diff --git a/docs/1.9.0/.buildinfo b/docs/1.9.0/.buildinfo new file mode 100644 index 000000000..ad06d0260 --- /dev/null +++ b/docs/1.9.0/.buildinfo @@ -0,0 +1,4 @@ +# Sphinx build info version 1 +# This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done. +config: 6e18d0ead616f85b547d6266f30e3cc9 +tags: 645f666f9bcd5a90fca523b33c5a78b7 diff --git a/docs/1.9.0/README.html b/docs/1.9.0/README.html new file mode 100644 index 000000000..c3beced81 --- /dev/null +++ b/docs/1.9.0/README.html @@ -0,0 +1,429 @@ + + + + + + Getting Started — Flame + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + +
+ +
+ + + + + + +
+ + + +
+
+ +
+ +
+

Getting Started

+
+

About Flame

+

Flame is a modular Flutter game engine that provides a complete set of out-of-the-way solutions for +games. It takes advantage of the powerful infrastructure provided by Flutter but simplifies the code +you need to build your projects.

+

It provides you with a simple yet effective game loop implementation, and the necessary +functionalities that you might need in a game. For instance; input, images, sprites, sprite sheets, +animations, collision detection, and a component system that we call Flame Component System (FCS for +short).

+

We also provide stand-alone packages that extend the Flame functionality:

+ +

You can pick and choose whichever parts you want, as they are all independent and modular.

+

The engine and its ecosystem are constantly being improved by the community, so please feel free to +reach out, open issues and PRs as well as make suggestions.

+

Give us a star if you want to help give the engine exposure and grow the community. :)

+
+
+

Installation

+

Put the pub package as your dependency by putting the following in your pubspec.yaml:

+
dependencies:
+  flame: 1.9.0
+
+
+

The latest version can be found on pub.dev.

+

then run flutter pub get and you are ready to start using it!

+
+
+

Getting started

+

There is a set of tutorials that you can follow to get started in the +tutorials folder.

+

Simple examples for all features can be found in the +examples folder.

+

You can also check out the awesome flame +repository, +it contains quite a lot of good tutorials and articles written by the community +to get you started with Flame.

+
+
+

Outside of the scope of the engine

+

Games sometimes require complex feature sets depending on what the game is all about. Some of these +feature sets are outside of the scope of the Flame Engine ecosystem, in this section you can find +them, and also some recommendations of packages/services that can be used:

+
+

Multiplayer (netcode)

+

Flame doesn’t bundle any network feature, which may be needed to write online multiplayer games.

+

If you are building a multiplayer game, here are some recommendations of packages/services:

+
    +
  • Nakama: Nakama is an open-source server designed +to power modern games and apps.

  • +
  • Firebase: Provides dozens of services that can be used to write +simpler multiplayer experiences.

  • +
  • Supabase: A cheaper alternative to Firebase, based on Postgres.

  • +
+
+
+

External assets

+

Flame doesn’t bundle any helpers to load assets from an external source (external storage or online +sources).

+

But most of Flame’s API can be loaded from concrete asset instances, for examples, Sprites can be +created from dart:uis Image instances, so the user can write custom code to load images from +anywhere they need, and then load it into Flame’s classes.

+

Here are some suggestions for http client packages:

+
    +
  • http: A simple package for performing http requests.

  • +
  • Dio: A popular and powerful package for performing http requests.

