**\n * Load a source.\n *\n * If the source is not-immediately-available, such as an image that needs to be\n * downloaded, then the 'loaded' or 'error' event will be dispatched in the future\n * and `hasLoaded` will remain false after this call.\n *\n * The logic state after calling `loadSource` directly or indirectly (eg. `fromImage`, `new BaseTexture`) is:\n *\n * if (texture.hasLoaded) {\n * // texture ready for use\n * } else if (texture.isLoading) {\n * // listen to 'loaded' and/or 'error' events on texture\n * } else {\n * // not loading, not going to load UNLESS the source is reloaded\n * // (it may still make sense to listen to the events)\n * }\n *\n * @protected\n * @param {HTMLImageElement|HTMLCanvasElement} source - the source object of the texture.\n */\n\n\n BaseTexture.prototype.loadSource = function loadSource(source) {\n var wasLoading = this.isLoading;\n\n this.hasLoaded = false;\n this.isLoading = false;\n\n if (wasLoading && this.source) {\n this.source.onload = null;\n this.source.onerror = null;\n }\n\n var firstSourceLoaded = !this.source;\n\n this.source = source;\n\n // Apply source if loaded. Otherwise setup appropriate loading monitors.\n if ((source.src && source.complete || source.getContext) && source.width && source.height) {\n this._updateImageType();\n\n if (this.imageType === 'svg') {\n this._loadSvgSource();\n } else {\n this._sourceLoaded();\n }\n\n if (firstSourceLoaded) {\n // send loaded event if previous source was null and we have been passed a pre-loaded IMG element\n this.emit('loaded', this);\n }\n } else if (!source.getContext) {\n // Image fail / not ready\n this.isLoading = true;\n\n var scope = this;\n\n source.onload = function () {\n scope._updateImageType();\n source.onload = null;\n source.onerror = null;\n\n if (!scope.isLoading) {\n return;\n }\n\n scope.isLoading = false;\n scope._sourceLoaded();\n\n if (scope.imageType === 'svg') {\n scope._loadSvgSource();\n\n return;\n }\n\n scope.emit('loaded', scope);\n };\n\n source.onerror = function () {\n source.onload = null;\n source.onerror = null;\n\n if (!scope.isLoading) {\n return;\n }\n\n scope.isLoading = false;\n scope.emit('error', scope);\n };\n\n // Per http://www.w3.org/TR/html5/embedded-content-0.html#the-img-element\n // \"The value of `complete` can thus change while a script is executing.\"\n // So complete needs to be re-checked after the callbacks have been added..\n // NOTE: complete will be true if the image has no src so best to check if the src is set.\n if (source.complete && source.src) {\n // ..and if we're complete now, no need for callbacks\n source.onload = null;\n source.onerror = null;\n\n if (scope.imageType === 'svg') {\n scope._loadSvgSource();\n\n return;\n }\n\n this.isLoading = false;\n\n if (source.width && source.height) {\n this._sourceLoaded();\n\n // If any previous subscribers possible\n if (wasLoading) {\n this.emit('loaded', this);\n }\n }\n // If any previous subscribers possible\n else if (wasLoading) {\n this.emit('error', this);\n }\n }\n }\n };\n\n /**\n * Updates type of the source image.\n */\n\n\n BaseTexture.prototype._updateImageType = function _updateImageType() {\n if (!this.imageUrl) {\n return;\n }\n\n var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl);\n var imageType = void 0;\n\n if (dataUri && dataUri.mediaType === 'image') {\n // Check for subType validity\n var firstSubType = dataUri.subType.split('+')[0];\n\n imageType = (0, _utils.getUrlFileExtension)('.' + firstSubType);\n\n if (!imageType) {\n throw new Error('Invalid image type in data URI.');\n }\n } else {\n imageType = (0, _utils.getUrlFileExtension)(this.imageUrl);\n\n if (!imageType) {\n imageType = 'png';\n }\n }\n\n this.imageType = imageType;\n };\n\n /**\n * Checks if `source` is an SVG image and whether it's loaded via a URL or a data URI. Then calls\n * `_loadSvgSourceUsingDataUri` or `_loadSvgSourceUsingXhr`.\n */\n\n\n BaseTexture.prototype._loadSvgSource = function _loadSvgSource() {\n if (this.imageType !== 'svg') {\n // Do nothing if source is not svg\n return;\n }\n\n var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl);\n\n if (dataUri) {\n this._loadSvgSourceUsingDataUri(dataUri);\n } else {\n // We got an URL, so we need to do an XHR to check the svg size\n this._loadSvgSourceUsingXhr();\n }\n };\n\n /**\n * Reads an SVG string from data URI and then calls `_loadSvgSourceUsingString`.\n *\n * @param {string} dataUri - The data uri to load from.\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingDataUri = function _loadSvgSourceUsingDataUri(dataUri) {\n var svgString = void 0;\n\n if (dataUri.encoding === 'base64') {\n if (!atob) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n svgString = atob(dataUri.data);\n } else {\n svgString = dataUri.data;\n }\n\n this._loadSvgSourceUsingString(svgString);\n };\n\n /**\n * Loads an SVG string from `imageUrl` using XHR and then calls `_loadSvgSourceUsingString`.\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingXhr = function _loadSvgSourceUsingXhr() {\n var _this2 = this;\n\n var svgXhr = new XMLHttpRequest();\n\n // This throws error on IE, so SVG Document can't be used\n // svgXhr.responseType = 'document';\n\n // This is not needed since we load the svg as string (breaks IE too)\n // but overrideMimeType() can be used to force the response to be parsed as XML\n // svgXhr.overrideMimeType('image/svg+xml');\n\n svgXhr.onload = function () {\n if (svgXhr.readyState !== svgXhr.DONE || svgXhr.status !== 200) {\n throw new Error('Failed to load SVG using XHR.');\n }\n\n _this2._loadSvgSourceUsingString(svgXhr.response);\n };\n\n svgXhr.onerror = function () {\n return _this2.emit('error', _this2);\n };\n\n svgXhr.open('GET', this.imageUrl, true);\n svgXhr.send();\n };\n\n /**\n * Loads texture using an SVG string. The original SVG Image is stored as `origSource` and the\n * created canvas is the new `source`. The SVG is scaled using `sourceScale`. Called by\n * `_loadSvgSourceUsingXhr` or `_loadSvgSourceUsingDataUri`.\n *\n * @param {string} svgString SVG source as string\n *\n * @fires PIXI.BaseTexture#loaded\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingString = function _loadSvgSourceUsingString(svgString) {\n var svgSize = (0, _utils.getSvgSize)(svgString);\n\n var svgWidth = svgSize.width;\n var svgHeight = svgSize.height;\n\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n\n // Scale realWidth and realHeight\n this.realWidth = Math.round(svgWidth * this.sourceScale);\n this.realHeight = Math.round(svgHeight * this.sourceScale);\n\n this._updateDimensions();\n\n // Create a canvas element\n var canvas = document.createElement('canvas');\n\n canvas.width = this.realWidth;\n canvas.height = this.realHeight;\n canvas._pixiId = 'canvas_' + (0, _utils.uid)();\n\n // Draw the Svg to the canvas\n canvas.getContext('2d').drawImage(this.source, 0, 0, svgWidth, svgHeight, 0, 0, this.realWidth, this.realHeight);\n\n // Replace the original source image with the canvas\n this.origSource = this.source;\n this.source = canvas;\n\n // Add also the canvas in cache (destroy clears by `imageUrl` and `source._pixiId`)\n BaseTexture.addToCache(this, canvas._pixiId);\n\n this.isLoading = false;\n this._sourceLoaded();\n this.emit('loaded', this);\n };\n\n /**\n * Used internally to update the width, height, and some other tracking vars once\n * a source has successfully loaded.\n *\n * @private\n */\n\n\n BaseTexture.prototype._sourceLoaded = function _sourceLoaded() {\n this.hasLoaded = true;\n this.update();\n };\n\n /**\n * Destroys this base texture\n *\n */\n\n\n BaseTexture.prototype.destroy = function destroy() {\n if (this.imageUrl) {\n delete _utils.TextureCache[this.imageUrl];\n\n this.imageUrl = null;\n\n if (!navigator.isCocoonJS) {\n this.source.src = '';\n }\n }\n\n this.source = null;\n\n this.dispose();\n\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n\n this._destroyed = true;\n };\n\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n\n\n BaseTexture.prototype.dispose = function dispose() {\n this.emit('dispose', this);\n };\n\n /**\n * Changes the source image of the texture.\n * The original source must be an Image element.\n *\n * @param {string} newSrc - the path of the image\n */\n\n\n BaseTexture.prototype.updateSourceImage = function updateSourceImage(newSrc) {\n this.source.src = newSrc;\n\n this.loadSource(this.source);\n };\n\n /**\n * Helper function that creates a base texture from the given image url.\n * If the image is not in the base texture cache it will be created and loaded.\n *\n * @static\n * @param {string} imageUrl - The image url of the texture\n * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images.\n * @return {PIXI.BaseTexture} The new base texture.\n */\n\n\n BaseTexture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) {\n var baseTexture = _utils.BaseTextureCache[imageUrl];\n\n if (!baseTexture) {\n // new Image() breaks tex loading in some versions of Chrome.\n // See https://code.google.com/p/chromium/issues/detail?id=238071\n var image = new Image(); // document.createElement('img');\n\n if (crossorigin === undefined && imageUrl.indexOf('data:') !== 0) {\n image.crossOrigin = (0, _determineCrossOrigin2.default)(imageUrl);\n } else if (crossorigin) {\n image.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n\n baseTexture = new BaseTexture(image, scaleMode);\n baseTexture.imageUrl = imageUrl;\n\n if (sourceScale) {\n baseTexture.sourceScale = sourceScale;\n }\n\n // if there is an @2x at the end of the url we are going to assume its a highres image\n baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl);\n\n image.src = imageUrl; // Setting this triggers load\n\n BaseTexture.addToCache(baseTexture, imageUrl);\n }\n\n return baseTexture;\n };\n\n /**\n * Helper function that creates a base texture from the given canvas element.\n *\n * @static\n * @param {HTMLCanvasElement} canvas - The canvas element source of the texture\n * @param {number} scaleMode - See {@link PIXI.SCALE_MODES} for possible values\n * @param {string} [origin='canvas'] - A string origin of who created the base texture\n * @return {PIXI.BaseTexture} The new base texture.\n */\n\n\n BaseTexture.fromCanvas = function fromCanvas(canvas, scaleMode) {\n var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas';\n\n if (!canvas._pixiId) {\n canvas._pixiId = origin + '_' + (0, _utils.uid)();\n }\n\n var baseTexture = _utils.BaseTextureCache[canvas._pixiId];\n\n if (!baseTextuVÌPùre) {\n baseTexture = new BaseTexture(canvas, scaleMode);\n BaseTexture.addToCache(baseTexture, canvas._pixiId);\n }\n\n return baseTexture;\n };\n\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element.\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement} source - The source to create base texture from.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images.\n * @return {PIXI.BaseTexture} The new base texture.\n */\n\n\n BaseTexture.from = function from(source, scaleMode, sourceScale) {\n if (typeof source === 'string') {\n return BaseTexture.fromImage(source, undefined, scaleMode, sourceScale);\n } else if (source instanceof HTMLImageElement) {\n var imageUrl = source.src;\n var baseTexture = _utils.BaseTextureCache[imageUrl];\n\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, scaleMode);\n baseTexture.imageUrl = imageUrl;\n\n if (sourceScale) {\n baseTexture.sourceScale = sourceScale;\n }\n\n // if there is an @2x at the end of the url we are going to assume its a highres image\n baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl);\n\n BaseTexture.addToCache(baseTexture, imageUrl);\n }\n\n return baseTexture;\n } else if (source instanceof HTMLCanvasElement) {\n return BaseTexture.fromCanvas(source, scaleMode);\n }\n\n // lets assume its a base texture!\n return source;\n };\n\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n\n\n BaseTexture.addToCache = function addToCache(baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n\n // @if DEBUG\n /* eslint-disable no-console */\n if (_utils.BaseTextureCache[id]) {\n console.warn('BaseTexture added to the cache with an id [' + id + '] that already had an entry');\n }\n /* eslint-enable no-console */\n // @endif\n\n _utils.BaseTextureCache[id] = baseTexture;\n }\n };\n\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n *\n * @static\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @return {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n\n\n BaseTexture.removeFromCache = function removeFromCache(baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = _utils.BaseTextureCache[baseTexture];\n\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete _utils.BaseTextureCache[baseTexture];\n\n return baseTextureFromCache;\n }\n } else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete _utils.BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n\n baseTexture.textureCacheIds.length = 0;\n\n return baseTexture;\n }\n\n return null;\n };\n\n return BaseTexture;\n}(_eventemitter2.default);\n\nexports.default = BaseTexture;\n//# sourceMappingURL=BaseTexture.js.map","source":"\n\nexports.__esModule = true;\n\nvar _utils = __webpack_require__(3);\n\nvar _settings = __webpack_require__(6);\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _eventemitter = __webpack_require__(30);\n\nvar _eventemitter2 = _interopRequireDefault(_eventemitter);\n\nvar _determineCrossOrigin = __webpack_require__(557);\n\nvar _determineCrossOrigin2 = _interopRequireDefault(_determineCrossOrigin);\n\nvar _bitTwiddle = __webpack_require__(87);\n\nvar _bitTwiddle2 = _interopRequireDefault(_bitTwiddle);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A texture stores the information that represents an image. All textures have a base texture.\n *\n * @class\n * @extends EventEmitter\n * @memberof PIXI\n */\nvar BaseTexture = function (_EventEmitter) {\n _inherits(BaseTexture, _EventEmitter);\n\n /**\n * @param {HTMLImageElement|HTMLCanvasElement} [source] - the source object of the texture.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture\n */\n function BaseTexture(source, scaleMode, resolution) {\n _classCallCheck(this, BaseTexture);\n\n var _this = _possibleConstructorReturn(this, _EventEmitter.call(this));\n\n _this.uid = (0, _utils.uid)();\n\n _this.touched = 0;\n\n /**\n * The resolution / device pixel ratio of the texture\n *\n * @member {number}\n * @default 1\n */\n _this.resolution = resolution || _settings2.default.RESOLUTION;\n\n /**\n * The width of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n _this.width = 100;\n\n /**\n * The height of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n _this.height = 100;\n\n // TODO docs\n // used to store the actual dimensions of the source\n /**\n * Used to store the actual width of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n _this.realWidth = 100;\n /**\n * Used to store the actual height of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n _this.realHeight = 100;\n\n /**\n * The scale mode to apply when scaling this texture\n *\n * @member {number}\n * @default PIXI.settings.SCALE_MODE\n * @see PIXI.SCALE_MODES\n */\n _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE;\n\n /**\n * Set to true once the base texture has successfully loaded.\n *\n * This is never true if the underlying source fails to load or has no texture data.\n *\n * @readonly\n * @member {boolean}\n */\n _this.hasLoaded = false;\n\n /**\n * Set to true if the source is currently loading.\n *\n * If an Image source is loading the 'loaded' or 'error' event will be\n * dispatched when the operation ends. An underyling source that is\n * immediately-available bypasses loading entirely.\n *\n * @readonly\n * @member {boolean}\n */\n _this.isLoading = false;\n\n /**\n * The image source that is used to create the texture.\n *\n * TODO: Make this a setter that calls loadSource();\n *\n * @readonly\n * @member {HTMLImageElement|HTMLCanvasElement}\n */\n _this.source = null; // set in loadSource, if at all\n\n /**\n * The image source that is used to create the texture. This is used to\n * store the original Svg source when it is replaced with a canvas element.\n *\n * TODO: Currently not in use but could be used when re-scaling svg.\n *\n * @readonly\n * @member {Image}\n */\n _this.origSource = null; // set in loadSvg, if at all\n\n /**\n * Type of image defined in source, eg. `png` or `svg`\n *\n * @readonly\n * @member {string}\n */\n _this.imageType = null; // set in updateImageType\n\n /**\n * Scale for source image. Used with Svg images to scale them before rasterization.\n *\n * @readonly\n * @member {number}\n */\n _this.sourceScale = 1.0;\n\n /**\n * Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)\n * All blend modes, and shaders written for default value. Change it on your own risk.\n *\n * @member {boolean}\n * @default true\n */\n _this.premultipliedAlpha = true;\n\n /**\n * The image url of the texture\n *\n * @member {string}\n */\n _this.imageUrl = null;\n\n /**\n * Whether or not the texture is a power of two, try to use power of two textures as much\n * as you can\n *\n * @private\n * @member {boolean}\n */\n _this.isPowerOfTwo = false;\n\n // used for webGL\n\n /**\n *\n * Set this to true if a mipmap of this texture needs to be generated. This value needs\n * to be set before the texture is used\n * Also the texture must be a power of two size to work\n *\n * @member {boolean}\n * @see PIXI.MIPMAP_TEXTURES\n */\n _this.mipmap = _settings2.default.MIPMAP_TEXTURES;\n\n /**\n *\n * WebGL Texture wrap mode\n *\n * @member {number}\n * @see PIXI.WRAP_MODES\n */\n _this.wrapMode = _settings2.default.WRAP_MODE;\n\n /**\n * A map of renderer IDs to webgl textures\n *\n * @private\n * @member {object}\n */\n _this._glTextures = {};\n\n _this._enabled = 0;\n _this._virtalBoundId = -1;\n\n /**\n * If the object has been destroyed via destroy(). If true, it should not be used.\n *\n * @member {boolean}\n * @private\n * @readonly\n */\n _this._destroyed = false;\n\n /**\n * The ids under which this BaseTexture has been added to the base texture cache. This is\n * automatically set as long as BaseTexture.addToCache is used, but may not be set if a\n * BaseTexture is added directly to the BaseTextureCache array.\n *\n * @member {string[]}\n */\n _this.textureCacheIds = [];\n\n // if no source passed don't try to load\n if (source) {\n _this.loadSource(source);\n }\n\n /**\n * Fired when a not-immediately-available source finishes loading.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when a not-immediately-available source fails to load.\n *\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n\n /**\n * Fired when BaseTexture is destroyed.\n *\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n return _this;\n }\n\n /**\n * Updates the texture on all the webgl renderers, this also assumes the src has changed.\n *\n * @fires PIXI.BaseTexture#update\n */\n\n\n BaseTexture.prototype.update = function update() {\n // Svg size is handled during load\n if (this.imageType !== 'svg') {\n this.realWidth = this.source.naturalWidth || this.source.videoWidth || this.source.width;\n this.realHeight = this.source.naturalHeight || this.source.videoHeight || this.source.height;\n\n this._updateDimensions();\n }\n\n this.emit('update', this);\n };\n\n /**\n * Update dimensions from real values\n */\n\n\n BaseTexture.prototype._updateDimensions = function _updateDimensions() {\n this.width = this.realWidth / this.resolution;\n this.height = this.realHeight / this.resolution;\n\n this.isPowerOfTwo = _bitTwiddle2.default.isPow2(this.realWidth) && _bitTwiddle2.default.isPow2(this.realHeight);\n };\n\n /**\n * Load a source.\n *\n * If the source is not-immediately-available, such as an image that needs to be\n * downloaded, then the 'loaded' or 'error' event will be dispatched in the future\n * and `hasLoaded` will remain false after this call.\n *\n * The logic state after calling `loadSource` directly or indirectly (eg. `fromImage`, `new BaseTexture`) is:\n *\n * if (texture.hasLoaded) {\n * // texture ready for use\n * } else if (texture.isLoading) {\n * // listen to 'loaded' and/or 'error' events on texture\n * } else {\n * // not loading, not going to load UNLESS the source is reloaded\n * // (it may still make sense to listen to the events)\n * }\n *\n * @protected\n * @param {HTMLImageElement|HTMLCanvasElement} source - the source object of the texture.\n */\n\n\n BaseTexture.prototype.loadSource = function loadSource(source) {\n var wasLoading = this.isLoading;\n\n this.hasLoaded = false;\n this.isLoading = false;\n\n if (wasLoading && this.source) {\n this.source.onload = null;\n this.source.onerror = null;\n }\n\n var firstSourceLoaded = !this.source;\n\n this.source = source;\n\n // Apply source if loaded. Otherwise setup appropriate loading monitors.\n if ((source.src && source.complete || source.getContext) && source.width && source.height) {\n this._updateImageType();\n\n if (this.imageType === 'svg') {\n this._loadSvgSource();\n } else {\n this._sourceLoaded();\n }\n\n if (firstSourceLoaded) {\n // send loaded event if previous source was null and we have been passed a pre-loaded IMG element\n this.emit('loaded', this);\n }\n } else if (!source.getContext) {\n // Image fail / not ready\n this.isLoading = true;\n\n var scope = this;\n\n source.onload = function () {\n scope._updateImageType();\n source.onload = null;\n source.onerror = null;\n\n if (!scope.isLoading) {\n return;\n }\n\n scope.isLoading = false;\n scope._sourceLoaded();\n\n if (scope.imageType === 'svg') {\n scope._loadSvgSource();\n\n return;\n }\n\n scope.emit('loaded', scope);\n };\n\n source.onerror = function () {\n source.onload = null;\n source.onerror = null;\n\n if (!scope.isLoading) {\n return;\n }\n\n scope.isLoading = false;\n scope.emit('error', scope);\n };\n\n // Per http://www.w3.org/TR/html5/embedded-content-0.html#the-img-element\n // \"The value of `complete` can thus change while a script is executing.\"\n // So complete needs to be re-checked after the callbacks have been added..\n // NOTE: complete will be true if the image has no src so best to check if the src is set.\n if (source.complete && source.src) {\n // ..and if we're complete now, no need for callbacks\n source.onload = null;\n source.onerror = null;\n\n if (scope.imageType === 'svg') {\n scope._loadSvgSource();\n\n return;\n }\n\n this.isLoading = false;\n\n if (source.width && source.height) {\n this._sourceLoaded();\n\n // If any previous subscribers possible\n if (wasLoading) {\n this.emit('loaded', this);\n }\n }\n // If any previous subscribers possible\n else if (wasLoading) {\n this.emit('error', this);\n }\n }\n }\n };\n\n /**\n * Updates type of the source image.\n */\n\n\n BaseTexture.prototype._updateImageType = function _updateImageType() {\n if (!this.imageUrl) {\n return;\n }\n\n var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl);\n var imageType = void 0;\n\n if (dataUri && dataUri.mediaType === 'image') {\n // Check for subType validity\n var firstSubType = dataUri.subType.split('+')[0];\n\n imageType = (0, _utils.getUrlFileExtension)('.' + firstSubType);\n\n if (!imageType) {\n throw new Error('Invalid image type in data URI.');\n }\n } else {\n imageType = (0, _utils.getUrlFileExtension)(this.imageUrl);\n\n if (!imageType) {\n imageType = 'png';\n }\n }\n\n this.imageType = imageType;\n };\n\n /**\n * Checks if `source` is an SVG image and whether it's loaded via a URL or a data URI. Then calls\n * `_loadSvgSourceUsingDataUri` or `_loadSvgSourceUsingXhr`.\n */\n\n\n BaseTexture.prototype._loadSvgSource = function _loadSvgSource() {\n if (this.imageType !== 'svg') {\n // Do nothing if source is not svg\n return;\n }\n\n var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl);\n\n if (dataUri) {\n this._loadSvgSourceUsingDataUri(dataUri);\n } else {\n // We got an URL, so we need to do an XHR to check the svg size\n this._loadSvgSourceUsingXhr();\n }\n };\n\n /**\n * Reads an SVG string from data URI and then calls `_loadSvgSourceUsingString`.\n *\n * @param {string} dataUri - The data uri to load from.\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingDataUri = function _loadSvgSourceUsingDataUri(dataUri) {\n var svgString = void 0;\n\n if (dataUri.encoding === 'base64') {\n if (!atob) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n svgString = atob(dataUri.data);\n } else {\n svgString = dataUri.data;\n }\n\n this._loadSvgSourceUsingString(svgString);\n };\n\n /**\n * Loads an SVG string from `imageUrl` using XHR and then calls `_loadSvgSourceUsingString`.\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingXhr = function _loadSvgSourceUsingXhr() {\n var _this2 = this;\n\n var svgXhr = new XMLHttpRequest();\n\n // This throws error on IE, so SVG Document can't be used\n // svgXhr.responseType = 'document';\n\n // This is not needed since we load the svg as string (breaks IE too)\n // but overrideMimeType() can be used to force the response to be parsed as XML\n // svgXhr.overrideMimeType('image/svg+xml');\n\n svgXhr.onload = function () {\n if (svgXhr.readyState !== svgXhr.DONE || svgXhr.status !== 200) {\n throw new Error('Failed to load SVG using XHR.');\n }\n\n _this2._loadSvgSourceUsingString(svgXhr.response);\n };\n\n svgXhr.onerror = function () {\n return _this2.emit('error', _this2);\n };\n\n svgXhr.open('GET', this.imageUrl, true);\n svgXhr.send();\n };\n\n /**\n * Loads texture using an SVG string. The original SVG Image is stored as `origSource` and the\n * created canvas is the new `source`. The SVG is scaled using `sourceScale`. Called by\n * `_loadSvgSourceUsingXhr` or `_loadSvgSourceUsingDataUri`.\n *\n * @param {string} svgString SVG source as string\n *\n * @fires PIXI.BaseTexture#loaded\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingString = function _loadSvgSourceUsingString(svgString) {\n var svgSize = (0, _utils.getSvgSize)(svgString);\n\n var svgWidth = svgSize.width;\n var svgHeight = svgSize.height;\n\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n\n // Scale realWidth and realHeight\n this.realWidth = Math.round(svgWidth * this.sourceScale);\n this.realHeight = Math.round(svgHeight * this.sourceScale);\n\n this._updateDimensions();\n\n // Create a canvas element\n var canvas = document.createElement('canvas');\n\n canvas.width = this.realWidth;\n canvas.height = this.realHeight;\n canvas._pixiId = 'canvas_' + (0, _utils.uid)();\n\n // Draw the Svg to the canvas\n canvas.getContext('2d').drawImage(this.source, 0, 0, svgWidth, svgHeight, 0, 0, this.realWidth, this.realHeight);\n\n // Replace the original source image with the canvas\n this.origSource = this.source;\n this.source = canvas;\n\n // Add also the canvas in cache (destroy clears by `imageUrl` and `source._pixiId`)\n BaseTexture.addToCache(this, canvas._pixiId);\n\n this.isLoading = false;\n this._sourceLoaded();\n this.emit('loaded', this);\n };\n\n /**\n * Used internally to update the width, height, and some other tracking vars once\n * a source has successfully loaded.\n *\n * @private\n */\n\n\n BaseTexture.prototype._sourceLoaded = function _sourceLoaded() {\n this.hasLoaded = true;\n this.update();\n };\n\n /**\n * Destroys this base texture\n *\n */\n\n\n BaseTexture.prototype.destroy = function destroy() {\n if (this.imageUrl) {\n delete _utils.TextureCache[this.imageUrl];\n\n this.imageUrl = null;\n\n if (!navigator.isCocoonJS) {\n this.source.src = '';\n }\n }\n\n this.source = null;\n\n this.dispose();\n\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n\n this._destroyed = true;\n };\n\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n\n\n BaseTexture.prototype.dispose = function dispose() {\n this.emit('dispose', this);\n };\n\n /**\n * Changes the source image of the texture.\n * The original source must be an Image element.\n *\n * @param {string} newSrc - the path of the image\n */\n\n\n BaseTexture.prototype.updateSourceImage = function updateSourceImage(newSrc) {\n this.source.src = newSrc;\n\n this.loadSource(this.source);\n };\n\n /**\n * Helper function that creates a base texture from the given image url.\n * If the image is not in the base texture cache it will be created and loaded.\n *\n * @static\n * @param {string} imageUrl - The image url of the texture\n * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images.\n * @return {PIXI.BaseTexture} The new base texture.\n */\n\n\n BaseTexture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) {\n var baseTexture = _utils.BaseTextureCache[imageUrl];\n\n if (!baseTexture) {\n // new Image() breaks tex loading in some versions of Chrome.\n // See https://code.google.com/p/chromium/issues/detail?id=238071\n var image = new Image(); // document.createElement('img');\n\n if (crossorigin === undefined && imageUrl.indexOf('data:') !== 0) {\n image.crossOrigin = (0, _determineCrossOrigin2.default)(imageUrl);\n } else if (crossorigin) {\n image.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n\n baseTexture = new BaseTexture(image, scaleMode);\n baseTexture.imageUrl = imageUrl;\n\n if (sourceScale) {\n baseTexture.sourceScale = sourceScale;\n }\n\n // if there is an @2x at the end of the url we are going to assume its a highres image\n baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl);\n\n image.src = imageUrl; // Setting this triggers load\n\n BaseTexture.addToCache(baseTexture, imageUrl);\n }\n\n return baseTexture;\n };\n\n /**\n * Helper function that creates a base texture from the given canvas element.\n *\n * @static\n * @param {HTMLCanvasElement} canvas - The canvas element source of the texture\n * @param {number} scaleMode - See {@link PIXI.SCALE_MODES} for possible values\n * @param {string} [origin='canvas'] - A string origin of who created the base texture\n * @return {PIXI.BaseTexture} The new base texture.\n */\n\n\n BaseTexture.fromCanvas = function fromCanvas(canvas, scaleMode) {\n var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas';\n\n if (!canvas._pixiId) {\n canvas._pixiId = origin + '_' + (0, _utils.uid)();\n }\n\n var baseTexture = _utils.BaseTextureCache[canvas._pixiId];\n\n if (!baseTexture) {\n baseTexture = new BaseTexture(canvas, scaleMode);\n BaseTexture.addToCache(baseTexture, canvas._pixiId);\n }\n\n return baseTexture;\n };\n\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element.\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement} source - The source to create base texture from.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images.\n * @return {PIXI.BaseTexture} The new base texture.\n */\n\n\n BaseTexture.from = function from(source, scaleMode, sourceScale) {\n if (typeof source === 'string') {\n return BaseTexture.fromImage(source, undefined, scaleMode, sourceScale);\n } else if (source instanceof HTMLImageElement) {\n var imageUrl = source.src;\n var baseTexture = _utils.BaseTextureCache[imageUrl];\n\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, scaleMode);\n baseTexture.imageUrl = imageUrl;\n\n if (sourceScale) {\n baseTexture.sourceScale = sourceScale;\n }\n\n // if there is an @2x at the end of the url we are going to assume its a highres image\n baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl);\n\n BaseTexture.addToCache(baseTexture, imageUrl);\n }\n\n return baseTexture;\n } else if (source instanceof HTMLCanvasElement) {\n return BaseTexture.fromCanvas(source, scaleMode);\n }\n\n // lets assume its a base texture!\n return source;\n };\n\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n\n\n BaseTexture.addToCache = function addToCache(baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n\n // @if DEBUG\n /* eslint-disable no-console */\n if (_utils.BaseTextureCache[id]) {\n console.warn('BaseTexture added to the cache with an id [' + id + '] that already had an entry');\n }\n /* eslint-enable no-console */\n // @endif\n\n _utils.BaseTextureCache[id] = baseTexture;\n }\n };\n\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n *\n * @static\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @return {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n\n\n BaseTexture.removeFromCache = function removeFromCache(baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = _utils.BaseTextureCache[baseTexture];\n\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete _utils.BaseTextureCache[baseTexture];\n\n return baseTextureFromCache;\n }\n } else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete _utils.BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n\n baseTexture.textureCacheIds.length = 0;\n\n return baseTexture;\n }\n\n return null;\n };\n\n return BaseTexture;\n}(_eventemitter2.default);\n\nexports.default = BaseTexture;\n//# 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strict';\n\nexports.__esModule = true;\n\nvar _utils = require('../utils');\n\nvar _settings = require('../settings');\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _eventemitter = require('eventemitter3');\n\nvar _eventemitter2 = _interopRequireDefault(_eventemitter);\n\nvar _determineCrossOrigin = require('../utils/determineCrossOrigin');\n\nvar _determineCrossOrigin2 = _interopRequireDefault(_determineCrossOrigin);\n\nvar _bitTwiddle = require('bit-twiddle');\n\nvar _bitTwiddle2 = _interopRequireDefault(_bitTwiddle);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A texture stores the information that represents an image. All textures have a base texture.\n *\n * @class\n * @extends EventEmitter\n * @memberof PIXI\n */\nvar BaseTexture = function (_EventEmitter) {\n _inherits(BaseTexture, _EventEmitter);\n\n /**\n * @param {HTMLImageElement|HTMLCanvasElement} [source] - the source object of the texture.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture\n */\n function BaseTexture(source, scaleMode, resolution) {\n _classCallCheck(this, BaseTexture);\n\n var _this = _possibleConstructorReturn(this, _EventEmitter.call(this));\n\n _this.uid = (0, _utils.uid)();\n\n _this.touched = 0;\n\n /**\n * The resolution / device pixel ratio of the texture\n *\n * @member {number}\n * @default 1\n */\n _this.resolution = resolution || _settings2.default.RESOLUTION;\n\n /**\n * The width of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n _this.width = 100;\n\n /**\n * The height of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n _this.height = 100;\n\n // TODO docs\n // used to store the actual dimensions of the source\n /**\n * Used to store the actual width of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n _this.realWidth = 100;\n /**\n * Used to store the actual height of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n _this.realHeight = 100;\n\n /**\n * The scale mode to apply when scaling this texture\n *\n * @member {number}\n * @default PIXI.settings.SCALE_MODE\n * @see PIXI.SCALE_MODES\n */\n _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE;\n\n /**\n * Set to true once the base texture has successfully loaded.\n *\n * This is never true if the underlying source fails to load or has no texture data.\n *\n * @readonly\n * @member {boolean}\n */\n _this.hasLoaded = false;\n\n /**\n * Set to true if the source is currently loading.\n *\n * If an Image source is loading the 'loaded' or 'error' event will be\n * dispatched when the operation ends. An underyling source that is\n * immediately-available bypasses loading entirely.\n *\n * @readonly\n * @member {boolean}\n */\n _this.isLoading = false;\n\n /**\n * The image source that is used to create the texture.\n *\n * TODO: Make this a setter that calls loadSource();\n *\n * @readonly\n * @member {HTMLImageElement|HTMLCanvasElement}\n */\n _this.source = null; // set in loadSource, if at all\n\n /**\n * The image source that is used to create the texture. This is used to\n * store the original Svg source when it is replaced with a canvas element.\n *\n * TODO: Currently not in use but could be used when re-scaling svg.\n *\n * @readonly\n * @member {Image}\n */\n _this.origSource = null; // set in loadSvg, if at all\n\n /**\n * Type of image defined in source, eg. `png` or `svg`\n *\n * @readonly\n * @member {string}\n */\n _this.imageType = null; // set in updateImageType\n\n /**\n * Scale for source image. Used with Svg images to scale them before rasterization.\n *\n * @readonly\n * @member {number}\n */\n _this.sourceScale = 1.0;\n\n /**\n * Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)\n * All blend modes, and shaders written for default value. Change it on your own risk.\n *\n * @member {boolean}\n * @default true\n */\n _this.premultipliedAlpha = true;\n\n /**\n * The image url of the texture\n *\n * @member {string}\n */\n _this.imageUrl = null;\n\n /**\n * Whether or not the texture is a power of two, try to use power of two textures as much\n * as you can\n *\n * @private\n * @member {boolean}\n */\n _this.isPowerOfTwo = false;\n\n // used for webGL\n\n /**\n *\n * Set this to true if a mipmap of this texture needs to be generated. This value needs\n * to be set before the texture is used\n * Also the texture must be a power of two size to work\n *\n * @member {boolean}\n * @see PIXI.MIPMAP_TEXTURES\n */\n _this.mipmap = _settings2.default.MIPMAP_TEXTURES;\n\n /**\n *\n * WebGL Texture wrap mode\n *\n * @member {number}\n * @see PIXI.WRAP_MODES\n */\n _this.wrapMode = _settings2.default.WRAP_MODE;\n\n /**\n * A map of renderer IDs to webgl textures\n *\n * @private\n * @member {object}\n */\n _this._glTextures = {};\n\n _this._enabled = 0;\n _this._virtalBoundId = -1;\n\n /**\n * If the object has been destroyed via destroy(). If true, it should not be used.\n *\n * @member {boolean}\n * @private\n * @readonly\n */\n _this._destroyed = false;\n\n /**\n * The ids under which this BaseTexture has been added to the base texture cache. This is\n * automatically set as long as BaseTexture.addToCache is used, but may not be set if a\n * BaseTexture is added directly to the BaseTextureCache array.\n *\n * @member {string[]}\n */\n _this.textureCacheIds = [];\n\n // if no source passed don't try to load\n if (source) {\n _this.loadSource(source);\n }\n\n /**\n * Fired when a not-immediately-available source finishes loading.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when a not-immediately-available source fails to load.\n *\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n\n /**\n * Fired when BaseTexture is destroyed.\n *\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n return _this;\n }\n\n /**\n * Updates the texture on all the webgl renderers, this also assumes the src has changed.\n *\n * @fires PIXI.BaseTexture#update\n */\n\n\n BaseTexture.prototype.update = function update() {\n // Svg size is handled during load\n if (this.imageType !== 'svg') {\n this.realWidth = this.source.naturalWidth || this.source.videoWidth || this.source.width;\n this.realHeight = this.source.naturalHeight || this.source.videoHeight || this.source.height;\n\n this._updateDimensions();\n }\n\n this.emit('update', this);\n };\n\n /**\n * Update dimensions from real values\n */\n\n\n BaseTexture.prototype._updateDimensions = function _updateDimensions() {\n this.width = this.realWidth / this.resolution;\n this.height = this.realHeight / this.resolution;\n\n this.isPowerOfTwo = _bitTwiddle2.default.isPow2(this.realWidth) && _bitTwiddle2.default.isPow2(this.realHeight);\n };\n\n /**\n * Load a source.\n *\n * If the source is not-immediately-available, such as an image that needs to be\n * downloaded, then the 'loaded' or 'error' event will be dispatched in the future\n * and `hasLoaded` will remain false after this call.\n *\n * The logic state after calling `loadSource` directly or indirectly (eg. `fromImage`, `new BaseTexture`) is:\n *\n * if (texture.hasLoaded) {\n * // texture ready for use\n * } else if (texture.isLoading) {\n * // listen to 'loaded' and/or 'error' events on texture\n * } else {\n * // not loading, not going to load UNLESS the source is reloaded\n * // (it may still make sense to listen to the events)\n * }\n *\n * @protected\n * @param {HTMLImageElement|HTMLCanvasElement} source - the source object of the texture.\n */\n\n\n BaseTexture.prototype.loadSource = function loadSource(source) {\n var wasLoading = this.isLoading;\n\n this.hasLoaded = false;\n this.isLoading = false;\n\n if (wasLoading && this.source) {\n this.source.onload = null;\n this.source.onerror = null;\n }\n\n var firstSourceLoaded = !this.source;\n\n this.source = source;\n\n // Apply source if loaded. Otherwise setup appropriate loading monitors.\n if ((source.src && source.complete || source.getContext) && source.width && source.height) {\n this._updateImageType();\n\n if (this.imageType === 'svg') {\n this._loadSvgSource();\n } else {\n this._sourceLoaded();\n }\n\n if (firstSourceLoaded) {\n // send loaded event if previous source was null and we have been passed a pre-loaded IMG element\n this.emit('loaded', this);\n }\n } else if (!source.getContext) {\n // Image fail / not ready\n this.isLoading = true;\n\n var scope = this;\n\n source.onload = function () {\n scope._updateImageType();\n source.onload = null;\n source.onerror = null;\n\n if (!scope.isLoading) {\n return;\n }\n\n scope.isLoading = false;\n scope._sourceLoaded();\n\n if (scope.imageType === 'svg') {\n scope._loadSvgSource();\n\n return;\n }\n\n scope.emit('loaded', scope);\n };\n\n source.onerror = function () {\n source.onload = null;\n source.onerror = null;\n\n if (!scope.isLoading) {\n return;\n }\n\n scope.isLoading = false;\n scope.emit('error', scope);\n };\n\n // Per http://www.w3.org/TR/html5/embedded-content-0.html#the-img-element\n // \"The value of `complete` can thus change while a script is executing.\"\n // So complete needs to be re-checked after the callbacks have been added..\n // NOTE: complete will be true if the image has no src so best to check if the src is set.\n if (source.complete && source.src) {\n // ..and if we're complete now, no need for callbacks\n source.onload = null;\n source.onerror = null;\n\n if (scope.imageType === 'svg') {\n scope._loadSvgSource();\n\n return;\n }\n\n this.isLoading = false;\n\n if (source.width && source.height) {\n this._sourceLoaded();\n\n // If any previous subscribers possible\n if (wasLoading) {\n this.emit('loaded', this);\n }\n }\n // If any previous subscribers possible\n else if (wasLoading) {\n this.emit('error', this);\n }\n }\n }\n };\n\n /**\n * Updates type of the source image.\n */\n\n\n BaseTexture.prototype._updateImageType = function _updateImageType() {\n if (!this.imageUrl) {\n return;\n }\n\n var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl);\n var imageType = void 0;\n\n if (dataUri && dataUri.mediaType === 'image') {\n // Check for subType validity\n var firstSubType = dataUri.subType.split('+')[0];\n\n imageType = (0, _utils.getUrlFileExtension)('.' + firstSubType);\n\n if (!imageType) {\n throw new Error('Invalid image type in data URI.');\n }\n } else {\n imageType = (0, _utils.getUrlFileExtension)(this.imageUrl);\n\n if (!imageType) {\n imageType = 'png';\n }\n }\n\n this.imageType = imageType;\n };\n\n /**\n * Checks if `source` is an SVG image and whether it's loaded via a URL or a data URI. Then calls\n * `_loadSvgSourceUsingDataUri` or `_loadSvgSourceUsingXhr`.\n */\n\n\n BaseTexture.prototype._loadSvgSource = function _loadSvgSource() {\n if (this.imageType !== 'svg') {\n // Do nothing if source is not svg\n return;\n }\n\n var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl);\n\n if (dataUri) {\n this._loadSvgSourceUsingDataUri(dataUri);\n } else {\n // We got an URL, so we need to do an XHR to check the svg size\n this._loadSvgSourceUsingXhr();\n }\n };\n\n /**\n * Reads an SVG string from data URI and then calls `_loadSvgSourceUsingString`.\n *\n * @param {string} dataUri - The data uri to load from.\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingDataUri = function _loadSvgSourceUsingDataUri(dataUri) {\n var svgString = void 0;\n\n if (dataUri.encoding === 'base64') {\n if (!atob) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n svgString = atob(dataUri.data);\n } else {\n svgString = dataUri.data;\n }\n\n this._loadSvgSourceUsingString(svgString);\n };\n\n /**\n * Loads an SVG string from `imageUrl` using XHR and then calls `_loadSvgSourceUsingString`.\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingXhr = function _loadSvgSourceUsingXhr() {\n var _this2 = this;\n\n var svgXhr = new XMLHttpRequest();\n\n // This throws error on IE, so SVG Document can't be used\n // svgXhr.responseType = 'document';\n\n // This is not needed since we load the svg as string (breaks IE too)\n // but overrideMimeType() can be used to force the response to be parsed as XML\n // svgXhr.overrideMimeType('image/svg+xml');\n\n svgXhr.onload = function () {\n if (svgXhr.readyState !== svgXhr.DONE || svgXhr.status !== 200) {\n throw new Error('Failed to load SVG using XHR.');\n }\n\n _this2._loadSvgSourceUsingString(svgXhr.response);\n };\n\n svgXhr.onerror = function () {\n return _this2.emit('error', _this2);\n };\n\n svgXhr.open('GET', this.imageUrl, true);\n svgXhr.send();\n };\n\n /**\n * Loads texture using an SVG string. The original SVG Image is stored as `origSource` and the\n * created canvas is the new `source`. The SVG is scaled using `sourceScale`. Called by\n * `_loadSvgSourceUsingXhr` or `_loadSvgSourceUsingDataUri`.\n *\n * @param {string} svgString SVG source as string\n *\n * @fires PIXI.BaseTexture#loaded\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingString = function _loadSvgSourceUsingString(svgString) {\n var svgSize = (0, _utils.getSvgSize)(svgString);\n\n var svgWidth = svgSize.width;\n var svgHeight = svgSize.height;\n\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n\n // Scale realWidth and realHeight\n this.realWidth = Math.round(svgWidth * this.sourceScale);\n this.realHeight = Math.round(svgHeight * this.sourceScale);\n\n this._updateDimensions();\n\n // Create a canvas element\n var canvas = document.createElement('canvas');\n\n canvas.width = this.realWidth;\n canvas.height = this.realHeight;\n canvas._pixiId = 'canvas_' + (0, _utils.uid)();\n\n // Draw the Svg to the canvas\n canvas.getContext('2d').drawImage(this.source, 0, 0, svgWidth, svgHeight, 0, 0, this.realWidth, this.realHeight);\n\n // Replace the original source image with the canvas\n this.origSource = this.source;\n this.source = canvas;\n\n // Add also the canvas in cache (destroy clears by `imageUrl` and `source._pixiId`)\n BaseTexture.addToCache(this, canvas._pixiId);\n\n this.isLoading = false;\n this._sourceLoaded();\n this.emit('loaded', this);\n };\n\n /**\n * Used internally to update the width, height, and some other tracking vars once\n * a source has successfully loaded.\n *\n * @private\n */\n\n\n BaseTexture.prototype._sourceLoaded = function _sourceLoaded() {\n this.hasLoaded = true;\n this.update();\n };\n\n /**\n * Destroys this base texture\n *\n */\n\n\n BaseTexture.prototype.destroy = function destroy() {\n if (this.imageUrl) {\n delete _utils.TextureCache[this.imageUrl];\n\n this.imageUrl = null;\n\n if (!navigator.isCocoonJS) {\n this.source.src = '';\n }\n }\n\n this.source = null;\n\n this.dispose();\n\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n\n this._destroyed = true;\n };\n\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n\n\n BaseTexture.prototype.dispose = function dispose() {\n this.emit('dispose', this);\n };\n\n /**\n * Changes the source image of the texture.\n * The original source must be an Image element.\n *\n * @param {string} newSrc - the path of the image\n */\n\n\n BaseTexture.prototype.updateSourceImage = function updateSourceImage(newSrc) {\n this.source.src = newSrc;\n\n this.loadSource(this.source);\n };\n\n /**\n * Helper function that creates a base texture from the given image url.\n * If the image is not in the base texture cache it will be created and loaded.\n *\n * @static\n * @param {string} imageUrl - The image url of the texture\n * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images.\n * @return {PIXI.BaseTexture} The new base texture.\n */\n\n\n BaseTexture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) {\n var baseTexture = _utils.BaseTextureCache[imageUrl];\n\n if (!baseTexture) {\n // new Image() breaks tex loading in some versions of Chrome.\n // See https://code.google.com/p/chromium/issues/detail?id=238071\n var image = new Image(); // document.createElement('img');\n\n if (crossorigin === undefined && imageUrl.indexOf('data:') !== 0) {\n image.crossOrigin = (0, _determineCrossOrigin2.default)(imageUrl);\n } else if (crossorigin) {\n image.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n\n baseTexture = new BaseTexture(image, scaleMode);\n baseTexture.imageUrl = imageUrl;\n\n if (sourceScale) {\n baseTexture.sourceScale = sourceScale;\n }\n\n // if there is an @2x at the end of the url we are going to assume its a highres image\n baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl);\n\n image.src = imageUrl; // Setting this triggers load\n\n BaseTexture.addToCache(baseTexture, imageUrl);\n }\n\n return baseTexture;\n };\n\n /**\n * Helper function that creates a base texture from the given canvas element.\n *\n * @static\n * @param {HTMLCanvasElement} canvas - The canvas element source of the texture\n * @param {number} scaleMode - See {@link PIXI.SCALE_MODES} for possible values\n * @param {string} [origin='canvas'] - A string origin of who created the base texture\n * @return {PIXI.BaseTexture} The new base texture.\n */\n\n\n BaseTexture.fromCanvas = function fromCanvas(canvas, scaleMode) {\n var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas';\n\n if (!canvas._pixiId) {\n canvas._pixiId = origin + '_' + (0, _utils.uid)();\n }\n\n var baseTexture = _utils.BaseTextureCache[canvas._pixiId];\n\n if (!baseTexture) {\n baseTexture = new BaseTexture(canvas, scaleMode);\n BaseTexture.addToCache(baseTexture, canvas._pixiId);\n }\n\n return baseTexture;\n };\n\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element.\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement} source - The source to create base texture from.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images.\n * @return {PIXI.BaseTexture} The new base texture.\n */\n\n\n BaseTexture.from = function from(source, scaleMode, sourceScale) {\n if (typeof source === 'string') {\n return BaseTexture.fromImage(source, undefined, scaleMode, sourceScale);\n } else if (source instanceof HTMLImageElement) {\n var imageUrl = source.src;\n var baseTexture = _utils.BaseTextureCache[imageUrl];\n\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, scaleMode);\n baseTexture.imageUrl = imageUrl;\n\n if (sourceScale) {\n baseTexture.sourceScale = sourceScale;\n }\n\n // if there is an @2x at the end of the url we are going to assume its a highres image\n baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl);\n\n BaseTexture.addToCache(baseTexture, imageUrl);\n }\n\n return baseTexture;\n } else if (source instanceof HTMLCanvasElement) {\n return BaseTexture.fromCanvas(source, scaleMode);\n }\n\n // lets assume its a base texture!\n return source;\n };\n\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n\n\n BaseTexture.addToCache = function addToCache(baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n\n // @if DEBUG\n /* eslint-disable no-console */\n if (_utils.BaseTextureCache[id]) {\n console.warn('BaseTexture added to the cache with an id [' + id + '] that already had an entry');\n }\n /* eslint-enable no-console */\n // @endif\n\n _utils.BaseTextureCache[id] = baseTexture;\n }\n };\n\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n *\n * @static\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @return {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n\n\n BaseTexture.removeFromCache = function removeFromCache(baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = _utils.BaseTextureCache[baseTexture];\n\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete _utils.BaseTextureCache[baseTexture];\n\n return baseTextureFromCache;\n }\n } else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete _utils.BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n\n baseTexture.textureCacheIds.length = 0;\n\n return baseTexture;\n }\n\n return null;\n };\n\n return BaseTexture;\n}(_eventemitter2.default);\n\nexports.default = BaseTexture;\n//# 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strict';\n\nexports.__esModule = true;\n\nvar _utils = require('../utils');\n\nvar _settings = require('../settings');\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _eventemitter = require('eventemitter3');\n\nvar _eventemitter2 = _interopRequireDefault(_eventemitter);\n\nvar _determineCrossOrigin = require('../utils/determineCrossOrigin');\n\nvar _determineCrossOrigin2 = _interopRequireDefault(_determineCrossOrigin);\n\nvar _bitTwiddle = require('bit-twiddle');\n\nvar _bitTwiddle2 = _interopRequireDefault(_bitTwiddle);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A texture stores the information that represents an image. All textures have a base texture.\n *\n * @class\n * @extends EventEmitter\n * @memberof PIXI\n */\nvar BaseTexture = function (_EventEmitter) {\n _inherits(BaseTexture, _EventEmitter);\n\n /**\n * @param {HTMLImageElement|HTMLCanvasElement} [source] - the source object of the texture.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture\n */\n function BaseTexture(source, scaleMode, resolution) {\n _classCallCheck(this, BaseTexture);\n\n var _this = _possibleConstructorReturn(this, _EventEmitter.call(this));\n\n _this.uid = (0, _utils.uid)();\n\n _this.touched = 0;\n\n /**\n * The resolution / device pixel ratio of the texture\n *\n * @member {number}\n * @default 1\n */\n _this.resolution = resolution || _settings2.default.RESOLUTION;\n\n /**\n * The width of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n _this.width = 100;\n\n /**\n * The height of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n _this.height = 100;\n\n // TODO docs\n // used to store the actual dimensions of the source\n /**\n * Used to store the actual width of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n _this.realWidth = 100;\n /**\n * Used to store the actual height of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n _this.realHeight = 100;\n\n /**\n * The scale mode to apply when scaling this texture\n *\n * @member {number}\n * @default PIXI.settings.SCALE_MODE\n * @see PIXI.SCALE_MODES\n */\n _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE;\n\n /**\n * Set to true once the base texture has successfully loaded.\n *\n * This is never true if the underlying source fails to load or has no texture data.\n *\n * @readonly\n * @member {boolean}\n */\n _this.hasLoaded = false;\n\n /**\n * Set to true if the source is currently loading.\n *\n * If an Image source is loading the 'loaded' or 'error' event will be\n * dispatched when the operation ends. An underyling source that is\n * immediately-available bypasses loading entirely.\n *\n * @readonly\n * @member {boolean}\n */\n _this.isLoading = false;\n\n /**\n * The image source that is used to create the texture.\n *\n * TODO: Make this a setter that calls loadSource();\n *\n * @readonly\n * @member {HTMLImageElement|HTMLCanvasElement}\n */\n _this.source = null; // set in loadSource, if at all\n\n /**\n * The image source that is used to create the texture. This is used to\n * store the original Svg source when it is replaced with a canvas element.\n *\n * TODO: Currently not in use but could be used when re-scaling svg.\n *\n * @readonly\n * @member {Image}\n */\n _this.origSource = null; // set in loadSvg, if at all\n\n /**\n * Type of image defined in source, eg. `png` or `svg`\n *\n * @readonly\n * @member {string}\n */\n _this.imageType = null; // set in updateImageType\n\n /**\n * Scale for source image. Used with Svg images to scale them before rasterization.\n *\n * @readonly\n * @member {number}\n */\n _this.sourceScale = 1.0;\n\n /**\n * Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)\n * All blend modes, and shaders written for default value. Change it on your own risk.\n *\n * @member {boolean}\n * @default true\n */\n _this.premultipliedAlpha = true;\n\n /**\n * The image url of the texture\n *\n * @member {string}\n */\n _this.imageUrl = null;\n\n /**\n * Whether or not the texture is a power of two, try to use power of two textures as much\n * as you can\n *\n * @private\n * @member {boolean}\n */\n _this.isPowerOfTwo = false;\n\n // used for webGL\n\n /**\n *\n * Set this to true if a mipmap of this texture needs to be generated. This value needs\n * to be set before the texture is used\n * Also the texture must be a power of two size to work\n *\n * @member {boolean}\n * @see PIXI.MIPMAP_TEXTURES\n */\n _this.mipmap = _settings2.default.MIPMAP_TEXTURES;\n\n /**\n *\n * WebGL Texture wrap mode\n *\n * @member {number}\n * @see PIXI.WRAP_MODES\n */\n _this.wrapMode = _settings2.default.WRAP_MODE;\n\n /**\n * A map of renderer IDs to webgl textures\n *\n * @private\n * @member {object}\n */\n _this._glTextures = {};\n\n _this._enabled = 0;\n _this._virtalBoundId = -1;\n\n /**\n * If the object has been destroyed via destroy(). If true, it should not be used.\n *\n * @member {boolean}\n * @private\n * @readonly\n */\n _this._destroyed = false;\n\n /**\n * The ids under which this BaseTexture has been added to the base texture cache. This is\n * automatically set as long as BaseTexture.addToCache is used, but may not be set if a\n * BaseTexture is added directly to the BaseTextureCache array.\n *\n * @member {string[]}\n */\n _this.textureCacheIds = [];\n\n // if no source passed don't try to load\n if (source) {\n _this.loadSource(source);\n }\n\n /**\n * Fired when a not-immediately-available source finishes loading.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when a not-immediately-available source fails to load.\n *\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n\n /**\n * Fired when BaseTexture is destroyed.\n *\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n return _this;\n }\n\n /**\n * Updates the texture on all the webgl renderers, this also assumes the src has changed.\n *\n * @fires PIXI.BaseTexture#update\n */\n\n\n BaseTexture.prototype.update = function update() {\n // Svg size is handled during load\n if (this.imageType !== 'svg') {\n this.realWidth = this.source.naturalWidth || this.source.videoWidth || this.source.width;\n this.realHeight = this.source.naturalHeight || this.source.videoHeight || this.source.height;\n\n this._updateDimensions();\n }\n\n this.emit('update', this);\n };\n\n /**\n * Update dimensions from real values\n */\n\n\n BaseTexture.prototype._updateDimensions = function _updateDimensions() {\n this.width = this.realWidth / this.resolution;\n this.height = this.realHeight / this.resolution;\n\n this.isPowerOfTwo = _bitTwiddle2.default.isPow2(this.realWidth) && _bitTwiddle2.default.isPow2(this.realHeight);\n };\n\n /**\n * Load a source.\n *\n * If the source is not-immediately-available, such as an image that needs to be\n * downloaded, then the 'loaded' or 'error' event will be dispatched in the future\n * and `hasLoaded` will remain false after this call.\n *\n * The logic state after calling `loadSource` directly or indirectly (eg. `fromImage`, `new BaseTexture`) is:\n *\n * if (texture.hasLoaded) {\n * // texture ready for use\n * } else if (texture.isLoading) {\n * // listen to 'loaded' and/or 'error' events on texture\n * } else {\n * // not loading, not going to load UNLESS the source is reloaded\n * // (it may still make sense to listen to the events)\n * }\n *\n * @protected\n * @param {HTMLImageElement|HTMLCanvasElement} source - the source object of the texture.\n */\n\n\n BaseTexture.prototype.loadSource = function loadSource(source) {\n var wasLoading = this.isLoading;\n\n this.hasLoaded = false;\n this.isLoading = false;\n\n if (wasLoading && this.source) {\n this.source.onload = null;\n this.source.onerror = null;\n }\n\n var firstSourceLoaded = !this.source;\n\n this.source = source;\n\n // Apply source if loaded. Otherwise setup appropriate loading monitors.\n if ((source.src && source.complete || source.getContext) && source.width && source.height) {\n this._updateImageType();\n\n if (this.imageType === 'svg') {\n this._loadSvgSource();\n } else {\n this._sourceLoaded();\n }\n\n if (firstSourceLoaded) {\n // send loaded event if previous source was null and we have been passed a pre-loaded IMG element\n this.emit('loaded', this);\n }\n } else if (!source.getContext) {\n // Image fail / not ready\n this.isLoading = true;\n\n var scope = this;\n\n source.onload = function () {\n scope._updateImageType();\n source.onload = null;\n source.onerror = null;\n\n if (!scope.isLoading) {\n return;\n }\n\n scope.isLoading = false;\n scope._sourceLoaded();\n\n if (scope.imageType === 'svg') {\n scope._loadSvgSource();\n\n return;\n }\n\n scope.emit('loaded', scope);\n };\n\n source.onerror = function () {\n source.onload = null;\n source.onerror = null;\n\n if (!scope.isLoading) {\n return;\n }\n\n scope.isLoading = false;\n scope.emit('error', scope);\n };\n\n // Per http://www.w3.org/TR/html5/embedded-content-0.html#the-img-element\n // \"The value of `complete` can thus change while a script is executing.\"\n // So complete needs to be re-checked after the callbacks have been added..\n // NOTE: complete will be true if the image has no src so best to check if the src is set.\n if (source.complete && source.src) {\n // ..and if we're complete now, no need for callbacks\n source.onload = null;\n source.onerror = null;\n\n if (scope.imageType === 'svg') {\n scope._loadSvgSource();\n\n return;\n }\n\n this.isLoading = false;\n\n if (source.width && source.height) {\n this._sourceLoaded();\n\n // If any previous subscribers possible\n if (wasLoading) {\n this.emit('loaded', this);\n }\n }\n // If any previous subscribers possible\n else if (wasLoading) {\n this.emit('error', this);\n }\n }\n }\n };\n\n /**\n * Updates type of the source image.\n */\n\n\n BaseTexture.prototype._updateImageType = function _updateImageType() {\n if (!this.imageUrl) {\n return;\n }\n\n var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl);\n var imageType = void 0;\n\n if (dataUri && dataUri.mediaType === 'image') {\n // Check for subType validity\n var firstSubType = dataUri.subType.split('+')[0];\n\n imageType = (0, _utils.getUrlFileExtension)('.' + firstSubType);\n\n if (!imageType) {\n throw new Error('Invalid image type in data URI.');\n }\n } else {\n imageType = (0, _utils.getUrlFileExtension)(this.imageUrl);\n\n if (!imageType) {\n imageType = 'png';\n }\n }\n\n this.imageType = imageType;\n };\n\n /**\n * Checks if `source` is an SVG image and whether it's loaded via a URL or a data URI. Then calls\n * `_loadSvgSourceUsingDataUri` or `_loadSvgSourceUsingXhr`.\n */\n\n\n BaseTexture.prototype._loadSvgSource = function _loadSvgSource() {\n if (this.imageType !== 'svg') {\n // Do nothing if source is not svg\n return;\n }\n\n var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl);\n\n if (dataUri) {\n this._loadSvgSourceUsingDataUri(dataUri);\n } else {\n // We got an URL, so we need to do an XHR to check the svg size\n this._loadSvgSourceUsingXhr();\n }\n };\n\n /**\n * Reads an SVG string from data URI and then calls `_loadSvgSourceUsingString`.\n *\n * @param {string} dataUri - The data uri to load from.\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingDataUri = function _loadSvgSourceUsingDataUri(dataUri) {\n var svgString = void 0;\n\n if (dataUri.encoding === 'base64') {\n if (!atob) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n svgString = atob(dataUri.data);\n } else {\n svgString = dataUri.data;\n }\n\n this._loadSvgSourceUsingString(svgString);\n };\n\n /**\n * Loads an SVG string from `imageUrl` using XHR and then calls `_loadSvgSourceUsingString`.\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingXhr = function _loadSvgSourceUsingXhr() {\n var _this2 = this;\n\n var svgXhr = new XMLHttpRequest();\n\n // This throws error on IE, so SVG Document can't be used\n // svgXhr.responseType = 'document';\n\n // This is not needed since we load the svg as string (breaks IE too)\n // but overrideMimeType() can be used to force the response to be parsed as XML\n // svgXhr.overrideMimeType('image/svg+xml');\n\n svgXhr.onload = function () {\n if (svgXhr.readyState !== svgXhr.DONE || svgXhr.status !== 200) {\n throw new Error('Failed to load SVG using XHR.');\n }\n\n _this2._loadSvgSourceUsingString(svgXhr.response);\n };\n\n svgXhr.onerror = function () {\n return _this2.emit('error', _this2);\n };\n\n svgXhr.open('GET', this.imageUrl, true);\n svgXhr.send();\n };\n\n /**\n * Loads texture using an SVG string. The original SVG Image is stored as `origSource` and the\n * created canvas is the new `source`. The SVG is scaled using `sourceScale`. Called by\n * `_loadSvgSourceUsingXhr` or `_loadSvgSourceUsingDataUri`.\n *\n * @param {string} svgString SVG source as string\n *\n * @fires PIXI.BaseTexture#loaded\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingString = function _loadSvgSourceUsingString(svgString) {\n var svgSize = (0, _utils.getSvgSize)(svgString);\n\n var svgWidth = svgSize.width;\n var svgHeight = svgSize.height;\n\n if (!svgWidth || !svgHeight) {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n\n // Scale realWidth and realHeight\n this.realWidth = Math.round(svgWidth * this.sourceScale);\n this.realHeight = Math.round(svgHeight * this.sourceScale);\n\n this._updateDimensions();\n\n // Create a canvas element\n var canvas = document.createElement('canvas');\n\n canvas.width = this.realWidth;\n canvas.height = this.realHeight;\n canvas._pixiId = 'canvas_' + (0, _utils.uid)();\n\n // Draw the Svg to the canvas\n canvas.getContext('2d').drawImage(this.source, 0, 0, svgWidth, svgHeight, 0, 0, this.realWidth, this.realHeight);\n\n // Replace the original source image with the canvas\n this.origSource = this.source;\n this.source = canvas;\n\n // Add also the canvas in cache (destroy clears by `imageUrl` and `source._pixiId`)\n BaseTexture.addToCache(this, canvas._pixiId);\n\n this.isLoading = false;\n this._sourceLoaded();\n this.emit('loaded', this);\n };\n\n /**\n * Used internally to update the width, height, and some other tracking vars once\n * a source has successfully loaded.\n *\n * @private\n */\n\n\n BaseTexture.prototype._sourceLoaded = function _sourceLoaded() {\n this.hasLoaded = true;\n this.update();\n };\n\n /**\n * Destroys this base texture\n *\n */\n\n\n BaseTexture.prototype.destroy = function destroy() {\n if (this.imageUrl) {\n delete _utils.TextureCache[this.imageUrl];\n\n this.imageUrl = null;\n\n if (!navigator.isCocoonJS) {\n this.source.src = '';\n }\n }\n\n this.source = null;\n\n this.dispose();\n\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n\n this._destroyed = true;\n };\n\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n\n\n BaseTexture.prototype.dispose = function dispose() {\n this.emit('dispose', this);\n };\n\n /**\n * Changes the source image of the texture.\n * The original source must be an Image element.\n *\n * @param {string} newSrc - the path of the image\n */\n\n\n BaseTexture.prototype.updateSourceImage = function updateSourceImage(newSrc) {\n this.source.src = newSrc;\n\n this.loadSource(this.source);\n };\n\n /**\n * Helper function that creates a base texture from the given image url.\n * If the image is not in the base texture cache it will be created and loaded.\n *\n * @static\n * @param {string} imageUrl - The image url of the texture\n * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images.\n * @return {PIXI.BaseTexture} The new base texture.\n */\n\n\n BaseTexture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) {\n var baseTexture = _utils.BaseTextureCache[imageUrl];\n\n if (!baseTexture) {\n // new Image() breaks tex loading in some versions of Chrome.\n // See https://code.google.com/p/chromium/issues/detail?id=238071\n var image = new Image(); // document.createElement('img');\n\n if (crossorigin === undefined && imageUrl.indexOf('data:') !== 0) {\n image.crossOrigin = (0, _determineCrossOrigin2.default)(imageUrl);\n } else if (crossorigin) {\n image.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n\n baseTexture = new BaseTexture(image, scaleMode);\n baseTexture.imageUrl = imageUrl;\n\n if (sourceScale) {\n baseTexture.sourceScale = sourceScale;\n }\n\n // if there is an @2x at the end of the url we are going to assume its a highres image\n baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl);\n\n image.src = imageUrl; // Setting this triggers load\n\n BaseTexture.addToCache(baseTexture, imageUrl);\n }\n\n return baseTexture;\n };\n\n /**\n * Helper function that creates a base texture from the given canvas element.\n *\n * @static\n * @param {HTMLCanvasElement} canvas - The canvas element source of the texture\n * @param {number} scaleMode - See {@link PIXI.SCALE_MODES} for possible values\n * @param {string} [origin='canvas'] - A string origin of who created the base texture\n * @return {PIXI.BaseTexture} The new base texture.\n */\n\n\n BaseTexture.fromCanvas = function fromCanvas(canvas, scaleMode) {\n var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas';\n\n if (!canvas._pixiId) {\n canvas._pixiId = origin + '_' + (0, _utils.uid)();\n }\n\n var baseTexture = _utils.BaseTextureCache[canvas._pixiId];\n\n if (!baseTexture) {\n baseTexture = new BaseTexture(canvas, scaleMode);\n BaseTexture.addToCache(baseTexture, canvas._pixiId);\n }\n\n return baseTexture;\n };\n\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element.\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement} source - The source to create base texture from.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images.\n * @return {PIXI.BaseTexture} The new base texture.\n */\n\n\n BaseTexture.from = function from(source, scaleMode, sourceScale) {\n if (typeof source === 'string') {\n return BaseTexture.fromImage(source, undefined, scaleMode, sourceScale);\n } else if (source instanceof HTMLImageElement) {\n var imageUrl = source.src;\n var baseTexture = _utils.BaseTextureCache[imageUrl];\n\n if (!baseTexture) {\n baseTexture = new BaseTexture(source, scaleMode);\n baseTexture.imageUrl = imageUrl;\n\n if (sourceScale) {\n baseTexture.sourceScale = sourceScale;\n }\n\n // if there is an @2x at the end of the url we are going to assume its a highres image\n baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl);\n\n BaseTexture.addToCache(baseTexture, imageUrl);\n }\n\n return baseTexture;\n } else if (source instanceof HTMLCanvasElement) {\n return BaseTexture.fromCanvas(source, scaleMode);\n }\n\n // lets assume its a base texture!\n return source;\n };\n\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n\n\n BaseTexture.addToCache = function addToCache(baseTexture, id) {\n if (id) {\n if (baseTexture.textureCacheIds.indexOf(id) === -1) {\n baseTexture.textureCacheIds.push(id);\n }\n\n // @if DEBUG\n /* eslint-disable no-console */\n if (_utils.BaseTextureCache[id]) {\n console.warn('BaseTexture added to the cache with an id [' + id + '] that already had an entry');\n }\n /* eslint-enable no-console */\n // @endif\n\n _utils.BaseTextureCache[id] = baseTexture;\n }\n };\n\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n *\n * @static\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @return {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n\n\n BaseTexture.removeFromCache = function removeFromCache(baseTexture) {\n if (typeof baseTexture === 'string') {\n var baseTextureFromCache = _utils.BaseTextureCache[baseTexture];\n\n if (baseTextureFromCache) {\n var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete _utils.BaseTextureCache[baseTexture];\n\n return baseTextureFromCache;\n }\n } else if (baseTexture && baseTexture.textureCacheIds) {\n for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete _utils.BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n\n baseTexture.textureCacheIds.length = 0;\n\n return baseTexture;\n }\n\n return null;\n };\n\n return BaseTexture;\n}(_eventemitter2.default);\n\nexports.default = BaseTexture;\n//# sourceMappingURL=BaseTexture.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _utils = require('../utils');\n\nvar _settings = require('../settings');\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _eventemitter = require('eventemitter3');\n\nvar _eventemitter2 = _interopRequireDefault(_eventemitter);\n\nvar _determineCrossOrigin = require('../utils/determineCrossOrigin');\n\nvar _determineCrossOrigin2 = _interopRequireDefault(_determineCrossOrigin);\n\nvar _bitTwiddle = require('bit-twiddle');\n\nvar _bitTwiddle2 = _interopRequireDefault(_bitTwiddle);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"t‚ ]¼ùhis hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A texture stores the information that represents an image. All textures have a base texture.\n *\n * @class\n * @extends EventEmitter\n * @memberof PIXI\n */\nvar BaseTexture = function (_EventEmitter) {\n _inherits(BaseTexture, _EventEmitter);\n\n /**\n * @param {HTMLImageElement|HTMLCanvasElement} [source] - the source object of the texture.\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture\n */\n function BaseTexture(source, scaleMode, resolution) {\n _classCallCheck(this, BaseTexture);\n\n var _this = _possibleConstructorReturn(this, _EventEmitter.call(this));\n\n _this.uid = (0, _utils.uid)();\n\n _this.touched = 0;\n\n /**\n * The resolution / device pixel ratio of the texture\n *\n * @member {number}\n * @default 1\n */\n _this.resolution = resolution || _settings2.default.RESOLUTION;\n\n /**\n * The width of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n _this.width = 100;\n\n /**\n * The height of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n _this.height = 100;\n\n // TODO docs\n // used to store the actual dimensions of the source\n /**\n * Used to store the actual width of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n _this.realWidth = 100;\n /**\n * Used to store the actual height of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n _this.realHeight = 100;\n\n /**\n * The scale mode to apply when scaling this texture\n *\n * @member {number}\n * @default PIXI.settings.SCALE_MODE\n * @see PIXI.SCALE_MODES\n */\n _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE;\n\n /**\n * Set to true once the base texture has successfully loaded.\n *\n * This is never true if the underlying source fails to load or has no texture data.\n *\n * @readonly\n * @member {boolean}\n */\n _this.hasLoaded = false;\n\n /**\n * Set to true if the source is currently loading.\n *\n * If an Image source is loading the 'loaded' or 'error' event will be\n * dispatched when the operation ends. An underyling source that is\n * immediately-available bypasses loading entirely.\n *\n * @readonly\n * @member {boolean}\n */\n _this.isLoading = false;\n\n /**\n * The image source that is used to create the texture.\n *\n * TODO: Make this a setter that calls loadSource();\n *\n * @readonly\n * @member {HTMLImageElement|HTMLCanvasElement}\n */\n _this.source = null; // set in loadSource, if at all\n\n /**\n * The image source that is used to create the texture. This is used to\n * store the original Svg source when it is replaced with a canvas element.\n *\n * TODO: Currently not in use but could be used when re-scaling svg.\n *\n * @readonly\n * @member {Image}\n */\n _this.origSource = null; // set in loadSvg, if at all\n\n /**\n * Type of image defined in source, eg. `png` or `svg`\n *\n * @readonly\n * @member {string}\n */\n _this.imageType = null; // set in updateImageType\n\n /**\n * Scale for source image. Used with Svg images to scale them before rasterization.\n *\n * @readonly\n * @member {number}\n */\n _this.sourceScale = 1.0;\n\n /**\n * Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)\n * All blend modes, and shaders written for default value. Change it on your own risk.\n *\n * @member {boolean}\n * @default true\n */\n _this.premultipliedAlpha = true;\n\n /**\n * The image url of the texture\n *\n * @member {string}\n */\n _this.imageUrl = null;\n\n /**\n * Whether or not the texture is a power of two, try to use power of two textures as much\n * as you can\n *\n * @private\n * @member {boolean}\n */\n _this.isPowerOfTwo = false;\n\n // used for webGL\n\n /**\n *\n * Set this to true if a mipmap of this texture needs to be generated. This value needs\n * to be set before the texture is used\n * Also the texture must be a power of two size to work\n *\n * @member {boolean}\n * @see PIXI.MIPMAP_TEXTURES\n */\n _this.mipmap = _settings2.default.MIPMAP_TEXTURES;\n\n /**\n *\n * WebGL Texture wrap mode\n *\n * @member {number}\n * @see PIXI.WRAP_MODES\n */\n _this.wrapMode = _settings2.default.WRAP_MODE;\n\n /**\n * A map of renderer IDs to webgl textures\n *\n * @private\n * @member {object}\n */\n _this._glTextures = {};\n\n _this._enabled = 0;\n _this._virtalBoundId = -1;\n\n /**\n * If the object has been destroyed via destroy(). If true, it should not be used.\n *\n * @member {boolean}\n * @private\n * @readonly\n */\n _this._destroyed = false;\n\n /**\n * The ids under which this BaseTexture has been added to the base texture cache. This is\n * automatically set as long as BaseTexture.addToCache is used, but may not be set if a\n * BaseTexture is added directly to the BaseTextureCache array.\n *\n * @member {string[]}\n */\n _this.textureCacheIds = [];\n\n // if no source passed don't try to load\n if (source) {\n _this.loadSource(source);\n }\n\n /**\n * Fired when a not-immediately-available source finishes loading.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when a not-immediately-available source fails to load.\n *\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n\n /**\n * Fired when BaseTexture is destroyed.\n *\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n return _this;\n }\n\n /**\n * Updates the texture on all the webgl renderers, this also assumes the src has changed.\n *\n * @fires PIXI.BaseTexture#update\n */\n\n\n BaseTexture.prototype.update = function update() {\n // Svg size is handled during load\n if (this.imageType !== 'svg') {\n this.realWidth = this.source.naturalWidth || this.source.videoWidth || this.source.width;\n this.realHeight = this.source.naturalHeight || this.source.videoHeight || this.source.height;\n\n this._updateDimensions();\n }\n\n this.emit('update', this);\n };\n\n /**\n * Update dimensions from real values\n */\n\n\n BaseTexture.prototype._updateDimensions = function _updateDimensions() {\n this.width = this.realWidth / this.resolution;\n this.height = this.realHeight / this.resolution;\n\n this.isPowerOfTwo = _bitTwiddle2.default.isPow2(this.realWidth) && _bitTwiddle2.default.isPow2(this.realHeight);\n };\n\n /**\n * Load a source.\n *\n * If the source is not-immediately-available, such as an image that needs to be\n * downloaded, then the 'loaded' or 'error' event will be dispatched in the future\n * and `hasLoaded` will remain false after this call.\n *\n * The logic state after calling `loadSource` directly or indirectly (eg. `fromImage`, `new BaseTexture`) is:\n *\n * if (texture.hasLoaded) {\n * // texture ready for use\n * } else if (texture.isLoading) {\n * // listen to 'loaded' and/or 'error' events on texture\n * } else {\n * // not loading, not going to load UNLESS the source is reloaded\n * // (it may still make sense to listen to the events)\n * }\n *\n * @protected\n * @param {HTMLImageElement|HTMLCanvasElement} source - the source object of the texture.\n */\n\n\n BaseTexture.prototype.loadSource = function loadSource(source) {\n var wasLoading = this.isLoading;\n\n this.hasLoaded = false;\n this.isLoading = false;\n\n if (wasLoading && this.source) {\n this.source.onload = null;\n this.source.onerror = null;\n }\n\n var firstSourceLoaded = !this.source;\n\n this.source = source;\n\n // Apply source if loaded. Otherwise setup appropriate loading monitors.\n if ((source.src && source.complete || source.getContext) && source.width && source.height) {\n this._updateImageType();\n\n if (this.imageType === 'svg') {\n this._loadSvgSource();\n } else {\n this._sourceLoaded();\n }\n\n if (firstSourceLoaded) {\n // send loaded event if previous source was null and we have been passed a pre-loaded IMG element\n this.emit('loaded', this);\n }\n } else if (!source.getContext) {\n // Image fail / not ready\n this.isLoading = true;\n\n var scope = this;\n\n source.onload = function () {\n scope._updateImageType();\n source.onload = null;\n source.onerror = null;\n\n if (!scope.isLoading) {\n return;\n }\n\n scope.isLoading = false;\n scope._sourceLoaded();\n\n if (scope.imageType === 'svg') {\n scope._loadSvgSource();\n\n return;\n }\n\n scope.emit('loaded', scope);\n };\n\n source.onerror = function () {\n source.onload = null;\n source.onerror = null;\n\n if (!scope.isLoading) {\n return;\n }\n\n scope.isLoading = false;\n scope.emit('error', scope);\n };\n\n // Per http://www.w3.org/TR/html5/embedded-content-0.html#the-img-element\n // \"The value of `complete` can thus change while a script is executing.\"\n // So complete needs to be re-checked after the callbacks have been added..\n // NOTE: complete will be true if the image has no src so best to check if the src is set.\n if (source.complete && source.src) {\n // ..and if we're complete now, no need for callbacks\n source.onload = null;\n source.onerror = null;\n\n if (scope.imageType === 'svg') {\n scope._loadSvgSource();\n\n return;\n }\n\n this.isLoading = false;\n\n if (source.width && source.height) {\n this._sourceLoaded();\n\n // If any previous subscribers possible\n if (wasLoading) {\n this.emit('loaded', this);\n }\n }\n // If any previous subscribers possible\n else if (wasLoading) {\n this.emit('error', this);\n }\n }\n }\n };\n\n /**\n * Updates type of the source image.\n */\n\n\n BaseTexture.prototype._updateImageType = function _updateImageType() {\n if (!this.imageUrl) {\n return;\n }\n\n var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl);\n var imageType = void 0;\n\n if (dataUri && dataUri.mediaType === 'image') {\n // Check for subType validity\n var firstSubType = dataUri.subType.split('+')[0];\n\n imageType = (0, _utils.getUrlFileExtension)('.' + firstSubType);\n\n if (!imageType) {\n throw new Error('Invalid image type in data URI.');\n }\n } else {\n imageType = (0, _utils.getUrlFileExtension)(this.imageUrl);\n\n if (!imageType) {\n imageType = 'png';\n }\n }\n\n this.imageType = imageType;\n };\n\n /**\n * Checks if `source` is an SVG image and whether it's loaded via a URL or a data URI. Then calls\n * `_loadSvgSourceUsingDataUri` or `_loadSvgSourceUsingXhr`.\n */\n\n\n BaseTexture.prototype._loadSvgSource = function _loadSvgSource() {\n if (this.imageType !== 'svg') {\n // Do nothing if source is not svg\n return;\n }\n\n var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl);\n\n if (dataUri) {\n this._loadSvgSourceUsingDataUri(dataUri);\n } else {\n // We got an URL, so we need to do an XHR to check the svg size\n this._loadSvgSourceUsingXhr();\n }\n };\n\n /**\n * Reads an SVG string from data URI and then calls `_loadSvgSourceUsingString`.\n *\n * @param {string} dataUri - The data uri to load from.\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingDataUri = function _loadSvgSourceUsingDataUri(dataUri) {\n var svgString = void 0;\n\n if (dataUri.encoding === 'base64') {\n if (!atob) {\n throw new Error('Your browser doesn\\'t support base64 conversions.');\n }\n svgString = atob(dataUri.data);\n } else {\n svgString = dataUri.data;\n }\n\n this._loadSvgSourceUsingString(svgString);\n };\n\n /**\n * Loads an SVG string from `imageUrl` using XHR and then calls `_loadSvgSourceUsingString`.\n */\n\n\n BaseTexture.prototype._loadSvgSourceUsingXhr = function _loadSvgSourceUsingXhr() {\n var _this2 = this;\n\n var svgXhr = new XMLHttpRequest();\n\n // This throws error on IE, so SVG Document can't be used\n // svgXhr.responseType = 'document';\n\n // This is not needed since we load the svg as string (breaks IE too)\n // but overrideMimeType() can be used to force the response to be parsed as XML\n // svgXhr.overrideMimeType('image/svg+xml');\n\n svgXhr.onload = function () {\n if (svgXhr.readyState !== svgXhr.DONE || svgXhr.status !== 200) {\n throw new Error('Failed to load SVG using XHR.');\n }\n\n _this2._loadSvgSourceUsingString(svgXhr.response);\n };\n\n svgXhr.onerror = function () {\n return _this2.emit('error', _this2);\n };\n\n svgXhr.open('GET', this.imageUrl, true);\n svgXhr.send();\n };\n\n /**\n * Loads texture using an SVG string. The original SVG Image is stored as `origSource` and the\n * created canvas is the new `source`. The SVG is scaled using `sourceScale`. 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(isFlat ? getAllKeysIn : getAllKeys)\n : (isFlat ? keysIn : keys);\n\n var props = isArr ? undefined : keysFunc(value);\n arrayEach(props || value, function(subValue, key) {\n if (props) {\n key = subValue;\n subValue = value[key];\n }\n // Recursively populate clone (susceptible to call stack limits).\n assignValue(result, key, baseClone(subValue, bitmask, customizer, key, value, stack));\n });\n return result;\n}\n\nmodule.exports = baseClone;\n","source":"var Stack = __webpack_require__(61),\n arrayEach = __webpack_require__(39),\n assignValue = __webpack_require__(63),\n baseAssign = __webpack_require__(147),\n baseAssignIn = __webpack_require__(297),\n cloneBuffer = __webpack_require__(170),\n copyArray = __webpack_require__(27),\n copySymbols = __webpack_require__(336),\n copySymbolsIn = __webpack_require__(337),\n getAllKeys = __webpack_require__(186),\n getAllKeysIn = __webpack_require__(105),\n getTag = __webpack_require__(72),\n initCloneArray = __webpack_require__(358),\n initCloneByTag = __webpack_require__(359),\n initCloneObject = __webpack_require__(190),\n isArray = __webpack_require__(2),\n isBuffer = __webpack_require__(51),\n isObject = __webpack_require__(7),\n keys = __webpack_require__(10);\n\n/** Used to compose bitmasks for cloning. */\nvar CLONE_DEEP_FLAG = 1,\n CLONE_FLAT_FLAG = 2,\n CLONE_SYMBOLS_FLAG = 4;\n\n/** `Object#toString` result references. */\nvar argsTag = '[object Arguments]',\n arrayTag = '[object Array]',\n boolTag = '[object Boolean]',\n dateTag = '[object Date]',\n errorTag = '[object Error]',\n funcTag = '[object Function]',\n genTag = '[object GeneratorFunction]',\n mapTag = '[object Map]',\n numberTag = '[object Number]',\n objectTag = '[object Object]',\n regexpTag = '[object RegExp]',\n setTag = '[object Set]',\n stringTag = '[object String]',\n symbolTag = '[object Symbol]',\n weakMapTag = '[object WeakMap]';\n\nvar arrayBufferTag = '[object ArrayBuffer]',\n dataViewTag = '[object DataView]',\n float32Tag = '[object Float32Array]',\n float64Tag = '[object Float64Array]',\n int8Tag = '[object Int8Array]',\n int16Tag = '[object Int16Array]',\n int32Tag = '[object Int32Array]',\n uint8Tag = '[object Uint8Array]',\n uint8ClampedTag = '[object Uint8ClampedArray]',\n uint16Tag = '[object Uint16Array]',\n uint32Tag = '[object Uint32Array]';\n\n/** Used to identify `toStringTag` values supported by `_.clone`. */\nvar cloneableTags = {};\ncloneableTags[argsTag] = cloneableTags[arrayTag] =\ncloneableTags[arrayBufferTag] = cloneableTags[dataViewTag] =\ncloneableTags[boolTag] = cloneableTags[dateTag] =\ncloneableTags[float32Tag] = cloneableTags[float64Tag] =\ncloneableTags[int8Tag] = cloneableTags[int16Tag] =\ncloneableTags[int32Tag] = cloneableTags[mapTag] =\ncloneableTags[numberTag] = cloneableTags[objectTag] =\ncloneableTags[regexpTag] = cloneableTags[setTag] =\ncloneableTags[stringTag] = cloneableTags[symbolTag] =\ncloneableTags[uint8Tag] = cloneableTags[uint8ClampedTag] =\ncloneableTags[uint16Tag] = cloneableTags[uint32Tag] = true;\ncloneableTags[errorTag] = cloneableTags[funcTag] =\ncloneableTags[weakMapTag] = false;\n\n/**\n * The base implementation of `_.clone` and `_.cloneDeep` which tracks\n * traversed objects.\n *\n * @private\n * @param {*} value The value to clone.\n * @param {boolean} bitmask The bitmask flags.\n * 1 - Deep clone\n * 2 - Flatten inherited properties\n * 4 - Clone symbols\n * @param {Function} [customizer] The function to customize cloning.\n * @param {string} [key] The key of `value`.\n * @param {Object} [object] The parent object of `value`.\n * @param {Object} [stack] Tracks traversed objects and their clone counterparts.\n * @returns {*} Returns the cloned value.\n */\nfunction baseClone(value, bitmask, customizer, key, object, stack) {\n var result,\n isDeep = bitmask & CLONE_DEEP_FLAG,\n isFlat = bitmask & CLONE_FLAT_FLAG,\n isFull = bitmask & CLONE_SYMBOLS_FLAG;\n\n if (customizer) {\n result = object ? customizer(value, key, object, stack) : customizer(value);\n }\n if (result !== undefined) {\n return result;\n }\n if (!isObject(value)) {\n return value;\n }\n var isArr = isArray(value);\n if (isArr) {\n result = initCloneArray(value);\n if (!isDeep) {\n return copyArray(value, result);\n }\n } else {\n var tag = getTag(value),\n isFunc = tag == funcTag || tag == genTag;\n\n if (isBuffer(value)) {\n return cloneBuffer(value, isDeep);\n }\n if (tag == objectTag || tag == argsTag || (isFunc && !object)) {\n result = (isFlat || isFunc) ? {} : initCloneObject(value);\n if (!isDeep) {\n return isFlat\n ? copySymbolsIn(value, baseAssignIn(result, value))\n : copySymbols(value, baseAssign(result, value));\n }\n } else {\n if (!cloneableTags[tag]) {\n return object ? value : {};\n }\n result = initCloneByTag(value, tag, baseClone, isDeep);\n }\n }\n // Check for circular references and return its corresponding clone.\n stack || (stack = new Stack);\n var stacked = stack.get(value);\n if (stacked) {\n return stacked;\n }\n stack.set(value, result);\n\n var keysFunc = isFull\n ? 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customizer(value, key, object, stack) : customizer(value);\n }\n if (result !== undefined) {\n return result;\n }\n if (!isObject(value)) {\n return value;\n }\n var isArr = isArray(value);\n if (isArr) {\n result = initCloneArray(value);\n if (!isDeep) {\n return copyArray(value, result);\n }\n } else {\n var tag = getTag(value),\n isFunc = tag == funcTag || tag == genTag;\n\n if (isBuffer(value)) {\n return cloneBuffer(value, isDeep);\n }\n if (tag == objectTag || tag == argsTag || (isFunc && !object)) {\n result = (isFlat || isFunc) ? {} : initCloneObject(value);\n if (!isDeep) {\n return isFlat\n ? copySymbolsIn(value, baseAssignIn(result, value))\n : copySymbols(value, baseAssign(result, value));\n }\n } else {\n if (!cloneableTags[tag]) {\n return object ? value : {};\n }\n result = initCloneByTag(value, tag, baseClone, isDeep);\n }\n }\n // Check for circular references and return its corresponding clone.\n stack || (stack = new Stack);\n var stacked = stack.get(value);\n if (stacked) {\n return stacked;\n }\n stack.set(value, result);\n\n var keysFunc = isFull\n ? 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customizer(value, key, object, stack) : customizer(value);\n }\n if (result !== undefined) {\n return result;\n }\n if (!isObject(value)) {\n return value;\n }\n var isArr = isArray(value);\n if (isArr) {\n result = initCloneArray(value);\n if (!isDeep) {\n return copyArray(value, result);\n }\n } else {\n var tag = getTag(value),\n isFunc = tag == funcTag || tag == genTag;\n\n if (isBuffer(value)) {\n return cloneBuffer(value, isDeep);\n }\n if (tag == objectTag || tag == argsTag || (isFunc && !object)) {\n result = (isFlat || isFunc) ? {} : initCloneObject(value);\n if (!isDeep) {\n return isFlat\n ? copySymbolsIn(value, baseAssignIn(result, value))\n : copySymbols(value, baseAssign(result, value));\n }\n } else {\n if (!cloneableTags[tag]) {\n return object ? value : {};\n }\n result = initCloneByTag(value, tag, baseClone, isDeep);\n }\n }\n // Check for circular references and return its corresponding clone.\n stack || (stack = new Stack);\n var stacked = stack.get(value);\n if (stacked) {\n return stacked;\n }\n stack.set(value, result);\n\n var keysFunc = isFull\n ? (isFlat ? getAllKeysIn : getAllKeys)\n : (isFlat ? keysIn : keys);\n\n var props = isArr ? undefined : keysFunc(value);\n arrayEach(props || value, function(subValue, key) {\n if (props) {\n key = subValue;\n subValue = value[key];\n }\n // Recursively populate clone (susceptible to call stack limits).\n assignValue(result, key, baseClone(subValue, bitmask, customizer, key, value, stack));\n });\n return result;\n}\n\nmodule.exports = baseClone;\n"]},"hashContent":"sourcevar Stack = require('./_Stack'),\n arrayEach = require('./_arrayEach'),\n assignValue = require('./_assignValue'),\n baseAssign = require('./_baseAssign'),\n baseAssignIn = require('./_baseAssignIn'),\n cloneBuffer = require('./_cloneBuffer'),\n copyArray = require('./_copyArray'),\n copySymbols = require('./_copySymbols'),\n copySymbolsIn = require('./_copySymbolsIn'),\n getAllKeys = require('./_getAllKeys'),\n getAllKeysIn = require('./_getAllKeysIn'),\n getTag = require('./_getTag'),\n initCloneArray = require('./_initCloneArray'),\n initCloneByTag = require('./_initCloneByTag'),\n initCloneObject = require('./_initCloneObject'),\n isArray = require('./isArray'),\n isBuffer = require('./isBuffer'),\n isObject = require('./isObject'),\n keys = require('./keys');\n\n/** Used to compose bitmasks for cloning. */\nvar CLONE_DEEP_FLAG = 1,\n CLONE_FLAT_FLAG = 2,\n CLONE_SYMBOLS_FLAG = 4;\n\n/** `Object#toString` result references. */\nvar argsTag = '[object Arguments]',\n arrayTag = '[object Array]',\n boolTag = '[object Boolean]',\n dateTag = '[object Date]',\n errorTag = '[object Error]',\n funcTag = '[object Function]',\n genTag = '[object GeneratorFunction]',\n mapTag = '[object Map]',\n numberTag = '[object Number]',\n objectTag = '[object Object]',\n regexpTag = '[object RegExp]',\n setTag = '[object Set]',\n stringTag = '[object String]',\n symbolTag = '[object Symbol]',\n weakMapTag = '[object WeakMap]';\n\nvar arrayBufferTag = '[object ArrayBuffer]',\n dataViewTag = '[object DataView]',\n float32Tag = '[object Float32Array]',\n float64Tag = '[object Float64Array]',\n int8Tag = '[object Int8Array]',\n int16Tag = '[object Int16Array]',\n int32Tag = '[object Int32Array]',\n uint8Tag = '[object Uint8Array]',\n uint8ClampedTag = '[object Uint8ClampedArray]',\n uint16Tag = '[object Uint16Array]',\n uint32Tag = '[object Uint32Array]';\n\n/** Used to identify `toStringTag` values supported by `_.clone`. */\nvar cloneableTags = {};\ncloneableTags[argsTag] = cloneableTags[arrayTag] =\ncloneableTags[arrayBufferTag] = cloneableTags[dataViewTag] =\ncloneableTags[boolTag] = cloneableTags[dateTag] =\ncloneableTags[float32Tag] = cloneableTags[float64Tag] =\ncloneableTags[int8Tag] = cloneableTags[int16Tag] =\ncloneableTags[int32Tag] = cloneableTags[mapTag] =\ncloneableTags[numberTag] = cloneableTags[objectTag] =\ncloneableTags[regexpTag] = cloneableTags[setTag] =\ncloneableTags[stringTag] = cloneableTags[symbolTag] =\ncloneableTags[uint8Tag] = cloneableTags[uint8ClampedTag] =\ncloneableTags[uint16Tag] = cloneableTags[uint32Tag] = true;\ncloneableTags[errorTag] = cloneableTags[funcTag] =\ncloneableTags[weakMapTag] = false;\n\n/**\n * The base implementation of `_.clone` and `_.cloneDeep` which tracks\n * traversed objects.\n *\n * @private\n * @param {*} value The value to clone.\n * @param {boolean} bitmask The bitmask flags.\n * 1 - Deep clone\n * 2 - Flatten inherited properties\n * 4 - Clone symbols\n * @param {Function} [customizer] The function to customize cloning.\n * @param {string} [key] The key of `value`.\n * @param {Object} [object] The parent object of `value`.\n * @param {Object} [stack] Tracks traversed objects and their clone counterparts.\n * @returns {*} Returns the cloned value.\n */\nfunction baseClone(value, bitmask, customizer, key, object, stack) {\n var result,\n isDeep = bitmask & CLONE_DEEP_FLAG,\n isFlat = bitmask & CLONE_FLAT_FLAG,\n isFull = bitmask & CLONE_SYMBOLS_FLAG;\n\n if (customizer) {\n result = object ? 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i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _utils = require('../utils');\n\nvar _DisplayObject2 = require('./DisplayObject');\n\nvar _DisplayObject3 = _interopRequireDefault(_DisplayObject2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A Container represents a collection of display objects.\n * It is the base class of all display objects that act as a container for other objects.\n *\n *```js\n * let container = new PIXI.Container();\n * container.addChild(sprite);\n * ```\n *\n * @class\n * @extends PIXI.DisplayObject\n * @memberof PIXI\n */\nvar Container = function (_DisplayObject) {\n _inherits(Container, _DisplayObject);\n\n /**\n *\n */\n function Container() {\n _classCallCheck(this, Container);\n\n /**\n * The array of children of this container.\n *\n * @member {PIXI.DisplayObject[]}\n * @readonly\n */\n var _this = _possibleConstructorReturn(this, _DisplayObject.call(this));\n\n _this.children = [];\n return _this;\n }\n\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified\n *\n * @private\n */\n\n\n Container.prototype.onChildrenChange = function onChildrenChange() {}\n /* empty */\n\n\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n *\n * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to add to the container\n * @return {PIXI.DisplayObject} The first child that was added.\n */\n ;\n\n Container.prototype.addChild = function addChild(child) {\n var argumentsLength = arguments.length;\n\n // if there is only one argument we can bypass looping through the them\n if (argumentsLength > 1) {\n // loop through the arguments property and add all children\n // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes\n for (var i = 0; i < argumentsLength; i++) {\n this.addChild(arguments[i]);\n }\n } else {\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.push(child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n child.emit('added', this);\n }\n\n return child;\n };\n\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n *\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @return {PIXI.DisplayObject} The child that was added.\n */\n\n\n Container.prototype.addChildAt = function addChildAt(child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + 'addChildAt: The index ' + index + ' supplied is out of bounds ' + this.children.length);\n }\n\n if (child.parent) {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.splice(index, 0, child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n\n return child;\n };\n\n /**\n * Swaps the position of 2 Display Objects within this container.\n *\n * @param {PIXI.DisplayObject} child - First display object to swap\n * @param {PIXI.DisplayObject} child2 - Second display object to swap\n */\n\n\n Container.prototype.swapChildren = function swapChildren(child, child2) {\n if (child === child2) {\n return;\n }\n\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n\n /**\n * Returns the index position of a child DisplayObject instance\n *\n * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify\n * @return {number} The index position of the child display object to identify\n */\n\n\n Container.prototype.getChildIndex = function getChildIndex(child) {\n var index = this.children.indexOf(child);\n\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n\n 15F:ùreturn index;\n };\n\n /**\n * Changes the position of an existing child in the display object container\n *\n * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number\n * @param {number} index - The resulting index number for the child display object\n */\n\n\n Container.prototype.setChildIndex = function setChildIndex(child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error('The supplied index is out of bounds');\n }\n\n var currentIndex = this.getChildIndex(child);\n\n (0, _utils.removeItems)(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n\n this.onChildrenChange(index);\n };\n\n /**\n * Returns the child at the specified index\n *\n * @param {number} index - The index to get the child at\n * @return {PIXI.DisplayObject} The child at the given index, if any.\n */\n\n\n Container.prototype.getChildAt = function getChildAt(index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error('getChildAt: Index (' + index + ') does not exist.');\n }\n\n return this.children[index];\n };\n\n /**\n * Removes one or more children from the container.\n *\n * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to remove\n * @return {PIXI.DisplayObject} The first child that was removed.\n */\n\n\n Container.prototype.removeChild = function removeChild(child) {\n var argumentsLength = arguments.length;\n\n // if there is only one argument we can bypass looping through the them\n if (argumentsLength > 1) {\n // loop through the arguments property and add all children\n // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes\n for (var i = 0; i < argumentsLength; i++) {\n this.removeChild(arguments[i]);\n }\n } else {\n var index = this.children.indexOf(child);\n\n if (index === -1) return null;\n\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n (0, _utils.removeItems)(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n }\n\n return child;\n };\n\n /**\n * Removes a child from the specified index position.\n *\n * @param {number} index - The index to get the child from\n * @return {PIXI.DisplayObject} The child that was removed.\n */\n\n\n Container.prototype.removeChildAt = function removeChildAt(index) {\n var child = this.getChildAt(index);\n\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n (0, _utils.removeItems)(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n\n return child;\n };\n\n /**\n * Removes all children from this container that are within the begin and end indexes.\n *\n * @param {number} [beginIndex=0] - The beginning position.\n * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container.\n * @returns {DisplayObject[]} List of removed children\n */\n\n\n Container.prototype.removeChildren = function removeChildren() {\n var beginIndex = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var endIndex = arguments[1];\n\n var begin = beginIndex;\n var end = typeof endIndex === 'number' ? endIndex : this.children.length;\n var range = end - begin;\n var removed = void 0;\n\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n\n this._boundsID++;\n\n this.onChildrenChange(beginIndex);\n\n for (var _i = 0; _i < removed.length; ++_i) {\n removed[_i].emit('removed', this);\n }\n\n return removed;\n } else if (range === 0 && this.children.length === 0) {\n return [];\n }\n\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n\n /**\n * Updates the transform on all children of this container for rendering\n */\n\n\n Container.prototype.updateTransform = function updateTransform() {\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n\n /**\n * Recalculates the bounds of the container.\n *\n */\n\n\n Container.prototype.calculateBounds = function calculateBounds() {\n this._bounds.clear();\n\n this._calculateBounds();\n\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n\n if (!child.visible || !child.renderable) {\n continue;\n }\n\n child.calculateBounds();\n\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n child._mask.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, child._mask._bounds);\n } else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n } else {\n this._bounds.addBounds(child._bounds);\n }\n }\n\n this._lastBoundsID = this._boundsID;\n };\n\n /**\n * Recalculates the bounds of the object. Override this to\n * calculate the bounds of the specific object (not including children).\n *\n */\n\n\n Container.prototype._calculateBounds = function _calculateBounds() {}\n // FILL IN//\n\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype.renderWebGL = function renderWebGL(renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || this._filters) {\n this.renderAdvancedWebGL(renderer);\n } else {\n this._renderWebGL(renderer);\n\n // simple render children!\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].renderWebGL(renderer);\n }\n }\n };\n\n /**\n * Render the object using the WebGL renderer and advanced features.\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n\n\n Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(renderer) {\n renderer.flush();\n\n var filters = this._filters;\n var mask = this._mask;\n\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n\n this._enabledFilters.length = 0;\n\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n\n if (this._enabledFilters.length) {\n renderer.filterManager.pushFilter(this, this._enabledFilters);\n }\n }\n\n if (mask) {\n renderer.maskManager.pushMask(this, this._mask);\n }\n\n // add this object to the batch, only rendered if it has a texture.\n this._renderWebGL(renderer);\n\n // now loop through the children and make sure they get rendered\n for (var _i2 = 0, j = this.children.length; _i2 < j; _i2++) {\n this.children[_i2].renderWebGL(renderer);\n }\n\n renderer.flush();\n\n if (mask) {\n renderer.maskManager.popMask(this, this._mask);\n }\n\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filterManager.popFilter();\n }\n };\n\n /**\n * To be overridden by the subclasses.\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n\n\n Container.prototype._renderWebGL = function _renderWebGL(renderer) // eslint-disable-line no-unused-vars\n {}\n // this is where content itself gets rendered...\n\n\n /**\n * To be overridden by the subclass\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype._renderCanvas = function _renderCanvas(renderer) // eslint-disable-line no-unused-vars\n {}\n // this is where content itself gets rendered...\n\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype.renderCanvas = function renderCanvas(renderer) {\n // if not visible or the alpha is 0 then no need to render this\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n\n if (this._mask) {\n renderer.maskManager.pushMask(this._mask);\n }\n\n this._renderCanvas(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].renderCanvas(renderer);\n }\n\n if (this._mask) {\n renderer.maskManager.popMask(renderer);\n }\n };\n\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n\n\n Container.prototype.destroy = function destroy(options) {\n _DisplayObject.prototype.destroy.call(this);\n\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n\n var oldChildren = this.removeChildren(0, this.children.length);\n\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n\n /**\n * The width of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n\n _createClass(Container, [{\n key: 'width',\n get: function get() {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var width = this.getLocalBounds().width;\n\n if (width !== 0) {\n this.scale.x = value / width;\n } else {\n this.scale.x = 1;\n }\n\n this._width = value;\n }\n\n /**\n * The height of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n }, {\n key: 'height',\n get: function get() {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var height = this.getLocalBounds().height;\n\n if (height !== 0) {\n this.scale.y = value / height;\n } else {\n this.scale.y = 1;\n }\n\n this._height = value;\n }\n }]);\n\n return Container;\n}(_DisplayObject3.default);\n\n// performance increase to avoid using call.. (10x faster)\n\n\nexports.default = Container;\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n//# sourceMappingURL=Container.js.map","source":"\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _utils = __webpack_require__(3);\n\nvar _DisplayObject2 = __webpack_require__(237);\n\nvar _DisplayObject3 = _interopRequireDefault(_DisplayObject2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A Container represents a collection of display objects.\n * It is the base class of all display objects that act as a container for other objects.\n *\n *```js\n * let container = new PIXI.Container();\n * container.addChild(sprite);\n * ```\n *\n * @class\n * @extends PIXI.DisplayObject\n * @memberof PIXI\n */\nvar Container = function (_DisplayObject) {\n _inherits(Container, _DisplayObject);\n\n /**\n *\n */\n function Container() {\n _classCallCheck(this, Container);\n\n /**\n * The array of children of this container.\n *\n * @member {PIXI.DisplayObject[]}\n * @readonly\n */\n var _this = _possibleConstructorReturn(this, _DisplayObject.call(this));\n\n _this.children = [];\n return _this;\n }\n\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified\n *\n * @private\n */\n\n\n Container.prototype.onChildrenChange = function onChildrenChange() {}\n /* empty */\n\n\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n *\n * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to add to the container\n * @return {PIXI.DisplayObject} The first child that was added.\n */\n ;\n\n Container.prototype.addChild = function addChild(child) {\n var argumentsLength = arguments.length;\n\n // if there is only one argument we can bypass looping through the them\n if (argumentsLength > 1) {\n // loop through the arguments property and add all children\n // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes\n for (var i = 0; i < argumentsLength; i++) {\n this.addChild(arguments[i]);\n }\n } else {\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.push(child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n child.emit('added', this);\n }\n\n return child;\n };\n\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n *\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @return {PIXI.DisplayObject} The child that was added.\n */\n\n\n Container.prototype.addChildAt = function addChildAt(child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + 'addChildAt: The index ' + index + ' supplied is out of bounds ' + this.children.length);\n }\n\n if (child.parent) {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.splice(index, 0, child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n\n return child;\n };\n\n /**\n * Swaps the position of 2 Display Objects within this container.\n *\n * @param {PIXI.DisplayObject} child - First display object to swap\n * @param {PIXI.DisplayObject} child2 - Second display object to swap\n */\n\n\n Container.prototype.swapChildren = function swapChildren(child, child2) {\n if (child === child2) {\n return;\n }\n\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n\n /**\n * Returns the index position of a child DisplayObject instance\n *\n * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify\n * @return {number} The index position of the child display object to identify\n */\n\n\n Container.prototype.getChildIndex = function getChildIndex(child) {\n var index = this.children.indexOf(child);\n\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n\n return index;\n };\n\n /**\n * Changes the position of an existing child in the display object container\n *\n * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number\n * @param {number} index - The resulting index number for the child display object\n */\n\n\n Container.prototype.setChildIndex = function setChildIndex(child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error('The supplied index is out of bounds');\n }\n\n var currentIndex = this.getChildIndex(child);\n\n (0, _utils.removeItems)(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n\n this.onChildrenChange(index);\n };\n\n /**\n * Returns the child at the specified index\n *\n * @param {number} index - The index to get the child at\n * @return {PIXI.DisplayObject} The child at the given index, if any.\n */\n\n\n Container.prototype.getChildAt = function getChildAt(index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error('getChildAt: Index (' + index + ') does not exist.');\n }\n\n return this.children[index];\n };\n\n /**\n * Removes one or more children from the container.\n *\n * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to remove\n * @return {PIXI.DisplayObject} The first child that was removed.\n */\n\n\n Container.prototype.removeChild = function removeChild(child) {\n var argumentsLength = arguments.length;\n\n // if there is only one argument we can bypass looping through the them\n if (argumentsLength > 1) {\n // loop through the arguments property and add all children\n // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes\n for (var i = 0; i < argumentsLength; i++) {\n this.removeChild(arguments[i]);\n }\n } else {\n var index = this.children.indexOf(child);\n\n if (index === -1) return null;\n\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n (0, _utils.removeItems)(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n }\n\n return child;\n };\n\n /**\n * Removes a child from the specified index position.\n *\n * @param {number} index - The index to get the child from\n * @return {PIXI.DisplayObject} The child that was removed.\n */\n\n\n Container.prototype.removeChildAt = function removeChildAt(index) {\n var child = this.getChildAt(index);\n\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n (0, _utils.removeItems)(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n\n return child;\n };\n\n /**\n * Removes all children from this container that are within the begin and end indexes.\n *\n * @param {number} [beginIndex=0] - The beginning position.\n * @param {number} [endIndex=this.children.length] - The ending position. 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Override this to\n * calculate the bounds of the specific object (not including children).\n *\n */\n\n\n Container.prototype._calculateBounds = function _calculateBounds() {}\n // FILL IN//\n\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype.renderWebGL = function renderWebGL(renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || this._filters) {\n this.renderAdvancedWebGL(renderer);\n } else {\n this._renderWebGL(renderer);\n\n // simple render children!\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].renderWebGL(renderer);\n }\n }\n };\n\n /**\n * Render the object using the WebGL renderer and advanced features.\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n\n\n Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(renderer) {\n renderer.flush();\n\n var filters = this._filters;\n var mask = this._mask;\n\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n\n this._enabledFilters.length = 0;\n\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n\n if (this._enabledFilters.length) {\n renderer.filterManager.pushFilter(this, this._enabledFilters);\n }\n }\n\n if (mask) {\n renderer.maskManager.pushMask(this, this._mask);\n }\n\n // add this object to the batch, only rendered if it has a texture.\n this._renderWebGL(renderer);\n\n // now loop through the children and make sure they get rendered\n for (var _i2 = 0, j = this.children.length; _i2 < j; _i2++) {\n this.children[_i2].renderWebGL(renderer);\n }\n\n renderer.flush();\n\n if (mask) {\n renderer.maskManager.popMask(this, this._mask);\n }\n\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filterManager.popFilter();\n }\n };\n\n /**\n * To be overridden by the subclasses.\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n\n\n Container.prototype._renderWebGL = function _renderWebGL(renderer) // eslint-disable-line no-unused-vars\n {}\n // this is where content itself gets rendered...\n\n\n /**\n * To be overridden by the subclass\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype._renderCanvas = function _renderCanvas(renderer) // eslint-disable-line no-unused-vars\n {}\n // this is where content itself gets rendered...\n\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype.renderCanvas = function renderCanvas(renderer) {\n // if not visible or the alpha is 0 then no need to render this\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n\n if (this._mask) {\n renderer.maskManager.pushMask(this._mask);\n }\n\n this._renderCanvas(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].renderCanvas(renderer);\n }\n\n if (this._mask) {\n renderer.maskManager.popMask(renderer);\n }\n };\n\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n *\n * @param {object|boolean} [options] - Options parameter. 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obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A Container represents a collection of display objects.\n * It is the base class of all display objects that act as a container for other objects.\n *\n *```js\n * let container = new PIXI.Container();\n * container.addChild(sprite);\n * ```\n *\n * @class\n * @extends PIXI.DisplayObject\n * @memberof PIXI\n */\nvar Container = function (_DisplayObject) {\n _inherits(Container, _DisplayObject);\n\n /**\n *\n */\n function Container() {\n _classCallCheck(this, Container);\n\n /**\n * The array of children of this container.\n *\n * @member {PIXI.DisplayObject[]}\n * @readonly\n */\n var _this = _possibleConstructorReturn(this, _DisplayObject.call(this));\n\n _this.children = [];\n return _this;\n }\n\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified\n *\n * @private\n */\n\n\n Container.prototype.onChildrenChange = function onChildrenChange() {}\n /* empty */\n\n\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n *\n * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to add to the container\n * @return {PIXI.DisplayObject} The first child that was added.\n */\n ;\n\n Container.prototype.addChild = function addChild(child) {\n var argumentsLength = arguments.length;\n\n // if there is only one argument we can bypass looping through the them\n if (argumentsLength > 1) {\n // loop through the arguments property and add all children\n // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes\n for (var i = 0; i < argumentsLength; i++) {\n this.addChild(arguments[i]);\n }\n } else {\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.push(child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n child.emit('added', this);\n }\n\n return child;\n };\n\n /**\n * Adds a child to the container at a specified index. 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index1 : index2);\n };\n\n /**\n * Returns the index position of a child DisplayObject instance\n *\n * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify\n * @return {number} The index position of the child display object to identify\n */\n\n\n Container.prototype.getChildIndex = function getChildIndex(child) {\n var index = this.children.indexOf(child);\n\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n\n return index;\n };\n\n /**\n * Changes the position of an existing child in the display object container\n *\n * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number\n * @param {number} index - The resulting index number for the child display object\n */\n\n\n Container.prototype.setChildIndex = function setChildIndex(child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error('The supplied index is out of bounds');\n }\n\n var currentIndex = this.getChildIndex(child);\n\n (0, _utils.removeItems)(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n\n this.onChildrenChange(index);\n };\n\n /**\n * Returns the child at the specified index\n *\n * @param {number} index - The index to get the child at\n * @return {PIXI.DisplayObject} The child at the given index, if any.\n */\n\n\n Container.prototype.getChildAt = function getChildAt(index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error('getChildAt: Index (' + index + ') does not exist.');\n }\n\n return this.children[index];\n };\n\n /**\n * Removes one or more children from the container.\n *\n * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to remove\n * @return {PIXI.DisplayObject} The first child that was removed.\n */\n\n\n Container.prototype.removeChild = function removeChild(child) {\n var argumentsLength = arguments.length;\n\n // if there is only one argument we can bypass looping through the them\n if (argumentsLength > 1) {\n // loop through the arguments property and add all children\n // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes\n for (var i = 0; i < argumentsLength; i++) {\n this.removeChild(arguments[i]);\n }\n } else {\n var index = this.children.indexOf(child);\n\n if (index === -1) return null;\n\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n (0, _utils.removeItems)(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n }\n\n return child;\n };\n\n /**\n * Removes a child from the specified index position.\n *\n * @param {number} index - The index to get the child from\n * @return {PIXI.DisplayObject} The child that was removed.\n */\n\n\n Container.prototype.removeChildAt = function removeChildAt(index) {\n var child = this.getChildAt(index);\n\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n (0, _utils.removeItems)(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n\n return child;\n };\n\n /**\n * Removes all children from this container that are within the begin and end indexes.\n *\n * @param {number} [beginIndex=0] - The beginning position.\n * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container.\n * @returns {DisplayObject[]} List of removed children\n */\n\n\n Container.prototype.removeChildren = function removeChildren() {\n var beginIndex = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var endIndex = arguments[1];\n\n var begin = beginIndex;\n var end = typeof endIndex === 'number' ? endIndex : this.children.length;\n var range = end - begin;\n var removed = void 0;\n\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n\n this._boundsID++;\n\n this.onChildrenChange(beginIndex);\n\n for (var _i = 0; _i < removed.length; ++_i) {\n removed[_i].emit('removed', this);\n }\n\n return removed;\n } else if (range === 0 && this.children.length === 0) {\n return [];\n }\n\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n\n /**\n * Updates the transform on all children of this container for rendering\n */\n\n\n Container.prototype.updateTransform = function updateTransform() {\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n\n /**\n * Recalculates the bounds of the container.\n *\n */\n\n\n Container.prototype.calculateBounds = function calculateBounds() {\n this._bounds.clear();\n\n this._calculateBounds();\n\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n\n if (!child.visible || !child.renderable) {\n continue;\n }\n\n child.calculateBounds();\n\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n child._mask.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, child._mask._bounds);\n } else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n } else {\n this._bounds.addBounds(child._bounds);\n }\n }\n\n this._lastBoundsID = this._boundsID;\n };\n\n /**\n * Recalculates the bounds of the object. Override this to\n * calculate the bounds of the specific object (not including children).\n *\n */\n\n\n Container.prototype._calculateBounds = function _calculateBounds() {}\n // FILL IN//\n\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype.renderWebGL = function renderWebGL(renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || this._filters) {\n this.renderAdvancedWebGL(renderer);\n } else {\n this._renderWebGL(renderer);\n\n // simple render children!\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].renderWebGL(renderer);\n }\n }\n };\n\n /**\n * Render the object using the WebGL renderer and advanced features.\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n\n\n Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(renderer) {\n renderer.flush();\n\n var filters = this._filters;\n var mask = this._mask;\n\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n\n this._enabledFilters.length = 0;\n\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n\n if (this._enabledFilters.length) {\n renderer.filterManager.pushFilter(this, this._enabledFilters);\n }\n }\n\n if (mask) {\n renderer.maskManager.pushMask(this, this._mask);\n }\n\n // add this object to the batch, only rendered if it has a texture.\n this._renderWebGL(renderer);\n\n // now loop through the children and make sure they get rendered\n for (var _i2 = 0, j = this.children.length; _i2 < j; _i2++) {\n this.children[_i2].renderWebGL(renderer);\n }\n\n renderer.flush();\n\n if (mask) {\n renderer.maskManager.popMask(this, this._mask);\n }\n\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filterManager.popFilter();\n }\n };\n\n /**\n * To be overridden by the subclasses.\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n\n\n Container.prototype._renderWebGL = function _renderWebGL(renderer) // eslint-disable-line no-unused-vars\n {}\n // this is where content itself gets rendered...\n\n\n /**\n * To be overridden by the subclass\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype._renderCanvas = function _renderCanvas(renderer) // eslint-disable-line no-unused-vars\n {}\n // this is where content itself gets rendered...\n\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype.renderCanvas = function renderCanvas(renderer) {\n // if not visible or the alpha is 0 then no need to render this\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n\n if (this._mask) {\n renderer.maskManager.pushMask(this._mask);\n }\n\n this._renderCanvas(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].renderCanvas(renderer);\n }\n\n if (this._mask) {\n renderer.maskManager.popMask(renderer);\n }\n };\n\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n *\n * @param {object|boolean} [options] - Options parameter. 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obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A Container represents a collection of display objects.\n * It is the base class of all display objects that act as a container for other objects.\n *\n *```js\n * let container = new PIXI.Container();\n * container.addChild(sprite);\n * ```\n *\n * @class\n * @extends PIXI.DisplayObject\n * @memberof PIXI\n */\nvar Container = function (_DisplayObject) {\n _inherits(Container, _DisplayObject);\n\n /**\n *\n */\n function Container() {\n _classCallCheck(this, Container);\n\n /**\n * The array of children of this container.\n *\n * @member {PIXI.DisplayObject[]}\n * @readonly\n */\n var _this = _possibleConstructorReturn(this, _DisplayObject.call(this));\n\n _this.children = [];\n return _this;\n }\n\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified\n *\n * @private\n */\n\n\n Container.prototype.onChildrenChange = function onChildrenChange() {}\n /* empty */\n\n\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n *\n * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to add to the container\n * @return {PIXI.DisplayObject} The first child that was added.\n */\n ;\n\n Container.prototype.addChild = function addChild(child) {\n var argumentsLength = argumentsس]Où.length;\n\n // if there is only one argument we can bypass looping through the them\n if (argumentsLength > 1) {\n // loop through the arguments property and add all children\n // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes\n for (var i = 0; i < argumentsLength; i++) {\n this.addChild(arguments[i]);\n }\n } else {\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.push(child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n child.emit('added', this);\n }\n\n return child;\n };\n\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n *\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @return {PIXI.DisplayObject} The child that was added.\n */\n\n\n Container.prototype.addChildAt = function addChildAt(child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + 'addChildAt: The index ' + index + ' supplied is out of bounds ' + this.children.length);\n }\n\n if (child.parent) {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.splice(index, 0, child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n\n return child;\n };\n\n /**\n * Swaps the position of 2 Display Objects within this container.\n *\n * @param {PIXI.DisplayObject} child - First display object to swap\n * @param {PIXI.DisplayObject} child2 - Second display object to swap\n */\n\n\n Container.prototype.swapChildren = function swapChildren(child, child2) {\n if (child === child2) {\n return;\n }\n\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n\n /**\n * Returns the index position of a child DisplayObject instance\n *\n * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify\n * @return {number} The index position of the child display object to identify\n */\n\n\n Container.prototype.getChildIndex = function getChildIndex(child) {\n var index = this.children.indexOf(child);\n\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n\n return index;\n };\n\n /**\n * Changes the position of an existing child in the display object container\n *\n * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number\n * @param {number} index - The resulting index number for the child display object\n */\n\n\n Container.prototype.setChildIndex = function setChildIndex(child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error('The supplied index is out of bounds');\n }\n\n var currentIndex = this.getChildIndex(child);\n\n (0, _utils.removeItems)(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n\n this.onChildrenChange(index);\n };\n\n /**\n * Returns the child at the specified index\n *\n * @param {number} index - The index to get the child at\n * @return {PIXI.DisplayObject} The child at the given index, if any.\n */\n\n\n Container.prototype.getChildAt = function getChildAt(index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error('getChildAt: Index (' + index + ') does not exist.');\n }\n\n return this.children[index];\n };\n\n /**\n * Removes one or more children from the container.\n *\n * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to remove\n * @return {PIXI.DisplayObject} The first child that was removed.\n */\n\n\n Container.prototype.removeChild = function removeChild(child) {\n var argumentsLength = arguments.length;\n\n // if there is only one argument we can bypass looping through the them\n if (argumentsLength > 1) {\n // loop through the arguments property and add all children\n // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes\n for (var i = 0; i < argumentsLength; i++) {\n this.removeChild(arguments[i]);\n }\n } else {\n var index = this.children.indexOf(child);\n\n if (index === -1) return null;\n\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n (0, _utils.removeItems)(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n }\n\n return child;\n };\n\n /**\n * Removes a child from the specified index position.\n *\n * @param {number} index - The index to get the child from\n * @return {PIXI.DisplayObject} The child that was removed.\n */\n\n\n Container.prototype.removeChildAt = function removeChildAt(index) {\n var child = this.getChildAt(index);\n\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n (0, _utils.removeItems)(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n\n return child;\n };\n\n /**\n * Removes all children from this container that are within the begin and end indexes.\n *\n * @param {number} [beginIndex=0] - The beginning position.\n * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container.\n * @returns {DisplayObject[]} List of removed children\n */\n\n\n Container.prototype.removeChildren = function removeChildren() {\n var beginIndex = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var endIndex = arguments[1];\n\n var begin = beginIndex;\n var end = typeof endIndex === 'number' ? endIndex : this.children.length;\n var range = end - begin;\n var removed = void 0;\n\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n\n this._boundsID++;\n\n this.onChildrenChange(beginIndex);\n\n for (var _i = 0; _i < removed.length; ++_i) {\n removed[_i].emit('removed', this);\n }\n\n return removed;\n } else if (range === 0 && this.children.length === 0) {\n return [];\n }\n\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n\n /**\n * Updates the transform on all children of this container for rendering\n */\n\n\n Container.prototype.updateTransform = function updateTransform() {\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n\n /**\n * Recalculates the bounds of the container.\n *\n */\n\n\n Container.prototype.calculateBounds = function calculateBounds() {\n this._bounds.clear();\n\n this._calculateBounds();\n\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n\n if (!child.visible || !child.renderable) {\n continue;\n }\n\n child.calculateBounds();\n\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n child._mask.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, child._mask._bounds);\n } else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n } else {\n this._bounds.addBounds(child._bounds);\n }\n }\n\n this._lastBoundsID = this._boundsID;\n };\n\n /**\n * Recalculates the bounds of the object. Override this to\n * calculate the bounds of the specific object (not including children).\n *\n */\n\n\n Container.prototype._calculateBounds = function _calculateBounds() {}\n // FILL IN//\n\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype.renderWebGL = function renderWebGL(renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || this._filters) {\n this.renderAdvancedWebGL(renderer);\n } else {\n this._renderWebGL(renderer);\n\n // simple render children!\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].renderWebGL(renderer);\n }\n }\n };\n\n /**\n * Render the object using the WebGL renderer and advanced features.\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n\n\n Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(renderer) {\n renderer.flush();\n\n var filters = this._filters;\n var mask = this._mask;\n\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n\n this._enabledFilters.length = 0;\n\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n\n if (this._enabledFilters.length) {\n renderer.filterManager.pushFilter(this, this._enabledFilters);\n }\n }\n\n if (mask) {\n renderer.maskManager.pushMask(this, this._mask);\n }\n\n // add this object to the batch, only rendered if it has a texture.\n this._renderWebGL(renderer);\n\n // now loop through the children and make sure they get rendered\n for (var _i2 = 0, j = this.children.length; _i2 < j; _i2++) {\n this.children[_i2].renderWebGL(renderer);\n }\n\n renderer.flush();\n\n if (mask) {\n renderer.maskManager.popMask(this, this._mask);\n }\n\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filterManager.popFilter();\n }\n };\n\n /**\n * To be overridden by the subclasses.\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n\n\n Container.prototype._renderWebGL = function _renderWebGL(renderer) // eslint-disable-line no-unused-vars\n {}\n // this is where content itself gets rendered...\n\n\n /**\n * To be overridden by the subclass\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype._renderCanvas = function _renderCanvas(renderer) // eslint-disable-line no-unused-vars\n {}\n // this is where content itself gets rendered...\n\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype.renderCanvas = function renderCanvas(renderer) {\n // if not visible or the alpha is 0 then no need to render this\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n\n if (this._mask) {\n renderer.maskManager.pushMask(this._mask);\n }\n\n this._renderCanvas(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].renderCanvas(renderer);\n }\n\n if (this._mask) {\n renderer.maskManager.popMask(renderer);\n }\n };\n\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n\n\n Container.prototype.destroy = function destroy(options) {\n _DisplayObject.prototype.destroy.call(this);\n\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n\n var oldChildren = this.removeChildren(0, this.children.length);\n\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n\n /**\n * The width of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n\n _createClass(Container, [{\n key: 'width',\n get: function get() {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var width = this.getLocalBounds().width;\n\n if (width !== 0) {\n this.scale.x = value / width;\n } else {\n this.scale.x = 1;\n }\n\n this._width = value;\n }\n\n /**\n * The height of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n }, {\n key: 'height',\n get: function get() {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var height = this.getLocalBounds().height;\n\n if (height !== 0) {\n this.scale.y = value / height;\n } else {\n this.scale.y = 1;\n }\n\n this._height = value;\n }\n }]);\n\n return Container;\n}(_DisplayObject3.default);\n\n// performance increase to avoid using call.. (10x faster)\n\n\nexports.default = Container;\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n//# sourceMappingURL=Container.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _utils = require('../utils');\n\nvar _DisplayObject2 = require('./DisplayObject');\n\nvar _DisplayObject3 = _interopRequireDefault(_DisplayObject2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A Container represents a collection of display objects.\n * It is the base class of all display objects that act as a container for other objects.\n *\n *```js\n * let container = new PIXI.Container();\n * container.addChild(sprite);\n * ```\n *\n * @class\n * @extends PIXI.DisplayObject\n * @memberof PIXI\n */\nvar Container = function (_DisplayObject) {\n _inherits(Container, _DisplayObject);\n\n /**\n *\n */\n function Container() {\n _classCallCheck(this, Container);\n\n /**\n * The array of children of this container.\n *\n * @member {PIXI.DisplayObject[]}\n * @readonly\n */\n var _this = _possibleConstructorReturn(this, _DisplayObject.call(this));\n\n _this.children = [];\n return _this;\n }\n\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified\n *\n * @private\n */\n\n\n Container.prototype.onChildrenChange = function onChildrenChange() {}\n /* empty */\n\n\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n *\n * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to add to the container\n * @return {PIXI.DisplayObject} The first child that was added.\n */\n ;\n\n Container.prototype.addChild = function addChild(child) {\n var argumentsLength = arguments.length;\n\n // if there is only one argument we can bypass looping through the them\n if (argumentsLength > 1) {\n // loop through the arguments property and add all children\n // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes\n for (var i = 0; i < argumentsLength; i++) {\n this.addChild(arguments[i]);\n }\n } else {\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n if (child.parent) {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.push(child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n child.emit('added', this);\n }\n\n return child;\n };\n\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n *\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @return {PIXI.DisplayObject} The child that was added.\n */\n\n\n Container.prototype.addChildAt = function addChildAt(child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(child + 'addChildAt: The index ' + index + ' supplied is out of bounds ' + this.children.length);\n }\n\n if (child.parent) {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.splice(index, 0, child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n\n return child;\n };\n\n /**\n * Swaps the position of 2 Display Objects within this container.\n *\n * @param {PIXI.DisplayObject} child - First display object to swap\n * @param {PIXI.DisplayObject} child2 - Second display object to swap\n */\n\n\n Container.prototype.swapChildren = function swapChildren(child, child2) {\n if (child === child2) {\n return;\n }\n\n var index1 = this.getChildIndex(child);\n var index2 = this.getChildIndex(child2);\n\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n };\n\n /**\n * Returns the index position of a child DisplayObject instance\n *\n * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify\n * @return {number} The index position of the child display object to identify\n */\n\n\n Container.prototype.getChildIndex = function getChildIndex(child) {\n var index = this.children.indexOf(child);\n\n if (index === -1) {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n\n return index;\n };\n\n /**\n * Changes the position of an existing child in the display object container\n *\n * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number\n * @param {number} index - The resulting index number for the child display object\n */\n\n\n Container.prototype.setChildIndex = function setChildIndex(child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error('The supplied index is out of bounds');\n }\n\n var currentIndex = this.getChildIndex(child);\n\n (0, _utils.removeItems)(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n\n this.onChildrenChange(index);\n };\n\n /**\n * Returns the child at the specified index\n *\n * @param {number} index - The index to get the child at\n * @return {PIXI.DisplayObject} The child at the given index, if any.\n */\n\n\n Container.prototype.getChildAt = function getChildAt(index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error('getChildAt: Index (' + index + ') does not exist.');\n }\n\n return this.children[index];\n };\n\n /**\n * Removes one or more children from the container.\n *\n * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to remove\n * @return {PIXI.DisplayObject} The first child that was removed.\n */\n\n\n Container.prototype.removeChild = function removeChild(child) {\n var argumentsLength = arguments.length;\n\n // if there is only one argument we can bypass looping through the them\n if (argumentsLength > 1) {\n // loop through the arguments property and add all children\n // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes\n for (var i = 0; i < argumentsLength; i++) {\n this.removeChild(arguments[i]);\n }\n } else {\n var index = this.children.indexOf(child);\n\n if (index === -1) return null;\n\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n (0, _utils.removeItems)(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n }\n\n return child;\n };\n\n /**\n * Removes a child from the specified index position.\n *\n * @param {number} index - The index to get the child from\n * @return {PIXI.DisplayObject} The child that was removed.\n */\n\n\n Container.prototype.removeChildAt = function removeChildAt(index) {\n var child = this.getChildAt(index);\n\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n (0, _utils.removeItems)(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n\n return child;\n };\n\n /**\n * Removes all children from this container that are within the begin and end indexes.\n *\n * @param {number} [beginIndex=0] - The beginning position.\n * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container.\n * @returns {DisplayObject[]} List of removed children\n */\n\n\n Container.prototype.removeChildren = function removeChildren() {\n var beginIndex = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var endIndex = arguments[1];\n\n var begin = beginIndex;\n var end = typeof endIndex === 'number' ? endIndex : this.children.length;\n var range = end - begin;\n var removed = void 0;\n\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n\n for (var i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n\n this._boundsID++;\n\n this.onChildrenChange(beginIndex);\n\n for (var _i = 0; _i < removed.length; ++_i) {\n removed[_i].emit('removed', this);\n }\n\n return removed;\n } else if (range === 0 && this.children.length === 0) {\n return [];\n }\n\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n };\n\n /**\n * Updates the transform on all children of this container for rendering\n */\n\n\n Container.prototype.updateTransform = function updateTransform() {\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n\n for (var i = 0, j = this.children.length; i < j; ++i) {\n var child = this.children[i];\n\n if (child.visible) {\n child.updateTransform();\n }\n }\n };\n\n /**\n * Recalculates the bounds of the container.\n *\n */\n\n\n Container.prototype.calculateBounds = function calculateBounds() {\n this._bounds.clear();\n\n this._calculateBounds();\n\n for (var i = 0; i < this.children.length; i++) {\n var child = this.children[i];\n\n if (!child.visible || !child.renderable) {\n continue;\n }\n\n child.calculateBounds();\n\n // TODO: filter+mask, need to mask both somehow\n if (child._mask) {\n child._mask.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, child._mask._bounds);\n } else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n } else {\n this._bounds.addBounds(child._bounds);\n }\n }\n\n this._lastBoundsID = this._boundsID;\n };\n\n /**\n * Recalculates the bounds of the object. Override this to\n * calculate the bounds of the specific object (not including children).\n *\n */\n\n\n Container.prototype._calculateBounds = function _calculateBounds() {}\n // FILL IN//\n\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype.renderWebGL = function renderWebGL(renderer) {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || this._filters) {\n this.renderAdvancedWebGL(renderer);\n } else {\n this._renderWebGL(renderer);\n\n // simple render children!\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].renderWebGL(renderer);\n }\n }\n };\n\n /**\n * Render the object using the WebGL renderer and advanced features.\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n\n\n Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(renderer) {\n renderer.flush();\n\n var filters = this._filters;\n var mask = this._mask;\n\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n\n this._enabledFilters.length = 0;\n\n for (var i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n\n if (this._enøÀùabledFilters.length) {\n renderer.filterManager.pushFilter(this, this._enabledFilters);\n }\n }\n\n if (mask) {\n renderer.maskManager.pushMask(this, this._mask);\n }\n\n // add this object to the batch, only rendered if it has a texture.\n this._renderWebGL(renderer);\n\n // now loop through the children and make sure they get rendered\n for (var _i2 = 0, j = this.children.length; _i2 < j; _i2++) {\n this.children[_i2].renderWebGL(renderer);\n }\n\n renderer.flush();\n\n if (mask) {\n renderer.maskManager.popMask(this, this._mask);\n }\n\n if (filters && this._enabledFilters && this._enabledFilters.length) {\n renderer.filterManager.popFilter();\n }\n };\n\n /**\n * To be overridden by the subclasses.\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The renderer\n */\n\n\n Container.prototype._renderWebGL = function _renderWebGL(renderer) // eslint-disable-line no-unused-vars\n {}\n // this is where content itself gets rendered...\n\n\n /**\n * To be overridden by the subclass\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype._renderCanvas = function _renderCanvas(renderer) // eslint-disable-line no-unused-vars\n {}\n // this is where content itself gets rendered...\n\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n ;\n\n Container.prototype.renderCanvas = function renderCanvas(renderer) {\n // if not visible or the alpha is 0 then no need to render this\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n\n if (this._mask) {\n renderer.maskManager.pushMask(this._mask);\n }\n\n this._renderCanvas(renderer);\n for (var i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].renderCanvas(renderer);\n }\n\n if (this._mask) {\n renderer.maskManager.popMask(renderer);\n }\n };\n\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n\n\n Container.prototype.destroy = function destroy(options) {\n _DisplayObject.prototype.destroy.call(this);\n\n var destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n\n var oldChildren = this.removeChildren(0, this.children.length);\n\n if (destroyChildren) {\n for (var i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n };\n\n /**\n * The width of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n\n _createClass(Container, [{\n key: 'width',\n get: function get() {\n return this.scale.x * this.getLocalBounds().width;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var width = this.getLocalBounds().width;\n\n if (width !== 0) {\n this.scale.x = value / width;\n } else {\n this.scale.x = 1;\n }\n\n this._width = value;\n }\n\n /**\n * The height of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n }, {\n key: 'height',\n get: function get() {\n return this.scale.y * this.getLocalBounds().height;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var height = this.getLocalBounds().height;\n\n if (height !== 0) {\n this.scale.y = value / height;\n } else {\n this.scale.y = 1;\n }\n\n this._height = value;\n }\n }]);\n\n return Container;\n}(_DisplayObject3.default);\n\n// performance increase to avoid using call.. 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Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * The CanvasRenderer draws the scene and all its content onto a 2d canvas. This renderer should\n * be used for browsers that do not support WebGL. Don't forget to add the CanvasRenderer.view to\n * your DOM or you will not see anything :)\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.SystemRenderer\n */\nvar CanvasRenderer = function (_SystemRenderer) {\n _inherits(CanvasRenderer, _SystemRenderer);\n\n // eslint-disable-next-line valid-jsdoc\n /**\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the screen\n * @param {number} [options.height=600] - the height of the screen\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false\n * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment)\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The\n * resolution of the renderer retina would be 2.\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the webgl context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering,\n * stopping pixel interpolation.\n */\n function CanvasRenderer(options, arg2, arg3) {\n _classCallCheck(this, CanvasRenderer);\n\n var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'Canvas', options, arg2, arg3));\n\n _this.type = _const.RENDERER_TYPE.CANVAS;\n\n /**\n * The root canvas 2d context that everything is drawn with.\n *\n * @member {CanvasRenderingContext2D}\n */\n _this.rootContext = _this.view.getContext('2d', { alpha: _this.transparent });\n\n /**\n * The currently active canvas 2d context (could change with renderTextures)\n *\n * @member {CanvasRenderingContext2D}\n */\n _this.context = _this.rootContext;\n\n /**\n * Boolean flag controlling canvas refresh.\n *\n * @member {boolean}\n */\n _this.refresh = true;\n\n /**\n * Instance of a CanvasMaskManager, handles masking when using the canvas renderer.\n *\n * @member {PIXI.CanvasMaskManager}\n */\n _this.maskManager = new _CanvasMaskManager2.default(_this);\n\n /**\n * The canvas property used to set the canvas smoothing property.\n *\n * @member {string}\n */\n _this.smoothProperty = 'imageSmoothingEnabled';\n\n if (!_this.rootContext.imageSmoothingEnabled) {\n if (_this.rootContext.webkitImageSmoothingEnabled) {\n _this.smoothProperty = 'webkitImageSmoothingEnabled';\n } else if (_this.rootContext.mozImageSmoothingEnabled) {\n _this.smoothProperty = 'mozImageSmoothingEnabled';\n } else if (_this.rootContext.oImageSmoothingEnabled) {\n _this.smoothProperty = 'oImageSmoothingEnabled';\n } else if (_this.rootContext.msImageSmoothingEnabled) {\n _this.smoothProperty = 'msImageSmoothingEnabled';\n }\n }\n\n _this.initPlugins();\n\n _this.blendModes = (0, _mapCanvasBlendModesToPixi2.default)();\n _this._activeBlendMode = null;\n\n _this.renderingToScreen = false;\n\n _this.resize(_this.options.width, _this.options.height);\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.CanvasRenderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.CanvasRenderer#prerender\n */\n return _this;\n }\n\n /**\n * Renders the object to this canvas view\n *\n * @param {PIXI.DisplayObject} displayObject - The object to be rendered\n * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to.\n * If unset, it will render to the root context.\n * @param {boolean} [clear=false] - Whether to clear the canvas before drawing\n * @param {PIXI.Transform} [transform] - A transformation to be applied\n * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform\n */\n\n\n CanvasRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {\n if (!this.view) {\n return;\n }\n\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.emit('prerender');\n\n var rootResolution = this.resolution;\n\n if (renderTexture) {\n renderTexture = renderTexture.baseTexture || renderTexture;\n\n if (!renderTexture._canvasRenderTarget) {\n renderTexture._canvasRenderTarget = new _CanvasRenderTarget2.default(renderTexture.width, renderTexture.height, renderTexture.resolution);\n renderTexture.source = renderTexture._canvasRenderTarget.canvas;\n renderTexture.valid = true;\n }\n\n this.context = renderTexture._canvasRenderTarget.context;\n this.resolution = renderTexture._canvasRenderTarget.resolution;\n } else {\n this.context = this.rootContext;\n }\n\n var context = this.context;\n\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.parent;\n var tempWt = this._tempDisplayObjectParent.transform.worldTransform;\n\n if (transform) {\n transform.copy(tempWt);\n\n // lets not forget to flag the parent transform as dirty...\n this._tempDisplayObjectParent.transform._worldID = -1;\n } else {\n tempWt.identity();\n }\n\n displayObject.parent = this._tempDisplayObjectParent;\n\n displayObject.updateTransform();\n displayObject.parent = cacheParent;\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n context.setTransform(1, 0, 0, 1, 0, 0);\n context.globalAlpha = 1;\n this._activeBlendMode = _const.BLEND_MODES.NORMAL;\n context.globalCompositeOperation = this.blendModes[_const.BLEND_MODES.NORMAL];\n\n if (navigator.isCocoonJS && this.view.screencanvas) {\n context.fillStyle = 'black';\n context.clear();\n }\n\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n if (this.renderingToScreen) {\n if (this.transparent) {\n context.clearRect(0, 0, this.width, this.height);\n } else {\n context.fillStyle = this._backgroundColorString;\n context.fillRect(0, 0, this.width, this.height);\n }\n } // else {\n // TODO: implement background for CanvasRenderTarget or RenderTexture?\n // }\n }\n\n // TODO RENDER TARGET STUFF HERE..\n var tempContext = this.context;\n\n this.context = context;\n displayObject.renderCanvas(this);\n this.context = tempContext;\n\n this.resolution = rootResolution;\n\n this.emit('postrender');\n };\n\n /**\n * Clear the canvas of renderer.\n *\n * @param {string} [clearColor] - Clear the canvas with this color, except the canvas is transparent.\n */\n\n\n CanvasRenderer.prototype.clear = function clear(clearColor) {\n var context = this.context;\n\n clearColor = clearColor || this._backgroundColorString;\n\n if (!this.transparent && clearColor) {\n context.fillStyle = clearColor;\n context.fillRect(0, 0, this.width, this.height);\n } else {\n context.clearRect(0, 0, this.width, this.height);\n }\n };\n\n /**\n * Sets the blend mode of the renderer.\n *\n * @param {number} blendMode - See {@link PIXI.BLEND_MODES} for valid values.\n */\n\n\n CanvasRenderer.prototype.setBlendMode = function setBlendMode(blendMode) {\n if (this._activeBlendMode === blendMode) {\n return;\n }\n\n this._activeBlendMode = blendMode;\n this.context.globalCompositeOperation = this.blendModes[blendMode];\n };\n\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n */\n\n\n CanvasRenderer.prototype.destroy = function destroy(removeView) {\n this.destroyPlugins();\n\n // call the base destroy\n _SystemRenderer.prototype.destroy.call(this, removeView);\n\n this.context = null;\n\n this.refresh = true;\n\n this.maskManager.destroy();\n this.maskManager = null;\n\n this.smoothProperty = null;\n };\n\n /**\n * Resizes the canvas view to the specified width and height.\n *\n * @extends PIXI.SystemRenderer#resize\n *\n * @param {number} screenWidth - the new width of the screen\n * @param {number} screenHeight - the new height of the screen\n */\n\n\n CanvasRenderer.prototype.resize = function resize(screenWidth, screenHeight) {\n _SystemRenderer.prototype.resize.call(this, screenWidth, screenHeight);\n\n // reset the scale mode.. oddly this seems to be reset when the canvas is resized.\n // surely a browser bug?? Let PixiJS fix that for you..\n if (this.smoothProperty) {\n this.rootContext[this.smoothProperty] = _settings2.default.SCALE_MODE === _const.SCALE_MODES.LINEAR;\n }\n };\n\n /**\n * Checks if blend mode has changed.\n */\n\n\n CanvasRenderer.prototype.invalidateBlendMode = function invalidateBlendMode() {\n this._activeBlendMode = this.blendModes.indexOf(this.context.globalCompositeOperation);\n };\n\n return CanvasRenderer;\n}(_SystemRenderer3.default);\n\n/**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.CanvasRenderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.extract.CanvasExtract} extract Extract image data from renderer.\n * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.prepare.CanvasPrepare} prepare Pre-render display objects.\n */\n\n/**\n * Adds a plugin to the renderer.\n *\n * @method PIXI.CanvasRenderer#registerPlugin\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n\nexports.default = CanvasRenderer;\n_utils.pluginTarget.mixin(CanvasRenderer);\n//# sourceMappingURL=CanvasRenderer.js.map","source":"\n\nexports.__esModule = true;\n\nvar _SystemRenderer2 = __webpack_require__(243);\n\nvar _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2);\n\nvar _CanvasMaskManager = __webpack_require__(534);\n\nvar _CanvasMaskManager2 = _interopRequireDefault(_CanvasMaskManager);\n\nvar _CanvasRenderTarget = __webpack_require__(244);\n\nvar _CanvasRenderTarget2 = _interopRequireDefault(_CanvasRenderTarget);\n\nvar _mapCanvasBlendModesToPixi = __webpack_require__(535);\n\nvar _mapCanvasBlendModesToPixi2 = _interopRequireDefault(_mapCanvasBlendModesToPixi);\n\nvar _utils = __webpack_require__(3);\n\nvar _const = __webpack_require__(0);\n\nvar _settings = __webpack_require__(6);\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * The CanvasRenderer draws the scene and all its content onto a 2d canvas. This renderer should\n * be used for browsers that do not support WebGL. Don't forget to add the CanvasRenderer.view to\n * your DOM or you will not see anything :)\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.SystemRenderer\n */\nvar CanvasRenderer = function (_SystemRenderer) {\n _inherits(CanvasRenderer, _SystemRenderer);\n\n // eslint-disable-next-line valid-jsdoc\n /**\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the screen\n * @param {number} [options.height=600] - the height of the screen\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false\n * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment)\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The\n * resolution of the renderer retina would be 2.\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the webgl context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering,\n * stopping pixel interpolation.\n */\n function CanvasRenderer(options, arg2, arg3) {\n _classCallCheck(this, CanvasRenderer);\n\n var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'Canvas', options, arg2, arg3));\n\n _this.type = _const.RENDERER_TYPE.CANVAS;\n\n /**\n * The root canvas 2d context that everything is drawn with.\n *\n * @member {CanvasRenderingContext2D}\n */\n _this.rootContext = _this.view.getContext('2d', { alpha: _this.transparent });\n\n /**\n * The currently active canvas 2d context (could change with renderTextures)\n *\n * @member {CanvasRenderingContext2D}\n */\n _this.context = _this.rootContext;\n\n /**\n * Boolean flag controlling canvas refresh.\n *\n * @member {boolean}\n */\n _this.refresh = true;\n\n /**\n * Instance of a CanvasMaskManager, handles masking when using the canvas renderer.\n *\n * @member {PIXI.CanvasMaskManager}\n */\n _this.maskManager = new _CanvasMaskManager2.default(_this);\n\n /**\n * The canvas property used to set the canvas smoothing property.\n *\n * @member {string}\n */\n _this.smoothProperty = 'imageSmoothingEnabled';\n\n if (!_this.rootContext.imageSmoothingEnabled) {\n if (_this.rootContext.webkitImageSmoothingEnabled) {\n _this.smoothProperty = 'webkitImageSmoothingEnabled';\n } else if (_this.rootContext.mozImageSmoothingEnabled) {\n _this.smoothProperty = 'mozImageSmoothingEnabled';\n } else if (_this.rootContext.oImageSmoothingEnabled) {\n _this.smoothProperty = 'oImageSmoothingEnabled';\n } else if (_this.rootContext.msImageSmoothingEnabled) {\n _this.smoothProperty = 'msImageSmoothingEnabled';\n }\n }\n\n _this.initPlugins();\n\n _this.blendModes = (0, _mapCanvasBlendModesToPixi2.default)();\n _this._activeBlendMode = null;\n\n _this.renderingToScreen = false;\n\n _this.resize(_this.options.width, _this.options.height);\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.CanvasRenderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.CanvasRenderer#prerender\n */\n return _this;\n }\n\n /**\n * Renders the object to this canvas view\n *\n * @param {PIXI.DisplayObject} displayObject - The object to be rendered\n * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to.\n * If unset, it will render to the root context.\n * @param {boolean} [clear=false] - Whether to clear the canvas before drawing\n * @param {PIXI.Transform} [transform] - A transformation to be applied\n * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform\n */\n\n\n CanvasRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {\n if (!this.view) {\n return;\n }\n\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.emit('prerender');\n\n var rootResolution = this.resolution;\n\n if (renderTexture) {\n renderTexture = renderTexture.baseTexture || renderTexture;\n\n if (!renderTexture._canvasRenderTarget) {\n renderTexture._canvasRenderTarget = new _CanvasRenderTarget2.default(renderTexture.width, renderTexture.height, renderTexture.resolution);\n renderTexture.source = renderTexture._canvasRenderTarget.canvas;\n renderTexture.valid = true;\n }\n\n this.context = renderTexture._canvasRenderTarget.context;\n this.resolution = renderTexture._canvasRenderTarget.resolution;\n } else {\n this.context = this.rootContext;\n }\n\n var context = this.context;\n\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.parent;\n var tempWt = this._tempDisplayObjectParent.transform.worldTransform;\n\n if (transform) {\n transform.copy(tempWt);\n\n // lets not forget to flag the parent transform as dirty...\n this._tempDisplayObjectParent.transform._worldID = -1;\n } else {\n tempWt.identity();\n }\n\n displayObject.parent = this._tempDisplayObjectParent;\n\n displayObject.updateTransform();\n displayObject.parent = cacheParent;\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n context.setTransform(1, 0, 0, 1, 0, 0);\n context.globalAlpha = 1;\n this._activeBlendMode = _const.BLEND_MODES.NORMAL;\n context.globalCompositeOperation = this.blendModes[_const.BLEND_MODES.NORMAL];\n\n if (navigator.isCocoonJS && this.view.screencanvas) {\n context.fillStyle = 'black';\n context.clear();\n }\n\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n if (this.renderingToScreen) {\n if (this.transparent) {\n context.clearRect(0, 0, this.width, this.height);\n } else {\n context.fillStyle = this._backgroundColorString;\n context.fillRect(0, 0, this.width, this.height);\n }\n } // else {\n // TODO: implement background for CanvasRenderTarget or RenderTexture?\n // }\n }\n\n // TODO RENDER TARGET STUFF HERE..\n var tempContext = this.context;\n\n this.context = context;\n displayObject.renderCanvas(this);\n this.context = tempContext;\n\n this.resolution = rootResolution;\n\n this.emit('postrender');\n };\n\n /**\n * Clear the canvas of renderer.\n *\n * @param {string} [clearColor] - Clear the canvas with this color, except the canvas is transparent.\n */\n\n\n CanvasRenderer.prototype.clear = function clear(clearColor) {\n var context = this.context;\n\n clearColor = clearColor || this._backgroundColorString;\n\n if (!this.transparent && clearColor) {\n context.fillStyle = clearColor;\n context.fillRect(0, 0, this.width, this.height);\n } else {\n context.clearRect(0, 0, this.width, this.height);\n }\n };\n\n /**\n * Sets the blend mode of the renderer.\n *\n * @param {number} blendMode - See {@link PIXI.BLEND_MODES} for valid values.\n */\n\n\n CanvasRenderer.prototype.setBlendMode = function setBlendMode(blendMode) {\n lnºóù if (this._activeBlendMode === blendMode) {\n return;\n }\n\n this._activeBlendMode = blendMode;\n this.context.globalCompositeOperation = this.blendModes[blendMode];\n };\n\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n */\n\n\n CanvasRenderer.prototype.destroy = function destroy(removeView) {\n this.destroyPlugins();\n\n // call the base destroy\n _SystemRenderer.prototype.destroy.call(this, removeView);\n\n this.context = null;\n\n this.refresh = true;\n\n this.maskManager.destroy();\n this.maskManager = null;\n\n this.smoothProperty = null;\n };\n\n /**\n * Resizes the canvas view to the specified width and height.\n *\n * @extends PIXI.SystemRenderer#resize\n *\n * @param {number} screenWidth - the new width of the screen\n * @param {number} screenHeight - the new height of the screen\n */\n\n\n CanvasRenderer.prototype.resize = function resize(screenWidth, screenHeight) {\n _SystemRenderer.prototype.resize.call(this, screenWidth, screenHeight);\n\n // reset the scale mode.. oddly this seems to be reset when the canvas is resized.\n // surely a browser bug?? Let PixiJS fix that for you..\n if (this.smoothProperty) {\n this.rootContext[this.smoothProperty] = _settings2.default.SCALE_MODE === _const.SCALE_MODES.LINEAR;\n }\n };\n\n /**\n * Checks if blend mode has changed.\n */\n\n\n CanvasRenderer.prototype.invalidateBlendMode = function invalidateBlendMode() {\n this._activeBlendMode = this.blendModes.indexOf(this.context.globalCompositeOperation);\n };\n\n return CanvasRenderer;\n}(_SystemRenderer3.default);\n\n/**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. 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Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * The CanvasRenderer draws the scene and all its content onto a 2d canvas. This renderer should\n * be used for browsers that do not support WebGL. 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The object to be rendered\n * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to.\n * If unset, it will render to the root context.\n * @param {boolean} [clear=false] - Whether to clear the canvas before drawing\n * @param {PIXI.Transform} [transform] - A transformation to be applied\n * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform\n */\n\n\n CanvasRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {\n if (!this.view) {\n return;\n }\n\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.emit('prerender');\n\n var rootResolution = this.resolution;\n\n if (renderTexture) {\n renderTexture = renderTexture.baseTexture || renderTexture;\n\n if (!renderTexture._canvasRenderTarget) {\n renderTexture._canvasRenderTarget = new _CanvasRenderTarget2.default(renderTexture.width, renderTexture.height, renderTexture.resolution);\n renderTexture.source = renderTexture._canvasRenderTarget.canvas;\n renderTexture.valid = true;\n }\n\n this.context = renderTexture._canvasRenderTarget.context;\n this.resolution = renderTexture._canvasRenderTarget.resolution;\n } else {\n this.context = this.rootContext;\n }\n\n var context = this.context;\n\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.parent;\n var tempWt = this._tempDisplayObjectParent.transform.worldTransform;\n\n if (transform) {\n transform.copy(tempWt);\n\n // lets not forget to flag the parent transform as dirty...\n this._tempDisplayObjectParent.transform._worldID = -1;\n } else {\n tempWt.identity();\n }\n\n displayObject.parent = this._tempDisplayObjectParent;\n\n displayObject.updateTransform();\n displayObject.parent = cacheParent;\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n context.setTransform(1, 0, 0, 1, 0, 0);\n context.globalAlpha = 1;\n this._activeBlendMode = _const.BLEND_MODES.NORMAL;\n context.globalCompositeOperation = this.blendModes[_const.BLEND_MODES.NORMAL];\n\n if (navigator.isCocoonJS && this.view.screencanvas) {\n context.fillStyle = 'black';\n context.clear();\n }\n\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n if (this.renderingToScreen) {\n if (this.transparent) {\n context.clearRect(0, 0, this.width, this.height);\n } else {\n context.fillStyle = this._backgroundColorString;\n context.fillRect(0, 0, this.width, this.height);\n }\n } // else {\n // TODO: implement background for CanvasRenderTarget or RenderTexture?\n // }\n }\n\n // TODO RENDER TARGET STUFF HERE..\n var tempContext = this.context;\n\n this.context = context;\n displayObject.renderCanvas(this);\n this.context = tempContext;\n\n this.resolution = rootResolution;\n\n this.emit('postrender');\n };\n\n /**\n * Clear the canvas of renderer.\n *\n * @param {string} [clearColor] - 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Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * The CanvasRenderer draws the scene and all its content onto a 2d canvas. This renderer should\n * be used for browsers that do not support WebGL. Don't forget to add the CanvasRenderer.view to\n * your DOM or you will not see anything :)\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.SystemRenderer\n */\nvar CanvasRenderer = function (_SystemRenderer) {\n _inherits(CanvasRenderer, _SystemRenderer);\n\n // eslint-disable-next-line valid-jsdoc\n /**\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the screen\n * @param {number} [options.height=600] - the height of the screen\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false\n * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment)\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The\n * resolution of the renderer retina would be 2.\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the webgl context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering,\n * stopping pixel interpolation.\n */\n function CanvasRenderer(options, arg2, arg3) {\n _classCallCheck(this, CanvasRenderer);\n\n var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'Canvas', options, arg2, arg3));\n\n _this.type = _const.RENDERER_TYPE.CANVAS;\n\n /**\n * The root canvas 2d context that everything is drawn with.\n *\n * @member {CanvasRenderingContext2D}\n */\n _this.rootContext = _this.view.getContext('2d', { alpha: _this.transparent });\n\n /**\n * The currently active canvas 2d context (could change with renderTextures)\n *\n * @member {CanvasRenderingContext2D}\n */\n _this.context = _this.rootContext;\n\n /**\n * Boolean flag controlling canvas refresh.\n *\n * @member {boolean}\n */\n _this.refresh = true;\n\n /**\n * Instance of a CanvasMaskManager, handles masking when using the canvas renderer.\n *\n * @member {PIXI.CanvasMaskManager}\n */\n _this.maskManager = new _CanvasMaskManager2.default(_this);\n\n /**\n * The canvas property used to set the canvas smoothing property.\n *\n * @member {string}\n */\n _this.smoothProperty = 'imageSmoothingEnabled';\n\n if (!_this.rootContext.imageSmoothingEnabled) {\n if (_this.rootContext.webkitImageSmoothingEnabled) {\n _this.smoothProperty = 'webkitImageSmoothingEnabled';\n } else if (_this.rootContext.mozImageSmoothingEnabled) {\n _this.smoothProperty = 'mozImageSmoothingEnabled';\n } else if (_this.rootContext.oImageSmoothingEnabled) {\n _this.smoothProperty = 'oImageSmoothingEnabled';\n } else if (_this.rootContext.msImageSmoothingEnabled) {\n _this.smoothProperty = 'msImageSmoothingEnabled';\n }\n }\n\n _this.initPlugins();\n\n _this.blendModes = (0, _mapCanvasBlendModesToPixi2.default)();\n _this._activeBlendMode = null;\n\n _this.renderingToScreen = false;\n\n _this.resize(_this.options.width, _this.options.height);\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.CanvasRenderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.CanvasRenderer#prerender\n */\n return _this;\n }\n\n /**\n * Renders the object to this canvas view\n *\n * @param {PIXI.DisplayObject} displayObject - The object to be rendered\n * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to.\n * If unset, it will render to the root context.\n * @param {boolean} [clear=false] - Whether to clear the canvas before drawing\n * @param {PIXI.Transform} [transform] - A transformation to be applied\n * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform\n */\n\n\n CanvasRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {\n if (!this.view) {\n return;\n }\n\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.emit('prerender');\n\n var rootResolution = this.resolution;\n\n if (renderTexture) {\n renderTexture = renderTexture.baseTexture || renderTexture;\n\n if (!renderTexture._canvasRenderTarget) {\n renderTexture._canvasRenderTarget = new _CanvasRenderTarget2.default(renderTexture.width, renderTexture.height, renderTexture.resolution);\n renderTexture.source = renderTexture._canvasRenderTarget.canvas;\n renderTexture.valid = true;\n }\n\n this.context = renderTexture._canvasRenderTarget.context;\n this.resolution = renderTexture._canvasRenderTarget.resolution;\n } else {\n this.context = this.rootContext;\n }\n\n var context = this.context;\n\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.parent;\n var tempWt = this._tempDisplayObjectParent.transform.worldTransform;\n\n if (transform) {\n transform.copy(tempWt);\n\n // lets not forget to flag the parent transform as dirty...\n this._tempDisplayObjectParent.transform._worldID = -1;\n } else {\n tempWt.identity();\n }\n\n displayObject.parent = this._tempDisplayObjectParent;\n\n displayObject.updateTransform();\n displayObject.parent = cacheParent;\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n context.setTransform(1, 0, 0, 1, 0, 0);\n context.globalAlpha = 1;\n this._activeBlendMode = _const.BLEND_MODES.NORMAL;\n context.globalCompositeOperation = this.blendModes[_const.BLEND_MODES.NORMAL];\n\n if (navigator.isCocoonJS && this.view.screencanvas) {\n context.fillStyle = 'black';\n context.clear();\n }\n\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n if (this.renderingToScreen) {\n if (this.transparent) {\n context.clearRect(0, 0, this.width, this.height);\n } else {\n context.fillStyle = this._backgroundColorString;\n context.fillRect(0, 0, this.width, this.height);\n }\n } // else {\n // TODO: implement background for CanvasRenderTarget or RenderTexture?\n // }\n }\n\n // TODO RENDER TARGET STUFF HERE..\n var tempContext = this.context;\n\n this.context = context;\n displayObject.renderCanvas(this);\n this.context = tempContext;\n\n this.resolution = rootResolution;\n\n this.emit('postrender');\n };\n\n /**\n * Clear the canvas of renderer.\n *\n * @param {string} [clearColor] - Clear the canvas with this color, except the canvas is transparent.\n */\n\n\n CanvasRenderer.prototype.clear = function clear(clearColor) {\n var context = this.context;\n\n clearColor = clearColor || this._backgroundColorString;\n\n if (!this.transparent && clearColor) {\n context.fillStyle = clearColor;\n context.fillRect(0, 0, this.width, this.height);\n } else {\n context.clearRect(0, 0, this.width, this.height);\n }\n };\n\n /**\n * Sets the blend mode of the renderer.\n *\n * @param {number} blendMode - See {@link PIXI.BLEND_MODES} for valid values.\n */\n\n\n CanvasRenderer.prototype.setBlendMode = function setBlendMode(blendMode) {\n if (this._activeBlendMode === blendMode) {\n return;\n }\n\n this._activeBlendMode = blendMode;\n this.context.globalCompositeOperation = this.blendModes[blendMode];\n };\n\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n */\n\n\n CanvasRenderer.prototype.destroy = function destroy(removeView) {\n this.destroyPlugins();\n\n // call the base destroy\n _SystemRenderer.prototype.destroy.call(this, removeView);\n\n this.context = null;\n\n this.refresh = true;\n\n this.maskManager.destroy();\n this.maskManager = null;\n\n this.smoothPõÌþ3ùroperty = null;\n };\n\n /**\n * Resizes the canvas view to the specified width and height.\n *\n * @extends PIXI.SystemRenderer#resize\n *\n * @param {number} screenWidth - the new width of the screen\n * @param {number} screenHeight - the new height of the screen\n */\n\n\n CanvasRenderer.prototype.resize = function resize(screenWidth, screenHeight) {\n _SystemRenderer.prototype.resize.call(this, screenWidth, screenHeight);\n\n // reset the scale mode.. oddly this seems to be reset when the canvas is resized.\n // surely a browser bug?? Let PixiJS fix that for you..\n if (this.smoothProperty) {\n this.rootContext[this.smoothProperty] = _settings2.default.SCALE_MODE === _const.SCALE_MODES.LINEAR;\n }\n };\n\n /**\n * Checks if blend mode has changed.\n */\n\n\n CanvasRenderer.prototype.invalidateBlendMode = function invalidateBlendMode() {\n this._activeBlendMode = this.blendModes.indexOf(this.context.globalCompositeOperation);\n };\n\n return CanvasRenderer;\n}(_SystemRenderer3.default);\n\n/**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.CanvasRenderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.extract.CanvasExtract} extract Extract image data from renderer.\n * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.prepare.CanvasPrepare} prepare Pre-render display objects.\n */\n\n/**\n * Adds a plugin to the renderer.\n *\n * @method PIXI.CanvasRenderer#registerPlugin\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n\nexports.default = CanvasRenderer;\n_utils.pluginTarget.mixin(CanvasRenderer);\n//# sourceMappingURL=CanvasRenderer.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _SystemRenderer2 = require('../SystemRenderer');\n\nvar _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2);\n\nvar _CanvasMaskManager = require('./utils/CanvasMaskManager');\n\nvar _CanvasMaskManager2 = _interopRequireDefault(_CanvasMaskManager);\n\nvar _CanvasRenderTarget = require('./utils/CanvasRenderTarget');\n\nvar _CanvasRenderTarget2 = _interopRequireDefault(_CanvasRenderTarget);\n\nvar _mapCanvasBlendModesToPixi = require('./utils/mapCanvasBlendModesToPixi');\n\nvar _mapCanvasBlendModesToPixi2 = _interopRequireDefault(_mapCanvasBlendModesToPixi);\n\nvar _utils = require('../../utils');\n\nvar _const = require('../../const');\n\nvar _settings = require('../../settings');\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * The CanvasRenderer draws the scene and all its content onto a 2d canvas. This renderer should\n * be used for browsers that do not support WebGL. Don't forget to add the CanvasRenderer.view to\n * your DOM or you will not see anything :)\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.SystemRenderer\n */\nvar CanvasRenderer = function (_SystemRenderer) {\n _inherits(CanvasRenderer, _SystemRenderer);\n\n // eslint-disable-next-line valid-jsdoc\n /**\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the screen\n * @param {number} [options.height=600] - the height of the screen\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false\n * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment)\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The\n * resolution of the renderer retina would be 2.\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the webgl context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering,\n * stopping pixel interpolation.\n */\n function CanvasRenderer(options, arg2, arg3) {\n _classCallCheck(this, CanvasRenderer);\n\n var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'Canvas', options, arg2, arg3));\n\n _this.type = _const.RENDERER_TYPE.CANVAS;\n\n /**\n * The root canvas 2d context that everything is drawn with.\n *\n * @member {CanvasRenderingContext2D}\n */\n _this.rootContext = _this.view.getContext('2d', { alpha: _this.transparent });\n\n /**\n * The currently active canvas 2d context (could change with renderTextures)\n *\n * @member {CanvasRenderingContext2D}\n */\n _this.context = _this.rootContext;\n\n /**\n * Boolean flag controlling canvas refresh.\n *\n * @member {boolean}\n */\n _this.refresh = true;\n\n /**\n * Instance of a CanvasMaskManager, handles masking when using the canvas renderer.\n *\n * @member {PIXI.CanvasMaskManager}\n */\n _this.maskManager = new _CanvasMaskManager2.default(_this);\n\n /**\n * The canvas property used to set the canvas smoothing property.\n *\n * @member {string}\n */\n _this.smoothProperty = 'imageSmoothingEnabled';\n\n if (!_this.rootContext.imageSmoothingEnabled) {\n if (_this.rootContext.webkitImageSmoothingEnabled) {\n _this.smoothProperty = 'webkitImageSmoothingEnabled';\n } else if (_this.rootContext.mozImageSmoothingEnabled) {\n _this.smoothProperty = 'mozImageSmoothingEnabled';\n } else if (_this.rootContext.oImageSmoothingEnabled) {\n _this.smoothProperty = 'oImageSmoothingEnabled';\n } else if (_this.rootContext.msImageSmoothingEnabled) {\n _this.smoothProperty = 'msImageSmoothingEnabled';\n }\n }\n\n _this.initPlugins();\n\n _this.blendModes = (0, _mapCanvasBlendModesToPixi2.default)();\n _this._activeBlendMode = null;\n\n _this.renderingToScreen = false;\n\n _this.resize(_this.options.width, _this.options.height);\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.CanvasRenderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.CanvasRenderer#prerender\n */\n return _this;\n }\n\n /**\n * Renders the object to this canvas view\n *\n * @param {PIXI.DisplayObject} displayObject - The object to be rendered\n * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to.\n * If unset, it will render to the root context.\n * @param {boolean} [clear=false] - Whether to clear the canvas before drawing\n * @param {PIXI.Transform} [transform] - A transformation to be applied\n * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform\n */\n\n\n CanvasRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {\n if (!this.view) {\n return;\n }\n\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.emit('prerender');\n\n var rootResolution = this.resolution;\n\n if (renderTexture) {\n renderTexture = renderTexture.baseTexture || renderTexture;\n\n if (!renderTexture._canvasRenderTarget) {\n renderTexture._canvasRenderTarget = new _CanvasRenderTarget2.default(renderTexture.width, renderTexture.height, renderTexture.resolution);\n renderTexture.source = renderTexture._canvasRenderTarget.canvas;\n renderTexture.valid = true;\n }\n\n this.context = renderTexture._canvasRenderTarget.context;\n this.resolution = renderTexture._canvasRenderTarget.resolution;\n } else {\n this.context = this.rootContext;\n }\n\n var context = this.context;\n\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.parent;\n var tempWt = this._tempDisplayObjectParent.transform.worldTransform;\n\n if (transform) {\n transform.copy(tempWt);\n\n // lets not forget to flag the parent transform as dirty...\n this._tempDisplayObjectParent.transform._worldID = -1;\n } else {\n tempWt.identity();\n }\n\n displayObject.parent = this._tempDisplayObjectParent;\n\n displayObject.updateTransform();\n displayObject.parent = cacheParent;\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n context.setTransform(1, 0, 0, 1, 0, 0);\n context.globalAlpha = 1;\n this._activeBlendMode = _const.BLEND_MODES.NORMAL;\n context.globalCompositeOperation = this.blendModes[_const.BLEND_MODES.NORMAL];\n\n if (navigator.isCocoonJS && this.view.screencanvas) {\n context.fillStyle = 'black';\n context.clear();\n }\n\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n if (this.renderingToScreen) {\n if (this.transparent) {\n context.clearRect(0, 0, this.width, this.height);\n } else {\n context.fillStyle = this._backgroundColorString;\n context.fillRect(0, 0, this.width, this.height);\n }\n } // else {\n // TODO: implement background for CanvasRenderTarget or RenderTexture?\n // }\n }\n\n // TODO RENDER TARGET STUFF HERE..\n var tempContext = this.context;\n\n this.context = context;\n displayObject.renderCanvas(this);\n this.context = tempContext;\n\n this.resolution = rootResolution;\n\n this.emit('postrender');\n };\n\n /**\n * Clear the canvas of renderer.\n *\n * @param {string} [clearColor] - Clear the canvas with this color, except the canvas is transparent.\n */\n\n\n CanvasRenderer.prototype.clear = function clear(clearColor) {\n var context = this.context;\n\n clearColor = clearColor || this._backgroundColorString;\n\n if (!this.transparent && clearColor) {\n context.fillStyle = clearColor;\n context.fillRect(0, 0, this.width, this.height);\n } else {\n context.clearRect(0, 0, this.width, this.height);\n }\n };\n\n /**\n * Sets the blend mode of the renderer.\n *\n * @param {number} blendMode - See {@link PIXI.BLEND_MODES} for valid values.\n */\n\n\n CanvasRenderer.prototype.setBlendMode = function setBlendMode(blendMode) {\n if (this._activeBlendMode === blendMode) {\n return;\n }\n\n this._activeBlendMode = blendMode;\n this.context.globalCompositeOperation = this.blendModes[blendMode];\n };\n\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n */\n\n\n CanvasRenderer.prototype.destroy = function destroy(removeView) {\n this.destroyPlugins();\n\n // call the base destroy\n _SystemRenderer.prototype.destroy.call(this, removeView);\n\n this.context = null;\n\n this.refresh = true;\n\n this.maskManager.destroy();\n this.maskManager = null;\n\n this.smoothProperty = null;\n };\n\n /**\n * Resizes the canvas view to the specified width and height.\n *\n * @extends PIXI.SystemRenderer#resize\n *\n * @param {number} screenWidth - the new width of the screen\n * @param {number} screenHeight - the new height of the screen\n */\n\n\n CanvasRenderer.prototype.resize = function resize(screenWidth, screenHeight) {\n _SystemRenderer.prototype.resize.call(this, screenWidth, screenHeight);\n\n // reset the scale mode.. oddly this seems to be reset when the canvas is resized.\n // surely a browser bug?? Let PixiJS fix that for you..\n if (this.smoothProperty) {\n this.rootContext[this.smoothProperty] = _settings2.default.SCALE_MODE === _const.SCALE_MODES.LINEAR;\n }\n };\n\n /**\n * Checks if blend mode has changed.\n */\n\n\n CanvasRenderer.prototype.invalidateBlendMode = function invalidateBlendMode() {\n this._activeBlendMode = this.blendModes.indexOf(this.context.globalCompositeOperation);\n };\n\n return CanvasRenderer;\n}(_SystemRenderer3.default);\n\n/**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.CanvasRenderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.extract.CanvasExtract} extract Extract image data from renderer.\n * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.prepare.CanvasPrepare} prepare Pre-render display objects.\n */\n\n/**\n * Adds a plugin to the renderer.\n *\n * @method PIXI.CanvasRenderer#registerPlugin\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n\nexports.default = CanvasRenderer;\n_utils.pluginTarget.mixin(CanvasRenderer);\n//# 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Set to `PIXI.BLEND_MODES.NORMAL` to remove\n * any blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n _this.blendMode = core.BLEND_MODES.NORMAL;\n\n /**\n * Triangles in canvas mode are automatically antialiased, use this value to force triangles\n * to overlap a bit with each other.\n *\n * @member {number}\n */\n _this.canvasPadding = 0;\n\n /**\n * The way the Mesh should be drawn, can be any of the {@link PIXI.mesh.Mesh.DRAW_MODES} consts\n *\n * @member {number}\n * @see PIXI.mesh.Mesh.DRAW_MODES\n */\n _this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH;\n\n /**\n * The default shader that is used if a mesh doesn't have a more specific one.\n *\n * @member {PIXI.Shader}\n */\n _this.shader = null;\n\n /**\n * The tint applied to the mesh. This is a [r,g,b] value. A value of [1,1,1] will remove any\n * tint effect.\n *\n * @member {number}\n */\n _this.tintRgb = new Float32Array([1, 1, 1]);\n\n /**\n * A map of renderer IDs to webgl render data\n *\n * @private\n * @member {object}\n */\n _this._glDatas = {};\n\n /**\n * transform that is applied to UV to get the texture coords\n * its updated independently from texture uvTransform\n * updates of uvs are tied to that thing\n *\n * @member {PIXI.extras.TextureTransform}\n * @private\n */\n _this._uvTransform = new _TextureTransform2.default(texture);\n\n /**\n * whether or not upload uvTransform to shader\n * if its false, then uvs should be pre-multiplied\n * if you change it for generated mesh, please call 'refresh(true)'\n * @member {boolean}\n * @default false\n */\n _this.uploadUvTransform = false;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.\n * @member {string}\n * @default 'mesh'\n */\n _this.pluginName = 'mesh';\n return _this;\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - a reference to the WebGL renderer\n */\n\n\n Mesh.prototype._renderWebGL = function _renderWebGL(renderer) {\n this.refresh();\n renderer.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n */\n\n\n Mesh.prototype._renderCanvas = function _renderCanvas(renderer) {\n this.refresh();\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @private\n */\n\n\n Mesh.prototype._onTextureUpdate = function _onTextureUpdate() {\n this._uvTransform.texture = this._texture;\n this.refresh();\n };\n\n /**\n * multiplies uvs only if uploadUvTransform is false\n * call it after you change uvs manually\n * make sure that texture is valid\n */\n\n\n Mesh.prototype.multiplyUvs = function multiplyUvs() {\n if (!this.uploadUvTransform) {\n this._uvTransform.multiplyUvs(this.uvs);\n }\n };\n\n /**\n * Refreshes uvs for generated meshes (rope, plane)\n * sometimes refreshes vertices too\n *\n * @param {boolean} [forceUpdate=false] if true, matrices will be updated any case\n */\n\n\n Mesh.prototype.refresh = function refresh(forceUpdate) {\n if (this._uvTransform.update(forceUpdate)) {\n this._refresh();\n }\n };\n\n /**\n * re-calculates mesh coords\n * @protected\n */\n\n\n Mesh.prototype._refresh = function _refresh() {}\n /* empty */\n\n\n /**\n * Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n *\n */\n ;\n\n Mesh.prototype._calculateBounds = function _calculateBounds() {\n // TODO - we can cache local bounds and use them if they are dirty (like graphics)\n this._bounds.addVertices(this.transform, this.vertices, 0, this.vertices.length);\n };\n\n /**\n * Tests if a point is inside this mesh. 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This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n\n }, {\n key: 'tint',\n get: function get() {\n return core.utils.rgb2hex(this.tintRgb);\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n this.tintRgb = core.utils.hex2rgb(value, this.tintRgb);\n }\n }]);\n\n return Mesh;\n}(core.Container);\n\n/**\n * Different drawing buffer modes supported\n *\n * @static\n * @constant\n * @type {object}\n * @property {number} TRIANGLE_MESH\n * @property {number} TRIANGLES\n */\n\n\nexports.default = Mesh;\nMesh.DRAW_MODES = {\n TRIANGLE_MESH: 0,\n TRIANGLES: 1\n};\n//# sourceMappingURL=Mesh.js.map","source":"\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _core = __webpack_require__(1);\n\nvar core = _interopRequireWildcard(_core);\n\nvar _TextureTransform = __webpack_require__(133);\n\nvar _TextureTransform2 = _interopRequireDefault(_TextureTransform);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar tempPoint = new core.Point();\nvar tempPolygon = new core.Polygon();\n\n/**\n * Base mesh class\n * @class\n * @extends PIXI.Container\n * @memberof PIXI.mesh\n */\n\nvar Mesh = function (_core$Container) {\n _inherits(Mesh, _core$Container);\n\n /**\n * @param {PIXI.Texture} texture - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n function Mesh(texture, vertices, uvs, indices, drawMode) {\n _classCallCheck(this, Mesh);\n\n /**\n * The texture of the Mesh\n *\n * @member {PIXI.Texture}\n * @private\n */\n var _this = _possibleConstructorReturn(this, _core$Container.call(this));\n\n _this._texture = texture;\n\n /**\n * The Uvs of the Mesh\n *\n * @member {Float32Array}\n */\n _this.uvs = uvs || new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);\n\n /**\n * An array of vertices\n *\n * @member {Float32Array}\n */\n _this.vertices = vertices || new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]);\n\n /**\n * An array containing the indices of the vertices\n *\n * @member {Uint16Array}\n */\n // TODO auto generate this based on draw mode!\n _this.indices = indices || new Uint16Array([0, 1, 3, 2]);\n\n /**\n * Version of mesh uvs are dirty or not\n *\n * @member {number}\n */\n _this.dirty = 0;\n\n /**\n * Version of mesh indices\n *\n * @member {number}\n */\n _this.indexDirty = 0;\n\n /**\n * The blend mode to be applied to the sprite. Set to `PIXI.BLEND_MODES.NORMAL` to remove\n * any blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n _this.blendMode = core.BLEND_MODES.NORMAL;\n\n /**\n * Triangles in canvas mode are automatically antialiased, use this value to force triangles\n * to overlap a bit with each other.\n *\n * @member {number}\n */\n _this.canvasPadding = 0;\n\n /**\n * The way the Mesh should be drawn, can be any of the {@link PIXI.mesh.Mesh.DRAW_MODES} consts\n *\n * @member {number}\n * @see PIXI.mesh.Mesh.DRAW_MODES\n */\n _this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH;\n\n /**\n * The default shader that is used if a mesh doesn't have a more specific one.\n *\n * @member {PIXI.Shader}\n */\n _this.shader = null;\n\n /**\n * The tint applied to the mesh. This is a [r,g,b] value. 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obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar tempPoint = new core.Point();\nvar tempPolygon = new core.Polygon();\n\n/**\n * Base mesh class\n * @class\n * @extends PIXI.Container\n * @memberof PIXI.mesh\n */\n\nvar Mesh = function (_core$Container) {\n _inherits(Mesh, _core$Container);\n\n /**\n * @param {PIXI.Texture} texture - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n function Mesh(texture, vertices, uvs, indices, drawMode) {\n _classCallCheck(this, Mesh);\n\n /**\n * The texture of the Mesh\n *\n * @member {PIXI.Texture}\n * @private\n */\n var _this = _possibleConstructorReturn(this, _core$Container.call(this));\n\n _this._texture = texture;\n\n /**\n * The Uvs of the Mesh\n *\n * @member {Float32Array}\n */\n _this.uvs = uvs || new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);\n\n /**\n * An array of vertices\n *\n * @member {Float32Array}\n */\n _this.vertices = vertices || new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]);\n\n /**\n * An array containing the indices of the vertices\n *\n * @member {Uint16Array}\n */\n // TODO auto generate this based on draw mode!\n _this.indices = indices || new Uint16Array([0, 1, 3, 2]);\n\n /**\n * Version of mesh uvs are dirty or not\n *\n * @member {number}\n */\n _this.dirty = 0;\n\n /**\n * Version of mesh indices\n *\n * @member {number}\n */\n _this.indexDirty = 0;\n\n /**\n * The blend mode to be applied to the sprite. Set to `PIXI.BLEND_MODES.NORMAL` to remove\n * any blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n _this.blendMode = core.BLEND_MODES.NORMAL;\n\n /**\n * Triangles in canvas mode are automatically antialiased, use this value to force triangles\n * to overlap a bit with each other.\n *\n * @member {number}\n */\n _this.canvasPadding = 0;\n\n /**\n * The way the Mesh should be drawn, can be any of the {@link PIXI.mesh.Mesh.DRAW_MODES} consts\n *\n * @member {number}\n * @see PIXI.mesh.Mesh.DRAW_MODES\n */\n _this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH;\n\n /**\n * The default shader that is used if a mesh doesn't have a more specific one.\n *\n * @member {PIXI.Shader}\n */\n _this.shader = null;\n\n /**\n * The tint applied to the mesh. This is a [r,g,b] value. A value of [1,1,1] will remove any\n * tint effect.\n *\n * @member {number}\n */\n _this.tintRgb = new Float32Array([1, 1, 1]);\n\n /**\n * A map of renderer IDs to webgl render data\n *\n * @private\n * @member {object}\n */\n _this._glDatas = {};\n\n /**\n * transform that is applied to UV to get the texture coords\n * its updated independently from texture uvTransform\n * updates of uvs are tied to that thing\n *\n * @member {PIXI.extras.TextureTransform}\n * @private\n */\n _this._uvTransform = new _TextureTransform2.default(texture);\n\n /**\n * whether or not upload uvTransform to shader\n * if its false, then uvs should be pre-multiplied\n * if you change it for generated mesh, please call 'refresh(true)'\n * @member {boolean}\n * @default false\n */\n _this.uploadUvTransform = false;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.\n * @member {string}\n * @default 'mesh'\n */\n _this.pluginName = 'mesh';\n return _this;\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - a reference to the WebGL renderer\n */\n\n\n Mesh.prototype._renderWebGL = function _renderWebGL(renderer) {\n this.refresh();\n renderer.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n */\n\n\n Mesh.prototype._renderCanvas = function _renderCanvas(renderer) {\n this.refresh();\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @private\n */\n\n\n Mesh.prototype._onTextureUpdate = function _onTextureUpdate() {\n this._uvTransform.texture = this._texture;\n this.refresh();\n };\n\n /**\n * multiplies uvs only if uploadUvTransform is false\n * call it after you change uvs manually\n * make sure that texture is valid\n */\n\n\n Mesh.prototype.multiplyUvs = function multiplyUvs() {\n if (!this.uploadUvTransform) {\n this._uvTransform.multiplyUvs(this.uvs);\n }\n };\n\n /**\n * Refreshes uvs for generated meshes (rope, plane)\n * sometimes refreshes vertices too\n *\n * @param {boolean} [forceUpdate=false] if true, matrices will be updated any case\n */\n\n\n Mesh.prototype.refresh = function refresh(forceUpdate) {\n if (this._uvTransform.update(forceUpdate)) {\n this._refresh();\n }\n };\n\n /**\n * re-calculates mesh coords\n * @protected\n */\n\n\n Mesh.prototype._refresh = function _refresh() {}\n /* empty */\n\n\n /**\n * Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n *\n */\n ;\n\n Mesh.prototype._calculateBounds = function _calculateBounds() {\n // TODO - we can cache local bounds and use them if they are dirty (like graphics)\n this._bounds.addVertices(this.transform, this.vertices, 0, this.vertices.length);\n };\n\n /**\n * Tests if a point is inside this mesh. 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obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar tempPoint = new core.Point();\nvar tempPolygon = new core.Polygon();\n\n/**\n * Base mesh class\n * @class\n * @extends PIXI.Container\n * @memberof PIXI.mesh\n */\n\nvar Mesh = function (_core$Container) {\n _inherits(Mesh, _core$Container);\n\n /**\n * @param {PIXI.Texture} texture - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n function Mesh(texture, vertices, uvs, indices, drawMode) {\n _classCallCheck(this, Mesh);\n\n /**\n * The texture of the Mesh\n *\n * @member {PIXI.Texture}\n * @private\n */\n var _this = _possibleConstructorReturn(this, _core$Container.call(this));\n\n _this._texture = texture;\n\n /**\n * The Uvs of the Mesh\n *\n * @member {Float32Array}\n */\n _this.uvs = uvs || new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);\n\n /**\n * An array of vertices\n *\n * @member {Float32Array}\n */\n _this.vertices = vertices || new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]);\n\n /**\n * An array containing the indices of the vertices\n *\n * @member {Uint16Array}\n */\n // TODO auto generate this based on draw mode!\n _this.indices = indices || new Uint16Array([0, 1, 3, 2]);\n\n /**\n * Version of mesh uvs are dirty or not\n *\n * @member {number}\n */\n _this.dirty = 0;\n\n /**\n * Version of mesh indices\n *\n * @member {number}\n */\n _this.indexDirty = 0;\n\n /**\n * The blend mode to be applied to the sprite. Set to `PIXI.BLEND_MODES.NORMAL` to remove\n * any blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n _this.blendMode = core.BLEND_MODES.NORMAL;\n\n /**\n * Triangles in canvas mode are automatically antialiased, use this value to force triangles\n * to overlap a bit with each other.\n *\n * @member {number}\n */\n _this.canvasPadding = 0;\n\n /**\n * The way the Mesh should be drawn, can be any of the {@link PIXI.mesh.Mesh.DRAW_MODES} consts\n *\n * @member {number}\n * @see PIXI.mesh.Mesh.DRAW_MODES\n */\n _this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH;\n\n /**\n * The default shader that is used if a mesh doesn't have a more specific one.\n *\n * @member {PIXI.Shader}\n */\n _this.shader = null;\n\n /**\n * The tint applied to the mesh. This is a [r,g,b] value. A value of [1,1,1] will remove any\n * tint effect.\n *\n * @member {number}\n */\n _this.tintRgb = new Float32Array([1, 1, 1]);\n\n /**\n * A map of renderer IDs to webgl render data\n *\n * @private\n * @member {object}\n */\n _this._glDatas = {};\n\n /**\n * transform that is applied to UV to get the texture coords\n * its updated independently from texture uvTransform\n * updates of uvs are tied to that thing\n *\n * @member {PIXI.extras.TextureTransform}\n * @private\n */\n _this._uvTransform = new _TextureTransform2.default(texture);\n\n /**\n * whether or not upload uvTransform to shader\n * if its false, then uvs should be pre-multiplied\n * if you change it for generated mesh, please call 'refresh(true)'\n * @member {boolean}\n * @default false\n */\n _this.uploadUvTransform = false;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.\n * @member {string}\n * @default 'mesh'\n */\n _this.pluginName = 'mesh';\n return _this;\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - a reference to the WebGL renderer\n */\n\n\n Mesh.prototype._renderWebGL = function _renderWebGL(renderer) {\n this.refresh();\n renderer.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n */\n\n\n Mesh.prototype._renderCanvas = function _renderCanvas(renderer) {\n this.refresh();\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @private\n */\n\n\n Mesh.prototype._onTextureUpdate = function _onTextureUpdate() {\n this._uvTransform.texture = this._texture;\n this.refresh();\n };\n\n /**\n * multiplies uvs only if uploadUvTransform is false\n * call it after you change uvs manually\n * make sure that texture is valid\n */\n\n\n Mesh.prototype.multiplyUvs = function multiplyUvs() {\n if (!this.uploadUvTransform) {\n this._uvTransform.multiplyUvs(this.uvs);\n }\n };\n\n /**\n * Refreshes uvs for generated meshes (rope, plane)\n * sometimes refreshes vertices too\n *\n * @param {boolean} [forceUpdate=false] if true, matrices will be updated any case\n */\n\n\n Mesh.prototype.refresh = function refresh(forceUpdate) {\n if (this._uvTransform.update(forceUpdate)) {\n this._refresh();\n }\n };\n\n /**\n * re-calculates mesh coords\n * @protected\n */\n\n\n Mesh.prototype._refresh = function _refresh() {}\n /* empty */\n\n\n /**\n * Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n *\n */\n ;\n\n Mesh.prototype._calculateBounds = function _calculateBounds() {\n // TODO - we can cache local bounds and use them if they are dirty (like graphics)\n this._bounds.addVertices(this.transform, this.vertices, 0, this.vertices.length);\n };\n\n /**\n * Tests if a point is inside this mesh. Works only for TRIANGLE_MESH\n *\n * @param {PIXI.Point} point - the point to test\n * @return {boolean} the result of the test\n */\n\n\n Mesh.prototype.containsPoint = function containsPoint(point) {\n if (!this.getBounds().contains(point.x, point.y)) {\n return false;\n }\n\n this.worldTransform.applyInverse(point, tempPoint);\n\n var vertices = this.vertices;\n var points = tempPolygon.points;\n var indices = this.indices;\n var len = this.indices.length;\n var step = this.drawMode === Mesh.DRAW_MODES.TRIANGLES ? 3 : 1;\n\n for (var i = 0; i + 2 < len; i += step) {\n var ind0 = indices[i] * 2;\n var ind1 = indices[i + 1] * 2;\n var ind2 = indices[i + 2] * 2;\n\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n\n if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {\n return true;\n }\n }\n\n return false;\n };\n\n /**\n * The texture that the mesh uses.\n *\n * @member {PIXI.Texture}\n */\n\n\n _createClass(Mesh, [{\n key: 'texture',\n get: function get() {\n return this._texture;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n if (this._texture === value) {\n return;\n }\n\n this._texture = value;\n\n if (value) {\n // wait for the texture to load\n if (value.baseTexture.hasLoaded) {\n this._onTextureUpdate();\n } else {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n }\n\n /**\n * The tint applied to the mesh. 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A value of [1,1,1] will remove any\n * tint effect.\n *\n * @member {number}\n */\n _this.tintRgb = new Float32Array([1, 1, 1]);\n\n /**\n * A map of renderer IDs to webgl render data\n *\n * @private\n * @member {object}\n */\n _this._glDatas = {};\n\n /**\n * transform that is applied to UV to get the texture coords\n * its updated independently from texture uvTransform\n * updates of uvs are tied to that thing\n *\n * @member {PIXI.extras.TextureTransform}\n * @private\n */\n _this._uvTransform = new _TextureTransform2.default(texture);\n\n /**\n * whether or not upload uvTransform to shader\n * if its false, then uvs should be pre-multiplied\n * if you change it for generated mesh, please call 'refresh(true)'\n * @member {boolean}\n * @default false\n */\n _this.uploadUvTransform = false;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.\n * @member {string}\n * @default 'mesh'\n */\n _this.pluginName = 'mesh';\n return _this;\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - a reference to the WebGL renderer\n */\n\n\n Mesh.prototype._renderWebGL = function _renderWebGL(renderer) {\n this.refresh();\n renderer.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n */\n\n\n Mesh.prototype._renderCanvas = function _renderCanvas(renderer) {\n this.refresh();\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @private\n */\n\n\n Mesh.prototype._onTextureUpdate = function _onTextureUpdate() {\n this._uvTransform.texture = this._texture;\n this.refresh();\n };\n\n /**\n * multiplies uvs only if uploadUvTransform is false\n * call it after you change uvs manually\n * make sure that texture is valid\n */\n\n\n Mesh.prototype.multiplyUvs = function multiplyUvs() {\n if (!this.uploadUvTransform) {\n this._uvTransform.multiplyUvs(this.uvs);\n }\n };\n\n /**\n * Refreshes uvs for generated meshes (rope, plane)\n * sometimes refreshes vertices too\n *\n * @param {boolean} [forceUpdate=false] if true, matrices will be updated any case\n */\n\n\n Mesh.prototype.refresh = function refresh(forceUpdate) {\n if (this._uvTransform.update(forceUpdate)) {\n this._refresh();\n }\n };\n\n /**\n * re-calculates mesh coords\n * @protected\n */\n\n\n Mesh.prototype._refresh = function _refresh() {}\n /* empty */\n\n\n /**\n * Returns the bounds of the mesh as a rectangle. 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strict';\n\nexports.__esModule = true;\n\nexports.default = function (graphicsData, webGLData, webGLDataNativeLines) {\n if (graphicsData.nativeLines) {\n buildNativeLine(graphicsData, webGLDataNativeLines);\n } else {\n buildLine(graphicsData, webGLData);\n }\n};\n\nvar _math = require('../../../math');\n\nvar _utils = require('../../../utils');\n\n/**\n * Builds a line to draw using the poligon method.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n */\nfunction buildLine(graphicsData, webGLData) {\n // TODO OPTIMISE!\n var points = graphicsData.points;\n\n if (points.length === 0) {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if 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var indexCount = points.length;\n var indexStart = verts.length / 6;\n\n // DRAW the Line\n var width = graphicsData.lineWidth / 2;\n\n // sort color\n var color = (0, _utils.hex2rgb)(graphicsData.lineColor);\n var alpha = graphicsData.lineAlpha;\n var r = color[0] * alpha;\n var g = color[1] * alpha;\n var b = color[2] * alpha;\n\n var p1x = points[0];\n var p1y = points[1];\n var p2x = points[2];\n var p2y = points[3];\n var p3x = 0;\n var p3y = 0;\n\n var perpx = -(p1y - p2y);\n var perpy = p1x - p2x;\n var perp2x = 0;\n var perp2y = 0;\n var perp3x = 0;\n var perp3y = 0;\n\n var dist = Math.sqrt(perpx * perpx + perpy * perpy);\n\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n // start\n verts.push(p1x - perpx, p1y - perpy, r, g, b, alpha);\n\n verts.push(p1x + perpx, p1y + perpy, r, g, b, alpha);\n\n for (var i = 1; i < length - 1; ++i) {\n p1x = points[(i - 1) * 2];\n p1y = points[(i - 1) * 2 + 1];\n\n p2x = points[i * 2];\n p2y = points[i * 2 + 1];\n\n p3x = points[(i + 1) * 2];\n p3y = points[(i + 1) * 2 + 1];\n\n perpx = -(p1y - p2y);\n perpy = p1x - p2x;\n\n dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n perp2x = -(p2y - p3y);\n perp2y = p2x - p3x;\n\n dist = Math.sqrt(perp2x * perp2x + perp2y * perp2y);\n perp2x /= dist;\n perp2y /= dist;\n perp2x *= width;\n perp2y *= width;\n\n var a1 = -perpy + p1y - (-perpy + p2y);\n var b1 = -perpx + p2x - (-perpx + p1x);\n var c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);\n var a2 = -perp2y + p3y - (-perp2y + p2y);\n var b2 = -perp2x + p2x - (-perp2x + p3x);\n var c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);\n\n var denom = a1 * b2 - a2 * b1;\n\n if (Math.abs(denom) < 0.1) {\n denom += 10.1;\n verts.push(p2x - perpx, p2y - perpy, r, g, b, alpha);\n\n verts.push(p2x + perpx, p2y + perpy, r, g, b, alpha);\n\n continue;\n }\n\n var px = (b1 * c2 - b2 * c1) / denom;\n var py = (a2 * c1 - a1 * c2) / denom;\n var pdist = (px - p2x) * (px - p2x) + (py - p2y) * (py - p2y);\n\n if (pdist > 196 * width * width) {\n perp3x = perpx - perp2x;\n perp3y = perpy - perp2y;\n\n dist = Math.sqrt(perp3x * perp3x + perp3y * perp3y);\n perp3x /= dist;\n perp3y /= dist;\n perp3x *= width;\n perp3y *= width;\n\n verts.push(p2x - perp3x, p2y - perp3y);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x + perp3x, p2y + perp3y);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x - perp3x, p2y - perp3y);\n verts.push(r, g, b, alpha);\n\n indexCount++;\n } else {\n verts.push(px, py);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x - (px - p2x), p2y - (py - p2y));\n verts.push(r, g, b, alpha);\n }\n }\n\n p1x = points[(length - 2) * 2];\n p1y = points[(length - 2) * 2 + 1];\n\n p2x = points[(length - 1) * 2];\n p2y = points[(length - 1) * 2 + 1];\n\n perpx = -(p1y - p2y);\n perpy = p1x - p2x;\n\n dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n verts.push(p2x - perpx, p2y - perpy);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x + perpx, p2y + perpy);\n verts.push(r, g, b, alpha);\n\n indices.push(indexStart);\n\n for (var _i = 0; _i < indexCount; ++_i) {\n indices.push(indexStart++);\n }\n\n indices.push(indexStart - 1);\n}\n\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n */\n\n\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines\n */\nfunction buildNativeLine(graphicsData, webGLData) {\n var i = 0;\n var points = graphicsData.points;\n\n if (points.length === 0) return;\n\n var verts = webGLData.points;\n var length = points.length / 2;\n\n // sort color\n var color = (0, _utils.hex2rgb)(graphicsData.lineColor);\n var alpha = graphicsData.lineAlpha;\n var r = color[0] * alpha;\n var g = color[1] * alpha;\n var b = color[2] * alpha;\n\n for (i = 1; i < length; i++) {\n var p1x = points[(i - 1) * 2];\n var p1y = points[(i - 1) * 2 + 1];\n\n var p2x = points[i * 2];\n var p2y = points[i * 2 + 1];\n\n verts.push(p1x, p1y);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x, p2y);\n verts.push(r, g, b, alpha);\n }\n}\n//# sourceMappingURL=buildLine.js.map","source":"\n\nexports.__esModule = true;\n\nexports.default = function (graphicsData, webGLData, webGLDataNativeLines) {\n if (graphicsData.nativeLines) {\n buildNativeLine(graphicsData, webGLDataNativeLines);\n } else {\n buildLine(graphicsData, webGLData);\n }\n};\n\nvar _math = __webpack_require__(8);\n\nvar _utils = __webpack_require__(3);\n\n/**\n * Builds a line to draw using the poligon method.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n */\nfunction buildLine(graphicsData, webGLData) {\n // TODO OPTIMISE!\n var points = graphicsData.points;\n\n if (points.length === 0) {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsDœ—Iùata.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n\n // get first and last point.. figure out the middle!\n var firstPoint = new _math.Point(points[0], points[1]);\n var lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]);\n\n // if the first point is the last point - gonna have issues :)\n if (firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y) {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n\n points.pop();\n points.pop();\n\n lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]);\n\n var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) * 0.5;\n var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) * 0.5;\n\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n\n var verts = webGLData.points;\n var indices = webGLData.indices;\n var length = points.length / 2;\n var indexCount = points.length;\n var indexStart = verts.length / 6;\n\n // DRAW the Line\n var width = graphicsData.lineWidth / 2;\n\n // sort color\n var color = (0, _utils.hex2rgb)(graphicsData.lineColor);\n var alpha = graphicsData.lineAlpha;\n var r = color[0] * alpha;\n var g = color[1] * alpha;\n var b = color[2] * alpha;\n\n var p1x = points[0];\n var p1y = points[1];\n var p2x = points[2];\n var p2y = points[3];\n var p3x = 0;\n var p3y = 0;\n\n var perpx = -(p1y - p2y);\n var perpy = p1x - p2x;\n var perp2x = 0;\n var perp2y = 0;\n var perp3x = 0;\n var perp3y = 0;\n\n var dist = Math.sqrt(perpx * perpx + perpy * perpy);\n\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n // start\n verts.push(p1x - perpx, p1y - perpy, r, g, b, alpha);\n\n verts.push(p1x + perpx, p1y + perpy, r, g, b, alpha);\n\n for (var i = 1; i < length - 1; ++i) {\n p1x = points[(i - 1) * 2];\n p1y = points[(i - 1) * 2 + 1];\n\n p2x = points[i * 2];\n p2y = points[i * 2 + 1];\n\n p3x = points[(i + 1) * 2];\n p3y = points[(i + 1) * 2 + 1];\n\n 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strict';\n\nexports.__esModule = true;\n\nexports.default = function (graphicsData, webGLData, webGLDataNativeLines) {\n if (graphicsData.nativeLines) {\n buildNativeLine(graphicsData, webGLDataNativeLines);\n } else {\n buildLine(graphicsData, webGLData);\n }\n};\n\nvar _math = require('../../../math');\n\nvar _utils = require('../../../utils');\n\n/**\n * Builds a line to draw using the poligon method.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n */\nfunction buildLine(graphicsData, webGLData) {\n // TODO OPTIMISE!\n var points = graphicsData.points;\n\n if (points.length === 0) {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n\n // get first and last point.. figure out the middle!\n var firstPoint = new _math.Point(points[0], points[1]);\n var lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]);\n\n // if the first point is the last point - gonna have issues :)\n if (firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y) {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n\n points.pop();\n points.pop();\n\n lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]);\n\n var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) * 0.5;\n var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) * 0.5;\n\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n\n var verts = webGLData.points;\n var indices = webGLData.indices;\n var length = points.length / 2;\n var indexCount = points.length;\n var indexStart = verts.length / 6;\n\n // DRAW the Line\n var width = graphicsData.lineWidth / 2;\n\n // sort color\n var color = (0, _utils.hex2rgb)(graphicsData.lineColor);\n var alpha = graphicsData.lineAlpha;\n var r = color[0] * alpha;\n var g = color[1] * alpha;\n var b = color[2] * alpha;\n\n var p1x = points[0];\n var p1y = points[1];\n var p2x = points[2];\n var p2y = points[3];\n var p3x = 0;\n var p3y = 0;\n\n var perpx = -(p1y - p2y);\n var perpy = p1x - p2x;\n var perp2x = 0;\n var perp2y = 0;\n var perp3x = 0;\n var perp3y = 0;\n\n var dist = Math.sqrt(perpx * perpx + perpy * perpy);\n\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n // start\n verts.push(p1x - perpx, p1y - perpy, r, g, b, alpha);\n\n verts.push(p1x + perpx, p1y + perpy, r, g, b, alpha);\n\n for (var i = 1; i < length - 1; ++i) {\n p1x = points[(i - 1) * 2];\n p1y = points[(i - 1) * 2 + 1];\n\n p2x = points[i * 2];\n p2y = points[i * 2 + 1];\n\n p3x = points[(i + 1) * 2];\n p3y = points[(i + 1) * 2 + 1];\n\n perpx = -(p1y - p2y);\n perpy = p1x - p2x;\n\n dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n perp2x = -(p2y - p3y);\n perp2y = p2x - p3x;\n\n dist = Math.sqrt(perp2x * perp2x + perp2y * perp2y);\n perp2x /= dist;\n perp2y /= dist;\n perp2x *= width;\n perp2y *= width;\n\n var a1 = -perpy + p1y - (-perpy + p2y);\n var b1 = -perpx + p2x - (-perpx + p1x);\n var c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);\n var a2 = -perp2y + p3y - (-perp2y + p2y);\n var b2 = -perp2x + p2x - (-perp2x + p3x);\n var c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);\n\n var denom = a1 * b2 - a2 * b1;\n\n if (Math.abs(denom) < 0.1) {\n denom += 10.1;\n verts.push(p2x - perpx, p2y - perpy, r, g, b, alpha);\n\n verts.push(p2x + perpx, p2y + perpy, r, g, b, alpha);\n\n continue;\n }\n\n var px = (b1 * c2 - b2 * c1) / 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strict';\n\nexports.__esModule = true;\n\nexports.default = function (graphicsData, webGLData, webGLDataNativeLines) {\n if (graphicsData.nativeLines) {\n buildNativeLine(graphicsData, webGLDataNativeLines);\n } else {\n buildLine(graphicsData, webGLData);\n }\n};\n\nvar _math = require('../../../math');\n\nvar _utils = require('../../../utils');\n\n/**\n * Builds a line to draw using the poligon method.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n */\nfunction buildLine(graphicsData, webGLData) {\n // TODO OPTIMISE!\n var points = graphicsData.points;\n\n if (points.length === 0) {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n\n // get first and last point.. figure out the middle!\n var firstPoint = new _math.Point(points[0], points[1]);\n var lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]);\n\n // if the first point is the last point - gonna have issues :)\n if (firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y) {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n\n points.pop();\n points.pop();\n\n lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]);\n\n var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) * 0.5;\n var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) * 0.5;\n\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n\n var verts = webGLData.points;\n var indices = webGLData.indices;\n var length = points.length / 2;\n var indexCount = points.length;\n var indexStart = verts.length / 6;\n\n // DRAW the Line\n var width = graphicsData.lineWidth / 2;\n\n // sort color\n var color = (0, _utils.hex2rgb)(graphicsData.lineColor);\n var alpha = graphicsData.lineAlpha;\n var r = color[0] * alpha;\n var g = color[1] * alpha;\n var b = color[2] * alpha;\n\n var p1x = points[0];\n var p1y = points[1];\n var p2x = points[2];\n var p2y = points[3];\n var p3x = 0;\n var p3y = 0;\n\n var perpx = -(p1y - p2y);\n var perpy = p1x - p2x;\n var perp2x = 0;\n var perp2y = 0;\n var perp3x = 0;\n var perp3y = 0;\n\n var dist = Math.sqrt(perpx * perpx + perpy * perpy);\n\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n // start\n verts.push(p1x - perpx, p1y - perpy, r, g, b, alpha);\n\n verts.push(p1x + perpx, p1y + perpy, r, g, b, alpha);\n\n for (var i = 1; i < length - 1; ++i) {\n p1x = points[(i - 1) * 2];\n p1y = points[(i - 1) * 2 + 1];\n\n p2x = points[i * 2];\n p2y = points[i * 2 + 1];\n\n p3x = points[(i + 1) * 2];\n p3y = points[(i + 1) * 2 + 1];\n\n perpx = -(p1y - p2y);\n perpy = p1x - p2x;\n\n dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n perp2x = -(p2y - p3y);\n perp2y = p2x - p3x;\n\n dist = Math.sqrt(perp2x * perp2x + perp2y * perp2y);\n perp2x /= dist;\n perp2y /= dist;\n perp2x *= width;\n perp2y *= width;\n\n var a1 = -perpy + p1y - (-perpy + p2y);\n var b1 = -perpx + p2x - (-perpx + p1x);\n var c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);\n var a2 = -perp2y + p3y - (-perp2y + p2y);\n var b2 = -perp2x + p2x - (-perp2x + p3x);\n var c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);\n\n var denom = a1 * b2 - a2 * b1;\n\n if (Math.abs(denom) < 0.1) {\n denom += 10.1;\n verts.push(p2x - perpx, p2y - perpy, r, g, b, alpha);\n\n verts.push(p2x + perpx, p2y + perpy, r, g, b, alpha);\n\n continue;\n }\n\n var px = (b1 * c2 - b2 * c1) / denom;\n var py = (a2 * c1 - a1 * c2) / denom;\n var pdist = (px - p2x) * (px - p2x) + (py - p2y) * (py - p2y);\n\n if (pdist > 196 * width * width) {\n perp3x = perpx - perp2x;\n perp3y = perpy - perp2y;\n\n dist = Math.sqrt(perp3x * perp3x + perp3y * perp3y);\n perp3x /= dist;\n perp3y /= dist;\n perp3x *= width;\n perp3y *= width;\n\n verts.push(p2x - perp3x, p2y - perp3y);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x + perp3x, p2y + perp3y);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x - perp3x, p2y - perp3y);\n verts.push(r, g, b, alpha);\n\n indexCount++;\n } else {\n verts.push(px, py);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x - (px - p2x), p2y - (py - p2y));\n verts.push(r, g, b, alpha);\n }\n }\n\n p1x = points[(length - 2) * 2];\n p1y = points[(length - 2) * 2 + 1];\n\n p2x = points[(length - 1) * 2];\n p2y = points[(length - 1) * 2 + 1];\n\n perpx = -(p1y - p2y);\n perpy = p1x - p2x;\n\n dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n verts.push(p2x - perpx, p2y - perpy);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x + perpx, p2y + perpy);\n verts.push(r, g, b, alpha);\n\n indices.push(indexStart);\n\n for (var _i = 0; _i < indexCount; ++_i) {\n indices.push(indexStart++);\n }\n\n indices.push(indexStart - 1);\n}\n\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n */\n\n\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an 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// for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n\n // get first and last point.. figure out the middle!