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https://tc39.es/ecma262/#sec-requireobjectcoercible\nmodule.exports = function (it) {\n  if (isNullOrUndefined(it)) throw new $TypeError(\"Can't call method on \" + it);\n  return it;\n};\n","'use strict';\n// toObject with fallback for non-array-like ES3 strings\nvar IndexedObject = require('../internals/indexed-object');\nvar requireObjectCoercible = require('../internals/require-object-coercible');\n\nmodule.exports = function (it) {\n  return IndexedObject(requireObjectCoercible(it));\n};\n","'use strict';\nvar isCallable = require('../internals/is-callable');\n\nmodule.exports = function (it) {\n  return typeof it == 'object' ? it !== null : isCallable(it);\n};\n","'use strict';\nmodule.exports = {};\n","'use strict';\nvar path = require('../internals/path');\nvar globalThis = require('../internals/global-this');\nvar isCallable = require('../internals/is-callable');\n\nvar aFunction = function (variable) {\n  return isCallable(variable) ? variable : undefined;\n};\n\nmodule.exports = function (namespace, method) {\n  return arguments.length < 2 ? aFunction(path[namespace]) || aFunction(globalThis[namespace])\n    : path[namespace] && path[namespace][method] || globalThis[namespace] && globalThis[namespace][method];\n};\n","'use strict';\nvar globalThis = require('../internals/global-this');\n\nvar navigator = globalThis.navigator;\nvar userAgent = navigator && navigator.userAgent;\n\nmodule.exports = userAgent ? String(userAgent) : '';\n","'use strict';\nvar globalThis = require('../internals/global-this');\nvar userAgent = require('../internals/environment-user-agent');\n\nvar process = globalThis.process;\nvar Deno = globalThis.Deno;\nvar versions = process && process.versions || Deno && Deno.version;\nvar v8 = versions && versions.v8;\nvar match, version;\n\nif (v8) {\n  match = v8.split('.');\n  // in old Chrome, versions of V8 isn't V8 = Chrome / 10\n  // but their correct versions are not interesting for us\n  version = match[0] > 0 && match[0] < 4 ? 1 : +(match[0] + match[1]);\n}\n\n// BrowserFS NodeJS `process` polyfill incorrectly set `.v8` to `0.0`\n// so check `userAgent` even if `.v8` exists, but 0\nif (!version && userAgent) {\n  match = userAgent.match(/Edge\\/(\\d+)/);\n  if (!match || match[1] >= 74) {\n    match = userAgent.match(/Chrome\\/(\\d+)/);\n    if (match) version = +match[1];\n  }\n}\n\nmodule.exports = version;\n","'use strict';\n/* eslint-disable es/no-symbol -- required for testing */\nvar V8_VERSION = require('../internals/environment-v8-version');\nvar fails = require('../internals/fails');\nvar globalThis = require('../internals/global-this');\n\nvar $String = globalThis.String;\n\n// eslint-disable-next-line es/no-object-getownpropertysymbols -- required for testing\nmodule.exports = !!Object.getOwnPropertySymbols && !fails(function () {\n  var symbol = Symbol('symbol detection');\n  // Chrome 38 Symbol has incorrect toString conversion\n  // `get-own-property-symbols` polyfill symbols converted to object are not Symbol instances\n  // nb: Do not call `String` directly to avoid this being optimized out to `symbol+''` which will,\n  // of course, fail.\n  return !$String(symbol) || !(Object(symbol) instanceof Symbol) ||\n    // Chrome 38-40 symbols are not inherited from DOM collections prototypes to instances\n    !Symbol.sham && V8_VERSION && V8_VERSION < 41;\n});\n","'use strict';\n/* eslint-disable es/no-symbol -- required for testing */\nvar NATIVE_SYMBOL = require('../internals/symbol-constructor-detection');\n\nmodule.exports = NATIVE_SYMBOL &&\n  !Symbol.sham &&\n  typeof Symbol.iterator == 'symbol';\n","'use strict';\nvar getBuiltIn = require('../internals/get-built-in');\nvar isCallable = require('../internals/is-callable');\nvar isPrototypeOf = require('../internals/object-is-prototype-of');\nvar USE_SYMBOL_AS_UID = require('../internals/use-symbol-as-uid');\n\nvar $Object = Object;\n\nmodule.exports = USE_SYMBOL_AS_UID ? function (it) {\n  return typeof it == 'symbol';\n} : function (it) {\n  var $Symbol = getBuiltIn('Symbol');\n  return isCallable($Symbol) && isPrototypeOf($Symbol.prototype, $Object(it));\n};\n","'use strict';\nvar $String = String;\n\nmodule.exports = function (argument) {\n  try {\n    return $String(argument);\n  } catch (error) {\n    return 'Object';\n  }\n};\n","'use strict';\nvar isCallable = require('../internals/is-callable');\nvar tryToString = require('../internals/try-to-string');\n\nvar $TypeError = TypeError;\n\n// `Assert: IsCallable(argument) is true`\nmodule.exports = function (argument) {\n  if (isCallable(argument)) return argument;\n  throw new $TypeError(tryToString(argument) + ' is not a function');\n};\n","'use strict';\nvar aCallable = require('../internals/a-callable');\nvar isNullOrUndefined = require('../internals/is-null-or-undefined');\n\n// `GetMethod` abstract operation\n// https://tc39.es/ecma262/#sec-getmethod\nmodule.exports = function (V, P) {\n  var func = V[P];\n  return isNullOrUndefined(func) ? undefined : aCallable(func);\n};\n","'use strict';\nvar call = require('../internals/function-call');\nvar isCallable = require('../internals/is-callable');\nvar isObject = require('../internals/is-object');\n\nvar $TypeError = TypeError;\n\n// `OrdinaryToPrimitive` abstract operation\n// https://tc39.es/ecma262/#sec-ordinarytoprimitive\nmodule.exports = function (input, pref) {\n  var fn, val;\n  if (pref === 'string' && isCallable(fn = input.toString) && !isObject(val = call(fn, input))) return val;\n  if (isCallable(fn = input.valueOf) && !isObject(val = call(fn, input))) return val;\n  if (pref !== 'string' && isCallable(fn = input.toString) && !isObject(val = call(fn, input))) return val;\n  throw new $TypeError(\"Can't convert object to primitive value\");\n};\n","'use strict';\nmodule.exports = true;\n","'use strict';\nvar globalThis = require('../internals/global-this');\n\n// eslint-disable-next-line es/no-object-defineproperty -- safe\nvar defineProperty = Object.defineProperty;\n\nmodule.exports = function (key, value) {\n  try {\n    defineProperty(globalThis, key, { value: value, configurable: true, writable: true });\n  } catch (error) {\n    globalThis[key] = value;\n  } return value;\n};\n","'use strict';\nvar IS_PURE = require('../internals/is-pure');\nvar globalThis = require('../internals/global-this');\nvar defineGlobalProperty = require('../internals/define-global-property');\n\nvar SHARED = '__core-js_shared__';\nvar store = module.exports = globalThis[SHARED] || defineGlobalProperty(SHARED, {});\n\n(store.versions || (store.versions = [])).push({\n  version: '3.44.0',\n  mode: IS_PURE ? 'pure' : 'global',\n  copyright: '© 2014-2025 Denis Pushkarev (zloirock.ru)',\n  license: 'https://github.com/zloirock/core-js/blob/v3.44.0/LICENSE',\n  source: 'https://github.com/zloirock/core-js'\n});\n","'use strict';\nvar store = require('../internals/shared-store');\n\nmodule.exports = function (key, value) {\n  return store[key] || (store[key] = value || {});\n};\n","'use strict';\nvar requireObjectCoercible = require('../internals/require-object-coercible');\n\nvar $Object = Object;\n\n// `ToObject` abstract operation\n// https://tc39.es/ecma262/#sec-toobject\nmodule.exports = function (argument) {\n  return $Object(requireObjectCoercible(argument));\n};\n","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar toObject = require('../internals/to-object');\n\nvar hasOwnProperty = uncurryThis({}.hasOwnProperty);\n\n// `HasOwnProperty` abstract operation\n// https://tc39.es/ecma262/#sec-hasownproperty\n// eslint-disable-next-line es/no-object-hasown -- safe\nmodule.exports = Object.hasOwn || function hasOwn(it, key) {\n  return hasOwnProperty(toObject(it), key);\n};\n","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this');\n\nvar id = 0;\nvar postfix = Math.random();\nvar toString = uncurryThis(1.1.toString);\n\nmodule.exports = function (key) {\n  return 'Symbol(' + (key === undefined ? '' : key) + ')_' + toString(++id + postfix, 36);\n};\n","'use strict';\nvar globalThis = require('../internals/global-this');\nvar shared = require('../internals/shared');\nvar hasOwn = require('../internals/has-own-property');\nvar uid = require('../internals/uid');\nvar NATIVE_SYMBOL = require('../internals/symbol-constructor-detection');\nvar USE_SYMBOL_AS_UID = require('../internals/use-symbol-as-uid');\n\nvar Symbol = globalThis.Symbol;\nvar WellKnownSymbolsStore = shared('wks');\nvar createWellKnownSymbol = USE_SYMBOL_AS_UID ? Symbol['for'] || Symbol : Symbol && Symbol.withoutSetter || uid;\n\nmodule.exports = function (name) {\n  if (!hasOwn(WellKnownSymbolsStore, name)) {\n    WellKnownSymbolsStore[name] = NATIVE_SYMBOL && hasOwn(Symbol, name)\n      ? Symbol[name]\n      : createWellKnownSymbol('Symbol.' + name);\n  } return WellKnownSymbolsStore[name];\n};\n","'use strict';\nvar call = require('../internals/function-call');\nvar isObject = require('../internals/is-object');\nvar isSymbol = require('../internals/is-symbol');\nvar getMethod = require('../internals/get-method');\nvar ordinaryToPrimitive = require('../internals/ordinary-to-primitive');\nvar wellKnownSymbol = require('../internals/well-known-symbol');\n\nvar $TypeError = TypeError;\nvar TO_PRIMITIVE = wellKnownSymbol('toPrimitive');\n\n// `ToPrimitive` abstract operation\n// https://tc39.es/ecma262/#sec-toprimitive\nmodule.exports = function (input, pref) {\n  if (!isObject(input) || isSymbol(input)) return input;\n  var exoticToPrim = getMethod(input, TO_PRIMITIVE);\n  var result;\n  if (exoticToPrim) {\n    if (pref === undefined) pref = 'default';\n    result = call(exoticToPrim, input, pref);\n    if (!isObject(result) || isSymbol(result)) return result;\n    throw new $TypeError(\"Can't convert object to primitive value\");\n  }\n  if (pref === undefined) pref = 'number';\n  return ordinaryToPrimitive(input, pref);\n};\n","'use strict';\nvar toPrimitive = require('../internals/to-primitive');\nvar isSymbol = require('../internals/is-symbol');\n\n// `ToPropertyKey` abstract operation\n// https://tc39.es/ecma262/#sec-topropertykey\nmodule.exports = function (argument) {\n  var key = toPrimitive(argument, 'string');\n  return isSymbol(key) ? key : key + '';\n};\n","'use strict';\nvar globalThis = require('../internals/global-this');\nvar isObject = require('../internals/is-object');\n\nvar document = globalThis.document;\n// typeof document.createElement is 'object' in old IE\nvar EXISTS = isObject(document) && isObject(document.createElement);\n\nmodule.exports = function (it) {\n  return EXISTS ? document.createElement(it) : {};\n};\n","'use strict';\nvar DESCRIPTORS = require('../internals/descriptors');\nvar fails = require('../internals/fails');\nvar createElement = require('../internals/document-create-element');\n\n// Thanks to IE8 for its funny defineProperty\nmodule.exports = !DESCRIPTORS && !fails(function () {\n  // eslint-disable-next-line es/no-object-defineproperty -- required for testing\n  return Object.defineProperty(createElement('div'), 'a', {\n    get: function () { return 7; }\n  }).a !== 7;\n});\n","'use strict';\nvar DESCRIPTORS = require('../internals/descriptors');\nvar call = require('../internals/function-call');\nvar propertyIsEnumerableModule = require('../internals/object-property-is-enumerable');\nvar createPropertyDescriptor = require('../internals/create-property-descriptor');\nvar toIndexedObject = require('../internals/to-indexed-object');\nvar toPropertyKey = require('../internals/to-property-key');\nvar hasOwn = require('../internals/has-own-property');\nvar IE8_DOM_DEFINE = require('../internals/ie8-dom-define');\n\n// eslint-disable-next-line es/no-object-getownpropertydescriptor -- safe\nvar $getOwnPropertyDescriptor = Object.getOwnPropertyDescriptor;\n\n// `Object.getOwnPropertyDescriptor` method\n// https://tc39.es/ecma262/#sec-object.getownpropertydescriptor\nexports.f = DESCRIPTORS ? $getOwnPropertyDescriptor : function getOwnPropertyDescriptor(O, P) {\n  O = toIndexedObject(O);\n  P = toPropertyKey(P);\n  if (IE8_DOM_DEFINE) try {\n    return $getOwnPropertyDescriptor(O, P);\n  } catch (error) { /* empty */ }\n  if (hasOwn(O, P)) return createPropertyDescriptor(!call(propertyIsEnumerableModule.f, O, P), O[P]);\n};\n","'use strict';\nvar fails = require('../internals/fails');\nvar isCallable = require('../internals/is-callable');\n\nvar replacement = /#|\\.prototype\\./;\n\nvar isForced = function (feature, detection) {\n  var value = data[normalize(feature)];\n  return value === POLYFILL ? true\n    : value === NATIVE ? false\n    : isCallable(detection) ? fails(detection)\n    : !!detection;\n};\n\nvar normalize = isForced.normalize = function (string) {\n  return String(string).replace(replacement, '.').toLowerCase();\n};\n\nvar data = isForced.data = {};\nvar NATIVE = isForced.NATIVE = 'N';\nvar POLYFILL = isForced.POLYFILL = 'P';\n\nmodule.exports = isForced;\n","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this-clause');\nvar aCallable = require('../internals/a-callable');\nvar NATIVE_BIND = require('../internals/function-bind-native');\n\nvar bind = uncurryThis(uncurryThis.bind);\n\n// optional / simple context binding\nmodule.exports = function (fn, that) {\n  aCallable(fn);\n  return that === undefined ? fn : NATIVE_BIND ? bind(fn, that) : function (/* ...args */) {\n    return fn.apply(that, arguments);\n  };\n};\n","'use strict';\nvar DESCRIPTORS = require('../internals/descriptors');\nvar fails = require('../internals/fails');\n\n// V8 ~ Chrome 36-\n// https://bugs.chromium.org/p/v8/issues/detail?id=3334\nmodule.exports = DESCRIPTORS && fails(function () {\n  // eslint-disable-next-line es/no-object-defineproperty -- required for testing\n  return Object.defineProperty(function () { /* empty */ }, 'prototype', {\n    value: 42,\n    writable: false\n  }).prototype !== 42;\n});\n","'use strict';\nvar isObject = require('../internals/is-object');\n\nvar $String = String;\nvar $TypeError = TypeError;\n\n// `Assert: Type(argument) is Object`\nmodule.exports = function (argument) {\n  if (isObject(argument)) return argument;\n  throw new $TypeError($String(argument) + ' is not an object');\n};\n","'use strict';\nvar DESCRIPTORS = require('../internals/descriptors');\nvar IE8_DOM_DEFINE = require('../internals/ie8-dom-define');\nvar V8_PROTOTYPE_DEFINE_BUG = require('../internals/v8-prototype-define-bug');\nvar anObject = require('../internals/an-object');\nvar toPropertyKey = require('../internals/to-property-key');\n\nvar $TypeError = TypeError;\n// eslint-disable-next-line es/no-object-defineproperty -- safe\nvar $defineProperty = Object.defineProperty;\n// eslint-disable-next-line es/no-object-getownpropertydescriptor -- safe\nvar $getOwnPropertyDescriptor = Object.getOwnPropertyDescriptor;\nvar ENUMERABLE = 'enumerable';\nvar CONFIGURABLE = 'configurable';\nvar WRITABLE = 'writable';\n\n// `Object.defineProperty` method\n// https://tc39.es/ecma262/#sec-object.defineproperty\nexports.f = DESCRIPTORS ? V8_PROTOTYPE_DEFINE_BUG ? function defineProperty(O, P, Attributes) {\n  anObject(O);\n  P = toPropertyKey(P);\n  anObject(Attributes);\n  if (typeof O === 'function' && P === 'prototype' && 'value' in Attributes && WRITABLE in Attributes && !Attributes[WRITABLE]) {\n    var current = $getOwnPropertyDescriptor(O, P);\n    if (current && current[WRITABLE]) {\n      O[P] = Attributes.value;\n      Attributes = {\n        configurable: CONFIGURABLE in Attributes ? Attributes[CONFIGURABLE] : current[CONFIGURABLE],\n        enumerable: ENUMERABLE in Attributes ? Attributes[ENUMERABLE] : current[ENUMERABLE],\n        writable: false\n      };\n    }\n  } return $defineProperty(O, P, Attributes);\n} : $defineProperty : function defineProperty(O, P, Attributes) {\n  anObject(O);\n  P = toPropertyKey(P);\n  anObject(Attributes);\n  if (IE8_DOM_DEFINE) try {\n    return $defineProperty(O, P, Attributes);\n  } catch (error) { /* empty */ }\n  if ('get' in Attributes || 'set' in Attributes) throw new $TypeError('Accessors not supported');\n  if ('value' in Attributes) O[P] = Attributes.value;\n  return O;\n};\n","'use strict';\nvar DESCRIPTORS = require('../internals/descriptors');\nvar definePropertyModule = require('../internals/object-define-property');\nvar createPropertyDescriptor = require('../internals/create-property-descriptor');\n\nmodule.exports = DESCRIPTORS ? function (object, key, value) {\n  return definePropertyModule.f(object, key, createPropertyDescriptor(1, value));\n} : function (object, key, value) {\n  object[key] = value;\n  return object;\n};\n","'use strict';\nvar globalThis = require('../internals/global-this');\nvar apply = require('../internals/function-apply');\nvar uncurryThis = require('../internals/function-uncurry-this-clause');\nvar isCallable = require('../internals/is-callable');\nvar getOwnPropertyDescriptor = require('../internals/object-get-own-property-descriptor').f;\nvar isForced = require('../internals/is-forced');\nvar path = require('../internals/path');\nvar bind = require('../internals/function-bind-context');\nvar createNonEnumerableProperty = require('../internals/create-non-enumerable-property');\nvar hasOwn = require('../internals/has-own-property');\n// add debugging info\nrequire('../internals/shared-store');\n\nvar wrapConstructor = function (NativeConstructor) {\n  var Wrapper = function (a, b, c) {\n    if (this instanceof Wrapper) {\n      switch (arguments.length) {\n        case 0: return new NativeConstructor();\n        case 1: return new NativeConstructor(a);\n        case 2: return new NativeConstructor(a, b);\n      } return new NativeConstructor(a, b, c);\n    } return apply(NativeConstructor, this, arguments);\n  };\n  Wrapper.prototype = NativeConstructor.prototype;\n  return Wrapper;\n};\n\n/*\n  options.target         - name of the target object\n  options.global         - target is the global object\n  options.stat           - export as static methods of target\n  options.proto          - export as prototype methods of target\n  options.real           - real prototype method for the `pure` version\n  options.forced         - export even if the native feature is available\n  options.bind           - bind methods to the target, required for the `pure` version\n  options.wrap           - wrap constructors to preventing global pollution, required for the `pure` version\n  options.unsafe         - use the simple assignment of property instead of delete + defineProperty\n  options.sham           - add a flag to not completely full polyfills\n  options.enumerable     - export as enumerable property\n  options.dontCallGetSet - prevent calling a getter on target\n  options.name           - the .name of the function if it does not match the key\n*/\nmodule.exports = function (options, source) {\n  var TARGET = options.target;\n  var GLOBAL = options.global;\n  var STATIC = options.stat;\n  var PROTO = options.proto;\n\n  var nativeSource = GLOBAL ? globalThis : STATIC ? globalThis[TARGET] : globalThis[TARGET] && globalThis[TARGET].prototype;\n\n  var target = GLOBAL ? path : path[TARGET] || createNonEnumerableProperty(path, TARGET, {})[TARGET];\n  var targetPrototype = target.prototype;\n\n  var FORCED, USE_NATIVE, VIRTUAL_PROTOTYPE;\n  var key, sourceProperty, targetProperty, nativeProperty, resultProperty, descriptor;\n\n  for (key in source) {\n    FORCED = isForced(GLOBAL ? key : TARGET + (STATIC ? '.' : '#') + key, options.forced);\n    // contains in native\n    USE_NATIVE = !FORCED && nativeSource && hasOwn(nativeSource, key);\n\n    targetProperty = target[key];\n\n    if (USE_NATIVE) if (options.dontCallGetSet) {\n      descriptor = getOwnPropertyDescriptor(nativeSource, key);\n      nativeProperty = descriptor && descriptor.value;\n    } else nativeProperty = nativeSource[key];\n\n    // export native or implementation\n    sourceProperty = (USE_NATIVE && nativeProperty) ? nativeProperty : source[key];\n\n    if (!FORCED && !PROTO && typeof targetProperty == typeof sourceProperty) continue;\n\n    // bind methods to global for calling from export context\n    if (options.bind && USE_NATIVE) resultProperty = bind(sourceProperty, globalThis);\n    // wrap global constructors for prevent changes in this version\n    else if (options.wrap && USE_NATIVE) resultProperty = wrapConstructor(sourceProperty);\n    // make static versions for prototype methods\n    else if (PROTO && isCallable(sourceProperty)) resultProperty = uncurryThis(sourceProperty);\n    // default case\n    else resultProperty = sourceProperty;\n\n    // add a flag to not completely full polyfills\n    if (options.sham || (sourceProperty && sourceProperty.sham) || (targetProperty && targetProperty.sham)) {\n      createNonEnumerableProperty(resultProperty, 'sham', true);\n    }\n\n    createNonEnumerableProperty(target, key, resultProperty);\n\n    if (PROTO) {\n      VIRTUAL_PROTOTYPE = TARGET + 'Prototype';\n      if (!hasOwn(path, VIRTUAL_PROTOTYPE)) {\n        createNonEnumerableProperty(path, VIRTUAL_PROTOTYPE, {});\n      }\n      // export virtual prototype methods\n      createNonEnumerableProperty(path[VIRTUAL_PROTOTYPE], key, sourceProperty);\n      // export real prototype methods\n      if (options.real && targetPrototype && (FORCED || !targetPrototype[key])) {\n        createNonEnumerableProperty(targetPrototype, key, sourceProperty);\n      }\n    }\n  }\n};\n","'use strict';\nvar ceil = Math.ceil;\nvar floor = Math.floor;\n\n// `Math.trunc` method\n// https://tc39.es/ecma262/#sec-math.trunc\n// eslint-disable-next-line es/no-math-trunc -- safe\nmodule.exports = Math.trunc || function trunc(x) {\n  var n = +x;\n  return (n > 0 ? floor : ceil)(n);\n};\n","'use strict';\nvar trunc = require('../internals/math-trunc');\n\n// `ToIntegerOrInfinity` abstract operation\n// https://tc39.es/ecma262/#sec-tointegerorinfinity\nmodule.exports = function (argument) {\n  var number = +argument;\n  // eslint-disable-next-line no-self-compare -- NaN check\n  return number !== number || number === 0 ? 0 : trunc(number);\n};\n","'use strict';\nvar toIntegerOrInfinity = require('../internals/to-integer-or-infinity');\n\nvar min = Math.min;\n\n// `ToLength` abstract operation\n// https://tc39.es/ecma262/#sec-tolength\nmodule.exports = function (argument) {\n  var len = toIntegerOrInfinity(argument);\n  return len > 0 ? min(len, 0x1FFFFFFFFFFFFF) : 0; // 2 ** 53 - 1 == 9007199254740991\n};\n","'use strict';\nvar toLength = require('../internals/to-length');\n\n// `LengthOfArrayLike` abstract operation\n// https://tc39.es/ecma262/#sec-lengthofarraylike\nmodule.exports = function (obj) {\n  return toLength(obj.length);\n};\n","'use strict';\nvar tryToString = require('../internals/try-to-string');\n\nvar $TypeError = TypeError;\n\nmodule.exports = function (O, P) {\n  if (!delete O[P]) throw new $TypeError('Cannot delete property ' + tryToString(P) + ' of ' + tryToString(O));\n};\n","'use strict';\nvar wellKnownSymbol = require('../internals/well-known-symbol');\n\nvar TO_STRING_TAG = wellKnownSymbol('toStringTag');\nvar test = {};\n\ntest[TO_STRING_TAG] = 'z';\n\nmodule.exports = String(test) === '[object z]';\n","'use strict';\nvar TO_STRING_TAG_SUPPORT = require('../internals/to-string-tag-support');\nvar isCallable = require('../internals/is-callable');\nvar classofRaw = require('../internals/classof-raw');\nvar wellKnownSymbol = require('../internals/well-known-symbol');\n\nvar TO_STRING_TAG = wellKnownSymbol('toStringTag');\nvar $Object = Object;\n\n// ES3 wrong here\nvar CORRECT_ARGUMENTS = classofRaw(function () { return arguments; }()) === 'Arguments';\n\n// fallback for IE11 Script Access Denied error\nvar tryGet = function (it, key) {\n  try {\n    return it[key];\n  } catch (error) { /* empty */ }\n};\n\n// getting tag from ES6+ `Object.prototype.toString`\nmodule.exports = TO_STRING_TAG_SUPPORT ? classofRaw : function (it) {\n  var O, tag, result;\n  return it === undefined ? 'Undefined' : it === null ? 'Null'\n    // @@toStringTag case\n    : typeof (tag = tryGet(O = $Object(it), TO_STRING_TAG)) == 'string' ? tag\n    // builtinTag case\n    : CORRECT_ARGUMENTS ? classofRaw(O)\n    // ES3 arguments fallback\n    : (result = classofRaw(O)) === 'Object' && isCallable(O.callee) ? 'Arguments' : result;\n};\n","'use strict';\nvar classof = require('../internals/classof');\n\nvar $String = String;\n\nmodule.exports = function (argument) {\n  if (classof(argument) === 'Symbol') throw new TypeError('Cannot convert a Symbol value to a string');\n  return $String(argument);\n};\n","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this');\n\nmodule.exports = uncurryThis([].slice);\n","'use strict';\nvar arraySlice = require('../internals/array-slice');\n\nvar floor = Math.floor;\n\nvar sort = function (array, comparefn) {\n  var length = array.length;\n\n  if (length < 8) {\n    // insertion sort\n    var i = 1;\n    var element, j;\n\n    while (i < length) {\n      j = i;\n      element = array[i];\n      while (j && comparefn(array[j - 1], element) > 0) {\n        array[j] = array[--j];\n      }\n      if (j !== i++) array[j] = element;\n    }\n  } else {\n    // merge sort\n    var middle = floor(length / 2);\n    var left = sort(arraySlice(array, 0, middle), comparefn);\n    var right = sort(arraySlice(array, middle), comparefn);\n    var llength = left.length;\n    var rlength = right.length;\n    var lindex = 0;\n    var rindex = 0;\n\n    while (lindex < llength || rindex < rlength) {\n      array[lindex + rindex] = (lindex < llength && rindex < rlength)\n        ? comparefn(left[lindex], right[rindex]) <= 0 ? left[lindex++] : right[rindex++]\n        : lindex < llength ? left[lindex++] : right[rindex++];\n    }\n  }\n\n  return array;\n};\n\nmodule.exports = sort;\n","'use strict';\nvar fails = require('../internals/fails');\n\nmodule.exports = function (METHOD_NAME, argument) {\n  var method = [][METHOD_NAME];\n  return !!method && fails(function () {\n    // eslint-disable-next-line no-useless-call -- required for testing\n    method.call(null, argument || function () { return 1; }, 1);\n  });\n};\n","'use strict';\nvar userAgent = require('../internals/environment-user-agent');\n\nvar firefox = userAgent.match(/firefox\\/(\\d+)/i);\n\nmodule.exports = !!firefox && +firefox[1];\n","'use strict';\nvar UA = require('../internals/environment-user-agent');\n\nmodule.exports = /MSIE|Trident/.test(UA);\n","'use strict';\nvar userAgent = require('../internals/environment-user-agent');\n\nvar webkit = userAgent.match(/AppleWebKit\\/(\\d+)\\./);\n\nmodule.exports = !!webkit && +webkit[1];\n","'use strict';\nvar $ = require('../internals/export');\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar aCallable = require('../internals/a-callable');\nvar toObject = require('../internals/to-object');\nvar lengthOfArrayLike = require('../internals/length-of-array-like');\nvar deletePropertyOrThrow = require('../internals/delete-property-or-throw');\nvar toString = require('../internals/to-string');\nvar fails = require('../internals/fails');\nvar internalSort = require('../internals/array-sort');\nvar arrayMethodIsStrict = require('../internals/array-method-is-strict');\nvar FF = require('../internals/environment-ff-version');\nvar IE_OR_EDGE = require('../internals/environment-is-ie-or-edge');\nvar V8 = require('../internals/environment-v8-version');\nvar WEBKIT = require('../internals/environment-webkit-version');\n\nvar test = [];\nvar nativeSort = uncurryThis(test.sort);\nvar push = uncurryThis(test.push);\n\n// IE8-\nvar FAILS_ON_UNDEFINED = fails(function () {\n  test.sort(undefined);\n});\n// V8 bug\nvar FAILS_ON_NULL = fails(function () {\n  test.sort(null);\n});\n// Old WebKit\nvar STRICT_METHOD = arrayMethodIsStrict('sort');\n\nvar STABLE_SORT = !fails(function () {\n  // feature detection can be too slow, so check engines versions\n  if (V8) return V8 < 70;\n  if (FF && FF > 3) return;\n  if (IE_OR_EDGE) return true;\n  if (WEBKIT) return WEBKIT < 603;\n\n  var result = '';\n  var code, chr, value, index;\n\n  // generate an array with more 512 elements (Chakra and old V8 fails only in this case)\n  for (code = 65; code < 76; code++) {\n    chr = String.fromCharCode(code);\n\n    switch (code) {\n      case 66: case 69: case 70: case 72: value = 3; break;\n      case 68: case 71: value = 4; break;\n      default: value = 2;\n    }\n\n    for (index = 0; index < 47; index++) {\n      test.push({ k: chr + index, v: value });\n    }\n  }\n\n  test.sort(function (a, b) { return b.v - a.v; });\n\n  for (index = 0; index < test.length; index++) {\n    chr = test[index].k.charAt(0);\n    if (result.charAt(result.length - 1) !== chr) result += chr;\n  }\n\n  return result !== 'DGBEFHACIJK';\n});\n\nvar FORCED = FAILS_ON_UNDEFINED || !FAILS_ON_NULL || !STRICT_METHOD || !STABLE_SORT;\n\nvar getSortCompare = function (comparefn) {\n  return function (x, y) {\n    if (y === undefined) return -1;\n    if (x === undefined) return 1;\n    if (comparefn !== undefined) return +comparefn(x, y) || 0;\n    return toString(x) > toString(y) ? 1 : -1;\n  };\n};\n\n// `Array.prototype.sort` method\n// https://tc39.es/ecma262/#sec-array.prototype.sort\n$({ target: 'Array', proto: true, forced: FORCED }, {\n  sort: function sort(comparefn) {\n    if (comparefn !== undefined) aCallable(comparefn);\n\n    var array = toObject(this);\n\n    if (STABLE_SORT) return comparefn === undefined ? nativeSort(array) : nativeSort(array, comparefn);\n\n    var items = [];\n    var arrayLength = lengthOfArrayLike(array);\n    var itemsLength, index;\n\n    for (index = 0; index < arrayLength; index++) {\n      if (index in array) push(items, array[index]);\n    }\n\n    internalSort(items, getSortCompare(comparefn));\n\n    itemsLength = lengthOfArrayLike(items);\n    index = 0;\n\n    while (index < itemsLength) array[index] = items[index++];\n    while (index < arrayLength) deletePropertyOrThrow(array, index++);\n\n    return array;\n  }\n});\n","'use strict';\nvar globalThis = require('../internals/global-this');\nvar path = require('../internals/path');\n\nmodule.exports = function (CONSTRUCTOR, METHOD) {\n  var Namespace = path[CONSTRUCTOR + 'Prototype'];\n  var pureMethod = Namespace && Namespace[METHOD];\n  if (pureMethod) return pureMethod;\n  var NativeConstructor = globalThis[CONSTRUCTOR];\n  var NativePrototype = NativeConstructor && NativeConstructor.prototype;\n  return NativePrototype && NativePrototype[METHOD];\n};\n","'use strict';\nrequire('../../../modules/es.array.sort');\nvar getBuiltInPrototypeMethod = require('../../../internals/get-built-in-prototype-method');\n\nmodule.exports = getBuiltInPrototypeMethod('Array', 'sort');\n","'use strict';\nvar isPrototypeOf = require('../../internals/object-is-prototype-of');\nvar method = require('../array/virtual/sort');\n\nvar ArrayPrototype = Array.prototype;\n\nmodule.exports = function (it) {\n  var own = it.sort;\n  return it === ArrayPrototype || (isPrototypeOf(ArrayPrototype, it) && own === ArrayPrototype.sort) ? method : own;\n};\n","'use strict';\nvar parent = require('../../es/instance/sort');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/instance/sort\");","'use strict';\nvar toIntegerOrInfinity = require('../internals/to-integer-or-infinity');\n\nvar max = Math.max;\nvar min = Math.min;\n\n// Helper for a popular repeating case of the spec:\n// Let integer be ? ToInteger(index).\n// If integer < 0, let result be max((length + integer), 0); else let result be min(integer, length).\nmodule.exports = function (index, length) {\n  var integer = toIntegerOrInfinity(index);\n  return integer < 0 ? max(integer + length, 0) : min(integer, length);\n};\n","'use strict';\nvar toIndexedObject = require('../internals/to-indexed-object');\nvar toAbsoluteIndex = require('../internals/to-absolute-index');\nvar lengthOfArrayLike = require('../internals/length-of-array-like');\n\n// `Array.prototype.{ indexOf, includes }` methods implementation\nvar createMethod = function (IS_INCLUDES) {\n  return function ($this, el, fromIndex) {\n    var O = toIndexedObject($this);\n    var length = lengthOfArrayLike(O);\n    if (length === 0) return !IS_INCLUDES && -1;\n    var index = toAbsoluteIndex(fromIndex, length);\n    var value;\n    // Array#includes uses SameValueZero equality algorithm\n    // eslint-disable-next-line no-self-compare -- NaN check\n    if (IS_INCLUDES && el !== el) while (length > index) {\n      value = O[index++];\n      // eslint-disable-next-line no-self-compare -- NaN check\n      if (value !== value) return true;\n    // Array#indexOf ignores holes, Array#includes - not\n    } else for (;length > index; index++) {\n      if ((IS_INCLUDES || index in O) && O[index] === el) return IS_INCLUDES || index || 0;\n    } return !IS_INCLUDES && -1;\n  };\n};\n\nmodule.exports = {\n  // `Array.prototype.includes` method\n  // https://tc39.es/ecma262/#sec-array.prototype.includes\n  includes: createMethod(true),\n  // `Array.prototype.indexOf` method\n  // https://tc39.es/ecma262/#sec-array.prototype.indexof\n  indexOf: createMethod(false)\n};\n","'use strict';\n/* eslint-disable es/no-array-prototype-indexof -- required for testing */\nvar $ = require('../internals/export');\nvar uncurryThis = require('../internals/function-uncurry-this-clause');\nvar $indexOf = require('../internals/array-includes').indexOf;\nvar arrayMethodIsStrict = require('../internals/array-method-is-strict');\n\nvar nativeIndexOf = uncurryThis([].indexOf);\n\nvar NEGATIVE_ZERO = !!nativeIndexOf && 1 / nativeIndexOf([1], 1, -0) < 0;\nvar FORCED = NEGATIVE_ZERO || !arrayMethodIsStrict('indexOf');\n\n// `Array.prototype.indexOf` method\n// https://tc39.es/ecma262/#sec-array.prototype.indexof\n$({ target: 'Array', proto: true, forced: FORCED }, {\n  indexOf: function indexOf(searchElement /* , fromIndex = 0 */) {\n    var fromIndex = arguments.length > 1 ? arguments[1] : undefined;\n    return NEGATIVE_ZERO\n      // convert -0 to +0\n      ? nativeIndexOf(this, searchElement, fromIndex) || 0\n      : $indexOf(this, searchElement, fromIndex);\n  }\n});\n","'use strict';\nrequire('../../../modules/es.array.index-of');\nvar getBuiltInPrototypeMethod = require('../../../internals/get-built-in-prototype-method');\n\nmodule.exports = getBuiltInPrototypeMethod('Array', 'indexOf');\n","'use strict';\nvar isPrototypeOf = require('../../internals/object-is-prototype-of');\nvar method = require('../array/virtual/index-of');\n\nvar ArrayPrototype = Array.prototype;\n\nmodule.exports = function (it) {\n  var own = it.indexOf;\n  return it === ArrayPrototype || (isPrototypeOf(ArrayPrototype, it) && own === ArrayPrototype.indexOf) ? method : own;\n};\n","'use strict';\nvar parent = require('../../es/instance/index-of');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/instance/index-of\");","'use strict';\nvar classof = require('../internals/classof-raw');\n\n// `IsArray` abstract operation\n// https://tc39.es/ecma262/#sec-isarray\n// eslint-disable-next-line es/no-array-isarray -- safe\nmodule.exports = Array.isArray || function isArray(argument) {\n  return classof(argument) === 'Array';\n};\n","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar isCallable = require('../internals/is-callable');\nvar store = require('../internals/shared-store');\n\nvar functionToString = uncurryThis(Function.toString);\n\n// this helper broken in `core-js@3.4.1-3.4.4`, so we can't use `shared` helper\nif (!isCallable(store.inspectSource)) {\n  store.inspectSource = function (it) {\n    return functionToString(it);\n  };\n}\n\nmodule.exports = store.inspectSource;\n","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar fails = require('../internals/fails');\nvar isCallable = require('../internals/is-callable');\nvar classof = require('../internals/classof');\nvar getBuiltIn = require('../internals/get-built-in');\nvar inspectSource = require('../internals/inspect-source');\n\nvar noop = function () { /* empty */ };\nvar construct = getBuiltIn('Reflect', 'construct');\nvar constructorRegExp = /^\\s*(?:class|function)\\b/;\nvar exec = uncurryThis(constructorRegExp.exec);\nvar INCORRECT_TO_STRING = !constructorRegExp.test(noop);\n\nvar isConstructorModern = function isConstructor(argument) {\n  if (!isCallable(argument)) return false;\n  try {\n    construct(noop, [], argument);\n    return true;\n  } catch (error) {\n    return false;\n  }\n};\n\nvar isConstructorLegacy = function isConstructor(argument) {\n  if (!isCallable(argument)) return false;\n  switch (classof(argument)) {\n    case 'AsyncFunction':\n    case 'GeneratorFunction':\n    case 'AsyncGeneratorFunction': return false;\n  }\n  try {\n    // we can't check .prototype since constructors produced by .bind haven't it\n    // `Function#toString` throws on some built-it function in some legacy engines\n    // (for example, `DOMQuad` and similar in FF41-)\n    return INCORRECT_TO_STRING || !!exec(constructorRegExp, inspectSource(argument));\n  } catch (error) {\n    return true;\n  }\n};\n\nisConstructorLegacy.sham = true;\n\n// `IsConstructor` abstract operation\n// https://tc39.es/ecma262/#sec-isconstructor\nmodule.exports = !construct || fails(function () {\n  var called;\n  return isConstructorModern(isConstructorModern.call)\n    || !isConstructorModern(Object)\n    || !isConstructorModern(function () { called = true; })\n    || called;\n}) ? isConstructorLegacy : isConstructorModern;\n","'use strict';\nvar isArray = require('../internals/is-array');\nvar isConstructor = require('../internals/is-constructor');\nvar isObject = require('../internals/is-object');\nvar wellKnownSymbol = require('../internals/well-known-symbol');\n\nvar SPECIES = wellKnownSymbol('species');\nvar $Array = Array;\n\n// a part of `ArraySpeciesCreate` abstract operation\n// https://tc39.es/ecma262/#sec-arrayspeciescreate\nmodule.exports = function (originalArray) {\n  var C;\n  if (isArray(originalArray)) {\n    C = originalArray.constructor;\n    // cross-realm fallback\n    if (isConstructor(C) && (C === $Array || isArray(C.prototype))) C = undefined;\n    else if (isObject(C)) {\n      C = C[SPECIES];\n      if (C === null) C = undefined;\n    }\n  } return C === undefined ? $Array : C;\n};\n","'use strict';\nvar arraySpeciesConstructor = require('../internals/array-species-constructor');\n\n// `ArraySpeciesCreate` abstract operation\n// https://tc39.es/ecma262/#sec-arrayspeciescreate\nmodule.exports = function (originalArray, length) {\n  return new (arraySpeciesConstructor(originalArray))(length === 0 ? 0 : length);\n};\n","'use strict';\nvar bind = require('../internals/function-bind-context');\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar IndexedObject = require('../internals/indexed-object');\nvar toObject = require('../internals/to-object');\nvar lengthOfArrayLike = require('../internals/length-of-array-like');\nvar arraySpeciesCreate = require('../internals/array-species-create');\n\nvar push = uncurryThis([].push);\n\n// `Array.prototype.{ forEach, map, filter, some, every, find, findIndex, filterReject }` methods implementation\nvar createMethod = function (TYPE) {\n  var IS_MAP = TYPE === 1;\n  var IS_FILTER = TYPE === 2;\n  var IS_SOME = TYPE === 3;\n  var IS_EVERY = TYPE === 4;\n  var IS_FIND_INDEX = TYPE === 6;\n  var IS_FILTER_REJECT = TYPE === 7;\n  var NO_HOLES = TYPE === 5 || IS_FIND_INDEX;\n  return function ($this, callbackfn, that, specificCreate) {\n    var O = toObject($this);\n    var self = IndexedObject(O);\n    var length = lengthOfArrayLike(self);\n    var boundFunction = bind(callbackfn, that);\n    var index = 0;\n    var create = specificCreate || arraySpeciesCreate;\n    var target = IS_MAP ? create($this, length) : IS_FILTER || IS_FILTER_REJECT ? create($this, 0) : undefined;\n    var value, result;\n    for (;length > index; index++) if (NO_HOLES || index in self) {\n      value = self[index];\n      result = boundFunction(value, index, O);\n      if (TYPE) {\n        if (IS_MAP) target[index] = result; // map\n        else if (result) switch (TYPE) {\n          case 3: return true;              // some\n          case 5: return value;             // find\n          case 6: return index;             // findIndex\n          case 2: push(target, value);      // filter\n        } else switch (TYPE) {\n          case 4: return false;             // every\n          case 7: push(target, value);      // filterReject\n        }\n      }\n    }\n    return IS_FIND_INDEX ? -1 : IS_SOME || IS_EVERY ? IS_EVERY : target;\n  };\n};\n\nmodule.exports = {\n  // `Array.prototype.forEach` method\n  // https://tc39.es/ecma262/#sec-array.prototype.foreach\n  forEach: createMethod(0),\n  // `Array.prototype.map` method\n  // https://tc39.es/ecma262/#sec-array.prototype.map\n  map: createMethod(1),\n  // `Array.prototype.filter` method\n  // https://tc39.es/ecma262/#sec-array.prototype.filter\n  filter: createMethod(2),\n  // `Array.prototype.some` method\n  // https://tc39.es/ecma262/#sec-array.prototype.some\n  some: createMethod(3),\n  // `Array.prototype.every` method\n  // https://tc39.es/ecma262/#sec-array.prototype.every\n  every: createMethod(4),\n  // `Array.prototype.find` method\n  // https://tc39.es/ecma262/#sec-array.prototype.find\n  find: createMethod(5),\n  // `Array.prototype.findIndex` method\n  // https://tc39.es/ecma262/#sec-array.prototype.findIndex\n  findIndex: createMethod(6),\n  // `Array.prototype.filterReject` method\n  // https://github.com/tc39/proposal-array-filtering\n  filterReject: createMethod(7)\n};\n","'use strict';\nvar fails = require('../internals/fails');\nvar wellKnownSymbol = require('../internals/well-known-symbol');\nvar V8_VERSION = require('../internals/environment-v8-version');\n\nvar SPECIES = wellKnownSymbol('species');\n\nmodule.exports = function (METHOD_NAME) {\n  // We can't use this feature detection in V8 since it causes\n  // deoptimization and serious performance degradation\n  // https://github.com/zloirock/core-js/issues/677\n  return V8_VERSION >= 51 || !fails(function () {\n    var array = [];\n    var constructor = array.constructor = {};\n    constructor[SPECIES] = function () {\n      return { foo: 1 };\n    };\n    return array[METHOD_NAME](Boolean).foo !== 1;\n  });\n};\n","'use strict';\nvar $ = require('../internals/export');\nvar $filter = require('../internals/array-iteration').filter;\nvar arrayMethodHasSpeciesSupport = require('../internals/array-method-has-species-support');\n\nvar HAS_SPECIES_SUPPORT = arrayMethodHasSpeciesSupport('filter');\n\n// `Array.prototype.filter` method\n// https://tc39.es/ecma262/#sec-array.prototype.filter\n// with adding support of @@species\n$({ target: 'Array', proto: true, forced: !HAS_SPECIES_SUPPORT }, {\n  filter: function filter(callbackfn /* , thisArg */) {\n    return $filter(this, callbackfn, arguments.length > 1 ? arguments[1] : undefined);\n  }\n});\n","'use strict';\nrequire('../../../modules/es.array.filter');\nvar getBuiltInPrototypeMethod = require('../../../internals/get-built-in-prototype-method');\n\nmodule.exports = getBuiltInPrototypeMethod('Array', 'filter');\n","'use strict';\nvar isPrototypeOf = require('../../internals/object-is-prototype-of');\nvar method = require('../array/virtual/filter');\n\nvar ArrayPrototype = Array.prototype;\n\nmodule.exports = function (it) {\n  var own = it.filter;\n  return it === ArrayPrototype || (isPrototypeOf(ArrayPrototype, it) && own === ArrayPrototype.filter) ? method : own;\n};\n","'use strict';\nvar parent = require('../../es/instance/filter');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/instance/filter\");","'use strict';\n// a string of all valid unicode whitespaces\nmodule.exports = '\\u0009\\u000A\\u000B\\u000C\\u000D\\u0020\\u00A0\\u1680\\u2000\\u2001\\u2002' +\n  '\\u2003\\u2004\\u2005\\u2006\\u2007\\u2008\\u2009\\u200A\\u202F\\u205F\\u3000\\u2028\\u2029\\uFEFF';\n","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar requireObjectCoercible = require('../internals/require-object-coercible');\nvar toString = require('../internals/to-string');\nvar whitespaces = require('../internals/whitespaces');\n\nvar replace = uncurryThis(''.replace);\nvar ltrim = RegExp('^[' + whitespaces + ']+');\nvar rtrim = RegExp('(^|[^' + whitespaces + '])[' + whitespaces + ']+$');\n\n// `String.prototype.{ trim, trimStart, trimEnd, trimLeft, trimRight }` methods implementation\nvar createMethod = function (TYPE) {\n  return function ($this) {\n    var string = toString(requireObjectCoercible($this));\n    if (TYPE & 1) string = replace(string, ltrim, '');\n    if (TYPE & 2) string = replace(string, rtrim, '$1');\n    return string;\n  };\n};\n\nmodule.exports = {\n  // `String.prototype.{ trimLeft, trimStart }` methods\n  // https://tc39.es/ecma262/#sec-string.prototype.trimstart\n  start: createMethod(1),\n  // `String.prototype.{ trimRight, trimEnd }` methods\n  // https://tc39.es/ecma262/#sec-string.prototype.trimend\n  end: createMethod(2),\n  // `String.prototype.trim` method\n  // https://tc39.es/ecma262/#sec-string.prototype.trim\n  trim: createMethod(3)\n};\n","'use strict';\nvar globalThis = require('../internals/global-this');\nvar fails = require('../internals/fails');\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar toString = require('../internals/to-string');\nvar trim = require('../internals/string-trim').trim;\nvar whitespaces = require('../internals/whitespaces');\n\nvar charAt = uncurryThis(''.charAt);\nvar $parseFloat = globalThis.parseFloat;\nvar Symbol = globalThis.Symbol;\nvar ITERATOR = Symbol && Symbol.iterator;\nvar FORCED = 1 / $parseFloat(whitespaces + '-0') !== -Infinity\n  // MS Edge 18- broken with boxed symbols\n  || (ITERATOR && !fails(function () { $parseFloat(Object(ITERATOR)); }));\n\n// `parseFloat` method\n// https://tc39.es/ecma262/#sec-parsefloat-string\nmodule.exports = FORCED ? function parseFloat(string) {\n  var trimmedString = trim(toString(string));\n  var result = $parseFloat(trimmedString);\n  return result === 0 && charAt(trimmedString, 0) === '-' ? -0 : result;\n} : $parseFloat;\n","'use strict';\nvar $ = require('../internals/export');\nvar $parseFloat = require('../internals/number-parse-float');\n\n// `parseFloat` method\n// https://tc39.es/ecma262/#sec-parsefloat-string\n$({ global: true, forced: parseFloat !== $parseFloat }, {\n  parseFloat: $parseFloat\n});\n","'use strict';\nrequire('../modules/es.parse-float');\nvar path = require('../internals/path');\n\nmodule.exports = path.parseFloat;\n","'use strict';\nvar parent = require('../es/parse-float');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/parse-float\");","'use strict';\nvar toObject = require('../internals/to-object');\nvar toAbsoluteIndex = require('../internals/to-absolute-index');\nvar lengthOfArrayLike = require('../internals/length-of-array-like');\n\n// `Array.prototype.fill` method implementation\n// https://tc39.es/ecma262/#sec-array.prototype.fill\nmodule.exports = function fill(value /* , start = 0, end = @length */) {\n  var O = toObject(this);\n  var length = lengthOfArrayLike(O);\n  var argumentsLength = arguments.length;\n  var index = toAbsoluteIndex(argumentsLength > 1 ? arguments[1] : undefined, length);\n  var end = argumentsLength > 2 ? arguments[2] : undefined;\n  var endPos = end === undefined ? length : toAbsoluteIndex(end, length);\n  while (endPos > index) O[index++] = value;\n  return O;\n};\n","'use strict';\nmodule.exports = function () { /* empty */ };\n","'use strict';\nvar $ = require('../internals/export');\nvar fill = require('../internals/array-fill');\nvar addToUnscopables = require('../internals/add-to-unscopables');\n\n// `Array.prototype.fill` method\n// https://tc39.es/ecma262/#sec-array.prototype.fill\n$({ target: 'Array', proto: true }, {\n  fill: fill\n});\n\n// https://tc39.es/ecma262/#sec-array.prototype-@@unscopables\naddToUnscopables('fill');\n","'use strict';\nrequire('../../../modules/es.array.fill');\nvar getBuiltInPrototypeMethod = require('../../../internals/get-built-in-prototype-method');\n\nmodule.exports = getBuiltInPrototypeMethod('Array', 'fill');\n","'use strict';\nvar isPrototypeOf = require('../../internals/object-is-prototype-of');\nvar method = require('../array/virtual/fill');\n\nvar ArrayPrototype = Array.prototype;\n\nmodule.exports = function (it) {\n  var own = it.fill;\n  return it === ArrayPrototype || (isPrototypeOf(ArrayPrototype, it) && own === ArrayPrototype.fill) ? method : own;\n};\n","'use strict';\nvar parent = require('../../es/instance/fill');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/instance/fill\");","'use strict';\nmodule.exports = {};\n","'use strict';\nvar globalThis = require('../internals/global-this');\nvar isCallable = require('../internals/is-callable');\n\nvar WeakMap = globalThis.WeakMap;\n\nmodule.exports = isCallable(WeakMap) && /native code/.test(String(WeakMap));\n","'use strict';\nvar shared = require('../internals/shared');\nvar uid = require('../internals/uid');\n\nvar keys = shared('keys');\n\nmodule.exports = function (key) {\n  return keys[key] || (keys[key] = uid(key));\n};\n","'use strict';\nmodule.exports = {};\n","'use strict';\nvar NATIVE_WEAK_MAP = require('../internals/weak-map-basic-detection');\nvar globalThis = require('../internals/global-this');\nvar isObject = require('../internals/is-object');\nvar createNonEnumerableProperty = require('../internals/create-non-enumerable-property');\nvar hasOwn = require('../internals/has-own-property');\nvar shared = require('../internals/shared-store');\nvar sharedKey = require('../internals/shared-key');\nvar hiddenKeys = require('../internals/hidden-keys');\n\nvar OBJECT_ALREADY_INITIALIZED = 'Object already initialized';\nvar TypeError = globalThis.TypeError;\nvar WeakMap = globalThis.WeakMap;\nvar set, get, has;\n\nvar enforce = function (it) {\n  return has(it) ? get(it) : set(it, {});\n};\n\nvar getterFor = function (TYPE) {\n  return function (it) {\n    var state;\n    if (!isObject(it) || (state = get(it)).type !== TYPE) {\n      throw new TypeError('Incompatible receiver, ' + TYPE + ' required');\n    } return state;\n  };\n};\n\nif (NATIVE_WEAK_MAP || shared.state) {\n  var store = shared.state || (shared.state = new WeakMap());\n  /* eslint-disable no-self-assign -- prototype methods protection */\n  store.get = store.get;\n  store.has = store.has;\n  store.set = store.set;\n  /* eslint-enable no-self-assign -- prototype methods protection */\n  set = function (it, metadata) {\n    if (store.has(it)) throw new TypeError(OBJECT_ALREADY_INITIALIZED);\n    metadata.facade = it;\n    store.set(it, metadata);\n    return metadata;\n  };\n  get = function (it) {\n    return store.get(it) || {};\n  };\n  has = function (it) {\n    return store.has(it);\n  };\n} else {\n  var STATE = sharedKey('state');\n  hiddenKeys[STATE] = true;\n  set = function (it, metadata) {\n    if (hasOwn(it, STATE)) throw new TypeError(OBJECT_ALREADY_INITIALIZED);\n    metadata.facade = it;\n    createNonEnumerableProperty(it, STATE, metadata);\n    return metadata;\n  };\n  get = function (it) {\n    return hasOwn(it, STATE) ? it[STATE] : {};\n  };\n  has = function (it) {\n    return hasOwn(it, STATE);\n  };\n}\n\nmodule.exports = {\n  set: set,\n  get: get,\n  has: has,\n  enforce: enforce,\n  getterFor: getterFor\n};\n","'use strict';\nvar DESCRIPTORS = require('../internals/descriptors');\nvar hasOwn = require('../internals/has-own-property');\n\nvar FunctionPrototype = Function.prototype;\n// eslint-disable-next-line es/no-object-getownpropertydescriptor -- safe\nvar getDescriptor = DESCRIPTORS && Object.getOwnPropertyDescriptor;\n\nvar EXISTS = hasOwn(FunctionPrototype, 'name');\n// additional protection from minified / mangled / dropped function names\nvar PROPER = EXISTS && (function something() { /* empty */ }).name === 'something';\nvar CONFIGURABLE = EXISTS && (!DESCRIPTORS || (DESCRIPTORS && getDescriptor(FunctionPrototype, 'name').configurable));\n\nmodule.exports = {\n  EXISTS: EXISTS,\n  PROPER: PROPER,\n  CONFIGURABLE: CONFIGURABLE\n};\n","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar hasOwn = require('../internals/has-own-property');\nvar toIndexedObject = require('../internals/to-indexed-object');\nvar indexOf = require('../internals/array-includes').indexOf;\nvar hiddenKeys = require('../internals/hidden-keys');\n\nvar push = uncurryThis([].push);\n\nmodule.exports = function (object, names) {\n  var O = toIndexedObject(object);\n  var i = 0;\n  var result = [];\n  var key;\n  for (key in O) !hasOwn(hiddenKeys, key) && hasOwn(O, key) && push(result, key);\n  // Don't enum bug & hidden keys\n  while (names.length > i) if (hasOwn(O, key = names[i++])) {\n    ~indexOf(result, key) || push(result, key);\n  }\n  return result;\n};\n","'use strict';\n// IE8- don't enum bug keys\nmodule.exports = [\n  'constructor',\n  'hasOwnProperty',\n  'isPrototypeOf',\n  'propertyIsEnumerable',\n  'toLocaleString',\n  'toString',\n  'valueOf'\n];\n","'use strict';\nvar internalObjectKeys = require('../internals/object-keys-internal');\nvar enumBugKeys = require('../internals/enum-bug-keys');\n\n// `Object.keys` method\n// https://tc39.es/ecma262/#sec-object.keys\n// eslint-disable-next-line es/no-object-keys -- safe\nmodule.exports = Object.keys || function keys(O) {\n  return internalObjectKeys(O, enumBugKeys);\n};\n","'use strict';\nvar DESCRIPTORS = require('../internals/descriptors');\nvar V8_PROTOTYPE_DEFINE_BUG = require('../internals/v8-prototype-define-bug');\nvar definePropertyModule = require('../internals/object-define-property');\nvar anObject = require('../internals/an-object');\nvar toIndexedObject = require('../internals/to-indexed-object');\nvar objectKeys = require('../internals/object-keys');\n\n// `Object.defineProperties` method\n// https://tc39.es/ecma262/#sec-object.defineproperties\n// eslint-disable-next-line es/no-object-defineproperties -- safe\nexports.f = DESCRIPTORS && !V8_PROTOTYPE_DEFINE_BUG ? Object.defineProperties : function defineProperties(O, Properties) {\n  anObject(O);\n  var props = toIndexedObject(Properties);\n  var keys = objectKeys(Properties);\n  var length = keys.length;\n  var index = 0;\n  var key;\n  while (length > index) definePropertyModule.f(O, key = keys[index++], props[key]);\n  return O;\n};\n","'use strict';\nvar getBuiltIn = require('../internals/get-built-in');\n\nmodule.exports = getBuiltIn('document', 'documentElement');\n","'use strict';\n/* global ActiveXObject -- old IE, WSH */\nvar anObject = require('../internals/an-object');\nvar definePropertiesModule = require('../internals/object-define-properties');\nvar enumBugKeys = require('../internals/enum-bug-keys');\nvar hiddenKeys = require('../internals/hidden-keys');\nvar html = require('../internals/html');\nvar documentCreateElement = require('../internals/document-create-element');\nvar sharedKey = require('../internals/shared-key');\n\nvar GT = '>';\nvar LT = '<';\nvar PROTOTYPE = 'prototype';\nvar SCRIPT = 'script';\nvar IE_PROTO = sharedKey('IE_PROTO');\n\nvar EmptyConstructor = function () { /* empty */ };\n\nvar scriptTag = function (content) {\n  return LT + SCRIPT + GT + content + LT + '/' + SCRIPT + GT;\n};\n\n// Create object with fake `null` prototype: use ActiveX Object with cleared prototype\nvar NullProtoObjectViaActiveX = function (activeXDocument) {\n  activeXDocument.write(scriptTag(''));\n  activeXDocument.close();\n  var temp = activeXDocument.parentWindow.Object;\n  // eslint-disable-next-line no-useless-assignment -- avoid memory leak\n  activeXDocument = null;\n  return temp;\n};\n\n// Create object with fake `null` prototype: use iframe Object with cleared prototype\nvar NullProtoObjectViaIFrame = function () {\n  // Thrash, waste and sodomy: IE GC bug\n  var iframe = documentCreateElement('iframe');\n  var JS = 'java' + SCRIPT + ':';\n  var iframeDocument;\n  iframe.style.display = 'none';\n  html.appendChild(iframe);\n  // https://github.com/zloirock/core-js/issues/475\n  iframe.src = String(JS);\n  iframeDocument = iframe.contentWindow.document;\n  iframeDocument.open();\n  iframeDocument.write(scriptTag('document.F=Object'));\n  iframeDocument.close();\n  return iframeDocument.F;\n};\n\n// Check for document.domain and active x support\n// No need to use active x approach when document.domain is not set\n// see https://github.com/es-shims/es5-shim/issues/150\n// variation of https://github.com/kitcambridge/es5-shim/commit/4f738ac066346\n// avoid IE GC bug\nvar activeXDocument;\nvar NullProtoObject = function () {\n  try {\n    activeXDocument = new ActiveXObject('htmlfile');\n  } catch (error) { /* ignore */ }\n  NullProtoObject = typeof document != 'undefined'\n    ? document.domain && activeXDocument\n      ? NullProtoObjectViaActiveX(activeXDocument) // old IE\n      : NullProtoObjectViaIFrame()\n    : NullProtoObjectViaActiveX(activeXDocument); // WSH\n  var length = enumBugKeys.length;\n  while (length--) delete NullProtoObject[PROTOTYPE][enumBugKeys[length]];\n  return NullProtoObject();\n};\n\nhiddenKeys[IE_PROTO] = true;\n\n// `Object.create` method\n// https://tc39.es/ecma262/#sec-object.create\n// eslint-disable-next-line es/no-object-create -- safe\nmodule.exports = Object.create || function create(O, Properties) {\n  var result;\n  if (O !== null) {\n    EmptyConstructor[PROTOTYPE] = anObject(O);\n    result = new EmptyConstructor();\n    EmptyConstructor[PROTOTYPE] = null;\n    // add \"__proto__\" for Object.getPrototypeOf polyfill\n    result[IE_PROTO] = O;\n  } else result = NullProtoObject();\n  return Properties === undefined ? result : definePropertiesModule.f(result, Properties);\n};\n","'use strict';\nvar fails = require('../internals/fails');\n\nmodule.exports = !fails(function () {\n  function F() { /* empty */ }\n  F.prototype.constructor = null;\n  // eslint-disable-next-line es/no-object-getprototypeof -- required for testing\n  return Object.getPrototypeOf(new F()) !== F.prototype;\n});\n","'use strict';\nvar hasOwn = require('../internals/has-own-property');\nvar isCallable = require('../internals/is-callable');\nvar toObject = require('../internals/to-object');\nvar sharedKey = require('../internals/shared-key');\nvar CORRECT_PROTOTYPE_GETTER = require('../internals/correct-prototype-getter');\n\nvar IE_PROTO = sharedKey('IE_PROTO');\nvar $Object = Object;\nvar ObjectPrototype = $Object.prototype;\n\n// `Object.getPrototypeOf` method\n// https://tc39.es/ecma262/#sec-object.getprototypeof\n// eslint-disable-next-line es/no-object-getprototypeof -- safe\nmodule.exports = CORRECT_PROTOTYPE_GETTER ? $Object.getPrototypeOf : function (O) {\n  var object = toObject(O);\n  if (hasOwn(object, IE_PROTO)) return object[IE_PROTO];\n  var constructor = object.constructor;\n  if (isCallable(constructor) && object instanceof constructor) {\n    return constructor.prototype;\n  } return object instanceof $Object ? ObjectPrototype : null;\n};\n","'use strict';\nvar createNonEnumerableProperty = require('../internals/create-non-enumerable-property');\n\nmodule.exports = function (target, key, value, options) {\n  if (options && options.enumerable) target[key] = value;\n  else createNonEnumerableProperty(target, key, value);\n  return target;\n};\n","'use strict';\nvar fails = require('../internals/fails');\nvar isCallable = require('../internals/is-callable');\nvar isObject = require('../internals/is-object');\nvar create = require('../internals/object-create');\nvar getPrototypeOf = require('../internals/object-get-prototype-of');\nvar defineBuiltIn = require('../internals/define-built-in');\nvar wellKnownSymbol = require('../internals/well-known-symbol');\nvar IS_PURE = require('../internals/is-pure');\n\nvar ITERATOR = wellKnownSymbol('iterator');\nvar BUGGY_SAFARI_ITERATORS = false;\n\n// `%IteratorPrototype%` object\n// https://tc39.es/ecma262/#sec-%iteratorprototype%-object\nvar IteratorPrototype, PrototypeOfArrayIteratorPrototype, arrayIterator;\n\n/* eslint-disable es/no-array-prototype-keys -- safe */\nif ([].keys) {\n  arrayIterator = [].keys();\n  // Safari 8 has buggy iterators w/o `next`\n  if (!