  • +
+
+
+
+ + +
+ +
+
+
+
+ + + +
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b/docs/1.9.0/_images/tile_stack_single_move.png new file mode 100644 index 000000000..38e375405 Binary files /dev/null and b/docs/1.9.0/_images/tile_stack_single_move.png differ diff --git a/docs/1.9.0/_images/water_enemy.png b/docs/1.9.0/_images/water_enemy.png new file mode 100644 index 000000000..b5202e2c6 Binary files /dev/null and b/docs/1.9.0/_images/water_enemy.png differ diff --git a/docs/1.9.0/_sources/README.md.txt b/docs/1.9.0/_sources/README.md.txt new file mode 100644 index 000000000..9b5a8d496 --- /dev/null +++ b/docs/1.9.0/_sources/README.md.txt @@ -0,0 +1,94 @@ +# Getting Started + + +## About Flame + +Flame is a modular Flutter game engine that provides a complete set of out-of-the-way solutions for +games. It takes advantage of the powerful infrastructure provided by Flutter but simplifies the code +you need to build your projects. + +It provides you with a simple yet effective game loop implementation, and the necessary +functionalities that you might need in a game. For instance; input, images, sprites, sprite sheets, +animations, collision detection, and a component system that we call Flame Component System (FCS for +short). + +We also provide stand-alone packages that extend the Flame functionality: + +- [flame_audio](https://pub.dev/packages/flame_audio) Which provides audio capabilities using the + `audioplayers` package. +- [flame_forge2d](https://pub.dev/packages/flame_forge2d) Which provides physics capabilities using + our own `Box2D` port called `Forge2D`. +- [flame_tiled](https://pub.dev/packages/flame_tiled) Which provides integration with the + [tiled](https://pub.dev/packages/tiled) package. +- [flame_svg](https://pub.dev/packages/flame_svg) Which provides integration with + [flutter_svg](https://pub.dev/packages/flutter_svg). + +You can pick and choose whichever parts you want, as they are all independent and modular. + +The engine and its ecosystem are constantly being improved by the community, so please feel free to +reach out, open issues and PRs as well as make suggestions. + +Give us a star if you want to help give the engine exposure and grow the community. :) + + +## Installation + +Put the pub package as your dependency by putting the following in your `pubspec.yaml`: + +```yaml +dependencies: + flame: 1.9.0 +``` + +The latest version can be found on [pub.dev](https://pub.dev/packages/flame/install). + +then run `flutter pub get` and you are ready to start using it! + + +## Getting started + +There is a set of tutorials that you can follow to get started in the +[tutorials folder](https://github.com/flame-engine/flame/tree/main/doc/tutorials). + +Simple examples for all features can be found in the +[examples folder](https://github.com/flame-engine/flame/tree/main/examples). + +You can also check out the [awesome flame +repository](https://github.com/flame-engine/awesome-flame#user-content-articles--tutorials), +it contains quite a lot of good tutorials and articles written by the community +to get you started with Flame. + + +## Outside of the scope of the engine + +Games sometimes require complex feature sets depending on what the game is all about. Some of these +feature sets are outside of the scope of the Flame Engine ecosystem, in this section you can find +them, and also some recommendations of packages/services that can be used: + + +### Multiplayer (netcode) + +Flame doesn't bundle any network feature, which may be needed to write online multiplayer games. + +If you are building a multiplayer game, here are some recommendations of packages/services: + +- [Nakama](https://github.com/obrunsmann/flutter_nakama/): Nakama is an open-source server designed + to power modern games and apps. +- [Firebase](https://firebase.google.com/): Provides dozens of services that can be used to write +simpler multiplayer experiences. +- [Supabase](https://supabase.com/): A cheaper alternative to Firebase, based on Postgres. + + +### External assets + +Flame doesn't bundle any helpers to load assets from an external source (external storage or online +sources). + +But most of Flame's API can be loaded from concrete asset instances, for examples, `Sprite`s can be +created from `dart:ui`s `Image` instances, so the user can write custom code to load images from +anywhere they need, and then load it into Flame's classes. + +Here are some suggestions for http client packages: + +- [http](https://pub.dev/packages/http): A simple package for performing http requests. +- [Dio](https://pub.dev/packages/dio): A popular and powerful package for performing http requests. diff --git a/docs/1.9.0/_sources/bridge_packages/bridge_packages.md.txt b/docs/1.9.0/_sources/bridge_packages/bridge_packages.md.txt new file mode 100644 index 000000000..0f55a8533 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/bridge_packages.md.txt @@ -0,0 +1,95 @@ +# Bridge Packages + +:::{package} flame_audio + +Play multiple audio files simultaneously (bridge package for [AudioPlayers]). +::: + +:::{package} flame_bloc + +A predictable state management library (bridge package for [Bloc]). +::: + +:::{package} flame_fire_atlas + +Create texture atlases for games (bridge package for [FireAtlas]). +::: + +:::{package} flame_forge2d + +A Box2D physics engine (bridge package for [Forge2D]). +::: + +:::{package} flame_isolate + +Use isolates to offload heavy computations to another thread. +::: + +:::{package} flame_lottie + +Use Lottie animations in Flame (bridge package for [Lottie]). +::: + +:::{package} flame_network_assets + +Fetch assets over the network. +::: + +:::{package} flame_oxygen + +Replace FCS with the Oxygen Entity Component System. +::: + +:::{package} flame_rive + +Create interactive animations (bridge package for [Rive]). +::: + +:::{package} flame_spine + +Use Spine skeletal animations (bridge package for [Spine]). +::: + +:::{package} flame_splash_screen + +Add the "Powered by Flame" splash screen. +::: + +:::{package} flame_svg + +Draw SVG files in Flutter (bridge package for [flutter_svg]). +::: + +:::{package} flame_tiled + +2D tilemap level editor (bridge package for [Tiled]). +::: + +[AudioPlayers]: https://github.com/bluefireteam/audioplayers +[Bloc]: https://github.com/felangel/bloc +[FireAtlas]: https://github.com/flame-engine/fire-atlas +[Forge2D]: https://github.com/flame-engine/forge2d +[Lottie]: https://pub.dev/packages/lottie +[Rive]: https://rive.app/ +[Spine]: https://pub.dev/packages/spine_flutter +[Tiled]: https://www.mapeditor.org/ +[flutter_svg]: https://github.com/dnfield/flutter_svg + + +```{toctree} +:hidden: + +flame_audio +flame_bloc +flame_fire_atlas +flame_forge2d +flame_isolate +flame_lottie +flame_network_assets +flame_oxygen +flame_rive +flame_splash_screen +flame_spine +flame_svg +flame_tiled +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_audio/audio.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_audio/audio.md.txt new file mode 100644 index 000000000..c10fcb070 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_audio/audio.md.txt @@ -0,0 +1,111 @@ +# Audio + +Playing audio is essential for most games, so we made it simple! + +First you have to add [flame_audio](https://github.com/flame-engine/flame_audio) to your dependency +list in your `pubspec.yaml` file: + +```yaml +dependencies: + flame_audio: VERSION +``` + +The latest version can be found on [pub.dev](https://pub.dev/packages/flame_audio/install). + +After installing the `flame_audio` package, you can add audio files in the assets section of your +`pubspec.yaml` file. Make sure that the audio files exists in the paths that you provide. + +The default directory for `FlameAudio` is `assets/audio` (which can be changed by providing your own +instance of `AudioCache`). + +For the examples below, your `pubspec.yaml` file needs to contain something like this: + +```yaml +flutter: + assets: + - assets/audio/explosion.mp3 + - assets/audio/music.mp3 +``` + +Then you have the following methods at your disposal: + +```dart +import 'package:flame_audio/flame_audio.dart'; + +// For shorter reused audio clips, like sound effects +FlameAudio.play('explosion.mp3'); + +// For looping an audio file +FlameAudio.loop('music.mp3'); + +// For playing a longer audio file +FlameAudio.playLongAudio('music.mp3'); + +// For looping a longer audio file +FlameAudio.loopLongAudio('music.mp3'); + +// For background music that should be paused/played when the pausing/resuming +// the game +FlameAudio.bgm.play('music.mp3'); +``` + +The difference between the `play/loop` and `playLongAudio/loopLongAudio` is that `play/loop` makes +use of optimized features that allow sounds to be looped without gaps between their iterations, and +almost no drop on the game frame rate will happen. You should whenever possible, prefer the former +methods. + +`playLongAudio/loopLongAudio` allows for audios of any length to be played, but they do create frame +rate drop, and the looped audio will have a small gap between iterations. + +You can use [the `Bgm` class](bgm.md) (via `FlameAudio.bgm`) to play looping background music +tracks. The `Bgm` class lets Flame automatically manage the pausing and resuming of background music +tracks when the game is sent to background or comes back to the foreground. + +You can use [the `AudioPool` class](audio_pool.md) if you want to fire quick sound effects in a very +efficient manner. `AudioPool` will keep a pool of `AudioPlayer`s preloaded with a given sound, and +allow you to play them very fast in quick succession. + +Some file formats that work across devices and that we recommend are: MP3, OGG and WAV. + +This bridge library (flame_audio) uses [audioplayers](https://github.com/bluefireteam/audioplayers) +in order to allow for playing multiple sounds simultaneously (crucial in a game). You can check the +link for a more in-depth explanation. + +Both on `play` and `loop` you can pass an additional optional double parameter, the `volume` +(defaults to `1.0`). + +Both the `play` and `loop` methods return an instance of an `AudioPlayer` from the +[audioplayers](https://github.com/bluefireteam/audioplayers) lib, that allows you to stop, pause and +configure other parameters. + +In fact you can always use `AudioPlayer`s directly to gain full control over how your audio is played +-- the `FlameAudio` class is just a wrapper for common functionality. + + +## Caching + +You can pre-load your assets. Audios need to be stored in the memory the first time they +are requested; therefore, the first time you play each mp3 you might get a delay. In order to +pre-load your audios, just use: + +```dart +await FlameAudio.audioCache.load('explosion.mp3'); +``` + +You can load all your audios in the beginning in your game's `onLoad` method so that they always +play smoothly. To load multiple audio files, use the `loadAll` method: + +```dart +await FlameAudio.audioCache.loadAll(['explosion.mp3', 'music.mp3']); +``` + +Finally, you can use the `clear` method to remove a file that has been loaded into the cache: + +```dart +FlameAudio.audioCache.clear('explosion.mp3'); +``` + +There is also a `clearCache` method, that clears the whole cache. + +This might be useful if, for instance, your game has multiple levels and each has a different +set of sounds and music. diff --git a/docs/1.9.0/_sources/bridge_packages/flame_audio/audio_pool.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_audio/audio_pool.md.txt new file mode 100644 index 000000000..0c3dad970 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_audio/audio_pool.md.txt @@ -0,0 +1,15 @@ +# AudioPool + +An AudioPool is a provider of AudioPlayers that are pre-loaded with +local assets to minimize delays. + +A single AudioPool always plays the same sound, usually a quick sound +effect, like a laser shooting from your ship or a jump sound for your +platformer. + +The advantage of using Audio Pool is that by configuring a minimum +(starting) size, and a maximum size, the pool will create and preload +some players, and allow them to be re-used many times. + +You can use the helper method `FlameAudio.createPool` to create AudioPool +instances using the same global `FlameAudio.audioCache`. diff --git a/docs/1.9.0/_sources/bridge_packages/flame_audio/bgm.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_audio/bgm.md.txt new file mode 100644 index 000000000..14d48ee05 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_audio/bgm.md.txt @@ -0,0 +1,95 @@ +# Looping Background Music + +With the `Bgm` class, you can manage looping of background music tracks with regards to application +(or game) lifecycle state changes. + +When the application is terminated, or sent to background, `Bgm` will automatically pause +the currently playing music track. Similarly, when the application is resumed, `Bgm` will resume the +background music. Manually pausing and resuming your tracks is also supported. + +For this class to function properly, the observer must be registered by calling the following: + +```dart +FlameAudio.bgm.initialize(); +``` + +**IMPORTANT Note:** The `initialize` function must be called at a point in time where an instance of +the `WidgetsBinding` class already exists. Best practice is to put this call inside of your game's +`onLoad` method`. + +In cases where you're done with background music but still want to keep the application/game +running, use the `dispose` function to remove the observer. + +```dart +FlameAudio.bgm.dispose(); +``` + +To play a looping background music track, run: + +```dart +import 'package:flame_audio/flame_audio.dart'; + +FlameAudio.bgm.play('adventure-track.mp3'); +``` + +You must have an appropriate folder structure and add the files to the `pubspec.yaml` file, as +explained in [Flame Audio documentation](audio.md). + + +## Caching music files + +The `Bgm` class will use the static instance of `FlameAudio` for storing cached +music files by default. + +So in order to pre-load music, you can use the same recommendations from the +[Flame Audio documentation](audio.md). + +You can optionally create your own `Bgm` instances with different backing `AudioCache`s, +if you so desire. + + +## Methods + + +### Play + +The `play` function takes in a `String` that should be a path that points to the location of the +music file to be played (following the Flame Audio folder structure requirements). + +You can pass an additional optional `double` parameter which is the `volume` (defaults to `1.0`). + +Examples: + +```dart +FlameAudio.bgm.play('music/boss-fight/level-382.mp3'); +``` + +```dart +FlameAudio.bgm.play('music/world-map.mp3', volume: .25); +``` + + +### Stop + +To stop a currently playing background music track, just call `stop`. + +```dart +FlameAudio.bgm.stop(); +``` + + +### Pause and Resume + +To manually pause and resume background music you can use the `pause` and `resume` functions. + +`FlameAudio.bgm` automatically handles pausing and resuming the currently playing background music +track. Manually `pausing` prevents the app/game from auto-resuming when focus is given back to the +app/game. + +```dart +FlameAudio.bgm.pause(); +``` + +```dart +FlameAudio.bgm.resume(); +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_audio/flame_audio.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_audio/flame_audio.md.txt new file mode 100644 index 000000000..7a62e26d6 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_audio/flame_audio.md.txt @@ -0,0 +1,7 @@ +# flame_audio + +```{toctree} +General audio +Background music +AudioPool +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_bloc/bloc.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_bloc/bloc.md.txt new file mode 100644 index 000000000..da1075df9 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_bloc/bloc.md.txt @@ -0,0 +1,121 @@ +# flame_bloc + +`flame_bloc` is a bridge library for using [Bloc](https://bloclibrary.dev/) in your Flame +game. `flame_bloc` offers a simple and natural (as in similar to flutter_bloc) way to use blocs and +cubits inside a FlameGame. Bloc offers way to make game state changes predictable by regulating when +a game state change can occur and offers a single way to change game state throughout an entire +Game. + +To use it in your game you just need to add `flame_bloc` to your pubspec.yaml, as can be seen in the +[Flame Bloc example](https://github.com/flame-engine/flame/tree/main/packages/flame_bloc/example) +and in the pub.dev [installation instructions](https://pub.dev/packages/flame_bloc). + + +## How to use + +Lets assume we have a bloc that handles player inventory, first we need to make it available to our +components. + +We can do that by using `FlameBlocProvider` component: + +```dart +class MyGame extends FlameGame { + @override + Future onLoad() async { + await add( + FlameBlocProvider( + create: () => PlayerInventoryBloc(), + children: [ + Player(), + // ... + ], + ), + ); + } +} +``` + +With the above changes, the `Player` component will now have access to our bloc. + +If more than one bloc needs to be provided, `FlameMultiBlocProvider` can be used in a similar +fashion: + +```dart +class MyGame extends FlameGame { + @override + Future onLoad() async { + await add( + FlameMultiBlocProvider( + providers: [ + FlameBlocProvider( + create: () => PlayerInventoryBloc(), + ), + FlameBlocProvider( + create: () => PlayerStatsBloc(), + ), + ], + children: [ + Player(), + // ... + ], + ), + ); + } +} +``` + +Listening to states changes at the component level can be done with two approaches: + +By using `FlameBlocListener` component: + +```dart +class Player extends PositionComponent { + @override + Future onLoad() async { + await add( + FlameBlocListener( + listener: (state) { + updateGear(state); + }, + ), + ); + } +} +``` + +Or by using `FlameBlocListenable` mixin: + +```dart + +class Player extends PositionComponent + with FlameBlocListenable { + + @override + void onNewState(state) { + updateGear(state); + } +} + +``` + +If all your component need is to simply access a bloc, the `FlameBlocReader` mixin can be applied to +a component: + +```dart +class Player extends PositionComponent + with FlameBlocReader { + + void takeHit() { + bloc.add(const PlayerDamaged()); + } +} + +``` + +Note that one limitation of the mixin is that it can access only a single bloc. + + +## Full Example + +You can check an example +[here](https://github.com/flame-engine/flame/tree/main/packages/flame_bloc/example). diff --git a/docs/1.9.0/_sources/bridge_packages/flame_bloc/bloc_components.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_bloc/bloc_components.md.txt new file mode 100644 index 000000000..46f685bbc --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_bloc/bloc_components.md.txt @@ -0,0 +1,115 @@ + + +# Components + + +## FlameBlocProvider + +FlameBlocProvider is a Component which creates and provides a bloc to its children. +The bloc will only live while this component is alive. It is used as a dependency injection (DI) +widget so that a single instance of a bloc can be provided to multiple Components within a subtree. + +FlameBlocProvider should be used to create new blocs which will be made available to the rest of the +subtree. + +```dart +FlameBlocProvider( + create: () => BlocA(), + children: [...] +); +``` + +FlameBlocProvider can be used to provide an existing bloc to a new portion of the Component tree. + +```dart +FlameBlocProvider.value( + value: blocA, + children: [...], +); +``` + + +## FlameMultiBlocProvider + +Similar to FlameBlocProvider, but provides multiples blocs down to the component tree + +```dart +FlameMultiBlocProvider( + providers: [ + FlameBlocProvider( + create: () => BlocA(), + ), + FlameBlocProvider.value( + create: () => BlocB(), + ), + ], + children: [...], +) +``` + + +## FlameBlocListener + +FlameBlocListener is Component which can listen to changes in a Bloc state. It invokes +the `onNewState` in response to state changes in the bloc. For fine-grained control over when +the `onNewState` function is called an optional `listenWhen` can be provided. `listenWhen` takes the +previous bloc state and current bloc state and returns a boolean. If `listenWhen` returns +true, `onNewState` will be called with `state`. If `listenWhen` returns false, `onNewState` will not +be called with `state`. + +alternatively you can use `FlameBlocListenable` mixin to listen state changes on Component. + +```dart +FlameBlocListener( + listenWhen: (previousState, newState) { + // return true/false to determine whether or not + // to call listener with state + }, + onNewState: (state) { + // do stuff here based on state + }, +) +``` + + +## FlameBlocListenable + +FlameBlocListenable is an alternative to FlameBlocListener to listen state changes. + +```dart +class ComponentA extends Component + with FlameBlocListenable { + + @override + bool listenWhen(PlayerState previousState, PlayerState newState) { + // return true/false to determine whether or not + // to call listener with state + } + + @override + void onNewState(PlayerState state) { + super.onNewState(state); + // do stuff here based on state + } +} +``` + + +## FlameBlocReader + +FlameBlocReader is mixin that allows you to read the current state of bloc on Component. It is +Useful for components that needs to only read a bloc current state or to trigger an event on it. You +can have only one reader on Component + + +```dart + +class InventoryReader extends Component + with FlameBlocReader {} + + /// inside game + + final component = InventoryReader(); + // reading current state + var state = component.bloc +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_bloc/flame_bloc.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_bloc/flame_bloc.md.txt new file mode 100644 index 000000000..5c933929a --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_bloc/flame_bloc.md.txt @@ -0,0 +1,7 @@ +# flame_bloc + +```{toctree} +Overview +Components +``` + diff --git a/docs/1.9.0/_sources/bridge_packages/flame_fire_atlas/fire_atlas.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_fire_atlas/fire_atlas.md.txt new file mode 100644 index 000000000..601c223f3 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_fire_atlas/fire_atlas.md.txt @@ -0,0 +1,105 @@ +# Flame fire atlas + +Flame fire atlas is a texture atlas lib for Flame. By using `flame_fire_atlas` one can access images +and animations stored in a `.fa` texture atlas by referring to them by their named keys. + + +## FireAtlas + +FireAtlas is a tool for handling texture atlases. Atlases can be created using the +[Fire Atlas Editor](https://fire-atlas.flame-engine.org). + + +### Creating Atlas + +To create a texture atlas open [Fire Atlas Editor](https://fire-atlas.flame-engine.org). + +Select new atlas and give the atlas a name, tile width, tile height and an image and press okay. +This will take you to the atlas editor. + +To create a new `Sprite` in the atlas, select a portion and click the plus button on top left and +give the selection a name and then select type `Sprite` and press `Create Sprite`. You can now +see a preview in the right panel of editor. + +To create a new `SpriteAnimation` in the atlas, select a portion and click the plus button on top +left and give the selection a name and then select type `Animation` and provide `frame count` +and `steps times (in milliseconds)` and select the checkbox to loop the animation, and then +press `Create Animation`. You can now see a preview of the animation in the right panel of the +editor. + +Once you are done with editing you can download the fire atlas file from top left with +the `download` icon button. + + +## Texture atlas + +A [Texture atlas](https://en.wikipedia.org/wiki/Texture_atlas) is an image that contains data from +several smaller images that have been packed together to reduce overall dimensions. With it, you +reduce the number of images loaded and can speed up the loading time of the game. + + +## Usage + +To use the bridge library in your game you just need to add `flame_fire_atlas` to your pubspec.yaml, +as can be seen in +the [Flame Fire Atlas example](https://github.com/flame-engine/flame/tree/main/packages/flame_fire_atlas/example) +and in the pub.dev [installation instructions](https://pub.dev/packages/flame_fire_atlas). + +Then you have the following methods at your disposal: + +```dart +import 'package:flame_fire_atlas/flame_fire_atlas.dart'; + +// Load the atlas from your assets +// file at assets/atlas.fa +final atlas = await FireAtlas.loadAsset('atlas.fa'); + +//or when inside a game instance, the loadFireAtlas can be used: +// file at assets/atlas.fa +final atlas = await loadFireAtlas('atlas.fa'); + +// Get a Sprite with the given key. +FireAtlas.getSprite('sprite_name') + +// Get a SpriteAnimation with the given key. +FireAtlas.getAnimation('animation_name') +``` + +To use FireAtlas in your game, load the fire atlas file in an `onLoad` method, either in your game +or a component. Then you can use `getSprite` and `getAnimation` to retrieve the mapped assets. + +```dart +class ExampleGame extends FlameGame { + + late FireAtlas _atlas; + + @override + Future onLoad() async { + _atlas = await loadFireAtlas('atlas.fa'); + + add( + SpriteComponent( + size: Vector2(50, 50), + position: Vector2(0, 50), + sprite: _atlas.getSprite('sprite_name'), + ), + ); + + add( + SpriteAnimationComponent( + size: Vector2(150, 100), + position: Vector2(150, 100), + animation: _atlas.getAnimation('animation_name'), + ), + ); + } + +} +``` + + +## Full Example + +You can check an example +[here](https://github.com/flame-engine/flame/tree/main/packages/flame_fire_atlas/example). + diff --git a/docs/1.9.0/_sources/bridge_packages/flame_fire_atlas/flame_fire_atlas.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_fire_atlas/flame_fire_atlas.md.txt new file mode 100644 index 000000000..b9e31345b --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_fire_atlas/flame_fire_atlas.md.txt @@ -0,0 +1,5 @@ +# flame_fire_atlas + +```{toctree} +Overview +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_forge2d/flame_forge2d.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_forge2d/flame_forge2d.md.txt new file mode 100644 index 000000000..c4e72f9ab --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_forge2d/flame_forge2d.md.txt @@ -0,0 +1,6 @@ +# flame_forge2d + +```{toctree} +Overview +Joints +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_forge2d/forge2d.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_forge2d/forge2d.md.txt new file mode 100644 index 000000000..17a52aa11 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_forge2d/forge2d.md.txt @@ -0,0 +1,145 @@ +# Forge2D + +Blue Fire maintains a ported version of the Box2D physics engine and our +version is called Forge2D. + +If you want to use Forge2D specifically for Flame you should use our bridge library +[flame_forge2d](https://github.com/flame-engine/flame/tree/main/packages/flame_forge2d) and if you +just want to use it in a Dart project you can use the +[forge2d](https://github.com/flame-engine/forge2d) library directly. + +To use it in your game you just need to add `flame_forge2d` to your +`pubspec.yaml`, as can be seen in the [Forge2D +[example](https://github.com/flame-engine/flame/tree/main/packages/flame_forge2d/example) +and the pub. dev [installation +instructions](https://pub.dev/packages/flame_forge2d)](). + + +## Forge2DGame + +If you are going to use Forge2D in your project it can be a good idea to use the Forge2D-specific +`FlameGame` class, `Forge2DGame`. + +It is called `Forge2DGame` and supports both the special Forge2D components called `BodyComponents` +as well as normal Flame components. + +`Forge2DGame` has a built-in `CameraComponent` and has a zoom level set to 10 by default, so your +components will be a lot bigger than in a normal Flame game. This is due to the speed limit in the +`Forge2D` world, which you would hit very quickly if you are using it with `zoom = 1.0`. You can +easily change the zoom level either by calling `super(zoom: yourZoom)` in your constructor or +doing `game.cameraComponent.viewfinder.zoom = yourZoom;` at a later stage. + +If you are previously familiar with Box2D it can be good to know that the whole concept of the +Box2d world is mapped to `world` in the `Forge2DGame` component and every `Body` that you want to +use as a component should be wrapped in a `BodyComponent`, and added to the `world` in your +`Forge2DGame`. + +You can have have non-physics-related components in your `Forge2DGame` world's component list along +with your physical entities. When the update is called, it will use the Forge2D physics engine to +properly update every `BodyComponent` and other components in the game will be updated according to +the normal `FlameGame` way. + +In `Forge2DGame` the gravity is flipped compared to `Forge2D` to keep the same coordinate system as +in Flame, so a positive y-axis in the gravity like `Vector2(0, 10)` would be pulling bodies +downwards, meanwhile, a negative y-axis would pull them upwards. The gravity can be set directly in +the constructor of the `Forge2DGame`. + +A simple `Forge2DGame` implementation example can be seen in the +[examples folder](https://github.com/flame-engine/flame/tree/main/packages/flame_forge2d/example). + + +## BodyComponent + +The `BodyComponent` is a wrapper for the `Forge2D` body, which is the body that the physics engine +is interacting with. To create a `BodyComponent` you need to override `createBody()` and create and +return your created body. + +The `BodyComponent` is by default having `renderBody = true`, since otherwise, it wouldn't show +anything after you have created a `Body` and added the `BodyComponent` to the game. If you want to +turn it off you can just set (or override) `renderBody` to false. + +Just like any other Flame component you can add children to the `BodyComponent`, which can be very +useful if you want to add for example animations or other components on top of your body. + +The body that you create in `createBody` should be defined according to Flame's coordinate system, +not according to the coordinate system of Forge2D (where the Y-axis is flipped). + +:exclamation: In Forge2D you shouldn't add any bodies as children to other components, +since Forge2D doesn't have a concept of nested bodies. +So bodies should live on the top level in the physics world, `Forge2DGame.world`. +So instead of `add(Weapon()))`, `world.add(Weapon())` should be used (as below), and the `Player` +should also of course initially be added to the world. + +```dart +class Weapon extends BodyComponent { + @override + void onLoad() { + ... + } +} + +class Player extends BodyComponent { + @override + void onLoad() { + world.add(Weapon()); + } +} +``` + +Later you might want to add bullets coming from your weapon, these are added to the world in the +same sense, but if they are going to be moving very fast, make sure that you set `isBullet = true` +to avoid some tunneling problems. + + +## Contact callbacks + +`Forge2DGame` provides a simple out-of-the-box solution to propagate contact events. + +Contact events occur whenever two `Fixture`s meet each other. These events allow listening when +these `Fixture`s begin to come in contact (`beginContact`) and cease being in contact +(`endContact`). + +There are multiple ways to listen to these events. One common way is to use the `ContactCallbacks` +class as a mixin in the `BodyComponent` where you are interested in these events. + +```dart +class Ball extends BodyComponent with ContactCallbacks { + ... + void beginContact(Object other, Contact contact) { + if (other is Wall) { + // Do something here. + } + } + ... +} +``` + +For the above to work, the `Ball`'s `body.userData` or contacting `fixture.userData` must be +set to a `ContactCallback`. And if `Wall` is a `BodyComponent` it's `body.userData` or contacting +`fixture.userData` must be set to `Wall`. + +If `userData` is `null` the contact events are ignored, it is `null` by default. + +A convenient way of setting `userData` is to assign it when creating the body. For example: + +```dart +class Ball extends BodyComponent with ContactCallbacks { + ... + + @override + Body createBody() { + ... + final bodyDef = BodyDef( + userData: this, + ); + ... + } + +} +``` + +Every time `Ball` and `Wall` begin to come in contact `beginContact` will be called, and once the +fixtures cease being in contact, `endContact` will be called. + +An implementation example can be seen in the [Flame Forge2D +example](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/utils/balls.dart). diff --git a/docs/1.9.0/_sources/bridge_packages/flame_forge2d/joints.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_forge2d/joints.md.txt new file mode 100644 index 000000000..60451a6b2 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_forge2d/joints.md.txt @@ -0,0 +1,636 @@ +# Joints + +Joints are used to connect two different bodies together in various ways. +They help to simulate interactions between objects to create hinges, wheels, ropes, chains etc. + +One `Body` in a joint may be of type `BodyType.static`. Joints between `BodyType.static` and/or +`BodyType.kinematic` are allowed, but have no effect and use some processing time. + +To construct a `Joint`, you need to create a corresponding subclass of `JointDef`and initialize it +with its parameters. + +To register a `Joint` use `world.createJoint`and later use `world.destroyJoint` when you want to +remove it. + + +## Built-in joints + +Currently, Forge2D supports the following joints: + +- [`ConstantVolumeJoint`](#constantvolumejoint) +- [`DistanceJoint`](#distancejoint) +- [`FrictionJoint`](#frictionjoint) +- [`GearJoint`](#gearjoint) +- [`MotorJoint`](#motorjoint) +- [`MouseJoint`](#mousejoint) +- [`PrismaticJoint`](#prismaticjoint) +- [`PulleyJoint`](#pulleyjoint) +- [`RevoluteJoint`](#revolutejoint) +- [`RopeJoint`](#ropejoint) +- [`WeldJoint`](#weldjoint) +- WheelJoint + + +### `ConstantVolumeJoint` + +This type of joint connects a group of bodies together and maintains a constant volume within them. +Essentially, it is a set of [`DistanceJoint`](#distancejoint)s, that connects all bodies one after +another. + +It can for example be useful when simulating "soft-bodies". + +```dart + final constantVolumeJoint = ConstantVolumeJointDef() + ..frequencyHz = 10 + ..dampingRatio = 0.8; + + bodies.forEach((body) { + constantVolumeJoint.addBody(body); + }); + + world.createJoint(ConstantVolumeJoint(world, constantVolumeJoint)); +``` + +```{flutter-app} +:sources: ../../examples +:subfolder: stories/bridge_libraries/forge2d/joints +:page: constant_volume_joint +:show: code popup +``` + +`ConstantVolumeJointDef` requires at least 3 bodies to be added using the `addBody` method. It also +has two optional parameters: + +- `frequencyHz`: This parameter sets the frequency of oscillation of the joint. If it is not set to +0, the higher the value, the less springy each of the compound `DistantJoint`s are. + +- `dampingRatio`: This parameter defines how quickly the oscillation comes to rest. It ranges from +0 to 1, where 0 means no damping and 1 indicates critical damping. + + +### `DistanceJoint` + +A `DistanceJoint` constrains two points on two bodies to remain at a fixed distance from each other. + +You can view this as a massless, rigid rod. + +```dart +final distanceJointDef = DistanceJointDef() + ..initialize(firstBody, secondBody, firstBody.worldCenter, secondBody.worldCenter) + ..length = 10 + ..frequencyHz = 3 + ..dampingRatio = 0.2; + +world.createJoint(DistanceJoint(distanceJointDef)); +``` + +```{flutter-app} +:sources: ../../examples +:page: distance_joint +:subfolder: stories/bridge_libraries/forge2d/joints +:show: code popup +``` + +To create a `DistanceJointDef`, you can use the `initialize` method, which requires two bodies and a +world anchor point on each body. The definition uses local anchor points, allowing for a slight +violation of the constraint in the initial configuration. This is useful when saving and +loading a game. + +The `DistanceJointDef` has three optional parameters that you can set: + +- `length`: This parameter determines the distance between the two anchor points and must be greater +than 0. The default value is 1. + +- `frequencyHz`: This parameter sets the frequency of oscillation of the joint. If it is not set +to 0, the higher the value, the less springy the joint becomes. + +- `dampingRatio`: This parameter defines how quickly the oscillation comes to rest. It ranges from +0 to 1, where 0 means no damping and 1 indicates critical damping. + +```{warning} +Do not use a zero or short length. +``` + + +### `FrictionJoint` + +A `FrictionJoint` is used for simulating friction in a top-down game. It provides 2D translational +friction and angular friction. + +The `FrictionJoint` isn't related to the friction that occurs when two shapes collide in the x-y plane +of the screen. Instead, it's designed to simulate friction along the z-axis, which is perpendicular +to the screen. The most common use-case for it is applying the friction force between a moving body +and the game floor. + +The `initialize` method of the `FrictionJointDef` method requires two bodies that will have friction +force applied to them, and an anchor. + +The third parameter is the `anchor` point in the world coordinates where the friction force will be +applied. In most cases, it would be the center of the first object. However, for more complex +physics interactions between bodies, you can set the `anchor` point to a specific location on one or +both of the bodies. + +```dart +final frictionJointDef = FrictionJointDef() + ..initialize(ballBody, floorBody, ballBody.worldCenter) + ..maxForce = 50 + ..maxTorque = 50; + + world.createJoint(FrictionJoint(frictionJointDef)); +``` + +```{flutter-app} +:sources: ../../examples +:page: friction_joint +:subfolder: stories/bridge_libraries/forge2d/joints +:show: code popup +``` + +When creating a `FrictionJoint`, simulated friction can be applied via maximum force and torque +values: + +- `maxForce`: the maximum translational friction which applied to the joined body. A higher value +- simulates higher friction. + +- `maxTorque`: the maximum angular friction which may be applied to the joined body. A higher value +- simulates higher friction. + +In other words, the former simulates the friction, when the body is sliding and the latter simulates +the friction when the body is spinning. + + +### `GearJoint` + +The `GearJoint` is used to connect two joints together. Joints are required to be a +[`RevoluteJoint`](#revolutejoint) or a [`PrismaticJoint`](#prismaticjoint) in any combination. + +```{warning} +The connected joints must attach a dynamic body to a static body. +The static body is expected to be a bodyA on those joints +``` + +```dart +final gearJointDef = GearJointDef() + ..bodyA = firstJoint.bodyA + ..bodyB = secondJoint.bodyA + ..joint1 = firstJoint + ..joint2 = secondJoint + ..ratio = 1; + +world.createJoint(GearJoint(gearJointDef)); +``` + +```{flutter-app} +:sources: ../../examples +:page: gear_joint +:subfolder: stories/bridge_libraries/forge2d/joints +:show: code popup +``` + +- `joint1`, `joint2`: Connected revolute or prismatic joints +- `bodyA`, `bodyB`: Any bodies form the connected joints, as long as they are not the same body. +- `ratio`: Gear ratio + +Similarly to [`PulleyJoint`](#pulleyjoint), you can specify a gear ratio to bind the motions +together: + +```text +coordinate1 + ratio * coordinate2 == constant +``` + +The ratio can be negative or positive. If one joint is a `RevoluteJoint` and the other joint is a +`PrismaticJoint`, then the ratio will have units of length or units of 1/length. + +Since the `GearJoint` depends on two other joints, if these are destroyed, the `GearJoint` needs to +be destroyed as well. + +```{warning} +Manually destroy the `GearJoint` if joint1 or joint2 is destroyed +``` + + +### `MotorJoint` + +A `MotorJoint` is used to control the relative motion between two bodies. A typical usage is to +control the movement of a dynamic body with respect to the fixed point, for example to create +animations. + +A `MotorJoint` lets you control the motion of a body by specifying target position and rotation +offsets. You can set the maximum motor force and torque that will be applied to reach the target +position and rotation. If the body is blocked, it will stop and the contact forces will be +proportional the maximum motor force and torque. + +```dart +final motorJointDef = MotorJointDef() + ..initialize(first, second) + ..maxTorque = 1000 + ..maxForce = 1000 + ..correctionFactor = 0.1; + + world.createJoint(MotorJoint(motorJointDef)); +``` + +```{flutter-app} +:sources: ../../examples +:page: motor_joint +:subfolder: stories/bridge_libraries/forge2d/joints +:show: code popup +``` + +A `MotorJointDef` has three optional parameters: + +- `maxForce`: the maximum translational force which will be applied to the joined body to reach the +target position. + +- `maxTorque`: the maximum angular force which will be applied to the joined body to reach the +target rotation. + +- `correctionFactor`: position correction factor in range [0, 1]. It adjusts the joint's response to +deviation from target position. A higher value makes the joint respond faster, while a lower value +makes it respond slower. If the value is set too high, the joint may overcompensate and oscillate, +becoming unstable. If set too low, it may respond too slowly. + +The linear and angular offsets are the target distance and angle that the bodies should achieve +relative to each other's position and rotation. By default, the linear target will be the distance +between the two body centers and the angular target will be the relative rotation of the bodies. +Use the `setLinearOffset(Vector2)` and `setLinearOffset(double)` methods of the `MotorJoint` to set +the desired relative translation and rotate between the bodies. + +For example, this code increments the angular offset of the joint every update cycle, causing the +body to rotate. + +```dart +@override +void update(double dt) { + super.update(dt); + + final angularOffset = joint.getAngularOffset() + motorSpeed * dt; + joint.setAngularOffset(angularOffset); +} +``` + + +### `MouseJoint` + +The `MouseJoint` is used to manipulate bodies with the mouse. It attempts to drive a point on a body +towards the current position of the cursor. There is no restriction on rotation. + +The `MouseJoint` definition has a target point, maximum force, frequency, and damping ratio. The +target point initially coincides with the body's anchor point. The maximum force is used to prevent +violent reactions when multiple dynamic bodies interact. You can make this as large as you like. +The frequency and damping ratio are used to create a spring/damper effect similar to the distance +joint. + +```{warning} +Many users have tried to adapt the mouse joint for game play. Users often want +to achieve precisepositioning and instantaneous response. The mouse joint +doesn't work very well in that context. You may wish to consider using +kinematic bodies instead. +``` + +```dart +final mouseJointDef = MouseJointDef() + ..maxForce = 3000 * ballBody.mass * 10 + ..dampingRatio = 1 + ..frequencyHz = 5 + ..target.setFrom(ballBody.position) + ..collideConnected = false + ..bodyA = groundBody + ..bodyB = ballBody; + + mouseJoint = MouseJoint(mouseJointDef); + world.createJoint(mouseJoint); +} +``` + +```{flutter-app} +:sources: ../../examples +:page: mouse_joint +:subfolder: stories/bridge_libraries/forge2d/joints +:show: code popup +``` + +- `maxForce`: This parameter defines the maximum constraint force that can be exerted to move the + candidate body. Usually you will express as some multiple of the weight + (multiplier *mass* gravity). + +- `dampingRatio`: This parameter defines how quickly the oscillation comes to rest. It ranges from + 0 to 1, where 0 means no damping and 1 indicates critical damping. + +- `frequencyHz`: This parameter defines the response speed of the body, i.e. how quickly it tries to + reach the target position + +- `target`: The initial world target point. This is assumed to coincide with the body anchor + initially. + + +### `PrismaticJoint` + +The `PrismaticJoint` provides a single degree of freedom, allowing for a relative translation of two +bodies along an axis fixed in bodyA. Relative rotation is prevented. + +`PrismaticJointDef` requires defining a line of motion using an axis and an anchor point. +The definition uses local anchor points and a local axis so that the initial configuration +can violate the constraint slightly. + +The joint translation is zero when the local anchor points coincide in world space. +Using local anchors and a local axis helps when saving and loading a game. + +```{warning} +At least one body should by dynamic with a non-fixed rotation. +``` + +The `PrismaticJoint` definition is similar to the [`RevoluteJoint`](#revolutejoint) definition, but +instead of rotation, it uses translation. + +```{dart} +final prismaticJointDef = PrismaticJointDef() + ..initialize( + dynamicBody, + groundBody, + dynamicBody.worldCenter, + Vector2(1, 0), + ) +``` + +```{flutter-app} +:sources: ../../examples +:page: prismatic_joint +:subfolder: stories/bridge_libraries/forge2d/joints +:show: code popup +``` + +- `b1`, `b2`: Bodies connected by the joint. +- `anchor`: World anchor point, to put the axis through. Usually the center of the first body. +- `axis`: World translation axis, along which the translation will be fixed. + +In some cases you might wish to control the range of motion. For this, the `PrismaticJointDef` has +optional parameters that allow you to simulate a joint limit and/or a motor. + + +#### Prismatic Joint Limit + +You can limit the relative rotation with a joint limit that specifies a lower and upper translation. + +```dart +jointDef + ..enableLimit = true + ..lowerTranslation = -20 + ..upperTranslation = 20; +``` + +- `enableLimit`: Set to true to enable translation limits +- `lowerTranslation`: The lower translation limit in meters +- `upperTranslation`: The upper translation limit in meters + +You change the limits after the joint was created with this method: + +```dart +prismaticJoint.setLimits(-10, 10); +``` + + +#### Prismatic Joint Motor + +You can use a motor to drive the motion or to model joint friction. A maximum motor force is +provided so that infinite forces are not generated. + +```dart +jointDef + ..enableMotor = true + ..motorSpeed = 1 + ..maxMotorForce = 100; +``` + +- `enableMotor`: Set to true to enable the motor +- `motorSpeed`: The desired motor speed in radians per second +- `maxMotorForce`: The maximum motor torque used to achieve the desired motor speed in N-m. + +You change the motor's speed and force after the joint was created using these methods: + +```dart +prismaticJoint.setMotorSpeed(2); +prismaticJoint.setMaxMotorForce(200); +``` + +Also, you can get the joint angle and speed using the following methods: + +```dart +prismaticJoint.getJointTranslation(); +prismaticJoint.getJointSpeed(); +``` + + +### `PulleyJoint` + +A `PulleyJoint` is used to create an idealized pulley. The pulley connects two bodies to the ground +and to each other. As one body goes up, the other goes down. The total length of the pulley rope is +conserved according to the initial configuration: + +```text +length1 + length2 == constant +``` + +You can supply a ratio that simulates a block and tackle. This causes one side of the pulley to +extend faster than the other. At the same time the constraint force is smaller on one side than the +other. You can use this to create a mechanical leverage. + +```text +length1 + ratio * length2 == constant +``` + +For example, if the ratio is 2, then `length1` will vary at twice the rate of `length2`. Also the +force in the rope attached to the first body will have half the constraint force as the rope +attached to the second body. + +```dart +final pulleyJointDef = PulleyJointDef() + ..initialize( + firstBody, + secondBody, + firstPulley.worldCenter, + secondPulley.worldCenter, + firstBody.worldCenter, + secondBody.worldCenter, + 1, + ); + +world.createJoint(PulleyJoint(pulleyJointDef)); +``` + +```{flutter-app} +:sources: ../../examples +:page: pulley_joint +:subfolder: stories/bridge_libraries/forge2d/joints +:show: code popup +``` + +The `initialize` method of `PulleyJointDef` requires two ground anchors, two dynamic bodies and +their anchor points, and a pulley ratio. + +- `b1`, `b2`: Two dynamic bodies connected with the joint +- `ga1`, `ga2`: Two ground anchors +- `anchor1`, `anchor2`: Anchors on the dynamic bodies the joint will be attached to +- `r`: Pulley ratio to simulate a block and tackle + +`PulleyJoint` also provides the current lengths: + +```dart +joint.getCurrentLengthA() +joint.getCurrentLengthB() +``` + +```{warning} +`PulleyJoint` can get a bit troublesome by itself. They often work better when +combined with prismatic joints. You should also cover the the anchor points +with static shapes to prevent one side from going to zero length. +``` + + +### `RevoluteJoint` + +A `RevoluteJoint` forces two bodies to share a common anchor point, often called a hinge point. +The revolute joint has a single degree of freedom: the relative rotation of the two bodies. + +To create a `RevoluteJoint`, provide two bodies and a common point to the `initialize` method. +The definition uses local anchor points so that the initial configuration can violate the +constraint slightly. + +```dart +final jointDef = RevoluteJointDef() + ..initialize(firstBody, secondBody, firstBody.position); +world.createJoint(RevoluteJoint(jointDef)); +``` + +```{flutter-app} +:sources: ../../examples +:page: revolute_joint +:subfolder: stories/bridge_libraries/forge2d/joints +:show: code popup +``` + +In some cases you might wish to control the joint angle. For this, the `RevoluteJointDef` has +optional parameters that allow you to simulate a joint limit and/or a motor. + + +#### Revolute Joint Limit + +You can limit the relative rotation with a joint limit that specifies a lower and upper angle. + +```dart +jointDef + ..enableLimit = true + ..lowerAngle = 0 + ..upperAngle = pi / 2; +``` + +- `enableLimit`: Set to true to enable angle limits +- `lowerAngle`: The lower angle in radians +- `upperAngle`: The upper angle in radians + +You change the limits after the joint was created with this method: + +```dart +revoluteJoint.setLimits(0, pi); +``` + + +#### Revolute Joint Motor + +You can use a motor to drive the relative rotation about the shared point. A maximum motor torque is +provided so that infinite forces are not generated. + +```dart +jointDef + ..enableMotor = true + ..motorSpeed = 5 + ..maxMotorTorque = 100; +``` + +- `enableMotor`: Set to true to enable the motor +- `motorSpeed`: The desired motor speed in radians per second +- `maxMotorTorque`: The maximum motor torque used to achieve the desired motor speed in N-m. + +You change the motor's speed and torque after the joint was created using these methods: + +```dart +revoluteJoint.setMotorSpeed(2); +revoluteJoint.setMaxMotorTorque(200); +``` + +Also, you can get the joint angle and speed using the following methods: + +```dart +revoluteJoint.jointAngle(); +revoluteJoint.jointSpeed(); +``` + + +### `RopeJoint` + +A `RopeJoint` restricts the maximum distance between two points on two bodies. + +`RopeJointDef` requires two body anchor points and the maximum length. + +```dart +final ropeJointDef = RopeJointDef() + ..bodyA = firstBody + ..localAnchorA.setFrom(firstBody.getLocalCenter()) + ..bodyB = secondBody + ..localAnchorB.setFrom(secondBody.getLocalCenter()) + ..maxLength = (secondBody.worldCenter - firstBody.worldCenter).length; + +world.createJoint(RopeJoint(ropeJointDef)); +``` + +```{flutter-app} +:sources: ../../examples +:page: rope_joint +:subfolder: stories/bridge_libraries/forge2d/joints +:show: code popup +``` + +- `bodyA`, `bodyB`: Connected bodies +- `localAnchorA`, `localAnchorB`: Optional parameter, anchor point relative to the body's origin. +- `maxLength`: The maximum length of the rope. This must be larger than `linearSlop`, or the joint +will have no effect. + +```{warning} +The joint assumes that the maximum length doesn't change during simulation. +See `DistanceJoint` if you want to dynamically control length. +``` + + +### `WeldJoint` + +A `WeldJoint` is used to restrict all relative motion between two bodies, effectively joining them +together. + +`WeldJointDef` requires two bodies that will be connected, and a world anchor: + +```dart +final weldJointDef = WeldJointDef() + ..initialize(bodyA, bodyB, anchor); + +world.createJoint(WeldJoint(weldJointDef)); +``` + +```{flutter-app} +:sources: ../../examples +:page: weld_joint +:subfolder: stories/bridge_libraries/forge2d/joints +:show: code popup +``` + +- `bodyA`, `bodyB`: Two bodies that will be connected + +- `anchor`: Anchor point in world coordinates, at which two bodies will be welded together + to 0, the higher the value, the less springy the joint becomes. + + +#### Breakable Bodies and WeldJoint + +Since the Forge2D constraint solver is iterative, joints are somewhat flexible. This means that the +bodies connected by a WeldJoint may bend slightly. If you want to simulate a breakable body, it's +better to create a single body with multiple fixtures. When the body breaks, you can destroy a +fixture and recreate it on a new body instead of relying on a `WeldJoint`. diff --git a/docs/1.9.0/_sources/bridge_packages/flame_isolate/flame_isolate.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_isolate/flame_isolate.md.txt new file mode 100644 index 000000000..ff47f8572 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_isolate/flame_isolate.md.txt @@ -0,0 +1,5 @@ +# flame_isolate + +```{toctree} +Overview +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_isolate/isolate.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_isolate/isolate.md.txt new file mode 100644 index 000000000..2d45f9444 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_isolate/isolate.md.txt @@ -0,0 +1,72 @@ +# FlameIsolate + +The power of [integral_isolates](https://pub.dev/packages/integral_isolates) neatly packaged in +[flame_isolate](https://pub.dev/packages/flame_isolate) for your Flame game. + +If you've ever used the [compute](https://api.flutter.dev/flutter/foundation/compute-constant.html) +function before, you will feel right at home. This mixin allows you to run CPU-intensive code in an +isolate. + +To use it in your game you just need to add `flame_isolate` to your pubspec.yaml. + + +## Usage + +Just add the mixin `FlameIsolate` to your component and start utilizing the power of an isolate as +simple as running the [compute](https://api.flutter.dev/flutter/foundation/compute-constant.html) +function. + +Example: + +```dart +class MyGame extends FlameGame with FlameIsolate { + ... + @override + void update(double dt) { + if (shouldRecalculate) { + isolate(recalculateWorld, worldData).then(updateWorld); + } + ... + } + ... +} +``` + + +### Performance note + +Keep in mind that every component with `FlameIsolate` mixin that you create and add to your game +will create a new isolate. This means you will probably want to create a manager component to +manage a lot of "dumber" components. Think of it like ants, where the queen controls the worker +ants. If every individual worker ant got its own isolate, it would be a total waste of power, +hence you would put it on the queen, which in turn tells all the worker ants what to do. + +A simple example of this can be found in the example application for the FlameIsolate package. + + +### Backpressure Strategies + +Backpressure strategies are a way to cope with the job queue when job items are produced more +rapidly than the isolate can handle them. This presents the problem of what to do with such a +growing backlog of unhandled jobs. To mitigate this problem this library funnels all jobs through a +job queue handler. Also known as `BackpressureStrategy`. + +The ones currently supported are: + +- `NoBackPressureStrategy` that basically does not handle back pressure. It uses a FIFO stack for +storing a backlog of unhandled jobs. +-`ReplaceBackpressureStrategy` that has a job queue with size one, and discards the queue upon +adding a new job. +- `DiscardNewBackPressureStrategy` that has a job queue with size one, and as long as the queue is +populated a new job will not be added. + +You can specify a backpressure strategy by overriding the `backpressureStrategy` field. This will +create the isolate with the specified strategy when the component is mounted. + +```dart +class MyGame extends FlameGame with FlameIsolate { + @override + BackpressureStrategy get backpressureStrategy => ReplaceBackpressureStrategy(); + ... +} +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_lottie/flame_lottie.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_lottie/flame_lottie.md.txt new file mode 100644 index 000000000..259709970 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_lottie/flame_lottie.md.txt @@ -0,0 +1,51 @@ +# flame_lottie + +This package allows you to load and add Lottie animations to your Flame game. + + +The native Lottie libraries (such as [lottie-android](https://github.com/airbnb/lottie-android)) +are maintained by **Airbnb**. + +The Flutter package ``lottie``, on which this wrapper is based on, is by developed **xaha.dev** and +can be found on [pub.dev](https://pub.dev/packages/lottie). + + +## Usage + +To use it in your game you just need to add `flame_lottie` to your pubspec.yaml. + +Simply load the Lottie animation using the **loadLottie** method and +the [LottieBuilder](https://pub.dev/documentation/lottie/latest/lottie/LottieBuilder-class.html). +It allows all the various ways of loading a Lottie file: + +- [Lottie.asset](https://pub.dev/documentation/lottie/latest/lottie/Lottie/asset.html), for +obtaining a Lottie file from an AssetBundle using a key. +- [Lottie.network](https://pub.dev/documentation/lottie/latest/lottie/Lottie/network.html), for +obtaining a lottie file from a URL. +- [Lottie.file](https://pub.dev/documentation/lottie/latest/lottie/Lottie/file.html), for obtaining + a lottie file from a File. +- [Lottie.memory](https://pub.dev/documentation/lottie/latest/lottie/Lottie/memory.html), for +obtaining a lottie file from a Uint8List. + +... and add it as `LottieComponent` to your Flame 🔥 game. + +Example: + +```dart +class MyGame extends FlameGame { + ... + @override + Future onLoad() async { + final asset = Lottie.asset('assets/LottieLogo1.json'); + final animation = await loadLottie(asset); + add( + LottieComponent( + animation, + repeating: true, // Continuously loop the animation. + size: Vector2.all(400), + ), + ); + } + ... +} +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_network_assets/flame_network_assets.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_network_assets/flame_network_assets.md.txt new file mode 100644 index 000000000..bad672c78 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_network_assets/flame_network_assets.md.txt @@ -0,0 +1,35 @@ +# FlameNetworkAssets + +`FlameNetworkAssets` is a bridge package focused on providing a solution to fetch, and cache assets +from the network. + +The `FlameNetworkAssets` class provides an abstraction that should be extended in order to create +asset specific handler. + +By default, the package relies on the `http` package to make http requests, and `path_provider` +to get the place to store the local cache, to use a different approach for those, use the +optional arguments in the constructor. + +This package bundles a specific asset handler class for images: + +```dart +final networkAssets = FlameNetworkImages(); +final playerSprite = await networkAssets.load('https://url.com/image.png'); +``` + +To create a specific asset handler class, you just need to extend the `FlameNetworkAssets` class +and define the `decodeAsset` and `encodeAsset` arguments: + +```dart +class FlameNetworkCustomAsset extends FlameNetworkAssets { + FlameNetworkImages({ + super.get, + super.getAppDirectory, + super.cacheInMemory, + super.cacheInStorage, + }) : super( + decodeAsset: (bytes) => CustomAsset.decode(bytes), + encodeAsset: (CustomAsset asset) => asset.encode(), + ); +} +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_oxygen/flame_oxygen.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_oxygen/flame_oxygen.md.txt new file mode 100644 index 000000000..da65d946d --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_oxygen/flame_oxygen.md.txt @@ -0,0 +1,8 @@ +# flame_oxygen + +[flame_oxygen](https://github.com/flame-engine/flame/tree/main/packages/flame_oxygen) + +```{toctree} +:hidden: + +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_rive/flame_rive.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_rive/flame_rive.md.txt new file mode 100644 index 000000000..f8c6f1f3c --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_rive/flame_rive.md.txt @@ -0,0 +1,6 @@ +# flame_rive + +```{toctree} +Overview + +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_rive/rive.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_rive/rive.md.txt new file mode 100644 index 000000000..dede4feca --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_rive/rive.md.txt @@ -0,0 +1,54 @@ +# flame_rive + +`flame_rive` is a bridge library for using [rive](https://rive.app/) animations in your Flame game. +Rive is a real-time interactive design and animation tool and you use it to create animations. + +To use a file created by Rive in your game you need to add `flame_rive` to your pubspec.yaml, as can +be seen in the +[Flame Rive example](https://github.com/flame-engine/flame/tree/main/packages/flame_rive/example) +and in the pub.dev [installation instructions](https://pub.dev/packages/flame_rive). + + +## How to use it + +First, start with adding the `animation.riv` file to the assets folder. Then load the artboard of +the animation to the game using the `loadArtboard` method. After that, create the +`StateMachineController` from the artboard and add a controller to it. Then you can create a +`RiveComponent` using that artboard. + +```{flutter-app} +:sources: ../flame/examples +:page: rive_example +:show: widget code infobox +:width: 200 +:height: 200 +``` + +```dart +class RiveExampleGame extends FlameGame { + @override + Future onLoad() async { + final skillsArtboard = + await loadArtboard(RiveFile.asset('assets/skills.riv')); + + final controller = StateMachineController.fromArtboard( + skillsArtboard, + "Designer's Test", + ); + + skillsArtboard.addController(controller!); + + add(RiveComponent(artboard: skillsArtboard, size: Vector2.all(550))); + } +} +``` + +You can use the controller to manage the state of animation. +Check out the example for more information. + + +## Full Example + +You can check an example +[here](https://github.com/flame-engine/flame/tree/main/packages/flame_rive/example). + diff --git a/docs/1.9.0/_sources/bridge_packages/flame_spine/flame_spine.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_spine/flame_spine.md.txt new file mode 100644 index 000000000..b0c6652dd --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_spine/flame_spine.md.txt @@ -0,0 +1,52 @@ +# flame_spine + +This package allows you to load and add Spine skeletal animations to your Flame game. + + +## Usage + +To use it in your game you just need to add `flame_spine` to your pubspec.yaml and your spine +assets to your `assets/` directory, and you can add a `SpineComponent` to your `FlameGame`. + +```{note} +Remember to call `await initSpineFlutter();` in your `main` method, or in `onLoad`. +``` + +Example: + +```dart +void main() async { + WidgetsFlutterBinding.ensureInitialized(); + await initSpineFlutter(); + runApp(const GameWidget.controlled(gameFactory: SpineExample.new)); +} + +class FlameSpineExample extends FlameGame with TapDetector { + late final SpineComponent spineboy; + + @override + Future onLoad() async { + await initSpineFlutter(); + // Load the Spineboy atlas and skeleton data from asset files + // and create a SpineComponent from them, scaled down and + // centered on the screen + spineboy = await SpineComponent.fromAssets( + atlasFile: 'assets/spine/spineboy.atlas', + skeletonFile: 'assets/spine/spineboy-pro.skel', + scale: Vector2(0.4, 0.4), + anchor: Anchor.center, + position: size / 2, + ); + + // Set the "walk" animation on track 0 in looping mode + spineboy.animationState.setAnimationByName(0, 'walk', true); + await add(spineboy); + } + + @override + void onDetach() { + // Dispose the native resources that have been loaded for spineboy. + spineboy.dispose(); + } +} +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_splash_screen/flame_splash_screen.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_splash_screen/flame_splash_screen.md.txt new file mode 100644 index 000000000..a9f9ac826 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_splash_screen/flame_splash_screen.md.txt @@ -0,0 +1,17 @@ +# flame_splash_screen + +![Showcase of the splash screen](https://raw.githubusercontent.com/flame-engine/flame_splash_screen/main/demogif.gif) + +Style your flame game with a beautiful splash screen. + +flame_splash_screen is a very customizable splash screen package. + +```dart +FlameSplashScreen( + theme: FlameSplashTheme.dark, + onFinish: (BuildContext context) => Navigator.pushNamed(context, '/your-game-initial-screen') +) +``` + +Check the [package's repo](https://github.com/flame-engine/flame_splash_screen) and the +[pub page](https://pub.dev/packages/flame_splash_screen) for more details. diff --git a/docs/1.9.0/_sources/bridge_packages/flame_svg/flame_svg.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_svg/flame_svg.md.txt new file mode 100644 index 000000000..a287108d8 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_svg/flame_svg.md.txt @@ -0,0 +1,5 @@ +# flame_svg + +```{toctree} +Overview +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_svg/svg.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_svg/svg.md.txt new file mode 100644 index 000000000..22e9c9126 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_svg/svg.md.txt @@ -0,0 +1,47 @@ +# Flame SVG + +flame_svg provides a simple API for rendering SVG images in your game. + + +## Installation + +Svg support is provided by the `flame_svg` bridge package, be sure to put it in your pubspec file +to use it. + +If you want to know more about the installation visit +[flame_svg on pub.dev](https://pub.dev/packages/flame_svg/install). + + +## How to use flame_svg + +To use it just import the `Svg` class from `'package:flame_svg/flame_svg.dart'`, and use the +following snippet to render it on the canvas: + +```dart +final svgInstance = await Svg.load('android.svg'); + +final position = Vector2(100, 100); +final size = Vector2(300, 300); + +svgInstance.renderPosition(canvas, position, size); +``` + +or use the `SvgComponent` and add it to the component tree: + +```dart +class MyGame extends FlameGame { + @override + Future onLoad() async { + final svgInstance = await Svg.load('android.svg'); + final size = Vector2.all(100); + final position = Vector2.all(100); + final svgComponent = SvgComponent( + size: size, + position: position, + svg: svgInstance, + ); + + add(svgComponent); + } +} +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_tiled/flame_tiled.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_tiled/flame_tiled.md.txt new file mode 100644 index 000000000..44e78e0f8 --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_tiled/flame_tiled.md.txt @@ -0,0 +1,129 @@ +# flame_tiled + +**flame_tiled** is the bridge package that connects the flame game engine to [Tiled] maps by parsing +TMX (XML) files and accessing the tiles, objects, and everything in there. + +To use this, + +1. Create your own map by using [Tiled]. +2. Create a `TiledComponent` and add it to the component tree as follows: + +```dart +final component = await TiledComponent.load( + 'my_map.tmx', + Vector2.all(32), +); + +add(component); +``` + + +## TiledComponent + +Tiled is a free and open source, full-featured level and map editor for your platformer or +RPG game. Currently we have an "in progress" implementation of a Tiled component. This API +uses the lib [tiled.dart](https://github.com/flame-engine/tiled.dart) to parse map files and +render visible layers using the performant `SpriteBatch` for each layer. + +Supported map types include: Orthogonal, Isometric, Hexagonal, and Staggered. + +Orthogonal | Hexagonal | Isomorphic +:--:|:-------------------------:|:-------------------------: +![An example of an orthogonal map](../../images/orthogonal.png)|![An example of hexagonal map](../../images/pointy_hex_even.png) | ![An example of isomorphic map](../../images/tile_stack_single_move.png) + +An example of how to use the API can be found +[here](https://github.com/flame-engine/flame_tiled/tree/main/example). + + +### TileStack + +Once a `TiledComponent` is loaded, you can select any column of (x,y) tiles in a `tileStack` to +then add animation. Removing the stack will not remove the tiles from the map. + +> **Note**: This currently only supports position based effects. + +```dart +void onLoad() { + final stack = map.tileMap.tileStack(4, 0, named: {'floor_under'}); + stack.add( + SequenceEffect( + [ + MoveEffect.by( + Vector2(5, 0), + NoiseEffectController(duration: 1, frequency: 20), + ), + MoveEffect.by(Vector2.zero(), LinearEffectController(2)), + ], + repeatCount: 3, + ) + ..onComplete = () => stack.removeFromParent(), + ); + map.add(stack); +} +``` + + +### TileAtlas + +When a tilemap has multiple images (from multiple tilesets) `TiledComponent` uses a `TileAtlas` to +pack all those image into a single big image (a.k.a atlas). This helps in rendering the whole map in +a single draw call. But is there a limit on how big this atlas can be based on the target platform +and hardware. As it is not possible to query this max size from Flame or Flutter as of now, +`TiledComponent` limits the atlas to `4096x4096` for web and `8192x8192` for all other platforms. + +These limits should work well for most cases. But in case you are sure that your target platform can +support bigger atlas and want to override the limits used by `TiledComponent` you can do so by +passing in the `atlasMaxX` and `atlasMaxX` values to `TiledComponent.load`. + +NOTE: This is not recommended as such huge sizes might not work with all hardware. Instead consider +resizing the original tileset images so that when packed they fit with the limits. + +```dart +final component = await TiledComponent.load( + 'my_map.tmx', + Vector2.all(32), + atlasMaxX: 9216, + atlasMaxY: 9216, +); + +add(component); +``` + + +## Limitations + + +### Flip + +[Tiled] has a feature that allows you to flip a tile horizontally or vertically, or even rotate it. + +`flame_tiled` supports this but if you are using a large texture and have flipped tiles there will +be a drop in performance. If you want to ignore any flips in your tilemap you can set the +`ignoreFlip` to false in the constructor. + +**Note**: A large texture in this context means one with multiple tilesets (or a huge tileset) +where the sum of their dimensions are in the thousands. + +```dart +final component = await TiledComponent.load( + 'my_map.tmx', + Vector2.all(32), + ignoreFlip: true, +); +``` + + +### Clearing images cache + +If you have called `Flame.images.clearCache()` you also need to call `TiledAtlas.clearCache()` to +remove disposed images from the tiled cache. It might be useful if your next game map have completely +different tiles than the previous. + +[Tiled]: https://www.mapeditor.org/ + +```{toctree} +:hidden: + +Tiled +Layers +``` diff --git a/docs/1.9.0/_sources/bridge_packages/flame_tiled/layers.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_tiled/layers.md.txt new file mode 100644 index 000000000..72c0afd0c --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_tiled/layers.md.txt @@ -0,0 +1,44 @@ +# Layers + +At its simplest, layers can be retrieved from a Tilemap by invoking: + +```dart +getLayer("myObjectGroupLayer"); +getLayer("myImageLayer"); +getLayer("myTileLayer"); +getLayer("myGroupLayer"); +``` + +These methods will either return the requested layer type or null if it does not exist. + + +## Layer properties + +The following Tiled properties are supported: + +- [x] Visible +- [x] Opacity +- [ ] Tint color +- [x] Horizontal offset +- [x] Vertical offset +- [x] Parallax factor +- [x] Custom properties + + +## Tiles properties + +- Tiles can have custom properties accessible at `tile.properties`. +- Tiles can have a custom `type` (or `class` starting in Tiled v1.9) accessible at `tile.type`. + + +## Other features + +Other advanced features are not yet supported, but you can easily read the objects and other +features of the TMX and add custom behavior (eg regions for triggers and walking areas, custom +animated objects). + + +## Full Example + +You can check a working example +[here](https://github.com/flame-engine/flame/tree/main/packages/flame_tiled/example). diff --git a/docs/1.9.0/_sources/bridge_packages/flame_tiled/tiled.md.txt b/docs/1.9.0/_sources/bridge_packages/flame_tiled/tiled.md.txt new file mode 100644 index 000000000..ddbabd64e --- /dev/null +++ b/docs/1.9.0/_sources/bridge_packages/flame_tiled/tiled.md.txt @@ -0,0 +1,39 @@ +# Tiled + +[Tiled] is a great tool to design levels and maps. From [Tiled]'s documentation: + +> Tiled is a 2D level editor that helps you develop the content of your game. Its +> primary feature is to edit tile maps of various forms, but it also supports +> free image placement as well as powerful ways to annotate your level with extra +> information used by the game. Tiled focuses on general flexibility while trying +> to stay intuitive. +> +> In terms of tile maps, it supports straight rectangular tile layers, but also +> projected isometric, staggered isometric and staggered hexagonal layers. A +> tileset can be either a single image containing many tiles, or it can be a +> collection of individual images. In order to support certain depth faking +> techniques, tiles and layers can be offset by a custom distance and their +> rendering order can be configured. + + +![Tiled Editor](../../images/TiledEditor.jpg) + + +Flame provides a package ([flame_tiled]) that bundles a [dart] package which allows you to parse TMX +(XML) files and access the tiles, objects, and everything in there. + +The [dart] package provides a simple `Tiled` class and [flame_tiled] provides a component wrapper +`TiledComponent`, for the map rendering, which renders the tiles on the screen and supports +rotations and flips. + + +## Tiled Editor + +You can choose to download the [Tiled] map editor and create interactive maps that can be loaded +into your game. At its core, the [Tiled] map editor creates a TMX file that can be parsed and used +within your game. + + +[dart]: https://pub.dev/packages/tiled +[flame_tiled]: https://github.com/flame-engine/flame_tiled +[Tiled]: https://www.mapeditor.org/ diff --git a/docs/1.9.0/_sources/development/contributing.md.txt b/docs/1.9.0/_sources/development/contributing.md.txt new file mode 100644 index 000000000..ef6daa82a --- /dev/null +++ b/docs/1.9.0/_sources/development/contributing.md.txt @@ -0,0 +1,2 @@ +```{include} ../../CONTRIBUTING.md +``` diff --git a/docs/1.9.0/_sources/development/development.md.txt b/docs/1.9.0/_sources/development/development.md.txt new file mode 100644 index 000000000..42901125a --- /dev/null +++ b/docs/1.9.0/_sources/development/development.md.txt @@ -0,0 +1,15 @@ +# Development + +- [Contributing](contributing.md) +- [Documentation](documentation.md) +- [Style Guide](style_guide.md) +- [Tests Guide](testing_guide.md) + +```{toctree} +:hidden: + +Contributing +Documentation +Style Guide +Tests Guide +``` diff --git a/docs/1.9.0/_sources/development/documentation.md.txt b/docs/1.9.0/_sources/development/documentation.md.txt new file mode 100644 index 000000000..08efe28ed --- /dev/null +++ b/docs/1.9.0/_sources/development/documentation.md.txt @@ -0,0 +1,231 @@ +# Documentation Site + +Flame's documentation is written in **Markdown**. It is then rendered into HTML with the help of +the [Sphinx] engine and its [MyST] plugin. The rendered files are then manually (but with the help +of a script) published to [flame-docs-site], where the site is served via [GitHub Pages]. + +[Sphinx]: https://www.sphinx-doc.org/en/master/ +[MyST]: https://myst-parser.readthedocs.io/en/latest/ +[flame-docs-site]: https://github.com/flame-engine/flame-docs-site +[GitHub Pages]: https://pages.github.com/ + + +## Markdown + +The main documentation site is written in Markdown. We assume that you're already familiar with the +basics of the Markdown syntax (if not, there are plenty of guides on the Internet). Instead, this +section will focus on the Markdown extensions that are enabled in our build system. + + +## Table of contents + +The table of contents for the site must be created manually. This is done using special `{toctree}` +blocks, one per each subdirectory: + +`````markdown +```{toctree} +:hidden: + +First Topic +Second Topic +``` +````` + +When adding new documents into the documentation site, make sure that they are mentioned in one of +the toctrees -- otherwise you will see a warning during the build that the document is orphaned. + + +## Admonitions + +Admonitions are emphasized blocks of text with a distinct appearance. They are created using the +triple-backticks syntax: + +`````markdown +```{note} +Please note this very important caveat. +``` +```{warning} +Don't look down, or you will encounter an error. +``` +```{error} +I told you so. +``` +```{seealso} +Also check out this cool thingy. +``` +````` + +```{note} +Please note this very important caveat. +``` + +```{warning} +Don't look down, or you will encounter an error. +``` + +```{error} +I told you so. +``` + +```{seealso} +Also check out this cool thingy. +``` + + +## Deprecations + +The special `{deprecated}` block can be used to mark some part of documentation or syntax as being +deprecated. This block requires specifying the version when the deprecation has occurred + +`````markdown +```{deprecated} v1.3.0 + +Please use this **other** thing instead. +``` +````` + +Which would be rendered like this: + +```{deprecated} v1.3.0 + +Please use this **other** thing instead. +``` + + +## Live examples + +Our documentation site includes a custom-built **flutter-app** directive which allows creating +Flutter widgets and embedding them alongside the overall documentation content. + +In Markdown, the code for inserting an embed looks like this: + +`````markdown +```{flutter-app} +:sources: ../flame/examples +:page: tap_events +:show: widget code popup +:width: 180 +:height: 160 +``` +`````` + +Here's what the different options mean: + +- **sources**: specifies the name of the root directory where the Flutter code that you wish to run + is located. This directory must be a Flutter repository, and there must be a `pubspec.yaml` file + there. The path is considered relative to the `doc/_sphinx` directory. + +- **page**: a sub-path within the root directory given in `sources`. This option has two effects: + first, it is appended to the path of the html page of the widget, like so: `main.dart.html?$page`. + Secondly, the button to show the source code of the embed will display the code from the file or + directory with the name given by `page`. + + The purpose of this option is to be able to bundle multiple examples into a single executable. + When using this option, the `main.dart` file of the app should route the execution to the proper + widget according to the `page` being passed. + +- **show**: contains a subset of modes: `widget`, `code`, `infobox`, and `popup`. The `widget` mode + creates an iframe with the embedded example, directly within the page. The `code` mode will show + a button that allows the user to see the code that produced this example. The `popup` mode also + shows a button, which displays the example in an overlay window. This is more suitable for + demoing larger apps. Using both "widget" and "popup" modes at the same time is not recommended. + Finally, the `infobox` mode will display the result in a floating window -- this mode is best + combined with `widget` and `code`. + +- **width**: an integer that defines the width of the embedded application. If this is not defined, + the width will be 100%. + +- **height**: an integer that defines the height of the embedded application. If this is not + defined, the height will be 350px. + +```{flutter-app} +:sources: ../flame/examples +:page: tap_events +:show: widget code popup +``` + + +## Standardization and Templates + +For every section or package added to the documentation, naming conventions, directory structure, +and standardized table of contents are important. Every section and package must have a table of +contents or an entry in the parent markdown file to allow navigation from the left sidebar menu in +logical or alphabetical order. Additionally, naming conventions should be followed for organization, +such as: + +- bridge_packages/package_name/package_name.md +- documentation_section/documentation_section.md + +```{note} +Avoid having spaces in the paths to the docs since that will keep you from +building the project due to +[this bug](https://github.com/ipython/ipython/pull/13765). +``` + + +## Building documentation locally + +Building the documentation site on your own computer is fairly simple. All you need is the +following: + +1. A working **Flutter** installation, accessible from the command line. + +2. **Melos** command-line tool, as per the [contributing] guide. + +3. A **Python** environment, with python version 3.8+ or higher. Having a dedicated python + virtual environment is recommended but not required. + +4. Install the remaining requirements using the command + + ```shell + melos run doc-setup + ``` + +Once these prerequisites are met, you can build the documentation by using the built-in Melos +target: + +```shell +melos doc-build +``` + +The **melos doc-build** command here renders the documentation site into HTML. This command needs to +be re-run every time you make changes to any of the documents. Luckily, it is smart enough to only +rebuild the documents that have changed since the previous run, so usually, a rebuild takes only a +second or two. + +If you want to automatically recompile the docs every time there is a change to one of the files +you can use the the built-in Melos target below, which will also serve and open your default +browser with the docs. + +```shell +melos doc-serve +``` + +When using the **melos doc-serve** command, the **melos doc-build** is only needed when +there are changes to the sphinx theme. This is because the serve command both automatically +compiles the docs on changes and also hosts them locally. The docs are served at +`http://localhost:8000/` by default. + +There are other make commands that you may find occasionally useful too: + +- **melos doc-clean** removes all cached generated files (in case the system gets stuck in a bad +state). +- **melos doc-linkcheck** to check whether there are any broken links in the documentation. +- **melos doc-kill** removes any orphaned TCP threads running on port 8000. + +The generated html files will be in the `doc/_build/html` directory, you can view them directly +by opening the file `doc/_build/html/index.html` in your browser. The only drawback is that the +browser won't allow any dynamic content in a file opened from a local drive. The solution to this +is to run **melos doc-serve**. + +If you ever run the **melos doc-clean** command, the server will need to be restarted, because the +clean command deletes the entire `html` directory. + +```{note} +Avoid having spaces in the paths to the docs since that will keep you from +building the project due to +[this bug](https://github.com/ipython/ipython/pull/13765). +``` + + +[contributing]: contributing.md#environment-setup diff --git a/docs/1.9.0/_sources/development/style_guide.md.txt b/docs/1.9.0/_sources/development/style_guide.md.txt new file mode 100644 index 000000000..e6df0eb17 --- /dev/null +++ b/docs/1.9.0/_sources/development/style_guide.md.txt @@ -0,0 +1,228 @@ +# Flame Style Guide + +This is a general style guide for writing code within Flame and adjacent projects. We strive to +maintain the code clean and readable -- both for the benefit of the users who will need to study +this code in order to understand how a particular feature works or debug something that is breaking, +and for the benefit of the current and future maintainers. + +This guide extends upon the official [Dart's style guide][effective dart]. Please make sure to read +that document first, as it is sure to improve your skill in Dart programming. + + +## Code Formatting + +Most of the code formatting rules are enforced automatically via the linter. Run the following +commands to ensure the code is conformant and to fix any easy formatting problems: + +```shell +flutter analyze +dart format . +``` + + +## Code Structure + + +### Imports + +- If you're using an external symbol that's defined in multiple libraries, prefer importing the + smallest of them. For example, use `package:meta/meta.dart` to import annotations like + `@protected`, or `dart:ui` to import `Canvas`. + +- Never import `package:flutter/cupertino.dart` or `package:flutter/material.dart` -- prefer + a much smaller library `package:flutter/widgets.dart` if you're working with widgets. + + +### Exports + +- Strongly prefer to have only one public class per file, and name the file after that class. + Having several private classes within the file is perfectly reasonable. + +- A possible exception to this rule is if the "main" class requires some small "helper" classes + that need to be public. Or if the file hosts multiple very small related classes. + +- The "main" class in a file should be located at the start of the file (right after the imports + section), so that it can be seen immediately upon opening the file. All other definitions, + including typedefs, helper classes and functions, should be moved below the main class. + +- If multiple public symbols are defined in a file, then they must be exported explicitly using + the `export ... show ...` statement. For example: + + ```dart + export 'src/effects/provider_interfaces.dart' + show + AnchorProvider, + AngleProvider, + PositionProvider, + ScaleProvider, + SizeProvider; + ``` + + +### Assertions + +Use `assert`s to detect contract violations, or pre-condition/post-condition failures. Sometimes, +however, using exceptions would be more appropriate. The following rules of thumb apply: + +- Use an assert with a clear error message to check for a condition that is in developers' control. + For example, when creating a component that takes an `opacity` level as an input, you should check + whether the value is in the range from 0 to 1. Consider also including the value itself into the + error message, to make it easier for the developer to debug the error: + + ```dart + assert(0 <= opacity && opacity <= 1, 'The opacity value must be from 0 to 1: $opacity'); + ``` + + Always use asserts as early as possible to detect possible violations. For example, check the + validity of `opacity` in the constructor/setter, instead of in the render function. + + When adding such an assert, also include a test that checks that the assert triggers. This test + would verify that the component does not accept invalid input, and that the error message is what + you expect it to be. + +- Use an assert without an error message to check for a condition that cannot be triggered by the + developer through any means known to you. If such an assert does trigger, it would indicate a bug + in the Flame framework. + + Such asserts serve as "mini-tests" directly in the code, and protect against future refactorings + that could create an erroneous internal state. It should not be possible to write a test that + would deliberately trigger such an assert. + +- Use an explicit if-check with an exception to test for a condition that may be outside of the + developer's control (i.e. it may depend on the environment or on user's input). When deciding + whether to use an assert or exception, consider the following question: is it possible for the + error condition to occur in production even after the developer has done extensive testing on + their side? + + +### Class structure + +- Consider putting all class constructors at the top of the class. This makes it much easier to see + how the class ought to be used. + +- Try to make as much of your class' API private as possible, do not expose members "just in case". + This makes it much easier to modify/refactor the class later without it being a breaking change. + + Remember to document all your public members! Documenting things is harder than it looks, and one + way to avoid the burden of documentation is to make as many variables private as possible. + +- If a class exposes a `List` or `Vector2` property -- it is **NOT** an invitation to modify + them at will! Consider such properties as read-only, unless the documentation explicitly says that + they are allowed to be modified. + +- When a class becomes sufficiently big, consider adding *regions* inside it, which help with code + navigation and collapsing (note the lack of space after `//`): + + ```dart + //#region Region description + ... + //#endregion + ``` + +- If a class has a private member that needs to be exposed via a getter/setter, prefer the following + code structure: + + ```dart + class MyClass { + MyClass(); + + ... + int _variable; + ... + + /// Docs for both the getter and the setter. + int get variable => _variable; + set variable(int value) { + assert(value >= 0, 'variable must be non-negative: $value'); + _variable = value; + } + } + ``` + + This would gather all private variables in a single block near the top of the class, allowing one + to quickly see what data the class has. + + +## Documentation + +- Use dartdocs `///` to explain the meaning/purpose of a class, method, or a variable. + +- Use regular comments `//` to explain implementation details of a particular code fragment. That + is, these comments explain HOW something works. + +- Use markdown documentation in `doc/` folder to give the high-level overview of the functionality, + and especially how it fits into the overall Flame framework. + + +### Dartdocs + +- Check the [Flutter Documentation Guide] -- it contains lots of great advice on writing good + documentation. + - However, disregard the advice about writing in a passive voice. + +- Class documentation should ideally start with the class name itself, and follow a pattern such as: + + ```dart + /// [MyClass] is ... + /// [MyClass] serves as ... + /// [MyClass] does the following ... + ``` + + The reason for such convention is that often the documentation for a class becomes sufficiently + long, and it may not be immediately apparent when looking at the top of the doc what exactly is + being documented there. + +- Method documentation should start with a verb in the present simple tense, with the method name + as an implicit subject. Add a paragraph break after the first sentence. Try to think about what + could be unclear to the users of the method; and mention any pre- and post-conditions. + For example: + + ```dart + /// Adds a new [child] into the container, and becomes the owner of that + /// child. + /// + /// The child will be disposed of when this container is destroyed. + /// It is an error to try to add a child that already belongs to another + /// container. + void addChild(T child) { ... } + ``` + + Avoid stating the obvious (or at least only the obvious). + +- Constructor documentation may follow either the style of a method (i.e. "Creates ...", + "Constructs ..."), or of the class but omitting the name of the class (i.e. "Rectangular-shaped + component"). Constructor documentation may be omitted if (1) it's the main constructor of the + class, and (2) all the parameters are obvious and coincide with the public members of the class. + + **Do not** use macros to copy the class documentation into the constructor's dartdoc. Generally, + the class documentation answers the question "what the class is", whereas the constructor docs + answer "how it will be constructed". + + +### Main docs + +This refers to the docs on the main Flame Documentation website, the one you're reading right now. +The main documentation site serves as a place where people go to learn about various functionality +available in Flame. If you're adding a new class, then it must be documented both at the dartdocs +level, and on the main docs site. The latter serves the purposes of discoverability of your class. +Without the docs site, your class might never be used (or at least used less than it could have +been), because the developers would simply not know about it. + +When adding the documentation to the main docs site, consider also including an example directly +into the docs. This will make readers more excited about trying this new functionality. + +Check the [Documentation] manual about how to work with the docs site. + +The following style rules generally apply when writing documentation: + +- Maximum line length of 100 characters; +- Prefer to define external links at the bottom of the document, so as to make reading the plain + text of the document easier; +- Separate headers from the preceding content with 2 blank lines -- this makes it easier to see the + sections within the plain text. +- Lists should start at the beginning of the line and sublists should be indented with 2 spaces. + + +[effective dart]: https://dart.dev/guides/language/effective-dart +[flutter documentation guide]: https://github.com/flutter/flutter/wiki/Style-guide-for-Flutter-repo#user-content-documentation-dartdocs-javadocs-etc +[documentation]: documentation.md diff --git a/docs/1.9.0/_sources/development/testing_guide.md.txt b/docs/1.9.0/_sources/development/testing_guide.md.txt new file mode 100644 index 000000000..d9b1a292a --- /dev/null +++ b/docs/1.9.0/_sources/development/testing_guide.md.txt @@ -0,0 +1,176 @@ +# Writing tests + +- All new functionality must be tested, if at all possible. When fixing a bug, tests must be added + to ensure that this bug would not reappear in the future. + +- Run `melos run coverage` to execute all tests in the "coverage" mode. The results will be saved + in the `coverage/index.html` file, which can be opened in a browser. Try to achieve 100% coverage + for any new functionality added. + +- Every source file should have a corresponding test file, with the `_test` suffix. For example, + if you're making a `SpookyEffect` and the source file is `src/effects/spooky_effect.dart`, then + the test file should be `test/effects/spooky_effect_test.dart` mirroring the source directory. + +- The test file should contain a `main()` function with a single `group()` whose name matches the + name of the class being tested. If the source file contains multiple public classes, then each of + them should have its own group. For example: + + ```dart + void main() { + group('SpookyEffect', () { + // tests here + }); + } + ``` + +- For a larger class, multiple groups can be created inside the top-level group, allowing to + navigate the test suite easier. The names of the nested groups should be capitalized. + +- The names of the individual tests should normally start with a lowercase. + +- Often, you would need to define multiple helper classes to run the tests. Such classes should be + private (start with an underscore), and placed at the end of the file. The reason for this is that + whenever some test breaks, the first thing one needs to do is to go into the test file and run all + the tests. Having the `main()` function at the top of the file makes this process much easier. + + +## Types of tests + + +### Simple tests + +```dart +test('the name of the test', () { + expect(...); +}); +``` + +This is the simplest kind of test available, and also the fastest. Use these tests for checking +some classes/methods that can function in isolation from the rest of the Flame framework. + + +### FlameGame tests + +It is very common to want to have a `FlameGame` instance inside a test, so that you can add some +components to it and verify various behaviors. The following approach is recommended: + +```dart +testWithFlameGame('the name of the test', (game) async { + game.add(...); + await game.ready(); + + expect(...); +}); +``` + +Here the `game` instance that is passed to the test body is a fully initialized game that behaves +as if it was mounted to a `GameWidget`. The `game.ready()` method waits until all the scheduled +components are loaded and mounted to the component tree. + +The time within the `game` can be advanced with `game.update(dt)`. + +If you need to have a custom game inside this test (say, a game with some mixin), then use + +```dart +testWithGame<_MyGame>( + 'the name of the test', + _MyGame.new, + (game) async { + // test body... + }, +); +``` + + +### Widget tests + +Sometimes having a "naked" `FlameGame` is insufficient, and you want to have access to the Flutter +infrastructure as well. That is, to have a game mounted into a real `GameWidget` embedded into an +actual Flutter framework. In such cases, use + +```dart +testWidgets('test name', (tester) async { + final game = _MyGame(); + await tester.pumpWidget(GameWidget(game: game)); + await tester.pump(); + await tester.pump(); + + // At this point the game is fully initialized, and you can run your checks + // against it. + expect(...); + + // Equivalent to game.update(0) + await tester.pump(); + + // Advances in-game time by 20 milliseconds + await tester.pump(const Duration(milliseconds: 20)); +}); +``` + +There are some additional methods available on the `tester` controller, for example in order to +simulate taps, or drags, or key presses. + + +### Golden tests + +These tests verify that things render as intended. The process of creating a golden test is +simple: + +1. Write the test, using the following template: + + ```dart + testGolden( + 'the name of the test', + (game) async { + // Set up the game by adding the necessary components + // You can add `expect()` checks here too, if you want to + }, + size: Vector2(300, 200), + goldenFile: '.../_goldens/my_test_file.png', + ); + ``` + + Here the `size` parameter determines the size of the game canvas and of the output image. The + `goldenFile` parameter is the name of the file where you want to store the "golden" results. This + should be a relative path to the `test/_goldens` directory, starting from your test file. + +2. Run + + ```shell + flutter test --update-goldens + ``` + + this would create the golden file for the first time. Open the file to verify that it renders + exactly as you intended. If not, then delete the file and go back to step 1. + +3. Subsequent runs of `flutter test` will check whether the output of the golden test matches the + saved golden file. If not, Flutter will save the image-diff files into the `failures/` directory + where your test is located. + +```{note} +Avoid using text in your golden tests -- it does not render reliably across +different platforms, due to font discrepancies and differences in +anti-aliasing algorithms. +``` + + +### Random tests + +These are the tests that use a random number generator in order to construct a randomized input and +then check its correctness. Use as follows: + +```dart +testRandom('test name', (Random random) { + // Use [random] to generate random input +}); +``` + +You can add `repeatCount: 1000` parameter to run this test the specified number of times, each one +with a different seed. It is useful to run a high `repeatCount` when developing the test, to ensure +that it doesn't break. However, when submitting the test to the main repository, avoid repeatCounts +higher than 10. + +If the test breaks at some particular seed, then that seed will be shown in the test output. Add it +as the `seed: NNN` parameter to your test, and you'll be able to run it for the same seed as long +as you need until the test is fixed. Do not leave the `seed:` parameter when submitting your code, +as it defeats the purpose of having the test randomized. diff --git a/docs/1.9.0/_sources/flame/camera_and_viewport.md.txt b/docs/1.9.0/_sources/flame/camera_and_viewport.md.txt new file mode 100644 index 000000000..7fd5a9753 --- /dev/null +++ b/docs/1.9.0/_sources/flame/camera_and_viewport.md.txt @@ -0,0 +1,229 @@ +# Camera and Viewport (Deprecated) + +```{note} +This document describes the deprecated Camera API. The new `CameraComponent` approach +is described in [](camera_component.md). +``` + +When rendering on Flutter, the regular coordinate space used are logical pixels. That means one +pixel for Flutter is already not necessarily one real pixel on the device, because of the [device's +pixel ratio](https://api.flutter.dev/flutter/widgets/MediaQueryData/devicePixelRatio.html). When it +gets to the Flame level, we always consider the most fundamental level to be logical pixels, so all +the device specific complexity is abstracted away. + +However, that still leaves you with arbitrarily shaped and sized screens. And it's very likely that +your game has some sort of game world with an intrinsic coordinate system that does not map to +screen coordinates. Flame adds two distinct concepts to help transform coordinate spaces. For the +former, we have the Viewport class. And for the later, we have the Camera class. + + +## Viewport + +The Viewport is an attempt to unify multiple screen (or, rather, game widget) sizes into a single +configuration for your game by translating and resizing the canvas. + +The `Viewport` interface has multiple implementations and can be used from scratch on your `Game` +or, if you are using `FlameGame` instead, it's already built-in (with a default no-op viewport). + +These are the viewports available to pick from (or you can implement the interface yourself to suit +your needs): + +- `DefaultViewport`: this is the no-op viewport that is associated by default with any `FlameGame`. +- `FixedResolutionViewport`: this viewport transforms your Canvas so that, from the game + perspective, the dimensions are always set to a fixed pre-defined value. This means it will scale + the game as much as possible and add black bars if needed. + +When using `FlameGame`, the operations performed by the viewport are done automatically to every +render operation, and the `size` property in the game, instead of the logical widget size, becomes +the size as seen through the viewport together with the zoom of the camera. If for some reason you +need to access the original real logical pixel size, you can use `canvasSize`. For a more in depth +description on what each `Viewport` does and how it operates, check the documentation on its class. + + +## Camera + +Unlike the `Viewport`, the `Camera` is a more dynamic `Canvas` transformation that is normally +dependent on: + +- World coordinates that do not match screen coordinates 1:1. +- Centering or following the player around the game world (if the world is bigger than the screen). +- User controlled zooming in and out. + +There is only one Camera implementation but it allows for many different configurations. Again, you +can use it standalone on your `Game` but it's already included and wired into `FlameGame`. + +One important thing to note about the Camera is that since (unlike the Viewport) it's intended to be +dynamic, most camera movements won't immediately happen. Instead, the camera has a configurable +speed and is updated on the game loop. If you want to immediately move your camera (like on your +first camera setup at game start) you can use the `snap` function. Calling snap during the game can +lead to jarring or unnatural camera movements though, so avoid that unless desired (say for a map +transition, for example). Carefully check the docs for each method for more details about how it +affects the camera movement. + +Another important note is that the camera is applied after the viewport, and only to non-HUD +components. So screen size here is considering the effective size after Viewport transformations. + +There are two types of transformations that the Camera can apply to the Canvas. The first and most +complex one is translation. That can be applied by several factors: + +- nothing: by default the camera won't apply any transformation, so it's optional to use it. +- relative offset: you can configure this to decide "where the center of the camera should be on + the screen". By default it's the top left corner, meaning that the centered coordinate or object + will always be on the top left corner of the screen. You can smoothly change the relative offset + during gameplay (that can be used to apply a dialogue or item pickup temporary camera transition + for example). +- moveTo: if you want to ad-hoc move your camera you can use this method; it will smoothly + transition the camera to a new position, ignoring follows but respecting relative offset and + world bounds. This can be reset by `resetMovement` if used in conjunction to follow so that the + followed object starts being considered again. +- follow: you can use this method so that your camera continuously "follow" an object (for example, + a `PositionComponent`). This is not smooth because the movement of the followed object itself is + assumed to already be smooth (i.e. if your character teleport the camera will also immediately + teleport). +- world bounds: when using follow, you can optionally define the bounds of the world. If that is + done, the camera will stop following/moving so that out-of-bounds areas are not shown (as long as + the world is bigger than the screen). + +Finally the second transformation that the camera applies is scaling. That allows for dynamic +zooming, and it's controlled by the `zoom` field. There is no zoom speed, that must be controlled by +you when changing. The `zoom` variable is immediately applied. + +When dealing with input events, it is imperative to convert screen coordinates to world coordinates +(or, for some reasons, you might want to do the reverse). The Camera provides two functions, +`screenToWorld` and `worldToScreen` to easily convert between these coordinate spaces. + + +### Camera.followVector2 + +Immediately snaps the camera to start following a `Vector2`. + +This means that the camera will move so that the position vector is in a fixed position on the +screen. That position is determined by a fraction of screen size defined by the `relativeOffset` +argument (defaults to the center). The `worldBounds` argument can be optionally set to add +boundaries to how far the camera is allowed to move. + +Example: + +```dart +class MyGame extends FlameGame { + final someVector = Vector2(100, 100); + @override + void onLoad() { + oldCamera.followVector2(someVector); + } +} + +``` + + +### Camera.followComponent + +Immediately snaps the camera to start following a `PositionComponent`. + +This means that the camera will move so that the position vector of the component is in a fixed +position on the screen. That position is determined by a fraction of screen size defined by the +`relativeOffset` argument (defaults to the center). +The `worldBounds` argument can be optionally set to add boundaries to how far the camera is allowed +to move. + +The component is "grabbed" by its anchor (default top left). +So for example if you want the center of the object to be at the fixed position, set the components +anchor to center. + +Example: + +```dart +class MyGame extends FlameGame { + @override + Future onLoad() async { + final sprite = await loadSprite('pizza.png'); + final player = SpriteComponent( + sprite: sprite, + size: size, + anchor: Anchor.center, + ); + add(player); + + camera.followComponent(player); + } +} +``` + + +### Using the camera with the Game class + +If you are not using `FlameGame`, but instead are using the `Game` mixin, then you need to manage +calling certain camera methods yourself. Let's say we have the following game structure, and we +want to add the camera functionality: + +```dart +class YourGame extends Game { + Camera? camera; + + @override + void onLoad() {} + + @override + void render(Canvas canvas) {} + + @override + void update(double dt) {} +} +``` + +We first create a new camera instance on load and assign our game as the reference: + +```dart + @override + void onLoad() { + camera = Camera(); + + // This is required for the camera to work. + camera?.gameRef = this; + + // Not required but recommend to set it now or when you set the follow target. + camera?.worldBounds = yourWorldBounds; + + // Rest of your on load code. + } +``` + +The camera can also be made aware of which position to follow, this is an optional feature as you +can also use the camera for just moving,snapping or shaking. + +To do this the `Camera` class provides multiple methods for it but let's showcase the simplest one +and that is the `followVector2`: + +```dart + // Somewhere in your code: + camera?.followVector2( + yourPositionToFollow, + // Optional to pass, it will overwrite the previous bounds. + worldBounds: yourWorldBounds, + ); +``` + +Now that the camera is created and it is aware of both the world bounds and the position it should +follow, it can be used to translate the canvas in the render method: + +```dart + @override + void render(Canvas canvas) { + // This will apply the camera transformation. + camera?.apply(canvas); + + // Rest of your rendering code. + } +``` + +The only thing left to do is to call the `update` method on the `Camera` so it can smoothly follow +your given position: + +```dart + @override + void update(double dt) { + camera?.update(dt); + + // Rest of your update code. + } +``` diff --git a/docs/1.9.0/_sources/flame/camera_component.md.txt b/docs/1.9.0/_sources/flame/camera_component.md.txt new file mode 100644 index 000000000..3bbc5c15a --- /dev/null +++ b/docs/1.9.0/_sources/flame/camera_component.md.txt @@ -0,0 +1,243 @@ +# Camera component + +```{note} +This document describes a new camera API. The more traditional approach +(which is deprecated) for handling a camera is described in +[](camera_and_viewport.md). +``` + +Camera-as-a-component is the new way of structuring a game, an approach that +allows more flexibility in placing the camera, or even having more than one +camera simultaneously. + +In order to understand how this approach works, imagine that your game world is +an entity that exists *somewhere* independently from your application. Imagine +that your game is merely a window through which you can look into that world. +That you can close that window at any moment, and the game world would still be +there. Or, on the contrary, you can open multiple windows that all look at the +same world (or different worlds) at the same time. + +With this mindset, we can now understand how camera-as-a-component works. + +First, there is the [](#world) class, which contains all components that are +inside your game world. The `World` component can be mounted anywhere, for +example at the root of your game class. + +Then, a [](#cameracomponent) class that "looks at" the `World`. The +`CameraComponent` has a `Viewport` and a `Viewfinder` inside, allowing both the +flexibility of rendering the world at any place on the screen, and also control +the viewing location and angle. + + +## World + +This component should be used to host all other components that comprise your +game world. The main property of the `World` class is that it does not render +through traditional means -- instead it is rendered by one or more +[](#cameracomponent)s to "look at" the world. In the `FlameGame` class there is +one `World` called `world` which is added by default and paired together with +the default `CameraComponent` called `camera`. + +A game can have multiple `World` instances that can be rendered either at the +same time, or at different times. For example, if you have two worlds A and B +and a single camera, then switching that camera's target from A to B will +instantaneously switch the view to world B without having to unmount A and +then mount B. + +Just like with most `Component`s, children can be added to `World` by using the +`children` argument in its constructor, or by using the `add` or `addAll` +methods. + +For many games you want to extend the world and create your logic in there, +such a game structure could look like this: + +```dart +void main() { + runApp(GameWidget(FlameGame(world: MyWorld()))); +} + +class MyWorld extends World { + @override + Future onLoad() async { + // Load all the assets that are needed in this world + // and add components etc. + } +} +``` + + +## CameraComponent + +This is a component through which a `World` is rendered. It requires a +reference to a `World` instance during construction; however later the target +world can be replaced with another one. Multiple cameras can observe the same +world at the same time. + +There is a default `CameraComponent` called `camera` on the `FlameGame` class +which is paired together with the default `world`, so you don't need to create +or add your own `CameraComponent` if your game doesn't need to. + +A `CameraComponent` has two other components inside: a [](#viewport) and a +[](#viewfinder). Unlike the `World` object, the camera owns the viewport and +the viewfinder, which means those components are children of the camera. + +There is also a static property `CameraComponent.currentCamera` which is not +null only during the rendering stage, and it returns the camera object that +currently performs rendering. This is needed only for certain advanced use +cases where the rendering of a component depends on the camera settings. For +example, some components may decide to skip rendering themselves and their +children if they are outside of the camera's viewport. + +The `FlameGame` class has a `camera` field in its constructor, so you can set +what type of default camera that you want like this for example: + +```dart +void main() { + runApp( + GameWidget( + FlameGame( + camera: CameraComponent.withFixedResolution(width: 800, height: 600), + ), + ), + ); +} +``` + + +### CameraComponent.withFixedResolution() + +This factory constructor will let you pretend that the user's device has a fixed resolution of your +choice. For example: + +```dart +final camera = CameraComponent.withFixedResolution( + world: myWorldComponent, + width: 800, + height: 600, +); +``` + +This will create a camera with a viewport centered in the middle of the screen, taking as much +space as possible while still maintaining the 800:600 aspect ratio, and showing a game world region +of size 800 x 600. + +A "fixed resolution" is very simple to work with, but it will underutilize the user's available +screen space, unless their device happens to have the same pixel ratio as your chosen dimensions. + + +## Viewport + +The `Viewport` is a window through which the `World` is seen. That window +has a certain size, shape, and position on the screen. There are multiple kinds +of viewports available, and you can always implement your own. + +The `Viewport` is a component, which means you can add other components to it. +These children components will be affected by the viewport's position, but not +by its clip mask. Thus, if a viewport is a "window" into the game world, then +its children are things that you can put on top of the window. + +Adding elements to the viewport is a convenient way to implement "HUD" +components. + +The following viewports are available: + +- `MaxViewport` (default) -- this viewport expands to the maximum size allowed + by the game, i.e. it will be equal to the size of the game canvas. +- `FixedSizeViewport` -- a simple rectangular viewport with predefined size. +- `FixedAspectRatioViewport` -- a rectangular viewport which expands to fit + into the game canvas, but preserving its aspect ratio. +- `CircularViewport` -- a viewport in the shape of a circle, fixed size. + + +## Viewfinder + +This part of the camera is responsible for knowing which location in the +underlying game world we are currently looking at. The `Viewfinder` also +controls the zoom level, and the rotation angle of the view. + +The `anchor` property of the viewfinder allows you to designate which point +inside the viewport serves as a "logical center" of the camera. For example, +in side-scrolling action games it is common to have the camera focused on the +main character who is displayed not in the center of the screen but closer to +the lower-left corner. This off-center position would be the "logical center" +of the camera, controlled by the viewfinder's `anchor`. + +Components added to the `Viewfinder` as children will be rendered as if they +were part of the world (but on top). It is more useful to add behavioral +components to the viewfinder, for example [](effects.md) or other controllers. + + +## Camera controls + +There are several ways to modify camera's settings at runtime: + + 1. Do it manually. You can always override the `CameraComponent.update()` + method (or the same method on the viewfinder or viewport) and within it + change the viewfinder's position or zoom as you see fit. This approach may + be viable in some circumstances, but in general it is not recommended. + + 2. Apply effects and/or behaviors to the camera's `Viewfinder` or `Viewport`. + The effects and behaviors are special kinds of components whose purpose is + to modify over time some property of a component that they attach to. + + 3. Use special camera functions such as `follow()`, `moveBy()` and `moveTo()`. + Under the hood, this approach uses the same effects/behaviors as in (2). + +Camera has several methods for controlling its behavior: + +- `Camera.follow()` will force the camera to follow the provided target. + Optionally you can limit the maximum speed of movement of the camera, or + allow it to move horizontally/vertically only. + +- `Camera.stop()` will undo the effect of the previous call and stop the camera + at its current position. + +- `Camera.moveBy()` can be used to move the camera by the specified offset. + If the camera was already following another component or moving towards, + those behaviors would be automatically cancelled. + +- `Camera.moveTo()` can be used to move the camera to the designated point on + the world map. If the camera was already following another component or + moving towards another point, those behaviors would be automatically + cancelled. + +- `Camera.setBounds()` allows you to add limits to where the camera is allowed to go. These limits + are in the form of a `Shape`, which is commonly a rectangle, but can also be any other shape. + + +### visibleWorldRect + +The camera exposes property `visibleWorldRect`, which is a rect that describes the world's region +which is currently visible through the camera. This region can be used in order to avoid rendering +components that are out of view, or updating objects that are far away from the player less +frequently. + +The `visibleWorldRect` is a cached property, and it updates automatically whenever the camera +moves or the viewport changes its size. + + +### Check if a component is visible from the camera point of view + +The `CameraComponent` has a method called `canSee` which can be used to check +if a component is visible from the camera point of view. +This is useful for example to cull components that are not in view. + +```dart +if (!camera.canSee(component)) { + component.removeFromParent(); // Cull the component +} +``` + + +## Comparison to the deprecated camera + +Compared to the deprecated [Camera](camera_and_viewport.md), the `CameraComponent` +has several advantages: + +- Multiple cameras can be added to the game at the same time; +- More flexibility in choosing the placement and the size of the viewport; +- Switching camera from one world to another can happen instantaneously, + without having to unmount one world and then mount another; +- Support rotation of the world view; +- Effects can be applied either to the viewport, or to the viewfinder; +- More flexible camera controllers. diff --git a/docs/1.9.0/_sources/flame/collision_detection.md.txt b/docs/1.9.0/_sources/flame/collision_detection.md.txt new file mode 100644 index 000000000..8de52087a --- /dev/null +++ b/docs/1.9.0/_sources/flame/collision_detection.md.txt @@ -0,0 +1,599 @@ +# Collision Detection + +Collision detection is needed in most games to detect and act upon two components intersecting each +other. For example an arrow hitting an enemy or the player picking up a coin. + +In most collision detection systems you use something called hitboxes to create more precise +bounding boxes of your components. In Flame the hitboxes are areas of the component that can react +to collisions (and make [gesture input](inputs/gesture_input.md#gesturehitboxes)) more accurate. + +The collision detection system supports three different types of shapes that you can build hitboxes +from, these shapes are Polygon, Rectangle and Circle. Multiple hitbox can be added +to a component to form the area which can be used to either detect collisions +or whether it contains a point or not, +the latter is very useful for accurate gesture detection. The collision detection does not handle +what should happen when two hitboxes collide, so it is up to the user to implement what will happen +when for example two `PositionComponent`s have intersecting hitboxes. + +Do note that the built-in collision detection system does not take collisions between two hitboxes +that overshoot each other into account, this could happen when they either move very fast or +`update` being called with a large delta time (for example if your app is not in the foreground). +This behavior is called tunneling, if you want to read more about it. + +Also note that the collision detection system has a limitation that makes it not work properly if +you have certain types of combinations of flips and scales of the ancestors of the hitboxes. + + +## Mixins + + +### HasCollisionDetection + +If you want to use collision detection in your game you have to add the `HasCollisionDetection` +mixin to your game so that it can keep track of the components that can collide. + +Example: + +```dart +class MyGame extends FlameGame with HasCollisionDetection { + // ... +} +``` + +Now when you add `ShapeHitbox`s to components that are then added to the game, they will +automatically be checked for collisions. + +You can also add `HasCollisionDetection` directly to another `Component` instead +of the `FlameGame`, +for example to the `World` that is used for the `CameraComponent`. +If that is done, hitboxes that are added in that component's tree will only be compared to other +hitboxes in that subtree, which makes it possible to have several worlds with collision detection +within one `FlameGame`. + +Example: + +```dart +class CollisionDetectionWorld extends World with HasCollisionDetection {} +``` + +```{note} +Hitboxes will only be connected to one collision detection system and that is +the closest parent that has the `HasCollisionDetection` mixin. +``` + + +### CollisionCallbacks + +To react to a collision you should add the `CollisionCallbacks` mixin to your component. +Example: + + +```{flutter-app} +:sources: ../flame/examples +:page: collision_detection +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +class MyCollidable extends PositionComponent with CollisionCallbacks { + @override + void onCollision(Set points, PositionComponent other) { + if (other is ScreenHitbox) { + //... + } else if (other is YourOtherComponent) { + //... + } + } + + @override + void onCollisionEnd(PositionComponent other) { + if (other is ScreenHitbox) { + //... + } else if (other is YourOtherComponent) { + //... + } + } +} +``` + +In this example we use Dart's `is` keyword to check what kind of component we collided with. +The set of points is where the edges of the hitboxes intersect. + +Note that the `onCollision` method will be called on both `PositionComponent`s if they have both +implemented the `onCollision` method, and also on both hitboxes. The same goes for the +`onCollisionStart` and `onCollisionEnd` methods, which are called when two components and hitboxes +starts or stops colliding with each other. + +When a `PositionComponent` (and hitbox) starts to collide with another `PositionComponent` +both `onCollisionStart` and `onCollision` are called, so if you don't need to do something specific +when a collision starts you only need to override `onCollision`, and vice versa. + +If you want to check collisions with the screen edges, as we do in the example above, you can use +the predefined [ScreenHitbox](#screenhitbox) class. + +By default all hitboxes are hollow, this means that one hitbox can be fully enclosed by another +hitbox without triggering a collision. If you want to set your hitboxes to be solid you can set +`isSolid = true`. A hollow hitbox inside of a solid hitbox will trigger a collision, but not the +other way around. If there are no intersections with the edges on a solid hitbox the center +position is instead returned. + + +## ShapeHitbox + +The `ShapeHitbox`s are normal components, so you add them to the component that you want to add +hitboxes to just like any other component: + +```dart +class MyComponent extends PositionComponent { + @override + void onLoad() { + add(RectangleHitbox()); + } +} +``` + +If you don't add any arguments to the hitbox, like above, the hitbox will try to fill its parent as +much as possible. Except for having the hitboxes trying to fill their parents, +there are two ways to +initiate hitboxes and it is with the normal constructor where you define the hitbox by itself, with +a size and a position etc. The other way is to use the `relative` constructor which defines the +hitbox in relation to the size of its intended parent. + + +In some specific cases you might want to handle collisions only between hitboxes, without +propagating `onCollision*` events to the hitbox's parent component. For example, a vehicle could +have a body hitbox to control collisions and side hitboxes to check the possibility to turn left +or right. +So, colliding with a body hitbox means colliding with the component itself, whereas colliding with +a side hitbox does not mean a real collision and should not be propagated to hitbox's parent. +For this case you can set `triggersParentCollision` variable to `false`: + +```dart +class MyComponent extends PositionComponent { + + late final MySpecialHitbox utilityHitbox; + + @override + void onLoad() { + utilityHitbox = MySpecialHitbox(); + add(utilityHitbox); + } + + void update(double dt) { + if (utilityHitbox.isColliding) { + // do some specific things if hitbox is colliding + } + } +// component's onCollision* functions, ignoring MySpecialHitbox collisions. +} + +class MySpecialHitbox extends RectangleHitbox { + MySpecialHitbox() { + triggersParentCollision = false; + } + +// hitbox specific onCollision* functions + +} +``` + +You can read more about how the different shapes are defined in the +[ShapeComponents](components.md#shapecomponents) section. + +Remember that you can add as many `ShapeHitbox`s as you want to your `PositionComponent` to make up +more complex areas. For example a snowman with a hat could be represented by three `CircleHitbox`s +and two `RectangleHitbox`s as its hat. + +A hitbox can be used either for collision detection or for making gesture detection more accurate +on top of components, see more regarding the latter in the section about the +[GestureHitboxes](inputs/gesture_input.md#gesturehitboxes) mixin. + + +### CollisionType + +The hitboxes have a field called `collisionType` which defines when a hitbox should collide with +another. Usually you want to set as many hitboxes as possible to `CollisionType.passive` to make +the collision detection more performant. By default the `CollisionType` is `active`. + +The `CollisionType` enum contains the following values: + +- `active` collides with other `Collidable`s of type active or passive +- `passive` collides with other `Collidable`s of type active +- `inactive` will not collide with any other `Collidable`s + +So if you have hitboxes that you don't need to check collisions against each other you can mark +them as passive by setting `collisionType: CollisionType.passive` in the constructor, +this could for example be ground components or maybe your enemies don't need +to check collisions between each other, then they could be marked as `passive` too. + +Imagine a game where there are a lot of bullets, that can't collide with each other, flying towards +the player, then the player would be set to `CollisionType.active` and the bullets would be set to +`CollisionType.passive`. + +Then we have the `inactive` type which simply doesn't get checked at all +in the collision detection. +This could be used for example if you have components outside of the screen that you don't care +about at the moment but that might later come back in to view so they are not completely removed +from the game. + +These are just examples of how you could use these types, there will be a lot more use cases for +them so don't doubt to use them even if your use case isn't listed here. + + +### PolygonHitbox + +It should be noted that if you want to use collision detection or `containsPoint` on the `Polygon`, +the polygon needs to be convex. So always use convex polygons or you will most likely run into +problems if you don't really know what you are doing. +It should also be noted that you should always define the vertices in your polygon +in a counter-clockwise order. + +The other hitbox shapes don't have any mandatory constructor, that is because they can have a +default calculated from the size of the collidable that they are attached to, but since a +polygon can be made in an infinite number of ways inside of a bounding box you have to add the +definition in the constructor for this shape. + +The `PolygonHitbox` has the same constructors as the [](components.md#polygoncomponent), see that +section for documentation regarding those. + + +### RectangleHitbox + +The `RectangleHitbox` has the same constructors as the [](components.md#rectanglecomponent), see +that section for documentation regarding those. + + +### CircleHitbox + +The `CircleHitbox` has the same constructors as the [](components.md#circlecomponent), see that +section for documentation regarding those. + + +## ScreenHitbox + +`ScreenHitbox` is a component which represents the edges of your viewport/screen. If you add a +`ScreenHitbox` to your game your other components with hitboxes will be notified when they +collide with the edges. It doesn't take any arguments, it only depends on the `size` of the game +that it is added to. To add it you can just do `add(ScreenHitbox())` in your game, if you don't +want the `ScreenHitbox` itself to be notified when something collides with it. Since +`ScreenHitbox` has the `CollisionCallbacks` mixin you can add your own `onCollisionCallback`, +`onStartCollisionCallback` and `onEndCollisionCallback` functions to that object if needed. + + +## CompositeHitbox + +In the `CompositeHitbox` you can add multiple hitboxes so that +they emulate being one joined hitbox. + +If you want to form a hat for example you might want +to use two [](#rectanglehitbox)s to follow that +hat's edges properly, then you can add those hitboxes to an instance of this class and react to +collisions to the whole hat, instead of for just each hitbox separately. + + +## Broad phase + +If your game field isn't huge and does not have a lot of collidable components - you don't have to +worry about the broad phase system that is used, so if the standard implementation is performant +enough for you, you probably don't have to read this section. + +A broad phase is the first step of collision detection where potential collisions are calculated. +Calculating these potential collisions is faster than to checking the intersections exactly, +and it removes the need to check all hitboxes against each other and +therefore avoiding O(n²). + +The broad phase produces a set of potential collisions (a set of +`CollisionProspect`s). This set is then used to check the exact intersections between +hitboxes (sometimes called "narrow phase"). + +By default, Flame's collision detection is using a sweep and prune broadphase step. If your game +requires another type of broadphase you can write your own broadphase by extending `Broadphase` and +manually setting the collision detection system that should be used. + +For example, if you have implemented a broadphase built on a magic algorithm +instead of the standard sweep and prune, then you would do the following: + +```dart +class MyGame extends FlameGame with HasCollisionDetection { + MyGame() : super() { + collisionDetection = + StandardCollisionDetection(broadphase: MagicAlgorithmBroadphase()); + } +} +``` + + +## Quad Tree broad phase + +If your game field is large and the game contains a lot of collidable +components (more than a hundred), standard sweep and prune can +become inefficient. If it does, you can try to use the quad tree broad phase. + +To do this, add the `HasQuadTreeCollisionDetection` mixin to your game instead of +`HasCollisionDetection` and call the `initializeCollisionDetection` function on game load: + +```dart +class MyGame extends FlameGame with HasQuadTreeCollisionDetection { + @override + void onLoad() { + initializeCollisionDetection( + mapDimensions: const Rect.fromLTWH(0, 0, mapWidth, mapHeight), + minimumDistance: 10, + ); + } +} +``` + +When calling `initializeCollisionDetection` you should pass it the correct map dimensions, to make +the quad tree algorithm to work properly. There are also additional parameters to make the system +more efficient: + +- `minimumDistance`: minimum distance between objects to consider them as possibly colliding. + If `null` - the check is disabled, it is default behavior +- `maxObjects`: maximum objects count in one quadrant. Default to 25. +- `maxDepth`: maximum nesting levels inside quadrant. Default to 10 + +If you use the quad tree system, you can make it even more efficient by implementing the +`onComponentTypeCheck` function of the `CollisionCallbacks` mixin in your components. +It is useful if you need to prevent collisions of items of different types. +The result of the calculation is cached so +you should not check any dynamic parameters here, the function is intended to be used as a pure +type checker: + +```dart +class Bullet extends PositionComponent with CollisionCallbacks { + + @override + bool onComponentTypeCheck(PositionComponent other) { + if (other is Player || other is Water) { + // do NOT collide with Player or Water + return false; + } + // Just return true if you're not interested in the parent's type check result. + // Or call super and you will be able to override the result with the parent's + // result. + return super.onComponentTypeCheck(other); + } + + @override + void onCollisionStart( + Set intersectionPoints, + PositionComponent other, + ) { + // Removes the component when it comes in contact with a Brick. + // Neither Player nor Water would be passed to this function + // because these classes are filtered out by [onComponentTypeCheck] + // in an earlier stage. + if (other is Brick) { + removeFromParent(); + } + super.onCollisionStart(intersectionPoints, other); + } +} +``` + +After intensive gameplay a map could become over-clusterized with a lot of empty quadrants. +Run `QuadTree.optimize()` to perform a cleanup of empty quadrants: + +```dart +class QuadTreeExample extends FlameGame + with HasQuadTreeCollisionDetection { + + /// A function called when intensive gameplay session is over + /// It also might be scheduled, but no need to run it on every update. + /// Use right interval depending on your game circumstances + onGameIdle() { + (collisionDetection as QuadTreeCollisionDetection) + .quadBroadphase + .tree + .optimize(); + } +} + +``` + +```{note} +Always experiment with different collision detection approaches +and check how they perform on your game. +It is not unheard of that `QuadTreeBroadphase` is significantly +_slower_ than the default. +Don't assume that the more sophisticated approach is always faster. +``` + + +## Ray casting and Ray tracing + +Ray casting and ray tracing are methods for sending out rays from a point in your game and being +able to see what these rays collide with and how they reflect after hitting something. + +For all of the following methods, if there are any hitboxes that you wish to ignore, +you can add the `ignoreHitboxes` argument which is a list of the hitboxes +that you wish to disregard for the call. +This can be quite useful for example if you are casting rays from within a hitbox, +which could be on your player or NPC; +or if you don't want a ray to bounce off a `ScreenHitbox`. + + +### Ray casting + +Ray casting is the operation of casting out one or more rays from a point and see if they hit +anything, in Flame's case, hitboxes. + +We provide two methods for doing so, `raycast` and `raycastAll`. The first one just casts out +a single ray and gets back a result with information about what and where the ray hit, and some +extra information like the distance, the normal and the reflection ray. +The second one, `raycastAll`, +works similarly but sends out multiple rays uniformly around the origin, or within an angle +centered at the origin. + +By default, `raycast` and `raycastAll` scan for the nearest hit irrespective of +how far it lies from the ray origin. +But in some use cases, it might be interesting to find hits only within a certain +range. For such cases, an optional `maxDistance` can be provided. + +To use the ray casting functionality you have to have the `HasCollisionDetection` mixin on your +game. After you have added that you can call `collisionDetection.raycast(...)