\n var firstPoint = new _math.Point(points[0], points[1]);\n var lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]);\n\n // if the first point is the last point - gonna have issues :)\n if (firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y) {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n\n points.pop();\n points.pop();\n\n lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]);\n\n var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) * 0.5;\n var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) * 0.5;\n\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n\n var verts = webGLData.points;\n var indices = webGLData.indices;\n var length = points.length / 2;\n var indexCount = points.length;\n var indexStart = verts.length / 6;\n\n // DRAW the Line\n var width = graphicsData.lineWidth / 2;\n\n // sort color\n var color = (0, _utils.hex2rgb)(graphicsData.lineColor);\n var alpha = graphicsData.lineAlpha;\n var r = color[0] * alpha;\n var g = color[1] * alpha;\n var b = color[2] * alpha;\n\n var p1x = points[0];\n var p1y = points[1];\n var p2x = points[2];\n var p2y = points[3];\n var p3x = 0;\n var p3y = 0;\n\n var perpx = -(p1y - p2y);\n var perpy = p1x - p2x;\n var perp2x = 0;\n var perp2y = 0;\n var perp3x = 0;\n var perp3y = 0;\n\n var dist = Math.sqrt(perpx * perpx + perpy * perpy);\n\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n // start\n verts.push(p1x - perpx, p1y - perpy, r, g, b, alpha);\n\n verts.push(p1x + perpx, p1y + perpy, r, g, b, alpha);\n\n for (var i = 1; i < length - 1; ++i) {\n p1x = points[(i - 1) * 2];\n p1y = points[(i - 1) * 2 + 1];\n\n p2x = points[i * 2];\n p2y = points[i * 2 + 1];\n\n p3x = points[(i + 1) * 2];\n p3y = points[(i + 1) * 2 + 1];\n\n perpx = -(p1y - p2y);\n perpy = p1x - p2x;\n\n dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n perp2x = -(p2y - p3y);\n perp2y = p2x - p3x;\n\n dist = Math.sqrt(perp2x * perp2x + perp2y * perp2y);\n perp2x /= dist;\n perp2y /= dist;\n perp2x *= width;\n perp2y *= width;\n\n var a1 = -perpy + p1y - (-perpy + p2y);\n var b1 = -perpx + p2x - (-perpx + p1x);\n var c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);\n var a2 = -perp2y + p3y - (-perp2y + p2y);\n var b2 = -perp2x + p2x - (-perp2x + p3x);\n var c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);\n\n var denom = a1 * b2 - a2 * b1;\n\n if (Math.abs(denom) < 0.1) {\n denom += 10.1;\n verts.push(p2x - perpx, p2y - perpy, r, g, b, alpha);\n\n verts.push(p2x + perpx, p2y + perpy, r, g, b, alpha);\n\n continue;\n }\n\n var px = (b1 * c2 - b2 * c1) / denom;\n var py = (a2 * c1 - a1 * c2) / denom;\n var pdist = (px - p2x) * (px - p2x) + (py - p2y) * (py - p2y);\n\n if (pdist > 196 * width * width) {\n perp3x = perpx - perp2x;\n perp3y = perpy - perp2y;\n\n dist = Math.sqrt(perp3x * perp3x + perp3y * perp3y);\n perp3x /= dist;\n perp3y /= dist;\n perp3x *= width;\n perp3y *= width;\n\n verts.push(p2x - perp3x, p2y - perp3y);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x + perp3x, p2y + perp3y);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x - perp3x, p2y - perp3y);\n verts.push(r, g, b, alpha);\n\n indexCount++;\n } else {\n verts.push(px, py);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x - (px - p2x), p2y - (py - p2y));\n verts.push(r, g, b, alpha);\n }\n }\n\n p1x = points[(length - 2) * 2];\n p1y = points[(length - 2) * 2 + 1];\n\n p2x = points[(length - 1) * 2];\n p2y = points[(length - 1) * 2 + 1];\n\n perpx = -(p1y - p2y);\n perpy = p1x - p2x;\n\n dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n verts.push(p2x - perpx, p2y - perpy);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x + perpx, p2y + perpy);\n verts.push(r, g, b, alpha);\n\n indices.push(indexStart);\n\n for (var _i = 0; _i < indexCount; ++_i) {\n indices.push(indexStart++);\n }\n\n indices.push(indexStart - 1);\n}\n\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n */\n\n\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the webGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines\n */\nfunction buildNativeLine(graphicsData, webGLData) {\n var i = 0;\n var points = graphicsData.points;\n\n if (points.length === 0) return;\n\n var verts = webGLData.points;\n var length = points.length / 2;\n\n // sort color\n var color = (0, _utils.hex2rgb)(graphicsData.lineColor);\n var alpha = graphicsData.lineAlpha;\n var Å£ÝJùr = color[0] * alpha;\n var g = color[1] * alpha;\n var b = color[2] * alpha;\n\n for (i = 1; i < length; i++) {\n var p1x = points[(i - 1) * 2];\n var p1y = points[(i - 1) * 2 + 1];\n\n var p2x = points[i * 2];\n var p2y = points[i * 2 + 1];\n\n verts.push(p1x, p1y);\n verts.push(r, g, b, alpha);\n\n verts.push(p2x, p2y);\n verts.push(r, g, b, alpha);\n }\n}\n//# 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{"moduleId":81,"context":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/renderers/webgl","request":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/renderers/webgl/WebGLRenderer.js","userRequest":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/renderers/webgl/WebGLRenderer.js","rawRequest":"./renderers/webgl/WebGLRenderer","resource":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/renderers/webgl/WebGLRenderer.js","loaders":[],"identifier":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/renderers/webgl/WebGLRenderer.js","assets":[],"buildTimestamp":1507699843604,"strict":true,"meta":{},"used":true,"usedExports":true,"issuer":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/index.js","rawSource":"'use strict';\n\nexports.__esModule = true;\n\nvar _SystemRenderer2 = require('../SystemRenderer');\n\nvar _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2);\n\nvar _MaskManager = require('./managers/MaskManager');\n\nvar _MaskManager2 = _interopRequireDefault(_MaskManager);\n\nvar _StencilManager = require('./managers/StencilManager');\n\nvar _StencilManager2 = _interopRequireDefault(_StencilManager);\n\nvar _FilterManager = require('./managers/FilterManager');\n\nvar _FilterManager2 = _interopRequireDefault(_FilterManager);\n\nvar _RenderTarget = require('./utils/RenderTarget');\n\nvar _RenderTarget2 = _interopRequireDefault(_RenderTarget);\n\nvar _ObjectRenderer = require('./utils/ObjectRenderer');\n\nvar _ObjectRenderer2 = _interopRequireDefault(_ObjectRenderer);\n\nvar _TextureManager = require('./TextureManager');\n\nvar _TextureManager2 = _interopRequireDefault(_TextureManager);\n\nvar _BaseTexture = require('../../textures/BaseTexture');\n\nvar _BaseTexture2 = _interopRequireDefault(_BaseTexture);\n\nvar _TextureGarbageCollector = require('./TextureGarbageCollector');\n\nvar _TextureGarbageCollector2 = _interopRequireDefault(_TextureGarbageCollector);\n\nvar _WebGLState = require('./WebGLState');\n\nvar _WebGLState2 = _interopRequireDefault(_WebGLState);\n\nvar _mapWebGLDrawModesToPixi = require('./utils/mapWebGLDrawModesToPixi');\n\nvar _mapWebGLDrawModesToPixi2 = _interopRequireDefault(_mapWebGLDrawModesToPixi);\n\nvar _validateContext = require('./utils/validateContext');\n\nvar _validateContext2 = _interopRequireDefault(_validateContext);\n\nvar _utils = require('../../utils');\n\nvar _pixiGlCore = require('pixi-gl-core');\n\nvar _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);\n\nvar _const = require('../../const');\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar CONTEXT_UID = 0;\n\n/**\n * The WebGLRenderer draws the scene and all its content onto a webGL enabled canvas. This renderer\n * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.\n * So no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything :)\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.SystemRenderer\n */\n\nvar WebGLRenderer = function (_SystemRenderer) {\n _inherits(WebGLRenderer, _SystemRenderer);\n\n // eslint-disable-next-line valid-jsdoc\n /**\n *\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the screen\n * @param {number} [options.height=600] - the height of the screen\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false\n * @param {boolean} [options.antialias=false] - sets antialias. If not available natively then FXAA\n * antialiasing is used\n * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native.\n * FXAA is faster, but may not always look as great\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.\n * The resolution of the renderer retina would be 2.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the webgl context.\n * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when\n * rendering, stopping pixel interpolation.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experiance unexplained flickering try setting this to true.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card\n */\n function WebGLRenderer(options, arg2, arg3) {\n _classCallCheck(this, WebGLRenderer);\n\n var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'WebGL', options, arg2, arg3));\n\n _this.legacy = _this.options.legacy;\n\n if (_this.legacy) {\n _pixiGlCore2.default.VertexArrayObject.FORCE_NATIVE = true;\n }\n\n /**\n * The type of this renderer as a standardised const\n *\n * @member {number}\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = _const.RENDERER_TYPE.WEBGL;\n\n _this.handleContextLost = _this.handleContextLost.bind(_this);\n _this.handleContextRestored = _this.handleContextRestored.bind(_this);\n\n _this.view.addEventListener('webglcontextlost', _this.handleContextLost, false);\n _this.view.addEventListener('webglcontextrestored', _this.handleContextRestored, false);\n\n /**\n * The options passed in to create a new webgl context.\n *\n * @member {object}\n * @private\n */\n _this._contextOptions = {\n alpha: _this.transparent,\n antialias: _this.options.antialias,\n premultipliedAlpha: _this.transparent && _this.transparent !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: _this.options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference\n };\n\n _this._backgroundColorRgba[3] = _this.transparent ? 0 : 1;\n\n /**\n * Manages the masks using the stencil buffer.\n *\n * @member {PIXI.MaskManager}\n */\n _this.maskManager = new _MaskManager2.default(_this);\n\n /**\n * Manages the stencil buffer.\n *\n * @member {PIXI.StencilManager}\n */\n _this.stencilManager = new _StencilManager2.default(_this);\n\n /**\n * An empty renderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n _this.emptyRenderer = new _ObjectRenderer2.default(_this);\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n _this.currentRenderer = _this.emptyRenderer;\n\n /**\n * Manages textures\n * @member {PIXI.TextureManager}\n */\n _this.textureManager = null;\n\n /**\n * Manages the filters.\n *\n * @member {PIXI.FilterManager}\n */\n _this.filterManager = null;\n\n _this.initPlugins();\n\n /**\n * The current WebGL rendering context, it is created here\n *\n * @member {WebGLRenderingContext}\n */\n // initialize the context so it is ready for the managers.\n if (_this.options.context) {\n // checks to see if a context is valid..\n (0, _validateContext2.default)(_this.options.context);\n }\n\n _this.gl = _this.options.context || _pixiGlCore2.default.createContext(_this.view, _this._contextOptions);\n\n _this.CONTEXT_UID = CONTEXT_UID++;\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.WebGLState}\n */\n _this.state = new _WebGLState2.default(_this.gl);\n\n _this.renderingToScreen = true;\n\n /**\n * Holds the current state of textures bound to the GPU.\n * @type {Array}\n */\n _this.boundTextures = null;\n\n /**\n * Holds the current shader\n *\n * @member {PIXI.Shader}\n */\n _this._activeShader = null;\n\n _this._activeVao = null;\n\n /**\n * Holds the current render target\n *\n * @member {PIXI.RenderTarget}\n */\n _this._activeRenderTarget = null;\n\n _this._initContext();\n\n // map some webGL blend and drawmodes..\n _this.drawModes = (0, _mapWebGLDrawModesToPixi2.default)(_this.gl);\n\n _this._nextTextureLocation = 0;\n\n _this.setBlendMode(0);\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.WebGLRenderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.WebGLRenderer#prerender\n */\n\n /**\n * Fired when the WebGL context is set.\n *\n * @event PIXI.WebGLRenderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return _this;\n }\n\n /**\n * Creates the WebGL context\n *\n * @private\n */\n\n\n WebGLRenderer.prototype._initContext = function _initContext() {\n var gl = this.gl;\n\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n\n this._activeShader = null;\n this._activeVao = null;\n\n this.boundTextures = new Array(maxTextures);\n this.emptyTextures = new Array(maxTextures);\n\n // create a texture manager...\n this.textureManager = new _TextureManager2.default(this);\n this.filterManager = new _FilterManager2.default(this);\n this.textureGC = new _TextureGarbageCollector2.default(this);\n\n this.state.resetToDefault();\n\n this.rootRenderTarget = new _RenderTarget2.default(gl, this.width, this.height, null, this.resolution, true);\n this.rootRenderTarget.clearColor = this._backgroundColorRgba;\n\n this.bindRenderTarget(this.rootRenderTarget);\n\n // now lets fill up the textures with empty ones!\n var emptyGLTexture = new _pixiGlCore2.default.GLTexture.fromData(gl, null, 1, 1);\n\n var tempObj = { _glTextures: {} };\n\n tempObj._glTextures[this.CONTEXT_UID] = {};\n\n for (var i = 0; i < maxTextures; i++) {\n var empty = new _BaseTexture2.default();\n\n empty._glTextures[this.CONTEXT_UID] = emptyGLTexture;\n\n this.boundTextures[i] = tempObj;\n this.emptyTextures[i] = empty;\n this.bindTexture(null, i);\n }\n\n this.emit('context', gl);\n\n // setup the width/height properties and gl viewport\n this.resize(this.screen.width, this.screen.height);\n };\n\n /**\n * Renders the object to its webGL view\n *\n * @param {PIXI.DisplayObject} displayObject - the object to be rendered\n * @param {PIXI.RenderTexture} renderTexture - The render texture to render to.\n * @param {boolean} [clear] - Should the canvas be cleared before the new render\n * @param {PIXI.Transform} [transform] - A transform to apply to the render texture before rendering.\n * @param {boolean} [skipUpdateTransform] - Should we skip the update transform pass?\n */\n\n\n WebGLRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.emit('prerender');\n\n // no point rendering if our context has been blown up!\n if (!this.gl || this.gl.isContextLost()) {\n return;\n }\n\n this._nextTextureLocation = 0;\n\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.parent;\n\n displayObject.parent = this._tempDisplayObjectParent;\n displayObject.updateTransform();\n displayObject.parent = cacheParent;\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n this.bindRenderTexture(renderTexture, transform);\n\n this.currentRenderer.start();\n\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this._activeRenderTarget.clear();\n }\n\n displayObject.renderWebGL(this);\n\n // apply transform..\n this.currentRenderer.flush();\n\n // this.setObjectRenderer(this.emptyRenderer);\n\n this.textureGC.update();\n\n this.emit('postrender');\n };\n\n /**\n * Changes the current renderer to the one given in parameter\n *\n * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use.\n */\n\n\n WebGLRenderer.prototype.setObjectRenderer = function setObjectRenderer(objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n *\n */\n\n\n WebGLRenderer.prototype.flush = function flush() {\n this.setObjectRenderer(this.emptyRenderer);\n };\n\n /**\n * Resizes the webGL view to the specified width and height.\n *\n * @param {number} screenWidth - the new width of the screen\n * @param {number} screenHeight - the new height of the screen\n */\n\n\n WebGLRenderer.prototype.resize = function resize(screenWidth, screenHeight) {\n // if(width * this.resolution === this.width && height * this.resolution === this.height)return;\n\n _SystemRenderer3.default.prototype.resize.call(this, screenWidth, screenHeight);\n\n this.rootRenderTarget.resize(screenWidth, screenHeight);\n\n if (this._activeRenderTarget === this.rootRenderTarget) {\n this.rootRenderTarget.activate();\n\n if (this._activeShader) {\n this._activeShader.uniforms.projectionMatrix = this.rootRenderTarget.projectionMatrix.toArray(true);\n }\n }\n };\n\n /**\n * Resizes the webGL view to the specified width and height.\n *\n * @param {number} blendMode - the desired blend mode\n */\n\n\n WebGLRenderer.prototype.setBlendMode = function setBlendMode(blendMode) {\n this.state.setBlendMode(blendMode);\n };\n\n /**\n * Erases the active render target and fills the drawing area with a colour\n *\n * @param {number} [clearColor] - The colour\n */\n\n\n WebGLRenderer.prototype.clear = function clear(clearColor) {\n this._activeRenderTarget.clear(clearColor);\n };\n\n /**\n * Sets the transform of the active render target to the given matrix\n *\n * @param {PIXI.Matrix} matrix - The transformation matrix\n */\n\n\n WebGLRenderer.prototype.setTransform = function setTransform(matrix) {\n this._activeRenderTarget.transform = matrix;\n };\n\n /**\n * Erases the render texture and fills the drawing area with a colour\n *\n * @param {PIXI.RenderTexture} renderTexture - The render texture to clear\n * @param {number} [clearColor] - The colour\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.clearRenderTexture = function clearRenderTexture(renderTexture, clearColor) {\n var baseTexture = renderTexture.baseTexture;\n var renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID];\n\n if (renderTarget) {\n renderTarget.clear(clearColor);\n }\n\n return this;\n };\n\n /**\n * Binds a render texture for rendering\n *\n * @param {PIXI.RenderTexture} renderTexture - The render texture to render\n * @param {PIXI.Transform} transform - The transform to be applied to the render texture\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindRenderTexture = function bindRenderTexture(renderTexture, transform) {\n var renderTarget = void 0;\n\n if (renderTexture) {\n var baseTexture = renderTexture.baseTexture;\n\n if (!baseTexture._glRenderTargets[this.CONTEXT_UID]) {\n // bind the current texture\n this.textureManager.updateTexture(baseTexture, 0);\n }\n\n this.unbindTexture(baseTexture);\n\n renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID];\n renderTarget.setFrame(renderTexture.frame);\n } else {\n renderTarget = this.rootRenderTarget;\n }\n\n renderTarget.transform = transform;\n this.bindRenderTarget(renderTarget);\n\n return this;\n };\n\n /**\n * Changes the current render target to the one given in parameter\n *\n * @param {PIXI.RenderTarget} renderTarget - the new render target\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindRenderTarget = function bindRenderTarget(renderTarget) {\n if (renderTarget !== this._activeRenderTarget) {\n this._activeRenderTarget = renderTarget;\n renderTarget.activate();\n\n if (this._activeShader) {\n this._activeShader.uniforms.projectionMatrix = renderTarget.projectionMatrix.toArray(true);\n }\n\n this.stencilManager.setMaskStack(renderTarget.stencilMaskStack);\n }\n\n return this;\n };\n\n /**\n * Changes the current shader to the one given in parameter\n *\n * @param {PIXI.Shader} shader - the new shader\n * @param {boolean} [autoProject=true] - Whether automatically set the projection matrix\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindShader = function bindShader(shader, autoProject) {\n // TODO cache\n if (this._activeShader !== shader) {\n this._activeShader = shader;\n shader.bind();\n\n // `autoProject` normally would be a default parameter set to true\n // but because of how Babel transpiles default parameters\n // it hinders the performance of this method.\n if (autoProject !== false) {\n // automatically set the projection matrix\n shader.uniforms.projectionMatrix = this._activeRenderTarget.projectionMatrix.toArray(true);\n }\n }\n\n return this;\n };\n\n /**\n * Binds the texture. This will return the location of the bound texture.\n * It may not be the same as the one you pass in. This is due to optimisation that prevents\n * needless binding of textures. For example if the texture is already bound it will return the\n * current location of the texture instead of the one provided. To bypass this use force location\n *\n * @param {PIXI.Texture} texture - the new texture\n * @param {number} location - the suggested texture location\n * @param {boolean} forceLocation - force the location\n * @return {number} bound texture location\n */\n\n\n WebGLRenderer.prototype.bindTexture = function bindTexture(texture, location, forceLocation) {\n texture = texture || this.emptyTextures[location];\n texture = texture.baseTexture || texture;\n texture.touched = this.textureGC.count;\n\n if (!forceLocation) {\n // TODO - maybe look into adding boundIds.. save us the loop?\n for (var i = 0; i < this.boundTextures.length; i++) {\n if (this.boundTextures[i] === texture) {\n return i;\n }\n }\n\n if (location === undefined) {\n this._nextTextureLocation++;\n this._nextTextureLocation %= this.boundTextures.length;\n location = this.boundTextures.length - this._nextTextureLocation - 1;\n }\n } else {\n location = location || 0;\n }\n\n var gl = this.gl;\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture) {\n // this will also bind the texture..\n this.textureManager.updateTexture(texture, location);\n } else {\n // bind the current texture\n this.boundTextures[location] = texture;\n gl.activeTexture(gl.TEXTURE0 + location);\n gl.bindTexture(gl.TEXTURE_2D, glTexture.texture);\n }\n\n return location;\n };\n\n /**\n * unbinds the texture ...\n *\n * @param {PIXI.Texture} texture - the texture to unbind\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.unbindTexture = function unbindTexture(texture) {\n var gl = this.gl;\n\n texture = texture.baseTexture || texture;\n\n for (var i = 0; i < this.boundTextures.length; i++) {\n if (this.boundTextures[i] === texture) {\n this.boundTextures[i] = this.emptyTextures[i];\n\n gl.activeTexture(gl.TEXTURE0 + i);\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[i]._glTextures[this.CONTEXT_UID].texture);\n }\n }\n\n return this;\n };\n\n /**\n * Creates a new VAO from this renderer's context and state.\n *\n * @return {VertexArrayObject} The new VAO.\n */\n\n\n WebGLRenderer.prototype.createVao = function createVao() {\n return new _pixiGlCore2.default.VertexArrayObject(this.gl, this.state.attribState);\n };\n\n /**\n * Changes the current Vao to the one given in parameter\n *\n * @param {PIXI.VertexArrayObject} vao - the new Vao\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindVao = function bindVao(vao) {\n if (this._activeVao === vao) {\n return this;\n }\n\n if (vao) {\n vao.bind();\n } else if (this._activeVao) {\n // TODO this should always be true i think?\n this._activeVao.unbind();\n }\n\n this._activeVao = vao;\n\n return this;\n };\n\n /**\n * Resets the WebGL state so you can render things however you fancy!\n *\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.reset = function reset() {\n this.setObjectRenderer(this.emptyRenderer);\n\n this._activeShader = null;\n this._activeRenderTarget = this.rootRenderTarget;\n\n // bind the main frame buffer (the screen);\n this.rootRenderTarget.activate();\n\n this.state.resetToDefault();\n\n return this;\n };\n\n /**\n * Handles a lost webgl context\n *\n * @private\n * @param {WebGLContextEvent} event - The context lost event.\n */\n\n\n WebGLRenderer.prototype.handleContextLost = function handleContextLost(event) {\n event.preventDefault();\n };\n\n /**\n * Handles a restored webgl context\n *\n * @private\n */\n\n\n WebGLRenderer.prototype.handleContextRestored = function handleContextRestored() {\n this.textureManager.removeAll();\n this.filterManager.destroy(true);\n this._initContext();\n };\n\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n\n\n WebGLRenderer.prototype.destroy = function destroy(removeView) {\n this.destroyPlugins();\n\n // remove listeners\n this.view.removeEventListener('webglcontextlost', this.handleContextLost);\n this.view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n\n this.textureManager.destroy();\n\n // call base destroy\n _SystemRenderer.prototype.destroy.call(this, removeView);\n\n this.uid = 0;\n\n // destroy the managers\n this.maskManager.destroy();\n this.stencilManager.destroy();\n this.filterManager.destroy();\n\n this.maskManager = null;\n this.filterManager = null;\n this.textureManager = null;\n this.currentRenderer = null;\n\n this.handleContextLost = null;\n this.handleContextRestored = null;\n\n this._contextOptions = null;\n this.gl.useProgram(null);\n\n if (this.gl.getExtension('WEBGL_lose_context')) {\n this.gl.getExtension('WEBGL_lose_context').loseContext();\n }\n\n this.gl = null;\n\n // this = null;\n };\n\n return WebGLRenderer;\n}(_SystemRenderer3.default);\n\n/**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.WebGLRenderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.extract.WebGLExtract} extract Extract image data from renderer.\n * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.prepare.WebGLPrepare} prepare Pre-render display objects.\n */\n\n/**\n * Adds a plugin to the renderer.\n *\n * @method PIXI.WebGLRenderer#registerPlugin\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n\nexports.default = WebGLRenderer;\n_utils.pluginTarget.mixin(WebGLRenderer);\n//# sourceMappingURL=WebGLRenderer.js.map","source":"\n\nexports.__esModule = true;\n\nvar _SystemRenderer2 = __webpack_require__(243);\n\nvar _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2);\n\nvar _MaskManager = __webpack_require__(542);\n\nvar _MaskManager2 = _interopRequireDefault(_MaskManager);\n\nvar _StencilManager = __webpack_require__(543);\n\nvar _StencilManager2 = _interopRequireDefault(_StencilManager);\n\nvar _FilterManager = __webpack_require__(541);\n\nvar _FilterManager2 = _interopRequireDefault(_FilterManager);\n\nvar _RenderTarget = __webpack_require__(83);\n\nvar _RenderTarget2 = _interopRequireDefault(_RenderTarget);\n\nvar _ObjectRenderer = __webpack_require__(82);\n\nvar _ObjectRenderer2 = _interopRequireDefault(_ObjectRenderer);\n\nvar _TextureManager = __webpack_require__(537);\n\nvar _TextureManager2 = _interopRequireDefault(_TextureManager);\n\nvar _BaseTexture = __webpack_require__(48);\n\nvar _BaseTexture2 = _interopRequireDefault(_BaseTexture);\n\nvar _TextureGarbageCollector = __webpack_require__(536);\n\nvar _TextureGarbageCollector2 = _interopRequireDefault(_TextureGarbageCollector);\n\nvar _WebGLState = __webpack_require__(538);\n\nvar _WebGLState2 = _interopRequireDefault(_WebGLState);\n\nvar _mapWebGLDrawModesToPixi = __webpack_require__(546);\n\nvar _mapWebGLDrawModesToPixi2 = _interopRequireDefault(_mapWebGLDrawModesToPixi);\n\nvar _validateContext = __webpack_require__(547);\n\nvar _validateContext2 = _interopRequireDefault(_validateContext);\n\nvar _utils = __webpack_require__(3);\n\nvar _pixiGlCore = __webpack_require__(15);\n\nvar _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);\n\nvar _const = __webpack_require__(0);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _cla)ÄYéùssCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar CONTEXT_UID = 0;\n\n/**\n * The WebGLRenderer draws the scene and all its content onto a webGL enabled canvas. This renderer\n * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.\n * So no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything :)\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.SystemRenderer\n */\n\nvar WebGLRenderer = function (_SystemRenderer) {\n _inherits(WebGLRenderer, _SystemRenderer);\n\n // eslint-disable-next-line valid-jsdoc\n /**\n *\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the screen\n * @param {number} [options.height=600] - the height of the screen\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false\n * @param {boolean} [options.antialias=false] - sets antialias. If not available natively then FXAA\n * antialiasing is used\n * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native.\n * FXAA is faster, but may not always look as great\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.\n * The resolution of the renderer retina would be 2.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the webgl context.\n * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when\n * rendering, stopping pixel interpolation.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experiance unexplained flickering try setting this to true.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card\n */\n function WebGLRenderer(options, arg2, arg3) {\n _classCallCheck(this, WebGLRenderer);\n\n var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'WebGL', options, arg2, arg3));\n\n _this.legacy = _this.options.legacy;\n\n if (_this.legacy) {\n _pixiGlCore2.default.VertexArrayObject.FORCE_NATIVE = true;\n }\n\n /**\n * The type of this renderer as a standardised const\n *\n * @member {number}\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = _const.RENDERER_TYPE.WEBGL;\n\n _this.handleContextLost = _this.handleContextLost.bind(_this);\n _this.handleContextRestored = _this.handleContextRestored.bind(_this);\n\n _this.view.addEventListener('webglcontextlost', _this.handleContextLost, false);\n _this.view.addEventListener('webglcontextrestored', _this.handleContextRestored, false);\n\n /**\n * The options passed in to create a new webgl context.\n *\n * @member {object}\n * @private\n */\n _this._contextOptions = {\n alpha: _this.transparent,\n antialias: _this.options.antialias,\n premultipliedAlpha: _this.transparent && _this.transparent !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: _this.options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference\n };\n\n _this._backgroundColorRgba[3] = _this.transparent ? 0 : 1;\n\n /**\n * Manages the masks using the stencil buffer.\n *\n * @member {PIXI.MaskManager}\n */\n _this.maskManager = new _MaskManager2.default(_this);\n\n /**\n * Manages the stencil buffer.\n *\n * @member {PIXI.StencilManager}\n */\n _this.stencilManager = new _StencilManager2.default(_this);\n\n /**\n * An empty renderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n _this.emptyRenderer = new _ObjectRenderer2.default(_this);\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n _this.currentRenderer = _this.emptyRenderer;\n\n /**\n * Manages textures\n * @member {PIXI.TextureManager}\n */\n _this.textureManager = null;\n\n /**\n * Manages the filters.\n *\n * @member {PIXI.FilterManager}\n */\n _this.filterManager = null;\n\n _this.initPlugins();\n\n /**\n * The current WebGL rendering context, it is created here\n *\n * @member {WebGLRenderingContext}\n */\n // initialize the context so it is ready for the managers.\n if (_this.options.context) {\n // checks to see if a context is valid..\n (0, _validateContext2.default)(_this.options.context);\n }\n\n _this.gl = _this.options.context || _pixiGlCore2.default.createContext(_this.view, _this._contextOptions);\n\n _this.CONTEXT_UID = CONTEXT_UID++;\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.WebGLState}\n */\n _this.state = new _WebGLState2.default(_this.gl);\n\n _this.renderingToScreen = true;\n\n /**\n * Holds the current state of textures bound to the GPU.\n * @type {Array}\n */\n _this.boundTextures = null;\n\n /**\n * Holds the current shader\n *\n * @member {PIXI.Shader}\n */\n _this._activeShader = null;\n\n _this._activeVao = null;\n\n /**\n * Holds the current render target\n *\n * @member {PIXI.RenderTarget}\n */\n _this._activeRenderTarget = null;\n\n _this._initContext();\n\n // map some webGL blend and drawmodes..\n _this.drawModes = (0, _mapWebGLDrawModesToPixi2.default)(_this.gl);\n\n _this._nextTextureLocation = 0;\n\n _this.setBlendMode(0);\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.WebGLRenderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.WebGLRenderer#prerender\n */\n\n /**\n * Fired when the WebGL context is set.\n *\n * @event PIXI.WebGLRenderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return _this;\n }\n\n /**\n * Creates the WebGL context\n *\n * @private\n */\n\n\n WebGLRenderer.prototype._initContext = function _initContext() {\n var gl = this.gl;\n\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n\n this._activeShader = null;\n this._activeVao = null;\n\n this.boundTextures = new Array(maxTextures);\n this.emptyTextures = new Array(maxTextures);\n\n // create a texture manager...\n this.textureManager = new _TextureManager2.default(this);\n this.filterManager = new _FilterManager2.default(this);\n this.textureGC = new _TextureGarbageCollector2.default(this);\n\n this.state.resetToDefault();\n\n this.rootRenderTarget = new _RenderTarget2.default(gl, this.width, this.height, null, this.resolution, true);\n this.rootRenderTarget.clearColor = this._backgroundColorRgba;\n\n this.bindRenderTarget(this.rootRenderTarget);\n\n // now lets fill up the textures with empty ones!\n var emptyGLTexture = new _pixiGlCore2.default.GLTexture.fromData(gl, null, 1, 1);\n\n var tempObj = { _glTextures: {} };\n\n tempObj._glTextures[this.CONTEXT_UID] = {};\n\n for (var i = 0; i < maxTextures; i++) {\n var empty = new _BaseTexture2.default();\n\n empty._glTextures[this.CONTEXT_UID] = emptyGLTexture;\n\n this.boundTextures[i] = tempObj;\n this.emptyTextures[i] = empty;\n this.bindTexture(null, i);\n }\n\n this.emit('context', gl);\n\n // setup the width/height properties and gl viewport\n this.resize(this.screen.width, this.screen.height);\n };\n\n /**\n * Renders the object to its webGL view\n *\n * @param {PIXI.DisplayObject} displayObject - the object to be rendered\n * @param {PIXI.RenderTexture} renderTexture - The render texture to render to.\n * @param {boolean} [clear] - Should the canvas be cleared before the new render\n * @param {PIXI.Transform} [transform] - A transform to apply to the render texture before rendering.\n * @param {boolean} [skipUpdateTransform] - Should we skip the update transform pass?\n */\n\n\n WebGLRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.emit('prerender');\n\n // no point rendering if our context has been blown up!\n if (!this.gl || this.gl.isContextLost()) {\n return;\n }\n\n this._nextTextureLocation = 0;\n\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.parent;\n\n displayObject.parent = this._tempDisplayObjectParent;\n displayObject.updateTransform();\n displayObject.parent = cacheParent;\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n this.bindRenderTexture(renderTexture, transform);\n\n this.currentRenderer.start();\n\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this._activeRenderTarget.clear();\n }\n\n displayObject.renderWebGL(this);\n\n // apply transform..\n this.currentRenderer.flush();\n\n // this.setObjectRenderer(this.emptyRenderer);\n\n this.textureGC.update();\n\n this.emit('postrender');\n };\n\n /**\n * Changes the current renderer to the one given in parameter\n *\n * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use.\n */\n\n\n WebGLRenderer.prototype.setObjectRenderer = function setObjectRenderer(objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n *\n */\n\n\n WebGLRenderer.prototype.flush = function flush() {\n this.setObjectRenderer(this.emptyRenderer);\n };\n\n /**\n * Resizes the webGL view to the specified width and height.\n *\n * @param {number} screenWidth - the new width of the screen\n * @param {number} screenHeight - the new height of the screen\n */\n\n\n WebGLRenderer.prototype.resize = function resize(screenWidth, screenHeight) {\n // if(width * this.resolution === this.width && height * this.resolution === this.height)return;\n\n _SystemRenderer3.default.prototype.resize.call(this, screenWidth, screenHeight);\n\n this.rootRenderTarget.resize(screenWidth, screenHeight);\n\n if (this._activeRenderTarget === this.rootRenderTarget) {\n this.rootRenderTarget.activate();\n\n if (this._activeShader) {\n this._activeShader.uniforms.projectionMatrix = this.rootRenderTarget.projectionMatrix.toArray(true);\n }\n }\n };\n\n /**\n * Resizes the webGL view to the specified width and height.\n *\n * @param {number} blendMode - the desired blend mode\n */\n\n\n WebGLRenderer.prototype.setBlendMode = function setBlendMode(blendMode) {\n this.state.setBlendMode(blendMode);\n };\n\n /**\n * Erases the active render target and fills the drawing area with a colour\n *\n * @param {number} [clearColor] - The colour\n */\n\n\n WebGLRenderer.prototype.clear = function clear(clearColor) {\n this._activeRenderTarget.clear(clearColor);\n };\n\n /**\n * Sets the transform of the active render target to the given matrix\n *\n * @param {PIXI.Matrix} matrix - The transformation matrix\n */\n\n\n WebGLRenderer.prototype.setTransform = function setTransform(matrix) {\n this._activeRenderTarget.transform = matrix;\n };\n\n /**\n * Erases the render texture and fills the drawing area with a colour\n *\n * @param {PIXI.RenderTexture} renderTexture - The render texture to clear\n * @param {number} [clearColor] - The colour\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.clearRenderTexture = function clearRenderTexture(renderTexture, clearColor) {\n var baseTexture = renderTexture.baseTexture;\n var renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID];\n\n if (renderTarget) {\n renderTarget.clear(clearColor);\n }\n\n return this;\n };\n\n /**\n * Binds a render texture for rendering\n *\n * @param {PIXI.RenderTexture} renderTexture - The render texture to render\n * @param {PIXI.Transform} transform - The transform to be applied to the render texture\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindRenderTexture = function bindRenderTexture(renderTexture, transform) {\n var renderTarget = void 0;\n\n if (renderTexture) {\n var baseTexture = renderTexture.baseTexture;\n\n if (!baseTexture._glRenderTargets[this.CONTEXT_UID]) {\n // bind the current texture\n this.textureManager.updateTexture(baseTexture, 0);\n }\n\n this.unbindTexture(baseTexture);\n\n renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID];\n renderTarget.setFrame(renderTexture.frame);\n } else {\n renderTarget = this.rootRenderTarget;\n }\n\n renderTarget.transform = transform;\n this.bindRenderTarget(renderTarget);\n\n return this;\n };\n\n /**\n * Changes the current render target to the one given in parameter\n *\n * @param {PIXI.RenderTarget} renderTarget - the new render target\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindRenderTarget = function bindRenderTarget(renderTarget) {\n if (renderTarget !== this._activeRenderTarget) {\n this._activeRenderTarget = renderTarget;\n renderTarget.activate();\n\n if (this._activeShader) {\n this._activeShader.uniforms.projectionMatrix = renderTarget.projectionMatrix.toArray(true);\n }\n\n this.stencilManager.setMaskStack(renderTarget.stencilMaskStack);\n }\n\n return this;\n };\n\n /**\n * Changes the current shader to the one given in parameter\n *\n * @param {PIXI.Shader} shader - the new shader\n * @param {boolean} [autoProject=true] - Whether automatically set the projection matrix\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindShader = function bindShader(shader, autoProject) {\n // TODO cache\n if (this._activeShader !== shader) {\n this._activeShader = shader;\n shader.bind();\n\n // `autoProject` normally would be a default parameter set to true\n // but because of how Babel transpiles default parameters\n // it hinders the performance of this method.\n if (autoProject !== false) {\n // automatically set the projection matrix\n shader.uniforms.projectionMatrix = this._activeRenderTarget.projectionMatrix.toArray(true);\n }\n }\n\n return this;\n };\n\n /**\n * Binds the texture. This will return the location of the bound texture.\n * It may not be the same as the one you pass in. This is due to optimisation that prevents\n * needless binding of textures. For example if the texture is already bound it will return the\n * current location of the texture instead of the one provided. To bypass this use force location\n *\n * @param {PIXI.Texture} texture - the new texture\n * @param {number} location - the suggested texture location\n * @param {boolean} forceLocation - force the location\n * @return {number} bound texture location\n */\n\n\n WebGLRenderer.prototype.bindTexture = function bindTexture(texture, location, forceLocation) {\n texture = texture || this.emptyTextures[location];\n texture = texture.baseTexture || texture;\n texture.touched = this.textureGC.count;\n\n if (!forceLocation) {\n // TODO - maybe look into adding boundIds.. save us the loop?\n for (var i = 0; i < this.boundTextures.length; i++) {\n if (this.boundTextures[i] === texture) {\n return i;\n }\n }\n\n if (location === undefined) {\n this._nextTextureLocation++;\n this._nextTextureLocation %= this.boundTextures.length;\n location = this.boundTextures.length - this._nextTextureLocation - 1;\n }\n } else {\n location = location || 0;\n }\n\n var gl = this.gl;\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture) {\n // this will also bind the texture..\n this.textureManager.updateTexture(texture, location);\n } else {\n // bind the current texture\n this.boundTextures[location] = texture;\n gl.activeTexture(gl.TEXTURE0 + location);\n gl.bindTexture(gl.TEXTURE_2D, glTexture.texture);\n }\n\n return location;\n };\n\n /**\n * unbinds the texture ...\n *\n * @param {PIXI.Texture} texture - the texture to unbind\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.unbindTexture = function unbindTexture(texture) {\n var gl = this.gl;\n\n texture = texture.baseTexture || texture;\n\n for (var i = 0; i < this.boundTextures.length; i++) {\n if (this.boundTextures[i] === texture) {\n this.boundTextures[i] = this.emptyTextures[i];\n\n gl.activeTexture(gl.TEXTURE0 + i);\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[i]._glTextures[this.CONTEXT_UID].texture);\n }\n }\n\n return this;\n };\n\n /**\n * Creates a new VAO from this renderer's context and state.\n *\n * @return {VertexArrayObject} The new VAO.\n */\n\n\n WebGLRenderer.prototype.createVao = function createVao() {\n return new _pixiGlCore2.default.VertexArrayObject(this.gl, this.state.attribState);\n };\n\n /**\n * Changes the current Vao to the one given in parameter\n *\n * @param {PIXI.VertexArrayObject} vao - the new Vao\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindVao = function bindVao(vao) {\n if (this._activeVao === vao) {\n return this;\n }\n\n if (vao) {\n vao.bind();\n } else if (this._activeVao) {\n // TODO this should always be true i think?\n this._activeVao.unbind();\n }\n\n this._activeVao = vao;\n\n return this;\n };\n\n /**\n * Resets the WebGL state so you can render things however you fancy!\n *\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.reset = function reset() {\n this.setObjectRenderer(this.emptyRenderer);\n\n this._activeShader = null;\n this._activeRenderTarget = this.rootRenderTarget;\n\n // bind the main frame buffer (the screen);\n this.rootRenderTarget.activate();\n\n this.state.resetToDefault();\n\n return this;\n };\n\n /**\n * Handles a lost webgl context\n *\n * @private\n * @param {WebGLContextEvent} event - The context lost event.\n */\n\n\n WebGLRenderer.prototype.handleContextLost = function handleContextLost(event) {\n event.preventDefault();\n };\n\n /**\n * Handles a restored webgl context\n *\n * @private\n */\n\n\n WebGLRenderer.prototype.handleContextRestored = function handleContextRestored() {\n this.textureManager.removeAll();\n this.filterManager.destroy(true);\n this._initContext();\n };\n\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n\n\n WebGLRenderer.prototype.destroy = function destroy(removeView) {\n this.destroyPlugins();\n\n // remove listeners\n this.view.removeEventListener('webglcontextlost', this.handleContextLost);\n this.view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n\n this.textureManager.destroy();\n\n // call base destroy\n _SystemRenderer.prototype.destroy.call(this, removeView);\n\n this.uid = 0;\n\n // destroy the managers\n this.maskManager.destroy();\n this.stencilManager.destroy();\n this.filterManager.destroy();\n\n this.maskManager = null;\n this.filterManager = null;\n this.textureManager = null;\n this.currentRenderer = null;\n\n this.handleContextLost = null;\n this.handleContextRestored = null;\n\n this._contextOptions = null;\n this.gl.useProgram(null);\n\n if (this.gl.getExtension('WEBGL_lose_context')) {\n this.gl.getExtension('WEBGL_lose_context').loseContext();\n }\n\n this.gl = null;\n\n // this = null;\n };\n\n return WebGLRenderer;\n}(_SystemRenderer3.default);\n\n/**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.WebGLRenderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.extract.WebGLExtract} extract Extract image data from renderer.\n * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.prepare.WebGLPrepare} prepare Pre-render display objects.\n */\n\n/**\n * Adds a plugin to the renderer.\n *\n * @method PIXI.WebGLRenderer#registerPlugin\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n\nexports.default = WebGLRenderer;\n_utils.pluginTarget.mixin(WebGLRenderer);\n//# 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strict';\n\nexports.__esModule = true;\n\nvar _SystemRenderer2 = require('../SystemRenderer');\n\nvar _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2);\n\nvar _MaskManager = require('./managers/MaskManager');\n\nvar _MaskManager2 = _interopRequireDefault(_MaskManager);\n\nvar _StencilManager = require('./managers/StencilManager');\n\nvar _StencilManager2 = _interopRequireDefault(_StencilManager);\n\nvar _FilterManager = require('./managers/FilterManager');\n\nvar _FilterManager2 = _interopRequireDefault(_FilterManager);\n\nvar _RenderTarget = require('./utils/RenderTarget');\n\nvar _RenderTarget2 = _interopRequireDefault(_RenderTarget);\n\nvar _ObjectRenderer = require('./utils/ObjectRenderer');\n\nvar _ObjectRenderer2 = _interopRequireDefault(_ObjectRenderer);\n\nvar _TextureManager = require('./TextureManager');\n\nvar _TextureManager2 = _interopRequireDefault(_TextureManager);\n\nvar _BaseTexture = require('../../textures/BaseTexture');\n\nvar _BaseTexture2 = _interopRequireDefault(_BaseTexture);\n\nvar _TextureGarbageCollector = require('./TextureGarbageCollector');\n\nvar _TextureGarbageCollector2 = _interopRequireDefault(_TextureGarbageCollector);\n\nvar _WebGLState = require('./WebGLState');\n\nvar _WebGLState2 = _interopRequireDefault(_WebGLState);\n\nvar _mapWebGLDrawModesToPixi = require('./utils/mapWebGLDrawModesToPixi');\n\nvar _mapWebGLDrawModesToPixi2 = _interopRequireDefault(_mapWebGLDrawModesToPixi);\n\nvar _validateContext = require('./utils/validateContext');\n\nvar _validateContext2 = _interopRequireDefault(_validateContext);\n\nvar _utils = require('../../utils');\n\nvar _pixiGlCore = require('pixi-gl-core');\n\nvar _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);\n\nvar _const = require('../../const');\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar CONTEXT_UID = 0;\n\n/**\n * The WebGLRenderer draws the scene and alI³¦ùll its content onto a webGL enabled canvas. This renderer\n * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.\n * So no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything :)\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.SystemRenderer\n */\n\nvar WebGLRenderer = function (_SystemRenderer) {\n _inherits(WebGLRenderer, _SystemRenderer);\n\n // eslint-disable-next-line valid-jsdoc\n /**\n *\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the screen\n * @param {number} [options.height=600] - the height of the screen\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false\n * @param {boolean} [options.antialias=false] - sets antialias. If not available natively then FXAA\n * antialiasing is used\n * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native.\n * FXAA is faster, but may not always look as great\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.\n * The resolution of the renderer retina would be 2.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the webgl context.\n * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when\n * rendering, stopping pixel interpolation.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experiance unexplained flickering try setting this to true.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card\n */\n function WebGLRenderer(options, arg2, arg3) {\n _classCallCheck(this, WebGLRenderer);\n\n var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'WebGL', options, arg2, arg3));\n\n _this.legacy = _this.options.legacy;\n\n if (_this.legacy) {\n _pixiGlCore2.default.VertexArrayObject.FORCE_NATIVE = true;\n }\n\n /**\n * The type of this renderer as a standardised const\n *\n * @member {number}\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = _const.RENDERER_TYPE.WEBGL;\n\n _this.handleContextLost = _this.handleContextLost.bind(_this);\n _this.handleContextRestored = _this.handleContextRestored.bind(_this);\n\n _this.view.addEventListener('webglcontextlost', _this.handleContextLost, false);\n _this.view.addEventListener('webglcontextrestored', _this.handleContextRestored, false);\n\n /**\n * The options passed in to create a new webgl context.\n *\n * @member {object}\n * @private\n */\n _this._contextOptions = {\n alpha: _this.transparent,\n antialias: _this.options.antialias,\n premultipliedAlpha: _this.transparent && _this.transparent !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: _this.options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference\n };\n\n _this._backgroundColorRgba[3] = _this.transparent ? 0 : 1;\n\n /**\n * Manages the masks using the stencil buffer.\n *\n * @member {PIXI.MaskManager}\n */\n _this.maskManager = new _MaskManager2.default(_this);\n\n /**\n * Manages the stencil buffer.\n *\n * @member {PIXI.StencilManager}\n */\n _this.stencilManager = new _StencilManager2.default(_this);\n\n /**\n * An empty renderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n _this.emptyRenderer = new _ObjectRenderer2.default(_this);\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n _this.currentRenderer = _this.emptyRenderer;\n\n /**\n * Manages textures\n * @member {PIXI.TextureManager}\n */\n _this.textureManager = null;\n\n /**\n * Manages the filters.\n *\n * @member {PIXI.FilterManager}\n */\n _this.filterManager = null;\n\n _this.initPlugins();\n\n /**\n * The current WebGL rendering context, it is created here\n *\n * @member {WebGLRenderingContext}\n */\n // initialize the context so it is ready for the managers.\n if (_this.options.context) {\n // checks to see if a context is valid..\n (0, _validateContext2.default)(_this.options.context);\n }\n\n _this.gl = _this.options.context || _pixiGlCore2.default.createContext(_this.view, _this._contextOptions);\n\n _this.CONTEXT_UID = CONTEXT_UID++;\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.WebGLState}\n */\n _this.state = new _WebGLState2.default(_this.gl);\n\n _this.renderingToScreen = true;\n\n /**\n * Holds the current state of textures bound to the GPU.\n * @type {Array}\n */\n _this.boundTextures = null;\n\n /**\n * Holds the current shader\n *\n * @member {PIXI.Shader}\n */\n _this._activeShader = null;\n\n _this._activeVao = null;\n\n /**\n * Holds the current render target\n *\n * @member {PIXI.RenderTarget}\n */\n _this._activeRenderTarget = null;\n\n _this._initContext();\n\n // map some webGL blend and drawmodes..\n _this.drawModes = (0, _mapWebGLDrawModesToPixi2.default)(_this.gl);\n\n _this._nextTextureLocation = 0;\n\n _this.setBlendMode(0);\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.WebGLRenderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.WebGLRenderer#prerender\n */\n\n /**\n * Fired when the WebGL context is set.\n *\n * @event PIXI.WebGLRenderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return _this;\n }\n\n /**\n * Creates the WebGL context\n *\n * @private\n */\n\n\n WebGLRenderer.prototype._initContext = function _initContext() {\n var gl = this.gl;\n\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n\n this._activeShader = null;\n this._activeVao = null;\n\n this.boundTextures = new Array(maxTextures);\n this.emptyTextures = new Array(maxTextures);\n\n // create a texture manager...\n this.textureManager = new _TextureManager2.default(this);\n this.filterManager = new _FilterManager2.default(this);\n this.textureGC = new _TextureGarbageCollector2.default(this);\n\n this.state.resetToDefault();\n\n this.rootRenderTarget = new _RenderTarget2.default(gl, this.width, this.height, null, this.resolution, true);\n this.rootRenderTarget.clearColor = this._backgroundColorRgba;\n\n this.bindRenderTarget(this.rootRenderTarget);\n\n // now lets fill up the textures with empty ones!\n var emptyGLTexture = new _pixiGlCore2.default.GLTexture.fromData(gl, null, 1, 1);\n\n var tempObj = { _glTextures: {} };\n\n tempObj._glTextures[this.CONTEXT_UID] = {};\n\n for (var i = 0; i < maxTextures; i++) {\n var empty = new _BaseTexture2.default();\n\n empty._glTextures[this.CONTEXT_UID] = emptyGLTexture;\n\n this.boundTextures[i] = tempObj;\n this.emptyTextures[i] = empty;\n this.bindTexture(null, i);\n }\n\n this.emit('context', gl);\n\n // setup the width/height properties and gl viewport\n this.resize(this.screen.width, this.screen.height);\n };\n\n /**\n * Renders the object to its webGL view\n *\n * @param {PIXI.DisplayObject} displayObject - the object to be rendered\n * @param {PIXI.RenderTexture} renderTexture - The render texture to render to.\n * @param {boolean} [clear] - Should the canvas be cleared before the new render\n * @param {PIXI.Transform} [transform] - A transform to apply to the render texture before rendering.\n * @param {boolean} [skipUpdateTransform] - Should we skip the update transform pass?\n */\n\n\n WebGLRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.emit('prerender');\n\n // no point rendering if our context has been blown up!\n if (!this.gl || this.gl.isContextLost()) {\n return;\n }\n\n this._nextTextureLocation = 0;\n\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.parent;\n\n displayObject.parent = this._tempDisplayObjectParent;\n displayObject.updateTransform();\n displayObject.parent = cacheParent;\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n this.bindRenderTexture(renderTexture, transform);\n\n this.currentRenderer.start();\n\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this._activeRenderTarget.clear();\n }\n\n displayObject.renderWebGL(this);\n\n // apply transform..\n this.currentRenderer.flush();\n\n // this.setObjectRenderer(this.emptyRenderer);\n\n this.textureGC.update();\n\n this.emit('postrender');\n };\n\n /**\n * Changes the current renderer to the one given in parameter\n *\n * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use.\n */\n\n\n WebGLRenderer.prototype.setObjectRenderer = function setObjectRenderer(objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n *\n */\n\n\n WebGLRenderer.prototype.flush = function flush() {\n this.setObjectRenderer(this.emptyRenderer);\n };\n\n /**\n * Resizes the webGL view to the specified width and height.\n *\n * @param {number} screenWidth - the new width of the screen\n * @param {number} screenHeight - the new height of the screen\n */\n\n\n WebGLRenderer.prototype.resize = function resize(screenWidth, screenHeight) {\n // if(width * this.resolution === this.width && height * this.resolution === this.height)return;\n\n _SystemRenderer3.default.prototype.resize.call(this, screenWidth, screenHeight);\n\n this.rootRenderTarget.resize(screenWidth, screenHeight);\n\n if (this._activeRenderTarget === this.rootRenderTarget) {\n this.rootRenderTarget.activate();\n\n if (this._activeShader) {\n this._activeShader.uniforms.projectionMatrix = this.rootRenderTarget.projectionMatrix.toArray(true);\n }\n }\n };\n\n /**\n * Resizes the webGL view to the specified width and height.\n *\n * @param {number} blendMode - the desired blend mode\n */\n\n\n WebGLRenderer.prototype.setBlendMode = function setBlendMode(blendMode) {\n this.state.setBlendMode(blendMode);\n };\n\n /**\n * Erases the active render target and fills the drawing area with a colour\n *\n * @param {number} [clearColor] - The colour\n */\n\n\n WebGLRenderer.prototype.clear = function clear(clearColor) {\n this._activeRenderTarget.clear(clearColor);\n };\n\n /**\n * Sets the transform of the active render target to the given matrix\n *\n * @param {PIXI.Matrix} matrix - The transformation matrix\n */\n\n\n WebGLRenderer.prototype.setTransform = function setTransform(matrix) {\n this._activeRenderTarget.transform = matrix;\n };\n\n /**\n * Erases the render texture and fills the drawing area with a colour\n *\n * @param {PIXI.RenderTexture} renderTexture - The render texture to clear\n * @param {number} [clearColor] - The colour\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.clearRenderTexture = function clearRenderTexture(renderTexture, clearColor) {\n var baseTexture = renderTexture.baseTexture;\n var renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID];\n\n if (renderTarget) {\n renderTarget.clear(clearColor);\n }\n\n return this;\n };\n\n /**\n * Binds a render texture for rendering\n *\n * @param {PIXI.RenderTexture} renderTexture - The render texture to render\n * @param {PIXI.Transform} transform - The transform to be applied to the render texture\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindRenderTexture = function bindRenderTexture(renderTexture, transform) {\n var renderTarget = void 0;\n\n if (renderTexture) {\n var baseTexture = renderTexture.baseTexture;\n\n if (!baseTexture._glRenderTargets[this.CONTEXT_UID]) {\n // bind the current texture\n this.textureManager.updateTexture(baseTexture, 0);\n }\n\n this.unbindTexture(baseTexture);\n\n renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID];\n renderTarget.setFrame(renderTexture.frame);\n } else {\n renderTarget = this.rootRenderTarget;\n }\n\n renderTarget.transform = transform;\n this.bindRenderTarget(renderTarget);\n\n return this;\n };\n\n /**\n * Changes the current render target to the one given in parameter\n *\n * @param {PIXI.RenderTarget} renderTarget - the new render target\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindRenderTarget = function bindRenderTarget(renderTarget) {\n if (renderTarget !== this._activeRenderTarget) {\n this._activeRenderTarget = renderTarget;\n renderTarget.activate();\n\n if (this._activeShader) {\n this._activeShader.uniforms.projectionMatrix = renderTarget.projectionMatrix.toArray(true);\n }\n\n this.stencilManager.setMaskStack(renderTarget.stencilMaskStack);\n }\n\n return this;\n };\n\n /**\n * Changes the current shader to the one given in parameter\n *\n * @param {PIXI.Shader} shader - the new shader\n * @param {boolean} [autoProject=true] - Whether automatically set the projection matrix\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindShader = function bindShader(shader, autoProject) {\n // TODO cache\n if (this._activeShader !== shader) {\n this._activeShader = shader;\n shader.bind();\n\n // `autoProject` normally would be a default parameter set to true\n // but because of how Babel transpiles default parameters\n // it hinders the performance of this method.\n if (autoProject !== false) {\n // automatically set the projection matrix\n shader.uniforms.projectionMatrix = this._activeRenderTarget.projectionMatrix.toArray(true);\n }\n }\n\n return this;\n };\n\n /**\n * Binds the texture. This will return the location of the bound texture.\n * It may not be the same as the one you pass in. This is due to optimisation that prevents\n * needless binding of textures. For example if the texture is already bound it will return the\n * current location of the texture instead of the one provided. To bypass this use force location\n *\n * @param {PIXI.Texture} texture - the new texture\n * @param {number} location - the suggested texture location\n * @param {boolean} forceLocation - force the location\n * @return {number} bound texture location\n */\n\n\n WebGLRenderer.prototype.bindTexture = function bindTexture(texture, location, forceLocation) {\n texture = texture || this.emptyTextures[location];\n texture = texture.baseTexture || texture;\n texture.touched = this.textureGC.count;\n\n if (!forceLocation) {\n // TODO - maybe look into adding boundIds.. save us the loop?\n for (var i = 0; i < this.boundTextures.length; i++) {\n if (this.boundTextures[i] === texture) {\n return i;\n }\n }\n\n if (location === undefined) {\n this._nextTextureLocation++;\n this._nextTextureLocation %= this.boundTextures.length;\n location = this.boundTextures.length - this._nextTextureLocation - 1;\n }\n } else {\n location = location || 0;\n }\n\n var gl = this.gl;\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture) {\n // this will also bind the texture..\n this.textureManager.updateTexture(texture, location);\n } else {\n // bind the current texture\n this.boundTextures[location] = texture;\n gl.activeTexture(gl.TEXTURE0 + location);\n gl.bindTexture(gl.TEXTURE_2D, glTexture.texture);\n }\n\n return location;\n };\n\n /**\n * unbinds the texture ...\n *\n * @param {PIXI.Texture} texture - the texture to unbind\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.unbindTexture = function unbindTexture(texture) {\n var gl = this.gl;\n\n texture = texture.baseTexture || texture;\n\n for (var i = 0; i < this.boundTextures.length; i++) {\n if (this.boundTextures[i] === texture) {\n this.boundTextures[i] = this.emptyTextures[i];\n\n gl.activeTexture(gl.TEXTURE0 + i);\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[i]._glTextures[this.CONTEXT_UID].texture);\n }\n }\n\n return this;\n };\n\n /**\n * Creates a new VAO from this renderer's context and state.\n *\n * @return {VertexArrayObject} The new VAO.\n */\n\n\n WebGLRenderer.prototype.createVao = function createVao() {\n return new _pixiGlCore2.default.VertexArrayObject(this.gl, this.state.attribState);\n };\n\n /**\n * Changes the current Vao to the one given in parameter\n *\n * @param {PIXI.VertexArrayObject} vao - the new Vao\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindVao = function bindVao(vao) {\n if (this._activeVao === vao) {\n return this;\n }\n\n if (vao) {\n vao.bind();\n } else if (this._activeVao) {\n // TODO this should always be true i think?\n this._activeVao.unbind();\n }\n\n this._activeVao = vao;\n\n return this;\n };\n\n /**\n * Resets the WebGL state so you can render things however you fancy!\n *\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.reset = function reset() {\n this.setObjectRenderer(this.emptyRenderer);\n\n this._activeShader = null;\n this._activeRenderTarget = this.rootRenderTarget;\n\n // bind the main frame buffer (the screen);\n this.rootRenderTarget.activate();\n\n this.state.resetToDefault();\n\n return this;\n };\n\n /**\n * Handles a lost webgl context\n *\n * @private\n * @param {WebGLContextEvent} event - The context lost event.\n */\n\n\n WebGLRenderer.prototype.handleContextLost = function handleContextLost(event) {\n event.preventDefault();\n };\n\n /**\n * Handles a restored webgl context\n *\n * @private\n */\n\n\n WebGLRenderer.prototype.handleContextRestored = function handleContextRestored() {\n this.textureManager.removeAll();\n this.filterManager.destroy(true);\n this._initContext();\n };\n\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n\n\n WebGLRenderer.prototype.destroy = function destroy(removeView) {\n this.destroyPlugins();\n\n // remove listeners\n this.view.removeEventListener('webglcontextlost', this.handleContextLost);\n this.view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n\n this.textureManager.destroy();\n\n // call base destroy\n _SystemRenderer.prototype.destroy.call(this, removeView);\n\n this.uid = 0;\n\n // destroy the managers\n this.maskManager.destroy();\n this.stencilManager.destroy();\n this.filterManager.destroy();\n\n this.maskManager = null;\n this.filterManager = null;\n this.textureManager = null;\n this.currentRenderer = null;\n\n this.handleContextLost = null;\n this.handleContextRestored = null;\n\n this._contextOptions = null;\n this.gl.useProgram(null);\n\n if (this.gl.getExtension('WEBGL_lose_context')) {\n this.gl.getExtension('WEBGL_lose_context').loseContext();\n }\n\n this.gl = null;\n\n // this = null;\n };\n\n return WebGLRenderer;\n}(_SystemRenderer3.default);\n\n/**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.WebGLRenderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.extract.WebGLExtract} extract Extract image data from renderer.\n * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.prepare.WebGLPrepare} prepare Pre-render display objects.\n */\n\n/**\n * Adds a plugin to the renderer.\n *\n * @method PIXI.WebGLRenderer#registerPlugin\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n\nexports.default = WebGLRenderer;\n_utils.pluginTarget.mixin(WebGLRenderer);\n//# 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strict';\n\nexports.__esModule = true;\n\nvar _SystemRenderer2 = require('../SystemRenderer');\n\nvar _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2);\n\nvar _MaskManager = require('./managers/MaskManager');\n\nvar _MaskManager2 = _interopRequireDefault(_MaskManager);\n\nvar _StencilManager = require('./managers/StencilManager');\n\nvar _StencilManager2 = _interopRequireDefault(_StencilManager);\n\nvar _FilterManager = require('./managers/FilterManager');\n\nvar _FilterManager2 = _interopRequireDefault(_FilterManager);\n\nvar _RenderTarget = require('./utils/RenderTarget');\n\nvar _RenderTarget2 = _interopRequireDefault(_RenderTarget);\n\nvar _ObjectRenderer = require('./utils/ObjectRenderer');\n\nvar _ObjectRenderer2 = _interopRequireDefault(_ObjectRenderer);\n\nvar _TextureManager = require('./TextureManager');\n\nvar _TextureManager2 = _interopRequireDefault(_TextureManager);\n\nvar _BaseTexture = require('../../textures/BaseTexture');\n\nvar _BaseTexture2 = _interopRequireDefault(_BaseTexture);\n\nvar _TextureGarbageCollector = require('./TextureGarbageCollector');\n\nvar _TextureGarbageCollector2 = _interopRequireDefault(_TextureGarbageCollector);\n\nvar _WebGLState = require('./WebGLState');\n\nvar _WebGLState2 = _interopRequireDefault(_WebGLState);\n\nvar _mapWebGLDrawModesToPixi = require('./utils/mapWebGLDrawModesToPixi');\n\nvar _mapWebGLDrawModesToPixi2 = _interopRequireDefault(_mapWebGLDrawModesToPixi);\n\nvar _validateContext = require('./utils/validateContext');\n\nvar _validateContext2 = _interopRequireDefault(_validateContext);\n\nvar _utils = require('../../utils');\n\nvar _pixiGlCore = require('pixi-gl-core');\n\nvar _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);\n\nvar _const = require('../../const');\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar CONTEXT_UID = 0;\n\n/**\n * The WebGLRenderer draws the scene and all its content onto a webGL enabled canvas. This renderer\n * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.\n * So no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything :)\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.SystemRenderer\n */\n\nvar WebGLRenderer = function (_SystemRenderer) {\n _inherits(WebGLRenderer, _SystemRenderer);\n\n // eslint-disable-next-line valid-jsdoc\n /**\n *\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the screen\n * @param {number} [options.height=600] - the height of the screen\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [\é%:ùoptions.autoResize=false] - If the render view is automatically resized, default false\n * @param {boolean} [options.antialias=false] - sets antialias. If not available natively then FXAA\n * antialiasing is used\n * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native.\n * FXAA is faster, but may not always look as great\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.\n * The resolution of the renderer retina would be 2.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the webgl context.\n * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when\n * rendering, stopping pixel interpolation.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experiance unexplained flickering try setting this to true.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card\n */\n function WebGLRenderer(options, arg2, arg3) {\n _classCallCheck(this, WebGLRenderer);\n\n var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'WebGL', options, arg2, arg3));\n\n _this.legacy = _this.options.legacy;\n\n if (_this.legacy) {\n _pixiGlCore2.default.VertexArrayObject.FORCE_NATIVE = true;\n }\n\n /**\n * The type of this renderer as a standardised const\n *\n * @member {number}\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = _const.RENDERER_TYPE.WEBGL;\n\n _this.handleContextLost = _this.handleContextLost.bind(_this);\n _this.handleContextRestored = _this.handleContextRestored.bind(_this);\n\n _this.view.addEventListener('webglcontextlost', _this.handleContextLost, false);\n _this.view.addEventListener('webglcontextrestored', _this.handleContextRestored, false);\n\n /**\n * The options passed in to create a new webgl context.\n *\n * @member {object}\n * @private\n */\n _this._contextOptions = {\n alpha: _this.transparent,\n antialias: _this.options.antialias,\n premultipliedAlpha: _this.transparent && _this.transparent !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: _this.options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference\n };\n\n _this._backgroundColorRgba[3] = _this.transparent ? 0 : 1;\n\n /**\n * Manages the masks using the stencil buffer.\n *\n * @member {PIXI.MaskManager}\n */\n _this.maskManager = new _MaskManager2.default(_this);\n\n /**\n * Manages the stencil buffer.\n *\n * @member {PIXI.StencilManager}\n */\n _this.stencilManager = new _StencilManager2.default(_this);\n\n /**\n * An empty renderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n _this.emptyRenderer = new _ObjectRenderer2.default(_this);\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n _this.currentRenderer = _this.emptyRenderer;\n\n /**\n * Manages textures\n * @member {PIXI.TextureManager}\n */\n _this.textureManager = null;\n\n /**\n * Manages the filters.\n *\n * @member {PIXI.FilterManager}\n */\n _this.filterManager = null;\n\n _this.initPlugins();\n\n /**\n * The current WebGL rendering context, it is created here\n *\n * @member {WebGLRenderingContext}\n */\n // initialize the context so it is ready for the managers.\n if (_this.options.context) {\n // checks to see if a context is valid..\n (0, _validateContext2.default)(_this.options.context);\n }\n\n _this.gl = _this.options.context || _pixiGlCore2.default.createContext(_this.view, _this._contextOptions);\n\n _this.CONTEXT_UID = CONTEXT_UID++;\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.WebGLState}\n */\n _this.state = new _WebGLState2.default(_this.gl);\n\n _this.renderingToScreen = true;\n\n /**\n * Holds the current state of textures bound to the GPU.\n * @type {Array}\n */\n _this.boundTextures = null;\n\n /**\n * Holds the current shader\n *\n * @member {PIXI.Shader}\n */\n _this._activeShader = null;\n\n _this._activeVao = null;\n\n /**\n * Holds the current render target\n *\n * @member {PIXI.RenderTarget}\n */\n _this._activeRenderTarget = null;\n\n _this._initContext();\n\n // map some webGL blend and drawmodes..\n _this.drawModes = (0, _mapWebGLDrawModesToPixi2.default)(_this.gl);\n\n _this._nextTextureLocation = 0;\n\n _this.setBlendMode(0);\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.WebGLRenderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.WebGLRenderer#prerender\n */\n\n /**\n * Fired when the WebGL context is set.\n *\n * @event PIXI.WebGLRenderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return _this;\n }\n\n /**\n * Creates the WebGL context\n *\n * @private\n */\n\n\n WebGLRenderer.prototype._initContext = function _initContext() {\n var gl = this.gl;\n\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n\n this._activeShader = null;\n this._activeVao = null;\n\n this.boundTextures = new Array(maxTextures);\n this.emptyTextures = new Array(maxTextures);\n\n // create a texture manager...\n this.textureManager = new _TextureManager2.default(this);\n this.filterManager = new _FilterManager2.default(this);\n this.textureGC = new _TextureGarbageCollector2.default(this);\n\n this.state.resetToDefault();\n\n this.rootRenderTarget = new _RenderTarget2.default(gl, this.width, this.height, null, this.resolution, true);\n this.rootRenderTarget.clearColor = this._backgroundColorRgba;\n\n this.bindRenderTarget(this.rootRenderTarget);\n\n // now lets fill up the textures with empty ones!\n var emptyGLTexture = new _pixiGlCore2.default.GLTexture.fromData(gl, null, 1, 1);\n\n var tempObj = { _glTextures: {} };\n\n tempObj._glTextures[this.CONTEXT_UID] = {};\n\n for (var i = 0; i < maxTextures; i++) {\n var empty = new _BaseTexture2.default();\n\n empty._glTextures[this.CONTEXT_UID] = emptyGLTexture;\n\n this.boundTextures[i] = tempObj;\n this.emptyTextures[i] = empty;\n this.bindTexture(null, i);\n }\n\n this.emit('context', gl);\n\n // setup the width/height properties and gl viewport\n this.resize(this.screen.width, this.screen.height);\n };\n\n /**\n * Renders the object to its webGL view\n *\n * @param {PIXI.DisplayObject} displayObject - the object to be rendered\n * @param {PIXI.RenderTexture} renderTexture - The render texture to render to.\n * @param {boolean} [clear] - Should the canvas be cleared before the new render\n * @param {PIXI.Transform} [transform] - A transform to apply to the render texture before rendering.\n * @param {boolean} [skipUpdateTransform] - Should we skip the update transform pass?\n */\n\n\n WebGLRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.emit('prerender');\n\n // no point rendering if our context has been blown up!\n if (!this.gl || this.gl.isContextLost()) {\n return;\n }\n\n this._nextTextureLocation = 0;\n\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.parent;\n\n displayObject.parent = this._tempDisplayObjectParent;\n displayObject.updateTransform();\n displayObject.parent = cacheParent;\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n this.bindRenderTexture(renderTexture, transform);\n\n this.currentRenderer.start();\n\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this._activeRenderTarget.clear();\n }\n\n displayObject.renderWebGL(this);\n\n // apply transform..\n this.currentRenderer.flush();\n\n // this.setObjectRenderer(this.emptyRenderer);\n\n this.textureGC.update();\n\n this.emit('postrender');\n };\n\n /**\n * Changes the current renderer to the one given in parameter\n *\n * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use.\n */\n\n\n WebGLRenderer.prototype.setObjectRenderer = function setObjectRenderer(objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n *\n */\n\n\n WebGLRenderer.prototype.flush = function flush() {\n this.setObjectRenderer(this.emptyRenderer);\n };\n\n /**\n * Resizes the webGL view to the specified width and height.\n *\n * @param {number} screenWidth - the new width of the screen\n * @param {number} screenHeight - the new height of the screen\n */\n\n\n WebGLRenderer.prototype.resize = function resize(screenWidth, screenHeight) {\n // if(width * this.resolution === this.width && height * this.resolution === this.height)return;\n\n _SystemRenderer3.default.prototype.resize.call(this, screenWidth, screenHeight);\n\n this.rootRenderTarget.resize(screenWidth, screenHeight);\n\n if (this._activeRenderTarget === this.rootRenderTarget) {\n this.rootRenderTarget.activate();\n\n if (this._activeShader) {\n this._activeShader.uniforms.projectionMatrix = this.rootRenderTarget.projectionMatrix.toArray(true);\n }\n }\n };\n\n /**\n * Resizes the webGL view to the specified width and height.\n *\n * @param {number} blendMode - the desired blend mode\n */\n\n\n WebGLRenderer.prototype.setBlendMode = function setBlendMode(blendMode) {\n this.state.setBlendMode(blendMode);\n };\n\n /**\n * Erases the active render target and fills the drawing area with a colour\n *\n * @param {number} [clearColor] - The colour\n */\n\n\n WebGLRenderer.prototype.clear = function clear(clearColor) {\n this._activeRenderTarget.clear(clearColor);\n };\n\n /**\n * Sets the transform of the active render target to the given matrix\n *\n * @param {PIXI.Matrix} matrix - The transformation matrix\n */\n\n\n WebGLRenderer.prototype.setTransform = function setTransform(matrix) {\n this._activeRenderTarget.transform = matrix;\n };\n\n /**\n * Erases the render texture and fills the drawing area with a colour\n *\n * @param {PIXI.RenderTexture} renderTexture - The render texture to clear\n * @param {number} [clearColor] - The colour\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.clearRenderTexture = function clearRenderTexture(renderTexture, clearColor) {\n var baseTexture = renderTexture.baseTexture;\n var renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID];\n\n if (renderTarget) {\n renderTarget.clear(clearColor);\n }\n\n return this;\n };\n\n /**\n * Binds a render texture for rendering\n *\n * @param {PIXI.RenderTexture} renderTexture - The render texture to render\n * @param {PIXI.Transform} transform - The transform to be applied to the render texture\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindRenderTexture = function bindRenderTexture(renderTexture, transform) {\n var renderTarget = void 0;\n\n if (renderTexture) {\n var baseTexture = renderTexture.baseTexture;\n\n if (!baseTexture._glRenderTargets[this.CONTEXT_UID]) {\n // bind the current texture\n this.textureManager.updateTexture(baseTexture, 0);\n }\n\n this.unbindTexture(baseTexture);\n\n renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID];\n renderTarget.setFrame(renderTexture.frame);\n } else {\n renderTarget = this.rootRenderTarget;\n }\n\n renderTarget.transform = transform;\n this.bindRenderTarget(renderTarget);\n\n return this;\n };\n\n /**\n * Changes the current render target to the one given in parameter\n *\n * @param {PIXI.RenderTarget} renderTarget - the new render target\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindRenderTarget = function bindRenderTarget(renderTarget) {\n if (renderTarget !== this._activeRenderTarget) {\n this._activeRenderTarget = renderTarget;\n renderTarget.activate();\n\n if (this._activeShader) {\n this._activeShader.uniforms.projectionMatrix = renderTarget.projectionMatrix.toArray(true);\n }\n\n this.stencilManager.setMaskStack(renderTarget.stencilMaskStack);\n }\n\n return this;\n };\n\n /**\n * Changes the current shader to the one given in parameter\n *\n * @param {PIXI.Shader} shader - the new shader\n * @param {boolean} [autoProject=true] - Whether automatically set the projection matrix\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindShader = function bindShader(shader, autoProject) {\n // TODO cache\n if (this._activeShader !== shader) {\n this._activeShader = shader;\n shader.bind();\n\n // `autoProject` normally would be a default parameter set to true\n // but because of how Babel transpiles default parameters\n // it hinders the performance of this method.\n if (autoProject !== false) {\n // automatically set the projection matrix\n shader.uniforms.projectionMatrix = this._activeRenderTarget.projectionMatrix.toArray(true);\n }\n }\n\n return this;\n };\n\n /**\n * Binds the texture. This will return the location of the bound texture.\n * It may not be the same as the one you pass in. This is due to optimisation that prevents\n * needless binding of textures. For example if the texture is already bound it will return the\n * current location of the texture instead of the one provided. To bypass this use force location\n *\n * @param {PIXI.Texture} texture - the new texture\n * @param {number} location - the suggested texture location\n * @param {boolean} forceLocation - force the location\n * @return {number} bound texture location\n */\n\n\n WebGLRenderer.prototype.bindTexture = function bindTexture(texture, location, forceLocation) {\n texture = texture || this.emptyTextures[location];\n texture = texture.baseTexture || texture;\n texture.touched = this.textureGC.count;\n\n if (!forceLocation) {\n // TODO - maybe look into adding boundIds.. save us the loop?\n for (var i = 0; i < this.boundTextures.length; i++) {\n if (this.boundTextures[i] === texture) {\n return i;\n }\n }\n\n if (location === undefined) {\n this._nextTextureLocation++;\n this._nextTextureLocation %= this.boundTextures.length;\n location = this.boundTextures.length - this._nextTextureLocation - 1;\n }\n } else {\n location = location || 0;\n }\n\n var gl = this.gl;\n var glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture) {\n // this will also bind the texture..\n this.textureManager.updateTexture(texture, location);\n } else {\n // bind the current texture\n this.boundTextures[location] = texture;\n gl.activeTexture(gl.TEXTURE0 + location);\n gl.bindTexture(gl.TEXTURE_2D, glTexture.texture);\n }\n\n return location;\n };\n\n /**\n * unbinds the texture ...\n *\n * @param {PIXI.Texture} texture - the texture to unbind\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.unbindTexture = function unbindTexture(texture) {\n var gl = this.gl;\n\n texture = texture.baseTexture || texture;\n\n for (var i = 0; i < this.boundTextures.length; i++) {\n if (this.boundTextures[i] === texture) {\n this.boundTextures[i] = this.emptyTextures[i];\n\n gl.activeTexture(gl.TEXTURE0 + i);\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[i]._glTextures[this.CONTEXT_UID].texture);\n }\n }\n\n return this;\n };\n\n /**\n * Creates a new VAO from this renderer's context and state.\n *\n * @return {VertexArrayObject} The new VAO.\n */\n\n\n WebGLRenderer.prototype.createVao = function createVao() {\n return new _pixiGlCore2.default.VertexArrayObject(this.gl, this.state.attribState);\n };\n\n /**\n * Changes the current Vao to the one given in parameter\n *\n * @param {PIXI.VertexArrayObject} vao - the new Vao\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.bindVao = function bindVao(vao) {\n if (this._activeVao === vao) {\n return this;\n }\n\n if (vao) {\n vao.bind();\n } else if (this._activeVao) {\n // TODO this should always be true i think?\n this._activeVao.unbind();\n }\n\n this._activeVao = vao;\n\n return this;\n };\n\n /**\n * Resets the WebGL state so you can render things however you fancy!\n *\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.reset = function reset() {\n this.setObjectRenderer(this.emptyRenderer);\n\n this._activeShader = null;\n this._activeRenderTarget = this.rootRenderTarget;\n\n // bind the main frame buffer (the screen);\n this.rootRenderTarget.activate();\n\n this.state.resetToDefault();\n\n return this;\n };\n\n /**\n * Handles a lost webgl context\n *\n * @private\n * @param {WebGLContextEvent} event - The context lost event.\n */\n\n\n WebGLRenderer.prototype.handleContextLost = function handleContextLost(event) {\n event.preventDefault();\n };\n\n /**\n * Handles a restored webgl context\n *\n * @private\n */\n\n\n WebGLRenderer.prototype.handleContextRestored = function handleContextRestored() {\n this.textureManager.removeAll();\n this.filterManager.destroy(true);\n this._initContext();\n };\n\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n\n\n WebGLRenderer.prototype.destroy = function destroy(removeView) {\n this.destroyPlugins();\n\n // remove listeners\n this.view.removeEventListener('webglcontextlost', this.handleContextLost);\n this.view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n\n this.textureManager.destroy();\n\n // call base destroy\n _SystemRenderer.prototype.destroy.call(this, removeView);\n\n this.uid = 0;\n\n // destroy the managers\n this.maskManager.destroy();\n this.stencilManager.destroy();\n this.filterManager.destroy();\n\n this.maskManager = null;\n this.filterManager = null;\n this.textureManager = null;\n this.currentRenderer = null;\n\n this.handleContextLost = null;\n this.handleContextRestored = null;\n\n this._contextOptions = null;\n this.gl.useProgram(null);\n\n if (this.gl.getExtension('WEBGL_lose_context')) {\n this.gl.getExtension('WEBGL_lose_context').loseContext();\n }\n\n this.gl = null;\n\n // this = null;\n };\n\n return WebGLRenderer;\n}(_SystemRenderer3.default);\n\n/**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.WebGLRenderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.extract.WebGLExtract} extract Extract image data from renderer.\n * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.prepare.WebGLPrepare} prepare Pre-render display objects.\n */\n\n/**\n * Adds a plugin to the renderer.\n *\n * @method PIXI.WebGLRenderer#registerPlugin\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n\nexports.default = WebGLRenderer;\n_utils.pluginTarget.mixin(WebGLRenderer);\n//# sourceMappingURL=WebGLRenderer.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _SystemRenderer2 = require('../SystemRenderer');\n\nvar _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2);\n\nvar _MaskManager = require('./managers/MaskManager');\n\nvar _MaskManager2 = _interopRequireDefault(_MaskManager);\n\nvar _StencilManager = require('./managers/StencilManager');\n\nvar _StencilManager2 = _interopRequireDefault(_StencilManager);\n\nvar _FilterManager = require('./managers/FilterManager');\n\nvar _FilterManager2 = _interopRequireDefault(_FilterManager);\n\nvar _RenderTarget = require('./utils/RenderTarget');\n\nvar _RenderTarget2 = _interopRequireDefault(_RenderTarget);\n\nvar _ObjectRenderer = require('./utils/ObjectRenderer');\n\nvar _ObjectRenderer2 = _interopRequireDefault(_ObjectRenderer);\n\nvar _TextureManager = require('./TextureManager');\n\nvar _TextureManager2 = _interopRequireDefault(_TextureManager);\n\nvar _BaseTexture = require('../../textures/BaseTexture');\n\nvar _BaseTexture2 = _interopRequireDefault(_BaseTexture);\n\nvar _TextureGarbageCollector = require('./TextureGarbageCollector');\n\nvar _TextureGarbageCollector2 = _interopRequireDefault(_TextureGarbageCollector);\n\nvar _WebGLState = require('./WebGLState');\n\nvar _WebGLState2 = _interopRequireDefault(_WebGLState);\n\nvar _mapWebGLDrawModesToPixi = require('./utils/mapWebGLDrawModesToPixi');\n\nvar _mapWebGLDrawModesToPixi2 = _interopRequireDefault(_mapWebGLDrawModesToPixi);\n\nvar _validateContext = require('./utils/validateContext');\n\nvar _validateContext2 = _interopRequireDefault(_validateContext);\n\nvar _utils = require('../../utils');\n\nvar _pixiGlCore = require('pixi-gl-core');\n\nvar _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);\n\nvar _const = require('../../const');\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar CONTEXT_UID = 0;\n\n/**\n * The WebGLRenderer draws the scene and all its content onto a webGL enabled canvas. This renderer\n * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.\n * So no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything :)\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.SystemRenderer\n */\n\nvar WebGLRenderer = function (_SystemRenderer) {\n _inherits(WebGLRenderer, _SystemRenderer);\n\n // eslint-disable-next-line valid-jsdoc\n /**\n *\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the screen\n * @param {number} [options.height=600] - the height of the screen\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false\n * @param {boolean} [options.antialias=false] - sets antialias. If not available natively then FXAA\n * antialiasing is used\n * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native.\n * FXAA is faster, but may not always look as great\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.\n * The resolution of the renderer retina would be 2.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the webgl context.\n * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when\n * rendering, stopping pixel interpolation.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experiance unexplained flickering try setting this to true.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card\n */\n function WebGLRenderer(options, arg2, arg3) {\n _classCallCheck(this, WebGLRenderer);\n\n var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'WebGL', options, arg2, arg3));\n\n _this.legacy = _this.options.legacy;\n\n if (_this.legacy) {\n _pixiGlCore2.default.VertexArrayObject.FORCE_NATIVE = true;\n }\n\n /**\n * The type of this renderer as a standardised const\n *\n * @member {number}\n * @see PIXI.RENDERER_TYPE\n */\n _this.type = _const.RENDERER_TYPE.WEBGL;\n\n _this.handleContextLost = _this.handleContextLost.bind(_this);\n _this.handleContextRestored = _this.handleContextRestored.bind(_this);\n\n _this.view.addEventListener('webglcontextlost', _this.handleContextLost, false);\n _this.view.addEventListener('webglcontextrestored', _this.handleContextRestored, false);\n\n /**\n * The options passed in to create a new webgl context.\n *\n * @member {object}\n * @private\n */\n _this._contextOptions = {\n alpha: _this.transparent,\n antialias: _this.options.antialias,\n premultipliedAlpha: _this.transparent && _this.transparent !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: _this.options.preserveDrawingBuffer,\n powerPreference: _this.options.powerPreference\n };\n\n _this._backgroundColorRgba[3] = _this.transparent ? 0 : 1;\n\n /**\n * Manages the masks using the stencil buffer.\n *\n * @member {PIXI.MaskManager}\n */\n _this.maskManager = new _MaskManager2.default(_this);\n\n /**\n * Manages the stencil buffer.\n *\n * @member {PIXI.StencilManager}\n */\n _this.stencilManager = new _StencilManager2.default(_this);\n\n /**\n * An empty renderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n _this.emptyRenderer = new _ObjectRenderer2.default(_this);\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n _this.currentRenderer = _this.emptyRenderer;\n\n /**\n * Manages textures\n * @member {PIXI.TextureManager}\n */\n _this.textureManager = null;\n\n /**\n * Manages the filters.\n *\n * @member {PIXI.FilterManager}\n */\n _this.filterManager = null;\n\n _this.initPlugins();\n\n /**\n * The current WebGL rendering context, it is created here\n *\n * @member {WebGLRenderingContext}\n */\n // initialize the context so it is ready for the managers.\n if (_this.options.context) {\n // checks to see if a context is valid..\n (0, _validateContext2.default)(_this.options.context);\n }\n\n _this.gl = _this.options.context || _pixiGlCore2.default.createContext(_this.view, _this._contextOptions);\n\n _this.CONTEXT_UID = CONTEXT_UID++;\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.WebGLState}\n */\n _this.state = new _WebGLState2.default(_this.gl);\n\n _this.renderingToScreen = true;\n\n /**\n * Holds the current state of textures bound to the GPU.\n * @type {Array}\n */\n _this.boundTextures = null;\n\n /**\n * Holds the current shader\n *\n * @member {PIXI.Shader}\n */\n _this._activeShader = null;\n\n _this._activeVao ¦X!Dù= null;\n\n /**\n * Holds the current render target\n *\n * @member {PIXI.RenderTarget}\n */\n _this._activeRenderTarget = null;\n\n _this._initContext();\n\n // map some webGL blend and drawmodes..\n _this.drawModes = (0, _mapWebGLDrawModesToPixi2.default)(_this.gl);\n\n _this._nextTextureLocation = 0;\n\n _this.setBlendMode(0);\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.WebGLRenderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.WebGLRenderer#prerender\n */\n\n /**\n * Fired when the WebGL context is set.\n *\n * @event PIXI.WebGLRenderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n return _this;\n }\n\n /**\n * Creates the WebGL context\n *\n * @private\n */\n\n\n WebGLRenderer.prototype._initContext = function _initContext() {\n var gl = this.gl;\n\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n\n var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n\n this._activeShader = null;\n this._activeVao = null;\n\n this.boundTextures = new Array(maxTextures);\n this.emptyTextures = new Array(maxTextures);\n\n // create a texture manager...\n this.textureManager = new _TextureManager2.default(this);\n this.filterManager = new _FilterManager2.default(this);\n this.textureGC = new _TextureGarbageCollector2.default(this);\n\n this.state.resetToDefault();\n\n this.rootRenderTarget = new _RenderTarget2.default(gl, this.width, this.height, null, this.resolution, true);\n this.rootRenderTarget.clearColor = this._backgroundColorRgba;\n\n this.bindRenderTarget(this.rootRenderTarget);\n\n // now lets fill up the textures with empty ones!\n var emptyGLTexture = new _pixiGlCore2.default.GLTexture.fromData(gl, null, 1, 1);\n\n var tempObj = { _glTextures: {} };\n\n tempObj._glTextures[this.CONTEXT_UID] = {};\n\n for (var i = 0; i < maxTextures; i++) {\n var empty = new _BaseTexture2.default();\n\n empty._glTextures[this.CONTEXT_UID] = emptyGLTexture;\n\n this.boundTextures[i] = tempObj;\n this.emptyTextures[i] = empty;\n this.bindTexture(null, i);\n }\n\n this.emit('context', gl);\n\n // setup the width/height properties and gl viewport\n this.resize(this.screen.width, this.screen.height);\n };\n\n /**\n * Renders the object to its webGL view\n *\n * @param {PIXI.DisplayObject} displayObject - the object to be rendered\n * @param {PIXI.RenderTexture} renderTexture - The render texture to render to.\n * @param {boolean} [clear] - Should the canvas be cleared before the new render\n * @param {PIXI.Transform} [transform] - A transform to apply to the render texture before rendering.\n * @param {boolean} [skipUpdateTransform] - Should we skip the update transform pass?\n */\n\n\n WebGLRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) {\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.emit('prerender');\n\n // no point rendering if our context has been blown up!\n if (!this.gl || this.gl.isContextLost()) {\n return;\n }\n\n this._nextTextureLocation = 0;\n\n if (!renderTexture) {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform) {\n // update the scene graph\n var cacheParent = displayObject.parent;\n\n displayObject.parent = this._tempDisplayObjectParent;\n displayObject.updateTransform();\n displayObject.parent = cacheParent;\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n this.bindRenderTexture(renderTexture, transform);\n\n this.currentRenderer.start();\n\n if (clear !== undefined ? clear : this.clearBeforeRender) {\n this._activeRenderTarget.clear();\n }\n\n displayObject.renderWebGL(this);\n\n // apply transform..\n this.currentRenderer.flush();\n\n // this.setObjectRenderer(this.emptyRenderer);\n\n this.textureGC.update();\n\n this.emit('postrender');\n };\n\n /**\n * Changes the current renderer to the one given in parameter\n *\n * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use.\n */\n\n\n WebGLRenderer.prototype.setObjectRenderer = function setObjectRenderer(objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n };\n\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n *\n */\n\n\n WebGLRenderer.prototype.flush = function flush() {\n this.setObjectRenderer(this.emptyRenderer);\n };\n\n /**\n * Resizes the webGL view to the specified width and height.\n *\n * @param {number} screenWidth - the new width of the screen\n * @param {number} screenHeight - the new height of the screen\n */\n\n\n WebGLRenderer.prototype.resize = function resize(screenWidth, screenHeight) {\n // if(width * this.resolution === this.width && height * this.resolution === this.height)return;\n\n _SystemRenderer3.default.prototype.resize.call(this, screenWidth, screenHeight);\n\n this.rootRenderTarget.resize(screenWidth, screenHeight);\n\n if (this._activeRenderTarget === this.rootRenderTarget) {\n this.rootRenderTarget.activate();\n\n if (this._activeShader) {\n this._activeShader.uniforms.projectionMatrix = this.rootRenderTarget.projectionMatrix.toArray(true);\n }\n }\n };\n\n /**\n * Resizes the webGL view to the specified width and height.\n *\n * @param {number} blendMode - the desired blend mode\n */\n\n\n WebGLRenderer.prototype.setBlendMode = function setBlendMode(blendMode) {\n this.state.setBlendMode(blendMode);\n };\n\n /**\n * Erases the active render target and fills the drawing area with a colour\n *\n * @param {number} [clearColor] - The colour\n */\n\n\n WebGLRenderer.prototype.clear = function clear(clearColor) {\n this._activeRenderTarget.clear(clearColor);\n };\n\n /**\n * Sets the transform of the active render target to the given matrix\n *\n * @param {PIXI.Matrix} matrix - The transformation matrix\n */\n\n\n WebGLRenderer.prototype.setTransform = function setTransform(matrix) {\n this._activeRenderTarget.transform = matrix;\n };\n\n /**\n * Erases the render texture and fills the drawing area with a colour\n *\n * @param {PIXI.RenderTexture} renderTexture - The render texture to clear\n * @param {number} [clearColor] - The colour\n * @return {PIXI.WebGLRenderer} Returns itself.\n */\n\n\n WebGLRenderer.prototype.clearRenderTexture = function clearRenderTexture(renderTexture, clearColor) {\n var baseTexture = renderTexture.baseTexture;\n var renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID];\n\n if (renderTarget) {\n renderTarget.clear(clearColor);\n }\n\n return this;\n };\n\n /**\n * Binds a render texture for rendering\n *\n * @param {PIXI.RenderTexture} renderTexture - 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pixel ratio\n * @param {boolean} [root=false] - Whether this object is the root element or not\n */\n function RenderTarget(gl, width, height, scaleMode, resolution, root) {\n _classCallCheck(this, RenderTarget);\n\n // TODO Resolution could go here ( eg low res blurs )\n\n /**\n * The current WebGL drawing context.\n *\n * @member {WebGLRenderingContext}\n */\n this.gl = gl;\n\n // next time to create a frame buffer and texture\n\n /**\n * A frame buffer\n *\n * @member {PIXI.glCore.GLFramebuffer}\n */\n this.frameBuffer = null;\n\n /**\n * The texture\n *\n * @member {PIXI.glCore.GLTexture}\n */\n this.texture = null;\n\n /**\n * The background colour of this render target, as an array of [r,g,b,a] values\n *\n * @member {number[]}\n */\n this.clearColor = [0, 0, 0, 0];\n\n /**\n * The size of the object as a rectangle\n *\n * @member {PIXI.Rectangle}\n */\n this.size = new _math.Rectangle(0, 0, 1, 1);\n\n /**\n * The current resolution / device pixel ratio\n *\n * @member {number}\n * @default 1\n */\n this.resolution = resolution || _settings2.default.RESOLUTION;\n\n /**\n * The projection matrix\n *\n * @member {PIXI.Matrix}\n */\n this.projectionMatrix = new _math.Matrix();\n\n /**\n * The object's transform\n *\n * @member {PIXI.Matrix}\n */\n this.transform = null;\n\n /**\n * The frame.\n *\n * @member {PIXI.Rectangle}\n */\n this.frame = null;\n\n /**\n * The stencil buffer stores masking data for the render target\n *\n * @member {glCore.GLBuffer}\n */\n this.defaultFrame = new _math.Rectangle();\n this.destinationFrame = null;\n this.sourceFrame = null;\n\n /**\n * The stencil buffer stores masking data for the render target\n *\n * @member {glCore.GLBuffer}\n */\n this.stencilBuffer = null;\n\n /**\n * The data structure for the stencil masks\n *\n * @member {PIXI.Graphics[]}\n */\n this.stencilMaskStack = [];\n\n /**\n * Stores filter data for the render target\n *\n * @member {object[]}\n */\n this.filterData = null;\n\n /**\n * The scale mode.\n *\n * @member {number}\n * @default PIXI.settings.SCALE_MODE\n * @see PIXI.SCALE_MODES\n */\n this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE;\n\n /**\n * Whether this object is the root element or not\n *\n * @member {boolean}\n */\n this.root = root;\n\n if (!this.root) {\n this.frameBuffer = _pixiGlCore.GLFramebuffer.createRGBA(gl, 100, 100);\n\n if (this.scaleMode === _const.SCALE_MODES.NEAREST) {\n this.frameBuffer.texture.enableNearestScaling();\n } else {\n this.frameBuffer.texture.enableLinearScaling();\n }\n /*\n A frame buffer needs a target to render to..\n create a texture and bind it attach it to the framebuffer..\n */\n\n // this is used by the base texture\n this.texture = this.frameBuffer.texture;\n } else {\n // make it a null framebuffer..\n this.frameBuffer = new _pixiGlCore.GLFramebuffer(gl, 100, 100);\n this.frameBuffer.framebuffer = null;\n }\n\n this.setFrame();\n\n this.resize(width, height);\n }\n\n /**\n * Clears the filter texture.\n *\n * @param {number[]} [clearColor=this.clearColor] - Array of [r,g,b,a] to clear the framebuffer\n */\n\n\n RenderTarget.prototype.clear = function clear(clearColor) {\n var cc = clearColor || this.clearColor;\n\n this.frameBuffer.clear(cc[0], cc[1], cc[2], cc[3]); // r,g,b,a);\n };\n\n /**\n * Binds the stencil buffer.\n *\n */\n\n\n RenderTarget.prototype.attachStencilBuffer = function attachStencilBuffer() {\n // TODO check if stencil is done?\n /**\n * The stencil buffer is used for masking in pixi\n * lets create one and then add attach it to the framebuffer..\n */\n if (!this.root) {\n this.frameBuffer.enableStencil();\n }\n };\n\n /**\n * Sets the frame of the render target.\n *\n * @param {Rectangle} destinationFrame - The destination frame.\n * @param {Rectangle} sourceFrame - The source frame.\n */\n\n\n RenderTarget.prototype.setFrame = function setFrame(destinationFrame, sourceFrame) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || this.destinationFrame;\n };\n\n /**\n * Binds the buffers and initialises the viewport.\n *\n */\n\n\n RenderTarget.prototype.activate = function activate() {\n // TOOD refactor usage of frame..\n var gl = this.gl;\n\n // make sure the texture is unbound!\n this.frameBuffer.bind();\n\n this.calculateProjection(this.destinationFrame, this.sourceFrame);\n\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n\n // TODO add a check as them may be the same!\n if (this.destinationFrame !== this.sourceFrame) {\n gl.enable(gl.SCISSOR_TEST);\n gl.scissor(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0);\n } else {\n gl.disable(gl.SCISSOR_TEST);\n }\n\n // TODO - does not need to be updated all the time??\n gl.viewport(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0);\n };\n\n /**\n * Updates the projection matrix based on a projection frame (which is a rectangle)\n *\n * @param {Rectangle} destinationFrame - The destination frame.\n * @param {Rectangle} sourceFrame - The source frame.\n */\n\n\n RenderTarget.prototype.calculateProjection = function calculateProjection(destinationFrame, sourceFrame) {\n var pm = this.projectionMatrix;\n\n sourceFrame = sourceFrame || destinationFrame;\n\n pm.identity();\n\n // TODO: make dest scale source\n if (!this.root) {\n pm.a = 1 / destinationFrame.width * 2;\n pm.d = 1 / destinationFrame.height * 2;\n\n pm.tx = -1 - sourceFrame.x * pm.a;\n pm.ty = -1 - sourceFrame.y * pm.d;\n } else {\n pm.a = 1 / destinationFrame.width * 2;\n pm.d = -1 / destinationFrame.height * 2;\n\n pm.tx = -1 - sourceFrame.x * pm.a;\n pm.ty = 1 - sourceFrame.y * pm.d;\n }\n };\n\n /**\n * Resizes the texture to the specified width and 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pixel ratio\n * @param {boolean} [root=false] - Whether this object is the root element or not\n */\n function RenderTarget(gl, width, height, scaleMode, resolution, root) {\n _classCallCheck(this, RenderTarget);\n\n // TODO Resolution could go here ( eg low res blurs )\n\n /**\n * The current WebGL drawing context.\n *\n * @member {WebGLRenderingContext}\n */\n this.gl = gl;\n\n // next time to create a frame buffer and texture\n\n /**\n * A frame buffer\n *\n * @member {PIXI.glCore.GLFramebuffer}\n */\n this.frameBuffer = null;\n\n /**\n * The texture\n *\n * @member {PIXI.glCore.GLTexture}\n */\n this.texture = null;\n\n /**\n * The background colour of this render target, as an array of [r,g,b,a] values\n *\n * @member {number[]}\n */\n this.clearColor = [0, 0, 0, 0];\n\n /**\n * The size of the object as a rectangle\n *\n * @member {PIXI.Rectangle}\n */\n this.size = new _math.Rectangle(0, 0, 1, 1);\n\n /**\n * The current resolution / device pixel ratio\n *\n * @member {number}\n * @default 1\n */\n this.resolution = resolution || _settings2.default.RESOLUTION;\n\n /**\n * The projection matrix\n *\n * @member {PIXI.Matrix}\n */\n this.projectionMatrix = new _math.Matrix();\n\n /**\n * The object's transform\n *\n * @member {PIXI.Matrix}\n */\n this.transform = null;\n\n /**\n * The frame.\n *\n * @member {PIXI.Rectangle}\n */\n this.frame = null;\n\n /**\n * The stencil buffer stores masking data for the render target\n *\n * @member {glCore.GLBuffer}\n */\n this.defaultFrame = new _math.Rectangle();\n this.destinationFrame = null;\n this.sourceFrame = null;\n\n /**\n * The stencil buffer stores masking data for the render target\n *\n * @member {glCore.GLBuffer}\n */\n this.stencilBuffer = null;\n\n /**\n * The data structure for the stencil masks\n *\n * @member {PIXI.Graphics[]}\n */\n this.stencilMaskStack = [];\n\n /**\n * Stores filter data for the render target\n *\n * @member {object[]}\n */\n this.filterData = null;\n\n /**\n * The scale mode.\n *\n * 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strict';\n\nexports.__esModule = true;\n\nvar _math = require('../../../math');\n\nvar _const = require('../../../const');\n\nvar _settings = require('../../../settings');\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _pixiGlCore = require('pixi-gl-core');\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * @class\n * @memberof PIXI\n */\nvar RenderTarget = function () {\n /**\n * @param {WebGLRenderingContext} gl - The current WebGL drawing context\n * @param {number} [width=0] - the horizontal range of the filter\n * @param {number} [height=0] - the vertical range of the filter\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [resolution=1] - The current resolution / device pixel ratio\n * @param {boolean} [root=false] - Whether this object is the root element or not\n */\n function RenderTarget(gl, width, height, scaleMode, resolution, root) {\n _classCallCheck(this, RenderTarget);\n\n // TODO Resolution could go here ( eg low res blurs )\n\n /**\n * The current WebGL drawing context.\n *\n * @member {WebGLRenderingContext}\n */\n this.gl = gl;\n\n // next time to create a frame buffer and texture\n\n /**\n * A frame buffer\n *\n * @member {PIXI.glCore.GLFramebuffer}\n */\n this.frameBuffer = null;\n\n /**\n * The texture\n *\n * @member {PIXI.glCore.GLTexture}\n */\n this.texture = null;\n\n /**\n * The background colour of this render target, as an array of [r,g,b,a] values\n *\n * @member {number[]}\n */\n this.clearColor = [0, 0, 0, 0];\n\n /**\n * The size of the object as a rectangle\n *\n * @member {PIXI.Rectangle}\n */\n this.size = new _math.Rectangle(0, 0, 1, 1);\n\n /**\n * The current resolution / device pixel ratio\n *\n * @member {number}\n * @default 1\n */\n this.resolution = resolution || _settings2.default.RESOLUTION;\n\n /**\n * The projection matrix\n *\n * @member {PIXI.Matrix}\n */\n this.projectionMatrix = new _math.Matrix();\n\n /**\n * The object's transform\n *\n * @member {PIXI.Matrix}\n */\n this.transform = null;\n\n /**\n * The frame.\n *\n * @member {PIXI.Rectangle}\n */\n this.frame = null;\n\n /**\n * The stencil buffer stores masking data for the render target\n *\n * @member {glCore.GLBuffer}\n */\n this.defaultFrame = new _math.Rectangle();\n this.destinationFrame = null;\n this.sourceFrame = null;\n\n /**\n * The stencil buffer stores masking data for the render target\n *\n * @member {glCore.GLBuffer}\n */\n this.stencilBuffer = null;\n\n /**\n * The data structure for the stencil masks\n *\n * @member {PIXI.Graphics[]}\n */\n this.stencilMaskStack = [];\n\n /**\n * Stores filter data for the render target\n *\n * @member {object[]}\n */\n this.filterData = null;\n\n /**\n * The scale mode.\n *\n * @member {number}\n * @default PIXI.settings.SCALE_MODE\n * @see PIXI.SCALE_MODES\n */\n this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE;\n\n /**\n * Whether this object is the root element or not\n *\n * @member {boolean}\n */\n this.root = root;\n\n if (!this.root) {\n this.frameBuffer = _pixiGlCore.GLFramebuffer.createRGBA(gl, 100, 100);\n\n if (this.scaleMode === _const.SCALE_MODES.NEAREST) {\n this.frameBuffer.texture.enableNearestScaling();\n } else {\n this.frameBuffer.texture.enableLinearScaling();\n }\n /*\n A frame buffer needs a target to render to..\n create a texture and bind it attach it to the framebuffer..\n */\n\n // this is used by the base texture\n this.texture = this.frameBuffer.texture;\n } else {\n // make it a null framebuffer..\n this.frameBuffer = new _pixiGlCore.GLFramebuffer(gl, 100, 100);\n this.frameBuffer.framebuffer = null;\n }\n\n this.setFrame();\n\n this.resize(width, height);\n }\n\n /**\n * Clears the filter texture.\n *\n * @param {number[]} [clearColor=this.clearColor] - Array of [r,g,b,a] to clear the framebuffer\n */\n\n\n RenderTarget.prototype.clear = function clear(clearColor) {\n var cc = clearColor || this.clearColor;\n\n this.frameBuffer.clear(cc[0], cc[1], cc[2], cc[3]); // r,g,b,a);\n };\n\n /**\n * Binds the stencil buffer.\n *\n */\n\n\n RenderTarget.prototype.attachStencilBuffer = function attachStencilBuffer() {\n // TODO check if stencil is done?\n /**\n * The stencil buffer is used for masking in pixi\n * lets create one and then add attach it to the framebuffer..\n */\n if (!this.root) {\n this.frameBuffer.enableStencil();\n }\n };\n\n /**\n * Sets the frame of the render target.\n *\n * @param {Rectangle} destinationFrame - The destination frame.\n * @param {Rectangle} sourceFrame - The source frame.\n */\n\n\n RenderTarget.prototype.setFrame = function setFrame(destinationFrame, sourceFrame) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || this.destinationFrame;\n };\n\n /**\n * Binds the buffers and initialises the viewport.\n *\n */\n\n\n RenderTarget.prototype.activate = function activate() {\n // TOOD refactor usage of frame..\n var gl = this.gl;\n\n // make sure the texture is unbound!\n this.frameBuffer.bind();\n\n this.calculateProjection(this.destinationFrame, this.sourceFrame);\n\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n\n // TODO add a check as them may be the same!\n if (this.destinationFrame !== this.sourceFrame) {\n gl.enable(gl.SCISSOR_TEST);\n gl.scissor(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0);\n } else {\n gl.disable(gl.SCISSOR_TEST);\n }\n\n // TODO - does not need to be updated all the time??\n gl.viewport(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0);\n };\n\n /**\n * Updates the projection matrix based on a projection frame (which is a rectangle)\n *\n * @param {Rectangle} destinationFrame - The destination frame.\n * @param {Rectangle} sourceFrame - The source frame.\n */\n\n\n RenderTarget.prototype.calculateProjection = function calculateProjection(destinationFrame, sourceFrame) {\n var pm = this.projectionMatrix;\n\n sourceFrame = sourceFrame || destinationFrame;\n\n pm.identity();\n\n // TODO: make dest scale source\n if (!this.root) {\n pm.a = 1 / destinationFrame.width * 2;\n pm.d = 1 / destinationFrame.height * 2;\n\n pm.tx = -1 - sourceFrame.x * pm.a;\n pm.ty = -1 - sourceFrame.y * pm.d;\n } else {\n pm.a = 1 / destinationFrame.width * 2;\n pm.d = -1 / destinationFrame.height * 2;\n\n pm.tx = -1 - sourceFrame.x * pm.a;\n pm.ty = 1 - sourceFrame.y * pm.d;\n }\n };\n\n /**\n * Resizes the texture to the specified width and height\n *\n * @param {number} width - the new width of the texture\n * @param {number} height - the new height of the texture\n */\n\n\n RenderTarget.prototype.resize = function resize(width, height) {\n width = width | 0;\n height = height | 0;\n\n if (this.size.width === width && this.size.height === height) {\n return;\n }\n\n this.size.width = width;\n this.size.height = height;\n\n this.defaultFrame.width = width;\n this.defaultFrame.height = height;\n\n this.frameBuffer.resize(width * this.resolution, height * this.resolution);\n\n var projectionFrame = this.frame || this.size;\n\n this.calculateProjection(projectionFrame);\n };\n\n /**\n * Destroys the render target.\n *\n */\n\n\n RenderTarget.prototype.destroy = function destroy() {\n this.frameBuffer.destroy();\n\n this.frameBuffer = null;\n this.texture = null;\n };\n\n return RenderTarget;\n}();\n\nexports.default = RenderTarget;\n//# sourceMappingURL=RenderTarget.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _math = require('../../../math');\n\nvar _const = require('../../../const');\n\nvar _settings = require('../../../settings');\n\nvar _settings2 = _interopRequireDefault(_settings);\n\nvar _pixiGlCore = require('pixi-gl-core');\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * @class\n * @memberof PIXI\n */\nvar RenderTarget = function () {\n /**\n * @param {WebGLRenderingContext} gl - The current WebGL drawing context\n * @param {number} [width=0] - the horizontal range of the filter\n * @param {number} [height=0] - the vertical range of the filter\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [resolution=1] - The current resolution / device pixel ratio\n * @param {boolean} [root=false] - Whether this object is the root element or not\n */\n function RenderTarget(gl, width, height, scaleMode, resolution, root) {\n _classCallCheck(this, RenderTarget);\n\n // TODO Resolution could go here ( eg low res blurs )\n\n /**\n * The current WebGL drawing context.\n *\n * @member {WebGLRenderingContext}\n */\n this.gl = gl;\n\n // next time to create a frame buffer and texture\n\n /**\n * A frame buffer\n *\n * @member {PIXI.glCore.GLFramebuffer}\n */\n this.frameBuffer = null;\n\n /**\n * The texture\n *\n * @member {PIXI.glCore.GLTexture}\n */\n this.texture = null;\n\n /**\n * The background colour of this render target, as an array of [r,g,b,a] values\n *\n * @member {number[]}\n */\n this.clearColor = [0, 0, 0, 0];\n\n /**\n * The size of the object as a rectangle\n *\n * @member {PIXI.Rectangle}\n */\n this.size = new _math.Rectangle(0, 0, 1, 1);\n\n /**\n * The current resolution / device pixel ratio\n *\n * @member {number}\n * @default 1\n */\n this.resolution = resolution || _settings2.default.RESOLUTION;\n\n /**\n * The projection matrix\n *\n * @member {PIXI.Matrix}\n */\n this.projectionMatrix = new _math.Matrix();\n\n /**\n * The object's transform\n *\n * @member {PIXI.Matrix}\n */\n this.transform = null;\n\n /**\n * The frame.\n *\n * @member {PIXI.Rectangle}\n */\n this.frame = null;\n\n /**\n * The stencil buffer stores masking data for the render target\n *\n * @member {glCore.GLBuffer}\n */\n this.defaultFrame = new _math.Rectangle();\n this.destinationFrame = null;\n this.sourceFrame = null;\n\n /**\n * The stencil buffer stores masking data for the render target\n *\n * @member {glCore.GLBuffer}\n */\n this.stencilBuffer = null;\n\n /**\n * The data structure for the stencil masks\n *\n * @member {PIXI.Graphics[]}\n */\n this.stencilMaskStack = [];\n\n /**\n * Stores filter data for the render target\n *\n * @member {object[]}\n */\n this.filterData = null;\n\n /**\n * The scale mode.\n *\n * @member {number}\n * @default PIXI.settings.SCALE_MODE\n * @see PIXI.SCALE_MODES\n */\n this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE;\n\n /**\n * Whether this object is the root element or not\n *\n * @member {boolean}\n */\n this.root = root;\n\n if (!this.root) {\n this.frameBuffer = _pixiGlCore.GLFramebuffer.createRGBA(gl, 100, 100);\n\n if (this.scaleMode === _const.SCALE_MODES.NEAREST) {\n this.frameBuffer.texture.enableNearestScaling();\n } else {\n this.frameBuffer.texture.enableLinearScaling();\n }\n /*\n A frame buffer needs a target to render to..\n create a texture and bind it attach it to the framebuffer..\n */\n\n // this is used by the base texture\n this.texture = this.frameBuffer.texture;\n } else {\n // make it a null framebuffer..\n this.frameBuffer = new _pixiGlCore.GLFramebuffer(gl, 100, 100);\n this.frameBuffer.framebuffer = null;\n }\n\n this.setFrame();\n\n this.resize(width, height);\n }\n\n /**\n * Clears the filter 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v\nexports.log2 = function(v) {\n var r, shift;\n r = (v > 0xFFFF) << 4; v >>>= r;\n shift = (v > 0xFF ) << 3; v >>>= shift; r |= shift;\n shift = (v > 0xF ) << 2; v >>>= shift; r |= shift;\n shift = (v > 0x3 ) << 1; v >>>= shift; r |= shift;\n return r | (v >> 1);\n}\n\n//Computes log base 10 of v\nexports.log10 = function(v) {\n return (v >= 1000000000) ? 9 : (v >= 100000000) ? 8 : (v >= 10000000) ? 7 :\n (v >= 1000000) ? 6 : (v >= 100000) ? 5 : (v >= 10000) ? 4 :\n (v >= 1000) ? 3 : (v >= 100) ? 2 : (v >= 10) ? 1 : 0;\n}\n\n//Counts number of bits\nexports.popCount = function(v) {\n v = v - ((v >>> 1) & 0x55555555);\n v = (v & 0x33333333) + ((v >>> 2) & 0x33333333);\n return ((v + (v >>> 4) & 0xF0F0F0F) * 0x1010101) >>> 24;\n}\n\n//Counts number of trailing zeros\nfunction countTrailingZeros(v) {\n var c = 32;\n v &= -v;\n if (v) c--;\n if (v & 0x0000FFFF) c -= 16;\n if (v & 0x00FF00FF) c -= 8;\n if (v & 0x0F0F0F0F) c -= 4;\n if (v & 0x33333333) c -= 2;\n if (v & 0x55555555) c -= 1;\n return c;\n}\nexports.countTrailingZeros = countTrailingZeros;\n\n//Rounds to next power of 2\nexports.nextPow2 = function(v) {\n v += v === 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n\n//Rounds down to previous power of 2\nexports.prevPow2 = function(v) {\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v - (v>>>1);\n}\n\n//Computes parity of word\nexports.parity = function(v) {\n v ^= v >>> 16;\n v ^= v >>> 8;\n v ^= v >>> 4;\n v &= 0xf;\n return (0x6996 >>> v) & 1;\n}\n\nvar REVERSE_TABLE = new Array(256);\n\n(function(tab) {\n for(var i=0; i<256; ++i) {\n var v = i, r = i, s = 7;\n for (v >>>= 1; v; v >>>= 1) {\n r <<= 1;\n r |= v & 1;\n --s;\n }\n tab[i] = (r << s) & 0xff;\n }\n})(REVERSE_TABLE);\n\n//Reverse bits in a 32 bit word\nexports.reverse = function(v) {\n return (REVERSE_TABLE[ v & 0xff] << 24) |\n (REVERSE_TABLE[(v >>> 8) & 0xff] << 16) |\n (REVERSE_TABLE[(v >>> 16) & 0xff] << 8) |\n REVERSE_TABLE[(v >>> 24) & 0xff];\n}\n\n//Interleave bits of 2 coordinates with 16 bits. Useful for fast quadtree codes\nexports.interleave2 = function(x, y) {\n x &= 0xFFFF;\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y &= 0xFFFF;\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n//Extracts the nth interleaved component\nexports.deinterleave2 = function(v, n) {\n v = (v >>> n) & 0x55555555;\n v = (v | (v >>> 1)) & 0x33333333;\n v = (v | (v >>> 2)) & 0x0F0F0F0F;\n v = (v | (v >>> 4)) & 0x00FF00FF;\n v = (v | (v >>> 16)) & 0x000FFFF;\n return (v << 16) >> 16;\n}\n\n\n//Interleave bits of 3 coordinates, each with 10 bits. Useful for fast octree codes\nexports.interleave3 = function(x, y, z) {\n x &= 0x3FF;\n x = (x | (x<<16)) & 4278190335;\n x = (x | (x<<8)) & 251719695;\n x = (x | (x<<4)) & 3272356035;\n x = (x | (x<<2)) & 1227133513;\n\n y &= 0x3FF;\n y = (y | (y<<16)) & 4278190335;\n y = (y | (y<<8)) & 251719695;\n y = (y | (y<<4)) & 3272356035;\n y = (y | (y<<2)) & 1227133513;\n x |= (y << 1);\n \n z &= 0x3FF;\n z = (z | (z<<16)) & 4278190335;\n z = (z | (z<<8)) & 251719695;\n z = (z | (z<<4)) & 3272356035;\n z = (z | (z<<2)) & 1227133513;\n \n return x | (z << 2);\n}\n\n//Extracts nth interleaved component of a 3-tuple\nexports.deinterleave3 = function(v, n) {\n v = (v >>> n) & 1227133513;\n v = (v | (v>>>2)) & 3272356035;\n v = (v | (v>>>4)) & 251719695;\n v = (v | (v>>>8)) & 4278190335;\n v = (v | (v>>>16)) & 0x3FF;\n return (v<<22)>>22;\n}\n\n//Computes next combination in colexicographic order (this is mistakenly called nextPermutation on the bit twiddling hacks page)\nexports.nextCombination = function(v) {\n var t = v | (v - 1);\n return (t + 1) | (((~t & -~t) - 1) >>> (countTrailingZeros(v) + 1));\n}\n\n","source":"/**\n * Bit twiddling hacks for JavaScript.\n *\n * Author: Mikola Lysenko\n *\n * Ported from Stanford bit twiddling hack library:\n * http://graphics.stanford.edu/~seander/bithacks.html\n */\n\n \"use restrict\";\n\n//Number of bits in an integer\nvar INT_BITS = 32;\n\n//Constants\nexports.INT_BITS = INT_BITS;\nexports.INT_MAX = 0x7fffffff;\nexports.INT_MIN = -1<<(INT_BITS-1);\n\n//Returns -1, 0, +1 depending on sign of x\nexports.sign = function(v) {\n return (v > 0) - (v < 0);\n}\n\n//Computes absolute value of integer\nexports.abs = function(v) {\n var mask = v >> (INT_BITS-1);\n return (v ^ mask) - mask;\n}\n\n//Computes minimum of integers x and y\nexports.min = function(x, y) {\n return y ^ ((x ^ y) & -(x < y));\n}\n\n//Computes maximum of integers x and y\nexports.max = function(x, y) {\n return x ^ ((x ^ y) & -(x < y));\n}\n\n//Checks if a number is a power of two\nexports.isPow2 = function(v) {\n return !(v & (v-1)) && (!!v);\n}\n\n//Computes log base 2 of v\nexports.log2 = function(v) {\n var r, shift;\n r = (v > 0xFFFF) << 4; v >>>= r;\n shift = (v > 0xFF ) << 3; v >>>= shift; r |= shift;\n shift = (v > 0xF ) << 2; v >>>= shift; r |= shift;\n shift = (v > 0x3 ) << 1; v >>>= shift; r |= shift;\n return r | (v >> 1);\n}\n\n//Computes log base 10 of v\nexports.log10 = function(v) {\n return (v >= 1000000000) ? 9 : (v >= 100000000) ? 8 : (v >= 10000000) ? 7 :\n (v >= 1000000) ? 6 : (v >= 100000) ? 5 : (v >= 10000) ? 4 :\n (v >= 1000) ? 3 : (v >= 100) ? 2 : (v >= 10) ? 1 : 0;\n}\n\n//Counts number of bits\nexports.popCount = function(v) {\n v = v - ((v >>> 1) & 0x55555555);\n v = (v & 0x33333333) + ((v >>> 2) & 0x33333333);\n return ((v + (v >>> 4) & 0xF0F0F0F) * 0x1010101) >>> 24;\n}\n\n//Counts number of trailing zeros\nfunction countTrailingZeros(v) {\n var c = 32;\n v &= -v;\n if (v) c--;\n if (v & 0x0000FFFF) c -= 16;\n if (v & 0x00FF00FF) c -= 8;\n if (v & 0x0F0F0F0F) c -= 4;\n if (v & 0x33333333) c -= 2;\n if (v & 0x55555555) c -= 1;\n return c;\n}\nexports.countTrailingZeros = countTrailingZeros;\n\n//Rounds to next power of 2\nexports.nextPow2 = function(v) {\n v += v === 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n\n//Rounds down to previous power of 2\nexports.prevPow2 = function(v) {\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v - (v>>>1);\n}\n\n//Computes parity of word\nexports.parity = function(v) {\n v ^= v >>> 16;\n v ^= v >>> 8;\n v ^= v >>> 4;\n v &= 0xf;\n return (0x6996 >>> v) & 1;\n}\n\nvar REVERSE_TABLE = new Array(256);\n\n(function(tab) {\n for(var i=0; i<256; ++i) {\n var v = i, r = i, s = 7;\n for (v >>>= 1; v; v >>>= 1) {\n r <<= 1;\n r |= v & 1;\n --s;\n }\n tab[i] = (r << s) & 0xff;\n }\n})(REVERSE_TABLE);\n\n//Reverse bits in a 32 bit word\nexports.reverse = function(v) {\n return (REVERSE_TABLE[ v & 0xff] << 24) |\n (REVERSE_TABLE[(v >>> 8) & 0xff] << 16) |\n (REVERSE_TABLE[(v >>> 16) & 0xff] << 8) |\n REVERSE_TABLE[(v >>> 24) & 0xff];\n}\n\n//Interleave bits of 2 coordinates with 16 bits. Useful for fast quadtree codes\nexports.interleave2 = function(x, y) {\n x &= 0xFFFF;\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y &= 0xFFFF;\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n//Extracts the nth interleaved component\nexports.deinterleave2 = function(v, n) {\n v = (v >>> n) & 0x55555555;\n v = (v | (v >>> 1)) & 0x33333333;\n v = (v | (v >>> 2)) & 0x0F0F0F0F;\n v = (v | (v >>> 4)) & 0x00FF00FF;\n v = (v | (v >>> 16)) & 0x000FFFF;\n return (v << 16) >> 16;\n}\n\n\n//Interleave bits of 3 coordinates, each with 10 bits. Useful for fast octree codes\nexports.interleave3 = function(x, y, z) {\n x &= 0x3FF;\n x = (x | (x<<16)) & 4278190335;\n x = (x | (x<<8)) & 251719695;\n x = (x | (x<<4)) & 3272356035;\n x = (x | (x<<2)) & 1227133513;\n\n y &= 0x3FF;\n y = (y | (y<<16)) & 4278190335;\n y = (y | (y<<8)) & 251719695;\n y = (y | (y<<4)) & 3272356035;\n y = (y | (y<<2)) & 1227133513;\n x |= (y << 1);\n \n z &= 0x3FF;\n z = (z | (z<<16)) & 4278190335;\n z = (z | (z<<8)) & 251719695;\n z = (z | (z<<4)) & 3272356035;\n z = (z | (z<<2)) & 1227133513;\n \n return x | (z << 2);\n}\n\n//Extracts nth interleaved component of a 3-tuple\nexports.deinterleave3 = function(v, n) {\n v = (v >>> n) & 1227133513;\n v = (v | (v>>>2)) & 3272356035;\n v = (v | (v>>>4)) & 251719695;\n v = (v | (v>>>8)) & 4278190335;\n v = (v | (v>>>16)) & 0x3FF;\n return (v<<22)>>22;\n}\n\n//Computes next combination in colexicographic order (this is mistakenly called nextPermutation on the bit twiddling hacks page)\nexports.nextCombination = function(v) {\n var t = v | (v - 1);\n return (t + 1) | (((~t & -~t) - 1) >>> (countTrailingZeros(v) + 1));\n}\n\n","map":{"version":3,"sources":["/home/miguelangel/Escritorio/DuckHunt/node_modules/bit-twiddle/twiddle.js"],"names":[],"mappings":"AAAA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEa;;AAEb;AACA;;AAEA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA,4BAA4B;AAC5B,4BAA4B,cAAc;AAC1C,4BAA4B,cAAc;AAC1C,4BAA4B,cAAc;AAC1C;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;;AAEA;AACA,cAAc,OAAO;AACrB;AACA,kBAAkB,GAAG;AACrB;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;;AAED;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;;AAEA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;AAGA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;;AAEA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA","file":"x","sourcesContent":["/**\n * Bit twiddling hacks for JavaScript.\n *\n * Author: Mikola Lysenko\n *\n * Ported from Stanford bit twiddling hack library:\n * http://graphics.stanford.edu/~seander/bithacks.html\n */\n\n\"use strict\"; \"use restrict\";\n\n//Number of bits in an integer\nvar INT_BITS = 32;\n\n//Constants\nexports.INT_BITS = INT_BITS;\nexports.INT_MAX = 0x7fffffff;\nexports.INT_MIN = -1<<(INT_BITS-1);\n\n//Returns -1, 0, +1 depending on sign of x\nexports.sign = function(v) {\n return (v > 0) - (v < 0);\n}\n\n//Computes absolute value of integer\nexports.abs = function(v) {\n var mask = v >> (INT_BITS-1);\n return (v ^ mask) - mask;\n}\n\n//Computes minimum of integers x and y\nexports.min = function(x, y) {\n return y ^ ((x ^ y) & -(x < y));\n}\n\n//Computes maximum of integers x and y\nexports.max = function(x, y) {\n return x ^ ((x ^ y) & -(x < y));\n}\n\n//Checks if a number is a power of two\nexports.isPow2 = function(v) {\n return !(v & (v-1)) && (!!v);\n}\n\n//Computes log base 2 of v\nexports.log2 = function(v) {\n var r, shift;\n r = (v > 0xFFFF) << 4; v >>>= r;\n shift = (v > 0xFF ) << 3; v >>>= shift; r |= shift;\n shift = (v > 0xF ) << 2; v >>>= shift; r |= shift;\n shift = (v > 0x3 ) << 1; v >>>= shift; r |= shift;\n return r | (v >> 1);\n}\n\n//Computes log base 10 of v\nexports.log10 = function(v) {\n return (v >= 1000000000) ? 9 : (v >= 100000000) ? 8 : (v >= 10000000) ? 7 :\n (v >= 1000000) ? 6 : (v >= 100000) ? 5 : (v >= 10000) ? 4 :\n (v >= 1000) ? 3 : (v >= 100) ? 2 : (v >= 10) ? 1 : 0;\n}\n\n//Counts number of bits\nexports.popCount = function(v) {\n v = v - ((v >>> 1) & 0x55555555);\n v = (v & 0x33333333) + ((v >>> 2) & 0x33333333);\n return ((v + (v >>> 4) & 0xF0F0F0F) * 0x1010101) >>> 24;\n}\n\n//Counts number of trailing zeros\nfunction countTrailingZeros(v) {\n var c = 32;\n v &= -v;\n if (v) c--;\n if (v & 0x0000FFFF) c -= 16;\n if (v & 0x00FF00FF) c -= 8;\n if (v & 0x0F0F0F0F) c -= 4;\n if (v & 0x33333333) c -= 2;\n if (v & 0x55555555) c -= 1;\n return c;\n}\nexports.countTrailingZeros = countTrailingZeros;\n\n//Rounds to next power of 2\nexports.nextPow2 = function(v) {\n v += v === 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n\n//Rounds down to previous power of 2\nexports.prevPow2 = function(v) {\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v - (v>>>1);\n}\n\n//Computes parity of word\nexports.parity = function(v) {\n v ^= v >>> 16;\n v ^= v >>> 8;\n v ^= v >>> 4;\n v &= 0xf;\n return (0x6996 >>> v) & 1;\n}\n\nvar REVERSE_TABLE = new Array(256);\n\n(function(tab) {\n for(var i=0; i<256; ++i) {\n var v = i, r = i, s = 7;\n for (v >>>= 1; v; v >>>= 1) {\n r <<= 1;\n r |= v & 1;\n --s;\n }\n tab[i] = (r << s) & 0xff;\n }\n})(REVERSE_TABLE);\n\n//Reverse bits in a 32 bit word\nexports.reverse = function(v) {\n return (REVERSE_TABLE[ v & 0xff] << 24) |\n (REVERSE_TABLE[(v >>> 8) & 0xff] << 16) |\n (REVERSE_TABLE[(v >>> 16) & 0xff] << 8) |\n REVERSE_TABLE[(v >>> 24) & 0xff];\n}\n\n//Interleave bits of 2 coordinates with 16 bits. Useful for fast quadtree codes\nexports.interleave2 = function(x, y) {\n x &= 0xFFFF;\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y &= 0xFFFF;\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n//Extracts the nth interleaved component\nexports.deinterleave2 = function(v, n) {\n v = (v >>> n) & 0x55555555;\n v = (v | (v >>> 1)) & 0x33333333;\n v = (v | (v >>> 2)) & 0x0F0F0F0F;\n v = (v | (v >>> 4)) & 0x00FF00FF;\n v = (v | (v >>> 16)) & 0x000FFFF;\n return (v << 16) >> 16;\n}\n\n\n//Interleave bits of 3 coordinates, each with 10 bits. Useful for fast octree codes\nexports.interleave3 = function(x, y, z) {\n x &= 0x3FF;\n x = (x | (x<<16)) & 4278190335;\n x = (x | (x<<8)) & 251719695;\n x = (x | (x<<4)) & 3272356035;\n x = (x | (x<<2)) & 1227133513;\n\n y &= 0x3FF;\n y = (y | (y<<16)) & 4278190335;\n y = (y | (y<<8)) & 251719695;\n y = (y | (y<<4)) & 3272356035;\n y = (y | (y<<2)) & 1227133513;\n x |= (y << 1);\n \n z &= 0x3FF;\n z = (z | (z<<16)) & 4278190335;\n z = (z | (z<<8)) & 251719695;\n z = (z | (z<<4)) & 3272356035;\n z = (z | (z<<2)) & 1227133513;\n \n return x | (z << 2);\n}\n\n//Extracts nth interleaved component of a 3-tuple\nexports.deinterleave3 = function(v, n) {\n v = (v >>> n) & 1227133513;\n v = (v | (v>>>2)) & 3272356035;\n v = (v | (v>>>4)) & 251719695;\n v = (v | (v>>>8)) & 4278190335;\n v = (v | (v>>>16)) & 0x3FF;\n return (v<<22)>>22;\n}\n\n//Computes next combination in colexicographic order (this is mistakenly called nextPermutation on the bit twiddling hacks page)\nexports.nextCombination = function(v) {\n var t = v | (v - 1);\n return (t + 1) | (((~t & -~t) - 1) >>> (countTrailingZeros(v) + 1));\n}\n\n"]},"baseMap":{"version":3,"sources":["/home/miguelangel/Escritorio/DuckHunt/node_modules/bit-twiddle/twiddle.js"],"names":[],"mappings":"AAAA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEa;;AAEb;AACA;;AAEA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA,4BAA4B;AAC5B,4BAA4B,cAAc;AAC1C,4BAA4B,cAAc;AAC1C,4BAA4B,cAAc;AAC1C;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;;AAEA;AACA,cAAc,OAAO;AACrB;AACA,kBAAkB,GAAG;AACrB;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;;AAED;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;;AAEA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;;AAGA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;;AAEA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA","file":"x","sourcesContent":["/**\n * Bit twiddling hacks for JavaScript.\n *\n * Author: Mikola Lysenko\n *\n * Ported from Stanford bit twiddling hack library:\n * http://graphics.stanford.edu/~seander/bithacks.html\n */\n\n\"use strict\"; \"use restrict\";\n\n//Number of bits in an integer\nvar INT_BITS = 32;\n\n//Constants\nexports.INT_BITS = INT_BITS;\nexports.INT_MAX = 0x7fffffff;\nexports.INT_MIN = -1<<(INT_BITS-1);\n\n//Returns -1, 0, +1 depending on sign of x\nexports.sign = function(v) {\n return (v > 0) - (v < 0);\n}\n\n//Computes absolute value of integer\nexports.abs = function(v) {\n var mask = v >> (INT_BITS-1);\n return (v ^ mask) - mask;\n}\n\n//Computes minimum of integers x and y\nexports.min = function(x, y) {\n return y ^ ((x ^ y) & -(x < y));\n}\n\n//Computes maximum of integers x and y\nexports.max = function(x, y) {\n return x ^ ((x ^ y) & -(x < y));\n}\n\n//Checks if a number is a power of two\nexports.isPow2 = function(v) {\n return !(v & (v-1)) && (!!v);\n}\n\n//Computes log base 2 of v\nexports.log2 = function(v) {\n var r, shift;\n r = (v > 0xFFFF) << 4; v >>>= r;\n shift = (v > 0xFF ) << 3; v >>>= shift; r |= shift;\n shift = (v > 0xF ) << 2; v >>>= shift; r |= shift;\n shift = (v > 0x3 ) << 1; v >>>= shift; r |= shift;\n return r | (v >> 1);\n}\n\n//Computes log base 10 of v\nexports.log10 = function(v) {\n return (v >= 1000000000) ? 9 : (v >= 100000000) ? 8 : (v >= 10000000) ? 7 :\n (v >= 1000000) ? 6 : (v >= 100000) ? 5 : (v >= 10000) ? 4 :\n (v >= 1000) ? 3 : (v >= 100) ? 2 : (v >= 10) ? 1 : 0;\n}\n\n//Counts number of bits\nexports.popCount = function(v) {\n v = v - ((v >>> 1) & 0x55555555);\n v = (v & 0x33333333) + ((v >>> 2) & 0x33333333);\n return ((v + (v >>> 4) & 0xF0F0F0F) * 0x1010101) >>> 24;\n}\n\n//Counts number of trailing zeros\nfunction countTrailingZeros(v) {\n var c = 32;\n v &= -v;\n if (v) c--;\n if (v & 0x0000FFFF) c -= 16;\n if (v & 0x00FF00FF) c -= 8;\n if (v & 0x0F0F0F0F) c -= 4;\n if (v & 0x33333333) c -= 2;\n if (v & 0x55555555) c -= 1;\n return c;\n}\nexports.countTrailingZeros = countTrailingZeros;\n\n//Rounds to next power of 2\nexports.nextPow2 = function(v) {\n v += v === 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n\n//Rounds down to previous power of 2\nexports.prevPow2 = function(v) {\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v - (v>>>1);\n}\n\n//Computes parity of word\nexports.parity = function(v) {\n v ^= v >>> 16;\n v ^= v >>> 8;\n v ^= v >>> 4;\n v &= 0xf;\n return (0x6996 >>> v) & 1;\n}\n\nvar REVERSE_TABLE = new Array(256);\n\n(function(tab) {\n for(var i=0; i<256; ++i) {\n var v = i, r = i, s = 7;\n for (v >>>= 1; v; v >>>= 1) {\n r <<= 1;\n r |= v & 1;\n --s;\n }\n tab[i] = (r << s) & 0xff;\n }\n})(REVERSE_TABLE);\n\n//Reverse bits in a 32 bit word\nexports.reverse = function(v) {\n return (REVERSE_TABLE[ v & 0xff] << 24) |\n (REVERSE_TABLE[(v >>> 8) & 0xff] << 16) |\n (REVERSE_TABLE[(v >>> 16) & 0xff] << 8) |\n REVERSE_TABLE[(v >>> 24) & 0xff];\n}\n\n//Interleave bits of 2 coordinates with 16 bits. Useful for fast quadtree codes\nexports.interleave2 = function(x, y) {\n x &= 0xFFFF;\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y &= 0xFFFF;\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n//Extracts the nth interleaved component\nexports.deinterleave2 = function(v, n) {\n v = (v >>> n) & 0x55555555;\n v = (v | (v >>> 1)) & 0x33333333;\n v = (v | (v >>> 2)) & 0x0F0F0F0F;\n v = (v | (v >>> 4)) & 0x00FF00FF;\n v = (v | (v >>> 16)) & 0x000FFFF;\n return (v << 16) >> 16;\n}\n\n\n//Interleave bits of 3 coordinates, each with 10 bits. Useful for fast octree codes\nexports.interleave3 = function(x, y, z) {\n x &= 0x3FF;\n x = (x | (x<<16)) & 4278190335;\n x = (x | (x<<8)) & 251719695;\n x = (x | (x<<4)) & 3272356035;\n x = (x | (x<<2)) & 1227133513;\n\n y &= 0x3FF;\n y = (y | (y<<16)) & 4278190335;\n y = (y | (y<<8)) & 251719695;\n y = (y | (y<<4)) & 3272356035;\n y = (y | (y<<2)) & 1227133513;\n x |= (y << 1);\n \n z &= 0x3FF;\n z = (z | (z<<16)) & 4278190335;\n z = (z | (z<<8)) & 251719695;\n z = (z | (z<<4)) & 3272356035;\n z = (z | (z<<2)) & 1227133513;\n \n return x | (z << 2);\n}\n\n//Extracts nth interleaved component of a 3-tuple\nexports.deinterleave3 = function(v, n) {\n v = (v >>> n) & 1227133513;\n v = (v | (v>>>2)) & 3272356035;\n v = (v | (v>>>4)) & 251719695;\n v = (v | (v>>>8)) & 4278190335;\n v = (v | (v>>>16)) & 0x3FF;\n return (v<<22)>>22;\n}\n\n//Computes next combination in colexicographic order (this is mistakenly called nextPermutation on the bit twiddling hacks page)\nexports.nextCombination = function(v) {\n var t = v | (v - 1);\n return (t + 1) | (((~t & -~t) - 1) >>> (countTrailingZeros(v) + 1));\n}\n\n"]},"hashContent":"source/**\n * Bit twiddling hacks for JavaScript.\n *\n * Author: Mikola Lysenko\n *\n * Ported from Stanford bit twiddling hack library:\n * http://graphics.stanford.edu/~seander/bithacks.html\n */\n\n\"use strict\"; \"use restrict\";\n\n//Number of bits in an integer\nvar INT_BITS = 32;\n\n//Constants\nexports.INT_BITS = INT_BITS;\nexports.INT_MAX = 0x7fffffff;\nexports.INT_MIN = -1<<(INT_BITS-1);\n\n//Returns -1, 0, +1 depending on sign of x\nexports.sign = function(v) {\n return (v > 0) - (v < 0);\n}\n\n//Computes absolute value of integer\nexports.abs = function(v) {\n var mask = v >> (INT_BITS-1);\n return (v ^ mask) - mask;\n}\n\n//Computes minimum of integers x and y\nexports.min = function(x, y) {\n return y ^ ((x ^ y) & -(x < y));\n}\n\n//Computes maximum of integers x and y\nexports.max = function(x, y) {\n return x ^ ((x ^ y) & -(x < y));\n}\n\n//Checks if a number is a power of two\nexports.isPow2 = function(v) {\n return !(v & (v-1)) && (!!v);\n}\n\n//Computes log base 2 of v\nexports.log2 = function(v) {\n var r, shift;\n r = (v > 0xFFFF) << 4; v >>>= r;\n shift = (v > 0xFF ) << 3; v >>>= shift; r |= shift;\n shift = (v > 0xF ) << 2; v >>>= shift; r |= shift;\n shift = (v > 0x3 ) << 1; v >>>= shift; r |= shift;\n return r | (v >> 1);\n}\n\n//Computes log base 10 of v\nexports.log10 = function(v) {\n return (v >= 1000000000) ? 9 : (v >= 100000000) ? 8 : (v >= 10000000) ? 7 :\n (v >= 1000000) ? 6 : (v >= 100000) ? 5 : (v >= 10000) ? 4 :\n (v >= 1000) ? 3 : (v >= 100) ? 2 : (v >= 10) ? 1 : 0;\n}\n\n//Counts number of bits\nexports.popCount = function(v) {\n v = v - ((v >>> 1) & 0x55555555);\n v = (v & 0x33333333) + ((v >>> 2) & 0x33333333);\n return ((v + (v >>> 4) & 0xF0F0F0F) * 0x1010101) >>> 24;\n}\n\n//Counts number of trailing zeros\nfunction countTrailingZeros(v) {\n var c = 32;\n v &= -v;\n if (v) c--;\n if (v & 0x0000FFFF) c -= 16;\n if (v & 0x00FF00FF) c -= 8;\n if (v & 0x0F0F0F0F) c -= 4;\n if (v & 0x33333333) c -= 2;\n if (v & 0x55555555) c -= 1;\n return c;\n}\nexports.countTrailingZeros = countTrailingZeros;\n\n//Rounds to next power of 2\nexports.nextPow2 = function(v) {\n v += v === 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\n\n//Rounds down to previous power of 2\nexports.prevPow2 = function(v) {\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v - (v>>>1);\n}\n\n//Computes parity of word\nexports.parity = function(v) {\n v ^= v >>> 16;\n v ^= v >>> 8;\n v ^= v >>> 4;\n v &= 0xf;\n return (0x6996 >>> v) & 1;\n}\n\nvar REVERSE_TABLE = new Array(256);\n\n(function(tab) {\n for(var i=0; i<256; ++i) {\n var v = i, r = i, s = 7;\n for (v >>>= 1; v; v >>>= 1) {\n r <<= 1;\n r |= v & 1;\n --s;\n }\n tab[i] = (r << s) & 0xff;\n }\n})(REVERSE_TABLE);\n\n//Reverse bits in a 32 bit word\nexports.reverse = function(v) {\n return (REVERSE_TABLE[ v & 0xff] << 24) |\n (REVERSE_TABLE[(v >>> 8) & 0xff] << 16) |\n %Òâù (REVERSE_TABLE[(v >>> 16) & 0xff] << 8) |\n REVERSE_TABLE[(v >>> 24) & 0xff];\n}\n\n//Interleave bits of 2 coordinates with 16 bits. Useful for fast quadtree codes\nexports.interleave2 = function(x, y) {\n x &= 0xFFFF;\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y &= 0xFFFF;\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n//Extracts the nth interleaved component\nexports.deinterleave2 = function(v, n) {\n v = (v >>> n) & 0x55555555;\n v = (v | (v >>> 1)) & 0x33333333;\n v = (v | (v >>> 2)) & 0x0F0F0F0F;\n v = (v | (v >>> 4)) & 0x00FF00FF;\n v = (v | (v >>> 16)) & 0x000FFFF;\n return (v << 16) >> 16;\n}\n\n\n//Interleave bits of 3 coordinates, each with 10 bits. Useful for fast octree codes\nexports.interleave3 = function(x, y, z) {\n x &= 0x3FF;\n x = (x | (x<<16)) & 4278190335;\n x = (x | (x<<8)) & 251719695;\n x = (x | (x<<4)) & 3272356035;\n x = (x | (x<<2)) & 1227133513;\n\n y &= 0x3FF;\n y = (y | (y<<16)) & 4278190335;\n y = (y | (y<<8)) & 251719695;\n y = (y | (y<<4)) & 3272356035;\n y = (y | (y<<2)) & 1227133513;\n x |= (y << 1);\n \n z &= 0x3FF;\n z = (z | (z<<16)) & 4278190335;\n z = (z | (z<<8)) & 251719695;\n z = (z | (z<<4)) & 3272356035;\n z = (z | (z<<2)) & 1227133513;\n \n return x | (z << 2);\n}\n\n//Extracts nth interleaved component of a 3-tuple\nexports.deinterleave3 = function(v, n) {\n v = (v >>> n) & 1227133513;\n v = (v | (v>>>2)) & 3272356035;\n v = (v | (v>>>4)) & 251719695;\n v = (v | (v>>>8)) & 4278190335;\n v = (v | (v>>>16)) & 0x3FF;\n return (v<<22)>>22;\n}\n\n//Computes next combination in colexicographic order (this is mistakenly called nextPermutation on the bit twiddling hacks page)\nexports.nextCombination = function(v) {\n var t = v | (v - 1);\n return (t + 1) | (((~t & -~t) - 1) >>> (countTrailingZeros(v) + 1));\n}\n\nmeta{}87truetrue190,203","dependencies":[{"contextDependency":false,"constDependency":true,"regExp":null,"loc":{"start":{"line":10,"column":0},"end":{"line":10,"column":13}},"_resolvedModuleIdentifier":null,"_inContextDependencyIdentifier":"[\"/home/miguelangel/Escritorio/DuckHunt/node_modules/bit-twiddle\",{\"contextDependency\":false,\"constDependency\":true,\"regExp\":null,\"loc\":{\"start\":{\"line\":10,\"column\":0},\"end\":{\"line\":10,\"column\":13}}}]"}],"variables":[],"blocks":[],"fileDependencies":["/home/miguelangel/Escritorio/DuckHunt/node_modules/bit-twiddle/twiddle.js"],"contextDependencies":[],"errors":[],"warnings":[]}I/home/miguelangel/Escritorio/DuckHunt/node_modules/ismobilejs/isMobile.jsÖú{"moduleId":88,"context":"/home/miguelangel/Escritorio/DuckHunt/node_modules/ismobilejs","request":"/home/miguelangel/Escritorio/DuckHunt/node_modules/ismobilejs/isMobile.js","userRequest":"/home/miguelangel/Escritorio/DuckHunt/node_modules/ismobilejs/isMobile.js","rawRequest":"ismobilejs","resource":"/home/miguelangel/Escritorio/DuckHunt/node_modules/ismobilejs/isMobile.js","loaders":[],"identifier":"/home/miguelangel/Escritorio/DuckHunt/node_modules/ismobilejs/isMobile.js","assets":[],"buildTimestamp":1507699844106,"strict":false,"meta":{},"used":true,"usedExports":true,"issuer":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/accessibility/AccessibilityManager.js","rawSource":"/**\n * isMobile.js v0.4.1\n *\n * A simple library to detect Apple phones and tablets,\n * Android phones and tablets, other mobile devices (like blackberry, mini-opera and windows phone),\n * and any kind of seven inch device, via user agent sniffing.\n *\n * @author: Kai Mallea (kmallea@gmail.com)\n *\n * @license: http://creativecommons.org/publicdomain/zero/1.0/\n */\n(function (global) {\n\n var apple_phone = /iPhone/i,\n apple_ipod = /iPod/i,\n apple_tablet = /iPad/i,\n android_phone = /(?=.*\\bAndroid\\b)(?=.*\\bMobile\\b)/i, // Match 'Android' AND 'Mobile'\n android_tablet = /Android/i,\n amazon_phone = /(?=.*\\bAndroid\\b)(?=.*\\bSD4930UR\\b)/i,\n amazon_tablet = /(?=.*\\bAndroid\\b)(?=.*\\b(?:KFOT|KFTT|KFJWI|KFJWA|KFSOWI|KFTHWI|KFTHWA|KFAPWI|KFAPWA|KFARWI|KFASWI|KFSAWI|KFSAWA)\\b)/i,\n windows_phone = /Windows Phone/i,\n windows_tablet = /(?=.*\\bWindows\\b)(?=.*\\bARM\\b)/i, // Match 'Windows' AND 'ARM'\n other_blackberry = /BlackBerry/i,\n other_blackberry_10 = /BB10/i,\n other_opera = /Opera Mini/i,\n other_chrome = /(CriOS|Chrome)(?=.*\\bMobile\\b)/i,\n other_firefox = /(?=.*\\bFirefox\\b)(?=.*\\bMobile\\b)/i, // Match 'Firefox' AND 'Mobile'\n seven_inch = new RegExp(\n '(?:' + // Non-capturing group\n\n 'Nexus 7' + // Nexus 7\n\n '|' + // OR\n\n 'BNTV250' + // B&N Nook Tablet 7 inch\n\n '|' + // OR\n\n 'Kindle Fire' + // Kindle Fire\n\n '|' + // OR\n\n 'Silk' + // Kindle Fire, Silk Accelerated\n\n '|' + // OR\n\n 'GT-P1000' + // Galaxy Tab 7 inch\n\n ')', // End non-capturing group\n\n 'i'); // Case-insensitive matching\n\n var match = function(regex, userAgent) {\n return regex.test(userAgent);\n };\n\n var IsMobileClass = function(userAgent) {\n var ua = userAgent || navigator.userAgent;\n\n // Facebook mobile app's integrated browser adds a bunch of strings that\n // match everything. Strip it out if it exists.\n var tmp = ua.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n ua = tmp[0];\n }\n\n // Twitter mobile app's integrated browser on iPad adds a \"Twitter for\n // iPhone\" string. Same probable happens on other tablet platforms.\n // This will confuse detection so strip it out if it exists.\n tmp = ua.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n ua = tmp[0];\n }\n\n this.apple = {\n phone: match(apple_phone, ua),\n ipod: match(apple_ipod, ua),\n tablet: !match(apple_phone, ua) && match(apple_tablet, ua),\n device: match(apple_phone, ua) || match(apple_ipod, ua) || match(apple_tablet, ua)\n };\n this.amazon = {\n phone: match(amazon_phone, ua),\n tablet: !match(amazon_phone, ua) && match(amazon_tablet, ua),\n device: match(amazon_phone, ua) || match(amazon_tablet, ua)\n };\n this.android = {\n phone: match(amazon_phone, ua) || match(android_phone, ua),\n tablet: !match(amazon_phone, ua) && !match(android_phone, ua) && (match(amazon_tablet, ua) || match(android_tablet, ua)),\n device: match(amazon_phone, ua) || match(amazon_tablet, ua) || match(android_phone, ua) || match(android_tablet, ua)\n };\n this.windows = {\n phone: match(windows_phone, ua),\n tablet: match(windows_tablet, ua),\n device: match(windows_phone, ua) || match(windows_tablet, ua)\n };\n this.other = {\n blackberry: match(other_blackberry, ua),\n blackberry10: match(other_blackberry_10, ua),\n opera: match(other_opera, ua),\n firefox: match(other_firefox, ua),\n chrome: match(other_chrome, ua),\n device: match(other_blackberry, ua) || match(other_blackberry_10, ua) || match(other_opera, ua) || match(other_firefox, ua) || match(other_chrome, ua)\n };\n this.seven_inch = match(seven_inch, ua);\n this.any = this.apple.device || this.android.device || this.windows.device || this.other.device || this.seven_inch;\n\n // excludes 'other' devices and ipods, targeting touchscreen phones\n this.phone = this.apple.phone || this.android.phone || this.windows.phone;\n\n // excludes 7 inch devices, classifying as phone or tablet is left to the user\n this.tablet = this.apple.tablet || this.android.tablet || this.windows.tablet;\n\n if (typeof window === 'undefined') {\n return this;\n }\n };\n\n var instantiate = function() {\n var IM = new IsMobileClass();\n IM.Class = IsMobileClass;\n return IM;\n };\n\n if (typeof module !== 'undefined' && module.exports && typeof window === 'undefined') {\n //node\n module.exports = IsMobileClass;\n } else if (typeof module !== 'undefined' && module.exports && typeof window !== 'undefined') {\n //browserify\n module.exports = instantiate();\n } else if (typeof define === 'function' && define.amd) {\n //AMD\n define('isMobile', [], global.isMobile = instantiate());\n } else {\n global.isMobile = instantiate();\n }\n\n})(this);\n","source":"var __WEBPACK_AMD_DEFINE_FACTORY__, __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;/**\n * isMobile.js v0.4.1\n *\n * A simple library to detect Apple phones and tablets,\n * Android phones and tablets, other mobile devices (like blackberry, mini-opera and windows phone),\n * and any kind of seven inch device, via user agent sniffing.\n *\n * @author: Kai Mallea (kmallea@gmail.com)\n *\n * @license: http://creativecommons.org/publicdomain/zero/1.0/\n */\n(function (global) {\n\n var apple_phone = /iPhone/i,\n apple_ipod = /iPod/i,\n apple_tablet = /iPad/i,\n android_phone = /(?=.*\\bAndroid\\b)(?=.*\\bMobile\\b)/i, // Match 'Android' AND 'Mobile'\n android_tablet = /Android/i,\n amazon_phone = /(?=.*\\bAndroid\\b)(?=.*\\bSD4930UR\\b)/i,\n amazon_tablet = /(?=.*\\bAndroid\\b)(?=.*\\b(?:KFOT|KFTT|KFJWI|KFJWA|KFSOWI|KFTHWI|KFTHWA|KFAPWI|KFAPWA|KFARWI|KFASWI|KFSAWI|KFSAWA)\\b)/i,\n windows_phone = /Windows Phone/i,\n windows_tablet = /(?=.*\\bWindows\\b)(?=.*\\bARM\\b)/i, // Match 'Windows' AND 'ARM'\n other_blackberry = /BlackBerry/i,\n other_blackberry_10 = /BB10/i,\n other_opera = /Opera Mini/i,\n other_chrome = /(CriOS|Chrome)(?=.*\\bMobile\\b)/i,\n other_firefox = /(?=.*\\bFirefox\\b)(?=.*\\bMobile\\b)/i, // Match 'Firefox' AND 'Mobile'\n seven_inch = new RegExp(\n '(?:' + // Non-capturing group\n\n 'Nexus 7' + // Nexus 7\n\n '|' + // OR\n\n 'BNTV250' + // B&N Nook Tablet 7 inch\n\n '|' + // OR\n\n 'Kindle Fire' + // Kindle Fire\n\n '|' + // OR\n\n 'Silk' + // Kindle Fire, Silk Accelerated\n\n '|' + // OR\n\n 'GT-P1000' + // Galaxy Tab 7 inch\n\n ')', // End non-capturing group\n\n 'i'); // Case-insensitive matching\n\n var match = function(regex, userAgent) {\n return regex.test(userAgent);\n };\n\n var IsMobileClass = function(userAgent) {\n var ua = userAgent || navigator.userAgent;\n\n // Facebook mobile app's integrated browser adds a bunch of strings that\n // match everything. Strip it out if it exists.\n var tmp = ua.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n ua = tmp[0];\n }\n\n // Twitter mobile app's integrated browser on iPad adds a \"Twitter for\n // iPhone\" string. Same probable happens on other tablet platforms.\n // This will confuse detection so strip it out if it exists.\n tmp = ua.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n ua = tmp[0];\n }\n\n this.apple = {\n phone: match(apple_phone, ua),\n ipod: match(apple_ipod, ua),\n tablet: !match(apple_phone, ua) && match(apple_tablet, ua),\n device: match(apple_phone, ua) || match(apple_ipod, ua) || match(apple_tablet, ua)\n };\n this.amazon = {\n phone: match(amazon_phone, ua),\n tablet: !match(amazon_phone, ua) && match(amazon_tablet, ua),\n device: match(amazon_phone, ua) || match(amazon_tablet, ua)\n };\n this.android = {\n phone: match(amazon_phone, ua) || match(android_phone, ua),\n tablet: !match(amazon_phone, ua) && !match(android_phone, ua) && (match(amazon_tablet, ua) || match(android_tablet, ua)),\n device: match(amazon_phone, ua) || match(amazon_tablet, ua) || match(android_phone, ua) || match(android_tablet, ua)\n };\n this.windows = {\n phone: match(windows_phone, ua),\n tablet: match(windows_tablet, ua),\n device: match(windows_phone, ua) || match(windows_tablet, ua)\n };\n this.other = {\n blackberry: match(other_blackberry, ua),\n blackberry10: match(other_blackberry_10, ua),\n opera: match(other_opera, ua),\n firefox: match(other_firefox, ua),\n chrome: match(other_chrome, ua),\n device: match(other_blackberry, ua) || match(other_blackberry_10, ua) || match(other_opera, ua) || match(other_firefox, ua) || match(other_chrome, ua)\n };\n this.seven_inch = match(seven_inch, ua);\n this.any = this.apple.device || this.android.device || this.windows.device || this.other.device || this.seven_inch;\n\n // excludes 'other' devices and ipods, targeting touchscreen phones\n this.phone = this.apple.phone || this.android.phone || this.windows.phone;\n\n // excludes 7 inch devices, classifying as phone or tablet is left to the user\n this.tablet = this.apple.tablet || this.android.tablet || this.windows.tablet;\n\n if (typeof window === 'undefined') {\n return this;\n }\n };\n\n var instantiate = function() {\n var IM = new IsMobileClass();\n IM.Class = IsMobileClass;\n return IM;\n };\n\n if (typeof module !== 'undefined' && module.exports && typeof window === 'undefined') {\n //node\n module.exports = IsMobileClass;\n } else if (typeof module !== 'undefined' && module.exports && typeof window !== 'undefined') {\n //browserify\n module.exports = instantiate();\n } else if (true) {\n //AMD\n !(__WEBPACK_AMD_DEFINE_ARRAY__ = [], __WEBPACK_AMD_DEFINE_FACTORY__ = (global.isMobile = instantiate()),\n\t\t\t\t__WEBPACK_AMD_DEFINE_RESULT__ = (typeof __WEBPACK_AMD_DEFINE_FACTORY__ === 'function' ?\n\t\t\t\t(__WEBPACK_AMD_DEFINE_FACTORY__.apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__)) : __WEBPACK_AMD_DEFINE_FACTORY__),\n\t\t\t\t__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));\n } else {\n global.isMobile = instantiate();\n 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phone),\n * and any kind of seven inch device, via user agent sniffing.\n *\n * @author: Kai Mallea (kmallea@gmail.com)\n *\n * @license: http://creativecommons.org/publicdomain/zero/1.0/\n */\n(function (global) {\n\n var apple_phone = /iPhone/i,\n apple_ipod = /iPod/i,\n apple_tablet = /iPad/i,\n android_phone = /(?=.*\\bAndroid\\b)(?=.*\\bMobile\\b)/i, // Match 'Android' AND 'Mobile'\n android_tablet = /Android/i,\n amazon_phone = /(?=.*\\bAndroid\\b)(?=.*\\bSD4930UR\\b)/i,\n amazon_tablet = /(?=.*\\bAndroid\\b)(?=.*\\b(?:KFOT|KFTT|KFJWI|KFJWA|KFSOWI|KFTHWI|KFTHWA|KFAPWI|KFAPWA|KFARWI|KFASWI|KFSAWI|KFSAWA)\\b)/i,\n windows_phone = /Windows Phone/i,\n windows_tablet = /(?=.*\\bWindows\\b)(?=.*\\bARM\\b)/i, // Match 'Windows' AND 'ARM'\n other_blackberry = /BlackBerry/i,\n other_blackberry_10 = /BB10/i,\n other_opera = /Opera Mini/i,\n other_chrome = /(CriOS|Chrome)(?=.*\\bMobile\\b)/i,\n other_firefox = /(?=.*\\bFirefox\\b)(?=.*\\bMobile\\b)/i, // Match 'Firefox' AND 'Mobile'\n seven_inch = new RegExp(\n '(?:' + // Non-capturing group\n\n 'Nexus 7' + // Nexus 7\n\n '|' + // OR\n\n 'BNTV250' + // B&N Nook Tablet 7 inch\n\n '|' + // OR\n\n 'Kindle Fire' + // Kindle Fire\n\n '|' + // OR\n\n 'Silk' + // Kindle Fire, Silk Accelerated\n\n '|' + // OR\n\n 'GT-P1000' + // Galaxy Tab 7 inch\n\n ')', // End non-capturing group\n\n 'i'); // Case-insensitive matching\n\n var match = function(regex, userAgent) {\n return regex.test(userAgent);\n };\n\n var IsMobileClass = function(userAgent) {\n var ua = userAgent || navigator.userAgent;\n\n // Facebook mobile app's integrated browser adds a bunch of strings that\n // match everything. 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Same probable happens on other tablet platforms.\n // This will confuse detection so strip it out if it exists.\n tmp = ua.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n ua = tmp[0];\n }\n\n this.apple = {\n phone: match(apple_phone, ua),\n ipod: match(apple_ipod, ua),\n tablet: !match(apple_phone, ua) && match(apple_tablet, ua),\n device: match(apple_phone, ua) || match(apple_ipod, ua) || match(apple_tablet, ua)\n };\n this.amazon = {\n phone: match(amazon_phone, ua),\n tablet: !match(amazon_phone, ua) && match(amazon_tablet, ua),\n device: match(amazon_phone, ua) || match(amazon_tablet, ua)\n };\n this.android = {\n phone: match(amazon_phone, ua) || match(android_phone, ua),\n tablet: !match(amazon_phone, ua) && !match(android_phone, ua) && (match(amazon_tablet, ua) || match(android_tablet, ua)),\n device: match(amazon_phone, ua) || match(amazon_tablet, ua) || match(android_phone, ua) || match(android_tablet, ua)\n };\n this.windows = {\n phone: match(windows_phone, ua),\n tablet: match(windows_tablet, ua),\n device: match(windows_phone, ua) || match(windows_tablet, ua)\n };\n this.other = {\n blackberry: match(other_blackberry, ua),\n blackberry10: match(other_blackberry_10, ua),\n opera: match(other_opera, ua),\n firefox: match(other_firefox, ua),\n chrome: match(other_chrome, ua),\n device: match(other_blackberry, ua) || match(other_blackberry_10, ua) || match(other_opera, ua) || match(other_firefox, ua) || match(other_chrome, ua)\n };\n this.seven_inch = match(seven_inch, ua);\n this.any = this.apple.device || this.android.device || this.windows.device || this.other.device || this.seven_inch;\n\n // excludes 'other' devices and ipods, targeting touchscreen phones\n this.phone = this.apple.phone || this.android.phone || this.windows.phone;\n\n // excludes 7 inch devices, classifying as phone or tablet is left to the user\n this.tablet = this.apple.tablet || this.android.tablet || this.windows.tablet;\n\n if (typeof window === 'undefined') {\n return this;\n }\n };\n\n var instantiate = function() {\n var IM = new IsMobileClass();\n IM.Class = IsMobileClass;\n return IM;\n };\n\n if (typeof module !== 'undefined' && module.exports && typeof window === 'undefined') {\n //node\n module.exports = IsMobileClass;\n } else if (typeof module !== 'undefined' && module.exports && typeof window !== 'undefined') {\n //browserify\n module.exports = instantiate();\n } else if (typeof define === 'function' && define.amd) {\n //AMD\n define('isMobile', [], global.isMobile = instantiate());\n } else {\n global.isMobile = instantiate();\n }\n\n})(this);\n"]},"baseMap":{"version":3,"sources":["/home/miguelangel/Escritorio/DuckHunt/node_modules/ismobilejs/isMobile.js"],"names":[],"mappings":"AAAA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;;AAEA;;AAEA;;AAEA;;AAEA;;AAEA;;AAEA;;AAEA;;AAEA;;AAEA;;AAEA,iBAAiB;;AAEjB;AACA;AACA;;AAEA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;;AAEA;AACA;;AAEA;AACA;;AAEA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA;AACA;;AAEA;AACA;AACA;AACA,KAAK;AACL;AACA;AACA,KAAK;AACL;AACA;AAAA;AAAA;AAAA;AACA,KAAK;AACL;AACA;;AAEA,CAAC","file":"x","sourcesContent":["/**\n * isMobile.js v0.4.1\n *\n * A simple library to detect Apple phones and tablets,\n * Android phones and tablets, other mobile devices (like blackberry, mini-opera and windows phone),\n * and any kind of seven inch device, via user agent sniffing.\n *\n * @author: Kai Mallea (kmallea@gmail.com)\n *\n * @license: http://creativecommons.org/publicdomain/zero/1.0/\n */\n(function (global) {\n\n var apple_phone = /iPhone/i,\n apple_ipod = /iPod/i,\n apple_tablet = /iPad/i,\n android_phone = /(?=.*\\bAndroid\\b)(?=.*\\bMobile\\b)/i, // Match 'Android' AND 'Mobile'\n android_tablet = /Android/i,\n amazon_phone = /(?=.*\\bAndroid\\b)(?=.*\\bSD4930UR\\b)/i,\n amazon_tablet = /(?=.*\\bAndroid\\b)(?=.*\\b(?:KFOT|KFTT|KFJWI|KFJWA|KFSOWI|KFTHWI|KFTHWA|KFAPWI|KFAPWA|KFARWI|KFASWI|KFSAWI|KFSAWA)\\b)/i,\n windows_phone = /Windows Phone/i,\n windows_tablet = /(?=.*\\bWindows\\b)(?=.*\\bARM\\b)/i, // Match 'Windows' AND 'ARM'\n other_blackberry = /BlackBerry/i,\n other_blackberry_10 = /BB10/i,\n other_opera = /Opera Mini/i,\n other_chrome = /(CriOS|Chrome)(?=.*\\bMobile\\b)/i,\n other_firefox = /(?=.*\\bFirefox\\b)(?=.*\\bMobile\\b)/i, // Match 'Firefox' AND 'Mobile'\n seven_inch = new RegExp(\n '(?:' + // Non-capturing group\n\n 'Nexus 7' + // Nexus 7\n\n '|' + // OR\n\n 'BNTV250' + // B&N Nook Tablet 7 inch\n\n '|' + // OR\n\n 'Kindle Fire' + // Kindle Fire\n\n '|' + // OR\n\n 'Silk' + // Kindle Fire, Silk Accelerated\n\n '|' + // OR\n\n 'GT-P1000' + // Galaxy Tab 7 inch\n\n ')', // End non-capturing group\n\n 'i'); // Case-insensitive matching\n\n var match = function(regex, userAgent) {\n return regex.test(userAgent);\n };\n\n var IsMobileClass = function(userAgent) {\n var ua = userAgent || navigator.userAgent;\n\n // Facebook mobile app's integrated browser adds a bunch of strings that\n // match everything. Strip it out if it exists.\n var tmp = ua.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n ua = tmp[0];\n }\n\n // Twitter mobile app's integrated browser on iPad adds a \"Twitter for\n // iPhone\" string. Same probable happens on other tablet platforms.\n // This will confuse detection so strip it out if it exists.\n tmp = ua.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n ua = tmp[0];\n }\n\n this.apple = {\n phone: match(apple_phone, ua),\n ipod: match(apple_ipod, ua),\n tablet: !match(apple_phone, ua) && match(apple_tablet, ua),\n device: match(apple_phone, ua) || match(apple_ipod, ua) || match(apple_tablet, ua)\n };\n this.amazon = {\n phone: match(amazon_phone, ua),\n tablet: !match(amazon_phone, ua) && match(amazon_tablet, ua),\n device: match(amazon_phone, ua) || match(amazon_tablet, ua)\n };\n this.android = {\n phone: match(amazon_phone, ua) || match(android_phone, ua),\n tablet: !match(amazon_phone, ua) && !match(android_phone, ua) && (match(amazon_tablet, ua) || match(android_tablet, ua)),\n device: match(amazon_phone, ua) || match(amazon_tablet, ua) || match(android_phone, ua) || match(android_tablet, ua)\n };\n this.windows = {\n phone: match(windows_phone, ua),\n tablet: match(windows_tablet, ua),\n device: match(windows_phone, ua) || match(windows_tablet, ua)\n };\n this.other = {\n blackberry: match(other_blackberry, ua),\n blackberry10: match(other_blackberry_10, ua),\n opera: match(other_opera, ua),\n firefox: match(other_firefox, ua),\n chrome: match(other_chrome, ua),\n device: match(other_blackberry, ua) || match(other_blackberry_10, ua) || match(other_opera, ua) || match(other_firefox, ua) || match(other_chrome, ua)\n };\n this.seven_inch = match(seven_inch, ua);\n this.any = this.apple.device || this.android.device || this.windows.device || this.other.device || this.seven_inch;\n\n // excludes 'other' devices and ipods, targeting touchscreen phones\n this.phone = this.apple.phone || this.android.phone || this.windows.phone;\n\n // excludes 7 inch devices, classifying as phone or tablet is left to the user\n this.tablet = this.apple.tablet || this.android.tablet || this.windows.tablet;\n\n if (typeof window === 'undefined') {\n return this;\n }\n };\n\n var instantiate = function() {\n var IM = new IsMobileClass();\n IM.Class = IsMobileClass;\n return IM;\n };\n\n if (typeof module !== 'undefined' && module.exports && typeof window === 'undefined') {\n //node\n module.exports = IsMobileClass;\n } else if (typeof module !== 'undefined' && module.exports && typeof window !== 'undefined') {\n //browserify\n module.exports = instantiate();\n } else if (typeof define === 'function' && define.amd) {\n //AMD\n define('isMobile', [], global.isMobile = instantiate());\n } else {\n global.isMobile = instantiate();\n }\n\n})(this);\n"]},"hashContent":"source/**\n * isMobile.js v0.4.1\n *\n * A simple library to detect Apple phones and tablets,\n * Android phones and tablets, other mobile devices (like blackberry, mini-opera and windows phone),\n * and any kind of seven inch device, via user agent sniffing.\n *\n * @author: Kai Mallea (kmallea@gmail.com)\n *\n * @license: http://creativecommons.org/publicdomain/zero/1.0/\n */\n(function (global) {\n\n var apple_phone = /iPhone/i,\n apple_ipod = /iPod/i,\n apple_tablet = /iPad/i,\n android_phone = /(?=.*\\bAndroid\\b)(?=.*\\bMobile\\b)/i, // Match 'Android' AND 'Mobile'\n android_tablet = /Android/i,\n amazon_phone = /(?=.*\\bAndroid\\b)(?=.*\\bSD4930UR\\b)/i,\n amazon_tablet = /(?=.*\\bAndroid\\b)(?=.*\\b(?:KFOT|KFTT|KFJWI|KFJWA|KFSOWI|KFTHWI|KFTHWA|KFAPWI|KFAPWA|KFARWI|KFASWI|KFSAWI|KFSAWA)\\b)/i,\n windows_phone = /Windows Phone/i,\n windows_tablet = /(?=.*\\bWindows\\b)(?=.*\\bARM\\b)/i, // Match 'Windows' AND 'ARM'\n other_blackberry = /BlackBerry/i,\n other_blackberry_10 = /BB10/i,\n other_opera = /Opera Mini/i,\n other_chrome = /(CriOS|Chrome)(?=.*\\bMobile\\b)/i,\n other_firefox = /(?=.*\\bFirefox\\b)(?=.*\\bMobile\\b)/i, // Match 'Firefox' AND 'Mobile'\n seven_inch = new RegExp(\n '(?:' + // Non-capturing group\n\n 'Nexus 7' + // Nexus 7\n\n '|' + // OR\n\n 'BNTV250' + // B&N Nook Tablet 7 inch\n\n '|' + // OR\n\n 'Kindle Fire' + // Kindle Fire\n\n '|' + // OR\n\n 'Silk' + // Kindle Fire, Silk Accelerated\n\n '|' + // OR\n\n 'GT-P1000' + // Galaxy Tab 7 inch\n\n ')', // End non-capturing group\n\n 'i'); // Case-insensitive matching\n\n var match = function(regex, userAgent) {\n return regex.test(userAgent);\n };\n\n var IsMobileClass = function(userAgent) {\n var ua = userAgent || navigator.userAgent;\n\n // Facebook mobile app's integrated browser adds a bunch of strings that\n // match everything. 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bounds.maxX : mask.maxX;\n var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n\n /**\n * Adds other Bounds, masked with Rectangle\n *\n * @param {PIXI.Bounds} bounds - TODO\n * @param {PIXI.Rectangle} area - TODO\n */\n\n\n Bounds.prototype.addBoundsArea = function addBoundsArea(bounds, area) {\n var _minX = bounds.minX > area.x ? bounds.minX : area.x;\n var _minY = bounds.minY > area.y ? bounds.minY : area.y;\n var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : area.x + area.width;\n var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : area.y + area.height;\n\n if (_minX <= _maxX && _minY <= _maxY) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n\n return Bounds;\n}();\n\nexports.default = Bounds;\n//# sourceMappingURL=Bounds.js.map","source":"\n\nexports.__esModule = true;\n\nvar _math = __webpack_require__(8);\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * 'Builder' pattern for bounds rectangles\n * Axis-Aligned Bounding Box\n * It is not a shape! Its mutable thing, no 'EMPTY' or that kind of problems\n *\n * @class\n * @memberof PIXI\n */\nvar Bounds = function () {\n /**\n *\n */\n function Bounds() {\n _classCallCheck(this, Bounds);\n\n /**\n * @member {number}\n * @default 0\n */\n this.minX = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.minY = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxX = -Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxY = -Infinity;\n\n this.rect = null;\n }\n\n /**\n * Checks if bounds are empty.\n *\n * @return {boolean} True if empty.\n */\n\n\n Bounds.prototype.isEmpty = function isEmpty() {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n\n /**\n * Clears the bounds and resets.\n *\n */\n\n\n Bounds.prototype.clear = function clear() {\n this.updateID++;\n\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n *\n * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty\n * @returns {PIXI.Rectangle} A rectangle of the bounds\n */\n\n\n Bounds.prototype.getRectangle = function getRectangle(rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return _math.Rectangle.EMPTY;\n }\n\n rect = rect || new _math.Rectangle(0, 0, 1, 1);\n\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n\n return rect;\n };\n\n /**\n * This function should be inlined when its possible.\n *\n * @param {PIXI.Point} point - The point to add.\n */\n\n\n Bounds.prototype.addPoint = function addPoint(point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n\n /**\n * Adds a quad, not transformed\n *\n * @param {Float32Array} vertices - The verts to add.\n */\n\n\n Bounds.prototype.addQuad = function addQuad(vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n var x = vertices[0];\n var y = vertices[1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n\n /**\n * Adds sprite frame, transformed.\n *\n * @param {PIXI.TransformBase} transform - TODO\n * @param {number} x0 - TODO\n * @param {number} y0 - TODO\n * @param {number} x1 - TODO\n * @param {number} y1 - TODO\n */\n\n\n Bounds.prototype.addFrame = function addFrame(transform, x0, y0, x1, y1) {\n var matrix = transform.worldTransform;\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n var x = a * x0 + c * y0 + tx;\n var y = b * x0 + d * y0 + ty;\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = a * x1 + c * y0 + tx;\n y = b * x1 + d * y0 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = a * x0 + c * y1 + tx;\n y = b * x0 + d * y1 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = a * x1 + c * y1 + tx;\n y = b * x1 + d * y1 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n\n /**\n * Add an array of vertices\n *\n * @param {PIXI.TransformBase} transform - TODO\n * @param {Float32Array} vertices - TODO\n * @param {number} beginOffset - TODO\n * @param {number} endOffset - TODO\n */\n\n\n Bounds.prototype.addVertices = function addVertices(transform, vertices, beginOffset, endOffset) {\n var matrix = transform.worldTransform;\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = a * rawX + c * rawY + tx;\n var y = d * rawY + b * rawX + ty;\n\n minX = x < minX ? 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Its mutable thing, no 'EMPTY' or that kind of problems\n *\n * @class\n * @memberof PIXI\n */\nvar Bounds = function () {\n /**\n *\n */\n function Bounds() {\n _classCallCheck(this, Bounds);\n\n /**\n * @member {number}\n * @default 0\n */\n this.minX = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.minY = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxX = -Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxY = -Infinity;\n\n this.rect = null;\n }\n\n /**\n * Checks if bounds are empty.\n *\n * @return {boolean} True if empty.\n */\n\n\n Bounds.prototype.isEmpty = function isEmpty() {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n\n /**\n * Clears the bounds and resets.\n *\n */\n\n\n Bounds.prototype.clear = function clear() {\n this.updateID++;\n\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n *\n * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty\n * @returns {PIXI.Rectangle} A rectangle of the bounds\n */\n\n\n Bounds.prototype.getRectangle = function getRectangle(rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return _math.Rectangle.EMPTY;\n }\n\n rect = rect || new _math.Rectangle(0, 0, 1, 1);\n\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n\n return rect;\n };\n\n /**\n * This function should be inlined when its possible.\n *\n * @param {PIXI.Point} point - The point to add.\n */\n\n\n Bounds.prototype.addPoint = function addPoint(point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n\n /**\n * Adds a quad, not transformed\n *\n * @param {Float32Array} vertices - The verts to add.\n */\n\n\n Bounds.prototype.addQuad = function addQuad(vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n var x = vertices[0];\n var y = vertices[1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n\n /**\n * Adds sprite frame, transformed.\n *\n * @param {PIXI.TransformBase} transform - TODO\n * @param {number} x0 - TODO\n * @param {number} y0 - TODO\n * @param {number} x1 - TODO\n * @param {number} y1 - TODO\n */\n\n\n Bounds.prototype.addFrame = function addFrame(transform, x0, y0, x1, y1) {\n var matrix = transform.worldTransform;\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n var x = a * x0 + c * y0 + tx;\n var y = b * x0 + d * y0 + ty;\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = a * x1 + c * y0 + tx;\n y = b * x1 + d * y0 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = a * x0 + c * y1 + tx;\n y = b * x0 + d * y1 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = a * x1 + c * y1 + tx;\n y = b * x1 + d * y1 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n\n /**\n * Add an array of vertices\n *\n * @param {PIXI.TransformBase} transform - TODO\n * @param {Float32Array} vertices - TODO\n * @param {number} beginOffset - TODO\n * @param {number} endOffset - TODO\n */\n\n\n Bounds.prototype.addVertices = function addVertices(transform, vertices, beginOffset, endOffset) {\n var matrix = transform.worldTransform;\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = a * rawX + c * rawY + tx;\n var y = d * rawY + b * rawX + ty;\n\n minX = x < minX ? 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Its mutable thing, no 'EMPTY' or that kind of problems\n *\n * @class\n * @memberof PIXI\n */\nvar Bounds = function () {\n /**\n *\n */\n function Bounds() {\n _classCallCheck(this, Bounds);\n\n /**\n * @member {number}\n * @default 0\n */\n this.minX = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.minY = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxX = -Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxY = -Infinity;\n\n this.rect = null;\n }\n\n /**\n * Checks if bounds are empty.\n *\n * @return {boolean} True if empty.\n */\n\n\n Bounds.prototype.isEmpty = function isEmpty() {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n\n /**\n * Clears the bounds and resets.\n *\n */\n\n\n Bounds.prototype.clear = function clear() {\n this.updateID++;\n\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n *\n * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty\n * @returns {PIXI.Rectangle} A rectangle of the bounds\n */\n\n\n Bounds.prototype.getRectangle = function getRectangle(rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return _math.Rectangle.EMPTY;\n }\n\n rect = rect || new _math.Rectangle(0, 0, 1, 1);\n\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n\n return rect;\n };\n\n /**\n * This function should be inlined when its possible.\n *\n * @param {PIXI.Point} point - The point to add.\n */\n\n\n Bounds.prototype.addPoint = function addPoint(point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n\n /**\n * Adds a quad, not transformed\n *\n * @param {Float32Array} vertices - The verts to add.\n */\n\n\n Bounds.prototype.addQuad = function addQuad(vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n var x = vertices[0];\n var y = vertices[1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n\n /**\n * Adds sprite frame, transformed.\n *\n * @param {PIXI.TransformBase} transform - TODO\n * @param {number} x0 - TODO\n * @param {number} y0 - TODO\n * @param {number} x1 - TODO\n * @param {number} y1 - TODO\n */\n\n\n Bounds.prototype.addFrame = function addFrame(transform, x0, y0, x1, y1) {\n var matrix = transform.worldTransform;\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n var x = a * x0 + c * y0 + tx;\n var y = b * x0 + d * y0 + ty;\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = a * x1 + c * y0 + tx;\n y = b * x1 + d * y0 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = a * x0 + c * y1 + tx;\n y = b * x0 + d * y1 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = a * x1 + c * y1 + tx;\n y = b * x1 + d * y1 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n\n /**\n * Add an array of vertices\n *\n * @param {PIXI.TransformBase} transform - TODO\n * @param {Float32Array} vertices - TODO\n * @param {number} beginOffset - TODO\n * @param {number} endOffset - TODO\n */\n\n\n Bounds.prototype.addVertices = function addVertices(transform, vertices, beginOffset, endOffset) {\n var matrix = transform.worldTransform;\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n for (var i = beginOffset; i < endOffset; i += 2) {\n var rawX = vertices[i];\n var rawY = vertices[i + 1];\n var x = a * rawX + c * rawY + tx;\n var y = d * rawY + b * rawX + ty;\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n\n /**\n * Adds other Bounds\n *\n * @param {PIXI.Bounds} bounds - TODO\n */\n\n\n Bounds.prototype.addBounds = function addBounds(bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n\n /**\n * Adds other Bounds, masked with Bounds\n *\n * @param {PIXI.Bounds} bounds - TODO\n * @param {PIXI.Bounds} mask - TODO\n */\n\n\n Bounds.prototype.addBoundsMask = function addBoundsMask(bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? 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_minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n };\n\n return Bounds;\n}();\n\nexports.default = Bounds;\n//# sourceMappingURL=Bounds.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _math = require('../math');\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * 'Builder' pattern for bounds rectangles\n * Axis-Aligned Bounding Box\n * It is not a shape! Its mutable thing, no 'EMPTY' or that kind of problems\n *\n * @class\n * @memberof PIXI\n */\nvar Bounds = function () {\n /**\n *\n */\n function Bounds() {\n _classCallCheck(this, Bounds);\n\n /**\n * @member {number}\n * @default 0\n */\n this.minX = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.minY = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxX = -Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxY = -Infinity;\n\n this.rect = null;\n }\n\n /**\n * Checks if bounds are empty.\n *\n * @return {boolean} True if empty.\n */\n\n\n Bounds.prototype.isEmpty = function isEmpty() {\n return this.minX > this.maxX || this.minY > this.maxY;\n };\n\n /**\n * Clears the bounds and resets.\n *\n */\n\n\n Bounds.prototype.clear = function clear() {\n this.updateID++;\n\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n };\n\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n *\n * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty\n * @returns {PIXI.Rectangle} A rectangle of the bounds\n */\n\n\n Bounds.prototype.getRectangle = function getRectangle(rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return _math.Rectangle.EMPTY;\n }\n\n rect = rect || new _math.Rectangle(0, 0, 1, 1);\n\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n\n return rect;\n };\n\n /**\n * This function should be inlined when its possible.\n *\n * @param {PIXI.Point} point - The point to add.\n */\n\n\n Bounds.prototype.addPoint = function addPoint(point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n };\n\n /**\n * Adds a quad, not transformed\n *\n * @param {Float32Array} vertices - The verts to add.\n */\n\n\n Bounds.prototype.addQuad = function addQuad(vertices) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n var x = vertices[0];\n var y = vertices[1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n\n /**\n * Adds sprite frame, transformed.\n *\n * @param {PIXI.TransformBase} transform - TODO\n * @param {number} x0 - TODO\n * @param {number} y0 - TODO\n * @param {number} x1 - TODO\n * @param {number} y1 - TODO\n */\n\n\n Bounds.prototype.addFrame = function addFrame(transform, x0, y0, x1, y1) {\n var matrix = transform.worldTransform;\n var a = matrix.a;\n var b = matrix.b;\n var c = matrix.c;\n var d = matrix.d;\n var tx = matrix.tx;\n var ty = matrix.ty;\n\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n var x = a * x0 + c * y0 + tx;\n var y = b * x0 + d * y0 + ty;\n\n minX = x < minX ? 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x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n };\n\n /**\n * Adds other Bounds\n *\n * @param {PIXI.Bounds} bounds - TODO\n */\n\n\n Bounds.prototype.addBounds = function addBounds(bounds) {\n var minX = this.minX;\n var minY = this.minY;\n var maxX = this.maxX;\n var maxY = this.maxY;\n\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n };\n\n /**\n * Adds other Bounds, masked with Bounds\n *\n * @param {PIXI.Bounds} bounds - TODO\n * @param {PIXI.Bounds} mask - TODO\n */\n\n\n Bounds.prototype.addBoundsMask = function addBoundsMask(bounds, mask) {\n var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n var _maxX = bounds.maxX < mask.maxX ? 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It can be swapped temporarily by some functions like getLocalBounds()\n *\n * @member {PIXI.Matrix}\n */\n this.worldTransform = new _math.Matrix();\n\n /**\n * The local matrix transform\n *\n * @member {PIXI.Matrix}\n */\n this.localTransform = new _math.Matrix();\n\n this._worldID = 0;\n this._parentID = 0;\n }\n\n /**\n * TransformBase does not have decomposition, so this function wont do anything\n */\n\n\n TransformBase.prototype.updateLocalTransform = function updateLocalTransform() {}\n // empty\n\n\n /**\n * Updates the values of the object and applies the parent's transform.\n *\n * @param {PIXI.TransformBase} parentTransform - The transform of the parent of this object\n */\n ;\n\n TransformBase.prototype.updateTransform = function updateTransform(parentTransform) {\n var pt = parentTransform.worldTransform;\n var wt = this.worldTransform;\n var lt = this.localTransform;\n\n // concat the parent matrix with the objects transform.\n wt.a = lt.a * pt.a + lt.b * pt.c;\n wt.b = lt.a * pt.b + lt.b * pt.d;\n wt.c = lt.c * pt.a + lt.d * pt.c;\n wt.d = lt.c * pt.b + lt.d * pt.d;\n wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx;\n wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty;\n\n this._worldID++;\n };\n\n return TransformBase;\n}();\n\n/**\n * Updates the values of the object and applies the parent's transform.\n * @param parentTransform {PIXI.Transform} The transform of the parent of this object\n *\n */\n\n\nexports.default = TransformBase;\nTransformBase.prototype.updateWorldTransform = TransformBase.prototype.updateTransform;\n\nTransformBase.IDENTITY = new TransformBase();\n//# sourceMappingURL=TransformBase.js.mapmeta{}124truetrue0,138","dependencies":[{"contextDependency":false,"constDependency":true,"regExp":null,"loc":{"start":{"line":1,"column":0},"end":{"line":1,"column":13}},"_resolvedModuleIdentifier":null,"_inContextDependencyIdentifier":"[\"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/display\",{\"contextDependency\":false,\"constDependency\":true,\"regExp\":null,\"loc\":{\"start\":{\"line\":1,\"column\":0},\"end\":{\"line\":1,\"column\":13}}}]"},{"contextDependency":false,"constDependency":false,"request":"../math","regExp":null,"optional":false,"loc":{"start":{"line":5,"column":12},"end":{"line":5,"column":30}},"_resolvedModuleIdentifier":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/index.js","_inContextDependencyIdentifier":"[\"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/display\",{\"contextDependency\":false,\"constDependency\":false,\"request\":\"../math\",\"regExp\":null,\"optional\":false,\"loc\":{\"start\":{\"line\":5,\"column\":12},\"end\":{\"line\":5,\"column\":30}}}]","_resolveCacheId":"[\"\",\"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/display\",\"../math\"]"}],"variables":[],"blocks":[],"fileDependencies":["/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/display/TransformBase.js"],"contextDependencies":[],"errors":[],"warnings":[]}R/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/Matrix.jsê™{"moduleId":125,"context":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math","request":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/Matrix.js","userRequest":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/Matrix.js","rawRequest":"../core/math/Matrix","resource":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/Matrix.js","loaders":[],"identifier":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/Matrix.js","assets":[],"buildTimestamp":1507699843950,"strict":true,"meta":{},"used":true,"usedExports":true,"issuer":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/extras/TextureTransform.js","rawSource":"'use strict';\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _Point = require('./Point');\n\nvar _Point2 = _interopRequireDefault(_Point);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The PixiJS Matrix class as an object, which makes it a lot faster,\n * here is a representation of it :\n * | a | b | tx|\n * | c | d | ty|\n * | 0 | 0 | 1 |\n *\n * @class\n * @memberof PIXI\n */\nvar Matrix = function () {\n /**\n * @param {number} [a=1] - x scale\n * @param {number} [b=0] - y skew\n * @param {number} [c=0] - x skew\n * @param {number} [d=1] - y scale\n * @param {number} [tx=0] - x translation\n * @param {number} [ty=0] - y translation\n */\n function Matrix() {\n var a = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;\n var b = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var c = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var d = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n var tx = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0;\n var ty = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0;\n\n _classCallCheck(this, Matrix);\n\n /**\n * @member {number}\n * @default 1\n */\n this.a = a;\n\n /**\n * @member {number}\n * @default 0\n */\n this.b = b;\n\n /**\n * @member {number}\n * @default 0\n */\n this.c = c;\n\n /**\n * @member {number}\n * @default 1\n */\n this.d = d;\n\n /**\n * @member {number}\n * @default 0\n */\n this.tx = tx;\n\n /**\n * @member {number}\n * @default 0\n */\n this.ty = ty;\n\n this.array = null;\n }\n\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n *\n * @param {number[]} array - The array that the matrix will be populated from.\n */\n\n\n Matrix.prototype.fromArray = function fromArray(array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n\n /**\n * sets the matrix properties\n *\n * @param {number} a - Matrix component\n * @param {number} b - Matrix component\n * @param {number} c - Matrix component\n * @param {number} d - Matrix component\n * @param {number} tx - Matrix component\n * @param {number} ty - Matrix component\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.set = function set(a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n\n return this;\n };\n\n /**\n * Creates an array from the current Matrix object.\n *\n * @param {boolean} transpose - Whether we need to transpose the matrix or not\n * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @return {number[]} the newly created array which contains the matrix\n */\n\n\n Matrix.prototype.toArray = function toArray(transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n\n var array = out || this.array;\n\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n } else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n\n return array;\n };\n\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n *\n * @param {PIXI.Point} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, transformed through this matrix\n */\n\n\n Matrix.prototype.apply = function apply(pos, newPos) {\n newPos = newPos || new _Point2.default();\n\n var x = pos.x;\n var y = pos.y;\n\n newPos.x = this.a * x + this.c * y + this.tx;\n newPos.y = this.b * x + this.d * y + this.ty;\n\n return newPos;\n };\n\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n *\n * @param {PIXI.Point} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n\n\n Matrix.prototype.applyInverse = function applyInverse(pos, newPos) {\n newPos = newPos || new _Point2.default();\n\n var id = 1 / (this.a * this.d + this.c * -this.b);\n\n var x = pos.x;\n var y = pos.y;\n\n newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;\n newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;\n\n return newPos;\n };\n\n /**\n * Translates the matrix on the x and y.\n *\n * @param {number} x How much to translate x by\n * @param {number} y How much to translate y by\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.translate = function translate(x, y) {\n this.tx += x;\n this.ty += y;\n\n return this;\n };\n\n /**\n * Applies a scale transformation to the matrix.\n *\n * @param {number} x The amount to scale horizontally\n * @param {number} y The amount to scale vertically\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.scale = function scale(x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n\n return this;\n };\n\n /**\n * Applies a rotation transformation to the matrix.\n *\n * @param {number} angle - The angle in radians.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.rotate = function rotate(angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n\n this.a = a1 * cos - this.b * sin;\n this.b = a1 * sin + this.b * cos;\n this.c = c1 * cos - this.d * sin;\n this.d = c1 * sin + this.d * cos;\n this.tx = tx1 * cos - this.ty * sin;\n this.ty = tx1 * sin + this.ty * cos;\n\n return this;\n };\n\n /**\n * Appends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to append.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.append = function append(matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n\n this.a = matrix.a * a1 + matrix.b * c1;\n this.b = matrix.a * b1 + matrix.b * d1;\n this.c = matrix.c * a1 + matrix.d * c1;\n this.d = matrix.c * b1 + matrix.d * d1;\n\n this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;\n this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;\n\n return this;\n };\n\n /**\n * Sets the matrix based on all the available properties\n *\n * @param {number} x - Position on the x axis\n * @param {number} y - Position on the y axis\n * @param {number} pivotX - Pivot on the x axis\n * @param {number} pivotY - Pivot on the y axis\n * @param {number} scaleX - Scale on the x axis\n * @param {number} scaleY - Scale on the y axis\n * @param {number} rotation - Rotation in radians\n * @param {number} skewX - Skew on the x axis\n * @param {number} skewY - Skew on the y axis\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.setTransform = function setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n var sr = Math.sin(rotation);\n var cr = Math.cos(rotation);\n var cy = Math.cos(skewY);\n var sy = Math.sin(skewY);\n var nsx = -Math.sin(skewX);\n var cx = Math.cos(skewX);\n\n var a = cr * scaleX;\n var b = sr * scaleX;\n var c = -sr * scaleY;\n var d = cr * scaleY;\n\n this.a = cy * a + sy * c;\n this.b = cy * b + sy * d;\n this.c = nsx * a + cx * c;\n this.d = nsx * b + cx * d;\n\n this.tx = x + (pivotX * a + pivotY * c);\n this.ty = y + (pivotX * b + pivotY * d);\n\n return this;\n };\n\n /**\n * Prepends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to prepend\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.prepend = function prepend(matrix) {\n var tx1 = this.tx;\n\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n\n this.a = a1 * matrix.a + this.b * matrix.c;\n this.b = a1 * matrix.b + this.b * matrix.d;\n this.c = c1 * matrix.a + this.d * matrix.c;\n this.d = c1 * matrix.b + this.d * matrix.d;\n }\n\n this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx;\n this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty;\n\n return this;\n };\n\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n *\n * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to.\n * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties\n */\n\n\n Matrix.prototype.decompose = function decompose(transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n\n var delta = Math.abs(skewX + skewY);\n\n if (delta < 0.00001) {\n transform.rotation = skewY;\n\n if (a < 0 && d >= 0) {\n transform.rotation += transform.rotation <= 0 ? Math.PI : -Math.PI;\n }\n\n transform.skew.x = transform.skew.y = 0;\n } else {\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n\n // next set scale\n transform.scale.x = Math.sqrt(a * a + b * b);\n transform.scale.y = Math.sqrt(c * c + d * d);\n\n // next set position\n transform.position.x = this.tx;\n transform.position.y = this.ty;\n\n return transform;\n };\n\n /**\n * Inverts this matrix\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.invert = function invert() {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = a1 * d1 - b1 * c1;\n\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = (c1 * this.ty - d1 * tx1) / n;\n this.ty = -(a1 * this.ty - b1 * tx1) / n;\n\n return this;\n };\n\n /**\n * Resets this Matix to an identity (default) matrix.\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.identity = function identity() {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n\n return this;\n };\n\n /**\n * Creates a new Matrix object with the same values as this one.\n *\n * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.clone = function clone() {\n var matrix = new Matrix();\n\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n };\n\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @return {PIXI.Matrix} The matrix given in parameter with its values updated.\n */\n\n\n Matrix.prototype.copy = function copy(matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n };\n\n /**\n * A default (identity) matrix\n *\n * @static\n * @const\n */\n\n\n _createClass(Matrix, null, [{\n key: 'IDENTITY',\n get: function get() {\n return new Matrix();\n }\n\n /**\n * A temp matrix\n *\n * @static\n * @const\n */\n\n }, {\n key: 'TEMP_MATRIX',\n get: function get() {\n return new Matrix();\n }\n }]);\n\n return Matrix;\n}();\n\nexports.default = Matrix;\n//# sourceMappingURL=Matrix.js.map","source":"\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descript’´{ùor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _Point = __webpack_require__(126);\n\nvar _Point2 = _interopRequireDefault(_Point);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The PixiJS Matrix class as an object, which makes it a lot faster,\n * here is a representation of it :\n * | a | b | tx|\n * | c | d | ty|\n * | 0 | 0 | 1 |\n *\n * @class\n * @memberof PIXI\n */\nvar Matrix = function () {\n /**\n * @param {number} [a=1] - x scale\n * @param {number} [b=0] - y skew\n * @param {number} [c=0] - x skew\n * @param {number} [d=1] - y scale\n * @param {number} [tx=0] - x translation\n * @param {number} [ty=0] - y translation\n */\n function Matrix() {\n var a = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;\n var b = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var c = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var d = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n var tx = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0;\n var ty = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0;\n\n _classCallCheck(this, Matrix);\n\n /**\n * @member {number}\n * @default 1\n */\n this.a = a;\n\n /**\n * @member {number}\n * @default 0\n */\n this.b = b;\n\n /**\n * @member {number}\n * @default 0\n */\n this.c = c;\n\n /**\n * @member {number}\n * @default 1\n */\n this.d = d;\n\n /**\n * @member {number}\n * @default 0\n */\n this.tx = tx;\n\n /**\n * @member {number}\n * @default 0\n */\n this.ty = ty;\n\n this.array = null;\n }\n\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n *\n * @param {number[]} array - The array that the matrix will be populated from.\n */\n\n\n Matrix.prototype.fromArray = function fromArray(array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n\n /**\n * sets the matrix properties\n *\n * @param {number} a - Matrix component\n * @param {number} b - Matrix component\n * @param {number} c - Matrix component\n * @param {number} d - Matrix component\n * @param {number} tx - Matrix component\n * @param {number} ty - Matrix component\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.set = function set(a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n\n return this;\n };\n\n /**\n * Creates an array from the current Matrix object.\n *\n * @param {boolean} transpose - Whether we need to transpose the matrix or not\n * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @return {number[]} the newly created array which contains the matrix\n */\n\n\n Matrix.prototype.toArray = function toArray(transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n\n var array = out || this.array;\n\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n } else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n\n return array;\n };\n\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n *\n * @param {PIXI.Point} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, transformed through this matrix\n */\n\n\n Matrix.prototype.apply = function apply(pos, newPos) {\n newPos = newPos || new _Point2.default();\n\n var x = pos.x;\n var y = pos.y;\n\n newPos.x = this.a * x + this.c * y + this.tx;\n newPos.y = this.b * x + this.d * y + this.ty;\n\n return newPos;\n };\n\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n *\n * @param {PIXI.Point} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n\n\n Matrix.prototype.applyInverse = function applyInverse(pos, newPos) {\n newPos = newPos || new _Point2.default();\n\n var id = 1 / (this.a * this.d + this.c * -this.b);\n\n var x = pos.x;\n var y = pos.y;\n\n newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;\n newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;\n\n return newPos;\n };\n\n /**\n * Translates the matrix on the x and y.\n *\n * @param {number} x How much to translate x by\n * @param {number} y How much to translate y by\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.translate = function translate(x, y) {\n this.tx += x;\n this.ty += y;\n\n return this;\n };\n\n /**\n * Applies a scale transformation to the matrix.\n *\n * @param {number} x The amount to scale horizontally\n * @param {number} y The amount to scale vertically\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.scale = function scale(x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n\n return this;\n };\n\n /**\n * Applies a rotation transformation to the matrix.\n *\n * @param {number} angle - The angle in radians.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.rotate = function rotate(angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n\n this.a = a1 * cos - this.b * sin;\n this.b = a1 * sin + this.b * cos;\n this.c = c1 * cos - this.d * sin;\n this.d = c1 * sin + this.d * cos;\n this.tx = tx1 * cos - this.ty * sin;\n this.ty = tx1 * sin + this.ty * cos;\n\n return this;\n };\n\n /**\n * Appends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to append.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.append = function append(matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n\n this.a = matrix.a * a1 + matrix.b * c1;\n this.b = matrix.a * b1 + matrix.b * d1;\n this.c = matrix.c * a1 + matrix.d * c1;\n this.d = matrix.c * b1 + matrix.d * d1;\n\n this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;\n this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;\n\n return this;\n };\n\n /**\n * Sets the matrix based on all the available properties\n *\n * @param {number} x - Position on the x axis\n * @param {number} y - Position on the y axis\n * @param {number} pivotX - Pivot on the x axis\n * @param {number} pivotY - Pivot on the y axis\n * @param {number} scaleX - Scale on the x axis\n * @param {number} scaleY - Scale on the y axis\n * @param {number} rotation - Rotation in radians\n * @param {number} skewX - Skew on the x axis\n * @param {number} skewY - Skew on the y axis\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.setTransform = function setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n var sr = Math.sin(rotation);\n var cr = Math.cos(rotation);\n var cy = Math.cos(skewY);\n var sy = Math.sin(skewY);\n var nsx = -Math.sin(skewX);\n var cx = Math.cos(skewX);\n\n var a = cr * scaleX;\n var b = sr * scaleX;\n var c = -sr * scaleY;\n var d = cr * scaleY;\n\n this.a = cy * a + sy * c;\n this.b = cy * b + sy * d;\n this.c = nsx * a + cx * c;\n this.d = nsx * b + cx * d;\n\n this.tx = x + (pivotX * a + pivotY * c);\n this.ty = y + (pivotX * b + pivotY * d);\n\n return this;\n };\n\n /**\n * Prepends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to prepend\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.prepend = function prepend(matrix) {\n var tx1 = this.tx;\n\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n\n this.a = a1 * matrix.a + this.b * matrix.c;\n this.b = a1 * matrix.b + this.b * matrix.d;\n this.c = c1 * matrix.a + this.d * matrix.c;\n this.d = c1 * matrix.b + this.d * matrix.d;\n }\n\n this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx;\n this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty;\n\n return this;\n };\n\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n *\n * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to.\n * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties\n */\n\n\n Matrix.prototype.decompose = function decompose(transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n\n var delta = Math.abs(skewX + skewY);\n\n if (delta < 0.00001) {\n transform.rotation = skewY;\n\n if (a < 0 && d >= 0) {\n transform.rotation += transform.rotation <= 0 ? Math.PI : -Math.PI;\n }\n\n transform.skew.x = transform.skew.y = 0;\n } else {\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n\n // next set scale\n transform.scale.x = Math.sqrt(a * a + b * b);\n transform.scale.y = Math.sqrt(c * c + d * d);\n\n // next set position\n transform.position.x = this.tx;\n transform.position.y = this.ty;\n\n return transform;\n };\n\n /**\n * Inverts this matrix\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.invert = function invert() {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = a1 * d1 - b1 * c1;\n\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = (c1 * this.ty - d1 * tx1) / n;\n this.ty = -(a1 * this.ty - b1 * tx1) / n;\n\n return this;\n };\n\n /**\n * Resets this Matix to an identity (default) matrix.\n *\n * @return {PIXI.Matrix} This matrix. 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i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _Point = require('./Point');\n\nvar _Point2 = _interopRequireDefault(_Point);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The PixiJS Matrix class as an object, which makes it a lot faster,\n * here is a representation of it :\n * | a | b | tx|\n * | c | d | ty|\n * | 0 | 0 | 1 |\n *\n * @class\n * @memberof PIXI\n */\nvar Matrix = function () {\n /**\n * @param {number} [a=1] - x scale\n * @param {number} [b=0] - y skew\n * @param {number} [c=0] - x skew\n * @param {number} [d=1] - y scale\n * @param {number} [tx=0] - x translation\n * @param {number} [ty=0] - y translation\n */\n function Matrix() {\n var a = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;\n var b = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var c = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var d = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n var tx = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0;\n var ty = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0;\n\n _classCallCheck(this, Matrix);\n\n /**\n * @member {number}\n * @default 1\n */\n this.a = a;\n\n /**\n * @member {number}\n * @default 0\n */\n this.b = b;\n\n /**\n * @member {number}\n * @default 0\n */\n this.c = c;\n\n /**\n * @member {number}\n * @default 1\n */\n this.d = d;\n\n /**\n * @member {number}\n * @default 0\n */\n this.tx = tx;\n\n /**\n * @member {number}\n * @default 0\n */\n this.ty = ty;\n\n this.array = null;\n }\n\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n *\n * @param {number[]} array - The array that the matrix will be populated from.\n */\n\n\n Matrix.prototype.fromArray = function fromArray(array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n\n /**\n * sets the matrix properties\n *\n * @param {number} a - Matrix component\n * @param {number} b - Matrix component\n * @param {number} c - Matrix component\n * @param {number} d - Matrix component\n * @param {number} tx - Matrix component\n * @param {number} ty - Matrix component\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.set = function set(a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n\n return this;\n };\n\n /**\n * Creates an array from the current Matrix object.\n *\n * @param {boolean} transpose - Whether we need to transpose the matrix or not\n * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @return {number[]} the newly created array which contains the matrix\n */\n\n\n Matrix.prototype.toArray = function toArray(transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n\n var array = out || this.array;\n\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n } else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n\n return array;\n };\n\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n *\n * @param {PIXI.Point} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, transformed through this matrix\n */\n\n\n Matrix.prototype.apply = function apply(pos, newPos) {\n newPos = newPos || new _Point2.default();\n\n var x = pos.x;\n var y = pos.y;\n\n newPos.x = this.a * x + this.c * y + this.tx;\n newPos.y = this.b * x + this.d * y + this.ty;\n\n return newPos;\n };\n\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n *\n * @param {PIXI.Point} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n\n\n Matrix.prototype.applyInverse = function applyInverse(pos, newPos) {\n newPos = newPos || new _Point2.default();\n\n var id = 1 / (this.a * this.d + this.c * -this.b);\n\n var x = pos.x;\n var y = pos.y;\n\n newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;\n newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;\n\n return newPos;\n };\n\n /**\n * Translates the matrix on the x and y.\n *\n * @param {number} x How much to translate x by\n * @param {number} y How much to translate y by\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.translate = function translate(x, y) {\n this.tx += x;\n this.ty += y;\n\n return this;\n };\n\n /**\n * Applies a scale transformation to the matrix.\n *\n * @param {number} x The amount to scale horizontally\n * @param {number} y The amount to scale vertically\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.scale = function scale(x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n\n return this;\n };\n\n /**\n * Applies a rotation transformation to the matrix.\n *\n * @param {number} angle - The angle in radians.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.rotate = function rotate(angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n\n this.a = a1 * cos - this.b * sin;\n this.b = a1 * sin + this.b * cos;\n this.c = c1 * cos - this.d * sin;\n this.d = c1 * sin + this.d * cos;\n this.tx = tx1 * cos - this.ty * sin;\n this.ty = tx1 * sin + this.ty * cos;\n\n return this;\n };\n\n /**\n * Appends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to append.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.append = function append(matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n\n this.a = matrix.a * a1 + matrix.b * c1;\n this.b = matrix.a * b1 + matrix.b * d1;\n this.c = matrix.c * a1 + matrix.d * c1;\n this.d = matrix.c * b1 + matrix.d * d1;\n\n this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;\n this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;\n\n return this;\n };\n\n /**\n * Sets the matrix based on all the available properties\n *\n * @param {number} x - Position on the x axis\n * @param {number} y - Position on the y axis\n * @param {number} pivotX - Pivot on the x axis\n * @param {number} pivotY - Pivot on the y axis\n * @param {number} scaleX - Scale on the x axis\n * @param {number} scaleY - Scale on the y axis\n * @param {number} rotation - Rotation in radians\n * @param {number} skewX - Skew on the x axis\n * @param {number} skewY - Skew on the y axis\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.setTransform = function setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n var sr = Math.sin(rotation);\n var cr = Math.cos(rotation);\n var cy = Math.cos(skewY);\n var sy = Math.sin(skewY);\n var nsx = -Math.sin(skewX);\n var cx = Math.cos(skewX);\n\n var a = cr * scaleX;\n var b = sr * scaleX;\n var c = -sr * scaleY;\n var d = cr * scaleY;\n\n this.a = cy * a + sy * c;\n this.b = cy * b + sy * d;\n this.c = nsx * a + cx * c;\n this.d = nsx * b + cx * d;\n\n this.tx = x + (pivotX * a + pivotY * c);\n this.ty = y + (pivotX * b + pivotY * d);\n\n return this;\n };\n\n /**\n * Prepends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to prepend\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.prepend = function prepend(matrix) {\n var tx1 = this.tx;\n\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n\n this.a = a1 * matrix.a + this.b * matrix.c;\n this.b = a1 * matrix.b + this.b * matrix.d;\n this.c = c1 * matrix.a + this.d * matrix.c;\n this.d = c1 * matrix.b + this.d * matrix.d;\n }\n\n this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx;\n this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty;\n\n return this;\n };\n\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n *\n * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to.\n * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties\n */\n\n\n Matrix.prototype.decompose = function decompose(transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n\n var delta = Math.abs(skewX + skewY);\n\n if (delta < 0.00001) {\n transform.rotation = skewY;\n\n if (a < 0 && d >= 0) {\n transform.rotation += transform.rotation <= 0 ? Math.PI : -Math.PI;\n }\n\n transform.skew.x = transform.skew.y = 0;\n } else {\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n\n // next set scale\n transform.scale.x = Math.sqrt(a * a + b * b);\n transform.scale.y = Math.sqrt(c * c + d * d);\n\n // next set position\n transform.position.x = this.tx;\n transform.position.y = this.ty;\n\n return transform;\n };\n\n /**\n * Inverts this matrix\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.invert = function invert() {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = a1 * d1 - b1 * c1;\n\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = (c1 * this.ty - d1 * tx1) / n;\n this.ty = -(a1 * this.ty - b1 * tx1) / n;\n\n return this;\n };\n\n /**\n * Resets this Matix to an identity (default) matrix.\n *\n * @return {PIXI.Matrix} This matrix. 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i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _Point = require('./Point');\n\nvar _Point2 = _interopRequireDefault(_Point);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The PixiJS Matrix class as an object, which makes it a lot faster,\n * here is a representation of it :\n * | a | b | tx|\n * | c | d | ty|\n * | 0 | 0 | 1 |\n *\n * @class\n * @memberof PIXI\n */\nvar Matrix = function () {\n /**\n * @param {number} [a=1] - x scale\n * @param {number} [b=0] - y skew\n * @param {number} [c=0] - x skew\n * @param {number} [d=1] - y scale\n * @param {number} [tx=0] - x translation\n * @param {number} [ty=0] - y translation\n */\n function Matrix() {\n var a = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;\n var b = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var c = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var d = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n var tx = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0;\n var ty = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0;\n\n _classCallCheck(this, Matrix);\n\n /**\n * @member {number}\n * @default 1\n */\n this.a = a;\n\n /**\n * @member {number}\n * @default 0\n */\n this.b = b;\n\n /**\n * @member {number}\n * @default 0\n */\n this.c = c;\n\n /**\n * @member {number}\n * @default 1\n */\n this.d = d;\n\n /**\n * @member {number}\n * @default 0\n */\n this.tx = tx;\n\n /**\n * @member {number}\n * @default 0\n */\n this.ty = ty;\n\n this.array = null;\n }\n\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n *\n * @param {number[]} array - The array that the matrix will be populated from.\n */\n\n\n Matrix.prototype.fromArray = function fromArray(array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n\n /**\n * sets the matrix properties\n *\n * @param {number} a - Matrix component\n * @param {number} b - Matrix component\n * @param {number} c - Matrix component\n * @param {number} d - Matrix component\n * @param {number} tx - Matrix component\n * @param {number} ty - Matrix component\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.set = function set(a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n\n return this;\n };\n\n /**\n * Creates an array from the current Matrix object.\n *\n * @param {boolean} transpose - Whether we need to transpose the matrix or not\n * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @return {number[]} the newly created array which contains the matrix\n */\n\n\n Matrix.prototype.toArray = function toArray(transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n\n var array = out || this.array;\n\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n } else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n\n return array;\n };\n\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n *\n * @param {PIXI.Point} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, transformed through this matrix\n */\n\n\n Matrix.prototype.apply = function apply(pos, newPos) {\n newPos = newPos || new _Point2.default();\n\n var x = pos.x;\n var y = pos.y;\n\n newPos.x = this.a * x + this.c * y + this.tx;\n newPos.y = this.b * x + this.d * y + this.ty;\n\n return newPos;\n };\n\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n *\n * @param {PIXI.Point} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n\n\n Matrix.prototype.applyInverse = function applyInverse(pos, newPos) {\n newPos = newPos || new _Point2.default();\n\n var id = 1 / (this.a * this.d + this.c * -this.b);\n\n var x = pos.x;\n var y = pos.y;\n\n newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;\n newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;\n\n return newPos;\n };\n\n /**\n * Translates the matrix on the x and y.\n *\n * @param {number} x How much to translate x by\n * @param {number} y How much to translate y by\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.translate = function translate(x, y) {\n this.tx += x;\n this.ty += y;\n\n return this;\n };\n\n /**\n * Applies a scale transformation to the matrix.\n *\n * @param {number} x The amount to scale horizontally\n * @param {number} y The amount to scale vertically\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.scale = function scale(x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n\n return this;\n };\n\n /**\n * Applies a rotation transformation to the matrix.\n *\n * @param {number} angle - The angle in radians.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.rotate = function rotate(angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n\n this.a = a1 * cos - this.b * sin;\n this.b = a1 * sin + this.b * cos;\n this.c = c1 * cos - this.d * sin;\n this.d = c1 * sin + this.d * cos;\n this.tx = tx1 * cos - this.ty * sin;\n this.ty = tx1 * sin + this.ty * cos;\n\n return this;\n };\n\n /**\n * Appends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to append.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.append = function append(matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n\n this.a = matrix.a * a1 + matrix.b * c1;\n this.b = matrix.a * b1 + matrix.b * d1;\n this.c = matrix.c * a1 + matrix.d * c1;\n this.d = matrix.c * b1 + matrix.d * d1;\n\n this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;\n this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;\n\n return this;\n };\n\n /**\n * Sets the matrix based on all the available properties\n *\n * @param {number} x - Position on the x axis\n * @param {number} y - Position on the y axis\n * @param {number} pivotX - Pivot on the x axis\n * @param {number} pivotY - Pivot on the y axis\n * @param {number} scaleX - Scale on the x axis\n * @param {number} scaleY - Scale on the y axis\n * @param {number} rotation - Rotation in radians\n * @param {number} skewX - Skew on the x axis\n * @param {number} skewY - Skew on the y axis\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.setTransform = function setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n var sr = Math.sin(rotation);\n var cr = Math.cos(rotation);\n var cy = Math.cos(skewY);\n var sy = Math.sin(skewY);\n var nsx = -Math.sin(skewX);\n var cx = Math.cos(skewX);\n\n var a = cr * scaleX;\n var b = sr * scaleX;\n var c = -sr * scaleY;\n var d = cr * scaleY;\n\n this.a = cy * a + sy * c;\n this.b = cy * b + sy * d;\n this.c = nsx * a + cx * c;\n this.d = nsx * b + cx * d;\n\n this.tx = x + (pivotX * a + pivotY * c);\n this.ty = y + (pivotX * b + pivotY * d);\n\n return this;\n };\n\n /**\n * Prepends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to prepend\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.prepend = function prepend(matrix) {\n var tx1 = this.tx;\n\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n\n this.a = a1 * matrix.a + this.b * matrix.c;\n this.b = a1 * matrix.b + this.b * matrix.d;\n this.c = c1 * matrix.a + this.d * matrix.c;\n this.d = c1 * matrix.b + this.d * matrix.d;\n }\n\n this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx;\n this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty;\n\n return this;\n };\n\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n *\n * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to.\n * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties\n */\n\n\n Matrix.prototype.decompose = function decompose(transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n\n var delta = Math.abs(skewX + skewY);\n\n if (delta < 0.00001) {\n transform.rotation = skewY;\n\n if (a < 0 && d >= 0) {\n transform.rotation += transform.rotation <= 0 ? Math.PI : -Math.PI;\n }\n\n transform.skew.x = transform.skew.y = 0;\n } else {\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n\n // next set scale\n transform.scale.x = Math.sqrt(a * a + b * b);\n transform.scale.y = Math.sqrt(c * c + d * d);\n\n // next set position\n transform.position.x = this.tx;\n transform.position.y = this.ty;\n\n return transform;\n };\n\n /**\n * Inverts this matrix\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.invert = function invert() {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = a1 * d1 - b1 * c1;\n\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = (c1 * this.ty - d1 * tx1) / n;\n this.ty = -(a1 * this.ty - b1 * tx1) / n;\n\n return this;\n };\n\n /**\n * Resets this Matix to an identity (default) matrix.\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.identity = function identity() {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n\n return this;\n };\n\n /**\n * Creates a new Matrix object with the same values as this one.\n *\n * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.clone = function clone() {\n var matrix = new Matrix();\n\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n };\n\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @return {PIXI.Matrix} The matrix given in parameter with its values updated.\n */\n\n\n Matrix.prototype.copy = function copy(matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n };\n\n /**\n * A default (identity) matrix\n *\n * @static\n * @const\n */\n\n\n _createClass(Matrix, null, [{\n key: 'IDENTITY',\n get: function get() {\n return new Matrix();\n }\n\n /**\n * A temp matrix\n *\n * @static\n * @const\n */\n\n }, {\n key: 'TEMP_MATRIX',\n get: function get() {\n return new Matrix();\n }\n }]);\n\n return Matrix;\n}();\n\nexports.default = Matrix;\n//# sourceMappingURL=Matrix.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _Point = require('./Point');\n\nvar _Point2 = _interopRequireDefault(_Point);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The PixiJS Matrix class as an object, which makes it a lot faster,\n * here is a representation of it :\n * | a | b | tx|\n * | c | d | ty|\n * | 0 | 0 | 1 |\n *\n * @class\n * @memberof PIXI\n */\nvar Matrix = function () {\n /**\n * @param {number} [a=1] - x scale\n * @param {number} [b=0] - y skew\n * @param {number} [c=0] - x skew\n * @param {number} [d=1] - y scale\n * @param {number} [tx=0] - x translation\n * @param {number} [ty=0] - y translation\n */\n function Matrix() {\n var a = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;\n var b = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var c = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var d = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n var tx = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0;\n var ty = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0;\n\n _classCallCheck(this, Matrix);\n\n /**\n * @member {number}\n * @default 1\n */\n this.a = a;\n\n /**\n * @member {number}\n * @default 0\n */\n this.b = b;\n\n /**\n * @member {number}\n * @default 0\n */\n this.c = c;\n\n /**\n * @member {number}\n * @default 1\n */\n this.d = d;\n\n /**\n * @member {number}\n * @default 0\n */\n this.tx = tx;\n\n /**\n * @member {number}\n * @default 0\n */\n this.ty = ty;\n\n this.array = null;\n }\n\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n *\n * @param {number[]} array - The array that the matrix will be populated from.\n */\n\n\n Matrix.prototype.fromArray = function fromArray(array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n };\n\n /**\n * sets the matrix properties\n *\n * @param {number} a - Matrix component\n * @param {number} b - Matrix component\n * @param {number} c - Matrix component\n * @param {number} d - Matrix component\n * @param {number} tx - Matrix component\n * @param {number} ty - Matrix component\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.set = function set(a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n\n return this;\n };\n\n /**\n * Creates an array from the current Matrix object.\n *\n * @param {boolean} transpose - Whether we need to transpose the matrix or not\n * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @return {number[]} the newly created array which contains the matrix\n */\n\n\n Matrix.prototype.toArray = function toArray(transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n\n var array = out || this.array;\n\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n } else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n\n return array;\n };\n\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n *\n * @param {PIXI.Point} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, transformed through this matrix\n */\n\n\n Matrix.prototype.apply = function apply(pos, newPos) {\n newPos = newPos || new _Point2.default();\n\n var x = pos.x;\n var y = pos.y;\n\n newPos.x = this.a * x + this.c * y + this.tx;\n newPos.y = this.b * x + this.d * y + this.ty;\n\n return newPos;\n };\n\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n *\n * @param {PIXI.Point} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n\n\n Matrix.prototype.applyInverse = function applyInverse(pos, newPos) {\n newPos = newPos || new _Point2.default();\n\n var id = 1 / (this.a * this.d + this.c * -this.b);\n\n var x = pos.x;\n var y = pos.y;\n\n newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;\n newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;\n\n return newPos;\n };\n\n /**\n * Translates the matrix on the x and y.