('next' in arrayIterator)) BUGGY_SAFARI_ITERATORS = true;\n  else {\n    PrototypeOfArrayIteratorPrototype = getPrototypeOf(getPrototypeOf(arrayIterator));\n    if (PrototypeOfArrayIteratorPrototype !== Object.prototype) IteratorPrototype = PrototypeOfArrayIteratorPrototype;\n  }\n}\n\nvar NEW_ITERATOR_PROTOTYPE = !isObject(IteratorPrototype) || fails(function () {\n  var test = {};\n  // FF44- legacy iterators case\n  return IteratorPrototype[ITERATOR].call(test) !== test;\n});\n\nif (NEW_ITERATOR_PROTOTYPE) IteratorPrototype = {};\nelse if (IS_PURE) IteratorPrototype = create(IteratorPrototype);\n\n// `%IteratorPrototype%[@@iterator]()` method\n// https://tc39.es/ecma262/#sec-%iteratorprototype%-@@iterator\nif (!isCallable(IteratorPrototype[ITERATOR])) {\n  defineBuiltIn(IteratorPrototype, ITERATOR, function () {\n    return this;\n  });\n}\n\nmodule.exports = {\n  IteratorPrototype: IteratorPrototype,\n  BUGGY_SAFARI_ITERATORS: BUGGY_SAFARI_ITERATORS\n};\n","'use strict';\nvar TO_STRING_TAG_SUPPORT = require('../internals/to-string-tag-support');\nvar classof = require('../internals/classof');\n\n// `Object.prototype.toString` method implementation\n// https://tc39.es/ecma262/#sec-object.prototype.tostring\nmodule.exports = TO_STRING_TAG_SUPPORT ? {}.toString : function toString() {\n  return '[object ' + classof(this) + ']';\n};\n","'use strict';\nvar TO_STRING_TAG_SUPPORT = require('../internals/to-string-tag-support');\nvar defineProperty = require('../internals/object-define-property').f;\nvar createNonEnumerableProperty = require('../internals/create-non-enumerable-property');\nvar hasOwn = require('../internals/has-own-property');\nvar toString = require('../internals/object-to-string');\nvar wellKnownSymbol = require('../internals/well-known-symbol');\n\nvar TO_STRING_TAG = wellKnownSymbol('toStringTag');\n\nmodule.exports = function (it, TAG, STATIC, SET_METHOD) {\n  var target = STATIC ? it : it && it.prototype;\n  if (target) {\n    if (!hasOwn(target, TO_STRING_TAG)) {\n      defineProperty(target, TO_STRING_TAG, { configurable: true, value: TAG });\n    }\n    if (SET_METHOD && !TO_STRING_TAG_SUPPORT) {\n      createNonEnumerableProperty(target, 'toString', toString);\n    }\n  }\n};\n","'use strict';\nvar IteratorPrototype = require('../internals/iterators-core').IteratorPrototype;\nvar create = require('../internals/object-create');\nvar createPropertyDescriptor = require('../internals/create-property-descriptor');\nvar setToStringTag = require('../internals/set-to-string-tag');\nvar Iterators = require('../internals/iterators');\n\nvar returnThis = function () { return this; };\n\nmodule.exports = function (IteratorConstructor, NAME, next, ENUMERABLE_NEXT) {\n  var TO_STRING_TAG = NAME + ' Iterator';\n  IteratorConstructor.prototype = create(IteratorPrototype, { next: createPropertyDescriptor(+!ENUMERABLE_NEXT, next) });\n  setToStringTag(IteratorConstructor, TO_STRING_TAG, false, true);\n  Iterators[TO_STRING_TAG] = returnThis;\n  return IteratorConstructor;\n};\n","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar aCallable = require('../internals/a-callable');\n\nmodule.exports = function (object, key, method) {\n  try {\n    // eslint-disable-next-line es/no-object-getownpropertydescriptor -- safe\n    return uncurryThis(aCallable(Object.getOwnPropertyDescriptor(object, key)[method]));\n  } catch (error) { /* empty */ }\n};\n","'use strict';\nvar isObject = require('../internals/is-object');\n\nmodule.exports = function (argument) {\n  return isObject(argument) || argument === null;\n};\n","'use strict';\nvar isPossiblePrototype = require('../internals/is-possible-prototype');\n\nvar $String = String;\nvar $TypeError = TypeError;\n\nmodule.exports = function (argument) {\n  if (isPossiblePrototype(argument)) return argument;\n  throw new $TypeError(\"Can't set \" + $String(argument) + ' as a prototype');\n};\n","'use strict';\n/* eslint-disable no-proto -- safe */\nvar uncurryThisAccessor = require('../internals/function-uncurry-this-accessor');\nvar isObject = require('../internals/is-object');\nvar requireObjectCoercible = require('../internals/require-object-coercible');\nvar aPossiblePrototype = require('../internals/a-possible-prototype');\n\n// `Object.setPrototypeOf` method\n// https://tc39.es/ecma262/#sec-object.setprototypeof\n// Works with __proto__ only. Old v8 can't work with null proto objects.\n// eslint-disable-next-line es/no-object-setprototypeof -- safe\nmodule.exports = Object.setPrototypeOf || ('__proto__' in {} ? function () {\n  var CORRECT_SETTER = false;\n  var test = {};\n  var setter;\n  try {\n    setter = uncurryThisAccessor(Object.prototype, '__proto__', 'set');\n    setter(test, []);\n    CORRECT_SETTER = test instanceof Array;\n  } catch (error) { /* empty */ }\n  return function setPrototypeOf(O, proto) {\n    requireObjectCoercible(O);\n    aPossiblePrototype(proto);\n    if (!isObject(O)) return O;\n    if (CORRECT_SETTER) setter(O, proto);\n    else O.__proto__ = proto;\n    return O;\n  };\n}() : undefined);\n","'use strict';\nvar $ = require('../internals/export');\nvar call = require('../internals/function-call');\nvar IS_PURE = require('../internals/is-pure');\nvar FunctionName = require('../internals/function-name');\nvar isCallable = require('../internals/is-callable');\nvar createIteratorConstructor = require('../internals/iterator-create-constructor');\nvar getPrototypeOf = require('../internals/object-get-prototype-of');\nvar setPrototypeOf = require('../internals/object-set-prototype-of');\nvar setToStringTag = require('../internals/set-to-string-tag');\nvar createNonEnumerableProperty = require('../internals/create-non-enumerable-property');\nvar defineBuiltIn = require('../internals/define-built-in');\nvar wellKnownSymbol = require('../internals/well-known-symbol');\nvar Iterators = require('../internals/iterators');\nvar IteratorsCore = require('../internals/iterators-core');\n\nvar PROPER_FUNCTION_NAME = FunctionName.PROPER;\nvar CONFIGURABLE_FUNCTION_NAME = FunctionName.CONFIGURABLE;\nvar IteratorPrototype = IteratorsCore.IteratorPrototype;\nvar BUGGY_SAFARI_ITERATORS = IteratorsCore.BUGGY_SAFARI_ITERATORS;\nvar ITERATOR = wellKnownSymbol('iterator');\nvar KEYS = 'keys';\nvar VALUES = 'values';\nvar ENTRIES = 'entries';\n\nvar returnThis = function () { return this; };\n\nmodule.exports = function (Iterable, NAME, IteratorConstructor, next, DEFAULT, IS_SET, FORCED) {\n  createIteratorConstructor(IteratorConstructor, NAME, next);\n\n  var getIterationMethod = function (KIND) {\n    if (KIND === DEFAULT && defaultIterator) return defaultIterator;\n    if (!BUGGY_SAFARI_ITERATORS && KIND && KIND in IterablePrototype) return IterablePrototype[KIND];\n\n    switch (KIND) {\n      case KEYS: return function keys() { return new IteratorConstructor(this, KIND); };\n      case VALUES: return function values() { return new IteratorConstructor(this, KIND); };\n      case ENTRIES: return function entries() { return new IteratorConstructor(this, KIND); };\n    }\n\n    return function () { return new IteratorConstructor(this); };\n  };\n\n  var TO_STRING_TAG = NAME + ' Iterator';\n  var INCORRECT_VALUES_NAME = false;\n  var IterablePrototype = Iterable.prototype;\n  var nativeIterator = IterablePrototype[ITERATOR]\n    || IterablePrototype['@@iterator']\n    || DEFAULT && IterablePrototype[DEFAULT];\n  var defaultIterator = !BUGGY_SAFARI_ITERATORS && nativeIterator || getIterationMethod(DEFAULT);\n  var anyNativeIterator = NAME === 'Array' ? IterablePrototype.entries || nativeIterator : nativeIterator;\n  var CurrentIteratorPrototype, methods, KEY;\n\n  // fix native\n  if (anyNativeIterator) {\n    CurrentIteratorPrototype = getPrototypeOf(anyNativeIterator.call(new Iterable()));\n    if (CurrentIteratorPrototype !== Object.prototype && CurrentIteratorPrototype.next) {\n      if (!IS_PURE && getPrototypeOf(CurrentIteratorPrototype) !== IteratorPrototype) {\n        if (setPrototypeOf) {\n          setPrototypeOf(CurrentIteratorPrototype, IteratorPrototype);\n        } else if (!isCallable(CurrentIteratorPrototype[ITERATOR])) {\n          defineBuiltIn(CurrentIteratorPrototype, ITERATOR, returnThis);\n        }\n      }\n      // Set @@toStringTag to native iterators\n      setToStringTag(CurrentIteratorPrototype, TO_STRING_TAG, true, true);\n      if (IS_PURE) Iterators[TO_STRING_TAG] = returnThis;\n    }\n  }\n\n  // fix Array.prototype.{ values, @@iterator }.name in V8 / FF\n  if (PROPER_FUNCTION_NAME && DEFAULT === VALUES && nativeIterator && nativeIterator.name !== VALUES) {\n    if (!IS_PURE && CONFIGURABLE_FUNCTION_NAME) {\n      createNonEnumerableProperty(IterablePrototype, 'name', VALUES);\n    } else {\n      INCORRECT_VALUES_NAME = true;\n      defaultIterator = function values() { return call(nativeIterator, this); };\n    }\n  }\n\n  // export additional methods\n  if (DEFAULT) {\n    methods = {\n      values: getIterationMethod(VALUES),\n      keys: IS_SET ? defaultIterator : getIterationMethod(KEYS),\n      entries: getIterationMethod(ENTRIES)\n    };\n    if (FORCED) for (KEY in methods) {\n      if (BUGGY_SAFARI_ITERATORS || INCORRECT_VALUES_NAME || !(KEY in IterablePrototype)) {\n        defineBuiltIn(IterablePrototype, KEY, methods[KEY]);\n      }\n    } else $({ target: NAME, proto: true, forced: BUGGY_SAFARI_ITERATORS || INCORRECT_VALUES_NAME }, methods);\n  }\n\n  // define iterator\n  if ((!IS_PURE || FORCED) && IterablePrototype[ITERATOR] !== defaultIterator) {\n    defineBuiltIn(IterablePrototype, ITERATOR, defaultIterator, { name: DEFAULT });\n  }\n  Iterators[NAME] = defaultIterator;\n\n  return methods;\n};\n","'use strict';\n// `CreateIterResultObject` abstract operation\n// https://tc39.es/ecma262/#sec-createiterresultobject\nmodule.exports = function (value, done) {\n  return { value: value, done: done };\n};\n","'use strict';\nvar toIndexedObject = require('../internals/to-indexed-object');\nvar addToUnscopables = require('../internals/add-to-unscopables');\nvar Iterators = require('../internals/iterators');\nvar InternalStateModule = require('../internals/internal-state');\nvar defineProperty = require('../internals/object-define-property').f;\nvar defineIterator = require('../internals/iterator-define');\nvar createIterResultObject = require('../internals/create-iter-result-object');\nvar IS_PURE = require('../internals/is-pure');\nvar DESCRIPTORS = require('../internals/descriptors');\n\nvar ARRAY_ITERATOR = 'Array Iterator';\nvar setInternalState = InternalStateModule.set;\nvar getInternalState = InternalStateModule.getterFor(ARRAY_ITERATOR);\n\n// `Array.prototype.entries` method\n// https://tc39.es/ecma262/#sec-array.prototype.entries\n// `Array.prototype.keys` method\n// https://tc39.es/ecma262/#sec-array.prototype.keys\n// `Array.prototype.values` method\n// https://tc39.es/ecma262/#sec-array.prototype.values\n// `Array.prototype[@@iterator]` method\n// https://tc39.es/ecma262/#sec-array.prototype-@@iterator\n// `CreateArrayIterator` internal method\n// https://tc39.es/ecma262/#sec-createarrayiterator\nmodule.exports = defineIterator(Array, 'Array', function (iterated, kind) {\n  setInternalState(this, {\n    type: ARRAY_ITERATOR,\n    target: toIndexedObject(iterated), // target\n    index: 0,                          // next index\n    kind: kind                         // kind\n  });\n// `%ArrayIteratorPrototype%.next` method\n// https://tc39.es/ecma262/#sec-%arrayiteratorprototype%.next\n}, function () {\n  var state = getInternalState(this);\n  var target = state.target;\n  var index = state.index++;\n  if (!target || index >= target.length) {\n    state.target = null;\n    return createIterResultObject(undefined, true);\n  }\n  switch (state.kind) {\n    case 'keys': return createIterResultObject(index, false);\n    case 'values': return createIterResultObject(target[index], false);\n  } return createIterResultObject([index, target[index]], false);\n}, 'values');\n\n// argumentsList[@@iterator] is %ArrayProto_values%\n// https://tc39.es/ecma262/#sec-createunmappedargumentsobject\n// https://tc39.es/ecma262/#sec-createmappedargumentsobject\nvar values = Iterators.Arguments = Iterators.Array;\n\n// https://tc39.es/ecma262/#sec-array.prototype-@@unscopables\naddToUnscopables('keys');\naddToUnscopables('values');\naddToUnscopables('entries');\n\n// V8 ~ Chrome 45- bug\nif (!IS_PURE && DESCRIPTORS && values.name !== 'values') try {\n  defineProperty(values, 'name', { value: 'values' });\n} catch (error) { /* empty */ }\n","'use strict';\n// iterable DOM collections\n// flag - `iterable` interface - 'entries', 'keys', 'values', 'forEach' methods\nmodule.exports = {\n  CSSRuleList: 0,\n  CSSStyleDeclaration: 0,\n  CSSValueList: 0,\n  ClientRectList: 0,\n  DOMRectList: 0,\n  DOMStringList: 0,\n  DOMTokenList: 1,\n  DataTransferItemList: 0,\n  FileList: 0,\n  HTMLAllCollection: 0,\n  HTMLCollection: 0,\n  HTMLFormElement: 0,\n  HTMLSelectElement: 0,\n  MediaList: 0,\n  MimeTypeArray: 0,\n  NamedNodeMap: 0,\n  NodeList: 1,\n  PaintRequestList: 0,\n  Plugin: 0,\n  PluginArray: 0,\n  SVGLengthList: 0,\n  SVGNumberList: 0,\n  SVGPathSegList: 0,\n  SVGPointList: 0,\n  SVGStringList: 0,\n  SVGTransformList: 0,\n  SourceBufferList: 0,\n  StyleSheetList: 0,\n  TextTrackCueList: 0,\n  TextTrackList: 0,\n  TouchList: 0\n};\n","'use strict';\nrequire('../modules/es.array.iterator');\nvar DOMIterables = require('../internals/dom-iterables');\nvar globalThis = require('../internals/global-this');\nvar setToStringTag = require('../internals/set-to-string-tag');\nvar Iterators = require('../internals/iterators');\n\nfor (var COLLECTION_NAME in DOMIterables) {\n  setToStringTag(globalThis[COLLECTION_NAME], COLLECTION_NAME);\n  Iterators[COLLECTION_NAME] = Iterators.Array;\n}\n","'use strict';\nrequire('../../../modules/es.array.iterator');\nrequire('../../../modules/es.object.to-string');\nvar getBuiltInPrototypeMethod = require('../../../internals/get-built-in-prototype-method');\n\nmodule.exports = getBuiltInPrototypeMethod('Array', 'values');\n","'use strict';\nvar parent = require('../../../es/array/virtual/values');\n\nmodule.exports = parent;\n","'use strict';\nrequire('../../modules/web.dom-collections.iterator');\nvar classof = require('../../internals/classof');\nvar hasOwn = require('../../internals/has-own-property');\nvar isPrototypeOf = require('../../internals/object-is-prototype-of');\nvar method = require('../array/virtual/values');\n\nvar ArrayPrototype = Array.prototype;\n\nvar DOMIterables = {\n  DOMTokenList: true,\n  NodeList: true\n};\n\nmodule.exports = function (it) {\n  var own = it.values;\n  return it === ArrayPrototype || (isPrototypeOf(ArrayPrototype, it) && own === ArrayPrototype.values)\n    || hasOwn(DOMIterables, classof(it)) ? method : own;\n};\n","module.exports = require(\"core-js-pure/stable/instance/values\");","'use strict';\nvar $forEach = require('../internals/array-iteration').forEach;\nvar arrayMethodIsStrict = require('../internals/array-method-is-strict');\n\nvar STRICT_METHOD = arrayMethodIsStrict('forEach');\n\n// `Array.prototype.forEach` method implementation\n// https://tc39.es/ecma262/#sec-array.prototype.foreach\nmodule.exports = !STRICT_METHOD ? function forEach(callbackfn /* , thisArg */) {\n  return $forEach(this, callbackfn, arguments.length > 1 ? arguments[1] : undefined);\n// eslint-disable-next-line es/no-array-prototype-foreach -- safe\n} : [].forEach;\n","'use strict';\nvar $ = require('../internals/export');\nvar forEach = require('../internals/array-for-each');\n\n// `Array.prototype.forEach` method\n// https://tc39.es/ecma262/#sec-array.prototype.foreach\n// eslint-disable-next-line es/no-array-prototype-foreach -- safe\n$({ target: 'Array', proto: true, forced: [].forEach !== forEach }, {\n  forEach: forEach\n});\n","'use strict';\nrequire('../../../modules/es.array.for-each');\nvar getBuiltInPrototypeMethod = require('../../../internals/get-built-in-prototype-method');\n\nmodule.exports = getBuiltInPrototypeMethod('Array', 'forEach');\n","'use strict';\nvar parent = require('../../../es/array/virtual/for-each');\n\nmodule.exports = parent;\n","'use strict';\nvar classof = require('../../internals/classof');\nvar hasOwn = require('../../internals/has-own-property');\nvar isPrototypeOf = require('../../internals/object-is-prototype-of');\nvar method = require('../array/virtual/for-each');\nrequire('../../modules/web.dom-collections.for-each');\n\nvar ArrayPrototype = Array.prototype;\n\nvar DOMIterables = {\n  DOMTokenList: true,\n  NodeList: true\n};\n\nmodule.exports = function (it) {\n  var own = it.forEach;\n  return it === ArrayPrototype || (isPrototypeOf(ArrayPrototype, it) && own === ArrayPrototype.forEach)\n    || hasOwn(DOMIterables, classof(it)) ? method : own;\n};\n","module.exports = require(\"core-js-pure/stable/instance/for-each\");","'use strict';\nvar $ = require('../internals/export');\nvar isArray = require('../internals/is-array');\n\n// `Array.isArray` method\n// https://tc39.es/ecma262/#sec-array.isarray\n$({ target: 'Array', stat: true }, {\n  isArray: isArray\n});\n","'use strict';\nrequire('../../modules/es.array.is-array');\nvar path = require('../../internals/path');\n\nmodule.exports = path.Array.isArray;\n","'use strict';\nvar parent = require('../../es/array/is-array');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/array/is-array\");","'use strict';\nvar $ = require('../internals/export');\n\n// `Number.isNaN` method\n// https://tc39.es/ecma262/#sec-number.isnan\n$({ target: 'Number', stat: true }, {\n  isNaN: function isNaN(number) {\n    // eslint-disable-next-line no-self-compare -- NaN check\n    return number !== number;\n  }\n});\n","'use strict';\nrequire('../../modules/es.number.is-nan');\nvar path = require('../../internals/path');\n\nmodule.exports = path.Number.isNaN;\n","'use strict';\nvar parent = require('../../es/number/is-nan');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/number/is-nan\");","'use strict';\nvar $TypeError = TypeError;\nvar MAX_SAFE_INTEGER = 0x1FFFFFFFFFFFFF; // 2 ** 53 - 1 == 9007199254740991\n\nmodule.exports = function (it) {\n  if (it > MAX_SAFE_INTEGER) throw $TypeError('Maximum allowed index exceeded');\n  return it;\n};\n","'use strict';\nvar DESCRIPTORS = require('../internals/descriptors');\nvar definePropertyModule = require('../internals/object-define-property');\nvar createPropertyDescriptor = require('../internals/create-property-descriptor');\n\nmodule.exports = function (object, key, value) {\n  if (DESCRIPTORS) definePropertyModule.f(object, key, createPropertyDescriptor(0, value));\n  else object[key] = value;\n};\n","'use strict';\nvar $ = require('../internals/export');\nvar fails = require('../internals/fails');\nvar isArray = require('../internals/is-array');\nvar isObject = require('../internals/is-object');\nvar toObject = require('../internals/to-object');\nvar lengthOfArrayLike = require('../internals/length-of-array-like');\nvar doesNotExceedSafeInteger = require('../internals/does-not-exceed-safe-integer');\nvar createProperty = require('../internals/create-property');\nvar arraySpeciesCreate = require('../internals/array-species-create');\nvar arrayMethodHasSpeciesSupport = require('../internals/array-method-has-species-support');\nvar wellKnownSymbol = require('../internals/well-known-symbol');\nvar V8_VERSION = require('../internals/environment-v8-version');\n\nvar IS_CONCAT_SPREADABLE = wellKnownSymbol('isConcatSpreadable');\n\n// We can't use this feature detection in V8 since it causes\n// deoptimization and serious performance degradation\n// https://github.com/zloirock/core-js/issues/679\nvar IS_CONCAT_SPREADABLE_SUPPORT = V8_VERSION >= 51 || !fails(function () {\n  var array = [];\n  array[IS_CONCAT_SPREADABLE] = false;\n  return array.concat()[0] !== array;\n});\n\nvar isConcatSpreadable = function (O) {\n  if (!isObject(O)) return false;\n  var spreadable = O[IS_CONCAT_SPREADABLE];\n  return spreadable !== undefined ? !!spreadable : isArray(O);\n};\n\nvar FORCED = !IS_CONCAT_SPREADABLE_SUPPORT || !arrayMethodHasSpeciesSupport('concat');\n\n// `Array.prototype.concat` method\n// https://tc39.es/ecma262/#sec-array.prototype.concat\n// with adding support of @@isConcatSpreadable and @@species\n$({ target: 'Array', proto: true, arity: 1, forced: FORCED }, {\n  // eslint-disable-next-line no-unused-vars -- required for `.length`\n  concat: function concat(arg) {\n    var O = toObject(this);\n    var A = arraySpeciesCreate(O, 0);\n    var n = 0;\n    var i, k, length, len, E;\n    for (i = -1, length = arguments.length; i < length; i++) {\n      E = i === -1 ? O : arguments[i];\n      if (isConcatSpreadable(E)) {\n        len = lengthOfArrayLike(E);\n        doesNotExceedSafeInteger(n + len);\n        for (k = 0; k < len; k++, n++) if (k in E) createProperty(A, n, E[k]);\n      } else {\n        doesNotExceedSafeInteger(n + 1);\n        createProperty(A, n++, E);\n      }\n    }\n    A.length = n;\n    return A;\n  }\n});\n","'use strict';\nrequire('../../../modules/es.array.concat');\nvar getBuiltInPrototypeMethod = require('../../../internals/get-built-in-prototype-method');\n\nmodule.exports = getBuiltInPrototypeMethod('Array', 'concat');\n","'use strict';\nvar isPrototypeOf = require('../../internals/object-is-prototype-of');\nvar method = require('../array/virtual/concat');\n\nvar ArrayPrototype = Array.prototype;\n\nmodule.exports = function (it) {\n  var own = it.concat;\n  return it === ArrayPrototype || (isPrototypeOf(ArrayPrototype, it) && own === ArrayPrototype.concat) ? method : own;\n};\n","'use strict';\nvar parent = require('../../es/instance/concat');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/instance/concat\");","'use strict';\n/* global Bun, Deno -- detection */\nvar globalThis = require('../internals/global-this');\nvar userAgent = require('../internals/environment-user-agent');\nvar classof = require('../internals/classof-raw');\n\nvar userAgentStartsWith = function (string) {\n  return userAgent.slice(0, string.length) === string;\n};\n\nmodule.exports = (function () {\n  if (userAgentStartsWith('Bun/')) return 'BUN';\n  if (userAgentStartsWith('Cloudflare-Workers')) return 'CLOUDFLARE';\n  if (userAgentStartsWith('Deno/')) return 'DENO';\n  if (userAgentStartsWith('Node.js/')) return 'NODE';\n  if (globalThis.Bun && typeof Bun.version == 'string') return 'BUN';\n  if (globalThis.Deno && typeof Deno.version == 'object') return 'DENO';\n  if (classof(globalThis.process) === 'process') return 'NODE';\n  if (globalThis.window && globalThis.document) return 'BROWSER';\n  return 'REST';\n})();\n","'use strict';\nvar $TypeError = TypeError;\n\nmodule.exports = function (passed, required) {\n  if (passed < required) throw new $TypeError('Not enough arguments');\n  return passed;\n};\n","'use strict';\nvar globalThis = require('../internals/global-this');\nvar apply = require('../internals/function-apply');\nvar isCallable = require('../internals/is-callable');\nvar ENVIRONMENT = require('../internals/environment');\nvar USER_AGENT = require('../internals/environment-user-agent');\nvar arraySlice = require('../internals/array-slice');\nvar validateArgumentsLength = require('../internals/validate-arguments-length');\n\nvar Function = globalThis.Function;\n// dirty IE9- and Bun 0.3.0- checks\nvar WRAP = /MSIE .\\./.test(USER_AGENT) || ENVIRONMENT === 'BUN' && (function () {\n  var version = globalThis.Bun.version.split('.');\n  return version.length < 3 || version[0] === '0' && (version[1] < 3 || version[1] === '3' && version[2] === '0');\n})();\n\n// IE9- / Bun 0.3.0- setTimeout / setInterval / setImmediate additional parameters fix\n// https://html.spec.whatwg.org/multipage/timers-and-user-prompts.html#timers\n// https://github.com/oven-sh/bun/issues/1633\nmodule.exports = function (scheduler, hasTimeArg) {\n  var firstParamIndex = hasTimeArg ? 2 : 1;\n  return WRAP ? function (handler, timeout /* , ...arguments */) {\n    var boundArgs = validateArgumentsLength(arguments.length, 1) > firstParamIndex;\n    var fn = isCallable(handler) ? handler : Function(handler);\n    var params = boundArgs ? arraySlice(arguments, firstParamIndex) : [];\n    var callback = boundArgs ? function () {\n      apply(fn, this, params);\n    } : fn;\n    return hasTimeArg ? scheduler(callback, timeout) : scheduler(callback);\n  } : scheduler;\n};\n","'use strict';\nvar $ = require('../internals/export');\nvar globalThis = require('../internals/global-this');\nvar schedulersFix = require('../internals/schedulers-fix');\n\nvar setInterval = schedulersFix(globalThis.setInterval, true);\n\n// Bun / IE9- setInterval additional parameters fix\n// https://html.spec.whatwg.org/multipage/timers-and-user-prompts.html#dom-setinterval\n$({ global: true, bind: true, forced: globalThis.setInterval !== setInterval }, {\n  setInterval: setInterval\n});\n","'use strict';\nvar $ = require('../internals/export');\nvar globalThis = require('../internals/global-this');\nvar schedulersFix = require('../internals/schedulers-fix');\n\nvar setTimeout = schedulersFix(globalThis.setTimeout, true);\n\n// Bun / IE9- setTimeout additional parameters fix\n// https://html.spec.whatwg.org/multipage/timers-and-user-prompts.html#dom-settimeout\n$({ global: true, bind: true, forced: globalThis.setTimeout !== setTimeout }, {\n  setTimeout: setTimeout\n});\n","'use strict';\n// TODO: Remove this module from `core-js@4` since it's split to modules listed below\nrequire('../modules/web.set-interval');\nrequire('../modules/web.set-timeout');\n","'use strict';\nrequire('../modules/web.timers');\nvar path = require('../internals/path');\n\nmodule.exports = path.setTimeout;\n","module.exports = require(\"core-js-pure/stable/set-timeout\");","'use strict';\n// eslint-disable-next-line es/no-object-getownpropertysymbols -- safe\nexports.f = Object.getOwnPropertySymbols;\n","'use strict';\nvar DESCRIPTORS = require('../internals/descriptors');\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar call = require('../internals/function-call');\nvar fails = require('../internals/fails');\nvar objectKeys = require('../internals/object-keys');\nvar getOwnPropertySymbolsModule = require('../internals/object-get-own-property-symbols');\nvar propertyIsEnumerableModule = require('../internals/object-property-is-enumerable');\nvar toObject = require('../internals/to-object');\nvar IndexedObject = require('../internals/indexed-object');\n\n// eslint-disable-next-line es/no-object-assign -- safe\nvar $assign = Object.assign;\n// eslint-disable-next-line es/no-object-defineproperty -- required for testing\nvar defineProperty = Object.defineProperty;\nvar concat = uncurryThis([].concat);\n\n// `Object.assign` method\n// https://tc39.es/ecma262/#sec-object.assign\nmodule.exports = !$assign || fails(function () {\n  // should have correct order of operations (Edge bug)\n  if (DESCRIPTORS && $assign({ b: 1 }, $assign(defineProperty({}, 'a', {\n    enumerable: true,\n    get: function () {\n      defineProperty(this, 'b', {\n        value: 3,\n        enumerable: false\n      });\n    }\n  }), { b: 2 })).b !== 1) return true;\n  // should work with symbols and should have deterministic property order (V8 bug)\n  var A = {};\n  var B = {};\n  // eslint-disable-next-line es/no-symbol -- safe\n  var symbol = Symbol('assign detection');\n  var alphabet = 'abcdefghijklmnopqrst';\n  A[symbol] = 7;\n  // eslint-disable-next-line es/no-array-prototype-foreach -- safe\n  alphabet.split('').forEach(function (chr) { B[chr] = chr; });\n  return $assign({}, A)[symbol] !== 7 || objectKeys($assign({}, B)).join('') !== alphabet;\n}) ? function assign(target, source) { // eslint-disable-line no-unused-vars -- required for `.length`\n  var T = toObject(target);\n  var argumentsLength = arguments.length;\n  var index = 1;\n  var getOwnPropertySymbols = getOwnPropertySymbolsModule.f;\n  var propertyIsEnumerable = propertyIsEnumerableModule.f;\n  while (argumentsLength > index) {\n    var S = IndexedObject(arguments[index++]);\n    var keys = getOwnPropertySymbols ? concat(objectKeys(S), getOwnPropertySymbols(S)) : objectKeys(S);\n    var length = keys.length;\n    var j = 0;\n    var key;\n    while (length > j) {\n      key = keys[j++];\n      if (!DESCRIPTORS || call(propertyIsEnumerable, S, key)) T[key] = S[key];\n    }\n  } return T;\n} : $assign;\n","'use strict';\nvar $ = require('../internals/export');\nvar assign = require('../internals/object-assign');\n\n// `Object.assign` method\n// https://tc39.es/ecma262/#sec-object.assign\n// eslint-disable-next-line es/no-object-assign -- required for testing\n$({ target: 'Object', stat: true, arity: 2, forced: Object.assign !== assign }, {\n  assign: assign\n});\n","'use strict';\nrequire('../../modules/es.object.assign');\nvar path = require('../../internals/path');\n\nmodule.exports = path.Object.assign;\n","'use strict';\nvar parent = require('../../es/object/assign');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/object/assign\");","function Emitter(object) {\n\tif (object) {\n\t\treturn mixin(object);\n\t}\n\n\tthis._callbacks = new Map();\n}\n\nfunction mixin(object) {\n\tObject.assign(object, Emitter.prototype);\n\tobject._callbacks = new Map();\n\treturn object;\n}\n\nEmitter.prototype.on = function (event, listener) {\n\tconst callbacks = this._callbacks.get(event) ?? [];\n\tcallbacks.push(listener);\n\tthis._callbacks.set(event, callbacks);\n\treturn this;\n};\n\nEmitter.prototype.once = function (event, listener) {\n\tconst on = (...arguments_) => {\n\t\tthis.off(event, on);\n\t\tlistener.apply(this, arguments_);\n\t};\n\n\ton.fn = listener;\n\tthis.on(event, on);\n\treturn this;\n};\n\nEmitter.prototype.off = function (event, listener) {\n\tif (event === undefined && listener === undefined) {\n\t\tthis._callbacks.clear();\n\t\treturn this;\n\t}\n\n\tif (listener === undefined) {\n\t\tthis._callbacks.delete(event);\n\t\treturn this;\n\t}\n\n\tconst callbacks = this._callbacks.get(event);\n\tif (callbacks) {\n\t\tfor (const [index, callback] of callbacks.entries()) {\n\t\t\tif (callback === listener || callback.fn === listener) {\n\t\t\t\tcallbacks.splice(index, 1);\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tif (callbacks.length === 0) {\n\t\t\tthis._callbacks.delete(event);\n\t\t} else {\n\t\t\tthis._callbacks.set(event, callbacks);\n\t\t}\n\t}\n\n\treturn this;\n};\n\nEmitter.prototype.emit = function (event, ...arguments_) {\n\tconst callbacks = this._callbacks.get(event);\n\tif (callbacks) {\n\t\t// Create a copy of the callbacks array to avoid issues if it's modified during iteration\n\t\tconst callbacksCopy = [...callbacks];\n\n\t\tfor (const callback of callbacksCopy) {\n\t\t\tcallback.apply(this, arguments_);\n\t\t}\n\t}\n\n\treturn this;\n};\n\nEmitter.prototype.listeners = function (event) {\n\treturn this._callbacks.get(event) ?? [];\n};\n\nEmitter.prototype.listenerCount = function (event) {\n\tif (event) {\n\t\treturn this.listeners(event).length;\n\t}\n\n\tlet totalCount = 0;\n\tfor (const callbacks of this._callbacks.values()) {\n\t\ttotalCount += callbacks.length;\n\t}\n\n\treturn totalCount;\n};\n\nEmitter.prototype.hasListeners = function (event) {\n\treturn this.listenerCount(event) > 0;\n};\n\n// Aliases\nEmitter.prototype.addEventListener = Emitter.prototype.on;\nEmitter.prototype.removeListener = Emitter.prototype.off;\nEmitter.prototype.removeEventListener = Emitter.prototype.off;\nEmitter.prototype.removeAllListeners = Emitter.prototype.off;\n\nif (typeof module !== 'undefined') {\n\tmodule.exports = Emitter;\n}\n","'use strict';\nvar internalObjectKeys = require('../internals/object-keys-internal');\nvar enumBugKeys = require('../internals/enum-bug-keys');\n\nvar hiddenKeys = enumBugKeys.concat('length', 'prototype');\n\n// `Object.getOwnPropertyNames` method\n// https://tc39.es/ecma262/#sec-object.getownpropertynames\n// eslint-disable-next-line es/no-object-getownpropertynames -- safe\nexports.f = Object.getOwnPropertyNames || function getOwnPropertyNames(O) {\n  return internalObjectKeys(O, hiddenKeys);\n};\n","'use strict';\n/* eslint-disable es/no-object-getownpropertynames -- safe */\nvar classof = require('../internals/classof-raw');\nvar toIndexedObject = require('../internals/to-indexed-object');\nvar $getOwnPropertyNames = require('../internals/object-get-own-property-names').f;\nvar arraySlice = require('../internals/array-slice');\n\nvar windowNames = typeof window == 'object' && window && Object.getOwnPropertyNames\n  ? Object.getOwnPropertyNames(window) : [];\n\nvar getWindowNames = function (it) {\n  try {\n    return $getOwnPropertyNames(it);\n  } catch (error) {\n    return arraySlice(windowNames);\n  }\n};\n\n// fallback for IE11 buggy Object.getOwnPropertyNames with iframe and window\nmodule.exports.f = function getOwnPropertyNames(it) {\n  return windowNames && classof(it) === 'Window'\n    ? getWindowNames(it)\n    : $getOwnPropertyNames(toIndexedObject(it));\n};\n","'use strict';\nvar defineProperty = require('../internals/object-define-property');\n\nmodule.exports = function (target, name, descriptor) {\n  return defineProperty.f(target, name, descriptor);\n};\n","'use strict';\nvar wellKnownSymbol = require('../internals/well-known-symbol');\n\nexports.f = wellKnownSymbol;\n","'use strict';\nvar path = require('../internals/path');\nvar hasOwn = require('../internals/has-own-property');\nvar wrappedWellKnownSymbolModule = require('../internals/well-known-symbol-wrapped');\nvar defineProperty = require('../internals/object-define-property').f;\n\nmodule.exports = function (NAME) {\n  var Symbol = path.Symbol || (path.Symbol = {});\n  if (!hasOwn(Symbol, NAME)) defineProperty(Symbol, NAME, {\n    value: wrappedWellKnownSymbolModule.f(NAME)\n  });\n};\n","'use strict';\nvar call = require('../internals/function-call');\nvar getBuiltIn = require('../internals/get-built-in');\nvar wellKnownSymbol = require('../internals/well-known-symbol');\nvar defineBuiltIn = require('../internals/define-built-in');\n\nmodule.exports = function () {\n  var Symbol = getBuiltIn('Symbol');\n  var SymbolPrototype = Symbol && Symbol.prototype;\n  var valueOf = SymbolPrototype && SymbolPrototype.valueOf;\n  var TO_PRIMITIVE = wellKnownSymbol('toPrimitive');\n\n  if (SymbolPrototype && !SymbolPrototype[TO_PRIMITIVE]) {\n    // `Symbol.prototype[@@toPrimitive]` method\n    // https://tc39.es/ecma262/#sec-symbol.prototype-@@toprimitive\n    // eslint-disable-next-line no-unused-vars -- required for .length\n    defineBuiltIn(SymbolPrototype, TO_PRIMITIVE, function (hint) {\n      return call(valueOf, this);\n    }, { arity: 1 });\n  }\n};\n","'use strict';\nvar $ = require('../internals/export');\nvar globalThis = require('../internals/global-this');\nvar call = require('../internals/function-call');\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar IS_PURE = require('../internals/is-pure');\nvar DESCRIPTORS = require('../internals/descriptors');\nvar NATIVE_SYMBOL = require('../internals/symbol-constructor-detection');\nvar fails = require('../internals/fails');\nvar hasOwn = require('../internals/has-own-property');\nvar isPrototypeOf = require('../internals/object-is-prototype-of');\nvar anObject = require('../internals/an-object');\nvar toIndexedObject = require('../internals/to-indexed-object');\nvar toPropertyKey = require('../internals/to-property-key');\nvar $toString = require('../internals/to-string');\nvar createPropertyDescriptor = require('../internals/create-property-descriptor');\nvar nativeObjectCreate = require('../internals/object-create');\nvar objectKeys = require('../internals/object-keys');\nvar getOwnPropertyNamesModule = require('../internals/object-get-own-property-names');\nvar getOwnPropertyNamesExternal = require('../internals/object-get-own-property-names-external');\nvar getOwnPropertySymbolsModule = require('../internals/object-get-own-property-symbols');\nvar getOwnPropertyDescriptorModule = require('../internals/object-get-own-property-descriptor');\nvar definePropertyModule = require('../internals/object-define-property');\nvar definePropertiesModule = require('../internals/object-define-properties');\nvar propertyIsEnumerableModule = require('../internals/object-property-is-enumerable');\nvar defineBuiltIn = require('../internals/define-built-in');\nvar defineBuiltInAccessor = require('../internals/define-built-in-accessor');\nvar shared = require('../internals/shared');\nvar sharedKey = require('../internals/shared-key');\nvar hiddenKeys = require('../internals/hidden-keys');\nvar uid = require('../internals/uid');\nvar wellKnownSymbol = require('../internals/well-known-symbol');\nvar wrappedWellKnownSymbolModule = require('../internals/well-known-symbol-wrapped');\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\nvar defineSymbolToPrimitive = require('../internals/symbol-define-to-primitive');\nvar setToStringTag = require('../internals/set-to-string-tag');\nvar InternalStateModule = require('../internals/internal-state');\nvar $forEach = require('../internals/array-iteration').forEach;\n\nvar HIDDEN = sharedKey('hidden');\nvar SYMBOL = 'Symbol';\nvar PROTOTYPE = 'prototype';\n\nvar setInternalState = InternalStateModule.set;\nvar getInternalState = InternalStateModule.getterFor(SYMBOL);\n\nvar ObjectPrototype = Object[PROTOTYPE];\nvar $Symbol = globalThis.Symbol;\nvar SymbolPrototype = $Symbol && $Symbol[PROTOTYPE];\nvar RangeError = globalThis.RangeError;\nvar TypeError = globalThis.TypeError;\nvar QObject = globalThis.QObject;\nvar nativeGetOwnPropertyDescriptor = getOwnPropertyDescriptorModule.f;\nvar nativeDefineProperty = definePropertyModule.f;\nvar nativeGetOwnPropertyNames = getOwnPropertyNamesExternal.f;\nvar nativePropertyIsEnumerable = propertyIsEnumerableModule.f;\nvar push = uncurryThis([].push);\n\nvar AllSymbols = shared('symbols');\nvar ObjectPrototypeSymbols = shared('op-symbols');\nvar WellKnownSymbolsStore = shared('wks');\n\n// Don't use setters in Qt Script, https://github.com/zloirock/core-js/issues/173\nvar USE_SETTER = !QObject || !QObject[PROTOTYPE] || !QObject[PROTOTYPE].findChild;\n\n// fallback for old Android, https://code.google.com/p/v8/issues/detail?id=687\nvar fallbackDefineProperty = function (O, P, Attributes) {\n  var ObjectPrototypeDescriptor = nativeGetOwnPropertyDescriptor(ObjectPrototype, P);\n  if (ObjectPrototypeDescriptor) delete ObjectPrototype[P];\n  nativeDefineProperty(O, P, Attributes);\n  if (ObjectPrototypeDescriptor && O !== ObjectPrototype) {\n    nativeDefineProperty(ObjectPrototype, P, ObjectPrototypeDescriptor);\n  }\n};\n\nvar setSymbolDescriptor = DESCRIPTORS && fails(function () {\n  return nativeObjectCreate(nativeDefineProperty({}, 'a', {\n    get: function () { return nativeDefineProperty(this, 'a', { value: 7 }).a; }\n  })).a !== 7;\n}) ? fallbackDefineProperty : nativeDefineProperty;\n\nvar wrap = function (tag, description) {\n  var symbol = AllSymbols[tag] = nativeObjectCreate(SymbolPrototype);\n  setInternalState(symbol, {\n    type: SYMBOL,\n    tag: tag,\n    description: description\n  });\n  if (!DESCRIPTORS) symbol.description = description;\n  return symbol;\n};\n\nvar $defineProperty = function defineProperty(O, P, Attributes) {\n  if (O === ObjectPrototype) $defineProperty(ObjectPrototypeSymbols, P, Attributes);\n  anObject(O);\n  var key = toPropertyKey(P);\n  anObject(Attributes);\n  if (hasOwn(AllSymbols, key)) {\n    if (!Attributes.enumerable) {\n      if (!hasOwn(O, HIDDEN)) nativeDefineProperty(O, HIDDEN, createPropertyDescriptor(1, nativeObjectCreate(null)));\n      O[HIDDEN][key] = true;\n    } else {\n      if (hasOwn(O, HIDDEN) && O[HIDDEN][key]) O[HIDDEN][key] = false;\n      Attributes = nativeObjectCreate(Attributes, { enumerable: createPropertyDescriptor(0, false) });\n    } return setSymbolDescriptor(O, key, Attributes);\n  } return nativeDefineProperty(O, key, Attributes);\n};\n\nvar $defineProperties = function defineProperties(O, Properties) {\n  anObject(O);\n  var properties = toIndexedObject(Properties);\n  var keys = objectKeys(properties).concat($getOwnPropertySymbols(properties));\n  $forEach(keys, function (key) {\n    if (!DESCRIPTORS || call($propertyIsEnumerable, properties, key)) $defineProperty(O, key, properties[key]);\n  });\n  return O;\n};\n\nvar $create = function create(O, Properties) {\n  return Properties === undefined ? nativeObjectCreate(O) : $defineProperties(nativeObjectCreate(O), Properties);\n};\n\nvar $propertyIsEnumerable = function propertyIsEnumerable(V) {\n  var P = toPropertyKey(V);\n  var enumerable = call(nativePropertyIsEnumerable, this, P);\n  if (this === ObjectPrototype && hasOwn(AllSymbols, P) && !hasOwn(ObjectPrototypeSymbols, P)) return false;\n  return enumerable || !hasOwn(this, P) || !hasOwn(AllSymbols, P) || hasOwn(this, HIDDEN) && this[HIDDEN][P]\n    ? enumerable : true;\n};\n\nvar $getOwnPropertyDescriptor = function getOwnPropertyDescriptor(O, P) {\n  var it = toIndexedObject(O);\n  var key = toPropertyKey(P);\n  if (it === ObjectPrototype && hasOwn(AllSymbols, key) && !hasOwn(ObjectPrototypeSymbols, key)) return;\n  var descriptor = nativeGetOwnPropertyDescriptor(it, key);\n  if (descriptor && hasOwn(AllSymbols, key) && !(hasOwn(it, HIDDEN) && it[HIDDEN][key])) {\n    descriptor.enumerable = true;\n  }\n  return descriptor;\n};\n\nvar $getOwnPropertyNames = function getOwnPropertyNames(O) {\n  var names = nativeGetOwnPropertyNames(toIndexedObject(O));\n  var result = [];\n  $forEach(names, function (key) {\n    if (!hasOwn(AllSymbols, key) && !hasOwn(hiddenKeys, key)) push(result, key);\n  });\n  return result;\n};\n\nvar $getOwnPropertySymbols = function (O) {\n  var IS_OBJECT_PROTOTYPE = O === ObjectPrototype;\n  var names = nativeGetOwnPropertyNames(IS_OBJECT_PROTOTYPE ? ObjectPrototypeSymbols : toIndexedObject(O));\n  var result = [];\n  $forEach(names, function (key) {\n    if (hasOwn(AllSymbols, key) && (!IS_OBJECT_PROTOTYPE || hasOwn(ObjectPrototype, key))) {\n      push(result, AllSymbols[key]);\n    }\n  });\n  return result;\n};\n\n// `Symbol` constructor\n// https://tc39.es/ecma262/#sec-symbol-constructor\nif (!NATIVE_SYMBOL) {\n  $Symbol = function Symbol() {\n    if (isPrototypeOf(SymbolPrototype, this)) throw new TypeError('Symbol is not a constructor');\n    var description = !arguments.length || arguments[0] === undefined ? undefined : $toString(arguments[0]);\n    var tag = uid(description);\n    var setter = function (value) {\n      var $this = this === undefined ? globalThis : this;\n      if ($this === ObjectPrototype) call(setter, ObjectPrototypeSymbols, value);\n      if (hasOwn($this, HIDDEN) && hasOwn($this[HIDDEN], tag)) $this[HIDDEN][tag] = false;\n      var descriptor = createPropertyDescriptor(1, value);\n      try {\n        setSymbolDescriptor($this, tag, descriptor);\n      } catch (error) {\n        if (!(error instanceof RangeError)) throw error;\n        fallbackDefineProperty($this, tag, descriptor);\n      }\n    };\n    if (DESCRIPTORS && USE_SETTER) setSymbolDescriptor(ObjectPrototype, tag, { configurable: true, set: setter });\n    return wrap(tag, description);\n  };\n\n  SymbolPrototype = $Symbol[PROTOTYPE];\n\n  defineBuiltIn(SymbolPrototype, 'toString', function toString() {\n    return getInternalState(this).tag;\n  });\n\n  defineBuiltIn($Symbol, 'withoutSetter', function (description) {\n    return wrap(uid(description), description);\n  });\n\n  propertyIsEnumerableModule.f = $propertyIsEnumerable;\n  definePropertyModule.f = $defineProperty;\n  definePropertiesModule.f = $defineProperties;\n  getOwnPropertyDescriptorModule.f = $getOwnPropertyDescriptor;\n  getOwnPropertyNamesModule.f = getOwnPropertyNamesExternal.f = $getOwnPropertyNames;\n  getOwnPropertySymbolsModule.f = $getOwnPropertySymbols;\n\n  wrappedWellKnownSymbolModule.f = function (name) {\n    return wrap(wellKnownSymbol(name), name);\n  };\n\n  if (DESCRIPTORS) {\n    // https://tc39.es/ecma262/#sec-symbol.prototype.description\n    defineBuiltInAccessor(SymbolPrototype, 'description', {\n      configurable: true,\n      get: function description() {\n        return getInternalState(this).description;\n      }\n    });\n    if (!IS_PURE) {\n      defineBuiltIn(ObjectPrototype, 'propertyIsEnumerable', $propertyIsEnumerable, { unsafe: true });\n    }\n  }\n}\n\n$({ global: true, constructor: true, wrap: true, forced: !NATIVE_SYMBOL, sham: !NATIVE_SYMBOL }, {\n  Symbol: $Symbol\n});\n\n$forEach(objectKeys(WellKnownSymbolsStore), function (name) {\n  defineWellKnownSymbol(name);\n});\n\n$({ target: SYMBOL, stat: true, forced: !NATIVE_SYMBOL }, {\n  useSetter: function () { USE_SETTER = true; },\n  useSimple: function () { USE_SETTER = false; }\n});\n\n$({ target: 'Object', stat: true, forced: !NATIVE_SYMBOL, sham: !DESCRIPTORS }, {\n  // `Object.create` method\n  // https://tc39.es/ecma262/#sec-object.create\n  create: $create,\n  // `Object.defineProperty` method\n  // https://tc39.es/ecma262/#sec-object.defineproperty\n  defineProperty: $defineProperty,\n  // `Object.defineProperties` method\n  // https://tc39.es/ecma262/#sec-object.defineproperties\n  defineProperties: $defineProperties,\n  // `Object.getOwnPropertyDescriptor` method\n  // https://tc39.es/ecma262/#sec-object.getownpropertydescriptors\n  getOwnPropertyDescriptor: $getOwnPropertyDescriptor\n});\n\n$({ target: 'Object', stat: true, forced: !NATIVE_SYMBOL }, {\n  // `Object.getOwnPropertyNames` method\n  // https://tc39.es/ecma262/#sec-object.getownpropertynames\n  getOwnPropertyNames: $getOwnPropertyNames\n});\n\n// `Symbol.prototype[@@toPrimitive]` method\n// https://tc39.es/ecma262/#sec-symbol.prototype-@@toprimitive\ndefineSymbolToPrimitive();\n\n// `Symbol.prototype[@@toStringTag]` property\n// https://tc39.es/ecma262/#sec-symbol.prototype-@@tostringtag\nsetToStringTag($Symbol, SYMBOL);\n\nhiddenKeys[HIDDEN] = true;\n","'use strict';\nvar NATIVE_SYMBOL = require('../internals/symbol-constructor-detection');\n\n/* eslint-disable es/no-symbol -- safe */\nmodule.exports = NATIVE_SYMBOL && !!Symbol['for'] && !!Symbol.keyFor;\n","'use strict';\nvar $ = require('../internals/export');\nvar getBuiltIn = require('../internals/get-built-in');\nvar hasOwn = require('../internals/has-own-property');\nvar toString = require('../internals/to-string');\nvar shared = require('../internals/shared');\nvar NATIVE_SYMBOL_REGISTRY = require('../internals/symbol-registry-detection');\n\nvar StringToSymbolRegistry = shared('string-to-symbol-registry');\nvar SymbolToStringRegistry = shared('symbol-to-string-registry');\n\n// `Symbol.for` method\n// https://tc39.es/ecma262/#sec-symbol.for\n$({ target: 'Symbol', stat: true, forced: !NATIVE_SYMBOL_REGISTRY }, {\n  'for': function (key) {\n    var string = toString(key);\n    if (hasOwn(StringToSymbolRegistry, string)) return StringToSymbolRegistry[string];\n    var symbol = getBuiltIn('Symbol')(string);\n    StringToSymbolRegistry[string] = symbol;\n    SymbolToStringRegistry[symbol] = string;\n    return symbol;\n  }\n});\n","'use strict';\nvar $ = require('../internals/export');\nvar hasOwn = require('../internals/has-own-property');\nvar isSymbol = require('../internals/is-symbol');\nvar tryToString = require('../internals/try-to-string');\nvar shared = require('../internals/shared');\nvar NATIVE_SYMBOL_REGISTRY = require('../internals/symbol-registry-detection');\n\nvar SymbolToStringRegistry = shared('symbol-to-string-registry');\n\n// `Symbol.keyFor` method\n// https://tc39.es/ecma262/#sec-symbol.keyfor\n$({ target: 'Symbol', stat: true, forced: !NATIVE_SYMBOL_REGISTRY }, {\n  keyFor: function keyFor(sym) {\n    if (!isSymbol(sym)) throw new TypeError(tryToString(sym) + ' is not a symbol');\n    if (hasOwn(SymbolToStringRegistry, sym)) return SymbolToStringRegistry[sym];\n  }\n});\n","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar isArray = require('../internals/is-array');\nvar isCallable = require('../internals/is-callable');\nvar classof = require('../internals/classof-raw');\nvar toString = require('../internals/to-string');\n\nvar push = uncurryThis([].push);\n\nmodule.exports = function (replacer) {\n  if (isCallable(replacer)) return replacer;\n  if (!isArray(replacer)) return;\n  var rawLength = replacer.length;\n  var keys = [];\n  for (var i = 0; i < rawLength; i++) {\n    var element = replacer[i];\n    if (typeof element == 'string') push(keys, element);\n    else if (typeof element == 'number' || classof(element) === 'Number' || classof(element) === 'String') push(keys, toString(element));\n  }\n  var keysLength = keys.length;\n  var root = true;\n  return function (key, value) {\n    if (root) {\n      root = false;\n      return value;\n    }\n    if (isArray(this)) return value;\n    for (var j = 0; j < keysLength; j++) if (keys[j] === key) return value;\n  };\n};\n","'use strict';\nvar $ = require('../internals/export');\nvar getBuiltIn = require('../internals/get-built-in');\nvar apply = require('../internals/function-apply');\nvar call = require('../internals/function-call');\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar fails = require('../internals/fails');\nvar isCallable = require('../internals/is-callable');\nvar isSymbol = require('../internals/is-symbol');\nvar arraySlice = require('../internals/array-slice');\nvar getReplacerFunction = require('../internals/get-json-replacer-function');\nvar NATIVE_SYMBOL = require('../internals/symbol-constructor-detection');\n\nvar $String = String;\nvar $stringify = getBuiltIn('JSON', 'stringify');\nvar exec = uncurryThis(/./.exec);\nvar charAt = uncurryThis(''.charAt);\nvar charCodeAt = uncurryThis(''.charCodeAt);\nvar replace = uncurryThis(''.replace);\nvar numberToString = uncurryThis(1.1.toString);\n\nvar tester = /[\\uD800-\\uDFFF]/g;\nvar low = /^[\\uD800-\\uDBFF]$/;\nvar hi = /^[\\uDC00-\\uDFFF]$/;\n\nvar WRONG_SYMBOLS_CONVERSION = !NATIVE_SYMBOL || fails(function () {\n  var symbol = getBuiltIn('Symbol')('stringify detection');\n  // MS Edge converts symbol values to JSON as {}\n  return $stringify([symbol]) !== '[null]'\n    // WebKit converts symbol values to JSON as null\n    || $stringify({ a: symbol }) !== '{}'\n    // V8 throws on boxed symbols\n    || $stringify(Object(symbol)) !== '{}';\n});\n\n// https://github.com/tc39/proposal-well-formed-stringify\nvar ILL_FORMED_UNICODE = fails(function () {\n  return $stringify('\\uDF06\\uD834') !== '\"\\\\udf06\\\\ud834\"'\n    || $stringify('\\uDEAD') !== '\"\\\\udead\"';\n});\n\nvar stringifyWithSymbolsFix = function (it, replacer) {\n  var args = arraySlice(arguments);\n  var $replacer = getReplacerFunction(replacer);\n  if (!isCallable($replacer) && (it === undefined || isSymbol(it))) return; // IE8 returns string on undefined\n  args[1] = function (key, value) {\n    // some old implementations (like WebKit) could pass numbers as keys\n    if (isCallable($replacer)) value = call($replacer, this, $String(key), value);\n    if (!isSymbol(value)) return value;\n  };\n  return apply($stringify, null, args);\n};\n\nvar fixIllFormed = function (match, offset, string) {\n  var prev = charAt(string, offset - 1);\n  var next = charAt(string, offset + 1);\n  if ((exec(low, match) && !exec(hi, next)) || (exec(hi, match) && !exec(low, prev))) {\n    return '\\\\u' + numberToString(charCodeAt(match, 0), 16);\n  } return match;\n};\n\nif ($stringify) {\n  // `JSON.stringify` method\n  // https://tc39.es/ecma262/#sec-json.stringify\n  $({ target: 'JSON', stat: true, arity: 3, forced: WRONG_SYMBOLS_CONVERSION || ILL_FORMED_UNICODE }, {\n    // eslint-disable-next-line no-unused-vars -- required for `.length`\n    stringify: function stringify(it, replacer, space) {\n      var args = arraySlice(arguments);\n      var result = apply(WRONG_SYMBOLS_CONVERSION ? stringifyWithSymbolsFix : $stringify, null, args);\n      return ILL_FORMED_UNICODE && typeof result == 'string' ? replace(result, tester, fixIllFormed) : result;\n    }\n  });\n}\n","'use strict';\nvar $ = require('../internals/export');\nvar NATIVE_SYMBOL = require('../internals/symbol-constructor-detection');\nvar fails = require('../internals/fails');\nvar getOwnPropertySymbolsModule = require('../internals/object-get-own-property-symbols');\nvar toObject = require('../internals/to-object');\n\n// V8 ~ Chrome 38 and 39 `Object.getOwnPropertySymbols` fails on primitives\n// https://bugs.chromium.org/p/v8/issues/detail?id=3443\nvar FORCED = !NATIVE_SYMBOL || fails(function () { getOwnPropertySymbolsModule.f(1); });\n\n// `Object.getOwnPropertySymbols` method\n// https://tc39.es/ecma262/#sec-object.getownpropertysymbols\n$({ target: 'Object', stat: true, forced: FORCED }, {\n  getOwnPropertySymbols: function getOwnPropertySymbols(it) {\n    var $getOwnPropertySymbols = getOwnPropertySymbolsModule.f;\n    return $getOwnPropertySymbols ? $getOwnPropertySymbols(toObject(it)) : [];\n  }\n});\n","'use strict';\n// TODO: Remove this module from `core-js@4` since it's split to modules listed below\nrequire('../modules/es.symbol.constructor');\nrequire('../modules/es.symbol.for');\nrequire('../modules/es.symbol.key-for');\nrequire('../modules/es.json.stringify');\nrequire('../modules/es.object.get-own-property-symbols');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.asyncDispose` well-known symbol\n// https://github.com/tc39/proposal-async-explicit-resource-management\ndefineWellKnownSymbol('asyncDispose');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.asyncIterator` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.asynciterator\ndefineWellKnownSymbol('asyncIterator');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.dispose` well-known symbol\n// https://github.com/tc39/proposal-explicit-resource-management\ndefineWellKnownSymbol('dispose');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.hasInstance` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.hasinstance\ndefineWellKnownSymbol('hasInstance');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.isConcatSpreadable` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.isconcatspreadable\ndefineWellKnownSymbol('isConcatSpreadable');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.iterator` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.iterator\ndefineWellKnownSymbol('iterator');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.match` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.match\ndefineWellKnownSymbol('match');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.matchAll` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.matchall\ndefineWellKnownSymbol('matchAll');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.replace` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.replace\ndefineWellKnownSymbol('replace');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.search` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.search\ndefineWellKnownSymbol('search');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.species` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.species\ndefineWellKnownSymbol('species');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.split` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.split\ndefineWellKnownSymbol('split');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\nvar defineSymbolToPrimitive = require('../internals/symbol-define-to-primitive');\n\n// `Symbol.toPrimitive` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.toprimitive\ndefineWellKnownSymbol('toPrimitive');\n\n// `Symbol.prototype[@@toPrimitive]` method\n// https://tc39.es/ecma262/#sec-symbol.prototype-@@toprimitive\ndefineSymbolToPrimitive();\n","'use strict';\nvar getBuiltIn = require('../internals/get-built-in');\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\nvar setToStringTag = require('../internals/set-to-string-tag');\n\n// `Symbol.toStringTag` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.tostringtag\ndefineWellKnownSymbol('toStringTag');\n\n// `Symbol.prototype[@@toStringTag]` property\n// https://tc39.es/ecma262/#sec-symbol.prototype-@@tostringtag\nsetToStringTag(getBuiltIn('Symbol'), 'Symbol');\n","'use strict';\nvar defineWellKnownSymbol = require('../internals/well-known-symbol-define');\n\n// `Symbol.unscopables` well-known symbol\n// https://tc39.es/ecma262/#sec-symbol.unscopables\ndefineWellKnownSymbol('unscopables');\n","'use strict';\nvar globalThis = require('../internals/global-this');\nvar setToStringTag = require('../internals/set-to-string-tag');\n\n// JSON[@@toStringTag] property\n// https://tc39.es/ecma262/#sec-json-@@tostringtag\nsetToStringTag(globalThis.JSON, 'JSON', true);\n","'use strict';\nrequire('../../modules/es.array.concat');\nrequire('../../modules/es.object.to-string');\nrequire('../../modules/es.symbol');\nrequire('../../modules/es.symbol.async-dispose');\nrequire('../../modules/es.symbol.async-iterator');\nrequire('../../modules/es.symbol.description');\nrequire('../../modules/es.symbol.dispose');\nrequire('../../modules/es.symbol.has-instance');\nrequire('../../modules/es.symbol.is-concat-spreadable');\nrequire('../../modules/es.symbol.iterator');\nrequire('../../modules/es.symbol.match');\nrequire('../../modules/es.symbol.match-all');\nrequire('../../modules/es.symbol.replace');\nrequire('../../modules/es.symbol.search');\nrequire('../../modules/es.symbol.species');\nrequire('../../modules/es.symbol.split');\nrequire('../../modules/es.symbol.to-primitive');\nrequire('../../modules/es.symbol.to-string-tag');\nrequire('../../modules/es.symbol.unscopables');\nrequire('../../modules/es.json.to-string-tag');\nrequire('../../modules/es.math.to-string-tag');\nrequire('../../modules/es.reflect.to-string-tag');\nvar path = require('../../internals/path');\n\nmodule.exports = path.Symbol;\n","'use strict';\nvar parent = require('../../es/symbol');\nrequire('../../modules/web.dom-collections.iterator');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/symbol\");","'use strict';\nvar $ = require('../internals/export');\nvar isArray = require('../internals/is-array');\nvar isConstructor = require('../internals/is-constructor');\nvar isObject = require('../internals/is-object');\nvar toAbsoluteIndex = require('../internals/to-absolute-index');\nvar lengthOfArrayLike = require('../internals/length-of-array-like');\nvar toIndexedObject = require('../internals/to-indexed-object');\nvar createProperty = require('../internals/create-property');\nvar wellKnownSymbol = require('../internals/well-known-symbol');\nvar arrayMethodHasSpeciesSupport = require('../internals/array-method-has-species-support');\nvar nativeSlice = require('../internals/array-slice');\n\nvar HAS_SPECIES_SUPPORT = arrayMethodHasSpeciesSupport('slice');\n\nvar SPECIES = wellKnownSymbol('species');\nvar $Array = Array;\nvar max = Math.max;\n\n// `Array.prototype.slice` method\n// https://tc39.es/ecma262/#sec-array.prototype.slice\n// fallback for not array-like ES3 strings and DOM objects\n$({ target: 'Array', proto: true, forced: !HAS_SPECIES_SUPPORT }, {\n  slice: function slice(start, end) {\n    var O = toIndexedObject(this);\n    var length = lengthOfArrayLike(O);\n    var k = toAbsoluteIndex(start, length);\n    var fin = toAbsoluteIndex(end === undefined ? length : end, length);\n    // inline `ArraySpeciesCreate` for usage native `Array#slice` where it's possible\n    var Constructor, result, n;\n    if (isArray(O)) {\n      Constructor = O.constructor;\n      // cross-realm fallback\n      if (isConstructor(Constructor) && (Constructor === $Array || isArray(Constructor.prototype))) {\n        Constructor = undefined;\n      } else if (isObject(Constructor)) {\n        Constructor = Constructor[SPECIES];\n        if (Constructor === null) Constructor = undefined;\n      }\n      if (Constructor === $Array || Constructor === undefined) {\n        return nativeSlice(O, k, fin);\n      }\n    }\n    result = new (Constructor === undefined ? $Array : Constructor)(max(fin - k, 0));\n    for (n = 0; k < fin; k++, n++) if (k in O) createProperty(result, n, O[k]);\n    result.length = n;\n    return result;\n  }\n});\n","'use strict';\nrequire('../../../modules/es.array.slice');\nvar getBuiltInPrototypeMethod = require('../../../internals/get-built-in-prototype-method');\n\nmodule.exports = getBuiltInPrototypeMethod('Array', 'slice');\n","'use strict';\nvar isPrototypeOf = require('../../internals/object-is-prototype-of');\nvar method = require('../array/virtual/slice');\n\nvar ArrayPrototype = Array.prototype;\n\nmodule.exports = function (it) {\n  var own = it.slice;\n  return it === ArrayPrototype || (isPrototypeOf(ArrayPrototype, it) && own === ArrayPrototype.slice) ? method : own;\n};\n","'use strict';\nvar parent = require('../../es/instance/slice');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/instance/slice\");","'use strict';\nvar $ = require('../internals/export');\nvar $map = require('../internals/array-iteration').map;\nvar arrayMethodHasSpeciesSupport = require('../internals/array-method-has-species-support');\n\nvar HAS_SPECIES_SUPPORT = arrayMethodHasSpeciesSupport('map');\n\n// `Array.prototype.map` method\n// https://tc39.es/ecma262/#sec-array.prototype.map\n// with adding support of @@species\n$({ target: 'Array', proto: true, forced: !HAS_SPECIES_SUPPORT }, {\n  map: function map(callbackfn /* , thisArg */) {\n    return $map(this, callbackfn, arguments.length > 1 ? arguments[1] : undefined);\n  }\n});\n","'use strict';\nrequire('../../../modules/es.array.map');\nvar getBuiltInPrototypeMethod = require('../../../internals/get-built-in-prototype-method');\n\nmodule.exports = getBuiltInPrototypeMethod('Array', 'map');\n","'use strict';\nvar isPrototypeOf = require('../../internals/object-is-prototype-of');\nvar method = require('../array/virtual/map');\n\nvar ArrayPrototype = Array.prototype;\n\nmodule.exports = function (it) {\n  var own = it.map;\n  return it === ArrayPrototype || (isPrototypeOf(ArrayPrototype, it) && own === ArrayPrototype.map) ? method : own;\n};\n","'use strict';\nvar parent = require('../../es/instance/map');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/instance/map\");","'use strict';\nvar $ = require('../internals/export');\nvar toObject = require('../internals/to-object');\nvar nativeKeys = require('../internals/object-keys');\nvar fails = require('../internals/fails');\n\nvar FAILS_ON_PRIMITIVES = fails(function () { nativeKeys(1); });\n\n// `Object.keys` method\n// https://tc39.es/ecma262/#sec-object.keys\n$({ target: 'Object', stat: true, forced: FAILS_ON_PRIMITIVES }, {\n  keys: function keys(it) {\n    return nativeKeys(toObject(it));\n  }\n});\n","'use strict';\nrequire('../../modules/es.object.keys');\nvar path = require('../../internals/path');\n\nmodule.exports = path.Object.keys;\n","'use strict';\nvar parent = require('../../es/object/keys');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/object/keys\");","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar aCallable = require('../internals/a-callable');\nvar isObject = require('../internals/is-object');\nvar hasOwn = require('../internals/has-own-property');\nvar arraySlice = require('../internals/array-slice');\nvar NATIVE_BIND = require('../internals/function-bind-native');\n\nvar $Function = Function;\nvar concat = uncurryThis([].concat);\nvar join = uncurryThis([].join);\nvar factories = {};\n\nvar construct = function (C, argsLength, args) {\n  if (!hasOwn(factories, argsLength)) {\n    var list = [];\n    var i = 0;\n    for (; i < argsLength; i++) list[i] = 'a[' + i + ']';\n    factories[argsLength] = $Function('C,a', 'return new C(' + join(list, ',') + ')');\n  } return factories[argsLength](C, args);\n};\n\n// `Function.prototype.bind` method implementation\n// https://tc39.es/ecma262/#sec-function.prototype.bind\n// eslint-disable-next-line es/no-function-prototype-bind -- detection\nmodule.exports = NATIVE_BIND ? $Function.bind : function bind(that /* , ...args */) {\n  var F = aCallable(this);\n  var Prototype = F.prototype;\n  var partArgs = arraySlice(arguments, 1);\n  var boundFunction = function bound(/* args... */) {\n    var args = concat(partArgs, arraySlice(arguments));\n    return this instanceof boundFunction ? construct(F, args.length, args) : F.apply(that, args);\n  };\n  if (isObject(Prototype)) boundFunction.prototype = Prototype;\n  return boundFunction;\n};\n","'use strict';\n// TODO: Remove from `core-js@4`\nvar $ = require('../internals/export');\nvar bind = require('../internals/function-bind');\n\n// `Function.prototype.bind` method\n// https://tc39.es/ecma262/#sec-function.prototype.bind\n// eslint-disable-next-line es/no-function-prototype-bind -- detection\n$({ target: 'Function', proto: true, forced: Function.bind !