` on your game class. + +Example: + +```{flutter-app} +:sources: ../flame/examples +:page: ray_cast +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +class MyGame extends FlameGame with HasCollisionDetection { + @override + void update(double dt) { + super.update(dt); + final ray = Ray2( + origin: Vector2(0, 100), + direction: Vector2(1, 0), + ); + final result = collisionDetection.raycast(ray); + } +} +``` + +In this example one can see that the `Ray2` class is being used, this class defines a ray from an +origin position and a direction (which are both defined by `Vector2`s). This particular ray starts +from `0, 100` and shoots a ray straight to the right. + +The result from this operation will either be `null` if the ray didn't hit anything, or a +`RaycastResult` which contains: + +- Which hitbox the ray hit +- The intersection point of the collision +- The reflection ray, i.e. how the ray would reflect on the hitbox that it hix +- The normal of the collision, i.e. a vector perpendicular to the face of the hitbox that it hits + +If you are concerned about performance you can pre create a `RaycastResult` object that you send in +to the method with the `out` argument, this will make it possible for the method to reuse this +object instead of creating a new one for each iteration. This can be good if you do a lot of +ray casting in your `update` methods. + + +#### raycastAll + +Sometimes you want to send out rays in all, or a limited range, of directions from an origin. This +can have a lot of applications, for example you could calculate the field of view of a player or +enemy, or it can also be used to create light sources. + +Example: + +```dart +class MyGame extends FlameGame with HasCollisionDetection { + @override + void update(double dt) { + super.update(dt); + final origin = Vector2(200, 200); + final result = collisionDetection.raycastAll( + origin, + numberOfRays: 100, + ); + } +} +``` + +In this example we would send out 100 rays from (200, 200) uniformly spread in all directions. + +If you want to limit the directions you can use the `startAngle` and the `sweepAngle` arguments. +Where the `startAngle` (counting from straight up) is where the rays will start and then the rays +will end at `startAngle + sweepAngle`. + +If you are concerned about performance you can re-use the `RaycastResult` objects that are created +by the function by sending them in as a list with the `out` argument. + + +### Ray tracing + +Ray tracing is similar to ray casting, but instead of just checking what the ray hits you can +continue to trace the ray and see what its reflection ray (the ray bouncing off the hitbox) will +hit and then what that casted reflection ray's reflection ray will hit and so on, until you decide +that you have traced the ray for long enough. If you imagine how a pool ball would bounce on a pool +table for example, that information could be retrieved with the help of ray tracing. + +Example: + +```{flutter-app} +:sources: ../flame/examples +:page: ray_trace +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +class MyGame extends FlameGame with HasCollisionDetection { + @override + void update(double dt) { + super.update(dt); + final ray = Ray2( + origin: Vector2(0, 100), + direction: Vector2(1, 1)..normalize() + ); + final results = collisionDetection.raytrace( + ray, + maxDepth: 100, + ); + for (final result in results) { + if (result.intersectionPoint.distanceTo(ray.origin) > 300) { + break; + } + } + } +} +``` + +In the example above we send out a ray from (0, 100) diagonally down to the right +and we say that we want it the bounce on at most 100 hitboxes, +it doesn't necessarily have to get 100 results since at +some point one of the reflection rays might not hit a hitbox and then the method is done. + +The method is lazy, which means that it will only do the calculations that you ask for, so you have +to loop through the iterable that it returns to get the results, or do `toList()` to directly +calculate all the results. + +In the for-loop it can be seen how this can be used, in that loop we check whether the current +reflection rays intersection point (where the previous ray hit the hitbox) is further away than 300 +pixels from the origin of the starting ray, and if it is we don't care about the rest +of the results (and then they don't have to be calculated either). + +If you are concerned about performance you can re-use the `RaycastResult` objects that are created +by the function by sending them in as a list with the `out` argument. + + +## Comparison to Forge2D + +If you want to have a full-blown physics engine in your game we recommend that you use +Forge2D by adding [flame_forge2d](https://github.com/flame-engine/flame_forge2d) as a dependency. +But if you have a simpler use-case and just want to check for collisions of components and improve +the accuracy of gestures, Flame's built-in collision detection will serve you very well. + +If you have the following needs you should at least consider to use +[Forge2D](https://github.com/flame-engine/forge2d): + +- Interacting realistic forces +- Particle systems that can interact with other bodies +- Joints between bodies + +It is a good idea to just use the Flame collision detection system if you on the other hand only +need some of the following things (since it is simpler to not involve Forge2D): + +- The ability to act on some of your components colliding +- The ability to act on your components colliding with the screen boundaries +- Complex shapes to act as a hitbox for your component so that gestures will be more accurate +- Hitboxes that can tell what part of a component that collided with something + + +## Examples + +- [https://examples.flame-engine.org/#/Collision%20Detection_Collidable%20AnimationComponent] +- [https://examples.flame-engine.org/#/Collision%20Detection_Circles] +- [https://examples.flame-engine.org/#/Collision%20Detection_Multiple%20shapes] +- [https://github.com/flame-engine/flame/tree/main/examples/lib/stories/collision_detection] diff --git a/docs/1.9.0/_sources/flame/components.md.txt b/docs/1.9.0/_sources/flame/components.md.txt new file mode 100644 index 000000000..36d14dc51 --- /dev/null +++ b/docs/1.9.0/_sources/flame/components.md.txt @@ -0,0 +1,1405 @@ +# Components + +```{include} diagrams/component.md +``` + +This diagram might look intimidating, but don't worry, it is not as complex as it looks. + + +## Component + +All components inherit from the abstract class `Component` and all components can have other +`Component`s as children. This is the base of what we call the Flame Component System, or FCS for +short. + +Children can be added either with the `add(Component c)` method or directly in the constructor. + +Example: + +```dart +void main() { + final component1 = Component(children: [Component(), Component()]); + final component2 = Component(); + component2.add(Component()); + component2.addAll([Component(), Component()]); +} +``` + +The `Component()` here could of course be any subclass of `Component`. + +Every `Component` has a few methods that you can optionally implement, which are used by the +`FlameGame` class. + + +### Component lifecycle + +```{include} diagrams/component_life_cycle.md +``` + +The `onGameResize` method is called whenever the screen is resized, and also when this component +gets added into the component tree, before the `onMount`. + +The `onParentResize` method is similar: it is also called when the component is mounted into the +component tree, and also whenever the parent of the current component changes its size. + +The `onRemove` method can be overridden to run code before the component is removed from the game, +it is only run once even if the component is removed both by using the parents remove method and +the `Component` remove method. + +The `onLoad` method can be overridden to run asynchronous initialization code for the component, +like loading an image for example. This method is executed after `onGameResize`, but before +`onMount`. This method is guaranteed to execute only once during the lifetime of the component, so +you can think of it as an "asynchronous constructor". + +The `onMount` method runs every time when the component is mounted into a game tree. This means that +you should not initialize `late final` variables here, since this method might run several times +throughout the component's lifetime. This method will only run if the parent is already mounted. +If the parent is not mounted yet, then this method will wait in a queue (this will have no effect +on the rest of the game engine). + +The `onChildrenChanged` method can be overridden if it's needed to detect changes in a parent's +children. This method is called whenever a child is added to or removed from a parent (this includes +if a child is changing its parent). Its parameters contain the targeting child and the type of +change it went through (`added` or `removed`). + +A component lifecycle state can be checked by a series of getters: + +- `isLoaded`: Returns a bool with the current loaded state. +- `loaded`: Returns a future that will complete once the component has finished loading. +- `isMounted`: Returns a bool with the current mounted state. +- `mounted`: Returns a future that will complete once the component has finished mounting. +- `isRemoved`: Returns a bool with the current removed state. +- `removed`: Returns a future that will complete once the component has been removed. + + +### Priority + +In Flame every `Component` has the `int priority` property, which determines +that component's sorting order within its parent's children. This is sometimes referred to +as `z-index` in other languages and frameworks. The higher the `priority` is set to, the +closer the component will appear on the screen, since it will be rendered on top of any components +with lower priority that were rendered before it. + +If you add two components and set one of their priorities to 1 for example, then that component will +be rendered on top of the other component (if they overlap), because the default priority is 0. + +All components take in `priority` as a named argument, so if you know the priority that you want +your component at compile time, then you can pass it in to the constructor. + +Example: + +```dart +class MyGame extends FlameGame { + @override + void onLoad() { + final myComponent = PositionComponent(priority: 5); + add(myComponent); + } +} +``` + +To update the priority of a component you have to set it to a new value, like +`component.priority = 2`, and it will be updated in the current tick before the rendering stage. + +In the following example we first initialize the component with priority 1, and then when the +user taps the component we change its priority to 2: + +```dart +class MyComponent extends PositionComponent with Tappable { + + MyComponent() : super(priority: 1); + + @override + void onTap() { + priority = 2; + } +} +``` + + +### Composability of components + +Sometimes it is useful to wrap other components inside of your component. For example by grouping +visual components through a hierarchy. You can do this by adding child components to any component, +for example `PositionComponent`. + +When you have child components on a component every time the parent is updated and rendered, all the +children are rendered and updated with the same conditions. + +Example of usage, where visibility of two components are handled by a wrapper: + +```dart +class GameOverPanel extends PositionComponent { + bool visible = false; + final Image spriteImage; + + GameOverPanel(this.spriteImage); + + @override + void onLoad() { + final gameOverText = GameOverText(spriteImage); // GameOverText is a Component + final gameOverButton = GameOverButton(spriteImage); // GameOverRestart is a SpriteComponent + + add(gameOverText); + add(gameOverButton); + } + + @override + void render(Canvas canvas) { + if (visible) { + } // If not visible none of the children will be rendered + } +} +``` + +There are two methods for adding children components to your component. First, +you have methods `add()`, `addAll()`, and `addToParent()`, which can be used +at any time during the game. Traditionally, children will be created and added +from the component's `onLoad()` method, but it is also common to add new +children during the course of the game. + +The second method is to use the `children:` parameter in the component's +constructor. This approach more closely resembles the standard Flutter API: + +```dart +class MyGame extends FlameGame { + @override + void onLoad() { + add( + PositionComponent( + position: Vector2(30, 0), + children: [ + HighScoreDisplay(), + HitPointsDisplay(), + FpsComponent(), + ], + ), + ); + } +} +``` + +The two approaches can be combined freely: the children specified within the +constructor will be added first, and then any additional child components +after. + +Note that the children added via either methods are only guaranteed to be +available eventually: after they are loaded and mounted. We can only assure +that they will appear in the children list in the same order as they were +scheduled for addition. + + +### Access to the World from a Component + +If a component that has a `World` as an ancestor and requires access to that `World` object, one can +use the `HasWorldReference` mixin. + +Example: + +```dart +class MyComponent extends Component with HasWorldReference, + TapCallbacks { + @override + void onTapDown(TapDownEvent info) { + // world is of type MyWorld + world.add(AnotherComponent()); + } +} +``` + +If you try to access `world` from a component that doesn't have a `World` +ancestor of the correct type an assertion error will be thrown. + + +### Ensuring a component has a given parent + +When a component requires to be added to a specific parent type the +`ParentIsA` mixin can be used to enforce a strongly typed parent. + +Example: + +```dart +class MyComponent extends Component with ParentIsA { + @override + void onLoad() { + // parent is of type MyParentComponent + print(parent.myValue); + } +} +``` + +If you try to add `MyComponent` to a parent that is not `MyParentComponent`, +an assertion error will be thrown. + + +### Ensuring a component has a given ancestor + +When a component requires to have a specific ancestor type somewhere in the +component tree, `HasAncestor` mixin can be used to enforce that relationship. + +The mixin exposes the `ancestor` field that will be of the given type. + +Example: + +```dart +class MyComponent extends Component with HasAncestor { + @override + void onLoad() { + // ancestor is of type MyAncestorComponent. + print(ancestor.myValue); + } +} +``` + +If you try to add `MyComponent` to a tree that does not contain `MyAncestorComponent`, +an assertion error will be thrown. + + +### Component Keys + +Components can have an identification key that allows them to be retrieved from the component tree, from +any point of the tree. + +To register a component with a key, simply pass a key to the `key` argument on the component's +constructor: + +```dart +final myComponent = Component( + key: ComponentKey.named('player'), +); +``` + +Then, to retrieve it in a different point of the component tree: + +```dart +flameGame.findByKey(ComponentKey.named('player')); +``` + +There are two types of keys, `unique` and `named`. Unique keys are based on equality of the key +instance, meaning that: + +```dart +final key = ComponentKey.unique(); +final key2 = key; +print(key == key2); // true +print(key == ComponentKey.unique()); // false +``` + +Named ones are based on the name that it receives, so: + +```dart +final key1 = ComponentKey.named('player'); +final key2 = ComponentKey.named('player'); +print(key1 == key2); // true +``` + +When named keys are used, the `findByKeyName` helper can also be used to retrieve the component. + + +```dart +flameGame.findByKeyName('player'); +``` + + +### Querying child components + +The children that have been added to a component live in a `QueryableOrderedSet` called +`children`. To query for a specific type of components in the set, the `query()` function can be +used. By default `strictMode` is `false` in the children set, but if you set it to true, then the +queries will have to be registered with `children.register` before a query can be used. + +If you know in compile time that you later will run a query of a specific type it is recommended to +register the query, no matter if the `strictMode` is set to `true` or `false`, since there are some +performance benefits to gain from it. The `register` call is usually done in `onLoad`. + +Example: + +```dart +@override +void onLoad() { + children.register(); +} +``` + +In the example above a query is registered for `PositionComponent`s, and an example of how to query +the registered component type can be seen below. + +```dart +@override +void update(double dt) { + final allPositionComponents = children.query(); +} +``` + + +### Querying components at a specific point on the screen + +The method `componentsAtPoint()` allows you to check which components were rendered at some point +on the screen. The returned value is an iterable of components, but you can also obtain the +coordinates of the initial point in each component's local coordinate space by providing a writable +`List` as a second parameter. + +The iterable retrieves the components in the front-to-back order, i.e. first the components in the +front, followed by the components in the back. + +This method can only return components that implement the method `containsLocalPoint()`. The +`PositionComponent` (which is the base class for many components in Flame) provides such an +implementation. However, if you're defining a custom class that derives from `Component`, you'd have +to implement the `containsLocalPoint()` method yourself. + +Here is an example of how `componentsAtPoint()` can be used: + +```dart +void onDragUpdate(DragUpdateInfo info) { + game.componentsAtPoint(info.widget).forEach((component) { + if (component is DropTarget) { + component.highlight(); + } + }); +} +``` + + +### PositionType + +```{note} +If you are using the `CameraComponent` you should not use `PositionType`, but +instead adding your components directly to the viewport for example if you +want to use them as a HUD. +``` + +If you want to create a HUD (Head-up display) or another component that isn't positioned in relation +to the game coordinates, you can change the `PositionType` of the component. +The default `PositionType` is `positionType = PositionType.game` and that can be changed to +either `PositionType.viewport` or `PositionType.widget` depending on how you want to position +the component. + +- `PositionType.game` (Default) - Respects camera and viewport. +- `PositionType.viewport` - Respects viewport only (ignores camera). +- `PositionType.widget` - Position in relation to the coordinate system of the Flutter game + widget (i.e. the raw canvas). + +Most of your components will probably be positioned according to `PositionType.game`, since you +want them to respect the `Camera` and the `Viewport`. But quite often you want for example buttons +and text to always show on the screen, no matter if you move the camera, then you want to use +`PositionType.viewport`. In some rare cases you want to use `PositionType.widget` to position +your widgets, when you don't want the component to respect the camera nor the viewport; this could +for example be for controls or joysticks that would not be ergonomic to use if they had to stay +within the viewport. + +Do note that this setting is only respected if the component is added directly to the root +`FlameGame` and not as a child component of another component. + + +### Visibility of components + +The recommended way to hide or show a component is usually to add or remove it from the tree +using the `add` and `remove` methods. + +However, adding and removing components from the tree will trigger lifecycle steps for that +component (such as calling `onRemove` and `onMount`). It is also an asynchronous process and care +needs to be taken to ensure the component has finished removing before it is added again if you +are removing and adding a component in quick succession. + +```dart +/// Example of handling the removal and adding of a child component +/// in quick succession +void show() async { + // Need to await the [removed] future first, just in case the + // component is still in the process of being removed. + await myChildComponent.removed; + add(myChildComponent); +} + +void hide() { + remove(myChildComponent); +} +``` + +These behaviors are not always desirable. + +An alternative method to show and hide a component is to use the `HasVisibility` mixin, which may +be used on any class that inherits from `Component`. This mixin introduces the `isVisible` property. +Simply set `isVisible` to `false` to hide the component, and `true` to show it again, without +removing it from the tree. This affects the visibility of the component and all it's descendants +(children). + +```dart +/// Example that implements HasVisibility +class MyComponent extends PositionComponent with HasVisibility {} + +/// Usage of the isVisible property +final myComponent = MyComponent(); +add(myComponent); + +myComponent.isVisible = false; +``` + +The mixin only affects whether the component is rendered, and will not affect other behaviors. + +```{note} +Important! Even when the component is not visible, it is still in the tree and +will continue to receive calls to 'update' and all other lifecycle events. It +will still respond to input events, and will still interact with other +components, such as collision detection for example. +``` + +The mixin works by preventing the `renderTree` method, therefore if `renderTree` is being +overridden, a manual check for `isVisible` should be included to retain this functionality. + +```dart +class MyComponent extends PositionComponent with HasVisibility { + + @override + void renderTree(Canvas canvas) { + // Check for visibility + if (isVisible) { + // Custom code here + + // Continue rendering the tree + super.renderTree(canvas); + } + } +} +``` + + +## PositionComponent + +This class represents a positioned object on the screen, being a floating rectangle, a rotating +sprite, or anything else with position and size. It can also represent a group of positioned +components if children are added to it. + +The base of the `PositionComponent` is that it has a `position`, `size`, `scale`, `angle` and +`anchor` which transforms how the component is rendered. + + +### Position + +The `position` is just a `Vector2` which represents the position of the component's anchor in +relation to its parent; if the parent is a `FlameGame`, it is in relation to the viewport. + + +### Size + +The `size` of the component when the zoom level of the camera is 1.0 (no zoom, default). +The `size` is *not* in relation to the parent of the component. + + +### Scale + +The `scale` is how much the component and its children should be scaled. Since it is represented +by a `Vector2`, you can scale in a uniform way by changing `x` and `y` with the same amount, or in a +non-uniform way, by change `x` or `y` by different amounts. + + +### Angle + +The `angle` is the rotation angle around the anchor, represented as a double in radians. It is +relative to the parent's angle. + + +### Native Angle + +The `nativeAngle` is an angle in radians, measured clockwise, representing the default orientation +of the component. It can be used to define the direction in which the component is facing when +[angle](#angle) is zero. + +It is specially helpful when making a sprite based component look at a specific target. If the +original image of the sprite is not facing in the up/north direction, the calculated angle to make +the component look at the target will need some offset to make it look correct. For such cases, +`nativeAngle` can be used to let the component know what direction the original image is faces. + +An example could be a bullet image pointing in east direction. In this case `nativeAngle` can be set +to pi/2 radians. Following are some common directions and their corresponding native angle values. + +Direction | Native Angle | In degrees +----------|--------------|------------- +Up/North | 0 | 0 +Down/South| pi or -pi | 180 or -180 +Left/West | -pi/2 | -90 +Right/East| pi/2 | 90 + + +### Anchor + +```{flutter-app} +:sources: ../flame/examples +:page: anchor +:show: widget code infobox +This example shows effect of changing `anchor` point of parent (red) and child (blue) +components. Tap on them to cycle through the anchor points. Note that the local +position of the child component is (0, 0) at all times. +``` + +The `anchor` is where on the component that the position and rotation should be defined from (the +default is `Anchor.topLeft`). So if you have the anchor set as `Anchor.center` the component's +position on the screen will be in the center of the component and if an `angle` is applied, it is +rotated around the anchor, so in this case around the center of the component. You can think of it +as the point within the component by which Flame "grabs" it. + +When `position` or `absolutePosition` of a component is queried, the returned coordinates are that of +the `anchor` of the component. In case if you want to find the position of a specific anchor point +of a component which is not actually the `anchor` of that component, you can use the `positionOfAnchor` +and `absolutePositionOfAnchor` method. + +```dart +final comp = PositionComponent( + size: Vector2.all(20), + anchor: Anchor.center, +); + +// Returns (0,0) +final p1 = component.position; + +// Returns (10, 10) +final p2 = component.positionOfAnchor(Anchor.bottomRight); +``` + +A common pitfall when using `anchor` is confusing it for as being the attachment point for children +components. For example, setting `anchor` to `Anchor.center` for a parent component does not mean +that the children components will be placed w.r.t the center of parent. + +```{note} +Local origin for a child component is always the top-left corner of its parent component, +irrespective of their `anchor` values. +``` + + +### PositionComponent children + +All children of the `PositionComponent` will be transformed in relation to the parent, which means +that the `position`, `angle` and `scale` will be relative to the parents state. +So if you, for example, wanted to position a child in the center of the parent you would do this: + +```dart +@override +void onLoad() { + final parent = PositionComponent( + position: Vector2(100, 100), + size: Vector2(100, 100), + ); + final child = PositionComponent( + position: parent.size / 2, + anchor: Anchor.center, + ); + parent.add(child); +} +``` + +Remember that most components that are rendered on the screen are `PositionComponent`s, so +this pattern can be used in for example [](#spritecomponent) and [](#spriteanimationcomponent) too. + + +### Render PositionComponent + +When implementing the `render` method for a component that extends `PositionComponent` remember to +render from the top left corner (0.0). Your render method should not handle where on the screen your +component should be rendered. To handle where and how your component should be rendered use the +`position`, `angle` and `anchor` properties and Flame will automatically handle the rest for you. + +If you want to know where on the screen the bounding box of the component is you can use the +`toRect` method. + +In the event that you want to change the direction of your components rendering, you can also use +`flipHorizontally()` and `flipVertically()` to flip anything drawn to canvas during +`render(Canvas canvas)`, around the anchor point. These methods are available on all +`PositionComponent` objects, and are especially useful on `SpriteComponent` and +`SpriteAnimationComponent`. + +In case you want to flip a component around its center without having to change the anchor to +`Anchor.center`, you can use `flipHorizontallyAroundCenter()` and `flipVerticallyAroundCenter()`. + + +## SpriteComponent + +The most commonly used implementation of `PositionComponent` is `SpriteComponent`, and it can be +created with a `Sprite`: + +```dart +import 'package:flame/components/component.dart'; + +class MyGame extends FlameGame { + late final SpriteComponent player; + + @override + Future onLoad() async { + final sprite = await Sprite.load('player.png'); + final size = Vector2.all(128.0); + final player = SpriteComponent(size: size, sprite: sprite); + + // Vector2(0.0, 0.0) by default, can also be set in the constructor + player.position = Vector2(10, 20); + + // 0 by default, can also be set in the constructor + player.angle = 0; + + // Adds the component + add(player); + } +} +``` + + +## SpriteAnimationComponent + +This class is used to represent a Component that has sprites that run in a single cyclic animation. + +This will create a simple three frame animation using 3 different images: + +```dart +@override +Future onLoad() async { + final sprites = [0, 1, 2] + .map((i) => Sprite.load('player_$i.png')); + final animation = SpriteAnimation.spriteList( + await Future.wait(sprites), + stepTime: 0.01, + ); + this.player = SpriteAnimationComponent( + animation: animation, + size: Vector2.all(64.0), + ); +} +``` + +If you have a sprite sheet, you can use the `sequenced` constructor from the `SpriteAnimationData` +class (check more details on [Images > Animation](rendering/images.md#animation)): + +```dart +@override +Future onLoad() async { + final size = Vector2.all(64.0); + final data = SpriteAnimationData.sequenced( + textureSize: size, + amount: 2, + stepTime: 0.1, + ); + this.player = SpriteAnimationComponent.fromFrameData( + await images.load('player.png'), + data, + ); +} +``` + +All animation components internally maintains a `SpriteAnimationTicker` which ticks the `SpriteAnimation`. +This allows multiple components to share the same animation object. + +Example: + +```dart +final sprites = [/*You sprite list here*/]; +final animation = SpriteAnimation.spriteList(sprites, stepTime: 0.01); + +final animationTicker = SpriteAnimationTicker(animation); + +// or alternatively, you can ask the animation object to create one for you. + +final animationTicker = animation.createTicker(); // creates a new ticker + +animationTicker.update(dt); +``` + +To listen when the animation is done (when it reaches the last frame and is not looping) you can +use `animationTicker.completed`. + +Example: + +```dart +await animationTicker.completed; + +doSomething(); + +// or alternatively + +animationTicker.completed.whenComplete(doSomething); +``` + +Additionally, `SpriteAnimationTicker` also has the following optional event callbacks: `onStart`, `onFrame`, +and `onComplete`. To listen to these events, you can do the following: + +```dart +final animationTicker = SpriteAnimationTicker(animation) + ..onStart = () { + // Do something on start. + }; + +final animationTicker = SpriteAnimationTicker(animation) + ..onComplete = () { + // Do something on completion. + }; + +final animationTicker = SpriteAnimationTicker(animation) + ..onFrame = (index) { + if (index == 1) { + // Do something for the second frame. + } + }; +``` + + +## SpriteAnimationGroupComponent + +`SpriteAnimationGroupComponent` is a simple wrapper around `SpriteAnimationComponent` which enables +your component to hold several animations and change the current playing animation at runtime. Since +this component is just a wrapper, the event listeners can be implemented as described in +[](#spriteanimationcomponent). + +Its use is very similar to the `SpriteAnimationComponent` but instead of being initialized with a +single animation, this component receives a Map of a generic type `T` as key and a +`SpriteAnimation` as value, and the current animation. + +Example: + +```dart +enum RobotState { + idle, + running, +} + +final running = await loadSpriteAnimation(/* omitted */); +final idle = await loadSpriteAnimation(/* omitted */); + +final robot = SpriteAnimationGroupComponent( + animations: { + RobotState.running: running, + RobotState.idle: idle, + }, + current: RobotState.idle, +); + +// Changes current animation to "running" +robot.current = RobotState.running; +``` + +As this component works with multiple `SpriteAnimation`s, naturally it needs equal number of animation +tickers to make all those animation tick. Use `animationsTickers` getter to access a map containing tickers +for each animation state. This can be useful if you want to register callbacks for `onStart`, `onComplete` +and `onFrame`. + +Example: + +```dart +enum RobotState { idle, running, jump } + +final running = await loadSpriteAnimation(/* omitted */); +final idle = await loadSpriteAnimation(/* omitted */); + +final robot = SpriteAnimationGroupComponent( + animations: { + RobotState.running: running, + RobotState.idle: idle, + }, + current: RobotState.idle, +); + +robot.animationTickers?[RobotState.running]?.onStart = () { + // Do something on start of running animation. +}; + +robot.animationTickers?[RobotState.jump]?.onStart = () { + // Do something on start of jump animation. +}; + +robot.animationTickers?[RobotState.jump]?.onComplete = () { + // Do something on complete of jump animation. +}; + +robot.animationTickers?[RobotState.idle]?.onFrame = (currentIndex) { + // Do something based on current frame index of idle animation. +}; +``` + + +## SpriteGroup + +`SpriteGroupComponent` is pretty similar to its animation counterpart, but especially for sprites. + +Example: + +```dart +class ButtonComponent extends SpriteGroupComponent + with HasGameRef, Tappable { + @override + Future? onLoad() async { + final pressedSprite = await gameRef.loadSprite(/* omitted */); + final unpressedSprite = await gameRef.loadSprite(/* omitted */); + + sprites = { + ButtonState.pressed: pressedSprite, + ButtonState.unpressed: unpressedSprite, + }; + + current = ButtonState.unpressed; + } + + // tap methods handler omitted... +} +``` + + +## SpawnComponent + +This component is a non-visual component that spawns other components inside of the parent of the +`SpawnComponent`. It's great if you for example want to spawn enemies or power-ups randomly within +an area. + +The `SpawnComponent` takes a factory function that it uses to create new components and an area +where the components should be spawned within (or along the edges of). + +For the area, you can use the `Circle`, `Rectangle` or `Polygon` class, and if you want to only +spawn components along the edges of the shape set the `within` argument to false (defaults to true). + +This would for example spawn new components of the type `MyComponent` every 0.5 seconds randomly +within the defined circle: + +```dart +SpawnComponent( + factory: () => MyComponent(size: Vector2(10, 20)), + period: 0.5, + area: Circle(Vector2(100, 200), 150), +); +``` + +If you don't want the spawning rate to be static, you can use the `SpawnComponent.periodRange` +constructor with the `minPeriod` and `maxPeriod` arguments instead. +In the following example the component would be spawned randomly within the circle and the time +between each new spawned component is between 0.5 to 10 seconds. + +```dart +SpawnComponent.periodRange( + factory: () => MyComponent(size: Vector2(10, 20)), + minPeriod: 0.5, + maxPeriod: 10, + area: Circle(Vector2(100, 200), 150), +); +``` + + +## SvgComponent + +**Note**: To use SVG with Flame, use the [`flame_svg`](https://github.com/flame-engine/flame_svg) +package. + +This component uses an instance of `Svg` class to represent a Component that has a svg that is +rendered in the game: + +```dart +@override +Future onLoad() async { + final svg = await Svg.load('android.svg'); + final android = SvgComponent.fromSvg( + svg, + position: Vector2.all(100), + size: Vector2.all(100), + ); +} +``` + + +## ParallaxComponent + +This `Component` can be used to render backgrounds with a depth feeling by drawing several +transparent images on top of each other, where each image or animation (`ParallaxRenderer`) is +moving with a different velocity. + +The rationale is that when you look at the horizon and moving, closer objects seem to move faster +than distant ones. + +This component simulates this effect, making a more realistic background effect. + +The simplest `ParallaxComponent` is created like this: + +```dart +@override +Future onLoad() async { + final parallaxComponent = await loadParallaxComponent([ + ParallaxImageData('bg.png'), + ParallaxImageData('trees.png'), + ]); + add(parallaxComponent); +} +``` + +A ParallaxComponent can also "load itself" by implementing the `onLoad` method: + +```dart +class MyParallaxComponent extends ParallaxComponent { + @override + Future onLoad() async { + parallax = await gameRef.loadParallax([ + ParallaxImageData('bg.png'), + ParallaxImageData('trees.png'), + ]); + } +} + +class MyGame extends FlameGame { + @override + void onLoad() { + add(MyParallaxComponent()); + } +} +``` + +This creates a static background. If you want a moving parallax (which is the whole point of a +parallax), you can do it in a few different ways depending on how fine-grained you want to set the +settings for each layer. + +They simplest way is to set the named optional parameters `baseVelocity` and +`velocityMultiplierDelta` in the `load` helper function. For example if you want to move your +background images along the X-axis with a faster speed the "closer" the image is: + +```dart +@override +Future onLoad() async { + final parallaxComponent = await loadParallaxComponent( + _dataList, + baseVelocity: Vector2(20, 0), + velocityMultiplierDelta: Vector2(1.8, 1.0), + ); +} +``` + +You can set the baseSpeed and layerDelta at any time, for example if your character jumps or your +game speeds up. + +```dart +@override +void onLoad() { + final parallax = parallaxComponent.parallax; + parallax.baseSpeed = Vector2(100, 0); + parallax.velocityMultiplierDelta = Vector2(2.0, 1.0); +} +``` + +By default, the images are aligned to the bottom left, repeated along the X-axis and scaled +proportionally so that the image covers the height of the screen. If you want to change this +behavior, for example if you are not making a side-scrolling game, you can set the `repeat`, +`alignment` and `fill` parameters for each `ParallaxRenderer` and add them to `ParallaxLayer`s that +you then pass in to the `ParallaxComponent`'s constructor. + +Advanced example: + +```dart +final images = [ + loadParallaxImage( + 'stars.jpg', + repeat: ImageRepeat.repeat, + alignment: Alignment.center, + fill: LayerFill.width, + ), + loadParallaxImage( + 'planets.jpg', + repeat: ImageRepeat.repeatY, + alignment: Alignment.bottomLeft, + fill: LayerFill.none, + ), + loadParallaxImage( + 'dust.jpg', + repeat: ImageRepeat.repeatX, + alignment: Alignment.topRight, + fill: LayerFill.height, + ), +]; + +final layers = images.map( + (image) => ParallaxLayer( + await image, + velocityMultiplier: images.indexOf(image) * 2.0, + ) +); + +final parallaxComponent = ParallaxComponent.fromParallax( + Parallax( + await Future.wait(layers), + baseVelocity: Vector2(50, 0), + ), +); +``` + +- The stars image in this example will be repeatedly drawn in both axis, align in the center and be + scaled to fill the screen width. +- The planets image will be repeated in Y-axis, aligned to the bottom left of the screen and not be + scaled. +- The dust image will be repeated in X-axis, aligned to the top right and scaled to fill the screen + height. + +Once you are done setting up your `ParallaxComponent`, add it to the game like with any other +component (`game.add(parallaxComponent`). +Also, don't forget to add you images to the `pubspec.yaml` file as assets or they wont be found. + +The `Parallax` file contains an extension of the game which adds `loadParallax`, `loadParallaxLayer` +, `loadParallaxImage` and `loadParallaxAnimation` so that it automatically uses your game's image +cache instead of the global one. The same goes for the `ParallaxComponent` file, but that provides +`loadParallaxComponent`. + +If you want a fullscreen `ParallaxComponent` simply omit the `size` argument and it will take the +size of the game, it will also resize to fullscreen when the game changes size or orientation. + +Flame provides two kinds of `ParallaxRenderer`: `ParallaxImage` and `ParallaxAnimation`, +`ParallaxImage` is a static image renderer and `ParallaxAnimation` is, as it's name implies, an +animation and frame based renderer. +It is also possible to create custom renderers by extending the `ParallaxRenderer` class. + +Three example implementations can be found in the +[examples directory](https://github.com/flame-engine/flame/tree/main/examples/lib/stories/parallax). + + +## ShapeComponents + +A `ShapeComponent` is the base class for representing a scalable geometrical shape. The shapes have +different ways of defining how they look, but they all have a size and angle that can be modified +and the shape definition will scale or rotate the shape accordingly. + +These shapes are meant as a tool for using geometrical shapes in a more general way than together +with the collision detection system, where you want to use the +[ShapeHitbox](collision_detection.md#shapehitbox)es. + + +### PolygonComponent + +A `PolygonComponent` is created by giving it a list of points in the constructor, called vertices. +This list will be transformed into a polygon with a size, which can still be scaled and rotated. + +For example, this would create a square going from (50, 50) to (100, 100), with it's center in +(75, 75): + +```dart +void main() { + PolygonComponent([ + Vector2(100, 100), + Vector2(100, 50), + Vector2(50, 50), + Vector2(50, 100), + ]); +} +``` + +A `PolygonComponent` can also be created with a list of relative vertices, which are points defined +in relation to the given size, most often the size of the intended parent. + +For example you could create a diamond shapes polygon like this: + +```dart +void main() { + PolygonComponent.relative( + [ + Vector2(0.0, 1.0), // Middle of top wall + Vector2(1.0, 0.0), // Middle of right wall + Vector2(0.0, -1.0), // Middle of bottom wall + Vector2(-1.0, 0.0), // Middle of left wall + ], + size: Vector2.all(100), + ); +} +``` + +The vertices in the example defines percentages of the length from the center to the edge of the +screen in both x and y axis, so for our first item in our list (`Vector2(0.0, 1.0)`) we are pointing +on the middle of the top wall of the bounding box, since the coordinate system here is defined from +the center of the polygon. + +![An example of how to define a polygon shape](../images/polygon_shape.png) + +In the image you can see how the polygon shape formed by the purple arrows is defined by the red +arrows. + +Remember to define the lists in a counter clockwise manner (if you think in the screen coordinate +system where the y-axis is flipped, otherwise it is clockwise). + + +### RectangleComponent + +A `RectangleComponent` is created very similarly to how a `PositionComponent` is created, since it +also has a bounding rectangle. + +Something like this for example: + +```dart +void main() { + RectangleComponent( + position: Vector2(10.0, 15.0), + size: Vector2.all(10), + angle: pi/2, + anchor: Anchor.center, + ); +} +``` + +Dart also already has an excellent way to create rectangles and that class is called `Rect`, you can +create a Flame `RectangleComponent` from a `Rect` by using the `Rectangle.fromRect` factory, and +just like when setting the vertices of the `PolygonComponent`, your rectangle will be sized +according to the `Rect` if you use this constructor. + +The following would create a `RectangleComponent` with its top left corner in `(10, 10)` and a size +of `(100, 50)`. + +```dart +void main() { + RectangleComponent.fromRect( + Rect.fromLTWH(10, 10, 100, 50), + ); +} +``` + +You can also create a `RectangleComponent` by defining a relation to the intended parent's size, +you can use the default constructor to build your rectangle from a position, size and angle. The +`relation` is a vector defined in relation to the parent size, for example a `relation` that is +`Vector2(0.5, 0.8)` would create a rectangle that is 50% of the width of the parent's size and +80% of its height. + +In the example below a `RectangleComponent` of size `(25.0, 30.0)` positioned at `(100, 100)` would +be created. + +```dart +void main() { + RectangleComponent.relative( + Vector2(0.5, 1.0), + position: Vector2.all(100), + size: Vector2(50, 30), + ); +} +``` + +Since a square is a simplified version of a rectangle, there is also a constructor for creating a +square `RectangleComponent`, the only difference is that the `size` argument is a `double` instead +of a `Vector2`. + +```dart +void main() { + RectangleComponent.square( + position: Vector2.all(100), + size: 200, + ); +} +``` + + +### CircleComponent + +If you know how long your circle's position and/or how long the radius is going to be from the start +you can use the optional arguments `radius` and `position` to set those. + +The following would create a `CircleComponent` with its center in `(100, 100)` with a radius of 5, +and therefore a size of `Vector2(10, 10)`. + +```dart +void main() { + CircleComponent(radius: 5, position: Vector2.all(100), anchor: Anchor.center); +} +``` + +When creating a `CircleComponent` with the `relative` constructor you can define how long the +radius is in comparison to the shortest edge of the of the bounding box defined by `size`. + +The following example would result in a `CircleComponent` that defines a circle with a radius of 40 +(a diameter of 80). + +```dart +void main() { + CircleComponent.relative(0.8, size: Vector2.all(100)); +} +``` + + +## IsometricTileMapComponent + +This component allows you to render an isometric map based on a cartesian matrix of blocks and an +isometric tileset. + +A simple example on how to use it: + +```dart +// Creates a tileset, the block ids are automatically assigned sequentially +// starting at 0, from left to right and then top to bottom. +final tilesetImage = await images.load('tileset.png'); +final tileset = IsometricTileset(tilesetImage, 32); +// Each element is a block id, -1 means nothing +final matrix = [[0, 1, 0], [1, 0, 0], [1, 1, 1]]; +add(IsometricTileMapComponent(tileset, matrix)); +``` + +It also provides methods for converting coordinates so you can handle clicks, hovers, render +entities on top of tiles, add a selector, etc. + +You can also specify the `tileHeight`, which is the vertical distance between the bottom and top +planes of each cuboid in your tile. Basically, it's the height of the front-most edge of your +cuboid; normally it's half (default) or a quarter of the tile size. On the image below you can see +the height colored in the darker tone: + +![An example of how to determine the tileHeight](../images/tile-height-example.png) + +This is an example of how a quarter-length map looks like: + +![An example of a isometric map with selector](../images/isometric.png) + +Flame's Example app contains a more in-depth example, featuring how to parse coordinates to make a +selector. The code can be found +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/isometric_tile_map_example.dart), +and a live version can be seen [here](https://examples.flame-engine.org/#/Rendering_Isometric%20Tile%20Map). + + +## NineTileBoxComponent + +A Nine Tile Box is a rectangle drawn using a grid sprite. + +The grid sprite is a 3x3 grid and with 9 blocks, representing the 4 corners, the 4 sides and the +middle. + +The corners are drawn at the same size, the sides are stretched on the side direction and the middle +is expanded both ways. + +Using this, you can get a box/rectangle that expands well to any sizes. This is useful for making +panels, dialogs, borders. + +Check the example app +[nine_tile_box](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/nine_tile_box_example.dart) +for details on how to use it. + + +## CustomPainterComponent + +A `CustomPainter` is a Flutter class used with the `CustomPaint` widget to render custom +shapes inside a Flutter application. + +Flame provides a component that can render a `CustomPainter` called `CustomPainterComponent`, it +receives a custom painter and renders it on the game canvas. + +This can be used for sharing custom rendering logic between your Flame game, and your Flutter +widgets. + +Check the example app +[custom_painter_component](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/widgets/custom_painter_example.dart) +for details on how to use it. + + +## ComponentsNotifier + +Most of the time just accessing children and their attributes is enough to build the logic of +your game. + +But sometimes, reactivity can help the developer to simplify and write better code, to help with +that Flame provides the `ComponentsNotifier`, which is an implementation of a +`ChangeNotifier` that notifies listeners every time a component is added, removed or manually +changed. + +For example, lets say that we want to show a game over text when the player's lives reach zero. + +To make the component automatically report when new instances are added or removed, the `Notifier` +mixin can be applied to the component class: + +```dart +class Player extends SpriteComponent with Notifier {} +``` + +Then to listen to changes on that component the `componentsNotifier` method from `FlameGame` can +be used: + +```dart +class MyGame extends FlameGame { + int lives = 2; + + @override + void onLoad() { + final playerNotifier = componentsNotifier() + ..addListener(() { + final player = playerNotifier.single; + if (player == null) { + lives--; + if (lives == 0) { + add(GameOverComponent()); + } else { + add(Player()); + } + } + }); + } +} +``` + +A `Notifier` component can also manually notify its listeners that something changed. Lets expand +the example above to make a hud component to blink when the player has half of their health. In +order to do so, we need that the `Player` component notify a change manually, example: + +```dart +class Player extends SpriteComponent with Notifier { + double health = 1; + + void takeHit() { + health -= .1; + if (health == 0) { + removeFromParent(); + } else if (health <= .5) { + notifyListeners(); + } + } +} +``` + +Then our hud component could look like: + +```dart +class Hud extends PositionComponent with HasGameRef { + + @override + void onLoad() { + final playerNotifier = gameRef.componentsNotifier() + ..addListener(() { + final player = playerNotifier.single; + if (player != null) { + if (player.health <= .5) { + add(BlinkEffect()); + } + } + }); + } +} +``` + +`ComponentsNotifier`s can also come in handy to rebuild widgets when state changes inside a +`FlameGame`, to help with that Flame provides a `ComponentsNotifierBuilder` widget. + +To see an example of its use check the running example +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/components/components_notifier_example.dart). + + +## ClipComponent + +A `ClipComponent` is a component that will clip the canvas to its size and shape. This means that +if the component itself or any child of the `ClipComponent` renders outside of the +`ClipComponent`'s boundaries, the part that is not inside the area will not be shown. + +A `ClipComponent` receives a builder function that should return the `Shape` that will define the +clipped area, based on its size. + +To make it easier to use that component, there are three factories that offers common shapes: + +- `ClipComponent.rectangle`: Clips the area in the form a rectangle based on its size. +- `ClipComponent.circle`: Clips the area in the form of a circle based on its size. +- `ClipComponent.polygon`: Clips the area in the form of a polygon based on the points received +in the constructor. + +Check the example app +[clip_component](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/components/clip_component_example.dart) +for details on how to use it. + + +## Effects + +Flame provides a set of effects that can be applied to a certain type of components, these effects +can be used to animate some properties of your components, like position or dimensions. +You can check the list of those effects [here](effects.md). + +Examples of the running effects can be found [here](https://github.com/flame-engine/flame/tree/main/examples/lib/stories/effects); + + +## When not using `FlameGame` + +If you are not using `FlameGame`, don't forget that all components needs to be updated every time your +game updates. This lets component perform their internal processing and update their state. + +For example, the `SpriteAnimationTicker` inside all the `SpriteAnimation` based components needs to tick +the animation object to decide which animation frame will be displayed next. This can be done by manually +calling `component.update()` when not using `FlameGame`. This also means, if you are implementing your +own sprite animation based component, you can directly use a `SpriteAnimationTicker` to update the `SpriteAnimation`. diff --git a/docs/1.9.0/_sources/flame/diagrams/component.md.txt b/docs/1.9.0/_sources/flame/diagrams/component.md.txt new file mode 100644 index 000000000..a808e50f4 --- /dev/null +++ b/docs/1.9.0/_sources/flame/diagrams/component.md.txt @@ -0,0 +1,55 @@ +``` {mermaid} +%%{init: { 'theme': 'dark' } }%% +graph TD + %% Config %% + classDef default fill:#282828,stroke:#F6BE00; + + %% Nodes %% + Component(Component) + Misc(" + TimerComponent + ParticleComponent + SpriteBatchComponent + ") + Effects("Effects
(See the effects section)") + Game(Game) + FlameGame(FlameGame) + PositionComponent(PositionComponent) + + Sprites(" + SpriteComponent + SpriteGroupComponent + SpriteAnimationComponent + SpriteAnimationGroupComponent + ParallaxComponent + IsoMetricTileMapComponent + ") + + HudMarginComponent(HudMarginComponent) + HudComponents(" + HudButtonComponent + JoystickComponent + ") + + OtherPositionComponents(" + ButtonComponent + CustomPainterComponent + ShapeComponent + SpriteButtonComponent + TextComponent + TextBoxComponent + NineTileBoxComponent + ") + + %% Flow %% + Component --> Misc + Component --> Effects + Component --> PositionComponent + Component --> FlameGame + + Game --> FlameGame + PositionComponent --> Sprites + PositionComponent --> HudMarginComponent + PositionComponent --> OtherPositionComponents + HudMarginComponent --> HudComponents +``` diff --git a/docs/1.9.0/_sources/flame/diagrams/component_life_cycle.md.txt b/docs/1.9.0/_sources/flame/diagrams/component_life_cycle.md.txt new file mode 100644 index 000000000..e1a9b5ac3 --- /dev/null +++ b/docs/1.9.0/_sources/flame/diagrams/component_life_cycle.md.txt @@ -0,0 +1,46 @@ +``` {mermaid} +%%{init: { 'theme': 'dark' } }%% + + graph TD + + %% Node Color %% + classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; + + %% Nodes %% + x(Runs Each Tick) + y(Runs On Add & Resize):::lightYellow + z(Runs Once):::yellow + +``` + +``` {mermaid} +%%{init: { 'theme': 'dark' } }%% + graph LR + + %% Node Color %% + classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; + + %% Nodes %% + + A(onLoad):::yellow + B(onGameResize):::lightYellow + C(onMount):::yellow + D(update) + E(render) + F(onRemove):::yellow + + %% Flow %% + + A-->B + B-->C + C-->D + D-->E + E-->D + E-. If removed .->F + F-. If re-parented .->A + +``` diff --git a/docs/1.9.0/_sources/flame/diagrams/flame_game_life_cycle.md.txt b/docs/1.9.0/_sources/flame/diagrams/flame_game_life_cycle.md.txt new file mode 100644 index 000000000..792fd203a --- /dev/null +++ b/docs/1.9.0/_sources/flame/diagrams/flame_game_life_cycle.md.txt @@ -0,0 +1,46 @@ +``` {mermaid} +%%{init: { 'theme': 'dark' } }%% + + graph TD + + %% Node Color %% + classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; + + %% Nodes %% + x(Runs Each Tick) + y(Runs On Add & Resize):::lightYellow + z(Runs Once):::yellow + +``` + +``` {mermaid} +%%{init: { 'theme': 'dark' } }%% + graph LR + + %% Node Color %% + classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; + + %% Nodes %% + + A(onGameResize):::lightYellow + B(onLoad):::yellow + C(onMount):::yellow + D(update) + E(render) + F(onRemove):::yellow + + %% Flow %% + + A-->B + B-->C + C-->D + D-->E + E-->D + E-. If removed .->F + F-. If re-parented .->A + +``` diff --git a/docs/1.9.0/_sources/flame/diagrams/low_level_game_api.md.txt b/docs/1.9.0/_sources/flame/diagrams/low_level_game_api.md.txt new file mode 100644 index 000000000..6d136bc07 --- /dev/null +++ b/docs/1.9.0/_sources/flame/diagrams/low_level_game_api.md.txt @@ -0,0 +1,42 @@ +``` {mermaid} +%%{init: { 'theme': 'dark' } }%% + graph TD + + %% Node Color %% + classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000; + + %% Nodes %% + + z(Abstract Class):::yellow + x(Normal Class) +``` + +``` {mermaid} +%%{init: { 'theme': 'dark' } }%% + + graph BT + + %% Node Color %% + classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000; + + %% Nodes %% + + A(OxygenGame) + B(Game):::yellow + C(FlameGame) + D(Component) + E(Other Components) + F(GameWidget) + + %% Flow %% + + A-- Extends -->B + F-- Wants -->B + + C-- Extends -->D + E-- Extends -->D + + C-- With -->B + ``` diff --git a/docs/1.9.0/_sources/flame/effects.md.txt b/docs/1.9.0/_sources/flame/effects.md.txt new file mode 100644 index 000000000..53fb93bf0 --- /dev/null +++ b/docs/1.9.0/_sources/flame/effects.md.txt @@ -0,0 +1,849 @@ +# Effects + +An effect is a special component that can attach to another component in order to modify its +properties or appearance. + +For example, suppose you are making a game with collectible power-up items. You want these power-ups +to generate randomly around the map and then de-spawn after some time. Obviously, you could make a +sprite component for the power-up and then place that component on the map, but we could do even +better! + +Let's add a `ScaleEffect` to grow the item from 0 to 100% when the power-up first appears. Add +another infinitely repeating alternating `MoveEffect` in order to make the item move slightly up +and down. Then add an `OpacityEffect` that will "blink" the item 3 times, this effect will have a +built-in delay of 30 seconds, or however long you want your power-up to stay in place. Lastly, add +a `RemoveEffect` that will automatically remove the item from the game tree after the specified +time (you probably want to time it right after the end of the `OpacityEffect`). + +As you can see, with a few simple effects we have turned a simple lifeless sprite into a much more +interesting item. And what's more important, it didn't result in an increased code complexity: the +effects, once added, will work automatically, and then self-remove from the game tree when +finished. + + +## Overview + +The function of an `Effect` is to effect a change over time in some component's property. In order +to achieve that, the `Effect` must know the initial value of the property, the final value, and how +it should progress over time. The initial value is usually determined by an effect automatically, +the final value is provided by the user explicitly, and progression over time is handled by +`EffectController`s. + +There are multiple effects provided by Flame, and you can also +[create your own](#creating-new-effects). The following effects are included: + +- [`MoveByEffect`](#movebyeffect) +- [`MoveToEffect`](#movetoeffect) +- [`MoveAlongPathEffect`](#movealongpatheffect) +- [`RotateEffect.by`](#rotateeffectby) +- [`RotateEffect.to`](#rotateeffectto) +- [`ScaleEffect.by`](#scaleeffectby) +- [`ScaleEffect.to`](#scaleeffectto) +- [`SizeEffect.by`](#sizeeffectby) +- [`SizeEffect.to`](#sizeeffectto) +- [`AnchorByEffect`](#anchorbyeffect) +- [`AnchorToEffect`](#anchortoeffect) +- [`OpacityToEffect`](#opacitytoeffect) +- [`OpacityByEffect`](#opacitybyeffect) +- [`ColorEffect`](#coloreffect) +- [`SequenceEffect`](#sequenceeffect) +- [`RemoveEffect`](#removeeffect) + +An `EffectController` is an object that describes how the effect should evolve over time. If you +think of the initial value of the effect as 0% progress, and the final value as 100% progress, then +the job of the effect controller is to map from the "physical" time, measured in seconds, into the +"logical" time, which changes from 0 to 1. + +There are multiple effect controllers provided by the Flame framework as well: + +- [`EffectController`](#effectcontroller) +- [`LinearEffectController`](#lineareffectcontroller) +- [`ReverseLinearEffectController`](#reverselineareffectcontroller) +- [`CurvedEffectController`](#curvedeffectcontroller) +- [`ReverseCurvedEffectController`](#reversecurvedeffectcontroller) +- [`PauseEffectController`](#pauseeffectcontroller) +- [`RepeatedEffectController`](#repeatedeffectcontroller) +- [`InfiniteEffectController`](#infiniteeffectcontroller) +- [`SequenceEffectController`](#sequenceeffectcontroller) +- [`SpeedEffectController`](#speedeffectcontroller) +- [`DelayedEffectController`](#delayedeffectcontroller) +- [`NoiseEffectController`](#noiseeffectcontroller) +- [`RandomEffectController`](#randomeffectcontroller) +- [`SineEffectController`](#sineeffectcontroller) +- [`ZigzagEffectController`](#zigzageffectcontroller) + + +## Built-in effects + + +### `Effect` + +The base `Effect` class is not usable on its own (it is abstract), but it provides some common +functionality inherited by all other effects. This includes: + +- The ability to pause/resume the effect using `effect.pause()` and `effect.resume()`. You can + check whether the effect is currently paused using `effect.isPaused`. + +- Property `removeOnFinish` (which is true by default) will cause the effect component to be + removed from the game tree and garbage-collected once the effect completes. Set this to false + if you plan to reuse the effect after it is finished. + +- Optional user-provided `onComplete`, which will be invoked when the effect has just + completed its execution but before it is removed from the game. + +- The `reset()` method reverts the effect to its original state, allowing it to run once again. + + +### `MoveByEffect` + +This effect applies to a `PositionComponent` and shifts it by a prescribed `offset` amount. This +offset is relative to the current position of the target: + +```{flutter-app} +:sources: ../flame/examples +:page: move_by_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = MoveByEffect( + Vector2(0, -10), + EffectController(duration: 0.5), +); +``` + +If the component is currently at `Vector2(250, 200)`, then at the end of the effect its position +will be `Vector2(250, 190)`. + +Multiple move effects can be applied to a component at the same time. The result will be the +superposition of all the individual effects. + + +### `MoveToEffect` + +This effect moves a `PositionComponent` from its current position to the specified destination +point in a straight line. + +```{flutter-app} +:sources: ../flame/examples +:page: move_to_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = MoveToEffect( + Vector2(100, 500), + EffectController(duration: 3), +); +``` + +It is possible, but not recommended to attach multiple such effects to the same component. + + +### `MoveAlongPathEffect` + +This effect moves a `PositionComponent` along the specified path relative to the component's +current position. The path can have non-linear segments, but must be singly connected. It is +recommended to start a path at `Vector2.zero()` in order to avoid sudden jumps in the component's +position. + +```{flutter-app} +:sources: ../flame/examples +:page: move_along_path_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = MoveAlongPathEffect( + Path()..quadraticBezierTo(100, 0, 50, -50), + EffectController(duration: 1.5), +); +``` + +An optional flag `absolute: true` will declare the path within the effect as absolute. That is, the +target will "jump" to the beginning of the path at start, and then follow that path as if it was a +curve drawn on the canvas. + +Another flag `oriented: true` instructs the target not only move along the curve, but also rotate +itself in the direction the curve is facing at each point. With this flag the effect becomes both +the move- and the rotate- effect at the same time. + + +### `RotateEffect.by` + +Rotates the target clockwise by the specified angle relative to its current orientation. The angle +is in radians. For example, the following effect will rotate the target 90º (=[tau]/4 in radians) +clockwise: + +```{flutter-app} +:sources: ../flame/examples +:page: rotate_by_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = RotateEffect.by( + tau/4, + EffectController(duration: 2), +); +``` + + +### `RotateEffect.to` + +Rotates the target clockwise to the specified angle. For example, the following will rotate the +target to look east (0º is north, 90º=[tau]/4 east, 180º=tau/2 south, and 270º=tau*3/4 west): + +```{flutter-app} +:sources: ../flame/examples +:page: rotate_to_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = RotateEffect.to( + tau/4, + EffectController(duration: 2), +); +``` + + +### `ScaleEffect.by` + +This effect will change the target's scale by the specified amount. For example, this will cause +the component to grow 50% larger: + + ```{flutter-app} + :sources: ../flame/examples + :page: scale_by_effect + :show: widget code infobox + :width: 180 + :height: 160 + ``` + +```dart +final effect = ScaleEffect.by( + Vector2.all(1.5), + EffectController(duration: 0.3), +); +``` + + +### `ScaleEffect.to` + +This effect works similar to `ScaleEffect.by`, but sets the absolute value of the target's scale. + + ```{flutter-app} + :sources: ../flame/examples + :page: scale_to_effect + :show: widget code infobox + :width: 180 + :height: 160 + ``` + +```dart +final effect = ScaleEffect.to( + Vector2.all(0.5), + EffectController(duration: 0.5), +); +``` + + +### `SizeEffect.by` + +This effect will change the size of the target component, relative to its current size. For example, +if the target has size `Vector2(100, 100)`, then after the following effect is applied and runs its +course, the new size will be `Vector2(120, 50)`: + + ```{flutter-app} + :sources: ../flame/examples + :page: size_by_effect + :show: widget code infobox + :width: 180 + :height: 160 + ``` + +```dart +final effect = SizeEffect.by( + Vector2(-15, 30), + EffectController(duration: 1), +); +``` + +The size of a `PositionComponent` cannot be negative. If an effect attempts to set the size to a +negative value, the size will be clamped at zero. + +Note that for this effect to work, the target component must implement the `SizeProvider` interface +and take its `size` into account when rendering. Only few of the built-in components implement this +API, but you can always make your own component work with size effects by adding +`implements SizeEffect` to the class declaration. + +An alternative to `SizeEffect` is the `ScaleEffect`, which works more generally and scales both the +target component and its children. + + +### `SizeEffect.to` + +Changes the size of the target component to the specified size. Target size cannot be negative: + + + ```{flutter-app} + :sources: ../flame/examples + :page: size_to_effect + :show: widget code infobox + :width: 180 + :height: 160 + ``` + +```dart +final effect = SizeEffect.to( + Vector2(90, 80), + EffectController(duration: 1), +); +``` + + +### `AnchorByEffect` + +Changes the location of the target's anchor by the specified offset. This effect can also be created +using `AnchorEffect.by()`. + +```{flutter-app} +:sources: ../flame/examples +:page: anchor_by_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = AnchorByEffect( + Vector2(0.1, 0.1), + EffectController(speed: 1), +); +``` + + +### `AnchorToEffect` + +Changes the location of the target's anchor. This effect can also be created using +`AnchorEffect.to()`. + +```{flutter-app} +:sources: ../flame/examples +:page: anchor_to_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = AnchorToEffect( + Anchor.center, + EffectController(speed: 1), +); +``` + + +### `OpacityToEffect` + +This effect will change the opacity of the target over time to the specified alpha-value. +It can only be applied to components that implement the `OpacityProvider`. + +```{flutter-app} +:sources: ../flame/examples +:page: opacity_to_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = OpacityEffect.to( + 0.2, + EffectController(duration: 0.75), +); +``` + +If the component uses multiple paints, the effect can target one more more of those paints +using the `target` parameter. The `HasPaint` mixin implements `OpacityProvider` and exposes APIs +to easily create providers for desired paintIds. For single paintId `opacityProviderOf` can be used +and for multiple paintIds and `opacityProviderOfList` can be used. + + +```{flutter-app} +:sources: ../flame/examples +:page: opacity_effect_with_target +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = OpacityEffect.to( + 0.2, + EffectController(duration: 0.75), + target: component.opacityProviderOfList( + paintIds: const [paintId1, paintId2], + ), +); +``` + +The opacity value of 0 corresponds to a fully transparent component, and the opacity value of 1 is +fully opaque. Convenience constructors `OpacityEffect.fadeOut()` and `OpacityEffect.fadeIn()` will +animate the target into full transparency / full visibility respectively. + + +### `OpacityByEffect` + +This effect will change the opacity of the target relative to the specified alpha-value. For example, +the following effect will change the opacity of the target by `90%`: + +```{flutter-app} +:sources: ../flame/examples +:page: opacity_by_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = OpacityEffect.by( + 0.9, + EffectController(duration: 0.75), +); +``` + +Currently this effect can only be applied to components that have a `HasPaint` mixin. If the target component +uses multiple paints, the effect can target any individual color using the `paintId` parameter. + + +### GlowEffect + +```{note} +This effect is currently experimental, and its API may change in the future. +``` + +This effect will apply the glowing shade around target relative to the specified +`glow-strength`. The color of shade will be targets paint color. For example, the following effect +will apply the glowing shade around target by strength of `10`: + +```{flutter-app} +:sources: ../flame/examples +:page: glow_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = GlowEffect( + 10.0, + EffectController(duration: 3), +); +``` + +Currently this effect can only be applied to components that have a `HasPaint` mixin. + + +### `SequenceEffect` + +This effect can be used to run multiple other effects one after another. The constituent effects +may have different types. + +The sequence effect can also be alternating (the sequence will first run forward, and then +backward); and also repeat a certain predetermined number of times, or infinitely. + +```{flutter-app} +:sources: ../flame/examples +:page: sequence_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = SequenceEffect([ + ScaleEffect.by( + Vector2.all(1.5), + EffectController( + duration: 0.2, + alternate: true, + ), + ), + MoveEffect.by( + Vector2(30, -50), + EffectController( + duration: 0.5, + ), + ), + OpacityEffect.to( + 0, + EffectController( + duration: 0.3, + ), + ), + RemoveEffect(), +]); +``` + + +### `RemoveEffect` + +This is a simple effect that can be attached to a component causing it to be removed from the game +tree after the specified delay has passed: + +```{flutter-app} +:sources: ../flame/examples +:page: remove_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + + +```dart +final effect = RemoveEffect(delay: 3.0); +``` + + +## ColorEffect + +This effect will change the base color of the paint, causing the rendered component to be tinted by +the provided color between a provided range. + +Usage example: + +```{flutter-app} +:sources: ../flame/examples +:page: color_effect +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +final effect = ColorEffect( + const Color(0xFF00FF00), + const Offset(0.0, 0.8), + EffectController(duration: 1.5), +); +``` + +The `Offset` argument will determine "how much" of the color that will be applied to the component, +in this example the effect will start with 0% and will go up to 80%. + +**Note:** Due to how this effect is implemented, and how Flutter's `ColorFilter` class works, this +effect can't be mixed with other `ColorEffect`s, when more than one is added to the component, only +the last one will have effect. + + +## Creating new effects + +Although Flame provides a wide array of built-in effects, eventually you may find them to be +insufficient. Luckily, creating new effects is very simple. + +Each effect extends the base `Effect` class, possibly via one of the more specialized abstract +subclasses such as `ComponentEffect` or `Transform2DEffect`. + +The `Effect` class' constructor requires an `EffectController` instance as an argument. In most +cases you may want to pass that controller from your own constructor. Luckily, the effect controller +encapsulates much of the complexity of an effect's implementation, so you don't need to worry about +re-creating that functionality. + +Lastly, you will need to implement a single method `apply(double progress)` that will be called at +each update tick while the effect is active. In this method you are supposed to make changes to the +target of your effect. + +In addition, you may want to implement callbacks `onStart()` and `onFinish()` if there are any +actions that must be taken when the effect starts or ends. + +When implementing the `apply()` method we recommend to use relative updates only. That is, change +the target property by incrementing/decrementing its current value, rather than directly setting +that property to a fixed value. This way multiple effects would be able to act on the same component +without interfering with each other. + + +## Effect controllers + + +### `EffectController` + +The base `EffectController` class provides a factory constructor capable of creating a variety of +common controllers. The syntax of the constructor is the following: + +```dart +EffectController({ + required double duration, + Curve curve = Curves.linear, + double? reverseDuration, + Curve? reverseCurve, + bool alternate = false, + double atMaxDuration = 0.0, + double atMinDuration = 0.0, + int? repeatCount, + bool infinite = false, + double startDelay = 0.0, + VoidCallback? onMax, + VoidCallback? onMin, +}); +``` + +- *`duration`* -- the length of the main part of the effect, i.e. how long it should take to go + from 0 to 100%. This parameter cannot be negative, but can be zero. If this is the only parameter + specified then the effect will grow linearly over the `duration` seconds. + +- *`curve`* -- if given, creates a non-linear effect that grows from 0 to 100% according to the + provided [curve](https://api.flutter.dev/flutter/animation/Curves-class.html). + +- *`reverseDuration`* -- if provided, adds an additional step to the controller: after the effect + has grown from 0 to 100% over the `duration` seconds, it will then go backwards from 100% to 0 + over the `reverseDuration` seconds. In addition, the effect will complete at progress level of 0 + (normally the effect completes at progress 1). + +- *`reverseCurve`* -- the curve to be used during the "reverse" step of the effect. If not given, + this will default to `curve.flipped`. + +- *`alternate`* -- setting this to true is equivalent to specifying the `reverseDuration` equal + to the `duration`. If the `reverseDuration` is already set, this flag has no effect. + +- *`atMaxDuration`* -- if non-zero, this inserts a pause after the effect reaches its max + progress and before the reverse stage. During this time the effect is kept at 100% progress. If + there is no reverse stage, then this will simply be a pause before the effect is marked as + completed. + +- *`atMinDuration`* -- if non-zero, this inserts a pause after the reaches its lowest progress + (0) at the end of the reverse stage. During this time, the effect's progress is at 0%. If there + is no reverse stage, then this pause will still be inserted after the "at-max" pause if it's + present, or after the forward stage otherwise. In addition, the effect will now complete at + progress level of 0. + +- *`repeatCount`* -- if greater than one, it will cause the effect to repeat itself the prescribed + number of times. Each iteration will consists of the forward stage, pause at max, reverse stage, + then pause at min (skipping those that were not specified). + +- *`infinite`* -- if true, the effect will repeat infinitely and never reach completion. This is + equivalent to as if `repeatCount` was set to infinity. + +- *`startDelay`* -- an additional wait time inserted before the beginning of the effect. This + wait time is executed only once, even if the effect is repeating. During this time the effect's + `.started` property returns false. The effect's `onStart()` callback will be executed at the end + of this waiting period. + + Using this parameter is the simplest way to create a chain of effects that execute one after + another (or with an overlap). + +- *`onMax`* -- callback function which will be invoked right after reaching its max progress and + before the optional pause and reverse stage. + +- *`onMin`* -- callback function which will be invoked right after reaching its lowest progress + at the end of the reverse stage and before the optional pause and forward stage. + +The effect controller returned by this factory constructor will be composited of multiple simpler +effect controllers described further below. If this constructor proves to be too limited for your +needs, you can always create your own combination from the same building blocks. + +In addition to the factory constructor, the `EffectController` class defines a number of properties +common for all effect controllers. These properties are: + +- `.started` -- true if the effect has already started. For most effect controllers this property + is always true. The only exception is the `DelayedEffectController` which returns false while the + effect is in the waiting stage. + +- `.completed` -- becomes true when the effect controller finishes execution. + +- `.progress` -- current value of the effect controller, a floating-point value from 0 to 1. This + variable is the main "output" value of an effect controller. + +- `.duration` -- total duration of the effect, or `null` if the duration cannot be determined (for + example if the duration is random or infinite). + + +### `LinearEffectController` + +This is the simplest effect controller that grows linearly from 0 to 1 over the specified +`duration`: + +```dart +final ec = LinearEffectController(3); +``` + + +### `ReverseLinearEffectController` + +Similar to the `LinearEffectController`, but it goes in the opposite direction and grows linearly +from 1 to 0 over the specified duration: + +```dart +final ec = ReverseLinearEffectController(1); +``` + + +### `CurvedEffectController` + +This effect controller grows non-linearly from 0 to 1 over the specified `duration` and following +the provided `curve`: + +```dart +final ec = CurvedEffectController(0.5, Curves.easeOut); +``` + + +### `ReverseCurvedEffectController` + +Similar to the `CurvedEffectController`, but the controller grows down from 1 to 0 following the +provided `curve`: + +```dart +final ec = ReverseCurvedEffectController(0.5, Curves.bounceInOut); +``` + + +### `PauseEffectController` + +This effect controller keeps the progress at a constant value for the specified time duration. +Typically, the `progress` would be either 0 or 1: + +```dart +final ec = PauseEffectController(1.5, progress: 0); +``` + + +### `RepeatedEffectController` + +This is a composite effect controller. It takes another effect controller as a child, and repeats +it multiple times, resetting before the start of each next cycle. + +```dart +final ec = RepeatedEffectController(LinearEffectController(1), 10); +``` + +The child effect controller cannot be infinite. If the child is random, then it will be +re-initialized with new random values on each iteration. + + +### `InfiniteEffectController` + +Similar to the `RepeatedEffectController`, but repeats its child controller indefinitely. + +```dart +final ec = InfiniteEffectController(LinearEffectController(1)); +``` + + +### `SequenceEffectController` + +Executes a sequence of effect controllers, one after another. The list of controllers cannot be +empty. + +```dart +final ec = SequenceEffectController([ + LinearEffectController(1), + PauseEffectController(0.2), + ReverseLinearEffectController(1), +]); +``` + + +### `SpeedEffectController` + +Alters the duration of its child effect controller so that the effect proceeds at the predefined +speed. The initial duration of the child EffectController is irrelevant. The child controller must +be the subclass of `DurationEffectController`. + +The `SpeedEffectController` can only be applied to effects for which the notion of speed is +well-defined. Such effects must implement the `MeasurableEffect` interface. For example, the +following effects qualify: [`MoveByEffect`](#movebyeffect), [`MoveToEffect`](#movetoeffect), +[`MoveAlongPathEffect`](#movealongpatheffect), [`RotateEffect.by`](#rotateeffectby), +[`RotateEffect.to`](#rotateeffectto). + +The parameter `speed` is in units per second, where the notion of a "unit" depends on the target +effect. For example, for move effects, they refer to the distance traveled; for rotation effects +the units are radians. + +```dart +final ec1 = SpeedEffectController(LinearEffectController(0), speed: 1); +final ec2 = EffectController(speed: 1); // same as ec1 +``` + + +### `DelayedEffectController` + +Effect controller that executes its child controller after the prescribed `delay`. While the +controller is executing the "delay" stage, the effect will be considered "not started", i.e. its +`.started` property will be returning `false`. + +```dart +final ec = DelayedEffectController(LinearEffectController(1), delay: 5); +``` + + +### `NoiseEffectController` + +This effect controller exhibits noisy behavior, i.e. it oscillates randomly around zero. Such effect +controller can be used to implement a variety of shake effects. + +```dart +final ec = NoiseEffectController(duration: 0.6, frequency: 10); +``` + + +### `RandomEffectController` + +This controller wraps another controller and makes its duration random. The actual value for the +duration is re-generated upon each reset, which makes this controller particularly useful within +repeated contexts, such as [](#repeatedeffectcontroller) or [](#infiniteeffectcontroller). + +```dart +final ec = RandomEffectController.uniform( + LinearEffectController(0), // duration here is irrelevant + min: 0.5, + max: 1.5, +); +``` + +The user has the ability to control which `Random` source to use, as well as the exact distribution +of the produced random durations. Two distributions -- `.uniform` and `.exponential` are included, +any other can be implemented by the user. + + +### `SineEffectController` + +An effect controller that represents a single period of the sine function. Use this to create +natural-looking harmonic oscillations. Two perpendicular move effects governed by +`SineEffectControllers` with different periods, will create a [Lissajous curve]. + +```dart +final ec = SineEffectController(period: 1); +``` + + +### `ZigzagEffectController` + +Simple alternating effect controller. Over the course of one `period`, this controller will proceed +linearly from 0 to 1, then to -1, and then back to 0. Use this for oscillating effects where the +starting position should be the center of the oscillations, rather than the extreme (as provided +by the standard alternating `EffectController`). + +```dart +final ec = ZigzagEffectController(period: 2); +``` + + +## See also + +- [Examples of various effects](https://examples.flame-engine.org/). + + +[tau]: https://en.wikipedia.org/wiki/Tau_(mathematical_constant) +[Lissajous curve]: https://en.wikipedia.org/wiki/Lissajous_curve diff --git a/docs/1.9.0/_sources/flame/flame.md.txt b/docs/1.9.0/_sources/flame/flame.md.txt new file mode 100644 index 000000000..ba7b401f6 --- /dev/null +++ b/docs/1.9.0/_sources/flame/flame.md.txt @@ -0,0 +1,37 @@ +# Flame + +- [File Structure](structure.md) +- [Game Widget](game_widget.md) +- [Game Loop](game.md) +- [Components](components.md) +- [Router](router.md) +- [Platforms](platforms.md) +- [Collision Detection](collision_detection.md) +- [Effects](effects.md) +- [Camera Component](camera_component.md) +- [Inputs](inputs/inputs.md) +- [Rendering](rendering/rendering.md) +- [Layout](layout/layout.md) +- [Overlays](overlays.md) +- [Other](other/other.md) +- [Camera & Viewport (deprecated)](camera_and_viewport.md) + +```{toctree} +:hidden: + +File Structure +Game Widget +Game Loop +Components +Router +Platforms +Collision Detection +Effects +Camera Component +Inputs +Rendering +Layout +Overlays +Other +Camera & Viewport +``` diff --git a/docs/1.9.0/_sources/flame/game.md.txt b/docs/1.9.0/_sources/flame/game.md.txt new file mode 100644 index 000000000..51db73c56 --- /dev/null +++ b/docs/1.9.0/_sources/flame/game.md.txt @@ -0,0 +1,246 @@ +# FlameGame + +The `FlameGame` class implements a `Component` based `Game`. It has a tree of components +and calls the `update` and `render` methods of all components that have been added to the game. + +We refer to this component-based system as the Flame Component System (FCS). Throughout the +documentation, FCS is used to reference this system. + +Components can be added to the `FlameGame` directly in the constructor with the named `children` +argument, or from anywhere else with the `add`/`addAll` methods. Most of the time however, you want +to add your children to a `World`, the default world exist under `FlameGame.world` and you add +components to it just like you would to any other component. + +A simple `FlameGame` implementation that adds two components, one in `onLoad` and one directly in +the constructor can look like this: + +```dart +import 'package:flame/components.dart'; +import 'package:flame/game.dart'; +import 'package:flutter/widgets.dart'; + +/// A component that renders the crate sprite, with a 16 x 16 size. +class MyCrate extends SpriteComponent { + MyCrate() : super(size: Vector2.all(16)); + + @override + Future onLoad() async { + sprite = await Sprite.load('crate.png'); + } +} + +class MyWorld extends World { + @override + Future onLoad() async { + await add(MyCrate()); + } +} + +void main() { + final myGame = FlameGame(world: MyWorld()); + runApp( + GameWidget(game: myGame), + ); +} +``` + +```{note} +If you instantiate your game in a build method your game will be rebuilt every +time the Flutter tree gets rebuilt, which usually is more often than you'd like. +To avoid this, you can either create an instance of your game first and +reference it within your widget structure or use the `GameWidget.controlled` +constructor. +``` + +To remove components from the list on a `FlameGame` the `remove` or `removeAll` methods can be used. +The first can be used if you just want to remove one component, and the second can be used when you +want to remove a list of components. These methods exist on all `Component`s, including the world. + + +## Game Loop + +The `GameLoop` module is a simple abstraction of the game loop concept. Basically, most games are +built upon two methods: + +- The render method takes the canvas for drawing the current state of the game. +- The update method receives the delta time in microseconds since the last update and allows you to + move to the next state. + +The `GameLoop` is used by all of Flame's `Game` implementations. + + +## Resizing + +Every time the game needs to be resized, for example when the orientation is changed, `FlameGame` +will call all of the `Component`s `onGameResize` methods and it will also pass this information to +the camera and viewport. + +The `FlameGame.camera` controls which point in the coordinate space that should be at the anchor of +your viewfinder, [0,0] is in the center (`Anchor.center`) of the viewport by default. + + +## Lifecycle + +The `FlameGame` lifecycle callbacks, `onLoad`, `render`, etc. are called in the following sequence: + +```{include} diagrams/flame_game_life_cycle.md +``` + +When a `FlameGame` is first added to a `GameWidget` the lifecycle methods `onGameResize`, `onLoad` +and `onMount` will be called in that order. Then `update` and `render` are called in sequence for +every game tick. If the `FlameGame` is removed from the `GameWidget` then `onRemove` is called. +If the `FlameGame` is added to a new `GameWidget` the sequence repeats from `onGameResize`. + +```{note} +The order of `onGameResize`and `onLoad` are reversed from that of other +`Component`s. This is to allow game element sizes to be calculated before +resources are loaded or generated. +``` + +The `onRemove` callback can be used to clean up children and cached data: + +```dart + @override + void onRemove() { + // Optional based on your game needs. + removeAll(children); + processLifecycleEvents(); + Flame.images.clearCache(); + Flame.assets.clearCache(); + // Any other code that you want to run when the game is removed. + } +``` + +```{note} +Clean-up of children and resources in a `FlameGame` is not done automatically +and must be explicitly added to the `onRemove` call. +``` + + +## Debug mode + +Flame's `FlameGame` class provides a variable called `debugMode`, which by default is `false`. It +can, however, be set to `true` to enable debug features for the components of the game. **Be aware** +that the value of this variable is passed through to its components when they are added to the +game, so if you change the `debugMode` at runtime, it will not affect already added components by +default. + +To read more about the `debugMode` on Flame, please refer to the [Debug Docs](other/debug.md) + + +## Change background color + +To change the background color of your `FlameGame` you have to override `backgroundColor()`. + +In the following example, the background color is set to be fully transparent, so that you can see +the widgets that are behind the `GameWidget`. The default is opaque black. + +```dart +class MyGame extends FlameGame { + @override + Color backgroundColor() => const Color(0x00000000); +} +``` + +Note that the background color can't change dynamically while the game is running, but you could +just draw a background that covers the whole canvas if you would want it to change dynamically. + + +## SingleGameInstance mixin + +An optional mixin `SingleGameInstance` can be applied to your game if you are making a single-game +application. This is a common scenario when building games: there is a single full-screen +`GameWidget` that hosts a single `Game` instance. + +Adding this mixin provides performance advantages in certain scenarios. In particular, a component's +`onLoad` method is guaranteed to start when that component is added to its parent, even if the +parent is not yet mounted itself. Consequently, `await`-ing on `parent.add(component)` is guaranteed +to always finish loading the component. + +Using this mixin is simple: + +```dart +class MyGame extends FlameGame with SingleGameInstance { + // ... +} +``` + + +## Low-level Game API + +```{include} diagrams/low_level_game_api.md +``` + +The abstract `Game` class is a low-level API that can be used when you want to implement the +functionality of how the game engine should be structured. `Game` does not implement any `update` or +`render` function for example. + +The class also has the lifecycle methods `onLoad`, `onMount` and `onRemove` in it, which are +called from the `GameWidget` (or another parent) when the game is loaded + mounted, or removed. +`onLoad` is only called the first time the class is added to a parent, but `onMount` (which is +called after `onLoad`) is called every time it is added to a new parent. `onRemove` is called when +the class is removed from a parent. + +```{note} +The `Game` class allows for more freedom of how to implement things, but you +are also missing out on all of the built-in features in Flame if you use it. +``` + +An example of how a `Game` implementation could look like is: + +```dart +class MyGameSubClass extends Game { + @override + void render(Canvas canvas) { + // ... + } + + @override + void update(double dt) { + // ... + } +} + +void main() { + final myGame = MyGameSubClass(); + runApp( + GameWidget( + game: myGame, + ) + ); +} +``` + + +## Pause/Resuming/Stepping game execution + +A Flame `Game` can be paused and resumed in two ways: + +- With the use of the `pauseEngine` and `resumeEngine` methods. +- By changing the `paused` attribute. + +When pausing a `Game`, the `GameLoop` is effectively paused, meaning that no updates or new renders +will happen until it is resumed. + +While the game is paused, it is possible to advanced it frame by frame using the `stepEngine` +method. +It might not be much useful in the final game, but can be very helpful in inspecting game state step +by step during the development cycle. + + +### Backgrounding + +The game will be automatically paused when the app is sent to the background, +and resumed when it comes back to the foreground. This behavior can be disabled by setting +`pauseWhenBackgrounded` to `false`. + +```dart +class MyGame extends FlameGame { + MyGame() { + pauseWhenBackgrounded = false; + } +} +``` + +On the current Flutter stable (3.13), this flag is effectively ignored on +non-mobile platforms including the web. diff --git a/docs/1.9.0/_sources/flame/game_widget.md.txt b/docs/1.9.0/_sources/flame/game_widget.md.txt new file mode 100644 index 000000000..b0f841d4c --- /dev/null +++ b/docs/1.9.0/_sources/flame/game_widget.md.txt @@ -0,0 +1,11 @@ +# Game Widget + +```{dartdoc} +:package: flame +:symbol: GameWidget +:file: src/game/game_widget/game_widget.dart + +[ClipRect]: https://api.flutter.dev/flutter/widgets/ClipRect-class.html +[FocusNode]: https://api.flutter.dev/flutter/widgets/FocusNode-class.html +[RepaintBoundary]: https://api.flutter.dev/flutter/widgets/RepaintBoundary-class.html +``` diff --git a/docs/1.9.0/_sources/flame/inputs/drag_events.md.txt b/docs/1.9.0/_sources/flame/inputs/drag_events.md.txt new file mode 100644 index 000000000..e8675f321 --- /dev/null +++ b/docs/1.9.0/_sources/flame/inputs/drag_events.md.txt @@ -0,0 +1,163 @@ +# Drag Events + +```{note} +This document describes the new drag events API. The old (legacy) approach, +which is still supported, is described in [](gesture_input.md). +``` + +**Drag events** occur when the user moves their finger across the screen of the device, or when they +move the mouse while holding its button down. + +Multiple drag events can occur at the same time, if the user is using multiple fingers. Such cases +will be handled correctly by Flame, and you can even keep track of the events by using their +`pointerId` property. + +For those components that you want to respond to drags, add the `DragCallbacks` mixin. + +- This mixin adds four overridable methods to your component: `onDragStart`, `onDragUpdate`, + `onDragEnd`, and `onDragCancel`. By default, these methods do nothing -- they need to be + overridden in order to perform any function. +- In addition, the component must implement the `containsLocalPoint()` method (already implemented + in `PositionComponent`, so most of the time you don't need to do anything here) -- this method + allows Flame to know whether the event occurred within the component or not. + +```dart +class MyComponent extends PositionComponent with DragCallbacks { + MyComponent() : super(size: Vector2(180, 120)); + + @override + void onDragStart(DragStartEvent event) { + // Do something in response to a drag event + } +} +``` + + +## Demo + +In this example you can use drag gestures to either drag star-like shapes across the screen, or to +draw curves inside the magenta rectangle. + +```{flutter-app} +:sources: ../flame/examples +:page: drag_events +:show: widget code +``` + + +## Drag anatomy + + +### onDragStart + +This is the first event that occurs in a drag sequence. Usually, the event will be delivered to the +topmost component at the point of touch with the `DragCallbacks` mixin. However, by setting the flag +`event.continuePropagation` to true, you can allow the event to propagate to the components below. + +The `DragStartEvent` object associated with this event will contain the coordinate of the point +where the event has originated. This point is available in multiple coordinate system: +`devicePosition` is given in the coordinate system of the entire device, `canvasPosition` is in the +coordinate system of the game widget, and `localPosition` provides the position in the component's +local coordinate system. + +Any component that receives `onDragStart` will later be receiving `onDragUpdate` and `onDragEnd` +events as well. + + +### onDragUpdate + +This event is fired continuously as user drags their finger across the screen. It will not fire if +the user is holding their finger still. + +The default implementation delivers this event to all the components that received the previous +`onDragStart` with the same pointer id. If the point of touch is still within the component, then +`event.localPosition` will give the position of that point in the local coordinate system. However, +if the user moves their finger away from the component, the property `event.localPosition` will +return a point whose coordinates are NaNs. Likewise, the `event.renderingTrace` in this case will be +empty. However, the `canvasPosition` and `devicePosition` properties of the event will be valid. + +In addition, the `DragUpdateEvent` will contain `delta` -- the amount the finger has moved since the +previous `onDragUpdate`, or since the `onDragStart` if this is the first drag-update after a drag- +start. + +The `event.timestamp` property measures the time elapsed since the beginning of the drag. It can be +used, for example, to compute the speed of the movement. + + +### onDragEnd + +This event is fired when the user lifts their finger and thus stops the drag gesture. There is no +position associated with this event. + + +### onDragCancel + +The precise semantics when this event occurs is not clear, so we provide a default implementation +which simply converts this event into an `onDragEnd`. + + +## Mixins + + +### DragCallbacks + +The `DragCallbacks` mixin can be added to any `Component` in order for that component to start +receiving drag events. + +This mixin adds methods `onDragStart`, `onDragUpdate`, `onDragEnd`, and `onDragCancel` to the +component, which by default don't do anything, but can be overridden to implement any real +functionality. + +Another crucial detail is that a component will only receive drag events that originate *within* +that component, as judged by the `containsLocalPoint()` function. The commonly-used +`PositionComponent` class provides such an implementation based on its `size` property. Thus, if +your component derives from a `PositionComponent`, then make sure that you set its size correctly. +If, however, your component derives from the bare `Component`, then the `containsLocalPoint()` +method must be implemented manually. + +If your component is a part of a larger hierarchy, then it will only receive drag events if its +ancestors have all implemented the `containsLocalPoint` correctly. + +```dart +class MyComponent extends PositionComponent with DragCallbacks { + MyComponent({super.size}); + + final _paint = Paint(); + bool _isDragged = false; + + @override + void onDragStart(DragStartEvent event) => _isDragged = true; + + @override + void onDragUpdate(DragUpdateEvent event) => position += event.delta; + + @override + void onDragEnd(DragEndEvent event) => _isDragged = false; + + @override + void render(Canvas canvas) { + _paint.color = _isDragged? Colors.red : Colors.white; + canvas.drawRect(size.toRect(), _paint); + } +} +``` + + +### HasDraggablesBridge + +This marker mixin can be used to indicate that the game has both the "new-style" components that +use the `DragCallbacks` mixin, and the "old-style" components that use the `Draggable` mixin. In +effect, every drag event will be propagated twice through the system: first trying to reach the +components with `DragCallbacks` mixin, and then components with `Draggable`. + +```dart +class MyGame extends FlameGame with HasDraggablesBridge { + // ... +} +``` + +The purpose of this mixin is to ease the transition from the old event delivery system to the +new one. With this mixin, you can transition your `Draggable` components into using `DragCallbacks` +one by one, verifying that your game continues to work at every step. + +Use of this mixin for any new project is highly discouraged. diff --git a/docs/1.9.0/_sources/flame/inputs/gesture_input.md.txt b/docs/1.9.0/_sources/flame/inputs/gesture_input.md.txt new file mode 100644 index 000000000..671b76ff2 --- /dev/null +++ b/docs/1.9.0/_sources/flame/inputs/gesture_input.md.txt @@ -0,0 +1,517 @@ +# Gesture Input + +This includes documentation for gesture inputs, which is, mouse and touch pointers. + +For other input documents, see also: + +- [Keyboard Input](keyboard_input.md): for keystrokes +- [Other Inputs](other_inputs.md): For joysticks, game pads, etc. + + +## Intro + +Inside `package:flame/gestures.dart` you can find a whole set of `mixin`s which can be included on +your game class instance to be able to receive touch input events. Below you can see the full list +of these `mixin`s and its methods: + + +## Touch and mouse detectors + +```text +- TapDetector + - onTap + - onTapCancel + - onTapDown + - onLongTapDown + - onTapUp + +- SecondaryTapDetector + - onSecondaryTapDown + - onSecondaryTapUp + - onSecondaryTapCancel + +- TertiaryTapDetector + - onTertiaryTapDown + - onTertiaryTapUp + - onTertiaryTapCancel + +- DoubleTapDetector + - onDoubleTap + +- LongPressDetector + - onLongPress + - onLongPressStart + - onLongPressMoveUpdate + - onLongPressUp + - onLongPressEnd + +- VerticalDragDetector + - onVerticalDragDown + - onVerticalDragStart + - onVerticalDragUpdate + - onVerticalDragEnd + - onVerticalDragCancel + +- HorizontalDragDetector + - onHorizontalDragDown + - onHorizontalDragStart + - onHorizontalDragUpdate + - onHorizontalDragEnd + - onHorizontalDragCancel + +- ForcePressDetector + - onForcePressStart + - onForcePressPeak + - onForcePressUpdate + - onForcePressEnd + +- PanDetector + - onPanDown + - onPanStart + - onPanUpdate + - onPanEnd + - onPanCancel + +- ScaleDetector + - onScaleStart + - onScaleUpdate + - onScaleEnd + +- MultiTouchTapDetector + - onTap + - onTapCancel + - onTapDown + - onTapUp + +- MultiTouchDragDetector + - onReceiveDrag +``` + +Mouse only events + +```text + - MouseMovementDetector + - onMouseMove + - ScrollDetector + - onScroll +``` + + +It is not possible to mix advanced detectors (`MultiTouch*`) with basic detectors of the same +kind, since the advanced detectors will *always win the gesture arena* and the basic detectors will +never be triggered. So for example, you can't use both `MultiTouchTapDetector` and `PanDetector` +together, since no events will be triggered for the latter (there is also an assertion for this). + +Flame's GestureApi is provided by Flutter's Gesture Widgets, including +[GestureDetector widget](https://api.flutter.dev/flutter/widgets/GestureDetector-class.html), +[RawGestureDetector widget](https://api.flutter.dev/flutter/widgets/RawGestureDetector-class.html) +and [MouseRegion widget](https://api.flutter.dev/flutter/widgets/MouseRegion-class.html), you can +also read more about Flutter's gestures +[here](https://api.flutter.dev/flutter/gestures/gestures-library.html). + + +## PanDetector and ScaleDetector + +If you add a `PanDetector` together with a `ScaleDetector` you will be prompted with a quite cryptic +assertion from Flutter that says: + +```{note} +Having both a pan gesture recognizer and a scale gesture recognizer is +redundant; scale is a superset of pan. + +Just use the scale gesture recognizer. +``` + +This might seem strange, but `onScaleUpdate` is not only triggered when the scale should be changed, +but for all pan/drag events too. So if you need to use both of those detectors you'll have to handle +both of their logic inside `onScaleUpdate` (+`onScaleStart` and `onScaleEnd`). + +For example you could do something like this if you want to move the camera on pan events and zoom +on scale events: + +```dart + late double startZoom; + + @override + void onScaleStart(_) { + startZoom = camera.zoom; + } + + @override + void onScaleUpdate(ScaleUpdateInfo info) { + final currentScale = info.scale.global; + if (!currentScale.isIdentity()) { + camera.zoom = startZoom * currentScale.y; + } else { + camera.translateBy(-info.delta.game); + camera.snap(); + } + } +``` + +In the example above the pan events are handled with `info.delta` and the scale events with +`info.scale`, although they are theoretically both from underlying scale events. + +This can also be seen in the +[zoom example](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/camera_and_viewport/zoom_example.dart). + + +## Mouse cursor + +It is also possible to change the current mouse cursor displayed on the `GameWidget` region. To do +so the following code can be used inside the `Game` class + +```dart +mouseCursor.value = SystemMouseCursors.move; +``` + +To already initialize the `GameWidget` with a custom cursor, the `mouseCursor` property can be used + +```dart +GameWidget( + game: MouseCursorGame(), + mouseCursor: SystemMouseCursors.move, +); +``` + + +## Event coordinate system + +On events that have positions, like for example `Tap*` or `Drag`, you will notice that the `eventPosition` +attribute includes 3 fields: `game`, `widget` and `global`. Below you will find a brief explanation +about each one of them. + + +### global + +The position where the event occurred considering the entire screen, same as +`globalPosition` in Flutter's native events. + + +### widget + +The position where the event occurred relative to the `GameWidget` position and size +, same as `localPosition` in Flutter's native events. + + +### game + +The position where the event ocurred relative to the `GameWidget` and with any +transformations that the game applied to the game (e.g. camera). If the game doesn't have any +transformations, this will be equal to the `widget` attribute. + + +## Example + +```dart +class MyGame extends Game with TapDetector { + // Other methods omitted + + @override + bool onTapDown(TapDownInfo info) { + print("Player tap down on ${info.eventPosition.game}"); + return true; + } + + @override + bool onTapUp(TapUpInfo info) { + print("Player tap up on ${info.eventPosition.game}"); + return true; + } +} +``` + +You can also check more complete examples +[here](https://github.com/flame-engine/flame/tree/main/examples/lib/stories/input/). + + +## Tappable, Draggable and Hoverable components + +Any component derived from `Component` (most components) can add the `Tappable`, the +`Draggable`, and/or the `Hoverable` mixins to handle taps, drags and hovers on the component. + +All overridden methods return a boolean to control if the event should be passed down further along +to components underneath it. So say that you only want your top visible component to receive a tap +and not the ones underneath it, then your `onTapDown`, `onTapUp` and `onTapCancel` implementations +should return `false` and if you want the event to go through more of the components underneath then +you should return `true`. + +The same applies if your component has children, then the event is first sent to the leaves in the +children tree and then passed further down until a method returns `false`. + + +### Tappable components + +By adding the `HasTappables` mixin to your game, and using the mixin `Tappable` on your +components, you can override the following methods on your components: + +```dart +bool onTapCancel(); +bool onTapDown(TapDownInfo info); +bool onLongTapDown(TapDownInfo info); +bool onTapUp(TapUpInfo info); +``` + +Minimal component example: + +```dart +import 'package:flame/components.dart'; + +class TappableComponent extends PositionComponent with Tappable { + + // update and render omitted + + @override + bool onTapUp(TapUpInfo info) { + print("tap up"); + return true; + } + + @override + bool onTapDown(TapDownInfo info) { + print("tap down"); + return true; + } + + @override + bool onTapCancel() { + print("tap cancel"); + return true; + } +} + +class MyGame extends FlameGame with HasTappables { + MyGame() { + add(TappableComponent()); + } +} +``` + +**Note**: `HasTappables` uses an advanced gesture detector under the hood and as explained +further up on this page it shouldn't be used alongside basic detectors. + +To recognize whether a `Tappable` added to the game handled an event, the `handled` field can be set +to true in the event can be checked in the corresponding method in the game class, or further down +the chain if you let the event continue to propagate. + +In the following example it can be seen how it is used with `onTapDown`, the same technique can also +be applied to `onTapUp`. + +```dart +class MyComponent extends PositionComponent with Tappable{ + @override + bool onTapDown(TapDownInfo info) { + info.handled = true; + return true; + } +} + +class MyGame extends FlameGame with HasTappables { + @override + void onTapDown(int pointerId, TapDownInfo info) { + if (info.handled) { + // Do something if a child handled the event + } + } +} +``` + +The event `onLongTapDown` will be triggered on a component after the user "holds" it for a certain +minimum amount of time. By default, that time is 300ms, but it can be adjusted by overriding the +`longTapDelay` field of the `HasTappables` mixin. + + +### Draggable components + +Just like with `Tappable`, Flame offers a mixin for `Draggable`. + +By adding the `HasDraggables` mixin to your game, and by using the mixin `Draggable` on +your components, they can override the simple methods that enable an easy to use drag api on your +components. + +```dart + bool onDragStart(DragStartInfo info); + bool onDragUpdate(DragUpdateInfo info); + bool onDragEnd(DragEndInfo info); + bool onDragCancel(); +``` + +Note that all events take a uniquely generated pointer id so you can, if desired, distinguish +between different simultaneous drags. + +The default implementation provided by `Draggable` will already check: + +- upon drag start, the component only receives the event if the position is within its bounds; keep + track of pointerId. +- when handling updates/end/cancel, the component only receives the event if the pointerId was + tracked (regardless of position). +- on end/cancel, stop tracking pointerId. + +Minimal component example (this example ignores pointerId so it wont work well if you try to +multi-drag): + +```dart +import 'package:flame/components.dart'; + +class DraggableComponent extends PositionComponent with Draggable { + + // update and render omitted + + Vector2? dragDeltaPosition; + bool get isDragging => dragDeltaPosition != null; + + bool onDragStart(DragStartInfo startPosition) { + dragDeltaPosition = startPosition.eventPosition.game - position; + return false; + } + + @override + bool onDragUpdate(DragUpdateInfo event) { + if (isDragging) { + final localCoords = event.eventPosition.game; + position = localCoords - dragDeltaPosition!; + } + return false; + } + + @override + bool onDragEnd(DragEndInfo event) { + dragDeltaPosition = null; + return false; + } + + @override + bool onDragCancel() { + dragDeltaPosition = null; + return false; + } +} + +class MyGame extends FlameGame with HasDraggables { + MyGame() { + add(DraggableComponent()); + } +} +``` + +To recognize whether a `Draggable` added to the game handled an event, the `handled` field can be +set to true in the event can be checked in the corresponding method in the game class, or further +down the chain if you let the event continue to propagate. + +In the following example it can be seen how it is used with `onDragStart`, the same technique can +also be applied to `onDragUpdate` and `onDragEnd`. + +```dart +class MyComponent extends PositionComponent with Draggable { + @override + bool onDragStart(DragStartInfo info) { + info.handled = true; + return true; + } +} + +class MyGame extends FlameGame with HasDraggables { + @override + void onDragStart(int pointerId, DragStartInfo info) { + if (info.handled) { + // Do something if a child handled the event + } + } +} +``` + + +### Hoverable components + +Just like the others, this mixin allows for easy wiring of your component to listen to hover states +and events. + +By adding the `HasHoverables` mixin to your base game, and by using the mixin `Hoverable` on +your components, they get an `isHovered` field and a couple of methods (`onHoverStart`, +`onHoverEnd`) that you can override if you want to listen to the events. + +```dart + bool isHovered = false; + bool onHoverEnter(PointerHoverInfo info) { + print("hover enter"); + return true; + } + bool onHoverLeave(PointerHoverInfo info) { + print("hover leave"); + return true; + } +``` + +The provided event info is from the mouse move that triggered the action (entering or leaving). +While the mouse movement is kept inside or outside, no events are fired and those mouse move events are +not propagated. Only when the state is changed the handlers are triggered. + +To recognize whether a `Hoverable` added to the game handled an event, the `handled` field can be +set to true in the event can be checked in the corresponding method in the game class, or further +down the chain if you let the event continue to propagate. + +In the following example it can be seen how it is used with `onHoverEnter`, the same technique can +also be applied to `onHoverLeave`. + +```dart +class MyComponent extends PositionComponent with Hoverable { + @override + bool onHoverEnter(PointerHoverInfo info) { + info.handled = true; + return true; + } +} + +class MyGame extends FlameGame with HasHoverables { + @override + void onHoverEnter(PointerHoverInfo info) { + if (info.handled) { + // Do something if a child handled the event + } + } +} +``` + + +### DoubleTapCallbacks + +Flame also offers a mixin named `DoubleTapCallbacks` to receive a double-tap event from the +component. To start receiving double tap events in a component, add the +`DoubleTapCallbacks` mixin to your `PositionComponent`. + +```dart +class MyComponent extends PositionComponent with DoubleTapCallbacks { + @override + void onDoubleTapUp(DoubleTapEvent event) { + /// Do something + } + + @override + void onDoubleTapCancel(DoubleTapCancelEvent event) { + /// Do something + } + + @override + void onDoubleTapDown(DoubleTapDownEvent event) { + /// Do something + } +``` + + +### GestureHitboxes + +The `GestureHitboxes` mixin is used to more accurately recognize gestures on top of your +`Component`s. Say that you have a fairly round rock as a `SpriteComponent` for example, then you +don't want to register input that is in the corner of the image where the rock is not displayed, +since a `PositionComponent` is rectangular by default. Then you can use the `GestureHitboxes` mixin +to define a more accurate circle or polygon (or another shape) for which the input should be within +for the event to be registered on your component. + +You can add new hitboxes to the component that has the `GestureHitboxes` mixin just like they are +added in the below `Collidable` example. + +More information about how to define hitboxes can be found in the hitbox section of the +[collision detection](../collision_detection.md#shapehitbox) docs. + +An example of how to use it can be seen +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/gesture_hitboxes_example.dart). diff --git a/docs/1.9.0/_sources/flame/inputs/hardware_keyboard_detector.md.txt b/docs/1.9.0/_sources/flame/inputs/hardware_keyboard_detector.md.txt new file mode 100644 index 000000000..71db8f601 --- /dev/null +++ b/docs/1.9.0/_sources/flame/inputs/hardware_keyboard_detector.md.txt @@ -0,0 +1,12 @@ +# HardwareKeyboardDetector + +```{dartdoc} +:file: src/events/hardware_keyboard_detector.dart +:symbol: HardwareKeyboardDetector +:package: flame + +[HardwareKeyboard]: https://api.flutter.dev/flutter/services/HardwareKeyboard-class.html +[KeyDownEvent]: https://api.flutter.dev/flutter/services/KeyDownEvent-class.html +[KeyUpEvent]: https://api.flutter.dev/flutter/services/KeyUpEvent-class.html +[KeyRepeatEvent]: https://api.flutter.dev/flutter/services/KeyRepeatEvent-class.html +``` diff --git a/docs/1.9.0/_sources/flame/inputs/inputs.md.txt b/docs/1.9.0/_sources/flame/inputs/inputs.md.txt new file mode 100644 index 000000000..0cffbae2c --- /dev/null +++ b/docs/1.9.0/_sources/flame/inputs/inputs.md.txt @@ -0,0 +1,19 @@ +# Inputs + +- [Drag Events](drag_events.md) +- [Gesture Input](gesture_input.md) +- [Keyboard Input](keyboard_input.md) +- [Other Inputs](other_inputs.md) +- [Tap Events](tap_events.md) +- [Hardware Keyboard Detector](hardware_keyboard_detector.md) + +```{toctree} +:hidden: + +Drag Events +Gesture Input +Keyboard Input +Other Inputs +Tap Events +HardwareKeyboardDetector +``` diff --git a/docs/1.9.0/_sources/flame/inputs/keyboard_input.md.txt b/docs/1.9.0/_sources/flame/inputs/keyboard_input.md.txt new file mode 100644 index 000000000..b2c4bb87f --- /dev/null +++ b/docs/1.9.0/_sources/flame/inputs/keyboard_input.md.txt @@ -0,0 +1,136 @@ +# Keyboard Input + +This includes documentation for keyboard inputs. + +For other input documents, see also: + +- [Gesture Input](gesture_input.md): for mouse and touch pointer gestures +- [Other Inputs](other_inputs.md): For joysticks, game pads, etc. + + +## Intro + +The keyboard API on flame relies on the +[Flutter's Focus widget](https://api.flutter.dev/flutter/widgets/Focus-class.html). + +To customize focus behavior, see [Controlling focus](#controlling-focus). + +There are two ways a game can react to key strokes; at the game level and at a component level. +For each we have a mixin that can me added to a `Game` or `Component` class. + + +### Receive keyboard events in a game level + +To make a `Game` sub class sensitive to key stroke, mix it with `KeyboardEvents`. + +After that, it will be possible to override an `onKeyEvent` method. + +This method receives two parameters, first the +[`RawKeyEvent`](https://api.flutter.dev/flutter/services/RawKeyEvent-class.html) +that triggers the callback in the first place. The second is a set of the currently pressed +[`LogicalKeyboardKey`](https://api.flutter.dev/flutter/services/LogicalKeyboardKey-class.html). + +The return value is a +[`KeyEventResult`](https://api.flutter.dev/flutter/widgets/KeyEventResult.html). + +`KeyEventResult.handled` will tell the framework that the key stroke was resolved inside of Flame +and skip any other keyboard handler widgets apart of `GameWidget`. + +`KeyEventResult.ignored` will tell the framework to keep testing this event in any other keyboard +handler widget apart of `GameWidget`. If the event is not resolved by any handler, the framework +will trigger `SystemSoundType.alert`. + +`KeyEventResult.skipRemainingHandlers` is very similar to `.ignored`, apart from the fact that will +skip any other handler widget and will straight up play the alert sound. + +Minimal example: + +```dart +class MyGame extends FlameGame with KeyboardEvents { + // ... + @override + KeyEventResult onKeyEvent( + RawKeyEvent event, + Set keysPressed, + ) { + final isKeyDown = event is RawKeyDownEvent; + + final isSpace = keysPressed.contains(LogicalKeyboardKey.space); + + if (isSpace && isKeyDown) { + if (keysPressed.contains(LogicalKeyboardKey.altLeft) || + keysPressed.contains(LogicalKeyboardKey.altRight)) { + this.shootHarder(); + } else { + this.shoot(); + } + return KeyEventResult.handled; + } + return KeyEventResult.ignored; + } +} +``` + + +### Receive keyboard events in a component level + +To receive keyboard events directly in components, there is the mixin `KeyboardHandler`. + +Similarly to `Tappable` and `Draggable`, `KeyboardHandler` can be mixed into any subclass of +`Component`. + +KeyboardHandlers must only be added to games that are mixed with `HasKeyboardHandlerComponents`. + +> ⚠️ Note: If `HasKeyboardHandlerComponents` is used, you must remove `KeyboardEvents` +> from the game mixin list to avoid conflicts. + +After applying `KeyboardHandler`, it will be possible to override an `onKeyEvent` method. + +This method receives two parameters. First the +[`RawKeyEvent`](https://api.flutter.dev/flutter/services/RawKeyEvent-class.html) +that triggered the callback in the first place. The second is a set of the currently pressed +[`LogicalKeyboardKey`](https://api.flutter.dev/flutter/services/LogicalKeyboardKey-class.html)s. + +The returned value should be `true` to allow the continuous propagation of the key event among other +components. To not allow any other component to receive the event, return `false`. + +Flame also provides a default implementation called `KeyboardListenerComponent` which can be used +to handle keyboard events. Like any other component, it can be added as a child to a `FlameGame` +or another `Component`: + +For example, imagine a `PositionComponent` which has methods to move on the X and Y axis, +then the following code could be used to bind those methods to key events: + +```dart +add( + KeyboardListenerComponent( + keyUp: { + LogicalKeyboardKey.keyA: (keysPressed) { ... }, + LogicalKeyboardKey.keyD: (keysPressed) { ... }, + LogicalKeyboardKey.keyW: (keysPressed) { ... }, + LogicalKeyboardKey.keyS: (keysPressed) { ... }, + }, + keyDown: { + LogicalKeyboardKey.keyA: (keysPressed) { ... }, + LogicalKeyboardKey.keyD: (keysPressed) { ... }, + LogicalKeyboardKey.keyW: (keysPressed) { ... }, + LogicalKeyboardKey.keyS: (keysPressed) { ... }, + }, + ), +); +``` + + +### Controlling focus + +On the widget level, it is possible to use the +[`FocusNode`](https://api.flutter.dev/flutter/widgets/FocusNode-class.html) API to control whether +the game is focused or not. + +`GameWidget` has an optional `focusNode` parameter that allow its focus to be controlled externally. + +By default `GameWidget` has its `autofocus` set to true, which means it will get focused once it is +mounted. To override that behavior, set `autofocus` to false. + +For a more complete example see +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/keyboard_example.dart). diff --git a/docs/1.9.0/_sources/flame/inputs/other_inputs.md.txt b/docs/1.9.0/_sources/flame/inputs/other_inputs.md.txt new file mode 100644 index 000000000..982e1104f --- /dev/null +++ b/docs/1.9.0/_sources/flame/inputs/other_inputs.md.txt @@ -0,0 +1,144 @@ +# Other Inputs + +This includes documentation for input methods besides keyboard and mouse. + +For other input documents, see also: + +- [Gesture Input](gesture_input.md): for mouse and touch pointer gestures +- [Keyboard Input](keyboard_input.md): for keystrokes + + +## Joystick + +Flame provides a component capable of creating a virtual joystick for taking input for your game. +To use this feature, you need to create a `JoystickComponent`, configure it the way you want, and +add it to your game. + +Check this example to get a better understanding: + +```dart +class MyGame extends FlameGame with HasDraggables { + + MyGame() { + joystick.addObserver(player); + add(player); + add(joystick); + } + + @override + Future onLoad() async { + super.onLoad(); + final image = await images.load('joystick.png'); + final sheet = SpriteSheet.fromColumnsAndRows( + image: image, + columns: 6, + rows: 1, + ); + final joystick = JoystickComponent( + knob: SpriteComponent( + sprite: sheet.getSpriteById(1), + size: Vector2.all(100), + ), + background: SpriteComponent( + sprite: sheet.getSpriteById(0), + size: Vector2.all(150), + ), + margin: const EdgeInsets.only(left: 40, bottom: 40), + ); + + final player = Player(joystick); + add(player); + add(joystick); + } +} + +class JoystickPlayer extends SpriteComponent with HasGameRef { + JoystickPlayer(this.joystick) + : super( + anchor: Anchor.center, + size: Vector2.all(100.0), + ); + + /// Pixels/s + double maxSpeed = 300.0; + + final JoystickComponent joystick; + + @override + Future onLoad() async { + sprite = await gameRef.loadSprite('layers/player.png'); + position = gameRef.size / 2; + } + + @override + void update(double dt) { + if (joystick.direction != JoystickDirection.idle) { + position.add(joystick.velocity * maxSpeed * dt); + angle = joystick.delta.screenAngle(); + } + } +} +``` + +So in this example, we create the classes `MyGame` and `Player`. `MyGame` creates a joystick which is +passed to the `Player` when it is created. In the `Player` class we act upon the current state of +the joystick. + +The joystick has a few fields that change depending on what state it is in. +These are the fields that should be used to know the state of the joystick: + +- `intensity`: The percentage [0.0, 1.0] that the knob is dragged from the epicenter to the edge of + the joystick (or `knobRadius` if that is set). +- `delta`: The absolute amount (defined as a `Vector2`) that the knob is dragged from its epicenter. +- `velocity`: The percentage, presented as a `Vector2`, and direction that the knob is currently + pulled from its base position to a edge of the joystick. + +If you want to create buttons to go with your joystick, check out +[`HudButtonComponent`](#hudbuttoncomponent). + +A full examples of how to use it can be found +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/joystick_example.dart). +And it can be seen running [here](https://examples.flame-engine.org/#/Input_Joystick). + +There is also a more advanced example +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/joystick_advanced_example.dart) +which is running [here](https://examples.flame-engine.org/#/Input_Joystick%20Advanced). + + +## HudButtonComponent + +A `HudButtonComponent` is a button that can be defined with margins to the edge of the `Viewport` +instead of with a position. It takes two `PositionComponent`s. `button` and `buttonDown`, the first +is used for when the button is idle and the second is shown when the button is being pressed. The +second one is optional if you don't want to change the look of the button when it is pressed, or if +you handle this through the `button` component. + +As the name suggests this button is a hud by default, which means that it will be static on your +screen even if the camera for the game moves around. You can also use this component as a non-hud by +setting `hudButtonComponent.respectCamera = true;`. + +If you want to act upon the button being pressed (which would be the common thing to do) and released, +you can either pass in callback functions as the `onPressed` and `onReleased` arguments, or you can +extend the component and override `onTapDown`, `onTapUp` and/or `onTapCancel` and implement your +logic there. + + +## SpriteButtonComponent + +A `SpriteButtonComponent` is a button that is defined by two `Sprite`s, one that represents +when the button is pressed and one that represents when the button is released. + + +## ButtonComponent + +A `ButtonComponent` is a button that is defined by two `PositionComponent`s, one that represents +when the button is pressed and one that represents when the button is released. If you only want +to use sprites for the button, use the [](#spritebuttoncomponent) instead, but this component can be +good to use if you for example want to have a `SpriteAnimationComponent` as a button, or anything +else which isn't a pure sprite. + + +## Gamepad + +Flame has a separate plugin to support external game controllers (gamepads), check +[here](https://github.com/flame-engine/flame_gamepad) for more information. diff --git a/docs/1.9.0/_sources/flame/inputs/pointer_events.md.txt b/docs/1.9.0/_sources/flame/inputs/pointer_events.md.txt new file mode 100644 index 000000000..9cac3e8d2 --- /dev/null +++ b/docs/1.9.0/_sources/flame/inputs/pointer_events.md.txt @@ -0,0 +1,84 @@ +# Pointer Events + +```{note} +This document describes the new events API. The old (legacy) approach, +which is still supported, is described in [](gesture_input.md). +``` + +**Pointer events** are Flutter's generalized "mouse-movement"-type events (for desktop or web). + +If you want to interact with mouse movement events within your component or game, you can use the +`PointerMoveCallbacks` mixin. + +For example: + +```dart +class MyComponent extends PositionComponent with PointerMoveCallbacks { + MyComponent() : super(size: Vector2(80, 60)); + + @override + void onPointerMove(PointerMoveEvent event) { + // Do something in response to the mouse move (e.g. update coordinates) + } +} +``` + +The mixin adds two overridable methods to your component: + +- `onPointerMove`: called when the mouse moves within the component +- `onPointerMoveStop`: called once if the component was being hovered and the mouse leaves + +By default, each of these methods does nothing, they need to be overridden in order to perform any +function. + +In addition, the component must implement the `containsLocalPoint()` method (already implemented in +`PositionComponent`, so most of the time you don't need to do anything here) -- this method allows +Flame to know whether the event occurred within the component or not. + +Note that only mouse events happening within your component will be proxied along. However, +`onPointerMoveStop` will be fired once on the first mouse movement that leaves your component, so +you can handle any exit conditions there. + + +## HoverCallbacks + +If you want to specifically know if your component is being hovered or not, or if you want to hook +into hover enter and exist events, you can use a more dedicated mixin called `HoverCallbacks`. + +For example: + +```dart +class MyComponent extends PositionComponent with HoverCallbacks { + + MyComponent() : super(size: Vector2(80, 60)); + + @override + void update(double dt) { + // use `isHovered` to know if the component is being hovered + } + + @override + void onHoverEnter() { + // Do something in response to the mouse entering the component + } + + @override + void onHoverExit() { + // Do something in response to the mouse leaving the component + } +} +``` + +Note that you can still listen to the "raw" onPointerMove methods for additional functionality, just +make sure to call the `super` version to enable the `HoverCallbacks` behavior. + + +### Demo + +Play with the demo below to see the pointer hover events in action. + +```{flutter-app} +:sources: ../flame/examples +:page: pointer_events +:show: widget code +``` diff --git a/docs/1.9.0/_sources/flame/inputs/tap_events.md.txt b/docs/1.9.0/_sources/flame/inputs/tap_events.md.txt new file mode 100644 index 000000000..35ab4f205 --- /dev/null +++ b/docs/1.9.0/_sources/flame/inputs/tap_events.md.txt @@ -0,0 +1,220 @@ +# Tap Events + +```{note} +This document describes the new events API. The old (legacy) approach, +which is still supported, is described in [](gesture_input.md). +``` + +**Tap events** are one of the most basic methods of interaction with a Flame game. These events +occur when the user touches the screen with a finger, or clicks with a mouse, or taps with a stylus. +A tap can be "long", but the finger isn't supposed to move during the gesture. Thus, touching the +screen, then moving the finger, and then releasing -- is not a tap but a drag. Similarly, clicking +a mouse button while the mouse is moving will also be registered as a drag. + +Multiple tap events can occur at the same time, especially if the user has multiple fingers. Such +cases will be handled correctly by Flame, and you can even keep track of the events by using their +`pointerId` property. + +For those components that you want to respond to taps, add the `TapCallbacks` mixin. + +- This mixin adds four overridable methods to your component: `onTapDown`, `onTapUp`, + `onTapCancel`, and `onLongTapDown`. By default, each of these methods does nothing, they need + to be overridden in order to perform any function. +- In addition, the component must implement the `containsLocalPoint()` method (already implemented + in `PositionComponent`, so most of the time you don't need to do anything here) -- this method + allows Flame to know whether the event occurred within the component or not. + +```dart +class MyComponent extends PositionComponent with TapCallbacks { + MyComponent() : super(size: Vector2(80, 60)); + + @override + void onTapUp(TapUpEvent event) { + // Do something in response to a tap event + } +} +``` + + +## Tap anatomy + + +### onTapDown + +Every tap begins with a "tap down" event, which you receive via the `void onTapDown(TapDownEvent)` +handler. The event is delivered to the first component located at the point of touch that has the +`TapCallbacks` mixin. Normally, the event then stops propagation. However, you can force the event +to also be delivered to the components below by setting `event.continuePropagation` to true. + +The `TapDownEvent` object that is passed to the event handler, contains the available information +about the event. For example, `event.localPosition` will contain the coordinate of the event in the +current component's local coordinate system, whereas `event.canvasPosition` is in the coordinate +system of the entire game canvas. + +Every component that received an `onTapDown` event will eventually receive either `onTapUp` or +`onTapCancel` with the same `pointerId`. + + +### onLongTapDown + +If the user holds their finger down for some time (as configured by the `.longTapDelay` property +in `HasTappableComponents`), the "long tap" will be generated. This event invokes the +`void onLongTapDown(TapDownEvent)` handler on those components that previously received the +`onTapDown` event. + + +### onTapUp + +This event indicates successful completion of the tap sequence. It is guaranteed to only be +delivered to those components that previously received the `onTapDown` event with the same pointer +id. + +The `TapUpEvent` object passed to the event handler contains the information about the event, which +includes the coordinate of the event (i.e. where the user was touching the screen right before +lifting their finger), and the event's `pointerId`. + +Note that the device coordinates of the tap-up event will be the same (or very close) to the device +coordinates of the corresponding tap-down event. However, the same cannot be said about the local +coordinates. If the component that you're tapping is moving (as they often tend to in games), then +you may find that the local tap-up coordinates are quite different from the local tap-down +coordinates. + +In extreme case, when the component moves away from the point of touch, the `onTapUp` event will not +be generated at all: it will be replaced with `onTapCancel`. Note, however, that in this case the +`onTapCancel` will be generated at the moment the user lifts or moves their finger, not at the +moment the component moves away from the point of touch. + + +### onTapCancel + +This event occurs when the tap fails to materialize. Most often, this will happen if the user moves +their finger, which converts the gesture from "tap" into "drag". Less often, this may happen when +the component being tapped moves away from under the user's finger. Even more rarely, the +`onTapCancel` occurs when another widget pops over the game widget, or when the device turns off, +or similar situations. + +The `TapCancelEvent` object contains only the `pointerId` of the previous `TapDownEvent` which is +now being canceled. There is no position associated with a tap-cancel. + + +### Demo + +Play with the demo below to see the tap events in action. + +The blue-ish rectangle in the middle is the component that has the `TapCallbacks` mixin. Tapping +this component would create circles at the points of touch. Specifically, `onTapDown` event +starts making the circle. The thickness of the circle will be proportional to the duration of the +tap: after `onTapUp` the circle's stroke width will no longer grow. There will be a thin white +stripe at the moment the `onLongTapDown` fires. Lastly, the circle will implode and disappear if +you cause the `onTapCancel` event by moving the finger. + +```{flutter-app} +:sources: ../flame/examples +:page: tap_events +:show: widget code +``` + + +## Mixins + +This section describes in more details several mixins needed for tap event handling. + + +### TapCallbacks + +The `TapCallbacks` mixin can be added to any `Component` in order for that component to start +receiving tap events. + +This mixin adds methods `onTapDown`, `onLongTapDown`, `onTapUp`, and `onTapCancel` to the component, +which by default don't do anything, but can be overridden to implement any real functionality. There +is no need to override all of them either: for example, you can override only `onTapUp` if you wish +to respond to "real" taps only. + +Another crucial detail is that a component will only receive tap events that occur *within* that +component, as judged by the `containsLocalPoint()` function. The commonly-used `PositionComponent` +class provides such an implementation based on its `size` property. Thus, if your component derives +from a `PositionComponent`, then make sure that you set its size correctly. If, however, your +component derives from the bare `Component`, then the `containsLocalPoint()` method must be +implemented manually. + +If your component is a part of a larger hierarchy, then it will only receive tap events if its +parent has implemented the `containsLocalPoint` correctly. + +```dart +class MyComponent extends Component with TapCallbacks { + final _rect = const Rect.fromLTWH(0, 0, 100, 100); + final _paint = Paint(); + bool _isPressed = false; + + @override + bool containsLocalPoint(Vector2 point) => _rect.contains(point.toOffset()); + + @override + void onTapDown(TapDownEvent event) => _isPressed = true; + + @override + void onTapUp(TapUpEvent event) => _isPressed = false; + + @override + void onTapCancel(TapCancelEvent event) => _isPressed = false; + + @override + void render(Canvas canvas) { + _paint.color = _isPressed? Colors.red : Colors.white; + canvas.drawRect(_rect, _paint); + } +} +``` + + +### HasTappablesBridge + +This marker mixin can be used to indicate that the game has both the "new-style" components that +use the `TapCallbacks` mixin, and the "old-style" components that use the `Tappable` mixin. In +effect, every tap event will be propagated twice through the system: first trying to reach the +components with `TapCallbacks` mixin, and then components with `Tappable`. + +```dart +class MyGame extends FlameGame with HasTappablesBridge { + // ... +} +``` + +The purpose of this mixin is to ease the transition from the old event delivery system to the +new one. With this mixin, you can transition your `Tappable` components into using `TapCallbacks` +one by one, verifying that your game continues to work at every step. + +Use of this mixin for any new project is highly discouraged. + + +## Migration + +If you have an existing game that uses `Tappable`/`HasTappables` mixins, then this section will +describe how to transition to the new API described in this document. Here's what you need to do: + +1. Replace the `HasTappables` mixin with the `HasTappablesBridge` mixin on your game. + Verify that your game continues to run as before. + +2. Pick any of your components that uses `Tappable`, and replace that mixin with `TapCallbacks`. + The methods `onTapDown`, `onTapUp`, `onTapCancel` and `onLongTapDown` will need to be adjusted + for the new API: + + - The argument pair such as `(int pointerId, TapDownDetails details)` was replaced with a single + event object `TapDownEvent event`. + - There is no return value anymore, but if you need to make a component to pass-through the taps + to the components below, then set `event.continuePropagation` to true. This is only needed for + `onTapDown` events -- all other events will pass-through automatically. + - If your component needs to know the coordinates of the point of touch, use + `event.localPosition` instead of computing it manually. Properties `event.canvasPosition` and + `event.devicePosition` are also available. + - If the component is a `PositionComponent`, then make sure its size is set correctly (for + example by turning on the debug mode). If the component does not derive from + `PositionComponent` then make sure it implements the method `containsLocalPoint()`. + - If the component is not attached to the root of the game, then make sure its ancestors also + have correct size or implement `containsLocalPoint()`. + +3. Run the game to verify that it works as before. + +4. Repeat step 2 until you have converted all `Tappable` mixins into `TapCallbacks`. + +5. Remove the `HasTappablesBridge` mixin from your top-level game. diff --git a/docs/1.9.0/_sources/flame/layout/align_component.md.txt b/docs/1.9.0/_sources/flame/layout/align_component.md.txt new file mode 100644 index 000000000..61747b993 --- /dev/null +++ b/docs/1.9.0/_sources/flame/layout/align_component.md.txt @@ -0,0 +1,10 @@ +# AlignComponent + +```{dartdoc} +:package: flame +:symbol: AlignComponent +:file: src/layout/align_component.dart + +[Align]: https://api.flutter.dev/flutter/widgets/Align-class.html +[Alignment]: https://api.flutter.dev/flutter/painting/Alignment-class.html +``` diff --git a/docs/1.9.0/_sources/flame/layout/layout.md.txt b/docs/1.9.0/_sources/flame/layout/layout.md.txt new file mode 100644 index 000000000..0c12289e2 --- /dev/null +++ b/docs/1.9.0/_sources/flame/layout/layout.md.txt @@ -0,0 +1,9 @@ +# Layout + +- [Align Component](align_component.md) + +```{toctree} +:hidden: + +AlignComponent +``` diff --git a/docs/1.9.0/_sources/flame/other/debug.md.txt b/docs/1.9.0/_sources/flame/other/debug.md.txt new file mode 100644 index 000000000..0ba3cb3eb --- /dev/null +++ b/docs/1.9.0/_sources/flame/other/debug.md.txt @@ -0,0 +1,37 @@ +# Debug features + + +## FlameGame features + +Flame provides some debugging features for the `FlameGame` class. These features are enabled when +the `debugMode` property is set to `true` (or overridden to be `true`). +When `debugMode` is enabled, each `PositionComponent` will be rendered with their bounding size, and +have their positions written on the screen. This way, you can visually verify the components +boundaries and positions. + +To see a working example of the debugging features of the `FlameGame`, check this +[example](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/components/debug_example.dart). + + +## FPS + +The FPS reported from Flame might be a bit lower than what is reported from for example the Flutter +DevTools, depending on which platform you are targeting. The source of truth for how many FPS your +game is running in should be the FPS that we are reporting, since that is what our game loop is +bound by. + + +### FpsComponent + +The `FpsComponent` can be added to anywhere in the component tree and will keep track of how many +FPS that the game is currently rendering in. If you want to display this as text in the game, use +the [](#fpstextcomponent). + + +### FpsTextComponent + +The `FpsTextComponent` is simply a [TextComponent] that wraps an `FpsComponent`, since you most +commonly want to show the current FPS somewhere when the `FpsComponent` is used. + + +[TextComponent]: ../rendering/text_rendering.md#textcomponent diff --git a/docs/1.9.0/_sources/flame/other/other.md.txt b/docs/1.9.0/_sources/flame/other/other.md.txt new file mode 100644 index 000000000..4f7517ca9 --- /dev/null +++ b/docs/1.9.0/_sources/flame/other/other.md.txt @@ -0,0 +1,13 @@ +# Other + +- [Debugging](debug.md) +- [Utils](util.md) +- [Widgets](widgets.md) + +```{toctree} +:hidden: + +Debugging +Utils +Widgets +``` diff --git a/docs/1.9.0/_sources/flame/other/util.md.txt b/docs/1.9.0/_sources/flame/other/util.md.txt new file mode 100644 index 000000000..11a36ee82 --- /dev/null +++ b/docs/1.9.0/_sources/flame/other/util.md.txt @@ -0,0 +1,345 @@ +# Util + +On this page you can find documentation for some utility classes and methods. + + +## Device Class + +This class can be accessed from `Flame.device` and it has some methods that can be used to control +the state of the device, for instance you can change the screen orientation and set whether the +application should be fullscreen or not. + + +### `Flame.device.fullScreen()` + +When called, this disables all `SystemUiOverlay` making the app full screen. +When called in the main method, it makes your app full screen (no top nor bottom bars). + +**Note:** It has no effect when called on the web. + + +### `Flame.device.setLandscape()` + +This method sets the orientation of the whole application (effectively, also the game) to landscape +and depending on operating system and device setting, should allow both left and right landscape +orientations. To set the app orientation to landscape on a specific direction, use either +`Flame.device.setLandscapeLeftOnly` or `Flame.device.setLandscapeRightOnly`. + +**Note:** It has no effect when called on the web. + + +### `Flame.device.setPortrait()` + +This method sets the orientation of the whole application (effectively, also the game) to portrait +and depending on operating system and device setting, it should allow for both up and down portrait +orientations. To set the app orientation to portrait for a specific direction, use either +`Flame.device.setPortraitUpOnly` or `Flame.device.setPortraitDownOnly`. + +**Note:** It has no effect when called on the web. + + +### `Flame.device.setOrientation()` and `Flame.device.setOrientations()` + +If a finer control of the allowed orientations is required (without having to deal with +`SystemChrome` directly), `setOrientation` (accepts a single `DeviceOrientation` as a parameter) and +`setOrientations` (accepts a `List` for possible orientations) can be used. + +**Note:** It has no effect when called on the web. + + +## Timer + +Flame provides a simple utility class to help you handle countdowns and timer state changes like +events. + +Countdown example: + +```dart +import 'package:flame/components.dart'; +import 'package:flame/game.dart'; +import 'package:flame/input.dart'; +import 'package:flutter/material.dart'; + +class MyGame extends Game { + final TextPaint textPaint = TextPaint( + style: const TextStyle(color: Colors.white, fontSize: 20), + ); + + final countdown = Timer(2); + + @override + void update(double dt) { + countdown.update(dt); + if (countdown.finished) { + // Prefer the timer callback, but this is better in some cases + } + } + + @override + void render(Canvas canvas) { + textPaint.render( + canvas, + "Countdown: ${countdown.current.toString()}", + Vector2(10, 100), + ); + } +} + +``` + +Interval example: + +```dart +import 'package:flame/components.dart'; +import 'package:flame/game.dart'; +import 'package:flame/input.dart'; +import 'package:flutter/material.dart'; + +class MyGame extends Game { + final TextPaint textPaint = TextPaint( + style: const TextStyle(color: Colors.white, fontSize: 20), + ); + Timer interval; + + int elapsedSecs = 0; + + MyGame() { + interval = Timer( + 1, + onTick: () => elapsedSecs += 1, + repeat: true, + ); + } + + @override + void update(double dt) { + interval.update(dt); + } + + @override + void render(Canvas canvas) { + textPaint.render(canvas, "Elapsed time: $elapsedSecs", Vector2(10, 150)); + } +} + +``` + +`Timer` instances can also be used inside a `FlameGame` game by using the `TimerComponent` class. + +`TimerComponent` example: + +```dart +import 'package:flame/timer.dart'; +import 'package:flame/components.dart'; +import 'package:flame/game.dart'; + +class MyFlameGame extends FlameGame { + MyFlameGame() { + add( + TimerComponent( + period: 10, + repeat: true, + onTick: () => print('10 seconds elapsed'), + ) + ); + } +} +``` + + +## Time Scale + +In many games it is often desirable to create slow-motion or fast-forward effects based on some in +game events. A very common approach to achieve these results is to manipulate the in game time or +tick rate. + +To make this manipulation easier, Flame provides a `HasTimeScale` mixin. This mixin can be attached +to any Flame `Component` and exposes a simple get/set API for `timeScale`. The default value of +`timeScale` is `1`, implying in-game time of the component is running at the same speed as real life +time. Setting it to `2` will make the component tick twice as fast and setting it to `0.5` will make +it tick at half the speed as compared to real life time. + +Since `FlameGame` is a `Component` too, this mixin can be attached to the `FlameGame` as well. Doing +so will allow controlling time scale for all the component of the game from a single place. + +```{flutter-app} +:sources: ../flame/examples +:page: time_scale +:show: widget code infobox +:width: 180 +:height: 160 +``` + +```dart +import 'package:flame/components.dart'; +import 'package:flame/game.dart'; + +class MyFlameGame extends FlameGame with HasTimeScale { + void speedUp(){ + timeScale = 2.0; + } + + void slowDown(){ + timeScale = 1.0; + } +} +``` + + +## Extensions + +Flame bundles a collection of utility extensions, these extensions are meant to help the developer +with shortcuts and conversion methods, here you can find the summary of those extensions. + +They can all be imported from `package:flame/extensions.dart` + + +### Canvas + +Methods: + +- `scaleVector`: Just like `canvas scale` method, but takes a `Vector2` as an argument. +- `translateVector`: Just like `canvas translate` method, but takes a `Vector2` as an argument. +- `renderPoint`: renders a single point on the canvas (mostly for debugging purposes). +- `renderAt` and `renderRotated`: if you are directly rendering to the `Canvas`, you can use these + functions to easily manipulate coordinates to render things on the correct places. They change the + `Canvas` transformation matrix but reset afterwards. + + +### Color + +Methods: + +- `darken`: Darken the shade of the color by an amount between 0 to 1. +- `brighten`: Brighten the shade of the color by an amount between 0 to 1. + +Factories: + +- `ColorExtension.fromRGBHexString`: Parses an RGB color from a valid hex string (e.g. #1C1C1C). +- `ColorExtension.fromARGBHexString`: Parses an ARGB color from a valid hex string (e.g. #FF1C1C1C). + + +### Image + +Methods: + +- `pixelsInUint8`: Retrieves the pixel data as a `Uint8List`, in the `ImageByteFormat.rawRgba` + pixel format, for the image. +- `getBoundingRect`: Get the bounding rectangle of the `Image` as a `Rect`. +- `size`: The size of an `Image` as `Vector2`. +- `darken`: Darken each pixel of the `Image` by an amount between 0 to 1. +- `brighten`: Brighten each pixel of the `Image` by an amount between 0 to 1. + + +### Offset + +Methods; + +- `toVector2`; Creates an `Vector2` from the `Offset`. +- `toSize`: Creates a `Size` from the `Offset`. +- `toPoint`: Creates a `Point` from the `Offset`. +- `toRect`: Creates a `Rect` starting in (0,0) and its bottom right corner is the [Offset]. + + +### Rect + +Methods: + +- `toOffset`: Creates an `Offset` from the `Rect`. +- `toVector2`: Creates a `Vector2` starting in (0,0) and goes to the size of the `Rect`. +- `containsPoint` Whether this `Rect` contains a `Vector2` point or not. +- `intersectsSegment`; Whether the segment formed by two `Vector2`s intersects this `Rect`. +- `intersectsLineSegment`: Whether the `LineSegment` intersects the `Rect`. +- `toVertices`: Turns the four corners of the `Rect` into a list of `Vector2`. +- `toFlameRectangle`: Converts this `Rect` into a Flame `Rectangle`. +- `toMathRectangle`: Converts this `Rect` into a `math.Rectangle`. +- `toGeometryRectangle`: Converts this `Rect` into a `Rectangle` from flame-geom. +- `transform`: Transforms the `Rect` using a `Matrix4`. + +Factories: + +- `RectExtension.getBounds`: Construct a `Rect` that represents the bounds of a list of `Vector2`s. +- `RectExtension.fromCenter`: Construct a `Rect` from a center point (using `Vector2`). + + +### math.Rectangle + +Methods: + +- `toRect`: Converts this math `Rectangle` into an ui `Rect`. + + +### Size + +Methods: + +- `toVector2`; Creates an `Vector2` from the `Size`. +- `toOffset`: Creates a `Offset` from the `Size`. +- `toPoint`: Creates a `Point` from the `Size`. +- `toRect`: Creates a `Rect` starting in (0,0) with the size of `Size`. + + +### Vector2 + +This class comes from the `vector_math` package and we have some useful extension methods on top of +what is offered by that package. + +Methods: + +- `toOffset`: Creates a `Offset` from the `Vector2`. +- `toPoint`: Creates a `Point` from the `Vector2`. +- `toRect`: Creates a `Rect` starting in (0,0) with the size of `Vector2`. +- `toPositionedRect`: Creates a `Rect` starting from [x, y] in the `Vector2` and has the size of + the `Vector2` argument. +- `lerp`: Linearly interpolates the `Vector2` towards another Vector2. +- `rotate`: Rotates the `Vector2` with an angle specified in radians, it rotates around the + optionally defined `Vector2`, otherwise around the center. +- `scaleTo`: Changes the length of the `Vector2` to the length provided, without changing + direction. +- `moveToTarget`: Smoothly moves a Vector2 in the target direction by a given distance. + +Factories: + +- `Vector2Extension.fromInts`: Create a `Vector2` with ints as input. + +Operators: + +- `&`: Combines two `Vector2`s to form a Rect, the origin should be on the left and the size on the + right. +- `%`: Modulo/Remainder of x and y separately of two `Vector2`s. + + +### Matrix4 + +This class comes from the `vector_math` package. We have created a few extension methods on top +of what is already offered by `vector_math`. + +Methods: + +- `translate2`: Translate the `Matrix4` by the given `Vector2`. +- `transform2`: Create a new `Vector2` by transforming the given `Vector2` using the `Matrix4`. +- `transformed2`: Transform the input `Vector2` into the output `Vector2`. + +Getters: + +- `m11`: The first row and first column. +- `m12`: The first row and second column. +- `m13`: The first row and third column. +- `m14`: The first row and fourth column. +- `m21`: The second row and first column. +- `m22`: The second row and second column. +- `m23`: The second row and third column. +- `m24`: The second row and fourth column. +- `m31`: The third row and first column. +- `m32`: The third row and second column. +- `m33`: The third row and third column. +- `m34`: The third row and fourth column. +- `m41`: The fourth row and first column. +- `m42`: The fourth row and second column. +- `m43`: The fourth row and third column. +- `m44`: The fourth row and fourth column. + +Factories: + +- `Matrix4Extension.scale`: Create a scaled `Matrix4`. Either by passing a `Vector4` or `Vector2` + as it's first argument, or by passing x y z doubles. diff --git a/docs/1.9.0/_sources/flame/other/widgets.md.txt b/docs/1.9.0/_sources/flame/other/widgets.md.txt new file mode 100644 index 000000000..36ccaba3a --- /dev/null +++ b/docs/1.9.0/_sources/flame/other/widgets.md.txt @@ -0,0 +1,92 @@ +# Widgets + +One advantage when developing games with Flutter is the ability to use Flutter's extensive toolset +for building UIs, Flame tries to expand on that by introducing widgets that are made with games in +mind. + +Here you can find all the available widgets provided by Flame. + +You can also see all the widgets showcased inside a +[Dashbook](https://github.com/bluefireteam/dashbook) sandbox +[here](https://github.com/flame-engine/flame/tree/main/examples/lib/stories/widgets) + + +## Nine Tile Box + +A Nine Tile Box is a rectangle drawn using a grid sprite. + +The grid sprite is a 3x3 grid and with 9 blocks, representing the 4 corners, the 4 sides and the +middle. + +The corners are drawn at the same size, the sides are stretched on the side direction and the middle +is expanded both ways. + +The `NineTileBox` widget implements a `Container` using that standard. This pattern is also +implemented as a component in the `NineTileBoxComponent` so that you can add this feature directly +to your `FlameGame`. To get to know more about this, check the component docs +[here](../components.md#ninetileboxcomponent). + +Here you can find an example of how to use it (without using the `NineTileBoxComponent`): + +```dart +import 'package:flame/widgets/nine_tile_box.dart'; + +NineTileBox.asset( + image: image, // dart:ui image instance + tileSize: 16, // The width/height of the tile on your grid image + destTileSize: 50, // The dimensions to be used when drawing the tile on the canvas + child: SomeWidget(), // Any Flutter widget +) +``` + + +## SpriteButton + +`SpriteButton` is a simple widget that creates a button based on Flame sprites. This can be very +useful when trying to create non-default looking buttons. For example when it is easier for you to +achieve your wanted look by drawing the button in a graphics editor, instead of making it directly +in Flutter. + +How to use it: + +```dart +SpriteButton.asset( + onPressed: () { + print('Pressed'); + }, + label: const Text('Sprite Button', style: const TextStyle(color: const Color(0xFF5D275D))), + sprite: _spriteButton, + pressedSprite: _pressedSprite, +) +``` + + +## SpriteWidget + +`SpriteWidget` is a widget used to display a [Sprite](../rendering/images.md#sprite) inside a widget +tree. + +This is how to use it: + +```dart +SpriteWidget.asset( + sprite: yourSprite, + anchor: Anchor.center, +) +``` + + +## SpriteAnimationWidget + +`SpriteAnimationWidget` is a widget used to display +[SpriteAnimations](../rendering/images.md#animation) inside a widget tree. + +This is how to use it: + +```dart +SpriteAnimationWidget.asset( + animation: _animation, + playing: true, + anchor: Anchor.center, +) +``` diff --git a/docs/1.9.0/_sources/flame/overlays.md.txt b/docs/1.9.0/_sources/flame/overlays.md.txt new file mode 100644 index 000000000..897a9ff98 --- /dev/null +++ b/docs/1.9.0/_sources/flame/overlays.md.txt @@ -0,0 +1,46 @@ +# Overlays + +Since a Flame game can be wrapped in a widget, it is quite easy to use it alongside other Flutter +widgets in your tree. However, if you want to easily show widgets on top of your Flame game, like +messages, menu screens or something of that nature, you can use the Widgets Overlay API to make +things even easier. + +`Game.overlays` enables any Flutter widget to be shown on top of a game instance. This makes it very +easy to create things like a pause menu or an inventory screen for example. + +The feature can be used via the `game.overlays.add` and `game.overlays.remove` methods that mark an +overlay to be shown or hidden, respectively, via a `String` argument that identifies the overlay. +After that, you can map each overlay to their corresponding Widget in your `GameWidget` declaration +by providing an `overlayBuilderMap`. + +```dart + // Inside your game: + final pauseOverlayIdentifier = 'PauseMenu'; + + // Marks 'PauseMenu' to be rendered. + overlays.add(pauseOverlayIdentifier); + // Marks 'PauseMenu' to not be rendered. + overlays.remove(pauseOverlayIdentifier); +``` + +```dart +// On the widget declaration +final game = MyGame(); + +Widget build(BuildContext context) { + return GameWidget( + game: game, + overlayBuilderMap: { + 'PauseMenu': (BuildContext context, MyGame game) { + return Text('A pause menu'); + }, + }, + ); +} +``` + +The order of rendering for an overlay is determined by the order of the keys in the +`overlayBuilderMap`. + +An example of this feature can be found +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/overlays_example.dart). diff --git a/docs/1.9.0/_sources/flame/platforms.md.txt b/docs/1.9.0/_sources/flame/platforms.md.txt new file mode 100644 index 000000000..abd382400 --- /dev/null +++ b/docs/1.9.0/_sources/flame/platforms.md.txt @@ -0,0 +1,114 @@ +# Supported Platforms + +Since Flame runs on top of Flutter, so its supported platforms depend on which platforms that are +supported by Flutter. + +At the moment, Flame supports web, mobile(Android and iOS) and desktop (Windows, MacOS and Linux). + + +## Flutter channels + +Flame keeps it support on the stable channel. The dev, beta and master channel should work, but we +don't support them. This means that issues happening outside the stable channel are not a priority. + + +## Flame web + +To use Flame on web you need to make sure your game is using the CanvasKit/[Skia](https://skia.org/) +renderer. This will increase performance on the web, as it will use the `canvas` element instead of +separate DOM elements. + +To run your game using skia, use the following command: + +```shell +flutter run -d chrome --web-renderer canvaskit +``` + +To build the game for production, using skia, use the following: + +```shell +flutter build web --release --web-renderer canvaskit +``` + + +## Deploy your game to GitHub Pages + +One easy way to deploy your game online, is to use [GitHub Pages](https://pages.github.com/). +It is a cool feature from GitHub, by which you can easily host web content from your repository. + +Here we will explain the easiest way to get your game hosted using GitHub pages. + +First thing, lets create the branch where your deployed files will live: + +```shell +git checkout -b gh-pages +``` + +This branch can be created from `main` or any other place, it doesn't matter much. After you push that +branch go back to your `main` branch. + +Now you should add the [flutter-gh-pages](https://github.com/bluefireteam/flutter-gh-pages) +action to your repository, you can do that by creating a file `gh-pages.yaml` under the folder +`.github/workflows`. + +```yaml +name: Gh-Pages + +on: + push: + branches: [ main ] + +jobs: + build: + runs-on: ubuntu-latest + + steps: + - uses: actions/checkout@v3 + - uses: subosito/flutter-action@v2 + - uses: bluefireteam/flutter-gh-pages@v8 + with: + baseHref: /NAME_OF_YOUR_REPOSITORY/ + webRenderer: canvaskit +``` + +Be sure to change `NAME_OF_YOUR_REPOSITORY` to the name of your GitHub repository. + +Now, whenever you push something to the `main` branch, the action will run and update your +deployed game. + +The game should be available at an URL like this: +`https://YOUR_GITHUB_USERNAME.github.io/YOUR_REPO_NAME/` + + +## Deploy your game to itch.io + +1. Create a web build, either from your IDE or by running `flutter build web` +(If it complains about `Missing index.html` run `flutter create . --platforms=web`) +2. Go into `index.html` and remove the line that says `` +3. zip the `build/web` folder and upload to itch.io + +**Remember that it shouldn't be the `web` directory in your project's root, but in `build/web`!** + +If you are submitting your game to a game jam, remember to make it public and submit it on the +game jam page too (many get confused by this). + +Further instructions can be found on +[itch.io](https://itch.io/docs/creators/html5#getting-started/zip-file). + + +### Web support + +When using Flame on the web some methods may not work. For example `Flame.device.setOrientation` and +`Flame.device.fullScreen` won't work on web, they can be called, but nothing will happen. + +Another example: pre caching audio using `flame_audio` package also doesn't work due to Audioplayers +not supporting it on web. This can be worked around by using the `http` package, and requesting a +get to the audio file, that will make the browser cache the file producing the same effect as on +mobile. + +If you want to create instances of `ui.Image` on the web you can use our +`Flame.images.decodeImageFromPixels` method. This wraps the `decodeImageFromPixels` from the `ui` +library, but with support for the web platform. If the `runAsWeb` argument is set to `true` (by +default it is set to `kIsWeb`) it will decode the image using an internal image method. When the +`runAsWeb` is `false` it will use the `decodeImageFromPixels`, which is currently not supported on +the web. diff --git a/docs/1.9.0/_sources/flame/rendering/decorators.md.txt b/docs/1.9.0/_sources/flame/rendering/decorators.md.txt new file mode 100644 index 000000000..11285154f --- /dev/null +++ b/docs/1.9.0/_sources/flame/rendering/decorators.md.txt @@ -0,0 +1,200 @@ +# Decorators + +**Decorators** are classes that can encapsulate certain visual effects and then apply those visual +effects to a sequence of canvas drawing operations. Decorators are not [Component]s, but they can +be applied to components either manually or via the [HasDecorator] mixin. Likewise, decorators are +not [Effect]s, although they can be used to implement certain `Effect`s. + +There are a certain number of decorators available in Flame, and it is simple to add one's own if +necessary. We are planning to add shader-based decorators once Flutter fully supports them on the +web. + + +## Flame built-in decorators + + +### PaintDecorator.blur + +```{flutter-app} +:sources: ../flame/examples +:page: decorator_blur +:show: widget code infobox +:width: 180 +:height: 160 +``` + +This decorator applies a Gaussian blur to the underlying component. The amount of blur can be +different in the X and Y direction, though this is not very common. + +```dart +final decorator = PaintDecorator.blur(3.0); +``` + +Possible uses: + +- soft shadows; +- "out-of-focus" objects in the distance or very close to the camera; +- motion blur effects; +- deemphasize/obscure content when showing a popup dialog; +- blurred vision when the character is drunk. + + +### PaintDecorator.grayscale + +```{flutter-app} +:sources: ../flame/examples +:page: decorator_grayscale +:show: widget code infobox +:width: 180 +:height: 160 +``` + +This decorator converts the underlying image into the shades of grey, as if it was a +black-and-white photograph. In addition, you can make the image semi-transparent to the desired +level of `opacity`. + +```dart +final decorator = PaintDecorator.grayscale(opacity: 0.5); +``` + +Possible uses: + +- apply to an NPC to turn them into stone, or into a ghost! +- apply to a scene to indicate that it is a memory of the past; +- black-and-white photos. + + +### PaintDecorator.tint + +```{flutter-app} +:sources: ../flame/examples +:page: decorator_tint +:show: widget code infobox +:width: 180 +:height: 160 +``` + +This decorator *tints* the underlying image with the specified color, as if watching it through a +colored glass. It is recommended that the `color` used by this decorator was semi-transparent, so +that you can see the details of the image below. + +```dart +final decorator = PaintDecorator.tint(const Color(0xAAFF0000); +``` + +Possible uses: + +- NPCs affected by certain types of magic; +- items/characters in the shadows can be tinted black; +- tint the scene red to show bloodlust, or that the character is low on health; +- tint green to show that the character is poisoned or sick; +- tint the scene deep blue during the night time; + + +### Rotate3DDecorator + +```{flutter-app} +:sources: ../flame/examples +:page: decorator_rotate3d +:show: widget code infobox +:width: 180 +:height: 160 +``` + +This decorator applies a 3D rotation to the underlying component. You can specify the angles of the +rotation, as well as the pivot point and the amount of perspective distortion to apply. + +The decorator also supplies the `isFlipped` property, which allows you to determine whether the +component is currently being viewed from the front side or from the back. This is useful if you want +to draw a component whose appearance is different in the front and in the back. + +```dart +final decorator = Rotate3DDecorator( + center: component.center, + angleX: rotationAngle, + perspective: 0.002, +); +``` + +Possible uses: + +- a card that can be flipped over; +- pages in a book; +- transitions between app routes; +- 3d falling particles such as snowflakes or leaves. + + +### Shadow3DDecorator + +```{flutter-app} +:sources: ../flame/examples +:page: decorator_shadow3d +:show: widget code infobox +:width: 180 +:height: 160 +``` + +This decorator renders a shadow underneath the component, as if the component was a 3D object +standing on a plane. This effect works best for games that use isometric camera projection. + +The shadow produced by this generator is quite flexible: you can control its angle, length, opacity, +blur, etc. For a full description of what properties this decorator has and their meaning, see the +class documentation. + +```dart +final decorator = Shadow3DDecorator( + base: Vector2(100, 150), + angle: -1.4, + xShift: 200, + yScale: 1.5, + opacity: 0.5, + blur: 1.5, +); +``` + +The primary purpose of this decorator is to add shadows on the ground to your components. The main +limitation is that the shadows are flat and cannot interact with the environment. For example, this +decorator cannot handle shadows that fall onto walls or other vertical structures. + + +## Using decorators + + +### HasDecorator mixin + +This `Component` mixin adds the `decorator` property, which is initially `null`. If you set this +property to an actual `Decorator` object, then that decorator will apply its visual effect during +the rendering of the component. In order to remove this visual effect, simply set the `decorator` +property back to `null`. + + +### PositionComponent + +`PositionComponent` (and all the derived classes) already has a `decorator` property, so for these +components the `HasDecorator` mixin is not needed. + +In fact, the `PositionComponent` uses its decorator in order to properly position the component on +the screen. Thus, any new decorators that you'd want to apply to the `PositionComponent` will need +to be chained (see the [](#multiple-decorators) section below). + +It is also possible to replace the root decorator of the `PositionComponent`, if you want to create +an alternative logic for how the component shall be positioned on the screen. + + +### Multiple decorators + +It is possible to apply several decorators simultaneously to the same component: the `Decorator` +class supports chaining. That is, if you have an existing decorator on a component and you want to +add another one, then you can call `component.decorator.addLast(newDecorator)` -- this will add +the new decorator at the end of the existing chain. The method `removeLast()` can remove that +decorator later. + +Several decorators can be chain that way. For example, if `A` is an initial decorator, then +`A.addLast(B)` can be followed by either `A.addLast(C)` or `B.addLast(C)` -- and in both cases the +chain `A -> B -> C` will be created. In practice, it means that the entire chain can be manipulated +from its root, which usually is `component.decorator`. + + +[Component]: ../../flame/components.md#component +[Effect]: ../../flame/effects.md +[HasDecorator]: #hasdecorator-mixin diff --git a/docs/1.9.0/_sources/flame/rendering/images.md.txt b/docs/1.9.0/_sources/flame/rendering/images.md.txt new file mode 100644 index 000000000..760445851 --- /dev/null +++ b/docs/1.9.0/_sources/flame/rendering/images.md.txt @@ -0,0 +1,367 @@ +# Images + +To start off you must have an appropriate folder structure and add the files to the `pubspec.yaml` +file, like this: + +```yaml +flutter: + assets: + - assets/images/player.png + - assets/images/enemy.png +``` + +Images can be in any format supported by Flutter, which include: JPEG, WebP, PNG, GIF, animated GIF, +animated WebP, BMP, and WBMP. Other formats would require additional libraries. For example, SVG +images can be loaded via the `flame_svg` library. + + +## Loading images + +Flame bundles an utility class called `Images` that allows you to easily load and cache images from +the assets directory into memory. + +Flutter has a handful of types related to images, and converting everything properly from a local +asset to an `Image` that can be drawn on Canvas is a bit convoluted. This class allows you to obtain +an `Image` that can be drawn on the `Canvas` using the `drawImageRect` method. + +It automatically caches any image loaded by filename, so you can safely call it many times. + +The methods for loading and clearing the cache are: `load`, `loadAll`, `clear` and `clearCache`. +They return `Future`s for loading the images. These futures must be awaited for before the images +can be used in any way. If you do not want to await these futures right away, you can initiate +multiple `load()` operations and then await for all of them at once using `Images.ready()` method. + +To synchronously retrieve a previously cached image, the `fromCache` method can be used. If an image +with that key was not previously loaded, it will throw an exception. + +To add an already loaded image to the cache, the `add` method can be used and you can set the key +that the image should have in the cache. + +You can also use `ImageExtension.fromPixels()` to dynamically create an image during the game. + +For `clear` and `clearCache`, do note that `dispose` is called for each removed image from the +cache, so make sure that you don't use the image afterwards. + + +### Standalone usage + +It can manually be used by instantiating it: + +```dart +import 'package:flame/cache.dart'; +final imagesLoader = Images(); +Image image = await imagesLoader.load('yourImage.png'); +``` + +But Flame also offers two ways of using this class without instantiating it yourself. + + +### Flame.images + +There is a singleton, provided by the `Flame` class, that can be used as a global image cache. + +Example: + +```dart +import 'package:flame/flame.dart'; +import 'package:flame/sprite.dart'; + +// inside an async context +Image image = await Flame.images.load('player.png'); + +final playerSprite = Sprite(image); +``` + + +### Game.images + +The `Game` class offers some utility methods for handling images loading too. It bundles an instance +of the `Images` class, that can be used to load image assets to be used during the game. The game +will automatically free the cache when the game widget is removed from the widget tree. + +The `onLoad` method from the `Game` class is a great place for the initial assets to be loaded. + +Example: + +```dart +class MyGame extends Game { + + Sprite player; + + @override + Future onLoad() async { + // Note that you could also use Sprite.load for this. + final playerImage = await images.load('player.png'); + player = Sprite(playerImage); + } +} +``` + +Loaded assets can also be retrieved while the game is running by `images.fromCache`, for example: + +```dart +class MyGame extends Game { + + // attributes omitted + + @override + Future onLoad() async { + // other loads omitted + await images.load('bullet.png'); + } + + void shoot() { + // This is just an example, in your game you probably don't want to + // instantiate new [Sprite] objects every time you shoot. + final bulletSprite = Sprite(images.fromCache('bullet.png')); + _bullets.add(bulletSprite); + } +} +``` + + +## Loading images over the network + +The Flame core package doesn't offer a built in method to loading images from the network. + +The reason for that is that Flutter/Dart does not have a built in http client, which requires +a package to be used and since there are a couple of packages available out there, we refrain +from forcing the user to use a specific package. + +With that said, it is quite simple to load images from the network once a http client package +is chosen by the user. The following snippet shows how an `Image` can be fetched from the web +using the [http](https://pub.dev/packages/http) package. + +```dart +import 'package:http/http.dart' as http; +import 'package:flutter/painting.dart'; + +final response = await http.get('https://url.com/image.png'); +final image = await decodeImageFromList(response.bytes); +``` + +```{note} +Check [`flame_network_assets`](https://pub.dev/packages/flame_network_assets) +for a ready to use network assets solution that provides a built in cache. +``` + + +## Sprite + +Flame offers a `Sprite` class that represents an image, or a region of an image. + +You can create a `Sprite` by providing it an `Image` and coordinates that defines the piece of the +image that that sprite represents. + +For example, this will create a sprite representing the whole image of the file passed: + +```dart +final image = await images.load('player.png'); +Sprite player = Sprite(image); +``` + +You can also specify the coordinates in the original image where the sprite is located. This allows +you to use sprite sheets and reduce the number of images in memory, for example: + +```dart +final image = await images.load('player.png'); +final playerFrame = Sprite( + image, + srcPosition: Vector2(32.0, 0), + srcSize: Vector2(16.0, 16.0), +); +``` + +The default values are `(0.0, 0.0)` for `srcPosition` and `null` for `srcSize` (meaning it will use +the full width/height of the source image). + +The `Sprite` class has a render method, that allows you to render the sprite onto a `Canvas`: + +```dart +final image = await images.load('block.png'); +Sprite block = Sprite(image); + +// in your render method +block.render(canvas, 16.0, 16.0); //canvas, width, height +``` + +You must pass the size to the render method, and the image will be resized accordingly. + +All render methods from the `Sprite` class can receive a `Paint` instance as the optional named +parameter `overridePaint` that parameter will override the current `Sprite` paint instance for that +render call. + +`Sprite`s can also be used as widgets, to do so just use `SpriteWidget` class. + +A complete example using sprite as widgets can be found +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/widgets/sprite_widget_example.dart). + + +## SpriteBatch + +If you have a sprite sheet (also called an image atlas, which is an image with smaller images +inside), and would like to render it effectively - `SpriteBatch` handles that job for you. + +Give it the filename of the image, and then add rectangles which describes various part of the +image, in addition to transforms (position, scale and rotation) and optional colors. + +You render it with a `Canvas` and an optional `Paint`, `BlendMode` and `CullRect`. + +A `SpriteBatchComponent` is also available for your convenience. + +See the examples +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/sprites/spritebatch_example.dart). + + +## ImageComposition + +In some cases you may want to merge multiple images into a single image; this is called +[Compositing](https://en.wikipedia.org/wiki/Compositing). This can be useful for example when +working with the [SpriteBatch](#spritebatch) API to optimize your drawing calls. + +For such use cases Flame comes with the `ImageComposition` class. This allows you to add multiple +images, each at their own position, onto a new image: + +```dart +final composition = ImageComposition() + ..add(image1, Vector2(0, 0)) + ..add(image2, Vector2(64, 0)); + ..add(image3, + Vector2(128, 0), + source: Rect.fromLTWH(32, 32, 64, 64), + ); + +Image image = await composition.compose(); +Image imageSync = composition.composeSync(); +``` + +As you can see, two versions of composing image are available. Use `ImageComposition.compose()` for +the async approach. Or use the new `ImageComposition.composeSync()` function to rasterize the +image into GPU context using the benefits of the `Picture.toImageSync` function. + +**Note:** Composing images is expensive, we do not recommend you run this every tick as it affect +the performance badly. Instead we recommend to have your compositions pre-rendered so you can just +reuse the output image. + + +## Animation + +The Animation class helps you create a cyclic animation of sprites. + +You can create it by passing a list of equally sized sprites and the stepTime (that is, how many +seconds it takes to move to the next frame): + +```dart +final a = SpriteAnimation.spriteList(sprites, stepTime: 0.02); +``` + +After the animation is created, you need to call its `update` method and render the current frame's +sprite on your game instance. + +Example: + +```dart +class MyGame extends Game { + SpriteAnimation a; + + MyGame() { + a = SpriteAnimation(...); + } + + void update(double dt) { + a.update(dt); + } + + void render(Canvas c) { + a.getSprite().render(c); + } +} +``` + +A better alternative to generate a list of sprites is to use the `fromFrameData` constructor: + +```dart +const amountOfFrames = 8; +final a = SpriteAnimation.fromFrameData( + imageInstance, + SpriteAnimationFrame.sequenced( + amount: amountOfFrames, + textureSize: Vector2(16.0, 16.0), + stepTime: 0.1, + ), +); +``` + +This constructor makes creating an `Animation` very easy when using sprite sheets. + +In the constructor you pass an image instance and the frame data, which contains some parameters +that can be used to describe the animation. Check the documentation on the constructors available on +the `SpriteAnimationFrameData` class to see all the parameters. + +If you use Aseprite for your animations, Flame does provide some support for Aseprite animation's +JSON data. To use this feature you will need to export the Sprite Sheet's JSON data, and use +something like the following snippet: + +```dart +final image = await images.load('chopper.png'); +final jsonData = await assets.readJson('chopper.json'); +final animation = SpriteAnimation.fromAsepriteData(image, jsonData); +``` + +**Note:** trimmed sprite sheets are not supported by flame, so if you export your sprite sheet this +way, it will have the trimmed size, not the sprite original size. + +Animations, after created, have an update and render method; the latter renders the current frame, +and the former ticks the internal clock to update the frames. + +Animations are normally used inside `SpriteAnimationComponent`s, but custom components with several +Animations can be created as well. + +A complete example of using animations as widgets can be found +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/widgets/sprite_animation_widget_example.dart). + + +## SpriteSheet + +Sprite sheets are big images with several frames of the same sprite on it and is a very good way to +organize and keep your animations stored. Flame provides a very simple utility class to deal with +SpriteSheets, with it you can load your sprite sheet image and extract animations from it. Below is +a very simple example of how to use it: + +```dart +import 'package:flame/sprite.dart'; + +final spriteSheet = SpriteSheet( + image: imageInstance, + srcSize: Vector2.all(16.0), +); + +final animation = spriteSheet.createAnimation(0, stepTime: 0.1); +``` + +Now you can use the animation directly or use it in an animation component. + +You can also create a custom animation by retrieving individual `SpriteAnimationFrameData` using +either `SpriteSheet.createFrameData` or `SpriteSheet.createFrameDataFromId`: + +```dart +final animation = SpriteAnimation.fromFrameData( + imageInstance, + SpriteAnimationData([ + spriteSheet.createFrameDataFromId(1, stepTime: 0.1), // by id + spriteSheet.createFrameData(2, 3, stepTime: 0.3), // row, column + spriteSheet.createFrameDataFromId(4, stepTime: 0.1), // by id + ]), +); +``` + +If you don't need any kind of animation and instead only want an instance of a `Sprite` on the +`SpriteSheet` you can use the `getSprite` or `getSpriteById` methods: + +```dart +spriteSheet.getSpriteById(2); // by id +spriteSheet.getSprite(0, 0); // row, column +``` + +You can see a full example of the `SpriteSheet` class +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/sprites/sprite_sheet_example.dart). diff --git a/docs/1.9.0/_sources/flame/rendering/layers.md.txt b/docs/1.9.0/_sources/flame/rendering/layers.md.txt new file mode 100644 index 000000000..cd28ad42e --- /dev/null +++ b/docs/1.9.0/_sources/flame/rendering/layers.md.txt @@ -0,0 +1,268 @@ +# Layers and Snapshots + +Layers and snapshots share some common features, including the ability to pre-render and cache +objects for improved performance. However, they also have unique features which make them better +suited for different use-cases. + +`Snapshot` is a mixin that can be added to any `PositionComponent`. Use this for: + +- Mixing in to existing game objects (that are `PositionComponents`). +- Caching game objects, such as sprites, that are complex to render. +- Drawing the same object many times without rendering it each time. +- Capturing an image snapshot to save as a screenshot (for example). + +`Layer` is a class. Use or extend this class for: + +- Structuring your game with logical layers (e.g. UI, foreground, main, background). +- Grouping objects to form a complex scene, and then caching it (e.g. a background layer). +- Processor support. Layers allow user-defined processors to run pre- and post- render. + + +## Layers + +Layers allow you to group rendering by context, as well as allow you to pre-render things. This +enables, for example, rendering parts of your game that don't change much in memory, like a +background. By doing this, you'll free processing power for more dynamic content that needs to be +rendered every game tick. + +There are two types of layers on Flame: + +- `DynamicLayer`: For things that are moving or changing. +- `PreRenderedLayer`: For things that are static. + + +### DynamicLayer + +Dynamic layers are layers that are rendered every time that they are drawn on the canvas. As the +name suggests, it is meant for dynamic content and is most useful for grouping rendering of objects +that have the same context. + +Usage example: + +```dart +class GameLayer extends DynamicLayer { + final MyGame game; + + GameLayer(this.game); + + @override + void drawLayer() { + game.playerSprite.render( + canvas, + position: game.playerPosition, + ); + game.enemySprite.render( + canvas, + position: game.enemyPosition, + ); + } +} + +class MyGame extends Game { + // Other methods omitted... + + @override + void render(Canvas canvas) { + gameLayer.render(canvas); // x and y can be provided as optional position arguments + } +} +``` + + +### PreRenderedLayer + +Pre-rendered layers are rendered only once, cached in memory and then just +replicated on the game canvas afterwards. They are useful for caching content that doesn't change +during the game, like a background for example. + +Usage example: + +```dart +class BackgroundLayer extends PreRenderedLayer { + final Sprite sprite; + + BackgroundLayer(this.sprite); + + @override + void drawLayer() { + sprite.render( + canvas, + position: Vector2(50, 200), + ); + } +} + +class MyGame extends Game { + // Other methods omitted... + + @override + void render(Canvas canvas) { + // x and y can be provided as optional position arguments. + backgroundLayer.render(canvas); + } +} +``` + + +### Layer Processors + +Flame also provides a way to add processors on your layer, which are ways to add effects on the +entire layer. At the moment, out of the box, only the `ShadowProcessor` is available, this processor +renders a back drop shadow on your layer. + +To add processors to your layer, just add them to the layer `preProcessors` or `postProcessors` +list. For example: + +```dart +// Works the same for both DynamicLayer and PreRenderedLayer +class BackgroundLayer extends PreRenderedLayer { + final Sprite sprite; + + BackgroundLayer(this.sprite) { + preProcessors.add(ShadowProcessor()); + } + + @override + void drawLayer() { /* omitted */ } + + // ... +``` + +Custom processors can be created by extending the `LayerProcessor` class. + +You can check a working example of layers +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/layers_example.dart). + + +## Snapshots + +Snapshots are an alternative to layers. The `Snapshot` mixin can be applied to any `PositionComponent`. + +```dart +class SnapshotComponent extends PositionComponent with Snapshot {} + +class MyGame extends FlameGame { + late final SnapshotComponent root; + + @override + Future onLoad() async { + // Add a snapshot component. + root = SnapshotComponent(); + add(root); + } +} +``` + + +### Render as a snapshot + +Setting `renderSnapshot` to `true` (the default) on a snapshot-enabled component behaves similarly +to a `PreRenderedLayer`. The component is rendered only once, cached in memory and then just +replicated on the game canvas afterwards. They are useful for caching content that doesn't change +during the game, like a background for example. + +```dart +class SnapshotComponent extends PositionComponent with Snapshot {} + +class MyGame extends FlameGame { + late final SnapshotComponent root; + late final SpriteComponent background1; + late final SpriteComponent background2; + + @override + Future onLoad() async { + // Add a snapshot component. + root = SnapshotComponent(); + add(root); + + // Add some children. + final background1Sprite = Sprite(await images.load('background1.png')); + background1 = SpriteComponent(sprite: background1Sprite); + root.add(background1); + + final background2Sprite = Sprite(await images.load('background2.png')); + background2 = SpriteComponent(sprite: background2Sprite); + root.add(background2); + + // root will now render once (itself and all its children) and then cache + // the result. On subsequent render calls, root itself, nor any of its + // children, will be rendered. The snapshot will be used instead for + // improved performance. + } +} +``` + + +#### Regenerating a snapshot + +A snapshot-enabled component will generate a snapshot of its entire tree, including its children. +If any of the children change (for example, their position changes, or they are animated), call +`takeSnapshot` to update the cached snapshot. If they are changing very frequently, it's best not +to use a `Snapshot` because there will be no performance benefit. + +A component rendering a snapshot can still be transformed without incurring any performance cost. +Once a snapshot has been taken, the component may still be scaled, moved and rotated. However, if +the content of the component changes (what it is rendering) then the snapshot must be regenerated +by calling `takeSnapshot`. + + +### Taking a snapshot + +A snapshot-enabled component can be used to generate a snapshot at any time, even if +`renderSnapshot` is set to false. This is useful for taking screen-grabs or any other purpose when +it may be useful to have a static snapshot of all or part of your game. + +A snapshot is always generated with no transform applied - i.e. as if the snapshot-enabled +component is at position (0,0) and has no scale or rotation applied. + +A snapshot is saved as a `Picture`, but it can be converted to an `Image` using `snapshotToImage`. + +```dart +class SnapshotComponent extends PositionComponent with Snapshot {} + +class MyGame extends FlameGame { + late final SnapshotComponent root; + + @override + Future onLoad() async { + // Add a snapshot component, but don't use its render mode. + root = SnapshotComponent()..renderSnapshot = false; + add(root); + + // Other code omitted. + } + + // Call something like this to take an image snapshot at any time. + void takeSnapshot() { + root.takeSnapshot(); + final image = root.snapshotToImage(200, 200); + } +} +``` + + +### Snapshots that are cropped or off-center + +Sometimes your snapshot `Image` may appear cropped, or not in the position that is expected. + +This is because the contents of a `Picture` can be positioned anywhere with respect to the origin, +but when it is converted to an `Image`, the image always starts from `0,0`. This means that +anything with a -ve position will be cropped. + +The best way to deal with this is to ensure that your `Snapshot` component is always at position +`0,0` with respect to your game and you never move it. This means that the image will usually +contain what you expect it to. + +However, this is not always possible. To move (or rotate, or scale etc) the snapshot before +converting it to an image, pass a transformation matrix to `snapshotToImage`. + +```dart +// Call something like this to take an image snapshot at any time. +void takeSnapshot() { + // Prepare a matrix to move the snapshot by 200,50. + final matrix = Matrix4.identity()..translate(200.0,50.0); + + root.takeSnapshot(); + final image = root.snapshotToImage(200, 200, transform: matrix); +} +``` diff --git a/docs/1.9.0/_sources/flame/rendering/palette.md.txt b/docs/1.9.0/_sources/flame/rendering/palette.md.txt new file mode 100644 index 000000000..cb36144d8 --- /dev/null +++ b/docs/1.9.0/_sources/flame/rendering/palette.md.txt @@ -0,0 +1,88 @@ +# Palette + +Throughout your game you are going to need to use colors in lots of places. There are two classes on +`dart:ui` that can be used, `Color` and `Paint`. + +The `Color` class represents a ARGB color in a hexadecimal integer +format. So to create a `Color` instance, you just need to pass the color as an integer in the ARGB +format. + + +You can use Dart's hexadecimal notation to make it really easy; for instance: `0xFF00FF00` is fully +opaque green (the "mask" would be `0xAARRGGBB`). + +**Note**: The first two hexadecimal digits are for +the alpha channel (transparency), unlike on regular (non-A) RGB. The max(FF = 255) for the two first +digits means fully opaque, and the min (00 = 0) means fully transparent. + +In the Material Flutter package there is a `Colors` class that provides common colors as constants: + +```dart +import 'package:flutter/material.dart' show Colors; + +const black = Colors.black; +``` + +Some more complex methods might also take a `Paint` object, which is a more complete structure that +allows you to configure aspects related to stroke, colors, filters and blends. +However, normally when using even the more complex APIs, you just want an instance of a `Paint` +object representing just a single simple plain solid color. + +**Note:** we don't recommend that you create a new `Paint` object every time you need a specific +`Paint`, since it could potentially lead to a lot of unnecessary objects being created. A better way +is to either define the `Paint` object somewhere and re-use it (however, do note that the `Paint` +class is mutable, unlike `Color`), or to use the `Palette` class to define all the colors that you +want to use in your game. + +You can create such an object like this: + +```dart +Paint green = Paint()..color = const Color(0xFF00FF00); +``` + +To help you with this and to also keep your game's color palette consistent, Flame adds the `Palette` +class. You can use it to easily access both `Color`s and `Paint`s where needed and also to define +the colors your game use as constants, so you don't get those mixed up. + +The `BasicPalette` class is an example of what a palette can look like, and adds black and white as +colors. So to use black or white you can access those directly from the `BasicPalette`; for example, +using `color`: + +```dart +TextConfig regular = TextConfig(color: BasicPalette.white.color); +``` + +Or using `paint`: + +```dart +canvas.drawRect(rect, BasicPalette.black.paint); +``` + +However, the idea is that you can create your own palette, following the `BasicPalette` example, and +add the color palette/scheme of your game. Then you will be able to statically access any color in +your components and classes. Below is an example of a `Palette` implementation, from the example +game [BGUG](https://github.com/bluefireteam/bgug/blob/master/lib/palette.dart): + +```dart +import 'dart:ui'; + +import 'package:flame/palette.dart'; + +class Palette { + static PaletteEntry white = BasicPalette.white; + + static PaletteEntry toastBackground = PaletteEntry(Color(0xFFAC3232)); + static PaletteEntry toastText = PaletteEntry(Color(0xFFDA9A00)); + + static PaletteEntry grey = PaletteEntry(Color(0xFF404040)); + static PaletteEntry green = PaletteEntry(Color(0xFF54a286)); +} +``` + +A `PaletteEntry` is a `const` class that holds information of a color and it has the following +members: + +- `color`: returns the `Color` specified +- `paint`: creates a new `Paint` with the color specified. `Paint` is a non-`const` class, so this + method actually creates a brand new instance every time it's called. It's safe to cascade + mutations to this. diff --git a/docs/1.9.0/_sources/flame/rendering/particles.md.txt b/docs/1.9.0/_sources/flame/rendering/particles.md.txt new file mode 100644 index 000000000..a87cc8813 --- /dev/null +++ b/docs/1.9.0/_sources/flame/rendering/particles.md.txt @@ -0,0 +1,432 @@ +# Particles + +Flame offers a basic, yet robust and extendable particle system. The core concept of this system is +the `Particle` class, which is very similar in its behavior to the `ParticleSystemComponent`. + +The most basic usage of a `Particle` with `FlameGame` would look as following: + +```dart +import 'package:flame/components.dart'; + +// ... + +game.add( + // Wrapping a Particle with ParticleSystemComponent + // which maps Component lifecycle hooks to Particle ones + // and embeds a trigger for removing the component. + ParticleSystemComponent( + particle: CircleParticle(), + ), +); +``` + +When using `Particle` with a custom `Game` implementation, please ensure that both the `update` and +`render` methods are called during each game loop tick. + +Main approaches to implement desired particle effects: + +- Composition of existing behaviors. +- Use behavior chaining (just a syntactic sugar of the first one). +- Using `ComputedParticle`. + +Composition works in a similar fashion to those of Flutter widgets by defining the effect from top +to bottom. Chaining allows to express the same composition trees more fluently by defining behaviors +from bottom to top. Computed particles in their turn fully delegate implementation of the behavior +to your code. Any of the approaches could be used in conjunction with existing behaviors where +needed. + +```dart +Random rnd = Random(); + +Vector2 randomVector2() => (Vector2.random(rnd) - Vector2.random(rnd)) * 200; + +// Composition. +// +// Defining a particle effect as a set of nested behaviors from top to bottom, +// one within another: +// +// ParticleSystemComponent +// > ComposedParticle +// > AcceleratedParticle +// > CircleParticle +game.add( + ParticleSystemComponent( + particle: Particle.generate( + count: 10, + generator: (i) => AcceleratedParticle( + acceleration: randomVector2(), + child: CircleParticle( + paint: Paint()..color = Colors.red, + ), + ), + ), + ), +); + +// Chaining. +// +// Expresses the same behavior as above, but with a more fluent API. +// Only Particles with SingleChildParticle mixin can be used as chainable behaviors. +game.add( + ParticleSystemComponent( + particle: Particle.generate( + count: 10, + generator: (i) => pt.CircleParticle(paint: Paint()..color = Colors.red) + ) + ) +); + +// Computed Particle. +// +// All the behaviors are defined explicitly. Offers greater flexibility +// compared to built-in behaviors. +game.add( + ParticleSystemComponent( + particle: Particle.generate( + count: 10, + generator: (i) { + Vector2 position = Vector2.zero(); + Vector2 speed = Vector2.zero(); + final acceleration = randomVector2(); + final paint = Paint()..color = Colors.red; + + return ComputedParticle( + renderer: (canvas, _) { + speed += acceleration; + position += speed; + canvas.drawCircle(Offset(position.x, position.y), 1, paint); + } + ); + } + ) + ) +); +``` + +You can find more examples of how to use different built-in particles in various combinations +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/particles_example.dart). + + +## Lifecycle + +A behavior common to all `Particle`s is that all of them accept a `lifespan` argument. This value is +used to make the `ParticleSystemComponent` remove itself once its internal `Particle` has reached +the end of its life. Time within the `Particle` itself is tracked using the Flame `Timer` class. It +can be configured with a `double`, represented in seconds (with microsecond precision) by passing +it into the corresponding `Particle` constructor. + +```dart +Particle(lifespan: .2); // will live for 200ms. +Particle(lifespan: 4); // will live for 4s. +``` + +It is also possible to reset a `Particle`'s lifespan by using the `setLifespan` method, which also +accepts a `double` of seconds. + +```dart +final particle = Particle(lifespan: 2); + +// ... after some time. +particle.setLifespan(2) // will live for another 2s. +``` + +During its lifetime, a `Particle` tracks the time it was alive and exposes it through the `progress` +getter, which returns a value between `0.0` and `1.0`. This value can be used in a similar fashion +as the `value` property of the `AnimationController` class in Flutter. + +```dart +final particle = Particle(lifespan: 2.0); + +game.add(ParticleSystemComponent(particle: particle)); + +// Will print values from 0 to 1 with step of .1: 0, 0.1, 0.2 ... 0.9, 1.0. +Timer.periodic(duration * .1, () => print(particle.progress)); +``` + +The `lifespan` is passed down to all the descendants of a given `Particle`, if it supports any of +the nesting behaviors. + + +## Built-in particles + +Flame ships with a few built-in `Particle` behaviors: + +- The `TranslatedParticle` translates its `child` by given `Vector2` +- The `MovingParticle` moves its `child` between two predefined `Vector2`, supports `Curve` +- The `AcceleratedParticle` allows basic physics based effects, like gravitation or speed dampening +- The `CircleParticle` renders circles of all shapes and sizes +- The `SpriteParticle` renders Flame `Sprite` within a `Particle` effect +- The `ImageParticle` renders *dart:ui* `Image` within a `Particle` effect +- The `ComponentParticle` renders Flame `Component` within a `Particle` effect +- The `FlareParticle` renders Flare animation within a `Particle` effect + +More examples of how to use these behaviors together are available +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/particles_example.dart). +All the implementations are available in the +[particles](https://github.com/flame-engine/flame/tree/main/packages/flame/lib/src/particles) folder +on the Flame repository. + + +## TranslatedParticle + +Simply translates the underlying `Particle` to a specified `Vector2` within the rendering `Canvas`. +Does not change or alter its position, consider using `MovingParticle` or `AcceleratedParticle` +where change of position is required. Same effect could be achieved by translating the `Canvas` +layer. + +```dart +game.add( + ParticleSystemComponent( + particle: TranslatedParticle( + // Will translate the child Particle effect to the center of game canvas. + offset: game.size / 2, + child: Particle(), + ), + ), +); +``` + + +## MovingParticle + +Moves the child `Particle` between the `from` and `to` `Vector2`s during its lifespan. Supports +`Curve` via `CurvedParticle`. + +```dart +game.add( + ParticleSystemComponent( + particle: MovingParticle( + // Will move from corner to corner of the game canvas. + from: Vector2.zero(), + to: game.size, + child: CircleParticle( + radius: 2.0, + paint: Paint()..color = Colors.red, + ), + ), + ), +); +``` + + +## AcceleratedParticle + +A basic physics particle which allows you to specify its initial `position`, `speed` and +`acceleration` and lets the `update` cycle do the rest. All three are specified as `Vector2`s, which +you can think of as vectors. It works especially well for physics-based "bursts", but it is not +limited to that. Unit of the `Vector2` value is *logical px/s*. So a speed of `Vector2(0, 100)` will +move a child `Particle` by 100 logical pixels of the device every second of game time. + +```dart +final rnd = Random(); +Vector2 randomVector2() => (Vector2.random(rnd) - Vector2.random(rnd)) * 100; + +game.add( + ParticleSystemComponent( + particle: AcceleratedParticle( + // Will fire off in the center of game canvas + position: game.canvasSize/2, + // With random initial speed of Vector2(-100..100, 0..-100) + speed: Vector2(rnd.nextDouble() * 200 - 100, -rnd.nextDouble() * 100), + // Accelerating downwards, simulating "gravity" + // speed: Vector2(0, 100), + child: CircleParticle( + radius: 2.0, + paint: Paint()..color = Colors.red, + ), + ), + ), +); +``` + + +## CircleParticle + +A `Particle` which renders a circle with given `Paint` at the zero offset of passed `Canvas`. Use in +conjunction with `TranslatedParticle`, `MovingParticle` or `AcceleratedParticle` in order to achieve +desired positioning. + +```dart +game.add( + ParticleSystemComponent( + particle: CircleParticle( + radius: game.size.x / 2, + paint: Paint()..color = Colors.red.withOpacity(.5), + ), + ), +); +``` + + +## SpriteParticle + +Allows you to embed a `Sprite` into your particle effects. + +```dart +game.add( + ParticleSystemComponent( + particle: SpriteParticle( + sprite: Sprite('sprite.png'), + size: Vector2(64, 64), + ), + ), +); +``` + + +## ImageParticle + +Renders given `dart:ui` image within the particle tree. + +```dart +// During game initialisation +await Flame.images.loadAll(const [ + 'image.png', +]); + +// ... + +// Somewhere during the game loop +final image = await Flame.images.load('image.png'); + +game.add( + ParticleSystemComponent( + particle: ImageParticle( + size: Vector2.all(24), + image: image, + ); + ), +); +``` + + +## SpriteAnimationParticle + +A `Particle` which embeds a `SpriteAnimation`. +By default, aligns the `SpriteAnimation`'s `stepTime` so that +it's fully played during the `Particle` lifespan. It's possible to override this behavior with the +`alignAnimationTime` argument. + +```dart +final spriteSheet = SpriteSheet( + image: yourSpriteSheetImage, + srcSize: Vector2.all(16.0), +); + +game.add( + ParticleSystemComponent( + particle: SpriteAnimationParticle( + animation: spriteSheet.createAnimation(0, stepTime: 0.1), + ); + ), +); +``` + + +## ComponentParticle + +This `Particle` allows you to embed a `Component` within the particle effects. The `Component` could +have its own `update` lifecycle and could be reused across different effect trees. If the only thing +you need is to add some dynamics to an instance of a certain `Component`, please consider adding it +to the `game` directly, without the `Particle` in the middle. + +```dart +final longLivingRect = RectComponent(); + +game.add( + ParticleSystemComponent( + particle: ComponentParticle( + component: longLivingRect + ); + ), +); + +class RectComponent extends Component { + void render(Canvas c) { + c.drawRect( + Rect.fromCenter(center: Offset.zero, width: 100, height: 100), + Paint()..color = Colors.red + ); + } + + void update(double dt) { + /// Will be called by parent [Particle] + } +} +``` + + +## ComputedParticle + +A `Particle` which could help you when: + +- Default behavior is not enough +- Complex effects optimization +- Custom easings + +When created, it delegates all the rendering to a supplied `ParticleRenderDelegate` which is called +on each frame to perform necessary computations and render something to the `Canvas`. + +```dart +game.add( + ParticleSystemComponent( + // Renders a circle which gradually changes its color and size during the + // particle lifespan. + particle: ComputedParticle( + renderer: (canvas, particle) => canvas.drawCircle( + Offset.zero, + particle.progress * 10, + Paint() + ..color = Color.lerp( + Colors.red, + Colors.blue, + particle.progress, + ), + ), + ), + ), +) +``` + + +## Nesting behavior + +Flame's implementation of particles follows the same pattern of extreme composition as Flutter +widgets. That is achieved by encapsulating small pieces of behavior in every particle and then +nesting these behaviors together to achieve the desired visual effect. + +Two entities that allow `Particle`s to nest each other are: `SingleChildParticle` mixin and +`ComposedParticle` class. + +A `SingleChildParticle` may help you with creating `Particles` with a custom behavior. For example, +randomly positioning its child during each frame: + +The `SingleChildParticle` may help you with creating `Particles` with a custom behavior. + +For example, randomly positioning it's child during each frame: + +```dart +var rnd = Random(); + +class GlitchParticle extends Particle with SingleChildParticle { + Particle child; + + GlitchParticle({ + required this.child, + super.lifespan, + }); + + @override + render(Canvas canvas) { + canvas.save(); + canvas.translate(rnd.nextDouble() * 100, rnd.nextDouble() * 100); + + // Will also render the child + super.render(); + + canvas.restore(); + } +} +``` + +The `ComposedParticle` could be used either as a standalone or within an existing `Particle` tree. diff --git a/docs/1.9.0/_sources/flame/rendering/rendering.md.txt b/docs/1.9.0/_sources/flame/rendering/rendering.md.txt new file mode 100644 index 000000000..8d7c8426b --- /dev/null +++ b/docs/1.9.0/_sources/flame/rendering/rendering.md.txt @@ -0,0 +1,19 @@ +# Rendering + +- [Colors and Palette](palette.md) +- [Decorators](decorators.md) +- [Images, Sprites and Animations](images.md) +- [Layers](layers.md) +- [Particles](particles.md) +- [Text Rendering](text_rendering.md) + +```{toctree} +:hidden: + +Colors and Palette +Decorators +Images, Sprites and Animations +Layers and Snapshots +Particles +Text Rendering +``` diff --git a/docs/1.9.0/_sources/flame/rendering/text_rendering.md.txt b/docs/1.9.0/_sources/flame/rendering/text_rendering.md.txt new file mode 100644 index 000000000..b40de3f25 --- /dev/null +++ b/docs/1.9.0/_sources/flame/rendering/text_rendering.md.txt @@ -0,0 +1,589 @@ +# Text Rendering + +Flame has some dedicated classes to help you render text. + + +## Text Components + +The simplest way to render text with Flame is to leverage one of the provided text-rendering +components: + +- `TextComponent` for rendering a single line of text +- `TextBoxComponent` for bounding multi-line text within a sized box, including the possibility of a + typing effect + +Both components are showcased in [this +example](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/text_example.dart). + + +### TextComponent + +`TextComponent` is a simple component that renders a single line of text. + +Simple usage: + +```dart +class MyGame extends FlameGame { + @override + void onLoad() { + add( + TextComponent( + text: 'Hello, Flame', + position = Vector2.all(16.0), + ), + ); + } +} +``` + +In order to configure aspects of the rendering like font family, size, color, etc, you need to +provide (or amend) a `TextRenderer` with such information; while you can read more details ab out +this interface below, the simplest implementation you can use is the `TextPaint`, which takes a +Flutter `TextStyle`: + +```dart +final regular = TextPaint( + style: TextStyle( + fontSize: 48.0, + color: BasicPalette.white.color, + ), +); + +class MyGame extends FlameGame { + @override + void onLoad() { + add( + TextComponent( + text: 'Hello, Flame', + textRenderer: regular, + anchor: Anchor.topCenter, + position: Vector2(size.width / 2, 32.0), + ), + ); + } +} +``` + +You can find all the options under [TextComponent's +API](https://pub.dev/documentation/flame/latest/components/TextComponent-class.html). + + +### TextBoxComponent + +`TextBoxComponent` is very similar to `TextComponent`, but as its name suggest it is used to render +text inside a bounding box, creating line breaks according to the provided box size. + +You can decide if the box should grow as the text is written or if it should be static by the +`growingBox` variable in the `TextBoxConfig`. A static box could either have a fixed size (setting +the `size` property of the `TextBoxComponent`), or to automatically shrink to fit the text content. + +In addition, the `align` property allows you to control the the horizontal and vertical alignment of +the text content. For example, setting `align` to `Anchor.center` will center the text within its +bounding box both vertically and horizontally. + +If you want to change the margins of the box use the `margins` variable in the `TextBoxConfig`. + +Finally, if you want to simulate a "typing" effect, by showing each character of the string one by +one as if being typed in real-time, you can provide the `boxConfig.timePerChar` parameter. + +Example usage: + +```dart +class MyTextBox extends TextBoxComponent { + MyTextBox(String text) : super( + text: text, + textRenderer: tiny, + boxConfig: TextBoxConfig(timePerChar: 0.05), + ); + + final bgPaint = Paint()..color = Color(0xFFFF00FF); + final borderPaint = Paint()..color = Color(0xFF000000)..style = PaintingStyle.stroke; + + @override + void render(Canvas canvas) { + Rect rect = Rect.fromLTWH(0, 0, width, height); + canvas.drawRect(rect, bgPaint); + canvas.drawRect(rect.deflate(boxConfig.margin), borderPaint); + super.render(canvas); + } +} +``` + +You can find all the options under [TextBoxComponent's +API](https://pub.dev/documentation/flame/latest/components/TextBoxComponent-class.html). + + +### TextElementComponent + +If you want to render an arbitrary TextElement, ranging from a single InlineTextElement to a +formatted DocumentRoot, you can use the `TextElementComponent`. + +A simple example is to create a DocumentRoot to render a sequence of block elements (think of an +HTML "div") containing rich text: + +```dart + final document = DocumentRoot([ + HeaderNode.simple('1984', level: 1), + ParagraphNode.simple( + 'Anything could be true. The so-called laws of nature were nonsense.', + ), + // ... + ]); + final element = TextElementComponent.fromDocument( + document: document, + position: Vector2(100, 50), + size: Vector2(400, 200), + ); +``` + +Note that the size can be specified in two ways; either via: + +- the size property common to all `PositionComponents`; or +- the width/height included within the `DocumentStyle` applied. + +An example applying a style to the document (which can include the size but other parameters as +well): + +```dart + final style = DocumentStyle( + width: 400, + height: 200, + padding: const EdgeInsets.symmetric(vertical: 10, horizontal: 14), + background: BackgroundStyle( + color: const Color(0xFF4E322E), + borderColor: const Color(0xFF000000), + borderWidth: 2.0, + ), + ); + final document = DocumentRoot([ ... ]); + final element = TextElementComponent.fromDocument( + document: document, + style: style, + position: Vector2(100, 50), + ); +``` + +For a more elaborate example of rich-text, formatted text blocks rendering, check [this +example](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/rich_text_example.dart). + +For more details about the underlying mechanics of the text rendering pipeline, see "Text Elements, +Text Nodes, and Text Styles" below. + + +### Flame Markdown + +In order to more easily create rich-text-based DocumentRoots, from simple strings with bold/italics +to complete structured documents, Flame provides the `flame_markdown` bridge package that connects +the `markdown` library with Flame's text rendering infrastructure. + +Just use the `FlameMarkdown` helper class and the `toDocument` method to convert a markdown string +into a DocumentRoot (which can then be used to create a `TextElementComponent`): + +```dart +import 'package:flame/text.dart'; +import 'package:flame_markdown/flame_markdown.dart'; + +// ... +final component = await TextElementComponent.fromDocument( + document: FlameMarkdown.toDocument( + '# Header\n' + '\n' + 'This is a **bold** text, and this is *italic*.\n' + '\n' + 'This is a second paragraph.\n', + ), + style: ..., + position: ..., + size: ..., +); +``` + + +## Infrastructure + +If you are not using the Flame Component System, want to understand the infrastructure behind text +rendering, want to customize fonts and styles used, or want to create your own custom renderers, +this section is for you. + +- `TextRenderer`: renderers know "how" to render text; in essence they contain the style information + to render any string +- `TextElement`: an element is formatted, "laid-out" piece of text, include the string ("what") and + the style ("how") + +The following diagram showcases the class and inheritance structure of the text rendering pipeline: + +```mermaid +%%{init: { 'theme': 'dark' } }%% +classDiagram + %% renderers + note for TextRenderer "This just the style (how). + It knows how to take a text string and create a TextElement. + `render` is just a helper to `format(text).render(...)`. Same for `getLineMetrics`." + class TextRenderer { + TextElement format(String text) + LineMetrics getLineMetrics(String text) + void render(Canvas canvas, String text, ...) + } + class TextPaint + class SpriteFontRenderer + class DebugTextRenderer + + %% elements + class TextElement { + LineMetrics metrics + render(Canvas canvas, ...) + } + class TextPainterTextElement + + TextRenderer --> TextPaint + TextRenderer --> SpriteFontRenderer + TextRenderer --> DebugTextRenderer + + TextRenderer *-- TextElement + TextPaint *-- TextPainterTextElement + SpriteFontRenderer *-- SpriteFontTextElement + + note for TextElement "This is the text (what) and the style (how); + laid out and ready to render." + TextElement --> TextPainterTextElement + TextElement --> SpriteFontTextElement + TextElement --> Others +``` + + +### TextRenderer + +`TextRenderer` is the abstract class used by Flame to render text. Implementations of `TextRenderer` +must include the information about the "how" the text is rendered. Font style, size, color, etc. It +should be able to combine that information with a given string of text, via the `format` method, to +generate a `TextElement`. + +Flame provides two concrete implementations: + +- `TextPaint`: most used, uses Flutter `TextPainter` to render regular text +- `SpriteFontRenderer`: uses a `SpriteFont` (a sprite sheet-based font) to render bitmap text +- `DebugTextRenderer`: only intended to be used for Golden Tests + +But you can also provide your own if you want to extend to other customized forms of text rendering. + +The main job of a `TextRenderer` is to format a string of text into a `TextElement`, that then can +be rendered onto the screen: + +```dart +final textElement = textRenderer.format("Flame is awesome") +textElement.render(...) +``` + +However the renderer provides a helper method to directly create the element and render it: + +```dart +textRenderer.render( + canvas, + 'Flame is awesome', + Vector2(10, 10), + anchor: Anchor.topCenter, +); +``` + + +#### TextPaint + +`TextPaint` is the built-in implementation of text rendering in Flame. It is based on top of +Flutter's `TextPainter` class (hence the name), and it can be configured by the style class +`TextStyle`, which contains all typographical information required to render text; i.e., font size +and color, font family, etc. + +Outside of the style you can also optionally provide one extra parameter which is the +`textDirection` (but that is typically already set to `ltr` or left-to-right). + +Example usage: + +```dart +const TextPaint textPaint = TextPaint( + style: TextStyle( + fontSize: 48.0, + fontFamily: 'Awesome Font', + ), +); +``` + +Note: there are several packages that contain the class `TextStyle`. We export the right one (from +Flutter) via the `text` module: + +```dart +import 'package:flame/text.dart'; +``` + +But if you want to import it explicitly, make sure that you import it from +`package:flutter/painting.dart` (or from material or widgets). If you also need to import `dart:ui`, +you might need to hide its version of `TextStyle`, since that module contains a different class with +the same name: + +```dart +import 'package:flutter/painting.dart'; +import 'dart:ui' hide TextStyle; +``` + +Some common properties of `TextStyle` are the following (here is the [full +list](https://api.flutter.dev/flutter/painting/TextStyle-class.html)): + +- `fontFamily`: a commonly available font, like Arial (default), or a custom font added in your + pubspec (see [here](https://docs.flutter.dev/cookbook/design/fonts) how to do it). +- `fontSize`: font size, in pts (default `24.0`). +- `height`: height of text line, as a multiple of font size (default `null`). +- `color`: the color, as a `ui.Color` (default white). + +For more information regarding colors and how to create then, see the [Colors and the +Palette](palette.md) guide. + + +#### SpriteFontRenderer + +The other renderer option provided out of the box is `SpriteFontRenderer`, which allows you to +provide a `SpriteFont` based off of a sprite sheet. TODO + + +#### DebugTextRenderer + +This renderer is intended to be used for Golden Tests. Rendering normal font-based text in Golden +Tests is unreliable due to differences in font definitions across platforms and different algorithms +used for anti-aliasing. This renderer will render text as if each word was a solid rectangle, making +it possible to test the layout, positioning and sizing of the elements without having to rely on +font-based rendering. + + +## Inline Text Elements + +A `TextElement` is a "pre-compiled", formatted and laid-out piece of text with a specific styling +applied, ready to be rendered at any given position. + +A `InlineTextElement` implements the `TextElement` interface and must implement their two methods, +one that teaches how to translate it around and another on how to draw it to the canvas: + +```dart + void translate(double dx, double dy); + void draw(Canvas canvas); +``` + +These methods are intended to be overwritten by the implementations of `InlineTextElement`, and +probably will not be called directly by users; because a convenient `render` method is provided: + +```dart + void render( + Canvas canvas, + Vector2 position, { + Anchor anchor = Anchor.topLeft, + }) +``` + +That allows the element to be rendered at a specific position, using a given anchor. + +The interface also mandates (and provides) a getter for the `LineMetrics` object associated with +that `InlineTextElement`, which allows you (and the `render` implementation) to access sizing +information related to the element (width, height, ascend, etc). + +```dart + LineMetrics get metrics; +``` + + +## Text Elements, Text Nodes, and Text Styles + +While normal renderers always work with a `InlineTextElement` directly, there is a bigger underlying +infrastructure that can be used to render more rich or formatter text. + +Text Elements are a superset of Inline Text Elements that represent an arbitrary rendering block +within a rich-text document. Essentially, they are concrete and "physical": they are objects that +are ready to be rendered on a canvas. + +This property distinguishes them from Text Nodes, which are structured pieces of text, and from Text +Styles (called `FlameTextStyle` in code to make it easier to work alongside Flutter's `TextStyle`), +which are descriptors for how arbitrary pieces of text ought to be rendered. + +So, in the most general case, a user would use a `TextNode` to describe a desired piece of rich +text; define a `FlameTextStyle` to apply to it; and use that to generate a `TextElement`. Depending +on the type of rendering, the `TextElement` generated will be an `InlineTextElement`, which brings +us back to the normal flow of the rendering pipeline. The unique property of the Inline-Text-type +element is that it exposes a LineMetrics that can be used for advanced rendering; while the other +elements only expose a simpler `draw` method which is unaware of sizing and positioning. + +However, the other types of Text Elements, Text Nodes, and Text Styles must be used if the intent is +to create an entire document (multiple blocks or paragraphs), enriched with formatted text. In order +to render an arbitrary TextElement, you can alternatively use the `TextElementComponent` (see above). + +An example of such usages can be seen in [this +example](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/rich_text_example.dart). + + +### Text Nodes and the Document Root + +A `DocumentRoot` is not a `TextNode` (inheritance-wise) in itself but represents a grouping of +`BlockNodes` that layout a "page" or "document" of rich text laid out in multiple blocks or +paragraphs. It represents the entire document and can receive a global Style. + +The first step to define your rich-text document is to create a Node, which will likely be a +`DocumentRoot`. + +It will first contain the top-most list of Block Nodes that can define headers, paragraphs or +columns. + +Then each of those blocks can contain other blocks or the Inline Text Nodes, either Plain Text Nodes +or some rich-text with specific formatting. + +Note that the hierarchy defined by the node structure is also used for styling purposes as per +defined in the `FlameTextStyle` class. + +The actual nodes all inherit from `TextNode` and are broken down by the following diagram: + +```mermaid +%%{init: { 'theme': 'dark' } }%% +graph TD + %% Config %% + classDef default fill:#282828,stroke:#F6BE00; + + %% Nodes %% + TextNode(" + TextNode + Can be thought of as an HTML DOM node; + each subclass can be thought of as a specific tag. + ") + BlockNode(" + BlockNode + #quot;div#quot; + ") + InlineTextNode(" + InlineTextNode + #quot;span#quot; + ") + ColumnNode(" + ColumnNode + column-arranged group of other Block Nodes + ") + TextBlockNode(" + TextBlockNode + a #quot;div#quot; with an InlineTextNode as a direct child + ") + HeaderNode(" + HeaderNode + #quot;h1#quot; / #quot;h2#quot; / etc + ") + ParagraphNode(" + ParagraphNode + #quot;p#quot; + ") + GroupTextNode(" + GroupTextNode + groups other TextNodes in a single line + ") + PlainTextNode(" + PlainTextNode + just plain text, unformatted + ") + ItalicTextNode(" + ItalicTextNode + #quot;i#quot; / #quot;em#quot; + ") + BoldTextNode(" + BoldTextNode + #quot;b#quot; / #quot;strong#quot; + ") + TextNode ----> BlockNode + TextNode --------> InlineTextNode + BlockNode --> ColumnNode + BlockNode --> TextBlockNode + TextBlockNode --> HeaderNode + TextBlockNode --> ParagraphNode + InlineTextNode --> GroupTextNode + InlineTextNode --> PlainTextNode + InlineTextNode --> BoldTextNode + InlineTextNode --> ItalicTextNode +``` + + +### (Flame) Text Styles + +Text Styles can be applied to nodes to generate elements. They all inherit from `FlameTextStyle` +abstract class (which is named as is to avoid confusion with Flutter's `TextStyle`). + +They follow a tree-like structure, always having `DocumentStyle` as the root; this structure is +leveraged to apply cascading style to the analogous Node structure. In fact, they are pretty similar +to, and can be thought of as, CSS definitions. + +The full inheritance chain can be seen on the following diagram: + +```mermaid +%%{init: { 'theme': 'dark' } }%% +classDiagram + %% Nodes %% + class FlameTextStyle { + copyWith() + merge() + } + + note for FlameTextStyle "Root for all styles. + Not to be confused with Flutter's TextStyle." + + class DocumentStyle { + <> + size + padding + background [BackgroundStyle] + specific styles [for blocks & inline] + } + + class BlockStyle { + <> + margin, padding + background [BackgroundStyle] + text [InlineTextStyle] + } + + class BackgroundStyle { + <> + color + border + } + + class InlineTextStyle { + <> + font, color + } + + FlameTextStyle <|-- DocumentStyle + FlameTextStyle <|-- BlockStyle + FlameTextStyle <|-- BackgroundStyle + FlameTextStyle <|-- InlineTextStyle +``` + + +### Text Elements + +Finally, we have the elements, that represent a combination of a node ("what") with a style ("how"), +and therefore represent a pre-compiled, laid-out piece of rich text to be rendered on the Canvas. + +Inline Text Elements specifically can alternatively be thought of as a combination of a +`TextRenderer` (simplified "how") and a string (single line of "what"). + +That is because an `InlineTextStyle` can be converted to a specific `TextRenderer` via the +`asTextRenderer` method, which is then used to lay out each line of text into a unique +`InlineTextElement`. + +When using the renderer directly, the entire layout process is skipped, and a single +`TextPainterTextElement` or `SpriteFontTextElement` is returned. + +As you can see, both definitions of an Element are, essentially, equivalent, all things considered. +But it still leaves us with two paths for rendering text. Which one to pick? How to solve this +conundrum? + +When in doubt, the following guidelines can help you picking the best path for you: + +- for the simplest way to render text, use `TextPaint` (basic renderer implementation) + - you can use the FCS provided component `TextComponent` for that. +- for rendering Sprite Fonts, you must use `SpriteFontRenderer` (a renderer implementation that + accepts a `SpriteFont`); +- for rendering multiple lines of text, with automatic line breaks, you have two options: + - use the FCS `TextBoxComponent`, which uses any text renderer to draw each line of text as an + Element, and does its own layout and line breaking; + - use the Text Node & Style system to create your pre-laid-out Elements. Note: there is no current + FCS component for it. +- finally, in order to have formatted (or rich) text, you must use Text Nodes & Styles. diff --git a/docs/1.9.0/_sources/flame/router.md.txt b/docs/1.9.0/_sources/flame/router.md.txt new file mode 100644 index 000000000..e4a132fa2 --- /dev/null +++ b/docs/1.9.0/_sources/flame/router.md.txt @@ -0,0 +1,181 @@ + +```{flutter-app} +:sources: ../flame/examples +:page: router +:show: widget code infobox + +This example app shows the use of the `RouterComponent` to move across multiple +screens within the game. In addition, the "pause" button stops time and applies +visual effects to the content of the page below it. +``` + + +# RouterComponent + +The **RouterComponent**'s job is to manage navigation across multiple screens within the game. It is +similar in spirit to Flutter's [Navigator][Flutter Navigator] class, except that it works with Flame +components instead of Flutter widgets. + +A typical game will usually consist of multiple pages: the splash screen, the starting menu page, +the settings page, credits, the main game page, several pop-ups, etc. The router will organize +all these destinations and allow you to transition between them. + +Internally, the `RouterComponent` contains a stack of routes. When you request it to show a route, +it will be placed on top of all other pages in the stack. Later you can `pop()` to remove the +topmost page from the stack. The pages of the router are addressed by their unique names. + +Each page in the router can be either transparent or opaque. If a page is opaque, then the pages +below it in the stack are not rendered and do not receive pointer events (such as taps or drags). +On the contrary, if a page is transparent, then the page below it will be rendered and receive +events normally. Such transparent pages are useful for implementing modal dialogs, inventory or +dialogue UIs, etc. + +Usage example: + +```dart +class MyGame extends FlameGame { + late final RouterComponent router; + + @override + void onLoad() { + add( + router = RouterComponent( + routes: { + 'home': Route(HomePage.new), + 'level-selector': Route(LevelSelectorPage.new), + 'settings': Route(SettingsPage.new, transparent: true), + 'pause': PauseRoute(), + 'confirm-dialog': OverlayRoute.existing(), + }, + initialRoute: 'home', + ), + ); + } +} + +class PauseRoute extends Route { ... } +``` + +```{note} +Use `hide Route` if any of your imported packages export another class called `Route` + +eg: `import 'package:flutter/material.dart' hide Route;` +``` + + +[Flutter Navigator]: https://api.flutter.dev/flutter/widgets/Navigator-class.html + + +## Route + +The **Route** component holds information about the content of a particular page. `Route`s are +mounted as children to the `RouterComponent`. + +The main property of a `Route` is its `builder` -- the function that creates the component with +the content of its page. + +In addition, the routes can be either transparent or opaque (default). An opaque prevents the route +below it from rendering or receiving pointer events, a transparent route doesn't. As a rule of +thumb, declare the route opaque if it is full-screen, and transparent if it is supposed to cover +only a part of the screen. + +By default, routes maintain the state of the page component after being popped from the stack +and the `builder` function is only called the first time a route is activated. Setting +`maintainState` to `false` drops the page component after the route is popped from the route stack +and the `builder` function is called each time the route is activated. + +The current route can be replaced using `pushReplacementNamed` or `pushReplacement`. Each method +simply executes `pop` on the current route and then `pushNamed` or `pushRoute`. + + +## OverlayRoute + +The **OverlayRoute** is a special route that allows adding game overlays via the router. These +routes are transparent by default. + +There are two constructors for the `OverlayRoute`. The first constructor requires a builder function +that describes how the overlay's widget is to be built. The second constructor can be used when the +builder function was already specified within the `GameWidget`: + +```dart +final router = RouterComponent( + routes: { + 'ok-dialog': OverlayRoute( + (context, game) { + return Center( + child: DecoratedContainer(...), + ); + }, + ), // OverlayRoute + 'confirm-dialog': OverlayRoute.existing(), + }, +); +``` + +Overlays that were defined within the `GameWidget` don't even need to be declared within the routes +map beforehand: the `RouterComponent.pushOverlay()` method can do it for you. Once an overlay route +was registered, it can be activated either via the regular `.pushNamed()` method, or via the +`.pushOverlay()` -- the two methods will do exactly the same, though you can use the second one to +make it more clear in your code that an overlay is being added instead of a regular route. + +The current overlay can be replaced using `pushReplacementOverlay`. This method executes +`pushReplacementNamed` or `pushReplacement` based on the status of the overlay being pushed. + + +## ValueRoute + +```{flutter-app} +:sources: ../flame/examples +:page: value_route +:show: widget code infobox +:width: 280 +``` + +A **ValueRoute** is a route that will return a value when it is eventually popped from the stack. +Such routes can be used, for example, for dialog boxes that ask for some feedback from the user. + +In order to use `ValueRoute`s, two steps are required: + +1. Create a route derived from the `ValueRoute` class, where `T` is the type of the value that + your route will return. Inside that class override the `build()` method to construct the + component that will be displayed. The component should use the `completeWith(value)` method to + pop the route and return the specified value. + + ```dart + class YesNoDialog extends ValueRoute { + YesNoDialog(this.text) : super(value: false); + final String text; + + @override + Component build() { + return PositionComponent( + children: [ + RectangleComponent(), + TextComponent(text: text), + Button( + text: 'Yes', + action: () => completeWith(true), + ), + Button( + text: 'No', + action: () => completeWith(false), + ), + ], + ); + } + } + ``` + +2. Display the route using `Router.pushAndWait()`, which returns a future that resolves with the + value returned from the route. + + ```dart + Future foo() async { + final result = await game.router.pushAndWait(YesNoDialog('Are you sure?')); + if (result) { + // ... the user is sure + } else { + // ... the user was not so sure + } + } + ``` diff --git a/docs/1.9.0/_sources/flame/structure.md.txt b/docs/1.9.0/_sources/flame/structure.md.txt new file mode 100644 index 000000000..4fa0a6e35 --- /dev/null +++ b/docs/1.9.0/_sources/flame/structure.md.txt @@ -0,0 +1,43 @@ +# Structure + +Flame has a proposed structure for your project that includes the standard Flutter `assets` +directory in addition to two children: `audio` and `images`. + +If using the following example code: + +```dart +void main() { + FlameAudio.play('explosion.mp3'); + + Flame.images.load('player.png'); + Flame.images.load('enemy.png'); +} +``` + +The following file structure is where Flame would expect to find the files: + +```text +. +└── assets + ├── audio + │ └── explosion.mp3 + └── images + ├── enemy.png + └── player.png +``` + +Optionally you can split your `audio` folder into two subfolders, one for `music` and one for `sfx`. + +Don't forget to add these files to your `pubspec.yaml` file: + +```yaml +flutter: + assets: + - assets/audio/explosion.mp3 + - assets/images/player.png + - assets/images/enemy.png +``` + +If you want to change this structure, this is possible by using the `prefix` parameter and creating +your instances of `AssetsCache`, `ImagesCache`, `AudioCache`, and `SoundPool`s, instead of using the +global ones provided by Flame. diff --git a/docs/1.9.0/_sources/index.md.txt b/docs/1.9.0/_sources/index.md.txt new file mode 100644 index 000000000..f210af517 --- /dev/null +++ b/docs/1.9.0/_sources/index.md.txt @@ -0,0 +1,13 @@ +```{include} README.md +``` + +```{toctree} +:hidden: + +Flame +Bridge Packages +Other Modules +Tutorials +Development +Resources +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/index.md.txt b/docs/1.9.0/_sources/other_modules/jenny/index.md.txt new file mode 100644 index 000000000..3faa9cc96 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/index.md.txt @@ -0,0 +1,128 @@ +# Jenny + +The **jenny** library is a toolset for adding *dialogue* into a game. The dialogue may be quite +complex, including user-controlled interactions, branching, dynamically-generated content, commands, +markup, state controlled either from Jenny or from the game, custom functions and commands, etc. +The `jenny` library is an unofficial port of the [Yarn Spinner] library for Unity. The name of the +library comes from [spinning jenny], a kind of yarn-spinning machine. + +Adding dialogue into any game generally consists of two stages: + +1. Writing the text of the dialogue; +2. Interactively displaying it within the game. + +With `jenny`, these two tasks are completely separate, allowing the creation of game content and +development of the game engine to be independent. + +[Yarn Spinner]: https://docs.yarnspinner.dev/ +[spinning jenny]: https://en.wikipedia.org/wiki/Spinning_jenny + + +## Writing dialogue + +In `jenny`, the dialogue is written in plain text and stored in `.yarn` files that are added +to the game as assets. The `.yarn` file format is developed by the authors of [Yarn Spinner], and +is specifically designed for writing dialogue. + +The simplest form of the yarn dialogue looks like a play: + +```yarn +title: Scene1_Gregory_and_Sampson +--- +Sampson: Gregory, on my word, we'll not carry coals. +Gregory: No, for then we should be colliers. +Sampson: I mean, an we be in choler, we'll draw. +Gregory: Ay, while you live, draw your neck out of collar. +Sampson: I strike quickly being moved. +Gregory: But thou art not quickly moved to strike. +=== +``` + +This simple exchange, when rendered within a game, will be shown as a sequence of phrases spoken +in turn by the two characters. The `DialogRunner` will allow you to control whether the dialogue +proceeds automatically or requires "clicking-through" by the user. + +The `.yarn` format supports many more advanced features too, allowing the dialogue to proceed +non-linearly, supporting variables and conditional execution, giving the player an ability to +select their response, etc. Most importantly, the format is so intuitive that it can be generally +understood without having to learn it: + +```yarn +title: Slughorn_encounter +--- +<> + Slughorn: Sorry, Tom, I don't have time right now. + <> +<> + +Slughorn: Oh hello, Tom, is there anything I can help you with? +Tom: Good {time_of_day()}, Professor. +-> I was curious about the 12 uses of the dragon blood. + Slughorn: Such an inquisitive mind! You can read about that in the "Most \ + Potente Potions" in the Restricted Section of the library. + <> + Tom: Thank you, Professor, this is very munificent of you. +-> I wanted to ask... about Horcruxes <> + <> +-> I just wanted to say how much I always admire your lectures. + Slughorn: Thank you, Tom. I do enjoy flattery, even if it is well-deserved. +=== + +title: Horcrux_question +--- +Slughorn: Where... did you hear that? +-> Tom: It was mentioned in an old book in the library... + Slughorn: I see that you have read more books from the Restricted Section \ + than is wise. + Slughorn: I'm sorry, Tom, I should have seen you'd be tempted... + <> + -> But Professor!.. + Slughorn: This is for your good, Tom. Many of those books are dangerous! + Slughorn: Now off you go. And do your best to forget about what you \ + asked... + <> +-> Tom: I overheard it... And the word felt sharp and frigid, like it was the \ + embodiment of Dark Art <= 80>> + Slughorn: It is a very Dark Art indeed, it is not good for you to know \ + about it... + Tom: But if I don't know about this Dark Art, how can I defend myself \ + against it? + Slughorn: It is a Ritual, one of the darkest known to wizard-kind ... + ... + <> +=== +``` + +This fragment demonstrates many of the features of the `.yarn` language, including: + +- ability to divide the text into smaller chunks called *nodes*; +- control the flow of the dialog via commands such as `<>` or `<>`; +- different dialogue path depending on player's choices; +- disable certain menu choices dynamically; +- keep state information in variables; +- user-defined functions (`time_of_day`, `luck`) and commands (`<>`, `<>`). + +For more information, see the [Yarn Language](language/language.md) section. + + +## Using the dialogue in a game + +By itself, the `jenny` library does not integrate with any game engine. However, it provides a +runtime that can be used to build such an integration. This runtime consists of the following +components: + +- [`YarnProject`](runtime/yarn_project.md) -- the central repository of information, which knows + about all your yarn scripts, variables, custom functions and commands, settings, etc. +- [`DialogueRunner`](runtime/dialogue_runner.md) -- an executor that can run a specific dialogue + node. This executor will send the dialogue lines into one or more `DialogueView`s. +- [`DialogueView`](runtime/dialogue_view.md) -- an abstract interface describing how the dialogue + will be presented to the end user. Implementing this interface is the primary way of integrating + `jenny` into a specific environment. + + +```{toctree} +:hidden: + +YarnSpinner language +Jenny API +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/commands/character.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/commands/character.md.txt new file mode 100644 index 000000000..57c0f2f14 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/commands/character.md.txt @@ -0,0 +1,60 @@ +# `<>` + +The **\<\\>** command declares a character with the given name, and one or more aliases +that can be used in the scripts. + +The command has several purposes: + +- it protects you from accidentally misspelling a character's name in your script; +- it allows a character to have *full name*, which doesn't have to be an ID; +- it allows declaring multiple aliases for the same character, which can be used in different + nodes (an alias may even be in a different language than the full name); +- you can associate additional data with each character, which will then be available at runtime. + +The format of this command is the following: + +```yarn +<> +``` + +The *full name* here is optional: if given, it will be considered *the* name of the character. +However, if the name is omitted, then the first alias will be considered the true character's name. +Each *alias* must be a valid ID, and at least one alias must be provided. For example: + +```yarn +// A well-mannered seven-year-old girl, who nevertheless always gets into +// all kinds of zany adventures. +<> + +// A magical cat known for his ability to grin majestically, and partially +// vanish. He is mad (by his own admission). +<> + +// A foul-tempered Queen, who is also a playing card. Described as +// "a blind fury", her favorite saying is "Off with their heads!". +// Not to be confused with Red Queen. +<> +``` + +After a character is declared, any of its aliases can be used in the script: they will all refer +to the same `Character` object. At the same time, using a character without declaring it first is +not allowed (unless a special flag in `YarnProject` is set to allow this). + +```yarn +title: Alice_and_the_Cat +--- +Alice: But I don't want to go among mad people. +Cat: Oh, you can't help that, we're all mad here. I'm mad. You're mad. +Alice: How do you know I'm mad? +Cat: You must be, or you wouldn't have come here. +Alice: And how do you know that you're mad? +Cat: To begin with, a dog's not mad. You grant that? +Alice: I suppose so. +Cat: Well then, you see a dog growls when it's angry, and wags its tail \ + when it's pleased. +Cat: Now, [i]I[/i] growl when I'm pleased, and wag my tail when I'm angry. \ + Therefore, I'm mad. +Alice: [i]I[/i] call it purring, not growling. +Cat: Call it what you like. +=== +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/commands/commands.