\n *\n * @param {number} x How much to translate x by\n * @param {number} y How much to translate y by\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.translate = function translate(x, y) {\n this.tx += x;\n this.ty += y;\n\n return this;\n };\n\n /**\n * Applies a scale transformation to the matrix.\n *\n * @param {number} x The amount to scale horizontally\n * @param {number} y The amount to scale vertically\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.scale = function scale(x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n\n return this;\n };\n\n /**\n * Applies a rotation transformation to the matrix.\n *\n * @param {number} angle - The angle in radians.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.rotate = function rotate(angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n\n var a1 = this.a;\n var c1 = this.c;\n var tx1 = this.tx;\n\n this.a = a1 * cos - this.b * sin;\n this.b = a1 * sin + this.b * cos;\n this.c = c1 * cos - this.d * sin;\n this.d = c1 * sin + this.d * cos;\n this.tx = tx1 * cos - this.ty * sin;\n this.ty = tx1 * sin + this.ty * cos;\n\n return this;\n };\n\n /**\n * Appends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to append.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.append = function append(matrix) {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n\n this.a = matrix.a * a1 + matrix.b * c1;\n this.b = matrix.a * b1 + matrix.b * d1;\n this.c = matrix.c * a1 + matrix.d * c1;\n this.d = matrix.c * b1 + matrix.d * d1;\n\n this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;\n this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;\n\n return this;\n };\n\n /**\n * Sets the matrix based on all the available properties\n *\n * @param {number} x - Position on the x axis\n * @param {number} y - Position on the y axis\n * @param {number} pivotX - Pivot on the x axis\n * @param {number} pivotY - Pivot on the y axis\n * @param {number} scaleX - Scale on the x axis\n * @param {number} scaleY - Scale on the y axis\n * @param {number} rotation - Rotation in radians\n * @param {number} skewX - Skew on the x axis\n * @param {number} skewY - Skew on the y axis\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.setTransform = function setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n var sr = Math.sin(rotation);\n var cr = Math.cos(rotation);\n var cy = Math.cos(skewY);\n var sy = Math.sin(skewY);\n var nsx = -Math.sin(skewX);\n var cx = Math.cos(skewX);\n\n var a = cr * scaleX;\n var b = sr * scaleX;\n var c = -sr * scaleY;\n var d = cr * scaleY;\n\n this.a = cy * a + sy * c;\n this.b = cy * b + sy * d;\n this.c = nsx * a + cx * c;\n this.d = nsx * b + cx * d;\n\n this.tx = x + (pivotX * a + pivotY * c);\n this.ty = y + (pivotX * b + pivotY * d);\n\n return this;\n };\n\n /**\n * Prepends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to prepend\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.prepend = function prepend(matrix) {\n var tx1 = this.tx;\n\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n var a1 = this.a;\n var c1 = this.c;\n\n this.a = a1 * matrix.a + this.b * matrix.c;\n this.b = a1 * matrix.b + this.b * matrix.d;\n this.c = c1 * matrix.a + this.d * matrix.c;\n this.d = c1 * matrix.b + this.d * matrix.d;\n }\n\n this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx;\n this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty;\n\n return this;\n };\n\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n *\n * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to.\n * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties\n */\n\n\n Matrix.prototype.decompose = function decompose(transform) {\n // sort out rotation / skew..\n var a = this.a;\n var b = this.b;\n var c = this.c;\n var d = this.d;\n\n var skewX = -Math.atan2(-c, d);\n var skewY = Math.atan2(b, a);\n\n var delta = Math.abs(skewX + skewY);\n\n if (delta < 0.00001) {\n transform.rotation = skewY;\n\n if (a < 0 && d >= 0) {\n transform.rotation += transform.rotation <= 0 ? Math.PI : -Math.PI;\n }\n\n transform.skew.x = transform.skew.y = 0;\n } else {\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n\n // next set scale\n transform.scale.x = Math.sqrt(a * a + b * b);\n transform.scale.y = Math.sqrt(c * c + d * d);\n\n // next set position\n transform.position.x = this.tx;\n transform.position.y = this.ty;\n\n return transform;\n };\n\n /**\n * Inverts this matrix\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.invert = function invert() {\n var a1 = this.a;\n var b1 = this.b;\n var c1 = this.c;\n var d1 = this.d;\n var tx1 = this.tx;\n var n = a1 * d1 - b1 * c1;\n\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = (c1 * this.ty - d1 * tx1) / n;\n this.ty = -(a1 {$#Dù* this.ty - b1 * tx1) / n;\n\n return this;\n };\n\n /**\n * Resets this Matix to an identity (default) matrix.\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.identity = function identity() {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n\n return this;\n };\n\n /**\n * Creates a new Matrix object with the same values as this one.\n *\n * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls.\n */\n\n\n Matrix.prototype.clone = function clone() {\n var matrix = new Matrix();\n\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n };\n\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @return {PIXI.Matrix} The matrix given in parameter with its values updated.\n */\n\n\n Matrix.prototype.copy = function copy(matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n };\n\n /**\n * A default (identity) matrix\n *\n * @static\n * @const\n */\n\n\n _createClass(Matrix, null, [{\n key: 'IDENTITY',\n get: function get() {\n return new Matrix();\n }\n\n /**\n * A temp matrix\n *\n * @static\n * @const\n */\n\n }, {\n key: 'TEMP_MATRIX',\n get: function get() {\n return new Matrix();\n }\n }]);\n\n return Matrix;\n}();\n\nexports.default = Matrix;\n//# sourceMappingURL=Matrix.js.mapmeta{}125truetrue0,13126","dependencies":[{"contextDependency":false,"constDependency":true,"regExp":null,"loc":{"start":{"line":1,"column":0},"end":{"line":1,"column":13}},"_resolvedModuleIdentifier":null,"_inContextDependencyIdentifier":"[\"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math\",{\"contextDependency\":false,\"constDependency\":true,\"regExp\":null,\"loc\":{\"start\":{\"line\":1,\"column\":0},\"end\":{\"line\":1,\"column\":13}}}]"},{"contextDependency":false,"constDependency":false,"request":"./Point","regExp":null,"optional":false,"loc":{"start":{"line":7,"column":13},"end":{"line":7,"column":31}},"_resolvedModuleIdentifier":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/Point.js","_inContextDependencyIdentifier":"[\"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math\",{\"contextDependency\":false,\"constDependency\":false,\"request\":\"./Point\",\"regExp\":null,\"optional\":false,\"loc\":{\"start\":{\"line\":7,\"column\":13},\"end\":{\"line\":7,\"column\":31}}}]","_resolveCacheId":"[\"\",\"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math\",\"./Point\"]"}],"variables":[],"blocks":[],"fileDependencies":["/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/Matrix.js"],"contextDependencies":[],"errors":[],"warnings":[]}Q/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/Point.js¤i{"moduleId":126,"context":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math","request":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/Point.js","userRequest":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/Point.js","rawRequest":"./Point","resource":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/Point.js","loaders":[],"identifier":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/Point.js","assets":[],"buildTimestamp":1507699844090,"strict":true,"meta":{},"used":true,"usedExports":true,"issuer":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/index.js","rawSource":"\"use strict\";\n\nexports.__esModule = true;\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n *\n * @class\n * @memberof PIXI\n */\nvar Point = function () {\n /**\n * @param {number} [x=0] - 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The rectangle to copy.\n * @return {PIXI.Rectangle} Returns itself.\n */\n\n\n Rectangle.prototype.copy = function copy(rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n\n return this;\n };\n\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Rectangle\n */\n\n\n Rectangle.prototype.contains = function contains(x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n\n return false;\n };\n\n /**\n * Pads the rectangle making it grow in all directions.\n *\n * @param {number} paddingX - The horizontal padding amount.\n * @param {number} paddingY - 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this.y;\n if (this.height < 0) {\n this.height = 0;\n }\n }\n };\n\n /**\n * Enlarges this rectangle to include the passed rectangle.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to include.\n */\n\n\n Rectangle.prototype.enlarge = function enlarge(rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n };\n\n _createClass(Rectangle, [{\n key: 'left',\n get: function get() {\n return this.x;\n }\n\n /**\n * returns the right edge of the rectangle\n *\n * @member {number}\n */\n\n }, {\n key: 'right',\n get: function get() {\n return this.x + this.width;\n }\n\n /**\n * returns the top edge of the rectangle\n *\n * @member {number}\n */\n\n }, {\n key: 'top',\n get: function get() {\n return this.y;\n }\n\n /**\n * returns the bottom edge of the rectangle\n *\n * @member {number}\n */\n\n }, {\n key: 'bottom',\n get: function get() {\n return this.y + this.height;\n }\n\n /**\n * A constant empty rectangle.\n *\n * @static\n * @constant\n */\n\n }], [{\n key: 'EMPTY',\n get: function get() {\n return new Rectangle(0, 0, 0, 0);\n }\n }]);\n\n return Rectangle;\n}();\n\nexports.default = Rectangle;\n//# sourceMappingURL=Rectangle.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _const = require('../../const');\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n *\n * @class\n * @memberof PIXI\n */\nvar Rectangle = function () {\n /**\n * @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle\n * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle\n * @param {number} [width=0] - The overall width of this rectangle\n * @param {number} [height=0] - The overall height of this rectangle\n */\n function Rectangle() {\n var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var width = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var height = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;\n\n _classCallCheck(this, Rectangle);\n\n /**\n * @member {number}\n * @default 0\n */\n this.x = Number(x);\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = Number(y);\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = Number(width);\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = Number(height);\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.RECT\n * @see PIXI.SHAPES\n */\n this.type = _const.SHAPES.RECT;\n }\n\n /**\n * returns the left edge of the rectangle\n *\n * @member {number}\n */\n\n\n /**\n * Creates a clone of this Rectangle\n *\n * @return {PIXI.Rectangle} a copy of the rectangle\n */\n Rectangle.prototype.clone = function clone() {\n return new Rectangle(this.x, this.y, this.width, this.height);\n };\n\n /**\n * Copies another rectangle to this one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to copy.\n * @return {PIXI.Rectangle} Returns itself.\n */\n\n\n Rectangle.prototype.copy = function copy(rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n\n return this;\n };\n\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Rectangle\n */\n\n\n Rectangle.prototype.contains = function contains(x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n\n return false;\n };\n\n /**\n * Pads the rectangle making it grow in all directions.\n *\n * @param {number} paddingX - The horizontal padding amount.\n * @param {number} paddingY - The vertical padding amount.\n */\n\n\n Rectangle.prototype.pad = function pad(paddingX, paddingY) {\n paddingX = paddingX || 0;\n paddingY = paddingY || (paddingY !== 0 ? paddingX : 0);\n\n this.x -= paddingX;\n this.y -= paddingY;\n\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n };\n\n /**\n * Fits this rectangle around the passed one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to fit.\n */\n\n\n Rectangle.prototype.fit = function fit(rectangle) {\n if (this.x < rectangle.x) {\n this.width += this.x;\n if (this.width < 0) {\n this.width = 0;\n }\n\n this.x = rectangle.x;\n }\n\n if (this.y < rectangle.y) {\n this.height += this.y;\n if (this.height < 0) {\n this.height = 0;\n }\n this.y = rectangle.y;\n }\n\n if (this.x + this.width > rectangle.x + rectangle.width) {\n this.width = rectangle.width - this.x;\n if (this.width < 0) {\n this.width = 0;\n }\n }\n\n if (this.y + this.height > rectangle.y + rectangle.height) {\n this.height = rectangle.height - this.y;\n if (this.height < 0) {\n this.height = 0;\n }\n }\n };\n\n /**\n * Enlarges this rectangle to include the passed rectangle.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to include.\n */\n\n\n Rectangle.prototype.enlarge = function enlarge(rectangle) {\n var x1 = Math.min(this.x, rectangle.x);\n var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n var y1 = Math.min(this.y, rectangle.y);\n var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n };\n\n _createClass(Rectangle, [{\n key: 'left',\n get: function get() {\n return this.x;\n }\n\n /**\n * returns the right edge of the rectangle\n *\n * @member {number}\n */\n\n }, {\n key: 'right',\n get: function get() {\n return this.x + this.width;\n }\n\n /**\n * returns the top edge of the rectangle\n *\n * @member {number}\n */\n\n }, {\n key: 'top',\n get: function get() {\n return this.y;\n }\n\n /**\n * returns the bottom edge of the rectangle\n *\n * @member {number}\n */\n\n }, {\n key: 'bottom',\n get: function get() {\n return this.y + this.height;\n }\n\n /**\n * A constant empty rectangle.\n *\n * @static\n * @constant\n */\n\n }], [{\n key: 'EMPTY',\n get: function get() {\n return new Rectangle(0, 0, 0, 0);\n }\n }]);\n\n return Rectangle;\n}();\n\nexports.default = Rectangle;\n//# sourceMappingURL=Rectangle.js.mapmeta{}127truetrue0,130","dependencies":[{"contextDependency":false,"constDependency":true,"regExp":null,"loc":{"start":{"line":1,"column":0},"end":{"line":1,"column":13}},"_resolvedModuleIdentifier":null,"_inContextDependencyIdentifier":"[\"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/shapes\",{\"contextDependency\":false,\"constDependency\":true,\"regExp\":null,\"loc\":{\"start\":{\"line\":1,\"column\":0},\"end\":{\"line\":1,\"column\":13}}}]"},{"contextDependency":false,"constDependency":false,"request":"../../const","regExp":null,"optional":false,"loc":{"start":{"line":7,"column":13},"end":{"line":7,"column":35}},"_resolvedModuleIdentifier":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/const.js","_inContextDependencyIdentifier":"[\"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/shapes\",{\"contextDependency\":false,\"constDependency\":false,\"request\":\"../../const\",\"regExp\":null,\"optional\":false,\"loc\":{\"start\":{\"line\":7,\"column\":13},\"end\":{\"line\":7,\"column\":35}}}]","_resolveCacheId":"[\"\",\"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/shapes\",\"../../const\"]"}],"variables":[],"blocks":[],"fileDependencies":["/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/math/shapes/Rectangle.js"],"contextDependencies":[],"errors":[],"warnings":[]}U/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/sprites/Sprite.js“ø{"moduleId":128,"context":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/sprites","request":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/sprites/Sprite.js","userRequest":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/sprites/Sprite.js","rawRequest":"./sprites/Sprite","resource":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/sprites/Sprite.js","loaders":[],"identifier":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/sprites/Sprite.js","assets":[],"buildTimestamp":1507699843549,"strict":true,"meta":{},"used":true,"usedExports":true,"issuer":"/home/miguelangel/Escritorio/DuckHunt/node_modules/pixi.js/lib/core/index.js","rawSource":"'use strict';\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _math = require('../math');\n\nvar _utils = require('../utils');\n\nvar _const = require('../const');\n\nvar _Texture = require('../textures/Texture');\n\nvar _Texture2 = _interopRequireDefault(_Texture);\n\nvar _Container2 = require('../display/Container');\n\nvar _Container3 = _interopRequireDefault(_Container2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar tempPoint = new _math.Point();\n\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = new PIXI.Sprite.fromImage('assets/image.png');\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\n\nvar Sprite = function (_Container) {\n _inherits(Sprite, _Container);\n\n /**\n * @param {PIXI.Texture} texture - The texture for this sprite\n */\n function Sprite(texture) {\n _classCallCheck(this, Sprite);\n\n /**\n * The anchor sets the origin point of the texture.\n * The default is 0,0 this means the texture's origin is the top left\n * Setting the anchor to 0.5,0.5 means the texture's origin is centered\n * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner\n *\n * @member {PIXI.ObservablePoint}\n * @private\n */\n var _this = _possibleConstructorReturn(this, _Container.call(this));\n\n _this._anchor = new _math.ObservablePoint(_this._onAnchorUpdate, _this);\n\n /**\n * The texture that the sprite is using\n *\n * @private\n * @member {PIXI.Texture}\n */\n _this._texture = null;\n\n /**\n * The width of the sprite (this is initially set by the texture)\n *\n * @private\n * @member {number}\n */\n _this._width = 0;\n\n /**\n * The height of the sprite (this is initially set by the texture)\n *\n * @private\n * @member {number}\n */\n _this._height = 0;\n\n /**\n * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n _this._tint = null;\n _this._tintRGB = null;\n _this.tint = 0xFFFFFF;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n _this.blendMode = _const.BLEND_MODES.NORMAL;\n\n /**\n * The shader that will be used to render the sprite. Set to null to remove a current shader.\n *\n * @member {PIXI.Filter|PIXI.Shader}\n */\n _this.shader = null;\n\n /**\n * An internal cached value of the tint.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n _this.cachedTint = 0xFFFFFF;\n\n // call texture setter\n _this.texture = texture || _Texture2.default.EMPTY;\n\n /**\n * this is used to store the v(5ëZùertex data of the sprite (basically a quad)\n *\n * @private\n * @member {Float32Array}\n */\n _this.vertexData = new Float32Array(8);\n\n /**\n * This is used to calculate the bounds of the object IF it is a trimmed sprite\n *\n * @private\n * @member {Float32Array}\n */\n _this.vertexTrimmedData = null;\n\n _this._transformID = -1;\n _this._textureID = -1;\n\n _this._transformTrimmedID = -1;\n _this._textureTrimmedID = -1;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.\n *\n * @member {string}\n * @default 'sprite'\n */\n _this.pluginName = 'sprite';\n return _this;\n }\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @private\n */\n\n\n Sprite.prototype._onTextureUpdate = function _onTextureUpdate() {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this.cachedTint = 0xFFFFFF;\n\n // so if _width is 0 then width was not set..\n if (this._width) {\n this.scale.x = (0, _utils.sign)(this.scale.x) * this._width / this._texture.orig.width;\n }\n\n if (this._height) {\n this.scale.y = (0, _utils.sign)(this.scale.y) * this._height / this._texture.orig.height;\n }\n };\n\n /**\n * Called when the anchor position updates.\n *\n * @private\n */\n\n\n Sprite.prototype._onAnchorUpdate = function _onAnchorUpdate() {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n };\n\n /**\n * calculates worldTransform * vertices, store it in vertexData\n */\n\n\n Sprite.prototype.calculateVertices = function calculateVertices() {\n if (this._transformID === this.transform._worldID && this._textureID === this._texture._updateID) {\n return;\n }\n\n this._transformID = this.transform._worldID;\n this._textureID = this._texture._updateID;\n\n // set the vertex data\n\n var texture = this._texture;\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n var trim = texture.trim;\n var orig = texture.orig;\n var anchor = this._anchor;\n\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - anchor._x * orig.width;\n w0 = w1 + trim.width;\n\n h1 = trim.y - anchor._y * orig.height;\n h0 = h1 + trim.height;\n } else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n\n // xy\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n\n // xy\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n\n // xy\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n\n // xy\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n };\n\n /**\n * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData\n * This is used to ensure that the true width and height of a trimmed texture is respected\n */\n\n\n Sprite.prototype.calculateTrimmedVertices = function calculateTrimmedVertices() {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n } else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n\n // lets do some special trim code!\n var texture = this._texture;\n var vertexData = this.vertexTrimmedData;\n var orig = texture.orig;\n var anchor = this._anchor;\n\n // lets calculate the new untrimmed bounds..\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n\n var w1 = -anchor._x * orig.width;\n var w0 = w1 + orig.width;\n\n var h1 = -anchor._y * orig.height;\n var h0 = h1 + orig.height;\n\n // xy\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n\n // xy\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n\n // xy\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n\n // xy\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n };\n\n /**\n *\n * Renders the object using the WebGL renderer\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The webgl renderer to use.\n */\n\n\n Sprite.prototype._renderWebGL = function _renderWebGL(renderer) {\n this.calculateVertices();\n\n renderer.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n\n\n Sprite.prototype._renderCanvas = function _renderCanvas(renderer) {\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * Updates the bounds of the sprite.\n *\n * @private\n */\n\n\n Sprite.prototype._calculateBounds = function _calculateBounds() {\n var trim = this._texture.trim;\n var orig = this._texture.orig;\n\n // First lets check to see if the current texture has a trim..\n if (!trim || trim.width === orig.width && trim.height === orig.height) {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n } else {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n };\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n\n\n Sprite.prototype.getLocalBounds = function getLocalBounds(rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n this._bounds.minX = this._texture.orig.width * -this._anchor._x;\n this._bounds.minY = this._texture.orig.height * -this._anchor._y;\n this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new _math.Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return _Container.prototype.getLocalBounds.call(this, rect);\n };\n\n /**\n * Tests if a point is inside this sprite\n *\n * @param {PIXI.Point} point - the point to test\n * @return {boolean} the result of the test\n */\n\n\n Sprite.prototype.containsPoint = function containsPoint(point) {\n this.worldTransform.applyInverse(point, tempPoint);\n\n var width = this._texture.orig.width;\n var height = this._texture.orig.height;\n var x1 = -width * this.anchor.x;\n var y1 = 0;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n y1 = -height * this.anchor.y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n\n return false;\n };\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n\n\n Sprite.prototype.destroy = function destroy(options) {\n _Container.prototype.destroy.call(this, options);\n\n this._anchor = null;\n\n var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n\n if (destroyTexture) {\n var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n\n this._texture.destroy(!!destroyBaseTexture);\n }\n\n this._texture = null;\n this.shader = null;\n };\n\n // some helper functions..\n\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from\n * @return {PIXI.Sprite} The newly created sprite\n */\n\n\n Sprite.from = function from(source) {\n return new Sprite(_Texture2.default.from(source));\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId\n * The frame ids are created when a Texture packer file has been loaded\n *\n * @static\n * @param {string} frameId - The frame Id of the texture in the cache\n * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the frameId\n */\n\n\n Sprite.fromFrame = function fromFrame(frameId) {\n var texture = _utils.TextureCache[frameId];\n\n if (!texture) {\n throw new Error('The frameId \"' + frameId + '\" does not exist in the texture cache');\n }\n\n return new Sprite(texture);\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture based on an image url\n * If the image is not in the texture cache it will be loaded\n *\n * @static\n * @param {string} imageId - The image url of the texture\n * @param {boolean} [crossorigin=(auto)] - if you want to specify the cross-origin parameter\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode,\n * see {@link PIXI.SCALE_MODES} for possible values\n * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the image id\n */\n\n\n Sprite.fromImage = function fromImage(imageId, crossorigin, scaleMode) {\n return new Sprite(_Texture2.default.fromImage(imageId, crossorigin, scaleMode));\n };\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n\n _createClass(Sprite, [{\n key: 'width',\n get: function get() {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var s = (0, _utils.sign)(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n\n /**\n * The height of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n }, {\n key: 'height',\n get: function get() {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var s = (0, _utils.sign)(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n\n /**\n * The anchor sets the origin point of the texture.\n * The default is 0,0 this means the texture's origin is the top left\n * Setting the anchor to 0.5,0.5 means the texture's origin is centered\n * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner\n *\n * @member {PIXI.ObservablePoint}\n */\n\n }, {\n key: 'anchor',\n get: function get() {\n return this._anchor;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n this._anchor.copy(value);\n }\n\n /**\n * The tint applied to the sprite. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n\n }, {\n key: 'tint',\n get: function get() {\n return this._tint;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n }\n\n /**\n * The texture that the sprite is using\n *\n * @member {PIXI.Texture}\n */\n\n }, {\n key: 'texture',\n get: function get() {\n return this._texture;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n if (this._texture === value) {\n return;\n }\n\n this._texture = value;\n this.cachedTint = 0xFFFFFF;\n\n this._textureID = -1;\n this._textureTrimmedID = -1;\n\n if (value) {\n // wait for the texture to load\n if (value.baseTexture.hasLoaded) {\n this._onTextureUpdate();\n } else {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n }\n }]);\n\n return Sprite;\n}(_Container3.default);\n\nexports.default = Sprite;\n//# sourceMappingURL=Sprite.js.map","source":"\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _math = __webpack_require__(8);\n\nvar _utils = __webpack_require__(3);\n\nvar _const = __webpack_require__(0);\n\nvar _Texture = __webpack_require__(37);\n\nvar _Texture2 = _interopRequireDefault(_Texture);\n\nvar _Container2 = __webpack_require__(55);\n\nvar _Container3 = _interopRequireDefault(_Container2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar tempPoint = new _math.Point();\n\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = new PIXI.Sprite.fromImage('assets/image.png');\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\n\nvar Sprite = function (_Container) {\n _inherits(Sprite, _Container);\n\n /**\n * @param {PIXI.Texture} texture - The texture for this sprite\n */\n function Sprite(texture) {\n _classCallCheck(this, Sprite);\n\n /**\n * The anchor sets the origin point of the texture.\n * The default is 0,0 this means the texture's origin is the top left\n * Setting the anchor to 0.5,0.5 means the texture's origin is centered\n * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner\n *\n * @member {PIXI.ObservablePoint}\n * @private\n */\n var _this = _possibleConstructorReturn(this, _Container.call(this));\n\n _this._anchor = new _math.ObservablePoint(_this._onAnchorUpdate, _this);\n\n /**\n * The texture that the sprite is using\n *\n * @private\n * @member {PIXI.Texture}\n */\n _this._texture = null;\n\n /**\n * The width of the sprite (this is initially set by the texture)\n *\n * @private\n * @member {number}\n */\n _this._width = 0;\n\n /**\n * The height of the sprite (this is initially set by the texture)\n *\n * @private\n * @member {number}\n */\n _this._height = 0;\n\n /**\n * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n _this._tint = null;\n _this._tintRGB = null;\n _this.tint = 0xFFFFFF;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n _this.blendMode = _const.BLEND_MODES.NORMAL;\n\n /**\n * The shader that will be used to render the sprite. Set to null to remove a current shader.\n *\n * @member {PIXI.Filter|PIXI.Shader}\n */\n _this.shader = null;\n\n /**\n * An internal cached value of the tint.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n _this.cachedTint = 0xFFFFFF;\n\n // call texture setter\n _this.texture = texture || _Texture2.default.EMPTY;\n\n /**\n * this is used to store the vertex data of the sprite (basically a quad)\n *\n * @private\n * @member {Float32Array}\n */\n _this.vertexData = new Float32Array(8);\n\n /**\n * This is used to calculate the bounds of the object IF it is a trimmed sprite\n *\n * @private\n * @member {Float32Array}\n */\n _this.vertexTrimmedData = null;\n\n _this._transformID = -1;\n _this._textureID = -1;\n\n _this._transformTrimmedID = -1;\n _this._textureTrimmedID = -1;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.\n *\n * @member {string}\n * @default 'sprite'\n */\n _this.pluginName = 'sprite';\n return _this;\n }\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @private\n */\n\n\n Sprite.prototype._onTextureUpdate = function _onTextureUpdate() {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this.cachedTint = 0xFFFFFF;\n\n // so if _width is 0 then width was not set..\n if (this._width) {\n this.scale.x = (0, _utils.sign)(this.scale.x) * this._width / this._texture.orig.width;\n }\n\n if (this._height) {\n this.scale.y = (0, _utils.sign)(this.scale.y) * this._height / this._texture.orig.height;\n }\n };\n\n /**\n * Called when the anchor position updates.\n *\n * @private\n */\n\n\n Sprite.prototype._onAnchorUpdate = function _onAnchorUpdate() {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n };\n\n /**\n * calculates worldTransform * vertices, store it in vertexData\n */\n\n\n Sprite.prototype.calculateVertices = function calculateVertices() {\n if (this._transformID === this.transform._worldID && this._textureID === this._texture._updateID) {\n return;\n }\n\n this._transformID = this.transform._worldID;\n this._textureID = this._texture._updateID;\n\n // set the vertex data\n\n var texture = this._texture;\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n var trim = texture.trim;\n var orig = texture.orig;\n var anchor = this._anchor;\n\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - anchor._x * orig.width;\n w0 = w1 + trim.width;\n\n h1 = trim.y - anchor._y * orig.height;\n h0 = h1 + trim.height;\n } else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n\n // xy\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n\n // xy\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n\n // xy\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n\n // xy\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n };\n\n /**\n * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData\n * This is used to ensure that the true width and height of a trimmed texture is respected\n */\n\n\n Sprite.prototype.calculateTrimmedVertices = function calculateTrimmedVertices() {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n } else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n\n // lets do some special trim code!\n var texture = this._texture;\n var vertexData = this.vertexTrimmedData;\n var orig = texture.orig;\n var anchor = this._anchor;\n\n // lets calculate the new untrimmed bounds..\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n\n var w1 = -anchor._x * orig.width;\n var w0 = w1 + orig.width;\n\n var h1 = -anchor._y * orig.height;\n var h0 = h1 + orig.height;\n\n // xy\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n\n // xy\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n\n // xy\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n\n // xy\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n };\n\n /**\n *\n * Renders the object using the WebGL renderer\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The webgl renderer to use.\n */\n\n\n Sprite.prototype._renderWebGL = function _renderWebGL(renderer) {\n this.calculateVertices();\n\n renderer.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n\n\n Sprite.prototype._renderCanvas = function _renderCanvas(renderer) {\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * Updates the bounds of the sprite.\n *\n * @private\n */\n\n\n Sprite.prototype._calculateBounds = function _calculateBounds() {\n var trim = this._texture.trim;\n var orig = this._texture.orig;\n\n // First lets check to see if the current texture has a trim..\n if (!trim || trim.width === orig.width && trim.height === orig.height) {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n } else {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n };\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n\n\n Sprite.prototype.getLocalBounds = function getLocalBounds(rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n this._bounds.minX = this._texture.orig.width * -this._anchor._x;\n this._bounds.minY = this._texture.orig.height * -this._anchor._y;\n this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new _math.Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return _Container.prototype.getLocalBounds.call(this, rect);\n };\n\n /**\n * Tests if a point is inside this sprite\n *\n * @param {PIXI.Point} point - the point to test\n * @return {boolean} the result of the test\n */\n\n\n Sprite.prototype.containsPoint = function containsPoint(point) {\n this.worldTransform.applyInverse(point, tempPoint);\n\n var width = this._texture.orig.width;\n var height = this._texture.orig.height;\n var x1 = -width * this.anchor.x;\n var y1 = 0;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n y1 = -height * this.anchor.y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n\n return false;\n };\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n\n\n Sprite.prototype.destroy = function destroy(options) {\n _Container.prototype.destroy.call(this, options);\n\n this._anchor = null;\n\n var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n\n if (destroyTexture) {\n var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n\n this._texture.destroy(!!destroyBaseTexture);\n }\n\n this._texture = null;\n this.shader = null;\n };\n\n // some helper functions..\n\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from\n * @return {PIXI.Sprite} The newly created sprite\n */\n\n\n Sprite.from = function from(source) {\n return new Sprite(_Texture2.default.from(source));\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId\n * The frame ids are created when a Texture packer file has been loaded\n *\n * @static\n * @param {string} frameId - The frame Id of the texture in the cache\n * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the frameId\n */\n\n\n Sprite.fromFrame = function fromFrame(frameId) {\n var texture = _utils.TextureCache[frameId];\n\n if (!texture) {\n throw new Error('The frameId \"' + frameId + '\" does not exist in the texture cache');\n }\n\n return new Sprite(texture);\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture based on an image url\n * If the image is not in the texture cache it will be loaded\n *\n * @static\n * @param {string} imageId - The image url of the texture\n * @param {boolean} [crossorigin=(auto)] - if you want to specify the cross-origin parameter\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode,\n * see {@link PIXI.SCALE_MODES} for possible values\n * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the image id\n */\n\n\n Sprite.fromImage = function fromImage(imageId, crossorigin, scaleMode) {\n return new Sprite(_Texture2.default.fromImage(imageId, crossorigin, scaleMode));\n };\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n\n _createClass(Sprite, [{\n key: 'width',\n get: function get() {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n µ¯Ò0ù var s = (0, _utils.sign)(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n\n /**\n * The height of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n }, {\n key: 'height',\n get: function get() {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var s = (0, _utils.sign)(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n\n /**\n * The anchor sets the origin point of the texture.\n * The default is 0,0 this means the texture's origin is the top left\n * Setting the anchor to 0.5,0.5 means the texture's origin is centered\n * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner\n *\n * @member {PIXI.ObservablePoint}\n */\n\n }, {\n key: 'anchor',\n get: function get() {\n return this._anchor;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n this._anchor.copy(value);\n }\n\n /**\n * The tint applied to the sprite. 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i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _math = require('../math');\n\nvar _utils = require('../utils');\n\nvar _const = require('../const');\n\nvar _Texture = require('../textures/Texture');\n\nvar _Texture2 = _interopRequireDefault(_Texture);\n\nvar _Container2 = require('../display/Container');\n\nvar _Container3 = _interopRequireDefault(_Container2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar tempPoint = new _math.Point();\n\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = new PIXI.Sprite.fromImage('assets/image.png');\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\n\nvar Sprite = function (_Container) {\n _inherits(Sprite, _Container);\n\n /**\n * @param {PIXI.Texture} texture - The texture for this sprite\n */\n function Sprite(texture) {\n _classCallCheck(this, Sprite);\n\n /**\n * The anchor sets the origin point of the texture.\n * The default is 0,0 this means the texture's origin is the top left\n * Setting the anchor to 0.5,0.5 means the texture's origin is centered\n * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner\n *\n * @member {PIXI.ObservablePoint}\n * @private\n */\n var _this = _possibleConstructorReturn(this, _Container.call(this));\n\n _this._anchor = new _math.ObservablePoint(_this._onAnchorUpdate, _this);\n\n /**\n * The texture that the sprite is using\n *\n * @private\n * @member {PIXI.Texture}\n */\n _this._texture = null;\n\n /**\n * The width of the sprite (this is initially set by the texture)\n *\n * @private\n * @member {number}\n */\n _this._width = 0;\n\n /**\n * The height of the sprite (this is initially set by the texture)\n *\n * @private\n * @member {number}\n */\n _this._height = 0;\n\n /**\n * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n _this._tint = null;\n _this._tintRGB = null;\n _this.tint = 0xFFFFFF;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n _this.blendMode = _const.BLEND_MODES.NORMAL;\n\n /**\n * The shader that will be used to render the sprite. Set to null to remove a current shader.\n *\n * @member {PIXI.Filter|PIXI.Shader}\n */\n _this.shader = null;\n\n /**\n * An internal cached value of the tint.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n _this.cachedTint = 0xFFFFFF;\n\n // call texture setter\n _this.texture = texture || _Texture2.default.EMPTY;\n\n /**\n * this is used to store the vertex data of the sprite (basically a quad)\n *\n * @private\n * @member {Float32Array}\n */\n _this.vertexData = new Float32Array(8);\n\n /**\n * This is used to calculate the bounds of the object IF it is a trimmed sprite\n *\n * @private\n * @member {Float32Array}\n */\n _this.vertexTrimmedData = null;\n\n _this._transformID = -1;\n _this._textureID = -1;\n\n _this._transformTrimmedID = -1;\n _this._textureTrimmedID = -1;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.\n *\n * @member {string}\n * @default 'sprite'\n */\n _this.pluginName = 'sprite';\n return _this;\n }\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @private\n */\n\n\n Sprite.prototype._onTextureUpdate = function _onTextureUpdate() {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this.cachedTint = 0xFFFFFF;\n\n // so if _width is 0 then width was not set..\n if (this._width) {\n this.scale.x = (0, _utils.sign)(this.scale.x) * this._width / this._texture.orig.width;\n }\n\n if (this._height) {\n this.scale.y = (0, _utils.sign)(this.scale.y) * this._height / this._texture.orig.height;\n }\n };\n\n /**\n * Called when the anchor position updates.\n *\n * @private\n */\n\n\n Sprite.prototype._onAnchorUpdate = function _onAnchorUpdate() {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n };\n\n /**\n * calculates worldTransform * vertices, store it in vertexData\n */\n\n\n Sprite.prototype.calculateVertices = function calculateVertices() {\n if (this._transformID === this.transform._worldID && this._textureID === this._texture._updateID) {\n return;\n }\n\n this._transformID = this.transform._worldID;\n this._textureID = this._texture._updateID;\n\n // set the vertex data\n\n var texture = this._texture;\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n var trim = texture.trim;\n var orig = texture.orig;\n var anchor = this._anchor;\n\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - anchor._x * orig.width;\n w0 = w1 + trim.width;\n\n h1 = trim.y - anchor._y * orig.height;\n h0 = h1 + trim.height;\n } else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n\n // xy\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n\n // xy\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n\n // xy\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n\n // xy\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n };\n\n /**\n * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData\n * This is used to ensure that the true width and height of a trimmed texture is respected\n */\n\n\n Sprite.prototype.calculateTrimmedVertices = function calculateTrimmedVertices() {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n } else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n\n // lets do some special trim code!\n var texture = this._texture;\n var vertexData = this.vertexTrimmedData;\n var orig = texture.orig;\n var anchor = this._anchor;\n\n // lets calculate the new untrimmed bounds..\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n\n var w1 = -anchor._x * orig.width;\n var w0 = w1 + orig.width;\n\n var h1 = -anchor._y * orig.height;\n var h0 = h1 + orig.height;\n\n // xy\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n\n // xy\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n\n // xy\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n\n // xy\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n };\n\n /**\n *\n * Renders the object using the WebGL renderer\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - 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i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _math = require('../math');\n\nvar _utils = require('../utils');\n\nvar _const = require('../const');\n\nvar _Texture = require('../textures/Texture');\n\nvar _Texture2 = _interopRequireDefault(_Texture);\n\nvar _Container2 = require('../display/Container');\n\nvar _Container3 = _interopRequireDefault(_Container2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar tempPoint = new _math.Point();\n\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = new PIXI.Sprite.fromImage('assets/image.png');\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\n\nvar Sprite = function (_Container) {\n _inherits(Sprite, _Container);\n\n /**\n * @param {PIXI.Texture} texture - The texture for this sprite\n */\n function Sprite(texture) {\n _classCallCheck(this, Sp¡cøùrite);\n\n /**\n * The anchor sets the origin point of the texture.\n * The default is 0,0 this means the texture's origin is the top left\n * Setting the anchor to 0.5,0.5 means the texture's origin is centered\n * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner\n *\n * @member {PIXI.ObservablePoint}\n * @private\n */\n var _this = _possibleConstructorReturn(this, _Container.call(this));\n\n _this._anchor = new _math.ObservablePoint(_this._onAnchorUpdate, _this);\n\n /**\n * The texture that the sprite is using\n *\n * @private\n * @member {PIXI.Texture}\n */\n _this._texture = null;\n\n /**\n * The width of the sprite (this is initially set by the texture)\n *\n * @private\n * @member {number}\n */\n _this._width = 0;\n\n /**\n * The height of the sprite (this is initially set by the texture)\n *\n * @private\n * @member {number}\n */\n _this._height = 0;\n\n /**\n * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n _this._tint = null;\n _this._tintRGB = null;\n _this.tint = 0xFFFFFF;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n _this.blendMode = _const.BLEND_MODES.NORMAL;\n\n /**\n * The shader that will be used to render the sprite. Set to null to remove a current shader.\n *\n * @member {PIXI.Filter|PIXI.Shader}\n */\n _this.shader = null;\n\n /**\n * An internal cached value of the tint.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n _this.cachedTint = 0xFFFFFF;\n\n // call texture setter\n _this.texture = texture || _Texture2.default.EMPTY;\n\n /**\n * this is used to store the vertex data of the sprite (basically a quad)\n *\n * @private\n * @member {Float32Array}\n */\n _this.vertexData = new Float32Array(8);\n\n /**\n * This is used to calculate the bounds of the object IF it is a trimmed sprite\n *\n * @private\n * @member {Float32Array}\n */\n _this.vertexTrimmedData = null;\n\n _this._transformID = -1;\n _this._textureID = -1;\n\n _this._transformTrimmedID = -1;\n _this._textureTrimmedID = -1;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.\n *\n * @member {string}\n * @default 'sprite'\n */\n _this.pluginName = 'sprite';\n return _this;\n }\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @private\n */\n\n\n Sprite.prototype._onTextureUpdate = function _onTextureUpdate() {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this.cachedTint = 0xFFFFFF;\n\n // so if _width is 0 then width was not set..\n if (this._width) {\n this.scale.x = (0, _utils.sign)(this.scale.x) * this._width / this._texture.orig.width;\n }\n\n if (this._height) {\n this.scale.y = (0, _utils.sign)(this.scale.y) * this._height / this._texture.orig.height;\n }\n };\n\n /**\n * Called when the anchor position updates.\n *\n * @private\n */\n\n\n Sprite.prototype._onAnchorUpdate = function _onAnchorUpdate() {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n };\n\n /**\n * calculates worldTransform * vertices, store it in vertexData\n */\n\n\n Sprite.prototype.calculateVertices = function calculateVertices() {\n if (this._transformID === this.transform._worldID && this._textureID === this._texture._updateID) {\n return;\n }\n\n this._transformID = this.transform._worldID;\n this._textureID = this._texture._updateID;\n\n // set the vertex data\n\n var texture = this._texture;\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n var trim = texture.trim;\n var orig = texture.orig;\n var anchor = this._anchor;\n\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - anchor._x * orig.width;\n w0 = w1 + trim.width;\n\n h1 = trim.y - anchor._y * orig.height;\n h0 = h1 + trim.height;\n } else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n\n // xy\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n\n // xy\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n\n // xy\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n\n // xy\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n };\n\n /**\n * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData\n * This is used to ensure that the true width and height of a trimmed texture is respected\n */\n\n\n Sprite.prototype.calculateTrimmedVertices = function calculateTrimmedVertices() {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n } else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n\n // lets do some special trim code!\n var texture = this._texture;\n var vertexData = this.vertexTrimmedData;\n var orig = texture.orig;\n var anchor = this._anchor;\n\n // lets calculate the new untrimmed bounds..\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n\n var w1 = -anchor._x * orig.width;\n var w0 = w1 + orig.width;\n\n var h1 = -anchor._y * orig.height;\n var h0 = h1 + orig.height;\n\n // xy\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n\n // xy\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n\n // xy\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n\n // xy\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n };\n\n /**\n *\n * Renders the object using the WebGL renderer\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - 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Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n\n\n Sprite.prototype.destroy = function destroy(options) {\n _Container.prototype.destroy.call(this, options);\n\n this._anchor = null;\n\n var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n\n if (destroyTexture) {\n var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n\n this._texture.destroy(!!destroyBaseTexture);\n }\n\n this._texture = null;\n this.shader = null;\n };\n\n // some helper functions..\n\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from\n * @return {PIXI.Sprite} The newly created sprite\n */\n\n\n Sprite.from = function from(source) {\n return new Sprite(_Texture2.default.from(source));\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId\n * The frame ids are created when a Texture packer file has been loaded\n *\n * @static\n * @param {string} frameId - The frame Id of the texture in the cache\n * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the frameId\n */\n\n\n Sprite.fromFrame = function fromFrame(frameId) {\n var texture = _utils.TextureCache[frameId];\n\n if (!texture) {\n throw new Error('The frameId \"' + frameId + '\" does not exist in the texture cache');\n }\n\n return new Sprite(texture);\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture based on an image url\n * If the image is not in the texture cache it will be loaded\n *\n * @static\n * @param {string} imageId - The image url of the texture\n * @param {boolean} [crossorigin=(auto)] - if you want to specify the cross-origin parameter\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode,\n * see {@link PIXI.SCALE_MODES} for possible values\n * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the image id\n */\n\n\n Sprite.fromImage = function fromImage(imageId, crossorigin, scaleMode) {\n return new Sprite(_Texture2.default.fromImage(imageId, crossorigin, scaleMode));\n };\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n\n _createClass(Sprite, [{\n key: 'width',\n get: function get() {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var s = (0, _utils.sign)(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n\n /**\n * The height of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n }, {\n key: 'height',\n get: function get() {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var s = (0, _utils.sign)(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n\n /**\n * The anchor sets the origin point of the texture.\n * The default is 0,0 this means the texture's origin is the top left\n * Setting the anchor to 0.5,0.5 means the texture's origin is centered\n * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner\n *\n * @member {PIXI.ObservablePoint}\n */\n\n }, {\n key: 'anchor',\n get: function get() {\n return this._anchor;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n this._anchor.copy(value);\n }\n\n /**\n * The tint applied to the sprite. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n\n }, {\n key: 'tint',\n get: function get() {\n return this._tint;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n }\n\n /**\n * The texture that the sprite is using\n *\n * @member {PIXI.Texture}\n */\n\n }, {\n key: 'texture',\n get: function get() {\n return this._texture;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n if (this._texture === value) {\n return;\n }\n\n this._texture = value;\n this.cachedTint = 0xFFFFFF;\n\n this._textureID = -1;\n this._textureTrimmedID = -1;\n\n if (value) {\n // wait for the texture to load\n if (value.baseTexture.hasLoaded) {\n this._onTextureUpdate();\n } else {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n }\n }]);\n\n return Sprite;\n}(_Container3.default);\n\nexports.default = Sprite;\n//# sourceMappingURL=Sprite.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _math = require('../math');\n\nvar _utils = require('../utils');\n\nvar _const = require('../const');\n\nvar _Texture = require('../textures/Texture');\n\nvar _Texture2 = _interopRequireDefault(_Texture);\n\nvar _Container2 = require('../display/Container');\n\nvar _Container3 = _interopRequireDefault(_Container2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar tempPoint = new _math.Point();\n\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = new PIXI.Sprite.fromImage('assets/image.png');\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\n\nvar Sprite = function (_Container) {\n _inherits(Sprite, _Container);\n\n /**\n * @param {PIXI.Texture} texture - The texture for this sprite\n */\n function Sprite(texture) {\n _classCallCheck(this, Sprite);\n\n /**\n * The anchor sets the origin point of the texture.\n * The default is 0,0 this means the texture's origin is the top left\n * Setting the anchor to 0.5,0.5 means the texture's origin is centered\n * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner\n *\n * @member {PIXI.ObservablePoint}\n * @private\n */\n var _this = _possibleConstructorReturn(this, _Container.call(this));\n\n _this._anchor = new _math.ObservablePoint(_this._onAnchorUpdate, _this);\n\n /**\n * The texture that the sprite is using\n *\n * @private\n * @member {PIXI.Texture}\n */\n _this._texture = null;\n\n /**\n * The width of the sprite (this is initially set by the texture)\n *\n * @private\n * @member {number}\n */\n _this._width = 0;\n\n /**\n * The height of the sprite (this is initially set by the texture)\n *\n * @private\n * @member {number}\n */\n _this._height = 0;\n\n /**\n * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n _this._tint = null;\n _this._tintRGB = null;\n _this.tint = 0xFFFFFF;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n _this.blendMode = _const.BLEND_MODES.NORMAL;\n\n /**\n * The shader that will be used to render the sprite. Set to null to remove a current shader.\n *\n * @member {PIXI.Filter|PIXI.Shader}\n */\n _this.shader = null;\n\n /**\n * An internal cached value of the tint.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n _this.cachedTint = 0xFFFFFF;\n\n // call texture setter\n _this.texture = texture || _Texture2.default.EMPTY;\n\n /**\n * this is used to store the vertex data of the sprite (basically a quad)\n *\n * @private\n * @member {Float32Array}\n */\n _this.vertexData = new Float32Array(8);\n\n /**\n * This is used to calculate the bounds of the object IF it is a trimmed sprite\n *\n * @private\n * @member {Float32Array}\n */\n _this.vertexTrimmedData = null;\n\n _this._transformID = -1;\n _this._textureID = -1;\n\n _this._transformTrimmedID = -1;\n _this._textureTrimmedID = -1;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.\n *\n * @member {string}\n * @default 'sprite'\n */\n _this.pluginName = 'sprite';\n return _this;\n }\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @private\n */\n\n\n Sprite.prototype._onTextureUpdate = function _onTextureUpdate() {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this.cachedTint = 0xFFFFFF;\n\n // so if _width is 0 then width was not set..\n if (this._width) {\n this.scale.x = (0, _utils.sign)(this.scale.x) * this._width / this._texture.orig.width;\n }\n\n if (this._height) {\n this.scale.y = (0, _utils.sign)(this.scale.y) * this._height / this._texture.orig.height;\n }\n };\n\n /**\n * Called when the anchor position updates.\n *\n * @private\n */\n\n\n Sprite.prototype._onAnchorUpdate = function _onAnchorUpdate() {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n };\n\n /**\n * calculates worldTransform * vertices, store it in vertexData\n */\n\n\n Sprite.prototype.calculateVertices = function calculateVertices() {\n if (this._transformID === this.transform._worldID && this._textureID === this._texture._updateID) {\n return;\n }\n\n this._transformID = this.transform._worldID;\n this._textureID = this._texture._updateID;\n\n // set the vertex data\n\n var texture = this._texture;\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n var trim = texture.trim;\n var orig = texture.orig;\n var anchor = this._anchor;\n\n var w0 = 0;\n var w1 = 0;\n var h0 = 0;\n var h1 = 0;\n\n if (trim) {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - anchor._x * orig.width;\n w0 = w1 + trim.width;\n\n h1 = trim.y - anchor._y * orig.height;\n h0 = h1 + trim.height;\n } else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n\n // xy\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n\n // xy\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n\n // xy\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n\n // xy\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n };\n\n /**\n * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData\n * This is used to ensure that the true width and height of a trimmed texture is respected\n */\n\n\n Sprite.prototype.calculateTrimmedVertices = function calculateTrimmedVertices() {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n } else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n\n // lets do some special trim code!\n var texture = this._texture;\n var vertexData = this.vertexTrimmedData;\n var orig = texture.orig;\n var anchor = this._anchor;\n\n // lets calculate the new untrimmed bounds..\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n\n var w1 = -anchor._x * orig.width;\n var w0 = w1 + orig.width;\n\n var h1 = -anchor._y * orig.height;\n var h0 = h1 + orig.height;\n\n // xy\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n\n // xy\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n\n // xy\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n\n // xy\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n };\n\n /**\n *\n * Renders the object using the WebGL renderer\n *\n * @private\n * @param {PIXI.WebGLRenderer} renderer - The webgl renderer to use.\n */\n\n\n Sprite.prototype._renderWebGL = function _renderWebGL(renderer) {\n this.calculateVertices();\n\n renderer.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\n\n\n Sprite.prototype._renderCanvas = function _renderCanvas(renderer) {\n renderer.plugins[this.pluginName].render(this);\n };\n\n /**\n * Updates the bounds of the sprite.\n *\n * @private\n */\n\n\n Sprite.prototype._calculateBounds = function _calculateBounds() {\n var trim = this._texture.trim;\n var orig = this._texture.orig;\n\n // First lets check to see if the current texture has a trim..\n if (!trim || trim.width === orig.width && trim.height === orig.height) {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n } else {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n };\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n\n\n Sprite.prototype.getLocalBounds = function getLocalBounds(rect) {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0) {\n this._bounds.minX = this._texture.orig.width * -this._anchor._x;\n this._bounds.minY = this._texture.orig.height * -this._anchor._y;\n this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new _math.Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return _Container.prototype.getLocalBounds.call(this, rect);\n };\n\n /**\n * Tests if a point is inside this sprite\n *\n * @param {PIXI.Point} point - the point to test\n * @return {boolean} the result of the test\n */\n\n\n Sprite.prototype.containsPoint = function containsPoint(point) {\n this.worldTransform.applyInverse(point, tempPoint);\n\n var width = this._texture.orig.width;\n var height = this._texture.orig.height;\n var x1 = -width * this.anchor.x;\n var y1 = 0;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n y1 = -height * this.anchor.y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n\n return false;\n };\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n\n\n Sprite.prototype.destroy = function destroy(options) {\n _Container.prototype.destroy.call(this, options);\n\n this._anchor = null;\n\n var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n\n if (destroyTexture) {\n var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n\n this._texture.destroy(!!destroyBaseTexture);\n }\n\n this._texture = null;\n this.shader = null;\n };\n\n // some helper functions..\n\n /**\n * Helper function th“ÚÞ—ùat creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from\n * @return {PIXI.Sprite} The newly created sprite\n */\n\n\n Sprite.from = function from(source) {\n return new Sprite(_Texture2.default.from(source));\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId\n * The frame ids are created when a Texture packer file has been loaded\n *\n * @static\n * @param {string} frameId - The frame Id of the texture in the cache\n * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the frameId\n */\n\n\n Sprite.fromFrame = function fromFrame(frameId) {\n var texture = _utils.TextureCache[frameId];\n\n if (!texture) {\n throw new Error('The frameId \"' + frameId + '\" does not exist in the texture cache');\n }\n\n return new Sprite(texture);\n };\n\n /**\n * Helper function that creates a sprite that will contain a texture based on an image url\n * If the image is not in the texture cache it will be loaded\n *\n * @static\n * @param {string} imageId - The image url of the texture\n * @param {boolean} [crossorigin=(auto)] - if you want to specify the cross-origin parameter\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode,\n * see {@link PIXI.SCALE_MODES} for possible values\n * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the image id\n */\n\n\n Sprite.fromImage = function fromImage(imageId, crossorigin, scaleMode) {\n return new Sprite(_Texture2.default.fromImage(imageId, crossorigin, scaleMode));\n };\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n\n _createClass(Sprite, [{\n key: 'width',\n get: function get() {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var s = (0, _utils.sign)(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n\n /**\n * The height of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n\n }, {\n key: 'height',\n get: function get() {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n var s = (0, _utils.sign)(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n\n /**\n * The anchor sets the origin point of the texture.\n * The default is 0,0 this means the texture's origin is the top left\n * Setting the anchor to 0.5,0.5 means the texture's origin is centered\n * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner\n *\n * @member {PIXI.ObservablePoint}\n */\n\n }, {\n key: 'anchor',\n get: function get() {\n return this._anchor;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n this._anchor.copy(value);\n }\n\n /**\n * The tint applied to the sprite. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n\n }, {\n key: 'tint',\n get: function get() {\n return this._tint;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n }\n\n /**\n * The texture that the sprite is using\n *\n * @member {PIXI.Texture}\n */\n\n }, {\n key: 'texture',\n get: function get() {\n return this._texture;\n },\n set: function set(value) // eslint-disable-line require-jsdoc\n {\n if (this._texture === value) {\n return;\n }\n\n this._texture = value;\n this.cachedTint = 0xFFFFFF;\n\n this._textureID = -1;\n this._textureTrimmedID = -1;\n\n if (value) {\n // wait for the texture to load\n if (value.baseTexture.hasLoaded) {\n this._onTextureUpdate();\n } else {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n }\n }]);\n\n return Sprite;\n}(_Container3.default);\n\nexports.default = Sprite;\n//# 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strict';\n\nexports.__esModule = true;\n\nvar _utils = require('../../utils');\n\nvar _canUseNewCanvasBlendModes = require('../../renderers/canvas/utils/canUseNewCanvasBlendModes');\n\nvar _canUseNewCanvasBlendModes2 = _interopRequireDefault(_canUseNewCanvasBlendModes);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\n/**\n * Utility methods for Sprite/Texture tinting.\n *\n * @class\n * @memberof PIXI\n */\nvar CanvasTinter = {\n /**\n * Basically this method just needs a sprite and a color and tints the sprite with the given color.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Sprite} sprite - the sprite to tint\n * @param {number} color - the color to use to tint the sprite with\n * @return {HTMLCanvasElement} The tinted canvas\n */\n getTintedTexture: function getTintedTexture(sprite, color) {\n var texture = sprite._texture;\n\n color = CanvasTinter.roundColor(color);\n\n var stringColor = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n\n texture.tintCache = texture.tintCache || {};\n\n var cachedTexture = texture.tintCache[stringColor];\n\n var canvas = void 0;\n\n if (cachedTexture) {\n if (cachedTexture.tintId === texture._updateID) {\n return texture.tintCache[stringColor];\n }\n\n canvas = texture.tintCache[stringColor];\n } else {\n canvas = CanvasTinter.canvas || document.createElement('canvas');\n }\n\n CanvasTinter.tintMethod(texture, color, canvas);\n\n canvas.tintId = texture._updateID;\n\n if (CanvasTinter.convertTintToImage) {\n // is this better?\n var tintImage = new Image();\n\n tintImage.src = canvas.toDataURL();\n\n texture.tintCache[stringColor] = tintImage;\n } else {\n texture.tintCache[stringColor] = canvas;\n // if we are not converting the texture to an image then we need to lose the reference to the canvas\n CanvasTinter.canvas = null;\n }\n\n return canvas;\n },\n\n /**\n * Tint a texture using the 'multiply' operation.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithMultiply: function tintWithMultiply(texture, color, canvas) {\n var context = canvas.getContext('2d');\n var crop = texture._frame.clone();\n var resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n\n context.fillRect(0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'multiply';\n\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'destination-atop';\n\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n context.restore();\n },\n\n /**\n * Tint a texture using the 'overlay' operation.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithOverlay: function tintWithOverlay(texture, color, canvas) {\n var context = canvas.getContext('2d');\n var crop = texture._frame.clone();\n var resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.globalCompositeOperation = 'copy';\n context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n context.fillRect(0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'destination-atop';\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n // context.globalCompositeOperation = 'copy';\n context.restore();\n },\n\n\n /**\n * Tint a texture pixel per pixel.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithPerPixel: function tintWithPerPixel(texture, color, canvas) {\n var context = canvas.getContext('2d');\n var crop = texture._frame.clone();\n var resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.globalCompositeOperation = 'copy';\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n context.restore();\n\n var rgbValues = (0, _utils.hex2rgb)(color);\n var r = rgbValues[0];\n var g = rgbValues[1];\n var b = rgbValues[2];\n\n var pixelData = context.getImageData(0, 0, crop.width, crop.height);\n\n var pixels = pixelData.data;\n\n for (var i = 0; i < pixels.length; i += 4) {\n pixels[i + 0] *= r;\n pixels[i + 1] *= g;\n pixels[i + 2] *= b;\n }\n\n context.putImageData(pixelData, 0, 0);\n },\n\n /**\n * Rounds the specified color according to the CanvasTinter.cacheStepsPerColorChannel.\n *\n * @memberof PIXI.CanvasTinter\n * @param {number} color - the color to round, should be a hex color\n * @return {number} The rounded color.\n */\n roundColor: function roundColor(color) {\n var step = CanvasTinter.cacheStepsPerColorChannel;\n\n var rgbValues = (0, _utils.hex2rgb)(color);\n\n rgbValues[0] = Math.min(255, rgbValues[0] / step * step);\n rgbValues[1] 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}\n\n/**\n * Utility methods for Sprite/Texture tinting.\n *\n * @class\n * @memberof PIXI\n */\nvar CanvasTinter = {\n /**\n * Basically this method just needs a sprite and a color and tints the sprite with the given color.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Sprite} sprite - the sprite to tint\n * @param {number} color - the color to use to tint the sprite with\n * @return {HTMLCanvasElement} The tinted canvas\n */\n getTintedTexture: function getTintedTexture(sprite, color) {\n var texture = sprite._texture;\n\n color = CanvasTinter.roundColor(color);\n\n var stringColor = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n\n texture.tintCache = texture.tintCache || {};\n\n var cachedTexture = texture.tintCache[stringColor];\n\n var canvas = void 0;\n\n if (cachedTexture) {\n if (cachedTexture.tintId === texture._updateID) {\n return texture.tintCache[stringColor];\n }\n\n canvas = texture.tintCache[stringColor];\n } else {\n canvas = CanvasTinter.canvas || document.createElement('canvas');\n }\n\n CanvasTinter.tintMethod(texture, color, canvas);\n\n canvas.tintId = texture._updateID;\n\n if (CanvasTinter.convertTintToImage) {\n // is this better?\n var tintImage = new Image();\n\n tintImage.src = canvas.toDataURL();\n\n texture.tintCache[stringColor] = tintImage;\n } else {\n texture.tintCache[stringColor] = canvas;\n // if we are not converting the texture to an image then we need to lose the reference to the canvas\n CanvasTinter.canvas = null;\n }\n\n return canvas;\n },\n\n /**\n * Tint a texture using the 'multiply' operation.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithMultiply: function tintWithMultiply(texture, color, canvas) {\n var context = canvas.getContext('2d');\n var crop = texture._frame.clone();\n var resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n\n context.fillRect(0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'multiply';\n\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'destination-atop';\n\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n context.restore();\n },\n\n /**\n * Tint a texture using the 'overlay' operation.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithOverlay: function tintWithOverlay(texture, color, canvas) {\n var context = canvas.getContext('2d');\n var crop = texture._frame.clone();\n var resolution = texture.baseTexture.resolution$뜫ù;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.globalCompositeOperation = 'copy';\n context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n context.fillRect(0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'destination-atop';\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n // context.globalCompositeOperation = 'copy';\n context.restore();\n },\n\n\n /**\n * Tint a texture pixel per pixel.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithPerPixel: function tintWithPerPixel(texture, color, canvas) {\n var context = canvas.getContext('2d');\n var crop = texture._frame.clone();\n var resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.globalCompositeOperation = 'copy';\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n context.restore();\n\n var rgbValues = (0, _utils.hex2rgb)(color);\n var r = rgbValues[0];\n var g = rgbValues[1];\n var b = rgbValues[2];\n\n var pixelData = context.getImageData(0, 0, crop.width, crop.height);\n\n var pixels = pixelData.data;\n\n for (var i = 0; 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}\n\n/**\n * Utility methods for Sprite/Texture tinting.\n *\n * @class\n * @memberof PIXI\n */\nvar CanvasTinter = {\n /**\n * Basically this method just needs a sprite and a color and tints the sprite with the given color.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Sprite} sprite - the sprite to tint\n * @param {number} color - the color to use to tint the sprite with\n * @return {HTMLCanvasElement} The tinted canvas\n */\n getTintedTexture: function getTintedTexture(sprite, color) {\n var texture = sprite._texture;\n\n color = CanvasTinter.roundColor(color);\n\n var stringColor = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n\n texture.tintCache = texture.tintCache || {};\n\n var cachedTexture = texture.tintCache[stringColor];\n\n var canvas = void 0;\n\n if (cachedTexture) {\n if (cachedTexture.tintId === texture._updateID) {\n return texture.tintCache[stringColor];\n }\n\n canvas = texture.tintCache[stringColor];\n } else {\n canvas = CanvasTinter.canvas || document.createElement('canvas');\n }\n\n CanvasTinter.tintMethod(texture, color, canvas);\n\n canvas.tintId = texture._updateID;\n\n if (CanvasTinter.convertTintToImage) {\n // is this better?\n var tintImage = new Image();\n\n tintImage.src = canvas.toDataURL();\n\n texture.tintCache[stringColor] = tintImage;\n } else {\n texture.tintCache[stringColor] = canvas;\n // if we are not converting the texture to an image then we need to lose the reference to the canvas\n CanvasTinter.canvas = null;\n }\n\n return canvas;\n },\n\n /**\n * Tint a texture using the 'multiply' operation.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithMultiply: function tintWithMultiply(texture, color, canvas) {\n var context = canvas.getContext('2d');\n var crop = texture._frame.clone();\n var resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n\n context.fillRect(0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'multiply';\n\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'destination-atop';\n\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n context.restore();\n },\n\n /**\n * Tint a texture using the 'overlay' operation.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithOverlay: function tintWithOverlay(texture, color, canvas) {\n var context = canvas.getContext('2d');\n var crop = texture._frame.clone();\n var resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.globalCompositeOperation = 'copy';\n context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n context.fillRect(0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'destination-atop';\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n // context.globalCompositeOperation = 'copy';\n context.restore();\n },\n\n\n /**\n * Tint a texture pixel per pixel.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithPerPixel: function tintWithPerPixel(texture, color, canvas) {\n var context = canvas.getContext('2d');\n var crop = texture._frame.clone();\n var resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.globalCompositeOperation = 'copy';\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n context.restore();\n\n var rgbValues = (0, _utils.hex2rgb)(color);\n var r = rgbValues[0];\n var g = rgbValues[1];\n var b = rgbValues[2];\n\n var pixelData = context.getImageData(0, 0, crop.width, crop.height);\n\n var pixels = pixelData.data;\n\n for (var i = 0; i < pixels.length; i += 4) {\n pixels[i + 0] *= r;\n pixels[i + 1] *= g;\n pixels[i + 2] *= b;\n }\n\n context.putImageData(pixelData, 0, 0);\n },\n\n /**\n * Rounds the specified color according to the CanvasTinter.cacheStepsPerColorChannel.\n *\n * @memberof PIXI.CanvasTinter\n * @param {number} color - the color to round, should be a hex color\n * @return {number} The rounded color.\n */\n roundColor: function roundColor(color) {\n var step = CanvasTinter.cacheStepsPerColorChannel;\n\n var rgbValues = (0, _utils.hex2rgb)(color);\n\n rgbValues[0] = Math.min(255, rgbValues[0] / step * step);\n rgbValues[1] = Math.min(255, rgbValues[1] / step * step);\n rgbValues[2] = Math.min(255, rgbValues[2] / step * step);\n\n return (0, _utils.rgb2hex)(rgbValues);\n },\n\n /**\n * Number of steps which will be used as a cap when rounding colors.\n *\n * @memberof PIXI.CanvasTinter\n * @type {number}\n */\n cacheStepsPerColorChannel: 8,\n\n /**\n * Tint cache boolean flag.\n *\n * @memberof PIXI.CanvasTinter\n * @type {boolean}\n */\n convertTintToImage: false,\n\n /**\n * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method.\n *\n * @memberof PIXI.CanvasTinter\n * @type {boolean}\n */\n canUseMultiply: (0, _canUseNewCanvasBlendModes2.default)(),\n\n /**\n * The tinting method that will be used.\n *\n * @memberof PIXI.CanvasTinter\n * @type {tintMethodFunctionType}\n */\n tintMethod: 0\n};\n\nCanvasTinter.tintMethod = CanvasTinter.canUseMultiply ? CanvasTinter.tintWithMultiply : CanvasTinter.tintWithPerPixel;\n\n/**\n * The tintMethod type.\n *\n * @memberof PIXI.CanvasTinter\n * @callback tintMethodFunctionType\n * @param texture {PIXI.Texture} the texture to tint\n * @param color {number} the color to use to tint the sprite with\n * @param canvas {HTMLCanvasElement} the current canvas\n */\n\nexports.default = CanvasTinter;\n//# sourceMappingURL=CanvasTinter.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _utils = require('../../utils');\n\nvar _canUseNewCanvasBlendModes = require('../../renderers/canvas/utils/canUseNewCanvasBlendModes');\n\nvar _canUseNewCanvasBlendModes2 = _interopRequireDefault(_canUseNewCanvasBlendModes);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\n/**\n * Utility methods for Sprite/Texture tinting.\n *\n * @class\n * @memberof PIXI\n */\nvar CanvasTinter = {\n /**\n * Basically this method just needs a sprite and a color and tints the sprite with the given color.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Sprite} sprite - the sprite to tint\n * @param {number} color - the color to use to tint the sprite with\n * @return {HTMLCanvasElement} The tinted canvas\n */\n getTintedTexture: function getTintedTexture(sprite, color) {\n var texture = sprite._texture;\n\n color = CanvasTinter.roundColor(color);\n\n var stringColor = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n\n texture.tintCache = texture.tintCache || {};\n\n var cachedTexture = texture.tintCache[stringColor];\n\n var canvas = void 0;\n\n if (cachedTexture) {\n if (cachedTexture.tintId === texture._updateID) {\n return texture.tintCache[stringColor];\n }\n\n canvas = texture.tintCache[stringColor];\n } else {\n canvas = CanvasTinter.canvas || document.createElement('canvas');\n }\n\n CanvasTinter.tintMethod(texture, color, canvas);\n\n canvas.tintId = texture._updateID;\n\n if (CanvasTinter.convertTintToImage) {\n // is this better?\n var tintImage = new Image();\n\n tintImage.src = canvas.toDataURL();\n\n texture.tintCache[stringColor] = tintImage;\n } else {\n texture.tintCache[stringColor] = canvas;\n // if we are not converting the texture to an image then we need to lose the reference to the canvas\n CanvasTinter.canvas = null;\n }\n\n return canvas;\n },\n\n /**\n * Tint a texture using the 'multiply' operation.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithMultiply: function tintWithMultiply(texture, color, canvas) {\n var context = canvas.getContext('2d');\n var crop = texture._frame.clone();\n var resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n\n context.fillRect(0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'multiply';\n\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'destination-atop';\n\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n context.restore();\n },\n\n /**\n * Tint a texture using the 'overlay' operation.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithOverlay: function tintWithOverlay(texture, color, canvas) {\n var context = canvas.getContext('2d');\n var crop = texture._frame.clone();\n var resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.globalCompositeOperation = 'copy';\n context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6);\n context.fillRect(0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'destination-atop';\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n // context.globalCompositeOperation = 'copy';\n context.restore();\n },\n\n\n /**\n * Tint a texture pixel per pixel.\n *\n * @memberof PIXI.CanvasTinter\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithPerPixel: function tintWithPerPixel(texture, color, canvas) {\n var context = canvas.getContext('2d');\n var crop = texture._frame.clone();\n var resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.globalCompositeOperation = 'copy';\n context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n context.restore();\n\n var rgbValues = (0, _utils.hex2rgb)(color);\n var r = rgbValues[0];\n var g = rgbValues[1];\n var b = rgbValues[2];\n\n var pixelData = context.getImageData(0, 0, crop.width, crop.height);\n\n var pixels = pixelData.data;\n\n for (var i = 0; i < pixels.length; i += 4) {\n pixels[i + 0] *= r;\n pixels[i + 1] *= g;\n pixels[i + 2] *= b;\n }\n\n context.putImageData(pixelData, 0, 0);\n },\n\n /**\n * Rounds the specified color according to the CanvasTinter.cacheStepsPerColorChannel.\n *\n * @memberof PIXI.CanvasTinter\n * @param {number} color - 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Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 });\n * let renderTexture = PIXI.RenderTexture.create(800, 600);\n * let sprite = PIXI.Sprite.fromImage(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create(100, 100);\n *\n * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture\n * ```\n *\n * @class\n * @extends PIXI.Texture\n * @memberof PIXI\n */\nvar RenderTexture = function (_Texture) {\n _inherits(RenderTexture, _Texture);\n\n /**\n * @param {PIXI.BaseRenderTexture} baseRenderTexture - The renderer used for this RenderTexture\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n */\n function RenderTexture(baseRenderTexture, frame) {\n _classCallCheck(this, RenderTexture);\n\n // support for legacy..\n var _legacyRenderer = null;\n\n if (!(baseRenderTexture instanceof _BaseRenderTexture2.default)) {\n /* eslint-disable prefer-rest-params, no-console */\n var width = arguments[1];\n var height = arguments[2];\n var scaleMode = arguments[3];\n var resolution = arguments[4];\n\n // we have an old render texture..\n console.warn('Please use RenderTexture.create(' + width + ', ' + height + ') instead of the ctor directly.');\n _legacyRenderer = arguments[0];\n /* eslint-enable prefer-rest-params, no-console */\n\n frame = null;\n baseRenderTexture = new _BaseRenderTexture2.default(width, height, scaleMode, resolution);\n }\n\n /**\n * The base texture object that this texture uses\n *\n * @member {BaseTexture}\n */\n\n var _this = _possibleConstructorReturn(this, _Texture.call(this, baseRenderTexture, frame));\n\n _this.legacyRenderer = _legacyRenderer;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n _this.valid = true;\n\n _this._updateUvs();\n return _this;\n }\n\n /**\n * Resizes the RenderTexture.\n *\n * @param {number} width - The width to resize to.\n * @param {number} height - The height to resize to.\n * @param {boolean} doNotResizeBaseTexture - Should the baseTexture.width and height values be resized as well?\n */\n\n\n RenderTexture.prototype.resize = function resize(width, height, doNotResizeBaseTexture) {\n // TODO - could be not required..\n this.valid = width > 0 && height > 0;\n\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n\n if (!doNotResizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n\n this._updateUvs();\n };\n\n /**\n * A short hand way of creating a render texture.\n *\n * @param {number} [width=100] - The width of the render texture\n * @param {number} [height=100] - The height of the render texture\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture being generated\n * @return {PIXI.RenderTexture} The new render texture\n */\n\n\n RenderTexture.create = function create(width, height, scaleMode, resolution) {\n return new RenderTexture(new _BaseRenderTexture2.default(width, height, scaleMode, resolution));\n };\n\n return RenderTexture;\n}(_Texture3.default);\n\nexports.default = RenderTexture;\n//# sourceMappingURL=RenderTexture.js.map","source":"\n\nexports.__esModule = true;\n\nvar _BaseRenderTexture = __webpack_require__(251);\n\nvar _BaseRenderTexture2 = _interopRequireDefault(_BaseRenderTexture);\n\nvar _Texture2 = __webpack_require__(37);\n\nvar _Texture3 = _interopRequireDefault(_Texture2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sp #ãùrites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 });\n * let renderTexture = PIXI.RenderTexture.create(800, 600);\n * let sprite = PIXI.Sprite.fromImage(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. 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Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 });\n * let renderTexture = PIXI.RenderTexture.create(800, 600);\n * let sprite = PIXI.Sprite.fromImage(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. 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Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 });\n * let renderTexture = PIXI.RenderTexture.create(800, 600);\n * let sprite = PIXI.Sprite.fromImage(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. 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If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n _this.valid = true;\n\n _this._updateUvs();\n return _this;\n }\n\n /**\n * Resizes the RenderTexture.\n *\n * @param {number} width - The width to resize to.\n * @param {number} height - The height to resize to.\n * @param {boolean} doNotResizeBaseTexture - Should the baseTexture.width and height values be resized as well?\n */\n\n\n RenderTexture.prototype.resize = function resize(width, height, doNotResizeBaseTexture) {\n // TODO - could be not required..\n this.valid = width > 0 && height > 0;\n\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n\n if (!doNotResizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n\n this._updateUvs();\n };\n\n /**\n * A short hand way of creating a render texture.\n *\n * @param {number} [width=100] - The width of the render texture\n * @param {number} [height=100] - The height of the render texture\n * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture being generated\n * @return {PIXI.RenderTexture} The new render texture\n */\n\n\n RenderTexture.create = function create(width, height, scaleMode, resolution) {\n return new RenderTexture(new _BaseRenderTexture2.default(width, height, scaleMode, resolution));\n };\n\n return RenderTexture;\n}(_Texture3.default);\n\nexports.default = RenderTexture;\n//# sourceMappingURL=RenderTexture.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _BaseRenderTexture = require('./BaseRenderTexture');\n\nvar _BaseRenderTexture2 = _interopRequireDefault(_BaseRenderTexture);\n\nvar _Texture2 = require('./Texture');\n\nvar _Texture3 = _interopRequireDefault(_Texture2);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? 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i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _Matrix = require('../core/math/Matrix');\n\nvar _Matrix2 = _interopRequireDefault(_Matrix);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nvar tempMat = new _Matrix2.default();\n\n/**\n * class controls uv transform and frame clamp for texture\n *\n * @class\n * @memberof PIXI.extras\n */\n\nvar TextureTransform = function () {\n /**\n *\n * @param {PIXI.Texture} texture observed texture\n * @param {number} [clampMargin] Changes frame clamping, 0.5 by default. 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}\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nvar SharedTicker = core.ticker.shared;\n\n/**\n * Default number of uploads per frame using prepare plugin.\n *\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\ncore.settings.UPLOADS_PER_FRAME = 4;\n\n/**\n * The prepare manager provides functionality to upload content to the GPU. BasePrepare handles\n * basic queuing functionality and is extended by {@link PIXI.prepare.WebGLPrepare} and {@link PIXI.prepare.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n *\n * @example\n * // Create a sprite\n * const sprite = new PIXI.Sprite.fromImage('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n *\n * @abstract\n * @class\n * @memberof PIXI.prepare\n */\n\nvar BasePrepare = function () {\n /**\n * @param {PIXI.SystemRenderer} renderer - A reference to the current renderer\n */\n function BasePrepare(renderer) {\n var _this = this;\n\n _classCallCheck(this, BasePrepare);\n\n /**\n * The limiter to be used to control how quickly items are prepared.\n * @type {PIXI.prepare.CountLimiter|PIXI.prepare.TimeLimiter}\n */\n this.limiter = new _CountLimiter2.default(core.settings.UPLOADS_PER_FRAME);\n\n /**\n * Reference to the renderer.\n * @type {PIXI.SystemRenderer}\n * @protected\n */\n this.renderer = renderer;\n\n /**\n * The only real difference between CanvasPrepare and WebGLPrepare is what they pass\n * to upload hooks. That different parameter is stored here.\n * @type {PIXI.prepare.CanvasPrepare|PIXI.WebGLRenderer}\n * @protected\n */\n this.uploadHookHelper = null;\n\n /**\n * Collection of items to uploads at once.\n * @type {Array<*>}\n * @private\n */\n this.queue = [];\n\n /**\n * Collection of additional hooks for finding assets.\n * @type {Array}\n * @private\n */\n this.addHooks = [];\n\n /**\n * Collection of additional hooks for processing assets.\n * @type {Array}\n * @private\n */\n this.uploadHooks = [];\n\n /**\n * Callback to call after completed.\n * @type {Array}\n * @private\n */\n this.completes = [];\n\n /**\n * If prepare is ticking (running).\n * @type {boolean}\n * @private\n */\n this.ticking = false;\n\n /**\n * 'bound' call for prepareItems().\n * @type {Function}\n * @private\n */\n this.delayedTick = function () {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!_this.queue) {\n return;\n }\n _this.prepareItems();\n };\n\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n\n /**\n * Upload all the textures and graphics to the GPU.\n *\n * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item -\n * Either the container or display object to search for items to upload, the items to upload themselves,\n * or the callback function, if items have been added using `prepare.add`.\n * @param {Function} [done] - Optional callback when all queued uploads have completed\n */\n\n\n BasePrepare.prototype.upload = function upload(item, done) {\n if (typeof item === 'function') {\n done = item;\n item = null;\n }\n\n // If a display object, search for items\n // that we could upload\n if (item) {\n this.add(item);\n }\n\n // Get the items for upload from the display\n if (this.queue.length) {\n if (done) {\n this.completes.push(done);\n }\n\n if (!this.ticking) {\n this.ticking = true;\n SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY);\n }\n } else if (done) {\n done();\n }\n };\n\n /**\n * Handle tick update\n *\n * @private\n */\n\n\n BasePrepare.prototype.tick = function tick() {\n setTimeout(this.delayedTick, 0);\n };\n\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n *\n * @private\n */\n\n\n BasePrepare.prototype.prepareItems = function prepareItems() {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload()) {\n var item = this.queue[0];\n var uploaded = false;\n\n if (item && !item._destroyed) {\n for (var i = 0, len = this.uploadHooks.length; i < len; i++) {\n if (this.uploadHooks[i](this.uploadHookHelper, item)) {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n\n if (!uploaded) {\n this.queue.shift();\n }\n }\n\n // We're finished\n if (!this.queue.length) {\n this.ticking = false;\n\n var completes = this.completes.slice(0);\n\n this.completes.length = 0;\n\n for (var _i = 0, _len = completes.length; _i < _len; _i++) {\n completes[_i]();\n }\n } else {\n // if we are not finished, on the next rAF do this again\n SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY);\n }\n };\n\n /**\n * Adds hooks for finding items.\n *\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @return {PIXI.BasePrepare} Instance of plugin for chaining.\n */\n\n\n BasePrepare.prototype.registerFindHook = function registerFindHook(addHook) {\n if (addHook) {\n this.addHooks.push(addHook);\n }\n\n return this;\n };\n\n /**\n * Adds hooks for uploading items.\n *\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @return {PIXI.BasePrepare} Instance of plugin for chaining.\n */\n\n\n BasePrepare.prototype.registerUploadHook = function registerUploadHook(uploadHook) {\n if (uploadHook) {\n this.uploadHooks.push(uploadHook);\n }\n\n return this;\n };\n\n /**\n * Manually add an item to the uploading queue.\n *\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @return {PIXI.CanvasPrepare} Instance of plugin for chaining.\n */\n\n\n BasePrepare.prototype.add = function add(item) {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (var i = 0, len = this.addHooks.length; i < len; i++) {\n if (this.addHooks[i](item, this.queue)) {\n break;\n }\n }\n\n // Get childen recursively\n if (item instanceof core.Container) {\n for (var _i2 = item.children.length - 1; _i2 >= 0; _i2--) {\n this.add(item.children[_i2]);\n }\n }\n\n return this;\n };\n\n /**\n * Destroys the plugin, don't use after this.\n *\n */\n\n\n BasePrepare.prototype.destroy = function destroy() {\n if (this.ticking) {\n SharedTicker.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n };\n\n return BasePrepare;\n}();\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\n\n\nexports.default = BasePrepare;\nfunction findMultipleBaseTextures(item, queue) {\n var result = false;\n\n // Objects with mutliple textures\n if (item && item._textures && item._textures.length) {\n for (var i = 0; i < item._textures.length; i++) {\n if (item._textures[i] instanceof core.Texture) {\n var baseTexture = item._textures[i].baseTexture;\n\n if (queue.indexOf(baseTexture) === -1) {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n\n return result;\n}\n\n/**\n * Built-in hook to find BaseTextures from Sprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item, queue) {\n // Objects with textures, like Sprites/Text\n if (item instanceof core.BaseTexture) {\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find textures from objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findTexture(item, queue) {\n if (item._texture && item._texture instanceof core.Texture) {\n var texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n *\n * @private\n * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction drawText(helper, item) {\n if (item instanceof core.Text) {\n // updating text will return early if it is not dirty\n item.updateText(true);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n *\n * @private\n * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction calculateTextStyle(helper, item) {\n if (item instanceof core.TextStyle) {\n var font = item.toFontString();\n\n core.TextMetrics.measureFont(font);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find Text objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Text object was found.\n */\nfunction findText(item, queue) {\n if (item instanceof core.Text) {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1) {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n var texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find TextStyle objects.\n *\n * @private\n * @param {PIXI.TextStyle} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item, queue) {\n if (item instanceof core.TextStyle) {\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n\n return true;\n }\n\n return false;\n}\n//# sourceMappingURL=BasePrepare.js.map","source":"\n\nexports.__esModule = true;\n\nvar _core = __webpack_require__(1);\n\nvar core = _interopRequireWildcard(_core);\n\nvar _CountLimiter = __webpack_require__(268);\n\nvar _CountLimiter2 = _interopRequireDefault(_CountLimiter);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nvar SharedTicker = core.ticker.shared;\n\n/**\n * Default number of uploads per frame using prepare plugin.\n *\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\ncore.settings.UPLOADS_PER_FRAME = 4;\n\n/**\n * The prepare manager provides functionality to upload content to the GPU. BasePrepare handles\n * basic queuing functionality and is extended by {@link PIXI.prepare.WebGLPrepare} and {@link PIXI.prepare.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n *\n * @example\n * // Create a sprite\n * const sprite = new PIXI.Sprite.fromImage('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n *\n * @abstract\n * @class\n * @memberof PIXI.prepare\n */\n\nvar BasePrepare = function () {\n /**\n * @param {PIXI.SystemRenderer} renderer - A reference to the current renderer\n */\n function BasePrepare(renderer) {\n var _this = this;\n\n _classCallCheck(this, BasePrepare);\n\n /**\n * The limiter to be used to control how quickly items are prepared.\n * @type {PIXI.prepare.CountLimiter|PIXI.prepare.TimeLimiter}\n */\n this.limiter = new _CountLimiter2.default(core.settings.UPLOADS_PER_FRAME);\n\n /**\n * Reference to the renderer.\n * @type {PIXI.SystemRenderer}\n * @protected\n */\n this.renderer = renderer;\n\n /**\n * The only real difference between CanvasPrepare and WebGLPrepare is what they pass\n * to upload hooks. That different parameter is stored here.\n * @type {PIXI.prepare.CanvasPrepare|PIXI.WebGLRenderer}\n * @protected\n */\n this.uploadHookHelper = null;\n\n /**\n * Collection of items to uploads at once.\n * @type {Array<*>}\n * @private\n */\n this.queue = [];\n\n /**\n * Collection of additional hooks for finding assets.\n * @type {Array}\n * @private\n */\n this.addHooks = [];\n\n /**\n * Collection of additional hooks for processing assets.\n * @type {Array}\n * @private\n */\n this.uploadHooks = [];\n\n /**\n * Callback to call after completed.\n %hÙ¥ù * @type {Array}\n * @private\n */\n this.completes = [];\n\n /**\n * If prepare is ticking (running).\n * @type {boolean}\n * @private\n */\n this.ticking = false;\n\n /**\n * 'bound' call for prepareItems().\n * @type {Function}\n * @private\n */\n this.delayedTick = function () {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!_this.queue) {\n return;\n }\n _this.prepareItems();\n };\n\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n\n /**\n * Upload all the textures and graphics to the GPU.\n *\n * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item -\n * Either the container or display object to search for items to upload, the items to upload themselves,\n * or the callback function, if items have been added using `prepare.add`.\n * @param {Function} [done] - Optional callback when all queued uploads have completed\n */\n\n\n BasePrepare.prototype.upload = function upload(item, done) {\n if (typeof item === 'function') {\n done = item;\n item = null;\n }\n\n // If a display object, search for items\n // that we could upload\n if (item) {\n this.add(item);\n }\n\n // Get the items for upload from the display\n if (this.queue.length) {\n if (done) {\n this.completes.push(done);\n }\n\n if (!this.ticking) {\n this.ticking = true;\n SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY);\n }\n } else if (done) {\n done();\n }\n };\n\n /**\n * Handle tick update\n *\n * @private\n */\n\n\n BasePrepare.prototype.tick = function tick() {\n setTimeout(this.delayedTick, 0);\n };\n\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n *\n * @private\n */\n\n\n BasePrepare.prototype.prepareItems = function prepareItems() {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload()) {\n var item = this.queue[0];\n var uploaded = false;\n\n if (item && !item._destroyed) {\n for (var i = 0, len = this.uploadHooks.length; i < len; i++) {\n if (this.uploadHooks[i](this.uploadHookHelper, item)) {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n\n if (!uploaded) {\n this.queue.shift();\n }\n }\n\n // We're finished\n if (!this.queue.length) {\n this.ticking = false;\n\n var completes = this.completes.slice(0);\n\n this.completes.length = 0;\n\n for (var _i = 0, _len = completes.length; _i < _len; _i++) {\n completes[_i]();\n }\n } else {\n // if we are not finished, on the next rAF do this again\n SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY);\n }\n };\n\n /**\n * Adds hooks for finding items.\n *\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @return {PIXI.BasePrepare} Instance of plugin for chaining.\n */\n\n\n BasePrepare.prototype.registerFindHook = function registerFindHook(addHook) {\n if (addHook) {\n this.addHooks.push(addHook);\n }\n\n return this;\n };\n\n /**\n * Adds hooks for uploading items.\n *\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @return {PIXI.BasePrepare} Instance of plugin for chaining.\n */\n\n\n BasePrepare.prototype.registerUploadHook = function registerUploadHook(uploadHook) {\n if (uploadHook) {\n this.uploadHooks.push(uploadHook);\n }\n\n return this;\n };\n\n /**\n * Manually add an item to the uploading queue.\n *\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @return {PIXI.CanvasPrepare} Instance of plugin for chaining.\n */\n\n\n BasePrepare.prototype.add = function add(item) {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (var i = 0, len = this.addHooks.length; i < len; i++) {\n if (this.addHooks[i](item, this.queue)) {\n break;\n }\n }\n\n // Get childen recursively\n if (item instanceof core.Container) {\n for (var _i2 = item.children.length - 1; _i2 >= 0; _i2--) {\n this.add(item.children[_i2]);\n }\n }\n\n return this;\n };\n\n /**\n * Destroys the plugin, don't use after this.\n *\n */\n\n\n BasePrepare.prototype.destroy = function destroy() {\n if (this.ticking) {\n SharedTicker.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n };\n\n return BasePrepare;\n}();\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\n\n\nexports.default = BasePrepare;\nfunction findMultipleBaseTextures(item, queue) {\n var result = false;\n\n // Objects with mutliple textures\n if (item && item._textures && item._textures.length) {\n for (var i = 0; i < item._textures.length; i++) {\n if (item._textures[i] instanceof core.Texture) {\n var baseTexture = item._textures[i].baseTexture;\n\n if (queue.indexOf(baseTexture) === -1) {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n\n return result;\n}\n\n/**\n * Built-in hook to find BaseTextures from Sprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item, queue) {\n // Objects with textures, like Sprites/Text\n if (item instanceof core.BaseTexture) {\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find textures from objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findTexture(item, queue) {\n if (item._texture && item._texture instanceof core.Texture) {\n var texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n *\n * @private\n * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction drawText(helper, item) {\n if (item instanceof core.Text) {\n // updating text will return early if it is not dirty\n item.updateText(true);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n *\n * @private\n * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction calculateTextStyle(helper, item) {\n if (item instanceof core.TextStyle) {\n var font = item.toFontString();\n\n core.TextMetrics.measureFont(font);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find Text objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Text object was found.\n */\nfunction findText(item, queue) {\n if (item instanceof core.Text) {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1) {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n var texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find TextStyle objects.\n *\n * @private\n * @param {PIXI.TextStyle} item - 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BasePrepare handles\n * basic queuing functionality and is extended by {@link PIXI.prepare.WebGLPrepare} and {@link PIXI.prepare.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n *\n * @example\n * // Create a sprite\n * const sprite = new PIXI.Sprite.fromImage('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n *\n * @abstract\n * @class\n * @memberof PIXI.prepare\n */\n\nvar BasePrepare = function () {\n /**\n * @param {PIXI.SystemRenderer} renderer - A reference to the current renderer\n */\n function BasePrepare(renderer) {\n var _this = this;\n\n _classCallCheck(this, BasePrepare);\n\n /**\n * The limiter to be used to control how quickly items are prepared.\n * @type {PIXI.prepare.CountLimiter|PIXI.prepare.TimeLimiter}\n */\n this.limiter = new _CountLimiter2.default(core.settings.UPLOADS_PER_FRAME);\n\n /**\n * Reference to the renderer.\n * @type {PIXI.SystemRenderer}\n * @protected\n */\n this.renderer = renderer;\n\n /**\n * The only real difference between CanvasPrepare and WebGLPrepare is what they pass\n * to upload hooks. That different parameter is stored here.\n * @type {PIXI.prepare.CanvasPrepare|PIXI.WebGLRenderer}\n * @protected\n */\n this.uploadHookHelper = null;\n\n /**\n * Collection of items to uploads at once.\n * @type {Array<*>}\n * @private\n */\n this.queue = [];\n\n /**\n * Collection of additional hooks for finding assets.\n * @type {Array}\n * @private\n */\n this.addHooks = [];\n\n /**\n * Collection of additional hooks for processing assets.\n * @type {Array}\n * @private\n */\n this.uploadHooks = [];\n\n /**\n * Callback to call after completed.\n * @type {Array}\n * @private\n */\n this.completes = [];\n\n /**\n * If prepare is ticking (running).\n * @type {boolean}\n * @private\n */\n this.ticking = false;\n\n /**\n * 'bound' call for prepareItems().\n * @type {Function}\n * @private\n */\n this.delayedTick = function () {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!_this.queue) {\n return;\n }\n _this.prepareItems();\n };\n\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n\n /**\n * Upload all the textures and graphics to the GPU.\n *\n * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item -\n * Either the container or display object to search for items to upload, the items to upload themselves,\n * or the callback function, if items have been added using `prepare.add`.\n * @param {Function} [done] - Optional callback when all queued uploads have completed\n */\n\n\n BasePrepare.prototype.upload = function upload(item, done) {\n if (typeof item === 'function') {\n done = item;\n item = null;\n }\n\n // If a display object, search for items\n // that we could upload\n if (item) {\n this.add(item);\n }\n\n // Get the items for upload from the display\n if (this.queue.length) {\n if (done) {\n this.completes.push(done);\n }\n\n if (!this.ticking) {\n this.ticking = true;\n SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY);\n }\n } else if (done) {\n done();\n }\n };\n\n /**\n * Handle tick update\n *\n * @private\n */\n\n\n BasePrepare.prototype.tick = function tick() {\n setTimeout(this.delayedTick, 0);\n };\n\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n *\n * @private\n */\n\n\n BasePrepare.prototype.prepareItems = function prepareItems() {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload()) {\n var item = this.queue[0];\n var uploaded = false;\n\n if (item && !item._destroyed) {\n for (var i = 0, len = this.uploadHooks.length; i < len; i++) {\n if (this.uploadHooks[i](this.uploadHookHelper, item)) {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n\n if (!uploaded) {\n this.queue.shift();\n }\n }\n\n // We're finished\n if (!this.queue.length) {\n this.ticking = false;\n\n var completes = this.completes.slice(0);\n\n this.completes.length = 0;\n\n for (var _i = 0, _len = completes.length; _i < _len; _i++) {\n completes[_i]();\n }\n } else {\n // if we are not finished, on the next rAF do this again\n SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY);\n }\n };\n\n /**\n * Adds hooks for finding items.\n *\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @return {PIXI.BasePrepare} Instance of plugin for chaining.\n */\n\n\n BasePrepare.prototype.registerFindHook = function registerFindHook(addHook) {\n if (addHook) {\n this.addHooks.push(addHook);\n }\n\n return this;\n };\n\n /**\n * Adds hooks for uploading items.\n *\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @return {PIXI.BasePrepare} Instance of plugin for chaining.\n */\n\n\n BasePrepare.prototype.registerUploadHook = function registerUploadHook(uploadHook) {\n if (uploadHook) {\n this.uploadHooks.push(uploadHook);\n }\n\n return this;\n };\n\n /**\n * Manually add an item to the uploading queue.\n *\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @return {PIXI.CanvasPrepare} Instance of plugin for chaining.\n */\n\n\n BasePrepare.prototype.add = function add(item) {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (var i = 0, len = this.addHooks.length; i < len; i++) {\n if (this.addHooks[i](item, this.queue)) {\n break;\n }\n }\n\n // Get childen recursively\n if (item instanceof core.Container) {\n for (var _i2 = item.children.length - 1; _i2 >= 0; _i2--) {\n this.add(item.children[_i2]);\n }\n }\n\n return this;\n };\n\n /**\n * Destroys the plugin, don't use after this.\n *\n */\n\n\n BasePrepare.prototype.destroy = function destroy() {\n if (this.ticking) {\n SharedTicker.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n };\n\n return BasePrepare;\n}();\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - 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BasePrepare handles\n * basic queuing functionality and is extended by {@link PIXI.prepare.WebGLPrepare} and {@link PIXI.prepare.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n *\n * @example\n * // Create a sprite\n * const sprite = new PIXI.Sprite.fromImage('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n *\n * @abstract\n * @class\n * @memberof PIXI.prepare\n */\n\nvar BasePrepare = function () {\n /**\n * @param {PIXI.SystemRende2â`ùrer} renderer - A reference to the current renderer\n */\n function BasePrepare(renderer) {\n var _this = this;\n\n _classCallCheck(this, BasePrepare);\n\n /**\n * The limiter to be used to control how quickly items are prepared.\n * @type {PIXI.prepare.CountLimiter|PIXI.prepare.TimeLimiter}\n */\n this.limiter = new _CountLimiter2.default(core.settings.UPLOADS_PER_FRAME);\n\n /**\n * Reference to the renderer.\n * @type {PIXI.SystemRenderer}\n * @protected\n */\n this.renderer = renderer;\n\n /**\n * The only real difference between CanvasPrepare and WebGLPrepare is what they pass\n * to upload hooks. 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This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n *\n * @private\n */\n\n\n BasePrepare.prototype.prepareItems = function prepareItems() {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload()) {\n var item = this.queue[0];\n var uploaded = false;\n\n if (item && !item._destroyed) {\n for (var i = 0, len = this.uploadHooks.length; i < len; i++) {\n if (this.uploadHooks[i](this.uploadHookHelper, item)) {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n\n if (!uploaded) {\n this.queue.shift();\n }\n }\n\n // We're finished\n if (!this.queue.length) {\n this.ticking = false;\n\n var completes = this.completes.slice(0);\n\n this.completes.length = 0;\n\n for (var _i = 0, _len = completes.length; _i < _len; _i++) {\n completes[_i]();\n }\n } else {\n // if we are not finished, on the next rAF do this again\n SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY);\n }\n };\n\n /**\n * Adds hooks for finding items.\n *\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @return {PIXI.BasePrepare} Instance of plugin for chaining.\n */\n\n\n BasePrepare.prototype.registerFindHook = function registerFindHook(addHook) {\n if (addHook) {\n this.addHooks.push(addHook);\n }\n\n return this;\n };\n\n /**\n * Adds hooks for uploading items.\n *\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @return {PIXI.BasePrepare} Instance of plugin for chaining.\n */\n\n\n BasePrepare.prototype.registerUploadHook = function registerUploadHook(uploadHook) {\n if (uploadHook) {\n this.uploadHooks.push(uploadHook);\n }\n\n return this;\n };\n\n /**\n * Manually add an item to the uploading queue.\n *\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @return {PIXI.CanvasPrepare} Instance of plugin for chaining.\n */\n\n\n BasePrepare.prototype.add = function add(item) {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (var i = 0, len = this.addHooks.length; i < len; i++) {\n if (this.addHooks[i](item, this.queue)) {\n break;\n }\n }\n\n // Get childen recursively\n if (item instanceof core.Container) {\n for (var _i2 = item.children.length - 1; _i2 >= 0; _i2--) {\n this.add(item.children[_i2]);\n }\n }\n\n return this;\n };\n\n /**\n * Destroys the plugin, don't use after this.\n *\n */\n\n\n BasePrepare.prototype.destroy = function destroy() {\n if (this.ticking) {\n SharedTicker.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n };\n\n return BasePrepare;\n}();\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\n\n\nexports.default = BasePrepare;\nfunction findMultipleBaseTextures(item, queue) {\n var result = false;\n\n // Objects with mutliple textures\n if (item && item._textures && item._textures.length) {\n for (var i = 0; i < item._textures.length; i++) {\n if (item._textures[i] instanceof core.Texture) {\n var baseTexture = item._textures[i].baseTexture;\n\n if (queue.indexOf(baseTexture) === -1) {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n\n return result;\n}\n\n/**\n * Built-in hook to find BaseTextures from Sprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item, queue) {\n // Objects with textures, like Sprites/Text\n if (item instanceof core.BaseTexture) {\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find textures from objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findTexture(item, queue) {\n if (item._texture && item._texture instanceof core.Texture) {\n var texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n *\n * @private\n * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction drawText(helper, item) {\n if (item instanceof core.Text) {\n // updating text will return early if it is not dirty\n item.updateText(true);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n *\n * @private\n * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction calculateTextStyle(helper, item) {\n if (item instanceof core.TextStyle) {\n var font = item.toFontString();\n\n core.TextMetrics.measureFont(font);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find Text objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Text object was found.\n */\nfunction findText(item, queue) {\n if (item instanceof core.Text) {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1) {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n var texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1) {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find TextStyle objects.\n *\n * @private\n * @param {PIXI.TextStyle} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item, queue) {\n if (item instanceof core.TextStyle) {\n if (queue.indexOf(item) === -1) {\n queue.push(item);\n }\n\n return true;\n }\n\n return false;\n}\n//# sourceMappingURL=BasePrepare.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _core = require('../core');\n\nvar core = _interopRequireWildcard(_core);\n\nvar _CountLimiter = require('./limiters/CountLimiter');\n\nvar _CountLimiter2 = _interopRequireDefault(_CountLimiter);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; 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If unset, determined automatically.\n *\n * @member {string}\n */\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n\n /**\n * The method of loading to use for this resource.\n *\n * @member {Resource.LOAD_TYPE}\n */\n this.loadType = options.loadType || this._determineLoadType();\n\n /**\n * The type used to load the resource via XHR. If unset, determined automatically.\n *\n * @member {string}\n */\n this.xhrType = options.xhrType;\n\n /**\n * Extra info for middleware, and controlling specifics about how the resource loads.\n *\n * Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n * Meaning it will modify it as it sees fit.\n *\n * @member {object}\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources\n * to.\n */\n this.metadata = options.metadata || {};\n\n /**\n * The error that occurred while loading (if any).\n *\n * @member {Error}\n * @readonly\n */\n this.error = null;\n\n /**\n * The XHR object that was used to load this resource. This is only set\n * when `loadType` is `Resource.LOAD_TYPE.XHR`.\n *\n * @member {XMLHttpRequest}\n * @readonly\n */\n this.xhr = null;\n\n /**\n * The child resources this resource owns.\n *\n * @member {Resource[]}\n * @readonly\n */\n this.children = [];\n\n /**\n * The resource type.\n *\n * @member {Resource.TYPE}\n * @readonly\n */\n this.type = Resource.TYPE.UNKNOWN;\n\n /**\n * The progress chunk owned by this resource.\n *\n * @member {number}\n * @readonly\n */\n this.progressChunk = 0;\n\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._dequeue = _noop;\n\n /**\n * Used a storage place for the on load binding used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._onLoadBinding = null;\n\n /**\n * The `complete` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundComplete = this.complete.bind(this);\n\n /**\n * The `_onError` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnError = this._onError.bind(this);\n\n /**\n * The `_onProgress` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnProgress = this._onProgress.bind(this);\n\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n this._boundXdrOnTimeout = this._xdrOnTimeout.bind(this);\n\n /**\n * Dispatched when the resource beings to load.\n *\n * The callback looks like {@link Resource.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new _miniSignals2.default();\n\n /**\n * Dispatched each time progress of this resource load updates.\n * Not all resources types and loader systems can support this event\n * so sometimes it may not be available. If the resource\n * is being loaded on a modern browser, using XHR, and the remote server\n * properly sets Content-Length headers, then this will be available.\n *\n * The callback looks like {@link Resource.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new _miniSignals2.default();\n\n /**\n * Dispatched once this resource has loaded, if there was an error it will\n * be in the `error` property.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new _miniSignals2.default();\n\n /**\n * Dispatched after this resource has had all the *after* middleware run on it.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onAfterMiddleware = new _miniSignals2.default();\n\n /**\n * When the resource starts to load.\n *\n * @memberof Resource\n * @callback OnStartSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * When the resource reports loading progress.\n *\n * @memberof Resource\n * @callback OnProgressSignal\n * @param {Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n\n /**\n * When the resource finishes loading.\n *\n * @memberof Resource\n * @callback OnCompleteSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n }\n\n /**\n * Stores whether or not this url is a data url.\n *\n * @member {boolean}\n * @readonly\n */\n\n\n /**\n * Marks the resource as complete.\n *\n */\n Resource.prototype.complete = function complete() {\n // TODO: Clean this up in a wrapper or something...gross....\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n } else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n\n this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(Resource.STATUS_FLAGS.LOADING, false);\n\n this.onComplete.dispatch(this);\n };\n\n /**\n * Aborts the loading of this resource, with an optional message.\n *\n * @param {string} message - The message to use for the error\n */\n\n\n Resource.prototype.abort = function abort(message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n\n // store error\n this.error = new Error(message);\n\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n } else if (this.xdr) {\n this.xdr.abort();\n } else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = Resource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n\n // done now.\n this.complete();\n };\n\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n *\n * @param {function} [cb] - Optional callback to call once the resource is loaded.\n */\n\n\n Resource.prototype.load = function load(cb) {\n var _this = this;\n\n if (this.isLoading) {\n return;\n }\n\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () {\n return cb(_this);\n }, 1);\n }\n\n return;\n } else if (cb) {\n this.onComplete.once(cb);\n }\n\n this._setFlag(Resource.STATUS_FLAGS.LOADING, true);\n\n this.onStart.dispatch(this);\n\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n\n switch (this.loadType) {\n case Resource.LOAD_TYPE.IMAGE:\n this.type = Resource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n\n case Resource.LOAD_TYPE.AUDIO:\n this.type = Resource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n\n case Resource.LOAD_TYPE.VIDEO:\n this.type = Resource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n\n case Resource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n } else {\n this._loadXhr();\n }\n break;\n }\n };\n\n /**\n * Checks if the flag is set.\n *\n * @private\n * @param {number} flag - The flag to check.\n * @return {boolean} True if the flag is set.\n */\n\n\n Resource.prototype._hasFlag = function _hasFlag(flag) {\n return !!(this._flags & flag);\n };\n\n /**\n * (Un)Sets the flag.\n *\n * @private\n * @param {number} flag - The flag to (un)set.\n * @param {boolean} value - Whether to set or (un)set the flag.\n */\n\n\n Resource.prototype._setFlag = function _setFlag(flag, value) {\n this._flags = value ? this._flags | flag : this._flags & ~flag;\n };\n\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadElement = function _loadElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'image' && typeof window.Image !== 'undefined') {\n this.data = new Image();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n };\n\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadSourceElement = function _loadSourceElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'audio' && typeof window.Audio !== 'undefined') {\n this.data = new Audio();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.data === null) {\n this.abort('Unsupported element: ' + type);\n\n return;\n }\n\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n } else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n } else {\n var _mimeTypes = this.metadata.mimeType;\n\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(_mimeTypes) ? _mimeTypes[0] : _mimeTypes));\n }\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n\n this.data.load();\n };\n\n /**\n * Loads this resources using an XMLHttpRequest.\n *\n * @private\n */\n\n\n Resource.prototype._loadXhr = function _loadXhr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xhr = this.xhr = new XMLHttpRequest();\n\n // set the request type and url\n xhr.open('GET', this.url, true);\n\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT;\n } else {\n xhr.responseType = this.xhrType;\n }\n\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n\n xhr.send();\n };\n\n /**\n * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross).\n *\n * @private\n */\n\n\n Resource.prototype._loadXdr = function _loadXdr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xdr = this.xhr = new XDomainRequest();\n\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = 5000;\n\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXdrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n\n xdr.open('GET', this.url, true);\n\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () {\n return xdr.send();\n }, 1);\n };\n\n /**\n * Creates a source used in loading via an element.\n *\n * @private\n * @param {string} type - The element type (video or audio).\n * @param {string} url - The source URL to load from.\n * @param {string} [mime] - The mime type of the video\n * @return {HTMLSourceElement} The source element.\n */\n\n\n Resource.prototype._createSource = function _createSource(type, url, mime) {\n if (!mime) {\n mime = type + '/' + this._getExtension(url);\n }\n\n var source = document.createElement('source');\n\n source.src = url;\n source.type = mime;\n\n return source;\n };\n\n /**\n * Called if a load errors out.\n *\n * @param {Event} event - The error event from the element that emits it.\n * @private\n */\n\n\n Resource.prototype._onError = function _onError(event) {\n this.abort('Failed to load element using: ' + event.target.nodeName);\n };\n\n /**\n * Called if a load progress event fires for xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestProgressEvent|Event} event - Progress event.\n */\n\n\n Resource.prototype._onProgress = function _onProgress(event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestErrorEvent|Event} event - Error event.\n */\n\n\n Resource.prototype._xhrOnError = function _xhrOnError() {\n var xhr = this.xhr;\n\n this.abort(reqType(xhr) + ' Request failed. Status: ' + xhr.status + ', text: \"' + xhr.statusText + '\"');\n };\n\n /**\n * Called if an abort event fires for xhr.\n *\n * @private\n * @param {XMLHttpRequestAbortEvent} event - Abort Event\n */\n\n\n Resource.prototype._xhrOnAbort = function _xhrOnAbort() {\n this.abort(reqType(this.xhr) + ' Request was aborted by the user.');\n };\n\n /**\n * Called if a timeout event fires for xdr.\n *\n * @private\n * @param {Event} event - Timeout event.\n */\n\n\n Resource.prototype._xdrOnTimeout = function _xdrOnTimeout() {\n this.abort(reqType(this.xhr) + ' Request timed out.');\n };\n\n /**\n * Called when data successfully loads from an xhr/xdr request.\n *\n * @private\n * @param {XMLHttpRequestLoadEvent|Event} event - Load event\n */\n\n\n Resource.prototype._xhrOnLoad = function _xhrOnLoad() {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && text.length > 0) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n\n var statusType = status / 100 | 0;\n\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = Resource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = Resource.TYPE.JSON;\n } catch (e) {\n this.abort('Error trying to parse loaded json: ' + e);\n\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (window.DOMParser) {\n var domparser = new DOMParser();\n\n this.data = domparser.parseFromString(text, 'text/xml');\n } else {\n var div = document.createElement('div');\n\n div.innerHTML = text;\n\n this.data = div;\n }\n\n this.type = Resource.TYPE.XML;\n } catch (e) {\n this.abort('Error trying to parse loaded xml: ' + e);\n\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n } else {\n this.abort('[' + xhr.status + '] ' + xhr.statusText + ': ' + xhr.responseURL);\n\n return;\n }\n\n this.complete();\n };\n\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n *\n * @private\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\n\n\n Resource.prototype._determineCrossOrigin = function _determineCrossOrigin(url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n url = (0, _parseUri2.default)(tempAnchor.href, { strictMode: true });\n\n var samePort = !url.port && loc.port === '' || url.port === loc.port;\n var protocol = url.protocol ? url.protocol + ':' : '';\n\n // if cross origin\n if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n\n return '';\n };\n\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n\n\n Resource.prototype._determineXhrType = function _determineXhrType() {\n return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT;\n };\n\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.LOAD_TYPE} The loadType to use.\n */\n\n\n Resource.prototype._determineLoadType = function _determineLoadType() {\n return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR;\n };\n\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n *\n * @private\n * @return {string} The extension.\n */\n\n\n Resource.prototype._getExtension = function _getExtension() {\n var url = this.url;\n var ext = '';\n\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n } else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n\n return ext.toLowerCase();\n };\n\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n *\n * @private\n * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for.\n * @return {string} The mime type to use.\n */\n\n\n Resource.prototype._getMimeFromXhrType = function _getMimeFromXhrType(type) {\n switch (type) {\n case Resource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n\n case Resource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n\n case Resource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n\n case Resource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n\n case Resource.XHR_RESPONSE_TYPE.DEFAULT:\n case Resource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n\n }\n };\n\n _createClass(Resource, [{\n key: 'isDataUrl',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL);\n }\n\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n *\n * @member {boolean}\n * @readonly\n */\n\n }, {\n key: 'isComplete',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE);\n }\n\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n *\n * @member {boolean}\n * @readonly\n */\n\n }, {\n key: 'isLoading',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.LOADING);\n }\n }]);\n\n return Resource;\n}();\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\n\n\nexports.default = Resource;\nResource.STATUS_FLAGS = {\n NONE: 0,\n DATA_URL: 1 << 0,\n COMPLETE: 1 << 1,\n LOADING: 1 << 2\n};\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.TYPE = {\n UNKNOWN: 0,\n JSON: 1,\n XML: 2,\n IMAGE: 3,\n AUDIO: 4,\n VIDEO: 5,\n TEXT: 6\n};\n\n/**\n * The types of loading a resource can use.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.LOAD_TYPE = {\n /** Uses XMLHttpRequest to load the resource. */\n XHR: 1,\n /** Uses an `Image` object to load the resource. */\n IMAGE: 2,\n /** Uses an `Audio` object to load the resource. */\n AUDIO: 3,\n /** Uses a `Video` object to load the resource. */\n VIDEO: 4\n};\n\n/**\n * The XHR ready states, used internally.\n *\n * @static\n * @readonly\n * @enum {string}\n */\nResource.XHR_RESPONSE_TYPE = {\n /** string */\n DEFAULT: 'text',\n /** ArrayBuffer */\n BUFFER: 'arraybuffer',\n /** Blob */\n BLOB: 'blob',\n /** Document */\n DOCUMENT: 'document',\n /** Object */\n JSON: 'json',\n /** String */\n TEXT: 'text'\n};\n\nResource._loadTypeMap = {\n // images\n gif: Resource.LOAD_TYPE.IMAGE,\n png: Resource.LOAD_TYPE.IMAGE,\n bmp: Resource.LOAD_TYPE.IMAGE,\n jpg: Resource.LOAD_TYPE.IMAGE,\n jpeg: Resource.LOAD_TYPE.IMAGE,\n tif: Resource.LOAD_TYPE.IMAGE,\n tiff: Resource.LOAD_TYPE.IMAGE,\n webp: Resource.LOAD_TYPE.IMAGE,\n tga: Resource.LOAD_TYPE.IMAGE,\n svg: Resource.LOAD_TYPE.IMAGE,\n 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls\n\n // audio\n mp3: Resource.LOAD_TYPE.AUDIO,\n ogg: Resource.LOAD_TYPE.AUDIO,\n wav: Resource.LOAD_TYPE.AUDIO,\n\n // videos\n mp4: Resource.LOAD_TYPE.VIDEO,\n webm: Resource.LOAD_TYPE.VIDEO\n};\n\nResource._xhrTypeMap = {\n // xml\n xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // images\n gif: Resource.XHR_RESPONSE_TYPE.BLOB,\n png: Resource.XHR_RESPONSE_TYPE.BLOB,\n bmp: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpg: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: Resource.XHR_RESPONSE_TYPE.BLOB,\n tif: Resource.XHR_RESPONSE_TYPE.BLOB,\n tiff: Resource.XHR_RESPONSE_TYPE.BLOB,\n webp: Resource.XHR_RESPONSE_TYPE.BLOB,\n tga: Resource.XHR_RESPONSE_TYPE.BLOB,\n\n // json\n json: Resource.XHR_RESPONSE_TYPE.JSON,\n\n // text\n text: Resource.XHR_RESPONSE_TYPE.TEXT,\n txt: Resource.XHR_RESPONSE_TYPE.TEXT,\n\n // fonts\n ttf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n otf: Resource.XHR_RESPONSE_TYPE.BUFFER\n};\n\n// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\nResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n *\n * @ignore\n * @param {object} map - The map to set on.\n * @param {string} extname - The extension (or key) to set.\n * @param {number} val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n\n if (!extname) {\n return;\n }\n\n map[extname] = val;\n}\n\n/**\n * Quick helper to get string xhr type.\n *\n * @ignore\n * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check.\n * @return {string} The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n//# sourceMappingURL=Resource.js.map","source":"\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) definî]¹ùeProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _parseUri = __webpack_require__(224);\n\nvar _parseUri2 = _interopRequireDefault(_parseUri);\n\nvar _miniSignals = __webpack_require__(223);\n\nvar _miniSignals2 = _interopRequireDefault(_miniSignals);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// tests is CORS is supported in XHR, if not we need to use XDR\nvar useXdr = !!(window.XDomainRequest && !('withCredentials' in new XMLHttpRequest()));\nvar tempAnchor = null;\n\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n\n// noop\nfunction _noop() {} /* empty */\n\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * @class\n */\n\nvar Resource = function () {\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.LOAD_TYPE} loadType - The load type to set it to.\n */\n Resource.setExtensionLoadType = function setExtensionLoadType(extname, loadType) {\n setExtMap(Resource._loadTypeMap, extname, loadType);\n };\n\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n\n\n Resource.setExtensionXhrType = function setExtensionXhrType(extname, xhrType) {\n setExtMap(Resource._xhrTypeMap, extname, xhrType);\n };\n\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {object} [options.metadata] - Extra configuration for middleware and the Resource object.\n * @param {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [options.metadata.loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @param {boolean} [options.metadata.skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @param {string|string[]} [options.metadata.mimeType] - The mime type to use for the source element of a video/audio\n * elment. If the urls are an array, you can pass this as an array as well where each index is the mime type to\n * use for the corresponding url index.\n */\n\n\n function Resource(name, url, options) {\n _classCallCheck(this, Resource);\n\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n\n options = options || {};\n\n /**\n * The state flags of this resource.\n *\n * @member {number}\n */\n this._flags = 0;\n\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n\n /**\n * The name of this resource.\n *\n * @member {string}\n * @readonly\n */\n this.name = name;\n\n /**\n * The url used to load this resource.\n *\n * @member {string}\n * @readonly\n */\n this.url = url;\n\n /**\n * The extension used to load this resource.\n *\n * @member {string}\n * @readonly\n */\n this.extension = this._getExtension();\n\n /**\n * The data that was loaded by the resource.\n *\n * @member {any}\n */\n this.data = null;\n\n /**\n * Is this request cross-origin? If unset, determined automatically.\n *\n * @member {string}\n */\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n\n /**\n * The method of loading to use for this resource.\n *\n * @member {Resource.LOAD_TYPE}\n */\n this.loadType = options.loadType || this._determineLoadType();\n\n /**\n * The type used to load the resource via XHR. If unset, determined automatically.\n *\n * @member {string}\n */\n this.xhrType = options.xhrType;\n\n /**\n * Extra info for middleware, and controlling specifics about how the resource loads.\n *\n * Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n * Meaning it will modify it as it sees fit.\n *\n * @member {object}\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources\n * to.\n */\n this.metadata = options.metadata || {};\n\n /**\n * The error that occurred while loading (if any).\n *\n * @member {Error}\n * @readonly\n */\n this.error = null;\n\n /**\n * The XHR object that was used to load this resource. This is only set\n * when `loadType` is `Resource.LOAD_TYPE.XHR`.\n *\n * @member {XMLHttpRequest}\n * @readonly\n */\n this.xhr = null;\n\n /**\n * The child resources this resource owns.\n *\n * @member {Resource[]}\n * @readonly\n */\n this.children = [];\n\n /**\n * The resource type.\n *\n * @member {Resource.TYPE}\n * @readonly\n */\n this.type = Resource.TYPE.UNKNOWN;\n\n /**\n * The progress chunk owned by this resource.\n *\n * @member {number}\n * @readonly\n */\n this.progressChunk = 0;\n\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._dequeue = _noop;\n\n /**\n * Used a storage place for the on load binding used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._onLoadBinding = null;\n\n /**\n * The `complete` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundComplete = this.complete.bind(this);\n\n /**\n * The `_onError` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnError = this._onError.bind(this);\n\n /**\n * The `_onProgress` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnProgress = this._onProgress.bind(this);\n\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n this._boundXdrOnTimeout = this._xdrOnTimeout.bind(this);\n\n /**\n * Dispatched when the resource beings to load.\n *\n * The callback looks like {@link Resource.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new _miniSignals2.default();\n\n /**\n * Dispatched each time progress of this resource load updates.\n * Not all resources types and loader systems can support this event\n * so sometimes it may not be available. If the resource\n * is being loaded on a modern browser, using XHR, and the remote server\n * properly sets Content-Length headers, then this will be available.\n *\n * The callback looks like {@link Resource.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new _miniSignals2.default();\n\n /**\n * Dispatched once this resource has loaded, if there was an error it will\n * be in the `error` property.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new _miniSignals2.default();\n\n /**\n * Dispatched after this resource has had all the *after* middleware run on it.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onAfterMiddleware = new _miniSignals2.default();\n\n /**\n * When the resource starts to load.\n *\n * @memberof Resource\n * @callback OnStartSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * When the resource reports loading progress.\n *\n * @memberof Resource\n * @callback OnProgressSignal\n * @param {Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n\n /**\n * When the resource finishes loading.\n *\n * @memberof Resource\n * @callback OnCompleteSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n }\n\n /**\n * Stores whether or not this url is a data url.\n *\n * @member {boolean}\n * @readonly\n */\n\n\n /**\n * Marks the resource as complete.\n *\n */\n Resource.prototype.complete = function complete() {\n // TODO: Clean this up in a wrapper or something...gross....\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n } else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n\n this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(Resource.STATUS_FLAGS.LOADING, false);\n\n this.onComplete.dispatch(this);\n };\n\n /**\n * Aborts the loading of this resource, with an optional message.\n *\n * @param {string} message - The message to use for the error\n */\n\n\n Resource.prototype.abort = function abort(message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n\n // store error\n this.error = new Error(message);\n\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n } else if (this.xdr) {\n this.xdr.abort();\n } else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = Resource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n\n // done now.\n this.complete();\n };\n\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n *\n * @param {function} [cb] - Optional callback to call once the resource is loaded.\n */\n\n\n Resource.prototype.load = function load(cb) {\n var _this = this;\n\n if (this.isLoading) {\n return;\n }\n\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () {\n return cb(_this);\n }, 1);\n }\n\n return;\n } else if (cb) {\n this.onComplete.once(cb);\n }\n\n this._setFlag(Resource.STATUS_FLAGS.LOADING, true);\n\n this.onStart.dispatch(this);\n\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n\n switch (this.loadType) {\n case Resource.LOAD_TYPE.IMAGE:\n this.type = Resource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n\n case Resource.LOAD_TYPE.AUDIO:\n this.type = Resource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n\n case Resource.LOAD_TYPE.VIDEO:\n this.type = Resource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n\n case Resource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n } else {\n this._loadXhr();\n }\n break;\n }\n };\n\n /**\n * Checks if the flag is set.\n *\n * @private\n * @param {number} flag - The flag to check.\n * @return {boolean} True if the flag is set.\n */\n\n\n Resource.prototype._hasFlag = function _hasFlag(flag) {\n return !!(this._flags & flag);\n };\n\n /**\n * (Un)Sets the flag.\n *\n * @private\n * @param {number} flag - The flag to (un)set.\n * @param {boolean} value - Whether to set or (un)set the flag.\n */\n\n\n Resource.prototype._setFlag = function _setFlag(flag, value) {\n this._flags = value ? this._flags | flag : this._flags & ~flag;\n };\n\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadElement = function _loadElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'image' && typeof window.Image !== 'undefined') {\n this.data = new Image();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n };\n\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadSourceElement = function _loadSourceElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'audio' && typeof window.Audio !== 'undefined') {\n this.data = new Audio();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.data === null) {\n this.abort('Unsupported element: ' + type);\n\n return;\n }\n\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n } else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n } else {\n var _mimeTypes = this.metadata.mimeType;\n\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(_mimeTypes) ? _mimeTypes[0] : _mimeTypes));\n }\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n\n this.data.load();\n };\n\n /**\n * Loads this resources using an XMLHttpRequest.\n *\n * @private\n */\n\n\n Resource.prototype._loadXhr = function _loadXhr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xhr = this.xhr = new XMLHttpRequest();\n\n // set the request type and url\n xhr.open('GET', this.url, true);\n\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT;\n } else {\n xhr.responseType = this.xhrType;\n }\n\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n\n xhr.send();\n };\n\n /**\n * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross).\n *\n * @private\n */\n\n\n Resource.prototype._loadXdr = function _loadXdr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xdr = this.xhr = new XDomainRequest();\n\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = 5000;\n\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXdrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n\n xdr.open('GET', this.url, true);\n\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () {\n return xdr.send();\n }, 1);\n };\n\n /**\n * Creates a source used in loading via an element.\n *\n * @private\n * @param {string} type - The element type (video or audio).\n * @param {string} url - The source URL to load from.\n * @param {string} [mime] - The mime type of the video\n * @return {HTMLSourceElement} The source element.\n */\n\n\n Resource.prototype._createSource = function _createSource(type, url, mime) {\n if (!mime) {\n mime = type + '/' + this._getExtension(url);\n }\n\n var source = document.createElement('source');\n\n source.src = url;\n source.type = mime;\n\n return source;\n };\n\n /**\n * Called if a load errors out.\n *\n * @param {Event} event - The error event from the element that emits it.\n * @private\n */\n\n\n Resource.prototype._onError = function _onError(event) {\n this.abort('Failed to load element using: ' + event.target.nodeName);\n };\n\n /**\n * Called if a load progress event fires for xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestProgressEvent|Event} event - Progress event.\n */\n\n\n Resource.prototype._onProgress = function _onProgress(event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestErrorEvent|Event} event - Error event.\n */\n\n\n Resource.prototype._xhrOnError = function _xhrOnError() {\n var xhr = this.xhr;\n\n this.abort(reqType(xhr) + ' Request failed. Status: ' + xhr.status + ', text: \"' + xhr.statusText + '\"');\n };\n\n /**\n * Called if an abort event fires for xhr.\n *\n * @private\n * @param {XMLHttpRequestAbortEvent} event - Abort Event\n */\n\n\n Resource.prototype._xhrOnAbort = function _xhrOnAbort() {\n this.abort(reqType(this.xhr) + ' Request was aborted by the user.');\n };\n\n /**\n * Called if a timeout event fires for xdr.\n *\n * @private\n * @param {Event} event - Timeout event.\n */\n\n\n Resource.prototype._xdrOnTimeout = function _xdrOnTimeout() {\n this.abort(reqType(this.xhr) + ' Request timed out.');\n };\n\n /**\n * Called when data successfully loads from an xhr/xdr request.\n *\n * @private\n * @param {XMLHttpRequestLoadEvent|Event} event - Load event\n */\n\n\n Resource.prototype._xhrOnLoad = function _xhrOnLoad() {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && text.length > 0) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n\n var statusType = status / 100 | 0;\n\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = Resource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = Resource.TYPE.JSON;\n } catch (e) {\n this.abort('Error trying to parse loaded json: ' + e);\n\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (window.DOMParser) {\n var domparser = new DOMParser();\n\n this.data = domparser.parseFromString(text, 'text/xml');\n } else {\n var div = document.createElement('div');\n\n div.innerHTML = text;\n\n this.data = div;\n }\n\n this.type = Resource.TYPE.XML;\n } catch (e) {\n this.abort('Error trying to parse loaded xml: ' + e);\n\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n } else {\n this.abort('[' + xhr.status + '] ' + xhr.statusText + ': ' + xhr.responseURL);\n\n return;\n }\n\n this.complete();\n };\n\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n *\n * @private\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\n\n\n Resource.prototype._determineCrossOrigin = function _determineCrossOrigin(url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n url = (0, _parseUri2.default)(tempAnchor.href, { strictMode: true });\n\n var samePort = !url.port && loc.port === '' || url.port === loc.port;\n var protocol = url.protocol ? url.protocol + ':' : '';\n\n // if cross origin\n if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n\n return '';\n };\n\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n\n\n Resource.prototype._determineXhrType = function _determineXhrType() {\n return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT;\n };\n\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.LOAD_TYPE} The loadType to use.\n */\n\n\n Resource.prototype._determineLoadType = function _determineLoadType() {\n return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR;\n };\n\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n *\n * @private\n * @return {string} The extension.\n */\n\n\n Resource.prototype._getExtension = function _getExtension() {\n var url = this.url;\n var ext = '';\n\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n } else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n\n return ext.toLowerCase();\n };\n\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n *\n * @private\n * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for.\n * @return {string} The mime type to use.\n */\n\n\n Resource.prototype._getMimeFromXhrType = function _getMimeFromXhrType(type) {\n switch (type) {\n case Resource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n\n case Resource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n\n case Resource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n\n case Resource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n\n case Resource.XHR_RESPONSE_TYPE.DEFAULT:\n case Resource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n\n }\n };\n\n _createClass(Resource, [{\n key: 'isDataUrl',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL);\n }\n\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n *\n * @member {boolean}\n * @readonly\n */\n\n }, {\n key: 'isComplete',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE);\n }\n\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n *\n * @member {boolean}\n * @readonly\n */\n\n }, {\n key: 'isLoading',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.LOADING);\n }\n }]);\n\n return Resource;\n}();\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\n\n\nexports.default = Resource;\nResource.STATUS_FLAGS = {\n NONE: 0,\n DATA_URL: 1 << 0,\n COMPLETE: 1 << 1,\n LOADING: 1 << 2\n};\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.TYPE = {\n UNKNOWN: 0,\n JSON: 1,\n XML: 2,\n IMAGE: 3,\n AUDIO: 4,\n VIDEO: 5,\n TEXT: 6\n};\n\n/**\n * The types of loŽ„$ùading a resource can use.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.LOAD_TYPE = {\n /** Uses XMLHttpRequest to load the resource. */\n XHR: 1,\n /** Uses an `Image` object to load the resource. */\n IMAGE: 2,\n /** Uses an `Audio` object to load the resource. */\n AUDIO: 3,\n /** Uses a `Video` object to load the resource. */\n VIDEO: 4\n};\n\n/**\n * The XHR ready states, used internally.\n *\n * @static\n * @readonly\n * @enum {string}\n */\nResource.XHR_RESPONSE_TYPE = {\n /** string */\n DEFAULT: 'text',\n /** ArrayBuffer */\n BUFFER: 'arraybuffer',\n /** Blob */\n BLOB: 'blob',\n /** Document */\n DOCUMENT: 'document',\n /** Object */\n JSON: 'json',\n /** String */\n TEXT: 'text'\n};\n\nResource._loadTypeMap = {\n // images\n gif: Resource.LOAD_TYPE.IMAGE,\n png: Resource.LOAD_TYPE.IMAGE,\n bmp: Resource.LOAD_TYPE.IMAGE,\n jpg: Resource.LOAD_TYPE.IMAGE,\n jpeg: Resource.LOAD_TYPE.IMAGE,\n tif: Resource.LOAD_TYPE.IMAGE,\n tiff: Resource.LOAD_TYPE.IMAGE,\n webp: Resource.LOAD_TYPE.IMAGE,\n tga: Resource.LOAD_TYPE.IMAGE,\n svg: Resource.LOAD_TYPE.IMAGE,\n 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls\n\n // audio\n mp3: Resource.LOAD_TYPE.AUDIO,\n ogg: Resource.LOAD_TYPE.AUDIO,\n wav: Resource.LOAD_TYPE.AUDIO,\n\n // videos\n mp4: Resource.LOAD_TYPE.VIDEO,\n webm: Resource.LOAD_TYPE.VIDEO\n};\n\nResource._xhrTypeMap = {\n // xml\n xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // images\n gif: Resource.XHR_RESPONSE_TYPE.BLOB,\n png: Resource.XHR_RESPONSE_TYPE.BLOB,\n bmp: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpg: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: Resource.XHR_RESPONSE_TYPE.BLOB,\n tif: Resource.XHR_RESPONSE_TYPE.BLOB,\n tiff: Resource.XHR_RESPONSE_TYPE.BLOB,\n webp: Resource.XHR_RESPONSE_TYPE.BLOB,\n tga: Resource.XHR_RESPONSE_TYPE.BLOB,\n\n // json\n json: Resource.XHR_RESPONSE_TYPE.JSON,\n\n // text\n text: Resource.XHR_RESPONSE_TYPE.TEXT,\n txt: Resource.XHR_RESPONSE_TYPE.TEXT,\n\n // fonts\n ttf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n otf: Resource.XHR_RESPONSE_TYPE.BUFFER\n};\n\n// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\nResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n *\n * @ignore\n * @param {object} map - The map to set on.\n * @param {string} extname - The extension (or key) to set.\n * @param {number} val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n\n if (!extname) {\n return;\n }\n\n map[extname] = val;\n}\n\n/**\n * Quick helper to get string xhr type.\n *\n * @ignore\n * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check.\n * @return {string} The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n//# 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strict';\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _parseUri = require('parse-uri');\n\nvar _parseUri2 = _interopRequireDefault(_parseUri);\n\nvar _miniSignals = require('mini-signals');\n\nvar _miniSignals2 = _interopRequireDefault(_miniSignals);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// tests is CORS is supported in XHR, if not we need to use XDR\nvar useXdr = !!(window.XDomainRequest && !('withCredentials' in new XMLHttpRequest()));\nvar tempAnchor = null;\n\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n\n// noop\nfunction _noop() {} /* empty */\n\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * @class\n */\n\nvar Resource = function () {\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.LOAD_TYPE} loadType - The load type to set it to.\n */\n Resource.setExtensionLoadType = function setExtensionLoadType(extname, loadType) {\n setExtMap(Resource._loadTypeMap, extname, loadType);\n };\n\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n\n\n Resource.setExtensionXhrType = function setExtensionXhrType(extname, xhrType) {\n setExtMap(Resource._xhrTypeMap, extname, xhrType);\n };\n\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {object} [options.metadata] - Extra configuration for middleware and the Resource object.\n * @param {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [options.metadata.loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @param {boolean} [options.metadata.skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @param {string|string[]} [options.metadata.mimeType] - The mime type to use for the source element of a video/audio\n * elment. 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This\n * is useful if you want to pass in a `loadElement` that you already added load sources\n * to.\n */\n this.metadata = options.metadata || {};\n\n /**\n * The error that occurred while loading (if any).\n *\n * @member {Error}\n * @readonly\n */\n this.error = null;\n\n /**\n * The XHR object that was used to load this resource. This is only set\n * when `loadType` is `Resource.LOAD_TYPE.XHR`.\n *\n * @member {XMLHttpRequest}\n * @readonly\n */\n this.xhr = null;\n\n /**\n * The child resources this resource owns.\n *\n * @member {Resource[]}\n * @readonly\n */\n this.children = [];\n\n /**\n * The resource type.\n *\n * @member {Resource.TYPE}\n * @readonly\n */\n this.type = Resource.TYPE.UNKNOWN;\n\n /**\n * The progress chunk owned by this resource.\n *\n * @member {number}\n * @readonly\n */\n this.progressChunk = 0;\n\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._dequeue = _noop;\n\n /**\n * Used a storage place for the on load binding used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._onLoadBinding = null;\n\n /**\n * The `complete` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundComplete = this.complete.bind(this);\n\n /**\n * The `_onError` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnError = this._onError.bind(this);\n\n /**\n * The `_onProgress` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnProgress = this._onProgress.bind(this);\n\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n this._boundXdrOnTimeout = this._xdrOnTimeout.bind(this);\n\n /**\n * Dispatched when the resource beings to load.\n *\n * The callback looks like {@link Resource.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new _miniSignals2.default();\n\n /**\n * Dispatched each time progress of this resource load updates.\n * Not all resources types and loader systems can support this event\n * so sometimes it may not be available. If the resource\n * is being loaded on a modern browser, using XHR, and the remote server\n * properly sets Content-Length headers, then this will be available.\n *\n * The callback looks like {@link Resource.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new _miniSignals2.default();\n\n /**\n * Dispatched once this resource has loaded, if there was an error it will\n * be in the `error` property.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new _miniSignals2.default();\n\n /**\n * Dispatched after this resource has had all the *after* middleware run on it.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onAfterMiddleware = new _miniSignals2.default();\n\n /**\n * When the resource starts to load.\n *\n * @memberof Resource\n * @callback OnStartSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * When the resource reports loading progress.\n *\n * @memberof Resource\n * @callback OnProgressSignal\n * @param {Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n\n /**\n * When the resource finishes loading.\n *\n * @memberof Resource\n * @callback OnCompleteSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n }\n\n /**\n * Stores whether or not this url is a data url.\n *\n * @member {boolean}\n * @readonly\n */\n\n\n /**\n * Marks the resource as complete.\n *\n */\n Resource.prototype.complete = function complete() {\n // TODO: Clean this up in a wrapper or something...gross....\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n } else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n\n this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(Resource.STATUS_FLAGS.LOADING, false);\n\n this.onComplete.dispatch(this);\n };\n\n /**\n * Aborts the loading of this resource, with an optional message.\n *\n * @param {string} message - The message to use for the error\n */\n\n\n Resource.prototype.abort = function abort(message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n\n // store error\n this.error = new Error(message);\n\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n } else if (this.xdr) {\n this.xdr.abort();\n } else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = Resource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n\n // done now.\n this.complete();\n };\n\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n *\n * @param {function} [cb] - Optional callback to call once the resource is loaded.\n */\n\n\n Resource.prototype.load = function load(cb) {\n var _this = this;\n\n if (this.isLoading) {\n return;\n }\n\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () {\n return cb(_this);\n }, 1);\n }\n\n return;\n } else if (cb) {\n this.onComplete.once(cb);\n }\n\n this._setFlag(Resource.STATUS_FLAGS.LOADING, true);\n\n this.onStart.dispatch(this);\n\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n\n switch (this.loadType) {\n case Resource.LOAD_TYPE.IMAGE:\n this.type = Resource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n\n case Resource.LOAD_TYPE.AUDIO:\n this.type = Resource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n\n case Resource.LOAD_TYPE.VIDEO:\n this.type = Resource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n\n case Resource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n } else {\n this._loadXhr();\n }\n break;\n }\n };\n\n /**\n * Checks if the flag is set.\n *\n * @private\n * @param {number} flag - The flag to check.\n * @return {boolean} True if the flag is set.\n */\n\n\n Resource.prototype._hasFlag = function _hasFlag(flag) {\n return !!(this._flags & flag);\n };\n\n /**\n * (Un)Sets the flag.\n *\n * @private\n * @param {number} flag - The flag to (un)set.\n * @param {boolean} value - Whether to set or (un)set the flag.\n */\n\n\n Resource.prototype._setFlag = function _setFlag(flag, value) {\n this._flags = value ? this._flags | flag : this._flags & ~flag;\n };\n\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadElement = function _loadElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'image' && typeof window.Image !== 'undefined') {\n this.data = new Image();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n };\n\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadSourceElement = function _loadSourceElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'audio' && typeof window.Audio !== 'undefined') {\n this.data = new Audio();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.data === null) {\n this.abort('Unsupported element: ' + type);\n\n return;\n }\n\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n } else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n } else {\n var _mimeTypes = this.metadata.mimeType;\n\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(_mimeTypes) ? _mimeTypes[0] : _mimeTypes));\n }\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n\n this.data.load();\n };\n\n /**\n * Loads this resources using an XMLHttpRequest.\n *\n * @private\n */\n\n\n Resource.prototype._loadXhr = function _loadXhr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xhr = this.xhr = new XMLHttpRequest();\n\n // set the request type and url\n xhr.open('GET', this.url, true);\n\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT;\n } else {\n xhr.responseType = this.xhrType;\n }\n\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n\n xhr.send();\n };\n\n /**\n * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross).\n *\n * @private\n */\n\n\n Resource.prototype._loadXdr = function _loadXdr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xdr = this.xhr = new XDomainRequest();\n\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = 5000;\n\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXdrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n\n xdr.open('GET', this.url, true);\n\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () {\n return xdr.send();\n }, 1);\n };\n\n /**\n * Creates a source used in loading via an element.\n *\n * @private\n * @param {string} type - The element type (video or audio).\n * @param {string} url - The source URL to load from.\n * @param {string} [mime] - The mime type of the video\n * @return {HTMLSourceElement} The source element.\n */\n\n\n Resource.prototype._createSource = function _createSource(type, url, mime) {\n if (!mime) {\n mime = type + '/' + this._getExtension(url);\n }\n\n var source = document.createElement('source');\n\n source.src = url;\n source.type = mime;\n\n retuÖ«ƒðùrn source;\n };\n\n /**\n * Called if a load errors out.\n *\n * @param {Event} event - The error event from the element that emits it.\n * @private\n */\n\n\n Resource.prototype._onError = function _onError(event) {\n this.abort('Failed to load element using: ' + event.target.nodeName);\n };\n\n /**\n * Called if a load progress event fires for xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestProgressEvent|Event} event - Progress event.\n */\n\n\n Resource.prototype._onProgress = function _onProgress(event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestErrorEvent|Event} event - Error event.\n */\n\n\n Resource.prototype._xhrOnError = function _xhrOnError() {\n var xhr = this.xhr;\n\n this.abort(reqType(xhr) + ' Request failed. Status: ' + xhr.status + ', text: \"' + xhr.statusText + '\"');\n };\n\n /**\n * Called if an abort event fires for xhr.\n *\n * @private\n * @param {XMLHttpRequestAbortEvent} event - Abort Event\n */\n\n\n Resource.prototype._xhrOnAbort = function _xhrOnAbort() {\n this.abort(reqType(this.xhr) + ' Request was aborted by the user.');\n };\n\n /**\n * Called if a timeout event fires for xdr.\n *\n * @private\n * @param {Event} event - Timeout event.\n */\n\n\n Resource.prototype._xdrOnTimeout = function _xdrOnTimeout() {\n this.abort(reqType(this.xhr) + ' Request timed out.');\n };\n\n /**\n * Called when data successfully loads from an xhr/xdr request.\n *\n * @private\n * @param {XMLHttpRequestLoadEvent|Event} event - Load event\n */\n\n\n Resource.prototype._xhrOnLoad = function _xhrOnLoad() {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && text.length > 0) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n\n var statusType = status / 100 | 0;\n\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = Resource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = Resource.TYPE.JSON;\n } catch (e) {\n this.abort('Error trying to parse loaded json: ' + e);\n\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (window.DOMParser) {\n var domparser = new DOMParser();\n\n this.data = domparser.parseFromString(text, 'text/xml');\n } else {\n var div = document.createElement('div');\n\n div.innerHTML = text;\n\n this.data = div;\n }\n\n this.type = Resource.TYPE.XML;\n } catch (e) {\n this.abort('Error trying to parse loaded xml: ' + e);\n\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n } else {\n this.abort('[' + xhr.status + '] ' + xhr.statusText + ': ' + xhr.responseURL);\n\n return;\n }\n\n this.complete();\n };\n\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n *\n * @private\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\n\n\n Resource.prototype._determineCrossOrigin = function _determineCrossOrigin(url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n url = (0, _parseUri2.default)(tempAnchor.href, { strictMode: true });\n\n var samePort = !url.port && loc.port === '' || url.port === loc.port;\n var protocol = url.protocol ? url.protocol + ':' : '';\n\n // if cross origin\n if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n\n return '';\n };\n\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n\n\n Resource.prototype._determineXhrType = function _determineXhrType() {\n return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT;\n };\n\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.LOAD_TYPE} The loadType to use.\n */\n\n\n Resource.prototype._determineLoadType = function _determineLoadType() {\n return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR;\n };\n\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n *\n * @private\n * @return {string} The extension.\n */\n\n\n Resource.prototype._getExtension = function _getExtension() {\n var url = this.url;\n var ext = '';\n\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n } else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n\n return ext.toLowerCase();\n };\n\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n *\n * @private\n * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for.\n * @return {string} The mime type to use.\n */\n\n\n Resource.prototype._getMimeFromXhrType = function _getMimeFromXhrType(type) {\n switch (type) {\n case Resource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n\n case Resource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n\n case Resource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n\n case Resource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n\n case Resource.XHR_RESPONSE_TYPE.DEFAULT:\n case Resource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n\n }\n };\n\n _createClass(Resource, [{\n key: 'isDataUrl',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL);\n }\n\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n *\n * @member {boolean}\n * @readonly\n */\n\n }, {\n key: 'isComplete',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE);\n }\n\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n *\n * @member {boolean}\n * @readonly\n */\n\n }, {\n key: 'isLoading',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.LOADING);\n }\n }]);\n\n return Resource;\n}();\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\n\n\nexports.default = Resource;\nResource.STATUS_FLAGS = {\n NONE: 0,\n DATA_URL: 1 << 0,\n COMPLETE: 1 << 1,\n LOADING: 1 << 2\n};\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.TYPE = {\n UNKNOWN: 0,\n JSON: 1,\n XML: 2,\n IMAGE: 3,\n AUDIO: 4,\n VIDEO: 5,\n TEXT: 6\n};\n\n/**\n * The types of loading a resource can use.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.LOAD_TYPE = {\n /** Uses XMLHttpRequest to load the resource. */\n XHR: 1,\n /** Uses an `Image` object to load the resource. */\n IMAGE: 2,\n /** Uses an `Audio` object to load the resource. */\n AUDIO: 3,\n /** Uses a `Video` object to load the resource. */\n VIDEO: 4\n};\n\n/**\n * The XHR ready states, used internally.\n *\n * @static\n * @readonly\n * @enum {string}\n */\nResource.XHR_RESPONSE_TYPE = {\n /** string */\n DEFAULT: 'text',\n /** ArrayBuffer */\n BUFFER: 'arraybuffer',\n /** Blob */\n BLOB: 'blob',\n /** Document */\n DOCUMENT: 'document',\n /** Object */\n JSON: 'json',\n /** String */\n TEXT: 'text'\n};\n\nResource._loadTypeMap = {\n // images\n gif: Resource.LOAD_TYPE.IMAGE,\n png: Resource.LOAD_TYPE.IMAGE,\n bmp: Resource.LOAD_TYPE.IMAGE,\n jpg: Resource.LOAD_TYPE.IMAGE,\n jpeg: Resource.LOAD_TYPE.IMAGE,\n tif: Resource.LOAD_TYPE.IMAGE,\n tiff: Resource.LOAD_TYPE.IMAGE,\n webp: Resource.LOAD_TYPE.IMAGE,\n tga: Resource.LOAD_TYPE.IMAGE,\n svg: Resource.LOAD_TYPE.IMAGE,\n 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls\n\n // audio\n mp3: Resource.LOAD_TYPE.AUDIO,\n ogg: Resource.LOAD_TYPE.AUDIO,\n wav: Resource.LOAD_TYPE.AUDIO,\n\n // videos\n mp4: Resource.LOAD_TYPE.VIDEO,\n webm: Resource.LOAD_TYPE.VIDEO\n};\n\nResource._xhrTypeMap = {\n // xml\n xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // images\n gif: Resource.XHR_RESPONSE_TYPE.BLOB,\n png: Resource.XHR_RESPONSE_TYPE.BLOB,\n bmp: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpg: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: Resource.XHR_RESPONSE_TYPE.BLOB,\n tif: Resource.XHR_RESPONSE_TYPE.BLOB,\n tiff: Resource.XHR_RESPONSE_TYPE.BLOB,\n webp: Resource.XHR_RESPONSE_TYPE.BLOB,\n tga: Resource.XHR_RESPONSE_TYPE.BLOB,\n\n // json\n json: Resource.XHR_RESPONSE_TYPE.JSON,\n\n // text\n text: Resource.XHR_RESPONSE_TYPE.TEXT,\n txt: Resource.XHR_RESPONSE_TYPE.TEXT,\n\n // fonts\n ttf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n otf: Resource.XHR_RESPONSE_TYPE.BUFFER\n};\n\n// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\nResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n\n/**\n * Quick helper to set a value on one of the extension maps. 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Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// tests is CORS is supported in XHR, if not we need to use XDR\nvar useXdr = !!(window.XDomainRequest && !('withCredentials' in new XMLHttpRequest()));\nvar tempAnchor = null;\n\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n\n// noop\nfunction _noop() {} /* empty */\n\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * @class\n */\n\nvar Resource = function () {\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.LOAD_TYPE} loadType - The load type to set it to.\n */\n Resource.setExtensionLoadType = function setExtensionLoadType(extname, loadType) {\n setExtMap(Resource._loadTypeMap, extname, loadType);\n };\n\n /**\n * Sets 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If unset, determined automatically.\n *\n * @member {string}\n */\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n\n /**\n * The method of loading to use for this resource.\n *\n * @member {Resource.LOAD_TYPE}\n */\n this.loadType = options.loadType || this._determineLoadType();\n\n /**\n * The type used to load the resource via XHR. If unset, determined automatically.\n *\n * @member {string}\n */\n this.xhrType = options.xhrType;\n\n /**\n * Extra info for middleware, and controlling specifics about how the resource loads.\n *\n * Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n * Meaning it will modify it as it sees fit.\n *\n * @member {object}\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources\n * to.\n */\n this.metadata = options.metadata || {};\n\n /**\n * The error that occurred while loading (if any).\n *\n * @member {Error}\n * @readonly\n */\n this.error = null;\n\n /**\n * The XHR object that was used to load this resource. This is only set\n * when `loadType` is `Resource.LOAD_TYPE.XHR`.\n *\n * @member {XMLHttpRequest}\n * @readonly\n */\n this.xhr = null;\n\n /**\n * The child resources this resource owns.\n *\n * @member {Resource[]}\n * @readonly\n */\n this.children = [];\n\n /**\n * The resource type.\n *\n * @member {Resource.TYPE}\n * @readonly\n */\n this.type = Resource.TYPE.UNKNOWN;\n\n /**\n * The progress chunk owned by this resource.\n *\n * @member {number}\n * @readonly\n */\n this.progressChunk = 0;\n\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._dequeue = _noop;\n\n /**\n * Used a storage place for the on load binding used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._onLoadBinding = null;\n\n /**\n * The `complete` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundComplete = this.complete.bind(this);\n\n /**\n * The `_onError` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnError = this._onError.bind(this);\n\n /**\n * The `_onProgress` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnProgress = this._onProgress.bind(this);\n\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n this._boundXdrOnTimeout = this._xdrOnTimeout.bind(this);\n\n /**\n * Dispatched when the resource beings to load.\n *\n * The callback looks like {@link Resource.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new _miniSignals2.default();\n\n /**\n * Dispatched each time progress of this resource load updates.\n * Not all resources types and loader systems can support this event\n * so sometimes it may not be available. If the resource\n * is being loaded on a modern browser, using XHR, and the remote server\n * properly sets Content-Length headers, then this will be available.\n *\n * The callback looks like {@link Resource.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new _miniSignals2.default();\n\n /**\n * Dispatched once this resource has loaded, if there was an error it will\n * be in the `error` property.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new _miniSignals2.default();\n\n /**\n * Dispatched after this resource has had all the *after* middleware run on it.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onAfterMiddleware = new _miniSignals2.default();\n\n /**\n * When the resource starts to load.\n *\n * @memberof Resource\n * @callback OnStartSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * When the resource reports loading progress.\n *\n * @memberof Resource\n * @callback OnProgressSignal\n * @param {Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n\n /**\n * When the resource finishes loading.\n *\n * @memberof Resource\n * @callback OnCompleteSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n }\n\n /**\n * Stores whether or not this url is a data url.\n *\n * @member {boolean}\n * @readonly\n */\n\n\n /**\n * Marks the resource as complete.\n *\n */\n Resource.prototype.complete = function complete() {\n // TODO: Clean this up in a wrapper or something...gross....\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventLõ¾/ùistener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n } else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n\n this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(Resource.STATUS_FLAGS.LOADING, false);\n\n this.onComplete.dispatch(this);\n };\n\n /**\n * Aborts the loading of this resource, with an optional message.\n *\n * @param {string} message - The message to use for the error\n */\n\n\n Resource.prototype.abort = function abort(message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n\n // store error\n this.error = new Error(message);\n\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n } else if (this.xdr) {\n this.xdr.abort();\n } else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = Resource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n\n // done now.\n this.complete();\n };\n\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n *\n * @param {function} [cb] - Optional callback to call once the resource is loaded.\n */\n\n\n Resource.prototype.load = function load(cb) {\n var _this = this;\n\n if (this.isLoading) {\n return;\n }\n\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () {\n return cb(_this);\n }, 1);\n }\n\n return;\n } else if (cb) {\n this.onComplete.once(cb);\n }\n\n this._setFlag(Resource.STATUS_FLAGS.LOADING, true);\n\n this.onStart.dispatch(this);\n\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n\n switch (this.loadType) {\n case Resource.LOAD_TYPE.IMAGE:\n this.type = Resource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n\n case Resource.LOAD_TYPE.AUDIO:\n this.type = Resource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n\n case Resource.LOAD_TYPE.VIDEO:\n this.type = Resource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n\n case Resource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n } else {\n this._loadXhr();\n }\n break;\n }\n };\n\n /**\n * Checks if the flag is set.\n *\n * @private\n * @param {number} flag - The flag to check.\n * @return {boolean} True if the flag is set.\n */\n\n\n Resource.prototype._hasFlag = function _hasFlag(flag) {\n return !!(this._flags & flag);\n };\n\n /**\n * (Un)Sets the flag.\n *\n * @private\n * @param {number} flag - The flag to (un)set.\n * @param {boolean} value - Whether to set or (un)set the flag.\n */\n\n\n Resource.prototype._setFlag = function _setFlag(flag, value) {\n this._flags = value ? this._flags | flag : this._flags & ~flag;\n };\n\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadElement = function _loadElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'image' && typeof window.Image !== 'undefined') {\n this.data = new Image();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n };\n\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadSourceElement = function _loadSourceElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'audio' && typeof window.Audio !== 'undefined') {\n this.data = new Audio();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.data === null) {\n this.abort('Unsupported element: ' + type);\n\n return;\n }\n\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n } else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n } else {\n var _mimeTypes = this.metadata.mimeType;\n\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(_mimeTypes) ? _mimeTypes[0] : _mimeTypes));\n }\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n\n this.data.load();\n };\n\n /**\n * Loads this resources using an XMLHttpRequest.\n *\n * @private\n */\n\n\n Resource.prototype._loadXhr = function _loadXhr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xhr = this.xhr = new XMLHttpRequest();\n\n // set the request type and url\n xhr.open('GET', this.url, true);\n\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT;\n } else {\n xhr.responseType = this.xhrType;\n }\n\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n\n xhr.send();\n };\n\n /**\n * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross).\n *\n * @private\n */\n\n\n Resource.prototype._loadXdr = function _loadXdr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xdr = this.xhr = new XDomainRequest();\n\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = 5000;\n\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXdrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n\n xdr.open('GET', this.url, true);\n\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () {\n return xdr.send();\n }, 1);\n };\n\n /**\n * Creates a source used in loading via an element.\n *\n * @private\n * @param {string} type - The element type (video or audio).\n * @param {string} url - The source URL to load from.\n * @param {string} [mime] - The mime type of the video\n * @return {HTMLSourceElement} The source element.\n */\n\n\n Resource.prototype._createSource = function _createSource(type, url, mime) {\n if (!mime) {\n mime = type + '/' + this._getExtension(url);\n }\n\n var source = document.createElement('source');\n\n source.src = url;\n source.type = mime;\n\n return source;\n };\n\n /**\n * Called if a load errors out.\n *\n * @param {Event} event - The error event from the element that emits it.\n * @private\n */\n\n\n Resource.prototype._onError = function _onError(event) {\n this.abort('Failed to load element using: ' + event.target.nodeName);\n };\n\n /**\n * Called if a load progress event fires for xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestProgressEvent|Event} event - Progress event.\n */\n\n\n Resource.prototype._onProgress = function _onProgress(event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestErrorEvent|Event} event - Error event.\n */\n\n\n Resource.prototype._xhrOnError = function _xhrOnError() {\n var xhr = this.xhr;\n\n this.abort(reqType(xhr) + ' Request failed. Status: ' + xhr.status + ', text: \"' + xhr.statusText + '\"');\n };\n\n /**\n * Called if an abort event fires for xhr.\n *\n * @private\n * @param {XMLHttpRequestAbortEvent} event - Abort Event\n */\n\n\n Resource.prototype._xhrOnAbort = function _xhrOnAbort() {\n this.abort(reqType(this.xhr) + ' Request was aborted by the user.');\n };\n\n /**\n * Called if a timeout event fires for xdr.\n *\n * @private\n * @param {Event} event - Timeout event.\n */\n\n\n Resource.prototype._xdrOnTimeout = function _xdrOnTimeout() {\n this.abort(reqType(this.xhr) + ' Request timed out.');\n };\n\n /**\n * Called when data successfully loads from an xhr/xdr request.\n *\n * @private\n * @param {XMLHttpRequestLoadEvent|Event} event - Load event\n */\n\n\n Resource.prototype._xhrOnLoad = function _xhrOnLoad() {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && text.length > 0) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n\n var statusType = status / 100 | 0;\n\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = Resource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = Resource.TYPE.JSON;\n } catch (e) {\n this.abort('Error trying to parse loaded json: ' + e);\n\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (window.DOMParser) {\n var domparser = new DOMParser();\n\n this.data = domparser.parseFromString(text, 'text/xml');\n } else {\n var div = document.createElement('div');\n\n div.innerHTML = text;\n\n this.data = div;\n }\n\n this.type = Resource.TYPE.XML;\n } catch (e) {\n this.abort('Error trying to parse loaded xml: ' + e);\n\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n } else {\n this.abort('[' + xhr.status + '] ' + xhr.statusText + ': ' + xhr.responseURL);\n\n return;\n }\n\n this.complete();\n };\n\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n *\n * @private\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\n\n\n Resource.prototype._determineCrossOrigin = function _determineCrossOrigin(url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n url = (0, _parseUri2.default)(tempAnchor.href, { strictMode: true });\n\n var samePort = !url.port && loc.port === '' || url.port === loc.port;\n var protocol = url.protocol ? url.protocol + ':' : '';\n\n // if cross origin\n if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n\n return '';\n };\n\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n\n\n Resource.prototype._determineXhrType = function _determineXhrType() {\n return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT;\n };\n\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.LOAD_TYPE} The loadType to use.\n */\n\n\n Resource.prototype._determineLoadType = function _determineLoadType() {\n return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR;\n };\n\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n *\n * @private\n * @return {string} The extension.\n */\n\n\n Resource.prototype._getExtension = function _getExtension() {\n var url = this.url;\n var ext = '';\n\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n } else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n\n return ext.toLowerCase();\n };\n\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n *\n * @private\n * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for.\n * @return {string} The mime type to use.\n */\n\n\n Resource.prototype._getMimeFromXhrType = function _getMimeFromXhrType(type) {\n switch (type) {\n case Resource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n\n case Resource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n\n case Resource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n\n case Resource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n\n case Resource.XHR_RESPONSE_TYPE.DEFAULT:\n case Resource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n\n }\n };\n\n _createClass(Resource, [{\n key: 'isDataUrl',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL);\n }\n\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n *\n * @member {boolean}\n * @readonly\n */\n\n }, {\n key: 'isComplete',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE);\n }\n\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n *\n * @member {boolean}\n * @readonly\n */\n\n }, {\n key: 'isLoading',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.LOADING);\n }\n }]);\n\n return Resource;\n}();\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\n\n\nexports.default = Resource;\nResource.STATUS_FLAGS = {\n NONE: 0,\n DATA_URL: 1 << 0,\n COMPLETE: 1 << 1,\n LOADING: 1 << 2\n};\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.TYPE = {\n UNKNOWN: 0,\n JSON: 1,\n XML: 2,\n IMAGE: 3,\n AUDIO: 4,\n VIDEO: 5,\n TEXT: 6\n};\n\n/**\n * The types of loading a resource can use.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.LOAD_TYPE = {\n /** Uses XMLHttpRequest to load the resource. */\n XHR: 1,\n /** Uses an `Image` object to load the resource. */\n IMAGE: 2,\n /** Uses an `Audio` object to load the resource. */\n AUDIO: 3,\n /** Uses a `Video` object to load the resource. */\n VIDEO: 4\n};\n\n/**\n * The XHR ready states, used internally.\n *\n * @static\n * @readonly\n * @enum {string}\n */\nResource.XHR_RESPONSE_TYPE = {\n /** string */\n DEFAULT: 'text',\n /** ArrayBuffer */\n BUFFER: 'arraybuffer',\n /** Blob */\n BLOB: 'blob',\n /** Document */\n DOCUMENT: 'document',\n /** Object */\n JSON: 'json',\n /** String */\n TEXT: 'text'\n};\n\nResource._loadTypeMap = {\n // images\n gif: Resource.LOAD_TYPE.IMAGE,\n png: Resource.LOAD_TYPE.IMAGE,\n bmp: Resource.LOAD_TYPE.IMAGE,\n jpg: Resource.LOAD_TYPE.IMAGE,\n jpeg: Resource.LOAD_TYPE.IMAGE,\n tif: Resource.LOAD_TYPE.IMAGE,\n tiff: Resource.LOAD_TYPE.IMAGE,\n webp: Resource.LOAD_TYPE.IMAGE,\n tga: Resource.LOAD_TYPE.IMAGE,\n svg: Resource.LOAD_TYPE.IMAGE,\n 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls\n\n // audio\n mp3: Resource.LOAD_TYPE.AUDIO,\n ogg: Resource.LOAD_TYPE.AUDIO,\n wav: Resource.LOAD_TYPE.AUDIO,\n\n // videos\n mp4: Resource.LOAD_TYPE.VIDEO,\n webm: Resource.LOAD_TYPE.VIDEO\n};\n\nResource._xhrTypeMap = {\n // xml\n xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // images\n gif: Resource.XHR_RESPONSE_TYPE.BLOB,\n png: Resource.XHR_RESPONSE_TYPE.BLOB,\n bmp: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpg: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: Resource.XHR_RESPONSE_TYPE.BLOB,\n tif: Resource.XHR_RESPONSE_TYPE.BLOB,\n tiff: Resource.XHR_RESPONSE_TYPE.BLOB,\n webp: Resource.XHR_RESPONSE_TYPE.BLOB,\n tga: Resource.XHR_RESPONSE_TYPE.BLOB,\n\n // json\n json: Resource.XHR_RESPONSE_TYPE.JSON,\n\n // text\n text: Resource.XHR_RESPONSE_TYPE.TEXT,\n txt: Resource.XHR_RESPONSE_TYPE.TEXT,\n\n // fonts\n ttf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n otf: Resource.XHR_RESPONSE_TYPE.BUFFER\n};\n\n// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\nResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n *\n * @ignore\n * @param {object} map - The map to set on.\n * @param {string} extname - The extension (or key) to set.\n * @param {number} val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n\n if (!extname) {\n return;\n }\n\n map[extname] = val;\n}\n\n/**\n * Quick helper to get string xhr type.\n *\n * @ignore\n * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check.\n * @return {string} The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n//# sourceMappingURL=Resource.js.map"]},"hashContent":"source'use strict';\n\nexports.__esModule = true;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _parseUri = require('parse-uri');\n\nvar _parseUri2 = _interopRequireDefault(_parseUri);\n\nvar _miniSignals = require('mini-signals');\n\nvar _miniSignals2 = _interopRequireDefault(_miniSignals);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// tests is CORS is supported in XHR, if not we need to use XDR\nvar useXdr = !!(window.XDomainRequest && !('withCredentials' in new XMLHttpRequest()));\nvar tempAnchor = null;\n\n// some status constants\nvar STATUS_NONE = 0;\nvar STATUS_OK = 200;\nvar STATUS_EMPTY = 204;\nvar STATUS_IE_BUG_EMPTY = 1223;\nvar STATUS_TYPE_OK = 2;\n\n// noop\nfunction _noop() {} /* empty */\n\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * @class\n */\n\nvar Resource = function () {\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.LOAD_TYPE} loadType - The load type to set it to.\n */\n Resource.setExtensionLoadType = function setExtensionLoadType(extname, loadType) {\n setExtMap(Resource._loadTypeMap, extname, loadType);\n };\n\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n\n\n Resource.setExtensionXhrType = function setExtensionXhrType(extname, xhrType) {\n setExtMap(Resource._xhrTypeMap, extname, xhrType);\n };\n\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {object} [options.metadata] - Extra configuration for middleware and the Resource object.\n * @param {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [options.metadata.loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @param {boolean} [options.metadata.skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @param {string|string[]} [options.metadata.mimeType] - The mime type to use for the source element of a video/audio\n * elment. If the urls are an array, you can pass this as an array as well where each index is the mime type to\n * use for the corresponding url index.\n */\n\n\n function Resource(name, url, options) {\n _classCallCheck(this, Resource);\n\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n\n options = options || {};\n\n /**\n * The state flags of this resource.\n *\n * @member {number}\n */\n this._flags = 0;\n\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n\n /**\n * The name of this resource.\n *\n * @member {string}\n * @readonly\n */\n this.name = name;\n\n /**\n * The url used to load this resource.\n *\n * @member {string}\n * @readonly\n */\n this.url = url;\n\n /**\n * The extension used to load this resource.\n *\n * @member {string}\n * @readonly\n */\n this.extension = this._getExtension();\n\n /**\n * The data that was loaded by the resource.\n *\n * @member {any}\n */\n this.data = null;\n\n /**\n * Is this request cross-origin? If unset, determined automatically.\n *\n * @member {string}\n */\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n\n /**\n * The method of loading to use for this resource.\n *\n * @member {Resource.LOAD_TYPE}\n */\n this.loadType = options.loadType || this._determineLoadType();\n\n /**\n * The type used to load the resource via XHR. If unset, determined automatically.\n *\n * @member {string}\n */\n this.xhrType = options.xhrType;\n\n /**\n * Extra info for middleware, and controlling specifics about how the resource loads.\n *\n * Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n * Meaning it will modify it as it sees fit.\n *\n * @member {object}\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources\n * to.\n */\n this.metadata = options.metadata || {};\n\n /**\n * The error that occurred while loading (if any).\n *\n * @member {Error}\n * @readonly\n */\n this.error = null;\n\n /**\n * The XHR object that was used to load this resource. This is only set\n * when `loadType` is `Resource.LOAD_TYPE.XHR`.\n *\n * @member {XMLHttpRequest}\n * @readonly\n */\n this.xhr = null;\n\n /**\n * The child resources this resource owns.\n *\n * @member {Resource[]}\n * @readonly\n */\n this.children = [];\n\n /**\n * The resource type.\n *\n * @member {Resource.TYPE}\n * @readonly\n */\n this.type = Resource.TYPE.UNKNOWN;\n\n /**\n * The progress chunk owned by this resource.\n *\n * @member {number}\n * @readonly\n */\n this.progressChunk = 0;\n\n /**\n * The®¨Eqù `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._dequeue = _noop;\n\n /**\n * Used a storage place for the on load binding used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._onLoadBinding = null;\n\n /**\n * The `complete` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundComplete = this.complete.bind(this);\n\n /**\n * The `_onError` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnError = this._onError.bind(this);\n\n /**\n * The `_onProgress` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnProgress = this._onProgress.bind(this);\n\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n this._boundXdrOnTimeout = this._xdrOnTimeout.bind(this);\n\n /**\n * Dispatched when the resource beings to load.\n *\n * The callback looks like {@link Resource.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new _miniSignals2.default();\n\n /**\n * Dispatched each time progress of this resource load updates.\n * Not all resources types and loader systems can support this event\n * so sometimes it may not be available. If the resource\n * is being loaded on a modern browser, using XHR, and the remote server\n * properly sets Content-Length headers, then this will be available.\n *\n * The callback looks like {@link Resource.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new _miniSignals2.default();\n\n /**\n * Dispatched once this resource has loaded, if there was an error it will\n * be in the `error` property.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new _miniSignals2.default();\n\n /**\n * Dispatched after this resource has had all the *after* middleware run on it.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onAfterMiddleware = new _miniSignals2.default();\n\n /**\n * When the resource starts to load.\n *\n * @memberof Resource\n * @callback OnStartSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * When the resource reports loading progress.\n *\n * @memberof Resource\n * @callback OnProgressSignal\n * @param {Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n\n /**\n * When the resource finishes loading.\n *\n * @memberof Resource\n * @callback OnCompleteSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n }\n\n /**\n * Stores whether or not this url is a data url.\n *\n * @member {boolean}\n * @readonly\n */\n\n\n /**\n * Marks the resource as complete.\n *\n */\n Resource.prototype.complete = function complete() {\n // TODO: Clean this up in a wrapper or something...gross....\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n } else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n\n this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(Resource.STATUS_FLAGS.LOADING, false);\n\n this.onComplete.dispatch(this);\n };\n\n /**\n * Aborts the loading of this resource, with an optional message.\n *\n * @param {string} message - The message to use for the error\n */\n\n\n Resource.prototype.abort = function abort(message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n\n // store error\n this.error = new Error(message);\n\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n } else if (this.xdr) {\n this.xdr.abort();\n } else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = Resource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n\n // done now.\n this.complete();\n };\n\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n *\n * @param {function} [cb] - Optional callback to call once the resource is loaded.\n */\n\n\n Resource.prototype.load = function load(cb) {\n var _this = this;\n\n if (this.isLoading) {\n return;\n }\n\n if (this.isComplete) {\n if (cb) {\n setTimeout(function () {\n return cb(_this);\n }, 1);\n }\n\n return;\n } else if (cb) {\n this.onComplete.once(cb);\n }\n\n this._setFlag(Resource.STATUS_FLAGS.LOADING, true);\n\n this.onStart.dispatch(this);\n\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n\n switch (this.loadType) {\n case Resource.LOAD_TYPE.IMAGE:\n this.type = Resource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n\n case Resource.LOAD_TYPE.AUDIO:\n this.type = Resource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n\n case Resource.LOAD_TYPE.VIDEO:\n this.type = Resource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n\n case Resource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n } else {\n this._loadXhr();\n }\n break;\n }\n };\n\n /**\n * Checks if the flag is set.\n *\n * @private\n * @param {number} flag - The flag to check.\n * @return {boolean} True if the flag is set.\n */\n\n\n Resource.prototype._hasFlag = function _hasFlag(flag) {\n return !!(this._flags & flag);\n };\n\n /**\n * (Un)Sets the flag.\n *\n * @private\n * @param {number} flag - The flag to (un)set.\n * @param {boolean} value - Whether to set or (un)set the flag.\n */\n\n\n Resource.prototype._setFlag = function _setFlag(flag, value) {\n this._flags = value ? this._flags | flag : this._flags & ~flag;\n };\n\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadElement = function _loadElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'image' && typeof window.Image !== 'undefined') {\n this.data = new Image();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n };\n\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n\n\n Resource.prototype._loadSourceElement = function _loadSourceElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n } else if (type === 'audio' && typeof window.Audio !== 'undefined') {\n this.data = new Audio();\n } else {\n this.data = document.createElement(type);\n }\n\n if (this.data === null) {\n this.abort('Unsupported element: ' + type);\n\n return;\n }\n\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n } else if (Array.isArray(this.url)) {\n var mimeTypes = this.metadata.mimeType;\n\n for (var i = 0; i < this.url.length; ++i) {\n this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes));\n }\n } else {\n var _mimeTypes = this.metadata.mimeType;\n\n this.data.appendChild(this._createSource(type, this.url, Array.isArray(_mimeTypes) ? _mimeTypes[0] : _mimeTypes));\n }\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n\n this.data.load();\n };\n\n /**\n * Loads this resources using an XMLHttpRequest.\n *\n * @private\n */\n\n\n Resource.prototype._loadXhr = function _loadXhr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xhr = this.xhr = new XMLHttpRequest();\n\n // set the request type and url\n xhr.open('GET', this.url, true);\n\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT;\n } else {\n xhr.responseType = this.xhrType;\n }\n\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n\n xhr.send();\n };\n\n /**\n * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross).\n *\n * @private\n */\n\n\n Resource.prototype._loadXdr = function _loadXdr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n var xdr = this.xhr = new XDomainRequest();\n\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = 5000;\n\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXdrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n\n xdr.open('GET', this.url, true);\n\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(function () {\n return xdr.send();\n }, 1);\n };\n\n /**\n * Creates a source used in loading via an element.\n *\n * @private\n * @param {string} type - The element type (video or audio).\n * @param {string} url - The source URL to load from.\n * @param {string} [mime] - The mime type of the video\n * @return {HTMLSourceElement} The source element.\n */\n\n\n Resource.prototype._createSource = function _createSource(type, url, mime) {\n if (!mime) {\n mime = type + '/' + this._getExtension(url);\n }\n\n var source = document.createElement('source');\n\n source.src = url;\n source.type = mime;\n\n return source;\n };\n\n /**\n * Called if a load errors out.\n *\n * @param {Event} event - The error event from the element that emits it.\n * @private\n */\n\n\n Resource.prototype._onError = function _onError(event) {\n this.abort('Failed to load element using: ' + event.target.nodeName);\n };\n\n /**\n * Called if a load progress event fires for xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestProgressEvent|Event} event - Progress event.\n */\n\n\n Resource.prototype._onProgress = function _onProgress(event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n };\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestErrorEvent|Event} event - Error event.\n */\n\n\n Resource.prototype._xhrOnError = function _xhrOnError() {\n var xhr = this.xhr;\n\n this.abort(reqType(xhr) + ' Request failed. Status: ' + xhr.status + ', text: \"' + xhr.statusText + '\"');\n };\n\n /**\n * Called if an abort event fires for xhr.\n *\n * @private\n * @param {XMLHttpRequestAbortEvent} event - Abort Event\n */\n\n\n Resource.prototype._xhrOnAbort = function _xhrOnAbort() {\n this.abort(reqType(this.xhr) + ' Request was aborted by the user.');\n };\n\n /**\n * Called if a timeout event fires for xdr.\n *\n * @private\n * @param {Event} event - Timeout event.\n */\n\n\n Resource.prototype._xdrOnTimeout = function _xdrOnTimeout() {\n this.abort(reqType(this.xhr) + ' Request timed out.');\n };\n\n /**\n * Called when data successfully loads from an xhr/xdr request.\n *\n * @private\n * @param {XMLHttpRequestLoadEvent|Event} event - Load event\n */\n\n\n Resource.prototype._xhrOnLoad = function _xhrOnLoad() {\n var xhr = this.xhr;\n var text = '';\n var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && text.length > 0) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n\n var statusType = status / 100 | 0;\n\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = Resource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = Resource.TYPE.JSON;\n } catch (e) {\n this.abort('Error trying to parse loaded json: ' + e);\n\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (window.DOMParser) {\n var domparser = new DOMParser();\n\n this.data = domparser.parseFromString(text, 'text/xml');\n } else {\n var div = document.createElement('div');\n\n div.innerHTML = text;\n\n this.data = div;\n }\n\n this.type = Resource.TYPE.XML;\n } catch (e) {\n this.abort('Error trying to parse loaded xml: ' + e);\n\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n } else {\n this.abort('[' + xhr.status + '] ' + xhr.statusText + ': ' + xhr.responseURL);\n\n return;\n }\n\n this.complete();\n };\n\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n *\n * @private\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\n\n\n Resource.prototype._determineCrossOrigin = function _determineCrossOrigin(url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n url = (0, _parseUri2.default)(tempAnchor.href, { strictMode: true });\n\n var samePort = !url.port && loc.port === '' || url.port === loc.port;\n var protocol = url.protocol ? url.protocol + ':' : '';\n\n // if cross origin\n if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n\n return '';\n };\n\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n\n\n Resource.prototype._determineXhrType = function _determineXhrType() {\n return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT;\n };\n\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.LOAD_TYPE} The loadType to use.\n */\n\n\n Resource.prototype._determineLoadType = function _determineLoadType() {\n return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR;\n };\n\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n *\n * @private\n * @return {string} The extension.\n */\n\n\n Resource.prototype._getExtension = function _getExtension() {\n var url = this.url;\n var ext = '';\n\n if (this.isDataUrl) {\n var slashIndex = url.indexOf('/');\n\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n } else {\n var queryStart = url.indexOf('?');\n var hashStart = url.indexOf('#');\n var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length);\n\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n\n return ext.toLowerCase();\n };\n\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n *\n * @private\n * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for.\n * @return {string} The mime type to use.\n */\n\n\n Resource.prototype._getMimeFromXhrType = function _getMimeFromXhrType(type) {\n switch (type) {\n case Resource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n\n case Resource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n\n case Resource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n\n case Resource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n\n case Resource.XHR_RESPONSE_TYPE.DEFAULT:\n case Resource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n\n }\n };\n\n _createClass(Resource, [{\n key: 'isDataUrl',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL);\n }\n\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n *\n * @member {boolean}\n * @readonly\n */\n\n }, {\n key: 'isComplete',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE);\n }\n\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n *\n * @member {boolean}\n * @readonly\n */\n\n }, {\n key: 'isLoading',\n get: function get() {\n return this._hasFlag(Resource.STATUS_FLAGS.LOADING);\n }\n }]);\n\n return Resource;\n}();\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\n\n\nexports.default = Resource;\nResource.STATUS_FLAGS = {\n NONE: 0,\n DATA_URL: 1 << 0,\n COMPLETE: 1 << 1,\n LOADING: 1 << 2\n};\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.TYPE = {\n UNKNOWN: 0,\n JSON: 1,\n XML: 2,\n IMAGE: 3,\n AUDIO: 4,\n VIDEO: 5,\n TEXT: 6\n};\n\n/**\n * The types of loading a resource can use.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.LOAD_TYPE = {\n /** Uses XMLHttpRequest to load the resource. */\n XHR: 1,\n /** Uses an `Image` object to load the resource. */\n IMAGE: 2,\n /** Uses an `Audio` object to load the resource. */\n AUDIO: 3,\n /** Uses a `Video` object to load the resource. */\n VIDEO: 4\n};\n\n/**\n * The XHR ready states, used internally.\n *\n * @static\n * @readonly\n * @enum {string}\n */\nResource.XHR_RESPONSE_TYPE = {\n /** string */\n DEFAULT: 'text',\n /** ArrayBuffer */\n BUFFER: 'arraybuffer',\n /** Blob */\n BLOB: 'blob',\n /** Document */\n DOCUMENT: 'document',\n /** Object */\n JSON: 'json',\n /** String */\n TEXT: 'text'\n};\n\nResource._loadTypeMap = {\n // images\n gif: Resource.LOAD_TYPE.IMAGE,\n png: Resource.LOAD_TYPE.IMAGE,\n bmp: Resource.LOAD_TYPE.IMAGE,\n jpg: Resource.LOAD_TYPE.IMAGE,\n jpeg: Resource.LOAD_TYPE.IMAGE,\n tif: Resource.LOAD_TYPE.IMAGE,\n tiff: Resource.LOAD_TYPE.IMAGE,\n webp: Resource.LOAD_TYPE.IMAGE,\n tga: Resource.LOAD_TYPE.IMAGE,\n svg: Resource.LOAD_TYPE.IMAGE,\n 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls\n\n // audio\n mp3: Resource.LOAD_TYPE.AUDIO,\n ogg: Resource.LOAD_TYPE.AUDIO,\n wav: Resource.LOAD_TYPE.AUDIO,\n\n // videos\n mp4: Resource.LOAD_TYPE.VIDEO,\n webm: Resource.LOAD_TYPE.VIDEO\n};\n\nResource._xhrTypeMap = {\n // xml\n xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // images\n gif: Resource.XHR_RESPONSE_TYPE.BLOB,\n png: Resource.XHR_RESPONSE_TYPE.BLOB,\n bmp: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpg: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: Resource.XHR_RESPONSE_TYPE.BLOB,\n tif: Resource.XHR_RESPONSE_TYPE.BLOB,\n tiff: Resource.XHR_RESPONSE_TYPE.BLOB,\n webp: Resource.XHR_RESPONSE_TYPE.BLOB,\n tga: Resource.XHR_RESPONSE_TYPE.BLOB,\n\n // json\n json: Resource.XHR_RESPONSE_TYPE.JSON,\n\n // text\n text: Resource.XHR_RESPONSE_TYPE.TEXT,\n txt: Resource.XHR_RESPONSE_TYPE.TEXT,\n\n // fonts\n ttf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n otf: Resource.XHR_RESPONSE_TYPE.BUFFER\n};\n\n// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\nResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n\n/**\n * Quick helper to set a value on one of the extension maps. 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{extras, loader} from 'pixi.js';\nimport {TimelineLite} from 'gsap';\nimport {find as _find} from 'lodash/collection';\n\nclass Character extends extras.AnimatedSprite {\n /**\n * Character Constructor\n * @param {String} spriteId The leading id of this Character's resources in the spritesheet\n * @param {String} spritesheet The object property to ask PIXI's resource loader for\n * @param {{name:String, animationSpeed:Number}[]} states The states that can be found in the spritesheet for the\n * given sprite id.\n */\n constructor(spriteId, spritesheet, states) {\n const gameTextures = loader.resources[spritesheet].textures;\n for (const textureKey in gameTextures) {\n if (!gameTextures.hasOwnProperty(textureKey) || textureKey.indexOf(spriteId) === -1) {\n continue;\n }\n\n const parts = textureKey.split('/');\n parts.length -= 1; //truncate to remove media file\n\n const state = parts.join('/').replace(spriteId + '/', '');\n\n // Only add textures if the state is supported by the class\n const stateObj = _find(states, {name: state});\n if (!stateObj) {\n continue;\n }\n\n if (stateObj.hasOwnProperty('textures')) {\n stateObj.textures.push(gameTextures[textureKey]);\n } else {\n Object.defineProperty(stateObj, 'textures', {\n value: [gameTextures[textureKey]],\n writable: true,\n enumerable: true,\n configurable: true\n });\n }\n }\n\n super(states[0].textures);\n this.states = states;\n this.animationSpeed = this.states[0].animationSpeed;\n this.timeline = new TimelineLite({\n autoRemoveChildren:true\n });\n return this;\n }\n\n /**\n * stopAndClearTimeline\n * Helper method that stops any existing animation where it is, and removes all other animations\n * that are scheduled to run in the Character's timeline.\n * @returns {Character}\n */\n stopAndClearTimeline() {\n this.timeline.pause();\n const timelineItem = this.timeline.getChildren();\n for (let i = 0; i < timelineItem.length; i++) {\n timelineItem[i].kill();\n }\n this.timeline.play();\n return this;\n }\n\n /**\n * isActive\n * Helper method that determines whether the Character's timeline is active\n * @returns {Boolean}\n */\n isActive() {\n return this.timeline.isActive();\n }\n\n /**\n * addToTimeline\n * Adds any valid item to the timeline, typically this will be a function or a tween\n p™ì~ù * @param {Function|PIXI.Tween} item\n * @returns {Character}\n */\n addToTimeline(item) {\n this.timeline.add(item);\n return this;\n }\n\n /**\n * state - setter\n * Helper method that sets the state on the character and adjusts the object's texture if possible\n * @param {String} value Name of the state to set on the character which should match a texture\n * specified in the spritesheet\n * @throws {Error} In order for a state to be set, a texture must be specified in the spritesheet\n */\n set state(value) {\n const stateObj = _find(this.states, {name: value});\n if (!stateObj) {\n throw new Error('The requested state (' + value + ') is not availble for this Character.');\n }\n 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descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _pixi = require('pixi.js');\n\nvar _gsap = require('gsap');\n\nvar _collection = require('lodash/collection');\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== 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Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar Character = function (_extras$AnimatedSprit) {\n _inherits(Character, _extras$AnimatedSprit);\n\n /**\n * Character Constructor\n * @param {String} spriteId The leading id of this Character's resources in the spritesheet\n * @param {String} spritesheet The object property to ask PIXI's resource loader for\n * @param {{name:String, animationSpeed:Number}[]} states The states that can be found in the spritesheet for the\n * given sprite id.\n */\n function Character(spriteId, spritesheet, states) {\n var _ret;\n\n _classCallCheck(this, Character);\n\n var gameTextures = _pixi.loader.resources[spritesheet].textures;\n for (var textureKey in gameTextures) {\n if (!gameTextures.hasOwnProperty(textureKey) || textureKey.indexOf(spriteId) === -1) {\n continue;\n }\n\n var parts = textureKey.split('/');\n parts.length -= 1; //truncate to remove media file\n\n var state = parts.join('/').replace(spriteId + '/', '');\n\n // Only add textures if the state is supported by the class\n var stateObj = (0, _collection.find)(states, { name: state });\n if (!stateObj) {\n continue;\n }\n\n if (stateObj.hasOwnProperty('textures')) {\n stateObj.textures.push(gameTextures[textureKey]);\n } else {\n Object.defineProperty(stateObj, 'textures', {\n value: [gameTextures[textureKey]],\n writable: true,\n enumerable: true,\n configurable: true\n });\n }\n }\n\n var _this = _possibleConstructorReturn(this, (Character.__proto__ || Object.getPrototypeOf(Character)).call(this, states[0].textures));\n\n _this.states = states;\n _this.animationSpeed = _this.states[0].animationSpeed;\n _this.timeline = new _gsap.TimelineLite({\n autoRemoveChildren: true\n });\n return _ret = _this, _possibleConstructorReturn(_this, _ret);\n }\n\n /**\n * stopAndClearTimeline\n * Helper method that stops any existing animation where it is, and removes all other animations\n * that are scheduled to run in the Character's timeline.\n * @returns {Character}\n */\n\n\n _createClass(Character, [{\n key: 'stopAndClearTimeline',\n value: function stopAndClearTimeline() {\n this.timeline.pause();\n var timelineItem = this.timeline.getChildren();\n for (var i = 0; i < timelineItem.length; i++) {\n timelineItem[i].kill();\n }\n this.timeline.play();\n return this;\n }\n\n /**\n * isActive\n * Helper method that determines whether the Character's timeline is active\n * @returns {Boolean}\n */\n\n }, {\n key: 'isActive',\n value: function isActive() {\n return this.timeline.isActive();\n }\n\n /**\n * addToTimeline\n * Adds any valid item to the timeline, typically this will be a function or a tween\n * @param {Function|PIXI.Tween} item\n * @returns {Character}\n */\n\n }, {\n key: 'addToTimeline',\n value: function addToTimeline(item) {\n this.timeline.add(item);\n return this;\n }\n\n /**\n * state - setter\n * Helper method that sets the state on the character and adjusts the object's texture if possible\n * @param {String} value Name of the state to set on the character which should match a texture\n * specified in the spritesheet\n * @throws {Error} In order for a state to be set, a texture must be specified in the spritesheet\n */\n\n }, {\n key: 'state',\n set: function set(value) {\n var stateObj = (0, _collection.find)(this.states, { name: value });\n if (!stateObj) {\n throw new Error('The requested state (' + value + ') is not availble for this Character.');\n }\n this.stateVal = value;\n // animation is jacked when there's only one texture in latest pixi\n // this hack is gross, prolly better to render two identical frames\n // or fix general jank\n if (stateObj.textures.length === 1) {\n stateObj.textures = stateObj.textures.concat(stateObj.textures);\n }\n this.textures = stateObj.textures;\n this.animationSpeed = stateObj.animationSpeed;\n this.loop = stateObj.hasOwnProperty('loop') ? 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holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode) return triangles;\n\n var minX, minY, maxX, maxY, x, y, size;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and size are later used to transform coords into integers for z-order calculation\n size = Math.max(maxX - minX, maxY - minY);\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, size);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) return null;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, size, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && size) indexCurve(ear, minX, minY, size);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim);\n triangles.push(ear.i / dim);\n triangles.push(next.i / dim);\n\n removeNode(ear);\n\n // skipping the next vertice leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, size, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(ear, triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, size, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, size);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var p = ear.next.next;\n\n while (p !== ear.prev) {\n if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, size) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // triangle bbox; min & max are calculated like this for speed\n var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),\n minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),\n maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),\n maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(minTX, minTY, minX, minY, size),\n maxZ = zOrder(maxTX, maxTY, minX, minY, size);\n\n // first look for points inside the triangle in increasing z-order\n var p = ear.nextZ;\n\n while (p && p.z <= maxZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.nextZ;\n }\n\n // then look for points in decreasing z-order\n p = ear.prevZ;\n\n while (p && p.z >= minZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim);\n triangles.push(p.i / dim);\n triangles.push(b.i / dim);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return p;\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, size) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, size);\n earcutLinked(c, triangles, dim, minX, minY, size);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n eliminateHole(queue[i], outerNode);\n outerNode = filterPoints(outerNode, outerNode.next);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n outerNode = findHoleBridge(hole, outerNode);\n if (outerNode) {\n var b = splitPolygon(outerNode, hole);\n filterPoints(b, b.next);\n }\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n if (x === hx) {\n if (hy === p.y) return p;\n if (hy === p.next.y) return p.next;\n }\n m = p.x < p.next.x ? p : p.next;\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n if (hx === qx) return m.prev; // hole touches outer segment; pick lower endpoint\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m.next;\n\n while (p !