== bind }, {\n  bind: bind\n});\n","'use strict';\nrequire('../../../modules/es.function.bind');\nvar getBuiltInPrototypeMethod = require('../../../internals/get-built-in-prototype-method');\n\nmodule.exports = getBuiltInPrototypeMethod('Function', 'bind');\n","'use strict';\nvar isPrototypeOf = require('../../internals/object-is-prototype-of');\nvar method = require('../function/virtual/bind');\n\nvar FunctionPrototype = Function.prototype;\n\nmodule.exports = function (it) {\n  var own = it.bind;\n  return it === FunctionPrototype || (isPrototypeOf(FunctionPrototype, it) && own === FunctionPrototype.bind) ? method : own;\n};\n","'use strict';\nvar parent = require('../../es/instance/bind');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/instance/bind\");","'use strict';\nvar $ = require('../internals/export');\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar isArray = require('../internals/is-array');\n\nvar nativeReverse = uncurryThis([].reverse);\nvar test = [1, 2];\n\n// `Array.prototype.reverse` method\n// https://tc39.es/ecma262/#sec-array.prototype.reverse\n// fix for Safari 12.0 bug\n// https://bugs.webkit.org/show_bug.cgi?id=188794\n$({ target: 'Array', proto: true, forced: String(test) === String(test.reverse()) }, {\n  reverse: function reverse() {\n    // eslint-disable-next-line no-self-assign -- dirty hack\n    if (isArray(this)) this.length = this.length;\n    return nativeReverse(this);\n  }\n});\n","'use strict';\nrequire('../../../modules/es.array.reverse');\nvar getBuiltInPrototypeMethod = require('../../../internals/get-built-in-prototype-method');\n\nmodule.exports = getBuiltInPrototypeMethod('Array', 'reverse');\n","'use strict';\nvar isPrototypeOf = require('../../internals/object-is-prototype-of');\nvar method = require('../array/virtual/reverse');\n\nvar ArrayPrototype = Array.prototype;\n\nmodule.exports = function (it) {\n  var own = it.reverse;\n  return it === ArrayPrototype || (isPrototypeOf(ArrayPrototype, it) && own === ArrayPrototype.reverse) ? method : own;\n};\n","'use strict';\nvar parent = require('../../es/instance/reverse');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/instance/reverse\");","'use strict';\nvar DESCRIPTORS = require('../internals/descriptors');\nvar isArray = require('../internals/is-array');\n\nvar $TypeError = TypeError;\n// eslint-disable-next-line es/no-object-getownpropertydescriptor -- safe\nvar getOwnPropertyDescriptor = Object.getOwnPropertyDescriptor;\n\n// Safari < 13 does not throw an error in this case\nvar SILENT_ON_NON_WRITABLE_LENGTH_SET = DESCRIPTORS && !function () {\n  // makes no sense without proper strict mode support\n  if (this !== undefined) return true;\n  try {\n    // eslint-disable-next-line es/no-object-defineproperty -- safe\n    Object.defineProperty([], 'length', { writable: false }).length = 1;\n  } catch (error) {\n    return error instanceof TypeError;\n  }\n}();\n\nmodule.exports = SILENT_ON_NON_WRITABLE_LENGTH_SET ? function (O, length) {\n  if (isArray(O) && !getOwnPropertyDescriptor(O, 'length').writable) {\n    throw new $TypeError('Cannot set read only .length');\n  } return O.length = length;\n} : function (O, length) {\n  return O.length = length;\n};\n","'use strict';\nvar $ = require('../internals/export');\nvar toObject = require('../internals/to-object');\nvar toAbsoluteIndex = require('../internals/to-absolute-index');\nvar toIntegerOrInfinity = require('../internals/to-integer-or-infinity');\nvar lengthOfArrayLike = require('../internals/length-of-array-like');\nvar setArrayLength = require('../internals/array-set-length');\nvar doesNotExceedSafeInteger = require('../internals/does-not-exceed-safe-integer');\nvar arraySpeciesCreate = require('../internals/array-species-create');\nvar createProperty = require('../internals/create-property');\nvar deletePropertyOrThrow = require('../internals/delete-property-or-throw');\nvar arrayMethodHasSpeciesSupport = require('../internals/array-method-has-species-support');\n\nvar HAS_SPECIES_SUPPORT = arrayMethodHasSpeciesSupport('splice');\n\nvar max = Math.max;\nvar min = Math.min;\n\n// `Array.prototype.splice` method\n// https://tc39.es/ecma262/#sec-array.prototype.splice\n// with adding support of @@species\n$({ target: 'Array', proto: true, forced: !HAS_SPECIES_SUPPORT }, {\n  splice: function splice(start, deleteCount /* , ...items */) {\n    var O = toObject(this);\n    var len = lengthOfArrayLike(O);\n    var actualStart = toAbsoluteIndex(start, len);\n    var argumentsLength = arguments.length;\n    var insertCount, actualDeleteCount, A, k, from, to;\n    if (argumentsLength === 0) {\n      insertCount = actualDeleteCount = 0;\n    } else if (argumentsLength === 1) {\n      insertCount = 0;\n      actualDeleteCount = len - actualStart;\n    } else {\n      insertCount = argumentsLength - 2;\n      actualDeleteCount = min(max(toIntegerOrInfinity(deleteCount), 0), len - actualStart);\n    }\n    doesNotExceedSafeInteger(len + insertCount - actualDeleteCount);\n    A = arraySpeciesCreate(O, actualDeleteCount);\n    for (k = 0; k < actualDeleteCount; k++) {\n      from = actualStart + k;\n      if (from in O) createProperty(A, k, O[from]);\n    }\n    A.length = actualDeleteCount;\n    if (insertCount < actualDeleteCount) {\n      for (k = actualStart; k < len - actualDeleteCount; k++) {\n        from = k + actualDeleteCount;\n        to = k + insertCount;\n        if (from in O) O[to] = O[from];\n        else deletePropertyOrThrow(O, to);\n      }\n      for (k = len; k > len - actualDeleteCount + insertCount; k--) deletePropertyOrThrow(O, k - 1);\n    } else if (insertCount > actualDeleteCount) {\n      for (k = len - actualDeleteCount; k > actualStart; k--) {\n        from = k + actualDeleteCount - 1;\n        to = k + insertCount - 1;\n        if (from in O) O[to] = O[from];\n        else deletePropertyOrThrow(O, to);\n      }\n    }\n    for (k = 0; k < insertCount; k++) {\n      O[k + actualStart] = arguments[k + 2];\n    }\n    setArrayLength(O, len - actualDeleteCount + insertCount);\n    return A;\n  }\n});\n","'use strict';\nrequire('../../../modules/es.array.splice');\nvar getBuiltInPrototypeMethod = require('../../../internals/get-built-in-prototype-method');\n\nmodule.exports = getBuiltInPrototypeMethod('Array', 'splice');\n","'use strict';\nvar isPrototypeOf = require('../../internals/object-is-prototype-of');\nvar method = require('../array/virtual/splice');\n\nvar ArrayPrototype = Array.prototype;\n\nmodule.exports = function (it) {\n  var own = it.splice;\n  return it === ArrayPrototype || (isPrototypeOf(ArrayPrototype, it) && own === ArrayPrototype.splice) ? method : own;\n};\n","'use strict';\nvar parent = require('../../es/instance/splice');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/instance/splice\");","'use strict';\nvar $ = require('../internals/export');\nvar fails = require('../internals/fails');\nvar toObject = require('../internals/to-object');\nvar nativeGetPrototypeOf = require('../internals/object-get-prototype-of');\nvar CORRECT_PROTOTYPE_GETTER = require('../internals/correct-prototype-getter');\n\nvar FAILS_ON_PRIMITIVES = fails(function () { nativeGetPrototypeOf(1); });\n\n// `Object.getPrototypeOf` method\n// https://tc39.es/ecma262/#sec-object.getprototypeof\n$({ target: 'Object', stat: true, forced: FAILS_ON_PRIMITIVES, sham: !CORRECT_PROTOTYPE_GETTER }, {\n  getPrototypeOf: function getPrototypeOf(it) {\n    return nativeGetPrototypeOf(toObject(it));\n  }\n});\n\n","'use strict';\nrequire('../../modules/es.object.get-prototype-of');\nvar path = require('../../internals/path');\n\nmodule.exports = path.Object.getPrototypeOf;\n","'use strict';\nvar parent = require('../../es/object/get-prototype-of');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/object/get-prototype-of\");","'use strict';\nvar globalThis = require('../internals/global-this');\nvar fails = require('../internals/fails');\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar toString = require('../internals/to-string');\nvar trim = require('../internals/string-trim').trim;\nvar whitespaces = require('../internals/whitespaces');\n\nvar $parseInt = globalThis.parseInt;\nvar Symbol = globalThis.Symbol;\nvar ITERATOR = Symbol && Symbol.iterator;\nvar hex = /^[+-]?0x/i;\nvar exec = uncurryThis(hex.exec);\nvar FORCED = $parseInt(whitespaces + '08') !== 8 || $parseInt(whitespaces + '0x16') !== 22\n  // MS Edge 18- broken with boxed symbols\n  || (ITERATOR && !fails(function () { $parseInt(Object(ITERATOR)); }));\n\n// `parseInt` method\n// https://tc39.es/ecma262/#sec-parseint-string-radix\nmodule.exports = FORCED ? function parseInt(string, radix) {\n  var S = trim(toString(string));\n  return $parseInt(S, (radix >>> 0) || (exec(hex, S) ? 16 : 10));\n} : $parseInt;\n","'use strict';\nvar $ = require('../internals/export');\nvar $parseInt = require('../internals/number-parse-int');\n\n// `parseInt` method\n// https://tc39.es/ecma262/#sec-parseint-string-radix\n$({ global: true, forced: parseInt !== $parseInt }, {\n  parseInt: $parseInt\n});\n","'use strict';\nrequire('../modules/es.parse-int');\nvar path = require('../internals/path');\n\nmodule.exports = path.parseInt;\n","'use strict';\nvar parent = require('../es/parse-int');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/parse-int\");","'use strict';\nvar toIntegerOrInfinity = require('../internals/to-integer-or-infinity');\nvar toString = require('../internals/to-string');\nvar requireObjectCoercible = require('../internals/require-object-coercible');\n\nvar $RangeError = RangeError;\n\n// `String.prototype.repeat` method implementation\n// https://tc39.es/ecma262/#sec-string.prototype.repeat\nmodule.exports = function repeat(count) {\n  var str = toString(requireObjectCoercible(this));\n  var result = '';\n  var n = toIntegerOrInfinity(count);\n  if (n < 0 || n === Infinity) throw new $RangeError('Wrong number of repetitions');\n  for (;n > 0; (n >>>= 1) && (str += str)) if (n & 1) result += str;\n  return result;\n};\n","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar toLength = require('../internals/to-length');\nvar toString = require('../internals/to-string');\nvar $repeat = require('../internals/string-repeat');\nvar requireObjectCoercible = require('../internals/require-object-coercible');\n\nvar repeat = uncurryThis($repeat);\nvar stringSlice = uncurryThis(''.slice);\nvar ceil = Math.ceil;\n\n// `String.prototype.{ padStart, padEnd }` methods implementation\nvar createMethod = function (IS_END) {\n  return function ($this, maxLength, fillString) {\n    var S = toString(requireObjectCoercible($this));\n    var intMaxLength = toLength(maxLength);\n    var stringLength = S.length;\n    var fillStr = fillString === undefined ? ' ' : toString(fillString);\n    var fillLen, stringFiller;\n    if (intMaxLength <= stringLength || fillStr === '') return S;\n    fillLen = intMaxLength - stringLength;\n    stringFiller = repeat(fillStr, ceil(fillLen / fillStr.length));\n    if (stringFiller.length > fillLen) stringFiller = stringSlice(stringFiller, 0, fillLen);\n    return IS_END ? S + stringFiller : stringFiller + S;\n  };\n};\n\nmodule.exports = {\n  // `String.prototype.padStart` method\n  // https://tc39.es/ecma262/#sec-string.prototype.padstart\n  start: createMethod(false),\n  // `String.prototype.padEnd` method\n  // https://tc39.es/ecma262/#sec-string.prototype.padend\n  end: createMethod(true)\n};\n","'use strict';\nvar uncurryThis = require('../internals/function-uncurry-this');\nvar fails = require('../internals/fails');\nvar padStart = require('../internals/string-pad').start;\n\nvar $RangeError = RangeError;\nvar $isFinite = isFinite;\nvar abs = Math.abs;\nvar DatePrototype = Date.prototype;\nvar nativeDateToISOString = DatePrototype.toISOString;\nvar thisTimeValue = uncurryThis(DatePrototype.getTime);\nvar getUTCDate = uncurryThis(DatePrototype.getUTCDate);\nvar getUTCFullYear = uncurryThis(DatePrototype.getUTCFullYear);\nvar getUTCHours = uncurryThis(DatePrototype.getUTCHours);\nvar getUTCMilliseconds = uncurryThis(DatePrototype.getUTCMilliseconds);\nvar getUTCMinutes = uncurryThis(DatePrototype.getUTCMinutes);\nvar getUTCMonth = uncurryThis(DatePrototype.getUTCMonth);\nvar getUTCSeconds = uncurryThis(DatePrototype.getUTCSeconds);\n\n// `Date.prototype.toISOString` method implementation\n// https://tc39.es/ecma262/#sec-date.prototype.toisostring\n// PhantomJS / old WebKit fails here:\nmodule.exports = (fails(function () {\n  return nativeDateToISOString.call(new Date(-5e13 - 1)) !== '0385-07-25T07:06:39.999Z';\n}) || !fails(function () {\n  nativeDateToISOString.call(new Date(NaN));\n})) ? function toISOString() {\n  if (!$isFinite(thisTimeValue(this))) throw new $RangeError('Invalid time value');\n  var date = this;\n  var year = getUTCFullYear(date);\n  var milliseconds = getUTCMilliseconds(date);\n  var sign = year < 0 ? '-' : year > 9999 ? '+' : '';\n  return sign + padStart(abs(year), sign ? 6 : 4, 0) +\n    '-' + padStart(getUTCMonth(date) + 1, 2, 0) +\n    '-' + padStart(getUTCDate(date), 2, 0) +\n    'T' + padStart(getUTCHours(date), 2, 0) +\n    ':' + padStart(getUTCMinutes(date), 2, 0) +\n    ':' + padStart(getUTCSeconds(date), 2, 0) +\n    '.' + padStart(milliseconds, 3, 0) +\n    'Z';\n} : nativeDateToISOString;\n","'use strict';\nvar $ = require('../internals/export');\nvar call = require('../internals/function-call');\nvar toObject = require('../internals/to-object');\nvar toPrimitive = require('../internals/to-primitive');\nvar toISOString = require('../internals/date-to-iso-string');\nvar classof = require('../internals/classof-raw');\nvar fails = require('../internals/fails');\n\nvar FORCED = fails(function () {\n  return new Date(NaN).toJSON() !== null\n    || call(Date.prototype.toJSON, { toISOString: function () { return 1; } }) !== 1;\n});\n\n// `Date.prototype.toJSON` method\n// https://tc39.es/ecma262/#sec-date.prototype.tojson\n$({ target: 'Date', proto: true, forced: FORCED }, {\n  // eslint-disable-next-line no-unused-vars -- required for `.length`\n  toJSON: function toJSON(key) {\n    var O = toObject(this);\n    var pv = toPrimitive(O, 'number');\n    return typeof pv == 'number' && !isFinite(pv) ? null :\n      (!('toISOString' in O) && classof(O) === 'Date') ? call(toISOString, O) : O.toISOString();\n  }\n});\n","'use strict';\nrequire('../../modules/es.date.to-json');\nrequire('../../modules/es.json.stringify');\nvar path = require('../../internals/path');\nvar apply = require('../../internals/function-apply');\n\n// eslint-disable-next-line es/no-json -- safe\nif (!path.JSON) path.JSON = { stringify: JSON.stringify };\n\n// eslint-disable-next-line no-unused-vars -- required for `.length`\nmodule.exports = function stringify(it, replacer, space) {\n  return apply(path.JSON.stringify, null, arguments);\n};\n","'use strict';\nvar parent = require('../../es/json/stringify');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/json/stringify\");","/*! Hammer.JS - v2.0.17-rc - 2019-12-16\n * http://naver.github.io/egjs\n *\n * Forked By Naver egjs\n * Copyright (c) hammerjs\n * Licensed under the MIT license */\nfunction _extends() {\n  _extends = Object.assign || function (target) {\n    for (var i = 1; i < arguments.length; i++) {\n      var source = arguments[i];\n\n      for (var key in source) {\n        if (Object.prototype.hasOwnProperty.call(source, key)) {\n          target[key] = source[key];\n        }\n      }\n    }\n\n    return target;\n  };\n\n  return _extends.apply(this, arguments);\n}\n\nfunction _inheritsLoose(subClass, superClass) {\n  subClass.prototype = Object.create(superClass.prototype);\n  subClass.prototype.constructor = subClass;\n  subClass.__proto__ = superClass;\n}\n\nfunction _assertThisInitialized(self) {\n  if (self === void 0) {\n    throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n  }\n\n  return self;\n}\n\n/**\n * @private\n * extend object.\n * means that properties in dest will be overwritten by the ones in src.\n * @param {Object} target\n * @param {...Object} objects_to_assign\n * @returns {Object} target\n */\nvar assign;\n\nif (typeof Object.assign !== 'function') {\n  assign = function assign(target) {\n    if (target === undefined || target === null) {\n      throw new TypeError('Cannot convert undefined or null to object');\n    }\n\n    var output = Object(target);\n\n    for (var index = 1; index < arguments.length; index++) {\n      var source = arguments[index];\n\n      if (source !== undefined && source !== null) {\n        for (var nextKey in source) {\n          if (source.hasOwnProperty(nextKey)) {\n            output[nextKey] = source[nextKey];\n          }\n        }\n      }\n    }\n\n    return output;\n  };\n} else {\n  assign = Object.assign;\n}\n\nvar assign$1 = assign;\n\nvar VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o'];\nvar TEST_ELEMENT = typeof document === \"undefined\" ? {\n  style: {}\n} : document.createElement('div');\nvar TYPE_FUNCTION = 'function';\nvar round = Math.round,\n    abs = Math.abs;\nvar now = Date.now;\n\n/**\n * @private\n * get the prefixed property\n * @param {Object} obj\n * @param {String} property\n * @returns {String|Undefined} prefixed\n */\n\nfunction prefixed(obj, property) {\n  var prefix;\n  var prop;\n  var camelProp = property[0].toUpperCase() + property.slice(1);\n  var i = 0;\n\n  while (i < VENDOR_PREFIXES.length) {\n    prefix = VENDOR_PREFIXES[i];\n    prop = prefix ? prefix + camelProp : property;\n\n    if (prop in obj) {\n      return prop;\n    }\n\n    i++;\n  }\n\n  return undefined;\n}\n\n/* eslint-disable no-new-func, no-nested-ternary */\nvar win;\n\nif (typeof window === \"undefined\") {\n  // window is undefined in node.js\n  win = {};\n} else {\n  win = window;\n}\n\nvar PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');\nvar NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;\nfunction getTouchActionProps() {\n  if (!NATIVE_TOUCH_ACTION) {\n    return false;\n  }\n\n  var touchMap = {};\n  var cssSupports = win.CSS && win.CSS.supports;\n  ['auto', 'manipulation', 'pan-y', 'pan-x', 'pan-x pan-y', 'none'].forEach(function (val) {\n    // If css.supports is not supported but there is native touch-action assume it supports\n    // all values. This is the case for IE 10 and 11.\n    return touchMap[val] = cssSupports ? win.CSS.supports('touch-action', val) : true;\n  });\n  return touchMap;\n}\n\nvar TOUCH_ACTION_COMPUTE = 'compute';\nvar TOUCH_ACTION_AUTO = 'auto';\nvar TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented\n\nvar TOUCH_ACTION_NONE = 'none';\nvar TOUCH_ACTION_PAN_X = 'pan-x';\nvar TOUCH_ACTION_PAN_Y = 'pan-y';\nvar TOUCH_ACTION_MAP = getTouchActionProps();\n\nvar MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;\nvar SUPPORT_TOUCH = 'ontouchstart' in win;\nvar SUPPORT_POINTER_EVENTS = prefixed(win, 'PointerEvent') !== undefined;\nvar SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);\nvar INPUT_TYPE_TOUCH = 'touch';\nvar INPUT_TYPE_PEN = 'pen';\nvar INPUT_TYPE_MOUSE = 'mouse';\nvar INPUT_TYPE_KINECT = 'kinect';\nvar COMPUTE_INTERVAL = 25;\nvar INPUT_START = 1;\nvar INPUT_MOVE = 2;\nvar INPUT_END = 4;\nvar INPUT_CANCEL = 8;\nvar DIRECTION_NONE = 1;\nvar DIRECTION_LEFT = 2;\nvar DIRECTION_RIGHT = 4;\nvar DIRECTION_UP = 8;\nvar DIRECTION_DOWN = 16;\nvar DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;\nvar DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;\nvar DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;\nvar PROPS_XY = ['x', 'y'];\nvar PROPS_CLIENT_XY = ['clientX', 'clientY'];\n\n/**\n * @private\n * walk objects and arrays\n * @param {Object} obj\n * @param {Function} iterator\n * @param {Object} context\n */\nfunction each(obj, iterator, context) {\n  var i;\n\n  if (!obj) {\n    return;\n  }\n\n  if (obj.forEach) {\n    obj.forEach(iterator, context);\n  } else if (obj.length !== undefined) {\n    i = 0;\n\n    while (i < obj.length) {\n      iterator.call(context, obj[i], i, obj);\n      i++;\n    }\n  } else {\n    for (i in obj) {\n      obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);\n    }\n  }\n}\n\n/**\n * @private\n * let a boolean value also be a function that must return a boolean\n * this first item in args will be used as the context\n * @param {Boolean|Function} val\n * @param {Array} [args]\n * @returns {Boolean}\n */\n\nfunction boolOrFn(val, args) {\n  if (typeof val === TYPE_FUNCTION) {\n    return val.apply(args ? args[0] || undefined : undefined, args);\n  }\n\n  return val;\n}\n\n/**\n * @private\n * small indexOf wrapper\n * @param {String} str\n * @param {String} find\n * @returns {Boolean} found\n */\nfunction inStr(str, find) {\n  return str.indexOf(find) > -1;\n}\n\n/**\n * @private\n * when the touchActions are collected they are not a valid value, so we need to clean things up. *\n * @param {String} actions\n * @returns {*}\n */\n\nfunction cleanTouchActions(actions) {\n  // none\n  if (inStr(actions, TOUCH_ACTION_NONE)) {\n    return TOUCH_ACTION_NONE;\n  }\n\n  var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);\n  var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y); // if both pan-x and pan-y are set (different recognizers\n  // for different directions, e.g. horizontal pan but vertical swipe?)\n  // we need none (as otherwise with pan-x pan-y combined none of these\n  // recognizers will work, since the browser would handle all panning\n\n  if (hasPanX && hasPanY) {\n    return TOUCH_ACTION_NONE;\n  } // pan-x OR pan-y\n\n\n  if (hasPanX || hasPanY) {\n    return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;\n  } // manipulation\n\n\n  if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {\n    return TOUCH_ACTION_MANIPULATION;\n  }\n\n  return TOUCH_ACTION_AUTO;\n}\n\n/**\n * @private\n * Touch Action\n * sets the touchAction property or uses the js alternative\n * @param {Manager} manager\n * @param {String} value\n * @constructor\n */\n\nvar TouchAction =\n/*#__PURE__*/\nfunction () {\n  function TouchAction(manager, value) {\n    this.manager = manager;\n    this.set(value);\n  }\n  /**\n   * @private\n   * set the touchAction value on the element or enable the polyfill\n   * @param {String} value\n   */\n\n\n  var _proto = TouchAction.prototype;\n\n  _proto.set = function set(value) {\n    // find out the touch-action by the event handlers\n    if (value === TOUCH_ACTION_COMPUTE) {\n      value = this.compute();\n    }\n\n    if (NATIVE_TOUCH_ACTION && this.manager.element.style && TOUCH_ACTION_MAP[value]) {\n      this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;\n    }\n\n    this.actions = value.toLowerCase().trim();\n  };\n  /**\n   * @private\n   * just re-set the touchAction value\n   */\n\n\n  _proto.update = function update() {\n    this.set(this.manager.options.touchAction);\n  };\n  /**\n   * @private\n   * compute the value for the touchAction property based on the recognizer's settings\n   * @returns {String} value\n   */\n\n\n  _proto.compute = function compute() {\n    var actions = [];\n    each(this.manager.recognizers, function (recognizer) {\n      if (boolOrFn(recognizer.options.enable, [recognizer])) {\n        actions = actions.concat(recognizer.getTouchAction());\n      }\n    });\n    return cleanTouchActions(actions.join(' '));\n  };\n  /**\n   * @private\n   * this method is called on each input cycle and provides the preventing of the browser behavior\n   * @param {Object} input\n   */\n\n\n  _proto.preventDefaults = function preventDefaults(input) {\n    var srcEvent = input.srcEvent;\n    var direction = input.offsetDirection; // if the touch action did prevented once this session\n\n    if (this.manager.session.prevented) {\n      srcEvent.preventDefault();\n      return;\n    }\n\n    var actions = this.actions;\n    var hasNone = inStr(actions, TOUCH_ACTION_NONE) && !TOUCH_ACTION_MAP[TOUCH_ACTION_NONE];\n    var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_Y];\n    var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_X];\n\n    if (hasNone) {\n      // do not prevent defaults if this is a tap gesture\n      var isTapPointer = input.pointers.length === 1;\n      var isTapMovement = input.distance < 2;\n      var isTapTouchTime = input.deltaTime < 250;\n\n      if (isTapPointer && isTapMovement && isTapTouchTime) {\n        return;\n      }\n    }\n\n    if (hasPanX && hasPanY) {\n      // `pan-x pan-y` means browser handles all scrolling/panning, do not prevent\n      return;\n    }\n\n    if (hasNone || hasPanY && direction & DIRECTION_HORIZONTAL || hasPanX && direction & DIRECTION_VERTICAL) {\n      return this.preventSrc(srcEvent);\n    }\n  };\n  /**\n   * @private\n   * call preventDefault to prevent the browser's default behavior (scrolling in most cases)\n   * @param {Object} srcEvent\n   */\n\n\n  _proto.preventSrc = function preventSrc(srcEvent) {\n    this.manager.session.prevented = true;\n    srcEvent.preventDefault();\n  };\n\n  return TouchAction;\n}();\n\n/**\n * @private\n * find if a node is in the given parent\n * @method hasParent\n * @param {HTMLElement} node\n * @param {HTMLElement} parent\n * @return {Boolean} found\n */\nfunction hasParent(node, parent) {\n  while (node) {\n    if (node === parent) {\n      return true;\n    }\n\n    node = node.parentNode;\n  }\n\n  return false;\n}\n\n/**\n * @private\n * get the center of all the pointers\n * @param {Array} pointers\n * @return {Object} center contains `x` and `y` properties\n */\n\nfunction getCenter(pointers) {\n  var pointersLength = pointers.length; // no need to loop when only one touch\n\n  if (pointersLength === 1) {\n    return {\n      x: round(pointers[0].clientX),\n      y: round(pointers[0].clientY)\n    };\n  }\n\n  var x = 0;\n  var y = 0;\n  var i = 0;\n\n  while (i < pointersLength) {\n    x += pointers[i].clientX;\n    y += pointers[i].clientY;\n    i++;\n  }\n\n  return {\n    x: round(x / pointersLength),\n    y: round(y / pointersLength)\n  };\n}\n\n/**\n * @private\n * create a simple clone from the input used for storage of firstInput and firstMultiple\n * @param {Object} input\n * @returns {Object} clonedInputData\n */\n\nfunction simpleCloneInputData(input) {\n  // make a simple copy of the pointers because we will get a reference if we don't\n  // we only need clientXY for the calculations\n  var pointers = [];\n  var i = 0;\n\n  while (i < input.pointers.length) {\n    pointers[i] = {\n      clientX: round(input.pointers[i].clientX),\n      clientY: round(input.pointers[i].clientY)\n    };\n    i++;\n  }\n\n  return {\n    timeStamp: now(),\n    pointers: pointers,\n    center: getCenter(pointers),\n    deltaX: input.deltaX,\n    deltaY: input.deltaY\n  };\n}\n\n/**\n * @private\n * calculate the absolute distance between two points\n * @param {Object} p1 {x, y}\n * @param {Object} p2 {x, y}\n * @param {Array} [props] containing x and y keys\n * @return {Number} distance\n */\n\nfunction getDistance(p1, p2, props) {\n  if (!props) {\n    props = PROPS_XY;\n  }\n\n  var x = p2[props[0]] - p1[props[0]];\n  var y = p2[props[1]] - p1[props[1]];\n  return Math.sqrt(x * x + y * y);\n}\n\n/**\n * @private\n * calculate the angle between two coordinates\n * @param {Object} p1\n * @param {Object} p2\n * @param {Array} [props] containing x and y keys\n * @return {Number} angle\n */\n\nfunction getAngle(p1, p2, props) {\n  if (!props) {\n    props = PROPS_XY;\n  }\n\n  var x = p2[props[0]] - p1[props[0]];\n  var y = p2[props[1]] - p1[props[1]];\n  return Math.atan2(y, x) * 180 / Math.PI;\n}\n\n/**\n * @private\n * get the direction between two points\n * @param {Number} x\n * @param {Number} y\n * @return {Number} direction\n */\n\nfunction getDirection(x, y) {\n  if (x === y) {\n    return DIRECTION_NONE;\n  }\n\n  if (abs(x) >= abs(y)) {\n    return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;\n  }\n\n  return y < 0 ? DIRECTION_UP : DIRECTION_DOWN;\n}\n\nfunction computeDeltaXY(session, input) {\n  var center = input.center; // let { offsetDelta:offset = {}, prevDelta = {}, prevInput = {} } = session;\n  // jscs throwing error on defalut destructured values and without defaults tests fail\n\n  var offset = session.offsetDelta || {};\n  var prevDelta = session.prevDelta || {};\n  var prevInput = session.prevInput || {};\n\n  if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {\n    prevDelta = session.prevDelta = {\n      x: prevInput.deltaX || 0,\n      y: prevInput.deltaY || 0\n    };\n    offset = session.offsetDelta = {\n      x: center.x,\n      y: center.y\n    };\n  }\n\n  input.deltaX = prevDelta.x + (center.x - offset.x);\n  input.deltaY = prevDelta.y + (center.y - offset.y);\n}\n\n/**\n * @private\n * calculate the velocity between two points. unit is in px per ms.\n * @param {Number} deltaTime\n * @param {Number} x\n * @param {Number} y\n * @return {Object} velocity `x` and `y`\n */\nfunction getVelocity(deltaTime, x, y) {\n  return {\n    x: x / deltaTime || 0,\n    y: y / deltaTime || 0\n  };\n}\n\n/**\n * @private\n * calculate the scale factor between two pointersets\n * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out\n * @param {Array} start array of pointers\n * @param {Array} end array of pointers\n * @return {Number} scale\n */\n\nfunction getScale(start, end) {\n  return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);\n}\n\n/**\n * @private\n * calculate the rotation degrees between two pointersets\n * @param {Array} start array of pointers\n * @param {Array} end array of pointers\n * @return {Number} rotation\n */\n\nfunction getRotation(start, end) {\n  return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY);\n}\n\n/**\n * @private\n * velocity is calculated every x ms\n * @param {Object} session\n * @param {Object} input\n */\n\nfunction computeIntervalInputData(session, input) {\n  var last = session.lastInterval || input;\n  var deltaTime = input.timeStamp - last.timeStamp;\n  var velocity;\n  var velocityX;\n  var velocityY;\n  var direction;\n\n  if (input.eventType !== INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {\n    var deltaX = input.deltaX - last.deltaX;\n    var deltaY = input.deltaY - last.deltaY;\n    var v = getVelocity(deltaTime, deltaX, deltaY);\n    velocityX = v.x;\n    velocityY = v.y;\n    velocity = abs(v.x) > abs(v.y) ? v.x : v.y;\n    direction = getDirection(deltaX, deltaY);\n    session.lastInterval = input;\n  } else {\n    // use latest velocity info if it doesn't overtake a minimum period\n    velocity = last.velocity;\n    velocityX = last.velocityX;\n    velocityY = last.velocityY;\n    direction = last.direction;\n  }\n\n  input.velocity = velocity;\n  input.velocityX = velocityX;\n  input.velocityY = velocityY;\n  input.direction = direction;\n}\n\n/**\n* @private\n * extend the data with some usable properties like scale, rotate, velocity etc\n * @param {Object} manager\n * @param {Object} input\n */\n\nfunction computeInputData(manager, input) {\n  var session = manager.session;\n  var pointers = input.pointers;\n  var pointersLength = pointers.length; // store the first input to calculate the distance and direction\n\n  if (!session.firstInput) {\n    session.firstInput = simpleCloneInputData(input);\n  } // to compute scale and rotation we need to store the multiple touches\n\n\n  if (pointersLength > 1 && !session.firstMultiple) {\n    session.firstMultiple = simpleCloneInputData(input);\n  } else if (pointersLength === 1) {\n    session.firstMultiple = false;\n  }\n\n  var firstInput = session.firstInput,\n      firstMultiple = session.firstMultiple;\n  var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;\n  var center = input.center = getCenter(pointers);\n  input.timeStamp = now();\n  input.deltaTime = input.timeStamp - firstInput.timeStamp;\n  input.angle = getAngle(offsetCenter, center);\n  input.distance = getDistance(offsetCenter, center);\n  computeDeltaXY(session, input);\n  input.offsetDirection = getDirection(input.deltaX, input.deltaY);\n  var overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY);\n  input.overallVelocityX = overallVelocity.x;\n  input.overallVelocityY = overallVelocity.y;\n  input.overallVelocity = abs(overallVelocity.x) > abs(overallVelocity.y) ? overallVelocity.x : overallVelocity.y;\n  input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;\n  input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;\n  input.maxPointers = !session.prevInput ? input.pointers.length : input.pointers.length > session.prevInput.maxPointers ? input.pointers.length : session.prevInput.maxPointers;\n  computeIntervalInputData(session, input); // find the correct target\n\n  var target = manager.element;\n  var srcEvent = input.srcEvent;\n  var srcEventTarget;\n\n  if (srcEvent.composedPath) {\n    srcEventTarget = srcEvent.composedPath()[0];\n  } else if (srcEvent.path) {\n    srcEventTarget = srcEvent.path[0];\n  } else {\n    srcEventTarget = srcEvent.target;\n  }\n\n  if (hasParent(srcEventTarget, target)) {\n    target = srcEventTarget;\n  }\n\n  input.target = target;\n}\n\n/**\n * @private\n * handle input events\n * @param {Manager} manager\n * @param {String} eventType\n * @param {Object} input\n */\n\nfunction inputHandler(manager, eventType, input) {\n  var pointersLen = input.pointers.length;\n  var changedPointersLen = input.changedPointers.length;\n  var isFirst = eventType & INPUT_START && pointersLen - changedPointersLen === 0;\n  var isFinal = eventType & (INPUT_END | INPUT_CANCEL) && pointersLen - changedPointersLen === 0;\n  input.isFirst = !!isFirst;\n  input.isFinal = !!isFinal;\n\n  if (isFirst) {\n    manager.session = {};\n  } // source event is the normalized value of the domEvents\n  // like 'touchstart, mouseup, pointerdown'\n\n\n  input.eventType = eventType; // compute scale, rotation etc\n\n  computeInputData(manager, input); // emit secret event\n\n  manager.emit('hammer.input', input);\n  manager.recognize(input);\n  manager.session.prevInput = input;\n}\n\n/**\n * @private\n * split string on whitespace\n * @param {String} str\n * @returns {Array} words\n */\nfunction splitStr(str) {\n  return str.trim().split(/\\s+/g);\n}\n\n/**\n * @private\n * addEventListener with multiple events at once\n * @param {EventTarget} target\n * @param {String} types\n * @param {Function} handler\n */\n\nfunction addEventListeners(target, types, handler) {\n  each(splitStr(types), function (type) {\n    target.addEventListener(type, handler, false);\n  });\n}\n\n/**\n * @private\n * removeEventListener with multiple events at once\n * @param {EventTarget} target\n * @param {String} types\n * @param {Function} handler\n */\n\nfunction removeEventListeners(target, types, handler) {\n  each(splitStr(types), function (type) {\n    target.removeEventListener(type, handler, false);\n  });\n}\n\n/**\n * @private\n * get the window object of an element\n * @param {HTMLElement} element\n * @returns {DocumentView|Window}\n */\nfunction getWindowForElement(element) {\n  var doc = element.ownerDocument || element;\n  return doc.defaultView || doc.parentWindow || window;\n}\n\n/**\n * @private\n * create new input type manager\n * @param {Manager} manager\n * @param {Function} callback\n * @returns {Input}\n * @constructor\n */\n\nvar Input =\n/*#__PURE__*/\nfunction () {\n  function Input(manager, callback) {\n    var self = this;\n    this.manager = manager;\n    this.callback = callback;\n    this.element = manager.element;\n    this.target = manager.options.inputTarget; // smaller wrapper around the handler, for the scope and the enabled state of the manager,\n    // so when disabled the input events are completely bypassed.\n\n    this.domHandler = function (ev) {\n      if (boolOrFn(manager.options.enable, [manager])) {\n        self.handler(ev);\n      }\n    };\n\n    this.init();\n  }\n  /**\n   * @private\n   * should handle the inputEvent data and trigger the callback\n   * @virtual\n   */\n\n\n  var _proto = Input.prototype;\n\n  _proto.handler = function handler() {};\n  /**\n   * @private\n   * bind the events\n   */\n\n\n  _proto.init = function init() {\n    this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);\n    this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);\n    this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);\n  };\n  /**\n   * @private\n   * unbind the events\n   */\n\n\n  _proto.destroy = function destroy() {\n    this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);\n    this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);\n    this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);\n  };\n\n  return Input;\n}();\n\n/**\n * @private\n * find if a array contains the object using indexOf or a simple polyFill\n * @param {Array} src\n * @param {String} find\n * @param {String} [findByKey]\n * @return {Boolean|Number} false when not found, or the index\n */\nfunction inArray(src, find, findByKey) {\n  if (src.indexOf && !findByKey) {\n    return src.indexOf(find);\n  } else {\n    var i = 0;\n\n    while (i < src.length) {\n      if (findByKey && src[i][findByKey] == find || !findByKey && src[i] === find) {\n        // do not use === here, test fails\n        return i;\n      }\n\n      i++;\n    }\n\n    return -1;\n  }\n}\n\nvar POINTER_INPUT_MAP = {\n  pointerdown: INPUT_START,\n  pointermove: INPUT_MOVE,\n  pointerup: INPUT_END,\n  pointercancel: INPUT_CANCEL,\n  pointerout: INPUT_CANCEL\n}; // in IE10 the pointer types is defined as an enum\n\nvar IE10_POINTER_TYPE_ENUM = {\n  2: INPUT_TYPE_TOUCH,\n  3: INPUT_TYPE_PEN,\n  4: INPUT_TYPE_MOUSE,\n  5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816\n\n};\nvar POINTER_ELEMENT_EVENTS = 'pointerdown';\nvar POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel'; // IE10 has prefixed support, and case-sensitive\n\nif (win.MSPointerEvent && !win.PointerEvent) {\n  POINTER_ELEMENT_EVENTS = 'MSPointerDown';\n  POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';\n}\n/**\n * @private\n * Pointer events input\n * @constructor\n * @extends Input\n */\n\n\nvar PointerEventInput =\n/*#__PURE__*/\nfunction (_Input) {\n  _inheritsLoose(PointerEventInput, _Input);\n\n  function PointerEventInput() {\n    var _this;\n\n    var proto = PointerEventInput.prototype;\n    proto.evEl = POINTER_ELEMENT_EVENTS;\n    proto.evWin = POINTER_WINDOW_EVENTS;\n    _this = _Input.apply(this, arguments) || this;\n    _this.store = _this.manager.session.pointerEvents = [];\n    return _this;\n  }\n  /**\n   * @private\n   * handle mouse events\n   * @param {Object} ev\n   */\n\n\n  var _proto = PointerEventInput.prototype;\n\n  _proto.handler = function handler(ev) {\n    var store = this.store;\n    var removePointer = false;\n    var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');\n    var eventType = POINTER_INPUT_MAP[eventTypeNormalized];\n    var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;\n    var isTouch = pointerType === INPUT_TYPE_TOUCH; // get index of the event in the store\n\n    var storeIndex = inArray(store, ev.pointerId, 'pointerId'); // start and mouse must be down\n\n    if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {\n      if (storeIndex < 0) {\n        store.push(ev);\n        storeIndex = store.length - 1;\n      }\n    } else if (eventType & (INPUT_END | INPUT_CANCEL)) {\n      removePointer = true;\n    } // it not found, so the pointer hasn't been down (so it's probably a hover)\n\n\n    if (storeIndex < 0) {\n      return;\n    } // update the event in the store\n\n\n    store[storeIndex] = ev;\n    this.callback(this.manager, eventType, {\n      pointers: store,\n      changedPointers: [ev],\n      pointerType: pointerType,\n      srcEvent: ev\n    });\n\n    if (removePointer) {\n      // remove from the store\n      store.splice(storeIndex, 1);\n    }\n  };\n\n  return PointerEventInput;\n}(Input);\n\n/**\n * @private\n * convert array-like objects to real arrays\n * @param {Object} obj\n * @returns {Array}\n */\nfunction toArray(obj) {\n  return Array.prototype.slice.call(obj, 0);\n}\n\n/**\n * @private\n * unique array with objects based on a key (like 'id') or just by the array's value\n * @param {Array} src [{id:1},{id:2},{id:1}]\n * @param {String} [key]\n * @param {Boolean} [sort=False]\n * @returns {Array} [{id:1},{id:2}]\n */\n\nfunction uniqueArray(src, key, sort) {\n  var results = [];\n  var values = [];\n  var i = 0;\n\n  while (i < src.length) {\n    var val = key ? src[i][key] : src[i];\n\n    if (inArray(values, val) < 0) {\n      results.push(src[i]);\n    }\n\n    values[i] = val;\n    i++;\n  }\n\n  if (sort) {\n    if (!key) {\n      results = results.sort();\n    } else {\n      results = results.sort(function (a, b) {\n        return a[key] > b[key];\n      });\n    }\n  }\n\n  return results;\n}\n\nvar TOUCH_INPUT_MAP = {\n  touchstart: INPUT_START,\n  touchmove: INPUT_MOVE,\n  touchend: INPUT_END,\n  touchcancel: INPUT_CANCEL\n};\nvar TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';\n/**\n * @private\n * Multi-user touch events input\n * @constructor\n * @extends Input\n */\n\nvar TouchInput =\n/*#__PURE__*/\nfunction (_Input) {\n  _inheritsLoose(TouchInput, _Input);\n\n  function TouchInput() {\n    var _this;\n\n    TouchInput.prototype.evTarget = TOUCH_TARGET_EVENTS;\n    _this = _Input.apply(this, arguments) || this;\n    _this.targetIds = {}; // this.evTarget = TOUCH_TARGET_EVENTS;\n\n    return _this;\n  }\n\n  var _proto = TouchInput.prototype;\n\n  _proto.handler = function handler(ev) {\n    var type = TOUCH_INPUT_MAP[ev.type];\n    var touches = getTouches.call(this, ev, type);\n\n    if (!touches) {\n      return;\n    }\n\n    this.callback(this.manager, type, {\n      pointers: touches[0],\n      changedPointers: touches[1],\n      pointerType: INPUT_TYPE_TOUCH,\n      srcEvent: ev\n    });\n  };\n\n  return TouchInput;\n}(Input);\n\nfunction getTouches(ev, type) {\n  var allTouches = toArray(ev.touches);\n  var targetIds = this.targetIds; // when there is only one touch, the process can be simplified\n\n  if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {\n    targetIds[allTouches[0].identifier] = true;\n    return [allTouches, allTouches];\n  }\n\n  var i;\n  var targetTouches;\n  var changedTouches = toArray(ev.changedTouches);\n  var changedTargetTouches = [];\n  var target = this.target; // get target touches from touches\n\n  targetTouches = allTouches.filter(function (touch) {\n    return hasParent(touch.target, target);\n  }); // collect touches\n\n  if (type === INPUT_START) {\n    i = 0;\n\n    while (i < targetTouches.length) {\n      targetIds[targetTouches[i].identifier] = true;\n      i++;\n    }\n  } // filter changed touches to only contain touches that exist in the collected target ids\n\n\n  i = 0;\n\n  while (i < changedTouches.length) {\n    if (targetIds[changedTouches[i].identifier]) {\n      changedTargetTouches.push(changedTouches[i]);\n    } // cleanup removed touches\n\n\n    if (type & (INPUT_END | INPUT_CANCEL)) {\n      delete targetIds[changedTouches[i].identifier];\n    }\n\n    i++;\n  }\n\n  if (!changedTargetTouches.length) {\n    return;\n  }\n\n  return [// merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'\n  uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true), changedTargetTouches];\n}\n\nvar MOUSE_INPUT_MAP = {\n  mousedown: INPUT_START,\n  mousemove: INPUT_MOVE,\n  mouseup: INPUT_END\n};\nvar MOUSE_ELEMENT_EVENTS = 'mousedown';\nvar MOUSE_WINDOW_EVENTS = 'mousemove mouseup';\n/**\n * @private\n * Mouse events input\n * @constructor\n * @extends Input\n */\n\nvar MouseInput =\n/*#__PURE__*/\nfunction (_Input) {\n  _inheritsLoose(MouseInput, _Input);\n\n  function MouseInput() {\n    var _this;\n\n    var proto = MouseInput.prototype;\n    proto.evEl = MOUSE_ELEMENT_EVENTS;\n    proto.evWin = MOUSE_WINDOW_EVENTS;\n    _this = _Input.apply(this, arguments) || this;\n    _this.pressed = false; // mousedown state\n\n    return _this;\n  }\n  /**\n   * @private\n   * handle mouse events\n   * @param {Object} ev\n   */\n\n\n  var _proto = MouseInput.prototype;\n\n  _proto.handler = function handler(ev) {\n    var eventType = MOUSE_INPUT_MAP[ev.type]; // on start we want to have the left mouse button down\n\n    if (eventType & INPUT_START && ev.button === 0) {\n      this.pressed = true;\n    }\n\n    if (eventType & INPUT_MOVE && ev.which !== 1) {\n      eventType = INPUT_END;\n    } // mouse must be down\n\n\n    if (!this.pressed) {\n      return;\n    }\n\n    if (eventType & INPUT_END) {\n      this.pressed = false;\n    }\n\n    this.callback(this.manager, eventType, {\n      pointers: [ev],\n      changedPointers: [ev],\n      pointerType: INPUT_TYPE_MOUSE,\n      srcEvent: ev\n    });\n  };\n\n  return MouseInput;\n}(Input);\n\n/**\n * @private\n * Combined touch and mouse input\n *\n * Touch has a higher priority then mouse, and while touching no mouse events are allowed.\n * This because touch devices also emit mouse events while doing a touch.\n *\n * @constructor\n * @extends Input\n */\n\nvar DEDUP_TIMEOUT = 2500;\nvar DEDUP_DISTANCE = 25;\n\nfunction setLastTouch(eventData) {\n  var _eventData$changedPoi = eventData.changedPointers,\n      touch = _eventData$changedPoi[0];\n\n  if (touch.identifier === this.primaryTouch) {\n    var lastTouch = {\n      x: touch.clientX,\n      y: touch.clientY\n    };\n    var lts = this.lastTouches;\n    this.lastTouches.push(lastTouch);\n\n    var removeLastTouch = function removeLastTouch() {\n      var i = lts.indexOf(lastTouch);\n\n      if (i > -1) {\n        lts.splice(i, 1);\n      }\n    };\n\n    setTimeout(removeLastTouch, DEDUP_TIMEOUT);\n  }\n}\n\nfunction recordTouches(eventType, eventData) {\n  if (eventType & INPUT_START) {\n    this.primaryTouch = eventData.changedPointers[0].identifier;\n    setLastTouch.call(this, eventData);\n  } else if (eventType & (INPUT_END | INPUT_CANCEL)) {\n    setLastTouch.call(this, eventData);\n  }\n}\n\nfunction isSyntheticEvent(eventData) {\n  var x = eventData.srcEvent.clientX;\n  var y = eventData.srcEvent.clientY;\n\n  for (var i = 0; i < this.lastTouches.length; i++) {\n    var t = this.lastTouches[i];\n    var dx = Math.abs(x - t.x);\n    var dy = Math.abs(y - t.y);\n\n    if (dx <= DEDUP_DISTANCE && dy <= DEDUP_DISTANCE) {\n      return true;\n    }\n  }\n\n  return false;\n}\n\nvar TouchMouseInput =\n/*#__PURE__*/\nfunction () {\n  var TouchMouseInput =\n  /*#__PURE__*/\n  function (_Input) {\n    _inheritsLoose(TouchMouseInput, _Input);\n\n    function TouchMouseInput(_manager, callback) {\n      var _this;\n\n      _this = _Input.call(this, _manager, callback) || this;\n\n      _this.handler = function (manager, inputEvent, inputData) {\n        var isTouch = inputData.pointerType === INPUT_TYPE_TOUCH;\n        var isMouse = inputData.pointerType === INPUT_TYPE_MOUSE;\n\n        if (isMouse && inputData.sourceCapabilities && inputData.sourceCapabilities.firesTouchEvents) {\n          return;\n        } // when we're in a touch event, record touches to  de-dupe synthetic mouse event\n\n\n        if (isTouch) {\n          recordTouches.call(_assertThisInitialized(_assertThisInitialized(_this)), inputEvent, inputData);\n        } else if (isMouse && isSyntheticEvent.call(_assertThisInitialized(_assertThisInitialized(_this)), inputData)) {\n          return;\n        }\n\n        _this.callback(manager, inputEvent, inputData);\n      };\n\n      _this.touch = new TouchInput(_this.manager, _this.handler);\n      _this.mouse = new MouseInput(_this.manager, _this.handler);\n      _this.primaryTouch = null;\n      _this.lastTouches = [];\n      return _this;\n    }\n    /**\n     * @private\n     * handle mouse and touch events\n     * @param {Hammer} manager\n     * @param {String} inputEvent\n     * @param {Object} inputData\n     */\n\n\n    var _proto = TouchMouseInput.prototype;\n\n    /**\n     * @private\n     * remove the event listeners\n     */\n    _proto.destroy = function destroy() {\n      this.touch.destroy();\n      this.mouse.destroy();\n    };\n\n    return TouchMouseInput;\n  }(Input);\n\n  return TouchMouseInput;\n}();\n\n/**\n * @private\n * create new input type manager\n * called by the Manager constructor\n * @param {Hammer} manager\n * @returns {Input}\n */\n\nfunction createInputInstance(manager) {\n  var Type; // let inputClass = manager.options.inputClass;\n\n  var inputClass = manager.options.inputClass;\n\n  if (inputClass) {\n    Type = inputClass;\n  } else if (SUPPORT_POINTER_EVENTS) {\n    Type = PointerEventInput;\n  } else if (SUPPORT_ONLY_TOUCH) {\n    Type = TouchInput;\n  } else if (!SUPPORT_TOUCH) {\n    Type = MouseInput;\n  } else {\n    Type = TouchMouseInput;\n  }\n\n  return new Type(manager, inputHandler);\n}\n\n/**\n * @private\n * if the argument is an array, we want to execute the fn on each entry\n * if it aint an array we don't want to do a thing.\n * this is used by all the methods that accept a single and array argument.\n * @param {*|Array} arg\n * @param {String} fn\n * @param {Object} [context]\n * @returns {Boolean}\n */\n\nfunction invokeArrayArg(arg, fn, context) {\n  if (Array.isArray(arg)) {\n    each(arg, context[fn], context);\n    return true;\n  }\n\n  return false;\n}\n\nvar STATE_POSSIBLE = 1;\nvar STATE_BEGAN = 2;\nvar STATE_CHANGED = 4;\nvar STATE_ENDED = 8;\nvar STATE_RECOGNIZED = STATE_ENDED;\nvar STATE_CANCELLED = 16;\nvar STATE_FAILED = 32;\n\n/**\n * @private\n * get a unique id\n * @returns {number} uniqueId\n */\nvar _uniqueId = 1;\nfunction uniqueId() {\n  return _uniqueId++;\n}\n\n/**\n * @private\n * get a recognizer by name if it is bound to a manager\n * @param {Recognizer|String} otherRecognizer\n * @param {Recognizer} recognizer\n * @returns {Recognizer}\n */\nfunction getRecognizerByNameIfManager(otherRecognizer, recognizer) {\n  var manager = recognizer.manager;\n\n  if (manager) {\n    return manager.get(otherRecognizer);\n  }\n\n  return otherRecognizer;\n}\n\n/**\n * @private\n * get a usable string, used as event postfix\n * @param {constant} state\n * @returns {String} state\n */\n\nfunction stateStr(state) {\n  if (state & STATE_CANCELLED) {\n    return 'cancel';\n  } else if (state & STATE_ENDED) {\n    return 'end';\n  } else if (state & STATE_CHANGED) {\n    return 'move';\n  } else if (state & STATE_BEGAN) {\n    return 'start';\n  }\n\n  return '';\n}\n\n/**\n * @private\n * Recognizer flow explained; *\n * All recognizers have the initial state of POSSIBLE when a input session starts.\n * The definition of a input session is from the first input until the last input, with all it's movement in it. *\n * Example session for mouse-input: mousedown -> mousemove -> mouseup\n *\n * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed\n * which determines with state it should be.\n *\n * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to\n * POSSIBLE to give it another change on the next cycle.\n *\n *               Possible\n *                  |\n *            +-----+---------------+\n *            |                     |\n *      +-----+-----+               |\n *      |           |               |\n *   Failed      Cancelled          |\n *                          +-------+------+\n *                          |              |\n *                      Recognized       Began\n *                                         |\n *                                      Changed\n *                                         |\n *                                  Ended/Recognized\n */\n\n/**\n * @private\n * Recognizer\n * Every recognizer needs to extend from this class.\n * @constructor\n * @param {Object} options\n */\n\nvar Recognizer =\n/*#__PURE__*/\nfunction () {\n  function Recognizer(options) {\n    if (options === void 0) {\n      options = {};\n    }\n\n    this.options = _extends({\n      enable: true\n    }, options);\n    this.id = uniqueId();\n    this.manager = null; // default is enable true\n\n    this.state = STATE_POSSIBLE;\n    this.simultaneous = {};\n    this.requireFail = [];\n  }\n  /**\n   * @private\n   * set options\n   * @param {Object} options\n   * @return {Recognizer}\n   */\n\n\n  var _proto = Recognizer.prototype;\n\n  _proto.set = function set(options) {\n    assign$1(this.options, options); // also update the touchAction, in case something changed about the directions/enabled state\n\n    this.manager && this.manager.touchAction.update();\n    return this;\n  };\n  /**\n   * @private\n   * recognize simultaneous with an other recognizer.\n   * @param {Recognizer} otherRecognizer\n   * @returns {Recognizer} this\n   */\n\n\n  _proto.recognizeWith = function recognizeWith(otherRecognizer) {\n    if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {\n      return this;\n    }\n\n    var simultaneous = this.simultaneous;\n    otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n\n    if (!simultaneous[otherRecognizer.id]) {\n      simultaneous[otherRecognizer.id] = otherRecognizer;\n      otherRecognizer.recognizeWith(this);\n    }\n\n    return this;\n  };\n  /**\n   * @private\n   * drop the simultaneous link. it doesnt remove the link on the other recognizer.\n   * @param {Recognizer} otherRecognizer\n   * @returns {Recognizer} this\n   */\n\n\n  _proto.dropRecognizeWith = function dropRecognizeWith(otherRecognizer) {\n    if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {\n      return this;\n    }\n\n    otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n    delete this.simultaneous[otherRecognizer.id];\n    return this;\n  };\n  /**\n   * @private\n   * recognizer can only run when an other is failing\n   * @param {Recognizer} otherRecognizer\n   * @returns {Recognizer} this\n   */\n\n\n  _proto.requireFailure = function requireFailure(otherRecognizer) {\n    if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {\n      return this;\n    }\n\n    var requireFail = this.requireFail;\n    otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n\n    if (inArray(requireFail, otherRecognizer) === -1) {\n      requireFail.push(otherRecognizer);\n      otherRecognizer.requireFailure(this);\n    }\n\n    return this;\n  };\n  /**\n   * @private\n   * drop the requireFailure link. it does not remove the link on the other recognizer.