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/commands/commands.md.txt new file mode 100644 index 000000000..9e42494cd --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/commands/commands.md.txt @@ -0,0 +1,66 @@ +# Commands + +The **commands** are special instructions surrounded with double angle-brackets: `<>`. There +are both *built-in* and *user-defined* commands. + +The **built-in** commands are those that are supported by the YarnSpinner runtime itself. Typically +they would alter the execution of the dialogue, or perform a similar dialogue-related function. The +full list of such commands is given below. + +The **user-defined** commands are those that you yourself create and then use within your yarn +scripts. For a full description of these commands, see the document on [user-defined commands]. + + +## Built-in commands + + +### Variables + +**[\<\\>](character.md)** +: Declares a character (person). + +**[\<\\>](declare.md)** +: Declares a global variable. + +**[\<\\>](local.md)** +: Declares a local variable. + +**[\<\\>](set.md)** +: Updates the value of a variable (either local or global). + + +### Control flow + +**[\<\\>](if.md)** +: Conditionally executes certain statements. This is equivalent to the **if** keyword in most + programming languages. + +**[\<\\>](jump.md)** +: Switches execution to another node. + +**[\<\\>](stop.md)** +: Stops executing the current node. + +**[\<\\>](visit.md)** +: Temporarily jumps to another node, and then comes back. + +**[\<\\>](wait.md)** +: Pauses the dialogue for the specified amount of time. + + +[user-defined commands]: user_defined_commands.md + +```{toctree} +:hidden: + +<> +<> +<> +<> +<> +<> +<> +<> +<> +User-defined commands +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/commands/declare.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/commands/declare.md.txt new file mode 100644 index 000000000..f0ee4e535 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/commands/declare.md.txt @@ -0,0 +1,94 @@ +# `<>` + +The **\<\\>** command creates a new global variable and assigns an initial value to it. +After this command is encountered, the declared variable will be available for use anywhere a +variable might be needed, including in inline expressions, other commands, and even other declare +statements. + +Unlike most other commands, the `<>` command is executed at compile time, i.e. when the +yarn scripts are parsed. When the dialogue runs, it has no effect, since by that time the variable +is already initialized and ready for use. For this reason, the `<>` commands must be +placed outside of nodes, at the root level of the script, making it clear that these commands do +not execute when a node runs. + +For example: + +```yarn +<> + +--------------- +title: Greeting +--------------- +Teacher: Welcome to the class, {$monicker}! +=== +``` + +Here the `<>` command introduces a new variable called `$monicker`, of type `String`, and +assigns it an initial value of `"boy"`. Later on, this variable is used inside the "Greeting" node. +By that time, the value of the variable can be anything: it could be changed in some other node, or +by the game itself. The `<>` statement, however, is necessary to tell Jenny that this is +a valid variable name, and what type it has. + +From the project organization standpoint, the recommended approach is to put all the `<>` +statements into a separate file, and then make sure that this yarn file is parsed first. This will +ensure that all global variables are declared before they are used in subsequent nodes. + +If your game supports save-games, then you would probably want to store the values of yarn global +variables too. In this case restoring the saved values should be done *after* all yarn scripts are +parsed (otherwise the engine will think that a variable is declared twice). + + +## Syntax + +There are several forms of the `<>` statement. The most common one is the following: + +```yarn +<> +``` + +Here `$VARIABLE` is the name of the variable being declared (all variables in Yarn start with a `$` +sign), and `EXPRESSION` is either a literal or a more complicated [expression] that will be +evaluated at compile time in order to provide the initial value for the variable. The type of the +variable will be deduced from the type of the `EXPRESSION`. + +Another possible syntax for the `<>` command is this: + +```yarn +<> +``` + +where `TYPE` is one of `Bool`, `Number`, or `String`. This will create a variable of the given type, +and initialize it with values `false`, `0`, or `""` respectively. + +Finally, it is possible to combine these two syntaxes: + +```yarn +<> +``` + +This can be useful when the type of the `EXPRESSION` is not immediately obvious, and you want to +make the declaration more explicit. The compiler will check that the type of the `EXPRESSION` is +the same as `TYPE`, and will throw a compile-time error otherwise. + + +## Examples + +```yarn +<> +<> +<> + +<> +<> + +<> +<> +``` + +:::{note} +It is a good idea to accompany each `<>` with a doc-comment explaining the purpose of the +variable, similarly to how you would document public members of a class. +::: + + +[expression]: ../expressions/expressions.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/commands/if.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/commands/if.md.txt new file mode 100644 index 000000000..b4df9028e --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/commands/if.md.txt @@ -0,0 +1,54 @@ +# `<>` + +The **\<\\>** command evaluates its condition, and based on that decides which statements to +execute next. This is equivalent to `if` keyword in most programming languages. This command may +have multiple parts, which look as follows: + +```yarn +<> + statements1... +<> + statements2... +<> + statementsN... +<> +``` + +- The conditions within each command must have boolean type. +- There could be any number of `<>` blocks. +- The `<>` blocks and `<>` are optional. +- The final `<>` is mandatory. +- The statements within each block must be indented. + +At runtime, the condition within the `if` block is evaluated first. If it turns out to be `true`, +then the dialogue proceeds with executing `statements1`, and no other conditions are evaluated nor +other statement blocks executed. However, if `condition1` evaluated to `false`, then `condition2` +is calculated. If it is true, then the dialogue runner will execute `statements2`, and if false it +will fall-through into the `else` block and execute `statementsN`. In the end, the dialogue will +proceed to statements that occur after the final `<>`. + + +## Example + +In this dialogue a *Guard* will greet you differently depending on your reputation with the +citizens of the area. If your reputation falls below −100, you'll be attacked on sight. + +```yarn +title: GuardGreeting +--- +<= 100>> + Guard: Hail to the savior of the people! +<= 30>> + Guard: Nice to meet you, sir! +<= 0>> + Guard: Hello +< -30>> + Guard: I'm keeping an eye on you... +< -100>> + Guard: You filthy scum! +<> + Guard: You'll pay for your crimes! #auto + <> +<> +=== +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/commands/jump.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/commands/jump.md.txt new file mode 100644 index 000000000..a6df718ac --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/commands/jump.md.txt @@ -0,0 +1,24 @@ +# `<>` + +The **\<\\>** command stops executing the current node, and then immediately starts running +the target node. This is similar to a `goto` in many programming languages. For example: + +```yarn +<> +``` + +The argument of this command is the id of the node to jump to. It can be given either as a plain +node ID, or as an expression in curly braces: + +```yarn +<> +``` + +If the expression evaluates at runtime to an unknown name, then a `NameError` exception will be +thrown. + + +## See Also + +- [\<\\>](visit.md) command, which jumps into the destination node temporarily and then + returns to the same place in the dialogue as before. diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/commands/local.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/commands/local.md.txt new file mode 100644 index 000000000..e6f77eb4a --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/commands/local.md.txt @@ -0,0 +1,48 @@ +# `<>` + +The **\<\\>** command creates a new variable within the current node, and initializes it +to some starting value. Thus, it is similar to [\<\\>][declare], except that the variable +it creates is visible within a single node only. + +The syntax of the `<>` command can be one of the following: + +```yarn +<> +<> +``` + +This would create a variable with the name `$VARIABLE` (all variables in YarnSpinner start with a +`$` sign), and assign it the value of `EXPRESSION`. In the second form, it will ensure that the +type of the expression is equal to `TYPE`, otherwise a compile-time error will be thrown. Thus, the +second form serves as the explicit annotation for the type of the variable created. + +The following restrictions apply: + +- each local variable can be declared only once within a node; +- the name of a local variable cannot coincide with the name of any global variable. + + +## Examples + +In this example the variable `$roll` will only be needed temporarily within this one node, so it +wouldn't make sense to declare it as global. + +```yarn +title: a_dice_roll +--- +<> +<> + You've rolled 1, rotten luck... +<> + You've rolled 2, which is still below the average. Try harder! +<> + You've rolled 3.14159265 (well, almost). +<> + Your roll is an unlucky number. Please roll again +<> + You've rolled 10 (when rounded to the nearest ten). Good job! +<> +=== +``` + +[declare]: declare.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/commands/set.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/commands/set.md.txt new file mode 100644 index 000000000..6525bb042 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/commands/set.md.txt @@ -0,0 +1,66 @@ +# `<>` + +The **\<\\>** command is used to update the value of an existing variable. The variable +must be declared with [\<\\>][declare] or [\<\\>][local] before it can be used +in `<>`. + +The command `<>` allows either regular assignment, or modifying assignment, like follows: + +```yarn +// Regular assignment +<> +<> + +// Modifying assignments +<> +<> +<> +<> +<> + +// These modifying assignments are equivalent to the following: +<> +<> +<> +<> +<> +``` + +In all cases, the `EXPRESSION` must have the same type as the `$VARIABLE`. If not, a compile-time +error will be thrown. + + +## Examples + +```yarn +<> + +title: ColorQuiz +--- +What is your favorite color? +-> White + <> +-> Red + <> +-> Yellow + <> +-> Blue + Oh, Nice! Which shade of blue? + -> Azure + -> Cerulean + -> Lapis Lazuli + Umm, I don't know how to spell that. I'll just put you down as "blue". + <> +-> Black + <> + That's mine too! + <> +-> Prefer not to tell + Aww... Maybe if I ask again really nicely? + <> +=== +``` + + +[declare]: declare.md +[local]: local.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/commands/stop.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/commands/stop.md.txt new file mode 100644 index 000000000..0d2c358ac --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/commands/stop.md.txt @@ -0,0 +1,13 @@ +# `<>` + +The **\<\\>** command: immediately stops evaluating the current node, as if you jumped to +its end. This command takes no arguments. + +Normally, the effect of this command is that it stops the dialogue. However, if you're only +visiting the current node from a different one, then `<>` will only exit the current node, +and the execution flow will return to the parent. Thus, the `<>` command is similar to +`return;` in many programming languages. + +```yarn +<> +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/commands/user_defined_commands.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/commands/user_defined_commands.md.txt new file mode 100644 index 000000000..66ae09d09 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/commands/user_defined_commands.md.txt @@ -0,0 +1,37 @@ +# User-defined commands + +In addition to the built-in commands, you can also declare your own **user-defined commands** for +use in your yarn scripts. Typically, these commands would perform some in-game action that can be +viewed as a natural part of the dialogue. For example, you can create commands for such action as +`<>`, `<>`, `<>`, `<>`, `<>`, `<>`, +`<>`, `<>`, `<>`, `<>`, `<>`, `<>`, +`<>`, `<>`, `<>`, `<>`, and so on. + +In many cases, the commands will need to take arguments. The arguments of a user-defined command +are processed according to the following rules: + +- First, all content after the command name and until the closing `>>` is parsed according to the + rules of regular line parsing, where interpolated expressions are allowed but markup and hashtags + are not. +- At runtime, the content of that line is evaluated, meaning that we substitute the values of all + expressions. +- The evaluated argument string is then broken into individual arguments at whitespace, and the + types of these arguments are checked against the signature of the backing function. +- Then, the backing function is called with the parsed arguments. +- Lastly, all dialogue views in the dialogue runner receive the `onCommand()` event. + +As a concrete example, consider the following command: + +```yarn +<> +``` + +First note that, unlike builtin commands, the arguments of the command are treated as text, and any +expressions need to be placed in curly brackets. + +Then, at runtime the expression is evaluated, and (assuming `$multiplier` is 1.5) the command's +argument string becomes `"Gold 150"`. The string is then broken at white spaces and each argument +is parsed according to its type in the backing Dart function. For example, if the function's +signature is `void give(String item, int? amount)`, then it will be invoked as `give("Gold", 150)`. +If, on the other hand, the number or types of arguments do not match the expected signature, then +a `DialogueException` will be raised. diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/commands/visit.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/commands/visit.md.txt new file mode 100644 index 000000000..461eb7cc0 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/commands/visit.md.txt @@ -0,0 +1,38 @@ +# `<>` + +The **\<\\>** command temporarily puts the current node on hold, executes the target node, +and after it finishes, resumes execution of the previous node. This is similar to a function call +in many programming languages. + +The `<>` command can be useful for splitting a large dialogue into several smaller nodes, +or for reusing some common dialogue lines in several nodes. For example: + +```yarn +title: RoamingTrader1 +--- +<> + Hello again, {$player}! +<> + <> +<> + +-> What do you think about the Calamity? <> + <> +-> Have you seen a weird-looking girl running by? <> + <> +-> What do you have for trade? + <> + +Pleasure doing business with you! #auto +=== +``` + +The argument of this command is the id of the node to jump to. It can be given either as a plain +node ID, or as an expression in curly braces: + +```yarn +<> +``` + +If the expression evaluates at runtime to an unknown name, then a `NameError` exception will be +thrown. diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/commands/wait.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/commands/wait.md.txt new file mode 100644 index 000000000..e51f6fe7e --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/commands/wait.md.txt @@ -0,0 +1,13 @@ +# `<>` + +The **\<\\>** command forces the dialogue engine to wait for the specified duration +(in seconds) before resuming the dialogue. The number of seconds can be 0, but cannot be negative. +This command takes a single argument, which must be a numeric expression. For example: + +```yarn +// Wait for a quarter of a second +<> + +// Wait for the amount of time given by the $delay variable +<> +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/expressions/expressions.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/expressions.md.txt new file mode 100644 index 000000000..16dfacb3d --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/expressions.md.txt @@ -0,0 +1,34 @@ +# Expressions + +The **expressions** in YarnSpinner provide a way to dynamically change the flow or the content +of the dialogue, based on [variables], combined with [operators] or [function] calls. They are +used in several places: + +- to insert a dynamic text into a [line]; +- to create or update a [variable]; +- as part of a [command] such as `<>` or `<>`; +- to compute the values of [markup] attributes. + +An expression always evaluates synchronously, meaning that it cannot wait for user's input, nor +perform an action over time, nor carry out any computationally intensive calculations in a +different thread. If such functionality is really desired, then it can be achieved via a +[user-defined command] that waits for the calculation to succeed and then stores the result into +some global [variable], which can then be accessed from an expression. + + +```{toctree} +:hidden: + +Variables +Operators +Functions +``` + +[command]: ../commands/commands.md +[function]: functions/functions.md +[line]: ../lines.md +[markup]: ../markup.md +[operators]: operators.md +[user-defined command]: ../commands/user_defined_commands.md +[variable]: variables.md +[variables]: variables.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/functions.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/functions.md.txt new file mode 100644 index 000000000..f2649a692 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/functions.md.txt @@ -0,0 +1,101 @@ +# Functions + +A **function** in YarnSpinner is the same notion as in any other programming language, or in math: +it takes a certain number of arguments, and then computes and returns the result. A function call +is indicated by the name of the function, followed by its arguments in parentheses. The parentheses +are required, even when there are no arguments: + +```yarn +<> +<> +``` + +There are around 20 built-in functions in Jenny, listed below; and it is also possible to add +user-defined functions as well. + + +## Built-in functions + +- **Random functions** + - [`dice(n)`](random.md#dicen) + - [`random()`](random.md#random) + - [`random_range(a, b)`](random.md#random_rangea-b) + +- **Numeric functions** + - [`ceil(x)`](numeric.md#ceilx) + - [`dec(x)`](numeric.md#decx) + - [`decimal(x)`](numeric.md#decimalx) + - [`floor(x)`](numeric.md#floorx) + - [`inc(x)`](numeric.md#incx) + - [`int(x)`](numeric.md#intx) + - [`round(x)`](numeric.md#roundx) + - [`round_places(x, n)`](numeric.md#round_placesx-n) + +- **Type conversion functions** + - [`bool(x)`](type.md#boolx) + - [`number(x)`](type.md#numberx) + - [`string(x)`](type.md#stringx) + +- **Other functions** + - [`if(condition, then, else)`](misc.md#ifcondition-then-else) + - [`plural(x, ...)`](misc.md#pluralx-words) + - [`visit_count(node)`](misc.md#visit_countnode) + - [`visited(node)`](misc.md#visitednode) + + +## User-defined functions + +In addition to the built-in functions, you can also define any number of **user-defined functions** +which can later be used in your yarn scripts. The syntax for these functions is exactly the same +as for the built-in functions: it consists of a function name, followed by the arguments in +parentheses. + +Each user-defined function has a fixed signature, declared at the time when the function is added +to the `YarnProject`. A function must have a fixed number of arguments of specific types, and a +fixed return type. + +All user-defined functions must be added to the `YarnProject` before they can be used. A compile +error will be raised if the parser encounters an unknown function, or if the number or types of +arguments do not match. + +User-defined functions can be used for a variety of purposes, such as: + +- implement functionality that is currently missing in Jenny; +- interface with the game engine; +- provide access to "variables" stored outside of Jenny; +- etc. + +```yarn +title: Blacksmith +--- +// This example showcases several hypothetical user-defined functions: +// - broken(slot): checks whether the item in the given slot is broken; +// - name(slot): gives the name for an item in a slot, e.g. "sword" or "bow"; +// - money(): returns the current amount of money that the player has. +// At the same time, functions `round()` and `plural()` are built-in. + +<> + <> + + Blacksmith: Your {name("mainhand")} seems to be completely broken! + Blacksmith: I can fix it for just {plural($repair_cost, "% coin")} + -> Ok, do it <= $repair_cost>> + -> I'll be fine... +<> +=== +``` + +```{seealso} +- [`FunctionStorage`](../../../runtime/function_storage.md) -- document + describing how to add user-defined functions to a `YarnProject`. +``` + + +```{toctree} +:hidden: + +Random functions +Numeric functions +Type conversion functions +Miscellaneous functions +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/misc.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/misc.md.txt new file mode 100644 index 000000000..1c80d9e15 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/misc.md.txt @@ -0,0 +1,134 @@ +# Miscellaneous functions + + +## if(condition, then, else) + +This function implements the ternary-if condition, it is equivalent to the `?:` operator in Dart. + +The function evaluates its `condition` (which must be a boolean), and then returns either the value +of `then` if the condition was `true`, or the value of `else` if the condition was `false`. The +types of arguments `then` and `else` must be the same. + +Note: Only one of the `then`/`else` values will be evaluated, depending on the `condition`. This +may be important in cases when evaluating those expressions may produce a side-effect. + +```yarn +title: Birth +--- +Doctor: Congratulations, you have a { if($gender == "m", "boy", "girl") }! +=== +``` + + +## plural(x, words...) + +Returns the correct plural form depending on the value of variable `x`. + +This function is locale-dependent, and its implementation and signature changes depending on the +`locale` property in the `YarnProject`. In all cases, the first argument `x` must be numeric, +while all other arguments should be strings. + +The purpose of this function is to form correct plural phrases, according to the rules of the +current language. For example, suppose you need to say `{$n} items`, where `$n` is a variable. If +you simply plug in the value of the variable like that, you'll end up getting phrases like +"23 items", or "1 items" -- which is not what you want. So instead, the `plural()` function can be +used, which will select the correct plural form of the word "item": + +```yarn +I have {plural($n, "% item")}. +``` + +In English locale (`en`), the function `plural()` takes either 1 or 2 `word`s after the numeral +`$x`. The first word is the singular form, and the second is the plural. The second word can be +omitted if the singular form is simple enough that its plural form can be obtained by adding either +`-s` or `-es`. For example: + +```yarn +// Here "foot" is an irregular noun, so its plural form must be specified +// explicitly. At the same time, "inch" is regular, and the function +// plural() will know to add "es" to make its plural form. +The distance is {plural($ft, "% foot", "% feet")} and {plural($in, "% inch")}. +``` + +In locales other than English, the number of plural words can be anywhere from 1 to 3. Usually, +the first word is the singular form, while others are different plurals -- their meaning would +depend on a particular language. For example, in Ukrainian locale (`uk`) the function `plural()` +requires 3 words: the singular form, the "few" plural form, and the "many" plural form: + +```yarn +// Assuming locale == 'uk' +У мене є {plural($coins, "% монета", "% монети", "% монет")}. + +// Produces phrases like this: +// У мене є 21 монета +// У мене є 23 монети +// У мене є 25 монет +``` + +Note that in all examples above the words contain the `%` sign. This is used as a placeholder where +the numeral itself should be placed. It is allowed for some (or all) of the `words` to not contain +the `%` sign. + + +## visit_count(node) + +Returns the number of times that the `node` was visited. + +A node is considered "visited" if the dialogue enters and then exits that node. The node can be +exited either through the normal dialogue flow, or via the [\<\\>] command. However, if a +runtime exception occurs while running the node, then the visit will not count. + +The `node` argument must be a string, and it must contain a valid node name. If a node with the +given name does not exist in the project, an exception will be thrown. + +```yarn +title: LuckyWheel +--- +<> + Clown: Would you like to speen a wheel and get fabulous prizes? + -> I sure do! + <> + -> I don't talk to strangers... + <> +<> + Clown: Sorry kid, we're all out of prizes for now. +<> +=== +``` + +```{seealso} +- [`visited(node)`](#visitednode) +``` + + +## visited(node) + +Returns `true` if the node with the given title was visited, and `false` otherwise. + +For a node to be considered "visited", the dialogue must enter and then exit the node at least +once. For example, within a node "X" the expression `visited("X")` will return `false` during the +first run of this node, and `true` upon all subsequent runs. + +The `node` argument must be a string, and it must contain a valid node name. If a node with the +given name does not exist in the project, an exception will be thrown. + +```yarn +title: MerchantDialogue +--- +<> + // This part of the dialogue will run only during the first interaction + // with the merchant. + Merchant: Greetings! My name is Hazeem + Merchant: I offer exquisute wares for the most fastidious customers! + Player: Hi. I'm Bob. I like stuff. +<> +... +=== +``` + +```{seealso} +- [`visit_count(node)`](#visit_countnode) +``` + + +[\<\\>]: ../../commands/stop.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/numeric.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/numeric.md.txt new file mode 100644 index 000000000..6a67b4a7d --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/numeric.md.txt @@ -0,0 +1,197 @@ +# Numeric functions + +These functions are used to manipulate numeric values. Most of them take a single numeric argument +and produce a numeric result. + + +## `ceil(x)` + +Returns the value `x` rounded up towards positive infinity. In other words, this returns the +smallest integer value greater than or equal to `x`. + +```yarn +title: ceil +--- +{ ceil(0) } // 0 +{ ceil(0.3) } // 1 +{ ceil(5) } // 5 +{ ceil(5.001) } // 6 +{ ceil(5.999) } // 6 +{ ceil(-2.07) } // -2 +=== +``` + +```{seealso} +- [`floor(x)`](#floorx) +- [`int(x)`](#intx) +``` + + +## `dec(x)` + +Returns the value `x` reduced towards the previous integer. Thus, if `x` is already an integer +this returns `x - 1`, but if `x` is not an integer then this returns `floor(x)`. + +```yarn +title: dec +--- +{ dec(0) } // -1 +{ dec(0.3) } // 0 +{ dec(5.0) } // 4 +{ dec(5.001) } // 5 +{ dec(5.999) } // 5 +{ dec(-2.07) } // -3 +=== +``` + +```{seealso} +- [`inc(x)`](#incx) +``` + + +## `decimal(x)` + +Returns a fractional part of `x`. + +If `x` is positive, then the returned value will be between `0` (inclusive) and `1` (exclusive). +If `x` is negative, then the returned value will be between `0` and `-1`. In all cases it should +hold that `x == int(x) + decimal(x)`. + +```yarn +title: decimal +--- +{ decimal(0) } // 0 +{ decimal(0.3) } // 0.3 +{ decimal(5.0) } // 0 +{ decimal(5.001) } // 0.001 +{ decimal(5.999) } // 0.999 +{ decimal(-2.07) } // -0.07 +=== +``` + +```{seealso} +- [`int(x)`](#intx) +``` + + +## `floor(x)` + +Returns the value `x` rounded down towards negative infinity. In other words, this returns the +largest integer value less than or equal to `x`. + +```yarn +title: floor +--- +{ floor(0) } // 0 +{ floor(0.3) } // 0 +{ floor(5) } // 5 +{ floor(5.001) } // 5 +{ floor(5.999) } // 5 +{ floor(-2.07) } // -3 +=== +``` + +```{seealso} +- [`ceil(x)`](#ceilx) +- [`int(x)`](#intx) +``` + + +## `inc(x)` + +Returns the value `x` increased towards the next integer. Thus, if `x` is already an integer +this returns `x + 1`, but if `x` is not an integer then this returns `ceil(x)`. + +```yarn +title: inc +--- +{ inc(0) } // 1 +{ inc(0.3) } // 1 +{ inc(5.0) } // 6 +{ inc(5.001) } // 6 +{ inc(5.999) } // 6 +{ inc(-2.07) } // -2 +=== +``` + +```{seealso} +- [`dec(x)`](#decx) +``` + + +## `int(x)` + +Truncates the fractional part of `x`, rounding it towards zero, and returns just the integer part +of the argument `x`. + +```yarn +title: int +--- +{ int(0) } // 0 +{ int(0.3) } // 0 +{ int(5.0) } // 5 +{ int(5.001) } // 5 +{ int(5.999) } // 5 +{ int(-2.07) } // -2 +=== +``` + +```{seealso} +- [`decimal(x)`](#decimalx) +- [`round(x)`](#roundx) +``` + + +## `round(x)` + +Rounds the value `x` towards a nearest integer. + +The values that end with `.5` are rounded up if `x` is positive, and down if `x` is negative. + +```yarn +title: round +--- +{ round(0) } // 0 +{ round(0.3) } // 0 +{ round(5.0) } // 5 +{ round(5.001) } // 5 +{ round(5.5) } // 6 +{ round(5.999) } // 6 +{ round(-2.07) } // -2 +{ round(-2.5) } // -3 +=== +``` + +```{seealso} +- [`round_places(x, n)`](#round_placesx-n) +``` + + +## `round_places(x, n)` + +Rounds the value `x` to `n` decimal places. + +The value `x` can be either positive, negative, or zero, but it must be an integer. Rounding to +`0` decimal places is equivalent to the regular `round(x)` function. If `n` is positive, then the +function will attempt to keep that many digits after the decimal point in `x`. If `n` is negative, +then `round_places()` will round `x` to nearest tens, hundreds, thousands, etc: + +```yarn +title: round_places +--- +{ round_places(0, 1) } // 0 +{ round_places(0.3, 1) } // 0.3 +{ round_places(5.001, 1) } // 5.0 +{ round_places(5.001, 2) } // 5.0 +{ round_places(5.001, 3) } // 5.001 +{ round_places(5.5, 1) } // 5.5 +{ round_places(5.999, 1) } // 6.0 +{ round_places(-2.07, 1) } // -2.1 +{ round_places(13, -1) } // 10 +{ round_places(252, -2) } // 200 +=== +``` + +```{seealso} +- [`round(x)`](#roundx) +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/random.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/random.md.txt new file mode 100644 index 000000000..d1bc07200 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/random.md.txt @@ -0,0 +1,50 @@ +# Random functions + +These functions produce random results each time they run. + +Internally, each function uses `YarnSpinner.random` random generator, which can be replaced with a +custom generator if you need reproducible draws for debug purposes, or to prevent the player from +getting different results upon reload. + + +## `dice(n)` + +Returns a random integer between `1` and `n`, inclusive. For example, `dice(6)` will return a +random integer from 1 to 6, as if throwing a regular six-sided die. + +The argument `n` must be numeric, and greater or equal than 1. If `n` is a non-integer, then it +will be truncated to an integer value at runtime. Thus, `dice(3.5)` is equivalent to `dice(3)`. + +```yarn +<> +<> +``` + + +## `random()` + +Returns a random floating-point between `0` and `1`. + +This function can be used to implement events with a prescribed probability. For example: + +```yarn +<> + // This happens only with 0.1% probability + You found it! The Holy Grail! +<> +``` + + +## `random_range(a, b)` + +Returns a random integer between `a` and `b` inclusive. + +Both arguments `a` and `b` must be numeric, and they will be truncated to integers upon evaluation. +The value of `a` must be less than or equal to `b`, or otherwise a runtime exception will be thrown. + +The purpose of this function is similar to `dice()`, but it can be used in situations where a +custom range is desired. + +```yarn +<> +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/type.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/type.md.txt new file mode 100644 index 000000000..8ba6f9d9d --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/functions/type.md.txt @@ -0,0 +1,47 @@ +# Type conversion functions + +These functions convert values of one type into another type, if possible. All of these functions +take a single argument of arbitrary type, and return the result of the type corresponding to the +name of the function. + + +## `bool(x)` + +Converts its argument into a boolean value. + +- If `x` is already a boolean, then it returns the argument as-is. +- If `x` is numeric, then the result is `false` when `x` is `0`, and `true` for all other values + of `x`. +- If `x` is string, then the function will check whether that string can be found within + `YarnProject.trueValues` or `YarnProject.falseValues` sets. If yes, then it will return the + `true` / `false` value respectively. Otherwise, an error will be thrown. + + +## `number(x)` + +Converts its argument `x` into a numeric value. + +- If `x` is boolean, then it returns `1` for `true` and `0` for `false`. +- If `x` is numeric, then it is returned unmodified. +- If `x` is string, then the function attempts to parse that string as a number. A runtime + exception will be raised if `x` does not have a valid format for a number. The following formats + are recognized: + - integer: `"-3"`, `"214"` + - decimal: `"0.745"`, `"3.14159"`, `".1"`, `"-3."` + - scientific: `"2e5"`, `"3.11e-05"` + - hexadecimal: `"0xDEAD"`, `"0x7F"` + + +## `string(x)` + +Converts its argument `x` into a string value. + +- If `x` is boolean, returns strings `"true"` or `"false"`. +- If `x` is numeric, converts it into a string representation using the standard Dart's + `.toString()` method, which attempts to produce the shortest string that can represent + the number `x`. In particular, + - if `x` is integer-valued, returns its decimal representation without a decimal point; + - if `x` is a double in the range `1e-6` to `1e21`, returns its decimal representation + with a decimal point; + - for all other doubles, returns `x` written in the scientific (exponential) format. +- If `x` is a string, then it is returned as-is. diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/expressions/operators.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/operators.md.txt new file mode 100644 index 000000000..8041be292 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/operators.md.txt @@ -0,0 +1,192 @@ +# Operators + +The **operators** are special symbols that perform common mathematical operations. For example, +operator `+` performs summation, and thus we can write `$x + $y` to denote the sum of variables +`$x` and `$y`. There are over 20 different operators in YarnSpinner, which can be loosely grouped +into the following categories: + + +## Operator types + + +### Arithmetic + +The **arithmetic** operators, have the same meaning as in regular math. These apply to numeric +arguments (with the exception of `+` which can also be used with strings): + +```{list-table} +:align: left +:class: first-col-align-center +:header-rows: 1 +:widths: 1 2 9 + +* - operator + - name + - notes +* - `+` + - addition + - +* - `-` + - subtraction + - Also, a unary minus +* - `*` + - multiplication + - +* - `/` + - division + - Division by `0` is not allowed, and will throw a runtime error if it occurs. +* - `%` + - modulo + - This operator can apply to both integer and decimal numbers, and it returns + the remainder of integer division of two numbers. The right-hand side of + `%` cannot be zero or a negative number, otherwise a runtime error will be + thrown. The result of `x % y` is always a number in the range `[0; y)`, + regardless of the sign of `x`. +* - `+` + - concatenation + - When applied to strings, the `+` operator simply glues them together. For + example, `"Hello" + "World"` produces string `"HelloWorld"`. +``` + + +### Logical + +The **logical** operators apply to boolean values. These operators can be written either in +symbolic or word form -- both forms are equivalent: + +```{list-table} +:align: left +:class: first-col-align-center +:header-rows: 1 +:widths: 1 2 9 + +* - operator + - name + - notes +* - `!`, `not` + - logical NOT + - This is a unary operator that inverts its operand: `!true` is `false`, + and `!false` is `true`. +* - `&&`, `and` + - logical AND + - Returns `true` if both of its arguments are `true`. +* - `||`, `or` + - logical OR + - Returns `true` if at least one of its arguments is `true`. +* - `^`, `xor` + - logical XOR + - Returns `true` if the arguments are different, and `false` if they are + the same. +``` + + +### Assignment + +The **assignment** operators modify the value of a variable. The left-hand side of such an operator +is the variable that shall be modified, the right-hand side is the expression of the same type as +the variable on the left: + +```{list-table} +:align: left +:class: first-col-align-center +:header-rows: 1 +:widths: 1 2 9 + +* - operator + - name + - notes +* - `=`, `to` + - assign + - `$var = X` stores the value of `X` into the variable `$var` +* - `+=` + - increase + - `$var += X` is equivalent to `$var = $var + X` +* - `-=` + - decrease + - `$var -= X` is equivalent to `$var = $var - X` +* - `*=` + - multiply + - `$var *= X` is equivalent to `$var = $var * X` +* - `/=` + - divide + - `$var /= X` is equivalent to `$var = $var / X` +* - `%=` + - reduce modulo + - `$var %= X` is equivalent to `$var = $var % X` +``` + +Unlike all other operators, the assignment operators do not produce a value. This means they +cannot be used inside a larger expression, for example the following is invalid: `3 + ($x += 7)`. +Instead, the assignment operators are only usable at the top level of commands such as +[\<\\>], [\<\\>], and [\<\\>]. + + +### Relational + +The **relational** operators compare various values. The first two operators in this list can be +applied to operands of any types, as long as the types are the same. The remaining four operators +can only be used with numbers. Regardless of the types of operands, the result of every +relational operator is a boolean value, which can be either assigned to a variable, or used in a +larger expression: + +```{list-table} +:align: left +:class: first-col-align-center +:header-rows: 1 +:widths: 1 3 8 + +* - operator + - name + - notes +* - `==` + - equality + - +* - `!=` + - inequality + - +* - `<` + - less than + - +* - `<=` + - less than or equal + - +* - `>` + - greater than + - +* - `>=` + - greater than or equal + - +``` + +Note that operator chaining is not supported. Thus, for example, `$x == $y == $z` will first +compare variables `$x` and `$y`, then the result of that comparison, which is either `true` or +`false`, will be compared with variable `$z`. Given that such expressions would be highly +confusing to a reader, we recommend against using them. If you need to compare that all three +values `$x`, `$y` and `$z` are the same, then you should use the `&&` operator instead: +`$x == $y && $x == $z`. + + +## Precedence + +Just as in mathematics, the operators have precedence ordering among them, meaning that some +operators will always evaluate before the others. For example, if you write `3 + 4 * 5`, then +the result will be `23` instead of `35` because multiplication has higher precedence than addition +and thus evaluates first. + +The precedence order is as follows, from highest to lowest: + +- `*`, `/`, `%`; +- `-`, `+`; +- `==`, `!=`, `<`, `<=`, `>=`, `>`; +- `!`; +- `&&`, `^`; +- `||`; +- `=`, `+=`, `-=`, `*=`, `/=`, `%=`. + +You can use parentheses `()` in order to alter the order of evaluation. For example, `(3 + 4) * 5` +is `35` instead of `23`. + + +[\<\\>]: ../commands/declare.md +[\<\\>]: ../commands/local.md +[\<\\>]: ../commands/set.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/expressions/variables.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/variables.md.txt new file mode 100644 index 000000000..913743df8 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/expressions/variables.md.txt @@ -0,0 +1,88 @@ +# Variables + +A **variable** is a place to store some piece of information -- it is the same notion as in any +other programming language. Each variable has a **name**, **value**, **type**, and a **scope**. + + +## Name + +The **name** of a variable is how you refer to it in a `.yarn` script. The names of all variables +start with a `$` sign, followed by a letter or an underscore, and then by any number of letters, +digits, or underscores. Thus, the following are all valid variables names: + +```text +$i +$WARNING +$_secret_ +$door10 +$climbed_over_wall_and_avoided_all_guard_patrols +$DoorPassword +``` + +while the following are NOT valid names: + +```text +$2000_years +$[main] +@today +victory +``` + + +## Type + +Each variable has a certain **type** associated with it. The type of a variable is determined when +the variable is first declared, and it never changes afterwards. + +There are three types of variables in YarnSpinner: `string`, `number`, and `bool`. + +- `bool` variables can store either `true` or `false` and nothing else; +- `number` variables may contain either integer or decimal numbers, such as `0`, `42`, `2.5`; +- `string` variables contain arbitrary text, for example `"the most random number is 4"`. + +```yarn +// Creates a variable $money of type number, and gives it initial value of 100 +<> + +// Creates variable $name of type string, the initial value will be "" +<> +``` + + +## Value + +Each variable stores a single **value**. This value can be replaced with another value at any time, +but the type of the new value must be the same. + +Each variable will have an initial value assigned to it when the variable is first created, and +then new values can be assigned with the [\<\\>][set] command. + +```yarn +<> // increases the value of $money by 10 +``` + + +## Scope + +The **scope** of a variable is where exactly it can be accessed. In YarnSpinner, the variables can +be either global or local. + +- The **global** variables are introduced via the [\<\\>][declare] command, and once + created can be accessed anywhere. The names of all global variables are unique. +- The **local** variables are created with the [\<\\>][local] command, and can only be used + within the node where they were created. It is possible to have a local variable with the same + name in different nodes, and they will be considered different variables. + +```yarn +<> + +title: MyNode +--- +<> +=== +``` + + +[declare]: ../commands/declare.md +[local]: ../commands/local.md +[set]: ../commands/set.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/language.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/language.md.txt new file mode 100644 index 000000000..433bbc849 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/language.md.txt @@ -0,0 +1,82 @@ +# YarnSpinner language + +**YarnSpinner** is the language in which `.yarn` files are written. You can check out the +[official documentation] for the YarnSpinner language, however, here we will be describing the +**Jenny** implementation, which may not contain all the original features, but may also contain +some that were not implemented in the YarnSpinner yet. + + +## Yarn files + +Any Yarn project will contain one or more `.yarn` files. These are plain text files in UTF-8 +encoding. As such, they can be edited in any text editor or IDE. + +Having multiple `.yarn` files helps you better organize your project, but Jenny doesn't impose any +requirements on the number of files or their relationship. + +Each `.yarn` file may contain **comments**, **tags**, **[commands]**, and **[nodes]**. +For example: + +```yarn +// This is a comment +// The line below, however, is a tag: +# Chapter 1d + +<> +<> // is this too much? + +title: Start +--- +// Node content +=== +``` + + +### Comments + +A comment starts with `//` and continues until the end of the line. All the text inside a comment +will be completely ignored by Jenny as if it wasn't there. + +There are no multi-line comments in YarnSpinner. + + +### Tags + +File-level tags start with a `#` and continue until the end of the line. A tag can be used to +include some per-file custom project metadata. These tags are not interpreted by Jenny in any way. + + +### Commands + +The commands are explained in more details [later][commands], but at this point it is +worth pointing out that only a limited number of commands are allowed at the root level of a file +(that is, outside of nodes). Currently, these commands are: + +- `<>` +- `<>` + +The commands outside of nodes are compile-time instructions, that is they are executed during the +compilation of a YarnProject. + + +### Nodes + +Nodes represent the main bulk of content in a yarn file, and are explained in a dedicated +[section][nodes]. There could be multiple nodes in a single file, placed one after another. +No special separator is needed between nodes: as soon as one node ends, the next one can begin. + + +```{toctree} +:hidden: + +Nodes +Lines +Options +Commands +Expressions +Markup +``` + +[commands]: commands/commands.md +[nodes]: nodes.md +[official documentation]: https://docs.yarnspinner.dev/getting-started/writing-in-yarn diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/lines.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/lines.md.txt new file mode 100644 index 000000000..1c8df45ae --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/lines.md.txt @@ -0,0 +1,194 @@ +# Lines + +A **line** is the most common element of the Yarn dialogue. It's just a single phrase that a +character in the game says. In a `.yarn` file, a **line** is represented by a single line of text +in a [node body]. A line may contain the following elements: + +- A character ID; +- Normal text; +- Escaped text; +- Interpolated expressions; +- Markup; +- Hashtags; +- A comment at the end of the line; +- (a line, however, cannot contain commands). + +A **line** is represented with the [DialogueLine] class in Jenny runtime. + + +## Character ID + +If a line starts with a single word followed by a `:`, then that word is presumed to be the name +of the character who is speaking that line. In the following example there are two characters +talking to each other: Prosser and Ford, and the last line has no character ID. + +```yarn +title: Bulldozer_Conversation +--- +Prosser: You want me to come and lie there... +Ford: Yes +Prosser: In front of the bulldozer? +Ford: Yes +Prosser: In the mud. +Ford: In, as you say, the mud. +(low rumbling noise...) +=== +``` + +It is worth emphasizing that a character ID must be a valid ID -- that is, it cannot contain +spaces or other special characters. In the example below "Harry Potter" is not a valid character ID, +while all other alternatives are ok. + +```yarn +title: Hello +--- +Harry Potter: Hello, Hermione! +Harry_Potter: Hello, Hermione! +HarryPotter: Hello, Hermione! +Harry: Hello, Hermione! +=== +``` + +If you want to have a line that starts with a `WORD + ':'`, but you don't want that word to be +interpreted as a character name, then the colon can be [escaped](#escaped-text): + +```yarn +title: Warning +--- +Attention\: The cake is NOT a lie +=== +``` + +```{note} +All characters must be **declared** using the [\<\\>] command +before they can be used in a script. +``` + + +## Interpolated expressions + +You can insert dynamic text into a line with the help of **interpolated expression**s. These +expressions are surrounded with curly braces `{}`, and everything inside the braces will be +evaluated, and then the result of the evaluation will be inserted into the text. + +```yarn +title: Greeting +--- +Trader: Hello, {$player_name}! Would you like to see my wares? +Player: I have only {plural($money, "% coin")}, do you have anything I can afford? +=== +``` + +The expressions will be evaluated at runtime when the line is delivered, which means it can produce +different text during different runs of the line. + +```yarn +title: Exam_Greeting +--- +<> + Professor: Welcome to the exam! + <> +<> + Professor: You have tried {plural($n_attempts, "% time")} already, but I \ + can give you another try. + <> +<> + Professor: You've failed 5 times in a row! How is this even possible? +<> +=== +``` + +After evaluation, the text of the expression will be inserted into the line as-is, without any +further processing. Which means that the text of the expression may contain special characters +(such as `[`, `]`, `{`, `}`, `\`, etc), and they don't need to be escaped. It also means that the +expression cannot contain markup, or produce a hashtag, etc. + +Read more about expressions in the [Expressions] section. + + +## Markup + +The **markup** is a mechanism for text annotation. It is somewhat similar to HTML tags, except that +it uses square brackets `[]` instead of angular ones: + +```yarn +title: Markup +--- +Wizard: No, no, no! [em]This is insanity![/em] +=== +``` + +The markup tags do not alter the text of the line, they merely insert annotations in it. Thus, the +line above will be delivered in game as "No, no, no! This is insanity!", however there will be +additional information attached to the line that shows that the last 17 characters were marked with +the `em` tag. + +Markup tags can be nested, or be zero-width, they can also include parameters whose values can be +dynamic. Read more about this in the [Markup] document. + + +## Hashtags + +Hashtags may appear at the end of the line, and take the following form: `#text`. That is, a hashtag +is a `#` symbol followed by any text that doesn't contain whitespace. + +Hashtags are used to add line-level metadata. There can be no line content after a hashtag (though +comments are allowed). A line can have multiple hashtags associated with it. + +```yarn +title: Hashtags +--- +Harry: There is no justice in the laws of Nature, Headmaster, no term for \ + fairness in the equations of motion. #sad // HPMOR.39 +Harry: The universe is neither evil, nor good, it simply does not care. +Harry: The stars don't care, or the Sun, or the sky. +Harry: But they don't have to! We care! #elated #volume:+1 +Harry: There is light in the world, and it is us! #volume:+2 +=== +``` + +In most cases the Jenny engine does not interpret the tags, but merely stores them as part of the +line information. It is up to the programmer to examine these tags at runtime. + + +## Escaped text + +Whenever you have a line that needs to include a character that would normally be interpreted as +one of the special syntaxes mentioned above, then such a character can be **escaped** with a +backslash `\`. + +The following escape sequences are recognized: `\\`, `\/`, `\#`, `\<`, `\>`, `\[`, `\]`, `\{`, `\}`, +`\:`, `\-`, `\n`. In addition, there is also `\⏎` (i.e. backslash followed immediately by a +newline). + +```yarn +title: Escapes +--- +\// This is not a comment // but this is +This is not a \#hashtag +This is not a \<> +\{This line\} does not contain an expression +Not a \[markup\] +=== +``` + +The `\⏎` escape can be used to split a single long line into multiple physical lines, that would +still be treated by Jenny as if it was a single line. This escape sequence consumes both the +newline symbol and all the whitespace at the start of the next line: + +```yarn +title: One_long_line +--- +This line is so long that it becomes uncomfortable to read in a text editor. \ + Therefore, we use the backslash-newline escape sequence to split it into \ + several physical lines. The indentation at the start of the continuation \ + lines is for convenience only, and will be removed from the resulting \ + text. +=== +``` + + +[node body]: nodes.md#body +[DialogueLine]: ../runtime/dialogue_line.md +[Expressions]: expressions/expressions.md +[Markup]: markup.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/markup.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/markup.md.txt new file mode 100644 index 000000000..7ee188b62 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/markup.md.txt @@ -0,0 +1,117 @@ +# Markup + +**Markup** is a mechanism for annotating fragments of a dialogue line. They are somewhat similar to +HTML tags, or you can imagine them as comments in a google document. Importantly, markup tags +only annotate the text, but do not alter its content or display in the game. It is up to the +developer to actually use the markup information in their game. + + +## Syntax + +Markup tags are denoted with the name of the tag, placed in square brackets: `[tag_name]`. The +corresponding closing tag would be `[/tag_name]`. Every markup tag must have a corresponding +closing tag: + +```yarn +Hello, [wavy]world[/wavy]! +``` + +Markup tags may nest within each other, though they must nest properly, in the sense that one +markup range must be fully inside or fully outside another: + +```yarn +Lorem [S]ipsum dolor [A]sit[/A] amet[/S], consectetur [B]adipiscing[/B] elit +``` + +The special **close-all** markup tag `[/]` closes all currently opened markup ranges. It is also +handy in situations where the name of the markup tag is long and you don't want to repeat it: + +```yarn +Lorem ipsum dolor sit amet, [Incididunt]consectetur adipiscing elit[/] +``` + +The **self-closing** markup tags have the form `[tag_name/]`. These tags mark a single location +within the text. In addition, if such tag is surrounded by spaces on both sides, then a single +space after the tag will be removed from the resulting text. If this is undesired, then simply +add an extra space after the markup tag: + +```yarn +Lorem ipsum dolor sit amet, [carramba/] consectetur adipiscing elit. +``` + +Markup tags also accept parameters, which are similar to HTML tag attributes. The names of these +parameters can be arbitrary IDs, and the values are expressions that will be evaluated each time +the line is executed. Thus, the values of attributes can be dynamic: + +```yarn +Lorem ipsum [color name=$color]dolor sit amet[/color] +``` + +Markup tags can surround dynamic text (interpolated expressions), which will cause the length of +the marked up span to be different every time the line is run. At the same time, markup cannot be +generated dynamically -- in the sense that the interpolated expressions will always be inserted +as-is, even if they contain some text in square brackets. + +```yarn +Hello, [b]{$player}[/b]! +``` + +Lastly, it should be noted that if you want to have an actual text in square brackets within a +line, then in order to prevent it from being parsed as markup you can escape the square brackets +with a backslash `\`: + +```yarn +Hello, \[world\]! +``` + +```{seealso} +- [MarkupAttribute](../runtime/markup_attribute.md): the runtime representation + of a markup attribute within a line. +``` + + +## Examples + + +### Mark a piece of text with a different style + +In this example the word "Voldemort" is rendered with a special "cursed" markup, indicating that +the word itself is cursed (it is up to you how to actually render this in a game). Similarly, the +word "stupid" in the second line has an emphasis, which may be rendered as italic text. + +```yarn +title: Scene117_Harry_MrMalfoy +--- +Harry: I'm not afraid of [cursed]Voldemort[/cursed]! +MrMalfoy: You must be really brave... or really [i]stupid[/i]? +=== +``` + + +### Provide additional information about a text fragment + +In this example the word "Llewellyn" has a tooltip information associated with it. A game might +render this with a special style suggesting that the user may hover over that word to see a +tooltip with a minimap for where to find this NPC. + +```yarn +title: MonkDialogue +--- +Monk: Visit [tooltip place="TS" x=23 y=-74]Llewellyn[/] in Thunderstorm, \ + he will be able to help you. +=== +``` + + +### Indicate where special non-text tokens may be inserted + +The `[item/]` markup tag will be replaced by the item's name, which will also be interactive: +tapping this name would bring up the item's description card. + +```yarn +title: BlacksmithQuest +--- +<> +Smith: Find me my lost ring, and I'll give you this [item id=$reward/]. +=== +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/nodes.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/nodes.md.txt new file mode 100644 index 000000000..affecd806 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/nodes.md.txt @@ -0,0 +1,89 @@ +# Nodes + +A **node** is a small section of text, that represents a single conversation or interaction with +an NPC. Each node has a **title**, which can be used to *run* that node in a [DialogueRunner], or to +[jump] to that node from another node. + +You can think of a node as if it was a function in a regular programming language. Running a node +is equivalent to calling a function, and it is not possible to start execution in the middle of a +node/function. When a function becomes too large, we will usually want to split it into multiple +smaller ones -- the same is true for nodes, when a node becomes too long it is a good idea to split +it into several smaller nodes. + +Each node consists of a **header** and a **body**. The header is separated from the body with 3 +(or more) dashes, and the body is terminated with 3 "=" signs: + +```yarn +// NODE HEADER +--- +// NODE BODY +=== +``` + +In addition, you can use 3 (or more) dashes to separate the header from the previous content, which +means the following is also a valid node: + +```yarn +--------------- +// NODE HEADER +--------------- +// NODE BODY +=== +``` + +A **node** is represented with a [Node] class in Jenny runtime. + +[Node]: ../runtime/node.md + + +## Header + +The header of a node consists of one or more lines of the form `TAG: CONTENT`. One of these lines +must contain the node's **title**, which is the name of the node: + +```yarn +title: NodeName +``` + +The title of a node must be a valid ID (that is, starts with a letter, followed by any number of +letters, digits, or underscores). All nodes within a single project must have unique titles. + +Besides the title, you can add any number of extra tags into the node's header. Jenny will store +these tags with the node's metadata, but will not interpret them in any other way. You will then +be able to access these tags programmatically + +```yarn +title: Alert +colorID: 0 +modal: true +--- +WARNING\: Entering Radioactive Zone! +=== +``` + + +## Body + +The body of a node is where the dialogue itself is located. The body is just a sequence of +statements, where each statement is either a [Line], an [Option], or a [Command]. For example: + +```yarn +title: Gloomy_Morning +camera_zoom: 2 +--- +You : Good morning! +Guard: You call this good? 'Tis as crappy as could be +You : Why, what happened? +Guard: Don't you see the fog? Chills me through to the bones +You : Sorry to hear that... +You : So, can I pass? +Guard: Can I get some exercise cutting you into pieces? Maybe that'll warm me up! +You : Ok, I think I'll be going. Hope you feel better soon! +=== +``` + +[DialogueRunner]: ../runtime/dialogue_runner.md +[jump]: commands/jump.md +[Line]: lines.md +[Option]: options.md +[Command]: commands/commands.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/language/options.md.txt b/docs/1.9.0/_sources/other_modules/jenny/language/options.md.txt new file mode 100644 index 000000000..1c28fa3cd --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/language/options.md.txt @@ -0,0 +1,62 @@ +# Options + +**Options** are special lines that display a menu of choices for the player, and the player must +select one of them in order to continue. The options are indicated with an arrow `->` at the start +of the line: + +```yarn +title: Adventure +--- +You arrive at the edge of the forest. The road dives in, but there is another \ +one going around the edge. +-> Go straight ahead, on the beaten path (x) +-> Take the road along the forest's edge +-> Turn back +=== +``` + +An option is typically followed by an indented list of statements (which may, again, be lines, +options, or commands). These statements indicate how the dialogue should proceed if the player +chooses that particular option. After the control flow finishes running through the block +corresponding to the selected option, the dialogue resumes after the option set. + +Other than the arrow indicator, an option follows the same syntax as the [line]. Thus, it can have +a character name, the main text, interpolated expressions, markup, and hashtags. One additional +feature that an option can have is the **conditional**. A conditional is a short-form `<>` +command after the text of an option (but before the hashtags): + +```yarn +title: Bridge +--- +Guard: 50 coins and you can cross the bridge. +-> Alright, take the money <= 50>> + <> + <> +-> I have so much money, here, take a 100 <= 10000>> + <> + <> + Guard: Wow, so generous! + Guard: But I wouldn't recommend going around telling everyone that you \ + have "so much money" +-> That's too expensive! + Guard: Is it? My condolences +-> How about I [s]kick your butt[/s] instead? + <> + <> + <> + You make a very reasonable point, sir, my apologies. + <> + <> +=== +``` + +When the conditional evaluates to `true`, the option is delivered to the game normally. If the +conditional turns out to be false, the option is still delivered, but is marked as `unavailable`. +It is up to the game whether to display such option as greyed out, or crossed, or not show it at +all; however, such option cannot be selected. + +As you have noticed, options always come in groups: after all, the player must select among several +possible choices. Thus, any sequence of options that are adjacent to each other in the dialogue, +will always be delivered as a single bundle to the frontend. This is called the **choice set**. + +[line]: lines.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/character.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/character.md.txt new file mode 100644 index 000000000..0882eae3b --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/character.md.txt @@ -0,0 +1,17 @@ +# Character + +```{dartdoc} +:package: jenny +:symbol: Character +:file: src/character.dart + +[<>]: ../language/commands/character.md +``` + + +## See Also + +- [CharacterStorage]: the container where all Character objects within a YarnProject are cached. + + +[CharacterStorage]: character_storage.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/character_storage.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/character_storage.md.txt new file mode 100644 index 000000000..04090c103 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/character_storage.md.txt @@ -0,0 +1,38 @@ +# CharacterStorage + +```{dartdoc} +:package: jenny +:symbol: CharacterStorage +:file: src/character_storage.dart +``` + + +## Accessing character storage + +Character storage is accessed via the [YarnProject]. + +```dart +final characters = yarnProject.characters; +``` + + +## Removing characters + +There may be situations where characters need to be removed from storage. For example, in a game +with many scenes, characters could be removed after a scene and new characters loaded for the next +scene. + +Remove all characters with `clear`. + +```dart +yarnProject.characters.clear(); +``` + +Use `remove` to remove a single character. Pass in the name of the character or any of its +aliases. The character and all its aliases will be removed. + +```dart +yarnProject.characters.remove('Jenny'); +``` + +[YarnProject]: yarn_project.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/command_storage.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/command_storage.md.txt new file mode 100644 index 000000000..d7b3ad12f --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/command_storage.md.txt @@ -0,0 +1,192 @@ +# CommandStorage + +The **CommandStorage** is a part of [YarnProject] responsible for storing all [user-defined +commands]. You can access it as the `YarnProject.commands` property. + +The command storage can be used to register any number of custom commands, making them available to +use in yarn scripts. Such commands must be registered before parsing the yarn scripts, or the +compiler will throw an error that the command is not recognized. + +In order to register a function as a yarn command, the function must satisfy several requirements: + +- The function's return value must be `void` or `Future`. If the function returns a future, + then that future will be awaited before proceeding to the next step of the dialogue. This makes it + possible to create commands that take a certain time to unfold in the game, for example + `<>`, `<>`, or `<>`. +- The function's arguments must be of types that are known to Yarn: `String`, `num`, `int`, + `double`, or `bool`. All arguments must be positional, with no defaults. +- In order to register the function, use methods `addCommand0()` ... `addCommand3()`, according to + the number of function's arguments. +- If the function's signature has 1 or more booleans at the end, then those arguments will be + considered optional and will default to `false`. + + +## Methods + +**hasCommand**(`String name`) → `bool` +: Returns the status of whether the command `name` has been added to the storage. + +**addCommand0**(`String name`, `FutureOr Function() fn`) +: Registers a no-argument function `fn` as the command `name`. + +**addCommand1**(`String name`, `FutureOr Function(T1) fn`) +: Registers a single-argument function `fn` as the command `name`. + +**addCommand2**(`String name`, `FutureOr Function(T1, T2) fn`) +: Registers a two-argument function `fn` as the command `name`. + +**addCommand3**(`String name`, `FutureOr Function(T1, T2, T3) fn`) +: Registers a three-argument function `fn` as the command `name`. + +**addOrphanedCommand**(`name`) +: Registers a command `name` which is not backed by any Dart function. Such command will still be + delivered to [DialogueView]s via the `onCommand()` callback, but its arguments will not be parsed. + +**clear** +: Removes all user-defined commands + +**remove**(`String name`) +: Removes the user-defined command with the specified `name`. + + +## Properties + +**length** → `int` +: The number of user-defined commands registered so far. + +**isEmpty** → `bool` +: Returns `true` if no user-defined commands were registered. + +**isNotEmpty** → `bool` +: Returns `true` if any commands have been registered + + +## Examples + + +### `<>` + +Suppose we want to have a yarn command `<>`, which would initiate a quest. The command +would take the quest name and quest ID as arguments. Technically, just the ID should be enough -- +but then it would be really difficult to read the yarn script and understand what quest is being +initiated. So, instead we'll pass both the ID and the name, and then check at runtime that the ID +of the quest matches its name. + +A typical invocation of this command might look like this (note that the name of the quest is in +quotes, otherwise it would be parsed as four different arguments `"Get"`, `"rid"`, `"of"`, and +`"bandits"`): + +```yarn +<> +``` + +In order to implement this command, we create a Dart function `startQuest()` with two string +arguments. The function will do a brief animated "Started quest X" message, but we don't want the +game dialogue to wait for that message, so we'll make the function return `void`, not a future. +Finally, we register the command with `commands.addCommand2()`. + +```dart +class MyGame { + late YarnProject yarnProject; + + void startQuest(String questId, String questName) { + assert(quests.containsKey(questId)); + assert(quests[questId]!.name == questName); + // ... + } + @override + void onLoad() { + yarnProject = YarnProject() + ..commands.addCommand2('StartQuest', startQuest); + } +} +``` + +Note that the name of the Dart function is different from the name of the command -- you can choose +whatever names suit your programming style best. + + +### `<>` + +The `<>` function will open a modal dialogue and ask the user to enter their response. This +command will be waiting for the user's input, so it must return a future. Also, we want to return +the result of the prompt into the dialogue -- but, unfortunately, the commands are not expressions, +and are not supposed to return values. So instead we will write the result into a global variable +`$prompt`, and then the dialogue can access that variable in order to read the result of the prompt. + +```dart +class MyGame { + final YarnProject yarnProject = YarnProject(); + + Future prompt(String message) async { + // This will wait until the modal dialog is popped from the router stack + final name = await router.pushAndWait(KeyboardDialog(message)); + yarnProject.variables.setVariable(r'$prompt', name); + } + + @override + void onLoad() { + yarnProject + ..variables.setVariable(r'$prompt', '') + ..commands.addCommand1('prompt', prompt); + } +} +``` + +Then in a yarn script this command can be used like this: + +```yarn +<> + +title: Greeting +--- +Guide: Hello, my name is Jenny, and you? +<> +<> // Store the name for later +Guide: Nice to meet you, {$player} +=== +``` + + +### `<>` + +Suppose that we want to make a command that will give the player a certain item, or a number of +items. This command would take 3 arguments: the person who gives the items, the name of the item, +and the quantity. For example: + +```yarn +<> +``` + +Note that the quest reward variable will contain both the reward item and its amount, for example +it could be `"100 gold"`, `"5 potion_of_healing"`, or `'1 "Sword of Darkness"'`. When such +variable is substituted into the command at runtime, the command becomes equivalent to + +```yarn +<> +<> +<> +``` + +which will then be parsed as a regular 3-argument command corresponding to the following Dart +function: + +```dart +/// Takes [amount] of [item]s from [source] and gives them to the player. +void give(int amount, String item, String source) { + // ... +} +``` + + +## See also + +- The description of [user-defined commands] in the YarnSpinner language. +- The [UserDefinedCommand] class, which is used to inform a [DialogueView] that a custom command + is being executed. + + +[DialogueView]: dialogue_view.md +[UserDefinedCommand]: user_defined_command.md +[YarnProject]: yarn_project.md +[user-defined commands]: ../language/commands/user_defined_commands.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_choice.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_choice.md.txt new file mode 100644 index 000000000..33dd515f0 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_choice.md.txt @@ -0,0 +1,16 @@ +# DialogueChoice + +The **DialogueChoice** class represents multiple [Option] lines in the `.yarn` script, which will be +presented to the user so that they can make a choice for how the dialogue should proceed. The +`DialogueChoice` objects will be delivered to your `DialogueView` with the method +`onChoiceStart()`. + + +## Properties + +**options** `List` +: The list of [DialogueOption]s comprising this choice set. + + +[Option]: ../language/options.md +[DialogueOption]: dialogue_option.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_line.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_line.md.txt new file mode 100644 index 000000000..678defaf9 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_line.md.txt @@ -0,0 +1,9 @@ +# DialogueLine + +```{dartdoc} +:package: jenny +:symbol: DialogueLine +:file: src/structure/dialogue_line.dart + +[Line]: ../language/lines.md +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_option.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_option.md.txt new file mode 100644 index 000000000..9f0778cab --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_option.md.txt @@ -0,0 +1,30 @@ +# DialogueOption + +The **DialogueOption** class represents a single [Option] line in the `.yarn` script. Multiple +options will be grouped into [DialogueChoice] objects. + + +## Properties + +**text** `String` +: The computed text of the option, after evaluating the inline expressions, stripping the markup, + and processing the escape sequences. + +**tags** `List` +: The list of hashtags for this option. If there are no hashtags, the list will be empty. Each entry + in the list will be a simple string starting with `#`. + +**attributes** `List` +: The list of markup spans associated with the option. Each [MarkupAttribute] corresponds to a + single span within the **text**, delineated with markup tags. + +**isAvailable** `bool` +: The result of evaluating the *conditional* of this option. If the option has no conditional, this + will return `true`. + +**isDisabled** `bool` +: Same as `!isAvailable`. + + +[Option]: ../language/options.md +[DialogueChoice]: dialogue_choice.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_runner.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_runner.md.txt new file mode 100644 index 000000000..3e5833ddc --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_runner.md.txt @@ -0,0 +1,54 @@ +# DialogueRunner + +```{dartdoc} +:file: src/dialogue_runner.dart +:symbol: DialogueRunner +:package: jenny +``` + + +## Execution model + +The `DialogueRunner` uses futures as a main mechanism for controlling the timing of the dialogue +progression. For each event, the dialogue runner will invoke the corresponding callback on all its +[DialogueView]s, and each of those callbacks may return a future. The dialogue runner then awaits +on all of these futures (in parallel), before proceeding to the next event. + +For a simple `.yarn` script like this + +```yarn +title: main +--- +Hello +-> Hi +-> Go away + <> +=== + +title: Away +--- +<> +=== +``` + +the sequence of emitted events will be as follows (assuming the second option is selected): + +- `onDialogueStart()` +- `onNodeStart(Node("main"))` +- `onLineStart(Line("Hello"))` +- `onLineFinish(Line("Hello"))` +- `onChoiceStart(Choice(["Hi", "Go away"]))` +- `onChoiceFinish(Option("Go away"))` +- `onNodeFinish(Node("main"))` +- `onNodeStart(Node("Away"))` +- `onCommand(Command("OhNo"))` +- `onNodeFinish(Node("Away"))` +- `onDialogueFinish()` + +:::{note} +Keep in mind that if a `DialogueError` is thrown while running the dialogue, then the dialogue will +terminate immediately and none of the `*Finish` callbacks will run. +::: + + +[DialogueView]: dialogue_view.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_view.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_view.md.txt new file mode 100644 index 000000000..c2e1cd118 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/dialogue_view.md.txt @@ -0,0 +1,14 @@ +# DialogueView + +```{dartdoc} +:file: src/dialogue_view.dart +:symbol: DialogueView +:package: jenny + +[Completer]: https://api.dart.dev/stable/2.18.6/dart-async/Completer-class.html +[FutureOr]: https://api.dart.dev/stable/2.18.6/dart-async/FutureOr-class.html +[user-defined command]: user_defined_command.md +[<>]: ../language/commands/jump.md +[<>]: ../language/commands/stop.md +[<>]: ../language/commands/visit.md +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/function_storage.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/function_storage.md.txt new file mode 100644 index 000000000..f644f5e36 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/function_storage.md.txt @@ -0,0 +1,76 @@ +# FunctionStorage + +The **FunctionStorage** is a part of [YarnProject] responsible for storing all [user-defined +functions]. You can access it as the `YarnProject.functions` property. + +The function storage can be used to register any number of custom functions, making them +available to use in yarn scripts. Such functions must be registered before parsing the yarn +scripts, or the compiler will throw an error that the function name is not recognized. + +A Dart function can be registered as a user-defined function in Jenny, if it satisfies the +following requirements: + +- its return type is one of `int`, `double`, `num`, `bool`, or `String`; +- all its arguments are positional, i.e. there are no named arguments; +- all its arguments have types `int`, `int?`, `double`, `double?`, `num`, `num?`, `bool`, `bool?`, + `String`, or `String?`; +- the nullable arguments, if any, must come after the non-nullable ones. These arguments become + optional in Yarn scripts, and if not provided they will be passed as `null` values; +- the first argument in a function can also be `YarnProject`. If such argument is present, then + it will be passed automatically. For example, if you have a function `fn(YarnProject, int)`, + then it can be invoked from the yarn script simply as `fn(1)`. + +A Dart function can then be added using one of the methods `addFunction0`, ..., `addFunction4`, +depending on how many arguments the function has (this is a limitation of Dart's template language). +When registering a function, you give it a `name`, under this function will be known in Yarn +scripts. This name can be the same, or different from the real function's name. For example, you +may have a function `hasVisitedTheWizard()` in your game, but you'd register it under the name +`has_visited_the_wizard()` in your YarnProject. + +Keep in mind that the name of the user-defined function must be: + +- unique; +- a valid ID; +- cannot be the same as any built-in function. + + +## Methods + +**hasFunction**(`String name`) → `bool` +: Returns the status of whether the function `name` has been already registered. + +**addFunction0**(`String name`, `T0 Function() fn`) +: Registers a no-argument function `fn` as the user-defined function `name`. + +**addFunction1**(`String name`, `T0 Function(T1) fn1`) +: Registers a single-argument function `fn1` under the name `name`. + +**addFunction2**(`String name`, `T0 Function(T1, T2) fn2`) +: Registers a two-argument function `fn2` with the given `name`. + +**addFunction3**(`String name`, `T0 Function(T1, T2, T3) fn3`) +: Registers a three-argument function `fn3` with the name `name`. + +**addFunction4**(`String name`, `T0 Function(T1, T2, T3, T4) fn4`) +: Registers a four-argument function `fn4` as `name`. + +**clear** +: Removes all user-defined functions + +**remove**(`String name`) +: Removes the user-defined function with the specified `name`. + + +## Properties + +**length** → `int` +: The number of user-defined functions registered so far. + +**isEmpty** → `bool` +: Returns `true` if no user-defined functions were registered. + +**isNotEmpty** → `bool` +: Has any functions been registered at all? + + +[user-defined functions]: ../language/expressions/functions/functions.md#user-defined-functions diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/index.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/index.md.txt new file mode 100644 index 000000000..222a7e3f5 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/index.md.txt @@ -0,0 +1,20 @@ +# Jenny Runtime + +```{toctree} +:hidden: + +Character +CharacterStorage +CommandStorage +DialogueChoice +DialogueLine +DialogueOption +DialogueRunner +DialogueView +FunctionStorage +MarkupAttribute +Node +UserDefinedCommand +VariableStorage +YarnProject +``` diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/markup_attribute.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/markup_attribute.md.txt new file mode 100644 index 000000000..f71c39ad3 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/markup_attribute.md.txt @@ -0,0 +1,43 @@ +# MarkupAttribute + +A **MarkupAttribute** is a descriptor of a subrange of text in a [line], demarcated with markup +tags. For example, in a `.yarn` line below there are two ranges of text surrounded by markup tags, +and therefore there will be two `MarkupAttribute`s associated with this line: + +```yarn +[b]Jenny[/b] is a library based on \ + [link url="docs.yarnspinner.dev"]YarnSpinner[/link] for Unity. +``` + +These `MarkupAttribute`s can be found in the `.attributes` property of a [DialogueLine][line]. + + +## Properties + +**name** `String` +: The name of the markup tag. In the example above, the name of the first attribute is `"b"`, and + the second is `"link"`. + +**start**, **end** `int` +: The location of the marked-up span within the final text of the line. The first index is + inclusive, while the second is exclusive. The `start` may be equal to `end` for a zero-width + markup attribute. + +**length** `int` +: The length of marked-up text. This is always equal to `end - start`. + +**parameters** `Map` +: The set of parameters associated with this markup attribute. In the example above, the first + markup attribute has no parameters, so this map will be empty. The second markup attribute has a + single parameter, so this map will be equal to `{"url": "docs.yarnspinner.dev"}`. + + The type of each parameter will be either `String`, `num`, or `bool`, depending on the type of + expression give in the `.yarn` script. The expressions for parameter values can be dynamic, that + is they can be evaluated at runtime. In the example below, the parameter `color` will be equal to + the value of the variable `$color`, which may change each time the line is run. + + ```yarn + My [i]favorite[/i] color is [bb color=$color]{$color}[/bb]. + ``` + +[line]: dialogue_line.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/node.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/node.md.txt new file mode 100644 index 000000000..79f161b04 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/node.md.txt @@ -0,0 +1,21 @@ +# Node + +The **Node** class represents a single [node] within the `.yarn` script. The objects of this class +will be delivered to your [DialogueView]s with the methods `onNodeStart()`, `onNodeFinish()`. + + +## Properties + +**title** `String` +: The title (name) of the node. + +**tags** `Map` +: Additional tags specified in the header of the node. The map will be empty if there were no tags + besides the required `title` tag. + +**iterator** `Iterator` +: The content of the node, which is a sequence of `DialogueLine`s, `DialogueChoice`s, or + `Command`s. + +[node]: ../language/nodes.md +[DialogueView]: dialogue_view.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/user_defined_command.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/user_defined_command.md.txt new file mode 100644 index 000000000..b45f51a86 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/user_defined_command.md.txt @@ -0,0 +1,39 @@ +# UserDefinedCommand + +The **UserDefinedCommand** class represents a single invocation of a custom (non-built-in) command +within a yarn script. Objects of this type will be delivered to a [DialogueView] in its +`.onCommand()` method. + + +## Properties + +**name** `String` +: The name of the command, without the angle brackets. For example, if the command is `<>` + in the yarn script, then its name will be `"smile"`. + +**argumentString** `String` +: Command arguments, as a single string. For example, if the command is `<>`, + and the value of variable `$delta` is `3.17`, then the argument string will be `"Hippo 3.17"`. + + The `argumentString` is re-evaluated every time the command is executed, however, it is an error + to access this property before the command was executed by the dialogue runner. + +**arguments** `List?` +: Command arguments, as a list of parsed values. This property will be null if the command was + declared without a signature (i.e. as an "orphaned command"). However, if the command was linked + as an external function, then the number and types of arguments in the list will correspond to + the arguments of that function. + + In the same example as above, the `arguments` will be `['Hippo', 3.17]`, assuming the linked Dart + function is `move(String target, double distance)`. + + +## See also + +- The description of [User-defined Commands] in the YarnSpinner language. +- The guide on how to register a new custom command in the [CommandStorage] document. + + +[CommandStorage]: command_storage.md +[DialogueView]: dialogue_view.md +[User-defined Commands]: ../language/commands/user_defined_commands.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/variable_storage.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/variable_storage.md.txt new file mode 100644 index 000000000..353b89bf4 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/variable_storage.md.txt @@ -0,0 +1,44 @@ +# VariableStorage + +```{dartdoc} +:package: jenny +:symbol: VariableStorage +:file: src/variable_storage.dart +``` + + +## Accessing variable storage + +Variable storage is accessed via the [YarnProject]. + +```dart +final variables = yarnProject.variables; +``` + + +## Removing variables + +In most cases variables should be retained for the life of the [YarnProject]. However there may be +situations where variables need to be removed from storage. For example, in a game with many +scenes, variables specific to that scene could be removed if they are no longer required. + +Remove all variables with `clear`. By default this will retain node visit counts, which are also +stored as variables. Node visit counts are used by Yarn for logic such as 'do this if the node has +already been visited', so it's best to leave these alone. However, to remove them as well set +`clearNodeVisits` to `true`. + +```dart +/// Clear all variables except node visit counts. +yarnProject.variables.clear(); + +/// Clear all variables including node visit counts. +yarnProject.variables.clear(clearNodeVisits: true); +``` + +Use `remove` to remove a single variable. + +```dart +yarnProject.variables.remove('money'); +``` + +[YarnProject]: yarn_project.md diff --git a/docs/1.9.0/_sources/other_modules/jenny/runtime/yarn_project.md.txt b/docs/1.9.0/_sources/other_modules/jenny/runtime/yarn_project.md.txt new file mode 100644 index 000000000..37ad46a5a --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/jenny/runtime/yarn_project.md.txt @@ -0,0 +1,101 @@ +# Yarn Project + +A **YarnProject** is the central hub for all yarn scripts and the accompanying information. +Generally, there would be a single `YarnProject` in a game, though it is also possible to make +several yarn projects if their content is completely independent. + +The standard sequence of initializing a `YarnProject` is the following: + +- link user-defined functions; +- link user-defined commands; +- set the locale (if different from `en`); +- parse a `.yarn` script containing declarations of global variables and characters; +- parse all other `.yarn` scripts; +- restore the variables from a save-game storage. + +For example: + +```dart +final yarn = YarnProject() + ..functions.addFunction0('money', player.getMoney) + ..commands.addCommand1('achievement', player.earnAchievement) + ..parse(readFile('project.yarn')) + ..parse(readFile('chapter1.yarn')) + ..parse(readFile('chapter2.yarn')); +``` + + +## Properties + +**locale** `String` +: The language used in this `YarnProject` (the default is `'en'`). Selecting a different language + changes the builtin `plural()` function. + +**random** `Random` +: The random number generator. This can be replaced with a different generator, if, for example, + you need to control the seed. + +**nodes** `Map` +: All [Node]s loaded into the project, keyed by their titles. + +**variables** `VariableStorage` +: The container for all global variables used in this yarn project. There could be several reasons + to access this storage: + + + - to change the value of a yarn variable from the game. This enables you to pass the information + from the game into the dialogue. For example, your dialogue may have variable `$gold`, which + you may want to update whenever the player's amount of money changes within the game. + - to store the values of all yarn variables during the save game, and to restore them when + loading the game. + + +**functions** `FunctionStorage` +: The [container][FunctionStorage] for all user-defined functions linked into the project. The main + reason to access this property is to register new custom function to be available at runtime. + + Note that all custom functions must be added to the `YarnProject` before they can be used in a + dialogue script -- otherwise a compile error will occur when encountering an unknown function. + +**commands** `CommandStorage` +: The [container][CommandStorage] for all user-defined commands linked into the project. The main + reason to access this container is to register new custom commands. + + All custom commands must be added before they can be used in the dialogue script. + +**characters** `CharacterStorage` +: The [container][CharacterStorage] for all [Character] objects declared in your yarn scripts. + +**strictCharacterNames** `bool` +: If `true` (default), the validity of character names will be strictly enforced. That is, all + characters must be declared before they can be used, using the [\<\\>] commands. If + this property is set to false, then new [Character] objects will be created automatically as + they are encountered in scripts. + +**trueValues**, **falseValues** `Set` +: The strings that can be recognized as `true`/`false` values respectively. + +**variables** `VariableStorage` +: The [container][VariableStorage] for all variables declared and manipulated in your yarn scripts. + This is also used for maintaining the visit counts for nodes that the user has visited. To + implement a 'save game' feature it is possible to save the variables from + `VariableStorage.variables` and later restore them again. + + +## Methods + +**parse**(`String text`) +: Parses and compiles the `text` of a yarn script. After this command, the nodes contained within + the script will be runnable. + + This method can be executed multiple times, and each time the new nodes will be added to the + existing ones. + + +[\<\\>]: ../language/commands/character.md +[Character]: character.md +[CharacterStorage]: character_storage.md +[CommandStorage]: command_storage.md +[FunctionStorage]: function_storage.md +[Node]: node.md +[VariableStorage]: variable_storage.md diff --git a/docs/1.9.0/_sources/other_modules/other_modules.md.txt b/docs/1.9.0/_sources/other_modules/other_modules.md.txt new file mode 100644 index 000000000..1be29af31 --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/other_modules.md.txt @@ -0,0 +1,22 @@ +# Other Modules + +:::{package} jenny + +This module lets you add interactive dialogue into your game. The module itself handles Yarn scripts +and the dialogue runtime; use bridge package `flame_jenny` in order to add it into a Flame game. +::: + +:::{package} oxygen + +Oxygen is a lightweight Entity Component System framework written in Dart, with a focus on +performance and ease of use. This package replaces the Flame Component System with the Oxygen +Entity Component System. +::: + + +```{toctree} +:hidden: + +jenny +oxygen +``` diff --git a/docs/1.9.0/_sources/other_modules/oxygen/components.md.txt b/docs/1.9.0/_sources/other_modules/oxygen/components.md.txt new file mode 100644 index 000000000..cfe56fb0f --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/oxygen/components.md.txt @@ -0,0 +1,223 @@ +# Components + +Components in Oxygen are different than the ones from FCS mainly because instead of containing logic +they only contain data. This data is then used in systems which in turn define the logic. To +accommodate people who are switching from FCS to Oxygen we implemented a few components to help you +get started. Some of these components are based on the multiple functionalities that the +`PositionComponent` from FCS has. Others are just easy wrappers around certain Flame API +functionality, they are often accompanied by predefined systems that you can use. + +Components can be registered to the world using the `world.registerComponent` method on +`OxygenGame`. + + +## PositionComponent + +The `PositionComponent` as its name implies is a component that describes the position of an +entity. And it is registered to the world by default. + +Creating a positioned entity using OxygenGame: + +```dart +game.createEntity( + position: Vector2(100, 100), + size: // ... +); +``` + +Creating a positioned entity using the World: + +```dart +world.createEntity() + ..add(Vector2(100, 100)); +``` + + +## SizeComponent + +The `SizeComponent` as its name implies is a component that describes the size of an entity. +And it is registered to the world by default. + +Creating a sized entity using OxygenGame: + +```dart +game.createEntity( + position: // ... + size: Vector2(50, 50), +); +``` + +Creating a sized entity using the World: + +```dart +world.createEntity() + ..add(Vector2(50, 50)); +``` + + +## AnchorComponent + +The `AnchorComponent` as its name implies is a component that describes the anchor position of an +entity. And it is registered to the world by default. + +This component is especially useful when you are using the `BaseSystem`. But can also +be used for your anchoring logic. + +Creating an anchored entity using OxygenGame: + +```dart +game.createEntity( + position: // ... + size: // ... + anchor: Anchor.center, +); +``` + +Creating an anchored entity using the World: + +```dart +world.createEntity() + ..add(Anchor.center); +``` + + +### AngleComponent + +The `AngleComponent` as its name implies is a component that describes the angle of an entity and +it is registered to the world by default. The angle is in radians. + +This component is especially useful when you are using the `BaseSystem`. But can also +be used for your angle logic. + +Creating an angled entity using OxygenGame: + +```dart +game.createEntity( + position: // ... + size: // ... + angle: 1.570796, +); +``` + +Creating an angled entity using the World: + +```dart +world.createEntity() + ..add(1.570796); +``` + + +## FlipComponent + +The `FlipComponent` can be used to flip your rendering on either the X or Y axis. It is registered +to the world by default. + +This component is especially useful when you are using the `BaseSystem`. But can also +be used for your flipping logic. + +Creating an entity that is flipped on its X-axis using OxygenGame: + +```dart +game.createEntity( + position: // ... + size: // ... + flipX: true +); +``` + +Creating an entity that is flipped on its X-axis using the World: + +```dart +world.createEntity() + ..add(FlipInit(flipX: true)); +``` + + +## SpriteComponent + +The `SpriteComponent` as its name implies is a component that describes the sprite of an entity and +it is registered to the world by default. + +This allows you to assign a Sprite to an Entity. + +Creating an entity with a sprite using OxygenGame: + +```dart +game.createEntity( + position: // ... + size: // ... +)..add( + SpriteInit(await game.loadSprite('pizza.png')), +); +``` + +Creating an entity with a sprite using World: + +```dart +world.createEntity() + ..add( + SpriteInit(await game.loadSprite('pizza.png')), + ); +``` + + +## TextComponent + +The `TextComponent` as its name implies is a component that adds a text component to an entity. +And it is registered to the world by default. + +This allows you to add text to your entity, combined with the `PositionComponent` you can use it +as a text entity. + +Creating an entity with text using OxygenGame: + +```dart +game.createEntity( + position: // ... + size: // ... +)..add( + TextInit( + 'Your text', + config: const TextPaintConfig(), + ), +); +``` + +Creating an entity with text using World: + +```dart +world.createEntity() + ..add( + TextInit( + 'Your text', + config: const TextPaintConfig(), + ), + ); +``` + + +## ParticleComponent + +The `ParticleComponent` wraps a `Particle` from Flame. Combined with the `ParticleSystem` you can +easily add particles to your game without having to worry about how to render a particle or when/how +to update one. + +Creating an entity with a particle using OxygenGame: + +```dart +game.createEntity( + position: // ... + size: // ... +)..add( + // Your Particle. +); +``` + +Creating an entity with a particle using World: + +```dart +world.createEntity() + ..add( + // Your Particle. + ); +``` diff --git a/docs/1.9.0/_sources/other_modules/oxygen/oxygen.md.txt b/docs/1.9.0/_sources/other_modules/oxygen/oxygen.md.txt new file mode 100644 index 000000000..681316e4d --- /dev/null +++ b/docs/1.9.0/_sources/other_modules/oxygen/oxygen.md.txt @@ -0,0 +1,185 @@ +# Oxygen + +We (the Flame organization) built an ECS (Entity Component System) named Oxygen. + +If you want to use Oxygen specifically for Flame as a replacement for the +FCS(Flame Component System) you should use our bridge library +[flame_oxygen](https://github.com/flame-engine/flame/tree/main/packages/flame_oxygen) and if you +just want to use it in a Dart project you can use the +[oxygen](https://github.com/flame-engine/oxygen) library directly. + +If you are not familiar with Oxygen yet we recommend you read up on its +[documentation](https://github.com/flame-engine/oxygen/tree/main/doc). + +To use it in your game you just need to add `flame_oxygen` to your `pubspec.yaml`, as can be seen +in the +[Oxygen example](https://github.com/flame-engine/flame/tree/main/packages/flame_oxygen/example) +and in the `pub.dev` [installation instructions](https://pub.dev/packages/flame_oxygen). + + +## OxygenGame (Game extension) + +If you are going to use Oxygen in your project it can be a good idea to use the Oxygen specific +extension of the `Game` class. + +It is called `OxygenGame` and it will give you full access to the Oxygen framework while also +having full access to the Flame game loop. + +Instead of using `onLoad`, as you are used to with Flame, `OxygenGame` comes with the `init` +method. This method is called in the `onLoad` but before the world initialization, allowing you +to register components and systems and do anything else that you normally would do in `onLoad`. + +A simple `OxygenGame` implementation example can be seen in the +[example folder](https://github.com/flame-engine/flame/tree/main/packages/flame_oxygen/example). + +The `OxygenGame` also comes with it's own `createEntity` method that automatically adds certain +default components on the entity. This is especially helpful when you are using the +[BaseSystem](#basesystem) as your base. + + +## Systems + +Systems define the logic of your game. In FCS you normally would add your logic inside a component +with Oxygen we use systems for that. Oxygen itself is completely platform agnostic, meaning it has +no render loop. It only knows `execute`, which is a method equal to the `update` method in Flame. + +On each `execute` Oxygen automatically calls all the systems that were registered in order. But in +Flame we can have different logic for different loops (render/update). So in `flame_oxygen` we +introduced the `RenderSystem` and `UpdateSystem` mixin. These mixins allow you to add the `render` +method and the `update` method respectively to your custom system. For more information see the +[RenderSystem](#mixin-rendersystem) and [UpdateSystem](#mixin-updatesystem) section. + +If you are coming from FCS you might expect certain default functionality that you normally got +from the `PositionComponent`. As mentioned before components do not contain any kind of logic, but +to give you the same default functionality we also created a class called `BaseSystem`. This system +acts almost identical to the prerender logic from the `PositionComponent` in FCS. You only have +to subclass it to your own system. For more information see the +[BaseSystem](#basesystem) section. + +Systems can be registered to the world using the `world.registerSystem` method on +[OxygenGame](#oxygengame-game-extension). + + +### mixin GameRef + +The `GameRef` mixin allows a system to become aware of the `OxygenGame` instance its attached to. +This allows easy access to the methods on the game class. + +```dart +class YourSystem extends System with GameRef { + @override + void init() { + // Access to game using the .game propery + } + + // ... +} +``` + + +### mixin RenderSystem + +The `RenderSystem` mixin allows a system to be registered for the render loop. +By adding a `render` method to the system you get full access to the canvas as +you normally would in Flame. + +```dart +class SimpleRenderSystem extends System with RenderSystem { + Query? _query; + + @override + void init() { + _query = createQuery([/* Your filters */]); + } + + void render(Canvas canvas) { + for (final entity in _query?.entities ?? []) { + // Render entity based on components + } + } +} +``` + + +### mixin UpdateSystem + +The `MixinSystem` mixin allows a system to be registered for the update loop. +By adding a `update` method to the system you get full access to the delta time as you +normally would in Flame. + +```dart +class SimpleUpdateSystem extends System with UpdateSystem { + Query? _query; + + @override + void init() { + _query = createQuery([/* Your filters */]); + } + + void update(double dt) { + for (final entity in _query?.entities ?? []) { + // Update components values + } + } +} +``` + + +### BaseSystem + +The `BaseSystem` is an abstract class whose logic can be compared to the `PositionComponent` +from FCS. The `BaseSystem` automatically filters all entities that have the `PositionComponent` +and `SizeComponent` from `flame_oxygen`. On top of that you can add your own filters by defining +a getter called `filters`. These filters are then used to filter down the entities you are +interested in. + +The `BaseSystem` is also fully aware of the game instance. You can access the game instance by using +the `game` property. This also gives you access to the `createEntity` helper method on `OxygenGame`. + +On each render loop the `BaseSystem` will prepare your canvas the same way the `PositionComponent` +from FCS would (translating, rotating and setting the anchor. After that it will call the +`renderEntity` method so you can add your own render logic for that entity on a prepared canvas. + +The following components will be checked by `BaseSystem` for the preparation of the canvas: + +- `PositionComponent` (required) +- `SizeComponent` (required) +- `AnchorComponent` (optional, defaults to `Anchor.topLeft`) +- `AngleComponent` (optional, defaults to `0`) + +```dart +class SimpleBaseSystem extends BaseSystem { + @override + List> get filters => []; + + @override + void renderEntity(Canvas canvas, Entity entity) { + // The canvas is translated, rotated and fully prepared for rendering. + } +} +``` + + +### ParticleSystem + +The `ParticleSystem` is a simple system that brings the Particle API from Flame to Oxygen. This +allows you to use the [ParticleComponent](components.md#particlecomponent) without having to worry +about how it will render or when to update it. As most of that logic is already contained in the +Particle itself. + +Simply register the `ParticleSystem` and the `ParticleComponent` to your world like so: + +```dart +world.registerSystem(ParticleSystem()); + +world.registerComponent(() => ParticleComponent); +``` + +You can now create a new entity with a `ParticleComponent`. For more info about that see the +`ParticleComponent` section. + +```{toctree} +:hidden: + +Components +``` diff --git a/docs/1.9.0/_sources/resources/resources.md.txt b/docs/1.9.0/_sources/resources/resources.md.txt new file mode 100644 index 000000000..f0a223fd5 --- /dev/null +++ b/docs/1.9.0/_sources/resources/resources.md.txt @@ -0,0 +1,11 @@ +# Resources + +- [Flame API](https://pub.dev/documentation/flame/1.9.0/) +- [Flame Examples](https://examples.flame-engine.org/#/) + +```{toctree} +:hidden: + +Flame API +Flame Examples +``` diff --git a/docs/1.9.0/_sources/tutorials/bare_flame_game.md.txt b/docs/1.9.0/_sources/tutorials/bare_flame_game.md.txt new file mode 100644 index 000000000..5c7740e43 --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/bare_flame_game.md.txt @@ -0,0 +1,182 @@ +# Bare Flame game + +This tutorial assumes that you have basic familiarity with using the command line, and the following +programs on your computer (all of them are free): + +- [Flutter], version 3.3.0 or above. +- [Android Studio], or any other IDE for example [Visual Studio Code]. +- [git] (optional), to save your project on GitHub. + + +## 1. Check flutter installation + +First, let's verify that your Flutter SDK was installed correctly and is accessible from the command +line: + +```shell +$ flutter doctor +[✓] Flutter (Channel stable, 2.10.0, on macOS 12.3.1 21E258 darwin-x64, locale en) +[✓] Android toolchain - develop for Android devices (Android SDK version 31.0.0) +[✓] Xcode - develop for iOS and macOS (Xcode 13.1) +[✓] Chrome - develop for the web +[✓] Android Studio (version 2020.3) +[✓] Connected device (1 available) +[✓] HTTP Host Availability +``` + +Your output will be slightly different, but the important thing is to verify that no errors are +reported and that your Flutter version is at least **3.3.0**. + + +## 2. Create the Project Directory + +Now you need to come up with a name for your project. The name can only use lowercase Latin letters, +digits, and underscores. It must also be a valid Dart identifier (thus, for example, it cannot be a +keyword). In this tutorial, we're going to call the project **syzygy**, which is a totally real +non-made-up word. + +Create the directory for your new project: + +```shell +mkdir -p ~/projects/syzygy +cd ~/projects/syzygy +``` + + +## 3. Initialize empty Flutter project + +To turn this barren directory into an actual Flutter project, run the following command: + +```shell +flutter create . +``` + +(I have omitted the output for brevity, but there will be lots of output). + +You can verify that the project files were created successfully: + +```shell +$ ls +README.md android/ lib/ pubspec.yaml test/ +analysis_options.yaml ios/ pubspec.lock syzygy.iml web/ +``` + + +## 4. Open the project in Android Studio + +Launch Android Studio, then in the project selection window choose `[Open]` and navigate to your +project directory. With any luck, the project will now look like this: + +![Project in Android Studio](../images/tutorials/android-studio-screenshot-1.webp) + +If you see only the `main.dart` file but not the side panel, then click the vertical `[Project]` +button at the left edge of the window. + +Before we proceed, let's fix the view in the left panel. Locate the button in the top left corner +that says `[Android]` in the screenshot. In this dropdown select the first option "Project". Your +project window should now look like this: + +![Project in Android Studio](../images/tutorials/android-studio-screenshot-2.webp) + +The important part is that you should be able to see all files in your project directory. + + +## 5. Clean up the project files + +The default project created by Flutter is not very useful for making a Flame game, so we should get +rid of it. + +First, open the file `pubspec.yaml` and replace it with the following code (adjusting the `name` and +`description` to match your project): + +```yaml +name: syzygy +description: Syzygy Flame game +version: 0.0.0 +publish_to: none + +environment: + sdk: ^2.16.0 + flutter: ^2.10.0 + +dependencies: + flutter: + sdk: flutter + flame: ^1.9.0 +``` + +After that, press the `[Pub get]` button at the top of the window, or you could run command `flutter +pub get` from the terminal. This will "apply" the changes in `pubspec` file to your project, in +particular, it will download the Flame library which we have declared as a dependency. In the +future, you should run `flutter pub get` whenever you make changes to this file. + +Now, open the file `lib/main.dart` and replace its content with the following: + +```dart +import 'package:flame/game.dart'; +import 'package:flutter/widgets.dart'; + +void main() { + final game = FlameGame(); + runApp(GameWidget(game: game)); +} +``` + +Lastly, remove the file `test/widget_test.dart` completely. + + +## 6. Run the project + +Let's verify that everything is working as intended, and the project can run. + +In the menu bar at the top of the window find a dropdown that says ``. In that +dropdown choose `` instead. + +After that open the `main.dart` file and press the green arrow next to the `void main()` function in +line 4. Select `[Run main.dart]` from the menu. + +This should open a new Chrome window (which may take 10-30 seconds) and run your project in that +window. For now, it will simply show a black screen, which is expected because we created the game +in its simplest blank configuration. + + +## 7. Sync to GitHub + +The last step is to upload your project to GitHub. This is not required but strongly recommended as +it will serve as a backup for your code. This step assumes that you already have a GitHub account. + +Log into your GitHub account, select `[Your repositories]` from your profile dropdown, and press the +green `[New]` button. In the form, enter the repository name the same as your project name; select +type "private"; and opt out of adding initial files like `README`, `license`, and `.gitignore`. + +Now go to your project's directory in the terminal and execute the following commands (make sure to +replace the URL with the link to the repository that you just created): + +```shell +git init +git add --all +git commit -m 'Initial commit' +git remote add origin https://github.com/your-github-username/syzygy.git +git branch -M main +git push -u origin main +``` + +At this point, if you go to your repository page on GitHub, you shall see that all your project +files are there. + + +## 8. Done + +That's it! By this point you have + +- Created an initial blank state Flame project; +- Set up the Android Studio IDE for that project; +- Created a GitHub repository for the project. + +Happy coding! + + +[Flutter]: https://docs.flutter.dev/get-started/install +[git]: https://git-scm.com/downloads +[Android Studio]: https://developer.android.com/studio +[Visual Studio Code]: https://code.visualstudio.com/download diff --git a/docs/1.9.0/_sources/tutorials/klondike/klondike.md.txt b/docs/1.9.0/_sources/tutorials/klondike/klondike.md.txt new file mode 100644 index 000000000..d720606c2 --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/klondike/klondike.md.txt @@ -0,0 +1,21 @@ +# Klondike game tutorial + +[Klondike] is a popular solitaire card game. In this tutorial we will follow the step-by-step +process for coding this game using the Flame engine. + +This tutorial assumes that you have at least some familiarity with common programming concepts, and +with the [Dart] programming language. + + +[Dart]: https://dart.dev/overview +[Klondike]: https://en.wikipedia.org/wiki/Klondike_(solitaire) + +```{toctree} +:hidden: + +1. Preparation +2. Scaffolding +3. Cards +4. Gameplay +[To be continued]... +``` diff --git a/docs/1.9.0/_sources/tutorials/klondike/step1.md.txt b/docs/1.9.0/_sources/tutorials/klondike/step1.md.txt new file mode 100644 index 000000000..5b4cc30d9 --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/klondike/step1.md.txt @@ -0,0 +1,113 @@ +# 1. Preparation + +Before you begin any kind of game project, you need to give it a **name**. For +this tutorial the name will be simply `klondike`. + +Having this name in mind, please head over to the [tutorial](../bare_flame_game.md) +and complete the necessary set up steps. When you come back, you should +already have the `main.dart` file with the following content: + +```dart +import 'package:flame/game.dart'; +import 'package:flutter/widgets.dart'; + +void main() { + final game = FlameGame(); + runApp(GameWidget(game: game)); +} +``` + + +## Planning + +The start of any project usually feels overwhelming. Where even to begin? +I always find it useful to create a rough sketch of what I am about to code, +so that it can serve as a reference point. My sketch for the Klondike game is +shown below: + +![Sketch of the klondike card game](../../images/tutorials/klondike-sketch.webp) + +Here you can see both the general layout of the game, as well as names of +various objects. These names are the [standard terminology] for solitaire games. +Which is really lucky, because normally figuring out good names for various +classes is quite a challenging task. + +Looking at this sketch, we can already imagine the high-level structure of the +game. Obviously, there will be a `Card` class, but also the `Stock` class, the +`Waste` class, a `Tableau` containing seven `Pile`s, and 4 `Foundation`s. There +may also be a `Deck`. All of these components will be tied together via the +`KlondikeGame` derived from the `FlameGame`. + + +## Assets + +Another important aspect in any game development is the game's assets. These +includes images, sprites, animations, sounds, textures, data files, and so on. +In such a simple game as Klondike we won't need lots of fancy graphics, but +still some sprites will be needed in order to draw the cards. + +In order to prepare the graphic assets, I first took a physical playing card and +measured it to be 63mm × 88mm, which is the ratio of approximately `10:14`. +Thus, I decided that my in-game cards should be rendered at 1000×1400 pixels, +and I should draw all my images with this scale in mind. + +Note that the exact pixel dimensions are somewhat irrelevant here, since the +images will in the end be scaled up or down, according to the device's actual +resolution. Here I'm using probably a bigger resolution than necessary for +phones, but it would also work nicely for larger devices like an iPad. + +And now, without further ado, here's my graphic asset for the Klondike game +(I'm not an artist, so don't judge too harshly): + +![Klondike sprites](app/assets/images/klondike-sprites.png) + +Right-click the image, choose "Save as...", and store it in the `assets/images` +folder of the project. At this point our project's structure looks like this +(there are other files too, of course, but these are the important ones): + +```text +klondike/ + ├─assets/ + │ └─images/ + │ └─klondike-sprites.png + ├─lib/ + │ └─main.dart + └─pubspec.yaml +``` + +By the way, this kind of file is called the **sprite sheet**: it's just a +collection of multiple independent images in a single file. We are using a +sprite sheet here for the simple reason that loading a single large image is +faster than many small images. In addition, rendering sprites that were +extracted from a single source image can be faster too, since Flutter will +optimize multiple such drawing commands into a single `drawAtlas` command. + +Here are the contents of my sprite sheet: + +- Numerals 2, 3, 4, ..., K, A. In theory, we could have rendered these in the + game as text strings, but then we would need to also include a font as an + asset -- seems simpler to just have them as images instead. +- Suit marks: ♥, ♦, ♣, ♠. Again, we could have used Unicode characters for + these, but images are much easier to position precisely. + - In case you're wondering why these are yellow/blue instead of red/black + -- turns out, black symbols don't look very nice on a dark background, + so I had to adjust the color scheme. +- Flame logo, for use on the backs of the cards. +- Pictures of a Jack, a Queen, and a King. Normally there would be four times + more of these, with a different character for each suite, but I got too + tired drawing these. + +Also, you need to tell Flutter about this image (just having it inside the +`assets` folder is not enough). In order to do this, let's add the following +lines into the `pubspec.yaml` file: + +```yaml +flutter: + assets: + - assets/images/ +``` + +Alright, enough with preparing -- onward to coding! + + +[standard terminology]: https://en.wikipedia.org/wiki/Solitaire_terminology diff --git a/docs/1.9.0/_sources/tutorials/klondike/step2.md.txt b/docs/1.9.0/_sources/tutorials/klondike/step2.md.txt new file mode 100644 index 000000000..bda08bada --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/klondike/step2.md.txt @@ -0,0 +1,307 @@ +# 2. Scaffolding + +In this section we will use broad strokes to outline the main elements of the +game. This includes the main game class, and the general layout. + + +## KlondikeGame + +In Flame universe, the **FlameGame** class is the cornerstone of most games. +This class runs the game loop, dispatches events, owns all the components that +comprise the game (the component tree), and usually also serves as the central +repository for the game's state. + +So, create a new file called `klondike_game.dart` inside the `lib/` folder, and +declare the `KlondikeGame` class inside: + +```dart +import 'package:flame/game.dart'; + +class KlondikeGame extends FlameGame { + @override + Future onLoad() async { + await Flame.images.load('klondike-sprites.png'); + } +} +``` + +For now we only declared the `onLoad` method, which is a special handler that +is called when the game instance is attached to the Flutter widget tree for the +first time. You can think of it as a delayed asynchronous constructor. +Currently, the only thing that `onLoad` does is that it loads the sprites image +into the game; but we will be adding more soon. Any image or other resource that +you want to use in the game needs to be loaded first, which is a relatively slow +I/O operation, hence the need for `await` keyword. + +I am loading the image into the global `Flame.images` cache here. An alternative +approach is to load it into the `Game.images` cache instead, but then it would +have been more difficult to access that image from other classes. + +Also note that I am `await`ing the image to finish loading before initializing +anything else in the game. This is for convenience: it means that by the time +all other components are initialized, they can assume the sprite sheet is already +loaded. We can even add a helper function to extract a sprite from the common +sprite sheet: + +```dart +Sprite klondikeSprite(double x, double y, double width, double height) { + return Sprite( + Flame.images.fromCache('klondike-sprites.png'), + srcPosition: Vector2(x, y), + srcSize: Vector2(width, height), + ); +} +``` + +This helper function won't be needed in this chapter, but will be used +extensively in the next. + +Let's incorporate this class into the project so that it isn't orphaned. Open +the `main.dart` find the line which says `final game = FlameGame();` and replace +the `FlameGame` with `KlondikeGame`. You will need to import the class too. +After all is done, the file should look like this: + +```dart +import 'package:flame/game.dart'; +import 'package:flutter/widgets.dart'; +import 'klondike_game.dart'; + +void main() { + final game = KlondikeGame(); + runApp(GameWidget(game: game)); +} +``` + + +## Other classes + +So far we have the main `KlondikeGame` class, and now we need to create objects +that we will add to the game. In Flame these objects are called *components*, +and when added to the game they form a "game component tree". All entities that +exist in the game must be components. + +As we already mentioned in the previous chapter, our game mainly consists of +`Card` components. However, since drawing the cards will take some effort, we +will defer implementation of that class to the next chapter. + +For now, let's create the container classes, as shown on the sketch. These are: +`Stock`, `Waste`, `Pile` and `Foundation`. Inside the `lib/` folder create a +sub-directory `components`, and then the file `lib/components/stock.dart`. In that +file write + +```dart +import 'package:flame/components.dart'; + +class Stock extends PositionComponent { + @override + bool get debugMode => true; +} +``` + +Here we declare the `Stock` class as a `PositionComponent` (which is a component +that has a position and size). We also turn on the debug mode for this class so +that we can see it on the screen even though we don't have any rendering logic +yet. + +Likewise, create three more classes `Foundation`, `Pile` and `Waste`, each in +its corresponding file. For now all four classes will have exactly the same +logic inside, we'll be adding more functionality into those classes in +subsequent chapters. + +At this moment the directory structure of your game should look like this: + +```text +klondike/ + ├─assets/ + │ └─images/ + │ └─klondike-sprites.png + ├─lib/ + │ ├─components/ + │ │ ├─foundation.dart + │ │ ├─pile.dart + │ │ ├─stock.dart + │ │ └─waste.dart + │ ├─klondike_game.dart + │ └─main.dart + ├─analysis_options.yaml + └─pubspec.yaml +``` + + +## Game structure + +Once we have some basic components, they need to be added to the game. It is +time to make a decision about the high-level structure of the game. + +There exist multiple approaches here, which differ in their complexity, +extendability, and overall philosophy. The approach that we will be taking in +this tutorial is based on using the [World] component, together with a [Camera]. + +The idea behind this approach is the following: imagine that your game **world** +exists independently from the device, that it exists already in our heads, and +on the sketch, even though we haven't done any coding yet. This world will have +a certain size, and each element in the world will have certain coordinates. It +is up to us to decide what will be the size of the world, and what is the unit +of measurement for that size. The important part is that the world exists +independently from the device, and its dimensions likewise do not depend on the +pixel resolution of the screen. + +All elements that are part of the world will be added to the `World` component, +and the `World` component will be then added to the game. + +The second part of the overall structure is a **camera** (`CameraComponent`). +The purpose of the camera is to be able to look at the world, to make sure that +it renders at the right size on the screen of the user's device. + +Thus, the overall structure of the component tree will look approximately like +this: + +```text +KlondikeGame + ├─ World + │ ├─ Stock + │ ├─ Waste + │ ├─ Foundation (×4) + │ └─ Pile (×7) + └─ CameraComponent +``` + +For this game I've been drawing my image assets having in mind the dimension of +a single card at 1000×1400 pixels. So, this will serve as the reference size for +determining the overall layout. Another important measurement that affects the +layout is the inter-card distance. It seems like it should be somewhere between +150 to 200 units (relative to the card width), so we will declare it as a +variable `cardGap` that can be adjusted later if needed. For simplicity, both +the vertical and horizontal inter-card distance will be the same, and the +minimum padding between the cards and the edges of the screen will also be equal +to `cardGap`. + +Alright, let's put all this together and implement our `KlondikeGame` class. + +First, we declare several global constants which describe the dimensions of a +card and the distance between cards. We declare them as constants because we are +not planning to change these values during the game: + +```dart + static const double cardWidth = 1000.0; + static const double cardHeight = 1400.0; + static const double cardGap = 175.0; + static const double cardRadius = 100.0; + static final Vector2 cardSize = Vector2(cardWidth, cardHeight); +``` + +Next, we will create a `Stock` component, the `Waste`, four `Foundation`s and +seven `Pile`s, setting their sizes and positions in the world. The positions +are calculated using simple arithmetics. This should all happen inside the +`onLoad` method, after loading the sprite sheet: + +```dart + final stock = Stock() + ..size = cardSize + ..position = Vector2(cardGap, cardGap); + final waste = Waste() + ..size = cardSize + ..position = Vector2(cardWidth + 2 * cardGap, cardGap); + final foundations = List.generate( + 4, + (i) => Foundation() + ..size = cardSize + ..position = + Vector2((i + 3) * (cardWidth + cardGap) + cardGap, cardGap), + ); + final piles = List.generate( + 7, + (i) => Pile() + ..size = cardSize + ..position = Vector2( + cardGap + i * (cardWidth + cardGap), + cardHeight + 2 * cardGap, + ), + ); +``` + +Then we create the main `World` component, add to it all the components that +we just created, and finally add the `world` to the game. + +```dart + final world = World() + ..add(stock) + ..add(waste) + ..addAll(foundations) + ..addAll(piles); + add(world); +``` + +```{note} +You may be wondering when you need to `await` the result of `add()`, and when +you don't. The short answer is: usually you don't need to wait, but if you want +to, then it won't hurt either. + +If you check the documentation for `.add()` method, you'll see that the returned +future only waits until the component is finished loading, not until it is +actually mounted to the game. As such, you only have to wait for the future from +`.add()` if your logic requires that the component is fully loaded before it can +proceed. This is not very common. + +If you don't `await` the future from `.add()`, then the component will be added +to the game anyways, and in the same amount of time. +``` + +Lastly, we create a camera object to look at the `world`. Internally, the camera +consists of two parts: a **viewport** and a **viewfinder**. The default viewport +is `MaxViewport`, which takes up the entire available screen size -- this is +exactly what we need for our game, so no need to change anything. The +viewfinder, on the other hand, needs to be set up to properly take the +dimensions of the underlying world into account. + +We want the entire card layout to be visible on the screen without the need to +scroll. In order to accomplish this, we specify that we want the entire world +size (which is `7*cardWidth + 8*cardGap` by `4*cardHeight + 3*cardGap`) to be +able to fit into the screen. The `.visibleGameSize` setting ensures that no +matter the size of the device, the zoom level will be adjusted such that the +specified chunk of the game world will be visible. + +The game size calculation is obtained like this: there are 7 cards in the +tableau and 6 gaps between them, add 2 more "gaps" to account for padding, and +you get the width of `7*cardWidth + 8*cardGap`. Vertically, there are two rows +of cards, but in the bottom row we need some extra space to be able to display +a tall pile -- by my rough estimate, thrice the height of a card is sufficient +for this -- which gives the total height of the game world as +`4*cardHeight + 3*cardGap`. + +Next, we specify which part of the world will be in the "center" of the +viewport. In this case I specify that the "center" of the viewport should +be at the top center of the screen, and the corresponding point within +the game world is at coordinates `[(7*cardWidth + 8*cardGap)/2, 0]`. + +The reason for such choice for the viewfinder's position and anchor is +because of how we want it to respond if the game size becomes too wide or +too tall: in case of too wide we want it to be centered on the screen, +but if the screen is too tall, we want the content to be aligned at the +top. + +```dart + final camera = CameraComponent(world: world) + ..viewfinder.visibleGameSize = + Vector2(cardWidth * 7 + cardGap * 8, 4 * cardHeight + 3 * cardGap) + ..viewfinder.position = Vector2(cardWidth * 3.5 + cardGap * 4, 0) + ..viewfinder.anchor = Anchor.topCenter; + add(camera); +``` + +If you run the game now, you should see the placeholders for where the various +components will be. If you are running the game in the browser, try resizing the +window and see how the game responds to this. + +```{flutter-app} +:sources: ../tutorials/klondike/app +:page: step2 +:show: popup code +``` + +And this is it with this step -- we've created the basic game structure upon +which everything else will be built. In the next step, we'll learn how to render +the card objects, which are the most important visual objects in this game. + +[World]: ../../flame/camera_component.md#world +[Camera]: ../../flame/camera_component.md#cameracomponent diff --git a/docs/1.9.0/_sources/tutorials/klondike/step3.md.txt b/docs/1.9.0/_sources/tutorials/klondike/step3.md.txt new file mode 100644 index 000000000..33ea04193 --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/klondike/step3.md.txt @@ -0,0 +1,504 @@ +# Cards + +In this chapter we will begin implementing the most visible component in the +game -- the **Card** component, which corresponds to a single real-life card. +There will be 52 `Card` objects in the game. + +Each card has a **rank** (from 1 to 13, where 1 is an Ace, and 13 is a King) +and a **suit** (from 0 to 3: hearts ♥, diamonds ♦, clubs ♣, and spades ♠). +Also, each card will have a boolean flag **faceUp**, which controls whether +the card is currently facing up or down. This property is important both for +rendering, and for certain aspects of the gameplay logic. + +The rank and the suit are simple properties of a card, they aren't components, +so we need to make a decision on how to represent them. There are several +possibilities: either as a simple `int`, or as an `enum`, or as objects. The +choice will depend on what operations we need to perform with them. For the +rank, we will need to be able to tell whether one rank is one higher/lower than +another rank. Also, we need to produce the text label and a sprite corresponding +to the given rank. For suits, we need to know whether two suits are of different +colors, and also produce a text label and a sprite. Given these requirements, +I decided to represent both `Rank` and `Suit` as classes. + + +## Suit + +Create file `suit.dart` and declare an `@immutable class Suit` there, with no +parent. The `@immutable` annotation here is just a hint for us that the objects +of this class should not be modified after creation. + +Next, we define the factory constructor for the class: `Suit.fromInt(i)`. We +use a factory constructor here in order to enforce the singleton pattern for +the class: instead of creating a new object every time, we are returning one +of the pre-built objects that we store in the `_singletons` list: + +```dart + factory Suit.fromInt(int index) { + assert(index >= 0 && index <= 3); + return _singletons[index]; + } +``` + +After that, there is a private constructor `Suit._()`. This constructor +initializes the main properties of each `Suit` object: the numeric value, the +string label, and the sprite object which we will later use to draw the suit +symbol on the canvas. The sprite object is initialized using the +`klondikeSprite()` function that we created in the previous chapter: + +```dart + Suit._(this.value, this.label, double x, double y, double w, double h) + : sprite = klondikeSprite(x, y, w, h); + + final int value; + final String label; + final Sprite sprite; +``` + +Then comes the static list of all `Suit` objects in the game. Note that we +define it as static variable so it is evaluated lazily (as if it was marked +with the `late` keyword) meaning that it will be only initialized the first +time it is needed. This is important: as we can see above, the constructor +tries to retrieve an image from the global cache, so it can only be invoked +after the image is loaded into the cache. + +```dart + static final List _singletons = [ + Suit._(0, '♥', 1176, 17, 172, 183), + Suit._(1, '♦', 973, 14, 177, 182), + Suit._(2, '♣', 974, 226, 184, 172), + Suit._(3, '♠', 1178, 220, 176, 182), + ]; +``` + +The last four numbers in the constructor are the coordinates of the sprite +image within the sprite sheet `klondike-sprites.png`. If you're wondering how I +obtained these numbers, the answer is that I used a free online service +[spritecow.com] -- it's a handy tool for locating sprites within a sprite sheet. + +Lastly, I have simple getters to determine the "color" of a suit. This will be +needed later when we need to enforce the rule that cards can only be placed +into columns by alternating colors. + +```dart + /// Hearts and Diamonds are red, while Clubs and Spades are black. + bool get isRed => value <= 1; + bool get isBlack => value >= 2; +``` + + +## Rank + +The `Rank` class is very similar to `Suit`. The main difference is that `Rank` +contains two sprites instead of one, separately for ranks of "red" and "black" +colors. The full code for the `Rank` class is as follows: + +```dart +import 'package:flame/components.dart'; +import 'package:flame/flame.dart'; +import 'package:flutter/foundation.dart'; + +@immutable +class Rank { + factory Rank.fromInt(int value) { + assert(value >= 1 && value <= 13); + return _singletons[value - 1]; + } + + Rank._( + this.value, + this.label, + double x1, + double y1, + double x2, + double y2, + double w, + double h, + ) : redSprite = klondikeSprite(x1, y1, w, h), + blackSprite = klondikeSprite(x2, y2, w, h); + + final int value; + final String label; + final Sprite redSprite; + final Sprite blackSprite; + + static final List _singletons = [ + Rank._(1, 'A', 335, 164, 789, 161, 120, 129), + Rank._(2, '2', 20, 19, 15, 322, 83, 125), + Rank._(3, '3', 122, 19, 117, 322, 80, 127), + Rank._(4, '4', 213, 12, 208, 315, 93, 132), + Rank._(5, '5', 314, 21, 309, 324, 85, 125), + Rank._(6, '6', 419, 17, 414, 320, 84, 129), + Rank._(7, '7', 509, 21, 505, 324, 92, 128), + Rank._(8, '8', 612, 19, 607, 322, 78, 127), + Rank._(9, '9', 709, 19, 704, 322, 84, 130), + Rank._(10, '10', 810, 20, 805, 322, 137, 127), + Rank._(11, 'J', 15, 170, 469, 167, 56, 126), + Rank._(12, 'Q', 92, 168, 547, 165, 132, 128), + Rank._(13, 'K', 243, 170, 696, 167, 92, 123), + ]; +} +``` + + +## Card component + +Now that we have the `Rank` and the `Suit` classes, we can finally start +implementing the **Card** component. Create file `components/card.dart` and +declare the `Card` class extending from the `PositionComponent`: + +```dart +class Card extends PositionComponent {} +``` + +The constructor of the class will take integer rank and suit, and make the +card initially facing down. Also, we initialize the size of the component to +be equal to the `cardSize` constant defined in the `KlondikeGame` class: + +```dart + Card(int intRank, int intSuit) + : rank = Rank.fromInt(intRank), + suit = Suit.fromInt(intSuit), + _faceUp = false, + super(size: KlondikeGame.cardSize); + + final Rank rank; + final Suit suit; + bool _faceUp; +``` + +The `_faceUp` property is private (indicated by the underscore) and non-final, +meaning that it can change during the lifetime of a card. We should create some +public accessors and mutators for this variable: + +```dart + bool get isFaceUp => _faceUp; + bool get isFaceDown => !