== stop) {\n if (hx >= p.x && p.x >= mx &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n }\n\n return m;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, size) {\n var p = start;\n do {\n if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, size);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize === 0) {\n e = q;\n q = q.nextZ;\n qSize--;\n } else if (qSize === 0 || !q) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else if (p.z <= q.z) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and size of the data bounding box\nfunction zOrder(x, y, minX, minY, size) {\n // coords are transformed into non-negative 15-bit integer range\n x = 32767 * (x - minX) / size;\n y = 32767 * (y - minY) / size;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&\n (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&\n (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) &&\n locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b);\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n if ((equals(p1, q1) && equals(p2, q2)) ||\n (equals(p1, q2) && equals(p2, q1))) return true;\n return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&\n area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertice index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertice nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = null;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","source":"\n\nmodule.exports = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode) return triangles;\n\n var minX, minY, maxX, maxY, x, y, size;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and size are later used to transform coords into integers for z-order calculation\n size = Math.max(maxX - minX, maxY - minY);\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, size);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) return null;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, size, pass) {\n if (!ear) return;\n\n // in}3Kùterlink polygon nodes in z-order\n if (!pass && size) indexCurve(ear, minX, minY, size);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim);\n triangles.push(ear.i / dim);\n triangles.push(next.i / dim);\n\n removeNode(ear);\n\n // skipping the next vertice leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, size, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(ear, triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, size, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, size);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var p = ear.next.next;\n\n while (p !== ear.prev) {\n if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, size) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // triangle bbox; min & max are calculated like this for speed\n var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),\n minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),\n maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),\n maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(minTX, minTY, minX, minY, size),\n maxZ = zOrder(maxTX, maxTY, minX, minY, size);\n\n // first look for points inside the triangle in increasing z-order\n var p = ear.nextZ;\n\n while (p && p.z <= maxZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.nextZ;\n }\n\n // then look for points in decreasing z-order\n p = ear.prevZ;\n\n while (p && p.z >= minZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim);\n triangles.push(p.i / dim);\n triangles.push(b.i / dim);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return p;\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, size) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, size);\n earcutLinked(c, triangles, dim, minX, minY, size);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n eliminateHole(queue[i], outerNode);\n outerNode = filterPoints(outerNode, outerNode.next);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n outerNode = findHoleBridge(hole, outerNode);\n if (outerNode) {\n var b = splitPolygon(outerNode, hole);\n filterPoints(b, b.next);\n }\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n if (x === hx) {\n if (hy === p.y) return p;\n if (hy === p.next.y) return p.next;\n }\n m = p.x < p.next.x ? p : p.next;\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n if (hx === qx) return m.prev; // hole touches outer segment; pick lower endpoint\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m.next;\n\n while (p !== stop) {\n if (hx >= p.x && p.x >= mx &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n }\n\n return m;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, size) {\n var p = start;\n do {\n if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, size);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; 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calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and size are later used to transform coords into integers for z-order calculation\n size = Math.max(maxX - minX, maxY - minY);\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, size);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) return null;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, size, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && size) indexCurve(ear, minX, minY, size);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim);\n triangles.push(ear.i / dim);\n triangles.push(next.i / dim);\n\n removeNode(ear);\n\n // skipping the next vertice leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, size, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(ear, triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, size, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, size);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; 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i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n eliminateHole(queue[i], outerNode);\n outerNode = filterPoints(outerNode, outerNode.next);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n outerNode = findHoleBridge(hole, outerNode);\n if (outerNode) {\n var b = splitPolygon(outerNode, hole);\n filterPoints(b, b.next);\n }\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n if (x === hx) {\n if (hy === p.y) return p;\n if (hy === p.next.y) return p.next;\n }\n m = p.x < p.next.x ? p : p.next;\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n if (hx === qx) return m.prev; 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calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and size are later used to transform coords into integers for z-order calculation\n size = Math.max(maxX - minX, maxY - minY);\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, size);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) return null;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, size, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && size) indexCurve(ear, minX, minY, size);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim);\n triangles.push(ear.i / dim);\n triangles.push(next.i / dim);\n\n removeNode(ear);\n\n // skipping the next vertice leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, size, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(ear, triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, size, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, size);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var p = ear.next.next;\n\n while (p !== ear.prev) {\n if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, size) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // triangle bbox; min & max are calculated like this for speed\n var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),\n minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),\n maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),\n maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(minTX, minTY, minX, minY, size),\n maxZ = zOrder(maxTX, maxTY, minX, minY, size);\n\n // first look for points inside the triangle in increasing z-order\n var p = ear.nextZ;\n\n while (p && p.z <= maxZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.nextZ;\n }\n\n // then look for points in decreasing z-order\n p = ear.prevZ;\n\n while (p && p.z >= minZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim);\n triangles.push(p.i / dim);\n triangles.push(b.i / dim);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return p;\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, size) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, size);\n earcutLinked(c, triangles, dim, minX, minY, size);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n eliminateHole(queue[i], outerNode);\n outerNode = filterPoints(outerNode, outerNode.next);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n outerNode = findHoleBridge(hole, outerNode);\n if (outerNode) {\n var b = splitPolygon(outerNode, hole);\n filterPoints(b, b.next);\n }\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n if (x === hx) {\n if (hy === p.y) return p;\n if (hy === p.next.y) return p.next;\n }\n m = p.x < p.next.x ? p : p.next;\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n if (hx === qx) return m.prev; // hole touches outer segment; pick lower endpoint\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m.next;\n\n while (p !== stop) {\n if (hx >= p.x && p.x >= mx &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n }\n\n return m;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, size) {\n var p = start;\n do {\n if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, size);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize === 0) {\n e = q;\n q = q.nextZ;\n qSize--;\n } else if (qSize === 0 || !q) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else if (p.z <= q.z) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and size of the data bounding box\nfunction zOrder(x, y, minX, minY, size) {\n // coords are transformed into non-negative 15-bit integer range\n x = 32767 * (x - minX) / size;\n y = 32767 * (y - minY) / size;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&\n (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&\n (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) &&\n locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b);\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n if ((equals(p1, q1) && equals(p2, q2)) ||\n (equals(p1, q2) && equals(p2, q1))) return true;\n return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&\n area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertice index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertice nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = null;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n"]},"hashContent":"source'use strict';\n\nmodule.exports = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode) return triangles;\n\n var minX, minY, maxX, maxY, x, y, size;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and size are later used to transform coords into integers for z-order calculation\n size = Math.max(maxX - minX, maxY - minY);\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, size);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) return null;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, size, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && size) indexCurve(ear, minX, minY, size);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim);\n triangles.push(ear.i / dim);\n triangles.push(next.i / dim);\n\n removeNode(ear);\n\n // skipping the next vertice leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, size, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(ear, triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, size, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, size);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points iR/7zùnside the potential ear\n var p = ear.next.next;\n\n while (p !== ear.prev) {\n if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, size) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // triangle bbox; min & max are calculated like this for speed\n var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),\n minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),\n maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),\n maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(minTX, minTY, minX, minY, size),\n maxZ = zOrder(maxTX, maxTY, minX, minY, size);\n\n // first look for points inside the triangle in increasing z-order\n var p = ear.nextZ;\n\n while (p && p.z <= maxZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.nextZ;\n }\n\n // then look for points in decreasing z-order\n p = ear.prevZ;\n\n while (p && p.z >= minZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim);\n triangles.push(p.i / dim);\n triangles.push(b.i / dim);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return p;\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, size) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, size);\n earcutLinked(c, triangles, dim, minX, minY, size);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n eliminateHole(queue[i], outerNode);\n outerNode = filterPoints(outerNode, outerNode.next);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n outerNode = findHoleBridge(hole, outerNode);\n if (outerNode) {\n var b = splitPolygon(outerNode, hole);\n filterPoints(b, b.next);\n }\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n if (x === hx) {\n if (hy === p.y) return p;\n if (hy === p.next.y) return p.next;\n }\n m = p.x < p.next.x ? p : p.next;\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n if (hx === qx) return m.prev; // hole touches outer segment; pick lower endpoint\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m.next;\n\n while (p !== stop) {\n if (hx >= p.x && p.x >= mx &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n }\n\n return m;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, size) {\n var p = start;\n do {\n if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, size);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize === 0) {\n e = q;\n q = q.nextZ;\n qSize--;\n } else if (qSize === 0 || !q) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else if (p.z <= q.z) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and size of the data bounding box\nfunction zOrder(x, y, minX, minY, size) {\n // coords are transformed into non-negative 15-bit integer range\n x = 32767 * (x - minX) / size;\n y = 32767 * (y - minY) / size;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&\n (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&\n (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) &&\n locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b);\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n if ((equals(p1, q1) && equals(p2, q2)) ||\n (equals(p1, q2) && equals(p2, q1))) return true;\n return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&\n area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertice index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertice nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = null;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; 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All rights reserved.\n * This work is subject to the terms at http://greensock.com/standard-license or for\n * Club GreenSock members, the software agreement that was issued with your membership.\n * \n * @author: Jack Doyle, jack@greensock.com\n **/\nvar _gsScope = (typeof(module) !== \"undefined\" && module.exports && typeof(global) !== \"undefined\") ? global : this || window; //helps ensure compatibility with AMD/RequireJS and CommonJS/Node\n(_gsScope._gsQueue || (_gsScope._gsQueue = [])).push( function() {\n\n\t\"use strict\";\n\n\t_gsScope._gsDefine(\"TweenMax\", [\"core.Animation\",\"core.SimpleTimeline\",\"TweenLite\"], function(Animation, SimpleTimeline, TweenLite) {\n\n\t\tvar _slice = function(a) { //don't use [].slice because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++]));\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\t_applyCycle = function(vars, targets, i) {\n\t\t\t\tvar alt = vars.cycle,\n\t\t\t\t\tp, val;\n\t\t\t\tfor (p in alt) {\n\t\t\t\t\tval = alt[p];\n\t\t\t\t\tvars[p] = (typeof(val) === \"function\") ? val(i, targets[i]) : val[i % val.length];\n\t\t\t\t}\n\t\t\t\tdelete vars.cycle;\n\t\t\t},\n\t\t\tTweenMax = function(target, duration, vars) {\n\t\t\t\tTweenLite.call(this, target, duration, vars);\n\t\t\t\tthis._cycle = 0;\n\t\t\t\tthis._yoyo = (this.vars.yoyo === true || !!this.vars.yoyoEase);\n\t\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\t\tif (this._repeat) {\n\t\t\t\t\tthis._uncache(true); //ensures that if there is any repeat, the totalDuration will get recalculated to accurately report it.\n\t\t\t\t}\n\t\t\t\tthis.render = TweenMax.prototype.render; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_isSelector = TweenLiteInternals.isSelector,\n\t\t\t_isArray = TweenLiteInternals.isArray,\n\t\t\tp = TweenMax.prototype = TweenLite.to({}, 0.1, {}),\n\t\t\t_blankArray = [];\n\n\t\tTweenMax.version = \"1.20.3\";\n\t\tp.constructor = TweenMax;\n\t\tp.kill()._gc = false;\n\t\tTweenMax.killTweensOf = TweenMax.killDelayedCallsTo = TweenLite.killTweensOf;\n\t\tTweenMax.getTweensOf = TweenLite.getTweensOf;\n\t\tTweenMax.lagSmoothing = TweenLite.lagSmoothing;\n\t\tTweenMax.ticker = TweenLite.ticker;\n\t\tTweenMax.render = TweenLite.render;\n\n\t\tp.invalidate = function() {\n\t\t\tthis._yoyo = (this.vars.yoyo === true || !!this.vars.yoyoEase);\n\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\tthis._yoyoEase = null;\n\t\t\tthis._uncache(true);\n\t\t\treturn TweenLite.prototype.invalidate.call(this);\n\t\t};\n\t\t\n\t\tp.updateTo = function(vars, resetDuration) {\n\t\t\tvar curRatio = this.ratio,\n\t\t\t\timmediate = this.vars.immediateRender || vars.immediateRender,\n\t\t\t\tp;\n\t\t\tif (resetDuration && this._startTime < this._timeline._time) {\n\t\t\t\tthis._startTime = this._timeline._time;\n\t\t\t\tthis._uncache(false);\n\t\t\t\tif (this._gc) {\n\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t} else {\n\t\t\t\t\tthis._timeline.insert(this, this._startTime - this._delay); //ensures that any necessary re-sequencing of Animations in the timeline occurs to make sure the rendering order is correct.\n\t\t\t\t}\n\t\t\t}\n\t\t\tfor (p in vars) {\n\t\t\t\tthis.vars[p] = vars[p];\n\t\t\t}\n\t\t\tif (this._initted || immediate) {\n\t\t\t\tif (resetDuration) {\n\t\t\t\t\tthis._initted = false;\n\t\t\t\t\tif (immediate) {\n\t\t\t\t\t\tthis.render(0, true, true);\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tif (this._gc) {\n\t\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t\t}\n\t\t\t\t\tif (this._notifyPluginsOfEnabled && this._firstPT) {\n\t\t\t\t\t\tTweenLite._onPluginEvent(\"_onDisable\", this); //in case a plugin like MotionBlur must perform some cleanup tasks\n\t\t\t\t\t}\n\t\t\t\t\tif (this._time / this._duration > 0.998) { //if the tween has finished (or come extremely close to finishing), we just need to rewind it to 0 and then render it again at the end which forces it to re-initialize (parsing the new vars). We allow tweens that are close to finishing (but haven't quite finished) to work this way too because otherwise, the values are so small when determining where to project the starting values that binary math issues creep in and can make the tween appear to render incorrectly when run backwards. \n\t\t\t\t\t\tvar prevTime = this._totalTime;\n\t\t\t\t\t\tthis.render(0, true, false);\n\t\t\t\t\t\tthis._initted = false;\n\t\t\t\t\t\tthis.render(prevTime, true, false);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis._initted = false;\n\t\t\t\t\t\tthis._init();\n\t\t\t\t\t\tif (this._time > 0 || immediate) {\n\t\t\t\t\t\t\tvar inv = 1 / (1 - curRatio),\n\t\t\t\t\t\t\t\tpt = this._firstPT, endValue;\n\t\t\t\t\t\t\twhile (pt) {\n\t\t\t\t\t\t\t\tendValue = pt.s + pt.c;\n\t\t\t\t\t\t\t\tpt.c *= inv;\n\t\t\t\t\t\t\t\tpt.s = endValue - pt.c;\n\t\t\t\t\t\t\t\tpt = pt._next;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\t\t\t\t\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (!this._initted) if (this._duration === 0 && this.vars.repeat) { //zero duration tweens that render immediately have render() called from TweenLite's constructor, before TweenMax's constructor has finished setting _repeat, _repeatDelay, and _yoyo which are critical in determining totalDuration() so we need to call invalidate() which is a low-kb way to get those set properly.\n\t\t\t\tthis.invalidate();\n\t\t\t}\n\t\t\tvar totalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tprevTime = this._time,\n\t\t\t\tprevTotalTime = this._totalTime, \n\t\t\t\tprevCycle = this._cycle,\n\t\t\t\tduration = this._duration,\n\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\tisComplete, callback, pt, cycleDuration, r, type, pow, rawPrevTime, yoyoEase;\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tthis._totalTime = totalDur;\n\t\t\t\tthis._cycle = this._repeat;\n\t\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\t\tthis._time = 0;\n\t\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(0) : 0;\n\t\t\t\t} else {\n\t\t\t\t\tthis._time = duration;\n\t\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(1) : 1;\n\t\t\t\t}\n\t\t\t\tif (!this._reversed) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tforce = (force || this._timeline.autoRemoveChildren); //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t}\n\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\tif (this._startTime === this._timeline._duration) { //if a zero-duration tween is at the VERY end of a timeline and that timeline renders at its end, it will typically add a tiny bit of cushion to the render time to prevent rounding errors from getting in the way of tweens rendering their VERY end. If we then reverse() that timeline, the zero-duration tween will trigger its onReverseComplete even though technically the playhead didn't pass over it again. It's a very specific edge case we must accommodate.\n\t\t\t\t\t\ttime = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (prevRawPrevTime < 0 || (time <= 0 && time >= -0.0000001) || (prevRawPrevTime === _tinyNum && this.data !== \"isPause\")) if (prevRawPrevTime !== time) { //note: when this.data is \"isPause\", it's a callback added by addPause() on a timeline that we should not be triggered when LEAVING its exact start time. In other words, tl.addPause(1).play(1) shouldn't pause.\n\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t}\n\t\t\t\t\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tthis._totalTime = this._time = this._cycle = 0;\n\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(0) : 0;\n\t\t\t\tif (prevTotalTime !== 0 || (duration === 0 && prevRawPrevTime > 0)) {\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\t\tif (prevRawPrevTime >= 0) {\n\t\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!this._initted) { //if we render the very beginning (time == 0) of a fromTo(), we must force the render (normal tweens wouldn't need to render at a time of 0 when the prevTime was also 0). This is also mandatory to make sure overwriting kicks in immediately.\n\t\t\t\t\tforce = true;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._totalTime = this._time = time;\n\t\t\t\tif (this._repeat !== 0) {\n\t\t\t\t\tcycleDuration = duration + this._repeatDelay;\n\t\t\t\t\tthis._cycle = (this._totalTime / cycleDuration) >> 0; //originally _totalTime % cycleDuration but floating point errors caused problems, so I normalized it. (4 % 0.8 should be 0 but some browsers report it as 0.79999999!)\n\t\t\t\t\tif (this._cycle !== 0) if (this._cycle === this._totalTime / cycleDuration && prevTotalTime <= time) {\n\t\t\t\t\t\tthis._cycle--; //otherwise when rendered exactly at the end time, it will act as though it is repeating (at the beginning)\n\t\t\t\t\t}\n\t\t\t\t\tthis._time = this._totalTime - (this._cycle * cycleDuration);\n\t\t\t\t\tif (this._yoyo) if ((this._cycle & 1) !== 0) {\n\t\t\t\t\t\tthis._time = duration - this._time;\n\t\t\t\t\t\tyoyoEase = this._yoyoEase || this.vars.yoyoEase; //note: we don't set this._yoyoEase in _init() like we do other properties because it's TweenMax-specific and doing it here allows us to optimize performance (most tweens don't have a yoyoEase). Note that we also must skip the this.ratio calculation further down right after we _init() in this function, because we're doing it here.\n\t\t\t\t\t\tif (yoyoEase) {\n\t\t\t\t\t\t\tif (!this._yoyoEase) {\n\t\t\t\t\t\t\t\tif (yoyoEase === true && !this._initted) { //if it's not initted and yoyoEase is true, this._ease won't have been populated yet so we must discern it here.\n\t\t\t\t\t\t\t\t\tyoyoEase = this.vars.ease;\n\t\t\t\t\t\t\t\t\tthis._yoyoEase = yoyoEase = !yoyoEase ? TweenLite.defaultEase : (yoyoEase instanceof Ease) ? yoyoEase : (typeof(yoyoEase) === \"function\") ? new Ease(yoyoEase, this.vars.easeParams) : Ease.map[yoyoEase] || TweenLite.defaultEase;\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tthis._yoyoEase = yoyoEase = (yoyoEase === true) ? this._ease : (yoyoEase instanceof Ease) ? yoyoEase : Ease.map[yoyoEase];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis.ratio = yoyoEase ? 1 - yoyoEase.getRatio((duration - this._time) / duration) : 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (this._time > duration) {\n\t\t\t\t\t\tthis._time = duration;\n\t\t\t\t\t} else if (this._time < 0) {\n\t\t\t\t\t\tthis._time = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (this._easeType && !yoyoEase) {\n\t\t\t\t\tr = this._time / duration;\n\t\t\t\t\ttype = this._easeType;\n\t\t\t\t\tpow = this._easePower;\n\t\t\t\t\tif (type === 1 || (type === 3 && r >= 0.5)) {\n\t\t\t\t\t\tr = 1 - r;\n\t\t\t\t\t}\n\t\t\t\t\tif (type === 3) {\n\t\t\t\t\t\tr *= 2;\n\t\t\t\t\t}\n\t\t\t\t\tif (pow === 1) {\n\t\t\t\t\t\tr *= r;\n\t\t\t\t\t} else if (pow === 2) {\n\t\t\t\t\t\tr *= r * r;\n\t\t\t\t\t} else if (pow === 3) {\n\t\t\t\t\t\tr *= r * r * r;\n\t\t\t\t\t} else if (pow === 4) {\n\t\t\t\t\t\tr *= r * r * r * r;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (type === 1) {\n\t\t\t\t\t\tthis.ratio = 1 - r;\n\t\t\t\t\t} else if (type === 2) {\n\t\t\t\t\t\tthis.ratio = r;\n\t\t\t\t\t} else if (this._time / duration < 0.5) {\n\t\t\t\t\t\tthis.ratio = r / 2;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.ratio = 1 - (r / 2);\n\t\t\t\t\t}\n\n\t\t\t\t} else if (!yoyoEase) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(this._time / duration);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t}\n\t\t\t\t\n\t\t\tif (prevTime === this._time && !force && prevCycle === this._cycle) {\n\t\t\t\tif (prevTotalTime !== this._totalTime) if (this._onUpdate) if (!suppressEvents) { //so that onUpdate fires even during the repeatDelay - as long as the totalTime changed, we should trigger onUpdate.\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._init();\n\t\t\t\tif (!this._initted || this._gc) { //immediateRender tweens typically won't initialize until the playhead advances (_time is greater than 0) in order to ensure that overwriting occurs properly. Also, if all of the tweening properties have been overwritten (which would cause _gc to be true, as set in _init()), we shouldn't continue otherwise an onStart callback could be called for example.\n\t\t\t\t\treturn;\n\t\t\t\t} else if (!force && this._firstPT && ((this.vars.lazy !== false && this._duration) || (this.vars.lazy && !this._duration))) { //we stick it in the queue for rendering at the +•5ùvery end of the tick - this is a performance optimization because browsers invalidate styles and force a recalculation if you read, write, and then read style data (so it's better to read/read/read/write/write/write than read/write/read/write/read/write). The down side, of course, is that usually you WANT things to render immediately because you may have code running right after that which depends on the change. Like imagine running TweenLite.set(...) and then immediately after that, creating a nother tween that animates the same property to another value; the starting values of that 2nd tween wouldn't be accurate if lazy is true.\n\t\t\t\t\tthis._time = prevTime;\n\t\t\t\t\tthis._totalTime = prevTotalTime;\n\t\t\t\t\tthis._rawPrevTime = prevRawPrevTime;\n\t\t\t\t\tthis._cycle = prevCycle;\n\t\t\t\t\tTweenLiteInternals.lazyTweens.push(this);\n\t\t\t\t\tthis._lazy = [time, suppressEvents];\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\t//_ease is initially set to defaultEase, so now that init() has run, _ease is set properly and we need to recalculate the ratio. Overall this is faster than using conditional logic earlier in the method to avoid having to set ratio twice because we only init() once but renderTime() gets called VERY frequently.\n\t\t\t\tif (this._time && !isComplete && !yoyoEase) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(this._time / duration);\n\t\t\t\t} else if (isComplete && this._ease._calcEnd && !yoyoEase) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio((this._time === 0) ? 0 : 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._lazy !== false) {\n\t\t\t\tthis._lazy = false;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time >= 0) {\n\t\t\t\tthis._active = true; //so that if the user renders a tween (as opposed to the timeline rendering it), the timeline is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the tween already finished but the user manually re-renders it as halfway done.\n\t\t\t}\n\t\t\tif (prevTotalTime === 0) {\n\t\t\t\tif (this._initted === 2 && time > 0) {\n\t\t\t\t\t//this.invalidate();\n\t\t\t\t\tthis._init(); //will just apply overwriting since _initted of (2) means it was a from() tween that had immediateRender:true\n\t\t\t\t}\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tif (time >= 0) {\n\t\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t\t} else if (!callback) {\n\t\t\t\t\t\tcallback = \"_dummyGS\"; //if no callback is defined, use a dummy value just so that the condition at the end evaluates as true because _startAt should render AFTER the normal render loop when the time is negative. We could handle this in a more intuitive way, of course, but the render loop is the MOST important thing to optimize, so this technique allows us to avoid adding extra conditional logic in a high-frequency area.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this.vars.onStart) if (this._totalTime !== 0 || duration === 0) if (!suppressEvents) {\n\t\t\t\t\tthis._callback(\"onStart\");\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\tpt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.f) {\n\t\t\t\t\tpt.t[pt.p](pt.c * this.ratio + pt.s);\n\t\t\t\t} else {\n\t\t\t\t\tpt.t[pt.p] = pt.c * this.ratio + pt.s;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\t\n\t\t\tif (this._onUpdate) {\n\t\t\t\tif (time < 0) if (this._startAt && this._startTime) { //if the tween is positioned at the VERY beginning (_startTime 0) of its parent timeline, it's illegal for the playhead to go back further, so we should not render the recorded startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force); //note: for performance reasons, we tuck this conditional logic inside less traveled areas (most tweens don't have an onUpdate). We'd just have it at the end before the onComplete, but the values should be updated before any onUpdate is called, so we ALSO put it here and then if it's not called, we do so later near the onComplete.\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents) if (this._totalTime !== prevTotalTime || callback) {\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._cycle !== prevCycle) if (!suppressEvents) if (!this._gc) if (this.vars.onRepeat) {\n\t\t\t\tthis._callback(\"onRepeat\");\n\t\t\t}\n\t\t\tif (callback) if (!this._gc || force) { //check gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (time < 0 && this._startAt && !this._onUpdate && this._startTime) { //if the tween is positioned at the VERY beginning (_startTime 0) of its parent timeline, it's illegal for the playhead to go back further, so we should not render the recorded startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t}\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t\tif (duration === 0 && this._rawPrevTime === _tinyNum && rawPrevTime !== _tinyNum) { //the onComplete or onReverseComplete could trigger movement of the playhead and for zero-duration tweens (which must discern direction) that land directly back on their start time, we don't want to fire again on the next render. Think of several addPause()'s in a timeline that forces the playhead to a certain spot, but what if it's already paused and another tween is tweening the \"time\" of the timeline? Each time it moves [forward] past that spot, it would move back, and since suppressEvents is true, it'd reset _rawPrevTime to _tinyNum so that when it begins again, the callback would fire (so ultimately it could bounce back and forth during that tween). Again, this is a very uncommon scenario, but possible nonetheless.\n\t\t\t\t\tthis._rawPrevTime = 0;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n//---- STATIC FUNCTIONS -----------------------------------------------------------------------------------------------------------\n\t\t\n\t\tTweenMax.to = function(target, duration, vars) {\n\t\t\treturn new TweenMax(target, duration, vars);\n\t\t};\n\t\t\n\t\tTweenMax.from = function(target, duration, vars) {\n\t\t\tvars.runBackwards = true;\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\treturn new TweenMax(target, duration, vars);\n\t\t};\n\t\t\n\t\tTweenMax.fromTo = function(target, duration, fromVars, toVars) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn new TweenMax(target, duration, toVars);\n\t\t};\n\t\t\n\t\tTweenMax.staggerTo = TweenMax.allTo = function(targets, duration, vars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tstagger = stagger || 0;\n\t\t\tvar delay = 0,\n\t\t\t\ta = [],\n\t\t\t\tfinalComplete = function() {\n\t\t\t\t\tif (vars.onComplete) {\n\t\t\t\t\t\tvars.onComplete.apply(vars.onCompleteScope || this, arguments);\n\t\t\t\t\t}\n\t\t\t\t\tonCompleteAll.apply(onCompleteAllScope || vars.callbackScope || this, onCompleteAllParams || _blankArray);\n\t\t\t\t},\n\t\t\t\tcycle = vars.cycle,\n\t\t\t\tfromCycle = (vars.startAt && vars.startAt.cycle),\n\t\t\t\tl, copy, i, p;\n\t\t\tif (!_isArray(targets)) {\n\t\t\t\tif (typeof(targets) === \"string\") {\n\t\t\t\t\ttargets = TweenLite.selector(targets) || targets;\n\t\t\t\t}\n\t\t\t\tif (_isSelector(targets)) {\n\t\t\t\t\ttargets = _slice(targets);\n\t\t\t\t}\n\t\t\t}\n\t\t\ttargets = targets || [];\n\t\t\tif (stagger < 0) {\n\t\t\t\ttargets = _slice(targets);\n\t\t\t\ttargets.reverse();\n\t\t\t\tstagger *= -1;\n\t\t\t}\n\t\t\tl = targets.length - 1;\n\t\t\tfor (i = 0; i <= l; i++) {\n\t\t\t\tcopy = {};\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tcopy[p] = vars[p];\n\t\t\t\t}\n\t\t\t\tif (cycle) {\n\t\t\t\t\t_applyCycle(copy, targets, i);\n\t\t\t\t\tif (copy.duration != null) {\n\t\t\t\t\t\tduration = copy.duration;\n\t\t\t\t\t\tdelete copy.duration;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (fromCycle) {\n\t\t\t\t\tfromCycle = copy.startAt = {};\n\t\t\t\t\tfor (p in vars.startAt) {\n\t\t\t\t\t\tfromCycle[p] = vars.startAt[p];\n\t\t\t\t\t}\n\t\t\t\t\t_applyCycle(copy.startAt, targets, i);\n\t\t\t\t}\n\t\t\t\tcopy.delay = delay + (copy.delay || 0);\n\t\t\t\tif (i === l && onCompleteAll) {\n\t\t\t\t\tcopy.onComplete = finalComplete;\n\t\t\t\t}\n\t\t\t\ta[i] = new TweenMax(targets[i], duration, copy);\n\t\t\t\tdelay += stagger;\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\t\t\n\t\tTweenMax.staggerFrom = TweenMax.allFrom = function(targets, duration, vars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvars.runBackwards = true;\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\treturn TweenMax.staggerTo(targets, duration, vars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\t\t\n\t\tTweenMax.staggerFromTo = TweenMax.allFromTo = function(targets, duration, fromVars, toVars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn TweenMax.staggerTo(targets, duration, toVars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\t\t\t\t\n\t\tTweenMax.delayedCall = function(delay, callback, params, scope, useFrames) {\n\t\t\treturn new TweenMax(callback, 0, {delay:delay, onComplete:callback, onCompleteParams:params, callbackScope:scope, onReverseComplete:callback, onReverseCompleteParams:params, immediateRender:false, useFrames:useFrames, overwrite:0});\n\t\t};\n\t\t\n\t\tTweenMax.set = function(target, vars) {\n\t\t\treturn new TweenMax(target, 0, vars);\n\t\t};\n\t\t\n\t\tTweenMax.isTweening = function(target) {\n\t\t\treturn (TweenLite.getTweensOf(target, true).length > 0);\n\t\t};\n\t\t\n\t\tvar _getChildrenOf = function(timeline, includeTimelines) {\n\t\t\t\tvar a = [],\n\t\t\t\t\tcnt = 0,\n\t\t\t\t\ttween = timeline._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tif (tween instanceof TweenLite) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tif (includeTimelines) {\n\t\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ta = a.concat(_getChildrenOf(tween, includeTimelines));\n\t\t\t\t\t\tcnt = a.length;\n\t\t\t\t\t}\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t}, \n\t\t\tgetAllTweens = TweenMax.getAllTweens = function(includeTimelines) {\n\t\t\t\treturn _getChildrenOf(Animation._rootTimeline, includeTimelines).concat( _getChildrenOf(Animation._rootFramesTimeline, includeTimelines) );\n\t\t\t};\n\t\t\n\t\tTweenMax.killAll = function(complete, tweens, delayedCalls, timelines) {\n\t\t\tif (tweens == null) {\n\t\t\t\ttweens = true;\n\t\t\t}\n\t\t\tif (delayedCalls == null) {\n\t\t\t\tdelayedCalls = true;\n\t\t\t}\n\t\t\tvar a = getAllTweens((timelines != false)),\n\t\t\t\tl = a.length,\n\t\t\t\tallTrue = (tweens && delayedCalls && timelines),\n\t\t\t\tisDC, tween, i;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\ttween = a[i];\n\t\t\t\tif (allTrue || (tween instanceof SimpleTimeline) || ((isDC = (tween.target === tween.vars.onComplete)) && delayedCalls) || (tweens && !isDC)) {\n\t\t\t\t\tif (complete) {\n\t\t\t\t\t\ttween.totalTime(tween._reversed ? 0 : tween.totalDuration());\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n\t\tTweenMax.killChildTweensOf = function(parent, complete) {\n\t\t\tif (parent == null) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar tl = TweenLiteInternals.tweenLookup,\n\t\t\t\ta, curParent, p, i, l;\n\t\t\tif (typeof(parent) === \"string\") {\n\t\t\t\tparent = TweenLite.selector(parent) || parent;\n\t\t\t}\n\t\t\tif (_isSelector(parent)) {\n\t\t\t\tparent = _slice(parent);\n\t\t\t}\n\t\t\tif (_isArray(parent)) {\n\t\t\t\ti = parent.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tTweenMax.killChildTweensOf(parent[i], complete);\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t}\n\t\t\ta = [];\n\t\t\tfor (p in tl) {\n\t\t\t\tcurParent = tl[p].target.parentNode;\n\t\t\t\twhile (curParent) {\n\t\t\t\t\tif (curParent === parent) {\n\t\t\t\t\t\ta = a.concat(tl[p].tweens);\n\t\t\t\t\t}\n\t\t\t\t\tcurParent = curParent.parentNode;\n\t\t\t\t}\n\t\t\t}\n\t\t\tl = a.length;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\tif (complete) {\n\t\t\t\t\ta[i].totalTime(a[i].totalDuration());\n\t\t\t\t}\n\t\t\t\ta[i]._enabled(false, false);\n\t\t\t}\n\t\t};\n\n\t\tvar _changePause = function(pause, tweens, delayedCalls, timelines) {\n\t\t\ttweens = (tweens !== false);\n\t\t\tdelayedCalls = (delayedCalls !== false);\n\t\t\ttimelines = (timelines !== false);\n\t\t\tvar a = getAllTweens(timelines),\n\t\t\t\tallTrue = (tweens && delayedCalls && timelines),\n\t\t\t\ti = a.length,\n\t\t\t\tisDC, tween;\n\t\t\twhile (--i > -1) {\n\t\t\t\ttween = a[i];\n\t\t\t\tif (allTrue || (tween instanceof SimpleTimeline) || ((isDC = (tween.target === tween.vars.onComplete)) && delayedCalls) || (tweens && !isDC)) {\n\t\t\t\t\ttween.paused(pause);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n\t\tTweenMax.pauseAll = function(tweens, delayedCalls, timelines) {\n\t\t\t_changePause(true, tweens, delayedCalls, timelines);\n\t\t};\n\t\t\n\t\tTweenMax.resumeAll = function(tweens, delayedCalls, timelines) {\n\t\t\t_changePause(false, tweens, delayedCalls, timelines);\n\t\t};\n\n\t\tTweenMax.globalTimeScale = function(value) {\n\t\t\tvar tl = Animation._rootTimeline,\n\t\t\t\tt = TweenLite.ticker.time;\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn tl._timeScale;\n\t\t\t}\n\t\t\tvalue = value || _tinyNum; //can't allow zero because it'll throw the math off\n\t\t\ttl._startTime = t - ((t - tl._startTime) * tl._timeScale / value);\n\t\t\ttl = Animation._rootFramesTimeline;\n\t\t\tt = TweenLite.ticker.frame;\n\t\t\ttl._startTime = t - ((t - tl._startTime) * tl._timeScale / value);\n\t\t\ttl._timeScale = Animation._rootTimeline._timeScale = value;\n\t\t\treturn value;\n\t\t};\n\t\t\n\t\n//---- GETTERS / SETTERS ----------------------------------------------------------------------------------------------------------\n\t\t\n\t\tp.progress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? this._time / this.duration() : this.totalTime( this.duration() * ((this._yoyo && (this._cycle & 1) !== 0) ? 1 - value : value) + (this._cycle * (this._duration + this._repeatDelay)), suppressEvents);\n\t\t};\n\t\t\n\t\tp.totalProgress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? this._totalTime / this.totalDuration() : this.totalTime( this.totalDuration() * value, suppressEvents);\n\t\t};\n\t\t\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\tif (value > this._duration) {\n\t\t\t\tvalue = this._duration;\n\t\t\t}\n\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\tvalue = (this._duration - value) + (this._cycle * (this._duration + this._repeatDelay));\n\t\t\t} else if (this._repeat !== 0) {\n\t\t\t\tvalue += this._cycle * (this._duration + this._repeatDelay);\n\t\t\t}\n\t\t\treturn this.totalTime(value, suppressEvents);\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._duration; //don't set _dirty = false because there could be repeats that haven't been factored into the _totalDuration yet. Otherwise, if you create a repeated TweenMax and then immediately check its duration(), it would cache the value and the totalDuration would not be correct, thus repeats wouldn't take effect.\n\t\t\t}\n\t\t\treturn Animation.prototype.duration.call(this, value);\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\t//instead of Infinity, we use 999999999999 so that we can accommodate reverses\n\t\t\t\t\tthis._totalDuration = (this._repeat === -1) ? 999999999999 : this._duration * (this._repeat + 1) + (this._repeatDelay * this._repeat);\n\t\t\t\t\tthis._dirty = false;\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (this._repeat === -1) ? this : this.duration( (value - (this._repeat * this._repeatDelay)) / (this._repeat + 1) );\n\t\t};\n\t\t\n\t\tp.repeat = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeat;\n\t\t\t}\n\t\t\tthis._repeat = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\t\t\n\t\tp.repeatDelay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeatDelay;\n\t\t\t}\n\t\t\tthis._repeatDelay = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\t\t\n\t\tp.yoyo = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._yoyo;\n\t\t\t}\n\t\t\tthis._yoyo = value;\n\t\t\treturn this;\n\t\t};\n\t\t\n\t\t\n\t\treturn TweenMax;\n\t\t\n\t}, true);\n\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * TimelineLite\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine(\"TimelineLite\", [\"core.Animation\",\"core.SimpleTimeline\",\"TweenLite\"], function(Animation, SimpleTimeline, TweenLite) {\n\n\t\tvar TimelineLite = function(vars) {\n\t\t\t\tSimpleTimeline.call(this, vars);\n\t\t\t\tthis._labels = {};\n\t\t\t\tthis.autoRemoveChildren = (this.vars.autoRemoveChildren === true);\n\t\t\t\tthis.smoothChildTiming = (this.vars.smoothChildTiming === true);\n\t\t\t\tthis._sortChildren = true;\n\t\t\t\tthis._onUpdate = this.vars.onUpdate;\n\t\t\t\tvar v = this.vars,\n\t\t\t\t\tval, p;\n\t\t\t\tfor (p in v) {\n\t\t\t\t\tval = v[p];\n\t\t\t\t\tif (_isArray(val)) if (val.join(\"\").indexOf(\"{self}\") !== -1) {\n\t\t\t\t\t\tv[p] = this._swapSelfInParams(val);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (_isArray(v.tweens)) {\n\t\t\t\t\tthis.add(v.tweens, 0, v.align, v.stagger);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_internals = TimelineLite._internals = {},\n\t\t\t_isSelector = TweenLiteInternals.isSelector,\n\t\t\t_isArray = TweenLiteInternals.isArray,\n\t\t\t_lazyTweens = TweenLiteInternals.lazyTweens,\n\t\t\t_lazyRender = TweenLiteInternals.lazyRender,\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_copy = function(vars) {\n\t\t\t\tvar copy = {}, p;\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tcopy[p] = vars[p];\n\t\t\t\t}\n\t\t\t\treturn copy;\n\t\t\t},\n\t\t\t_applyCycle = function(vars, targets, i) {\n\t\t\t\tvar alt = vars.cycle,\n\t\t\t\t\tp, val;\n\t\t\t\tfor (p in alt) {\n\t\t\t\t\tval = alt[p];\n\t\t\t\t\tvars[p] = (typeof(val) === \"function\") ? val(i, targets[i]) : val[i % val.length];\n\t\t\t\t}\n\t\t\t\tdelete vars.cycle;\n\t\t\t},\n\t\t\t_pauseCallback = _internals.pauseCallback = function() {},\n\t\t\t_slice = function(a) { //don't use [].slice because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++]));\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\tp = TimelineLite.prototype = new SimpleTimeline();\n\n\t\tTimelineLite.version = \"1.20.3\";\n\t\tp.constructor = TimelineLite;\n\t\tp.kill()._gc = p._forcingPlayhead = p._hasPause = false;\n\n\t\t/* might use later...\n\t\t//translates a local time inside an animation to the corresponding time on the root/global timeline, factoring in all nesting and timeScales.\n\t\tfunction localToGlobal(time, animation) {\n\t\t\twhile (animation) {\n\t\t\t\ttime = (time / animation._timeScale) + animation._startTime;\n\t\t\t\tanimation = animation.timeline;\n\t\t\t}\n\t\t\treturn time;\n\t\t}\n\n\t\t//translates the supplied time on the root/global timeline into the corresponding local time inside a particular animation, factoring in all nesting and timeScales\n\t\tfunction globalToLocal(time, animation) {\n\t\t\tvar scale = 1;\n\t\t\ttime -= localToGlobal(0, animation);\n\t\t\twhile (animation) {\n\t\t\t\tscale *= animation._timeScale;\n\t\t\t\tanimation = animation.timeline;\n\t\t\t}\n\t\t\treturn time * scale;\n\t\t}\n\t\t*/\n\n\t\tp.to = function(target, duration, vars, position) {\n\t\t\tvar Engine = (vars.repeat && _globals.TweenMax) || TweenLite;\n\t\t\treturn duration ? this.add( new Engine(target, duration, vars), position) : this.set(target, vars, position);\n\t\t};\n\n\t\tp.from = function(target, duration, vars, position) {\n\t\t\treturn this.add( ((vars.repeat && _globals.TweenMax) || TweenLite).from(target, duration, vars), position);\n\t\t};\n\n\t\tp.fromTo = function(target, duration, fromVars, toVars, position) {\n\t\t\tvar Engine = (toVars.repeat && _globals.TweenMax) || TweenLite;\n\t\t\treturn duration ? this.add( Engine.fromTo(target, duration, fromVars, toVars), position) : this.set(target, toVars, position);\n\t\t};\n\n\t\tp.staggerTo = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvar tl = new TimelineLite({onComplete:onCompleteAll, onCompleteParams:onCompleteAllParams, callbackScope:onCompleteAllScope, smoothChildTiming:this.smoothChildTiming}),\n\t\t\t\tcycle = vars.cycle,\n\t\t\t\tcopy, i;\n\t\t\tif (typeof(targets) === \"string\") {\n\t\t\t\ttargets = TweenLite.selector(targets) || targets;\n\t\t\t}\n\t\t\ttargets = targets || [];\n\t\t\tif (_isSelector(targets)) { //senses if the targets object is a selector. If it is, we should translate it into an array.\n\t\t\t\ttargets = _slice(targets);\n\t\t\t}\n\t\t\tstagger = stagger || 0;\n\t\t\tif (stagger < 0) {\n\t\t\t\ttargets = _slice(targets);\n\t\t\t\ttargets.reverse();\n\t\t\t\tstagger *= -1;\n\t\t\t}\n\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\tcopy = _copy(vars);\n\t\t\t\tif (copy.startAt) {\n\t\t\t\t\tcopy.startAt = _copy(copy.startAt);\n\t\t\t\t\tif (copy.startAt.cycle) {\n\t\t\t\t\t\t_applyCycle(copy.startAt, targets, i);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (cycle) {\n\t\t\t\t\t_applyCycle(copy, targets, i);\n\t\t\t\t\tif (copy.duration != null) {\n\t\t\t\t\t\tduration = copy.duration;\n\t\t\t\t\t\tdelete copy.duration;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttl.to(targets[i], duration, copy, i * stagger);\n\t\t\t}\n\t\t\treturn this.add(tl, position);\n\t\t};\n\n\t\tp.staggerFrom = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\tvars.runBackwards = true;\n\t\t\treturn this.staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\n\t\tp.staggerFromTo = function(targets, duration, fromVars, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn this.staggerTo(targets, duration, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\n\t\tp.call = function(callback, params, scope, position) {\n\t\t\treturn this.add( TweenLite.delayedCall(0, callback, params, scope), position);\n\t\t};\n\n\t\tp.set = function(target, vars, position) {\n\t\t\tposition = this._parseTimeOrLabel(position, 0, true);\n\t\t\tif (vars.immediateRender == null) {\n\t\t\t\tvars.immediateRender = (position === this._time && !this._paused);\n\t\t\t}\n\t\t\treturn this.add( new TweenLite(target, 0, vars), position);\n\t\t};\n\n\t\tTimelineLite.exportRoot = function(vars, ignoreDelayedCalls) {\n\t\t\tvars = vars || {};\n\t\t\tif (vars.smoothChildTiming == null) {\n\t\t\t\tvars.smoothChildTiming = true;\n\t\t\t}\n\t\t\tvar tl = new TimelineLite(vars),\n\t\t\t\troot = tl._timeline,\n\t\t\t\thasNegativeStart, time,\ttween, next;\n\t\t\tif (ignoreDelayedCalls == null) {\n\t\t\t\tignoreDelayedCalls = true;\n\t\t\t}\n\t\t\troot._remove(tl, true);\n\t\t\ttl._startTime = 0;\n\t\t\ttl._rawPrevTime = tl._time = tl._totalTime = root._time;\n\t\t\ttween = root._first;\n\t\t\twhile (tween) {\n\t\t\t\tnext = tween._next;\n\t\t\t\tif (!ignoreDelayedCalls || !(tween instanceof TweenLite && tween.target === tween.vars.onComplete)) {\n\t\t\t\t\ttime = tween._startTime - tween._delay;\n\t\t\t\t\tif (time < 0) {\n\t\t\t\t\t\thasNegativeStart = 1;\n\t\t\t\t\t}\n\t\t\t\t\ttl.add(tween, time);\n\t\t\t\t}\n\t\t\t\ttween = next;\n\t\t\t}\n\t\t\troot.add(tl, 0);\n\t\t\tif (hasNegativeStart) { //calling totalDuration() will force the adjustment necessary to shift the children forward so none of them start before zero, and moves the timeline backwards the same amount, so the playhead is still aligned where it should be globally, but the timeline doesn't have illegal children that start before zero.\n\t\t\t\ttl.totalDuration();\n\t\t\t}\n\t\t\treturn tl;\n\t\t};\n\n\t\tp.add = function(value, position, align, stagger) {\n\t\t\tvar curTime, l, i, child, tl, beforeRawTime;\n\t\t\tif (typeof(position) !== \"number\") {\n\t\t\t\tposition = this._parseTimeOrLabel(position, 0, true, value);\n\t\t\t}\n\t\t\tif (!(value instanceof Animation)) {\n\t\t\t\tif ((value instanceof Array) || (value && value.push && _isArray(value))) {\n\t\t\t\t\talign = align || \"normal\";\n\t\t\t\t\tstagger = stagger || 0;\n\t\t\t\t\tcurTime = position;\n\t\t\t\t\tl = value.length;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tif (_isArray(child = value[i])) {\n\t\t\t\t\t\t\tchild = new TimelineLite({tweens:child});\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis.add(child, curTime);\n\t\t\t\t\t\tif (typeof(child) !== \"string\" && typeof(child) !== \"function\") {\n\t\t\t\t\t\t\tif (align === \"sequence\") {\n\t\t\t\t\t\t\t\tcurTime = child._startTime + (child.totalDuration() / child._timeScale);\n\t\t\t\t\t\t\t} else if (align === \"start\") {\n\t\t\t\t\t\t\t\tchild._startTime -= child.delay();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcurTime += stagger;\n\t\t\t\t\t}\n\t\t\t\t\treturn this._uncache(true);\n\t\t\t\t} else if (typeof(value) === \"string\") {\n\t\t\t\t\treturn this.addLabel(value, position);\n\t\t\t\t} else if (typeof(value) === \"function\") {\n\t\t\t\t\tvalue = TweenLite.delayedCall(0, value);\n\t\t\t\t} else {\n\t\t\t\t\tthrow(\"Cannot add \" + value + \" into the timeline; it is not a tween, timeline, function, or string.\");\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tSimpleTimeline.prototype.add.call(this, value, position);\n\n\t\t\tif (value._time) { //in case, for example, the _startTime is moved on a tween that has already rendered. Imagine it's at its end state, then the startTime is moved WAY later (after the end of this timeline), it should render at its beginning.\n\t\t\t\tvalue.render((this.rawTime() - value._startTime) * value._timeScale, false, false);\n\t\t\t}\n\n\t\t\t//if the timeline has already ended but the inserted tween/timeline extends the duration, we should enable this timeline again so that it renders properly. We should also align the playhead with the parent timeline's when appropriate.\n\t\t\tif (this._gc || this._time === this._duration) if (!this._paused) if (this._duration < this.duration()) {\n\t\t\t\t//in case any of the ancestors had completed but should now be enabled...\n\t\t\t\ttl = this;\n\t\t\t\tbeforeRawTime = (tl.rawTime() > value._startTime); //if the tween is placed on the timeline so that it starts BEFORE the current rawTime, we should align the playhead (move the timeline). This is because sometimes users will create a timeline, let it finish, and much later append a tween and expect it to run instead of jumping to its end state. While technically one could argue that it should jump to its end state, that's not what users intuitively expect.\n\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\tif (beforeRawTime && tl._timeline.smoothChildTiming) {\n\t\t\t\t\t\ttl.totalTime(tl._totalTime, true); //moves the timeline (shifts its startTime) if necessary, and also enables it.\n\t\t\t\t\t} else if (tl._gc) {\n\t\t\t\t\t\ttl._enabled(true, false);\n\t\t\t\t\t}\n\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn this;\n\t\t};\n\n\t\tp.remove = function(value) {\n\t\t\tif (value instanceof Animation) {\n\t\t\t\tthis._remove(value, false);\n\t\t\t\tvar tl = value._timeline = value.vars.useFrames ? Animation._rootFramesTimeline : Animation._rootTimeline; //now that it's removed, default it to the root timeline so that if it gets played again, it doesn't jump back into this timeline.\n\t\t\t\tvalue._startTime = (value._paused ? value._pauseTime : tl._time) - ((!value._reversed ? value._totalTime : value.totalDuration() - value._totalTime) / value._timeScale); //ensure that if it gets played again, the timing is correct.\n\t\t\t\treturn this;\n\t\t\t} else if (value instanceof Array || (value && value.push && _isArray(value))) {\n\t\t\t\tvar i = value.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tthis.remove(value[i]);\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t} else if (typeof(value) === \"string\") {\n\t\t\t\treturn this.removeLabel(value);\n\t\t\t}\n\t\t\treturn this.kill(null, value);\n\t\t};\n\n\t\tp._remove = function(tween, skipDisable) {\n\t\t\tSimpleTimeline.prototype._remove.call(this, tween, skipDisable);\n\t\t\tvar last = this._last;\n\t\t\tif (!last) {\n\t\t\t\tthis._time = this._totalTime = this._duration = this._totalDuration = 0;\n\t\t\t} else if (this._time > this.duration()) {\n\t\t\t\tthis._time = this._duration;\n\t\t\t\tthis._totalTime = this._totalDuration;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.append = function(value, offsetOrLabel) {\n\t\t\treturn this.add(value, this._parseTimeOrLabel(null, offsetOrLabel, true, value));\n\t\t};\n\n\t\tp.insert = p.insertMultiple = function(value, position, align, stagger) {\n\t\t\treturn this.add(value, position || 0, align, stagger);\n\t\t};\n\n\t\tp.appendMultiple = function(tweens, offsetOrLabel, align, stagger) {\n\t\t\treturn this.add(tweens, this._parseTimeOrLabel(null, offsetOrLabel, true, tweens), align, stagger);\n\t\t};\n\n\t\tp.addLabel = function(label, position) {\n\t\t\tthis._labels[label] = this._parseTimeOrLabel(position);\n\t\t\treturn this;\n\t\t};\n\n\t\tp.addPause = function(position, callback, params, scope) {\n\t\t\tvar t = TweenLite.delayedCall(0, _pauseCallback, params, scope || this);\n\t\t\tt.vars.onComplete = t.vars.onReverseComplete = callback;\n\t\t\tt.data = \"isPause\";\n\t\t\tthis._hasPause = true;\n\t\t\treturn this.add(t, position);\n\t\t};\n\n\t\tp.removeLabel = function(label) {\n\t\t\tdelete this._labels[label];\n\t\t\treturn this;\n\t\t};\n\n\t\tp.getLabelTime = function(label) {\n\t\t\treturn (this._labels[label] != null) ? this._labels[label] : -1;\n\t\t};\n\n\t\tp._parseTimeOrLabel = function(timeOrLabel, offsetOrLabel, appendIfAbsent, ignore) {\n\t\t\tvar clippedDuration, i;\n\t\t\t//if we're about to add a tween/timeline (or an array of them) that's already a child of this timeline, we should remove it first so that it doesn't contaminate the duration().\n\t\t\tif (ignore instanceof Animation && ignore.timeline === this) {\n\t\t\t\tthis.remove(ignore);\n\t\t\t} else if (ignore && ((ignore instanceof Array) || (ignore.push && _isArray(ignore)))) {\n\t\t\t\ti = ignore.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (ignore[i] instanceof Animation && ignore[i].timeline === this) {\n\t\t\t\t\t\tthis.remove(ignore[i]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tclippedDuration = (typeof(timeOrLabel) === \"number\" && !offsetOrLabel) ? 0 : (this.duration() > 99999999999) ? this.recent().endTime(false) : this._duration; //in case there's a child that infinitely repeats, users almost never intend for the insertion point of a new child to be based on a SUPER long value like that so we clip it and assume the most recently-added child's endTime should be used instead.\n\t\t\tif (typeof(offsetOrLabel) === \"string\") {\n\t\t\t\treturn this._parseTimeOrLabel(offsetOrLabel, (appendIfAbsent && typeof(timeOrLabel) === \"number\" && this._labels[offsetOrLabel] == null) ? timeOrLabel - clippedDuration : 0, appendIfAbsent);\n\t\t\t}\n\t\t\toffsetOrLabel = offsetOrLabel || 0;\n\t\t\tif (typeof(timeOrLabel) === \"string\" && (isNaN(timeOrLabel) || this._labels[timeOrLabel] != null)) { //if the string is a number like \"1\", check to see if there's a label with that name, otherwise interpret it as a number (absolute value).\n\t\t\t\ti = timeOrLabel.indexOf(\"=\");\n\t\t\t\tif (i === -1) {\n\t\t\t\t\tif (this._labels[timeOrLabel] == null) {\n\t\t\t\t\t\treturn appendIfAbsent ? (this._labels[timeOrLabel] = clippedDuration + offsetOrLabel) : offsetOrLabel;\n\t\t\t\t\t}\n\t\t\t\t\treturn this._labels[timeOrLabel] + offsetOrLabel;\n\t\t\t\t}\n\t\t\t\toffsetOrLabel = parseInt(timeOrLabel.charAt(i-1) ûóFìù+ \"1\", 10) * Number(timeOrLabel.substr(i+1));\n\t\t\t\ttimeOrLabel = (i > 1) ? this._parseTimeOrLabel(timeOrLabel.substr(0, i-1), 0, appendIfAbsent) : clippedDuration;\n\t\t\t} else if (timeOrLabel == null) {\n\t\t\t\ttimeOrLabel = clippedDuration;\n\t\t\t}\n\t\t\treturn Number(timeOrLabel) + offsetOrLabel;\n\t\t};\n\n\t\tp.seek = function(position, suppressEvents) {\n\t\t\treturn this.totalTime((typeof(position) === \"number\") ? position : this._parseTimeOrLabel(position), (suppressEvents !== false));\n\t\t};\n\n\t\tp.stop = function() {\n\t\t\treturn this.paused(true);\n\t\t};\n\n\t\tp.gotoAndPlay = function(position, suppressEvents) {\n\t\t\treturn this.play(position, suppressEvents);\n\t\t};\n\n\t\tp.gotoAndStop = function(position, suppressEvents) {\n\t\t\treturn this.pause(position, suppressEvents);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (this._gc) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\tvar prevTime = this._time,\n\t\t\t\ttotalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tprevStart = this._startTime,\n\t\t\t\tprevTimeScale = this._timeScale,\n\t\t\t\tprevPaused = this._paused,\n\t\t\t\ttween, isComplete, next, callback, internalForce, pauseTween, curTime;\n\t\t\tif (prevTime !== this._time) { //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n\t\t\t\ttime += this._time - prevTime;\n\t\t\t}\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tthis._totalTime = this._time = totalDur;\n\t\t\t\tif (!this._reversed) if (!this._hasPausedChild()) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tinternalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\tif (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || this._rawPrevTime < 0 || this._rawPrevTime === _tinyNum) if (this._rawPrevTime !== time && this._first) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\tif (this._rawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\ttime = totalDur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7.\n\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tthis._totalTime = this._time = 0;\n\t\t\t\tif (prevTime !== 0 || (this._duration === 0 && this._rawPrevTime !== _tinyNum && (this._rawPrevTime > 0 || (time < 0 && this._rawPrevTime >= 0)))) {\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (this._timeline.autoRemoveChildren && this._reversed) { //ensures proper GC if a timeline is resumed after it's finished reversing.\n\t\t\t\t\t\tinternalForce = isComplete = true;\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t} else if (this._rawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state.\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = time;\n\t\t\t\t} else {\n\t\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\tif (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the timeline and remove it from the rendering queue (not good).\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime === 0) {\n\t\t\t\t\t\t\tif (!tween._duration) {\n\t\t\t\t\t\t\t\tisComplete = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttime = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline)\n\t\t\t\t\tif (!this._initted) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif (this._hasPause && !this._forcingPlayhead && !suppressEvents) {\n\t\t\t\t\tif (time >= prevTime) {\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime <= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween = this._last;\n\t\t\t\t\t\twhile (tween && tween._startTime >= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && tween._rawPrevTime > 0) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._prev;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (pauseTween) {\n\t\t\t\t\t\tthis._time = time = pauseTween._startTime;\n\t\t\t\t\t\tthis._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\t}\n\t\t\tif ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) {\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._initted = true;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time > 0) {\n\t\t\t\tthis._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example.\n\t\t\t}\n\n\t\t\tif (prevTime === 0) if (this.vars.onStart) if (this._time !== 0 || !this._duration) if (!suppressEvents) {\n\t\t\t\tthis._callback(\"onStart\");\n\t\t\t}\n\n\t\t\tcurTime = this._time;\n\t\t\tif (curTime >= prevTime) {\n\t\t\t\ttween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= curTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttween = this._last;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._prev; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tpauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse.\n\t\t\t\t\t\t\twhile (pauseTween && pauseTween.endTime() > this._time) {\n\t\t\t\t\t\t\t\tpauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t\tpauseTween = pauseTween._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpauseTween = null;\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this._onUpdate) if (!suppressEvents) {\n\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t}\n\n\t\t\tif (callback) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp._hasPausedChild = function() {\n\t\t\tvar tween = this._first;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._paused || ((tween instanceof TimelineLite) && tween._hasPausedChild())) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp.getChildren = function(nested, tweens, timelines, ignoreBeforeTime) {\n\t\t\tignoreBeforeTime = ignoreBeforeTime || -9999999999;\n\t\t\tvar a = [],\n\t\t\t\ttween = this._first,\n\t\t\t\tcnt = 0;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._startTime < ignoreBeforeTime) {\n\t\t\t\t\t//do nothing\n\t\t\t\t} else if (tween instanceof TweenLite) {\n\t\t\t\t\tif (tweens !== false) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tif (timelines !== false) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t}\n\t\t\t\t\tif (nested !== false) {\n\t\t\t\t\t\ta = a.concat(tween.getChildren(true, tweens, timelines));\n\t\t\t\t\t\tcnt = a.length;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\t\tp.getTweensOf = function(target, nested) {\n\t\t\tvar disabled = this._gc,\n\t\t\t\ta = [],\n\t\t\t\tcnt = 0,\n\t\t\t\ttweens, i;\n\t\t\tif (disabled) {\n\t\t\t\tthis._enabled(true, true); //getTweensOf() filters out disabled tweens, and we have to mark them as _gc = true when the timeline completes in order to allow clean garbage collection, so temporarily re-enable the timeline here.\n\t\t\t}\n\t\t\ttweens = TweenLite.getTweensOf(target);\n\t\t\ti = tweens.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (tweens[i].timeline === this || (nested && this._contains(tweens[i]))) {\n\t\t\t\t\ta[cnt++] = tweens[i];\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (disabled) {\n\t\t\t\tthis._enabled(false, true);\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\t\tp.recent = function() {\n\t\t\treturn this._recent;\n\t\t};\n\n\t\tp._contains = function(tween) {\n\t\t\tvar tl = tween.timeline;\n\t\t\twhile (tl) {\n\t\t\t\tif (tl === this) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\ttl = tl.timeline;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp.shiftChildren = function(amount, adjustLabels, ignoreBeforeTime) {\n\t\t\tignoreBeforeTime = ignoreBeforeTime || 0;\n\t\t\tvar tween = this._first,\n\t\t\t\tlabels = this._labels,\n\t\t\t\tp;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._startTime >= ignoreBeforeTime) {\n\t\t\t\t\ttween._startTime += amount;\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\tif (adjustLabels) {\n\t\t\t\tfor (p in labels) {\n\t\t\t\t\tif (labels[p] >= ignoreBeforeTime) {\n\t\t\t\t\t\tlabels[p] += amount;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp._kill = function(vars, target) {\n\t\t\tif (!vars && !target) {\n\t\t\t\treturn this._enabled(false, false);\n\t\t\t}\n\t\t\tvar tweens = (!target) ? this.getChildren(true, true, false) : this.getTweensOf(target),\n\t\t\t\ti = tweens.length,\n\t\t\t\tchanged = false;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (tweens[i]._kill(vars, target)) {\n\t\t\t\t\tchanged = true;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tp.clear = function(labels) {\n\t\t\tvar tweens = this.getChildren(false, true, true),\n\t\t\t\ti = tweens.length;\n\t\t\tthis._time = this._totalTime = 0;\n\t\t\twhile (--i > -1) {\n\t\t\t\ttweens[i]._enabled(false, false);\n\t\t\t}\n\t\t\tif (labels !== false) {\n\t\t\t\tthis._labels = {};\n\t\t\t}\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tvar tween = this._first;\n\t\t\twhile (tween) {\n\t\t\t\ttween.invalidate();\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn Animation.prototype.invalidate.call(this);;\n\t\t};\n\n\t\tp._enabled = function(enabled, ignoreTimeline) {\n\t\t\tif (enabled === this._gc) {\n\t\t\t\tvar tween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\ttween._enabled(enabled, true);\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn SimpleTimeline.prototype._enabled.call(this, enabled, ignoreTimeline);\n\t\t};\n\n\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\tthis._forcingPlayhead = true;\n\t\t\tvar val = Animation.prototype.totalTime.apply(this, arguments);\n\t\t\tthis._forcingPlayhead = false;\n\t\t\treturn val;\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tthis.totalDuration(); //just triggers recalculation\n\t\t\t\t}\n\t\t\t\treturn this._duration;\n\t\t\t}\n\t\t\tif (this.duration() !== 0 && value !== 0) {\n\t\t\t\tthis.timeScale(this._duration / value);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tvar max = 0,\n\t\t\t\t\t\ttween = this._last,\n\t\t\t\t\t\tprevStart = 999999999999,\n\t\t\t\t\t\tprev, end;\n\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\tprev = tween._prev; //record it here in case the tween changes position in the sequence...\n\t\t\t\t\t\tif (tween._dirty) {\n\t\t\t\t\t\t\ttween.totalDuration(); //could change the tween._startTime, so make sure the tween's cache is clean before analyzing it.\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tween._startTime > prevStart && this._sortChildren && !tween._paused && !this._calculatingDuration) { //in case one of the tweens shifted out of order, it needs to be re-inserted into the correct position in the sequence\n\t\t\t\t\t\t\tthis._calculatingDuration = 1; //prevent endless recursive calls - there are methods that get triggered that check duration/totalDuration when we add(), like _parseTimeOrLabel().\n\t\t\t\t\t\t\tthis.add(tween, tween._startTime - tween._delay);\n\t\t\t\t\t\t\tthis._calculatingDuration = 0;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tprevStart = tween._startTime;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tween._startTime < 0 && !tween._paused) { //children aren't allowed to have negative startTimes unless smoothChildTiming is true, so adjust here if one is found.\n\t\t\t\t\t\t\tmax -= tween._startTime;\n\t\t\t\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\t\t\t\tthis._startTime += tween._startTime / this._timeScale;\n\t\t\t\t\t\t\t\tthis._time -= tween._startTime;\n\t\t\t\t\t\t\t\tthis._totalTime -= tween._startTime;\n\t\t\t\t\t\t\t\tthis._rawPrevTime -= tween._startTime;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis.shiftChildren(-tween._startTime, false, -9999999999);\n\t\t\t\t\t\t\tprevStart = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tend = tween._startTime + (tween._totalDuration / tween._timeScale);\n\t\t\t\t\t\tif (end > max) {\n\t\t\t\t\t\t\tmax = end;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttween = prev;\n\t\t\t\t\t}\n\t\t\t\t\tthis._duration = this._totalDuration = max;\n\t\t\t\t\tthis._dirty = false;\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (value && this.totalDuration()) ? this.timeScale(this._totalDuration / value) : this;\n\t\t};\n\n\t\tp.paused = function(value) {\n\t\t\tif (!value) { //if there's a pause directly at the spot from where we're unpausing, skip it.\n\t\t\t\tvar tween = this._first,\n\t\t\t\t\ttime = this._time;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tif (tween._startTime === time && tween.data === \"isPause\") {\n\t\t\t\t\t\ttween._rawPrevTime = 0; //remember, _rawPrevTime is how zero-duration tweens/callbacks sense directionality and determine whether or not to fire. If _rawPrevTime is the same as _startTime on the next render, it won't fire.\n\t\t\t\t\t}\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn Animation.prototype.paused.apply(this, arguments);\n\t\t};\n\n\t\tp.usesFrames = function() {\n\t\t\tvar tl = this._timeline;\n\t\t\twhile (tl._timeline) {\n\t\t\t\ttl = tl._timeline;\n\t\t\t}\n\t\t\treturn (tl === Animation._rootFramesTimeline);\n\t\t};\n\n\t\tp.rawTime = function(wrapRepeats) {\n\t\t\treturn (wrapRepeats && (this._paused || (this._repeat && this.time() > 0 && this.totalProgress() < 1))) ? this._totalTime % (this._duration + this._repeatDelay) : this._paused ? this._totalTime : (this._timeline.rawTime(wrapRepeats) - this._startTime) * this._timeScale;\n\t\t};\n\n\t\treturn TimelineLite;\n\n\t}, true);\n\n\n\n\n\n\n\n\n\t\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * TimelineMax\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine(\"TimelineMax\", [\"TimelineLite\",\"TweenLite\",\"easing.Ease\"], function(TimelineLite, TweenLite, Ease) {\n\n\t\tvar TimelineMax = function(vars) {\n\t\t\t\tTimelineLite.call(this, vars);\n\t\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\t\tthis._cycle = 0;\n\t\t\t\tthis._yoyo = (this.vars.yoyo === true);\n\t\t\t\tthis._dirty = true;\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_lazyTweens = TweenLiteInternals.lazyTweens,\n\t\t\t_lazyRender = TweenLiteInternals.lazyRender,\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_easeNone = new Ease(null, null, 1, 0),\n\t\t\tp = TimelineMax.prototype = new TimelineLite();\n\n\t\tp.constructor = TimelineMax;\n\t\tp.kill()._gc = false;\n\t\tTimelineMax.version = \"1.20.3\";\n\n\t\tp.invalidate = function() {\n\t\t\tthis._yoyo = (this.vars.yoyo === true);\n\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\tthis._uncache(true);\n\t\t\treturn TimelineLite.prototype.invalidate.call(this);\n\t\t};\n\n\t\tp.addCallback = function(callback, position, params, scope) {\n\t\t\treturn this.add( TweenLite.delayedCall(0, callback, params, scope), position);\n\t\t};\n\n\t\tp.removeCallback = function(callback, position) {\n\t\t\tif (callback) {\n\t\t\t\tif (position == null) {\n\t\t\t\t\tthis._kill(null, callback);\n\t\t\t\t} else {\n\t\t\t\t\tvar a = this.getTweensOf(callback, false),\n\t\t\t\t\t\ti = a.length,\n\t\t\t\t\t\ttime = this._parseTimeOrLabel(position);\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (a[i]._startTime === time) {\n\t\t\t\t\t\t\ta[i]._enabled(false, false);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.removePause = function(position) {\n\t\t\treturn this.removeCallback(TimelineLite._internals.pauseCallback, position);\n\t\t};\n\n\t\tp.tweenTo = function(position, vars) {\n\t\t\tvars = vars || {};\n\t\t\tvar copy = {ease:_easeNone, useFrames:this.usesFrames(), immediateRender:false},\n\t\t\t\tEngine = (vars.repeat && _globals.TweenMax) || TweenLite,\n\t\t\t\tduration, p, t;\n\t\t\tfor (p in vars) {\n\t\t\t\tcopy[p] = vars[p];\n\t\t\t}\n\t\t\tcopy.time = this._parseTimeOrLabel(position);\n\t\t\tduration = (Math.abs(Number(copy.time) - this._time) / this._timeScale) || 0.001;\n\t\t\tt = new Engine(this, duration, copy);\n\t\t\tcopy.onStart = function() {\n\t\t\t\tt.target.paused(true);\n\t\t\t\tif (t.vars.time !== t.target.time() && duration === t.duration()) { //don't make the duration zero - if it's supposed to be zero, don't worry because it's already initting the tween and will complete immediately, effectively making the duration zero anyway. If we make duration zero, the tween won't run at all.\n\t\t\t\t\tt.duration( Math.abs( t.vars.time - t.target.time()) / t.target._timeScale );\n\t\t\t\t}\n\t\t\t\tif (vars.onStart) { //in case the user had an onStart in the vars - we don't want to overwrite it.\n\t\t\t\t\tvars.onStart.apply(vars.onStartScope || vars.callbackScope || t, vars.onStartParams || []); //don't use t._callback(\"onStart\") or it'll point to the copy.onStart and we'll get a recursion error.\n\t\t\t\t}\n\t\t\t};\n\t\t\treturn t;\n\t\t};\n\n\t\tp.tweenFromTo = function(fromPosition, toPosition, vars) {\n\t\t\tvars = vars || {};\n\t\t\tfromPosition = this._parseTimeOrLabel(fromPosition);\n\t\t\tvars.startAt = {onComplete:this.seek, onCompleteParams:[fromPosition], callbackScope:this};\n\t\t\tvars.immediateRender = (vars.immediateRender !== false);\n\t\t\tvar t = this.tweenTo(toPosition, vars);\n\t\t\treturn t.duration((Math.abs( t.vars.time - fromPosition) / this._timeScale) || 0.001);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (this._gc) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\tvar prevTime = this._time,\n\t\t\t\ttotalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tdur = this._duration,\n\t\t\t\tprevTotalTime = this._totalTime,\n\t\t\t\tprevStart = this._startTime,\n\t\t\t\tprevTimeScale = this._timeScale,\n\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\tprevPaused = this._paused,\n\t\t\t\tprevCycle = this._cycle,\n\t\t\t\ttween, isComplete, next, callback, internalForce, cycleDuration, pauseTween, curTime;\n\t\t\tif (prevTime !== this._time) { //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n\t\t\t\ttime += this._time - prevTime;\n\t\t\t}\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = totalDur;\n\t\t\t\t\tthis._cycle = this._repeat;\n\t\t\t\t}\n\t\t\t\tif (!this._reversed) if (!this._hasPausedChild()) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tinternalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\tif (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || prevRawPrevTime < 0 || prevRawPrevTime === _tinyNum) if (prevRawPrevTime !== time && this._first) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\t\tthis._time = time = 0;\n\t\t\t\t} else {\n\t\t\t\t\tthis._time = dur;\n\t\t\t\t\ttime = dur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7. We cannot do less then 0.0001 because the same issue can occur when the duration is extremely large like 999999999999 in which case adding 0.00000001, for example, causes it to act like nothing was added.\n\t\t\t\t}\n\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = this._cycle = 0;\n\t\t\t\t}\n\t\t\t\tthis._time = 0;\n\t\t\t\tif (prevTime !== 0 || (dur === 0 && prevRawPrevTime !== _tinyNum && (prevRawPrevTime > 0 || (time < 0 && prevRawPrevTime >= 0)) && !this._locked)) { //edge case for checking time < 0 && prevRawPrevTime >= 0: a zero-duration fromTo() tween inside a zero-duration timeline (yeah, very rare)\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (this._timeline.autoRemoveChildren && this._reversed) {\n\t\t\t\t\t\tinternalForce = isComplete = true;\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t} else if (prevRawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state.\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = time;\n\t\t\t\t} else {\n\t\t\t\t\tthis._rawPrevTime = (dur || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\tif (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the timeline and remove it from the rendering queue (not good).\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime === 0) {\n\t\t\t\t\t\t\tif (!tween._duration) {\n\t\t\t\t\t\t\t\tisComplete = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttime = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration twe-]sçùens at the very beginning of the timeline)\n\t\t\t\t\tif (!this._initted) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t} else {\n\t\t\t\tif (dur === 0 && prevRawPrevTime < 0) { //without this, zero-duration repeating timelines (like with a simple callback nested at the very beginning and a repeatDelay) wouldn't render the first time through.\n\t\t\t\t\tinternalForce = true;\n\t\t\t\t}\n\t\t\t\tthis._time = this._rawPrevTime = time;\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = time;\n\t\t\t\t\tif (this._repeat !== 0) {\n\t\t\t\t\t\tcycleDuration = dur + this._repeatDelay;\n\t\t\t\t\t\tthis._cycle = (this._totalTime / cycleDuration) >> 0; //originally _totalTime % cycleDuration but floating point errors caused problems, so I normalized it. (4 % 0.8 should be 0 but it gets reported as 0.79999999!)\n\t\t\t\t\t\tif (this._cycle !== 0) if (this._cycle === this._totalTime / cycleDuration && prevTotalTime <= time) {\n\t\t\t\t\t\t\tthis._cycle--; //otherwise when rendered exactly at the end time, it will act as though it is repeating (at the beginning)\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._time = this._totalTime - (this._cycle * cycleDuration);\n\t\t\t\t\t\tif (this._yoyo) if ((this._cycle & 1) !== 0) {\n\t\t\t\t\t\t\tthis._time = dur - this._time;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (this._time > dur) {\n\t\t\t\t\t\t\tthis._time = dur;\n\t\t\t\t\t\t\ttime = dur + 0.0001; //to avoid occasional floating point rounding error\n\t\t\t\t\t\t} else if (this._time < 0) {\n\t\t\t\t\t\t\tthis._time = time = 0;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttime = this._time;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (this._hasPause && !this._forcingPlayhead && !suppressEvents) {\n\t\t\t\t\ttime = this._time;\n\t\t\t\t\tif (time >= prevTime || (this._repeat && prevCycle !== this._cycle)) {\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime <= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween = this._last;\n\t\t\t\t\t\twhile (tween && tween._startTime >= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && tween._rawPrevTime > 0) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._prev;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (pauseTween && pauseTween._startTime < dur) {\n\t\t\t\t\t\tthis._time = time = pauseTween._startTime;\n\t\t\t\t\t\tthis._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif (this._cycle !== prevCycle) if (!this._locked) {\n\t\t\t\t/*\n\t\t\t\tmake sure children at the end/beginning of the timeline are rendered properly. If, for example,\n\t\t\t\ta 3-second long timeline rendered at 2.9 seconds previously, and now renders at 3.2 seconds (which\n\t\t\t\twould get transated to 2.8 seconds if the timeline yoyos or 0.2 seconds if it just repeats), there\n\t\t\t\tcould be a callback or a short tween that's at 2.95 or 3 seconds in which wouldn't render. So\n\t\t\t\twe need to push the timeline to the end (and/or beginning depending on its yoyo value). Also we must\n\t\t\t\tensure that zero-duration tweens at the very beginning or end of the TimelineMax work.\n\t\t\t\t*/\n\t\t\t\tvar backwards = (this._yoyo && (prevCycle & 1) !== 0),\n\t\t\t\t\twrap = (backwards === (this._yoyo && (this._cycle & 1) !== 0)),\n\t\t\t\t\trecTotalTime = this._totalTime,\n\t\t\t\t\trecCycle = this._cycle,\n\t\t\t\t\trecRawPrevTime = this._rawPrevTime,\n\t\t\t\t\trecTime = this._time;\n\n\t\t\t\tthis._totalTime = prevCycle * dur;\n\t\t\t\tif (this._cycle < prevCycle) {\n\t\t\t\t\tbackwards = !backwards;\n\t\t\t\t} else {\n\t\t\t\t\tthis._totalTime += dur;\n\t\t\t\t}\n\t\t\t\tthis._time = prevTime; //temporarily revert _time so that render() renders the children in the correct order. Without this, tweens won't rewind correctly. We could arhictect things in a \"cleaner\" way by splitting out the rendering queue into a separate method but for performance reasons, we kept it all inside this method.\n\n\t\t\t\tthis._rawPrevTime = (dur === 0) ? prevRawPrevTime - 0.0001 : prevRawPrevTime;\n\t\t\t\tthis._cycle = prevCycle;\n\t\t\t\tthis._locked = true; //prevents changes to totalTime and skips repeat/yoyo behavior when we recursively call render()\n\t\t\t\tprevTime = (backwards) ? 0 : dur;\n\t\t\t\tthis.render(prevTime, suppressEvents, (dur === 0));\n\t\t\t\tif (!suppressEvents) if (!this._gc) {\n\t\t\t\t\tif (this.vars.onRepeat) {\n\t\t\t\t\t\tthis._cycle = recCycle; //in case the onRepeat alters the playhead or invalidates(), we shouldn't stay locked or use the previous cycle.\n\t\t\t\t\t\tthis._locked = false;\n\t\t\t\t\t\tthis._callback(\"onRepeat\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (prevTime !== this._time) { //in case there's a callback like onComplete in a nested tween/timeline that changes the playhead position, like via seek(), we should just abort.\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (wrap) {\n\t\t\t\t\tthis._cycle = prevCycle; //if there's an onRepeat, we reverted this above, so make sure it's set properly again. We also unlocked in that scenario, so reset that too.\n\t\t\t\t\tthis._locked = true;\n\t\t\t\t\tprevTime = (backwards) ? dur + 0.0001 : -0.0001;\n\t\t\t\t\tthis.render(prevTime, true, false);\n\t\t\t\t}\n\t\t\t\tthis._locked = false;\n\t\t\t\tif (this._paused && !prevPaused) { //if the render() triggered callback that paused this timeline, we should abort (very rare, but possible)\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tthis._time = recTime;\n\t\t\t\tthis._totalTime = recTotalTime;\n\t\t\t\tthis._cycle = recCycle;\n\t\t\t\tthis._rawPrevTime = recRawPrevTime;\n\t\t\t}\n\n\t\t\tif ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) {\n\t\t\t\tif (prevTotalTime !== this._totalTime) if (this._onUpdate) if (!suppressEvents) { //so that onUpdate fires even during the repeatDelay - as long as the totalTime changed, we should trigger onUpdate.\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._initted = true;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._totalTime !== prevTotalTime && time > 0) {\n\t\t\t\tthis._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example.\n\t\t\t}\n\n\t\t\tif (prevTotalTime === 0) if (this.vars.onStart) if (this._totalTime !== 0 || !this._totalDuration) if (!suppressEvents) {\n\t\t\t\tthis._callback(\"onStart\");\n\t\t\t}\n\n\t\t\tcurTime = this._time;\n\t\t\tif (curTime >= prevTime) {\n\t\t\t\ttween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= this._time && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttween = this._last;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._prev; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tpauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse.\n\t\t\t\t\t\t\twhile (pauseTween && pauseTween.endTime() > this._time) {\n\t\t\t\t\t\t\t\tpauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t\tpauseTween = pauseTween._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpauseTween = null;\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this._onUpdate) if (!suppressEvents) {\n\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t}\n\t\t\tif (callback) if (!this._locked) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp.getActive = function(nested, tweens, timelines) {\n\t\t\tif (nested == null) {\n\t\t\t\tnested = true;\n\t\t\t}\n\t\t\tif (tweens == null) {\n\t\t\t\ttweens = true;\n\t\t\t}\n\t\t\tif (timelines == null) {\n\t\t\t\ttimelines = false;\n\t\t\t}\n\t\t\tvar a = [],\n\t\t\t\tall = this.getChildren(nested, tweens, timelines),\n\t\t\t\tcnt = 0,\n\t\t\t\tl = all.length,\n\t\t\t\ti, tween;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\ttween = all[i];\n\t\t\t\tif (tween.isActive()) {\n\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\n\t\tp.getLabelAfter = function(time) {\n\t\t\tif (!time) if (time !== 0) { //faster than isNan()\n\t\t\t\ttime = this._time;\n\t\t\t}\n\t\t\tvar labels = this.getLabelsArray(),\n\t\t\t\tl = labels.length,\n\t\t\t\ti;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\tif (labels[i].time > time) {\n\t\t\t\t\treturn labels[i].name;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t};\n\n\t\tp.getLabelBefore = function(time) {\n\t\t\tif (time == null) {\n\t\t\t\ttime = this._time;\n\t\t\t}\n\t\t\tvar labels = this.getLabelsArray(),\n\t\t\t\ti = labels.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (labels[i].time < time) {\n\t\t\t\t\treturn labels[i].name;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t};\n\n\t\tp.getLabelsArray = function() {\n\t\t\tvar a = [],\n\t\t\t\tcnt = 0,\n\t\t\t\tp;\n\t\t\tfor (p in this._labels) {\n\t\t\t\ta[cnt++] = {time:this._labels[p], name:p};\n\t\t\t}\n\t\t\ta.sort(function(a,b) {\n\t\t\t\treturn a.time - b.time;\n\t\t\t});\n\t\t\treturn a;\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tthis._locked = false; //unlock and set cycle in case invalidate() is called from inside an onRepeat\n\t\t\treturn TimelineLite.prototype.invalidate.call(this);\n\t\t};\n\n\n//---- GETTERS / SETTERS -------------------------------------------------------------------------------------------------------\n\n\t\tp.progress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? (this._time / this.duration()) || 0 : this.totalTime( this.duration() * ((this._yoyo && (this._cycle & 1) !== 0) ? 1 - value : value) + (this._cycle * (this._duration + this._repeatDelay)), suppressEvents);\n\t\t};\n\n\t\tp.totalProgress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? (this._totalTime / this.totalDuration()) || 0 : this.totalTime( this.totalDuration() * value, suppressEvents);\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tTimelineLite.prototype.totalDuration.call(this); //just forces refresh\n\t\t\t\t\t//Instead of Infinity, we use 999999999999 so that we can accommodate reverses.\n\t\t\t\t\tthis._totalDuration = (this._repeat === -1) ? 999999999999 : this._duration * (this._repeat + 1) + (this._repeatDelay * this._repeat);\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (this._repeat === -1 || !value) ? this : this.timeScale( this.totalDuration() / value );\n\t\t};\n\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\tif (value > this._duration) {\n\t\t\t\tvalue = this._duration;\n\t\t\t}\n\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\tvalue = (this._duration - value) + (this._cycle * (this._duration + this._repeatDelay));\n\t\t\t} else if (this._repeat !== 0) {\n\t\t\t\tvalue += this._cycle * (this._duration + this._repeatDelay);\n\t\t\t}\n\t\t\treturn this.totalTime(value, suppressEvents);\n\t\t};\n\n\t\tp.repeat = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeat;\n\t\t\t}\n\t\t\tthis._repeat = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp.repeatDelay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeatDelay;\n\t\t\t}\n\t\t\tthis._repeatDelay = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp.yoyo = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._yoyo;\n\t\t\t}\n\t\t\tthis._yoyo = value;\n\t\t\treturn this;\n\t\t};\n\n\t\tp.currentLabel = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this.getLabelBefore(this._time + 0.00000001);\n\t\t\t}\n\t\t\treturn this.seek(value, true);\n\t\t};\n\n\t\treturn TimelineMax;\n\n\t}, true);\n\t\n\n\n\n\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * BezierPlugin\n * ----------------------------------------------------------------\n */\n\t(function() {\n\n\t\tvar _RAD2DEG = 180 / Math.PI,\n\t\t\t_r1 = [],\n\t\t\t_r2 = [],\n\t\t\t_r3 = [],\n\t\t\t_corProps = {},\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\tSegment = function(a, b, c, d) {\n\t\t\t\tif (c === d) { //if c and d match, the final autoRotate value could lock at -90 degrees, so differentiate them slightly.\n\t\t\t\t\tc = d - (d - b) / 1000000;\n\t\t\t\t}\n\t\t\t\tif (a === b) { //if a and b match, the starting autoRotate value could lock at -90 degrees, so differentiate them slightly.\n\t\t\t\t\tb = a + (c - a) / 1000000;\n\t\t\t\t}\n\t\t\t\tthis.a = a;\n\t\t\t\tthis.b = b;\n\t\t\t\tthis.c = c;\n\t\t\t\tthis.d = d;\n\t\t\t\tthis.da = d - a;\n\t\t\t\tthis.ca = c - a;\n\t\t\t\tthis.ba = b - a;\n\t\t\t},\n\t\t\t_correlate = \",x,y,z,left,top,right,bottom,marginTop,marginLeft,marginRight,marginBottom,paddingLeft,paddingTop,paddingRight,paddingBottom,backgroundPosition,backgroundPosition_y,\",\n\t\t\tcubicToQuadratic = function(a, b, c, d) {\n\t\t\t\tvar q1 = {a:a},\n\t\t\t\t\tq2 = {},\n\t\t\t\t\tq3 = {},\n\t\t\t\t\tq4 = {c:d},\n\t\t\t\t\tmab = (a + b) / 2,\n\t\t\t\t\tmbc = (b + c) / 2,\n\t\t\t\t\tmcd = (c + d) / 2,\n\t\t\t\t\tmabc = (mab + mbc) / 2,\n\t\t\t\t\tmbcd = (mbc + mcd) / 2,\n\t\t\t\t\tm8 = (mbcd - mabc) / 8;\n\t\t\t\tq1.b = mab + (a - mab) / 4;\n\t\t\t\tq2.b = mabc + m8;\n\t\t\t\tq1.c = q2.a = (q1.b + q2.b) / 2;\n\t\t\t\tq2.c = q3.a = (mabc + mbcd) / 2;\n\t\t\t\tq3.b = mbcd - m8;\n\t\t\t\tq4.b = mcd + (d - mcd) / 4;\n\t\t\t\tq3.c = q4.a = (q3.b + q4.b) / 2;\n\t\t\t\treturn [q1, q2, q3, q4];\n\t\t\t},\n\t\t\t_calculateControlPoints = function(a, curviness, quad, basic, correlate) {\n\t\t\t\tvar l = a.length - 1,\n\t\t\t\t\tii = 0,\n\t\t\t\t\tcp1 = a[0].a,\n\t\t\t\t\ti, p1, p2, p3, seg, m1, m2, mm, cp2, qb, r1, r2, tl;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tseg = a[ii];\n\t\t\t\t\tp1 = seg.a;\n\t\t\t\t\tp2 = seg.d;\n\t\t\t\t\tp3 = a[ii+1].d;\n\n\t\t\t\t\tif (correlate) {\n\t\t\t\t\t\tr1 = _r1[i];\n\t\t\t\t\t\tr2 = _r2[i];\n\t\t\t\t\t\ttl = ((r2 + r1) * curviness * 0.25) / (basic ? 0.5 : _r3[i] || 0.5);\n\t\t\t\t\t\tm1 = p2 - (p2 - p1) * (basic ? curviness * 0.5 : (r1 !== 0 ? tl / r1 : 0));\n\t\t\t\t\t\tm2 = p2 + (p3 - p2) * (basic ? curviness * 0.5 : (r2 !== 0 ? tl / r2 : 0));\n\t\t\t\t\t\tmm = p2 - (m1 + (((m2 - m1) * ((r1 * 3 / (r1 + r2)) + 0.5) / 4) || 0));\n\t\t\t\t\t} else {\n\t\t\t\t\t\tm1 = p2 - (p2 - p1) * curviness * 0.5;\n\t\t\t\t\t\tm2 = p2 + (p3 - p2) * curviness * 0.5;\n\t\t\t\t\t\tmm = p2 - (m1 + m2) / 2;\n\t\t\t\t\t}\n\t\t\t\t\tm1 += mm;\n\t\t\t\t\tm2 += mm;\n\n\t\t\t\t\tseg.c = cp2 = m1;\n\t\t\t\t\tif (i !== 0) {\n\t\t\t\t\t\tseg.b = cp1;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tseg.b = cp1 = seg.a + (seg.c - seg.a) * 0.6; //instead of placing b on a exactly, we move it inline with c so that if the user specifies an ease like Back.easeIn or Elastic.easeIn which goes BEYOND the beginning, it will do so smoothly.\n\t\t\t\t\t}\n\n\t\t\t\t\tseg.da = p2 - p1;\n\t\t\t\t\tseg.ca = cp2 - p1;\n\t\t\t\t\tseg.ba = cp1 - p1;\n\n\t\t\t\t\tif (quad) {\n\t\t\t\t\t\tqb = cubicToQuadratic(p1, cp1, cp2, p2);\n\t\t\t\t\t\ta.splice(ii, 1, qb[0], qb[1], qb[2], qb[3]);\n\t\t\t\t\t\tii += 4;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tii++;\n\t\t\t\t\t}\n\n\t\t\t\t\tcp1 = m2;\n\t\t\t\t}\n\t\t\t\tseg = a[ii];\n\t\t\t\tseg.b = cp1;\n\t\t\t\tseg.c = cp1 + (seg.d - cp1) * 0.4; //instead of placing c on d exactly, we move it inline with b so that if the user specifies an ease like Back.easeOut or Elastic.easeOut which goes BEYOND the end, it will do so smoothly.\n\t\t\t\tseg.da = seg.d - seg.a;\n\t\t\t\tseg.ca = seg.c - seg.a;\n\t\t\t\tseg.ba = cp1 - seg.a;\n\t\t\t\tif (quad) {\n\t\t\t\t\tqb = cubicToQuadratic(seg.a, cp1, seg.c, seg.d);\n\t\t\t\t\ta.splice(ii, 1, qb[0], qb[1], qb[2], qb[3]);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_parseAnchors = function(values, p, correlate, prepend) {\n\t\t\t\tvar a = [],\n\t\t\t\t\tl, i, p1, p2, p3, tmp;\n\t\t\t\tif (prepend) {\n\t\t\t\t\tvalues = [prepend].concat(values);\n\t\t\t\t\ti = values.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (typeof( (tmp = values[i][p]) ) === \"string\") if (tmp.charAt(1) === \"=\") {\n\t\t\t\t\t\t\tvalues[i][p] = prepend[p] + Number(tmp.charAt(0) + tmp.substr(2)); //accommodate relative values. Do it inline instead of breaking it out into a function for speed reasons\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tl = values.length - 2;\n\t\t\t\tif (l < 0) {\n\t\t\t\t\ta[0] = new Segment(values[0][p], 0, 0, values[0][p]);\n\t\t\t\t\treturn a;\n\t\t\t\t}\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tp1 = values[i][p];\n\t\t\t\t\tp2 = values[i+1][p];\n\t\t\t\t\ta[i] = new Segment(p1, 0, 0, p2);\n\t\t\t\t\tif (correlate) {\n\t\t\t\t\t\tp3 = values[i+2][p];\n\t\t\t\t\t\t_r1[i] = (_r1[i] || 0) + (p2 - p1) * (p2 - p1);\n\t\t\t\t\t\t_r2[i] = (_r2[i] || 0) + (p3 - p2) * (p3 - p2);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ta[i] = new Segment(values[i][p], 0, 0, values[i+1][p]);\n\t\t\t\treturn a;\n\t\t\t},\n\t\t\tbezierThrough = function(values, curviness, quadratic, basic, correlate, prepend) {\n\t\t\t\tvar obj = {},\n\t\t\t\t\tprops = [],\n\t\t\t\t\tfirst = prepend || values[0],\n\t\t\t\t\ti, p, a, j, r, l, seamless, last;\n\t\t\t\tcorrelate = (typeof(correlate) === \"string\") ? \",\"+correlate+\",\" : _correlate;\n\t\t\t\tif (curviness == null) {\n\t\t\t\t\tcurviness = 1;\n\t\t\t\t}\n\t\t\t\tfor (p in values[0]) {\n\t\t\t\t\tprops.push(p);\n\t\t\t\t}\n\t\t\t\t//check to see if the last and first values are identical (well, within 0.05). If so, make seamless by appending the second element to the very end of the values array and the 2nd-to-last element to the very beginning (we'll remove those segments later)\n\t\t\t\tif (values.length > 1) {\n\t\t\t\t\tlast = values[values.length - 1];\n\t\t\t\t\tseamless = true;\n\t\t\t\t\ti = props.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tp = props[i];\n\t\t\t\t\t\tif (Math.abs(first[p] - last[p]) > 0.05) { //build in a tolerance of +/-0.05 to accommodate rounding errors.\n\t\t\t\t\t\t\tseamless = false;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (seamless) {\n\t\t\t\t\t\tvalues = values.concat(); //duplicate the array to avoid contaminating the original which the user may be reusing for other tweens\n\t\t\t\t\t\tif (prepend) {\n\t\t\t\t\t\t\tvalues.unshift(prepend);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tvalues.push(values[1]);\n\t\t\t\t\t\tprepend = values[values.length - 3];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_r1.length = _r2.length = _r3.length = 0;\n\t\t\t\ti = props.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tp = props[i];\n\t\t\t\t\t_corProps[p] = (correlate.indexOf(\",\"+p+\",\") !== -1);\n\t\t\t\t\tobj[p] = _parseAnchors(values, p, _corProps[p], prepend);\n\t\t\t\t}\n\t\t\t\ti = _r1.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t_r1[i] = Math.sqrt(_r1[i]);\n\t\t\t\t\t_r2[i] = Math.sqrt(_r2[i]);\n\t\t\t\t}\n\t\t\t\tif (!basic) {\n\t\t\t\t\ti = props.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (_corProps[p]) {\n\t\t\t\t\t\t\ta = obj[props[i]];\n\t\t\t\t\t\t\tl = a.length - 1;\n\t\t\t\t\t\t\tfor (j = 0; j < l; j++) {\n\t\t\t\t\t\t\t\tr = (a[j+1].da / _r2[j] + a[j].da / _r1[j]) || 0;\n\t\t\t\t\t\t\t\t_r3[j] = (_r3[j] || 0) + r * r;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ti = _r3.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t_r3[i] = Math.sqrt(_r3[i]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ti = props.length;\n\t\t\t\tj = quadratic ? 4 : 1;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tp = props[i];\n\t\t\t\t\ta = obj[p];\n\t\t\t\t\t_calculateControlPoints(a, curviness, quadratic, basic, _corProps[p]); //this method requires that _parseAnchors() and _setSegmentRatios() ran first so that _r1, _r2, and _r3 values are populated for all properties\n\t\t\t\t\tif (seamless) {\n\t\t\t\t\t\ta.splice(0, j);\n\t\t\t\t\t\ta.splice(a.length - j, j);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn obj;\n\t\t\t},\n\t\t\t_parseBezierData = function(values, type, prepend) {\n\t\t\t\ttype = type || \"soft\";\n\t\t\t\tvar obj = {},\n\t\t\t\t\tinc = (type === \"cubic\") ? 3 : 2,\n\t\t\t\t\tsoft = (type === \"soft\"),\n\t\t\t\t\tprops = [],\n\t\t\t\t\ta, b, c, d, cur, i, j, l, p, cnt, tmp;\n\t\t\t\tif (soft && prepend) {\n\t\t\t\t\tvalues = [prepend].concat(values);\n\t\t\t\t}\n\t\t\t\tif (values == null || values.length < inc + 1) { throw \"invalid Bezier data\"; }\n\t\t\t\tfor (p in values[0]) {\n\t\t\t\t\tprops.push(p);\n\t\t\t\t}\n\t\t\t\ti = props.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tp = props[i];\n\t\t\t\t\tobj[p] = cur = [];\n\t\t\t\t\tcnt = 0;\n\t\t\t\t\tl = values.length;\n\t\t\t\t\tfor (j = 0; j < l; j++) {\n\t\t\t\t\t\ta = (prepend == null) ? values[j][p] : (typeof( (tmp = values[j][p]) ) === \"string\" && tmp.charAt(1) === \"=\") ? prepend[p] + Number(tmp.charAt(0) + tmp.substr(2)) : Number(tmp);\n\t\t\t\t\t\tif (soft) if (j > 1) if (j < l - 1) {\n\t\t\t\t\t\t\tcur[cnt++] = (a + cur[cnt-2]) / 2;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcur[cnt++] = a;\n\t\t\t\t\t}\n\t\t\t\t\tl = cnt - inc + 1;\n\t\t\t\t\tcnt = 0;\n\t\t\t\t\tfor (j = 0; j < l; j += inc) {\n\t\t\t\t\t\ta = cur[j];\n\t\t\t\t\t\tb = cur[j+1];\n\t\t\t\t\t\tc = cur[j+2];\n\t\t\t\t\t\td = (inc === 2) ? 0 : cur[j+3];\n\t\t\t\t\t\tcur[cnt++] = tmp = (inc === 3) ? new Segment(a, b, c, d) : new Segment(a, (2 * b + a) / 3, (2 * b + c) / 3, c);\n\t\t\t\t\t}\n\t\t\t\t\tcur.length = cnt;\n\t\t\t\t}\n\t\t\t\treturn obj;\n\t\t\t},\n\t\t\t_addCubicLengths = function(a, steps, resolution) {\n\t\t\t\tvar inc = 1 / resolution,\n\t\t\t\t\tj = a.length,\n\t\t\t\t\td, d1, s, da, ca, ba, p, i, inv, bez, index;\n\t\t\t\twhile (--j > -1) {\n\t\t\t\t\tbez = a[j];\n\t\t\t\t\ts = bez.a;\n\t\t\t\t\tda = bez.d - s;\n\t\t\t\t\tca = bez.c - s;\n\t\t\t\t\tba = bez.b - s;\n\t\t\t\t\td = d1 = 0;\n\t\t\t\t\tfor (i = 1; i <= resolution; i++) {\n\t\t\t\t\t\tp = inc * i;\n\t\t\t\t\t\tinv = 1 - p;\n\t\t\t\t\t\td = d1 - (d1 = (p * p * da + 3 * inv * (p * ca + inv * ba)) * p);\n\t\t\t\t\t\tindex = j * resolution + i - 1;\n\t\t\t\t\t\tsteps[index] = (steps[index] || 0) + d * d;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\t\t\t_parseLengthData = function(obj, resolution) {\n\t\t\t\tresolution = resolution >> 0 || 6;\n\t\t\t\tvar a = [],\n\t\t\t\t\tlengths = [],\n\t\t\t\t\td = 0,\n\t\t\t\t\ttotal = 0,\n\t\t\t\t\tthreshold = resolution - 1,\n\t\t\t\t\tsegments = [],\n\t\t\t\t\tcurLS = [], //current length segments array\n\t\t\t\t\tp, i, l, index;\n\t\t\t\tfor (p in obj) {\n\t\t\t\t\t_addCubicLengths(obj[p], a, resolution);\n\t\t\t\t}\n\t\t\t\tl = a.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\td += Math.sqrt(a[i]);\n\t\t\t\t\tindex = i % resolution;\n\t\t\t\t\tcurLS[index] = d;\n\t\t\t\t\tif (index === threshold) {\n\t\t\t\t\t\ttotal += d;\n\t\t\t\t\t\tindex = (i / resolution) >> 0;\n\t\t\t\t\t\tsegments[index] = curLS;\n\t\t\t\t\t\tlengths[index] = total;\n\t\t\t\t\t\td = 0;\n\t\t\t\t\t\tcurLS = [];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn {length:total, lengths:lengths, segments:segments};\n\t\t\t},\n\n\n\n\t\t\tBezierPlugin = _gsScope._gsDefine.plugin({\n\t\t\t\t\tpropName: \"bezier\",\n\t\t\t\t\tpriority: -1,\n\t\t\t\t\tversion: \"1.3.8\",\n\t\t\t\t\tAPI: 2,\n\t\t\t\t\tglobal:true,\n\n\t\t\t\t\t//gets called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\t\t\tinit: function(target, vars, tween) {\n\t\t\t\t\t\tthis._target = target;\n\t\t\t\t\t\tif (vars instanceof Array) {\n\t\t\t\t\t\t\tvars = {values:vars};\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._func = {};\n\t\t\t\t\t\tthis._mod = {};\n\t\t\t\t\t\tthis._props = [];\n\t\t\t\t\t\tthis._timeRes = (vars.timeResolution == null) ? 6 : parseInt(vars.timeResolution, 10);\n\t\t\t\t\t\tvar values = vars.values || [],\n\t\t\t\t\t\t\tfirst = {},\n\t\t\t\t\t\t\tsecond = values[0],\n\t\t\t\t\t\t\tautoRotate = vars.autoRotate || tween.vars.orientToBezier,\n\t\t\t\t\t\t\tp, isFunc, i, j, prepend;\n\n\t\t\t\t\t\tthis._autoRotate = autoRotate ? (autoRotate instanceof Array) ? autoRotate : [[\"x\",\"y\",\"rotation\",((autoRotate === true) ? 0 : Number(autoRotate) || 0)]] : null;\n\t\t\t\t\t\tfor (p in second) {\n\t\t\t\t\t\t\tthis._props.push(p);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\ti = this._props.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tp = this._props[i];\n\n\t\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t\t\tisFunc = this._func[p] = (typeof(target[p]) === \"function\");\n\t\t\t\t\t\t\tfirst[p] = (!isFunc) ? parseFloat(target[p]) : target[ ((p.indexOf(\"set\") || typeof(target[\"get\" + p.substr(3)]) !== \"function\") ? p : \"get\" + p.substr(3)) ]();\n\t\t\t\t\t\t\tif (!prepend) if (first[p] !== values[0][p]) {\n\t\t\t\t\t\t\t\tprepend = first;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._beziers = (vars.type !== \"cubic\" && vars.type !== \"quadratic\" && vars.type !== \"soft\") ? bezierThrough(values, isNaN(vars.curviness) ? 1 : vars.curviness, false, (vars.type === \"thruBasic\"), vars.correlate, prepend) : _parseBezierData(values, vars.type, first);\n\t\t\t\t\t\tthis._segCount = this._beziers[p].length;\n\n\t\t\t\t\t\tif (this._timeRes) {\n\t\t\t\t\t\t\tvar ld = _parseLengthData(this._beziers, this._timeRes);\n\t\t\t\t\t\t\tthis._length = ld.length;\n\t\t\t\t\t\t\tthis._lengths = ld.lengths;\n\t\t\t\t\t\t\tthis._segments = ld.segments;\n\t\t\t\t\t\t\tthis._l1 = this._li = this._s1 = this._si = 0;\n\t\t\t\t\t\t\tthis._l2 = this._lengths[0];\n\t\t\t\t\t\t\tthis._curSeg = this._segments[0];\n\t\t\t\t\t\t\tthis._s2 = this._curSeg[0];\n\t\t\t\t\t\t\tthis._prec = 1 / this._curSeg.length;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ((autoRotate = this._autoRotate)) {\n\t\t\t\t\t\t\tthis._initialRotations = [];\n\t\t\t\t\t\t\tif (!(autoRotate[0] instanceof Array)) {\n\t\t\t\t\t\t\t\tthis._autoRotate = autoRotate = [autoRotate];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ti = autoRotate.length;\n\t\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t\tfor (j = 0; j < 3; j++) {\n\t\t\t\t\t\t\t\t\tp = autoRotate[i][j];\n\t\t\t\t\t\t\t\t\tthis._func[p] = (typeof(target[p]) === \"function\") ? target[ ((p.indexOf(\"set\") || typeof(target[\"get\" + p.substr(3)]) !== \"function\") ? p : \"get\" + p.substr(3)) ] : false;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tp = autoRotate[i][2];\n\t\t\t\t\t\t\t\tthis._initialRotations[i] = (this._func[p] ? this._func[p].call(this._target) : this._target[p]) || 0;\n\t\t\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._startRatio = tween.vars.runBackwards ? 1 : 0; //we determine the starting ratio when the tween inits which is always 0 unless the tween has runBackwards:true (indicating it's a from() tween) in which case it's 1.\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t},\n\n\t\t\t\t\t//called each time the values should be updated, and the ratio gets passed as the only parameter (typically it's a value between 0 and 1, but it can exceed those when using an ease like Elastic.easeOut or Back.easeOut, etc.)\n\t\t\t\t\tset: function(v) {\n\t\t\t\t\t\tvar segments = this._segCount,\n\t\t\t\t\t\t\tfunc = this._func,\n\t\t\t\t\t\t\ttarget = this._target,\n\t\t\t\t\t\t\tnotStart = (v !== this._startRatio),\n\t\t\t\t\t\t\tcurIndex, inv, i, p, b, t, val, l, lengths, curSeg;\n\t\t\t\t\t\tif (!this._timeRes) {\n\t\t\t\t\t\t\tcurIndex = (v < 0) ? 0 : (v >= 1) ? segments - 1 : (segments * v) >> 0;\n\t\t\t\t\t\t\tt = (v - (curIndex * (1 / segments))) * segments;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tlengths = this._lengths;\n\t\t\t\t\t\t\tcurSeg = this._curSeg;\n\t\t\t\t\t\t\tv *= this._length;\n\t\t\t\t\t\t\ti = this._li;\n\t\t\t\t\t\t\t//find the appropriate segment (if the currently cached one isn't correct)\n\t\t\t\t\t\t\tif (v > this._l2 && i < segments - 1) {\n\t\t\t\t\t\t\t\tl = segments - 1;\n\t\t\t\t\t\t\t\twhile (i < l && (this._l2 = lengths[++i]) <= v) {\t}\n\t\t\t\t\t\t\t\tthis._l1 = lengths[i-1];\n\t\t\t\t\t\t\t\tthis._li = i;\n\t\t\t\t\t\t\t\tthis._curSeg = curSeg = this._segments[i];\n\t\t\t\t\t\t\t\tthis._s2 = curSeg[(this._s1 = this._si = 0)];\n\t\t\t\t\t\t\t} else if (v < this._l1 && i > 0) {\n\t\t\t\t\t\t\t\twhile (i > 0 && (this._l1 = lengths[--i]) >= v) { }\n\t\t\t\t\t\t\t\tif (i === 0 && v < this._l1) {\n\t\t\t\t\t\t\t\t\tthis._l1 = 0;\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\ti++;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tthis._l2 = lengths[i];\n\t\t\t\t\t\t\t\tthis._li = i;\n\t\t\t\t\t\t\t\tthis._curSeg = curSeg = this._segments[i];\n\t\t\t\t\t\t\t\tthis._s1 = curSeg[(this._si = curSeg.length - 1) - 1] || 0;\n\t\t\t\t\t\t\t\tthis._s2 = curSeg[this._si];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcurIndex = i;\n\t\t\t\t\t\t\t//now find the appropriate sub-segment (we split it into the number of pieces that was defined by \"precision\" and measured each one)\n\t\t\t\t\t\t\tv -= this._l1;\n\t\t\t\t\t\t\ti = this._si;\n\t\t\t\t\t\t\tif (v > this._s2 && i < curSeg.length - 1) {\n\t\t\t\t\t\t\t\tl = curSeg.length - 1;\n\t\t\t\t\t\t\t\twhile (i < l && (this._s2 = curSeg[++i]) <~Evûù= v) {\t}\n\t\t\t\t\t\t\t\tthis._s1 = curSeg[i-1];\n\t\t\t\t\t\t\t\tthis._si = i;\n\t\t\t\t\t\t\t} else if (v < this._s1 && i > 0) {\n\t\t\t\t\t\t\t\twhile (i > 0 && (this._s1 = curSeg[--i]) >= v) {\t}\n\t\t\t\t\t\t\t\tif (i === 0 && v < this._s1) {\n\t\t\t\t\t\t\t\t\tthis._s1 = 0;\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\ti++;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tthis._s2 = curSeg[i];\n\t\t\t\t\t\t\t\tthis._si = i;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tt = ((i + (v - this._s1) / (this._s2 - this._s1)) * this._prec) || 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tinv = 1 - t;\n\n\t\t\t\t\t\ti = this._props.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tp = this._props[i];\n\t\t\t\t\t\t\tb = this._beziers[p][curIndex];\n\t\t\t\t\t\t\tval = (t * t * b.da + 3 * inv * (t * b.ca + inv * b.ba)) * t + b.a;\n\t\t\t\t\t\t\tif (this._mod[p]) {\n\t\t\t\t\t\t\t\tval = this._mod[p](val, target);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (func[p]) {\n\t\t\t\t\t\t\t\ttarget[p](val);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\ttarget[p] = val;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (this._autoRotate) {\n\t\t\t\t\t\t\tvar ar = this._autoRotate,\n\t\t\t\t\t\t\t\tb2, x1, y1, x2, y2, add, conv;\n\t\t\t\t\t\t\ti = ar.length;\n\t\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t\tp = ar[i][2];\n\t\t\t\t\t\t\t\tadd = ar[i][3] || 0;\n\t\t\t\t\t\t\t\tconv = (ar[i][4] === true) ? 1 : _RAD2DEG;\n\t\t\t\t\t\t\t\tb = this._beziers[ar[i][0]];\n\t\t\t\t\t\t\t\tb2 = this._beziers[ar[i][1]];\n\n\t\t\t\t\t\t\t\tif (b && b2) { //in case one of the properties got overwritten.\n\t\t\t\t\t\t\t\t\tb = b[curIndex];\n\t\t\t\t\t\t\t\t\tb2 = b2[curIndex];\n\n\t\t\t\t\t\t\t\t\tx1 = b.a + (b.b - b.a) * t;\n\t\t\t\t\t\t\t\t\tx2 = b.b + (b.c - b.b) * t;\n\t\t\t\t\t\t\t\t\tx1 += (x2 - x1) * t;\n\t\t\t\t\t\t\t\t\tx2 += ((b.c + (b.d - b.c) * t) - x2) * t;\n\n\t\t\t\t\t\t\t\t\ty1 = b2.a + (b2.b - b2.a) * t;\n\t\t\t\t\t\t\t\t\ty2 = b2.b + (b2.c - b2.b) * t;\n\t\t\t\t\t\t\t\t\ty1 += (y2 - y1) * t;\n\t\t\t\t\t\t\t\t\ty2 += ((b2.c + (b2.d - b2.c) * t) - y2) * t;\n\n\t\t\t\t\t\t\t\t\tval = notStart ? Math.atan2(y2 - y1, x2 - x1) * conv + add : this._initialRotations[i];\n\n\t\t\t\t\t\t\t\t\tif (this._mod[p]) {\n\t\t\t\t\t\t\t\t\t\tval = this._mod[p](val, target); //for modProps\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\tif (func[p]) {\n\t\t\t\t\t\t\t\t\t\ttarget[p](val);\n\t\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\t\ttarget[p] = val;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t}),\n\t\t\tp = BezierPlugin.prototype;\n\n\n\t\tBezierPlugin.bezierThrough = bezierThrough;\n\t\tBezierPlugin.cubicToQuadratic = cubicToQuadratic;\n\t\tBezierPlugin._autoCSS = true; //indicates that this plugin can be inserted into the \"css\" object using the autoCSS feature of TweenLite\n\t\tBezierPlugin.quadraticToCubic = function(a, b, c) {\n\t\t\treturn new Segment(a, (2 * b + a) / 3, (2 * b + c) / 3, c);\n\t\t};\n\n\t\tBezierPlugin._cssRegister = function() {\n\t\t\tvar CSSPlugin = _globals.CSSPlugin;\n\t\t\tif (!CSSPlugin) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar _internals = CSSPlugin._internals,\n\t\t\t\t_parseToProxy = _internals._parseToProxy,\n\t\t\t\t_setPluginRatio = _internals._setPluginRatio,\n\t\t\t\tCSSPropTween = _internals.CSSPropTween;\n\t\t\t_internals._registerComplexSpecialProp(\"bezier\", {parser:function(t, e, prop, cssp, pt, plugin) {\n\t\t\t\tif (e instanceof Array) {\n\t\t\t\t\te = {values:e};\n\t\t\t\t}\n\t\t\t\tplugin = new BezierPlugin();\n\t\t\t\tvar values = e.values,\n\t\t\t\t\tl = values.length - 1,\n\t\t\t\t\tpluginValues = [],\n\t\t\t\t\tv = {},\n\t\t\t\t\ti, p, data;\n\t\t\t\tif (l < 0) {\n\t\t\t\t\treturn pt;\n\t\t\t\t}\n\t\t\t\tfor (i = 0; i <= l; i++) {\n\t\t\t\t\tdata = _parseToProxy(t, values[i], cssp, pt, plugin, (l !== i));\n\t\t\t\t\tpluginValues[i] = data.end;\n\t\t\t\t}\n\t\t\t\tfor (p in e) {\n\t\t\t\t\tv[p] = e[p]; //duplicate the vars object because we need to alter some things which would cause problems if the user plans to reuse the same vars object for another tween.\n\t\t\t\t}\n\t\t\t\tv.values = pluginValues;\n\t\t\t\tpt = new CSSPropTween(t, \"bezier\", 0, 0, data.pt, 2);\n\t\t\t\tpt.data = data;\n\t\t\t\tpt.plugin = plugin;\n\t\t\t\tpt.setRatio = _setPluginRatio;\n\t\t\t\tif (v.autoRotate === 0) {\n\t\t\t\t\tv.autoRotate = true;\n\t\t\t\t}\n\t\t\t\tif (v.autoRotate && !(v.autoRotate instanceof Array)) {\n\t\t\t\t\ti = (v.autoRotate === true) ? 0 : Number(v.autoRotate);\n\t\t\t\t\tv.autoRotate = (data.end.left != null) ? [[\"left\",\"top\",\"rotation\",i,false]] : (data.end.x != null) ? [[\"x\",\"y\",\"rotation\",i,false]] : false;\n\t\t\t\t}\n\t\t\t\tif (v.autoRotate) {\n\t\t\t\t\tif (!cssp._transform) {\n\t\t\t\t\t\tcssp._enableTransforms(false);\n\t\t\t\t\t}\n\t\t\t\t\tdata.autoRotate = cssp._target._gsTransform;\n\t\t\t\t\tdata.proxy.rotation = data.autoRotate.rotation || 0;\n\t\t\t\t\tcssp._overwriteProps.push(\"rotation\");\n\t\t\t\t}\n\t\t\t\tplugin._onInitTween(data.proxy, v, cssp._tween);\n\t\t\t\treturn pt;\n\t\t\t}});\n\t\t};\n\n\t\tp._mod = function(lookup) {\n\t\t\tvar op = this._overwriteProps,\n\t\t\t\ti = op.length,\n\t\t\t\tval;\n\t\t\twhile (--i > -1) {\n\t\t\t\tval = lookup[op[i]];\n\t\t\t\tif (val && typeof(val) === \"function\") {\n\t\t\t\t\tthis._mod[op[i]] = val;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp._kill = function(lookup) {\n\t\t\tvar a = this._props,\n\t\t\t\tp, i;\n\t\t\tfor (p in this._beziers) {\n\t\t\t\tif (p in lookup) {\n\t\t\t\t\tdelete this._beziers[p];\n\t\t\t\t\tdelete this._func[p];\n\t\t\t\t\ti = a.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (a[i] === p) {\n\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\ta = this._autoRotate;\n\t\t\tif (a) {\n\t\t\t\ti = a.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (lookup[a[i][2]]) {\n\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this._super._kill.call(this, lookup);\n\t\t};\n\n\t}());\n\n\n\n\n\n\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * CSSPlugin\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine(\"plugins.CSSPlugin\", [\"plugins.TweenPlugin\",\"TweenLite\"], function(TweenPlugin, TweenLite) {\n\n\t\t/** @constructor **/\n\t\tvar CSSPlugin = function() {\n\t\t\t\tTweenPlugin.call(this, \"css\");\n\t\t\t\tthis._overwriteProps.length = 0;\n\t\t\t\tthis.setRatio = CSSPlugin.prototype.setRatio; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\t\t\t},\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_hasPriority, //turns true whenever a CSSPropTween instance is created that has a priority other than 0. This helps us discern whether or not we should spend the time organizing the linked list or not after a CSSPlugin's _onInitTween() method is called.\n\t\t\t_suffixMap, //we set this in _onInitTween() each time as a way to have a persistent variable we can use in other methods like _parse() without having to pass it around as a parameter and we keep _parse() decoupled from a particular CSSPlugin instance\n\t\t\t_cs, //computed style (we store this in a shared variable to conserve memory and make minification tighter\n\t\t\t_overwriteProps, //alias to the currently instantiating CSSPlugin's _overwriteProps array. We use this closure in order to avoid having to pass a reference around from method to method and aid in minification.\n\t\t\t_specialProps = {},\n\t\t\tp = CSSPlugin.prototype = new TweenPlugin(\"css\");\n\n\t\tp.constructor = CSSPlugin;\n\t\tCSSPlugin.version = \"1.20.3\";\n\t\tCSSPlugin.API = 2;\n\t\tCSSPlugin.defaultTransformPerspective = 0;\n\t\tCSSPlugin.defaultSkewType = \"compensated\";\n\t\tCSSPlugin.defaultSmoothOrigin = true;\n\t\tp = \"px\"; //we'll reuse the \"p\" variable to keep file size down\n\t\tCSSPlugin.suffixMap = {top:p, right:p, bottom:p, left:p, width:p, height:p, fontSize:p, padding:p, margin:p, perspective:p, lineHeight:\"\"};\n\n\n\t\tvar _numExp = /(?:\\-|\\.|\\b)(\\d|\\.|e\\-)+/g,\n\t\t\t_relNumExp = /(?:\\d|\\-\\d|\\.\\d|\\-\\.\\d|\\+=\\d|\\-=\\d|\\+=.\\d|\\-=\\.\\d)+/g,\n\t\t\t_valuesExp = /(?:\\+=|\\-=|\\-|\\b)[\\d\\-\\.]+[a-zA-Z0-9]*(?:%|\\b)/gi, //finds all the values that begin with numbers or += or -= and then a number. Includes suffixes. We use this to split complex values apart like \"1px 5px 20px rgb(255,102,51)\"\n\t\t\t_NaNExp = /(?![+-]?\\d*\\.?\\d+|[+-]|e[+-]\\d+)[^0-9]/g, //also allows scientific notation and doesn't kill the leading -/+ in -= and +=\n\t\t\t_suffixExp = /(?:\\d|\\-|\\+|=|#|\\.)*/g,\n\t\t\t_opacityExp = /opacity *= *([^)]*)/i,\n\t\t\t_opacityValExp = /opacity:([^;]*)/i,\n\t\t\t_alphaFilterExp = /alpha\\(opacity *=.+?\\)/i,\n\t\t\t_rgbhslExp = /^(rgb|hsl)/,\n\t\t\t_capsExp = /([A-Z])/g,\n\t\t\t_camelExp = /-([a-z])/gi,\n\t\t\t_urlExp = /(^(?:url\\(\\\"|url\\())|(?:(\\\"\\))$|\\)$)/gi, //for pulling out urls from url(...) or url(\"...\") strings (some browsers wrap urls in quotes, some don't when reporting things like backgroundImage)\n\t\t\t_camelFunc = function(s, g) { return g.toUpperCase(); },\n\t\t\t_horizExp = /(?:Left|Right|Width)/i,\n\t\t\t_ieGetMatrixExp = /(M11|M12|M21|M22)=[\\d\\-\\.e]+/gi,\n\t\t\t_ieSetMatrixExp = /progid\\:DXImageTransform\\.Microsoft\\.Matrix\\(.+?\\)/i,\n\t\t\t_commasOutsideParenExp = /,(?=[^\\)]*(?:\\(|$))/gi, //finds any commas that are not within parenthesis\n\t\t\t_complexExp = /[\\s,\\(]/i, //for testing a string to find if it has a space, comma, or open parenthesis (clues that it's a complex value)\n\t\t\t_DEG2RAD = Math.PI / 180,\n\t\t\t_RAD2DEG = 180 / Math.PI,\n\t\t\t_forcePT = {},\n\t\t\t_dummyElement = {style:{}},\n\t\t\t_doc = _gsScope.document || {createElement: function() {return _dummyElement;}},\n\t\t\t_createElement = function(type, ns) {\n\t\t\t\treturn _doc.createElementNS ? _doc.createElementNS(ns || \"http://www.w3.org/1999/xhtml\", type) : _doc.createElement(type);\n\t\t\t},\n\t\t\t_tempDiv = _createElement(\"div\"),\n\t\t\t_tempImg = _createElement(\"img\"),\n\t\t\t_internals = CSSPlugin._internals = {_specialProps:_specialProps}, //provides a hook to a few internal methods that we need to access from inside other plugins\n\t\t\t_agent = (_gsScope.navigator || {}).userAgent || \"\",\n\t\t\t_autoRound,\n\t\t\t_reqSafariFix, //we won't apply the Safari transform fix until we actually come across a tween that affects a transform property (to maintain best performance).\n\n\t\t\t_isSafari,\n\t\t\t_isFirefox, //Firefox has a bug that causes 3D transformed elements to randomly disappear unless a repaint is forced after each update on each element.\n\t\t\t_isSafariLT6, //Safari (and Android 4 which uses a flavor of Safari) has a bug that prevents changes to \"top\" and \"left\" properties from rendering properly if changed on the same frame as a transform UNLESS we set the element's WebkitBackfaceVisibility to hidden (weird, I know). Doing this for Android 3 and earlier seems to actually cause other problems, though (fun!)\n\t\t\t_ieVers,\n\t\t\t_supportsOpacity = (function() { //we set _isSafari, _ieVers, _isFirefox, and _supportsOpacity all in one function here to reduce file size slightly, especially in the minified version.\n\t\t\t\tvar i = _agent.indexOf(\"Android\"),\n\t\t\t\t\ta = _createElement(\"a\");\n\t\t\t\t_isSafari = (_agent.indexOf(\"Safari\") !== -1 && _agent.indexOf(\"Chrome\") === -1 && (i === -1 || parseFloat(_agent.substr(i+8, 2)) > 3));\n\t\t\t\t_isSafariLT6 = (_isSafari && (parseFloat(_agent.substr(_agent.indexOf(\"Version/\")+8, 2)) < 6));\n\t\t\t\t_isFirefox = (_agent.indexOf(\"Firefox\") !== -1);\n\t\t\t\tif ((/MSIE ([0-9]{1,}[\\.0-9]{0,})/).exec(_agent) || (/Trident\\/.*rv:([0-9]{1,}[\\.0-9]{0,})/).exec(_agent)) {\n\t\t\t\t\t_ieVers = parseFloat( RegExp.$1 );\n\t\t\t\t}\n\t\t\t\tif (!a) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t\ta.style.cssText = \"top:1px;opacity:.55;\";\n\t\t\t\treturn /^0.55/.test(a.style.opacity);\n\t\t\t}()),\n\t\t\t_getIEOpacity = function(v) {\n\t\t\t\treturn (_opacityExp.test( ((typeof(v) === \"string\") ? v : (v.currentStyle ? v.currentStyle.filter : v.style.filter) || \"\") ) ? ( parseFloat( RegExp.$1 ) / 100 ) : 1);\n\t\t\t},\n\t\t\t_log = function(s) {//for logging messages, but in a way that won't throw errors in old versions of IE.\n\t\t\t\tif (_gsScope.console) {\n\t\t\t\t\tconsole.log(s);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_target, //when initting a CSSPlugin, we set this variable so that we can access it from within many other functions without having to pass it around as params\n\t\t\t_index, //when initting a CSSPlugin, we set this variable so that we can access it from within many other functions without having to pass it around as params\n\n\t\t\t_prefixCSS = \"\", //the non-camelCase vendor prefix like \"-o-\", \"-moz-\", \"-ms-\", or \"-webkit-\"\n\t\t\t_prefix = \"\", //camelCase vendor prefix like \"O\", \"ms\", \"Webkit\", or \"Moz\".\n\n\t\t\t// @private feed in a camelCase property name like \"transform\" and it will check to see if it is valid as-is or if it needs a vendor prefix. It returns the corrected camelCase property name (i.e. \"WebkitTransform\" or \"MozTransform\" or \"transform\" or null if no such property is found, like if the browser is IE8 or before, \"transform\" won't be found at all)\n\t\t\t_checkPropPrefix = function(p, e) {\n\t\t\t\te = e || _tempDiv;\n\t\t\t\tvar s = e.style,\n\t\t\t\t\ta, i;\n\t\t\t\tif (s[p] !== undefined) {\n\t\t\t\t\treturn p;\n\t\t\t\t}\n\t\t\t\tp = p.charAt(0).toUpperCase() + p.substr(1);\n\t\t\t\ta = [\"O\",\"Moz\",\"ms\",\"Ms\",\"Webkit\"];\n\t\t\t\ti = 5;\n\t\t\t\twhile (--i > -1 && s[a[i]+p] === undefined) { }\n\t\t\t\tif (i >= 0) {\n\t\t\t\t\t_prefix = (i === 3) ? \"ms\" : a[i];\n\t\t\t\t\t_prefixCSS = \"-\" + _prefix.toLowerCase() + \"-\";\n\t\t\t\t\treturn _prefix + p;\n\t\t\t\t}\n\t\t\t\treturn null;\n\t\t\t},\n\n\t\t\t_getComputedStyle = _doc.defaultView ? _doc.defaultView.getComputedStyle : function() {},\n\n\t\t\t/**\n\t\t\t * @private Returns the css style for a particular property of an element. For example, to get whatever the current \"left\" css value for an element with an ID of \"myElement\", you could do:\n\t\t\t * var currentLeft = CSSPlugin.getStyle( document.getElementById(\"myElement\"), \"left\");\n\t\t\t *\n\t\t\t * @param {!Object} t Target element whose style property you want to query\n\t\t\t * @param {!string} p Property name (like \"left\" or \"top\" or \"marginTop\", etc.)\n\t\t\t * @param {Object=} cs Computed style object. This just provides a way to speed processing if you're going to get several properties on the same element in quick succession - you can reuse the result of the getComputedStyle() call.\n\t\t\t * @param {boolean=} calc If true, the value will not be read directly from the element's \"style\" property (if it exists there), but instead the getComputedStyle() result will be used. This can be useful when you want to ensure that the browser itself is interpreting the value.\n\t\t\t * @param {string=} dflt Default value that should be returned in the place of null, \"none\", \"auto\" or \"auto auto\".\n\t\t\t * @return {?string} The current property value\n\t\t\t */\n\t\t\t_getStyle = CSSPlugin.getStyle = function(t, p, cs, calc, dflt) {\n\t\t\t\tvar rv;\n\t\t\t\tif (!_supportsOpacity) if (p === \"opacity\") { //several versions of IE don't use the standard \"opacity\" property - they use things like filter:alpha(opacity=50), so we parse that here.\n\t\t\t\t\treturn _getIEOpacity(t);\n\t\t\t\t}\n\t\t\t\tif (!calc && t.style[p]) {\n\t\t\t\t\trv = t.style[p];\n\t\t\t\t} else if ((cs = cs || _getComputedStyle(t))) {\n\t\t\t\t\trv = cs[p] || cs.getPropertyValue(p) || cs.getPropertyValue(p.replace(_capsExp, \"-$1\").toLowerCase());\n\t\t\t\t} else if (t.currentStyle) {\n\t\t\t\t\trv = t.currentStyle[p];\n\t\t\t\t}\n\t\t\t\treturn (dflt != null && (!rv || rv === \"none\" || rv === \"auto\" || rv === \"auto auto\")) ? dflt : rv;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Pass the target element, the property name, the numeric value, and the suffix (like \"%\", \"em\", \"px\", etc.) and it will spit back the equivalent pixel number.\n\t\t\t * @param {!Object} t Target element\n\t\t\t * @param {!string} p Property name (like \"left\", \"top\", \"marginLeft\", etc.)\n\t\t\t * @param {!number} v Value\n\t\t\t * @param {string=} sfx Suffix (like \"px\" or \"%\" or \"em\")\n\t\t\t * @param {boolean=} recurse If true, the call is a recursive one. In some browsers (like IE7/8), occasionally the value isn't accurately reported initially, but if we run the function again it will take effect.\n\t\t\t * @return {number} value in pixels\n\t\t\t */\n\t\t\t_convertToPixels = _internals.convertToPixels = function(t, p, v, sfx, recurse) {\n\t\t\t\tif (sfx === \"px\" || (!sfx && p !== \"lineHeight\")) { return v; }\n\t\t\t\tif (sfx === \"auto\" || !v) { return 0; }\n\t\t\t\tvar horiz = _horizExp.test(p),\n\t\t\t\t\tnode = t,\n\t\t\t\t\tstyle = _tempDiv.style,\n\t\t\t\t\tneg = (v < 0),\n\t\t\t\t\tprecise = (v === 1),\n\t\t\t\t\tpix, cache, time;\n\t\t\t\tif (neg) {\n\t\t\t\t\tv = -v;\n\t\t\t\t}\n\t\t\t\tif (precise) {\n\t\t\t\t\tv *= 100;\n\t\t\t\t}\n\t\t\t\tif (p === \"lineHeight\" && !sfx) { //special case of when a simple lineHeight (without a unit) is used. Set it to the value, read back the computed value, and then revert.\n\t\t\t\t\tcache = _getComputedStyle(t).lineHeight;\n\t\t\t\t\tt.style.lineHeight = v;\n\t\t\t\t\tpix = parseFloat(_getComputedStyle(t).lineHeight);\n\t\t\t\t\tt.style.lineHeight = cache;\n\t\t\t\t} else if (sfx === \"%\" && p.indexOf(\"border\") !== -1) {\n\t\t\t\t\tpix = (v / 100) * (horiz ? t.clientWidth : t.clientHeight);\n\t\t\t\t} else {\n\t\t\t\t\tstyle.cssText = \"border:0 solid red;position:\" + _getStyle(t, \"position\") + \";line-height:0;\";\n\t\t\t\t\tif (sfx === \"%\" || !node.appendChild || sfx.charAt(0) === \"v\" || sfx === \"rem\") {\n\t\t\t\t\t\tnode = t.parentNode || _doc.body;\n\t\t\t\t\t\tif (_getStyle(node, \"display\").indexOf(\"flex\") !== -1) { //Edge and IE11 have a bug that causes offsetWidth to report as 0 if the container has display:flex and the child is position:relative. Switching to position: absolute solves it.\n\t\t\t\t\t\t\tstyle.position = \"absolute\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcache = node._gsCache;\n\t\t\t\t\t\ttime = TweenLite.ticker.frame;\n\t\t\t\t\t\tif (cache && horiz && cache.time === time) { //performance optimization: we record the width of elements along with the ticker frame so that we can quickly get it again on the same tick (seems relatively safe to assume it wouldn't change on the same tick)\n\t\t\t\t\t\t\treturn cache.width * v / 100;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tstyle[(horiz ? \"width\" : \"height\")] = v + sfx;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tstyle[(horiz ? \"borderLeftWidth\" : \"borderTopWidth\")] = v + sfx;\n\t\t\t\t\t}\n\t\t\t\t\tnode.appendChild(_tempDiv);\n\t\t\t\t\tpix = parseFloat(_tempDiv[(horiz ? \"offsetWidth\" : \"offsetHeight\")]);\n\t\t\t\t\tnode.removeChild(_tempDiv);\n\t\t\t\t\tif (horiz && sfx === \"%\" && CSSPlugin.cacheWidths !== false) {\n\t\t\t\t\t\tcache = node._gsCache = node._gsCache || {};\n\t\t\t\t\t\tcache.time = time;\n\t\t\t\t\t\tcache.width = pix / v * 100;\n\t\t\t\t\t}\n\t\t\t\t\tif (pix === 0 && !recurse) {\n\t\t\t\t\t\tpix = _convertToPixels(t, p, v, sfx, true);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (precise) {\n\t\t\t\t\tpix /= 100;\n\t\t\t\t}\n\t\t\t\treturn neg ? -pix : pix;\n\t\t\t},\n\t\t\t_calculateOffset = _internals.calculateOffset = function(t, p, cs) { //for figuring out \"top\" or \"left\" in px when it's \"auto\". We need to factor in margin with the offsetLeft/offsetTop\n\t\t\t\tif (_getStyle(t, \"position\", cs) !== \"absolute\") { return 0; }\n\t\t\t\tvar dim = ((p === \"left\") ? \"Left\" : \"Top\"),\n\t\t\t\t\tv = _getStyle(t, \"margin\" + dim, cs);\n\t\t\t\treturn t[\"offset\" + dim] - (_convertToPixels(t, p, parseFloat(v), v.replace(_suffixExp, \"\")) || 0);\n\t\t\t},\n\n\t\t\t// @private returns at object containing ALL of the style properties in camelCase and their associated values.\n\t\t\t_getAllStyles = function(t, cs) {\n\t\t\t\tvar s = {},\n\t\t\t\t\ti, tr, p;\n\t\t\t\tif ((cs = cs || _getComputedStyle(t, null))) {\n\t\t\t\t\tif ((i = cs.length)) {\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tp = cs[i];\n\t\t\t\t\t\t\tif (p.indexOf(\"-transform\") === -1 || _transformPropCSS === p) { //Some webkit browsers duplicate transform values, one non-prefixed and one prefixed (\"transform\" and \"WebkitTransform\"), so we must weed out the extra one here.\n\t\t\t\t\t\t\t\ts[p.replace(_camelExp, _camelFunc)] = cs.getPropertyValue(p);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t} else { //some browsers behave differently - cs.length is always 0, so we must do a for...in loop.\n\t\t\t\t\t\tfor (i in cs) {\n\t\t\t\t\t\t\tif (i.indexOf(\"Transform\") === -1 || _transformProp === i) { //Some webkit browsers duplicate transform values, one non-prefixed and one prefixed (\"transform\" and \"WebkitTransform\"), so we must weed out the extra one here.\n\t\t\t\t\t\t\t\ts[i] = cs[i];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} else if ((cs = t.currentStyle || t.style)) {\n\t\t\t\t\tfor (i in cs) {\n\t\t\t\t\t\tif (typeof(i) === \"string\" && s[i] === undefined) {\n\t\t\t\t\t\t\ts[i.replace(_camelExp, _camelFunc)] = cs[i];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!_supportsOpacity) {\n\t\t\t\t\ts.opacity = _getIEOpacity(t);\n\t\t\t\t}\n\t\t\t\ttr = _getTransform(t, cs, false);\n\t\t\t\ts.rotation = tr.rotation;\n\t\t\t\ts.skewX = tr.skewX;\n\t\t\t\ts.scaleX = tr.scaleX;\n\t\t\t\ts.scaleY = tr.scaleY;\n\t\t\t\ts.x = tr.x;\n\t\t\t\ts.y = tr.y;\n\t\t\t\tif (_supports3D) {\n\t\t\t\t\ts.z = tr.z;\n\t\t\t\t\ts.rotationX = tr.rotationX;\n\t\t\t\t\ts.rotationY = tr.rotationY;\n\t\t\t\t\ts.scaleZ = tr.scaleZ;\n\t\t\t\t}\n\t\t\t\tif (s.filters) {\n\t\t\t\t\tdelete s.filters;\n\t\t\t\t}\n\t\t\t\treturn s;\n\t\t\t},\n\n\t\t\t// @private analyzes two style objects (as returned by _getAllStyles()) and only looks for differences between them that contain tweenable values (like a number or color). It returns an object with a \"difs\" property which refers to an object containing only those isolated properties and values for tweening, and a \"firstMPT\" property which refers to the first MiniPropTween instance in a linked list that recorded all the starting values of the different properties so that we can revert to them at the end or beginning of the tween - we don't want the cascading to get messed up. The forceLookup parameter is an optional generic object with properties that should be forced into the results - this is necessary for className tweens that are overwriting others because imagine a scenario where a rollover/rollout adds/removes a class and the user swipes the mouse over the target SUPER fast, thus nothing actually changed yet and the subsequent comparison of the properties would indicate they match (especially when px rounding is taken into consideration), thus no tweening is necessary even though it SHOULD tween and remove those properties after the tween (otherwise the inline styles will contaminate things). See the className SpecialProp code for details.\n\t\t\t_cssDif = function(t, s1, s2, vars, forceLookup) {\n\t\t\t\tvar difs = {},\n\t\t\t\t\tstyle = t.style,\n\t\t\t\t\tval, p, mpt;\n\t\t\t\tfor (p in s2) {\n\t\t\t\t\tif (p !== \"cssText\") if (p !== \"length\") if (isNaN(p)) if (s1[p] !== (val = s2[p]) || (forceLookup && forceLookup[p])) if (p.indexOf(\"Origin\") === -1) if (typeof(val) === \"number\" || typeof(val) === \"string\") {\n\t\t\t\t\t\tdifs[p] = (val === \"auto\" && (p === \"left\" || p === \"top\")) ? _calculateOffset(t, p) : ((val === \"\" || val === \"auto\" || val === \"none\") && typeof(s1[p]) === \"string\" && s1[p].replace(_NaNExp, \"\") !== \"\") ? 0 : val; //if the ending value is defaulting (\"\" or \"auto\"), we check the starting value and if it can be parsed into a number (a string which could have a suffix too, like 700px), then we swap in 0 for \"\" or \"auto\" so that things actually tween.\n\t\t\t\t\t\tif (style[p] !== undefined) { //for className tweens, we must remember which properties already existed inline - the ones that didn't should be removed when the tween isn't in progress because they were only introduced to facilitate the transition between classes.\n\t\t\t\t\t\t\tmpt = new MiniPropTween(style, p, style[p], mpt);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (vars) {\n\t\t\t\t\tfor (p in vars) { //copy properties (except className)\n\t\t\t\t\t\tif (p !== \"className\") {\n\t\t\t\t\t\t\tdifs[p] = vars[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn {difs:difs, firstMPT:mpt};\n\t\t\t},\n\t\t\t_dimensions = {width:[\"Left\",\"Right\"], height:[\"Top\",\"Bottom\"]},\n\t\t\t_margins = [\"marginLeft\",\"marginRight\",\"marginTop\",\"marginBottom\"],\n\n\t\t\t/**\n\t\t\t * @private Gets the width or height of an element\n\t\t\t * @param {!Object} t Target element\n\t\t\t * @param {!string} p Property name (\"width\" or \"height\")\n\t\t\t * @param {Object=} cs Computed style object (if one exists). Just a speed optimization.\n\t\t\t * @return {number} Dimension (in pixels)\n\t\t\t */\n\t\t\t_getDimension = function(t, p, cs) {\n\t\t\t\tif ((t.nodeName + \"\").toLowerCase() === \"svg\") { //Chrome no longer supports offsetWidth/offsetHeight on SVG elements.\n\t\t\t\t\treturn (cs || _getComputedStyle(t))[p] || 0;\n\t\t\t\t} else if (t.getCTM && _isSVG(t)) {\n\t\t\t\t\treturn t.getBBox()[p] || 0;\n\t\t\t\t}\n\t\t\t\tvar v = parseFloat((p === \"width\") ? t.offsetWidth : t.offsetHeight),\n\t\t\t\t\ta = _dimensions[p],\n\t\t\t\t\ti = a.length;\n\t\t\t\tcs = cs || _getComputedStyle(t, null);\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tv -= parseFloat( _getStyle(t, \"padding\" + a[i], cs, true) ) || 0;\n\t\t\t\t\tv -= parseFloat( _getStyle(t, \"border\" + a[i] + \"Width\", cs, true) ) || 0;\n\t\t\t\t}\n\t\t\t\treturn v;\n\t\t\t},\n\n\t\t\t// @private Parses position-related complex strings like \"top left\" or \"50px 10px\" or \"70% 20%\", etc. which are used for things like transformOrigin or backgroundPosition. Optionally decorates a supplied object (recObj) with the following properties: \"ox\" (offsetX), \"oy\" (offsetY), \"oxp\" (if true, \"ox\" is a percentage not a pixel value), and \"oxy\" (if true, \"oy\" is a percentage not a pixel value)\n\t\t\t_parsePosition = function(v, recObj) {\n\t\t\t\tif (v === \"contain\" || v === \"auto\" || v === \"auto auto\") { //note: Firefox uses \"auto auto\" as default whereas Chrome uses \"auto\".\n\t\t\t\t\treturn v + \" \";\n\t\t\t\t}\n\t\t\t\tif (v == null || v === \"\") {\n\t\t\t\t\tv = \"0 0\";\n\t\t\t\t}\n\t\t\t\tvar a = v.split(\" \"),\n\t\t\t\t\tx = (v.indexOf(\"left\") !== -1) ? \"0%\" : (v.indexOf(\"right\") !== -1) ? \"100%\" : a[0],\n\t\t\t\t\ty = (v.indexOf(\"top\") !== -1) ? \"0%\" : (v.indexOf(\"bottom\") !== -1) ? \"100%\" : a[1],\n\t\t\t\t\ti;\n\t\t\t\tif (a.length > 3 && !recObj) { //multiple positions\n\t\t\t\t\ta = v.split(\", \").join(\",\").split(\",\");\n\t\t\t\t\tv = [];\n\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\tv.push(_parsePosition(a[i]));\n\t\t\t\t\t}\n\t\t\t\t\treturn v.join(\",\");\n\t\t\t\t}\n\t\t\t\tif (y == null) {\n\t\t\t\t\ty = (x === \"center\") ? \"50%\" : \"0\";\n\t\t\t\t} else if (y === \"center\") {\n\t\t\t\t\ty = \"50%\";\n\t\t\t\t}\n\t\t\t\tif (x === \"center\" || (isNaN(parseFloat(x)) && (x + \"\").indexOf(\"=\") === -1)) { //remember, the user could flip-flop the values and say \"bottom center\" or \"center bottom\", etc. \"center\" is ambiguous because it could be used to describe horizontal or vertical, hence the isNaN(). If there's an \"=\" sign in the value, it's relative.\n\t\t\t\t\tx = \"50%\";\n\t\t\t\t}\n\t\t\t\tv = x + \" \" + y + ((a.length > 2) ? \" \" + a[2] : \"\");\n\t\t\t\tif (recObj) {\n\t\t\t\t\trecObj.oxp = (x.indexOf(\"%\") !== -1);\n\t\t\t\t\trecObj.oyp = (y.indexOf(\"%\") !== -1);\n\t\t\t\t\trecObj.oxr = (x.charAt(1) === \"=\");\n\t\t\t\t\trecObj.oyr = (y.charAt(1) === \"=\");\n\t\t\t\t\trecObj.ox = parseFloat(x.replace(_NaNExp, \"\"));\n\t\t\t\t\trecObj.oy = parseFloat(y.replace(_NaNExp, \"\"));\n\t\t\t\t\trecObj.v = v;\n\t\t\t\t}\n\t\t\t\treturn recObj || v;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Takes an ending value (typically a string, but can be a number) and a starting value and returns the change between the two, looking for relative value indicators like += and -= and it also ignores suffixes (but make sure the ending value starts with a number or +=/-= and that the starting value is a NUMBER!)\n\t\t\t * @param {(number|string)} e End value which is typically a string, but could be a number\n\t\t\t * @param {(number|string)} b Beginning value which is typically a string but could be a number\n\t\t\t * @return {number} Amount of change between the beginning and ending values (relative values that have a \"+=\" or \"-=\" are recognized)\n\t\t\t */\n\t\t\t_parseChange = function(e, b) {\n\t\t\t\tif (typeof(e) === \"function\") {\n\t\t\t\t\te = e(_index, _target);\n\t\t\t\t}\n\t\t\t\treturn (typeof(e) === \"string\" && e.charAt(1) === \"=\") ? parseInt(e.charAt(0) + \"1\", 10) * parseFloat(e.substr(2)) : (parseFloat(e) - parseFloat(b)) || 0;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Takes a value and a default number, checks if the value is relative, null, or numeric and spits back a normalized number accordingly. Primarily used in the _parseTransform() function.\n\t\t\t * @param {Object} v Value to be parsed\n\t\t\t * @param {!number} d Default value (which is also used for relative calculations if \"+=\" or \"-=\" is found in the first parameter)\n\t\t\t * @return {number} Parsed value\n\t\t\t */\n\t\t\t_parseVal = function(v, d) {\n\t\t\t\tif (typeof(v) === \"function\") {\n\t\t\t\t\tv = v(_index, _target);\n\t\t\t\t}\n\t\t\t\treturn (v == null) ? d : (typeof(v) === \"string\" && v.charAt(1) === \"=\") ? parseInt(v.charAt(0) + \"1\", 10) * parseFloat(v.substr(2)) + d : parseFloat(v) || 0;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Translates strings like \"40deg\" or \"40\" or 40rad\" or \"+=40deg\" or \"270_short\" or \"-90_cw\" or \"+=45_ccw\" to a numeric radian angle. Of course a starting/default value must be fed in too so that relative values can be calculated properly.\n\t\t\t * @param {Object} v Value to be parsed\n\t\t\t * @param {!number} d Default value (which is also used for relative calculations if \"+=\" or \"-=\" is found in the first parameter)\n\t\t\t * @param {string=} p property name for directionalEnd (optional - only used when the parsed value is directional (\"_short\", \"_cw\", or \"_ccw\" suffix). We need a way to store the uncompensated value so that at the end of the tween, we set it to exactly what was requested with no directional compensation). Property name would be \"rotation\", \"rotationX\", or \"rotationY\"\n\t\t\t * @param {Object=} directionalEnd An object that will store the raw end values for directional angles (\"_short\", \"_cw\", or \"_ccw\" suffix). We need a way to store the uncompensated value so that at the end of the tween, we set it to exactly what was requested with no directional compensation.\n\t\t\t * @return {number} parsed angle in radians\n\t\t\t */\n\t\t\t_parseAngle = function(v, d, p, directionalEnd) {\n\t\t\t\tvar min = 0.000001,\n\t\t\t\t\tcap, split, dif, result, isRelative;\n\t\t\t\tif (typeof(v) === \"function\") {\n\t\t\t\t\tv = v(_index, _target);\n\t\t\t\t}\n\t\t\t\tif (v == null) {\n\t\t\t\t\tresult = d;\n\t\t\t\t} else if (typeof(v) === \"number\") {\n\t\t\t\t\tresult = v;\n\t\t\t\t} else {\n\t\t\t\t\tcap = 360;\n\t\t\t\t\tsplit = v.split(\"_\");\n\t\t\t\t\tisRelative = (v.charAt(1) === \"=\");\n\t\t\t\t\tdif = (isRelative ? parseInt(v.charAt(0) + \"1\", 10) * parseFloat(split[0].substr(2)) : parseFloat(split[0])) * ((v.indexOf(\"rad\") === -1) ? 1 : _RAD2DEG) - (isRelative ? 0 : d);\n\t\t\t\t\tif (split.length) {\n\t\t\t\t\t\tif (directionalEnd) {\n\t\t\t\t\t\t\tdirectionalEnd[p] = d + dif;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (v.indexOf(\"short\") !== -1) {\n\t\t\t\t\t\t\tdif = dif % cap;\n\t\t\t\t\t\t\tif (dif !== dif % (cap / 2)) {\n\t\t\t\t\t\t\t\tdif = (dif < 0) ? dif + cap : dif - cap;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (v.indexOf(\"_cw\") !== -1 && dif < 0) {\n\t\t\t\t\t\t\tdif = ((dif + cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t} else if (v.indexOf(\"ccw\") !== -1 && dif > 0) {\n\t\t\t\t\t\t\tdif = ((dif - cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tresult = d + dif;\n\t\t\t\t}\n\t\t\t\tif (result < min && result > -min) {\n\tà ‡ù\t\t\t\tresult = 0;\n\t\t\t\t}\n\t\t\t\treturn result;\n\t\t\t},\n\n\t\t\t_colorLookup = {aqua:[0,255,255],\n\t\t\t\tlime:[0,255,0],\n\t\t\t\tsilver:[192,192,192],\n\t\t\t\tblack:[0,0,0],\n\t\t\t\tmaroon:[128,0,0],\n\t\t\t\tteal:[0,128,128],\n\t\t\t\tblue:[0,0,255],\n\t\t\t\tnavy:[0,0,128],\n\t\t\t\twhite:[255,255,255],\n\t\t\t\tfuchsia:[255,0,255],\n\t\t\t\tolive:[128,128,0],\n\t\t\t\tyellow:[255,255,0],\n\t\t\t\torange:[255,165,0],\n\t\t\t\tgray:[128,128,128],\n\t\t\t\tpurple:[128,0,128],\n\t\t\t\tgreen:[0,128,0],\n\t\t\t\tred:[255,0,0],\n\t\t\t\tpink:[255,192,203],\n\t\t\t\tcyan:[0,255,255],\n\t\t\t\ttransparent:[255,255,255,0]},\n\n\t\t\t_hue = function(h, m1, m2) {\n\t\t\t\th = (h < 0) ? h + 1 : (h > 1) ? h - 1 : h;\n\t\t\t\treturn ((((h * 6 < 1) ? m1 + (m2 - m1) * h * 6 : (h < 0.5) ? m2 : (h * 3 < 2) ? m1 + (m2 - m1) * (2 / 3 - h) * 6 : m1) * 255) + 0.5) | 0;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Parses a color (like #9F0, #FF9900, rgb(255,51,153) or hsl(108, 50%, 10%)) into an array with 3 elements for red, green, and blue or if toHSL parameter is true, it will populate the array with hue, saturation, and lightness values. If a relative value is found in an hsl() or hsla() string, it will preserve those relative prefixes and all the values in the array will be strings instead of numbers (in all other cases it will be populated with numbers).\n\t\t\t * @param {(string|number)} v The value the should be parsed which could be a string like #9F0 or rgb(255,102,51) or rgba(255,0,0,0.5) or it could be a number like 0xFF00CC or even a named color like red, blue, purple, etc.\n\t\t\t * @param {(boolean)} toHSL If true, an hsl() or hsla() value will be returned instead of rgb() or rgba()\n\t\t\t * @return {Array.} An array containing red, green, and blue (and optionally alpha) in that order, or if the toHSL parameter was true, the array will contain hue, saturation and lightness (and optionally alpha) in that order. Always numbers unless there's a relative prefix found in an hsl() or hsla() string and toHSL is true.\n\t\t\t */\n\t\t\t_parseColor = CSSPlugin.parseColor = function(v, toHSL) {\n\t\t\t\tvar a, r, g, b, h, s, l, max, min, d, wasHSL;\n\t\t\t\tif (!v) {\n\t\t\t\t\ta = _colorLookup.black;\n\t\t\t\t} else if (typeof(v) === \"number\") {\n\t\t\t\t\ta = [v >> 16, (v >> 8) & 255, v & 255];\n\t\t\t\t} else {\n\t\t\t\t\tif (v.charAt(v.length - 1) === \",\") { //sometimes a trailing comma is included and we should chop it off (typically from a comma-delimited list of values like a textShadow:\"2px 2px 2px blue, 5px 5px 5px rgb(255,0,0)\" - in this example \"blue,\" has a trailing comma. We could strip it out inside parseComplex() but we'd need to do it to the beginning and ending values plus it wouldn't provide protection from other potential scenarios like if the user passes in a similar value.\n\t\t\t\t\t\tv = v.substr(0, v.length - 1);\n\t\t\t\t\t}\n\t\t\t\t\tif (_colorLookup[v]) {\n\t\t\t\t\t\ta = _colorLookup[v];\n\t\t\t\t\t} else if (v.charAt(0) === \"#\") {\n\t\t\t\t\t\tif (v.length === 4) { //for shorthand like #9F0\n\t\t\t\t\t\t\tr = v.charAt(1);\n\t\t\t\t\t\t\tg = v.charAt(2);\n\t\t\t\t\t\t\tb = v.charAt(3);\n\t\t\t\t\t\t\tv = \"#\" + r + r + g + g + b + b;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tv = parseInt(v.substr(1), 16);\n\t\t\t\t\t\ta = [v >> 16, (v >> 8) & 255, v & 255];\n\t\t\t\t\t} else if (v.substr(0, 3) === \"hsl\") {\n\t\t\t\t\t\ta = wasHSL = v.match(_numExp);\n\t\t\t\t\t\tif (!toHSL) {\n\t\t\t\t\t\t\th = (Number(a[0]) % 360) / 360;\n\t\t\t\t\t\t\ts = Number(a[1]) / 100;\n\t\t\t\t\t\t\tl = Number(a[2]) / 100;\n\t\t\t\t\t\t\tg = (l <= 0.5) ? l * (s + 1) : l + s - l * s;\n\t\t\t\t\t\t\tr = l * 2 - g;\n\t\t\t\t\t\t\tif (a.length > 3) {\n\t\t\t\t\t\t\t\ta[3] = Number(a[3]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ta[0] = _hue(h + 1 / 3, r, g);\n\t\t\t\t\t\t\ta[1] = _hue(h, r, g);\n\t\t\t\t\t\t\ta[2] = _hue(h - 1 / 3, r, g);\n\t\t\t\t\t\t} else if (v.indexOf(\"=\") !== -1) { //if relative values are found, just return the raw strings with the relative prefixes in place.\n\t\t\t\t\t\t\treturn v.match(_relNumExp);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ta = v.match(_numExp) || _colorLookup.transparent;\n\t\t\t\t\t}\n\t\t\t\t\ta[0] = Number(a[0]);\n\t\t\t\t\ta[1] = Number(a[1]);\n\t\t\t\t\ta[2] = Number(a[2]);\n\t\t\t\t\tif (a.length > 3) {\n\t\t\t\t\t\ta[3] = Number(a[3]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (toHSL && !wasHSL) {\n\t\t\t\t\tr = a[0] / 255;\n\t\t\t\t\tg = a[1] / 255;\n\t\t\t\t\tb = a[2] / 255;\n\t\t\t\t\tmax = Math.max(r, g, b);\n\t\t\t\t\tmin = Math.min(r, g, b);\n\t\t\t\t\tl = (max + min) / 2;\n\t\t\t\t\tif (max === min) {\n\t\t\t\t\t\th = s = 0;\n\t\t\t\t\t} else {\n\t\t\t\t\t\td = max - min;\n\t\t\t\t\t\ts = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n\t\t\t\t\t\th = (max === r) ? (g - b) / d + (g < b ? 6 : 0) : (max === g) ? (b - r) / d + 2 : (r - g) / d + 4;\n\t\t\t\t\t\th *= 60;\n\t\t\t\t\t}\n\t\t\t\t\ta[0] = (h + 0.5) | 0;\n\t\t\t\t\ta[1] = (s * 100 + 0.5) | 0;\n\t\t\t\t\ta[2] = (l * 100 + 0.5) | 0;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t},\n\t\t\t_formatColors = function(s, toHSL) {\n\t\t\t\tvar colors = s.match(_colorExp) || [],\n\t\t\t\t\tcharIndex = 0,\n\t\t\t\t\tparsed = \"\",\n\t\t\t\t\ti, color, temp;\n\t\t\t\tif (!colors.length) {\n\t\t\t\t\treturn s;\n\t\t\t\t}\n\t\t\t\tfor (i = 0; i < colors.length; i++) {\n\t\t\t\t\tcolor = colors[i];\n\t\t\t\t\ttemp = s.substr(charIndex, s.indexOf(color, charIndex)-charIndex);\n\t\t\t\t\tcharIndex += temp.length + color.length;\n\t\t\t\t\tcolor = _parseColor(color, toHSL);\n\t\t\t\t\tif (color.length === 3) {\n\t\t\t\t\t\tcolor.push(1);\n\t\t\t\t\t}\n\t\t\t\t\tparsed += temp + (toHSL ? \"hsla(\" + color[0] + \",\" + color[1] + \"%,\" + color[2] + \"%,\" + color[3] : \"rgba(\" + color.join(\",\")) + \")\";\n\t\t\t\t}\n\t\t\t\treturn parsed + s.substr(charIndex);\n\t\t\t},\n\t\t\t_colorExp = \"(?:\\\\b(?:(?:rgb|rgba|hsl|hsla)\\\\(.+?\\\\))|\\\\B#(?:[0-9a-f]{3}){1,2}\\\\b\"; //we'll dynamically build this Regular Expression to conserve file size. After building it, it will be able to find rgb(), rgba(), # (hexadecimal), and named color values like red, blue, purple, etc.\n\n\t\tfor (p in _colorLookup) {\n\t\t\t_colorExp += \"|\" + p + \"\\\\b\";\n\t\t}\n\t\t_colorExp = new RegExp(_colorExp+\")\", \"gi\");\n\n\t\tCSSPlugin.colorStringFilter = function(a) {\n\t\t\tvar combined = a[0] + \" \" + a[1],\n\t\t\t\ttoHSL;\n\t\t\tif (_colorExp.test(combined)) {\n\t\t\t\ttoHSL = (combined.indexOf(\"hsl(\") !== -1 || combined.indexOf(\"hsla(\") !== -1);\n\t\t\t\ta[0] = _formatColors(a[0], toHSL);\n\t\t\t\ta[1] = _formatColors(a[1], toHSL);\n\t\t\t}\n\t\t\t_colorExp.lastIndex = 0;\n\t\t};\n\n\t\tif (!TweenLite.defaultStringFilter) {\n\t\t\tTweenLite.defaultStringFilter = CSSPlugin.colorStringFilter;\n\t\t}\n\n\t\t/**\n\t\t * @private Returns a formatter function that handles taking a string (or number in some cases) and returning a consistently formatted one in terms of delimiters, quantity of values, etc. For example, we may get boxShadow values defined as \"0px red\" or \"0px 0px 10px rgb(255,0,0)\" or \"0px 0px 20px 20px #F00\" and we need to ensure that what we get back is described with 4 numbers and a color. This allows us to feed it into the _parseComplex() method and split the values up appropriately. The neat thing about this _getFormatter() function is that the dflt defines a pattern as well as a default, so for example, _getFormatter(\"0px 0px 0px 0px #777\", true) not only sets the default as 0px for all distances and #777 for the color, but also sets the pattern such that 4 numbers and a color will always get returned.\n\t\t * @param {!string} dflt The default value and pattern to follow. So \"0px 0px 0px 0px #777\" will ensure that 4 numbers and a color will always get returned.\n\t\t * @param {boolean=} clr If true, the values should be searched for color-related data. For example, boxShadow values typically contain a color whereas borderRadius don't.\n\t\t * @param {boolean=} collapsible If true, the value is a top/left/right/bottom style one that acts like margin or padding, where if only one value is received, it's used for all 4; if 2 are received, the first is duplicated for 3rd (bottom) and the 2nd is duplicated for the 4th spot (left), etc.\n\t\t * @return {Function} formatter function\n\t\t */\n\t\tvar _getFormatter = function(dflt, clr, collapsible, multi) {\n\t\t\t\tif (dflt == null) {\n\t\t\t\t\treturn function(v) {return v;};\n\t\t\t\t}\n\t\t\t\tvar dColor = clr ? (dflt.match(_colorExp) || [\"\"])[0] : \"\",\n\t\t\t\t\tdVals = dflt.split(dColor).join(\"\").match(_valuesExp) || [],\n\t\t\t\t\tpfx = dflt.substr(0, dflt.indexOf(dVals[0])),\n\t\t\t\t\tsfx = (dflt.charAt(dflt.length - 1) === \")\") ? \")\" : \"\",\n\t\t\t\t\tdelim = (dflt.indexOf(\" \") !== -1) ? \" \" : \",\",\n\t\t\t\t\tnumVals = dVals.length,\n\t\t\t\t\tdSfx = (numVals > 0) ? dVals[0].replace(_numExp, \"\") : \"\",\n\t\t\t\t\tformatter;\n\t\t\t\tif (!numVals) {\n\t\t\t\t\treturn function(v) {return v;};\n\t\t\t\t}\n\t\t\t\tif (clr) {\n\t\t\t\t\tformatter = function(v) {\n\t\t\t\t\t\tvar color, vals, i, a;\n\t\t\t\t\t\tif (typeof(v) === \"number\") {\n\t\t\t\t\t\t\tv += dSfx;\n\t\t\t\t\t\t} else if (multi && _commasOutsideParenExp.test(v)) {\n\t\t\t\t\t\t\ta = v.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\t\t\ta[i] = formatter(a[i]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn a.join(\",\");\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcolor = (v.match(_colorExp) || [dColor])[0];\n\t\t\t\t\t\tvals = v.split(color).join(\"\").match(_valuesExp) || [];\n\t\t\t\t\t\ti = vals.length;\n\t\t\t\t\t\tif (numVals > i--) {\n\t\t\t\t\t\t\twhile (++i < numVals) {\n\t\t\t\t\t\t\t\tvals[i] = collapsible ? vals[(((i - 1) / 2) | 0)] : dVals[i];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn pfx + vals.join(delim) + delim + color + sfx + (v.indexOf(\"inset\") !== -1 ? \" inset\" : \"\");\n\t\t\t\t\t};\n\t\t\t\t\treturn formatter;\n\n\t\t\t\t}\n\t\t\t\tformatter = function(v) {\n\t\t\t\t\tvar vals, a, i;\n\t\t\t\t\tif (typeof(v) === \"number\") {\n\t\t\t\t\t\tv += dSfx;\n\t\t\t\t\t} else if (multi && _commasOutsideParenExp.test(v)) {\n\t\t\t\t\t\ta = v.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\t\ta[i] = formatter(a[i]);\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn a.join(\",\");\n\t\t\t\t\t}\n\t\t\t\t\tvals = v.match(_valuesExp) || [];\n\t\t\t\t\ti = vals.length;\n\t\t\t\t\tif (numVals > i--) {\n\t\t\t\t\t\twhile (++i < numVals) {\n\t\t\t\t\t\t\tvals[i] = collapsible ? vals[(((i - 1) / 2) | 0)] : dVals[i];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn pfx + vals.join(delim) + sfx;\n\t\t\t\t};\n\t\t\t\treturn formatter;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private returns a formatter function that's used for edge-related values like marginTop, marginLeft, paddingBottom, paddingRight, etc. Just pass a comma-delimited list of property names related to the edges.\n\t\t\t * @param {!string} props a comma-delimited list of property names in order from top to left, like \"marginTop,marginRight,marginBottom,marginLeft\"\n\t\t\t * @return {Function} a formatter function\n\t\t\t */\n\t\t\t_getEdgeParser = function(props) {\n\t\t\t\tprops = props.split(\",\");\n\t\t\t\treturn function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\t\tvar a = (e + \"\").split(\" \"),\n\t\t\t\t\t\ti;\n\t\t\t\t\tvars = {};\n\t\t\t\t\tfor (i = 0; i < 4; i++) {\n\t\t\t\t\t\tvars[props[i]] = a[i] = a[i] || a[(((i - 1) / 2) >> 0)];\n\t\t\t\t\t}\n\t\t\t\t\treturn cssp.parse(t, vars, pt, plugin);\n\t\t\t\t};\n\t\t\t},\n\n\t\t\t// @private used when other plugins must tween values first, like BezierPlugin or ThrowPropsPlugin, etc. That plugin's setRatio() gets called first so that the values are updated, and then we loop through the MiniPropTweens which handle copying the values into their appropriate slots so that they can then be applied correctly in the main CSSPlugin setRatio() method. Remember, we typically create a proxy object that has a bunch of uniquely-named properties that we feed to the sub-plugin and it does its magic normally, and then we must interpret those values and apply them to the css because often numbers must get combined/concatenated, suffixes added, etc. to work with css, like boxShadow could have 4 values plus a color.\n\t\t\t_setPluginRatio = _internals._setPluginRatio = function(v) {\n\t\t\t\tthis.plugin.setRatio(v);\n\t\t\t\tvar d = this.data,\n\t\t\t\t\tproxy = d.proxy,\n\t\t\t\t\tmpt = d.firstMPT,\n\t\t\t\t\tmin = 0.000001,\n\t\t\t\t\tval, pt, i, str, p;\n\t\t\t\twhile (mpt) {\n\t\t\t\t\tval = proxy[mpt.v];\n\t\t\t\t\tif (mpt.r) {\n\t\t\t\t\t\tval = Math.round(val);\n\t\t\t\t\t} else if (val < min && val > -min) {\n\t\t\t\t\t\tval = 0;\n\t\t\t\t\t}\n\t\t\t\t\tmpt.t[mpt.p] = val;\n\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t}\n\t\t\t\tif (d.autoRotate) {\n\t\t\t\t\td.autoRotate.rotation = d.mod ? d.mod(proxy.rotation, this.t) : proxy.rotation; //special case for ModifyPlugin to hook into an auto-rotating bezier\n\t\t\t\t}\n\t\t\t\t//at the end, we must set the CSSPropTween's \"e\" (end) value dynamically here because that's what is used in the final setRatio() method. Same for \"b\" at the beginning.\n\t\t\t\tif (v === 1 || v === 0) {\n\t\t\t\t\tmpt = d.firstMPT;\n\t\t\t\t\tp = (v === 1) ? \"e\" : \"b\";\n\t\t\t\t\twhile (mpt) {\n\t\t\t\t\t\tpt = mpt.t;\n\t\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\t\tpt[p] = pt.s + pt.xs0;\n\t\t\t\t\t\t} else if (pt.type === 1) {\n\t\t\t\t\t\t\tstr = pt.xs0 + pt.s + pt.xs1;\n\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt[p] = str;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private @constructor Used by a few SpecialProps to hold important values for proxies. For example, _parseToProxy() creates a MiniPropTween instance for each property that must get tweened on the proxy, and we record the original property name as well as the unique one we create for the proxy, plus whether or not the value needs to be rounded plus the original value.\n\t\t\t * @param {!Object} t target object whose property we're tweening (often a CSSPropTween)\n\t\t\t * @param {!string} p property name\n\t\t\t * @param {(number|string|object)} v value\n\t\t\t * @param {MiniPropTween=} next next MiniPropTween in the linked list\n\t\t\t * @param {boolean=} r if true, the tweened value should be rounded to the nearest integer\n\t\t\t */\n\t\t\tMiniPropTween = function(t, p, v, next, r) {\n\t\t\t\tthis.t = t;\n\t\t\t\tthis.p = p;\n\t\t\t\tthis.v = v;\n\t\t\t\tthis.r = r;\n\t\t\t\tif (next) {\n\t\t\t\t\tnext._prev = this;\n\t\t\t\t\tthis._next = next;\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Most other plugins (like BezierPlugin and ThrowPropsPlugin and others) can only tween numeric values, but CSSPlugin must accommodate special values that have a bunch of extra data (like a suffix or strings between numeric values, etc.). For example, boxShadow has values like \"10px 10px 20px 30px rgb(255,0,0)\" which would utterly confuse other plugins. This method allows us to split that data apart and grab only the numeric data and attach it to uniquely-named properties of a generic proxy object ({}) so that we can feed that to virtually any plugin to have the numbers tweened. However, we must also keep track of which properties from the proxy go with which CSSPropTween values and instances. So we create a linked list of MiniPropTweens. Each one records a target (the original CSSPropTween), property (like \"s\" or \"xn1\" or \"xn2\") that we're tweening and the unique property name that was used for the proxy (like \"boxShadow_xn1\" and \"boxShadow_xn2\") and whether or not they need to be rounded. That way, in the _setPluginRatio() method we can simply copy the values over from the proxy to the CSSPropTween instance(s). Then, when the main CSSPlugin setRatio() method runs and applies the CSSPropTween values accordingly, they're updated nicely. So the external plugin tweens the numbers, _setPluginRatio() copies them over, and setRatio() acts normally, applying css-specific values to the element.\n\t\t\t * This method returns an object that has the following properties:\n\t\t\t * - proxy: a generic object containing the starting values for all the properties that will be tweened by the external plugin. This is what we feed to the external _onInitTween() as the target\n\t\t\t * - end: a generic object containing the ending values for all the properties that will be tweened by the external plugin. This is what we feed to the external plugin's _onInitTween() as the destination values\n\t\t\t * - firstMPT: the first MiniPropTween in the linked list\n\t\t\t * - pt: the first CSSPropTween in the linked list that was created when parsing. If shallow is true, this linked list will NOT attach to the one passed into the _parseToProxy() as the \"pt\" (4th) parameter.\n\t\t\t * @param {!Object} t target object to be tweened\n\t\t\t * @param {!(Object|string)} vars the object containing the information about the tweening values (typically the end/destination values) that should be parsed\n\t\t\t * @param {!CSSPlugin} cssp The CSSPlugin instance\n\t\t\t * @param {CSSPropTween=} pt the next CSSPropTween in the linked list\n\t\t\t * @param {TweenPlugin=} plugin the external TweenPlugin instance that will be handling tweening the numeric values\n\t\t\t * @param {boolean=} shallow if true, the resulting linked list from the parse will NOT be attached to the CSSPropTween that was passed in as the \"pt\" (4th) parameter.\n\t\t\t * @return An object containing the following properties: proxy, end, firstMPT, and pt (see above for descriptions)\n\t\t\t */\n\t\t\t_parseToProxy = _internals._parseToProxy = function(t, vars, cssp, pt, plugin, shallow) {\n\t\t\t\tvar bpt = pt,\n\t\t\t\t\tstart = {},\n\t\t\t\t\tend = {},\n\t\t\t\t\ttransform = cssp._transform,\n\t\t\t\t\toldForce = _forcePT,\n\t\t\t\t\ti, p, xp, mpt, firstPT;\n\t\t\t\tcssp._transform = null;\n\t\t\t\t_forcePT = vars;\n\t\t\t\tpt = firstPT = cssp.parse(t, vars, pt, plugin);\n\t\t\t\t_forcePT = oldForce;\n\t\t\t\t//break off from the linked list so the new ones are isolated.\n\t\t\t\tif (shallow) {\n\t\t\t\t\tcssp._transform = transform;\n\t\t\t\t\tif (bpt) {\n\t\t\t\t\t\tbpt._prev = null;\n\t\t\t\t\t\tif (bpt._prev) {\n\t\t\t\t\t\t\tbpt._prev._next = null;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\twhile (pt && pt !== bpt) {\n\t\t\t\t\tif (pt.type <= 1) {\n\t\t\t\t\t\tp = pt.p;\n\t\t\t\t\t\tend[p] = pt.s + pt.c;\n\t\t\t\t\t\tstart[p] = pt.s;\n\t\t\t\t\t\tif (!shallow) {\n\t\t\t\t\t\t\tmpt = new MiniPropTween(pt, \"s\", p, mpt, pt.r);\n\t\t\t\t\t\t\tpt.c = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (pt.type === 1) {\n\t\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\t\twhile (--i > 0) {\n\t\t\t\t\t\t\t\txp = \"xn\" + i;\n\t\t\t\t\t\t\t\tp = pt.p + \"_\" + xp;\n\t\t\t\t\t\t\t\tend[p] = pt.data[xp];\n\t\t\t\t\t\t\t\tstart[p] = pt[xp];\n\t\t\t\t\t\t\t\tif (!shallow) {\n\t\t\t\t\t\t\t\t\tmpt = new MiniPropTween(pt, xp, p, mpt, pt.rxp[xp]);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t\treturn {proxy:start, end:end, firstMPT:mpt, pt:firstPT};\n\t\t\t},\n\n\n\n\t\t\t/**\n\t\t\t * @constructor Each property that is tweened has at least one CSSPropTween associated with it. These instances store important information like the target, property, starting value, amount of change, etc. They can also optionally have a number of \"extra\" strings and numeric values named xs1, xn1, xs2, xn2, xs3, xn3, etc. where \"s\" indicates string and \"n\" indicates number. These can be pieced together in a complex-value tween (type:1) that has alternating types of data like a string, number, string, number, etc. For example, boxShadow could be \"5px 5px 8px rgb(102, 102, 51)\". In that value, there are 6 numbers that may need to tween and then pieced back together into a string again with spaces, suffixes, etc. xs0 is special in that it stores the suffix for standard (type:0) tweens, -OR- the first string (prefix) in a complex-value (type:1) CSSPropTween -OR- it can be the non-tweening value in a type:-1 CSSPropTween. We do this to conserve memory.\n\t\t\t * CSSPropTweens have the following optional properties as well (not defined through the constructor):\n\t\t\t * - l: Length in terms of the number of extra properties that the CSSPropTween has (default: 0). For example, for a boxShadow we may need to tween 5 numbers in which case l would be 5; Keep in mind that the start/end values for the first number that's tweened are always stored in the s and c properties to conserve memory. All additional values thereafter are stored in xn1, xn2, etc.\n\t\t\t * - xfirst: The first instance of any sub-CSSPropTweens that are tweening properties of this instance. For example, we may split up a boxShadow tween so that there's a main CSSPropTween of type:1 that has various xs* and xn* values associated with the h-shadow, v-shadow, blur, color, etc. Then we spawn a CSSPropTween for each of those that has a higher priority and runs BEFORE the main CSSPropTween so that the values are all set by the time it needs to re-assemble them. The xfirst gives us an easy way to identify the first one in that chain which typically ends at the main one (because they're all prepende to the linked list)\n\t\t\t * - plugin: The TweenPlugin instance that will handle the tweening of any complex values. For example, sometimes we don't want to use normal subtweens (like xfirst refers to) to tween the values - we might want ThrowPropsPlugin or BezierPlugin some other plugin to do the actual tweening, so we create a plugin instance and store a reference here. We need this reference so that if we get a request to round values or disable a tween, we can pass along that request.\n\t\t\t * - data: Arbitrary data that needs to be stored with the CSSPropTween. Typically if we're going to have a plugin handle the tweening of a complex-value tween, we create a generic object that stores the END values that we're tweening to and the CSSPropTween's xs1, xs2, etc. have the starting values. We store that object as data. That way, we can simply pass that object to the plugin and use the CSSPropTween as the target.\n\t\t\t * - setRatio: Only used for type:2 tweens that require custom functionality. In this case, we call the CSSPropTween's setRatio() method and pass the ratio each time the tween updates. This isn't quite as efficient as doing things directly in the CSSPlugin's setRatio() method, but it's very convenient and flexible.\n\t\t\t * @param {!Object} t Target object whose property will be tweened. Often a DOM element, but not always. It could be anything.\n\t\t\t * @param {string} p Property to tween (name). For example, to tween element.width, p would be \"width\".\n\t\t\t * @param {number} s Starting numeric value\n\t\t\t * @param {number} c Change in numeric value over the course of the entire tween. For example, if element.width starts at 5 and should end at 100, c would be 95.\n\t\t\t * @param {CSSPropTween=} next The next CSSPropTween in the linked list. If one is defined, we will define its _prev as the new instance, and the new instance's _next will be pointed at it.\n\t\t\t * @param {number=} type The type of CSSPropTween where -1 = a non-tweening value, 0 = a standard simple tween, 1 = a complex value (like one that has multiple numbers in a comma- or space-delimited string like border:\"1px solid red\"), and 2 = one that uses a custom setRatio function that does all of the work of applying the values on each update.\n\t\t\t * @param {string=} n Name of the property that should be used for overwriting purposes which is typically the same as p but not always. For example, we may need to create a subtween for the 2nd part of a \"clip:rect(...)\" tween in which case \"p\" might be xs1 but \"n\" is still \"clip\"\n\t\t\t * @param {boolean=} r If true, the value(s) should be rounded\n\t\t\t * @param {number=} pr Priority in the linked list order. Higher priority CSSPropTweens will be updated before lower priority ones. The default priority is 0.\n\t\t\t * @param {string=} b Beginning value. We store this to ensure that it is EXACTLY what it was when the tween began without any risk of interpretation issues.\n\t\t\t * @param {string=} e Ending value. We store this to ensure that it is EXACTLY what the user defined at the end of the tween without any risk of interpretation issues.\n\t\t\t */\n\t\t\tCSSPropTween = _internals.CSSPropTween = function(t, p, s, c, next, type, n, r, pr, b, e) {\n\t\t\t\tthis.t = t; //target\n\t\t\t\tthis.p = p; //property\n\t\t\t\tthis.s = s; //starting value\n\t\t\t\tthis.c = c; //change value\n\t\t\t\tthis.n = n || p; //name that this CSSPropTween should be associated to (usually the same as p, but not always - n is what overwriting looks at)\n\t\t\t\tif (!(t instanceof CSSPropTween)) {\n\t\t\t\t\t_overwriteProps.push(this.n);\n\t\t\t\t}\n\t\t\t\tthis.r = r; //round (boolean)\n\t\t\t\tthis.type = type || 0; //0 = normal tween, -1 = non-tweening (in which case xs0 will be applied to the target's property, like tp.t[tp.p] = tp.xs0), 1 = complex-value SpecialProp, 2 = custom setRatio() that does all the work\n\t\t\t\tif (pr) {\n\t\t\t\t\tthis.pr = pr;\n\t\t\t\t\t_hasPriority = true;\n\t\t\t\t}\n\t\t\t\tthis.b = (b === undefined) ? s : b;\n\t\t\t\tthis.e = (e === undefined) ? s + c : e;\n\t\t\t\tif (next) {\n\t\t\t\t\tthis._next = next;\n\t\t\t\t\tnext._prev = this;\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t_addNonTweeningNumericPT = function(target, prop, start, end, next, overwriteProp) { //cleans up some code redundancies and helps minification. Just a fast way to add a NUMERIC non-tweening CSSPropTween\n\t\t\t\tvar pt = new CSSPropTween(target, prop, start, end - start, next, -1, overwriteProp);\n\t\t\t\tpt.b = start;\n\t\t\t\tpt.e = pt.xs0 = end;\n\t\t\t\treturn pt;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * Takes a target, the beginning value and ending value (as strings) and parses them into a CSSPropTween (possibly with child CSSPropTweens) that accommodates multiple numbers, colors, comma-delimited values, etc. For example:\n\t\t\t * sp.parseComplex(element, \"boxShadow\", \"5px 10px 20px rgb(255,102,51)\", \"0px 0px 0px red\", true, \"0px 0px 0px rgb(0,0,0,0)\", pt);\n\t\t\t * It will walk through the beginning and ending values (which should be in the same format with the same number and type of values) and figure out which parts are numbers, what strings separate the numeric/tweenable values, and then create the CSSPropTweens accordingly. If a plugin is defined, no child CSSPropTweens will be created. Instead, the ending values will be stored in the \"data\" property of the returned CSSPropTween like: {s:-5, xn1:-10, xn2:-20, xn3:255, xn4:0, xn5:0} so that it can be fed to any other plugin and it'll be plain numeric tweens but the recomposition of the complex value will be handled inside CSSPlugin's setRatio().\n\t\t\t * If a setRatio is defined, the type of the CSSPropTween will be set to 2 and recomposition of the values will be the responsibility of that method.\n\t\t\t *\n\t\t\t * @param {!Object} t Target whose property will be tweened\n\t\t\t * @param {!string} p Property that will be tweened (its name, like \"left\" or \"backgroundColor\" or \"boxShadow\")\n\t\t\t * @param {string} b Beginning value\n\t\t\t * @param {string} e Ending value\n\t\t\t * @param {boolean} clrs If true, the value could contain a color value like \"rgb(255,0,0)\" or \"#F00\" or \"red\". The default is false, so no colors will be recognized (a performance optimization)\n\t\t\t * @param {(string|number|Object)} dflt The default beginning value that should be used if no valid beginning value is defined or if the number of values inside the complex beginning and ending values don't match\n\t\t\t * @param {?CSSPropTween} pt CSSPropTween instance that is the current head of the linked list (we'll prepend to this).\n\t\t\t * @param {number=} pr Priority in the linked list order. Higher priority properties will be updated before lower priority ones. The default priority is 0.\n\t\t\t * @param {TweenPlugin=} plugin If a plugin should handle the tweening of extra properties, pass the plugin instance here. If one is defined, then NO subtweens will be created for any extra properties (the properties will be created - just not additional CSSPropTween instances to tween them) because the plugin is expected to do so. However, the end values WILL be populated in the \"data\" property, like {s:100, xn1:50, xn2:300}\n\t\t\t * @param {function(number)=} setRatio If values should be set in a custom function instead of being pieced together in a type:1 (complex-value) CSSPropTween, define that custom function here.\n\t\t\t * @return {CSSPropTween} The first CSSPropTween in the linked list which includes the new one(s) added by the parseComplex() call.\n\t\t\t */\n\t\t\t_parseComplex = CSSPlugin.parseComplex = function(t, p, b, e, clrs, dflt, pt, pr, plugin, setRatio) {\n\t\t\t\t//DEBUG: _log(\"parseComplex: \"+p+\", b: \"+b+\", e: \"+e);\n\t\t\t\tb = b || dflt || \"\";\n\t\t\t\tif (typeof(e) === \"function\") {\n\t\t\t\t\te = e(_index, _target);\n\t\t\t\t}\n\t\t\t\tpt = new CSSPropTween(t, p, 0, 0, pt, (setRatio ? 2 : 1), null, false, pr, b, e);\n\t\t\t\te += \"\"; //ensures it's a string\n\t\t\t\tif (clrs && _colorExp.test(e + b)) { //if colors are found, normalize the formatting to rgba() or hsla().\n\t\t\t\t\te = [b, e];\n\t\t\t\t\tCSSPlugin.colorStringFilter(e);\n\t\t\t\t\tb = e[0];\n\t\t\t\t\te = e[1];\n\t\t\t\t}\n\t\t\t\tvar ba = b.split(\", \").join(\",\").split(\" \"), //beginning array\n\t\t\t\t\tea = e.split(\", \").join(\",\").split(\" \"), //ending array\n\t\t\t\t\tl = ba.length,\n\t\t\t\t\tautoRound = (_autoRound !== false),\n\t\t\t\t\ti, xi, ni, bv, ev, bnums, enums, bn, hasAlpha, temp, cv, str, useHSL;\n\t\t\t\tif (e.indexOf(\",\") !== -1 || b.indexOf(\",\") !== -1) {\n\t\t\t\t\tif ((e + b).indexOf(\"rgb\") !== -1 || (e + b).indexOf(\"hsl\") !== -1) { //keep rgb(), rgba(), hsl(), and hsla() values together! (remember, we're splitting on spaces)\n\t\t\t\t\t\tba = ba.join(\" \").replace(_commasOutsideParenExp, \", \").split(\" \");\n\t\t\t\t\t\tea = ea.join(\" \").replace(_commasOutsideParenExp, \", \").split(\" \");\n\t\t\t\t\t} else {\n\t\t\t\t\t\tba = ba.join(\" \").split(\",\").join(\", \").split(\" \");\n\t\t\t\t\t\tea = ea.join(\" \").split(\",\").join(\", \").split(\" \");\n\t\t\t\t\t}\n\t\t\t\t\tl = ba.length;\n\t\t\t\t}\n\t\t\t\tif (l !== ea.length) {\n\t\t\t\t\t//DEBUG: _log(\"mismatched formatting detected on \" + p + \" (\" + b + \" vs \" + e + \")\");\n\t\t\t\t\tba = (dflt || \"\").split(\" \");\n\t\t\t\t\tl = ba.length;\n\t\t\t\t}\n\t\t\t\tpt.plugin = plugin;\n\t\t\t\tpt.setRatio = setRatio;\n\t\t\t\t_colorExp.lastIndex = 0;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tbv = ba[i];\n\t\t\t\t\tev = ea[i];\n\t\t\t\t\tbn = parseFloat(bv);\n\t\t\t\t\t//if the value begins with a number (most common). It's fine if it has a suffix like px\n\t\t\t\t\tif (bn || bn === 0) {\n\t\t\t\t\t\tpt.appendXtra(\"\", bn, _parseChange(ev, bn), ev.replace(_relNumExp, \"\"), (autoRound && ev.indexOf(\"px\") !== -1), true);\n\n\t\t\t\t\t//if the value is a color\n\t\t\t\t\t} else if (clrs && _colorExp.test(bv)) {\n\t\t\t\t\t\tstr = ev.indexOf(\")\") + 1;\n\t\t\t\t\t\tstr = \")\" + (str ? ev.substr(str) : \"\"); //if there's a comma or ) at the end, retain it.\n\t\t\t\t\t\tuseHSL = (ev.indexOf(\"hsl\") !== -1 && _supportsOpacity);\n\t\t\t\t\t\ttemp = ev; //original string value so we can look for any prefix later.\n\t\t\t\t\t\tbv = _parseColor(bv, useHSL);\n\t\t\t\t\t\tev = _parseColor(ev, useHSL);\n\t\t\t\t\t\thasAlpha = (bv.length + ev.length > 6);\n\t\t\t\t\t\tif (hasAlpha && !_supportsOpacity && ev[3] === 0) { //older versions of IE don't support rgba(), so if the destination alpha is 0, just use \"transparent\" for the end color\n\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += pt.l ? \" transparent\" : \"transparent\";\n\t\t\t\t\t\t\tpt.e = pt.e.split(ea[i]).join(\"transparent\");\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tif (!_supportsOpacity) { //old versions of IE don't support rgba().\n\t\t\t\t\t\t\t\thasAlpha = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (useHSL) {\n\t\t\t\t\t\t\t\tpt.appendXtra(temp.substr(0, temp.indexOf(\"hsl\")) + (hasAlpha ? \"hsla(\" : \"hsl(\"), bv[0], _parseChange(ev[0], bv[0]), \",\", false, true)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[1], _parseChange(ev[1], bv[1]), \"%,\", false)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[2], _parseChang­q ûùe(ev[2], bv[2]), (hasAlpha ? \"%,\" : \"%\" + str), false);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tpt.appendXtra(temp.substr(0, temp.indexOf(\"rgb\")) + (hasAlpha ? \"rgba(\" : \"rgb(\"), bv[0], ev[0] - bv[0], \",\", true, true)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[1], ev[1] - bv[1], \",\", true)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[2], ev[2] - bv[2], (hasAlpha ? \",\" : str), true);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (hasAlpha) {\n\t\t\t\t\t\t\t\tbv = (bv.length < 4) ? 1 : bv[3];\n\t\t\t\t\t\t\t\tpt.appendXtra(\"\", bv, ((ev.length < 4) ? 1 : ev[3]) - bv, str, false);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t_colorExp.lastIndex = 0; //otherwise the test() on the RegExp could move the lastIndex and taint future results.\n\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbnums = bv.match(_numExp); //gets each group of numbers in the beginning value string and drops them into an array\n\n\t\t\t\t\t\t//if no number is found, treat it as a non-tweening value and just append the string to the current xs.\n\t\t\t\t\t\tif (!bnums) {\n\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += (pt.l || pt[\"xs\" + pt.l]) ? \" \" + ev : ev;\n\n\t\t\t\t\t\t//loop through all the numbers that are found and construct the extra values on the pt.\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tenums = ev.match(_relNumExp); //get each group of numbers in the end value string and drop them into an array. We allow relative values too, like +=50 or -=.5\n\t\t\t\t\t\t\tif (!enums || enums.length !== bnums.length) {\n\t\t\t\t\t\t\t\t//DEBUG: _log(\"mismatched formatting detected on \" + p + \" (\" + b + \" vs \" + e + \")\");\n\t\t\t\t\t\t\t\treturn pt;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tni = 0;\n\t\t\t\t\t\t\tfor (xi = 0; xi < bnums.length; xi++) {\n\t\t\t\t\t\t\t\tcv = bnums[xi];\n\t\t\t\t\t\t\t\ttemp = bv.indexOf(cv, ni);\n\t\t\t\t\t\t\t\tpt.appendXtra(bv.substr(ni, temp - ni), Number(cv), _parseChange(enums[xi], cv), \"\", (autoRound && bv.substr(temp + cv.length, 2) === \"px\"), (xi === 0));\n\t\t\t\t\t\t\t\tni = temp + cv.length;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += bv.substr(ni);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t//if there are relative values (\"+=\" or \"-=\" prefix), we need to adjust the ending value to eliminate the prefixes and combine the values properly.\n\t\t\t\tif (e.indexOf(\"=\") !== -1) if (pt.data) {\n\t\t\t\t\tstr = pt.xs0 + pt.data.s;\n\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\tstr += pt[\"xs\" + i] + pt.data[\"xn\" + i];\n\t\t\t\t\t}\n\t\t\t\t\tpt.e = str + pt[\"xs\" + i];\n\t\t\t\t}\n\t\t\t\tif (!pt.l) {\n\t\t\t\t\tpt.type = -1;\n\t\t\t\t\tpt.xs0 = pt.e;\n\t\t\t\t}\n\t\t\t\treturn pt.xfirst || pt;\n\t\t\t},\n\t\t\ti = 9;\n\n\n\t\tp = CSSPropTween.prototype;\n\t\tp.l = p.pr = 0; //length (number of extra properties like xn1, xn2, xn3, etc.\n\t\twhile (--i > 0) {\n\t\t\tp[\"xn\" + i] = 0;\n\t\t\tp[\"xs\" + i] = \"\";\n\t\t}\n\t\tp.xs0 = \"\";\n\t\tp._next = p._prev = p.xfirst = p.data = p.plugin = p.setRatio = p.rxp = null;\n\n\n\t\t/**\n\t\t * Appends and extra tweening value to a CSSPropTween and automatically manages any prefix and suffix strings. The first extra value is stored in the s and c of the main CSSPropTween instance, but thereafter any extras are stored in the xn1, xn2, xn3, etc. The prefixes and suffixes are stored in the xs0, xs1, xs2, etc. properties. For example, if I walk through a clip value like \"rect(10px, 5px, 0px, 20px)\", the values would be stored like this:\n\t\t * xs0:\"rect(\", s:10, xs1:\"px, \", xn1:5, xs2:\"px, \", xn2:0, xs3:\"px, \", xn3:20, xn4:\"px)\"\n\t\t * And they'd all get joined together when the CSSPlugin renders (in the setRatio() method).\n\t\t * @param {string=} pfx Prefix (if any)\n\t\t * @param {!number} s Starting value\n\t\t * @param {!number} c Change in numeric value over the course of the entire tween. For example, if the start is 5 and the end is 100, the change would be 95.\n\t\t * @param {string=} sfx Suffix (if any)\n\t\t * @param {boolean=} r Round (if true).\n\t\t * @param {boolean=} pad If true, this extra value should be separated by the previous one by a space. If there is no previous extra and pad is true, it will automatically drop the space.\n\t\t * @return {CSSPropTween} returns itself so that multiple methods can be chained together.\n\t\t */\n\t\tp.appendXtra = function(pfx, s, c, sfx, r, pad) {\n\t\t\tvar pt = this,\n\t\t\t\tl = pt.l;\n\t\t\tpt[\"xs\" + l] += (pad && (l || pt[\"xs\" + l])) ? \" \" + pfx : pfx || \"\";\n\t\t\tif (!c) if (l !== 0 && !pt.plugin) { //typically we'll combine non-changing values right into the xs to optimize performance, but we don't combine them when there's a plugin that will be tweening the values because it may depend on the values being split apart, like for a bezier, if a value doesn't change between the first and second iteration but then it does on the 3rd, we'll run into trouble because there's no xn slot for that value!\n\t\t\t\tpt[\"xs\" + l] += s + (sfx || \"\");\n\t\t\t\treturn pt;\n\t\t\t}\n\t\t\tpt.l++;\n\t\t\tpt.type = pt.setRatio ? 2 : 1;\n\t\t\tpt[\"xs\" + pt.l] = sfx || \"\";\n\t\t\tif (l > 0) {\n\t\t\t\tpt.data[\"xn\" + l] = s + c;\n\t\t\t\tpt.rxp[\"xn\" + l] = r; //round extra property (we need to tap into this in the _parseToProxy() method)\n\t\t\t\tpt[\"xn\" + l] = s;\n\t\t\t\tif (!pt.plugin) {\n\t\t\t\t\tpt.xfirst = new CSSPropTween(pt, \"xn\" + l, s, c, pt.xfirst || pt, 0, pt.n, r, pt.pr);\n\t\t\t\t\tpt.xfirst.xs0 = 0; //just to ensure that the property stays numeric which helps modern browsers speed up processing. Remember, in the setRatio() method, we do pt.t[pt.p] = val + pt.xs0 so if pt.xs0 is \"\" (the default), it'll cast the end value as a string. When a property is a number sometimes and a string sometimes, it prevents the compiler from locking in the data type, slowing things down slightly.\n\t\t\t\t}\n\t\t\t\treturn pt;\n\t\t\t}\n\t\t\tpt.data = {s:s + c};\n\t\t\tpt.rxp = {};\n\t\t\tpt.s = s;\n\t\t\tpt.c = c;\n\t\t\tpt.r = r;\n\t\t\treturn pt;\n\t\t};\n\n\t\t/**\n\t\t * @constructor A SpecialProp is basically a css property that needs to be treated in a non-standard way, like if it may contain a complex value like boxShadow:\"5px 10px 15px rgb(255, 102, 51)\" or if it is associated with another plugin like ThrowPropsPlugin or BezierPlugin. Every SpecialProp is associated with a particular property name like \"boxShadow\" or \"throwProps\" or \"bezier\" and it will intercept those values in the vars object that's passed to the CSSPlugin and handle them accordingly.\n\t\t * @param {!string} p Property name (like \"boxShadow\" or \"throwProps\")\n\t\t * @param {Object=} options An object containing any of the following configuration options:\n\t\t * - defaultValue: the default value\n\t\t * - parser: A function that should be called when the associated property name is found in the vars. This function should return a CSSPropTween instance and it should ensure that it is properly inserted into the linked list. It will receive 4 paramters: 1) The target, 2) The value defined in the vars, 3) The CSSPlugin instance (whose _firstPT should be used for the linked list), and 4) A computed style object if one was calculated (this is a speed optimization that allows retrieval of starting values quicker)\n\t\t * - formatter: a function that formats any value received for this special property (for example, boxShadow could take \"5px 5px red\" and format it to \"5px 5px 0px 0px red\" so that both the beginning and ending values have a common order and quantity of values.)\n\t\t * - prefix: if true, we'll determine whether or not this property requires a vendor prefix (like Webkit or Moz or ms or O)\n\t\t * - color: set this to true if the value for this SpecialProp may contain color-related values like rgb(), rgba(), etc.\n\t\t * - priority: priority in the linked list order. Higher priority SpecialProps will be updated before lower priority ones. The default priority is 0.\n\t\t * - multi: if true, the formatter should accommodate a comma-delimited list of values, like boxShadow could have multiple boxShadows listed out.\n\t\t * - collapsible: if true, the formatter should treat the value like it's a top/right/bottom/left value that could be collapsed, like \"5px\" would apply to all, \"5px, 10px\" would use 5px for top/bottom and 10px for right/left, etc.\n\t\t * - keyword: a special keyword that can [optionally] be found inside the value (like \"inset\" for boxShadow). This allows us to validate beginning/ending values to make sure they match (if the keyword is found in one, it'll be added to the other for consistency by default).\n\t\t */\n\t\tvar SpecialProp = function(p, options) {\n\t\t\t\toptions = options || {};\n\t\t\t\tthis.p = options.prefix ? _checkPropPrefix(p) || p : p;\n\t\t\t\t_specialProps[p] = _specialProps[this.p] = this;\n\t\t\t\tthis.format = options.formatter || _getFormatter(options.defaultValue, options.color, options.collapsible, options.multi);\n\t\t\t\tif (options.parser) {\n\t\t\t\t\tthis.parse = options.parser;\n\t\t\t\t}\n\t\t\t\tthis.clrs = options.color;\n\t\t\t\tthis.multi = options.multi;\n\t\t\t\tthis.keyword = options.keyword;\n\t\t\t\tthis.dflt = options.defaultValue;\n\t\t\t\tthis.pr = options.priority || 0;\n\t\t\t},\n\n\t\t\t//shortcut for creating a new SpecialProp that can accept multiple properties as a comma-delimited list (helps minification). dflt can be an array for multiple values (we don't do a comma-delimited list because the default value may contain commas, like rect(0px,0px,0px,0px)). We attach this method to the SpecialProp class/object instead of using a private _createSpecialProp() method so that we can tap into it externally if necessary, like from another plugin.\n\t\t\t_registerComplexSpecialProp = _internals._registerComplexSpecialProp = function(p, options, defaults) {\n\t\t\t\tif (typeof(options) !== \"object\") {\n\t\t\t\t\toptions = {parser:defaults}; //to make backwards compatible with older versions of BezierPlugin and ThrowPropsPlugin\n\t\t\t\t}\n\t\t\t\tvar a = p.split(\",\"),\n\t\t\t\t\td = options.defaultValue,\n\t\t\t\t\ti, temp;\n\t\t\t\tdefaults = defaults || [d];\n\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\toptions.prefix = (i === 0 && options.prefix);\n\t\t\t\t\toptions.defaultValue = defaults[i] || d;\n\t\t\t\t\ttemp = new SpecialProp(a[i], options);\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t//creates a placeholder special prop for a plugin so that the property gets caught the first time a tween of it is attempted, and at that time it makes the plugin register itself, thus taking over for all future tweens of that property. This allows us to not mandate that things load in a particular order and it also allows us to log() an error that informs the user when they attempt to tween an external plugin-related property without loading its .js file.\n\t\t\t_registerPluginProp = _internals._registerPluginProp = function(p) {\n\t\t\t\tif (!_specialProps[p]) {\n\t\t\t\t\tvar pluginName = p.charAt(0).toUpperCase() + p.substr(1) + \"Plugin\";\n\t\t\t\t\t_registerComplexSpecialProp(p, {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\t\t\tvar pluginClass = _globals.com.greensock.plugins[pluginName];\n\t\t\t\t\t\tif (!pluginClass) {\n\t\t\t\t\t\t\t_log(\"Error: \" + pluginName + \" js file not loaded.\");\n\t\t\t\t\t\t\treturn pt;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpluginClass._cssRegister();\n\t\t\t\t\t\treturn _specialProps[p].parse(t, e, p, cssp, pt, plugin, vars);\n\t\t\t\t\t}});\n\t\t\t\t}\n\t\t\t};\n\n\n\t\tp = SpecialProp.prototype;\n\n\t\t/**\n\t\t * Alias for _parseComplex() that automatically plugs in certain values for this SpecialProp, like its property name, whether or not colors should be sensed, the default value, and priority. It also looks for any keyword that the SpecialProp defines (like \"inset\" for boxShadow) and ensures that the beginning and ending values have the same number of values for SpecialProps where multi is true (like boxShadow and textShadow can have a comma-delimited list)\n\t\t * @param {!Object} t target element\n\t\t * @param {(string|number|object)} b beginning value\n\t\t * @param {(string|number|object)} e ending (destination) value\n\t\t * @param {CSSPropTween=} pt next CSSPropTween in the linked list\n\t\t * @param {TweenPlugin=} plugin If another plugin will be tweening the complex value, that TweenPlugin instance goes here.\n\t\t * @param {function=} setRatio If a custom setRatio() method should be used to handle this complex value, that goes here.\n\t\t * @return {CSSPropTween=} First CSSPropTween in the linked list\n\t\t */\n\t\tp.parseComplex = function(t, b, e, pt, plugin, setRatio) {\n\t\t\tvar kwd = this.keyword,\n\t\t\t\ti, ba, ea, l, bi, ei;\n\t\t\t//if this SpecialProp's value can contain a comma-delimited list of values (like boxShadow or textShadow), we must parse them in a special way, and look for a keyword (like \"inset\" for boxShadow) and ensure that the beginning and ending BOTH have it if the end defines it as such. We also must ensure that there are an equal number of values specified (we can't tween 1 boxShadow to 3 for example)\n\t\t\tif (this.multi) if (_commasOutsideParenExp.test(e) || _commasOutsideParenExp.test(b)) {\n\t\t\t\tba = b.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\tea = e.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t} else if (kwd) {\n\t\t\t\tba = [b];\n\t\t\t\tea = [e];\n\t\t\t}\n\t\t\tif (ea) {\n\t\t\t\tl = (ea.length > ba.length) ? ea.length : ba.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tb = ba[i] = ba[i] || this.dflt;\n\t\t\t\t\te = ea[i] = ea[i] || this.dflt;\n\t\t\t\t\tif (kwd) {\n\t\t\t\t\t\tbi = b.indexOf(kwd);\n\t\t\t\t\t\tei = e.indexOf(kwd);\n\t\t\t\t\t\tif (bi !== ei) {\n\t\t\t\t\t\t\tif (ei === -1) { //if the keyword isn't in the end value, remove it from the beginning one.\n\t\t\t\t\t\t\t\tba[i] = ba[i].split(kwd).join(\"\");\n\t\t\t\t\t\t\t} else if (bi === -1) { //if the keyword isn't in the beginning, add it.\n\t\t\t\t\t\t\t\tba[i] += \" \" + kwd;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tb = ba.join(\", \");\n\t\t\t\te = ea.join(\", \");\n\t\t\t}\n\t\t\treturn _parseComplex(t, this.p, b, e, this.clrs, this.dflt, pt, this.pr, plugin, setRatio);\n\t\t};\n\n\t\t/**\n\t\t * Accepts a target and end value and spits back a CSSPropTween that has been inserted into the CSSPlugin's linked list and conforms with all the conventions we use internally, like type:-1, 0, 1, or 2, setting up any extra property tweens, priority, etc. For example, if we have a boxShadow SpecialProp and call:\n\t\t * this._firstPT = sp.parse(element, \"5px 10px 20px rgb(2550,102,51)\", \"boxShadow\", this);\n\t\t * It should figure out the starting value of the element's boxShadow, compare it to the provided end value and create all the necessary CSSPropTweens of the appropriate types to tween the boxShadow. The CSSPropTween that gets spit back should already be inserted into the linked list (the 4th parameter is the current head, so prepend to that).\n\t\t * @param {!Object} t Target object whose property is being tweened\n\t\t * @param {Object} e End value as provided in the vars object (typically a string, but not always - like a throwProps would be an object).\n\t\t * @param {!string} p Property name\n\t\t * @param {!CSSPlugin} cssp The CSSPlugin instance that should be associated with this tween.\n\t\t * @param {?CSSPropTween} pt The CSSPropTween that is the current head of the linked list (we'll prepend to it)\n\t\t * @param {TweenPlugin=} plugin If a plugin will be used to tween the parsed value, this is the plugin instance.\n\t\t * @param {Object=} vars Original vars object that contains the data for parsing.\n\t\t * @return {CSSPropTween} The first CSSPropTween in the linked list which includes the new one(s) added by the parse() call.\n\t\t */\n\t\tp.parse = function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\treturn this.parseComplex(t.style, this.format(_getStyle(t, this.p, _cs, false, this.dflt)), this.format(e), pt, plugin);\n\t\t};\n\n\t\t/**\n\t\t * Registers a special property that should be intercepted from any \"css\" objects defined in tweens. This allows you to handle them however you want without CSSPlugin doing it for you. The 2nd parameter should be a function that accepts 3 parameters:\n\t\t * 1) Target object whose property should be tweened (typically a DOM element)\n\t\t * 2) The end/destination value (could be a string, number, object, or whatever you want)\n\t\t * 3) The tween instance (you probably don't need to worry about this, but it can be useful for looking up information like the duration)\n\t\t *\n\t\t * Then, your function should return a function which will be called each time the tween gets rendered, passing a numeric \"ratio\" parameter to your function that indicates the change factor (usually between 0 and 1). For example:\n\t\t *\n\t\t * CSSPlugin.registerSpecialProp(\"myCustomProp\", function(target, value, tween) {\n\t\t * var start = target.style.width;\n\t\t * return function(ratio) {\n\t\t * target.style.width = (start + value * ratio) + \"px\";\n\t\t * console.log(\"set width to \" + target.style.width);\n\t\t * }\n\t\t * }, 0);\n\t\t *\n\t\t * Then, when I do this tween, it will trigger my special property:\n\t\t *\n\t\t * TweenLite.to(element, 1, {css:{myCustomProp:100}});\n\t\t *\n\t\t * In the example, of course, we're just changing the width, but you can do anything you want.\n\t\t *\n\t\t * @param {!string} name Property name (or comma-delimited list of property names) that should be intercepted and handled by your function. For example, if I define \"myCustomProp\", then it would handle that portion of the following tween: TweenLite.to(element, 1, {css:{myCustomProp:100}})\n\t\t * @param {!function(Object, Object, Object, string):function(number)} onInitTween The function that will be called when a tween of this special property is performed. The function will receive 4 parameters: 1) Target object that should be tweened, 2) Value that was passed to the tween, 3) The tween instance itself (rarely used), and 4) The property name that's being tweened. Your function should return a function that should be called on every update of the tween. That function will receive a single parameter that is a \"change factor\" value (typically between 0 and 1) indicating the amount of change as a ratio. You can use this to determine how to set the values appropriately in your function.\n\t\t * @param {number=} priority Priority that helps the engine determine the order in which to set the properties (default: 0). Higher priority properties will be updated before lower priority ones.\n\t\t */\n\t\tCSSPlugin.registerSpecialProp = function(name, onInitTween, priority) {\n\t\t\t_registerComplexSpecialProp(name, {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\tvar rv = new CSSPropTween(t, p, 0, 0, pt, 2, p, false, priority);\n\t\t\t\trv.plugin = plugin;\n\t\t\t\trv.setRatio = onInitTween(t, e, cssp._tween, p);\n\t\t\t\treturn rv;\n\t\t\t}, priority:priority});\n\t\t};\n\n\n\n\n\n\n\t\t//transform-related methods and properties\n\t\tCSSPlugin.useSVGTransformAttr = true; //Safari and Firefox both have some rendering bugs when applying CSS transforms to SVG elements, so default to using the \"transform\" attribute instead (users can override this).\n\t\tvar _transformProps = (\"scaleX,scaleY,scaleZ,x,y,z,skewX,skewY,rotation,rotationX,rotationY,perspective,xPercent,yPercent\").split(\",\"),\n\t\t\t_transformProp = _checkPropPrefix(\"transform\"), //the Javascript (camelCase) transform property, like msTransform, WebkitTransform, MozTransform, or OTransform.\n\t\t\t_transformPropCSS = _prefixCSS + \"transform\",\n\t\t\t_transformOriginProp = _checkPropPrefix(\"transformOrigin\"),\n\t\t\t_supports3D = (_checkPropPrefix(\"perspective\") !== null),\n\t\t\tTransform = _internals.Transform = function() {\n\t\t\t\tthis.perspective = parseFloat(CSSPlugin.defaultTransformPerspective) || 0;\n\t\t\t\tthis.force3D = (CSSPlugin.defaultForce3D === false || !_supports3D) ? false : CSSPlugin.defaultForce3D || \"auto\";\n\t\t\t},\n\t\t\t_SVGElement = _gsScope.SVGElement,\n\t\t\t_useSVGTransformAttr,\n\t\t\t//Some browsers (like Firefox and IE) don't honor transform-origin properly in SVG elements, so we need to manually adjust the matrix accordingly. We feature detect here rather than always doing the conversion for certain browsers because they may fix the problem at some point in the future.\n\n\t\t\t_createSVG = function(type, container, attributes) {\n\t\t\t\tvar element = _doc.createElementNS(\"http://www.w3.org/2000/svg\", type),\n\t\t\t\t\treg = /([a-z])([A-Z])/g,\n\t\t\t\t\tp;\n\t\t\t\tfor (p in attributes) {\n\t\t\t\t\telement.setAttributeNS(null, p.replace(reg, \"$1-$2\").toLowerCase(), attributes[p]);\n\t\t\t\t}\n\t\t\t\tcontainer.appendChild(element);\n\t\t\t\treturn element;\n\t\t\t},\n\t\t\t_docElement = _doc.documentElement || {},\n\t\t\t_forceSVGTransformAttr = (function() {\n\t\t\t\t//IE and Android stock don't support CSS transforms on SVG elements, so we must write them to the \"transform\" attribute. We populate this variable in the _parseTransform() method, and only if/when we come across an SVG element\n\t\t\t\tvar force = _ieVers || (/Android/i.test(_agent) && !_gsScope.chrome),\n\t\t\t\t\tsvg, rect, width;\n\t\t\t\tif (_doc.createElementNS && !force) { //IE8 and earlier doesn't support SVG anyway\n\t\t\t\t\tsvg = _createSVG(\"svg\", _docElement);\n\t\t\t\t\trect = _createSVG(\"rect\", svg, {width:100, height:50, x:100});\n\t\t\t\t\twidth = rect.getBoundingClientRect().width;\n\t\t\t\t\trect.style[_transformOriginProp] = \"50% 50%\";\n\t\t\t\t\trect.style[_transformProp] = \"scaleX(0.5)\";\n\t\t\t\t\tforce = (width === rect.getBoundingClientRect().width && !(_isFirefox && _supports3D)); //note: Firefox fails the test even though it does support CSS transforms in 3D. Since we can't push 3D stuff into the transform attribute, we force Firefox to pass the test here (as long as it does truly support 3D).\n\t\t\t\t\t_docElement.removeChild(svg);\n\t\t\t\t}\n\t\t\t\treturn force;\n\t\t\t})(),\n\t\t\t_parseSVGOrigin = function(e, local, decoratee, absolute, smoothOrigin, skipRecord) {\n\t\t\t\tvar tm = e._gsTransform,\n\t\t\t\t\tm = _getMatrix(e, true),\n\t\t\t\t\tv, x, y, xOrigin, yOrigin, a, b, c, d, tx, ty, determinant, xOriginOld, yOriginOld;\n\t\t\t\tif (tm) {\n\t\t\t\t\txOriginOld = tm.xOrigin; //record the original values before we alter them.\n\t\t\t\t\tyOriginOld = tm.yOrigin;\n\t\t\t\t}\n\t\t\t\tif (!absolute || (v = absolute.split(\" \")).length < 2) {\n\t\t\t\t\tb = e.getBBox();\n\t\t\t\t\tif (b.x === 0 && b.y === 0 && b.width + b.height === 0) { //some browsers (like Firefox) misreport the bounds if the element has zero width and height (it just assumes it's at x:0, y:0), thus we need to manually grab the position in that case.\n\t\t\t\t\t\tb = {x: parseFloat(e.hasAttribute(\"x\") ? e.getAttribute(\"x\") : e.hasAttribute(\"cx\") ? e.getAttribute(\"cx\") : 0) || 0, y: parseFloat(e.hasAttribute(\"y\") ? e.getAttribute(\"y\") : e.hasAttribute(\"cy\") ? e.getAttribute(\"cy\") : 0) || 0, width:0, height:0};\n\t\t\t\t\t}\n\t\t\t\t\tlocal = _parsePosition(local).split(\" \");\n\t\t\t\t\tv = [(local[0].indexOf(\"%\") !== -1 ? parseFloat(local[0]) / 100 * b.width : parseFloat(local[0])) + b.x,\n\t\t\t\t\t\t (local[1].indexOf(\"%\") !== -1 ? parseFloat(local[1]) / 100 * b.height : parseFloat(local[1])) + b.y];\n\t\t\t\t}\n\t\t\t\tdecoratee.xOrigin = xOrigin = parseFloat(v[0]);\n\t\t\t\tdecoratee.yOrigin = yOrigin = parseFloat(v[1]);\n\t\t\t\tif (absolute && m !== _identity2DMatrix) { //if svgOrigin is being set, we must invert the matrix and determine where the absolute point is, factoring in the current transforms. Otherwise, the svgOrigin would be based on the element's non-transformed position on the canvas.\n\t\t\t\t\ta = m[0];\n\t\t\t\t\tb = m[1];\n\t\t\t\t\tc = m[2];\n\t\t\t\t\td = m[3];\n\t\t\t\t\ttx = m[4];\n\t\t\t\t\tty = m[5];\n\t\t\t\t\tdeterminant = (a * d - b * c);\n\t\t\t\t\tif (determinant) { //if it's zero (like if scaleX and scaleY are zero), skip it to avoid errors with dividing by zero.\n\t\t\t\t\t\tx = xOrigin * (d / determinant) + yOrigin * (-c / determinant) + ((c * ty - d * tx) / determinant);\n\t\t\t\t\t\ty = xOrigin * (-b / determinant) + yOrigin * (a / determinant) - ((a * ty - b * tx) / determinant);\n\t\t\t\t\t\txOrigin = decoratee.xOrigin = v[0] = x;\n\t\t\t\t\t\tyOrigin = decoratee.yOrigin = v[1] = y;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (tm) { //avoid jump when transformOrigin is changed - adjust the x/y values accordingly\n\t\t\t\t\tif (skipRecord) {\n\t\t\t\t\t\tdecoratee.xOffset = tm.xOffset;\n\t\t\t\t\t\tdecoratee.yOffset = tm.yOffset;\n\t\t\t\t\t\ttm = decoratee;\n\t\t\t\t\t}\n\t\t\t\t\tif (smoothOrigin || (smoothOrigin !== false && CSSPlugin.defaultSmoothOrigin !== false)) {\n\t\t\t\t\t\tx = xOrigin - xOriginOld;\n\t\t\t\t\t\ty = yOrigin - yOriginOld;\n\t\t\t\t\t\t//originally, we simply adjusted the x and y values, but that would cause problems if, for example, you created a rotational tween part-way through an x/y tween. Managing the offset in a separate variable gives us ultimate flexibility.\n\t\t\t\t\t\t//tm.x -= x - (x * m[0] + y * m[2]);\n\t\t\t\t\t\t//tm.y -= y - (x * m[1] + y * m[3]);\n\t\t\t\t\t\ttm.xOffset += (x * m[0] + y * m[2]) - x;\n\t\t\t\t\t\ttm.yOffset += (x * m[1] + y * m[3]) - y;\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttm.xOffset = tm.yOffset = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!skipRecord) {\n\t\t\t\t\te.setAttribute(\"data-svg-origin\", v.join(\" \"));\n\t\t\t\t}\n\t\t\t},\n\t\t\t_getBBoxHack = function(swapIfPossible) { //works around issues in some browsers (like Firefox) that don't correctly report getBBox() on SVG elements inside a element and/or . We try creating an SVG, adding it to the documentElement and toss the element in there so that it's definitely part of the rendering tree, then grab the bbox and if it works, we actually swap out the original getBBox() method for our own that does these extra steps whenever getBBox is needed. This helps ensure that performance is optimal (only do all these extra steps when absolutely necessary...most elements don't need it).\n\t\t\t\tvar svg = _createElement(\"svg\", (this.ownerSVGElement && this.ownerSVGElement.getAttribute(\"xmlns\")) || \"http://www.w3.org/2000/svg\"),\n\t\t\t\t\toldParent = this.parentNode,\n\t\t\t\t\toldSibling = this.nextSibling,\n\t\t\t\t\toldCSS = this.style.cssText,\n\t\t\t\t\tbbox;\n\t\t\t\t_docElement.appendChild(svg);\n\t\t\t\tsvg.appendChild(this);\n\t\t\t\tthis.style.display = \"block\";\n\t\t\t\tif (swapIfPossible) {\n\t\t\t\t\ttry {\n\t\t\t\t\t\tbbox = this.getBBox();\n\t\t\t\t\t\tthis._originalGetBBox = this.getBBox;\n\t\t\t\t\t\tthis.getBBox = _getBBoxHack;\n\t\t\t\t\t} catch (e) { }\n\t\t\t\t} else if (this._originalGetBBox) {\n\t\t\t\t\tbbox = this._originalGetBBox();\n\t\t\t\t}\n\t\t\t\tif (oldSibling) {\n\t\t\t\t\toldParent.insertBefore(this, oldSibling);\n\t\t\t\t} else {\n\t\t\t\t\toldParent.appendChild(this);\n\t\t\t\t}\n\t\t\t\t_docElement.removeChild(svg);\n\t\t\t\tthis.style.cssText = oldCSS;\n\t\t\t\treturn bbox;\n\t\t\t},\n\t\t\t_getBBox = function(e) {\n\t\t\t\ttry {\n\t\t\t\t\treturn e.getBBox(); //Firefox throws errors if you try calling getBBox() on an SVG element that's not rendered (like in a or ). https://bugzilla.mozilla.org/show_bug.cgi?id=612118\n\t\t\t\t} catch (error) {\n\t\t\t\t\treturn _getBBoxHack.call(e, true);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_isSVG = function(e) { //reports if the element is an SVG on which getBBox() actually works\n\t\t\t\treturn !!(_SVGElement && e.getCTM && (!e.parentNode || e.ownerSVGElement) && _getBBox(e));\n\t\t\t},\n\t\t\t_identity2DMatrix = [1,0,0,1,0,0],\n\t\t\t_getMatrix = function(e, force2D) {\n\t\t\t\tvar tm = e._gsTransform || new Transform(),\n\t\t\t\t\trnd = 100000,\n\t\t\t\t\tstyle = e.style,\n\t\t\t\t\tisDefault, s, m, n, dec, none;\n\t\t\t\tif (_transformProp) {\n\t\t\t\t\ts = _getStyle(e, _transformPropCSS, null, true);\n\t\t\t\t} else if (e.currentStyle) {\n\t\t\t\t\t//for older versions of IE, we need to interpret the filter portion that is in the format: progid:DXImageTransform.Microsoft.Matrix(M11=6.123233995736766e-17, M12=-1, M21=1, M22=6.123233995736766e-17, sizingMethod='auto expand') Notice that we need to swap b and c compared to a normal matrix.\n\t\t\t\t\ts = e.currentStyle.filter.match(_ieGetMatrixExp);\n\t\t\t\t\ts = (s && s.length === 4) ? [s[0].substr(4), Number(s[2].substr(4)), Number(s[1].substr(4)), s[3].substr(4), (tm.x || 0), (tm.y || 0)].join(\",\") : \"\";\n\t\t\t\t}\n\t\t\t\tisDefault = (!s || s === \"none\" || s === \"matrix(1, 0, 0, 1, 0, 0)\");\n\t\t\t\tif (_transformProp && ((none = (!_getComputedStyle(e) || _getComputedStyle(e).display === \"none\")) || !e.parentNode)) { //note: Firefox returns null for getComputedStyle() if the element is in an iframe that has display:none. https://bugzilla.mozilla.org/show_bug.cgi?id=548397\n\t\t\t\t\tif (none) { //browsers don't report transforms accurately unless the element is in the DOM and has a display value that's not \"none\". Firefox and Microsoft browsers have a partial bug where they'll report transforms even if display:none BUT not any percentage-based values like translate(-50%, 8px) will be reported as if it's translate(0, 8px).\n\t\t\t\t\t\tn = style.display;\n\t\t\t\t\t\tstyle.display = \"block\";\n\t\t\t\t\t}\n\t\t\t\t\tif (!e.parentNode) {\n\t\t\t\t\t\tdec = 1; //flag\n\t\t\t\t\t\t_docElement.appendChild(e);\n\t\t\t\t\t}\n\t\t\t\t\ts = _getStyle(e, _transformPropCSS, null, true);\n\t\t\t\t\tisDefault = (!s || s === \"none\" || s === \"matrix(1, 0, 0, 1, 0, 0)\");\n\t\t\t\t\tif (n) {\n\t\t\t\t\t\tstyle.display = n;\n\t\t\t\t\t} else if (none) {\n\t\t\t\t\t\t_removeProp(style, \"display\");\n\t\t\t\t\t}\n\t\t\t\t\tif (dec) {\n\t\t\t\t\t\t_docElement.removeChild(e);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (tm.svg || (e.getCTM && _isSVG(e))) {\n\t\t\t\t\tif (isDefault && (style[_transformProp] + \"\").indexOf(\"matrix\") !== -1) { //some browsers (like Chrome 40) don't correctly report transforms that are applied inline on an SVG element (they don't get included in the computed style), so we double-check here and accept matrix values\n\t\t\t\t\t\ts = style[_transformProp];\n\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t}\n\t\t\t\t\tm = e.getAttribute(\"transform\");\n\t\t\t\t\tif (isDefault && m) {\n\t\t\t\t\t\tif (m.indexOf(\"matrix\") !== -1) { //just in case there's a \"transform\" value specified as an attribute instead of CSS style. Accept either a matrix() or simple translate() value though.\n\t\t\t\t\t\t\ts = m;\n\t\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t\t} else if (m.indexOf(\"translate\") !== -1) {\n\t\t\t\t\t\t\ts = \"matrix(1,0,0,1,\" + m.match(/(?:\\-|\\b)[\\d\\-\\.e]+\\b/gi).join(\",\") + \")\";\n\t\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (isDefault) {\n\t\t\t\t\treturn _identity2DMatrix;\n\t\t\t\t}\n\t\t\t\t//split the matrix values out into an array (m for matrix)\n\t\t\t\tm = (s || \"\").match(_numExp) || [];\n\t\t\t\ti = m.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tn = Number(m[i]);\n\t\t\t\t\tm[i] = (dec = n - (n |= 0)) ? ((dec * rnd + (dec < 0 ? -0.5 : 0.5)) | 0) / rnd + n : n; //convert strings to Numbers and round to 5 decimal places to avoid issues with tiny numbers. Roughly 20x faster than Number.toFixed(). We also must make sure to round before dividing so that values like 0.9999999999 become 1 to avoid glitches in browser rendering and interpretation of flipped/rotated 3D matrices. And don't just multiply the number by rnd, floor it, and then divide by rnd because the bitwise operations max out at a 32-bit signed integer, thus it could get clipped at a relatively low value (like 22,000.00000 for example).\n\t\t\t\t}\n\t\t\t\treturn (force2D && m.length > 6) ? [m[0], m[1], m[4], m[5], m[12], m[13]] : m;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * Parses the transform values for an element, returning an object with x, y, z, scaleX, scaleY, scaleZ, rotation, rotationX, rotationY, skewX, and skewY properties. Note: by default (for performance reasons), all skewing is combined into skewX and rotation but skewY still has a place in the transform object so that we can record how much of the skew is attributed to skewX vs skewY. Remember, a skewY of 10 looks the same as a rotation of 10 and skewX of’ ù -10.\n\t\t\t * @param {!Object} t target element\n\t\t\t * @param {Object=} cs computed style object (optional)\n\t\t\t * @param {boolean=} rec if true, the transform values will be recorded to the target element's _gsTransform object, like target._gsTransform = {x:0, y:0, z:0, scaleX:1...}\n\t\t\t * @param {boolean=} parse if true, we'll ignore any _gsTransform values that already exist on the element, and force a reparsing of the css (calculated style)\n\t\t\t * @return {object} object containing all of the transform properties/values like {x:0, y:0, z:0, scaleX:1...}\n\t\t\t */\n\t\t\t_getTransform = _internals.getTransform = function(t, cs, rec, parse) {\n\t\t\t\tif (t._gsTransform && rec && !parse) {\n\t\t\t\t\treturn t._gsTransform; //if the element already has a _gsTransform, use that. Note: some browsers don't accurately return the calculated style for the transform (particularly for SVG), so it's almost always safest to just use the values we've already applied rather than re-parsing things.\n\t\t\t\t}\n\t\t\t\tvar tm = rec ? t._gsTransform || new Transform() : new Transform(),\n\t\t\t\t\tinvX = (tm.scaleX < 0), //in order to interpret things properly, we need to know if the user applied a negative scaleX previously so that we can adjust the rotation and skewX accordingly. Otherwise, if we always interpret a flipped matrix as affecting scaleY and the user only wants to tween the scaleX on multiple sequential tweens, it would keep the negative scaleY without that being the user's intent.\n\t\t\t\t\tmin = 0.00002,\n\t\t\t\t\trnd = 100000,\n\t\t\t\t\tzOrigin = _supports3D ? parseFloat(_getStyle(t, _transformOriginProp, cs, false, \"0 0 0\").split(\" \")[2]) || tm.zOrigin || 0 : 0,\n\t\t\t\t\tdefaultTransformPerspective = parseFloat(CSSPlugin.defaultTransformPerspective) || 0,\n\t\t\t\t\tm, i, scaleX, scaleY, rotation, skewX;\n\n\t\t\t\ttm.svg = !!(t.getCTM && _isSVG(t));\n\t\t\t\tif (tm.svg) {\n\t\t\t\t\t_parseSVGOrigin(t, _getStyle(t, _transformOriginProp, cs, false, \"50% 50%\") + \"\", tm, t.getAttribute(\"data-svg-origin\"));\n\t\t\t\t\t_useSVGTransformAttr = CSSPlugin.useSVGTransformAttr || _forceSVGTransformAttr;\n\t\t\t\t}\n\t\t\t\tm = _getMatrix(t);\n\t\t\t\tif (m !== _identity2DMatrix) {\n\n\t\t\t\t\tif (m.length === 16) {\n\t\t\t\t\t\t//we'll only look at these position-related 6 variables first because if x/y/z all match, it's relatively safe to assume we don't need to re-parse everything which risks losing important rotational information (like rotationX:180 plus rotationY:180 would look the same as rotation:180 - there's no way to know for sure which direction was taken based solely on the matrix3d() values)\n\t\t\t\t\t\tvar a11 = m[0], a21 = m[1], a31 = m[2], a41 = m[3],\n\t\t\t\t\t\t\ta12 = m[4], a22 = m[5], a32 = m[6], a42 = m[7],\n\t\t\t\t\t\t\ta13 = m[8], a23 = m[9], a33 = m[10],\n\t\t\t\t\t\t\ta14 = m[12], a24 = m[13], a34 = m[14],\n\t\t\t\t\t\t\ta43 = m[11],\n\t\t\t\t\t\t\tangle = Math.atan2(a32, a33),\n\t\t\t\t\t\t\tt1, t2, t3, t4, cos, sin;\n\t\t\t\t\t\t//we manually compensate for non-zero z component of transformOrigin to work around bugs in Safari\n\t\t\t\t\t\tif (tm.zOrigin) {\n\t\t\t\t\t\t\ta34 = -tm.zOrigin;\n\t\t\t\t\t\t\ta14 = a13*a34-m[12];\n\t\t\t\t\t\t\ta24 = a23*a34-m[13];\n\t\t\t\t\t\t\ta34 = a33*a34+tm.zOrigin-m[14];\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//note for possible future consolidation: rotationX: Math.atan2(a32, a33), rotationY: Math.atan2(-a31, Math.sqrt(a33 * a33 + a32 * a32)), rotation: Math.atan2(a21, a11), skew: Math.atan2(a12, a22). However, it doesn't seem to be quite as reliable as the full-on backwards rotation procedure.\n\t\t\t\t\t\ttm.rotationX = angle * _RAD2DEG;\n\t\t\t\t\t\t//rotationX\n\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\tcos = Math.cos(-angle);\n\t\t\t\t\t\t\tsin = Math.sin(-angle);\n\t\t\t\t\t\t\tt1 = a12*cos+a13*sin;\n\t\t\t\t\t\t\tt2 = a22*cos+a23*sin;\n\t\t\t\t\t\t\tt3 = a32*cos+a33*sin;\n\t\t\t\t\t\t\ta13 = a12*-sin+a13*cos;\n\t\t\t\t\t\t\ta23 = a22*-sin+a23*cos;\n\t\t\t\t\t\t\ta33 = a32*-sin+a33*cos;\n\t\t\t\t\t\t\ta43 = a42*-sin+a43*cos;\n\t\t\t\t\t\t\ta12 = t1;\n\t\t\t\t\t\t\ta22 = t2;\n\t\t\t\t\t\t\ta32 = t3;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//rotationY\n\t\t\t\t\t\tangle = Math.atan2(-a31, a33);\n\t\t\t\t\t\ttm.rotationY = angle * _RAD2DEG;\n\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\tcos = Math.cos(-angle);\n\t\t\t\t\t\t\tsin = Math.sin(-angle);\n\t\t\t\t\t\t\tt1 = a11*cos-a13*sin;\n\t\t\t\t\t\t\tt2 = a21*cos-a23*sin;\n\t\t\t\t\t\t\tt3 = a31*cos-a33*sin;\n\t\t\t\t\t\t\ta23 = a21*sin+a23*cos;\n\t\t\t\t\t\t\ta33 = a31*sin+a33*cos;\n\t\t\t\t\t\t\ta43 = a41*sin+a43*cos;\n\t\t\t\t\t\t\ta11 = t1;\n\t\t\t\t\t\t\ta21 = t2;\n\t\t\t\t\t\t\ta31 = t3;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//rotationZ\n\t\t\t\t\t\tangle = Math.atan2(a21, a11);\n\t\t\t\t\t\ttm.rotation = angle * _RAD2DEG;\n\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\t\t\tt1 = a11*cos+a21*sin;\n\t\t\t\t\t\t\tt2 = a12*cos+a22*sin;\n\t\t\t\t\t\t\tt3 = a13*cos+a23*sin;\n\t\t\t\t\t\t\ta21 = a21*cos-a11*sin;\n\t\t\t\t\t\t\ta22 = a22*cos-a12*sin;\n\t\t\t\t\t\t\ta23 = a23*cos-a13*sin;\n\t\t\t\t\t\t\ta11 = t1;\n\t\t\t\t\t\t\ta12 = t2;\n\t\t\t\t\t\t\ta13 = t3;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (tm.rotationX && Math.abs(tm.rotationX) + Math.abs(tm.rotation) > 359.9) { //when rotationY is set, it will often be parsed as 180 degrees different than it should be, and rotationX and rotation both being 180 (it looks the same), so we adjust for that here.\n\t\t\t\t\t\t\ttm.rotationX = tm.rotation = 0;\n\t\t\t\t\t\t\ttm.rotationY = 180 - tm.rotationY;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t//skewX\n\t\t\t\t\t\tangle = Math.atan2(a12, a22);\n\n\t\t\t\t\t\t//scales\n\t\t\t\t\t\ttm.scaleX = ((Math.sqrt(a11 * a11 + a21 * a21 + a31 * a31) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\ttm.scaleY = ((Math.sqrt(a22 * a22 + a32 * a32) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\ttm.scaleZ = ((Math.sqrt(a13 * a13 + a23 * a23 + a33 * a33) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\ta11 /= tm.scaleX;\n\t\t\t\t\t\ta12 /= tm.scaleY;\n\t\t\t\t\t\ta21 /= tm.scaleX;\n\t\t\t\t\t\ta22 /= tm.scaleY;\n\t\t\t\t\t\tif (Math.abs(angle) > min) {\n\t\t\t\t\t\t\ttm.skewX = angle * _RAD2DEG;\n\t\t\t\t\t\t\ta12 = 0; //unskews\n\t\t\t\t\t\t\tif (tm.skewType !== \"simple\") {\n\t\t\t\t\t\t\t\ttm.scaleY *= 1 / Math.cos(angle); //by default, we compensate the scale based on the skew so that the element maintains a similar proportion when skewed, so we have to alter the scaleY here accordingly to match the default (non-adjusted) skewing that CSS does (stretching more and more as it skews).\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttm.skewX = 0;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t/* //for testing purposes\n\t\t\t\t\t\tvar transform = \"matrix3d(\",\n\t\t\t\t\t\t\tcomma = \",\",\n\t\t\t\t\t\t\tzero = \"0\";\n\t\t\t\t\t\ta13 /= tm.scaleZ;\n\t\t\t\t\t\ta23 /= tm.scaleZ;\n\t\t\t\t\t\ta31 /= tm.scaleX;\n\t\t\t\t\t\ta32 /= tm.scaleY;\n\t\t\t\t\t\ta33 /= tm.scaleZ;\n\t\t\t\t\t\ttransform += ((a11 < min && a11 > -min) ? zero : a11) + comma + ((a21 < min && a21 > -min) ? zero : a21) + comma + ((a31 < min && a31 > -min) ? zero : a31);\n\t\t\t\t\t\ttransform += comma + ((a41 < min && a41 > -min) ? zero : a41) + comma + ((a12 < min && a12 > -min) ? zero : a12) + comma + ((a22 < min && a22 > -min) ? zero : a22);\n\t\t\t\t\t\ttransform += comma + ((a32 < min && a32 > -min) ? zero : a32) + comma + ((a42 < min && a42 > -min) ? zero : a42) + comma + ((a13 < min && a13 > -min) ? zero : a13);\n\t\t\t\t\t\ttransform += comma + ((a23 < min && a23 > -min) ? zero : a23) + comma + ((a33 < min && a33 > -min) ? zero : a33) + comma + ((a43 < min && a43 > -min) ? zero : a43) + comma;\n\t\t\t\t\t\ttransform += a14 + comma + a24 + comma + a34 + comma + (tm.perspective ? (1 + (-a34 / tm.perspective)) : 1) + \")\";\n\t\t\t\t\t\tconsole.log(transform);\n\t\t\t\t\t\tdocument.querySelector(\".test\").style[_transformProp] = transform;\n\t\t\t\t\t\t*/\n\n\t\t\t\t\t\ttm.perspective = a43 ? 1 / ((a43 < 0) ? -a43 : a43) : 0;\n\t\t\t\t\t\ttm.x = a14;\n\t\t\t\t\t\ttm.y = a24;\n\t\t\t\t\t\ttm.z = a34;\n\t\t\t\t\t\tif (tm.svg) {\n\t\t\t\t\t\t\ttm.x -= tm.xOrigin - (tm.xOrigin * a11 - tm.yOrigin * a12);\n\t\t\t\t\t\t\ttm.y -= tm.yOrigin - (tm.yOrigin * a21 - tm.xOrigin * a22);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ((!_supports3D || parse || !m.length || tm.x !== m[4] || tm.y !== m[5] || (!tm.rotationX && !tm.rotationY))) { //sometimes a 6-element matrix is returned even when we performed 3D transforms, like if rotationX and rotationY are 180. In cases like this, we still need to honor the 3D transforms. If we just rely on the 2D info, it could affect how the data is interpreted, like scaleY might get set to -1 or rotation could get offset by 180 degrees. For example, do a TweenLite.to(element, 1, {css:{rotationX:180, rotationY:180}}) and then later, TweenLite.to(element, 1, {css:{rotationX:0}}) and without this conditional logic in place, it'd jump to a state of being unrotated when the 2nd tween starts. Then again, we need to honor the fact that the user COULD alter the transforms outside of CSSPlugin, like by manually applying new css, so we try to sense that by looking at x and y because if those changed, we know the changes were made outside CSSPlugin and we force a reinterpretation of the matrix values. Also, in Webkit browsers, if the element's \"display\" is \"none\", its calculated style value will always return empty, so if we've already recorded the values in the _gsTransform object, we'll just rely on those.\n\t\t\t\t\t\tvar k = (m.length >= 6),\n\t\t\t\t\t\t\ta = k ? m[0] : 1,\n\t\t\t\t\t\t\tb = m[1] || 0,\n\t\t\t\t\t\t\tc = m[2] || 0,\n\t\t\t\t\t\t\td = k ? m[3] : 1;\n\t\t\t\t\t\ttm.x = m[4] || 0;\n\t\t\t\t\t\ttm.y = m[5] || 0;\n\t\t\t\t\t\tscaleX = Math.sqrt(a * a + b * b);\n\t\t\t\t\t\tscaleY = Math.sqrt(d * d + c * c);\n\t\t\t\t\t\trotation = (a || b) ? Math.atan2(b, a) * _RAD2DEG : tm.rotation || 0; //note: if scaleX is 0, we cannot accurately measure rotation. Same for skewX with a scaleY of 0. Therefore, we default to the previously recorded value (or zero if that doesn't exist).\n\t\t\t\t\t\tskewX = (c || d) ? Math.atan2(c, d) * _RAD2DEG + rotation : tm.skewX || 0;\n\t\t\t\t\t\ttm.scaleX = scaleX;\n\t\t\t\t\t\ttm.scaleY = scaleY;\n\t\t\t\t\t\ttm.rotation = rotation;\n\t\t\t\t\t\ttm.skewX = skewX;\n\t\t\t\t\t\tif (_supports3D) {\n\t\t\t\t\t\t\ttm.rotationX = tm.rotationY = tm.z = 0;\n\t\t\t\t\t\t\ttm.perspective = defaultTransformPerspective;\n\t\t\t\t\t\t\ttm.scaleZ = 1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tm.svg) {\n\t\t\t\t\t\t\ttm.x -= tm.xOrigin - (tm.xOrigin * a + tm.yOrigin * c);\n\t\t\t\t\t\t\ttm.y -= tm.yOrigin - (tm.xOrigin * b + tm.yOrigin * d);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (Math.abs(tm.skewX) > 90 && Math.abs(tm.skewX) < 270) {\n\t\t\t\t\t\tif (invX) {\n\t\t\t\t\t\t\ttm.scaleX *= -1;\n\t\t\t\t\t\t\ttm.skewX += (tm.rotation <= 0) ? 180 : -180;\n\t\t\t\t\t\t\ttm.rotation += (tm.rotation <= 0) ? 180 : -180;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttm.scaleY *= -1;\n\t\t\t\t\t\t\ttm.skewX += (tm.skewX <= 0) ? 180 : -180;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttm.zOrigin = zOrigin;\n\t\t\t\t\t//some browsers have a hard time with very small values like 2.4492935982947064e-16 (notice the \"e-\" towards the end) and would render the object slightly off. So we round to 0 in these cases. The conditional logic here is faster than calling Math.abs(). Also, browsers tend to render a SLIGHTLY rotated object in a fuzzy way, so we need to snap to exactly 0 when appropriate.\n\t\t\t\t\tfor (i in tm) {\n\t\t\t\t\t\tif (tm[i] < min) if (tm[i] > -min) {\n\t\t\t\t\t\t\ttm[i] = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t//DEBUG: _log(\"parsed rotation of \" + t.getAttribute(\"id\")+\": \"+(tm.rotationX)+\", \"+(tm.rotationY)+\", \"+(tm.rotation)+\", scale: \"+tm.scaleX+\", \"+tm.scaleY+\", \"+tm.scaleZ+\", position: \"+tm.x+\", \"+tm.y+\", \"+tm.z+\", perspective: \"+tm.perspective+ \", origin: \"+ tm.xOrigin+ \",\"+ tm.yOrigin);\n\t\t\t\tif (rec) {\n\t\t\t\t\tt._gsTransform = tm; //record to the object's _gsTransform which we use so that tweens can control individual properties independently (we need all the properties to accurately recompose the matrix in the setRatio() method)\n\t\t\t\t\tif (tm.svg) { //if we're supposed to apply transforms to the SVG element's \"transform\" attribute, make sure there aren't any CSS transforms applied or they'll override the attribute ones. Also clear the transform attribute if we're using CSS, just to be clean.\n\t\t\t\t\t\tif (_useSVGTransformAttr && t.style[_transformProp]) {\n\t\t\t\t\t\t\tTweenLite.delayedCall(0.001, function(){ //if we apply this right away (before anything has rendered), we risk there being no transforms for a brief moment and it also interferes with adjusting the transformOrigin in a tween with immediateRender:true (it'd try reading the matrix and it wouldn't have the appropriate data in place because we just removed it).\n\t\t\t\t\t\t\t\t_removeProp(t.style, _transformProp);\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t} else if (!_useSVGTransformAttr && t.getAttribute(\"transform\")) {\n\t\t\t\t\t\t\tTweenLite.delayedCall(0.001, function(){\n\t\t\t\t\t\t\t\tt.removeAttribute(\"transform\");\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn tm;\n\t\t\t},\n\n\t\t\t//for setting 2D transforms in IE6, IE7, and IE8 (must use a \"filter\" to emulate the behavior of modern day browser transforms)\n\t\t\t_setIETransformRatio = function(v) {\n\t\t\t\tvar t = this.data, //refers to the element's _gsTransform object\n\t\t\t\t\tang = -t.rotation * _DEG2RAD,\n\t\t\t\t\tskew = ang + t.skewX * _DEG2RAD,\n\t\t\t\t\trnd = 100000,\n\t\t\t\t\ta = ((Math.cos(ang) * t.scaleX * rnd) | 0) / rnd,\n\t\t\t\t\tb = ((Math.sin(ang) * t.scaleX * rnd) | 0) / rnd,\n\t\t\t\t\tc = ((Math.sin(skew) * -t.scaleY * rnd) | 0) / rnd,\n\t\t\t\t\td = ((Math.cos(skew) * t.scaleY * rnd) | 0) / rnd,\n\t\t\t\t\tstyle = this.t.style,\n\t\t\t\t\tcs = this.t.currentStyle,\n\t\t\t\t\tfilters, val;\n\t\t\t\tif (!cs) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tval = b; //just for swapping the variables an inverting them (reused \"val\" to avoid creating another variable in memory). IE's filter matrix uses a non-standard matrix configuration (angle goes the opposite way, and b and c are reversed and inverted)\n\t\t\t\tb = -c;\n\t\t\t\tc = -val;\n\t\t\t\tfilters = cs.filter;\n\t\t\t\tstyle.filter = \"\"; //remove filters so that we can accurately measure offsetWidth/offsetHeight\n\t\t\t\tvar w = this.t.offsetWidth,\n\t\t\t\t\th = this.t.offsetHeight,\n\t\t\t\t\tclip = (cs.position !== \"absolute\"),\n\t\t\t\t\tm = \"progid:DXImageTransform.Microsoft.Matrix(M11=\" + a + \", M12=\" + b + \", M21=\" + c + \", M22=\" + d,\n\t\t\t\t\tox = t.x + (w * t.xPercent / 100),\n\t\t\t\t\toy = t.y + (h * t.yPercent / 100),\n\t\t\t\t\tdx, dy;\n\n\t\t\t\t//if transformOrigin is being used, adjust the offset x and y\n\t\t\t\tif (t.ox != null) {\n\t\t\t\t\tdx = ((t.oxp) ? w * t.ox * 0.01 : t.ox) - w / 2;\n\t\t\t\t\tdy = ((t.oyp) ? h * t.oy * 0.01 : t.oy) - h / 2;\n\t\t\t\t\tox += dx - (dx * a + dy * b);\n\t\t\t\t\toy += dy - (dx * c + dy * d);\n\t\t\t\t}\n\n\t\t\t\tif (!clip) {\n\t\t\t\t\tm += \", sizingMethod='auto expand')\";\n\t\t\t\t} else {\n\t\t\t\t\tdx = (w / 2);\n\t\t\t\t\tdy = (h / 2);\n\t\t\t\t\t//translate to ensure that transformations occur around the correct origin (default is center).\n\t\t\t\t\tm += \", Dx=\" + (dx - (dx * a + dy * b) + ox) + \", Dy=\" + (dy - (dx * c + dy * d) + oy) + \")\";\n\t\t\t\t}\n\t\t\t\tif (filters.indexOf(\"DXImageTransform.Microsoft.Matrix(\") !== -1) {\n\t\t\t\t\tstyle.filter = filters.replace(_ieSetMatrixExp, m);\n\t\t\t\t} else {\n\t\t\t\t\tstyle.filter = m + \" \" + filters; //we must always put the transform/matrix FIRST (before alpha(opacity=xx)) to avoid an IE bug that slices part of the object when rotation is applied with alpha.\n\t\t\t\t}\n\n\t\t\t\t//at the end or beginning of the tween, if the matrix is normal (1, 0, 0, 1) and opacity is 100 (or doesn't exist), remove the filter to improve browser performance.\n\t\t\t\tif (v === 0 || v === 1) if (a === 1) if (b === 0) if (c === 0) if (d === 1) if (!clip || m.indexOf(\"Dx=0, Dy=0\") !== -1) if (!_opacityExp.test(filters) || parseFloat(RegExp.$1) === 100) if (filters.indexOf(\"gradient(\" && filters.indexOf(\"Alpha\")) === -1) {\n\t\t\t\t\tstyle.removeAttribute(\"filter\");\n\t\t\t\t}\n\n\t\t\t\t//we must set the margins AFTER applying the filter in order to avoid some bugs in IE8 that could (in rare scenarios) cause them to be ignored intermittently (vibration).\n\t\t\t\tif (!clip) {\n\t\t\t\t\tvar mult = (_ieVers < 8) ? 