\n   * @param {Recognizer} otherRecognizer\n   * @returns {Recognizer} this\n   */\n\n\n  _proto.dropRequireFailure = function dropRequireFailure(otherRecognizer) {\n    if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {\n      return this;\n    }\n\n    otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);\n    var index = inArray(this.requireFail, otherRecognizer);\n\n    if (index > -1) {\n      this.requireFail.splice(index, 1);\n    }\n\n    return this;\n  };\n  /**\n   * @private\n   * has require failures boolean\n   * @returns {boolean}\n   */\n\n\n  _proto.hasRequireFailures = function hasRequireFailures() {\n    return this.requireFail.length > 0;\n  };\n  /**\n   * @private\n   * if the recognizer can recognize simultaneous with an other recognizer\n   * @param {Recognizer} otherRecognizer\n   * @returns {Boolean}\n   */\n\n\n  _proto.canRecognizeWith = function canRecognizeWith(otherRecognizer) {\n    return !!this.simultaneous[otherRecognizer.id];\n  };\n  /**\n   * @private\n   * You should use `tryEmit` instead of `emit` directly to check\n   * that all the needed recognizers has failed before emitting.\n   * @param {Object} input\n   */\n\n\n  _proto.emit = function emit(input) {\n    var self = this;\n    var state = this.state;\n\n    function emit(event) {\n      self.manager.emit(event, input);\n    } // 'panstart' and 'panmove'\n\n\n    if (state < STATE_ENDED) {\n      emit(self.options.event + stateStr(state));\n    }\n\n    emit(self.options.event); // simple 'eventName' events\n\n    if (input.additionalEvent) {\n      // additional event(panleft, panright, pinchin, pinchout...)\n      emit(input.additionalEvent);\n    } // panend and pancancel\n\n\n    if (state >= STATE_ENDED) {\n      emit(self.options.event + stateStr(state));\n    }\n  };\n  /**\n   * @private\n   * Check that all the require failure recognizers has failed,\n   * if true, it emits a gesture event,\n   * otherwise, setup the state to FAILED.\n   * @param {Object} input\n   */\n\n\n  _proto.tryEmit = function tryEmit(input) {\n    if (this.canEmit()) {\n      return this.emit(input);\n    } // it's failing anyway\n\n\n    this.state = STATE_FAILED;\n  };\n  /**\n   * @private\n   * can we emit?\n   * @returns {boolean}\n   */\n\n\n  _proto.canEmit = function canEmit() {\n    var i = 0;\n\n    while (i < this.requireFail.length) {\n      if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {\n        return false;\n      }\n\n      i++;\n    }\n\n    return true;\n  };\n  /**\n   * @private\n   * update the recognizer\n   * @param {Object} inputData\n   */\n\n\n  _proto.recognize = function recognize(inputData) {\n    // make a new copy of the inputData\n    // so we can change the inputData without messing up the other recognizers\n    var inputDataClone = assign$1({}, inputData); // is is enabled and allow recognizing?\n\n    if (!boolOrFn(this.options.enable, [this, inputDataClone])) {\n      this.reset();\n      this.state = STATE_FAILED;\n      return;\n    } // reset when we've reached the end\n\n\n    if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {\n      this.state = STATE_POSSIBLE;\n    }\n\n    this.state = this.process(inputDataClone); // the recognizer has recognized a gesture\n    // so trigger an event\n\n    if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {\n      this.tryEmit(inputDataClone);\n    }\n  };\n  /**\n   * @private\n   * return the state of the recognizer\n   * the actual recognizing happens in this method\n   * @virtual\n   * @param {Object} inputData\n   * @returns {constant} STATE\n   */\n\n  /* jshint ignore:start */\n\n\n  _proto.process = function process(inputData) {};\n  /* jshint ignore:end */\n\n  /**\n   * @private\n   * return the preferred touch-action\n   * @virtual\n   * @returns {Array}\n   */\n\n\n  _proto.getTouchAction = function getTouchAction() {};\n  /**\n   * @private\n   * called when the gesture isn't allowed to recognize\n   * like when another is being recognized or it is disabled\n   * @virtual\n   */\n\n\n  _proto.reset = function reset() {};\n\n  return Recognizer;\n}();\n\n/**\n * @private\n * A tap is recognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur\n * between the given interval and position. The delay option can be used to recognize multi-taps without firing\n * a single tap.\n *\n * The eventData from the emitted event contains the property `tapCount`, which contains the amount of\n * multi-taps being recognized.\n * @constructor\n * @extends Recognizer\n */\n\nvar TapRecognizer =\n/*#__PURE__*/\nfunction (_Recognizer) {\n  _inheritsLoose(TapRecognizer, _Recognizer);\n\n  function TapRecognizer(options) {\n    var _this;\n\n    if (options === void 0) {\n      options = {};\n    }\n\n    _this = _Recognizer.call(this, _extends({\n      event: 'tap',\n      pointers: 1,\n      taps: 1,\n      interval: 300,\n      // max time between the multi-tap taps\n      time: 250,\n      // max time of the pointer to be down (like finger on the screen)\n      threshold: 9,\n      // a minimal movement is ok, but keep it low\n      posThreshold: 10\n    }, options)) || this; // previous time and center,\n    // used for tap counting\n\n    _this.pTime = false;\n    _this.pCenter = false;\n    _this._timer = null;\n    _this._input = null;\n    _this.count = 0;\n    return _this;\n  }\n\n  var _proto = TapRecognizer.prototype;\n\n  _proto.getTouchAction = function getTouchAction() {\n    return [TOUCH_ACTION_MANIPULATION];\n  };\n\n  _proto.process = function process(input) {\n    var _this2 = this;\n\n    var options = this.options;\n    var validPointers = input.pointers.length === options.pointers;\n    var validMovement = input.distance < options.threshold;\n    var validTouchTime = input.deltaTime < options.time;\n    this.reset();\n\n    if (input.eventType & INPUT_START && this.count === 0) {\n      return this.failTimeout();\n    } // we only allow little movement\n    // and we've reached an end event, so a tap is possible\n\n\n    if (validMovement && validTouchTime && validPointers) {\n      if (input.eventType !== INPUT_END) {\n        return this.failTimeout();\n      }\n\n      var validInterval = this.pTime ? input.timeStamp - this.pTime < options.interval : true;\n      var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;\n      this.pTime = input.timeStamp;\n      this.pCenter = input.center;\n\n      if (!validMultiTap || !validInterval) {\n        this.count = 1;\n      } else {\n        this.count += 1;\n      }\n\n      this._input = input; // if tap count matches we have recognized it,\n      // else it has began recognizing...\n\n      var tapCount = this.count % options.taps;\n\n      if (tapCount === 0) {\n        // no failing requirements, immediately trigger the tap event\n        // or wait as long as the multitap interval to trigger\n        if (!this.hasRequireFailures()) {\n          return STATE_RECOGNIZED;\n        } else {\n          this._timer = setTimeout(function () {\n            _this2.state = STATE_RECOGNIZED;\n\n            _this2.tryEmit();\n          }, options.interval);\n          return STATE_BEGAN;\n        }\n      }\n    }\n\n    return STATE_FAILED;\n  };\n\n  _proto.failTimeout = function failTimeout() {\n    var _this3 = this;\n\n    this._timer = setTimeout(function () {\n      _this3.state = STATE_FAILED;\n    }, this.options.interval);\n    return STATE_FAILED;\n  };\n\n  _proto.reset = function reset() {\n    clearTimeout(this._timer);\n  };\n\n  _proto.emit = function emit() {\n    if (this.state === STATE_RECOGNIZED) {\n      this._input.tapCount = this.count;\n      this.manager.emit(this.options.event, this._input);\n    }\n  };\n\n  return TapRecognizer;\n}(Recognizer);\n\n/**\n * @private\n * This recognizer is just used as a base for the simple attribute recognizers.\n * @constructor\n * @extends Recognizer\n */\n\nvar AttrRecognizer =\n/*#__PURE__*/\nfunction (_Recognizer) {\n  _inheritsLoose(AttrRecognizer, _Recognizer);\n\n  function AttrRecognizer(options) {\n    if (options === void 0) {\n      options = {};\n    }\n\n    return _Recognizer.call(this, _extends({\n      pointers: 1\n    }, options)) || this;\n  }\n  /**\n   * @private\n   * Used to check if it the recognizer receives valid input, like input.distance > 10.\n   * @memberof AttrRecognizer\n   * @param {Object} input\n   * @returns {Boolean} recognized\n   */\n\n\n  var _proto = AttrRecognizer.prototype;\n\n  _proto.attrTest = function attrTest(input) {\n    var optionPointers = this.options.pointers;\n    return optionPointers === 0 || input.pointers.length === optionPointers;\n  };\n  /**\n   * @private\n   * Process the input and return the state for the recognizer\n   * @memberof AttrRecognizer\n   * @param {Object} input\n   * @returns {*} State\n   */\n\n\n  _proto.process = function process(input) {\n    var state = this.state;\n    var eventType = input.eventType;\n    var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);\n    var isValid = this.attrTest(input); // on cancel input and we've recognized before, return STATE_CANCELLED\n\n    if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {\n      return state | STATE_CANCELLED;\n    } else if (isRecognized || isValid) {\n      if (eventType & INPUT_END) {\n        return state | STATE_ENDED;\n      } else if (!(state & STATE_BEGAN)) {\n        return STATE_BEGAN;\n      }\n\n      return state | STATE_CHANGED;\n    }\n\n    return STATE_FAILED;\n  };\n\n  return AttrRecognizer;\n}(Recognizer);\n\n/**\n * @private\n * direction cons to string\n * @param {constant} direction\n * @returns {String}\n */\n\nfunction directionStr(direction) {\n  if (direction === DIRECTION_DOWN) {\n    return 'down';\n  } else if (direction === DIRECTION_UP) {\n    return 'up';\n  } else if (direction === DIRECTION_LEFT) {\n    return 'left';\n  } else if (direction === DIRECTION_RIGHT) {\n    return 'right';\n  }\n\n  return '';\n}\n\n/**\n * @private\n * Pan\n * Recognized when the pointer is down and moved in the allowed direction.\n * @constructor\n * @extends AttrRecognizer\n */\n\nvar PanRecognizer =\n/*#__PURE__*/\nfunction (_AttrRecognizer) {\n  _inheritsLoose(PanRecognizer, _AttrRecognizer);\n\n  function PanRecognizer(options) {\n    var _this;\n\n    if (options === void 0) {\n      options = {};\n    }\n\n    _this = _AttrRecognizer.call(this, _extends({\n      event: 'pan',\n      threshold: 10,\n      pointers: 1,\n      direction: DIRECTION_ALL\n    }, options)) || this;\n    _this.pX = null;\n    _this.pY = null;\n    return _this;\n  }\n\n  var _proto = PanRecognizer.prototype;\n\n  _proto.getTouchAction = function getTouchAction() {\n    var direction = this.options.direction;\n    var actions = [];\n\n    if (direction & DIRECTION_HORIZONTAL) {\n      actions.push(TOUCH_ACTION_PAN_Y);\n    }\n\n    if (direction & DIRECTION_VERTICAL) {\n      actions.push(TOUCH_ACTION_PAN_X);\n    }\n\n    return actions;\n  };\n\n  _proto.directionTest = function directionTest(input) {\n    var options = this.options;\n    var hasMoved = true;\n    var distance = input.distance;\n    var direction = input.direction;\n    var x = input.deltaX;\n    var y = input.deltaY; // lock to axis?\n\n    if (!(direction & options.direction)) {\n      if (options.direction & DIRECTION_HORIZONTAL) {\n        direction = x === 0 ? DIRECTION_NONE : x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;\n        hasMoved = x !== this.pX;\n        distance = Math.abs(input.deltaX);\n      } else {\n        direction = y === 0 ? DIRECTION_NONE : y < 0 ? DIRECTION_UP : DIRECTION_DOWN;\n        hasMoved = y !== this.pY;\n        distance = Math.abs(input.deltaY);\n      }\n    }\n\n    input.direction = direction;\n    return hasMoved && distance > options.threshold && direction & options.direction;\n  };\n\n  _proto.attrTest = function attrTest(input) {\n    return AttrRecognizer.prototype.attrTest.call(this, input) && ( // replace with a super call\n    this.state & STATE_BEGAN || !(this.state & STATE_BEGAN) && this.directionTest(input));\n  };\n\n  _proto.emit = function emit(input) {\n    this.pX = input.deltaX;\n    this.pY = input.deltaY;\n    var direction = directionStr(input.direction);\n\n    if (direction) {\n      input.additionalEvent = this.options.event + direction;\n    }\n\n    _AttrRecognizer.prototype.emit.call(this, input);\n  };\n\n  return PanRecognizer;\n}(AttrRecognizer);\n\n/**\n * @private\n * Swipe\n * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.\n * @constructor\n * @extends AttrRecognizer\n */\n\nvar SwipeRecognizer =\n/*#__PURE__*/\nfunction (_AttrRecognizer) {\n  _inheritsLoose(SwipeRecognizer, _AttrRecognizer);\n\n  function SwipeRecognizer(options) {\n    if (options === void 0) {\n      options = {};\n    }\n\n    return _AttrRecognizer.call(this, _extends({\n      event: 'swipe',\n      threshold: 10,\n      velocity: 0.3,\n      direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,\n      pointers: 1\n    }, options)) || this;\n  }\n\n  var _proto = SwipeRecognizer.prototype;\n\n  _proto.getTouchAction = function getTouchAction() {\n    return PanRecognizer.prototype.getTouchAction.call(this);\n  };\n\n  _proto.attrTest = function attrTest(input) {\n    var direction = this.options.direction;\n    var velocity;\n\n    if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {\n      velocity = input.overallVelocity;\n    } else if (direction & DIRECTION_HORIZONTAL) {\n      velocity = input.overallVelocityX;\n    } else if (direction & DIRECTION_VERTICAL) {\n      velocity = input.overallVelocityY;\n    }\n\n    return _AttrRecognizer.prototype.attrTest.call(this, input) && direction & input.offsetDirection && input.distance > this.options.threshold && input.maxPointers === this.options.pointers && abs(velocity) > this.options.velocity && input.eventType & INPUT_END;\n  };\n\n  _proto.emit = function emit(input) {\n    var direction = directionStr(input.offsetDirection);\n\n    if (direction) {\n      this.manager.emit(this.options.event + direction, input);\n    }\n\n    this.manager.emit(this.options.event, input);\n  };\n\n  return SwipeRecognizer;\n}(AttrRecognizer);\n\n/**\n * @private\n * Pinch\n * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).\n * @constructor\n * @extends AttrRecognizer\n */\n\nvar PinchRecognizer =\n/*#__PURE__*/\nfunction (_AttrRecognizer) {\n  _inheritsLoose(PinchRecognizer, _AttrRecognizer);\n\n  function PinchRecognizer(options) {\n    if (options === void 0) {\n      options = {};\n    }\n\n    return _AttrRecognizer.call(this, _extends({\n      event: 'pinch',\n      threshold: 0,\n      pointers: 2\n    }, options)) || this;\n  }\n\n  var _proto = PinchRecognizer.prototype;\n\n  _proto.getTouchAction = function getTouchAction() {\n    return [TOUCH_ACTION_NONE];\n  };\n\n  _proto.attrTest = function attrTest(input) {\n    return _AttrRecognizer.prototype.attrTest.call(this, input) && (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);\n  };\n\n  _proto.emit = function emit(input) {\n    if (input.scale !== 1) {\n      var inOut = input.scale < 1 ? 'in' : 'out';\n      input.additionalEvent = this.options.event + inOut;\n    }\n\n    _AttrRecognizer.prototype.emit.call(this, input);\n  };\n\n  return PinchRecognizer;\n}(AttrRecognizer);\n\n/**\n * @private\n * Rotate\n * Recognized when two or more pointer are moving in a circular motion.\n * @constructor\n * @extends AttrRecognizer\n */\n\nvar RotateRecognizer =\n/*#__PURE__*/\nfunction (_AttrRecognizer) {\n  _inheritsLoose(RotateRecognizer, _AttrRecognizer);\n\n  function RotateRecognizer(options) {\n    if (options === void 0) {\n      options = {};\n    }\n\n    return _AttrRecognizer.call(this, _extends({\n      event: 'rotate',\n      threshold: 0,\n      pointers: 2\n    }, options)) || this;\n  }\n\n  var _proto = RotateRecognizer.prototype;\n\n  _proto.getTouchAction = function getTouchAction() {\n    return [TOUCH_ACTION_NONE];\n  };\n\n  _proto.attrTest = function attrTest(input) {\n    return _AttrRecognizer.prototype.attrTest.call(this, input) && (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);\n  };\n\n  return RotateRecognizer;\n}(AttrRecognizer);\n\n/**\n * @private\n * Press\n * Recognized when the pointer is down for x ms without any movement.\n * @constructor\n * @extends Recognizer\n */\n\nvar PressRecognizer =\n/*#__PURE__*/\nfunction (_Recognizer) {\n  _inheritsLoose(PressRecognizer, _Recognizer);\n\n  function PressRecognizer(options) {\n    var _this;\n\n    if (options === void 0) {\n      options = {};\n    }\n\n    _this = _Recognizer.call(this, _extends({\n      event: 'press',\n      pointers: 1,\n      time: 251,\n      // minimal time of the pointer to be pressed\n      threshold: 9\n    }, options)) || this;\n    _this._timer = null;\n    _this._input = null;\n    return _this;\n  }\n\n  var _proto = PressRecognizer.prototype;\n\n  _proto.getTouchAction = function getTouchAction() {\n    return [TOUCH_ACTION_AUTO];\n  };\n\n  _proto.process = function process(input) {\n    var _this2 = this;\n\n    var options = this.options;\n    var validPointers = input.pointers.length === options.pointers;\n    var validMovement = input.distance < options.threshold;\n    var validTime = input.deltaTime > options.time;\n    this._input = input; // we only allow little movement\n    // and we've reached an end event, so a tap is possible\n\n    if (!validMovement || !validPointers || input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime) {\n      this.reset();\n    } else if (input.eventType & INPUT_START) {\n      this.reset();\n      this._timer = setTimeout(function () {\n        _this2.state = STATE_RECOGNIZED;\n\n        _this2.tryEmit();\n      }, options.time);\n    } else if (input.eventType & INPUT_END) {\n      return STATE_RECOGNIZED;\n    }\n\n    return STATE_FAILED;\n  };\n\n  _proto.reset = function reset() {\n    clearTimeout(this._timer);\n  };\n\n  _proto.emit = function emit(input) {\n    if (this.state !== STATE_RECOGNIZED) {\n      return;\n    }\n\n    if (input && input.eventType & INPUT_END) {\n      this.manager.emit(this.options.event + \"up\", input);\n    } else {\n      this._input.timeStamp = now();\n      this.manager.emit(this.options.event, this._input);\n    }\n  };\n\n  return PressRecognizer;\n}(Recognizer);\n\nvar defaults = {\n  /**\n   * @private\n   * set if DOM events are being triggered.\n   * But this is slower and unused by simple implementations, so disabled by default.\n   * @type {Boolean}\n   * @default false\n   */\n  domEvents: false,\n\n  /**\n   * @private\n   * The value for the touchAction property/fallback.\n   * When set to `compute` it will magically set the correct value based on the added recognizers.\n   * @type {String}\n   * @default compute\n   */\n  touchAction: TOUCH_ACTION_COMPUTE,\n\n  /**\n   * @private\n   * @type {Boolean}\n   * @default true\n   */\n  enable: true,\n\n  /**\n   * @private\n   * EXPERIMENTAL FEATURE -- can be removed/changed\n   * Change the parent input target element.\n   * If Null, then it is being set the to main element.\n   * @type {Null|EventTarget}\n   * @default null\n   */\n  inputTarget: null,\n\n  /**\n   * @private\n   * force an input class\n   * @type {Null|Function}\n   * @default null\n   */\n  inputClass: null,\n\n  /**\n   * @private\n   * Some CSS properties can be used to improve the working of Hammer.\n   * Add them to this method and they will be set when creating a new Manager.\n   * @namespace\n   */\n  cssProps: {\n    /**\n     * @private\n     * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.\n     * @type {String}\n     * @default 'none'\n     */\n    userSelect: \"none\",\n\n    /**\n     * @private\n     * Disable the Windows Phone grippers when pressing an element.\n     * @type {String}\n     * @default 'none'\n     */\n    touchSelect: \"none\",\n\n    /**\n     * @private\n     * Disables the default callout shown when you touch and hold a touch target.\n     * On iOS, when you touch and hold a touch target such as a link, Safari displays\n     * a callout containing information about the link. This property allows you to disable that callout.\n     * @type {String}\n     * @default 'none'\n     */\n    touchCallout: \"none\",\n\n    /**\n     * @private\n     * Specifies whether zooming is enabled. Used by IE10>\n     * @type {String}\n     * @default 'none'\n     */\n    contentZooming: \"none\",\n\n    /**\n     * @private\n     * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.\n     * @type {String}\n     * @default 'none'\n     */\n    userDrag: \"none\",\n\n    /**\n     * @private\n     * Overrides the highlight color shown when the user taps a link or a JavaScript\n     * clickable element in iOS. This property obeys the alpha value, if specified.\n     * @type {String}\n     * @default 'rgba(0,0,0,0)'\n     */\n    tapHighlightColor: \"rgba(0,0,0,0)\"\n  }\n};\n/**\n * @private\n * Default recognizer setup when calling `Hammer()`\n * When creating a new Manager these will be skipped.\n * This is separated with other defaults because of tree-shaking.\n * @type {Array}\n */\n\nvar preset = [[RotateRecognizer, {\n  enable: false\n}], [PinchRecognizer, {\n  enable: false\n}, ['rotate']], [SwipeRecognizer, {\n  direction: DIRECTION_HORIZONTAL\n}], [PanRecognizer, {\n  direction: DIRECTION_HORIZONTAL\n}, ['swipe']], [TapRecognizer], [TapRecognizer, {\n  event: 'doubletap',\n  taps: 2\n}, ['tap']], [PressRecognizer]];\n\nvar STOP = 1;\nvar FORCED_STOP = 2;\n/**\n * @private\n * add/remove the css properties as defined in manager.options.cssProps\n * @param {Manager} manager\n * @param {Boolean} add\n */\n\nfunction toggleCssProps(manager, add) {\n  var element = manager.element;\n\n  if (!element.style) {\n    return;\n  }\n\n  var prop;\n  each(manager.options.cssProps, function (value, name) {\n    prop = prefixed(element.style, name);\n\n    if (add) {\n      manager.oldCssProps[prop] = element.style[prop];\n      element.style[prop] = value;\n    } else {\n      element.style[prop] = manager.oldCssProps[prop] || \"\";\n    }\n  });\n\n  if (!add) {\n    manager.oldCssProps = {};\n  }\n}\n/**\n * @private\n * trigger dom event\n * @param {String} event\n * @param {Object} data\n */\n\n\nfunction triggerDomEvent(event, data) {\n  var gestureEvent = document.createEvent(\"Event\");\n  gestureEvent.initEvent(event, true, true);\n  gestureEvent.gesture = data;\n  data.target.dispatchEvent(gestureEvent);\n}\n/**\n* @private\n * Manager\n * @param {HTMLElement} element\n * @param {Object} [options]\n * @constructor\n */\n\n\nvar Manager =\n/*#__PURE__*/\nfunction () {\n  function Manager(element, options) {\n    var _this = this;\n\n    this.options = assign$1({}, defaults, options || {});\n    this.options.inputTarget = this.options.inputTarget || element;\n    this.handlers = {};\n    this.session = {};\n    this.recognizers = [];\n    this.oldCssProps = {};\n    this.element = element;\n    this.input = createInputInstance(this);\n    this.touchAction = new TouchAction(this, this.options.touchAction);\n    toggleCssProps(this, true);\n    each(this.options.recognizers, function (item) {\n      var recognizer = _this.add(new item[0](item[1]));\n\n      item[2] && recognizer.recognizeWith(item[2]);\n      item[3] && recognizer.requireFailure(item[3]);\n    }, this);\n  }\n  /**\n   * @private\n   * set options\n   * @param {Object} options\n   * @returns {Manager}\n   */\n\n\n  var _proto = Manager.prototype;\n\n  _proto.set = function set(options) {\n    assign$1(this.options, options); // Options that need a little more setup\n\n    if (options.touchAction) {\n      this.touchAction.update();\n    }\n\n    if (options.inputTarget) {\n      // Clean up existing event listeners and reinitialize\n      this.input.destroy();\n      this.input.target = options.inputTarget;\n      this.input.init();\n    }\n\n    return this;\n  };\n  /**\n   * @private\n   * stop recognizing for this session.\n   * This session will be discarded, when a new [input]start event is fired.\n   * When forced, the recognizer cycle is stopped immediately.\n   * @param {Boolean} [force]\n   */\n\n\n  _proto.stop = function stop(force) {\n    this.session.stopped = force ? FORCED_STOP : STOP;\n  };\n  /**\n   * @private\n   * run the recognizers!\n   * called by the inputHandler function on every movement of the pointers (touches)\n   * it walks through all the recognizers and tries to detect the gesture that is being made\n   * @param {Object} inputData\n   */\n\n\n  _proto.recognize = function recognize(inputData) {\n    var session = this.session;\n\n    if (session.stopped) {\n      return;\n    } // run the touch-action polyfill\n\n\n    this.touchAction.preventDefaults(inputData);\n    var recognizer;\n    var recognizers = this.recognizers; // this holds the recognizer that is being recognized.\n    // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED\n    // if no recognizer is detecting a thing, it is set to `null`\n\n    var curRecognizer = session.curRecognizer; // reset when the last recognizer is recognized\n    // or when we're in a new session\n\n    if (!curRecognizer || curRecognizer && curRecognizer.state & STATE_RECOGNIZED) {\n      session.curRecognizer = null;\n      curRecognizer = null;\n    }\n\n    var i = 0;\n\n    while (i < recognizers.length) {\n      recognizer = recognizers[i]; // find out if we are allowed try to recognize the input for this one.\n      // 1.   allow if the session is NOT forced stopped (see the .stop() method)\n      // 2.   allow if we still haven't recognized a gesture in this session, or the this recognizer is the one\n      //      that is being recognized.\n      // 3.   allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.\n      //      this can be setup with the `recognizeWith()` method on the recognizer.\n\n      if (session.stopped !== FORCED_STOP && ( // 1\n      !curRecognizer || recognizer === curRecognizer || // 2\n      recognizer.canRecognizeWith(curRecognizer))) {\n        // 3\n        recognizer.recognize(inputData);\n      } else {\n        recognizer.reset();\n      } // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the\n      // current active recognizer. but only if we don't already have an active recognizer\n\n\n      if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {\n        session.curRecognizer = recognizer;\n        curRecognizer = recognizer;\n      }\n\n      i++;\n    }\n  };\n  /**\n   * @private\n   * get a recognizer by its event name.\n   * @param {Recognizer|String} recognizer\n   * @returns {Recognizer|Null}\n   */\n\n\n  _proto.get = function get(recognizer) {\n    if (recognizer instanceof Recognizer) {\n      return recognizer;\n    }\n\n    var recognizers = this.recognizers;\n\n    for (var i = 0; i < recognizers.length; i++) {\n      if (recognizers[i].options.event === recognizer) {\n        return recognizers[i];\n      }\n    }\n\n    return null;\n  };\n  /**\n   * @private add a recognizer to the manager\n   * existing recognizers with the same event name will be removed\n   * @param {Recognizer} recognizer\n   * @returns {Recognizer|Manager}\n   */\n\n\n  _proto.add = function add(recognizer) {\n    if (invokeArrayArg(recognizer, \"add\", this)) {\n      return this;\n    } // remove existing\n\n\n    var existing = this.get(recognizer.options.event);\n\n    if (existing) {\n      this.remove(existing);\n    }\n\n    this.recognizers.push(recognizer);\n    recognizer.manager = this;\n    this.touchAction.update();\n    return recognizer;\n  };\n  /**\n   * @private\n   * remove a recognizer by name or instance\n   * @param {Recognizer|String} recognizer\n   * @returns {Manager}\n   */\n\n\n  _proto.remove = function remove(recognizer) {\n    if (invokeArrayArg(recognizer, \"remove\", this)) {\n      return this;\n    }\n\n    var targetRecognizer = this.get(recognizer); // let's make sure this recognizer exists\n\n    if (recognizer) {\n      var recognizers = this.recognizers;\n      var index = inArray(recognizers, targetRecognizer);\n\n      if (index !== -1) {\n        recognizers.splice(index, 1);\n        this.touchAction.update();\n      }\n    }\n\n    return this;\n  };\n  /**\n   * @private\n   * bind event\n   * @param {String} events\n   * @param {Function} handler\n   * @returns {EventEmitter} this\n   */\n\n\n  _proto.on = function on(events, handler) {\n    if (events === undefined || handler === undefined) {\n      return this;\n    }\n\n    var handlers = this.handlers;\n    each(splitStr(events), function (event) {\n      handlers[event] = handlers[event] || [];\n      handlers[event].push(handler);\n    });\n    return this;\n  };\n  /**\n   * @private unbind event, leave emit blank to remove all handlers\n   * @param {String} events\n   * @param {Function} [handler]\n   * @returns {EventEmitter} this\n   */\n\n\n  _proto.off = function off(events, handler) {\n    if (events === undefined) {\n      return this;\n    }\n\n    var handlers = this.handlers;\n    each(splitStr(events), function (event) {\n      if (!handler) {\n        delete handlers[event];\n      } else {\n        handlers[event] && handlers[event].splice(inArray(handlers[event], handler), 1);\n      }\n    });\n    return this;\n  };\n  /**\n   * @private emit event to the listeners\n   * @param {String} event\n   * @param {Object} data\n   */\n\n\n  _proto.emit = function emit(event, data) {\n    // we also want to trigger dom events\n    if (this.options.domEvents) {\n      triggerDomEvent(event, data);\n    } // no handlers, so skip it all\n\n\n    var handlers = this.handlers[event] && this.handlers[event].slice();\n\n    if (!handlers || !handlers.length) {\n      return;\n    }\n\n    data.type = event;\n\n    data.preventDefault = function () {\n      data.srcEvent.preventDefault();\n    };\n\n    var i = 0;\n\n    while (i < handlers.length) {\n      handlers[i](data);\n      i++;\n    }\n  };\n  /**\n   * @private\n   * destroy the manager and unbinds all events\n   * it doesn't unbind dom events, that is the user own responsibility\n   */\n\n\n  _proto.destroy = function destroy() {\n    this.element && toggleCssProps(this, false);\n    this.handlers = {};\n    this.session = {};\n    this.input.destroy();\n    this.element = null;\n  };\n\n  return Manager;\n}();\n\nvar SINGLE_TOUCH_INPUT_MAP = {\n  touchstart: INPUT_START,\n  touchmove: INPUT_MOVE,\n  touchend: INPUT_END,\n  touchcancel: INPUT_CANCEL\n};\nvar SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';\nvar SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';\n/**\n * @private\n * Touch events input\n * @constructor\n * @extends Input\n */\n\nvar SingleTouchInput =\n/*#__PURE__*/\nfunction (_Input) {\n  _inheritsLoose(SingleTouchInput, _Input);\n\n  function SingleTouchInput() {\n    var _this;\n\n    var proto = SingleTouchInput.prototype;\n    proto.evTarget = SINGLE_TOUCH_TARGET_EVENTS;\n    proto.evWin = SINGLE_TOUCH_WINDOW_EVENTS;\n    _this = _Input.apply(this, arguments) || this;\n    _this.started = false;\n    return _this;\n  }\n\n  var _proto = SingleTouchInput.prototype;\n\n  _proto.handler = function handler(ev) {\n    var type = SINGLE_TOUCH_INPUT_MAP[ev.type]; // should we handle the touch events?\n\n    if (type === INPUT_START) {\n      this.started = true;\n    }\n\n    if (!this.started) {\n      return;\n    }\n\n    var touches = normalizeSingleTouches.call(this, ev, type); // when done, reset the started state\n\n    if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {\n      this.started = false;\n    }\n\n    this.callback(this.manager, type, {\n      pointers: touches[0],\n      changedPointers: touches[1],\n      pointerType: INPUT_TYPE_TOUCH,\n      srcEvent: ev\n    });\n  };\n\n  return SingleTouchInput;\n}(Input);\n\nfunction normalizeSingleTouches(ev, type) {\n  var all = toArray(ev.touches);\n  var changed = toArray(ev.changedTouches);\n\n  if (type & (INPUT_END | INPUT_CANCEL)) {\n    all = uniqueArray(all.concat(changed), 'identifier', true);\n  }\n\n  return [all, changed];\n}\n\n/**\n * @private\n * wrap a method with a deprecation warning and stack trace\n * @param {Function} method\n * @param {String} name\n * @param {String} message\n * @returns {Function} A new function wrapping the supplied method.\n */\nfunction deprecate(method, name, message) {\n  var deprecationMessage = \"DEPRECATED METHOD: \" + name + \"\\n\" + message + \" AT \\n\";\n  return function () {\n    var e = new Error('get-stack-trace');\n    var stack = e && e.stack ? e.stack.replace(/^[^\\(]+?[\\n$]/gm, '').replace(/^\\s+at\\s+/gm, '').replace(/^Object.<anonymous>\\s*\\(/gm, '{anonymous}()@') : 'Unknown Stack Trace';\n    var log = window.console && (window.console.warn || window.console.log);\n\n    if (log) {\n      log.call(window.console, deprecationMessage, stack);\n    }\n\n    return method.apply(this, arguments);\n  };\n}\n\n/**\n * @private\n * extend object.\n * means that properties in dest will be overwritten by the ones in src.\n * @param {Object} dest\n * @param {Object} src\n * @param {Boolean} [merge=false]\n * @returns {Object} dest\n */\n\nvar extend = deprecate(function (dest, src, merge) {\n  var keys = Object.keys(src);\n  var i = 0;\n\n  while (i < keys.length) {\n    if (!merge || merge && dest[keys[i]] === undefined) {\n      dest[keys[i]] = src[keys[i]];\n    }\n\n    i++;\n  }\n\n  return dest;\n}, 'extend', 'Use `assign`.');\n\n/**\n * @private\n * merge the values from src in the dest.\n * means that properties that exist in dest will not be overwritten by src\n * @param {Object} dest\n * @param {Object} src\n * @returns {Object} dest\n */\n\nvar merge = deprecate(function (dest, src) {\n  return extend(dest, src, true);\n}, 'merge', 'Use `assign`.');\n\n/**\n * @private\n * simple class inheritance\n * @param {Function} child\n * @param {Function} base\n * @param {Object} [properties]\n */\n\nfunction inherit(child, base, properties) {\n  var baseP = base.prototype;\n  var childP;\n  childP = child.prototype = Object.create(baseP);\n  childP.constructor = child;\n  childP._super = baseP;\n\n  if (properties) {\n    assign$1(childP, properties);\n  }\n}\n\n/**\n * @private\n * simple function bind\n * @param {Function} fn\n * @param {Object} context\n * @returns {Function}\n */\nfunction bindFn(fn, context) {\n  return function boundFn() {\n    return fn.apply(context, arguments);\n  };\n}\n\n/**\n * @private\n * Simple way to create a manager with a default set of recognizers.\n * @param {HTMLElement} element\n * @param {Object} [options]\n * @constructor\n */\n\nvar Hammer =\n/*#__PURE__*/\nfunction () {\n  var Hammer =\n  /**\n    * @private\n    * @const {string}\n    */\n  function Hammer(element, options) {\n    if (options === void 0) {\n      options = {};\n    }\n\n    return new Manager(element, _extends({\n      recognizers: preset.concat()\n    }, options));\n  };\n\n  Hammer.VERSION = \"2.0.17-rc\";\n  Hammer.DIRECTION_ALL = DIRECTION_ALL;\n  Hammer.DIRECTION_DOWN = DIRECTION_DOWN;\n  Hammer.DIRECTION_LEFT = DIRECTION_LEFT;\n  Hammer.DIRECTION_RIGHT = DIRECTION_RIGHT;\n  Hammer.DIRECTION_UP = DIRECTION_UP;\n  Hammer.DIRECTION_HORIZONTAL = DIRECTION_HORIZONTAL;\n  Hammer.DIRECTION_VERTICAL = DIRECTION_VERTICAL;\n  Hammer.DIRECTION_NONE = DIRECTION_NONE;\n  Hammer.DIRECTION_DOWN = DIRECTION_DOWN;\n  Hammer.INPUT_START = INPUT_START;\n  Hammer.INPUT_MOVE = INPUT_MOVE;\n  Hammer.INPUT_END = INPUT_END;\n  Hammer.INPUT_CANCEL = INPUT_CANCEL;\n  Hammer.STATE_POSSIBLE = STATE_POSSIBLE;\n  Hammer.STATE_BEGAN = STATE_BEGAN;\n  Hammer.STATE_CHANGED = STATE_CHANGED;\n  Hammer.STATE_ENDED = STATE_ENDED;\n  Hammer.STATE_RECOGNIZED = STATE_RECOGNIZED;\n  Hammer.STATE_CANCELLED = STATE_CANCELLED;\n  Hammer.STATE_FAILED = STATE_FAILED;\n  Hammer.Manager = Manager;\n  Hammer.Input = Input;\n  Hammer.TouchAction = TouchAction;\n  Hammer.TouchInput = TouchInput;\n  Hammer.MouseInput = MouseInput;\n  Hammer.PointerEventInput = PointerEventInput;\n  Hammer.TouchMouseInput = TouchMouseInput;\n  Hammer.SingleTouchInput = SingleTouchInput;\n  Hammer.Recognizer = Recognizer;\n  Hammer.AttrRecognizer = AttrRecognizer;\n  Hammer.Tap = TapRecognizer;\n  Hammer.Pan = PanRecognizer;\n  Hammer.Swipe = SwipeRecognizer;\n  Hammer.Pinch = PinchRecognizer;\n  Hammer.Rotate = RotateRecognizer;\n  Hammer.Press = PressRecognizer;\n  Hammer.on = addEventListeners;\n  Hammer.off = removeEventListeners;\n  Hammer.each = each;\n  Hammer.merge = merge;\n  Hammer.extend = extend;\n  Hammer.bindFn = bindFn;\n  Hammer.assign = assign$1;\n  Hammer.inherit = inherit;\n  Hammer.bindFn = bindFn;\n  Hammer.prefixed = prefixed;\n  Hammer.toArray = toArray;\n  Hammer.inArray = inArray;\n  Hammer.uniqueArray = uniqueArray;\n  Hammer.splitStr = splitStr;\n  Hammer.boolOrFn = boolOrFn;\n  Hammer.hasParent = hasParent;\n  Hammer.addEventListeners = addEventListeners;\n  Hammer.removeEventListeners = removeEventListeners;\n  Hammer.defaults = assign$1({}, defaults, {\n    preset: preset\n  });\n  return Hammer;\n}();\n\n//  style loader but by script tag, not by the loader.\n\nvar defaults$1 = Hammer.defaults;\n\nexport default Hammer;\nexport { INPUT_START, INPUT_MOVE, INPUT_END, INPUT_CANCEL, STATE_POSSIBLE, STATE_BEGAN, STATE_CHANGED, STATE_ENDED, STATE_RECOGNIZED, STATE_CANCELLED, STATE_FAILED, DIRECTION_NONE, DIRECTION_LEFT, DIRECTION_RIGHT, DIRECTION_UP, DIRECTION_DOWN, DIRECTION_HORIZONTAL, DIRECTION_VERTICAL, DIRECTION_ALL, Manager, Input, TouchAction, TouchInput, MouseInput, PointerEventInput, TouchMouseInput, SingleTouchInput, Recognizer, AttrRecognizer, TapRecognizer as Tap, PanRecognizer as Pan, SwipeRecognizer as Swipe, PinchRecognizer as Pinch, RotateRecognizer as Rotate, PressRecognizer as Press, addEventListeners as on, removeEventListeners as off, each, merge, extend, assign$1 as assign, inherit, bindFn, prefixed, toArray, inArray, uniqueArray, splitStr, boolOrFn, hasParent, addEventListeners, removeEventListeners, defaults$1 as defaults };\n//# sourceMappingURL=hammer.esm.js.map\n","/**\n * vis-util\n * https://github.com/visjs/vis-util\n *\n * utilitie collection for visjs\n *\n * @version 6.0.0\n * @date    2025-07-12T18:02:43.836Z\n *\n * @copyright (c) 2011-2017 Almende B.V, http://almende.com\n * @copyright (c) 2017-2019 visjs contributors, https://github.com/visjs\n *\n * @license\n * vis.js is dual licensed under both\n *\n *   1. The Apache 2.0 License\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n *   and\n *\n *   2. The MIT License\n *      http://opensource.org/licenses/MIT\n *\n * vis.js may be distributed under either license.\n */\n\nimport Emitter from 'component-emitter';\nimport RealHammer from '@egjs/hammerjs';\n\n/**\n * Use this symbol to delete properies in deepObjectAssign.\n */\nconst DELETE = Symbol(\"DELETE\");\n/**\n * Pure version of deepObjectAssign, it doesn't modify any of it's arguments.\n * @param base - The base object that fullfils the whole interface T.\n * @param updates - Updates that may change or delete props.\n * @returns A brand new instance with all the supplied objects deeply merged.\n */\nfunction pureDeepObjectAssign(base, ...updates) {\n    return deepObjectAssign({}, base, ...updates);\n}\n/**\n * Deep version of object assign with additional deleting by the DELETE symbol.\n * @param values - Objects to be deeply merged.\n * @returns The first object from values.\n */\nfunction deepObjectAssign(...values) {\n    const merged = deepObjectAssignNonentry(...values);\n    stripDelete(merged);\n    return merged;\n}\n/**\n * Deep version of object assign with additional deleting by the DELETE symbol.\n * @remarks\n * This doesn't strip the DELETE symbols so they may end up in the final object.\n * @param values - Objects to be deeply merged.\n * @returns The first object from values.\n */\nfunction deepObjectAssignNonentry(...values) {\n    if (values.length < 2) {\n        return values[0];\n    }\n    else if (values.length > 2) {\n        return deepObjectAssignNonentry(deepObjectAssign(values[0], values[1]), ...values.slice(2));\n    }\n    const a = values[0];\n    const b = values[1];\n    if (a instanceof Date && b instanceof Date) {\n        a.setTime(b.getTime());\n        return a;\n    }\n    for (const prop of Reflect.ownKeys(b)) {\n        if (!Object.prototype.propertyIsEnumerable.call(b, prop)) ;\n        else if (b[prop] === DELETE) {\n            delete a[prop];\n        }\n        else if (a[prop] !== null &&\n            b[prop] !== null &&\n            typeof a[prop] === \"object\" &&\n            typeof b[prop] === \"object\" &&\n            !Array.isArray(a[prop]) &&\n            !Array.isArray(b[prop])) {\n            a[prop] = deepObjectAssignNonentry(a[prop], b[prop]);\n        }\n        else {\n            a[prop] = clone(b[prop]);\n        }\n    }\n    return a;\n}\n/**\n * Deep clone given object or array. In case of primitive simply return.\n * @param a - Anything.\n * @returns Deep cloned object/array or unchanged a.\n */\nfunction clone(a) {\n    if (Array.isArray(a)) {\n        return a.map((value) => clone(value));\n    }\n    else if (typeof a === \"object\" && a !== null) {\n        if (a instanceof Date) {\n            return new Date(a.getTime());\n        }\n        return deepObjectAssignNonentry({}, a);\n    }\n    else {\n        return a;\n    }\n}\n/**\n * Strip DELETE from given object.\n * @param a - Object which may contain DELETE but won't after this is executed.\n */\nfunction stripDelete(a) {\n    for (const prop of Object.keys(a)) {\n        if (a[prop] === DELETE) {\n            delete a[prop];\n        }\n        else if (typeof a[prop] === \"object\" && a[prop] !== null) {\n            stripDelete(a[prop]);\n        }\n    }\n}\n\n/**\n * Seedable, fast and reasonably good (not crypto but more than okay for our\n * needs) random number generator.\n * @remarks\n * Adapted from {@link https://web.archive.org/web/20110429100736/http://baagoe.com:80/en/RandomMusings/javascript}.\n * Original algorithm created by Johannes Baagøe \\<baagoe\\@baagoe.com\\> in 2010.\n */\n/**\n * Create a seeded pseudo random generator based on Alea by Johannes Baagøe.\n * @param seed - All supplied arguments will be used as a seed. In case nothing\n * is supplied the current time will be used to seed the generator.\n * @returns A ready to use seeded generator.\n */\nfunction Alea(...seed) {\n    return AleaImplementation(seed.length ? seed : [Date.now()]);\n}\n/**\n * An implementation of [[Alea]] without user input validation.\n * @param seed - The data that will be used to seed the generator.\n * @returns A ready to use seeded generator.\n */\nfunction AleaImplementation(seed) {\n    let [s0, s1, s2] = mashSeed(seed);\n    let c = 1;\n    const random = () => {\n        const t = 2091639 * s0 + c * 2.3283064365386963e-10; // 2^-32\n        s0 = s1;\n        s1 = s2;\n        return (s2 = t - (c = t | 0));\n    };\n    random.uint32 = () => random() * 0x100000000; // 2^32\n    random.fract53 = () => random() + ((random() * 0x200000) | 0) * 1.1102230246251565e-16; // 2^-53\n    random.algorithm = \"Alea\";\n    random.seed = seed;\n    random.version = \"0.9\";\n    return random;\n}\n/**\n * Turn arbitrary data into values [[AleaImplementation]] can use to generate\n * random numbers.\n * @param seed - Arbitrary data that will be used as the seed.\n * @returns Three numbers to use as initial values for [[AleaImplementation]].\n */\nfunction mashSeed(...seed) {\n    const mash = Mash();\n    let s0 = mash(\" \");\n    let s1 = mash(\" \");\n    let s2 = mash(\" \");\n    for (let i = 0; i < seed.length; i++) {\n        s0 -= mash(seed[i]);\n        if (s0 < 0) {\n            s0 += 1;\n        }\n        s1 -= mash(seed[i]);\n        if (s1 < 0) {\n            s1 += 1;\n        }\n        s2 -= mash(seed[i]);\n        if (s2 < 0) {\n            s2 += 1;\n        }\n    }\n    return [s0, s1, s2];\n}\n/**\n * Create a new mash function.\n * @returns A nonpure function that takes arbitrary [[Mashable]] data and turns\n * them into numbers.\n */\nfunction Mash() {\n    let n = 0xefc8249d;\n    return function (data) {\n        const string = data.toString();\n        for (let i = 0; i < string.length; i++) {\n            n += string.charCodeAt(i);\n            let h = 0.02519603282416938 * n;\n            n = h >>> 0;\n            h -= n;\n            h *= n;\n            n = h >>> 0;\n            h -= n;\n            n += h * 0x100000000; // 2^32\n        }\n        return (n >>> 0) * 2.3283064365386963e-10; // 2^-32\n    };\n}\n\n/**\n * Setup a mock hammer.js object, for unit testing.\n *\n * Inspiration: https://github.com/uber/deck.gl/pull/658\n * @returns {{on: noop, off: noop, destroy: noop, emit: noop, get: get}}\n */\nfunction hammerMock() {\n  const noop = () => {};\n\n  return {\n    on: noop,\n    off: noop,\n    destroy: noop,\n    emit: noop,\n\n    get() {\n      return {\n        set: noop,\n      };\n    },\n  };\n}\n\nconst Hammer$1 =\n  typeof window !== \"undefined\"\n    ? window.Hammer || RealHammer\n    : function () {\n        // hammer.js is only available in a browser, not in node.js. Replacing it with a mock object.\n        return hammerMock();\n      };\n\n/**\n * Turn an element into an clickToUse element.\n * When not active, the element has a transparent overlay. When the overlay is\n * clicked, the mode is changed to active.\n * When active, the element is displayed with a blue border around it, and\n * the interactive contents of the element can be used. When clicked outside\n * the element, the elements mode is changed to inactive.\n * @param {Element} container\n * @class Activator\n */\nfunction Activator$1(container) {\n  this._cleanupQueue = [];\n\n  this.active = false;\n\n  this._dom = {\n    container,\n    overlay: document.createElement(\"div\"),\n  };\n\n  this._dom.overlay.classList.add(\"vis-overlay\");\n\n  this._dom.container.appendChild(this._dom.overlay);\n  this._cleanupQueue.push(() => {\n    this._dom.overlay.parentNode.removeChild(this._dom.overlay);\n  });\n\n  const hammer = Hammer$1(this._dom.overlay);\n  hammer.on(\"tap\", this._onTapOverlay.bind(this));\n  this._cleanupQueue.push(() => {\n    hammer.destroy();\n    // FIXME: cleaning up hammer instances doesn't work (Timeline not removed\n    // from memory)\n  });\n\n  // block all touch events (except tap)\n  const events = [\n    \"tap\",\n    \"doubletap\",\n    \"press\",\n    \"pinch\",\n    \"pan\",\n    \"panstart\",\n    \"panmove\",\n    \"panend\",\n  ];\n  events.forEach((event) => {\n    hammer.on(event, (event) => {\n      event.srcEvent.stopPropagation();\n    });\n  });\n\n  // attach a click event to the window, in order to deactivate when clicking outside the timeline\n  if (document && document.body) {\n    this._onClick = (event) => {\n      if (!_hasParent(event.target, container)) {\n        this.deactivate();\n      }\n    };\n    document.body.addEventListener(\"click\", this._onClick);\n    this._cleanupQueue.push(() => {\n      document.body.removeEventListener(\"click\", this._onClick);\n    });\n  }\n\n  // prepare escape key listener for deactivating when active\n  this._escListener = (event) => {\n    if (\n      \"key\" in event\n        ? event.key === \"Escape\"\n        : event.keyCode === 27 /* the keyCode is for IE11 */\n    ) {\n      this.deactivate();\n    }\n  };\n}\n\n// turn into an event emitter\nEmitter(Activator$1.prototype);\n\n// The currently active activator\nActivator$1.current = null;\n\n/**\n * Destroy the activator. Cleans up all created DOM and event listeners\n */\nActivator$1.prototype.destroy = function () {\n  this.deactivate();\n\n  for (const callback of this._cleanupQueue.splice(0).reverse()) {\n    callback();\n  }\n};\n\n/**\n * Activate the element\n * Overlay is hidden, element is decorated with a blue shadow border\n */\nActivator$1.prototype.activate = function () {\n  // we allow only one active activator at a time\n  if (Activator$1.current) {\n    Activator$1.current.deactivate();\n  }\n  Activator$1.current = this;\n\n  this.active = true;\n  this._dom.overlay.style.display = \"none\";\n  this._dom.container.classList.add(\"vis-active\");\n\n  this.emit(\"change\");\n  this.emit(\"activate\");\n\n  // ugly hack: bind ESC after emitting the events, as the Network rebinds all\n  // keyboard events on a 'change' event\n  document.body.addEventListener(\"keydown\", this._escListener);\n};\n\n/**\n * Deactivate the element\n * Overlay is displayed on top of the element\n */\nActivator$1.prototype.deactivate = function () {\n  this.active = false;\n  this._dom.overlay.style.display = \"block\";\n  this._dom.container.classList.remove(\"vis-active\");\n  document.body.removeEventListener(\"keydown\", this._escListener);\n\n  this.emit(\"change\");\n  this.emit(\"deactivate\");\n};\n\n/**\n * Handle a tap event: activate the container\n * @param {Event}  event   The event\n * @private\n */\nActivator$1.prototype._onTapOverlay = function (event) {\n  // activate the container\n  this.activate();\n  event.srcEvent.stopPropagation();\n};\n\n/**\n * Test whether the element has the requested parent element somewhere in\n * its chain of parent nodes.\n * @param {HTMLElement} element\n * @param {HTMLElement} parent\n * @returns {boolean} Returns true when the parent is found somewhere in the\n *                    chain of parent nodes.\n * @private\n */\nfunction _hasParent(element, parent) {\n  while (element) {\n    if (element === parent) {\n      return true;\n    }\n    element = element.parentNode;\n  }\n  return false;\n}\n\n// utility functions\n// parse ASP.Net Date pattern,\n// for example '/Date(1198908717056)/' or '/Date(1198908717056-0700)/'\n// code from http://momentjs.com/\nconst ASPDateRegex = /^\\/?Date\\((-?\\d+)/i;\n// Color REs\nconst fullHexRE = /^#?([a-f\\d]{2})([a-f\\d]{2})([a-f\\d]{2})$/i;\nconst shortHexRE = /^#?([a-f\\d])([a-f\\d])([a-f\\d])$/i;\nconst rgbRE = /^rgb\\( *(1?\\d{1,2}|2[0-4]\\d|25[0-5]) *, *(1?\\d{1,2}|2[0-4]\\d|25[0-5]) *, *(1?\\d{1,2}|2[0-4]\\d|25[0-5]) *\\)$/i;\nconst rgbaRE = /^rgba\\( *(1?\\d{1,2}|2[0-4]\\d|25[0-5]) *, *(1?\\d{1,2}|2[0-4]\\d|25[0-5]) *, *(1?\\d{1,2}|2[0-4]\\d|25[0-5]) *, *([01]|0?\\.\\d+) *\\)$/i;\n/**\n * Test whether given object is a number.\n * @param value - Input value of unknown type.\n * @returns True if number, false otherwise.\n */\nfunction isNumber(value) {\n    return value instanceof Number || typeof value === \"number\";\n}\n/**\n * Remove everything in the DOM object.\n * @param DOMobject - Node whose child nodes will be recursively deleted.\n */\nfunction recursiveDOMDelete(DOMobject) {\n    if (DOMobject) {\n        while (DOMobject.hasChildNodes() === true) {\n            const child = DOMobject.firstChild;\n            if (child) {\n                recursiveDOMDelete(child);\n                DOMobject.removeChild(child);\n            }\n        }\n    }\n}\n/**\n * Test whether given object is a string.\n * @param value - Input value of unknown type.\n * @returns True if string, false otherwise.\n */\nfunction isString(value) {\n    return value instanceof String || typeof value === \"string\";\n}\n/**\n * Test whether given object is a object (not primitive or null).\n * @param value - Input value of unknown type.\n * @returns True if not null object, false otherwise.\n */\nfunction isObject(value) {\n    return typeof value === \"object\" && value !== null;\n}\n/**\n * Test whether given object is a Date, or a String containing a Date.\n * @param value - Input value of unknown type.\n * @returns True if Date instance or string date representation, false otherwise.\n */\nfunction isDate(value) {\n    if (value instanceof Date) {\n        return true;\n    }\n    else if (isString(value)) {\n        // test whether this string contains a date\n        const match = ASPDateRegex.exec(value);\n        if (match) {\n            return true;\n        }\n        else if (!isNaN(Date.parse(value))) {\n            return true;\n        }\n    }\n    return false;\n}\n/**\n * Copy property from b to a if property present in a.\n * If property in b explicitly set to null, delete it if `allowDeletion` set.\n *\n * Internal helper routine, should not be exported. Not added to `exports` for that reason.\n * @param a - Target object.\n * @param b - Source object.\n * @param prop - Name of property to copy from b to a.\n * @param allowDeletion - If true, delete property in a if explicitly set to null in b.\n */\nfunction copyOrDelete(a, b, prop, allowDeletion) {\n    let doDeletion = false;\n    if (allowDeletion === true) {\n        doDeletion = b[prop] === null && a[prop] !== undefined;\n    }\n    if (doDeletion) {\n        delete a[prop];\n    }\n    else {\n        a[prop] = b[prop]; // Remember, this is a reference copy!\n    }\n}\n/**\n * Fill an object with a possibly partially defined other object.\n *\n * Only copies values for the properties already present in a.\n * That means an object is not created on a property if only the b object has it.\n * @param a - The object that will have it's properties updated.\n * @param b - The object with property updates.\n * @param allowDeletion - If true, delete properties in a that are explicitly set to null in b.\n */\nfunction fillIfDefined(a, b, allowDeletion = false) {\n    // NOTE: iteration of properties of a\n    // NOTE: prototype properties iterated over as well\n    for (const prop in a) {\n        if (b[prop] !== undefined) {\n            if (b[prop] === null || typeof b[prop] !== \"object\") {\n                // Note: typeof null === 'object'\n                copyOrDelete(a, b, prop, allowDeletion);\n            }\n            else {\n                const aProp = a[prop];\n                const bProp = b[prop];\n                if (isObject(aProp) && isObject(bProp)) {\n                    fillIfDefined(aProp, bProp, allowDeletion);\n                }\n            }\n        }\n    }\n}\n/**\n * Copy the values of all of the enumerable own properties from one or more source objects to a\n * target object. Returns the target object.\n * @param target - The target object to copy to.\n * @param source - The source object from which to copy properties.\n * @returns The target object.\n */\nconst extend = Object.assign;\n/**\n * Extend object a with selected properties of object b or a series of objects.\n * @remarks\n * Only properties with defined values are copied.\n * @param props - Properties to be copied to a.\n * @param a - The target.\n * @param others - The sources.\n * @returns Argument a.\n */\nfunction selectiveExtend(props, a, ...others) {\n    if (!Array.isArray(props)) {\n        throw new Error(\"Array with property names expected as first argument\");\n    }\n    for (const other of others) {\n        for (let p = 0; p < props.length; p++) {\n            const prop = props[p];\n            if (other && Object.prototype.hasOwnProperty.call(other, prop)) {\n                a[prop] = other[prop];\n            }\n        }\n    }\n    return a;\n}\n/**\n * Extend object a with selected properties of object b.\n * Only properties with defined values are copied.\n * @remarks\n * Previous version of this routine implied that multiple source objects could\n * be used; however, the implementation was **wrong**. Since multiple (\\>1)\n * sources weren't used anywhere in the `vis.js` code, this has been removed\n * @param props - Names of first-level properties to copy over.\n * @param a - Target object.\n * @param b - Source object.\n * @param allowDeletion - If true, delete property in a if explicitly set to null in b.\n * @returns Argument a.\n */\nfunction selectiveDeepExtend(props, a, b, allowDeletion = false) {\n    // TODO: add support for Arrays to deepExtend\n    if (Array.isArray(b)) {\n        throw new TypeError(\"Arrays are not supported by deepExtend\");\n    }\n    for (let p = 0; p < props.length; p++) {\n        const prop = props[p];\n        if (Object.prototype.hasOwnProperty.call(b, prop)) {\n            if (b[prop] && b[prop].constructor === Object) {\n                if (a[prop] === undefined) {\n                    a[prop] = {};\n                }\n                if (a[prop].constructor === Object) {\n                    deepExtend(a[prop], b[prop], false, allowDeletion);\n                }\n                else {\n                    copyOrDelete(a, b, prop, allowDeletion);\n                }\n            }\n            else if (Array.isArray(b[prop])) {\n                throw new TypeError(\"Arrays are not supported by deepExtend\");\n            }\n            else {\n                copyOrDelete(a, b, prop, allowDeletion);\n            }\n        }\n    }\n    return a;\n}\n/**\n * Extend object `a` with properties of object `b`, ignoring properties which\n * are explicitly specified to be excluded.\n * @remarks\n * The properties of `b` are considered for copying. Properties which are\n * themselves objects are are also extended. Only properties with defined\n * values are copied.\n * @param propsToExclude - Names of properties which should *not* be copied.\n * @param a - Object to extend.\n * @param b - Object to take properties from for extension.\n * @param allowDeletion - If true, delete properties in a that are explicitly\n * set to null in b.\n * @returns Argument a.\n */\nfunction selectiveNotDeepExtend(propsToExclude, a, b, allowDeletion = false) {\n    // TODO: add support for Arrays to deepExtend\n    // NOTE: array properties have an else-below; apparently, there is a problem here.\n    if (Array.isArray(b)) {\n        throw new TypeError(\"Arrays are not supported by deepExtend\");\n    }\n    for (const prop in b) {\n        if (!Object.prototype.hasOwnProperty.call(b, prop)) {\n            continue;\n        } // Handle local properties only\n        if (propsToExclude.includes(prop)) {\n            continue;\n        } // In exclusion list, skip\n        if (b[prop] && b[prop].constructor === Object) {\n            if (a[prop] === undefined) {\n                a[prop] = {};\n            }\n            if (a[prop].constructor === Object) {\n                deepExtend(a[prop], b[prop]); // NOTE: allowDeletion not propagated!\n            }\n            else {\n                copyOrDelete(a, b, prop, allowDeletion);\n            }\n        }\n        else if (Array.isArray(b[prop])) {\n            a[prop] = [];\n            for (let i = 0; i < b[prop].length; i++) {\n                a[prop].push(b[prop][i]);\n            }\n        }\n        else {\n            copyOrDelete(a, b, prop, allowDeletion);\n        }\n    }\n    return a;\n}\n/**\n * Deep extend an object a with the properties of object b.\n * @param a - Target object.\n * @param b - Source object.\n * @param protoExtend - If true, the prototype values will also be extended.\n * (That is the options objects that inherit from others will also get the\n * inherited options).