_faceUp; + void flip() => _faceUp = !_faceUp; +``` + +Lastly, let's add a simple `toString()` implementation, which may turn out to +be useful when we need to debug the game: + +```dart + @override + String toString() => rank.label + suit.label; // e.g. "Q♠" or "10♦" +``` + +Before we proceed with implementing the rendering, we need to add some cards +into the game. Head over to the `KlondikeGame` class and add the following at +the bottom of the `onLoad` method: + +```dart + final random = Random(); + for (var i = 0; i < 7; i++) { + for (var j = 0; j < 4; j++) { + final card = Card(random.nextInt(13) + 1, random.nextInt(4)) + ..position = Vector2(100 + i * 1150, 100 + j * 1500) + ..addToParent(world); + if (random.nextDouble() < 0.9) { // flip face up with 90% probability + card.flip(); + } + } + } +``` + +This snippet is a temporary code -- we will remove it in the next chapter -- +but for now it lays down 28 random cards on the table, most of them facing up. + + +### Rendering + +In order to be able to see a card, we need to implement its `render()` method. +Since the card has two distinct states -- face up or down -- we will +implement rendering for these two states separately. Add the following methods +into the `Card` class: + +```dart + @override + void render(Canvas canvas) { + if (_faceUp) { + _renderFront(canvas); + } else { + _renderBack(canvas); + } + } + + void _renderFront(Canvas canvas) {} + void _renderBack(Canvas canvas) {} +``` + + +### renderBack() + +Since rendering the back of a card is simpler, we will do it first. + +The `render()` method of a `PositionComponent` operates in a local coordinate +system, which means we don't need to worry about where the card is located on +the screen. This local coordinate system has the origin at the top-left corner +of the component, and extends to the right by `width` and down by `height` +pixels. + +There is a lot of artistic freedom in how to draw the back of a card, but my +implementation contains a solid background, a border, a flame logo in the +middle, and another decorative border: + +```dart + void _renderBack(Canvas canvas) { + canvas.drawRRect(cardRRect, backBackgroundPaint); + canvas.drawRRect(cardRRect, backBorderPaint1); + canvas.drawRRect(backRRectInner, backBorderPaint2); + flameSprite.render(canvas, position: size / 2, anchor: Anchor.center); + } +``` + +The most interesting part here is the rendering of a sprite: we want to +render it in the middle (`size/2`), and we use `Anchor.center` to tell the +engine that we want the *center* of the sprite to be at that point. + +Various properties used in the `_renderBack()` method are defined as follows: + +```dart + static final Paint backBackgroundPaint = Paint() + ..color = const Color(0xff380c02); + static final Paint backBorderPaint1 = Paint() + ..color = const Color(0xffdbaf58) + ..style = PaintingStyle.stroke + ..strokeWidth = 10; + static final Paint backBorderPaint2 = Paint() + ..color = const Color(0x5CEF971B) + ..style = PaintingStyle.stroke + ..strokeWidth = 35; + static final RRect cardRRect = RRect.fromRectAndRadius( + KlondikeGame.cardSize.toRect(), + const Radius.circular(KlondikeGame.cardRadius), + ); + static final RRect backRRectInner = cardRRect.deflate(40); + static final Sprite flameSprite = klondikeSprite(1367, 6, 357, 501); +``` + +I declared these properties as static because they will all be the same across +all 52 card objects, so we might as well save some resources by having them +initialized only once. + + +### renderFront() + +When rendering the face of a card, we will follow the standard card design: the +rank and the suit in two opposite corners, plus the number of pips equal to the +rank value. The court cards (jack, queen, king) will have special images in the +center. + +As before, we begin by declaring some constants that will be used for rendering. +The background of a card will be black, whereas the border will be different +depending on whether the card is of a "red" suit or "black": + +```dart + static final Paint frontBackgroundPaint = Paint() + ..color = const Color(0xff000000); + static final Paint redBorderPaint = Paint() + ..color = const Color(0xffece8a3) + ..style = PaintingStyle.stroke + ..strokeWidth = 10; + static final Paint blackBorderPaint = Paint() + ..color = const Color(0xff7ab2e8) + ..style = PaintingStyle.stroke + ..strokeWidth = 10; +``` + +Next, we also need the images for the court cards: + +```dart + static final Sprite redJack = klondikeSprite(81, 565, 562, 488); + static final Sprite redQueen = klondikeSprite(717, 541, 486, 515); + static final Sprite redKing = klondikeSprite(1305, 532, 407, 549); +``` + +Note that I'm calling these sprites `redJack`, `redQueen`, and `redKing`. This +is because, after some trial, I found that the images that I have don't look +very well on black-suit cards. So what I decided to do is to take these images +and *tint* them with a blueish hue. Tinting of a sprite can be achieved by +using a paint with `colorFilter` set to the specified color and the `srcATop` +blending mode: + +```dart + static final blueFilter = Paint() + ..colorFilter = const ColorFilter.mode( + Color(0x880d8bff), + BlendMode.srcATop, + ); + static final Sprite blackJack = klondikeSprite(81, 565, 562, 488) + ..paint = blueFilter; + static final Sprite blackQueen = klondikeSprite(717, 541, 486, 515) + ..paint = blueFilter; + static final Sprite blackKing = klondikeSprite(1305, 532, 407, 549) + ..paint = blueFilter; +``` + +Now we can start coding the render method itself. First, draw the background +and the card border: + +```dart + void _renderFront(Canvas canvas) { + canvas.drawRRect(cardRRect, frontBackgroundPaint); + canvas.drawRRect( + cardRRect, + suit.isRed ? redBorderPaint : blackBorderPaint, + ); + } +``` + +In order to draw the rest of the card, I need one more helper method. This +method will draw the provided sprite on the canvas at the specified place (the +location is relative to the dimensions of the card). The sprite can be +optionally scaled. In addition, if flag `rotate=true` is passed, the sprite +will be drawn as if it was rotated 180º around the center of the card: + +```dart + void _drawSprite( + Canvas canvas, + Sprite sprite, + double relativeX, + double relativeY, { + double scale = 1, + bool rotate = false, + }) { + if (rotate) { + canvas.save(); + canvas.translate(size.x / 2, size.y / 2); + canvas.rotate(pi); + canvas.translate(-size.x / 2, -size.y / 2); + } + sprite.render( + canvas, + position: Vector2(relativeX * size.x, relativeY * size.y), + anchor: Anchor.center, + size: sprite.srcSize.scaled(scale), + ); + if (rotate) { + canvas.restore(); + } + } +``` + +Let's draw the rank and the suit symbols in the corners of the card. Add the +following to the `_renderFront()` method: + +```dart + final rankSprite = suit.isBlack ? rank.blackSprite : rank.redSprite; + final suitSprite = suit.sprite; + _drawSprite(canvas, rankSprite, 0.1, 0.08); + _drawSprite(canvas, rankSprite, 0.1, 0.08, rotate: true); + _drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5); + _drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5, rotate: true); +``` + +The middle of the card is rendered in the same manner: we will create a big +switch statement on the card's rank, and draw pips accordingly. The code +below may seem long, but it is actually quite repetitive and consists only +of drawing various sprites in different places on the card's face: + +```dart + switch (rank.value) { + case 1: + _drawSprite(canvas, suitSprite, 0.5, 0.5, scale: 2.5); + break; + case 2: + _drawSprite(canvas, suitSprite, 0.5, 0.25); + _drawSprite(canvas, suitSprite, 0.5, 0.25, rotate: true); + break; + case 3: + _drawSprite(canvas, suitSprite, 0.5, 0.2); + _drawSprite(canvas, suitSprite, 0.5, 0.5); + _drawSprite(canvas, suitSprite, 0.5, 0.2, rotate: true); + break; + case 4: + _drawSprite(canvas, suitSprite, 0.3, 0.25); + _drawSprite(canvas, suitSprite, 0.7, 0.25); + _drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true); + _drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true); + break; + case 5: + _drawSprite(canvas, suitSprite, 0.3, 0.25); + _drawSprite(canvas, suitSprite, 0.7, 0.25); + _drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true); + _drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true); + _drawSprite(canvas, suitSprite, 0.5, 0.5); + break; + case 6: + _drawSprite(canvas, suitSprite, 0.3, 0.25); + _drawSprite(canvas, suitSprite, 0.7, 0.25); + _drawSprite(canvas, suitSprite, 0.3, 0.5); + _drawSprite(canvas, suitSprite, 0.7, 0.5); + _drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true); + _drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true); + break; + case 7: + _drawSprite(canvas, suitSprite, 0.3, 0.2); + _drawSprite(canvas, suitSprite, 0.7, 0.2); + _drawSprite(canvas, suitSprite, 0.5, 0.35); + _drawSprite(canvas, suitSprite, 0.3, 0.5); + _drawSprite(canvas, suitSprite, 0.7, 0.5); + _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true); + _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true); + break; + case 8: + _drawSprite(canvas, suitSprite, 0.3, 0.2); + _drawSprite(canvas, suitSprite, 0.7, 0.2); + _drawSprite(canvas, suitSprite, 0.5, 0.35); + _drawSprite(canvas, suitSprite, 0.3, 0.5); + _drawSprite(canvas, suitSprite, 0.7, 0.5); + _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true); + _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true); + _drawSprite(canvas, suitSprite, 0.5, 0.35, rotate: true); + break; + case 9: + _drawSprite(canvas, suitSprite, 0.3, 0.2); + _drawSprite(canvas, suitSprite, 0.7, 0.2); + _drawSprite(canvas, suitSprite, 0.5, 0.3); + _drawSprite(canvas, suitSprite, 0.3, 0.4); + _drawSprite(canvas, suitSprite, 0.7, 0.4); + _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true); + _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true); + _drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true); + _drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true); + break; + case 10: + _drawSprite(canvas, suitSprite, 0.3, 0.2); + _drawSprite(canvas, suitSprite, 0.7, 0.2); + _drawSprite(canvas, suitSprite, 0.5, 0.3); + _drawSprite(canvas, suitSprite, 0.3, 0.4); + _drawSprite(canvas, suitSprite, 0.7, 0.4); + _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true); + _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true); + _drawSprite(canvas, suitSprite, 0.5, 0.3, rotate: true); + _drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true); + _drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true); + break; + case 11: + _drawSprite(canvas, suit.isRed? redJack : blackJack, 0.5, 0.5); + break; + case 12: + _drawSprite(canvas, suit.isRed? redQueen : blackQueen, 0.5, 0.5); + break; + case 13: + _drawSprite(canvas, suit.isRed? redKing : blackKing, 0.5, 0.5); + break; + } +``` + +And this is it with the rendering of the `Card` component. If you run the code +now, you would see four rows of cards neatly spread on the table. Refreshing +the page will lay down a new set of cards. Remember that we have laid these +cards in this way only temporarily, in order to be able to check that rendering +works properly. + +In the next chapter we will discuss how to implement interactions with the +cards, that is, how to make them draggable and tappable. + +```{flutter-app} +:sources: ../tutorials/klondike/app +:page: step3 +:show: popup code +``` + +[spritecow.com]: http://www.spritecow.com/ diff --git a/docs/1.9.0/_sources/tutorials/klondike/step4.md.txt b/docs/1.9.0/_sources/tutorials/klondike/step4.md.txt new file mode 100644 index 000000000..00371993d --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/klondike/step4.md.txt @@ -0,0 +1,992 @@ +# Gameplay + +In this chapter we will be implementing the core of Klondike's gameplay: how the cards move between +the stock and the waste, the piles and the foundations. + +Before we begin though, let's clean up all those cards that we left scattered across the table in +the previous chapter. Open the `KlondikeGame` class and erase the loop at the bottom of `onLoad()` +that was adding 28 cards onto the table. + + +## The piles + +Another small refactoring that we need to do is to rename our components: `Stock` ⇒ `StockPile`, +`Waste` ⇒ `WastePile`, `Foundation` ⇒ `FoundationPile`, and `Pile` ⇒ `TableauPile`. This is +because these components have some common features in how they handle interactions with the cards, +and it would be convenient to have all of them implement a common API. We will call the interface +that they will all be implementing the `Pile` class. + +```{note} +Refactors and changes in architecture happen during development all the time: +it's almost impossible to get the structure right on the first try. Do not be +anxious about changing code that you have written in the past: it is a good +habit to have. +``` + +After such a rename, we can begin implementing each of these components. + + +### Stock pile + +The **stock** is a place in the top-left corner of the playing field which holds the cards that are +not currently in play. We will need to build the following functionality for this component: + +1. Ability to hold cards that are not currently in play, face down; +2. Tapping the stock should reveal top 3 cards and move them to the **waste** pile; +3. When the cards run out, there should be a visual indicating that this is the stock pile; +4. When the cards run out, tapping the empty stock should move all the cards from the waste pile + into the stock, turning them face down. + +The first question that needs to be decided here is this: who is going to own the `Card` components? +Previously we have been adding them directly to the game field, but now wouldn't it be better to +say that the cards belong to the `Stock` component, or to the waste, or piles, or foundations? While +this approach is tempting, I believe it would make our life more complicated as we need to move a +card from one place to another. + +So, I decided to stick with my first approach: the `Card` components are owned directly by the +`KlondikeGame` itself, whereas the `StockPile` and other piles are merely aware of which cards are +currently placed there. + +Having this in mind, let's start implementing the `StockPile` component: + +```dart +class StockPile extends PositionComponent { + StockPile({super.position}) : super(size: KlondikeGame.cardSize); + + /// Which cards are currently placed onto this pile. The first card in the + /// list is at the bottom, the last card is on top. + final List _cards = []; + + void acquireCard(Card card) { + assert(!card.isFaceUp); + card.position = position; + card.priority = _cards.length; + _cards.add(card); + } +} +``` + +Here the `acquireCard()` method stores the provided card into the internal list `_cards`; it also +moves that card to the `StockPile`'s position and adjusts the cards priority so that they are +displayed in the right order. However, this method does not mount the card as a child of the +`StockPile` component -- it remains belonging to the top-level game. + +Speaking of the game class, let's open the `KlondikeGame` and add the following lines to create a +full deck of 52 cards and put them onto the stock pile (this should be added at the end of the +`onLoad` method): + +```dart +final cards = [ + for (var rank = 1; rank <= 13; rank++) + for (var suit = 0; suit < 4; suit++) + Card(rank, suit) +]; +world.addAll(cards); +cards.forEach(stock.acquireCard); +``` + +This concludes the first step of our short plan at the beginning of this section. For the second +step, though, we need to have a waste pile -- so let's make a quick detour and implement the +`WastePile` class. + + +### Waste pile + +The **waste** is a pile next to the stock. During the course of the game we will be taking the cards +from the top of the stock pile and putting them into the waste. The functionality of this class is +quite simple: it holds a certain number of cards face up, fanning out the top 3. + +Let's start implementing the `WastePile` class same way as we did with the `StockPile` class, only +now the cards are expected to be face up: + +```dart +class WastePile extends PositionComponent { + WastePile({super.position}) : super(size: KlondikeGame.cardSize); + + final List _cards = []; + + void acquireCard(Card card) { + assert(card.isFaceUp); + card.position = position; + card.priority = _cards.length; + _cards.add(card); + } +} +``` + +So far, this puts all cards into a single neat pile, whereas we wanted a fan-out of top three. So, +let's add a dedicated method `_fanOutTopCards()` for this, which we will call at the end of each +`acquireCard()`: + +```dart + void _fanOutTopCards() { + final n = _cards.length; + for (var i = 0; i < n; i++) { + _cards[i].position = position; + } + if (n == 2) { + _cards[1].position.add(_fanOffset); + } else if (n >= 3) { + _cards[n - 2].position.add(_fanOffset); + _cards[n - 1].position.addScaled(_fanOffset, 2); + } + } +``` + +The `_fanOffset` variable here helps determine the shift between cards in the fan, which I decided +to be about 20% of the card's width: + +```dart + final Vector2 _fanOffset = Vector2(KlondikeGame.cardWidth * 0.2, 0); +``` + +Now that the waste pile is ready, let's get back to the `StockPile`. + + +### Stock pile -- tap to deal cards + +The second item on our todo list is the first interactive functionality in the game: tap the stock +pile to deal 3 cards onto the waste. + +Adding tap functionality to the components in Flame is quite simple: we just add the mixin +`TapCallbacks` to the component that we want to be tappable: + +```dart +class StockPile extends PositionComponent with TapCallbacks { ... } +``` + +Oh, and we also need to say what we want to happen when the tap occurs. Here we want the top 3 cards +to be turned face up and moved to the waste pile. So, add the following method to the `StockPile` +class: + +```dart + @override + void onTapUp(TapUpEvent event) { + final wastePile = parent!.firstChild()!; + for (var i = 0; i < 3; i++) { + if (_cards.isNotEmpty) { + final card = _cards.removeLast(); + card.flip(); + wastePile.acquireCard(card); + } + } + } +``` + +You have probably noticed that the cards move from one pile to another immediately, which looks very +unnatural. However, this is how it is going to be for now -- we will defer making the game more +smooth till the next chapter of the tutorial. + +Also, the cards are organized in a well-defined order right now, starting from Kings and ending with +Aces. This doesn't make a very exciting gameplay though, so add line + +```dart + cards.shuffle(); +``` + +in the `KlondikeGame` class right after the list of cards is created. + + +:::{seealso} +For more information about tap functionality, see [](../../flame/inputs/tap_events.md). +::: + + +### Stock pile -- visual representation + +Currently, when the stock pile has no cards, it simply shows an empty space -- there is no visual +cue that this is where the stock is. Such cue is needed, though, because we want the user to be +able to click the stock pile when it is empty in order to move all the cards from the waste back to +the stock so that they can be dealt again. + +In our case, the empty stock pile will have a card-like border, and a circle in the middle: + +```dart + @override + void render(Canvas canvas) { + canvas.drawRRect(KlondikeGame.cardRRect, _borderPaint); + canvas.drawCircle( + Offset(width / 2, height / 2), + KlondikeGame.cardWidth * 0.3, + _circlePaint, + ); + } +``` + +where the paints are defined as + +```dart + final _borderPaint = Paint() + ..style = PaintingStyle.stroke + ..strokeWidth = 10 + ..color = const Color(0xFF3F5B5D); + final _circlePaint = Paint() + ..style = PaintingStyle.stroke + ..strokeWidth = 100 + ..color = const Color(0x883F5B5D); +``` + +and the `cardRRect` in the `KlondikeGame` class as + +```dart + static final cardRRect = RRect.fromRectAndRadius( + const Rect.fromLTWH(0, 0, cardWidth, cardHeight), + const Radius.circular(cardRadius), + ); +``` + +Now when you click through the stock pile till the end, you should be able to see the placeholder +for the stock cards. + + +### Stock pile -- refill from the waste + +The last piece of functionality to add, is to move the cards back from the waste pile into the stock +pile when the user taps on an empty stock. To implement this, we will modify the `onTapUp()` method +like so: + +```dart + @override + void onTapUp(TapUpEvent event) { + final wastePile = parent!.firstChild()!; + if (_cards.isEmpty) { + wastePile.removeAllCards().reversed.forEach((card) { + card.flip(); + acquireCard(card); + }); + } else { + for (var i = 0; i < 3; i++) { + if (_cards.isNotEmpty) { + final card = _cards.removeLast(); + card.flip(); + wastePile.acquireCard(card); + } + } + } + } +``` + +If you're curious why we needed to reverse the list of cards removed from the waste pile, then it is +because we want to simulate the entire waste pile being turned over at once, and not each card being +flipped one by one in their places. You can check that this is working as intended by verifying that +on each subsequent run through the stock pile, the cards are dealt in the same order as they were +dealt in the first run. + +The method `WastePile.removeAllCards()` still needs to be implemented though: + +```dart + List removeAllCards() { + final cards = _cards.toList(); + _cards.clear(); + return cards; + } +``` + +This pretty much concludes the `StockPile` functionality, and we already implemented the `WastePile` +-- so the only two components remaining are the `FoundationPile` and the `TableauPile`. We'll start +with the first one because it looks simpler. + + +### Foundation piles + +The **foundation** piles are the four piles in the top right corner of the game. This is where we +will be building the ordered runs of cards from Ace to King. The functionality of this class is +similar to the `StockPile` and the `WastePile`: it has to be able to hold cards face up, and there +has to be some visual to show where the foundation is when there are no cards there. + +First, let's implement the card-holding logic: + +```dart +class FoundationPile extends PositionComponent { + FoundationPile({super.position}) : super(size: KlondikeGame.cardSize); + + final List _cards = []; + + void acquireCard(Card card) { + assert(card.isFaceUp); + card.position = position; + card.priority = _cards.length; + _cards.add(card); + } +} +``` + +For visual representation of a foundation, I've decided to make a large icon of that foundation's +suit, in grey color. Which means we'd need to update the definition of the class to include the +suit information: + +```dart +class FoundationPile extends PositionComponent { + FoundationPile(int intSuit, {super.position}) + : suit = Suit.fromInt(intSuit), + super(size: KlondikeGame.cardSize); + + final Suit suit; + ... +} +``` + +The code in the `KlondikeGame` class that generates the foundations will have to be adjusted +accordingly in order to pass the suit index to each foundation. + +Now, the rendering code for the foundation pile will look like this: + +```dart + @override + void render(Canvas canvas) { + canvas.drawRRect(KlondikeGame.cardRRect, _borderPaint); + suit.sprite.render( + canvas, + position: size / 2, + anchor: Anchor.center, + size: Vector2.all(KlondikeGame.cardWidth * 0.6), + overridePaint: _suitPaint, + ); + } +``` + +Here we need to have two paint objects, one for the border and one for the suits: + +```dart + final _borderPaint = Paint() + ..style = PaintingStyle.stroke + ..strokeWidth = 10 + ..color = const Color(0x50ffffff); + late final _suitPaint = Paint() + ..color = suit.isRed? const Color(0x3a000000) : const Color(0x64000000) + ..blendMode = BlendMode.luminosity; +``` + +The suit paint uses `BlendMode.luminosity` in order to convert the regular yellow/blue colors of +the suit sprites into grayscale. The "color" of the paint is different depending whether the suit +is red or black because the original luminosity of those sprites is different. Therefore, I had to +pick two different colors in order to make them look the same in grayscale. + + +### Tableau Piles + +The last piece of the game to be implemented is the `TableauPile` component. There are seven of +these piles in total, and they are where the majority of the game play is happening. + +The `TableauPile` also needs a visual representation, in order to indicate that it's a place where +a King can be placed when it is empty. I believe it could be just an empty frame, and that should +be sufficient: + +```dart +class TableauPile extends PositionComponent { + TableauPile({super.position}) : super(size: KlondikeGame.cardSize); + + final _borderPaint = Paint() + ..style = PaintingStyle.stroke + ..strokeWidth = 10 + ..color = const Color(0x50ffffff); + + @override + void render(Canvas canvas) { + canvas.drawRRect(KlondikeGame.cardRRect, _borderPaint); + } +} +``` + +Oh, and the class will need to be able hold the cards too, obviously. Here, some of the cards will +be face down, while others will be face up. Also we will need a small amount of vertical fanning, +similar to how we did it for the `WastePile` component: + +```dart + /// Which cards are currently placed onto this pile. + final List _cards = []; + final Vector2 _fanOffset = Vector2(0, KlondikeGame.cardHeight * 0.05); + + void acquireCard(Card card) { + if (_cards.isEmpty) { + card.position = position; + } else { + card.position = _cards.last.position + _fanOffset; + } + card.priority = _cards.length; + _cards.add(card); + } +``` + +All that remains now is to head over to the `KlondikeGame` and make sure that the cards are dealt +into the `TableauPile`s at the beginning of the game. Modify the code at the end of the `onLoad()` +method so that it looks like this: + +```dart + @override + Future onLoad() async { + ... + + final cards = [ + for (var rank = 1; rank <= 13; rank++) + for (var suit = 0; suit < 4; suit++) + Card(rank, suit) + ]; + cards.shuffle(); + world.addAll(cards); + + for (var i = 0; i < 7; i++) { + for (var j = i; j < 7; j++) { + piles[j].acquireCard(cards.removeLast()); + } + piles[i].flipTopCard(); + } + cards.forEach(stock.acquireCard); + } +``` + +Note how we remove the cards from the deck and place them into `TableauPile`s one by one, and only +after that we put the remaining cards into the stock. Also, the `flipTopCard` method in the +`TableauPile` class is as trivial as it sounds: + +```dart + void flipTopCard() { + assert(_cards.last.isFaceDown); + _cards.last.flip(); + } +``` + +If you run the game at this point, it would be nicely set up and look as if it was ready to play. +Except that we can't move the cards yet, which is kinda a deal-breaker here. So without further ado, +presenting you the next section: + + +## Moving the cards + +Moving the cards is a somewhat more complicated topic than what we have had so far. We will split +it into several smaller steps: + +1. Simple movement: grab a card and move it around. +2. Ensure that the user can only move the cards that they are allowed to. +3. Check that the cards are dropped at proper destinations. +4. Drag a run of cards. + + +### 1. Simple movement + +So, we want to be able to drag the cards on the screen. This is even simpler than making the +`StockPile` tappable: just head over into the `Card` class and add the `DragCallbacks` mixin: + +```dart +class Card extends PositionComponent with DragCallbacks { +} +``` + +The next step is to implement the actual drag event callbacks: `onDragStart`, `onDragUpdate`, and +`onDragEnd`. + +When the drag gesture is initiated, the first thing that we need to do is to raise the priority of +the card, so that it is rendered above all others. Without this, the card would be occasionally +"sliding beneath" other cards, which would look most unnatural: + +```dart + @override + void onDragStart(DragStartEvent event) { + priority = 100; + } +``` + +During the drag, the `onDragUpdate` event will be called continuously. Using this callback we will +be updating the position of the card so that it follows the movement of the finger (or the mouse). +The `event` object passed to this callback contains the most recent coordinate of the point of +touch, and also the `delta` property -- which is the displacement vector since the previous call of +`onDragUpdate`. The only problem is that this delta is measured in screen pixels, whereas we want +it to be in game world units. The conversion between the two is given by the camera zoom level, so +we will add an extra method to determine the zoom level: + +```dart + @override + void onDragUpdate(DragUpdateEvent event) { + final cameraZoom = (findGame()! as FlameGame) + .firstChild()! + .viewfinder + .zoom; + position += event.delta / cameraZoom; + } +``` + +So far this allows you to grab any card and drag it anywhere around the table. What we want, +however, is to be able to restrict where the card is allowed or not allowed to go. This is where +the core of the logic of the game begins. + + +### 2. Move only allowed cards + +The first restriction that we impose is that the user should only be able to drag the cards that we +allow, which include: (1) the top card of a waste pile, (2) the top card of a foundation pile, and +(3) any face-up card in a tableau pile. + +Thus, in order to determine whether a card can be moved or not, we need to know which pile it +currently belongs to. There could be several ways that we go about it, but seemingly the most +straightforward is to let every card keep a reference to the pile in which it currently resides. + +So, let's start by defining the abstract interface `Pile` that all our existing piles will be +implementing: + +```dart +abstract class Pile { + bool canMoveCard(Card card); +} +``` + +We will expand this class further later, but for now let's make sure that each of the classes +`StockPile`, `WastePile`, `FoundationPile`, and `TableauPile` are marked as implementing this +interface: + +```dart +class StockPile extends PositionComponent with TapCallbacks implements Pile { + ... + @override + bool canMoveCard(Card card) => false; +} + +class WastePile extends PositionComponent implements Pile { + ... + @override + bool canMoveCard(Card card) => _cards.isNotEmpty && card == _cards.last; +} + +class FoundationPile extends PositionComponent implements Pile { + ... + @override + bool canMoveCard(Card card) => _cards.isNotEmpty && card == _cards.last; +} + +class TableauPile extends PositionComponent implements Pile { + ... + @override + bool canMoveCard(Card card) => _cards.isNotEmpty && card == _cards.last; +} +``` + +We also wanted to let every `Card` know which pile it is currently in. For this, add the field +`Pile? pile` into the `Card` class, and make sure to set it in each pile's `acquireCard()` method, +like so: + +```dart + void acquireCard(Card card) { + ... + card.pile = this; + } +``` + +Now we can put this new functionality to use: go into the `Card.onDragStart()` method and modify +it so that it would check whether the card is allowed to be moved before starting the drag: + +```dart + void onDragStart(DragStartEvent event) { + if (pile?.canMoveCard(this) ?? false) { + super.onDragStart(event); + priority = 100; + } + } +``` + +We have also added a call to `super.onDragStart()` which sets an `_isDragged` variable to `true` +in the `DragCallbacks` mixin, we need to check this flag via the public `isDragged` getter in +the `onDragUpdate()` method and use `super.onDragEnd()` in `onDragEnd()` so the flag is set back +to `false`: + +```dart + @override + void onDragUpdate(DragUpdateEvent event) { + if (!isDragged) { + return; + } + final cameraZoom = (findGame()! as FlameGame) + .firstChild()! + .viewfinder + .zoom; + position += event.delta / cameraZoom; + } + + @override + void onDragEnd(DragEndEvent event) { + super.onDragEnd(event); + } +``` + +Now only the proper cards can be dragged, but they still drop at random positions on the table, +so let's work on that. + + +### 3. Dropping the cards at proper locations + +At this point what we want to do is to figure out where the dragged card is being dropped. More +specifically, we want to know into which *pile* it is being dropped. This can be achieved by using +the `componentsAtPoint()` API, which allows you to query which components are located at a given +position on the screen. + +Thus, my first attempt at revising the `onDragEnd` callback looks like this: + +```dart + @override + void onDragEnd(DragEndEvent event) { + if (!isDragged) { + return; + } + super.onDragEnd(event); + final dropPiles = parent! + .componentsAtPoint(position + size / 2) + .whereType() + .toList(); + if (dropPiles.isNotEmpty) { + // if (card is allowed to be dropped into this pile) { + // remove the card from the current pile + // add the card into the new pile + // } + } + // return the card to where it was originally + } +``` + +This still contains several placeholders for the functionality that still needs to be implemented, +so let's get to it. + +First piece of the puzzle is the "is card allowed to be dropped here?" check. To implement this, +first head over into the `Pile` class and add the `canAcceptCard()` abstract method: + +```dart +abstract class Pile { + ... + bool canAcceptCard(Card card); +} +``` + +Obviously this now needs to be implemented for every `Pile` subclass, so let's get to it: + +```dart +class FoundationPile ... implements Pile { + ... + @override + bool canAcceptCard(Card card) { + final topCardRank = _cards.isEmpty? 0 : _cards.last.rank.value; + return card.suit == suit && card.rank.value == topCardRank + 1; + } +} + +class TableauPile ... implements Pile { + ... + @override + bool canAcceptCard(Card card) { + if (_cards.isEmpty) { + return card.rank.value == 13; + } else { + final topCard = _cards.last; + return card.suit.isRed == !topCard.suit.isRed && + card.rank.value == topCard.rank.value - 1; + } + } +} +``` + +(for the `StockPile` and the `WastePile` the method should just return false, since no cards should +be dropped there). + +Alright, next part is the "remove the card from its current pile". Once again, let's head over to +the `Pile` class and add the `removeCard()` abstract method: + +```dart +abstract class Pile { + ... + void removeCard(Card card); +} +``` + +Then we need to re-visit all four pile subclasses and implement this method: + +```dart +class StockPile ... implements Pile { + ... + @override + void removeCard(Card card) => throw StateError('cannot remove cards from here'); +} + +class WastePile ... implements Pile { + ... + @override + void removeCard(Card card) { + assert(canMoveCard(card)); + _cards.removeLast(); + _fanOutTopCards(); + } +} + +class FoundationPile ... implements Pile { + ... + @override + void removeCard(Card card) { + assert(canMoveCard(card)); + _cards.removeLast(); + } +} + +class TableauPile ... implements Pile { + ... + @override + void removeCard(Card card) { + assert(_cards.contains(card) && card.isFaceUp); + final index = _cards.indexOf(card); + _cards.removeRange(index, _cards.length); + if (_cards.isNotEmpty && _cards.last.isFaceDown) { + flipTopCard(); + } + } +} +``` + +The next action in our pseudo-code is to "add the card to the new pile". But this one we have +already implemented: it's the `acquireCard()` method. So all we need is to declare it in the `Pile` +interface: + +```dart +abstract class Pile { + ... + void acquireCard(Card card); +} +``` + +The last piece that's missing is "return the card to where it was". You can probably guess how we +are going to go about this one: add the `returnCard()` method into the `Pile` interface, and then +implement this method in all four pile subclasses: + +```dart +class StockPile ... implements Pile { + ... + @override + void returnCard(Card card) => throw StateError('cannot remove cards from here'); +} + +class WastePile ... implements Pile { + ... + @override + void returnCard(Card card) { + card.priority = _cards.indexOf(card); + _fanOutTopCards(); + } +} + +class FoundationPile ... implements Pile { + ... + @override + void returnCard(Card card) { + card.position = position; + card.priority = _cards.indexOf(card); + } +} + +class TableauPile ... implements Pile { + ... + @override + void returnCard(Card card) { + final index = _cards.indexOf(card); + card.position = + index == 0 ? position : _cards[index - 1].position + _fanOffset; + card.priority = index; + } +} +``` + +Now, putting this all together, the `Card`'s `onDragEnd` method will look like this: + +```dart + @override + void onDragEnd(DragEndEvent event) { + if (!isDragged) { + return; + } + super.onDragEnd(event); + final dropPiles = parent! + .componentsAtPoint(position + size / 2) + .whereType() + .toList(); + if (dropPiles.isNotEmpty) { + if (dropPiles.first.canAcceptCard(this)) { + pile!.removeCard(this); + dropPiles.first.acquireCard(this); + return; + } + } + pile!.returnCard(this); + } +``` + +Ok, that was quite a lot of work -- but if you run the game now, you'd be able to move the cards +properly from one pile to another, and they will never go where they are not supposed to go. The +only thing that remains is to be able to move multiple cards at once between tableau piles. So take +a short break, and then on to the next section! + + +### 4. Moving a run of cards + +In this section we will be implementing the necessary changes to allow us to move small stacks of +cards between the tableau piles. Before we begin, though, we need to make a small fix first. + +You have probably noticed when running the game in the previous section that the cards in the +tableau piles clamp too closely together. That is, they are at the correct distance when they face +down, but they should be at a larger distance when they face up, which is not currently the case. +This makes it really difficult to see which cards are available for dragging. + +So, let's head over into the `TableauPile` class and create a new method `layOutCards()`, whose job +would be to ensure that all cards currently in the pile have the right positions: + +```dart + final Vector2 _fanOffset1 = Vector2(0, KlondikeGame.cardHeight * 0.05); + final Vector2 _fanOffset2 = Vector2(0, KlondikeGame.cardHeight * 0.20); + + void layOutCards() { + if (_cards.isEmpty) { + return; + } + _cards[0].position.setFrom(position); + for (var i = 1; i < _cards.length; i++) { + _cards[i].position + ..setFrom(_cards[i - 1].position) + ..add(_cards[i - 1].isFaceDown ? _fanOffset1 : _fanOffset2); + } + } +``` + +Make sure to call this method at the end of `removeCard()`, `returnCard()`, and `acquireCard()` -- +replacing any current logic that handles card positioning. + +Another problem that you may have noticed is that for taller card stacks it becomes hard to place a +card there. This is because our logic for determining in which pile the card is being dropped checks +whether the center of the card is inside any of the `TableauPile` components -- but those components +have only the size of a single card! To fix this inconsistency, all we need is to declare that the +height of the tableau pile is at least as tall as all the cards in it, or even higher. Add this line +at the end of the `layOutCards()` method: + +```dart + height = KlondikeGame.cardHeight * 1.5 + _cards.last.y - _cards.first.y; +``` + +The factor `1.5` here adds a little bit extra space at the bottom of each pile. You can temporarily +turn the debug mode on to see the hitboxes. + +Ok, let's get to our main topic: how to move a stack of cards at once. + +First thing that we're going to add is the list of `attachedCards` for every card. This list will +be non-empty only when the card is being dragged while having other cards on top. Add the following +declaration to the `Card` class: + +```dart + final List attachedCards = []; +``` + +Now, in order to create this list in `onDragStart`, we need to query the `TableauPile` for the list +of cards that are on top of the given card. Let's add such a method into the `TableauPile` class: + +```dart + List cardsOnTop(Card card) { + assert(card.isFaceUp && _cards.contains(card)); + final index = _cards.indexOf(card); + return _cards.getRange(index + 1, _cards.length).toList(); + } +``` + +While we are in the `TableauPile` class, let's also update the `canMoveCard()` method to allow +dragging cards that are not necessarily on top: + +```dart + @override + bool canMoveCard(Card card) => card.isFaceUp; +``` + +Heading back into the `Card` class, we can use this method in order to populate the list of +`attachedCards` when the card starts to move: + +```dart + @override + void onDragStart(DragStartEvent event) { + if (pile?.canMoveCard(this) ?? false) { + super.onDragStart(); + priority = 100; + if (pile is TableauPile) { + attachedCards.clear(); + final extraCards = (pile! as TableauPile).cardsOnTop(this); + for (final card in extraCards) { + card.priority = attachedCards.length + 101; + attachedCards.add(card); + } + } + } + } +``` + +Now all we need to do is to make sure that the attached cards are also moved with the main card in +the `onDragUpdate` method: + +```dart + @override + void onDragUpdate(DragUpdateEvent event) { + if (!isDragged) { + return; + } + final cameraZoom = (findGame()! as FlameGame) + .firstChild()! + .viewfinder + .zoom; + final delta = event.delta / cameraZoom; + position.add(delta); + attachedCards.forEach((card) => card.position.add(delta)); + } +``` + +This does the trick, almost. All that remains is to fix any loose ends. For example, we don't want +to let the user drop a stack of cards onto a foundation pile, so let's head over into the +`FoundationPile` class and modify the `canAcceptCard()` method accordingly: + +```dart + @override + bool canAcceptCard(Card card) { + final topCardRank = _cards.isEmpty ? 0 : _cards.last.rank.value; + return card.suit == suit && + card.rank.value == topCardRank + 1 && + card.attachedCards.isEmpty; + } +``` + +Secondly, we need to properly take care of the stack of card as it is being dropped into a tableau +pile. So, go back into the `Card` class and update its `onDragEnd()` method to also move the +attached cards into the pile, and the same when it comes to returning the cards into the old pile: + +```dart + @override + void onDragEnd(DragEndEvent event) { + if (!isDragged) { + return; + } + super.onDragEnd(event); + final dropPiles = parent! + .componentsAtPoint(position + size / 2) + .whereType() + .toList(); + if (dropPiles.isNotEmpty) { + if (dropPiles.first.canAcceptCard(this)) { + pile!.removeCard(this); + dropPiles.first.acquireCard(this); + if (attachedCards.isNotEmpty) { + attachedCards.forEach((card) => dropPiles.first.acquireCard(card)); + attachedCards.clear(); + } + return; + } + } + pile!.returnCard(this); + if (attachedCards.isNotEmpty) { + attachedCards.forEach((card) => pile!.returnCard(card)); + attachedCards.clear(); + } + } +``` + +Well, this is it! The game is now fully playable. Press the button below to see what the resulting +code looks like, or to play it live. In the next section we will discuss how to make it more +animated with the help of effects. + +```{flutter-app} +:sources: ../tutorials/klondike/app +:page: step4 +:show: popup code +``` diff --git a/docs/1.9.0/_sources/tutorials/klondike/tbc.md.txt b/docs/1.9.0/_sources/tutorials/klondike/tbc.md.txt new file mode 100644 index 000000000..6761ece22 --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/klondike/tbc.md.txt @@ -0,0 +1,3 @@ +# To be continued + +This tutorial is not finished yet, stay tuned for the updates. diff --git a/docs/1.9.0/_sources/tutorials/platformer/platformer.md.txt b/docs/1.9.0/_sources/tutorials/platformer/platformer.md.txt new file mode 100644 index 000000000..1f038e4fb --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/platformer/platformer.md.txt @@ -0,0 +1,22 @@ +# Ember Quest Game Tutorial + +In this tutorial, we will follow a step-by-step process for coding a game using the Flame +engine. + +This tutorial assumes that you have at least some familiarity with common programming concepts, and +with the [Dart] programming language. + + +[Dart]: https://dart.dev/overview + +```{toctree} +:hidden: + +1. Preparation +2. Start Coding +3. Building the World +4. Adding the Remaining Components +5. Controlling Movement +6. Adding the HUD +7. Adding Menus +``` diff --git a/docs/1.9.0/_sources/tutorials/platformer/step_1.md.txt b/docs/1.9.0/_sources/tutorials/platformer/step_1.md.txt new file mode 100644 index 000000000..a8afc90ce --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/platformer/step_1.md.txt @@ -0,0 +1,105 @@ +# 1. Preparation + +Before you begin any kind of game project, you need an idea of what you want to make and I like to +then give it a **name**. For this tutorial and game, Ember will be on a quest to gather as many +(GitHub) stars as possible and I will call the game, `Ember Quest`. + +Now it is time to get started, but first you need to go to the [bare flame game +tutorial](../bare_flame_game.md) and complete the necessary setup steps. When you come back, you +should already have the `main.dart` file with the following content: + +```dart +import 'package:flame/game.dart'; +import 'package:flutter/widgets.dart'; + +void main() { + final game = FlameGame(); + runApp(GameWidget(game: game)); +} +``` + + +## Planning + +Like in the [klondike](../klondike/klondike.md) tutorial, starting a new game can feel overwhelming. +I like to first decide what platform I am trying to target. Will this be a mobile game, a desktop +game, or maybe a web game, with Flutter and Flame, these are all possible. For this game though, I +am going to focus on a web game. This means my users will interact with the game using their +keyboards. + +Starting with a simple sketch (it doesn't have to be perfect as mine is very rough) is +the best way to get an understanding of what will need to be accomplished. For the sketch below, +we know we will need the following: + +- Player Class +- Enemy Class +- Star Class +- Platform Class +- Ground Class +- HUD Class (health and stars collected) + +![Sketch of Ember Quest](../../images/tutorials/platformer/ember_quest_sketch.png) + +All of these will be brought together in `EmberQuestGame` derived from `FlameGame`. + + +## Assets + +Every game needs assets. Assets are images, sprites, animations, sounds, etc. Now, I am not an +artist, but because I am basing this game on Ember, the flame mascot, and Ember is already designed, +it sets the tone that this will be a pixel art game. There are numerous sites available that +provide free pixel art that can be used in games, but please check and comply with the licensing and +always provide valid creator attribution. For this game though, I am going to take a chance and +make my artwork using an online pixel art tool. If you decide to use this tool, multiple online +tutorials will assist you with the basic operations as well as exporting the assets. Now normally, +most games will utilize sprite sheets. These combine many images into one larger image that can be +sectioned and used as individual images. For this tutorial though, I specifically will save the +images individually as I want to demonstrate the Flame engine's caching abilities. Ember and the +water enemy are sprite sheets though as they contain multiple images to create animations. + +Right-click the images below, choose "Save as...", and store them in the `assets/images` folder of the +project. At this point our project's structure looks like this: + +```text +emberquest/ + ├─assets/ + │ └─images/ + │ ├─block.png + │ ├─ember.png + │ ├─ground.png + │ ├─heart_half.png + │ ├─heart.png + │ ├─star.png + │ └─water_enemy.png + ├─lib/ + │ └─main.dart + └─pubspec.yaml +``` + +![Platform Block](app/assets/images/block.png) +![Ember Animation](app/assets/images/ember.png) +![Ground Block](app/assets/images/ground.png) +![HUD Heart Half Opacity](app/assets/images/heart_half.png) +![HUD Heart Full Opacity](app/assets/images/heart.png) +![Star](app/assets/images/star.png) +![Water Enemy Animation](app/assets/images/water_enemy.png) + +```{note} +You may ask, why are the images different sizes? + +As I was using the online tool to make the assets, I had trouble getting the +detail I desired for the game in a 16x16 block. The heart worked out in 32x32 +and the ground as well as the star were 64x64. Regardless, the asset size does +not matter for the game as we will resize as needed. +``` + +Also, you need to tell Flutter about these images (just having them inside the `assets` folder is +not enough). To do this, let's add the following lines into the `pubspec.yaml` file: + +```yaml +flutter: + assets: + - assets/images/ +``` + +Alright, enough with preparing -- onward to coding! diff --git a/docs/1.9.0/_sources/tutorials/platformer/step_2.md.txt b/docs/1.9.0/_sources/tutorials/platformer/step_2.md.txt new file mode 100644 index 000000000..190469fcd --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/platformer/step_2.md.txt @@ -0,0 +1,221 @@ +# 2. Start Coding + + +## The Plan + +Now that we have the assets loaded and a very rough idea of what classes we will need, we need to +start thinking about how we will implement this game and our goals. To do this, let's break down +what the game should do: + +- Ember should be able to be controlled to move left, right, and jump. +- The level will be infinite, so we need a way to randomly load sections of the level. +- The objective is to collect stars while avoiding enemies. +- Enemies cannot be killed as you need to use the platforms to avoid them. +- If Ember is hit by an enemy, it should reduce Ember's health by 1. +- Ember should have 3 lives to lose. +- There should be pits that if Ember falls into, it is automatically game over. +- There should be a main menu and a game-over screen that lets the player start over. + +Now that this is planned out, I know you are probably as excited as I am to begin and I just want to +see Ember on the screen. So let's do that first. + +```{note} +Why did I choose to make this game an infinite side scrolling platformer? + +Well, I wanted to be able to showcase random level loading. No two game plays +will be the same. This exact setup can easily be adapted to be a traditional +level game. As you make your way through this tutorial, you will see how we +could modify the level code to have an end. I will add a note in that section +to explain the appropriate mechanics. +``` + + +## Loading Assets + +For Ember to be displayed, we will need to load the assets. This can be done in `main.dart`, but by +so doing, we will quickly clutter the file. To keep our game organized, we should create files that +have a single focus. So let's create a file in the `lib` folder called `ember_quest.dart`. In that +file, we will add: + +```dart +import 'package:flame/game.dart'; + +class EmberQuestGame extends FlameGame { + EmberQuestGame(); + + @override + Future onLoad() async { + await images.loadAll([ + 'block.png', + 'ember.png', + 'ground.png', + 'heart_half.png', + 'heart.png', + 'star.png', + 'water_enemy.png', + ]); + + } +} +``` + +As I mentioned in the [assets](step_1.md#assets) section, we are using multiple individual image +files and for performance reasons, we should leverage Flame's built-in caching system which will +only load the files once, but allow us to access them as many times as needed without an impact to +the game. `await images.loadAll()` takes a list of the file names that are found in `assets\images` +and loads them to cache. + + +## Scaffolding + +So now that we have our game file, let's prepare the `main.dart` file to receive our newly created +`FlameGame`. Change your entire `main.dart` file to the following: + +```dart +import 'package:flame/game.dart'; +import 'package:flutter/material.dart'; + +import 'ember_quest.dart'; + +void main() { + runApp( + const GameWidget.controlled( + gameFactory: EmberQuestGame.new, + ), + ); +} +``` + +You can run this file and you should just have a blank screen now. Let's get Ember loaded! + + +## CameraComponent and World + +Since `FlameGame.camera` is deprecated, we want to add a `CameraComponent` that we can move around, +and a world that we can add all our components to and move around our player in. +(The `CameraComponent` will be built-in in Flame v2). + +```dart +import 'package:flame/components.dart'; +import 'package:flame/game.dart'; + +class EmberQuestGame extends FlameGame { + EmberQuestGame(); + + final world = World(); + late final CameraComponent cameraComponent; + + @override + Future onLoad() async { + await images.loadAll([ + 'block.png', + 'ember.png', + 'ground.png', + 'heart_half.png', + 'heart.png', + 'star.png', + 'water_enemy.png', + ]); + + cameraComponent = CameraComponent(world: world); + // Everything in this tutorial assumes that the position + // of the `CameraComponent`s viewfinder (where the camera is looking) + // is in the top left corner, that's why we set the anchor here. + cameraComponent.viewfinder.anchor = Anchor.topLeft; + addAll([cameraComponent, world]); + } +} +``` + + +## Ember Time + +Keeping your game files organized can always be a challenge. I like to keep things logically +organized by how they will be involved in my game. So for Ember, let's create the following folder, +`lib/actors` and in that folder, create `ember.dart`. In that file, add the following code: + +```dart +import 'package:flame/components.dart'; + +import '../ember_quest.dart'; + +class EmberPlayer extends SpriteAnimationComponent + with HasGameRef { + EmberPlayer({ + required super.position, + }) : super(size: Vector2.all(64), anchor: Anchor.center); + + @override + void onLoad() { + animation = SpriteAnimation.fromFrameData( + game.images.fromCache('ember.png'), + SpriteAnimationData.sequenced( + amount: 4, + textureSize: Vector2.all(16), + stepTime: 0.12, + ), + ); + } +} +``` + +This file uses the `HasGameRef` mixin which allows us to reach back to `ember_quest.dart` and +leverage any of the variables or methods that are defined in the game class. You can see this in +use with the line `game.images.fromCache('ember.png')`. Earlier, we loaded all the files into +cache, so to use that file now, we call `fromCache` so it can be leveraged by the `SpriteAnimation`. +The `EmberPlayer` class is extending a `SpriteAnimationComponent` which allows us to define +animation as well as position it accordingly in our game world. When we construct this class, the +default size of `Vector2.all(64)` is defined as the size of Ember in our game world should be 64x64. +You may notice that in the animation `SpriteAnimationData`, the `textureSize` is defined as +`Vector2.all(16)` or 16x16. This is because the individual frame in our `ember.png` is 16x16 and +there are 4 frames in total. To define the speed of the animation, `stepTime` is used and set at +`0.12` seconds per frame. You can change the `stepTime` to any length that makes the animation seem +correct for your game vision. + +Now before you rush to run the game again, we have to add Ember to the game world. To do this, go +back to `ember_quest.dart` and add the following: + +```dart +import 'package:flame/game.dart'; + +import 'actors/ember.dart'; + +class EmberQuestGame extends FlameGame { + EmberQuestGame(); + + late EmberPlayer _ember; + + final world = World(); + late final CameraComponent cameraComponent; + + @override + Future onLoad() async { + await images.loadAll([ + 'block.png', + 'ember.png', + 'ground.png', + 'heart_half.png', + 'heart.png', + 'star.png', + 'water_enemy.png', + ]); + + cameraComponent = CameraComponent(world: world); + cameraComponent.viewfinder.anchor = Anchor.topLeft; + addAll([cameraComponent, world]); + + _ember = EmberPlayer( + position: Vector2(128, canvasSize.y - 70), + ); + world.add(_ember); + } +} +``` + +Run your game now and you should now see Ember flickering in the lower left-hand corner. + + +## Building Blocks + +Now that we have Ember showing on screen and we know our basic environment is all working correctly, +it's time to create a world for Embers Quest! Proceed on to [](step_3.md)! diff --git a/docs/1.9.0/_sources/tutorials/platformer/step_3.md.txt b/docs/1.9.0/_sources/tutorials/platformer/step_3.md.txt new file mode 100644 index 000000000..e4b818e3f --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/platformer/step_3.md.txt @@ -0,0 +1,463 @@ +# 3. Building the World + + +## Creating Segments + +For this world to be infinite, the best way to approach this is to create segments that can be +reloaded over and over. To do this, we need a rough sketch of what our level segments will look +like. I have created the following sketch to show what the segments would look like and how they can +be repeated: + +![Level Segment Sketch](../../images/tutorials/platformer/LevelSegmentSketch.jpg) + +Each segment is a 10x10 grid and each block is 64 pixels x 64 pixels. This means Ember Quest has a +height of 640 with an infinite width. In my design, there must always be a ground +block at the beginning and the end. Additionally, there must be at least 3 ground blocks that come +before an enemy, including if the segment wraps to another segment. This is because the plan is to +have the enemies traverse back and forth for 3 blocks. Now that we have a plan for the segments, +let's create a segment manager class. + + +### Segment Manager + +To get started, we have to understand that we will be referencing our blocks in the segment manager, +so first create a new folder called `lib/objects`. In that folder, create 3 files called +`ground_block.dart`, `platform_block.dart`, and `star.dart`. Those files just need basic +boilerplate code for the class, so create the following in their respective files: + +```dart +class GroundBlock{} + +class PlatformBlock{} + +class Star{} +``` + +Also, create `water_enemy.dart` in the `lib/actors` folder using this boilerplate code: + +```dart +class WaterEnemy{} +``` + +Now we can create a file called `segment_manager.dart` which will be placed in a new folder called +`lib/managers`. The segment manager is the heart and soul, if you will, of Ember Quest. This is +where you can get as creative as you want. You do not have to follow my design, just remember that +whatever you design, the segment must follow the rules outlined above. Add the following code to +`segment_manager.dart`: + +```dart +class Block { + // gridPosition position is always segment based X,Y. + // 0,0 is the bottom left corner. + // 10,10 is the upper right corner. + final Vector2 gridPosition; + final Type blockType; + Block(this.gridPosition, this.blockType); +} + +final segments = [ + segment0, +]; + +final segment0 = [ + +]; +``` + +So what this does, is allows us to create segments (segment0, segment1, etc) in a list format that +gets added to the `segments` list. The individual segments will be made up of multiple entries of the +`Block` class. This information will allow us to translate the block position from a 10x10 grid to +the actual pixel position in the game world. To create a segment, you need to create +entries for each block that you wish to be rendered from the sketch. + +To understand each segment, if we start in the bottom left corner of the grid in the sketch, we see +that we should place a `Block()` in the `segment0` list with a first parameter `gridPosition` of a +`Vector2(0,0)` and a `blockType` of the `GroundBlock` class that we created earlier. Remember, the +very bottom left cell is x=0 and y=0 thus the `Vector2(x,y)` is `Vector2(0,0)`. + +![Segment 0 Sketch](../../images/tutorials/platformer/Segment0Sketch.jpg) + +The full segment would look like this: + +```dart +final segment0 = [ + Block(Vector2(0, 0), GroundBlock), + Block(Vector2(1, 0), GroundBlock), + Block(Vector2(2, 0), GroundBlock), + Block(Vector2(3, 0), GroundBlock), + Block(Vector2(4, 0), GroundBlock), + Block(Vector2(5, 0), GroundBlock), + Block(Vector2(5, 1), WaterEnemy), + Block(Vector2(5, 3), PlatformBlock), + Block(Vector2(6, 0), GroundBlock), + Block(Vector2(6, 3), PlatformBlock), + Block(Vector2(7, 0), GroundBlock), + Block(Vector2(7, 3), PlatformBlock), + Block(Vector2(8, 0), GroundBlock), + Block(Vector2(8, 3), PlatformBlock), + Block(Vector2(9, 0), GroundBlock), +]; +``` + +Proceed to build the remaining segments. The full segment manager should look like this: + +```dart +import 'package:flame/components.dart'; + +import '../actors/water_enemy.dart'; +import '../objects/ground_block.dart'; +import '../objects/platform_block.dart'; +import '../objects/star.dart'; + +class Block { + // gridPosition position is always segment based X,Y. + // 0,0 is the bottom left corner. + // 10,10 is the upper right corner. + final Vector2 gridPosition; + final Type blockType; + Block(this.gridPosition, this.blockType); +} + +final segments = [ + segment0, + segment1, + segment2, + segment3, + segment4, +]; + +final segment0 = [ + Block(Vector2(0, 0), GroundBlock), + Block(Vector2(1, 0), GroundBlock), + Block(Vector2(2, 0), GroundBlock), + Block(Vector2(3, 0), GroundBlock), + Block(Vector2(4, 0), GroundBlock), + Block(Vector2(5, 0), GroundBlock), + Block(Vector2(5, 1), WaterEnemy), + Block(Vector2(5, 3), PlatformBlock), + Block(Vector2(6, 0), GroundBlock), + Block(Vector2(6, 3), PlatformBlock), + Block(Vector2(7, 0), GroundBlock), + Block(Vector2(7, 3), PlatformBlock), + Block(Vector2(8, 0), GroundBlock), + Block(Vector2(8, 3), PlatformBlock), + Block(Vector2(9, 0), GroundBlock), +]; + +final segment1 = [ + Block(Vector2(0, 0), GroundBlock), + Block(Vector2(1, 0), GroundBlock), + Block(Vector2(1, 1), PlatformBlock), + Block(Vector2(1, 2), PlatformBlock), + Block(Vector2(1, 3), PlatformBlock), + Block(Vector2(2, 6), PlatformBlock), + Block(Vector2(3, 6), PlatformBlock), + Block(Vector2(6, 5), PlatformBlock), + Block(Vector2(7, 5), PlatformBlock), + Block(Vector2(7, 7), Star), + Block(Vector2(8, 0), GroundBlock), + Block(Vector2(8, 1), PlatformBlock), + Block(Vector2(8, 5), PlatformBlock), + Block(Vector2(8, 6), WaterEnemy), + Block(Vector2(9, 0), GroundBlock), +]; + +final segment2 = [ + Block(Vector2(0, 0), GroundBlock), + Block(Vector2(1, 0), GroundBlock), + Block(Vector2(2, 0), GroundBlock), + Block(Vector2(3, 0), GroundBlock), + Block(Vector2(3, 3), PlatformBlock), + Block(Vector2(4, 0), GroundBlock), + Block(Vector2(4, 3), PlatformBlock), + Block(Vector2(5, 0), GroundBlock), + Block(Vector2(5, 3), PlatformBlock), + Block(Vector2(5, 4), WaterEnemy), + Block(Vector2(6, 0), GroundBlock), + Block(Vector2(6, 3), PlatformBlock), + Block(Vector2(6, 4), PlatformBlock), + Block(Vector2(6, 5), PlatformBlock), + Block(Vector2(6, 7), Star), + Block(Vector2(7, 0), GroundBlock), + Block(Vector2(8, 0), GroundBlock), + Block(Vector2(9, 0), GroundBlock), +]; + +final segment3 = [ + Block(Vector2(0, 0), GroundBlock), + Block(Vector2(1, 0), GroundBlock), + Block(Vector2(1, 1), WaterEnemy), + Block(Vector2(2, 0), GroundBlock), + Block(Vector2(2, 1), PlatformBlock), + Block(Vector2(2, 2), PlatformBlock), + Block(Vector2(4, 4), PlatformBlock), + Block(Vector2(6, 6), PlatformBlock), + Block(Vector2(7, 0), GroundBlock), + Block(Vector2(7, 1), PlatformBlock), + Block(Vector2(8, 0), GroundBlock), + Block(Vector2(8, 8), Star), + Block(Vector2(9, 0), GroundBlock), +]; + +final segment4 = [ + Block(Vector2(0, 0), GroundBlock), + Block(Vector2(1, 0), GroundBlock), + Block(Vector2(2, 0), GroundBlock), + Block(Vector2(2, 3), PlatformBlock), + Block(Vector2(3, 0), GroundBlock), + Block(Vector2(3, 1), WaterEnemy), + Block(Vector2(3, 3), PlatformBlock), + Block(Vector2(4, 0), GroundBlock), + Block(Vector2(5, 0), GroundBlock), + Block(Vector2(5, 5), PlatformBlock), + Block(Vector2(6, 0), GroundBlock), + Block(Vector2(6, 5), PlatformBlock), + Block(Vector2(6, 7), Star), + Block(Vector2(7, 0), GroundBlock), + Block(Vector2(8, 0), GroundBlock), + Block(Vector2(8, 3), PlatformBlock), + Block(Vector2(9, 0), GroundBlock), + Block(Vector2(9, 1), WaterEnemy), + Block(Vector2(9, 3), PlatformBlock), +]; +``` + + +### Loading the Segments into the World + +Now that our segments are defined, we need to create a way to load these blocks into our world. To +do that, we are going to start work in the `ember_quest.dart` file. We will create a `loadSegments` +method that when given an index for the segments list, will then loop through that segment from +our `segment_manager` and we will add the appropriate blocks later. It should look like this: + +```dart +void loadGameSegments(int segmentIndex, double xPositionOffset) { + for (final block in segments[segmentIndex]) { + switch (block.blockType) { + case GroundBlock: + break; + case PlatformBlock: + break; + case Star: + break; + case WaterEnemy: + break; + } + } + } +``` + +You will need to add the following imports if they were not auto-imported: + +```dart +import 'actors/water_enemy.dart'; +import 'managers/segment_manager.dart'; +import 'objects/ground_block.dart'; +import 'objects/platform_block.dart'; +import 'objects/star.dart'; +``` + +Now we can refactor our game a bit and create an `initializeGame()` method which will call our +`loadGameSegments` method. + +```dart + void initializeGame() { + // Assume that size.x < 3200 + final segmentsToLoad = (size.x / 640).ceil(); + segmentsToLoad.clamp(0, segments.length); + + for (var i = 0; i <= segmentsToLoad; i++) { + loadGameSegments(i, (640 * i).toDouble()); + } + + _ember = EmberPlayer( + position: Vector2(128, canvasSize.y - 70), + ); + world.add(_ember); + } +``` + +We simply are taking the width of the game screen, divide that by 640 (10 blocks in a segment times +64 pixels wide for each block), and round that up. As we only defined 5 segments total, we need to +restrict that integer from 0 to the length of the segments list in case the user has a really wide +screen. Then we simply loop through the number of `segmentsToLoad` and call `loadGameSegments` with +the integer to load and then calculate the offset. + +Additionally, I have moved the Ember-related code from the `onLoad` method to our new +`initializeGame` method. This means I can now make the call in `onLoad` to `initializeGame` such +as: + +```dart +@override + Future onLoad() async { + await images.loadAll([ + 'block.png', + 'ember.png', + 'ground.png', + 'heart_half.png', + 'heart.png', + 'star.png', + 'water_enemy.png', + ]); + + cameraComponent = CameraComponent(world: world); + cameraComponent.viewfinder.anchor = Anchor.topLeft; + addAll([cameraComponent, world]); + + initializeGame(); + } +``` + +At this point, you probably have errors for all the object classes and the enemy class, but don't +worry, we will solve those right now. + + +### The Platform Block + +One of the easiest blocks to start with is the Platform Block. There are two things that we need to +develop beyond getting the sprite to be displayed; that is, we need to place it in the correct +position and as Ember moves across the screen, we need to remove the blocks once they are off the +screen. In Ember Quest, the player can only move forward, so this will keep the game lightweight as +it's an infinite level. + +Open the `lib/objects/platform_block.dart` file and add the following code: + +```dart +import 'package:flame/collisions.dart'; +import 'package:flame/components.dart'; + +import '../ember_quest.dart'; + +class PlatformBlock extends SpriteComponent + with HasGameRef { + final Vector2 gridPosition; + double xOffset; + + PlatformBlock({ + required this.gridPosition, + required this.xOffset, + }) : super(size: Vector2.all(64), anchor: Anchor.bottomLeft); + + @override + void onLoad() { + } + + @override + void update(double dt) { + super.update(dt); + } +} +``` + +We are going to extend the Flame `SpriteComponent` and we will need the `HasGameRef` mixin to access +our game class just like we did before. We are starting with the empty `onLoad` and `update` +methods and we will begin adding code to create the functionality that is necessary for the game. + +The secret to any gaming engine is the game loop. This is an infinite loop that calls all the +objects in your game so you can provide updates. The `update` method is the hook into this and it +uses a `double dt` to pass to your method the amount of time in seconds since it was last +called. This `dt` variable then allows you to calculate how far your component needs to move +on-screen. + +All components in our game will need to move at the same speed, so to do this, open +`lib/ember_quest.dart`, and let's define a global variable called `objectSpeed`. At the top of the +`EmberQuestGame` class, add: + +```dart + late EmberPlayer _ember; + double objectSpeed = 0.0; +``` + +So to implement that movement, declare a variable at the top of the `PlatformBlock` class and make +your `update` method look like this: + +```dart +final Vector2 velocity = Vector2.zero(); +``` + +```dart + @override + void update(double dt) { + velocity.x = game.objectSpeed; + position += velocity * dt; + if (position.x < -size.x) removeFromParent(); + super.update(dt); + } +``` + +All that is happening is we define a base `velocity` that is instantiated at 0 on both axes and then +we update `velocity` using the global `objectSpeed` variable for the x-axis. As this is our +platform block, it will only scroll left and right, so our y-axis in the `velocity` will always be 0 +as do not want our blocks jumping. + +Next, we update the `position` which is a special variable built into the Flame engine components. +By multiplying the `velocity` vector by the `dt` we can move our component to the required amount. + +Finally, if `x` value of position is `-size.x` (this means off the left side of the screen by the +width of the image) then remove this platform block from the game entirely. + +Now we just need to finish the `onLoad` method. So make your `onLoad` method look like this: + +```dart + @override + void onLoad() { + final platformImage = game.images.fromCache('block.png'); + sprite = Sprite(platformImage); + position = Vector2((gridPosition.x * size.x) + _xOffset, + game.size.y - (gridPosition.y * size.y), + ); + add(RectangleHitbox(collisionType: CollisionType.passive)); + } +``` + +First, we retrieve the image from cache as we did before, and because this is a `SpriteComponent` +we can use the built-in `sprite` variable to assign the image to the component. Next, we need to +calculate its starting position. This is where all the magic happens, so let's break this down. + +Just like in the `update` method we will be setting the `position` variable to a `Vector2`. To +determine where it needs to be, we need to calculate the x and y positions. Focusing on the x +first, we can see that we are taking `gridPosition.x` times the width of the image and then we will +add that to the `xOffset` that we pass in. With the y-axis, we will take the height of the +game and we will subtract the `gridPosition.y` times the height of the image. + +Lastly, as we want Ember to be able to interact with the platform, we will add a `RectangleHitbox` +with a `passive` `CollisionType`. Collisions will be explained more in a later chapter. + + +#### Display the Platform + +In our `loadGameSegments` method from earlier, we will need to add the call to add our block. We +will need to define `gridPosition` and `xOffset` to be passed in. `gridPosition` will be a +`Vector2` and `xOffset` is a double as that will be used to calculate the x-axis offset for +the block in a `Vector2`. So add the following to your `loadGameSegments` method: + +```dart +case PlatformBlock: + add(PlatformBlock( + gridPosition: block.gridPosition, + xOffset: xPositionOffset, + )); + break; +``` + +If you run your code, you should now see: + +![Platforms Displayed](../../images/tutorials/platformer/Step3Platforms.jpg) + +While this does run, the black just makes it look like Ember is in a dungeon. Let's change that +background real quick so there is a nice blue sky. Just add the following code to +`lib/ember_quest.dart`: + +```dart +import 'package:flutter/material.dart'; + +@override +Color backgroundColor() { + return const Color.fromARGB(255, 173, 223, 247); +} +``` + +Excellent! Ember is now in front of a blue sky. + +On to [](step_4.md), where we will add the rest of the components now that we have a basic +understanding of what we are going to accomplish. diff --git a/docs/1.9.0/_sources/tutorials/platformer/step_4.md.txt b/docs/1.9.0/_sources/tutorials/platformer/step_4.md.txt new file mode 100644 index 000000000..650671ec7 --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/platformer/step_4.md.txt @@ -0,0 +1,411 @@ +# 4. Adding the Remaining Components + + +## Star + +The star is pretty simple. It is just like the Platform block except we are going to add an effect +to make it pulse in size. For the effect to look correct, we need to change the object's `Anchor` +to `center`. This means we will need to adjust the position by half of the image size. For brevity, +I am going to add the whole class and explain the additional changes after. + +```dart +import 'package:flame/collisions.dart'; +import 'package:flame/components.dart'; +import 'package:flame/effects.dart'; +import 'package:flutter/material.dart'; + +import '../ember_quest.dart'; + +class Star extends SpriteComponent + with HasGameRef { + final Vector2 gridPosition; + double xOffset; + + final Vector2 velocity = Vector2.zero(); + + Star({ + required this.gridPosition, + required this.xOffset, + }) : super(size: Vector2.all(64), anchor: Anchor.center); + + @override + void onLoad() { + final starImage = game.images.fromCache('star.png'); + sprite = Sprite(starImage); + position = Vector2( + (gridPosition.x * size.x) + xOffset + (size.x / 2), + game.size.y - (gridPosition.y * size.y) - (size.y / 2), + ); + add(RectangleHitbox(collisionType: CollisionType.passive)); + add( + SizeEffect.by( + Vector2(-24, -24), + EffectController( + duration: .75, + reverseDuration: .5, + infinite: true, + curve: Curves.easeOut, + ), + ), + ); + } + + @override + void update(double dt) { + velocity.x = game.objectSpeed; + position += velocity * dt; + if (position.x < -size.x) removeFromParent(); + super.update(dt); + } +} +``` + +So the only change between the Star and the Platform beyond the anchor is simply the following: + +```dart +add( + SizeEffect.by( + Vector2(-24, -24), + EffectController( + duration: .75, + reverseDuration: .5, + infinite: true, + curve: Curves.easeOut, + ), + ), +); +``` + +The `SizeEffect` is best explained by going to their [help +docs](../../flame/effects.md#sizeeffectby). In short, we simply reduce the size of the star +by -24 pixels in both directions and we make it pulse infinitely using the `EffectController`. + +Don't forget to add the star to your `lib/ember_quest.dart` file by doing: + +```dart +case Star: + add( + Star( + gridPosition: block.gridPosition, + xOffset: xPositionOffset, + ), + ); + break; +``` + +If you run your game, you should now see pulsing stars! + + +## Water Enemy + +Now that we understand adding effects to our objects, let's do the same for the water drop enemy. +Open `lib/actors/water_enemy.dart` and add the following code: + +```dart +import 'package:flame/collisions.dart'; +import 'package:flame/components.dart'; +import 'package:flame/effects.dart'; + +import '../ember_quest.dart'; + +class WaterEnemy extends SpriteAnimationComponent + with HasGameRef { + final Vector2 gridPosition; + double xOffset; + + final Vector2 velocity = Vector2.zero(); + + WaterEnemy({ + required this.gridPosition, + required this.xOffset, + }) : super(size: Vector2.all(64), anchor: Anchor.bottomLeft); + + @override + void onLoad() { + animation = SpriteAnimation.fromFrameData( + game.images.fromCache('water_enemy.png'), + SpriteAnimationData.sequenced( + amount: 2, + textureSize: Vector2.all(16), + stepTime: 0.70, + ), + ); + position = Vector2( + (gridPosition.x * size.x) + xOffset + (size.x / 2), + game.size.y - (gridPosition.y * size.y) - (size.y / 2), + ); + add(RectangleHitbox(collisionType: CollisionType.passive)); + add( + MoveEffect.by( + Vector2(-2 * size.x, 0), + EffectController( + duration: 3, + alternate: true, + infinite: true, + ), + ), + ); + } + + @override + void update(double dt) { + velocity.x = game.objectSpeed; + position += velocity * dt; + if (position.x < -size.x) removeFromParent(); + super.update(dt); + } +} + +``` + +The water drop enemy is an animation just like Ember, so this class is extending the +`SpriteAnimationComponent` class but it uses all of the previous code we have used for the Star and +the Platform. The only difference will be instead of the `SizeEffect`, we are going to use the +`MoveEffect`. The best resource for information will be their [help +docs](../../flame/effects.md#sizeeffectby). + +In short, the `MoveEffect` will last for 3 seconds, alternate directions, and run infinitely. It +will move our enemy to the left, 128 pixels (-2 x image width). You may have noticed that in the +constructor, I set `Anchor` to `center`. This was done just for the sake of making the calculations +easier but could have been left as `bottomLeft`. + +Don't forget to add the water enemy to your `lib/ember_quest.dart` file by doing: + +```dart +case WaterEnemy: + add( + WaterEnemy( + gridPosition: block.gridPosition, + xOffset: xPositionOffset, + ), + ); + break; +``` + +If you run the game now, the Water Enemy should be displayed and moving! + +![Water Enemies](../../images/tutorials/platformer/Step4Enemies.jpg) + + +## Ground Blocks + +Finally, the last component that needs to be displayed is the Ground Block! This component is more +complex than the others as we need to identify two times during a block's life cycle. + +- When the block is added, if it is the last block in the segment, we need to update a global value + as to its position. +- When the block is removed, if it was the first block in the segment, we need to randomly get the + next segment to load. + +So let's start with the basic class which is nothing more than a copy of the Platform Block. + +```dart +import 'package:flame/collisions.dart'; +import 'package:flame/components.dart'; +import 'package:flutter/material.dart'; + +import '../ember_quest.dart'; + +class GroundBlock extends SpriteComponent with HasGameRef { + final Vector2 gridPosition; + double xOffset; + + final Vector2 velocity = Vector2.zero(); + + GroundBlock({ + required this.gridPosition, + required this.xOffset, + }) : super(size: Vector2.all(64), anchor: Anchor.bottomLeft); + + @override + void onLoad() { + final groundImage = game.images.fromCache('ground.png'); + sprite = Sprite(groundImage); + position = Vector2( + gridPosition.x * size.x + xOffset, + game.size.y - gridPosition.y * size.y, + ); + add(RectangleHitbox(collisionType: CollisionType.passive)); + } + + @override + void update(double dt) { + velocity.x = game.objectSpeed; + position += velocity * dt; + super.update(dt); + } +} +``` + +The first thing we will tackle is registering the block globally if it is the absolute last block to +be loaded. To do this, add two new global variables in `lib/ember_quest.dart` called: + +```dart + late double lastBlockXPosition = 0.0; + late UniqueKey lastBlockKey; +``` + +Declare the following variable at the top of your Ground Block class: + +```dart +final UniqueKey _blockKey = UniqueKey(); +``` + +Now in your Ground Block's `onLoad` method, add the following at the end of the method: + +```dart +if (gridPosition.x == 9 && position.x > game.lastBlockXPosition) { + game.lastBlockKey = _blockKey; + game.lastBlockXPosition = position.x + size.x; +} +``` + +All that is happening is if this block is the 10th block (9 as the segment grid is 0 based) AND +this block's position is greater than the global `lastBlockXPosition`, set the global block key to be +this block's key and set the global `lastBlockXPosition` to be this blocks position plus the width of +the image (the anchor is bottom left and we want the next block to align right next to it). + +Now we can address updating this information, so in the `update` method, add the following code: + +```dart + @override + void update(double dt) { + velocity.x = game.objectSpeed; + position += velocity * dt; + + if (gridPosition.x == 9) { + if (game.lastBlockKey == _blockKey) { + game.lastBlockXPosition = position.x + size.x - 10; + } + } + + super.update(dt); + } +``` + +`game.lastBlockXPosition` is being updated by the block's current x-axis position plus its width - +10 pixels. This will cause a little overlap, but due to the potential variance in `dt` this +prevents gaps in the map as it loads while a player is moving. + + +### Loading the Next Random Segment + +To load the next random segment, we will use the `Random()` function that is built-in to +`dart:math`. The following line of code gets a random integer from 0 (inclusive) to the max number +in the passed parameter (exclusive). + +```dart +Random().nextInt(segments.length), +``` + +Back in our Ground Block, we can now add the following to our 'update' method before +the other block we just added: + +```dart +if (position.x < -size.x) { + removeFromParent(); + if (gridPosition.x == 0) { + game.loadGameSegments( + Random().nextInt(segments.length), + game.lastBlockXPosition, + ); + } +} +``` + +This simply extends the code that we have in our other objects, where once the block is off the +screen and if the block is the first block of the segment, we will call the `loadGameSegments` +method in our game class, get a random number between 0 and the number of segments and pass in the +offset. If `Random()` or `segments.length` does not auto-import, you will need: + +```dart +import 'dart:math'; + +import '../managers/segment_manager.dart'; +``` + +So our full Ground Block class should look like this: + +```dart +import 'dart:math'; + +import 'package:flame/collisions.dart'; +import 'package:flame/components.dart'; +import 'package:flutter/material.dart'; + +import '../ember_quest.dart'; +import '../managers/segment_manager.dart'; + +class GroundBlock extends SpriteComponent with HasGameRef { + final Vector2 gridPosition; + double xOffset; + + final UniqueKey _blockKey = UniqueKey(); + final Vector2 velocity = Vector2.zero(); + + GroundBlock({ + required this.gridPosition, + required this.xOffset, + }) : super(size: Vector2.all(64), anchor: Anchor.bottomLeft); + + @override + void onLoad() { + final groundImage = game.images.fromCache('ground.png'); + sprite = Sprite(groundImage); + position = Vector2( + gridPosition.x * size.x + xOffset, + game.size.y - gridPosition.y * size.y, + ); + add(RectangleHitbox(collisionType: CollisionType.passive)); + if (gridPosition.x == 9 && position.x > game.lastBlockXPosition) { + game.lastBlockKey = _blockKey; + game.lastBlockXPosition = position.x + size.x; + } + } + + @override + void update(double dt) { + velocity.x = game.objectSpeed; + position += velocity * dt; + + if (position.x < -size.x) { + removeFromParent(); + if (gridPosition.x == 0) { + game.loadGameSegments( + Random().nextInt(segments.length), + game.lastBlockXPosition, + ); + } + } + if (gridPosition.x == 9) { + if (game.lastBlockKey == _blockKey) { + game.lastBlockXPosition = position.x + size.x - 10; + } + } + + super.update(dt); + } +} + +``` + +Finally, don't forget to add your Ground Block to `lib/ember_quest.dart` by adding the following: + +```dart +case GroundBlock: + add( + GroundBlock( + gridPosition: block.gridPosition, + xOffset: xPositionOffset, + ), + ); + break; +``` + +If you run your code, your game should now look like this: + +![Ground Blocks](../../images/tutorials/platformer/Step4Ground.jpg) + +You might say, but wait! Ember is in the middle of the ground and that is correct because Ember's +`Anchor` is set to center. This is ok and we will be addressing this in [](step_5.md) where we will +be adding movement and collisions to Ember! diff --git a/docs/1.9.0/_sources/tutorials/platformer/step_5.md.txt b/docs/1.9.0/_sources/tutorials/platformer/step_5.md.txt new file mode 100644 index 000000000..fee6fb770 --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/platformer/step_5.md.txt @@ -0,0 +1,332 @@ +# 5. Controlling Movement + +If you were waiting for some serious coding, this chapter is it. Prepare yourself as we dive in! + + +## Keyboard Controls + +The first step will be to allow control of Ember via the keyboard. We need to start by adding the +appropriate mixins to the game class and Ember. Add the following: + +`lib/ember_quest.dart' + +```dart +import 'package:flame/events.dart'; + +class EmberQuestGame extends FlameGame with HasKeyboardHandlerComponents { +``` + +`lib/actors/ember.dart` + +```dart +class EmberPlayer extends SpriteAnimationComponent + with KeyboardHandler, HasGameRef { +``` + +Now we can add a new method: + +```dart + @override + bool onKeyEvent(RawKeyEvent event, Set keysPressed) { + return true; + } +``` + +Like before, if this did not trigger an auto-import, you will need the following: + +```dart +import 'package:flutter/services.dart'; +``` + +To control Ember's movement, it is easiest to set a variable where we think of the direction of +movement like a normalized vector, meaning the value will be restricted to -1, 0, or 1. So let's +set a variable at the top of the class: + +```dart + int horizontalDirection = 0; +``` + +Now in our `onKeyEvent` method, we can register the key pressed by adding: + +```dart +@override + bool onKeyEvent(RawKeyEvent event, Set keysPressed) { + horizontalDirection = 0; + horizontalDirection += (keysPressed.contains(LogicalKeyboardKey.keyA) || + keysPressed.contains(LogicalKeyboardKey.arrowLeft)) + ? -1 + : 0; + horizontalDirection += (keysPressed.contains(LogicalKeyboardKey.keyD) || + keysPressed.contains(LogicalKeyboardKey.arrowRight)) + ? 1 + : 0; + + return true; + } +``` + +Let's make Ember move by adding a few lines of code and creating our `update` method. First, we +need to define a velocity variable for Ember. Add the following at the top of the `EmberPlayer` +class: + +```dart +final Vector2 velocity = Vector2.zero(); +final double moveSpeed = 200; +``` + +This establishes a base velocity of 0 and stores `moveSpeed` so we can adjust as necessary to suit +how the game-play should be. Next, add the `update` method with the following: + + +```dart + @override + void update(double dt) { + velocity.x = horizontalDirection * moveSpeed; + position += velocity * dt; + super.update(dt); + } +``` + +If you run the game now, Ember moves left and right using the arrow keys or the `A` and `D` keys. +You may have noticed that Ember doesn't look back if you are going left, to fix that, add the +following code at the end of your `update` method: + +```dart +if (horizontalDirection < 0 && scale.x > 0) { + flipHorizontally(); +} else if (horizontalDirection > 0 && scale.x < 0) { + flipHorizontally(); +} +``` + +Now Ember looks in the direction they are traveling. + + +## Collisions + +It is time to get into the thick of it with collisions. I highly suggest reading the +[documentation](../../flame/collision_detection.md) to understand how collisions work in Flame. The +first thing we need to do is make the game aware that collisions are going to occur using the +`HasCollisionDetection` mixin. Add that to `lib/ember_quest.dart` like: + +```dart +class EmberQuestGame extends FlameGame + with HasCollisionDetection, HasKeyboardHandlerComponents { +``` + +Next, add the `CollisionCallbacks` mixin to `lib/actors/ember.dart` like: + +```dart +class EmberPlayer extends SpriteAnimationComponent + with KeyboardHandler, CollisionCallbacks, HasGameRef { +``` + +If it did not auto-import, you will need the following: + +```dart +import 'package:flame/collisions.dart'; +``` + +Now add the following `onCollision` method: + +```dart +@override +void onCollision(Set intersectionPoints, PositionComponent other) { + if (other is GroundBlock || other is PlatformBlock) { + if (intersectionPoints.length == 2) { + // Calculate the collision normal and separation distance. + final mid = (intersectionPoints.elementAt(0) + + intersectionPoints.elementAt(1)) / 2; + + final collisionNormal = absoluteCenter - mid; + final separationDistance = (size.x / 2) - collisionNormal.length; + collisionNormal.normalize(); + + // If collision normal is almost upwards, + // ember must be on ground. + if (fromAbove.dot(collisionNormal) > 0.9) { + isOnGround = true; + } + + // Resolve collision by moving ember along + // collision normal by separation distance. + position += collisionNormal.scaled(separationDistance); + } + } + + super.onCollision(intersectionPoints, other); +} +``` + +You will need to import the following: + +```dart +import '../objects/ground_block.dart'; +import '../objects/platform_block.dart'; +``` + +As well as create these class variables: + +```dart + final Vector2 fromAbove = Vector2(0, -1); + bool isOnGround = false; +``` + +For the collisions to be activated for Ember, we need to add a `CircleHitbox`, so in the `onLoad` +method, add the following: + +```dart +add( + CircleHitbox(), +); +``` + +Now that we have the basic collisions created, we can add gravity so Ember exists in a game world +with very basic physics. To do that, we need to create some more variables: + +```dart + final double gravity = 15; + final double jumpSpeed = 600; + final double terminalVelocity = 150; + + bool hasJumped = false; +``` + +Now we can add Ember's ability to jump by adding the following to our `onKeyEvent` method: + +```dart +hasJumped = keysPressed.contains(LogicalKeyboardKey.space); +``` + +Finally, in our `update` method we can tie this all together with: + +```dart +// Apply basic gravity +velocity.y += gravity; + +// Determine if ember has jumped +if (hasJumped) { + if (isOnGround) { + velocity.y = -jumpSpeed; + isOnGround = false; + } + hasJumped = false; +} + +// Prevent ember from jumping to crazy fast as well as descending too fast and +// crashing through the ground or a platform. +velocity.y = velocity.y.clamp(-jumpSpeed, terminalVelocity); +``` + +Earlier I mentioned that Ember was in the center of the grass, to solve this and show how collisions +and gravity work with Ember, I like to add a little drop-in when you start the game. So in +`lib/ember_quest.dart` in the `initializeGame` method, change the following: + +```dart +_ember = EmberPlayer( + position: Vector2(128, canvasSize.y - 128), +); +``` + +If you run the game now, Ember should be created and fall to the ground; then you can jump around! + + +### Collisions with Objects + +Adding the collisions with the other objects is fairly trivial. All we need to do is add the +following to the bottom of the `onCollision` method: + +```dart +if (other is Star) { + other.removeFromParent(); +} + +if (other is WaterEnemy) { + hit(); +} +``` + +When Ember collides with a star, the game will remove the star, and to implement the `hit` method for +when Ember collides with an enemy, we need to do the following: + +Add the following variable at the top of the `EmberPlayer` class: + +```dart +bool hitByEnemy = false; +``` + +Additionally, add this method to the `EmberPlayer` class: + +```dart +// This method runs an opacity effect on ember +// to make it blink. +void hit() { + if (!hitByEnemy) { + hitByEnemy = true; + } + add( + OpacityEffect.fadeOut( + EffectController( + alternate: true, + duration: 0.1, + repeatCount: 6, + ), + )..onComplete = () { + hitByEnemy = false; + }, + ); +} +``` + +If the auto-imports did not occur, you will need to add the following imports to your file: + +```dart +import 'package:flame/effects.dart'; + +import '../objects/star.dart'; +import 'water_enemy.dart'; +``` + +If you run the game now, you should be able to move around, make stars disappear, and if you +collide with an enemy, Ember should blink. + + +## Adding the Scrolling + +This is our last task with Ember. We need to restrict Ember's movement because as of now, Ember can +go off-screen and we never move the map. So to implement this feature, we simply need to add the +following to the end of our `update` method: + +```dart +game.objectSpeed = 0; +// Prevent ember from going backwards at screen edge. +if (position.x - 36 <= 0 && horizontalDirection < 0) { + velocity.x = 0; +} +// Prevent ember from going beyond half screen. +if (position.x + 64 >= game.size.x / 2 && horizontalDirection > 0) { + velocity.x = 0; + game.objectSpeed = -moveSpeed; +} + +position += velocity * dt; +super.update(dt); +``` + +If you run the game now, Ember can't move off-screen to the left, and as Ember moves to the right, +once they get to the middle of the screen, the rest of the objects scroll by. This is because we +are now updating `game.objectSpeed` which we established early on in the series. Additionally, +you will see the next random segment be generated and added to the level based on the work we did in +Ground Block. + +```{note} +As I mentioned earlier, I would add a section on how this game could be adapted +to a traditional level game. As we built the segments in [](step_3.md), we +could add a segment that has a door or a special block. For every `X` number of +segments loaded, we could then add that special segment. When Ember reaches that +object, we could reload the level and start all over maintaining the stars +collected and health. +``` + +We are almost done! In [](step_6.md), we will add the health system, keep track of +the score, and provide a HUD to relay that information to the player. diff --git a/docs/1.9.0/_sources/tutorials/platformer/step_6.md.txt b/docs/1.9.0/_sources/tutorials/platformer/step_6.md.txt new file mode 100644 index 000000000..88a743cef --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/platformer/step_6.md.txt @@ -0,0 +1,205 @@ +# 6. Adding the HUD + + +## Setting up the HUD + +Now that the game is up and running, the rest of the code should come fairly easily. To prepare for +the hud, we need to add some variables in `lib/ember_quest.dart`. Add the following to the top of +the class: + +```dart +int starsCollected = 0; +int health = 3; +``` + +Start by creating a folder called `lib/overlays`, and in that folder, create a component called +`heart.dart`. This is going to be the health monitoring component in the upper left-hand corner of +the game. Add the following code: + +```dart +import 'package:ember_quest/ember_quest.dart'; +import 'package:flame/components.dart'; + +enum HeartState { + available, + unavailable, +} + +class HeartHealthComponent extends SpriteGroupComponent + with HasGameRef { + final int heartNumber; + + HeartHealthComponent({ + required this.heartNumber, + required super.position, + required super.size, + super.scale, + super.angle, + super.anchor, + super.priority, + }); + + @override + Future onLoad() async { + await super.onLoad(); + final availableSprite = await game.loadSprite( + 'heart.png', + srcSize: Vector2.all(32), + ); + + final unavailableSprite = await game.loadSprite( + 'heart_half.png', + srcSize: Vector2.all(32), + ); + + sprites = { + HeartState.available: availableSprite, + HeartState.unavailable: unavailableSprite, + }; + + current = HeartState.available; + } + + @override + void update(double dt) { + if (game.health < heartNumber) { + current = HeartState.unavailable; + } else { + current = HeartState.available; + } + super.update(dt); + } +} + +``` + +The `HeartHealthComponent` is just a [SpriteGroupComponent](../../flame/components.md#spritegroup) +that uses the heart images that were created early on. The unique thing that is being done, is when +the component is created, it requires a `heartNumber`, so in the `update` method, we check to see if +the `game.health` is less than the `heartNumber` and if so, change the state of the component to +unavailable. + +To put this all together, create `hud.dart` in the same folder and add the following code: + +```dart +import 'package:flame/components.dart'; +import 'package:flutter/material.dart'; + +import '../ember_quest.dart'; +import 'heart.dart'; + +class Hud extends PositionComponent with HasGameRef { + Hud({ + super.position, + super.size, + super.scale, + super.angle, + super.anchor, + super.children, + super.priority = 5, + }); + + late TextComponent _scoreTextComponent; + + @override + Future onLoad() async { + _scoreTextComponent = TextComponent( + text: '${game.starsCollected}', + textRenderer: TextPaint( + style: const TextStyle( + fontSize: 32, + color: Color.fromRGBO(10, 10, 10, 1), + ), + ), + anchor: Anchor.center, + position: Vector2(game.size.x - 60, 20), + ); + add(_scoreTextComponent); + + final starSprite = await game.loadSprite('star.png'); + add( + SpriteComponent( + sprite: starSprite, + position: Vector2(game.size.x - 100, 20), + size: Vector2.all(32), + anchor: Anchor.center, + ), + ); + + for (var i = 1; i <= game.health; i++) { + final positionX = 40 * i; + await add( + HeartHealthComponent( + heartNumber: i, + position: Vector2(positionX.toDouble(), 20), + size: Vector2.all(32), + ), + ); + } + } + + @override + void update(double dt) { + _scoreTextComponent.text = '${game.starsCollected}'; + } +} + +``` + +In the `onLoad` method, you can see where we loop from 1 to the `game.health` amount, to create +the number of hearts necessary. The last step is to add the hud to the game. + +Go to 'lib/ember_quest.dart` and add the following code in the `initializeGame` method: + +```dart +cameraComponent.viewport.add(Hud()); +``` + +If the auto-import did not occur, you will need to add: + +```dart +import 'overlays/hud.dart'; +``` + +If you run the game now, you should see: + +![HUD Loaded](../../images/tutorials/platformer/Step6HUD.jpg) + + +## Updating the HUD Data + +The last thing we need to do before closing out the HUD is to update the data. To do this, we need +to open `lib/actors/ember.dart` and add the following code: + +`onCollision` + +```dart +if (other is Star) { + other.removeFromParent(); + game.starsCollected++; +} +``` + +```dart +void hit() { + if (!hitByEnemy) { + game.health--; + hitByEnemy = true; + } + add( + OpacityEffect.fadeOut( + EffectController( + alternate: true, + duration: 0.1, + repeatCount: 5, + ), + )..onComplete = () { + hitByEnemy = false; + }, + ); +} +``` + +If you run the game now, you will see that your health is updated and the stars are incremented as +appropriate. Finally, in [](step_7), we will finish the game by adding the main menu and the +game-over menu. diff --git a/docs/1.9.0/_sources/tutorials/platformer/step_7.md.txt b/docs/1.9.0/_sources/tutorials/platformer/step_7.md.txt new file mode 100644 index 000000000..d949c3429 --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/platformer/step_7.md.txt @@ -0,0 +1,326 @@ +# 7. Adding Menus + +To add menus to the game, we will leverage Flame's built-in +[overlay](../../flame/overlays.md) system. + + +## Main Menu + +In the `lib/overlays` folder, create `main_menu.dart` and add the following code: + +```dart +import 'package:flutter/material.dart'; + +import '../ember_quest.dart'; + +class MainMenu extends StatelessWidget { + // Reference to parent game. + final EmberQuestGame game; + + const MainMenu({super.key, required this.game}); + + @override + Widget build(BuildContext context) { + const blackTextColor = Color.fromRGBO(0, 0, 0, 1.0); + const whiteTextColor = Color.fromRGBO(255, 255, 255, 1.0); + + return Material( + color: Colors.transparent, + child: Center( + child: Container( + padding: const EdgeInsets.all(10.0), + height: 250, + width: 300, + decoration: const BoxDecoration( + color: blackTextColor, + borderRadius: const BorderRadius.all( + Radius.circular(20), + ), + ), + child: Column( + mainAxisAlignment: MainAxisAlignment.center, + children: [ + const Text( + 'Ember Quest', + style: TextStyle( + color: whiteTextColor, + fontSize: 24, + ), + ), + const SizedBox(height: 40), + SizedBox( + width: 200, + height: 75, + child: ElevatedButton( + onPressed: () { + game.overlays.remove('MainMenu'); + }, + style: ElevatedButton.styleFrom( + backgroundColor: whiteTextColor, + ), + child: const Text( + 'Play', + style: TextStyle( + fontSize: 40.0, + color: blackTextColor, + ), + ), + ), + ), + const SizedBox(height: 20), + const Text( +'''Use WASD or Arrow Keys for movement. +Space bar to jump. +Collect as many stars as you can and avoid enemies!''', + textAlign: TextAlign.center, + style: TextStyle( + color: whiteTextColor, + fontSize: 14, + ), + ), + ], + ), + ), + ), + ); + } +} + +``` + +This is a pretty self-explanatory file that just uses standard Flutter widgets to display +information and provide a `Play` button. The only Flame-related line is +`game.overlays.remove('MainMenu');` which simply removes the overlay so the user can play the +game. It should be noted that the user can technically move Ember while this is displayed, but +trapping the input is outside the scope of this tutorial as there are multiple ways this can be +accomplished. + + +## Game Over Menu + +Next, create a file called `lib/overlays/game_over.dart` and add the following code: + +```dart +import 'package:flutter/material.dart'; + +import '../ember_quest.dart'; + +class GameOver extends StatelessWidget { + // Reference to parent game. + final EmberQuestGame game; + const GameOver({super.key, required this.game}); + + @override + Widget build(BuildContext context) { + const blackTextColor = Color.fromRGBO(0, 0, 0, 1.0); + const whiteTextColor = Color.fromRGBO(255, 255, 255, 1.0); + + return Material( + color: Colors.transparent, + child: Center( + child: Container( + padding: const EdgeInsets.all(10.0), + height: 200, + width: 300, + decoration: const BoxDecoration( + color: blackTextColor, + borderRadius: const BorderRadius.all( + Radius.circular(20), + ), + ), + child: Column( + mainAxisAlignment: MainAxisAlignment.center, + children: [ + const Text( + 'Game Over', + style: TextStyle( + color: whiteTextColor, + fontSize: 24, + ), + ), + const SizedBox(height: 40), + SizedBox( + width: 200, + height: 75, + child: ElevatedButton( + onPressed: () { + game.reset(); + game.overlays.remove('GameOver'); + }, + style: ElevatedButton.styleFrom( + backgroundColor: whiteTextColor, + ), + child: const Text( + 'Play Again', + style: TextStyle( + fontSize: 28.0, + color: blackTextColor, + ), + ), + ), + ), + ], + ), + ), + ), + ); + } +} +``` + +As with the Main Menu, this is all standard Flutter widgets except for the call to remove the +overlay and also the call to `game.reset()` which we will create now. + +Open `lib/ember_quest.dart` and add / update the following code: + +```dart +@override +Future onLoad() async { + await images.loadAll([ + 'block.png', + 'ember.png', + 'ground.png', + 'heart_half.png', + 'heart.png', + 'star.png', + 'water_enemy.png', + ]); + cameraComponent = CameraComponent(world: world); + cameraComponent.viewfinder.anchor = Anchor.topLeft; + addAll([cameraComponent, world]); + + initializeGame(true); +} + +void initializeGame(bool loadHud) { + // Assume that size.x < 3200 + final segmentsToLoad = (size.x / 640).ceil(); + segmentsToLoad.clamp(0, segments.length); + + for (var i = 0; i <= segmentsToLoad; i++) { + loadGameSegments(i, (640 * i).toDouble()); + } + + _ember = EmberPlayer( + position: Vector2(128, canvasSize.y - 128), + ); + add(_ember); + if (loadHud) { + add(Hud()); + } +} + +void reset() { + starsCollected = 0; + health = 3; + initializeGame(false); +} +``` + +You may notice that we have added a parameter to the `initializeGame` method which allows us to +bypass adding the HUD to the game. This is because in the coming section, when Ember's health drops +to 0, we will wipe the game, but we do not need to remove the HUD, as we just simply need to reset +the values using `reset()`. + + +## Displaying the Menus + +To display the menus, add the following code to `lib/main.dart`: + +```dart +void main() { + runApp( + GameWidget.controlled( + gameFactory: EmberQuestGame.new, + overlayBuilderMap: { + 'MainMenu': (_, game) => MainMenu(game: game), + 'GameOver': (_, game) => GameOver(game: game), + }, + initialActiveOverlays: const ['MainMenu'], + ), + ); +} +``` + +If the menus did not auto-import, add the following: + +```dart +import 'overlays/game_over.dart'; +import 'overlays/main_menu.dart'; +``` + +If you run the game now, you should be greeted with the Main Menu overlay. Pressing play will +remove it and allow you to start playing the game. + + +### Health Check for Game Over + +Our last step to finish Ember Quest is to add a game-over mechanism. This is fairly simple but +requires us to place similar code in all of our components. So let's get started! + +In `lib/actors/ember.dart`, in the `update` method, add the following: + +```dart +// If ember fell in pit, then game over. +if (position.y > game.size.y + size.y) { + game.health = 0; +} + +if (game.health <= 0) { + removeFromParent(); +} +``` + +In `lib/actors/water_enemy.dart`, in the `update` method update the following code: + +```dart +if (position.x < -size.x || game.health <= 0) { + removeFromParent(); +} +``` + +In `lib/objects/ground_block.dart`, in the `update` method update the following code: + +```dart +if (game.health <= 0) { + removeFromParent(); +} +``` + +In `lib/objects/platform_block.dart`, in the `update` method update the following code: + +```dart +if (position.x < -size.x || game.health <= 0) { + removeFromParent(); +} +``` + +In `lib/objects/star.dart`, in the `update` method update the following code: + +```dart +if (position.x < -size.x || game.health <= 0) { + removeFromParent(); +} +``` + +Finally, in `lib/ember_quest.dart`, add the following `update` method: + +```dart +@override +void update(double dt) { + if (health <= 0) { + overlays.add('GameOver'); + } +} +``` + + +## Congratulations + +You made it! You have a working Ember Quest. Press the button below to see what the resulting code +looks like or to play it live. + +```{flutter-app} +:sources: ../tutorials/platformer/app +:show: popup code +``` diff --git a/docs/1.9.0/_sources/tutorials/space_shooter/space_shooter.md.txt b/docs/1.9.0/_sources/tutorials/space_shooter/space_shooter.md.txt new file mode 100644 index 000000000..0569833fc --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/space_shooter/space_shooter.md.txt @@ -0,0 +1,17 @@ +# Space Shooter Game Tutorial + +In this tutorial, we will follow a step-by-step process for coding a game using the Flame +engine. + +This tutorial assumes that you have at least some familiarity with common programming concepts, and +with the [Dart] programming language. + + +[Dart]: https://dart.dev/overview + +```{toctree} +:hidden: + +1. Getting Started +2. Controlling the player and adding some graphics +``` diff --git a/docs/1.9.0/_sources/tutorials/space_shooter/step_1.md.txt b/docs/1.9.0/_sources/tutorials/space_shooter/step_1.md.txt new file mode 100644 index 000000000..dcaa19105 --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/space_shooter/step_1.md.txt @@ -0,0 +1,89 @@ +# Getting Started + +This tutorial will guide you on the development of a full Flame game, starting from the ground up, +step by step. By the end of it, you will have built a classic Space Shooter game, featuring +animations, input using gestures, mouse and keyboard controls, collision detections, and so on. + +This first part will introduce you to: + +- `FlameGame`: The base class for games using the Flame Component System. +- `GameWidget`: The `Widget` that will insert your game into the Flutter widget tree. +- `PositionComponent`: One of the most basic Flame components holds both a position and +dimension in the game space. + +Let's start by creating our game class and the `GameWidget` that will run it. + +```dart +import 'package:flutter/material.dart'; +import 'package:flame/game.dart'; + +class SpaceShooterGame extends FlameGame { +} + +void main() { + runApp(GameWidget(game: SpaceShooterGame())); +} +``` + +That is it! If you run this, you will only see an empty black screen for now, from that, we can +start implementing our game. + +Next, let's create our player component. To do so, we will create a new class based on Flame's +`PositionComponent`. This component is the base for all components that have a position and a size +on the game screen. For now, our component will only render a white square; it could be +implemented as follows: + +```dart +import 'package:flame/components.dart'; + +class Player extends PositionComponent { + static final _paint = Paint()..color = Colors.white; + + @override + void render(Canvas canvas) { + canvas.drawRect(size.toRect(), _paint); + } +} +``` + +Now, let's add our new component to the game. Adding any component on game startup should be done +in the `onLoad` method, so let's override `FlameGame.onLoad` and add our logic there. The modified +code will look like the following: + +```dart +class SpaceShooterGame extends FlameGame { + @override + Future onLoad() async { + await super.onLoad(); + + add( + Player() + ..position = size / 2 + ..width = 50 + ..height = 100 + ..anchor = Anchor.center, + ); + } +} +``` + +If you run this, you will now see a white rectangle being rendered in the center of the screen. + +A couple of points worth commenting: + +- `size` is a `Vector2` variable from the game class and it holds the current dimension of the game +area, where `x` is the horizontal dimension or the width, and `y` is the vertical dimension or the +height. +- By default, Flame follows Flutter's canvas anchoring, which means that (0, 0) is anchored on the +top left corner of the canvas. So the game and all components use that same anchor by default. We +can change this by changing our component's `anchor` attribute to `Anchor.center`, which will make +our life way easier if you want to center the component on the screen. + +And that is it for this first part! In this first step, we learned the basics of how to create a +game class, insert it into the Flutter widget tree, and render a simple component. + +```{flutter-app} +:sources: ../tutorials/space_shooter/app +:page: step1 +:show: popup code +``` diff --git a/docs/1.9.0/_sources/tutorials/space_shooter/step_2.md.txt b/docs/1.9.0/_sources/tutorials/space_shooter/step_2.md.txt new file mode 100644 index 000000000..47f0275b2 --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/space_shooter/step_2.md.txt @@ -0,0 +1,193 @@ +# Controlling the player and adding some graphics + +Now that we have the base for our game and a component for our player, let's add some interactivity +to it. We can begin by allowing the player to be controlled by mouse/touch gestures. + +There are a couple of ways of doing that in Flame. For this tutorial, we will do that by using one +of Flame's gesture detectors: `PanDetector`. + +This detector will make our game class receive pan (or drag) events. To do so, we just need to add +the `PanDetector` mixin to our game class and override its listener methods; in our case, we will +use the `onPanUpdate` method. The updated code will look like the following: + +```dart +import 'package:flame/input.dart'; + +class SpaceShooterGame extends FlameGame with PanDetector { + late Player player; + + @override + void onLoad() { + // omitted + } + + @override + void onPanUpdate(DragUpdateInfo info) { + } +} + +``` + +At this point, our game should be receiving all the pan update inputs, but we are not doing anything +with these events. + +We now need a way to move our player. That can be achieved by simply saving our `Player` component +to a variable inside our game class, adding a method `move` to our `Player`, and just connect +them: + +```dart +class Player extends PositionComponent { + static final _paint = Paint()..color = Colors.white; + + @override + void render(Canvas canvas) { + canvas.drawRect(size.toRect(), _paint); + } + + void move(Vector2 delta) { + position.add(delta); + } +} + +class SpaceShooterGame extends FlameGame with PanDetector { + late Player player; + + @override + Future onLoad() async { + await super.onLoad(); + + player = Player() + ..position = size / 2 + ..width = 50 + ..height = 100 + ..anchor = Anchor.center; + + add(player); + } + + @override + void onPanUpdate(DragUpdateInfo info) { + player.move(info.delta.game); + } +} +``` + +That is it! If you drag the screen, the player should follow your movement and we have just +implemented our very first interactive game! + +Before we move to our next step, let's replace that boring white rectangle with some cool graphics. + +Flame provides many classes to help us with graphical rendering. For this step, we are going to use +the `Sprite` class. + +`Sprite`s are used in Flame to render static images or portions of them in the game. To render a +`Sprite` inside a `FlameGame`, we should use the `SpriteComponent` class, which wraps the `Sprite` +features into a component. + +So let's refactor our current implementation, first, we can replace our inheritance from +`PositionComponent` to `SpriteComponent` (which is a component that extends from +`PositionComponent`) and load the sprite: + +```dart +class Player extends SpriteComponent { + void move(Vector2 delta) { + position.add(delta); + } +} + +class SpaceShooterGame extends FlameGame with PanDetector { + late Player player; + + @override + Future? onLoad() async { + await super.onLoad(); + + final playerSprite = await loadSprite('player-sprite.png'); + player = Player() + ..sprite = playerSprite + ..x = size.x / 2 + ..y = size.y / 2 + ..width = 50 + ..height = 100 + ..anchor = Anchor.center; + + add(player); + } + + @override + void onPanUpdate(DragUpdateInfo info) { + player.move(info.delta.game); + } +} +``` + +And now, you should see a small blue spaceship on the screen! + +A couple of notes worth mentioning: + +- Unlike `PositionComponent`, `SpriteComponent` has an implementation for the `render` method, so we +can delete the previous override. +- `FlameGame` has a couple of methods for loading assets, like `loadSprite`. Those methods are +quite useful, because when used, `FlameGame` will take care of cleaning any cache when the game is +removed from the Flutter widget tree. + +Before we close this step, there is one small improvement that we can do. Right now, we are loading +the sprite and passing it to our component. For now, this may seem fine, but imagine a game with +a lot of components; if the game is responsible for loading assets for all components, our code can +become a mess quite fast. + +Just like `FlameGame`, components also have an `onLoad` method that can be overridden to do +initializations. But before we implement our player's load method, note that we use an attribute and +the `loadSprite` method from the `FlameGame` class. + +That is not a problem! Every time our component needs to access things from its game class, we can +mix our component with the `HasGameRef` mixin; that will add a new variable to our component called +`gameRef` which will point to the game instance where the component is running. Now, let's refactor +our game a little bit: + +```dart +class Player extends SpriteComponent with HasGameRef { + @override + Future onLoad() async { + await super.onLoad(); + + sprite = await gameRef.loadSprite('player-sprite.png'); + + position = gameRef.size / 2; + width = 100; + height = 150; + anchor = Anchor.center; + } + + void move(Vector2 delta) { + position.add(delta); + } +} + +class SpaceShooterGame extends FlameGame with PanDetector { + late Player player; + + @override + Future onLoad() async { + await super.onLoad(); + + player = Player(); + + add(player); + } + + @override + void onPanUpdate(DragUpdateInfo info) { + player.move(info.delta.game); + } +} +``` + +If you run the game now, you will not notice any visual differences, but now we have a more scalable +structure for developing our game. And that closes this step! + +```{flutter-app} +:sources: ../tutorials/space_shooter/app +:page: step2 +:show: popup code +``` diff --git a/docs/1.9.0/_sources/tutorials/tutorials.md.txt b/docs/1.9.0/_sources/tutorials/tutorials.md.txt new file mode 100644 index 000000000..bee3ae501 --- /dev/null +++ b/docs/1.9.0/_sources/tutorials/tutorials.md.txt @@ -0,0 +1,24 @@ +# Tutorials + +The following are tutorials that are maintained with every release of Flame. + +- [](bare_flame_game.md) -- this tutorial focuses on setting up your environment for making a new + Flame game. This "initial state" is assumed as a starting point for all other tutorials. + +- [](klondike/klondike.md) -- in this tutorial, we will build the Klondike + solitaire card game. + +- [](platformer/platformer.md) -- in this tutorial, we will build Ember Quest, a simple + side-scrolling platformer. + +- [](space_shooter/space_shooter.md) -- in this tutorial, we will build Space Shooter, a classic + top-down shooting game. + +```{toctree} +:hidden: + +Bare Flame game +Klondike +Ember Quest +Space Shooter +``` diff --git a/docs/1.9.0/_static/_sphinx_javascript_frameworks_compat.js b/docs/1.9.0/_static/_sphinx_javascript_frameworks_compat.js new file mode 100644 index 000000000..81415803e --- /dev/null +++ b/docs/1.9.0/_static/_sphinx_javascript_frameworks_compat.js @@ -0,0 +1,123 @@ +/* Compatability shim for jQuery and underscores.js. + * + * Copyright Sphinx contributors + * Released under the two clause BSD licence + */ + +/** + * small helper function to urldecode strings + * + * See https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/decodeURIComponent#Decoding_query_parameters_from_a_URL + */ +jQuery.urldecode = function(x) { + if (!x) { + return x + } + return decodeURIComponent(x.replace(/\+/g, ' ')); +}; + +/** + * small helper function to urlencode strings + */ +jQuery.urlencode = encodeURIComponent; + +/** + * This function returns the parsed url parameters of the + * current request. 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span; + var isInSVG = jQuery(node).closest("body, svg, foreignObject").is("svg"); + if (isInSVG) { + span = document.createElementNS("http://www.w3.org/2000/svg", "tspan"); + } else { + span = document.createElement("span"); + span.className = className; + } + span.appendChild(document.createTextNode(val.substr(pos, text.length))); + node.parentNode.insertBefore(span, node.parentNode.insertBefore( + document.createTextNode(val.substr(pos + text.length)), + node.nextSibling)); + node.nodeValue = val.substr(0, pos); + if (isInSVG) { + var rect = document.createElementNS("http://www.w3.org/2000/svg", "rect"); + var bbox = node.parentElement.getBBox(); + rect.x.baseVal.value = bbox.x; + rect.y.baseVal.value = bbox.y; + rect.width.baseVal.value = bbox.width; + rect.height.baseVal.value = bbox.height; + rect.setAttribute('class', className); + addItems.push({ + "parent": node.parentNode, + "target": rect}); + } + } + } + else if (!jQuery(node).is("button, select, textarea")) { + jQuery.each(node.childNodes, function() { + highlight(this, addItems); + }); + } + } + var addItems = []; + var result = this.each(function() { + highlight(this, addItems); + }); + for (var i = 0; i < addItems.length; ++i) { + jQuery(addItems[i].parent).before(addItems[i].target); + } + return result; +}; + +/* + * backward compatibility for jQuery.browser + * This will be supported until firefox bug is fixed. + */ +if (!jQuery.browser) { + jQuery.uaMatch = function(ua) { + ua = ua.toLowerCase(); + + var match = /(chrome)[ \/]([\w.]+)/.exec(ua) || + /(webkit)[ \/]([\w.]+)/.exec(ua) || + /(opera)(?:.*version|)[ \/]([\w.]+)/.exec(ua) || + /(msie) ([\w.]+)/.exec(ua) || + ua.indexOf("compatible") < 0 && /(mozilla)(?:.*? rv:([\w.]+)|)/.exec(ua) || + []; + + return { + browser: match[ 1 ] || "", + version: match[ 2 ] || "0" + }; + }; + jQuery.browser = {}; + jQuery.browser[jQuery.uaMatch(navigator.userAgent).browser] = true; +} diff --git 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Drake, Jr. +Copyright (c) 2001-2002 Greg Stein +Copyright (c) 2002-2016 Karl Waclawek +Copyright (c) 2005-2009 Steven Solie +Copyright (c) 2016 Eric Rahm +Copyright (c) 2016-2022 Sebastian Pipping +Copyright (c) 2016 Gaurav +Copyright (c) 2016 Thomas Beutlich +Copyright (c) 2016 Gustavo Grieco +Copyright (c) 2016 Pascal Cuoq +Copyright (c) 2016 Ed Schouten +Copyright (c) 2017-2022 Rhodri James +Copyright (c) 2017 Václav Slavík +Copyright (c) 2017 Viktor Szakats +Copyright (c) 2017 Chanho Park +Copyright (c) 2017 Rolf Eike Beer +Copyright (c) 2017 Hans Wennborg +Copyright (c) 2018 Anton Maklakov +Copyright (c) 2018 Benjamin Peterson +Copyright (c) 2018 Marco Maggi +Copyright (c) 2018 Mariusz Zaborski +Copyright (c) 2019 David Loffredo +Copyright (c) 2019-2020 Ben Wagner +Copyright (c) 2019 Vadim Zeitlin +Copyright (c) 2021 Dong-hee Na +Copyright (c) 2022 Samanta Navarro +Copyright (c) 2022 Jeffrey Walton +Copyright (c) 2022 Jann Horn + +Licensed under the MIT license: + +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: + +The above copyright notice and this permission notice shall be included +in all copies or substantial portions of the Software. + +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. 