1 : -1, //in Internet Explorer 7 and before, the box model is broken, causing the browser to treat the width/height of the actual rotated filtered image as the width/height of the box itself, but Microsoft corrected that in IE8. We must use a negative offset in IE8 on the right/bottom\n\t\t\t\t\t\tmarg, prop, dif;\n\t\t\t\t\tdx = t.ieOffsetX || 0;\n\t\t\t\t\tdy = t.ieOffsetY || 0;\n\t\t\t\t\tt.ieOffsetX = Math.round((w - ((a < 0 ? -a : a) * w + (b < 0 ? -b : b) * h)) / 2 + ox);\n\t\t\t\t\tt.ieOffsetY = Math.round((h - ((d < 0 ? -d : d) * h + (c < 0 ? -c : c) * w)) / 2 + oy);\n\t\t\t\t\tfor (i = 0; i < 4; i++) {\n\t\t\t\t\t\tprop = _margins[i];\n\t\t\t\t\t\tmarg = cs[prop];\n\t\t\t\t\t\t//we need to get the current margin in case it is being tweened separately (we want to respect that tween's changes)\n\t\t\t\t\t\tval = (marg.indexOf(\"px\") !== -1) ? parseFloat(marg) : _convertToPixels(this.t, prop, parseFloat(marg), marg.replace(_suffixExp, \"\")) || 0;\n\t\t\t\t\t\tif (val !== t[prop]) {\n\t\t\t\t\t\t\tdif = (i < 2) ? -t.ieOffsetX : -t.ieOffsetY; //if another tween is controlling a margin, we cannot only apply the difference in the ieOffsets, so we essentially zero-out the dx and dy here in that case. We record the margin(s) later so that we can keep comparing them, making this code very flexible.\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tdif = (i < 2) ? dx - t.ieOffsetX : dy - t.ieOffsetY;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tstyle[prop] = (t[prop] = Math.round( val - dif * ((i === 0 || i === 2) ? 1 : mult) )) + \"px\";\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t/* translates a super small decimal to a string WITHOUT scientific notation\n\t\t\t_safeDecimal = function(n) {\n\t\t\t\tvar s = (n < 0 ? -n : n) + \"\",\n\t\t\t\t\ta = s.split(\"e-\");\n\t\t\t\treturn (n < 0 ? \"-0.\" : \"0.\") + new Array(parseInt(a[1], 10) || 0).join(\"0\") + a[0].split(\".\").join(\"\");\n\t\t\t},\n\t\t\t*/\n\n\t\t\t_setTransformRatio = _internals.set3DTransformRatio = _internals.setTransformRatio = function(v) {\n\t\t\t\tvar t = this.data, //refers to the element's _gsTransform object\n\t\t\t\t\tstyle = this.t.style,\n\t\t\t\t\tangle = t.rotation,\n\t\t\t\t\trotationX = t.rotationX,\n\t\t\t\t\trotationY = t.rotationY,\n\t\t\t\t\tsx = t.scaleX,\n\t\t\t\t\tsy = t.scaleY,\n\t\t\t\t\tsz = t.scaleZ,\n\t\t\t\t\tx = t.x,\n\t\t\t\t\ty = t.y,\n\t\t\t\t\tz = t.z,\n\t\t\t\t\tisSVG = t.svg,\n\t\t\t\t\tperspective = t.perspective,\n\t\t\t\t\tforce3D = t.force3D,\n\t\t\t\t\tskewY = t.skewY,\n\t\t\t\t\tskewX = t.skewX,\n\t\t\t\t\tt1,\ta11, a12, a13, a21, a22, a23, a31, a32, a33, a41, a42, a43,\n\t\t\t\t\tzOrigin, min, cos, sin, t2, transform, comma, zero, skew, rnd;\n\t\t\t\tif (skewY) { //for performance reasons, we combine all skewing into the skewX and rotation values. Remember, a skewY of 10 degrees looks the same as a rotation of 10 degrees plus a skewX of 10 degrees.\n\t\t\t\t\tskewX += skewY;\n\t\t\t\t\tangle += skewY;\n\t\t\t\t}\n\n\t\t\t\t//check to see if we should render as 2D (and SVGs must use 2D when _useSVGTransformAttr is true)\n\t\t\t\tif (((((v === 1 || v === 0) && force3D === \"auto\" && (this.tween._totalTime === this.tween._totalDuration || !this.tween._totalTime)) || !force3D) && !z && !perspective && !rotationY && !rotationX && sz === 1) || (_useSVGTransformAttr && isSVG) || !_supports3D) { //on the final render (which could be 0 for a from tween), if there are no 3D aspects, render in 2D to free up memory and improve performance especially on mobile devices. Check the tween's totalTime/totalDuration too in order to make sure it doesn't happen between repeats if it's a repeating tween.\n\n\t\t\t\t\t//2D\n\t\t\t\t\tif (angle || skewX || isSVG) {\n\t\t\t\t\t\tangle *= _DEG2RAD;\n\t\t\t\t\t\tskew = skewX * _DEG2RAD;\n\t\t\t\t\t\trnd = 100000;\n\t\t\t\t\t\ta11 = Math.cos(angle) * sx;\n\t\t\t\t\t\ta21 = Math.sin(angle) * sx;\n\t\t\t\t\t\ta12 = Math.sin(angle - skew) * -sy;\n\t\t\t\t\t\ta22 = Math.cos(angle - skew) * sy;\n\t\t\t\t\t\tif (skew && t.skewType === \"simple\") { //by default, we compensate skewing on the other axis to make it look more natural, but you can set the skewType to \"simple\" to use the uncompensated skewing that CSS does\n\t\t\t\t\t\t\tt1 = Math.tan(skew - skewY * _DEG2RAD);\n\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\ta12 *= t1;\n\t\t\t\t\t\t\ta22 *= t1;\n\t\t\t\t\t\t\tif (skewY) {\n\t\t\t\t\t\t\t\tt1 = Math.tan(skewY * _DEG2RAD);\n\t\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\t\ta11 *= t1;\n\t\t\t\t\t\t\t\ta21 *= t1;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (isSVG) {\n\t\t\t\t\t\t\tx += t.xOrigin - (t.xOrigin * a11 + t.yOrigin * a12) + t.xOffset;\n\t\t\t\t\t\t\ty += t.yOrigin - (t.xOrigin * a21 + t.yOrigin * a22) + t.yOffset;\n\t\t\t\t\t\t\tif (_useSVGTransformAttr && (t.xPercent || t.yPercent)) { //The SVG spec doesn't support percentage-based translation in the \"transform\" attribute, so we merge it into the matrix to simulate it.\n\t\t\t\t\t\t\t\tmin = this.t.getBBox();\n\t\t\t\t\t\t\t\tx += t.xPercent * 0.01 * min.width;\n\t\t\t\t\t\t\t\ty += t.yPercent * 0.01 * min.height;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tmin = 0.000001;\n\t\t\t\t\t\t\tif (x < min) if (x > -min) {\n\t\t\t\t\t\t\t\tx = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (y < min) if (y > -min) {\n\t\t\t\t\t\t\t\ty = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttransform = (((a11 * rnd) | 0) / rnd) + \",\" + (((a21 * rnd) | 0) / rnd) + \",\" + (((a12 * rnd) | 0) / rnd) + \",\" + (((a22 * rnd) | 0) / rnd) + \",\" + x + \",\" + y + \")\";\n\t\t\t\t\t\tif (isSVG && _useSVGTransformAttr) {\n\t\t\t\t\t\t\tthis.t.setAttribute(\"transform\", \"matrix(\" + transform);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t//some browsers have a hard time with very small values like 2.4492935982947064e-16 (notice the \"e-\" towards the end) and would render the object slightly off. So we round to 5 decimal places.\n\t\t\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix(\" : \"matrix(\") + transform;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix(\" : \"matrix(\") + sx + \",0,0,\" + sy + \",\" + x + \",\" + y + \")\";\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\t\t\t\tif (_isFirefox) { //Firefox has a bug (at least in v25) that causes it to render the transparent part of 32-bit PNG images as black when displayed inside an iframe and the 3D scale is very small and doesn't change sufficiently enough between renders (like if you use a Power4.easeInOut to scale from 0 to 1 where the beginning values only change a tiny amount to begin the tween before accelerating). In this case, we force the scale to be 0.00002 instead which is visually the same but works around the Firefox issue.\n\t\t\t\t\tmin = 0.0001;\n\t\t\t\t\tif (sx < min && sx > -min) {\n\t\t\t\t\t\tsx = sz = 0.00002;\n\t\t\t\t\t}\n\t\t\t\t\tif (sy < min && sy > -min) {\n\t\t\t\t\t\tsy = sz = 0.00002;\n\t\t\t\t\t}\n\t\t\t\t\tif (perspective && !t.z && !t.rotationX && !t.rotationY) { //Firefox has a bug that causes elements to have an odd super-thin, broken/dotted black border on elements that have a perspective set but aren't utilizing 3D space (no rotationX, rotationY, or z).\n\t\t\t\t\t\tperspective = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (angle || skewX) {\n\t\t\t\t\tangle *= _DEG2RAD;\n\t\t\t\t\tcos = a11 = Math.cos(angle);\n\t\t\t\t\tsin = a21 = Math.sin(angle);\n\t\t\t\t\tif (skewX) {\n\t\t\t\t\t\tangle -= skewX * _DEG2RAD;\n\t\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\t\tif (t.skewType === \"simple\") { //by default, we compensate skewing on the other axis to make it look more natural, but you can set the skewType to \"simple\" to use the uncompensated skewing that CSS does\n\t\t\t\t\t\t\tt1 = Math.tan((skewX - skewY) * _DEG2RAD);\n\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\tcos *= t1;\n\t\t\t\t\t\t\tsin *= t1;\n\t\t\t\t\t\t\tif (t.skewY) {\n\t\t\t\t\t\t\t\tt1 = Math.tan(skewY * _DEG2RAD);\n\t\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\t\ta11 *= t1;\n\t\t\t\t\t\t\t\ta21 *= t1;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ta12 = -sin;\n\t\t\t\t\ta22 = cos;\n\n\t\t\t\t} else if (!rotationY && !rotationX && sz === 1 && !perspective && !isSVG) { //if we're only translating and/or 2D scaling, this is faster...\n\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) translate3d(\" : \"translate3d(\") + x + \"px,\" + y + \"px,\" + z +\"px)\" + ((sx !== 1 || sy !== 1) ? \" scale(\" + sx + \",\" + sy + \")\" : \"\");\n\t\t\t\t\treturn;\n\t\t\t\t} else {\n\t\t\t\t\ta11 = a22 = 1;\n\t\t\t\t\ta12 = a21 = 0;\n\t\t\t\t}\n\t\t\t\t// KEY INDEX AFFECTS a[row][column]\n\t\t\t\t// a11 0 rotation, rotationY, scaleX\n\t\t\t\t// a21 1 rotation, rotationY, scaleX\n\t\t\t\t// a31 2 rotationY, scaleX\n\t\t\t\t// a41 3 rotationY, scaleX\n\t\t\t\t// a12 4 rotation, skewX, rotationX, scaleY\n\t\t\t\t// a22 5 rotation, skewX, rotationX, scaleY\n\t\t\t\t// a32 6 rotationX, scaleY\n\t\t\t\t// a42 7 rotationX, scaleY\n\t\t\t\t// a13 8 rotationY, rotationX, scaleZ\n\t\t\t\t// a23 9 rotationY, rotationX, scaleZ\n\t\t\t\t// a33 10 rotationY, rotationX, scaleZ\n\t\t\t\t// a43 11 rotationY, rotationX, perspective, scaleZ\n\t\t\t\t// a14 12 x, zOrigin, svgOrigin\n\t\t\t\t// a24 13 y, zOrigin, svgOrigin\n\t\t\t\t// a34 14 z, zOrigin\n\t\t\t\t// a44 15\n\t\t\t\t// rotation: Math.atan2(a21, a11)\n\t\t\t\t// rotationY: Math.atan2(a13, a33) (or Math.atan2(a13, a11))\n\t\t\t\t// rotationX: Math.atan2(a32, a33)\n\t\t\t\ta33 = 1;\n\t\t\t\ta13 = a23 = a31 = a32 = a41 = a42 = 0;\n\t\t\t\ta43 = (perspective) ? -1 / perspective : 0;\n\t\t\t\tzOrigin = t.zOrigin;\n\t\t\t\tmin = 0.000001; //threshold below which browsers use scientific notation which won't work.\n\t\t\t\tcomma = \",\";\n\t\t\t\tzero = \"0\";\n\t\t\t\tangle = rotationY * _DEG2RAD;\n\t\t\t\tif (angle) {\n\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\ta31 = -sin;\n\t\t\t\t\ta41 = a43*-sin;\n\t\t\t\t\ta13 = a11*sin;\n\t\t\t\t\ta23 = a21*sin;\n\t\t\t\t\ta33 = cos;\n\t\t\t\t\ta43 *= cos;\n\t\t\t\t\ta11 *= cos;\n\t\t\t\t\ta21 *= cos;\n\t\t\t\t}\n\t\t\t\tangle = rotationX * _DEG2RAD;\n\t\t\t\tif (angle) {\n\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\tt1 = a12*cos+a13*sin;\n\t\t\t\t\tt2 = a22*cos+a23*sin;\n\t\t\t\t\ta32 = a33*sin;\n\t\t\t\t\ta42 = a43*sin;\n\t\t\t\t\ta13 = a12*-sin+a13*cos;\n\t\t\t\t\ta23 = a22*-sin+a23*cos;\n\t\t\t\t\ta33 = a33*cos;\n\t\t\t\t\ta43 = a43*cos;\n\t\t\t\t\ta12 = t1;\n\t\t\t\t\ta22 = t2;\n\t\t\t\t}\n\t\t\t\tif (sz !== 1) {\n\t\t\t\t\ta13*=sz;\n\t\t\t\t\ta23*=sz;\n\t\t\t\t\ta33*=sz;\n\t\t\t\t\ta43*=sz;\n\t\t\t\t}\n\t\t\t\tif (sy !== 1) {\n\t\t\t\t\ta12*=sy;\n\t\t\t\t\ta22*=sy;\n\t\t\t\t\ta32*=sy;\n\t\t\t\t\ta42*=sy;\n\t\t\t\t}\n\t\t\t\tif (sx !== 1) {\n\t\t\t\t\ta11*=sx;\n\t\t\t\t\ta21*=sx;\n\t\t\t\t\ta31*=sx;\n\t\t\t\t\ta41*=sx;\n\t\t\t\t}\n\n\t\t\t\tif (zOrigin || isSVG) {\n\t\t\t\t\tif (zOrigin) {\n\t\t\t\t\t\tx += a13*-zOrigin;\n\t\t\t\t\t\ty += a23*-zOrigin;\n\t\t\t\t\t\tz += a33*-zOrigin+zOrigin;\n\t\t\t\t\t}\n\t\t\t\t\tif (isSVG) { //due to bugs in some browsers, we need to manage the transform-origin of SVG manually\n\t\t\t\t\t\tx += t.xOrigin - (t.xOrigin * a11 + t.yOrigin * a12) + t.xOffset;\n\t\t\t\t\t\ty += t.yOrigin - (t.xOrigin * a21 + t.yOrigin * a22) + t.yOffset;\n\t\t\t\t\t}\n\t\t\t\t\tif (x < min && x > -min) {\n\t\t\t\t\t\tx = zero;\n\t\t\t\t\t}\n\t\t\t\t\tif (y < min && y > -min) {\n\t\t\t\t\t\ty = zero;\n\t\t\t\t\t}\n\t\t\t\t\tif (z < min && z > -min) {\n\t\t\t\t\t\tz = 0; //don't use string because we calculate perspective later and need the number.\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t//optimized way of concatenating all the values into a string. If we do it all in one shot, it's slower because of the way browsers have to create temp strings and the way it affects memory. If we do it piece-by-piece with +=, it's a bit slower too. We found that doing it in these sized chunks works best overall:\n\t\t\t\ttransform = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix3d(\" : \"matrix3d(\");\n\t\t\t\ttransform += ((a11 < min && a11 > -min) ? zero : a11) + comma + ((a21 < min && a21 > -min) ? zero : a21) + comma + ((a31 < min && a31 > -min) ? zero : a31);\n\t\t\t\ttransform += comma + ((a41 < min && a41 > -min) ? zero : a41) + comma + ((a12 < min && a12 > -min) ? zero : a12) + comma + ((a22 < min && a22 > -min) ? zero : a22);\n\t\t\t\tif (rotationX || rotationY || sz !== 1) { //performance optimization (often there's no rotationX or rotationY, so we can skip these calculations)\n\t\t\t\t\ttransform += comma + ((a32 < min && a32 > -min) ? zero : a32) + comma + ((a42 < min && a42 > -min) ? zero : a42) + comma + ((a13 < min && a13 > -min) ? zero : a13);\n\t\t\t\t\ttransform += comma + ((a23 < min && a23 > -min) ? zero : a23) + comma + ((a33 < min && a33 > -min) ? zero : a33) + comma + ((a43 < min && a43 > -min) ? zero : a43) + comma;\n\t\t\t\t} else {\n\t\t\t\t\ttransform += \",0,0,0,0,1,0,\";\n\t\t\t\t}\n\t\t\t\ttransform += x + comma + y + comma + z + comma + (perspective ? (1 + (-z / perspective)) : 1) + \")\";\n\n\t\t\t\tstyle[_transformProp] = transform;\n\t\t\t};\n\n\t\tp = Transform.prototype;\n\t\tp.x = p.y = p.z = p.skewX = p.skewY = p.rotation = p.rotationX = p.rotationY = p.zOrigin = p.xPercent = p.yPercent = p.xOffset = p.yOffset = 0;\n\t\tp.scaleX = p.scaleY = p.scaleZ = 1;\n\n\t\t_registerComplexSpecialProp(\"transform,scale,scaleX,scaleY,scaleZ,x,y,z,rotation,rotationX,rotationY,rotationZ,skewX,skewY,shortRotation,shortRotationX,shortRotationY,shortRotationZ,transformOrigin,svgOrigin,transformPerspective,directionalRotation,parseTransform,force3D,skewType,xPercent,yPercent,smoothOrigin\", {parser:function(t, e, parsingProp, cssp, pt, plugin, vars) {\n\t\t\tif (cssp._lastParsedTransform === vars) { return pt; } //only need to parse the transform once, and only if the browser supports it.\n\t\t\tcssp._lastParsedTransform = vars;\n\t\t\tvar scaleFunc = (vars.scale && typeof(vars.scale) === \"function\") ? vars.scale : 0, //if there's a function-based \"scale\" value, swap in the resulting numeric value temporarily. Otherwise, if it's called for both scaleX and scaleY independently, they may not match (like if the function uses Math.random()).\n\t\t\t\tswapFunc;\n\t\t\tif (typeof(vars[parsingProp]) === \"function\") { //whatever property triggers the initial parsing might be a function-based value in which case it already got called in parse(), thus we don't want to call it again in here. The most efficient way to avoid this is to temporarily swap the value directly into the vars object, and then after we do all our parsing in this function, we'll swap it back again.\n\t\t\t\tswapFunc = vars[parsingProp];\n\t\t\t\tvars[parsingProp] = e;\n\t\t\t}\n\t\t\tif (scaleFunc) {\n\t\t\t\tvars.scale = scaleFunc(_index, t);\n\t\t\t}\n\t\t\tvar originalGSTransform = t._gsTransform,\n\t\t\t\tstyle = t.style,\n\t\t\t\tmin = 0.000001,\n\t\t\t\ti = _transformProps.length,\n\t\t\t\tv = vars,\n\t\t\t\tendRotations = {},\n\t\t\t\ttransformOriginString = \"transformOrigin\",\n\t\t\t\tm1 = _getTransform(t, _cs, true, v.parseTransform),\n\t\t\t\torig = v.transform && ((typeof(v.transform) === \"function\") ? v.transform(_index, _target) : v.transform),\n\t\t\t\tm2, copy, has3D, hasChange, dr, x, y, matrix, p;\n\t\t\tm1.skewType = v.skewType || m1.skewType || CSSPlugin.defaultSkewType;\n\t\t\tcssp._transform = m1;\n\t\t\tif (orig && typeof(orig) === \"string\" && _transformProp) { //for values like transform:\"rotate(60deg) scale(0.5, 0.8)\"\n\t\t\t\tcopy = _tempDiv.style; //don't use the original target because it might be SVG in xlÇ^ùwhich case some browsers don't report computed style correctly.\n\t\t\t\tcopy[_transformProp] = orig;\n\t\t\t\tcopy.display = \"block\"; //if display is \"none\", the browser often refuses to report the transform properties correctly.\n\t\t\t\tcopy.position = \"absolute\";\n\t\t\t\t_doc.body.appendChild(_tempDiv);\n\t\t\t\tm2 = _getTransform(_tempDiv, null, false);\n\t\t\t\tif (m1.skewType === \"simple\") { //the default _getTransform() reports the skewX/scaleY as if skewType is \"compensated\", thus we need to adjust that here if skewType is \"simple\".\n\t\t\t\t\tm2.scaleY *= Math.cos(m2.skewX * _DEG2RAD);\n\t\t\t\t}\n\t\t\t\tif (m1.svg) { //if it's an SVG element, x/y part of the matrix will be affected by whatever we use as the origin and the offsets, so compensate here...\n\t\t\t\t\tx = m1.xOrigin;\n\t\t\t\t\ty = m1.yOrigin;\n\t\t\t\t\tm2.x -= m1.xOffset;\n\t\t\t\t\tm2.y -= m1.yOffset;\n\t\t\t\t\tif (v.transformOrigin || v.svgOrigin) { //if this tween is altering the origin, we must factor that in here. The actual work of recording the transformOrigin values and setting up the PropTween is done later (still inside this function) so we cannot leave the changes intact here - we only want to update the x/y accordingly.\n\t\t\t\t\t\torig = {};\n\t\t\t\t\t\t_parseSVGOrigin(t, _parsePosition(v.transformOrigin), orig, v.svgOrigin, v.smoothOrigin, true);\n\t\t\t\t\t\tx = orig.xOrigin;\n\t\t\t\t\t\ty = orig.yOrigin;\n\t\t\t\t\t\tm2.x -= orig.xOffset - m1.xOffset;\n\t\t\t\t\t\tm2.y -= orig.yOffset - m1.yOffset;\n\t\t\t\t\t}\n\t\t\t\t\tif (x || y) {\n\t\t\t\t\t\tmatrix = _getMatrix(_tempDiv, true);\n\t\t\t\t\t\tm2.x -= x - (x * matrix[0] + y * matrix[2]);\n\t\t\t\t\t\tm2.y -= y - (x * matrix[1] + y * matrix[3]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_doc.body.removeChild(_tempDiv);\n\t\t\t\tif (!m2.perspective) {\n\t\t\t\t\tm2.perspective = m1.perspective; //tweening to no perspective gives very unintuitive results - just keep the same perspective in that case.\n\t\t\t\t}\n\t\t\t\tif (v.xPercent != null) {\n\t\t\t\t\tm2.xPercent = _parseVal(v.xPercent, m1.xPercent);\n\t\t\t\t}\n\t\t\t\tif (v.yPercent != null) {\n\t\t\t\t\tm2.yPercent = _parseVal(v.yPercent, m1.yPercent);\n\t\t\t\t}\n\t\t\t} else if (typeof(v) === \"object\") { //for values like scaleX, scaleY, rotation, x, y, skewX, and skewY or transform:{...} (object)\n\t\t\t\tm2 = {scaleX:_parseVal((v.scaleX != null) ? v.scaleX : v.scale, m1.scaleX),\n\t\t\t\t\tscaleY:_parseVal((v.scaleY != null) ? v.scaleY : v.scale, m1.scaleY),\n\t\t\t\t\tscaleZ:_parseVal(v.scaleZ, m1.scaleZ),\n\t\t\t\t\tx:_parseVal(v.x, m1.x),\n\t\t\t\t\ty:_parseVal(v.y, m1.y),\n\t\t\t\t\tz:_parseVal(v.z, m1.z),\n\t\t\t\t\txPercent:_parseVal(v.xPercent, m1.xPercent),\n\t\t\t\t\tyPercent:_parseVal(v.yPercent, m1.yPercent),\n\t\t\t\t\tperspective:_parseVal(v.transformPerspective, m1.perspective)};\n\t\t\t\tdr = v.directionalRotation;\n\t\t\t\tif (dr != null) {\n\t\t\t\t\tif (typeof(dr) === \"object\") {\n\t\t\t\t\t\tfor (copy in dr) {\n\t\t\t\t\t\t\tv[copy] = dr[copy];\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tv.rotation = dr;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (typeof(v.x) === \"string\" && v.x.indexOf(\"%\") !== -1) {\n\t\t\t\t\tm2.x = 0;\n\t\t\t\t\tm2.xPercent = _parseVal(v.x, m1.xPercent);\n\t\t\t\t}\n\t\t\t\tif (typeof(v.y) === \"string\" && v.y.indexOf(\"%\") !== -1) {\n\t\t\t\t\tm2.y = 0;\n\t\t\t\t\tm2.yPercent = _parseVal(v.y, m1.yPercent);\n\t\t\t\t}\n\n\t\t\t\tm2.rotation = _parseAngle((\"rotation\" in v) ? v.rotation : (\"shortRotation\" in v) ? v.shortRotation + \"_short\" : (\"rotationZ\" in v) ? v.rotationZ : m1.rotation, m1.rotation, \"rotation\", endRotations);\n\t\t\t\tif (_supports3D) {\n\t\t\t\t\tm2.rotationX = _parseAngle((\"rotationX\" in v) ? v.rotationX : (\"shortRotationX\" in v) ? v.shortRotationX + \"_short\" : m1.rotationX || 0, m1.rotationX, \"rotationX\", endRotations);\n\t\t\t\t\tm2.rotationY = _parseAngle((\"rotationY\" in v) ? v.rotationY : (\"shortRotationY\" in v) ? v.shortRotationY + \"_short\" : m1.rotationY || 0, m1.rotationY, \"rotationY\", endRotations);\n\t\t\t\t}\n\t\t\t\tm2.skewX = _parseAngle(v.skewX, m1.skewX);\n\t\t\t\tm2.skewY = _parseAngle(v.skewY, m1.skewY);\n\t\t\t}\n\t\t\tif (_supports3D && v.force3D != null) {\n\t\t\t\tm1.force3D = v.force3D;\n\t\t\t\thasChange = true;\n\t\t\t}\n\n\t\t\thas3D = (m1.force3D || m1.z || m1.rotationX || m1.rotationY || m2.z || m2.rotationX || m2.rotationY || m2.perspective);\n\t\t\tif (!has3D && v.scale != null) {\n\t\t\t\tm2.scaleZ = 1; //no need to tween scaleZ.\n\t\t\t}\n\n\t\t\twhile (--i > -1) {\n\t\t\t\tp = _transformProps[i];\n\t\t\t\torig = m2[p] - m1[p];\n\t\t\t\tif (orig > min || orig < -min || v[p] != null || _forcePT[p] != null) {\n\t\t\t\t\thasChange = true;\n\t\t\t\t\tpt = new CSSPropTween(m1, p, m1[p], orig, pt);\n\t\t\t\t\tif (p in endRotations) {\n\t\t\t\t\t\tpt.e = endRotations[p]; //directional rotations typically have compensated values during the tween, but we need to make sure they end at exactly what the user requested\n\t\t\t\t\t}\n\t\t\t\t\tpt.xs0 = 0; //ensures the value stays numeric in setRatio()\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\tcssp._overwriteProps.push(pt.n);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\torig = v.transformOrigin;\n\t\t\tif (m1.svg && (orig || v.svgOrigin)) {\n\t\t\t\tx = m1.xOffset; //when we change the origin, in order to prevent things from jumping we adjust the x/y so we must record those here so that we can create PropTweens for them and flip them at the same time as the origin\n\t\t\t\ty = m1.yOffset;\n\t\t\t\t_parseSVGOrigin(t, _parsePosition(orig), m2, v.svgOrigin, v.smoothOrigin);\n\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"xOrigin\", (originalGSTransform ? m1 : m2).xOrigin, m2.xOrigin, pt, transformOriginString); //note: if there wasn't a transformOrigin defined yet, just start with the destination one; it's wasteful otherwise, and it causes problems with fromTo() tweens. For example, TweenLite.to(\"#wheel\", 3, {rotation:180, transformOrigin:\"50% 50%\", delay:1}); TweenLite.fromTo(\"#wheel\", 3, {scale:0.5, transformOrigin:\"50% 50%\"}, {scale:1, delay:2}); would cause a jump when the from values revert at the beginning of the 2nd tween.\n\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"yOrigin\", (originalGSTransform ? m1 : m2).yOrigin, m2.yOrigin, pt, transformOriginString);\n\t\t\t\tif (x !== m1.xOffset || y !== m1.yOffset) {\n\t\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"xOffset\", (originalGSTransform ? x : m1.xOffset), m1.xOffset, pt, transformOriginString);\n\t\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"yOffset\", (originalGSTransform ? y : m1.yOffset), m1.yOffset, pt, transformOriginString);\n\t\t\t\t}\n\t\t\t\torig = \"0px 0px\"; //certain browsers (like firefox) completely botch transform-origin, so we must remove it to prevent it from contaminating transforms. We manage it ourselves with xOrigin and yOrigin\n\t\t\t}\n\t\t\tif (orig || (_supports3D && has3D && m1.zOrigin)) { //if anything 3D is happening and there's a transformOrigin with a z component that's non-zero, we must ensure that the transformOrigin's z-component is set to 0 so that we can manually do those calculations to get around Safari bugs. Even if the user didn't specifically define a \"transformOrigin\" in this particular tween (maybe they did it via css directly).\n\t\t\t\tif (_transformProp) {\n\t\t\t\t\thasChange = true;\n\t\t\t\t\tp = _transformOriginProp;\n\t\t\t\t\torig = (orig || _getStyle(t, p, _cs, false, \"50% 50%\")) + \"\"; //cast as string to avoid errors\n\t\t\t\t\tpt = new CSSPropTween(style, p, 0, 0, pt, -1, transformOriginString);\n\t\t\t\t\tpt.b = style[p];\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\tif (_supports3D) {\n\t\t\t\t\t\tcopy = m1.zOrigin;\n\t\t\t\t\t\torig = orig.split(\" \");\n\t\t\t\t\t\tm1.zOrigin = ((orig.length > 2 && !(copy !== 0 && orig[2] === \"0px\")) ? parseFloat(orig[2]) : copy) || 0; //Safari doesn't handle the z part of transformOrigin correctly, so we'll manually handle it in the _set3DTransformRatio() method.\n\t\t\t\t\t\tpt.xs0 = pt.e = orig[0] + \" \" + (orig[1] || \"50%\") + \" 0px\"; //we must define a z value of 0px specifically otherwise iOS 5 Safari will stick with the old one (if one was defined)!\n\t\t\t\t\t\tpt = new CSSPropTween(m1, \"zOrigin\", 0, 0, pt, -1, pt.n); //we must create a CSSPropTween for the _gsTransform.zOrigin so that it gets reset properly at the beginning if the tween runs backward (as opposed to just setting m1.zOrigin here)\n\t\t\t\t\t\tpt.b = copy;\n\t\t\t\t\t\tpt.xs0 = pt.e = m1.zOrigin;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.xs0 = pt.e = orig;\n\t\t\t\t\t}\n\n\t\t\t\t\t//for older versions of IE (6-8), we need to manually calculate things inside the setRatio() function. We record origin x and y (ox and oy) and whether or not the values are percentages (oxp and oyp).\n\t\t\t\t} else {\n\t\t\t\t\t_parsePosition(orig + \"\", m1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (hasChange) {\n\t\t\t\tcssp._transformType = (!(m1.svg && _useSVGTransformAttr) && (has3D || this._transformType === 3)) ? 3 : 2; //quicker than calling cssp._enableTransforms();\n\t\t\t}\n\t\t\tif (swapFunc) {\n\t\t\t\tvars[parsingProp] = swapFunc;\n\t\t\t}\n\t\t\tif (scaleFunc) {\n\t\t\t\tvars.scale = scaleFunc;\n\t\t\t}\n\t\t\treturn pt;\n\t\t}, prefix:true});\n\n\t\t_registerComplexSpecialProp(\"boxShadow\", {defaultValue:\"0px 0px 0px 0px #999\", prefix:true, color:true, multi:true, keyword:\"inset\"});\n\n\t\t_registerComplexSpecialProp(\"borderRadius\", {defaultValue:\"0px\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\te = this.format(e);\n\t\t\tvar props = [\"borderTopLeftRadius\",\"borderTopRightRadius\",\"borderBottomRightRadius\",\"borderBottomLeftRadius\"],\n\t\t\t\tstyle = t.style,\n\t\t\t\tea1, i, es2, bs2, bs, es, bn, en, w, h, esfx, bsfx, rel, hn, vn, em;\n\t\t\tw = parseFloat(t.offsetWidth);\n\t\t\th = parseFloat(t.offsetHeight);\n\t\t\tea1 = e.split(\" \");\n\t\t\tfor (i = 0; i < props.length; i++) { //if we're dealing with percentages, we must convert things separately for the horizontal and vertical axis!\n\t\t\t\tif (this.p.indexOf(\"border\")) { //older browsers used a prefix\n\t\t\t\t\tprops[i] = _checkPropPrefix(props[i]);\n\t\t\t\t}\n\t\t\t\tbs = bs2 = _getStyle(t, props[i], _cs, false, \"0px\");\n\t\t\t\tif (bs.indexOf(\" \") !== -1) {\n\t\t\t\t\tbs2 = bs.split(\" \");\n\t\t\t\t\tbs = bs2[0];\n\t\t\t\t\tbs2 = bs2[1];\n\t\t\t\t}\n\t\t\t\tes = es2 = ea1[i];\n\t\t\t\tbn = parseFloat(bs);\n\t\t\t\tbsfx = bs.substr((bn + \"\").length);\n\t\t\t\trel = (es.charAt(1) === \"=\");\n\t\t\t\tif (rel) {\n\t\t\t\t\ten = parseInt(es.charAt(0)+\"1\", 10);\n\t\t\t\t\tes = es.substr(2);\n\t\t\t\t\ten *= parseFloat(es);\n\t\t\t\t\tesfx = es.substr((en + \"\").length - (en < 0 ? 1 : 0)) || \"\";\n\t\t\t\t} else {\n\t\t\t\t\ten = parseFloat(es);\n\t\t\t\t\tesfx = es.substr((en + \"\").length);\n\t\t\t\t}\n\t\t\t\tif (esfx === \"\") {\n\t\t\t\t\tesfx = _suffixMap[p] || bsfx;\n\t\t\t\t}\n\t\t\t\tif (esfx !== bsfx) {\n\t\t\t\t\thn = _convertToPixels(t, \"borderLeft\", bn, bsfx); //horizontal number (we use a bogus \"borderLeft\" property just because the _convertToPixels() method searches for the keywords \"Left\", \"Right\", \"Top\", and \"Bottom\" to determine of it's a horizontal or vertical property, and we need \"border\" in the name so that it knows it should measure relative to the element itself, not its parent.\n\t\t\t\t\tvn = _convertToPixels(t, \"borderTop\", bn, bsfx); //vertical number\n\t\t\t\t\tif (esfx === \"%\") {\n\t\t\t\t\t\tbs = (hn / w * 100) + \"%\";\n\t\t\t\t\t\tbs2 = (vn / h * 100) + \"%\";\n\t\t\t\t\t} else if (esfx === \"em\") {\n\t\t\t\t\t\tem = _convertToPixels(t, \"borderLeft\", 1, \"em\");\n\t\t\t\t\t\tbs = (hn / em) + \"em\";\n\t\t\t\t\t\tbs2 = (vn / em) + \"em\";\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbs = hn + \"px\";\n\t\t\t\t\t\tbs2 = vn + \"px\";\n\t\t\t\t\t}\n\t\t\t\t\tif (rel) {\n\t\t\t\t\t\tes = (parseFloat(bs) + en) + esfx;\n\t\t\t\t\t\tes2 = (parseFloat(bs2) + en) + esfx;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt = _parseComplex(style, props[i], bs + \" \" + bs2, es + \" \" + es2, false, \"0px\", pt);\n\t\t\t}\n\t\t\treturn pt;\n\t\t}, prefix:true, formatter:_getFormatter(\"0px 0px 0px 0px\", false, true)});\n\t\t_registerComplexSpecialProp(\"borderBottomLeftRadius,borderBottomRightRadius,borderTopLeftRadius,borderTopRightRadius\", {defaultValue:\"0px\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\treturn _parseComplex(t.style, p, this.format(_getStyle(t, p, _cs, false, \"0px 0px\")), this.format(e), false, \"0px\", pt);\n\t\t}, prefix:true, formatter:_getFormatter(\"0px 0px\", false, true)});\n\t\t_registerComplexSpecialProp(\"backgroundPosition\", {defaultValue:\"0 0\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar bp = \"background-position\",\n\t\t\t\tcs = (_cs || _getComputedStyle(t, null)),\n\t\t\t\tbs = this.format( ((cs) ? _ieVers ? cs.getPropertyValue(bp + \"-x\") + \" \" + cs.getPropertyValue(bp + \"-y\") : cs.getPropertyValue(bp) : t.currentStyle.backgroundPositionX + \" \" + t.currentStyle.backgroundPositionY) || \"0 0\"), //Internet Explorer doesn't report background-position correctly - we must query background-position-x and background-position-y and combine them (even in IE10). Before IE9, we must do the same with the currentStyle object and use camelCase\n\t\t\t\tes = this.format(e),\n\t\t\t\tba, ea, i, pct, overlap, src;\n\t\t\tif ((bs.indexOf(\"%\") !== -1) !== (es.indexOf(\"%\") !== -1) && es.split(\",\").length < 2) {\n\t\t\t\tsrc = _getStyle(t, \"backgroundImage\").replace(_urlExp, \"\");\n\t\t\t\tif (src && src !== \"none\") {\n\t\t\t\t\tba = bs.split(\" \");\n\t\t\t\t\tea = es.split(\" \");\n\t\t\t\t\t_tempImg.setAttribute(\"src\", src); //set the temp IMG's src to the background-image so that we can measure its width/height\n\t\t\t\t\ti = 2;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tbs = ba[i];\n\t\t\t\t\t\tpct = (bs.indexOf(\"%\") !== -1);\n\t\t\t\t\t\tif (pct !== (ea[i].indexOf(\"%\") !== -1)) {\n\t\t\t\t\t\t\toverlap = (i === 0) ? t.offsetWidth - _tempImg.width : t.offsetHeight - _tempImg.height;\n\t\t\t\t\t\t\tba[i] = pct ? (parseFloat(bs) / 100 * overlap) + \"px\" : (parseFloat(bs) / overlap * 100) + \"%\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbs = ba.join(\" \");\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this.parseComplex(t.style, bs, es, pt, plugin);\n\t\t}, formatter:_parsePosition});\n\t\t_registerComplexSpecialProp(\"backgroundSize\", {defaultValue:\"0 0\", formatter:function(v) {\n\t\t\tv += \"\"; //ensure it's a string\n\t\t\treturn _parsePosition(v.indexOf(\" \") === -1 ? v + \" \" + v : v); //if set to something like \"100% 100%\", Safari typically reports the computed style as just \"100%\" (no 2nd value), but we should ensure that there are two values, so copy the first one. Otherwise, it'd be interpreted as \"100% 0\" (wrong).\n\t\t}});\n\t\t_registerComplexSpecialProp(\"perspective\", {defaultValue:\"0px\", prefix:true});\n\t\t_registerComplexSpecialProp(\"perspectiveOrigin\", {defaultValue:\"50% 50%\", prefix:true});\n\t\t_registerComplexSpecialProp(\"transformStyle\", {prefix:true});\n\t\t_registerComplexSpecialProp(\"backfaceVisibility\", {prefix:true});\n\t\t_registerComplexSpecialProp(\"userSelect\", {prefix:true});\n\t\t_registerComplexSpecialProp(\"margin\", {parser:_getEdgeParser(\"marginTop,marginRight,marginBottom,marginLeft\")});\n\t\t_registerComplexSpecialProp(\"padding\", {parser:_getEdgeParser(\"paddingTop,paddingRight,paddingBottom,paddingLeft\")});\n\t\t_registerComplexSpecialProp(\"clip\", {defaultValue:\"rect(0px,0px,0px,0px)\", parser:function(t, e, p, cssp, pt, plugin){\n\t\t\tvar b, cs, delim;\n\t\t\tif (_ieVers < 9) { //IE8 and earlier don't report a \"clip\" value in the currentStyle - instead, the values are split apart into clipTop, clipRight, clipBottom, and clipLeft. Also, in IE7 and earlier, the values inside rect() are space-delimited, not comma-delimited.\n\t\t\t\tcs = t.currentStyle;\n\t\t\t\tdelim = _ieVers < 8 ? \" \" : \",\";\n\t\t\t\tb = \"rect(\" + cs.clipTop + delim + cs.clipRight + delim + cs.clipBottom + delim + cs.clipLeft + \")\";\n\t\t\t\te = this.format(e).split(\",\").join(delim);\n\t\t\t} else {\n\t\t\t\tb = this.format(_getStyle(t, this.p, _cs, false, this.dflt));\n\t\t\t\te = this.format(e);\n\t\t\t}\n\t\t\treturn this.parseComplex(t.style, b, e, pt, plugin);\n\t\t}});\n\t\t_registerComplexSpecialProp(\"textShadow\", {defaultValue:\"0px 0px 0px #999\", color:true, multi:true});\n\t\t_registerComplexSpecialProp(\"autoRound,strictUnits\", {parser:function(t, e, p, cssp, pt) {return pt;}}); //just so that we can ignore these properties (not tween them)\n\t\t_registerComplexSpecialProp(\"border\", {defaultValue:\"0px solid #000\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar bw = _getStyle(t, \"borderTopWidth\", _cs, false, \"0px\"),\n\t\t\t\tend = this.format(e).split(\" \"),\n\t\t\t\tesfx = end[0].replace(_suffixExp, \"\");\n\t\t\tif (esfx !== \"px\") { //if we're animating to a non-px value, we need to convert the beginning width to that unit.\n\t\t\t\tbw = (parseFloat(bw) / _convertToPixels(t, \"borderTopWidth\", 1, esfx)) + esfx;\n\t\t\t}\n\t\t\treturn this.parseComplex(t.style, this.format(bw + \" \" + _getStyle(t, \"borderTopStyle\", _cs, false, \"solid\") + \" \" + _getStyle(t, \"borderTopColor\", _cs, false, \"#000\")), end.join(\" \"), pt, plugin);\n\t\t\t}, color:true, formatter:function(v) {\n\t\t\t\tvar a = v.split(\" \");\n\t\t\t\treturn a[0] + \" \" + (a[1] || \"solid\") + \" \" + (v.match(_colorExp) || [\"#000\"])[0];\n\t\t\t}});\n\t\t_registerComplexSpecialProp(\"borderWidth\", {parser:_getEdgeParser(\"borderTopWidth,borderRightWidth,borderBottomWidth,borderLeftWidth\")}); //Firefox doesn't pick up on borderWidth set in style sheets (only inline).\n\t\t_registerComplexSpecialProp(\"float,cssFloat,styleFloat\", {parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar s = t.style,\n\t\t\t\tprop = (\"cssFloat\" in s) ? \"cssFloat\" : \"styleFloat\";\n\t\t\treturn new CSSPropTween(s, prop, 0, 0, pt, -1, p, false, 0, s[prop], e);\n\t\t}});\n\n\t\t//opacity-related\n\t\tvar _setIEOpacityRatio = function(v) {\n\t\t\t\tvar t = this.t, //refers to the element's style property\n\t\t\t\t\tfilters = t.filter || _getStyle(this.data, \"filter\") || \"\",\n\t\t\t\t\tval = (this.s + this.c * v) | 0,\n\t\t\t\t\tskip;\n\t\t\t\tif (val === 100) { //for older versions of IE that need to use a filter to apply opacity, we should remove the filter if opacity hits 1 in order to improve performance, but make sure there isn't a transform (matrix) or gradient in the filters.\n\t\t\t\t\tif (filters.indexOf(\"atrix(\") === -1 && filters.indexOf(\"radient(\") === -1 && filters.indexOf(\"oader(\") === -1) {\n\t\t\t\t\t\tt.removeAttribute(\"filter\");\n\t\t\t\t\t\tskip = (!_getStyle(this.data, \"filter\")); //if a class is applied that has an alpha filter, it will take effect (we don't want that), so re-apply our alpha filter in that case. We must first remove it and then check.\n\t\t\t\t\t} else {\n\t\t\t\t\t\tt.filter = filters.replace(_alphaFilterExp, \"\");\n\t\t\t\t\t\tskip = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!skip) {\n\t\t\t\t\tif (this.xn1) {\n\t\t\t\t\t\tt.filter = filters = filters || (\"alpha(opacity=\" + val + \")\"); //works around bug in IE7/8 that prevents changes to \"visibility\" from being applied properly if the filter is changed to a different alpha on the same frame.\n\t\t\t\t\t}\n\t\t\t\t\tif (filters.indexOf(\"pacity\") === -1) { //only used if browser doesn't support the standard opacity style property (IE 7 and 8). We omit the \"O\" to avoid case-sensitivity issues\n\t\t\t\t\t\tif (val !== 0 || !this.xn1) { //bugs in IE7/8 won't render the filter properly if opacity is ADDED on the same frame/render as \"visibility\" changes (this.xn1 is 1 if this tween is an \"autoAlpha\" tween)\n\t\t\t\t\t\t\tt.filter = filters + \" alpha(opacity=\" + val + \")\"; //we round the value because otherwise, bugs in IE7/8 can prevent \"visibility\" changes from being applied properly.\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tt.filter = filters.replace(_opacityExp, \"opacity=\" + val);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\t_registerComplexSpecialProp(\"opacity,alpha,autoAlpha\", {defaultValue:\"1\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar b = parseFloat(_getStyle(t, \"opacity\", _cs, false, \"1\")),\n\t\t\t\tstyle = t.style,\n\t\t\t\tisAutoAlpha = (p === \"autoAlpha\");\n\t\t\tif (typeof(e) === \"string\" && e.charAt(1) === \"=\") {\n\t\t\t\te = ((e.charAt(0) === \"-\") ? -1 : 1) * parseFloat(e.substr(2)) + b;\n\t\t\t}\n\t\t\tif (isAutoAlpha && b === 1 && _getStyle(t, \"visibility\", _cs) === \"hidden\" && e !== 0) { //if visibility is initially set to \"hidden\", we should interpret that as intent to make opacity 0 (a convenience)\n\t\t\t\tb = 0;\n\t\t\t}\n\t\t\tif (_supportsOpacity) {\n\t\t\t\tpt = new CSSPropTween(style, \"opacity\", b, e - b, pt);\n\t\t\t} else {\n\t\t\t\tpt = new CSSPropTween(style, \"opacity\", b * 100, (e - b) * 100, pt);\n\t\t\t\tpt.xn1 = isAutoAlpha ? 1 : 0; //we need to record whether or not this is an autoAlpha so that in the setRatio(), we know to duplicate the setting of the alpha in order to work around a bug in IE7 and IE8 that prevents changes to \"visibility\" from taking effect if the filter is changed to a different alpha(opacity) at the same time. Setting it to the SAME value first, then the new value works around the IE7/8 bug.\n\t\t\t\tstyle.zoom = 1; //helps correct an IE issue.\n\t\t\t\tpt.type = 2;\n\t\t\t\tpt.b = \"alpha(opacity=\" + pt.s + \")\";\n\t\t\t\tpt.e = \"alpha(opacity=\" + (pt.s + pt.c) + \")\";\n\t\t\t\tpt.data = t;\n\t\t\t\tpt.plugin = plugin;\n\t\t\t\tpt.setRatio = _setIEOpacityRatio;\n\t\t\t}\n\t\t\tif (isAutoAlpha) { //we have to create the \"visibility\" PropTween after the opacity one in the linked list so that they run in the order that works properly in IE8 and earlier\n\t\t\t\tpt = new CSSPropTween(style, \"visibility\", 0, 0, pt, -1, null, false, 0, ((b !== 0) ? \"inherit\" : \"hidden\"), ((e === 0) ? \"hidden\" : \"inherit\"));\n\t\t\t\tpt.xs0 = \"inherit\";\n\t\t\t\tcssp._overwriteProps.push(pt.n);\n\t\t\t\tcssp._overwriteProps.push(p);\n\t\t\t}\n\t\t\treturn pt;\n\t\t}});\n\n\n\t\tvar _removeProp = function(s, p) {\n\t\t\t\tif (p) {\n\t\t\t\t\tif (s.removeProperty) {\n\t\t\t\t\t\tif (p.substr(0,2) === \"ms\" || p.substr(0,6) === \"webkit\") { //Microsoft and some Webkit browsers don't conform to the standard of capitalizing the first prefix character, so we adjust so that when we prefix the caps with a dash, it's correct (otherwise it'd be \"ms-transform\" instead of \"-ms-transform\" for IE9, for example)\n\t\t\t\t\t\t\tp = \"-\" + p;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ts.removeProperty(p.replace(_capsExp, \"-$1\").toLowerCase());\n\t\t\t\t\t} else { //note: old versions of IE use \"removeAttribute()\" instead of \"removeProperty()\"\n\t\t\t\t\t\ts.removeAttribute(p);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\t\t\t_setClassNameRatio = function(v) {\n\t\t\t\tthis.t._gsClassPT = this;\n\t\t\t\tif (v === 1 || v === 0) {\n\t\t\t\t\tthis.t.setAttribute(\"class\", (v === 0) ? this.b : this.e);\n\t\t\t\t\tvar mpt = this.data, //first MiniPropTween\n\t\t\t\t\t\ts = this.t.style;\n\t\t\t\t\twhile (mpt) {\n\t\t\t\t\t\tif (!mpt.v) {\n\t\t\t\t\t\t\t_removeProp(s, mpt.p);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ts[mpt.p] = mpt.v;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t\t}\n\t\t\t\t\tif (v === 1 && this.t._gsClassPT === this) {\n\t\t\t\t\t\tthis.t._gsClassPT = null;\n\t\t\t\t\t}\n\t\t\t\t} else if (this.t.getAttribute(\"class\") !== this.e) {\n\t\t\t\t\tthis.t.setAttribute(\"class\", this.e);\n\t\t\t\t}\n\t\t\t};\n\t\t_registerComplexSpecialProp(\"className\", {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\tvar b = t.getAttribute(\"class\") || \"\", //don't use t.className because it doesn't work consistently on SVG elements; getAttribute(\"class\") and setAttribute(\"class\", value\") is more reliable.\n\t\t\t\tcssText = t.style.cssText,\n\t\t\t\tdifData, bs, cnpt, cnptLookup, mpt;\n\t\t\tpt = cssp._classNamePT = new CSSPropTween(t, p, 0, 0, pt, 2);\n\t\t\tpt.setRatio = _setClassNameRatio;\n\t\t\tpt.pr = -11;\n\t\t\t_hasPriority = true;\n\t\t\tpt.b = b;\n\t\t\tbs = _getAllStyles(t, _cs);\n\t\t\t//if there's a className tween already operating on the target, force it to its end so that the necessary inline styles are removed and the class name is applied before we determine the end state (we don't want inline styles interfering that were there just for class-specific values)\n\t\t\tcnpt = t._gsClassPT;\n\t\t\tif (cnpt) {\n\t\t\t\tcnptLookup = {};\n\t\t\t\tmpt = cnpt.data; //first MiniPropTween which stores the inline styles - we need to force these so that the inline styles don't contaminate things. Otherwise, there's a small chance that a tween could start and the inline values match the destination values and they never get cleaned.\n\t\t\t\twhile (mpt) {\n\t\t\t\t\tcnptLookup[mpt.p] = 1;\n\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t}\n\t\t\t\tcnpt.setRatio(1);\n\t\t\t}\n\t\t\tt._gsClassPT = pt;\n\t\t\tpt.e = (e.charAt(1) !== \"=\") ? e : b.replace(new RegExp(\"(?:\\\\s|^)\" + e.substr(2) + \"(?![\\\\w-])\"), \"\") + ((e.charAt(0) === \"+\") ? \" \" + e.substr(2) : \"\");\n\t\t\tt.setAttribute(\"class\", pt.e);\n\t\t\tdifData = _cssDif(t, bs, _getAllStyles(t), vars, cnptLookup);\n\t\t\tt.setAttribute(\"class\", b);\n\t\t\tpt.data = difData.firstMPT;\n\t\t\tt.style.cssText = cssText; //we recorded cssText before we swapped classes and ran _getAllStyles() because in cases when a className tween is overwritten, we remove all the related tweening properties from that class change (otherwise class-specific stuff can't override properties we've directly set on the target's style object due to specificity).\n\t\t\tpt = pt.xfirst = cssp.parse(t, difData.difs, pt, plugin); //we record the CSSPropTween as the xfirst so that we can handle overwriting propertly (if \"className\" gets overwritten, we must kill all the properties associated with the className part of the tween, so we can loop through from xfirst to the pt itself)\n\t\t\treturn pt;\n\t\t}});\n\n\n\t\tvar _setClearPropsRatio = function(v) {\n\t\t\tif (v === 1 || v === 0) if (this.data._totalTime === this.data._totalDuration && this.data.data !== \"isFromStart\") { //this.data refers to the tween. Only clear at the END of the tween (remember, from() tweens make the ratio go from 1 to 0, so we can't just check that and if the tween is the zero-duration one that's created internally to render the starting values in a from() tween, ignore that because otherwise, for example, from(...{height:100, clearProps:\"height\", delay:1}) would wipe the height at the beginning of the tween and after 1 second, it'd kick back in).\n\t\t\t\tvar s = this.t.style,\n\t\t\t\t\ttransformParse = _specialProps.transform.parse,\n\t\t\t\t\ta, p, i, clearTransform, transform;\n\t\t\t\tif (this.e === \"all\") {\n\t\t\t\t\ts.cssText = \"\";\n\t\t\t\t\tclearTransform = true;\n\t\t\t\t} else {\n\t\t\t\t\ta = this.e.split(\" \").join(\"\").split(\",\");\n\t\t\t\t\ti = a.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tp = a[i];\n\t\t\t\t\t\tif (_specialProps[p]) {\n\t\t\t\t\t\t\tif (_specialProps[p].parse === transformParse) {\n\t\t\t\t\t\t\t\tclearTransform = true;\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tp = (p === \"transformOrigin\") ? _transformOriginProp : _specialProps[p].p; //ensures that special properties use the proper browser-specific property name, like \"scaleX\" might be \"-webkit-transform\" or \"boxShadow\" might be \"-moz-box-shadow\"\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t_removeProp(s, p);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (clearTransform) {\n\t\t\t\t\t_removeProp(s, _transformProp);\n\t\t\t\t\ttransform = this.t._gsTransform;\n\t\t\t\t\tif (transform) {\n\t\t\t\t\t\tif (transform.svg) {\n\t\t\t\t\t\t\tthis.t.removeAttribute(\"data-svg-origin\");\n\t\t\t\t\t\t\tthis.t.removeAttribute(\"transform\");\n\t\t\t\t\t\t}\n\t\t\t\t\t\tdelete this.t._gsTransform;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t}\n\t\t};\n\t\t_registerComplexSpecialProp(\"clearProps\", {parser:function(t, e, p, cssp, pt) {\n\t\t\tpt = new CSSPropTween(t, p, 0, 0, pt, 2);\n\t\t\tpt.setRatio = _setClearPropsRatio;\n\t\t\tpt.e = e;\n\t\t\tpt.pr = -10;\n\t\t\tpt.data = cssp._tween;\n\t\t\t_hasPriority = true;\n\t\t\treturn pt;\n\t\t}});\n\n\t\tp = \"bezier,throwProps,physicsProps,physics2D\".split(\",\");\n\t\ti = p.length;\n\t\twhile (i--) {\n\t\t\t_registerPluginProp(p[i]);\n\t\t}\n\n\n\n\n\n\n\n\n\t\tp = CSSPlugin.prototype;\n\t\tp._firstPT = p._lastParsedTransform = p._transform = null;\n\n\t\t//gets called when the tween renders for the first time. This kicks everything off, recording start/end values, etc.\n\t\tp._onInitTween = function(target, vars, tween, index) {\n\t\t\tif (!target.nodeType) { //css is only for dom elements\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\tthis._target = _target = target;\n\t\t\tthis._tween = tween;\n\t\t\tthis._vars = vars;\n\t\t\t_index = index;\n\t\t\t_autoRound = vars.autoRound;\n\t\t\t_hasPriority = false;\n\t\t\t_suffixMap = vars.suffixMap || CSSPlugin.suffixMap;\n\t\t\t_cs = _getComputedStyle(target, \"\");\n\t\t\t_overwriteProps = this._overwriteProps;\n\t\t\tvar style = target.style,\n\t\t\t\tv, pt, pt2, first, last, next, zIndex, tpt, threeD;\n\t\t\tif (_reqSafariFix) if (style.zIndex === \"\") {\n\t\t\t\tv = _getStyle(target, \"zIndex\", _cs);\n\t\t\t\tif (v === \"auto\" || v === \"\") {\n\t\t\t\t\t//corrects a bug in [non-Android] Safari that prevents it from repainting elements in their new positions if they don't have a zIndex set. We also can't just apply this inside _parseTransform() because anything that's moved in any way (like using \"left\" or \"top\" instead of transforms like \"x\" and \"y\") can be affected, so it is best to ensure that anything that's tweening has a z-index. Setting \"WebkitPerspective\" to a non-zero value worked too except that on iOS Safari things would flicker randomly. Plus zIndex is less memory-intensive.\n\t\t\t\t\tthis._addLazySet(style, \"zIndex\", 0);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (typeof(vars) === \"string\") {\n\t\t\t\tfirst = style.cssText;\n\t\t\t\tv = _getAllStyles(target, _cs);\n\t\t\t\tstyle.cssText = first + \";\" + vars;\n\t\t\t\tv = _cssDif(target, v, _getAllStyles(target)).difs;\n\t\t\t\tif (!_supportsOpacity && _opacityValExp.test(vars)) {\n\t\t\t\t\tv.opacity = parseFloat( RegExp.$1 );\n\t\t\t\t}\n\t\t\t\tvars = v;\n\t\t\t\tstyle.cssText = first;\n\t\t\t}\n\n\t\t\tif (vars.className) { //className tweens will combine any differences they find in the css with the vars that are passed in, so {className:\"myClass\", scale:0.5, left:20} would work.\n\t\t\t\tthis._firstPT = pt = _specialProps.className.parse(target, vars.className, \"className\", this, null, null, vars);\n\t\t\t} else {\n\t\t\t\tthis._firstPT = pt = this.parse(target, vars, null);\n\t\t\t}\n\n\t\t\tif (this._transformType) {\n\t\t\t\tthreeD = (this._transformType === 3);\n\t\t\t\tif (!_transformProp) {\n\t\t\t\t\tstyle.zoom = 1; //helps correct an IE issue.\n\t\t\t\t} else if (_isSafari) {\n\t\t\t\t\t_reqSafariFix = true;\n\t\t\t\t\t//if zIndex isn't set, iOS Safari doesn't repaint things correctly sometimes (seemingly at random).\n\t\t\t\t\tif (style.zIndex === \"\") {\n\t\t\t\t\t\tzIndex = _getStyle(target, \"zIndex\", _cs);\n\t\t\t\t\t\tif (zIndex === \"auto\" || zIndex === \"\") {\n\t\t\t\t\t\t\tthis._addLazySet(style, \"zIndex\", 0);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t//Setting WebkitBackfaceVisibility corrects 3 bugs:\n\t\t\t\t\t// 1) [non-Android] Safari skips rendering changes to \"top\" and \"left\" that are made on the same frame/render as a transform update.\n\t\t\t\t\t// 2) iOS Safari sometimes neglects to repaint elements in their new positions. Setting \"WebkitPerspective\" to a non-zero value worked too except that on iOS Safari things would flicker randomly.\n\t\t\t\t\t// 3) Safari sometimes displayed odd artifacts when tweening the transform (or WebkitTransform) property, like ghosts of the edges of the element remained. Definitely a browser bug.\n\t\t\t\t\t//Note: we allow the user to override the auto-setting by defining WebkitBackfaceVisibility in the vars of the tween.\n\t\t\t\t\tif (_isSafariLT6) {\n\t\t\t\t\t\tthis._addLazySet(style, \"WebkitBackfaceVisibility\", this._vars.WebkitBackfaceVisibility || (threeD ? \"visible\" : \"hidden\"));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt2 = pt;\n\t\t\t\twhile (pt2 && pt2._next) {\n\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t}\n\t\t\t\ttpt = new CSSPropTween(target, \"transform\", 0, 0, null, 2);\n\t\t\t\tthis._linkCSSP(tpt, null, pt2);\n\t\t\tU¹|Fù\ttpt.setRatio = _transformProp ? _setTransformRatio : _setIETransformRatio;\n\t\t\t\ttpt.data = this._transform || _getTransform(target, _cs, true);\n\t\t\t\ttpt.tween = tween;\n\t\t\t\ttpt.pr = -1; //ensures that the transforms get applied after the components are updated.\n\t\t\t\t_overwriteProps.pop(); //we don't want to force the overwrite of all \"transform\" tweens of the target - we only care about individual transform properties like scaleX, rotation, etc. The CSSPropTween constructor automatically adds the property to _overwriteProps which is why we need to pop() here.\n\t\t\t}\n\n\t\t\tif (_hasPriority) {\n\t\t\t\t//reorders the linked list in order of pr (priority)\n\t\t\t\twhile (pt) {\n\t\t\t\t\tnext = pt._next;\n\t\t\t\t\tpt2 = first;\n\t\t\t\t\twhile (pt2 && pt2.pr > pt.pr) {\n\t\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._prev = pt2 ? pt2._prev : last)) {\n\t\t\t\t\t\tpt._prev._next = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tfirst = pt;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._next = pt2)) {\n\t\t\t\t\t\tpt2._prev = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tlast = pt;\n\t\t\t\t\t}\n\t\t\t\t\tpt = next;\n\t\t\t\t}\n\t\t\t\tthis._firstPT = first;\n\t\t\t}\n\t\t\treturn true;\n\t\t};\n\n\n\t\tp.parse = function(target, vars, pt, plugin) {\n\t\t\tvar style = target.style,\n\t\t\t\tp, sp, bn, en, bs, es, bsfx, esfx, isStr, rel;\n\t\t\tfor (p in vars) {\n\t\t\t\tes = vars[p]; //ending value string\n\t\t\t\tif (typeof(es) === \"function\") {\n\t\t\t\t\tes = es(_index, _target);\n\t\t\t\t}\n\t\t\t\tsp = _specialProps[p]; //SpecialProp lookup.\n\t\t\t\tif (sp) {\n\t\t\t\t\tpt = sp.parse(target, es, p, this, pt, plugin, vars);\n\t\t\t\t} else if (p.substr(0,2) === \"--\") { //for tweening CSS variables (which always start with \"--\"). To maximize performance and simplicity, we bypass CSSPlugin altogether and just add a normal property tween to the tween instance itself.\n\t\t\t\t\tthis._tween._propLookup[p] = this._addTween.call(this._tween, target.style, \"setProperty\", _getComputedStyle(target).getPropertyValue(p) + \"\", es + \"\", p, false, p);\n\t\t\t\t\tcontinue;\n\t\t\t\t} else {\n\t\t\t\t\tbs = _getStyle(target, p, _cs) + \"\";\n\t\t\t\t\tisStr = (typeof(es) === \"string\");\n\t\t\t\t\tif (p === \"color\" || p === \"fill\" || p === \"stroke\" || p.indexOf(\"Color\") !== -1 || (isStr && _rgbhslExp.test(es))) { //Opera uses background: to define color sometimes in addition to backgroundColor:\n\t\t\t\t\t\tif (!isStr) {\n\t\t\t\t\t\t\tes = _parseColor(es);\n\t\t\t\t\t\t\tes = ((es.length > 3) ? \"rgba(\" : \"rgb(\") + es.join(\",\") + \")\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt = _parseComplex(style, p, bs, es, true, \"transparent\", pt, 0, plugin);\n\n\t\t\t\t\t} else if (isStr && _complexExp.test(es)) {\n\t\t\t\t\t\tpt = _parseComplex(style, p, bs, es, true, null, pt, 0, plugin);\n\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbn = parseFloat(bs);\n\t\t\t\t\t\tbsfx = (bn || bn === 0) ? bs.substr((bn + \"\").length) : \"\"; //remember, bs could be non-numeric like \"normal\" for fontWeight, so we should default to a blank suffix in that case.\n\n\t\t\t\t\t\tif (bs === \"\" || bs === \"auto\") {\n\t\t\t\t\t\t\tif (p === \"width\" || p === \"height\") {\n\t\t\t\t\t\t\t\tbn = _getDimension(target, p, _cs);\n\t\t\t\t\t\t\t\tbsfx = \"px\";\n\t\t\t\t\t\t\t} else if (p === \"left\" || p === \"top\") {\n\t\t\t\t\t\t\t\tbn = _calculateOffset(target, p, _cs);\n\t\t\t\t\t\t\t\tbsfx = \"px\";\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tbn = (p !== \"opacity\") ? 0 : 1;\n\t\t\t\t\t\t\t\tbsfx = \"\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\trel = (isStr && es.charAt(1) === \"=\");\n\t\t\t\t\t\tif (rel) {\n\t\t\t\t\t\t\ten = parseInt(es.charAt(0) + \"1\", 10);\n\t\t\t\t\t\t\tes = es.substr(2);\n\t\t\t\t\t\t\ten *= parseFloat(es);\n\t\t\t\t\t\t\tesfx = es.replace(_suffixExp, \"\");\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ten = parseFloat(es);\n\t\t\t\t\t\t\tesfx = isStr ? es.replace(_suffixExp, \"\") : \"\";\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (esfx === \"\") {\n\t\t\t\t\t\t\tesfx = (p in _suffixMap) ? _suffixMap[p] : bsfx; //populate the end suffix, prioritizing the map, then if none is found, use the beginning suffix.\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tes = (en || en === 0) ? (rel ? en + bn : en) + esfx : vars[p]; //ensures that any += or -= prefixes are taken care of. Record the end value before normalizing the suffix because we always want to end the tween on exactly what they intended even if it doesn't match the beginning value's suffix.\n\t\t\t\t\t\t//if the beginning/ending suffixes don't match, normalize them...\n\t\t\t\t\t\tif (bsfx !== esfx) if (esfx !== \"\" || p === \"lineHeight\") if (en || en === 0) if (bn) { //note: if the beginning value (bn) is 0, we don't need to convert units!\n\t\t\t\t\t\t\tbn = _convertToPixels(target, p, bn, bsfx);\n\t\t\t\t\t\t\tif (esfx === \"%\") {\n\t\t\t\t\t\t\t\tbn /= _convertToPixels(target, p, 100, \"%\") / 100;\n\t\t\t\t\t\t\t\tif (vars.strictUnits !== true) { //some browsers report only \"px\" values instead of allowing \"%\" with getComputedStyle(), so we assume that if we're tweening to a %, we should start there too unless strictUnits:true is defined. This approach is particularly useful for responsive designs that use from() tweens.\n\t\t\t\t\t\t\t\t\tbs = bn + \"%\";\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else if (esfx === \"em\" || esfx === \"rem\" || esfx === \"vw\" || esfx === \"vh\") {\n\t\t\t\t\t\t\t\tbn /= _convertToPixels(target, p, 1, esfx);\n\n\t\t\t\t\t\t\t//otherwise convert to pixels.\n\t\t\t\t\t\t\t} else if (esfx !== \"px\") {\n\t\t\t\t\t\t\t\ten = _convertToPixels(target, p, en, esfx);\n\t\t\t\t\t\t\t\tesfx = \"px\"; //we don't use bsfx after this, so we don't need to set it to px too.\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (rel) if (en || en === 0) {\n\t\t\t\t\t\t\t\tes = (en + bn) + esfx; //the changes we made affect relative calculations, so adjust the end value here.\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (rel) {\n\t\t\t\t\t\t\ten += bn;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ((bn || bn === 0) && (en || en === 0)) { //faster than isNaN(). Also, previously we required en !== bn but that doesn't really gain much performance and it prevents _parseToProxy() from working properly if beginning and ending values match but need to get tweened by an external plugin anyway. For example, a bezier tween where the target starts at left:0 and has these points: [{left:50},{left:0}] wouldn't work properly because when parsing the last point, it'd match the first (current) one and a non-tweening CSSPropTween would be recorded when we actually need a normal tween (type:0) so that things get updated during the tween properly.\n\t\t\t\t\t\t\tpt = new CSSPropTween(style, p, bn, en - bn, pt, 0, p, (_autoRound !== false && (esfx === \"px\" || p === \"zIndex\")), 0, bs, es);\n\t\t\t\t\t\t\tpt.xs0 = esfx;\n\t\t\t\t\t\t\t//DEBUG: _log(\"tween \"+p+\" from \"+pt.b+\" (\"+bn+esfx+\") to \"+pt.e+\" with suffix: \"+pt.xs0);\n\t\t\t\t\t\t} else if (style[p] === undefined || !es && (es + \"\" === \"NaN\" || es == null)) {\n\t\t\t\t\t\t\t_log(\"invalid \" + p + \" tween value: \" + vars[p]);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tpt = new CSSPropTween(style, p, en || bn || 0, 0, pt, -1, p, false, 0, bs, es);\n\t\t\t\t\t\t\tpt.xs0 = (es === \"none\" && (p === \"display\" || p.indexOf(\"Style\") !== -1)) ? bs : es; //intermediate value should typically be set immediately (end value) except for \"display\" or things like borderTopStyle, borderBottomStyle, etc. which should use the beginning value during the tween.\n\t\t\t\t\t\t\t//DEBUG: _log(\"non-tweening value \"+p+\": \"+pt.xs0);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (plugin) if (pt && !pt.plugin) {\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn pt;\n\t\t};\n\n\n\t\t//gets called every time the tween updates, passing the new ratio (typically a value between 0 and 1, but not always (for example, if an Elastic.easeOut is used, the value can jump above 1 mid-tween). It will always start and 0 and end at 1.\n\t\tp.setRatio = function(v) {\n\t\t\tvar pt = this._firstPT,\n\t\t\t\tmin = 0.000001,\n\t\t\t\tval, str, i;\n\t\t\t//at the end of the tween, we set the values to exactly what we received in order to make sure non-tweening values (like \"position\" or \"float\" or whatever) are set and so that if the beginning/ending suffixes (units) didn't match and we normalized to px, the value that the user passed in is used here. We check to see if the tween is at its beginning in case it's a from() tween in which case the ratio will actually go from 1 to 0 over the course of the tween (backwards).\n\t\t\tif (v === 1 && (this._tween._time === this._tween._duration || this._tween._time === 0)) {\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.type !== 2) {\n\t\t\t\t\t\tif (pt.r && pt.type !== -1) {\n\t\t\t\t\t\t\tval = Math.round(pt.s + pt.c);\n\t\t\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\t\t\tpt.t[pt.p] = val + pt.xs0;\n\t\t\t\t\t\t\t} else if (pt.type === 1) { //complex value (one that typically has multiple numbers inside a string, like \"rect(5px,10px,20px,25px)\"\n\t\t\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\t\t\tstr = pt.xs0 + val + pt.xs1;\n\t\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpt.t[pt.p] = str;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.e;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\n\t\t\t} else if (v || !(this._tween._time === this._tween._duration || this._tween._time === 0) || this._tween._rawPrevTime === -0.000001) {\n\t\t\t\twhile (pt) {\n\t\t\t\t\tval = pt.c * v + pt.s;\n\t\t\t\t\tif (pt.r) {\n\t\t\t\t\t\tval = Math.round(val);\n\t\t\t\t\t} else if (val < min) if (val > -min) {\n\t\t\t\t\t\tval = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\tpt.t[pt.p] = val + pt.xs0;\n\t\t\t\t\t} else if (pt.type === 1) { //complex value (one that typically has multiple numbers inside a string, like \"rect(5px,10px,20px,25px)\"\n\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\tif (i === 2) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2;\n\t\t\t\t\t\t} else if (i === 3) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3;\n\t\t\t\t\t\t} else if (i === 4) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3 + pt.xn3 + pt.xs4;\n\t\t\t\t\t\t} else if (i === 5) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3 + pt.xn3 + pt.xs4 + pt.xn4 + pt.xs5;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tstr = pt.xs0 + val + pt.xs1;\n\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt.t[pt.p] = str;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if (pt.type === -1) { //non-tweening value\n\t\t\t\t\t\tpt.t[pt.p] = pt.xs0;\n\n\t\t\t\t\t} else if (pt.setRatio) { //custom setRatio() for things like SpecialProps, external plugins, etc.\n\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\n\t\t\t//if the tween is reversed all the way back to the beginning, we need to restore the original values which may have different units (like % instead of px or em or whatever).\n\t\t\t} else {\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.type !== 2) {\n\t\t\t\t\t\tpt.t[pt.p] = pt.b;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\t/**\n\t\t * @private\n\t\t * Forces rendering of the target's transforms (rotation, scale, etc.) whenever the CSSPlugin's setRatio() is called.\n\t\t * Basically, this tells the CSSPlugin to create a CSSPropTween (type 2) after instantiation that runs last in the linked\n\t\t * list and calls the appropriate (3D or 2D) rendering function. We separate this into its own method so that we can call\n\t\t * it from other plugins like BezierPlugin if, for example, it needs to apply an autoRotation and this CSSPlugin\n\t\t * doesn't have any transform-related properties of its own. You can call this method as many times as you\n\t\t * want and it won't create duplicate CSSPropTweens.\n\t\t *\n\t\t * @param {boolean} threeD if true, it should apply 3D tweens (otherwise, just 2D ones are fine and typically faster)\n\t\t */\n\t\tp._enableTransforms = function(threeD) {\n\t\t\tthis._transform = this._transform || _getTransform(this._target, _cs, true); //ensures that the element has a _gsTransform property with the appropriate values.\n\t\t\tthis._transformType = (!(this._transform.svg && _useSVGTransformAttr) && (threeD || this._transformType === 3)) ? 3 : 2;\n\t\t};\n\n\t\tvar lazySet = function(v) {\n\t\t\tthis.t[this.p] = this.e;\n\t\t\tthis.data._linkCSSP(this, this._next, null, true); //we purposefully keep this._next even though it'd make sense to null it, but this is a performance optimization, as this happens during the while (pt) {} loop in setRatio() at the bottom of which it sets pt = pt._next, so if we null it, the linked list will be broken in that loop.\n\t\t};\n\t\t/** @private Gives us a way to set a value on the first render (and only the first render). **/\n\t\tp._addLazySet = function(t, p, v) {\n\t\t\tvar pt = this._firstPT = new CSSPropTween(t, p, 0, 0, this._firstPT, 2);\n\t\t\tpt.e = v;\n\t\t\tpt.setRatio = lazySet;\n\t\t\tpt.data = this;\n\t\t};\n\n\t\t/** @private **/\n\t\tp._linkCSSP = function(pt, next, prev, remove) {\n\t\t\tif (pt) {\n\t\t\t\tif (next) {\n\t\t\t\t\tnext._prev = pt;\n\t\t\t\t}\n\t\t\t\tif (pt._next) {\n\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t}\n\t\t\t\tif (pt._prev) {\n\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t} else if (this._firstPT === pt) {\n\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\tremove = true; //just to prevent resetting this._firstPT 5 lines down in case pt._next is null. (optimized for speed)\n\t\t\t\t}\n\t\t\t\tif (prev) {\n\t\t\t\t\tprev._next = pt;\n\t\t\t\t} else if (!remove && this._firstPT === null) {\n\t\t\t\t\tthis._firstPT = pt;\n\t\t\t\t}\n\t\t\t\tpt._next = next;\n\t\t\t\tpt._prev = prev;\n\t\t\t}\n\t\t\treturn pt;\n\t\t};\n\n\t\tp._mod = function(lookup) {\n\t\t\tvar pt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (typeof(lookup[pt.p]) === \"function\" && lookup[pt.p] === Math.round) { //only gets called by RoundPropsPlugin (ModifyPlugin manages all the rendering internally for CSSPlugin properties that need modification). Remember, we handle rounding a bit differently in this plugin for performance reasons, leveraging \"r\" as an indicator that the value should be rounded internally..\n\t\t\t\t\tpt.r = 1;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t};\n\n\t\t//we need to make sure that if alpha or autoAlpha is killed, opacity is too. And autoAlpha affects the \"visibility\" property.\n\t\tp._kill = function(lookup) {\n\t\t\tvar copy = lookup,\n\t\t\t\tpt, p, xfirst;\n\t\t\tif (lookup.autoAlpha || lookup.alpha) {\n\t\t\t\tcopy = {};\n\t\t\t\tfor (p in lookup) { //copy the lookup so that we're not changing the original which may be passed elsewhere.\n\t\t\t\t\tcopy[p] = lookup[p];\n\t\t\t\t}\n\t\t\t\tcopy.opacity = 1;\n\t\t\t\tif (copy.autoAlpha) {\n\t\t\t\t\tcopy.visibility = 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (lookup.className && (pt = this._classNamePT)) { //for className tweens, we need to kill any associated CSSPropTweens too; a linked list starts at the className's \"xfirst\".\n\t\t\t\txfirst = pt.xfirst;\n\t\t\t\tif (xfirst && xfirst._prev) {\n\t\t\t\t\tthis._linkCSSP(xfirst._prev, pt._next, xfirst._prev._prev); //break off the prev\n\t\t\t\t} else if (xfirst === this._firstPT) {\n\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t}\n\t\t\t\tif (pt._next) {\n\t\t\t\t\tthis._linkCSSP(pt._next, pt._next._next, xfirst._prev);\n\t\t\t\t}\n\t\t\t\tthis._classNamePT = null;\n\t\t\t}\n\t\t\tpt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.plugin && pt.plugin !== p && pt.plugin._kill) { //for plugins that are registered with CSSPlugin, we should notify them of the kill.\n\t\t\t\t\tpt.plugin._kill(lookup);\n\t\t\t\t\tp = pt.plugin;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\treturn TweenPlugin.prototype._kill.call(this, copy);\n\t\t};\n\n\n\n\t\t//used by cascadeTo() for gathering all the style properties of each child element into an array for comparison.\n\t\tvar _getChildStyles = function(e, props, targets) {\n\t\t\t\tvar children, i, child, type;\n\t\t\t\tif (e.slice) {\n\t\t\t\t\ti = e.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t_getChildStyles(e[i], props, targets);\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tchildren = e.childNodes;\n\t\t\t\ti = children.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tchild = children[i];\n\t\t\t\t\ttype = child.type;\n\t\t\t\t\tif (child.style) {\n\t\t\t\t\t\tprops.push(_getAllStyles(child));\n\t\t\t\t\t\tif (targets) {\n\t\t\t\t\t\t\ttargets.push(child);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif ((type === 1 || type === 9 || type === 11) && child.childNodes.length) {\n\t\t\t\t\t\t_getChildStyles(child, props, targets);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\t/**\n\t\t * Typically only useful for className tweens that may affect child elements, this method creates a TweenLite\n\t\t * and then compares the style properties of all the target's child elements at the tween's start and end, and\n\t\t * if any are different, it also creates tweens for those and returns an array containing ALL of the resulting\n\t\t * tweens (so that you can easily add() them to a TimelineLite, for example). The reason this functionality is\n\t\t * wrapped into a separate static method of CSSPlugin instead of being integrated into all regular className tweens\n\t\t * is because it creates entirely new tweens that may have completely different targets than the original tween,\n\t\t * so if they were all lumped into the original tween instance, it would be inconsistent with the rest of the API\n\t\t * and it would create other problems. For example:\n\t\t * - If I create a tween of elementA, that tween instance may suddenly change its target to include 50 other elements (unintuitive if I specifically defined the target I wanted)\n\t\t * - We can't just create new independent tweens because otherwise, what happens if the original/parent tween is reversed or pause or dropped into a TimelineLite for tight control? You'd expect that tween's behavior to affect all the others.\n\t\t * - Analyzing every style property of every child before and after the tween is an expensive operation when there are many children, so this behavior shouldn't be imposed on all className tweens by default, especially since it's probably rare that this extra functionality is needed.\n\t\t *\n\t\t * @param {Object} target object to be tweened\n\t\t * @param {number} Duration in seconds (or frames for frames-based tweens)\n\t\t * @param {Object} Object containing the end values, like {className:\"newClass\", ease:Linear.easeNone}\n\t\t * @return {Array} An array of TweenLite instances\n\t\t */\n\t\tCSSPlugin.cascadeTo = function(target, duration, vars) {\n\t\t\tvar tween = TweenLite.to(target, duration, vars),\n\t\t\t\tresults = [tween],\n\t\t\t\tb = [],\n\t\t\t\te = [],\n\t\t\t\ttargets = [],\n\t\t\t\t_reservedProps = TweenLite._internals.reservedProps,\n\t\t\t\ti, difs, p, from;\n\t\t\ttarget = tween._targets || tween.target;\n\t\t\t_getChildStyles(target, b, targets);\n\t\t\ttween.render(duration, true, true);\n\t\t\t_getChildStyles(target, e);\n\t\t\ttween.render(0, true, true);\n\t\t\ttween._enabled(true);\n\t\t\ti = targets.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tdifs = _cssDif(targets[i], b[i], e[i]);\n\t\t\t\tif (difs.firstMPT) {\n\t\t\t\t\tdifs = difs.difs;\n\t\t\t\t\tfor (p in vars) {\n\t\t\t\t\t\tif (_reservedProps[p]) {\n\t\t\t\t\t\t\tdifs[p] = vars[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tfrom = {};\n\t\t\t\t\tfor (p in difs) {\n\t\t\t\t\t\tfrom[p] = b[i][p];\n\t\t\t\t\t}\n\t\t\t\t\tresults.push(TweenLite.fromTo(targets[i], duration, from, difs));\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn results;\n\t\t};\n\n\t\tTweenPlugin.activate([CSSPlugin]);\n\t\treturn CSSPlugin;\n\n\t}, true);\n\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * RoundPropsPlugin\n * ----------------------------------------------------------------\n */\n\t(function() {\n\n\t\tvar RoundPropsPlugin = _gsScope._gsDefine.plugin({\n\t\t\t\tpropName: \"roundProps\",\n\t\t\t\tversion: \"1.6.0\",\n\t\t\t\tpriority: -1,\n\t\t\t\tAPI: 2,\n\n\t\t\t\t//called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\t\tinit: function(target, value, tween) {\n\t\t\t\t\tthis._tween = tween;\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\n\t\t\t}),\n\t\t\t_roundLinkedList = function(node) {\n\t\t\t\twhile (node) {\n\t\t\t\t\tif (!node.f && !node.blob) {\n\t\t\t\t\t\tnode.m = Math.round;\n\t\t\t\t\t}\n\t\t\t\t\tnode = node._next;\n\t\t\t\t}\n\t\t\t},\n\t\t\tp = RoundPropsPlugin.prototype;\n\n\t\tp._onInitAllProps = function() {\n\t\t\tvar tween = this._tween,\n\t\t\t\trp = (tween.vars.roundProps.join) ? tween.vars.roundProps : tween.vars.roundProps.split(\",\"),\n\t\t\t\ti = rp.length,\n\t\t\t\tlookup = {},\n\t\t\t\trpt = tween._propLookup.roundProps,\n\t\t\t\tprop, pt, next;\n\t\t\twhile (--i > -1) {\n\t\t\t\tlookup[rp[i]] = Math.round;\n\t\t\t}\n\t\t\ti = rp.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tprop = rp[i];\n\t\t\t\tpt = tween._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tnext = pt._next; //record here, because it may get removed\n\t\t\t\t\tif (pt.pg) {\n\t\t\t\t\t\tpt.t._mod(lookup);\n\t\t\t\t\t} else if (pt.n === prop) {\n\t\t\t\t\t\tif (pt.f === 2 && pt.t) { //a blob (text containing multiple numeric values)\n\t\t\t\t\t\t\t_roundLinkedList(pt.t._firstPT);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tthis._add(pt.t, prop, pt.s, pt.c);\n\t\t\t\t\t\t\t//remove from linked list\n\t\t\t\t\t\t\tif (next) {\n\t\t\t\t\t\t\t\tnext._prev = pt._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\t\t\tpt._prev._next = next;\n\t\t\t\t\t\t\t} else if (tween._firstPT === pt) {\n\t\t\t\t\t\t\t\ttween._firstPT = next;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt._next = pt._prev = null;\n\t\t\t\t\t\t\ttween._propLookup[prop] = rpt;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt = next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp._add = function(target, p, s, c) {\n\t\t\tthis._addTween(target, p, s, s + c, p, Math.round);\n\t\t\tthis._overwriteProps.push(p);\n\t\t};\n\n\t}());\n\n\n\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * AttrPlugin\n * ----------------------------------------------------------------\n */\n\n\t(function() {\n\n\t\t_gsScope._gsDefine.plugin({\n\t\t\tpropName: \"attr\",\n\t\t\tAPI: 2,\n\t\t\tversion: \"0.6.1\",\n\n\t\t\t//called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\tinit: function(target, value, tween, index) {\n\t\t\t\tvar p, end;\n\t\t\t\tif (typeof(target.setAttribute) !== \"function\") {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t\tfor (p in value) {\n\t\t\t\t\tend = value[p];\n\t\t\t\t\tif (typeof(end) === \"function\") {\n\t\t\t\t\t\tend = end(index, target);\n\t\t\t\t\t}\n\t\t\t\t\tthis._addTween(target, \"setAttribute\", target.getAttribute(p) + \"\", end + \"\", p, false, p);\n\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t});\n\n\t}());\n\n\n\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * DirectionalRotationPlugin\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine.plugin({\n\t\tpropName: \"directionalRotation\",\n\t\tversion: \"0.3.1\",\n\t\tAPI: 2,\n\n\t\t//called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\tinit: function(target, value, tween, index) {\n\t\t\tif (typeof(value) !== \"object\") {\n\t\t\t\tvalue = {rotation:value};\n\t\t\t}\n\t\t\tthis.finals = {};\n\t\t\tvar cap = (value.useRadians === true) ? Math.PI * 2 : 360,\n\t\t\t\tmin = 0.000001,\n\t\t\t\tp, v, start, end, dif, split;\n\t\t\tfor (p in value) {\n\t\t\t\tif (p !== \"useRadians\") {\n\t\t\t\t\tend = value[p];\n\t\t\t\t\tif (typeof(end) === \"function\") {\n\t\t\t\t\t\tend = end(index, target);\n\t\t\t\t\t}\n\t\t\t\t\tsplit = (end + \"\").split(\"_\");\n\t\t\t\t\tv = split[0];\n\t\t\t\t\tstart = parseFloat( (typeof(target[p]) !== \"function\") ? target[p] : target[ ((p.indexOf(\"set\") || typeof(target[\"get\" + p.substr(3)]) !== \"function\") ? p : \"get\" + p.substr(3)) ]() );\n\t\t\t\t\tend = this.finals[p] = (typeof(v) === \"string\" && v.charAt(1) === \"=\") ? start + parseInt(v.charAt(0) + \"1\", 10) * Number(v.substr(2)) : Number(v) || 0;\n\t\t\t\t\tdif = end - start;\n\t\t\t\t\tif (split.length) {\n\t\t\t\t\t\tv = split.join(\"_\");\n\t\t\t\t\t\tif (v.indexOf(\"short\") !== -1) {\n\t\t\t\t\t\t\tdif = dif % cap;\n\t\t\t\t\t\t\tif (dif !== dif % (cap / 2)) {\n\t\t\t\t\t\t\t\tdif = (dif < 0) ? dif + cap : dif - cap;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (v.indexOf(\"_cw\") !== -1 && dif < 0) {\n\t\t\t\t\t\t\tdif = ((dif + cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t} else if (v.indexOf(\"ccw\") !== -1 && dif > 0) {\n\t\t\t\t\t\t\tdif = ((dif - cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (dif > min || dif < -min) {\n\t\t\t\t\t\tthis._addTween(target, p, start, start + dif, p);\n\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t},\n\n\t\t//called each time the values should be updated, and the ratio gets passed as the only parameter (typically it's a value between 0 and 1, but it can exceed those when using an ease like Elastic.easeOut or Back.easeOut, etc.)\n\t\tset: function(ratio) {\n\t\t\tvar pt;\n\t\t\tif (ratio !== 1) {\n\t\t\t\tthis._super.setRatio.call(this, ratio);\n\t\t\t} else {\n\t\t\t\tpt = this._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.f) {\n\t\t\t\t\t\tpt.t[pt.p](this.finals[pt.p]);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.t[pt.p] = this.finals[pt.p];\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t})._autoCSS = true;\n\n\n\n\n\n\n\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * EasePack\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine(\"easing.Back\", [\"easing.Ease\"], function(Ease) {\n\t\t\n\t\tvar w = (_gsScope.GreenSockGlobals || _gsScope),\n\t\t\tgs = w.com.greensock,\n\t\t\t_2PI = Math.PI * 2,\n\t\t\t_HALF_PI = Math.PI / 2,\n\t\t\t_class = gs._class,\n\t\t\t_create = function(n, f) {\n\t\t\t\tvar C = _class(\"easing.\" + n, function(){}, true),\n\t\t\t\t\tp = C.prototype = new Ease();\n\t\t\t\tp.constructor = C;\n\t\t\t\tp.getRatio = f;\n\t\t\t\treturn C;\n\t\t\t},\n\t\t\t_easeReg = Ease.register || function(){}, //put an empty function in place just as a safety measure in case someone loads an OLD version of TweenLite.js where Ease.register doesn't exist.\n\t\t\t_wrap = function(name, EaseOut, EaseIn, EaseInOut, aliases) {\n\t\t\t\tvar C = _class(\"easing.\"+name, {\n\t\t\t\t\teaseOut:new EaseOut(),\n\t\t\t\t\teaseIn:new EaseIn(),\n\t\t\t\t\teaseInOut:new EaseInOut()\n\t\t\t\t}, true);\n\t\t\t\t_easeReg(C, name);\n\t\t\t\treturn C;\n\t\t\t},\n\t\t\tEasePoint = function(time, value, next) {\n\t\t\t\tthis.t = time;\n\t\t\t\tthis.v = value;\n\t\t\t\tif (next) {\n\t\t\t\t\tthis.next = next;\n\t\t\t\t\tnext.prev = this;\n\t\t\t\t\tthis.c = next.v - value;\n\t\t\t\t\tthis.gap = next.t - time;\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t//Back\n\t\t\t_createBack = function(n, f) {\n\t\t\t\tvar C = _class(\"easing.\" + n, function(overshoot) {\n\t\t\t\t\t\tthis._p1 = (overshoot || overshoot === 0) ? overshoot : 1.70158;\n\t\t\t\t\t\tthis._p2 = this._p1 * 1.525;\n\t\t\t\t\t}, true),\n\t\t\t\t\tp = C.prototype = new Ease();\n\t\t\t\tp.constructor = C;\n\t\t\t\tp.getRatio = f;\n\t\t\t\tp.config = function(overshoot) {\n\t\t\t\t\treturn new C(overshoot);\n\t\t\t\t};\n\t\t\t\treturn C;\n\t\t\t},\n\n\t\t\tBack = _wrap(\"Back\",\n\t\t\t\t_createBack(\"BackOut\", function(p) {\n\t\t\t\t\treturn ((p = p - 1) * p * ((this._p1 + 1) * p + this._p1) + 1);\n\t\t\t\t}),\n\t\t\t\t_createBack(\"BackIn\", function(p) {\n\t\t\t\t\treturn p * p * ((this._p1 + 1) * p - this._p1);\n\t\t\t\t}),\n\t\t\t\t_createBack(\"BackInOut\", function(p) {\n\t\t\t\t\treturn ((p *= 2) < 1) ? 0.5 * p * p * ((this._p2 + 1) * p - this._p2) : 0.5 * ((p -= 2) * p * ((this._p2 + 1) * p + this._p2) + 2);\n\t\t\t\t})\n\t\t\t),\n\n\n\t\t\t//SlowMo\n\t\t\tSlowMo = _class(\"easing.SlowMo\", function(linearRatio, power, yoyoMode) {\n\t\t\t\tpower = (power || power === 0) ? power : 0.7;\n\t\t\t\tif (linearRatio == null) {\n\t\t\t\t\tlinearRatio = 0.7;\n\t\t\t\t} else if (linearRatio > 1) {\n\t\t\t\t\tlinearRatio = 1;\n\t\t\t\t}\n\t\t\t\tthis._p = (linearRatio !== 1) ? power : 0;\n\t\t\t\tthis._p1 = (1 - linearRatio) / 2;\n\t\t\t\tthis._p2 = linearRatio;\n\t\t\t\tthis._p3 = this._p1 + this._p2;\n\t\t\t\tthis._calcEnd = (yoyoMode === true);\n\t\t\t}, true),\n\t\t\tp = SlowMo.prototype = new Ease(),\n\t\t\tSteppedEase, RoughEase, _createElastic;\n\n\t\tp.constructor = SlowMo;\n\t\tp.getRatio = function(p) {\n\t\t\tvar r = p + (0.5 - p) * this._p;\n\t\t\tif (p < this._p1) {\n\t\t\t\treturn this._calcEnd ? 1 - ((p = 1 - (p / this._p1)) * p) : r - ((p = 1 - (p / this._p1)) * p * p * p * r);\n\t\t\t} else if (p > this._p3) {\n\t\t\t\treturn this._calcEnd ? (p === 1 ? 0 : 1 - (p = (p - this._p3) / this._p1) * p) : r + ((p - r) * (p = (p - this._p3) / this._p1) * p * p * p); //added p === 1 ? 0 to avoid floating point rounding errors from affecting the final value, like 1 - 0.7 = 0.30000000000000004 instead of 0.3\n\t\t\t}\n\t\t\treturn this._calcEnd ? 1 : r;\n\t\t};\n\t\tSlowMo.ease = new SlowMo(0.7, 0.7);\n\n\t\tp.config = SlowMo.config = function(linearRatio, power, yoyoMode) {\n\t\t\treturn new SlowMo(linearRatio, power, yoyoMode);\n\t\t};\n\n\n\t\t//SteppedEase\n\t\tSteppedEase = _class(\"easing.SteppedEase\", function(steps, immediateStart) {\n\t\t\t\tsteps = steps || 1;\n\t\t\t\tthis._p1 = 1 / steps;\n\t\t\t\tthis._p2 = steps + (immediateStart ? 0 : 1);\n\t\t\t\tthis._p3 = immediateStart ? 1 : 0;\n\t\t\t}, true);\n\t\tp = SteppedEase.prototype = new Ease();\n\t\tp.constructor = SteppedEase;\n\t\tp.getRatio = function(p) {\n\t\t\tif (p < 0) {\n\t\t\t\tp = 0;\n\t\t\t} else if (p >= 1) {\n\t\t\t\tp = 0.999999999;\n\t\t\t}\n\t\t\treturn (((this._p2 * p) | 0) + this._p3) * this._p1;\n\t\t};\n\t\tp.config = SteppedEase.config = function(steps, immediateStart) {\n\t\t\treturn new SteppedEase(steps, immediateStart);\n\t\t};\n\n\n\t\t//RoughEase\n\t\tRoughEase = _class(\"easing.RoughEase\", function(vars) {\n\t\t\tvars = vars || {};\n\t\t\tvar taper = vars.taper || \"none\",\n\t\t\t\ta = [],\n\t\t\t\tcnt = 0,\n\t\t\t\tpoints = (vars.points || 20) | 0,\n\t\t\t\ti = points,\n\t\t\t\trandomize = (vars.randomize !== false),\n\t\t\t\tclamp = (vars.clamp === true),\n\t\t\t\ttemplate = (vars.template instanceof Ease) ? vars.template : null,\n\t\t\t\tstrength = (typeof(vars.strength) === \"number\") ? vars.strength * 0.4 : 0.4,\n\t\t\t\tx, y, bump, invX, obj, pnt;\n\t\t\twhile (--i > -1) {\n\t\t\t\tx = randomize ? Math.random() : (1 / points) * i;\n\t\t\t\ty = template ? template.getRatio(x) : x;\n\t\t\t\tif (taper === \"none\") {\n\t\t\t\t\tbump = strength;\n\t\t\t\t} else if (taper === \"out\") {\n\t\t\t\t\tinvX = 1 - x;\n\t\t\t\t\tbump = invX * invX * strength;\n\t\t\t\t} else if (taper === \"in\") {\n\t\t\t\t\tbump = x * x * strength;\n\t\t\t\t} else if (x < 0.5) { //\"both\" (start)\n\t\t\t\t\tinvX = x * 2;\n\t\t\t\t\tbump = invX * invX * 0.5 * strength;\n\t\t\t\t} else {\t\t\t\t//\"both\" (end)\n\t\t\t\t\tinvX = (1 - x) * 2;\n\t\t\t\t\tbump = invX * invX * 0.5 * strength;\n\t\t\t\t}\n\t\t\t\tif (randomize) {\n\t\t\t\t\ty += (Math.random() * bump) - (bump * 0.5);\n\t\t\t\t} else if (i % 2) {\n\t\t\t\t\ty += bump * 0.5;\n\t\t\t\t} else {\n\t\t\t\t\ty -= bump * 0.5;\n\t\t\t\t}\n\t\t\t\tif (clamp) {\n\t\t\t\t\tif (y > 1) {\n\t\t\t\t\t\ty = 1;\n\t\t\t\t\t} else if (y < 0) {\n\t\t\t\t\t\ty = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ta[cnt++] = {x:x, y:y};\n\t\t\t}\n\t\t\ta.sort(function(a, b) {\n\t\t\t\treturn a.x - b.x;\n\t\t\t});\n\n\t\t\tpnt = new EasePoint(1, 1, null);\n\t\t\ti = points;\n\t\t\twhile (--i > -1) {\n\t\t\t\tobj = a[i];\n\t\t\t\tpnt = new EasePoint(obj.x, obj.y, pnt);\n\t\t\:…º'ùt}\n\n\t\t\tthis._prev = new EasePoint(0, 0, (pnt.t !== 0) ? pnt : pnt.next);\n\t\t}, true);\n\t\tp = RoughEase.prototype = new Ease();\n\t\tp.constructor = RoughEase;\n\t\tp.getRatio = function(p) {\n\t\t\tvar pnt = this._prev;\n\t\t\tif (p > pnt.t) {\n\t\t\t\twhile (pnt.next && p >= pnt.t) {\n\t\t\t\t\tpnt = pnt.next;\n\t\t\t\t}\n\t\t\t\tpnt = pnt.prev;\n\t\t\t} else {\n\t\t\t\twhile (pnt.prev && p <= pnt.t) {\n\t\t\t\t\tpnt = pnt.prev;\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._prev = pnt;\n\t\t\treturn (pnt.v + ((p - pnt.t) / pnt.gap) * pnt.c);\n\t\t};\n\t\tp.config = function(vars) {\n\t\t\treturn new RoughEase(vars);\n\t\t};\n\t\tRoughEase.ease = new RoughEase();\n\n\n\t\t//Bounce\n\t\t_wrap(\"Bounce\",\n\t\t\t_create(\"BounceOut\", function(p) {\n\t\t\t\tif (p < 1 / 2.75) {\n\t\t\t\t\treturn 7.5625 * p * p;\n\t\t\t\t} else if (p < 2 / 2.75) {\n\t\t\t\t\treturn 7.5625 * (p -= 1.5 / 2.75) * p + 0.75;\n\t\t\t\t} else if (p < 2.5 / 2.75) {\n\t\t\t\t\treturn 7.5625 * (p -= 2.25 / 2.75) * p + 0.9375;\n\t\t\t\t}\n\t\t\t\treturn 7.5625 * (p -= 2.625 / 2.75) * p + 0.984375;\n\t\t\t}),\n\t\t\t_create(\"BounceIn\", function(p) {\n\t\t\t\tif ((p = 1 - p) < 1 / 2.75) {\n\t\t\t\t\treturn 1 - (7.5625 * p * p);\n\t\t\t\t} else if (p < 2 / 2.75) {\n\t\t\t\t\treturn 1 - (7.5625 * (p -= 1.5 / 2.75) * p + 0.75);\n\t\t\t\t} else if (p < 2.5 / 2.75) {\n\t\t\t\t\treturn 1 - (7.5625 * (p -= 2.25 / 2.75) * p + 0.9375);\n\t\t\t\t}\n\t\t\t\treturn 1 - (7.5625 * (p -= 2.625 / 2.75) * p + 0.984375);\n\t\t\t}),\n\t\t\t_create(\"BounceInOut\", function(p) {\n\t\t\t\tvar invert = (p < 0.5);\n\t\t\t\tif (invert) {\n\t\t\t\t\tp = 1 - (p * 2);\n\t\t\t\t} else {\n\t\t\t\t\tp = (p * 2) - 1;\n\t\t\t\t}\n\t\t\t\tif (p < 1 / 2.75) {\n\t\t\t\t\tp = 7.5625 * p * p;\n\t\t\t\t} else if (p < 2 / 2.75) {\n\t\t\t\t\tp = 7.5625 * (p -= 1.5 / 2.75) * p + 0.75;\n\t\t\t\t} else if (p < 2.5 / 2.75) {\n\t\t\t\t\tp = 7.5625 * (p -= 2.25 / 2.75) * p + 0.9375;\n\t\t\t\t} else {\n\t\t\t\t\tp = 7.5625 * (p -= 2.625 / 2.75) * p + 0.984375;\n\t\t\t\t}\n\t\t\t\treturn invert ? (1 - p) * 0.5 : p * 0.5 + 0.5;\n\t\t\t})\n\t\t);\n\n\n\t\t//CIRC\n\t\t_wrap(\"Circ\",\n\t\t\t_create(\"CircOut\", function(p) {\n\t\t\t\treturn Math.sqrt(1 - (p = p - 1) * p);\n\t\t\t}),\n\t\t\t_create(\"CircIn\", function(p) {\n\t\t\t\treturn -(Math.sqrt(1 - (p * p)) - 1);\n\t\t\t}),\n\t\t\t_create(\"CircInOut\", function(p) {\n\t\t\t\treturn ((p*=2) < 1) ? -0.5 * (Math.sqrt(1 - p * p) - 1) : 0.5 * (Math.sqrt(1 - (p -= 2) * p) + 1);\n\t\t\t})\n\t\t);\n\n\n\t\t//Elastic\n\t\t_createElastic = function(n, f, def) {\n\t\t\tvar C = _class(\"easing.\" + n, function(amplitude, period) {\n\t\t\t\t\tthis._p1 = (amplitude >= 1) ? amplitude : 1; //note: if amplitude is < 1, we simply adjust the period for a more natural feel. Otherwise the math doesn't work right and the curve starts at 1.\n\t\t\t\t\tthis._p2 = (period || def) / (amplitude < 1 ? amplitude : 1);\n\t\t\t\t\tthis._p3 = this._p2 / _2PI * (Math.asin(1 / this._p1) || 0);\n\t\t\t\t\tthis._p2 = _2PI / this._p2; //precalculate to optimize\n\t\t\t\t}, true),\n\t\t\t\tp = C.prototype = new Ease();\n\t\t\tp.constructor = C;\n\t\t\tp.getRatio = f;\n\t\t\tp.config = function(amplitude, period) {\n\t\t\t\treturn new C(amplitude, period);\n\t\t\t};\n\t\t\treturn C;\n\t\t};\n\t\t_wrap(\"Elastic\",\n\t\t\t_createElastic(\"ElasticOut\", function(p) {\n\t\t\t\treturn this._p1 * Math.pow(2, -10 * p) * Math.sin( (p - this._p3) * this._p2 ) + 1;\n\t\t\t}, 0.3),\n\t\t\t_createElastic(\"ElasticIn\", function(p) {\n\t\t\t\treturn -(this._p1 * Math.pow(2, 10 * (p -= 1)) * Math.sin( (p - this._p3) * this._p2 ));\n\t\t\t}, 0.3),\n\t\t\t_createElastic(\"ElasticInOut\", function(p) {\n\t\t\t\treturn ((p *= 2) < 1) ? -0.5 * (this._p1 * Math.pow(2, 10 * (p -= 1)) * Math.sin( (p - this._p3) * this._p2)) : this._p1 * Math.pow(2, -10 *(p -= 1)) * Math.sin( (p - this._p3) * this._p2 ) * 0.5 + 1;\n\t\t\t}, 0.45)\n\t\t);\n\n\n\t\t//Expo\n\t\t_wrap(\"Expo\",\n\t\t\t_create(\"ExpoOut\", function(p) {\n\t\t\t\treturn 1 - Math.pow(2, -10 * p);\n\t\t\t}),\n\t\t\t_create(\"ExpoIn\", function(p) {\n\t\t\t\treturn Math.pow(2, 10 * (p - 1)) - 0.001;\n\t\t\t}),\n\t\t\t_create(\"ExpoInOut\", function(p) {\n\t\t\t\treturn ((p *= 2) < 1) ? 0.5 * Math.pow(2, 10 * (p - 1)) : 0.5 * (2 - Math.pow(2, -10 * (p - 1)));\n\t\t\t})\n\t\t);\n\n\n\t\t//Sine\n\t\t_wrap(\"Sine\",\n\t\t\t_create(\"SineOut\", function(p) {\n\t\t\t\treturn Math.sin(p * _HALF_PI);\n\t\t\t}),\n\t\t\t_create(\"SineIn\", function(p) {\n\t\t\t\treturn -Math.cos(p * _HALF_PI) + 1;\n\t\t\t}),\n\t\t\t_create(\"SineInOut\", function(p) {\n\t\t\t\treturn -0.5 * (Math.cos(Math.PI * p) - 1);\n\t\t\t})\n\t\t);\n\n\t\t_class(\"easing.EaseLookup\", {\n\t\t\t\tfind:function(s) {\n\t\t\t\t\treturn Ease.map[s];\n\t\t\t\t}\n\t\t\t}, true);\n\n\t\t//register the non-standard eases\n\t\t_easeReg(w.SlowMo, \"SlowMo\", \"ease,\");\n\t\t_easeReg(RoughEase, \"RoughEase\", \"ease,\");\n\t\t_easeReg(SteppedEase, \"SteppedEase\", \"ease,\");\n\n\t\treturn Back;\n\t\t\n\t}, true);\n\n\n});\n\nif (_gsScope._gsDefine) { _gsScope._gsQueue.pop()(); } //necessary in case TweenLite was already loaded separately.\n\n\n\n\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * Base classes like TweenLite, SimpleTimeline, Ease, Ticker, etc.\n * ----------------------------------------------------------------\n */\n(function(window, moduleName) {\n\n\t\t\"use strict\";\n\t\tvar _exports = {},\n\t\t\t_doc = window.document,\n\t\t\t_globals = window.GreenSockGlobals = window.GreenSockGlobals || window;\n\t\tif (_globals.TweenLite) {\n\t\t\treturn; //in case the core set of classes is already loaded, don't instantiate twice.\n\t\t}\n\t\tvar _namespace = function(ns) {\n\t\t\t\tvar a = ns.split(\".\"),\n\t\t\t\t\tp = _globals, i;\n\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\tp[a[i]] = p = p[a[i]] || {};\n\t\t\t\t}\n\t\t\t\treturn p;\n\t\t\t},\n\t\t\tgs = _namespace(\"com.greensock\"),\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\t_slice = function(a) { //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++])) {}\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\t_emptyFunc = function() {},\n\t\t\t_isArray = (function() { //works around issues in iframe environments where the Array global isn't shared, thus if the object originates in a different window/iframe, \"(obj instanceof Array)\" will evaluate false. We added some speed optimizations to avoid Object.prototype.toString.call() unless it's absolutely necessary because it's VERY slow (like 20x slower)\n\t\t\t\tvar toString = Object.prototype.toString,\n\t\t\t\t\tarray = toString.call([]);\n\t\t\t\treturn function(obj) {\n\t\t\t\t\treturn obj != null && (obj instanceof Array || (typeof(obj) === \"object\" && !!obj.push && toString.call(obj) === array));\n\t\t\t\t};\n\t\t\t}()),\n\t\t\ta, i, p, _ticker, _tickerActive,\n\t\t\t_defLookup = {},\n\n\t\t\t/**\n\t\t\t * @constructor\n\t\t\t * Defines a GreenSock class, optionally with an array of dependencies that must be instantiated first and passed into the definition.\n\t\t\t * This allows users to load GreenSock JS files in any order even if they have interdependencies (like CSSPlugin extends TweenPlugin which is\n\t\t\t * inside TweenLite.js, but if CSSPlugin is loaded first, it should wait to run its code until TweenLite.js loads and instantiates TweenPlugin\n\t\t\t * and then pass TweenPlugin to CSSPlugin's definition). This is all done automatically and internally.\n\t\t\t *\n\t\t\t * Every definition will be added to a \"com.greensock\" global object (typically window, but if a window.GreenSockGlobals object is found,\n\t\t\t * it will go there as of v1.7). For example, TweenLite will be found at window.com.greensock.TweenLite and since it's a global class that should be available anywhere,\n\t\t\t * it is ALSO referenced at window.TweenLite. However some classes aren't considered global, like the base com.greensock.core.Animation class, so\n\t\t\t * those will only be at the package like window.com.greensock.core.Animation. Again, if you define a GreenSockGlobals object on the window, everything\n\t\t\t * gets tucked neatly inside there instead of on the window directly. This allows you to do advanced things like load multiple versions of GreenSock\n\t\t\t * files and put them into distinct objects (imagine a banner ad uses a newer version but the main site uses an older one). In that case, you could\n\t\t\t * sandbox the banner one like:\n\t\t\t *\n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t *\n\t\t\t * @param {!string} ns The namespace of the class definition, leaving off \"com.greensock.\" as that's assumed. For example, \"TweenLite\" or \"plugins.CSSPlugin\" or \"easing.Back\".\n\t\t\t * @param {!Array.} dependencies An array of dependencies (described as their namespaces minus \"com.greensock.\" prefix). For example [\"TweenLite\",\"plugins.TweenPlugin\",\"core.Animation\"]\n\t\t\t * @param {!function():Object} func The function that should be called and passed the resolved dependencies which will return the actual class for this definition.\n\t\t\t * @param {boolean=} global If true, the class will be added to the global scope (typically window unless you define a window.GreenSockGlobals object)\n\t\t\t */\n\t\t\tDefinition = function(ns, dependencies, func, global) {\n\t\t\t\tthis.sc = (_defLookup[ns]) ? _defLookup[ns].sc : []; //subclasses\n\t\t\t\t_defLookup[ns] = this;\n\t\t\t\tthis.gsClass = null;\n\t\t\t\tthis.func = func;\n\t\t\t\tvar _classes = [];\n\t\t\t\tthis.check = function(init) {\n\t\t\t\t\tvar i = dependencies.length,\n\t\t\t\t\t\tmissing = i,\n\t\t\t\t\t\tcur, a, n, cl;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif ((cur = _defLookup[dependencies[i]] || new Definition(dependencies[i], [])).gsClass) {\n\t\t\t\t\t\t\t_classes[i] = cur.gsClass;\n\t\t\t\t\t\t\tmissing--;\n\t\t\t\t\t\t} else if (init) {\n\t\t\t\t\t\t\tcur.sc.push(this);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (missing === 0 && func) {\n\t\t\t\t\t\ta = (\"com.greensock.\" + ns).split(\".\");\n\t\t\t\t\t\tn = a.pop();\n\t\t\t\t\t\tcl = _namespace(a.join(\".\"))[n] = this.gsClass = func.apply(func, _classes);\n\n\t\t\t\t\t\t//exports to multiple environments\n\t\t\t\t\t\tif (global) {\n\t\t\t\t\t\t\t_globals[n] = _exports[n] = cl; //provides a way to avoid global namespace pollution. By default, the main classes like TweenLite, Power1, Strong, etc. are added to window unless a GreenSockGlobals is defined. So if you want to have things added to a custom object instead, just do something like window.GreenSockGlobals = {} before loading any GreenSock files. You can even set up an alias like window.GreenSockGlobals = windows.gs = {} so that you can access everything like gs.TweenLite. Also remember that ALL classes are added to the window.com.greensock object (in their respective packages, like com.greensock.easing.Power1, com.greensock.TweenLite, etc.)\n\t\t\t\t\t\t\tif (typeof(module) !== \"undefined\" && module.exports) { //node\n\t\t\t\t\t\t\t\tif (ns === moduleName) {\n\t\t\t\t\t\t\t\t\tmodule.exports = _exports[moduleName] = cl;\n\t\t\t\t\t\t\t\t\tfor (i in _exports) {\n\t\t\t\t\t\t\t\t\t\tcl[i] = _exports[i];\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t} else if (_exports[moduleName]) {\n\t\t\t\t\t\t\t\t\t_exports[moduleName][n] = cl;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else if (typeof(define) === \"function\" && define.amd){ //AMD\n\t\t\t\t\t\t\t\tdefine((window.GreenSockAMDPath ? window.GreenSockAMDPath + \"/\" : \"\") + ns.split(\".\").pop(), [], function() { return cl; });\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tfor (i = 0; i < this.sc.length; i++) {\n\t\t\t\t\t\t\tthis.sc[i].check();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t\tthis.check(true);\n\t\t\t},\n\n\t\t\t//used to create Definition instances (which basically registers a class that has dependencies).\n\t\t\t_gsDefine = window._gsDefine = function(ns, dependencies, func, global) {\n\t\t\t\treturn new Definition(ns, dependencies, func, global);\n\t\t\t},\n\n\t\t\t//a quick way to create a class that doesn't have any dependencies. Returns the class, but first registers it in the GreenSock namespace so that other classes can grab it (other classes might be dependent on the class).\n\t\t\t_class = gs._class = function(ns, func, global) {\n\t\t\t\tfunc = func || function() {};\n\t\t\t\t_gsDefine(ns, [], function(){ return func; }, global);\n\t\t\t\treturn func;\n\t\t\t};\n\n\t\t_gsDefine.globals = _globals;\n\n\n\n/*\n * ----------------------------------------------------------------\n * Ease\n * ----------------------------------------------------------------\n */\n\t\tvar _baseParams = [0, 0, 1, 1],\n\t\t\tEase = _class(\"easing.Ease\", function(func, extraParams, type, power) {\n\t\t\t\tthis._func = func;\n\t\t\t\tthis._type = type || 0;\n\t\t\t\tthis._power = power || 0;\n\t\t\t\tthis._params = extraParams ? _baseParams.concat(extraParams) : _baseParams;\n\t\t\t}, true),\n\t\t\t_easeMap = Ease.map = {},\n\t\t\t_easeReg = Ease.register = function(ease, names, types, create) {\n\t\t\t\tvar na = names.split(\",\"),\n\t\t\t\t\ti = na.length,\n\t\t\t\t\tta = (types || \"easeIn,easeOut,easeInOut\").split(\",\"),\n\t\t\t\t\te, name, j, type;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tname = na[i];\n\t\t\t\t\te = create ? _class(\"easing.\"+name, null, true) : gs.easing[name] || {};\n\t\t\t\t\tj = ta.length;\n\t\t\t\t\twhile (--j > -1) {\n\t\t\t\t\t\ttype = ta[j];\n\t\t\t\t\t\t_easeMap[name + \".\" + type] = _easeMap[type + name] = e[type] = ease.getRatio ? ease : ease[type] || new ease();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\tp = Ease.prototype;\n\t\tp._calcEnd = false;\n\t\tp.getRatio = function(p) {\n\t\t\tif (this._func) {\n\t\t\t\tthis._params[0] = p;\n\t\t\t\treturn this._func.apply(null, this._params);\n\t\t\t}\n\t\t\tvar t = this._type,\n\t\t\t\tpw = this._power,\n\t\t\t\tr = (t === 1) ? 1 - p : (t === 2) ? p : (p < 0.5) ? p * 2 : (1 - p) * 2;\n\t\t\tif (pw === 1) {\n\t\t\t\tr *= r;\n\t\t\t} else if (pw === 2) {\n\t\t\t\tr *= r * r;\n\t\t\t} else if (pw === 3) {\n\t\t\t\tr *= r * r * r;\n\t\t\t} else if (pw === 4) {\n\t\t\t\tr *= r * r * r * r;\n\t\t\t}\n\t\t\treturn (t === 1) ? 1 - r : (t === 2) ? r : (p < 0.5) ? r / 2 : 1 - (r / 2);\n\t\t};\n\n\t\t//create all the standard eases like Linear, Quad, Cubic, Quart, Quint, Strong, Power0, Power1, Power2, Power3, and Power4 (each with easeIn, easeOut, and easeInOut)\n\t\ta = [\"Linear\",\"Quad\",\"Cubic\",\"Quart\",\"Quint,Strong\"];\n\t\ti = a.length;\n\t\twhile (--i > -1) {\n\t\t\tp = a[i]+\",Power\"+i;\n\t\t\t_easeReg(new Ease(null,null,1,i), p, \"easeOut\", true);\n\t\t\t_easeReg(new Ease(null,null,2,i), p, \"easeIn\" + ((i === 0) ? \",easeNone\" : \"\"));\n\t\t\t_easeReg(new Ease(null,null,3,i), p, \"easeInOut\");\n\t\t}\n\t\t_easeMap.linear = gs.easing.Linear.easeIn;\n\t\t_easeMap.swing = gs.easing.Quad.easeInOut; //for jQuery folks\n\n\n/*\n * ----------------------------------------------------------------\n * EventDispatcher\n * ----------------------------------------------------------------\n */\n\t\tvar EventDispatcher = _class(\"events.EventDispatcher\", function(target) {\n\t\t\tthis._listeners = {};\n\t\t\tthis._eventTarget = target || this;\n\t\t});\n\t\tp = EventDispatcher.prototype;\n\n\t\tp.addEventListener = function(type, callback, scope, useParam, priority) {\n\t\t\tpriority = priority || 0;\n\t\t\tvar list = this._listeners[type],\n\t\t\t\tindex = 0,\n\t\t\t\tlistener, i;\n\t\t\tif (this === _ticker && !_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (list == null) {\n\t\t\t\tthis._listeners[type] = list = [];\n\t\t\t}\n\t\t\ti = list.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tlistener = list[i];\n\t\t\t\tif (listener.c === callback && listener.s === scope) {\n\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t} else if (index === 0 && listener.pr < priority) {\n\t\t\t\t\tindex = i + 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\tlist.splice(index, 0, {c:callback, s:scope, up:useParam, pr:priority});\n\t\t};\n\n\t\tp.removeEventListener = function(type, callback) {\n\t\t\tvar list = this._listeners[type], i;\n\t\t\tif (list) {\n\t\t\t\ti = list.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (list[i].c === callback) {\n\t\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp.dispatchEvent = function(type) {\n\t\t\tvar list = this._listeners[type],\n\t\t\t\ti, t, listener;\n\t\t\tif (list) {\n\t\t\t\ti = list.length;\n\t\t\t\tif (i > 1) {\n\t\t\t\t\tlist = list.slice(0); //in case addEventListener() is called from within a listener/callback (otherwise the index could change, resulting in a skip)\n\t\t\t\t}\n\t\t\t\tt = this._eventTarget;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tlistener = list[i];\n\t\t\t\t\tif (listener) {\n\t\t\t\t\t\tif (listener.up) {\n\t\t\t\t\t\t\tlistener.c.call(listener.s || t, {type:type, target:t});\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tlistener.c.call(listener.s || t);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\n/*\n * ----------------------------------------------------------------\n * Ticker\n * ----------------------------------------------------------------\n */\n \t\tvar _reqAnimFrame = window.requestAnimationFrame,\n\t\t\t_cancelAnimFrame = window.cancelAnimationFrame,\n\t\t\t_getTime = Date.now || function() {return new Date().getTime();},\n\t\t\t_lastUpdate = _getTime();\n\n\t\t//now try to determine the requestAnimationFrame and cancelAnimationFrame functions and if none are found, we'll use a setTimeout()/clearTimeout() polyfill.\n\t\ta = [\"ms\",\"moz\",\"webkit\",\"o\"];\n\t\ti = a.length;\n\t\twhile (--i > -1 && !_reqAnimFrame) {\n\t\t\t_reqAnimFrame = window[a[i] + \"RequestAnimationFrame\"];\n\t\t\t_cancelAnimFrame = window[a[i] + \"CancelAnimationFrame\"] || window[a[i] + \"CancelRequestAnimationFrame\"];\n\t\t}\n\n\t\t_class(\"Ticker\", function(fps, useRAF) {\n\t\t\tvar _self = this,\n\t\t\t\t_startTime = _getTime(),\n\t\t\t\t_useRAF = (useRAF !== false && _reqAnimFrame) ? \"auto\" : false,\n\t\t\t\t_lagThreshold = 500,\n\t\t\t\t_adjustedLag = 33,\n\t\t\t\t_tickWord = \"tick\", //helps reduce gc burden\n\t\t\t\t_fps, _req, _id, _gap, _nextTime,\n\t\t\t\t_tick = function(manual) {\n\t\t\t\t\tvar elapsed = _getTime() - _lastUpdate,\n\t\t\t\t\t\toverlap, dispatch;\n\t\t\t\t\tif (elapsed > _lagThreshold) {\n\t\t\t\t\t\t_startTime += elapsed - _adjustedLag;\n\t\t\t\t\t}\n\t\t\t\t\t_lastUpdate += elapsed;\n\t\t\t\t\t_self.time = (_lastUpdate - _startTime) / 1000;\n\t\t\t\t\toverlap = _self.time - _nextTime;\n\t\t\t\t\tif (!_fps || overlap > 0 || manual === true) {\n\t\t\t\t\t\t_self.frame++;\n\t\t\t\t\t\t_nextTime += overlap + (overlap >= _gap ? 0.004 : _gap - overlap);\n\t\t\t\t\t\tdispatch = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (manual !== true) { //make sure the request is made before we dispatch the \"tick\" event so that timing is maintained. Otherwise, if processing the \"tick\" requires a bunch of time (like 15ms) and we're using a setTimeout() that's based on 16.7ms, it'd technically take 31.7ms between frames otherwise.\n\t\t\t\t\t\t_id = _req(_tick);\n\t\t\t\t\t}\n\t\t\t\t\tif (dispatch) {\n\t\t\t\t\t\t_self.dispatchEvent(_tickWord);\n\t\t\t\t\t}\n\t\t\t\t};\n\n\t\t\tEventDispatcher.call(_self);\n\t\t\t_self.time = _self.frame = 0;\n\t\t\t_self.tick = function() {\n\t\t\t\t_tick(true);\n\t\t\t};\n\n\t\t\t_self.lagSmoothing = function(threshold, adjustedLag) {\n\t\t\t\tif (!arguments.length) { //if lagSmoothing() is called with no arguments, treat it like a getter that returns a boolean indicating if it's enabled or not. This is purposely undocumented and is for internal use.\n\t\t\t\t\treturn (_lagThreshold < 1 / _tinyNum);\n\t\t\t\t}\n\t\t\t\t_lagThreshold = threshold || (1 / _tinyNum); //zero should be interpreted as basically unlimited\n\t\t\t\t_adjustedLag = Math.min(adjustedLag, _lagThreshold, 0);\n\t\t\t};\n\n\t\t\t_self.sleep = function() {\n\t\t\t\tif (_id == null) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (!_useRAF || !_cancelAnimFrame) {\n\t\t\t\t\tclearTimeout(_id);\n\t\t\t\t} else {\n\t\t\t\t\t_cancelAnimFrame(_id);\n\t\t\t\t}\n\t\t\t\t_req = _emptyFunc;\n\t\t\t\t_id = null;\n\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t_tickerActive = false;\n\t\t\t\t}\n\t\t\t};\n\n\t\t\t_self.wake = function(seamless) {\n\t\t\t\tif (_id !== null) {\n\t\t\t\t\t_self.sleep();\n\t\t\t\t} else if (seamless) {\n\t\t\t\t\t_startTime += -_lastUpdate + (_lastUpdate = _getTime());\n\t\t\t\t} else if (_self.frame > 10) { //don't trigger lagSmoothing if we're just waking up, and make sure that at least 10 frames have elapsed because of the iOS bug that we work around below with the 1.5-second setTimout().\n\t\t\t\t\t_lastUpdate = _getTime() - _lagThreshold + 5;\n\t\t\t\t}\n\t\t\t\t_req = (_fps === 0) ? _emptyFunc : (!_useRAF || !_reqAnimFrame) ? function(f) { return setTimeout(f, ((_nextTime - _self.time) * 1000 + 1) | 0); } : _reqAnimFrame;\n\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t_tickerActive = true;\n\t\t\t\t}\n\t\t\t\t_tick(2);\n\t\t\t};\n\n\t\t\t_self.fps = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn _fps;\n\t\t\t\t}\n\t\t\t\t_fps = value;\n\t\t\t\t_gap = 1 / (_fps || 60);\n\t\t\t\t_nextTime = this.time + _gap;\n\t\t\t\t_self.wake();\n\t\t\t};\n\n\t\t\t_self.useRAF = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn _useRAF;\n\t\t\t\t}\n\t\t\t\t_self.sleep();\n\t\t\t\t_useRAF = value;\n\t\t\t\t_self.fps(_fps);\n\t\t\t};\n\t\t\t_self.fps(fps);\n\n\t\t\t//a bug in iOS 6 Safari occasionally prevents the requestAnimationFrame from working initially, so we use a 1.5-second timeout that automatically falls back to setTimeout() if it senses this condition.\n\t\t\tsetTimeout(function() {\n\t\t\t\tif (_useRAF === \"auto\" && _self.frame < 5 && _doc.visibilityState !== \"hidden\") {\n\t\t\t\t\t_self.useRAF(false);\n\t\t\t\t}\n\t\t\t}, 1500);\n\t\t});\n\n\t\tp = gs.Ticker.prototype = new gs.events.EventDispatcher();\n\t\tp.constructor = gs.Ticker;\n\n\n/*\n * ----------------------------------------------------------------\n * Animation\n * ----------------------------------------------------------------\n */\n\t\tvar Animation = _class(\"core.Animation\", function(duration, vars) {\n\t\t\t\tthis.vars = vars = vars || {};\n\t\t\t\tthis._duration = this._totalDuration = duration || 0;\n\t\t\t\tthis._delay = Number(vars.delay) || 0;\n\t\t\t\tthis._timeScale = 1;\n\t\t\t\tthis._active = (vars.immediateRender === true);\n\t\t\t\tthis.data = vars.data;\n\t\t\t\tthis._reversed = (vars.reversed === true);\n\n\t\t\t\tif (!_rootTimeline) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (!_tickerActive) { //some browsers (like iOS 6 Safari) shut down JavaScript execution when the tab is disabled and they [occasionally] neglect to start up requestAnimationFrame again when returning - this code ensures that the engine starts up again properly.\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\n\t\t\t\tvar tl = this.vars.useFrames ? _rootFramesTimeline : _rootTimeline;\n\t\t\t\ttl.add(this, tl._time);\n\n\t\t\t\tif (this.vars.paused) {\n\t\t\t\t\tthis.paused(true);\n\t\t\t\t}\n\t\t\t});\n\n\t\t_ticker = Animation.ticker = new gs.Ticker();\n\t\tp = Animation.prototype;\n\t\tp._dirty = p._gc = p._initted = p._paused = false;\n\t\tp._totalTime = p._time = 0;\n\t\tp._rawPrevTime = -1;\n\t\tp._next = p._last = p._onUpdate = p._timeline = p.timeline = null;\n\t\tp._paused = false;\n\n\n\t\t//some browsers (like iOS) occasionally drop the requestAnimationFrame event when the user switches to a different tab and then comes back again, so we use a 2-second setTimeout() to sense if/when that condition occurs and then wake() the ticker.\n\t\tvar _checkTimeout = function() {\n\t\t\t\tif (_tickerActive && _getTime() - _lastUpdate > 2000 && (_doc.visibilityState !== \"hidden\" || !_ticker.lagSmoothing())) { //note: if the tab is hidden, we should still wake if lagSmoothing has been disabled.\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\tvar t = setTimeout(_checkTimeout, 2000);\n\t\t\t\tif (t.unref) {\n\t\t\t\t\t// allows a node process to exit even if the timeout’s callback hasn't been invoked. Without it, the node process could hang as this function is called every two seconds.\n\t\t\t\t\tt.unref();\n\t\t\t\t}\n\t\t\t};\n\t\t_checkTimeout();\n\n\n\t\tp.play = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t}\n\t\t\treturn this.reversed(false).paused(false);\n\t\t};\n\n\t\tp.pause = function(atTime, suppressEvents) {\n\t\t\tif (atTime != null) {\n\t\t\t\tthis.seek(atTime, suppressEvents);\n\t\t\t}\n\t\t\treturn this.paused(true);\n\t\t};\n\n\t\tp.resume = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t}\n\t\t\treturn this.paused(false);\n\t\t};\n\n\t\tp.seek = function(time, suppressEvents) {\n\t\t\treturn this.totalTime(Number(time), suppressEvents !== false);\n\t\t};\n\n\t\tp.restart = function(includeDelay, suppressEvents) {\n\t\t\treturn this.reversed(false).paused(false).totalTime(includeDelay ? -this._delay : 0, (suppressEvents !== false), true);\n\t\t};\n\n\t\tp.reverse = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek((from || this.totalDuration()), suppressEvents);\n\t\t\t}\n\t\t\treturn this.reversed(true).paused(false);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\t//stub - we override this method in subclasses.\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tthis._time = this._totalTime = 0;\n\t\t\tthis._initted = this._gc = false;\n\t\t\tthis._rawPrevTime = -1;\n\t\t\tif (this._gc || !this.timeline) {\n\t\t\t\tthis._enabled(true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.isActive = function() {\n\t\t\tvar tl = this._timeline, //the 2 root timelines won't have a _timeline; they're always active.\n\t\t\t\tstartTime = this._startTime,\n\t\t\t\trawTime;\n\t\t\treturn (!tl || (!this._gc && !this._paused && tl.isActive() && (rawTime = tl.rawTime(true)) >= startTime && rawTime < startTime + this.totalDuration() / this._timeScale - 0.0000001));\n\t\t};\n\n\t\tp._enabled = function (enabled, ignoreTimeline) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tthis._gc = !enabled;\n\t\t\tthis._active = this.isActive();\n\t\t\tif (ignoreTimeline !== true) {\n\t\t\t\tif (enabled && !this.timeline) {\n\t\t\t\t\tthis._timeline.add(this, this._startTime - this._delay);\n\t\t\t\t} else if (!enabled && this.timeline) {\n\t\t\t\t\tthis._timeline._remove(this, true);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\n\t\tp._kill = function(vars, target) {\n\t\t\treturn this._enabled(false, false);\n\t\t};\n\n\t\tp.kill = function(vars, target) {\n\t\t\tthis._kill(vars, target);\n\t\t\treturn this;\n\t\t};\n\n\t\tp._uncache = function(includeSelf) {\n\t\t\tvar tween = includeSelf ? this : this.timeline;\n\t\t\twhile (tween) {\n\t\t\t\ttween._dirty = true;\n\t\t\t\ttween = tween.timeline;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._swapSelfInParams = function(params) {\n\t\t\tvar i = params.length,\n\t\t\t\tcopy = params.concat();\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (params[i] === \"{self}\") {\n\t\t\t\t\tcopy[i] = this;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn copy;\n\t\t};\n\n\t\tp._callback = function(type) {\n\t\t\tvar v = this.vars,\n\t\t\t\tcallback = v[type],\n\t\t\t\tparams = v[type + \"Params\"],\n\t\t\t\tscope = v[type + \"Scope\"] || v.callbackScope || this,\n\t\t\t\tl = params ? params.length : 0;\n\t\t\tswitch (l) { //speed optimization; call() is faster than apply() so use it when there are only a few parameters (which is by far most common). Previously we simply did var v = this.vars; v[type].apply(v[type + \"Scope\"] || v.callbackScope || this, v[type + \"Params\"] || _blankArray);\n\t\t\t\tcase 0: callback.call(scope); break;\n\t\t\t\tcase 1: callback.call(scope, params[0]); break;\n\t\t\t\tcase 2: callback.call(scope, params[0], params[1]); break;\n\t\t\t\tdefault: callback.apply(scope, params);\n\t\t\t}\n\t\t};\n\n//----Animation getters/setters --------------------------------------------------------\n\n\t\tp.eventCallback = function(type, callback, params, scope) {\n\t\t\tif ((type || \"\").substr(0,2) === \"on\") {\n\t\t\t\tvar v = this.vars;\n\t\t\t\tif (arguments.length === 1) {\n\t\t\t\t\treturn v[type];\n\t\t\t\t}\n\t\t\t\tif (callback == null) {\n\t\t\t\t\tdelete v[type];\n\t\t\t\t} else {\n\t\t\t\t\tv[type] = callback;\n\t\t\t\t\tv[type + \"Params\"] = (_isArray(params) && params.join(\"\").indexOf(\"{self}\") !== -1) ? this._swapSelfInParams(params) : params;\n\t\t\t\t\tv[type + \"Scope\"] = scope;\n\t\t\t\t}\n\t\t\t\tif (type === \"onUpdate\") {\n\t\t\t\t\tthis._onUpdate = callback;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.delay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._delay;\n\t\t\t}\n\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\tthis.startTime( this._startTime + value - this._delay );\n\t\t\t}\n\t\t\tthis._delay = value;\n\t\t\treturn this;\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tthis._dirty = false;\n\t\t\t\treturn this._duration;\n\t\t\t}\n\t\t\tthis._duration = this._totalDuration = value;\n\t\t\tthis._uncache(true); //true in case it's a TweenMax or TimelineMax that has a repeat - we'll need to refresh the totalDuration.\n\t\t\tif (this._timeline.smoothChildTiming) if (this._time > 0) if (this._time < this._duration) if (value !== 0) {\n\t\t\t\tthis.totalTime(this._totalTime * (value / this._duration), true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tthis._dirty = false;\n\t\t\treturn (!arguments.length) ? this._totalDuration : this.duration(value);\n\t\t};\n\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\treturn this.totalTime((value > this._duration) ? this._duration : value, suppressEvents);\n\t\t};\n\n\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._totalTime;\n\t\t\t}\n\t\t\tif (this._timeline) {\n\t\t\t\tif (time < 0 && !uncapped) {\n\t\t\t\t\ttime += this.totalDuration();\n\t\t\t\t}\n\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\tif (this._dirty) {\n\t\t\t\t\t\tthis.totalDuration();\n\t\t\t\t\t}\n\t\t\t\t\tvar totalDuration = this._totalDuration,\n\t\t\t\t\t\ttl = this._timeline;\n\t\t\t\t\tif (time > totalDuration && !uncapped) {\n\t\t\t\t\t\ttime = totalDuration;\n\t\t\t\t\t}\n\t\t\t\t\tthis._startTime = (this._paused ? this._pauseTime : tl._time) - ((!this._reversed ? time : totalDuration - time) / this._timeScale);\n\t\t\t\t\tif (!tl._dirty) { //for performance improvement. If the parent's cache is already dirty, it already took care of marking the ancestors as dirty too, so skip the function call here.\n\t\t\t\t\t\tthis._uncache(false);\n\t\t\t\t\t}\n\t\t\t\t\t//in case any of the ancestor timelines had completed but should now be enabled, we should reset their totalTime() which will also ensure that they're lined up properly and enabled. Skip for animations that are on the root (wasteful). Example: a TimelineLite.exportRoot() is performed when there's a paused tween on the root, the export will not complete until that tween is unpaused, but imagine a child gets restarted later, after all [unpaused] tweens have completed. The startTime of that child would get pushed out, but one of the ancestors may have completed.\n\t\t\t\t\tif (tl._timeline) {\n\t\t\t\t\t\twhile (tl._timeline) {\n\t\t\t\‰ùt\t\t\tif (tl._timeline._time !== (tl._startTime + tl._totalTime) / tl._timeScale) {\n\t\t\t\t\t\t\t\ttl.totalTime(tl._totalTime, true);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this._gc) {\n\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t}\n\t\t\t\tif (this._totalTime !== time || this._duration === 0) {\n\t\t\t\t\tif (_lazyTweens.length) {\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tthis.render(time, suppressEvents, false);\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when someone calls seek() or time() or progress(), they expect an immediate render.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.progress = p.totalProgress = function(value, suppressEvents) {\n\t\t\tvar duration = this.duration();\n\t\t\treturn (!arguments.length) ? (duration ? this._time / duration : this.ratio) : this.totalTime(duration * value, suppressEvents);\n\t\t};\n\n\t\tp.startTime = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._startTime;\n\t\t\t}\n\t\t\tif (value !== this._startTime) {\n\t\t\t\tthis._startTime = value;\n\t\t\t\tif (this.timeline) if (this.timeline._sortChildren) {\n\t\t\t\t\tthis.timeline.add(this, value - this._delay); //ensures that any necessary re-sequencing of Animations in the timeline occurs to make sure the rendering order is correct.\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.endTime = function(includeRepeats) {\n\t\t\treturn this._startTime + ((includeRepeats != false) ? this.totalDuration() : this.duration()) / this._timeScale;\n\t\t};\n\n\t\tp.timeScale = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._timeScale;\n\t\t\t}\n\t\t\tvar pauseTime, t;\n\t\t\tvalue = value || _tinyNum; //can't allow zero because it'll throw the math off\n\t\t\tif (this._timeline && this._timeline.smoothChildTiming) {\n\t\t\t\tpauseTime = this._pauseTime;\n\t\t\t\tt = (pauseTime || pauseTime === 0) ? pauseTime : this._timeline.totalTime();\n\t\t\t\tthis._startTime = t - ((t - this._startTime) * this._timeScale / value);\n\t\t\t}\n\t\t\tthis._timeScale = value;\n\t\t\tt = this.timeline;\n\t\t\twhile (t && t.timeline) { //must update the duration/totalDuration of all ancestor timelines immediately in case in the middle of a render loop, one tween alters another tween's timeScale which shoves its startTime before 0, forcing the parent timeline to shift around and shiftChildren() which could affect that next tween's render (startTime). Doesn't matter for the root timeline though.\n\t\t\t\tt._dirty = true;\n\t\t\t\tt.totalDuration();\n\t\t\t\tt = t.timeline;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.reversed = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._reversed;\n\t\t\t}\n\t\t\tif (value != this._reversed) {\n\t\t\t\tthis._reversed = value;\n\t\t\t\tthis.totalTime(((this._timeline && !this._timeline.smoothChildTiming) ? this.totalDuration() - this._totalTime : this._totalTime), true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.paused = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._paused;\n\t\t\t}\n\t\t\tvar tl = this._timeline,\n\t\t\t\traw, elapsed;\n\t\t\tif (value != this._paused) if (tl) {\n\t\t\t\tif (!_tickerActive && !value) {\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\traw = tl.rawTime();\n\t\t\t\telapsed = raw - this._pauseTime;\n\t\t\t\tif (!value && tl.smoothChildTiming) {\n\t\t\t\t\tthis._startTime += elapsed;\n\t\t\t\t\tthis._uncache(false);\n\t\t\t\t}\n\t\t\t\tthis._pauseTime = value ? raw : null;\n\t\t\t\tthis._paused = value;\n\t\t\t\tthis._active = this.isActive();\n\t\t\t\tif (!value && elapsed !== 0 && this._initted && this.duration()) {\n\t\t\t\t\traw = tl.smoothChildTiming ? this._totalTime : (raw - this._startTime) / this._timeScale;\n\t\t\t\t\tthis.render(raw, (raw === this._totalTime), true); //in case the target's properties changed via some other tween or manual update by the user, we should force a render.\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._gc && !value) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\n/*\n * ----------------------------------------------------------------\n * SimpleTimeline\n * ----------------------------------------------------------------\n */\n\t\tvar SimpleTimeline = _class(\"core.SimpleTimeline\", function(vars) {\n\t\t\tAnimation.call(this, 0, vars);\n\t\t\tthis.autoRemoveChildren = this.smoothChildTiming = true;\n\t\t});\n\n\t\tp = SimpleTimeline.prototype = new Animation();\n\t\tp.constructor = SimpleTimeline;\n\t\tp.kill()._gc = false;\n\t\tp._first = p._last = p._recent = null;\n\t\tp._sortChildren = false;\n\n\t\tp.add = p.insert = function(child, position, align, stagger) {\n\t\t\tvar prevTween, st;\n\t\t\tchild._startTime = Number(position || 0) + child._delay;\n\t\t\tif (child._paused) if (this !== child._timeline) { //we only adjust the _pauseTime if it wasn't in this timeline already. Remember, sometimes a tween will be inserted again into the same timeline when its startTime is changed so that the tweens in the TimelineLite/Max are re-ordered properly in the linked list (so everything renders in the proper order).\n\t\t\t\tchild._pauseTime = child._startTime + ((this.rawTime() - child._startTime) / child._timeScale);\n\t\t\t}\n\t\t\tif (child.timeline) {\n\t\t\t\tchild.timeline._remove(child, true); //removes from existing timeline so that it can be properly added to this one.\n\t\t\t}\n\t\t\tchild.timeline = child._timeline = this;\n\t\t\tif (child._gc) {\n\t\t\t\tchild._enabled(true, true);\n\t\t\t}\n\t\t\tprevTween = this._last;\n\t\t\tif (this._sortChildren) {\n\t\t\t\tst = child._startTime;\n\t\t\t\twhile (prevTween && prevTween._startTime > st) {\n\t\t\t\t\tprevTween = prevTween._prev;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (prevTween) {\n\t\t\t\tchild._next = prevTween._next;\n\t\t\t\tprevTween._next = child;\n\t\t\t} else {\n\t\t\t\tchild._next = this._first;\n\t\t\t\tthis._first = child;\n\t\t\t}\n\t\t\tif (child._next) {\n\t\t\t\tchild._next._prev = child;\n\t\t\t} else {\n\t\t\t\tthis._last = child;\n\t\t\t}\n\t\t\tchild._prev = prevTween;\n\t\t\tthis._recent = child;\n\t\t\tif (this._timeline) {\n\t\t\t\tthis._uncache(true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._remove = function(tween, skipDisable) {\n\t\t\tif (tween.timeline === this) {\n\t\t\t\tif (!skipDisable) {\n\t\t\t\t\ttween._enabled(false, true);\n\t\t\t\t}\n\n\t\t\t\tif (tween._prev) {\n\t\t\t\t\ttween._prev._next = tween._next;\n\t\t\t\t} else if (this._first === tween) {\n\t\t\t\t\tthis._first = tween._next;\n\t\t\t\t}\n\t\t\t\tif (tween._next) {\n\t\t\t\t\ttween._next._prev = tween._prev;\n\t\t\t\t} else if (this._last === tween) {\n\t\t\t\t\tthis._last = tween._prev;\n\t\t\t\t}\n\t\t\t\ttween._next = tween._prev = tween.timeline = null;\n\t\t\t\tif (tween === this._recent) {\n\t\t\t\t\tthis._recent = this._last;\n\t\t\t\t}\n\n\t\t\t\tif (this._timeline) {\n\t\t\t\t\tthis._uncache(true);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tvar tween = this._first,\n\t\t\t\tnext;\n\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\twhile (tween) {\n\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\tif (tween._active || (time >= tween._startTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttween = next;\n\t\t\t}\n\t\t};\n\n\t\tp.rawTime = function() {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\treturn this._totalTime;\n\t\t};\n\n/*\n * ----------------------------------------------------------------\n * TweenLite\n * ----------------------------------------------------------------\n */\n\t\tvar TweenLite = _class(\"TweenLite\", function(target, duration, vars) {\n\t\t\t\tAnimation.call(this, duration, vars);\n\t\t\t\tthis.render = TweenLite.prototype.render; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\n\t\t\t\tif (target == null) {\n\t\t\t\t\tthrow \"Cannot tween a null target.\";\n\t\t\t\t}\n\n\t\t\t\tthis.target = target = (typeof(target) !== \"string\") ? target : TweenLite.selector(target) || target;\n\n\t\t\t\tvar isSelector = (target.jquery || (target.length && target !== window && target[0] && (target[0] === window || (target[0].nodeType && target[0].style && !target.nodeType)))),\n\t\t\t\t\toverwrite = this.vars.overwrite,\n\t\t\t\t\ti, targ, targets;\n\n\t\t\t\tthis._overwrite = overwrite = (overwrite == null) ? _overwriteLookup[TweenLite.defaultOverwrite] : (typeof(overwrite) === \"number\") ? overwrite >> 0 : _overwriteLookup[overwrite];\n\n\t\t\t\tif ((isSelector || target instanceof Array || (target.push && _isArray(target))) && typeof(target[0]) !== \"number\") {\n\t\t\t\t\tthis._targets = targets = _slice(target); //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\t\tthis._propLookup = [];\n\t\t\t\t\tthis._siblings = [];\n\t\t\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\t\t\ttarg = targets[i];\n\t\t\t\t\t\tif (!targ) {\n\t\t\t\t\t\t\ttargets.splice(i--, 1);\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\ttarg = targets[i--] = TweenLite.selector(targ); //in case it's an array of strings\n\t\t\t\t\t\t\tif (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\t\ttargets.splice(i+1, 1); //to avoid an endless loop (can't imagine why the selector would return a string, but just in case)\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (targ.length && targ !== window && targ[0] && (targ[0] === window || (targ[0].nodeType && targ[0].style && !targ.nodeType))) { //in case the user is passing in an array of selector objects (like jQuery objects), we need to check one more level and pull things out if necessary. Also note that elements pass all the criteria regarding length and the first child having style, so we must also check to ensure the target isn't an HTML node itself.\n\t\t\t\t\t\t\ttargets.splice(i--, 1);\n\t\t\t\t\t\t\tthis._targets = targets = targets.concat(_slice(targ));\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._siblings[i] = _register(targ, this, false);\n\t\t\t\t\t\tif (overwrite === 1) if (this._siblings[i].length > 1) {\n\t\t\t\t\t\t\t_applyOverwrite(targ, this, null, 1, this._siblings[i]);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\t\t\t\t\tthis._propLookup = {};\n\t\t\t\t\tthis._siblings = _register(target, this, false);\n\t\t\t\t\tif (overwrite === 1) if (this._siblings.length > 1) {\n\t\t\t\t\t\t_applyOverwrite(target, this, null, 1, this._siblings);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this.vars.immediateRender || (duration === 0 && this._delay === 0 && this.vars.immediateRender !== false)) {\n\t\t\t\t\tthis._time = -_tinyNum; //forces a render without having to set the render() \"force\" parameter to true because we want to allow lazying by default (using the \"force\" parameter always forces an immediate full render)\n\t\t\t\t\tthis.render(Math.min(0, -this._delay)); //in case delay is negative\n\t\t\t\t}\n\t\t\t}, true),\n\t\t\t_isSelector = function(v) {\n\t\t\t\treturn (v && v.length && v !== window && v[0] && (v[0] === window || (v[0].nodeType && v[0].style && !v.nodeType))); //we cannot check \"nodeType\" if the target is window from within an iframe, otherwise it will trigger a security error in some browsers like Firefox.\n\t\t\t},\n\t\t\t_autoCSS = function(vars, target) {\n\t\t\t\tvar css = {},\n\t\t\t\t\tp;\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tif (!_reservedProps[p] && (!(p in target) || p === \"transform\" || p === \"x\" || p === \"y\" || p === \"width\" || p === \"height\" || p === \"className\" || p === \"border\") && (!_plugins[p] || (_plugins[p] && _plugins[p]._autoCSS))) { //note: elements contain read-only \"x\" and \"y\" properties. We should also prioritize editing css width/height rather than the element's properties.\n\t\t\t\t\t\tcss[p] = vars[p];\n\t\t\t\t\t\tdelete vars[p];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tvars.css = css;\n\t\t\t};\n\n\t\tp = TweenLite.prototype = new Animation();\n\t\tp.constructor = TweenLite;\n\t\tp.kill()._gc = false;\n\n//----TweenLite defaults, overwrite management, and root updates ----------------------------------------------------\n\n\t\tp.ratio = 0;\n\t\tp._firstPT = p._targets = p._overwrittenProps = p._startAt = null;\n\t\tp._notifyPluginsOfEnabled = p._lazy = false;\n\n\t\tTweenLite.version = \"1.20.3\";\n\t\tTweenLite.defaultEase = p._ease = new Ease(null, null, 1, 1);\n\t\tTweenLite.defaultOverwrite = \"auto\";\n\t\tTweenLite.ticker = _ticker;\n\t\tTweenLite.autoSleep = 120;\n\t\tTweenLite.lagSmoothing = function(threshold, adjustedLag) {\n\t\t\t_ticker.lagSmoothing(threshold, adjustedLag);\n\t\t};\n\n\t\tTweenLite.selector = window.$ || window.jQuery || function(e) {\n\t\t\tvar selector = window.$ || window.jQuery;\n\t\t\tif (selector) {\n\t\t\t\tTweenLite.selector = selector;\n\t\t\t\treturn selector(e);\n\t\t\t}\n\t\t\treturn (typeof(_doc) === \"undefined\") ? e : (_doc.querySelectorAll ? _doc.querySelectorAll(e) : _doc.getElementById((e.charAt(0) === \"#\") ? e.substr(1) : e));\n\t\t};\n\n\t\tvar _lazyTweens = [],\n\t\t\t_lazyLookup = {},\n\t\t\t_numbersExp = /(?:(-|-=|\\+=)?\\d*\\.?\\d*(?:e[\\-+]?\\d+)?)[0-9]/ig,\n\t\t\t_relExp = /[\\+-]=-?[\\.\\d]/,\n\t\t\t//_nonNumbersExp = /(?:([\\-+](?!(\\d|=)))|[^\\d\\-+=e]|(e(?![\\-+][\\d])))+/ig,\n\t\t\t_setRatio = function(v) {\n\t\t\t\tvar pt = this._firstPT,\n\t\t\t\t\tmin = 0.000001,\n\t\t\t\t\tval;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tval = !pt.blob ? pt.c * v + pt.s : (v === 1 && this.end != null) ? this.end : v ? this.join(\"\") : this.start;\n\t\t\t\t\tif (pt.m) {\n\t\t\t\t\t\tval = pt.m(val, this._target || pt.t);\n\t\t\t\t\t} else if (val < min) if (val > -min && !pt.blob) { //prevents issues with converting very small numbers to strings in the browser\n\t\t\t\t\t\tval = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (!pt.f) {\n\t\t\t\t\t\tpt.t[pt.p] = val;\n\t\t\t\t\t} else if (pt.fp) {\n\t\t\t\t\t\tpt.t[pt.p](pt.fp, val);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.t[pt.p](val);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t},\n\t\t\t//compares two strings (start/end), finds the numbers<€­ù that are different and spits back an array representing the whole value but with the changing values isolated as elements. For example, \"rgb(0,0,0)\" and \"rgb(100,50,0)\" would become [\"rgb(\", 0, \",\", 50, \",0)\"]. Notice it merges the parts that are identical (performance optimization). The array also has a linked list of PropTweens attached starting with _firstPT that contain the tweening data (t, p, s, c, f, etc.). It also stores the starting value as a \"start\" property so that we can revert to it if/when necessary, like when a tween rewinds fully. If the quantity of numbers differs between the start and end, it will always prioritize the end value(s). The pt parameter is optional - it's for a PropTween that will be appended to the end of the linked list and is typically for actually setting the value after all of the elements have been updated (with array.join(\"\")).\n\t\t\t_blobDif = function(start, end, filter, pt) {\n\t\t\t\tvar a = [],\n\t\t\t\t\tcharIndex = 0,\n\t\t\t\t\ts = \"\",\n\t\t\t\t\tcolor = 0,\n\t\t\t\t\tstartNums, endNums, num, i, l, nonNumbers, currentNum;\n\t\t\t\ta.start = start;\n\t\t\t\ta.end = end;\n\t\t\t\tstart = a[0] = start + \"\"; //ensure values are strings\n\t\t\t\tend = a[1] = end + \"\";\n\t\t\t\tif (filter) {\n\t\t\t\t\tfilter(a); //pass an array with the starting and ending values and let the filter do whatever it needs to the values.\n\t\t\t\t\tstart = a[0];\n\t\t\t\t\tend = a[1];\n\t\t\t\t}\n\t\t\t\ta.length = 0;\n\t\t\t\tstartNums = start.match(_numbersExp) || [];\n\t\t\t\tendNums = end.match(_numbersExp) || [];\n\t\t\t\tif (pt) {\n\t\t\t\t\tpt._next = null;\n\t\t\t\t\tpt.blob = 1;\n\t\t\t\t\ta._firstPT = a._applyPT = pt; //apply last in the linked list (which means inserting it first)\n\t\t\t\t}\n\t\t\t\tl = endNums.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tcurrentNum = endNums[i];\n\t\t\t\t\tnonNumbers = end.substr(charIndex, end.indexOf(currentNum, charIndex)-charIndex);\n\t\t\t\t\ts += (nonNumbers || !i) ? nonNumbers : \",\"; //note: SVG spec allows omission of comma/space when a negative sign is wedged between two numbers, like 2.5-5.3 instead of 2.5,-5.3 but when tweening, the negative value may switch to positive, so we insert the comma just in case.\n\t\t\t\t\tcharIndex += nonNumbers.length;\n\t\t\t\t\tif (color) { //sense rgba() values and round them.\n\t\t\t\t\t\tcolor = (color + 1) % 5;\n\t\t\t\t\t} else if (nonNumbers.substr(-5) === \"rgba(\") {\n\t\t\t\t\t\tcolor = 1;\n\t\t\t\t\t}\n\t\t\t\t\tif (currentNum === startNums[i] || startNums.length <= i) {\n\t\t\t\t\t\ts += currentNum;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tif (s) {\n\t\t\t\t\t\t\ta.push(s);\n\t\t\t\t\t\t\ts = \"\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tnum = parseFloat(startNums[i]);\n\t\t\t\t\t\ta.push(num);\n\t\t\t\t\t\ta._firstPT = {_next: a._firstPT, t:a, p: a.length-1, s:num, c:((currentNum.charAt(1) === \"=\") ? parseInt(currentNum.charAt(0) + \"1\", 10) * parseFloat(currentNum.substr(2)) : (parseFloat(currentNum) - num)) || 0, f:0, m:(color && color < 4) ? Math.round : 0};\n\t\t\t\t\t\t//note: we don't set _prev because we'll never need to remove individual PropTweens from this list.\n\t\t\t\t\t}\n\t\t\t\t\tcharIndex += currentNum.length;\n\t\t\t\t}\n\t\t\t\ts += end.substr(charIndex);\n\t\t\t\tif (s) {\n\t\t\t\t\ta.push(s);\n\t\t\t\t}\n\t\t\t\ta.setRatio = _setRatio;\n\t\t\t\tif (_relExp.test(end)) { //if the end string contains relative values, delete it so that on the final render (in _setRatio()), we don't actually set it to the string with += or -= characters (forces it to use the calculated value).\n\t\t\t\t\ta.end = null;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t},\n\t\t\t//note: \"funcParam\" is only necessary for function-based getters/setters that require an extra parameter like getAttribute(\"width\") and setAttribute(\"width\", value). In this example, funcParam would be \"width\". Used by AttrPlugin for example.\n\t\t\t_addPropTween = function(target, prop, start, end, overwriteProp, mod, funcParam, stringFilter, index) {\n\t\t\t\tif (typeof(end) === \"function\") {\n\t\t\t\t\tend = end(index || 0, target);\n\t\t\t\t}\n\t\t\t\tvar type = typeof(target[prop]),\n\t\t\t\t\tgetterName = (type !== \"function\") ? \"\" : ((prop.indexOf(\"set\") || typeof(target[\"get\" + prop.substr(3)]) !== \"function\") ? prop : \"get\" + prop.substr(3)),\n\t\t\t\t\ts = (start !== \"get\") ? start : !getterName ? target[prop] : funcParam ? target[getterName](funcParam) : target[getterName](),\n\t\t\t\t\tisRelative = (typeof(end) === \"string\" && end.charAt(1) === \"=\"),\n\t\t\t\t\tpt = {t:target, p:prop, s:s, f:(type === \"function\"), pg:0, n:overwriteProp || prop, m:(!mod ? 0 : (typeof(mod) === \"function\") ? mod : Math.round), pr:0, c:isRelative ? parseInt(end.charAt(0) + \"1\", 10) * parseFloat(end.substr(2)) : (parseFloat(end) - s) || 0},\n\t\t\t\t\tblob;\n\n\t\t\t\tif (typeof(s) !== \"number\" || (typeof(end) !== \"number\" && !isRelative)) {\n\t\t\t\t\tif (funcParam || isNaN(s) || (!isRelative && isNaN(end)) || typeof(s) === \"boolean\" || typeof(end) === \"boolean\") {\n\t\t\t\t\t\t//a blob (string that has multiple numbers in it)\n\t\t\t\t\t\tpt.fp = funcParam;\n\t\t\t\t\t\tblob = _blobDif(s, (isRelative ? parseFloat(pt.s) + pt.c : end), stringFilter || TweenLite.defaultStringFilter, pt);\n\t\t\t\t\t\tpt = {t: blob, p: \"setRatio\", s: 0, c: 1, f: 2, pg: 0, n: overwriteProp || prop, pr: 0, m: 0}; //\"2\" indicates it's a Blob property tween. Needed for RoundPropsPlugin for example.\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.s = parseFloat(s);\n\t\t\t\t\t\tif (!isRelative) {\n\t\t\t\t\t\t\tpt.c = (parseFloat(end) - pt.s) || 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (pt.c) { //only add it to the linked list if there's a change.\n\t\t\t\t\tif ((pt._next = this._firstPT)) {\n\t\t\t\t\t\tpt._next._prev = pt;\n\t\t\t\t\t}\n\t\t\t\t\tthis._firstPT = pt;\n\t\t\t\t\treturn pt;\n\t\t\t\t}\n\t\t\t},\n\t\t\t_internals = TweenLite._internals = {isArray:_isArray, isSelector:_isSelector, lazyTweens:_lazyTweens, blobDif:_blobDif}, //gives us a way to expose certain private values to other GreenSock classes without contaminating tha main TweenLite object.\n\t\t\t_plugins = TweenLite._plugins = {},\n\t\t\t_tweenLookup = _internals.tweenLookup = {},\n\t\t\t_tweenLookupNum = 0,\n\t\t\t_reservedProps = _internals.reservedProps = {ease:1, delay:1, overwrite:1, onComplete:1, onCompleteParams:1, onCompleteScope:1, useFrames:1, runBackwards:1, startAt:1, onUpdate:1, onUpdateParams:1, onUpdateScope:1, onStart:1, onStartParams:1, onStartScope:1, onReverseComplete:1, onReverseCompleteParams:1, onReverseCompleteScope:1, onRepeat:1, onRepeatParams:1, onRepeatScope:1, easeParams:1, yoyo:1, immediateRender:1, repeat:1, repeatDelay:1, data:1, paused:1, reversed:1, autoCSS:1, lazy:1, onOverwrite:1, callbackScope:1, stringFilter:1, id:1, yoyoEase:1},\n\t\t\t_overwriteLookup = {none:0, all:1, auto:2, concurrent:3, allOnStart:4, preexisting:5, \"true\":1, \"false\":0},\n\t\t\t_rootFramesTimeline = Animation._rootFramesTimeline = new SimpleTimeline(),\n\t\t\t_rootTimeline = Animation._rootTimeline = new SimpleTimeline(),\n\t\t\t_nextGCFrame = 30,\n\t\t\t_lazyRender = _internals.lazyRender = function() {\n\t\t\t\tvar i = _lazyTweens.length,\n\t\t\t\t\ttween;\n\t\t\t\t_lazyLookup = {};\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\ttween = _lazyTweens[i];\n\t\t\t\t\tif (tween && tween._lazy !== false) {\n\t\t\t\t\t\ttween.render(tween._lazy[0], tween._lazy[1], true);\n\t\t\t\t\t\ttween._lazy = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_lazyTweens.length = 0;\n\t\t\t};\n\n\t\t_rootTimeline._startTime = _ticker.time;\n\t\t_rootFramesTimeline._startTime = _ticker.frame;\n\t\t_rootTimeline._active = _rootFramesTimeline._active = true;\n\t\tsetTimeout(_lazyRender, 1); //on some mobile devices, there isn't a \"tick\" before code runs which means any lazy renders wouldn't run before the next official \"tick\".\n\n\t\tAnimation._updateRoot = TweenLite.render = function() {\n\t\t\t\tvar i, a, p;\n\t\t\t\tif (_lazyTweens.length) { //if code is run outside of the requestAnimationFrame loop, there may be tweens queued AFTER the engine refreshed, so we need to ensure any pending renders occur before we refresh again.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\t_rootTimeline.render((_ticker.time - _rootTimeline._startTime) * _rootTimeline._timeScale, false, false);\n\t\t\t\t_rootFramesTimeline.render((_ticker.frame - _rootFramesTimeline._startTime) * _rootFramesTimeline._timeScale, false, false);\n\t\t\t\tif (_lazyTweens.length) {\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tif (_ticker.frame >= _nextGCFrame) { //dump garbage every 120 frames or whatever the user sets TweenLite.autoSleep to\n\t\t\t\t\t_nextGCFrame = _ticker.frame + (parseInt(TweenLite.autoSleep, 10) || 120);\n\t\t\t\t\tfor (p in _tweenLookup) {\n\t\t\t\t\t\ta = _tweenLookup[p].tweens;\n\t\t\t\t\t\ti = a.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif (a[i]._gc) {\n\t\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (a.length === 0) {\n\t\t\t\t\t\t\tdelete _tweenLookup[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t//if there are no more tweens in the root timelines, or if they're all paused, make the _timer sleep to reduce load on the CPU slightly\n\t\t\t\t\tp = _rootTimeline._first;\n\t\t\t\t\tif (!p || p._paused) if (TweenLite.autoSleep && !_rootFramesTimeline._first && _ticker._listeners.tick.length === 1) {\n\t\t\t\t\t\twhile (p && p._paused) {\n\t\t\t\t\t\t\tp = p._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!p) {\n\t\t\t\t\t\t\t_ticker.sleep();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\t_ticker.addEventListener(\"tick\", Animation._updateRoot);\n\n\t\tvar _register = function(target, tween, scrub) {\n\t\t\t\tvar id = target._gsTweenID, a, i;\n\t\t\t\tif (!_tweenLookup[id || (target._gsTweenID = id = \"t\" + (_tweenLookupNum++))]) {\n\t\t\t\t\t_tweenLookup[id] = {target:target, tweens:[]};\n\t\t\t\t}\n\t\t\t\tif (tween) {\n\t\t\t\t\ta = _tweenLookup[id].tweens;\n\t\t\t\t\ta[(i = a.length)] = tween;\n\t\t\t\t\tif (scrub) {\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif (a[i] === tween) {\n\t\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn _tweenLookup[id].tweens;\n\t\t\t},\n\t\t\t_onOverwrite = function(overwrittenTween, overwritingTween, target, killedProps) {\n\t\t\t\tvar func = overwrittenTween.vars.onOverwrite, r1, r2;\n\t\t\t\tif (func) {\n\t\t\t\t\tr1 = func(overwrittenTween, overwritingTween, target, killedProps);\n\t\t\t\t}\n\t\t\t\tfunc = TweenLite.onOverwrite;\n\t\t\t\tif (func) {\n\t\t\t\t\tr2 = func(overwrittenTween, overwritingTween, target, killedProps);\n\t\t\t\t}\n\t\t\t\treturn (r1 !== false && r2 !== false);\n\t\t\t},\n\t\t\t_applyOverwrite = function(target, tween, props, mode, siblings) {\n\t\t\t\tvar i, changed, curTween, l;\n\t\t\t\tif (mode === 1 || mode >= 4) {\n\t\t\t\t\tl = siblings.length;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tif ((curTween = siblings[i]) !== tween) {\n\t\t\t\t\t\t\tif (!curTween._gc) {\n\t\t\t\t\t\t\t\tif (curTween._kill(null, target, tween)) {\n\t\t\t\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else if (mode === 5) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn changed;\n\t\t\t\t}\n\t\t\t\t//NOTE: Add 0.0000000001 to overcome floating point errors that can cause the startTime to be VERY slightly off (when a tween's time() is set for example)\n\t\t\t\tvar startTime = tween._startTime + _tinyNum,\n\t\t\t\t\toverlaps = [],\n\t\t\t\t\toCount = 0,\n\t\t\t\t\tzeroDur = (tween._duration === 0),\n\t\t\t\t\tglobalStart;\n\t\t\t\ti = siblings.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif ((curTween = siblings[i]) === tween || curTween._gc || curTween._paused) {\n\t\t\t\t\t\t//ignore\n\t\t\t\t\t} else if (curTween._timeline !== tween._timeline) {\n\t\t\t\t\t\tglobalStart = globalStart || _checkOverlap(tween, 0, zeroDur);\n\t\t\t\t\t\tif (_checkOverlap(curTween, globalStart, zeroDur) === 0) {\n\t\t\t\t\t\t\toverlaps[oCount++] = curTween;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else if (curTween._startTime <= startTime) if (curTween._startTime + curTween.totalDuration() / curTween._timeScale > startTime) if (!((zeroDur || !curTween._initted) && startTime - curTween._startTime <= 0.0000000002)) {\n\t\t\t\t\t\toverlaps[oCount++] = curTween;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\ti = oCount;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tcurTween = overlaps[i];\n\t\t\t\t\tif (mode === 2) if (curTween._kill(props, target, tween)) {\n\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (mode !== 2 || (!curTween._firstPT && curTween._initted)) {\n\t\t\t\t\t\tif (mode !== 2 && !_onOverwrite(curTween, tween)) {\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (curTween._enabled(false, false)) { //if all property tweens have been overwritten, kill the tween.\n\t\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn changed;\n\t\t\t},\n\t\t\t_checkOverlap = function(tween, reference, zeroDur) {\n\t\t\t\tvar tl = tween._timeline,\n\t\t\t\t\tts = tl._timeScale,\n\t\t\t\t\tt = tween._startTime;\n\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\tt += tl._startTime;\n\t\t\t\t\tts *= tl._timeScale;\n\t\t\t\t\tif (tl._paused) {\n\t\t\t\t\t\treturn -100;\n\t\t\t\t\t}\n\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t}\n\t\t\t\tt /= ts;\n\t\t\t\treturn (t > reference) ? t - reference : ((zeroDur && t === reference) || (!tween._initted && t - reference < 2 * _tinyNum)) ? _tinyNum : ((t += tween.totalDuration() / tween._timeScale / ts) > reference + _tinyNum) ? 0 : t - reference - _tinyNum;\n\t\t\t};\n\n\n//---- TweenLite instance methods -----------------------------------------------------------------------------\n\n\t\tp._init = function() {\n\t\t\tvar v = this.vars,\n\t\t\t\top = this._overwrittenProps,\n\t\t\t\tdur = this._duration,\n\t\t\t\timmediate = !!v.immediateRender,\n\t\t\t\tease = v.ease,\n\t\t\t\ti, initPlugins, pt, p, startVars, l;\n\t\t\tif (v.startAt) {\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tthis._startAt.render(-1, true); //if we've run a startAt previously (when the tween instantiated), we should revert it so that the values re-instantiate correctly particularly for relative tweens. Without this, a TweenLite.fromTo(obj, 1, {x:\"+=100\"}, {x:\"-=100\"}), for example, would actually jump to +=200 because the startAt would run twice, doubling the relative change.\n\t\t\t\t\tthis._startAt.kill();\n\t\t\t\t}\n\t\t\t\tstartVars = {};\n\t\t\t\tfor (p in v.startAt) { //copy the properties/values into a new object to avoid collisions, like var to = {x:0}, from = {x:500}; timeline.fromTo(e, 1, from, to).fromTo(e, 1, to, from);\n\t\t\t\t\tstartVars[p] = v.startAt[p];\n\t\t\t\t}\n\t\t\t\tstartVars.data = \"isStart\";\n\t\t\t\tstartVars.overwrite = false;\n\t\t\t\tstartVars.immediateRender = true;\n\t\t\t\tstartVars.lazy = (immediate && v.lazy !== false);\n\t\t\t\tstartVars.startAt = startVars.delay = null; //no nesting of startAt objects allowed (otherwise it could cause an infinite loop).\n\t\t\t\tstartVars.onUpdate = v.onUpdate;\n\t\t\t\tstartVars.onUpdateParams = v.onUpdateParams;\n\t\t\t\tstartVars.onUpdateScope = v.onUpdateScope || v.callbackScope || this;\n\t\t\t\tthis._startAt = TweenLite.to(this.target, 0, startVars);\n\t\t\t\tif (immediate) {\n\t\t\t\t\tif (this._time > 0) {\n\t\t\t\t\t\tthis._startAt = null; //tweens that render immediately (like most from() and fromTo() tweens) shouldn't revert when their parent timeline's playhead goes backward past the startTime because the initial render could have happened anytime and it shouldn't be directly correlated to this tween's startTime. Imagine setting up a complex animation where the beginning states of various objects are rendered immediately but the tween doesn't happen for quite some time - if we revert to the starting values as soon as the playhead goes backward past the tween's startTime, it will throw things off visually. Reversion should only happen in TimelineLite/Max instances where immediateRender was false (which is the default in the convenience methods like from()).\n\t\t\t\t\t} else if (dur !== 0) {\n\t\t\t\t\t\treturn; //we skip initialization here so that overwriting doesn't occur until the tween actually begins. Otherwise, if you create several immediateRender:true tweens of the same target/properties to drop into a TimelineLite or TimelineMax, the last one created would overwrite the first ones because they didn't get placed into the timeline yet before the first render occurs and kicks in overwriting.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (v.runBackwards && dur !== 0) {\n\t\t\t\t//from() tweens must be handled uniquely: their beginning values must be rendered but we don't want overwriting to occur yet (when time is still 0). Wait until the tween actually begins before doing all the routines like overwriting. At that time, we should render at the END of the tween to ensure that things initialize correctly (remember, from() tweens go backwards)\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tthis._startAt.render(-1, true);\n\t\t\t\t\tthis._startAt.kill();\n\t\t\t\t\tthis._startAt = null;\n\t\t\t\t} else {\n\t\t\t\t\tif (this._time !== 0) { //in rare cases (like if a from() tween runs and then is invalidate()-ed), immediateRender could be true but the initial forced-render gets skipped, so there's no need to force the render in this context when the _time is greater than 0\n\t\t\t\t\t\timmediate = false;\n\t\t\t\t\t}\n\t\t\t\t\tpt = {};\n\t\t\t\t\tfor (p in v) { //copy props into a new object and skip any reserved props, otherwise onComplete or onUpdate or onStart could fire. We should, however, permit autoCSS to go through.\n\t\t\t\t\t\tif (!_reservedProps[p] || p === \"autoCSS\") {\n\t\t\t\t\t\t\tpt[p] = v[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt.overwrite = 0;\n\t\t\t\t\tpt.data = \"isFromStart\"; //we tag the tween with as \"isFromStart\" so that if [inside a plugin] we need to only do something at the very END of a tween, we have a way of identifying this tween as merely the one that's setting the beginning values for a \"from()\" tween. For example, clearProps in CSSPlugin should only get applied at the very END of a tween and without this tag, from(...{height:100, clearProps:\"height\", delay:1}) would wipe the height at the beginning of the tween and after 1 second, it'd kick back in.\n\t\t\t\t\tpt.lazy = (immediate && v.lazy !== false);\n\t\t\t\t\tpt.immediateRender = immediate; //zero-duration tweens render immediately by default, but if we're not specifically instructed to render this tween immediately, we should skip this and merely _init() to record the starting values (rendering them immediately would push them to completion which is wasteful in that case - we'd have to render(-1) immediately after)\n\t\t\t\t\tthis._startAt = TweenLite.to(this.target, 0, pt);\n\t\t\t\t\tif (!immediate) {\n\t\t\t\t\t\tthis._startAt._init(); //ensures that the initial values are recorded\n\t\t\t\t\t\tthis._startAt._enabled(false); //no need to have the tween render on the next cycle. Disable it because we'll always manually control the renders of the _startAt tween.\n\t\t\t\t\t\tif (this.vars.immediateRender) {\n\t\t\t\t\t\t\tthis._startAt = null;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else if (this._time === 0) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._ease = ease = (!ease) ? TweenLite.defaultEase : (ease instanceof Ease) ? ease : (typeof(ease) === \"function\") ? new Ease(ease, v.easeParams) : _easeMap[ease] || TweenLite.defaultEase;\n\t\t\tif (v.easeParams instanceof Array && ease.config) {\n\t\t\t\tthis._ease = ease.config.apply(ease, v.easeParams);\n\t\t\t}\n\t\t\tthis._easeType = this._ease._type;\n\t\t\tthis._easePower = this._ease._power;\n\t\t\tthis._firstPT = null;\n\n\t\t\tif (this._targets) {\n\t\t\t\tl = this._targets.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tif ( this._initProps( this._targets[i], (this._propLookup[i] = {}), this._siblings[i], (op ? op[i] : null), i) ) {\n\t\t\t\t\t\tinitPlugins = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tinitPlugins = this._initProps(this.target, this._propLookup, this._siblings, op, 0);\n\t\t\t}\n\n\t\t\tif (initPlugins) {\n\t\t\t\tTweenLite._onPluginEvent(\"_onInitAllProps\", this); //reorders the array in order of priority. Uses a static TweenPlugin method in order to minimize file size in TweenLite\n\t\t\t}\n\t\t\tif (op) if (!this._firstPT) if (typeof(this.target) !== \"function\") { //if all tweening properties have been overwritten, kill the tween. If the target is a function, it's probably a delayedCall so let it live.\n\t\t\t\tthis._enabled(false, false);\n\t\t\t}\n\t\t\tif (v.runBackwards) {\n\t\t\t\tpt = this._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tpt.s += pt.c;\n\t\t\t\t\tpt.c = -pt.c;\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._onUpdate = v.onUpdate;\n\t\t\tthis._initted = true;\n\t\t};\n\n\t\tp._initProps = function(target, propLookup, siblings, overwrittenProps, index) {\n\t\t\tvar p, i, initPlugins, plugin, pt, v;\n\t\t\tif (target == null) {\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tif (_lazyLookup[target._gsTweenID]) {\n\t\t\t\t_lazyRender(); //if other tweens of the same target have recently initted but haven't rendered yet, we've got to force the render so that the starting values are correct (imagine populating a timeline with a bunch of sequential tweens and then jumping to the end)\n\t\t\t}\n\n\t\t\tif (!this.vars.css) if (target.style) if (target !== window && target.nodeType) if (_plugins.css) if (this.vars.autoCSS !== false) { //it's so common to use TweenLite/Max to animate the css of DOM elements, we assume that if the target is a DOM element, that's what is intended (a convenience so that users don't have to wrap things in css:{}, although we still recommend it for a slight performance boost and better specificity). Note: we cannot check \"nodeType\" on the window inside an iframe.\n\t\t\t\t_autoCSS(this.vars, target);\n\t\t\t}\n\t\t\tfor (p in this.vars) {\n\t\t\t\tv = this.vars[p];\n\t\t\t\tif (_reservedProps[p]) {\n\t\t\t\t\tif (v) if ((v instanceof Array) || (v.push && _isArray(v))) if (v.join(\"\").indexOf(\"{self}\") !== -1) {\n\t\t\t\t\t\tthis.vars[p] = v = this._swapSelfInParams(v, this);\n\t\t\t\t\t}\n\n\t\t\t\t} else if (_plugins[p] && (plugin = new _plugins[p]())._onInitTween(target, this.vars[p], this, index)) {\n\n\t\t\t\t\t//t - target \t\t[object]\n\t\t\t\t\t//p - property \t\t[string]\n\t\t\t\t\t//s - start\t\t\t[number]\n\t\t\t\t\t//c - change\t\t[number]\n\t\t\t\t\t//f - isFunction\t[boolean]\n\t\t\t\t\t//n - name\t\t\t[string]\n\t\t\t\t\t//pg - isPlugin \t[boolean]\n\t\t\t\t\t//pr - priority\t\t[number]\n\t\t\t\t\t//m - mod [function | 0]\n\t\t\t\t\tthis._firstPT = pt = {_next:this._firstPT, t:plugin, p:\"setRatio\", s:0, c:1, f:1, n:p, pg:1, pr:plugin._priority, m:0};\n\t\t\t\t\ti = plugin._overwriteProps.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tpropLookup[plugin._overwriteProps[i]] = this._firstPT;\n\t\t\t\t\t}\n\t\t\t\t\tif (plugin._priority || plugin._onInitAllProps) {\n\t\t\t\t\t\tinitPlugins = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (plugin._onDisable || plugin._onEnable) {\n\t\t\t\t\t\tthis._notifyPluginsOfEnabled = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\tpt._next._prev = pt;\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\t\t\t\t\tpropLookup[p] = _addPropTween.call(this, target, p, \"get\", v, p, 0, null, this.vars.stringFilter, index);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (overwrittenProps) if (this._kill(overwrittenProps, target)) { //another tween may have tried to overwrite properties of this tween before init() was called (like if two tweens start at the same time, the one created second will run first)\n\t\t\t\treturn this._initProps(target, propLookup, siblings, overwrittenProps, index);\n\t\t\t}\n\t\t\tif (this._overwrite > 1) if (this._firstPT) if (siblings.length > 1) if (_applyOverwrite(target, this, propLookup, this._overwrite, siblings)) {\n\t\t\t\tthis._kill(propLookup, target);\n\t\t\t\treturn this._initProps(target, propLookup, siblings, overwrittenProps, index);\n\t\t\t}\n\t\t\tif (this._firstPT) if ((this.vars.lazy !== false && this._duration) || (this.vars.lazy && !this._duration)) { //zero duration tweens don't lazy render by default; everything else does.\n\t\t\t\t_lazyLookup[target._gsTweenID] = true;\n\t\t\t}\n\t\t\treturn initPlugins;\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tvar prevTime = this._time,\n\t\t\t\tduration = this._duration,\n\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\tisComplete, callback, pt, rawPrevTime;\n\t\t\tif (time >= duration - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tthis._totalTime = this._time = duration;\n\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(1) : 1;\n\t\t\t\tif (!this._reversed ) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tforce = (force || this._timeline.autoRemoveChildren); //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t}\n\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\tif (this._startTime === this._timeline._duration) { //if a zero-duration tween is at the VERY end of a timeline and that timeline renders at its end, it will typically add a tiny bit of cushion to the render time to prevent rounding errors from getting in the way of tweens rendering their VERY end. If we then reverse() that timeline, the zero-duration tween will trigger its onReverseComplete even though technically the playhead didn't pass over it again. It's a very specific edge case we must accommodate.\n\t\t\t\t\t\ttime = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (prevRawPrevTime < 0 || (time <= 0 && time >= -0.0000001) || (prevRawPrevTime === _tinyNum && this.data !== \"isPause\")) if (prevRawPrevTime !== time) { //note: when this.data is \"isPause\", it's a callback added by addPause() on a timeline that we should not be triggered when LEAVING its exact start time. In other words, tl.addPause(1).play(1) shouldn't pause.\n\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t}\n\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tthis._totalTime = this._time = 0;\n\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(0) : 0;\n\t\t\t\tif (prevTime !== 0 || (duration === 0 && prevRawPrevTime > 0)) {\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\t\tif (prevRawPrevTime >= 0 && !(prevRawPrevTime === _tinyNum && this.data === \"isPause\")) {\n\t\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!this._initted || (this._startAt && this._startAt.progress())) { //if we render the very beginning (time == 0) of a fromTo(), we must force the render (normal tweens wouldn't need to render at a time of 0 when the prevTime was also 0). This is also mandatory to make sure overwriting kicks in immediately. Also, we check progress() because if startAt has already rendered at its end, we should force a render at its beginning. Otherwise, if you put the playhead directly on top of where a fromTo({immediateRender:false}) starts, and then move it backwards, the from() won't revert its values.\n\t\t\t\t\tforce = true;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._totalTime = this._time = time;\n\n\t\t\t\tif (this._easeType) {\n\t\t\t\t\tvar r = time / duration, type = this._easeType, pow = this._easePower;\n\t\t\t\t\tif (type === 1 || (type === 3 && r >= 0.5)) {\n\t\t\t\t\t\tr = 1 - r;\n\t\t\t\t\t}\n\t\t\t\t\tif (type === 3) {\n\t\t\t\t\t\tr *= 2;\n\t\t\t\t\t}\n\t\t\t\t\tif (pow === 1) {\n\t\t\t\t\t\tr *= r;\n\t\t\t\t\t} else if (pow === 2) {\n\t\t\t\t\t\tr *= r * r;\n\t\t\t\t\t} else if (pow === 3) {\n\t\t\t\t\t\tr *= r * r * r;\n\t\t\t\t\t} else if (pow === 4) {\n\t\t\t\t\t\tr *= r * r * r * r;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (type === 1) {\n\t\t\t\t\t\tthis.ratio = 1 - r;\n\t\t\t\t\t} else if (type === 2) {\n\t\t\t\t\t\tthis.ratio = r;\n\t\t\t\t\t} else if (time / duration < 0.5) {\n\t\t\t\t\t\tthis.ratio = r / 2;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.ratio = 1 - (r / 2);\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(time / duration);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this._time === prevTime && !force) {\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._init();\n\t\t\t\tif (!this._initted || this._gc) { //immediateRender tweens typically won't initialize until the playhead advances (_time is greater than 0) in order to ensure that overwriting occurs properly. Also, if all of the tweening properties have been overwritten (which would cause _gc to be true, as set in _init()), we shouldn't continue otherwise an onStart callback could be called for example.\n\t\t\t\t\treturn;\n\t\t\t\t} else if (!force && this._firstPT && ((this.vars.lazy !== false && this._duration) || (this.vars.lazy && !this._duration))) {\n\t\t\t\t\tthis._time = this._totalTime = prevTime;\n\t\t\t\t\tthis._rawPrevTime = prevRawPrevTime;\n\t\t\t\t\t_lazyTweens.push(this);\n\t\t\t\t\tthis._lazy = [time, suppressEvents];\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\t//_ease is initially set to defaultEase, so now that init() has run, _eas@ì“ùe is set properly and we need to recalculate the ratio. Overall this is faster than using conditional logic earlier in the method to avoid having to set ratio twice because we only init() once but renderTime() gets called VERY frequently.\n\t\t\t\tif (this._time && !isComplete) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(this._time / duration);\n\t\t\t\t} else if (isComplete && this._ease._calcEnd) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio((this._time === 0) ? 0 : 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._lazy !== false) { //in case a lazy render is pending, we should flush it because the new render is occurring now (imagine a lazy tween instantiating and then immediately the user calls tween.seek(tween.duration()), skipping to the end - the end render would be forced, and then if we didn't flush the lazy render, it'd fire AFTER the seek(), rendering it at the wrong time.\n\t\t\t\tthis._lazy = false;\n\t\t\t}\n\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time >= 0) {\n\t\t\t\tthis._active = true; //so that if the user renders a tween (as opposed to the timeline rendering it), the timeline is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the tween already finished but the user manually re-renders it as halfway done.\n\t\t\t}\n\t\t\tif (prevTime === 0) {\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tif (time >= 0) {\n\t\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t\t} else if (!callback) {\n\t\t\t\t\t\tcallback = \"_dummyGS\"; //if no callback is defined, use a dummy value just so that the condition at the end evaluates as true because _startAt should render AFTER the normal render loop when the time is negative. We could handle this in a more intuitive way, of course, but the render loop is the MOST important thing to optimize, so this technique allows us to avoid adding extra conditional logic in a high-frequency area.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this.vars.onStart) if (this._time !== 0 || duration === 0) if (!suppressEvents) {\n\t\t\t\t\tthis._callback(\"onStart\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tpt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.f) {\n\t\t\t\t\tpt.t[pt.p](pt.c * this.ratio + pt.s);\n\t\t\t\t} else {\n\t\t\t\t\tpt.t[pt.p] = pt.c * this.ratio + pt.s;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\n\t\t\tif (this._onUpdate) {\n\t\t\t\tif (time < 0) if (this._startAt && time !== -0.0001) { //if the tween is positioned at the VERY beginning (_startTime 0) of its parent timeline, it's illegal for the playhead to go back further, so we should not render the recorded startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force); //note: for performance reasons, we tuck this conditional logic inside less traveled areas (most tweens don't have an onUpdate). We'd just have it at the end before the onComplete, but the values should be updated before any onUpdate is called, so we ALSO put it here and then if it's not called, we do so later near the onComplete.\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents) if (this._time !== prevTime || isComplete || force) {\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (callback) if (!this._gc || force) { //check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (time < 0 && this._startAt && !this._onUpdate && time !== -0.0001) { //-0.0001 is a special value that we use when looping back to the beginning of a repeated TimelineMax, in which case we shouldn't render the _startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t}\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t\tif (duration === 0 && this._rawPrevTime === _tinyNum && rawPrevTime !== _tinyNum) { //the onComplete or onReverseComplete could trigger movement of the playhead and for zero-duration tweens (which must discern direction) that land directly back on their start time, we don't want to fire again on the next render. Think of several addPause()'s in a timeline that forces the playhead to a certain spot, but what if it's already paused and another tween is tweening the \"time\" of the timeline? Each time it moves [forward] past that spot, it would move back, and since suppressEvents is true, it'd reset _rawPrevTime to _tinyNum so that when it begins again, the callback would fire (so ultimately it could bounce back and forth during that tween). Again, this is a very uncommon scenario, but possible nonetheless.\n\t\t\t\t\tthis._rawPrevTime = 0;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp._kill = function(vars, target, overwritingTween) {\n\t\t\tif (vars === \"all\") {\n\t\t\t\tvars = null;\n\t\t\t}\n\t\t\tif (vars == null) if (target == null || target === this.target) {\n\t\t\t\tthis._lazy = false;\n\t\t\t\treturn this._enabled(false, false);\n\t\t\t}\n\t\t\ttarget = (typeof(target) !== \"string\") ? (target || this._targets || this.target) : TweenLite.selector(target) || target;\n\t\t\tvar simultaneousOverwrite = (overwritingTween && this._time && overwritingTween._startTime === this._startTime && this._timeline === overwritingTween._timeline),\n\t\t\t\ti, overwrittenProps, p, pt, propLookup, changed, killProps, record, killed;\n\t\t\tif ((_isArray(target) || _isSelector(target)) && typeof(target[0]) !== \"number\") {\n\t\t\t\ti = target.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (this._kill(vars, target[i], overwritingTween)) {\n\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tif (this._targets) {\n\t\t\t\t\ti = this._targets.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (target === this._targets[i]) {\n\t\t\t\t\t\t\tpropLookup = this._propLookup[i] || {};\n\t\t\t\t\t\t\tthis._overwrittenProps = this._overwrittenProps || [];\n\t\t\t\t\t\t\toverwrittenProps = this._overwrittenProps[i] = vars ? this._overwrittenProps[i] || {} : \"all\";\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} else if (target !== this.target) {\n\t\t\t\t\treturn false;\n\t\t\t\t} else {\n\t\t\t\t\tpropLookup = this._propLookup;\n\t\t\t\t\toverwrittenProps = this._overwrittenProps = vars ? this._overwrittenProps || {} : \"all\";\n\t\t\t\t}\n\n\t\t\t\tif (propLookup) {\n\t\t\t\t\tkillProps = vars || propLookup;\n\t\t\t\t\trecord = (vars !== overwrittenProps && overwrittenProps !== \"all\" && vars !== propLookup && (typeof(vars) !== \"object\" || !vars._tempKill)); //_tempKill is a super-secret way to delete a particular tweening property but NOT have it remembered as an official overwritten property (like in BezierPlugin)\n\t\t\t\t\tif (overwritingTween && (TweenLite.onOverwrite || this.vars.onOverwrite)) {\n\t\t\t\t\t\tfor (p in killProps) {\n\t\t\t\t\t\t\tif (propLookup[p]) {\n\t\t\t\t\t\t\t\tif (!killed) {\n\t\t\t\t\t\t\t\t\tkilled = [];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tkilled.push(p);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ((killed || !vars) && !_onOverwrite(this, overwritingTween, target, killed)) { //if the onOverwrite returned false, that means the user wants to override the overwriting (cancel it).\n\t\t\t\t\t\t\treturn false;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tfor (p in killProps) {\n\t\t\t\t\t\tif ((pt = propLookup[p])) {\n\t\t\t\t\t\t\tif (simultaneousOverwrite) { //if another tween overwrites this one and they both start at exactly the same time, yet this tween has already rendered once (for example, at 0.001) because it's first in the queue, we should revert the values to where they were at 0 so that the starting values aren't contaminated on the overwriting tween.\n\t\t\t\t\t\t\t\tif (pt.f) {\n\t\t\t\t\t\t\t\t\tpt.t[pt.p](pt.s);\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tpt.t[pt.p] = pt.s;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (pt.pg && pt.t._kill(killProps)) {\n\t\t\t\t\t\t\t\tchanged = true; //some plugins need to be notified so they can perform cleanup tasks first\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (!pt.pg || pt.t._overwriteProps.length === 0) {\n\t\t\t\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t\t\t\t\t} else if (pt === this._firstPT) {\n\t\t\t\t\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpt._next = pt._prev = null;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tdelete propLookup[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (record) {\n\t\t\t\t\t\t\toverwrittenProps[p] = 1;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (!this._firstPT && this._initted) { //if all tweening properties are killed, kill the tween. Without this line, if there's a tween with multiple targets and then you killTweensOf() each target individually, the tween would technically still remain active and fire its onComplete even though there aren't any more properties tweening.\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tif (this._notifyPluginsOfEnabled) {\n\t\t\t\tTweenLite._onPluginEvent(\"_onDisable\", this);\n\t\t\t}\n\t\t\tthis._firstPT = this._overwrittenProps = this._startAt = this._onUpdate = null;\n\t\t\tthis._notifyPluginsOfEnabled = this._active = this._lazy = false;\n\t\t\tthis._propLookup = (this._targets) ? {} : [];\n\t\t\tAnimation.prototype.invalidate.call(this);\n\t\t\tif (this.vars.immediateRender) {\n\t\t\t\tthis._time = -_tinyNum; //forces a render without having to set the render() \"force\" parameter to true because we want to allow lazying by default (using the \"force\" parameter always forces an immediate full render)\n\t\t\t\tthis.render(Math.min(0, -this._delay)); //in case delay is negative.\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._enabled = function(enabled, ignoreTimeline) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (enabled && this._gc) {\n\t\t\t\tvar targets = this._targets,\n\t\t\t\t\ti;\n\t\t\t\tif (targets) {\n\t\t\t\t\ti = targets.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tthis._siblings[i] = _register(targets[i], this, true);\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tthis._siblings = _register(this.target, this, true);\n\t\t\t\t}\n\t\t\t}\n\t\t\tAnimation.prototype._enabled.call(this, enabled, ignoreTimeline);\n\t\t\tif (this._notifyPluginsOfEnabled) if (this._firstPT) {\n\t\t\t\treturn TweenLite._onPluginEvent((enabled ? \"_onEnable\" : \"_onDisable\"), this);\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\n//----TweenLite static methods -----------------------------------------------------\n\n\t\tTweenLite.to = function(target, duration, vars) {\n\t\t\treturn new TweenLite(target, duration, vars);\n\t\t};\n\n\t\tTweenLite.from = function(target, duration, vars) {\n\t\t\tvars.runBackwards = true;\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\treturn new TweenLite(target, duration, vars);\n\t\t};\n\n\t\tTweenLite.fromTo = function(target, duration, fromVars, toVars) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn new TweenLite(target, duration, toVars);\n\t\t};\n\n\t\tTweenLite.delayedCall = function(delay, callback, params, scope, useFrames) {\n\t\t\treturn new TweenLite(callback, 0, {delay:delay, onComplete:callback, onCompleteParams:params, callbackScope:scope, onReverseComplete:callback, onReverseCompleteParams:params, immediateRender:false, lazy:false, useFrames:useFrames, overwrite:0});\n\t\t};\n\n\t\tTweenLite.set = function(target, vars) {\n\t\t\treturn new TweenLite(target, 0, vars);\n\t\t};\n\n\t\tTweenLite.getTweensOf = function(target, onlyActive) {\n\t\t\tif (target == null) { return []; }\n\t\t\ttarget = (typeof(target) !== \"string\") ? target : TweenLite.selector(target) || target;\n\t\t\tvar i, a, j, t;\n\t\t\tif ((_isArray(target) || _isSelector(target)) && typeof(target[0]) !== \"number\") {\n\t\t\t\ti = target.length;\n\t\t\t\ta = [];\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\ta = a.concat(TweenLite.getTweensOf(target[i], onlyActive));\n\t\t\t\t}\n\t\t\t\ti = a.length;\n\t\t\t\t//now get rid of any duplicates (tweens of arrays of objects could cause duplicates)\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tt = a[i];\n\t\t\t\t\tj = i;\n\t\t\t\t\twhile (--j > -1) {\n\t\t\t\t\t\tif (t === a[j]) {\n\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (target._gsTweenID) {\n\t\t\t\ta = _register(target).concat();\n\t\t\t\ti = a.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (a[i]._gc || (onlyActive && !a[i].isActive())) {\n\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn a || [];\n\t\t};\n\n\t\tTweenLite.killTweensOf = TweenLite.killDelayedCallsTo = function(target, onlyActive, vars) {\n\t\t\tif (typeof(onlyActive) === \"object\") {\n\t\t\t\tvars = onlyActive; //for backwards compatibility (before \"onlyActive\" parameter was inserted)\n\t\t\t\tonlyActive = false;\n\t\t\t}\n\t\t\tvar a = TweenLite.getTweensOf(target, onlyActive),\n\t\t\t\ti = a.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\ta[i]._kill(vars, target);\n\t\t\t}\n\t\t};\n\n\n\n/*\n * ----------------------------------------------------------------\n * TweenPlugin (could easily be split out as a separate file/class, but included for ease of use (so that people don't need to include another script call before loading plugins which is easy to forget)\n * ----------------------------------------------------------------\n */\n\t\tvar TweenPlugin = _class(\"plugins.TweenPlugin\", function(props, priority) {\n\t\t\t\t\tthis._overwriteProps = (props || \"\").split(\",\");\n\t\t\t\t\tthis._propName = this._overwriteProps[0];\n\t\t\t\t\tthis._priority = priority || 0;\n\t\t\t\t\tthis._super = TweenPlugin.prototype;\n\t\t\t\t}, true);\n\n\t\tp = TweenPlugin.prototype;\n\t\tTweenPlugin.version = \"1.19.0\";\n\t\tTweenPlugin.API = 2;\n\t\tp._firstPT = null;\n\t\tp._addTween = _addPropTween;\n\t\tp.setRatio = _setRatio;\n\n\t\tp._kill = function(lookup) {\n\t\t\tvar a = this._overwriteProps,\n\t\t\t\tpt = this._firstPT,\n\t\t\t\ti;\n\t\t\tif (lookup[this._propName] != null) {\n\t\t\t\tthis._overwriteProps = [];\n\t\t\t} else {\n\t\t\t\ti = a.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (lookup[a[i]] != null) {\n\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\twhile (pt) {\n\t\t\t\tif (lookup[pt.n] != null) {\n\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t\t}\n\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t\t\tpt._prev = null;\n\t\t\t\t\t} else if (this._firstPT === pt) {\n\t\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp._mod = p._roundProps = function(lookup) {\n\t\t\tvar pt = this._firstPT,\n\t\t\t\tval;\n\t\t\twhile (pt) {\n\t\t\t\tval = lookup[this._propName] || (pt.n != null && lookup[ pt.n.split(this._propName + \"_\").join(\"\") ]);\n\t\t\t\tif (val && typeof(val) === \"function\") { //some properties that are very plugin-specific add a prefix named after the _propName plus an underscore, so we need to ignore that extra stuff here.\n\t\t\t\t\tif (pt.f === 2) {\n\t\t\t\t\t\tpt.t._applyPT.m = val;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.m = val;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t};\n\n\t\tTweenLite._onPluginEvent = function(type, tween) {\n\t\t\tvar pt = tween._firstPT,\n\t\t\t\tchanged, pt2, first, last, next;\n\t\t\tif (type === \"_onInitAllProps\") {\n\t\t\t\t//sorts the PropTween linked list in order of priority because some plugins need to render earlier/later than others, like MotionBlurPlugin applies its effects after all x/y/alpha tweens have rendered on each frame.\n\t\t\t\twhile (pt) {\n\t\t\t\t\tnext = pt._next;\n\t\t\t\t\tpt2 = first;\n\t\t\t\t\twhile (pt2 && pt2.pr > pt.pr) {\n\t\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._prev = pt2 ? pt2._prev : last)) {\n\t\t\t\t\t\tpt._prev._next = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tfirst = pt;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._next = pt2)) {\n\t\t\t\t\t\tpt2._prev = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tlast = pt;\n\t\t\t\t\t}\n\t\t\t\t\tpt = next;\n\t\t\t\t}\n\t\t\t\tpt = tween._firstPT = first;\n\t\t\t}\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.pg) if (typeof(pt.t[type]) === \"function\") if (pt.t[type]()) {\n\t\t\t\t\tchanged = true;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tTweenPlugin.activate = function(plugins) {\n\t\t\tvar i = plugins.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (plugins[i].API === TweenPlugin.API) {\n\t\t\t\t\t_plugins[(new plugins[i]())._propName] = plugins[i];\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t};\n\n\t\t//provides a more concise way to define plugins that have no dependencies besides TweenPlugin and TweenLite, wrapping common boilerplate stuff into one function (added in 1.9.0). You don't NEED to use this to define a plugin - the old way still works and can be useful in certain (rare) situations.\n\t\t_gsDefine.plugin = function(config) {\n\t\t\tif (!config || !config.propName || !config.init || !config.API) { throw \"illegal plugin definition.\"; }\n\t\t\tvar propName = config.propName,\n\t\t\t\tpriority = config.priority || 0,\n\t\t\t\toverwriteProps = config.overwriteProps,\n\t\t\t\tmap = {init:\"_onInitTween\", set:\"setRatio\", kill:\"_kill\", round:\"_mod\", mod:\"_mod\", initAll:\"_onInitAllProps\"},\n\t\t\t\tPlugin = _class(\"plugins.\" + propName.charAt(0).toUpperCase() + propName.substr(1) + \"Plugin\",\n\t\t\t\t\tfunction() {\n\t\t\t\t\t\tTweenPlugin.call(this, propName, priority);\n\t\t\t\t\t\tthis._overwriteProps = overwriteProps || [];\n\t\t\t\t\t}, (config.global === true)),\n\t\t\t\tp = Plugin.prototype = new TweenPlugin(propName),\n\t\t\t\tprop;\n\t\t\tp.constructor = Plugin;\n\t\t\tPlugin.API = config.API;\n\t\t\tfor (prop in map) {\n\t\t\t\tif (typeof(config[prop]) === \"function\") {\n\t\t\t\t\tp[map[prop]] = config[prop];\n\t\t\t\t}\n\t\t\t}\n\t\t\tPlugin.version = config.version;\n\t\t\tTweenPlugin.activate([Plugin]);\n\t\t\treturn Plugin;\n\t\t};\n\n\n\t\t//now run through all the dependencies discovered and if any are missing, log that to the console as a warning. This is why it's best to have TweenLite load last - it can check all the dependencies for you.\n\t\ta = window._gsQueue;\n\t\tif (a) {\n\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\ta[i]();\n\t\t\t}\n\t\t\tfor (p in _defLookup) {\n\t\t\t\tif (!_defLookup[p].func) {\n\t\t\t\t\twindow.console.log(\"GSAP encountered missing dependency: \" + p);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t_tickerActive = false; //ensures that the first official animation forces a ticker.tick() to update the time when it is instantiated\n\n})((typeof(module) !== \"undefined\" && module.exports && typeof(global) !== \"undefined\") ? global : this || window, \"TweenMax\");\n/* WEBPACK VAR INJECTION */}.call(exports, 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* VERSION: 1.20.3\n * DATE: 2017-10-02\n * UPDATES AND DOCS AT: http://greensock.com\n * \n * Includes all of the following: TweenLite, TweenMax, TimelineLite, TimelineMax, EasePack, CSSPlugin, RoundPropsPlugin, BezierPlugin, AttrPlugin, DirectionalRotationPlugin\n *\n * @license Copyright (c) 2008-2017, GreenSock. All rights reserved.\n * This work is subject to the terms at http://greensock.com/standard-license or for\n * Club GreenSock members, the software agreement that was issued with your membership.\n * \n * @author: Jack Doyle, jack@greensock.com\n **/\nvar _gsScope = (typeof(module) !== \"undefined\" && module.exports && typeof(global) !== \"undefined\") ? global : this || window; //helps ensure compatibility with AMD/RequireJS and CommonJS/Node\n(_gsScope._gsQueue || (_gsScope._gsQueue = [])).push( function() {\n\n\t\"use strict\";\n\n\t_gsScope._gsDefine(\"TweenMax\", [\"core.Animation\",\"core.SimpleTimeline\",\"TweenLite\"], function(Animation, SimpleTimeline, TweenLite) {\n\n\t\tvar _slice = function(a) { //don't use [].slice because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++]));\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\t_applyCycle = function(vars, targets, i) {\n\t\t\t\tvar alt = vars.cycle,\n\t\t\t\t\tp, val;\n\t\t\t\tfor (p in alt) {\n\t\t\t\t\tval = alt[p];\n\t\t\t\t\tvars[p] = (typeof(val) === \"function\") ? val(i, targets[i]) : val[i % val.length];\n\t\t\t\t}\n\t\t\t\tdelete vars.cycle;\n\t\t\t},\n\t\t\tTweenMax = function(target, duration, vars) {\n\t\t\t\tTweenLite.call(this, target, duration, vars);\n\t\t\t\tthis._cycle = 0;\n\t\t\t\tthis._yoyo = (this.vars.yoyo === true || !!this.vars.yoyoEase);\n\t\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\t\tif (this._repeat) {\n\t\t\t\t\tthis._uncache(true); //ensures that if there is any repeat, the totalDuration will get recalculated to accurately report it.\n\t\t\t\t}\n\t\t\t\tthis.render = TweenMax.prototype.render; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_isSelector = TweenLiteInternals.isSelector,\n\t\t\t_isArray = TweenLiteInternals.isArray,\n\t\t\tp = TweenMax.prototype = TweenLite.to({}, 0.1, {}),\n\t\t\t_blankArray = [];\n\n\t\tTweenMax.version = \"1.20.3\";\n\t\tp.constructor = TweenMax;\n\t\tp.kill()._gc = false;\n\t\tTweenMax.killTweensOf = TweenMax.killDelayedCallsTo = TweenLite.killTweensOf;\n\t\tTweenMax.getTweensOf = TweenLite.getTweensOf;\n\t\tTweenMax.lagSmoothing = TweenLite.lagSmoothing;\n\t\tTweenMax.ticker = TweenLite.ticker;\n\t\tTweenMax.render = TweenLite.render;\n\n\t\tp.invalidate = function() {\n\t\t\tthis._yoyo = (this.vars.yoyo === true || !!this.vars.yoyoEase);\n\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\tthis._yoyoEase = null;\n\t\t\tthis._uncache(true);\n\t\t\treturn TweenLite.prototype.invalidate.call(this);\n\t\t};\n\t\t\n\t\tp.updateTo = function(vars, resetDuration) {\n\t\t\tvar curRatio = this.ratio,\n\t\t\t\timmediate = this.vars.immediateRender || vars.immediateRender,\n\t\t\t\tp;\n\t\t\tif (resetDuration && this._startTime < this._timeline._time) {\n\t\t\t\tthis._startTime = this._timeline._time;\n\t\t\t\tthis._uncache(false);\n\t\t\t\tif (this._gc) {\n\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t} else {\n\t\t\t\t\tthis._timeline.insert(this, this._startTime - this._delay); //ensures that any necessary re-sequencing of Animations in the timeline occurs to make sure the rendering order is correct.\n\t\t\t\t}\n\t\t\t}\n\t\t\tfor (p in vars) {\n\t\t\t\tthis.vars[p] = vars[p];\n\t\t\t}\n\t\t\tif (this._initted || immediate) {\n\t\t\t\tif (resetDuration) {\n\t\t\t\t\tthis._initted = false;\n\t\t\t\t\tif (immediate) {\n\t\t\t\t\t\tthis.render(0, true, true);\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tif (this._gc) {\n\t\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t\t}\n\t\t\t\t\tif (this._notifyPluginsOfEnabled && this._firstPT) {\n\t\t\t\t\t\tTweenLite._onPluginEvent(\"_onDisable\", this); //in case a plugin like MotionBlur must perform some cleanup tasks\n\t\t\t\t\t}\n\t\t\t\t\tif (this._time / this._duration > 0.998) { //if the tween has finished (or come extremely close to finishing), we just need to rewind it to 0 and then render it again at the end which forces it to re-initialize (parsing the new vars). We allow tweens that are close to finishing (but haven't quite finished) to work this way too because otherwise, the values are so small when determining where to project the starting values that binary math issues creep in and can make the tween appear to render incorrectly when run backwards. \n\t\t\t\t\t\tvar prevTime = this._totalTime;\n\t\t\t\t\t\tthis.render(0, true, false);\n\t\t\t\t\t\tthis._initted = false;\n\t\t\t\t\t\tthis.render(prevTime, true, false);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis._initted = false;\n\t\t\t\t\t\tthis._init();\n\t\t\t\t\t\tif (this._time > 0 || immediate) {\n\t\t\t\t\t\t\tvar inv = 1 / (1 - curRatio),\n\t\t\t\t\t\t\t\tpt = this._firstPT, endValue;\n\t\t\t\t\t\t\twhile (pt) {\n\t\t\t\t\t\t\t\tendValue = pt.s + pt.c;\n\t\t\t\t\t\t\t\tpt.c *= inv;\n\t\t\t\t\t\t\t\tpt.s = endValue - pt.c;\n\t\t\t\t\t\t\t\tpt = pt._next;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\t\t\t\t\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (!this._initted) if (this._duration === 0 && this.vars.repeat) { //zero duration tweens that render immediately have render() called from TweenLite's constructor, before TweenMax's constructor has finished setting _repeat, _repeatDelay, and _yoyo which are critical in determining totalDuration() so we need to call invalidate() which is a low-kb way to get those set properly.\n\t\t\t\tthis.invalidate();\n\t\t\t}\n\t\t\tvar totalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tprevTime = this._time,\n\t\t\t\tprevTotalTime = this._totalTime, \n\t\t\t\tprevCycle = this._cycle,\n\t\t\t\tduration = this._duration,\n\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\tisComplete, callback, pt, cycleDuration, r, type, pow, rawPrevTime, yoyoEase;\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tthis._totalTime = totalDur;\n\t\t\t\tthis._cycle = this._repeat;\n\t\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\t\tthis._time = 0;\n\t\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(0) : 0;\n\t\t\t\t} else {\n\t\t\t\t\tthis._time = duration;\n\t\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(1) : 1;\n\t\t\t\t}\n\t\t\t\tif (!this._reversed) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tforce = (force || this._timeline.autoRemoveChildren); //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t}\n\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\tif (this._startTime === this._timeline._duration) { //if a zero-duration tween is at the VERY end of a timeline and that timeline renders at its end, it will typically add a tiny bit of cushion to the render time to prevent rounding errors from getting in the way of tweens rendering their VERY end. If we then reverse() that timeline, the zero-duration tween will trigger its onReverseComplete even though technically the playhead didn't pass over it again. It's a very specific edge case we must accommodate.\n\t\t\t\t\t\ttime = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (prevRawPrevTime < 0 || (time <= 0 && time >= -0.0000001) || (prevRawPrevTime === _tinyNum && this.data !== \"isPause\")) if (prevRawPrevTime !== time) { //note: when this.data is \"isPause\", it's a callback added by addPause() on a timeline that we should not be triggered when LEAVING its exact start time. In other words, tl.addPause(1).play(1) shouldn't pause.\n\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t}\n\t\t\t\t\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tthis._totalTime = this._time = this._cycle = 0;\n\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(0) : 0;\n\t\t\t\tif (prevTotalTime !== 0 || (duration === 0 && prevRawPrevTime > 0)) {\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\t\tif (prevRawPrevTime >= 0) {\n\t\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!this._initted) { //if we render the very beginning (time == 0) of a fromTo(), we must force the render (normal tweens wouldn't need to render at a time of 0 when the prevTime was also 0). This is also mandatory to make sure overwriting kicks in immediately.\n\t\t\t\t\tforce = true;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._totalTime = this._time = time;\n\t\t\t\tif (this._repeat !== 0) {\n\t\t\t\t\tcycleDuration = duration + this._repeatDelay;\n\t\t\t\t\tthis._cycle = (this._totalTime / cycleDuration) >> 0; //originally _totalTime % cycleDuration but floating point errors caused problems, so I normalized it. (4 % 0.8 should be 0 but some browsers report it as 0.79999999!)\n\t\t\t\t\tif (this._cycle !== 0) if (this._cycle === this._totalTime / cycleDuration && prevTotalTime <= time) {\n\t\t\t\t\t\tthis._cycle--; //otherwise when rendered exactly at the end time, it will act as though it is repeating (at the beginning)\n\t\t\t\t\t}\n\t\t\t\t\tthis._time = this._totalTime - (this._cycle * cycleDuration);\n\t\t\t\t\tif (this._yoyo) if ((this._cycle & 1) !== 0) {\n\t\t\t\t\t\tthis._time = duration - this._time;\n\t\t\t\t\t\tyoyoEase = this._yoyoEase || this.vars.yoyoEase; //note: we don't set this._yoyoEase in _init() like we do other properties because it's TweenMax-specific and doing it here allows us to optimize performance (most tweens don't have a yoyoEase). Note that we also must skip the this.ratio calculation further down right after we _init() in this function, because we're doing it here.\n\t\t\t\t\t\tif (yoyoEase) {\n\t\t\t\t\t\t\tif (!this._yoyoEase) {\n\t\t\t\t\t\t\t\tif (yoyoEase === true && !this._initted) { //if it's not initted and yoyoEase is true, this._ease won't have been populated yet so we must discern it here.\n\t\t\t\t\t\t\t\t\tyoyoEase = this.vars.ease;\n\t\t\t\t\t\t\t\t\tthis._yoyoEase = yoyoEase = !yoyoEase ? TweenLite.defaultEase : (yoyoEase instanceof Ease) ? yoyoEase : (typeof(yoyoEase) === \"function\") ? new Ease(yoyoEase, this.vars.easeParams) : Ease.map[yoyoEase] || TweenLite.defaultEase;\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tthis._yoyoEase = yoyoEase = (yoyoEase === true) ? this._ease : (yoyoEase instanceof Ease) ? yoyoEase : Ease.map[yoyoEase];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis.ratio = yoyoEase ? 1 - yoyoEase.getRatio((duration - this._time) / duration) : 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (this._time > duration) {\n\t\t\t\t\t\tthis._time = duration;\n\t\t\t\t\t} else if (this._time < 0) {\n\t\t\t\t\t\tthis._time = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (this._easeType && !yoyoEase) {\n\t\t\t\t\tr = this._time / duration;\n\t\t\t\t\ttype = this._easeType;\n\t\t\t\t\tpow = this._easePower;\n\t\t\t\t\tif (type === 1 || (type === 3 && r >= 0.5)) {\n\t\t\t\t\t\tr = 1 - r;\n\t\t\t\t\t}\n\t\t\t\t\tif (type === 3) {\n\t\t\t\t\t\tr *= 2;\n\t\t\t\t\t}\n\t\t\t\t\tif (pow === 1) {\n\t\t\t\t\t\tr *= r;\n\t\t\t\t\t} else if (pow === 2) {\n\t\t\t\t\t\tr *= r * r;\n\t\t\t\t\t} else if (pow === 3) {\n\t\t\t\t\t\tr *= r * r * r;\n\t\t\t\t\t} else if (pow === 4) {\n\t\t\t\t\t\tr *= r * r * r * r;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (type === 1) {\n\t\t\t\t\t\tthis.ratio = 1 - r;\n\t\t\t\t\t} else if (type === 2) {\n\t\t\t\t\t\tthis.ratio = r;\n\t\t\t\t\t} else if (this._time / duration < 0.5) {\n\t\t\t\t\t\tthis.ratio = r / 2;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.ratio = 1 - (r / 2);\n\t\t\t\t\t}\n\n\t\t\t\t} else if (!yoyoEase) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(this._time / duration);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t}\n\t\t\t\t\n\t\t\tif (prevTime === this._time && !force && prevCycle === this._cycle) {\n\t\t\t\tif (prevTotalTime !== this._totalTime) if (this._onUpdate) if (!suppressEvents) { //so that onUpdate fires even during the repeatDelay - as long as the totalTime changed, we should trigger onUpdate.\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._init();\n\t\t\t\tif (!this._initted || this._gc) { //immediateRender tweens typically won't initialize until the playhead advances (_time is greater than 0) in order to ensure that overwriting occurs properly. Also, if all of the tweening properties have been overwritten (which would cause _gc to be true, as set in _init()), we shouldn't continue otherwise an onStart callback could be called for example.\n\t\t\t\t\treturn;\n\t\t\t\t} else if (!force && this._firstPT && ((this.vars.lazy !== false && this._duration) || (this.vars.lazy && !this._duration))) { //we stick it in the queue for rendering at the very end of the tick - this is a performance optimization because browsers invalidate styles and force a recalculation if you read, write, and then read style data (so it's better to read/read/read/write/write/write than read/write/read/write/read/write). The down side, of course, is that usually you WANT things to render immediately because you may have code running right after that which depends on the change. Like imagine running TweenLite.set(...) and then immediately after that, creating a nother tween that animates the same property to another value; the starting values of that 2nd tween wouldn't be accurate if lazy is true.\n\t\t\t\t\tthis._time = prevTime;\n\t\t\t\t\tthis._totalTime = prevTotalTime;\n\t\t\t\t\tthis._rawPrevTime = prevRawPrevTime;\n\t\t\t\t\tthis._cycle = prevCycle;\n\t\t\t\t\tTweenLiteInternals.lazyTweens.push(this);\n\t\t\t\t\tthis._lazy = [time, suppressEvents];\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\t//_ease is initially set to defaultEase, so now that init() has run, _ease is set properly and we need to recalculate the ratio. Overall this is faster than using conditional logic earlier in the method to avoid having to set ratio twice because we only init() once but renderTime() gets called VERY frequently.\n\t\t\t\tif (this._time && !isComplete && !yoyoEase) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(this._time / duration);\n\t\t\t\t} else if (isComplete && this._ease._calcEnd && !yoyoEase) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio((this._time === 0) ? 0 : 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._lazy !== false) {\n\t\t\t\tthis._lazy = false;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time >= 0) {\n\t\t\t\tthis._active = true; //so that if the user renders a tween (as opposed to the timeline rendering it), the timeline is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the tween already finished but the user manually re-renders it as halfway done.\n\t\t\t}\n\t\t\tif (prevTotalTime === 0) {\n\t\t\t\tif (this._initted === 2 && time > 0) {\n\t\t\t\t\t//this.invalidate();\n\t\t\t\t\tthis._init(); //will just apply overwriting since _initted of (2) means it was a from() tween that had immediateRender:true\n\t\t\t\t}\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tif (time >= 0) {\n\t\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t\t} else if (!callback) {\n\t\t\t\t\t\tcallback = \"_dummyGS\"; //if no callback is defined, use a dummy value just so that the condition at the end evaluates as true because _startAt should render AFTER the normal render loop when the time is negative. We could handle this in a more intuitive way, of course, but the render loop is the MOST important thing to optimize, so this technique allows us to avoid adding extra conditional logic in a high-frequency area.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this.vars.onStart) if (this._totalTime !== 0 || duration === 0) if (!suppressEvents) {\n\t\t\t\t\tthis._callback(\"onStart\");\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\tpt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.f) {\n\t\t\t\t\tpt.t[pt.p](pt.c * this.ratio + pt.s);\n\t\t\t\t} else {\n\t\t\t\t\tpt.t[pt.p] = pt.c * this.ratio + pt.s;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\t\n\t\t\tif (this._onUpdate) {\n\t\t\t\tif (time < 0) if (this._startAt && this._startTime) { //if the tween is positioned at the VERY beginning (_startTime 0) of its parent timeline, it's illegal for the playhead to go back further, so we should not render the recorded startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force); //note: for performance reasons, we tuck this conditional logic inside less traveled areas (most tweens don't have an onUpdate). We'd just have it at the end before the onComplete, but the values should be updated before any onUpdate is called, so we ALSO put it here and then if it's not called, we do so later near the onComplete.\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents) if (this._totalTime !== prevTotalTime || callback) {\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._cycle !== prevCycle) if (!suppressEvents) if (!this._gc) if (this.vars.onRepeat) {\n\t\t\t\tthis._callback(\"onRepeat\");\n\t\t\t}\n\t\t\tif (callback) if (!this._gc || force) { //check gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (time < 0 && this._startAt && !this._onUpdate && this._startTime) { //if the tween is positioned at the VERY beginning (_startTime 0) of its parent timeline, it's illegal for the playhead to go back further, so we should not render the recorded startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t}\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t\tif (duration === 0 && this._rawPrevTime === _tinyNum && rawPrevTime !== _tinyNum) { //the onComplete or onReverseComplete could trigger movement of the playhead and for zero-duration tweens (which must discern direction) that land directly back on their start time, we don't want to fire again on the next render. Think of several addPause()'s in a timeline that forces the playhead to a certain spot, but what if it's already paused and another tween is tweening the \"time\" of the timeline? Each time it moves [forward] past that spot, it would move back, and since suppressEvents is true, it'd reset _rawPrevTime to _tinyNum so that when it begins again, the callback would fire (so ultimately it could bounce back and forth during that tween). Again, this is a very uncommon scenario, but possible nonetheless.\n\t\t\t\t\tthis._rawPrevTime = 0;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n//---- STATIC FUNCTIONS -----------------------------------------------------------------------------------------------------------\n\t\t\n\t\tTweenMax.to = function(target, duration, vars) {\n\t\t\treturn new TweenMax(target, duration, vars);\n\t\t};\n\t\t\n\t\tTweenMax.from = function(target, duration, vars) {\n\t\t\tvars.runBackwards = true;\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\treturn new TweenMax(target, duration, vars);\n\t\t};\n\t\t\n\t\tTweenMax.fromTo = function(target, duration, fromVars, toVars) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn new TweenMax(target, duration, toVars);\n\t\t};\n\t\t\n\t\tTweenMax.staggerTo = TweenMax.allTo = function(targets, duration, vars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tstagger = stagger || 0;\n\t\t\tvar delay = 0,\n\t\t\t\ta = [],\n\t\t\t\tfinalComplete = function() {\n\t\t\t\t\tif (vars.onComplete) {\n\t\t\t\t\t\tvars.onComplete.apply(vars.onCompleteScope || this, arguments);\n\t\t\t\t\t}\n\t\t\t\t\tonCompleteAll.apply(onCompleteAllScope || vars.callbackScope || this, onCompleteAllParams || _blankArray);\n\t\t\t\t},\n\t\t\t\tcycle = vars.cycle,\n\t\t\t\tfromCycle = (vars.startAt && vars.startAt.cycle),\n\t\t\t\tl, copy, i, p;\n\t\t\tif (!_isArray(targets)) {\n\t\t\t\tif (typeof(targets) === \"string\") {\n\t\t\t\t\ttargets = TweenLite.selector(targets) || targets;\n\t\t\t\t}\n\t\t\t\tif (_isSelector(targets)) {\n\t\t\t\t\ttargets = _slice(targets);\n\t\t\t\t}\n\t\t\t}\n\t\t\ttargets = targets || [];\n\t\t\tif (stagger < 0) {\n\t\t\t\ttargets = _slice(targets);\n\t\t\t\ttargets.reverse();\n\t\t\t\tstagger *= -1;\n\t\t\t}\n\t\t\tl = targets.length - 1;\n\t\t\tfor (i = 0; i <= l; i++) {\n\t\t\t\tcopy = {};\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tcopy[p] = vars[p];\n\t\t\t\t}\n\t\t\t\tif (cycle) {\n\t\t\t\t\t_applyCycle(copy, targets, i);\n\t\t\t\t\tif (copy.duration != null) {\n\t\t\t\t\t\tduration = copy.duration;\n\t\t\t\t\t\tdelete copy.duration;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (fromCycle) {\n\t\t\t\t\tfromCycle = copy.startAt = {};\n\t\t\t\t\tfor (p in vars.startAt) {\n\t\t\t\t\t\tfromCycle[p] = vars.startAt[p];\n\t\t\t\t\t}\n\t\t\t\t\t_applyCycle(copy.startAt, targets, i);\n\t\t\t\t}\n\t\t\t\tcopy.delay = delay + (copy.delay || 0);\n\t\t\t\tif (i === l && onCompleteAll) {\n\t\t\t\t\tcopy.onComplete = finalComplete;\n\t\t\t\t}\n\t\t\t\ta[i] = new TweenMax(targets[i], duration, copy);\n\t\t\t\tdelay += stagger;\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\t\t\n\t\tTweenMax.staggerFrom = TweenMax.allFrom = function(targets, duration, vars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvars.runBackwards = true;\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\treturn TweenMax.staggerTo(targets, duration, vars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\t\t\n\t\tTweenMax.staggerFromTo = TweenMax.allFromTo = function(targets, duration, fromVars, toVars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn TweenMax.staggerTo(targets, duration, toVars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\t\t\t\t\n\t\tTweenMax.delayedCall = function(delay, callback, params, scope, useFrames) {\n\t\t\treturn new TweenMax(callback, 0, {delay:delay, onComplete:callback, onCompleteParams:params, callbackScope:scope, onReverseComplete:callback, onReverseCompleteParams:params, immediateRender:false, useFrames:useFrames, overwrite:0});\n\t\t};\n\t\t\n\t\tTweenMax.set = function(target, vars) {\n\t\t\treturn new TweenMax(target, 0, vars);\n\t\t};\n\t\t\n\t\tTweenMax.isTweening = function(target) {\n\t\t\treturn (TweenLite.getTweensOf(target, true).length > 0);\n\t\t};\n\t\t\n\t\tvar _getChildrenOf = function(timeline, includeTimelines) {\n\t\t\t\tvar a = [],\n\t\t\t\t\tcnt = 0,\n\t\t\t\t\ttween = timeline._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tif (tween instanceof TweenLite) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tif (includeTimelines) {\n\t\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ta = a.concat(_getChildrenOf(tween, includeTimelines));\n\t\t\t\t\t\tcnt = a.length;\n\t\t\t\t\t}\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t}, \n\t\t\tgetAllTweens = TweenMax.getAllTweens = function(includeTimelines) {\n\t\t\t\treturn _getChildrenOf(Animation._rootTimeline, includeTimelines).concat( _getChildrenOf(Animation._rootFramesTimeline, includeTimelines) );\n\t\t\t};\n\t\t\n\t\tTweenMax.killAll = function(complete, tweens, delayedCalls, timelines) {\n\t\t\tif (tweens == null) {\n\t\t\t\ttweens = true;\n\t\t\t}\n\t\t\tif (delayedCalls == null) {\n\t\t\t\tdelayedCalls = true;\n\t\t\t}\n\t\t\tvar a = getAllTweens((timelines != false)),\n\t\t\t\tl = a.length,\n\t\t\t\tallTrue = (tweens && delayedCalls && timelines),\n\t\t\t\tisDC, tween, i;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\ttween = a[i];\n\t\t\t\tif (allTrue || (tween instanceof SimpleTimeline) || ((isDC = (tween.target === tween.vars.onComplete)) && delayedCalls) || (tweens && !isDC)) {\n\t\t\t\t\tif (complete) {\n\t\t\t\t\t\ttween.totalTime(tween._reversed ? 0 : tween.totalDuration());\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n\t\tTweenMax.killChildTweensOf = function(parent, complete) {\n\t\t\tif (parent == null) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar tl = TweenLiteInternals.tweenLookup,\n\t\t\t\ta, curParent, p, i, l;\n\t\t\tif (typeof(parent) === \"string\") {\n\t\t\t\tparent = TweenLite.selector(parent) || parent;\n\t\t\t}\n\t\t\tif (_isSelector(parent)) {\n\t\t\t\tparent = _slice(parent);\n\t\t\t}\n\t\t\tif (_isArray(parent)) {\n\t\t\t\ti = parent.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tTweenMax.killChildTweensOf(parent[i], complete);\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t}\n\t\t\ta = [];\n\t\t\tfor (p in tl) {\n\t\t\t\tcurParent = tl[p].target.parentNode;\n\t\t\t\twhile (curParent) {\n\t\t\t\t\tif (curParent === parent) {\n\t\t\t\t\t\ta = a.concat(tl[p].tweens);\n\t\t\t\t\t}\n\t\t\t\t\tcurParent = curParent.parentNode;\n\t\t\t\t}\n\t\t\t}\n\t\t\tl = a.length;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\tif (complete) {\n\t\t\t\t\ta[i].totalTime(a[i].totalDuration());\n\t\t\t\t}\n\t\t\t\ta[i]._enabled(false, false);\n\t\t\t}\n\t\t};\n\n\t\tvar _changePause = function(pause, tweens, delayedCalls, timelines) {\n\t\t\ttweens = (tweens !== false);\n\t\t\tdelayedCalls = (delayedCalls !== false);\n\t\t\ttimelines = (timelines !== false);\n\t\t\tvar a = getAllTweens(timelines),\n\t\t\t\tallTrue = (tweens && delayedCalls && timelines),\n\t\t\t\ti = a.length,\n\t\t\t\tisDC, tween;\n\t\t\twhile (--i > -1) {\n\t\t\t\ttween = a[i];\n\t\t\t\tif (allTrue || (tween instanceof SimpleTimeline) || ((isDC = (tween.target === tween.vars.onComplete)) && delayedCalls) || (tweens && !isDC)) {\n\t\t\t\t\ttween.paused(pause);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n\t\tTweenMax.pauseAll = function(tweens, delayedCalls, timelines) {\n\t\t\t_changePause(true, tweens, delayedCalls, timelines);\n\t\t};\n\t\t\n\t\tTweenMax.resumeAll = function(tweens, delayedCalls, timelines) {\n\t\t\t_changePause(false, tweens, delayedCalls, timelines);\n\t\t};\n\n\t\tTweenMax.globalTimeScale = function(value) {\n\t\t\tvar tl = Animation._rootTimeline,\n\t\t\t\tt = TweenLite.ticker.time;\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn tl._timeScale;\n\t\t\t}\n\t\t\tvalue = value || _tinyNum; //can't allow zero because it'll throw the math off\n\t\t\ttl._startTime = t - ((t - tl._startTime) * tl._timeScale / value);\n\t\t\ttl = Animation._rootFramesTimeline;\n\t\t\tt = TweenLite.ticker.frame;\n\t\t\ttl._startTime = t - ((t - tl._startTime) * tl._timeScale / value);\n\t\t\ttl._timeScale = Animation._rootTimeline._timeScale = value;\n\t\t\treturn value;\n\t\t};\n\t\t\n\t\n//---- GETTERS / SETTERS ----------------------------------------------------------------------------------------------------------\n\t\t\n\t\tp.progress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? this._time / this.duration() : this.totalTime( this.duration() * ((this._yoyo && (this._cycle & 1) !== 0) ? 1 - value : value) + (this._cycle * (this._duration + this._repeatDelay)), suppressEvents);\n\t\t};\n\t\t\n\t\tp.totalProgress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? this._totalTime / this.totalDuration() : this.totalTime( this.totalDuration() * value, suppressEvents);\n\t\t};\n\t\t\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\tif (value > this._duration) {\n\t\t\t\tvalue = this._duration;\n\t\t\t}\n\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\tvalue = (this._duration - value) + (this._cycle * (this._duration + this._repeatDelay));\n\t\t\t} else if (this._repeat !== 0) {\n\t\t\t\tvalue += this._cycle * (this._duration + this._repeatDelay);\n\t\t\t}\n\t\t\treturn this.totalTime(value, suppressEvents);\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._duration; //don't set _dirty = false because there could be repeats that haven't been factored into the _totalDuration yet. Otherwise, if you create a repeated TweenMax and then immediately check its duration(), it would cache the value and the totalDuration would not be correct, thus repeats wouldn't take effect.\n\t\t\t}\n\t\t\treturn Animation.prototype.duration.call(this, value);\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\t//instead of Infinity, we use 999999999999 so that we can accommodate reverses\n\t\t\t\t\tthis._totalDuration = (this._repeat === -1) ? 999999999999 : this._duration * (this._repIv}±ùeat + 1) + (this._repeatDelay * this._repeat);\n\t\t\t\t\tthis._dirty = false;\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (this._repeat === -1) ? this : this.duration( (value - (this._repeat * this._repeatDelay)) / (this._repeat + 1) );\n\t\t};\n\t\t\n\t\tp.repeat = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeat;\n\t\t\t}\n\t\t\tthis._repeat = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\t\t\n\t\tp.repeatDelay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeatDelay;\n\t\t\t}\n\t\t\tthis._repeatDelay = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\t\t\n\t\tp.yoyo = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._yoyo;\n\t\t\t}\n\t\t\tthis._yoyo = value;\n\t\t\treturn this;\n\t\t};\n\t\t\n\t\t\n\t\treturn TweenMax;\n\t\t\n\t}, true);\n\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * TimelineLite\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine(\"TimelineLite\", [\"core.Animation\",\"core.SimpleTimeline\",\"TweenLite\"], function(Animation, SimpleTimeline, TweenLite) {\n\n\t\tvar TimelineLite = function(vars) {\n\t\t\t\tSimpleTimeline.call(this, vars);\n\t\t\t\tthis._labels = {};\n\t\t\t\tthis.autoRemoveChildren = (this.vars.autoRemoveChildren === true);\n\t\t\t\tthis.smoothChildTiming = (this.vars.smoothChildTiming === true);\n\t\t\t\tthis._sortChildren = true;\n\t\t\t\tthis._onUpdate = this.vars.onUpdate;\n\t\t\t\tvar v = this.vars,\n\t\t\t\t\tval, p;\n\t\t\t\tfor (p in v) {\n\t\t\t\t\tval = v[p];\n\t\t\t\t\tif (_isArray(val)) if (val.join(\"\").indexOf(\"{self}\") !== -1) {\n\t\t\t\t\t\tv[p] = this._swapSelfInParams(val);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (_isArray(v.tweens)) {\n\t\t\t\t\tthis.add(v.tweens, 0, v.align, v.stagger);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_internals = TimelineLite._internals = {},\n\t\t\t_isSelector = TweenLiteInternals.isSelector,\n\t\t\t_isArray = TweenLiteInternals.isArray,\n\t\t\t_lazyTweens = TweenLiteInternals.lazyTweens,\n\t\t\t_lazyRender = TweenLiteInternals.lazyRender,\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_copy = function(vars) {\n\t\t\t\tvar copy = {}, p;\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tcopy[p] = vars[p];\n\t\t\t\t}\n\t\t\t\treturn copy;\n\t\t\t},\n\t\t\t_applyCycle = function(vars, targets, i) {\n\t\t\t\tvar alt = vars.cycle,\n\t\t\t\t\tp, val;\n\t\t\t\tfor (p in alt) {\n\t\t\t\t\tval = alt[p];\n\t\t\t\t\tvars[p] = (typeof(val) === \"function\") ? val(i, targets[i]) : val[i % val.length];\n\t\t\t\t}\n\t\t\t\tdelete vars.cycle;\n\t\t\t},\n\t\t\t_pauseCallback = _internals.pauseCallback = function() {},\n\t\t\t_slice = function(a) { //don't use [].slice because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++]));\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\tp = TimelineLite.prototype = new SimpleTimeline();\n\n\t\tTimelineLite.version = \"1.20.3\";\n\t\tp.constructor = TimelineLite;\n\t\tp.kill()._gc = p._forcingPlayhead = p._hasPause = false;\n\n\t\t/* might use later...\n\t\t//translates a local time inside an animation to the corresponding time on the root/global timeline, factoring in all nesting and timeScales.\n\t\tfunction localToGlobal(time, animation) {\n\t\t\twhile (animation) {\n\t\t\t\ttime = (time / animation._timeScale) + animation._startTime;\n\t\t\t\tanimation = animation.timeline;\n\t\t\t}\n\t\t\treturn time;\n\t\t}\n\n\t\t//translates the supplied time on the root/global timeline into the corresponding local time inside a particular animation, factoring in all nesting and timeScales\n\t\tfunction globalToLocal(time, animation) {\n\t\t\tvar scale = 1;\n\t\t\ttime -= localToGlobal(0, animation);\n\t\t\twhile (animation) {\n\t\t\t\tscale *= animation._timeScale;\n\t\t\t\tanimation = animation.timeline;\n\t\t\t}\n\t\t\treturn time * scale;\n\t\t}\n\t\t*/\n\n\t\tp.to = function(target, duration, vars, position) {\n\t\t\tvar Engine = (vars.repeat && _globals.TweenMax) || TweenLite;\n\t\t\treturn duration ? this.add( new Engine(target, duration, vars), position) : this.set(target, vars, position);\n\t\t};\n\n\t\tp.from = function(target, duration, vars, position) {\n\t\t\treturn this.add( ((vars.repeat && _globals.TweenMax) || TweenLite).from(target, duration, vars), position);\n\t\t};\n\n\t\tp.fromTo = function(target, duration, fromVars, toVars, position) {\n\t\t\tvar Engine = (toVars.repeat && _globals.TweenMax) || TweenLite;\n\t\t\treturn duration ? this.add( Engine.fromTo(target, duration, fromVars, toVars), position) : this.set(target, toVars, position);\n\t\t};\n\n\t\tp.staggerTo = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvar tl = new TimelineLite({onComplete:onCompleteAll, onCompleteParams:onCompleteAllParams, callbackScope:onCompleteAllScope, smoothChildTiming:this.smoothChildTiming}),\n\t\t\t\tcycle = vars.cycle,\n\t\t\t\tcopy, i;\n\t\t\tif (typeof(targets) === \"string\") {\n\t\t\t\ttargets = TweenLite.selector(targets) || targets;\n\t\t\t}\n\t\t\ttargets = targets || [];\n\t\t\tif (_isSelector(targets)) { //senses if the targets object is a selector. If it is, we should translate it into an array.\n\t\t\t\ttargets = _slice(targets);\n\t\t\t}\n\t\t\tstagger = stagger || 0;\n\t\t\tif (stagger < 0) {\n\t\t\t\ttargets = _slice(targets);\n\t\t\t\ttargets.reverse();\n\t\t\t\tstagger *= -1;\n\t\t\t}\n\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\tcopy = _copy(vars);\n\t\t\t\tif (copy.startAt) {\n\t\t\t\t\tcopy.startAt = _copy(copy.startAt);\n\t\t\t\t\tif (copy.startAt.cycle) {\n\t\t\t\t\t\t_applyCycle(copy.startAt, targets, i);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (cycle) {\n\t\t\t\t\t_applyCycle(copy, targets, i);\n\t\t\t\t\tif (copy.duration != null) {\n\t\t\t\t\t\tduration = copy.duration;\n\t\t\t\t\t\tdelete copy.duration;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttl.to(targets[i], duration, copy, i * stagger);\n\t\t\t}\n\t\t\treturn this.add(tl, position);\n\t\t};\n\n\t\tp.staggerFrom = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\tvars.runBackwards = true;\n\t\t\treturn this.staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\n\t\tp.staggerFromTo = function(targets, duration, fromVars, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn this.staggerTo(targets, duration, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\n\t\tp.call = function(callback, params, scope, position) {\n\t\t\treturn this.add( TweenLite.delayedCall(0, callback, params, scope), position);\n\t\t};\n\n\t\tp.set = function(target, vars, position) {\n\t\t\tposition = this._parseTimeOrLabel(position, 0, true);\n\t\t\tif (vars.immediateRender == null) {\n\t\t\t\tvars.immediateRender = (position === this._time && !this._paused);\n\t\t\t}\n\t\t\treturn this.add( new TweenLite(target, 0, vars), position);\n\t\t};\n\n\t\tTimelineLite.exportRoot = function(vars, ignoreDelayedCalls) {\n\t\t\tvars = vars || {};\n\t\t\tif (vars.smoothChildTiming == null) {\n\t\t\t\tvars.smoothChildTiming = true;\n\t\t\t}\n\t\t\tvar tl = new TimelineLite(vars),\n\t\t\t\troot = tl._timeline,\n\t\t\t\thasNegativeStart, time,\ttween, next;\n\t\t\tif (ignoreDelayedCalls == null) {\n\t\t\t\tignoreDelayedCalls = true;\n\t\t\t}\n\t\t\troot._remove(tl, true);\n\t\t\ttl._startTime = 0;\n\t\t\ttl._rawPrevTime = tl._time = tl._totalTime = root._time;\n\t\t\ttween = root._first;\n\t\t\twhile (tween) {\n\t\t\t\tnext = tween._next;\n\t\t\t\tif (!ignoreDelayedCalls || !(tween instanceof TweenLite && tween.target === tween.vars.onComplete)) {\n\t\t\t\t\ttime = tween._startTime - tween._delay;\n\t\t\t\t\tif (time < 0) {\n\t\t\t\t\t\thasNegativeStart = 1;\n\t\t\t\t\t}\n\t\t\t\t\ttl.add(tween, time);\n\t\t\t\t}\n\t\t\t\ttween = next;\n\t\t\t}\n\t\t\troot.add(tl, 0);\n\t\t\tif (hasNegativeStart) { //calling totalDuration() will force the adjustment necessary to shift the children forward so none of them start before zero, and moves the timeline backwards the same amount, so the playhead is still aligned where it should be globally, but the timeline doesn't have illegal children that start before zero.\n\t\t\t\ttl.totalDuration();\n\t\t\t}\n\t\t\treturn tl;\n\t\t};\n\n\t\tp.add = function(value, position, align, stagger) {\n\t\t\tvar curTime, l, i, child, tl, beforeRawTime;\n\t\t\tif (typeof(position) !== \"number\") {\n\t\t\t\tposition = this._parseTimeOrLabel(position, 0, true, value);\n\t\t\t}\n\t\t\tif (!(value instanceof Animation)) {\n\t\t\t\tif ((value instanceof Array) || (value && value.push && _isArray(value))) {\n\t\t\t\t\talign = align || \"normal\";\n\t\t\t\t\tstagger = stagger || 0;\n\t\t\t\t\tcurTime = position;\n\t\t\t\t\tl = value.length;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tif (_isArray(child = value[i])) {\n\t\t\t\t\t\t\tchild = new TimelineLite({tweens:child});\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis.add(child, curTime);\n\t\t\t\t\t\tif (typeof(child) !== \"string\" && typeof(child) !== \"function\") {\n\t\t\t\t\t\t\tif (align === \"sequence\") {\n\t\t\t\t\t\t\t\tcurTime = child._startTime + (child.totalDuration() / child._timeScale);\n\t\t\t\t\t\t\t} else if (align === \"start\") {\n\t\t\t\t\t\t\t\tchild._startTime -= child.delay();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcurTime += stagger;\n\t\t\t\t\t}\n\t\t\t\t\treturn this._uncache(true);\n\t\t\t\t} else if (typeof(value) === \"string\") {\n\t\t\t\t\treturn this.addLabel(value, position);\n\t\t\t\t} else if (typeof(value) === \"function\") {\n\t\t\t\t\tvalue = TweenLite.delayedCall(0, value);\n\t\t\t\t} else {\n\t\t\t\t\tthrow(\"Cannot add \" + value + \" into the timeline; it is not a tween, timeline, function, or string.\");\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tSimpleTimeline.prototype.add.call(this, value, position);\n\n\t\t\tif (value._time) { //in case, for example, the _startTime is moved on a tween that has already rendered. Imagine it's at its end state, then the startTime is moved WAY later (after the end of this timeline), it should render at its beginning.\n\t\t\t\tvalue.render((this.rawTime() - value._startTime) * value._timeScale, false, false);\n\t\t\t}\n\n\t\t\t//if the timeline has already ended but the inserted tween/timeline extends the duration, we should enable this timeline again so that it renders properly. We should also align the playhead with the parent timeline's when appropriate.\n\t\t\tif (this._gc || this._time === this._duration) if (!this._paused) if (this._duration < this.duration()) {\n\t\t\t\t//in case any of the ancestors had completed but should now be enabled...\n\t\t\t\ttl = this;\n\t\t\t\tbeforeRawTime = (tl.rawTime() > value._startTime); //if the tween is placed on the timeline so that it starts BEFORE the current rawTime, we should align the playhead (move the timeline). This is because sometimes users will create a timeline, let it finish, and much later append a tween and expect it to run instead of jumping to its end state. While technically one could argue that it should jump to its end state, that's not what users intuitively expect.\n\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\tif (beforeRawTime && tl._timeline.smoothChildTiming) {\n\t\t\t\t\t\ttl.totalTime(tl._totalTime, true); //moves the timeline (shifts its startTime) if necessary, and also enables it.\n\t\t\t\t\t} else if (tl._gc) {\n\t\t\t\t\t\ttl._enabled(true, false);\n\t\t\t\t\t}\n\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn this;\n\t\t};\n\n\t\tp.remove = function(value) {\n\t\t\tif (value instanceof Animation) {\n\t\t\t\tthis._remove(value, false);\n\t\t\t\tvar tl = value._timeline = value.vars.useFrames ? Animation._rootFramesTimeline : Animation._rootTimeline; //now that it's removed, default it to the root timeline so that if it gets played again, it doesn't jump back into this timeline.\n\t\t\t\tvalue._startTime = (value._paused ? value._pauseTime : tl._time) - ((!value._reversed ? value._totalTime : value.totalDuration() - value._totalTime) / value._timeScale); //ensure that if it gets played again, the timing is correct.\n\t\t\t\treturn this;\n\t\t\t} else if (value instanceof Array || (value && value.push && _isArray(value))) {\n\t\t\t\tvar i = value.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tthis.remove(value[i]);\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t} else if (typeof(value) === \"string\") {\n\t\t\t\treturn this.removeLabel(value);\n\t\t\t}\n\t\t\treturn this.kill(null, value);\n\t\t};\n\n\t\tp._remove = function(tween, skipDisable) {\n\t\t\tSimpleTimeline.prototype._remove.call(this, tween, skipDisable);\n\t\t\tvar last = this._last;\n\t\t\tif (!last) {\n\t\t\t\tthis._time = this._totalTime = this._duration = this._totalDuration = 0;\n\t\t\t} else if (this._time > this.duration()) {\n\t\t\t\tthis._time = this._duration;\n\t\t\t\tthis._totalTime = this._totalDuration;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.append = function(value, offsetOrLabel) {\n\t\t\treturn this.add(value, this._parseTimeOrLabel(null, offsetOrLabel, true, value));\n\t\t};\n\n\t\tp.insert = p.insertMultiple = function(value, position, align, stagger) {\n\t\t\treturn this.add(value, position || 0, align, stagger);\n\t\t};\n\n\t\tp.appendMultiple = function(tweens, offsetOrLabel, align, stagger) {\n\t\t\treturn this.add(tweens, this._parseTimeOrLabel(null, offsetOrLabel, true, tweens), align, stagger);\n\t\t};\n\n\t\tp.addLabel = function(label, position) {\n\t\t\tthis._labels[label] = this._parseTimeOrLabel(position);\n\t\t\treturn this;\n\t\t};\n\n\t\tp.addPause = function(position, callback, params, scope) {\n\t\t\tvar t = TweenLite.delayedCall(0, _pauseCallback, params, scope || this);\n\t\t\tt.vars.onComplete = t.vars.onReverseComplete = callback;\n\t\t\tt.data = \"isPause\";\n\t\t\tthis._hasPause = true;\n\t\t\treturn this.add(t, position);\n\t\t};\n\n\t\tp.removeLabel = function(label) {\n\t\t\tdelete this._labels[label];\n\t\t\treturn this;\n\t\t};\n\n\t\tp.getLabelTime = function(label) {\n\t\t\treturn (this._labels[label] != null) ? this._labels[label] : -1;\n\t\t};\n\n\t\tp._parseTimeOrLabel = function(timeOrLabel, offsetOrLabel, appendIfAbsent, ignore) {\n\t\t\tvar clippedDuration, i;\n\t\t\t//if we're about to add a tween/timeline (or an array of them) that's already a child of this timeline, we should remove it first so that it doesn't contaminate the duration().\n\t\t\tif (ignore instanceof Animation && ignore.timeline === this) {\n\t\t\t\tthis.remove(ignore);\n\t\t\t} else if (ignore && ((ignore instanceof Array) || (ignore.push && _isArray(ignore)))) {\n\t\t\t\ti = ignore.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (ignore[i] instanceof Animation && ignore[i].timeline === this) {\n\t\t\t\t\t\tthis.remove(ignore[i]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tclippedDuration = (typeof(timeOrLabel) === \"number\" && !offsetOrLabel) ? 0 : (this.duration() > 99999999999) ? this.recent().endTime(false) : this._duration; //in case there's a child that infinitely repeats, users almost never intend for the insertion point of a new child to be based on a SUPER long value like that so we clip it and assume the most recently-added child's endTime should be used instead.\n\t\t\tif (typeof(offsetOrLabel) === \"string\") {\n\t\t\t\treturn this._parseTimeOrLabel(offsetOrLabel, (appendIfAbsent && typeof(timeOrLabel) === \"number\" && this._labels[offsetOrLabel] == null) ? timeOrLabel - clippedDuration : 0, appendIfAbsent);\n\t\t\t}\n\t\t\toffsetOrLabel = offsetOrLabel || 0;\n\t\t\tif (typeof(timeOrLabel) === \"string\" && (isNaN(timeOrLabel) || this._labels[timeOrLabel] != null)) { //if the string is a number like \"1\", check to see if there's a label with that name, otherwise interpret it as a number (absolute value).\n\t\t\t\ti = timeOrLabel.indexOf(\"=\");\n\t\t\t\tif (i === -1) {\n\t\t\t\t\tif (this._labels[timeOrLabel] == null) {\n\t\t\t\t\t\treturn appendIfAbsent ? (this._labels[timeOrLabel] = clippedDuration + offsetOrLabel) : offsetOrLabel;\n\t\t\t\t\t}\n\t\t\t\t\treturn this._labels[timeOrLabel] + offsetOrLabel;\n\t\t\t\t}\n\t\t\t\toffsetOrLabel = parseInt(timeOrLabel.charAt(i-1) + \"1\", 10) * Number(timeOrLabel.substr(i+1));\n\t\t\t\ttimeOrLabel = (i > 1) ? this._parseTimeOrLabel(timeOrLabel.substr(0, i-1), 0, appendIfAbsent) : clippedDuration;\n\t\t\t} else if (timeOrLabel == null) {\n\t\t\t\ttimeOrLabel = clippedDuration;\n\t\t\t}\n\t\t\treturn Number(timeOrLabel) + offsetOrLabel;\n\t\t};\n\n\t\tp.seek = function(position, suppressEvents) {\n\t\t\treturn this.totalTime((typeof(position) === \"number\") ? position : this._parseTimeOrLabel(position), (suppressEvents !== false));\n\t\t};\n\n\t\tp.stop = function() {\n\t\t\treturn this.paused(true);\n\t\t};\n\n\t\tp.gotoAndPlay = function(position, suppressEvents) {\n\t\t\treturn this.play(position, suppressEvents);\n\t\t};\n\n\t\tp.gotoAndStop = function(position, suppressEvents) {\n\t\t\treturn this.pause(position, suppressEvents);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (this._gc) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\tvar prevTime = this._time,\n\t\t\t\ttotalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tprevStart = this._startTime,\n\t\t\t\tprevTimeScale = this._timeScale,\n\t\t\t\tprevPaused = this._paused,\n\t\t\t\ttween, isComplete, next, callback, internalForce, pauseTween, curTime;\n\t\t\tif (prevTime !== this._time) { //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n\t\t\t\ttime += this._time - prevTime;\n\t\t\t}\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tthis._totalTime = this._time = totalDur;\n\t\t\t\tif (!this._reversed) if (!this._hasPausedChild()) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tinternalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\tif (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || this._rawPrevTime < 0 || this._rawPrevTime === _tinyNum) if (this._rawPrevTime !== time && this._first) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\tif (this._rawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\ttime = totalDur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7.\n\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tthis._totalTime = this._time = 0;\n\t\t\t\tif (prevTime !== 0 || (this._duration === 0 && this._rawPrevTime !== _tinyNum && (this._rawPrevTime > 0 || (time < 0 && this._rawPrevTime >= 0)))) {\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (this._timeline.autoRemoveChildren && this._reversed) { //ensures proper GC if a timeline is resumed after it's finished reversing.\n\t\t\t\t\t\tinternalForce = isComplete = true;\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t} else if (this._rawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state.\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = time;\n\t\t\t\t} else {\n\t\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\tif (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the timeline and remove it from the rendering queue (not good).