\n * @param allowDeletion - If true, the values of fields that are null will be deleted.\n * @returns Argument a.\n */\nfunction deepExtend(a, b, protoExtend = false, allowDeletion = false) {\n    for (const prop in b) {\n        if (Object.prototype.hasOwnProperty.call(b, prop) || protoExtend === true) {\n            if (typeof b[prop] === \"object\" &&\n                b[prop] !== null &&\n                Object.getPrototypeOf(b[prop]) === Object.prototype) {\n                if (a[prop] === undefined) {\n                    a[prop] = deepExtend({}, b[prop], protoExtend); // NOTE: allowDeletion not propagated!\n                }\n                else if (typeof a[prop] === \"object\" &&\n                    a[prop] !== null &&\n                    Object.getPrototypeOf(a[prop]) === Object.prototype) {\n                    deepExtend(a[prop], b[prop], protoExtend); // NOTE: allowDeletion not propagated!\n                }\n                else {\n                    copyOrDelete(a, b, prop, allowDeletion);\n                }\n            }\n            else if (Array.isArray(b[prop])) {\n                a[prop] = b[prop].slice();\n            }\n            else {\n                copyOrDelete(a, b, prop, allowDeletion);\n            }\n        }\n    }\n    return a;\n}\n/**\n * Test whether all elements in two arrays are equal.\n * @param a - First array.\n * @param b - Second array.\n * @returns True if both arrays have the same length and same elements (1 = '1').\n */\nfunction equalArray(a, b) {\n    if (a.length !== b.length) {\n        return false;\n    }\n    for (let i = 0, len = a.length; i < len; i++) {\n        if (a[i] != b[i]) {\n            return false;\n        }\n    }\n    return true;\n}\n/**\n * Get the type of an object, for example exports.getType([]) returns 'Array'.\n * @param object - Input value of unknown type.\n * @returns Detected type.\n */\nfunction getType(object) {\n    const type = typeof object;\n    if (type === \"object\") {\n        if (object === null) {\n            return \"null\";\n        }\n        if (object instanceof Boolean) {\n            return \"Boolean\";\n        }\n        if (object instanceof Number) {\n            return \"Number\";\n        }\n        if (object instanceof String) {\n            return \"String\";\n        }\n        if (Array.isArray(object)) {\n            return \"Array\";\n        }\n        if (object instanceof Date) {\n            return \"Date\";\n        }\n        return \"Object\";\n    }\n    if (type === \"number\") {\n        return \"Number\";\n    }\n    if (type === \"boolean\") {\n        return \"Boolean\";\n    }\n    if (type === \"string\") {\n        return \"String\";\n    }\n    if (type === undefined) {\n        return \"undefined\";\n    }\n    return type;\n}\n/**\n * Used to extend an array and copy it. This is used to propagate paths recursively.\n * @param arr - First part.\n * @param newValue - The value to be aadded into the array.\n * @returns A new array with all items from arr and newValue (which is last).\n */\nfunction copyAndExtendArray(arr, newValue) {\n    return [...arr, newValue];\n}\n/**\n * Used to extend an array and copy it. This is used to propagate paths recursively.\n * @param arr - The array to be copied.\n * @returns Shallow copy of arr.\n */\nfunction copyArray(arr) {\n    return arr.slice();\n}\n/**\n * Retrieve the absolute left value of a DOM element.\n * @param elem - A dom element, for example a div.\n * @returns The absolute left position of this element in the browser page.\n */\nfunction getAbsoluteLeft(elem) {\n    return elem.getBoundingClientRect().left;\n}\n/**\n * Retrieve the absolute right value of a DOM element.\n * @param elem - A dom element, for example a div.\n * @returns The absolute right position of this element in the browser page.\n */\nfunction getAbsoluteRight(elem) {\n    return elem.getBoundingClientRect().right;\n}\n/**\n * Retrieve the absolute top value of a DOM element.\n * @param elem - A dom element, for example a div.\n * @returns The absolute top position of this element in the browser page.\n */\nfunction getAbsoluteTop(elem) {\n    return elem.getBoundingClientRect().top;\n}\n/**\n * Add a className to the given elements style.\n * @param elem - The element to which the classes will be added.\n * @param classNames - Space separated list of classes.\n */\nfunction addClassName(elem, classNames) {\n    let classes = elem.className.split(\" \");\n    const newClasses = classNames.split(\" \");\n    classes = classes.concat(newClasses.filter(function (className) {\n        return !classes.includes(className);\n    }));\n    elem.className = classes.join(\" \");\n}\n/**\n * Remove a className from the given elements style.\n * @param elem - The element from which the classes will be removed.\n * @param classNames - Space separated list of classes.\n */\nfunction removeClassName(elem, classNames) {\n    let classes = elem.className.split(\" \");\n    const oldClasses = classNames.split(\" \");\n    classes = classes.filter(function (className) {\n        return !oldClasses.includes(className);\n    });\n    elem.className = classes.join(\" \");\n}\n/**\n * For each method for both arrays and objects.\n * In case of an array, the built-in Array.forEach() is applied (**No, it's not!**).\n * In case of an Object, the method loops over all properties of the object.\n * @param object - An Object or Array to be iterated over.\n * @param callback - Array.forEach-like callback.\n */\nfunction forEach(object, callback) {\n    if (Array.isArray(object)) {\n        // array\n        const len = object.length;\n        for (let i = 0; i < len; i++) {\n            callback(object[i], i, object);\n        }\n    }\n    else {\n        // object\n        for (const key in object) {\n            if (Object.prototype.hasOwnProperty.call(object, key)) {\n                callback(object[key], key, object);\n            }\n        }\n    }\n}\n/**\n * Convert an object into an array: all objects properties are put into the array. The resulting array is unordered.\n * @param o - Object that contains the properties and methods.\n * @returns An array of unordered values.\n */\nconst toArray = Object.values;\n/**\n * Update a property in an object.\n * @param object - The object whose property will be updated.\n * @param key - Name of the property to be updated.\n * @param value - The new value to be assigned.\n * @returns Whether the value was updated (true) or already strictly the same in the original object (false).\n */\nfunction updateProperty(object, key, value) {\n    if (object[key] !== value) {\n        object[key] = value;\n        return true;\n    }\n    else {\n        return false;\n    }\n}\n/**\n * Throttle the given function to be only executed once per animation frame.\n * @param fn - The original function.\n * @returns The throttled function.\n */\nfunction throttle(fn) {\n    let scheduled = false;\n    return () => {\n        if (!scheduled) {\n            scheduled = true;\n            requestAnimationFrame(() => {\n                scheduled = false;\n                fn();\n            });\n        }\n    };\n}\n/**\n * Cancels the event's default action if it is cancelable, without stopping further propagation of the event.\n * @param event - The event whose default action should be prevented.\n */\nfunction preventDefault(event) {\n    if (!event) {\n        event = window.event;\n    }\n    if (!event) ;\n    else if (event.preventDefault) {\n        event.preventDefault(); // non-IE browsers\n    }\n    else {\n        // @TODO: IE types? Does anyone care?\n        event.returnValue = false; // IE browsers\n    }\n}\n/**\n * Get HTML element which is the target of the event.\n * @param event - The event.\n * @returns The element or null if not obtainable.\n */\nfunction getTarget(event = window.event) {\n    // code from http://www.quirksmode.org/js/events_properties.html\n    // @TODO: EventTarget can be almost anything, is it okay to return only Elements?\n    let target = null;\n    if (!event) ;\n    else if (event.target) {\n        target = event.target;\n    }\n    else if (event.srcElement) {\n        target = event.srcElement;\n    }\n    if (!(target instanceof Element)) {\n        return null;\n    }\n    if (target.nodeType != null && target.nodeType == 3) {\n        // defeat Safari bug\n        target = target.parentNode;\n        if (!(target instanceof Element)) {\n            return null;\n        }\n    }\n    return target;\n}\n/**\n * Check if given element contains given parent somewhere in the DOM tree.\n * @param element - The element to be tested.\n * @param parent - The ancestor (not necessarily parent) of the element.\n * @returns True if parent is an ancestor of the element, false otherwise.\n */\nfunction hasParent(element, parent) {\n    let elem = element;\n    while (elem) {\n        if (elem === parent) {\n            return true;\n        }\n        else if (elem.parentNode) {\n            elem = elem.parentNode;\n        }\n        else {\n            return false;\n        }\n    }\n    return false;\n}\nconst option = {\n    /**\n     * Convert a value into a boolean.\n     * @param value - Value to be converted intoboolean, a function will be executed as `(() => unknown)`.\n     * @param defaultValue - If the value or the return value of the function == null then this will be returned.\n     * @returns Corresponding boolean value, if none then the default value, if none then null.\n     */\n    asBoolean(value, defaultValue) {\n        if (typeof value == \"function\") {\n            value = value();\n        }\n        if (value != null) {\n            return value != false;\n        }\n        return defaultValue || null;\n    },\n    /**\n     * Convert a value into a number.\n     * @param value - Value to be converted intonumber, a function will be executed as `(() => unknown)`.\n     * @param defaultValue - If the value or the return value of the function == null then this will be returned.\n     * @returns Corresponding **boxed** number value, if none then the default value, if none then null.\n     */\n    asNumber(value, defaultValue) {\n        if (typeof value == \"function\") {\n            value = value();\n        }\n        if (value != null) {\n            return Number(value) || defaultValue || null;\n        }\n        return defaultValue || null;\n    },\n    /**\n     * Convert a value into a string.\n     * @param value - Value to be converted intostring, a function will be executed as `(() => unknown)`.\n     * @param defaultValue - If the value or the return value of the function == null then this will be returned.\n     * @returns Corresponding **boxed** string value, if none then the default value, if none then null.\n     */\n    asString(value, defaultValue) {\n        if (typeof value == \"function\") {\n            value = value();\n        }\n        if (value != null) {\n            return String(value);\n        }\n        return defaultValue || null;\n    },\n    /**\n     * Convert a value into a size.\n     * @param value - Value to be converted intosize, a function will be executed as `(() => unknown)`.\n     * @param defaultValue - If the value or the return value of the function == null then this will be returned.\n     * @returns Corresponding string value (number + 'px'), if none then the default value, if none then null.\n     */\n    asSize(value, defaultValue) {\n        if (typeof value == \"function\") {\n            value = value();\n        }\n        if (isString(value)) {\n            return value;\n        }\n        else if (isNumber(value)) {\n            return value + \"px\";\n        }\n        else {\n            return defaultValue || null;\n        }\n    },\n    /**\n     * Convert a value into a DOM Element.\n     * @param value - Value to be converted into DOM Element, a function will be executed as `(() => unknown)`.\n     * @param defaultValue - If the value or the return value of the function == null then this will be returned.\n     * @returns The DOM Element, if none then the default value, if none then null.\n     */\n    asElement(value, defaultValue) {\n        if (typeof value == \"function\") {\n            value = value();\n        }\n        return value || defaultValue || null;\n    },\n};\n/**\n * Convert hex color string into RGB color object.\n * @remarks\n * {@link http://stackoverflow.com/questions/5623838/rgb-to-hex-and-hex-to-rgb}\n * @param hex - Hex color string (3 or 6 digits, with or without #).\n * @returns RGB color object.\n */\nfunction hexToRGB(hex) {\n    let result;\n    switch (hex.length) {\n        case 3:\n        case 4:\n            result = shortHexRE.exec(hex);\n            return result\n                ? {\n                    r: parseInt(result[1] + result[1], 16),\n                    g: parseInt(result[2] + result[2], 16),\n                    b: parseInt(result[3] + result[3], 16),\n                }\n                : null;\n        case 6:\n        case 7:\n            result = fullHexRE.exec(hex);\n            return result\n                ? {\n                    r: parseInt(result[1], 16),\n                    g: parseInt(result[2], 16),\n                    b: parseInt(result[3], 16),\n                }\n                : null;\n        default:\n            return null;\n    }\n}\n/**\n * This function takes string color in hex or RGB format and adds the opacity, RGBA is passed through unchanged.\n * @param color - The color string (hex, RGB, RGBA).\n * @param opacity - The new opacity.\n * @returns RGBA string, for example 'rgba(255, 0, 127, 0.3)'.\n */\nfunction overrideOpacity(color, opacity) {\n    if (color.includes(\"rgba\")) {\n        return color;\n    }\n    else if (color.includes(\"rgb\")) {\n        const rgb = color\n            .substr(color.indexOf(\"(\") + 1)\n            .replace(\")\", \"\")\n            .split(\",\");\n        return \"rgba(\" + rgb[0] + \",\" + rgb[1] + \",\" + rgb[2] + \",\" + opacity + \")\";\n    }\n    else {\n        const rgb = hexToRGB(color);\n        if (rgb == null) {\n            return color;\n        }\n        else {\n            return \"rgba(\" + rgb.r + \",\" + rgb.g + \",\" + rgb.b + \",\" + opacity + \")\";\n        }\n    }\n}\n/**\n * Convert RGB \\<0, 255\\> into hex color string.\n * @param red - Red channel.\n * @param green - Green channel.\n * @param blue - Blue channel.\n * @returns Hex color string (for example: '#0acdc0').\n */\nfunction RGBToHex(red, green, blue) {\n    return (\"#\" + ((1 << 24) + (red << 16) + (green << 8) + blue).toString(16).slice(1));\n}\n/**\n * Parse a color property into an object with border, background, and highlight colors.\n * @param inputColor - Shorthand color string or input color object.\n * @param defaultColor - Full color object to fill in missing values in inputColor.\n * @returns Color object.\n */\nfunction parseColor(inputColor, defaultColor) {\n    if (isString(inputColor)) {\n        let colorStr = inputColor;\n        if (isValidRGB(colorStr)) {\n            const rgb = colorStr\n                .substr(4)\n                .substr(0, colorStr.length - 5)\n                .split(\",\")\n                .map(function (value) {\n                return parseInt(value);\n            });\n            colorStr = RGBToHex(rgb[0], rgb[1], rgb[2]);\n        }\n        if (isValidHex(colorStr) === true) {\n            const hsv = hexToHSV(colorStr);\n            const lighterColorHSV = {\n                h: hsv.h,\n                s: hsv.s * 0.8,\n                v: Math.min(1, hsv.v * 1.02),\n            };\n            const darkerColorHSV = {\n                h: hsv.h,\n                s: Math.min(1, hsv.s * 1.25),\n                v: hsv.v * 0.8,\n            };\n            const darkerColorHex = HSVToHex(darkerColorHSV.h, darkerColorHSV.s, darkerColorHSV.v);\n            const lighterColorHex = HSVToHex(lighterColorHSV.h, lighterColorHSV.s, lighterColorHSV.v);\n            return {\n                background: colorStr,\n                border: darkerColorHex,\n                highlight: {\n                    background: lighterColorHex,\n                    border: darkerColorHex,\n                },\n                hover: {\n                    background: lighterColorHex,\n                    border: darkerColorHex,\n                },\n            };\n        }\n        else {\n            return {\n                background: colorStr,\n                border: colorStr,\n                highlight: {\n                    background: colorStr,\n                    border: colorStr,\n                },\n                hover: {\n                    background: colorStr,\n                    border: colorStr,\n                },\n            };\n        }\n    }\n    else {\n        if (defaultColor) {\n            const color = {\n                background: inputColor.background || defaultColor.background,\n                border: inputColor.border || defaultColor.border,\n                highlight: isString(inputColor.highlight)\n                    ? {\n                        border: inputColor.highlight,\n                        background: inputColor.highlight,\n                    }\n                    : {\n                        background: (inputColor.highlight && inputColor.highlight.background) ||\n                            defaultColor.highlight.background,\n                        border: (inputColor.highlight && inputColor.highlight.border) ||\n                            defaultColor.highlight.border,\n                    },\n                hover: isString(inputColor.hover)\n                    ? {\n                        border: inputColor.hover,\n                        background: inputColor.hover,\n                    }\n                    : {\n                        border: (inputColor.hover && inputColor.hover.border) ||\n                            defaultColor.hover.border,\n                        background: (inputColor.hover && inputColor.hover.background) ||\n                            defaultColor.hover.background,\n                    },\n            };\n            return color;\n        }\n        else {\n            const color = {\n                background: inputColor.background || undefined,\n                border: inputColor.border || undefined,\n                highlight: isString(inputColor.highlight)\n                    ? {\n                        border: inputColor.highlight,\n                        background: inputColor.highlight,\n                    }\n                    : {\n                        background: (inputColor.highlight && inputColor.highlight.background) ||\n                            undefined,\n                        border: (inputColor.highlight && inputColor.highlight.border) ||\n                            undefined,\n                    },\n                hover: isString(inputColor.hover)\n                    ? {\n                        border: inputColor.hover,\n                        background: inputColor.hover,\n                    }\n                    : {\n                        border: (inputColor.hover && inputColor.hover.border) || undefined,\n                        background: (inputColor.hover && inputColor.hover.background) || undefined,\n                    },\n            };\n            return color;\n        }\n    }\n}\n/**\n * Convert RGB \\<0, 255\\> into HSV object.\n * @remarks\n * {@link http://www.javascripter.net/faq/rgb2hsv.htm}\n * @param red - Red channel.\n * @param green - Green channel.\n * @param blue - Blue channel.\n * @returns HSV color object.\n */\nfunction RGBToHSV(red, green, blue) {\n    red = red / 255;\n    green = green / 255;\n    blue = blue / 255;\n    const minRGB = Math.min(red, Math.min(green, blue));\n    const maxRGB = Math.max(red, Math.max(green, blue));\n    // Black-gray-white\n    if (minRGB === maxRGB) {\n        return { h: 0, s: 0, v: minRGB };\n    }\n    // Colors other than black-gray-white:\n    const d = red === minRGB ? green - blue : blue === minRGB ? red - green : blue - red;\n    const h = red === minRGB ? 3 : blue === minRGB ? 1 : 5;\n    const hue = (60 * (h - d / (maxRGB - minRGB))) / 360;\n    const saturation = (maxRGB - minRGB) / maxRGB;\n    const value = maxRGB;\n    return { h: hue, s: saturation, v: value };\n}\n/**\n * Split a string with css styles into an object with key/values.\n * @param cssText - CSS source code to split into key/value object.\n * @returns Key/value object corresponding to {@link cssText}.\n */\nfunction splitCSSText(cssText) {\n    const tmpEllement = document.createElement(\"div\");\n    const styles = {};\n    tmpEllement.style.cssText = cssText;\n    for (let i = 0; i < tmpEllement.style.length; ++i) {\n        styles[tmpEllement.style[i]] = tmpEllement.style.getPropertyValue(tmpEllement.style[i]);\n    }\n    return styles;\n}\n/**\n * Append a string with css styles to an element.\n * @param element - The element that will receive new styles.\n * @param cssText - The styles to be appended.\n */\nfunction addCssText(element, cssText) {\n    const cssStyle = splitCSSText(cssText);\n    for (const [key, value] of Object.entries(cssStyle)) {\n        element.style.setProperty(key, value);\n    }\n}\n/**\n * Remove a string with css styles from an element.\n * @param element - The element from which styles should be removed.\n * @param cssText - The styles to be removed.\n */\nfunction removeCssText(element, cssText) {\n    const cssStyle = splitCSSText(cssText);\n    for (const key of Object.keys(cssStyle)) {\n        element.style.removeProperty(key);\n    }\n}\n/**\n * Convert HSV \\<0, 1\\> into RGB color object.\n * @remarks\n * {@link https://gist.github.com/mjijackson/5311256}\n * @param h - Hue.\n * @param s - Saturation.\n * @param v - Value.\n * @returns RGB color object.\n */\nfunction HSVToRGB(h, s, v) {\n    let r;\n    let g;\n    let b;\n    const i = Math.floor(h * 6);\n    const f = h * 6 - i;\n    const p = v * (1 - s);\n    const q = v * (1 - f * s);\n    const t = v * (1 - (1 - f) * s);\n    switch (i % 6) {\n        case 0:\n            ((r = v), (g = t), (b = p));\n            break;\n        case 1:\n            ((r = q), (g = v), (b = p));\n            break;\n        case 2:\n            ((r = p), (g = v), (b = t));\n            break;\n        case 3:\n            ((r = p), (g = q), (b = v));\n            break;\n        case 4:\n            ((r = t), (g = p), (b = v));\n            break;\n        case 5:\n            ((r = v), (g = p), (b = q));\n            break;\n    }\n    return {\n        r: Math.floor(r * 255),\n        g: Math.floor(g * 255),\n        b: Math.floor(b * 255),\n    };\n}\n/**\n * Convert HSV \\<0, 1\\> into hex color string.\n * @param h - Hue.\n * @param s - Saturation.\n * @param v - Value.\n * @returns Hex color string.\n */\nfunction HSVToHex(h, s, v) {\n    const rgb = HSVToRGB(h, s, v);\n    return RGBToHex(rgb.r, rgb.g, rgb.b);\n}\n/**\n * Convert hex color string into HSV \\<0, 1\\>.\n * @param hex - Hex color string.\n * @returns HSV color object.\n */\nfunction hexToHSV(hex) {\n    const rgb = hexToRGB(hex);\n    if (!rgb) {\n        throw new TypeError(`'${hex}' is not a valid color.`);\n    }\n    return RGBToHSV(rgb.r, rgb.g, rgb.b);\n}\n/**\n * Validate hex color string.\n * @param hex - Unknown string that may contain a color.\n * @returns True if the string is valid, false otherwise.\n */\nfunction isValidHex(hex) {\n    const isOk = /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(hex);\n    return isOk;\n}\n/**\n * Validate RGB color string.\n * @param rgb - Unknown string that may contain a color.\n * @returns True if the string is valid, false otherwise.\n */\nfunction isValidRGB(rgb) {\n    return rgbRE.test(rgb);\n}\n/**\n * Validate RGBA color string.\n * @param rgba - Unknown string that may contain a color.\n * @returns True if the string is valid, false otherwise.\n */\nfunction isValidRGBA(rgba) {\n    return rgbaRE.test(rgba);\n}\n/**\n * This recursively redirects the prototype of JSON objects to the referenceObject.\n * This is used for default options.\n * @param fields - Names of properties to be bridged.\n * @param referenceObject - The original object.\n * @returns A new object inheriting from the referenceObject.\n */\nfunction selectiveBridgeObject(fields, referenceObject) {\n    if (referenceObject !== null && typeof referenceObject === \"object\") {\n        // !!! typeof null === 'object'\n        const objectTo = Object.create(referenceObject);\n        for (let i = 0; i < fields.length; i++) {\n            if (Object.prototype.hasOwnProperty.call(referenceObject, fields[i])) {\n                if (typeof referenceObject[fields[i]] == \"object\") {\n                    objectTo[fields[i]] = bridgeObject(referenceObject[fields[i]]);\n                }\n            }\n        }\n        return objectTo;\n    }\n    else {\n        return null;\n    }\n}\n/**\n * This recursively redirects the prototype of JSON objects to the referenceObject.\n * This is used for default options.\n * @param referenceObject - The original object.\n * @returns The Element if the referenceObject is an Element, or a new object inheriting from the referenceObject.\n */\nfunction bridgeObject(referenceObject) {\n    if (referenceObject === null || typeof referenceObject !== \"object\") {\n        return null;\n    }\n    if (referenceObject instanceof Element) {\n        // Avoid bridging DOM objects\n        return referenceObject;\n    }\n    const objectTo = Object.create(referenceObject);\n    for (const i in referenceObject) {\n        if (Object.prototype.hasOwnProperty.call(referenceObject, i)) {\n            if (typeof referenceObject[i] == \"object\") {\n                objectTo[i] = bridgeObject(referenceObject[i]);\n            }\n        }\n    }\n    return objectTo;\n}\n/**\n * This method provides a stable sort implementation, very fast for presorted data.\n * @param a - The array to be sorted (in-place).\n * @param compare - An order comparator.\n * @returns The argument a.\n */\nfunction insertSort(a, compare) {\n    for (let i = 0; i < a.length; i++) {\n        const k = a[i];\n        let j;\n        for (j = i; j > 0 && compare(k, a[j - 1]) < 0; j--) {\n            a[j] = a[j - 1];\n        }\n        a[j] = k;\n    }\n    return a;\n}\n/**\n * This is used to set the options of subobjects in the options object.\n *\n * A requirement of these subobjects is that they have an 'enabled' element\n * which is optional for the user but mandatory for the program.\n *\n * The added value here of the merge is that option 'enabled' is set as required.\n * @param mergeTarget - Either this.options or the options used for the groups.\n * @param options - Options.\n * @param option - Option key in the options argument.\n * @param globalOptions - Global options, passed in to determine value of option 'enabled'.\n */\nfunction mergeOptions(mergeTarget, options, option, globalOptions = {}) {\n    // Local helpers\n    const isPresent = function (obj) {\n        return obj !== null && obj !== undefined;\n    };\n    const isObject = function (obj) {\n        return obj !== null && typeof obj === \"object\";\n    };\n    // https://stackoverflow.com/a/34491287/1223531\n    const isEmpty = function (obj) {\n        for (const x in obj) {\n            if (Object.prototype.hasOwnProperty.call(obj, x)) {\n                return false;\n            }\n        }\n        return true;\n    };\n    // Guards\n    if (!isObject(mergeTarget)) {\n        throw new Error(\"Parameter mergeTarget must be an object\");\n    }\n    if (!isObject(options)) {\n        throw new Error(\"Parameter options must be an object\");\n    }\n    if (!isPresent(option)) {\n        throw new Error(\"Parameter option must have a value\");\n    }\n    if (!isObject(globalOptions)) {\n        throw new Error(\"Parameter globalOptions must be an object\");\n    }\n    //\n    // Actual merge routine, separated from main logic\n    // Only a single level of options is merged. Deeper levels are ref'd. This may actually be an issue.\n    //\n    const doMerge = function (target, options, option) {\n        if (!isObject(target[option])) {\n            target[option] = {};\n        }\n        const src = options[option];\n        const dst = target[option];\n        for (const prop in src) {\n            if (Object.prototype.hasOwnProperty.call(src, prop)) {\n                dst[prop] = src[prop];\n            }\n        }\n    };\n    // Local initialization\n    const srcOption = options[option];\n    const globalPassed = isObject(globalOptions) && !isEmpty(globalOptions);\n    const globalOption = globalPassed ? globalOptions[option] : undefined;\n    const globalEnabled = globalOption ? globalOption.enabled : undefined;\n    /////////////////////////////////////////\n    // Main routine\n    /////////////////////////////////////////\n    if (srcOption === undefined) {\n        return; // Nothing to do\n    }\n    if (typeof srcOption === \"boolean\") {\n        if (!isObject(mergeTarget[option])) {\n            mergeTarget[option] = {};\n        }\n        mergeTarget[option].enabled = srcOption;\n        return;\n    }\n    if (srcOption === null && !isObject(mergeTarget[option])) {\n        // If possible, explicit copy from globals\n        if (isPresent(globalOption)) {\n            mergeTarget[option] = Object.create(globalOption);\n        }\n        else {\n            return; // Nothing to do\n        }\n    }\n    if (!isObject(srcOption)) {\n        return;\n    }\n    //\n    // Ensure that 'enabled' is properly set. It is required internally\n    // Note that the value from options will always overwrite the existing value\n    //\n    let enabled = true; // default value\n    if (srcOption.enabled !== undefined) {\n        enabled = srcOption.enabled;\n    }\n    else {\n        // Take from globals, if present\n        if (globalEnabled !== undefined) {\n            enabled = globalOption.enabled;\n        }\n    }\n    doMerge(mergeTarget, options, option);\n    mergeTarget[option].enabled = enabled;\n}\n/**\n * This function does a binary search for a visible item in a sorted list. If we find a visible item, the code that uses\n * this function will then iterate in both directions over this sorted list to find all visible items.\n * @param orderedItems - Items ordered by start.\n * @param comparator - -1 is lower, 0 is equal, 1 is higher.\n * @param field - Property name on an item (That is item[field]).\n * @param field2 - Second property name on an item (That is item[field][field2]).\n * @returns Index of the found item or -1 if nothing was found.\n */\nfunction binarySearchCustom(orderedItems, comparator, field, field2) {\n    const maxIterations = 10000;\n    let iteration = 0;\n    let low = 0;\n    let high = orderedItems.length - 1;\n    while (low <= high && iteration < maxIterations) {\n        const middle = Math.floor((low + high) / 2);\n        const item = orderedItems[middle];\n        const value = field2 === undefined ? item[field] : item[field][field2];\n        const searchResult = comparator(value);\n        if (searchResult == 0) {\n            // jihaa, found a visible item!\n            return middle;\n        }\n        else if (searchResult == -1) {\n            // it is too small --> increase low\n            low = middle + 1;\n        }\n        else {\n            // it is too big --> decrease high\n            high = middle - 1;\n        }\n        iteration++;\n    }\n    return -1;\n}\n/**\n * This function does a binary search for a specific value in a sorted array.\n * If it does not exist but is in between of two values, we return either the\n * one before or the one after, depending on user input If it is found, we\n * return the index, else -1.\n * @param orderedItems - Sorted array.\n * @param target - The searched value.\n * @param field - Name of the property in items to be searched.\n * @param sidePreference - If the target is between two values, should the index of the before or the after be returned?\n * @param comparator - An optional comparator, returning -1, 0, 1 for \\<, ===, \\>.\n * @returns The index of found value or -1 if nothing was found.\n */\nfunction binarySearchValue(orderedItems, target, field, sidePreference, comparator) {\n    const maxIterations = 10000;\n    let iteration = 0;\n    let low = 0;\n    let high = orderedItems.length - 1;\n    let prevValue;\n    let value;\n    let nextValue;\n    let middle;\n    comparator =\n        comparator != undefined\n            ? comparator\n            : function (a, b) {\n                return a == b ? 0 : a < b ? -1 : 1;\n            };\n    while (low <= high && iteration < maxIterations) {\n        // get a new guess\n        middle = Math.floor(0.5 * (high + low));\n        prevValue = orderedItems[Math.max(0, middle - 1)][field];\n        value = orderedItems[middle][field];\n        nextValue =\n            orderedItems[Math.min(orderedItems.length - 1, middle + 1)][field];\n        if (comparator(value, target) == 0) {\n            // we found the target\n            return middle;\n        }\n        else if (comparator(prevValue, target) < 0 &&\n            comparator(value, target) > 0) {\n            // target is in between of the previous and the current\n            return sidePreference == \"before\" ? Math.max(0, middle - 1) : middle;\n        }\n        else if (comparator(value, target) < 0 &&\n            comparator(nextValue, target) > 0) {\n            // target is in between of the current and the next\n            return sidePreference == \"before\"\n                ? middle\n                : Math.min(orderedItems.length - 1, middle + 1);\n        }\n        else {\n            // didnt find the target, we need to change our boundaries.\n            if (comparator(value, target) < 0) {\n                // it is too small --> increase low\n                low = middle + 1;\n            }\n            else {\n                // it is too big --> decrease high\n                high = middle - 1;\n            }\n        }\n        iteration++;\n    }\n    // didnt find anything. Return -1.\n    return -1;\n}\n/*\n * Easing Functions.\n * Only considering the t value for the range [0, 1] => [0, 1].\n *\n * Inspiration: from http://gizma.com/easing/\n * https://gist.github.com/gre/1650294\n */\nconst easingFunctions = {\n    /**\n     * Provides no easing and no acceleration.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    linear(t) {\n        return t;\n    },\n    /**\n     * Accelerate from zero velocity.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    easeInQuad(t) {\n        return t * t;\n    },\n    /**\n     * Decelerate to zero velocity.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    easeOutQuad(t) {\n        return t * (2 - t);\n    },\n    /**\n     * Accelerate until halfway, then decelerate.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    easeInOutQuad(t) {\n        return t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t;\n    },\n    /**\n     * Accelerate from zero velocity.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    easeInCubic(t) {\n        return t * t * t;\n    },\n    /**\n     * Decelerate to zero velocity.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    easeOutCubic(t) {\n        return --t * t * t + 1;\n    },\n    /**\n     * Accelerate until halfway, then decelerate.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    easeInOutCubic(t) {\n        return t < 0.5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1;\n    },\n    /**\n     * Accelerate from zero velocity.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    easeInQuart(t) {\n        return t * t * t * t;\n    },\n    /**\n     * Decelerate to zero velocity.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    easeOutQuart(t) {\n        return 1 - --t * t * t * t;\n    },\n    /**\n     * Accelerate until halfway, then decelerate.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    easeInOutQuart(t) {\n        return t < 0.5 ? 8 * t * t * t * t : 1 - 8 * --t * t * t * t;\n    },\n    /**\n     * Accelerate from zero velocity.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    easeInQuint(t) {\n        return t * t * t * t * t;\n    },\n    /**\n     * Decelerate to zero velocity.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    easeOutQuint(t) {\n        return 1 + --t * t * t * t * t;\n    },\n    /**\n     * Accelerate until halfway, then decelerate.\n     * @param t - Time.\n     * @returns Value at time t.\n     */\n    easeInOutQuint(t) {\n        return t < 0.5 ? 16 * t * t * t * t * t : 1 + 16 * --t * t * t * t * t;\n    },\n};\n/**\n * Experimentaly compute the width of the scrollbar for this browser.\n * @returns The width in pixels.\n */\nfunction getScrollBarWidth() {\n    const inner = document.createElement(\"p\");\n    inner.style.width = \"100%\";\n    inner.style.height = \"200px\";\n    const outer = document.createElement(\"div\");\n    outer.style.position = \"absolute\";\n    outer.style.top = \"0px\";\n    outer.style.left = \"0px\";\n    outer.style.visibility = \"hidden\";\n    outer.style.width = \"200px\";\n    outer.style.height = \"150px\";\n    outer.style.overflow = \"hidden\";\n    outer.appendChild(inner);\n    document.body.appendChild(outer);\n    const w1 = inner.offsetWidth;\n    outer.style.overflow = \"scroll\";\n    let w2 = inner.offsetWidth;\n    if (w1 == w2) {\n        w2 = outer.clientWidth;\n    }\n    document.body.removeChild(outer);\n    return w1 - w2;\n}\n// @TODO: This doesn't work properly.\n// It works only for single property objects,\n// otherwise it combines all of the types in a union.\n// export function topMost<K1 extends string, V1> (\n//   pile: Record<K1, undefined | V1>[],\n//   accessors: K1 | [K1]\n// ): undefined | V1\n// export function topMost<K1 extends string, K2 extends string, V1, V2> (\n//   pile: Record<K1, undefined | V1 | Record<K2, undefined | V2>>[],\n//   accessors: [K1, K2]\n// ): undefined | V1 | V2\n// export function topMost<K1 extends string, K2 extends string, K3 extends string, V1, V2, V3> (\n//   pile: Record<K1, undefined | V1 | Record<K2, undefined | V2 | Record<K3, undefined | V3>>>[],\n//   accessors: [K1, K2, K3]\n// ): undefined | V1 | V2 | V3\n/**\n * Get the top most property value from a pile of objects.\n * @param pile - Array of objects, no required format.\n * @param accessors - Array of property names.\n * For example `object['foo']['bar']` → `['foo', 'bar']`.\n * @returns Value of the property with given accessors path from the first pile item where it's not undefined.\n */\nfunction topMost(pile, accessors) {\n    let candidate;\n    if (!Array.isArray(accessors)) {\n        accessors = [accessors];\n    }\n    for (const member of pile) {\n        if (member) {\n            candidate = member[accessors[0]];\n            for (let i = 1; i < accessors.length; i++) {\n                if (candidate) {\n                    candidate = candidate[accessors[i]];\n                }\n            }\n            if (typeof candidate !== \"undefined\") {\n                break;\n            }\n        }\n    }\n    return candidate;\n}\n\nconst htmlColors = {\n  black: \"#000000\",\n  navy: \"#000080\",\n  darkblue: \"#00008B\",\n  mediumblue: \"#0000CD\",\n  blue: \"#0000FF\",\n  darkgreen: \"#006400\",\n  green: \"#008000\",\n  teal: \"#008080\",\n  darkcyan: \"#008B8B\",\n  deepskyblue: \"#00BFFF\",\n  darkturquoise: \"#00CED1\",\n  mediumspringgreen: \"#00FA9A\",\n  lime: \"#00FF00\",\n  springgreen: \"#00FF7F\",\n  aqua: \"#00FFFF\",\n  cyan: \"#00FFFF\",\n  midnightblue: \"#191970\",\n  dodgerblue: \"#1E90FF\",\n  lightseagreen: \"#20B2AA\",\n  forestgreen: \"#228B22\",\n  seagreen: \"#2E8B57\",\n  darkslategray: \"#2F4F4F\",\n  limegreen: \"#32CD32\",\n  mediumseagreen: \"#3CB371\",\n  turquoise: \"#40E0D0\",\n  royalblue: \"#4169E1\",\n  steelblue: \"#4682B4\",\n  darkslateblue: \"#483D8B\",\n  mediumturquoise: \"#48D1CC\",\n  indigo: \"#4B0082\",\n  darkolivegreen: \"#556B2F\",\n  cadetblue: \"#5F9EA0\",\n  cornflowerblue: \"#6495ED\",\n  mediumaquamarine: \"#66CDAA\",\n  dimgray: \"#696969\",\n  slateblue: \"#6A5ACD\",\n  olivedrab: \"#6B8E23\",\n  slategray: \"#708090\",\n  lightslategray: \"#778899\",\n  mediumslateblue: \"#7B68EE\",\n  lawngreen: \"#7CFC00\",\n  chartreuse: \"#7FFF00\",\n  aquamarine: \"#7FFFD4\",\n  maroon: \"#800000\",\n  purple: \"#800080\",\n  olive: \"#808000\",\n  gray: \"#808080\",\n  skyblue: \"#87CEEB\",\n  lightskyblue: \"#87CEFA\",\n  blueviolet: \"#8A2BE2\",\n  darkred: \"#8B0000\",\n  darkmagenta: \"#8B008B\",\n  saddlebrown: \"#8B4513\",\n  darkseagreen: \"#8FBC8F\",\n  lightgreen: \"#90EE90\",\n  mediumpurple: \"#9370D8\",\n  darkviolet: \"#9400D3\",\n  palegreen: \"#98FB98\",\n  darkorchid: \"#9932CC\",\n  yellowgreen: \"#9ACD32\",\n  sienna: \"#A0522D\",\n  brown: \"#A52A2A\",\n  darkgray: \"#A9A9A9\",\n  lightblue: \"#ADD8E6\",\n  greenyellow: \"#ADFF2F\",\n  paleturquoise: \"#AFEEEE\",\n  lightsteelblue: \"#B0C4DE\",\n  powderblue: \"#B0E0E6\",\n  firebrick: \"#B22222\",\n  darkgoldenrod: \"#B8860B\",\n  mediumorchid: \"#BA55D3\",\n  rosybrown: \"#BC8F8F\",\n  darkkhaki: \"#BDB76B\",\n  silver: \"#C0C0C0\",\n  mediumvioletred: \"#C71585\",\n  indianred: \"#CD5C5C\",\n  peru: \"#CD853F\",\n  chocolate: \"#D2691E\",\n  tan: \"#D2B48C\",\n  lightgrey: \"#D3D3D3\",\n  palevioletred: \"#D87093\",\n  thistle: \"#D8BFD8\",\n  orchid: \"#DA70D6\",\n  goldenrod: \"#DAA520\",\n  crimson: \"#DC143C\",\n  gainsboro: \"#DCDCDC\",\n  plum: \"#DDA0DD\",\n  burlywood: \"#DEB887\",\n  lightcyan: \"#E0FFFF\",\n  lavender: \"#E6E6FA\",\n  darksalmon: \"#E9967A\",\n  violet: \"#EE82EE\",\n  palegoldenrod: \"#EEE8AA\",\n  lightcoral: \"#F08080\",\n  khaki: \"#F0E68C\",\n  aliceblue: \"#F0F8FF\",\n  honeydew: \"#F0FFF0\",\n  azure: \"#F0FFFF\",\n  sandybrown: \"#F4A460\",\n  wheat: \"#F5DEB3\",\n  beige: \"#F5F5DC\",\n  whitesmoke: \"#F5F5F5\",\n  mintcream: \"#F5FFFA\",\n  ghostwhite: \"#F8F8FF\",\n  salmon: \"#FA8072\",\n  antiquewhite: \"#FAEBD7\",\n  linen: \"#FAF0E6\",\n  lightgoldenrodyellow: \"#FAFAD2\",\n  oldlace: \"#FDF5E6\",\n  red: \"#FF0000\",\n  fuchsia: \"#FF00FF\",\n  magenta: \"#FF00FF\",\n  deeppink: \"#FF1493\",\n  orangered: \"#FF4500\",\n  tomato: \"#FF6347\",\n  hotpink: \"#FF69B4\",\n  coral: \"#FF7F50\",\n  darkorange: \"#FF8C00\",\n  lightsalmon: \"#FFA07A\",\n  orange: \"#FFA500\",\n  lightpink: \"#FFB6C1\",\n  pink: \"#FFC0CB\",\n  gold: \"#FFD700\",\n  peachpuff: \"#FFDAB9\",\n  navajowhite: \"#FFDEAD\",\n  moccasin: \"#FFE4B5\",\n  bisque: \"#FFE4C4\",\n  mistyrose: \"#FFE4E1\",\n  blanchedalmond: \"#FFEBCD\",\n  papayawhip: \"#FFEFD5\",\n  lavenderblush: \"#FFF0F5\",\n  seashell: \"#FFF5EE\",\n  cornsilk: \"#FFF8DC\",\n  lemonchiffon: \"#FFFACD\",\n  floralwhite: \"#FFFAF0\",\n  snow: \"#FFFAFA\",\n  yellow: \"#FFFF00\",\n  lightyellow: \"#FFFFE0\",\n  ivory: \"#FFFFF0\",\n  white: \"#FFFFFF\",\n};\n\n/**\n * @param {number} [pixelRatio=1]\n */\nlet ColorPicker$1 = class ColorPicker {\n  /**\n   * @param {number} [pixelRatio]\n   */\n  constructor(pixelRatio = 1) {\n    this.pixelRatio = pixelRatio;\n    this.generated = false;\n    this.centerCoordinates = { x: 289 / 2, y: 289 / 2 };\n    this.r = 289 * 0.49;\n    this.color = { r: 255, g: 255, b: 255, a: 1.0 };\n    this.hueCircle = undefined;\n    this.initialColor = { r: 255, g: 255, b: 255, a: 1.0 };\n    this.previousColor = undefined;\n    this.applied = false;\n\n    // bound by\n    this.updateCallback = () => {};\n    this.closeCallback = () => {};\n\n    // create all DOM elements\n    this._create();\n  }\n\n  /**\n   * this inserts the colorPicker into a div from the DOM\n   * @param {Element} container\n   */\n  insertTo(container) {\n    if (this.hammer !== undefined) {\n      this.hammer.destroy();\n      this.hammer = undefined;\n    }\n    this.container = container;\n    this.container.appendChild(this.frame);\n    this._bindHammer();\n\n    this._setSize();\n  }\n\n  /**\n   * the callback is executed on apply and save. Bind it to the application\n   * @param {Function} callback\n   */\n  setUpdateCallback(callback) {\n    if (typeof callback === \"function\") {\n      this.updateCallback = callback;\n    } else {\n      throw new Error(\n        \"Function attempted to set as colorPicker update callback is not a function.\",\n      );\n    }\n  }\n\n  /**\n   * the callback is executed on apply and save. Bind it to the application\n   * @param {Function} callback\n   */\n  setCloseCallback(callback) {\n    if (typeof callback === \"function\") {\n      this.closeCallback = callback;\n    } else {\n      throw new Error(\n        \"Function attempted to set as colorPicker closing callback is not a function.\",\n      );\n    }\n  }\n\n  /**\n   *\n   * @param {string} color\n   * @returns {string}\n   * @private\n   */\n  _isColorString(color) {\n    if (typeof color === \"string\") {\n      return htmlColors[color];\n    }\n  }\n\n  /**\n   * Set the color of the colorPicker\n   * Supported formats:\n   * 'red'                   --> HTML color string\n   * '#ffffff'               --> hex string\n   * 'rgb(255,255,255)'      --> rgb string\n   * 'rgba(255,255,255,1.0)' --> rgba string\n   * {r:255,g:255,b:255}     --> rgb object\n   * {r:255,g:255,b:255,a:1.0} --> rgba object\n   * @param {string | object} color\n   * @param {boolean} [setInitial]\n   */\n  setColor(color, setInitial = true) {\n    if (color === \"none\") {\n      return;\n    }\n\n    let rgba;\n\n    // if a html color shorthand is used, convert to hex\n    const htmlColor = this._isColorString(color);\n    if (htmlColor !== undefined) {\n      color = htmlColor;\n    }\n\n    // check format\n    if (isString(color) === true) {\n      if (isValidRGB(color) === true) {\n        const rgbaArray = color\n          .substr(4)\n          .substr(0, color.length - 5)\n          .split(\",\");\n        rgba = { r: rgbaArray[0], g: rgbaArray[1], b: rgbaArray[2], a: 1.0 };\n      } else if (isValidRGBA(color) === true) {\n        const rgbaArray = color\n          .substr(5)\n          .substr(0, color.length - 6)\n          .split(\",\");\n        rgba = {\n          r: rgbaArray[0],\n          g: rgbaArray[1],\n          b: rgbaArray[2],\n          a: rgbaArray[3],\n        };\n      } else if (isValidHex(color) === true) {\n        const rgbObj = hexToRGB(color);\n        rgba = { r: rgbObj.r, g: rgbObj.g, b: rgbObj.b, a: 1.0 };\n      }\n    } else {\n      if (color instanceof Object) {\n        if (\n          color.r !== undefined &&\n          color.g !== undefined &&\n          color.b !== undefined\n        ) {\n          const alpha = color.a !== undefined ? color.a : \"1.0\";\n          rgba = { r: color.r, g: color.g, b: color.b, a: alpha };\n        }\n      }\n    }\n\n    // set color\n    if (rgba === undefined) {\n      throw new Error(\n        \"Unknown color passed to the colorPicker. Supported are strings: rgb, hex, rgba. Object: rgb ({r:r,g:g,b:b,[a:a]}). Supplied: \" +\n          JSON.stringify(color),\n      );\n    } else {\n      this._setColor(rgba, setInitial);\n    }\n  }\n\n  /**\n   * this shows the color picker.\n   * The hue circle is constructed once and stored.\n   */\n  show() {\n    if (this.closeCallback !== undefined) {\n      this.closeCallback();\n      this.closeCallback = undefined;\n    }\n\n    this.applied = false;\n    this.frame.style.display = \"block\";\n    this._generateHueCircle();\n  }\n\n  // ------------------------------------------ PRIVATE ----------------------------- //\n\n  /**\n   * Hide the picker. Is called by the cancel button.\n   * Optional boolean to store the previous color for easy access later on.\n   * @param {boolean} [storePrevious]\n   * @private\n   */\n  _hide(storePrevious = true) {\n    // store the previous color for next time;\n    if (storePrevious === true) {\n      this.previousColor = Object.assign({}, this.color);\n    }\n\n    if (this.applied === true) {\n      this.updateCallback(this.initialColor);\n    }\n\n    this.frame.style.display = \"none\";\n\n    // call the closing callback, restoring the onclick method.\n    // this is in a setTimeout because it will trigger the show again before the click is done.\n    setTimeout(() => {\n      if (this.closeCallback !== undefined) {\n        this.closeCallback();\n        this.closeCallback = undefined;\n      }\n    }, 0);\n  }\n\n  /**\n   * bound to the save button. Saves and hides.\n   * @private\n   */\n  _save() {\n    this.updateCallback(this.color);\n    this.applied = false;\n    this._hide();\n  }\n\n  /**\n   * Bound to apply button. Saves but does not close. Is undone by the cancel button.\n   * @private\n   */\n  _apply() {\n    this.applied = true;\n    this.updateCallback(this.color);\n    this._updatePicker(this.color);\n  }\n\n  /**\n   * load the color from the previous session.\n   * @private\n   */\n  _loadLast() {\n    if (this.previousColor !== undefined) {\n      this.setColor(this.previousColor, false);\n    } else {\n      alert(\"There is no last color to load...\");\n    }\n  }\n\n  /**\n   * set the color, place the picker\n   * @param {object} rgba\n   * @param {boolean} [setInitial]\n   * @private\n   */\n  _setColor(rgba, setInitial = true) {\n    // store the initial color\n    if (setInitial === true) {\n      this.initialColor = Object.assign({}, rgba);\n    }\n\n    this.color = rgba;\n    const hsv = RGBToHSV(rgba.r, rgba.g, rgba.b);\n\n    const angleConvert = 2 * Math.PI;\n    const radius = this.r * hsv.s;\n    const x =\n      this.centerCoordinates.x + radius * Math.sin(angleConvert * hsv.h);\n    const y =\n      this.centerCoordinates.y + radius * Math.cos(angleConvert * hsv.h);\n\n    this.colorPickerSelector.style.left =\n      x - 0.5 * this.colorPickerSelector.clientWidth + \"px\";\n    this.colorPickerSelector.style.top =\n      y - 0.5 * this.colorPickerSelector.clientHeight + \"px\";\n\n    this._updatePicker(rgba);\n  }\n\n  /**\n   * bound to opacity control\n   * @param {number} value\n   * @private\n   */\n  _setOpacity(value) {\n    this.color.a = value / 100;\n    this._updatePicker(this.color);\n  }\n\n  /**\n   * bound to brightness control\n   * @param {number} value\n   * @private\n   */\n  _setBrightness(value) {\n    const hsv = RGBToHSV(this.color.r, this.color.g, this.color.b);\n    hsv.v = value / 100;\n    const rgba = HSVToRGB(hsv.h, hsv.s, hsv.v);\n    rgba[\"a\"] = this.color.a;\n    this.color = rgba;\n    this._updatePicker();\n  }\n\n  /**\n   * update the color picker. A black circle overlays the hue circle to mimic the brightness decreasing.\n   * @param {object} rgba\n   * @private\n   */\n  _updatePicker(rgba = this.color) {\n    const hsv = RGBToHSV(rgba.r, rgba.g, rgba.b);\n    const ctx = this.colorPickerCanvas.getContext(\"2d\");\n    if (this.pixelRation === undefined) {\n      this.pixelRatio =\n        (window.devicePixelRatio || 1) /\n        (ctx.webkitBackingStorePixelRatio ||\n          ctx.mozBackingStorePixelRatio ||\n          ctx.msBackingStorePixelRatio ||\n          ctx.oBackingStorePixelRatio ||\n          ctx.backingStorePixelRatio ||\n          1);\n    }\n    ctx.setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0);\n\n    // clear the canvas\n    const w = this.colorPickerCanvas.clientWidth;\n    const h = this.colorPickerCanvas.clientHeight;\n    ctx.clearRect(0, 0, w, h);\n\n    ctx.putImageData(this.hueCircle, 0, 0);\n    ctx.fillStyle = \"rgba(0,0,0,\" + (1 - hsv.v) + \")\";\n    ctx.circle(this.centerCoordinates.x, this.centerCoordinates.y, this.r);\n    ctx.fill();\n\n    this.brightnessRange.value = 100 * hsv.v;\n    this.opacityRange.value = 100 * rgba.a;\n\n    this.initialColorDiv.style.backgroundColor =\n      \"rgba(\" +\n      this.initialColor.r +\n      \",\" +\n      this.initialColor.g +\n      \",\" +\n      this.initialColor.b +\n      \",\" +\n      this.initialColor.a +\n      \")\";\n    this.newColorDiv.style.backgroundColor =\n      \"rgba(\" +\n      this.color.r +\n      \",\" +\n      this.color.g +\n      \",\" +\n      this.color.b +\n      \",\" +\n      this.color.a +\n      \")\";\n  }\n\n  /**\n   * used by create to set the size of the canvas.\n   * @private\n   */\n  _setSize() {\n    this.colorPickerCanvas.style.width = \"100%\";\n    this.colorPickerCanvas.style.height = \"100%\";\n\n    this.colorPickerCanvas.width = 289 * this.pixelRatio;\n    this.colorPickerCanvas.height = 289 * this.pixelRatio;\n  }\n\n  /**\n   * create all dom elements\n   * TODO: cleanup, lots of similar dom elements\n   * @private\n   */\n  _create() {\n    this.frame = document.createElement(\"div\");\n    this.frame.className = \"vis-color-picker\";\n\n    this.colorPickerDiv = document.createElement(\"div\");\n    this.colorPickerSelector = document.createElement(\"div\");\n    this.colorPickerSelector.className = \"vis-selector\";\n    this.colorPickerDiv.appendChild(this.colorPickerSelector);\n\n    this.colorPickerCanvas = document.createElement(\"canvas\");\n    this.colorPickerDiv.appendChild(this.colorPickerCanvas);\n\n    if (!this.colorPickerCanvas.getContext) {\n      const noCanvas = document.createElement(\"DIV\");\n      noCanvas.style.color = \"red\";\n      noCanvas.style.fontWeight = \"bold\";\n      noCanvas.style.padding = \"10px\";\n      noCanvas.innerText = \"Error: your browser does not support HTML canvas\";\n      this.colorPickerCanvas.appendChild(noCanvas);\n    } else {\n      const ctx = this.colorPickerCanvas.getContext(\"2d\");\n      this.pixelRatio =\n        (window.devicePixelRatio || 1) /\n        (ctx.webkitBackingStorePixelRatio ||\n          ctx.mozBackingStorePixelRatio ||\n          ctx.msBackingStorePixelRatio ||\n          ctx.oBackingStorePixelRatio ||\n          ctx.backingStorePixelRatio ||\n          1);\n      this.colorPickerCanvas\n        .getContext(\"2d\")\n        .setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0);\n    }\n\n    this.colorPickerDiv.className = \"vis-color\";\n\n    this.opacityDiv = document.createElement(\"div\");\n    this.opacityDiv.className = \"vis-opacity\";\n\n    this.brightnessDiv = document.createElement(\"div\");\n    this.brightnessDiv.className = \"vis-brightness\";\n\n    this.arrowDiv = document.createElement(\"div\");\n    this.arrowDiv.className = \"vis-arrow\";\n\n    this.opacityRange = document.createElement(\"input\");\n    try {\n      this.opacityRange.type = \"range\"; // Not supported on IE9\n      this.opacityRange.min = \"0\";\n      this.opacityRange.max = \"100\";\n    } catch (err) {\n      // TODO: Add some error handling.\n    }\n    this.opacityRange.value = \"100\";\n    this.opacityRange.className = \"vis-range\";\n\n    this.brightnessRange = document.createElement(\"input\");\n    try {\n      this.brightnessRange.type = \"range\"; // Not supported on IE9\n      this.brightnessRange.min = \"0\";\n      this.brightnessRange.max = \"100\";\n    } catch (err) {\n      // TODO: Add some error handling.\n    }\n    this.brightnessRange.value = \"100\";\n    this.brightnessRange.className = \"vis-range\";\n\n    this.opacityDiv.appendChild(this.opacityRange);\n    this.brightnessDiv.appendChild(this.brightnessRange);\n\n    const me = this;\n    this.opacityRange.onchange = function () {\n      me._setOpacity(this.value);\n    };\n    this.opacityRange.oninput = function () {\n      me._setOpacity(this.value);\n    };\n    this.brightnessRange.onchange = function () {\n      me._setBrightness(this.value);\n    };\n    this.brightnessRange.oninput = function () {\n      me._setBrightness(this.value);\n    };\n\n    this.brightnessLabel = document.createElement(\"div\");\n    this.brightnessLabel.className = \"vis-label vis-brightness\";\n    this.brightnessLabel.innerText = \"brightness:\";\n\n    this.opacityLabel = document.createElement(\"div\");\n    this.opacityLabel.className = \"vis-label vis-opacity\";\n    this.opacityLabel.innerText = \"opacity:\";\n\n    this.newColorDiv = document.createElement(\"div\");\n    this.newColorDiv.className = \"vis-new-color\";\n    this.newColorDiv.innerText = \"new\";\n\n    this.initialColorDiv = document.createElement(\"div\");\n    this.initialColorDiv.className = \"vis-initial-color\";\n    this.initialColorDiv.innerText = \"initial\";\n\n    this.cancelButton = document.createElement(\"div\");\n    this.cancelButton.className = \"vis-button vis-cancel\";\n    this.cancelButton.innerText = \"cancel\";\n    this.cancelButton.onclick = this._hide.bind(this, false);\n\n    this.applyButton = document.createElement(\"div\");\n    this.applyButton.className = \"vis-button vis-apply\";\n    this.applyButton.innerText = \"apply\";\n    this.applyButton.onclick = this._apply.bind(this);\n\n    this.saveButton = document.createElement(\"div\");\n    this.saveButton.className = \"vis-button vis-save\";\n    this.saveButton.innerText = \"save\";\n    this.saveButton.onclick = this._save.bind(this);\n\n    this.loadButton = document.createElement(\"div\");\n    this.loadButton.className = \"vis-button vis-load\";\n    this.loadButton.innerText = \"load last\";\n    this.loadButton.onclick = this._loadLast.bind(this);\n\n    this.frame.appendChild(this.colorPickerDiv);\n    this.frame.appendChild(this.arrowDiv);\n    this.frame.appendChild(this.brightnessLabel);\n    this.frame.appendChild(this.brightnessDiv);\n    this.frame.appendChild(this.opacityLabel);\n    this.frame.appendChild(this.opacityDiv);\n    this.frame.appendChild(this.newColorDiv);\n    this.frame.appendChild(this.initialColorDiv);\n\n    this.frame.appendChild(this.cancelButton);\n    this.frame.appendChild(this.applyButton);\n    this.frame.appendChild(this.saveButton);\n    this.frame.appendChild(this.loadButton);\n  }\n\n  /**\n   * bind hammer to the color picker\n   * @private\n   */\n  _bindHammer() {\n    this.drag = {};\n    this.pinch = {};\n    this.hammer = new Hammer$1(this.colorPickerCanvas);\n    this.hammer.get(\"pinch\").set({ enable: true });\n\n    this.hammer.on(\"hammer.input\", (event) => {\n      if (event.isFirst) {\n        this._moveSelector(event);\n      }\n    });\n    this.hammer.on(\"tap\", (event) => {\n      this._moveSelector(event);\n    });\n    this.hammer.on(\"panstart\", (event) => {\n      this._moveSelector(event);\n    });\n    this.hammer.on(\"panmove\", (event) => {\n      this._moveSelector(event);\n    });\n    this.hammer.on(\"panend\", (event) => {\n      this._moveSelector(event);\n    });\n  }\n\n  /**\n   * generate the hue circle. This is relatively heavy (200ms) and is done only once on the first time it is shown.