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Drake, Jr. +Copyright (c) 2006 Karl Waclawek +Copyright (c) 2016-2017 Sebastian Pipping +Copyright (c) 2017 Rhodri James + +Licensed under the MIT license: + +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: + +The above copyright notice and this permission notice shall be included +in all copies or substantial portions of the Software. + +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. 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Drake, Jr. +Copyright (c) 2002-2016 Karl Waclawek +Copyright (c) 2016-2022 Sebastian Pipping +Copyright (c) 2017 Rhodri James +Copyright (c) 2018 Benjamin Peterson +Copyright (c) 2018 Anton Maklakov +Copyright (c) 2019 David Loffredo +Copyright (c) 2020 Boris Kolpackov +Copyright (c) 2022 Martin Ettl + +Licensed under the MIT license: + +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: + +The above copyright notice and this permission notice shall be included +in all copies or substantial portions of the Software. + +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. 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Drake, Jr. +Copyright (c) 2005 Karl Waclawek +Copyright (c) 2016-2019 Sebastian Pipping + +Licensed under the MIT license: + +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: + +The above copyright notice and this permission notice shall be included +in all copies or substantial portions of the Software. + +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. 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Drake, Jr. +Copyright (c) 2016-2017 Sebastian Pipping + +Licensed under the MIT license: + +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: + +The above copyright notice and this permission notice shall be included +in all copies or substantial portions of the Software. + +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. 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IN NO EVENT SHALL +THE COMPUTING RESEARCH LAB OR NEW MEXICO STATE UNIVERSITY 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. +-------------------------------------------------------------------------------- +freetype2 + +Copyright 2000 Computing Research Labs, New Mexico State University +Copyright 2001-2014 + Francesco Zappa Nardelli + +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: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +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 COMPUTING RESEARCH LAB OR NEW MEXICO STATE UNIVERSITY 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. +-------------------------------------------------------------------------------- +freetype2 + +Copyright 2000 Computing Research Labs, New Mexico State University +Copyright 2001-2015 + Francesco Zappa Nardelli + +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: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +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 COMPUTING RESEARCH LAB OR NEW MEXICO STATE UNIVERSITY 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. +-------------------------------------------------------------------------------- +freetype2 + +Copyright 2000, 2001, 2004 by +Francesco Zappa Nardelli + +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: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +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. +-------------------------------------------------------------------------------- +freetype2 + +Copyright 2000-2001, 2002 by +Francesco Zappa Nardelli + +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: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +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. +-------------------------------------------------------------------------------- +freetype2 + +Copyright 2000-2001, 2003 by +Francesco Zappa Nardelli + +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: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +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. +-------------------------------------------------------------------------------- +freetype2 + +Copyright 2000-2010, 2012-2014 by +Francesco Zappa Nardelli + +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: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +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. +-------------------------------------------------------------------------------- +freetype2 + +Copyright 2001, 2002, 2012 Francesco Zappa Nardelli + +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: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +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 COMPUTING RESEARCH LAB OR NEW MEXICO STATE UNIVERSITY 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. +-------------------------------------------------------------------------------- +freetype2 + +Copyright 2003 by +Francesco Zappa Nardelli + +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: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +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. +-------------------------------------------------------------------------------- +freetype2 + +The FreeType Project LICENSE +---------------------------- + + 2006-Jan-27 + + Copyright 1996-2002, 2006 by + David Turner, Robert Wilhelm, and Werner Lemberg + + + +Introduction +============ + + The FreeType Project is distributed in several archive packages; + some of them may contain, in addition to the FreeType font engine, + various tools and contributions which rely on, or relate to, the + FreeType Project. + + This license applies to all files found in such packages, and + which do not fall under their own explicit license. The license + affects thus the FreeType font engine, the test programs, + documentation and makefiles, at the very least. + + This license was inspired by the BSD, Artistic, and IJG + (Independent JPEG Group) licenses, which all encourage inclusion + and use of free software in commercial and freeware products + alike. As a consequence, its main points are that: + + o We don't promise that this software works. However, we will be + interested in any kind of bug reports. (`as is' distribution) + + o You can use this software for whatever you want, in parts or + full form, without having to pay us. (`royalty-free' usage) + + o You may not pretend that you wrote this software. If you use + it, or only parts of it, in a program, you must acknowledge + somewhere in your documentation that you have used the + FreeType code. (`credits') + + We specifically permit and encourage the inclusion of this + software, with or without modifications, in commercial products. + We disclaim all warranties covering The FreeType Project and + assume no liability related to The FreeType Project. + + + Finally, many people asked us for a preferred form for a + credit/disclaimer to use in compliance with this license. We thus + encourage you to use the following text: + + """ + Portions of this software are copyright © The FreeType + Project (www.freetype.org). All rights reserved. + """ + + Please replace with the value from the FreeType version you + actually use. + + +Legal Terms +=========== + +0. Definitions +-------------- + + Throughout this license, the terms `package', `FreeType Project', + and `FreeType archive' refer to the set of files originally + distributed by the authors (David Turner, Robert Wilhelm, and + Werner Lemberg) as the `FreeType Project', be they named as alpha, + beta or final release. + + `You' refers to the licensee, or person using the project, where + `using' is a generic term including compiling the project's source + code as well as linking it to form a `program' or `executable'. + This program is referred to as `a program using the FreeType + engine'. + + This license applies to all files distributed in the original + FreeType Project, including all source code, binaries and + documentation, unless otherwise stated in the file in its + original, unmodified form as distributed in the original archive. + If you are unsure whether or not a particular file is covered by + this license, you must contact us to verify this. + + The FreeType Project is copyright (C) 1996-2000 by David Turner, + Robert Wilhelm, and Werner Lemberg. All rights reserved except as + specified below. + +1. No Warranty +-------------- + + THE FREETYPE PROJECT IS PROVIDED `AS IS' WITHOUT WARRANTY OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, + WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + PURPOSE. IN NO EVENT WILL ANY OF THE AUTHORS OR COPYRIGHT HOLDERS + BE LIABLE FOR ANY DAMAGES CAUSED BY THE USE OR THE INABILITY TO + USE, OF THE FREETYPE PROJECT. + +2. Redistribution +----------------- + + This license grants a worldwide, royalty-free, perpetual and + irrevocable right and license to use, execute, perform, compile, + display, copy, create derivative works of, distribute and + sublicense the FreeType Project (in both source and object code + forms) and derivative works thereof for any purpose; and to + authorize others to exercise some or all of the rights granted + herein, subject to the following conditions: + + o Redistribution of source code must retain this license file + (`FTL.TXT') unaltered; any additions, deletions or changes to + the original files must be clearly indicated in accompanying + documentation. The copyright notices of the unaltered, + original files must be preserved in all copies of source + files. + + o Redistribution in binary form must provide a disclaimer that + states that the software is based in part of the work of the + FreeType Team, in the distribution documentation. We also + encourage you to put an URL to the FreeType web page in your + documentation, though this isn't mandatory. + + These conditions apply to any software derived from or based on + the FreeType Project, not just the unmodified files. If you use + our work, you must acknowledge us. However, no fee need be paid + to us. + +3. Advertising +-------------- + + Neither the FreeType authors and contributors nor you shall use + the name of the other for commercial, advertising, or promotional + purposes without specific prior written permission. + + We suggest, but do not require, that you use one or more of the + following phrases to refer to this software in your documentation + or advertising materials: `FreeType Project', `FreeType Engine', + `FreeType library', or `FreeType Distribution'. + + As you have not signed this license, you are not required to + accept it. However, as the FreeType Project is copyrighted + material, only this license, or another one contracted with the + authors, grants you the right to use, distribute, and modify it. + Therefore, by using, distributing, or modifying the FreeType + Project, you indicate that you understand and accept all the terms + of this license. + +4. Contacts +----------- + + There are two mailing lists related to FreeType: + + o freetype@nongnu.org + + Discusses general use and applications of FreeType, as well as + future and wanted additions to the library and distribution. + If you are looking for support, start in this list if you + haven't found anything to help you in the documentation. + + o freetype-devel@nongnu.org + + Discusses bugs, as well as engine internals, design issues, + specific licenses, porting, etc. + + Our home page can be found at + + https://www.freetype.org + + +--- end of FTL.TXT --- +-------------------------------------------------------------------------------- +freetype2 + +This software was written by Alexander Peslyak in 2001. No copyright is +claimed, and the software is hereby placed in the public domain. +In case this attempt to disclaim copyright and place the software in the +public domain is deemed null and void, then the software is +Copyright (c) 2001 Alexander Peslyak and it is hereby released to the +general public under the following terms: + +Redistribution and use in source and binary forms, with or without +modification, are permitted. + +There's ABSOLUTELY NO WARRANTY, express or implied. +-------------------------------------------------------------------------------- +freetype2 + +This software was written by Alexander Peslyak in 2001. 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All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: + + * Redistributions of source code must retain the above copyright +notice, this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above +copyright notice, this list of conditions and the following disclaimer +in the documentation and/or other materials provided with the +distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. 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Basile +Arvid Picciani +Bobby Bingham +Boris Brezillon +Brent Cook +Chris Spiegel +Clément Vasseur +Daniel Micay +Denys Vlasenko +Emil Renner Berthing +Felix Fietkau +Felix Janda +Gianluca Anzolin +Hauke Mehrtens +Hiltjo Posthuma +Isaac Dunham +Jaydeep Patil +Jens Gustedt +Jeremy Huntwork +Jo-Philipp Wich +Joakim Sindholt +John Spencer +Josiah Worcester +Justin Cormack +Khem Raj +Kylie McClain +Luca Barbato +Luka Perkov +M Farkas-Dyck (Strake) +Mahesh Bodapati +Michael Forney +Natanael Copa +Nicholas J. Kain +orc +Pascal Cuoq +Petr Hosek +Pierre Carrier +Rich Felker +Richard Pennington +Shiz +sin +Solar Designer +Stefan Kristiansson +Szabolcs Nagy +Timo Teräs +Trutz Behn +Valentin Ochs +William Haddon + +Portions of this software are derived from third-party works licensed +under terms compatible with the above MIT license: + +Much of the math library code (third_party/math/* and +third_party/complex/*, and third_party/include/libm.h) is +Copyright © 1993,2004 Sun Microsystems or +Copyright © 2003-2011 David Schultz or +Copyright © 2003-2009 Steven G. Kargl or +Copyright © 2003-2009 Bruce D. Evans or +Copyright © 2008 Stephen L. Moshier +and labelled as such in comments in the individual source files. All +have been licensed under extremely permissive terms. + +The smoothsort implementation (third_party/smoothsort/qsort.c) is +Copyright © 2011 Valentin Ochs and is licensed under an MIT-style +license. + +The x86_64 files in third_party/arch were written by Nicholas J. 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Ltd. +Copyright (C) 2012-2013 LunarG, Inc. +Copyright (C) 2017 ARM Limited. +Copyright (C) 2018-2020 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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All rights reserved. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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All rights reserved. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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Ltd. +Copyright (C) 2012-2015 LunarG, Inc. +Copyright (C) 2015-2020 Google, Inc. +Copyright (C) 2017 ARM Limited. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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All rights reserved. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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All rights reserved. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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All rights reserved. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2002-2005 3Dlabs Inc. Ltd. +Copyright (C) 2013 LunarG, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2002-2005 3Dlabs Inc. Ltd. +Copyright (C) 2013 LunarG, Inc. +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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Ltd. +Copyright (C) 2013 LunarG, Inc. +Copyright (C) 2015-2018 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2002-2005 3Dlabs Inc. Ltd. +Copyright (C) 2013 LunarG, Inc. +Copyright (C) 2015-2018 Google, Inc. +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2002-2005 3Dlabs Inc. Ltd. +Copyright (C) 2013 LunarG, Inc. +Copyright (C) 2017 ARM Limited. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2002-2005 3Dlabs Inc. Ltd. +Copyright (C) 2013 LunarG, Inc. +Copyright (C) 2017 ARM Limited. +Copyright (C) 2015-2018 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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All rights reserved. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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Ltd. +Copyright (C) 2013 LunarG, Inc. +Copyright (c) 2002-2010 The ANGLE Project Authors. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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Ltd. +Copyright (C) 2013-2016 LunarG, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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Ltd. +Copyright (C) 2013-2016 LunarG, Inc. +Copyright (C) 2015-2018 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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Ltd. +Copyright (C) 2013-2016 LunarG, Inc. +Copyright (C) 2015-2020 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2002-2005 3Dlabs Inc. Ltd. +Copyright (C) 2013-2016 LunarG, Inc. +Copyright (C) 2016-2020 Google, Inc. +Modifications Copyright(C) 2021 Advanced Micro Devices, Inc.All rights reserved. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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Ltd. +Copyright (C) 2016 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2002-2005 3Dlabs Inc. Ltd. +Copyright (C) 2016 LunarG, Inc. +Copyright (C) 2017 ARM Limited. +Copyright (C) 2015-2018 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2002-2005 3Dlabs Inc. Ltd. +Copyright (C) 2017 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2013 LunarG, Inc. +Copyright (C) 2017 ARM Limited. +Copyright (C) 2015-2018 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2013-2016 LunarG, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2014 LunarG, Inc. +Copyright (C) 2015-2018 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2014-2015 LunarG, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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All rights reserved. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2014-2015 LunarG, Inc. +Copyright (C) 2015-2020 Google, Inc. +Copyright (C) 2017 ARM Limited. +Modifications Copyright (C) 2020 Advanced Micro Devices, Inc. All rights reserved. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2014-2015 LunarG, Inc. +Modifications Copyright (C) 2020 Advanced Micro Devices, Inc. All rights reserved. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2014-2016 LunarG, Inc. +Copyright (C) 2015-2020 Google, Inc. +Copyright (C) 2017 ARM Limited. +Modifications Copyright (C) 2020 Advanced Micro Devices, Inc. All rights reserved. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2014-2016 LunarG, Inc. +Copyright (C) 2018 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2014-2016 LunarG, Inc. +Copyright (C) 2018-2020 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2015 LunarG, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2015-2016 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of Google Inc. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2016 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2016 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of Google Inc. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2016 Google, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of Google, Inc., nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2016 Google, Inc. +Copyright (C) 2016 LunarG, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of Google Inc. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2016 Google, Inc. +Copyright (C) 2016 LunarG, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of Google, Inc., nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2016 Google, Inc. +Copyright (C) 2019 ARM Limited. +Modifications Copyright (C) 2020 Advanced Micro Devices, Inc. All rights reserved. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of Google Inc. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +glslang + +Copyright (C) 2016 LunarG, Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + + Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + Neither the name of 3Dlabs Inc. Ltd. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and/or associated documentation files (the "Materials"), +to deal in the Materials without restriction, including without limitation +the rights to use, copy, modify, merge, publish, distribute, sublicense, +and/or sell copies of the Materials, and to permit persons to whom the +Materials are furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Materials. + +MODIFICATIONS TO THIS FILE MAY MEAN IT NO LONGER ACCURATELY REFLECTS KHRONOS +STANDARDS. 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THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2009 Red Hat, Inc. +Copyright © 2009 Keith Stribley +Copyright © 2015 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2009 Red Hat, Inc. +Copyright © 2011 Codethink Limited +Copyright © 2010,2011,2012 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2009 Red Hat, Inc. +Copyright © 2011 Codethink Limited +Copyright © 2011,2012 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2009 Red Hat, Inc. +Copyright © 2011 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2009 Red Hat, Inc. +Copyright © 2012 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2009 Red Hat, Inc. +Copyright © 2015 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2009 Red Hat, Inc. +Copyright © 2018 Ebrahim Byagowi + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2009 Red Hat, Inc. +Copyright © 2018 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2009,2010 Red Hat, Inc. +Copyright © 2010,2011,2012 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. 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THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2009,2010 Red Hat, Inc. +Copyright © 2011,2012 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2010 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2010 Red Hat, Inc. +Copyright © 2012 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2010,2011 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2010,2011,2012 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2010,2011,2013 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2010,2012 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2011 Google, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. 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THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2017 Google, Inc. +Copyright © 2019 Facebook, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. 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THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2018 Google, Inc. +Copyright © 2019 Facebook, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. 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THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2018-2019 Ebrahim Byagowi + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2019 Adobe Inc. +Copyright © 2019 Ebrahim Byagowi + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2019 Adobe, Inc. + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS +ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO +PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. +-------------------------------------------------------------------------------- +harfbuzz + +Copyright © 2019 Ebrahim Byagowi + +This is part of HarfBuzz, a text shaping library. + +Permission is hereby granted, without written agreement and without +license or royalty fees, to use, copy, modify, and distribute this +software and its documentation for any purpose, provided that the +above copyright notice and the following two paragraphs appear in +all copies of this software. + +IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR +DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN +IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGE. + +THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, +BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE. 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All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1995-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1995-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1995-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2008, International Business Machines Corporation * +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2012, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2012, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2013, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2014, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2014, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2015, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2015, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1996-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2000, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2003, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2005, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2005, International Business Machines Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2006, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2009,2014 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2010, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2010, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2011, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2011,2014-2015 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2012, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2013, International Business Machines * +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2013, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2013, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2013, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2015, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2015, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2015, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2015, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2016, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1997-2016, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1998-2004, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1998-2005, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1998-2006, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1998-2008, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1998-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1998-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1998-2012, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1998-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1998-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1998-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1998-2016, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2001, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2003, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2004, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2005, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2006, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2006,2013 IBM Corp. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2007, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2007, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2008, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2009, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2010, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2010, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2011, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2012, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2013, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2014 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2014 International Business Machines Corporation * +and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2015 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2015, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2016 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2016 International Business Machines Corporation +and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2016 International Business Machines Corporation * +and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2016, International Business Machines + Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2016, International Business Machines Corporation + and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2016, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2016, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 1999-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2003, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2004, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2004, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2006, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2007, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2008, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2010, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2012, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2000-2016, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2003, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2005, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2005, International Business Machines Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2006, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2007, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2008, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2008,2010 IBM and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2010, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2011 IBM and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2011, International Business Machines * + Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2011, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2011, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2011, International Business Machines Corporation. * +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2011,2014 IBM and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2012, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2013, International Business Machines + Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2014 IBM and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2014 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2014, International Business Machines + Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2014, International Business Machines * + Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2014, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2014, International Business Machines Corporation. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2015 IBM and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2015, International Business Machines + Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2016, International Business Machines + Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2001-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2003, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2005, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2006, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2008 International Business Machines Corporation * +and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2008, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2010, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2011 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2011, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2013, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2014 International Business Machines Corporation +and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2014, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2015 International Business Machines Corporation +and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2015, International Business Machines Corporation and others. + All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2015, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2016 International Business Machines Corporation +and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2016 International Business Machines Corporation * +and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2016 International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2016, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2016, International Business Machines Corporation and others. + All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2002-2016, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003 - 2008, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003 - 2009, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003 - 2013, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003 - 2013, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2003, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2004, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2006, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2007, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2008, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2009, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2009,2012,2016 International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2010, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2013, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2013, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2013, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2014, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2015, International Business Machines * + Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2015, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2016, International Business Machines * + Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2003-2016, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2004 - 2008, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2004-2005, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2004-2006, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2004-2007, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2004-2010, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2004-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2004-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2004-2012, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2004-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2004-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2004-2015, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2004-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2005, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2005-2006, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2005-2008, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2005-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2005-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2005-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2005-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2005-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2005-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2006 International Business Machines Corporation * +and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2006, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2006-2012, International Business Machines Corporation and others. * +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2006-2014, International Business Machines Corporation * +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2006-2016, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2008, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2008, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2008, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2012, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2013, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2013, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2013, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2014, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2014, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2007-2016, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008, Google, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2009, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2011, International Business Machines +Corporation, Google and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2012, International Business Machines Corporation * +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2013, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2013, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2014, Google, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2014, Google, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2015, Google, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2015, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2015, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2016, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2008-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2010 IBM Corporation and Others. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2010, Google, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2010, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2011, International Business Machines + Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2011, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2012, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2013, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2014 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2014, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2015, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2015, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2016, International Business Machines Corporation, * +Google, and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2009-2017, International Business Machines Corporation, * +Google, and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010 , Yahoo! Inc. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2012,2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2012,2015 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2014, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2014, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2014, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2015, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2016 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2010-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2011-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2011-2012, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2011-2013, Apple Inc. and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2011-2013, Apple Inc.; Unicode, Inc.; and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2011-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2011-2014 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2011-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2011-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2011-2015, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2011-2015, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2011-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2012 International Business Machines Corporation +and others. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2012,2014 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2012-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2012-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2012-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2013, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2013, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2013, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2013-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2013-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2013-2014, International Business Machines Corporation and * +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2013-2014, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2013-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2013-2015, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2013-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2014 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2014 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2014-2015, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2014-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2014-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2014-2016, International Business Machines Corporation and +others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2014-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2014-2016, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2015, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2015, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2015-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2015-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2015-2016, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2016 International Business Machines +Corporation and others. 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All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (C) 2016, International Business Machines +Corporation and others. 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All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1996-2012, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1996-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1996-2015, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1996-2015, International Business Machines Corporation and others. +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1996-2016, International Business Machines Corporation + and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1996-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1997-2011, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1997-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1997-2012, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1997-2015, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1997-2016, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1999-2012, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 1999-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2000-2004 IBM, Inc. and Others. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2000-2005, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2000-2007, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2001-2005, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2001-2007, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2001-2010 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2001-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2001-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2001-2012, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2001-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2001-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2001-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2001-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2004, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2005, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2005, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2006, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2006, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2007, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2010, International Business Machines Corporation * +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2011, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2012, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2012, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2014, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2014, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2015, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2016 International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2002-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2003, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2003-2004, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2003-2008, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2003-2010 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2003-2011, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2003-2013, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2003-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2004, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2004-2006, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2004-2010, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2004-2014 International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2004-2014, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2004-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2004-2015, International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2004-2016, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2007-2012, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2007-2012, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2007-2013, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2007-2014, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2007-2016, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2008-2010, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2008-2011, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2008-2015, International Business Machines +Corporation and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2009, International Business Machines Corporation and +others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2011-2012 International Business Machines Corporation +and others. All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Unicode data files and any associated documentation +(the "Data Files") or Unicode software and any associated documentation +(the "Software") to deal in the Data Files or Software +without restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, and/or sell copies of +the Data Files or Software, and to permit persons to whom the Data Files +or Software are furnished to do so, provided that either +(a) this copyright and permission notice appear with all copies +of the Data Files or Software, or +(b) this copyright and permission notice appear in associated +Documentation. + +THE DATA FILES AND SOFTWARE ARE 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 OF THIRD PARTY RIGHTS. +IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS +NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT OR CONSEQUENTIAL +DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, +DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR +PERFORMANCE OF THE DATA FILES OR SOFTWARE. + +Except as contained in this notice, the name of a copyright holder +shall not be used in advertising or otherwise to promote the sale, +use or other dealings in these Data Files or Software without prior +written authorization of the copyright holder. +-------------------------------------------------------------------------------- +icu + +Copyright (c) 2014, International Business Machines +Corporation and others. 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Other software included in this distribution is +provided under other licenses, as set forth below. + +The BSD License +http://opensource.org/licenses/bsd-license.php +Copyright (C) 2006-2008, Google Inc. + +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: + +Redistributions of source code must retain the above copyright notice, +this list of conditions and the following disclaimer. +Redistributions in binary form must reproduce the above +copyright notice, this list of conditions and the following +disclaimer in the documentation and/or other materials provided with +the distribution. +Neither the name of Google Inc. nor the names of its +contributors may be used to endorse or promote products derived from +this software without specific prior written permission. + + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND +CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, +INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR +CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR +BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF +LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING +NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +The word list in cjdict.txt are generated by combining three word lists +listed below with further processing for compound word breaking. The +frequency is generated with an iterative training against Google web +corpora. + +* Libtabe (Chinese) + - https://sourceforge.net/project/?group_id=1519 + - Its license terms and conditions are shown below. + +* IPADIC (Japanese) + - http://chasen.aist-nara.ac.jp/chasen/distribution.html + - Its license terms and conditions are shown below. + +Copyright (c) 1999 TaBE Project. +Copyright (c) 1999 Pai-Hsiang Hsiao. +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + +. Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. +. Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in + the documentation and/or other materials provided with the + distribution. +. Neither the name of the TaBE Project nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR +SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, +STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED +OF THE POSSIBILITY OF SUCH DAMAGE. + +Copyright (c) 1999 Computer Systems and Communication Lab, + Institute of Information Science, Academia + Sinica. All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + +. Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. +. Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in + the documentation and/or other materials provided with the + distribution. +. Neither the name of the Computer Systems and Communication Lab + nor the names of its contributors may be used to endorse or + promote products derived from this software without specific + prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS +FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE +REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR +SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, +STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED +OF THE POSSIBILITY OF SUCH DAMAGE. + +Copyright 1996 Chih-Hao Tsai @ Beckman Institute, + University of Illinois +c-tsai4@uiuc.edu http://casper.beckman.uiuc.edu/~c-tsai4 + +Copyright 2000, 2001, 2002, 2003 Nara Institute of Science +and Technology. All Rights Reserved. + +Use, reproduction, and distribution of this software is permitted. +Any copy of this software, whether in its original form or modified, +must include both the above copyright notice and the following +paragraphs. + +Nara Institute of Science and Technology (NAIST), +the copyright holders, disclaims all warranties with regard to this +software, including all implied warranties of merchantability and +fitness, in no event shall NAIST be liable for +any special, indirect or consequential damages or any damages +whatsoever resulting from loss of use, data or profits, whether in an +action of contract, negligence or other tortuous action, arising out +of or in connection with the use or performance of this software. + +A large portion of the dictionary entries +originate from ICOT Free Software. The following conditions for ICOT +Free Software applies to the current dictionary as well. + +Each User may also freely distribute the Program, whether in its +original form or modified, to any third party or parties, PROVIDED +that the provisions of Section 3 ("NO WARRANTY") will ALWAYS appear +on, or be attached to, the Program, which is distributed substantially +in the same form as set out herein and that such intended +distribution, if actually made, will neither violate or otherwise +contravene any of the laws and regulations of the countries having +jurisdiction over the User or the intended distribution itself. + +NO WARRANTY + +The program was produced on an experimental basis in the course of the +research and development conducted during the project and is provided +to users as so produced on an experimental basis. Accordingly, the +program is provided without any warranty whatsoever, whether express, +implied, statutory or otherwise. The term "warranty" used herein +includes, but is not limited to, any warranty of the quality, +performance, merchantability and fitness for a particular purpose of +the program and the nonexistence of any infringement or violation of +any right of any third party. + +Each user of the program will agree and understand, and be deemed to +have agreed and understood, that there is no warranty whatsoever for +the program and, accordingly, the entire risk arising from or +otherwise connected with the program is assumed by the user. + +Therefore, neither ICOT, the copyright holder, or any other +organization that participated in or was otherwise related to the +development of the program and their respective officials, directors, +officers and other employees shall be held liable for any and all +damages, including, without limitation, general, special, incidental +and consequential damages, arising out of or otherwise in connection +with the use or inability to use the program or any product, material +or result produced or otherwise obtained by using the program, +regardless of whether they have been advised of, or otherwise had +knowledge of, the possibility of such damages at any time during the +project or thereafter. Each user will be deemed to have agreed to the +foregoing by his or her commencement of use of the program. The term +"use" as used herein includes, but is not limited to, the use, +modification, copying and distribution of the program and the +production of secondary products from the program. + +In the case where the program, whether in its original form or +modified, was distributed or delivered to or received by a user from +any person, organization or entity other than ICOT, unless it makes or +grants independently of ICOT any specific warranty to the user in +writing, such person, organization or entity, will also be exempted +from and not be held liable to the user for any such damages as noted +above as far as the program is concerned. + +Lao Word Break Dictionary Data (laodict.txt) + +Copyright (C) 2016 and later: Unicode, Inc. and others. +License & terms of use: http://www.unicode.org/copyright.html +Copyright (c) 2015 International Business Machines Corporation +and others. All Rights Reserved. + +Project: https://github.com/rober42539/lao-dictionary +Dictionary: https://github.com/rober42539/lao-dictionary/laodict.txt +License: https://github.com/rober42539/lao-dictionary/LICENSE.txt + (copied below) + +This file is derived from the above dictionary version of Nov 22, 2020 + +Copyright (C) 2013 Brian Eugene Wilson, Robert Martin Campbell. +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: + +Redistributions of source code must retain the above copyright notice, this +list of conditions and the following disclaimer. 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IN NO EVENT SHALL THE +COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, +INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR +SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, +STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED +OF THE POSSIBILITY OF SUCH DAMAGE. + +Burmese Word Break Dictionary Data (burmesedict.txt) + +Copyright (c) 2014 International Business Machines Corporation +and others. All Rights Reserved. + +This list is part of a project hosted at: + github.com/kanyawtech/myanmar-karen-word-lists + +Copyright (c) 2013, LeRoy Benjamin Sharon +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: Redistributions of source code must retain the above +copyright notice, this list of conditions and the following +disclaimer. 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All rights reserved. +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: + + * Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + * Neither the name of Google Inc. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. 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M.I.T. makes no representations about the +suitability of this software for any purpose. It is provided "as is" +without express or implied warranty. +-------------------------------------------------------------------------------- +icu + +punycode.c 0.4.0 (2001-Nov-17-Sat) +http://www.cs.berkeley.edu/~amc/idn/ +Adam M. Costello +http://www.nicemice.net/amc/ + +Disclaimer and license + + Regarding this entire document or any portion of it (including + the pseudocode and C code), the author makes no guarantees and + is not responsible for any damage resulting from its use. The + author grants irrevocable permission to anyone to use, modify, + and distribute it in any way that does not diminish the rights + of anyone else to use, modify, and distribute it, provided that + redistributed derivative works do not contain misleading author or + version information. Derivative works need not be licensed under + similar terms. +-------------------------------------------------------------------------------- +include + +Copyright (C) 2011 Nick Bruun +Copyright (C) 2013 Vlad Lazarenko +Copyright (C) 2014 Nicolas Pauss +-------------------------------------------------------------------------------- +include + +Copyright (c) 2008-2009 Bjoern Hoehrmann + +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: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +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. 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All Rights Reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: + +- Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. +- Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. +- Neither the name of the libjpeg-turbo Project nor the names of its + contributors may be used to endorse or promote products derived from this + software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS", +AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR CONTRIBUTORS BE +LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR +CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS +INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN +CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +libjpeg-turbo + +Copyright 2009 Pierre Ossman for Cendio AB +Copyright (C) 2010, D. R. Commander. + +Based on the x86 SIMD extension for IJG JPEG library - version 1.02 + +Copyright (C) 1999-2006, MIYASAKA Masaru. + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. +-------------------------------------------------------------------------------- +libjpeg-turbo + +We are also required to state that + "The Graphics Interchange Format(c) is the Copyright property of + CompuServe Incorporated. GIF(sm) is a Service Mark property of + CompuServe Incorporated." +-------------------------------------------------------------------------------- +libjpeg-turbo + +libjpeg-turbo Licenses +====================== + +libjpeg-turbo is covered by three compatible BSD-style open source licenses: + +- The IJG (Independent JPEG Group) License, which is listed in + [README.ijg](README.ijg) + + This license applies to the libjpeg API library and associated programs + (any code inherited from libjpeg, and any modifications to that code.) + +- The Modified (3-clause) BSD License, which is listed in + [turbojpeg.c](turbojpeg.c) + + This license covers the TurboJPEG API library and associated programs. + +- The zlib License, which is listed in [simd/jsimdext.inc](simd/jsimdext.inc) + + This license is a subset of the other two, and it covers the libjpeg-turbo + SIMD extensions. + + +Complying with the libjpeg-turbo Licenses +========================================= + +This section provides a roll-up of the libjpeg-turbo licensing terms, to the +best of our understanding. + +1. If you are distributing a modified version of the libjpeg-turbo source, + then: + + 1. You cannot alter or remove any existing copyright or license notices + from the source. + + **Origin** + - Clause 1 of the IJG License + - Clause 1 of the Modified BSD License + - Clauses 1 and 3 of the zlib License + + 2. You must add your own copyright notice to the header of each source + file you modified, so others can tell that you modified that file (if + there is not an existing copyright header in that file, then you can + simply add a notice stating that you modified the file.) + + **Origin** + - Clause 1 of the IJG License + - Clause 2 of the zlib License + + 3. You must include the IJG README file, and you must not alter any of the + copyright or license text in that file. + + **Origin** + - Clause 1 of the IJG License + +2. If you are distributing only libjpeg-turbo binaries without the source, or + if you are distributing an application that statically links with + libjpeg-turbo, then: + + 1. Your product documentation must include a message stating: + + This software is based in part on the work of the Independent JPEG + Group. + + **Origin** + - Clause 2 of the IJG license + + 2. If your binary distribution includes or uses the TurboJPEG API, then + your product documentation must include the text of the Modified BSD + License. + + **Origin** + - Clause 2 of the Modified BSD License + +3. You cannot use the name of the IJG or The libjpeg-turbo Project or the + contributors thereof in advertising, publicity, etc. + + **Origin** + - IJG License + - Clause 3 of the Modified BSD License + +4. The IJG and The libjpeg-turbo Project do not warrant libjpeg-turbo to be + free of defects, nor do we accept any liability for undesirable + consequences resulting from your use of the software. + + **Origin** + - IJG License + - Modified BSD License + - zlib License +-------------------------------------------------------------------------------- +libjpeg-turbo + +libjpeg-turbo note: This file has been modified by The libjpeg-turbo Project +to include only information relevant to libjpeg-turbo, to wordsmith certain +sections, and to remove impolitic language that existed in the libjpeg v8 +README. It is included only for reference. Please see README.md for +information specific to libjpeg-turbo. + + +The Independent JPEG Group's JPEG software +========================================== + +This distribution contains a release of the Independent JPEG Group's free JPEG +software. You are welcome to redistribute this software and to use it for any +purpose, subject to the conditions under LEGAL ISSUES, below. + +This software is the work of Tom Lane, Guido Vollbeding, Philip Gladstone, +Bill Allombert, Jim Boucher, Lee Crocker, Bob Friesenhahn, Ben Jackson, +Julian Minguillon, Luis Ortiz, George Phillips, Davide Rossi, Ge' Weijers, +and other members of the Independent JPEG Group. + +IJG is not affiliated with the ISO/IEC JTC1/SC29/WG1 standards committee +(also known as JPEG, together with ITU-T SG16). + + +DOCUMENTATION ROADMAP +===================== + +This file contains the following sections: + +OVERVIEW General description of JPEG and the IJG software. +LEGAL ISSUES Copyright, lack of warranty, terms of distribution. +REFERENCES Where to learn more about JPEG. +ARCHIVE LOCATIONS Where to find newer versions of this software. +FILE FORMAT WARS Software *not* to get. +TO DO Plans for future IJG releases. + +Other documentation files in the distribution are: + +User documentation: + usage.txt Usage instructions for cjpeg, djpeg, jpegtran, + rdjpgcom, and wrjpgcom. + *.1 Unix-style man pages for programs (same info as usage.txt). + wizard.txt Advanced usage instructions for JPEG wizards only. + change.log Version-to-version change highlights. +Programmer and internal documentation: + libjpeg.txt How to use the JPEG library in your own programs. + example.c Sample code for calling the JPEG library. + structure.txt Overview of the JPEG library's internal structure. + coderules.txt Coding style rules --- please read if you contribute code. + +Please read at least usage.txt. Some information can also be found in the JPEG +FAQ (Frequently Asked Questions) article. See ARCHIVE LOCATIONS below to find +out where to obtain the FAQ article. + +If you want to understand how the JPEG code works, we suggest reading one or +more of the REFERENCES, then looking at the documentation files (in roughly +the order listed) before diving into the code. + + +OVERVIEW +======== + +This package contains C software to implement JPEG image encoding, decoding, +and transcoding. JPEG (pronounced "jay-peg") is a standardized compression +method for full-color and grayscale images. JPEG's strong suit is compressing +photographic images or other types of images that have smooth color and +brightness transitions between neighboring pixels. Images with sharp lines or +other abrupt features may not compress well with JPEG, and a higher JPEG +quality may have to be used to avoid visible compression artifacts with such +images. + +JPEG is lossy, meaning that the output pixels are not necessarily identical to +the input pixels. However, on photographic content and other "smooth" images, +very good compression ratios can be obtained with no visible compression +artifacts, and extremely high compression ratios are possible if you are +willing to sacrifice image quality (by reducing the "quality" setting in the +compressor.) + +This software implements JPEG baseline, extended-sequential, and progressive +compression processes. Provision is made for supporting all variants of these +processes, although some uncommon parameter settings aren't implemented yet. +We have made no provision for supporting the hierarchical or lossless +processes defined in the standard. + +We provide a set of library routines for reading and writing JPEG image files, +plus two sample applications "cjpeg" and "djpeg", which use the library to +perform conversion between JPEG and some other popular image file formats. +The library is intended to be reused in other applications. + +In order to support file conversion and viewing software, we have included +considerable functionality beyond the bare JPEG coding/decoding capability; +for example, the color quantization modules are not strictly part of JPEG +decoding, but they are essential for output to colormapped file formats or +colormapped displays. These extra functions can be compiled out of the +library if not required for a particular application. + +We have also included "jpegtran", a utility for lossless transcoding between +different JPEG processes, and "rdjpgcom" and "wrjpgcom", two simple +applications for inserting and extracting textual comments in JFIF files. + +The emphasis in designing this software has been on achieving portability and +flexibility, while also making it fast enough to be useful. In particular, +the software is not intended to be read as a tutorial on JPEG. (See the +REFERENCES section for introductory material.) Rather, it is intended to +be reliable, portable, industrial-strength code. We do not claim to have +achieved that goal in every aspect of the software, but we strive for it. + +We welcome the use of this software as a component of commercial products. +No royalty is required, but we do ask for an acknowledgement in product +documentation, as described under LEGAL ISSUES. + + +LEGAL ISSUES +============ + +In plain English: + +1. We don't promise that this software works. (But if you find any bugs, + please let us know!) +2. You can use this software for whatever you want. You don't have to pay us. +3. You may not pretend that you wrote this software. If you use it in a + program, you must acknowledge somewhere in your documentation that + you've used the IJG code. + +In legalese: + +The authors make NO WARRANTY or representation, either express or implied, +with respect to this software, its quality, accuracy, merchantability, or +fitness for a particular purpose. This software is provided "AS IS", and you, +its user, assume the entire risk as to its quality and accuracy. + +This software is copyright (C) 1991-2016, Thomas G. Lane, Guido Vollbeding. +All Rights Reserved except as specified below. + +Permission is hereby granted to use, copy, modify, and distribute this +software (or portions thereof) for any purpose, without fee, subject to these +conditions: +(1) If any part of the source code for this software is distributed, then this +README file must be included, with this copyright and no-warranty notice +unaltered; and any additions, deletions, or changes to the original files +must be clearly indicated in accompanying documentation. +(2) If only executable code is distributed, then the accompanying +documentation must state that "this software is based in part on the work of +the Independent JPEG Group". +(3) Permission for use of this software is granted only if the user accepts +full responsibility for any undesirable consequences; the authors accept +NO LIABILITY for damages of any kind. + +These conditions apply to any software derived from or based on the IJG code, +not just to the unmodified library. If you use our work, you ought to +acknowledge us. + +Permission is NOT granted for the use of any IJG author's name or company name +in advertising or publicity relating to this software or products derived from +it. This software may be referred to only as "the Independent JPEG Group's +software". + +We specifically permit and encourage the use of this software as the basis of +commercial products, provided that all warranty or liability claims are +assumed by the product vendor. + + +The Unix configuration script "configure" was produced with GNU Autoconf. +It is copyright by the Free Software Foundation but is freely distributable. +The same holds for its supporting scripts (config.guess, config.sub, +ltmain.sh). Another support script, install-sh, is copyright by X Consortium +but is also freely distributable. + +The IJG distribution formerly included code to read and write GIF files. +To avoid entanglement with the Unisys LZW patent (now expired), GIF reading +support has been removed altogether, and the GIF writer has been simplified +to produce "uncompressed GIFs". This technique does not use the LZW +algorithm; the resulting GIF files are larger than usual, but are readable +by all standard GIF decoders. + +We are required to state that + "The Graphics Interchange Format(c) is the Copyright property of + CompuServe Incorporated. GIF(sm) is a Service Mark property of + CompuServe Incorporated." + + +REFERENCES +========== + +We recommend reading one or more of these references before trying to +understand the innards of the JPEG software. + +The best short technical introduction to the JPEG compression algorithm is + Wallace, Gregory K. "The JPEG Still Picture Compression Standard", + Communications of the ACM, April 1991 (vol. 34 no. 4), pp. 30-44. +(Adjacent articles in that issue discuss MPEG motion picture compression, +applications of JPEG, and related topics.) If you don't have the CACM issue +handy, a PDF file containing a revised version of Wallace's article is +available at http://www.ijg.org/files/Wallace.JPEG.pdf. The file (actually +a preprint for an article that appeared in IEEE Trans. Consumer Electronics) +omits the sample images that appeared in CACM, but it includes corrections +and some added material. Note: the Wallace article is copyright ACM and IEEE, +and it may not be used for commercial purposes. + +A somewhat less technical, more leisurely introduction to JPEG can be found in +"The Data Compression Book" by Mark Nelson and Jean-loup Gailly, published by +M&T Books (New York), 2nd ed. 1996, ISBN 1-55851-434-1. This book provides +good explanations and example C code for a multitude of compression methods +including JPEG. It is an excellent source if you are comfortable reading C +code but don't know much about data compression in general. The book's JPEG +sample code is far from industrial-strength, but when you are ready to look +at a full implementation, you've got one here... + +The best currently available description of JPEG is the textbook "JPEG Still +Image Data Compression Standard" by William B. Pennebaker and Joan L. +Mitchell, published by Van Nostrand Reinhold, 1993, ISBN 0-442-01272-1. +Price US$59.95, 638 pp. The book includes the complete text of the ISO JPEG +standards (DIS 10918-1 and draft DIS 10918-2). + +The original JPEG standard is divided into two parts, Part 1 being the actual +specification, while Part 2 covers compliance testing methods. Part 1 is +titled "Digital Compression and Coding of Continuous-tone Still Images, +Part 1: Requirements and guidelines" and has document numbers ISO/IEC IS +10918-1, ITU-T T.81. Part 2 is titled "Digital Compression and Coding of +Continuous-tone Still Images, Part 2: Compliance testing" and has document +numbers ISO/IEC IS 10918-2, ITU-T T.83. + +The JPEG standard does not specify all details of an interchangeable file +format. For the omitted details we follow the "JFIF" conventions, revision +1.02. JFIF 1.02 has been adopted as an Ecma International Technical Report +and thus received a formal publication status. It is available as a free +download in PDF format from +http://www.ecma-international.org/publications/techreports/E-TR-098.htm. +A PostScript version of the JFIF document is available at +http://www.ijg.org/files/jfif.ps.gz. There is also a plain text version at +http://www.ijg.org/files/jfif.txt.gz, but it is missing the figures. + +The TIFF 6.0 file format specification can be obtained by FTP from +ftp://ftp.sgi.com/graphics/tiff/TIFF6.ps.gz. The JPEG incorporation scheme +found in the TIFF 6.0 spec of 3-June-92 has a number of serious problems. +IJG does not recommend use of the TIFF 6.0 design (TIFF Compression tag 6). +Instead, we recommend the JPEG design proposed by TIFF Technical Note #2 +(Compression tag 7). Copies of this Note can be obtained from +http://www.ijg.org/files/. It is expected that the next revision +of the TIFF spec will replace the 6.0 JPEG design with the Note's design. +Although IJG's own code does not support TIFF/JPEG, the free libtiff library +uses our library to implement TIFF/JPEG per the Note. + + +ARCHIVE LOCATIONS +================= + +The "official" archive site for this software is www.ijg.org. +The most recent released version can always be found there in +directory "files". + +The JPEG FAQ (Frequently Asked Questions) article is a source of some +general information about JPEG. +It is available on the World Wide Web at http://www.faqs.org/faqs/jpeg-faq/ +and other news.answers archive sites, including the official news.answers +archive at rtfm.mit.edu: ftp://rtfm.mit.edu/pub/usenet/news.answers/jpeg-faq/. +If you don't have Web or FTP access, send e-mail to mail-server@rtfm.mit.edu +with body + send usenet/news.answers/jpeg-faq/part1 + send usenet/news.answers/jpeg-faq/part2 + + +FILE FORMAT WARS +================ + +The ISO/IEC JTC1/SC29/WG1 standards committee (also known as JPEG, together +with ITU-T SG16) currently promotes different formats containing the name +"JPEG" which are incompatible with original DCT-based JPEG. IJG therefore does +not support these formats (see REFERENCES). Indeed, one of the original +reasons for developing this free software was to help force convergence on +common, interoperable format standards for JPEG files. +Don't use an incompatible file format! +(In any case, our decoder will remain capable of reading existing JPEG +image files indefinitely.) + + +TO DO +===== + +Please send bug reports, offers of help, etc. to jpeg-info@jpegclub.org. +-------------------------------------------------------------------------------- +libmicrohttpd +skia + +Copyright (c) 2011 Google Inc. 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Definitions. + + "License" shall mean the terms and conditions for use, reproduction, + and distribution as defined by Sections 1 through 9 of this document. + + "Licensor" shall mean the copyright owner or entity authorized by + the copyright owner that is granting the License. + + "Legal Entity" shall mean the union of the acting entity and all + other entities that control, are controlled by, or are under common + control with that entity. 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All rights reserved. +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: + * Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + * Neither the name of Google Inc. nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. 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For the purposes of this definition, + "control" means (i) the power, direct or indirect, to cause the + direction or management of such entity, whether by contract or + otherwise, or (ii) ownership of fifty percent (50%) or more of the + outstanding shares, or (iii) beneficial ownership of such entity. + + "You" (or "Your") shall mean an individual or Legal Entity + exercising permissions granted by this License. + + "Source" form shall mean the preferred form for making modifications, + including but not limited to software source code, documentation + source, and configuration files. + + "Object" form shall mean any form resulting from mechanical + transformation or translation of a Source form, including but + not limited to compiled object code, generated documentation, + and conversions to other media types. + + "Work" shall mean the work of authorship, whether in Source or + Object form, made available under the License, as indicated by a + copyright notice that is included in or attached to the work + (an example is provided in the Appendix below). + + "Derivative Works" shall mean any work, whether in Source or Object + form, that is based on (or derived from) the Work and for which the + editorial revisions, annotations, elaborations, or other modifications + represent, as a whole, an original work of authorship. For the purposes + of this License, Derivative Works shall not include works that remain + separable from, or merely link (or bind by name) to the interfaces of, + the Work and Derivative Works thereof. + + "Contribution" shall mean any work of authorship, including + the original version of the Work and any modifications or additions + to that Work or Derivative Works thereof, that is intentionally + submitted to Licensor for inclusion in the Work by the copyright owner + or by an individual or Legal Entity authorized to submit on behalf of + the copyright owner. For the purposes of this definition, "submitted" + means any form of electronic, verbal, or written communication sent + to the Licensor or its representatives, including but not limited to + communication on electronic mailing lists, source code control systems, + and issue tracking systems that are managed by, or on behalf of, the + Licensor for the purpose of discussing and improving the Work, but + excluding communication that is conspicuously marked or otherwise + designated in writing by the copyright owner as "Not a Contribution." + + "Contributor" shall mean Licensor and any individual or Legal Entity + on behalf of whom a Contribution has been received by Licensor and + subsequently incorporated within the Work. + +2. Grant of Copyright License. Subject to the terms and conditions of + this License, each Contributor hereby grants to You a perpetual, + worldwide, non-exclusive, no-charge, royalty-free, irrevocable + copyright license to reproduce, prepare Derivative Works of, + publicly display, publicly perform, sublicense, and distribute the + Work and such Derivative Works in Source or Object form. + +3. Grant of Patent License. Subject to the terms and conditions of + this License, each Contributor hereby grants to You a perpetual, + worldwide, non-exclusive, no-charge, royalty-free, irrevocable + (except as stated in this section) patent license to make, have made, + use, offer to sell, sell, import, and otherwise transfer the Work, + where such license applies only to those patent claims licensable + by such Contributor that are necessarily infringed by their + Contribution(s) alone or by combination of their Contribution(s) + with the Work to which such Contribution(s) was submitted. If You + institute patent litigation against any entity (including a + cross-claim or counterclaim in a lawsuit) alleging that the Work + or a Contribution incorporated within the Work constitutes direct + or contributory patent infringement, then any patent licenses + granted to You under this License for that Work shall terminate + as of the date such litigation is filed. + +4. Redistribution. You may reproduce and distribute copies of the + Work or Derivative Works thereof in any medium, with or without + modifications, and in Source or Object form, provided that You + meet the following conditions: + + (a) You must give any other recipients of the Work or + Derivative Works a copy of this License; and + + (b) You must cause any modified files to carry prominent notices + stating that You changed the files; and + + (c) You must retain, in the Source form of any Derivative Works + that You distribute, all copyright, patent, trademark, and + attribution notices from the Source form of the Work, + excluding those notices that do not pertain to any part of + the Derivative Works; and + + (d) If the Work includes a "NOTICE" text file as part of its + distribution, then any Derivative Works that You distribute must + include a readable copy of the attribution notices contained + within such NOTICE file, excluding those notices that do not + pertain to any part of the Derivative Works, in at least one + of the following places: within a NOTICE text file distributed + as part of the Derivative Works; within the Source form or + documentation, if provided along with the Derivative Works; or, + within a display generated by the Derivative Works, if and + wherever such third-party notices normally appear. The contents + of the NOTICE file are for informational purposes only and + do not modify the License. You may add Your own attribution + notices within Derivative Works that You distribute, alongside + or as an addendum to the NOTICE text from the Work, provided + that such additional attribution notices cannot be construed + as modifying the License. + + You may add Your own copyright statement to Your modifications and + may provide additional or different license terms and conditions + for use, reproduction, or distribution of Your modifications, or + for any such Derivative Works as a whole, provided Your use, + reproduction, and distribution of the Work otherwise complies with + the conditions stated in this License. + +5. Submission of Contributions. Unless You explicitly state otherwise, + any Contribution intentionally submitted for inclusion in the Work + by You to the Licensor shall be under the terms and conditions of + this License, without any additional terms or conditions. + Notwithstanding the above, nothing herein shall supersede or modify + the terms of any separate license agreement you may have executed + with Licensor regarding such Contributions. + +6. Trademarks. This License does not grant permission to use the trade + names, trademarks, service marks, or product names of the Licensor, + except as required for reasonable and customary use in describing the + origin of the Work and reproducing the content of the NOTICE file. + +7. Disclaimer of Warranty. Unless required by applicable law or + agreed to in writing, Licensor provides the Work (and each + Contributor provides its Contributions) on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or + implied, including, without limitation, any warranties or conditions + of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A + PARTICULAR PURPOSE. You are solely responsible for determining the + appropriateness of using or redistributing the Work and assume any + risks associated with Your exercise of permissions under this License. + +8. Limitation of Liability. In no event and under no legal theory, + whether in tort (including negligence), contract, or otherwise, + unless required by applicable law (such as deliberate and grossly + negligent acts) or agreed to in writing, shall any Contributor be + liable to You for damages, including any direct, indirect, special, + incidental, or consequential damages of any character arising as a + result of this License or out of the use or inability to use the + Work (including but not limited to damages for loss of goodwill, + work stoppage, computer failure or malfunction, or any and all + other commercial damages or losses), even if such Contributor + has been advised of the possibility of such damages. + +9. Accepting Warranty or Additional Liability. While redistributing + the Work or Derivative Works thereof, You may choose to offer, + and charge a fee for, acceptance of support, warranty, indemnity, + or other liability obligations and/or rights consistent with this + License. However, in accepting such obligations, You may act only + on Your own behalf and on Your sole responsibility, not on behalf + of any other Contributor, and only if You agree to indemnify, + defend, and hold each Contributor harmless for any liability + incurred by, or claims asserted against, such Contributor by reason + of your accepting any such warranty or additional liability. + +END OF TERMS AND CONDITIONS + +Copyright (c) 2017, The Android Open Source Project + +Licensed under the Apache License, Version 2.0 (the "License"); +you may not use this file except in compliance with the License. + +Unless required by applicable law or agreed to in writing, software +distributed under the License is distributed on an "AS IS" BASIS, +WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +See the License for the specific language governing permissions and +limitations under the License. +-------------------------------------------------------------------------------- +petitparser +xml + +The MIT License + +Copyright (c) 2006-2023 Lukas Renggli. +All rights reserved. + +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: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +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. + +-------------------------------------------------------------------------------- +platform_detect + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. Definitions. + + "License" shall mean the terms and conditions for use, reproduction, + and distribution as defined by Sections 1 through 9 of this document. + + "Licensor" shall mean the copyright owner or entity authorized by + the copyright owner that is granting the License. + + "Legal Entity" shall mean the union of the acting entity and all + other entities that control, are controlled by, or are under common + control with that entity. For the purposes of this definition, + "control" means (i) the power, direct or indirect, to cause the + direction or management of such entity, whether by contract or + otherwise, or (ii) ownership of fifty percent (50%) or more of the + outstanding shares, or (iii) beneficial ownership of such entity. + + "You" (or "Your") shall mean an individual or Legal Entity + exercising permissions granted by this License. + + "Source" form shall mean the preferred form for making modifications, + including but not limited to software source code, documentation + source, and configuration files. + + "Object" form shall mean any form resulting from mechanical + transformation or translation of a Source form, including but + not limited to compiled object code, generated documentation, + and conversions to other media types. + + "Work" shall mean the work of authorship, whether in Source or + Object form, made available under the License, as indicated by a + copyright notice that is included in or attached to the work + (an example is provided in the Appendix below). + + "Derivative Works" shall mean any work, whether in Source or Object + form, that is based on (or derived from) the Work and for which the + editorial revisions, annotations, elaborations, or other modifications + represent, as a whole, an original work of authorship. For the purposes + of this License, Derivative Works shall not include works that remain + separable from, or merely link (or bind by name) to the interfaces of, + the Work and Derivative Works thereof. + + "Contribution" shall mean any work of authorship, including + the original version of the Work and any modifications or additions + to that Work or Derivative Works thereof, that is intentionally + submitted to Licensor for inclusion in the Work by the copyright owner + or by an individual or Legal Entity authorized to submit on behalf of + the copyright owner. For the purposes of this definition, "submitted" + means any form of electronic, verbal, or written communication sent + to the Licensor or its representatives, including but not limited to + communication on electronic mailing lists, source code control systems, + and issue tracking systems that are managed by, or on behalf of, the + Licensor for the purpose of discussing and improving the Work, but + excluding communication that is conspicuously marked or otherwise + designated in writing by the copyright owner as "Not a Contribution." + + "Contributor" shall mean Licensor and any individual or Legal Entity + on behalf of whom a Contribution has been received by Licensor and + subsequently incorporated within the Work. + + 2. Grant of Copyright License. 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If You + institute patent litigation against any entity (including a + cross-claim or counterclaim in a lawsuit) alleging that the Work + or a Contribution incorporated within the Work constitutes direct + or contributory patent infringement, then any patent licenses + granted to You under this License for that Work shall terminate + as of the date such litigation is filed. + + 4. Redistribution. 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(https://www.bouncycastle.org) + +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: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +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. 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All rights reserved. + +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: + +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. + +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. +-------------------------------------------------------------------------------- +rapidjson + +Copyright (c) 2006-2013 Alexander Chemeris + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: + + 1. Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + + 2. Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. + + 3. Neither the name of the product nor the names of its contributors may + be used to endorse or promote products derived from this software + without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED +WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO +EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, +PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; +OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, +WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR +OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF +ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +rapidjson + +The above software in this distribution may have been modified by +THL A29 Limited ("Tencent Modifications"). +All Tencent Modifications are Copyright (C) 2015 THL A29 Limited. +-------------------------------------------------------------------------------- +raw_image_provider + +MIT License + +Copyright (c) 2021 Yrom Wang + +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: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +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. + +-------------------------------------------------------------------------------- +root_certificates + +Mozilla Public License Version 2.0 +================================== + +1. Definitions +-------------- + +1.1. "Contributor" + means each individual or legal entity that creates, contributes to + the creation of, or owns Covered Software. + +1.2. "Contributor Version" + means the combination of the Contributions of others (if any) used + by a Contributor and that particular Contributor's Contribution. + +1.3. "Contribution" + means Covered Software of a particular Contributor. + +1.4. "Covered Software" + means Source Code Form to which the initial Contributor has attached + the notice in Exhibit A, the Executable Form of such Source Code + Form, and Modifications of such Source Code Form, in each case + including portions thereof. + +1.5. "Incompatible With Secondary Licenses" + means + + (a) that the initial Contributor has attached the notice described + in Exhibit B to the Covered Software; or + + (b) that the Covered Software was made available under the terms of + version 1.1 or earlier of the License, but not also under the + terms of a Secondary License. + +1.6. "Executable Form" + means any form of the work other than Source Code Form. + +1.7. "Larger Work" + means a work that combines Covered Software with other material, in + a separate file or files, that is not Covered Software. + +1.8. "License" + means this document. + +1.9. "Licensable" + means having the right to grant, to the maximum extent possible, + whether at the time of the initial grant or subsequently, any and + all of the rights conveyed by this License. + +1.10. "Modifications" + means any of the following: + + (a) any file in Source Code Form that results from an addition to, + deletion from, or modification of the contents of Covered + Software; or + + (b) any new file in Source Code Form that contains any Covered + Software. + +1.11. "Patent Claims" of a Contributor + means any patent claim(s), including without limitation, method, + process, and apparatus claims, in any patent Licensable by such + Contributor that would be infringed, but for the grant of the + License, by the making, using, selling, offering for sale, having + made, import, or transfer of either its Contributions or its + Contributor Version. + +1.12. "Secondary License" + means either the GNU General Public License, Version 2.0, the GNU + Lesser General Public License, Version 2.1, the GNU Affero General + Public License, Version 3.0, or any later versions of those + licenses. + +1.13. "Source Code Form" + means the form of the work preferred for making modifications. + +1.14. "You" (or "Your") + means an individual or a legal entity exercising rights under this + License. For legal entities, "You" includes any entity that + controls, is controlled by, or is under common control with You. For + purposes of this definition, "control" means (a) the power, direct + or indirect, to cause the direction or management of such entity, + whether by contract or otherwise, or (b) ownership of more than + fifty percent (50%) of the outstanding shares or beneficial + ownership of such entity. + +2. License Grants and Conditions +-------------------------------- + +2.1. Grants + +Each Contributor hereby grants You a world-wide, royalty-free, +non-exclusive license: + +(a) under intellectual property rights (other than patent or trademark) + Licensable by such Contributor to use, reproduce, make available, + modify, display, perform, distribute, and otherwise exploit its + Contributions, either on an unmodified basis, with Modifications, or + as part of a Larger Work; and + +(b) under Patent Claims of such Contributor to make, use, sell, offer + for sale, have made, import, and otherwise transfer either its + Contributions or its Contributor Version. + +2.2. Effective Date + +The licenses granted in Section 2.1 with respect to any Contribution +become effective for each Contribution on the date the Contributor first +distributes such Contribution. + +2.3. Limitations on Grant Scope + +The licenses granted in this Section 2 are the only rights granted under +this License. No additional rights or licenses will be implied from the +distribution or licensing of Covered Software under this License. +Notwithstanding Section 2.1(b) above, no patent license is granted by a +Contributor: + +(a) for any code that a Contributor has removed from Covered Software; + or + +(b) for infringements caused by: (i) Your and any other third party's + modifications of Covered Software, or (ii) the combination of its + Contributions with other software (except as part of its Contributor + Version); or + +(c) under Patent Claims infringed by Covered Software in the absence of + its Contributions. + +This License does not grant any rights in the trademarks, service marks, +or logos of any Contributor (except as may be necessary to comply with +the notice requirements in Section 3.4). + +2.4. Subsequent Licenses + +No Contributor makes additional grants as a result of Your choice to +distribute the Covered Software under a subsequent version of this +License (see Section 10.2) or under the terms of a Secondary License (if +permitted under the terms of Section 3.3). + +2.5. Representation + +Each Contributor represents that the Contributor believes its +Contributions are its original creation(s) or it has sufficient rights +to grant the rights to its Contributions conveyed by this License. + +2.6. Fair Use + +This License is not intended to limit any rights You have under +applicable copyright doctrines of fair use, fair dealing, or other +equivalents. + +2.7. Conditions + +Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted +in Section 2.1. + +3. Responsibilities +------------------- + +3.1. Distribution of Source Form + +All distribution of Covered Software in Source Code Form, including any +Modifications that You create or to which You contribute, must be under +the terms of this License. You must inform recipients that the Source +Code Form of the Covered Software is governed by the terms of this +License, and how they can obtain a copy of this License. You may not +attempt to alter or restrict the recipients' rights in the Source Code +Form. + +3.2. Distribution of Executable Form + +If You distribute Covered Software in Executable Form then: + +(a) such Covered Software must also be made available in Source Code + Form, as described in Section 3.1, and You must inform recipients of + the Executable Form how they can obtain a copy of such Source Code + Form by reasonable means in a timely manner, at a charge no more + than the cost of distribution to the recipient; and + +(b) You may distribute such Executable Form under the terms of this + License, or sublicense it under different terms, provided that the + license for the Executable Form does not attempt to limit or alter + the recipients' rights in the Source Code Form under this License. + +3.3. Distribution of a Larger Work + +You may create and distribute a Larger Work under terms of Your choice, +provided that You also comply with the requirements of this License for +the Covered Software. If the Larger Work is a combination of Covered +Software with a work governed by one or more Secondary Licenses, and the +Covered Software is not Incompatible With Secondary Licenses, this +License permits You to additionally distribute such Covered Software +under the terms of such Secondary License(s), so that the recipient of +the Larger Work may, at their option, further distribute the Covered +Software under the terms of either this License or such Secondary +License(s). + +3.4. Notices + +You may not remove or alter the substance of any license notices +(including copyright notices, patent notices, disclaimers of warranty, +or limitations of liability) contained within the Source Code Form of +the Covered Software, except that You may alter any license notices to +the extent required to remedy known factual inaccuracies. + +3.5. Application of Additional Terms + +You may choose to offer, and to charge a fee for, warranty, support, +indemnity or liability obligations to one or more recipients of Covered +Software. However, You may do so only on Your own behalf, and not on +behalf of any Contributor. You must make it absolutely clear that any +such warranty, support, indemnity, or liability obligation is offered by +You alone, and You hereby agree to indemnify every Contributor for any +liability incurred by such Contributor as a result of warranty, support, +indemnity or liability terms You offer. You may include additional +disclaimers of warranty and limitations of liability specific to any +jurisdiction. + +4. Inability to Comply Due to Statute or Regulation +--------------------------------------------------- + +If it is impossible for You to comply with any of the terms of this +License with respect to some or all of the Covered Software due to +statute, judicial order, or regulation then You must: (a) comply with +the terms of this License to the maximum extent possible; and (b) +describe the limitations and the code they affect. Such description must +be placed in a text file included with all distributions of the Covered +Software under this License. Except to the extent prohibited by statute +or regulation, such description must be sufficiently detailed for a +recipient of ordinary skill to be able to understand it. + +5. Termination +-------------- + +5.1. The rights granted under this License will terminate automatically +if You fail to comply with any of its terms. However, if You become +compliant, then the rights granted under this License from a particular +Contributor are reinstated (a) provisionally, unless and until such +Contributor explicitly and finally terminates Your grants, and (b) on an +ongoing basis, if such Contributor fails to notify You of the +non-compliance by some reasonable means prior to 60 days after You have +come back into compliance. Moreover, Your grants from a particular +Contributor are reinstated on an ongoing basis if such Contributor +notifies You of the non-compliance by some reasonable means, this is the +first time You have received notice of non-compliance with this License +from such Contributor, and You become compliant prior to 30 days after +Your receipt of the notice. + +5.2. If You initiate litigation against any entity by asserting a patent +infringement claim (excluding declaratory judgment actions, +counter-claims, and cross-claims) alleging that a Contributor Version +directly or indirectly infringes any patent, then the rights granted to +You by any and all Contributors for the Covered Software under Section +2.1 of this License shall terminate. + +5.3. In the event of termination under Sections 5.1 or 5.2 above, all +end user license agreements (excluding distributors and resellers) which +have been validly granted by You or Your distributors under this License +prior to termination shall survive termination. + +************************************************************************ +* * +* 6. Disclaimer of Warranty * +* ------------------------- * +* * +* Covered Software is provided under this License on an "as is" * +* basis, without warranty of any kind, either expressed, implied, or * +* statutory, including, without limitation, warranties that the * +* Covered Software is free of defects, merchantable, fit for a * +* particular purpose or non-infringing. The entire risk as to the * +* quality and performance of the Covered Software is with You. * +* Should any Covered Software prove defective in any respect, You * +* (not any Contributor) assume the cost of any necessary servicing, * +* repair, or correction. This disclaimer of warranty constitutes an * +* essential part of this License. No use of any Covered Software is * +* authorized under this License except under this disclaimer. * +* * +************************************************************************ + +************************************************************************ +* * +* 7. Limitation of Liability * +* -------------------------- * +* * +* Under no circumstances and under no legal theory, whether tort * +* (including negligence), contract, or otherwise, shall any * +* Contributor, or anyone who distributes Covered Software as * +* permitted above, be liable to You for any direct, indirect, * +* special, incidental, or consequential damages of any character * +* including, without limitation, damages for lost profits, loss of * +* goodwill, work stoppage, computer failure or malfunction, or any * +* and all other commercial damages or losses, even if such party * +* shall have been informed of the possibility of such damages. This * +* limitation of liability shall not apply to liability for death or * +* personal injury resulting from such party's negligence to the * +* extent applicable law prohibits such limitation. Some * +* jurisdictions do not allow the exclusion or limitation of * +* incidental or consequential damages, so this exclusion and * +* limitation may not apply to You. * +* * +************************************************************************ + +8. Litigation +------------- + +Any litigation relating to this License may be brought only in the +courts of a jurisdiction where the defendant maintains its principal +place of business and such litigation shall be governed by laws of that +jurisdiction, without reference to its conflict-of-law provisions. +Nothing in this Section shall prevent a party's ability to bring +cross-claims or counter-claims. + +9. Miscellaneous +---------------- + +This License represents the complete agreement concerning the subject +matter hereof. If any provision of this License is held to be +unenforceable, such provision shall be reformed only to the extent +necessary to make it enforceable. Any law or regulation which provides +that the language of a contract shall be construed against the drafter +shall not be used to construe this License against a Contributor. + +10. Versions of the License +--------------------------- + +10.1. New Versions + +Mozilla Foundation is the license steward. Except as provided in Section +10.3, no one other than the license steward has the right to modify or +publish new versions of this License. Each version will be given a +distinguishing version number. + +10.2. Effect of New Versions + +You may distribute the Covered Software under the terms of the version +of the License under which You originally received the Covered Software, +or under the terms of any subsequent version published by the license +steward. + +10.3. Modified Versions + +If you create software not governed by this License, and you want to +create a new license for such software, you may create and use a +modified version of this License if you rename the license and remove +any references to the name of the license steward (except to note that +such modified license differs from this License). + +10.4. Distributing Source Code Form that is Incompatible With Secondary +Licenses + +If You choose to distribute Source Code Form that is Incompatible With +Secondary Licenses under the terms of this version of the License, the +notice described in Exhibit B of this License must be attached. + +Exhibit A - Source Code Form License Notice +------------------------------------------- + + This Source Code Form is subject to the terms of the Mozilla Public + License, v. 2.0. If a copy of the MPL was not distributed with this + file, You can obtain one at http://mozilla.org/MPL/2.0/. + +If it is not possible or desirable to put the notice in a particular +file, then You may include the notice in a location (such as a LICENSE +file in a relevant directory) where a recipient would be likely to look +for such a notice. + +You may add additional accurate notices of copyright ownership. + +Exhibit B - "Incompatible With Secondary Licenses" Notice +--------------------------------------------------------- + + This Source Code Form is "Incompatible With Secondary Licenses", as + defined by the Mozilla Public License, v. 2.0. + +You may obtain a copy of this library's Source Code Form from: https://dart.googlesource.com/root_certificates/+/692f6d6488af68e0121317a9c2c9eb393eb0ee50 + +-------------------------------------------------------------------------------- +skia + +Copyright (C) 2014 Google Inc. All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: + + * Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + * Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in + the documentation and/or other materials provided with the + distribution. + + * Neither the name of the copyright holder nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +skia + +Copyright (c) 2011 Google Inc. All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: + + * Redistributions of source code must retain the above copyright +notice, this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above +copyright notice, this list of conditions and the following disclaimer +in the documentation and/or other materials provided with the +distribution. + * Neither the name of Google Inc. nor the names of its +contributors may be used to endorse or promote products derived from +this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +skia + +Copyright (c) 2014 Google Inc. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: + + * Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + * Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in + the documentation and/or other materials provided with the + distribution. + + * Neither the name of the copyright holder nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +-------------------------------------------------------------------------------- +skia + +Copyright 2005 The Android Open Source Project + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: + + * Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + * Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in + the documentation and/or other materials provided with the + distribution. + + * Neither the name of the copyright holder nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. 