\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime === 0) {\n\t\t\t\t\t\t\tif (!tween._duration) {\n\t\t\t\t\t\t\t\tisComplete = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttime = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline)\n\t\t\t\t\tif (!this._initted) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif (this._hasPause && !this._forcingPlayhead && !suppressEvents) {\n\t\t\t\t\tif (time >= prevTime) {\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime <= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween = this._last;\n\t\t\t\t\t\twhile (tween && tween._startTime >= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && tween._rawPrevTime > 0) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._prev;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (pauseTween) {\n\t\t\t\t\t\tthis._time = time = pauseTween._startTime;\n\t\t\t\t\t\tthis._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\t}\n\t\t\tif ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) {\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._initted = true;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time > 0) {\n\t\t\t\tthis._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example.\n\t\t\t}\n\n\t\t\tif (prevTime === 0) if (this.vars.onStart) if (this._time !== 0 || !this._duration) if (!suppressEvents) {\n\t\t\t\tthis._callback(\"onStart\");\n\t\t\t}\n\n\t\t\tcurTime = this._time;\n\t\t\tif (curTime >= prevTime) {\n\t\t\t\ttween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= curTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttween = this._last;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._prev; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tpauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse.\n\t\t\t\t\t\t\twhile (pauseTween && pauseTween.endTime() > this._time) {\n\t\t\t\t\t\t\t\tpauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t\tpauseTween = pauseTween._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpauseTween = null;\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this._onUpdate) if (!suppressEvents) {\n\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t}\n\n\t\t\tif (callback) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp._hasPausedChild = function() {\n\t\t\tvar tween = this._first;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._paused || ((tween instanceof TimelineLite) && tween._hasPausedChild())) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp.getChildren = function(nested, tweens, timelines, ignoreBeforeTime) {\n\t\t\tignoreBeforeTime = ignoreBeforeTime || -9999999999;\n\t\t\tvar a = [],\n\t\t\t\ttween = this._first,\n\t\t\t\tcnt = 0;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._startTime < ignoreBeforeTime) {\n\t\t\t\t\t//do nothing\n\t\t\t\t} else if (tween instanceof TweenLite) {\n\t\t\t\t\tif (tweens !== false) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tif (timelines !== false) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t}\n\t\t\t\t\tif (nested !== false) {\n\t\t\t\t\t\ta = a.concat(tween.getChildren(true, tweens, timelines));\n\t\t\t\t\t\tcnt = a.length;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\t\tp.getTweensOf = function(target, nested) {\n\t\t\tvar disabled = this._gc,\n\t\t\t\ta = [],\n\t\t\t\tcnt = 0,\n\t\t\t\ttweens, i;\n\t\t\tif (disabled) {\n\t\t\t\tthis._enabled(true, true); //getTweensOf() filters out disabled tweens, and we have to mark them as _gc = true when the timeline completes in order to allow clean garbage collection, so temporarily re-enable the timeline here.\n\t\t\t}\n\t\t\ttweens = TweenLite.getTweensOf(target);\n\t\t\ti = tweens.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (tweens[i].timeline === this || (nested && this._contains(tweens[i]))) {\n\t\t\t\t\ta[cnt++] = tweens[i];\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (disabled) {\n\t\t\t\tthis._enabled(false, true);\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\t\tp.recent = function() {\n\t\t\treturn this._recent;\n\t\t};\n\n\t\tp._contains = function(tween) {\n\t\t\tvar tl = tween.timeline;\n\t\t\twhile (tl) {\n\t\t\t\tif (tl === this) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\ttl = tl.timeline;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp.shiftChildren = function(amount, adjustLabels, ignoreBeforeTime) {\n\t\t\tignoreBeforeTime = ignoreBeforeTime || 0;\n\t\t\tvar tween = this._first,\n\t\t\t\tlabels = this._labels,\n\t\t\t\tp;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._startTime >= ignoreBeforeTime) {\n\t\t\t\t\ttween._startTime += amount;\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\tif (adjustLabe&×Ìùls) {\n\t\t\t\tfor (p in labels) {\n\t\t\t\t\tif (labels[p] >= ignoreBeforeTime) {\n\t\t\t\t\t\tlabels[p] += amount;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp._kill = function(vars, target) {\n\t\t\tif (!vars && !target) {\n\t\t\t\treturn this._enabled(false, false);\n\t\t\t}\n\t\t\tvar tweens = (!target) ? this.getChildren(true, true, false) : this.getTweensOf(target),\n\t\t\t\ti = tweens.length,\n\t\t\t\tchanged = false;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (tweens[i]._kill(vars, target)) {\n\t\t\t\t\tchanged = true;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tp.clear = function(labels) {\n\t\t\tvar tweens = this.getChildren(false, true, true),\n\t\t\t\ti = tweens.length;\n\t\t\tthis._time = this._totalTime = 0;\n\t\t\twhile (--i > -1) {\n\t\t\t\ttweens[i]._enabled(false, false);\n\t\t\t}\n\t\t\tif (labels !== false) {\n\t\t\t\tthis._labels = {};\n\t\t\t}\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tvar tween = this._first;\n\t\t\twhile (tween) {\n\t\t\t\ttween.invalidate();\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn Animation.prototype.invalidate.call(this);;\n\t\t};\n\n\t\tp._enabled = function(enabled, ignoreTimeline) {\n\t\t\tif (enabled === this._gc) {\n\t\t\t\tvar tween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\ttween._enabled(enabled, true);\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn SimpleTimeline.prototype._enabled.call(this, enabled, ignoreTimeline);\n\t\t};\n\n\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\tthis._forcingPlayhead = true;\n\t\t\tvar val = Animation.prototype.totalTime.apply(this, arguments);\n\t\t\tthis._forcingPlayhead = false;\n\t\t\treturn val;\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tthis.totalDuration(); //just triggers recalculation\n\t\t\t\t}\n\t\t\t\treturn this._duration;\n\t\t\t}\n\t\t\tif (this.duration() !== 0 && value !== 0) {\n\t\t\t\tthis.timeScale(this._duration / value);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tvar max = 0,\n\t\t\t\t\t\ttween = this._last,\n\t\t\t\t\t\tprevStart = 999999999999,\n\t\t\t\t\t\tprev, end;\n\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\tprev = tween._prev; //record it here in case the tween changes position in the sequence...\n\t\t\t\t\t\tif (tween._dirty) {\n\t\t\t\t\t\t\ttween.totalDuration(); //could change the tween._startTime, so make sure the tween's cache is clean before analyzing it.\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tween._startTime > prevStart && this._sortChildren && !tween._paused && !this._calculatingDuration) { //in case one of the tweens shifted out of order, it needs to be re-inserted into the correct position in the sequence\n\t\t\t\t\t\t\tthis._calculatingDuration = 1; //prevent endless recursive calls - there are methods that get triggered that check duration/totalDuration when we add(), like _parseTimeOrLabel().\n\t\t\t\t\t\t\tthis.add(tween, tween._startTime - tween._delay);\n\t\t\t\t\t\t\tthis._calculatingDuration = 0;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tprevStart = tween._startTime;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tween._startTime < 0 && !tween._paused) { //children aren't allowed to have negative startTimes unless smoothChildTiming is true, so adjust here if one is found.\n\t\t\t\t\t\t\tmax -= tween._startTime;\n\t\t\t\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\t\t\t\tthis._startTime += tween._startTime / this._timeScale;\n\t\t\t\t\t\t\t\tthis._time -= tween._startTime;\n\t\t\t\t\t\t\t\tthis._totalTime -= tween._startTime;\n\t\t\t\t\t\t\t\tthis._rawPrevTime -= tween._startTime;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis.shiftChildren(-tween._startTime, false, -9999999999);\n\t\t\t\t\t\t\tprevStart = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tend = tween._startTime + (tween._totalDuration / tween._timeScale);\n\t\t\t\t\t\tif (end > max) {\n\t\t\t\t\t\t\tmax = end;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttween = prev;\n\t\t\t\t\t}\n\t\t\t\t\tthis._duration = this._totalDuration = max;\n\t\t\t\t\tthis._dirty = false;\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (value && this.totalDuration()) ? this.timeScale(this._totalDuration / value) : this;\n\t\t};\n\n\t\tp.paused = function(value) {\n\t\t\tif (!value) { //if there's a pause directly at the spot from where we're unpausing, skip it.\n\t\t\t\tvar tween = this._first,\n\t\t\t\t\ttime = this._time;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tif (tween._startTime === time && tween.data === \"isPause\") {\n\t\t\t\t\t\ttween._rawPrevTime = 0; //remember, _rawPrevTime is how zero-duration tweens/callbacks sense directionality and determine whether or not to fire. If _rawPrevTime is the same as _startTime on the next render, it won't fire.\n\t\t\t\t\t}\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn Animation.prototype.paused.apply(this, arguments);\n\t\t};\n\n\t\tp.usesFrames = function() {\n\t\t\tvar tl = this._timeline;\n\t\t\twhile (tl._timeline) {\n\t\t\t\ttl = tl._timeline;\n\t\t\t}\n\t\t\treturn (tl === Animation._rootFramesTimeline);\n\t\t};\n\n\t\tp.rawTime = function(wrapRepeats) {\n\t\t\treturn (wrapRepeats && (this._paused || (this._repeat && this.time() > 0 && this.totalProgress() < 1))) ? this._totalTime % (this._duration + this._repeatDelay) : this._paused ? this._totalTime : (this._timeline.rawTime(wrapRepeats) - this._startTime) * this._timeScale;\n\t\t};\n\n\t\treturn TimelineLite;\n\n\t}, true);\n\n\n\n\n\n\n\n\n\t\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * TimelineMax\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine(\"TimelineMax\", [\"TimelineLite\",\"TweenLite\",\"easing.Ease\"], function(TimelineLite, TweenLite, Ease) {\n\n\t\tvar TimelineMax = function(vars) {\n\t\t\t\tTimelineLite.call(this, vars);\n\t\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\t\tthis._cycle = 0;\n\t\t\t\tthis._yoyo = (this.vars.yoyo === true);\n\t\t\t\tthis._dirty = true;\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_lazyTweens = TweenLiteInternals.lazyTweens,\n\t\t\t_lazyRender = TweenLiteInternals.lazyRender,\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_easeNone = new Ease(null, null, 1, 0),\n\t\t\tp = TimelineMax.prototype = new TimelineLite();\n\n\t\tp.constructor = TimelineMax;\n\t\tp.kill()._gc = false;\n\t\tTimelineMax.version = \"1.20.3\";\n\n\t\tp.invalidate = function() {\n\t\t\tthis._yoyo = (this.vars.yoyo === true);\n\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\tthis._uncache(true);\n\t\t\treturn TimelineLite.prototype.invalidate.call(this);\n\t\t};\n\n\t\tp.addCallback = function(callback, position, params, scope) {\n\t\t\treturn this.add( TweenLite.delayedCall(0, callback, params, scope), position);\n\t\t};\n\n\t\tp.removeCallback = function(callback, position) {\n\t\t\tif (callback) {\n\t\t\t\tif (position == null) {\n\t\t\t\t\tthis._kill(null, callback);\n\t\t\t\t} else {\n\t\t\t\t\tvar a = this.getTweensOf(callback, false),\n\t\t\t\t\t\ti = a.length,\n\t\t\t\t\t\ttime = this._parseTimeOrLabel(position);\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (a[i]._startTime === time) {\n\t\t\t\t\t\t\ta[i]._enabled(false, false);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.removePause = function(position) {\n\t\t\treturn this.removeCallback(TimelineLite._internals.pauseCallback, position);\n\t\t};\n\n\t\tp.tweenTo = function(position, vars) {\n\t\t\tvars = vars || {};\n\t\t\tvar copy = {ease:_easeNone, useFrames:this.usesFrames(), immediateRender:false},\n\t\t\t\tEngine = (vars.repeat && _globals.TweenMax) || TweenLite,\n\t\t\t\tduration, p, t;\n\t\t\tfor (p in vars) {\n\t\t\t\tcopy[p] = vars[p];\n\t\t\t}\n\t\t\tcopy.time = this._parseTimeOrLabel(position);\n\t\t\tduration = (Math.abs(Number(copy.time) - this._time) / this._timeScale) || 0.001;\n\t\t\tt = new Engine(this, duration, copy);\n\t\t\tcopy.onStart = function() {\n\t\t\t\tt.target.paused(true);\n\t\t\t\tif (t.vars.time !== t.target.time() && duration === t.duration()) { //don't make the duration zero - if it's supposed to be zero, don't worry because it's already initting the tween and will complete immediately, effectively making the duration zero anyway. If we make duration zero, the tween won't run at all.\n\t\t\t\t\tt.duration( Math.abs( t.vars.time - t.target.time()) / t.target._timeScale );\n\t\t\t\t}\n\t\t\t\tif (vars.onStart) { //in case the user had an onStart in the vars - we don't want to overwrite it.\n\t\t\t\t\tvars.onStart.apply(vars.onStartScope || vars.callbackScope || t, vars.onStartParams || []); //don't use t._callback(\"onStart\") or it'll point to the copy.onStart and we'll get a recursion error.\n\t\t\t\t}\n\t\t\t};\n\t\t\treturn t;\n\t\t};\n\n\t\tp.tweenFromTo = function(fromPosition, toPosition, vars) {\n\t\t\tvars = vars || {};\n\t\t\tfromPosition = this._parseTimeOrLabel(fromPosition);\n\t\t\tvars.startAt = {onComplete:this.seek, onCompleteParams:[fromPosition], callbackScope:this};\n\t\t\tvars.immediateRender = (vars.immediateRender !== false);\n\t\t\tvar t = this.tweenTo(toPosition, vars);\n\t\t\treturn t.duration((Math.abs( t.vars.time - fromPosition) / this._timeScale) || 0.001);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (this._gc) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\tvar prevTime = this._time,\n\t\t\t\ttotalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tdur = this._duration,\n\t\t\t\tprevTotalTime = this._totalTime,\n\t\t\t\tprevStart = this._startTime,\n\t\t\t\tprevTimeScale = this._timeScale,\n\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\tprevPaused = this._paused,\n\t\t\t\tprevCycle = this._cycle,\n\t\t\t\ttween, isComplete, next, callback, internalForce, cycleDuration, pauseTween, curTime;\n\t\t\tif (prevTime !== this._time) { //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n\t\t\t\ttime += this._time - prevTime;\n\t\t\t}\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = totalDur;\n\t\t\t\t\tthis._cycle = this._repeat;\n\t\t\t\t}\n\t\t\t\tif (!this._reversed) if (!this._hasPausedChild()) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tinternalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\tif (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || prevRawPrevTime < 0 || prevRawPrevTime === _tinyNum) if (prevRawPrevTime !== time && this._first) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\t\tthis._time = time = 0;\n\t\t\t\t} else {\n\t\t\t\t\tthis._time = dur;\n\t\t\t\t\ttime = dur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7. We cannot do less then 0.0001 because the same issue can occur when the duration is extremely large like 999999999999 in which case adding 0.00000001, for example, causes it to act like nothing was added.\n\t\t\t\t}\n\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = this._cycle = 0;\n\t\t\t\t}\n\t\t\t\tthis._time = 0;\n\t\t\t\tif (prevTime !== 0 || (dur === 0 && prevRawPrevTime !== _tinyNum && (prevRawPrevTime > 0 || (time < 0 && prevRawPrevTime >= 0)) && !this._locked)) { //edge case for checking time < 0 && prevRawPrevTime >= 0: a zero-duration fromTo() tween inside a zero-duration timeline (yeah, very rare)\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (this._timeline.autoRemoveChildren && this._reversed) {\n\t\t\t\t\t\tinternalForce = isComplete = true;\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t} else if (prevRawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state.\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = time;\n\t\t\t\t} else {\n\t\t\t\t\tthis._rawPrevTime = (dur || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\tif (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the timeline and remove it from the rendering queue (not good).\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime === 0) {\n\t\t\t\t\t\t\tif (!tween._duration) {\n\t\t\t\t\t\t\t\tisComplete = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttime = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline)\n\t\t\t\t\tif (!this._initted) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t} else {\n\t\t\t\tif (dur === 0 && prevRawPrevTime < 0) { //without this, zero-duration repeating timelines (like with a simple callback nested at the very beginning and a repeatDelay) wouldn't render the first time through.\n\t\t\t\t\tinternalForce = true;\n\t\t\t\t}\n\t\t\t\tthis._time = this._rawPrevTime = time;\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = time;\n\t\t\t\t\tif (this._repeat !== 0) {\n\t\t\t\t\t\tcycleDuration = dur + this._repeatDelay;\n\t\t\t\t\t\tthis._cycle = (this._totalTime / cycleDuration) >> 0; //originally _totalTime % cycleDuration but floating point errors caused problems, so I normalized it. (4 % 0.8 should be 0 but it gets reported as 0.79999999!)\n\t\t\t\t\t\tif (this._cycle !== 0) if (this._cycle === this._totalTime / cycleDuration && prevTotalTime <= time) {\n\t\t\t\t\t\t\tthis._cycle--; //otherwise when rendered exactly at the end time, it will act as though it is repeating (at the beginning)\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._time = this._totalTime - (this._cycle * cycleDuration);\n\t\t\t\t\t\tif (this._yoyo) if ((this._cycle & 1) !== 0) {\n\t\t\t\t\t\t\tthis._time = dur - this._time;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (this._time > dur) {\n\t\t\t\t\t\t\tthis._time = dur;\n\t\t\t\t\t\t\ttime = dur + 0.0001; //to avoid occasional floating point rounding error\n\t\t\t\t\t\t} else if (this._time < 0) {\n\t\t\t\t\t\t\tthis._time = time = 0;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttime = this._time;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (this._hasPause && !this._forcingPlayhead && !suppressEvents) {\n\t\t\t\t\ttime = this._time;\n\t\t\t\t\tif (time >= prevTime || (this._repeat && prevCycle !== this._cycle)) {\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime <= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween = this._last;\n\t\t\t\t\t\twhile (tween && tween._startTime >= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && tween._rawPrevTime > 0) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._prev;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (pauseTween && pauseTween._startTime < dur) {\n\t\t\t\t\t\tthis._time = time = pauseTween._startTime;\n\t\t\t\t\t\tthis._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif (this._cycle !== prevCycle) if (!this._locked) {\n\t\t\t\t/*\n\t\t\t\tmake sure children at the end/beginning of the timeline are rendered properly. If, for example,\n\t\t\t\ta 3-second long timeline rendered at 2.9 seconds previously, and now renders at 3.2 seconds (which\n\t\t\t\twould get transated to 2.8 seconds if the timeline yoyos or 0.2 seconds if it just repeats), there\n\t\t\t\tcould be a callback or a short tween that's at 2.95 or 3 seconds in which wouldn't render. So\n\t\t\t\twe need to push the timeline to the end (and/or beginning depending on its yoyo value). Also we must\n\t\t\t\tensure that zero-duration tweens at the very beginning or end of the TimelineMax work.\n\t\t\t\t*/\n\t\t\t\tvar backwards = (this._yoyo && (prevCycle & 1) !== 0),\n\t\t\t\t\twrap = (backwards === (this._yoyo && (this._cycle & 1) !== 0)),\n\t\t\t\t\trecTotalTime = this._totalTime,\n\t\t\t\t\trecCycle = this._cycle,\n\t\t\t\t\trecRawPrevTime = this._rawPrevTime,\n\t\t\t\t\trecTime = this._time;\n\n\t\t\t\tthis._totalTime = prevCycle * dur;\n\t\t\t\tif (this._cycle < prevCycle) {\n\t\t\t\t\tbackwards = !backwards;\n\t\t\t\t} else {\n\t\t\t\t\tthis._totalTime += dur;\n\t\t\t\t}\n\t\t\t\tthis._time = prevTime; //temporarily revert _time so that render() renders the children in the correct order. Without this, tweens won't rewind correctly. We could arhictect things in a \"cleaner\" way by splitting out the rendering queue into a separate method but for performance reasons, we kept it all inside this method.\n\n\t\t\t\tthis._rawPrevTime = (dur === 0) ? prevRawPrevTime - 0.0001 : prevRawPrevTime;\n\t\t\t\tthis._cycle = prevCycle;\n\t\t\t\tthis._locked = true; //prevents changes to totalTime and skips repeat/yoyo behavior when we recursively call render()\n\t\t\t\tprevTime = (backwards) ? 0 : dur;\n\t\t\t\tthis.render(prevTime, suppressEvents, (dur === 0));\n\t\t\t\tif (!suppressEvents) if (!this._gc) {\n\t\t\t\t\tif (this.vars.onRepeat) {\n\t\t\t\t\t\tthis._cycle = recCycle; //in case the onRepeat alters the playhead or invalidates(), we shouldn't stay locked or use the previous cycle.\n\t\t\t\t\t\tthis._locked = false;\n\t\t\t\t\t\tthis._callback(\"onRepeat\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (prevTime !== this._time) { //in case there's a callback like onComplete in a nested tween/timeline that changes the playhead position, like via seek(), we should just abort.\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (wrap) {\n\t\t\t\t\tthis._cycle = prevCycle; //if there's an onRepeat, we reverted this above, so make sure it's set properly again. We also unlocked in that scenario, so reset that too.\n\t\t\t\t\tthis._locked = true;\n\t\t\t\t\tprevTime = (backwards) ? dur + 0.0001 : -0.0001;\n\t\t\t\t\tthis.render(prevTime, true, false);\n\t\t\t\t}\n\t\t\t\tthis._locked = false;\n\t\t\t\tif (this._paused && !prevPaused) { //if the render() triggered callback that paused this timeline, we should abort (very rare, but possible)\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tthis._time = recTime;\n\t\t\t\tthis._totalTime = recTotalTime;\n\t\t\t\tthis._cycle = recCycle;\n\t\t\t\tthis._rawPrevTime = recRawPrevTime;\n\t\t\t}\n\n\t\t\tif ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) {\n\t\t\t\tif (prevTotalTime !== this._totalTime) if (this._onUpdate) if (!suppressEvents) { //so that onUpdate fires even during the repeatDelay - as long as the totalTime changed, we should trigger onUpdate.\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._initted = true;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._totalTime !== prevTotalTime && time > 0) {\n\t\t\t\tthis._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example.\n\t\t\t}\n\n\t\t\tif (prevTotalTime === 0) if (this.vars.onStart) if (this._totalTime !== 0 || !this._totalDuration) if (!suppressEvents) {\n\t\t\t\tthis._callback(\"onStart\");\n\t\t\t}\n\n\t\t\tcurTime = this._time;\n\t\t\tif (curTime >= prevTime) {\n\t\t\t\ttween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= this._time && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttween = this._last;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._prev; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tpauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse.\n\t\t\t\t\t\t\twhile (pauseTween && pauseTween.endTime() > this._time) {\n\t\t\t\t\t\t\t\tpauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t\tpauseTween = pauseTween._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpauseTween = null;\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this._onUpdate) if (!suppressEvents) {\n\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t}\n\t\t\tif (callback) if (!this._locked) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp.getActive = function(nested, tweens, timelines) {\n\t\t\tif (nested == null) {\n\t\t\t\tnested = true;\n\t\t\t}\n\t\t\tif (tweens == null) {\n\t\t\t\ttweens = true;\n\t\t\t}\n\t\t\tif (timelines == null) {\n\t\t\t\ttimelines = false;\n\t\t\t}\n\t\t\tvar a = [],\n\t\t\t\tall = this.getChildren(nested, tweens, timelines),\n\t\t\t\tcnt = 0,\n\t\t\t\tl = all.length,\n\t\t\t\ti, tween;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\ttween = all[i];\n\t\t\t\tif (tween.isActive()) {\n\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\n\t\tp.getLabelAfter = function(time) {\n\t\t\tif (!time) if (time !== 0) { //faster than isNan()\n\t\t\t\ttime = this._time;\n\t\t\t}\n\t\t\tvar labels = this.getLabelsArray(),\n\t\t\t\tl = labels.length,\n\t\t\t\ti;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\tif (labels[i].time > time) {\n\t\t\t\t\treturn labels[i].name;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t};\n\n\t\tp.getLabelBefore = function(time) {\n\t\t\tif (time == null) {\n\t\t\t\ttime = this._time;\n\t\t\t}\n\t\t\tvar labels = this.getLabelsArray(),\n\t\t\t\ti = labels.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (labels[i].time < time) {\n\t\t\t\t\treturn labels[i].name;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t};\n\n\t\tp.getLabelsArray = function() {\n\t\t\tvar a = [],\n\t\t\t\tcnt = 0,\n\t\t\t\tp;\n\t\t\tfor (p in this._labels) {\n\t\t\t\ta[cnt++] = {time:this._labels[p], name:p};\n\t\t\t}\n\t\t\ta.sort(function(a,b) {\n\t\t\t\treturn a.time - b.time;\n\t\t\t});\n\t\t\treturn a;\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tthis._locked = false; //unlock and set cycle in case invalidate() is called from inside an onRepeat\n\t\t\treturn TimelineLite.prototype.invalidate.call(this);\n\t\t};\n\n\n//---- GETTERS / SETTERS -------------------------------------------------------------------------------------------------------\n\n\t\tp.progress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? (this._time / this.duration()) || 0 : this.totalTime( this.duration() * ((this._yoyo && (this._cycle & 1) !== 0) ? 1 - value : value) + (this._cycle * (this._duration + this._repeatDelay)), suppressEvents);\n\t\t};\n\n\t\tp.totalProgress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? (this._totalTime / this.totalDuration()) || 0 : this.totalTime( this.totalDuration() * value, suppressEvents);\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tTimelineLite.prototype.totalDuration.call(this); //just forces refresh\n\t\t\t\t\t//Instead of Infinity, we use 999999999999 so that we can accommodate reverses.\n\t\t\t\t\tthis._totalDuration = (this._repeat === -1) ? 999999999999 : this._duration * (this._repeat + 1) + (this._repeatDelay * this._repeat);\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (this._repeat === -1 || !value) ? this : this.timeScale( this.totalDuration() / value );\n\t\t};\n\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\tif (value > this._duration) {\n\t\t\t\tvalue = this._duration;\n\t\t\t}\n\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\tvalue = (this._duration - value) + (this._cycle * (this._duration + this._repeatDelay));\n\t\t\t} else if (this._repeat !== 0) {\n\t\t\t\tvalue += this._cycle * (this._duration + this._repeatDelay);\n\t\t\t}\n\t\t\treturn this.totalTime(value, suppressEvents);\n\t\t};\n\n\t\tp.repeat = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeat;\n\t\t\t}\n\t\t\tthis._repeat = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp.repeatDelay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeatDelay;\n\t\t\t}\n\t\t\tthis._repeatDelay = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp.yoyo = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._yoyo;\n\t\t\t}\n\t\t\tthis._yoyo = value;\n\t\t\treturn this;\n\t\t};\n\n\t\tp.currentLabel = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this.getLabelBefore(this._time + 0.00000001);\n\t\t\t}\n\t\t\treturn this.seek(value, true);\n\t\t};\n\n\t\treturn TimelineMax;\n\n\t}, true);\n\t\n\n\n\n\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * BezierPlugin\n * ----------------------------------------------------------------\n */\n\t(function() {\n\n\t\tvar _RAD2DEG = 180 / Math.PI,\n\t\t\t_r1 = [],\n\t\t\t_r2 = [],\n\t\t\t_r3 = [],\n\t\t\t_corProps = {},\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\tSegmentâ•;‡ù = function(a, b, c, d) {\n\t\t\t\tif (c === d) { //if c and d match, the final autoRotate value could lock at -90 degrees, so differentiate them slightly.\n\t\t\t\t\tc = d - (d - b) / 1000000;\n\t\t\t\t}\n\t\t\t\tif (a === b) { //if a and b match, the starting autoRotate value could lock at -90 degrees, so differentiate them slightly.\n\t\t\t\t\tb = a + (c - a) / 1000000;\n\t\t\t\t}\n\t\t\t\tthis.a = a;\n\t\t\t\tthis.b = b;\n\t\t\t\tthis.c = c;\n\t\t\t\tthis.d = d;\n\t\t\t\tthis.da = d - a;\n\t\t\t\tthis.ca = c - a;\n\t\t\t\tthis.ba = b - a;\n\t\t\t},\n\t\t\t_correlate = \",x,y,z,left,top,right,bottom,marginTop,marginLeft,marginRight,marginBottom,paddingLeft,paddingTop,paddingRight,paddingBottom,backgroundPosition,backgroundPosition_y,\",\n\t\t\tcubicToQuadratic = function(a, b, c, d) {\n\t\t\t\tvar q1 = {a:a},\n\t\t\t\t\tq2 = {},\n\t\t\t\t\tq3 = {},\n\t\t\t\t\tq4 = {c:d},\n\t\t\t\t\tmab = (a + b) / 2,\n\t\t\t\t\tmbc = (b + c) / 2,\n\t\t\t\t\tmcd = (c + d) / 2,\n\t\t\t\t\tmabc = (mab + mbc) / 2,\n\t\t\t\t\tmbcd = (mbc + mcd) / 2,\n\t\t\t\t\tm8 = (mbcd - mabc) / 8;\n\t\t\t\tq1.b = mab + (a - mab) / 4;\n\t\t\t\tq2.b = mabc + m8;\n\t\t\t\tq1.c = q2.a = (q1.b + q2.b) / 2;\n\t\t\t\tq2.c = q3.a = (mabc + mbcd) / 2;\n\t\t\t\tq3.b = mbcd - m8;\n\t\t\t\tq4.b = mcd + (d - mcd) / 4;\n\t\t\t\tq3.c = q4.a = (q3.b + q4.b) / 2;\n\t\t\t\treturn [q1, q2, q3, q4];\n\t\t\t},\n\t\t\t_calculateControlPoints = function(a, curviness, quad, basic, correlate) {\n\t\t\t\tvar l = a.length - 1,\n\t\t\t\t\tii = 0,\n\t\t\t\t\tcp1 = a[0].a,\n\t\t\t\t\ti, p1, p2, p3, seg, m1, m2, mm, cp2, qb, r1, r2, tl;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tseg = a[ii];\n\t\t\t\t\tp1 = seg.a;\n\t\t\t\t\tp2 = seg.d;\n\t\t\t\t\tp3 = a[ii+1].d;\n\n\t\t\t\t\tif (correlate) {\n\t\t\t\t\t\tr1 = _r1[i];\n\t\t\t\t\t\tr2 = _r2[i];\n\t\t\t\t\t\ttl = ((r2 + r1) * curviness * 0.25) / (basic ? 0.5 : _r3[i] || 0.5);\n\t\t\t\t\t\tm1 = p2 - (p2 - p1) * (basic ? curviness * 0.5 : (r1 !== 0 ? tl / r1 : 0));\n\t\t\t\t\t\tm2 = p2 + (p3 - p2) * (basic ? curviness * 0.5 : (r2 !== 0 ? tl / r2 : 0));\n\t\t\t\t\t\tmm = p2 - (m1 + (((m2 - m1) * ((r1 * 3 / (r1 + r2)) + 0.5) / 4) || 0));\n\t\t\t\t\t} else {\n\t\t\t\t\t\tm1 = p2 - (p2 - p1) * curviness * 0.5;\n\t\t\t\t\t\tm2 = p2 + (p3 - p2) * curviness * 0.5;\n\t\t\t\t\t\tmm = p2 - (m1 + m2) / 2;\n\t\t\t\t\t}\n\t\t\t\t\tm1 += mm;\n\t\t\t\t\tm2 += mm;\n\n\t\t\t\t\tseg.c = cp2 = m1;\n\t\t\t\t\tif (i !== 0) {\n\t\t\t\t\t\tseg.b = cp1;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tseg.b = cp1 = seg.a + (seg.c - seg.a) * 0.6; //instead of placing b on a exactly, we move it inline with c so that if the user specifies an ease like Back.easeIn or Elastic.easeIn which goes BEYOND the beginning, it will do so smoothly.\n\t\t\t\t\t}\n\n\t\t\t\t\tseg.da = p2 - p1;\n\t\t\t\t\tseg.ca = cp2 - p1;\n\t\t\t\t\tseg.ba = cp1 - p1;\n\n\t\t\t\t\tif (quad) {\n\t\t\t\t\t\tqb = cubicToQuadratic(p1, cp1, cp2, p2);\n\t\t\t\t\t\ta.splice(ii, 1, qb[0], qb[1], qb[2], qb[3]);\n\t\t\t\t\t\tii += 4;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tii++;\n\t\t\t\t\t}\n\n\t\t\t\t\tcp1 = m2;\n\t\t\t\t}\n\t\t\t\tseg = a[ii];\n\t\t\t\tseg.b = cp1;\n\t\t\t\tseg.c = cp1 + (seg.d - cp1) * 0.4; //instead of placing c on d exactly, we move it inline with b so that if the user specifies an ease like Back.easeOut or Elastic.easeOut which goes BEYOND the end, it will do so smoothly.\n\t\t\t\tseg.da = seg.d - seg.a;\n\t\t\t\tseg.ca = seg.c - seg.a;\n\t\t\t\tseg.ba = cp1 - seg.a;\n\t\t\t\tif (quad) {\n\t\t\t\t\tqb = cubicToQuadratic(seg.a, cp1, seg.c, seg.d);\n\t\t\t\t\ta.splice(ii, 1, qb[0], qb[1], qb[2], qb[3]);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_parseAnchors = function(values, p, correlate, prepend) {\n\t\t\t\tvar a = [],\n\t\t\t\t\tl, i, p1, p2, p3, tmp;\n\t\t\t\tif (prepend) {\n\t\t\t\t\tvalues = [prepend].concat(values);\n\t\t\t\t\ti = values.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (typeof( (tmp = values[i][p]) ) === \"string\") if (tmp.charAt(1) === \"=\") {\n\t\t\t\t\t\t\tvalues[i][p] = prepend[p] + Number(tmp.charAt(0) + tmp.substr(2)); //accommodate relative values. Do it inline instead of breaking it out into a function for speed reasons\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tl = values.length - 2;\n\t\t\t\tif (l < 0) {\n\t\t\t\t\ta[0] = new Segment(values[0][p], 0, 0, values[0][p]);\n\t\t\t\t\treturn a;\n\t\t\t\t}\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tp1 = values[i][p];\n\t\t\t\t\tp2 = values[i+1][p];\n\t\t\t\t\ta[i] = new Segment(p1, 0, 0, p2);\n\t\t\t\t\tif (correlate) {\n\t\t\t\t\t\tp3 = values[i+2][p];\n\t\t\t\t\t\t_r1[i] = (_r1[i] || 0) + (p2 - p1) * (p2 - p1);\n\t\t\t\t\t\t_r2[i] = (_r2[i] || 0) + (p3 - p2) * (p3 - p2);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ta[i] = new Segment(values[i][p], 0, 0, values[i+1][p]);\n\t\t\t\treturn a;\n\t\t\t},\n\t\t\tbezierThrough = function(values, curviness, quadratic, basic, correlate, prepend) {\n\t\t\t\tvar obj = {},\n\t\t\t\t\tprops = [],\n\t\t\t\t\tfirst = prepend || values[0],\n\t\t\t\t\ti, p, a, j, r, l, seamless, last;\n\t\t\t\tcorrelate = (typeof(correlate) === \"string\") ? \",\"+correlate+\",\" : _correlate;\n\t\t\t\tif (curviness == null) {\n\t\t\t\t\tcurviness = 1;\n\t\t\t\t}\n\t\t\t\tfor (p in values[0]) {\n\t\t\t\t\tprops.push(p);\n\t\t\t\t}\n\t\t\t\t//check to see if the last and first values are identical (well, within 0.05). If so, make seamless by appending the second element to the very end of the values array and the 2nd-to-last element to the very beginning (we'll remove those segments later)\n\t\t\t\tif (values.length > 1) {\n\t\t\t\t\tlast = values[values.length - 1];\n\t\t\t\t\tseamless = true;\n\t\t\t\t\ti = props.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tp = props[i];\n\t\t\t\t\t\tif (Math.abs(first[p] - last[p]) > 0.05) { //build in a tolerance of +/-0.05 to accommodate rounding errors.\n\t\t\t\t\t\t\tseamless = false;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (seamless) {\n\t\t\t\t\t\tvalues = values.concat(); //duplicate the array to avoid contaminating the original which the user may be reusing for other tweens\n\t\t\t\t\t\tif (prepend) {\n\t\t\t\t\t\t\tvalues.unshift(prepend);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tvalues.push(values[1]);\n\t\t\t\t\t\tprepend = values[values.length - 3];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_r1.length = _r2.length = _r3.length = 0;\n\t\t\t\ti = props.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tp = props[i];\n\t\t\t\t\t_corProps[p] = (correlate.indexOf(\",\"+p+\",\") !== -1);\n\t\t\t\t\tobj[p] = _parseAnchors(values, p, _corProps[p], prepend);\n\t\t\t\t}\n\t\t\t\ti = _r1.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t_r1[i] = Math.sqrt(_r1[i]);\n\t\t\t\t\t_r2[i] = Math.sqrt(_r2[i]);\n\t\t\t\t}\n\t\t\t\tif (!basic) {\n\t\t\t\t\ti = props.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (_corProps[p]) {\n\t\t\t\t\t\t\ta = obj[props[i]];\n\t\t\t\t\t\t\tl = a.length - 1;\n\t\t\t\t\t\t\tfor (j = 0; j < l; j++) {\n\t\t\t\t\t\t\t\tr = (a[j+1].da / _r2[j] + a[j].da / _r1[j]) || 0;\n\t\t\t\t\t\t\t\t_r3[j] = (_r3[j] || 0) + r * r;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ti = _r3.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t_r3[i] = Math.sqrt(_r3[i]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ti = props.length;\n\t\t\t\tj = quadratic ? 4 : 1;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tp = props[i];\n\t\t\t\t\ta = obj[p];\n\t\t\t\t\t_calculateControlPoints(a, curviness, quadratic, basic, _corProps[p]); //this method requires that _parseAnchors() and _setSegmentRatios() ran first so that _r1, _r2, and _r3 values are populated for all properties\n\t\t\t\t\tif (seamless) {\n\t\t\t\t\t\ta.splice(0, j);\n\t\t\t\t\t\ta.splice(a.length - j, j);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn obj;\n\t\t\t},\n\t\t\t_parseBezierData = function(values, type, prepend) {\n\t\t\t\ttype = type || \"soft\";\n\t\t\t\tvar obj = {},\n\t\t\t\t\tinc = (type === \"cubic\") ? 3 : 2,\n\t\t\t\t\tsoft = (type === \"soft\"),\n\t\t\t\t\tprops = [],\n\t\t\t\t\ta, b, c, d, cur, i, j, l, p, cnt, tmp;\n\t\t\t\tif (soft && prepend) {\n\t\t\t\t\tvalues = [prepend].concat(values);\n\t\t\t\t}\n\t\t\t\tif (values == null || values.length < inc + 1) { throw \"invalid Bezier data\"; }\n\t\t\t\tfor (p in values[0]) {\n\t\t\t\t\tprops.push(p);\n\t\t\t\t}\n\t\t\t\ti = props.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tp = props[i];\n\t\t\t\t\tobj[p] = cur = [];\n\t\t\t\t\tcnt = 0;\n\t\t\t\t\tl = values.length;\n\t\t\t\t\tfor (j = 0; j < l; j++) {\n\t\t\t\t\t\ta = (prepend == null) ? values[j][p] : (typeof( (tmp = values[j][p]) ) === \"string\" && tmp.charAt(1) === \"=\") ? prepend[p] + Number(tmp.charAt(0) + tmp.substr(2)) : Number(tmp);\n\t\t\t\t\t\tif (soft) if (j > 1) if (j < l - 1) {\n\t\t\t\t\t\t\tcur[cnt++] = (a + cur[cnt-2]) / 2;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcur[cnt++] = a;\n\t\t\t\t\t}\n\t\t\t\t\tl = cnt - inc + 1;\n\t\t\t\t\tcnt = 0;\n\t\t\t\t\tfor (j = 0; j < l; j += inc) {\n\t\t\t\t\t\ta = cur[j];\n\t\t\t\t\t\tb = cur[j+1];\n\t\t\t\t\t\tc = cur[j+2];\n\t\t\t\t\t\td = (inc === 2) ? 0 : cur[j+3];\n\t\t\t\t\t\tcur[cnt++] = tmp = (inc === 3) ? new Segment(a, b, c, d) : new Segment(a, (2 * b + a) / 3, (2 * b + c) / 3, c);\n\t\t\t\t\t}\n\t\t\t\t\tcur.length = cnt;\n\t\t\t\t}\n\t\t\t\treturn obj;\n\t\t\t},\n\t\t\t_addCubicLengths = function(a, steps, resolution) {\n\t\t\t\tvar inc = 1 / resolution,\n\t\t\t\t\tj = a.length,\n\t\t\t\t\td, d1, s, da, ca, ba, p, i, inv, bez, index;\n\t\t\t\twhile (--j > -1) {\n\t\t\t\t\tbez = a[j];\n\t\t\t\t\ts = bez.a;\n\t\t\t\t\tda = bez.d - s;\n\t\t\t\t\tca = bez.c - s;\n\t\t\t\t\tba = bez.b - s;\n\t\t\t\t\td = d1 = 0;\n\t\t\t\t\tfor (i = 1; i <= resolution; i++) {\n\t\t\t\t\t\tp = inc * i;\n\t\t\t\t\t\tinv = 1 - p;\n\t\t\t\t\t\td = d1 - (d1 = (p * p * da + 3 * inv * (p * ca + inv * ba)) * p);\n\t\t\t\t\t\tindex = j * resolution + i - 1;\n\t\t\t\t\t\tsteps[index] = (steps[index] || 0) + d * d;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\t\t\t_parseLengthData = function(obj, resolution) {\n\t\t\t\tresolution = resolution >> 0 || 6;\n\t\t\t\tvar a = [],\n\t\t\t\t\tlengths = [],\n\t\t\t\t\td = 0,\n\t\t\t\t\ttotal = 0,\n\t\t\t\t\tthreshold = resolution - 1,\n\t\t\t\t\tsegments = [],\n\t\t\t\t\tcurLS = [], //current length segments array\n\t\t\t\t\tp, i, l, index;\n\t\t\t\tfor (p in obj) {\n\t\t\t\t\t_addCubicLengths(obj[p], a, resolution);\n\t\t\t\t}\n\t\t\t\tl = a.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\td += Math.sqrt(a[i]);\n\t\t\t\t\tindex = i % resolution;\n\t\t\t\t\tcurLS[index] = d;\n\t\t\t\t\tif (index === threshold) {\n\t\t\t\t\t\ttotal += d;\n\t\t\t\t\t\tindex = (i / resolution) >> 0;\n\t\t\t\t\t\tsegments[index] = curLS;\n\t\t\t\t\t\tlengths[index] = total;\n\t\t\t\t\t\td = 0;\n\t\t\t\t\t\tcurLS = [];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn {length:total, lengths:lengths, segments:segments};\n\t\t\t},\n\n\n\n\t\t\tBezierPlugin = _gsScope._gsDefine.plugin({\n\t\t\t\t\tpropName: \"bezier\",\n\t\t\t\t\tpriority: -1,\n\t\t\t\t\tversion: \"1.3.8\",\n\t\t\t\t\tAPI: 2,\n\t\t\t\t\tglobal:true,\n\n\t\t\t\t\t//gets called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\t\t\tinit: function(target, vars, tween) {\n\t\t\t\t\t\tthis._target = target;\n\t\t\t\t\t\tif (vars instanceof Array) {\n\t\t\t\t\t\t\tvars = {values:vars};\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._func = {};\n\t\t\t\t\t\tthis._mod = {};\n\t\t\t\t\t\tthis._props = [];\n\t\t\t\t\t\tthis._timeRes = (vars.timeResolution == null) ? 6 : parseInt(vars.timeResolution, 10);\n\t\t\t\t\t\tvar values = vars.values || [],\n\t\t\t\t\t\t\tfirst = {},\n\t\t\t\t\t\t\tsecond = values[0],\n\t\t\t\t\t\t\tautoRotate = vars.autoRotate || tween.vars.orientToBezier,\n\t\t\t\t\t\t\tp, isFunc, i, j, prepend;\n\n\t\t\t\t\t\tthis._autoRotate = autoRotate ? (autoRotate instanceof Array) ? autoRotate : [[\"x\",\"y\",\"rotation\",((autoRotate === true) ? 0 : Number(autoRotate) || 0)]] : null;\n\t\t\t\t\t\tfor (p in second) {\n\t\t\t\t\t\t\tthis._props.push(p);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\ti = this._props.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tp = this._props[i];\n\n\t\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t\t\tisFunc = this._func[p] = (typeof(target[p]) === \"function\");\n\t\t\t\t\t\t\tfirst[p] = (!isFunc) ? parseFloat(target[p]) : target[ ((p.indexOf(\"set\") || typeof(target[\"get\" + p.substr(3)]) !== \"function\") ? p : \"get\" + p.substr(3)) ]();\n\t\t\t\t\t\t\tif (!prepend) if (first[p] !== values[0][p]) {\n\t\t\t\t\t\t\t\tprepend = first;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._beziers = (vars.type !== \"cubic\" && vars.type !== \"quadratic\" && vars.type !== \"soft\") ? bezierThrough(values, isNaN(vars.curviness) ? 1 : vars.curviness, false, (vars.type === \"thruBasic\"), vars.correlate, prepend) : _parseBezierData(values, vars.type, first);\n\t\t\t\t\t\tthis._segCount = this._beziers[p].length;\n\n\t\t\t\t\t\tif (this._timeRes) {\n\t\t\t\t\t\t\tvar ld = _parseLengthData(this._beziers, this._timeRes);\n\t\t\t\t\t\t\tthis._length = ld.length;\n\t\t\t\t\t\t\tthis._lengths = ld.lengths;\n\t\t\t\t\t\t\tthis._segments = ld.segments;\n\t\t\t\t\t\t\tthis._l1 = this._li = this._s1 = this._si = 0;\n\t\t\t\t\t\t\tthis._l2 = this._lengths[0];\n\t\t\t\t\t\t\tthis._curSeg = this._segments[0];\n\t\t\t\t\t\t\tthis._s2 = this._curSeg[0];\n\t\t\t\t\t\t\tthis._prec = 1 / this._curSeg.length;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ((autoRotate = this._autoRotate)) {\n\t\t\t\t\t\t\tthis._initialRotations = [];\n\t\t\t\t\t\t\tif (!(autoRotate[0] instanceof Array)) {\n\t\t\t\t\t\t\t\tthis._autoRotate = autoRotate = [autoRotate];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ti = autoRotate.length;\n\t\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t\tfor (j = 0; j < 3; j++) {\n\t\t\t\t\t\t\t\t\tp = autoRotate[i][j];\n\t\t\t\t\t\t\t\t\tthis._func[p] = (typeof(target[p]) === \"function\") ? target[ ((p.indexOf(\"set\") || typeof(target[\"get\" + p.substr(3)]) !== \"function\") ? p : \"get\" + p.substr(3)) ] : false;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tp = autoRotate[i][2];\n\t\t\t\t\t\t\t\tthis._initialRotations[i] = (this._func[p] ? this._func[p].call(this._target) : this._target[p]) || 0;\n\t\t\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._startRatio = tween.vars.runBackwards ? 1 : 0; //we determine the starting ratio when the tween inits which is always 0 unless the tween has runBackwards:true (indicating it's a from() tween) in which case it's 1.\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t},\n\n\t\t\t\t\t//called each time the values should be updated, and the ratio gets passed as the only parameter (typically it's a value between 0 and 1, but it can exceed those when using an ease like Elastic.easeOut or Back.easeOut, etc.)\n\t\t\t\t\tset: function(v) {\n\t\t\t\t\t\tvar segments = this._segCount,\n\t\t\t\t\t\t\tfunc = this._func,\n\t\t\t\t\t\t\ttarget = this._target,\n\t\t\t\t\t\t\tnotStart = (v !== this._startRatio),\n\t\t\t\t\t\t\tcurIndex, inv, i, p, b, t, val, l, lengths, curSeg;\n\t\t\t\t\t\tif (!this._timeRes) {\n\t\t\t\t\t\t\tcurIndex = (v < 0) ? 0 : (v >= 1) ? segments - 1 : (segments * v) >> 0;\n\t\t\t\t\t\t\tt = (v - (curIndex * (1 / segments))) * segments;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tlengths = this._lengths;\n\t\t\t\t\t\t\tcurSeg = this._curSeg;\n\t\t\t\t\t\t\tv *= this._length;\n\t\t\t\t\t\t\ti = this._li;\n\t\t\t\t\t\t\t//find the appropriate segment (if the currently cached one isn't correct)\n\t\t\t\t\t\t\tif (v > this._l2 && i < segments - 1) {\n\t\t\t\t\t\t\t\tl = segments - 1;\n\t\t\t\t\t\t\t\twhile (i < l && (this._l2 = lengths[++i]) <= v) {\t}\n\t\t\t\t\t\t\t\tthis._l1 = lengths[i-1];\n\t\t\t\t\t\t\t\tthis._li = i;\n\t\t\t\t\t\t\t\tthis._curSeg = curSeg = this._segments[i];\n\t\t\t\t\t\t\t\tthis._s2 = curSeg[(this._s1 = this._si = 0)];\n\t\t\t\t\t\t\t} else if (v < this._l1 && i > 0) {\n\t\t\t\t\t\t\t\twhile (i > 0 && (this._l1 = lengths[--i]) >= v) { }\n\t\t\t\t\t\t\t\tif (i === 0 && v < this._l1) {\n\t\t\t\t\t\t\t\t\tthis._l1 = 0;\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\ti++;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tthis._l2 = lengths[i];\n\t\t\t\t\t\t\t\tthis._li = i;\n\t\t\t\t\t\t\t\tthis._curSeg = curSeg = this._segments[i];\n\t\t\t\t\t\t\t\tthis._s1 = curSeg[(this._si = curSeg.length - 1) - 1] || 0;\n\t\t\t\t\t\t\t\tthis._s2 = curSeg[this._si];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcurIndex = i;\n\t\t\t\t\t\t\t//now find the appropriate sub-segment (we split it into the number of pieces that was defined by \"precision\" and measured each one)\n\t\t\t\t\t\t\tv -= this._l1;\n\t\t\t\t\t\t\ti = this._si;\n\t\t\t\t\t\t\tif (v > this._s2 && i < curSeg.length - 1) {\n\t\t\t\t\t\t\t\tl = curSeg.length - 1;\n\t\t\t\t\t\t\t\twhile (i < l && (this._s2 = curSeg[++i]) <= v) {\t}\n\t\t\t\t\t\t\t\tthis._s1 = curSeg[i-1];\n\t\t\t\t\t\t\t\tthis._si = i;\n\t\t\t\t\t\t\t} else if (v < this._s1 && i > 0) {\n\t\t\t\t\t\t\t\twhile (i > 0 && (this._s1 = curSeg[--i]) >= v) {\t}\n\t\t\t\t\t\t\t\tif (i === 0 && v < this._s1) {\n\t\t\t\t\t\t\t\t\tthis._s1 = 0;\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\ti++;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tthis._s2 = curSeg[i];\n\t\t\t\t\t\t\t\tthis._si = i;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tt = ((i + (v - this._s1) / (this._s2 - this._s1)) * this._prec) || 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tinv = 1 - t;\n\n\t\t\t\t\t\ti = this._props.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tp = this._props[i];\n\t\t\t\t\t\t\tb = this._beziers[p][curIndex];\n\t\t\t\t\t\t\tval = (t * t * b.da + 3 * inv * (t * b.ca + inv * b.ba)) * t + b.a;\n\t\t\t\t\t\t\tif (this._mod[p]) {\n\t\t\t\t\t\t\t\tval = this._mod[p](val, target);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (func[p]) {\n\t\t\t\t\t\t\t\ttarget[p](val);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\ttarget[p] = val;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (this._autoRotate) {\n\t\t\t\t\t\t\tvar ar = this._autoRotate,\n\t\t\t\t\t\t\t\tb2, x1, y1, x2, y2, add, conv;\n\t\t\t\t\t\t\ti = ar.length;\n\t\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t\tp = ar[i][2];\n\t\t\t\t\t\t\t\tadd = ar[i][3] || 0;\n\t\t\t\t\t\t\t\tconv = (ar[i][4] === true) ? 1 : _RAD2DEG;\n\t\t\t\t\t\t\t\tb = this._beziers[ar[i][0]];\n\t\t\t\t\t\t\t\tb2 = this._beziers[ar[i][1]];\n\n\t\t\t\t\t\t\t\tif (b && b2) { //in case one of the properties got overwritten.\n\t\t\t\t\t\t\t\t\tb = b[curIndex];\n\t\t\t\t\t\t\t\t\tb2 = b2[curIndex];\n\n\t\t\t\t\t\t\t\t\tx1 = b.a + (b.b - b.a) * t;\n\t\t\t\t\t\t\t\t\tx2 = b.b + (b.c - b.b) * t;\n\t\t\t\t\t\t\t\t\tx1 += (x2 - x1) * t;\n\t\t\t\t\t\t\t\t\tx2 += ((b.c + (b.d - b.c) * t) - x2) * t;\n\n\t\t\t\t\t\t\t\t\ty1 = b2.a + (b2.b - b2.a) * t;\n\t\t\t\t\t\t\t\t\ty2 = b2.b + (b2.c - b2.b) * t;\n\t\t\t\t\t\t\t\t\ty1 += (y2 - y1) * t;\n\t\t\t\t\t\t\t\t\ty2 += ((b2.c + (b2.d - b2.c) * t) - y2) * t;\n\n\t\t\t\t\t\t\t\t\tval = notStart ? Math.atan2(y2 - y1, x2 - x1) * conv + add : this._initialRotations[i];\n\n\t\t\t\t\t\t\t\t\tif (this._mod[p]) {\n\t\t\t\t\t\t\t\t\t\tval = this._mod[p](val, target); //for modProps\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\tif (func[p]) {\n\t\t\t\t\t\t\t\t\t\ttarget[p](val);\n\t\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\t\ttarget[p] = val;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t}),\n\t\t\tp = BezierPlugin.prototype;\n\n\n\t\tBezierPlugin.bezierThrough = bezierThrough;\n\t\tBezierPlugin.cubicToQuadratic = cubicToQuadratic;\n\t\tBezierPlugin._autoCSS = true; //indicates that this plugin can be inserted into the \"css\" object using the autoCSS feature of TweenLite\n\t\tBezierPlugin.quadraticToCubic = function(a, b, c) {\n\t\t\treturn new Segment(a, (2 * b + a) / 3, (2 * b + c) / 3, c);\n\t\t};\n\n\t\tBezierPlugin._cssRegister = function() {\n\t\t\tvar CSSPlugin = _globals.CSSPlugin;\n\t\t\tif (!CSSPlugin) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar _internals = CSSPlugin._internals,\n\t\t\t\t_parseToProxy = _internals._parseToProxy,\n\t\t\t\t_setPluginRatio = _internals._setPluginRatio,\n\t\t\t\tCSSPropTween = _internals.CSSPropTween;\n\t\t\t_internals._registerComplexSpecialProp(\"bezier\", {parser:function(t, e, prop, cssp, pt, plugin) {\n\t\t\t\tif (e instanceof Array) {\n\t\t\t\t\te = {values:e};\n\t\t\t\t}\n\t\t\t\tplugin = new BezierPlugin();\n\t\t\t\tvar values = e.values,\n\t\t\t\t\tl = values.length - 1,\n\t\t\t\t\tpluginValues = [],\n\t\t\t\t\tv = {},\n\t\t\t\t\ti, p, data;\n\t\t\t\tif (l < 0) {\n\t\t\t\t\treturn pt;\n\t\t\t\t}\n\t\t\t\tfor (i = 0; i <= l; i++) {\n\t\t\t\t\tdata = _parseToProxy(t, values[i], cssp, pt, plugin, (l !== i));\n\t\t\t\t\tpluginValues[i] = data.end;\n\t\t\t\t}\n\t\t\t\tfor (p in e) {\n\t\t\t\t\tv[p] = e[p]; //duplicate the vars object because we need to alter some things which would cause problems if the user plans to reuse the same vars object for another tween.\n\t\t\t\t}\n\t\t\t\tv.values = pluginValues;\n\t\t\t\tpt = new CSSPropTween(t, \"bezier\", 0, 0, data.pt, 2);\n\t\t\t\tpt.data = data;\n\t\t\t\tpt.plugin = plugin;\n\t\t\t\tpt.setRatio = _setPluginRatio;\n\t\t\t\tif (v.autoRotate === 0) {\n\t\t\t\t\tv.autoRotate = true;\n\t\t\t\t}\n\t\t\t\tif (v.autoRotate && !(v.autoRotate instanceof Array)) {\n\t\t\t\t\ti = (v.autoRotate === true) ? 0 : Number(v.autoRotate);\n\t\t\t\t\tv.autoRotate = (data.end.left != null) ? [[\"left\",\"top\",\"rotation\",i,false]] : (data.end.x != null) ? [[\"x\",\"y\",\"rotation\",i,false]] : false;\n\t\t\t\t}\n\t\t\t\tif (v.autoRotate) {\n\t\t\t\t\tif (!cssp._transform) {\n\t\t\t\t\t\tcssp._enableTransforms(false);\n\t\t\t\t\t}\n\t\t\t\t\tdata.autoRotate = cssp._target._gsTransform;\n\t\t\t\t\tdata.proxy.rotation = data.autoRotate.rotation || 0;\n\t\t\t\t\tcssp._overwriteProps.push(\"rotation\");\n\t\t\t\t}\n\t\t\t\tplugin._onInitTween(data.proxy, v, cssp._tween);\n\t\t\t\treturn pt;\n\t\t\t}});\n\t\t};\n\n\t\tp._mod = function(lookup) {\n\t\t\tvar op = this._overwriteProps,\n\t\t\t\ti = op.length,\n\t\t\t\tval;\n\t\t\twhile (--i > -1) {\n\t\t\t\tval = lookup[op[i]];\n\t\t\t\tif (val && typeof(val) === \"function\") {\n\t\t\t\t\tthis._mod[op[i]] = val;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp._kill = function(lookup) {\n\t\t\tvar a = this._props,\n\t\t\t\tp, i;\n\t\t\tfor (p in this._beziers) {\n\t\t\t\tif (p in lookup) {\n\t\t\t\t\tdelete this._beziers[p];\n\t\t\t\t\tdelete this._func[p];\n\t\t\t\t\ti = a.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (a[i] === p) {\n\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\ta = this._autoRotate;\n\t\t\tif (a) {\n\t\t\t\ti = a.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (lookup[a[i][2]]) {\n\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this._super._kill.call(this, lookup);\n\t\t};\n\n\t}());\n\n\n\n\n\n\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * CSSPlugin\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine(\"plugins.CSSPlugin\", [\"plugins.TweenPlugin\",\"TweenLite\"], function(TweenPlugin, TweenLite) {\n\n\t\t/** @constructor **/\n\t\tvar CSSPlugin = function() {\n\t\t\t\tTweenPlugin.call(this, \"css\");\n\t\t\t\tthis._overwriteProps.length = 0;\n\t\t\t\tthis.setRatio = CSSPlugin.prototype.setRatio; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\t\t\t},\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_hasPriority, //turns true whenever a CSSPropTween instance is created that has a priority other than 0. This helps us discern whether or not we should spend the time organizing the linked list or not after a CSSPlugin's _onInitTween() method is called.\n\t\t\t_suffixMap, //we set this in _onInitTween() each time as a way to have a persistent variable we can use in other methods like _parse() without having to pass it around as a parameter and we keep _parse() decoupled from a particular CSSPlugin instance\n\t\t\t_cs, //computed style (we store this in a shared variable to conserve memory and make minification tighter\n\t\t\t_overwriteProps, //alias to the currently instantiating CSSPlugin's _overwriteProps array. We use this closure in order to avoid having to pass a reference around from method to method and aid in minification.\n\t\t\t_specialProps = {},\n\t\t\tp = CSSPlugin.prototype = new TweenPlugin(\"css\");\n\n\t\tp.constructor = CSSPlugin;\n\t\tCSSPlugin.version = \"1.20.3\";\n\t\tCSSPlugin.API = 2;\n\t\tCSSPlugin.defaultTransformPerspective = 0;\n\t\tCSSPlugin.defaultSkewType = \"compensated\";\n\t\tCSSPlugin.defaultSmoothOrigin = true;\n\t\tp = \"px\"; //we'll reuse the \"p\" variable to keep file size down\n\t\tCSSPlugin.suffixMap = {top:p, right:p, bottom:p, left:p, width:p, height:p, fontSize:p, padding:p, margin:p, perspective:p, lineHeight:\"\"};\n\n\n\t\tvar _numExp = /(?:\\-|\\.|\\b)(\\d|\\.|e\\-)+/g,\n\t\t\t_relNumExp = /(?:\\d|\\-\\d|\\.\\d|\\-\\.\\d|\\+=\\d|\\-=\\d|\\+=.\\d|\\-=\\.\\d)+/g,\n\t\t\t_valuesExp = /(?:\\+=|\\-=|\\-|\\b)[\\d\\-\\.]+[a-zA-Z0-9]*(?:%|\\b)/gi, //finds all the values that begin with numbers or += or -= and then a number. Includes suffixes. We use this to split complex values apart like \"1px 5px 20px rgb(255,102,51)\"\n\t\t\t_NaNExp = /(?![+-]?\\d*\\.?\\d+|[+-]|e[+-]\\d+)[^0-9]/g, //also allows scientific notation and doesn't kill the leading -/+ in -= and +=\n\t\t\t_suffixExp = /(?:\\d|\\-|\\+|=|#|\\.)*/g,\n\t\t\t_opacityExp = /opacity *= *([^)]*)/i,\n\t\t\t_opacityValExp = /opacity:([^;]*)/i,\n\t\t\t_alphaFilterExp = /alpha\\(opacity *=.+?\\)/i,\n\t\t\t_rgbhslExp = /^(rgb|hsl)/,\n\t\t\t_capsExp = /([A-Z])/g,\n\t\t\t_camelExp = /-([a-z])/gi,\n\t\t\t_urlExp = /(^(?:url\\(\\\"|url\\())|(?:(\\\"\\))$|\\)$)/gi, //for pulling out urls from url(...) or url(\"...\") strings (some browsers wrap urls in quotes, some don't when reporting things like backgroundImage)\n\t\t\t_camelFunc = function(s, g) { return g.toUpperCase(); },\n\t\t\t_horizExp = /(?:Left|Right|Width)/i,\n\t\t\t_ieGetMatrixExp = /(M11|M12|M21|M22)=[\\d\\-\\.e]+/gi,\n\t\t\t_ieSetMatrixExp = /progid\\:DXImageTransform\\.Microsoft\\.Matrix\\(.+?\\)/i,\n\t\t\t_commasOutsideParenExp = /,(?=[^\\)]*(?:\\(|$))/gi, //finds any commas that are not within parenthesis\n\t\t\t_complexExp = /[\\s,\\(]/i, //for testing a string to find if it has a space, comma, or open parenthesis (clues that it's a complex value)\n\t\t\t_DEG2RAD = Math.PI / 180,\n\t\t\t_RAD2DEG = 180 / Math.PI,\n\t\t\t_forcePT = {},\n\t\t\t_dummyElement = {style:{}},\n\t\t\t_doc = _gsScope.document || {createElement: function() {return _dummyElement;}},\n\t\t\t_createElement = function(type, ns) {\n\t\t\t\treturn _doc.createElementNS ? _doc.createElementNS(ns || \"http://www.w3.org/1999/xhtml\", type) : _doc.createElement(type);\n\t\t\t},\n\t\t\t_tempDiv = _createElement(\"div\"),\n\t\t\t_tempImg = _createElement(\"img\"),\n\t\t\t_internals = CSSPlugin._internals = {_specialProps:_specialProps}, //provides a hook to a few internal methods that we need to access from inside other plugins\n\t\t\t_agent = (_gsScope.navigator || {}).userAgent || \"\",\n\t\t\t_autoRound,\n\t\t\t_reqSafariFix, //we won't apply the Safari transform fix until we actually come across a tween that affects a transform property (to maintain best performance).\n\n\t\t\t_isSafari,\n\t\t\t_isFirefox, //Firefox has a bug that causes 3D transformed elements to randomly disappear unless a repaint is forced after each update on each element.\n\t\t\t_isSafariLT6, //Safari (and Android 4 which uses a flavor of Safari) has a bug that prevents changes to \"top\" and \"left\" properties from rendering properly if changed on the same frame as a transform UNLESS we set the element's WebkitBackfaceVisibility to hidden (weird, I know). Doing this for Android 3 and earlier seems to actually cause other problems, though (fun!)\n\t\t\t_ieVers,\n\t\t\t_supportsOpacity = (function() { //we set _isSafari, _ieVers, _isFirefox, and _supportsOpacity all in one function here to reduce file size slightly, especially in the minified version.\n\t\t\t\tvar i = _agent.indexOf(\"Android\"),\n\t\t\t\t\ta = _createElement(\"a\");\n\t\t\t\t_isSafari = (_agent.indexOf(\"Safari\") !== -1 && _agent.indexOf(\"Chrome\") === -1 && (i === -1 || parseFloat(_agent.substr(i+8, 2)) > 3));\n\t\t\t\t_isSafariLT6 = (_isSafari && (parseFloat(_agent.substr(_agent.indexOf(\"Version/\")+8, 2)) < 6));\n\t\t\t\t_isFirefox = (_agent.indexOf(\"Firefox\") !== -1);\n\t\t\t\tif ((/MSIE ([0-9]{1,}[\\.0-9]{0,})/).exec(_agent) || (/Trident\\/.*rv:([0-9]{1,}[\\.0-9]{0,})/).exec(_agent)) {\n\t\t\t\t\t_ieVers = parseFloat( RegExp.$1 );\n\t\t\t\t}\n\t\t\t\tif (!a) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t\ta.style.cssText = \"top:1px;opacity:.55;\";\n\t\t\t\treturn /^0.55/.test(a.style.opacity);\n\t\t\t}()),\n\t\t\t_getIEOpacity = function(v) {\n\t\t\t\treturn (_opacityExp.test( ((typeof(v) === \"string\") ? v : (v.currentStyle ? v.currentStyle.filter : v.style.filter) || \"\") ) ? ( parseFloat( RegExp.$1 ) / 100 ) : 1);\n\t\t\t},\n\t\t\t_log = function(s) {//for logging messages, but in a way that won't throw errors in old versions of IE.\n\t\t\t\tif (_gsScope.console) {\n\t\t\t\t\tconsole.log(s);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_target, //when initting a CSSPlugin, we set this variable so that we can access it from within many other functions without having to pass it around as params\n\t\t\t_index, //when initting a CSSPlugin, we set this variable so that we can access it from within many other functions without having to pass it around as params\n\n\t\t\t_prefixCSS = \"\", //the non-camelCase vendor prefix like \"-o-\", \"-moz-\", \"-ms-\", or \"-webkit-\"\n\t\t\t_prefix = \"\", //camelCase vendor prefix like \"O\", \"ms\", \"Webkit\", or \"Moz\".\n\n\t\t\t// @private feed in a camelCase property name like \"transform\" and it will check to see if it is valid as-is or if it needs a vendor prefix. It returns the corrected camelCase property name (i.e. \"WebkitTransform\" or \"MozTransform\" or \"transform\" or null if no such property is found, like if the browser is IE8 or before, \"transform\" won't be found at all)\n\t\t\t_checkPropPrefix = function(p, e) {\n\t\t\t\te = e || _tempDiv;\n\t\t\t\tvar s = e.style,\n\t\t\t\t\ta, i;\n\t\t\t\tif (s[p] !== undefined) {\n\t\t\t\t\treturn p;\n\t\t\t\t}\n\t\t\t\tp = p.charAt(0).toUpperCase() + p.substr(1);\n\t\t\t\ta = [\"O\",\"Moz\",\"ms\",\"Ms\",\"Webkit\"];\n\t\t\t\ti = 5;\n\t\t\t\twhile (--i > -1 && s[a[i]+p] === undefined) { }\n\t\t\t\tif (i >= 0) {\n\t\t\t\t\t_prefix = (i === 3) ? \"ms\" : a[i];\n\t\t\t\t\t_prefixCSS = \"-\" + _prefix.toLowerCase() + \"-\";\n\t\t\t\t\treturn _prefix + p;\n\t\t\t\t}\n\t\t\t\treturn null;\n\t\t\t},\n\n\t\t\t_getComputedStyle = _doc.defaultView ? _doc.defaultView.getComputedStyle : function() {},\n\n\t\t\t/**\n\t\t\t * @private Returns the css style for a particular property of an element. For example, to get whatever the current \"left\" css value for an element with an ID of \"myElement\", you could do:\n\t\t\t * var currentLeft = CSSPlugin.getStyle( document.getElementById(\"myElement\"), \"left\");\n\t\t\t *\n\t\t\t * @param {!Object} t Target element whose style property you want to query\n\t\t\t * @param {!string} p Property name (like \"left\" or \"top\" or \"marginTop\", etc.)\n\t\t\t * @param {Object=} cs Computed style object. This just provides a way to speed processing if you're going to get several properties on the same element in quick succession - you can reuse the result of the getComputedStyle() call.\n\t\t\t * @param {boolean=} calc If true, the value will not be read directly from the element's \"style\" property (if it exists there), but instead the getComputedStyle() result will be used. This can be useful when you want to ensure that the browser itself is interpreting the value.\n\t\t\t * @param {string=} dflt Default value that should be returned in the place of null, \"none\", \"auto\" or \"auto auto\".\n\t\t\t * @return {?string} The current property value\n\t\t\t */\n\t\t\t_getStyle = CSSPlugin.getStyle = function(t, p, cs, calc, dflt) {\n\t\t\t\tvar rv;\n\t\t\t\tif (!_supportsOpacity) if (p === \"opacity\") { //several versions of IE don't use the standard \"opacity\" property - they use things like filter:alpha(opacity=50), so we parse that here.\n\t\t\t\t\treturn _getIEOpacity(t);\n\t\t\t\t}\n\t\t\t\tif (!calc && t.style[p]) {\n\t\t\t\t\trv = t.style[p];\n\t\t\t\t} else if ((cs = cs || _getComputedStyle(t))) {\n\t\t\t\t\trv = cs[p] || cs.getPropertyValue(p) || cs.getPropertyValue(p.replace(_capsExp, \"-$1\").toLowerCase());\n\t\t\t\t} else if (t.currentStyle) {\n\t\t\t\t\trv = t.currentStyle[p];\n\t\t\t\t}\n\t\t\t\treturn (dflt != null && (!rv || rv === \"none\" || rv === \"auto\" || rv === \"auto auto\")) ? dflt : rv;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Pass the targevð¡Tùt element, the property name, the numeric value, and the suffix (like \"%\", \"em\", \"px\", etc.) and it will spit back the equivalent pixel number.\n\t\t\t * @param {!Object} t Target element\n\t\t\t * @param {!string} p Property name (like \"left\", \"top\", \"marginLeft\", etc.)\n\t\t\t * @param {!number} v Value\n\t\t\t * @param {string=} sfx Suffix (like \"px\" or \"%\" or \"em\")\n\t\t\t * @param {boolean=} recurse If true, the call is a recursive one. In some browsers (like IE7/8), occasionally the value isn't accurately reported initially, but if we run the function again it will take effect.\n\t\t\t * @return {number} value in pixels\n\t\t\t */\n\t\t\t_convertToPixels = _internals.convertToPixels = function(t, p, v, sfx, recurse) {\n\t\t\t\tif (sfx === \"px\" || (!sfx && p !== \"lineHeight\")) { return v; }\n\t\t\t\tif (sfx === \"auto\" || !v) { return 0; }\n\t\t\t\tvar horiz = _horizExp.test(p),\n\t\t\t\t\tnode = t,\n\t\t\t\t\tstyle = _tempDiv.style,\n\t\t\t\t\tneg = (v < 0),\n\t\t\t\t\tprecise = (v === 1),\n\t\t\t\t\tpix, cache, time;\n\t\t\t\tif (neg) {\n\t\t\t\t\tv = -v;\n\t\t\t\t}\n\t\t\t\tif (precise) {\n\t\t\t\t\tv *= 100;\n\t\t\t\t}\n\t\t\t\tif (p === \"lineHeight\" && !sfx) { //special case of when a simple lineHeight (without a unit) is used. Set it to the value, read back the computed value, and then revert.\n\t\t\t\t\tcache = _getComputedStyle(t).lineHeight;\n\t\t\t\t\tt.style.lineHeight = v;\n\t\t\t\t\tpix = parseFloat(_getComputedStyle(t).lineHeight);\n\t\t\t\t\tt.style.lineHeight = cache;\n\t\t\t\t} else if (sfx === \"%\" && p.indexOf(\"border\") !== -1) {\n\t\t\t\t\tpix = (v / 100) * (horiz ? t.clientWidth : t.clientHeight);\n\t\t\t\t} else {\n\t\t\t\t\tstyle.cssText = \"border:0 solid red;position:\" + _getStyle(t, \"position\") + \";line-height:0;\";\n\t\t\t\t\tif (sfx === \"%\" || !node.appendChild || sfx.charAt(0) === \"v\" || sfx === \"rem\") {\n\t\t\t\t\t\tnode = t.parentNode || _doc.body;\n\t\t\t\t\t\tif (_getStyle(node, \"display\").indexOf(\"flex\") !== -1) { //Edge and IE11 have a bug that causes offsetWidth to report as 0 if the container has display:flex and the child is position:relative. Switching to position: absolute solves it.\n\t\t\t\t\t\t\tstyle.position = \"absolute\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcache = node._gsCache;\n\t\t\t\t\t\ttime = TweenLite.ticker.frame;\n\t\t\t\t\t\tif (cache && horiz && cache.time === time) { //performance optimization: we record the width of elements along with the ticker frame so that we can quickly get it again on the same tick (seems relatively safe to assume it wouldn't change on the same tick)\n\t\t\t\t\t\t\treturn cache.width * v / 100;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tstyle[(horiz ? \"width\" : \"height\")] = v + sfx;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tstyle[(horiz ? \"borderLeftWidth\" : \"borderTopWidth\")] = v + sfx;\n\t\t\t\t\t}\n\t\t\t\t\tnode.appendChild(_tempDiv);\n\t\t\t\t\tpix = parseFloat(_tempDiv[(horiz ? \"offsetWidth\" : \"offsetHeight\")]);\n\t\t\t\t\tnode.removeChild(_tempDiv);\n\t\t\t\t\tif (horiz && sfx === \"%\" && CSSPlugin.cacheWidths !== false) {\n\t\t\t\t\t\tcache = node._gsCache = node._gsCache || {};\n\t\t\t\t\t\tcache.time = time;\n\t\t\t\t\t\tcache.width = pix / v * 100;\n\t\t\t\t\t}\n\t\t\t\t\tif (pix === 0 && !recurse) {\n\t\t\t\t\t\tpix = _convertToPixels(t, p, v, sfx, true);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (precise) {\n\t\t\t\t\tpix /= 100;\n\t\t\t\t}\n\t\t\t\treturn neg ? -pix : pix;\n\t\t\t},\n\t\t\t_calculateOffset = _internals.calculateOffset = function(t, p, cs) { //for figuring out \"top\" or \"left\" in px when it's \"auto\". We need to factor in margin with the offsetLeft/offsetTop\n\t\t\t\tif (_getStyle(t, \"position\", cs) !== \"absolute\") { return 0; }\n\t\t\t\tvar dim = ((p === \"left\") ? \"Left\" : \"Top\"),\n\t\t\t\t\tv = _getStyle(t, \"margin\" + dim, cs);\n\t\t\t\treturn t[\"offset\" + dim] - (_convertToPixels(t, p, parseFloat(v), v.replace(_suffixExp, \"\")) || 0);\n\t\t\t},\n\n\t\t\t// @private returns at object containing ALL of the style properties in camelCase and their associated values.\n\t\t\t_getAllStyles = function(t, cs) {\n\t\t\t\tvar s = {},\n\t\t\t\t\ti, tr, p;\n\t\t\t\tif ((cs = cs || _getComputedStyle(t, null))) {\n\t\t\t\t\tif ((i = cs.length)) {\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tp = cs[i];\n\t\t\t\t\t\t\tif (p.indexOf(\"-transform\") === -1 || _transformPropCSS === p) { //Some webkit browsers duplicate transform values, one non-prefixed and one prefixed (\"transform\" and \"WebkitTransform\"), so we must weed out the extra one here.\n\t\t\t\t\t\t\t\ts[p.replace(_camelExp, _camelFunc)] = cs.getPropertyValue(p);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t} else { //some browsers behave differently - cs.length is always 0, so we must do a for...in loop.\n\t\t\t\t\t\tfor (i in cs) {\n\t\t\t\t\t\t\tif (i.indexOf(\"Transform\") === -1 || _transformProp === i) { //Some webkit browsers duplicate transform values, one non-prefixed and one prefixed (\"transform\" and \"WebkitTransform\"), so we must weed out the extra one here.\n\t\t\t\t\t\t\t\ts[i] = cs[i];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} else if ((cs = t.currentStyle || t.style)) {\n\t\t\t\t\tfor (i in cs) {\n\t\t\t\t\t\tif (typeof(i) === \"string\" && s[i] === undefined) {\n\t\t\t\t\t\t\ts[i.replace(_camelExp, _camelFunc)] = cs[i];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!_supportsOpacity) {\n\t\t\t\t\ts.opacity = _getIEOpacity(t);\n\t\t\t\t}\n\t\t\t\ttr = _getTransform(t, cs, false);\n\t\t\t\ts.rotation = tr.rotation;\n\t\t\t\ts.skewX = tr.skewX;\n\t\t\t\ts.scaleX = tr.scaleX;\n\t\t\t\ts.scaleY = tr.scaleY;\n\t\t\t\ts.x = tr.x;\n\t\t\t\ts.y = tr.y;\n\t\t\t\tif (_supports3D) {\n\t\t\t\t\ts.z = tr.z;\n\t\t\t\t\ts.rotationX = tr.rotationX;\n\t\t\t\t\ts.rotationY = tr.rotationY;\n\t\t\t\t\ts.scaleZ = tr.scaleZ;\n\t\t\t\t}\n\t\t\t\tif (s.filters) {\n\t\t\t\t\tdelete s.filters;\n\t\t\t\t}\n\t\t\t\treturn s;\n\t\t\t},\n\n\t\t\t// @private analyzes two style objects (as returned by _getAllStyles()) and only looks for differences between them that contain tweenable values (like a number or color). It returns an object with a \"difs\" property which refers to an object containing only those isolated properties and values for tweening, and a \"firstMPT\" property which refers to the first MiniPropTween instance in a linked list that recorded all the starting values of the different properties so that we can revert to them at the end or beginning of the tween - we don't want the cascading to get messed up. The forceLookup parameter is an optional generic object with properties that should be forced into the results - this is necessary for className tweens that are overwriting others because imagine a scenario where a rollover/rollout adds/removes a class and the user swipes the mouse over the target SUPER fast, thus nothing actually changed yet and the subsequent comparison of the properties would indicate they match (especially when px rounding is taken into consideration), thus no tweening is necessary even though it SHOULD tween and remove those properties after the tween (otherwise the inline styles will contaminate things). See the className SpecialProp code for details.\n\t\t\t_cssDif = function(t, s1, s2, vars, forceLookup) {\n\t\t\t\tvar difs = {},\n\t\t\t\t\tstyle = t.style,\n\t\t\t\t\tval, p, mpt;\n\t\t\t\tfor (p in s2) {\n\t\t\t\t\tif (p !== \"cssText\") if (p !== \"length\") if (isNaN(p)) if (s1[p] !== (val = s2[p]) || (forceLookup && forceLookup[p])) if (p.indexOf(\"Origin\") === -1) if (typeof(val) === \"number\" || typeof(val) === \"string\") {\n\t\t\t\t\t\tdifs[p] = (val === \"auto\" && (p === \"left\" || p === \"top\")) ? _calculateOffset(t, p) : ((val === \"\" || val === \"auto\" || val === \"none\") && typeof(s1[p]) === \"string\" && s1[p].replace(_NaNExp, \"\") !== \"\") ? 0 : val; //if the ending value is defaulting (\"\" or \"auto\"), we check the starting value and if it can be parsed into a number (a string which could have a suffix too, like 700px), then we swap in 0 for \"\" or \"auto\" so that things actually tween.\n\t\t\t\t\t\tif (style[p] !== undefined) { //for className tweens, we must remember which properties already existed inline - the ones that didn't should be removed when the tween isn't in progress because they were only introduced to facilitate the transition between classes.\n\t\t\t\t\t\t\tmpt = new MiniPropTween(style, p, style[p], mpt);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (vars) {\n\t\t\t\t\tfor (p in vars) { //copy properties (except className)\n\t\t\t\t\t\tif (p !== \"className\") {\n\t\t\t\t\t\t\tdifs[p] = vars[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn {difs:difs, firstMPT:mpt};\n\t\t\t},\n\t\t\t_dimensions = {width:[\"Left\",\"Right\"], height:[\"Top\",\"Bottom\"]},\n\t\t\t_margins = [\"marginLeft\",\"marginRight\",\"marginTop\",\"marginBottom\"],\n\n\t\t\t/**\n\t\t\t * @private Gets the width or height of an element\n\t\t\t * @param {!Object} t Target element\n\t\t\t * @param {!string} p Property name (\"width\" or \"height\")\n\t\t\t * @param {Object=} cs Computed style object (if one exists). Just a speed optimization.\n\t\t\t * @return {number} Dimension (in pixels)\n\t\t\t */\n\t\t\t_getDimension = function(t, p, cs) {\n\t\t\t\tif ((t.nodeName + \"\").toLowerCase() === \"svg\") { //Chrome no longer supports offsetWidth/offsetHeight on SVG elements.\n\t\t\t\t\treturn (cs || _getComputedStyle(t))[p] || 0;\n\t\t\t\t} else if (t.getCTM && _isSVG(t)) {\n\t\t\t\t\treturn t.getBBox()[p] || 0;\n\t\t\t\t}\n\t\t\t\tvar v = parseFloat((p === \"width\") ? t.offsetWidth : t.offsetHeight),\n\t\t\t\t\ta = _dimensions[p],\n\t\t\t\t\ti = a.length;\n\t\t\t\tcs = cs || _getComputedStyle(t, null);\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tv -= parseFloat( _getStyle(t, \"padding\" + a[i], cs, true) ) || 0;\n\t\t\t\t\tv -= parseFloat( _getStyle(t, \"border\" + a[i] + \"Width\", cs, true) ) || 0;\n\t\t\t\t}\n\t\t\t\treturn v;\n\t\t\t},\n\n\t\t\t// @private Parses position-related complex strings like \"top left\" or \"50px 10px\" or \"70% 20%\", etc. which are used for things like transformOrigin or backgroundPosition. Optionally decorates a supplied object (recObj) with the following properties: \"ox\" (offsetX), \"oy\" (offsetY), \"oxp\" (if true, \"ox\" is a percentage not a pixel value), and \"oxy\" (if true, \"oy\" is a percentage not a pixel value)\n\t\t\t_parsePosition = function(v, recObj) {\n\t\t\t\tif (v === \"contain\" || v === \"auto\" || v === \"auto auto\") { //note: Firefox uses \"auto auto\" as default whereas Chrome uses \"auto\".\n\t\t\t\t\treturn v + \" \";\n\t\t\t\t}\n\t\t\t\tif (v == null || v === \"\") {\n\t\t\t\t\tv = \"0 0\";\n\t\t\t\t}\n\t\t\t\tvar a = v.split(\" \"),\n\t\t\t\t\tx = (v.indexOf(\"left\") !== -1) ? \"0%\" : (v.indexOf(\"right\") !== -1) ? \"100%\" : a[0],\n\t\t\t\t\ty = (v.indexOf(\"top\") !== -1) ? \"0%\" : (v.indexOf(\"bottom\") !== -1) ? \"100%\" : a[1],\n\t\t\t\t\ti;\n\t\t\t\tif (a.length > 3 && !recObj) { //multiple positions\n\t\t\t\t\ta = v.split(\", \").join(\",\").split(\",\");\n\t\t\t\t\tv = [];\n\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\tv.push(_parsePosition(a[i]));\n\t\t\t\t\t}\n\t\t\t\t\treturn v.join(\",\");\n\t\t\t\t}\n\t\t\t\tif (y == null) {\n\t\t\t\t\ty = (x === \"center\") ? \"50%\" : \"0\";\n\t\t\t\t} else if (y === \"center\") {\n\t\t\t\t\ty = \"50%\";\n\t\t\t\t}\n\t\t\t\tif (x === \"center\" || (isNaN(parseFloat(x)) && (x + \"\").indexOf(\"=\") === -1)) { //remember, the user could flip-flop the values and say \"bottom center\" or \"center bottom\", etc. \"center\" is ambiguous because it could be used to describe horizontal or vertical, hence the isNaN(). If there's an \"=\" sign in the value, it's relative.\n\t\t\t\t\tx = \"50%\";\n\t\t\t\t}\n\t\t\t\tv = x + \" \" + y + ((a.length > 2) ? \" \" + a[2] : \"\");\n\t\t\t\tif (recObj) {\n\t\t\t\t\trecObj.oxp = (x.indexOf(\"%\") !== -1);\n\t\t\t\t\trecObj.oyp = (y.indexOf(\"%\") !== -1);\n\t\t\t\t\trecObj.oxr = (x.charAt(1) === \"=\");\n\t\t\t\t\trecObj.oyr = (y.charAt(1) === \"=\");\n\t\t\t\t\trecObj.ox = parseFloat(x.replace(_NaNExp, \"\"));\n\t\t\t\t\trecObj.oy = parseFloat(y.replace(_NaNExp, \"\"));\n\t\t\t\t\trecObj.v = v;\n\t\t\t\t}\n\t\t\t\treturn recObj || v;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Takes an ending value (typically a string, but can be a number) and a starting value and returns the change between the two, looking for relative value indicators like += and -= and it also ignores suffixes (but make sure the ending value starts with a number or +=/-= and that the starting value is a NUMBER!)\n\t\t\t * @param {(number|string)} e End value which is typically a string, but could be a number\n\t\t\t * @param {(number|string)} b Beginning value which is typically a string but could be a number\n\t\t\t * @return {number} Amount of change between the beginning and ending values (relative values that have a \"+=\" or \"-=\" are recognized)\n\t\t\t */\n\t\t\t_parseChange = function(e, b) {\n\t\t\t\tif (typeof(e) === \"function\") {\n\t\t\t\t\te = e(_index, _target);\n\t\t\t\t}\n\t\t\t\treturn (typeof(e) === \"string\" && e.charAt(1) === \"=\") ? parseInt(e.charAt(0) + \"1\", 10) * parseFloat(e.substr(2)) : (parseFloat(e) - parseFloat(b)) || 0;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Takes a value and a default number, checks if the value is relative, null, or numeric and spits back a normalized number accordingly. Primarily used in the _parseTransform() function.\n\t\t\t * @param {Object} v Value to be parsed\n\t\t\t * @param {!number} d Default value (which is also used for relative calculations if \"+=\" or \"-=\" is found in the first parameter)\n\t\t\t * @return {number} Parsed value\n\t\t\t */\n\t\t\t_parseVal = function(v, d) {\n\t\t\t\tif (typeof(v) === \"function\") {\n\t\t\t\t\tv = v(_index, _target);\n\t\t\t\t}\n\t\t\t\treturn (v == null) ? d : (typeof(v) === \"string\" && v.charAt(1) === \"=\") ? parseInt(v.charAt(0) + \"1\", 10) * parseFloat(v.substr(2)) + d : parseFloat(v) || 0;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Translates strings like \"40deg\" or \"40\" or 40rad\" or \"+=40deg\" or \"270_short\" or \"-90_cw\" or \"+=45_ccw\" to a numeric radian angle. Of course a starting/default value must be fed in too so that relative values can be calculated properly.\n\t\t\t * @param {Object} v Value to be parsed\n\t\t\t * @param {!number} d Default value (which is also used for relative calculations if \"+=\" or \"-=\" is found in the first parameter)\n\t\t\t * @param {string=} p property name for directionalEnd (optional - only used when the parsed value is directional (\"_short\", \"_cw\", or \"_ccw\" suffix). We need a way to store the uncompensated value so that at the end of the tween, we set it to exactly what was requested with no directional compensation). Property name would be \"rotation\", \"rotationX\", or \"rotationY\"\n\t\t\t * @param {Object=} directionalEnd An object that will store the raw end values for directional angles (\"_short\", \"_cw\", or \"_ccw\" suffix). We need a way to store the uncompensated value so that at the end of the tween, we set it to exactly what was requested with no directional compensation.\n\t\t\t * @return {number} parsed angle in radians\n\t\t\t */\n\t\t\t_parseAngle = function(v, d, p, directionalEnd) {\n\t\t\t\tvar min = 0.000001,\n\t\t\t\t\tcap, split, dif, result, isRelative;\n\t\t\t\tif (typeof(v) === \"function\") {\n\t\t\t\t\tv = v(_index, _target);\n\t\t\t\t}\n\t\t\t\tif (v == null) {\n\t\t\t\t\tresult = d;\n\t\t\t\t} else if (typeof(v) === \"number\") {\n\t\t\t\t\tresult = v;\n\t\t\t\t} else {\n\t\t\t\t\tcap = 360;\n\t\t\t\t\tsplit = v.split(\"_\");\n\t\t\t\t\tisRelative = (v.charAt(1) === \"=\");\n\t\t\t\t\tdif = (isRelative ? parseInt(v.charAt(0) + \"1\", 10) * parseFloat(split[0].substr(2)) : parseFloat(split[0])) * ((v.indexOf(\"rad\") === -1) ? 1 : _RAD2DEG) - (isRelative ? 0 : d);\n\t\t\t\t\tif (split.length) {\n\t\t\t\t\t\tif (directionalEnd) {\n\t\t\t\t\t\t\tdirectionalEnd[p] = d + dif;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (v.indexOf(\"short\") !== -1) {\n\t\t\t\t\t\t\tdif = dif % cap;\n\t\t\t\t\t\t\tif (dif !== dif % (cap / 2)) {\n\t\t\t\t\t\t\t\tdif = (dif < 0) ? dif + cap : dif - cap;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (v.indexOf(\"_cw\") !== -1 && dif < 0) {\n\t\t\t\t\t\t\tdif = ((dif + cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t} else if (v.indexOf(\"ccw\") !== -1 && dif > 0) {\n\t\t\t\t\t\t\tdif = ((dif - cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tresult = d + dif;\n\t\t\t\t}\n\t\t\t\tif (result < min && result > -min) {\n\t\t\t\t\tresult = 0;\n\t\t\t\t}\n\t\t\t\treturn result;\n\t\t\t},\n\n\t\t\t_colorLookup = {aqua:[0,255,255],\n\t\t\t\tlime:[0,255,0],\n\t\t\t\tsilver:[192,192,192],\n\t\t\t\tblack:[0,0,0],\n\t\t\t\tmaroon:[128,0,0],\n\t\t\t\tteal:[0,128,128],\n\t\t\t\tblue:[0,0,255],\n\t\t\t\tnavy:[0,0,128],\n\t\t\t\twhite:[255,255,255],\n\t\t\t\tfuchsia:[255,0,255],\n\t\t\t\tolive:[128,128,0],\n\t\t\t\tyellow:[255,255,0],\n\t\t\t\torange:[255,165,0],\n\t\t\t\tgray:[128,128,128],\n\t\t\t\tpurple:[128,0,128],\n\t\t\t\tgreen:[0,128,0],\n\t\t\t\tred:[255,0,0],\n\t\t\t\tpink:[255,192,203],\n\t\t\t\tcyan:[0,255,255],\n\t\t\t\ttransparent:[255,255,255,0]},\n\n\t\t\t_hue = function(h, m1, m2) {\n\t\t\t\th = (h < 0) ? h + 1 : (h > 1) ? h - 1 : h;\n\t\t\t\treturn ((((h * 6 < 1) ? m1 + (m2 - m1) * h * 6 : (h < 0.5) ? m2 : (h * 3 < 2) ? m1 + (m2 - m1) * (2 / 3 - h) * 6 : m1) * 255) + 0.5) | 0;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Parses a color (like #9F0, #FF9900, rgb(255,51,153) or hsl(108, 50%, 10%)) into an array with 3 elements for red, green, and blue or if toHSL parameter is true, it will populate the array with hue, saturation, and lightness values. If a relative value is found in an hsl() or hsla() string, it will preserve those relative prefixes and all the values in the array will be strings instead of numbers (in all other cases it will be populated with numbers).\n\t\t\t * @param {(string|number)} v The value the should be parsed which could be a string like #9F0 or rgb(255,102,51) or rgba(255,0,0,0.5) or it could be a number like 0xFF00CC or even a named color like red, blue, purple, etc.\n\t\t\t * @param {(boolean)} toHSL If true, an hsl() or hsla() value will be returned instead of rgb() or rgba()\n\t\t\t * @return {Array.} An array containing red, green, and blue (and optionally alpha) in that order, or if the toHSL parameter was true, the array will contain hue, saturation and lightness (and optionally alpha) in that order. Always numbers unless there's a relative prefix found in an hsl() or hsla() string and toHSL is true.\n\t\t\t */\n\t\t\t_parseColor = CSSPlugin.parseColor = function(v, toHSL) {\n\t\t\t\tvar a, r, g, b, h, s, l, max, min, d, wasHSL;\n\t\t\t\tif (!v) {\n\t\t\t\t\ta = _colorLookup.black;\n\t\t\t\t} else if (typeof(v) === \"number\") {\n\t\t\t\t\ta = [v >> 16, (v >> 8) & 255, v & 255];\n\t\t\t\t} else {\n\t\t\t\t\tif (v.charAt(v.length - 1) === \",\") { //sometimes a trailing comma is included and we should chop it off (typically from a comma-delimited list of values like a textShadow:\"2px 2px 2px blue, 5px 5px 5px rgb(255,0,0)\" - in this example \"blue,\" has a trailing comma. We could strip it out inside parseComplex() but we'd need to do it to the beginning and ending values plus it wouldn't provide protection from other potential scenarios like if the user passes in a similar value.\n\t\t\t\t\t\tv = v.substr(0, v.length - 1);\n\t\t\t\t\t}\n\t\t\t\t\tif (_colorLookup[v]) {\n\t\t\t\t\t\ta = _colorLookup[v];\n\t\t\t\t\t} else if (v.charAt(0) === \"#\") {\n\t\t\t\t\t\tif (v.length === 4) { //for shorthand like #9F0\n\t\t\t\t\t\t\tr = v.charAt(1);\n\t\t\t\t\t\t\tg = v.charAt(2);\n\t\t\t\t\t\t\tb = v.charAt(3);\n\t\t\t\t\t\t\tv = \"#\" + r + r + g + g + b + b;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tv = parseInt(v.substr(1), 16);\n\t\t\t\t\t\ta = [v >> 16, (v >> 8) & 255, v & 255];\n\t\t\t\t\t} else if (v.substr(0, 3) === \"hsl\") {\n\t\t\t\t\t\ta = wasHSL = v.match(_numExp);\n\t\t\t\t\t\tif (!toHSL) {\n\t\t\t\t\t\t\th = (Number(a[0]) % 360) / 360;\n\t\t\t\t\t\t\ts = Number(a[1]) / 100;\n\t\t\t\t\t\t\tl = Number(a[2]) / 100;\n\t\t\t\t\t\t\tg = (l <= 0.5) ? l * (s + 1) : l + s - l * s;\n\t\t\t\t\t\t\tr = l * 2 - g;\n\t\t\t\t\t\t\tif (a.length > 3) {\n\t\t\t\t\t\t\t\ta[3] = Number(a[3]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ta[0] = _hue(h + 1 / 3, r, g);\n\t\t\t\t\t\t\ta[1] = _hue(h, r, g);\n\t\t\t\t\t\t\ta[2] = _hue(h - 1 / 3, r, g);\n\t\t\t\t\t\t} else if (v.indexOf(\"=\") !== -1) { //if relative values are found, just return the raw strings with the relative prefixes in place.\n\t\t\t\t\t\t\treturn v.match(_relNumExp);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ta = v.match(_numExp) || _colorLookup.transparent;\n\t\t\t\t\t}\n\t\t\t\t\ta[0] = Number(a[0]);\n\t\t\t\t\ta[1] = Number(a[1]);\n\t\t\t\t\ta[2] = Number(a[2]);\n\t\t\t\t\tif (a.length > 3) {\n\t\t\t\t\t\ta[3] = Number(a[3]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (toHSL && !wasHSL) {\n\t\t\t\t\tr = a[0] / 255;\n\t\t\t\t\tg = a[1] / 255;\n\t\t\t\t\tb = a[2] / 255;\n\t\t\t\t\tmax = Math.max(r, g, b);\n\t\t\t\t\tmin = Math.min(r, g, b);\n\t\t\t\t\tl = (max + min) / 2;\n\t\t\t\t\tif (max === min) {\n\t\t\t\t\t\th = s = 0;\n\t\t\t\t\t} else {\n\t\t\t\t\t\td = max - min;\n\t\t\t\t\t\ts = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n\t\t\t\t\t\th = (max === r) ? (g - b) / d + (g < b ? 6 : 0) : (max === g) ? (b - r) / d + 2 : (r - g) / d + 4;\n\t\t\t\t\t\th *= 60;\n\t\t\t\t\t}\n\t\t\t\t\ta[0] = (h + 0.5) | 0;\n\t\t\t\t\ta[1] = (s * 100 + 0.5) | 0;\n\t\t\t\t\ta[2] = (l * 100 + 0.5) | 0;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t},\n\t\t\t_formatColors = function(s, toHSL) {\n\t\t\t\tvar colors = s.match(_colorExp) || [],\n\t\t\t\t\tcharIndex = 0,\n\t\t\t\t\tparsed = \"\",\n\t\t\t\t\ti, color, temp;\n\t\t\t\tif (!colors.length) {\n\t\t\t\t\treturn s;\n\t\t\t\t}\n\t\t\t\tfor (i = 0; i < colors.length; i++) {\n\t\t\t\t\tcolor = colors[i];\n\t\t\t\t\ttemp = s.substr(charIndex, s.indexOf(color, charIndex)-charIndex);\n\t\t\t\t\tcharIndex += temp.length + color.length;\n\t\t\t\t\tcolor = _parseColor(color, toHSL);\n\t\t\t\t\tif (color.length === 3) {\n\t\t\t\t\t\tcolor.push(1);\n\t\t\t\t\t}\n\t\t\t\t\tparsed += temp + (toHSL ? \"hsla(\" + color[0] + \",\" + color[1] + \"%,\" + color[2] + \"%,\" + color[3] : \"rgba(\" + color.join(\",\")) + \")\";\n\t\t\t\t}\n\t\t\t\treturn parsed + s.substr(charIndex);\n\t\t\t},\n\t\t\t_colorExp = \"(?:\\\\b(?:(?:rgb|rgba|hsl|hsla)\\\\(.+?\\\\))|\\\\B#(?:[0-9a-f]{3}){1,2}\\\\b\"; //we'll dynamically build this Regular Expression to conserve file size. After building it, it will be able to find rgb(), rgba(), # (hexadecimal), and named color values like red, blue, purple, etc.\n\n\t\tfor (p in _colorLookup) {\n\t\t\t_colorExp += \"|\" + p + \"\\\\b\";\n\t\t}\n\t\t_colorExp = new RegExp(_colorExp+\")\", \"gi\");\n\n\t\tCSSPlugin.colorStringFilter = function(a) {\n\t\t\tvar combined = a[0] + \" \" + a[1],\n\t\t\t\ttoHSL;\n\t\t\tif (_colorExp.test(combined)) {\n\t\t\t\ttoHSL = (combined.indexOf(\"hsl(\") !== -1 || combined.indexOf(\"hsla(\") !== -1);\n\t\t\t\ta[0] = _formatColors(a[0], toHSL);\n\t\t\t\ta[1] = _formatColors(a[1], toHSL);\n\t\t\t}\n\t\t\t_colorExp.lastIndex = 0;\n\t\t};\n\n\t\tif (!TweenLite.defaultStringFilter) {\n\t\t\tTweenLite.defaultStringFilter = CSSPlugin.colorStringFilter;\n\t\t}\n\n\t\t/**\n\t\t * @private Returns a formatter function that handles taking a string (or number in some cases) and returning a consistently formatted one in terms of delimiters, quantity of values, etc. For example, we may get boxShadow values defined as \"0px red\" or \"0px 0px 10px rgb(255,0,0)\" or \"0px 0px 20px 20px #F00\" and we need to ensure that what we get back is described with 4 numbers and a color. This allows us to feed it into the _parseComplex() method and split the values up appropriately. The neat thing about this _getFormatter() function is that the dflt defines a pattern as well as a default, so for example, _getFormatter(\"0px 0px 0px 0px #777\", true) not only sets the default as 0px for all distances and #777 for the color, but also sets the pattern such that 4 numbers and a color will always get returned.\n\t\t * @param {!string} dflt The default value and pattern to follow. So \"0px 0px 0px 0px #777\" will ensure that 4 numbers and a color will always get returned.\n\t\t * @param {boolean=} clr If true, the values should be searched for color-related data. For example, boxShadow values typically contain a color whereas borderRadius don't.\n\t\t * @param {boolean=} collapsible If true, the value is a top/left/right/bottom style one that acts like margin or padding, where if only one value is received, it's used for all 4; if 2 are received, the first is duplicated for 3rd (bottom) and the 2nd is duplicated for the 4th spot (left), etc.\n\t\t * @return {Function} formatter function\n\t\t */\n\t\tvar _getFormatter = function(dflt, clr, collapsible, multi) {\n\t\t\t\tif (dflt == null) {\n\t\t\t\t\treturn function(v) {return v;};\n\t\t\t\t}\n\t\t\t\tvar dColor = clr ? (dflt.match(_colorExp) || [\"\"])[0] : \"\",\n\t\t\t\t\tdVals = dflt.split(dColor).join(\"\").match(_valuesExp) || [],\n\t\t\t\t\tpfx = dflt.substr(0, dflt.indexOf(dVals[0])),\n\t\t\t\t\tsfx = (dflt.charAt(dflt.length - 1) === \")\") ? \")\" : \"\",\n\t\t\t\t\tdelim = (dflt.indexOf(\" \") !== -1) ? \" \" : \",\",\n\t\t\t\t\tnumVals = dVals.length,\n\t\t\t\t\tdSfx = (numVals > 0) ? dVals[0].replace(_numExp, \"\") : \"\",\n\t\t\t\t\tformatter;\n\t\t\t\tif (!numVals) {\n\t\t\t\t\treturn function(v) {return v;};\n\t\t\t\t}\n\t\t\t\tif (clr) {\n\t\t\t\t\tformatter = function(v) {\n\t\t\t\t\t\tvar color, vals, i, a;\n\t\t\t\t\t\tif (typeof(v) === \"number\") {\n\t\t\t\t\t\t\tv += dSfx;\n\t\t\t\t\t\t} else if (multi && _commasOutsideParenExp.test(v)) {\n\t\t\t\t\t\t\ta = v.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\t\t\ta[i] = formatter(a[i]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn a.join(\",\");\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcolor = (v.match(_colorExp) || [dColor])[0];\n\t\t\t\t\t\tvals = v.split(color).join(\"\").match(_valuesExp) || [];\n\t\t\t\t\t\ti = vals.length;\n\t\t\t\t\t\tif (numVals > i--) {\n\t\t\t\t\t\t\twhile (++i < numVals) {\n\t\t\t\t\t\t\t\tvals[i] = collapsible ? vals[(((i - 1) / 2) | 0)] : dVals[i];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn pfx + vals.join(delim) + delim + color + sfx + (v.indexOf(\"inset\") !== -1 ? \" inset\" : \"\");\n\t\t\t\t\t};\n\t\t\t\t\treturn formatter;\n\n\t\t\t\t}\n\t\t\t\tformatter = function(v) {\n\t\t\t\t\tvar vals, a, i;\n\t\t\t\t\tif (typeof(v) === \"number\") {\n\t\t\t\t\t\tv += dSfx;\n\t\t\t\t\t} else if (multi && _commasOutsideParenExp.test(v)) {\n\t\t\t\t\t\ta = v.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\t\ta[i] = formatter(a[i]);\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn a.join(\",\");\n\t\t\t\t\t}\n\t\t\t\t\tvals = v.match(_valuesExp) || [];\n\t\t\t\t\ti = vals.length;\n\t\t\t\t\tif (numVals > i--) {\n\t\t\t\t\t\twhile (++i < numVals) {\n\t\t\t\t\t\t\tvals[i] = collapsible ? vals[(((i - 1) / 2) | 0)] : dVals[i];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn pfx + vals.join(delim) + sfx;\n\t\t\t\t};\n\t\t\t\treturn formatter;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private returns a formatter function that's used for edge-related values like marginTop, marginLeft, paddingBottom, paddingRight, etc. Just pass a comma-delimited list of property names related to the edges.\n\t\t\t * @param {!string} props a comma-delimited list of property names in order from top to left, like \"marginTop,marginRight,marginBottom,marginLeft\"\n\t\t\t * @return {Function} a formatter function\n\t\t\t */\n\t\t\t_getEdgeParser = function(props) {\n\t\t\t\tprops = props.split(\",\");\n\t\t\t\treturn function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\t\tvar a = (e + \"\").split(\" \"),\n\t\t\t\t\t\ti;\n\t\t\t\t\tvars = {};\n\t\t\t\t\tfor (i = 0; i < 4; i++) {\n\t\t\t\t\t\tvars[props[i]] = a[i] = a[i] || a[(((i - 1) / 2) >> 0)];\n\t\t\t\t\t}\n\t\t\t\t\treturn cssp.parse(t, vars, pt, plugin);\n\t\t\t\t};\n\t\t\t},\n\n\t\t\t// @private used when other plugins must tween values first, like BezierPlugin or ThrowPropsPlugin, etc. That plugin's setRatio() gets called first so that the values are updated, and then we loop through the MiniPropTweens which handle copying the values into their appropriate slots so that they can then be applied correctly in the main CSSPlugin setRatio() method. Remember, we typically create a proxy object that has a bunch of uniquely-named properties that we feed to the sub-plugin and it does its magic normally, and then we must interpret those values and apply them to the css because often numbers must get combined/concatenated, suffixes added, etc. to work with css, like boxShadow could have 4 values plus a color.\n\t\t\t_setPluginRatio = _internals._setPluginRatio = function(v) {\n\t\t\t\tthis.plugin.setRatio(v);\n\t\t\t\tvar d = this.data,\n\t\t\t\t\tproxy = d.proxy,\n\t\t\t\t\tmpt = d.firstMPT,\n\t\t\t\t\tmin = 0.000001,\n\t\t\t\t\tval, pt, i, str, p;\n\t\t\t\twhile (mpt) {\n\t\t\t\t\tval = proxy[mpt.v];\n\t\t\t\t\tif (mpt.r) {\n\t\t\t\t\t\tval = Math.round(val);\n\t\t\t\t\t} else if (val < min && val > -min) {\n\t\t\t\t\t\tval = 0;\n\t\t\t\t\t}\n\t\t\t\t\tmpt.t[mpt.p] = val;\n\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t}\n\t\t\t\tif (d.autoRotate) {\n\t\t\t\t\td.autoRotate.rotation = d.mod ? d.mod(proxy.rotation, this.t) : proxy.rotation; //special case for ModifyPlugin to hook into an auto-rotating bezier\n\t\t\t\t}\n\t\t\t\t//at the end, we must set the CSSPropTween's \"e\" (end) value dynamically here because that's what is used in the final setRatio() method. Same for \"b\" at the beginning.\n\t\t\t\tif (v === 1 || v === 0) {\n\t\t\t\t\tmpt = d.firstMPT;\n\t\t\t\t\tp = (v === 1) ? \"e\" : \"b\";\n\t\t\t\t\twhile (mpt) {\n\t\t\t\t\t\tpt = mpt.t;\n\t\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\t\tpt[p] = pt.s + pt.xs0;\n\t\t\t\t\t\t} else if (pt.type === 1) {\n\t\t\t\t\t\t\tstr = pt.xs0 + pt.s + pt.xs1;\n\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt[p] = str;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private @constructor Used by a few SpecialProps to hold important values for proxies. For example, _parseToProxy() creates a MiniPropTween instance for each property that must get tweened on the proxy, and we record the original property name as well as the unique one we create for the proxy, plus whether or not the value needs to be rounded plus the original value.\n\t\t\t * @param {!Object} t target object whose property we're tweening (often a CSSPropTween)\n\t\t\t * @param {!string} p property name\n\t\t\t * @param {(number|string|object)} v value\n\t\t\t * @param {MiniPropTween=} next next MiniPropTween in the linked list\n\t\t\t * @param {boolean=} r if true, the tweened value should be rounded to the nearest integer\n\t\t\t */\n\t\t\tMiniPropTween = function(t, p, v, next, r) {\n\t\t\t\tthis.t = t;\n\t\t\t\tthis.p = p;\n\t\t\t\tthis.v = v;\n\t\t\t\tthis.r = r;\n\t\t\t\tif (next) {\n\t\t\t\t\tnext._prev = this;\n\t\t\t\t\tthis._next = next;\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Most other plugins (like BezierPlugin and ThrowPropsPlugin and others) can only tween numeric values, but CSSPlugin must accommodate special values that have a bunch of extra data (like a suffix or strings between numeric values, etc.). For example, boxShadow has values like \"10px 10px 20px 30px rgb(255,0,0)\" which would utterly confuse other plugins. This method allows us to split that data apart and grab only the numeric data and attach it to uniquely-named properties of a generic proxy object ({}) so that we can feed that to virtually any plugin to have the numbers tweened. However, we must also keep track of which properties from the proxy go with which CSSPropTween values and instances. So we create a linked list of MiniPropTweens. Each one records a target (the original CSSPropTween), property (like \"s\" or \"xn1\" or \"xn2\") that we're tweening and the unique property name that was used for the proxy (like \"boxShadow_xn1\" and \"boxShadow_xn2\") and whether or not they need to be rounded. That way, in the _setPluginRatio() method we can simply copy the values over from the proxy to the CSSPropTween instance(s). Then, when the main CSSPlugin setRatio() methodÖ]¯tù runs and applies the CSSPropTween values accordingly, they're updated nicely. So the external plugin tweens the numbers, _setPluginRatio() copies them over, and setRatio() acts normally, applying css-specific values to the element.\n\t\t\t * This method returns an object that has the following properties:\n\t\t\t * - proxy: a generic object containing the starting values for all the properties that will be tweened by the external plugin. This is what we feed to the external _onInitTween() as the target\n\t\t\t * - end: a generic object containing the ending values for all the properties that will be tweened by the external plugin. This is what we feed to the external plugin's _onInitTween() as the destination values\n\t\t\t * - firstMPT: the first MiniPropTween in the linked list\n\t\t\t * - pt: the first CSSPropTween in the linked list that was created when parsing. If shallow is true, this linked list will NOT attach to the one passed into the _parseToProxy() as the \"pt\" (4th) parameter.\n\t\t\t * @param {!Object} t target object to be tweened\n\t\t\t * @param {!(Object|string)} vars the object containing the information about the tweening values (typically the end/destination values) that should be parsed\n\t\t\t * @param {!CSSPlugin} cssp The CSSPlugin instance\n\t\t\t * @param {CSSPropTween=} pt the next CSSPropTween in the linked list\n\t\t\t * @param {TweenPlugin=} plugin the external TweenPlugin instance that will be handling tweening the numeric values\n\t\t\t * @param {boolean=} shallow if true, the resulting linked list from the parse will NOT be attached to the CSSPropTween that was passed in as the \"pt\" (4th) parameter.\n\t\t\t * @return An object containing the following properties: proxy, end, firstMPT, and pt (see above for descriptions)\n\t\t\t */\n\t\t\t_parseToProxy = _internals._parseToProxy = function(t, vars, cssp, pt, plugin, shallow) {\n\t\t\t\tvar bpt = pt,\n\t\t\t\t\tstart = {},\n\t\t\t\t\tend = {},\n\t\t\t\t\ttransform = cssp._transform,\n\t\t\t\t\toldForce = _forcePT,\n\t\t\t\t\ti, p, xp, mpt, firstPT;\n\t\t\t\tcssp._transform = null;\n\t\t\t\t_forcePT = vars;\n\t\t\t\tpt = firstPT = cssp.parse(t, vars, pt, plugin);\n\t\t\t\t_forcePT = oldForce;\n\t\t\t\t//break off from the linked list so the new ones are isolated.\n\t\t\t\tif (shallow) {\n\t\t\t\t\tcssp._transform = transform;\n\t\t\t\t\tif (bpt) {\n\t\t\t\t\t\tbpt._prev = null;\n\t\t\t\t\t\tif (bpt._prev) {\n\t\t\t\t\t\t\tbpt._prev._next = null;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\twhile (pt && pt !== bpt) {\n\t\t\t\t\tif (pt.type <= 1) {\n\t\t\t\t\t\tp = pt.p;\n\t\t\t\t\t\tend[p] = pt.s + pt.c;\n\t\t\t\t\t\tstart[p] = pt.s;\n\t\t\t\t\t\tif (!shallow) {\n\t\t\t\t\t\t\tmpt = new MiniPropTween(pt, \"s\", p, mpt, pt.r);\n\t\t\t\t\t\t\tpt.c = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (pt.type === 1) {\n\t\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\t\twhile (--i > 0) {\n\t\t\t\t\t\t\t\txp = \"xn\" + i;\n\t\t\t\t\t\t\t\tp = pt.p + \"_\" + xp;\n\t\t\t\t\t\t\t\tend[p] = pt.data[xp];\n\t\t\t\t\t\t\t\tstart[p] = pt[xp];\n\t\t\t\t\t\t\t\tif (!shallow) {\n\t\t\t\t\t\t\t\t\tmpt = new MiniPropTween(pt, xp, p, mpt, pt.rxp[xp]);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t\treturn {proxy:start, end:end, firstMPT:mpt, pt:firstPT};\n\t\t\t},\n\n\n\n\t\t\t/**\n\t\t\t * @constructor Each property that is tweened has at least one CSSPropTween associated with it. These instances store important information like the target, property, starting value, amount of change, etc. They can also optionally have a number of \"extra\" strings and numeric values named xs1, xn1, xs2, xn2, xs3, xn3, etc. where \"s\" indicates string and \"n\" indicates number. These can be pieced together in a complex-value tween (type:1) that has alternating types of data like a string, number, string, number, etc. For example, boxShadow could be \"5px 5px 8px rgb(102, 102, 51)\". In that value, there are 6 numbers that may need to tween and then pieced back together into a string again with spaces, suffixes, etc. xs0 is special in that it stores the suffix for standard (type:0) tweens, -OR- the first string (prefix) in a complex-value (type:1) CSSPropTween -OR- it can be the non-tweening value in a type:-1 CSSPropTween. We do this to conserve memory.\n\t\t\t * CSSPropTweens have the following optional properties as well (not defined through the constructor):\n\t\t\t * - l: Length in terms of the number of extra properties that the CSSPropTween has (default: 0). For example, for a boxShadow we may need to tween 5 numbers in which case l would be 5; Keep in mind that the start/end values for the first number that's tweened are always stored in the s and c properties to conserve memory. All additional values thereafter are stored in xn1, xn2, etc.\n\t\t\t * - xfirst: The first instance of any sub-CSSPropTweens that are tweening properties of this instance. For example, we may split up a boxShadow tween so that there's a main CSSPropTween of type:1 that has various xs* and xn* values associated with the h-shadow, v-shadow, blur, color, etc. Then we spawn a CSSPropTween for each of those that has a higher priority and runs BEFORE the main CSSPropTween so that the values are all set by the time it needs to re-assemble them. The xfirst gives us an easy way to identify the first one in that chain which typically ends at the main one (because they're all prepende to the linked list)\n\t\t\t * - plugin: The TweenPlugin instance that will handle the tweening of any complex values. For example, sometimes we don't want to use normal subtweens (like xfirst refers to) to tween the values - we might want ThrowPropsPlugin or BezierPlugin some other plugin to do the actual tweening, so we create a plugin instance and store a reference here. We need this reference so that if we get a request to round values or disable a tween, we can pass along that request.\n\t\t\t * - data: Arbitrary data that needs to be stored with the CSSPropTween. Typically if we're going to have a plugin handle the tweening of a complex-value tween, we create a generic object that stores the END values that we're tweening to and the CSSPropTween's xs1, xs2, etc. have the starting values. We store that object as data. That way, we can simply pass that object to the plugin and use the CSSPropTween as the target.\n\t\t\t * - setRatio: Only used for type:2 tweens that require custom functionality. In this case, we call the CSSPropTween's setRatio() method and pass the ratio each time the tween updates. This isn't quite as efficient as doing things directly in the CSSPlugin's setRatio() method, but it's very convenient and flexible.\n\t\t\t * @param {!Object} t Target object whose property will be tweened. Often a DOM element, but not always. It could be anything.\n\t\t\t * @param {string} p Property to tween (name). For example, to tween element.width, p would be \"width\".\n\t\t\t * @param {number} s Starting numeric value\n\t\t\t * @param {number} c Change in numeric value over the course of the entire tween. For example, if element.width starts at 5 and should end at 100, c would be 95.\n\t\t\t * @param {CSSPropTween=} next The next CSSPropTween in the linked list. If one is defined, we will define its _prev as the new instance, and the new instance's _next will be pointed at it.\n\t\t\t * @param {number=} type The type of CSSPropTween where -1 = a non-tweening value, 0 = a standard simple tween, 1 = a complex value (like one that has multiple numbers in a comma- or space-delimited string like border:\"1px solid red\"), and 2 = one that uses a custom setRatio function that does all of the work of applying the values on each update.\n\t\t\t * @param {string=} n Name of the property that should be used for overwriting purposes which is typically the same as p but not always. For example, we may need to create a subtween for the 2nd part of a \"clip:rect(...)\" tween in which case \"p\" might be xs1 but \"n\" is still \"clip\"\n\t\t\t * @param {boolean=} r If true, the value(s) should be rounded\n\t\t\t * @param {number=} pr Priority in the linked list order. Higher priority CSSPropTweens will be updated before lower priority ones. The default priority is 0.\n\t\t\t * @param {string=} b Beginning value. We store this to ensure that it is EXACTLY what it was when the tween began without any risk of interpretation issues.\n\t\t\t * @param {string=} e Ending value. We store this to ensure that it is EXACTLY what the user defined at the end of the tween without any risk of interpretation issues.\n\t\t\t */\n\t\t\tCSSPropTween = _internals.CSSPropTween = function(t, p, s, c, next, type, n, r, pr, b, e) {\n\t\t\t\tthis.t = t; //target\n\t\t\t\tthis.p = p; //property\n\t\t\t\tthis.s = s; //starting value\n\t\t\t\tthis.c = c; //change value\n\t\t\t\tthis.n = n || p; //name that this CSSPropTween should be associated to (usually the same as p, but not always - n is what overwriting looks at)\n\t\t\t\tif (!(t instanceof CSSPropTween)) {\n\t\t\t\t\t_overwriteProps.push(this.n);\n\t\t\t\t}\n\t\t\t\tthis.r = r; //round (boolean)\n\t\t\t\tthis.type = type || 0; //0 = normal tween, -1 = non-tweening (in which case xs0 will be applied to the target's property, like tp.t[tp.p] = tp.xs0), 1 = complex-value SpecialProp, 2 = custom setRatio() that does all the work\n\t\t\t\tif (pr) {\n\t\t\t\t\tthis.pr = pr;\n\t\t\t\t\t_hasPriority = true;\n\t\t\t\t}\n\t\t\t\tthis.b = (b === undefined) ? s : b;\n\t\t\t\tthis.e = (e === undefined) ? s + c : e;\n\t\t\t\tif (next) {\n\t\t\t\t\tthis._next = next;\n\t\t\t\t\tnext._prev = this;\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t_addNonTweeningNumericPT = function(target, prop, start, end, next, overwriteProp) { //cleans up some code redundancies and helps minification. Just a fast way to add a NUMERIC non-tweening CSSPropTween\n\t\t\t\tvar pt = new CSSPropTween(target, prop, start, end - start, next, -1, overwriteProp);\n\t\t\t\tpt.b = start;\n\t\t\t\tpt.e = pt.xs0 = end;\n\t\t\t\treturn pt;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * Takes a target, the beginning value and ending value (as strings) and parses them into a CSSPropTween (possibly with child CSSPropTweens) that accommodates multiple numbers, colors, comma-delimited values, etc. For example:\n\t\t\t * sp.parseComplex(element, \"boxShadow\", \"5px 10px 20px rgb(255,102,51)\", \"0px 0px 0px red\", true, \"0px 0px 0px rgb(0,0,0,0)\", pt);\n\t\t\t * It will walk through the beginning and ending values (which should be in the same format with the same number and type of values) and figure out which parts are numbers, what strings separate the numeric/tweenable values, and then create the CSSPropTweens accordingly. If a plugin is defined, no child CSSPropTweens will be created. Instead, the ending values will be stored in the \"data\" property of the returned CSSPropTween like: {s:-5, xn1:-10, xn2:-20, xn3:255, xn4:0, xn5:0} so that it can be fed to any other plugin and it'll be plain numeric tweens but the recomposition of the complex value will be handled inside CSSPlugin's setRatio().\n\t\t\t * If a setRatio is defined, the type of the CSSPropTween will be set to 2 and recomposition of the values will be the responsibility of that method.\n\t\t\t *\n\t\t\t * @param {!Object} t Target whose property will be tweened\n\t\t\t * @param {!string} p Property that will be tweened (its name, like \"left\" or \"backgroundColor\" or \"boxShadow\")\n\t\t\t * @param {string} b Beginning value\n\t\t\t * @param {string} e Ending value\n\t\t\t * @param {boolean} clrs If true, the value could contain a color value like \"rgb(255,0,0)\" or \"#F00\" or \"red\". The default is false, so no colors will be recognized (a performance optimization)\n\t\t\t * @param {(string|number|Object)} dflt The default beginning value that should be used if no valid beginning value is defined or if the number of values inside the complex beginning and ending values don't match\n\t\t\t * @param {?CSSPropTween} pt CSSPropTween instance that is the current head of the linked list (we'll prepend to this).\n\t\t\t * @param {number=} pr Priority in the linked list order. Higher priority properties will be updated before lower priority ones. The default priority is 0.\n\t\t\t * @param {TweenPlugin=} plugin If a plugin should handle the tweening of extra properties, pass the plugin instance here. If one is defined, then NO subtweens will be created for any extra properties (the properties will be created - just not additional CSSPropTween instances to tween them) because the plugin is expected to do so. However, the end values WILL be populated in the \"data\" property, like {s:100, xn1:50, xn2:300}\n\t\t\t * @param {function(number)=} setRatio If values should be set in a custom function instead of being pieced together in a type:1 (complex-value) CSSPropTween, define that custom function here.\n\t\t\t * @return {CSSPropTween} The first CSSPropTween in the linked list which includes the new one(s) added by the parseComplex() call.\n\t\t\t */\n\t\t\t_parseComplex = CSSPlugin.parseComplex = function(t, p, b, e, clrs, dflt, pt, pr, plugin, setRatio) {\n\t\t\t\t//DEBUG: _log(\"parseComplex: \"+p+\", b: \"+b+\", e: \"+e);\n\t\t\t\tb = b || dflt || \"\";\n\t\t\t\tif (typeof(e) === \"function\") {\n\t\t\t\t\te = e(_index, _target);\n\t\t\t\t}\n\t\t\t\tpt = new CSSPropTween(t, p, 0, 0, pt, (setRatio ? 2 : 1), null, false, pr, b, e);\n\t\t\t\te += \"\"; //ensures it's a string\n\t\t\t\tif (clrs && _colorExp.test(e + b)) { //if colors are found, normalize the formatting to rgba() or hsla().\n\t\t\t\t\te = [b, e];\n\t\t\t\t\tCSSPlugin.colorStringFilter(e);\n\t\t\t\t\tb = e[0];\n\t\t\t\t\te = e[1];\n\t\t\t\t}\n\t\t\t\tvar ba = b.split(\", \").join(\",\").split(\" \"), //beginning array\n\t\t\t\t\tea = e.split(\", \").join(\",\").split(\" \"), //ending array\n\t\t\t\t\tl = ba.length,\n\t\t\t\t\tautoRound = (_autoRound !== false),\n\t\t\t\t\ti, xi, ni, bv, ev, bnums, enums, bn, hasAlpha, temp, cv, str, useHSL;\n\t\t\t\tif (e.indexOf(\",\") !== -1 || b.indexOf(\",\") !== -1) {\n\t\t\t\t\tif ((e + b).indexOf(\"rgb\") !== -1 || (e + b).indexOf(\"hsl\") !== -1) { //keep rgb(), rgba(), hsl(), and hsla() values together! (remember, we're splitting on spaces)\n\t\t\t\t\t\tba = ba.join(\" \").replace(_commasOutsideParenExp, \", \").split(\" \");\n\t\t\t\t\t\tea = ea.join(\" \").replace(_commasOutsideParenExp, \", \").split(\" \");\n\t\t\t\t\t} else {\n\t\t\t\t\t\tba = ba.join(\" \").split(\",\").join(\", \").split(\" \");\n\t\t\t\t\t\tea = ea.join(\" \").split(\",\").join(\", \").split(\" \");\n\t\t\t\t\t}\n\t\t\t\t\tl = ba.length;\n\t\t\t\t}\n\t\t\t\tif (l !== ea.length) {\n\t\t\t\t\t//DEBUG: _log(\"mismatched formatting detected on \" + p + \" (\" + b + \" vs \" + e + \")\");\n\t\t\t\t\tba = (dflt || \"\").split(\" \");\n\t\t\t\t\tl = ba.length;\n\t\t\t\t}\n\t\t\t\tpt.plugin = plugin;\n\t\t\t\tpt.setRatio = setRatio;\n\t\t\t\t_colorExp.lastIndex = 0;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tbv = ba[i];\n\t\t\t\t\tev = ea[i];\n\t\t\t\t\tbn = parseFloat(bv);\n\t\t\t\t\t//if the value begins with a number (most common). It's fine if it has a suffix like px\n\t\t\t\t\tif (bn || bn === 0) {\n\t\t\t\t\t\tpt.appendXtra(\"\", bn, _parseChange(ev, bn), ev.replace(_relNumExp, \"\"), (autoRound && ev.indexOf(\"px\") !== -1), true);\n\n\t\t\t\t\t//if the value is a color\n\t\t\t\t\t} else if (clrs && _colorExp.test(bv)) {\n\t\t\t\t\t\tstr = ev.indexOf(\")\") + 1;\n\t\t\t\t\t\tstr = \")\" + (str ? ev.substr(str) : \"\"); //if there's a comma or ) at the end, retain it.\n\t\t\t\t\t\tuseHSL = (ev.indexOf(\"hsl\") !== -1 && _supportsOpacity);\n\t\t\t\t\t\ttemp = ev; //original string value so we can look for any prefix later.\n\t\t\t\t\t\tbv = _parseColor(bv, useHSL);\n\t\t\t\t\t\tev = _parseColor(ev, useHSL);\n\t\t\t\t\t\thasAlpha = (bv.length + ev.length > 6);\n\t\t\t\t\t\tif (hasAlpha && !_supportsOpacity && ev[3] === 0) { //older versions of IE don't support rgba(), so if the destination alpha is 0, just use \"transparent\" for the end color\n\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += pt.l ? \" transparent\" : \"transparent\";\n\t\t\t\t\t\t\tpt.e = pt.e.split(ea[i]).join(\"transparent\");\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tif (!_supportsOpacity) { //old versions of IE don't support rgba().\n\t\t\t\t\t\t\t\thasAlpha = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (useHSL) {\n\t\t\t\t\t\t\t\tpt.appendXtra(temp.substr(0, temp.indexOf(\"hsl\")) + (hasAlpha ? \"hsla(\" : \"hsl(\"), bv[0], _parseChange(ev[0], bv[0]), \",\", false, true)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[1], _parseChange(ev[1], bv[1]), \"%,\", false)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[2], _parseChange(ev[2], bv[2]), (hasAlpha ? \"%,\" : \"%\" + str), false);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tpt.appendXtra(temp.substr(0, temp.indexOf(\"rgb\")) + (hasAlpha ? \"rgba(\" : \"rgb(\"), bv[0], ev[0] - bv[0], \",\", true, true)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[1], ev[1] - bv[1], \",\", true)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[2], ev[2] - bv[2], (hasAlpha ? \",\" : str), true);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (hasAlpha) {\n\t\t\t\t\t\t\t\tbv = (bv.length < 4) ? 1 : bv[3];\n\t\t\t\t\t\t\t\tpt.appendXtra(\"\", bv, ((ev.length < 4) ? 1 : ev[3]) - bv, str, false);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t_colorExp.lastIndex = 0; //otherwise the test() on the RegExp could move the lastIndex and taint future results.\n\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbnums = bv.match(_numExp); //gets each group of numbers in the beginning value string and drops them into an array\n\n\t\t\t\t\t\t//if no number is found, treat it as a non-tweening value and just append the string to the current xs.\n\t\t\t\t\t\tif (!bnums) {\n\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += (pt.l || pt[\"xs\" + pt.l]) ? \" \" + ev : ev;\n\n\t\t\t\t\t\t//loop through all the numbers that are found and construct the extra values on the pt.\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tenums = ev.match(_relNumExp); //get each group of numbers in the end value string and drop them into an array. We allow relative values too, like +=50 or -=.5\n\t\t\t\t\t\t\tif (!enums || enums.length !== bnums.length) {\n\t\t\t\t\t\t\t\t//DEBUG: _log(\"mismatched formatting detected on \" + p + \" (\" + b + \" vs \" + e + \")\");\n\t\t\t\t\t\t\t\treturn pt;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tni = 0;\n\t\t\t\t\t\t\tfor (xi = 0; xi < bnums.length; xi++) {\n\t\t\t\t\t\t\t\tcv = bnums[xi];\n\t\t\t\t\t\t\t\ttemp = bv.indexOf(cv, ni);\n\t\t\t\t\t\t\t\tpt.appendXtra(bv.substr(ni, temp - ni), Number(cv), _parseChange(enums[xi], cv), \"\", (autoRound && bv.substr(temp + cv.length, 2) === \"px\"), (xi === 0));\n\t\t\t\t\t\t\t\tni = temp + cv.length;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += bv.substr(ni);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t//if there are relative values (\"+=\" or \"-=\" prefix), we need to adjust the ending value to eliminate the prefixes and combine the values properly.\n\t\t\t\tif (e.indexOf(\"=\") !== -1) if (pt.data) {\n\t\t\t\t\tstr = pt.xs0 + pt.data.s;\n\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\tstr += pt[\"xs\" + i] + pt.data[\"xn\" + i];\n\t\t\t\t\t}\n\t\t\t\t\tpt.e = str + pt[\"xs\" + i];\n\t\t\t\t}\n\t\t\t\tif (!pt.l) {\n\t\t\t\t\tpt.type = -1;\n\t\t\t\t\tpt.xs0 = pt.e;\n\t\t\t\t}\n\t\t\t\treturn pt.xfirst || pt;\n\t\t\t},\n\t\t\ti = 9;\n\n\n\t\tp = CSSPropTween.prototype;\n\t\tp.l = p.pr = 0; //length (number of extra properties like xn1, xn2, xn3, etc.\n\t\twhile (--i > 0) {\n\t\t\tp[\"xn\" + i] = 0;\n\t\t\tp[\"xs\" + i] = \"\";\n\t\t}\n\t\tp.xs0 = \"\";\n\t\tp._next = p._prev = p.xfirst = p.data = p.plugin = p.setRatio = p.rxp = null;\n\n\n\t\t/**\n\t\t * Appends and extra tweening value to a CSSPropTween and automatically manages any prefix and suffix strings. The first extra value is stored in the s and c of the main CSSPropTween instance, but thereafter any extras are stored in the xn1, xn2, xn3, etc. The prefixes and suffixes are stored in the xs0, xs1, xs2, etc. properties. For example, if I walk through a clip value like \"rect(10px, 5px, 0px, 20px)\", the values would be stored like this:\n\t\t * xs0:\"rect(\", s:10, xs1:\"px, \", xn1:5, xs2:\"px, \", xn2:0, xs3:\"px, \", xn3:20, xn4:\"px)\"\n\t\t * And they'd all get joined together when the CSSPlugin renders (in the setRatio() method).\n\t\t * @param {string=} pfx Prefix (if any)\n\t\t * @param {!number} s Starting value\n\t\t * @param {!number} c Change in numeric value over the course of the entire tween. For example, if the start is 5 and the end is 100, the change would be 95.\n\t\t * @param {string=} sfx Suffix (if any)\n\t\t * @param {boolean=} r Round (if true).\n\t\t * @param {boolean=} pad If true, this extra value should be separated by the previous one by a space. If there is no previous extra and pad is true, it will automatically drop the space.\n\t\t * @return {CSSPropTween} returns itself so that multiple methods can be chained together.\n\t\t */\n\t\tp.appendXtra = function(pfx, s, c, sfx, r, pad) {\n\t\t\tvar pt = this,\n\t\t\t\tl = pt.l;\n\t\t\tpt[\"xs\" + l] += (pad && (l || pt[\"xs\" + l])) ? \" \" + pfx : pfx || \"\";\n\t\t\tif (!c) if (l !== 0 && !pt.plugin) { //typically we'll combine non-changing values right into the xs to optimize performance, but we don't combine them when there's a plugin that will be tweening the values because it may depend on the values being split apart, like for a bezier, if a value doesn't change between the first and second iteration but then it does on the 3rd, we'll run into trouble because there's no xn slot for that value!\n\t\t\t\tpt[\"xs\" + l] += s + (sfx || \"\");\n\t\t\t\treturn pt;\n\t\t\t}\n\t\t\tpt.l++;\n\t\t\tpt.type = pt.setRatio ? 2 : 1;\n\t\t\tpt[\"xs\" + pt.l] = sfx || \"\";\n\t\t\tif (l > 0) {\n\t\t\t\tpt.data[\"xn\" + l] = s + c;\n\t\t\t\tpt.rxp[\"xn\" + l] = r; //round extra property (we need to tap into this in the _parseToProxy() method)\n\t\t\t\tpt[\"xn\" + l] = s;\n\t\t\t\tif (!pt.plugin) {\n\t\t\t\t\tpt.xfirst = new CSSPropTween(pt, \"xn\" + l, s, c, pt.xfirst || pt, 0, pt.n, r, pt.pr);\n\t\t\t\t\tpt.xfirst.xs0 = 0; //just to ensure that the property stays numeric which helps modern browsers speed up processing. Remember, in the setRatio() method, we do pt.t[pt.p] = val + pt.xs0 so if pt.xs0 is \"\" (the default), it'll cast the end value as a string. When a property is a number sometimes and a string sometimes, it prevents the compiler from locking in the data type, slowing things down slightly.\n\t\t\t\t}\n\t\t\t\treturn pt;\n\t\t\t}\n\t\t\tpt.data = {s:s + c};\n\t\t\tpt.rxp = {};\n\t\t\tpt.s = s;\n\t\t\tpt.c = c;\n\t\t\tpt.r = r;\n\t\t\treturn pt;\n\t\t};\n\n\t\t/**\n\t\t * @constructor A SpecialProp is basically a css property that needs to be treated in a non-standard way, like if it may contain a complex value like boxShadow:\"5px 10px 15px rgb(255, 102, 51)\" or if it is associated with another plugin like ThrowPropsPlugin or BezierPlugin. Every SpecialProp is associated with a particular property name like \"boxShadow\" or \"throwProps\" or \"bezier\" and it will intercept those values in the vars object that's passed to the CSSPlugin and handle them accordingly.\n\t\t * @param {!string} p Property name (like \"boxShadow\" or \"throwProps\")\n\t\t * @param {Object=} options An object containing any of the following configuration options:\n\t\t * - defaultValue: the default value\n\t\t * - parser: A function that should be called when the associated property name is found in the vars. This function should return a CSSPropTween instance and it should ensure that it is properly inserted into the linked list. It will receive 4 paramters: 1) The target, 2) The value defined in the vars, 3) The CSSPlugin instance (whose _firstPT should be used for the linked list), and 4) A computed style object if one was calculated (this is a speed optimization that allows retrieval of starting values quicker)\n\t\t * - formatter: a function that formats any value received for this special property (for example, boxShadow could take \"5px 5px red\" and format it to \"5px 5px 0px 0px red\" so that both the beginning and ending values have a common order and quantity of values.)\n\t\t * - prefix: if true, we'll determine whether or not this property requires a vendor prefix (like Webkit or Moz or ms or O)\n\t\t * - color: set this to true if the value for this SpecialProp may contain color-related values like rgb(), rgba(), etc.\n\t\t * - priority: priority in the linked list order. Higher priority SpecialProps will be updated before lower priority ones. The default priority is 0.\n\t\t * - multi: if true, the formatter should accommodate a comma-delimited list of values, like boxShadow could have multiple boxShadows listed out.\n\t\t * - collapsible: if true, the formatter should treat the value like it's a top/right/bottom/left value that could be collapsed, like \"5px\" would apply to all, \"5px, 10px\" would use 5px for top/bottom and 10px for right/left, etc.\n\t\t * - keyword: a special keyword that can [optionally] be found inside the value (like \"inset\" for boxShadow). This allows us to validate beginning/ending values to make sure they match (if the keyword is found in one, it'll be added to the other for consistency by default).\n\t\t */\n\t\tvar SpecialProp = function(p, options) {\n\t\t\t\toptions = options || {};\n\t\t\t\tthis.p = options.prefix ? _checkPropPrefix(p) || p : p;\n\t\t\t\t_specialProps[p] = _specialProps[this.p] = this;\n\t\t\t\tthis.format = options.formatter || _getFormatter(options.defaultValue, options.color, options.collapsible, options.multi);\n\t\t\t\tif (options.parser) {\n\t\t\t\t\tthis.parse = options.parser;\n\t\t\t\t}\n\t\t\t\tthis.clrs = options.color;\n\t\t\t\tthis.multi = options.multi;\n\t\t\t\tthis.keyword = options.keyword;\n\t\t\t\tthis.dflt = options.defaultValue;\n\t\t\t\tthis.pr = options.priority || 0;\n\t\t\t},\n\n\t\t\t//shortcut for creating a new SpecialProp that can accept multiple properties as a comma-delimited list (helps minification). dflt can be an array for multiple values (we don't do a comma-delimited list because the default value may contain commas, like rect(0px,0px,0px,0px)). We attach this method to the SpecialProp class/object instead of using a private _createSpecialProp() method so that we can tap into it externally if necessary, like from another plugin.\n\t\t\t_registerComplexSpecialProp = _internals._registerComplexSpecialProp = function(p, options, defaults) {\n\t\t\t\tif (typeof(options) !== \"object\") {\n\t\t\t\t\toptions = {parser:defaults}; //to make backwards compatible with older versions of BezierPlugin and ThrowPropsPlugin\n\t\t\t\t}\n\t\t\t\tvar a = p.split(\",\"),\n\t\t\t\t\td = options.defaultValue,\n\t\t\t\t\ti, temp;\n\t\t\t\tdefaults = defaults || [d];\n\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\toptions.prefix = (i === 0 && options.prefix);\n\t\t\t\t\toptions.defaultValue = defaults[i] || d;\n\t\t\t\t\ttemp = new SpecialProp(a[i], options);\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t//creates a placeholder special prop for a plugin so that the property gets caught the first time a tween of it is attempted, and at that time it makes the plugin register itself, thus taking over for all future tweens of that property. This allows us to not mandate that things load in a particular order and it also allows us to log() an error that informs the user when they attempt to tween an external plugin-related property without loading its .js file.\n\t\t\t_registerPluginProp = _internals._registerPluginProp = function(p) {\n\t\t\t\tif (!_specialProps[p]) {\n\t\t\t\t\tvar pluginName = p.charAt(0).toUpperCase() + p.substr(1) + \"Plugin\";\n\t\t\t\t\t_registerComplexSpecialProp(p, {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\t\t\tvar pluginClass = _globals.com.greensock.plugins[pluginName];\n\t\t\t\t\t\tif (!pluginClass) {\n\t\t\t\t\t\t\t_log(\"Error: \" + pluginName + \" js file not loaded.\");\n\t\t\t\t\t\t\treturn pt;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpluginClass._cssRegister();\n\t\t\t\t\t\treturn _specialProps[p].parse(t, e, p, cssp, pt, plugin, vars);\n\t\t\t\t\t}});\n\t\t\t\t}\n\t\t\t};\n\n\n\t\tp = SpecialProp.prototype;\n\n\t\t/**\n\t\t * Alias for _parseComplex() that automatically plugs in certain values for this SpecialProp, like its property name, whether or not colors should be sensed, the default value, and priority. It also looks for any keyword that the SpecialProp defines (like \"inset\" for boxShadow) and ensures that the beginning and ending values have the same number of values for SpecialProps where multi is true (like boxShadow and textShadow can have a comma-delimited list)\n\t\t * @param {!Object} t target element\n\t\t * @param {(string|number|object)} b beginning value\n\t\t * @param {(string|number|object)} e ending (destination) value\n\t\t * @param {CSSPropTween=} pt next CSSPropTween in the linked list\n\t\t * @param {TweenPlugin=} plugin If another plugin will be tweening the complex value, that TweenPlugin instance goes here.\n\t\t * @param {function=} setRatio If a custom setRatio() method should be used to handle this complex value, that goes here.\n\t\t * @return {CSSPropTween=} First CSSPropTween in the linked list\n\t\t */\n\t\tp.parseComplex = function(t, b, e, pt, plugin, setRatio) {\n\t\t\tvar kwd = this.keyword,\n\t\t\t\ti, ba, ea, l, bi, ei;\n\t\t\t//if this SpecialProp's value can contain a comma-delimited list of values (like boxShadow or textShadow), we must parse them in a special way, and look for a keyword (like \"inset\" for boxShadow) and ensure that the beginning and ending BOTH have it if the end defines it as such. We also must ensure that there are an equal number of values specified (we can't tween 1 boxShadow to 3 for example)\n\t\t\tif (this.multi) if (_commasOutsideParenExp.test(e) || _commasOutsideParenExp.test(b)) {\n\t\t\t\tba = b.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\tea = e.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t} else if (kwd) {\n\t\t\t\tba = [b];\n\t\t\t\tea = [e];\n\t\t\t}\n\t\t\tif (ea) {\n\t\t\t\tl = (ea.length > ba.length) ? ea.length : ba.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tb = ba[i] = ba[i] || this.dflt;\n\t\t\t\t\te = ea[i] = ea[i] || this.dflt;\n\t\t\t\t\tif (kwd) {\n\t\t\t\t\t\tbi = b.indexOf(kwd);\n\t\t\t\t\t\tei = e.indexOf(kwd);\n\t\t\t\t\t\tif (bi !== ei) {\n\t\t\t\t\t\t\tif (ei === -1) { //if the keyword isn't in the end value, remove it from the beginning one.\n\t\t\t\t\t\t\t\tba[i] = ba[i].split(kwd).join(\"\");\n\t\t\t\t\t\t\t} else if (bi === -1) { //if the keyword isn't in the beginning, add it.\n\t\t\t\t\t\t\t\tba[i] += \" \" + kwd;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tb = ba.join(\", \");\n\t\t\t\te = ea.join(\", \");\n\t\t\t}\n\t\t\treturn _parseComplex(t, this.p, b, e, this.clrs, this.dflt, pt, this.pr, plugin, setRatio);\n\t\t};\n\n\t\t/**\n\t\t * Accepts a target and end value and spits back a CSSPropTween that has been inserted into the CSSPlugin's linked list and conforms with all the conventions we use internally, like type:-1, 0, 1, or 2, setting up any extra property tweens, priority, etc. For example, if we have a boxShadow SpecialProp and call:\n\t\t * this._firstPT = sp.parse(element, \"5px 10px 20px rgb(2550,102,51)\", \"boxShadow\", this);\n\t\t * It should figure out the starting value of the element's boxShadow, compare it to the provided end value and create all the necessary CSSPropTweens of the appropriate types to tween the boxShadow. The CSSPropTween that gets spit back should already be inserted into the linked list (the 4th parameter is the current head, so prepend to that).\n\t\t * @param {!Object} t Target object whose property is being tweened\n\t\t * @param {Object} e End value as provided in the vars object (typically a string, but not always - like a throwProps would be an object).\n\t\t * @param {!string} p Property name\n\t\t * @param {!CSSPlugin} cssp The CSSPlugin instance that should be associated with this tween.\n\t\t * @param {?CSSPropTween} pt The CSSPropTween that is the current head of the linked list (we'll prepend to it)\n\t\t * @param {TweenPlugin=} plugin If a plugin will be used to tween the parsed value, this is the plugin instance.\n\t\t * @param {Object=} vars Original vars object that contains the data for parsing.\n\t\t * @return {CSSPropTween} The first CSSPropTween in the linked list which includes the new one(s) added by the parse() carþ¨èùll.\n\t\t */\n\t\tp.parse = function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\treturn this.parseComplex(t.style, this.format(_getStyle(t, this.p, _cs, false, this.dflt)), this.format(e), pt, plugin);\n\t\t};\n\n\t\t/**\n\t\t * Registers a special property that should be intercepted from any \"css\" objects defined in tweens. This allows you to handle them however you want without CSSPlugin doing it for you. The 2nd parameter should be a function that accepts 3 parameters:\n\t\t * 1) Target object whose property should be tweened (typically a DOM element)\n\t\t * 2) The end/destination value (could be a string, number, object, or whatever you want)\n\t\t * 3) The tween instance (you probably don't need to worry about this, but it can be useful for looking up information like the duration)\n\t\t *\n\t\t * Then, your function should return a function which will be called each time the tween gets rendered, passing a numeric \"ratio\" parameter to your function that indicates the change factor (usually between 0 and 1). For example:\n\t\t *\n\t\t * CSSPlugin.registerSpecialProp(\"myCustomProp\", function(target, value, tween) {\n\t\t * var start = target.style.width;\n\t\t * return function(ratio) {\n\t\t * target.style.width = (start + value * ratio) + \"px\";\n\t\t * console.log(\"set width to \" + target.style.width);\n\t\t * }\n\t\t * }, 0);\n\t\t *\n\t\t * Then, when I do this tween, it will trigger my special property:\n\t\t *\n\t\t * TweenLite.to(element, 1, {css:{myCustomProp:100}});\n\t\t *\n\t\t * In the example, of course, we're just changing the width, but you can do anything you want.\n\t\t *\n\t\t * @param {!string} name Property name (or comma-delimited list of property names) that should be intercepted and handled by your function. For example, if I define \"myCustomProp\", then it would handle that portion of the following tween: TweenLite.to(element, 1, {css:{myCustomProp:100}})\n\t\t * @param {!function(Object, Object, Object, string):function(number)} onInitTween The function that will be called when a tween of this special property is performed. The function will receive 4 parameters: 1) Target object that should be tweened, 2) Value that was passed to the tween, 3) The tween instance itself (rarely used), and 4) The property name that's being tweened. Your function should return a function that should be called on every update of the tween. That function will receive a single parameter that is a \"change factor\" value (typically between 0 and 1) indicating the amount of change as a ratio. You can use this to determine how to set the values appropriately in your function.\n\t\t * @param {number=} priority Priority that helps the engine determine the order in which to set the properties (default: 0). Higher priority properties will be updated before lower priority ones.\n\t\t */\n\t\tCSSPlugin.registerSpecialProp = function(name, onInitTween, priority) {\n\t\t\t_registerComplexSpecialProp(name, {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\tvar rv = new CSSPropTween(t, p, 0, 0, pt, 2, p, false, priority);\n\t\t\t\trv.plugin = plugin;\n\t\t\t\trv.setRatio = onInitTween(t, e, cssp._tween, p);\n\t\t\t\treturn rv;\n\t\t\t}, priority:priority});\n\t\t};\n\n\n\n\n\n\n\t\t//transform-related methods and properties\n\t\tCSSPlugin.useSVGTransformAttr = true; //Safari and Firefox both have some rendering bugs when applying CSS transforms to SVG elements, so default to using the \"transform\" attribute instead (users can override this).\n\t\tvar _transformProps = (\"scaleX,scaleY,scaleZ,x,y,z,skewX,skewY,rotation,rotationX,rotationY,perspective,xPercent,yPercent\").split(\",\"),\n\t\t\t_transformProp = _checkPropPrefix(\"transform\"), //the Javascript (camelCase) transform property, like msTransform, WebkitTransform, MozTransform, or OTransform.\n\t\t\t_transformPropCSS = _prefixCSS + \"transform\",\n\t\t\t_transformOriginProp = _checkPropPrefix(\"transformOrigin\"),\n\t\t\t_supports3D = (_checkPropPrefix(\"perspective\") !== null),\n\t\t\tTransform = _internals.Transform = function() {\n\t\t\t\tthis.perspective = parseFloat(CSSPlugin.defaultTransformPerspective) || 0;\n\t\t\t\tthis.force3D = (CSSPlugin.defaultForce3D === false || !_supports3D) ? false : CSSPlugin.defaultForce3D || \"auto\";\n\t\t\t},\n\t\t\t_SVGElement = _gsScope.SVGElement,\n\t\t\t_useSVGTransformAttr,\n\t\t\t//Some browsers (like Firefox and IE) don't honor transform-origin properly in SVG elements, so we need to manually adjust the matrix accordingly. We feature detect here rather than always doing the conversion for certain browsers because they may fix the problem at some point in the future.\n\n\t\t\t_createSVG = function(type, container, attributes) {\n\t\t\t\tvar element = _doc.createElementNS(\"http://www.w3.org/2000/svg\", type),\n\t\t\t\t\treg = /([a-z])([A-Z])/g,\n\t\t\t\t\tp;\n\t\t\t\tfor (p in attributes) {\n\t\t\t\t\telement.setAttributeNS(null, p.replace(reg, \"$1-$2\").toLowerCase(), attributes[p]);\n\t\t\t\t}\n\t\t\t\tcontainer.appendChild(element);\n\t\t\t\treturn element;\n\t\t\t},\n\t\t\t_docElement = _doc.documentElement || {},\n\t\t\t_forceSVGTransformAttr = (function() {\n\t\t\t\t//IE and Android stock don't support CSS transforms on SVG elements, so we must write them to the \"transform\" attribute. We populate this variable in the _parseTransform() method, and only if/when we come across an SVG element\n\t\t\t\tvar force = _ieVers || (/Android/i.test(_agent) && !_gsScope.chrome),\n\t\t\t\t\tsvg, rect, width;\n\t\t\t\tif (_doc.createElementNS && !force) { //IE8 and earlier doesn't support SVG anyway\n\t\t\t\t\tsvg = _createSVG(\"svg\", _docElement);\n\t\t\t\t\trect = _createSVG(\"rect\", svg, {width:100, height:50, x:100});\n\t\t\t\t\twidth = rect.getBoundingClientRect().width;\n\t\t\t\t\trect.style[_transformOriginProp] = \"50% 50%\";\n\t\t\t\t\trect.style[_transformProp] = \"scaleX(0.5)\";\n\t\t\t\t\tforce = (width === rect.getBoundingClientRect().width && !(_isFirefox && _supports3D)); //note: Firefox fails the test even though it does support CSS transforms in 3D. Since we can't push 3D stuff into the transform attribute, we force Firefox to pass the test here (as long as it does truly support 3D).\n\t\t\t\t\t_docElement.removeChild(svg);\n\t\t\t\t}\n\t\t\t\treturn force;\n\t\t\t})(),\n\t\t\t_parseSVGOrigin = function(e, local, decoratee, absolute, smoothOrigin, skipRecord) {\n\t\t\t\tvar tm = e._gsTransform,\n\t\t\t\t\tm = _getMatrix(e, true),\n\t\t\t\t\tv, x, y, xOrigin, yOrigin, a, b, c, d, tx, ty, determinant, xOriginOld, yOriginOld;\n\t\t\t\tif (tm) {\n\t\t\t\t\txOriginOld = tm.xOrigin; //record the original values before we alter them.\n\t\t\t\t\tyOriginOld = tm.yOrigin;\n\t\t\t\t}\n\t\t\t\tif (!absolute || (v = absolute.split(\" \")).length < 2) {\n\t\t\t\t\tb = e.getBBox();\n\t\t\t\t\tif (b.x === 0 && b.y === 0 && b.width + b.height === 0) { //some browsers (like Firefox) misreport the bounds if the element has zero width and height (it just assumes it's at x:0, y:0), thus we need to manually grab the position in that case.\n\t\t\t\t\t\tb = {x: parseFloat(e.hasAttribute(\"x\") ? e.getAttribute(\"x\") : e.hasAttribute(\"cx\") ? e.getAttribute(\"cx\") : 0) || 0, y: parseFloat(e.hasAttribute(\"y\") ? e.getAttribute(\"y\") : e.hasAttribute(\"cy\") ? e.getAttribute(\"cy\") : 0) || 0, width:0, height:0};\n\t\t\t\t\t}\n\t\t\t\t\tlocal = _parsePosition(local).split(\" \");\n\t\t\t\t\tv = [(local[0].indexOf(\"%\") !== -1 ? parseFloat(local[0]) / 100 * b.width : parseFloat(local[0])) + b.x,\n\t\t\t\t\t\t (local[1].indexOf(\"%\") !== -1 ? parseFloat(local[1]) / 100 * b.height : parseFloat(local[1])) + b.y];\n\t\t\t\t}\n\t\t\t\tdecoratee.xOrigin = xOrigin = parseFloat(v[0]);\n\t\t\t\tdecoratee.yOrigin = yOrigin = parseFloat(v[1]);\n\t\t\t\tif (absolute && m !== _identity2DMatrix) { //if svgOrigin is being set, we must invert the matrix and determine where the absolute point is, factoring in the current transforms. Otherwise, the svgOrigin would be based on the element's non-transformed position on the canvas.\n\t\t\t\t\ta = m[0];\n\t\t\t\t\tb = m[1];\n\t\t\t\t\tc = m[2];\n\t\t\t\t\td = m[3];\n\t\t\t\t\ttx = m[4];\n\t\t\t\t\tty = m[5];\n\t\t\t\t\tdeterminant = (a * d - b * c);\n\t\t\t\t\tif (determinant) { //if it's zero (like if scaleX and scaleY are zero), skip it to avoid errors with dividing by zero.\n\t\t\t\t\t\tx = xOrigin * (d / determinant) + yOrigin * (-c / determinant) + ((c * ty - d * tx) / determinant);\n\t\t\t\t\t\ty = xOrigin * (-b / determinant) + yOrigin * (a / determinant) - ((a * ty - b * tx) / determinant);\n\t\t\t\t\t\txOrigin = decoratee.xOrigin = v[0] = x;\n\t\t\t\t\t\tyOrigin = decoratee.yOrigin = v[1] = y;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (tm) { //avoid jump when transformOrigin is changed - adjust the x/y values accordingly\n\t\t\t\t\tif (skipRecord) {\n\t\t\t\t\t\tdecoratee.xOffset = tm.xOffset;\n\t\t\t\t\t\tdecoratee.yOffset = tm.yOffset;\n\t\t\t\t\t\ttm = decoratee;\n\t\t\t\t\t}\n\t\t\t\t\tif (smoothOrigin || (smoothOrigin !== false && CSSPlugin.defaultSmoothOrigin !== false)) {\n\t\t\t\t\t\tx = xOrigin - xOriginOld;\n\t\t\t\t\t\ty = yOrigin - yOriginOld;\n\t\t\t\t\t\t//originally, we simply adjusted the x and y values, but that would cause problems if, for example, you created a rotational tween part-way through an x/y tween. Managing the offset in a separate variable gives us ultimate flexibility.\n\t\t\t\t\t\t//tm.x -= x - (x * m[0] + y * m[2]);\n\t\t\t\t\t\t//tm.y -= y - (x * m[1] + y * m[3]);\n\t\t\t\t\t\ttm.xOffset += (x * m[0] + y * m[2]) - x;\n\t\t\t\t\t\ttm.yOffset += (x * m[1] + y * m[3]) - y;\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttm.xOffset = tm.yOffset = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!skipRecord) {\n\t\t\t\t\te.setAttribute(\"data-svg-origin\", v.join(\" \"));\n\t\t\t\t}\n\t\t\t},\n\t\t\t_getBBoxHack = function(swapIfPossible) { //works around issues in some browsers (like Firefox) that don't correctly report getBBox() on SVG elements inside a element and/or . We try creating an SVG, adding it to the documentElement and toss the element in there so that it's definitely part of the rendering tree, then grab the bbox and if it works, we actually swap out the original getBBox() method for our own that does these extra steps whenever getBBox is needed. This helps ensure that performance is optimal (only do all these extra steps when absolutely necessary...most elements don't need it).\n\t\t\t\tvar svg = _createElement(\"svg\", (this.ownerSVGElement && this.ownerSVGElement.getAttribute(\"xmlns\")) || \"http://www.w3.org/2000/svg\"),\n\t\t\t\t\toldParent = this.parentNode,\n\t\t\t\t\toldSibling = this.nextSibling,\n\t\t\t\t\toldCSS = this.style.cssText,\n\t\t\t\t\tbbox;\n\t\t\t\t_docElement.appendChild(svg);\n\t\t\t\tsvg.appendChild(this);\n\t\t\t\tthis.style.display = \"block\";\n\t\t\t\tif (swapIfPossible) {\n\t\t\t\t\ttry {\n\t\t\t\t\t\tbbox = this.getBBox();\n\t\t\t\t\t\tthis._originalGetBBox = this.getBBox;\n\t\t\t\t\t\tthis.getBBox = _getBBoxHack;\n\t\t\t\t\t} catch (e) { }\n\t\t\t\t} else if (this._originalGetBBox) {\n\t\t\t\t\tbbox = this._originalGetBBox();\n\t\t\t\t}\n\t\t\t\tif (oldSibling) {\n\t\t\t\t\toldParent.insertBefore(this, oldSibling);\n\t\t\t\t} else {\n\t\t\t\t\toldParent.appendChild(this);\n\t\t\t\t}\n\t\t\t\t_docElement.removeChild(svg);\n\t\t\t\tthis.style.cssText = oldCSS;\n\t\t\t\treturn bbox;\n\t\t\t},\n\t\t\t_getBBox = function(e) {\n\t\t\t\ttry {\n\t\t\t\t\treturn e.getBBox(); //Firefox throws errors if you try calling getBBox() on an SVG element that's not rendered (like in a or ). https://bugzilla.mozilla.org/show_bug.cgi?id=612118\n\t\t\t\t} catch (error) {\n\t\t\t\t\treturn _getBBoxHack.call(e, true);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_isSVG = function(e) { //reports if the element is an SVG on which getBBox() actually works\n\t\t\t\treturn !!(_SVGElement && e.getCTM && (!e.parentNode || e.ownerSVGElement) && _getBBox(e));\n\t\t\t},\n\t\t\t_identity2DMatrix = [1,0,0,1,0,0],\n\t\t\t_getMatrix = function(e, force2D) {\n\t\t\t\tvar tm = e._gsTransform || new Transform(),\n\t\t\t\t\trnd = 100000,\n\t\t\t\t\tstyle = e.style,\n\t\t\t\t\tisDefault, s, m, n, dec, none;\n\t\t\t\tif (_transformProp) {\n\t\t\t\t\ts = _getStyle(e, _transformPropCSS, null, true);\n\t\t\t\t} else if (e.currentStyle) {\n\t\t\t\t\t//for older versions of IE, we need to interpret the filter portion that is in the format: progid:DXImageTransform.Microsoft.Matrix(M11=6.123233995736766e-17, M12=-1, M21=1, M22=6.123233995736766e-17, sizingMethod='auto expand') Notice that we need to swap b and c compared to a normal matrix.\n\t\t\t\t\ts = e.currentStyle.filter.match(_ieGetMatrixExp);\n\t\t\t\t\ts = (s && s.length === 4) ? [s[0].substr(4), Number(s[2].substr(4)), Number(s[1].substr(4)), s[3].substr(4), (tm.x || 0), (tm.y || 0)].join(\",\") : \"\";\n\t\t\t\t}\n\t\t\t\tisDefault = (!s || s === \"none\" || s === \"matrix(1, 0, 0, 1, 0, 0)\");\n\t\t\t\tif (_transformProp && ((none = (!_getComputedStyle(e) || _getComputedStyle(e).display === \"none\")) || !e.parentNode)) { //note: Firefox returns null for getComputedStyle() if the element is in an iframe that has display:none. https://bugzilla.mozilla.org/show_bug.cgi?id=548397\n\t\t\t\t\tif (none) { //browsers don't report transforms accurately unless the element is in the DOM and has a display value that's not \"none\". Firefox and Microsoft browsers have a partial bug where they'll report transforms even if display:none BUT not any percentage-based values like translate(-50%, 8px) will be reported as if it's translate(0, 8px).\n\t\t\t\t\t\tn = style.display;\n\t\t\t\t\t\tstyle.display = \"block\";\n\t\t\t\t\t}\n\t\t\t\t\tif (!e.parentNode) {\n\t\t\t\t\t\tdec = 1; //flag\n\t\t\t\t\t\t_docElement.appendChild(e);\n\t\t\t\t\t}\n\t\t\t\t\ts = _getStyle(e, _transformPropCSS, null, true);\n\t\t\t\t\tisDefault = (!s || s === \"none\" || s === \"matrix(1, 0, 0, 1, 0, 0)\");\n\t\t\t\t\tif (n) {\n\t\t\t\t\t\tstyle.display = n;\n\t\t\t\t\t} else if (none) {\n\t\t\t\t\t\t_removeProp(style, \"display\");\n\t\t\t\t\t}\n\t\t\t\t\tif (dec) {\n\t\t\t\t\t\t_docElement.removeChild(e);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (tm.svg || (e.getCTM && _isSVG(e))) {\n\t\t\t\t\tif (isDefault && (style[_transformProp] + \"\").indexOf(\"matrix\") !== -1) { //some browsers (like Chrome 40) don't correctly report transforms that are applied inline on an SVG element (they don't get included in the computed style), so we double-check here and accept matrix values\n\t\t\t\t\t\ts = style[_transformProp];\n\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t}\n\t\t\t\t\tm = e.getAttribute(\"transform\");\n\t\t\t\t\tif (isDefault && m) {\n\t\t\t\t\t\tif (m.indexOf(\"matrix\") !== -1) { //just in case there's a \"transform\" value specified as an attribute instead of CSS style. Accept either a matrix() or simple translate() value though.\n\t\t\t\t\t\t\ts = m;\n\t\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t\t} else if (m.indexOf(\"translate\") !== -1) {\n\t\t\t\t\t\t\ts = \"matrix(1,0,0,1,\" + m.match(/(?:\\-|\\b)[\\d\\-\\.e]+\\b/gi).join(\",\") + \")\";\n\t\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (isDefault) {\n\t\t\t\t\treturn _identity2DMatrix;\n\t\t\t\t}\n\t\t\t\t//split the matrix values out into an array (m for matrix)\n\t\t\t\tm = (s || \"\").match(_numExp) || [];\n\t\t\t\ti = m.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tn = Number(m[i]);\n\t\t\t\t\tm[i] = (dec = n - (n |= 0)) ? ((dec * rnd + (dec < 0 ? -0.5 : 0.5)) | 0) / rnd + n : n; //convert strings to Numbers and round to 5 decimal places to avoid issues with tiny numbers. Roughly 20x faster than Number.toFixed(). We also must make sure to round before dividing so that values like 0.9999999999 become 1 to avoid glitches in browser rendering and interpretation of flipped/rotated 3D matrices. And don't just multiply the number by rnd, floor it, and then divide by rnd because the bitwise operations max out at a 32-bit signed integer, thus it could get clipped at a relatively low value (like 22,000.00000 for example).\n\t\t\t\t}\n\t\t\t\treturn (force2D && m.length > 6) ? [m[0], m[1], m[4], m[5], m[12], m[13]] : m;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * Parses the transform values for an element, returning an object with x, y, z, scaleX, scaleY, scaleZ, rotation, rotationX, rotationY, skewX, and skewY properties. Note: by default (for performance reasons), all skewing is combined into skewX and rotation but skewY still has a place in the transform object so that we can record how much of the skew is attributed to skewX vs skewY. Remember, a skewY of 10 looks the same as a rotation of 10 and skewX of -10.\n\t\t\t * @param {!Object} t target element\n\t\t\t * @param {Object=} cs computed style object (optional)\n\t\t\t * @param {boolean=} rec if true, the transform values will be recorded to the target element's _gsTransform object, like target._gsTransform = {x:0, y:0, z:0, scaleX:1...}\n\t\t\t * @param {boolean=} parse if true, we'll ignore any _gsTransform values that already exist on the element, and force a reparsing of the css (calculated style)\n\t\t\t * @return {object} object containing all of the transform properties/values like {x:0, y:0, z:0, scaleX:1...}\n\t\t\t */\n\t\t\t_getTransform = _internals.getTransform = function(t, cs, rec, parse) {\n\t\t\t\tif (t._gsTransform && rec && !parse) {\n\t\t\t\t\treturn t._gsTransform; //if the element already has a _gsTransform, use that. Note: some browsers don't accurately return the calculated style for the transform (particularly for SVG), so it's almost always safest to just use the values we've already applied rather than re-parsing things.\n\t\t\t\t}\n\t\t\t\tvar tm = rec ? t._gsTransform || new Transform() : new Transform(),\n\t\t\t\t\tinvX = (tm.scaleX < 0), //in order to interpret things properly, we need to know if the user applied a negative scaleX previously so that we can adjust the rotation and skewX accordingly. Otherwise, if we always interpret a flipped matrix as affecting scaleY and the user only wants to tween the scaleX on multiple sequential tweens, it would keep the negative scaleY without that being the user's intent.\n\t\t\t\t\tmin = 0.00002,\n\t\t\t\t\trnd = 100000,\n\t\t\t\t\tzOrigin = _supports3D ? parseFloat(_getStyle(t, _transformOriginProp, cs, false, \"0 0 0\").split(\" \")[2]) || tm.zOrigin || 0 : 0,\n\t\t\t\t\tdefaultTransformPerspective = parseFloat(CSSPlugin.defaultTransformPerspective) || 0,\n\t\t\t\t\tm, i, scaleX, scaleY, rotation, skewX;\n\n\t\t\t\ttm.svg = !!(t.getCTM && _isSVG(t));\n\t\t\t\tif (tm.svg) {\n\t\t\t\t\t_parseSVGOrigin(t, _getStyle(t, _transformOriginProp, cs, false, \"50% 50%\") + \"\", tm, t.getAttribute(\"data-svg-origin\"));\n\t\t\t\t\t_useSVGTransformAttr = CSSPlugin.useSVGTransformAttr || _forceSVGTransformAttr;\n\t\t\t\t}\n\t\t\t\tm = _getMatrix(t);\n\t\t\t\tif (m !== _identity2DMatrix) {\n\n\t\t\t\t\tif (m.length === 16) {\n\t\t\t\t\t\t//we'll only look at these position-related 6 variables first because if x/y/z all match, it's relatively safe to assume we don't need to re-parse everything which risks losing important rotational information (like rotationX:180 plus rotationY:180 would look the same as rotation:180 - there's no way to know for sure which direction was taken based solely on the matrix3d() values)\n\t\t\t\t\t\tvar a11 = m[0], a21 = m[1], a31 = m[2], a41 = m[3],\n\t\t\t\t\t\t\ta12 = m[4], a22 = m[5], a32 = m[6], a42 = m[7],\n\t\t\t\t\t\t\ta13 = m[8], a23 = m[9], a33 = m[10],\n\t\t\t\t\t\t\ta14 = m[12], a24 = m[13], a34 = m[14],\n\t\t\t\t\t\t\ta43 = m[11],\n\t\t\t\t\t\t\tangle = Math.atan2(a32, a33),\n\t\t\t\t\t\t\tt1, t2, t3, t4, cos, sin;\n\t\t\t\t\t\t//we manually compensate for non-zero z component of transformOrigin to work around bugs in Safari\n\t\t\t\t\t\tif (tm.zOrigin) {\n\t\t\t\t\t\t\ta34 = -tm.zOrigin;\n\t\t\t\t\t\t\ta14 = a13*a34-m[12];\n\t\t\t\t\t\t\ta24 = a23*a34-m[13];\n\t\t\t\t\t\t\ta34 = a33*a34+tm.zOrigin-m[14];\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//note for possible future consolidation: rotationX: Math.atan2(a32, a33), rotationY: Math.atan2(-a31, Math.sqrt(a33 * a33 + a32 * a32)), rotation: Math.atan2(a21, a11), skew: Math.atan2(a12, a22). However, it doesn't seem to be quite as reliable as the full-on backwards rotation procedure.\n\t\t\t\t\t\ttm.rotationX = angle * _RAD2DEG;\n\t\t\t\t\t\t//rotationX\n\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\tcos = Math.cos(-angle);\n\t\t\t\t\t\t\tsin = Math.sin(-angle);\n\t\t\t\t\t\t\tt1 = a12*cos+a13*sin;\n\t\t\t\t\t\t\tt2 = a22*cos+a23*sin;\n\t\t\t\t\t\t\tt3 = a32*cos+a33*sin;\n\t\t\t\t\t\t\ta13 = a12*-sin+a13*cos;\n\t\t\t\t\t\t\ta23 = a22*-sin+a23*cos;\n\t\t\t\t\t\t\ta33 = a32*-sin+a33*cos;\n\t\t\t\t\t\t\ta43 = a42*-sin+a43*cos;\n\t\t\t\t\t\t\ta12 = t1;\n\t\t\t\t\t\t\ta22 = t2;\n\t\t\t\t\t\t\ta32 = t3;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//rotationY\n\t\t\t\t\t\tangle = Math.atan2(-a31, a33);\n\t\t\t\t\t\ttm.rotationY = angle * _RAD2DEG;\n\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\tcos = Math.cos(-angle);\n\t\t\t\t\t\t\tsin = Math.sin(-angle);\n\t\t\t\t\t\t\tt1 = a11*cos-a13*sin;\n\t\t\t\t\t\t\tt2 = a21*cos-a23*sin;\n\t\t\t\t\t\t\tt3 = a31*cos-a33*sin;\n\t\t\t\t\t\t\ta23 = a21*sin+a23*cos;\n\t\t\t\t\t\t\ta33 = a31*sin+a33*cos;\n\t\t\t\t\t\t\ta43 = a41*sin+a43*cos;\n\t\t\t\t\t\t\ta11 = t1;\n\t\t\t\t\t\t\ta21 = t2;\n\t\t\t\t\t\t\ta31 = t3;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//rotationZ\n\t\t\t\t\t\tangle = Math.atan2(a21, a11);\n\t\t\t\t\t\ttm.rotation = angle * _RAD2DEG;\n\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\t\t\tt1 = a11*cos+a21*sin;\n\t\t\t\t\t\t\tt2 = a12*cos+a22*sin;\n\t\t\t\t\t\t\tt3 = a13*cos+a23*sin;\n\t\t\t\t\t\t\ta21 = a21*cos-a11*sin;\n\t\t\t\t\t\t\ta22 = a22*cos-a12*sin;\n\t\t\t\t\t\t\ta23 = a23*cos-a13*sin;\n\t\t\t\t\t\t\ta11 = t1;\n\t\t\t\t\t\t\ta12 = t2;\n\t\t\t\t\t\t\ta13 = t3;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (tm.rotationX && Math.abs(tm.rotationX) + Math.abs(tm.rotation) > 359.9) { //when rotationY is set, it will often be parsed as 180 degrees different than it should be, and rotationX and rotation both being 180 (it looks the same), so we adjust for that here.\n\t\t\t\t\t\t\ttm.rotationX = tm.rotation = 0;\n\t\t\t\t\t\t\ttm.rotationY = 180 - tm.rotationY;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t//skewX\n\t\t\t\t\t\tangle = Math.atan2(a12, a22);\n\n\t\t\t\t\t\t//scales\n\t\t\t\t\t\ttm.scaleX = ((Math.sqrt(a11 * a11 + a21 * a21 + a31 * a31) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\ttm.scaleY = ((Math.sqrt(a22 * a22 + a32 * a32) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\ttm.scaleZ = ((Math.sqrt(a13 * a13 + a23 * a23 + a33 * a33) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\ta11 /= tm.scaleX;\n\t\t\t\t\t\ta12 /= tm.scaleY;\n\t\t\t\t\t\ta21 /= tm.scaleX;\n\t\t\t\t\t\ta22 /= tm.scaleY;\n\t\t\t\t\t\tif (Math.abs(angle) > min) {\n\t\t\t\t\t\t\ttm.skewX = angle * _RAD2DEG;\n\t\t\t\t\t\t\ta12 = 0; //unskews\n\t\t\t\t\t\t\tif (tm.skewType !== \"simple\") {\n\t\t\t\t\t\t\t\ttm.scaleY *= 1 / Math.cos(angle); //by default, we compensate the scale based on the skew so that the element maintains a similar proportion when skewed, so we have to alter the scaleY here accordingly to match the default (non-adjusted) skewing that CSS does (stretching more and more as it skews).\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttm.skewX = 0;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t/* //for testing purposes\n\t\t\t\t\t\tvar transform = \"matrix3d(\",\n\t\t\t\t\t\t\tcomma = \",\",\n\t\t\t\t\t\t\tzero = \"0\";\n\t\t\t\t\t\ta13 /= tm.scaleZ;\n\t\t\t\t\t\ta23 /= tm.scaleZ;\n\t\t\t\t\t\ta31 /= tm.scaleX;\n\t\t\t\t\t\ta32 /= tm.scaleY;\n\t\t\t\t\t\ta33 /= tm.scaleZ;\n\t\t\t\t\t\ttransform += ((a11 < min && a11 > -min) ? zero : a11) + comma + ((a21 < min && a21 > -min) ? zero : a21) + comma + ((a31 < min && a31 > -min) ? zero : a31);\n\t\t\t\t\t\ttransform += comma + ((a41 < min && a41 > -min) ? zero : a41) + comma + ((a12 < min && a12 > -min) ? zero : a12) + comma + ((a22 < min && a22 > -min) ? zero : a22);\n\t\t\t\t\t\ttransform += comma + ((a32 < min && a32 > -min) ? zero : a32) + comma + ((a42 < min && a42 > -min) ? zero : a42) + comma + ((a13 < min && a13 > -min) ? zero : a13);\n\t\t\t\t\t\ttransform += comma + ((a23 < min && a23 > -min) ? zero : a23) + comma + ((a33 < min && a33 > -min) ? zero : a33) + comma + ((a43 < min && a43 > -min) ? zero : a43) + comma;\n\t\t\t\t\t\ttransform += a14 + comma + a24 + comma + a34 + comma + (tm.perspective ? (1 + (-a34 / tm.perspective)) : 1) + \")\";\n\t\t\t\t\t\tconsole.log(transform);\n\t\t\t\t\t\tdocument.querySelector(\".test\").style[_transformProp] = transform;\n\t\t\t\t\t\t*/\n\n\t\t\t\t\t\ttm.perspective = a43 ? 1 / ((a43 < 0) ? -a43 : a43) : 0;\n\t\t\t\t\t\ttm.x = a14;\n\t\t\t\t\t\ttm.y = a24;\n\t\t\t\t\t\ttm.z = a34;\n\t\t\t\t\t\tif (tm.svg) {\n\t\t\t\t\t\t\ttm.x -= tm.xOrigin - (tm.xOrigin * a11 - tm.yOrigin * a12);\n\t\t\t\t\t\t\ttm.y -= tm.yOrigin - (tm.yOrigin * a21 - tm.xOrigin * a22);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ((!_supports3D || parse || !m.length || tm.x !== m[4] || tm.y !== m[5] || (!tm.rotationX && !tm.rotationY))) { //sometimes a 6-element matrix is returned even when we performed 3D transforms, like if rotationX and rotationY are 180. In cases like this, we still need to honor the 3D transforms. If we just rely on the 2D info, it could affect how the data is interpreted, like scaleY might get set to -1 or rotation could get offset by 180 degrees. For example, do a TweenLite.to(element, 1, {css:{rotationX:180, rotationY:180}}) and then later, TweenLite.to(element, 1, {css:{rotationX:0}}) and without this conditional logic in place, it'd jump to a state of being unrotated when the 2nd tween starts. Then again, we need to honor the fact that the user COULD alter the transforms outside of CSSPlugin, like by manually applying new css, so we try to sense that by looking at x and y because if those changed, we know the changes were made outside CSSPlugin and we force a reinterpretation of the matrix values. Also, in Webkit browsers, if the element's \"display\" is \"none\", its calculated style value will always return empty, so if we've already recorded the values in the _gsTransform object, we'll just rely on those.\n\t\t\t\t\t\tvar k = (m.length >= 6),\n\t\t\t\t\t\t\ta = k ? m[0] : 1,\n\t\t\t\t\t\t\tb = m[1] || 0,\n\t\t\t\t\t\t\tc = m[2] || 0,\n\t\t\t\t\t\t\td = k ? m[3] : 1;\n\t\t\t\t\t\ttm.x = m[4] || 0;\n\t\t\t\t\t\ttm.y = m[5] || 0;\n\t\t\t\t\t\tscaleX = Math.sqrt(a * a + b * b);\n\t\t\t\t\t\tscaleY = Math.sqrt(d * d + c * c);\n\t\t\t\t\t\trotation = (a || b) ? Math.atan2(b, a) * _RAD2DEG : tm.rotation || 0; //note: if scaleX is 0, we cannot accurately measure rotation. Same for skewX with a scaleY of 0. Therefore, we default to the previously recorded value (or zero if that doesn't exist).\n\t\t\t\t\t\tskewX = (c || d) ? Math.atan2(c, d) * _RAD2DEG + rotation : tm.skewX || 0;\n\t\t\t\t\t\ttm.scaleX = scaleX;\n\t\t\t\t\t\ttm.scaleY = scaleY;\n\t\t\t\t\t\ttm.rotation = rotation;\n\t\t\t\t\t\ttm.skewX = skewX;\n\t\t\t\t\t\tif (_supports3D) {\n\t\t\t\t\t\t\ttm.rotationX = tm.rotationY = tm.z = 0;\n\t\t\t\t\t\t\ttm.perspective = defaultTransformPerspective;\n\t\t\t\t\t\t\ttm.scaleZ = 1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tm.svg) {\n\t\t\t\t\t\t\ttm.x -= tm.xOrigin - (tm.xOrigin * a + tm.yOrigin * c);\n\t\t\t\t\t\t\ttm.y -= tm.yOrigin - (tm.xOrigin * b + tm.yOrigin * d);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (Math.abs(tm.skewX) > 90 && Math.abs(tm.skewX) < 270) {\n\t\t\t\t\t\tif (invX) {\n\t\t\t\t\t\t\ttm.scaleX *= -1;\n\t\t\t\t\t\t\ttm.skewX += (tm.rotation <= 0) ? 180 : -180;\n\t\t\t\t\t\t\ttm.rotation += (tm.rotation <= 0) ? 180 : -180;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttm.scaleY *= -1;\n\t\t\t\t\t\t\ttm.skewX += (tm.skewX <= 0) ? 180 : -180;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttm.zOrigin = zOrigin;\n\t\t\t\t\t//some browsers have a hard time with very small values like 2.4492935982947064e-16 (notice the \"e-\" towards the end) and would render the object slightly off. So we round to 0 in these cases. The conditional logic here is faster than calling Math.abs(). Also, browsers tend to render a SLIGHTLY rotated object in a fuzzy way, so we need to snap to exactly 0 when appropriate.\n\t\t\t\t\tfor (i in tm) {\n\t\t\t\t\t\tif (tm[i] < min) if (tm[i] > -min) {\n\t\t\t\t\t\t\ttm[i] = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t//DEBUG: _log(\"parsed rotation of \" + t.getAttribute(\"id\")+\": \"+(tm.rotationX)+\", \"+(tm.rotationY)+\", \"+(tm.rotation)+\", scale: \"+tm.scaleX+\", \"+tm.scaleY+\", \"+tm.scaleZ+\", position: \"+tm.x+\", \"+tm.y+\", \"+tm.z+\", perspective: \"+tm.perspective+ \", origin: \"+ tm.xOrigin+ \",\"+ tm.yOrigin);\n\t\t\t\tif (rec) {\n\t\t\t\t\tt._gsTransform = tm; //record to the object's _gsTransform which we use so that tweens can control individual properties independently (we need all the properties to accurately recompose the matrix in the setRatio() method)\n\t\t\t\t\tif (tm.svg) { //if we're supposed to apply transforms to the SVG element's \"transform\" attribute, make sure there aren't any CSS transforms applied or they'll override the attribute ones. Also clear the transform attribute if we're using CSS, just to be clean.\n\t\t\t\t\t\tif (_useSVGTransformAttr && t.style[_transformProp]) {\n\t\t\t\t\t\t\tTweenLite.delayedCall(0.001, function(){ //if we apply this right away (before anything has rendered), we risk there being no transforms for a brief moment and it also interferes with adjusting the transformOrigin in a tween with immediateRender:true (it'd try reading the matrix and it wouldn't have the appropriate data in place because we just removed it).\n\t\t\t\t\t\t\t\t_removeProp(t.style, _transformProp);\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t} else if (!_useSVGTransformAttr && t.getAttribute(\"transform\")) {\n\t\t\t\t\t\t\tTweenLite.delayedCall(0.001, function(){\n\t\t\t\t\t\t\t\tt.removeAttribute(\"transform\");\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn tm;\n\t\t\t},\n\n\t\t\t//for setting 2D transforms in IE6, IE7, and IE8 (must use a \"filter\" to emulate the behavior of modern day browser transforms)\n\t\t\t_setIETransformRatio = function(v) {\n\t\t\t\tvar t = this.data, //refers to the element's _gsTransform object\n\t\t\t\t\tang = -t.rotation * _DEG2RAD,\n\t\t\t\t\tskew = ang + t.skewX * _DEG2RAD,\n\t\t\t\t\trnd = 100000,\n\t\t\t\t\ta = ((Math.cos(ang) * t.scaleX * rnd) | 0) / rnd,\n\t\t\t\t\tb = ((Math.sin(ang) * t.scaleX * rnd) | 0) / rnd,\n\t\t\t\t\tc = ((Math.sin(skew) * -t.scaleY * rnd) | 0) / rnd,\n\t\t\t\t\td = ((Math.cos(skew) * t.scaleY * rnd) | 0) / rnd,\n\t\t\t\t\tstyle = this.t.style,\n\t\t\t\t\tcs = this.t.currentStyle,\n\t\t\t\t\tfilters, val;\n\t\t\t\tif (!cs) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tval = b; //just for swapping the variables an inverting them (reused \"val\" to avoid creating another variable in memory). IE's filter matrix uses a non-standard matrix configuration (angle goes the opposite way, and b and c are reversed and inverted)\n\t\t\t\tb = -c;\n\t\t\t\tc = -val;\n\t\t\t\tfilters = cs.filter;\n\t\t\t\tstyle.filter = \"\"; //remove filters so that we can accurately measure offsetWidth/offsetHeight\n\t\t\t\tvar w = this.t.offsetWidth,\n\t\t\t\t\th = this.t.offsetHeight,\n\t\t\t\t\tclip = (cs.position !== \"absolute\"),\n\t\t\t\t\tm = \"progid:DXImageTransform.Microsoft.Matrix(M11=\" + a + \", M12=\" + b + \", M21=\" + c + \", M22=\" + d,\n\t\t\t\t\tox = t.x + (w * t.xPercent / 100),\n\t\t\t\t\toy = t.y + (h * t.yPercent / 100),\n\t\t\t\t\tdx, dy;\n\n\t\t\t\t//if transformOrigin is being used, adjust the offset x and y\n\t\t\t\tif (t.ox != null) {\n\t\t\t\t\tdx = ((t.oxp) ? w * t.ox * 0.01 : t.ox) - w / 2;\n\t\t\t\t\tdy = ((t.oyp) ? h * t.oy * 0.01 : t.oy) - h / 2;\n\t\t\t\t\tox += dx - (dx * a + dy * b);\n\t\t\t\t\toy += dy - (dx * c + dy * d);\n\t\t\t\t}\n\n\t\t\t\tif (!clip) {\n\t\t\t\t\tm += \", sizingMethod='auto expand')\";\n\t\t\t\t} else {\n\t\t\t\t\tdx = (w / 2);\n\t\t\t\t\tdy = (h / 2);\n\t\t\t\t\t//translate to ensure that transformations occur around the correct origin (default is center).\n\t\t\t\t\tm += \", Dx=\" + (dx - (dx * a + dy * b) + ox) + \", Dy=\" + (dy - (dx * c + dy * d) + oy) + \")\";\n\t\t\t\t}\n\t\t\t\tif (filters.indexOf(\"DXImageTransform.Microsoft.Matrix(\") !== -1) {\n\t\t\t\t\tstyle.filter = filters.replace(_ieSetMatrixExp, m);\n\t\t\t\t} else {\n\t\t\t\t\tstyle.filter = m + \" \" + filters; //we must always put the transform/matrix FIRST (before alpha(opacity=xx)) to avoid an IE bug that slices part of the object when rotation is applied with alpha.\n\t\t\t\t}\n\n\t\t\t\t//at the end or beginning of the tween, if the matrix is Ïô#úùnormal (1, 0, 0, 1) and opacity is 100 (or doesn't exist), remove the filter to improve browser performance.\n\t\t\t\tif (v === 0 || v === 1) if (a === 1) if (b === 0) if (c === 0) if (d === 1) if (!clip || m.indexOf(\"Dx=0, Dy=0\") !== -1) if (!_opacityExp.test(filters) || parseFloat(RegExp.$1) === 100) if (filters.indexOf(\"gradient(\" && filters.indexOf(\"Alpha\")) === -1) {\n\t\t\t\t\tstyle.removeAttribute(\"filter\");\n\t\t\t\t}\n\n\t\t\t\t//we must set the margins AFTER applying the filter in order to avoid some bugs in IE8 that could (in rare scenarios) cause them to be ignored intermittently (vibration).\n\t\t\t\tif (!clip) {\n\t\t\t\t\tvar mult = (_ieVers < 8) ? 1 : -1, //in Internet Explorer 7 and before, the box model is broken, causing the browser to treat the width/height of the actual rotated filtered image as the width/height of the box itself, but Microsoft corrected that in IE8. We must use a negative offset in IE8 on the right/bottom\n\t\t\t\t\t\tmarg, prop, dif;\n\t\t\t\t\tdx = t.ieOffsetX || 0;\n\t\t\t\t\tdy = t.ieOffsetY || 0;\n\t\t\t\t\tt.ieOffsetX = Math.round((w - ((a < 0 ? -a : a) * w + (b < 0 ? -b : b) * h)) / 2 + ox);\n\t\t\t\t\tt.ieOffsetY = Math.round((h - ((d < 0 ? -d : d) * h + (c < 0 ? -c : c) * w)) / 2 + oy);\n\t\t\t\t\tfor (i = 0; i < 4; i++) {\n\t\t\t\t\t\tprop = _margins[i];\n\t\t\t\t\t\tmarg = cs[prop];\n\t\t\t\t\t\t//we need to get the current margin in case it is being tweened separately (we want to respect that tween's changes)\n\t\t\t\t\t\tval = (marg.indexOf(\"px\") !== -1) ? parseFloat(marg) : _convertToPixels(this.t, prop, parseFloat(marg), marg.replace(_suffixExp, \"\")) || 0;\n\t\t\t\t\t\tif (val !== t[prop]) {\n\t\t\t\t\t\t\tdif = (i < 2) ? -t.ieOffsetX : -t.ieOffsetY; //if another tween is controlling a margin, we cannot only apply the difference in the ieOffsets, so we essentially zero-out the dx and dy here in that case. We record the margin(s) later so that we can keep comparing them, making this code very flexible.\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tdif = (i < 2) ? dx - t.ieOffsetX : dy - t.ieOffsetY;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tstyle[prop] = (t[prop] = Math.round( val - dif * ((i === 0 || i === 2) ? 1 : mult) )) + \"px\";\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t/* translates a super small decimal to a string WITHOUT scientific notation\n\t\t\t_safeDecimal = function(n) {\n\t\t\t\tvar s = (n < 0 ? -n : n) + \"\",\n\t\t\t\t\ta = s.split(\"e-\");\n\t\t\t\treturn (n < 0 ? \"-0.\" : \"0.\") + new Array(parseInt(a[1], 10) || 0).join(\"0\") + a[0].split(\".\").join(\"\");\n\t\t\t},\n\t\t\t*/\n\n\t\t\t_setTransformRatio = _internals.set3DTransformRatio = _internals.setTransformRatio = function(v) {\n\t\t\t\tvar t = this.data, //refers to the element's _gsTransform object\n\t\t\t\t\tstyle = this.t.style,\n\t\t\t\t\tangle = t.rotation,\n\t\t\t\t\trotationX = t.rotationX,\n\t\t\t\t\trotationY = t.rotationY,\n\t\t\t\t\tsx = t.scaleX,\n\t\t\t\t\tsy = t.scaleY,\n\t\t\t\t\tsz = t.scaleZ,\n\t\t\t\t\tx = t.x,\n\t\t\t\t\ty = t.y,\n\t\t\t\t\tz = t.z,\n\t\t\t\t\tisSVG = t.svg,\n\t\t\t\t\tperspective = t.perspective,\n\t\t\t\t\tforce3D = t.force3D,\n\t\t\t\t\tskewY = t.skewY,\n\t\t\t\t\tskewX = t.skewX,\n\t\t\t\t\tt1,\ta11, a12, a13, a21, a22, a23, a31, a32, a33, a41, a42, a43,\n\t\t\t\t\tzOrigin, min, cos, sin, t2, transform, comma, zero, skew, rnd;\n\t\t\t\tif (skewY) { //for performance reasons, we combine all skewing into the skewX and rotation values. Remember, a skewY of 10 degrees looks the same as a rotation of 10 degrees plus a skewX of 10 degrees.\n\t\t\t\t\tskewX += skewY;\n\t\t\t\t\tangle += skewY;\n\t\t\t\t}\n\n\t\t\t\t//check to see if we should render as 2D (and SVGs must use 2D when _useSVGTransformAttr is true)\n\t\t\t\tif (((((v === 1 || v === 0) && force3D === \"auto\" && (this.tween._totalTime === this.tween._totalDuration || !this.tween._totalTime)) || !force3D) && !z && !perspective && !rotationY && !rotationX && sz === 1) || (_useSVGTransformAttr && isSVG) || !_supports3D) { //on the final render (which could be 0 for a from tween), if there are no 3D aspects, render in 2D to free up memory and improve performance especially on mobile devices. Check the tween's totalTime/totalDuration too in order to make sure it doesn't happen between repeats if it's a repeating tween.\n\n\t\t\t\t\t//2D\n\t\t\t\t\tif (angle || skewX || isSVG) {\n\t\t\t\t\t\tangle *= _DEG2RAD;\n\t\t\t\t\t\tskew = skewX * _DEG2RAD;\n\t\t\t\t\t\trnd = 100000;\n\t\t\t\t\t\ta11 = Math.cos(angle) * sx;\n\t\t\t\t\t\ta21 = Math.sin(angle) * sx;\n\t\t\t\t\t\ta12 = Math.sin(angle - skew) * -sy;\n\t\t\t\t\t\ta22 = Math.cos(angle - skew) * sy;\n\t\t\t\t\t\tif (skew && t.skewType === \"simple\") { //by default, we compensate skewing on the other axis to make it look more natural, but you can set the skewType to \"simple\" to use the uncompensated skewing that CSS does\n\t\t\t\t\t\t\tt1 = Math.tan(skew - skewY * _DEG2RAD);\n\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\ta12 *= t1;\n\t\t\t\t\t\t\ta22 *= t1;\n\t\t\t\t\t\t\tif (skewY) {\n\t\t\t\t\t\t\t\tt1 = Math.tan(skewY * _DEG2RAD);\n\t\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\t\ta11 *= t1;\n\t\t\t\t\t\t\t\ta21 *= t1;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (isSVG) {\n\t\t\t\t\t\t\tx += t.xOrigin - (t.xOrigin * a11 + t.yOrigin * a12) + t.xOffset;\n\t\t\t\t\t\t\ty += t.yOrigin - (t.xOrigin * a21 + t.yOrigin * a22) + t.yOffset;\n\t\t\t\t\t\t\tif (_useSVGTransformAttr && (t.xPercent || t.yPercent)) { //The SVG spec doesn't support percentage-based translation in the \"transform\" attribute, so we merge it into the matrix to simulate it.\n\t\t\t\t\t\t\t\tmin = this.t.getBBox();\n\t\t\t\t\t\t\t\tx += t.xPercent * 0.01 * min.width;\n\t\t\t\t\t\t\t\ty += t.yPercent * 0.01 * min.height;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tmin = 0.000001;\n\t\t\t\t\t\t\tif (x < min) if (x > -min) {\n\t\t\t\t\t\t\t\tx = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (y < min) if (y > -min) {\n\t\t\t\t\t\t\t\ty = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttransform = (((a11 * rnd) | 0) / rnd) + \",\" + (((a21 * rnd) | 0) / rnd) + \",\" + (((a12 * rnd) | 0) / rnd) + \",\" + (((a22 * rnd) | 0) / rnd) + \",\" + x + \",\" + y + \")\";\n\t\t\t\t\t\tif (isSVG && _useSVGTransformAttr) {\n\t\t\t\t\t\t\tthis.t.setAttribute(\"transform\", \"matrix(\" + transform);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t//some browsers have a hard time with very small values like 2.4492935982947064e-16 (notice the \"e-\" towards the end) and would render the object slightly off. So we round to 5 decimal places.\n\t\t\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix(\" : \"matrix(\") + transform;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix(\" : \"matrix(\") + sx + \",0,0,\" + sy + \",\" + x + \",\" + y + \")\";\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\t\t\t\tif (_isFirefox) { //Firefox has a bug (at least in v25) that causes it to render the transparent part of 32-bit PNG images as black when displayed inside an iframe and the 3D scale is very small and doesn't change sufficiently enough between renders (like if you use a Power4.easeInOut to scale from 0 to 1 where the beginning values only change a tiny amount to begin the tween before accelerating). In this case, we force the scale to be 0.00002 instead which is visually the same but works around the Firefox issue.\n\t\t\t\t\tmin = 0.0001;\n\t\t\t\t\tif (sx < min && sx > -min) {\n\t\t\t\t\t\tsx = sz = 0.00002;\n\t\t\t\t\t}\n\t\t\t\t\tif (sy < min && sy > -min) {\n\t\t\t\t\t\tsy = sz = 0.00002;\n\t\t\t\t\t}\n\t\t\t\t\tif (perspective && !t.z && !t.rotationX && !t.rotationY) { //Firefox has a bug that causes elements to have an odd super-thin, broken/dotted black border on elements that have a perspective set but aren't utilizing 3D space (no rotationX, rotationY, or z).\n\t\t\t\t\t\tperspective = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (angle || skewX) {\n\t\t\t\t\tangle *= _DEG2RAD;\n\t\t\t\t\tcos = a11 = Math.cos(angle);\n\t\t\t\t\tsin = a21 = Math.sin(angle);\n\t\t\t\t\tif (skewX) {\n\t\t\t\t\t\tangle -= skewX * _DEG2RAD;\n\t\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\t\tif (t.skewType === \"simple\") { //by default, we compensate skewing on the other axis to make it look more natural, but you can set the skewType to \"simple\" to use the uncompensated skewing that CSS does\n\t\t\t\t\t\t\tt1 = Math.tan((skewX - skewY) * _DEG2RAD);\n\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\tcos *= t1;\n\t\t\t\t\t\t\tsin *= t1;\n\t\t\t\t\t\t\tif (t.skewY) {\n\t\t\t\t\t\t\t\tt1 = Math.tan(skewY * _DEG2RAD);\n\t\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\t\ta11 *= t1;\n\t\t\t\t\t\t\t\ta21 *= t1;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ta12 = -sin;\n\t\t\t\t\ta22 = cos;\n\n\t\t\t\t} else if (!rotationY && !rotationX && sz === 1 && !perspective && !isSVG) { //if we're only translating and/or 2D scaling, this is faster...\n\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) translate3d(\" : \"translate3d(\") + x + \"px,\" + y + \"px,\" + z +\"px)\" + ((sx !== 1 || sy !== 1) ? \" scale(\" + sx + \",\" + sy + \")\" : \"\");\n\t\t\t\t\treturn;\n\t\t\t\t} else {\n\t\t\t\t\ta11 = a22 = 1;\n\t\t\t\t\ta12 = a21 = 0;\n\t\t\t\t}\n\t\t\t\t// KEY INDEX AFFECTS a[row][column]\n\t\t\t\t// a11 0 rotation, rotationY, scaleX\n\t\t\t\t// a21 1 rotation, rotationY, scaleX\n\t\t\t\t// a31 2 rotationY, scaleX\n\t\t\t\t// a41 3 rotationY, scaleX\n\t\t\t\t// a12 4 rotation, skewX, rotationX, scaleY\n\t\t\t\t// a22 5 rotation, skewX, rotationX, scaleY\n\t\t\t\t// a32 6 rotationX, scaleY\n\t\t\t\t// a42 7 rotationX, scaleY\n\t\t\t\t// a13 8 rotationY, rotationX, scaleZ\n\t\t\t\t// a23 9 rotationY, rotationX, scaleZ\n\t\t\t\t// a33 10 rotationY, rotationX, scaleZ\n\t\t\t\t// a43 11 rotationY, rotationX, perspective, scaleZ\n\t\t\t\t// a14 12 x, zOrigin, svgOrigin\n\t\t\t\t// a24 13 y, zOrigin, svgOrigin\n\t\t\t\t// a34 14 z, zOrigin\n\t\t\t\t// a44 15\n\t\t\t\t// rotation: Math.atan2(a21, a11)\n\t\t\t\t// rotationY: Math.atan2(a13, a33) (or Math.atan2(a13, a11))\n\t\t\t\t// rotationX: Math.atan2(a32, a33)\n\t\t\t\ta33 = 1;\n\t\t\t\ta13 = a23 = a31 = a32 = a41 = a42 = 0;\n\t\t\t\ta43 = (perspective) ? -1 / perspective : 0;\n\t\t\t\tzOrigin = t.zOrigin;\n\t\t\t\tmin = 0.000001; //threshold below which browsers use scientific notation which won't work.\n\t\t\t\tcomma = \",\";\n\t\t\t\tzero = \"0\";\n\t\t\t\tangle = rotationY * _DEG2RAD;\n\t\t\t\tif (angle) {\n\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\ta31 = -sin;\n\t\t\t\t\ta41 = a43*-sin;\n\t\t\t\t\ta13 = a11*sin;\n\t\t\t\t\ta23 = a21*sin;\n\t\t\t\t\ta33 = cos;\n\t\t\t\t\ta43 *= cos;\n\t\t\t\t\ta11 *= cos;\n\t\t\t\t\ta21 *= cos;\n\t\t\t\t}\n\t\t\t\tangle = rotationX * _DEG2RAD;\n\t\t\t\tif (angle) {\n\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\tt1 = a12*cos+a13*sin;\n\t\t\t\t\tt2 = a22*cos+a23*sin;\n\t\t\t\t\ta32 = a33*sin;\n\t\t\t\t\ta42 = a43*sin;\n\t\t\t\t\ta13 = a12*-sin+a13*cos;\n\t\t\t\t\ta23 = a22*-sin+a23*cos;\n\t\t\t\t\ta33 = a33*cos;\n\t\t\t\t\ta43 = a43*cos;\n\t\t\t\t\ta12 = t1;\n\t\t\t\t\ta22 = t2;\n\t\t\t\t}\n\t\t\t\tif (sz !== 1) {\n\t\t\t\t\ta13*=sz;\n\t\t\t\t\ta23*=sz;\n\t\t\t\t\ta33*=sz;\n\t\t\t\t\ta43*=sz;\n\t\t\t\t}\n\t\t\t\tif (sy !== 1) {\n\t\t\t\t\ta12*=sy;\n\t\t\t\t\ta22*=sy;\n\t\t\t\t\ta32*=sy;\n\t\t\t\t\ta42*=sy;\n\t\t\t\t}\n\t\t\t\tif (sx !== 1) {\n\t\t\t\t\ta11*=sx;\n\t\t\t\t\ta21*=sx;\n\t\t\t\t\ta31*=sx;\n\t\t\t\t\ta41*=sx;\n\t\t\t\t}\n\n\t\t\t\tif (zOrigin || isSVG) {\n\t\t\t\t\tif (zOrigin) {\n\t\t\t\t\t\tx += a13*-zOrigin;\n\t\t\t\t\t\ty += a23*-zOrigin;\n\t\t\t\t\t\tz += a33*-zOrigin+zOrigin;\n\t\t\t\t\t}\n\t\t\t\t\tif (isSVG) { //due to bugs in some browsers, we need to manage the transform-origin of SVG manually\n\t\t\t\t\t\tx += t.xOrigin - (t.xOrigin * a11 + t.yOrigin * a12) + t.xOffset;\n\t\t\t\t\t\ty += t.yOrigin - (t.xOrigin * a21 + t.yOrigin * a22) + t.yOffset;\n\t\t\t\t\t}\n\t\t\t\t\tif (x < min && x > -min) {\n\t\t\t\t\t\tx = zero;\n\t\t\t\t\t}\n\t\t\t\t\tif (y < min && y > -min) {\n\t\t\t\t\t\ty = zero;\n\t\t\t\t\t}\n\t\t\t\t\tif (z < min && z > -min) {\n\t\t\t\t\t\tz = 0; //don't use string because we calculate perspective later and need the number.\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t//optimized way of concatenating all the values into a string. If we do it all in one shot, it's slower because of the way browsers have to create temp strings and the way it affects memory. If we do it piece-by-piece with +=, it's a bit slower too. We found that doing it in these sized chunks works best overall:\n\t\t\t\ttransform = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix3d(\" : \"matrix3d(\");\n\t\t\t\ttransform += ((a11 < min && a11 > -min) ? zero : a11) + comma + ((a21 < min && a21 > -min) ? zero : a21) + comma + ((a31 < min && a31 > -min) ? zero : a31);\n\t\t\t\ttransform += comma + ((a41 < min && a41 > -min) ? zero : a41) + comma + ((a12 < min && a12 > -min) ? zero : a12) + comma + ((a22 < min && a22 > -min) ? zero : a22);\n\t\t\t\tif (rotationX || rotationY || sz !== 1) { //performance optimization (often there's no rotationX or rotationY, so we can skip these calculations)\n\t\t\t\t\ttransform += comma + ((a32 < min && a32 > -min) ? zero : a32) + comma + ((a42 < min && a42 > -min) ? zero : a42) + comma + ((a13 < min && a13 > -min) ? zero : a13);\n\t\t\t\t\ttransform += comma + ((a23 < min && a23 > -min) ? zero : a23) + comma + ((a33 < min && a33 > -min) ? zero : a33) + comma + ((a43 < min && a43 > -min) ? zero : a43) + comma;\n\t\t\t\t} else {\n\t\t\t\t\ttransform += \",0,0,0,0,1,0,\";\n\t\t\t\t}\n\t\t\t\ttransform += x + comma + y + comma + z + comma + (perspective ? (1 + (-z / perspective)) : 1) + \")\";\n\n\t\t\t\tstyle[_transformProp] = transform;\n\t\t\t};\n\n\t\tp = Transform.prototype;\n\t\tp.x = p.y = p.z = p.skewX = p.skewY = p.rotation = p.rotationX = p.rotationY = p.zOrigin = p.xPercent = p.yPercent = p.xOffset = p.yOffset = 0;\n\t\tp.scaleX = p.scaleY = p.scaleZ = 1;\n\n\t\t_registerComplexSpecialProp(\"transform,scale,scaleX,scaleY,scaleZ,x,y,z,rotation,rotationX,rotationY,rotationZ,skewX,skewY,shortRotation,shortRotationX,shortRotationY,shortRotationZ,transformOrigin,svgOrigin,transformPerspective,directionalRotation,parseTransform,force3D,skewType,xPercent,yPercent,smoothOrigin\", {parser:function(t, e, parsingProp, cssp, pt, plugin, vars) {\n\t\t\tif (cssp._lastParsedTransform === vars) { return pt; } //only need to parse the transform once, and only if the browser supports it.\n\t\t\tcssp._lastParsedTransform = vars;\n\t\t\tvar scaleFunc = (vars.scale && typeof(vars.scale) === \"function\") ? vars.scale : 0, //if there's a function-based \"scale\" value, swap in the resulting numeric value temporarily. Otherwise, if it's called for both scaleX and scaleY independently, they may not match (like if the function uses Math.random()).\n\t\t\t\tswapFunc;\n\t\t\tif (typeof(vars[parsingProp]) === \"function\") { //whatever property triggers the initial parsing might be a function-based value in which case it already got called in parse(), thus we don't want to call it again in here. The most efficient way to avoid this is to temporarily swap the value directly into the vars object, and then after we do all our parsing in this function, we'll swap it back again.\n\t\t\t\tswapFunc = vars[parsingProp];\n\t\t\t\tvars[parsingProp] = e;\n\t\t\t}\n\t\t\tif (scaleFunc) {\n\t\t\t\tvars.scale = scaleFunc(_index, t);\n\t\t\t}\n\t\t\tvar originalGSTransform = t._gsTransform,\n\t\t\t\tstyle = t.style,\n\t\t\t\tmin = 0.000001,\n\t\t\t\ti = _transformProps.length,\n\t\t\t\tv = vars,\n\t\t\t\tendRotations = {},\n\t\t\t\ttransformOriginString = \"transformOrigin\",\n\t\t\t\tm1 = _getTransform(t, _cs, true, v.parseTransform),\n\t\t\t\torig = v.transform && ((typeof(v.transform) === \"function\") ? v.transform(_index, _target) : v.transform),\n\t\t\t\tm2, copy, has3D, hasChange, dr, x, y, matrix, p;\n\t\t\tm1.skewType = v.skewType || m1.skewType || CSSPlugin.defaultSkewType;\n\t\t\tcssp._transform = m1;\n\t\t\tif (orig && typeof(orig) === \"string\" && _transformProp) { //for values like transform:\"rotate(60deg) scale(0.5, 0.8)\"\n\t\t\t\tcopy = _tempDiv.style; //don't use the original target because it might be SVG in which case some browsers don't report computed style correctly.\n\t\t\t\tcopy[_transformProp] = orig;\n\t\t\t\tcopy.display = \"block\"; //if display is \"none\", the browser often refuses to report the transform properties correctly.\n\t\t\t\tcopy.position = \"absolute\";\n\t\t\t\t_doc.body.appendChild(_tempDiv);\n\t\t\t\tm2 = _getTransform(_tempDiv, null, false);\n\t\t\t\tif (m1.skewType === \"simple\") { //the default _getTransform() reports the skewX/scaleY as if skewType is \"compensated\", thus we need to adjust that here if skewType is \"simple\".\n\t\t\t\t\tm2.scaleY *= Math.cos(m2.skewX * _DEG2RAD);\n\t\t\t\t}\n\t\t\t\tif (m1.svg) { //if it's an SVG element, x/y part of the matrix will be affected by whatever we use as the origin and the offsets, so compensate here...\n\t\t\t\t\tx = m1.xOrigin;\n\t\t\t\t\ty = m1.yOrigin;\n\t\t\t\t\tm2.x -= m1.xOffset;\n\t\t\t\t\tm2.y -= m1.yOffset;\n\t\t\t\t\tif (v.transformOrigin || v.svgOrigin) { //if this tween is altering the origin, we must factor that in here. The actual work of recording the transformOrigin values and setting up the PropTween is done later (still inside this function) so we cannot leave the changes intact here - we only want to update the x/y accordingly.\n\t\t\t\t\t\torig = {};\n\t\t\t\t\t\t_parseSVGOrigin(t, _parsePosition(v.transformOrigin), orig, v.svgOrigin, v.smoothOrigin, true);\n\t\t\t\t\t\tx = orig.xOrigin;\n\t\t\t\t\t\ty = orig.yOrigin;\n\t\t\t\t\t\tm2.x -= orig.xOffset - m1.xOffset;\n\t\t\t\t\t\tm2.y -= orig.yOffset - m1.yOffset;\n\t\t\t\t\t}\n\t\t\t\t\tif (x || y) {\n\t\t\t\t\t\tmatrix = _getMatrix(_tempDiv, true);\n\t\t\t\t\t\tm2.x -= x - (x * matrix[0] + y * matrix[2]);\n\t\t\t\t\t\tm2.y -= y - (x * matrix[1] + y * matrix[3]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_doc.body.removeChild(_tempDiv);\n\t\t\t\tif (!m2.perspective) {\n\t\t\t\t\tm2.perspective = m1.perspective; //tweening to no perspective gives very unintuitive results - just keep the same perspective in that case.\n\t\t\t\t}\n\t\t\t\tif (v.xPercent != null) {\n\t\t\t\t\tm2.xPercent = _parseVal(v.xPercent, m1.xPercent);\n\t\t\t\t}\n\t\t\t\tif (v.yPercent != null) {\n\t\t\t\t\tm2.yPercent = _parseVal(v.yPercent, m1.yPercent);\n\t\t\t\t}\n\t\t\t} else if (typeof(v) === \"object\") { //for values like scaleX, scaleY, rotation, x, y, skewX, and skewY or transform:{...} (object)\n\t\t\t\tm2 = {scaleX:_parseVal((v.scaleX != null) ? v.scaleX : v.scale, m1.scaleX),\n\t\t\t\t\tscaleY:_parseVal((v.scaleY != null) ? v.scaleY : v.scale, m1.scaleY),\n\t\t\t\t\tscaleZ:_parseVal(v.scaleZ, m1.scaleZ),\n\t\t\t\t\tx:_parseVal(v.x, m1.x),\n\t\t\t\t\ty:_parseVal(v.y, m1.y),\n\t\t\t\t\tz:_parseVal(v.z, m1.z),\n\t\t\t\t\txPercent:_parseVal(v.xPercent, m1.xPercent),\n\t\t\t\t\tyPercent:_parseVal(v.yPercent, m1.yPercent),\n\t\t\t\t\tperspective:_parseVal(v.transformPerspective, m1.perspective)};\n\t\t\t\tdr = v.directionalRotation;\n\t\t\t\tif (dr != null) {\n\t\t\t\t\tif (typeof(dr) === \"object\") {\n\t\t\t\t\t\tfor (copy in dr) {\n\t\t\t\t\t\t\tv[copy] = dr[copy];\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tv.rotation = dr;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (typeof(v.x) === \"string\" && v.x.indexOf(\"%\") !== -1) {\n\t\t\t\t\tm2.x = 0;\n\t\t\t\t\tm2.xPercent = _parseVal(v.x, m1.xPercent);\n\t\t\t\t}\n\t\t\t\tif (typeof(v.y) === \"string\" && v.y.indexOf(\"%\") !== -1) {\n\t\t\t\t\tm2.y = 0;\n\t\t\t\t\tm2.yPercent = _parseVal(v.y, m1.yPercent);\n\t\t\t\t}\n\n\t\t\t\tm2.rotation = _parseAngle((\"rotation\" in v) ? v.rotation : (\"shortRotation\" in v) ? v.shortRotation + \"_short\" : (\"rotationZ\" in v) ? v.rotationZ : m1.rotation, m1.rotation, \"rotation\", endRotations);\n\t\t\t\tif (_supports3D) {\n\t\t\t\t\tm2.rotationX = _parseAngle((\"rotationX\" in v) ? v.rotationX : (\"shortRotationX\" in v) ? v.shortRotationX + \"_short\" : m1.rotationX || 0, m1.rotationX, \"rotationX\", endRotations);\n\t\t\t\t\tm2.rotationY = _parseAngle((\"rotationY\" in v) ? v.rotationY : (\"shortRotationY\" in v) ? v.shortRotationY + \"_short\" : m1.rotationY || 0, m1.rotationY, \"rotationY\", endRotations);\n\t\t\t\t}\n\t\t\t\tm2.skewX = _parseAngle(v.skewX, m1.skewX);\n\t\t\t\tm2.skewY = _parseAngle(v.skewY, m1.skewY);\n\t\t\t}\n\t\t\tif (_supports3D && v.force3D != null) {\n\t\t\t\tm1.force3D = v.force3D;\n\t\t\t\thasChange = true;\n\t\t\t}\n\n\t\t\thas3D = (m1.force3D || m1.z || m1.rotationX || m1.rotationY || m2.z || m2.rotationX || m2.rotationY || m2.perspective);\n\t\t\tif (!has3D && v.scale != null) {\n\t\t\t\tm2.scaleZ = 1; //no need to tween scaleZ.\n\t\t\t}\n\n\t\t\twhile (--i > -1) {\n\t\t\t\tp = _transformProps[i];\n\t\t\t\torig = m2[p] - m1[p];\n\t\t\t\tif (orig > min || orig < -min || v[p] != null || _forcePT[p] != null) {\n\t\t\t\t\thasChange = true;\n\t\t\t\t\tpt = new CSSPropTween(m1, p, m1[p], orig, pt);\n\t\t\t\t\tif (p in endRotations) {\n\t\t\t\t\t\tpt.e = endRotations[p]; //directional rotations typically have compensated values during the tween, but we need to make sure they end at exactly what the user requested\n\t\t\t\t\t}\n\t\t\t\t\tpt.xs0 = 0; //ensures the value stays numeric in setRatio()\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\tcssp._overwriteProps.push(pt.n);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\torig = v.transformOrigin;\n\t\t\tif (m1.svg && (orig || v.svgOrigin)) {\n\t\t\t\tx = m1.xOffset; //when we change the origin, in order to prevent things from jumping we adjust the x/y so we must record those here so that we can create PropTweens for them and flip them at the same time as the origin\n\t\t\t\ty = m1.yOffset;\n\t\t\t\t_parseSVGOrigin(t, _parsePosition(orig), m2, v.svgOrigin, v.smoothOrigin);\n\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"xOrigin\", (originalGSTransform ? m1 : m2).xOrigin, m2.xOrigin, pt, transformOriginString); //note: if there wasn't a transformOrigin defined yet, just start with the destination one; it's wasteful otherwise, and it causes problems with fromTo() tweens. For example, TweenLite.to(\"#wheel\", 3, {rotation:180, transformOrigin:\"50% 50%\", delay:1}); TweenLite.fromTo(\"#wheel\", 3, {scale:0.5, transformOrigin:\"50% 50%\"}, {scale:1, delay:2}); would cause a jump when the from values revert at the beginning of the 2nd tween.\n\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"yOrigin\", (originalGSTransform ? m1 : m2).yOrigin, m2.yOrigin, pt, transformOriginString);\n\t\t\t\tif (x !== m1.xOffset || y !== m1.yOffset) {\n\t\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"xOffset\", (originalGSTransform ? x : m1.xOffset), m1.xOffset, pt, transformOriginString);\n\t\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"yOffset\", (originalGSTransform ? y : m1.yOffset), m1.yOffset, pt, transformOriginString);\n\t\t\t\t}\n\t\t\t\torig = \"0px 0px\"; //certain browsers (like firefox) completely botch transform-origin, so we must remove it to prevent it from contaminating transforms. We manage it ourselves with xOrigin and yOrigin\n\t\t\t}\n\t\t\tif (orig || (_supports3D && has3D && m1.zOrigin)) { //if anything 3D is happening and there's a transformOrigin with a z component that's non-zero, we must ensure that the transformOrigin's z-component is set to 0 so that we can manually do those calculations to get around Safari bugs. Even if the user didn't specifically define a \"transformOrigin\" in this particular tween (maybe they did it via css directly).\n\t\t\t\tif (_transformProp) {\n\t\t\t\t\thasChange = true;\n\t\t\t\t\tp = _transformOriginProp;\n\t\t\t\t\torig = (orig || _getStyle(t, p, _cs, false, \"50% 50%\")) + \"\"; //cast as string to avoid errors\n\t\t\t\t\tpt = new CSSPropTween(style, p, 0, 0, pt, -1, transformOriginString);\n\t\t\t\t\tpt.b = style[p];\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\tif (_supports3D) {\n\t\t\t\t\t\tcopy = m1.zOrigin;\n\t\t\t\t\t\torig = orig.split(\" \");\n\t\t\t\t\t\tm1.zOrigin = ((orig.length > 2 && !(copy !== 0 && orig[2] === \"0px\")) ? parseFloat(orig[2]) : copy) || 0; //Safari doesn't handle the z part of transformOrigin correctly, so we'll manually handle it in the _set3DTransformRatio() method.\n\t\t\t\t\t\tpt.xs0 = pt.e = orig[0] + \" \" + (orig[1] || \"50%\") + \" 0px\"; //we must define a z value of 0px specifically otherwise iOS 5 Safari will stick with the old one (if one was defined)!\n\t\t\t\t\t\tpt = new CSSPropTween(m1, \"zOrigin\", 0, 0, pt, -1, pt.n); //we must create a CSSPropTween for the _gsTransform.zOrigin so that it gets reset properly at the beginning if the tween runs backward (as opposed to just setting m1.zOrigin here)\n\t\t\t\t\t\tpt.b = copy;\n\t\t\t\t\t\tpt.xs0 = pt.e = m1.zOrigin;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.xs0 = pt.e = orig;\n\t\t\t\t\t}\n\n\t\t\t\t\t//for older versions of IE (6-8), we need to manually calculate things inside the setRatio() function. We record origin x and y (ox and oy) and whether or not the values are percentages (oxp and oyp).\n\t\t\t\t} else {\n\t\t\t\t\t_parsePosition(orig + \"\", m1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (hasChange) {\n\t\t\t\tcssp._transformType = (!(m1.svg && _useSVGTransformAttr) && (has3D || this._transformType === 3)) ? 3 : 2; //quicker than calling cssp._enableTransforms();\n\t\t\t}\n\t\t\tif (swapFunc) {\n\t\t\t\tvars[parsingProp] = swapFunc;\n\t\t\t}\n\t\t\tif (scaleFunc) {\n\t\t\t\tvars.scale = scaleFunc;\n\t\t\t}\n\t\t\treturn pt;\n\t\t}, prefix:true});\n\n\t\t_registerComplexSpecialProp(\"boxShadow\", {defaultValue:\"0px 0px 0px 0px #999\", prefix:true, color:true, multi:true, keyword:\"inset\"});\n\n\t\t_registerComplexSpecialProp(\"borderRadius\", {defaultValue:\"0px\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\te = this.format(e);\n\t\t\tvar props = [\"borderTopLeftRadius\",\"borderTopRightRadius\",\"borderBottomRightRadius\",\"borderBottomLeftRadius\"],\n\t\t\t\tstyle = t.style,\n\t\t\t\tea1, i, es2, bs2, bs, es, bn, en, w, h, esfx, bsfx, rel, hn, vn, em;\n\t\t\tw = parseFloat(t.offsetWidth);\n\t\t\th = parseFloat(t.offsetHeight);\n\t\t\tea1 = e.split(\" \");\n\t\t\tfor (i = 0; i < props.length; i++) { //if we're dealing with percentages, we must convert things separately for the horizontal and vertical axis!\n\t\t\t\tif (this.p.indexOf(\"border\")) { //older browsers used a prefix\n\t\t\t\t\tprops[i] = _checkPropPrefix(props[i]);\n\t\t\t\t}\n\t\t\t\tbs = bs2 = _getStyle(t, props[i], _cs, false, \"0px\");\n\t\t\t\tif (bs.indexOf(\" \") !== -1) {\n\t\t\t\t\tbs2 = bs.split(\" \");\n\t\t\t\t\tbs = bs2[0];\n\t\t\t\t\tbs2 = bs2[1];\n\t\t\t\t}\n\t\t\t\tes = es2 = ea1[i];\n\t\t\t\tbn = parseFloat(bs);\n\t\t\t\tbsfx = bs.substr((bn + \"\").length);\n\t\t\t\trel = (es.charAt(1) === \"=\");\n\t\t\t\tif (rel) {\n\t\t\t\t\ten = parseInt(es.charAt(0)+\"1\", 10);\n\t\t\t\t\tes = es.substr(2);\n\t\t\t\t\ten *= parseFloat(es);\n\t\t\t\t\tesfx = es.substr((en + \"\").length - (en < 0 ? 1 : 0)) || \"\";\n\t\t\t\t} else {\n\t\t\t\t\ten = parseFloat(es);\n\t\t\t\t\tesfx = es.substr((en + \"\").length);\n\t\t\t\t}\n\t\t\t\tif (esfx === \"\") {\n\t\t\t\t\tesfx = _suffixMap[p] || bsfx;\n\t\t\t\t}\n\t\t\t\tif (esfx !== bsfx) {\n\t\t\t\t\thn = _convertToPixels(t, \"borderLeft\", bn, bsfx); //horizontal number (we use a bogus \"borderLeft\" property just because the _convertToPixels() method searches for the keywords \"Left\", \"Right\", \"Top\", and \"Bottom\" to determine of it's a horizontal or vertical property, and we need \"border\" in the name so that it knows it should measure relative to the element itself, not its parent.\n\t\t\t\t\tvn = _convertToPixels(t, \"borderTop\", bn, bsfx); //vertical number\n\t\t\t\t\tif (esfx === \"%\") {\n\t\t\t\t\t\tbs = (hn / w * 100) + \"%\";\n\t\t\t\t\t\tbs2 = (vn / h * 100) + \"%\";\n\t\t\t\t\t} else if (esfx === \"em\") {\n\t\t\t\t\t\tem = _convertToPixels(t, \"borderLeft\", 1, \"em\");\n\t\t\t\t\t\tbs = (hn / em) + \"em\";\n\t\t\t\t\t\tbs2 = (vn / em) + \"em\";\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbs = hn + \"px\";\n\t\t\t\t\t\tbs2 = vn + \"px\";\n\t\t\t\t\t}\n\t\t\t\t\tif (rel) {\n\t\t\t\t\t\tes = (parseFloat(bs) + en) + esfx;\n\t\t\t\t\t\tes2 = (parseFloat(bs2) + en) + esfx;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt = _parseComplex(style, props[i], bs + \" \" + bs2, es + \" \" + es2, false, \"0px\", pt);\n\t\t\t}\n\t\t\treturn pt;\n\t\t}, prefix:true, formatter:_getFormatter(\"0px 0px 0px 0px\", false, true)});\n\t\t_registerComplexSpecialProp(\"borderBottomLeftRadius,borderBottomRightRadius,borderTopLeftRadius,borderTopRightRadius\", {defaultValue:\"0px\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\treturn _parseComplex(t.style, p, this.format(_getStyle(t, p, _cs, false, \"0px 0px\")), this.format(e), false, \"0px\", pt);\n\t\t}, prefix:true, formatter:_getFormatter(\"0px 0px\", false, true)});\n\t\t_registerComplexSpecialProp(\"backgroundPosition\", {defaultValue:\"0 0\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar bp = \"background-position\",\n\t\t\t\tcs = (_cs || _getComputedStyle(t, null)),\n\t\t\t\tbs = this.format( ((cs) ? _ieVers ? cs.getPropertyValue(bp + \"-x\") + \" \" + cs.getPropertyValue(bp + \"-y\") : cs.getPropertyValue(bp) : t.currentStyle.backgroundPositionX + \" \" + t.currentStyle.backgroundPositionY) || \"0 0\"), //Internet Explorer doesn't report background-position correctly - we must query background-position-x and background-position-y and combine them (even in IE10). Before IE9, we must do the same with the currentStyle object and use camelCase\n\t\t\t\tes = this.format(e),\n\t\t\t\tba, ea, i, pct, overlap, src;\n\t\t\tif ((bs.indexOf(\"%\") !== -1) !== (es.indexOf(\"%\") !== -1) && es.split(\",\").length < 2) {\n\t\t\t\tsrc = _getStyle(t, \"backgroundImage\").replace(_urlExp, \"\");\n\t\t\t\tif (src && src !== \"none\") {\n\t\t\t\t\tba = bs.split(\" \");\n\t\t\t\t\tea = es.split(\" \");\n\t\t\t\t\t_tempImg.setAttribute(\"src\", src); //set the temp IMG's src to the background-image so that we can measure its width/height\n\t\t\t\t\ti = 2;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tbs = ba[i];\n\t\t\t\t\t\tpct = (bs.indexOf(\"%\") !== -1);\n\t\t\t\t\t\tif (pct !== (ea[i].indexOf(\"%\") !== -1)) {\n\t\t\t\t\t\t\toverlap = (i === 0) ? t.offsetWidth - _tempImg.width : t.offsetHeight - _tempImg.height;\n\t\t\t\t\t\t\tba[i] = pct ? (parseFloat(bs) / 100 * overlap) + \"px\" : (parseFloat(bs) / overlap * 100) + \"%\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbs = ba.join(\" \");\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this.parseComplex(t.style, bs, es, pt, plugin);\n\t\t}, formatter:_parsePosition});\n\t\t_registerComplexSpecialProp(\"backgroundSize\", {defaultValue:\"0 0\", formatter:function(v) {\n\t\t\tv += \"\"; //ensure it's a string\n\t\t\treturn _parsePosition(v.indexOf(\" \") === -1 ? v + \" \" + v : v); //if set to something like \"100% 100%\", Safari typically reports the computed style as just \"100%\" (no 2nd value), but we should ensure that there are two values, so copy the first one. Otherwise, it'd be interpreted as \"100% 0\" (wrong).\n\t\t}});\n\t\t_registerComplexSpecialProp(\"perspective\", {defaultValue:\"0px\", prefix:true});\n\t\t_registerComplexSpecialProp(\"perspectiveOrigin\", {defaultValue:\"50% 50%\", prefix:true});\n\t\t_registerComplexSpecialProp(\"transformStyle\", {prefix:true});\n\t\t_registerComplexSpecialProp(\"backfaceVisibility\", {prefix:true});\n\t\t_registerComplexSpecialProp(\"userSelect\", {prefix:true});\n\t\t_registerComplexSpecialProp(\"margin\", {parser:_getEdgeParser(\"marginTop,marginRight,marginBottom,marginLeft\")});\n\t\t_registerComplexSpecialProp(\"padding\", {parser:_getEdgeParser(\"paddingTop,paddingRight,paddingBottom,paddingLeft\")});\n\t\t_registerComplexSpecialProp(\"clip\", {defaultValue:\"rect(0px,0px,0px,0px)\", parser:function(t, e, p, cssp, pt, plugin){\n\t\t\tvar b, cs, delim;\n\t\t\tif (_ieVers < 9) { //IE8 and earlier don't report a \"clip\" value in the currentStyle - instead, the values are split apart into clipTop, clipRight, clipBottom, and clipLeft. Also, in IE7 and earlier, the values inside rect() are space-delimited, not comma-delimited.\n\t\t\t\tcs = t.currentStyle;\n\t\t\t\tdelim = _ieVers < 8 ? \" \" : \",\";\n\t\t\t\tb = \"rect(\" + cs.clipTop + delÐòYSùim + cs.clipRight + delim + cs.clipBottom + delim + cs.clipLeft + \")\";\n\t\t\t\te = this.format(e).split(\",\").join(delim);\n\t\t\t} else {\n\t\t\t\tb = this.format(_getStyle(t, this.p, _cs, false, this.dflt));\n\t\t\t\te = this.format(e);\n\t\t\t}\n\t\t\treturn this.parseComplex(t.style, b, e, pt, plugin);\n\t\t}});\n\t\t_registerComplexSpecialProp(\"textShadow\", {defaultValue:\"0px 0px 0px #999\", color:true, multi:true});\n\t\t_registerComplexSpecialProp(\"autoRound,strictUnits\", {parser:function(t, e, p, cssp, pt) {return pt;}}); //just so that we can ignore these properties (not tween them)\n\t\t_registerComplexSpecialProp(\"border\", {defaultValue:\"0px solid #000\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar bw = _getStyle(t, \"borderTopWidth\", _cs, false, \"0px\"),\n\t\t\t\tend = this.format(e).split(\" \"),\n\t\t\t\tesfx = end[0].replace(_suffixExp, \"\");\n\t\t\tif (esfx !== \"px\") { //if we're animating to a non-px value, we need to convert the beginning width to that unit.\n\t\t\t\tbw = (parseFloat(bw) / _convertToPixels(t, \"borderTopWidth\", 1, esfx)) + esfx;\n\t\t\t}\n\t\t\treturn this.parseComplex(t.style, this.format(bw + \" \" + _getStyle(t, \"borderTopStyle\", _cs, false, \"solid\") + \" \" + _getStyle(t, \"borderTopColor\", _cs, false, \"#000\")), end.join(\" \"), pt, plugin);\n\t\t\t}, color:true, formatter:function(v) {\n\t\t\t\tvar a = v.split(\" \");\n\t\t\t\treturn a[0] + \" \" + (a[1] || \"solid\") + \" \" + (v.match(_colorExp) || [\"#000\"])[0];\n\t\t\t}});\n\t\t_registerComplexSpecialProp(\"borderWidth\", {parser:_getEdgeParser(\"borderTopWidth,borderRightWidth,borderBottomWidth,borderLeftWidth\")}); //Firefox doesn't pick up on borderWidth set in style sheets (only inline).\n\t\t_registerComplexSpecialProp(\"float,cssFloat,styleFloat\", {parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar s = t.style,\n\t\t\t\tprop = (\"cssFloat\" in s) ? \"cssFloat\" : \"styleFloat\";\n\t\t\treturn new CSSPropTween(s, prop, 0, 0, pt, -1, p, false, 0, s[prop], e);\n\t\t}});\n\n\t\t//opacity-related\n\t\tvar _setIEOpacityRatio = function(v) {\n\t\t\t\tvar t = this.t, //refers to the element's style property\n\t\t\t\t\tfilters = t.filter || _getStyle(this.data, \"filter\") || \"\",\n\t\t\t\t\tval = (this.s + this.c * v) | 0,\n\t\t\t\t\tskip;\n\t\t\t\tif (val === 100) { //for older versions of IE that need to use a filter to apply opacity, we should remove the filter if opacity hits 1 in order to improve performance, but make sure there isn't a transform (matrix) or gradient in the filters.\n\t\t\t\t\tif (filters.indexOf(\"atrix(\") === -1 && filters.indexOf(\"radient(\") === -1 && filters.indexOf(\"oader(\") === -1) {\n\t\t\t\t\t\tt.removeAttribute(\"filter\");\n\t\t\t\t\t\tskip = (!_getStyle(this.data, \"filter\")); //if a class is applied that has an alpha filter, it will take effect (we don't want that), so re-apply our alpha filter in that case. We must first remove it and then check.\n\t\t\t\t\t} else {\n\t\t\t\t\t\tt.filter = filters.replace(_alphaFilterExp, \"\");\n\t\t\t\t\t\tskip = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!skip) {\n\t\t\t\t\tif (this.xn1) {\n\t\t\t\t\t\tt.filter = filters = filters || (\"alpha(opacity=\" + val + \")\"); //works around bug in IE7/8 that prevents changes to \"visibility\" from being applied properly if the filter is changed to a different alpha on the same frame.\n\t\t\t\t\t}\n\t\t\t\t\tif (filters.indexOf(\"pacity\") === -1) { //only used if browser doesn't support the standard opacity style property (IE 7 and 8). We omit the \"O\" to avoid case-sensitivity issues\n\t\t\t\t\t\tif (val !== 0 || !this.xn1) { //bugs in IE7/8 won't render the filter properly if opacity is ADDED on the same frame/render as \"visibility\" changes (this.xn1 is 1 if this tween is an \"autoAlpha\" tween)\n\t\t\t\t\t\t\tt.filter = filters + \" alpha(opacity=\" + val + \")\"; //we round the value because otherwise, bugs in IE7/8 can prevent \"visibility\" changes from being applied properly.\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tt.filter = filters.replace(_opacityExp, \"opacity=\" + val);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\t_registerComplexSpecialProp(\"opacity,alpha,autoAlpha\", {defaultValue:\"1\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar b = parseFloat(_getStyle(t, \"opacity\", _cs, false, \"1\")),\n\t\t\t\tstyle = t.style,\n\t\t\t\tisAutoAlpha = (p === \"autoAlpha\");\n\t\t\tif (typeof(e) === \"string\" && e.charAt(1) === \"=\") {\n\t\t\t\te = ((e.charAt(0) === \"-\") ? -1 : 1) * parseFloat(e.substr(2)) + b;\n\t\t\t}\n\t\t\tif (isAutoAlpha && b === 1 && _getStyle(t, \"visibility\", _cs) === \"hidden\" && e !== 0) { //if visibility is initially set to \"hidden\", we should interpret that as intent to make opacity 0 (a convenience)\n\t\t\t\tb = 0;\n\t\t\t}\n\t\t\tif (_supportsOpacity) {\n\t\t\t\tpt = new CSSPropTween(style, \"opacity\", b, e - b, pt);\n\t\t\t} else {\n\t\t\t\tpt = new CSSPropTween(style, \"opacity\", b * 100, (e - b) * 100, pt);\n\t\t\t\tpt.xn1 = isAutoAlpha ? 1 : 0; //we need to record whether or not this is an autoAlpha so that in the setRatio(), we know to duplicate the setting of the alpha in order to work around a bug in IE7 and IE8 that prevents changes to \"visibility\" from taking effect if the filter is changed to a different alpha(opacity) at the same time. Setting it to the SAME value first, then the new value works around the IE7/8 bug.\n\t\t\t\tstyle.zoom = 1; //helps correct an IE issue.\n\t\t\t\tpt.type = 2;\n\t\t\t\tpt.b = \"alpha(opacity=\" + pt.s + \")\";\n\t\t\t\tpt.e = \"alpha(opacity=\" + (pt.s + pt.c) + \")\";\n\t\t\t\tpt.data = t;\n\t\t\t\tpt.plugin = plugin;\n\t\t\t\tpt.setRatio = _setIEOpacityRatio;\n\t\t\t}\n\t\t\tif (isAutoAlpha) { //we have to create the \"visibility\" PropTween after the opacity one in the linked list so that they run in the order that works properly in IE8 and earlier\n\t\t\t\tpt = new CSSPropTween(style, \"visibility\", 0, 0, pt, -1, null, false, 0, ((b !== 0) ? \"inherit\" : \"hidden\"), ((e === 0) ? \"hidden\" : \"inherit\"));\n\t\t\t\tpt.xs0 = \"inherit\";\n\t\t\t\tcssp._overwriteProps.push(pt.n);\n\t\t\t\tcssp._overwriteProps.push(p);\n\t\t\t}\n\t\t\treturn pt;\n\t\t}});\n\n\n\t\tvar _removeProp = function(s, p) {\n\t\t\t\tif (p) {\n\t\t\t\t\tif (s.removeProperty) {\n\t\t\t\t\t\tif (p.substr(0,2) === \"ms\" || p.substr(0,6) === \"webkit\") { //Microsoft and some Webkit browsers don't conform to the standard of capitalizing the first prefix character, so we adjust so that when we prefix the caps with a dash, it's correct (otherwise it'd be \"ms-transform\" instead of \"-ms-transform\" for IE9, for example)\n\t\t\t\t\t\t\tp = \"-\" + p;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ts.removeProperty(p.replace(_capsExp, \"-$1\").toLowerCase());\n\t\t\t\t\t} else { //note: old versions of IE use \"removeAttribute()\" instead of \"removeProperty()\"\n\t\t\t\t\t\ts.removeAttribute(p);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\t\t\t_setClassNameRatio = function(v) {\n\t\t\t\tthis.t._gsClassPT = this;\n\t\t\t\tif (v === 1 || v === 0) {\n\t\t\t\t\tthis.t.setAttribute(\"class\", (v === 0) ? this.b : this.e);\n\t\t\t\t\tvar mpt = this.data, //first MiniPropTween\n\t\t\t\t\t\ts = this.t.style;\n\t\t\t\t\twhile (mpt) {\n\t\t\t\t\t\tif (!mpt.v) {\n\t\t\t\t\t\t\t_removeProp(s, mpt.p);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ts[mpt.p] = mpt.v;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t\t}\n\t\t\t\t\tif (v === 1 && this.t._gsClassPT === this) {\n\t\t\t\t\t\tthis.t._gsClassPT = null;\n\t\t\t\t\t}\n\t\t\t\t} else if (this.t.getAttribute(\"class\") !== this.e) {\n\t\t\t\t\tthis.t.setAttribute(\"class\", this.e);\n\t\t\t\t}\n\t\t\t};\n\t\t_registerComplexSpecialProp(\"className\", {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\tvar b = t.getAttribute(\"class\") || \"\", //don't use t.className because it doesn't work consistently on SVG elements; getAttribute(\"class\") and setAttribute(\"class\", value\") is more reliable.\n\t\t\t\tcssText = t.style.cssText,\n\t\t\t\tdifData, bs, cnpt, cnptLookup, mpt;\n\t\t\tpt = cssp._classNamePT = new CSSPropTween(t, p, 0, 0, pt, 2);\n\t\t\tpt.setRatio = _setClassNameRatio;\n\t\t\tpt.pr = -11;\n\t\t\t_hasPriority = true;\n\t\t\tpt.b = b;\n\t\t\tbs = _getAllStyles(t, _cs);\n\t\t\t//if there's a className tween already operating on the target, force it to its end so that the necessary inline styles are removed and the class name is applied before we determine the end state (we don't want inline styles interfering that were there just for class-specific values)\n\t\t\tcnpt = t._gsClassPT;\n\t\t\tif (cnpt) {\n\t\t\t\tcnptLookup = {};\n\t\t\t\tmpt = cnpt.data; //first MiniPropTween which stores the inline styles - we need to force these so that the inline styles don't contaminate things. Otherwise, there's a small chance that a tween could start and the inline values match the destination values and they never get cleaned.\n\t\t\t\twhile (mpt) {\n\t\t\t\t\tcnptLookup[mpt.p] = 1;\n\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t}\n\t\t\t\tcnpt.setRatio(1);\n\t\t\t}\n\t\t\tt._gsClassPT = pt;\n\t\t\tpt.e = (e.charAt(1) !== \"=\") ? e : b.replace(new RegExp(\"(?:\\\\s|^)\" + e.substr(2) + \"(?![\\\\w-])\"), \"\") + ((e.charAt(0) === \"+\") ? \" \" + e.substr(2) : \"\");\n\t\t\tt.setAttribute(\"class\", pt.e);\n\t\t\tdifData = _cssDif(t, bs, _getAllStyles(t), vars, cnptLookup);\n\t\t\tt.setAttribute(\"class\", b);\n\t\t\tpt.data = difData.firstMPT;\n\t\t\tt.style.cssText = cssText; //we recorded cssText before we swapped classes and ran _getAllStyles() because in cases when a className tween is overwritten, we remove all the related tweening properties from that class change (otherwise class-specific stuff can't override properties we've directly set on the target's style object due to specificity).\n\t\t\tpt = pt.xfirst = cssp.parse(t, difData.difs, pt, plugin); //we record the CSSPropTween as the xfirst so that we can handle overwriting propertly (if \"className\" gets overwritten, we must kill all the properties associated with the className part of the tween, so we can loop through from xfirst to the pt itself)\n\t\t\treturn pt;\n\t\t}});\n\n\n\t\tvar _setClearPropsRatio = function(v) {\n\t\t\tif (v === 1 || v === 0) if (this.data._totalTime === this.data._totalDuration && this.data.data !== \"isFromStart\") { //this.data refers to the tween. Only clear at the END of the tween (remember, from() tweens make the ratio go from 1 to 0, so we can't just check that and if the tween is the zero-duration one that's created internally to render the starting values in a from() tween, ignore that because otherwise, for example, from(...{height:100, clearProps:\"height\", delay:1}) would wipe the height at the beginning of the tween and after 1 second, it'd kick back in).\n\t\t\t\tvar s = this.t.style,\n\t\t\t\t\ttransformParse = _specialProps.transform.parse,\n\t\t\t\t\ta, p, i, clearTransform, transform;\n\t\t\t\tif (this.e === \"all\") {\n\t\t\t\t\ts.cssText = \"\";\n\t\t\t\t\tclearTransform = true;\n\t\t\t\t} else {\n\t\t\t\t\ta = this.e.split(\" \").join(\"\").split(\",\");\n\t\t\t\t\ti = a.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tp = a[i];\n\t\t\t\t\t\tif (_specialProps[p]) {\n\t\t\t\t\t\t\tif (_specialProps[p].parse === transformParse) {\n\t\t\t\t\t\t\t\tclearTransform = true;\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tp = (p === \"transformOrigin\") ? _transformOriginProp : _specialProps[p].p; //ensures that special properties use the proper browser-specific property name, like \"scaleX\" might be \"-webkit-transform\" or \"boxShadow\" might be \"-moz-box-shadow\"\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t_removeProp(s, p);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (clearTransform) {\n\t\t\t\t\t_removeProp(s, _transformProp);\n\t\t\t\t\ttransform = this.t._gsTransform;\n\t\t\t\t\tif (transform) {\n\t\t\t\t\t\tif (transform.svg) {\n\t\t\t\t\t\t\tthis.t.removeAttribute(\"data-svg-origin\");\n\t\t\t\t\t\t\tthis.t.removeAttribute(\"transform\");\n\t\t\t\t\t\t}\n\t\t\t\t\t\tdelete this.t._gsTransform;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t}\n\t\t};\n\t\t_registerComplexSpecialProp(\"clearProps\", {parser:function(t, e, p, cssp, pt) {\n\t\t\tpt = new CSSPropTween(t, p, 0, 0, pt, 2);\n\t\t\tpt.setRatio = _setClearPropsRatio;\n\t\t\tpt.e = e;\n\t\t\tpt.pr = -10;\n\t\t\tpt.data = cssp._tween;\n\t\t\t_hasPriority = true;\n\t\t\treturn pt;\n\t\t}});\n\n\t\tp = \"bezier,throwProps,physicsProps,physics2D\".split(\",\");\n\t\ti = p.length;\n\t\twhile (i--) {\n\t\t\t_registerPluginProp(p[i]);\n\t\t}\n\n\n\n\n\n\n\n\n\t\tp = CSSPlugin.prototype;\n\t\tp._firstPT = p._lastParsedTransform = p._transform = null;\n\n\t\t//gets called when the tween renders for the first time. This kicks everything off, recording start/end values, etc.\n\t\tp._onInitTween = function(target, vars, tween, index) {\n\t\t\tif (!target.nodeType) { //css is only for dom elements\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\tthis._target = _target = target;\n\t\t\tthis._tween = tween;\n\t\t\tthis._vars = vars;\n\t\t\t_index = index;\n\t\t\t_autoRound = vars.autoRound;\n\t\t\t_hasPriority = false;\n\t\t\t_suffixMap = vars.suffixMap || CSSPlugin.suffixMap;\n\t\t\t_cs = _getComputedStyle(target, \"\");\n\t\t\t_overwriteProps = this._overwriteProps;\n\t\t\tvar style = target.style,\n\t\t\t\tv, pt, pt2, first, last, next, zIndex, tpt, threeD;\n\t\t\tif (_reqSafariFix) if (style.zIndex === \"\") {\n\t\t\t\tv = _getStyle(target, \"zIndex\", _cs);\n\t\t\t\tif (v === \"auto\" || v === \"\") {\n\t\t\t\t\t//corrects a bug in [non-Android] Safari that prevents it from repainting elements in their new positions if they don't have a zIndex set. We also can't just apply this inside _parseTransform() because anything that's moved in any way (like using \"left\" or \"top\" instead of transforms like \"x\" and \"y\") can be affected, so it is best to ensure that anything that's tweening has a z-index. Setting \"WebkitPerspective\" to a non-zero value worked too except that on iOS Safari things would flicker randomly. Plus zIndex is less memory-intensive.\n\t\t\t\t\tthis._addLazySet(style, \"zIndex\", 0);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (typeof(vars) === \"string\") {\n\t\t\t\tfirst = style.cssText;\n\t\t\t\tv = _getAllStyles(target, _cs);\n\t\t\t\tstyle.cssText = first + \";\" + vars;\n\t\t\t\tv = _cssDif(target, v, _getAllStyles(target)).difs;\n\t\t\t\tif (!_supportsOpacity && _opacityValExp.test(vars)) {\n\t\t\t\t\tv.opacity = parseFloat( RegExp.$1 );\n\t\t\t\t}\n\t\t\t\tvars = v;\n\t\t\t\tstyle.cssText = first;\n\t\t\t}\n\n\t\t\tif (vars.className) { //className tweens will combine any differences they find in the css with the vars that are passed in, so {className:\"myClass\", scale:0.5, left:20} would work.\n\t\t\t\tthis._firstPT = pt = _specialProps.className.parse(target, vars.className, \"className\", this, null, null, vars);\n\t\t\t} else {\n\t\t\t\tthis._firstPT = pt = this.parse(target, vars, null);\n\t\t\t}\n\n\t\t\tif (this._transformType) {\n\t\t\t\tthreeD = (this._transformType === 3);\n\t\t\t\tif (!_transformProp) {\n\t\t\t\t\tstyle.zoom = 1; //helps correct an IE issue.\n\t\t\t\t} else if (_isSafari) {\n\t\t\t\t\t_reqSafariFix = true;\n\t\t\t\t\t//if zIndex isn't set, iOS Safari doesn't repaint things correctly sometimes (seemingly at random).\n\t\t\t\t\tif (style.zIndex === \"\") {\n\t\t\t\t\t\tzIndex = _getStyle(target, \"zIndex\", _cs);\n\t\t\t\t\t\tif (zIndex === \"auto\" || zIndex === \"\") {\n\t\t\t\t\t\t\tthis._addLazySet(style, \"zIndex\", 0);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t//Setting WebkitBackfaceVisibility corrects 3 bugs:\n\t\t\t\t\t// 1) [non-Android] Safari skips rendering changes to \"top\" and \"left\" that are made on the same frame/render as a transform update.\n\t\t\t\t\t// 2) iOS Safari sometimes neglects to repaint elements in their new positions. Setting \"WebkitPerspective\" to a non-zero value worked too except that on iOS Safari things would flicker randomly.\n\t\t\t\t\t// 3) Safari sometimes displayed odd artifacts when tweening the transform (or WebkitTransform) property, like ghosts of the edges of the element remained. Definitely a browser bug.\n\t\t\t\t\t//Note: we allow the user to override the auto-setting by defining WebkitBackfaceVisibility in the vars of the tween.\n\t\t\t\t\tif (_isSafariLT6) {\n\t\t\t\t\t\tthis._addLazySet(style, \"WebkitBackfaceVisibility\", this._vars.WebkitBackfaceVisibility || (threeD ? \"visible\" : \"hidden\"));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt2 = pt;\n\t\t\t\twhile (pt2 && pt2._next) {\n\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t}\n\t\t\t\ttpt = new CSSPropTween(target, \"transform\", 0, 0, null, 2);\n\t\t\t\tthis._linkCSSP(tpt, null, pt2);\n\t\t\t\ttpt.setRatio = _transformProp ? _setTransformRatio : _setIETransformRatio;\n\t\t\t\ttpt.data = this._transform || _getTransform(target, _cs, true);\n\t\t\t\ttpt.tween = tween;\n\t\t\t\ttpt.pr = -1; //ensures that the transforms get applied after the components are updated.\n\t\t\t\t_overwriteProps.pop(); //we don't want to force the overwrite of all \"transform\" tweens of the target - we only care about individual transform properties like scaleX, rotation, etc. The CSSPropTween constructor automatically adds the property to _overwriteProps which is why we need to pop() here.\n\t\t\t}\n\n\t\t\tif (_hasPriority) {\n\t\t\t\t//reorders the linked list in order of pr (priority)\n\t\t\t\twhile (pt) {\n\t\t\t\t\tnext = pt._next;\n\t\t\t\t\tpt2 = first;\n\t\t\t\t\twhile (pt2 && pt2.pr > pt.pr) {\n\t\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._prev = pt2 ? pt2._prev : last)) {\n\t\t\t\t\t\tpt._prev._next = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tfirst = pt;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._next = pt2)) {\n\t\t\t\t\t\tpt2._prev = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tlast = pt;\n\t\t\t\t\t}\n\t\t\t\t\tpt = next;\n\t\t\t\t}\n\t\t\t\tthis._firstPT = first;\n\t\t\t}\n\t\t\treturn true;\n\t\t};\n\n\n\t\tp.parse = function(target, vars, pt, plugin) {\n\t\t\tvar style = target.style,\n\t\t\t\tp, sp, bn, en, bs, es, bsfx, esfx, isStr, rel;\n\t\t\tfor (p in vars) {\n\t\t\t\tes = vars[p]; //ending value string\n\t\t\t\tif (typeof(es) === \"function\") {\n\t\t\t\t\tes = es(_index, _target);\n\t\t\t\t}\n\t\t\t\tsp = _specialProps[p]; //SpecialProp lookup.\n\t\t\t\tif (sp) {\n\t\t\t\t\tpt = sp.parse(target, es, p, this, pt, plugin, vars);\n\t\t\t\t} else if (p.substr(0,2) === \"--\") { //for tweening CSS variables (which always start with \"--\"). To maximize performance and simplicity, we bypass CSSPlugin altogether and just add a normal property tween to the tween instance itself.\n\t\t\t\t\tthis._tween._propLookup[p] = this._addTween.call(this._tween, target.style, \"setProperty\", _getComputedStyle(target).getPropertyValue(p) + \"\", es + \"\", p, false, p);\n\t\t\t\t\tcontinue;\n\t\t\t\t} else {\n\t\t\t\t\tbs = _getStyle(target, p, _cs) + \"\";\n\t\t\t\t\tisStr = (typeof(es) === \"string\");\n\t\t\t\t\tif (p === \"color\" || p === \"fill\" || p === \"stroke\" || p.indexOf(\"Color\") !== -1 || (isStr && _rgbhslExp.test(es))) { //Opera uses background: to define color sometimes in addition to backgroundColor:\n\t\t\t\t\t\tif (!isStr) {\n\t\t\t\t\t\t\tes = _parseColor(es);\n\t\t\t\t\t\t\tes = ((es.length > 3) ? \"rgba(\" : \"rgb(\") + es.join(\",\") + \")\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt = _parseComplex(style, p, bs, es, true, \"transparent\", pt, 0, plugin);\n\n\t\t\t\t\t} else if (isStr && _complexExp.test(es)) {\n\t\t\t\t\t\tpt = _parseComplex(style, p, bs, es, true, null, pt, 0, plugin);\n\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbn = parseFloat(bs);\n\t\t\t\t\t\tbsfx = (bn || bn === 0) ? bs.substr((bn + \"\").length) : \"\"; //remember, bs could be non-numeric like \"normal\" for fontWeight, so we should default to a blank suffix in that case.\n\n\t\t\t\t\t\tif (bs === \"\" || bs === \"auto\") {\n\t\t\t\t\t\t\tif (p === \"width\" || p === \"height\") {\n\t\t\t\t\t\t\t\tbn = _getDimension(target, p, _cs);\n\t\t\t\t\t\t\t\tbsfx = \"px\";\n\t\t\t\t\t\t\t} else if (p === \"left\" || p === \"top\") {\n\t\t\t\t\t\t\t\tbn = _calculateOffset(target, p, _cs);\n\t\t\t\t\t\t\t\tbsfx = \"px\";\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tbn = (p !== \"opacity\") ? 0 : 1;\n\t\t\t\t\t\t\t\tbsfx = \"\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\trel = (isStr && es.charAt(1) === \"=\");\n\t\t\t\t\t\tif (rel) {\n\t\t\t\t\t\t\ten = parseInt(es.charAt(0) + \"1\", 10);\n\t\t\t\t\t\t\tes = es.substr(2);\n\t\t\t\t\t\t\ten *= parseFloat(es);\n\t\t\t\t\t\t\tesfx = es.replace(_suffixExp, \"\");\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ten = parseFloat(es);\n\t\t\t\t\t\t\tesfx = isStr ? es.replace(_suffixExp, \"\") : \"\";\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (esfx === \"\") {\n\t\t\t\t\t\t\tesfx = (p in _suffixMap) ? _suffixMap[p] : bsfx; //populate the end suffix, prioritizing the map, then if none is found, use the beginning suffix.\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tes = (en || en === 0) ? (rel ? en + bn : en) + esfx : vars[p]; //ensures that any += or -= prefixes are taken care of. Record the end value before normalizing the suffix because we always want to end the tween on exactly what they intended even if it doesn't match the beginning value's suffix.\n\t\t\t\t\t\t//if the beginning/ending suffixes don't match, normalize them...\n\t\t\t\t\t\tif (bsfx !== esfx) if (esfx !== \"\" || p === \"lineHeight\") if (en || en === 0) if (bn) { //note: if the beginning value (bn) is 0, we don't need to convert units!\n\t\t\t\t\t\t\tbn = _convertToPixels(target, p, bn, bsfx);\n\t\t\t\t\t\t\tif (esfx === \"%\") {\n\t\t\t\t\t\t\t\tbn /= _convertToPixels(target, p, 100, \"%\") / 100;\n\t\t\t\t\t\t\t\tif (vars.strictUnits !== true) { //some browsers report only \"px\" values instead of allowing \"%\" with getComputedStyle(), so we assume that if we're tweening to a %, we should start there too unless strictUnits:true is defined. This approach is particularly useful for responsive designs that use from() tweens.\n\t\t\t\t\t\t\t\t\tbs = bn + \"%\";\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else if (esfx === \"em\" || esfx === \"rem\" || esfx === \"vw\" || esfx === \"vh\") {\n\t\t\t\t\t\t\t\tbn /= _convertToPixels(target, p, 1, esfx);\n\n\t\t\t\t\t\t\t//otherwise convert to pixels.\n\t\t\t\t\t\t\t} else if (esfx !== \"px\") {\n\t\t\t\t\t\t\t\ten = _convertToPixels(target, p, en, esfx);\n\t\t\t\t\t\t\t\tesfx = \"px\"; //we don't use bsfx after this, so we don't need to set it to px too.\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (rel) if (en || en === 0) {\n\t\t\t\t\t\t\t\tes = (en + bn) + esfx; //the changes we made affect relative calculations, so adjust the end value here.\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (rel) {\n\t\t\t\t\t\t\ten += bn;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ((bn || bn === 0) && (en || en === 0)) { //faster than isNaN(). Also, previously we required en !== bn but that doesn't really gain much performance and it prevents _parseToProxy() from working properly if beginning and ending values match but need to get tweened by an external plugin anyway. For example, a bezier tween where the target starts at left:0 and has these points: [{left:50},{left:0}] wouldn't work properly because when parsing the last point, it'd match the first (current) one and a non-tweening CSSPropTween would be recorded when we actually need a normal tween (type:0) so that things get updated during the tween properly.\n\t\t\t\t\t\t\tpt = new CSSPropTween(style, p, bn, en - bn, pt, 0, p, (_autoRound !== false && (esfx === \"px\" || p === \"zIndex\")), 0, bs, es);\n\t\t\t\t\t\t\tpt.xs0 = esfx;\n\t\t\t\t\t\t\t//DEBUG: _log(\"tween \"+p+\" from \"+pt.b+\" (\"+bn+esfx+\") to \"+pt.e+\" with suffix: \"+pt.xs0);\n\t\t\t\t\t\t} else if (style[p] === undefined || !es && (es + \"\" === \"NaN\" || es == null)) {\n\t\t\t\t\t\t\t_log(\"invalid \" + p + \" tween value: \" + vars[p]);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tpt = new CSSPropTween(style, p, en || bn || 0, 0, pt, -1, p, false, 0, bs, es);\n\t\t\t\t\t\t\tpt.xs0 = (es === \"none\" && (p === \"display\" || p.indexOf(\"Style\") !== -1)) ? bs : es; //intermediate value should typically be set immediately (end value) except for \"display\" or things like borderTopStyle, borderBottomStyle, etc. which should use the beginning value during the tween.\n\t\t\t\t\t\t\t//DEBUG: _log(\"non-tweening value \"+p+\": \"+pt.xs0);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (plugin) if (pt && !pt.plugin) {\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn pt;\n\t\t};\n\n\n\t\t//gets called every time the tween updates, passing the new ratio (typically a value between 0 and 1, but not always (for example, if an Elastic.easeOut is used, the value can jump above 1 mid-tween). It will always start and 0 and end at 1.\n\t\tp.setRatio = function(v) {\n\t\t\tvar pt = this._firstPT,\n\t\t\t\tmin = 0.000001,\n\t\t\t\tval, str, i;\n\t\t\t//at the end of the tween, we set the values to exactly what we received in order to make sure non-tweening values (like \"position\" or \"float\" or whatever) are set and so that if the beginning/ending suffixes (units) didn't match and we normalized to px, the value that the user passed in is used here. We check to see if the tween is at its beginning in case it's a from() tween in which case the ratio will actually go from 1 to 0 over the course of the tween (backwards).\n\t\t\tif (v === 1 && (this._tween._time === this._tween._duration || this._tween._time === 0)) {\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.type !== 2) {\n\t\t\t\t\t\tif (pt.r && pt.type !== -1) {\n\t\t\t\t\t\t\tval = Math.round(pt.s + pt.c);\n\t\t\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\t\t\tpt.t[pt.p] = val + pt.xs0;\n\t\t\t\t\t\t\t} else if (pt.type === 1) { //complex value (one that typically has multiple numbers inside a string, like \"rect(5px,10px,20px,25px)\"\n\t\t\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\t\t\tstr = pt.xs0 + val + pt.xs1;\n\t\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpt.t[pt.p] = str;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.e;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\n\t\t\t} else if (v || !(this._tween._time === this._tween._duration || this._tween._time === 0) || this._tween._rawPrevTime === -0.000001) {\n\t\t\t\twhile (pt) {\n\t\t\t\t\tval = pt.c * v + pt.s;\n\t\t\t\t\tif (pt.r) {\n\t\t\t\t\t\tval = Math.round(val);\n\t\t\t\t\t} else if (val < min) if (val > -min) {\n\t\t\t\t\t\tval = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\tpt.t[pt.p] = val + pt.xs0;\n\t\t\t\t\t} else if (pt.type === 1) { //complex value (one that typically has multiple numbers inside a string, like \"rect(5px,10px,20px,25px)\"\n\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\tif (i === 2) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2;\n\t\t\t\t\t\t} else if (i === 3) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3;\n\t\t\t\t\t\t} else if (i === 4) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3 + pt.xn3 + pt.xs4;\n\t\t\t\t\t\t} else if (i === 5) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3 + pt.xn3 + pt.xs4 + pt.xn4 + pt.xs5;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tstr = pt.xs0 + val + pt.xs1;\n\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt.t[pt.p] = str;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if (pt.type === -1) { //non-tweening value\n\t\t\t\t\t\tpt.t[pt.p] = pt.xs0;\n\n\t\t\t\t\t} else if (pt.setRatio) { //custom setRatio() for things like SpecialProps, external plugins, etc.\n\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\n\t\t\t//if the tween is reversed all the way back to the beginning, we need to restore the original values which may have different units (like % instead of px or em or whatever).\n\t\t\t} else {\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.type !== 2) {\n\t\t\t\t\t\tpt.t[pt.p] = pt.b;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\t/**\n\t\t * @private\n\t\t * Forces rendering of the target's transforms (rotation, scale, etc.) whenever the CSSPlugin's setRatio() is called.\n\t\t * Basically, this tells the CSSPlugin to create a CSSPropTween (type 2) after instantiation that runs last in the linked\n\t\t * list and calls the appropriate (3D or 2D) rendering function. We separate this into its own method so that we can call\n\t\t * it from other plugins like BezierPlugin if, for example, it needs to apply an autoRotation and this CSSPlugin\n\t\t * doesn't have any transform-related properties of its own. You can call this method as many times as you\n\t\t * want and it won't create duplicate CSSPropTweens.\n\t\t *\n\t\t * @param {boolean} threeD if true, it should apply 3D tweens (otherwise, just 2D ones are fine and typically faster)\n\t\t */\n\t\tp._enableTransforms = function(threeD) {\n\t\t\tthis._transform = this._transform || _getTransform(this._target, _cs, true); //ensures that the element has a _gsTransform property with the appropriate values.\n\t\t\tthis._transformType = (!