\n   * @private\n   */\n  _generateHueCircle() {\n    if (this.generated === false) {\n      const ctx = this.colorPickerCanvas.getContext(\"2d\");\n      if (this.pixelRation === undefined) {\n        this.pixelRatio =\n          (window.devicePixelRatio || 1) /\n          (ctx.webkitBackingStorePixelRatio ||\n            ctx.mozBackingStorePixelRatio ||\n            ctx.msBackingStorePixelRatio ||\n            ctx.oBackingStorePixelRatio ||\n            ctx.backingStorePixelRatio ||\n            1);\n      }\n      ctx.setTransform(this.pixelRatio, 0, 0, this.pixelRatio, 0, 0);\n\n      // clear the canvas\n      const w = this.colorPickerCanvas.clientWidth;\n      const h = this.colorPickerCanvas.clientHeight;\n      ctx.clearRect(0, 0, w, h);\n\n      // draw hue circle\n      let x, y, hue, sat;\n      this.centerCoordinates = { x: w * 0.5, y: h * 0.5 };\n      this.r = 0.49 * w;\n      const angleConvert = (2 * Math.PI) / 360;\n      const hfac = 1 / 360;\n      const sfac = 1 / this.r;\n      let rgb;\n      for (hue = 0; hue < 360; hue++) {\n        for (sat = 0; sat < this.r; sat++) {\n          x = this.centerCoordinates.x + sat * Math.sin(angleConvert * hue);\n          y = this.centerCoordinates.y + sat * Math.cos(angleConvert * hue);\n          rgb = HSVToRGB(hue * hfac, sat * sfac, 1);\n          ctx.fillStyle = \"rgb(\" + rgb.r + \",\" + rgb.g + \",\" + rgb.b + \")\";\n          ctx.fillRect(x - 0.5, y - 0.5, 2, 2);\n        }\n      }\n      ctx.strokeStyle = \"rgba(0,0,0,1)\";\n      ctx.circle(this.centerCoordinates.x, this.centerCoordinates.y, this.r);\n      ctx.stroke();\n\n      this.hueCircle = ctx.getImageData(0, 0, w, h);\n    }\n    this.generated = true;\n  }\n\n  /**\n   * move the selector. This is called by hammer functions.\n   * @param {Event}  event   The event\n   * @private\n   */\n  _moveSelector(event) {\n    const rect = this.colorPickerDiv.getBoundingClientRect();\n    const left = event.center.x - rect.left;\n    const top = event.center.y - rect.top;\n\n    const centerY = 0.5 * this.colorPickerDiv.clientHeight;\n    const centerX = 0.5 * this.colorPickerDiv.clientWidth;\n\n    const x = left - centerX;\n    const y = top - centerY;\n\n    const angle = Math.atan2(x, y);\n    const radius = 0.98 * Math.min(Math.sqrt(x * x + y * y), centerX);\n\n    const newTop = Math.cos(angle) * radius + centerY;\n    const newLeft = Math.sin(angle) * radius + centerX;\n\n    this.colorPickerSelector.style.top =\n      newTop - 0.5 * this.colorPickerSelector.clientHeight + \"px\";\n    this.colorPickerSelector.style.left =\n      newLeft - 0.5 * this.colorPickerSelector.clientWidth + \"px\";\n\n    // set color\n    let h = angle / (2 * Math.PI);\n    h = h < 0 ? h + 1 : h;\n    const s = radius / this.r;\n    const hsv = RGBToHSV(this.color.r, this.color.g, this.color.b);\n    hsv.h = h;\n    hsv.s = s;\n    const rgba = HSVToRGB(hsv.h, hsv.s, hsv.v);\n    rgba[\"a\"] = this.color.a;\n    this.color = rgba;\n\n    // update previews\n    this.initialColorDiv.style.backgroundColor =\n      \"rgba(\" +\n      this.initialColor.r +\n      \",\" +\n      this.initialColor.g +\n      \",\" +\n      this.initialColor.b +\n      \",\" +\n      this.initialColor.a +\n      \")\";\n    this.newColorDiv.style.backgroundColor =\n      \"rgba(\" +\n      this.color.r +\n      \",\" +\n      this.color.g +\n      \",\" +\n      this.color.b +\n      \",\" +\n      this.color.a +\n      \")\";\n  }\n};\n\n/**\n * Wrap given text (last argument) in HTML elements (all preceding arguments).\n * @param {...any} rest - List of tag names followed by inner text.\n * @returns An element or a text node.\n */\nfunction wrapInTag(...rest) {\n  if (rest.length < 1) {\n    throw new TypeError(\"Invalid arguments.\");\n  } else if (rest.length === 1) {\n    return document.createTextNode(rest[0]);\n  } else {\n    const element = document.createElement(rest[0]);\n    element.appendChild(wrapInTag(...rest.slice(1)));\n    return element;\n  }\n}\n\n/**\n * The way this works is for all properties of this.possible options, you can supply the property name in any form to list the options.\n * Boolean options are recognised as Boolean\n * Number options should be written as array: [default value, min value, max value, stepsize]\n * Colors should be written as array: ['color', '#ffffff']\n * Strings with should be written as array: [option1, option2, option3, ..]\n *\n * The options are matched with their counterparts in each of the modules and the values used in the configuration are\n */\nlet Configurator$1 = class Configurator {\n  /**\n   * @param {object} parentModule        | the location where parentModule.setOptions() can be called\n   * @param {object} defaultContainer    | the default container of the module\n   * @param {object} configureOptions    | the fully configured and predefined options set found in allOptions.js\n   * @param {number} pixelRatio          | canvas pixel ratio\n   * @param {Function} hideOption        | custom logic to dynamically hide options\n   */\n  constructor(\n    parentModule,\n    defaultContainer,\n    configureOptions,\n    pixelRatio = 1,\n    hideOption = () => false,\n  ) {\n    this.parent = parentModule;\n    this.changedOptions = [];\n    this.container = defaultContainer;\n    this.allowCreation = false;\n    this.hideOption = hideOption;\n\n    this.options = {};\n    this.initialized = false;\n    this.popupCounter = 0;\n    this.defaultOptions = {\n      enabled: false,\n      filter: true,\n      container: undefined,\n      showButton: true,\n    };\n    Object.assign(this.options, this.defaultOptions);\n\n    this.configureOptions = configureOptions;\n    this.moduleOptions = {};\n    this.domElements = [];\n    this.popupDiv = {};\n    this.popupLimit = 5;\n    this.popupHistory = {};\n    this.colorPicker = new ColorPicker$1(pixelRatio);\n    this.wrapper = undefined;\n  }\n\n  /**\n   * refresh all options.\n   * Because all modules parse their options by themselves, we just use their options. We copy them here.\n   * @param {object} options\n   */\n  setOptions(options) {\n    if (options !== undefined) {\n      // reset the popup history because the indices may have been changed.\n      this.popupHistory = {};\n      this._removePopup();\n\n      let enabled = true;\n      if (typeof options === \"string\") {\n        this.options.filter = options;\n      } else if (Array.isArray(options)) {\n        this.options.filter = options.join();\n      } else if (typeof options === \"object\") {\n        if (options == null) {\n          throw new TypeError(\"options cannot be null\");\n        }\n        if (options.container !== undefined) {\n          this.options.container = options.container;\n        }\n        if (options.filter !== undefined) {\n          this.options.filter = options.filter;\n        }\n        if (options.showButton !== undefined) {\n          this.options.showButton = options.showButton;\n        }\n        if (options.enabled !== undefined) {\n          enabled = options.enabled;\n        }\n      } else if (typeof options === \"boolean\") {\n        this.options.filter = true;\n        enabled = options;\n      } else if (typeof options === \"function\") {\n        this.options.filter = options;\n        enabled = true;\n      }\n      if (this.options.filter === false) {\n        enabled = false;\n      }\n\n      this.options.enabled = enabled;\n    }\n    this._clean();\n  }\n\n  /**\n   *\n   * @param {object} moduleOptions\n   */\n  setModuleOptions(moduleOptions) {\n    this.moduleOptions = moduleOptions;\n    if (this.options.enabled === true) {\n      this._clean();\n      if (this.options.container !== undefined) {\n        this.container = this.options.container;\n      }\n      this._create();\n    }\n  }\n\n  /**\n   * Create all DOM elements\n   * @private\n   */\n  _create() {\n    this._clean();\n    this.changedOptions = [];\n\n    const filter = this.options.filter;\n    let counter = 0;\n    let show = false;\n    for (const option in this.configureOptions) {\n      if (Object.prototype.hasOwnProperty.call(this.configureOptions, option)) {\n        this.allowCreation = false;\n        show = false;\n        if (typeof filter === \"function\") {\n          show = filter(option, []);\n          show =\n            show ||\n            this._handleObject(this.configureOptions[option], [option], true);\n        } else if (filter === true || filter.indexOf(option) !== -1) {\n          show = true;\n        }\n\n        if (show !== false) {\n          this.allowCreation = true;\n\n          // linebreak between categories\n          if (counter > 0) {\n            this._makeItem([]);\n          }\n          // a header for the category\n          this._makeHeader(option);\n\n          // get the sub options\n          this._handleObject(this.configureOptions[option], [option]);\n        }\n        counter++;\n      }\n    }\n    this._makeButton();\n    this._push();\n    //~ this.colorPicker.insertTo(this.container);\n  }\n\n  /**\n   * draw all DOM elements on the screen\n   * @private\n   */\n  _push() {\n    this.wrapper = document.createElement(\"div\");\n    this.wrapper.className = \"vis-configuration-wrapper\";\n    this.container.appendChild(this.wrapper);\n    for (let i = 0; i < this.domElements.length; i++) {\n      this.wrapper.appendChild(this.domElements[i]);\n    }\n\n    this._showPopupIfNeeded();\n  }\n\n  /**\n   * delete all DOM elements\n   * @private\n   */\n  _clean() {\n    for (let i = 0; i < this.domElements.length; i++) {\n      this.wrapper.removeChild(this.domElements[i]);\n    }\n\n    if (this.wrapper !== undefined) {\n      this.container.removeChild(this.wrapper);\n      this.wrapper = undefined;\n    }\n    this.domElements = [];\n\n    this._removePopup();\n  }\n\n  /**\n   * get the value from the actualOptions if it exists\n   * @param {Array} path    | where to look for the actual option\n   * @returns {*}\n   * @private\n   */\n  _getValue(path) {\n    let base = this.moduleOptions;\n    for (let i = 0; i < path.length; i++) {\n      if (base[path[i]] !== undefined) {\n        base = base[path[i]];\n      } else {\n        base = undefined;\n        break;\n      }\n    }\n    return base;\n  }\n\n  /**\n   * all option elements are wrapped in an item\n   * @param {Array} path    | where to look for the actual option\n   * @param {Array.<Element>} domElements\n   * @returns {number}\n   * @private\n   */\n  _makeItem(path, ...domElements) {\n    if (this.allowCreation === true) {\n      const item = document.createElement(\"div\");\n      item.className =\n        \"vis-configuration vis-config-item vis-config-s\" + path.length;\n      domElements.forEach((element) => {\n        item.appendChild(element);\n      });\n      this.domElements.push(item);\n      return this.domElements.length;\n    }\n    return 0;\n  }\n\n  /**\n   * header for major subjects\n   * @param {string} name\n   * @private\n   */\n  _makeHeader(name) {\n    const div = document.createElement(\"div\");\n    div.className = \"vis-configuration vis-config-header\";\n    div.innerText = name;\n    this._makeItem([], div);\n  }\n\n  /**\n   * make a label, if it is an object label, it gets different styling.\n   * @param {string} name\n   * @param {Array} path    | where to look for the actual option\n   * @param {string} objectLabel\n   * @returns {HTMLElement}\n   * @private\n   */\n  _makeLabel(name, path, objectLabel = false) {\n    const div = document.createElement(\"div\");\n    div.className =\n      \"vis-configuration vis-config-label vis-config-s\" + path.length;\n    if (objectLabel === true) {\n      while (div.firstChild) {\n        div.removeChild(div.firstChild);\n      }\n      div.appendChild(wrapInTag(\"i\", \"b\", name));\n    } else {\n      div.innerText = name + \":\";\n    }\n    return div;\n  }\n\n  /**\n   * make a dropdown list for multiple possible string optoins\n   * @param {Array.<number>} arr\n   * @param {number} value\n   * @param {Array} path    | where to look for the actual option\n   * @private\n   */\n  _makeDropdown(arr, value, path) {\n    const select = document.createElement(\"select\");\n    select.className = \"vis-configuration vis-config-select\";\n    let selectedValue = 0;\n    if (value !== undefined) {\n      if (arr.indexOf(value) !== -1) {\n        selectedValue = arr.indexOf(value);\n      }\n    }\n\n    for (let i = 0; i < arr.length; i++) {\n      const option = document.createElement(\"option\");\n      option.value = arr[i];\n      if (i === selectedValue) {\n        option.selected = \"selected\";\n      }\n      option.innerText = arr[i];\n      select.appendChild(option);\n    }\n\n    const me = this;\n    select.onchange = function () {\n      me._update(this.value, path);\n    };\n\n    const label = this._makeLabel(path[path.length - 1], path);\n    this._makeItem(path, label, select);\n  }\n\n  /**\n   * make a range object for numeric options\n   * @param {Array.<number>} arr\n   * @param {number} value\n   * @param {Array} path    | where to look for the actual option\n   * @private\n   */\n  _makeRange(arr, value, path) {\n    const defaultValue = arr[0];\n    const min = arr[1];\n    const max = arr[2];\n    const step = arr[3];\n    const range = document.createElement(\"input\");\n    range.className = \"vis-configuration vis-config-range\";\n    try {\n      range.type = \"range\"; // not supported on IE9\n      range.min = min;\n      range.max = max;\n    } catch (err) {\n      // TODO: Add some error handling.\n    }\n    range.step = step;\n\n    // set up the popup settings in case they are needed.\n    let popupString = \"\";\n    let popupValue = 0;\n\n    if (value !== undefined) {\n      const factor = 1.2;\n      if (value < 0 && value * factor < min) {\n        range.min = Math.ceil(value * factor);\n        popupValue = range.min;\n        popupString = \"range increased\";\n      } else if (value / factor < min) {\n        range.min = Math.ceil(value / factor);\n        popupValue = range.min;\n        popupString = \"range increased\";\n      }\n      if (value * factor > max && max !== 1) {\n        range.max = Math.ceil(value * factor);\n        popupValue = range.max;\n        popupString = \"range increased\";\n      }\n      range.value = value;\n    } else {\n      range.value = defaultValue;\n    }\n\n    const input = document.createElement(\"input\");\n    input.className = \"vis-configuration vis-config-rangeinput\";\n    input.value = range.value;\n\n    const me = this;\n    range.onchange = function () {\n      input.value = this.value;\n      me._update(Number(this.value), path);\n    };\n    range.oninput = function () {\n      input.value = this.value;\n    };\n\n    const label = this._makeLabel(path[path.length - 1], path);\n    const itemIndex = this._makeItem(path, label, range, input);\n\n    // if a popup is needed AND it has not been shown for this value, show it.\n    if (popupString !== \"\" && this.popupHistory[itemIndex] !== popupValue) {\n      this.popupHistory[itemIndex] = popupValue;\n      this._setupPopup(popupString, itemIndex);\n    }\n  }\n\n  /**\n   * make a button object\n   * @private\n   */\n  _makeButton() {\n    if (this.options.showButton === true) {\n      const generateButton = document.createElement(\"div\");\n      generateButton.className = \"vis-configuration vis-config-button\";\n      generateButton.innerText = \"generate options\";\n      generateButton.onclick = () => {\n        this._printOptions();\n      };\n      generateButton.onmouseover = () => {\n        generateButton.className = \"vis-configuration vis-config-button hover\";\n      };\n      generateButton.onmouseout = () => {\n        generateButton.className = \"vis-configuration vis-config-button\";\n      };\n\n      this.optionsContainer = document.createElement(\"div\");\n      this.optionsContainer.className =\n        \"vis-configuration vis-config-option-container\";\n\n      this.domElements.push(this.optionsContainer);\n      this.domElements.push(generateButton);\n    }\n  }\n\n  /**\n   * prepare the popup\n   * @param {string} string\n   * @param {number} index\n   * @private\n   */\n  _setupPopup(string, index) {\n    if (\n      this.initialized === true &&\n      this.allowCreation === true &&\n      this.popupCounter < this.popupLimit\n    ) {\n      const div = document.createElement(\"div\");\n      div.id = \"vis-configuration-popup\";\n      div.className = \"vis-configuration-popup\";\n      div.innerText = string;\n      div.onclick = () => {\n        this._removePopup();\n      };\n      this.popupCounter += 1;\n      this.popupDiv = { html: div, index: index };\n    }\n  }\n\n  /**\n   * remove the popup from the dom\n   * @private\n   */\n  _removePopup() {\n    if (this.popupDiv.html !== undefined) {\n      this.popupDiv.html.parentNode.removeChild(this.popupDiv.html);\n      clearTimeout(this.popupDiv.hideTimeout);\n      clearTimeout(this.popupDiv.deleteTimeout);\n      this.popupDiv = {};\n    }\n  }\n\n  /**\n   * Show the popup if it is needed.\n   * @private\n   */\n  _showPopupIfNeeded() {\n    if (this.popupDiv.html !== undefined) {\n      const correspondingElement = this.domElements[this.popupDiv.index];\n      const rect = correspondingElement.getBoundingClientRect();\n      this.popupDiv.html.style.left = rect.left + \"px\";\n      this.popupDiv.html.style.top = rect.top - 30 + \"px\"; // 30 is the height;\n      document.body.appendChild(this.popupDiv.html);\n      this.popupDiv.hideTimeout = setTimeout(() => {\n        this.popupDiv.html.style.opacity = 0;\n      }, 1500);\n      this.popupDiv.deleteTimeout = setTimeout(() => {\n        this._removePopup();\n      }, 1800);\n    }\n  }\n\n  /**\n   * make a checkbox for boolean options.\n   * @param {number} defaultValue\n   * @param {number} value\n   * @param {Array} path    | where to look for the actual option\n   * @private\n   */\n  _makeCheckbox(defaultValue, value, path) {\n    const checkbox = document.createElement(\"input\");\n    checkbox.type = \"checkbox\";\n    checkbox.className = \"vis-configuration vis-config-checkbox\";\n    checkbox.checked = defaultValue;\n    if (value !== undefined) {\n      checkbox.checked = value;\n      if (value !== defaultValue) {\n        if (typeof defaultValue === \"object\") {\n          if (value !== defaultValue.enabled) {\n            this.changedOptions.push({ path: path, value: value });\n          }\n        } else {\n          this.changedOptions.push({ path: path, value: value });\n        }\n      }\n    }\n\n    const me = this;\n    checkbox.onchange = function () {\n      me._update(this.checked, path);\n    };\n\n    const label = this._makeLabel(path[path.length - 1], path);\n    this._makeItem(path, label, checkbox);\n  }\n\n  /**\n   * make a text input field for string options.\n   * @param {number} defaultValue\n   * @param {number} value\n   * @param {Array} path    | where to look for the actual option\n   * @private\n   */\n  _makeTextInput(defaultValue, value, path) {\n    const checkbox = document.createElement(\"input\");\n    checkbox.type = \"text\";\n    checkbox.className = \"vis-configuration vis-config-text\";\n    checkbox.value = value;\n    if (value !== defaultValue) {\n      this.changedOptions.push({ path: path, value: value });\n    }\n\n    const me = this;\n    checkbox.onchange = function () {\n      me._update(this.value, path);\n    };\n\n    const label = this._makeLabel(path[path.length - 1], path);\n    this._makeItem(path, label, checkbox);\n  }\n\n  /**\n   * make a color field with a color picker for color fields\n   * @param {Array.<number>} arr\n   * @param {number} value\n   * @param {Array} path    | where to look for the actual option\n   * @private\n   */\n  _makeColorField(arr, value, path) {\n    const defaultColor = arr[1];\n    const div = document.createElement(\"div\");\n    value = value === undefined ? defaultColor : value;\n\n    if (value !== \"none\") {\n      div.className = \"vis-configuration vis-config-colorBlock\";\n      div.style.backgroundColor = value;\n    } else {\n      div.className = \"vis-configuration vis-config-colorBlock none\";\n    }\n\n    value = value === undefined ? defaultColor : value;\n    div.onclick = () => {\n      this._showColorPicker(value, div, path);\n    };\n\n    const label = this._makeLabel(path[path.length - 1], path);\n    this._makeItem(path, label, div);\n  }\n\n  /**\n   * used by the color buttons to call the color picker.\n   * @param {number} value\n   * @param {HTMLElement} div\n   * @param {Array} path    | where to look for the actual option\n   * @private\n   */\n  _showColorPicker(value, div, path) {\n    // clear the callback from this div\n    div.onclick = function () {};\n\n    this.colorPicker.insertTo(div);\n    this.colorPicker.show();\n\n    this.colorPicker.setColor(value);\n    this.colorPicker.setUpdateCallback((color) => {\n      const colorString =\n        \"rgba(\" + color.r + \",\" + color.g + \",\" + color.b + \",\" + color.a + \")\";\n      div.style.backgroundColor = colorString;\n      this._update(colorString, path);\n    });\n\n    // on close of the colorpicker, restore the callback.\n    this.colorPicker.setCloseCallback(() => {\n      div.onclick = () => {\n        this._showColorPicker(value, div, path);\n      };\n    });\n  }\n\n  /**\n   * parse an object and draw the correct items\n   * @param {object} obj\n   * @param {Array} [path]    | where to look for the actual option\n   * @param {boolean} [checkOnly]\n   * @returns {boolean}\n   * @private\n   */\n  _handleObject(obj, path = [], checkOnly = false) {\n    let show = false;\n    const filter = this.options.filter;\n    let visibleInSet = false;\n    for (const subObj in obj) {\n      if (Object.prototype.hasOwnProperty.call(obj, subObj)) {\n        show = true;\n        const item = obj[subObj];\n        const newPath = copyAndExtendArray(path, subObj);\n        if (typeof filter === \"function\") {\n          show = filter(subObj, path);\n\n          // if needed we must go deeper into the object.\n          if (show === false) {\n            if (\n              !Array.isArray(item) &&\n              typeof item !== \"string\" &&\n              typeof item !== \"boolean\" &&\n              item instanceof Object\n            ) {\n              this.allowCreation = false;\n              show = this._handleObject(item, newPath, true);\n              this.allowCreation = checkOnly === false;\n            }\n          }\n        }\n\n        if (show !== false) {\n          visibleInSet = true;\n          const value = this._getValue(newPath);\n\n          if (Array.isArray(item)) {\n            this._handleArray(item, value, newPath);\n          } else if (typeof item === \"string\") {\n            this._makeTextInput(item, value, newPath);\n          } else if (typeof item === \"boolean\") {\n            this._makeCheckbox(item, value, newPath);\n          } else if (item instanceof Object) {\n            // skip the options that are not enabled\n            if (!this.hideOption(path, subObj, this.moduleOptions)) {\n              // initially collapse options with an disabled enabled option.\n              if (item.enabled !== undefined) {\n                const enabledPath = copyAndExtendArray(newPath, \"enabled\");\n                const enabledValue = this._getValue(enabledPath);\n                if (enabledValue === true) {\n                  const label = this._makeLabel(subObj, newPath, true);\n                  this._makeItem(newPath, label);\n                  visibleInSet =\n                    this._handleObject(item, newPath) || visibleInSet;\n                } else {\n                  this._makeCheckbox(item, enabledValue, newPath);\n                }\n              } else {\n                const label = this._makeLabel(subObj, newPath, true);\n                this._makeItem(newPath, label);\n                visibleInSet =\n                  this._handleObject(item, newPath) || visibleInSet;\n              }\n            }\n          } else {\n            console.error(\"dont know how to handle\", item, subObj, newPath);\n          }\n        }\n      }\n    }\n    return visibleInSet;\n  }\n\n  /**\n   * handle the array type of option\n   * @param {Array.<number>} arr\n   * @param {number} value\n   * @param {Array} path    | where to look for the actual option\n   * @private\n   */\n  _handleArray(arr, value, path) {\n    if (typeof arr[0] === \"string\" && arr[0] === \"color\") {\n      this._makeColorField(arr, value, path);\n      if (arr[1] !== value) {\n        this.changedOptions.push({ path: path, value: value });\n      }\n    } else if (typeof arr[0] === \"string\") {\n      this._makeDropdown(arr, value, path);\n      if (arr[0] !== value) {\n        this.changedOptions.push({ path: path, value: value });\n      }\n    } else if (typeof arr[0] === \"number\") {\n      this._makeRange(arr, value, path);\n      if (arr[0] !== value) {\n        this.changedOptions.push({ path: path, value: Number(value) });\n      }\n    }\n  }\n\n  /**\n   * called to update the network with the new settings.\n   * @param {number} value\n   * @param {Array} path    | where to look for the actual option\n   * @private\n   */\n  _update(value, path) {\n    const options = this._constructOptions(value, path);\n\n    if (\n      this.parent.body &&\n      this.parent.body.emitter &&\n      this.parent.body.emitter.emit\n    ) {\n      this.parent.body.emitter.emit(\"configChange\", options);\n    }\n    this.initialized = true;\n    this.parent.setOptions(options);\n  }\n\n  /**\n   *\n   * @param {string | boolean} value\n   * @param {Array.<string>} path\n   * @param {{}} optionsObj\n   * @returns {{}}\n   * @private\n   */\n  _constructOptions(value, path, optionsObj = {}) {\n    let pointer = optionsObj;\n\n    // when dropdown boxes can be string or boolean, we typecast it into correct types\n    value = value === \"true\" ? true : value;\n    value = value === \"false\" ? false : value;\n\n    for (let i = 0; i < path.length; i++) {\n      if (path[i] !== \"global\") {\n        if (pointer[path[i]] === undefined) {\n          pointer[path[i]] = {};\n        }\n        if (i !== path.length - 1) {\n          pointer = pointer[path[i]];\n        } else {\n          pointer[path[i]] = value;\n        }\n      }\n    }\n    return optionsObj;\n  }\n\n  /**\n   * @private\n   */\n  _printOptions() {\n    const options = this.getOptions();\n\n    while (this.optionsContainer.firstChild) {\n      this.optionsContainer.removeChild(this.optionsContainer.firstChild);\n    }\n    this.optionsContainer.appendChild(\n      wrapInTag(\"pre\", \"const options = \" + JSON.stringify(options, null, 2)),\n    );\n  }\n\n  /**\n   *\n   * @returns {{}} options\n   */\n  getOptions() {\n    const options = {};\n    for (let i = 0; i < this.changedOptions.length; i++) {\n      this._constructOptions(\n        this.changedOptions[i].value,\n        this.changedOptions[i].path,\n        options,\n      );\n    }\n    return options;\n  }\n};\n\n/**\n * Popup is a class to create a popup window with some text\n */\nlet Popup$1 = class Popup {\n  /**\n   * @param {Element} container       The container object.\n   * @param {string}  overflowMethod  How the popup should act to overflowing ('flip' or 'cap')\n   */\n  constructor(container, overflowMethod) {\n    this.container = container;\n    this.overflowMethod = overflowMethod || \"cap\";\n\n    this.x = 0;\n    this.y = 0;\n    this.padding = 5;\n    this.hidden = false;\n\n    // create the frame\n    this.frame = document.createElement(\"div\");\n    this.frame.className = \"vis-tooltip\";\n    this.container.appendChild(this.frame);\n  }\n\n  /**\n   * @param {number} x   Horizontal position of the popup window\n   * @param {number} y   Vertical position of the popup window\n   */\n  setPosition(x, y) {\n    this.x = parseInt(x);\n    this.y = parseInt(y);\n  }\n\n  /**\n   * Set the content for the popup window. This can be HTML code or text.\n   * @param {string | Element} content\n   */\n  setText(content) {\n    if (content instanceof Element) {\n      while (this.frame.firstChild) {\n        this.frame.removeChild(this.frame.firstChild);\n      }\n      this.frame.appendChild(content);\n    } else {\n      // String containing literal text, element has to be used for HTML due to\n      // XSS risks associated with innerHTML (i.e. prevent XSS by accident).\n      this.frame.innerText = content;\n    }\n  }\n\n  /**\n   * Show the popup window\n   * @param {boolean} [doShow]    Show or hide the window\n   */\n  show(doShow) {\n    if (doShow === undefined) {\n      doShow = true;\n    }\n\n    if (doShow === true) {\n      const height = this.frame.clientHeight;\n      const width = this.frame.clientWidth;\n      const maxHeight = this.frame.parentNode.clientHeight;\n      const maxWidth = this.frame.parentNode.clientWidth;\n\n      let left = 0,\n        top = 0;\n\n      if (this.overflowMethod == \"flip\") {\n        let isLeft = false,\n          isTop = true; // Where around the position it's located\n\n        if (this.y - height < this.padding) {\n          isTop = false;\n        }\n\n        if (this.x + width > maxWidth - this.padding) {\n          isLeft = true;\n        }\n\n        if (isLeft) {\n          left = this.x - width;\n        } else {\n          left = this.x;\n        }\n\n        if (isTop) {\n          top = this.y - height;\n        } else {\n          top = this.y;\n        }\n      } else {\n        top = this.y - height;\n        if (top + height + this.padding > maxHeight) {\n          top = maxHeight - height - this.padding;\n        }\n        if (top < this.padding) {\n          top = this.padding;\n        }\n\n        left = this.x;\n        if (left + width + this.padding > maxWidth) {\n          left = maxWidth - width - this.padding;\n        }\n        if (left < this.padding) {\n          left = this.padding;\n        }\n      }\n\n      this.frame.style.left = left + \"px\";\n      this.frame.style.top = top + \"px\";\n      this.frame.style.visibility = \"visible\";\n      this.hidden = false;\n    } else {\n      this.hide();\n    }\n  }\n\n  /**\n   * Hide the popup window\n   */\n  hide() {\n    this.hidden = true;\n    this.frame.style.left = \"0\";\n    this.frame.style.top = \"0\";\n    this.frame.style.visibility = \"hidden\";\n  }\n\n  /**\n   * Remove the popup window\n   */\n  destroy() {\n    this.frame.parentNode.removeChild(this.frame); // Remove element from DOM\n  }\n};\n\nlet errorFound = false;\nlet allOptions;\n\nconst VALIDATOR_PRINT_STYLE$1 = \"background: #FFeeee; color: #dd0000\";\n\n/**\n *  Used to validate options.\n */\nlet Validator$1 = class Validator {\n  /**\n   * Main function to be called\n   * @param {object} options\n   * @param {object} referenceOptions\n   * @param {object} subObject\n   * @returns {boolean}\n   * @static\n   */\n  static validate(options, referenceOptions, subObject) {\n    errorFound = false;\n    allOptions = referenceOptions;\n    let usedOptions = referenceOptions;\n    if (subObject !== undefined) {\n      usedOptions = referenceOptions[subObject];\n    }\n    Validator.parse(options, usedOptions, []);\n    return errorFound;\n  }\n\n  /**\n   * Will traverse an object recursively and check every value\n   * @param {object} options\n   * @param {object} referenceOptions\n   * @param {Array} path    | where to look for the actual option\n   * @static\n   */\n  static parse(options, referenceOptions, path) {\n    for (const option in options) {\n      if (Object.prototype.hasOwnProperty.call(options, option)) {\n        Validator.check(option, options, referenceOptions, path);\n      }\n    }\n  }\n\n  /**\n   * Check every value. If the value is an object, call the parse function on that object.\n   * @param {string} option\n   * @param {object} options\n   * @param {object} referenceOptions\n   * @param {Array} path    | where to look for the actual option\n   * @static\n   */\n  static check(option, options, referenceOptions, path) {\n    if (\n      referenceOptions[option] === undefined &&\n      referenceOptions.__any__ === undefined\n    ) {\n      Validator.getSuggestion(option, referenceOptions, path);\n      return;\n    }\n\n    let referenceOption = option;\n    let is_object = true;\n\n    if (\n      referenceOptions[option] === undefined &&\n      referenceOptions.__any__ !== undefined\n    ) {\n      // NOTE: This only triggers if the __any__ is in the top level of the options object.\n      //       THAT'S A REALLY BAD PLACE TO ALLOW IT!!!!\n      // TODO: Examine if needed, remove if possible\n\n      // __any__ is a wildcard. Any value is accepted and will be further analysed by reference.\n      referenceOption = \"__any__\";\n\n      // if the any-subgroup is not a predefined object in the configurator,\n      // we do not look deeper into the object.\n      is_object = Validator.getType(options[option]) === \"object\";\n    }\n\n    let refOptionObj = referenceOptions[referenceOption];\n    if (is_object && refOptionObj.__type__ !== undefined) {\n      refOptionObj = refOptionObj.__type__;\n    }\n\n    Validator.checkFields(\n      option,\n      options,\n      referenceOptions,\n      referenceOption,\n      refOptionObj,\n      path,\n    );\n  }\n\n  /**\n   *\n   * @param {string}  option           | the option property\n   * @param {object}  options          | The supplied options object\n   * @param {object}  referenceOptions | The reference options containing all options and their allowed formats\n   * @param {string}  referenceOption  | Usually this is the same as option, except when handling an __any__ tag.\n   * @param {string}  refOptionObj     | This is the type object from the reference options\n   * @param {Array}   path             | where in the object is the option\n   * @static\n   */\n  static checkFields(\n    option,\n    options,\n    referenceOptions,\n    referenceOption,\n    refOptionObj,\n    path,\n  ) {\n    const log = function (message) {\n      console.error(\n        \"%c\" + message + Validator.printLocation(path, option),\n        VALIDATOR_PRINT_STYLE$1,\n      );\n    };\n\n    const optionType = Validator.getType(options[option]);\n    const refOptionType = refOptionObj[optionType];\n\n    if (refOptionType !== undefined) {\n      // if the type is correct, we check if it is supposed to be one of a few select values\n      if (\n        Validator.getType(refOptionType) === \"array\" &&\n        refOptionType.indexOf(options[option]) === -1\n      ) {\n        log(\n          'Invalid option detected in \"' +\n            option +\n            '\".' +\n            \" Allowed values are:\" +\n            Validator.print(refOptionType) +\n            ' not \"' +\n            options[option] +\n            '\". ',\n        );\n        errorFound = true;\n      } else if (optionType === \"object\" && referenceOption !== \"__any__\") {\n        path = copyAndExtendArray(path, option);\n        Validator.parse(\n          options[option],\n          referenceOptions[referenceOption],\n          path,\n        );\n      }\n    } else if (refOptionObj[\"any\"] === undefined) {\n      // type of the field is incorrect and the field cannot be any\n      log(\n        'Invalid type received for \"' +\n          option +\n          '\". Expected: ' +\n          Validator.print(Object.keys(refOptionObj)) +\n          \". Received [\" +\n          optionType +\n          '] \"' +\n          options[option] +\n          '\"',\n      );\n      errorFound = true;\n    }\n  }\n\n  /**\n   *\n   * @param {object | boolean | number | string | Array.<number> | Date | Node | Moment | undefined | null} object\n   * @returns {string}\n   * @static\n   */\n  static getType(object) {\n    const type = typeof object;\n\n    if (type === \"object\") {\n      if (object === null) {\n        return \"null\";\n      }\n      if (object instanceof Boolean) {\n        return \"boolean\";\n      }\n      if (object instanceof Number) {\n        return \"number\";\n      }\n      if (object instanceof String) {\n        return \"string\";\n      }\n      if (Array.isArray(object)) {\n        return \"array\";\n      }\n      if (object instanceof Date) {\n        return \"date\";\n      }\n      if (object.nodeType !== undefined) {\n        return \"dom\";\n      }\n      if (object._isAMomentObject === true) {\n        return \"moment\";\n      }\n      return \"object\";\n    } else if (type === \"number\") {\n      return \"number\";\n    } else if (type === \"boolean\") {\n      return \"boolean\";\n    } else if (type === \"string\") {\n      return \"string\";\n    } else if (type === undefined) {\n      return \"undefined\";\n    }\n    return type;\n  }\n\n  /**\n   * @param {string} option\n   * @param {object} options\n   * @param {Array.<string>} path\n   * @static\n   */\n  static getSuggestion(option, options, path) {\n    const localSearch = Validator.findInOptions(option, options, path, false);\n    const globalSearch = Validator.findInOptions(option, allOptions, [], true);\n\n    const localSearchThreshold = 8;\n    const globalSearchThreshold = 4;\n\n    let msg;\n    if (localSearch.indexMatch !== undefined) {\n      msg =\n        \" in \" +\n        Validator.printLocation(localSearch.path, option, \"\") +\n        'Perhaps it was incomplete? Did you mean: \"' +\n        localSearch.indexMatch +\n        '\"?\\n\\n';\n    } else if (\n      globalSearch.distance <= globalSearchThreshold &&\n      localSearch.distance > globalSearch.distance\n    ) {\n      msg =\n        \" in \" +\n        Validator.printLocation(localSearch.path, option, \"\") +\n        \"Perhaps it was misplaced? Matching option found at: \" +\n        Validator.printLocation(\n          globalSearch.path,\n          globalSearch.closestMatch,\n          \"\",\n        );\n    } else if (localSearch.distance <= localSearchThreshold) {\n      msg =\n        '. Did you mean \"' +\n        localSearch.closestMatch +\n        '\"?' +\n        Validator.printLocation(localSearch.path, option);\n    } else {\n      msg =\n        \". Did you mean one of these: \" +\n        Validator.print(Object.keys(options)) +\n        Validator.printLocation(path, option);\n    }\n\n    console.error(\n      '%cUnknown option detected: \"' + option + '\"' + msg,\n      VALIDATOR_PRINT_STYLE$1,\n    );\n    errorFound = true;\n  }\n\n  /**\n   * traverse the options in search for a match.\n   * @param {string} option\n   * @param {object} options\n   * @param {Array} path    | where to look for the actual option\n   * @param {boolean} [recursive]\n   * @returns {{closestMatch: string, path: Array, distance: number}}\n   * @static\n   */\n  static findInOptions(option, options, path, recursive = false) {\n    let min = 1e9;\n    let closestMatch = \"\";\n    let closestMatchPath = [];\n    const lowerCaseOption = option.toLowerCase();\n    let indexMatch = undefined;\n    for (const op in options) {\n      let distance;\n      if (options[op].__type__ !== undefined && recursive === true) {\n        const result = Validator.findInOptions(\n          option,\n          options[op],\n          copyAndExtendArray(path, op),\n        );\n        if (min > result.distance) {\n          closestMatch = result.closestMatch;\n          closestMatchPath = result.path;\n          min = result.distance;\n          indexMatch = result.indexMatch;\n        }\n      } else {\n        if (op.toLowerCase().indexOf(lowerCaseOption) !== -1) {\n          indexMatch = op;\n        }\n        distance = Validator.levenshteinDistance(option, op);\n        if (min > distance) {\n          closestMatch = op;\n          closestMatchPath = copyArray(path);\n          min = distance;\n        }\n      }\n    }\n    return {\n      closestMatch: closestMatch,\n      path: closestMatchPath,\n      distance: min,\n      indexMatch: indexMatch,\n    };\n  }\n\n  /**\n   * @param {Array.<string>} path\n   * @param {object} option\n   * @param {string} prefix\n   * @returns {string}\n   * @static\n   */\n  static printLocation(path, option, prefix = \"Problem value found at: \\n\") {\n    let str = \"\\n\\n\" + prefix + \"options = {\\n\";\n    for (let i = 0; i < path.length; i++) {\n      for (let j = 0; j < i + 1; j++) {\n        str += \"  \";\n      }\n      str += path[i] + \": {\\n\";\n    }\n    for (let j = 0; j < path.length + 1; j++) {\n      str += \"  \";\n    }\n    str += option + \"\\n\";\n    for (let i = 0; i < path.length + 1; i++) {\n      for (let j = 0; j < path.length - i; j++) {\n        str += \"  \";\n      }\n      str += \"}\\n\";\n    }\n    return str + \"\\n\\n\";\n  }\n\n  /**\n   * @param {object} options\n   * @returns {string}\n   * @static\n   */\n  static print(options) {\n    return JSON.stringify(options)\n      .replace(/(\")|(\\[)|(\\])|(,\"__type__\")/g, \"\")\n      .replace(/(,)/g, \", \");\n  }\n\n  /**\n   *  Compute the edit distance between the two given strings\n   *  http://en.wikibooks.org/wiki/Algorithm_Implementation/Strings/Levenshtein_distance#JavaScript\n   *\n   *  Copyright (c) 2011 Andrei Mackenzie\n   *\n   *  Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the \"Software\"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:\n   *\n   *  The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.\n   *\n   *  THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n   * @param {string} a\n   * @param {string} b\n   * @returns {Array.<Array.<number>>}}\n   * @static\n   */\n  static levenshteinDistance(a, b) {\n    if (a.length === 0) return b.length;\n    if (b.length === 0) return a.length;\n\n    const matrix = [];\n\n    // increment along the first column of each row\n    let i;\n    for (i = 0; i <= b.length; i++) {\n      matrix[i] = [i];\n    }\n\n    // increment each column in the first row\n    let j;\n    for (j = 0; j <= a.length; j++) {\n      matrix[0][j] = j;\n    }\n\n    // Fill in the rest of the matrix\n    for (i = 1; i <= b.length; i++) {\n      for (j = 1; j <= a.length; j++) {\n        if (b.charAt(i - 1) == a.charAt(j - 1)) {\n          matrix[i][j] = matrix[i - 1][j - 1];\n        } else {\n          matrix[i][j] = Math.min(\n            matrix[i - 1][j - 1] + 1, // substitution\n            Math.min(\n              matrix[i][j - 1] + 1, // insertion\n              matrix[i - 1][j] + 1,\n            ),\n          ); // deletion\n        }\n      }\n    }\n\n    return matrix[b.length][a.length];\n  }\n};\n\nconst Activator = Activator$1;\nconst ColorPicker = ColorPicker$1;\nconst Configurator = Configurator$1;\nconst Hammer = Hammer$1;\nconst Popup = Popup$1;\nconst VALIDATOR_PRINT_STYLE = VALIDATOR_PRINT_STYLE$1;\nconst Validator = Validator$1;\n\nexport { Activator, Alea, ColorPicker, Configurator, DELETE, HSVToHex, HSVToRGB, Hammer, Popup, RGBToHSV, RGBToHex, VALIDATOR_PRINT_STYLE, Validator, addClassName, addCssText, binarySearchCustom, binarySearchValue, bridgeObject, copyAndExtendArray, copyArray, deepExtend, deepObjectAssign, easingFunctions, equalArray, extend, fillIfDefined, forEach, getAbsoluteLeft, getAbsoluteRight, getAbsoluteTop, getScrollBarWidth, getTarget, getType, hasParent, hexToHSV, hexToRGB, insertSort, isDate, isNumber, isObject, isString, isValidHex, isValidRGB, isValidRGBA, mergeOptions, option, overrideOpacity, parseColor, preventDefault, pureDeepObjectAssign, recursiveDOMDelete, removeClassName, removeCssText, selectiveBridgeObject, selectiveDeepExtend, selectiveExtend, selectiveNotDeepExtend, throttle, toArray, topMost, updateProperty };\n//# sourceMappingURL=vis-util.mjs.map\n","/**\n * @param {number} [x]\n * @param {number} [y]\n * @param {number} [z]\n */\nfunction Point3d(x, y, z) {\n  this.x = x !== undefined ? x : 0;\n  this.y = y !== undefined ? y : 0;\n  this.z = z !== undefined ? z : 0;\n}\n\n/**\n * Subtract the two provided points, returns a-b\n * @param {Point3d} a\n * @param {Point3d} b\n * @returns {Point3d} a-b\n */\nPoint3d.subtract = function (a, b) {\n  const sub = new Point3d();\n  sub.x = a.x - b.x;\n  sub.y = a.y - b.y;\n  sub.z = a.z - b.z;\n  return sub;\n};\n\n/**\n * Add the two provided points, returns a+b\n * @param {Point3d} a\n * @param {Point3d} b\n * @returns {Point3d} a+b\n */\nPoint3d.add = function (a, b) {\n  const sum = new Point3d();\n  sum.x = a.x + b.x;\n  sum.y = a.y + b.y;\n  sum.z = a.z + b.z;\n  return sum;\n};\n\n/**\n * Calculate the average of two 3d points\n * @param {Point3d} a\n * @param {Point3d} b\n * @returns {Point3d} The average, (a+b)/2\n */\nPoint3d.avg = function (a, b) {\n  return new Point3d((a.x + b.x) / 2, (a.y + b.y) / 2, (a.z + b.z) / 2);\n};\n\n/**\n * Scale the provided point by a scalar, returns p*c\n * @param {Point3d} p\n * @param {number} c\n * @returns {Point3d} p*c\n */\nPoint3d.scalarProduct = function (p, c) {\n  return new Point3d(p.x * c, p.y * c, p.z * c);\n};\n\n/**\n * Calculate the dot product of the two provided points, returns a.b\n * Documentation: http://en.wikipedia.org/wiki/Dot_product\n * @param {Point3d} a\n * @param {Point3d} b\n * @returns {Point3d} dot product a.b\n */\nPoint3d.dotProduct = function (a, b) {\n  return a.x * b.x + a.y * b.y + a.z * b.z;\n};\n\n/**\n * Calculate the cross product of the two provided points, returns axb\n * Documentation: http://en.wikipedia.org/wiki/Cross_product\n * @param {Point3d} a\n * @param {Point3d} b\n * @returns {Point3d} cross product axb\n */\nPoint3d.crossProduct = function (a, b) {\n  const crossproduct = new Point3d();\n\n  crossproduct.x = a.y * b.z - a.z * b.y;\n  crossproduct.y = a.z * b.x - a.x * b.z;\n  crossproduct.z = a.x * b.y - a.y * b.x;\n\n  return crossproduct;\n};\n\n/**\n * Retrieve the length of the vector (or the distance from this point to the origin\n * @returns {number}  length\n */\nPoint3d.prototype.length = function () {\n  return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\n};\n\n/**\n * Return a normalized vector pointing in the same direction.\n * @returns {Point3d}  normalized\n */\nPoint3d.prototype.normalize = function () {\n  return Point3d.scalarProduct(this, 1 / this.length());\n};\n\nexport default Point3d;\n","/**\n * @param {number} [x]\n * @param {number} [y]\n */\nfunction Point2d(x, y) {\n  this.x = x !== undefined ? x : 0;\n  this.y = y !== undefined ? y : 0;\n}\n\nexport default Point2d;\n","import * as util from \"vis-util/esnext\";\n\n/**\n * An html slider control with start/stop/prev/next buttons\n * @function Object() { [native code] } Slider\n * @param {Element} container  The element where the slider will be created\n * @param {object} options   Available options:\n *                 {boolean} visible   If true (default) the\n *                           slider is visible.\n */\nfunction Slider(container, options) {\n  if (container === undefined) {\n    throw new Error(\"No container element defined\");\n  }\n  this.container = container;\n  this.visible =\n    options && options.visible != undefined ? options.visible : true;\n\n  if (this.visible) {\n    this.frame = document.createElement(\"DIV\");\n    //this.frame.style.backgroundColor = '#E5E5E5';\n    this.frame.style.width = \"100%\";\n    this.frame.style.position = \"relative\";\n    this.container.appendChild(this.frame);\n\n    this.frame.prev = document.createElement(\"INPUT\");\n    this.frame.prev.type = \"BUTTON\";\n    this.frame.prev.value = \"Prev\";\n    this.frame.appendChild(this.frame.prev);\n\n    this.frame.play = document.createElement(\"INPUT\");\n    this.frame.play.type = \"BUTTON\";\n    this.frame.play.value = \"Play\";\n    this.frame.appendChild(this.frame.play);\n\n    this.frame.next = document.createElement(\"INPUT\");\n    this.frame.next.type = \"BUTTON\";\n    this.frame.next.value = \"Next\";\n    this.frame.appendChild(this.frame.next);\n\n    this.frame.bar = document.createElement(\"INPUT\");\n    this.frame.bar.type = \"BUTTON\";\n    this.frame.bar.style.position = \"absolute\";\n    this.frame.bar.style.border = \"1px solid red\";\n    this.frame.bar.style.width = \"100px\";\n    this.frame.bar.style.height = \"6px\";\n    this.frame.bar.style.borderRadius = \"2px\";\n    this.frame.bar.style.MozBorderRadius = \"2px\";\n    this.frame.bar.style.border = \"1px solid #7F7F7F\";\n    this.frame.bar.style.backgroundColor = \"#E5E5E5\";\n    this.frame.appendChild(this.frame.bar);\n\n    this.frame.slide = document.createElement(\"INPUT\");\n    this.frame.slide.type = \"BUTTON\";\n    this.frame.slide.style.margin = \"0px\";\n    this.frame.slide.value = \" \";\n    this.frame.slide.style.position = \"relative\";\n    this.frame.slide.style.left = \"-100px\";\n    this.frame.appendChild(this.frame.slide);\n\n    // create events\n    const me = this;\n    this.frame.slide.onmousedown = function (event) {\n      me._onMouseDown(event);\n    };\n    this.frame.prev.onclick = function (event) {\n      me.prev(event);\n    };\n    this.frame.play.onclick = function (event) {\n      me.togglePlay(event);\n    };\n    this.frame.next.onclick = function (event) {\n      me.next(event);\n    };\n  }\n\n  this.onChangeCallback = undefined;\n\n  this.values = [];\n  this.index = undefined;\n\n  this.playTimeout = undefined;\n  this.playInterval = 1000; // milliseconds\n  this.playLoop = true;\n}\n\n/**\n * Select the previous index\n */\nSlider.prototype.prev = function () {\n  let index = this.getIndex();\n  if (index > 0) {\n    index--;\n    this.setIndex(index);\n  }\n};\n\n/**\n * Select the next index\n */\nSlider.prototype.next = function () {\n  let index = this.getIndex();\n  if (index < this.values.length - 1) {\n    index++;\n    this.setIndex(index);\n  }\n};\n\n/**\n * Select the next index\n */\nSlider.prototype.playNext = function () {\n  const start = new Date();\n\n  let index = this.getIndex();\n  if (index < this.values.length - 1) {\n    index++;\n    this.setIndex(index);\n  } else if (this.playLoop) {\n    // jump to the start\n    index = 0;\n    this.setIndex(index);\n  }\n\n  const end = new Date();\n  const diff = end - start;\n\n  // calculate how much time it to to set the index and to execute the callback\n  // function.\n  const interval = Math.max(this.playInterval - diff, 0);\n  // document.title = diff // TODO: cleanup\n\n  const me = this;\n  this.playTimeout = setTimeout(function () {\n    me.playNext();\n  }, interval);\n};\n\n/**\n * Toggle start or stop playing\n */\nSlider.prototype.togglePlay = function () {\n  if (this.playTimeout === undefined) {\n    this.play();\n  } else {\n    this.stop();\n  }\n};\n\n/**\n * Start playing\n */\nSlider.prototype.play = function () {\n  // Test whether already playing\n  if (this.playTimeout) return;\n\n  this.playNext();\n\n  if (this.frame) {\n    this.frame.play.value = \"Stop\";\n  }\n};\n\n/**\n * Stop playing\n */\nSlider.prototype.stop = function () {\n  clearInterval(this.playTimeout);\n  this.playTimeout = undefined;\n\n  if (this.frame) {\n    this.frame.play.value = \"Play\";\n  }\n};\n\n/**\n * Set a callback function which will be triggered when the value of the\n * slider bar has changed.\n * @param {Function} callback\n */\nSlider.prototype.setOnChangeCallback = function (callback) {\n  this.onChangeCallback = callback;\n};\n\n/**\n * Set the interval for playing the list\n * @param {number} interval   The interval in milliseconds\n */\nSlider.prototype.setPlayInterval = function (interval) {\n  this.playInterval = interval;\n};\n\n/**\n * Retrieve the current play interval\n * @returns {number} interval   The interval in milliseconds\n */\nSlider.prototype.getPlayInterval = function () {\n  return this.playInterval;\n};\n\n/**\n * Set looping on or off\n * @param {boolean} doLoop  If true, the slider will jump to the start when\n *               the end is passed, and will jump to the end\n *               when the start is passed.\n */\nSlider.prototype.setPlayLoop = function (doLoop) {\n  this.playLoop = doLoop;\n};\n\n/**\n * Execute the onchange callback function\n */\nSlider.prototype.onChange = function () {\n  if (this.onChangeCallback !== undefined) {\n    this.onChangeCallback();\n  }\n};\n\n/**\n * redraw the slider on the correct place\n */\nSlider.prototype.redraw = function () {\n  if (this.frame) {\n    // resize the bar\n    this.frame.bar.style.top =\n      this.frame.clientHeight / 2 - this.frame.bar.offsetHeight / 2 + \"px\";\n    this.frame.bar.style.width =\n      this.frame.clientWidth -\n      this.frame.prev.clientWidth -\n      this.frame.play.clientWidth -\n      this.frame.next.clientWidth -\n      30 +\n      \"px\";\n\n    // position the slider button\n    const left = this.indexToLeft(this.index);\n    this.frame.slide.style.left = left + \"px\";\n  }\n};\n\n/**\n * Set the list with values for the slider\n * @param {Array} values   A javascript array with values (any type)\n */\nSlider.prototype.setValues = function (values) {\n  this.values = values;\n\n  if (this.values.length > 0) this.setIndex(0);\n  else this.index = undefined;\n};\n\n/**\n * Select a value by its index\n * @param {number} index\n */\nSlider.prototype.setIndex = function (index) {\n  if (index < this.values.length) {\n    this.index = index;\n\n    this.redraw();\n    this.onChange();\n  } else {\n    throw new Error(\"Index out of range\");\n  }\n};\n\n/**\n * retrieve the index of the currently selected vaue\n * @returns {number} index\n */\nSlider.prototype.getIndex = function () {\n  return this.index;\n};\n\n/**\n * retrieve the currently selected value\n * @returns {*} value\n */\nSlider.prototype.get = function () {\n  return this.values[this.index];\n};\n\nSlider.prototype._onMouseDown = function (event) {\n  // only react on left mouse button down\n  const leftButtonDown = event.which ? event.which === 1 : event.button === 1;\n  if (!leftButtonDown) return;\n\n  this.startClientX = event.clientX;\n  this.startSlideX = parseFloat(this.frame.slide.style.left);\n\n  this.frame.style.cursor = \"move\";\n\n  // add event listeners to handle moving the contents\n  // we store the function onmousemove and onmouseup in the graph, so we can\n  // remove the eventlisteners lateron in the function mouseUp()\n  const me = this;\n  this.onmousemove = function (event) {\n    me._onMouseMove(event);\n  };\n  this.onmouseup = function (event) {\n    me._onMouseUp(event);\n  };\n  document.addEventListener(\"mousemove\", this.onmousemove);\n  document.addEventListener(\"mouseup\", this.onmouseup);\n  util.preventDefault(event);\n};\n\nSlider.prototype.leftToIndex = function (left) {\n  const width =\n    parseFloat(this.frame.bar.style.width) - this.frame.slide.clientWidth - 10;\n  const x = left - 3;\n\n  let index = Math.round((x / width) * (this.values.length - 1));\n  if (index < 0) index = 0;\n  if (index > this.values.length - 1) index = this.values.length - 1;\n\n  return index;\n};\n\nSlider.prototype.indexToLeft = function (index) {\n  const width =\n    parseFloat(this.frame.bar.style.width) - this.frame.slide.clientWidth - 10;\n\n  const x = (index / (this.values.length - 1)) * width;\n  const left = x + 3;\n\n  return left;\n};\n\nSlider.prototype._onMouseMove = function (event) {\n  const diff = event.clientX - this.startClientX;\n  const x = this.startSlideX + diff;\n\n  const index = this.leftToIndex(x);\n\n  this.setIndex(index);\n\n  util.preventDefault();\n};\n\nSlider.prototype._onMouseUp = function () {\n  this.frame.style.cursor = \"auto\";\n\n  // remove event listeners\n  document.removeEventListener(\"mousemove\", this.onmousemove);\n  document.removeEventListener(\"mouseup\", this.onmouseup);\n\n  util.preventDefault();\n};\n\nexport default Slider;\n","/**\n * The class StepNumber is an iterator for Numbers. You provide a start and end\n * value, and a best step size. StepNumber itself rounds to fixed values and\n * a finds the step that best fits the provided step.\n *\n * If prettyStep is true, the step size is chosen as close as possible to the\n * provided step, but being a round value like 1, 2, 5, 10, 20, 50, ....\n *\n * Example usage:\n *   var step = new StepNumber(0, 10, 2.5, true);\n *   step.start();\n *   while (!step.end()) {\n *   alert(step.getCurrent());\n *   step.next();\n *   }\n *\n * Version: 1.0\n * @param {number} start     The start value\n * @param {number} end     The end value\n * @param {number} step    Optional. Step size. Must be a positive value.\n * @param {boolean} prettyStep Optional. If true, the step size is rounded\n *               To a pretty step size (like 1, 2, 5, 10, 20, 50, ...)\n */\nfunction StepNumber(start, end, step, prettyStep) {\n  // set default values\n  this._start = 0;\n  this._end = 0;\n  this._step = 1;\n  this.prettyStep = true;\n  this.precision = 5;\n\n  this._current = 0;\n  this.setRange(start, end, step, prettyStep);\n}\n\n/**\n * Check for input values, to prevent disasters from happening\n *\n * Source: http://stackoverflow.com/a/1830844\n * @param {string} n\n * @returns {boolean}\n */\nStepNumber.prototype.isNumeric = function (n) {\n  return !isNaN(parseFloat(n)) && isFinite(n);\n};\n\n/**\n * Set a new range: start, end and step.\n * @param {number} start     The start value\n * @param {number} end     The end value\n * @param {number} step    Optional. Step size. Must be a positive value.\n * @param {boolean} prettyStep Optional. If true, the step size is rounded\n *               To a pretty step size (like 1, 2, 5, 10, 20, 50, ...)\n */\nStepNumber.prototype.setRange = function (start, end, step, prettyStep) {\n  if (!this.isNumeric(start)) {\n    throw new Error(\"Parameter 'start' is not numeric; value: \" + start);\n  }\n  if (!this.isNumeric(end)) {\n    throw new Error(\"Parameter 'end' is not numeric; value: \" + start);\n  }\n  if (!this.isNumeric(step)) {\n    throw new Error(\"Parameter 'step' is not numeric; value: \" + start);\n  }\n\n  this._start = start ? start : 0;\n  this._end = end ? end : 0;\n\n  this.setStep(step, prettyStep);\n};\n\n/**\n * Set a new step size\n * @param {number} step    New step size. Must be a positive value\n * @param {boolean} prettyStep Optional. If true, the provided step is rounded\n *               to a pretty step size (like 1, 2, 5, 10, 20, 50, ...)\n */\nStepNumber.prototype.setStep = function (step, prettyStep) {\n  if (step === undefined || step <= 0) return;\n\n  if (prettyStep !== undefined) this.prettyStep = prettyStep;\n\n  if (this.prettyStep === true)\n    this._step = StepNumber.calculatePrettyStep(step);\n  else this._step = step;\n};\n\n/**\n * Calculate a nice step size, closest to the desired step size.\n * Returns a value in one of the ranges 1*10^n, 2*10^n, or 5*10^n, where n is an\n * integer Number. For example 1, 2, 5, 10, 20, 50, etc...\n * @param {number}  step  Desired step size\n * @returns {number}     Nice step size\n */\nStepNumber.calculatePrettyStep = function (step) {\n  const log10 = function (x) {\n    return Math.log(x) / Math.LN10;\n  };\n\n  // try three steps (multiple of 1, 2, or 5\n  const step1 = Math.pow(10, Math.round(log10(step))),\n    step2 = 2 * Math.pow(10, Math.round(log10(step / 2))),\n    step5 = 5 * Math.pow(10, Math.round(log10(step / 5)));\n\n  // choose the best step (closest to minimum step)\n  let prettyStep = step1;\n  if (Math.abs(step2 - step) <= Math.abs(prettyStep - step)) prettyStep = step2;\n  if (Math.abs(step5 - step) <= Math.abs(prettyStep - step)) prettyStep = step5;\n\n  // for safety\n  if (prettyStep <= 0) {\n    prettyStep = 1;\n  }\n\n  return prettyStep;\n};\n\n/**\n * returns the current value of the step\n * @returns {number} current value\n */\nStepNumber.prototype.getCurrent = function () {\n  return parseFloat(this._current.toPrecision(this.precision));\n};\n\n/**\n * returns the current step size\n * @returns {number} current step size\n */\nStepNumber.prototype.getStep = function () {\n  return this._step;\n};\n\n/**\n * Set the current to its starting value.\n *\n * By default, this will be the largest value smaller than start, which\n * is a multiple of the step size.\n *\n * Parameters checkFirst is optional, default false.\n * If set to true, move the current value one step if smaller than start.\n * @param {boolean} [checkFirst]\n */\nStepNumber.prototype.start = function (checkFirst) {\n  if (checkFirst === undefined) {\n    checkFirst = false;\n  }\n\n  this._current = this._start - (this._start % this._step);\n\n  if (checkFirst) {\n    if (this.getCurrent() < this._start) {\n      this.next();\n    }\n  }\n};\n\n/**\n * Do a step, add the step size to the current value\n */\nStepNumber.prototype.next = function () {\n  this._current += this._step;\n};\n\n/**\n * Returns true whether the end is reached\n * @returns {boolean}  True if the current value has passed the end value.\n */\nStepNumber.prototype.end = function () {\n  return this._current > this._end;\n};\n\nexport default StepNumber;\n","'use strict';\n// `Math.sign` method implementation\n// https://tc39.es/ecma262/#sec-math.sign\n// eslint-disable-next-line es/no-math-sign -- safe\nmodule.exports = Math.sign || function sign(x) {\n  var n = +x;\n  // eslint-disable-next-line no-self-compare -- NaN check\n  return n === 0 || n !== n ? n : n < 0 ? -1 : 1;\n};\n","'use strict';\nvar $ = require('../internals/export');\nvar sign = require('../internals/math-sign');\n\n// `Math.sign` method\n// https://tc39.es/ecma262/#sec-math.sign\n$({ target: 'Math', stat: true }, {\n  sign: sign\n});\n","'use strict';\nrequire('../../modules/es.math.sign');\nvar path = require('../../internals/path');\n\nmodule.exports = path.Math.sign;\n","'use strict';\nvar parent = require('../../es/math/sign');\n\nmodule.exports = parent;\n","module.exports = require(\"core-js-pure/stable/math/sign\");","import Point3d from \"./Point3d.js\";\n\n/**\n * The camera is mounted on a (virtual) camera arm. The camera arm can rotate\n * The camera is always looking in the direction of the origin of the arm.\n * This way, the camera always rotates around one fixed point, the location\n * of the camera arm.\n *\n * Documentation:\n * http://en.wikipedia.org/wiki/3D_projection\n * @class Camera\n */\nfunction Camera() {\n  this.armLocation = new Point3d();\n  this.armRotation = {};\n  this.armRotation.horizontal = 0;\n  this.armRotation.vertical = 0;\n  this.armLength = 1.7;\n  this.cameraOffset = new Point3d();\n  this.offsetMultiplier = 0.6;\n\n  this.cameraLocation = new Point3d();\n  this.cameraRotation = new Point3d(0.5 * Math.PI, 0, 0);\n\n  this.calculateCameraOrientation();\n}\n\n/**\n * Set offset camera in camera coordinates\n * @param {number} x offset by camera horisontal\n * @param {number} y offset by camera vertical\n */\nCamera.prototype.setOffset = function (x, y) {\n  const abs = Math.abs,\n    sign = Math.sign,\n    mul = this.offsetMultiplier,\n    border = this.armLength * mul;\n\n  if (abs(x) > border) {\n    x = sign(x) * border;\n  }\n  if (abs(y) > border) {\n    y = sign(y) * border;\n  }\n  this.cameraOffset.x = x;\n  this.cameraOffset.y = y;\n  this.calculateCameraOrientation();\n};\n\n/**\n * Get camera offset by horizontal and vertical\n * @returns {number}\n */\nCamera.prototype.getOffset = function () {\n  return this.cameraOffset;\n};\n\n/**\n * Set the location (origin) of the arm\n * @param {number} x  Normalized value of x\n * @param {number} y  Normalized value of y\n * @param {number} z  Normalized value of z\n */\nCamera.prototype.setArmLocation = function (x, y, z) {\n  this.armLocation.x = x;\n  this.armLocation.y = y;\n  this.armLocation.z = z;\n\n  this.calculateCameraOrientation();\n};\n\n/**\n * Set the rotation of the camera arm\n * @param {number} horizontal   The horizontal rotation, between 0 and 2*PI.\n *                Optional, can be left undefined.\n * @param {number} vertical   The vertical rotation, between 0 and 0.5*PI\n *                if vertical=0.5*PI, the graph is shown from the\n *                top. Optional, can be left undefined.\n */\nCamera.prototype.setArmRotation = function (horizontal, vertical) {\n  if (horizontal !== undefined) {\n    this.armRotation.horizontal = horizontal;\n  }\n\n  if (vertical !== undefined) {\n    this.armRotation.vertical = vertical;\n    if (this.armRotation.vertical < 0) this.armRotation.vertical = 0;\n    if (this.armRotation.vertical > 0.5 * Math.PI)\n      this.armRotation.vertical = 0.5 * Math.PI;\n  }\n\n  if (horizontal !== undefined || vertical !== undefined) {\n    this.calculateCameraOrientation();\n  }\n};\n\n/**\n * Retrieve the current arm rotation\n * @returns {object}   An object with parameters horizontal and vertical\n */\nCamera.prototype.getArmRotation = function () {\n  const rot = {};\n  rot.horizontal = this.armRotation.horizontal;\n  rot.vertical = this.armRotation.vertical;\n\n  return rot;\n};\n\n/**\n * Set the (normalized) length of the camera arm.\n * @param {number} length A length between 0.71 and 5.0\n */\nCamera.prototype.setArmLength = function (length) {\n  if (length === undefined) return;\n\n  this.armLength = length;\n\n  // Radius must be larger than the corner of the graph,\n  // which has a distance of sqrt(0.5^2+0.5^2) = 0.71 from the center of the\n  // graph\n  if (this.armLength < 0.71) this.armLength = 0.71;\n  if (this.armLength > 5.0) this.armLength = 5.0;\n\n  this.setOffset(this.cameraOffset.x, this.cameraOffset.y);\n  this.calculateCameraOrientation();\n};\n\n/**\n * Retrieve the arm length\n * @returns {number} length\n */\nCamera.prototype.getArmLength = function () {\n  return this.armLength;\n};\n\n/**\n * Retrieve the camera location\n * @returns {Point3d} cameraLocation\n */\nCamera.prototype.getCameraLocation = function () {\n  return this.cameraLocation;\n};\n\n/**\n * Retrieve the camera rotation\n * @returns {Point3d} cameraRotation\n */\nCamera.prototype.getCameraRotation = function () {\n  return this.cameraRotation;\n};\n\n/**\n * Calculate the location and rotation of the camera based on the\n * position and orientation of the camera arm\n */\nCamera.prototype.calculateCameraOrientation = function () {\n  // calculate location of the camera\n  this.cameraLocation.x =\n    this.armLocation.x -\n    this.armLength *\n      Math.sin(this.armRotation.horizontal) *\n      Math.cos(this.armRotation.vertical);\n  this.cameraLocation.y =\n    this.armLocation.y -\n    this.armLength *\n      Math.cos(this.armRotation.horizontal) *\n      Math.cos(this.armRotation.vertical);\n  this.cameraLocation.z =\n    this.armLocation.z + this.armLength * Math.sin(this.armRotation.vertical);\n\n  // calculate rotation of the camera\n  this.cameraRotation.x = Math.PI / 2 - this.armRotation.vertical;\n  this.cameraRotation.y = 0;\n  this.cameraRotation.z = -this.armRotation.horizontal;\n\n  const xa = this.cameraRotation.x;\n  const za = this.cameraRotation.z;\n  const dx = this.cameraOffset.x;\n  const dy = this.cameraOffset.y;\n  const sin = Math.sin,\n    cos = Math.cos;\n\n  this.cameraLocation.x =\n    this.cameraLocation.x + dx * cos(za) + dy * -sin(za) * cos(xa);\n  this.cameraLocation.y =\n    this.cameraLocation.y + dx * sin(za) + dy * cos(za) * cos(xa);\n  this.cameraLocation.z = this.cameraLocation.z + dy * sin(xa);\n};\n\nexport default Camera;\n","////////////////////////////////////////////////////////////////////////////////\n// This modules handles the options for Graph3d.\n//\n////////////////////////////////////////////////////////////////////////////////\nimport * as util from \"vis-util/esnext\";\nimport Camera from \"./Camera.js\";\nimport Point3d from \"./Point3d.js\";\n\n// enumerate the available styles\nconst STYLE = {\n  BAR: 0,\n  BARCOLOR: 1,\n  BARSIZE: 2,\n  DOT: 3,\n  DOTLINE: 4,\n  DOTCOLOR: 5,\n  DOTSIZE: 6,\n  GRID: 7,\n  LINE: 8,\n  SURFACE: 9,\n};\n\n// The string representations of the styles\nconst STYLENAME = {\n  dot: STYLE.DOT,\n  \"dot-line\": STYLE.DOTLINE,\n  \"dot-color\": STYLE.DOTCOLOR,\n  \"dot-size\": STYLE.DOTSIZE,\n  line: STYLE.LINE,\n  grid: STYLE.GRID,\n  surface: STYLE.SURFACE,\n  bar: STYLE.BAR,\n  \"bar-color\": STYLE.BARCOLOR,\n  \"bar-size\": STYLE.BARSIZE,\n};\n\n/**\n * Field names in the options hash which are of relevance to the user.\n *\n * Specifically, these are the fields which require no special handling,\n * and can be directly copied over.\n */\nconst OPTIONKEYS = [\n  \"width\",\n  \"height\",\n  \"filterLabel\",\n  \"legendLabel\",\n  \"xLabel\",\n  \"yLabel\",\n  \"zLabel\",\n  \"xValueLabel\",\n  \"yValueLabel\",\n  \"zValueLabel\",\n  \"showXAxis\",\n  \"showYAxis\",\n  \"showZAxis\",\n  \"showGrayBottom\",\n  \"showGrid\",\n  \"showPerspective\",\n  \"showShadow\",\n  \"showSurfaceGrid\",\n  \"keepAspectRatio\",\n  \"rotateAxisLabels\",\n  \"verticalRatio\",\n  \"dotSizeRatio\",\n  \"dotSizeMinFraction\",\n  \"dotSizeMaxFraction\",\n  \"showAnimationControls\",\n  \"animationInterval\",\n  \"animationPreload\",\n  \"animationAutoStart\",\n  \"axisColor\",\n  \"axisFontSize\",\n  \"axisFontType\",\n  \"gridColor\",\n  \"xCenter\",\n  \"yCenter\",\n  \"zoomable\",\n  \"tooltipDelay\",\n  \"ctrlToZoom\",\n];\n\n/**\n * Field names in the options hash which are of relevance to the user.\n *\n * Same as OPTIONKEYS, but internally these fields are stored with\n * prefix 'default' in the name.\n */\nconst PREFIXEDOPTIONKEYS = [\n  \"xBarWidth\",\n  \"yBarWidth\",\n  \"valueMin\",\n  \"valueMax\",\n  \"xMin\",\n  \"xMax\",\n  \"xStep\",\n  \"yMin\",\n  \"yMax\",\n  \"yStep\",\n  \"zMin\",\n  \"zMax\",\n  \"zStep\",\n];\n\n// Placeholder for DEFAULTS reference\nlet DEFAULTS = undefined;\n\n/**\n * Check if given hash is empty.\n *\n * Source: http://stackoverflow.com/a/679937\n * @param {object} obj\n * @returns {boolean}\n */\nfunction isEmpty(obj) {\n  for (const prop in obj) {\n    if (Object.prototype.hasOwnProperty.call(obj, prop)) return false;\n  }\n\n  return true;\n}\n\n/**\n * Make first letter of parameter upper case.\n *\n * Source: http://stackoverflow.com/a/1026087\n * @param {string} str\n * @returns {string}\n */\nfunction capitalize(str) {\n  if (str === undefined || str === \"\" || typeof str != \"string\") {\n    return str;\n  }\n\n  return str.charAt(0).toUpperCase() + str.slice(1);\n}\n\n/**\n * Add a prefix to a field name, taking style guide into account\n * @param {string} prefix\n * @param {string} fieldName\n * @returns {string}\n */\nfunction prefixFieldName(prefix, fieldName) {\n  if (prefix === undefined || prefix === \"\") {\n    return fieldName;\n  }\n\n  return prefix + capitalize(fieldName);\n}\n\n/**\n * Forcibly copy fields from src to dst in a controlled manner.\n *\n * A given field in dst will always be overwitten. If this field\n * is undefined or not present in src, the field in dst will\n * be explicitly set to undefined.\n *\n * The intention here is to be able to reset all option fields.\n *\n * Only the fields mentioned in array 'fields' will be handled.\n * @param {object} src\n * @param {object} dst\n * @param {Array<string>} fields array with names of fields to copy\n * @param {string} [prefix] prefix to use for the target fields.\n */\nfunction forceCopy(src, dst, fields, prefix) {\n  let srcKey;\n  let dstKey;\n\n  for (let i = 0; i < fields.length; ++i) {\n    srcKey = fields[i];\n    dstKey = prefixFieldName(prefix, srcKey);\n\n    dst[dstKey] = src[srcKey];\n  }\n}\n\n/**\n * Copy fields from src to dst in a safe and controlled manner.\n *\n * Only the fields mentioned in array 'fields' will be copied over,\n * and only if these are actually defined.\n * @param {object} src\n * @param {object} dst\n * @param {Array<string>} fields array with names of fields to copy\n * @param {string} [prefix] prefix to use for the target fields.\n */\nfunction safeCopy(src, dst, fields, prefix) {\n  let srcKey;\n  let dstKey;\n\n  for (let i = 0; i < fields.length; ++i) {\n    srcKey = fields[i];\n    if (src[srcKey] === undefined) continue;\n\n    dstKey = prefixFieldName(prefix, srcKey);\n\n    dst[dstKey] = src[srcKey];\n  }\n}\n\n/**\n * Initialize dst with the values in src.\n *\n * src is the hash with the default values.\n * A reference DEFAULTS to this hash is stored locally for\n * further handling.\n *\n * For now, dst is assumed to be a Graph3d instance.\n * @param {object} src\n * @param {object} dst\n */\nfunction setDefaults(src, dst) {\n  if (src === undefined || isEmpty(src)) {\n    throw new Error(\"No DEFAULTS passed\");\n  }\n  if (dst === undefined) {\n    throw new Error(\"No dst passed\");\n  }\n\n  // Remember defaults for future reference\n  DEFAULTS = src;\n\n  // Handle the defaults which can be simply copied over\n  forceCopy(src, dst, OPTIONKEYS);\n  forceCopy(src, dst, PREFIXEDOPTIONKEYS, \"default\");\n\n  // Handle the more complex ('special') fields\n  setSpecialSettings(src, dst);\n\n  // Following are internal fields, not part of the user settings\n  dst.margin = 10; // px\n  dst.showTooltip = false;\n  dst.onclick_callback = null;\n  dst.eye = new Point3d(0, 0, -1); // TODO: set eye.z about 3/4 of the width of the window?\n}\n\n/**\n *\n * @param {object} options\n * @param {object} dst\n */\nfunction setOptions(options, dst) {\n  if (options === undefined) {\n    return;\n  }\n  if (dst === undefined) {\n    throw new Error(\"No dst passed\");\n  }\n\n  if (DEFAULTS === undefined || isEmpty(DEFAULTS)) {\n    throw new Error(\"DEFAULTS not set for module Settings\");\n  }\n\n  // Handle the parameters which can be simply copied over\n  safeCopy(options, dst, OPTIONKEYS);\n  safeCopy(options, dst, PREFIXEDOPTIONKEYS, \"default\");\n\n  // Handle the more complex ('special') fields\n  setSpecialSettings(options, dst);\n}\n\n/**\n * Special handling for certain parameters\n *\n * 'Special' here means: setting requires more than a simple copy\n * @param {object} src\n * @param {object} dst\n */\nfunction setSpecialSettings(src, dst) {\n  if (src.backgroundColor !== undefined) {\n    setBackgroundColor(src.backgroundColor, dst);\n  }\n\n  setDataColor(src.dataColor, dst);\n  setStyle(src.style, dst);\n  if (src.surfaceColors !== undefined) {\n    console.warn(\n      \"`options.surfaceColors` is deprecated and may be removed in a future \" +\n        \"version. Please use `options.colormap` instead. Note that the `colormap` \" +\n        \"option uses the inverse array ordering (running from vMin to vMax).\",\n    );\n    if (src.colormap !== undefined) {\n      throw new Error(\n        \"The `colormap` and `surfaceColors` options are mutually exclusive.\",\n      );\n    }\n    if (dst.style !== \"surface\") {\n      console.warn(\n        \"Ignoring `surfaceColors` in graph style `\" +\n          dst.style +\n          \"` for \" +\n          \"backward compatibility (only effective in `surface` plots).\",\n      );\n    } else {\n      setSurfaceColor(src.surfaceColors, dst);\n    }\n  } else {\n    setColormap(src.colormap, dst);\n  }\n  setShowLegend(src.showLegend, dst);\n  setCameraPosition(src.cameraPosition, dst);\n\n  // As special fields go, this is an easy one; just a translation of the name.\n  // Can't use this.tooltip directly, because that field exists internally\n  if (src.tooltip !== undefined) {\n    dst.showTooltip = src.tooltip;\n  }\n  if (src.onclick != undefined) {\n    dst.onclick_callback = src.onclick;\n    console.warn(\n      \"`options.onclick` is deprecated and may be removed in a future version.\" +\n        \" Please use `Graph3d.on('click', handler)` instead.\",\n    );\n  }\n\n  if (src.tooltipStyle !== undefined) {\n    util.selectiveDeepExtend([\"tooltipStyle\"], dst, src);\n  }\n}\n\n/**\n * Set the value of setting 'showLegend'\n *\n * This depends on the value of the style fields, so it must be called\n * after the style field has been initialized.\n * @param {boolean} showLegend\n * @param {object} dst\n */\nfunction setShowLegend(showLegend, dst) {\n  if (showLegend === undefined) {\n    // If the default was auto, make a choice for this field\n    const isAutoByDefault = DEFAULTS.showLegend === undefined;\n\n    if (isAutoByDefault) {\n      // these styles default to having legends\n      const isLegendGraphStyle =\n        dst.style === STYLE.DOTCOLOR || dst.style === STYLE.DOTSIZE;\n\n      dst.showLegend = isLegendGraphStyle;\n    } else {\n      // Leave current value as is\n    }\n  } else {\n    dst.showLegend = showLegend;\n  }\n}\n\n/**\n * Retrieve the style index from given styleName\n * @param {string} styleName  Style name such as 'dot', 'grid', 'dot-line'\n * @returns {number} styleNumber Enumeration value representing the style, or -1\n *                when not found\n */\nfunction getStyleNumberByName(styleName) {\n  const number = STYLENAME[styleName];\n\n  if (number === undefined) {\n    return -1;\n  }\n\n  return number;\n}\n\n/**\n * Check if given number is a valid style number.\n * @param {string | number} style\n * @returns {boolean} true if valid, false otherwise\n */\nfunction checkStyleNumber(style) {\n  let valid = false;\n\n  for (const n in STYLE) {\n    if (STYLE[n] === style) {\n      valid = true;\n      break;\n    }\n  }\n\n  return valid;\n}\n\n/**\n *\n * @param {string | number} style\n * @param {object} dst\n */\nfunction setStyle(style, dst) {\n  if (style === undefined) {\n    return; // Nothing to do\n  }\n\n  let styleNumber;\n\n  if (typeof style === \"string\") {\n    styleNumber = getStyleNumberByName(style);\n\n    if (styleNumber === -1) {\n      throw new Error(\"Style '\" + style + \"' is invalid\");\n    }\n  } else {\n    // Do a pedantic check on style number value\n    if (!checkStyleNumber(style)) {\n      throw new Error(\"Style '\" + style + \"' is invalid\");\n    }\n\n    styleNumber = style;\n  }\n\n  dst.style = styleNumber;\n}\n\n/**\n * Set the background styling for the graph\n * @param {string | {fill: string, stroke: string, strokeWidth: string}} backgroundColor\n * @param {object} dst\n */\nfunction setBackgroundColor(backgroundColor, dst) {\n  let fill = \"white\";\n  let stroke = \"gray\";\n  let strokeWidth = 1;\n\n  if (typeof backgroundColor === \"string\") {\n    fill = backgroundColor;\n    stroke = \"none\";\n    strokeWidth = 0;\n  } else if (typeof backgroundColor === \"object\") {\n    if (backgroundColor.fill !== undefined) fill = backgroundColor.fill;\n    if (backgroundColor.stroke !== undefined) stroke = backgroundColor.stroke;\n    if (backgroundColor.strokeWidth !== undefined)\n      strokeWidth = backgroundColor.strokeWidth;\n  } else {\n    throw new Error(\"Unsupported type of backgroundColor\");\n  }\n\n  dst.frame.style.backgroundColor = fill;\n  dst.frame.style.borderColor = stroke;\n  dst.frame.style.borderWidth = strokeWidth + \"px\";\n  dst.frame.style.borderStyle = \"solid\";\n}\n\n/**\n *\n * @param {string | object} dataColor\n * @param {object} dst\n */\nfunction setDataColor(dataColor, dst) {\n  if (dataColor === undefined) {\n    return; // Nothing to do\n  }\n\n  if (dst.dataColor === undefined) {\n    dst.dataColor = {};\n  }\n\n  if (typeof dataColor === \"string\") {\n    dst.dataColor.fill = dataColor;\n    dst.dataColor.stroke = dataColor;\n  } else {\n    if (dataColor.fill) {\n      dst.dataColor.fill = dataColor.fill;\n    }\n    if (dataColor.stroke) {\n      dst.dataColor.stroke = dataColor.stroke;\n    }\n    if (dataColor.strokeWidth !== undefined) {\n      dst.dataColor.strokeWidth = dataColor.strokeWidth;\n    }\n  }\n}\n\n/**\n *\n * @param {object | Array<string>} surfaceColors Either an object that describes the HUE, or an array of HTML hex color codes\n * @param {object} dst\n */\nfunction setSurfaceColor(surfaceColors, dst) {\n  if (surfaceColors === undefined || surfaceColors === true) {\n    return; // Nothing to do\n  }\n  if (surfaceColors === false) {\n    dst.surfaceColors = undefined;\n    return;\n  }\n\n  if (dst.surfaceColors === undefined) {\n    dst.surfaceColors = {};\n  }\n\n  let rgbColors;\n  if (Array.isArray(surfaceColors)) {\n    rgbColors = parseColorArray(surfaceColors);\n  } else if (typeof surfaceColors === \"object\") {\n    rgbColors = parseColorObject(surfaceColors.hue);\n  } else {\n    throw new Error(\"Unsupported type of surfaceColors\");\n  }\n  // for some reason surfaceColors goes from vMax to vMin:\n  rgbColors.reverse();\n  dst.colormap = rgbColors;\n}\n\n/**\n *\n * @param {object | Array<string>} colormap Either an object that describes the HUE, or an array of HTML hex color codes\n * @param {object} dst\n */\nfunction setColormap(colormap, dst) {\n  if (colormap === undefined) {\n    return;\n  }\n\n  let rgbColors;\n  if (Array.isArray(colormap)) {\n    rgbColors = parseColorArray(colormap);\n  } else if (typeof colormap === \"object\") {\n    rgbColors = parseColorObject(colormap.hue);\n  } else if (typeof colormap === \"function\") {\n    rgbColors = colormap;\n  } else {\n    throw new Error(\"Unsupported type of colormap\");\n  }\n  dst.colormap = rgbColors;\n}\n\n/**\n *\n * @param {Array} colormap\n */\nfunction parseColorArray(colormap) {\n  if (colormap.length < 2) {\n    throw new Error(\"Colormap array length must be 2 or above.\");\n  }\n  return colormap.map(function (colorCode) {\n    if (!util.isValidHex(colorCode)) {\n      throw new Error(`Invalid hex color code supplied to colormap.`);\n    }\n    return util.hexToRGB(colorCode);\n  });\n}\n\n/**\n * Converts an object to a certain amount of hex color stops. At which point:\n * the HTML hex color codes is converted into an RGB color object.\n * @param {object} hues\n */\nfunction parseColorObject(hues) {\n  if (hues === undefined) {\n    throw new Error(\"Unsupported type of colormap\");\n  }\n  if (!(hues.saturation >= 0 && hues.saturation <= 100)) {\n    throw new Error(\"Saturation is out of bounds. Expected range is 0-100.\");\n  }\n  if (!(hues.brightness >= 0 && hues.brightness <= 100)) {\n    throw new Error(\"Brightness is out of bounds. Expected range is 0-100.\");\n  }\n  if (!(hues.colorStops >= 2)) {\n    throw new Error(\"colorStops is out of bounds. Expected 2 or above.\");\n  }\n\n  const hueStep = (hues.end - hues.start) / (hues.colorStops - 1);\n\n  const rgbColors = [];\n  for (let i = 0; i < hues.colorStops; ++i) {\n    const hue = ((hues.start + hueStep * i) % 360) / 360;\n    rgbColors.push(\n      util.HSVToRGB(\n        hue < 0 ? hue + 1 : hue,\n        hues.saturation / 100,\n        hues.brightness / 100,\n      ),\n    );\n  }\n  return rgbColors;\n}\n\n/**\n *\n * @param {object} cameraPosition\n * @param {object} dst\n */\nfunction setCameraPosition(cameraPosition, dst) {\n  const camPos = cameraPosition;\n  if (camPos === undefined) {\n    return;\n  }\n\n  if (dst.camera === undefined) {\n    dst.camera = new Camera();\n  }\n\n  dst.camera.setArmRotation(camPos.horizontal, camPos.vertical);\n  dst.camera.setArmLength(camPos.distance);\n}\n\nexport { STYLE, setCameraPosition, setDefaults, setOptions };\n","/**\n * This object contains all possible options. It will check if the types are correct, if required if the option is one\n * of the allowed values.\n *\n * __any__ means that the name of the property does not matter.\n * __type__ is a required field for all objects and contains the allowed types of all objects\n */\nconst string = \"string\";\nconst bool = \"boolean\";\nconst number = \"number\";\nconst object = \"object\"; // should only be in a __type__ property\nconst array = \"array\";\n// Following not used here, but useful for reference\n//let dom      = 'dom';\n//let any      = 'any';\n\nconst colorOptions = {\n  fill: { string },\n  stroke: { string },\n  strokeWidth: { number },\n  __type__: { string, object, undefined: \"undefined\" },\n};\n\nconst surfaceColorsOptions = {\n  hue: {\n    start: { number },\n    end: { number },\n    saturation: { number },\n    brightness: { number },\n    colorStops: { number },\n    __type__: { object },\n  },\n  __type__: { boolean: bool, array, object, undefined: \"undefined\" },\n};\n\nconst colormapOptions = {\n  hue: {\n    start: { number },\n    end: { number },\n    saturation: { number },\n    brightness: { number },\n    colorStops: { number },\n    __type__: { object },\n  },\n  __type__: { array, object, function: \"function\", undefined: \"undefined\" },\n};\n\n/**\n * Order attempted to be alphabetical.\n *   - x/y/z-prefixes ignored in sorting\n *   - __type__ always at end\n *   - globals at end\n */\nconst allOptions = {\n  animationAutoStart: { boolean: bool, undefined: \"undefined\" },\n  animationInterval: { number },\n  animationPreload: { boolean: bool },\n  axisColor: { string },\n  axisFontSize: { number: number },\n  axisFontType: { string: string },\n  backgroundColor: colorOptions,\n  xBarWidth: { number, undefined: \"undefined\" },\n  yBarWidth: { number, undefined: \"undefined\" },\n  cameraPosition: {\n    distance: { number },\n    horizontal: { number },\n    vertical: { number },\n    __type__: { object },\n  },\n  zoomable: { boolean: bool },\n  ctrlToZoom: { boolean: bool },\n  xCenter: { string },\n  yCenter: { string },\n  colormap: colormapOptions,\n  dataColor: colorOptions,\n  dotSizeMinFraction: { number },\n  dotSizeMaxFraction: { number },\n  dotSizeRatio: { number },\n  filterLabel: { string },\n  gridColor: { string },\n  onclick: { function: \"function\" },\n  keepAspectRatio: { boolean: bool },\n  xLabel: { string },\n  yLabel: { string },\n  zLabel: { string },\n  legendLabel: { string },\n  xMin: { number, undefined: \"undefined\" },\n  yMin: { number, undefined: \"undefined\" },\n  zMin: { number, undefined: \"undefined\" },\n  xMax: { number, undefined: \"undefined\" },\n  yMax: { number, undefined: \"undefined\" },\n  zMax: { number, undefined: \"undefined\" },\n  showAnimationControls: { boolean: bool, undefined: \"undefined\" },\n  showGrayBottom: { boolean: bool },\n  showGrid: { boolean: bool },\n  showLegend: { boolean: bool, undefined: \"undefined\" },\n  showPerspective: { boolean: bool },\n  showShadow: { boolean: bool },\n  showSurfaceGrid: { boolean: bool },\n  showXAxis: { boolean: bool },\n  showYAxis: { boolean: bool },\n  showZAxis: { boolean: bool },\n  rotateAxisLabels: { boolean: bool },\n  surfaceColors: surfaceColorsOptions,\n  xStep: { number, undefined: \"undefined\" },\n  yStep: { number, undefined: \"undefined\" },\n  zStep: { number, undefined: \"undefined\" },\n  style: {\n    number, // TODO: either Graph3d.DEFAULT has string, or number allowed in documentation\n    string: [\n      \"bar\",\n      \"bar-color\",\n      \"bar-size\",\n      \"dot\",\n      \"dot-line\",\n      \"dot-color\",\n      \"dot-size\",\n      \"line\",\n      \"grid\",\n      \"surface\",\n    ],\n  },\n  tooltip: { boolean: bool, function: \"function\" },\n  tooltipDelay: { number: number },\n  tooltipStyle: {\n    content: {\n      color: { string },\n      background: { string },\n      border: { string },\n      borderRadius: { string },\n      boxShadow: { string },\n      padding: { string },\n      __type__: { object },\n    },\n    line: {\n      borderLeft: { string },\n      height: { string },\n      width: { string },\n      pointerEvents: { string },\n      __type__: { object },\n    },\n    dot: {\n      border: { string },\n      borderRadius: { string },\n      height: { string },\n      width: { string },\n      pointerEvents: { string },\n      __type__: { object },\n    },\n    __type__: { object },\n  },\n  xValueLabel: { function: \"function\" },\n  yValueLabel: { function: \"function\" },\n  zValueLabel: { function: \"function\" },\n  valueMax: { number, undefined: \"undefined\" },\n  valueMin: { number, undefined: \"undefined\" },\n  verticalRatio: { number },\n\n  //globals :\n  height: { string },\n  width: { string },\n  __type__: { object },\n};\n\nexport { allOptions };\n","/**\n * Helper class to make working with related min and max values easier.\n *\n * The range is inclusive; a given value is considered part of the range if:\n *\n *    this.min <= value <= this.max\n */\nfunction Range() {\n  this.min = undefined;\n  this.max = undefined;\n}\n\n/**\n * Adjust the range so that the passed value fits in it.\n *\n * If the value is outside of the current extremes, adjust\n * the min or max so that the value is within the range.\n * @param {number} value Numeric value to fit in range\n */\nRange.prototype.adjust = function (value) {\n  if (value === undefined) return;\n\n  if (this.min === undefined || this.min > value) {\n    this.min = value;\n  }\n\n  if (this.max === undefined || this.max < value) {\n    this.max = value;\n  }\n};\n\n/**\n * Adjust the current range so that the passed range fits in it.\n * @param {Range} range Range instance to fit in current instance\n */\nRange.prototype.combine = function (range) {\n  this.add(range.min);\n  this.add(range.max);\n};\n\n/**\n * Expand the range by the given value\n *\n * min will be lowered by given value;\n * max will be raised by given value\n *\n * Shrinking by passing a negative value is allowed.\n * @param {number} val Amount by which to expand or shrink current range with\n */\nRange.prototype.expand = function (val) {\n  if (val === undefined) {\n    return;\n  }\n\n  const newMin = this.min - val;\n  const newMax = this.max + val;\n\n  // Note that following allows newMin === newMax.\n  // This should be OK, since method expand() allows this also.\n  if (newMin > newMax) {\n    throw new Error(\"Passed expansion value makes range invalid\");\n  }\n\n  this.min = newMin;\n  this.max = newMax;\n};\n\n/**\n * Determine the full range width of current instance.\n * @returns {num} The calculated width of this range\n */\nRange.prototype.range = function () {\n  return this.max - this.min;\n};\n\n/**\n * Determine the central point of current instance.\n * @returns {number} the value in the middle of min and max\n */\nRange.prototype.center = function () {\n  return (this.min + this.max) / 2;\n};\n\nexport default Range;\n","import { DataView } from \"vis-data/esnext\";\n\n/**\n * @class Filter\n * @param {DataGroup} dataGroup the data group\n * @param {number}  column             The index of the column to be filtered\n * @param {Graph3d} graph              The graph\n */\nfunction Filter(dataGroup, column, graph) {\n  this.dataGroup = dataGroup;\n  this.column = column;\n  this.graph = graph; // the parent graph\n\n  this.index = undefined;\n  this.value = undefined;\n\n  // read all distinct values and select the first one\n  this.values = dataGroup.getDistinctValues(this.column);\n\n  if (this.values.length > 0) {\n    this.selectValue(0);\n  }\n\n  // create an array with the filtered datapoints. this will be loaded afterwards\n  this.dataPoints = [];\n\n  this.loaded = false;\n  this.onLoadCallback = undefined;\n\n  if (graph.animationPreload) {\n    this.loaded = false;\n    this.loadInBackground();\n  } else {\n    this.loaded = true;\n  }\n}\n\n/**\n * Return the label\n * @returns {string} label\n */\nFilter.prototype.isLoaded = function () {\n  return this.loaded;\n};\n\n/**\n * Return the loaded progress\n * @returns {number} percentage between 0 and 100\n */\nFilter.prototype.getLoadedProgress = function () {\n  const len = this.values.length;\n\n  let i = 0;\n  while (this.dataPoints[i]) {\n    i++;\n  }\n\n  return Math.round((i / len) * 100);\n};\n\n/**\n * Return the label\n * @returns {string} label\n */\nFilter.prototype.getLabel = function () {\n  return this.graph.filterLabel;\n};\n\n/**\n * Return the columnIndex of the filter\n * @returns {number} columnIndex\n */\nFilter.prototype.getColumn = function () {\n  return this.column;\n};\n\n/**\n * Return the currently selected value. Returns undefined if there is no selection\n * @returns {*} value\n */\nFilter.prototype.getSelectedValue = function () {\n  if (this.index === undefined) return undefined;\n\n  return this.values[this.index];\n};\n\n/**\n * Retrieve all values of the filter\n * @returns {Array} values\n */\nFilter.prototype.getValues = function () {\n  return this.values;\n};\n\n/**\n * Retrieve one value of the filter\n * @param {number}  index\n * @returns {*} value\n */\nFilter.prototype.getValue = function (index) {\n  if (index >= this.values.length) throw new Error(\"Index out of range\");\n\n  return this.values[index];\n};\n\n/**\n * Retrieve the (filtered) dataPoints for the currently selected filter index\n * @param {number} [index] (optional)\n * @returns {Array} dataPoints\n */\nFilter.prototype._getDataPoints = function (index) {\n  if (index === undefined) index = this.index;\n\n  if (index === undefined) return [];\n\n  let dataPoints;\n  if (this.dataPoints[index]) {\n    dataPoints = this.dataPoints[index];\n  } else {\n    const f = {};\n    f.column = this.column;\n    f.value = this.values[index];\n\n    const dataView = new DataView(this.dataGroup.getDataSet(), {\n      filter: function (item) {\n        return item[f.column] == f.value;\n      },\n    }).get();\n    dataPoints = this.dataGroup._getDataPoints(dataView);\n\n    this.dataPoints[index] = dataPoints;\n  }\n\n  return dataPoints;\n};\n\n/**\n * Set a callback function when the filter is fully loaded.\n * @param {Function} callback\n */\nFilter.prototype.setOnLoadCallback = function (callback) {\n  this.onLoadCallback = callback;\n};\n\n/**\n * Add a value to the list with available values for this filter\n * No double entries will be created.\n * @param {number} index\n */\nFilter.prototype.selectValue = function (index) {\n  if (index >= this.values.length) throw new Error(\"Index out of range\");\n\n  this.index = index;\n  this.value = this.values[index];\n};\n\n/**\n * Load all filtered rows in the background one by one\n * Start this method without providing an index!\n * @param {number} [index]\n */\nFilter.prototype.loadInBackground = function (index) {\n  if (index === undefined) index = 0;\n\n  const frame = this.graph.frame;\n\n  if (index < this.values.length) {\n    // create a progress box\n    if (frame.progress === undefined) {\n      frame.progress = document.createElement(\"DIV\");\n      frame.progress.style.position = \"absolute\";\n      frame.progress.style.color = \"gray\";\n      frame.appendChild(frame.progress);\n    }\n    const progress = this.getLoadedProgress();\n    frame.progress.innerHTML = \"Loading animation... \" + progress + \"%\";\n    // TODO: this is no nice solution...\n    frame.progress.style.bottom = 60 + \"px\"; // TODO: use height of slider\n    frame.progress.style.left = 10 + \"px\";\n\n    const me = this;\n    setTimeout(function () {\n      me.loadInBackground(index + 1);\n    }, 10);\n    this.loaded = false;\n  } else {\n    this.loaded = true;\n\n    // remove the progress box\n    if (frame.progress !== undefined) {\n      frame.removeChild(frame.progress);\n      frame.progress = undefined;\n    }\n\n    if (this.onLoadCallback) this.onLoadCallback();\n  }\n};\n\nexport default Filter;\n","import { DataSet } from \"vis-data/esnext\";\nimport { DataView } from \"vis-data/esnext\";\nimport Range from \"./Range.js\";\nimport Filter from \"./Filter.js\";\nimport { STYLE } from \"./Settings.js\";\nimport Point3d from \"./Point3d.js\";\n\n/**\n * Creates a container for all data of one specific 3D-graph.\n *\n * On construction, the container is totally empty; the data\n * needs to be initialized with method initializeData().\n * Failure to do so will result in the following exception begin thrown\n * on instantiation of Graph3D:\n *\n * Error: Array, DataSet, or DataView expected\n * @function Object() { [native code] } DataGroup\n */\nfunction DataGroup() {\n  this.dataTable = null; // The original data table\n}\n\n/**\n * Initializes the instance from the passed data.\n *\n * Calculates minimum and maximum values and column index values.\n *\n * The graph3d instance is used internally to access the settings for\n * the given instance.\n * TODO: Pass settings only instead.\n * @param {vis.Graph3d}  graph3d Reference to the calling Graph3D instance.\n * @param {Array | DataSet | DataView} rawData The data containing the items for\n *                                             the Graph.\n * @param {number}   style   Style Number\n * @returns {Array.<object>}\n */\nDataGroup.prototype.initializeData = function (graph3d, rawData, style) {\n  if (rawData === undefined) return;\n\n  if (Array.isArray(rawData)) {\n    rawData = new DataSet(rawData);\n  }\n\n  let data;\n  if (rawData instanceof DataSet || rawData instanceof DataView) {\n    data = rawData.get();\n  } else {\n    throw new Error(\"Array, DataSet, or DataView expected\");\n  }\n\n  if (data.length == 0) return;\n\n  this.style = style;\n\n  // unsubscribe from the dataTable\n  if (this.dataSet) {\n    this.dataSet.off(\"*\", this._onChange);\n  }\n\n  this.dataSet = rawData;\n  this.dataTable = data;\n\n  // subscribe to changes in the dataset\n  const me = this;\n  this._onChange = function () {\n    graph3d.setData(me.dataSet);\n  };\n  this.dataSet.on(\"*\", this._onChange);\n\n  // determine the location of x,y,z,value,filter columns\n  this.colX = \"x\";\n  this.colY = \"y\";\n  this.colZ = \"z\";\n\n  const withBars = graph3d.hasBars(style);\n\n  // determine barWidth from data\n  if (withBars) {\n    if (graph3d.defaultXBarWidth !== undefined) {\n      this.xBarWidth = graph3d.defaultXBarWidth;\n    } else {\n      this.xBarWidth = this.getSmallestDifference(data, this.colX) || 1;\n    }\n\n    if (graph3d.defaultYBarWidth !== undefined) {\n      this.yBarWidth = graph3d.defaultYBarWidth;\n    } else {\n      this.yBarWidth = this.getSmallestDifference(data, this.colY) || 1;\n    }\n  }\n\n  // calculate minima and maxima\n  this._initializeRange(data, this.colX, graph3d, withBars);\n  this._initializeRange(data, this.colY, graph3d, withBars);\n  this._initializeRange(data, this.colZ, graph3d, false);\n\n  if (Object.prototype.hasOwnProperty.call(data[0], \"style\")) {\n    this.colValue = \"style\";\n    const valueRange = this.getColumnRange(data, this.colValue);\n    this._setRangeDefaults(\n      valueRange,\n      graph3d.defaultValueMin,\n      graph3d.defaultValueMax,\n    );\n    this.valueRange = valueRange;\n  } else {\n    this.colValue = \"z\";\n    this.valueRange = this.zRange;\n  }\n\n  // Initialize data filter if a filter column is provided\n  const table = this.getDataTable();\n  if (Object.prototype.hasOwnProperty.call(table[0], \"filter\")) {\n    if (this.dataFilter === undefined) {\n      this.dataFilter = new Filter(this, \"filter\", graph3d);\n      this.dataFilter.setOnLoadCallback(function () {\n        graph3d.redraw();\n      });\n    }\n  }\n\n  let dataPoints;\n  if (this.dataFilter) {\n    // apply filtering\n    dataPoints = this.dataFilter._getDataPoints();\n  } else {\n    // no filtering. load all data\n    dataPoints = this._getDataPoints(this.getDataTable());\n  }\n  return dataPoints;\n};\n\n/**\n * Collect the range settings for the given data column.\n *\n * This internal method is intended to make the range\n * initalization more generic.\n *\n * TODO: if/when combined settings per axis defined, get rid of this.\n * @private\n * @param {'x'|'y'|'z'} column  The data column to process\n * @param {vis.Graph3d} graph3d Reference to the calling Graph3D instance;\n *                              required for access to settings\n * @returns {object}\n */\nDataGroup.prototype._collectRangeSettings = function (column, graph3d) {\n  const index = [\"x\", \"y\", \"z\"].indexOf(column);\n\n  if (index == -1) {\n    throw new Error(\"Column '\" + column + \"' invalid\");\n  }\n\n  const upper = column.toUpperCase();\n\n  return {\n    barWidth: this[column + \"BarWidth\"],\n    min: graph3d[\"default\" + upper + \"Min\"],\n    max: graph3d[\"default\" + upper + \"Max\"],\n    step: graph3d[\"default\" + upper + \"Step\"],\n    range_label: column + \"Range\", // Name of instance field to write to\n    step_label: column + \"Step\", // Name of instance field to write to\n  };\n};\n\n/**\n * Initializes the settings per given column.\n *\n * TODO: if/when combined settings per axis defined, rewrite this.\n * @private\n * @param {DataSet | DataView} data     The data containing the items for the Graph\n * @param {'x'|'y'|'z'}        column   The data column to process\n * @param {vis.Graph3d}        graph3d  Reference to the calling Graph3D instance;\n *                                      required for access to settings\n * @param {boolean}            withBars True if initializing for bar graph\n */\nDataGroup.prototype._initializeRange = function (\n  data,\n  column,\n  graph3d,\n  withBars,\n) {\n  const NUMSTEPS = 5;\n  const settings = this._collectRangeSettings(column, graph3d);\n\n  const range = this.getColumnRange(data, column);\n  if (withBars && column != \"z\") {\n    // Safeguard for 'z'; it doesn't have a bar width\n    range.expand(settings.barWidth / 2);\n  }\n\n  this._setRangeDefaults(range, settings.min, settings.max);\n  this[settings.range_label] = range;\n  this[settings.step_label] =\n    settings.step !== undefined ? settings.step : range.range() / NUMSTEPS;\n};\n\n/**\n * Creates a list with all the different values in the data for the given column.\n *\n * If no data passed, use the internal data of this instance.\n * @param {'x'|'y'|'z'}                column The data column to process\n * @param {DataSet|DataView|undefined} data   The data containing the items for the Graph\n * @returns {Array} All distinct values in the given column data, sorted ascending.\n */\nDataGroup.prototype.getDistinctValues = function (column, data) {\n  if (data === undefined) {\n    data = this.dataTable;\n  }\n\n  const values = [];\n\n  for (let i = 0; i < data.length; i++) {\n    const value = data[i][column] || 0;\n    if (values.indexOf(value) === -1) {\n      values.push(value);\n    }\n  }\n\n  return values.sort(function (a, b) {\n    return a - b;\n  });\n};\n\n/**\n * Determine the smallest difference between the values for given\n * column in the passed data set.\n * @param {DataSet|DataView|undefined} data   The data containing the items for the Graph\n * @param {'x'|'y'|'z'}                column The data column to process\n * @returns {number|null} Smallest difference value or\n *                        null, if it can't be determined.\n */\nDataGroup.prototype.getSmallestDifference = function (data, column) {\n  const values = this.getDistinctValues(data, column);\n\n  // Get all the distinct diffs\n  // Array values is assumed to be sorted here\n  let smallest_diff = null;\n\n  for (let i = 1; i < values.length; i++) {\n    const diff = values[i] - values[i - 1];\n\n    if (smallest_diff == null || smallest_diff > diff) {\n      smallest_diff = diff;\n    }\n  }\n\n  return smallest_diff;\n};\n\n/**\n * Get the absolute min/max values for the passed data column.\n * @param {DataSet|DataView|undefined} data   The data containing the items for the Graph\n * @param {'x'|'y'|'z'}                column The data column to process\n * @returns {Range} A Range instance with min/max members properly set.\n */\nDataGroup.prototype.getColumnRange = function (data, column) {\n  const range = new Range();\n\n  // Adjust the range so that it covers all values in the passed data elements.\n  for (let i = 0; i < data.length; i++) {\n    const item = data[i][column];\n    range.adjust(item);\n  }\n\n  return range;\n};\n\n/**\n * Determines the number of rows in the current data.\n * @returns {number}\n */\nDataGroup.prototype.getNumberOfRows = function () {\n  return this.dataTable.length;\n};\n\n/**\n * Set default values for range\n *\n * The default values override the range values, if defined.\n *\n * Because it's possible that only defaultMin or defaultMax is set, it's better\n * to pass in a range already set with the min/max set from the data. Otherwise,\n * it's quite hard to process the min/max properly.\n * @param {vis.Range} range\n * @param {number} [defaultMin]\n * @param {number} [defaultMax]\n * @private\n */\nDataGroup.prototype._setRangeDefaults = function (\n  range,\n  defaultMin,\n  defaultMax,\n) {\n  if (defaultMin !== undefined) {\n    range.min = defaultMin;\n  }\n\n  if (defaultMax !== undefined) {\n    range.max = defaultMax;\n  }\n\n  // This is the original way that the default min/max values were adjusted.\n  // TODO: Perhaps it's better if an error is thrown if the values do not agree.\n  //       But this will change the behaviour.\n  if (range.max <= range.min) range.max = range.min + 1;\n};\n\nDataGroup.prototype.getDataTable = function () {\n  return this.dataTable;\n};\n\nDataGroup.prototype.getDataSet = function () {\n  return this.dataSet;\n};\n\n/**\n * Return all data values as a list of Point3d objects\n * @param {Array.<object>} data\n * @returns {Array.<object>}\n */\nDataGroup.prototype.getDataPoints = function (data) {\n  const dataPoints = [];\n\n  for (let i = 0; i < data.length; i++) {\n    const point = new Point3d();\n    point.x = data[i][this.colX] || 0;\n    point.y = data[i][this.colY] || 0;\n    point.z = data[i][this.colZ] || 0;\n    point.data = data[i];\n    point.value = data[i][this.colValue] || 0;\n\n    const obj = {};\n    obj.point = point;\n    obj.bottom = new Point3d(point.x, point.y, this.zRange.min);\n    obj.trans = undefined;\n    obj.screen = undefined;\n\n    dataPoints.push(obj);\n  }\n\n  return dataPoints;\n};\n\n/**\n * Copy all values from the data table to a matrix.\n *\n * The provided values are supposed to form a grid of (x,y) positions.\n * @param {Array.<object>} data\n * @returns {Array.<object>}\n * @private\n */\nDataGroup.prototype.initDataAsMatrix = function (data) {\n  // TODO: store the created matrix dataPoints in the filters instead of\n  //       reloading each time.\n  let x, y, i, obj;\n\n  // create two lists with all present x and y values\n  const dataX = this.getDistinctValues(this.colX, data);\n  const dataY = this.getDistinctValues(this.colY, data);\n\n  const dataPoints = this.getDataPoints(data);\n\n  // create a grid, a 2d matrix, with all values.\n  const dataMatrix = []; // temporary data matrix\n  for (i = 0; i < dataPoints.length; i++) {\n    obj = dataPoints[i];\n\n    // TODO: implement Array().indexOf() for Internet Explorer\n    const xIndex = dataX.indexOf(obj.point.x);\n    const yIndex = dataY.indexOf(obj.point.y);\n\n    if (dataMatrix[xIndex] === undefined) {\n      dataMatrix[xIndex] = [];\n    }\n\n    dataMatrix[xIndex][yIndex] = obj;\n  }\n\n  // fill in the pointers to the neighbors.\n  for (x = 0; x < dataMatrix.length; x++) {\n    for (y = 0; y < dataMatrix[x].length; y++) {\n      if (dataMatrix[x][y]) {\n        dataMatrix[x][y].pointRight =\n          x < dataMatrix.length - 1 ? dataMatrix[x + 1][y] : undefined;\n        dataMatrix[x][y].pointTop =\n          y < dataMatrix[x].length - 1 ? dataMatrix[x][y + 1] : undefined;\n        dataMatrix[x][y].pointCross =\n          x < dataMatrix.length - 1 && y < dataMatrix[x].length - 1\n            ? dataMatrix[x + 1][y + 1]\n            : undefined;\n      }\n    }\n  }\n\n  return dataPoints;\n};\n\n/**\n * Return common information, if present\n * @returns {string}\n */\nDataGroup.prototype.getInfo = function () {\n  const dataFilter = this.dataFilter;\n  if (!dataFilter) return undefined;\n\n  return dataFilter.getLabel() + \": \" + dataFilter.getSelectedValue();\n};\n\n/**\n * Reload the data\n */\nDataGroup.prototype.reload = function () {\n  if (this.dataTable) {\n    this.setData(this.dataTable);\n  }\n};\n\n/**\n * Filter the data based on the current filter\n * @param   {Array} data\n * @returns {Array} dataPoints Array with point objects which can be drawn on\n *                             screen\n */\nDataGroup.prototype._getDataPoints = function (data) {\n  let dataPoints = [];\n\n  if (this.style === STYLE.GRID || this.style === STYLE.SURFACE) {\n    dataPoints = this.initDataAsMatrix(data);\n  } else {\n    // 'dot', 'dot-line', etc.\n    dataPoints = this.getDataPoints(data);\n\n    if (this.style === STYLE.LINE) {\n      // Add next member points for line drawing\n      for (let i = 0; i < dataPoints.length; i++) {\n        if (i > 0) {\n          dataPoints[i - 1].pointNext = dataPoints[i];\n        }\n      }\n    }\n  }\n\n  return dataPoints;\n};\n\nexport default DataGroup;\n","import Emitter from \"component-emitter\";\nimport * as util from \"vis-util/esnext\";\nimport Point3d from \"./Point3d.js\";\nimport Point2d from \"./Point2d.js\";\nimport Slider from \"./Slider.js\";\nimport StepNumber from \"./StepNumber.js\";\nimport {\n  STYLE,\n  setCameraPosition,\n  setDefaults,\n  setOptions,\n} from \"./Settings.js\";\nimport { VALIDATOR_PRINT_STYLE, Validator } from \"vis-util/esnext\";\nimport { allOptions } from \"./options.js\";\nimport DataGroup from \"./DataGroup.js\";\n\n/// enumerate the available styles\nGraph3d.STYLE = STYLE;\n\n/**\n * Following label is used in the settings to describe values which should be\n * determined by the code while running, from the current data and graph style.\n *\n * Using 'undefined' directly achieves the same thing, but this is more\n * descriptive by describing the intent.\n */\nconst autoByDefault = undefined;\n\n/**\n * Default values for option settings.\n *\n * These are the values used when a Graph3d instance is initialized without\n * custom settings.\n *\n * If a field is not in this list, a default value of 'autoByDefault' is assumed,\n * which is just an alias for 'undefined'.\n */\nGraph3d.DEFAULTS = {\n  width: \"400px\",\n  height: \"400px\",\n  filterLabel: \"time\",\n  legendLabel: \"value\",\n  xLabel: \"x\",\n  yLabel: \"y\",\n  zLabel: \"z\",\n  xValueLabel: function (v) {\n    return v;\n  },\n  yValueLabel: function (v) {\n    return v;\n  },\n  zValueLabel: function (v) {\n    return v;\n  },\n  showXAxis: true,\n  showYAxis: true,\n  showZAxis: true,\n  showGrayBottom: false,\n  showGrid: true,\n  showPerspective: true,\n  showShadow: false,\n  showSurfaceGrid: true,\n  keepAspectRatio: true,\n  rotateAxisLabels: true,\n  verticalRatio: 0.5, // 0.1 to 1.0, where 1.0 results in a 'cube'\n\n  dotSizeRatio: 0.02, // size of the dots as a fraction of the graph width\n  dotSizeMinFraction: 0.5, // size of min-value dot as a fraction of dotSizeRatio\n  dotSizeMaxFraction: 2.5, // size of max-value dot as a fraction of dotSizeRatio\n\n  showAnimationControls: autoByDefault,\n  animationInterval: 1000, // milliseconds\n  animationPreload: false,\n  animationAutoStart: autoByDefault,\n\n  axisFontSize: 14,\n  axisFontType: \"arial\",\n  axisColor: \"#4D4D4D\",\n  gridColor: \"#D3D3D3\",\n  xCenter: \"55%\",\n  yCenter: \"50%\",\n\n  style: Graph3d.STYLE.DOT,\n  tooltip: false,\n  tooltipDelay: 300, // milliseconds\n\n  tooltipStyle: {\n    content: {\n      padding: \"10px\",\n      border: \"1px solid #4d4d4d\",\n      color: \"#1a1a1a\",\n      background: \"rgba(255,255,255,0.7)\",\n      borderRadius: \"2px\",\n      boxShadow: \"5px 5px 10px rgba(128,128,128,0.5)\",\n    },\n    line: {\n      height: \"40px\",\n      width: \"0\",\n      borderLeft: \"1px solid #4d4d4d\",\n      pointerEvents: \"none\",\n    },\n    dot: {\n      height: \"0\",\n      width: \"0\",\n      border: \"5px solid #4d4d4d\",\n      borderRadius: \"5px\",\n      pointerEvents: \"none\",\n    },\n  },\n\n  dataColor: {\n    fill: \"#7DC1FF\",\n    stroke: \"#3267D2\",\n    strokeWidth: 1, // px\n  },\n\n  surfaceColors: autoByDefault,\n  colormap: autoByDefault,\n\n  cameraPosition: {\n    horizontal: 1.0,\n    vertical: 0.5,\n    distance: 1.7,\n  },\n\n  zoomable: true,\n  ctrlToZoom: false,\n\n  /*\n  The following fields are 'auto by default', see above.\n */\n  showLegend: autoByDefault, // determined by graph style\n  backgroundColor: autoByDefault,\n\n  xBarWidth: autoByDefault,\n  yBarWidth: autoByDefault,\n  valueMin: autoByDefault,\n  valueMax: autoByDefault,\n  xMin: autoByDefault,\n  xMax: autoByDefault,\n  xStep: autoByDefault,\n  yMin: autoByDefault,\n  yMax: autoByDefault,\n  yStep: autoByDefault,\n  zMin: autoByDefault,\n  zMax: autoByDefault,\n  zStep: autoByDefault,\n};\n\n// -----------------------------------------------------------------------------\n// Class Graph3d\n// -----------------------------------------------------------------------------\n\n/**\n * Graph3d displays data in 3d.\n *\n * Graph3d is developed in javascript as a Google Visualization Chart.\n * @function Object() { [native code] } Graph3d\n * @param {Element} container   The DOM element in which the Graph3d will\n *                              be created. Normally a div element.\n * @param {DataSet | DataView | Array} [data]\n * @param {object} [options]\n */\nfunction Graph3d(container, data, options) {\n  if (!(this instanceof Graph3d)) {\n    throw new SyntaxError(\"Constructor must be called with the new operator\");\n  }\n\n  // create variables and set default values\n  this.containerElement = container;\n\n  this.dataGroup = new DataGroup();\n  this.dataPoints = null; // The table with point objects\n\n  // create a frame and canvas\n  this.create();\n\n  setDefaults(Graph3d.DEFAULTS, this);\n\n  // the column indexes\n  this.colX = undefined;\n  this.colY = undefined;\n  this.colZ = undefined;\n  this.colValue = undefined;\n\n  // TODO: customize axis range\n\n  // apply options (also when undefined)\n  this.setOptions(options);\n\n  // apply data\n  this.setData(data);\n}\n\n// Extend Graph3d with an Emitter mixin\nEmitter(Graph3d.prototype);\n\n/**\n * Calculate the scaling values, dependent on the range in x, y, and z direction\n */\nGraph3d.prototype._setScale = function () {\n  this.scale = new Point3d(\n    1 / this.xRange.range(),\n    1 / this.yRange.range(),\n    1 / this.zRange.range(),\n  );\n\n  // keep aspect ration between x and y scale if desired\n  if (this.keepAspectRatio) {\n    if (this.scale.x < this.scale.y) {\n      //noinspection JSSuspiciousNameCombination\n      this.scale.y = this.scale.x;\n    } else {\n      //noinspection JSSuspiciousNameCombination\n      this.scale.x = this.scale.y;\n    }\n  }\n\n  // scale the vertical axis\n  this.scale.z *= this.verticalRatio;\n  // TODO: can this be automated? verticalRatio?\n\n  // determine scale for (optional) value\n  if (this.valueRange !== undefined) {\n    this.scale.value = 1 / this.valueRange.range();\n  }\n\n  // position the camera arm\n  const xCenter = this.xRange.center() * this.scale.x;\n  const yCenter = this.yRange.center() * this.scale.y;\n  const zCenter = this.zRange.center() * this.scale.z;\n  this.camera.setArmLocation(xCenter, yCenter, zCenter);\n};\n\n/**\n * Convert a 3D location to a 2D location on screen\n * Source: ttp://en.wikipedia.org/wiki/3D_projection\n * @param   {Point3d} point3d  A 3D point with parameters x, y, z\n * @returns {Point2d} point2d  A 2D point with parameters x, y\n */\nGraph3d.prototype._convert3Dto2D = function (point3d) {\n  const translation = this._convertPointToTranslation(point3d);\n  return this._convertTranslationToScreen(translation);\n};\n\n/**\n * Convert a 3D location its translation seen from the camera\n * Source: http://en.wikipedia.org/wiki/3D_projection\n * @param   {Point3d} point3d     A 3D point with parameters x, y, z\n * @returns {Point3d} translation A 3D point with parameters x, y, z This is\n *                                the translation of the point, seen from the\n *                                camera.\n */\nGraph3d.prototype._convertPointToTranslation = function (point3d) {\n  const cameraLocation = this.camera.getCameraLocation(),\n    cameraRotation = this.camera.getCameraRotation(),\n    ax = point3d.x * this.scale.x,\n    ay = point3d.y * this.scale.y,\n    az = point3d.z * this.scale.z,\n    cx = cameraLocation.x,\n    cy = cameraLocation.y,\n    cz = cameraLocation.z,\n    // calculate angles\n    sinTx = Math.sin(cameraRotation.x),\n    cosTx = Math.cos(cameraRotation.x),\n    sinTy = Math.sin(cameraRotation.y),\n    cosTy = Math.cos(cameraRotation.y),\n    sinTz = Math.sin(cameraRotation.z),\n    cosTz = Math.cos(cameraRotation.z),\n    // calculate translation\n    dx = cosTy * (sinTz * (ay - cy) + cosTz * (ax - cx)) - sinTy * (az - cz),\n    dy =\n      sinTx *\n        (cosTy * (az - cz) + sinTy * (sinTz * (ay - cy) + cosTz * (ax - cx))) +\n      cosTx * (cosTz * (ay - cy) - sinTz * (ax - cx)),\n    dz =\n      cosTx *\n        (cosTy * (az - cz) + sinTy * (sinTz * (ay - cy) + cosTz * (ax - cx))) -\n      sinTx * (cosTz * (ay - cy) - sinTz * (ax - cx));\n\n  return new Point3d(dx, dy, dz);\n};\n\n/**\n * Convert a translation point to a point on the screen\n * @param   {Point3d} translation A 3D point with parameters x, y, z This is\n *                                the translation of the point, seen from the\n *                                camera.\n * @returns {Point2d} point2d     A 2D point with parameters x, y\n */\nGraph3d.prototype._convertTranslationToScreen = function (translation) {\n  const ex = this.eye.x,\n    ey = this.eye.y,\n    ez = this.eye.z,\n    dx = translation.x,\n    dy = translation.y,\n    dz = translation.z;\n\n  // calculate position on screen from translation\n  let bx;\n  let by;\n  if (this.showPerspective) {\n    bx = (dx - ex) * (ez / dz);\n    by = (dy - ey) * (ez / dz);\n  } else {\n    bx = dx * -(ez / this.camera.getArmLength());\n    by = dy * -(ez / this.camera.getArmLength());\n  }\n\n  // shift and scale the point to the center of the screen\n  // use the width of the graph to scale both horizontally and vertically.\n  return new Point2d(\n    this.currentXCenter + bx * this.frame.canvas.clientWidth,\n    this.currentYCenter - by * this.frame.canvas.clientWidth,\n  );\n};\n\n/**\n * Calculate the translations and screen positions of all points\n * @param {Array.<Point3d>} points\n * @private\n */\nGraph3d.prototype._calcTranslations = function (points) {\n  for (let i = 0; i < points.length; i++) {\n    const point = points[i];\n    point.trans = this._convertPointToTranslation(point.point);\n    point.screen = this._convertTranslationToScreen(point.trans);\n\n    // calculate the translation of the point at the bottom (needed for sorting)\n    const transBottom = this._convertPointToTranslation(point.bottom);\n    point.dist = this.showPerspective ? transBottom.length() : -transBottom.z;\n  }\n\n  // sort the points on depth of their (x,y) position (not on z)\n  const sortDepth = function (a, b) {\n    return b.dist - a.dist;\n  };\n  points.sort(sortDepth);\n};\n\n/**\n * Transfer min/max values to the Graph3d instance.\n */\nGraph3d.prototype._initializeRanges = function () {\n  // TODO: later on, all min/maxes of all datagroups will be combined here\n  const dg = this.dataGroup;\n  this.xRange = dg.xRange;\n  this.yRange = dg.yRange;\n  this.zRange = dg.zRange;\n  this.valueRange = dg.valueRange;\n\n  // Values currently needed but which need to be sorted out for\n  // the multiple graph case.\n  this.xStep = dg.xStep;\n  this.yStep = dg.yStep;\n  this.zStep = dg.zStep;\n  this.xBarWidth = dg.xBarWidth;\n  this.yBarWidth = dg.yBarWidth;\n  this.colX = dg.colX;\n  this.colY = dg.colY;\n  this.colZ = dg.colZ;\n  this.colValue = dg.colValue;\n\n  // set the scale dependent on the ranges.\n  this._setScale();\n};\n\n/**\n * Return all data values as a list of Point3d objects\n * @param {vis.DataSet} data\n * @returns {Array.