(this._transform.svg && _useSVGTransformAttr) && (threeD || this._transformType === 3)) ? 3 : 2;\n\t\t};\n\n\t\tvar lazySet = function(v) {\n\t\t\tthis.t[this.p] = this.e;\n\t\t\tthis.data._linkCSSP(this, this._next, null, true); //we purposefully keep this._next even though it'd make sense to null it, but this is a performance optimization, as this happens during the while (pt) {} loop in setRatio() at the bottom of which it sets pt = pt._next, so if we null it, the linked list will be broken in that loop.\n\t\t};\n\t\t/** @private Gives us a way to set a value on the first render (and only the first render). **/\n\t\tp._addLazySet = function(t, p, v) {\n\t\t\tvar pt = this._firstPT = new CSSPropTween(t, p, 0, 0, this._firstPT, 2);\n\t\t\tpt.e = v;\n\t\t\tpt.setRatio = lazySet;\n\t\t\tpt.data = this;\n\t\t};\n\n\t\t/** @private **/\n\t\tp._linkCSSP = function(pt, next, prev, remove) {\n\t\t\tif (pt) {\n\t\t\t\tif (next) {\n\t\t\t\t\tnext._prev = pt;\n\t\t\t\t}\n\t\t\t\tif (pt._next) {\n\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t}\n\t\t\t\tif (pt._prev) {\n\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t} else if (this._firstPT === pt) {\n\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\tremove = true; //just to prevent resetting this._firstPT 5 lines down in case pt._next is null. (optimized for speed)\n\t\t\t\t}\n\t\t\t\tif (prev) {\n\t\t\t\t\tprev._next = pt;\n\t\t\t\t} else if (!remove && this._firstPT === null) {\n\t\t\t\t\tthis._firstPT = pt;\n\t\t\t\t}\n\t\t\t\tpt._next = next;\n\t\t\t\tpt._prev = prev;\n\t\t\t}\n\t\t\treturn pt;\n\t\t};\n\n\t\tp._mod = function(lookup) {\n\t\t\tvar pt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (typeof(lookup[pt.p]) === \"function\" && lookup[pt.p] === Math.round) { //only gets called by RoundPropsPlugin (ModifyPlugin manages all the rendering internally for CSSPlugin properties that need modification). Remember, we handle rounding a bit differently in this plugin for performance reasons, leveraging \"r\" as an indicator that the value should be rounded internally..\n\t\t\t\t\tpt.r = 1;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t};\n\n\t\t//we need to make sure that if alpha or autoAlpha is killed, opacity is too. And autoAlpha affects the \"visibility\" property.\n\t\tp._kill = function(lookup) {\n\t\t\tvar copy = lookup,\n\t\t\t\tpt, p, xfirst;\n\t\t\tif (lookup.autoAlpha || lookup.alpha) {\n\t\t\t\tcopy = {};\n\t\t\t\tfor (p in lookup) { //copy the lookup so that we're not changing the original which may be passed elsewhere.\n\t\t\t\t\tcopy[p] = lookup[p];\n\t\t\t\t}\n\t\t\t\tcopy.opacity = 1;\n\t\t\t\tif (copy.autoAlpha) {\n\t\t\t\t\tcopy.visibility = 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (lookup.className && (pt = this._classNamePT)) { //for className tweens, we need to kill any associated CSSPropTweens too; a linked list starts at the className's \"xfirst\".\n\t\t\t\txfirst = pt.xfirst;\n\t\t\t\tif (xfirst && xfirst._prev) {\n\t\t\t\t\tthis._linkCSSP(xfirst._prev, pt._next, xfirst._prev._prev); //break off the prev\n\t\t\t\t} else if (xfirst === this._firstPT) {\n\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t}\n\t\t\t\tif (pt._next) {\n\t\t\t\t\tthis._linkCSSP(pt._next, pt._next._next, xfirst._prev);\n\t\t\t\t}\n\t\t\t\tthis._classNamePT = null;\n\t\t\t}\n\t\t\tpt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.plugin && pt.plugin !== p && pt.plugin._kill) { //for plugins that are registered with CSSPlv×aëùugin, we should notify them of the kill.\n\t\t\t\t\tpt.plugin._kill(lookup);\n\t\t\t\t\tp = pt.plugin;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\treturn TweenPlugin.prototype._kill.call(this, copy);\n\t\t};\n\n\n\n\t\t//used by cascadeTo() for gathering all the style properties of each child element into an array for comparison.\n\t\tvar _getChildStyles = function(e, props, targets) {\n\t\t\t\tvar children, i, child, type;\n\t\t\t\tif (e.slice) {\n\t\t\t\t\ti = e.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t_getChildStyles(e[i], props, targets);\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tchildren = e.childNodes;\n\t\t\t\ti = children.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tchild = children[i];\n\t\t\t\t\ttype = child.type;\n\t\t\t\t\tif (child.style) {\n\t\t\t\t\t\tprops.push(_getAllStyles(child));\n\t\t\t\t\t\tif (targets) {\n\t\t\t\t\t\t\ttargets.push(child);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif ((type === 1 || type === 9 || type === 11) && child.childNodes.length) {\n\t\t\t\t\t\t_getChildStyles(child, props, targets);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\t/**\n\t\t * Typically only useful for className tweens that may affect child elements, this method creates a TweenLite\n\t\t * and then compares the style properties of all the target's child elements at the tween's start and end, and\n\t\t * if any are different, it also creates tweens for those and returns an array containing ALL of the resulting\n\t\t * tweens (so that you can easily add() them to a TimelineLite, for example). The reason this functionality is\n\t\t * wrapped into a separate static method of CSSPlugin instead of being integrated into all regular className tweens\n\t\t * is because it creates entirely new tweens that may have completely different targets than the original tween,\n\t\t * so if they were all lumped into the original tween instance, it would be inconsistent with the rest of the API\n\t\t * and it would create other problems. For example:\n\t\t * - If I create a tween of elementA, that tween instance may suddenly change its target to include 50 other elements (unintuitive if I specifically defined the target I wanted)\n\t\t * - We can't just create new independent tweens because otherwise, what happens if the original/parent tween is reversed or pause or dropped into a TimelineLite for tight control? You'd expect that tween's behavior to affect all the others.\n\t\t * - Analyzing every style property of every child before and after the tween is an expensive operation when there are many children, so this behavior shouldn't be imposed on all className tweens by default, especially since it's probably rare that this extra functionality is needed.\n\t\t *\n\t\t * @param {Object} target object to be tweened\n\t\t * @param {number} Duration in seconds (or frames for frames-based tweens)\n\t\t * @param {Object} Object containing the end values, like {className:\"newClass\", ease:Linear.easeNone}\n\t\t * @return {Array} An array of TweenLite instances\n\t\t */\n\t\tCSSPlugin.cascadeTo = function(target, duration, vars) {\n\t\t\tvar tween = TweenLite.to(target, duration, vars),\n\t\t\t\tresults = [tween],\n\t\t\t\tb = [],\n\t\t\t\te = [],\n\t\t\t\ttargets = [],\n\t\t\t\t_reservedProps = TweenLite._internals.reservedProps,\n\t\t\t\ti, difs, p, from;\n\t\t\ttarget = tween._targets || tween.target;\n\t\t\t_getChildStyles(target, b, targets);\n\t\t\ttween.render(duration, true, true);\n\t\t\t_getChildStyles(target, e);\n\t\t\ttween.render(0, true, true);\n\t\t\ttween._enabled(true);\n\t\t\ti = targets.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tdifs = _cssDif(targets[i], b[i], e[i]);\n\t\t\t\tif (difs.firstMPT) {\n\t\t\t\t\tdifs = difs.difs;\n\t\t\t\t\tfor (p in vars) {\n\t\t\t\t\t\tif (_reservedProps[p]) {\n\t\t\t\t\t\t\tdifs[p] = vars[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tfrom = {};\n\t\t\t\t\tfor (p in difs) {\n\t\t\t\t\t\tfrom[p] = b[i][p];\n\t\t\t\t\t}\n\t\t\t\t\tresults.push(TweenLite.fromTo(targets[i], duration, from, difs));\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn results;\n\t\t};\n\n\t\tTweenPlugin.activate([CSSPlugin]);\n\t\treturn CSSPlugin;\n\n\t}, true);\n\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * RoundPropsPlugin\n * ----------------------------------------------------------------\n */\n\t(function() {\n\n\t\tvar RoundPropsPlugin = _gsScope._gsDefine.plugin({\n\t\t\t\tpropName: \"roundProps\",\n\t\t\t\tversion: \"1.6.0\",\n\t\t\t\tpriority: -1,\n\t\t\t\tAPI: 2,\n\n\t\t\t\t//called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\t\tinit: function(target, value, tween) {\n\t\t\t\t\tthis._tween = tween;\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\n\t\t\t}),\n\t\t\t_roundLinkedList = function(node) {\n\t\t\t\twhile (node) {\n\t\t\t\t\tif (!node.f && !node.blob) {\n\t\t\t\t\t\tnode.m = Math.round;\n\t\t\t\t\t}\n\t\t\t\t\tnode = node._next;\n\t\t\t\t}\n\t\t\t},\n\t\t\tp = RoundPropsPlugin.prototype;\n\n\t\tp._onInitAllProps = function() {\n\t\t\tvar tween = this._tween,\n\t\t\t\trp = (tween.vars.roundProps.join) ? tween.vars.roundProps : tween.vars.roundProps.split(\",\"),\n\t\t\t\ti = rp.length,\n\t\t\t\tlookup = {},\n\t\t\t\trpt = tween._propLookup.roundProps,\n\t\t\t\tprop, pt, next;\n\t\t\twhile (--i > -1) {\n\t\t\t\tlookup[rp[i]] = Math.round;\n\t\t\t}\n\t\t\ti = rp.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tprop = rp[i];\n\t\t\t\tpt = tween._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tnext = pt._next; //record here, because it may get removed\n\t\t\t\t\tif (pt.pg) {\n\t\t\t\t\t\tpt.t._mod(lookup);\n\t\t\t\t\t} else if (pt.n === prop) {\n\t\t\t\t\t\tif (pt.f === 2 && pt.t) { //a blob (text containing multiple numeric values)\n\t\t\t\t\t\t\t_roundLinkedList(pt.t._firstPT);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tthis._add(pt.t, prop, pt.s, pt.c);\n\t\t\t\t\t\t\t//remove from linked list\n\t\t\t\t\t\t\tif (next) {\n\t\t\t\t\t\t\t\tnext._prev = pt._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\t\t\tpt._prev._next = next;\n\t\t\t\t\t\t\t} else if (tween._firstPT === pt) {\n\t\t\t\t\t\t\t\ttween._firstPT = next;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt._next = pt._prev = null;\n\t\t\t\t\t\t\ttween._propLookup[prop] = rpt;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt = next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp._add = function(target, p, s, c) {\n\t\t\tthis._addTween(target, p, s, s + c, p, Math.round);\n\t\t\tthis._overwriteProps.push(p);\n\t\t};\n\n\t}());\n\n\n\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * AttrPlugin\n * ----------------------------------------------------------------\n */\n\n\t(function() {\n\n\t\t_gsScope._gsDefine.plugin({\n\t\t\tpropName: \"attr\",\n\t\t\tAPI: 2,\n\t\t\tversion: \"0.6.1\",\n\n\t\t\t//called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\tinit: function(target, value, tween, index) {\n\t\t\t\tvar p, end;\n\t\t\t\tif (typeof(target.setAttribute) !== \"function\") {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t\tfor (p in value) {\n\t\t\t\t\tend = value[p];\n\t\t\t\t\tif (typeof(end) === \"function\") {\n\t\t\t\t\t\tend = end(index, target);\n\t\t\t\t\t}\n\t\t\t\t\tthis._addTween(target, \"setAttribute\", target.getAttribute(p) + \"\", end + \"\", p, false, p);\n\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t});\n\n\t}());\n\n\n\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * DirectionalRotationPlugin\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine.plugin({\n\t\tpropName: \"directionalRotation\",\n\t\tversion: \"0.3.1\",\n\t\tAPI: 2,\n\n\t\t//called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\tinit: function(target, value, tween, index) {\n\t\t\tif (typeof(value) !== \"object\") {\n\t\t\t\tvalue = {rotation:value};\n\t\t\t}\n\t\t\tthis.finals = {};\n\t\t\tvar cap = (value.useRadians === true) ? Math.PI * 2 : 360,\n\t\t\t\tmin = 0.000001,\n\t\t\t\tp, v, start, end, dif, split;\n\t\t\tfor (p in value) {\n\t\t\t\tif (p !== \"useRadians\") {\n\t\t\t\t\tend = value[p];\n\t\t\t\t\tif (typeof(end) === \"function\") {\n\t\t\t\t\t\tend = end(index, target);\n\t\t\t\t\t}\n\t\t\t\t\tsplit = (end + \"\").split(\"_\");\n\t\t\t\t\tv = split[0];\n\t\t\t\t\tstart = parseFloat( (typeof(target[p]) !== \"function\") ? target[p] : target[ ((p.indexOf(\"set\") || typeof(target[\"get\" + p.substr(3)]) !== \"function\") ? p : \"get\" + p.substr(3)) ]() );\n\t\t\t\t\tend = this.finals[p] = (typeof(v) === \"string\" && v.charAt(1) === \"=\") ? start + parseInt(v.charAt(0) + \"1\", 10) * Number(v.substr(2)) : Number(v) || 0;\n\t\t\t\t\tdif = end - start;\n\t\t\t\t\tif (split.length) {\n\t\t\t\t\t\tv = split.join(\"_\");\n\t\t\t\t\t\tif (v.indexOf(\"short\") !== -1) {\n\t\t\t\t\t\t\tdif = dif % cap;\n\t\t\t\t\t\t\tif (dif !== dif % (cap / 2)) {\n\t\t\t\t\t\t\t\tdif = (dif < 0) ? dif + cap : dif - cap;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (v.indexOf(\"_cw\") !== -1 && dif < 0) {\n\t\t\t\t\t\t\tdif = ((dif + cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t} else if (v.indexOf(\"ccw\") !== -1 && dif > 0) {\n\t\t\t\t\t\t\tdif = ((dif - cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (dif > min || dif < -min) {\n\t\t\t\t\t\tthis._addTween(target, p, start, start + dif, p);\n\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t},\n\n\t\t//called each time the values should be updated, and the ratio gets passed as the only parameter (typically it's a value between 0 and 1, but it can exceed those when using an ease like Elastic.easeOut or Back.easeOut, etc.)\n\t\tset: function(ratio) {\n\t\t\tvar pt;\n\t\t\tif (ratio !== 1) {\n\t\t\t\tthis._super.setRatio.call(this, ratio);\n\t\t\t} else {\n\t\t\t\tpt = this._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.f) {\n\t\t\t\t\t\tpt.t[pt.p](this.finals[pt.p]);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.t[pt.p] = this.finals[pt.p];\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t})._autoCSS = true;\n\n\n\n\n\n\n\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * EasePack\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine(\"easing.Back\", [\"easing.Ease\"], function(Ease) {\n\t\t\n\t\tvar w = (_gsScope.GreenSockGlobals || _gsScope),\n\t\t\tgs = w.com.greensock,\n\t\t\t_2PI = Math.PI * 2,\n\t\t\t_HALF_PI = Math.PI / 2,\n\t\t\t_class = gs._class,\n\t\t\t_create = function(n, f) {\n\t\t\t\tvar C = _class(\"easing.\" + n, function(){}, true),\n\t\t\t\t\tp = C.prototype = new Ease();\n\t\t\t\tp.constructor = C;\n\t\t\t\tp.getRatio = f;\n\t\t\t\treturn C;\n\t\t\t},\n\t\t\t_easeReg = Ease.register || function(){}, //put an empty function in place just as a safety measure in case someone loads an OLD version of TweenLite.js where Ease.register doesn't exist.\n\t\t\t_wrap = function(name, EaseOut, EaseIn, EaseInOut, aliases) {\n\t\t\t\tvar C = _class(\"easing.\"+name, {\n\t\t\t\t\teaseOut:new EaseOut(),\n\t\t\t\t\teaseIn:new EaseIn(),\n\t\t\t\t\teaseInOut:new EaseInOut()\n\t\t\t\t}, true);\n\t\t\t\t_easeReg(C, name);\n\t\t\t\treturn C;\n\t\t\t},\n\t\t\tEasePoint = function(time, value, next) {\n\t\t\t\tthis.t = time;\n\t\t\t\tthis.v = value;\n\t\t\t\tif (next) {\n\t\t\t\t\tthis.next = next;\n\t\t\t\t\tnext.prev = this;\n\t\t\t\t\tthis.c = next.v - value;\n\t\t\t\t\tthis.gap = next.t - time;\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t//Back\n\t\t\t_createBack = function(n, f) {\n\t\t\t\tvar C = _class(\"easing.\" + n, function(overshoot) {\n\t\t\t\t\t\tthis._p1 = (overshoot || overshoot === 0) ? overshoot : 1.70158;\n\t\t\t\t\t\tthis._p2 = this._p1 * 1.525;\n\t\t\t\t\t}, true),\n\t\t\t\t\tp = C.prototype = new Ease();\n\t\t\t\tp.constructor = C;\n\t\t\t\tp.getRatio = f;\n\t\t\t\tp.config = function(overshoot) {\n\t\t\t\t\treturn new C(overshoot);\n\t\t\t\t};\n\t\t\t\treturn C;\n\t\t\t},\n\n\t\t\tBack = _wrap(\"Back\",\n\t\t\t\t_createBack(\"BackOut\", function(p) {\n\t\t\t\t\treturn ((p = p - 1) * p * ((this._p1 + 1) * p + this._p1) + 1);\n\t\t\t\t}),\n\t\t\t\t_createBack(\"BackIn\", function(p) {\n\t\t\t\t\treturn p * p * ((this._p1 + 1) * p - this._p1);\n\t\t\t\t}),\n\t\t\t\t_createBack(\"BackInOut\", function(p) {\n\t\t\t\t\treturn ((p *= 2) < 1) ? 0.5 * p * p * ((this._p2 + 1) * p - this._p2) : 0.5 * ((p -= 2) * p * ((this._p2 + 1) * p + this._p2) + 2);\n\t\t\t\t})\n\t\t\t),\n\n\n\t\t\t//SlowMo\n\t\t\tSlowMo = _class(\"easing.SlowMo\", function(linearRatio, power, yoyoMode) {\n\t\t\t\tpower = (power || power === 0) ? power : 0.7;\n\t\t\t\tif (linearRatio == null) {\n\t\t\t\t\tlinearRatio = 0.7;\n\t\t\t\t} else if (linearRatio > 1) {\n\t\t\t\t\tlinearRatio = 1;\n\t\t\t\t}\n\t\t\t\tthis._p = (linearRatio !== 1) ? power : 0;\n\t\t\t\tthis._p1 = (1 - linearRatio) / 2;\n\t\t\t\tthis._p2 = linearRatio;\n\t\t\t\tthis._p3 = this._p1 + this._p2;\n\t\t\t\tthis._calcEnd = (yoyoMode === true);\n\t\t\t}, true),\n\t\t\tp = SlowMo.prototype = new Ease(),\n\t\t\tSteppedEase, RoughEase, _createElastic;\n\n\t\tp.constructor = SlowMo;\n\t\tp.getRatio = function(p) {\n\t\t\tvar r = p + (0.5 - p) * this._p;\n\t\t\tif (p < this._p1) {\n\t\t\t\treturn this._calcEnd ? 1 - ((p = 1 - (p / this._p1)) * p) : r - ((p = 1 - (p / this._p1)) * p * p * p * r);\n\t\t\t} else if (p > this._p3) {\n\t\t\t\treturn this._calcEnd ? (p === 1 ? 0 : 1 - (p = (p - this._p3) / this._p1) * p) : r + ((p - r) * (p = (p - this._p3) / this._p1) * p * p * p); //added p === 1 ? 0 to avoid floating point rounding errors from affecting the final value, like 1 - 0.7 = 0.30000000000000004 instead of 0.3\n\t\t\t}\n\t\t\treturn this._calcEnd ? 1 : r;\n\t\t};\n\t\tSlowMo.ease = new SlowMo(0.7, 0.7);\n\n\t\tp.config = SlowMo.config = function(linearRatio, power, yoyoMode) {\n\t\t\treturn new SlowMo(linearRatio, power, yoyoMode);\n\t\t};\n\n\n\t\t//SteppedEase\n\t\tSteppedEase = _class(\"easing.SteppedEase\", function(steps, immediateStart) {\n\t\t\t\tsteps = steps || 1;\n\t\t\t\tthis._p1 = 1 / steps;\n\t\t\t\tthis._p2 = steps + (immediateStart ? 0 : 1);\n\t\t\t\tthis._p3 = immediateStart ? 1 : 0;\n\t\t\t}, true);\n\t\tp = SteppedEase.prototype = new Ease();\n\t\tp.constructor = SteppedEase;\n\t\tp.getRatio = function(p) {\n\t\t\tif (p < 0) {\n\t\t\t\tp = 0;\n\t\t\t} else if (p >= 1) {\n\t\t\t\tp = 0.999999999;\n\t\t\t}\n\t\t\treturn (((this._p2 * p) | 0) + this._p3) * this._p1;\n\t\t};\n\t\tp.config = SteppedEase.config = function(steps, immediateStart) {\n\t\t\treturn new SteppedEase(steps, immediateStart);\n\t\t};\n\n\n\t\t//RoughEase\n\t\tRoughEase = _class(\"easing.RoughEase\", function(vars) {\n\t\t\tvars = vars || {};\n\t\t\tvar taper = vars.taper || \"none\",\n\t\t\t\ta = [],\n\t\t\t\tcnt = 0,\n\t\t\t\tpoints = (vars.points || 20) | 0,\n\t\t\t\ti = points,\n\t\t\t\trandomize = (vars.randomize !== false),\n\t\t\t\tclamp = (vars.clamp === true),\n\t\t\t\ttemplate = (vars.template instanceof Ease) ? vars.template : null,\n\t\t\t\tstrength = (typeof(vars.strength) === \"number\") ? vars.strength * 0.4 : 0.4,\n\t\t\t\tx, y, bump, invX, obj, pnt;\n\t\t\twhile (--i > -1) {\n\t\t\t\tx = randomize ? Math.random() : (1 / points) * i;\n\t\t\t\ty = template ? template.getRatio(x) : x;\n\t\t\t\tif (taper === \"none\") {\n\t\t\t\t\tbump = strength;\n\t\t\t\t} else if (taper === \"out\") {\n\t\t\t\t\tinvX = 1 - x;\n\t\t\t\t\tbump = invX * invX * strength;\n\t\t\t\t} else if (taper === \"in\") {\n\t\t\t\t\tbump = x * x * strength;\n\t\t\t\t} else if (x < 0.5) { //\"both\" (start)\n\t\t\t\t\tinvX = x * 2;\n\t\t\t\t\tbump = invX * invX * 0.5 * strength;\n\t\t\t\t} else {\t\t\t\t//\"both\" (end)\n\t\t\t\t\tinvX = (1 - x) * 2;\n\t\t\t\t\tbump = invX * invX * 0.5 * strength;\n\t\t\t\t}\n\t\t\t\tif (randomize) {\n\t\t\t\t\ty += (Math.random() * bump) - (bump * 0.5);\n\t\t\t\t} else if (i % 2) {\n\t\t\t\t\ty += bump * 0.5;\n\t\t\t\t} else {\n\t\t\t\t\ty -= bump * 0.5;\n\t\t\t\t}\n\t\t\t\tif (clamp) {\n\t\t\t\t\tif (y > 1) {\n\t\t\t\t\t\ty = 1;\n\t\t\t\t\t} else if (y < 0) {\n\t\t\t\t\t\ty = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ta[cnt++] = {x:x, y:y};\n\t\t\t}\n\t\t\ta.sort(function(a, b) {\n\t\t\t\treturn a.x - b.x;\n\t\t\t});\n\n\t\t\tpnt = new EasePoint(1, 1, null);\n\t\t\ti = points;\n\t\t\twhile (--i > -1) {\n\t\t\t\tobj = a[i];\n\t\t\t\tpnt = new EasePoint(obj.x, obj.y, pnt);\n\t\t\t}\n\n\t\t\tthis._prev = new EasePoint(0, 0, (pnt.t !== 0) ? pnt : pnt.next);\n\t\t}, true);\n\t\tp = RoughEase.prototype = new Ease();\n\t\tp.constructor = RoughEase;\n\t\tp.getRatio = function(p) {\n\t\t\tvar pnt = this._prev;\n\t\t\tif (p > pnt.t) {\n\t\t\t\twhile (pnt.next && p >= pnt.t) {\n\t\t\t\t\tpnt = pnt.next;\n\t\t\t\t}\n\t\t\t\tpnt = pnt.prev;\n\t\t\t} else {\n\t\t\t\twhile (pnt.prev && p <= pnt.t) {\n\t\t\t\t\tpnt = pnt.prev;\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._prev = pnt;\n\t\t\treturn (pnt.v + ((p - pnt.t) / pnt.gap) * pnt.c);\n\t\t};\n\t\tp.config = function(vars) {\n\t\t\treturn new RoughEase(vars);\n\t\t};\n\t\tRoughEase.ease = new RoughEase();\n\n\n\t\t//Bounce\n\t\t_wrap(\"Bounce\",\n\t\t\t_create(\"BounceOut\", function(p) {\n\t\t\t\tif (p < 1 / 2.75) {\n\t\t\t\t\treturn 7.5625 * p * p;\n\t\t\t\t} else if (p < 2 / 2.75) {\n\t\t\t\t\treturn 7.5625 * (p -= 1.5 / 2.75) * p + 0.75;\n\t\t\t\t} else if (p < 2.5 / 2.75) {\n\t\t\t\t\treturn 7.5625 * (p -= 2.25 / 2.75) * p + 0.9375;\n\t\t\t\t}\n\t\t\t\treturn 7.5625 * (p -= 2.625 / 2.75) * p + 0.984375;\n\t\t\t}),\n\t\t\t_create(\"BounceIn\", function(p) {\n\t\t\t\tif ((p = 1 - p) < 1 / 2.75) {\n\t\t\t\t\treturn 1 - (7.5625 * p * p);\n\t\t\t\t} else if (p < 2 / 2.75) {\n\t\t\t\t\treturn 1 - (7.5625 * (p -= 1.5 / 2.75) * p + 0.75);\n\t\t\t\t} else if (p < 2.5 / 2.75) {\n\t\t\t\t\treturn 1 - (7.5625 * (p -= 2.25 / 2.75) * p + 0.9375);\n\t\t\t\t}\n\t\t\t\treturn 1 - (7.5625 * (p -= 2.625 / 2.75) * p + 0.984375);\n\t\t\t}),\n\t\t\t_create(\"BounceInOut\", function(p) {\n\t\t\t\tvar invert = (p < 0.5);\n\t\t\t\tif (invert) {\n\t\t\t\t\tp = 1 - (p * 2);\n\t\t\t\t} else {\n\t\t\t\t\tp = (p * 2) - 1;\n\t\t\t\t}\n\t\t\t\tif (p < 1 / 2.75) {\n\t\t\t\t\tp = 7.5625 * p * p;\n\t\t\t\t} else if (p < 2 / 2.75) {\n\t\t\t\t\tp = 7.5625 * (p -= 1.5 / 2.75) * p + 0.75;\n\t\t\t\t} else if (p < 2.5 / 2.75) {\n\t\t\t\t\tp = 7.5625 * (p -= 2.25 / 2.75) * p + 0.9375;\n\t\t\t\t} else {\n\t\t\t\t\tp = 7.5625 * (p -= 2.625 / 2.75) * p + 0.984375;\n\t\t\t\t}\n\t\t\t\treturn invert ? (1 - p) * 0.5 : p * 0.5 + 0.5;\n\t\t\t})\n\t\t);\n\n\n\t\t//CIRC\n\t\t_wrap(\"Circ\",\n\t\t\t_create(\"CircOut\", function(p) {\n\t\t\t\treturn Math.sqrt(1 - (p = p - 1) * p);\n\t\t\t}),\n\t\t\t_create(\"CircIn\", function(p) {\n\t\t\t\treturn -(Math.sqrt(1 - (p * p)) - 1);\n\t\t\t}),\n\t\t\t_create(\"CircInOut\", function(p) {\n\t\t\t\treturn ((p*=2) < 1) ? -0.5 * (Math.sqrt(1 - p * p) - 1) : 0.5 * (Math.sqrt(1 - (p -= 2) * p) + 1);\n\t\t\t})\n\t\t);\n\n\n\t\t//Elastic\n\t\t_createElastic = function(n, f, def) {\n\t\t\tvar C = _class(\"easing.\" + n, function(amplitude, period) {\n\t\t\t\t\tthis._p1 = (amplitude >= 1) ? amplitude : 1; //note: if amplitude is < 1, we simply adjust the period for a more natural feel. Otherwise the math doesn't work right and the curve starts at 1.\n\t\t\t\t\tthis._p2 = (period || def) / (amplitude < 1 ? amplitude : 1);\n\t\t\t\t\tthis._p3 = this._p2 / _2PI * (Math.asin(1 / this._p1) || 0);\n\t\t\t\t\tthis._p2 = _2PI / this._p2; //precalculate to optimize\n\t\t\t\t}, true),\n\t\t\t\tp = C.prototype = new Ease();\n\t\t\tp.constructor = C;\n\t\t\tp.getRatio = f;\n\t\t\tp.config = function(amplitude, period) {\n\t\t\t\treturn new C(amplitude, period);\n\t\t\t};\n\t\t\treturn C;\n\t\t};\n\t\t_wrap(\"Elastic\",\n\t\t\t_createElastic(\"ElasticOut\", function(p) {\n\t\t\t\treturn this._p1 * Math.pow(2, -10 * p) * Math.sin( (p - this._p3) * this._p2 ) + 1;\n\t\t\t}, 0.3),\n\t\t\t_createElastic(\"ElasticIn\", function(p) {\n\t\t\t\treturn -(this._p1 * Math.pow(2, 10 * (p -= 1)) * Math.sin( (p - this._p3) * this._p2 ));\n\t\t\t}, 0.3),\n\t\t\t_createElastic(\"ElasticInOut\", function(p) {\n\t\t\t\treturn ((p *= 2) < 1) ? -0.5 * (this._p1 * Math.pow(2, 10 * (p -= 1)) * Math.sin( (p - this._p3) * this._p2)) : this._p1 * Math.pow(2, -10 *(p -= 1)) * Math.sin( (p - this._p3) * this._p2 ) * 0.5 + 1;\n\t\t\t}, 0.45)\n\t\t);\n\n\n\t\t//Expo\n\t\t_wrap(\"Expo\",\n\t\t\t_create(\"ExpoOut\", function(p) {\n\t\t\t\treturn 1 - Math.pow(2, -10 * p);\n\t\t\t}),\n\t\t\t_create(\"ExpoIn\", function(p) {\n\t\t\t\treturn Math.pow(2, 10 * (p - 1)) - 0.001;\n\t\t\t}),\n\t\t\t_create(\"ExpoInOut\", function(p) {\n\t\t\t\treturn ((p *= 2) < 1) ? 0.5 * Math.pow(2, 10 * (p - 1)) : 0.5 * (2 - Math.pow(2, -10 * (p - 1)));\n\t\t\t})\n\t\t);\n\n\n\t\t//Sine\n\t\t_wrap(\"Sine\",\n\t\t\t_create(\"SineOut\", function(p) {\n\t\t\t\treturn Math.sin(p * _HALF_PI);\n\t\t\t}),\n\t\t\t_create(\"SineIn\", function(p) {\n\t\t\t\treturn -Math.cos(p * _HALF_PI) + 1;\n\t\t\t}),\n\t\t\t_create(\"SineInOut\", function(p) {\n\t\t\t\treturn -0.5 * (Math.cos(Math.PI * p) - 1);\n\t\t\t})\n\t\t);\n\n\t\t_class(\"easing.EaseLookup\", {\n\t\t\t\tfind:function(s) {\n\t\t\t\t\treturn Ease.map[s];\n\t\t\t\t}\n\t\t\t}, true);\n\n\t\t//register the non-standard eases\n\t\t_easeReg(w.SlowMo, \"SlowMo\", \"ease,\");\n\t\t_easeReg(RoughEase, \"RoughEase\", \"ease,\");\n\t\t_easeReg(SteppedEase, \"SteppedEase\", \"ease,\");\n\n\t\treturn Back;\n\t\t\n\t}, true);\n\n\n});\n\nif (_gsScope._gsDefine) { _gsScope._gsQueue.pop()(); } //necessary in case TweenLite was already loaded separately.\n\n\n\n\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * Base classes like TweenLite, SimpleTimeline, Ease, Ticker, etc.\n * ----------------------------------------------------------------\n */\n(function(window, moduleName) {\n\n\t\t\"use strict\";\n\t\tvar _exports = {},\n\t\t\t_doc = window.document,\n\t\t\t_globals = window.GreenSockGlobals = window.GreenSockGlobals || window;\n\t\tif (_globals.TweenLite) {\n\t\t\treturn; //in case the core set of classes is already loaded, don't instantiate twice.\n\t\t}\n\t\tvar _namespace = function(ns) {\n\t\t\t\tvar a = ns.split(\".\"),\n\t\t\t\t\tp = _globals, i;\n\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\tp[a[i]] = p = p[a[i]] || {};\n\t\t\t\t}\n\t\t\t\treturn p;\n\t\t\t},\n\t\t\tgs = _namespace(\"com.greensock\"),\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\t_slice = function(a) { //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++])) {}\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\t_emptyFunc = function() {},\n\t\t\t_isArray = (function() { //works around issues in iframe environments where the Array global isn't shared, thus if the object originates in a different window/iframe, \"(obj instanceof Array)\" will evaluate false. We added some speed optimizations to avoid Object.prototype.toString.call() unless it's absolutely necessary because it's VERY slow (like 20x slower)\n\t\t\t\tvar toString = Object.prototype.toString,\n\t\t\t\t\tarray = toString.call([]);\n\t\t\t\treturn function(obj) {\n\t\t\t\t\treturn obj != null && (obj instanceof Array || (typeof(obj) === \"object\" && !!obj.push && toString.call(obj) === array));\n\t\t\t\t};\n\t\t\t}()),\n\t\t\ta, i, p, _ticker, _tickerActive,\n\t\t\t_defLookup = {},\n\n\t\t\t/**\n\t\t\t * @constructor\n\t\t\t * Defines a GreenSock class, optionally with an array of dependencies that must be instantiated first and passed into the definition.\n\t\t\t * This allows users to load GreenSock JS files in any order even if they have interdependencies (like CSSPlugin extends TweenPlugin which is\n\t\t\t * inside TweenLite.js, but if CSSPlugin is loaded first, it should wait to run its code until TweenLite.js loads and instantiates TweenPlugin\n\t\t\t * and then pass TweenPlugin to CSSPlugin's definition). This is all done automatically and internally.\n\t\t\t *\n\t\t\t * Every definition will be added to a \"com.greensock\" global object (typically window, but if a window.GreenSockGlobals object is found,\n\t\t\t * it will go there as of v1.7). For example, TweenLite will be found at window.com.greensock.TweenLite and since it's a global class that should be available anywhere,\n\t\t\t * it is ALSO referenced at window.TweenLite. However some classes aren't considered global, like the base com.greensock.core.Animation class, so\n\t\t\t * those will only be at the package like window.com.greensock.core.Animation. Again, if you define a GreenSockGlobals object on the window, everything\n\t\t\t * gets tucked neatly inside there instead of on the window directly. This allows you to do advanced things like load multiple versions of GreenSock\n\t\t\t * files and put them into distinct objects (imagine a banner ad uses a newer version but the main site uses an older one). In that case, you could\n\t\t\t * sandbox the banner one like:\n\t\t\t *\n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t *\n\t\t\t * @param {!string} ns The namespace of the class definition, leaving off \"com.greensock.\" as that's assumed. For example, \"TweenLite\" or \"plugins.CSSPlugin\" or \"easing.Back\".\n\t\t\t * @param {!Array.} dependencies An array of dependencies (described as their namespaces minus \"com.greensock.\" prefix). For example [\"TweenLite\",\"plugins.TweenPlugin\",\"core.Animation\"]\n\t\t\t * @param {!function():Object} func The function that should be called and passed the resolved dependencies which will return the actual class for this definition.\n\t\t\t * @param {boolean=} global If true, the class will be added to the global scope (typically window unless you define a window.GreenSockGlobals object)\n\t\t\t */\n\t\t\tDefinition = function(ns, dependencies, func, global) {\n\t\t\t\tthis.sc = (_defLookup[ns]) ? _defLookup[ns].sc : []; //subclasses\n\t\t\t\t_defLookup[ns] = this;\n\t\t\t\tthis.gsClass = null;\n\t\t\t\tthis.func = func;\n\t\t\t\tvar _classes = [];\n\t\t\t\tthis.check = function(init) {\n\t\t\t\t\tvar i = dependencies.length,\n\t\t\t\t\t\tmissing = i,\n\t\t\t\t\t\tcur, a, n, cl;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif ((cur = _defLookup[dependencies[i]] || new Definition(dependencies[i], [])).gsClass) {\n\t\t\t\t\t\t\t_classes[i] = cur.gsClass;\n\t\t\t\t\t\t\tmissing--;\n\t\t\t\t\t\t} else if (init) {\n\t\t\t\t\t\t\tcur.sc.push(this);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (missing === 0 && func) {\n\t\t\t\t\t\ta = (\"com.greensock.\" + ns).split(\".\");\n\t\t\t\t\t\tn = a.pop();\n\t\t\t\t\t\tcl = _namespace(a.join(\".\"))[n] = this.gsClass = func.apply(func, _classes);\n\n\t\t\t\t\t\t//exports to multiple environments\n\t\t\t\t\t\tif (global) {\n\t\t\t\t\t\t\t_globals[n] = _exports[n] = cl; //provides a way to avoid global namespace pollution. By default, the main classes like TweenLite, Power1, Strong, etc. are added to window unless a GreenSockGlobals is defined. So if you want to have things added to a custom object instead, just do something like window.GreenSockGlobals = {} before loading any GreenSock files. You can even set up an alias like window.GreenSockGlobals = windows.gs = {} so that you can access everything like gs.TweenLite. Also remember that ALL classes are added to the window.com.greensock object (in their respective packages, like com.greensock.easing.Power1, com.greensock.TweenLite, etc.)\n\t\t\t\t\t\t\tif (typeof(module) !== \"undefined\" && module.exports) { //node\n\t\t\t\t\t\t\t\tif (ns === moduleName) {\n\t\t\t\t\t\t\t\t\tmodule.exports = _exports[moduleName] = cl;\n\t\t\t\t\t\t\t\t\tfor (i in _exports) {\n\t\t\t\t\t\t\t\t\t\tcl[i] = _exports[i];\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t} else if (_exports[moduleName]) {\n\t\t\t\t\t\t\t\t\t_exports[moduleName][n] = cl;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else if (typeof(define) === \"function\" && define.amd){ //AMD\n\t\t\t\t\t\t\t\tdefine((window.GreenSockAMDPath ? window.GreenSockAMDPath + \"/\" : \"\") + ns.split(\".\").pop(), [], function() { return cl; });\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tfor (i = 0; i < this.sc.length; i++) {\n\t\t\t\t\t\t\tthis.sc[i].check();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t\tthis.check(true);\n\t\t\t},\n\n\t\t\t//used to create Definition instances (which basically registers a class that has dependencies).\n\t\t\t_gsDefine = window._gsDefine = function(ns, dependencies, func, global) {\n\t\t\t\treturn new Definition(ns, dependencies, func, global);\n\t\t\t},\n\n\t\t\t//a quick way to create a class that doesn't have any dependencies. Returns the class, but first registers it in the GreenSock namespace so that other classes can grab it (other classes might be dependent on the class).\n\t\t\t_class = gs._class = function(ns, func, global) {\n\t\t\t\tfunc = func || function() {};\n\t\t\t\t_gsDefine(ns, [], function(){ return func; }, global);\n\t\t\t\treturn func;\n\t\t\t};\n\n\t\t_gsDefine.globals = _globals;\n\n\n\n/*\n * ----------------------------------------------------------------\n * Ease\n * ----------------------------------------------------------------\n */\n\t\tvar _baseParams = [0, 0, 1, 1],\n\t\t\tEase = _class(\"easing.Ease\", function(func, extraParams, type, power) {\n\t\t\t\tthis._func = func;\n\t\t\t\tthis._type = type || 0;\n\t\t\t\tthis._power = power || 0;\n\t\t\t\tthis._params = extraParams ? _baseParams.concat(extraParams) : _baseParams;\n\t\t\t}, true),\n\t\t\t_easeMap = Ease.map = {},\n\t\t\t_easeReg = Ease.register = function(ease, names, types, create) {\n\t\t\t\tvar na = names.split(\",\"),\n\t\t\t\t\ti = na.length,\n\t\t\t\t\tta = (types || \"easeIn,easeOut,easeInOut\").split(\",\"),\n\t\t\t\t\te, name, j, type;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tname = na[i];\n\t\t\t\t\te = create ? _class(\"easing.\"+name, null, true) : gs.easing[name] || {};\n\t\t\t\t\tj = ta.length;\n\t\t\t\t\twhile (--j > -1) {\n\t\t\t\t\t\ttype = ta[j];\n\t\t\t\t\t\t_easeMap[name + \".\" + type] = _easeMap[type + name] = e[type] = ease.getRatio ? ease : ease[type] || new ease();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\tp = Ease.prototype;\n\t\tp._calcEnd = false;\n\t\tp.getRatio = function(p) {\n\t\t\tif (this._func) {\n\t\t\t\tthis._params[0] = p;\n\t\t\t\treturn this._func.apply(null, this._params);\n\t\t\t}\n\t\t\tvar t = this._type,\n\t\t\t\tpw = this._power,\n\t\t\t\tr = (t === 1) ? 1 - p : (t === 2) ? p : (p < 0.5) ? p * 2 : (1 - p) * 2;\n\t\t\tif (pw === 1) {\n\t\t\t\tr *= r;\n\t\t\t} else if (pw === 2) {\n\t\t\t\tr *= r * r;\n\t\t\t} else if (pw === 3) {\n\t\t\t\tr *= r * r * r;\n\t\t\t} else if (pw === 4) {\n\t\t\t\tr *= r * r * r * r;\n\t\t\t}\n\t\t\treturn (t === 1) ? 1 - r : (t === 2) ? r : (p < 0.5) ? r / 2 : 1 - (r / 2);\n\t\t};\n\n\t\t//create all the standard eases like Linear, Quad, Cubic, Quart, Quint, Strong, Power0, Power1, Power2, Power3, and Power4 (each with easeIn, easeOut, and easeInOut)\n\t\ta = [\"Linear\",\"Quad\",\"Cubic\",\"Quart\",\"Quint,Strong\"];\n\t\ti = a.length;\n\t\twhile (--i > -1) {\n\t\t\tp = a[i]+\",Power\"+i;\n\t\t\t_easeReg(new Ease(null,null,1,i), p, \"easeOut\", true);\n\t\t\t_easeReg(new Ease(null,null,2,i), p, \"easeIn\" + ((i === 0) ? \",easeNone\" : \"\"));\n\t\t\t_easeReg(new Ease(null,null,3,i), p, \"easeInOut\");\n\t\t}\n\t\t_easeMap.linear = gs.easing.Linear.easeIn;\n\t\t_easeMap.swing = gs.easing.Quad.easeInOut; //for jQuery folks\n\n\n/*\n * ----------------------------------------------------------------\n * EventDispatcher\n * ----------------------------------±õ°ù------------------------------\n */\n\t\tvar EventDispatcher = _class(\"events.EventDispatcher\", function(target) {\n\t\t\tthis._listeners = {};\n\t\t\tthis._eventTarget = target || this;\n\t\t});\n\t\tp = EventDispatcher.prototype;\n\n\t\tp.addEventListener = function(type, callback, scope, useParam, priority) {\n\t\t\tpriority = priority || 0;\n\t\t\tvar list = this._listeners[type],\n\t\t\t\tindex = 0,\n\t\t\t\tlistener, i;\n\t\t\tif (this === _ticker && !_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (list == null) {\n\t\t\t\tthis._listeners[type] = list = [];\n\t\t\t}\n\t\t\ti = list.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tlistener = list[i];\n\t\t\t\tif (listener.c === callback && listener.s === scope) {\n\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t} else if (index === 0 && listener.pr < priority) {\n\t\t\t\t\tindex = i + 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\tlist.splice(index, 0, {c:callback, s:scope, up:useParam, pr:priority});\n\t\t};\n\n\t\tp.removeEventListener = function(type, callback) {\n\t\t\tvar list = this._listeners[type], i;\n\t\t\tif (list) {\n\t\t\t\ti = list.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (list[i].c === callback) {\n\t\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp.dispatchEvent = function(type) {\n\t\t\tvar list = this._listeners[type],\n\t\t\t\ti, t, listener;\n\t\t\tif (list) {\n\t\t\t\ti = list.length;\n\t\t\t\tif (i > 1) {\n\t\t\t\t\tlist = list.slice(0); //in case addEventListener() is called from within a listener/callback (otherwise the index could change, resulting in a skip)\n\t\t\t\t}\n\t\t\t\tt = this._eventTarget;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tlistener = list[i];\n\t\t\t\t\tif (listener) {\n\t\t\t\t\t\tif (listener.up) {\n\t\t\t\t\t\t\tlistener.c.call(listener.s || t, {type:type, target:t});\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tlistener.c.call(listener.s || t);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\n/*\n * ----------------------------------------------------------------\n * Ticker\n * ----------------------------------------------------------------\n */\n \t\tvar _reqAnimFrame = window.requestAnimationFrame,\n\t\t\t_cancelAnimFrame = window.cancelAnimationFrame,\n\t\t\t_getTime = Date.now || function() {return new Date().getTime();},\n\t\t\t_lastUpdate = _getTime();\n\n\t\t//now try to determine the requestAnimationFrame and cancelAnimationFrame functions and if none are found, we'll use a setTimeout()/clearTimeout() polyfill.\n\t\ta = [\"ms\",\"moz\",\"webkit\",\"o\"];\n\t\ti = a.length;\n\t\twhile (--i > -1 && !_reqAnimFrame) {\n\t\t\t_reqAnimFrame = window[a[i] + \"RequestAnimationFrame\"];\n\t\t\t_cancelAnimFrame = window[a[i] + \"CancelAnimationFrame\"] || window[a[i] + \"CancelRequestAnimationFrame\"];\n\t\t}\n\n\t\t_class(\"Ticker\", function(fps, useRAF) {\n\t\t\tvar _self = this,\n\t\t\t\t_startTime = _getTime(),\n\t\t\t\t_useRAF = (useRAF !== false && _reqAnimFrame) ? \"auto\" : false,\n\t\t\t\t_lagThreshold = 500,\n\t\t\t\t_adjustedLag = 33,\n\t\t\t\t_tickWord = \"tick\", //helps reduce gc burden\n\t\t\t\t_fps, _req, _id, _gap, _nextTime,\n\t\t\t\t_tick = function(manual) {\n\t\t\t\t\tvar elapsed = _getTime() - _lastUpdate,\n\t\t\t\t\t\toverlap, dispatch;\n\t\t\t\t\tif (elapsed > _lagThreshold) {\n\t\t\t\t\t\t_startTime += elapsed - _adjustedLag;\n\t\t\t\t\t}\n\t\t\t\t\t_lastUpdate += elapsed;\n\t\t\t\t\t_self.time = (_lastUpdate - _startTime) / 1000;\n\t\t\t\t\toverlap = _self.time - _nextTime;\n\t\t\t\t\tif (!_fps || overlap > 0 || manual === true) {\n\t\t\t\t\t\t_self.frame++;\n\t\t\t\t\t\t_nextTime += overlap + (overlap >= _gap ? 0.004 : _gap - overlap);\n\t\t\t\t\t\tdispatch = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (manual !== true) { //make sure the request is made before we dispatch the \"tick\" event so that timing is maintained. Otherwise, if processing the \"tick\" requires a bunch of time (like 15ms) and we're using a setTimeout() that's based on 16.7ms, it'd technically take 31.7ms between frames otherwise.\n\t\t\t\t\t\t_id = _req(_tick);\n\t\t\t\t\t}\n\t\t\t\t\tif (dispatch) {\n\t\t\t\t\t\t_self.dispatchEvent(_tickWord);\n\t\t\t\t\t}\n\t\t\t\t};\n\n\t\t\tEventDispatcher.call(_self);\n\t\t\t_self.time = _self.frame = 0;\n\t\t\t_self.tick = function() {\n\t\t\t\t_tick(true);\n\t\t\t};\n\n\t\t\t_self.lagSmoothing = function(threshold, adjustedLag) {\n\t\t\t\tif (!arguments.length) { //if lagSmoothing() is called with no arguments, treat it like a getter that returns a boolean indicating if it's enabled or not. This is purposely undocumented and is for internal use.\n\t\t\t\t\treturn (_lagThreshold < 1 / _tinyNum);\n\t\t\t\t}\n\t\t\t\t_lagThreshold = threshold || (1 / _tinyNum); //zero should be interpreted as basically unlimited\n\t\t\t\t_adjustedLag = Math.min(adjustedLag, _lagThreshold, 0);\n\t\t\t};\n\n\t\t\t_self.sleep = function() {\n\t\t\t\tif (_id == null) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (!_useRAF || !_cancelAnimFrame) {\n\t\t\t\t\tclearTimeout(_id);\n\t\t\t\t} else {\n\t\t\t\t\t_cancelAnimFrame(_id);\n\t\t\t\t}\n\t\t\t\t_req = _emptyFunc;\n\t\t\t\t_id = null;\n\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t_tickerActive = false;\n\t\t\t\t}\n\t\t\t};\n\n\t\t\t_self.wake = function(seamless) {\n\t\t\t\tif (_id !== null) {\n\t\t\t\t\t_self.sleep();\n\t\t\t\t} else if (seamless) {\n\t\t\t\t\t_startTime += -_lastUpdate + (_lastUpdate = _getTime());\n\t\t\t\t} else if (_self.frame > 10) { //don't trigger lagSmoothing if we're just waking up, and make sure that at least 10 frames have elapsed because of the iOS bug that we work around below with the 1.5-second setTimout().\n\t\t\t\t\t_lastUpdate = _getTime() - _lagThreshold + 5;\n\t\t\t\t}\n\t\t\t\t_req = (_fps === 0) ? _emptyFunc : (!_useRAF || !_reqAnimFrame) ? function(f) { return setTimeout(f, ((_nextTime - _self.time) * 1000 + 1) | 0); } : _reqAnimFrame;\n\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t_tickerActive = true;\n\t\t\t\t}\n\t\t\t\t_tick(2);\n\t\t\t};\n\n\t\t\t_self.fps = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn _fps;\n\t\t\t\t}\n\t\t\t\t_fps = value;\n\t\t\t\t_gap = 1 / (_fps || 60);\n\t\t\t\t_nextTime = this.time + _gap;\n\t\t\t\t_self.wake();\n\t\t\t};\n\n\t\t\t_self.useRAF = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn _useRAF;\n\t\t\t\t}\n\t\t\t\t_self.sleep();\n\t\t\t\t_useRAF = value;\n\t\t\t\t_self.fps(_fps);\n\t\t\t};\n\t\t\t_self.fps(fps);\n\n\t\t\t//a bug in iOS 6 Safari occasionally prevents the requestAnimationFrame from working initially, so we use a 1.5-second timeout that automatically falls back to setTimeout() if it senses this condition.\n\t\t\tsetTimeout(function() {\n\t\t\t\tif (_useRAF === \"auto\" && _self.frame < 5 && _doc.visibilityState !== \"hidden\") {\n\t\t\t\t\t_self.useRAF(false);\n\t\t\t\t}\n\t\t\t}, 1500);\n\t\t});\n\n\t\tp = gs.Ticker.prototype = new gs.events.EventDispatcher();\n\t\tp.constructor = gs.Ticker;\n\n\n/*\n * ----------------------------------------------------------------\n * Animation\n * ----------------------------------------------------------------\n */\n\t\tvar Animation = _class(\"core.Animation\", function(duration, vars) {\n\t\t\t\tthis.vars = vars = vars || {};\n\t\t\t\tthis._duration = this._totalDuration = duration || 0;\n\t\t\t\tthis._delay = Number(vars.delay) || 0;\n\t\t\t\tthis._timeScale = 1;\n\t\t\t\tthis._active = (vars.immediateRender === true);\n\t\t\t\tthis.data = vars.data;\n\t\t\t\tthis._reversed = (vars.reversed === true);\n\n\t\t\t\tif (!_rootTimeline) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (!_tickerActive) { //some browsers (like iOS 6 Safari) shut down JavaScript execution when the tab is disabled and they [occasionally] neglect to start up requestAnimationFrame again when returning - this code ensures that the engine starts up again properly.\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\n\t\t\t\tvar tl = this.vars.useFrames ? _rootFramesTimeline : _rootTimeline;\n\t\t\t\ttl.add(this, tl._time);\n\n\t\t\t\tif (this.vars.paused) {\n\t\t\t\t\tthis.paused(true);\n\t\t\t\t}\n\t\t\t});\n\n\t\t_ticker = Animation.ticker = new gs.Ticker();\n\t\tp = Animation.prototype;\n\t\tp._dirty = p._gc = p._initted = p._paused = false;\n\t\tp._totalTime = p._time = 0;\n\t\tp._rawPrevTime = -1;\n\t\tp._next = p._last = p._onUpdate = p._timeline = p.timeline = null;\n\t\tp._paused = false;\n\n\n\t\t//some browsers (like iOS) occasionally drop the requestAnimationFrame event when the user switches to a different tab and then comes back again, so we use a 2-second setTimeout() to sense if/when that condition occurs and then wake() the ticker.\n\t\tvar _checkTimeout = function() {\n\t\t\t\tif (_tickerActive && _getTime() - _lastUpdate > 2000 && (_doc.visibilityState !== \"hidden\" || !_ticker.lagSmoothing())) { //note: if the tab is hidden, we should still wake if lagSmoothing has been disabled.\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\tvar t = setTimeout(_checkTimeout, 2000);\n\t\t\t\tif (t.unref) {\n\t\t\t\t\t// allows a node process to exit even if the timeout’s callback hasn't been invoked. Without it, the node process could hang as this function is called every two seconds.\n\t\t\t\t\tt.unref();\n\t\t\t\t}\n\t\t\t};\n\t\t_checkTimeout();\n\n\n\t\tp.play = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t}\n\t\t\treturn this.reversed(false).paused(false);\n\t\t};\n\n\t\tp.pause = function(atTime, suppressEvents) {\n\t\t\tif (atTime != null) {\n\t\t\t\tthis.seek(atTime, suppressEvents);\n\t\t\t}\n\t\t\treturn this.paused(true);\n\t\t};\n\n\t\tp.resume = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t}\n\t\t\treturn this.paused(false);\n\t\t};\n\n\t\tp.seek = function(time, suppressEvents) {\n\t\t\treturn this.totalTime(Number(time), suppressEvents !== false);\n\t\t};\n\n\t\tp.restart = function(includeDelay, suppressEvents) {\n\t\t\treturn this.reversed(false).paused(false).totalTime(includeDelay ? -this._delay : 0, (suppressEvents !== false), true);\n\t\t};\n\n\t\tp.reverse = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek((from || this.totalDuration()), suppressEvents);\n\t\t\t}\n\t\t\treturn this.reversed(true).paused(false);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\t//stub - we override this method in subclasses.\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tthis._time = this._totalTime = 0;\n\t\t\tthis._initted = this._gc = false;\n\t\t\tthis._rawPrevTime = -1;\n\t\t\tif (this._gc || !this.timeline) {\n\t\t\t\tthis._enabled(true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.isActive = function() {\n\t\t\tvar tl = this._timeline, //the 2 root timelines won't have a _timeline; they're always active.\n\t\t\t\tstartTime = this._startTime,\n\t\t\t\trawTime;\n\t\t\treturn (!tl || (!this._gc && !this._paused && tl.isActive() && (rawTime = tl.rawTime(true)) >= startTime && rawTime < startTime + this.totalDuration() / this._timeScale - 0.0000001));\n\t\t};\n\n\t\tp._enabled = function (enabled, ignoreTimeline) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tthis._gc = !enabled;\n\t\t\tthis._active = this.isActive();\n\t\t\tif (ignoreTimeline !== true) {\n\t\t\t\tif (enabled && !this.timeline) {\n\t\t\t\t\tthis._timeline.add(this, this._startTime - this._delay);\n\t\t\t\t} else if (!enabled && this.timeline) {\n\t\t\t\t\tthis._timeline._remove(this, true);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\n\t\tp._kill = function(vars, target) {\n\t\t\treturn this._enabled(false, false);\n\t\t};\n\n\t\tp.kill = function(vars, target) {\n\t\t\tthis._kill(vars, target);\n\t\t\treturn this;\n\t\t};\n\n\t\tp._uncache = function(includeSelf) {\n\t\t\tvar tween = includeSelf ? this : this.timeline;\n\t\t\twhile (tween) {\n\t\t\t\ttween._dirty = true;\n\t\t\t\ttween = tween.timeline;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._swapSelfInParams = function(params) {\n\t\t\tvar i = params.length,\n\t\t\t\tcopy = params.concat();\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (params[i] === \"{self}\") {\n\t\t\t\t\tcopy[i] = this;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn copy;\n\t\t};\n\n\t\tp._callback = function(type) {\n\t\t\tvar v = this.vars,\n\t\t\t\tcallback = v[type],\n\t\t\t\tparams = v[type + \"Params\"],\n\t\t\t\tscope = v[type + \"Scope\"] || v.callbackScope || this,\n\t\t\t\tl = params ? params.length : 0;\n\t\t\tswitch (l) { //speed optimization; call() is faster than apply() so use it when there are only a few parameters (which is by far most common). Previously we simply did var v = this.vars; v[type].apply(v[type + \"Scope\"] || v.callbackScope || this, v[type + \"Params\"] || _blankArray);\n\t\t\t\tcase 0: callback.call(scope); break;\n\t\t\t\tcase 1: callback.call(scope, params[0]); break;\n\t\t\t\tcase 2: callback.call(scope, params[0], params[1]); break;\n\t\t\t\tdefault: callback.apply(scope, params);\n\t\t\t}\n\t\t};\n\n//----Animation getters/setters --------------------------------------------------------\n\n\t\tp.eventCallback = function(type, callback, params, scope) {\n\t\t\tif ((type || \"\").substr(0,2) === \"on\") {\n\t\t\t\tvar v = this.vars;\n\t\t\t\tif (arguments.length === 1) {\n\t\t\t\t\treturn v[type];\n\t\t\t\t}\n\t\t\t\tif (callback == null) {\n\t\t\t\t\tdelete v[type];\n\t\t\t\t} else {\n\t\t\t\t\tv[type] = callback;\n\t\t\t\t\tv[type + \"Params\"] = (_isArray(params) && params.join(\"\").indexOf(\"{self}\") !== -1) ? this._swapSelfInParams(params) : params;\n\t\t\t\t\tv[type + \"Scope\"] = scope;\n\t\t\t\t}\n\t\t\t\tif (type === \"onUpdate\") {\n\t\t\t\t\tthis._onUpdate = callback;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.delay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._delay;\n\t\t\t}\n\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\tthis.startTime( this._startTime + value - this._delay );\n\t\t\t}\n\t\t\tthis._delay = value;\n\t\t\treturn this;\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tthis._dirty = false;\n\t\t\t\treturn this._duration;\n\t\t\t}\n\t\t\tthis._duration = this._totalDuration = value;\n\t\t\tthis._uncache(true); //true in case it's a TweenMax or TimelineMax that has a repeat - we'll need to refresh the totalDuration.\n\t\t\tif (this._timeline.smoothChildTiming) if (this._time > 0) if (this._time < this._duration) if (value !== 0) {\n\t\t\t\tthis.totalTime(this._totalTime * (value / this._duration), true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tthis._dirty = false;\n\t\t\treturn (!arguments.length) ? this._totalDuration : this.duration(value);\n\t\t};\n\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\treturn this.totalTime((value > this._duration) ? this._duration : value, suppressEvents);\n\t\t};\n\n\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._totalTime;\n\t\t\t}\n\t\t\tif (this._timeline) {\n\t\t\t\tif (time < 0 && !uncapped) {\n\t\t\t\t\ttime += this.totalDuration();\n\t\t\t\t}\n\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\tif (this._dirty) {\n\t\t\t\t\t\tthis.totalDuration();\n\t\t\t\t\t}\n\t\t\t\t\tvar totalDuration = this._totalDuration,\n\t\t\t\t\t\ttl = this._timeline;\n\t\t\t\t\tif (time > totalDuration && !uncapped) {\n\t\t\t\t\t\ttime = totalDuration;\n\t\t\t\t\t}\n\t\t\t\t\tthis._startTime = (this._paused ? this._pauseTime : tl._time) - ((!this._reversed ? time : totalDuration - time) / this._timeScale);\n\t\t\t\t\tif (!tl._dirty) { //for performance improvement. If the parent's cache is already dirty, it already took care of marking the ancestors as dirty too, so skip the function call here.\n\t\t\t\t\t\tthis._uncache(false);\n\t\t\t\t\t}\n\t\t\t\t\t//in case any of the ancestor timelines had completed but should now be enabled, we should reset their totalTime() which will also ensure that they're lined up properly and enabled. Skip for animations that are on the root (wasteful). Example: a TimelineLite.exportRoot() is performed when there's a paused tween on the root, the export will not complete until that tween is unpaused, but imagine a child gets restarted later, after all [unpaused] tweens have completed. The startTime of that child would get pushed out, but one of the ancestors may have completed.\n\t\t\t\t\tif (tl._timeline) {\n\t\t\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\t\t\tif (tl._timeline._time !== (tl._startTime + tl._totalTime) / tl._timeScale) {\n\t\t\t\t\t\t\t\ttl.totalTime(tl._totalTime, true);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this._gc) {\n\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t}\n\t\t\t\tif (this._totalTime !== time || this._duration === 0) {\n\t\t\t\t\tif (_lazyTweens.length) {\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tthis.render(time, suppressEvents, false);\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when someone calls seek() or time() or progress(), they expect an immediate render.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.progress = p.totalProgress = function(value, suppressEvents) {\n\t\t\tvar duration = this.duration();\n\t\t\treturn (!arguments.length) ? (duration ? this._time / duration : this.ratio) : this.totalTime(duration * value, suppressEvents);\n\t\t};\n\n\t\tp.startTime = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._startTime;\n\t\t\t}\n\t\t\tif (value !== this._startTime) {\n\t\t\t\tthis._startTime = value;\n\t\t\t\tif (this.timeline) if (this.timeline._sortChildren) {\n\t\t\t\t\tthis.timeline.add(this, value - this._delay); //ensures that any necessary re-sequencing of Animations in the timeline occurs to make sure the rendering order is correct.\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.endTime = function(includeRepeats) {\n\t\t\treturn this._startTime + ((includeRepeats != false) ? this.totalDuration() : this.duration()) / this._timeScale;\n\t\t};\n\n\t\tp.timeScale = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._timeScale;\n\t\t\t}\n\t\t\tvar pauseTime, t;\n\t\t\tvalue = value || _tinyNum; //can't allow zero because it'll throw the math off\n\t\t\tif (this._timeline && this._timeline.smoothChildTiming) {\n\t\t\t\tpauseTime = this._pauseTime;\n\t\t\t\tt = (pauseTime || pauseTime === 0) ? pauseTime : this._timeline.totalTime();\n\t\t\t\tthis._startTime = t - ((t - this._startTime) * this._timeScale / value);\n\t\t\t}\n\t\t\tthis._timeScale = value;\n\t\t\tt = this.timeline;\n\t\t\twhile (t && t.timeline) { //must update the duration/totalDuration of all ancestor timelines immediately in case in the middle of a render loop, one tween alters another tween's timeScale which shoves its startTime before 0, forcing the parent timeline to shift around and shiftChildren() which could affect that next tween's render (startTime). Doesn't matter for the root timeline though.\n\t\t\t\tt._dirty = true;\n\t\t\t\tt.totalDuration();\n\t\t\t\tt = t.timeline;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.reversed = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._reversed;\n\t\t\t}\n\t\t\tif (value != this._reversed) {\n\t\t\t\tthis._reversed = value;\n\t\t\t\tthis.totalTime(((this._timeline && !this._timeline.smoothChildTiming) ? this.totalDuration() - this._totalTime : this._totalTime), true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.paused = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._paused;\n\t\t\t}\n\t\t\tvar tl = this._timeline,\n\t\t\t\traw, elapsed;\n\t\t\tif (value != this._paused) if (tl) {\n\t\t\t\tif (!_tickerActive && !value) {\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\traw = tl.rawTime();\n\t\t\t\telapsed = raw - this._pauseTime;\n\t\t\t\tif (!value && tl.smoothChildTiming) {\n\t\t\t\t\tthis._startTime += elapsed;\n\t\t\t\t\tthis._uncache(false);\n\t\t\t\t}\n\t\t\t\tthis._pauseTime = value ? raw : null;\n\t\t\t\tthis._paused = value;\n\t\t\t\tthis._active = this.isActive();\n\t\t\t\tif (!value && elapsed !== 0 && this._initted && this.duration()) {\n\t\t\t\t\traw = tl.smoothChildTiming ? this._totalTime : (raw - this._startTime) / this._timeScale;\n\t\t\t\t\tthis.render(raw, (raw === this._totalTime), true); //in case the target's properties changed via some other tween or manual update by the user, we should force a render.\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._gc && !value) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\n/*\n * ----------------------------------------------------------------\n * SimpleTimeline\n * ----------------------------------------------------------------\n */\n\t\tvar SimpleTimeline = _class(\"core.SimpleTimeline\", function(vars) {\n\t\t\tAnimation.call(this, 0, vars);\n\t\t\tthis.autoRemoveChildren = this.smoothChildTiming = true;\n\t\t});\n\n\t\tp = SimpleTimeline.prototype = new Animation();\n\t\tp.constructor = SimpleTimeline;\n\t\tp.kill()._gc = false;\n\t\tp._first = p._last = p._recent = null;\n\t\tp._sortChildren = false;\n\n\t\tp.add = p.insert = function(child, position, align, stagger) {\n\t\t\tvar prevTween, st;\n\t\t\tchild._startTime = Number(position || 0) + child._delay;\n\t\t\tif (child._paused) if (this !== child._timeline) { //we only adjust the _pauseTime if it wasn't in this timeline already. Remember, sometimes a tween will be inserted again into the same timeline when its startTime is changed so that the tweens in the TimelineLite/Max are re-ordered properly in the linked list (so everything renders in the proper order).\n\t\t\t\tchild._pauseTime = child._startTime + ((this.rawTime() - child._startTime) / child._timeScale);\n\t\t\t}\n\t\t\tif (child.timeline) {\n\t\t\t\tchild.timeline._remove(child, true); //removes from existing timeline so that it can be properly added to this one.\n\t\t\t}\n\t\t\tchild.timeline = child._timeline = this;\n\t\t\tif (child._gc) {\n\t\t\t\tchild._enabled(true, true);\n\t\t\t}\n\t\t\tprevTween = this._last;\n\t\t\tif (this._sortChildren) {\n\t\t\t\tst = child._startTime;\n\t\t\t\twhile (prevTween && prevTween._startTime > st) {\n\t\t\t\t\tprevTween = prevTween._prev;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (prevTween) {\n\t\t\t\tchild._next = prevTween._next;\n\t\t\t\tprevTween._next = child;\n\t\t\t} else {\n\t\t\t\tchild._next = this._first;\n\t\t\t\tthis._first = child;\n\t\t\t}\n\t\t\tif (child._next) {\n\t\t\t\tchild._next._prev = child;\n\t\t\t} else {\n\t\t\t\tthis._last = child;\n\t\t\t}\n\t\t\tchild._prev = prevTween;\n\t\t\tthis._recent = child;\n\t\t\tif (this._timeline) {\n\t\t\t\tthis._uncache(true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._remove = function(tween, skipDisable) {\n\t\t\tif (tween.timeline === this) {\n\t\t\t\tif (!skipDisable) {\n\t\t\t\t\ttween._enabled(false, true);\n\t\t\t\t}\n\n\t\t\t\tif (tween._prev) {\n\t\t\t\t\ttween._prev._next = tween._next;\n\t\t\t\t} else if (this._first === tween) {\n\t\t\t\t\tthis._first = tween._next;\n\t\t\t\t}\n\t\t\t\tif (tween._next) {\n\t\t\t\t\ttween._next._prev = tween._prev;\n\t\t\t\t} else if (this._last === tween) {\n\t\t\t\t\tthis._last = tween._prev;\n\t\t\t\t}\n\t\t\t\ttween._next = tween._prev = tween.timeline = null;\n\t\t\t\tif (tween === this._recent) {\n\t\t\t\t\tthis._recent = this._last;\n\t\t\t\t}\n\n\t\t\t\tif (this._timeline) {\n\t\t\t\t\tthis._uncache(true);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tvar tween = this._first,\n\t\t\t\tnext;\n\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\twhile (tween) {\n\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\tif (tween._active || (time >= tween._startTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttween = next;\n\t\t\t}\n\t\t};\n\n\t\tp.rawTime = function() {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\treturn this._totalTime;\n\t\t};\n\n/*\n * ----------------------------------------------------------------\n * TweenLite\n * ----------------------------------------------------------------\n */\n\t\tvar TweenLite = _class(\"TweenLite\", function(target, duration, vars) {\n\t\t\t\tAnimation.call(this, duration, vars);\n\t\t\t\tthis.render = TweenLite.prototype.render; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\n\t\t\t\tif (target == null) {\n\t\t\t\t\tthrow \"Cannot tween a null target.\";\n\t\t\t\t}\n\n\t\t\t\tthis.target = target = (typeof(target) !== \"string\") ? target : TweenLite.selector(target) || target;\n\n\t\t\t\tvar isSelector = (target.jquery || (target.length && target !== window && target[0] && (target[0] === window || (target[0].nodeType && target[0].style && !target.nodeType)))),\n\t\t\t\t\toverwrite = this.vars.overwrite,\n\t\t\t\t\ti, targ, targets;\n\n\t\t\t\tthis._overwrite = overwrite = (overwrite == null) ? _overwriteLookup[TweenLite.defaultOverwrite] : (typeof(overwrite) === \"number\") ? overwrite >> 0 : _overwriteLookup[overwrite];\n\n\t\t\t\tif ((isSelector || target instanceof Array || (target.push && _isArray(target))) && typeof(target[0]) !== \"number\") {\n\t\t\t\t\tthis._targets = targets = _slice(target); //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\t\tthis._propLookup = [];\n\t\t\t\t\tthis._siblings = [];\n\t\t\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\t\t\ttarg = targets[i];\n\t\t\t\t\t\tif (!targ) {\n\t\t\t\t\t\t\ttargets.splice(i--, 1);\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\ttarg = targets[i--] = TweenLite.selector(targ); //in case it's an array of strings\n\t\t\t\t\t\t\tif (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\t\ttargets.splice(i+1, 1); //to avoid an endless loop (can't imagine why the selector would return a string, but just in case)\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (targ.length && targ !== window && targ[0] && (targ[0] === window || (targ[0].nodeType && targ[0].style && !targ.nodeType))) { //in case the user is passing in an array of selector objects (like jQuery objects), we need to check one more level and pull things out if necessary. Also note that elements pass all the criteria regarding length and the first child having style, so we must also check to ensure the target isn't an HTML node itself.\n\t\t\t\t\t\t\ttargets.splice(i--, 1);\n\t\t\t\t\t\t\tthis._targets = targets = targets.concat(_slice(targ));\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._siblings[i] = _register(targ, this, false);\n\t\t\t\t\t\tif (overwrite === 1) if (this._siblings[i].length > 1) {\n\t\t\t\t\t\t\t_applyOverwrite(targ, this, null, 1, this._siblings[i]);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\t\t\t\t\tthis._propLookup = {};\n\t\t\t\t\tthis._siblings = _register(target, this, false);\n\t\t\t\t\tif (overwrite === 1) if (this._siblings.length > 1) {\n\t\t\t\t\t\t_applyOverwrite(target, this, null, 1, this._siblings);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this.vars.immediateRender || (duration === 0 && this._delay === 0 && this.vars.immediateRender !== false)) {\n\t\t\t\t\tthis._time = -_tinyNum; //forces a render without having to set the render() \"force\" parameter to true because we want to allow lazying by default (using the \"force\" parameter always forces an immediate full render)\n\t\t\t\t\tthis.render(Math.min(0, -this._delay)); //in case delay is negative\n\t\t\t\t}\n\t\t\t}, true),\n\t\t\t_isSelector = function(v) {\n\t\t\t\treturn (v && v.length && v !== window && v[0] && (v[0] === window || (v[0].nodeType && v[0].style && !v.nodeType))); //we cannot check \"nodeType\" if the target is window from within an iframe, otherwise it will trigger a security error in some browsers like Firefox.\n\t\t\t},\n\t\t\t_autoCSS = function(vars, target) {\n\t\t\t\tvar css = {},\n\t\t\t\t\tp;\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tif (!_reservedProps[p] && (!(p in target) || p === \"transform\" || p === \"x\" || p === \"y\" || p === \"width\" || p === \"height\" || p === \"className\" || p === \"border\") && (!_plugins[p] || (_plugins[p] && _plugins[p]._autoCSS))) { //note: elements contain read-only \"x\" and \"y\" properties. We should also prioritize editing css width/height rather than the element's properties.\n\t\t\t\t\t\tcss[p] = vars[p];\n\t\t\t\t\t\tdelete vars[p];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tvars.css = css;\n\t\t\t};\n\n\t\tp = TweenLite.prototype = new Animation();\n\t\tp.constructor = TweenLite;\n\t\tp.kill()._gc = false;\n\n//----TweenLite defaults, overwrite management, and root updates ----------------------------------------------------\n\n\t\tp.ratio = 0;\n\t\tp._firstPT = p._targets = p._overwrittenProps = p._startAt = null;\n\t\tp._notifyPluginsOfEnabled = p._lazy = false;\n\n\t\tTweenLite.version = \"1.20.3\";\n\t\tTweenLite.defaultEase = p._ease = new Ease(null, null, 1, 1);\n\t\tTweenLite.defaultOverwrite = \"auto\";\n\t\tTweenLite.ticker = _ticker;\n\t\tTweenLite.autoSleep = 120;\n\t\tTweenLite.lagSmoothing = function(threshold, adjustedLag) {\n\t\t\t_ticker.lagSmoothing(threshold, adjustedLag);\n\t\t};\n\n\t\tTweenLite.selector = window.$ || window.jQuery || function(e) {\n\t\t\tvar selector = window.$ || window.jQuery;\n\t\t\tif (selector) {\n\t\t\t\tTweenLite.selector = selector;\n\t\t\t\treturn selector(e);\n\t\t\t}\n\t\t\treturn (typeof(_doc) === \"undefined\") ? e : (_doc.querySelectorAll ? _doc.querySelectorAll(e) : _doc.getElementById((e.charAt(0) === \"#\") ? e.substr(1) : e));\n\t\t};\n\n\t\tvar _lazyTweens = [],\n\t\t\t_lazyLookup = {},\n\t\t\t_numbersExp = /(?:(-|-=|\\+=)?\\d*\\.?\\d*(?:e[\\-+]?\\d+)?)[0-9]/ig,\n\t\t\t_relExp = /[\\+-]=-?[\\.\\d]/,\n\t\t\t//_nonNumbersExp = /(?:([\\-+](?!(\\d|=)))|[^\\d\\-+=e]|(e(?![\\-+][\\d])))+/ig,\n\t\t\t_setRatio = function(v) {\n\t\t\t\tvar pt = this._firstPT,\n\t\t\t\t\tmin = 0.000001,\n\t\t\t\t\tval;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tval = !pt.blob ? pt.c * v + pt.s : (v === 1 && this.end != null) ? this.end : v ? this.join(\"\") : this.start;\n\t\t\t\t\tif (pt.m) {\n\t\t\t\t\t\tval = pt.m(val, this._target || pt.t);\n\t\t\t\t\t} else if (val < min) if (val > -min && !pt.blob) { //prevents issues with converting very small numbers to strings in the browser\n\t\t\t\t\t\tval = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (!pt.f) {\n\t\t\t\t\t\tpt.t[pt.p] = val;\n\t\t\t\t\t} else if (pt.fp) {\n\t\t\t\t\t\tpt.t[pt.p](pt.fp, val);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.t[pt.p](val);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t},\n\t\t\t//compares two strings (start/end), finds the numbers that are different and spits back an array representing the whole value but with the changing values isolated as elements. For example, \"rgb(0,0,0)\" and \"rgb(100,50,0)\" would become [\"rgb(\", 0, \",\", 50, \",0)\"]. Notice it merges the parts that are identical (performance optimization). The array also has a linked list of PropTweens attached starting with _firstPT that contain the tweening data (t, p, s, c, f, etc.). It also stores the starting value as a \"start\" property so that we can revert to it if/when necessary, like when a tween rewinds fully. If the quantity of numbers differs between the start and end, it will always prioritize the end value(s). The pt parameter is optional - it's for a PropTween that will be appended to the end of the linked list and is typically for actually setting the value after all of the elements have been updated (with array.join(\"\")).\n\t\t\t_blobDif = function(start, end, filter, pt) {\n\t\t\t\tvar a = [],\n\t\t\t\t\tcharIndex = 0,\n\t\t\t\t\ts = \"\",\n\t\t\t\t\tcolor = 0,\n\t\t\t\t\tstartNums, endNums, num, i, l, nonNumbers, currentNum;\n\t\t\t\ta.start = start;\n\t\t\t\ta.end = end;\n\t\t\t\tstart = a[0] = start + \"\"; //ensure values are strings\n\t\t\t\tend = a[1] = end + \"\";\n\t\t\t\tif (filter) {\n\t\t\t\t\tfilter(a); //pass an array with the starting and ending values and let the filter do whatever it needs to the values.\n\t\t\t\t\tstart = a[0];\n\t\t\t\t\tend = a[1];\n\t\t\t\t}\n\t\t\t\ta.length = 0;\n\t\t\t\tstartNums = start.match(_numbersExp) || [];\n\t\t\t\tendNums = end.match(_numbersExp) || [];\n\t\t\t\tif (pt) {\n\t\t\t\t\tpt._next = null;\n\t\t\t\t\tpt.blob = 1;\n\t\t\t\t\ta._firstPT = a._applyPT = pt; //apply last in the linked list (which means inserting it first)\n\t\t\t\t}\n\t\t\t\tl = endNums.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tcurrentNum = endNums[i];\n\t\t\t\t\tnonNumbers = end.substr(charIndex, end.indexOf(currentNum, charIndex)-charIndex);\n\t\t\t\t\ts += (nonNumbers || !i) ? nonNumbers : \",\"; //note: SVG spec allows omission of comma/space when a negative sign is wedged between two numbers, like 2.5-5.3 instead of 2.5,-5.3 but when tweening, the negative value may switch to positive, so we insert the comma just in case.\n\t\t\t\t\tcharIndex += nonNumbers.length;\n\t\t\t\t\tif (color) { //sense rgba() values and round them.\n\t\t\t\t\t\tcolor = (color + 1) % 5;\n\t\t\t\t\t} else if (nonNumbers.substr(-5) === \"rgba(\") {\n\t\t\t\t\t\tcolor = 1;\n\t\t\t\t\t}\n\t\t\t\t\tif (currentNum === startNums[i] || startNums.length <= i) {\n\t\t\t\t\t\ts += currentNum;\n\t\t\tµDTù\t\t} else {\n\t\t\t\t\t\tif (s) {\n\t\t\t\t\t\t\ta.push(s);\n\t\t\t\t\t\t\ts = \"\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tnum = parseFloat(startNums[i]);\n\t\t\t\t\t\ta.push(num);\n\t\t\t\t\t\ta._firstPT = {_next: a._firstPT, t:a, p: a.length-1, s:num, c:((currentNum.charAt(1) === \"=\") ? parseInt(currentNum.charAt(0) + \"1\", 10) * parseFloat(currentNum.substr(2)) : (parseFloat(currentNum) - num)) || 0, f:0, m:(color && color < 4) ? Math.round : 0};\n\t\t\t\t\t\t//note: we don't set _prev because we'll never need to remove individual PropTweens from this list.\n\t\t\t\t\t}\n\t\t\t\t\tcharIndex += currentNum.length;\n\t\t\t\t}\n\t\t\t\ts += end.substr(charIndex);\n\t\t\t\tif (s) {\n\t\t\t\t\ta.push(s);\n\t\t\t\t}\n\t\t\t\ta.setRatio = _setRatio;\n\t\t\t\tif (_relExp.test(end)) { //if the end string contains relative values, delete it so that on the final render (in _setRatio()), we don't actually set it to the string with += or -= characters (forces it to use the calculated value).\n\t\t\t\t\ta.end = null;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t},\n\t\t\t//note: \"funcParam\" is only necessary for function-based getters/setters that require an extra parameter like getAttribute(\"width\") and setAttribute(\"width\", value). In this example, funcParam would be \"width\". Used by AttrPlugin for example.\n\t\t\t_addPropTween = function(target, prop, start, end, overwriteProp, mod, funcParam, stringFilter, index) {\n\t\t\t\tif (typeof(end) === \"function\") {\n\t\t\t\t\tend = end(index || 0, target);\n\t\t\t\t}\n\t\t\t\tvar type = typeof(target[prop]),\n\t\t\t\t\tgetterName = (type !== \"function\") ? \"\" : ((prop.indexOf(\"set\") || typeof(target[\"get\" + prop.substr(3)]) !== \"function\") ? prop : \"get\" + prop.substr(3)),\n\t\t\t\t\ts = (start !== \"get\") ? start : !getterName ? target[prop] : funcParam ? target[getterName](funcParam) : target[getterName](),\n\t\t\t\t\tisRelative = (typeof(end) === \"string\" && end.charAt(1) === \"=\"),\n\t\t\t\t\tpt = {t:target, p:prop, s:s, f:(type === \"function\"), pg:0, n:overwriteProp || prop, m:(!mod ? 0 : (typeof(mod) === \"function\") ? mod : Math.round), pr:0, c:isRelative ? parseInt(end.charAt(0) + \"1\", 10) * parseFloat(end.substr(2)) : (parseFloat(end) - s) || 0},\n\t\t\t\t\tblob;\n\n\t\t\t\tif (typeof(s) !== \"number\" || (typeof(end) !== \"number\" && !isRelative)) {\n\t\t\t\t\tif (funcParam || isNaN(s) || (!isRelative && isNaN(end)) || typeof(s) === \"boolean\" || typeof(end) === \"boolean\") {\n\t\t\t\t\t\t//a blob (string that has multiple numbers in it)\n\t\t\t\t\t\tpt.fp = funcParam;\n\t\t\t\t\t\tblob = _blobDif(s, (isRelative ? parseFloat(pt.s) + pt.c : end), stringFilter || TweenLite.defaultStringFilter, pt);\n\t\t\t\t\t\tpt = {t: blob, p: \"setRatio\", s: 0, c: 1, f: 2, pg: 0, n: overwriteProp || prop, pr: 0, m: 0}; //\"2\" indicates it's a Blob property tween. Needed for RoundPropsPlugin for example.\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.s = parseFloat(s);\n\t\t\t\t\t\tif (!isRelative) {\n\t\t\t\t\t\t\tpt.c = (parseFloat(end) - pt.s) || 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (pt.c) { //only add it to the linked list if there's a change.\n\t\t\t\t\tif ((pt._next = this._firstPT)) {\n\t\t\t\t\t\tpt._next._prev = pt;\n\t\t\t\t\t}\n\t\t\t\t\tthis._firstPT = pt;\n\t\t\t\t\treturn pt;\n\t\t\t\t}\n\t\t\t},\n\t\t\t_internals = TweenLite._internals = {isArray:_isArray, isSelector:_isSelector, lazyTweens:_lazyTweens, blobDif:_blobDif}, //gives us a way to expose certain private values to other GreenSock classes without contaminating tha main TweenLite object.\n\t\t\t_plugins = TweenLite._plugins = {},\n\t\t\t_tweenLookup = _internals.tweenLookup = {},\n\t\t\t_tweenLookupNum = 0,\n\t\t\t_reservedProps = _internals.reservedProps = {ease:1, delay:1, overwrite:1, onComplete:1, onCompleteParams:1, onCompleteScope:1, useFrames:1, runBackwards:1, startAt:1, onUpdate:1, onUpdateParams:1, onUpdateScope:1, onStart:1, onStartParams:1, onStartScope:1, onReverseComplete:1, onReverseCompleteParams:1, onReverseCompleteScope:1, onRepeat:1, onRepeatParams:1, onRepeatScope:1, easeParams:1, yoyo:1, immediateRender:1, repeat:1, repeatDelay:1, data:1, paused:1, reversed:1, autoCSS:1, lazy:1, onOverwrite:1, callbackScope:1, stringFilter:1, id:1, yoyoEase:1},\n\t\t\t_overwriteLookup = {none:0, all:1, auto:2, concurrent:3, allOnStart:4, preexisting:5, \"true\":1, \"false\":0},\n\t\t\t_rootFramesTimeline = Animation._rootFramesTimeline = new SimpleTimeline(),\n\t\t\t_rootTimeline = Animation._rootTimeline = new SimpleTimeline(),\n\t\t\t_nextGCFrame = 30,\n\t\t\t_lazyRender = _internals.lazyRender = function() {\n\t\t\t\tvar i = _lazyTweens.length,\n\t\t\t\t\ttween;\n\t\t\t\t_lazyLookup = {};\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\ttween = _lazyTweens[i];\n\t\t\t\t\tif (tween && tween._lazy !== false) {\n\t\t\t\t\t\ttween.render(tween._lazy[0], tween._lazy[1], true);\n\t\t\t\t\t\ttween._lazy = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_lazyTweens.length = 0;\n\t\t\t};\n\n\t\t_rootTimeline._startTime = _ticker.time;\n\t\t_rootFramesTimeline._startTime = _ticker.frame;\n\t\t_rootTimeline._active = _rootFramesTimeline._active = true;\n\t\tsetTimeout(_lazyRender, 1); //on some mobile devices, there isn't a \"tick\" before code runs which means any lazy renders wouldn't run before the next official \"tick\".\n\n\t\tAnimation._updateRoot = TweenLite.render = function() {\n\t\t\t\tvar i, a, p;\n\t\t\t\tif (_lazyTweens.length) { //if code is run outside of the requestAnimationFrame loop, there may be tweens queued AFTER the engine refreshed, so we need to ensure any pending renders occur before we refresh again.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\t_rootTimeline.render((_ticker.time - _rootTimeline._startTime) * _rootTimeline._timeScale, false, false);\n\t\t\t\t_rootFramesTimeline.render((_ticker.frame - _rootFramesTimeline._startTime) * _rootFramesTimeline._timeScale, false, false);\n\t\t\t\tif (_lazyTweens.length) {\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tif (_ticker.frame >= _nextGCFrame) { //dump garbage every 120 frames or whatever the user sets TweenLite.autoSleep to\n\t\t\t\t\t_nextGCFrame = _ticker.frame + (parseInt(TweenLite.autoSleep, 10) || 120);\n\t\t\t\t\tfor (p in _tweenLookup) {\n\t\t\t\t\t\ta = _tweenLookup[p].tweens;\n\t\t\t\t\t\ti = a.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif (a[i]._gc) {\n\t\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (a.length === 0) {\n\t\t\t\t\t\t\tdelete _tweenLookup[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t//if there are no more tweens in the root timelines, or if they're all paused, make the _timer sleep to reduce load on the CPU slightly\n\t\t\t\t\tp = _rootTimeline._first;\n\t\t\t\t\tif (!p || p._paused) if (TweenLite.autoSleep && !_rootFramesTimeline._first && _ticker._listeners.tick.length === 1) {\n\t\t\t\t\t\twhile (p && p._paused) {\n\t\t\t\t\t\t\tp = p._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!p) {\n\t\t\t\t\t\t\t_ticker.sleep();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\t_ticker.addEventListener(\"tick\", Animation._updateRoot);\n\n\t\tvar _register = function(target, tween, scrub) {\n\t\t\t\tvar id = target._gsTweenID, a, i;\n\t\t\t\tif (!_tweenLookup[id || (target._gsTweenID = id = \"t\" + (_tweenLookupNum++))]) {\n\t\t\t\t\t_tweenLookup[id] = {target:target, tweens:[]};\n\t\t\t\t}\n\t\t\t\tif (tween) {\n\t\t\t\t\ta = _tweenLookup[id].tweens;\n\t\t\t\t\ta[(i = a.length)] = tween;\n\t\t\t\t\tif (scrub) {\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif (a[i] === tween) {\n\t\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn _tweenLookup[id].tweens;\n\t\t\t},\n\t\t\t_onOverwrite = function(overwrittenTween, overwritingTween, target, killedProps) {\n\t\t\t\tvar func = overwrittenTween.vars.onOverwrite, r1, r2;\n\t\t\t\tif (func) {\n\t\t\t\t\tr1 = func(overwrittenTween, overwritingTween, target, killedProps);\n\t\t\t\t}\n\t\t\t\tfunc = TweenLite.onOverwrite;\n\t\t\t\tif (func) {\n\t\t\t\t\tr2 = func(overwrittenTween, overwritingTween, target, killedProps);\n\t\t\t\t}\n\t\t\t\treturn (r1 !== false && r2 !== false);\n\t\t\t},\n\t\t\t_applyOverwrite = function(target, tween, props, mode, siblings) {\n\t\t\t\tvar i, changed, curTween, l;\n\t\t\t\tif (mode === 1 || mode >= 4) {\n\t\t\t\t\tl = siblings.length;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tif ((curTween = siblings[i]) !== tween) {\n\t\t\t\t\t\t\tif (!curTween._gc) {\n\t\t\t\t\t\t\t\tif (curTween._kill(null, target, tween)) {\n\t\t\t\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else if (mode === 5) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn changed;\n\t\t\t\t}\n\t\t\t\t//NOTE: Add 0.0000000001 to overcome floating point errors that can cause the startTime to be VERY slightly off (when a tween's time() is set for example)\n\t\t\t\tvar startTime = tween._startTime + _tinyNum,\n\t\t\t\t\toverlaps = [],\n\t\t\t\t\toCount = 0,\n\t\t\t\t\tzeroDur = (tween._duration === 0),\n\t\t\t\t\tglobalStart;\n\t\t\t\ti = siblings.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif ((curTween = siblings[i]) === tween || curTween._gc || curTween._paused) {\n\t\t\t\t\t\t//ignore\n\t\t\t\t\t} else if (curTween._timeline !== tween._timeline) {\n\t\t\t\t\t\tglobalStart = globalStart || _checkOverlap(tween, 0, zeroDur);\n\t\t\t\t\t\tif (_checkOverlap(curTween, globalStart, zeroDur) === 0) {\n\t\t\t\t\t\t\toverlaps[oCount++] = curTween;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else if (curTween._startTime <= startTime) if (curTween._startTime + curTween.totalDuration() / curTween._timeScale > startTime) if (!((zeroDur || !curTween._initted) && startTime - curTween._startTime <= 0.0000000002)) {\n\t\t\t\t\t\toverlaps[oCount++] = curTween;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\ti = oCount;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tcurTween = overlaps[i];\n\t\t\t\t\tif (mode === 2) if (curTween._kill(props, target, tween)) {\n\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (mode !== 2 || (!curTween._firstPT && curTween._initted)) {\n\t\t\t\t\t\tif (mode !== 2 && !_onOverwrite(curTween, tween)) {\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (curTween._enabled(false, false)) { //if all property tweens have been overwritten, kill the tween.\n\t\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn changed;\n\t\t\t},\n\t\t\t_checkOverlap = function(tween, reference, zeroDur) {\n\t\t\t\tvar tl = tween._timeline,\n\t\t\t\t\tts = tl._timeScale,\n\t\t\t\t\tt = tween._startTime;\n\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\tt += tl._startTime;\n\t\t\t\t\tts *= tl._timeScale;\n\t\t\t\t\tif (tl._paused) {\n\t\t\t\t\t\treturn -100;\n\t\t\t\t\t}\n\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t}\n\t\t\t\tt /= ts;\n\t\t\t\treturn (t > reference) ? t - reference : ((zeroDur && t === reference) || (!tween._initted && t - reference < 2 * _tinyNum)) ? _tinyNum : ((t += tween.totalDuration() / tween._timeScale / ts) > reference + _tinyNum) ? 0 : t - reference - _tinyNum;\n\t\t\t};\n\n\n//---- TweenLite instance methods -----------------------------------------------------------------------------\n\n\t\tp._init = function() {\n\t\t\tvar v = this.vars,\n\t\t\t\top = this._overwrittenProps,\n\t\t\t\tdur = this._duration,\n\t\t\t\timmediate = !!v.immediateRender,\n\t\t\t\tease = v.ease,\n\t\t\t\ti, initPlugins, pt, p, startVars, l;\n\t\t\tif (v.startAt) {\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tthis._startAt.render(-1, true); //if we've run a startAt previously (when the tween instantiated), we should revert it so that the values re-instantiate correctly particularly for relative tweens. Without this, a TweenLite.fromTo(obj, 1, {x:\"+=100\"}, {x:\"-=100\"}), for example, would actually jump to +=200 because the startAt would run twice, doubling the relative change.\n\t\t\t\t\tthis._startAt.kill();\n\t\t\t\t}\n\t\t\t\tstartVars = {};\n\t\t\t\tfor (p in v.startAt) { //copy the properties/values into a new object to avoid collisions, like var to = {x:0}, from = {x:500}; timeline.fromTo(e, 1, from, to).fromTo(e, 1, to, from);\n\t\t\t\t\tstartVars[p] = v.startAt[p];\n\t\t\t\t}\n\t\t\t\tstartVars.data = \"isStart\";\n\t\t\t\tstartVars.overwrite = false;\n\t\t\t\tstartVars.immediateRender = true;\n\t\t\t\tstartVars.lazy = (immediate && v.lazy !== false);\n\t\t\t\tstartVars.startAt = startVars.delay = null; //no nesting of startAt objects allowed (otherwise it could cause an infinite loop).\n\t\t\t\tstartVars.onUpdate = v.onUpdate;\n\t\t\t\tstartVars.onUpdateParams = v.onUpdateParams;\n\t\t\t\tstartVars.onUpdateScope = v.onUpdateScope || v.callbackScope || this;\n\t\t\t\tthis._startAt = TweenLite.to(this.target, 0, startVars);\n\t\t\t\tif (immediate) {\n\t\t\t\t\tif (this._time > 0) {\n\t\t\t\t\t\tthis._startAt = null; //tweens that render immediately (like most from() and fromTo() tweens) shouldn't revert when their parent timeline's playhead goes backward past the startTime because the initial render could have happened anytime and it shouldn't be directly correlated to this tween's startTime. Imagine setting up a complex animation where the beginning states of various objects are rendered immediately but the tween doesn't happen for quite some time - if we revert to the starting values as soon as the playhead goes backward past the tween's startTime, it will throw things off visually. Reversion should only happen in TimelineLite/Max instances where immediateRender was false (which is the default in the convenience methods like from()).\n\t\t\t\t\t} else if (dur !== 0) {\n\t\t\t\t\t\treturn; //we skip initialization here so that overwriting doesn't occur until the tween actually begins. Otherwise, if you create several immediateRender:true tweens of the same target/properties to drop into a TimelineLite or TimelineMax, the last one created would overwrite the first ones because they didn't get placed into the timeline yet before the first render occurs and kicks in overwriting.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (v.runBackwards && dur !== 0) {\n\t\t\t\t//from() tweens must be handled uniquely: their beginning values must be rendered but we don't want overwriting to occur yet (when time is still 0). Wait until the tween actually begins before doing all the routines like overwriting. At that time, we should render at the END of the tween to ensure that things initialize correctly (remember, from() tweens go backwards)\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tthis._startAt.render(-1, true);\n\t\t\t\t\tthis._startAt.kill();\n\t\t\t\t\tthis._startAt = null;\n\t\t\t\t} else {\n\t\t\t\t\tif (this._time !== 0) { //in rare cases (like if a from() tween runs and then is invalidate()-ed), immediateRender could be true but the initial forced-render gets skipped, so there's no need to force the render in this context when the _time is greater than 0\n\t\t\t\t\t\timmediate = false;\n\t\t\t\t\t}\n\t\t\t\t\tpt = {};\n\t\t\t\t\tfor (p in v) { //copy props into a new object and skip any reserved props, otherwise onComplete or onUpdate or onStart could fire. We should, however, permit autoCSS to go through.\n\t\t\t\t\t\tif (!_reservedProps[p] || p === \"autoCSS\") {\n\t\t\t\t\t\t\tpt[p] = v[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt.overwrite = 0;\n\t\t\t\t\tpt.data = \"isFromStart\"; //we tag the tween with as \"isFromStart\" so that if [inside a plugin] we need to only do something at the very END of a tween, we have a way of identifying this tween as merely the one that's setting the beginning values for a \"from()\" tween. For example, clearProps in CSSPlugin should only get applied at the very END of a tween and without this tag, from(...{height:100, clearProps:\"height\", delay:1}) would wipe the height at the beginning of the tween and after 1 second, it'd kick back in.\n\t\t\t\t\tpt.lazy = (immediate && v.lazy !== false);\n\t\t\t\t\tpt.immediateRender = immediate; //zero-duration tweens render immediately by default, but if we're not specifically instructed to render this tween immediately, we should skip this and merely _init() to record the starting values (rendering them immediately would push them to completion which is wasteful in that case - we'd have to render(-1) immediately after)\n\t\t\t\t\tthis._startAt = TweenLite.to(this.target, 0, pt);\n\t\t\t\t\tif (!immediate) {\n\t\t\t\t\t\tthis._startAt._init(); //ensures that the initial values are recorded\n\t\t\t\t\t\tthis._startAt._enabled(false); //no need to have the tween render on the next cycle. Disable it because we'll always manually control the renders of the _startAt tween.\n\t\t\t\t\t\tif (this.vars.immediateRender) {\n\t\t\t\t\t\t\tthis._startAt = null;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else if (this._time === 0) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._ease = ease = (!ease) ? TweenLite.defaultEase : (ease instanceof Ease) ? ease : (typeof(ease) === \"function\") ? new Ease(ease, v.easeParams) : _easeMap[ease] || TweenLite.defaultEase;\n\t\t\tif (v.easeParams instanceof Array && ease.config) {\n\t\t\t\tthis._ease = ease.config.apply(ease, v.easeParams);\n\t\t\t}\n\t\t\tthis._easeType = this._ease._type;\n\t\t\tthis._easePower = this._ease._power;\n\t\t\tthis._firstPT = null;\n\n\t\t\tif (this._targets) {\n\t\t\t\tl = this._targets.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tif ( this._initProps( this._targets[i], (this._propLookup[i] = {}), this._siblings[i], (op ? op[i] : null), i) ) {\n\t\t\t\t\t\tinitPlugins = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tinitPlugins = this._initProps(this.target, this._propLookup, this._siblings, op, 0);\n\t\t\t}\n\n\t\t\tif (initPlugins) {\n\t\t\t\tTweenLite._onPluginEvent(\"_onInitAllProps\", this); //reorders the array in order of priority. Uses a static TweenPlugin method in order to minimize file size in TweenLite\n\t\t\t}\n\t\t\tif (op) if (!this._firstPT) if (typeof(this.target) !== \"function\") { //if all tweening properties have been overwritten, kill the tween. If the target is a function, it's probably a delayedCall so let it live.\n\t\t\t\tthis._enabled(false, false);\n\t\t\t}\n\t\t\tif (v.runBackwards) {\n\t\t\t\tpt = this._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tpt.s += pt.c;\n\t\t\t\t\tpt.c = -pt.c;\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._onUpdate = v.onUpdate;\n\t\t\tthis._initted = true;\n\t\t};\n\n\t\tp._initProps = function(target, propLookup, siblings, overwrittenProps, index) {\n\t\t\tvar p, i, initPlugins, plugin, pt, v;\n\t\t\tif (target == null) {\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tif (_lazyLookup[target._gsTweenID]) {\n\t\t\t\t_lazyRender(); //if other tweens of the same target have recently initted but haven't rendered yet, we've got to force the render so that the starting values are correct (imagine populating a timeline with a bunch of sequential tweens and then jumping to the end)\n\t\t\t}\n\n\t\t\tif (!this.vars.css) if (target.style) if (target !== window && target.nodeType) if (_plugins.css) if (this.vars.autoCSS !== false) { //it's so common to use TweenLite/Max to animate the css of DOM elements, we assume that if the target is a DOM element, that's what is intended (a convenience so that users don't have to wrap things in css:{}, although we still recommend it for a slight performance boost and better specificity). Note: we cannot check \"nodeType\" on the window inside an iframe.\n\t\t\t\t_autoCSS(this.vars, target);\n\t\t\t}\n\t\t\tfor (p in this.vars) {\n\t\t\t\tv = this.vars[p];\n\t\t\t\tif (_reservedProps[p]) {\n\t\t\t\t\tif (v) if ((v instanceof Array) || (v.push && _isArray(v))) if (v.join(\"\").indexOf(\"{self}\") !== -1) {\n\t\t\t\t\t\tthis.vars[p] = v = this._swapSelfInParams(v, this);\n\t\t\t\t\t}\n\n\t\t\t\t} else if (_plugins[p] && (plugin = new _plugins[p]())._onInitTween(target, this.vars[p], this, index)) {\n\n\t\t\t\t\t//t - target \t\t[object]\n\t\t\t\t\t//p - property \t\t[string]\n\t\t\t\t\t//s - start\t\t\t[number]\n\t\t\t\t\t//c - change\t\t[number]\n\t\t\t\t\t//f - isFunction\t[boolean]\n\t\t\t\t\t//n - name\t\t\t[string]\n\t\t\t\t\t//pg - isPlugin \t[boolean]\n\t\t\t\t\t//pr - priority\t\t[number]\n\t\t\t\t\t//m - mod [function | 0]\n\t\t\t\t\tthis._firstPT = pt = {_next:this._firstPT, t:plugin, p:\"setRatio\", s:0, c:1, f:1, n:p, pg:1, pr:plugin._priority, m:0};\n\t\t\t\t\ti = plugin._overwriteProps.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tpropLookup[plugin._overwriteProps[i]] = this._firstPT;\n\t\t\t\t\t}\n\t\t\t\t\tif (plugin._priority || plugin._onInitAllProps) {\n\t\t\t\t\t\tinitPlugins = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (plugin._onDisable || plugin._onEnable) {\n\t\t\t\t\t\tthis._notifyPluginsOfEnabled = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\tpt._next._prev = pt;\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\t\t\t\t\tpropLookup[p] = _addPropTween.call(this, target, p, \"get\", v, p, 0, null, this.vars.stringFilter, index);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (overwrittenProps) if (this._kill(overwrittenProps, target)) { //another tween may have tried to overwrite properties of this tween before init() was called (like if two tweens start at the same time, the one created second will run first)\n\t\t\t\treturn this._initProps(target, propLookup, siblings, overwrittenProps, index);\n\t\t\t}\n\t\t\tif (this._overwrite > 1) if (this._firstPT) if (siblings.length > 1) if (_applyOverwrite(target, this, propLookup, this._overwrite, siblings)) {\n\t\t\t\tthis._kill(propLookup, target);\n\t\t\t\treturn this._initProps(target, propLookup, siblings, overwrittenProps, index);\n\t\t\t}\n\t\t\tif (this._firstPT) if ((this.vars.lazy !== false && this._duration) || (this.vars.lazy && !this._duration)) { //zero duration tweens don't lazy render by default; everything else does.\n\t\t\t\t_lazyLookup[target._gsTweenID] = true;\n\t\t\t}\n\t\t\treturn initPlugins;\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tvar prevTime = this._time,\n\t\t\t\tduration = this._duration,\n\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\tisComplete, callback, pt, rawPrevTime;\n\t\t\tif (time >= duration - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tthis._totalTime = this._time = duration;\n\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(1) : 1;\n\t\t\t\tif (!this._reversed ) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tforce = (force || this._timeline.autoRemoveChildren); //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t}\n\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\tif (this._startTime === this._timeline._duration) { //if a zero-duration tween is at the VERY end of a timeline and that timeline renders at its end, it will typically add a tiny bit of cushion to the render time to prevent rounding errors from getting in the way of tweens rendering their VERY end. If we then reverse() that timeline, the zero-duration tween will trigger its onReverseComplete even though technically the playhead didn't pass over it again. It's a very specific edge case we must accommodate.\n\t\t\t\t\t\ttime = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (prevRawPrevTime < 0 || (time <= 0 && time >= -0.0000001) || (prevRawPrevTime === _tinyNum && this.data !== \"isPause\")) if (prevRawPrevTime !== time) { //note: when this.data is \"isPause\", it's a callback added by addPause() on a timeline that we should not be triggered when LEAVING its exact start time. In other words, tl.addPause(1).play(1) shouldn't pause.\n\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t}\n\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tthis._totalTime = this._time = 0;\n\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(0) : 0;\n\t\t\t\tif (prevTime !== 0 || (duration === 0 && prevRawPrevTime > 0)) {\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\t\tif (prevRawPrevTime >= 0 && !(prevRawPrevTime === _tinyNum && this.data === \"isPause\")) {\n\t\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!this._initted || (this._startAt && this._startAt.progress())) { //if we render the very beginning (time == 0) of a fromTo(), we must force the render (normal tweens wouldn't need to render at a time of 0 when the prevTime was also 0). This is also mandatory to make sure overwriting kicks in immediately. Also, we check progress() because if startAt has already rendered at its end, we should force a render at its beginning. Otherwise, if you put the playhead directly on top of where a fromTo({immediateRender:false}) starts, and then move it backwards, the from() won't revert its values.\n\t\t\t\t\tforce = true;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._totalTime = this._time = time;\n\n\t\t\t\tif (this._easeType) {\n\t\t\t\t\tvar r = time / duration, type = this._easeType, pow = this._easePower;\n\t\t\t\t\tif (type === 1 || (type === 3 && r >= 0.5)) {\n\t\t\t\t\t\tr = 1 - r;\n\t\t\t\t\t}\n\t\t\t\t\tif (type === 3) {\n\t\t\t\t\t\tr *= 2;\n\t\t\t\t\t}\n\t\t\t\t\tif (pow === 1) {\n\t\t\t\t\t\tr *= r;\n\t\t\t\t\t} else if (pow === 2) {\n\t\t\t\t\t\tr *= r * r;\n\t\t\t\t\t} else if (pow === 3) {\n\t\t\t\t\t\tr *= r * r * r;\n\t\t\t\t\t} else if (pow === 4) {\n\t\t\t\t\t\tr *= r * r * r * r;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (type === 1) {\n\t\t\t\t\t\tthis.ratio = 1 - r;\n\t\t\t\t\t} else if (type === 2) {\n\t\t\t\t\t\tthis.ratio = r;\n\t\t\t\t\t} else if (time / duration < 0.5) {\n\t\t\t\t\t\tthis.ratio = r / 2;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.ratio = 1 - (r / 2);\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(time / duration);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this._time === prevTime && !force) {\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._init();\n\t\t\t\tif (!this._initted || this._gc) { //immediateRender tweens typically won't initialize until the playhead advances (_time is greater than 0) in order to ensure that overwriting occurs properly. Also, if all of the tweening properties have been overwritten (which would cause _gc to be true, as set in _init()), we shouldn't continue otherwise an onStart callback could be called for example.\n\t\t\t\t\treturn;\n\t\t\t\t} else if (!force && this._firstPT && ((this.vars.lazy !== false && this._duration) || (this.vars.lazy && !this._duration))) {\n\t\t\t\t\tthis._time = this._totalTime = prevTime;\n\t\t\t\t\tthis._rawPrevTime = prevRawPrevTime;\n\t\t\t\t\t_lazyTweens.push(this);\n\t\t\t\t\tthis._lazy = [time, suppressEvents];\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\t//_ease is initially set to defaultEase, so now that init() has run, _ease is set properly and we need to recalculate the ratio. Overall this is faster than using conditional logic earlier in the method to avoid having to set ratio twice because we only init() once but renderTime() gets called VERY frequently.\n\t\t\t\tif (this._time && !isComplete) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(this._time / duration);\n\t\t\t\t} else if (isComplete && this._ease._calcEnd) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio((this._time === 0) ? 0 : 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._lazy !== false) { //in case a lazy render is pending, we should flush it because the new render is occurring now (imagine a lazy tween instantiating and then immediately the user calls tween.seek(tween.duration()), skipping to the end - the end render would be forced, and then if we didn't flush the lazy render, it'd fire AFTER the seek(), rendering it at the wrong time.\n\t\t\t\tthis._lazy = false;\n\t\t\t}\n\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time >= 0) {\n\t\t\t\tthis._active = true; //so that if the user renders a tween (as opposed to the timeline rendering it), the timeline is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the tween already finished but the user manually re-renders it as halfway done.\n\t\t\t}\n\t\t\tif (prevTime === 0) {\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tif (time >= 0) {\n\t\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t\t} else if (!callback) {\n\t\t\t\t\t\tcallback = \"_dummyGS\"; //if no callback is defined, use a dummy value just so that the condition at the end evaluates as true because _startAt should render AFTER the normal render loop when the time is negative. We could handle this in a more intuitive way, of course, but the render loop is the MOST important thing to optimize, so this technique allows us to avoid adding extra conditional logic in a high-frequency area.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this.vars.onStart) if (this._time !== 0 || duration === 0) if (!suppressEvents) {\n\t\t\t\t\tthis._callback(\"onStart\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tpt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.f) {\n\t\t\t\t\tpt.t[pt.p](pt.c * this.ratio + pt.s);\n\t\t\t\t} else {\n\t\t\t\t\tpt.t[pt.p] = pt.c * this.ratio + pt.s;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\n\t\t\tif (this._onUpdate) {\n\t\t\t\tif (time < 0) if (this._startAt && time !== -0.0001) { //if the tween is positioned at the VERY beginning (_startTime 0) of its parent timeline, it's illegal for the playhead to go back further, so we should not renqþ6Oùder the recorded startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force); //note: for performance reasons, we tuck this conditional logic inside less traveled areas (most tweens don't have an onUpdate). We'd just have it at the end before the onComplete, but the values should be updated before any onUpdate is called, so we ALSO put it here and then if it's not called, we do so later near the onComplete.\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents) if (this._time !== prevTime || isComplete || force) {\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (callback) if (!this._gc || force) { //check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (time < 0 && this._startAt && !this._onUpdate && time !== -0.0001) { //-0.0001 is a special value that we use when looping back to the beginning of a repeated TimelineMax, in which case we shouldn't render the _startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t}\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t\tif (duration === 0 && this._rawPrevTime === _tinyNum && rawPrevTime !== _tinyNum) { //the onComplete or onReverseComplete could trigger movement of the playhead and for zero-duration tweens (which must discern direction) that land directly back on their start time, we don't want to fire again on the next render. Think of several addPause()'s in a timeline that forces the playhead to a certain spot, but what if it's already paused and another tween is tweening the \"time\" of the timeline? Each time it moves [forward] past that spot, it would move back, and since suppressEvents is true, it'd reset _rawPrevTime to _tinyNum so that when it begins again, the callback would fire (so ultimately it could bounce back and forth during that tween). Again, this is a very uncommon scenario, but possible nonetheless.\n\t\t\t\t\tthis._rawPrevTime = 0;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp._kill = function(vars, target, overwritingTween) {\n\t\t\tif (vars === \"all\") {\n\t\t\t\tvars = null;\n\t\t\t}\n\t\t\tif (vars == null) if (target == null || target === this.target) {\n\t\t\t\tthis._lazy = false;\n\t\t\t\treturn this._enabled(false, false);\n\t\t\t}\n\t\t\ttarget = (typeof(target) !== \"string\") ? (target || this._targets || this.target) : TweenLite.selector(target) || target;\n\t\t\tvar simultaneousOverwrite = (overwritingTween && this._time && overwritingTween._startTime === this._startTime && this._timeline === overwritingTween._timeline),\n\t\t\t\ti, overwrittenProps, p, pt, propLookup, changed, killProps, record, killed;\n\t\t\tif ((_isArray(target) || _isSelector(target)) && typeof(target[0]) !== \"number\") {\n\t\t\t\ti = target.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (this._kill(vars, target[i], overwritingTween)) {\n\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tif (this._targets) {\n\t\t\t\t\ti = this._targets.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (target === this._targets[i]) {\n\t\t\t\t\t\t\tpropLookup = this._propLookup[i] || {};\n\t\t\t\t\t\t\tthis._overwrittenProps = this._overwrittenProps || [];\n\t\t\t\t\t\t\toverwrittenProps = this._overwrittenProps[i] = vars ? this._overwrittenProps[i] || {} : \"all\";\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} else if (target !== this.target) {\n\t\t\t\t\treturn false;\n\t\t\t\t} else {\n\t\t\t\t\tpropLookup = this._propLookup;\n\t\t\t\t\toverwrittenProps = this._overwrittenProps = vars ? this._overwrittenProps || {} : \"all\";\n\t\t\t\t}\n\n\t\t\t\tif (propLookup) {\n\t\t\t\t\tkillProps = vars || propLookup;\n\t\t\t\t\trecord = (vars !== overwrittenProps && overwrittenProps !== \"all\" && vars !== propLookup && (typeof(vars) !== \"object\" || !vars._tempKill)); //_tempKill is a super-secret way to delete a particular tweening property but NOT have it remembered as an official overwritten property (like in BezierPlugin)\n\t\t\t\t\tif (overwritingTween && (TweenLite.onOverwrite || this.vars.onOverwrite)) {\n\t\t\t\t\t\tfor (p in killProps) {\n\t\t\t\t\t\t\tif (propLookup[p]) {\n\t\t\t\t\t\t\t\tif (!killed) {\n\t\t\t\t\t\t\t\t\tkilled = [];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tkilled.push(p);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ((killed || !vars) && !_onOverwrite(this, overwritingTween, target, killed)) { //if the onOverwrite returned false, that means the user wants to override the overwriting (cancel it).\n\t\t\t\t\t\t\treturn false;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tfor (p in killProps) {\n\t\t\t\t\t\tif ((pt = propLookup[p])) {\n\t\t\t\t\t\t\tif (simultaneousOverwrite) { //if another tween overwrites this one and they both start at exactly the same time, yet this tween has already rendered once (for example, at 0.001) because it's first in the queue, we should revert the values to where they were at 0 so that the starting values aren't contaminated on the overwriting tween.\n\t\t\t\t\t\t\t\tif (pt.f) {\n\t\t\t\t\t\t\t\t\tpt.t[pt.p](pt.s);\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tpt.t[pt.p] = pt.s;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (pt.pg && pt.t._kill(killProps)) {\n\t\t\t\t\t\t\t\tchanged = true; //some plugins need to be notified so they can perform cleanup tasks first\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (!pt.pg || pt.t._overwriteProps.length === 0) {\n\t\t\t\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t\t\t\t\t} else if (pt === this._firstPT) {\n\t\t\t\t\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpt._next = pt._prev = null;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tdelete propLookup[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (record) {\n\t\t\t\t\t\t\toverwrittenProps[p] = 1;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (!this._firstPT && this._initted) { //if all tweening properties are killed, kill the tween. Without this line, if there's a tween with multiple targets and then you killTweensOf() each target individually, the tween would technically still remain active and fire its onComplete even though there aren't any more properties tweening.\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tif (this._notifyPluginsOfEnabled) {\n\t\t\t\tTweenLite._onPluginEvent(\"_onDisable\", this);\n\t\t\t}\n\t\t\tthis._firstPT = this._overwrittenProps = this._startAt = this._onUpdate = null;\n\t\t\tthis._notifyPluginsOfEnabled = this._active = this._lazy = false;\n\t\t\tthis._propLookup = (this._targets) ? {} : [];\n\t\t\tAnimation.prototype.invalidate.call(this);\n\t\t\tif (this.vars.immediateRender) {\n\t\t\t\tthis._time = -_tinyNum; //forces a render without having to set the render() \"force\" parameter to true because we want to allow lazying by default (using the \"force\" parameter always forces an immediate full render)\n\t\t\t\tthis.render(Math.min(0, -this._delay)); //in case delay is negative.\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._enabled = function(enabled, ignoreTimeline) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (enabled && this._gc) {\n\t\t\t\tvar targets = this._targets,\n\t\t\t\t\ti;\n\t\t\t\tif (targets) {\n\t\t\t\t\ti = targets.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tthis._siblings[i] = _register(targets[i], this, true);\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tthis._siblings = _register(this.target, this, true);\n\t\t\t\t}\n\t\t\t}\n\t\t\tAnimation.prototype._enabled.call(this, enabled, ignoreTimeline);\n\t\t\tif (this._notifyPluginsOfEnabled) if (this._firstPT) {\n\t\t\t\treturn TweenLite._onPluginEvent((enabled ? \"_onEnable\" : \"_onDisable\"), this);\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\n//----TweenLite static methods -----------------------------------------------------\n\n\t\tTweenLite.to = function(target, duration, vars) {\n\t\t\treturn new TweenLite(target, duration, vars);\n\t\t};\n\n\t\tTweenLite.from = function(target, duration, vars) {\n\t\t\tvars.runBackwards = true;\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\treturn new TweenLite(target, duration, vars);\n\t\t};\n\n\t\tTweenLite.fromTo = function(target, duration, fromVars, toVars) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn new TweenLite(target, duration, toVars);\n\t\t};\n\n\t\tTweenLite.delayedCall = function(delay, callback, params, scope, useFrames) {\n\t\t\treturn new TweenLite(callback, 0, {delay:delay, onComplete:callback, onCompleteParams:params, callbackScope:scope, onReverseComplete:callback, onReverseCompleteParams:params, immediateRender:false, lazy:false, useFrames:useFrames, overwrite:0});\n\t\t};\n\n\t\tTweenLite.set = function(target, vars) {\n\t\t\treturn new TweenLite(target, 0, vars);\n\t\t};\n\n\t\tTweenLite.getTweensOf = function(target, onlyActive) {\n\t\t\tif (target == null) { return []; }\n\t\t\ttarget = (typeof(target) !== \"string\") ? target : TweenLite.selector(target) || target;\n\t\t\tvar i, a, j, t;\n\t\t\tif ((_isArray(target) || _isSelector(target)) && typeof(target[0]) !== \"number\") {\n\t\t\t\ti = target.length;\n\t\t\t\ta = [];\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\ta = a.concat(TweenLite.getTweensOf(target[i], onlyActive));\n\t\t\t\t}\n\t\t\t\ti = a.length;\n\t\t\t\t//now get rid of any duplicates (tweens of arrays of objects could cause duplicates)\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tt = a[i];\n\t\t\t\t\tj = i;\n\t\t\t\t\twhile (--j > -1) {\n\t\t\t\t\t\tif (t === a[j]) {\n\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (target._gsTweenID) {\n\t\t\t\ta = _register(target).concat();\n\t\t\t\ti = a.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (a[i]._gc || (onlyActive && !a[i].isActive())) {\n\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn a || [];\n\t\t};\n\n\t\tTweenLite.killTweensOf = TweenLite.killDelayedCallsTo = function(target, onlyActive, vars) {\n\t\t\tif (typeof(onlyActive) === \"object\") {\n\t\t\t\tvars = onlyActive; //for backwards compatibility (before \"onlyActive\" parameter was inserted)\n\t\t\t\tonlyActive = false;\n\t\t\t}\n\t\t\tvar a = TweenLite.getTweensOf(target, onlyActive),\n\t\t\t\ti = a.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\ta[i]._kill(vars, target);\n\t\t\t}\n\t\t};\n\n\n\n/*\n * ----------------------------------------------------------------\n * TweenPlugin (could easily be split out as a separate file/class, but included for ease of use (so that people don't need to include another script call before loading plugins which is easy to forget)\n * ----------------------------------------------------------------\n */\n\t\tvar TweenPlugin = _class(\"plugins.TweenPlugin\", function(props, priority) {\n\t\t\t\t\tthis._overwriteProps = (props || \"\").split(\",\");\n\t\t\t\t\tthis._propName = this._overwriteProps[0];\n\t\t\t\t\tthis._priority = priority || 0;\n\t\t\t\t\tthis._super = TweenPlugin.prototype;\n\t\t\t\t}, true);\n\n\t\tp = TweenPlugin.prototype;\n\t\tTweenPlugin.version = \"1.19.0\";\n\t\tTweenPlugin.API = 2;\n\t\tp._firstPT = null;\n\t\tp._addTween = _addPropTween;\n\t\tp.setRatio = _setRatio;\n\n\t\tp._kill = function(lookup) {\n\t\t\tvar a = this._overwriteProps,\n\t\t\t\tpt = this._firstPT,\n\t\t\t\ti;\n\t\t\tif (lookup[this._propName] != null) {\n\t\t\t\tthis._overwriteProps = [];\n\t\t\t} else {\n\t\t\t\ti = a.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (lookup[a[i]] != null) {\n\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\twhile (pt) {\n\t\t\t\tif (lookup[pt.n] != null) {\n\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t\t}\n\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t\t\tpt._prev = null;\n\t\t\t\t\t} else if (this._firstPT === pt) {\n\t\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp._mod = p._roundProps = function(lookup) {\n\t\t\tvar pt = this._firstPT,\n\t\t\t\tval;\n\t\t\twhile (pt) {\n\t\t\t\tval = lookup[this._propName] || (pt.n != null && lookup[ pt.n.split(this._propName + \"_\").join(\"\") ]);\n\t\t\t\tif (val && typeof(val) === \"function\") { //some properties that are very plugin-specific add a prefix named after the _propName plus an underscore, so we need to ignore that extra stuff here.\n\t\t\t\t\tif (pt.f === 2) {\n\t\t\t\t\t\tpt.t._applyPT.m = val;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.m = val;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t};\n\n\t\tTweenLite._onPluginEvent = function(type, tween) {\n\t\t\tvar pt = tween._firstPT,\n\t\t\t\tchanged, pt2, first, last, next;\n\t\t\tif (type === \"_onInitAllProps\") {\n\t\t\t\t//sorts the PropTween linked list in order of priority because some plugins need to render earlier/later than others, like MotionBlurPlugin applies its effects after all x/y/alpha tweens have rendered on each frame.\n\t\t\t\twhile (pt) {\n\t\t\t\t\tnext = pt._next;\n\t\t\t\t\tpt2 = first;\n\t\t\t\t\twhile (pt2 && pt2.pr > pt.pr) {\n\t\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._prev = pt2 ? pt2._prev : last)) {\n\t\t\t\t\t\tpt._prev._next = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tfirst = pt;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._next = pt2)) {\n\t\t\t\t\t\tpt2._prev = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tlast = pt;\n\t\t\t\t\t}\n\t\t\t\t\tpt = next;\n\t\t\t\t}\n\t\t\t\tpt = tween._firstPT = first;\n\t\t\t}\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.pg) if (typeof(pt.t[type]) === \"function\") if (pt.t[type]()) {\n\t\t\t\t\tchanged = true;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tTweenPlugin.activate = function(plugins) {\n\t\t\tvar i = plugins.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (plugins[i].API === TweenPlugin.API) {\n\t\t\t\t\t_plugins[(new plugins[i]())._propName] = plugins[i];\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t};\n\n\t\t//provides a more concise way to define plugins that have no dependencies besides TweenPlugin and TweenLite, wrapping common boilerplate stuff into one function (added in 1.9.0). You don't NEED to use this to define a plugin - the old way still works and can be useful in certain (rare) situations.\n\t\t_gsDefine.plugin = function(config) {\n\t\t\tif (!config || !config.propName || !config.init || !config.API) { throw \"illegal plugin definition.\"; }\n\t\t\tvar propName = config.propName,\n\t\t\t\tpriority = config.priority || 0,\n\t\t\t\toverwriteProps = config.overwriteProps,\n\t\t\t\tmap = {init:\"_onInitTween\", set:\"setRatio\", kill:\"_kill\", round:\"_mod\", mod:\"_mod\", initAll:\"_onInitAllProps\"},\n\t\t\t\tPlugin = _class(\"plugins.\" + propName.charAt(0).toUpperCase() + propName.substr(1) + \"Plugin\",\n\t\t\t\t\tfunction() {\n\t\t\t\t\t\tTweenPlugin.call(this, propName, priority);\n\t\t\t\t\t\tthis._overwriteProps = overwriteProps || [];\n\t\t\t\t\t}, (config.global === true)),\n\t\t\t\tp = Plugin.prototype = new TweenPlugin(propName),\n\t\t\t\tprop;\n\t\t\tp.constructor = Plugin;\n\t\t\tPlugin.API = config.API;\n\t\t\tfor (prop in map) {\n\t\t\t\tif (typeof(config[prop]) === \"function\") {\n\t\t\t\t\tp[map[prop]] = config[prop];\n\t\t\t\t}\n\t\t\t}\n\t\t\tPlugin.version = config.version;\n\t\t\tTweenPlugin.activate([Plugin]);\n\t\t\treturn Plugin;\n\t\t};\n\n\n\t\t//now run through all the dependencies discovered and if any are missing, log that to the console as a warning. This is why it's best to have TweenLite load last - it can check all the dependencies for you.\n\t\ta = window._gsQueue;\n\t\tif (a) {\n\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\ta[i]();\n\t\t\t}\n\t\t\tfor (p in _defLookup) {\n\t\t\t\tif (!_defLookup[p].func) {\n\t\t\t\t\twindow.console.log(\"GSAP encountered missing dependency: \" + p);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t_tickerActive = false; //ensures that the first official animation forces a ticker.tick() to update the time when it is instantiated\n\n})((typeof(module) !== \"undefined\" && module.exports && typeof(global) !== \"undefined\") ? global : this || window, \"TweenMax\");"]},"hashContent":"source/*!\n * VERSION: 1.20.3\n * DATE: 2017-10-02\n * UPDATES AND DOCS AT: http://greensock.com\n * \n * Includes all of the following: TweenLite, TweenMax, TimelineLite, TimelineMax, EasePack, CSSPlugin, RoundPropsPlugin, BezierPlugin, AttrPlugin, DirectionalRotationPlugin\n *\n * @license Copyright (c) 2008-2017, GreenSock. All rights reserved.\n * This work is subject to the terms at http://greensock.com/standard-license or for\n * Club GreenSock members, the software agreement that was issued with your membership.\n * \n * @author: Jack Doyle, jack@greensock.com\n **/\nvar _gsScope = (typeof(module) !== \"undefined\" && module.exports && typeof(global) !== \"undefined\") ? global : this || window; //helps ensure compatibility with AMD/RequireJS and CommonJS/Node\n(_gsScope._gsQueue || (_gsScope._gsQueue = [])).push( function() {\n\n\t\"use strict\";\n\n\t_gsScope._gsDefine(\"TweenMax\", [\"core.Animation\",\"core.SimpleTimeline\",\"TweenLite\"], function(Animation, SimpleTimeline, TweenLite) {\n\n\t\tvar _slice = function(a) { //don't use [].slice because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++]));\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\t_applyCycle = function(vars, targets, i) {\n\t\t\t\tvar alt = vars.cycle,\n\t\t\t\t\tp, val;\n\t\t\t\tfor (p in alt) {\n\t\t\t\t\tval = alt[p];\n\t\t\t\t\tvars[p] = (typeof(val) === \"function\") ? val(i, targets[i]) : val[i % val.length];\n\t\t\t\t}\n\t\t\t\tdelete vars.cycle;\n\t\t\t},\n\t\t\tTweenMax = function(target, duration, vars) {\n\t\t\t\tTweenLite.call(this, target, duration, vars);\n\t\t\t\tthis._cycle = 0;\n\t\t\t\tthis._yoyo = (this.vars.yoyo === true || !!this.vars.yoyoEase);\n\t\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\t\tif (this._repeat) {\n\t\t\t\t\tthis._uncache(true); //ensures that if there is any repeat, the totalDuration will get recalculated to accurately report it.\n\t\t\t\t}\n\t\t\t\tthis.render = TweenMax.prototype.render; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_isSelector = TweenLiteInternals.isSelector,\n\t\t\t_isArray = TweenLiteInternals.isArray,\n\t\t\tp = TweenMax.prototype = TweenLite.to({}, 0.1, {}),\n\t\t\t_blankArray = [];\n\n\t\tTweenMax.version = \"1.20.3\";\n\t\tp.constructor = TweenMax;\n\t\tp.kill()._gc = false;\n\t\tTweenMax.killTweensOf = TweenMax.killDelayedCallsTo = TweenLite.killTweensOf;\n\t\tTweenMax.getTweensOf = TweenLite.getTweensOf;\n\t\tTweenMax.lagSmoothing = TweenLite.lagSmoothing;\n\t\tTweenMax.ticker = TweenLite.ticker;\n\t\tTweenMax.render = TweenLite.render;\n\n\t\tp.invalidate = function() {\n\t\t\tthis._yoyo = (this.vars.yoyo === true || !!this.vars.yoyoEase);\n\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\tthis._yoyoEase = null;\n\t\t\tthis._uncache(true);\n\t\t\treturn TweenLite.prototype.invalidate.call(this);\n\t\t};\n\t\t\n\t\tp.updateTo = function(vars, resetDuration) {\n\t\t\tvar curRatio = this.ratio,\n\t\t\t\timmediate = this.vars.immediateRender || vars.immediateRender,\n\t\t\t\tp;\n\t\t\tif (resetDuration && this._startTime < this._timeline._time) {\n\t\t\t\tthis._startTime = this._timeline._time;\n\t\t\t\tthis._uncache(false);\n\t\t\t\tif (this._gc) {\n\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t} else {\n\t\t\t\t\tthis._timeline.insert(this, this._startTime - this._delay); //ensures that any necessary re-sequencing of Animations in the timeline occurs to make sure the rendering order is correct.\n\t\t\t\t}\n\t\t\t}\n\t\t\tfor (p in vars) {\n\t\t\t\tthis.vars[p] = vars[p];\n\t\t\t}\n\t\t\tif (this._initted || immediate) {\n\t\t\t\tif (resetDuration) {\n\t\t\t\t\tthis._initted = false;\n\t\t\t\t\tif (immediate) {\n\t\t\t\t\t\tthis.render(0, true, true);\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tif (this._gc) {\n\t\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t\t}\n\t\t\t\t\tif (this._notifyPluginsOfEnabled && this._firstPT) {\n\t\t\t\t\t\tTweenLite._onPluginEvent(\"_onDisable\", this); //in case a plugin like MotionBlur must perform some cleanup tasks\n\t\t\t\t\t}\n\t\t\t\t\tif (this._time / this._duration > 0.998) { //if the tween has finished (or come extremely close to finishing), we just need to rewind it to 0 and then render it again at the end which forces it to re-initialize (parsing the new vars). We allow tweens that are close to finishing (but haven't quite finished) to work this way too because otherwise, the values are so small when determining where to project the starting values that binary math issues creep in and can make the tween appear to render incorrectly when run backwards. \n\t\t\t\t\t\tvar prevTime = this._totalTime;\n\t\t\t\t\t\tthis.render(0, true, false);\n\t\t\t\t\t\tthis._initted = false;\n\t\t\t\t\t\tthis.render(prevTime, true, false);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis._initted = false;\n\t\t\t\t\t\tthis._init();\n\t\t\t\t\t\tif (this._time > 0 || immediate) {\n\t\t\t\t\t\t\tvar inv = 1 / (1 - curRatio),\n\t\t\t\t\t\t\t\tpt = this._firstPT, endValue;\n\t\t\t\t\t\t\twhile (pt) {\n\t\t\t\t\t\t\t\tendValue = pt.s + pt.c;\n\t\t\t\t\t\t\t\tpt.c *= inv;\n\t\t\t\t\t\t\t\tpt.s = endValue - pt.c;\n\t\t\t\t\t\t\t\tpt = pt._next;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\t\t\t\t\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (!this._initted) if (this._duration === 0 && this.vars.repeat) { //zero duration tweens that render immediately have render() called from TweenLite's constructor, before TweenMax's constructor has finished setting _repeat, _repeatDelay, and _yoyo which are critical in determining totalDuration() so we need to call invalidate() which is a low-kb way to get those set properly.\n\t\t\t\tthis.invalidate();\n\t\t\t}\n\t\t\tvar totalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tprevTime = this._time,\n\t\t\t\tprevTotalTime = this._totalTime, \n\t\t\t\tprevCycle = this._cycle,\n\t\t\t\tduration = this._duration,\n\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\tisComplete, callback, pt, cycleDuration, r, type, pow, rawPrevTime, yoyoEase;\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tthis._totalTime = totalDur;\n\t\t\t\tthis._cycle = this._repeat;\n\t\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\t\tthis._time = 0;\n\t\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(0) : 0;\n\t\t\t\t} else {\n\t\t\t\t\tthis._time = duration;\n\t\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(1) : 1;\n\t\t\t\t}\n\t\t\t\tif (!this._reversed) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tforce = (force || this._timeline.autoRemoveChildren); //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t}\n\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\tif (this._startTime === this._timeline._duration) { //if a zero-duration tween is at the VERY end of a timeline and that timeline renders at its end, it will typically add a tiny bit of cushion to the render time to prevent rounding errors from getting in the way of tweens rendering their VERY end. If we then reverse() that timeline, the zero-duration tween will trigger its onReverseComplete even though technically the playhead didn't pass over it again. It's a very specific edge case we must accommodate.\n\t\t\t\t\t\ttime = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (prevRawPrevTime < 0 || (time <= 0 && time >= -0.0000001) || (prevRawPrevTime === _tinyNum && this.data !== \"isPause\")) if (prevRawPrevTime !== time) { //note: when this.data is \"isPause\", it's a callback added by addPause() on a timeline that we should not be triggered when LEAVING its exact start time. In other words, tl.addPause(1).play(1) shouldn't pause.\n\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t}\n\t\t\t\t\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tthis._totalTime = this._time = this._cycle = 0;\n\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(0) : 0;\n\t\t\t\tif (prevTotalTime !== 0 || (duration === 0 && prevRawPrevTime > 0)) {\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\t\tif (prevRawPrevTime >= 0) {\n\t\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!this._initted) { //if we render the very beginning (time == 0) of a fromTo(), we must force the render (normal tweens wouldn't need to render at a time of 0 when the prevTime was also 0). This is also mandatory to make sure overwriting kicks in immediately.\n\t\t\t\t\tforce = true;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._totalTime = this._time = time;\n\t\t\t\tif (this._repeat !== 0) {\n\t\t\t\t\tcycleDuration = duration + this._repeatDelay;\n\t\t\t\t\tthis._cycle = (this._totalTime / cycleDuration) >> 0; //originally _totalTime % cycleDuration but floating point errors caused problems, so I normalized it. (4 % 0.8 should be 0 but some browsers report it as 0.79999999!)\n\t\t\t\t\tif (this._cycle !== 0) if (this._cycle === this._totalTime / cycleDuration && prevTotalTime <= time) {\n\t\t\t\t\t\tthis._cycle--; //otherwise when rendered exactly at the end time, it will act as though it is repeating (at the beginning)\n\t\t\t\t\t}\n\t\t\t\t\tthis._time = this._totalTime - (this._cycle * cycleDuration);\n\t\t\t\t\tif (this._yoyo) if ((this._cycle & 1) !== 0) {\n\t\t\t\t\t\tthis._time = duration - this._time;\n\t\t\t\t\t\tyoyoEase = this._yoyoEase || this.vars.yoyoEase; //note: we don't set this._yoyoEase in _init() like we do other properties because it's TweenMax-specific and doing it here allows us to optimize performance (most tweens don't have a yoyoEase). Note that we also must skip the this.ratio calculation further down right after we _init() in this function, because we're doing it here.\n\t\t\t\t\t\tif (yoyoEase) {\n\t\t\t\t\t\t\tif (!this._yoyoEase) {\n\t\t\t\t\t\t\t\tif (yoyoEase === true && !this._initted) { //if it's not initted and yoyoEase is true, this._ease won't have been populated yet so we must discern it here.\n\t\t\t\t\t\t\t\t\tyoyoEase = this.vars.ease;\n\t\t\t\t\t\t\t\t\tthis._yoyoEase = yoyoEase = !yoyoEase ? TweenLite.defaultEase : (yoyoEase instanceof Ease) ? yoyoEase : (typeof(yoyoEase) === \"function\") ? new Ease(yoyoEase, this.vars.easeParams) : Ease.map[yoyoEase] || TweenLite.defaultEase;\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tthis._yoyoEase = yoyoEase = (yoyoEase === true) ? this._ease : (yoyoEase instanceof Ease) ? yoyoEase : Ease.map[yoyoEase];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis.ratio = yoyoEase ? 1 - yoyoEase.getRatio((duration - this._time) / duration) : 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (this._time > duration) {\n\t\t\t\t\t\tthis._time = duration;\n\t\t\t\t\t} else if (this._time < 0) {\n\t\t\t\t\t\tthis._time = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (this._easeType && !yoyoEase) {\n\t\t\t\t\tr = this._time / duration;\n\t\t\t\t\ttype = this._easeType;\n\t\t\t\t\tpow = this._easePower;\n\t\t\t\t\tif (type === 1 || (type === 3 && r >= 0.5)) {\n\t\t\t\t\t\tr = 1 - r;\n\t\t\t\t\t}\n\t\t\t\t\tif (type === 3) {\n\t\t\t\t\t\tr *= 2;\n\t\t\t\t\t}\n\t\t\t\t\tif (pow === 1) {\n\t\t\t\t\t\tr *= r;\n\t\t\t\t\t} else if (pow === 2) {\n\t\t\t\t\t\tr *= r * r;\n\t\t\t\t\t} else if (pow === 3) {\n\t\t\t\t\t\tr *= r * r * r;\n\t\t\t\t\t} else if (pow === 4) {\n\t\t\t\t\t\tr *= r * r * r * r;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (type === 1) {\n\t\t\t\t\t\tthis.ratio = 1 - r;\n\t\t\t\t\t} else if (type === 2) {\n\t\t\t\t\t\tthis.ratio = r;\n\t\t\t\t\t} else if (this._time / duration < 0.5) {\n\t\t\t\t\t\tthis.ratio = r / 2;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.ratio = 1 - (r / 2);\n\t\t\t\t\t}\n\n\t\t\t\t} else if (!yoyoEase) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(this._time / duration);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t}\n\t\t\t\t\n\t\t\tif (prevTime === this._time && !force && prevCycle === this._cycle) {\n\t\t\t\tif (prevTotalTime !== this._totalTime) if (this._onUpdate) if (!suppressEvents) { //so that onUpdate fires even during the repeatDelay - as long as the totalTime changed, we should trigger onUpdate.\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._init();\n\t\t\t\tif (!this._initted || this._gc) { //immediateRender tweens typically won't initialize until the playhead advances (_time is greater than 0) in order to ensure tœ4ùhat overwriting occurs properly. Also, if all of the tweening properties have been overwritten (which would cause _gc to be true, as set in _init()), we shouldn't continue otherwise an onStart callback could be called for example.\n\t\t\t\t\treturn;\n\t\t\t\t} else if (!force && this._firstPT && ((this.vars.lazy !== false && this._duration) || (this.vars.lazy && !this._duration))) { //we stick it in the queue for rendering at the very end of the tick - this is a performance optimization because browsers invalidate styles and force a recalculation if you read, write, and then read style data (so it's better to read/read/read/write/write/write than read/write/read/write/read/write). The down side, of course, is that usually you WANT things to render immediately because you may have code running right after that which depends on the change. Like imagine running TweenLite.set(...) and then immediately after that, creating a nother tween that animates the same property to another value; the starting values of that 2nd tween wouldn't be accurate if lazy is true.\n\t\t\t\t\tthis._time = prevTime;\n\t\t\t\t\tthis._totalTime = prevTotalTime;\n\t\t\t\t\tthis._rawPrevTime = prevRawPrevTime;\n\t\t\t\t\tthis._cycle = prevCycle;\n\t\t\t\t\tTweenLiteInternals.lazyTweens.push(this);\n\t\t\t\t\tthis._lazy = [time, suppressEvents];\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\t//_ease is initially set to defaultEase, so now that init() has run, _ease is set properly and we need to recalculate the ratio. Overall this is faster than using conditional logic earlier in the method to avoid having to set ratio twice because we only init() once but renderTime() gets called VERY frequently.\n\t\t\t\tif (this._time && !isComplete && !yoyoEase) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(this._time / duration);\n\t\t\t\t} else if (isComplete && this._ease._calcEnd && !yoyoEase) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio((this._time === 0) ? 0 : 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._lazy !== false) {\n\t\t\t\tthis._lazy = false;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time >= 0) {\n\t\t\t\tthis._active = true; //so that if the user renders a tween (as opposed to the timeline rendering it), the timeline is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the tween already finished but the user manually re-renders it as halfway done.\n\t\t\t}\n\t\t\tif (prevTotalTime === 0) {\n\t\t\t\tif (this._initted === 2 && time > 0) {\n\t\t\t\t\t//this.invalidate();\n\t\t\t\t\tthis._init(); //will just apply overwriting since _initted of (2) means it was a from() tween that had immediateRender:true\n\t\t\t\t}\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tif (time >= 0) {\n\t\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t\t} else if (!callback) {\n\t\t\t\t\t\tcallback = \"_dummyGS\"; //if no callback is defined, use a dummy value just so that the condition at the end evaluates as true because _startAt should render AFTER the normal render loop when the time is negative. We could handle this in a more intuitive way, of course, but the render loop is the MOST important thing to optimize, so this technique allows us to avoid adding extra conditional logic in a high-frequency area.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this.vars.onStart) if (this._totalTime !== 0 || duration === 0) if (!suppressEvents) {\n\t\t\t\t\tthis._callback(\"onStart\");\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\tpt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.f) {\n\t\t\t\t\tpt.t[pt.p](pt.c * this.ratio + pt.s);\n\t\t\t\t} else {\n\t\t\t\t\tpt.t[pt.p] = pt.c * this.ratio + pt.s;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\t\n\t\t\tif (this._onUpdate) {\n\t\t\t\tif (time < 0) if (this._startAt && this._startTime) { //if the tween is positioned at the VERY beginning (_startTime 0) of its parent timeline, it's illegal for the playhead to go back further, so we should not render the recorded startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force); //note: for performance reasons, we tuck this conditional logic inside less traveled areas (most tweens don't have an onUpdate). We'd just have it at the end before the onComplete, but the values should be updated before any onUpdate is called, so we ALSO put it here and then if it's not called, we do so later near the onComplete.\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents) if (this._totalTime !== prevTotalTime || callback) {\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._cycle !== prevCycle) if (!suppressEvents) if (!this._gc) if (this.vars.onRepeat) {\n\t\t\t\tthis._callback(\"onRepeat\");\n\t\t\t}\n\t\t\tif (callback) if (!this._gc || force) { //check gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (time < 0 && this._startAt && !this._onUpdate && this._startTime) { //if the tween is positioned at the VERY beginning (_startTime 0) of its parent timeline, it's illegal for the playhead to go back further, so we should not render the recorded startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t}\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t\tif (duration === 0 && this._rawPrevTime === _tinyNum && rawPrevTime !== _tinyNum) { //the onComplete or onReverseComplete could trigger movement of the playhead and for zero-duration tweens (which must discern direction) that land directly back on their start time, we don't want to fire again on the next render. Think of several addPause()'s in a timeline that forces the playhead to a certain spot, but what if it's already paused and another tween is tweening the \"time\" of the timeline? Each time it moves [forward] past that spot, it would move back, and since suppressEvents is true, it'd reset _rawPrevTime to _tinyNum so that when it begins again, the callback would fire (so ultimately it could bounce back and forth during that tween). Again, this is a very uncommon scenario, but possible nonetheless.\n\t\t\t\t\tthis._rawPrevTime = 0;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n//---- STATIC FUNCTIONS -----------------------------------------------------------------------------------------------------------\n\t\t\n\t\tTweenMax.to = function(target, duration, vars) {\n\t\t\treturn new TweenMax(target, duration, vars);\n\t\t};\n\t\t\n\t\tTweenMax.from = function(target, duration, vars) {\n\t\t\tvars.runBackwards = true;\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\treturn new TweenMax(target, duration, vars);\n\t\t};\n\t\t\n\t\tTweenMax.fromTo = function(target, duration, fromVars, toVars) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn new TweenMax(target, duration, toVars);\n\t\t};\n\t\t\n\t\tTweenMax.staggerTo = TweenMax.allTo = function(targets, duration, vars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tstagger = stagger || 0;\n\t\t\tvar delay = 0,\n\t\t\t\ta = [],\n\t\t\t\tfinalComplete = function() {\n\t\t\t\t\tif (vars.onComplete) {\n\t\t\t\t\t\tvars.onComplete.apply(vars.onCompleteScope || this, arguments);\n\t\t\t\t\t}\n\t\t\t\t\tonCompleteAll.apply(onCompleteAllScope || vars.callbackScope || this, onCompleteAllParams || _blankArray);\n\t\t\t\t},\n\t\t\t\tcycle = vars.cycle,\n\t\t\t\tfromCycle = (vars.startAt && vars.startAt.cycle),\n\t\t\t\tl, copy, i, p;\n\t\t\tif (!_isArray(targets)) {\n\t\t\t\tif (typeof(targets) === \"string\") {\n\t\t\t\t\ttargets = TweenLite.selector(targets) || targets;\n\t\t\t\t}\n\t\t\t\tif (_isSelector(targets)) {\n\t\t\t\t\ttargets = _slice(targets);\n\t\t\t\t}\n\t\t\t}\n\t\t\ttargets = targets || [];\n\t\t\tif (stagger < 0) {\n\t\t\t\ttargets = _slice(targets);\n\t\t\t\ttargets.reverse();\n\t\t\t\tstagger *= -1;\n\t\t\t}\n\t\t\tl = targets.length - 1;\n\t\t\tfor (i = 0; i <= l; i++) {\n\t\t\t\tcopy = {};\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tcopy[p] = vars[p];\n\t\t\t\t}\n\t\t\t\tif (cycle) {\n\t\t\t\t\t_applyCycle(copy, targets, i);\n\t\t\t\t\tif (copy.duration != null) {\n\t\t\t\t\t\tduration = copy.duration;\n\t\t\t\t\t\tdelete copy.duration;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (fromCycle) {\n\t\t\t\t\tfromCycle = copy.startAt = {};\n\t\t\t\t\tfor (p in vars.startAt) {\n\t\t\t\t\t\tfromCycle[p] = vars.startAt[p];\n\t\t\t\t\t}\n\t\t\t\t\t_applyCycle(copy.startAt, targets, i);\n\t\t\t\t}\n\t\t\t\tcopy.delay = delay + (copy.delay || 0);\n\t\t\t\tif (i === l && onCompleteAll) {\n\t\t\t\t\tcopy.onComplete = finalComplete;\n\t\t\t\t}\n\t\t\t\ta[i] = new TweenMax(targets[i], duration, copy);\n\t\t\t\tdelay += stagger;\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\t\t\n\t\tTweenMax.staggerFrom = TweenMax.allFrom = function(targets, duration, vars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvars.runBackwards = true;\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\treturn TweenMax.staggerTo(targets, duration, vars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\t\t\n\t\tTweenMax.staggerFromTo = TweenMax.allFromTo = function(targets, duration, fromVars, toVars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn TweenMax.staggerTo(targets, duration, toVars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\t\t\t\t\n\t\tTweenMax.delayedCall = function(delay, callback, params, scope, useFrames) {\n\t\t\treturn new TweenMax(callback, 0, {delay:delay, onComplete:callback, onCompleteParams:params, callbackScope:scope, onReverseComplete:callback, onReverseCompleteParams:params, immediateRender:false, useFrames:useFrames, overwrite:0});\n\t\t};\n\t\t\n\t\tTweenMax.set = function(target, vars) {\n\t\t\treturn new TweenMax(target, 0, vars);\n\t\t};\n\t\t\n\t\tTweenMax.isTweening = function(target) {\n\t\t\treturn (TweenLite.getTweensOf(target, true).length > 0);\n\t\t};\n\t\t\n\t\tvar _getChildrenOf = function(timeline, includeTimelines) {\n\t\t\t\tvar a = [],\n\t\t\t\t\tcnt = 0,\n\t\t\t\t\ttween = timeline._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tif (tween instanceof TweenLite) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tif (includeTimelines) {\n\t\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ta = a.concat(_getChildrenOf(tween, includeTimelines));\n\t\t\t\t\t\tcnt = a.length;\n\t\t\t\t\t}\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t}, \n\t\t\tgetAllTweens = TweenMax.getAllTweens = function(includeTimelines) {\n\t\t\t\treturn _getChildrenOf(Animation._rootTimeline, includeTimelines).concat( _getChildrenOf(Animation._rootFramesTimeline, includeTimelines) );\n\t\t\t};\n\t\t\n\t\tTweenMax.killAll = function(complete, tweens, delayedCalls, timelines) {\n\t\t\tif (tweens == null) {\n\t\t\t\ttweens = true;\n\t\t\t}\n\t\t\tif (delayedCalls == null) {\n\t\t\t\tdelayedCalls = true;\n\t\t\t}\n\t\t\tvar a = getAllTweens((timelines != false)),\n\t\t\t\tl = a.length,\n\t\t\t\tallTrue = (tweens && delayedCalls && timelines),\n\t\t\t\tisDC, tween, i;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\ttween = a[i];\n\t\t\t\tif (allTrue || (tween instanceof SimpleTimeline) || ((isDC = (tween.target === tween.vars.onComplete)) && delayedCalls) || (tweens && !isDC)) {\n\t\t\t\t\tif (complete) {\n\t\t\t\t\t\ttween.totalTime(tween._reversed ? 0 : tween.totalDuration());\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n\t\tTweenMax.killChildTweensOf = function(parent, complete) {\n\t\t\tif (parent == null) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar tl = TweenLiteInternals.tweenLookup,\n\t\t\t\ta, curParent, p, i, l;\n\t\t\tif (typeof(parent) === \"string\") {\n\t\t\t\tparent = TweenLite.selector(parent) || parent;\n\t\t\t}\n\t\t\tif (_isSelector(parent)) {\n\t\t\t\tparent = _slice(parent);\n\t\t\t}\n\t\t\tif (_isArray(parent)) {\n\t\t\t\ti = parent.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tTweenMax.killChildTweensOf(parent[i], complete);\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t}\n\t\t\ta = [];\n\t\t\tfor (p in tl) {\n\t\t\t\tcurParent = tl[p].target.parentNode;\n\t\t\t\twhile (curParent) {\n\t\t\t\t\tif (curParent === parent) {\n\t\t\t\t\t\ta = a.concat(tl[p].tweens);\n\t\t\t\t\t}\n\t\t\t\t\tcurParent = curParent.parentNode;\n\t\t\t\t}\n\t\t\t}\n\t\t\tl = a.length;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\tif (complete) {\n\t\t\t\t\ta[i].totalTime(a[i].totalDuration());\n\t\t\t\t}\n\t\t\t\ta[i]._enabled(false, false);\n\t\t\t}\n\t\t};\n\n\t\tvar _changePause = function(pause, tweens, delayedCalls, timelines) {\n\t\t\ttweens = (tweens !== false);\n\t\t\tdelayedCalls = (delayedCalls !== false);\n\t\t\ttimelines = (timelines !== false);\n\t\t\tvar a = getAllTweens(timelines),\n\t\t\t\tallTrue = (tweens && delayedCalls && timelines),\n\t\t\t\ti = a.length,\n\t\t\t\tisDC, tween;\n\t\t\twhile (--i > -1) {\n\t\t\t\ttween = a[i];\n\t\t\t\tif (allTrue || (tween instanceof SimpleTimeline) || ((isDC = (tween.target === tween.vars.onComplete)) && delayedCalls) || (tweens && !isDC)) {\n\t\t\t\t\ttween.paused(pause);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n\t\tTweenMax.pauseAll = function(tweens, delayedCalls, timelines) {\n\t\t\t_changePause(true, tweens, delayedCalls, timelines);\n\t\t};\n\t\t\n\t\tTweenMax.resumeAll = function(tweens, delayedCalls, timelines) {\n\t\t\t_changePause(false, tweens, delayedCalls, timelines);\n\t\t};\n\n\t\tTweenMax.globalTimeScale = function(value) {\n\t\t\tvar tl = Animation._rootTimeline,\n\t\t\t\tt = TweenLite.ticker.time;\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn tl._timeScale;\n\t\t\t}\n\t\t\tvalue = value || _tinyNum; //can't allow zero because it'll throw the math off\n\t\t\ttl._startTime = t - ((t - tl._startTime) * tl._timeScale / value);\n\t\t\ttl = Animation._rootFramesTimeline;\n\t\t\tt = TweenLite.ticker.frame;\n\t\t\ttl._startTime = t - ((t - tl._startTime) * tl._timeScale / value);\n\t\t\ttl._timeScale = Animation._rootTimeline._timeScale = value;\n\t\t\treturn value;\n\t\t};\n\t\t\n\t\n//---- GETTERS / SETTERS ----------------------------------------------------------------------------------------------------------\n\t\t\n\t\tp.progress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? this._time / this.duration() : this.totalTime( this.duration() * ((this._yoyo && (this._cycle & 1) !== 0) ? 1 - value : value) + (this._cycle * (this._duration + this._repeatDelay)), suppressEvents);\n\t\t};\n\t\t\n\t\tp.totalProgress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? this._totalTime / this.totalDuration() : this.totalTime( this.totalDuration() * value, suppressEvents);\n\t\t};\n\t\t\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\tif (value > this._duration) {\n\t\t\t\tvalue = this._duration;\n\t\t\t}\n\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\tvalue = (this._duration - value) + (this._cycle * (this._duration + this._repeatDelay));\n\t\t\t} else if (this._repeat !== 0) {\n\t\t\t\tvalue += this._cycle * (this._duration + this._repeatDelay);\n\t\t\t}\n\t\t\treturn this.totalTime(value, suppressEvents);\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._duration; //don't set _dirty = false because there could be repeats that haven't been factored into the _totalDuration yet. Otherwise, if you create a repeated TweenMax and then immediately check its duration(), it would cache the value and the totalDuration would not be correct, thus repeats wouldn't take effect.\n\t\t\t}\n\t\t\treturn Animation.prototype.duration.call(this, value);\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\t//instead of Infinity, we use 999999999999 so that we can accommodate reverses\n\t\t\t\t\tthis._totalDuration = (this._repeat === -1) ? 999999999999 : this._duration * (this._repeat + 1) + (this._repeatDelay * this._repeat);\n\t\t\t\t\tthis._dirty = false;\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (this._repeat === -1) ? this : this.duration( (value - (this._repeat * this._repeatDelay)) / (this._repeat + 1) );\n\t\t};\n\t\t\n\t\tp.repeat = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeat;\n\t\t\t}\n\t\t\tthis._repeat = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\t\t\n\t\tp.repeatDelay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeatDelay;\n\t\t\t}\n\t\t\tthis._repeatDelay = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\t\t\n\t\tp.yoyo = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._yoyo;\n\t\t\t}\n\t\t\tthis._yoyo = value;\n\t\t\treturn this;\n\t\t};\n\t\t\n\t\t\n\t\treturn TweenMax;\n\t\t\n\t}, true);\n\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * TimelineLite\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine(\"TimelineLite\", [\"core.Animation\",\"core.SimpleTimeline\",\"TweenLite\"], function(Animation, SimpleTimeline, TweenLite) {\n\n\t\tvar TimelineLite = function(vars) {\n\t\t\t\tSimpleTimeline.call(this, vars);\n\t\t\t\tthis._labels = {};\n\t\t\t\tthis.autoRemoveChildren = (this.vars.autoRemoveChildren === true);\n\t\t\t\tthis.smoothChildTiming = (this.vars.smoothChildTiming === true);\n\t\t\t\tthis._sortChildren = true;\n\t\t\t\tthis._onUpdate = this.vars.onUpdate;\n\t\t\t\tvar v = this.vars,\n\t\t\t\t\tval, p;\n\t\t\t\tfor (p in v) {\n\t\t\t\t\tval = v[p];\n\t\t\t\t\tif (_isArray(val)) if (val.join(\"\").indexOf(\"{self}\") !== -1) {\n\t\t\t\t\t\tv[p] = this._swapSelfInParams(val);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (_isArray(v.tweens)) {\n\t\t\t\t\tthis.add(v.tweens, 0, v.align, v.stagger);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_internals = TimelineLite._internals = {},\n\t\t\t_isSelector = TweenLiteInternals.isSelector,\n\t\t\t_isArray = TweenLiteInternals.isArray,\n\t\t\t_lazyTweens = TweenLiteInternals.lazyTweens,\n\t\t\t_lazyRender = TweenLiteInternals.lazyRender,\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_copy = function(vars) {\n\t\t\t\tvar copy = {}, p;\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tcopy[p] = vars[p];\n\t\t\t\t}\n\t\t\t\treturn copy;\n\t\t\t},\n\t\t\t_applyCycle = function(vars, targets, i) {\n\t\t\t\tvar alt = vars.cycle,\n\t\t\t\t\tp, val;\n\t\t\t\tfor (p in alt) {\n\t\t\t\t\tval = alt[p];\n\t\t\t\t\tvars[p] = (typeof(val) === \"function\") ? val(i, targets[i]) : val[i % val.length];\n\t\t\t\t}\n\t\t\t\tdelete vars.cycle;\n\t\t\t},\n\t\t\t_pauseCallback = _internals.pauseCallback = function() {},\n\t\t\t_slice = function(a) { //don't use [].slice because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++]));\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\tp = TimelineLite.prototype = new SimpleTimeline();\n\n\t\tTimelineLite.version = \"1.20.3\";\n\t\tp.constructor = TimelineLite;\n\t\tp.kill()._gc = p._forcingPlayhead = p._hasPause = false;\n\n\t\t/* might use later...\n\t\t//translates a local time inside an animation to the corresponding time on the root/global timeline, factoring in all nesting and timeScales.\n\t\tfunction localToGlobal(time, animation) {\n\t\t\twhile (animation) {\n\t\t\t\ttime = (time / animation._timeScale) + animation._startTime;\n\t\t\t\tanimation = animation.timeline;\n\t\t\t}\n\t\t\treturn time;\n\t\t}\n\n\t\t//translates the supplied time on the root/global timeline into the corresponding local time inside a particular animation, factoring in all nesting and timeScales\n\t\tfunction globalToLocal(time, animation) {\n\t\t\tvar scale = 1;\n\t\t\ttime -= localToGlobal(0, animation);\n\t\t\twhile (animation) {\n\t\t\t\tscale *= animation._timeScale;\n\t\t\t\tanimation = animation.timeline;\n\t\t\t}\n\t\t\treturn time * scale;\n\t\t}\n\t\t*/\n\n\t\tp.to = function(target, duration, vars, position) {\n\t\t\tvar Engine = (vars.repeat && _globals.TweenMax) || TweenLite;\n\t\t\treturn duration ? this.add( new Engine(target, duration, vars), position) : this.set(target, vars, position);\n\t\t};\n\n\t\tp.from = function(target, duration, vars, position) {\n\t\t\treturn this.add( ((vars.repeat && _globals.TweenMax) || TweenLite).from(target, duration, vars), position);\n\t\t};\n\n\t\tp.fromTo = function(target, duration, fromVars, toVars, position) {\n\t\t\tvar Engine = (toVars.repeat && _globals.TweenMax) || TweenLite;\n\t\t\treturn duration ? this.add( Engine.fromTo(target, duration, fromVars, toVars), position) : this.set(target, toVars, position);\n\t\t};\n\n\t\tp.staggerTo = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvar tl = new TimelineLite({onComplete:onCompleteAll, onCompleteParams:onCompleteAllParams, callbackScope:onCompleteAllScope, smoothChildTiming:this.smoothChildTiming}),\n\t\t\t\tcycle = vars.cycle,\n\t\t\t\tcopy, i;\n\t\t\tif (typeof(targets) === \"string\") {\n\t\t\t\ttargets = TweenLite.selector(targets) || targets;\n\t\t\t}\n\t\t\ttargets = targets || [];\n\t\t\tif (_isSelector(targets)) { //senses if the targets object is a selector. If it is, we should translate it into an array.\n\t\t\t\ttargets = _slice(targets);\n\t\t\t}\n\t\t\tstagger = stagger || 0;\n\t\t\tif (stagger < 0) {\n\t\t\t\ttargets = _slice(targets);\n\t\t\t\ttargets.reverse();\n\t\t\t\tstagger *= -1;\n\t\t\t}\n\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\tcopy = _copy(vars);\n\t\t\t\tif (copy.startAt) {\n\t\t\t\t\tcopy.startAt = _copy(copy.startAt);\n\t\t\t\t\tif (copy.startAt.cycle) {\n\t\t\t\t\t\t_applyCycle(copy.startAt, targets, i);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (cycle) {\n\t\t\t\t\t_applyCycle(copy, targets, i);\n\t\t\t\t\tif (copy.duration != null) {\n\t\t\t\t\t\tduration = copy.duration;\n\t\t\t\t\t\tdelete copy.duration;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttl.to(targets[i], duration, copy, i * stagger);\n\t\t\t}\n\t\t\treturn this.add(tl, position);\n\t\t};\n\n\t\tp.staggerFrom = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\tvars.runBackwards = true;\n\t\t\treturn this.staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\n\t\tp.staggerFromTo = function(targets, duration, fromVars, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn this.staggerTo(targets, duration, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t};\n\n\t\tp.call = function(callback, params, scope, position) {\n\t\t\treturn this.add( TweenLite.delayedCall(0, callback, params, scope), position);\n\t\t};\n\n\t\tp.set = function(target, vars, position) {\n\t\t\tposition = this._parseTimeOrLabel(position, 0, true);\n\t\t\tif (vars.immediateRender == null) {\n\t\t\t\tvars.immediateRender = (position === this._time && !this._paused);\n\t\t\t}\n\t\t\treturn this.add( new TweenLite(target, 0, vars), position);\n\t\t};\n\n\t\tTimelineLite.exportRoot = function(vars, ignoreDelayedCalls) {\n\t\t\tvars = vars || {};\n\t\t\tif (vars.smoothChildTiming == null) {\n\t\t\t\tvars.smoothChildTiming = true;\n\t\t\t}\n\t\t\tvar tl = new TimelineLite(vars),\n\t\t\t\troot = tl._timeline,\n\t\t\t\thasNegativeStart, time,\ttween, next;\n\t\t\tif (ignoreDelayedCalls == null) {\n\t\t\t\tignoreDelayedCalls = true;\n\t\t\t}\n\t\t\troot._remove(tl, true);\n\t\t\ttl._startTime = 0;\n\t\t\ttl._rawPrevTime = tl._time = tl._totalTime = root._time;\n\t\t\ttween = root._first;\n\t\t\twhile (tween) {\n\t\t\t\tnext = tween._next;\n\t\t\t\tif (!ignoreDelayedCalls || !(tween instanceof TweenLite && tween.target === tween.vars.onComplete)) {\n\t\t\t\t\ttime = tween._startTime - tween._delay;\n\t\t\t\t\tif (time < 0) {\n\t\t\t\t\t\thasNegativeStart = 1;\n\t\t\t\t\t}\n\t\t\t\t\ttl.add(tween, time);\n\t\t\t\t}\n\t\t\t\ttween = next;\n\t\t\t}\n\t\t\troot.add(tl, 0);\n\t\t\tif (hasNegativeStart) { //calling totalDuration() will force the adjustment necessary to shift the children forward so none of them start before zero, and moves the timeline backwards the same amount, so the playhead is still aligned where it should be globally, but the timeline doesn't have illegal children that start before zero.\n\t\t\t\ttl.totalDuration();\n\t\t\t}\n\t\t\treturn tl;\n\t\t};\n\n\t\tp.add = function(value, position, align, stagger) {\n\t\t\tvar curTime, l, i, child, tl, beforeRawTime;\n\t\t\tif (typeof(position) !== \"number\") {\n\t\t\t\tposition = this._parseTimeOrLabel(position, 0, true, value);\n\t\t\t}\n\t\t\tif (!(value instanceof Animation)) {\n\t\t\t\tif ((value instanceof Array) || (value && value.push && _isArray(value))) {\n\t\t\t\t\talign = align || \"normal\";\n\t\t\t\t\tstagger = stagger || 0;\n\t\t\t\t\tcurTime = position;\n\t\t\t\t\tl = value.length;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tif (_isArray(child = value[i])) {\n\t\t\t\t\t\t\tchild = new TimelineLite({tweens:child});\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis.add(child, curTime);\n\t\t\t\t\t\tif (typeof(child) !== \"string\" && typeof(child) !== \"function\") {\n\t\t\t\t\t\t\tif (align === \"sequence\") {\n\t\t\t\t\t\t\t\tcurTime = child._startTime + (child.totalDuration() / child._timeScale);\n\t\t\t\t\t\t\t} else if (align === \"start\") {\n\t\t\t\t\t\t\t\tchild._startTime -= child.delay();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcurTime += stagger;\n\t\t\t\t\t}\n\t\t\t\t\treturn this._uncache(true);\n\t\t\t\t} else if (typeof(value) === \"string\") {\n\t\t\t\t\treturn this.addLabel(value, position);\n\t\t\t\t} else if (typeof(value) === \"function\") {\n\t\t\t\t\tvalue = TweenLite.delayedCall(0, value);\n\t\t\t\t} else {\n\t\t\t\t\tthrow(\"Cannot add \" + value + \" into the timeline; it is not a tween, timeline, function, or string.\");\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tSimpleTimeline.prototype.add.call(this, value, position);\n\n\t\t\tif (value._time) { //in case, for example, the _startTime is moved on a tween that has already rendered. Imagine it's at its end state, then the startTime is moved WAY later (after the end of this timeline), it should render at its beginning.\n\t\t\t\tvalue.render((this.rawTime() - value._startTime) * value._timeScale, false, false);\n\t\t\t}\n\n\t\t\t//if the timeline has already ended but the inserted tween/timeline extends the duration, we should enable this timeline again so that it renders properly. We should also align the playhead with the parent timeline's when appropriate.\n\t\t\tif (this._gc || this._time === this._duration) if (!this._paused) if (this._duration < this.duration()) {\n\t\t\t\t//in case any of the ancestors had completed but should now be enabled...\n\t\t\t\ttl = this;\n\t\t\t\tbeforeRawTime = (tl.rawTime() > value._startTime); //if the tween is placed on the timeline so that it starts BEFORE the current rawTime, we should align the playhead (move the timeline). This is because sometimes users will create a timeline, let it finish, and much later append a tween and expect it to run instead of jumping to its end state. While technically one could argue that it should jump to its end state, that's not what users intuitively expect.\n\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\tif (beforeRawTime && tl._timeline.smoothChildTiming) {\n\t\t\t\t\t\ttl.totalTime(tl._totalTime, true); //moves the timeline (shifts its startTime) if necessary, and also enables it.\n\t\t\t\t\t} else if (tl._gc) {\n\t\t\t\t\t\ttl._enabled(true, false);\n\t\t\t\t\t}\n\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn this;\n\t\t};\n\n\t\tp.remove = function(value) {\n\t\t\tif (value instanceof Animation) {\n\t\t\t\tthis._remove(value, false);\n\t\t\t\tvar tl = value._timeline = value.vars.useFrames ? Animation._rootFramesTimeline : Animation._rootTimeline; //now that it's removed, default it to the root timeline so that if it gets played again, it doesn't jump back into this timeline.\n\t\t\t\tvalue._startTime = (value._paused ? value._pauseTime : tl._time) - ((!value._reversed ? value._totalTime : value.totalDuration() - value._totalTime) / value._timeScale); //ensure that if it gets played again, the timing is correct.\n\t\t\t\treturn this;\n\t\t\t} else if (value instanceof Array || (value && value.push && _isArray(value))) {\n\t\t\t\tvar i = value.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tthis.remove(value[i]);\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t} else if (typeof(value) === \"string\") {\n\t\t\t\treturn this.removeLabel(value);\n\t\t\t}\n\t\t\treturn this.kill(null, value);\n\t\t};\n\n\t\tp._remove = function(tween, skipDisable) {\n\t\t\tSimpleTimeline.prototype._remove.call(this, tween, skipDisable);\n\t\t\tvar last = this._last;\n\t\t\tif (!last) {\n\t\t\t\tthis._time = this._totalTime = this._duration = this._totalDuration = 0;\n\t\t\t} else if (this._time > this.duration()) {\n\t\t\t\tthis._time = this._duration;\n\t\t\t\tthis._totalTime = this._totalDuration;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.append = function(value, offsetOrLabel) {\n\t\t\treturn this.add(value, this._parseTimeOrLabel(null, offsetOrLabel, true, value));\n\t\t};\n\n\t\tp.insert = p.insertMultiple = function(value, position, align, stagger) {\n\t\t\treturn this.add(value, position || 0, align, stagger);\n\t\t};\n\n\t\tp.appendMultiple = function(tweens, offsetOrLabel, align, stagger) {\n\t\t\treturn this.add(tweens, this._parseTimeOrLabel(null, offsetOrLabel, true, tweens), align, stagger);\n\t\t};\n\n\t\tp.addLabel = function(label, position) {\n\t\t\tthis._labels[label] = this._parseTimeOrLabel(position);\n\t\t\treturn this;\n\t\t};\n\n\t\tp.addPause = function(position, callback, params, scope) {\n\t\t\tvar t = TweenLite.delayedCall(0, _pauseCallback, params, scope || this);\n\t\t\tt.vars.onComplete = t.vars.onReverseComplete = callback;\n\t\t\tt.data = \"isPause\";\n\t\t\tthis._hasPause = true;\n\t\t\treturn this.add(t, position);\n\t\t};\n\n\t\tp.removeLabel = function(label) {\n\t\t\tdelete this._labels[label];\n\t\t\treturn this;\n\t\t};\n\n\t\tp.getLabelTime = function(label) {\n\t\t\treturn (this._labels[label] != null) ? this._labels[label] : -1;\n\t\t};\n\n\t\tp._parseTimeOrLabel = function(timeOrLabel, offsetOrLabel, appendIfAbsent, ignore) {\n\t\t\tvar clippedDuration, i;\n\t\t\t//if we're about to add a tween/timeline (or an array of them) that's already a child of this timeline, we should remove it first so that it doesn't contaminate the duration().\n\t\t\tif (ignore instanceof Animation && ignore.timeline === this) {\n\t\t\t\tthis.remove(ignore);\n\t\t\t} else if (ignore && ((ignore instanceof Array) || (ignore.push && _isArray(ignore)))) {\n\t\t\t\ti = ignore.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (ignore[i] instanceof Animation && ignore[i].timeline === this) {\n\t\t\t\t\t\tthis.remove(ignore[i]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tclippedDuration = (typeof(timeOrLabel) === \"number\" && !offsetOrLabel) ? 0 : (this.duration() > 99999999999) ? this.recent().endTime(false) : this._duration; //in case there's a child that infinitely repeats, users almost never intend for the insertion point of a new child to be based on a SUPER long value like that so we clip it and assume the most recently-added child's endTime should be used instead.\n\t\t\tif (typeof(offsetOrLabel) === \"string\") {\n\t\t\t\treturn this._parseTimeOrLabel(offsetOrLabel, (appendIfAbsent && typeof(timeOrLabel) === \"number\" && this._labels[offsetOrLabel] == null) ? timeOrLabel - clippedDuration : 0, appendIfAbsent);\n\t\t\t}\n\t\t\toffsetOrLabel = offsetOrLabel || 0;\n\t\t\tif (typeof(timeOrLabel) === \"string\" && (isNaN(timeOrLabel) || this._labels[timeOrLabel] != null)) { //if the string is a number like \"1\", check to see if there's a label with that naUùºtùme, otherwise interpret it as a number (absolute value).\n\t\t\t\ti = timeOrLabel.indexOf(\"=\");\n\t\t\t\tif (i === -1) {\n\t\t\t\t\tif (this._labels[timeOrLabel] == null) {\n\t\t\t\t\t\treturn appendIfAbsent ? (this._labels[timeOrLabel] = clippedDuration + offsetOrLabel) : offsetOrLabel;\n\t\t\t\t\t}\n\t\t\t\t\treturn this._labels[timeOrLabel] + offsetOrLabel;\n\t\t\t\t}\n\t\t\t\toffsetOrLabel = parseInt(timeOrLabel.charAt(i-1) + \"1\", 10) * Number(timeOrLabel.substr(i+1));\n\t\t\t\ttimeOrLabel = (i > 1) ? this._parseTimeOrLabel(timeOrLabel.substr(0, i-1), 0, appendIfAbsent) : clippedDuration;\n\t\t\t} else if (timeOrLabel == null) {\n\t\t\t\ttimeOrLabel = clippedDuration;\n\t\t\t}\n\t\t\treturn Number(timeOrLabel) + offsetOrLabel;\n\t\t};\n\n\t\tp.seek = function(position, suppressEvents) {\n\t\t\treturn this.totalTime((typeof(position) === \"number\") ? position : this._parseTimeOrLabel(position), (suppressEvents !== false));\n\t\t};\n\n\t\tp.stop = function() {\n\t\t\treturn this.paused(true);\n\t\t};\n\n\t\tp.gotoAndPlay = function(position, suppressEvents) {\n\t\t\treturn this.play(position, suppressEvents);\n\t\t};\n\n\t\tp.gotoAndStop = function(position, suppressEvents) {\n\t\t\treturn this.pause(position, suppressEvents);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (this._gc) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\tvar prevTime = this._time,\n\t\t\t\ttotalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tprevStart = this._startTime,\n\t\t\t\tprevTimeScale = this._timeScale,\n\t\t\t\tprevPaused = this._paused,\n\t\t\t\ttween, isComplete, next, callback, internalForce, pauseTween, curTime;\n\t\t\tif (prevTime !== this._time) { //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n\t\t\t\ttime += this._time - prevTime;\n\t\t\t}\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tthis._totalTime = this._time = totalDur;\n\t\t\t\tif (!this._reversed) if (!this._hasPausedChild()) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tinternalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\tif (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || this._rawPrevTime < 0 || this._rawPrevTime === _tinyNum) if (this._rawPrevTime !== time && this._first) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\tif (this._rawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\ttime = totalDur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7.\n\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tthis._totalTime = this._time = 0;\n\t\t\t\tif (prevTime !== 0 || (this._duration === 0 && this._rawPrevTime !== _tinyNum && (this._rawPrevTime > 0 || (time < 0 && this._rawPrevTime >= 0)))) {\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (this._timeline.autoRemoveChildren && this._reversed) { //ensures proper GC if a timeline is resumed after it's finished reversing.\n\t\t\t\t\t\tinternalForce = isComplete = true;\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t} else if (this._rawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state.\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = time;\n\t\t\t\t} else {\n\t\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\tif (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the timeline and remove it from the rendering queue (not good).\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime === 0) {\n\t\t\t\t\t\t\tif (!tween._duration) {\n\t\t\t\t\t\t\t\tisComplete = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttime = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline)\n\t\t\t\t\tif (!this._initted) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif (this._hasPause && !this._forcingPlayhead && !suppressEvents) {\n\t\t\t\t\tif (time >= prevTime) {\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime <= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween = this._last;\n\t\t\t\t\t\twhile (tween && tween._startTime >= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && tween._rawPrevTime > 0) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._prev;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (pauseTween) {\n\t\t\t\t\t\tthis._time = time = pauseTween._startTime;\n\t\t\t\t\t\tthis._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\t}\n\t\t\tif ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) {\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._initted = true;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time > 0) {\n\t\t\t\tthis._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example.\n\t\t\t}\n\n\t\t\tif (prevTime === 0) if (this.vars.onStart) if (this._time !== 0 || !this._duration) if (!suppressEvents) {\n\t\t\t\tthis._callback(\"onStart\");\n\t\t\t}\n\n\t\t\tcurTime = this._time;\n\t\t\tif (curTime >= prevTime) {\n\t\t\t\ttween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= curTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttween = this._last;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._prev; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tpauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse.\n\t\t\t\t\t\t\twhile (pauseTween && pauseTween.endTime() > this._time) {\n\t\t\t\t\t\t\t\tpauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t\tpauseTween = pauseTween._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpauseTween = null;\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this._onUpdate) if (!suppressEvents) {\n\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t}\n\n\t\t\tif (callback) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp._hasPausedChild = function() {\n\t\t\tvar tween = this._first;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._paused || ((tween instanceof TimelineLite) && tween._hasPausedChild())) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp.getChildren = function(nested, tweens, timelines, ignoreBeforeTime) {\n\t\t\tignoreBeforeTime = ignoreBeforeTime || -9999999999;\n\t\t\tvar a = [],\n\t\t\t\ttween = this._first,\n\t\t\t\tcnt = 0;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._startTime < ignoreBeforeTime) {\n\t\t\t\t\t//do nothing\n\t\t\t\t} else if (tween instanceof TweenLite) {\n\t\t\t\t\tif (tweens !== false) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tif (timelines !== false) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t}\n\t\t\t\t\tif (nested !== false) {\n\t\t\t\t\t\ta = a.concat(tween.getChildren(true, tweens, timelines));\n\t\t\t\t\t\tcnt = a.length;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\t\tp.getTweensOf = function(target, nested) {\n\t\t\tvar disabled = this._gc,\n\t\t\t\ta = [],\n\t\t\t\tcnt = 0,\n\t\t\t\ttweens, i;\n\t\t\tif (disabled) {\n\t\t\t\tthis._enabled(true, true); //getTweensOf() filters out disabled tweens, and we have to mark them as _gc = true when the timeline completes in order to allow clean garbage collection, so temporarily re-enable the timeline here.\n\t\t\t}\n\t\t\ttweens = TweenLite.getTweensOf(target);\n\t\t\ti = tweens.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (tweens[i].timeline === this || (nested && this._contains(tweens[i]))) {\n\t\t\t\t\ta[cnt++] = tweens[i];\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (disabled) {\n\t\t\t\tthis._enabled(false, true);\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\t\tp.recent = function() {\n\t\t\treturn this._recent;\n\t\t};\n\n\t\tp._contains = function(tween) {\n\t\t\tvar tl = tween.timeline;\n\t\t\twhile (tl) {\n\t\t\t\tif (tl === this) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\ttl = tl.timeline;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp.shiftChildren = function(amount, adjustLabels, ignoreBeforeTime) {\n\t\t\tignoreBeforeTime = ignoreBeforeTime || 0;\n\t\t\tvar tween = this._first,\n\t\t\t\tlabels = this._labels,\n\t\t\t\tp;\n\t\t\twhile (tween) {\n\t\t\t\tif (tween._startTime >= ignoreBeforeTime) {\n\t\t\t\t\ttween._startTime += amount;\n\t\t\t\t}\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\tif (adjustLabels) {\n\t\t\t\tfor (p in labels) {\n\t\t\t\t\tif (labels[p] >= ignoreBeforeTime) {\n\t\t\t\t\t\tlabels[p] += amount;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp._kill = function(vars, target) {\n\t\t\tif (!vars && !target) {\n\t\t\t\treturn this._enabled(false, false);\n\t\t\t}\n\t\t\tvar tweens = (!target) ? this.getChildren(true, true, false) : this.getTweensOf(target),\n\t\t\t\ti = tweens.length,\n\t\t\t\tchanged = false;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (tweens[i]._kill(vars, target)) {\n\t\t\t\t\tchanged = true;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tp.clear = function(labels) {\n\t\t\tvar tweens = this.getChildren(false, true, true),\n\t\t\t\ti = tweens.length;\n\t\t\tthis._time = this._totalTime = 0;\n\t\t\twhile (--i > -1) {\n\t\t\t\ttweens[i]._enabled(false, false);\n\t\t\t}\n\t\t\tif (labels !== false) {\n\t\t\t\tthis._labels = {};\n\t\t\t}\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tvar tween = this._first;\n\t\t\twhile (tween) {\n\t\t\t\ttween.invalidate();\n\t\t\t\ttween = tween._next;\n\t\t\t}\n\t\t\treturn Animation.prototype.invalidate.call(this);;\n\t\t};\n\n\t\tp._enabled = function(enabled, ignoreTimeline) {\n\t\t\tif (enabled === this._gc) {\n\t\t\t\tvar tween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\ttween._enabled(enabled, true);\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn SimpleTimeline.prototype._enabled.call(this, enabled, ignoreTimeline);\n\t\t};\n\n\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\tthis._forcingPlayhead = true;\n\t\t\tvar val = Animation.prototype.totalTime.apply(this, arguments);\n\t\t\tthis._forcingPlayhead = false;\n\t\t\treturn val;\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tthis.totalDuration(); //just triggers recalculation\n\t\t\t\t}\n\t\t\t\treturn this._duration;\n\t\t\t}\n\t\t\tif (this.duration() !== 0 && value !== 0) {\n\t\t\t\tthis.timeScale(this._duration / value);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tvar max = 0,\n\t\t\t\t\t\ttween = this._last,\n\t\t\t\t\t\tprevStart = 999999999999,\n\t\t\t\t\t\tprev, end;\n\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\tprev = tween._prev; //record it here in case the tween changes position in the sequence...\n\t\t\t\t\t\tif (tween._dirty) {\n\t\t\t\t\t\t\ttween.totalDuration(); //could change the tween._startTime, so make sure the tween's cache is clean before analyzing it.\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tween._startTime > prevStart && this._sortChildren && !tween._paused && !this._calculatingDuration) { //in case one of the tweens shifted out of order, it needs to be re-inserted into the correct position in the sequence\n\t\t\t\t\t\t\tthis._calculatingDuration = 1; //prevent endless recursive calls - there are methods that get triggered that check duration/totalDuration when we add(), like _parseTimeOrLabel().\n\t\t\t\t\t\t\tthis.add(tween, tween._startTime - tween._delay);\n\t\t\t\t\t\t\tthis._calculatingDuration = 0;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tprevStart = tween._startTime;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tween._startTime < 0 && !tween._paused) { //children aren't allowed to have negative startTimes unless smoothChildTiming is true, so adjust here if one is found.\n\t\t\t\t\t\t\tmax -= tween._startTime;\n\t\t\t\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\t\t\t\tthis._startTime += tween._startTime / this._timeScale;\n\t\t\t\t\t\t\t\tthis._time -= tween._startTime;\n\t\t\t\t\t\t\t\tthis._totalTime -= tween._startTime;\n\t\t\t\t\t\t\t\tthis._rawPrevTime -= tween._startTime;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis.shiftChildren(-tween._startTime, false, -9999999999);\n\t\t\t\t\t\t\tprevStart = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tend = tween._startTime + (tween._totalDuration / tween._timeScale);\n\t\t\t\t\t\tif (end > max) {\n\t\t\t\t\t\t\tmax = end;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttween = prev;\n\t\t\t\t\t}\n\t\t\t\t\tthis._duration = this._totalDuration = max;\n\t\t\t\t\tthis._dirty = false;\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (value && this.totalDuration()) ? this.timeScale(this._totalDuration / value) : this;\n\t\t};\n\n\t\tp.paused = function(value) {\n\t\t\tif (!value) { //if there's a pause directly at the spot from where we're unpausing, skip it.\n\t\t\t\tvar tween = this._first,\n\t\t\t\t\ttime = this._time;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tif (tween._startTime === time && tween.data === \"isPause\") {\n\t\t\t\t\t\ttween._rawPrevTime = 0; //remember, _rawPrevTime is how zero-duration tweens/callbacks sense directionality and determine whether or not to fire. If _rawPrevTime is the same as _startTime on the next render, it won't fire.\n\t\t\t\t\t}\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn Animation.prototype.paused.apply(this, arguments);\n\t\t};\n\n\t\tp.usesFrames = function() {\n\t\t\tvar tl = this._timeline;\n\t\t\twhile (tl._timeline) {\n\t\t\t\ttl = tl._timeline;\n\t\t\t}\n\t\t\treturn (tl === Animation._rootFramesTimeline);\n\t\t};\n\n\t\tp.rawTime = function(wrapRepeats) {\n\t\t\treturn (wrapRepeats && (this._paused || (this._repeat && this.time() > 0 && this.totalProgress() < 1))) ? this._totalTime % (this._duration + this._repeatDelay) : this._paused ? this._totalTime : (this._timeline.rawTime(wrapRepeats) - this._startTime) * this._timeScale;\n\t\t};\n\n\t\treturn TimelineLite;\n\n\t}, true);\n\n\n\n\n\n\n\n\n\t\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * TimelineMax\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine(\"TimelineMax\", [\"TimelineLite\",\"TweenLite\",\"easing.Ease\"], function(TimelineLite, TweenLite, Ease) {\n\n\t\tvar TimelineMax = function(vars) {\n\t\t\t\tTimelineLite.call(this, vars);\n\t\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\t\tthis._cycle = 0;\n\t\t\t\tthis._yoyo = (this.vars.yoyo === true);\n\t\t\t\tthis._dirty = true;\n\t\t\t},\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t_lazyTweens = TweenLiteInternals.lazyTweens,\n\t\t\t_lazyRender = TweenLiteInternals.lazyRender,\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_easeNone = new Ease(null, null, 1, 0),\n\t\t\tp = TimelineMax.prototype = new TimelineLite();\n\n\t\tp.constructor = TimelineMax;\n\t\tp.kill()._gc = false;\n\t\tTimelineMax.version = \"1.20.3\";\n\n\t\tp.invalidate = function() {\n\t\t\tthis._yoyo = (this.vars.yoyo === true);\n\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\tthis._uncache(true);\n\t\t\treturn TimelineLite.prototype.invalidate.call(this);\n\t\t};\n\n\t\tp.addCallback = function(callback, position, params, scope) {\n\t\t\treturn this.add( TweenLite.delayedCall(0, callback, params, scope), position);\n\t\t};\n\n\t\tp.removeCallback = function(callback, position) {\n\t\t\tif (callback) {\n\t\t\t\tif (position == null) {\n\t\t\t\t\tthis._kill(null, callback);\n\t\t\t\t} else {\n\t\t\t\t\tvar a = this.getTweensOf(callback, false),\n\t\t\t\t\t\ti = a.length,\n\t\t\t\t\t\ttime = this._parseTimeOrLabel(position);\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (a[i]._startTime === time) {\n\t\t\t\t\t\t\ta[i]._enabled(false, false);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.removePause = function(position) {\n\t\t\treturn this.removeCallback(TimelineLite._internals.pauseCallback, position);\n\t\t};\n\n\t\tp.tweenTo = function(position, vars) {\n\t\t\tvars = vars || {};\n\t\t\tvar copy = {ease:_easeNone, useFrames:this.usesFrames(), immediateRender:false},\n\t\t\t\tEngine = (vars.repeat && _globals.TweenMax) || TweenLite,\n\t\t\t\tduration, p, t;\n\t\t\tfor (p in vars) {\n\t\t\t\tcopy[p] = vars[p];\n\t\t\t}\n\t\t\tcopy.time = this._parseTimeOrLabel(position);\n\t\t\tduration = (Math.abs(Number(copy.time) - this._time) / this._timeScale) || 0.001;\n\t\t\tt = new Engine(this, duration, copy);\n\t\t\tcopy.onStart = function() {\n\t\t\t\tt.target.paused(true);\n\t\t\t\tif (t.vars.time !== t.target.time() && duration === t.duration()) { //don't make the duration zero - if it's supposed to be zero, don't worry because it's already initting the tween and will complete immediately, effectively making the duration zero anyway. If we make duration zero, the tween won't run at all.\n\t\t\t\t\tt.duration( Math.abs( t.vars.time - t.target.time()) / t.target._timeScale );\n\t\t\t\t}\n\t\t\t\tif (vars.onStart) { //in case the user had an onStart in the vars - we don't want to overwrite it.\n\t\t\t\t\tvars.onStart.apply(vars.onStartScope || vars.callbackScope || t, vars.onStartParams || []); //don't use t._callback(\"onStart\") or it'll point to the copy.onStart and we'll get a recursion error.\n\t\t\t\t}\n\t\t\t};\n\t\t\treturn t;\n\t\t};\n\n\t\tp.tweenFromTo = function(fromPosition, toPosition, vars) {\n\t\t\tvars = vars || {};\n\t\t\tfromPosition = this._parseTimeOrLabel(fromPosition);\n\t\t\tvars.startAt = {onComplete:this.seek, onCompleteParams:[fromPosition], callbackScope:this};\n\t\t\tvars.immediateRender = (vars.immediateRender !== false);\n\t\t\tvar t = this.tweenTo(toPosition, vars);\n\t\t\treturn t.duration((Math.abs( t.vars.time - fromPosition) / this._timeScale) || 0.001);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tif (this._gc) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\tvar prevTime = this._time,\n\t\t\t\ttotalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\tdur = this._duration,\n\t\t\t\tprevTotalTime = this._totalTime,\n\t\t\t\tprevStart = this._startTime,\n\t\t\t\tprevTimeScale = this._timeScale,\n\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\tprevPaused = this._paused,\n\t\t\t\tprevCycle = this._cycle,\n\t\t\t\ttween, isComplete, next, callback, internalForce, cycleDuration, pauseTween, curTime;\n\t\t\tif (prevTime !== this._time) { //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n\t\t\t\ttime += this._time - prevTime;\n\t\t\t}\n\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = totalDur;\n\t\t\t\t\tthis._cycle = this._repeat;\n\t\t\t\t}\n\t\t\t\tif (!this._reversed) if (!this._hasPausedChild()) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tinternalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\tif (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || prevRawPrevTime < 0 || prevRawPrevTime === _tinyNum) if (prevRawPrevTime !== time && this._first) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\t\tthis._time = time = 0;\n\t\t\t\t} else {\n\t\t\t\t\tthis._time = dur;\n\t\t\t\t\ttime = dur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7. We cannot do less then 0.0001 because the same issue can occur when the duration is extremely large like 999999999999 in which case adding 0.00000001, for example, causes it to act like nothing was added.\n\t\t\t\t}\n\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = this._cycle = 0;\n\t\t\t\t}\n\t\t\t\tthis._time = 0;\n\t\t\t\tif (prevTime !== 0 || (dur === 0 && prevRawPrevTime !== _tinyNum && (prevRawPrevTime > 0 || (time < 0 && prevRawPrevTime >= 0)) && !this._locked)) { //edge case for checking time < 0 && prevRawPrevTime >= 0: a zero-duration fromTo() tween inside a zero-duration timeline (yeah, very rare)\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (this._timeline.autoRemoveChildren && this._reversed) {\n\t\t\t\t\t\tinternalForce = isComplete = true;\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t} else if (prevRawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state.\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = time;\n\t\t\t\t} else {\n\t\t\t\t\tthis._rawPrevTime = (dur || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\tif (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the täÞo\ùimeline and remove it from the rendering queue (not good).\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime === 0) {\n\t\t\t\t\t\t\tif (!tween._duration) {\n\t\t\t\t\t\t\t\tisComplete = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttime = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline)\n\t\t\t\t\tif (!this._initted) {\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t} else {\n\t\t\t\tif (dur === 0 && prevRawPrevTime < 0) { //without this, zero-duration repeating timelines (like with a simple callback nested at the very beginning and a repeatDelay) wouldn't render the first time through.\n\t\t\t\t\tinternalForce = true;\n\t\t\t\t}\n\t\t\t\tthis._time = this._rawPrevTime = time;\n\t\t\t\tif (!this._locked) {\n\t\t\t\t\tthis._totalTime = time;\n\t\t\t\t\tif (this._repeat !== 0) {\n\t\t\t\t\t\tcycleDuration = dur + this._repeatDelay;\n\t\t\t\t\t\tthis._cycle = (this._totalTime / cycleDuration) >> 0; //originally _totalTime % cycleDuration but floating point errors caused problems, so I normalized it. (4 % 0.8 should be 0 but it gets reported as 0.79999999!)\n\t\t\t\t\t\tif (this._cycle !== 0) if (this._cycle === this._totalTime / cycleDuration && prevTotalTime <= time) {\n\t\t\t\t\t\t\tthis._cycle--; //otherwise when rendered exactly at the end time, it will act as though it is repeating (at the beginning)\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._time = this._totalTime - (this._cycle * cycleDuration);\n\t\t\t\t\t\tif (this._yoyo) if ((this._cycle & 1) !== 0) {\n\t\t\t\t\t\t\tthis._time = dur - this._time;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (this._time > dur) {\n\t\t\t\t\t\t\tthis._time = dur;\n\t\t\t\t\t\t\ttime = dur + 0.0001; //to avoid occasional floating point rounding error\n\t\t\t\t\t\t} else if (this._time < 0) {\n\t\t\t\t\t\t\tthis._time = time = 0;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttime = this._time;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (this._hasPause && !this._forcingPlayhead && !suppressEvents) {\n\t\t\t\t\ttime = this._time;\n\t\t\t\t\tif (time >= prevTime || (this._repeat && prevCycle !== this._cycle)) {\n\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\twhile (tween && tween._startTime <= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween = this._last;\n\t\t\t\t\t\twhile (tween && tween._startTime >= time && !pauseTween) {\n\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && tween._rawPrevTime > 0) {\n\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = tween._prev;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (pauseTween && pauseTween._startTime < dur) {\n\t\t\t\t\t\tthis._time = time = pauseTween._startTime;\n\t\t\t\t\t\tthis._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif (this._cycle !== prevCycle) if (!this._locked) {\n\t\t\t\t/*\n\t\t\t\tmake sure children at the end/beginning of the timeline are rendered properly. If, for example,\n\t\t\t\ta 3-second long timeline rendered at 2.9 seconds previously, and now renders at 3.2 seconds (which\n\t\t\t\twould get transated to 2.8 seconds if the timeline yoyos or 0.2 seconds if it just repeats), there\n\t\t\t\tcould be a callback or a short tween that's at 2.95 or 3 seconds in which wouldn't render. So\n\t\t\t\twe need to push the timeline to the end (and/or beginning depending on its yoyo value). Also we must\n\t\t\t\tensure that zero-duration tweens at the very beginning or end of the TimelineMax work.\n\t\t\t\t*/\n\t\t\t\tvar backwards = (this._yoyo && (prevCycle & 1) !== 0),\n\t\t\t\t\twrap = (backwards === (this._yoyo && (this._cycle & 1) !== 0)),\n\t\t\t\t\trecTotalTime = this._totalTime,\n\t\t\t\t\trecCycle = this._cycle,\n\t\t\t\t\trecRawPrevTime = this._rawPrevTime,\n\t\t\t\t\trecTime = this._time;\n\n\t\t\t\tthis._totalTime = prevCycle * dur;\n\t\t\t\tif (this._cycle < prevCycle) {\n\t\t\t\t\tbackwards = !backwards;\n\t\t\t\t} else {\n\t\t\t\t\tthis._totalTime += dur;\n\t\t\t\t}\n\t\t\t\tthis._time = prevTime; //temporarily revert _time so that render() renders the children in the correct order. Without this, tweens won't rewind correctly. We could arhictect things in a \"cleaner\" way by splitting out the rendering queue into a separate method but for performance reasons, we kept it all inside this method.\n\n\t\t\t\tthis._rawPrevTime = (dur === 0) ? prevRawPrevTime - 0.0001 : prevRawPrevTime;\n\t\t\t\tthis._cycle = prevCycle;\n\t\t\t\tthis._locked = true; //prevents changes to totalTime and skips repeat/yoyo behavior when we recursively call render()\n\t\t\t\tprevTime = (backwards) ? 0 : dur;\n\t\t\t\tthis.render(prevTime, suppressEvents, (dur === 0));\n\t\t\t\tif (!suppressEvents) if (!this._gc) {\n\t\t\t\t\tif (this.vars.onRepeat) {\n\t\t\t\t\t\tthis._cycle = recCycle; //in case the onRepeat alters the playhead or invalidates(), we shouldn't stay locked or use the previous cycle.\n\t\t\t\t\t\tthis._locked = false;\n\t\t\t\t\t\tthis._callback(\"onRepeat\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (prevTime !== this._time) { //in case there's a callback like onComplete in a nested tween/timeline that changes the playhead position, like via seek(), we should just abort.\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (wrap) {\n\t\t\t\t\tthis._cycle = prevCycle; //if there's an onRepeat, we reverted this above, so make sure it's set properly again. We also unlocked in that scenario, so reset that too.\n\t\t\t\t\tthis._locked = true;\n\t\t\t\t\tprevTime = (backwards) ? dur + 0.0001 : -0.0001;\n\t\t\t\t\tthis.render(prevTime, true, false);\n\t\t\t\t}\n\t\t\t\tthis._locked = false;\n\t\t\t\tif (this._paused && !prevPaused) { //if the render() triggered callback that paused this timeline, we should abort (very rare, but possible)\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tthis._time = recTime;\n\t\t\t\tthis._totalTime = recTotalTime;\n\t\t\t\tthis._cycle = recCycle;\n\t\t\t\tthis._rawPrevTime = recRawPrevTime;\n\t\t\t}\n\n\t\t\tif ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) {\n\t\t\t\tif (prevTotalTime !== this._totalTime) if (this._onUpdate) if (!suppressEvents) { //so that onUpdate fires even during the repeatDelay - as long as the totalTime changed, we should trigger onUpdate.\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._initted = true;\n\t\t\t}\n\n\t\t\tif (!this._active) if (!this._paused && this._totalTime !== prevTotalTime && time > 0) {\n\t\t\t\tthis._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example.\n\t\t\t}\n\n\t\t\tif (prevTotalTime === 0) if (this.vars.onStart) if (this._totalTime !== 0 || !this._totalDuration) if (!suppressEvents) {\n\t\t\t\tthis._callback(\"onStart\");\n\t\t\t}\n\n\t\t\tcurTime = this._time;\n\t\t\tif (curTime >= prevTime) {\n\t\t\t\ttween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= this._time && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttween = this._last;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._prev; //record it here because the value could change after rendering...\n\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t} else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\tpauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse.\n\t\t\t\t\t\t\twhile (pauseTween && pauseTween.endTime() > this._time) {\n\t\t\t\t\t\t\t\tpauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t\tpauseTween = pauseTween._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpauseTween = null;\n\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this._onUpdate) if (!suppressEvents) {\n\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t}\n\t\t\tif (callback) if (!this._locked) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp.getActive = function(nested, tweens, timelines) {\n\t\t\tif (nested == null) {\n\t\t\t\tnested = true;\n\t\t\t}\n\t\t\tif (tweens == null) {\n\t\t\t\ttweens = true;\n\t\t\t}\n\t\t\tif (timelines == null) {\n\t\t\t\ttimelines = false;\n\t\t\t}\n\t\t\tvar a = [],\n\t\t\t\tall = this.getChildren(nested, tweens, timelines),\n\t\t\t\tcnt = 0,\n\t\t\t\tl = all.length,\n\t\t\t\ti, tween;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\ttween = all[i];\n\t\t\t\tif (tween.isActive()) {\n\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn a;\n\t\t};\n\n\n\t\tp.getLabelAfter = function(time) {\n\t\t\tif (!time) if (time !== 0) { //faster than isNan()\n\t\t\t\ttime = this._time;\n\t\t\t}\n\t\t\tvar labels = this.getLabelsArray(),\n\t\t\t\tl = labels.length,\n\t\t\t\ti;\n\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\tif (labels[i].time > time) {\n\t\t\t\t\treturn labels[i].name;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t};\n\n\t\tp.getLabelBefore = function(time) {\n\t\t\tif (time == null) {\n\t\t\t\ttime = this._time;\n\t\t\t}\n\t\t\tvar labels = this.getLabelsArray(),\n\t\t\t\ti = labels.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (labels[i].time < time) {\n\t\t\t\t\treturn labels[i].name;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t};\n\n\t\tp.getLabelsArray = function() {\n\t\t\tvar a = [],\n\t\t\t\tcnt = 0,\n\t\t\t\tp;\n\t\t\tfor (p in this._labels) {\n\t\t\t\ta[cnt++] = {time:this._labels[p], name:p};\n\t\t\t}\n\t\t\ta.sort(function(a,b) {\n\t\t\t\treturn a.time - b.time;\n\t\t\t});\n\t\t\treturn a;\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tthis._locked = false; //unlock and set cycle in case invalidate() is called from inside an onRepeat\n\t\t\treturn TimelineLite.prototype.invalidate.call(this);\n\t\t};\n\n\n//---- GETTERS / SETTERS -------------------------------------------------------------------------------------------------------\n\n\t\tp.progress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? (this._time / this.duration()) || 0 : this.totalTime( this.duration() * ((this._yoyo && (this._cycle & 1) !== 0) ? 1 - value : value) + (this._cycle * (this._duration + this._repeatDelay)), suppressEvents);\n\t\t};\n\n\t\tp.totalProgress = function(value, suppressEvents) {\n\t\t\treturn (!arguments.length) ? (this._totalTime / this.totalDuration()) || 0 : this.totalTime( this.totalDuration() * value, suppressEvents);\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tTimelineLite.prototype.totalDuration.call(this); //just forces refresh\n\t\t\t\t\t//Instead of Infinity, we use 999999999999 so that we can accommodate reverses.\n\t\t\t\t\tthis._totalDuration = (this._repeat === -1) ? 999999999999 : this._duration * (this._repeat + 1) + (this._repeatDelay * this._repeat);\n\t\t\t\t}\n\t\t\t\treturn this._totalDuration;\n\t\t\t}\n\t\t\treturn (this._repeat === -1 || !value) ? this : this.timeScale( this.totalDuration() / value );\n\t\t};\n\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\tif (value > this._duration) {\n\t\t\t\tvalue = this._duration;\n\t\t\t}\n\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\tvalue = (this._duration - value) + (this._cycle * (this._duration + this._repeatDelay));\n\t\t\t} else if (this._repeat !== 0) {\n\t\t\t\tvalue += this._cycle * (this._duration + this._repeatDelay);\n\t\t\t}\n\t\t\treturn this.totalTime(value, suppressEvents);\n\t\t};\n\n\t\tp.repeat = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeat;\n\t\t\t}\n\t\t\tthis._repeat = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp.repeatDelay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._repeatDelay;\n\t\t\t}\n\t\t\tthis._repeatDelay = value;\n\t\t\treturn this._uncache(true);\n\t\t};\n\n\t\tp.yoyo = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._yoyo;\n\t\t\t}\n\t\t\tthis._yoyo = value;\n\t\t\treturn this;\n\t\t};\n\n\t\tp.currentLabel = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this.getLabelBefore(this._time + 0.00000001);\n\t\t\t}\n\t\t\treturn this.seek(value, true);\n\t\t};\n\n\t\treturn TimelineMax;\n\n\t}, true);\n\t\n\n\n\n\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * BezierPlugin\n * ----------------------------------------------------------------\n */\n\t(function() {\n\n\t\tvar _RAD2DEG = 180 / Math.PI,\n\t\t\t_r1 = [],\n\t\t\t_r2 = [],\n\t\t\t_r3 = [],\n\t\t\t_corProps = {},\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\tSegment = function(a, b, c, d) {\n\t\t\t\tif (c === d) { //if c and d match, the final autoRotate value could lock at -90 degrees, so differentiate them slightly.\n\t\t\t\t\tc = d - (d - b) / 1000000;\n\t\t\t\t}\n\t\t\t\tif (a === b) { //if a and b match, the starting autoRotate value could lock at -90 degrees, so differentiate them slightly.\n\t\t\t\t\tb = a + (c - a) / 1000000;\n\t\t\t\t}\n\t\t\t\tthis.a = a;\n\t\t\t\tthis.b = b;\n\t\t\t\tthis.c = c;\n\t\t\t\tthis.d = d;\n\t\t\t\tthis.da = d - a;\n\t\t\t\tthis.ca = c - a;\n\t\t\t\tthis.ba = b - a;\n\t\t\t},\n\t\t\t_correlate = \",x,y,z,left,top,right,bottom,marginTop,marginLeft,marginRight,marginBottom,paddingLeft,paddingTop,paddingRight,paddingBottom,backgroundPosition,backgroundPosition_y,\",\n\t\t\tcubicToQuadratic = function(a, b, c, d) {\n\t\t\t\tvar q1 = {a:a},\n\t\t\t\t\tq2 = {},\n\t\t\t\t\tq3 = {},\n\t\t\t\t\tq4 = {c:d},\n\t\t\t\t\tmab = (a + b) / 2,\n\t\t\t\t\tmbc = (b + c) / 2,\n\t\t\t\t\tmcd = (c + d) / 2,\n\t\t\t\t\tmabc = (mab + mbc) / 2,\n\t\t\t\t\tmbcd = (mbc + mcd) / 2,\n\t\t\t\t\tm8 = (mbcd - mabc) / 8;\n\t\t\t\tq1.b = mab + (a - mab) / 4;\n\t\t\t\tq2.b = mabc + m8;\n\t\t\t\tq1.c = q2.a = (q1.b + q2.b) / 2;\n\t\t\t\tq2.c = q3.a = (mabc + mbcd) / 2;\n\t\t\t\tq3.b = mbcd - m8;\n\t\t\t\tq4.b = mcd + (d - mcd) / 4;\n\t\t\t\tq3.c = q4.a = (q3.b + q4.b) / 2;\n\t\t\t\treturn [q1, q2, q3, q4];\n\t\t\t},\n\t\t\t_calculateControlPoints = function(a, curviness, quad, basic, correlate) {\n\t\t\t\tvar l = a.length - 1,\n\t\t\t\t\tii = 0,\n\t\t\t\t\tcp1 = a[0].a,\n\t\t\t\t\ti, p1, p2, p3, seg, m1, m2, mm, cp2, qb, r1, r2, tl;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tseg = a[ii];\n\t\t\t\t\tp1 = seg.a;\n\t\t\t\t\tp2 = seg.d;\n\t\t\t\t\tp3 = a[ii+1].d;\n\n\t\t\t\t\tif (correlate) {\n\t\t\t\t\t\tr1 = _r1[i];\n\t\t\t\t\t\tr2 = _r2[i];\n\t\t\t\t\t\ttl = ((r2 + r1) * curviness * 0.25) / (basic ? 0.5 : _r3[i] || 0.5);\n\t\t\t\t\t\tm1 = p2 - (p2 - p1) * (basic ? curviness * 0.5 : (r1 !== 0 ? tl / r1 : 0));\n\t\t\t\t\t\tm2 = p2 + (p3 - p2) * (basic ? curviness * 0.5 : (r2 !== 0 ? tl / r2 : 0));\n\t\t\t\t\t\tmm = p2 - (m1 + (((m2 - m1) * ((r1 * 3 / (r1 + r2)) + 0.5) / 4) || 0));\n\t\t\t\t\t} else {\n\t\t\t\t\t\tm1 = p2 - (p2 - p1) * curviness * 0.5;\n\t\t\t\t\t\tm2 = p2 + (p3 - p2) * curviness * 0.5;\n\t\t\t\t\t\tmm = p2 - (m1 + m2) / 2;\n\t\t\t\t\t}\n\t\t\t\t\tm1 += mm;\n\t\t\t\t\tm2 += mm;\n\n\t\t\t\t\tseg.c = cp2 = m1;\n\t\t\t\t\tif (i !== 0) {\n\t\t\t\t\t\tseg.b = cp1;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tseg.b = cp1 = seg.a + (seg.c - seg.a) * 0.6; //instead of placing b on a exactly, we move it inline with c so that if the user specifies an ease like Back.easeIn or Elastic.easeIn which goes BEYOND the beginning, it will do so smoothly.\n\t\t\t\t\t}\n\n\t\t\t\t\tseg.da = p2 - p1;\n\t\t\t\t\tseg.ca = cp2 - p1;\n\t\t\t\t\tseg.ba = cp1 - p1;\n\n\t\t\t\t\tif (quad) {\n\t\t\t\t\t\tqb = cubicToQuadratic(p1, cp1, cp2, p2);\n\t\t\t\t\t\ta.splice(ii, 1, qb[0], qb[1], qb[2], qb[3]);\n\t\t\t\t\t\tii += 4;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tii++;\n\t\t\t\t\t}\n\n\t\t\t\t\tcp1 = m2;\n\t\t\t\t}\n\t\t\t\tseg = a[ii];\n\t\t\t\tseg.b = cp1;\n\t\t\t\tseg.c = cp1 + (seg.d - cp1) * 0.4; //instead of placing c on d exactly, we move it inline with b so that if the user specifies an ease like Back.easeOut or Elastic.easeOut which goes BEYOND the end, it will do so smoothly.\n\t\t\t\tseg.da = seg.d - seg.a;\n\t\t\t\tseg.ca = seg.c - seg.a;\n\t\t\t\tseg.ba = cp1 - seg.a;\n\t\t\t\tif (quad) {\n\t\t\t\t\tqb = cubicToQuadratic(seg.a, cp1, seg.c, seg.d);\n\t\t\t\t\ta.splice(ii, 1, qb[0], qb[1], qb[2], qb[3]);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_parseAnchors = function(values, p, correlate, prepend) {\n\t\t\t\tvar a = [],\n\t\t\t\t\tl, i, p1, p2, p3, tmp;\n\t\t\t\tif (prepend) {\n\t\t\t\t\tvalues = [prepend].concat(values);\n\t\t\t\t\ti = values.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (typeof( (tmp = values[i][p]) ) === \"string\") if (tmp.charAt(1) === \"=\") {\n\t\t\t\t\t\t\tvalues[i][p] = prepend[p] + Number(tmp.charAt(0) + tmp.substr(2)); //accommodate relative values. Do it inline instead of breaking it out into a function for speed reasons\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tl = values.length - 2;\n\t\t\t\tif (l < 0) {\n\t\t\t\t\ta[0] = new Segment(values[0][p], 0, 0, values[0][p]);\n\t\t\t\t\treturn a;\n\t\t\t\t}\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tp1 = values[i][p];\n\t\t\t\t\tp2 = values[i+1][p];\n\t\t\t\t\ta[i] = new Segment(p1, 0, 0, p2);\n\t\t\t\t\tif (correlate) {\n\t\t\t\t\t\tp3 = values[i+2][p];\n\t\t\t\t\t\t_r1[i] = (_r1[i] || 0) + (p2 - p1) * (p2 - p1);\n\t\t\t\t\t\t_r2[i] = (_r2[i] || 0) + (p3 - p2) * (p3 - p2);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ta[i] = new Segment(values[i][p], 0, 0, values[i+1][p]);\n\t\t\t\treturn a;\n\t\t\t},\n\t\t\tbezierThrough = function(values, curviness, quadratic, basic, correlate, prepend) {\n\t\t\t\tvar obj = {},\n\t\t\t\t\tprops = [],\n\t\t\t\t\tfirst = prepend || values[0],\n\t\t\t\t\ti, p, a, j, r, l, seamless, last;\n\t\t\t\tcorrelate = (typeof(correlate) === \"string\") ? \",\"+correlate+\",\" : _correlate;\n\t\t\t\tif (curviness == null) {\n\t\t\t\t\tcurviness = 1;\n\t\t\t\t}\n\t\t\t\tfor (p in values[0]) {\n\t\t\t\t\tprops.push(p);\n\t\t\t\t}\n\t\t\t\t//check to see if the last and first values are identical (well, within 0.05). If so, make seamless by appending the second element to the very end of the values array and the 2nd-to-last element to the very beginning (we'll remove those segments later)\n\t\t\t\tif (values.length > 1) {\n\t\t\t\t\tlast = values[values.length - 1];\n\t\t\t\t\tseamless = true;\n\t\t\t\t\ti = props.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tp = props[i];\n\t\t\t\t\t\tif (Math.abs(first[p] - last[p]) > 0.05) { //build in a tolerance of +/-0.05 to accommodate rounding errors.\n\t\t\t\t\t\t\tseamless = false;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (seamless) {\n\t\t\t\t\t\tvalues = values.concat(); //duplicate the array to avoid contaminating the original which the user may be reusing for other tweens\n\t\t\t\t\t\tif (prepend) {\n\t\t\t\t\t\t\tvalues.unshift(prepend);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tvalues.push(values[1]);\n\t\t\t\t\t\tprepend = values[values.length - 3];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_r1.length = _r2.length = _r3.length = 0;\n\t\t\t\ti = props.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tp = props[i];\n\t\t\t\t\t_corProps[p] = (correlate.indexOf(\",\"+p+\",\") !== -1);\n\t\t\t\t\tobj[p] = _parseAnchors(values, p, _corProps[p], prepend);\n\t\t\t\t}\n\t\t\t\ti = _r1.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t_r1[i] = Math.sqrt(_r1[i]);\n\t\t\t\t\t_r2[i] = Math.sqrt(_r2[i]);\n\t\t\t\t}\n\t\t\t\tif (!basic) {\n\t\t\t\t\ti = props.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (_corProps[p]) {\n\t\t\t\t\t\t\ta = obj[props[i]];\n\t\t\t\t\t\t\tl = a.length - 1;\n\t\t\t\t\t\t\tfor (j = 0; j < l; j++) {\n\t\t\t\t\t\t\t\tr = (a[j+1].da / _r2[j] + a[j].da / _r1[j]) || 0;\n\t\t\t\t\t\t\t\t_r3[j] = (_r3[j] || 0) + r * r;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ti = _r3.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t_r3[i] = Math.sqrt(_r3[i]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ti = props.length;\n\t\t\t\tj = quadratic ? 4 : 1;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tp = props[i];\n\t\t\t\t\ta = obj[p];\n\t\t\t\t\t_calculateControlPoints(a, curviness, quadratic, basic, _corProps[p]); //this method requires that _parseAnchors() and _setSegmentRatios() ran first so that _r1, _r2, and _r3 values are populated for all properties\n\t\t\t\t\tif (seamless) {\n\t\t\t\t\t\ta.splice(0, j);\n\t\t\t\t\t\ta.splice(a.length - j, j);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn obj;\n\t\t\t},\n\t\t\t_parseBezierData = function(values, type, prepend) {\n\t\t\t\ttype = type || \"soft\";\n\t\t\t\tvar obj = {},\n\t\t\t\t\tinc = (type === \"cubic\") ? 3 : 2,\n\t\t\t\t\tsoft = (type === \"soft\"),\n\t\t\t\t\tprops = [],\n\t\t\t\t\ta, b, c, d, cur, i, j, l, p, cnt, tmp;\n\t\t\t\tif (soft && prepend) {\n\t\t\t\t\tvalues = [prepend].concat(values);\n\t\t\t\t}\n\t\t\t\tif (values == null || values.length < inc + 1) { throw \"invalid Bezier data\"; }\n\t\t\t\tfor (p in values[0]) {\n\t\t\t\t\tprops.push(p);\n\t\t\t\t}\n\t\t\t\ti = props.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tp = props[i];\n\t\t\t\t\tobj[p] = cur = [];\n\t\t\t\t\tcnt = 0;\n\t\t\t\t\tl = values.length;\n\t\t\t\t\tfor (j = 0; j < l; j++) {\n\t\t\t\t\t\ta = (prepend == null) ? values[j][p] : (typeof( (tmp = values[j][p]) ) === \"string\" && tmp.charAt(1) === \"=\") ? prepend[p] + Number(tmp.charAt(0) + tmp.substr(2)) : Number(tmp);\n\t\t\t\t\t\tif (soft) if (j > 1) if (j < l - 1) {\n\t\t\t\t\t\t\tcur[cnt++] = (a + cur[cnt-2]) / 2;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcur[cnt++] = a;\n\t\t\t\t\t}\n\t\t\t\t\tl = cnt - inc + 1;\n\t\t\t\t\tcnt = 0;\n\t\t\t\t\tfor (j = 0; j < l; j += inc) {\n\t\t\t\t\t\ta = cur[j];\n\t\t\t\t\t\tb = cur[j+1];\n\t\t\t\t\t\tc = cur[j+2];\n\t\t\t\t\t\td = (inc === 2) ? 0 : cur[j+3];\n\t\t\t\t\t\tcur[cnt++] = tmp = (inc === 3) ? new Segment(a, b, c, d) : new Segment(a, (2 * b + a) / 3, (2 * b + c) / 3, c);\n\t\t\t\t\t}\n\t\t\t\t\tcur.length = cnt;\n\t\t\t\t}\n\t\t\t\treturn obj;\n\t\t\t},\n\t\t\t_addCubicLengths = function(a, steps, resolution) {\n\t\t\t\tvar inc = 1 / resolution,\n\t\t\t\t\tj = a.length,\n\t\t\t\t\td, d1, s, da, ca, ba, p, i, inv, bez, index;\n\t\t\t\twhile (--j > -1) {\n\t\t\t\t\tbez = a[j];\n\t\t\t\t\ts = bez.a;\n\t\t\t\t\tda = bez.d - s;\n\t\t\t\t\tca = bez.c - s;\n\t\t\t\t\tba = bez.b - s;\n\t\t\t\t\td = d1 = 0;\n\t\t\t\t\tfor (i = 1; i <= resolution; i++) {\n\t\t\t\t\t\tp = inc * i;\n\t\t\t\t\t\tinv = 1 - p;\n\t\t\t\t\t\td = d1 - (d1 = (p * p * da + 3 * inv * (p * ca + inv * ba)) * p);\n\t\t\t\t\t\tindex = j * resolution + i - 1;\n\t\t\t\t\t\tsteps[index] = (steps[index] || 0) + d * d;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\t\t\t_parseLengthData = function(obj, resolution) {\n\t\t\t\tresolution = resolution >> 0 || 6;\n\t\t\t\tvar a = [],\n\t\t\t\t\tlengths = [],\n\t\t\t\t\td = 0,\n\t\t\t\t\ttotal = 0,\n\t\t\t\t\tthreshold = resolution - 1,\n\t\t\t\t\tsegments = [],\n\t\t\t\t\tcurLS = [], //current length segments array\n\t\t\t\t\tp, i, l, index;\n\t\t\t\tfor (p in obj) {\n\t\t\t\t\t_addCubicLengths(obj[p], a, resolution);\n\t\t\t\t}\n\t\t\t\tl = a.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\td += Math.sqrt(a[i]);\n\t\t\t\t\tindex = i % resolution;\n\t\t\t\t\tcurLS[index] = d;\n\t\t\t\t\tif (index === threshold) {\n\t\t\t\t\t\ttotal += d;\n\t\t\t\t\t\tindex = (i / resolution) >> 0;\n\t\t\t\t\t\tsegments[index] = curLS;\n\t\t\t\t\t\tlengths[index] = total;\n\t\t\t\t\t\td = 0;\n\t\t\t\t\t\tcurLS = [];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn {length:total, lengths:lengths, segments:segments};\n\t\t\t},\n\n\n\n\t\t\tBezierPlugin = _gsScope._gsDefine.plugin({\n\t\t\t\t\tpropName: \"bezier\",\n\t\t\t\t\tpriority: -1,\n\t\t\t\t\tversion: \"1.3.8\",\n\t\t\t\t\tAPI: 2,\n\t\t\t\t\tglobal:true,\n\n\t\t\t\t\t//gets called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\t\t\tinit: function(target, vars, tween) {\n\t\t\t\t\t\tthis._target = target;\n\t\t\t\t\t\tif (vars instanceof Array) {\n\t\t\t\t\t\t\tvars = {values:vars};\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._func = {};\n\t\t\t\t\t\tthis._mod = {};\n\t\t\t\t\t\tthis._props = [];\n\t\t\t\t\t\tthis._timeRes = (vars.timeResolution == null) ? 6 : parseInt(vars.timeResolution, 10);\n\t\t\t\t\t\tvar values = vars.values || [],\n\t\t\t\t\t\t\tfirst = {},\n\t\t\t\t\t\t\tsecond = values[0],\n\t\t\t\t\t\t\tautoRotate = vars.autoRotate || tween.vars.orientToBezier,\n\t\t\t\t\t\t\tp, isFunc, i, j, prepend;\n\n\t\t\t\t\t\tthis._autoRotate = autoRotate ? (autoRotate instanceof Array) ? autoRotate : [[\"x\",\"y\",\"rotation\",((autoRotate === true) ? 0 : Number(autoRotate) || 0)]] : null;\n\t\t\t\t\t\tfor (p in second) {\n\t\t\t\t\t\t\tthis._props.push(p);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\ti = this._props.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tp = this._props[i];\n\n\t\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t\t\tisFunc = this._func[p] = (typeof(target[p]) === \"function\");\n\t\t\t\t\t\t\tfirst[p] = (!isFunc) ? parseFloat(target[p]) : target[ ((p.indexOf(\"set\") || typeof(target[\"get\" + p.substr(3)]) !== \"function\") ? p : \"get\" + p.substr(3)) ]();\n\t\t\t\t\t\t\tif (!prepend) if (first[p] !== values[0][p]) {\n\t\t\t\t\t\t\t\tprepend = first;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._beziers = (vars.type !== \"cubic\" && vars.type !== \"quadratic\" && vars.type !== \"soft\") ? bezierThrough(values, isNaN(vars.curviness) ? 1 : vars.curviness, false, (vars.type === \"thruBasic\"), vars.correlate, prepend) : _parseBezierData(values, vars.type, first);\n\t\t\t\t\t\tthis._segCount = this._beziers[p].length;\n\n\t\t\t\t\t\tif (this._timeRes) {\n\t\t\t\t\t\t\tvar ld = _parseLengthData(this._beziers, this._timeRes);\n\t\t\t\t\t\t\tthis._length = ld.length;\n\t\t\t\t\t\t\tthis._lengths = ld.lengths;\n\t\t\t\t\t\t\tthis._segments = ld.segments;\n\t\t\t\t\t\t\tthis._l1 = this._li = this._s1 = this._si = 0;\n\t\t\t\t\t\t\tthis._l2 = this._lengths[0];\n\t\t\t\t\t\t\tthis._curSeg = this._segments[0];\n\t\t\t\t\t\t\tthis._s2 = this._curSeg[0];\n\t\t\t\t\t\t\tthis._prec = 1 / this._curSeg.length;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ((autoRotate = this._autoRotate)) {\n\t\t\t\t\t\t\tthis._initialRotations = [];\n\t\t\t\t\t\t\tif (!(autoRotate[0] instanceof Array)) {\n\t\t\t\t\t\t\t\tthis._autoRotate = autoRotate = [autoRotate];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ti = autoRotate.length;\n\t\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t\tfor (j = 0; j < 3; j++) {\n\t\t\t\t\t\t\t\t\tp = autoRotate[i][j];\n\t\t\t\t\t\t\t\t\tthis._func[p] = (typeof(target[p]) === \"function\") ? target[ ((p.indexOf(\"set\") || typeof(target[\"get\" + p.substr(3)]) !== \"function\") ? p : \"get\" + p.substr(3)) ] : false;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tp = autoRotate[i][2];\n\t\t\t\t\t\t\t\tthis._initialRotations[i] = (this._func[p] ? this._func[p].call(this._target) : this._target[p]) || 0;\n\t\t\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._startRatio = tween.vars.runBackwards ? 1 : 0; //we determine the starting ratio when the tween inits which is always 0 unless the tween has runBackwards:true (indicating it's a from() tween) in which case it's 1.\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t},\n\n\t\t\t\t\t//called each time the values should be updated, and the ratio gets passed as the only parameter (typically it's a value between 0 and 1, but it can exceed those when using an ease like Elastic.easeOut or Back.easeOut, etc.)\n\t\t\t\t\tset: function(v) {\n\t\t\t\t\t\tvar segments = this._segCount,\n\t\t\t\t\t\t\tfunc = this._func,\n\t\t\t\t\t\t\ttarget = this._target,\n\t\t\t\t\t\t\tnotStart = (v !== this._startRatio),\n\t\t\t\t\t\t\tcurIndex, inv, i, p, b, t, val, l, lengths, curSeg;\n\t\t\t\t\t\tif (!this._timeRes) {\n\t\t\t\t\t\t\tcurIndex = (v < 0) ? 0 : (v >= 1) ? segments - 1 : (segments * v) >> 0;\n\t\t\t\t\t\t\tt = (v - (curIndex * (1 / segments))) * segments;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tlengths = this._lengths;\n\t\t\t\t\t\t\tcurSeg = this._curSeg;\n\t\t\t\t\t\t\tv *= this._length;\n\t\t\t\t\t\t\ti = this._li;\n\t\t\t\t\t\t\t//find the appropriate segment (if the currently cached one isn't correct)\n\t\t\t\t\t\t\tif (v > this._l2 && i < segments - 1) {\n\t\t\t\t\t\t\t\tl = segments - 1;\n\t\t\t\t\t\t\t\twhile (i < l && (this._l2 = lengths[++i]) <= v) {\t}\n\t\t\t\t\t\t\t\tthis._l1 = lengths[i-1];\n\t\t\t\t\t\t\t\tthis._li = i;\n\t\t\t\t\t\t\t\tthis._curSeg = curSeg = this._segments[i];\n\t\t\t\t\t\t\t\tthis._s2 = curSeg[(this._s1 = this._si = 0)];\n\t\t\t\t\t\t\t} else if (v < this._l1 && i > 0) {\n\t\t\t\t\t\t\t\twhile (i > 0 && (this._l1 = lengths[--i]) >= v) { }\n\t\t\t\t\t\t\t\tif (i === 0 && v < this._l1) {\n\t\t\t\t\t\t\t\t\tthis._l1 = 0;\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\ti++;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tthis._l2 = lengths[i];\n\t\t\t\t\t\t\t\tthis._li = i;\n\t\t\t\t\t\t\t\tthis._curSeg = curSeg = this._segments[i];\n\t\t\t\t\t\t\t\tthis._s1 = curSeg[(this._si = curSeg.length - 1) - 1] || 0;\n\t\t\t\t\t\t\t\tthis._s2 ±T¥Ùù= curSeg[this._si];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcurIndex = i;\n\t\t\t\t\t\t\t//now find the appropriate sub-segment (we split it into the number of pieces that was defined by \"precision\" and measured each one)\n\t\t\t\t\t\t\tv -= this._l1;\n\t\t\t\t\t\t\ti = this._si;\n\t\t\t\t\t\t\tif (v > this._s2 && i < curSeg.length - 1) {\n\t\t\t\t\t\t\t\tl = curSeg.length - 1;\n\t\t\t\t\t\t\t\twhile (i < l && (this._s2 = curSeg[++i]) <= v) {\t}\n\t\t\t\t\t\t\t\tthis._s1 = curSeg[i-1];\n\t\t\t\t\t\t\t\tthis._si = i;\n\t\t\t\t\t\t\t} else if (v < this._s1 && i > 0) {\n\t\t\t\t\t\t\t\twhile (i > 0 && (this._s1 = curSeg[--i]) >= v) {\t}\n\t\t\t\t\t\t\t\tif (i === 0 && v < this._s1) {\n\t\t\t\t\t\t\t\t\tthis._s1 = 0;\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\ti++;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tthis._s2 = curSeg[i];\n\t\t\t\t\t\t\t\tthis._si = i;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tt = ((i + (v - this._s1) / (this._s2 - this._s1)) * this._prec) || 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tinv = 1 - t;\n\n\t\t\t\t\t\ti = this._props.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tp = this._props[i];\n\t\t\t\t\t\t\tb = this._beziers[p][curIndex];\n\t\t\t\t\t\t\tval = (t * t * b.da + 3 * inv * (t * b.ca + inv * b.ba)) * t + b.a;\n\t\t\t\t\t\t\tif (this._mod[p]) {\n\t\t\t\t\t\t\t\tval = this._mod[p](val, target);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (func[p]) {\n\t\t\t\t\t\t\t\ttarget[p](val);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\ttarget[p] = val;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (this._autoRotate) {\n\t\t\t\t\t\t\tvar ar = this._autoRotate,\n\t\t\t\t\t\t\t\tb2, x1, y1, x2, y2, add, conv;\n\t\t\t\t\t\t\ti = ar.length;\n\t\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t\tp = ar[i][2];\n\t\t\t\t\t\t\t\tadd = ar[i][3] || 0;\n\t\t\t\t\t\t\t\tconv = (ar[i][4] === true) ? 1 : _RAD2DEG;\n\t\t\t\t\t\t\t\tb = this._beziers[ar[i][0]];\n\t\t\t\t\t\t\t\tb2 = this._beziers[ar[i][1]];\n\n\t\t\t\t\t\t\t\tif (b && b2) { //in case one of the properties got overwritten.\n\t\t\t\t\t\t\t\t\tb = b[curIndex];\n\t\t\t\t\t\t\t\t\tb2 = b2[curIndex];\n\n\t\t\t\t\t\t\t\t\tx1 = b.a + (b.b - b.a) * t;\n\t\t\t\t\t\t\t\t\tx2 = b.b + (b.c - b.b) * t;\n\t\t\t\t\t\t\t\t\tx1 += (x2 - x1) * t;\n\t\t\t\t\t\t\t\t\tx2 += ((b.c + (b.d - b.c) * t) - x2) * t;\n\n\t\t\t\t\t\t\t\t\ty1 = b2.a + (b2.b - b2.a) * t;\n\t\t\t\t\t\t\t\t\ty2 = b2.b + (b2.c - b2.b) * t;\n\t\t\t\t\t\t\t\t\ty1 += (y2 - y1) * t;\n\t\t\t\t\t\t\t\t\ty2 += ((b2.c + (b2.d - b2.c) * t) - y2) * t;\n\n\t\t\t\t\t\t\t\t\tval = notStart ? Math.atan2(y2 - y1, x2 - x1) * conv + add : this._initialRotations[i];\n\n\t\t\t\t\t\t\t\t\tif (this._mod[p]) {\n\t\t\t\t\t\t\t\t\t\tval = this._mod[p](val, target); //for modProps\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\tif (func[p]) {\n\t\t\t\t\t\t\t\t\t\ttarget[p](val);\n\t\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\t\ttarget[p] = val;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t}),\n\t\t\tp = BezierPlugin.prototype;\n\n\n\t\tBezierPlugin.bezierThrough = bezierThrough;\n\t\tBezierPlugin.cubicToQuadratic = cubicToQuadratic;\n\t\tBezierPlugin._autoCSS = true; //indicates that this plugin can be inserted into the \"css\" object using the autoCSS feature of TweenLite\n\t\tBezierPlugin.quadraticToCubic = function(a, b, c) {\n\t\t\treturn new Segment(a, (2 * b + a) / 3, (2 * b + c) / 3, c);\n\t\t};\n\n\t\tBezierPlugin._cssRegister = function() {\n\t\t\tvar CSSPlugin = _globals.CSSPlugin;\n\t\t\tif (!CSSPlugin) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar _internals = CSSPlugin._internals,\n\t\t\t\t_parseToProxy = _internals._parseToProxy,\n\t\t\t\t_setPluginRatio = _internals._setPluginRatio,\n\t\t\t\tCSSPropTween = _internals.CSSPropTween;\n\t\t\t_internals._registerComplexSpecialProp(\"bezier\", {parser:function(t, e, prop, cssp, pt, plugin) {\n\t\t\t\tif (e instanceof Array) {\n\t\t\t\t\te = {values:e};\n\t\t\t\t}\n\t\t\t\tplugin = new BezierPlugin();\n\t\t\t\tvar values = e.values,\n\t\t\t\t\tl = values.length - 1,\n\t\t\t\t\tpluginValues = [],\n\t\t\t\t\tv = {},\n\t\t\t\t\ti, p, data;\n\t\t\t\tif (l < 0) {\n\t\t\t\t\treturn pt;\n\t\t\t\t}\n\t\t\t\tfor (i = 0; i <= l; i++) {\n\t\t\t\t\tdata = _parseToProxy(t, values[i], cssp, pt, plugin, (l !== i));\n\t\t\t\t\tpluginValues[i] = data.end;\n\t\t\t\t}\n\t\t\t\tfor (p in e) {\n\t\t\t\t\tv[p] = e[p]; //duplicate the vars object because we need to alter some things which would cause problems if the user plans to reuse the same vars object for another tween.\n\t\t\t\t}\n\t\t\t\tv.values = pluginValues;\n\t\t\t\tpt = new CSSPropTween(t, \"bezier\", 0, 0, data.pt, 2);\n\t\t\t\tpt.data = data;\n\t\t\t\tpt.plugin = plugin;\n\t\t\t\tpt.setRatio = _setPluginRatio;\n\t\t\t\tif (v.autoRotate === 0) {\n\t\t\t\t\tv.autoRotate = true;\n\t\t\t\t}\n\t\t\t\tif (v.autoRotate && !(v.autoRotate instanceof Array)) {\n\t\t\t\t\ti = (v.autoRotate === true) ? 0 : Number(v.autoRotate);\n\t\t\t\t\tv.autoRotate = (data.end.left != null) ? [[\"left\",\"top\",\"rotation\",i,false]] : (data.end.x != null) ? [[\"x\",\"y\",\"rotation\",i,false]] : false;\n\t\t\t\t}\n\t\t\t\tif (v.autoRotate) {\n\t\t\t\t\tif (!cssp._transform) {\n\t\t\t\t\t\tcssp._enableTransforms(false);\n\t\t\t\t\t}\n\t\t\t\t\tdata.autoRotate = cssp._target._gsTransform;\n\t\t\t\t\tdata.proxy.rotation = data.autoRotate.rotation || 0;\n\t\t\t\t\tcssp._overwriteProps.push(\"rotation\");\n\t\t\t\t}\n\t\t\t\tplugin._onInitTween(data.proxy, v, cssp._tween);\n\t\t\t\treturn pt;\n\t\t\t}});\n\t\t};\n\n\t\tp._mod = function(lookup) {\n\t\t\tvar op = this._overwriteProps,\n\t\t\t\ti = op.length,\n\t\t\t\tval;\n\t\t\twhile (--i > -1) {\n\t\t\t\tval = lookup[op[i]];\n\t\t\t\tif (val && typeof(val) === \"function\") {\n\t\t\t\t\tthis._mod[op[i]] = val;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp._kill = function(lookup) {\n\t\t\tvar a = this._props,\n\t\t\t\tp, i;\n\t\t\tfor (p in this._beziers) {\n\t\t\t\tif (p in lookup) {\n\t\t\t\t\tdelete this._beziers[p];\n\t\t\t\t\tdelete this._func[p];\n\t\t\t\t\ti = a.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (a[i] === p) {\n\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\ta = this._autoRotate;\n\t\t\tif (a) {\n\t\t\t\ti = a.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (lookup[a[i][2]]) {\n\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this._super._kill.call(this, lookup);\n\t\t};\n\n\t}());\n\n\n\n\n\n\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * CSSPlugin\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine(\"plugins.CSSPlugin\", [\"plugins.TweenPlugin\",\"TweenLite\"], function(TweenPlugin, TweenLite) {\n\n\t\t/** @constructor **/\n\t\tvar CSSPlugin = function() {\n\t\t\t\tTweenPlugin.call(this, \"css\");\n\t\t\t\tthis._overwriteProps.length = 0;\n\t\t\t\tthis.setRatio = CSSPlugin.prototype.setRatio; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\t\t\t},\n\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t_hasPriority, //turns true whenever a CSSPropTween instance is created that has a priority other than 0. This helps us discern whether or not we should spend the time organizing the linked list or not after a CSSPlugin's _onInitTween() method is called.\n\t\t\t_suffixMap, //we set this in _onInitTween() each time as a way to have a persistent variable we can use in other methods like _parse() without having to pass it around as a parameter and we keep _parse() decoupled from a particular CSSPlugin instance\n\t\t\t_cs, //computed style (we store this in a shared variable to conserve memory and make minification tighter\n\t\t\t_overwriteProps, //alias to the currently instantiating CSSPlugin's _overwriteProps array. We use this closure in order to avoid having to pass a reference around from method to method and aid in minification.\n\t\t\t_specialProps = {},\n\t\t\tp = CSSPlugin.prototype = new TweenPlugin(\"css\");\n\n\t\tp.constructor = CSSPlugin;\n\t\tCSSPlugin.version = \"1.20.3\";\n\t\tCSSPlugin.API = 2;\n\t\tCSSPlugin.defaultTransformPerspective = 0;\n\t\tCSSPlugin.defaultSkewType = \"compensated\";\n\t\tCSSPlugin.defaultSmoothOrigin = true;\n\t\tp = \"px\"; //we'll reuse the \"p\" variable to keep file size down\n\t\tCSSPlugin.suffixMap = {top:p, right:p, bottom:p, left:p, width:p, height:p, fontSize:p, padding:p, margin:p, perspective:p, lineHeight:\"\"};\n\n\n\t\tvar _numExp = /(?:\\-|\\.|\\b)(\\d|\\.|e\\-)+/g,\n\t\t\t_relNumExp = /(?:\\d|\\-\\d|\\.\\d|\\-\\.\\d|\\+=\\d|\\-=\\d|\\+=.\\d|\\-=\\.\\d)+/g,\n\t\t\t_valuesExp = /(?:\\+=|\\-=|\\-|\\b)[\\d\\-\\.]+[a-zA-Z0-9]*(?:%|\\b)/gi, //finds all the values that begin with numbers or += or -= and then a number. Includes suffixes. We use this to split complex values apart like \"1px 5px 20px rgb(255,102,51)\"\n\t\t\t_NaNExp = /(?![+-]?\\d*\\.?\\d+|[+-]|e[+-]\\d+)[^0-9]/g, //also allows scientific notation and doesn't kill the leading -/+ in -= and +=\n\t\t\t_suffixExp = /(?:\\d|\\-|\\+|=|#|\\.)*/g,\n\t\t\t_opacityExp = /opacity *= *([^)]*)/i,\n\t\t\t_opacityValExp = /opacity:([^;]*)/i,\n\t\t\t_alphaFilterExp = /alpha\\(opacity *=.+?\\)/i,\n\t\t\t_rgbhslExp = /^(rgb|hsl)/,\n\t\t\t_capsExp = /([A-Z])/g,\n\t\t\t_camelExp = /-([a-z])/gi,\n\t\t\t_urlExp = /(^(?:url\\(\\\"|url\\())|(?:(\\\"\\))$|\\)$)/gi, //for pulling out urls from url(...) or url(\"...\") strings (some browsers wrap urls in quotes, some don't when reporting things like backgroundImage)\n\t\t\t_camelFunc = function(s, g) { return g.toUpperCase(); },\n\t\t\t_horizExp = /(?:Left|Right|Width)/i,\n\t\t\t_ieGetMatrixExp = /(M11|M12|M21|M22)=[\\d\\-\\.e]+/gi,\n\t\t\t_ieSetMatrixExp = /progid\\:DXImageTransform\\.Microsoft\\.Matrix\\(.+?\\)/i,\n\t\t\t_commasOutsideParenExp = /,(?=[^\\)]*(?:\\(|$))/gi, //finds any commas that are not within parenthesis\n\t\t\t_complexExp = /[\\s,\\(]/i, //for testing a string to find if it has a space, comma, or open parenthesis (clues that it's a complex value)\n\t\t\t_DEG2RAD = Math.PI / 180,\n\t\t\t_RAD2DEG = 180 / Math.PI,\n\t\t\t_forcePT = {},\n\t\t\t_dummyElement = {style:{}},\n\t\t\t_doc = _gsScope.document || {createElement: function() {return _dummyElement;}},\n\t\t\t_createElement = function(type, ns) {\n\t\t\t\treturn _doc.createElementNS ? _doc.createElementNS(ns || \"http://www.w3.org/1999/xhtml\", type) : _doc.createElement(type);\n\t\t\t},\n\t\t\t_tempDiv = _createElement(\"div\"),\n\t\t\t_tempImg = _createElement(\"img\"),\n\t\t\t_internals = CSSPlugin._internals = {_specialProps:_specialProps}, //provides a hook to a few internal methods that we need to access from inside other plugins\n\t\t\t_agent = (_gsScope.navigator || {}).userAgent || \"\",\n\t\t\t_autoRound,\n\t\t\t_reqSafariFix, //we won't apply the Safari transform fix until we actually come across a tween that affects a transform property (to maintain best performance).\n\n\t\t\t_isSafari,\n\t\t\t_isFirefox, //Firefox has a bug that causes 3D transformed elements to randomly disappear unless a repaint is forced after each update on each element.\n\t\t\t_isSafariLT6, //Safari (and Android 4 which uses a flavor of Safari) has a bug that prevents changes to \"top\" and \"left\" properties from rendering properly if changed on the same frame as a transform UNLESS we set the element's WebkitBackfaceVisibility to hidden (weird, I know). Doing this for Android 3 and earlier seems to actually cause other problems, though (fun!)\n\t\t\t_ieVers,\n\t\t\t_supportsOpacity = (function() { //we set _isSafari, _ieVers, _isFirefox, and _supportsOpacity all in one function here to reduce file size slightly, especially in the minified version.\n\t\t\t\tvar i = _agent.indexOf(\"Android\"),\n\t\t\t\t\ta = _createElement(\"a\");\n\t\t\t\t_isSafari = (_agent.indexOf(\"Safari\") !== -1 && _agent.indexOf(\"Chrome\") === -1 && (i === -1 || parseFloat(_agent.substr(i+8, 2)) > 3));\n\t\t\t\t_isSafariLT6 = (_isSafari && (parseFloat(_agent.substr(_agent.indexOf(\"Version/\")+8, 2)) < 6));\n\t\t\t\t_isFirefox = (_agent.indexOf(\"Firefox\") !== -1);\n\t\t\t\tif ((/MSIE ([0-9]{1,}[\\.0-9]{0,})/).exec(_agent) || (/Trident\\/.*rv:([0-9]{1,}[\\.0-9]{0,})/).exec(_agent)) {\n\t\t\t\t\t_ieVers = parseFloat( RegExp.$1 );\n\t\t\t\t}\n\t\t\t\tif (!a) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t\ta.style.cssText = \"top:1px;opacity:.55;\";\n\t\t\t\treturn /^0.55/.test(a.style.opacity);\n\t\t\t}()),\n\t\t\t_getIEOpacity = function(v) {\n\t\t\t\treturn (_opacityExp.test( ((typeof(v) === \"string\") ? v : (v.currentStyle ? v.currentStyle.filter : v.style.filter) || \"\") ) ? ( parseFloat( RegExp.$1 ) / 100 ) : 1);\n\t\t\t},\n\t\t\t_log = function(s) {//for logging messages, but in a way that won't throw errors in old versions of IE.\n\t\t\t\tif (_gsScope.console) {\n\t\t\t\t\tconsole.log(s);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_target, //when initting a CSSPlugin, we set this variable so that we can access it from within many other functions without having to pass it around as params\n\t\t\t_index, //when initting a CSSPlugin, we set this variable so that we can access it from within many other functions without having to pass it around as params\n\n\t\t\t_prefixCSS = \"\", //the non-camelCase vendor prefix like \"-o-\", \"-moz-\", \"-ms-\", or \"-webkit-\"\n\t\t\t_prefix = \"\", //camelCase vendor prefix like \"O\", \"ms\", \"Webkit\", or \"Moz\".\n\n\t\t\t// @private feed in a camelCase property name like \"transform\" and it will check to see if it is valid as-is or if it needs a vendor prefix. It returns the corrected camelCase property name (i.e. \"WebkitTransform\" or \"MozTransform\" or \"transform\" or null if no such property is found, like if the browser is IE8 or before, \"transform\" won't be found at all)\n\t\t\t_checkPropPrefix = function(p, e) {\n\t\t\t\te = e || _tempDiv;\n\t\t\t\tvar s = e.style,\n\t\t\t\t\ta, i;\n\t\t\t\tif (s[p] !== undefined) {\n\t\t\t\t\treturn p;\n\t\t\t\t}\n\t\t\t\tp = p.charAt(0).toUpperCase() + p.substr(1);\n\t\t\t\ta = [\"O\",\"Moz\",\"ms\",\"Ms\",\"Webkit\"];\n\t\t\t\ti = 5;\n\t\t\t\twhile (--i > -1 && s[a[i]+p] === undefined) { }\n\t\t\t\tif (i >= 0) {\n\t\t\t\t\t_prefix = (i === 3) ? \"ms\" : a[i];\n\t\t\t\t\t_prefixCSS = \"-\" + _prefix.toLowerCase() + \"-\";\n\t\t\t\t\treturn _prefix + p;\n\t\t\t\t}\n\t\t\t\treturn null;\n\t\t\t},\n\n\t\t\t_getComputedStyle = _doc.defaultView ? _doc.defaultView.getComputedStyle : function() {},\n\n\t\t\t/**\n\t\t\t * @private Returns the css style for a particular property of an element. For example, to get whatever the current \"left\" css value for an element with an ID of \"myElement\", you could do:\n\t\t\t * var currentLeft = CSSPlugin.getStyle( document.getElementById(\"myElement\"), \"left\");\n\t\t\t *\n\t\t\t * @param {!Object} t Target element whose style property you want to query\n\t\t\t * @param {!string} p Property name (like \"left\" or \"top\" or \"marginTop\", etc.)\n\t\t\t * @param {Object=} cs Computed style object. This just provides a way to speed processing if you're going to get several properties on the same element in quick succession - you can reuse the result of the getComputedStyle() call.\n\t\t\t * @param {boolean=} calc If true, the value will not be read directly from the element's \"style\" property (if it exists there), but instead the getComputedStyle() result will be used. This can be useful when you want to ensure that the browser itself is interpreting the value.\n\t\t\t * @param {string=} dflt Default value that should be returned in the place of null, \"none\", \"auto\" or \"auto auto\".\n\t\t\t * @return {?string} The current property value\n\t\t\t */\n\t\t\t_getStyle = CSSPlugin.getStyle = function(t, p, cs, calc, dflt) {\n\t\t\t\tvar rv;\n\t\t\t\tif (!_supportsOpacity) if (p === \"opacity\") { //several versions of IE don't use the standard \"opacity\" property - they use things like filter:alpha(opacity=50), so we parse that here.\n\t\t\t\t\treturn _getIEOpacity(t);\n\t\t\t\t}\n\t\t\t\tif (!calc && t.style[p]) {\n\t\t\t\t\trv = t.style[p];\n\t\t\t\t} else if ((cs = cs || _getComputedStyle(t))) {\n\t\t\t\t\trv = cs[p] || cs.getPropertyValue(p) || cs.getPropertyValue(p.replace(_capsExp, \"-$1\").toLowerCase());\n\t\t\t\t} else if (t.currentStyle) {\n\t\t\t\t\trv = t.currentStyle[p];\n\t\t\t\t}\n\t\t\t\treturn (dflt != null && (!rv || rv === \"none\" || rv === \"auto\" || rv === \"auto auto\")) ? dflt : rv;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Pass the target element, the property name, the numeric value, and the suffix (like \"%\", \"em\", \"px\", etc.) and it will spit back the equivalent pixel number.\n\t\t\t * @param {!Object} t Target element\n\t\t\t * @param {!string} p Property name (like \"left\", \"top\", \"marginLeft\", etc.)\n\t\t\t * @param {!number} v Value\n\t\t\t * @param {string=} sfx Suffix (like \"px\" or \"%\" or \"em\")\n\t\t\t * @param {boolean=} recurse If true, the call is a recursive one. In some browsers (like IE7/8), occasionally the value isn't accurately reported initially, but if we run the function again it will take effect.\n\t\t\t * @return {number} value in pixels\n\t\t\t */\n\t\t\t_convertToPixels = _internals.convertToPixels = function(t, p, v, sfx, recurse) {\n\t\t\t\tif (sfx === \"px\" || (!sfx && p !== \"lineHeight\")) { return v; }\n\t\t\t\tif (sfx === \"auto\" || !v) { return 0; }\n\t\t\t\tvar horiz = _horizExp.test(p),\n\t\t\t\t\tnode = t,\n\t\t\t\t\tstyle = _tempDiv.style,\n\t\t\t\t\tneg = (v < 0),\n\t\t\t\t\tprecise = (v === 1),\n\t\t\t\t\tpix, cache, time;\n\t\t\t\tif (neg) {\n\t\t\t\t\tv = -v;\n\t\t\t\t}\n\t\t\t\tif (precise) {\n\t\t\t\t\tv *= 100;\n\t\t\t\t}\n\t\t\t\tif (p === \"lineHeight\" && !sfx) { //special case of when a simple lineHeight (without a unit) is used. Set it to the value, read back the computed value, and then revert.\n\t\t\t\t\tcache = _getComputedStyle(t).lineHeight;\n\t\t\t\t\tt.style.lineHeight = v;\n\t\t\t\t\tpix = parseFloat(_getComputedStyle(t).lineHeight);\n\t\t\t\t\tt.style.lineHeight = cache;\n\t\t\t\t} else if (sfx === \"%\" && p.indexOf(\"border\") !== -1) {\n\t\t\t\t\tpix = (v / 100) * (horiz ? t.clientWidth : t.clientHeight);\n\t\t\t\t} else {\n\t\t\t\t\tstyle.cssText = \"border:0 solid red;position:\" + _getStyle(t, \"position\") + \";line-height:0;\";\n\t\t\t\t\tif (sfx === \"%\" || !node.appendChild || sfx.charAt(0) === \"v\" || sfx === \"rem\") {\n\t\t\t\t\t\tnode = t.parentNode || _doc.body;\n\t\t\t\t\t\tif (_getStyle(node, \"display\").indexOf(\"flex\") !== -1) { //Edge and IE11 have a bug that causes offsetWidth to report as 0 if the container has display:flex and the child is position:relative. Switching to position: absolute solves it.\n\t\t\t\t\t\t\tstyle.position = \"absolute\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcache = node._gsCache;\n\t\t\t\t\t\ttime = TweenLite.ticker.frame;\n\t\t\t\t\t\tif (cache && horiz && cache.time === time) { //performance optimization: we record the width of elements along with the ticker frame so that we can quickly get it again on the same tick (seems relatively safe to assume it wouldn't change on the same tick)\n\t\t\t\t\t\t\treturn cache.width * v / 100;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tstyle[(horiz ? \"width\" : \"height\")] = v + sfx;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tstyle[(horiz ? \"borderLeftWidth\" : \"borderTopWidth\")] = v + sfx;\n\t\t\t\t\t}\n\t\t\t\t\tnode.appendChild(_tempDiv);\n\t\t\t\t\tpix = parseFloat(_tempDiv[(horiz ? \"offsetWidth\" : \"offsetHeight\")]);\n\t\t\t\t\tnode.removeChild(_tempDiv);\n\t\t\t\t\tif (horiz && sfx === \"%\" && CSSPlugin.cacheWidths !== false) {\n\t\t\t\t\t\tcache = node._gsCache = node._gsCache || {};\n\t\t\t\t\t\tcache.time = time;\n\t\t\t\t\t\tcache.width = pix / v * 100;\n\t\t\t\t\t}\n\t\t\t\t\tif (pix === 0 && !recurse) {\n\t\t\t\t\t\tpix = _convertToPixels(t, p, v, sfx, true);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (precise) {\n\t\t\t\t\tpix /= 100;\n\t\t\t\t}\n\t\t\t\treturn neg ? -pix : pix;\n\t\t\t},\n\t\t\t_calculateOffset = _internals.calculateOffset = function(t, p, cs) { //for figuring out \"top\" or \"left\" in px when it's \"auto\". We need to factor in margin with the offsetLeft/offsetTop\n\t\t\t\tif (_getStyle(t, \"position\", cs) !== \"absolute\") { return 0; }\n\t\t\t\tvar dim = ((p === \"left\") ? \"Left\" : \"Top\"),\n\t\t\t\t\tv = _getStyle(t, \"margin\" + dim, cs);\n\t\t\t\treturn t[\"offset\" + dim] - (_convertToPixels(t, p, parseFloat(v), v.replace(_suffixExp, \"\")) || 0);\n\t\t\t},\n\n\t\t\t// @private returns at object containing ALL of the style properties in camelCase and their associated values.\n\t\t\t_getAllStyles = function(t, cs) {\n\t\t\t\tvar s = {},\n\t\t\t\t\ti, tr, p;\n\t\t\t\tif ((cs = cs || _getComputedStyle(t, null))) {\n\t\t\t\t\tif ((i = cs.length)) {\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tp = cs[i];\n\t\t\t\t\t\t\tif (p.indexOf(\"-transform\") === -1 || _transformPropCSS === p) { //Some webkit browsers duplicate transform values, one non-prefixed and one prefixed (\"transform\" and \"WebkitTransform\"), so we must weed out the extra one here.\n\t\t\t\t\t\t\t\ts[p.replace(_camelExp, _camelFunc)] = cs.getPropertyValue(p);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t} else { //some browsers behave differently - cs.length is always 0, so we must do a for...in loop.\n\t\t\t\t\t\tfor (i in cs) {\n\t\t\t\t\t\t\tif (i.indexOf(\"Transform\") === -1 || _transformProp === i) { //Some webkit browsers duplicate transform values, one non-prefixed and one prefixed (\"transform\" and \"WebkitTransform\"), so we must weed out the extra one here.\n\t\t\t\t\t\t\t\ts[i] = cs[i];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} else if ((cs = t.currentStyle || t.style)) {\n\t\t\t\t\tfor (i in cs) {\n\t\t\t\t\t\tif (typeof(i) === \"string\" && s[i] === undefined) {\n\t\t\t\t\t\t\ts[i.replace(_camelExp, _camelFunc)] = cs[i];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!_supportsOpacity) {\n\t\t\t\t\ts.opacity = _getIEOpacity(t);\n\t\t\t\t}\n\t\t\t\ttr = _getTransform(t, cs, false);\n\t\t\t\ts.rotation = tr.rotation;\n\t\t\t\ts.skewX = tr.skewX;\n\t\t\t\ts.scaleX = tr.scaleX;\n\t\t\t\ts.scaleY = tr.scaleY;\n\t\t\t\ts.x = tr.x;\n\t\t\t\ts.y = tr.y;\n\t\t\t\tif (_supports3D) {\n\t\t\t\t\ts.z = tr.z;\n\t\t\t\t\ts.rotationX = tr.rotationX;\n\t\t\t\t\ts.rotationY = tr.rotationY;\n\t\t\t\t\ts.scaleZ = tr.scaleZ;\n\t\t\t\t}\n\t\t\t\tif (s.filters) {\n\t\t\t\t\tdelete s.filters;\n\t\t\t\t}\n\t\t\t\treturn s;\n\t\t\t},\n\n\t\t\t// @private analyzes two style objects (as returned by _getAllStyles()) and only looks for differences between them that contain tweenable values (like a number or color). It returns an object with a \"difs\" property which refers to an object containing only those isolated properties and values for tweening, and a \"firstMPT\" property which refers to the first MiniPropTween instance in a linked list that recorded all the starting values of the different properties so that we can revert to them at the end or beginning of the tween - we don't want the cascading to get messed up. The forceLookup parameter is an optional generic object with properties that should be forced into the results - this is necessary for className tweens that are overwriting others because imagine a scenario where a rollover/rollout adds/removes a class and the user swipes the mouse over the target SUPER fast, thus nothing actually changed yet and the subsequent comparison of the properties would indicate they match (especially when px rounding is taken into consideration), thus no tweening is necessary even though it SHOULD tween and remove those properties after the tween (otherwise the inline styles will contaminate things). See the className SpecialProp code for details.\n\t\t\t_cssDif = function(t, s1, s2, vars, forceLookup) {\n\t\t\t\tvar difs = {},\n\t\t\t\t\tstyle = t.style,\n\t\t\t\t\tval, p, mpt;\n\t\t\t\tfor (p in s2) {\n\t\t\t\t\tif (p !== \"cssText\") if (p !== \"length\") if (isNaN(p)) if (s1[p] !== (val = s2[p]) || (forceLookup && forceLookup[p])) if (p.indexOf(\"Origin\") === -1) if (typeof(val) === \"number\" || typeof(val) === \"string\") {\n\t\t\t\t\t\tdifs[p] = (val === \"auto\" && (p === \"left\" || p === \"top\")) ? _calculateOffset(t, p) : ((val === \"\" || val === \"auto\" || val === \"none\") && typeof(s1[p]) === \"string\" && s1[p].replace(_NaNExp, \"\") !== \"\") ? 0 : val; //if the ending value is defaulting (\"\" or \"auto\"), we check the starting value and if it can be parsed into a number (a string which could have a suffix too, like 700px), then we swap in 0 for \"\" or \"auto\" so that things actually tween.\n\t\t\t\t\t\tif (style[p] !== undefined) { //for className tweens, we must remember which properties already existed inline - the ones that didn't should be removed when the tween isn't in progress because they were only introduced to facilitate the transition between classes.\n\t\t\t\t\t\t\tmpt = new MiniPropTween(style, p, style[p], mpt);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (vars) {\n\t\t\t\t\tfor (p in vars) { //copy properties (except className)\n\t\t\t\t\t\tif (p !== \"className\") {\n\t\t\t\t\t\t\tdifs[p] = vars[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn {difs:difs, firstMPT:mpt};\n\t\t\t},\n\t\t\t_dimensions = {width:[\"Left\",\"Right\"], height:[\"Top\",\"Bottom\"]},\n\t\t\t_margins = [\"marginLeft\",\"marginRight\",\"marginTop\",\"marginBottom\"],\n\n\t\t\t/**\n\t\t\t * @private Gets the width or height of an element\n\t\t\t * @param {!Object} t Target element\n\t\t\t * @param {!string} p Property name (\"width\" or \"height\")\n\t\t\t * @param {Object=} cs Computed style object (if one exists). Just a speed optimization.\n\t\t\t * @return {number} Dimension (in pixels)\n\t\t\t */\n\t\t\t_getDimension = function(t, p, cs) {\n\t\t\t\tif ((t.nodeName + \"\").toLowerCase() === \"svg\") { //Chrome no longer supports offsetWidth/offsetHeight on SVG elements.\n\t\t\t\t\treturn (cs || _getComputedStyle(t))[p] || 0;\n\t\t\t\t} else if (t.getCTM && _isSVG(t)) {\n\t\t\t\t\treturn t.getBBox()[p] || 0;\n\t\t\t\t}\n\t\t\t\tvar v = parseFloat((p === \"width\") ? t.offsetWidth : t.offsetHeight),\n\t\t\t\t\ta = _dimensions[p],\n\t\t\t\t\ti = a.length;\n\t\t\t\tcs = cs || _getComputedStyle(t, null);\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tv -= parseFloat( _getStyle(t, \"padding\" + a[i], cs, true) ) || 0;\n\t\t\t\t\tv -= parseFloat( _getStyle(t, \"border\" + a[i] + \"Width\", cs, true) ) || 0;\n\t\t\t\t}\n\t\t\t\treturn v;\n\t\t\t},\n\n\t\t\t// @private Parses position-related complex strings like \"top left\" or \"50px 10px\" or \"70% 20%\", etc. which are used for things like transformOrigin or backgroundPosition. Optionally decorates a supplied object (recObj) with the following properties: \"ox\" (offsetX), \"oy\" (offsetY), \"oxp\" (if true, \"ox\" is a percentage not a pixel value), and \"oxy\" (if true, \"oy\" is a percentage not a pixel value)\n\t\t\t_parsePosition = function(v, recObj) {\n\t\t\t\tif (v === \"contain\" || v === \"auto\" || v === \"auto auto\") { //note: Firefox uses \"auto auto\" as default whereas Chrome uses \"auto\".\n\t\t\t\t\treturn v + \" \";\n\t\t\t\t}\n\t\t\t\tif (v == null || v === \"\") {\n\t\t\t\t\tv = \"0 0\";\n\t\t\t\t}\n\t\t\t\tvar a = v.split(\" \"),\n\t\t\t\t\tx = (v.indexOf(\"left\") !== -1) ? \"0%\" : (v.indexOf(\"right\") !== -1) ? \"100%\" : a[0],\n\t\t\t\t\ty = (v.indexOf(\"top\") !== -1) ? \"0%\" : (v.indexOf(\"bottom\") !== -1) ? \"100%\" : a[1],\n\t\t\t\t\ti;\n\t\t\t\tif (a.length > 3 && !recObj) { //multiple positions\n\t\t\t\t\ta = v.split(\", \").join(\",\").split(\",\");\n\t\t\t\t\tv = [];\n\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\tv.push(_parsePosition(a[i]));\n\t\t\t\t\t}\n\t\t\t\t\treturn v.join(\",\");\n\t\t\t\t}\n\t\t\t\tif (y == null) {\n\t\t\t\t\ty = (x === \"center\") ? \"50%\" : \"0\";\n\t\t\t\t} else if (y === \"center\") {\n\t\t\t\t\ty = \"50%\";\n\t\t\t\t}\n\t\t\t\tif (x === \"center\" || (isNaN(parseFloat(x)) && (x + \"\").indexOf(\"=\") === -1)) { //remember, the user could flip-flop the values and say \"bottom center\" or \"center bottom\", etc. \"center\" is ambiguous because it could be used to describe horizontal or vertical, hence the isNaN(). If there's an \"=\" sign in the value, it's relative.\n\t\t\t\t\tx = \"50%\";\n\t\t\t\t}\n\t\t\t\tv = x + \" \" + y + ((a.length > 2) ? \" \" + a[2] : \"\");\n\t\t\t\tif (recObj) {\n\t\t\t\t\trecObj.oxp = (x.indexOf(\"%\") !== -1);\n\t\t\t\t\trecObj.oyp = (y.indexOf(\"%\") !== -1);\n\t\t\t\t\trecObj.oxr = (x.charAt(1) === \"=\");\n\t\t\t\t\trecObj.oyr = (y.charAt(1) === \"=\");\n\t\t\t\t\trecObj.ox = parseFloat(x.replace(_NaNExp, \"\"));\n\t\t\t\t\trecObj.oy = parseFloat(y.replace(_NaNExp, \"\"));\n\t\t\t\t\trecObj.v = v;\n\t\t\t\t}\n\t\t\t\treturn recObj || v;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Takes an ending value (typically a string, but can be a number) and a starting value and returns the change between the two, looking for relative value indicators like += and -= and it also ignores suffixes (but make sure the ending value starts with a number or +=/-= and that the starting value is a NUMBER!)\n\t\t\t * @param {(number|string)} e End value which is typically a string, but could be a number\n\t\t\t * @param {(number|string)} b Beginning value which is typically a string but could be a number\n\t\t\t * @return {number} Amount of change between the beginning and ending values (relative values that have a \"+=\" or \"-=\" are recognized)\n\t\t\t */\n\t\t\t_parseChange = function(e, b) {\n\t\t\t\tif (typeof(e) === \"function\") {\n\t\t\t\t\te = e(_index, _target);\n\t\t\t\t}\n\t\t\t\treturn (typeof(e) === \"string\" && e.charAt(1) === \"=\") ? parseInt(e.charAt(0) + \"1\", 10) * parseFloat(e.substr(2)) : (parseFloat(e) - parseFloat(b)) || 0;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Takes a value and a default number, checks if the value is relative, null, or numeric and spits back a normalized number accordingly. Primarily used in the _parseTransform() function.\n\t\t\t * @param {Object} v Value to be parsed\n\t\t\t * @param {!number} d Default value (which is also used for relative calculations if \"+=\" or \"-=\" is found in the first parameter)\n\t\t\t * @return {number} Parsed value\n\t\t\t */\n\t\t\t_parseVal = function(v, d) {\n\t\t\t\tif (typeof(v) === \"function\") {\n\t\t\t\t\tv = v(_index, _target);\n\t\t\t\t}\n\t\t\t\treturn (v == null) ? d : (typeof(v) === \"string\" && v.charAt(1) === \"=\") ? parseInt(v.charAt(0) + \"1\", 10) * parseFloat(v.substr(2)) + d : parseFloat(v) || 0;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Translates strings like \"40deg\" or \"40\" or 40rad\" or \"+=40deg\" or \"270_short\" or \"-90_cw\" or \"+=45_ccw\" to a numeric radian angle. Of course a starting/default value must be fed in too so that relative values can be calculated properly.\n\t\t\t * @param {Object} v Value to be parsed\n\t\t\t * @param {!number} d Default value (which is also used for relative calculations if \"+=\" or \"-=\" is found in the first parameter)\n\t\t\t * @param {string=} p property name for directionalEnd (optional - only used when the parsed value is directional (\"_short\", \"_cw\", or \"_ccw\" suffix). We need a way to store the uncompensated value so that at the end of the tween, we set it to exactly what was requested with no directional compensation). Property name would be \"rotation\", \"rotationX\", or \"rotationY\"\n\t\t\t * @param {Object=} directionalEnd An object that will store the raw end values for directional angles (\"_short\", \"_cw\", or \"_ccw\" suffix). We need a way to store the uncompensated value so that at the end of the tween, we set it to exactly what was requested with no directional compensation.\n\t\t\t * @return {number} parsed angle in radians\n\t\t\t */\n\t\t\t_parseAngle = function(v, d, p, directionalEnd) {\n\t\t\t\tvar min = 0.000001,\n\t\t\t\t\tcap, split, dif, result, isRelative;\n\t\t\t\tif (typeof(v) === \"function\") {\n\t\t\t\t\tv = v(_index, _target);\n\t\t\t\t}\n\t\t\t\tif (v == null) {\n\t\t\t\t\tresult = d;\n\t\t\t\t} else if (typeof(v) === \"number\") {\n\t\t\t\t\tresult = v;\n\t\t\t\t} else {\n\t\t\t\t\tcap = 360;\n\t\t\t\t\tsplit = v.split(\"_\");\n\t\t\t\t\tisRelative = (v.charAt(1) === \"=\");\n\t\t\t\t\tdif = (isRelative ? parseInt(v.charAt(0) + \"1\", 10) * parseFloat(split[0].substr(2)) : parseFloat(split[0])) * ((v.indexOf(\"rad\") === -1) ? 1 : _RAD2DEG) - (isRelative ? 0 : d);\n\t\t\t\t\tif (split.length) {\n\t\t\t\t\t\tif (directionalEnd) {\n\t\t\t\t\t\t\tdirectionalEnd[p] = d + dif;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (v.indexOf(\"short\") !== -1) {\n\t\t\t\t\t\t\tdif = dif % cap;\n\t\t\t\t\t\t\tif (dif !== dif % (cap / 2)) {\n\t\t\t\t\t\t\t\tdif = (dif < 0) ? dif + cap : dif - capÞlàù;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (v.indexOf(\"_cw\") !== -1 && dif < 0) {\n\t\t\t\t\t\t\tdif = ((dif + cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t} else if (v.indexOf(\"ccw\") !== -1 && dif > 0) {\n\t\t\t\t\t\t\tdif = ((dif - cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tresult = d + dif;\n\t\t\t\t}\n\t\t\t\tif (result < min && result > -min) {\n\t\t\t\t\tresult = 0;\n\t\t\t\t}\n\t\t\t\treturn result;\n\t\t\t},\n\n\t\t\t_colorLookup = {aqua:[0,255,255],\n\t\t\t\tlime:[0,255,0],\n\t\t\t\tsilver:[192,192,192],\n\t\t\t\tblack:[0,0,0],\n\t\t\t\tmaroon:[128,0,0],\n\t\t\t\tteal:[0,128,128],\n\t\t\t\tblue:[0,0,255],\n\t\t\t\tnavy:[0,0,128],\n\t\t\t\twhite:[255,255,255],\n\t\t\t\tfuchsia:[255,0,255],\n\t\t\t\tolive:[128,128,0],\n\t\t\t\tyellow:[255,255,0],\n\t\t\t\torange:[255,165,0],\n\t\t\t\tgray:[128,128,128],\n\t\t\t\tpurple:[128,0,128],\n\t\t\t\tgreen:[0,128,0],\n\t\t\t\tred:[255,0,0],\n\t\t\t\tpink:[255,192,203],\n\t\t\t\tcyan:[0,255,255],\n\t\t\t\ttransparent:[255,255,255,0]},\n\n\t\t\t_hue = function(h, m1, m2) {\n\t\t\t\th = (h < 0) ? h + 1 : (h > 1) ? h - 1 : h;\n\t\t\t\treturn ((((h * 6 < 1) ? m1 + (m2 - m1) * h * 6 : (h < 0.5) ? m2 : (h * 3 < 2) ? m1 + (m2 - m1) * (2 / 3 - h) * 6 : m1) * 255) + 0.5) | 0;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Parses a color (like #9F0, #FF9900, rgb(255,51,153) or hsl(108, 50%, 10%)) into an array with 3 elements for red, green, and blue or if toHSL parameter is true, it will populate the array with hue, saturation, and lightness values. If a relative value is found in an hsl() or hsla() string, it will preserve those relative prefixes and all the values in the array will be strings instead of numbers (in all other cases it will be populated with numbers).\n\t\t\t * @param {(string|number)} v The value the should be parsed which could be a string like #9F0 or rgb(255,102,51) or rgba(255,0,0,0.5) or it could be a number like 0xFF00CC or even a named color like red, blue, purple, etc.\n\t\t\t * @param {(boolean)} toHSL If true, an hsl() or hsla() value will be returned instead of rgb() or rgba()\n\t\t\t * @return {Array.} An array containing red, green, and blue (and optionally alpha) in that order, or if the toHSL parameter was true, the array will contain hue, saturation and lightness (and optionally alpha) in that order. Always numbers unless there's a relative prefix found in an hsl() or hsla() string and toHSL is true.\n\t\t\t */\n\t\t\t_parseColor = CSSPlugin.parseColor = function(v, toHSL) {\n\t\t\t\tvar a, r, g, b, h, s, l, max, min, d, wasHSL;\n\t\t\t\tif (!v) {\n\t\t\t\t\ta = _colorLookup.black;\n\t\t\t\t} else if (typeof(v) === \"number\") {\n\t\t\t\t\ta = [v >> 16, (v >> 8) & 255, v & 255];\n\t\t\t\t} else {\n\t\t\t\t\tif (v.charAt(v.length - 1) === \",\") { //sometimes a trailing comma is included and we should chop it off (typically from a comma-delimited list of values like a textShadow:\"2px 2px 2px blue, 5px 5px 5px rgb(255,0,0)\" - in this example \"blue,\" has a trailing comma. We could strip it out inside parseComplex() but we'd need to do it to the beginning and ending values plus it wouldn't provide protection from other potential scenarios like if the user passes in a similar value.\n\t\t\t\t\t\tv = v.substr(0, v.length - 1);\n\t\t\t\t\t}\n\t\t\t\t\tif (_colorLookup[v]) {\n\t\t\t\t\t\ta = _colorLookup[v];\n\t\t\t\t\t} else if (v.charAt(0) === \"#\") {\n\t\t\t\t\t\tif (v.length === 4) { //for shorthand like #9F0\n\t\t\t\t\t\t\tr = v.charAt(1);\n\t\t\t\t\t\t\tg = v.charAt(2);\n\t\t\t\t\t\t\tb = v.charAt(3);\n\t\t\t\t\t\t\tv = \"#\" + r + r + g + g + b + b;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tv = parseInt(v.substr(1), 16);\n\t\t\t\t\t\ta = [v >> 16, (v >> 8) & 255, v & 255];\n\t\t\t\t\t} else if (v.substr(0, 3) === \"hsl\") {\n\t\t\t\t\t\ta = wasHSL = v.match(_numExp);\n\t\t\t\t\t\tif (!toHSL) {\n\t\t\t\t\t\t\th = (Number(a[0]) % 360) / 360;\n\t\t\t\t\t\t\ts = Number(a[1]) / 100;\n\t\t\t\t\t\t\tl = Number(a[2]) / 100;\n\t\t\t\t\t\t\tg = (l <= 0.5) ? l * (s + 1) : l + s - l * s;\n\t\t\t\t\t\t\tr = l * 2 - g;\n\t\t\t\t\t\t\tif (a.length > 3) {\n\t\t\t\t\t\t\t\ta[3] = Number(a[3]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ta[0] = _hue(h + 1 / 3, r, g);\n\t\t\t\t\t\t\ta[1] = _hue(h, r, g);\n\t\t\t\t\t\t\ta[2] = _hue(h - 1 / 3, r, g);\n\t\t\t\t\t\t} else if (v.indexOf(\"=\") !== -1) { //if relative values are found, just return the raw strings with the relative prefixes in place.\n\t\t\t\t\t\t\treturn v.match(_relNumExp);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\ta = v.match(_numExp) || _colorLookup.transparent;\n\t\t\t\t\t}\n\t\t\t\t\ta[0] = Number(a[0]);\n\t\t\t\t\ta[1] = Number(a[1]);\n\t\t\t\t\ta[2] = Number(a[2]);\n\t\t\t\t\tif (a.length > 3) {\n\t\t\t\t\t\ta[3] = Number(a[3]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (toHSL && !wasHSL) {\n\t\t\t\t\tr = a[0] / 255;\n\t\t\t\t\tg = a[1] / 255;\n\t\t\t\t\tb = a[2] / 255;\n\t\t\t\t\tmax = Math.max(r, g, b);\n\t\t\t\t\tmin = Math.min(r, g, b);\n\t\t\t\t\tl = (max + min) / 2;\n\t\t\t\t\tif (max === min) {\n\t\t\t\t\t\th = s = 0;\n\t\t\t\t\t} else {\n\t\t\t\t\t\td = max - min;\n\t\t\t\t\t\ts = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n\t\t\t\t\t\th = (max === r) ? (g - b) / d + (g < b ? 6 : 0) : (max === g) ? (b - r) / d + 2 : (r - g) / d + 4;\n\t\t\t\t\t\th *= 60;\n\t\t\t\t\t}\n\t\t\t\t\ta[0] = (h + 0.5) | 0;\n\t\t\t\t\ta[1] = (s * 100 + 0.5) | 0;\n\t\t\t\t\ta[2] = (l * 100 + 0.5) | 0;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t},\n\t\t\t_formatColors = function(s, toHSL) {\n\t\t\t\tvar colors = s.match(_colorExp) || [],\n\t\t\t\t\tcharIndex = 0,\n\t\t\t\t\tparsed = \"\",\n\t\t\t\t\ti, color, temp;\n\t\t\t\tif (!colors.length) {\n\t\t\t\t\treturn s;\n\t\t\t\t}\n\t\t\t\tfor (i = 0; i < colors.length; i++) {\n\t\t\t\t\tcolor = colors[i];\n\t\t\t\t\ttemp = s.substr(charIndex, s.indexOf(color, charIndex)-charIndex);\n\t\t\t\t\tcharIndex += temp.length + color.length;\n\t\t\t\t\tcolor = _parseColor(color, toHSL);\n\t\t\t\t\tif (color.length === 3) {\n\t\t\t\t\t\tcolor.push(1);\n\t\t\t\t\t}\n\t\t\t\t\tparsed += temp + (toHSL ? \"hsla(\" + color[0] + \",\" + color[1] + \"%,\" + color[2] + \"%,\" + color[3] : \"rgba(\" + color.join(\",\")) + \")\";\n\t\t\t\t}\n\t\t\t\treturn parsed + s.substr(charIndex);\n\t\t\t},\n\t\t\t_colorExp = \"(?:\\\\b(?:(?:rgb|rgba|hsl|hsla)\\\\(.+?\\\\))|\\\\B#(?:[0-9a-f]{3}){1,2}\\\\b\"; //we'll dynamically build this Regular Expression to conserve file size. After building it, it will be able to find rgb(), rgba(), # (hexadecimal), and named color values like red, blue, purple, etc.\n\n\t\tfor (p in _colorLookup) {\n\t\t\t_colorExp += \"|\" + p + \"\\\\b\";\n\t\t}\n\t\t_colorExp = new RegExp(_colorExp+\")\", \"gi\");\n\n\t\tCSSPlugin.colorStringFilter = function(a) {\n\t\t\tvar combined = a[0] + \" \" + a[1],\n\t\t\t\ttoHSL;\n\t\t\tif (_colorExp.test(combined)) {\n\t\t\t\ttoHSL = (combined.indexOf(\"hsl(\") !== -1 || combined.indexOf(\"hsla(\") !== -1);\n\t\t\t\ta[0] = _formatColors(a[0], toHSL);\n\t\t\t\ta[1] = _formatColors(a[1], toHSL);\n\t\t\t}\n\t\t\t_colorExp.lastIndex = 0;\n\t\t};\n\n\t\tif (!TweenLite.defaultStringFilter) {\n\t\t\tTweenLite.defaultStringFilter = CSSPlugin.colorStringFilter;\n\t\t}\n\n\t\t/**\n\t\t * @private Returns a formatter function that handles taking a string (or number in some cases) and returning a consistently formatted one in terms of delimiters, quantity of values, etc. For example, we may get boxShadow values defined as \"0px red\" or \"0px 0px 10px rgb(255,0,0)\" or \"0px 0px 20px 20px #F00\" and we need to ensure that what we get back is described with 4 numbers and a color. This allows us to feed it into the _parseComplex() method and split the values up appropriately. The neat thing about this _getFormatter() function is that the dflt defines a pattern as well as a default, so for example, _getFormatter(\"0px 0px 0px 0px #777\", true) not only sets the default as 0px for all distances and #777 for the color, but also sets the pattern such that 4 numbers and a color will always get returned.\n\t\t * @param {!string} dflt The default value and pattern to follow. So \"0px 0px 0px 0px #777\" will ensure that 4 numbers and a color will always get returned.\n\t\t * @param {boolean=} clr If true, the values should be searched for color-related data. For example, boxShadow values typically contain a color whereas borderRadius don't.\n\t\t * @param {boolean=} collapsible If true, the value is a top/left/right/bottom style one that acts like margin or padding, where if only one value is received, it's used for all 4; if 2 are received, the first is duplicated for 3rd (bottom) and the 2nd is duplicated for the 4th spot (left), etc.\n\t\t * @return {Function} formatter function\n\t\t */\n\t\tvar _getFormatter = function(dflt, clr, collapsible, multi) {\n\t\t\t\tif (dflt == null) {\n\t\t\t\t\treturn function(v) {return v;};\n\t\t\t\t}\n\t\t\t\tvar dColor = clr ? (dflt.match(_colorExp) || [\"\"])[0] : \"\",\n\t\t\t\t\tdVals = dflt.split(dColor).join(\"\").match(_valuesExp) || [],\n\t\t\t\t\tpfx = dflt.substr(0, dflt.indexOf(dVals[0])),\n\t\t\t\t\tsfx = (dflt.charAt(dflt.length - 1) === \")\") ? \")\" : \"\",\n\t\t\t\t\tdelim = (dflt.indexOf(\" \") !== -1) ? \" \" : \",\",\n\t\t\t\t\tnumVals = dVals.length,\n\t\t\t\t\tdSfx = (numVals > 0) ? dVals[0].replace(_numExp, \"\") : \"\",\n\t\t\t\t\tformatter;\n\t\t\t\tif (!numVals) {\n\t\t\t\t\treturn function(v) {return v;};\n\t\t\t\t}\n\t\t\t\tif (clr) {\n\t\t\t\t\tformatter = function(v) {\n\t\t\t\t\t\tvar color, vals, i, a;\n\t\t\t\t\t\tif (typeof(v) === \"number\") {\n\t\t\t\t\t\t\tv += dSfx;\n\t\t\t\t\t\t} else if (multi && _commasOutsideParenExp.test(v)) {\n\t\t\t\t\t\t\ta = v.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\t\t\ta[i] = formatter(a[i]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn a.join(\",\");\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcolor = (v.match(_colorExp) || [dColor])[0];\n\t\t\t\t\t\tvals = v.split(color).join(\"\").match(_valuesExp) || [];\n\t\t\t\t\t\ti = vals.length;\n\t\t\t\t\t\tif (numVals > i--) {\n\t\t\t\t\t\t\twhile (++i < numVals) {\n\t\t\t\t\t\t\t\tvals[i] = collapsible ? vals[(((i - 1) / 2) | 0)] : dVals[i];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn pfx + vals.join(delim) + delim + color + sfx + (v.indexOf(\"inset\") !== -1 ? \" inset\" : \"\");\n\t\t\t\t\t};\n\t\t\t\t\treturn formatter;\n\n\t\t\t\t}\n\t\t\t\tformatter = function(v) {\n\t\t\t\t\tvar vals, a, i;\n\t\t\t\t\tif (typeof(v) === \"number\") {\n\t\t\t\t\t\tv += dSfx;\n\t\t\t\t\t} else if (multi && _commasOutsideParenExp.test(v)) {\n\t\t\t\t\t\ta = v.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\t\ta[i] = formatter(a[i]);\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn a.join(\",\");\n\t\t\t\t\t}\n\t\t\t\t\tvals = v.match(_valuesExp) || [];\n\t\t\t\t\ti = vals.length;\n\t\t\t\t\tif (numVals > i--) {\n\t\t\t\t\t\twhile (++i < numVals) {\n\t\t\t\t\t\t\tvals[i] = collapsible ? vals[(((i - 1) / 2) | 0)] : dVals[i];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn pfx + vals.join(delim) + sfx;\n\t\t\t\t};\n\t\t\t\treturn formatter;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private returns a formatter function that's used for edge-related values like marginTop, marginLeft, paddingBottom, paddingRight, etc. Just pass a comma-delimited list of property names related to the edges.\n\t\t\t * @param {!string} props a comma-delimited list of property names in order from top to left, like \"marginTop,marginRight,marginBottom,marginLeft\"\n\t\t\t * @return {Function} a formatter function\n\t\t\t */\n\t\t\t_getEdgeParser = function(props) {\n\t\t\t\tprops = props.split(\",\");\n\t\t\t\treturn function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\t\tvar a = (e + \"\").split(\" \"),\n\t\t\t\t\t\ti;\n\t\t\t\t\tvars = {};\n\t\t\t\t\tfor (i = 0; i < 4; i++) {\n\t\t\t\t\t\tvars[props[i]] = a[i] = a[i] || a[(((i - 1) / 2) >> 0)];\n\t\t\t\t\t}\n\t\t\t\t\treturn cssp.parse(t, vars, pt, plugin);\n\t\t\t\t};\n\t\t\t},\n\n\t\t\t// @private used when other plugins must tween values first, like BezierPlugin or ThrowPropsPlugin, etc. That plugin's setRatio() gets called first so that the values are updated, and then we loop through the MiniPropTweens which handle copying the values into their appropriate slots so that they can then be applied correctly in the main CSSPlugin setRatio() method. Remember, we typically create a proxy object that has a bunch of uniquely-named properties that we feed to the sub-plugin and it does its magic normally, and then we must interpret those values and apply them to the css because often numbers must get combined/concatenated, suffixes added, etc. to work with css, like boxShadow could have 4 values plus a color.\n\t\t\t_setPluginRatio = _internals._setPluginRatio = function(v) {\n\t\t\t\tthis.plugin.setRatio(v);\n\t\t\t\tvar d = this.data,\n\t\t\t\t\tproxy = d.proxy,\n\t\t\t\t\tmpt = d.firstMPT,\n\t\t\t\t\tmin = 0.000001,\n\t\t\t\t\tval, pt, i, str, p;\n\t\t\t\twhile (mpt) {\n\t\t\t\t\tval = proxy[mpt.v];\n\t\t\t\t\tif (mpt.r) {\n\t\t\t\t\t\tval = Math.round(val);\n\t\t\t\t\t} else if (val < min && val > -min) {\n\t\t\t\t\t\tval = 0;\n\t\t\t\t\t}\n\t\t\t\t\tmpt.t[mpt.p] = val;\n\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t}\n\t\t\t\tif (d.autoRotate) {\n\t\t\t\t\td.autoRotate.rotation = d.mod ? d.mod(proxy.rotation, this.t) : proxy.rotation; //special case for ModifyPlugin to hook into an auto-rotating bezier\n\t\t\t\t}\n\t\t\t\t//at the end, we must set the CSSPropTween's \"e\" (end) value dynamically here because that's what is used in the final setRatio() method. Same for \"b\" at the beginning.\n\t\t\t\tif (v === 1 || v === 0) {\n\t\t\t\t\tmpt = d.firstMPT;\n\t\t\t\t\tp = (v === 1) ? \"e\" : \"b\";\n\t\t\t\t\twhile (mpt) {\n\t\t\t\t\t\tpt = mpt.t;\n\t\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\t\tpt[p] = pt.s + pt.xs0;\n\t\t\t\t\t\t} else if (pt.type === 1) {\n\t\t\t\t\t\t\tstr = pt.xs0 + pt.s + pt.xs1;\n\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt[p] = str;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private @constructor Used by a few SpecialProps to hold important values for proxies. For example, _parseToProxy() creates a MiniPropTween instance for each property that must get tweened on the proxy, and we record the original property name as well as the unique one we create for the proxy, plus whether or not the value needs to be rounded plus the original value.\n\t\t\t * @param {!Object} t target object whose property we're tweening (often a CSSPropTween)\n\t\t\t * @param {!string} p property name\n\t\t\t * @param {(number|string|object)} v value\n\t\t\t * @param {MiniPropTween=} next next MiniPropTween in the linked list\n\t\t\t * @param {boolean=} r if true, the tweened value should be rounded to the nearest integer\n\t\t\t */\n\t\t\tMiniPropTween = function(t, p, v, next, r) {\n\t\t\t\tthis.t = t;\n\t\t\t\tthis.p = p;\n\t\t\t\tthis.v = v;\n\t\t\t\tthis.r = r;\n\t\t\t\tif (next) {\n\t\t\t\t\tnext._prev = this;\n\t\t\t\t\tthis._next = next;\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * @private Most other plugins (like BezierPlugin and ThrowPropsPlugin and others) can only tween numeric values, but CSSPlugin must accommodate special values that have a bunch of extra data (like a suffix or strings between numeric values, etc.). For example, boxShadow has values like \"10px 10px 20px 30px rgb(255,0,0)\" which would utterly confuse other plugins. This method allows us to split that data apart and grab only the numeric data and attach it to uniquely-named properties of a generic proxy object ({}) so that we can feed that to virtually any plugin to have the numbers tweened. However, we must also keep track of which properties from the proxy go with which CSSPropTween values and instances. So we create a linked list of MiniPropTweens. Each one records a target (the original CSSPropTween), property (like \"s\" or \"xn1\" or \"xn2\") that we're tweening and the unique property name that was used for the proxy (like \"boxShadow_xn1\" and \"boxShadow_xn2\") and whether or not they need to be rounded. That way, in the _setPluginRatio() method we can simply copy the values over from the proxy to the CSSPropTween instance(s). Then, when the main CSSPlugin setRatio() method runs and applies the CSSPropTween values accordingly, they're updated nicely. So the external plugin tweens the numbers, _setPluginRatio() copies them over, and setRatio() acts normally, applying css-specific values to the element.\n\t\t\t * This method returns an object that has the following properties:\n\t\t\t * - proxy: a generic object containing the starting values for all the properties that will be tweened by the external plugin. This is what we feed to the external _onInitTween() as the target\n\t\t\t * - end: a generic object containing the ending values for all the properties that will be tweened by the external plugin. This is what we feed to the external plugin's _onInitTween() as the destination values\n\t\t\t * - firstMPT: the first MiniPropTween in the linked list\n\t\t\t * - pt: the first CSSPropTween in the linked list that was created when parsing. If shallow is true, this linked list will NOT attach to the one passed into the _parseToProxy() as the \"pt\" (4th) parameter.\n\t\t\t * @param {!Object} t target object to be tweened\n\t\t\t * @param {!(Object|string)} vars the object containing the information about the tweening values (typically the end/destination values) that should be parsed\n\t\t\t * @param {!CSSPlugin} cssp The CSSPlugin instance\n\t\t\t * @param {CSSPropTween=} pt the next CSSPropTween in the linked list\n\t\t\t * @param {TweenPlugin=} plugin the external TweenPlugin instance that will be handling tweening the numeric values\n\t\t\t * @param {boolean=} shallow if true, the resulting linked list from the parse will NOT be attached to the CSSPropTween that was passed in as the \"pt\" (4th) parameter.\n\t\t\t * @return An object containing the following properties: proxy, end, firstMPT, and pt (see above for descriptions)\n\t\t\t */\n\t\t\t_parseToProxy = _internals._parseToProxy = function(t, vars, cssp, pt, plugin, shallow) {\n\t\t\t\tvar bpt = pt,\n\t\t\t\t\tstart = {},\n\t\t\t\t\tend = {},\n\t\t\t\t\ttransform = cssp._transform,\n\t\t\t\t\toldForce = _forcePT,\n\t\t\t\t\ti, p, xp, mpt, firstPT;\n\t\t\t\tcssp._transform = null;\n\t\t\t\t_forcePT = vars;\n\t\t\t\tpt = firstPT = cssp.parse(t, vars, pt, plugin);\n\t\t\t\t_forcePT = oldForce;\n\t\t\t\t//break off from the linked list so the new ones are isolated.\n\t\t\t\tif (shallow) {\n\t\t\t\t\tcssp._transform = transform;\n\t\t\t\t\tif (bpt) {\n\t\t\t\t\t\tbpt._prev = null;\n\t\t\t\t\t\tif (bpt._prev) {\n\t\t\t\t\t\t\tbpt._prev._next = null;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\twhile (pt && pt !== bpt) {\n\t\t\t\t\tif (pt.type <= 1) {\n\t\t\t\t\t\tp = pt.p;\n\t\t\t\t\t\tend[p] = pt.s + pt.c;\n\t\t\t\t\t\tstart[p] = pt.s;\n\t\t\t\t\t\tif (!shallow) {\n\t\t\t\t\t\t\tmpt = new MiniPropTween(pt, \"s\", p, mpt, pt.r);\n\t\t\t\t\t\t\tpt.c = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (pt.type === 1) {\n\t\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\t\twhile (--i > 0) {\n\t\t\t\t\t\t\t\txp = \"xn\" + i;\n\t\t\t\t\t\t\t\tp = pt.p + \"_\" + xp;\n\t\t\t\t\t\t\t\tend[p] = pt.data[xp];\n\t\t\t\t\t\t\t\tstart[p] = pt[xp];\n\t\t\t\t\t\t\t\tif (!shallow) {\n\t\t\t\t\t\t\t\t\tmpt = new MiniPropTween(pt, xp, p, mpt, pt.rxp[xp]);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t\treturn {proxy:start, end:end, firstMPT:mpt, pt:firstPT};\n\t\t\t},\n\n\n\n\t\t\t/**\n\t\t\t * @constructor Each property that is tweened has at least one CSSPropTween associated with it. These instances store important information like the target, property, starting value, amount of change, etc. They can also optionally have a number of \"extra\" strings and numeric values named xs1, xn1, xs2, xn2, xs3, xn3, etc. where \"s\" indicates string and \"n\" indicates number. These can be pieced together in a complex-value tween (type:1) that has alternating types of data like a string, number, string, number, etc. For example, boxShadow could be \"5px 5px 8px rgb(102, 102, 51)\". In that value, there are 6 numbers that may need to tween and then pieced back together into a string again with spaces, suffixes, etc. xs0 is special in that it stores the suffix for standard (type:0) tweens, -OR- the first string (prefix) in a complex-value (type:1) CSSPropTween -OR- it can be the non-tweening value in a type:-1 CSSPropTween. We do this to conserve memory.\n\t\t\t * CSSPropTweens have the following optional properties as well (not defined through the constructor):\n\t\t\t * - l: Length in terms of the number of extra properties that the CSSPropTween has (default: 0). For example, for a boxShadow we may need to tween 5 numbers in which case l would be 5; Keep in mind that the start/end values for the first number that's tweened are always stored in the s and c properties to conserve memory. All additional values thereafter are stored in xn1, xn2, etc.\n\t\t\t * - xfirst: The first instance of any sub-CSSPropTweens that are tweening properties of this instance. For example, we may split up a boxShadow tween so that there's a main CSSPropTween of type:1 that has various xs* and xn* values associated with the h-shadow, v-shadow, blur, color, etc. Then we spawn a CSSPropTween for each of those that has a higher priority and runs BEFORE the main CSSPropTween so that the values are all set by the time it needs to re-assemble them. The xfirst gives us an easy way to identify the first one in that chain which typically ends at the main one (because they're all prepende to the linked list)\n\t\t\t * - plugin: The TweenPlugin instance that will handle the tweening of any complex values. For example, sometimes we don't want to use normal subtweens (like xfirst refers to) to tween the values - we might want ThrowPropsPlugin or BezierPlugin some other plugin to do the actual tweening, so we create a plugin instance and store a reference here. We need this reference so that if we get a request to round values or disable a tween, we can pass along that request.\n\t\t\t * - data: Arbitrary data that needs to be stored with the CSSPropTween. Typically if we're going to have a plugin handle the tweening of a complex-value tween, we create a generic object that stores the END values that we're tweening to and the CSSPropTween's xs1, xs2, etc. have the starting values. We store that object as data. That way, we can simply pass that object to the plugin and use the CSSPropTween as the target.\n\t\t\t * - setRatio: Only used for type:2 tweens that require custom functionality. In this case, we call the CSSPropTween's setRatio() method and pass the ratio each time the tween updates. This isn't quite as efficient as doing things directly in the CSSPlugin's setRatio() method, but it's very convenient and flexible.\n\t\t\t * @param {!Object} t Target object whose property will be tweened. Often a DOM element, but not always. It could be anything.\n\t\t\t * @param {string} p Property to tween (name). For example, to tween element.width, p would be \"width\".\n\t\t\t * @param {number} s Starting numeric value\n\t\t\t * @param {number} c Change in numeric value over the course of the entire tween. For example, if element.width starts at 5 and should end at 100, c would be 95.\n\t\t\t * @param {CSSPropTween=} next The next CSSPropTween in the linked list. If one is defined, we will define its _prev as the new instance, and the new instance's _next will be pointed at it.\n\t\t\t * @param {number=} type The type of CSSPropTween where -1 = a non-tweening value, 0 = a standard simple tween, 1 = a complex value (like one that has multiple numbers in a comma- or space-delimited string like border:\"1px solid red\"), and 2 = one that uses a custom setRatio function that does all of the work of applying the values on each update.\n\t\t\t * @param {string=} n Name of the property that should be used for overwriting purposes which is typically the same as p but not always. For example, we may need to create a subtween for the 2nd part of a \"clip:rect(...)\" tween in which case \"p\" might be xs1 but \"n\" is still \"clip\"\n\t\t\t * @param {boolean=} r If true, the value(s) should be rounded\n\t\t\t * @param {number=} pr Priority in the linked list order. Higher priority CSSPropTweens will be updated before lower priority ones. The default priority is 0.\n\t\t\t * @param {string=} b Beginning value. We store this to ensure that it is EXACTLY what it was when the tween began without any risk of interpretation issues.\n\t\t\t * @param {string=} e Ending value. We store this to ensure that it is EXACTLY what the user defined at the end of the tween without any risk of interpretation issues.\n\t\t\t */\n\t\t\tCSSPropTween = _internals.CSSPropTween = function(t, p, s, c, next, type, n, r, pr, b, e) {\n\t\t\t\tthis.t = t; //target\n\t\t\t\tthis.p = p; //property\n\t\t\t\tthis.s = s; //starting value\n\t\t\t\tthis.c = c; //change value\n\t\t\t\tthis.n = n || p; //name that this CSSPropTween should be associated to (usually the same as p, but not always - n is what overwriting looks at)\n\t\t\t\tif (!(t instanceof CSSPropTween)) {\n\t\t\t\t\t_overwriteProps.push(this.n);\n\t\t\t\t}\n\t\t\t\tthis.r = r; //round (boolean)\n\t\t\t\tthis.type = type || 0; //0 = normal tween, -1 = non-tweening (in which case xs0 will be applied to the target's property, like tp.t[tp.p] = tp.xs0), 1 = complex-value SpecialProp, 2 = custom setRatio() that does all the work\n\t\t\t\tif (pr) {\n\t\t\t\t\tthis.pr = pr;\n\t\t\t\t\t_hasPriority = true;\n\t\t\t\t}\n\t\t\t\tthis.b = (b === undefined) ? s : b;\n\t\t\t\tthis.e = (e === undefined) ? s + c : e;\n\t\t\t\tif (next) {\n\t\t\t\t\tthis._next = next;\n\t\t\t\t\tnext._prev = this;\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t_addNonTweeningNumericPT = function(target, prop, start, end, next, overwriteProp) { //cleans up some code redundancies and helps minification. Just a fast way to add a NUMERIC non-tweening CSSPropTween\n\t\t\t\tvar pt = new CSSPropTween(target, prop, start, end - start, next, -1, overwriteProp);\n\t\t\t\tpt.b = start;\n\t\t\t\tpt.e = pt.xs0 = end;\n\t\t\t\treturn pt;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * Takes a target, the beginning value and ending value (as strings) and parses them into a CSSPropTween (possibly with child CSSPropTweens) that accommodates multiple numbers, colors, comma-delimited values, etc. For example:\n\t\t\t * sp.parseComplex(element, \"boxShadow\", \"5px 10px 20px rgb(255,102,51)\", \"0px 0px 0px red\", true, \"0px 0px 0px rgb(0,0,0,0)\", pt);\n\t\t\t * It will walk through the beginning and ending values (which should be in the same format with the same number and type of values) and figure out which parts are numbers, what strings separate the numeric/tweenable values, and then create the CSSPropTweens accordingly. If a plugin is defined, no child CSSPropTweens will be created. Instead, the ending values will be stored in the \"data\" property of the returned CSSPropTween like: {s:-5, xn1:-10, xn2:-20, xn3:255, xn4:0, xn5:0} so that it can be fed to any other plugin and it'll be plain numeric tweens but the recomposition of the complex value will be handled inside CSSPlugin's setRatio().\n\t\t\t * If a setRatio is defined, the type of the CSSPropTween will be set to 2 and recomposition of the values will be the responsibility of that method.\n\t\t\t *\n\t\t\t * @param {!Object} t Target whose property will be tweened\n\t\t\t * @param {!string} p Property that will be tweened (its name, like \"left\" or \"backgroundColor\" or \"boxShadow\")\n\t\t\t * @param {string} b Beginning value\n\t\t\t * @param {string} e Ending value\n\t\t\t * @param {boolean} clrs If true, the value could contain a color value like \"rgb(255,0,0)\" or \"#F00\" or \"red\". The default is false, so no colors will be recognized (a performance optimization)\n\t\t\t * @param {(string|number|Object)} dflt The default beginning value that should be used if no valid beginning value is defined or if the number of values inside the complex beginning and ending values don't match\n\t\t\t * @param {?CSSPropTween} pt CSSPropTween instance that is the current head of the linked list (we'll prepend to this).\n\t\t\t * @param {number=} pr Priority in the linked list order. Higher priority properties will be updated before lower priority ones. The default priority is 0.\n\t\t\t * @param {TweenPlugin=} plugin If a plugin should handle the tweening of extra properties, pass the plugin instance here. If one is defined, then NO subtweens will be created for any extra properties (the properties will be created - just not additional CSSPropTween instances to tween them) because the plugin is expected to do so. However, the end values WILL be populated in the \"data\" property, like {s:100, xn1:50, xn2:300}\n\t\t\t * @param {function(number)=} setRatio If values should be set in a custom function instead of being pieced together in a type:1 (complex-value) CSSPropTween, define that custom function here.\n\t\t\t * @return {CSSPropTween} The first CSSPropTween in the linked list which includes the new one(s) added by the parseComplex() call.\n\t\t\t */\n\t\t\t_parseComplex = CSSPlugin.parseComplex = function(t, p, b, e, clrs, dflt, pt, pr, plugin, setRatio) {\n\t\t\t\t//DEBUG: _log(\"parseComplex: \"+p+\", b: \"+b+\", e: \"+e);\n\t\t\t\tb = b || dflt || \"\";\n\t\t\t\tif (typeof(e) === \"function\") {\n\t\t\t\t\te = e(_index, _target);\n\t\t\t\t}\n\t\t\t\tpt = new CSSPropTween(t, p, 0, 0, pt, (setRatio ? 2 : 1), null, false, pr, b, e);\n\t\t\t\te += \"\"; //ensures it's a string\n\t\t\t\tif (clrs && _colorExp.test(e + b)) { //if colors are found, normalize the formatting to rgba() or hsla().\n\t\t\t\t\te = [b, e];\n\t\t\t\t\tCSSPlugin.colorStringFilter(e);\n\t\t\t\t\tb = e[0];\n\t\t\t\t\te = e[1];\n\t\t\t\t}\n\t\t\t\tvar ba = b.split(\", \").join(\",\").split(\" \"), //beginning array\n\t\t\t\t\tea = e.split(\", \").join(\",\").split(\" \"), //ending array\n\t\t\t\t\tl = ba.length,\n\t\t\t\t\tautoRound = (_autoRound !== false),\n\t\t\t\t\ti, xi, ni, bv, ev, bnums, enums, bn, hasAlpha, temp, cv, str, useHSL;\n\t\t\t\tif (e.indexOf(\",\") !== -1 || b.indexOf(\",\") !== -1) {\n\t\t\t\t\tif ((e + b).indexOf(\"rgb\") !== -1 || (e + b).indexOf(\"hsl\") !== -1) { //keep rgb(), rgba(), hsl(), and hsla() values together! (remember, we're splitting on spaces)\n\t\t\t\t\t\tba = ba.join(\" \").replace(_commasOutsideParenExp, \", \").split(\" \");\n\t\t\t\t\t\tea = ea.join(\" \").replace(_commasOutsideParenExp, \", \").split(\" \");\n\t\t\t\t\t} else {\n\t\t\t\t\t\tba = ba.join(\" \").split(\",\").join(\", \").split(\" \");\n\t\t\t\t\t\tea = ea.join(\" \").split(\",\").join(\", \").split(\" \");\n\t\t\t\t\t}\n\t\t\t\t\tl = ba.length;\n\t\t\t\t}\n\t\t\t\tif (l !== ea.length) {\n\t\t\t\t\t//DEBUG: _log(\"mismatched formatting detected on \" + p + \" (\" + b + \" vs \" + e + \")\");\n\t\t\t\t\tba = (dflt || \"\").split(\" \");\n\t\t\t\t\tl = ba.length;\n\t\t\t\t}\n\t\t\t\tpt.plugin = plugin;\n\t\t\t\tpt.setRatio = setRatio;\n\t\t\t\t_colorExp.lastIndex = 0;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tbv = ba[i];\n\t\t\t\t\tev = ea[i];\n\t\t\t\t\tbn = parseFloat(bv);\n\t\t\t\t\t//if the value begins with a number (most common). It's fine if it has a suffix like px\n\t\t\t\t\tif (bn || bn === 0) {\n\t\t\t\t\t\tpt.appendXtra(\"\", bn, _parseChange(ev, bn), ev.replace(_relNumExp, \"\"), (autoRound && ev.indexOf(\"px\") !== -1), true);\n\n\t\t\t\t\t//if the value is a color\n\t\t\t\t\t} else if (clrs && _colorExp.test(bv)) {\n\t\t\t\t\t\tstr = ev.indexOf(\")\") + 1;\n\t\t\t\t\t\tstr = \")\" + (str ? ev.substr(str) : \"\"); //if there's a comma or ) at the end, retain it.\n\t\t\t\t\t\tuseHSL = (ev.indexOf(\"hsl\") !== -1 && _supportsOpacity);\n\t\t\t\t\t\ttemp = ev; //original string value so we can look for any prefix later.\n\t\t\t\t\t\tbv = _parseColor(bv, useHSL);\n\t\t\t\t\t\tev = _parseColor(ev, useHSL);\n\t\t\t\t\t\thasAlpha = (bv.length + ev.length > 6);\n\t\t\t\t\t\tif (hasAlpha && !_supportsOpacity && ev[3] === 0) { //older versions of IE don't support rgba(), so if the destination alpha is 0, just use \"transparent\" for the end color\n\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += pt.l ? \" transparent\" : \"transparent\";\n\t\t\t\t\t\t\tpt.e = pt.e.split(ea[i]).join(\"transparent\");\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tif (!_supportsOpac]½íàùity) { //old versions of IE don't support rgba().\n\t\t\t\t\t\t\t\thasAlpha = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (useHSL) {\n\t\t\t\t\t\t\t\tpt.appendXtra(temp.substr(0, temp.indexOf(\"hsl\")) + (hasAlpha ? \"hsla(\" : \"hsl(\"), bv[0], _parseChange(ev[0], bv[0]), \",\", false, true)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[1], _parseChange(ev[1], bv[1]), \"%,\", false)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[2], _parseChange(ev[2], bv[2]), (hasAlpha ? \"%,\" : \"%\" + str), false);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tpt.appendXtra(temp.substr(0, temp.indexOf(\"rgb\")) + (hasAlpha ? \"rgba(\" : \"rgb(\"), bv[0], ev[0] - bv[0], \",\", true, true)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[1], ev[1] - bv[1], \",\", true)\n\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[2], ev[2] - bv[2], (hasAlpha ? \",\" : str), true);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (hasAlpha) {\n\t\t\t\t\t\t\t\tbv = (bv.length < 4) ? 1 : bv[3];\n\t\t\t\t\t\t\t\tpt.appendXtra(\"\", bv, ((ev.length < 4) ? 1 : ev[3]) - bv, str, false);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t_colorExp.lastIndex = 0; //otherwise the test() on the RegExp could move the lastIndex and taint future results.\n\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbnums = bv.match(_numExp); //gets each group of numbers in the beginning value string and drops them into an array\n\n\t\t\t\t\t\t//if no number is found, treat it as a non-tweening value and just append the string to the current xs.\n\t\t\t\t\t\tif (!bnums) {\n\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += (pt.l || pt[\"xs\" + pt.l]) ? \" \" + ev : ev;\n\n\t\t\t\t\t\t//loop through all the numbers that are found and construct the extra values on the pt.\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tenums = ev.match(_relNumExp); //get each group of numbers in the end value string and drop them into an array. We allow relative values too, like +=50 or -=.5\n\t\t\t\t\t\t\tif (!enums || enums.length !== bnums.length) {\n\t\t\t\t\t\t\t\t//DEBUG: _log(\"mismatched formatting detected on \" + p + \" (\" + b + \" vs \" + e + \")\");\n\t\t\t\t\t\t\t\treturn pt;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tni = 0;\n\t\t\t\t\t\t\tfor (xi = 0; xi < bnums.length; xi++) {\n\t\t\t\t\t\t\t\tcv = bnums[xi];\n\t\t\t\t\t\t\t\ttemp = bv.indexOf(cv, ni);\n\t\t\t\t\t\t\t\tpt.appendXtra(bv.substr(ni, temp - ni), Number(cv), _parseChange(enums[xi], cv), \"\", (autoRound && bv.substr(temp + cv.length, 2) === \"px\"), (xi === 0));\n\t\t\t\t\t\t\t\tni = temp + cv.length;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += bv.substr(ni);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t//if there are relative values (\"+=\" or \"-=\" prefix), we need to adjust the ending value to eliminate the prefixes and combine the values properly.\n\t\t\t\tif (e.indexOf(\"=\") !== -1) if (pt.data) {\n\t\t\t\t\tstr = pt.xs0 + pt.data.s;\n\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\tstr += pt[\"xs\" + i] + pt.data[\"xn\" + i];\n\t\t\t\t\t}\n\t\t\t\t\tpt.e = str + pt[\"xs\" + i];\n\t\t\t\t}\n\t\t\t\tif (!pt.l) {\n\t\t\t\t\tpt.type = -1;\n\t\t\t\t\tpt.xs0 = pt.e;\n\t\t\t\t}\n\t\t\t\treturn pt.xfirst || pt;\n\t\t\t},\n\t\t\ti = 9;\n\n\n\t\tp = CSSPropTween.prototype;\n\t\tp.l = p.pr = 0; //length (number of extra properties like xn1, xn2, xn3, etc.\n\t\twhile (--i > 0) {\n\t\t\tp[\"xn\" + i] = 0;\n\t\t\tp[\"xs\" + i] = \"\";\n\t\t}\n\t\tp.xs0 = \"\";\n\t\tp._next = p._prev = p.xfirst = p.data = p.plugin = p.setRatio = p.rxp = null;\n\n\n\t\t/**\n\t\t * Appends and extra tweening value to a CSSPropTween and automatically manages any prefix and suffix strings. The first extra value is stored in the s and c of the main CSSPropTween instance, but thereafter any extras are stored in the xn1, xn2, xn3, etc. The prefixes and suffixes are stored in the xs0, xs1, xs2, etc. properties. For example, if I walk through a clip value like \"rect(10px, 5px, 0px, 20px)\", the values would be stored like this:\n\t\t * xs0:\"rect(\", s:10, xs1:\"px, \", xn1:5, xs2:\"px, \", xn2:0, xs3:\"px, \", xn3:20, xn4:\"px)\"\n\t\t * And they'd all get joined together when the CSSPlugin renders (in the setRatio() method).\n\t\t * @param {string=} pfx Prefix (if any)\n\t\t * @param {!number} s Starting value\n\t\t * @param {!number} c Change in numeric value over the course of the entire tween. For example, if the start is 5 and the end is 100, the change would be 95.\n\t\t * @param {string=} sfx Suffix (if any)\n\t\t * @param {boolean=} r Round (if true).\n\t\t * @param {boolean=} pad If true, this extra value should be separated by the previous one by a space. If there is no previous extra and pad is true, it will automatically drop the space.\n\t\t * @return {CSSPropTween} returns itself so that multiple methods can be chained together.\n\t\t */\n\t\tp.appendXtra = function(pfx, s, c, sfx, r, pad) {\n\t\t\tvar pt = this,\n\t\t\t\tl = pt.l;\n\t\t\tpt[\"xs\" + l] += (pad && (l || pt[\"xs\" + l])) ? \" \" + pfx : pfx || \"\";\n\t\t\tif (!c) if (l !== 0 && !pt.plugin) { //typically we'll combine non-changing values right into the xs to optimize performance, but we don't combine them when there's a plugin that will be tweening the values because it may depend on the values being split apart, like for a bezier, if a value doesn't change between the first and second iteration but then it does on the 3rd, we'll run into trouble because there's no xn slot for that value!\n\t\t\t\tpt[\"xs\" + l] += s + (sfx || \"\");\n\t\t\t\treturn pt;\n\t\t\t}\n\t\t\tpt.l++;\n\t\t\tpt.type = pt.setRatio ? 2 : 1;\n\t\t\tpt[\"xs\" + pt.l] = sfx || \"\";\n\t\t\tif (l > 0) {\n\t\t\t\tpt.data[\"xn\" + l] = s + c;\n\t\t\t\tpt.rxp[\"xn\" + l] = r; //round extra property (we need to tap into this in the _parseToProxy() method)\n\t\t\t\tpt[\"xn\" + l] = s;\n\t\t\t\tif (!pt.plugin) {\n\t\t\t\t\tpt.xfirst = new CSSPropTween(pt, \"xn\" + l, s, c, pt.xfirst || pt, 0, pt.n, r, pt.pr);\n\t\t\t\t\tpt.xfirst.xs0 = 0; //just to ensure that the property stays numeric which helps modern browsers speed up processing. Remember, in the setRatio() method, we do pt.t[pt.p] = val + pt.xs0 so if pt.xs0 is \"\" (the default), it'll cast the end value as a string. When a property is a number sometimes and a string sometimes, it prevents the compiler from locking in the data type, slowing things down slightly.\n\t\t\t\t}\n\t\t\t\treturn pt;\n\t\t\t}\n\t\t\tpt.data = {s:s + c};\n\t\t\tpt.rxp = {};\n\t\t\tpt.s = s;\n\t\t\tpt.c = c;\n\t\t\tpt.r = r;\n\t\t\treturn pt;\n\t\t};\n\n\t\t/**\n\t\t * @constructor A SpecialProp is basically a css property that needs to be treated in a non-standard way, like if it may contain a complex value like boxShadow:\"5px 10px 15px rgb(255, 102, 51)\" or if it is associated with another plugin like ThrowPropsPlugin or BezierPlugin. Every SpecialProp is associated with a particular property name like \"boxShadow\" or \"throwProps\" or \"bezier\" and it will intercept those values in the vars object that's passed to the CSSPlugin and handle them accordingly.\n\t\t * @param {!string} p Property name (like \"boxShadow\" or \"throwProps\")\n\t\t * @param {Object=} options An object containing any of the following configuration options:\n\t\t * - defaultValue: the default value\n\t\t * - parser: A function that should be called when the associated property name is found in the vars. This function should return a CSSPropTween instance and it should ensure that it is properly inserted into the linked list. It will receive 4 paramters: 1) The target, 2) The value defined in the vars, 3) The CSSPlugin instance (whose _firstPT should be used for the linked list), and 4) A computed style object if one was calculated (this is a speed optimization that allows retrieval of starting values quicker)\n\t\t * - formatter: a function that formats any value received for this special property (for example, boxShadow could take \"5px 5px red\" and format it to \"5px 5px 0px 0px red\" so that both the beginning and ending values have a common order and quantity of values.)\n\t\t * - prefix: if true, we'll determine whether or not this property requires a vendor prefix (like Webkit or Moz or ms or O)\n\t\t * - color: set this to true if the value for this SpecialProp may contain color-related values like rgb(), rgba(), etc.\n\t\t * - priority: priority in the linked list order. Higher priority SpecialProps will be updated before lower priority ones. The default priority is 0.\n\t\t * - multi: if true, the formatter should accommodate a comma-delimited list of values, like boxShadow could have multiple boxShadows listed out.\n\t\t * - collapsible: if true, the formatter should treat the value like it's a top/right/bottom/left value that could be collapsed, like \"5px\" would apply to all, \"5px, 10px\" would use 5px for top/bottom and 10px for right/left, etc.\n\t\t * - keyword: a special keyword that can [optionally] be found inside the value (like \"inset\" for boxShadow). This allows us to validate beginning/ending values to make sure they match (if the keyword is found in one, it'll be added to the other for consistency by default).\n\t\t */\n\t\tvar SpecialProp = function(p, options) {\n\t\t\t\toptions = options || {};\n\t\t\t\tthis.p = options.prefix ? _checkPropPrefix(p) || p : p;\n\t\t\t\t_specialProps[p] = _specialProps[this.p] = this;\n\t\t\t\tthis.format = options.formatter || _getFormatter(options.defaultValue, options.color, options.collapsible, options.multi);\n\t\t\t\tif (options.parser) {\n\t\t\t\t\tthis.parse = options.parser;\n\t\t\t\t}\n\t\t\t\tthis.clrs = options.color;\n\t\t\t\tthis.multi = options.multi;\n\t\t\t\tthis.keyword = options.keyword;\n\t\t\t\tthis.dflt = options.defaultValue;\n\t\t\t\tthis.pr = options.priority || 0;\n\t\t\t},\n\n\t\t\t//shortcut for creating a new SpecialProp that can accept multiple properties as a comma-delimited list (helps minification). dflt can be an array for multiple values (we don't do a comma-delimited list because the default value may contain commas, like rect(0px,0px,0px,0px)). We attach this method to the SpecialProp class/object instead of using a private _createSpecialProp() method so that we can tap into it externally if necessary, like from another plugin.\n\t\t\t_registerComplexSpecialProp = _internals._registerComplexSpecialProp = function(p, options, defaults) {\n\t\t\t\tif (typeof(options) !== \"object\") {\n\t\t\t\t\toptions = {parser:defaults}; //to make backwards compatible with older versions of BezierPlugin and ThrowPropsPlugin\n\t\t\t\t}\n\t\t\t\tvar a = p.split(\",\"),\n\t\t\t\t\td = options.defaultValue,\n\t\t\t\t\ti, temp;\n\t\t\t\tdefaults = defaults || [d];\n\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\toptions.prefix = (i === 0 && options.prefix);\n\t\t\t\t\toptions.defaultValue = defaults[i] || d;\n\t\t\t\t\ttemp = new SpecialProp(a[i], options);\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t//creates a placeholder special prop for a plugin so that the property gets caught the first time a tween of it is attempted, and at that time it makes the plugin register itself, thus taking over for all future tweens of that property. This allows us to not mandate that things load in a particular order and it also allows us to log() an error that informs the user when they attempt to tween an external plugin-related property without loading its .js file.\n\t\t\t_registerPluginProp = _internals._registerPluginProp = function(p) {\n\t\t\t\tif (!_specialProps[p]) {\n\t\t\t\t\tvar pluginName = p.charAt(0).toUpperCase() + p.substr(1) + \"Plugin\";\n\t\t\t\t\t_registerComplexSpecialProp(p, {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\t\t\tvar pluginClass = _globals.com.greensock.plugins[pluginName];\n\t\t\t\t\t\tif (!pluginClass) {\n\t\t\t\t\t\t\t_log(\"Error: \" + pluginName + \" js file not loaded.\");\n\t\t\t\t\t\t\treturn pt;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpluginClass._cssRegister();\n\t\t\t\t\t\treturn _specialProps[p].parse(t, e, p, cssp, pt, plugin, vars);\n\t\t\t\t\t}});\n\t\t\t\t}\n\t\t\t};\n\n\n\t\tp = SpecialProp.prototype;\n\n\t\t/**\n\t\t * Alias for _parseComplex() that automatically plugs in certain values for this SpecialProp, like its property name, whether or not colors should be sensed, the default value, and priority. It also looks for any keyword that the SpecialProp defines (like \"inset\" for boxShadow) and ensures that the beginning and ending values have the same number of values for SpecialProps where multi is true (like boxShadow and textShadow can have a comma-delimited list)\n\t\t * @param {!Object} t target element\n\t\t * @param {(string|number|object)} b beginning value\n\t\t * @param {(string|number|object)} e ending (destination) value\n\t\t * @param {CSSPropTween=} pt next CSSPropTween in the linked list\n\t\t * @param {TweenPlugin=} plugin If another plugin will be tweening the complex value, that TweenPlugin instance goes here.\n\t\t * @param {function=} setRatio If a custom setRatio() method should be used to handle this complex value, that goes here.\n\t\t * @return {CSSPropTween=} First CSSPropTween in the linked list\n\t\t */\n\t\tp.parseComplex = function(t, b, e, pt, plugin, setRatio) {\n\t\t\tvar kwd = this.keyword,\n\t\t\t\ti, ba, ea, l, bi, ei;\n\t\t\t//if this SpecialProp's value can contain a comma-delimited list of values (like boxShadow or textShadow), we must parse them in a special way, and look for a keyword (like \"inset\" for boxShadow) and ensure that the beginning and ending BOTH have it if the end defines it as such. We also must ensure that there are an equal number of values specified (we can't tween 1 boxShadow to 3 for example)\n\t\t\tif (this.multi) if (_commasOutsideParenExp.test(e) || _commasOutsideParenExp.test(b)) {\n\t\t\t\tba = b.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\tea = e.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t} else if (kwd) {\n\t\t\t\tba = [b];\n\t\t\t\tea = [e];\n\t\t\t}\n\t\t\tif (ea) {\n\t\t\t\tl = (ea.length > ba.length) ? ea.length : ba.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tb = ba[i] = ba[i] || this.dflt;\n\t\t\t\t\te = ea[i] = ea[i] || this.dflt;\n\t\t\t\t\tif (kwd) {\n\t\t\t\t\t\tbi = b.indexOf(kwd);\n\t\t\t\t\t\tei = e.indexOf(kwd);\n\t\t\t\t\t\tif (bi !== ei) {\n\t\t\t\t\t\t\tif (ei === -1) { //if the keyword isn't in the end value, remove it from the beginning one.\n\t\t\t\t\t\t\t\tba[i] = ba[i].split(kwd).join(\"\");\n\t\t\t\t\t\t\t} else if (bi === -1) { //if the keyword isn't in the beginning, add it.\n\t\t\t\t\t\t\t\tba[i] += \" \" + kwd;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tb = ba.join(\", \");\n\t\t\t\te = ea.join(\", \");\n\t\t\t}\n\t\t\treturn _parseComplex(t, this.p, b, e, this.clrs, this.dflt, pt, this.pr, plugin, setRatio);\n\t\t};\n\n\t\t/**\n\t\t * Accepts a target and end value and spits back a CSSPropTween that has been inserted into the CSSPlugin's linked list and conforms with all the conventions we use internally, like type:-1, 0, 1, or 2, setting up any extra property tweens, priority, etc. For example, if we have a boxShadow SpecialProp and call:\n\t\t * this._firstPT = sp.parse(element, \"5px 10px 20px rgb(2550,102,51)\", \"boxShadow\", this);\n\t\t * It should figure out the starting value of the element's boxShadow, compare it to the provided end value and create all the necessary CSSPropTweens of the appropriate types to tween the boxShadow. The CSSPropTween that gets spit back should already be inserted into the linked list (the 4th parameter is the current head, so prepend to that).\n\t\t * @param {!Object} t Target object whose property is being tweened\n\t\t * @param {Object} e End value as provided in the vars object (typically a string, but not always - like a throwProps would be an object).\n\t\t * @param {!string} p Property name\n\t\t * @param {!CSSPlugin} cssp The CSSPlugin instance that should be associated with this tween.\n\t\t * @param {?CSSPropTween} pt The CSSPropTween that is the current head of the linked list (we'll prepend to it)\n\t\t * @param {TweenPlugin=} plugin If a plugin will be used to tween the parsed value, this is the plugin instance.\n\t\t * @param {Object=} vars Original vars object that contains the data for parsing.\n\t\t * @return {CSSPropTween} The first CSSPropTween in the linked list which includes the new one(s) added by the parse() call.\n\t\t */\n\t\tp.parse = function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\treturn this.parseComplex(t.style, this.format(_getStyle(t, this.p, _cs, false, this.dflt)), this.format(e), pt, plugin);\n\t\t};\n\n\t\t/**\n\t\t * Registers a special property that should be intercepted from any \"css\" objects defined in tweens. This allows you to handle them however you want without CSSPlugin doing it for you. The 2nd parameter should be a function that accepts 3 parameters:\n\t\t * 1) Target object whose property should be tweened (typically a DOM element)\n\t\t * 2) The end/destination value (could be a string, number, object, or whatever you want)\n\t\t * 3) The tween instance (you probably don't need to worry about this, but it can be useful for looking up information like the duration)\n\t\t *\n\t\t * Then, your function should return a function which will be called each time the tween gets rendered, passing a numeric \"ratio\" parameter to your function that indicates the change factor (usually between 0 and 1). For example:\n\t\t *\n\t\t * CSSPlugin.registerSpecialProp(\"myCustomProp\", function(target, value, tween) {\n\t\t * var start = target.style.width;\n\t\t * return function(ratio) {\n\t\t * target.style.width = (start + value * ratio) + \"px\";\n\t\t * console.log(\"set width to \" + target.style.width);\n\t\t * }\n\t\t * }, 0);\n\t\t *\n\t\t * Then, when I do this tween, it will trigger my special property:\n\t\t *\n\t\t * TweenLite.to(element, 1, {css:{myCustomProp:100}});\n\t\t *\n\t\t * In the example, of course, we're just changing the width, but you can do anything you want.\n\t\t *\n\t\t * @param {!string} name Property name (or comma-delimited list of property names) that should be intercepted and handled by your function. For example, if I define \"myCustomProp\", then it would handle that portion of the following tween: TweenLite.to(element, 1, {css:{myCustomProp:100}})\n\t\t * @param {!function(Object, Object, Object, string):function(number)} onInitTween The function that will be called when a tween of this special property is performed. The function will receive 4 parameters: 1) Target object that should be tweened, 2) Value that was passed to the tween, 3) The tween instance itself (rarely used), and 4) The property name that's being tweened. Your function should return a function that should be called on every update of the tween. That function will receive a single parameter that is a \"change factor\" value (typically between 0 and 1) indicating the amount of change as a ratio. You can use this to determine how to set the values appropriately in your function.\n\t\t * @param {number=} priority Priority that helps the engine determine the order in which to set the properties (default: 0). Higher priority properties will be updated before lower priority ones.\n\t\t */\n\t\tCSSPlugin.registerSpecialProp = function(name, onInitTween, priority) {\n\t\t\t_registerComplexSpecialProp(name, {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\tvar rv = new CSSPropTween(t, p, 0, 0, pt, 2, p, false, priority);\n\t\t\t\trv.plugin = plugin;\n\t\t\t\trv.setRatio = onInitTween(t, e, cssp._tween, p);\n\t\t\t\treturn rv;\n\t\t\t}, priority:priority});\n\t\t};\n\n\n\n\n\n\n\t\t//transform-related methods and properties\n\t\tCSSPlugin.useSVGTransformAttr = true; //Safari and Firefox both have some rendering bugs when applying CSS transforms to SVG elements, so default to using the \"transform\" attribute instead (users can override this).\n\t\tvar _transformProps = (\"scaleX,scaleY,scaleZ,x,y,z,skewX,skewY,rotation,rotationX,rotationY,perspective,xPercent,yPercent\").split(\",\"),\n\t\t\t_transformProp = _checkPropPrefix(\"transform\"), //the Javascript (camelCase) transform property, like msTransform, WebkitTransform, MozTransform, or OTransform.\n\t\t\t_transformPropCSS = _prefixCSS + \"transform\",\n\t\t\t_transformOriginProp = _checkPropPrefix(\"transformOrigin\"),\n\t\t\t_supports3D = (_checkPropPrefix(\"perspective\") !== null),\n\t\t\tTransform = _internals.Transform = function() {\n\t\t\t\tthis.perspective = parseFloat(CSSPlugin.defaultTransformPerspective) || 0;\n\t\t\t\tthis.force3D = (CSSPlugin.defaultForce3D === false || !_supports3D) ? false : CSSPlugin.defaultForce3D || \"auto\";\n\t\t\t},\n\t\t\t_SVGElement = _gsScope.SVGElement,\n\t\t\t_useSVGTransformAttr,\n\t\t\t//Some browsers (like Firefox and IE) don't honor transform-origin properly in SVG elements, so we need to manually adjust the matrix accordingly. We feature detect here rather than always doing the conversion for certain browsers because they may fix the problem at some point in the future.\n\n\t\t\t_createSVG = function(type, container, attributes) {\n\t\t\t\tvar element = _doc.createElementNS(\"http://www.w3.org/2000/svg\", type),\n\t\t\t\t\treg = /([a-z])([A-Z])/g,\n\t\t\t\t\tp;\n\t\t\t\tfor (p in attributes) {\n\t\t\t\t\telement.setAttributeNS(null, p.replace(reg, \"$1-$2\").toLowerCase(), attributes[p]);\n\t\t\t\t}\n\t\t\t\tcontainer.appendChild(element);\n\t\t\t\treturn element;\n\t\t\t},\n\t\t\t_docElement = _doc.documentElement || {},\n\t\t\t_forceSVGTransformAttr = (function() {\n\t\t\t\t//IE and Android stock don't support CSS transforms on SVG elements, so we must write them to the \"transform\" attribute. We populate this variable in the _parseTransform() method, and only if/when we come across an SVG element\n\t\t\t\tvar force = _ieVers || (/Android/i.test(_agent) && !_gsScope.chrome),\n\t\t\t\t\tsvg, rect, width;\n\t\t\t\tif (_doc.createElementNS && !force) { //IE8 and earlier doesn't support SVG anyway\n\t\t\t\t\tsvg = _createSVG(\"svg\", _docElement);\n\t\t\t\t\trect = _createSVG(\"rect\", svg, {width:100, height:50, x:100});\n\t\t\t\t\twidth = rect.getBoundingClientRect().width;\n\t\t\t\t\trect.style[_transformOriginProp] = \"50% 50%\";\n\t\t\t\t\trect.style[_transformProp] = \"scaleX(0.5)\";\n\t\t\t\t\tforce = (width === rect.getBoundingClientRect().width && !(_isFirefox && _supports3D)); //note: Firefox fails the test even though it does support CSS transforms in 3D. Since we can't push 3D stuff into the transform attribute, we force Firefox to pass the test here (as long as it does truly support 3D).\n\t\t\t\t\t_docElement.removeChild(svg);\n\t\t\t\t}\n\t\t\t\treturn force;\n\t\t\t})(),\n\t\t\t_parseSVGOrigin = function(e, local, decoratee, absolute, smoothOrigin, skipRecord) {\n\t\t\t\tvar tm = e._gsTransform,\n\t\t\t\t\tm = _getMatrix(e, true),\n\t\t\t\t\tv, x, y, xOrigin, yOrigin, a, b, c, d, tx, ty, determinant, xOriginOld, yOriginOld;\n\t\t\t\tif (tm) {\n\t\t\t\t\txOriginOld = tm.xOrigin; //record the original values before we alter them.\n\t\t\t\t\tyOriginOld = tm.yOrigin;\n\t\t\t\t}\n\t\t\t\tif (!absolute || (v = absolute.split(\" \")).length < 2) {\n\t\t\t\t\tb = e.getBBox();\n\t\t\t\t\tif (b.x === 0 && b.y === 0 && b.width + b.height === 0) { //some browsers (like Firefox) misreport the bounds if the element has zero width and height (it just assumes it's at x:0, y:0), thus we need to manually grab the position in that case.\n\t\t\t\t\t\tb = {x: parseFloat(e.hasAttribute(\"x\") ? e.getAttribute(\"x\") : e.hasAttribute(\"cx\") ? e.getAttribute(\"cx\") : 0) || 0, y: parseFloat(e.hasAttribute(\"y\") ? e.getAttribute(\"y\") : e.hasAttribute(\"cy\") ? e.getAttribute(\"cy\") : 0) || 0, width:0, height:0};\n\t\t\t\t\t}\n\t\t\t\t\tlocal = _parsePosition(local).split(\" \");\n\t\t\t\t\tv = [(local[0].indexOf(\"%\") !== -1 ? parseFloat(local[0]) / 100 * b.width : parseFloat(local[0])) + b.x,\n\t\t\t\t\t\t (local[1].indexOf(\"%\") !== -1 ? parseFloat(local[1]) / 100 * b.height : parseFloat(local[1])) + b.y];\n\t\t\t\t}\n\t\t\t\tdecoratee.xOrigin = xOrigin = parseFloat(v[0]);\n\t\t\t\tdecoratee.yOrigin = yOrigin = parseFloat(v[1]);\n\t\t\t\tif (absolute && m !== _identity2DMatrix) { //if svgOrigin is being set, we must invert the matrix and determine where the absolute point is, factoring in the current transforms. Otherwise, the svgOrigin would be based on the element's non-transformed position on the canvas.\n\t\t\t\t\ta = m[0];\n\t\t\t\t\tb = m[1];\n\t\t\t\t\tc = m[2];\n\t\t\t\t\td = m[3];\n\t\t\t\t\ttx = m[4];\n\t\t\t\t\tty = m[5];\n\t\t\t\t\tdeterminant = (a * d - b * c);\n\t\t\t\t\tif (determinant) { //if it's zero (like if scaleX and scaleY are zero), skip it to avoid errors with dividing by zero.\n\t\t\t\t\t\tx = xOrigin * (d / determinant) + yOrigin * (-c / determinant) + ((c * ty - d * tx) / determinant);\n\t\t\t\t\t\ty = xOrigin * (-b / determinant) + yOrigin * (a / determinant) - ((a * ty - b * tx) / determinant);\n\t\t\t\t\t\txOrigin = decoratee.xOrigin = v[0] = x;\n\t\t\t\t\t\tyOrigin = decoratee.yOrigin = v[1] = y;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (tm) { //avoid jump when transformOrigin is changed - adjust the x/y values accordingly\n\t\t\t\t\tif (skipRecord) {\n\t\t\t\t\t\tdecoratee.xOffset = tm.xOffset;\n\t\t\t\t\t\tdecoratee.yOffset = tm.yOffset;\n\t\t\t\t\t\ttm = decoratee;\n\t\t\t\t\t}\n\t\t\t\t\tif (smoothOrigin || (smoothOrigin !== false && CSSPlugin.defaultSmoothOrigin !== false)) {\n\t\t\t\t\t\tx = xOrigin - xOriginOld;\n\t\t\t\t\t\ty = yOrigin - yOriginOld;\n\t\t\t\t\t\t//originally, we simply adjusted the x and y values, but that would cause problems if, for example, you created a rotational tween part-way through an x/y tween. Managing the offset in a separate variable gives us ultimate flexibility.\n\t\t\t\t\t\t//tm.x -= x - (x * m[0] + y * m[2]);\n\t\t\t\t\t\t//tm.y -= y - (x * m[1] + y * m[3]);\n\t\t\t\t\t\ttm.xOffset += (x * m[0] + y * m[2]) - x;\n\t\t\t\t\t\ttm.yOffset += (x * m[1] + y * m[3]) - y;\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttm.xOffset = tm.yOffset = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!skipRecord) {\n\t\t\t\t\te.setAttribute(\"data-svg-origin\", v.join(\" \"));\n\t\t\t\t}\n\t\t\t},\n\t\t\t_getBBoxHack = function(swapIfPossible) { //works around issues in some browsers (like Firefox) that don't correctly report getBBox() on SVG elements inside a element and/or . We try creating an SVG, adding it to the documentElement and toss the element in there so that it's definitely part of the rendering tree, then grab the bbox and if it works, we actually swap out the original getBBox() method for our own that does these extra steps whenever getBBox is needed. This helps ensure that performance is optimal (only do all these extra steps when absolutely necessary...most elements don't need it).\n\t\t\t\tvar svg = _createElement(\"svg\", (this.ownerSVGElement && this.ownerSVGElement.getAttribute(\"xmlns\")) || \"http://www.w3.org/2000/svg\"),\n\t\t\t\t\toldParent = this.parentNode,\n\t\t\t\t\toldSibling = this.nextSibling,\n\t\t\t\t\toldCSS = this.style.cssText,\n\t\t\t\t\tbbox;\n\t\t\t\t_docElement.appendChild(svg);\n\t\t\t\tsvg.appendChild(this);\n\t\t\t\tthis.style.display = \"block\";\n\t\t\t\tif (swapIfPossible) {\n\t\t\t\t\ttry {\n\t\t\t\t\t\tbbox = this.getBBox();\n\t\t\t\t\t\tthis._originalGetBBox = this.getBBox;\n\t\t\t\t\t\tthis.getBBox = _getBBoxHack;\n\t\t\t\t\t} catch (e) { }\n\t\t\t\t} else if (this._originalGetBBox) {\n\t\t\t\t\tbbox = this._originalGetBBox();\n\t\t\t\t}\n\t\t\t\tif (oldSibling) {\n\t\t\t\t\toldParent.insertBefore(this, oldSibling);\n\t\t\t\t} else {\n\t\t\t\t\toldParent.appendChild(this);\n\t\t\t\t}\n\t\t\t\t_docElement.removeChild(svg);\n\t\t\t\tthis.style.cssText = oldCSS;\n\t\t\t\treturn bbox;\n\t\t\t},\n\t\t\t_getBBox = function(e) {\n\t\t\t\ttry {\n\t\t\t\t\treturn e.getBBox(); //Firefox throws errors if you try calling getBBox() on an SVG element that's not rendered (like in a or ). https://bugzilla.mozilla.org/show_bug.cgi?id=612118\n\t\t\t\t} catch (error) {\n\t\t\t\t\treturn _getBBoxHack.call(e, true);\n\t\t\t\t}\n\t\t\t},\n\t\t\t_isSVG = function(e) { //reports if the element is an SVG on which getBBox() actually works\n\t\t\t\treturn !!(_SVGElement && e.getCTM && (!e.parentNode || e.ownerSVGElement) && _getBBox(e));\n\t\t\t},\n\t\t\t_identity2DMatrix = [1,0,0,1,0,0],\n\t\t\t_getMatrix = function(e, force2D) {\n\t\t\t\tvar tm = e._gsTransform || new Transform(),\n\t\t\t\t\trnd = 100000,\n\t\t\t\t\tstyle = e.style,\n\t\t\t\t\tisDefault, s, m, n, dec, none;\n\t\t\t\tif (_transformProp) {\n\t\t\t\t\ts = _getStyle(e, _transformPropCSS, null, true);\n\t\t\t\t} else if (e.currentStyle) {\n\t\t\t\t\t//for older versions of IE, we need to interpret the filter portion that is in the format: progid:DXImageTransform.Microsoft.Matrix(M11=6.123233995736766e-17, M12=-1, M21=1, M22=6.123233995736766e-17, sizingMethod='auto expand') Notice that we need to swap b and c compared to a normal matrix.\n\t\t\t\t\ts = e.currentStyle.filter.match(_ieGetMatrixExp);\n\t\t\t\t\ts = (s && s.length === 4) ? [s[0].substr(4), Number(s[2].substr(4)), Number(s[1].substr(4)), s[3].substr(4), (tm.x || 0), (tm.y || 0)].join(\",\") : \"\";\n\t\t\t\t}\n\t\t\t\tisDefault = (!s || s === \"none\" || s === \"matrix(1, 0, 0, 1, 0, 0)\");\n\t\t\t\tif (_transformProp && ((none = (!_getComputedStyle(e) || _getComputedStyle(e).display === \"none\")) || !e.parentNode)) { //note: Firefox returns null for getComputedStyle() if the element is in an iframe that has display:none. https://bugzilla.mozilla.org/show_bug.cgi?id=548397\n\t\t\t\t\tif (none) { //browsers don't report transforms accurately unless the element is in the DOM and has a display value that's not \"none\". Firefox and Microsoft browsers have a partial bug where they'll report transforms even if display:none BUT not any percentage-based values like translate(-50%, 8px) will be reported as if it's translate(0, 8px).\n\t\t\t\t\t\tn = style.display;\n\t\t\t\t\t\tstyle.display = \"block\";\n\t\t\t\t\t}\n\t\t\t\t\tif (!e.parentNode) {\n\t\t\t\t\t\tdec = 1; //flag\n\t\t\t\t\t\t_docElement.appendChild(e);\n\t\t\t\t\t}\n\t\t\t\t\ts = _getStyle(e, _transformPropCSS, null, true);\n\t\t\t\t\tisDefault = (!s || s === \"none\" || s === \"matrix(1, 0, 0, 1, 0, 0)\");\n\t\t\t\t\tif (n) {\n\t\t\t\t\t\tstyle.display = n;\n\t\t\t\t\t} else if (none) {\n\t\t\t\t\t\t_removeProp(style, \"display\");\n\t\t\t\t\t}\n\t\t\t\t\tif (dec) {\n\t\t\t\t\t\t_docElement.removeChild(e);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (tm.svg || (e.getCTM && _isSVG(e))) {\n\t\t\t\t\tif (isDefault && (style[_transformProp] + \"\").indexOf(\"matrix\") !== -1) { //some browsers (like Chrome 40) don't correctly report transforms that are applied inline on an SVG element (they don't get included in the computed style), so we double-check here and accept matrix values\n\t\t\t\t\t\ts = style[_transformProp];\n\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t}\n\t\t\t\t\tm = e.getAttribute(\"transform\");\n\t\t\t\t\tif (isDefault && m) {\n\t\t\t\t\t\tif (m.indexOf(\"matrix\") !== -1) { //just in case there's a \"transform\" value specified as an attribute instead of CSS style. Accept either a matrix() or simple translate() value though.\n\t\t\t\t\t\t\ts = m;\n\t\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t\t} else if (m.indexOf(\"translate\") !== -1) {\n\t\t\t\t\t\t\ts = \"matrix(1,0,0,1,\" + m.match(/(?:\\-|\\b)[\\d\\-\\.e]+\\b/gi).join(\",\") + \")\";\n\t\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (isDefault) {\n\t\t\t\t\treturn _identity2DMatrix;\n\t\t\t\t}\n\t\t\t\t//split the matrix values out into an array (m for matrix)\n\t\t\t\tm = (s || \"\").match(_numExp) || [];\n\t\t\t\ti = m.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tn = Number(m[i]);\n\t\t\t\t\tm[i] = (dec = n - (n |= 0)) ? ((dec * rnd + (dec < 0 ? -0.5 : 0.5)) | 0) / rnd + n : n; //convert strings to Numbers and round to 5 decimal places to avoid issues with tiny numbers. Roughly 20x faster than Number.toFixed(). We also must make sure to round before dividing so that values like 0.9999999999 become 1 to avoid glitches in browser rendering and interpretation of flipped/rotated 3D matrices. And don't just multiply the number by rnd, floor it, and then divide by rnd because the bitwise operations max out at a 32-bit signed integer, thus it could get clipped at a relatively low value (like 22,000.00000 for example).\n\t\t\t\t}\n\t\t\t\treturn (force2D && m.length > 6) ? [m[0], m[1], m[4], m[5], m[12], m[13]] : m;\n\t\t\t},\n\n\t\t\t/**\n\t\t\t * Parses the transformI[ƒ=ù values for an element, returning an object with x, y, z, scaleX, scaleY, scaleZ, rotation, rotationX, rotationY, skewX, and skewY properties. Note: by default (for performance reasons), all skewing is combined into skewX and rotation but skewY still has a place in the transform object so that we can record how much of the skew is attributed to skewX vs skewY. Remember, a skewY of 10 looks the same as a rotation of 10 and skewX of -10.\n\t\t\t * @param {!Object} t target element\n\t\t\t * @param {Object=} cs computed style object (optional)\n\t\t\t * @param {boolean=} rec if true, the transform values will be recorded to the target element's _gsTransform object, like target._gsTransform = {x:0, y:0, z:0, scaleX:1...}\n\t\t\t * @param {boolean=} parse if true, we'll ignore any _gsTransform values that already exist on the element, and force a reparsing of the css (calculated style)\n\t\t\t * @return {object} object containing all of the transform properties/values like {x:0, y:0, z:0, scaleX:1...}\n\t\t\t */\n\t\t\t_getTransform = _internals.getTransform = function(t, cs, rec, parse) {\n\t\t\t\tif (t._gsTransform && rec && !parse) {\n\t\t\t\t\treturn t._gsTransform; //if the element already has a _gsTransform, use that. Note: some browsers don't accurately return the calculated style for the transform (particularly for SVG), so it's almost always safest to just use the values we've already applied rather than re-parsing things.\n\t\t\t\t}\n\t\t\t\tvar tm = rec ? t._gsTransform || new Transform() : new Transform(),\n\t\t\t\t\tinvX = (tm.scaleX < 0), //in order to interpret things properly, we need to know if the user applied a negative scaleX previously so that we can adjust the rotation and skewX accordingly. Otherwise, if we always interpret a flipped matrix as affecting scaleY and the user only wants to tween the scaleX on multiple sequential tweens, it would keep the negative scaleY without that being the user's intent.\n\t\t\t\t\tmin = 0.00002,\n\t\t\t\t\trnd = 100000,\n\t\t\t\t\tzOrigin = _supports3D ? parseFloat(_getStyle(t, _transformOriginProp, cs, false, \"0 0 0\").split(\" \")[2]) || tm.zOrigin || 0 : 0,\n\t\t\t\t\tdefaultTransformPerspective = parseFloat(CSSPlugin.defaultTransformPerspective) || 0,\n\t\t\t\t\tm, i, scaleX, scaleY, rotation, skewX;\n\n\t\t\t\ttm.svg = !!(t.getCTM && _isSVG(t));\n\t\t\t\tif (tm.svg) {\n\t\t\t\t\t_parseSVGOrigin(t, _getStyle(t, _transformOriginProp, cs, false, \"50% 50%\") + \"\", tm, t.getAttribute(\"data-svg-origin\"));\n\t\t\t\t\t_useSVGTransformAttr = CSSPlugin.useSVGTransformAttr || _forceSVGTransformAttr;\n\t\t\t\t}\n\t\t\t\tm = _getMatrix(t);\n\t\t\t\tif (m !== _identity2DMatrix) {\n\n\t\t\t\t\tif (m.length === 16) {\n\t\t\t\t\t\t//we'll only look at these position-related 6 variables first because if x/y/z all match, it's relatively safe to assume we don't need to re-parse everything which risks losing important rotational information (like rotationX:180 plus rotationY:180 would look the same as rotation:180 - there's no way to know for sure which direction was taken based solely on the matrix3d() values)\n\t\t\t\t\t\tvar a11 = m[0], a21 = m[1], a31 = m[2], a41 = m[3],\n\t\t\t\t\t\t\ta12 = m[4], a22 = m[5], a32 = m[6], a42 = m[7],\n\t\t\t\t\t\t\ta13 = m[8], a23 = m[9], a33 = m[10],\n\t\t\t\t\t\t\ta14 = m[12], a24 = m[13], a34 = m[14],\n\t\t\t\t\t\t\ta43 = m[11],\n\t\t\t\t\t\t\tangle = Math.atan2(a32, a33),\n\t\t\t\t\t\t\tt1, t2, t3, t4, cos, sin;\n\t\t\t\t\t\t//we manually compensate for non-zero z component of transformOrigin to work around bugs in Safari\n\t\t\t\t\t\tif (tm.zOrigin) {\n\t\t\t\t\t\t\ta34 = -tm.zOrigin;\n\t\t\t\t\t\t\ta14 = a13*a34-m[12];\n\t\t\t\t\t\t\ta24 = a23*a34-m[13];\n\t\t\t\t\t\t\ta34 = a33*a34+tm.zOrigin-m[14];\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//note for possible future consolidation: rotationX: Math.atan2(a32, a33), rotationY: Math.atan2(-a31, Math.sqrt(a33 * a33 + a32 * a32)), rotation: Math.atan2(a21, a11), skew: Math.atan2(a12, a22). However, it doesn't seem to be quite as reliable as the full-on backwards rotation procedure.\n\t\t\t\t\t\ttm.rotationX = angle * _RAD2DEG;\n\t\t\t\t\t\t//rotationX\n\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\tcos = Math.cos(-angle);\n\t\t\t\t\t\t\tsin = Math.sin(-angle);\n\t\t\t\t\t\t\tt1 = a12*cos+a13*sin;\n\t\t\t\t\t\t\tt2 = a22*cos+a23*sin;\n\t\t\t\t\t\t\tt3 = a32*cos+a33*sin;\n\t\t\t\t\t\t\ta13 = a12*-sin+a13*cos;\n\t\t\t\t\t\t\ta23 = a22*-sin+a23*cos;\n\t\t\t\t\t\t\ta33 = a32*-sin+a33*cos;\n\t\t\t\t\t\t\ta43 = a42*-sin+a43*cos;\n\t\t\t\t\t\t\ta12 = t1;\n\t\t\t\t\t\t\ta22 = t2;\n\t\t\t\t\t\t\ta32 = t3;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//rotationY\n\t\t\t\t\t\tangle = Math.atan2(-a31, a33);\n\t\t\t\t\t\ttm.rotationY = angle * _RAD2DEG;\n\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\tcos = Math.cos(-angle);\n\t\t\t\t\t\t\tsin = Math.sin(-angle);\n\t\t\t\t\t\t\tt1 = a11*cos-a13*sin;\n\t\t\t\t\t\t\tt2 = a21*cos-a23*sin;\n\t\t\t\t\t\t\tt3 = a31*cos-a33*sin;\n\t\t\t\t\t\t\ta23 = a21*sin+a23*cos;\n\t\t\t\t\t\t\ta33 = a31*sin+a33*cos;\n\t\t\t\t\t\t\ta43 = a41*sin+a43*cos;\n\t\t\t\t\t\t\ta11 = t1;\n\t\t\t\t\t\t\ta21 = t2;\n\t\t\t\t\t\t\ta31 = t3;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//rotationZ\n\t\t\t\t\t\tangle = Math.atan2(a21, a11);\n\t\t\t\t\t\ttm.rotation = angle * _RAD2DEG;\n\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\t\t\tt1 = a11*cos+a21*sin;\n\t\t\t\t\t\t\tt2 = a12*cos+a22*sin;\n\t\t\t\t\t\t\tt3 = a13*cos+a23*sin;\n\t\t\t\t\t\t\ta21 = a21*cos-a11*sin;\n\t\t\t\t\t\t\ta22 = a22*cos-a12*sin;\n\t\t\t\t\t\t\ta23 = a23*cos-a13*sin;\n\t\t\t\t\t\t\ta11 = t1;\n\t\t\t\t\t\t\ta12 = t2;\n\t\t\t\t\t\t\ta13 = t3;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (tm.rotationX && Math.abs(tm.rotationX) + Math.abs(tm.rotation) > 359.9) { //when rotationY is set, it will often be parsed as 180 degrees different than it should be, and rotationX and rotation both being 180 (it looks the same), so we adjust for that here.\n\t\t\t\t\t\t\ttm.rotationX = tm.rotation = 0;\n\t\t\t\t\t\t\ttm.rotationY = 180 - tm.rotationY;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t//skewX\n\t\t\t\t\t\tangle = Math.atan2(a12, a22);\n\n\t\t\t\t\t\t//scales\n\t\t\t\t\t\ttm.scaleX = ((Math.sqrt(a11 * a11 + a21 * a21 + a31 * a31) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\ttm.scaleY = ((Math.sqrt(a22 * a22 + a32 * a32) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\ttm.scaleZ = ((Math.sqrt(a13 * a13 + a23 * a23 + a33 * a33) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\ta11 /= tm.scaleX;\n\t\t\t\t\t\ta12 /= tm.scaleY;\n\t\t\t\t\t\ta21 /= tm.scaleX;\n\t\t\t\t\t\ta22 /= tm.scaleY;\n\t\t\t\t\t\tif (Math.abs(angle) > min) {\n\t\t\t\t\t\t\ttm.skewX = angle * _RAD2DEG;\n\t\t\t\t\t\t\ta12 = 0; //unskews\n\t\t\t\t\t\t\tif (tm.skewType !== \"simple\") {\n\t\t\t\t\t\t\t\ttm.scaleY *= 1 / Math.cos(angle); //by default, we compensate the scale based on the skew so that the element maintains a similar proportion when skewed, so we have to alter the scaleY here accordingly to match the default (non-adjusted) skewing that CSS does (stretching more and more as it skews).\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttm.skewX = 0;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t/* //for testing purposes\n\t\t\t\t\t\tvar transform = \"matrix3d(\",\n\t\t\t\t\t\t\tcomma = \",\",\n\t\t\t\t\t\t\tzero = \"0\";\n\t\t\t\t\t\ta13 /= tm.scaleZ;\n\t\t\t\t\t\ta23 /= tm.scaleZ;\n\t\t\t\t\t\ta31 /= tm.scaleX;\n\t\t\t\t\t\ta32 /= tm.scaleY;\n\t\t\t\t\t\ta33 /= tm.scaleZ;\n\t\t\t\t\t\ttransform += ((a11 < min && a11 > -min) ? zero : a11) + comma + ((a21 < min && a21 > -min) ? zero : a21) + comma + ((a31 < min && a31 > -min) ? zero : a31);\n\t\t\t\t\t\ttransform += comma + ((a41 < min && a41 > -min) ? zero : a41) + comma + ((a12 < min && a12 > -min) ? zero : a12) + comma + ((a22 < min && a22 > -min) ? zero : a22);\n\t\t\t\t\t\ttransform += comma + ((a32 < min && a32 > -min) ? zero : a32) + comma + ((a42 < min && a42 > -min) ? zero : a42) + comma + ((a13 < min && a13 > -min) ? zero : a13);\n\t\t\t\t\t\ttransform += comma + ((a23 < min && a23 > -min) ? zero : a23) + comma + ((a33 < min && a33 > -min) ? zero : a33) + comma + ((a43 < min && a43 > -min) ? zero : a43) + comma;\n\t\t\t\t\t\ttransform += a14 + comma + a24 + comma + a34 + comma + (tm.perspective ? (1 + (-a34 / tm.perspective)) : 1) + \")\";\n\t\t\t\t\t\tconsole.log(transform);\n\t\t\t\t\t\tdocument.querySelector(\".test\").style[_transformProp] = transform;\n\t\t\t\t\t\t*/\n\n\t\t\t\t\t\ttm.perspective = a43 ? 1 / ((a43 < 0) ? -a43 : a43) : 0;\n\t\t\t\t\t\ttm.x = a14;\n\t\t\t\t\t\ttm.y = a24;\n\t\t\t\t\t\ttm.z = a34;\n\t\t\t\t\t\tif (tm.svg) {\n\t\t\t\t\t\t\ttm.x -= tm.xOrigin - (tm.xOrigin * a11 - tm.yOrigin * a12);\n\t\t\t\t\t\t\ttm.y -= tm.yOrigin - (tm.yOrigin * a21 - tm.xOrigin * a22);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ((!_supports3D || parse || !m.length || tm.x !== m[4] || tm.y !== m[5] || (!tm.rotationX && !tm.rotationY))) { //sometimes a 6-element matrix is returned even when we performed 3D transforms, like if rotationX and rotationY are 180. In cases like this, we still need to honor the 3D transforms. If we just rely on the 2D info, it could affect how the data is interpreted, like scaleY might get set to -1 or rotation could get offset by 180 degrees. For example, do a TweenLite.to(element, 1, {css:{rotationX:180, rotationY:180}}) and then later, TweenLite.to(element, 1, {css:{rotationX:0}}) and without this conditional logic in place, it'd jump to a state of being unrotated when the 2nd tween starts. Then again, we need to honor the fact that the user COULD alter the transforms outside of CSSPlugin, like by manually applying new css, so we try to sense that by looking at x and y because if those changed, we know the changes were made outside CSSPlugin and we force a reinterpretation of the matrix values. Also, in Webkit browsers, if the element's \"display\" is \"none\", its calculated style value will always return empty, so if we've already recorded the values in the _gsTransform object, we'll just rely on those.\n\t\t\t\t\t\tvar k = (m.length >= 6),\n\t\t\t\t\t\t\ta = k ? m[0] : 1,\n\t\t\t\t\t\t\tb = m[1] || 0,\n\t\t\t\t\t\t\tc = m[2] || 0,\n\t\t\t\t\t\t\td = k ? m[3] : 1;\n\t\t\t\t\t\ttm.x = m[4] || 0;\n\t\t\t\t\t\ttm.y = m[5] || 0;\n\t\t\t\t\t\tscaleX = Math.sqrt(a * a + b * b);\n\t\t\t\t\t\tscaleY = Math.sqrt(d * d + c * c);\n\t\t\t\t\t\trotation = (a || b) ? Math.atan2(b, a) * _RAD2DEG : tm.rotation || 0; //note: if scaleX is 0, we cannot accurately measure rotation. Same for skewX with a scaleY of 0. Therefore, we default to the previously recorded value (or zero if that doesn't exist).\n\t\t\t\t\t\tskewX = (c || d) ? Math.atan2(c, d) * _RAD2DEG + rotation : tm.skewX || 0;\n\t\t\t\t\t\ttm.scaleX = scaleX;\n\t\t\t\t\t\ttm.scaleY = scaleY;\n\t\t\t\t\t\ttm.rotation = rotation;\n\t\t\t\t\t\ttm.skewX = skewX;\n\t\t\t\t\t\tif (_supports3D) {\n\t\t\t\t\t\t\ttm.rotationX = tm.rotationY = tm.z = 0;\n\t\t\t\t\t\t\ttm.perspective = defaultTransformPerspective;\n\t\t\t\t\t\t\ttm.scaleZ = 1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (tm.svg) {\n\t\t\t\t\t\t\ttm.x -= tm.xOrigin - (tm.xOrigin * a + tm.yOrigin * c);\n\t\t\t\t\t\t\ttm.y -= tm.yOrigin - (tm.xOrigin * b + tm.yOrigin * d);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (Math.abs(tm.skewX) > 90 && Math.abs(tm.skewX) < 270) {\n\t\t\t\t\t\tif (invX) {\n\t\t\t\t\t\t\ttm.scaleX *= -1;\n\t\t\t\t\t\t\ttm.skewX += (tm.rotation <= 0) ? 180 : -180;\n\t\t\t\t\t\t\ttm.rotation += (tm.rotation <= 0) ? 180 : -180;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttm.scaleY *= -1;\n\t\t\t\t\t\t\ttm.skewX += (tm.skewX <= 0) ? 180 : -180;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttm.zOrigin = zOrigin;\n\t\t\t\t\t//some browsers have a hard time with very small values like 2.4492935982947064e-16 (notice the \"e-\" towards the end) and would render the object slightly off. So we round to 0 in these cases. The conditional logic here is faster than calling Math.abs(). Also, browsers tend to render a SLIGHTLY rotated object in a fuzzy way, so we need to snap to exactly 0 when appropriate.\n\t\t\t\t\tfor (i in tm) {\n\t\t\t\t\t\tif (tm[i] < min) if (tm[i] > -min) {\n\t\t\t\t\t\t\ttm[i] = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t//DEBUG: _log(\"parsed rotation of \" + t.getAttribute(\"id\")+\": \"+(tm.rotationX)+\", \"+(tm.rotationY)+\", \"+(tm.rotation)+\", scale: \"+tm.scaleX+\", \"+tm.scaleY+\", \"+tm.scaleZ+\", position: \"+tm.x+\", \"+tm.y+\", \"+tm.z+\", perspective: \"+tm.perspective+ \", origin: \"+ tm.xOrigin+ \",\"+ tm.yOrigin);\n\t\t\t\tif (rec) {\n\t\t\t\t\tt._gsTransform = tm; //record to the object's _gsTransform which we use so that tweens can control individual properties independently (we need all the properties to accurately recompose the matrix in the setRatio() method)\n\t\t\t\t\tif (tm.svg) { //if we're supposed to apply transforms to the SVG element's \"transform\" attribute, make sure there aren't any CSS transforms applied or they'll override the attribute ones. Also clear the transform attribute if we're using CSS, just to be clean.\n\t\t\t\t\t\tif (_useSVGTransformAttr && t.style[_transformProp]) {\n\t\t\t\t\t\t\tTweenLite.delayedCall(0.001, function(){ //if we apply this right away (before anything has rendered), we risk there being no transforms for a brief moment and it also interferes with adjusting the transformOrigin in a tween with immediateRender:true (it'd try reading the matrix and it wouldn't have the appropriate data in place because we just removed it).\n\t\t\t\t\t\t\t\t_removeProp(t.style, _transformProp);\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t} else if (!_useSVGTransformAttr && t.getAttribute(\"transform\")) {\n\t\t\t\t\t\t\tTweenLite.delayedCall(0.001, function(){\n\t\t\t\t\t\t\t\tt.removeAttribute(\"transform\");\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn tm;\n\t\t\t},\n\n\t\t\t//for setting 2D transforms in IE6, IE7, and IE8 (must use a \"filter\" to emulate the behavior of modern day browser transforms)\n\t\t\t_setIETransformRatio = function(v) {\n\t\t\t\tvar t = this.data, //refers to the element's _gsTransform object\n\t\t\t\t\tang = -t.rotation * _DEG2RAD,\n\t\t\t\t\tskew = ang + t.skewX * _DEG2RAD,\n\t\t\t\t\trnd = 100000,\n\t\t\t\t\ta = ((Math.cos(ang) * t.scaleX * rnd) | 0) / rnd,\n\t\t\t\t\tb = ((Math.sin(ang) * t.scaleX * rnd) | 0) / rnd,\n\t\t\t\t\tc = ((Math.sin(skew) * -t.scaleY * rnd) | 0) / rnd,\n\t\t\t\t\td = ((Math.cos(skew) * t.scaleY * rnd) | 0) / rnd,\n\t\t\t\t\tstyle = this.t.style,\n\t\t\t\t\tcs = this.t.currentStyle,\n\t\t\t\t\tfilters, val;\n\t\t\t\tif (!cs) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tval = b; //just for swapping the variables an inverting them (reused \"val\" to avoid creating another variable in memory). IE's filter matrix uses a non-standard matrix configuration (angle goes the opposite way, and b and c are reversed and inverted)\n\t\t\t\tb = -c;\n\t\t\t\tc = -val;\n\t\t\t\tfilters = cs.filter;\n\t\t\t\tstyle.filter = \"\"; //remove filters so that we can accurately measure offsetWidth/offsetHeight\n\t\t\t\tvar w = this.t.offsetWidth,\n\t\t\t\t\th = this.t.offsetHeight,\n\t\t\t\t\tclip = (cs.position !== \"absolute\"),\n\t\t\t\t\tm = \"progid:DXImageTransform.Microsoft.Matrix(M11=\" + a + \", M12=\" + b + \", M21=\" + c + \", M22=\" + d,\n\t\t\t\t\tox = t.x + (w * t.xPercent / 100),\n\t\t\t\t\toy = t.y + (h * t.yPercent / 100),\n\t\t\t\t\tdx, dy;\n\n\t\t\t\t//if transformOrigin is being used, adjust the offset x and y\n\t\t\t\tif (t.ox != null) {\n\t\t\t\t\tdx = ((t.oxp) ? w * t.ox * 0.01 : t.ox) - w / 2;\n\t\t\t\t\tdy = ((t.oyp) ? h * t.oy * 0.01 : t.oy) - h / 2;\n\t\t\t\t\tox += dx - (dx * a + dy * b);\n\t\t\t\t\toy += dy - (dx * c + dy * d);\n\t\t\t\t}\n\n\t\t\t\tif (!clip) {\n\t\t\t\t\tm += \", sizingMethod='auto expand')\";\n\t\t\t\t} else {\n\t\t\t\t\tdx = (w / 2);\n\t\t\t\t\tdy = (h / 2);\n\t\t\t\t\t//translate to ensure that transformations occur around the correct origin (default is center).\n\t\t\t\t\tm += \", Dx=\" + (dx - (dx * a + dy * b) + ox) + \", Dy=\" + (dy - (dx * c + dy * d) + oy) + \")\";\n\t\t\t\t}\n\t\t\t\tif (filters.indexOf(\"DXImageTransform.Microsoft.Matrix(\") !== -1) {\n\t\t\t\t\tstyle.filter = filters.replace(_ieSetMatrixExp, m);\n\t\t\t\t} else {\n\t\t\t\t\tstyle.filter = m + \" \" + filters; //we must always put the transform/matrix FIRST (before alpha(opacity=xx)) to avoid an IE bug that slices part of the object when rotation is applied with alpha.\n\t\t\t\t}\n\n\t\t\t\t//at the end or beginning of the tween, if the matrix is normal (1, 0, 0, 1) and opacity is 100 (or doesn't exist), remove the filter to improve browser performance.\n\t\t\t\tif (v === 0 || v === 1) if (a === 1) if (b === 0) if (c === 0) if (d === 1) if (!clip || m.indexOf(\"Dx=0, Dy=0\") !== -1) if (!_opacityExp.test(filters) || parseFloat(RegExp.$1) === 100) if (filters.indexOf(\"gradient(\" && filters.indexOf(\"Alpha\")) === -1) {\n\t\t\t\t\tstyle.removeAttribute(\"filter\");\n\t\t\t\t}\n\n\t\t\t\t//we must set the margins AFTER applying the filter in order to avoid some bugs in IE8 that could (in rare scenarios) cause them to be ignored intermittently (vibration).\n\t\t\t\tif (!clip) {\n\t\t\t\t\tvar mult = (_ieVers < 8) ? 1 : -1, //in Internet Explorer 7 and before, the box model is broken, causing the browser to treat the width/height of the actual rotated filtered image as the width/height of the box itself, but Microsoft corrected that in IE8. We must use a negative offset in IE8 on the right/bottom\n\t\t\t\t\t\tmarg, prop, dif;\n\t\t\t\t\tdx = t.ieOffsetX || 0;\n\t\t\t\t\tdy = t.ieOffsetY || 0;\n\t\t\t\t\tt.ieOffsetX = Math.round((w - ((a < 0 ? -a : a) * w + (b < 0 ? -b : b) * h)) / 2 + ox);\n\t\t\t\t\tt.ieOffsetY = Math.round((h - ((d < 0 ? -d : d) * h + (c < 0 ? -c : c) * w)) / 2 + oy);\n\t\t\t\t\tfor (i = 0; i < 4; i++) {\n\t\t\t\t\t\tprop = _margins[i];\n\t\t\t\t\t\tmarg = cs[prop];\n\t\t\t\t\t\t//we need to get the current margin in case it is being tweened separately (we want to respect that tween's changes)\n\t\t\t\t\t\tval = (marg.indexOf(\"px\") !== -1) ? parseFloat(marg) : _convertToPixels(this.t, prop, parseFloat(marg), marg.replace(_suffixExp, \"\")) || 0;\n\t\t\t\t\t\tif (val !== t[prop]) {\n\t\t\t\t\t\t\tdif = (i < 2) ? -t.ieOffsetX : -t.ieOffsetY; //if another tween is controlling a margin, we cannot only apply the difference in the ieOffsets, so we essentially zero-out the dx and dy here in that case. We record the margin(s) later so that we can keep comparing them, making this code very flexible.\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tdif = (i < 2) ? dx - t.ieOffsetX : dy - t.ieOffsetY;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tstyle[prop] = (t[prop] = Math.round( val - dif * ((i === 0 || i === 2) ? 1 : mult) )) + \"px\";\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t/* translates a super small decimal to a string WITHOUT scientific notation\n\t\t\t_safeDecimal = function(n) {\n\t\t\t\tvar s = (n < 0 ? -n : n) + \"\",\n\t\t\t\t\ta = s.split(\"e-\");\n\t\t\t\treturn (n < 0 ? \"-0.\" : \"0.\") + new Array(parseInt(a[1], 10) || 0).join(\"0\") + a[0].split(\".\").join(\"\");\n\t\t\t},\n\t\t\t*/\n\n\t\t\t_setTransformRatio = _internals.set3DTransformRatio = _internals.setTransformRatio = function(v) {\n\t\t\t\tvar t = this.data, //refers to the element's _gsTransform object\n\t\t\t\t\tstyle = this.t.style,\n\t\t\t\t\tangle = t.rotation,\n\t\t\t\t\trotationX = t.rotationX,\n\t\t\t\t\trotationY = t.rotationY,\n\t\t\t\t\tsx = t.scaleX,\n\t\t\t\t\tsy = t.scaleY,\n\t\t\t\t\tsz = t.scaleZ,\n\t\t\t\t\tx = t.x,\n\t\t\t\t\ty = t.y,\n\t\t\t\t\tz = t.z,\n\t\t\t\t\tisSVG = t.svg,\n\t\t\t\t\tperspective = t.perspective,\n\t\t\t\t\tforce3D = t.force3D,\n\t\t\t\t\tskewY = t.skewY,\n\t\t\t\t\tskewX = t.skewX,\n\t\t\t\t\tt1,\ta11, a12, a13, a21, a22, a23, a31, a32, a33, a41, a42, a43,\n\t\t\t\t\tzOrigin, min, cos, sin, t2, transform, comma, zero, skew, rnd;\n\t\t\t\tif (skewY) { //for performance reasons, we combine all skewing into the skewX and rotation values. Remember, a skewY of 10 degrees looks the same as a rotation of 10 degrees plus a skewX of 10 degrees.\n\t\t\t\t\tskewX += skewY;\n\t\t\t\t\tangle += skewY;\n\t\t\t\t}\n\n\t\t\t\t//check to see if we should render as 2D (and SVGs must use 2D when _useSVGTransformAttr is true)\n\t\t\t\tif (((((v === 1 || v === 0) && force3D === \"auto\" && (this.tween._totalTime === this.tween._totalDuration || !this.tween._totalTime)) || !force3D) && !z && !perspective && !rotationY && !rotationX && sz === 1) || (_useSVGTransformAttr && isSVG) || !_supports3D) { //on the final render (which could be 0 for a from tween), if there are no 3D aspects, render in 2D to free up memory and improve performance especially on mobile devices. Check the tween's totalTime/totalDuration too in order to make sure it doesn't happen between repeats if it's a repeating tween.\n\n\t\t\t\t\t//2D\n\t\t\t\t\tif (angle || skewX || isSVG) {\n\t\t\t\t\t\tangle *= _DEG2RAD;\n\t\t\t\t\t\tskew = skewX * _DEG2RAD;\n\t\t\t\t\t\trnd = 100000;\n\t\t\t\t\t\ta11 = Math.cos(angle) * sx;\n\t\t\t\t\t\ta21 = Math.sin(angle) * sx;\n\t\t\t\t\t\ta12 = Math.sin(angle - skew) * -sy;\n\t\t\t\t\t\ta22 = Math.cos(angle - skew) * sy;\n\t\t\t\t\t\tif (skew && t.skewType === \"simple\") { //by default, we compensate skewing on the other axis to make it look more natural, but you can set the skewType to \"simple\" to use the uncompensated skewing that CSS does\n\t\t\t\t\t\t\tt1 = Math.tan(skew - skewY * _DEG2RAD);\n\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\ta12 *= t1;\n\t\t\t\t\t\t\ta22 *= t1;\n\t\t\t\t\t\t\tif (skewY) {\n\t\t\t\t\t\t\t\tt1 = Math.tan(skewY * _DEG2RAD);\n\t\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\t\ta11 *= t1;\n\t\t\t\t\t\t\t\ta21 *= t1;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (isSVG) {\n\t\t\t\t\t\t\tx += t.xOrigin - (t.xOrigin * a11 + t.yOrigin * a12) + t.xOffset;\n\t\t\t\t\t\t\ty += t.yOrigin - (t.xOrigin * a21 + t.yOrigin * a22) + t.yOffset;\n\t\t\t\t\t\t\tif (_useSVGTransformAttr && (t.xPercent || t.yPercent)) { //The SVG spec doesn't support percentage-based translation in the \"transform\" attribute, so we merge it into the matrix to simulate it.\n\t\t\t\t\t\t\t\tmin = this.t.getBBox();\n\t\t\t\t\t\t\t\tx += t.xPercent * 0.01 * min.width;\n\t\t\t\t\t\t\t\ty += t.yPercent * 0.01 * min.height;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tmin = 0.000001;\n\t\t\t\t\t\t\tif (x < min) if (x > -min) {\n\t\t\t\t\t\t\t\tx = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (y < min) if (y > -min) {\n\t\t\t\t\t\t\t\ty = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttransform = (((a11 * rnd) | 0) / rnd) + \",\" + (((a21 * rnd) | 0) / rnd) + \",\" + (((a12 * rnd) | 0) / rnd) + \",\" + (((a22 * rnd) | 0) / rnd) + \",\" + x + \",\" + y + \")\";\n\t\t\t\t\t\tif (isSVG && _useSVGTransformAttr) {\n\t\t\t\t\t\t\tthis.t.setAttribute(\"transform\", \"matrix(\" + transform);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t//some browsers have a hard time with very small values like 2.4492935982947064e-16 (notice the \"e-\" towards the end) and would render the object slightly off. So we round to 5 decimal places.\n\t\t\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix(\" : \"matrix(\") + transform;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix(\" : \"matrix(\") + sx + \",0,0,\" + sy + \",\" + x + \",\" + y + \")\";\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\t\t\t\tif (_isFirefox) { //Firefox has a bug (at least in v25) that causes it to render the transparent part of 32-bit PNG images as black when displayed inside an iframe and the 3D scale is very small and doesn't change sufficiently enough between renders (like if you use a Power4.easeInOut to scale from 0 to 1 where the beginning values only change a tiny amount to begin the tween before accelerating). In this case, we force the scale to be 0.00002 instead which is visually the same but works around the Firefox issue.\n\t\t\t\t\tmin = 0.0001;\n\t\t\t\t\tif (sx < min && sx > -min) {\n\t\t\t\t\t\tsx = sz = 0.00002;\n\t\t\t\t\t}\n\t\t\t\t\tif (sy < min && sy > -min) {\n\t\t\t\t\t\tsy = sz = 0.00002;\n\t\t\t\t\t}\n\t\t\t\t\tif (perspective && !t.z && !t.rotationX && !t.rotationY) { //Firefox has a bug that causes elements to have an odd super-thin, broken/dotted black border on elements that have a perspective set but aren't utilizing 3D space (no rotationX, rotationY, or z).\n\t\t\t\t\t\tperspective = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (angle || skewX) {\n\t\t\t\t\tangle *= _DEG2RAD;\n\t\t\t\t\tcos = a11 = Math.cos(angle);\n\t\t\t\t\tsin = a21 = Math.sin(angle);\n\t\t\t\t\tif (skewX) {\n\t\t\t\t\t\tangle -= skewX * _DEG2RAD;\n\t\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\t\tif (t.skewType === \"simple\") { //by default, we compensate skewing on the other axis to make it look more natural, but you can set the skewType to \"simple\" to use the uncompensated skewing that CSS does\n\t\t\t\t\t\t\tt1 = Math.tan((skewX - skewY) * _DEG2RAD);\n\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\tcos *= t1;\n\t\t\t\t\t\t\tsin *= t1;\n\t\t\t\t\t\t\tif (t.skewY) {\n\t\t\t\t\t\t\t\tt1 = Math.tan(skewY * _DEG2RAD);\n\t\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\t\ta11 *= t1;\n\t\t\t\t\t\t\t\ta21 *= t1;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ta12 = -sin;\n\t\t\t\t\ta22 = cos;\n\n\t\t\t\t} else if (!rotationY && !rotationX && sz === 1 && !perspective && !isSVG) { //if we're only translating and/or 2D scaling, this is faster...\n\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) translate3d(\" : \"translate3d(\") + x + \"px,\" + y + \"px,\" + z +\"px)\" + ((sx !== 1 || sy !== 1) ? \" scale(\" + sx + \",\" + sy + \")\" : \"\");\n\t\t\t\t\treturn;\n\t\t\t\t} else {\n\t\t\t\t\ta11 = a22 = 1;\n\t\t\t\t\ta12 = a21 = 0;\n\t\t\t\t}\n\t\t\t\t// KEY INDEX AFFECTS a[row][column]\n\t\t\t\t// a11 0 rotation, rotationY, scaleX\n\t\t\t\t// a21 1 rotation, rotationY, scaleX\n\t\t\t\t// a31 2 rotationY, scaleX\n\t\t\t\t// a41 3 rotationY, scaleX\n\t\t\t\t// a12 4 rotation, skewX, rotationX, scaleY\n\t\t\t\t// a22 5 rotation, skewX, rotationX, scaleY\n\t\t\t\t// a32 6 rotationX, scaleY\n\t\t\t\t// a42 7 rotationX, scaleY\n\t\t\t\t// a13 8 rotationY, rotationX, scaleZ\n\t\t\t\t// a23 9 rotationY, rotationX, scaleZ\n\t\t\t\t// a33 10 rotationY, rotationX, scaleZ\n\t\t\t\t// a43 11 rotationY, rotationX, perspective, scaleZ\n\t\t\t\t// a14 12 x, zOrigin, svgOrigin\n\t\t\t\t// a24 13 y, zOrigin, svgOrigin\n\t\t\t\t// a34 14 z, zOrigin\n\t\t\t\t// a44 15\n\t\t\t\t// rotation: Math.atan2(a21, a11)\n\t\t\t\t// rotationY: Math.atan2(a13, a33) (or Math.atan2(a13, a11))\n\t\t\t\t// rotationX: Math.atan2(a32, a33)\n\t\t\t\ta33 = 1;\n\t\t\t\ta13 = a23 = a31 = a32 = a41 = a42 = 0;\n\t\t\t\ta43 = (perspective) ? -1 / perspective : 0;\n\t\t\t\tzOrigin = t.zOrigin;\n\t\t\t\tmin = 0.000001; //threshold below which browsers use scientific notation which won't work.\n\t\t\t\tcomma = \",\";\n\t\t\t\tzero = \"0\";\n\t\t\t\tangle = rotationY * _DEG2RAD;\n\t\t\t\tif (angle) {\n\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\ta31 = -sin;\n\t\t\t\t\ta41 = a43*-sin;\n\t\t\t\t\ta13 = a11*sin;\n\t\t\t\t\ta23 = a21*sin;\n\t\t\t\t\ta33 = cos;\n\t\t\t\t\ta43 *= cos;\n\t\t\t\t\ta11 *= cos;\n\t\t\t\t\ta21 *= cos;\n\t\t\t\t}\n\t\t\t\tangle = rotationX * _DEG2RAD;\n\t\t\t\tif (angle) {\n\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\tt1 = a12*cos+a13*sin;\n\t\t\t\t\tt2 = a22*cos+a23*sin;\n\t\t\t\t\ta32 = a33*sin;\n\t\t\t\t\ta42 = a43*sin;\n\t\t\t\t\ta13 = a12*-sin+a13*cos;\n\t\t\t\t\ta23 = a22*-sin+a23*cos;\n\t\t\t\t\ta33 = a33*cos;\n\t\t\t\t\ta43 = a43*cos;\n\t\t\t\t\ta12 = t1;\n\t\t\t\t\ta22 = t2;\n\t\t\t\t}\n\t\t\t\tif (sz !== 1) {\n\t\t\t\t\ta13*=sz;\n\t\t\t\t\ta23*=sz;\n\t\t\t\t\ta33*=sz;\n\t\t\t\t\ta43*=sz;\n\t\t\t\t}\n\t\t\t\tif (sy !== 1) {\n\t\t\t\t\ta12*=sy;\n\t\t\t\t\ta22*=sy;\n\t\t\t\t\ta32*=sy;\n\t\t\t\t\ta42*=sy;\n\t\t\t\t}\n\t\t\t\tif (sx !== 1) {\n\t\t\t\t\ta11*=sx;\n\t\t\t\t\ta21*=sx;\n\t\t\t\t\ta31*=sx;\n\t\t\t\t\ta41*=sx;\n\t\t\t\t}\n\n\t\t\t\tif (zOrigin || isSVG) {\n\t\t\t\t\tif (zOrigin) {\n\t\t\t\t\t\tx += a13*-zOrigin;\n\t\t\t\t\t\ty += a23*-zOrigin;\n\t\t\t\t\t\tz += a33*-zOrigin+zOrigin;\n\t\t\t\t\t}\n\t\t\t\t\tif (isSVG) { //due to bugs in some browsers, we need to manage the transform-origin of SVG manually\n\t\t\t\t\t\tx += t.xOrigin - (t.xOrigin * a11 + t.yOrigin * a12) + t.xOffset;\n\t\t\t\t\t\ty += t.yOrigin - (t.xOrigin * a21 + t.yOrigin * a22) + t.yOffset;\n\t\t\t\t\t}\n\t\t\t\t\tif (x < min && x > -min) {\n\t\t\t\t\t\tx = zero;\n\t\t\t\t\t}\n\t\t\t\t\tif (y < min && y > -min) {\n\t\t\t\t\t\ty = zero;\n\t\t\t\t\t}\n\t\t\t\t\tif (z < min && z > -min) {\n\t\t\t\t\t\tz = 0; //don't use string because we calculate perspective later and need the number.\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t//optimized way of concatenating all the values into a string. If we do it all in one shot, it's slower because of the way browsers have to create temp strings and the way it affects memory. If we do it piece-by-piece with +=, it's a bit slower too. We found that doing it in these sized chunks works best overall:\n\t\t\t\ttransform = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix3d(\" : \"matrix3d(\");\n\t\t\t\ttransform += ((a11 < min && a11 > -min) ? zero : a11) + comma + ((a21 < min && a21 > -min) ? zero : a21) + comma + ((a31 < min && a31 > -min) ? zero : a31);\n\t\t\t\ttransform += comma + ((a41 < min && a41 > -min) ? zero : a41) + comma + ((a12 < min && a12 > -min) ? zero : a12) + comma + ((a22 < min && a22 > -min) ? zero : a22);\n\t\t\t\tif (rotationX || rotationY || sz !== 1) { //performance optimization (often there's no rotationX or rotationY, so we can skip these calculations)\n\t\t\t\t\ttransform += comma + ((a32 < min && a32 > -min) ? zero : a32) + comma + ((a42 < min && a42 > -min) ? zero : a42) + comma + ((a13 < min && a13 > -min) ? zero : a13);\n\t\t\t\t\ttransform += comma + ((a23 < min && a23 > -min) ? zero : a23) + comma + ((a33 < min && a33 > -min) ? zero : a33) + comma + ((a43 < min && a43 > -min) ? zero : a43) + comma;\n\t\t\t\t} else {\n\t\t\t\t\ttransform += \",0,0,0,0,1,0,\";\n\t\t\t\t}\n\t\t\t\ttransform += x + comma + y + comma + z + comma + (perspective ? (1 + (-z / perspective)) : 1) + \")\";\n\n\t\t\t\tstyle[_transformProp] = transform;\n\t\t\t};\n\n\t\tp = Transform.prototype;\n\t\tp.x = p.y = p.z = p.skewX = p.skewY = p.rotation = p.rotationX = p.rotationY = p.zOrigin = p.xPercent = p.yPercent = p.xOffset = p.yOffset = 0;\n\t\tp.scaleX = p.scaleY = p.scaleZ = 1;\n\n\t\t_registerComplexSpecialProp(\"transform,scale,scaleX,scaleY,scaleZ,x,y,z,rotation,rotationX,rotationY,rotationZ,skewX,skewY,shortRotation,shortRotationX,shortRotationY,shortRotationZ,transformOrigin,svgOrigin,transformPerspective,directionalRotation,parseTransform,force3D,skewType,xPercent,yPercent,smoothOrigin\", {parser:function(t, e, parsingProp, cssp, pt, plugin, vars) {\n\t\t\tif (cssp._lastParsedTransform === vars) { return pt; } //only need to parse the transform once, and only if the browser supports it.\n\t\t\tcssp._lastParsedTransform = vars;\n\t\t\tvar scaleFunc = (vars.scale && typeof(vars.scale) === \"function\") ? vars.scale : 0, //if there's a function-based \"scale\" value, swap in the resulting numeric value temporarily. Otherwise, if it's called for both scaleX and scaleY independently, they may not match (like if the function uses Math.random()).\n\t\t\t\tswapFunc;\n\t\t\tif (typeof(vars[parsingProp]) === \"function\") { //whatever property triggers the initial parsing might be a function-based value in which case it already got called in parse(), thus we don't want to call it again in here. The most efficient way to avoid this is to temporarily swap the value directly into the vars object, and then after we do all our parsing in this function, we'll swap it back again.\n\t\t\t\tswapFunc = vars[parsingProp];\n\t\t\t\tvars[parsingProp] = e;\n\t\t\t}\n\t\t\tif (scaleFunc) {\n\t\t\t\tvars.scale = scaleFunc(_index, t);\n\t\t\t}\n\t\t\tvar originalGSTransform = t._gsTransform,\n\t\t\t\tstyle = t.style,\n\t\t\t\tmin = 0.000001,\n\t\t\t\ti = _transformProps.length,\n\t\t\t\tv = vars,\n\t\t\t\tendRotations = {},\n\t\t\t\ttransformOriginString = \"transformOrigin\",\n\t\t\t\tm1 = _getTransform(t, _cs, true, v.parseTransform),\n\t\t\t\torig = v.transform && ((typeof(v.transform) === \"function\"68Zù) ? v.transform(_index, _target) : v.transform),\n\t\t\t\tm2, copy, has3D, hasChange, dr, x, y, matrix, p;\n\t\t\tm1.skewType = v.skewType || m1.skewType || CSSPlugin.defaultSkewType;\n\t\t\tcssp._transform = m1;\n\t\t\tif (orig && typeof(orig) === \"string\" && _transformProp) { //for values like transform:\"rotate(60deg) scale(0.5, 0.8)\"\n\t\t\t\tcopy = _tempDiv.style; //don't use the original target because it might be SVG in which case some browsers don't report computed style correctly.\n\t\t\t\tcopy[_transformProp] = orig;\n\t\t\t\tcopy.display = \"block\"; //if display is \"none\", the browser often refuses to report the transform properties correctly.\n\t\t\t\tcopy.position = \"absolute\";\n\t\t\t\t_doc.body.appendChild(_tempDiv);\n\t\t\t\tm2 = _getTransform(_tempDiv, null, false);\n\t\t\t\tif (m1.skewType === \"simple\") { //the default _getTransform() reports the skewX/scaleY as if skewType is \"compensated\", thus we need to adjust that here if skewType is \"simple\".\n\t\t\t\t\tm2.scaleY *= Math.cos(m2.skewX * _DEG2RAD);\n\t\t\t\t}\n\t\t\t\tif (m1.svg) { //if it's an SVG element, x/y part of the matrix will be affected by whatever we use as the origin and the offsets, so compensate here...\n\t\t\t\t\tx = m1.xOrigin;\n\t\t\t\t\ty = m1.yOrigin;\n\t\t\t\t\tm2.x -= m1.xOffset;\n\t\t\t\t\tm2.y -= m1.yOffset;\n\t\t\t\t\tif (v.transformOrigin || v.svgOrigin) { //if this tween is altering the origin, we must factor that in here. The actual work of recording the transformOrigin values and setting up the PropTween is done later (still inside this function) so we cannot leave the changes intact here - we only want to update the x/y accordingly.\n\t\t\t\t\t\torig = {};\n\t\t\t\t\t\t_parseSVGOrigin(t, _parsePosition(v.transformOrigin), orig, v.svgOrigin, v.smoothOrigin, true);\n\t\t\t\t\t\tx = orig.xOrigin;\n\t\t\t\t\t\ty = orig.yOrigin;\n\t\t\t\t\t\tm2.x -= orig.xOffset - m1.xOffset;\n\t\t\t\t\t\tm2.y -= orig.yOffset - m1.yOffset;\n\t\t\t\t\t}\n\t\t\t\t\tif (x || y) {\n\t\t\t\t\t\tmatrix = _getMatrix(_tempDiv, true);\n\t\t\t\t\t\tm2.x -= x - (x * matrix[0] + y * matrix[2]);\n\t\t\t\t\t\tm2.y -= y - (x * matrix[1] + y * matrix[3]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_doc.body.removeChild(_tempDiv);\n\t\t\t\tif (!m2.perspective) {\n\t\t\t\t\tm2.perspective = m1.perspective; //tweening to no perspective gives very unintuitive results - just keep the same perspective in that case.\n\t\t\t\t}\n\t\t\t\tif (v.xPercent != null) {\n\t\t\t\t\tm2.xPercent = _parseVal(v.xPercent, m1.xPercent);\n\t\t\t\t}\n\t\t\t\tif (v.yPercent != null) {\n\t\t\t\t\tm2.yPercent = _parseVal(v.yPercent, m1.yPercent);\n\t\t\t\t}\n\t\t\t} else if (typeof(v) === \"object\") { //for values like scaleX, scaleY, rotation, x, y, skewX, and skewY or transform:{...} (object)\n\t\t\t\tm2 = {scaleX:_parseVal((v.scaleX != null) ? v.scaleX : v.scale, m1.scaleX),\n\t\t\t\t\tscaleY:_parseVal((v.scaleY != null) ? v.scaleY : v.scale, m1.scaleY),\n\t\t\t\t\tscaleZ:_parseVal(v.scaleZ, m1.scaleZ),\n\t\t\t\t\tx:_parseVal(v.x, m1.x),\n\t\t\t\t\ty:_parseVal(v.y, m1.y),\n\t\t\t\t\tz:_parseVal(v.z, m1.z),\n\t\t\t\t\txPercent:_parseVal(v.xPercent, m1.xPercent),\n\t\t\t\t\tyPercent:_parseVal(v.yPercent, m1.yPercent),\n\t\t\t\t\tperspective:_parseVal(v.transformPerspective, m1.perspective)};\n\t\t\t\tdr = v.directionalRotation;\n\t\t\t\tif (dr != null) {\n\t\t\t\t\tif (typeof(dr) === \"object\") {\n\t\t\t\t\t\tfor (copy in dr) {\n\t\t\t\t\t\t\tv[copy] = dr[copy];\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tv.rotation = dr;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (typeof(v.x) === \"string\" && v.x.indexOf(\"%\") !== -1) {\n\t\t\t\t\tm2.x = 0;\n\t\t\t\t\tm2.xPercent = _parseVal(v.x, m1.xPercent);\n\t\t\t\t}\n\t\t\t\tif (typeof(v.y) === \"string\" && v.y.indexOf(\"%\") !== -1) {\n\t\t\t\t\tm2.y = 0;\n\t\t\t\t\tm2.yPercent = _parseVal(v.y, m1.yPercent);\n\t\t\t\t}\n\n\t\t\t\tm2.rotation = _parseAngle((\"rotation\" in v) ? v.rotation : (\"shortRotation\" in v) ? v.shortRotation + \"_short\" : (\"rotationZ\" in v) ? v.rotationZ : m1.rotation, m1.rotation, \"rotation\", endRotations);\n\t\t\t\tif (_supports3D) {\n\t\t\t\t\tm2.rotationX = _parseAngle((\"rotationX\" in v) ? v.rotationX : (\"shortRotationX\" in v) ? v.shortRotationX + \"_short\" : m1.rotationX || 0, m1.rotationX, \"rotationX\", endRotations);\n\t\t\t\t\tm2.rotationY = _parseAngle((\"rotationY\" in v) ? v.rotationY : (\"shortRotationY\" in v) ? v.shortRotationY + \"_short\" : m1.rotationY || 0, m1.rotationY, \"rotationY\", endRotations);\n\t\t\t\t}\n\t\t\t\tm2.skewX = _parseAngle(v.skewX, m1.skewX);\n\t\t\t\tm2.skewY = _parseAngle(v.skewY, m1.skewY);\n\t\t\t}\n\t\t\tif (_supports3D && v.force3D != null) {\n\t\t\t\tm1.force3D = v.force3D;\n\t\t\t\thasChange = true;\n\t\t\t}\n\n\t\t\thas3D = (m1.force3D || m1.z || m1.rotationX || m1.rotationY || m2.z || m2.rotationX || m2.rotationY || m2.perspective);\n\t\t\tif (!has3D && v.scale != null) {\n\t\t\t\tm2.scaleZ = 1; //no need to tween scaleZ.\n\t\t\t}\n\n\t\t\twhile (--i > -1) {\n\t\t\t\tp = _transformProps[i];\n\t\t\t\torig = m2[p] - m1[p];\n\t\t\t\tif (orig > min || orig < -min || v[p] != null || _forcePT[p] != null) {\n\t\t\t\t\thasChange = true;\n\t\t\t\t\tpt = new CSSPropTween(m1, p, m1[p], orig, pt);\n\t\t\t\t\tif (p in endRotations) {\n\t\t\t\t\t\tpt.e = endRotations[p]; //directional rotations typically have compensated values during the tween, but we need to make sure they end at exactly what the user requested\n\t\t\t\t\t}\n\t\t\t\t\tpt.xs0 = 0; //ensures the value stays numeric in setRatio()\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\tcssp._overwriteProps.push(pt.n);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\torig = v.transformOrigin;\n\t\t\tif (m1.svg && (orig || v.svgOrigin)) {\n\t\t\t\tx = m1.xOffset; //when we change the origin, in order to prevent things from jumping we adjust the x/y so we must record those here so that we can create PropTweens for them and flip them at the same time as the origin\n\t\t\t\ty = m1.yOffset;\n\t\t\t\t_parseSVGOrigin(t, _parsePosition(orig), m2, v.svgOrigin, v.smoothOrigin);\n\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"xOrigin\", (originalGSTransform ? m1 : m2).xOrigin, m2.xOrigin, pt, transformOriginString); //note: if there wasn't a transformOrigin defined yet, just start with the destination one; it's wasteful otherwise, and it causes problems with fromTo() tweens. For example, TweenLite.to(\"#wheel\", 3, {rotation:180, transformOrigin:\"50% 50%\", delay:1}); TweenLite.fromTo(\"#wheel\", 3, {scale:0.5, transformOrigin:\"50% 50%\"}, {scale:1, delay:2}); would cause a jump when the from values revert at the beginning of the 2nd tween.\n\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"yOrigin\", (originalGSTransform ? m1 : m2).yOrigin, m2.yOrigin, pt, transformOriginString);\n\t\t\t\tif (x !== m1.xOffset || y !== m1.yOffset) {\n\t\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"xOffset\", (originalGSTransform ? x : m1.xOffset), m1.xOffset, pt, transformOriginString);\n\t\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"yOffset\", (originalGSTransform ? y : m1.yOffset), m1.yOffset, pt, transformOriginString);\n\t\t\t\t}\n\t\t\t\torig = \"0px 0px\"; //certain browsers (like firefox) completely botch transform-origin, so we must remove it to prevent it from contaminating transforms. We manage it ourselves with xOrigin and yOrigin\n\t\t\t}\n\t\t\tif (orig || (_supports3D && has3D && m1.zOrigin)) { //if anything 3D is happening and there's a transformOrigin with a z component that's non-zero, we must ensure that the transformOrigin's z-component is set to 0 so that we can manually do those calculations to get around Safari bugs. Even if the user didn't specifically define a \"transformOrigin\" in this particular tween (maybe they did it via css directly).\n\t\t\t\tif (_transformProp) {\n\t\t\t\t\thasChange = true;\n\t\t\t\t\tp = _transformOriginProp;\n\t\t\t\t\torig = (orig || _getStyle(t, p, _cs, false, \"50% 50%\")) + \"\"; //cast as string to avoid errors\n\t\t\t\t\tpt = new CSSPropTween(style, p, 0, 0, pt, -1, transformOriginString);\n\t\t\t\t\tpt.b = style[p];\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\tif (_supports3D) {\n\t\t\t\t\t\tcopy = m1.zOrigin;\n\t\t\t\t\t\torig = orig.split(\" \");\n\t\t\t\t\t\tm1.zOrigin = ((orig.length > 2 && !(copy !== 0 && orig[2] === \"0px\")) ? parseFloat(orig[2]) : copy) || 0; //Safari doesn't handle the z part of transformOrigin correctly, so we'll manually handle it in the _set3DTransformRatio() method.\n\t\t\t\t\t\tpt.xs0 = pt.e = orig[0] + \" \" + (orig[1] || \"50%\") + \" 0px\"; //we must define a z value of 0px specifically otherwise iOS 5 Safari will stick with the old one (if one was defined)!\n\t\t\t\t\t\tpt = new CSSPropTween(m1, \"zOrigin\", 0, 0, pt, -1, pt.n); //we must create a CSSPropTween for the _gsTransform.zOrigin so that it gets reset properly at the beginning if the tween runs backward (as opposed to just setting m1.zOrigin here)\n\t\t\t\t\t\tpt.b = copy;\n\t\t\t\t\t\tpt.xs0 = pt.e = m1.zOrigin;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.xs0 = pt.e = orig;\n\t\t\t\t\t}\n\n\t\t\t\t\t//for older versions of IE (6-8), we need to manually calculate things inside the setRatio() function. We record origin x and y (ox and oy) and whether or not the values are percentages (oxp and oyp).\n\t\t\t\t} else {\n\t\t\t\t\t_parsePosition(orig + \"\", m1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (hasChange) {\n\t\t\t\tcssp._transformType = (!(m1.svg && _useSVGTransformAttr) && (has3D || this._transformType === 3)) ? 3 : 2; //quicker than calling cssp._enableTransforms();\n\t\t\t}\n\t\t\tif (swapFunc) {\n\t\t\t\tvars[parsingProp] = swapFunc;\n\t\t\t}\n\t\t\tif (scaleFunc) {\n\t\t\t\tvars.scale = scaleFunc;\n\t\t\t}\n\t\t\treturn pt;\n\t\t}, prefix:true});\n\n\t\t_registerComplexSpecialProp(\"boxShadow\", {defaultValue:\"0px 0px 0px 0px #999\", prefix:true, color:true, multi:true, keyword:\"inset\"});\n\n\t\t_registerComplexSpecialProp(\"borderRadius\", {defaultValue:\"0px\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\te = this.format(e);\n\t\t\tvar props = [\"borderTopLeftRadius\",\"borderTopRightRadius\",\"borderBottomRightRadius\",\"borderBottomLeftRadius\"],\n\t\t\t\tstyle = t.style,\n\t\t\t\tea1, i, es2, bs2, bs, es, bn, en, w, h, esfx, bsfx, rel, hn, vn, em;\n\t\t\tw = parseFloat(t.offsetWidth);\n\t\t\th = parseFloat(t.offsetHeight);\n\t\t\tea1 = e.split(\" \");\n\t\t\tfor (i = 0; i < props.length; i++) { //if we're dealing with percentages, we must convert things separately for the horizontal and vertical axis!\n\t\t\t\tif (this.p.indexOf(\"border\")) { //older browsers used a prefix\n\t\t\t\t\tprops[i] = _checkPropPrefix(props[i]);\n\t\t\t\t}\n\t\t\t\tbs = bs2 = _getStyle(t, props[i], _cs, false, \"0px\");\n\t\t\t\tif (bs.indexOf(\" \") !== -1) {\n\t\t\t\t\tbs2 = bs.split(\" \");\n\t\t\t\t\tbs = bs2[0];\n\t\t\t\t\tbs2 = bs2[1];\n\t\t\t\t}\n\t\t\t\tes = es2 = ea1[i];\n\t\t\t\tbn = parseFloat(bs);\n\t\t\t\tbsfx = bs.substr((bn + \"\").length);\n\t\t\t\trel = (es.charAt(1) === \"=\");\n\t\t\t\tif (rel) {\n\t\t\t\t\ten = parseInt(es.charAt(0)+\"1\", 10);\n\t\t\t\t\tes = es.substr(2);\n\t\t\t\t\ten *= parseFloat(es);\n\t\t\t\t\tesfx = es.substr((en + \"\").length - (en < 0 ? 1 : 0)) || \"\";\n\t\t\t\t} else {\n\t\t\t\t\ten = parseFloat(es);\n\t\t\t\t\tesfx = es.substr((en + \"\").length);\n\t\t\t\t}\n\t\t\t\tif (esfx === \"\") {\n\t\t\t\t\tesfx = _suffixMap[p] || bsfx;\n\t\t\t\t}\n\t\t\t\tif (esfx !== bsfx) {\n\t\t\t\t\thn = _convertToPixels(t, \"borderLeft\", bn, bsfx); //horizontal number (we use a bogus \"borderLeft\" property just because the _convertToPixels() method searches for the keywords \"Left\", \"Right\", \"Top\", and \"Bottom\" to determine of it's a horizontal or vertical property, and we need \"border\" in the name so that it knows it should measure relative to the element itself, not its parent.\n\t\t\t\t\tvn = _convertToPixels(t, \"borderTop\", bn, bsfx); //vertical number\n\t\t\t\t\tif (esfx === \"%\") {\n\t\t\t\t\t\tbs = (hn / w * 100) + \"%\";\n\t\t\t\t\t\tbs2 = (vn / h * 100) + \"%\";\n\t\t\t\t\t} else if (esfx === \"em\") {\n\t\t\t\t\t\tem = _convertToPixels(t, \"borderLeft\", 1, \"em\");\n\t\t\t\t\t\tbs = (hn / em) + \"em\";\n\t\t\t\t\t\tbs2 = (vn / em) + \"em\";\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbs = hn + \"px\";\n\t\t\t\t\t\tbs2 = vn + \"px\";\n\t\t\t\t\t}\n\t\t\t\t\tif (rel) {\n\t\t\t\t\t\tes = (parseFloat(bs) + en) + esfx;\n\t\t\t\t\t\tes2 = (parseFloat(bs2) + en) + esfx;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt = _parseComplex(style, props[i], bs + \" \" + bs2, es + \" \" + es2, false, \"0px\", pt);\n\t\t\t}\n\t\t\treturn pt;\n\t\t}, prefix:true, formatter:_getFormatter(\"0px 0px 0px 0px\", false, true)});\n\t\t_registerComplexSpecialProp(\"borderBottomLeftRadius,borderBottomRightRadius,borderTopLeftRadius,borderTopRightRadius\", {defaultValue:\"0px\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\treturn _parseComplex(t.style, p, this.format(_getStyle(t, p, _cs, false, \"0px 0px\")), this.format(e), false, \"0px\", pt);\n\t\t}, prefix:true, formatter:_getFormatter(\"0px 0px\", false, true)});\n\t\t_registerComplexSpecialProp(\"backgroundPosition\", {defaultValue:\"0 0\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar bp = \"background-position\",\n\t\t\t\tcs = (_cs || _getComputedStyle(t, null)),\n\t\t\t\tbs = this.format( ((cs) ? _ieVers ? cs.getPropertyValue(bp + \"-x\") + \" \" + cs.getPropertyValue(bp + \"-y\") : cs.getPropertyValue(bp) : t.currentStyle.backgroundPositionX + \" \" + t.currentStyle.backgroundPositionY) || \"0 0\"), //Internet Explorer doesn't report background-position correctly - we must query background-position-x and background-position-y and combine them (even in IE10). Before IE9, we must do the same with the currentStyle object and use camelCase\n\t\t\t\tes = this.format(e),\n\t\t\t\tba, ea, i, pct, overlap, src;\n\t\t\tif ((bs.indexOf(\"%\") !== -1) !== (es.indexOf(\"%\") !== -1) && es.split(\",\").length < 2) {\n\t\t\t\tsrc = _getStyle(t, \"backgroundImage\").replace(_urlExp, \"\");\n\t\t\t\tif (src && src !== \"none\") {\n\t\t\t\t\tba = bs.split(\" \");\n\t\t\t\t\tea = es.split(\" \");\n\t\t\t\t\t_tempImg.setAttribute(\"src\", src); //set the temp IMG's src to the background-image so that we can measure its width/height\n\t\t\t\t\ti = 2;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tbs = ba[i];\n\t\t\t\t\t\tpct = (bs.indexOf(\"%\") !== -1);\n\t\t\t\t\t\tif (pct !== (ea[i].indexOf(\"%\") !== -1)) {\n\t\t\t\t\t\t\toverlap = (i === 0) ? t.offsetWidth - _tempImg.width : t.offsetHeight - _tempImg.height;\n\t\t\t\t\t\t\tba[i] = pct ? (parseFloat(bs) / 100 * overlap) + \"px\" : (parseFloat(bs) / overlap * 100) + \"%\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tbs = ba.join(\" \");\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this.parseComplex(t.style, bs, es, pt, plugin);\n\t\t}, formatter:_parsePosition});\n\t\t_registerComplexSpecialProp(\"backgroundSize\", {defaultValue:\"0 0\", formatter:function(v) {\n\t\t\tv += \"\"; //ensure it's a string\n\t\t\treturn _parsePosition(v.indexOf(\" \") === -1 ? v + \" \" + v : v); //if set to something like \"100% 100%\", Safari typically reports the computed style as just \"100%\" (no 2nd value), but we should ensure that there are two values, so copy the first one. Otherwise, it'd be interpreted as \"100% 0\" (wrong).\n\t\t}});\n\t\t_registerComplexSpecialProp(\"perspective\", {defaultValue:\"0px\", prefix:true});\n\t\t_registerComplexSpecialProp(\"perspectiveOrigin\", {defaultValue:\"50% 50%\", prefix:true});\n\t\t_registerComplexSpecialProp(\"transformStyle\", {prefix:true});\n\t\t_registerComplexSpecialProp(\"backfaceVisibility\", {prefix:true});\n\t\t_registerComplexSpecialProp(\"userSelect\", {prefix:true});\n\t\t_registerComplexSpecialProp(\"margin\", {parser:_getEdgeParser(\"marginTop,marginRight,marginBottom,marginLeft\")});\n\t\t_registerComplexSpecialProp(\"padding\", {parser:_getEdgeParser(\"paddingTop,paddingRight,paddingBottom,paddingLeft\")});\n\t\t_registerComplexSpecialProp(\"clip\", {defaultValue:\"rect(0px,0px,0px,0px)\", parser:function(t, e, p, cssp, pt, plugin){\n\t\t\tvar b, cs, delim;\n\t\t\tif (_ieVers < 9) { //IE8 and earlier don't report a \"clip\" value in the currentStyle - instead, the values are split apart into clipTop, clipRight, clipBottom, and clipLeft. Also, in IE7 and earlier, the values inside rect() are space-delimited, not comma-delimited.\n\t\t\t\tcs = t.currentStyle;\n\t\t\t\tdelim = _ieVers < 8 ? \" \" : \",\";\n\t\t\t\tb = \"rect(\" + cs.clipTop + delim + cs.clipRight + delim + cs.clipBottom + delim + cs.clipLeft + \")\";\n\t\t\t\te = this.format(e).split(\",\").join(delim);\n\t\t\t} else {\n\t\t\t\tb = this.format(_getStyle(t, this.p, _cs, false, this.dflt));\n\t\t\t\te = this.format(e);\n\t\t\t}\n\t\t\treturn this.parseComplex(t.style, b, e, pt, plugin);\n\t\t}});\n\t\t_registerComplexSpecialProp(\"textShadow\", {defaultValue:\"0px 0px 0px #999\", color:true, multi:true});\n\t\t_registerComplexSpecialProp(\"autoRound,strictUnits\", {parser:function(t, e, p, cssp, pt) {return pt;}}); //just so that we can ignore these properties (not tween them)\n\t\t_registerComplexSpecialProp(\"border\", {defaultValue:\"0px solid #000\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar bw = _getStyle(t, \"borderTopWidth\", _cs, false, \"0px\"),\n\t\t\t\tend = this.format(e).split(\" \"),\n\t\t\t\tesfx = end[0].replace(_suffixExp, \"\");\n\t\t\tif (esfx !== \"px\") { //if we're animating to a non-px value, we need to convert the beginning width to that unit.\n\t\t\t\tbw = (parseFloat(bw) / _convertToPixels(t, \"borderTopWidth\", 1, esfx)) + esfx;\n\t\t\t}\n\t\t\treturn this.parseComplex(t.style, this.format(bw + \" \" + _getStyle(t, \"borderTopStyle\", _cs, false, \"solid\") + \" \" + _getStyle(t, \"borderTopColor\", _cs, false, \"#000\")), end.join(\" \"), pt, plugin);\n\t\t\t}, color:true, formatter:function(v) {\n\t\t\t\tvar a = v.split(\" \");\n\t\t\t\treturn a[0] + \" \" + (a[1] || \"solid\") + \" \" + (v.match(_colorExp) || [\"#000\"])[0];\n\t\t\t}});\n\t\t_registerComplexSpecialProp(\"borderWidth\", {parser:_getEdgeParser(\"borderTopWidth,borderRightWidth,borderBottomWidth,borderLeftWidth\")}); //Firefox doesn't pick up on borderWidth set in style sheets (only inline).\n\t\t_registerComplexSpecialProp(\"float,cssFloat,styleFloat\", {parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar s = t.style,\n\t\t\t\tprop = (\"cssFloat\" in s) ? \"cssFloat\" : \"styleFloat\";\n\t\t\treturn new CSSPropTween(s, prop, 0, 0, pt, -1, p, false, 0, s[prop], e);\n\t\t}});\n\n\t\t//opacity-related\n\t\tvar _setIEOpacityRatio = function(v) {\n\t\t\t\tvar t = this.t, //refers to the element's style property\n\t\t\t\t\tfilters = t.filter || _getStyle(this.data, \"filter\") || \"\",\n\t\t\t\t\tval = (this.s + this.c * v) | 0,\n\t\t\t\t\tskip;\n\t\t\t\tif (val === 100) { //for older versions of IE that need to use a filter to apply opacity, we should remove the filter if opacity hits 1 in order to improve performance, but make sure there isn't a transform (matrix) or gradient in the filters.\n\t\t\t\t\tif (filters.indexOf(\"atrix(\") === -1 && filters.indexOf(\"radient(\") === -1 && filters.indexOf(\"oader(\") === -1) {\n\t\t\t\t\t\tt.removeAttribute(\"filter\");\n\t\t\t\t\t\tskip = (!_getStyle(this.data, \"filter\")); //if a class is applied that has an alpha filter, it will take effect (we don't want that), so re-apply our alpha filter in that case. We must first remove it and then check.\n\t\t\t\t\t} else {\n\t\t\t\t\t\tt.filter = filters.replace(_alphaFilterExp, \"\");\n\t\t\t\t\t\tskip = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!skip) {\n\t\t\t\t\tif (this.xn1) {\n\t\t\t\t\t\tt.filter = filters = filters || (\"alpha(opacity=\" + val + \")\"); //works around bug in IE7/8 that prevents changes to \"visibility\" from being applied properly if the filter is changed to a different alpha on the same frame.\n\t\t\t\t\t}\n\t\t\t\t\tif (filters.indexOf(\"pacity\") === -1) { //only used if browser doesn't support the standard opacity style property (IE 7 and 8). We omit the \"O\" to avoid case-sensitivity issues\n\t\t\t\t\t\tif (val !== 0 || !this.xn1) { //bugs in IE7/8 won't render the filter properly if opacity is ADDED on the same frame/render as \"visibility\" changes (this.xn1 is 1 if this tween is an \"autoAlpha\" tween)\n\t\t\t\t\t\t\tt.filter = filters + \" alpha(opacity=\" + val + \")\"; //we round the value because otherwise, bugs in IE7/8 can prevent \"visibility\" changes from being applied properly.\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tt.filter = filters.replace(_opacityExp, \"opacity=\" + val);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\t_registerComplexSpecialProp(\"opacity,alpha,autoAlpha\", {defaultValue:\"1\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\tvar b = parseFloat(_getStyle(t, \"opacity\", _cs, false, \"1\")),\n\t\t\t\tstyle = t.style,\n\t\t\t\tisAutoAlpha = (p === \"autoAlpha\");\n\t\t\tif (typeof(e) === \"string\" && e.charAt(1) === \"=\") {\n\t\t\t\te = ((e.charAt(0) === \"-\") ? -1 : 1) * parseFloat(e.substr(2)) + b;\n\t\t\t}\n\t\t\tif (isAutoAlpha && b === 1 && _getStyle(t, \"visibility\", _cs) === \"hidden\" && e !== 0) { //if visibility is initially set to \"hidden\", we should interpret that as intent to make opacity 0 (a convenience)\n\t\t\t\tb = 0;\n\t\t\t}\n\t\t\tif (_supportsOpacity) {\n\t\t\t\tpt = new CSSPropTween(style, \"opacity\", b, e - b, pt);\n\t\t\t} else {\n\t\t\t\tpt = new CSSPropTween(style, \"opacity\", b * 100, (e - b) * 100, pt);\n\t\t\t\tpt.xn1 = isAutoAlpha ? 1 : 0; //we need to record whether or not this is an autoAlpha so that in the setRatio(), we know to duplicate the setting of the alpha in order to work around a bug in IE7 and IE8 that prevents changes to \"visibility\" from taking effect if the filter is changed to a different alpha(opacity) at the same time. Setting it to the SAME value first, then the new value works around the IE7/8 bug.\n\t\t\t\tstyle.zoom = 1; //helps correct an IE issue.\n\t\t\t\tpt.type = 2;\n\t\t\t\tpt.b = \"alpha(opacity=\" + pt.s + \")\";\n\t\t\t\tpt.e = \"alpha(opacity=\" + (pt.s + pt.c) + \")\";\n\t\t\t\tpt.data = t;\n\t\t\t\tpt.plugin = plugin;\n\t\t\t\tpt.setRatio = _setIEOpacityRatio;\n\t\t\t}\n\t\t\tif (isAutoAlpha) { //we have to create the \"visibility\" PropTween after the opacity one in the linked list so that they run in the order that works properly in IE8 and earlier\n\t\t\t\tpt = new CSSPropTween(style, \"visibility\", 0, 0, pt, -1, null, false, 0, ((b !== 0) ? \"inherit\" : \"hidden\"), ((e === 0) ? \"hidden\" : \"inherit\"));\n\t\t\t\tpt.xs0 = \"inherit\";\n\t\t\t\tcssp._overwriteProps.push(pt.n);\n\t\t\t\tcssp._overwriteProps.push(p);\n\t\t\t}\n\t\t\treturn pt;\n\t\t}});\n\n\n\t\tvar _removeProp = function(s, p) {\n\t\t\t\tif (p) {\n\t\t\t\t\tif (s.removeProperty) {\n\t\t\t\t\t\tif (p.substr(0,2) === \"ms\" || p.substr(0,6) === \"webkit\") { //Microsoft and some Webkit browsers don't conform to the standard of capitalizing the first prefix character, so we adjust so that when we prefix the caps with a dash, it's correct (otherwise it'd be \"ms-transform\" instead of \"-ms-transform\" for IE9, for example)\n\t\t\t\t\t\t\tp = \"-\" + p;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ts.removeProperty(p.replace(_capsExp, \"-$1\").toLowerCase());\n\t\t\t\t\t} else { //note: old versions of IE use \"removeAttribute()\" instead of \"removeProperty()\"\n\t\t\t\t\t\ts.removeAttribute(p);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\t\t\t_setClassNameRatio = function(v) {\n\t\t\t\tthis.t._gsClassPT = this;\n\t\t\t\tif (v === 1 || v === 0) {\n\t\t\t\t\tthis.t.setAttribute(\"class\", (v === 0) ? this.b : this.e);\n\t\t\t\t\tvar mpt = this.data, //first MiniPropTween\n\t\t\t\t\t\ts = this.t.style;\n\t\t\t\t\twhile (mpt) {\n\t\t\t\t\t\tif (!mpt.v) {\n\t\t\t\t\t\t\t_removeProp(s, mpt.p);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ts[mpt.p] = mpt.v;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t\t}\n\t\t\t\t\tif (v === 1 && this.t._gsClassPT === this) {\n\t\t\t\t\t\tthis.t._gsClassPT = null;\n\t\t\t\t\t}\n\t\t\t\t} else if (this.t.getAttribute(\"class\") !== this.e) {\n\t\t\t\t\tthis.t.setAttribute(\"class\", this.e);\n\t\t\t\t}\n\t\t\t};\n\t\t_registerComplexSpecialProp(\"className\", {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\tvar b = t.getAttribute(\"class\") || \"\", //don't use t.className because it doesn't work consistently on SVG elements; getAttribute(\"class\") and setAttribute(\"class\", value\") is more reliable.\n\t\t\t\tcssText = t.style.cssText,\n\t\t\t\tdifData, bs, cnpt, cnptLookup, mpt;\n\t\t\tpt = cssp._classNamePT = new CSSPropTween(t, p, 0, 0, pt, 2);\n\t\t\tpt.setRatio = _setClassNameRatio;\n\t\t\tpt.pr = -11;\n\t\t\t_hasPriority = true;\n\t\t\tpt.b = b;\n\t\t\tbs = _getAllStyles(t, _cs);\n\t\t\t//if there's a className tween already operating on the target, force it to its end so that the necessary inline styles are removed and the class name is applied before we determine the end state (we don't want inline styles interfering that were there just for class-specific values)\n\t\t\tcnpt = t._gsClassPT;\n\t\t\tif (cnpt) {\n\t\t\t\tcnptLookup = {};\n\t\t\t\tmpt = cnpt.data; //first MiniPropTween which stores the inline styles - we need to force these so that the inline styles don't contaminate things. Otherwise, there's a small chance that a tween could start and the inline values match the destination values and they never get cleaned.\n\t\t\t\twhile (mpt) {\n\t\t\t\t\tcnptLookup[mpt.p] = 1;\n\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t}\n\t\t\t\tcnpt.setRatio(1);\n\t\t\t}\n\t\t\tt._gsClassPT = pt;\n\t\t\tpt.e = (e.charAt(1) !== \"=\") ? e : b.replace(new RegExp(\"(?:\\\\s|^)\" + e.substr(2) + \"(?![\\\\w-])\"), \"\") + ((e.charAt(0) === \"+\") ? \" \" + e.substr(2) : \"\");\n\t\t\tt.setAttribute(\"class\", pt.e);\n\t\t\tdifData = _cssDif(t, bs, _getAllStyles(t), vars, cnptLookup);\n\t\t\tt.setAttribute(\"class\", b);\n\t\t\tpt.data = difData.firstMPT;\n\t\t\tt.style.cssText = cssText; //we recorded cssText before we swapped classes and ran _getAllStyles() because in cases when a className tween is overwritten, we remove all the related tweening properties from that class change (otherwise class-specific stuff can't override properties we've directly set on the target's style object due to specificity).\n\t\t\tpt = pt.xfirst = cssp.parse(t, difData.difs, pt, plugin); //we record the CSSPropTween as the xfirst so that we can handle overwriting propertly (if \"className\" gets overwritten, we must kill all the properties associated with the className part of the tween, so we can loop through from xfirst to the pt itself)\n\t\t\treturn pt;\n\t\t}});\n\n\n\t\tvar _setClearPropsRatio = function(v) {\n\t\t\tif (v === 1 || v === 0) if (this.data._totalTime === this.data._totalDuration && this.data.data !== \"isFromStart\") { //this.data refers to the tween. Only clear at the END of the tween (remember, from() tweens make the ratio go from 1 to 0, so we can't just check that and if the tween is the zero-duration one that's created internally to render the starting values in a from() tween, ignore that because otherwise, for example, from(...{height:100, clearProps:\"height\", delay:1}) would wipe the height at the beginning of the tween and after 1 second, it'd kick back in).\n\t\t\t\tvar s = this.t.style,\n\t\t\t\t\ttransformParse = _specialProps.transform.parse,\n\t\t\t\t\ta, p, i, clearTransform, transform;\n\t\t\t\tif (this.e === \"all\") {\n\t\t\t\t\ts.cssText = \"\";\n\t\t\t\t\tclearTransform = true;\n\t\t\t\t} else {\n\t\t\t\t\ta = this.e.split(\" \").join(\"\").split(\",\");\n\t\t\t\t\ti = a.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tp = a[i];\n\t\t\t\t\t\tif (_specialProps[p]) {\n\t\t\t\t\t\t\tif (_specialProps[p].parse === transformParse) {\n\t\t\t\t\t\t\t\tclearTransform = true;\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tp = (p === \"transformOrigin\") ? _transformOriginProp : _specialProps[p].p; //ensures that special properties use the proper browser-specific property name, like \"scaleX\" might be \"-webkit-transform\" or \"boxShadow\" might be \"-moz-box-shadow\"\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t_removeProp(s, p);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (clearTransform) {\n\t\t\t\t\t_removeProp(s, _transformProp);\n\t\t\t\t\ttransform = this.t._gsTransform;\n\t\t\t\t\tif (transform) {\n\t\t\t\t\t\tif (transform.svg) {\n\t\t\t\t\t\t\tthis.t.removeAttribute(\"data-svg-origin\");\n\t\t\t\t\t\t\tthis.t.removeAttribute(\"transform\");\n\t\t\t\t\t\t}\n\t\t\t\t\t\tdelete this.t._gsTransform;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t}\n\t\t};\n\t\t_registerComplexSpecialProp(\"clearProps\", {parser:function(t, e, p, cssp, pt) {\n\t\t\tpt = new CSSPropTween(t, p, 0, 0, pt, 2);\n\t\t\tpt.setRatio = _setClearPropsRatio;\n\t\t\tpt.e = e;\n\t\t\tpt.pr = -10;\n\t\t\tpt.data = cssp._tween;\n\t\t\t_hasPriority = true;\n\t\t\treturn pt;\n\t\t}});\n\n\t\tp = \"bezier,throwProps,physicsProps,physics2D\".split(\",\");\n\t\ti = p.length;\n\t\twhile (i--) {\n\t\t\t_registerPluginProp(p[i]);\n\t\t}\n\n\n\n\n\n\n\n\n\t\tp = CSSPlugin.prototype;\n\t\tp._firstPT = p._lastParsedTransform = p._transform = null;\n\n\t\t//gets called when the tween renders for the first time. This kicks everything off, recording start/end values, etc.\n\t\tp._onInitTween = function(target, vars, tween, index) {\n\t\t\tif (!target.nodeType) { //css is only for dom elements\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\tthis._target = _target = target;\n\t\t\tthis._tween = tween;\n\t\t\tthis._vars = vars;\n\t\t\t_index = index;\n\t\t\t_autoRound = vars.autoRound;\n\t\t\t_hasPriority = false;\n\t\t\t_suffixMap = vars.suffixMap || CSSPlugin.suffixMap;\n\t\t\t_cs = _getComputedStyle(target, \"\");\n\t\t\t_overwriteProps = this._overwriteProps;\n\t\t\tvar style = target.style,\n\t\t\t\tv, pt, pt2, first, last, next, zIndex, tpt, threeD;\n\t\t\tif (_reqSafariFix) if (style.zIndex === \"\") {\n\t\t\t\tv = _getStyle(target, \"zIndex\", _cs);\n\t\t\t\tif (v === \"auto\" || v === \"\") {\n\t\t\t\t\t//corrects a bug in [non-Android] Safari that prevents it from repainting elements in their new positions if they don't have a zIndex set. We also can't just apply this inside _parseTransform() because anything that's moved in any way (like using \"left\" or \"top\" instead of transforms like \"x\" and \"y\") can be affected, so it is best to ensure that anything that's tweening has a z-index. Setting \"WebkitPerspective\" to a non-zero value worked too except that on iOS Safari things would flicker randomly. Plus zIndex is less memory-intensive.\n\t\t\t\t\tthis._addLazySet(style, \"zIndex\", 0);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (typeof(vars) === \"string\") {\n\t\t\t\tfirst = style.cssText;\n\t\t\t\tv = _getAllStyles(target, _cs);\n\t\t\t\tstyle.cssText = first + \";\" + vars;\n\t\t\t\tv = _cssDif(target, v, _getAllStyles(target)).difs;\n\t\t\t\tif (!_supportsOpacity && _opacityValExp.test(vars)) {\n\t\t\t\t\tv.opacity = parseFloat( RegExp.$1 );\n\t\t\t\t}\n\t\t\t\tvars = v;\n\t\t\t\tstyle.cssText = first;\n\t\t\t}\n\n\t\t\tif (vars.className) { //className tweens will combine any differences they find in the css with the vars that are passed in, so {className:\"myClass\", scale:0.5, left:20} would work.\n\t\t\t\tthis._firstPT = pt = _specialProps.className.parse(target, vars.className, \"className\", this, null, null, vars);\n\t\t\t} else {\n\t\t\t\tthis._firstPT = pt = this.parse(target, vars, null);\n\t\t\t}\n\n\t\t\tif (this._transformType) {\n\t\t\t\tthreeD = (this._transformType === 3);\n\t\t\t\tif (!_transformProp) {\n\t\t\t\t\tstyle.zoom = 1; //helps correct an IE issue.\n\t\t\t\t} else if (_isSafari) {\n\t\t\t\t\t_reqSafariFix = true;\n\t\t\t\t\t//if zIndex isn't set, iOS Safari doesn't repaint things correctly sometimes (seemingly at random).\n\t\t\t\t\tif (style.zIndex === \"\") {\n\t\t\t\t\t\tzIndex = _getStyle(target, \"zIndex\", _cs);\n\t\t\t\t\t\tif (zIndex === \"auto\" || zIndex === \"\") {\n\t\t\t\t\t\t\tthis._addLazySet(style, \"zIndex\", 0);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t//Setting WebkitBackfaceVisibility corrects 3 bugs:\n\t\t\t\t\t// 1) [non-Android] Safari skips rendering changes to \"top\" and \"left\" that are made on the same frame/render as a transform update.\n\t\t\t\t\t// 2) iOS Safari sometimes neglects to repaint elements in their new positions. Setting \"WebkitPerspective\" to a non-zero value worked too except that on iOS Safari things would flicker randomly.\n\t\t\t\t\t// 3) Safari sometimes displayed odd artifacts when tweening the transform (or WebkitTransform) property, like ghosts of the edges of the element remained. Definitely a browser bug.\n\t\t\t\t\t//Note: we allow the user to override the auto-setting by defining WebkitBackfaceVisibility in tcëì=ùhe vars of the tween.\n\t\t\t\t\tif (_isSafariLT6) {\n\t\t\t\t\t\tthis._addLazySet(style, \"WebkitBackfaceVisibility\", this._vars.WebkitBackfaceVisibility || (threeD ? \"visible\" : \"hidden\"));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt2 = pt;\n\t\t\t\twhile (pt2 && pt2._next) {\n\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t}\n\t\t\t\ttpt = new CSSPropTween(target, \"transform\", 0, 0, null, 2);\n\t\t\t\tthis._linkCSSP(tpt, null, pt2);\n\t\t\t\ttpt.setRatio = _transformProp ? _setTransformRatio : _setIETransformRatio;\n\t\t\t\ttpt.data = this._transform || _getTransform(target, _cs, true);\n\t\t\t\ttpt.tween = tween;\n\t\t\t\ttpt.pr = -1; //ensures that the transforms get applied after the components are updated.\n\t\t\t\t_overwriteProps.pop(); //we don't want to force the overwrite of all \"transform\" tweens of the target - we only care about individual transform properties like scaleX, rotation, etc. The CSSPropTween constructor automatically adds the property to _overwriteProps which is why we need to pop() here.\n\t\t\t}\n\n\t\t\tif (_hasPriority) {\n\t\t\t\t//reorders the linked list in order of pr (priority)\n\t\t\t\twhile (pt) {\n\t\t\t\t\tnext = pt._next;\n\t\t\t\t\tpt2 = first;\n\t\t\t\t\twhile (pt2 && pt2.pr > pt.pr) {\n\t\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._prev = pt2 ? pt2._prev : last)) {\n\t\t\t\t\t\tpt._prev._next = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tfirst = pt;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._next = pt2)) {\n\t\t\t\t\t\tpt2._prev = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tlast = pt;\n\t\t\t\t\t}\n\t\t\t\t\tpt = next;\n\t\t\t\t}\n\t\t\t\tthis._firstPT = first;\n\t\t\t}\n\t\t\treturn true;\n\t\t};\n\n\n\t\tp.parse = function(target, vars, pt, plugin) {\n\t\t\tvar style = target.style,\n\t\t\t\tp, sp, bn, en, bs, es, bsfx, esfx, isStr, rel;\n\t\t\tfor (p in vars) {\n\t\t\t\tes = vars[p]; //ending value string\n\t\t\t\tif (typeof(es) === \"function\") {\n\t\t\t\t\tes = es(_index, _target);\n\t\t\t\t}\n\t\t\t\tsp = _specialProps[p]; //SpecialProp lookup.\n\t\t\t\tif (sp) {\n\t\t\t\t\tpt = sp.parse(target, es, p, this, pt, plugin, vars);\n\t\t\t\t} else if (p.substr(0,2) === \"--\") { //for tweening CSS variables (which always start with \"--\"). To maximize performance and simplicity, we bypass CSSPlugin altogether and just add a normal property tween to the tween instance itself.\n\t\t\t\t\tthis._tween._propLookup[p] = this._addTween.call(this._tween, target.style, \"setProperty\", _getComputedStyle(target).getPropertyValue(p) + \"\", es + \"\", p, false, p);\n\t\t\t\t\tcontinue;\n\t\t\t\t} else {\n\t\t\t\t\tbs = _getStyle(target, p, _cs) + \"\";\n\t\t\t\t\tisStr = (typeof(es) === \"string\");\n\t\t\t\t\tif (p === \"color\" || p === \"fill\" || p === \"stroke\" || p.indexOf(\"Color\") !== -1 || (isStr && _rgbhslExp.test(es))) { //Opera uses background: to define color sometimes in addition to backgroundColor:\n\t\t\t\t\t\tif (!isStr) {\n\t\t\t\t\t\t\tes = _parseColor(es);\n\t\t\t\t\t\t\tes = ((es.length > 3) ? \"rgba(\" : \"rgb(\") + es.join(\",\") + \")\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt = _parseComplex(style, p, bs, es, true, \"transparent\", pt, 0, plugin);\n\n\t\t\t\t\t} else if (isStr && _complexExp.test(es)) {\n\t\t\t\t\t\tpt = _parseComplex(style, p, bs, es, true, null, pt, 0, plugin);\n\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbn = parseFloat(bs);\n\t\t\t\t\t\tbsfx = (bn || bn === 0) ? bs.substr((bn + \"\").length) : \"\"; //remember, bs could be non-numeric like \"normal\" for fontWeight, so we should default to a blank suffix in that case.\n\n\t\t\t\t\t\tif (bs === \"\" || bs === \"auto\") {\n\t\t\t\t\t\t\tif (p === \"width\" || p === \"height\") {\n\t\t\t\t\t\t\t\tbn = _getDimension(target, p, _cs);\n\t\t\t\t\t\t\t\tbsfx = \"px\";\n\t\t\t\t\t\t\t} else if (p === \"left\" || p === \"top\") {\n\t\t\t\t\t\t\t\tbn = _calculateOffset(target, p, _cs);\n\t\t\t\t\t\t\t\tbsfx = \"px\";\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tbn = (p !== \"opacity\") ? 0 : 1;\n\t\t\t\t\t\t\t\tbsfx = \"\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\trel = (isStr && es.charAt(1) === \"=\");\n\t\t\t\t\t\tif (rel) {\n\t\t\t\t\t\t\ten = parseInt(es.charAt(0) + \"1\", 10);\n\t\t\t\t\t\t\tes = es.substr(2);\n\t\t\t\t\t\t\ten *= parseFloat(es);\n\t\t\t\t\t\t\tesfx = es.replace(_suffixExp, \"\");\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ten = parseFloat(es);\n\t\t\t\t\t\t\tesfx = isStr ? es.replace(_suffixExp, \"\") : \"\";\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (esfx === \"\") {\n\t\t\t\t\t\t\tesfx = (p in _suffixMap) ? _suffixMap[p] : bsfx; //populate the end suffix, prioritizing the map, then if none is found, use the beginning suffix.\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tes = (en || en === 0) ? (rel ? en + bn : en) + esfx : vars[p]; //ensures that any += or -= prefixes are taken care of. Record the end value before normalizing the suffix because we always want to end the tween on exactly what they intended even if it doesn't match the beginning value's suffix.\n\t\t\t\t\t\t//if the beginning/ending suffixes don't match, normalize them...\n\t\t\t\t\t\tif (bsfx !== esfx) if (esfx !== \"\" || p === \"lineHeight\") if (en || en === 0) if (bn) { //note: if the beginning value (bn) is 0, we don't need to convert units!\n\t\t\t\t\t\t\tbn = _convertToPixels(target, p, bn, bsfx);\n\t\t\t\t\t\t\tif (esfx === \"%\") {\n\t\t\t\t\t\t\t\tbn /= _convertToPixels(target, p, 100, \"%\") / 100;\n\t\t\t\t\t\t\t\tif (vars.strictUnits !== true) { //some browsers report only \"px\" values instead of allowing \"%\" with getComputedStyle(), so we assume that if we're tweening to a %, we should start there too unless strictUnits:true is defined. This approach is particularly useful for responsive designs that use from() tweens.\n\t\t\t\t\t\t\t\t\tbs = bn + \"%\";\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else if (esfx === \"em\" || esfx === \"rem\" || esfx === \"vw\" || esfx === \"vh\") {\n\t\t\t\t\t\t\t\tbn /= _convertToPixels(target, p, 1, esfx);\n\n\t\t\t\t\t\t\t//otherwise convert to pixels.\n\t\t\t\t\t\t\t} else if (esfx !== \"px\") {\n\t\t\t\t\t\t\t\ten = _convertToPixels(target, p, en, esfx);\n\t\t\t\t\t\t\t\tesfx = \"px\"; //we don't use bsfx after this, so we don't need to set it to px too.\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (rel) if (en || en === 0) {\n\t\t\t\t\t\t\t\tes = (en + bn) + esfx; //the changes we made affect relative calculations, so adjust the end value here.\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (rel) {\n\t\t\t\t\t\t\ten += bn;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ((bn || bn === 0) && (en || en === 0)) { //faster than isNaN(). Also, previously we required en !== bn but that doesn't really gain much performance and it prevents _parseToProxy() from working properly if beginning and ending values match but need to get tweened by an external plugin anyway. For example, a bezier tween where the target starts at left:0 and has these points: [{left:50},{left:0}] wouldn't work properly because when parsing the last point, it'd match the first (current) one and a non-tweening CSSPropTween would be recorded when we actually need a normal tween (type:0) so that things get updated during the tween properly.\n\t\t\t\t\t\t\tpt = new CSSPropTween(style, p, bn, en - bn, pt, 0, p, (_autoRound !== false && (esfx === \"px\" || p === \"zIndex\")), 0, bs, es);\n\t\t\t\t\t\t\tpt.xs0 = esfx;\n\t\t\t\t\t\t\t//DEBUG: _log(\"tween \"+p+\" from \"+pt.b+\" (\"+bn+esfx+\") to \"+pt.e+\" with suffix: \"+pt.xs0);\n\t\t\t\t\t\t} else if (style[p] === undefined || !es && (es + \"\" === \"NaN\" || es == null)) {\n\t\t\t\t\t\t\t_log(\"invalid \" + p + \" tween value: \" + vars[p]);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tpt = new CSSPropTween(style, p, en || bn || 0, 0, pt, -1, p, false, 0, bs, es);\n\t\t\t\t\t\t\tpt.xs0 = (es === \"none\" && (p === \"display\" || p.indexOf(\"Style\") !== -1)) ? bs : es; //intermediate value should typically be set immediately (end value) except for \"display\" or things like borderTopStyle, borderBottomStyle, etc. which should use the beginning value during the tween.\n\t\t\t\t\t\t\t//DEBUG: _log(\"non-tweening value \"+p+\": \"+pt.xs0);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (plugin) if (pt && !pt.plugin) {\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn pt;\n\t\t};\n\n\n\t\t//gets called every time the tween updates, passing the new ratio (typically a value between 0 and 1, but not always (for example, if an Elastic.easeOut is used, the value can jump above 1 mid-tween). It will always start and 0 and end at 1.\n\t\tp.setRatio = function(v) {\n\t\t\tvar pt = this._firstPT,\n\t\t\t\tmin = 0.000001,\n\t\t\t\tval, str, i;\n\t\t\t//at the end of the tween, we set the values to exactly what we received in order to make sure non-tweening values (like \"position\" or \"float\" or whatever) are set and so that if the beginning/ending suffixes (units) didn't match and we normalized to px, the value that the user passed in is used here. We check to see if the tween is at its beginning in case it's a from() tween in which case the ratio will actually go from 1 to 0 over the course of the tween (backwards).\n\t\t\tif (v === 1 && (this._tween._time === this._tween._duration || this._tween._time === 0)) {\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.type !== 2) {\n\t\t\t\t\t\tif (pt.r && pt.type !== -1) {\n\t\t\t\t\t\t\tval = Math.round(pt.s + pt.c);\n\t\t\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\t\t\tpt.t[pt.p] = val + pt.xs0;\n\t\t\t\t\t\t\t} else if (pt.type === 1) { //complex value (one that typically has multiple numbers inside a string, like \"rect(5px,10px,20px,25px)\"\n\t\t\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\t\t\tstr = pt.xs0 + val + pt.xs1;\n\t\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpt.t[pt.p] = str;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.e;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\n\t\t\t} else if (v || !(this._tween._time === this._tween._duration || this._tween._time === 0) || this._tween._rawPrevTime === -0.000001) {\n\t\t\t\twhile (pt) {\n\t\t\t\t\tval = pt.c * v + pt.s;\n\t\t\t\t\tif (pt.r) {\n\t\t\t\t\t\tval = Math.round(val);\n\t\t\t\t\t} else if (val < min) if (val > -min) {\n\t\t\t\t\t\tval = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\tpt.t[pt.p] = val + pt.xs0;\n\t\t\t\t\t} else if (pt.type === 1) { //complex value (one that typically has multiple numbers inside a string, like \"rect(5px,10px,20px,25px)\"\n\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\tif (i === 2) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2;\n\t\t\t\t\t\t} else if (i === 3) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3;\n\t\t\t\t\t\t} else if (i === 4) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3 + pt.xn3 + pt.xs4;\n\t\t\t\t\t\t} else if (i === 5) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3 + pt.xn3 + pt.xs4 + pt.xn4 + pt.xs5;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tstr = pt.xs0 + val + pt.xs1;\n\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt.t[pt.p] = str;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if (pt.type === -1) { //non-tweening value\n\t\t\t\t\t\tpt.t[pt.p] = pt.xs0;\n\n\t\t\t\t\t} else if (pt.setRatio) { //custom setRatio() for things like SpecialProps, external plugins, etc.\n\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\n\t\t\t//if the tween is reversed all the way back to the beginning, we need to restore the original values which may have different units (like % instead of px or em or whatever).\n\t\t\t} else {\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.type !== 2) {\n\t\t\t\t\t\tpt.t[pt.p] = pt.b;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\t/**\n\t\t * @private\n\t\t * Forces rendering of the target's transforms (rotation, scale, etc.) whenever the CSSPlugin's setRatio() is called.\n\t\t * Basically, this tells the CSSPlugin to create a CSSPropTween (type 2) after instantiation that runs last in the linked\n\t\t * list and calls the appropriate (3D or 2D) rendering function. We separate this into its own method so that we can call\n\t\t * it from other plugins like BezierPlugin if, for example, it needs to apply an autoRotation and this CSSPlugin\n\t\t * doesn't have any transform-related properties of its own. You can call this method as many times as you\n\t\t * want and it won't create duplicate CSSPropTweens.\n\t\t *\n\t\t * @param {boolean} threeD if true, it should apply 3D tweens (otherwise, just 2D ones are fine and typically faster)\n\t\t */\n\t\tp._enableTransforms = function(threeD) {\n\t\t\tthis._transform = this._transform || _getTransform(this._target, _cs, true); //ensures that the element has a _gsTransform property with the appropriate values.\n\t\t\tthis._transformType = (!(this._transform.svg && _useSVGTransformAttr) && (threeD || this._transformType === 3)) ? 3 : 2;\n\t\t};\n\n\t\tvar lazySet = function(v) {\n\t\t\tthis.t[this.p] = this.e;\n\t\t\tthis.data._linkCSSP(this, this._next, null, true); //we purposefully keep this._next even though it'd make sense to null it, but this is a performance optimization, as this happens during the while (pt) {} loop in setRatio() at the bottom of which it sets pt = pt._next, so if we null it, the linked list will be broken in that loop.\n\t\t};\n\t\t/** @private Gives us a way to set a value on the first render (and only the first render). **/\n\t\tp._addLazySet = function(t, p, v) {\n\t\t\tvar pt = this._firstPT = new CSSPropTween(t, p, 0, 0, this._firstPT, 2);\n\t\t\tpt.e = v;\n\t\t\tpt.setRatio = lazySet;\n\t\t\tpt.data = this;\n\t\t};\n\n\t\t/** @private **/\n\t\tp._linkCSSP = function(pt, next, prev, remove) {\n\t\t\tif (pt) {\n\t\t\t\tif (next) {\n\t\t\t\t\tnext._prev = pt;\n\t\t\t\t}\n\t\t\t\tif (pt._next) {\n\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t}\n\t\t\t\tif (pt._prev) {\n\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t} else if (this._firstPT === pt) {\n\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\tremove = true; //just to prevent resetting this._firstPT 5 lines down in case pt._next is null. (optimized for speed)\n\t\t\t\t}\n\t\t\t\tif (prev) {\n\t\t\t\t\tprev._next = pt;\n\t\t\t\t} else if (!remove && this._firstPT === null) {\n\t\t\t\t\tthis._firstPT = pt;\n\t\t\t\t}\n\t\t\t\tpt._next = next;\n\t\t\t\tpt._prev = prev;\n\t\t\t}\n\t\t\treturn pt;\n\t\t};\n\n\t\tp._mod = function(lookup) {\n\t\t\tvar pt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (typeof(lookup[pt.p]) === \"function\" && lookup[pt.p] === Math.round) { //only gets called by RoundPropsPlugin (ModifyPlugin manages all the rendering internally for CSSPlugin properties that need modification). Remember, we handle rounding a bit differently in this plugin for performance reasons, leveraging \"r\" as an indicator that the value should be rounded internally..\n\t\t\t\t\tpt.r = 1;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t};\n\n\t\t//we need to make sure that if alpha or autoAlpha is killed, opacity is too. And autoAlpha affects the \"visibility\" property.\n\t\tp._kill = function(lookup) {\n\t\t\tvar copy = lookup,\n\t\t\t\tpt, p, xfirst;\n\t\t\tif (lookup.autoAlpha || lookup.alpha) {\n\t\t\t\tcopy = {};\n\t\t\t\tfor (p in lookup) { //copy the lookup so that we're not changing the original which may be passed elsewhere.\n\t\t\t\t\tcopy[p] = lookup[p];\n\t\t\t\t}\n\t\t\t\tcopy.opacity = 1;\n\t\t\t\tif (copy.autoAlpha) {\n\t\t\t\t\tcopy.visibility = 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (lookup.className && (pt = this._classNamePT)) { //for className tweens, we need to kill any associated CSSPropTweens too; a linked list starts at the className's \"xfirst\".\n\t\t\t\txfirst = pt.xfirst;\n\t\t\t\tif (xfirst && xfirst._prev) {\n\t\t\t\t\tthis._linkCSSP(xfirst._prev, pt._next, xfirst._prev._prev); //break off the prev\n\t\t\t\t} else if (xfirst === this._firstPT) {\n\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t}\n\t\t\t\tif (pt._next) {\n\t\t\t\t\tthis._linkCSSP(pt._next, pt._next._next, xfirst._prev);\n\t\t\t\t}\n\t\t\t\tthis._classNamePT = null;\n\t\t\t}\n\t\t\tpt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.plugin && pt.plugin !== p && pt.plugin._kill) { //for plugins that are registered with CSSPlugin, we should notify them of the kill.\n\t\t\t\t\tpt.plugin._kill(lookup);\n\t\t\t\t\tp = pt.plugin;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\treturn TweenPlugin.prototype._kill.call(this, copy);\n\t\t};\n\n\n\n\t\t//used by cascadeTo() for gathering all the style properties of each child element into an array for comparison.\n\t\tvar _getChildStyles = function(e, props, targets) {\n\t\t\t\tvar children, i, child, type;\n\t\t\t\tif (e.slice) {\n\t\t\t\t\ti = e.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t_getChildStyles(e[i], props, targets);\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tchildren = e.childNodes;\n\t\t\t\ti = children.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tchild = children[i];\n\t\t\t\t\ttype = child.type;\n\t\t\t\t\tif (child.style) {\n\t\t\t\t\t\tprops.push(_getAllStyles(child));\n\t\t\t\t\t\tif (targets) {\n\t\t\t\t\t\t\ttargets.push(child);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif ((type === 1 || type === 9 || type === 11) && child.childNodes.length) {\n\t\t\t\t\t\t_getChildStyles(child, props, targets);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\t/**\n\t\t * Typically only useful for className tweens that may affect child elements, this method creates a TweenLite\n\t\t * and then compares the style properties of all the target's child elements at the tween's start and end, and\n\t\t * if any are different, it also creates tweens for those and returns an array containing ALL of the resulting\n\t\t * tweens (so that you can easily add() them to a TimelineLite, for example). The reason this functionality is\n\t\t * wrapped into a separate static method of CSSPlugin instead of being integrated into all regular className tweens\n\t\t * is because it creates entirely new tweens that may have completely different targets than the original tween,\n\t\t * so if they were all lumped into the original tween instance, it would be inconsistent with the rest of the API\n\t\t * and it would create other problems. For example:\n\t\t * - If I create a tween of elementA, that tween instance may suddenly change its target to include 50 other elements (unintuitive if I specifically defined the target I wanted)\n\t\t * - We can't just create new independent tweens because otherwise, what happens if the original/parent tween is reversed or pause or dropped into a TimelineLite for tight control? You'd expect that tween's behavior to affect all the others.\n\t\t * - Analyzing every style property of every child before and after the tween is an expensive operation when there are many children, so this behavior shouldn't be imposed on all className tweens by default, especially since it's probably rare that this extra functionality is needed.\n\t\t *\n\t\t * @param {Object} target object to be tweened\n\t\t * @param {number} Duration in seconds (or frames for frames-based tweens)\n\t\t * @param {Object} Object containing the end values, like {className:\"newClass\", ease:Linear.easeNone}\n\t\t * @return {Array} An array of TweenLite instances\n\t\t */\n\t\tCSSPlugin.cascadeTo = function(target, duration, vars) {\n\t\t\tvar tween = TweenLite.to(target, duration, vars),\n\t\t\t\tresults = [tween],\n\t\t\t\tb = [],\n\t\t\t\te = [],\n\t\t\t\ttargets = [],\n\t\t\t\t_reservedProps = TweenLite._internals.reservedProps,\n\t\t\t\ti, difs, p, from;\n\t\t\ttarget = tween._targets || tween.target;\n\t\t\t_getChildStyles(target, b, targets);\n\t\t\ttween.render(duration, true, true);\n\t\t\t_getChildStyles(target, e);\n\t\t\ttween.render(0, true, true);\n\t\t\ttween._enabled(true);\n\t\t\ti = targets.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tdifs = _cssDif(targets[i], b[i], e[i]);\n\t\t\t\tif (difs.firstMPT) {\n\t\t\t\t\tdifs = difs.difs;\n\t\t\t\t\tfor (p in vars) {\n\t\t\t\t\t\tif (_reservedProps[p]) {\n\t\t\t\t\t\t\tdifs[p] = vars[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tfrom = {};\n\t\t\t\t\tfor (p in difs) {\n\t\t\t\t\t\tfrom[p] = b[i][p];\n\t\t\t\t\t}\n\t\t\t\t\tresults.push(TweenLite.fromTo(targets[i], duration, from, difs));\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn results;\n\t\t};\n\n\t\tTweenPlugin.activate([CSSPlugin]);\n\t\treturn CSSPlugin;\n\n\t}, true);\n\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * RoundPropsPlugin\n * ----------------------------------------------------------------\n */\n\t(function() {\n\n\t\tvar RoundPropsPlugin = _gsScope._gsDefine.plugin({\n\t\t\t\tpropName: \"roundProps\",\n\t\t\t\tversion: \"1.6.0\",\n\t\t\t\tpriority: -1,\n\t\t\t\tAPI: 2,\n\n\t\t\t\t//called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\t\tinit: function(target, value, tween) {\n\t\t\t\t\tthis._tween = tween;\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\n\t\t\t}),\n\t\t\t_roundLinkedList = function(node) {\n\t\t\t\twhile (node) {\n\t\t\t\t\tif (!node.f && !node.blob) {\n\t\t\t\t\t\tnode.m = Math.round;\n\t\t\t\t\t}\n\t\t\t\t\tnode = node._next;\n\t\t\t\t}\n\t\t\t},\n\t\t\tp = RoundPropsPlugin.prototype;\n\n\t\tp._onInitAllProps = function() {\n\t\t\tvar tween = this._tween,\n\t\t\t\trp = (tween.vars.roundProps.join) ? tween.vars.roundProps : tween.vars.roundProps.split(\",\"),\n\t\t\t\ti = rp.length,\n\t\t\t\tlookup = {},\n\t\t\t\trpt = tween._propLookup.roundProps,\n\t\t\t\tprop, pt, next;\n\t\t\twhile (--i > -1) {\n\t\t\t\tlookup[rp[i]] = Math.round;\n\t\t\t}\n\t\t\ti = rp.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tprop = rp[i];\n\t\t\t\tpt = tween._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tnext = pt._next; //record here, because it may get removed\n\t\t\t\t\tif (pt.pg) {\n\t\t\t\t\t\tpt.t._mod(lookup);\n\t\t\t\t\t} else if (pt.n === prop) {\n\t\t\t\t\t\tif (pt.f === 2 && pt.t) { //a blob (text containing multiple numeric values)\n\t\t\t\t\t\t\t_roundLinkedList(pt.t._firstPT);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tthis._add(pt.t, prop, pt.s, pt.c);\n\t\t\t\t\t\t\t//remove from linked list\n\t\t\t\t\t\t\tif (next) {\n\t\t\t\t\t\t\t\tnext._prev = pt._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\t\t\tpt._prev._next = next;\n\t\t\t\t\t\t\t} else if (tween._firstPT === pt) {\n\t\t\t\t\t\t\t\ttween._firstPT = next;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt._next = pt._prev = null;\n\t\t\t\t\t\t\ttween._propLookup[prop] = rpt;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt = next;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp._add = function(target, p, s, c) {\n\t\t\tthis._addTween(target, p, s, s + c, p, Math.round);\n\t\t\tthis._overwriteProps.push(p);\n\t\t};\n\n\t}());\n\n\n\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * AttrPlugin\n * ----------------------------------------------------------------\n */\n\n\t(function() {\n\n\t\t_gsScope._gsDefine.plugin({\n\t\t\tpropName: \"attr\",\n\t\t\tAPI: 2,\n\t\t\tversion: \"0.6.1\",\n\n\t\t\t//called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\tinit: function(target, value, tween, index) {\n\t\t\t\tvar p, end;\n\t\t\t\tif (typeof(target.setAttribute) !== \"function\") {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t\tfor (p in value) {\n\t\t\t\t\tend = value[p];\n\t\t\t\t\tif (typeof(end) === \"function\") {\n\t\t\t\t\t\tend = end(index, target);\n\t\t\t\t\t}\n\t\t\t\t\tthis._addTween(target, \"setAttribute\", target.getAttribute(p) + \"\", end + \"\", p, false, p);\n\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t});\n\n\t}());\n\n\n\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * DirectionalRotationPlugin\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine.plugin({\n\t\tpropName: \"directionalRotation\",\n\t\tversion: \"0.3.1\",\n\t\tAPI: 2,\n\n\t\t//called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\tinit: function(target, value, tween, index) {\n\t\t\tif (typeof(value) !== \"object\") {\n\t\t\t\tvalue = {rotation:value};\n\t\t\t}\n\t\t\tthis.finals = {};\n\t\t\tvar cap = (value.useRadians === true) ? Math.PI * 2 : 360,\n\t\t\t\tmin = 0.000001,\n\t\t\t\tp, v, start, end, dif, split;\n\t\t\tfor (p in value) {\n\t\t\t\tif (p !== \"useRadians\") {\n\t\t\t\t\tend = value[p];\n\t\t\t\t\tif (typeof(end) === \"function\") {\n\t\t\t\t\t\tend = end(index, target);\n\t\t\t\t\t}\n\t\t\t\t\tsplit = (end + \"\").split(\"_\");\n\t\t\t\t\tv = split[0];\n\t\t\t\t\tstart = parseFloat( (typeof(target[p]) !== \"function\") ? target[p] : target[ ((p.indexOf(\"set\") || typeof(target[\"get\" + p.substr(3)]) !== \"function\") ? p : \"get\" + p.substr(3)) ]() );\n\t\t\t\t\tend = this.finals[p] = (typeof(v) === \"string\" && v.charAt(1) === \"=\") ? start + parseInt(v.charAt(0) + \"1\", 10) * Number(v.substr(2)) : Number(v) || 0;\n\t\t\t\t\tdif = end - start;\n\t\t\t\t\tif (split.length) {\n\t\t\t\t\t\tv = split.join(\"_\");\n\t\t\t\t\t\tif (v.indexOf(\"short\") !== -1) {\n\t\t\t\t\t\t\tdif = dif % cap;\n\t\t\t\t\t\t\tif (dif !== dif % (cap / 2)) {\n\t\t\t\t\t\t\t\tdif = (dif < 0) ? dif + cap : dif - cap;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (v.indexOf(\"_cw\") !== -1 && dif < 0) {\n\t\t\t\t\t\t\tdif = ((dif + cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t} else if (v.indexOf(\"ccw\") !== -1 && dif > 0) {\n\t\t\t\t\t\t\tdif = ((dif - cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (dif > min || dif < -min) {\n\t\t\t\t\t\tthis._addTween(target, p, start, start + dif, p);\n\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t},\n\n\t\t//called each time the values should be updated, and the ratio gets passed as the only parameter (typically it's a value between 0 and 1, but it can exceed those when using an ease like Elastic.easeOut or Back.easeOut, etc.)\n\t\tset: function(ratio) {\n\t\t\tvar pt;\n\t\t\tif (ratio !== 1) {\n\t\t\t\tthis._super.setRatio.call(this, ratio);\n\t\t\t} else {\n\t\t\t\tpt = this._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.f) {\n\t\t\t\t\t\tpt.t[pt.p](this.finals[pt.p]);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.t[pt.p] = this.finals[pt.p];\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t})._autoCSS = true;\n\n\n\n\n\n\n\n\t\n\t\n\t\n\t\n/*\n * ----------------------------------------------------------------\n * EasePack\n * ----------------------------------------------------------------\n */\n\t_gsScope._gsDefine(\"easing.Back\", [\"easing.Ease\"], function(Ease) {\n\t\t\n\t\tvar w = (_gsScope.GreenSockGlobals || _gsScope),\n\t\t\tgs = w.com.greensock,\n\t\t\t_2PI = Math.PI * 2,\n\t\t\t_HALF_PI = Math.PI / 2,\n\t\t\t_class = gs._class,\n\t\t\t_create = function(n, f) {\n\t\t\t\tvar C = _class(\"easing.\" + n, function(){}, true),\n\t\t\t\t\tp = C.prototype = new Ease();\n\t\t\t\tp.constructor = C;\n\t\t\t\tp.getRatio = f;\n\t\t\t\treturn C;\n\t\t\t},\n\t\t\t_easeReg = Ease.register || function(){}, //put an empty function in place just as a safety measure in case someone loads an OLD version of TweenLite.js where Ease.register doesn't exist.\n\t\t\t_wrap = function(name, EaseOut, EaseIn, EaseInOut, aliases) {\n\t\t\t\tvar C = _class(\"easing.\"+name, {\n\t\t\t\t\teaseOut:new EaseOut(),\n\t\t\t\t\teaseIn:new EaseIn(),\n\t\t\t\t\teaseInOut:new EaseInOut()\n\t\t\t\t}, true);\n\t\t\t\t_easeReg(C, name);\n\t\t\t\treturn C;\n\t\t\t},\n\t\t\tEasePoint = function(time, value, next) {\n\t\t\t\tthis.t = time;\n\t\t\t\tthis.v = value;\n\t\t\t\tif (next) {\n\t\t\t\t\tthis.next = next;\n\t\t\t\t\tnext.prev = this;\n\t\t\t\t\tthis.c = next.v - value;\n\t\t\t\t\tthis.gap = next.t - time;\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t//Back\n\t\t\t_createBack = function(n, f) {\n\t\t\t\tvar C = _class(\"easing.\" + n, function(overshoot) {\n\t\t\t\t\t\tthis._p1 = (overshoot || overshoot === 0) ? overshoot : 1.70158;\n\t\t\t\t\t\tthis._p2 = this._p1 * 1.525;\n\t\t\t\t\t}, true),\n\t\t\t\t\tp = C.prototype = new Ease();\n\t\t\t\tp.constructor = C;\n\t\t\t\tp.getRatio = f;\n\t\t\t\tp.config = function(overshoot) {\n\t\t\t\t\treturn new C(overshoot);\n\t\t\t\t};\n\t\t\t\treturn C;\n\t\t\t},\n\n\t\t\tBack = _wrap(\"Back\",\n\t\t\t\t_createBack(\"BackOut\", function(p) {\n\t\t\t\t\treturn ((p = p - 1) * p * ((this._p1 + 1) * p + this._p1) + 1);\n\t\t\t\t}),\n\t\t\t\t_createBack(\"BackIn\", function(p) {\n\t\t\t\t\treturn p * p * ((this._p1 + 1) * p - this._p1);\n\t\t\t\t}),\n\t\t\t\t_createBack(\"BackInOut\", function(p) {\n\t\t\t\t\treturn ((p *= 2) < 1) ? 0.5 * p * p * ((this._p2 + 1) * p - this._p2) : 0.5 * ((p -= 2) * p * ((this._p2 + 1) * p + this._p2) + 2);\n\t\t\t\t})\n\t\t\t),\n\n\n\t\t\t//SlowMo\n\t\t\tSlowMo = _class(\"easing.SlowMo\", function(linearRatio, power, yoyoMode) {\n\t\t\t\tpower = (power || power === 0) ? power : 0.7;\n\t\t\t\tif (linearRatio == null) {\n\t\t\t\t\tlinearRatio = 0.7;\n\t\t\t\t} else if (linearRatio > 1) {\n\t\t\t\t\tlinearRatio = 1;\n\t\t\t\t}\n\t\t\t\tthis._p = (linearRatio !== 1) ? power : 0;\n\t\t\t\tthis._p1 = (1 - linearRatio) / 2;\n\t\t\t\tthis._p2 = linearRatio;\n\t\t\t\tthis._p3 = this._p1 + this._p2;\n\t\t\t\tthis._calcEnd = (yoyoMode === true);\n\t\t\t}, true),\n\t\t\tp = SlowMo.prototype = new Ease(),\n\t\t\tSteppedEase, RoughEase, _createElastic;\n\n\t\tp.constructor = SlowMo;\n\t\tp.getRatio = function(p) {\n\t\t\tvar r = p + (0.5 - p) * this._p;\n\t\t\tif (p < this._p1) {\n\t\t\t\treturn this._calcEnd ? 1 - ((p = 1 - (p / this._p1)) * p) : r - ((p = 1 - (p / this._p1)) * p * p * p * r);\n\t\t\t} else if (p > this._p3) {\n\t\t\t\treturn this._calcEnd ? (p === 1 ? 0 : 1 - (p = (p - this._p3) / this._p1) * p) : r + ((p - r) * (p = (p - this._p3) / this._p1) * p * p * p); //added p === 1 ? 0 to avoid floating point rounding errors from affecting the final value, like 1 - 0.7 = 0.30000000000000004 instead of 0.3\n\t\t\t}\n\t\t\treturn this._calcEnd ? 1 : r;\n\t\t};\n\t\tSlowMo.ease = new SlowMo(0.7, 0.7);\n\n\t\tp.config = SlowMo.config = function(linearRatio, power, yoyoMode) {\n\t\t\treturn new SlowMo(linearRatio, power, yoyoMode);\n\t\t};\n\n\n\t\t//SteppedEase\n\t\tSteppedEase = _class(\"easing.SteppedEase\", function(steps, immediateStart) {\n\t\t\t\tsteps = steps || 1;\n\t\t\t\tthis._p1 = 1 / steps;\n\t\t\t\tthis._p2 = steps + (immediateStart ? 0 : 1);\n\t\t\t\tthis._p3 = immediateStart ? 1 : 0;\n\t\t\t}, true);\n\t\tp = SteppedEase.prototype = new Ease();\n\t\tp.constructor = SteppedEase;\n\t\tp.getRatio = function(p) {\n\t\t\tif (p < 0) {\n\t\t\t\tp = 0;\n\t\t\t} else if (p >= 1) {\n\t\t\t\tp = 0.999999999;\n\t\t\t}\n\t\t\treturn (((this._p2 * p) | 0) + this._p3) * this._p1;\n\t\t};\n\t\tp.config = SteppedEase.config = function(steps, immediateStart) {\n\t\t\treturn new SteppedEase(steps, immediateStart);\n\t\t};\n\n\n\t\t//RoughEase\n\t\tRoughEase = _class(\"easing.RoughEase\", function(vars) {\n\t\t\tvars = vars || {};\n\t\t\tvar taper = vars.taper || \"none\",\n\t\t\t\ta = [],\n\t\t\t\tcnt = 0,\n\t\t\t\tpoints = (vars.points || 20) | 0,\n\t\t\t\ti = points,\n\t\t\t\trandomize = (vars.randomize !== false),\n\t\t\t\tclamp = (vars.clamp === true),\n\t\t\t\ttemplate = (vars.template instanceof Ease) ? vars.template : null,\n\t\t\t\tstrength = (typeof(vars.strength) === \"number\") ? vars.strength * 0.4 : 0.4,\n\t\t\t\tx, y, bump, invX, obj, pnt;\n\t\t\twhile (--i > -1) {\n\t\t\t\tx = randomize ? Math.random() : (1 / points) * i;\n\t\t\t\ty = template ? template.getRatio(x) : x;\n\t\t\t\tif (taper === \"none\") {\n\t\t\t\t\tbump = strength;\n\t\t\t\t} else if (taper === \"out\") {\n\t\t\t\t\tinvX = 1 - x;\n\t\t\t\t\tbump = invX * invX * strength;\n\t\t\t\t} else if (taper === \"in\") {\n\t\t\t\t\tbump = x * x * strength;\n\t\t\t\t} else if (x < 0.5) { //\"both\" (start)\n\t\t\t\t\tinvX = x * 2;\n\t\t\t\t\tbump = invX * invX * 0.5 * strength;\n\t\t\t\t} else {\t\t\t\t//\"both\" (end)\n\t\t\t\t\tinvX = (1 - x) * 2;\n\t\t\t\t\tbump = invX * invX * 0.5 * strength;\n\t\t\t\t}\n\t\t\t\tif (randomize) {\n\t\t\t\t\ty += (Math.random() * bump) - (bump * 0.5);\n\t\t\t\t} else if (i % 2) {\n\t\t\t\t\ty += bump * 0.5;\n\t\t\t\t} else {\n\t\t\t\t\ty -= bumoÍRõùp * 0.5;\n\t\t\t\t}\n\t\t\t\tif (clamp) {\n\t\t\t\t\tif (y > 1) {\n\t\t\t\t\t\ty = 1;\n\t\t\t\t\t} else if (y < 0) {\n\t\t\t\t\t\ty = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ta[cnt++] = {x:x, y:y};\n\t\t\t}\n\t\t\ta.sort(function(a, b) {\n\t\t\t\treturn a.x - b.x;\n\t\t\t});\n\n\t\t\tpnt = new EasePoint(1, 1, null);\n\t\t\ti = points;\n\t\t\twhile (--i > -1) {\n\t\t\t\tobj = a[i];\n\t\t\t\tpnt = new EasePoint(obj.x, obj.y, pnt);\n\t\t\t}\n\n\t\t\tthis._prev = new EasePoint(0, 0, (pnt.t !== 0) ? pnt : pnt.next);\n\t\t}, true);\n\t\tp = RoughEase.prototype = new Ease();\n\t\tp.constructor = RoughEase;\n\t\tp.getRatio = function(p) {\n\t\t\tvar pnt = this._prev;\n\t\t\tif (p > pnt.t) {\n\t\t\t\twhile (pnt.next && p >= pnt.t) {\n\t\t\t\t\tpnt = pnt.next;\n\t\t\t\t}\n\t\t\t\tpnt = pnt.prev;\n\t\t\t} else {\n\t\t\t\twhile (pnt.prev && p <= pnt.t) {\n\t\t\t\t\tpnt = pnt.prev;\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._prev = pnt;\n\t\t\treturn (pnt.v + ((p - pnt.t) / pnt.gap) * pnt.c);\n\t\t};\n\t\tp.config = function(vars) {\n\t\t\treturn new RoughEase(vars);\n\t\t};\n\t\tRoughEase.ease = new RoughEase();\n\n\n\t\t//Bounce\n\t\t_wrap(\"Bounce\",\n\t\t\t_create(\"BounceOut\", function(p) {\n\t\t\t\tif (p < 1 / 2.75) {\n\t\t\t\t\treturn 7.5625 * p * p;\n\t\t\t\t} else if (p < 2 / 2.75) {\n\t\t\t\t\treturn 7.5625 * (p -= 1.5 / 2.75) * p + 0.75;\n\t\t\t\t} else if (p < 2.5 / 2.75) {\n\t\t\t\t\treturn 7.5625 * (p -= 2.25 / 2.75) * p + 0.9375;\n\t\t\t\t}\n\t\t\t\treturn 7.5625 * (p -= 2.625 / 2.75) * p + 0.984375;\n\t\t\t}),\n\t\t\t_create(\"BounceIn\", function(p) {\n\t\t\t\tif ((p = 1 - p) < 1 / 2.75) {\n\t\t\t\t\treturn 1 - (7.5625 * p * p);\n\t\t\t\t} else if (p < 2 / 2.75) {\n\t\t\t\t\treturn 1 - (7.5625 * (p -= 1.5 / 2.75) * p + 0.75);\n\t\t\t\t} else if (p < 2.5 / 2.75) {\n\t\t\t\t\treturn 1 - (7.5625 * (p -= 2.25 / 2.75) * p + 0.9375);\n\t\t\t\t}\n\t\t\t\treturn 1 - (7.5625 * (p -= 2.625 / 2.75) * p + 0.984375);\n\t\t\t}),\n\t\t\t_create(\"BounceInOut\", function(p) {\n\t\t\t\tvar invert = (p < 0.5);\n\t\t\t\tif (invert) {\n\t\t\t\t\tp = 1 - (p * 2);\n\t\t\t\t} else {\n\t\t\t\t\tp = (p * 2) - 1;\n\t\t\t\t}\n\t\t\t\tif (p < 1 / 2.75) {\n\t\t\t\t\tp = 7.5625 * p * p;\n\t\t\t\t} else if (p < 2 / 2.75) {\n\t\t\t\t\tp = 7.5625 * (p -= 1.5 / 2.75) * p + 0.75;\n\t\t\t\t} else if (p < 2.5 / 2.75) {\n\t\t\t\t\tp = 7.5625 * (p -= 2.25 / 2.75) * p + 0.9375;\n\t\t\t\t} else {\n\t\t\t\t\tp = 7.5625 * (p -= 2.625 / 2.75) * p + 0.984375;\n\t\t\t\t}\n\t\t\t\treturn invert ? (1 - p) * 0.5 : p * 0.5 + 0.5;\n\t\t\t})\n\t\t);\n\n\n\t\t//CIRC\n\t\t_wrap(\"Circ\",\n\t\t\t_create(\"CircOut\", function(p) {\n\t\t\t\treturn Math.sqrt(1 - (p = p - 1) * p);\n\t\t\t}),\n\t\t\t_create(\"CircIn\", function(p) {\n\t\t\t\treturn -(Math.sqrt(1 - (p * p)) - 1);\n\t\t\t}),\n\t\t\t_create(\"CircInOut\", function(p) {\n\t\t\t\treturn ((p*=2) < 1) ? -0.5 * (Math.sqrt(1 - p * p) - 1) : 0.5 * (Math.sqrt(1 - (p -= 2) * p) + 1);\n\t\t\t})\n\t\t);\n\n\n\t\t//Elastic\n\t\t_createElastic = function(n, f, def) {\n\t\t\tvar C = _class(\"easing.\" + n, function(amplitude, period) {\n\t\t\t\t\tthis._p1 = (amplitude >= 1) ? amplitude : 1; //note: if amplitude is < 1, we simply adjust the period for a more natural feel. Otherwise the math doesn't work right and the curve starts at 1.\n\t\t\t\t\tthis._p2 = (period || def) / (amplitude < 1 ? amplitude : 1);\n\t\t\t\t\tthis._p3 = this._p2 / _2PI * (Math.asin(1 / this._p1) || 0);\n\t\t\t\t\tthis._p2 = _2PI / this._p2; //precalculate to optimize\n\t\t\t\t}, true),\n\t\t\t\tp = C.prototype = new Ease();\n\t\t\tp.constructor = C;\n\t\t\tp.getRatio = f;\n\t\t\tp.config = function(amplitude, period) {\n\t\t\t\treturn new C(amplitude, period);\n\t\t\t};\n\t\t\treturn C;\n\t\t};\n\t\t_wrap(\"Elastic\",\n\t\t\t_createElastic(\"ElasticOut\", function(p) {\n\t\t\t\treturn this._p1 * Math.pow(2, -10 * p) * Math.sin( (p - this._p3) * this._p2 ) + 1;\n\t\t\t}, 0.3),\n\t\t\t_createElastic(\"ElasticIn\", function(p) {\n\t\t\t\treturn -(this._p1 * Math.pow(2, 10 * (p -= 1)) * Math.sin( (p - this._p3) * this._p2 ));\n\t\t\t}, 0.3),\n\t\t\t_createElastic(\"ElasticInOut\", function(p) {\n\t\t\t\treturn ((p *= 2) < 1) ? -0.5 * (this._p1 * Math.pow(2, 10 * (p -= 1)) * Math.sin( (p - this._p3) * this._p2)) : this._p1 * Math.pow(2, -10 *(p -= 1)) * Math.sin( (p - this._p3) * this._p2 ) * 0.5 + 1;\n\t\t\t}, 0.45)\n\t\t);\n\n\n\t\t//Expo\n\t\t_wrap(\"Expo\",\n\t\t\t_create(\"ExpoOut\", function(p) {\n\t\t\t\treturn 1 - Math.pow(2, -10 * p);\n\t\t\t}),\n\t\t\t_create(\"ExpoIn\", function(p) {\n\t\t\t\treturn Math.pow(2, 10 * (p - 1)) - 0.001;\n\t\t\t}),\n\t\t\t_create(\"ExpoInOut\", function(p) {\n\t\t\t\treturn ((p *= 2) < 1) ? 0.5 * Math.pow(2, 10 * (p - 1)) : 0.5 * (2 - Math.pow(2, -10 * (p - 1)));\n\t\t\t})\n\t\t);\n\n\n\t\t//Sine\n\t\t_wrap(\"Sine\",\n\t\t\t_create(\"SineOut\", function(p) {\n\t\t\t\treturn Math.sin(p * _HALF_PI);\n\t\t\t}),\n\t\t\t_create(\"SineIn\", function(p) {\n\t\t\t\treturn -Math.cos(p * _HALF_PI) + 1;\n\t\t\t}),\n\t\t\t_create(\"SineInOut\", function(p) {\n\t\t\t\treturn -0.5 * (Math.cos(Math.PI * p) - 1);\n\t\t\t})\n\t\t);\n\n\t\t_class(\"easing.EaseLookup\", {\n\t\t\t\tfind:function(s) {\n\t\t\t\t\treturn Ease.map[s];\n\t\t\t\t}\n\t\t\t}, true);\n\n\t\t//register the non-standard eases\n\t\t_easeReg(w.SlowMo, \"SlowMo\", \"ease,\");\n\t\t_easeReg(RoughEase, \"RoughEase\", \"ease,\");\n\t\t_easeReg(SteppedEase, \"SteppedEase\", \"ease,\");\n\n\t\treturn Back;\n\t\t\n\t}, true);\n\n\n});\n\nif (_gsScope._gsDefine) { _gsScope._gsQueue.pop()(); } //necessary in case TweenLite was already loaded separately.\n\n\n\n\n\n\n\n\n\n\n\n/*\n * ----------------------------------------------------------------\n * Base classes like TweenLite, SimpleTimeline, Ease, Ticker, etc.\n * ----------------------------------------------------------------\n */\n(function(window, moduleName) {\n\n\t\t\"use strict\";\n\t\tvar _exports = {},\n\t\t\t_doc = window.document,\n\t\t\t_globals = window.GreenSockGlobals = window.GreenSockGlobals || window;\n\t\tif (_globals.TweenLite) {\n\t\t\treturn; //in case the core set of classes is already loaded, don't instantiate twice.\n\t\t}\n\t\tvar _namespace = function(ns) {\n\t\t\t\tvar a = ns.split(\".\"),\n\t\t\t\t\tp = _globals, i;\n\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\tp[a[i]] = p = p[a[i]] || {};\n\t\t\t\t}\n\t\t\t\treturn p;\n\t\t\t},\n\t\t\tgs = _namespace(\"com.greensock\"),\n\t\t\t_tinyNum = 0.0000000001,\n\t\t\t_slice = function(a) { //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++])) {}\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\t_emptyFunc = function() {},\n\t\t\t_isArray = (function() { //works around issues in iframe environments where the Array global isn't shared, thus if the object originates in a different window/iframe, \"(obj instanceof Array)\" will evaluate false. We added some speed optimizations to avoid Object.prototype.toString.call() unless it's absolutely necessary because it's VERY slow (like 20x slower)\n\t\t\t\tvar toString = Object.prototype.toString,\n\t\t\t\t\tarray = toString.call([]);\n\t\t\t\treturn function(obj) {\n\t\t\t\t\treturn obj != null && (obj instanceof Array || (typeof(obj) === \"object\" && !!obj.push && toString.call(obj) === array));\n\t\t\t\t};\n\t\t\t}()),\n\t\t\ta, i, p, _ticker, _tickerActive,\n\t\t\t_defLookup = {},\n\n\t\t\t/**\n\t\t\t * @constructor\n\t\t\t * Defines a GreenSock class, optionally with an array of dependencies that must be instantiated first and passed into the definition.\n\t\t\t * This allows users to load GreenSock JS files in any order even if they have interdependencies (like CSSPlugin extends TweenPlugin which is\n\t\t\t * inside TweenLite.js, but if CSSPlugin is loaded first, it should wait to run its code until TweenLite.js loads and instantiates TweenPlugin\n\t\t\t * and then pass TweenPlugin to CSSPlugin's definition). This is all done automatically and internally.\n\t\t\t *\n\t\t\t * Every definition will be added to a \"com.greensock\" global object (typically window, but if a window.GreenSockGlobals object is found,\n\t\t\t * it will go there as of v1.7). For example, TweenLite will be found at window.com.greensock.TweenLite and since it's a global class that should be available anywhere,\n\t\t\t * it is ALSO referenced at window.TweenLite. However some classes aren't considered global, like the base com.greensock.core.Animation class, so\n\t\t\t * those will only be at the package like window.com.greensock.core.Animation. Again, if you define a GreenSockGlobals object on the window, everything\n\t\t\t * gets tucked neatly inside there instead of on the window directly. This allows you to do advanced things like load multiple versions of GreenSock\n\t\t\t * files and put them into distinct objects (imagine a banner ad uses a newer version but the main site uses an older one). In that case, you could\n\t\t\t * sandbox the banner one like:\n\t\t\t *\n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t *\n\t\t\t * @param {!string} ns The namespace of the class definition, leaving off \"com.greensock.\" as that's assumed. For example, \"TweenLite\" or \"plugins.CSSPlugin\" or \"easing.Back\".\n\t\t\t * @param {!Array.} dependencies An array of dependencies (described as their namespaces minus \"com.greensock.\" prefix). For example [\"TweenLite\",\"plugins.TweenPlugin\",\"core.Animation\"]\n\t\t\t * @param {!function():Object} func The function that should be called and passed the resolved dependencies which will return the actual class for this definition.\n\t\t\t * @param {boolean=} global If true, the class will be added to the global scope (typically window unless you define a window.GreenSockGlobals object)\n\t\t\t */\n\t\t\tDefinition = function(ns, dependencies, func, global) {\n\t\t\t\tthis.sc = (_defLookup[ns]) ? _defLookup[ns].sc : []; //subclasses\n\t\t\t\t_defLookup[ns] = this;\n\t\t\t\tthis.gsClass = null;\n\t\t\t\tthis.func = func;\n\t\t\t\tvar _classes = [];\n\t\t\t\tthis.check = function(init) {\n\t\t\t\t\tvar i = dependencies.length,\n\t\t\t\t\t\tmissing = i,\n\t\t\t\t\t\tcur, a, n, cl;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif ((cur = _defLookup[dependencies[i]] || new Definition(dependencies[i], [])).gsClass) {\n\t\t\t\t\t\t\t_classes[i] = cur.gsClass;\n\t\t\t\t\t\t\tmissing--;\n\t\t\t\t\t\t} else if (init) {\n\t\t\t\t\t\t\tcur.sc.push(this);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (missing === 0 && func) {\n\t\t\t\t\t\ta = (\"com.greensock.\" + ns).split(\".\");\n\t\t\t\t\t\tn = a.pop();\n\t\t\t\t\t\tcl = _namespace(a.join(\".\"))[n] = this.gsClass = func.apply(func, _classes);\n\n\t\t\t\t\t\t//exports to multiple environments\n\t\t\t\t\t\tif (global) {\n\t\t\t\t\t\t\t_globals[n] = _exports[n] = cl; //provides a way to avoid global namespace pollution. By default, the main classes like TweenLite, Power1, Strong, etc. are added to window unless a GreenSockGlobals is defined. So if you want to have things added to a custom object instead, just do something like window.GreenSockGlobals = {} before loading any GreenSock files. You can even set up an alias like window.GreenSockGlobals = windows.gs = {} so that you can access everything like gs.TweenLite. Also remember that ALL classes are added to the window.com.greensock object (in their respective packages, like com.greensock.easing.Power1, com.greensock.TweenLite, etc.)\n\t\t\t\t\t\t\tif (typeof(module) !== \"undefined\" && module.exports) { //node\n\t\t\t\t\t\t\t\tif (ns === moduleName) {\n\t\t\t\t\t\t\t\t\tmodule.exports = _exports[moduleName] = cl;\n\t\t\t\t\t\t\t\t\tfor (i in _exports) {\n\t\t\t\t\t\t\t\t\t\tcl[i] = _exports[i];\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t} else if (_exports[moduleName]) {\n\t\t\t\t\t\t\t\t\t_exports[moduleName][n] = cl;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else if (typeof(define) === \"function\" && define.amd){ //AMD\n\t\t\t\t\t\t\t\tdefine((window.GreenSockAMDPath ? window.GreenSockAMDPath + \"/\" : \"\") + ns.split(\".\").pop(), [], function() { return cl; });\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tfor (i = 0; i < this.sc.length; i++) {\n\t\t\t\t\t\t\tthis.sc[i].check();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t\tthis.check(true);\n\t\t\t},\n\n\t\t\t//used to create Definition instances (which basically registers a class that has dependencies).\n\t\t\t_gsDefine = window._gsDefine = function(ns, dependencies, func, global) {\n\t\t\t\treturn new Definition(ns, dependencies, func, global);\n\t\t\t},\n\n\t\t\t//a quick way to create a class that doesn't have any dependencies. Returns the class, but first registers it in the GreenSock namespace so that other classes can grab it (other classes might be dependent on the class).\n\t\t\t_class = gs._class = function(ns, func, global) {\n\t\t\t\tfunc = func || function() {};\n\t\t\t\t_gsDefine(ns, [], function(){ return func; }, global);\n\t\t\t\treturn func;\n\t\t\t};\n\n\t\t_gsDefine.globals = _globals;\n\n\n\n/*\n * ----------------------------------------------------------------\n * Ease\n * ----------------------------------------------------------------\n */\n\t\tvar _baseParams = [0, 0, 1, 1],\n\t\t\tEase = _class(\"easing.Ease\", function(func, extraParams, type, power) {\n\t\t\t\tthis._func = func;\n\t\t\t\tthis._type = type || 0;\n\t\t\t\tthis._power = power || 0;\n\t\t\t\tthis._params = extraParams ? _baseParams.concat(extraParams) : _baseParams;\n\t\t\t}, true),\n\t\t\t_easeMap = Ease.map = {},\n\t\t\t_easeReg = Ease.register = function(ease, names, types, create) {\n\t\t\t\tvar na = names.split(\",\"),\n\t\t\t\t\ti = na.length,\n\t\t\t\t\tta = (types || \"easeIn,easeOut,easeInOut\").split(\",\"),\n\t\t\t\t\te, name, j, type;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tname = na[i];\n\t\t\t\t\te = create ? _class(\"easing.\"+name, null, true) : gs.easing[name] || {};\n\t\t\t\t\tj = ta.length;\n\t\t\t\t\twhile (--j > -1) {\n\t\t\t\t\t\ttype = ta[j];\n\t\t\t\t\t\t_easeMap[name + \".\" + type] = _easeMap[type + name] = e[type] = ease.getRatio ? ease : ease[type] || new ease();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\tp = Ease.prototype;\n\t\tp._calcEnd = false;\n\t\tp.getRatio = function(p) {\n\t\t\tif (this._func) {\n\t\t\t\tthis._params[0] = p;\n\t\t\t\treturn this._func.apply(null, this._params);\n\t\t\t}\n\t\t\tvar t = this._type,\n\t\t\t\tpw = this._power,\n\t\t\t\tr = (t === 1) ? 1 - p : (t === 2) ? p : (p < 0.5) ? p * 2 : (1 - p) * 2;\n\t\t\tif (pw === 1) {\n\t\t\t\tr *= r;\n\t\t\t} else if (pw === 2) {\n\t\t\t\tr *= r * r;\n\t\t\t} else if (pw === 3) {\n\t\t\t\tr *= r * r * r;\n\t\t\t} else if (pw === 4) {\n\t\t\t\tr *= r * r * r * r;\n\t\t\t}\n\t\t\treturn (t === 1) ? 1 - r : (t === 2) ? r : (p < 0.5) ? r / 2 : 1 - (r / 2);\n\t\t};\n\n\t\t//create all the standard eases like Linear, Quad, Cubic, Quart, Quint, Strong, Power0, Power1, Power2, Power3, and Power4 (each with easeIn, easeOut, and easeInOut)\n\t\ta = [\"Linear\",\"Quad\",\"Cubic\",\"Quart\",\"Quint,Strong\"];\n\t\ti = a.length;\n\t\twhile (--i > -1) {\n\t\t\tp = a[i]+\",Power\"+i;\n\t\t\t_easeReg(new Ease(null,null,1,i), p, \"easeOut\", true);\n\t\t\t_easeReg(new Ease(null,null,2,i), p, \"easeIn\" + ((i === 0) ? \",easeNone\" : \"\"));\n\t\t\t_easeReg(new Ease(null,null,3,i), p, \"easeInOut\");\n\t\t}\n\t\t_easeMap.linear = gs.easing.Linear.easeIn;\n\t\t_easeMap.swing = gs.easing.Quad.easeInOut; //for jQuery folks\n\n\n/*\n * ----------------------------------------------------------------\n * EventDispatcher\n * ----------------------------------------------------------------\n */\n\t\tvar EventDispatcher = _class(\"events.EventDispatcher\", function(target) {\n\t\t\tthis._listeners = {};\n\t\t\tthis._eventTarget = target || this;\n\t\t});\n\t\tp = EventDispatcher.prototype;\n\n\t\tp.addEventListener = function(type, callback, scope, useParam, priority) {\n\t\t\tpriority = priority || 0;\n\t\t\tvar list = this._listeners[type],\n\t\t\t\tindex = 0,\n\t\t\t\tlistener, i;\n\t\t\tif (this === _ticker && !_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (list == null) {\n\t\t\t\tthis._listeners[type] = list = [];\n\t\t\t}\n\t\t\ti = list.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tlistener = list[i];\n\t\t\t\tif (listener.c === callback && listener.s === scope) {\n\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t} else if (index === 0 && listener.pr < priority) {\n\t\t\t\t\tindex = i + 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\tlist.splice(index, 0, {c:callback, s:scope, up:useParam, pr:priority});\n\t\t};\n\n\t\tp.removeEventListener = function(type, callback) {\n\t\t\tvar list = this._listeners[type], i;\n\t\t\tif (list) {\n\t\t\t\ti = list.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (list[i].c === callback) {\n\t\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp.dispatchEvent = function(type) {\n\t\t\tvar list = this._listeners[type],\n\t\t\t\ti, t, listener;\n\t\t\tif (list) {\n\t\t\t\ti = list.length;\n\t\t\t\tif (i > 1) {\n\t\t\t\t\tlist = list.slice(0); //in case addEventListener() is called from within a listener/callback (otherwise the index could change, resulting in a skip)\n\t\t\t\t}\n\t\t\t\tt = this._eventTarget;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tlistener = list[i];\n\t\t\t\t\tif (listener) {\n\t\t\t\t\t\tif (listener.up) {\n\t\t\t\t\t\t\tlistener.c.call(listener.s || t, {type:type, target:t});\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tlistener.c.call(listener.s || t);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\n/*\n * ----------------------------------------------------------------\n * Ticker\n * ----------------------------------------------------------------\n */\n \t\tvar _reqAnimFrame = window.requestAnimationFrame,\n\t\t\t_cancelAnimFrame = window.cancelAnimationFrame,\n\t\t\t_getTime = Date.now || function() {return new Date().getTime();},\n\t\t\t_lastUpdate = _getTime();\n\n\t\t//now try to determine the requestAnimationFrame and cancelAnimationFrame functions and if none are found, we'll use a setTimeout()/clearTimeout() polyfill.\n\t\ta = [\"ms\",\"moz\",\"webkit\",\"o\"];\n\t\ti = a.length;\n\t\twhile (--i > -1 && !_reqAnimFrame) {\n\t\t\t_reqAnimFrame = window[a[i] + \"RequestAnimationFrame\"];\n\t\t\t_cancelAnimFrame = window[a[i] + \"CancelAnimationFrame\"] || window[a[i] + \"CancelRequestAnimationFrame\"];\n\t\t}\n\n\t\t_class(\"Ticker\", function(fps, useRAF) {\n\t\t\tvar _self = this,\n\t\t\t\t_startTime = _getTime(),\n\t\t\t\t_useRAF = (useRAF !== false && _reqAnimFrame) ? \"auto\" : false,\n\t\t\t\t_lagThreshold = 500,\n\t\t\t\t_adjustedLag = 33,\n\t\t\t\t_tickWord = \"tick\", //helps reduce gc burden\n\t\t\t\t_fps, _req, _id, _gap, _nextTime,\n\t\t\t\t_tick = function(manual) {\n\t\t\t\t\tvar elapsed = _getTime() - _lastUpdate,\n\t\t\t\t\t\toverlap, dispatch;\n\t\t\t\t\tif (elapsed > _lagThreshold) {\n\t\t\t\t\t\t_startTime += elapsed - _adjustedLag;\n\t\t\t\t\t}\n\t\t\t\t\t_lastUpdate += elapsed;\n\t\t\t\t\t_self.time = (_lastUpdate - _startTime) / 1000;\n\t\t\t\t\toverlap = _self.time - _nextTime;\n\t\t\t\t\tif (!_fps || overlap > 0 || manual === true) {\n\t\t\t\t\t\t_self.frame++;\n\t\t\t\t\t\t_nextTime += overlap + (overlap >= _gap ? 0.004 : _gap - overlap);\n\t\t\t\t\t\tdispatch = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (manual !== true) { //make sure the request is made before we dispatch the \"tick\" event so that timing is maintained. Otherwise, if processing the \"tick\" requires a bunch of time (like 15ms) and we're using a setTimeout() that's based on 16.7ms, it'd technically take 31.7ms between frames otherwise.\n\t\t\t\t\t\t_id = _req(_tick);\n\t\t\t\t\t}\n\t\t\t\t\tif (dispatch) {\n\t\t\t\t\t\t_self.dispatchEvent(_tickWord);\n\t\t\t\t\t}\n\t\t\t\t};\n\n\t\t\tEventDispatcher.call(_self);\n\t\t\t_self.time = _self.frame = 0;\n\t\t\t_self.tick = function() {\n\t\t\t\t_tick(true);\n\t\t\t};\n\n\t\t\t_self.lagSmoothing = function(threshold, adjustedLag) {\n\t\t\t\tif (!arguments.length) { //if lagSmoothing() is called with no arguments, treat it like a getter that returns a boolean indicating if it's enabled or not. This is purposely undocumented and is for internal use.\n\t\t\t\t\treturn (_lagThreshold < 1 / _tinyNum);\n\t\t\t\t}\n\t\t\t\t_lagThreshold = threshold || (1 / _tinyNum); //zero should be interpreted as basically unlimited\n\t\t\t\t_adjustedLag = Math.min(adjustedLag, _lagThreshold, 0);\n\t\t\t};\n\n\t\t\t_self.sleep = function() {\n\t\t\t\tif (_id == null) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (!_useRAF || !_cancelAnimFrame) {\n\t\t\t\t\tclearTimeout(_id);\n\t\t\t\t} else {\n\t\t\t\t\t_cancelAnimFrame(_id);\n\t\t\t\t}\n\t\t\t\t_req = _emptyFunc;\n\t\t\t\t_id = null;\n\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t_tickerActive = false;\n\t\t\t\t}\n\t\t\t};\n\n\t\t\t_self.wake = function(seamless) {\n\t\t\t\tif (_id !== null) {\n\t\t\t\t\t_self.sleep();\n\t\t\t\t} else if (seamless) {\n\t\t\t\t\t_startTime += -_lastUpdate + (_lastUpdate = _getTime());\n\t\t\t\t} else if (_self.frame > 10) { //don't trigger lagSmoothing if we're just waking up, and make sure that at least 10 frames have elapsed because of the iOS bug that we work around below with the 1.5-second setTimout().\n\t\t\t\t\t_lastUpdate = _getTime() - _lagThreshold + 5;\n\t\t\t\t}\n\t\t\t\t_req = (_fps === 0) ? _emptyFunc : (!_useRAF || !_reqAnimFrame) ? function(f) { return setTimeout(f, ((_nextTime - _self.time) * 1000 + 1) | 0); } : _reqAnimFrame;\n\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t_tickerActive = true;\n\t\t\t\t}\n\t\t\t\t_tick(2);\n\t\t\t};\n\n\t\t\t_self.fps = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn _fps;\n\t\t\t\t}\n\t\t\t\t_fps = value;\n\t\t\t\t_gap = 1 / (_fps || 60);\n\t\t\t\t_nextTime = this.time + _gap;\n\t\t\t\t_self.wake();\n\t\t\t};\n\n\t\t\t_self.useRAF = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn _useRAF;\n\t\t\t\t}\n\t\t\t\t_self.sleep();\n\t\t\t\t_useRAF = value;\n\t\t\t\t_self.fps(_fps);\n\t\t\t};\n\t\t\t_self.fps(fps);\n\n\t\t\t//a bug in iOS 6 Safari occasionally prevents the requestAnimationFrame from working initially, so we use a 1.5-second timeout that automatically falls back to setTimeout() if it senses this condition.\n\t\t\tsetTimeout(function() {\n\t\t\t\tif (_useRAF === \"auto\" && _self.frame < 5 && _doc.visibilityState !== \"hidden\") {\n\t\t\t\t\t_self.useRAF(false);\n\t\t\t\t}\n\t\t\t}, 1500);\n\t\t});\n\n\t\tp = gs.Ticker.prototype = new gs.events.EventDispatcher();\n\t\tp.constructor = gs.Ticker;\n\n\n/*\n * ----------------------------------------------------------------\n * Animation\n * ----------------------------------------------------------------\n */\n\t\tvar Animation = _class(\"core.Animation\", function(duration, vars) {\n\t\t\t\tthis.vars = vars = vars || {};\n\t\t\t\tthis._duration = this._totalDuration = duration || 0;\n\t\t\t\tthis._delay = Number(vars.delay) || 0;\n\t\t\t\tthis._timeScale = 1;\n\t\t\t\tthis._active = (vars.immediateRender === true);\n\t\t\t\tthis.data = vars.data;\n\t\t\t\tthis._reversed = (vars.reversed === true);\n\n\t\t\t\tif (!_rootTimeline) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (!_tickerActive) { //some browsers (like iOS 6 Safari) shut down JavaScript execution when the tab is disabled and they [occasionally] neglect to start up requestAnimationFrame again when returning - this code ensures that the engine starts up again properly.\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\n\t\t\t\tvar tl = this.vars.useFrames ? _rootFramesTimeline : _rootTimeline;\n\t\t\t\ttl.add(this, tl._time);\n\n\t\t\t\tif (this.vars.paused) {\n\t\t\t\t\tthis.paused(true);\n\t\t\t\t}\n\t\t\t});\n\n\t\t_ticker = Animation.ticker = new gs.Ticker();\n\t\tp = Animation.prototype;\n\t\tp._dirty = p._gc = p._initted = p._paused = false;\n\t\tp._totalTime = p._time = 0;\n\t\tp._rawPrevTime = -1;\n\t\tp._next = p._last = p._onUpdate = p._timeline = p.timeline = null;\n\t\tp._paused = false;\n\n\n\t\t//some browsers (like iOS) occasionally drop the requestAnimationFrame event when the user switches to a different tab and then comes back again, so we use a 2-second setTimeout() to sense if/when that condition occurs and then wake() the ticker.\n\t\tvar _checkTimeout = function() {\n\t\t\t\tif (_tickerActive && _getTime() - _lastUpdate > 2000 && (_doc.visibilityState !== \"hidden\" || !_ticker.lagSmoothing())) { //note: if the tab is hidden, we should still wake if lagSmoothing has been disabled.\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\tvar t = setTimeout(_checkTimeout, 2000);\n\t\t\t\tif (t.unref) {\n\t\t\t\t\t// allows a node process to exit even if the timeout’s callback hasn't been invoked. Without it, the node process could hang as this function is called every two seconds.\n\t\t\t\t\tt.unref();\n\t\t\t\t}\n\t\t\t};\n\t\t_checkTimeout();\n\n\n\t\tp.play = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t}\n\t\t\treturn this.reversed(false).paused(false);\n\t\t};\n\n\t\tp.pause = function(atTime, suppressEvents) {\n\t\t\tif (atTime != null) {\n\t\t\t\tthis.seek(atTime, suppressEvents);\n\t\t\t}\n\t\t\treturn this.paused(true);\n\t\t};\n\n\t\tp.resume = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t}\n\t\t\treturn this.paused(false);\n\t\t};\n\n\t\tp.seek = function(time, suppressEvents) {\n\t\t\treturn this.totalTime(Number(time), suppressEvents !== false);\n\t\t};\n\n\t\tp.restart = function(includeDelay, suppressEvents) {\n\t\t\treturn this.reversed(false).paused(false).totalTime(includeDelay ? -this._delay : 0, (suppressEvents !== false), true);\n\t\t};\n\n\t\tp.reverse = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek((from || this.totalDuration()), suppressEvents);\n\t\t\t}\n\t\t\treturn this.reversed(true).paused(false);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\t//stub - we override this method in subclasses.\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tthis._time = this._totalTime = 0;\n\t\t\tthis._initted = this._gc = false;\n\t\t\tthis._rawPrevTime = -1;\n\t\t\tif (this._gc || !this.timeline) {\n\t\t\t\tthis._enabled(true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.isActive = function() {\n\t\t\tvar tl = this._timeline, //the 2 root timelines won't have a _timeline; they're always active.\n\t\t\t\tstartTime = this._startTime,\n\t\t\t\trawTime;\n\t\t\treturn (!tl || (!this._gc && !this._paused && tl.isActive() && (rawTime = tl.rawTime(true)) >= startTime && rawTime < startTime + this.totalDuration() / this._timeScale - 0.0000001));\n\t\t};\n\n\t\tp._enabled = function (enabled, ignoreTimeline) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tthis._gc = !enabled;\n\t\t\tthis._active = this.isActive();\n\t\t\tif (ignoreTimeline !== true) {\n\t\t\t\tif (enabled && !this.timeline) {\n\t\t\t\t\tthis._timeline.add(this, this._startTime - this._delay);\n\t\t\t\t} else if (!enabled && this.timeline) {\n\t\t\t\t\tthis._timeline._remove(this, true);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\n\t\tp._kill = function(vars, target) {\n\t\t\treturn this._enabled(false, false);\n\t\t};\n\n\t\tp.kill = function(vars, target) {\n\t\t\tthis._kill(vars, target);\n\t\t\treturn this;\n\t\t};\n\n\t\tp._uncache = function(includeSelf) {\n\t\t\tvar tween = includeSelf ? this : this.timeline;\n\t\t\twhile (tween) {\n\t\t\t\ttween._dirty = true;\n\t\t\t\ttween = tween.timeline;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._swapSelfInParams = function(params) {\n\t\t\tvar i = params.length,\n\t\t\t\tcopy = params.concat();\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (params[i] === \"{self}\") {\n\t\t\t\t\tcopy[i] = this;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn copy;\n\t\t};\n\n\t\tp._callback = function(type) {\n\t\t\tvar v = this.vars,\n\t\t\t\tcallback = v[type],\n\t\t\t\tparams = v[type + \"Params\"],\n\t\t\t\tscope = v[type + \"Scope\"] || v.callbackScope || this,\n\t\t\t\tl = params ? params.length : 0;\n\t\t\tswitch (l) { //speed optimization; call() is faster than apply() so use it when there are only a few parameters (which is by far most common). Previously we simply did var v = this.vars; v[type].apply(v[type + \"Scope\"] || v.callbackScope || this, v[type + \"Params\"] || _blankArray);\n\t\t\t\tcase 0: callback.call(scope); break;\n\t\t\t\tcase 1: callback.call(scope, params[0]); break;\n\t\t\t\tcase 2: callback.call(scope, params[0], params[1]); break;\n\t\t\t\tdefault: callback.apply(scope, params);\n\t\t\t}\n\t\t};\n\n//----Animation getters/setters --------------------------------------------------------\n\n\t\tp.eventCallback = function(type, callback, params, scope) {\n\t\t\tif ((type || \"\").substr(0,2) === \"on\") {\n\t\t\t\tvar v = this.vars;\n\t\t\t\tif (arguments.length === 1) {\n\t\t\t\t\treturn v[type];\n\t\t\t\t}\n\t\t\t\tif (callback == null) {\n\t\t\t\t\tdelete v[type];\n\t\t\t\t} else {\n\t\t\t\t\tv[type] = callback;\n\t\t\t\t\tv[type + \"Params\"] = (_isArray(params) && params.join(\"\").indexOf(\"{self}\") !== -1) ? this._swapSelfInParams(params) : params;\n\t\t\t\t\tv[type + \"Scope\"] = scope;\n\t\t\t\t}\n\t\t\t\tif (type === \"onUpdate\") {\n\t\t\t\t\tthis._onUpdate = callback;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.delay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._delay;\n\t\t\t}\n\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\tthis.startTime( this._startTime + value - this._delay );\n\t\t\t}\n\t\t\tthis._delay = value;\n\t\t\treturn this;\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tthis._dirty = false;\n\t\t\t\treturn this._duration;\n\t\t\t}\n\t\t\tthis._duration = this._totalDuration = value;\n\t\t\tthis._uncache(true); //true in case it's a TweenMax or TimelineMax that has a repeat - we'll need to refresh the totalDuration.\n\t\t\tif (this._timeline.smoothChildTiming) if (this._time > 0) if (this._time < this._duration) if (value !== 0) {\n\t\t\t\tthis.totalTime(this._totalTime * (value / this._duration), true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tthis._dirty = false;\n\t\t\treturn (!arguments.length) ? this._totalDuration : this.duration(value);\n\t\t};\n\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\treturn this.totalTime((value > this._duration) ? this._duration : value, suppressEvents);\n\t\t};\n\n\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._totalTime;\n\t\t\t}\n\t\t\tif (this._timeline) {\n\t\t\t\tif (time < 0 && !uncapped) {\n\t\t\t\t\ttime += this.totalDuration();\n\t\t\t\t}\n\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\tif (this._dirty) {\n\t\t\t\t\t\tthis.totalDuration();\n\t\t\t\t\t}\n\t\t\t\t\tvar totalDuration = this._totalDuration,\n\t\t\t\t\t\ttl = this._timeline;\n\t\t\t\t\tif (time > totalDuration && !uncapped) {\n\t\t\t\t\t\ttime = totalDuration;\n\t\t\t\t\t}\n\t\t\t\t\tthis._startTime = (this._paused ? this._pauseTime : tl._time) - ((!this._reversed ? time : totalDuration - time) / this._timeScale);\n\t\t\t\t\tif (!tl._dirty) { //for performance improvement. If the parent's cache is already dirty, it already took care of marking the ancestors as dirty too, so skip the function call here.\n\t\t\t\t\t\tthis._uncache(false);\n\t\t\t\t\t}\n\t\t\t\t\t//in case any of the ancestor timelines had completed but should now be enabled, we should reset their totalTime() which will also ensure that they're lined up properly and enabled. Skip for animations that ×HÒ¿ùare on the root (wasteful). Example: a TimelineLite.exportRoot() is performed when there's a paused tween on the root, the export will not complete until that tween is unpaused, but imagine a child gets restarted later, after all [unpaused] tweens have completed. The startTime of that child would get pushed out, but one of the ancestors may have completed.\n\t\t\t\t\tif (tl._timeline) {\n\t\t\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\t\t\tif (tl._timeline._time !== (tl._startTime + tl._totalTime) / tl._timeScale) {\n\t\t\t\t\t\t\t\ttl.totalTime(tl._totalTime, true);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this._gc) {\n\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t}\n\t\t\t\tif (this._totalTime !== time || this._duration === 0) {\n\t\t\t\t\tif (_lazyTweens.length) {\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tthis.render(time, suppressEvents, false);\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when someone calls seek() or time() or progress(), they expect an immediate render.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.progress = p.totalProgress = function(value, suppressEvents) {\n\t\t\tvar duration = this.duration();\n\t\t\treturn (!arguments.length) ? (duration ? this._time / duration : this.ratio) : this.totalTime(duration * value, suppressEvents);\n\t\t};\n\n\t\tp.startTime = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._startTime;\n\t\t\t}\n\t\t\tif (value !== this._startTime) {\n\t\t\t\tthis._startTime = value;\n\t\t\t\tif (this.timeline) if (this.timeline._sortChildren) {\n\t\t\t\t\tthis.timeline.add(this, value - this._delay); //ensures that any necessary re-sequencing of Animations in the timeline occurs to make sure the rendering order is correct.\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.endTime = function(includeRepeats) {\n\t\t\treturn this._startTime + ((includeRepeats != false) ? this.totalDuration() : this.duration()) / this._timeScale;\n\t\t};\n\n\t\tp.timeScale = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._timeScale;\n\t\t\t}\n\t\t\tvar pauseTime, t;\n\t\t\tvalue = value || _tinyNum; //can't allow zero because it'll throw the math off\n\t\t\tif (this._timeline && this._timeline.smoothChildTiming) {\n\t\t\t\tpauseTime = this._pauseTime;\n\t\t\t\tt = (pauseTime || pauseTime === 0) ? pauseTime : this._timeline.totalTime();\n\t\t\t\tthis._startTime = t - ((t - this._startTime) * this._timeScale / value);\n\t\t\t}\n\t\t\tthis._timeScale = value;\n\t\t\tt = this.timeline;\n\t\t\twhile (t && t.timeline) { //must update the duration/totalDuration of all ancestor timelines immediately in case in the middle of a render loop, one tween alters another tween's timeScale which shoves its startTime before 0, forcing the parent timeline to shift around and shiftChildren() which could affect that next tween's render (startTime). Doesn't matter for the root timeline though.\n\t\t\t\tt._dirty = true;\n\t\t\t\tt.totalDuration();\n\t\t\t\tt = t.timeline;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.reversed = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._reversed;\n\t\t\t}\n\t\t\tif (value != this._reversed) {\n\t\t\t\tthis._reversed = value;\n\t\t\t\tthis.totalTime(((this._timeline && !this._timeline.smoothChildTiming) ? this.totalDuration() - this._totalTime : this._totalTime), true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.paused = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._paused;\n\t\t\t}\n\t\t\tvar tl = this._timeline,\n\t\t\t\traw, elapsed;\n\t\t\tif (value != this._paused) if (tl) {\n\t\t\t\tif (!_tickerActive && !value) {\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\traw = tl.rawTime();\n\t\t\t\telapsed = raw - this._pauseTime;\n\t\t\t\tif (!value && tl.smoothChildTiming) {\n\t\t\t\t\tthis._startTime += elapsed;\n\t\t\t\t\tthis._uncache(false);\n\t\t\t\t}\n\t\t\t\tthis._pauseTime = value ? raw : null;\n\t\t\t\tthis._paused = value;\n\t\t\t\tthis._active = this.isActive();\n\t\t\t\tif (!value && elapsed !== 0 && this._initted && this.duration()) {\n\t\t\t\t\traw = tl.smoothChildTiming ? this._totalTime : (raw - this._startTime) / this._timeScale;\n\t\t\t\t\tthis.render(raw, (raw === this._totalTime), true); //in case the target's properties changed via some other tween or manual update by the user, we should force a render.\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._gc && !value) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\n/*\n * ----------------------------------------------------------------\n * SimpleTimeline\n * ----------------------------------------------------------------\n */\n\t\tvar SimpleTimeline = _class(\"core.SimpleTimeline\", function(vars) {\n\t\t\tAnimation.call(this, 0, vars);\n\t\t\tthis.autoRemoveChildren = this.smoothChildTiming = true;\n\t\t});\n\n\t\tp = SimpleTimeline.prototype = new Animation();\n\t\tp.constructor = SimpleTimeline;\n\t\tp.kill()._gc = false;\n\t\tp._first = p._last = p._recent = null;\n\t\tp._sortChildren = false;\n\n\t\tp.add = p.insert = function(child, position, align, stagger) {\n\t\t\tvar prevTween, st;\n\t\t\tchild._startTime = Number(position || 0) + child._delay;\n\t\t\tif (child._paused) if (this !== child._timeline) { //we only adjust the _pauseTime if it wasn't in this timeline already. Remember, sometimes a tween will be inserted again into the same timeline when its startTime is changed so that the tweens in the TimelineLite/Max are re-ordered properly in the linked list (so everything renders in the proper order).\n\t\t\t\tchild._pauseTime = child._startTime + ((this.rawTime() - child._startTime) / child._timeScale);\n\t\t\t}\n\t\t\tif (child.timeline) {\n\t\t\t\tchild.timeline._remove(child, true); //removes from existing timeline so that it can be properly added to this one.\n\t\t\t}\n\t\t\tchild.timeline = child._timeline = this;\n\t\t\tif (child._gc) {\n\t\t\t\tchild._enabled(true, true);\n\t\t\t}\n\t\t\tprevTween = this._last;\n\t\t\tif (this._sortChildren) {\n\t\t\t\tst = child._startTime;\n\t\t\t\twhile (prevTween && prevTween._startTime > st) {\n\t\t\t\t\tprevTween = prevTween._prev;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (prevTween) {\n\t\t\t\tchild._next = prevTween._next;\n\t\t\t\tprevTween._next = child;\n\t\t\t} else {\n\t\t\t\tchild._next = this._first;\n\t\t\t\tthis._first = child;\n\t\t\t}\n\t\t\tif (child._next) {\n\t\t\t\tchild._next._prev = child;\n\t\t\t} else {\n\t\t\t\tthis._last = child;\n\t\t\t}\n\t\t\tchild._prev = prevTween;\n\t\t\tthis._recent = child;\n\t\t\tif (this._timeline) {\n\t\t\t\tthis._uncache(true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._remove = function(tween, skipDisable) {\n\t\t\tif (tween.timeline === this) {\n\t\t\t\tif (!skipDisable) {\n\t\t\t\t\ttween._enabled(false, true);\n\t\t\t\t}\n\n\t\t\t\tif (tween._prev) {\n\t\t\t\t\ttween._prev._next = tween._next;\n\t\t\t\t} else if (this._first === tween) {\n\t\t\t\t\tthis._first = tween._next;\n\t\t\t\t}\n\t\t\t\tif (tween._next) {\n\t\t\t\t\ttween._next._prev = tween._prev;\n\t\t\t\t} else if (this._last === tween) {\n\t\t\t\t\tthis._last = tween._prev;\n\t\t\t\t}\n\t\t\t\ttween._next = tween._prev = tween.timeline = null;\n\t\t\t\tif (tween === this._recent) {\n\t\t\t\t\tthis._recent = this._last;\n\t\t\t\t}\n\n\t\t\t\tif (this._timeline) {\n\t\t\t\t\tthis._uncache(true);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tvar tween = this._first,\n\t\t\t\tnext;\n\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\twhile (tween) {\n\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\tif (tween._active || (time >= tween._startTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttween = next;\n\t\t\t}\n\t\t};\n\n\t\tp.rawTime = function() {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\treturn this._totalTime;\n\t\t};\n\n/*\n * ----------------------------------------------------------------\n * TweenLite\n * ----------------------------------------------------------------\n */\n\t\tvar TweenLite = _class(\"TweenLite\", function(target, duration, vars) {\n\t\t\t\tAnimation.call(this, duration, vars);\n\t\t\t\tthis.render = TweenLite.prototype.render; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\n\t\t\t\tif (target == null) {\n\t\t\t\t\tthrow \"Cannot tween a null target.\";\n\t\t\t\t}\n\n\t\t\t\tthis.target = target = (typeof(target) !== \"string\") ? target : TweenLite.selector(target) || target;\n\n\t\t\t\tvar isSelector = (target.jquery || (target.length && target !== window && target[0] && (target[0] === window || (target[0].nodeType && target[0].style && !target.nodeType)))),\n\t\t\t\t\toverwrite = this.vars.overwrite,\n\t\t\t\t\ti, targ, targets;\n\n\t\t\t\tthis._overwrite = overwrite = (overwrite == null) ? _overwriteLookup[TweenLite.defaultOverwrite] : (typeof(overwrite) === \"number\") ? overwrite >> 0 : _overwriteLookup[overwrite];\n\n\t\t\t\tif ((isSelector || target instanceof Array || (target.push && _isArray(target))) && typeof(target[0]) !== \"number\") {\n\t\t\t\t\tthis._targets = targets = _slice(target); //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\t\tthis._propLookup = [];\n\t\t\t\t\tthis._siblings = [];\n\t\t\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\t\t\ttarg = targets[i];\n\t\t\t\t\t\tif (!targ) {\n\t\t\t\t\t\t\ttargets.splice(i--, 1);\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\ttarg = targets[i--] = TweenLite.selector(targ); //in case it's an array of strings\n\t\t\t\t\t\t\tif (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\t\ttargets.splice(i+1, 1); //to avoid an endless loop (can't imagine why the selector would return a string, but just in case)\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (targ.length && targ !== window && targ[0] && (targ[0] === window || (targ[0].nodeType && targ[0].style && !targ.nodeType))) { //in case the user is passing in an array of selector objects (like jQuery objects), we need to check one more level and pull things out if necessary. Also note that