<object>}\n */\nGraph3d.prototype.getDataPoints = function (data) {\n  const dataPoints = [];\n\n  for (let i = 0; i < data.length; i++) {\n    const point = new Point3d();\n    point.x = data[i][this.colX] || 0;\n    point.y = data[i][this.colY] || 0;\n    point.z = data[i][this.colZ] || 0;\n    point.data = data[i];\n    point.value = data[i][this.colValue] || 0;\n\n    const obj = {};\n    obj.point = point;\n    obj.bottom = new Point3d(point.x, point.y, this.zRange.min);\n    obj.trans = undefined;\n    obj.screen = undefined;\n\n    dataPoints.push(obj);\n  }\n\n  return dataPoints;\n};\n\n/**\n * Filter the data based on the current filter\n * @param   {Array} data\n * @returns {Array} dataPoints Array with point objects which can be drawn on\n *                             screen\n */\nGraph3d.prototype._getDataPoints = function (data) {\n  // TODO: store the created matrix dataPoints in the filters instead of\n  //       reloading each time.\n  let x, y, i, obj;\n\n  let dataPoints = [];\n\n  if (\n    this.style === Graph3d.STYLE.GRID ||\n    this.style === Graph3d.STYLE.SURFACE\n  ) {\n    // copy all values from the data table to a matrix\n    // the provided values are supposed to form a grid of (x,y) positions\n\n    // create two lists with all present x and y values\n    const dataX = this.dataGroup.getDistinctValues(this.colX, data);\n    const dataY = this.dataGroup.getDistinctValues(this.colY, data);\n\n    dataPoints = this.getDataPoints(data);\n\n    // create a grid, a 2d matrix, with all values.\n    const dataMatrix = []; // temporary data matrix\n    for (i = 0; i < dataPoints.length; i++) {\n      obj = dataPoints[i];\n\n      // TODO: implement Array().indexOf() for Internet Explorer\n      const xIndex = dataX.indexOf(obj.point.x);\n      const yIndex = dataY.indexOf(obj.point.y);\n\n      if (dataMatrix[xIndex] === undefined) {\n        dataMatrix[xIndex] = [];\n      }\n\n      dataMatrix[xIndex][yIndex] = obj;\n    }\n\n    // fill in the pointers to the neighbors.\n    for (x = 0; x < dataMatrix.length; x++) {\n      for (y = 0; y < dataMatrix[x].length; y++) {\n        if (dataMatrix[x][y]) {\n          dataMatrix[x][y].pointRight =\n            x < dataMatrix.length - 1 ? dataMatrix[x + 1][y] : undefined;\n          dataMatrix[x][y].pointTop =\n            y < dataMatrix[x].length - 1 ? dataMatrix[x][y + 1] : undefined;\n          dataMatrix[x][y].pointCross =\n            x < dataMatrix.length - 1 && y < dataMatrix[x].length - 1\n              ? dataMatrix[x + 1][y + 1]\n              : undefined;\n        }\n      }\n    }\n  } else {\n    // 'dot', 'dot-line', etc.\n    dataPoints = this.getDataPoints(data);\n\n    if (this.style === Graph3d.STYLE.LINE) {\n      // Add next member points for line drawing\n      for (i = 0; i < dataPoints.length; i++) {\n        if (i > 0) {\n          dataPoints[i - 1].pointNext = dataPoints[i];\n        }\n      }\n    }\n  }\n\n  return dataPoints;\n};\n\n/**\n * Create the main frame for the Graph3d.\n *\n * This function is executed once when a Graph3d object is created. The frame\n * contains a canvas, and this canvas contains all objects like the axis and\n * nodes.\n */\nGraph3d.prototype.create = function () {\n  // remove all elements from the container element.\n  while (this.containerElement.hasChildNodes()) {\n    this.containerElement.removeChild(this.containerElement.firstChild);\n  }\n\n  this.frame = document.createElement(\"div\");\n  this.frame.style.position = \"relative\";\n  this.frame.style.overflow = \"hidden\";\n\n  // create the graph canvas (HTML canvas element)\n  this.frame.canvas = document.createElement(\"canvas\");\n  this.frame.canvas.style.position = \"relative\";\n  this.frame.appendChild(this.frame.canvas);\n  //if (!this.frame.canvas.getContext) {\n  {\n    const noCanvas = document.createElement(\"DIV\");\n    noCanvas.style.color = \"red\";\n    noCanvas.style.fontWeight = \"bold\";\n    noCanvas.style.padding = \"10px\";\n    noCanvas.innerHTML = \"Error: your browser does not support HTML canvas\";\n    this.frame.canvas.appendChild(noCanvas);\n  }\n\n  this.frame.filter = document.createElement(\"div\");\n  this.frame.filter.style.position = \"absolute\";\n  this.frame.filter.style.bottom = \"0px\";\n  this.frame.filter.style.left = \"0px\";\n  this.frame.filter.style.width = \"100%\";\n  this.frame.appendChild(this.frame.filter);\n\n  // add event listeners to handle moving and zooming the contents\n  const me = this;\n  const onmousedown = function (event) {\n    me._onMouseDown(event);\n  };\n  const ontouchstart = function (event) {\n    me._onTouchStart(event);\n  };\n  const onmousewheel = function (event) {\n    me._onWheel(event);\n  };\n  const ontooltip = function (event) {\n    me._onTooltip(event);\n  };\n  const onclick = function (event) {\n    me._onClick(event);\n  };\n  // TODO: these events are never cleaned up... can give a 'memory leakage'\n\n  this.frame.canvas.addEventListener(\"mousedown\", onmousedown);\n  this.frame.canvas.addEventListener(\"touchstart\", ontouchstart);\n  this.frame.canvas.addEventListener(\"mousewheel\", onmousewheel);\n  this.frame.canvas.addEventListener(\"mousemove\", ontooltip);\n  this.frame.canvas.addEventListener(\"click\", onclick);\n\n  // add the new graph to the container element\n  this.containerElement.appendChild(this.frame);\n};\n\n/**\n * Set a new size for the graph\n * @param {number} width\n * @param {number} height\n * @private\n */\nGraph3d.prototype._setSize = function (width, height) {\n  this.frame.style.width = width;\n  this.frame.style.height = height;\n\n  this._resizeCanvas();\n};\n\n/**\n * Resize the canvas to the current size of the frame\n */\nGraph3d.prototype._resizeCanvas = function () {\n  this.frame.canvas.style.width = \"100%\";\n  this.frame.canvas.style.height = \"100%\";\n\n  this.frame.canvas.width = this.frame.canvas.clientWidth;\n  this.frame.canvas.height = this.frame.canvas.clientHeight;\n\n  // adjust with for margin\n  this.frame.filter.style.width = this.frame.canvas.clientWidth - 2 * 10 + \"px\";\n};\n\n/**\n * Start playing the animation, if requested and filter present. Only applicable\n * when animation data is available.\n */\nGraph3d.prototype.animationStart = function () {\n  // start animation when option is true\n  if (!this.animationAutoStart || !this.dataGroup.dataFilter) return;\n\n  if (!this.frame.filter || !this.frame.filter.slider)\n    throw new Error(\"No animation available\");\n\n  this.frame.filter.slider.play();\n};\n\n/**\n * Stop animation\n */\nGraph3d.prototype.animationStop = function () {\n  if (!this.frame.filter || !this.frame.filter.slider) return;\n\n  this.frame.filter.slider.stop();\n};\n\n/**\n * Resize the center position based on the current values in this.xCenter\n * and this.yCenter (which are strings with a percentage or a value\n * in pixels). The center positions are the variables this.currentXCenter\n * and this.currentYCenter\n */\nGraph3d.prototype._resizeCenter = function () {\n  // calculate the horizontal center position\n  if (this.xCenter.charAt(this.xCenter.length - 1) === \"%\") {\n    this.currentXCenter =\n      (parseFloat(this.xCenter) / 100) * this.frame.canvas.clientWidth;\n  } else {\n    this.currentXCenter = parseFloat(this.xCenter); // supposed to be in px\n  }\n\n  // calculate the vertical center position\n  if (this.yCenter.charAt(this.yCenter.length - 1) === \"%\") {\n    this.currentYCenter =\n      (parseFloat(this.yCenter) / 100) *\n      (this.frame.canvas.clientHeight - this.frame.filter.clientHeight);\n  } else {\n    this.currentYCenter = parseFloat(this.yCenter); // supposed to be in px\n  }\n};\n\n/**\n * Retrieve the current camera rotation\n * @returns {object} An object with parameters horizontal, vertical, and\n *                   distance\n */\nGraph3d.prototype.getCameraPosition = function () {\n  const pos = this.camera.getArmRotation();\n  pos.distance = this.camera.getArmLength();\n  return pos;\n};\n\n/**\n * Load data into the 3D Graph\n * @param {vis.DataSet} data\n * @private\n */\nGraph3d.prototype._readData = function (data) {\n  // read the data\n  this.dataPoints = this.dataGroup.initializeData(this, data, this.style);\n\n  this._initializeRanges();\n  this._redrawFilter();\n};\n\n/**\n * Replace the dataset of the Graph3d\n * @param {Array | DataSet | DataView} data\n */\nGraph3d.prototype.setData = function (data) {\n  if (data === undefined || data === null) return;\n\n  this._readData(data);\n  this.redraw();\n  this.animationStart();\n};\n\n/**\n * Update the options. Options will be merged with current options\n * @param {object} options\n */\nGraph3d.prototype.setOptions = function (options) {\n  if (options === undefined) return;\n\n  const errorFound = Validator.validate(options, allOptions);\n  if (errorFound === true) {\n    console.error(\n      \"%cErrors have been found in the supplied options object.\",\n      VALIDATOR_PRINT_STYLE,\n    );\n  }\n\n  this.animationStop();\n\n  setOptions(options, this);\n  this.setPointDrawingMethod();\n  this._setSize(this.width, this.height);\n  this.setAxisLabelMethod();\n\n  this.setData(this.dataGroup.getDataTable());\n  this.animationStart();\n};\n\n/**\n * Determine which point drawing method to use for the current graph style.\n */\nGraph3d.prototype.setPointDrawingMethod = function () {\n  let method = undefined;\n\n  switch (this.style) {\n    case Graph3d.STYLE.BAR:\n      method = this._redrawBarGraphPoint;\n      break;\n    case Graph3d.STYLE.BARCOLOR:\n      method = this._redrawBarColorGraphPoint;\n      break;\n    case Graph3d.STYLE.BARSIZE:\n      method = this._redrawBarSizeGraphPoint;\n      break;\n    case Graph3d.STYLE.DOT:\n      method = this._redrawDotGraphPoint;\n      break;\n    case Graph3d.STYLE.DOTLINE:\n      method = this._redrawDotLineGraphPoint;\n      break;\n    case Graph3d.STYLE.DOTCOLOR:\n      method = this._redrawDotColorGraphPoint;\n      break;\n    case Graph3d.STYLE.DOTSIZE:\n      method = this._redrawDotSizeGraphPoint;\n      break;\n    case Graph3d.STYLE.SURFACE:\n      method = this._redrawSurfaceGraphPoint;\n      break;\n    case Graph3d.STYLE.GRID:\n      method = this._redrawGridGraphPoint;\n      break;\n    case Graph3d.STYLE.LINE:\n      method = this._redrawLineGraphPoint;\n      break;\n    default:\n      throw new Error(\n        \"Can not determine point drawing method \" +\n          \"for graph style '\" +\n          this.style +\n          \"'\",\n      );\n  }\n\n  this._pointDrawingMethod = method;\n};\n\n/**\n * Determine which functions to use to draw axis labels.\n */\nGraph3d.prototype.setAxisLabelMethod = function () {\n  if (this.rotateAxisLabels) {\n    this._drawAxisLabelX = this.drawAxisLabelXRotate;\n    this._drawAxisLabelY = this.drawAxisLabelYRotate;\n    this._drawAxisLabelZ = this.drawAxisLabelZRotate;\n  } else {\n    this._drawAxisLabelX = this.drawAxisLabelX;\n    this._drawAxisLabelY = this.drawAxisLabelY;\n    this._drawAxisLabelZ = this.drawAxisLabelZ;\n  }\n};\n\n/**\n * Redraw the Graph.\n */\nGraph3d.prototype.redraw = function () {\n  if (this.dataPoints === undefined) {\n    throw new Error(\"Graph data not initialized\");\n  }\n\n  this._resizeCanvas();\n  this._resizeCenter();\n  this._redrawSlider();\n  this._redrawClear();\n  this._redrawAxis();\n\n  this._redrawDataGraph();\n\n  this._redrawInfo();\n  this._redrawLegend();\n};\n\n/**\n * Get drawing context without exposing canvas\n * @returns {CanvasRenderingContext2D}\n * @private\n */\nGraph3d.prototype._getContext = function () {\n  const canvas = this.frame.canvas;\n  const ctx = canvas.getContext(\"2d\");\n\n  ctx.lineJoin = \"round\";\n  ctx.lineCap = \"round\";\n\n  return ctx;\n};\n\n/**\n * Clear the canvas before redrawing\n */\nGraph3d.prototype._redrawClear = function () {\n  const canvas = this.frame.canvas;\n  const ctx = canvas.getContext(\"2d\");\n\n  ctx.clearRect(0, 0, canvas.width, canvas.height);\n};\n\nGraph3d.prototype._dotSize = function () {\n  return this.frame.clientWidth * this.dotSizeRatio;\n};\n\n/**\n * Get legend width\n * @returns {*}\n * @private\n */\nGraph3d.prototype._getLegendWidth = function () {\n  let width;\n\n  if (this.style === Graph3d.STYLE.DOTSIZE) {\n    const dotSize = this._dotSize();\n    //width =  dotSize / 2 + dotSize * 2;\n    width = dotSize * this.dotSizeMaxFraction;\n  } else if (this.style === Graph3d.STYLE.BARSIZE) {\n    width = this.xBarWidth;\n  } else {\n    width = 20;\n  }\n  return width;\n};\n\n/**\n * Redraw the legend based on size, dot color, or surface height\n */\nGraph3d.prototype._redrawLegend = function () {\n  //Return without drawing anything, if no legend is specified\n  if (this.showLegend !== true) {\n    return;\n  }\n\n  // Do not draw legend when graph style does not support\n  if (\n    this.style === Graph3d.STYLE.LINE ||\n    this.style === Graph3d.STYLE.BARSIZE //TODO add legend support for BARSIZE\n  ) {\n    return;\n  }\n\n  // Legend types - size and color. Determine if size legend.\n  const isSizeLegend =\n    this.style === Graph3d.STYLE.BARSIZE ||\n    this.style === Graph3d.STYLE.DOTSIZE;\n\n  // Legend is either tracking z values or style values. This flag if false means use z values.\n  const isValueLegend =\n    this.style === Graph3d.STYLE.DOTSIZE ||\n    this.style === Graph3d.STYLE.DOTCOLOR ||\n    this.style === Graph3d.STYLE.SURFACE ||\n    this.style === Graph3d.STYLE.BARCOLOR;\n\n  const height = Math.max(this.frame.clientHeight * 0.25, 100);\n  const top = this.margin;\n  const width = this._getLegendWidth(); // px - overwritten by size legend\n  const right = this.frame.clientWidth - this.margin;\n  const left = right - width;\n  const bottom = top + height;\n\n  const ctx = this._getContext();\n  ctx.lineWidth = 1;\n  ctx.font = \"14px arial\"; // TODO: put in options\n\n  if (isSizeLegend === false) {\n    // draw the color bar\n    const ymin = 0;\n    const ymax = height; // Todo: make height customizable\n    let y;\n\n    for (y = ymin; y < ymax; y++) {\n      // Need (1 - x) because y runs from top to bottom:\n      const f = 1 - (y - ymin) / (ymax - ymin);\n      const color = this._colormap(f, 1);\n\n      ctx.strokeStyle = color;\n      ctx.beginPath();\n      ctx.moveTo(left, top + y);\n      ctx.lineTo(right, top + y);\n      ctx.stroke();\n    }\n    ctx.strokeStyle = this.axisColor;\n    ctx.strokeRect(left, top, width, height);\n  } else {\n    // draw the size legend box\n    let widthMin;\n    if (this.style === Graph3d.STYLE.DOTSIZE) {\n      // Get the proportion to max and min right\n      widthMin = width * (this.dotSizeMinFraction / this.dotSizeMaxFraction);\n    } else if (this.style === Graph3d.STYLE.BARSIZE) {\n      //widthMin = this.xBarWidth * 0.2 this is wrong - barwidth measures in terms of xvalues\n    }\n    ctx.strokeStyle = this.axisColor;\n    ctx.fillStyle = this.dataColor.fill;\n    ctx.beginPath();\n    ctx.moveTo(left, top);\n    ctx.lineTo(right, top);\n    ctx.lineTo(left + widthMin, bottom);\n    ctx.lineTo(left, bottom);\n    ctx.closePath();\n    ctx.fill();\n    ctx.stroke();\n  }\n\n  // print value text along the legend edge\n  const gridLineLen = 5; // px\n\n  const legendMin = isValueLegend ? this.valueRange.min : this.zRange.min;\n  const legendMax = isValueLegend ? this.valueRange.max : this.zRange.max;\n  const step = new StepNumber(\n    legendMin,\n    legendMax,\n    (legendMax - legendMin) / 5,\n    true,\n  );\n  step.start(true);\n\n  while (!step.end()) {\n    const y =\n      bottom -\n      ((step.getCurrent() - legendMin) / (legendMax - legendMin)) * height;\n    const from = new Point2d(left - gridLineLen, y);\n    const to = new Point2d(left, y);\n    this._line(ctx, from, to);\n\n    ctx.textAlign = \"right\";\n    ctx.textBaseline = \"middle\";\n    ctx.fillStyle = this.axisColor;\n    ctx.fillText(step.getCurrent(), left - 2 * gridLineLen, y);\n\n    step.next();\n  }\n\n  ctx.textAlign = \"right\";\n  ctx.textBaseline = \"top\";\n  const label = this.legendLabel;\n  ctx.fillText(label, right, bottom + this.margin);\n};\n\n/**\n * Redraw the filter\n */\nGraph3d.prototype._redrawFilter = function () {\n  const dataFilter = this.dataGroup.dataFilter;\n  const filter = this.frame.filter;\n  filter.innerHTML = \"\";\n\n  if (!dataFilter) {\n    filter.slider = undefined;\n    return;\n  }\n\n  const options = {\n    visible: this.showAnimationControls,\n  };\n  const slider = new Slider(filter, options);\n  filter.slider = slider;\n\n  // TODO: css here is not nice here...\n  filter.style.padding = \"10px\";\n  //this.frame.filter.style.backgroundColor = '#EFEFEF';\n\n  slider.setValues(dataFilter.values);\n  slider.setPlayInterval(this.animationInterval);\n\n  // create an event handler\n  const me = this;\n  const onchange = function () {\n    const dataFilter = me.dataGroup.dataFilter;\n    const index = slider.getIndex();\n\n    dataFilter.selectValue(index);\n    me.dataPoints = dataFilter._getDataPoints();\n\n    me.redraw();\n  };\n\n  slider.setOnChangeCallback(onchange);\n};\n\n/**\n * Redraw the slider\n */\nGraph3d.prototype._redrawSlider = function () {\n  if (this.frame.filter.slider !== undefined) {\n    this.frame.filter.slider.redraw();\n  }\n};\n\n/**\n * Redraw common information\n */\nGraph3d.prototype._redrawInfo = function () {\n  const info = this.dataGroup.getInfo();\n  if (info === undefined) return;\n\n  const ctx = this._getContext();\n\n  ctx.font = \"14px arial\"; // TODO: put in options\n  ctx.lineStyle = \"gray\";\n  ctx.fillStyle = \"gray\";\n  ctx.textAlign = \"left\";\n  ctx.textBaseline = \"top\";\n\n  const x = this.margin;\n  const y = this.margin;\n  ctx.fillText(info, x, y);\n};\n\n/**\n * Draw a line between 2d points 'from' and 'to'.\n *\n * If stroke style specified, set that as well.\n * @param {CanvasRenderingContext2D} ctx\n * @param {vis.Point2d} from\n * @param {vis.Point2d} to\n * @param {string} [strokeStyle]\n * @private\n */\nGraph3d.prototype._line = function (ctx, from, to, strokeStyle) {\n  if (strokeStyle !== undefined) {\n    ctx.strokeStyle = strokeStyle;\n  }\n\n  ctx.beginPath();\n  ctx.moveTo(from.x, from.y);\n  ctx.lineTo(to.x, to.y);\n  ctx.stroke();\n};\n\n/**\n *\n * @param {CanvasRenderingContext2D} ctx\n * @param {vis.Point3d} point3d\n * @param {string} text\n * @param {number} armAngle\n * @param {number} [yMargin]\n */\nGraph3d.prototype.drawAxisLabelX = function (\n  ctx,\n  point3d,\n  text,\n  armAngle,\n  yMargin,\n) {\n  if (yMargin === undefined) {\n    yMargin = 0;\n  }\n\n  const point2d = this._convert3Dto2D(point3d);\n\n  if (Math.cos(armAngle * 2) > 0) {\n    ctx.textAlign = \"center\";\n    ctx.textBaseline = \"top\";\n    point2d.y += yMargin;\n  } else if (Math.sin(armAngle * 2) < 0) {\n    ctx.textAlign = \"right\";\n    ctx.textBaseline = \"middle\";\n  } else {\n    ctx.textAlign = \"left\";\n    ctx.textBaseline = \"middle\";\n  }\n\n  ctx.fillStyle = this.axisColor;\n  ctx.fillText(text, point2d.x, point2d.y);\n};\n\n/**\n *\n * @param {CanvasRenderingContext2D} ctx\n * @param {vis.Point3d} point3d\n * @param {string} text\n * @param {number} armAngle\n * @param {number} [yMargin]\n */\nGraph3d.prototype.drawAxisLabelY = function (\n  ctx,\n  point3d,\n  text,\n  armAngle,\n  yMargin,\n) {\n  if (yMargin === undefined) {\n    yMargin = 0;\n  }\n\n  const point2d = this._convert3Dto2D(point3d);\n\n  if (Math.cos(armAngle * 2) < 0) {\n    ctx.textAlign = \"center\";\n    ctx.textBaseline = \"top\";\n    point2d.y += yMargin;\n  } else if (Math.sin(armAngle * 2) > 0) {\n    ctx.textAlign = \"right\";\n    ctx.textBaseline = \"middle\";\n  } else {\n    ctx.textAlign = \"left\";\n    ctx.textBaseline = \"middle\";\n  }\n\n  ctx.fillStyle = this.axisColor;\n  ctx.fillText(text, point2d.x, point2d.y);\n};\n\n/**\n *\n * @param {CanvasRenderingContext2D} ctx\n * @param {vis.Point3d} point3d\n * @param {string} text\n * @param {number} [offset]\n */\nGraph3d.prototype.drawAxisLabelZ = function (ctx, point3d, text, offset) {\n  if (offset === undefined) {\n    offset = 0;\n  }\n\n  const point2d = this._convert3Dto2D(point3d);\n  ctx.textAlign = \"right\";\n  ctx.textBaseline = \"middle\";\n  ctx.fillStyle = this.axisColor;\n  ctx.fillText(text, point2d.x - offset, point2d.y);\n};\n\n/**\n *\n * @param {CanvasRenderingContext2D} ctx\n * @param {vis.Point3d} point3d\n * @param {string} text\n * @param {number} armAngle\n * @param {number} [yMargin]\n */\nGraph3d.prototype.drawAxisLabelXRotate = function (\n  ctx,\n  point3d,\n  text,\n  armAngle,\n  yMargin,\n) {\n  if (yMargin === undefined) {\n    yMargin = 0;\n  }\n\n  const point2d = this._convert3Dto2D(point3d);\n  if (Math.cos(armAngle * 2) > 0) {\n    ctx.save();\n    ctx.translate(point2d.x, point2d.y);\n    ctx.rotate(-Math.PI / 2);\n    ctx.textAlign = \"right\";\n    ctx.textBaseline = \"middle\";\n    ctx.fillStyle = this.axisColor;\n    ctx.fillText(text, 0, 0);\n    ctx.restore();\n  } else if (Math.sin(armAngle * 2) < 0) {\n    ctx.textAlign = \"right\";\n    ctx.textBaseline = \"middle\";\n    ctx.fillStyle = this.axisColor;\n    ctx.fillText(text, point2d.x, point2d.y);\n  } else {\n    ctx.textAlign = \"left\";\n    ctx.textBaseline = \"middle\";\n    ctx.fillStyle = this.axisColor;\n    ctx.fillText(text, point2d.x, point2d.y);\n  }\n};\n\n/**\n *\n * @param {CanvasRenderingContext2D} ctx\n * @param {vis.Point3d} point3d\n * @param {string} text\n * @param {number} armAngle\n * @param {number} [yMargin]\n */\nGraph3d.prototype.drawAxisLabelYRotate = function (\n  ctx,\n  point3d,\n  text,\n  armAngle,\n  yMargin,\n) {\n  if (yMargin === undefined) {\n    yMargin = 0;\n  }\n\n  const point2d = this._convert3Dto2D(point3d);\n  if (Math.cos(armAngle * 2) < 0) {\n    ctx.save();\n    ctx.translate(point2d.x, point2d.y);\n    ctx.rotate(-Math.PI / 2);\n    ctx.textAlign = \"right\";\n    ctx.textBaseline = \"middle\";\n    ctx.fillStyle = this.axisColor;\n    ctx.fillText(text, 0, 0);\n    ctx.restore();\n  } else if (Math.sin(armAngle * 2) > 0) {\n    ctx.textAlign = \"right\";\n    ctx.textBaseline = \"middle\";\n    ctx.fillStyle = this.axisColor;\n    ctx.fillText(text, point2d.x, point2d.y);\n  } else {\n    ctx.textAlign = \"left\";\n    ctx.textBaseline = \"middle\";\n    ctx.fillStyle = this.axisColor;\n    ctx.fillText(text, point2d.x, point2d.y);\n  }\n};\n\n/**\n *\n * @param {CanvasRenderingContext2D} ctx\n * @param {vis.Point3d} point3d\n * @param {string} text\n * @param {number} [offset]\n */\nGraph3d.prototype.drawAxisLabelZRotate = function (ctx, point3d, text, offset) {\n  if (offset === undefined) {\n    offset = 0;\n  }\n\n  const point2d = this._convert3Dto2D(point3d);\n  ctx.textAlign = \"right\";\n  ctx.textBaseline = \"middle\";\n  ctx.fillStyle = this.axisColor;\n  ctx.fillText(text, point2d.x - offset, point2d.y);\n};\n\n/**\n \n \n /**\n Draw a line between 2d points 'from' and 'to'.\n \n If stroke style specified, set that as well.\n * @param {CanvasRenderingContext2D} ctx\n * @param {vis.Point2d} from\n * @param {vis.Point2d} to\n * @param {string} [strokeStyle]\n * @private\n */\nGraph3d.prototype._line3d = function (ctx, from, to, strokeStyle) {\n  const from2d = this._convert3Dto2D(from);\n  const to2d = this._convert3Dto2D(to);\n\n  this._line(ctx, from2d, to2d, strokeStyle);\n};\n\n/**\n * Redraw the axis\n */\nGraph3d.prototype._redrawAxis = function () {\n  const ctx = this._getContext();\n  let from,\n    to,\n    step,\n    prettyStep,\n    text,\n    xText,\n    yText,\n    zText,\n    offset,\n    xOffset,\n    yOffset;\n\n  // TODO: get the actual rendered style of the containerElement\n  //ctx.font = this.containerElement.style.font;\n  //ctx.font = 24 / this.camera.getArmLength() + 'px arial';\n  ctx.font =\n    this.axisFontSize / this.camera.getArmLength() + \"px \" + this.axisFontType;\n\n  // calculate the length for the short grid lines\n  const gridLenX = 0.025 / this.scale.x;\n  const gridLenY = 0.025 / this.scale.y;\n  const textMargin = 5 / this.camera.getArmLength(); // px\n  const armAngle = this.camera.getArmRotation().horizontal;\n  const armVector = new Point2d(Math.cos(armAngle), Math.sin(armAngle));\n\n  const xRange = this.xRange;\n  const yRange = this.yRange;\n  const zRange = this.zRange;\n  let point3d;\n\n  // draw x-grid lines\n  ctx.lineWidth = 1;\n  prettyStep = this.defaultXStep === undefined;\n  step = new StepNumber(xRange.min, xRange.max, this.xStep, prettyStep);\n  step.start(true);\n\n  while (!step.end()) {\n    const x = step.getCurrent();\n\n    if (this.showGrid) {\n      from = new Point3d(x, yRange.min, zRange.min);\n      to = new Point3d(x, yRange.max, zRange.min);\n      this._line3d(ctx, from, to, this.gridColor);\n    } else if (this.showXAxis) {\n      from = new Point3d(x, yRange.min, zRange.min);\n      to = new Point3d(x, yRange.min + gridLenX, zRange.min);\n      this._line3d(ctx, from, to, this.axisColor);\n\n      from = new Point3d(x, yRange.max, zRange.min);\n      to = new Point3d(x, yRange.max - gridLenX, zRange.min);\n      this._line3d(ctx, from, to, this.axisColor);\n    }\n\n    if (this.showXAxis) {\n      yText = armVector.x > 0 ? yRange.min : yRange.max;\n      point3d = new Point3d(x, yText, zRange.min);\n      const msg = \"  \" + this.xValueLabel(x) + \"  \";\n      this._drawAxisLabelX.call(this, ctx, point3d, msg, armAngle, textMargin);\n    }\n\n    step.next();\n  }\n\n  // draw y-grid lines\n  ctx.lineWidth = 1;\n  prettyStep = this.defaultYStep === undefined;\n  step = new StepNumber(yRange.min, yRange.max, this.yStep, prettyStep);\n  step.start(true);\n\n  while (!step.end()) {\n    const y = step.getCurrent();\n\n    if (this.showGrid) {\n      from = new Point3d(xRange.min, y, zRange.min);\n      to = new Point3d(xRange.max, y, zRange.min);\n      this._line3d(ctx, from, to, this.gridColor);\n    } else if (this.showYAxis) {\n      from = new Point3d(xRange.min, y, zRange.min);\n      to = new Point3d(xRange.min + gridLenY, y, zRange.min);\n      this._line3d(ctx, from, to, this.axisColor);\n\n      from = new Point3d(xRange.max, y, zRange.min);\n      to = new Point3d(xRange.max - gridLenY, y, zRange.min);\n      this._line3d(ctx, from, to, this.axisColor);\n    }\n\n    if (this.showYAxis) {\n      xText = armVector.y > 0 ? xRange.min : xRange.max;\n      point3d = new Point3d(xText, y, zRange.min);\n      const msg = \"  \" + this.yValueLabel(y) + \"  \";\n      this._drawAxisLabelY.call(this, ctx, point3d, msg, armAngle, textMargin);\n    }\n\n    step.next();\n  }\n\n  // draw z-grid lines and axis\n  if (this.showZAxis) {\n    ctx.lineWidth = 1;\n    prettyStep = this.defaultZStep === undefined;\n    step = new StepNumber(zRange.min, zRange.max, this.zStep, prettyStep);\n    step.start(true);\n\n    xText = armVector.x > 0 ? xRange.min : xRange.max;\n    yText = armVector.y < 0 ? yRange.min : yRange.max;\n\n    while (!step.end()) {\n      const z = step.getCurrent();\n\n      // TODO: make z-grid lines really 3d?\n      const from3d = new Point3d(xText, yText, z);\n      const from2d = this._convert3Dto2D(from3d);\n      to = new Point2d(from2d.x - textMargin, from2d.y);\n      this._line(ctx, from2d, to, this.axisColor);\n\n      const msg = this.zValueLabel(z) + \" \";\n      this._drawAxisLabelZ.call(this, ctx, from3d, msg, 5);\n\n      step.next();\n    }\n\n    ctx.lineWidth = 1;\n    from = new Point3d(xText, yText, zRange.min);\n    to = new Point3d(xText, yText, zRange.max);\n    this._line3d(ctx, from, to, this.axisColor);\n  }\n\n  // draw x-axis\n  if (this.showXAxis) {\n    let xMin2d;\n    let xMax2d;\n    ctx.lineWidth = 1;\n\n    // line at yMin\n    xMin2d = new Point3d(xRange.min, yRange.min, zRange.min);\n    xMax2d = new Point3d(xRange.max, yRange.min, zRange.min);\n    this._line3d(ctx, xMin2d, xMax2d, this.axisColor);\n    // line at ymax\n    xMin2d = new Point3d(xRange.min, yRange.max, zRange.min);\n    xMax2d = new Point3d(xRange.max, yRange.max, zRange.min);\n    this._line3d(ctx, xMin2d, xMax2d, this.axisColor);\n  }\n\n  // draw y-axis\n  if (this.showYAxis) {\n    ctx.lineWidth = 1;\n    // line at xMin\n    from = new Point3d(xRange.min, yRange.min, zRange.min);\n    to = new Point3d(xRange.min, yRange.max, zRange.min);\n    this._line3d(ctx, from, to, this.axisColor);\n    // line at xMax\n    from = new Point3d(xRange.max, yRange.min, zRange.min);\n    to = new Point3d(xRange.max, yRange.max, zRange.min);\n    this._line3d(ctx, from, to, this.axisColor);\n  }\n\n  // draw x-label\n  const xLabel = this.xLabel;\n  if (xLabel.length > 0 && this.showXAxis) {\n    yOffset = 0.1 / this.scale.y;\n    xText = (xRange.max + 3 * xRange.min) / 4;\n    yText = armVector.x > 0 ? yRange.min - yOffset : yRange.max + yOffset;\n    text = new Point3d(xText, yText, zRange.min);\n    this.drawAxisLabelX(ctx, text, xLabel, armAngle);\n  }\n\n  // draw y-label\n  const yLabel = this.yLabel;\n  if (yLabel.length > 0 && this.showYAxis) {\n    xOffset = 0.1 / this.scale.x;\n    xText = armVector.y > 0 ? xRange.min - xOffset : xRange.max + xOffset;\n    yText = (yRange.max + 3 * yRange.min) / 4;\n    text = new Point3d(xText, yText, zRange.min);\n\n    this.drawAxisLabelY(ctx, text, yLabel, armAngle);\n  }\n\n  // draw z-label\n  const zLabel = this.zLabel;\n  if (zLabel.length > 0 && this.showZAxis) {\n    offset = 30; // pixels.  // TODO: relate to the max width of the values on the z axis?\n    xText = armVector.x > 0 ? xRange.min : xRange.max;\n    yText = armVector.y < 0 ? yRange.min : yRange.max;\n    zText = (zRange.max + 3 * zRange.min) / 4;\n    text = new Point3d(xText, yText, zText);\n\n    this.drawAxisLabelZ(ctx, text, zLabel, offset);\n  }\n};\n\n/**\n *\n * @param {vis.Point3d} point\n * @returns {*}\n * @private\n */\nGraph3d.prototype._getStrokeWidth = function (point) {\n  if (point !== undefined) {\n    if (this.showPerspective) {\n      return (1 / -point.trans.z) * this.dataColor.strokeWidth;\n    } else {\n      return (\n        -(this.eye.z / this.camera.getArmLength()) * this.dataColor.strokeWidth\n      );\n    }\n  }\n\n  return this.dataColor.strokeWidth;\n};\n\n// -----------------------------------------------------------------------------\n// Drawing primitives for the graphs\n// -----------------------------------------------------------------------------\n\n/**\n * Draw a bar element in the view with the given properties.\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} point\n * @param {number} xWidth\n * @param {number} yWidth\n * @param {string} color\n * @param {string} borderColor\n * @private\n */\nGraph3d.prototype._redrawBar = function (\n  ctx,\n  point,\n  xWidth,\n  yWidth,\n  color,\n  borderColor,\n) {\n  let surface;\n\n  // calculate all corner points\n  const me = this;\n  const point3d = point.point;\n  const zMin = this.zRange.min;\n  const top = [\n    { point: new Point3d(point3d.x - xWidth, point3d.y - yWidth, point3d.z) },\n    { point: new Point3d(point3d.x + xWidth, point3d.y - yWidth, point3d.z) },\n    { point: new Point3d(point3d.x + xWidth, point3d.y + yWidth, point3d.z) },\n    { point: new Point3d(point3d.x - xWidth, point3d.y + yWidth, point3d.z) },\n  ];\n  const bottom = [\n    { point: new Point3d(point3d.x - xWidth, point3d.y - yWidth, zMin) },\n    { point: new Point3d(point3d.x + xWidth, point3d.y - yWidth, zMin) },\n    { point: new Point3d(point3d.x + xWidth, point3d.y + yWidth, zMin) },\n    { point: new Point3d(point3d.x - xWidth, point3d.y + yWidth, zMin) },\n  ];\n\n  // calculate screen location of the points\n  top.forEach(function (obj) {\n    obj.screen = me._convert3Dto2D(obj.point);\n  });\n  bottom.forEach(function (obj) {\n    obj.screen = me._convert3Dto2D(obj.point);\n  });\n\n  // create five sides, calculate both corner points and center points\n  const surfaces = [\n    { corners: top, center: Point3d.avg(bottom[0].point, bottom[2].point) },\n    {\n      corners: [top[0], top[1], bottom[1], bottom[0]],\n      center: Point3d.avg(bottom[1].point, bottom[0].point),\n    },\n    {\n      corners: [top[1], top[2], bottom[2], bottom[1]],\n      center: Point3d.avg(bottom[2].point, bottom[1].point),\n    },\n    {\n      corners: [top[2], top[3], bottom[3], bottom[2]],\n      center: Point3d.avg(bottom[3].point, bottom[2].point),\n    },\n    {\n      corners: [top[3], top[0], bottom[0], bottom[3]],\n      center: Point3d.avg(bottom[0].point, bottom[3].point),\n    },\n  ];\n  point.surfaces = surfaces;\n\n  // calculate the distance of each of the surface centers to the camera\n  for (let j = 0; j < surfaces.length; j++) {\n    surface = surfaces[j];\n    const transCenter = this._convertPointToTranslation(surface.center);\n    surface.dist = this.showPerspective ? transCenter.length() : -transCenter.z;\n    // TODO: this dept calculation doesn't work 100% of the cases due to perspective,\n    //     but the current solution is fast/simple and works in 99.9% of all cases\n    //     the issue is visible in example 14, with graph.setCameraPosition({horizontal: 2.97, vertical: 0.5, distance: 0.9})\n  }\n\n  // order the surfaces by their (translated) depth\n  surfaces.sort(function (a, b) {\n    const diff = b.dist - a.dist;\n    if (diff) return diff;\n\n    // if equal depth, sort the top surface last\n    if (a.corners === top) return 1;\n    if (b.corners === top) return -1;\n\n    // both are equal\n    return 0;\n  });\n\n  // draw the ordered surfaces\n  ctx.lineWidth = this._getStrokeWidth(point);\n  ctx.strokeStyle = borderColor;\n  ctx.fillStyle = color;\n  // NOTE: we start at j=2 instead of j=0 as we don't need to draw the two surfaces at the backside\n  for (let j = 2; j < surfaces.length; j++) {\n    surface = surfaces[j];\n    this._polygon(ctx, surface.corners);\n  }\n};\n\n/**\n * Draw a polygon using the passed points and fill it with the passed style and stroke.\n * @param {CanvasRenderingContext2D} ctx\n * @param {Array.<vis.Point3d>} points      an array of points.\n * @param {string} [fillStyle] the fill style to set\n * @param {string} [strokeStyle] the stroke style to set\n */\nGraph3d.prototype._polygon = function (ctx, points, fillStyle, strokeStyle) {\n  if (points.length < 2) {\n    return;\n  }\n\n  if (fillStyle !== undefined) {\n    ctx.fillStyle = fillStyle;\n  }\n  if (strokeStyle !== undefined) {\n    ctx.strokeStyle = strokeStyle;\n  }\n  ctx.beginPath();\n  ctx.moveTo(points[0].screen.x, points[0].screen.y);\n\n  for (let i = 1; i < points.length; ++i) {\n    const point = points[i];\n    ctx.lineTo(point.screen.x, point.screen.y);\n  }\n\n  ctx.closePath();\n  ctx.fill();\n  ctx.stroke(); // TODO: only draw stroke when strokeWidth > 0\n};\n\n/**\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} point\n * @param {string} color\n * @param {string} borderColor\n * @param {number} [size]\n * @private\n */\nGraph3d.prototype._drawCircle = function (\n  ctx,\n  point,\n  color,\n  borderColor,\n  size,\n) {\n  const radius = this._calcRadius(point, size);\n\n  ctx.lineWidth = this._getStrokeWidth(point);\n  ctx.strokeStyle = borderColor;\n  ctx.fillStyle = color;\n  ctx.beginPath();\n  ctx.arc(point.screen.x, point.screen.y, radius, 0, Math.PI * 2, true);\n  ctx.fill();\n  ctx.stroke();\n};\n\n/**\n * Determine the colors for the 'regular' graph styles.\n * @param {object} point\n * @returns {{fill, border}}\n * @private\n */\nGraph3d.prototype._getColorsRegular = function (point) {\n  const f = (point.point.value - this.valueRange.min) * this.scale.value;\n  const color = this._colormap(f, 1);\n  const borderColor = this._colormap(f, 0.8);\n  return {\n    fill: color,\n    border: borderColor,\n  };\n};\n\n/**\n * Get the colors for the 'color' graph styles.\n * These styles are currently: 'bar-color' and 'dot-color'\n * Color may be set as a string representation of HTML color, like #ff00ff,\n * or calculated from a number, for example, distance from this point\n * The first option is useful when we have some pre-given legend, to which we have to adjust ourselves\n * The second option is useful when we are interested in automatically setting the color, from some value,\n * using some color scale\n * @param {object} point\n * @returns {{fill: *, border: *}}\n * @private\n */\nGraph3d.prototype._getColorsColor = function (point) {\n  // calculate the color based on the value\n  let color, borderColor, pointStyle;\n  if (point && point.point && point.point.data && point.point.data.style) {\n    pointStyle = point.point.data.style;\n  }\n  if (\n    pointStyle &&\n    typeof pointStyle === \"object\" &&\n    pointStyle.fill &&\n    pointStyle.stroke\n  ) {\n    return {\n      fill: pointStyle.fill,\n      border: pointStyle.stroke,\n    };\n  }\n\n  if (typeof point.point.value === \"string\") {\n    color = point.point.value;\n    borderColor = point.point.value;\n  } else {\n    const f = (point.point.value - this.valueRange.min) * this.scale.value;\n    color = this._colormap(f, 1);\n    borderColor = this._colormap(f, 0.8);\n  }\n  return {\n    fill: color,\n    border: borderColor,\n  };\n};\n\n/**\n * Get the colors for the 'size' graph styles.\n * These styles are currently: 'bar-size' and 'dot-size'\n * @returns {{fill: *, border: (string|colorOptions.stroke|{string, undefined}|string|colorOptions.stroke|{string}|*)}}\n * @private\n */\nGraph3d.prototype._getColorsSize = function () {\n  return {\n    fill: this.dataColor.fill,\n    border: this.dataColor.stroke,\n  };\n};\n\n/**\n * Determine the color corresponding to a given value on the color scale.\n * @param {number} [x] the data value to be mapped running from 0 to 1\n * @param {number} [v] scale factor between 0 and 1 for the color brightness\n * @returns {string}\n * @private\n */\nGraph3d.prototype._colormap = function (x, v = 1) {\n  let r, g, b, a;\n  const colormap = this.colormap;\n  if (Array.isArray(colormap)) {\n    const maxIndex = colormap.length - 1;\n    const startIndex = Math.max(Math.floor(x * maxIndex), 0);\n    const endIndex = Math.min(startIndex + 1, maxIndex);\n    const innerRatio = x * maxIndex - startIndex;\n    const min = colormap[startIndex];\n    const max = colormap[endIndex];\n    r = min.r + innerRatio * (max.r - min.r);\n    g = min.g + innerRatio * (max.g - min.g);\n    b = min.b + innerRatio * (max.b - min.b);\n  } else if (typeof colormap === \"function\") {\n    ({ r, g, b, a } = colormap(x));\n  } else {\n    const hue = (1 - x) * 240;\n    ({ r, g, b } = util.HSVToRGB(hue / 360, 1, 1));\n  }\n  if (typeof a === \"number\" && !Number.isNaN(a)) {\n    return `RGBA(${Math.round(r * v)}, ${Math.round(g * v)}, ${Math.round(\n      b * v,\n    )}, ${a})`;\n  } else {\n    return `RGB(${Math.round(r * v)}, ${Math.round(g * v)}, ${Math.round(\n      b * v,\n    )})`;\n  }\n};\n\n/**\n * Determine the size of a point on-screen, as determined by the\n * distance to the camera.\n * @param {object} point\n * @param {number} [size] the size that needs to be translated to screen coordinates.\n *             optional; if not passed, use the default point size.\n * @returns {number}\n * @private\n */\nGraph3d.prototype._calcRadius = function (point, size) {\n  if (size === undefined) {\n    size = this._dotSize();\n  }\n\n  let radius;\n  if (this.showPerspective) {\n    radius = size / -point.trans.z;\n  } else {\n    radius = size * -(this.eye.z / this.camera.getArmLength());\n  }\n  if (radius < 0) {\n    radius = 0;\n  }\n\n  return radius;\n};\n\n// -----------------------------------------------------------------------------\n// Methods for drawing points per graph style.\n// -----------------------------------------------------------------------------\n\n/**\n * Draw single datapoint for graph style 'bar'.\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} point\n * @private\n */\nGraph3d.prototype._redrawBarGraphPoint = function (ctx, point) {\n  const xWidth = this.xBarWidth / 2;\n  const yWidth = this.yBarWidth / 2;\n  const colors = this._getColorsRegular(point);\n\n  this._redrawBar(ctx, point, xWidth, yWidth, colors.fill, colors.border);\n};\n\n/**\n * Draw single datapoint for graph style 'bar-color'.\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} point\n * @private\n */\nGraph3d.prototype._redrawBarColorGraphPoint = function (ctx, point) {\n  const xWidth = this.xBarWidth / 2;\n  const yWidth = this.yBarWidth / 2;\n  const colors = this._getColorsColor(point);\n\n  this._redrawBar(ctx, point, xWidth, yWidth, colors.fill, colors.border);\n};\n\n/**\n * Draw single datapoint for graph style 'bar-size'.\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} point\n * @private\n */\nGraph3d.prototype._redrawBarSizeGraphPoint = function (ctx, point) {\n  // calculate size for the bar\n  const fraction =\n    (point.point.value - this.valueRange.min) / this.valueRange.range();\n  const xWidth = (this.xBarWidth / 2) * (fraction * 0.8 + 0.2);\n  const yWidth = (this.yBarWidth / 2) * (fraction * 0.8 + 0.2);\n\n  const colors = this._getColorsSize();\n\n  this._redrawBar(ctx, point, xWidth, yWidth, colors.fill, colors.border);\n};\n\n/**\n * Draw single datapoint for graph style 'dot'.\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} point\n * @private\n */\nGraph3d.prototype._redrawDotGraphPoint = function (ctx, point) {\n  const colors = this._getColorsRegular(point);\n\n  this._drawCircle(ctx, point, colors.fill, colors.border);\n};\n\n/**\n * Draw single datapoint for graph style 'dot-line'.\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} point\n * @private\n */\nGraph3d.prototype._redrawDotLineGraphPoint = function (ctx, point) {\n  // draw a vertical line from the XY-plane to the graph value\n  const from = this._convert3Dto2D(point.bottom);\n  ctx.lineWidth = 1;\n  this._line(ctx, from, point.screen, this.gridColor);\n\n  this._redrawDotGraphPoint(ctx, point);\n};\n\n/**\n * Draw single datapoint for graph style 'dot-color'.\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} point\n * @private\n */\nGraph3d.prototype._redrawDotColorGraphPoint = function (ctx, point) {\n  const colors = this._getColorsColor(point);\n\n  this._drawCircle(ctx, point, colors.fill, colors.border);\n};\n\n/**\n * Draw single datapoint for graph style 'dot-size'.\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} point\n * @private\n */\nGraph3d.prototype._redrawDotSizeGraphPoint = function (ctx, point) {\n  const dotSize = this._dotSize();\n  const fraction =\n    (point.point.value - this.valueRange.min) / this.valueRange.range();\n\n  const sizeMin = dotSize * this.dotSizeMinFraction;\n  const sizeRange = dotSize * this.dotSizeMaxFraction - sizeMin;\n  const size = sizeMin + sizeRange * fraction;\n\n  const colors = this._getColorsSize();\n\n  this._drawCircle(ctx, point, colors.fill, colors.border, size);\n};\n\n/**\n * Draw single datapoint for graph style 'surface'.\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} point\n * @private\n */\nGraph3d.prototype._redrawSurfaceGraphPoint = function (ctx, point) {\n  const right = point.pointRight;\n  const top = point.pointTop;\n  const cross = point.pointCross;\n\n  if (\n    point === undefined ||\n    right === undefined ||\n    top === undefined ||\n    cross === undefined\n  ) {\n    return;\n  }\n\n  let topSideVisible = true;\n  let fillStyle;\n  let strokeStyle;\n  let cosViewAngle;\n\n  if (this.showGrayBottom || this.showShadow) {\n    // calculate the cross product of the two vectors from center\n    // to left and right, in order to know whether we are looking at the\n    // bottom or at the top side. We can also use the cross product\n    // for calculating light intensity\n    const aDiff = Point3d.subtract(cross.trans, point.trans);\n    const bDiff = Point3d.subtract(top.trans, right.trans);\n    const surfaceNormal = Point3d.crossProduct(aDiff, bDiff);\n\n    if (this.showPerspective) {\n      const surfacePosition = Point3d.avg(\n        Point3d.avg(point.trans, cross.trans),\n        Point3d.avg(right.trans, top.trans),\n      );\n      // This corresponds to diffuse lighting with light source at (0, 0, 0).\n      // More generally, we would need `surfacePosition - lightPosition`:\n      cosViewAngle = -Point3d.dotProduct(\n        surfaceNormal.normalize(),\n        surfacePosition.normalize(),\n      );\n    } else {\n      cosViewAngle = surfaceNormal.z / surfaceNormal.length();\n    }\n    topSideVisible = cosViewAngle > 0;\n  }\n\n  if (topSideVisible || !this.showGrayBottom) {\n    const vAvg =\n      (point.point.value +\n        right.point.value +\n        top.point.value +\n        cross.point.value) /\n      4;\n    const ratio = (vAvg - this.valueRange.min) * this.scale.value;\n    // lighting factor. TODO: let user specify lighting model as function(?)\n    const v = this.showShadow ? (1 + cosViewAngle) / 2 : 1;\n    fillStyle = this._colormap(ratio, v);\n  } else {\n    fillStyle = \"gray\";\n  }\n\n  if (this.showSurfaceGrid) {\n    strokeStyle = this.axisColor; // TODO: should be customizable\n  } else {\n    strokeStyle = fillStyle;\n  }\n\n  ctx.lineWidth = this._getStrokeWidth(point);\n  // TODO: only draw stroke when strokeWidth > 0\n\n  const points = [point, right, cross, top];\n  this._polygon(ctx, points, fillStyle, strokeStyle);\n};\n\n/**\n * Helper method for _redrawGridGraphPoint()\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} from\n * @param {object} to\n * @private\n */\nGraph3d.prototype._drawGridLine = function (ctx, from, to) {\n  if (from === undefined || to === undefined) {\n    return;\n  }\n\n  const vAvg = (from.point.value + to.point.value) / 2;\n  const f = (vAvg - this.valueRange.min) * this.scale.value;\n\n  ctx.lineWidth = this._getStrokeWidth(from) * 2;\n  ctx.strokeStyle = this._colormap(f, 1);\n  this._line(ctx, from.screen, to.screen);\n};\n\n/**\n * Draw single datapoint for graph style 'Grid'.\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} point\n * @private\n */\nGraph3d.prototype._redrawGridGraphPoint = function (ctx, point) {\n  this._drawGridLine(ctx, point, point.pointRight);\n  this._drawGridLine(ctx, point, point.pointTop);\n};\n\n/**\n * Draw single datapoint for graph style 'line'.\n * @param {CanvasRenderingContext2D} ctx\n * @param {object} point\n * @private\n */\nGraph3d.prototype._redrawLineGraphPoint = function (ctx, point) {\n  if (point.pointNext === undefined) {\n    return;\n  }\n\n  ctx.lineWidth = this._getStrokeWidth(point);\n  ctx.strokeStyle = this.dataColor.stroke;\n\n  this._line(ctx, point.screen, point.pointNext.screen);\n};\n\n/**\n * Draw all datapoints for currently selected graph style.\n *\n */\nGraph3d.prototype._redrawDataGraph = function () {\n  const ctx = this._getContext();\n  let i;\n\n  if (this.dataPoints === undefined || this.dataPoints.length <= 0) return; // TODO: throw exception?\n\n  this._calcTranslations(this.dataPoints);\n\n  for (i = 0; i < this.dataPoints.length; i++) {\n    const point = this.dataPoints[i];\n\n    // Using call() ensures that the correct context is used\n    this._pointDrawingMethod.call(this, ctx, point);\n  }\n};\n\n// -----------------------------------------------------------------------------\n// End methods for drawing points per graph style.\n// -----------------------------------------------------------------------------\n\n/**\n * Store startX, startY and startOffset for mouse operations\n * @param {Event}     event     The event that occurred\n */\nGraph3d.prototype._storeMousePosition = function (event) {\n  // get mouse position (different code for IE and all other browsers)\n  this.startMouseX = getMouseX(event);\n  this.startMouseY = getMouseY(event);\n\n  this._startCameraOffset = this.camera.getOffset();\n};\n\n/**\n * Start a moving operation inside the provided parent element\n * @param {Event}     event     The event that occurred (required for\n *                  retrieving the  mouse position)\n */\nGraph3d.prototype._onMouseDown = function (event) {\n  event = event || window.event;\n\n  // check if mouse is still down (may be up when focus is lost for example\n  // in an iframe)\n  if (this.leftButtonDown) {\n    this._onMouseUp(event);\n  }\n\n  // only react on left mouse button down\n  this.leftButtonDown = event.which ? event.which === 1 : event.button === 1;\n  if (!this.leftButtonDown && !this.touchDown) return;\n\n  this._storeMousePosition(event);\n\n  this.startStart = new Date(this.start);\n  this.startEnd = new Date(this.end);\n  this.startArmRotation = this.camera.getArmRotation();\n\n  this.frame.style.cursor = \"move\";\n\n  // add event listeners to handle moving the contents\n  // we store the function onmousemove and onmouseup in the graph, so we can\n  // remove the eventlisteners lateron in the function mouseUp()\n  const me = this;\n  this.onmousemove = function (event) {\n    me._onMouseMove(event);\n  };\n  this.onmouseup = function (event) {\n    me._onMouseUp(event);\n  };\n  document.addEventListener(\"mousemove\", me.onmousemove);\n  document.addEventListener(\"mouseup\", me.onmouseup);\n  util.preventDefault(event);\n};\n\n/**\n * Perform moving operating.\n * This function activated from within the funcion Graph.mouseDown().\n * @param {Event}   event  Well, eehh, the event\n */\nGraph3d.prototype._onMouseMove = function (event) {\n  this.moving = true;\n  event = event || window.event;\n\n  // calculate change in mouse position\n  const diffX = parseFloat(getMouseX(event)) - this.startMouseX;\n  const diffY = parseFloat(getMouseY(event)) - this.startMouseY;\n\n  // move with ctrl or rotate by other\n  if (event && event.ctrlKey === true) {\n    // calculate change in mouse position\n    const scaleX = this.frame.clientWidth * 0.5;\n    const scaleY = this.frame.clientHeight * 0.5;\n\n    const offXNew =\n      (this._startCameraOffset.x || 0) -\n      (diffX / scaleX) * this.camera.armLength * 0.8;\n    const offYNew =\n      (this._startCameraOffset.y || 0) +\n      (diffY / scaleY) * this.camera.armLength * 0.8;\n\n    this.camera.setOffset(offXNew, offYNew);\n    this._storeMousePosition(event);\n  } else {\n    let horizontalNew = this.startArmRotation.horizontal + diffX / 200;\n    let verticalNew = this.startArmRotation.vertical + diffY / 200;\n\n    const snapAngle = 4; // degrees\n    const snapValue = Math.sin((snapAngle / 360) * 2 * Math.PI);\n\n    // snap horizontally to nice angles at 0pi, 0.5pi, 1pi, 1.5pi, etc...\n    // the -0.001 is to take care that the vertical axis is always drawn at the left front corner\n    if (Math.abs(Math.sin(horizontalNew)) < snapValue) {\n      horizontalNew = Math.round(horizontalNew / Math.PI) * Math.PI - 0.001;\n    }\n    if (Math.abs(Math.cos(horizontalNew)) < snapValue) {\n      horizontalNew =\n        (Math.round(horizontalNew / Math.PI - 0.5) + 0.5) * Math.PI - 0.001;\n    }\n\n    // snap vertically to nice angles\n    if (Math.abs(Math.sin(verticalNew)) < snapValue) {\n      verticalNew = Math.round(verticalNew / Math.PI) * Math.PI;\n    }\n    if (Math.abs(Math.cos(verticalNew)) < snapValue) {\n      verticalNew = (Math.round(verticalNew / Math.PI - 0.5) + 0.5) * Math.PI;\n    }\n    this.camera.setArmRotation(horizontalNew, verticalNew);\n  }\n\n  this.redraw();\n\n  // fire a cameraPositionChange event\n  const parameters = this.getCameraPosition();\n  this.emit(\"cameraPositionChange\", parameters);\n\n  util.preventDefault(event);\n};\n\n/**\n * Stop moving operating.\n * This function activated from within the funcion Graph.mouseDown().\n * @param {Event}  event   The event\n */\nGraph3d.prototype._onMouseUp = function (event) {\n  this.frame.style.cursor = \"auto\";\n  this.leftButtonDown = false;\n\n  // remove event listeners here\n  document.removeEventListener(\"mousemove\", this.onmousemove);\n  document.removeEventListener(\"mouseup\", this.onmouseup);\n\n  util.preventDefault(event);\n};\n\n/**\n * @param {Event}  event   The event\n */\nGraph3d.prototype._onClick = function (event) {\n  // NOTE: onclick_callback is deprecated and may be removed in a future version.\n  if (!this.onclick_callback && !this.hasListeners(\"click\")) return;\n  if (!this.moving) {\n    const boundingRect = this.frame.getBoundingClientRect();\n    const mouseX = getMouseX(event) - boundingRect.left;\n    const mouseY = getMouseY(event) - boundingRect.top;\n    const dataPoint = this._dataPointFromXY(mouseX, mouseY);\n    if (dataPoint) {\n      if (this.onclick_callback) this.onclick_callback(dataPoint.point.data);\n      this.emit(\"click\", dataPoint.point.data);\n    }\n  } else {\n    // disable onclick callback, if it came immediately after rotate/pan\n    this.moving = false;\n  }\n  util.preventDefault(event);\n};\n\n/**\n * After having moved the mouse, a tooltip should pop up when the mouse is resting on a data point\n * @param {Event}  event   A mouse move event\n */\nGraph3d.prototype._onTooltip = function (event) {\n  const delay = this.tooltipDelay; // ms\n  const boundingRect = this.frame.getBoundingClientRect();\n  const mouseX = getMouseX(event) - boundingRect.left;\n  const mouseY = getMouseY(event) - boundingRect.top;\n\n  if (!this.showTooltip) {\n    return;\n  }\n\n  if (this.tooltipTimeout) {\n    clearTimeout(this.tooltipTimeout);\n  }\n\n  // (delayed) display of a tooltip only if no mouse button is down\n  if (this.leftButtonDown) {\n    this._hideTooltip();\n    return;\n  }\n\n  if (this.tooltip && this.tooltip.dataPoint) {\n    // tooltip is currently visible\n    const dataPoint = this._dataPointFromXY(mouseX, mouseY);\n    if (dataPoint !== this.tooltip.dataPoint) {\n      // datapoint changed\n      if (dataPoint) {\n        this._showTooltip(dataPoint);\n      } else {\n        this._hideTooltip();\n      }\n    }\n  } else {\n    // tooltip is currently not visible\n    const me = this;\n    this.tooltipTimeout = setTimeout(function () {\n      me.tooltipTimeout = null;\n\n      // show a tooltip if we have a data point\n      const dataPoint = me._dataPointFromXY(mouseX, mouseY);\n      if (dataPoint) {\n        me._showTooltip(dataPoint);\n      }\n    }, delay);\n  }\n};\n\n/**\n * Event handler for touchstart event on mobile devices\n * @param {Event}  event   The event\n */\nGraph3d.prototype._onTouchStart = function (event) {\n  this.touchDown = true;\n\n  const me = this;\n  this.ontouchmove = function (event) {\n    me._onTouchMove(event);\n  };\n  this.ontouchend = function (event) {\n    me._onTouchEnd(event);\n  };\n  document.addEventListener(\"touchmove\", me.ontouchmove);\n  document.addEventListener(\"touchend\", me.ontouchend);\n\n  this._onMouseDown(event);\n};\n\n/**\n * Event handler for touchmove event on mobile devices\n * @param {Event}  event   The event\n */\nGraph3d.prototype._onTouchMove = function (event) {\n  this._onMouseMove(event);\n};\n\n/**\n * Event handler for touchend event on mobile devices\n * @param {Event}  event   The event\n */\nGraph3d.prototype._onTouchEnd = function (event) {\n  this.touchDown = false;\n\n  document.removeEventListener(\"touchmove\", this.ontouchmove);\n  document.removeEventListener(\"touchend\", this.ontouchend);\n\n  this._onMouseUp(event);\n};\n\n/**\n * Event handler for mouse wheel event, used to zoom the graph\n * Code from http://adomas.org/javascript-mouse-wheel/\n * @param {Event}  event   The event\n */\nGraph3d.prototype._onWheel = function (event) {\n  if (!event) /* For IE. */ event = window.event;\n  if (this.zoomable && (!this.ctrlToZoom || event.ctrlKey)) {\n    // retrieve delta\n    let delta = 0;\n    if (event.wheelDelta) {\n      /* IE/Opera. */\n      delta = event.wheelDelta / 120;\n    } else if (event.detail) {\n      /* Mozilla case. */\n      // In Mozilla, sign of delta is different than in IE.\n      // Also, delta is multiple of 3.\n      delta = -event.detail / 3;\n    }\n\n    // If delta is nonzero, handle it.\n    // Basically, delta is now positive if wheel was scrolled up,\n    // and negative, if wheel was scrolled down.\n    if (delta) {\n      const oldLength = this.camera.getArmLength();\n      const newLength = oldLength * (1 - delta / 10);\n\n      this.camera.setArmLength(newLength);\n      this.redraw();\n\n      this._hideTooltip();\n    }\n\n    // fire a cameraPositionChange event\n    const parameters = this.getCameraPosition();\n    this.emit(\"cameraPositionChange\", parameters);\n\n    // Prevent default actions caused by mouse wheel.\n    // That might be ugly, but we handle scrolls somehow\n    // anyway, so don't bother here..\n    util.preventDefault(event);\n  }\n};\n\n/**\n * Test whether a point lies inside given 2D triangle\n * @param   {vis.Point2d}   point\n * @param   {vis.Point2d[]} triangle\n * @returns {boolean}   true if given point lies inside or on the edge of the\n *                      triangle, false otherwise\n * @private\n */\nGraph3d.prototype._insideTriangle = function (point, triangle) {\n  const a = triangle[0],\n    b = triangle[1],\n    c = triangle[2];\n\n  /**\n   *\n   * @param {number} x\n   * @returns {number}\n   */\n  function sign(x) {\n    return x > 0 ? 1 : x < 0 ? -1 : 0;\n  }\n\n  const as = sign(\n    (b.x - a.x) * (point.y - a.y) - (b.y - a.y) * (point.x - a.x),\n  );\n  const bs = sign(\n    (c.x - b.x) * (point.y - b.y) - (c.y - b.y) * (point.x - b.x),\n  );\n  const cs = sign(\n    (a.x - c.x) * (point.y - c.y) - (a.y - c.y) * (point.x - c.x),\n  );\n\n  // each of the three signs must be either equal to each other or zero\n  return (\n    (as == 0 || bs == 0 || as == bs) &&\n    (bs == 0 || cs == 0 || bs == cs) &&\n    (as == 0 || cs == 0 || as == cs)\n  );\n};\n\n/**\n * Find a data point close to given screen position (x, y)\n * @param   {number} x\n * @param   {number} y\n * @returns {object | null} The closest data point or null if not close to any\n *                          data point\n * @private\n */\nGraph3d.prototype._dataPointFromXY = function (x, y) {\n  const distMax = 100; // px\n  const center = new Point2d(x, y);\n  let i,\n    dataPoint = null,\n    closestDataPoint = null,\n    closestDist = null;\n\n  if (\n    this.style === Graph3d.STYLE.BAR ||\n    this.style === Graph3d.STYLE.BARCOLOR ||\n    this.style === Graph3d.STYLE.BARSIZE\n  ) {\n    // the data points are ordered from far away to closest\n    for (i = this.dataPoints.length - 1; i >= 0; i--) {\n      dataPoint = this.dataPoints[i];\n      const surfaces = dataPoint.surfaces;\n      if (surfaces) {\n        for (let s = surfaces.length - 1; s >= 0; s--) {\n          // split each surface in two triangles, and see if the center point is inside one of these\n          const surface = surfaces[s];\n          const corners = surface.corners;\n          const triangle1 = [\n            corners[0].screen,\n            corners[1].screen,\n            corners[2].screen,\n          ];\n          const triangle2 = [\n            corners[2].screen,\n            corners[3].screen,\n            corners[0].screen,\n          ];\n          if (\n            this._insideTriangle(center, triangle1) ||\n            this._insideTriangle(center, triangle2)\n          ) {\n            // return immediately at the first hit\n            return dataPoint;\n          }\n        }\n      }\n    }\n  } else {\n    // find the closest data point, using distance to the center of the point on 2d screen\n    for (i = 0; i < this.dataPoints.length; i++) {\n      dataPoint = this.dataPoints[i];\n      const point = dataPoint.screen;\n      if (point) {\n        const distX = Math.abs(x - 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