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The images may not be used for commercial use of any +kind. + +The project file is released into the public domain. It may be used as the basis +for derivative work. \ No newline at end of file diff --git a/docs/1.9.0/_static/apps/examples/assets/assets/spine/spineboy-pro.json b/docs/1.9.0/_static/apps/examples/assets/assets/spine/spineboy-pro.json new file mode 100644 index 000000000..b4dd8b40f --- /dev/null +++ b/docs/1.9.0/_static/apps/examples/assets/assets/spine/spineboy-pro.json @@ -0,0 +1,8707 @@ +{ +"skeleton": { + "hash": "itfFESDjM1c", + "spine": "4.1.23-beta", + "x": -188.63, + "y": -7.94, + "width": 418.45, + "height": 686.2, + "images": "./images/", + "audio": "" +}, +"bones": [ + { "name": "root", "rotation": 0.05 }, + { "name": "hip", "parent": "root", "y": 247.27 }, + { "name": "crosshair", "parent": "root", "x": 302.83, "y": 569.45, "color": "ff3f00ff" }, + { + "name": "aim-constraint-target", + "parent": "hip", + "length": 26.24, + "rotation": 19.61, + "x": 1.02, + "y": 5.62, + "color": "abe323ff" + }, + { "name": "rear-foot-target", "parent": "root", "x": 61.91, "y": 0.42, 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+a._spine_skeleton_data_get_num_transform_constraints=function(){return(a._spine_skeleton_data_get_num_transform_constraints=a.asm.spine_skeleton_data_get_num_transform_constraints).apply(null,arguments)};a._spine_skeleton_data_get_transform_constraints=function(){return(a._spine_skeleton_data_get_transform_constraints=a.asm.spine_skeleton_data_get_transform_constraints).apply(null,arguments)}; +a._spine_skeleton_data_get_num_path_constraints=function(){return(a._spine_skeleton_data_get_num_path_constraints=a.asm.spine_skeleton_data_get_num_path_constraints).apply(null,arguments)};a._spine_skeleton_data_get_path_constraints=function(){return(a._spine_skeleton_data_get_path_constraints=a.asm.spine_skeleton_data_get_path_constraints).apply(null,arguments)};a._spine_skeleton_data_get_x=function(){return(a._spine_skeleton_data_get_x=a.asm.spine_skeleton_data_get_x).apply(null,arguments)}; +a._spine_skeleton_data_set_x=function(){return(a._spine_skeleton_data_set_x=a.asm.spine_skeleton_data_set_x).apply(null,arguments)};a._spine_skeleton_data_get_y=function(){return(a._spine_skeleton_data_get_y=a.asm.spine_skeleton_data_get_y).apply(null,arguments)};a._spine_skeleton_data_set_y=function(){return(a._spine_skeleton_data_set_y=a.asm.spine_skeleton_data_set_y).apply(null,arguments)}; +a._spine_skeleton_data_get_width=function(){return(a._spine_skeleton_data_get_width=a.asm.spine_skeleton_data_get_width).apply(null,arguments)};a._spine_skeleton_data_set_width=function(){return(a._spine_skeleton_data_set_width=a.asm.spine_skeleton_data_set_width).apply(null,arguments)};a._spine_skeleton_data_get_height=function(){return(a._spine_skeleton_data_get_height=a.asm.spine_skeleton_data_get_height).apply(null,arguments)}; +a._spine_skeleton_data_set_height=function(){return(a._spine_skeleton_data_set_height=a.asm.spine_skeleton_data_set_height).apply(null,arguments)};a._spine_skeleton_data_get_version=function(){return(a._spine_skeleton_data_get_version=a.asm.spine_skeleton_data_get_version).apply(null,arguments)};a._spine_skeleton_data_get_hash=function(){return(a._spine_skeleton_data_get_hash=a.asm.spine_skeleton_data_get_hash).apply(null,arguments)}; +a._spine_skeleton_data_get_images_path=function(){return(a._spine_skeleton_data_get_images_path=a.asm.spine_skeleton_data_get_images_path).apply(null,arguments)};a._spine_skeleton_data_get_audio_path=function(){return(a._spine_skeleton_data_get_audio_path=a.asm.spine_skeleton_data_get_audio_path).apply(null,arguments)};a._spine_skeleton_data_get_fps=function(){return(a._spine_skeleton_data_get_fps=a.asm.spine_skeleton_data_get_fps).apply(null,arguments)}; +a._spine_skeleton_data_dispose=function(){return(a._spine_skeleton_data_dispose=a.asm.spine_skeleton_data_dispose).apply(null,arguments)};a._spine_skeleton_drawable_create=function(){return(a._spine_skeleton_drawable_create=a.asm.spine_skeleton_drawable_create).apply(null,arguments)};a._spine_skeleton_drawable_dispose=function(){return(a._spine_skeleton_drawable_dispose=a.asm.spine_skeleton_drawable_dispose).apply(null,arguments)}; +a._spine_skeleton_drawable_render=function(){return(a._spine_skeleton_drawable_render=a.asm.spine_skeleton_drawable_render).apply(null,arguments)};a._spine_skeleton_drawable_get_skeleton=function(){return(a._spine_skeleton_drawable_get_skeleton=a.asm.spine_skeleton_drawable_get_skeleton).apply(null,arguments)};a._spine_skeleton_drawable_get_animation_state=function(){return(a._spine_skeleton_drawable_get_animation_state=a.asm.spine_skeleton_drawable_get_animation_state).apply(null,arguments)}; +a._spine_skeleton_drawable_get_animation_state_data=function(){return(a._spine_skeleton_drawable_get_animation_state_data=a.asm.spine_skeleton_drawable_get_animation_state_data).apply(null,arguments)};a._spine_skeleton_drawable_get_animation_state_events=function(){return(a._spine_skeleton_drawable_get_animation_state_events=a.asm.spine_skeleton_drawable_get_animation_state_events).apply(null,arguments)}; +a._spine_render_command_get_positions=function(){return(a._spine_render_command_get_positions=a.asm.spine_render_command_get_positions).apply(null,arguments)};a._spine_render_command_get_uvs=function(){return(a._spine_render_command_get_uvs=a.asm.spine_render_command_get_uvs).apply(null,arguments)};a._spine_render_command_get_colors=function(){return(a._spine_render_command_get_colors=a.asm.spine_render_command_get_colors).apply(null,arguments)}; +a._spine_render_command_get_num_vertices=function(){return(a._spine_render_command_get_num_vertices=a.asm.spine_render_command_get_num_vertices).apply(null,arguments)};a._spine_render_command_get_indices=function(){return(a._spine_render_command_get_indices=a.asm.spine_render_command_get_indices).apply(null,arguments)};a._spine_render_command_get_num_indices=function(){return(a._spine_render_command_get_num_indices=a.asm.spine_render_command_get_num_indices).apply(null,arguments)}; +a._spine_render_command_get_atlas_page=function(){return(a._spine_render_command_get_atlas_page=a.asm.spine_render_command_get_atlas_page).apply(null,arguments)};a._spine_render_command_get_blend_mode=function(){return(a._spine_render_command_get_blend_mode=a.asm.spine_render_command_get_blend_mode).apply(null,arguments)};a._spine_render_command_get_next=function(){return(a._spine_render_command_get_next=a.asm.spine_render_command_get_next).apply(null,arguments)}; +a._spine_animation_get_name=function(){return(a._spine_animation_get_name=a.asm.spine_animation_get_name).apply(null,arguments)};a._spine_animation_get_duration=function(){return(a._spine_animation_get_duration=a.asm.spine_animation_get_duration).apply(null,arguments)};a._spine_animation_state_data_get_skeleton_data=function(){return(a._spine_animation_state_data_get_skeleton_data=a.asm.spine_animation_state_data_get_skeleton_data).apply(null,arguments)}; +a._spine_animation_state_data_get_default_mix=function(){return(a._spine_animation_state_data_get_default_mix=a.asm.spine_animation_state_data_get_default_mix).apply(null,arguments)};a._spine_animation_state_data_set_default_mix=function(){return(a._spine_animation_state_data_set_default_mix=a.asm.spine_animation_state_data_set_default_mix).apply(null,arguments)}; +a._spine_animation_state_data_set_mix=function(){return(a._spine_animation_state_data_set_mix=a.asm.spine_animation_state_data_set_mix).apply(null,arguments)};a._spine_animation_state_data_get_mix=function(){return(a._spine_animation_state_data_get_mix=a.asm.spine_animation_state_data_get_mix).apply(null,arguments)};a._spine_animation_state_data_set_mix_by_name=function(){return(a._spine_animation_state_data_set_mix_by_name=a.asm.spine_animation_state_data_set_mix_by_name).apply(null,arguments)}; +a._spine_animation_state_data_get_mix_by_name=function(){return(a._spine_animation_state_data_get_mix_by_name=a.asm.spine_animation_state_data_get_mix_by_name).apply(null,arguments)};a._spine_animation_state_data_clear=function(){return(a._spine_animation_state_data_clear=a.asm.spine_animation_state_data_clear).apply(null,arguments)};a._spine_animation_state_update=function(){return(a._spine_animation_state_update=a.asm.spine_animation_state_update).apply(null,arguments)}; +a._spine_animation_state_dispose_track_entry=function(){return(a._spine_animation_state_dispose_track_entry=a.asm.spine_animation_state_dispose_track_entry).apply(null,arguments)};a._spine_animation_state_apply=function(){return(a._spine_animation_state_apply=a.asm.spine_animation_state_apply).apply(null,arguments)};a._spine_animation_state_clear_tracks=function(){return(a._spine_animation_state_clear_tracks=a.asm.spine_animation_state_clear_tracks).apply(null,arguments)}; +a._spine_animation_state_get_num_tracks=function(){return(a._spine_animation_state_get_num_tracks=a.asm.spine_animation_state_get_num_tracks).apply(null,arguments)};a._spine_animation_state_clear_track=function(){return(a._spine_animation_state_clear_track=a.asm.spine_animation_state_clear_track).apply(null,arguments)};a._spine_animation_state_set_animation_by_name=function(){return(a._spine_animation_state_set_animation_by_name=a.asm.spine_animation_state_set_animation_by_name).apply(null,arguments)}; +a._spine_animation_state_set_animation=function(){return(a._spine_animation_state_set_animation=a.asm.spine_animation_state_set_animation).apply(null,arguments)};a._spine_animation_state_add_animation_by_name=function(){return(a._spine_animation_state_add_animation_by_name=a.asm.spine_animation_state_add_animation_by_name).apply(null,arguments)};a._spine_animation_state_add_animation=function(){return(a._spine_animation_state_add_animation=a.asm.spine_animation_state_add_animation).apply(null,arguments)}; +a._spine_animation_state_set_empty_animation=function(){return(a._spine_animation_state_set_empty_animation=a.asm.spine_animation_state_set_empty_animation).apply(null,arguments)};a._spine_animation_state_add_empty_animation=function(){return(a._spine_animation_state_add_empty_animation=a.asm.spine_animation_state_add_empty_animation).apply(null,arguments)}; +a._spine_animation_state_set_empty_animations=function(){return(a._spine_animation_state_set_empty_animations=a.asm.spine_animation_state_set_empty_animations).apply(null,arguments)};a._spine_animation_state_get_current=function(){return(a._spine_animation_state_get_current=a.asm.spine_animation_state_get_current).apply(null,arguments)};a._spine_animation_state_get_data=function(){return(a._spine_animation_state_get_data=a.asm.spine_animation_state_get_data).apply(null,arguments)}; +a._spine_animation_state_get_time_scale=function(){return(a._spine_animation_state_get_time_scale=a.asm.spine_animation_state_get_time_scale).apply(null,arguments)};a._spine_animation_state_set_time_scale=function(){return(a._spine_animation_state_set_time_scale=a.asm.spine_animation_state_set_time_scale).apply(null,arguments)}; +a._spine_animation_state_events_get_num_events=function(){return(a._spine_animation_state_events_get_num_events=a.asm.spine_animation_state_events_get_num_events).apply(null,arguments)};a._spine_animation_state_events_get_event_type=function(){return(a._spine_animation_state_events_get_event_type=a.asm.spine_animation_state_events_get_event_type).apply(null,arguments)}; +a._spine_animation_state_events_get_track_entry=function(){return(a._spine_animation_state_events_get_track_entry=a.asm.spine_animation_state_events_get_track_entry).apply(null,arguments)};a._spine_animation_state_events_get_event=function(){return(a._spine_animation_state_events_get_event=a.asm.spine_animation_state_events_get_event).apply(null,arguments)}; +a._spine_animation_state_events_reset=function(){return(a._spine_animation_state_events_reset=a.asm.spine_animation_state_events_reset).apply(null,arguments)};a._spine_track_entry_get_track_index=function(){return(a._spine_track_entry_get_track_index=a.asm.spine_track_entry_get_track_index).apply(null,arguments)};a._spine_track_entry_get_animation=function(){return(a._spine_track_entry_get_animation=a.asm.spine_track_entry_get_animation).apply(null,arguments)}; +a._spine_track_entry_get_previous=function(){return(a._spine_track_entry_get_previous=a.asm.spine_track_entry_get_previous).apply(null,arguments)};a._spine_track_entry_get_loop=function(){return(a._spine_track_entry_get_loop=a.asm.spine_track_entry_get_loop).apply(null,arguments)};a._spine_track_entry_set_loop=function(){return(a._spine_track_entry_set_loop=a.asm.spine_track_entry_set_loop).apply(null,arguments)}; +a._spine_track_entry_get_hold_previous=function(){return(a._spine_track_entry_get_hold_previous=a.asm.spine_track_entry_get_hold_previous).apply(null,arguments)};a._spine_track_entry_set_hold_previous=function(){return(a._spine_track_entry_set_hold_previous=a.asm.spine_track_entry_set_hold_previous).apply(null,arguments)};a._spine_track_entry_get_reverse=function(){return(a._spine_track_entry_get_reverse=a.asm.spine_track_entry_get_reverse).apply(null,arguments)}; +a._spine_track_entry_set_reverse=function(){return(a._spine_track_entry_set_reverse=a.asm.spine_track_entry_set_reverse).apply(null,arguments)};a._spine_track_entry_get_shortest_rotation=function(){return(a._spine_track_entry_get_shortest_rotation=a.asm.spine_track_entry_get_shortest_rotation).apply(null,arguments)};a._spine_track_entry_set_shortest_rotation=function(){return(a._spine_track_entry_set_shortest_rotation=a.asm.spine_track_entry_set_shortest_rotation).apply(null,arguments)}; +a._spine_track_entry_get_delay=function(){return(a._spine_track_entry_get_delay=a.asm.spine_track_entry_get_delay).apply(null,arguments)};a._spine_track_entry_set_delay=function(){return(a._spine_track_entry_set_delay=a.asm.spine_track_entry_set_delay).apply(null,arguments)};a._spine_track_entry_get_track_time=function(){return(a._spine_track_entry_get_track_time=a.asm.spine_track_entry_get_track_time).apply(null,arguments)}; +a._spine_track_entry_set_track_time=function(){return(a._spine_track_entry_set_track_time=a.asm.spine_track_entry_set_track_time).apply(null,arguments)};a._spine_track_entry_get_track_end=function(){return(a._spine_track_entry_get_track_end=a.asm.spine_track_entry_get_track_end).apply(null,arguments)};a._spine_track_entry_set_track_end=function(){return(a._spine_track_entry_set_track_end=a.asm.spine_track_entry_set_track_end).apply(null,arguments)}; +a._spine_track_entry_get_animation_start=function(){return(a._spine_track_entry_get_animation_start=a.asm.spine_track_entry_get_animation_start).apply(null,arguments)};a._spine_track_entry_set_animation_start=function(){return(a._spine_track_entry_set_animation_start=a.asm.spine_track_entry_set_animation_start).apply(null,arguments)};a._spine_track_entry_get_animation_end=function(){return(a._spine_track_entry_get_animation_end=a.asm.spine_track_entry_get_animation_end).apply(null,arguments)}; +a._spine_track_entry_set_animation_end=function(){return(a._spine_track_entry_set_animation_end=a.asm.spine_track_entry_set_animation_end).apply(null,arguments)};a._spine_track_entry_get_animation_last=function(){return(a._spine_track_entry_get_animation_last=a.asm.spine_track_entry_get_animation_last).apply(null,arguments)};a._spine_track_entry_set_animation_last=function(){return(a._spine_track_entry_set_animation_last=a.asm.spine_track_entry_set_animation_last).apply(null,arguments)}; +a._spine_track_entry_get_animation_time=function(){return(a._spine_track_entry_get_animation_time=a.asm.spine_track_entry_get_animation_time).apply(null,arguments)};a._spine_track_entry_get_time_scale=function(){return(a._spine_track_entry_get_time_scale=a.asm.spine_track_entry_get_time_scale).apply(null,arguments)};a._spine_track_entry_set_time_scale=function(){return(a._spine_track_entry_set_time_scale=a.asm.spine_track_entry_set_time_scale).apply(null,arguments)}; +a._spine_track_entry_get_alpha=function(){return(a._spine_track_entry_get_alpha=a.asm.spine_track_entry_get_alpha).apply(null,arguments)};a._spine_track_entry_set_alpha=function(){return(a._spine_track_entry_set_alpha=a.asm.spine_track_entry_set_alpha).apply(null,arguments)};a._spine_track_entry_get_event_threshold=function(){return(a._spine_track_entry_get_event_threshold=a.asm.spine_track_entry_get_event_threshold).apply(null,arguments)}; +a._spine_track_entry_set_event_threshold=function(){return(a._spine_track_entry_set_event_threshold=a.asm.spine_track_entry_set_event_threshold).apply(null,arguments)};a._spine_track_entry_get_attachment_threshold=function(){return(a._spine_track_entry_get_attachment_threshold=a.asm.spine_track_entry_get_attachment_threshold).apply(null,arguments)}; +a._spine_track_entry_set_attachment_threshold=function(){return(a._spine_track_entry_set_attachment_threshold=a.asm.spine_track_entry_set_attachment_threshold).apply(null,arguments)};a._spine_track_entry_get_draw_order_threshold=function(){return(a._spine_track_entry_get_draw_order_threshold=a.asm.spine_track_entry_get_draw_order_threshold).apply(null,arguments)}; +a._spine_track_entry_set_draw_order_threshold=function(){return(a._spine_track_entry_set_draw_order_threshold=a.asm.spine_track_entry_set_draw_order_threshold).apply(null,arguments)};a._spine_track_entry_get_next=function(){return(a._spine_track_entry_get_next=a.asm.spine_track_entry_get_next).apply(null,arguments)};a._spine_track_entry_is_complete=function(){return(a._spine_track_entry_is_complete=a.asm.spine_track_entry_is_complete).apply(null,arguments)}; +a._spine_track_entry_get_mix_time=function(){return(a._spine_track_entry_get_mix_time=a.asm.spine_track_entry_get_mix_time).apply(null,arguments)};a._spine_track_entry_set_mix_time=function(){return(a._spine_track_entry_set_mix_time=a.asm.spine_track_entry_set_mix_time).apply(null,arguments)};a._spine_track_entry_get_mix_duration=function(){return(a._spine_track_entry_get_mix_duration=a.asm.spine_track_entry_get_mix_duration).apply(null,arguments)}; +a._spine_track_entry_set_mix_duration=function(){return(a._spine_track_entry_set_mix_duration=a.asm.spine_track_entry_set_mix_duration).apply(null,arguments)};a._spine_track_entry_get_mix_blend=function(){return(a._spine_track_entry_get_mix_blend=a.asm.spine_track_entry_get_mix_blend).apply(null,arguments)};a._spine_track_entry_set_mix_blend=function(){return(a._spine_track_entry_set_mix_blend=a.asm.spine_track_entry_set_mix_blend).apply(null,arguments)}; +a._spine_track_entry_get_mixing_from=function(){return(a._spine_track_entry_get_mixing_from=a.asm.spine_track_entry_get_mixing_from).apply(null,arguments)};a._spine_track_entry_get_mixing_to=function(){return(a._spine_track_entry_get_mixing_to=a.asm.spine_track_entry_get_mixing_to).apply(null,arguments)};a._spine_track_entry_reset_rotation_directions=function(){return(a._spine_track_entry_reset_rotation_directions=a.asm.spine_track_entry_reset_rotation_directions).apply(null,arguments)}; +a._spine_track_entry_get_track_complete=function(){return(a._spine_track_entry_get_track_complete=a.asm.spine_track_entry_get_track_complete).apply(null,arguments)};a._spine_skeleton_update_cache=function(){return(a._spine_skeleton_update_cache=a.asm.spine_skeleton_update_cache).apply(null,arguments)};a._spine_skeleton_update_world_transform=function(){return(a._spine_skeleton_update_world_transform=a.asm.spine_skeleton_update_world_transform).apply(null,arguments)}; +a._spine_skeleton_update_world_transform_bone=function(){return(a._spine_skeleton_update_world_transform_bone=a.asm.spine_skeleton_update_world_transform_bone).apply(null,arguments)};a._spine_skeleton_set_to_setup_pose=function(){return(a._spine_skeleton_set_to_setup_pose=a.asm.spine_skeleton_set_to_setup_pose).apply(null,arguments)};a._spine_skeleton_set_bones_to_setup_pose=function(){return(a._spine_skeleton_set_bones_to_setup_pose=a.asm.spine_skeleton_set_bones_to_setup_pose).apply(null,arguments)}; +a._spine_skeleton_set_slots_to_setup_pose=function(){return(a._spine_skeleton_set_slots_to_setup_pose=a.asm.spine_skeleton_set_slots_to_setup_pose).apply(null,arguments)};a._spine_skeleton_find_bone=function(){return(a._spine_skeleton_find_bone=a.asm.spine_skeleton_find_bone).apply(null,arguments)};a._spine_skeleton_find_slot=function(){return(a._spine_skeleton_find_slot=a.asm.spine_skeleton_find_slot).apply(null,arguments)}; +a._spine_skeleton_set_skin_by_name=function(){return(a._spine_skeleton_set_skin_by_name=a.asm.spine_skeleton_set_skin_by_name).apply(null,arguments)};a._spine_skeleton_set_skin=function(){return(a._spine_skeleton_set_skin=a.asm.spine_skeleton_set_skin).apply(null,arguments)};a._spine_skeleton_get_attachment_by_name=function(){return(a._spine_skeleton_get_attachment_by_name=a.asm.spine_skeleton_get_attachment_by_name).apply(null,arguments)}; +a._spine_skeleton_get_attachment=function(){return(a._spine_skeleton_get_attachment=a.asm.spine_skeleton_get_attachment).apply(null,arguments)};a._spine_skeleton_set_attachment=function(){return(a._spine_skeleton_set_attachment=a.asm.spine_skeleton_set_attachment).apply(null,arguments)};a._spine_skeleton_find_ik_constraint=function(){return(a._spine_skeleton_find_ik_constraint=a.asm.spine_skeleton_find_ik_constraint).apply(null,arguments)}; +a._spine_skeleton_find_transform_constraint=function(){return(a._spine_skeleton_find_transform_constraint=a.asm.spine_skeleton_find_transform_constraint).apply(null,arguments)};a._spine_skeleton_find_path_constraint=function(){return(a._spine_skeleton_find_path_constraint=a.asm.spine_skeleton_find_path_constraint).apply(null,arguments)};a._spine_skeleton_get_bounds=function(){return(a._spine_skeleton_get_bounds=a.asm.spine_skeleton_get_bounds).apply(null,arguments)}; +a._malloc=function(){return(a._malloc=a.asm.malloc).apply(null,arguments)};a._spine_skeleton_get_root_bone=function(){return(a._spine_skeleton_get_root_bone=a.asm.spine_skeleton_get_root_bone).apply(null,arguments)};a._spine_skeleton_get_data=function(){return(a._spine_skeleton_get_data=a.asm.spine_skeleton_get_data).apply(null,arguments)};a._spine_skeleton_get_num_bones=function(){return(a._spine_skeleton_get_num_bones=a.asm.spine_skeleton_get_num_bones).apply(null,arguments)}; +a._spine_skeleton_get_bones=function(){return(a._spine_skeleton_get_bones=a.asm.spine_skeleton_get_bones).apply(null,arguments)};a._spine_skeleton_get_num_slots=function(){return(a._spine_skeleton_get_num_slots=a.asm.spine_skeleton_get_num_slots).apply(null,arguments)};a._spine_skeleton_get_slots=function(){return(a._spine_skeleton_get_slots=a.asm.spine_skeleton_get_slots).apply(null,arguments)}; +a._spine_skeleton_get_num_draw_order=function(){return(a._spine_skeleton_get_num_draw_order=a.asm.spine_skeleton_get_num_draw_order).apply(null,arguments)};a._spine_skeleton_get_draw_order=function(){return(a._spine_skeleton_get_draw_order=a.asm.spine_skeleton_get_draw_order).apply(null,arguments)};a._spine_skeleton_get_num_ik_constraints=function(){return(a._spine_skeleton_get_num_ik_constraints=a.asm.spine_skeleton_get_num_ik_constraints).apply(null,arguments)}; +a._spine_skeleton_get_ik_constraints=function(){return(a._spine_skeleton_get_ik_constraints=a.asm.spine_skeleton_get_ik_constraints).apply(null,arguments)};a._spine_skeleton_get_num_transform_constraints=function(){return(a._spine_skeleton_get_num_transform_constraints=a.asm.spine_skeleton_get_num_transform_constraints).apply(null,arguments)}; +a._spine_skeleton_get_transform_constraints=function(){return(a._spine_skeleton_get_transform_constraints=a.asm.spine_skeleton_get_transform_constraints).apply(null,arguments)};a._spine_skeleton_get_num_path_constraints=function(){return(a._spine_skeleton_get_num_path_constraints=a.asm.spine_skeleton_get_num_path_constraints).apply(null,arguments)}; +a._spine_skeleton_get_path_constraints=function(){return(a._spine_skeleton_get_path_constraints=a.asm.spine_skeleton_get_path_constraints).apply(null,arguments)};a._spine_skeleton_get_skin=function(){return(a._spine_skeleton_get_skin=a.asm.spine_skeleton_get_skin).apply(null,arguments)};a._spine_skeleton_get_color=function(){return(a._spine_skeleton_get_color=a.asm.spine_skeleton_get_color).apply(null,arguments)}; +a._spine_skeleton_set_color=function(){return(a._spine_skeleton_set_color=a.asm.spine_skeleton_set_color).apply(null,arguments)};a._spine_skeleton_set_position=function(){return(a._spine_skeleton_set_position=a.asm.spine_skeleton_set_position).apply(null,arguments)};a._spine_skeleton_get_x=function(){return(a._spine_skeleton_get_x=a.asm.spine_skeleton_get_x).apply(null,arguments)};a._spine_skeleton_set_x=function(){return(a._spine_skeleton_set_x=a.asm.spine_skeleton_set_x).apply(null,arguments)}; +a._spine_skeleton_get_y=function(){return(a._spine_skeleton_get_y=a.asm.spine_skeleton_get_y).apply(null,arguments)};a._spine_skeleton_set_y=function(){return(a._spine_skeleton_set_y=a.asm.spine_skeleton_set_y).apply(null,arguments)};a._spine_skeleton_get_scale_x=function(){return(a._spine_skeleton_get_scale_x=a.asm.spine_skeleton_get_scale_x).apply(null,arguments)};a._spine_skeleton_set_scale_x=function(){return(a._spine_skeleton_set_scale_x=a.asm.spine_skeleton_set_scale_x).apply(null,arguments)}; +a._spine_skeleton_get_scale_y=function(){return(a._spine_skeleton_get_scale_y=a.asm.spine_skeleton_get_scale_y).apply(null,arguments)};a._spine_skeleton_set_scale_y=function(){return(a._spine_skeleton_set_scale_y=a.asm.spine_skeleton_set_scale_y).apply(null,arguments)};a._spine_event_data_get_name=function(){return(a._spine_event_data_get_name=a.asm.spine_event_data_get_name).apply(null,arguments)}; +a._spine_event_data_get_int_value=function(){return(a._spine_event_data_get_int_value=a.asm.spine_event_data_get_int_value).apply(null,arguments)};a._spine_event_data_set_int_value=function(){return(a._spine_event_data_set_int_value=a.asm.spine_event_data_set_int_value).apply(null,arguments)};a._spine_event_data_get_float_value=function(){return(a._spine_event_data_get_float_value=a.asm.spine_event_data_get_float_value).apply(null,arguments)}; +a._spine_event_data_set_float_value=function(){return(a._spine_event_data_set_float_value=a.asm.spine_event_data_set_float_value).apply(null,arguments)};a._spine_event_data_get_string_value=function(){return(a._spine_event_data_get_string_value=a.asm.spine_event_data_get_string_value).apply(null,arguments)};a._spine_event_data_set_string_value=function(){return(a._spine_event_data_set_string_value=a.asm.spine_event_data_set_string_value).apply(null,arguments)}; +a._spine_event_data_get_audio_path=function(){return(a._spine_event_data_get_audio_path=a.asm.spine_event_data_get_audio_path).apply(null,arguments)};a._spine_event_data_get_volume=function(){return(a._spine_event_data_get_volume=a.asm.spine_event_data_get_volume).apply(null,arguments)};a._spine_event_data_set_volume=function(){return(a._spine_event_data_set_volume=a.asm.spine_event_data_set_volume).apply(null,arguments)}; +a._spine_event_data_get_balance=function(){return(a._spine_event_data_get_balance=a.asm.spine_event_data_get_balance).apply(null,arguments)};a._spine_event_data_set_balance=function(){return(a._spine_event_data_set_balance=a.asm.spine_event_data_set_balance).apply(null,arguments)};a._spine_event_get_data=function(){return(a._spine_event_get_data=a.asm.spine_event_get_data).apply(null,arguments)}; +a._spine_event_get_time=function(){return(a._spine_event_get_time=a.asm.spine_event_get_time).apply(null,arguments)};a._spine_event_get_int_value=function(){return(a._spine_event_get_int_value=a.asm.spine_event_get_int_value).apply(null,arguments)};a._spine_event_set_int_value=function(){return(a._spine_event_set_int_value=a.asm.spine_event_set_int_value).apply(null,arguments)}; +a._spine_event_get_float_value=function(){return(a._spine_event_get_float_value=a.asm.spine_event_get_float_value).apply(null,arguments)};a._spine_event_set_float_value=function(){return(a._spine_event_set_float_value=a.asm.spine_event_set_float_value).apply(null,arguments)};a._spine_event_get_string_value=function(){return(a._spine_event_get_string_value=a.asm.spine_event_get_string_value).apply(null,arguments)}; +a._spine_event_set_string_value=function(){return(a._spine_event_set_string_value=a.asm.spine_event_set_string_value).apply(null,arguments)};a._spine_event_get_volume=function(){return(a._spine_event_get_volume=a.asm.spine_event_get_volume).apply(null,arguments)};a._spine_event_set_volume=function(){return(a._spine_event_set_volume=a.asm.spine_event_set_volume).apply(null,arguments)}; +a._spine_event_get_balance=function(){return(a._spine_event_get_balance=a.asm.spine_event_get_balance).apply(null,arguments)};a._spine_event_set_balance=function(){return(a._spine_event_set_balance=a.asm.spine_event_set_balance).apply(null,arguments)};a._spine_slot_data_get_index=function(){return(a._spine_slot_data_get_index=a.asm.spine_slot_data_get_index).apply(null,arguments)}; +a._spine_slot_data_get_name=function(){return(a._spine_slot_data_get_name=a.asm.spine_slot_data_get_name).apply(null,arguments)};a._spine_slot_data_get_bone_data=function(){return(a._spine_slot_data_get_bone_data=a.asm.spine_slot_data_get_bone_data).apply(null,arguments)};a._spine_slot_data_get_color=function(){return(a._spine_slot_data_get_color=a.asm.spine_slot_data_get_color).apply(null,arguments)}; +a._spine_slot_data_set_color=function(){return(a._spine_slot_data_set_color=a.asm.spine_slot_data_set_color).apply(null,arguments)};a._spine_slot_data_get_dark_color=function(){return(a._spine_slot_data_get_dark_color=a.asm.spine_slot_data_get_dark_color).apply(null,arguments)};a._spine_slot_data_set_dark_color=function(){return(a._spine_slot_data_set_dark_color=a.asm.spine_slot_data_set_dark_color).apply(null,arguments)}; +a._spine_slot_data_has_dark_color=function(){return(a._spine_slot_data_has_dark_color=a.asm.spine_slot_data_has_dark_color).apply(null,arguments)};a._spine_slot_data_set_has_dark_color=function(){return(a._spine_slot_data_set_has_dark_color=a.asm.spine_slot_data_set_has_dark_color).apply(null,arguments)};a._spine_slot_data_get_attachment_name=function(){return(a._spine_slot_data_get_attachment_name=a.asm.spine_slot_data_get_attachment_name).apply(null,arguments)}; +a._spine_slot_data_set_attachment_name=function(){return(a._spine_slot_data_set_attachment_name=a.asm.spine_slot_data_set_attachment_name).apply(null,arguments)};a._spine_slot_data_get_blend_mode=function(){return(a._spine_slot_data_get_blend_mode=a.asm.spine_slot_data_get_blend_mode).apply(null,arguments)};a._spine_slot_set_to_setup_pose=function(){return(a._spine_slot_set_to_setup_pose=a.asm.spine_slot_set_to_setup_pose).apply(null,arguments)}; +a._spine_slot_get_data=function(){return(a._spine_slot_get_data=a.asm.spine_slot_get_data).apply(null,arguments)};a._spine_slot_get_bone=function(){return(a._spine_slot_get_bone=a.asm.spine_slot_get_bone).apply(null,arguments)};a._spine_slot_get_skeleton=function(){return(a._spine_slot_get_skeleton=a.asm.spine_slot_get_skeleton).apply(null,arguments)};a._spine_slot_get_color=function(){return(a._spine_slot_get_color=a.asm.spine_slot_get_color).apply(null,arguments)}; +a._spine_slot_set_color=function(){return(a._spine_slot_set_color=a.asm.spine_slot_set_color).apply(null,arguments)};a._spine_slot_get_dark_color=function(){return(a._spine_slot_get_dark_color=a.asm.spine_slot_get_dark_color).apply(null,arguments)};a._spine_slot_set_dark_color=function(){return(a._spine_slot_set_dark_color=a.asm.spine_slot_set_dark_color).apply(null,arguments)}; +a._spine_slot_has_dark_color=function(){return(a._spine_slot_has_dark_color=a.asm.spine_slot_has_dark_color).apply(null,arguments)};a._spine_slot_get_attachment=function(){return(a._spine_slot_get_attachment=a.asm.spine_slot_get_attachment).apply(null,arguments)};a._spine_slot_set_attachment=function(){return(a._spine_slot_set_attachment=a.asm.spine_slot_set_attachment).apply(null,arguments)}; +a._spine_slot_get_sequence_index=function(){return(a._spine_slot_get_sequence_index=a.asm.spine_slot_get_sequence_index).apply(null,arguments)};a._spine_slot_set_sequence_index=function(){return(a._spine_slot_set_sequence_index=a.asm.spine_slot_set_sequence_index).apply(null,arguments)};a._spine_bone_data_get_index=function(){return(a._spine_bone_data_get_index=a.asm.spine_bone_data_get_index).apply(null,arguments)}; +a._spine_bone_data_get_name=function(){return(a._spine_bone_data_get_name=a.asm.spine_bone_data_get_name).apply(null,arguments)};a._spine_bone_data_get_parent=function(){return(a._spine_bone_data_get_parent=a.asm.spine_bone_data_get_parent).apply(null,arguments)};a._spine_bone_data_get_length=function(){return(a._spine_bone_data_get_length=a.asm.spine_bone_data_get_length).apply(null,arguments)}; +a._spine_bone_data_set_length=function(){return(a._spine_bone_data_set_length=a.asm.spine_bone_data_set_length).apply(null,arguments)};a._spine_bone_data_get_x=function(){return(a._spine_bone_data_get_x=a.asm.spine_bone_data_get_x).apply(null,arguments)};a._spine_bone_data_set_x=function(){return(a._spine_bone_data_set_x=a.asm.spine_bone_data_set_x).apply(null,arguments)};a._spine_bone_data_get_y=function(){return(a._spine_bone_data_get_y=a.asm.spine_bone_data_get_y).apply(null,arguments)}; +a._spine_bone_data_set_y=function(){return(a._spine_bone_data_set_y=a.asm.spine_bone_data_set_y).apply(null,arguments)};a._spine_bone_data_get_rotation=function(){return(a._spine_bone_data_get_rotation=a.asm.spine_bone_data_get_rotation).apply(null,arguments)};a._spine_bone_data_set_rotation=function(){return(a._spine_bone_data_set_rotation=a.asm.spine_bone_data_set_rotation).apply(null,arguments)}; +a._spine_bone_data_get_scale_x=function(){return(a._spine_bone_data_get_scale_x=a.asm.spine_bone_data_get_scale_x).apply(null,arguments)};a._spine_bone_data_set_scale_x=function(){return(a._spine_bone_data_set_scale_x=a.asm.spine_bone_data_set_scale_x).apply(null,arguments)};a._spine_bone_data_get_scale_y=function(){return(a._spine_bone_data_get_scale_y=a.asm.spine_bone_data_get_scale_y).apply(null,arguments)}; +a._spine_bone_data_set_scale_y=function(){return(a._spine_bone_data_set_scale_y=a.asm.spine_bone_data_set_scale_y).apply(null,arguments)};a._spine_bone_data_get_shear_x=function(){return(a._spine_bone_data_get_shear_x=a.asm.spine_bone_data_get_shear_x).apply(null,arguments)};a._spine_bone_data_set_shear_x=function(){return(a._spine_bone_data_set_shear_x=a.asm.spine_bone_data_set_shear_x).apply(null,arguments)}; +a._spine_bone_data_get_shear_y=function(){return(a._spine_bone_data_get_shear_y=a.asm.spine_bone_data_get_shear_y).apply(null,arguments)};a._spine_bone_data_set_shear_y=function(){return(a._spine_bone_data_set_shear_y=a.asm.spine_bone_data_set_shear_y).apply(null,arguments)};a._spine_bone_data_get_transform_mode=function(){return(a._spine_bone_data_get_transform_mode=a.asm.spine_bone_data_get_transform_mode).apply(null,arguments)}; +a._spine_bone_data_set_transform_mode=function(){return(a._spine_bone_data_set_transform_mode=a.asm.spine_bone_data_set_transform_mode).apply(null,arguments)};a._spine_bone_data_is_skin_required=function(){return(a._spine_bone_data_is_skin_required=a.asm.spine_bone_data_is_skin_required).apply(null,arguments)};a._spine_bone_data_set_is_skin_required=function(){return(a._spine_bone_data_set_is_skin_required=a.asm.spine_bone_data_set_is_skin_required).apply(null,arguments)}; +a._spine_bone_data_get_color=function(){return(a._spine_bone_data_get_color=a.asm.spine_bone_data_get_color).apply(null,arguments)};a._spine_bone_data_set_color=function(){return(a._spine_bone_data_set_color=a.asm.spine_bone_data_set_color).apply(null,arguments)};a._spine_bone_set_is_y_down=function(){return(a._spine_bone_set_is_y_down=a.asm.spine_bone_set_is_y_down).apply(null,arguments)}; +a._spine_bone_get_is_y_down=function(){return(a._spine_bone_get_is_y_down=a.asm.spine_bone_get_is_y_down).apply(null,arguments)};a._spine_bone_update=function(){return(a._spine_bone_update=a.asm.spine_bone_update).apply(null,arguments)};a._spine_bone_update_world_transform=function(){return(a._spine_bone_update_world_transform=a.asm.spine_bone_update_world_transform).apply(null,arguments)}; +a._spine_bone_update_world_transform_with=function(){return(a._spine_bone_update_world_transform_with=a.asm.spine_bone_update_world_transform_with).apply(null,arguments)};a._spine_bone_update_applied_transform=function(){return(a._spine_bone_update_applied_transform=a.asm.spine_bone_update_applied_transform).apply(null,arguments)};a._spine_bone_set_to_setup_pose=function(){return(a._spine_bone_set_to_setup_pose=a.asm.spine_bone_set_to_setup_pose).apply(null,arguments)}; +a._spine_bone_world_to_local=function(){return(a._spine_bone_world_to_local=a.asm.spine_bone_world_to_local).apply(null,arguments)};a._spine_bone_local_to_world=function(){return(a._spine_bone_local_to_world=a.asm.spine_bone_local_to_world).apply(null,arguments)};a._spine_bone_world_to_local_rotation=function(){return(a._spine_bone_world_to_local_rotation=a.asm.spine_bone_world_to_local_rotation).apply(null,arguments)}; +a._spine_bone_local_to_world_rotation=function(){return(a._spine_bone_local_to_world_rotation=a.asm.spine_bone_local_to_world_rotation).apply(null,arguments)};a._spine_bone_rotate_world=function(){return(a._spine_bone_rotate_world=a.asm.spine_bone_rotate_world).apply(null,arguments)};a._spine_bone_get_world_to_local_rotation_x=function(){return(a._spine_bone_get_world_to_local_rotation_x=a.asm.spine_bone_get_world_to_local_rotation_x).apply(null,arguments)}; +a._spine_bone_get_world_to_local_rotation_y=function(){return(a._spine_bone_get_world_to_local_rotation_y=a.asm.spine_bone_get_world_to_local_rotation_y).apply(null,arguments)};a._spine_bone_get_data=function(){return(a._spine_bone_get_data=a.asm.spine_bone_get_data).apply(null,arguments)};a._spine_bone_get_skeleton=function(){return(a._spine_bone_get_skeleton=a.asm.spine_bone_get_skeleton).apply(null,arguments)}; +a._spine_bone_get_parent=function(){return(a._spine_bone_get_parent=a.asm.spine_bone_get_parent).apply(null,arguments)};a._spine_bone_get_num_children=function(){return(a._spine_bone_get_num_children=a.asm.spine_bone_get_num_children).apply(null,arguments)};a._spine_bone_get_children=function(){return(a._spine_bone_get_children=a.asm.spine_bone_get_children).apply(null,arguments)};a._spine_bone_get_x=function(){return(a._spine_bone_get_x=a.asm.spine_bone_get_x).apply(null,arguments)}; +a._spine_bone_set_x=function(){return(a._spine_bone_set_x=a.asm.spine_bone_set_x).apply(null,arguments)};a._spine_bone_get_y=function(){return(a._spine_bone_get_y=a.asm.spine_bone_get_y).apply(null,arguments)};a._spine_bone_set_y=function(){return(a._spine_bone_set_y=a.asm.spine_bone_set_y).apply(null,arguments)};a._spine_bone_get_rotation=function(){return(a._spine_bone_get_rotation=a.asm.spine_bone_get_rotation).apply(null,arguments)}; +a._spine_bone_set_rotation=function(){return(a._spine_bone_set_rotation=a.asm.spine_bone_set_rotation).apply(null,arguments)};a._spine_bone_get_scale_x=function(){return(a._spine_bone_get_scale_x=a.asm.spine_bone_get_scale_x).apply(null,arguments)};a._spine_bone_set_scale_x=function(){return(a._spine_bone_set_scale_x=a.asm.spine_bone_set_scale_x).apply(null,arguments)};a._spine_bone_get_scale_y=function(){return(a._spine_bone_get_scale_y=a.asm.spine_bone_get_scale_y).apply(null,arguments)}; +a._spine_bone_set_scale_y=function(){return(a._spine_bone_set_scale_y=a.asm.spine_bone_set_scale_y).apply(null,arguments)};a._spine_bone_get_shear_x=function(){return(a._spine_bone_get_shear_x=a.asm.spine_bone_get_shear_x).apply(null,arguments)};a._spine_bone_set_shear_x=function(){return(a._spine_bone_set_shear_x=a.asm.spine_bone_set_shear_x).apply(null,arguments)};a._spine_bone_get_shear_y=function(){return(a._spine_bone_get_shear_y=a.asm.spine_bone_get_shear_y).apply(null,arguments)}; +a._spine_bone_set_shear_y=function(){return(a._spine_bone_set_shear_y=a.asm.spine_bone_set_shear_y).apply(null,arguments)};a._spine_bone_get_applied_rotation=function(){return(a._spine_bone_get_applied_rotation=a.asm.spine_bone_get_applied_rotation).apply(null,arguments)};a._spine_bone_set_applied_rotation=function(){return(a._spine_bone_set_applied_rotation=a.asm.spine_bone_set_applied_rotation).apply(null,arguments)}; +a._spine_bone_get_a_x=function(){return(a._spine_bone_get_a_x=a.asm.spine_bone_get_a_x).apply(null,arguments)};a._spine_bone_set_a_x=function(){return(a._spine_bone_set_a_x=a.asm.spine_bone_set_a_x).apply(null,arguments)};a._spine_bone_get_a_y=function(){return(a._spine_bone_get_a_y=a.asm.spine_bone_get_a_y).apply(null,arguments)};a._spine_bone_set_a_y=function(){return(a._spine_bone_set_a_y=a.asm.spine_bone_set_a_y).apply(null,arguments)}; +a._spine_bone_get_a_scale_x=function(){return(a._spine_bone_get_a_scale_x=a.asm.spine_bone_get_a_scale_x).apply(null,arguments)};a._spine_bone_set_a_scale_x=function(){return(a._spine_bone_set_a_scale_x=a.asm.spine_bone_set_a_scale_x).apply(null,arguments)};a._spine_bone_get_a_scale_y=function(){return(a._spine_bone_get_a_scale_y=a.asm.spine_bone_get_a_scale_y).apply(null,arguments)}; +a._spine_bone_set_a_scale_y=function(){return(a._spine_bone_set_a_scale_y=a.asm.spine_bone_set_a_scale_y).apply(null,arguments)};a._spine_bone_get_a_shear_x=function(){return(a._spine_bone_get_a_shear_x=a.asm.spine_bone_get_a_shear_x).apply(null,arguments)};a._spine_bone_set_a_shear_x=function(){return(a._spine_bone_set_a_shear_x=a.asm.spine_bone_set_a_shear_x).apply(null,arguments)}; +a._spine_bone_get_a_shear_y=function(){return(a._spine_bone_get_a_shear_y=a.asm.spine_bone_get_a_shear_y).apply(null,arguments)};a._spine_bone_get_a=function(){return(a._spine_bone_get_a=a.asm.spine_bone_get_a).apply(null,arguments)};a._spine_bone_set_a=function(){return(a._spine_bone_set_a=a.asm.spine_bone_set_a).apply(null,arguments)};a._spine_bone_get_b=function(){return(a._spine_bone_get_b=a.asm.spine_bone_get_b).apply(null,arguments)}; +a._spine_bone_set_b=function(){return(a._spine_bone_set_b=a.asm.spine_bone_set_b).apply(null,arguments)};a._spine_bone_get_c=function(){return(a._spine_bone_get_c=a.asm.spine_bone_get_c).apply(null,arguments)};a._spine_bone_set_c=function(){return(a._spine_bone_set_c=a.asm.spine_bone_set_c).apply(null,arguments)};a._spine_bone_get_d=function(){return(a._spine_bone_get_d=a.asm.spine_bone_get_d).apply(null,arguments)}; +a._spine_bone_set_d=function(){return(a._spine_bone_set_d=a.asm.spine_bone_set_d).apply(null,arguments)};a._spine_bone_get_world_x=function(){return(a._spine_bone_get_world_x=a.asm.spine_bone_get_world_x).apply(null,arguments)};a._spine_bone_set_world_x=function(){return(a._spine_bone_set_world_x=a.asm.spine_bone_set_world_x).apply(null,arguments)};a._spine_bone_get_world_y=function(){return(a._spine_bone_get_world_y=a.asm.spine_bone_get_world_y).apply(null,arguments)}; +a._spine_bone_set_world_y=function(){return(a._spine_bone_set_world_y=a.asm.spine_bone_set_world_y).apply(null,arguments)};a._spine_bone_get_world_rotation_x=function(){return(a._spine_bone_get_world_rotation_x=a.asm.spine_bone_get_world_rotation_x).apply(null,arguments)};a._spine_bone_get_world_rotation_y=function(){return(a._spine_bone_get_world_rotation_y=a.asm.spine_bone_get_world_rotation_y).apply(null,arguments)}; +a._spine_bone_get_world_scale_x=function(){return(a._spine_bone_get_world_scale_x=a.asm.spine_bone_get_world_scale_x).apply(null,arguments)};a._spine_bone_get_world_scale_y=function(){return(a._spine_bone_get_world_scale_y=a.asm.spine_bone_get_world_scale_y).apply(null,arguments)};a._spine_bone_get_is_active=function(){return(a._spine_bone_get_is_active=a.asm.spine_bone_get_is_active).apply(null,arguments)}; +a._spine_bone_set_is_active=function(){return(a._spine_bone_set_is_active=a.asm.spine_bone_set_is_active).apply(null,arguments)};a._spine_attachment_get_name=function(){return(a._spine_attachment_get_name=a.asm.spine_attachment_get_name).apply(null,arguments)};a._spine_attachment_get_type=function(){return(a._spine_attachment_get_type=a.asm.spine_attachment_get_type).apply(null,arguments)}; +a._spine_attachment_copy=function(){return(a._spine_attachment_copy=a.asm.spine_attachment_copy).apply(null,arguments)};a._spine_attachment_dispose=function(){return(a._spine_attachment_dispose=a.asm.spine_attachment_dispose).apply(null,arguments)};a._spine_point_attachment_compute_world_position=function(){return(a._spine_point_attachment_compute_world_position=a.asm.spine_point_attachment_compute_world_position).apply(null,arguments)}; +a._spine_point_attachment_compute_world_rotation=function(){return(a._spine_point_attachment_compute_world_rotation=a.asm.spine_point_attachment_compute_world_rotation).apply(null,arguments)};a._spine_point_attachment_get_x=function(){return(a._spine_point_attachment_get_x=a.asm.spine_point_attachment_get_x).apply(null,arguments)};a._spine_point_attachment_set_x=function(){return(a._spine_point_attachment_set_x=a.asm.spine_point_attachment_set_x).apply(null,arguments)}; +a._spine_point_attachment_get_y=function(){return(a._spine_point_attachment_get_y=a.asm.spine_point_attachment_get_y).apply(null,arguments)};a._spine_point_attachment_set_y=function(){return(a._spine_point_attachment_set_y=a.asm.spine_point_attachment_set_y).apply(null,arguments)};a._spine_point_attachment_get_rotation=function(){return(a._spine_point_attachment_get_rotation=a.asm.spine_point_attachment_get_rotation).apply(null,arguments)}; +a._spine_point_attachment_set_rotation=function(){return(a._spine_point_attachment_set_rotation=a.asm.spine_point_attachment_set_rotation).apply(null,arguments)};a._spine_point_attachment_get_color=function(){return(a._spine_point_attachment_get_color=a.asm.spine_point_attachment_get_color).apply(null,arguments)};a._spine_point_attachment_set_color=function(){return(a._spine_point_attachment_set_color=a.asm.spine_point_attachment_set_color).apply(null,arguments)}; +a._spine_region_attachment_update_region=function(){return(a._spine_region_attachment_update_region=a.asm.spine_region_attachment_update_region).apply(null,arguments)};a._spine_region_attachment_compute_world_vertices=function(){return(a._spine_region_attachment_compute_world_vertices=a.asm.spine_region_attachment_compute_world_vertices).apply(null,arguments)};a._spine_region_attachment_get_x=function(){return(a._spine_region_attachment_get_x=a.asm.spine_region_attachment_get_x).apply(null,arguments)}; +a._spine_region_attachment_set_x=function(){return(a._spine_region_attachment_set_x=a.asm.spine_region_attachment_set_x).apply(null,arguments)};a._spine_region_attachment_get_y=function(){return(a._spine_region_attachment_get_y=a.asm.spine_region_attachment_get_y).apply(null,arguments)};a._spine_region_attachment_set_y=function(){return(a._spine_region_attachment_set_y=a.asm.spine_region_attachment_set_y).apply(null,arguments)}; +a._spine_region_attachment_get_rotation=function(){return(a._spine_region_attachment_get_rotation=a.asm.spine_region_attachment_get_rotation).apply(null,arguments)};a._spine_region_attachment_set_rotation=function(){return(a._spine_region_attachment_set_rotation=a.asm.spine_region_attachment_set_rotation).apply(null,arguments)};a._spine_region_attachment_get_scale_x=function(){return(a._spine_region_attachment_get_scale_x=a.asm.spine_region_attachment_get_scale_x).apply(null,arguments)}; +a._spine_region_attachment_set_scale_x=function(){return(a._spine_region_attachment_set_scale_x=a.asm.spine_region_attachment_set_scale_x).apply(null,arguments)};a._spine_region_attachment_get_scale_y=function(){return(a._spine_region_attachment_get_scale_y=a.asm.spine_region_attachment_get_scale_y).apply(null,arguments)};a._spine_region_attachment_set_scale_y=function(){return(a._spine_region_attachment_set_scale_y=a.asm.spine_region_attachment_set_scale_y).apply(null,arguments)}; +a._spine_region_attachment_get_width=function(){return(a._spine_region_attachment_get_width=a.asm.spine_region_attachment_get_width).apply(null,arguments)};a._spine_region_attachment_set_width=function(){return(a._spine_region_attachment_set_width=a.asm.spine_region_attachment_set_width).apply(null,arguments)};a._spine_region_attachment_get_height=function(){return(a._spine_region_attachment_get_height=a.asm.spine_region_attachment_get_height).apply(null,arguments)}; +a._spine_region_attachment_set_height=function(){return(a._spine_region_attachment_set_height=a.asm.spine_region_attachment_set_height).apply(null,arguments)};a._spine_region_attachment_get_color=function(){return(a._spine_region_attachment_get_color=a.asm.spine_region_attachment_get_color).apply(null,arguments)};a._spine_region_attachment_set_color=function(){return(a._spine_region_attachment_set_color=a.asm.spine_region_attachment_set_color).apply(null,arguments)}; +a._spine_region_attachment_get_path=function(){return(a._spine_region_attachment_get_path=a.asm.spine_region_attachment_get_path).apply(null,arguments)};a._spine_region_attachment_get_region=function(){return(a._spine_region_attachment_get_region=a.asm.spine_region_attachment_get_region).apply(null,arguments)};a._spine_region_attachment_get_sequence=function(){return(a._spine_region_attachment_get_sequence=a.asm.spine_region_attachment_get_sequence).apply(null,arguments)}; +a._spine_region_attachment_get_num_offset=function(){return(a._spine_region_attachment_get_num_offset=a.asm.spine_region_attachment_get_num_offset).apply(null,arguments)};a._spine_region_attachment_get_offset=function(){return(a._spine_region_attachment_get_offset=a.asm.spine_region_attachment_get_offset).apply(null,arguments)};a._spine_region_attachment_get_num_uvs=function(){return(a._spine_region_attachment_get_num_uvs=a.asm.spine_region_attachment_get_num_uvs).apply(null,arguments)}; +a._spine_region_attachment_get_uvs=function(){return(a._spine_region_attachment_get_uvs=a.asm.spine_region_attachment_get_uvs).apply(null,arguments)};a._spine_vertex_attachment_get_world_vertices_length=function(){return(a._spine_vertex_attachment_get_world_vertices_length=a.asm.spine_vertex_attachment_get_world_vertices_length).apply(null,arguments)}; +a._spine_vertex_attachment_compute_world_vertices=function(){return(a._spine_vertex_attachment_compute_world_vertices=a.asm.spine_vertex_attachment_compute_world_vertices).apply(null,arguments)};a._spine_vertex_attachment_get_num_bones=function(){return(a._spine_vertex_attachment_get_num_bones=a.asm.spine_vertex_attachment_get_num_bones).apply(null,arguments)}; +a._spine_vertex_attachment_get_bones=function(){return(a._spine_vertex_attachment_get_bones=a.asm.spine_vertex_attachment_get_bones).apply(null,arguments)};a._spine_vertex_attachment_get_num_vertices=function(){return(a._spine_vertex_attachment_get_num_vertices=a.asm.spine_vertex_attachment_get_num_vertices).apply(null,arguments)};a._spine_vertex_attachment_get_vertices=function(){return(a._spine_vertex_attachment_get_vertices=a.asm.spine_vertex_attachment_get_vertices).apply(null,arguments)}; +a._spine_vertex_attachment_get_timeline_attachment=function(){return(a._spine_vertex_attachment_get_timeline_attachment=a.asm.spine_vertex_attachment_get_timeline_attachment).apply(null,arguments)};a._spine_vertex_attachment_set_timeline_attachment=function(){return(a._spine_vertex_attachment_set_timeline_attachment=a.asm.spine_vertex_attachment_set_timeline_attachment).apply(null,arguments)}; +a._spine_mesh_attachment_update_region=function(){return(a._spine_mesh_attachment_update_region=a.asm.spine_mesh_attachment_update_region).apply(null,arguments)};a._spine_mesh_attachment_get_hull_length=function(){return(a._spine_mesh_attachment_get_hull_length=a.asm.spine_mesh_attachment_get_hull_length).apply(null,arguments)};a._spine_mesh_attachment_set_hull_length=function(){return(a._spine_mesh_attachment_set_hull_length=a.asm.spine_mesh_attachment_set_hull_length).apply(null,arguments)}; +a._spine_mesh_attachment_get_num_region_uvs=function(){return(a._spine_mesh_attachment_get_num_region_uvs=a.asm.spine_mesh_attachment_get_num_region_uvs).apply(null,arguments)};a._spine_mesh_attachment_get_region_uvs=function(){return(a._spine_mesh_attachment_get_region_uvs=a.asm.spine_mesh_attachment_get_region_uvs).apply(null,arguments)};a._spine_mesh_attachment_get_num_uvs=function(){return(a._spine_mesh_attachment_get_num_uvs=a.asm.spine_mesh_attachment_get_num_uvs).apply(null,arguments)}; +a._spine_mesh_attachment_get_uvs=function(){return(a._spine_mesh_attachment_get_uvs=a.asm.spine_mesh_attachment_get_uvs).apply(null,arguments)};a._spine_mesh_attachment_get_num_triangles=function(){return(a._spine_mesh_attachment_get_num_triangles=a.asm.spine_mesh_attachment_get_num_triangles).apply(null,arguments)};a._spine_mesh_attachment_get_triangles=function(){return(a._spine_mesh_attachment_get_triangles=a.asm.spine_mesh_attachment_get_triangles).apply(null,arguments)}; +a._spine_mesh_attachment_get_color=function(){return(a._spine_mesh_attachment_get_color=a.asm.spine_mesh_attachment_get_color).apply(null,arguments)};a._spine_mesh_attachment_set_color=function(){return(a._spine_mesh_attachment_set_color=a.asm.spine_mesh_attachment_set_color).apply(null,arguments)};a._spine_mesh_attachment_get_path=function(){return(a._spine_mesh_attachment_get_path=a.asm.spine_mesh_attachment_get_path).apply(null,arguments)}; +a._spine_mesh_attachment_get_region=function(){return(a._spine_mesh_attachment_get_region=a.asm.spine_mesh_attachment_get_region).apply(null,arguments)};a._spine_mesh_attachment_get_sequence=function(){return(a._spine_mesh_attachment_get_sequence=a.asm.spine_mesh_attachment_get_sequence).apply(null,arguments)};a._spine_mesh_attachment_get_parent_mesh=function(){return(a._spine_mesh_attachment_get_parent_mesh=a.asm.spine_mesh_attachment_get_parent_mesh).apply(null,arguments)}; +a._spine_mesh_attachment_set_parent_mesh=function(){return(a._spine_mesh_attachment_set_parent_mesh=a.asm.spine_mesh_attachment_set_parent_mesh).apply(null,arguments)};a._spine_mesh_attachment_get_num_edges=function(){return(a._spine_mesh_attachment_get_num_edges=a.asm.spine_mesh_attachment_get_num_edges).apply(null,arguments)};a._spine_mesh_attachment_get_edges=function(){return(a._spine_mesh_attachment_get_edges=a.asm.spine_mesh_attachment_get_edges).apply(null,arguments)}; +a._spine_mesh_attachment_get_width=function(){return(a._spine_mesh_attachment_get_width=a.asm.spine_mesh_attachment_get_width).apply(null,arguments)};a._spine_mesh_attachment_set_width=function(){return(a._spine_mesh_attachment_set_width=a.asm.spine_mesh_attachment_set_width).apply(null,arguments)};a._spine_mesh_attachment_get_height=function(){return(a._spine_mesh_attachment_get_height=a.asm.spine_mesh_attachment_get_height).apply(null,arguments)}; +a._spine_mesh_attachment_set_height=function(){return(a._spine_mesh_attachment_set_height=a.asm.spine_mesh_attachment_set_height).apply(null,arguments)};a._spine_clipping_attachment_get_end_slot=function(){return(a._spine_clipping_attachment_get_end_slot=a.asm.spine_clipping_attachment_get_end_slot).apply(null,arguments)};a._spine_clipping_attachment_set_end_slot=function(){return(a._spine_clipping_attachment_set_end_slot=a.asm.spine_clipping_attachment_set_end_slot).apply(null,arguments)}; +a._spine_clipping_attachment_get_color=function(){return(a._spine_clipping_attachment_get_color=a.asm.spine_clipping_attachment_get_color).apply(null,arguments)};a._spine_clipping_attachment_set_color=function(){return(a._spine_clipping_attachment_set_color=a.asm.spine_clipping_attachment_set_color).apply(null,arguments)};a._spine_bounding_box_attachment_get_color=function(){return(a._spine_bounding_box_attachment_get_color=a.asm.spine_bounding_box_attachment_get_color).apply(null,arguments)}; +a._spine_bounding_box_attachment_set_color=function(){return(a._spine_bounding_box_attachment_set_color=a.asm.spine_bounding_box_attachment_set_color).apply(null,arguments)};a._spine_path_attachment_get_num_lengths=function(){return(a._spine_path_attachment_get_num_lengths=a.asm.spine_path_attachment_get_num_lengths).apply(null,arguments)};a._spine_path_attachment_get_lengths=function(){return(a._spine_path_attachment_get_lengths=a.asm.spine_path_attachment_get_lengths).apply(null,arguments)}; +a._spine_path_attachment_get_is_closed=function(){return(a._spine_path_attachment_get_is_closed=a.asm.spine_path_attachment_get_is_closed).apply(null,arguments)};a._spine_path_attachment_set_is_closed=function(){return(a._spine_path_attachment_set_is_closed=a.asm.spine_path_attachment_set_is_closed).apply(null,arguments)};a._spine_path_attachment_get_is_constant_speed=function(){return(a._spine_path_attachment_get_is_constant_speed=a.asm.spine_path_attachment_get_is_constant_speed).apply(null,arguments)}; +a._spine_path_attachment_set_is_constant_speed=function(){return(a._spine_path_attachment_set_is_constant_speed=a.asm.spine_path_attachment_set_is_constant_speed).apply(null,arguments)};a._spine_path_attachment_get_color=function(){return(a._spine_path_attachment_get_color=a.asm.spine_path_attachment_get_color).apply(null,arguments)};a._spine_path_attachment_set_color=function(){return(a._spine_path_attachment_set_color=a.asm.spine_path_attachment_set_color).apply(null,arguments)}; +a._spine_skin_set_attachment=function(){return(a._spine_skin_set_attachment=a.asm.spine_skin_set_attachment).apply(null,arguments)};a._spine_skin_get_attachment=function(){return(a._spine_skin_get_attachment=a.asm.spine_skin_get_attachment).apply(null,arguments)};a._spine_skin_remove_attachment=function(){return(a._spine_skin_remove_attachment=a.asm.spine_skin_remove_attachment).apply(null,arguments)}; +a._spine_skin_get_name=function(){return(a._spine_skin_get_name=a.asm.spine_skin_get_name).apply(null,arguments)};a._spine_skin_add_skin=function(){return(a._spine_skin_add_skin=a.asm.spine_skin_add_skin).apply(null,arguments)};a._spine_skin_copy_skin=function(){return(a._spine_skin_copy_skin=a.asm.spine_skin_copy_skin).apply(null,arguments)};a._spine_skin_get_entries=function(){return(a._spine_skin_get_entries=a.asm.spine_skin_get_entries).apply(null,arguments)}; +a._spine_skin_entries_get_num_entries=function(){return(a._spine_skin_entries_get_num_entries=a.asm.spine_skin_entries_get_num_entries).apply(null,arguments)};a._spine_skin_entries_get_entry=function(){return(a._spine_skin_entries_get_entry=a.asm.spine_skin_entries_get_entry).apply(null,arguments)};a._spine_skin_entries_dispose=function(){return(a._spine_skin_entries_dispose=a.asm.spine_skin_entries_dispose).apply(null,arguments)}; +a._spine_skin_entry_get_slot_index=function(){return(a._spine_skin_entry_get_slot_index=a.asm.spine_skin_entry_get_slot_index).apply(null,arguments)};a._spine_skin_entry_get_name=function(){return(a._spine_skin_entry_get_name=a.asm.spine_skin_entry_get_name).apply(null,arguments)};a._spine_skin_entry_get_attachment=function(){return(a._spine_skin_entry_get_attachment=a.asm.spine_skin_entry_get_attachment).apply(null,arguments)}; +a._spine_skin_get_num_bones=function(){return(a._spine_skin_get_num_bones=a.asm.spine_skin_get_num_bones).apply(null,arguments)};a._spine_skin_get_bones=function(){return(a._spine_skin_get_bones=a.asm.spine_skin_get_bones).apply(null,arguments)};a._spine_skin_get_num_constraints=function(){return(a._spine_skin_get_num_constraints=a.asm.spine_skin_get_num_constraints).apply(null,arguments)}; +a._spine_skin_get_constraints=function(){return(a._spine_skin_get_constraints=a.asm.spine_skin_get_constraints).apply(null,arguments)};a._spine_skin_create=function(){return(a._spine_skin_create=a.asm.spine_skin_create).apply(null,arguments)};a._spine_skin_dispose=function(){return(a._spine_skin_dispose=a.asm.spine_skin_dispose).apply(null,arguments)};a._spine_constraint_data_get_type=function(){return(a._spine_constraint_data_get_type=a.asm.spine_constraint_data_get_type).apply(null,arguments)}; +a._spine_constraint_data_get_name=function(){return(a._spine_constraint_data_get_name=a.asm.spine_constraint_data_get_name).apply(null,arguments)};a._spine_constraint_data_get_order=function(){return(a._spine_constraint_data_get_order=a.asm.spine_constraint_data_get_order).apply(null,arguments)};a._spine_constraint_data_set_order=function(){return(a._spine_constraint_data_set_order=a.asm.spine_constraint_data_set_order).apply(null,arguments)}; +a._spine_constraint_data_get_is_skin_required=function(){return(a._spine_constraint_data_get_is_skin_required=a.asm.spine_constraint_data_get_is_skin_required).apply(null,arguments)};a._spine_constraint_data_set_is_skin_required=function(){return(a._spine_constraint_data_set_is_skin_required=a.asm.spine_constraint_data_set_is_skin_required).apply(null,arguments)}; +a._spine_ik_constraint_data_get_num_bones=function(){return(a._spine_ik_constraint_data_get_num_bones=a.asm.spine_ik_constraint_data_get_num_bones).apply(null,arguments)};a._spine_ik_constraint_data_get_bones=function(){return(a._spine_ik_constraint_data_get_bones=a.asm.spine_ik_constraint_data_get_bones).apply(null,arguments)};a._spine_ik_constraint_data_get_target=function(){return(a._spine_ik_constraint_data_get_target=a.asm.spine_ik_constraint_data_get_target).apply(null,arguments)}; +a._spine_ik_constraint_data_set_target=function(){return(a._spine_ik_constraint_data_set_target=a.asm.spine_ik_constraint_data_set_target).apply(null,arguments)};a._spine_ik_constraint_data_get_bend_direction=function(){return(a._spine_ik_constraint_data_get_bend_direction=a.asm.spine_ik_constraint_data_get_bend_direction).apply(null,arguments)}; +a._spine_ik_constraint_data_set_bend_direction=function(){return(a._spine_ik_constraint_data_set_bend_direction=a.asm.spine_ik_constraint_data_set_bend_direction).apply(null,arguments)};a._spine_ik_constraint_data_get_compress=function(){return(a._spine_ik_constraint_data_get_compress=a.asm.spine_ik_constraint_data_get_compress).apply(null,arguments)}; +a._spine_ik_constraint_data_set_compress=function(){return(a._spine_ik_constraint_data_set_compress=a.asm.spine_ik_constraint_data_set_compress).apply(null,arguments)};a._spine_ik_constraint_data_get_stretch=function(){return(a._spine_ik_constraint_data_get_stretch=a.asm.spine_ik_constraint_data_get_stretch).apply(null,arguments)};a._spine_ik_constraint_data_set_stretch=function(){return(a._spine_ik_constraint_data_set_stretch=a.asm.spine_ik_constraint_data_set_stretch).apply(null,arguments)}; +a._spine_ik_constraint_data_get_uniform=function(){return(a._spine_ik_constraint_data_get_uniform=a.asm.spine_ik_constraint_data_get_uniform).apply(null,arguments)};a._spine_ik_constraint_data_get_mix=function(){return(a._spine_ik_constraint_data_get_mix=a.asm.spine_ik_constraint_data_get_mix).apply(null,arguments)};a._spine_ik_constraint_data_set_mix=function(){return(a._spine_ik_constraint_data_set_mix=a.asm.spine_ik_constraint_data_set_mix).apply(null,arguments)}; +a._spine_ik_constraint_data_get_softness=function(){return(a._spine_ik_constraint_data_get_softness=a.asm.spine_ik_constraint_data_get_softness).apply(null,arguments)};a._spine_ik_constraint_data_set_softness=function(){return(a._spine_ik_constraint_data_set_softness=a.asm.spine_ik_constraint_data_set_softness).apply(null,arguments)};a._spine_ik_constraint_update=function(){return(a._spine_ik_constraint_update=a.asm.spine_ik_constraint_update).apply(null,arguments)}; +a._spine_ik_constraint_get_order=function(){return(a._spine_ik_constraint_get_order=a.asm.spine_ik_constraint_get_order).apply(null,arguments)};a._spine_ik_constraint_get_data=function(){return(a._spine_ik_constraint_get_data=a.asm.spine_ik_constraint_get_data).apply(null,arguments)};a._spine_ik_constraint_get_num_bones=function(){return(a._spine_ik_constraint_get_num_bones=a.asm.spine_ik_constraint_get_num_bones).apply(null,arguments)}; +a._spine_ik_constraint_get_bones=function(){return(a._spine_ik_constraint_get_bones=a.asm.spine_ik_constraint_get_bones).apply(null,arguments)};a._spine_ik_constraint_get_target=function(){return(a._spine_ik_constraint_get_target=a.asm.spine_ik_constraint_get_target).apply(null,arguments)};a._spine_ik_constraint_set_target=function(){return(a._spine_ik_constraint_set_target=a.asm.spine_ik_constraint_set_target).apply(null,arguments)}; +a._spine_ik_constraint_get_bend_direction=function(){return(a._spine_ik_constraint_get_bend_direction=a.asm.spine_ik_constraint_get_bend_direction).apply(null,arguments)};a._spine_ik_constraint_set_bend_direction=function(){return(a._spine_ik_constraint_set_bend_direction=a.asm.spine_ik_constraint_set_bend_direction).apply(null,arguments)};a._spine_ik_constraint_get_compress=function(){return(a._spine_ik_constraint_get_compress=a.asm.spine_ik_constraint_get_compress).apply(null,arguments)}; +a._spine_ik_constraint_set_compress=function(){return(a._spine_ik_constraint_set_compress=a.asm.spine_ik_constraint_set_compress).apply(null,arguments)};a._spine_ik_constraint_get_stretch=function(){return(a._spine_ik_constraint_get_stretch=a.asm.spine_ik_constraint_get_stretch).apply(null,arguments)};a._spine_ik_constraint_set_stretch=function(){return(a._spine_ik_constraint_set_stretch=a.asm.spine_ik_constraint_set_stretch).apply(null,arguments)}; +a._spine_ik_constraint_get_mix=function(){return(a._spine_ik_constraint_get_mix=a.asm.spine_ik_constraint_get_mix).apply(null,arguments)};a._spine_ik_constraint_set_mix=function(){return(a._spine_ik_constraint_set_mix=a.asm.spine_ik_constraint_set_mix).apply(null,arguments)};a._spine_ik_constraint_get_softness=function(){return(a._spine_ik_constraint_get_softness=a.asm.spine_ik_constraint_get_softness).apply(null,arguments)}; +a._spine_ik_constraint_set_softness=function(){return(a._spine_ik_constraint_set_softness=a.asm.spine_ik_constraint_set_softness).apply(null,arguments)};a._spine_ik_constraint_get_is_active=function(){return(a._spine_ik_constraint_get_is_active=a.asm.spine_ik_constraint_get_is_active).apply(null,arguments)};a._spine_ik_constraint_set_is_active=function(){return(a._spine_ik_constraint_set_is_active=a.asm.spine_ik_constraint_set_is_active).apply(null,arguments)}; +a._spine_transform_constraint_data_get_num_bones=function(){return(a._spine_transform_constraint_data_get_num_bones=a.asm.spine_transform_constraint_data_get_num_bones).apply(null,arguments)};a._spine_transform_constraint_data_get_bones=function(){return(a._spine_transform_constraint_data_get_bones=a.asm.spine_transform_constraint_data_get_bones).apply(null,arguments)}; +a._spine_transform_constraint_data_get_target=function(){return(a._spine_transform_constraint_data_get_target=a.asm.spine_transform_constraint_data_get_target).apply(null,arguments)};a._spine_transform_constraint_data_set_target=function(){return(a._spine_transform_constraint_data_set_target=a.asm.spine_transform_constraint_data_set_target).apply(null,arguments)}; +a._spine_transform_constraint_data_get_mix_rotate=function(){return(a._spine_transform_constraint_data_get_mix_rotate=a.asm.spine_transform_constraint_data_get_mix_rotate).apply(null,arguments)};a._spine_transform_constraint_data_set_mix_rotate=function(){return(a._spine_transform_constraint_data_set_mix_rotate=a.asm.spine_transform_constraint_data_set_mix_rotate).apply(null,arguments)}; +a._spine_transform_constraint_data_get_mix_x=function(){return(a._spine_transform_constraint_data_get_mix_x=a.asm.spine_transform_constraint_data_get_mix_x).apply(null,arguments)};a._spine_transform_constraint_data_set_mix_x=function(){return(a._spine_transform_constraint_data_set_mix_x=a.asm.spine_transform_constraint_data_set_mix_x).apply(null,arguments)}; +a._spine_transform_constraint_data_get_mix_y=function(){return(a._spine_transform_constraint_data_get_mix_y=a.asm.spine_transform_constraint_data_get_mix_y).apply(null,arguments)};a._spine_transform_constraint_data_set_mix_y=function(){return(a._spine_transform_constraint_data_set_mix_y=a.asm.spine_transform_constraint_data_set_mix_y).apply(null,arguments)}; +a._spine_transform_constraint_data_get_mix_scale_x=function(){return(a._spine_transform_constraint_data_get_mix_scale_x=a.asm.spine_transform_constraint_data_get_mix_scale_x).apply(null,arguments)};a._spine_transform_constraint_data_set_mix_scale_x=function(){return(a._spine_transform_constraint_data_set_mix_scale_x=a.asm.spine_transform_constraint_data_set_mix_scale_x).apply(null,arguments)}; +a._spine_transform_constraint_data_get_mix_scale_y=function(){return(a._spine_transform_constraint_data_get_mix_scale_y=a.asm.spine_transform_constraint_data_get_mix_scale_y).apply(null,arguments)};a._spine_transform_constraint_data_set_mix_scale_y=function(){return(a._spine_transform_constraint_data_set_mix_scale_y=a.asm.spine_transform_constraint_data_set_mix_scale_y).apply(null,arguments)}; +a._spine_transform_constraint_data_get_mix_shear_y=function(){return(a._spine_transform_constraint_data_get_mix_shear_y=a.asm.spine_transform_constraint_data_get_mix_shear_y).apply(null,arguments)};a._spine_transform_constraint_data_set_mix_shear_y=function(){return(a._spine_transform_constraint_data_set_mix_shear_y=a.asm.spine_transform_constraint_data_set_mix_shear_y).apply(null,arguments)}; +a._spine_transform_constraint_data_get_offset_rotation=function(){return(a._spine_transform_constraint_data_get_offset_rotation=a.asm.spine_transform_constraint_data_get_offset_rotation).apply(null,arguments)};a._spine_transform_constraint_data_set_offset_rotation=function(){return(a._spine_transform_constraint_data_set_offset_rotation=a.asm.spine_transform_constraint_data_set_offset_rotation).apply(null,arguments)}; +a._spine_transform_constraint_data_get_offset_x=function(){return(a._spine_transform_constraint_data_get_offset_x=a.asm.spine_transform_constraint_data_get_offset_x).apply(null,arguments)};a._spine_transform_constraint_data_set_offset_x=function(){return(a._spine_transform_constraint_data_set_offset_x=a.asm.spine_transform_constraint_data_set_offset_x).apply(null,arguments)}; +a._spine_transform_constraint_data_get_offset_y=function(){return(a._spine_transform_constraint_data_get_offset_y=a.asm.spine_transform_constraint_data_get_offset_y).apply(null,arguments)};a._spine_transform_constraint_data_set_offset_y=function(){return(a._spine_transform_constraint_data_set_offset_y=a.asm.spine_transform_constraint_data_set_offset_y).apply(null,arguments)}; +a._spine_transform_constraint_data_get_offset_scale_x=function(){return(a._spine_transform_constraint_data_get_offset_scale_x=a.asm.spine_transform_constraint_data_get_offset_scale_x).apply(null,arguments)};a._spine_transform_constraint_data_set_offset_scale_x=function(){return(a._spine_transform_constraint_data_set_offset_scale_x=a.asm.spine_transform_constraint_data_set_offset_scale_x).apply(null,arguments)}; +a._spine_transform_constraint_data_get_offset_scale_y=function(){return(a._spine_transform_constraint_data_get_offset_scale_y=a.asm.spine_transform_constraint_data_get_offset_scale_y).apply(null,arguments)};a._spine_transform_constraint_data_set_offset_scale_y=function(){return(a._spine_transform_constraint_data_set_offset_scale_y=a.asm.spine_transform_constraint_data_set_offset_scale_y).apply(null,arguments)}; +a._spine_transform_constraint_data_get_offset_shear_y=function(){return(a._spine_transform_constraint_data_get_offset_shear_y=a.asm.spine_transform_constraint_data_get_offset_shear_y).apply(null,arguments)};a._spine_transform_constraint_data_set_offset_shear_y=function(){return(a._spine_transform_constraint_data_set_offset_shear_y=a.asm.spine_transform_constraint_data_set_offset_shear_y).apply(null,arguments)}; +a._spine_transform_constraint_data_get_is_relative=function(){return(a._spine_transform_constraint_data_get_is_relative=a.asm.spine_transform_constraint_data_get_is_relative).apply(null,arguments)};a._spine_transform_constraint_data_set_is_relative=function(){return(a._spine_transform_constraint_data_set_is_relative=a.asm.spine_transform_constraint_data_set_is_relative).apply(null,arguments)}; +a._spine_transform_constraint_data_get_is_local=function(){return(a._spine_transform_constraint_data_get_is_local=a.asm.spine_transform_constraint_data_get_is_local).apply(null,arguments)};a._spine_transform_constraint_data_set_is_local=function(){return(a._spine_transform_constraint_data_set_is_local=a.asm.spine_transform_constraint_data_set_is_local).apply(null,arguments)}; +a._spine_transform_constraint_update=function(){return(a._spine_transform_constraint_update=a.asm.spine_transform_constraint_update).apply(null,arguments)};a._spine_transform_constraint_get_order=function(){return(a._spine_transform_constraint_get_order=a.asm.spine_transform_constraint_get_order).apply(null,arguments)};a._spine_transform_constraint_get_data=function(){return(a._spine_transform_constraint_get_data=a.asm.spine_transform_constraint_get_data).apply(null,arguments)}; +a._spine_transform_constraint_get_num_bones=function(){return(a._spine_transform_constraint_get_num_bones=a.asm.spine_transform_constraint_get_num_bones).apply(null,arguments)};a._spine_transform_constraint_get_bones=function(){return(a._spine_transform_constraint_get_bones=a.asm.spine_transform_constraint_get_bones).apply(null,arguments)};a._spine_transform_constraint_get_target=function(){return(a._spine_transform_constraint_get_target=a.asm.spine_transform_constraint_get_target).apply(null,arguments)}; +a._spine_transform_constraint_set_target=function(){return(a._spine_transform_constraint_set_target=a.asm.spine_transform_constraint_set_target).apply(null,arguments)};a._spine_transform_constraint_get_mix_rotate=function(){return(a._spine_transform_constraint_get_mix_rotate=a.asm.spine_transform_constraint_get_mix_rotate).apply(null,arguments)}; +a._spine_transform_constraint_set_mix_rotate=function(){return(a._spine_transform_constraint_set_mix_rotate=a.asm.spine_transform_constraint_set_mix_rotate).apply(null,arguments)};a._spine_transform_constraint_get_mix_x=function(){return(a._spine_transform_constraint_get_mix_x=a.asm.spine_transform_constraint_get_mix_x).apply(null,arguments)};a._spine_transform_constraint_set_mix_x=function(){return(a._spine_transform_constraint_set_mix_x=a.asm.spine_transform_constraint_set_mix_x).apply(null,arguments)}; +a._spine_transform_constraint_get_mix_y=function(){return(a._spine_transform_constraint_get_mix_y=a.asm.spine_transform_constraint_get_mix_y).apply(null,arguments)};a._spine_transform_constraint_set_mix_y=function(){return(a._spine_transform_constraint_set_mix_y=a.asm.spine_transform_constraint_set_mix_y).apply(null,arguments)}; +a._spine_transform_constraint_get_mix_scale_x=function(){return(a._spine_transform_constraint_get_mix_scale_x=a.asm.spine_transform_constraint_get_mix_scale_x).apply(null,arguments)};a._spine_transform_constraint_set_mix_scale_x=function(){return(a._spine_transform_constraint_set_mix_scale_x=a.asm.spine_transform_constraint_set_mix_scale_x).apply(null,arguments)}; +a._spine_transform_constraint_get_mix_scale_y=function(){return(a._spine_transform_constraint_get_mix_scale_y=a.asm.spine_transform_constraint_get_mix_scale_y).apply(null,arguments)};a._spine_transform_constraint_set_mix_scale_y=function(){return(a._spine_transform_constraint_set_mix_scale_y=a.asm.spine_transform_constraint_set_mix_scale_y).apply(null,arguments)}; +a._spine_transform_constraint_get_mix_shear_y=function(){return(a._spine_transform_constraint_get_mix_shear_y=a.asm.spine_transform_constraint_get_mix_shear_y).apply(null,arguments)};a._spine_transform_constraint_set_mix_shear_y=function(){return(a._spine_transform_constraint_set_mix_shear_y=a.asm.spine_transform_constraint_set_mix_shear_y).apply(null,arguments)}; +a._spine_transform_constraint_get_is_active=function(){return(a._spine_transform_constraint_get_is_active=a.asm.spine_transform_constraint_get_is_active).apply(null,arguments)};a._spine_transform_constraint_set_is_active=function(){return(a._spine_transform_constraint_set_is_active=a.asm.spine_transform_constraint_set_is_active).apply(null,arguments)}; +a._spine_path_constraint_data_get_num_bones=function(){return(a._spine_path_constraint_data_get_num_bones=a.asm.spine_path_constraint_data_get_num_bones).apply(null,arguments)};a._spine_path_constraint_data_get_bones=function(){return(a._spine_path_constraint_data_get_bones=a.asm.spine_path_constraint_data_get_bones).apply(null,arguments)};a._spine_path_constraint_data_get_target=function(){return(a._spine_path_constraint_data_get_target=a.asm.spine_path_constraint_data_get_target).apply(null,arguments)}; +a._spine_path_constraint_data_set_target=function(){return(a._spine_path_constraint_data_set_target=a.asm.spine_path_constraint_data_set_target).apply(null,arguments)};a._spine_path_constraint_data_get_position_mode=function(){return(a._spine_path_constraint_data_get_position_mode=a.asm.spine_path_constraint_data_get_position_mode).apply(null,arguments)}; +a._spine_path_constraint_data_set_position_mode=function(){return(a._spine_path_constraint_data_set_position_mode=a.asm.spine_path_constraint_data_set_position_mode).apply(null,arguments)};a._spine_path_constraint_data_get_spacing_mode=function(){return(a._spine_path_constraint_data_get_spacing_mode=a.asm.spine_path_constraint_data_get_spacing_mode).apply(null,arguments)}; +a._spine_path_constraint_data_set_spacing_mode=function(){return(a._spine_path_constraint_data_set_spacing_mode=a.asm.spine_path_constraint_data_set_spacing_mode).apply(null,arguments)};a._spine_path_constraint_data_get_rotate_mode=function(){return(a._spine_path_constraint_data_get_rotate_mode=a.asm.spine_path_constraint_data_get_rotate_mode).apply(null,arguments)}; +a._spine_path_constraint_data_set_rotate_mode=function(){return(a._spine_path_constraint_data_set_rotate_mode=a.asm.spine_path_constraint_data_set_rotate_mode).apply(null,arguments)};a._spine_path_constraint_data_get_offset_rotation=function(){return(a._spine_path_constraint_data_get_offset_rotation=a.asm.spine_path_constraint_data_get_offset_rotation).apply(null,arguments)}; +a._spine_path_constraint_data_set_offset_rotation=function(){return(a._spine_path_constraint_data_set_offset_rotation=a.asm.spine_path_constraint_data_set_offset_rotation).apply(null,arguments)};a._spine_path_constraint_data_get_position=function(){return(a._spine_path_constraint_data_get_position=a.asm.spine_path_constraint_data_get_position).apply(null,arguments)}; +a._spine_path_constraint_data_set_position=function(){return(a._spine_path_constraint_data_set_position=a.asm.spine_path_constraint_data_set_position).apply(null,arguments)};a._spine_path_constraint_data_get_spacing=function(){return(a._spine_path_constraint_data_get_spacing=a.asm.spine_path_constraint_data_get_spacing).apply(null,arguments)}; +a._spine_path_constraint_data_set_spacing=function(){return(a._spine_path_constraint_data_set_spacing=a.asm.spine_path_constraint_data_set_spacing).apply(null,arguments)};a._spine_path_constraint_data_get_mix_rotate=function(){return(a._spine_path_constraint_data_get_mix_rotate=a.asm.spine_path_constraint_data_get_mix_rotate).apply(null,arguments)}; +a._spine_path_constraint_data_set_mix_rotate=function(){return(a._spine_path_constraint_data_set_mix_rotate=a.asm.spine_path_constraint_data_set_mix_rotate).apply(null,arguments)};a._spine_path_constraint_data_get_mix_x=function(){return(a._spine_path_constraint_data_get_mix_x=a.asm.spine_path_constraint_data_get_mix_x).apply(null,arguments)};a._spine_path_constraint_data_set_mix_x=function(){return(a._spine_path_constraint_data_set_mix_x=a.asm.spine_path_constraint_data_set_mix_x).apply(null,arguments)}; +a._spine_path_constraint_data_get_mix_y=function(){return(a._spine_path_constraint_data_get_mix_y=a.asm.spine_path_constraint_data_get_mix_y).apply(null,arguments)};a._spine_path_constraint_data_set_mix_y=function(){return(a._spine_path_constraint_data_set_mix_y=a.asm.spine_path_constraint_data_set_mix_y).apply(null,arguments)};a._spine_path_constraint_update=function(){return(a._spine_path_constraint_update=a.asm.spine_path_constraint_update).apply(null,arguments)}; +a._spine_path_constraint_get_order=function(){return(a._spine_path_constraint_get_order=a.asm.spine_path_constraint_get_order).apply(null,arguments)};a._spine_path_constraint_get_data=function(){return(a._spine_path_constraint_get_data=a.asm.spine_path_constraint_get_data).apply(null,arguments)};a._spine_path_constraint_get_num_bones=function(){return(a._spine_path_constraint_get_num_bones=a.asm.spine_path_constraint_get_num_bones).apply(null,arguments)}; +a._spine_path_constraint_get_bones=function(){return(a._spine_path_constraint_get_bones=a.asm.spine_path_constraint_get_bones).apply(null,arguments)};a._spine_path_constraint_get_target=function(){return(a._spine_path_constraint_get_target=a.asm.spine_path_constraint_get_target).apply(null,arguments)};a._spine_path_constraint_set_target=function(){return(a._spine_path_constraint_set_target=a.asm.spine_path_constraint_set_target).apply(null,arguments)}; +a._spine_path_constraint_get_position=function(){return(a._spine_path_constraint_get_position=a.asm.spine_path_constraint_get_position).apply(null,arguments)};a._spine_path_constraint_set_position=function(){return(a._spine_path_constraint_set_position=a.asm.spine_path_constraint_set_position).apply(null,arguments)};a._spine_path_constraint_get_spacing=function(){return(a._spine_path_constraint_get_spacing=a.asm.spine_path_constraint_get_spacing).apply(null,arguments)}; +a._spine_path_constraint_set_spacing=function(){return(a._spine_path_constraint_set_spacing=a.asm.spine_path_constraint_set_spacing).apply(null,arguments)};a._spine_path_constraint_get_mix_rotate=function(){return(a._spine_path_constraint_get_mix_rotate=a.asm.spine_path_constraint_get_mix_rotate).apply(null,arguments)};a._spine_path_constraint_set_mix_rotate=function(){return(a._spine_path_constraint_set_mix_rotate=a.asm.spine_path_constraint_set_mix_rotate).apply(null,arguments)}; +a._spine_path_constraint_get_mix_x=function(){return(a._spine_path_constraint_get_mix_x=a.asm.spine_path_constraint_get_mix_x).apply(null,arguments)};a._spine_path_constraint_set_mix_x=function(){return(a._spine_path_constraint_set_mix_x=a.asm.spine_path_constraint_set_mix_x).apply(null,arguments)};a._spine_path_constraint_get_mix_y=function(){return(a._spine_path_constraint_get_mix_y=a.asm.spine_path_constraint_get_mix_y).apply(null,arguments)}; 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There is no interaction on this example.\n ") +s.aO(0,"Benchmark",new A.b4_(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/animations/benchmark_example.dart","See how many SpriteAnimationComponent's your platform can handle before it\nstarts to drop in FPS, this is without any sprite batching and such.\n100 animation components are added per tap.\n ")}, +b3X:function b3X(){}, +b3Y:function b3Y(){}, +b3Z:function b3Z(){}, +b4_:function b4_(){}, +xb:function xb(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=l +_.w=!1 +_.y=m +_.z=n +_.Q=o +_.as=p}, +xe:function xe(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.a3=$ +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=l +_.w=!1 +_.y=m +_.z=n +_.Q=o +_.as=p}, +acD:function acD(){}, +xi:function xi(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r){var _=this +_.a3=a +_.ah=$ +_.bL=b +_.ok=c +_.p1=d +_.p3=_.p2=$ +_.R8=!1 +_.db$=e +_.dx$=f +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=g +_.k2$=h +_.k3$=!1 +_.k4$=$ +_.ok$=i +_.p1$=j +_.p2$=!1 +_.ax=k +_.ay=l +_.ch=m +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=n +_.w=!1 +_.y=o +_.z=p +_.Q=q +_.as=r}, +acF:function acF(){}, +bIg(a){var s=new A.eE("Audio",A.b([],t.C)) +a.c.push(s) +s.aO(0,"Basic Audio",new A.b40(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/audio/basic_audio_example.dart"," This example showcases the most basic Flame Audio functionalities.\n\n 1. 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+_.Q=o +_.as=p}, +a0k:function a0k(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1){var _=this +_.e0$=a +_.RG=$ +_.rx=!1 +_.ry=b +_.to=c +_.x1=d +_.x2=0 +_.xr=e +_.y1=f +_.a3$=g +_.ah$=h +_.aT$=i +_.bL$=j +_.ax=$ +_.ay=k +_.ch=l +_.CW=null +_.cy=_.cx=$ +_.b_$=m +_.ac$=n +_.aQ$=o +_.ai$=p +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=q +_.w=!1 +_.y=r +_.z=s +_.Q=a0 +_.as=a1}, +af1:function af1(){}, +bIp(a){var s=new A.eE("flame_forge2d",A.b([],t.C)) +a.c.push(s) +s.aO(0,"Blob example",new A.b4J(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/blob_example.dart",' In this example we show the power of joints by showing interactions between\n bodies tied together.\n \n Tap the screen to add boxes that will bounce on the "blob" in the center.\n ') +s.aO(0,"Composition example",new A.b4K(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/composition_example.dart"," This example shows how to compose a `BodyComponent` together with a normal\n Flame component. Click the ball to see the number increment.\n ") +s.aO(0,"Domino example",new A.b4L(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/domino_example.dart"," In this example we can see some domino tiles lined up.\n If you tap on the screen a pizza is added which can tip the tiles over and\n cause a chain reaction. \n ") +s.aO(0,"Contact Callbacks",new A.b4N(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/contact_callbacks_example.dart"," This example shows how `BodyComponent`s can react to collisions with other\n bodies.\n Tap the screen to add balls, the white balls will give an impulse to the\n balls that it collides with.\n ") +s.aO(0,"RevoluteJoint with Motor",new A.b4O(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/revolute_joint_with_motor_example.dart",u.z) +s.aO(0,"Sprite Bodies",new A.b4P(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/sprite_body_example.dart"," In this example we show how to add a sprite on top of a `BodyComponent`.\n Tap the screen to add more pizzas.\n ") +s.aO(0,"Animated Bodies",new A.b4Q(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/animated_body_example.dart"," In this example we show how to add an animated chopper, which is created\n with a SpriteAnimationComponent, on top of a BodyComponent.\n \n Tap the screen to add more choppers.\n ") +s.aO(0,"Tappable Body",new A.b4R(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/tap_callbacks_example.dart"," In this example we show how to use Flame's TapCallbacks mixin to react to\n taps on `BodyComponent`s.\n Tap the ball to give it a random impulse, or the text to add an effect to\n it.\n ") +s.aO(0,"Draggable Body",new A.b4S(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/drag_callbacks_example.dart"," In this example we use Flame's normal `DragCallbacks` mixin to give impulses\n to a ball when we are dragging it around. If you are interested in dragging\n bodies around, also have a look at the MouseJointExample.\n ") +s.aO(0,"Camera",new A.b4T(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/camera_example.dart"," This example showcases the possibility to follow BodyComponents with the\n camera. When the screen is tapped a pizza is added, which the camera will\n follow. Other than that it is the same as the domino example.\n ") +s.aO(0,"Raycasting",new A.b4U(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/raycast_example.dart"," This example shows how raycasts can be used to find nearest and farthest\n fixtures.\n Red ray finds the nearest fixture and blue ray finds the farthest fixture.\n ") +s.aO(0,"Widgets",new A.b4M(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/widget_example.dart"," This examples shows how to render a widget on top of a Forge2D body outside\n of Flame.\n ") +A.bIt(a)}, +bIt(a){var s=new A.eE("flame_forge2d/joints",A.b([],t.C)) +a.c.push(s) +s.aO(0,"ConstantVolumeJoint",new A.b5e(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/joints/constant_volume_joint.dart"," This example shows how to use a `ConstantVolumeJoint`. Tap the screen to add \n a bunch off balls, that maintain a constant volume within them.\n ").aO(0,"DistanceJoint",new A.b5f(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/joints/distance_joint.dart"," This example shows how to use a `DistanceJoint`. Tap the screen to add a \n pair of balls joined with a `DistanceJoint`.\n ").aO(0,"FrictionJoint",new A.b5g(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/joints/friction_joint.dart"," This example shows how to use a `FrictionJoint`. Tap the screen to move the \n ball around and observe it slows down due to the friction force.\n ").aO(0,"GearJoint",new A.b5h(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/joints/gear_joint.dart"," This example shows how to use a `GearJoint`. \n \n Drag the box along the specified axis and observe gears respond to the \n translation.\n ").aO(0,"MotorJoint",new A.b5i(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/joints/motor_joint.dart"," This example shows how to use a `MotorJoint`. The ball spins around the \n center point. Tap the screen to change the direction.\n ").aO(0,"MouseJoint",new A.b5j(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/joints/mouse_joint.dart"," In this example we use a `MouseJoint` to make the ball follow the mouse\n when you drag it around.\n ").aO(0,"PrismaticJoint",new A.b5k(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/joints/prismatic_joint.dart"," This example shows how to use a `PrismaticJoint`. \n \n Drag the box along the specified axis, bound between lower and upper limits.\n Also, there's a motor enabled that's pulling the box to the lower limit.\n ").aO(0,"PulleyJoint",new A.b5l(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/joints/pulley_joint.dart"," This example shows how to use a `PulleyJoint`. Drag one of the boxes and see \n how the other one gets moved by the pulley\n ").aO(0,"RevoluteJoint",new A.b5m(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/revolute_joint.dart",u.z).aO(0,"RopeJoint",new A.b5n(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/rope_joint.dart"," This example shows how to use a `RopeJoint`. \n \n Drag the box handle along the axis and observe the rope respond to the \n movement.\n ").aO(0,"WeldJoint",new A.b5o(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/forge2d/weld_joint.dart"," This example shows how to use a `WeldJoint`. Tap the screen to add a \n ball to test the bridge built using a `WeldJoint`\n ")}, +b4J:function b4J(){}, +b4K:function b4K(){}, +b4L:function b4L(){}, +b4N:function b4N(){}, +b4O:function b4O(){}, +b4P:function b4P(){}, +b4Q:function b4Q(){}, +b4R:function b4R(){}, +b4S:function b4S(){}, +b4T:function b4T(){}, +b4U:function b4U(){}, +b4M:function b4M(){}, +b5e:function b5e(){}, +b5f:function b5f(){}, +b5g:function b5g(){}, +b5h:function b5h(){}, +b5i:function b5i(){}, +b5j:function b5j(){}, +b5k:function b5k(){}, +b5l:function b5l(){}, +b5m:function b5m(){}, +b5n:function b5n(){}, +b5o:function b5o(){}, +bfb(){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8=null,a9=$.j7(),b0=t.rK,b1=A.b([],b0),b2=A.b([],t.Vn),b3=new A.c7() +$.fY() +b3.c0(0) +s=new A.c7() +s.c0(0) +r=new Float64Array(2) +q=new Float64Array(2) +p=new Float64Array(2) +o=new Float64Array(2) +n=new Float64Array(2) +m=new Float64Array(2) +l=new Float64Array(2) +k=new Float64Array(2) +j=A.dM() 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A.dq(),new A.bF(new A.a(a1),new A.a(a2),new A.a(a3)),new A.bF(new A.a(a4),new A.a(a5),new A.a(a6))) +b0=A.jg() +b1=A.b([],t.t) +a6.f=a6.at=a6.Q=a6.z=!0 +a6.a=4 +b0=new A.hr(new A.hI(b0,b1,A.C(t.vI)),A.b([],t.c)) +b0.c=new A.hF() +a6.b=b0 +a6.ax=new A.hW(new A.ah(),new A.ah(),new A.ah(),new A.ah(),new A.ah(),new A.ah(),new A.ah(),new A.ah(),new A.ah(),new A.ah()) +b1=A.b([],t.ZS) +b2=A.b([],t.Ic) +b3=A.b([],t.dK) +s=A.b([],t.eR) +r=A.b([],t.M0) +q=A.b([],t.DZ) +p=new Float64Array(2) +o=new Float64Array(2) +n=new Float64Array(2) +m=new Float64Array(2) +l=new Float64Array(2) +k=new Float64Array(2) +j=new Float64Array(2) +i=new Float64Array(2) +h=new Float64Array(2) +g=new Float64Array(2) +f=new Float64Array(2) +a6.ay=new A.hU(b1,A.C(t.W8),b2,b3,s,r,q,a6,new A.cv(new A.a(p),new A.a(o)),new A.cv(new A.a(n),new A.a(m)),new A.a(l),new A.b9(new A.a(k),new A.as()),new A.b9(new A.a(j),new A.as()),new A.i0(new A.df(new A.a(i),new A.a(h)),new A.dn(new A.a(g))),new A.as(),new A.b9(new A.a(f),new A.as()),new A.b9(new A.a(new Float64Array(2)),new A.as())) +b0.d=new A.i9() +b0=t.s +b1=t.g +b2=new A.a07(a8,a6,-2147483647,a8,B.f,new A.e([],b0),new A.e([],b1)) +a7.u(a9) +a9=b2 +b2=A.aO(a8,a8,a8) +b3=b2.ay +s=new A.a(new Float64Array(2)) +s.ak(10) +r=b3.ax.e +r.a9(s) +r.F() +b3.CW=null +b3=b2 +s=$.ay() +r=$.aG() +q=A.b([],t.u) +p=A.aI(A.aL(),t.y) +b0=new A.qE(a9,b3,s,r,new A.P(),new A.P(),B.m,q,p,A.C(t.S),A.C(t.F),0,a8,B.f,new A.e([],b0),new A.e([],b1)) +b0.aS(b2,a8,a8,a9,t.E) +return b0}, +bwY(){return A.bfw()}, +qE:function qE(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=l +_.w=!1 +_.y=m +_.z=n +_.Q=o +_.as=p}, +a07:function a07(a,b,c,d,e,f,g){var _=this +_.ai$=a +_.k1=b +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=c +_.w=!1 +_.y=d +_.z=e +_.Q=f +_.as=g}, 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atp(){}, +tZ:function tZ(a,b,c){this.c=a +this.d=b +this.a=c}, +acJ:function acJ(a,b,c){var _=this +_.d=a +_.e=b +_.a=_.f=null +_.b=c +_.c=null}, +aUz:function aUz(a){this.a=a}, +aUw:function aUw(a){this.a=a}, +aUy:function aUy(a,b){this.a=a +this.b=b}, +aUx:function aUx(a){this.a=a}, +bIm(a){var s=new A.eE("FlameIsolate",A.b([],t.C)) +a.c.push(s) +s.aO(0,"Simple isolate example",new A.b4F(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/flame_isolate/simple_isolate_example.dart"," This example showcases a simple FlameIsolate example, making it easy to \n continually run heavy load without stutter.\n \n Tap the brown square to swap between running heavy load in in an isolate or\n synchronous.\n \n The selected backpressure strategy used for this example is\n `DiscardNewBackPressureStrategy`. This strategy discards all new jobs added\n to the queue if there is already a job in the queue.\n ")}, +b4F:function b4F(){}, +bc2(a){var s +if(a===1)return!1 +for(s=2;s") +s=A.ai(new A.S(b,new A.aNL(),s),!0,s.h("aF.E")) +return new A.a8E(a,s,0,null,B.f,new A.e([],t.s),new A.e([],t.g))}, +AN:function AN(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=l +_.w=!1 +_.y=m +_.z=n +_.Q=o +_.as=p}, +a8E:function a8E(a,b,c,d,e,f,g){var _=this +_.ax=a +_.ay=b +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=c +_.w=!1 +_.y=d +_.z=e +_.Q=f +_.as=g}, +aNL:function aNL(){}, +a0f:function a0f(a,b,c,d,e,f,g,h,i,j){var _=this +_.ax=a +_.ay=b +_.ch=c +_.CW=d +_.cx=e +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=f +_.w=!1 +_.y=g +_.z=h +_.Q=i +_.as=j}, +bIq(a){var s=new A.eE("Sample 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A.b4Z(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/tap_callbacks_example.dart"," In this example we show the `Tappable` mixin functionality. You can add the\n `Tappable` mixin to any `PositionComponent`.\n\n\n Tap the squares to see them change their angle around their anchor.\n ") +r.aO(0,"Draggables",new A.b5_(),s," In this example we show you can use the `DragCallbacks` mixin on\n `PositionComponent`s. Drag around the Embers and see their position\n changing.\n ") +r.aO(0,"Double Tap (Component)",new A.b50(),s," In this example, we show how you can use the `DoubleTapCallbacks` mixin on\n a `Component`. Double tap Ember and see her color changing.\n The example also adds white circles when double-tapping on the game area.\n") +r.aO(0,"HoverCallbacks",new A.b56(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/hover_callbacks_example.dart"," This example shows how to use `HoverCallbacks`s.\n\n\n Add more squares by clicking and hover them to change their color.\n ") +r.aO(0,"Keyboard",new A.b57(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/keyboard_example.dart"," Example showcasing how to act on keyboard events.\n It also briefly showcases how to create a game without the FlameGame.\n Usage: Use WASD to steer Ember.\n ") +r.aO(0,"Keyboard (Component)",new A.b58(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/keyboard_listener_component_example.dart"," Similar to the default Keyboard example, but shows a different\n implementation approach, which uses Flame's\n KeyboardListenerComponent to handle input.\n Usage: Use WASD to steer Ember.\n ") +r.aO(0,"Hardware Keyboard",new A.b59(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/hardware_keyboard_example.dart"," This example uses the HardwareKeyboardDetector mixin in order to keep\n track of which keys on a keyboard are currently pressed.\n\n Tap as many keys on the keyboard at once as you want, and see whether the\n system can detect them or not.\n ") +r.aO(0,"Mouse Movement",new A.b5a(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/mouse_movement_example.dart"," In this example we show how you can use `MouseMovementDetector`.\n\n\n Move around the mouse on the canvas and the white square will follow it and\n turn into blue if it reaches the mouse, or the edge of the canvas.\n ") +r.aO(0,"Mouse Cursor",new A.b5b(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/mouse_cursor_example.dart"," Example showcasing the ability to change the game cursor in runtime\n hover the little square to see the cursor changing\n ") +r.aO(0,"Scroll",new A.b5c(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/scroll_example.dart"," In this example we show how to use the `ScrollDetector`.\n\n\n Scroll within the canvas (both horizontally and vertically) and the white\n square will move around.\n ") +r.aO(0,"Multitap",new A.b5d(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/multitap_example.dart"," In this example we showcase the multi touch capabilities\n Touch multiple places on the screen and you will see multiple squares drawn,\n one under each finger.\n ") +r.aO(0,"Multitap Advanced",new A.b51(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/multitap_advanced_example.dart"," This showcases the use of both `MultiTouchTapDetector` and\n `MultiTouchDragDetector` simultaneously. Drag multiple fingers on the screen\n to see rectangles of different sizes being drawn.\n ") +r.aO(0,"Overlapping Tappables",new A.b52(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/overlapping_tappables_example.dart"," In this example we show you that events can choose to continue propagating\n to underlying components. The middle green square continue to propagate the\n events, meanwhile the others do not.\n ") +r.aO(0,"Gesture Hitboxes",new A.b53(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/gesture_hitboxes_example.dart"," Tap to create a PositionComponent with a randomly shaped hitbox.\n You can then hover over to shapes to see that they receive the hover events\n only when the cursor is within the shape. If you tap/click within the shape\n it is removed.\n ") +r.aO(0,"Joystick",new A.b54(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/joystick_example.dart"," In this example we showcase how to use the joystick by creating simple\n `CircleComponent`s that serve as the joystick's knob and background.\n Steer the player by using the joystick.\n ") +r.aO(0,"Joystick Advanced",new A.b55(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/joystick_advanced_example.dart"," In this example we showcase how to use the joystick by creating \n `SpriteComponent`s that serve as the joystick's knob and background.\n We also showcase the `HudButtonComponent` which is a button that has its\n position defined by margins to the edges, which can be useful when making\n controller buttons.\n\n\n Steer the player by using the joystick and flip and rotate it by pressing\n the buttons.\n ")}, +b4Z:function b4Z(){}, +b5_:function b5_(){}, +b50:function 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zU(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s){var _=this +_.a3=a +_.ah=b +_.aT=c +_.ok=d +_.p1=e +_.p3=_.p2=$ +_.R8=!1 +_.db$=f +_.dx$=g +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=h +_.k2$=i +_.k3$=!1 +_.k4$=$ +_.ok$=j +_.p1$=k +_.p2$=!1 +_.ax=l +_.ay=m +_.ch=n +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=o +_.w=!1 +_.y=p +_.z=q +_.Q=r +_.as=s}, +aIG:function aIG(a){this.a=a}, +aiU:function aiU(){}, +bIw(a){var s=new A.eE("Rendering",A.b([],t.C)) +a.c.push(s) +s.aO(0,"Text",new A.b5x(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/text_example.dart"," In this example we show different ways of rendering text.\n ") +s.aO(0,"Isometric Tile Map",new A.b5y(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/isometric_tile_map_example.dart"," Shows an example of how to use the `IsometricTileMapComponent`.\n\n\n Move the mouse over the board to see a selector appearing on the tiles.\n ") +s.aO(0,"Nine Tile Box",new A.b5z(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/nine_tile_box_example.dart"," If you want to create a background for something that can stretch you can\n use the `NineTileBox` which is showcased here.\n\n\n Tap to make the box bigger and double tap to make it smaller.\n ") +s.aO(0,"Flip Sprite",new A.b5A(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/flip_sprite_example.dart"," In this example we show how you can flip components horizontally and\n vertically.\n ") +s.aO(0,"Layers",new A.b5B(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/layers_example.dart"," In this example we show how layers can be used to produce a shadow effect.\n ") +s.aO(0,"Particles",new A.b5C(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/particles_example.dart"," In this example we show how to render a lot of different particles.\n ") +s.aO(0,"Particles 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`SpriteComponent`.\n ") +s.aO(0,"Base64 Sprite",new A.b5G(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/sprites/base64_sprite_example.dart"," In this example we load a sprite from the a base64 string and put it into a\n `SpriteComponent`.\n ") +s.aO(0,"SpriteSheet",new A.b5H(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/sprites/sprite_sheet_example.dart"," In this example we show how to load images and how to create animations from\n sprite sheets.\n ") +s.aO(0,"SpriteBatch",new A.b5I(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/sprites/sprite_batch_example.dart"," In this example we show how to render many sprites in a batch for\n efficiency, this is done with `SpriteBatch` and the `SpriteBatchComponent`.\n ") +s.aO(0,"SpriteBatch Auto Load",new A.b5J(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/sprites/sprite_batch_load_example.dart"," In this example we do the same thing as in the normal sprite batch example,\n but in this example the logic and loading is moved into a component that\n extends `SpriteBatchComponent`.\n ") +s.aO(0,"SpriteGroup",new A.b5K(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/sprites/sprite_group_example.dart"," In this example we show how a `SpriteGroupComponent` can be used to create\n a button which displays different sprites depending on whether it is pressed\n or not.\n ")}, +b5F:function b5F(){}, +b5G:function b5G(){}, +b5H:function b5H(){}, +b5I:function b5I(){}, +b5J:function b5J(){}, +b5K:function b5K(){}, +biN(){return new A.a7B(null,-2147483647,null,B.f,new A.e([],t.s),new A.e([],t.g))}, +aED(a,b,c){var s,r,q,p,o=null,n=A.beN(B.l),m=A.beN(B.ZW),l=new A.a(new Float64Array(2)) +l.t(60,20) +l=A.b([A.fA(B.j,o,o,o,l,o,o,o,a,o,t.Fr)],t.W) +s=new A.a(new Float64Array(2)) +s.t(120,40) +r=A.aC() +q=s +p=$.af() +p=new A.aS(p,new Float64Array(2)) +p.a9(q) +p.F() +n=new A.za(n,m,b,o,o,r,p,B.j,0,0,o,B.f,new A.e([],t.s),new A.e([],t.g)) +n.I(0,l) +n.b7(B.j,o,l,o,0,c,o,o,s) +return n}, +beN(a){var s,r,q,p=null,o=$.G().B() +o.sP(0,B.t) +s=A.aC() +r=new A.a(new Float64Array(2)) +q=$.af() +q=new A.aS(q,new Float64Array(2)) +q.a9(r) +q.F() +s=new A.YK(o,p,s,q,B.p,0,0,p,B.f,new A.e([],t.s),new A.e([],t.g)) +s.b7(p,p,p,p,0,p,p,p,p) +o.sA(0,a) +return s}, +jn:function jn(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.a3=$ +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=l +_.w=!1 +_.y=m +_.z=n +_.Q=o +_.as=p}, +aEE:function aEE(a,b){this.a=a +this.b=b}, +aEF:function aEF(a,b){this.a=a +this.b=b}, +aEG:function aEG(a,b){this.a=a +this.b=b}, +aEH:function aEH(a){this.a=a}, +a7B:function a7B(a,b,c,d,e,f){var _=this +_.ai$=a +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=b +_.w=!1 +_.y=c +_.z=d +_.Q=e +_.as=f}, +a3s:function a3s(a,b,c,d,e,f){var _=this +_.ai$=a +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=b +_.w=!1 +_.y=c +_.z=d +_.Q=e +_.as=f}, +a3t:function a3t(a,b,c,d,e,f){var _=this +_.ai$=a +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=b +_.w=!1 +_.y=c +_.z=d +_.Q=e +_.as=f}, +a3u:function a3u(a,b,c,d,e,f){var _=this +_.ai$=a +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=b +_.w=!1 +_.y=c +_.z=d +_.Q=e +_.as=f}, +r7:function r7(){}, +za:function za(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this +_.p1=a +_.p2=b +_.p3=c +_.p4=d +_.R8=e +_.ax=f +_.ay=g +_.ch=h +_.CW=i +_.cx=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=j +_.w=!1 +_.y=k +_.z=l +_.Q=m +_.as=n}, +YK:function YK(a,b,c,d,e,f,g,h,i,j,k){var _=this +_.p1=$ +_.p2=a +_.xN$=b +_.ax=c +_.ay=d +_.ch=e +_.CW=f +_.cx=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=g +_.w=!1 +_.y=h +_.z=i +_.Q=j +_.as=k}, +S4:function S4(){}, +ahk:function ahk(){}, +ahl:function ahl(){}, +bIy(a){var s=new A.eE("Structure",A.b([],t.C)) +a.c.push(s) +s.aO(0,"Levels",new A.b5L(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/structure/levels.dart"," In this example we showcase how you can utilize World components as levels.\n Press the different buttons in the bottom to change levels and press in the\n center to add new Ember's. You can see how level 1-3 keeps their state,\n meanwhile the one called Resettable always resets.\n ")}, +b5L:function b5L(){}, +bIz(a){var s=new A.eE("Svg",A.b([],t.C)) +a.c.push(s) +s.aO(0,"Svg Component",new A.b5M(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/svg/svg_component.dart"," Simple game showcasing how to use SVGs inside a flame game. This game \n uses several SVGs for its graphics. Click or touch the screen to make the \n player move, and double click/tap to add a new set of balloons at the \n clicked position.\n ")}, +b5M:function b5M(){}, +Jq(a){var s,r,q,p=null,o=new A.a(new Float64Array(2)) +o.t(75,125) +s=B.r.aV() +r=A.aC() +q=$.af() +q=new A.aS(q,new Float64Array(2)) +q.a9(o) +q.F() +s=new A.Yf(p,p,$,s,p,r,q,B.j,0,2,p,B.f,new A.e([],t.s),new A.e([],t.g)) +s.b7(B.j,p,p,p,0,a,2,p,o) +s.MZ(B.j,p,p,p,p,a,2,p,o,p) +return s}, +a65:function a65(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this +_.a7=null +_.ai$=a +_.p1=b +_.b_$=c +_.ac$=d +_.aQ$=e +_.ax=f +_.ay=g +_.ch=h +_.CW=i +_.cx=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=j +_.w=!1 +_.y=k +_.z=l +_.Q=m +_.as=n}, +Y9:function Y9(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this +_.ai$=a +_.p1=b +_.b_$=c +_.ac$=d +_.aQ$=e +_.ax=f +_.ay=g +_.ch=h +_.CW=i +_.cx=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=j +_.w=!1 +_.y=k +_.z=l +_.Q=m +_.as=n}, +Yf:function Yf(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this +_.ai$=a +_.p1=b +_.b_$=c +_.ac$=d +_.aQ$=e +_.ax=f +_.ay=g +_.ch=h +_.CW=i +_.cx=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=j +_.w=!1 +_.y=k +_.z=l +_.Q=m +_.as=n}, +ma:function ma(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=l +_.w=!1 +_.y=m +_.z=n +_.Q=o +_.as=p}, +amD:function amD(a,b,c,d,e){var _=this +_.k1=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=a +_.w=!1 +_.y=b +_.z=c +_.Q=d +_.as=e}, +acu:function acu(){}, +acA:function acA(){}, +ajc:function ajc(){}, +WK:function WK(){}, +aq6:function aq6(){}, +bHL(a,b){var s=null +return A.my(A.dk(s,B.IQ,B.x,B.h4,s,s,100,s,s,100),s,s)}, +bKX(a){var s=null,r=A.bg(s,-2147483647),q=A.aO(s,s,s),p=$.ay(),o=$.aG(),n=A.b([],t.u),m=A.aI(A.aL(),t.y) +r=new A.rl(r,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +r.sVy(0,!0) +return A.aH(r,B.VK,s,s,B.ZG,t.AE)}, +rl:function rl(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=l +_.w=!1 +_.y=m +_.z=n +_.Q=o +_.as=p}, +aiO:function aiO(){}, +vq:function vq(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=l +_.w=!1 +_.y=m +_.z=n +_.Q=o +_.as=p}, +aiX:function aiX(){}, +aiY:function aiY(){}, +AZ:function AZ(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r){var _=this +_.a3=1 +_.ah=a +_.aT=$ +_.dz$=b +_.ok=c +_.p1=d +_.p3=_.p2=$ +_.R8=!1 +_.db$=e +_.dx$=f +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=g +_.k2$=h +_.k3$=!1 +_.k4$=$ +_.ok$=i +_.p1$=j +_.p2$=!1 +_.ax=k +_.ay=l +_.ch=m +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=n +_.w=!1 +_.y=o +_.z=p +_.Q=q +_.as=r}, +aez:function aez(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q){var _=this +_.f4$=a +_.fU$=b +_.fV$=c +_.fW$=d +_.ae=$ +_.aa=e +_.p1=!0 +_.p2=!1 +_.b_$=f +_.ac$=g +_.aQ$=h +_.ax=i +_.ay=j +_.ch=k +_.CW=l +_.cx=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=m +_.w=!1 +_.y=n +_.z=o +_.Q=p +_.as=q}, +amq:function amq(){}, +amr:function amr(){}, +apj:function apj(){}, +bIA(a){var s=new A.eE("System",A.b([],t.C)) +a.c.push(s) +s.aO(0,"Pause/resume engine",new A.b5N(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/pause_resume_example.dart"," Demonstrate how to use the pause and resume engine methods and paused\n attribute.\n\n Tap on the screen to toggle the execution of the engine using the\n `resumeEngine` and `pauseEngine`.\n\n Double Tap on the screen to toggle the execution of the engine using the\n `paused` attribute.\n ") +s.aO(0,"Overlay",A.bL_(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/overlays_example.dart"," In this example we show how the overlays system can be used.\n\n\n If you tap the canvas the game will start and if you tap it again it will\n pause.\n ") +s.aO(0,"Without FlameGame",new A.b5O(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/without_flame_game_example.dart"," This example showcases how to create a game without the FlameGame.\n It also briefly showcases how to act on keyboard events.\n Usage: Use W A S D to steer the rectangle.\n ") +s.aO(0,"Step Game",new A.b5P(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/step_engine_game.dart"," This example demonstrates how the game can be advanced frame by frame using\n stepEngine method.\n\n To pause and un-pause the game anytime press the `P` key. Once paused, use\n the `S` key to step by one frame.\n\n Up arrow and down arrow can be used to increase or decrease the step time.\n ")}, +b5N:function b5N(){}, +b5O:function b5O(){}, +b5P:function b5P(){}, +zI:function zI(a,b,c,d,e,f,g,h){var _=this +_.a=a +_.b=b +_.db$=c +_.dx$=d +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1}, +aip:function aip(){}, +yn:function yn(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.a3=$ +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=l +_.w=!1 +_.y=m +_.z=n +_.Q=o +_.as=p}, +bIB(a){var s=new A.eE("Tiled",A.b([],t.C)) +a.c.push(s) +s.aO(0,"Flame Tiled Animation",new A.b5Q(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/tiled/flame_tiled_animation_example.dart"," Loads and displays an animated Tiled map.\n ")}, +b5Q:function b5Q(){}, +biL(a,b){var s=null,r=A.fg(B.ED,B.v) +r=new A.a7v(r,b,!0,s,0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.N_(!0,s,s,a,!0,!1) +return r}, +wf:function wf(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ah=_.a3=null +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=l +_.w=!1 +_.y=m +_.z=n +_.Q=o +_.as=p}, +a7v:function a7v(a,b,c,d,e,f,g,h,i){var _=this +_.k4=a +_.ok=b +_.ax=$ +_.ay=c +_.ch=d +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=e +_.w=!1 +_.y=f +_.z=g +_.Q=h +_.as=i}, +ant:function ant(){}, +anu:function anu(){}, +Bi:function Bi(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q){var _=this +_.a3=a +_.aT=_.ah=$ +_.bL=0 +_.ok=b +_.p1=c +_.p3=_.p2=$ +_.R8=!1 +_.db$=d +_.dx$=e +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=f +_.k2$=g +_.k3$=!1 +_.k4$=$ +_.ok$=h +_.p1$=i +_.p2$=!1 +_.ax=j +_.ay=k +_.ch=l +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=m +_.w=!1 +_.y=n +_.z=o +_.Q=p +_.as=q}, +aRM:function aRM(a){this.a=a}, +anv:function anv(){}, +bIC(a){var s=new A.eE("Utils",A.b([],t.C)) +a.c.push(s) +s.aO(0,"Timer",new A.b5R(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/utils/timer_example.dart"," This example shows how to use the `Timer`.\n\n\n Tap down to start the countdown timer, it will then count to 5 and then stop\n until you tap the canvas again and it restarts.\n ") +s.aO(0,"Timer Component",new A.b5S(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/utils/timer_component_example.dart"," This examples showcases the `TimerComponent`.\n\n\n Tap to start a timer that lives for one second and double tap to start\n another timer that lives for 5 seconds.\n ")}, +b5R:function b5R(){}, +b5S:function b5S(){}, +bJs(a){var s=null,r=A.bg(s,-2147483647),q=A.aO(s,s,s),p=$.ay(),o=$.aG(),n=A.b([],t.u),m=A.aI(A.aL(),t.y) +r=new A.uh(r,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,A.b5(["Smiley",new A.b6b()],t.N,t.z3),t.jg)}, +bif(){return new A.a69(null)}, +uh:function uh(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=l +_.w=!1 +_.y=m +_.z=n +_.Q=o +_.as=p}, +b6b:function b6b(){}, +a69:function a69(a){this.c=this.b=$ +this.a=a}, +a64:function a64(a,b,c,d,e,f,g,h,i,j,k){var _=this +_.ai=1 +_.ai$=a +_.p1=b +_.ax=c +_.ay=d +_.ch=e +_.CW=f +_.cx=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=g +_.w=!1 +_.y=h +_.z=i +_.Q=j +_.as=k}, +aeg:function aeg(){}, +aj6:function aj6(){}, +bLm(a){var s,r=null,q=a.ht("container width",400),p=a.ht("container height",200),o=A.ats(B.cQ),n=new A.a(new Float64Array(2)) +n.t(48,0) +s=new A.a(new Float64Array(2)) +s.t(48,32) +return A.dk(r,A.bjk(A.b8b(a.uX("anchor","center",$.btv(),t.N)),0,"bomb_ptero.png",n,s),B.x,r,r,new A.dC(r,r,o,r,r,r,B.aq),p,r,r,q)}, +b5U:function b5U(){}, +bMe(a){var s,r=null,q=a.ht("container width",400),p=a.ht("container height",200),o=new A.a(new Float64Array(2)) +o.t(48,32) +o=A.kp(4,r,!0,0.2,o) +s=a.aH0("playing",!0) +return A.dk(r,new A.a9l(A.b8b(a.uX("anchor","center",$.btu(),t.N)),s,A.kq("bomb_ptero.png",o,r),r),B.x,r,r,r,p,r,r,q)}, +b5T:function b5T(){}, +bMf(a){var s,r,q,p="buttons.png",o=null,n=new A.a(new Float64Array(2)) +n.t(0,0) +s=new A.a(new Float64Array(2)) +s.t(60,20) +r=new A.a(new Float64Array(2)) +r.t(0,20) +q=new A.a(new Float64Array(2)) +q.t(60,20) +return A.dk(o,new A.a9q(B.ab_,new A.b7g(),a.ht("width",250),a.ht("height",75),A.f8(A.b([A.fq(p,o,n,s),A.fq(p,o,r,q)],t.zx),t.vz),o),B.x,o,o,o,o,o,B.da,o)}, +b7g:function b7g(){}, +bMg(a){var s=null,r=a.ht("container width",400),q=a.ht("container height",200),p=A.ats(B.cQ),o=a.ht("angle (deg)",0) +return A.dk(s,A.bjk(A.b8b(a.uX("anchor","center",$.btw(),t.N)),0.017453292519943295*o,"shield.png",s,s),B.x,s,s,new A.dC(s,s,p,s,s,s,B.aq),q,s,s,r)}, +b5V:function b5V(){}, +aDp:function aDp(a,b){this.a=a +this.b=b}, +aIO:function aIO(a,b){this.a=a +this.c=b}, +nM:function nM(a,b){this.a=a +this.b=b}, +k6:function k6(a){this.a=a}, +r4(a){var s,r,q,p,o,n +if(a<0){a=-a +s=!0}else s=!1 +r=B.e.cS(a,17592186044416) +a-=r*17592186044416 +q=B.e.cS(a,4194304) +p=a-q*4194304&4194303 +o=q&4194303 +n=r&1048575 +return s?A.bgT(0,0,0,p,o,n):new A.io(p,o,n)}, +a2O(a){if(a instanceof A.io)return a +else if(A.cK(a))return A.r4(a) +else if(a instanceof A.k6)return A.r4(a.a) +throw A.d(A.h0(a,"other","not an int, Int32 or Int64"))}, +byR(a,b,c,d,e){var s,r,q,p,o,n,m,l,k,j,i,h,g +if(b===0&&c===0&&d===0)return"0" +s=(d<<4|c>>>18)>>>0 +r=c>>>8&1023 +d=(c<<2|b>>>20)&1023 +c=b>>>10&1023 +b&=1023 +q=B.Vt[a] +p="" +o="" +n="" +while(!0){if(!!(s===0&&r===0))break +m=B.e.e4(s,q) +r+=s-m*q<<10>>>0 +l=B.e.e4(r,q) +d+=r-l*q<<10>>>0 +k=B.e.e4(d,q) +c+=d-k*q<<10>>>0 +j=B.e.e4(c,q) +b+=c-j*q<<10>>>0 +i=B.e.e4(b,q) +h=B.d.cf(B.e.hA(q+(b-i*q),a),1) +n=o +o=p +p=h +r=l +s=m +d=k +c=j +b=i}g=(d<<20>>>0)+(c<<10>>>0)+b +return e+(g===0?"":B.e.hA(g,a))+p+o+n}, +bgT(a,b,c,d,e,f){var s=a-d,r=b-e-(B.e.bu(s,22)&1) +return new A.io(s&4194303,r&4194303,c-f-(B.e.bu(r,22)&1)&1048575)}, +M5(a,b){var s=B.e.GZ(a,b) +return s}, +io:function io(a,b,c){this.a=a +this.b=b +this.c=c}, +b8b(a){var s,r,q=$.b7r() +if(q.a8a(0,a))return q.gfR(q).o2(0,new A.arU(a)).a +else{q=A.bq("^\\Anchor\\(([^,]+), ([^\\)]+)\\)",!0,!1,!1).iT(a) +s=q==null?null:q.Xl(A.b([1,2],t.t)) +q=s[0] +q.toString +q=A.lm(q) +r=s[1] +r.toString +return new A.f3(q,A.lm(r))}}, 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s,r,q,p,o,n=A.b([],t.G5) +if(a.d2()===B.cU){a.eb() +s=t.o +while(!0){r=a.w +if(r===0)r=a.bp() +if(!(r!==2&&r!==4&&r!==18))break +q=A.aEk(a,b,A.bLp(),a.d2()===B.f1,!1,s) +p=q.c +o=q.w +p=new A.Fh(q,b,q.b,p,q.d,q.e,q.f,q.r,o) +p.T() +n.push(p)}a.ef() +A.bh6(n)}else n.push(A.Mo(A.mH(a),t.o)) +return new A.arX(n)}, +arY(a,b){var s,r,q,p,o +a.ew() +for(s=t.V,r=null,q=null,p=null,o=!1;a.d2()!==B.EI;)switch(a.d3($.boz())){case 0:r=A.beo(a,b) +break +case 1:if(a.d2()===B.jS){a.ck() +o=!0}else q=new A.d9(A.cd(a,b,A.eb(),!1,s)) +break +case 2:if(a.d2()===B.jS){a.ck() +o=!0}else p=new A.d9(A.cd(a,b,A.eb(),!1,s)) +break +default:a.e9() +a.ck()}a.eI() +if(o)b.pM("Lottie doesn't support expressions.") +if(r!=null)return r +q.toString +p.toString +return new A.XB(q,p)}, +bva(a,b){var s,r,q=null +a.ew() +s=q +while(!0){r=a.w +if(r===0)r=a.bp() +if(!(r!==2&&r!==4&&r!==18))break +switch(a.d3($.boB())){case 0:s=A.bv9(a,b) +break +default:a.e9() +a.ck()}}a.eI() +if(s==null)return new A.XC(q,q,q,q) +return s}, +bv9(a,b){var s,r,q,p,o,n,m,l=null +a.ew() +s=t.V +r=t.G +q=l +p=q +o=p +n=o +while(!0){m=a.w +if(m===0)m=a.bp() +if(!(m!==2&&m!==4&&m!==18))break +switch(a.d3($.boA())){case 0:n=new A.x7(A.cd(a,b,A.aqP(),!1,r)) +break +case 1:o=new A.x7(A.cd(a,b,A.aqP(),!1,r)) +break +case 2:p=new A.d9(A.cd(a,b,A.eb(),!1,s)) +break +case 3:q=new A.d9(A.cd(a,b,A.eb(),!1,s)) +break +default:a.e9() +a.ck()}}a.eI() +return new A.XC(n,o,p,q)}, +b8c(a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=null,a1=a2.d2()===B.f1 +if(a1)a2.ew() +s=t.V +r=t.S +q=a3.c +p=t.XK +o=a3.d +n=t.o +m=a0 +l=m +k=l +j=k +i=j +h=i +g=h +f=g +e=f +while(!0){d=a2.w +if(d===0)d=a2.bp() +if(!(d!==2&&d!==4&&d!==18))break +c=a2.d3($.boD()) +switch(c){case 0:a2.ew() +while(!0){d=a2.w +if(d===0)d=a2.bp() +if(!(d!==2&&d!==4&&d!==18))break +switch(a2.d3($.boC())){case 0:e=A.beo(a2,a3) +break +default:a2.e9() +a2.ck()}}a2.eI() +break +case 1:f=A.arY(a2,a3) +break +case 2:g=new A.arZ(A.cd(a2,a3,A.bLF(),!1,n)) +break +case 3:case 4:if(c===3)q.D(0,"Lottie doesn't support 3D layers.") +b=A.cd(a2,a3,A.eb(),!1,s) +h=new A.d9(b) +if(b.length===0){a=o.c +b.push(new A.h8(a3,0,0,a0,a0,a0,0,a,p))}else if(B.b.ga5(b).b==null){a=o.c +B.b.sa5(b,new A.h8(a3,0,0,a0,a0,a0,0,a,p))}break +case 5:i=new A.mu(A.cd(a2,a3,A.X1(),!1,r)) +break +case 6:j=new A.d9(A.cd(a2,a3,A.eb(),!1,s)) +break +case 7:k=new A.d9(A.cd(a2,a3,A.eb(),!1,s)) +break +case 8:l=new A.d9(A.cd(a2,a3,A.eb(),!1,s)) +break +case 9:m=new A.d9(A.cd(a2,a3,A.eb(),!1,s)) +break +default:a2.e9() +a2.ck()}}if(a1)a2.eI() +if(e!=null)s=e.giU()&&J.f(B.b.ga5(e.a).b,B.h) +else s=!0 +if(s)e=a0 +if(f!=null)s=!(f instanceof A.XB)&&f.giU()&&J.f(B.b.ga5(f.gabt()).b,B.h) +else s=!0 +if(s)f=a0 +if(h!=null)s=h.giU()&&J.f(B.b.ga5(h.a).b,0) +else s=!0 +if(s)h=a0 +if(g!=null)s=g.giU()&&J.f(B.b.ga5(g.a).b,B.mQ) +else s=!0 +if(s)g=a0 +if(l!=null)s=l.giU()&&J.f(B.b.ga5(l.a).b,0) +else s=!0 +if(s)l=a0 +if(m!=null)s=m.giU()&&J.f(B.b.ga5(m.a).b,0) +else s=!0 +return new A.Cm(e,f,g,h,i,l,s?a0:m,j,k)}, +bvr(a,b){var s,r,q=null +while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +switch(a.d3($.boK())){case 0:a.eb() +while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +r=A.bvq(a,b) +if(r!=null)q=r}a.ef() +break +default:a.e9() +a.ck()}}return q}, +bvq(a,b){var s,r,q,p +a.ew() +s=t.V +r=null +q=!1 +while(!0){p=a.w +if(p===0)p=a.bp() +if(!(p!==2&&p!==4&&p!==18))break +switch(a.d3($.boL())){case 0:q=a.e3()===0 +break +case 1:if(q)r=new A.atg(new A.d9(A.cd(a,b,A.eb(),!1,s))) +else a.ck() +break +default:a.e9() +a.ck()}}a.eI() +return r}, +bvQ(a,b,c){var s,r=A.bd("position"),q=A.bd("size"),p=c===3,o=t.o,n=null,m=!1 +while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +switch(a.d3($.boR())){case 0:n=a.dV() +break +case 1:r.b=A.arY(a,b) +break +case 2:q.b=new A.tO(A.cd(a,b,A.X6(),!0,o)) +break +case 3:m=a.iW() +break +case 4:p=a.e3()===3 +break +default:a.e9() +a.ck()}}return new A.Z9(n,r.bc(),q.bc(),p,m)}, +bJ3(a){var s,r,q,p,o=a.d2()===B.cU +if(o)a.eb() +s=a.aY() +r=a.aY() +q=a.aY() +p=a.d2()===B.c5?a.aY():1 +if(o)a.ef() +if(s<=1&&r<=1&&q<=1){s*=255 +r*=255 +q*=255 +if(p<=1)p*=255}return A.a9(B.c.aA(p),B.c.aA(s),B.c.aA(r),B.c.aA(q))}, +b8v(a,b){var s,r,q,p +a.ew() +r=2 +$label0$1:while(!0){q=a.w +if(q===0)q=a.bp() +if(!(q!==2&&q!==4&&q!==18)){s=null +break}c$1:switch(a.d3($.boW())){case 0:s=a.dV() +break $label0$1 +case 1:r=a.e3() +break +default:a.e9() +a.ck()}}if(s==null)return null +switch(s){case"gr":p=A.bCa(a,b) +break +case"st":p=A.bCd(a,b) +break +case"gs":p=A.byu(a,b) +break +case"fl":p=A.bC9(a,b) +break +case"gf":p=A.bys(a,b) +break +case"tr":p=A.b8c(a,b) +break +case"sh":p=A.bCc(a,b) +break +case"el":p=A.bvQ(a,b,r) +break +case"rc":p=A.bBq(a,b) +break +case"tm":p=A.bCe(a,b) +break +case"sr":p=A.bAT(a,b,r) +break +case"mm":p=A.bzV(a) +break +case"rp":p=A.bBB(a,b) +break +case"rd":p=A.bBF(a,b) +break +default:b.pM("Unknown shape type "+s) +p=null}while(!0){q=a.w +if(q===0)q=a.bp() +if(!(q!==2&&q!==4&&q!==18))break +a.ck()}a.eI() +return p}, +bJK(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=null +a.ew() +s=d +r=s +q=r +p=q +o=0 +n=B.lR +m=0 +l=0 +k=0 +j=B.I +i=B.I +h=0 +g=!0 +while(!0){f=a.w +if(f===0)f=a.bp() +if(!(f!==2&&f!==4&&f!==18))break +switch(a.d3($.bsF())){case 0:p=a.dV() +break +case 1:q=a.dV() +break +case 2:o=a.aY() +break +case 3:e=a.e3() +n=e>2||e<0?B.lR:B.VG[e] +break +case 4:m=a.e3() +break +case 5:l=a.aY() +break +case 6:k=a.aY() +break +case 7:j=A.bh4(a) +break +case 8:i=A.bh4(a) +break +case 9:h=a.aY() +break +case 10:g=a.iW() +break +case 11:a.eb() +r=new A.h(a.aY(),a.aY()) +a.ef() +break +case 12:a.eb() +s=new A.h(a.aY(),a.aY()) +a.ef() +break +default:a.e9() +a.ck()}}a.eI() +return new A.qG(p==null?"":p,q,o,n,m,l,k,j,i,h,g,r,s)}, +bJZ(a){return A.aDQ(a)}, +by7(a,b){var s,r,q,p,o,n,m,l,k,j,i=A.b([],t.bP) +a.ew() +s=t.C0 +r="" +q=0 +p=0 +o=null +n=null +while(!0){m=a.w +if(m===0)m=a.bp() +if(!(m!==2&&m!==4&&m!==18))break +switch(a.d3($.bpk())){case 0:r=a.dV() +break +case 1:q=a.aY() +break +case 2:p=a.aY() +break +case 3:o=a.dV() +break +case 4:n=a.dV() +break +case 5:a.ew() +while(!0){m=a.w +if(m===0)m=a.bp() +if(!(m!==2&&m!==4&&m!==18))break +switch(a.d3($.bpj())){case 0:a.eb() +while(!0){m=a.w +if(m===0)m=a.bp() +if(!(m!==2&&m!==4&&m!==18))break +l=A.b8v(a,b) +if(l!=null){k=l +j=!0}else{k=null +j=!1}if(j)i.push(s.a(k))}a.ef() +break +default:a.e9() +a.ck()}}a.eI() +break +default:a.e9() +a.ck()}}a.eI() +s=o==null?"":o +return new A.Lr(i,r,q,p,s,n==null?"":n)}, +byc(a){var s,r,q,p,o,n +a.ew() +s=null +r=null +q=null +while(!0){p=a.w +if(p===0)p=a.bp() +if(!(p!==2&&p!==4&&p!==18))break +switch(a.d3($.bpl())){case 0:s=a.dV() +break +case 1:r=a.dV() +break +case 2:q=a.dV() +break +case 3:a.aY() +break +default:a.e9() +a.ck()}}a.eI() +o=s==null?"":s +n=r==null?"":r +return new A.a1n(o,n,q==null?"":q)}, +bys(a,b){var s,r,q,p=null,o=t.o,n=t.S,m=t.cU,l=p,k=l,j=k,i=j,h=i,g=h,f=B.bB,e=!1 +while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +switch(a.d3($.bpq())){case 0:g=a.dV() +break +case 1:a.ew() +r=-1 +while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +switch(a.d3($.bpp())){case 0:r=a.e3() +break +case 1:q=new A.LI(r) +h=new A.Xz(A.ben(A.cd(a,b,q.gacp(q),!1,m))) +break +default:a.e9() +a.ck()}}a.eI() +break +case 2:i=new A.mu(A.cd(a,b,A.X1(),!1,n)) +break +case 3:j=a.e3()===1?B.er:B.uu +break +case 4:k=new A.tO(A.cd(a,b,A.X6(),!0,o)) +break +case 5:l=new A.tO(A.cd(a,b,A.X6(),!0,o)) +break +case 6:f=a.e3()===1?B.bB:B.ap +break +case 7:e=a.iW() +break +default:a.e9() +a.ck()}}if(i==null)i=new A.mu(A.b([A.Mo(100,n)],t.q1)) +o=j==null?B.er:j +h.toString +k.toString +l.toString +return new A.a1U(g,o,f,h,i,k,l,e)}, +byu(a4,a5){var s,r,q,p,o,n=null,m=A.b([],t.WC),l=t.V,k=t.o,j=t.S,i=t.cU,h=n,g=h,f=g,e=f,d=e,c=d,b=c,a=b,a0=a,a1=a0,a2=0,a3=!1 +while(!0){s=a4.w +if(s===0)s=a4.bp() +if(!(s!==2&&s!==4&&s!==18))break +switch(a4.d3($.bpt())){case 0:a1=a4.dV() +break +case 1:a4.ew() +r=-1 +while(!0){s=a4.w +if(s===0)s=a4.bp() +if(!(s!==2&&s!==4&&s!==18))break +switch(a4.d3($.bps())){case 0:r=a4.e3() +break +case 1:q=new A.LI(r) +a0=new A.Xz(A.ben(A.cd(a4,a5,q.gacp(q),!1,i))) +break +default:a4.e9() +a4.ck()}}a4.eI() +break +case 2:a=new A.mu(A.cd(a4,a5,A.X1(),!1,j)) +break +case 3:b=a4.e3()===1?B.er:B.uu +break +case 4:c=new A.tO(A.cd(a4,a5,A.X6(),!0,k)) +break +case 5:d=new A.tO(A.cd(a4,a5,A.X6(),!0,k)) +break +case 6:e=new A.d9(A.cd(a4,a5,A.eb(),!1,l)) +break +case 7:f=B.vr[a4.e3()-1] +break +case 8:g=B.va[a4.e3()-1] +break +case 9:a2=a4.aY() +break +case 10:a3=a4.iW() +break +case 11:a4.eb() +while(!0){s=a4.w +if(s===0)s=a4.bp() +if(!(s!==2&&s!==4&&s!==18))break +a4.ew() +p=n +o=p +while(!0){s=a4.w +if(s===0)s=a4.bp() +if(!(s!==2&&s!==4&&s!==18))break +switch(a4.d3($.bpr())){case 0:o=a4.dV() +break +case 1:p=new A.d9(A.cd(a4,a5,A.eb(),!1,l)) +break +default:a4.e9() +a4.ck()}}a4.eI() +if(o==="o")h=p +else if(o==="d"||o==="g"){p.toString +m.push(p)}}a4.ef() +if(m.length===1)m.push(m[0]) +break +default:a4.e9() +a4.ck()}}if(a==null)a=new A.mu(A.b([A.Mo(100,j)],t.q1)) +l=b==null?B.er:b +a0.toString +c.toString +d.toString +e.toString +return new A.a1W(a1,l,a0,a,c,d,e,f,g,a2,m,h,a3)}, +bKq(a){return B.c.aA(A.aDQ(a))}, +bh4(a){var s,r,q,p +a.eb() +s=B.c.aA(a.aY()*255) +r=B.c.aA(a.aY()*255) +q=B.c.aA(a.aY()*255) +while(!0){p=a.w +if(p===0)p=a.bp() +if(!(p!==2&&p!==4&&p!==18))break +a.ck()}a.ef() +return A.a9(255,s,r,q)}, +b9F(a){var s=A.b([],t.yv) +a.eb() +for(;a.d2()===B.cU;){a.eb() +s.push(A.mH(a)) +a.ef()}a.ef() +return s}, +mH(a){switch(a.d2().a){case 6:return A.bz5(a) +case 0:return A.bz4(a) +case 2:return A.bz6(a) +case 8:return B.h +case 1:case 3:case 4:case 5:case 7:case 9:throw A.d(A.bN("Unknown point starts with "+a.d2().j(0)))}}, +bz5(a){var s,r=a.aY(),q=a.aY() +while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +a.ck()}return new A.h(r,q)}, +bz4(a){var s,r +a.eb() +s=a.aY() +r=a.aY() +for(;a.d2()!==B.pQ;)a.ck() +a.ef() +return new A.h(s,r)}, +bz6(a){var s,r,q +a.ew() +s=0 +r=0 +while(!0){q=a.w +if(q===0)q=a.bp() +if(!(q!==2&&q!==4&&q!==18))break +switch(a.d3($.bpL())){case 0:s=A.aDQ(a) +break +case 1:r=A.aDQ(a) +break +default:a.e9() +a.ck()}}a.eI() +return new A.h(s,r)}, +aDQ(a){var s,r,q=a.d2() +switch(q.a){case 6:return a.aY() +case 0:a.eb() +s=a.aY() +while(!0){r=a.w +if(r===0)r=a.bp() +if(!(r!==2&&r!==4&&r!==18))break +a.ck()}a.ef() +return s +case 1:case 2:case 3:case 4:case 5:case 7:case 8:case 9:throw A.d(A.bN("Unknown value for token of type "+q.j(0)))}}, +cd(a,b,c,d,e){var s,r=A.b([],e.h("v>")) +if(a.d2()===B.jS){b.pM("Lottie doesn't support expressions.") +return r}a.ew() +while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +switch(a.d3($.bpQ())){case 0:if(a.d2()===B.cU){a.eb() +if(a.d2()===B.c5)r.push(A.aEk(a,b,c,!1,d,e)) +else while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +r.push(A.aEk(a,b,c,!0,d,e))}a.ef()}else r.push(A.aEk(a,b,c,!1,d,e)) +break +default:a.ck()}}a.eI() +A.bh6(r) +return r}, +bh6(a){var s,r,q,p,o +for(s=a.length-1,r=0;r1)B.b.O(a,o)}, +bh9(b9,c0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6=null,b7=A.b([],t.cc),b8=A.b([],t.qa) +b9.ew() +s=t.V +r=c0.c +q=t.T +p=t.HU +o=c0.gaGi() +n=b6 +m=n +l=m +k=l +j=k +i=j +h=i +g=h +f="UNSET" +e=B.lT +d=0 +c=0 +b=0 +a=B.I +a0=0 +a1=0 +a2=-1 +a3=1 +a4=0 +a5=0 +a6=0 +a7=!1 +a8=B.mL +while(!0){a9=b9.w +if(a9===0)a9=b9.bp() +if(!(a9!==2&&a9!==4&&a9!==18))break +switch(b9.d3($.bpS())){case 0:f=b9.dV() +break +case 1:d=b9.e3() +break +case 2:g=b9.dV() +break +case 3:b0=b9.e3() +e=b0<6?B.Xa[b0]:B.lT +break +case 4:a2=b9.e3() +break +case 5:c=b9.e3() +break +case 6:b=b9.e3() +break +case 7:a=A.bzZ(b9.dV(),o) +break +case 8:k=A.b8c(b9,c0) +break +case 9:b1=b9.e3() +if(b1>=6){r.D(0,"Unsupported matte type: "+b1) +break}a8=B.Vq[b1] +if(a8===B.AB)r.D(0,"Unsupported matte type: Luma") +else if(a8===B.AC)r.D(0,"Unsupported matte type: Luma Inverted");++c0.f +break +case 10:b9.eb() +while(!0){a9=b9.w +if(a9===0)a9=b9.bp() +if(!(a9!==2&&a9!==4&&a9!==18))break +b7.push(A.bzH(b9,c0))}c0.f+=b7.length +b9.ef() +break +case 11:b9.eb() +while(!0){a9=b9.w +if(a9===0)a9=b9.bp() +if(!(a9!==2&&a9!==4&&a9!==18))break +b2=A.b8v(b9,c0) +if(b2!=null)b8.push(b2)}b9.ef() +break +case 12:b9.ew() +while(!0){a9=b9.w +if(a9===0)a9=b9.bp() +if(!(a9!==2&&a9!==4&&a9!==18))break +switch(b9.d3($.bpT())){case 0:l=new A.as_(A.cd(b9,c0,A.bJL(),!1,p)) +break +case 1:b9.eb() +a9=b9.w +if(a9===0)a9=b9.bp() +if(a9!==2&&a9!==4&&a9!==18)m=A.bva(b9,c0) +while(!0){a9=b9.w +if(a9===0)a9=b9.bp() +if(!(a9!==2&&a9!==4&&a9!==18))break +b9.ck()}b9.ef() +break +default:b9.e9() +b9.ck()}}b9.eI() +break +case 13:b9.eb() +b3=A.b([],q) +while(!0){a9=b9.w +if(a9===0)a9=b9.bp() +if(!(a9!==2&&a9!==4&&a9!==18))break +b9.ew() +while(!0){a9=b9.w +if(a9===0)a9=b9.bp() +if(!(a9!==2&&a9!==4&&a9!==18))break +switch(b9.d3($.bpR())){case 0:b4=b9.e3() +if(b4===29)i=A.bvr(b9,c0) +else if(b4===25)j=new A.axK().aPS(0,b9,c0) +break +case 1:b3.push(b9.dV()) +break +default:b9.e9() +b9.ck()}}b9.eI()}b9.ef() +r.D(0,"Lottie doesn't support layer effects. If you are using them for fills, strokes, trim paths etc. then try adding them directly as contents in your shape. 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Lottie should primarily be used with shapes. If you are using Adobe Illustrator, convert the Illustrator layers to shape layers.") +a.ef()}, +bzy(a,b,c,d){var s,r,q,p,o,n,m,l,k,j,i,h,g +a.eb() +s=t.fQ +r=t.S +q=t.IE +while(!0){p=a.w +if(p===0)p=a.bp() +if(!(p!==2&&p!==4&&p!==18))break +o=A.bd("id") +n=A.b([],s) +m=A.D(r,q) +a.ew() +l=0 +k=0 +j=null +i=null +while(!0){p=a.w +if(p===0)p=a.bp() +if(!(p!==2&&p!==4&&p!==18))break +switch(a.d3($.bpV())){case 0:o.b=a.dV() +break +case 1:a.eb() +while(!0){p=a.w +if(p===0)p=a.bp() +if(!(p!==2&&p!==4&&p!==18))break +h=A.bh9(a,b) +m.q(0,h.d,h) +n.push(h)}a.ef() +break +case 2:l=a.e3() +break +case 3:k=a.e3() +break +case 4:j=a.dV() +break +case 5:i=a.dV() +break +default:a.e9() +a.ck()}}a.eI() +if(j!=null){g=o.b +if(g===o)A.V(A.fc(o.a)) +d.q(0,g,new A.a3M(l,k,g,j,i==null?"":i))}else{g=o.b +if(g===o)A.V(A.fc(o.a)) +c.q(0,g,n)}}a.ef()}, +bzA(a,b){var s,r +a.ew() +while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +switch(a.d3($.bpW())){case 0:a.eb() +while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +r=A.byc(a) +b.q(0,r.b,r)}a.ef() +break +default:a.e9() +a.ck()}}a.eI()}, +bzz(a,b,c){var s,r +a.eb() +while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +r=A.by7(a,b) +c.q(0,31*(31*B.d.gJ(r.b)+B.d.gJ(r.f))+B.d.gJ(r.e),r)}a.ef()}, +bzC(a,b,c){var s +a.eb() +while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +a.ew() +while(!0){s=a.w +if(s===0)s=a.bp() +if(!(s!==2&&s!==4&&s!==18))break +switch(a.d3($.bpX())){case 0:a.dV() +break +case 1:a.aY() +break +case 2:a.aY() +break +default:a.e9() +a.ck()}}a.eI() +c.push(new A.a3V())}a.ef()}, +bzH(a,b){var s,r,q,p,o,n,m=A.bd("maskMode"),l=A.bd("maskPath"),k=A.bd("opacity") +a.ew() +s=t.S +r=t.hd +q=b.c +p=!1 +while(!0){o=a.w +if(o===0)o=a.bp() +if(!(o!==2&&o!==4&&o!==18))break +switch(a.abT()){case"mode":n=a.dV() +switch(n){case"a":m.b=B.As +break +case"s":m.b=B.ZU +break +case"n":m.b=B.At +break +case"i":q.D(0,"Animation contains intersect masks. 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+k=c4.d +i=A.b1(k) +h=new A.aK(k,0,2,i.h("aK")) +h.cm(k,0,2,i.h("M.E")) +B.b.I(o,h) +s.q(0,e,j)}if(c!=null){b=q.i(0,c.b) +o=c.a +k=c.c +k=k==null?b9:k.a +if(k==null)k=0 +j=c.d +j=j==null?b9:j.a +if(j==null)j=0 +i=f.a +h=c.e +if(h==null)h=4 +g=c.f +if(g==null)g=1 +c4.iL(B.F8) +a=c4.e++ +c4.a.push(29) +c3.setUint32(0,o.a,!0) +o=c4.a +a0=c4.d +a1=A.b1(a0) +a2=new A.aK(a0,0,4,a1.h("aK")) +a2.cm(a0,0,4,a1.h("M.E")) +B.b.I(o,a2) +c4.a.push(k) +c4.a.push(j) +c4.a.push(i.a) +c3.setFloat32(0,h,!0) +h=c4.a +i=c4.d +o=A.b1(i) +k=new A.aK(i,0,4,o.h("aK")) +k.cm(i,0,4,o.h("M.E")) +B.b.I(h,k) +c3.setFloat32(0,g,!0) +g=c4.a +k=c4.d +o=A.b1(k) +j=new A.aK(k,0,4,o.h("aK")) +j.cm(k,0,4,o.h("M.E")) +B.b.I(g,j) +c3.setUint16(0,a,!0) +j=c4.a +g=c4.d +o=A.b1(g) +k=new A.aK(g,0,2,o.h("aK")) +k.cm(g,0,2,o.h("M.E")) +B.b.I(j,k) +c3.setUint16(0,b==null?c0:b,!0) +o=c4.a +k=c4.d +j=A.b1(k) +i=new A.aK(k,0,2,j.h("aK")) +i.cm(k,0,2,j.h("M.E")) +B.b.I(o,i) +r.q(0,e,a)}++e}a3=A.D(c2,c2) +for(c2=c5.d,p=c2.length,o=t.ZC,l=t.n,k=t.JO,j=t.wd,a4=0,n=0;n")) +a2.cm(a0,0,2,a1.h("M.E")) +B.b.I(g,a2) +a2=i.length +c3.setUint32(0,a2,!0) +g=c4.a +a1=c4.d +a0=A.b1(a1) +b0=new A.aK(a1,0,4,a0.h("aK")) +b0.cm(a1,0,4,a0.h("M.E")) +B.b.I(g,b0) +B.b.I(c4.a,B.aQ.j8(i.buffer,i.byteOffset,a2)) +a2=h.length +c3.setUint32(0,a2,!0) +i=c4.a +b0=c4.d +g=A.b1(b0) +a0=new A.aK(b0,0,4,g.h("aK")) +a0.cm(b0,0,4,g.h("M.E")) +B.b.I(i,a0) +i=c4.a +b1=B.e.bB(i.length,4) +if(b1!==0){g=$.Ce() +a0=4-b1 +a1=A.b1(g) +b0=new A.aK(g,0,a0,a1.h("aK")) +b0.cm(g,0,a0,a1.h("M.E")) +B.b.I(i,b0)}i=c4.a +g=h.buffer +h=h.byteOffset +h=new Uint8Array(g,h,4*a2) +B.b.I(i,h) +a3.q(0,a4,a);++a4}for(c2=c5.y,p=c2.length,n=0;n")) +a1.cm(a,0,2,a0.h("M.E")) +B.b.I(g,a1) +c3.setFloat32(0,o==null?0/0:o,!0) +o=c4.a +g=c4.d +a=A.b1(g) +a0=new A.aK(g,0,4,a.h("aK")) +a0.cm(g,0,4,a.h("M.E")) +B.b.I(o,a0) +c3.setFloat32(0,l==null?0/0:l,!0) +o=c4.a +l=c4.d +g=A.b1(l) +a=new A.aK(l,0,4,g.h("aK")) +a.cm(l,0,4,g.h("M.E")) +B.b.I(o,a) +c3.setFloat32(0,k==null?0/0:k,!0) +o=c4.a +l=c4.d +k=A.b1(l) +g=new A.aK(l,0,4,k.h("aK")) +g.cm(l,0,4,k.h("M.E")) +B.b.I(o,g) +c3.setFloat32(0,j==null?0/0:j,!0) +o=c4.a +l=c4.d +k=A.b1(l) +j=new A.aK(l,0,4,k.h("aK")) +j.cm(l,0,4,k.h("M.E")) +B.b.I(o,j) +o=i?1:0 +c4.a.push(o) +o=c4.a +if(h!=null){l=h.length +o.push(l) +o=c4.a +b1=B.e.bB(o.length,8) +if(b1!==0){k=$.Ce() +j=8-b1 +i=A.b1(k) +g=new A.aK(k,0,j,i.h("aK")) +g.cm(k,0,j,i.h("M.E")) +B.b.I(o,g)}o=c4.a +k=h.buffer +h=h.byteOffset +l=new Uint8Array(k,h,8*l) +B.b.I(o,l)}else o.push(0)}for(c2=c5.f,p=c2.length,n=0;n")) +b0.cm(a1,0,2,a2.h("M.E")) +B.b.I(a0,b0) +c3.setFloat32(0,k,!0) +k=c4.a +b0=c4.d +a0=A.b1(b0) +a1=new A.aK(b0,0,4,a0.h("aK")) +a1.cm(b0,0,4,a0.h("M.E")) +B.b.I(k,a1) +c3.setFloat32(0,i,!0) +i=c4.a +a1=c4.d +k=A.b1(a1) +a0=new A.aK(a1,0,4,k.h("aK")) +a0.cm(a1,0,4,k.h("M.E")) +B.b.I(i,a0) +c4.a.push(j.a) +c4.a.push(h.a) +c4.a.push(g.a) +c3.setUint32(0,a.a,!0) +a=c4.a +g=c4.d +k=A.b1(g) +j=new A.aK(g,0,4,k.h("aK")) +j.cm(g,0,4,k.h("M.E")) +B.b.I(a,j) +if(l!=null){b4=B.Q.goy().cT(l) +l=b4.length +c3.setUint16(0,l,!0) +k=c4.a +j=c4.d +i=A.b1(j) +h=new A.aK(j,0,2,i.h("aK")) +h.cm(j,0,2,i.h("M.E")) +B.b.I(k,h) +B.b.I(c4.a,B.aQ.j8(b4.buffer,b4.byteOffset,l))}else{c3.setUint16(0,0,!0) +l=c4.a +k=c4.d +j=A.b1(k) +i=new A.aK(k,0,2,j.h("aK")) +i.cm(k,0,2,j.h("M.E")) +B.b.I(l,i)}b4=B.Q.goy().cT(o) +o=b4.length +c3.setUint16(0,o,!0) +l=c4.a +k=c4.d +j=A.b1(k) +i=new A.aK(k,0,2,j.h("aK")) +i.cm(k,0,2,j.h("M.E")) +B.b.I(l,i) +B.b.I(c4.a,B.aQ.j8(b4.buffer,b4.byteOffset,o))}for(c2=c5.z,p=c2.length,o=c5.w,l=c5.x,k=c5.e,n=0;n")) +a0.cm(g,0,2,a.h("M.E")) +B.b.I(j,a0) +c3.setUint16(0,i.gE(i),!0) +a0=c4.a +j=c4.d +g=A.b1(j) +a=new A.aK(j,0,2,g.h("aK")) +a.cm(j,0,2,g.h("M.E")) +B.b.I(a0,a) +a=c4.a +b1=B.e.bB(a.length,4) +if(b1!==0){j=$.Ce() +g=4-b1 +a0=A.b1(j) +a1=new A.aK(j,0,g,a0.h("aK")) +a1.cm(j,0,g,a0.h("M.E")) +B.b.I(a,a1)}j=c4.a +g=i.buffer +a=i.byteOffset +i=i.gE(i) +i=new Uint8Array(g,a,4*i) +B.b.I(j,i) 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2","notosanssymbols2/v17/I_uyMoGduATTei9eI8daxVHDyfisHr71ypPqfX71-AI.ttf","w|2n;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6hu|1;6jm|;6nj|;6p2|a;6pf|;6qa|;6qg|1;6u1|;6v8|2;6xi|;6xk|;6xm|1;6xw|4;6y3|;70b|;70d|2;710|;72m|1;73d|1;73h|2;73l|1h;75s|a;7fk|2x;7im|4;7is|f;7jk|7;7jw|;7kk|k;7lr|g;7mm|3;7my|2;7nh|g;7nz|i;7pc|4;7pi|3;7pn|h;7qa|5;7qh|y;7rh|;7rj|4;7rq|v;7tg|;7tk|n;7u9|d;7wg|73;875|;88v|;8a3|;8hs|d;8ia|t;8jx|12;8l2|v;8lz|2u;8ov|;fcw|1r;1ek9|2;1etc|26;1evk|c;1ew0|;1exc|19;1f4w|r;1heo|u;2k80|j;2k8w|2e;2kbk|o;2pz4|17;2q0g|2r;2q3k|e;2q41|e;2q4h|e;2q4x|10;2qkt|2;2ql1|;2ql8|;2qld|b;2qly|;2qns|;2qnx|;2qoj|c;2qp3|;2qp8|2;2qpu|;2qpw|;2qpy|;2qq2|4;2qqc|c;2qr1|;2qr5|2;2qr9|2;2qrs|;2qs5|;2qsf|;2qsm|;2qtb|;2qtd|1;2qti|3;2qto|2;2qtv|;2qui|;2qv1|;2qw3|;2qwg|;2qwj|;2qwp|;2qwr|;2qwv|;2qx4|3;2qxm|;2qxr|;2qxw|2;2qy2|3;2qyf|;2qyh|2;2qyl|1;2qyr|;2qyv|3;2qz1|;2qz6|1;2r0e|7;2r0q|;2r0w|15;2r23|p;2r2v|c;2r39|2d;2r80|1b;2r9j|;2r9p|;2r9t|;2r9w|;2ra0|;2ral|;2raq|;2rax|1;2rb0|;2rba|5;2rbh|2;2rbn|4;2rc0|a;2rcg|3;2rcn|5;2rgg|2g;2rj4|b;2rk0|b;2rkg|1j;2rm8|9;2rmo|13;2ro0|t;2row|1;2rsr|;2rt2|;2ry8|2b;2s0w|d;2s1c|4;2s1k|2;2s1s|6;2s28|o;2s34|6;2s3k|2;2s40|6;2s5c|42;2s9g|1i;2sc0|9;")) +r.push(new A.ap("Noto Sans Adlam","notosansadlam/v21/neIczCCpqp0s5pPusPamd81eMfjPonvqdbYxxpgufnv0TGnBZLwhuvk.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;17j|;18g|;60w|5;61q|;642|1;6c3|2;6c8|6;6cg|2;6cm|;6cw|;6d5|1;6dg|;6dr|;6gc|;6jm|;6qa|;7gs|;948|1;94x|;2olc|23;2onk|9;2ony|1;")) +r.push(new A.ap("Noto Sans Anatolian Hieroglyphs","notosansanatolianhieroglyphs/v14/ijw9s4roRME5LLRxjsRb8A0gKPSWq4BbDmHHu6j2pEtUJzZWXybIymc5QYo.ttf","w|;4g|;6bv|;1s00|g6;")) +r.push(new A.ap("Noto Sans Arabic","notosansarabic/v18/nwpxtLGrOAZMl5nJ_wfgRg3DrWFZWsnVBJ_sS6tlqHHFlhQ5l3sQWIHPqzCfyGyvu3CBFQLaig.ttf","w|1;18|2;1c|a;4g|;4r|;57|;nj|;16o|s;17i|69;1g0|1b;1pc|k;1py|8;1qr|18;6bv|6;6dr|;7gs|;94x|;1dn4|35;1dqr|a4;1e1c|1r;1e36|1h;1e5s|d;1e9c|4;1e9i|3q;")) +r.push(new A.ap("Noto Sans Armenian","notosansarmenian/v42/ZgN0jOZKPa7CHqq0h37c7ReDUubm2SEdFXp7ig73qtTY5idb74R9UdM3y2nZLorxb60iYy6zF3Eg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;10x|11;121|1d;13h|2;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6ck|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1dlf|4;")) +r.push(new A.ap("Noto Sans Avestan","notosansavestan/v20/bWti7ejKfBziStx7lIzKOLQZKhIJkyu9SASLji8U.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;94g|1;1gqo|1h;1gs9|6;")) +r.push(new A.ap("Noto Sans Balinese","notosansbalinese/v24/NaPwcYvSBuhTirw6IaFn6UrRDaqje-lpbbRtYf-Fwu2Ov7fdhE5Vd222PPY.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5c0|23;5e8|18;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Bamum","notosansbamum/v26/uk-0EGK3o6EruUbnwovcbBTkkklK_Ya_PBHfNGTPEddO-_gLykxEkxA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;www|2f;1z40|fs;")) +r.push(new A.ap("Noto Sans Bassa Vah","notosansbassavah/v17/PN_bRee-r3f7LnqsD5sax12gjZn7mBpL5YwUpA2MBdcFn4MaAc6p34gH-GD7.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1zo0|t;1zow|5;")) +r.push(new A.ap("Noto Sans Batak","notosansbatak/v16/gok2H6TwAEdtF9N8-mdTCQvT-Zdgo4_PHuk74A.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5hc|1f;5j0|3;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Bengali","notosansbengali/v20/Cn-SJsCGWQxOjaGwMQ6fIiMywrNJIky6nvd8BjzVMvJx2mcSPVFpVEqE-6KmsolLudCk8izI0lc.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jg|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;1vk|3;1vp|7;1vz|1;1w3|l;1wq|6;1wy|;1x2|3;1x8|8;1xj|1;1xn|3;1xz|;1y4|1;1y7|4;1ye|o;5ow|;5oy|;5p1|1;5p4|;5pd|;5pm|;5pp|;5pu|;5px|2;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;xdd|;")) +r.push(new A.ap("Noto Sans Bhaiksuki","notosansbhaiksuki/v15/UcC63EosKniBH4iELXATsSBWdvUHXxhj8rLUdU4wh9U.ttf","w|;4g|;6bv|;7gs|;1k3k|8;1k3u|18;1k54|d;1k5s|s;")) +r.push(new A.ap("Noto Sans Brahmi","notosansbrahmi/v15/vEFK2-VODB8RrNDvZSUmQQIIByV18tK1W77HtMo.ttf","w|;4g|;6bv|2;7gs|;1hq8|25;1hsi|t;1htr|;")) +r.push(new A.ap("Noto Sans Buginese","notosansbuginese/v18/esDM30ldNv-KYGGJpKGk18phe_7Da6_gtfuEXLmNtw.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;54w|r;55q|1;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xjj|;")) +r.push(new A.ap("Noto Sans Buhid","notosansbuhid/v18/Dxxy8jiXMW75w3OmoDXVWJD7YwzAe6tgnaFoGA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4l1|1;4lc|j;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Canadian Aboriginal","notosanscanadianaboriginal/v21/4C_TLjTuEqPj-8J01CwaGkiZ9os0iGVkezM1mUT-j_Lmlzda6uH_nnX1bzigWLn_yAsg0q0uhQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;3y8|hr;4vk|1x;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1ju8|f;")) +r.push(new A.ap("Noto Sans Carian","notosanscarian/v15/LDIpaoiONgYwA9Yc6f0gUILeMIOgs7ob9yGLmfI.ttf","w|;4g|;1f34|1c;")) +r.push(new A.ap("Noto Sans Caucasian Albanian","notosanscaucasianalbanian/v16/nKKA-HM_FYFRJvXzVXaANsU0VzsAc46QGOkWytlTs-TXrYDmoVmRSZo.ttf","w|;4g|;lg|;mp|;7gs|;1e74|f;1flc|1f;1fn3|;")) +r.push(new A.ap("Noto Sans Chakma","notosanschakma/v17/Y4GQYbJ8VTEp4t3MKJSMjg5OIzhi4JjTQhYBeYo.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1ye|9;37k|9;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1hxc|1g;1hyu|h;")) +r.push(new A.ap("Noto Sans Cham","notosanscham/v27/pe06MIySN5pO62Z5YkFyQb_bbuRhe6D4yip43qfcERwcv7GykboaLg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xkw|1i;xmo|d;xn4|9;xng|3;")) +r.push(new A.ap("Noto Sans Cherokee","notosanscherokee/v19/KFOPCm6Yu8uF-29fiz9vQF9YWK6Z8O10cHNA0cSkZCHYWi5PDkm5rAffjl0.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;mb|1;me|2;mo|1;3vk|2d;3y0|5;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;xv4|27;")) +r.push(new A.ap("Noto Sans Coptic","notosanscoptic/v17/iJWfBWmUZi_OHPqn4wq6kgqumOEd78u_VG0xR4Y.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jd|;jq|1;jt|;k8|5;lc|8;lm|2;lt|1;mb|;me|2;n3|;ny|;o1|;ok|1;rm|d;16t|;5vx|;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6dv|;6dy|;6e0|1;6gc|;6jm|;6qa|;7gs|;8sg|37;8vt|6;93r|;94j|1;1e78|2;1f4w|r;")) +r.push(new A.ap("Noto Sans Cuneiform","notosanscuneiform/v15/bMrrmTWK7YY-MF22aHGGd7H8PhJtvBDWgb9JlRQueeQ.ttf","w|;4g|;1kw0|pl;1log|32;1lrk|4;1ls0|5f;")) +r.push(new A.ap("Noto Sans Cypriot","notosanscypriot/v15/8AtzGta9PYqQDjyp79a6f8Cj-3a3cxIsK5MPpahF.ttf","w|;4g|;1g5c|5;1g5k|;1g5m|17;1g6v|1;1g70|;1g73|;")) +r.push(new A.ap("Noto Sans Deseret","notosansdeseret/v15/MwQsbgPp1eKH6QsAVuFb9AZM6MMr2Vq9ZnJSZtQG.ttf","w|;4g|;1fcw|27;")) +r.push(new A.ap("Noto Sans Devanagari","notosansdevanagari/v25/TuGoUUFzXI5FBtUq5a8bjKYTZjtRU6Sgv3NaV_SNmI0b8QQCQmHn6B2OHjbL_08AlXQly-AzoFoW4Ow.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jg|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1s0|3j;5ow|12;5q0|1;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6i8|;6jm|;6qa|;7gs|;x80|9;xcw|v;")) +r.push(new A.ap("Noto Sans Duployan","notosansduployan/v16/gokzH7nwAEdtF9N8-mdTDx_X9JM5wsvrFsIn6WYDvA.ttf","w|;4g|;6bw|1;7gs|;2fpc|2y;2fsg|c;2fsw|8;2ftc|9;2fto|7;")) +r.push(new A.ap("Noto Sans Egyptian Hieroglyphs","notosansegyptianhieroglyphs/v26/vEF42-tODB8RrNDvZSUmRhcQHzx1s7y_F9-j3qSzEcbEYindSVK8xRg7iw.ttf","w|;4g|;6bw|1;7gs|;1o1s|tq;")) +r.push(new A.ap("Noto Sans Elbasan","notosanselbasan/v15/-F6rfiZqLzI2JPCgQBnw400qp1trvHdlre4dFcFh.ttf","w|;4g|;53|;lh|;pd|g;pv|6;re|;rg|;ri|;7gs|;1fk0|13;")) +r.push(new A.ap("Noto Sans Elymaic","notosanselymaic/v15/UqyKK9YTJW5liNMhTMqe9vUFP65ZD4AjWOT0zi2V.ttf","w|;4g|;1hpc|m;")) +r.push(new A.ap("Noto Sans Georgian","notosansgeorgian/v42/PlIaFke5O6RzLfvNNVSitxkr76PRHBC4Ytyq-Gof7PUs4S7zWn-8YDB09HFNdpvnzFj-f5WK0OQV.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;13d|;3a8|11;3bb|;3bh|;3bk|1b;5n4|16;5od|2;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gu|;6jm|;6qa|;8w0|11;8x3|;8x9|;")) +r.push(new A.ap("Noto Sans Glagolitic","notosansglagolitic/v15/1q2ZY4-BBFBst88SU_tOj4J-4yuNF_HI4ERK4Amu7nM1.ttf","w|;4g|;lf|;lh|;w4|;w7|;8ow|1a;8q8|1a;wvj|;2mtc|6;2mtk|g;2mu3|6;2mub|1;2mue|4;")) +r.push(new A.ap("Noto Sans Gothic","notosansgothic/v15/TuGKUUVzXI5FBtUq5a8bj6wRbzxTFMX40kFQRx0.ttf","w|;4g|;lg|1;lk|;mp|;1f74|q;")) +r.push(new A.ap("Noto Sans Grantha","notosansgrantha/v17/3y976akwcCjmsU8NDyrKo3IQfQ4o-r8cFeulHc6N.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;2ay|;2b9|;2cm|c;5ow|;5oy|1;5pu|2;5q0|1;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6i8|;6jm|;6qa|;7gs|;1ibk|3;1ibp|7;1ibz|1;1ic3|l;1icq|6;1icy|1;1id1|4;1id7|9;1idj|1;1idn|2;1ids|;1idz|;1ie5|6;1iee|6;1ieo|4;")) +r.push(new A.ap("Noto Sans Gujarati","notosansgujarati/v23/wlpWgx_HC1ti5ViekvcxnhMlCVo3f5pv17ivlzsUB14gg1TMR2Gw4VceEl7MA_ypFwPM_OdiEH0s.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;22p|2;22t|8;233|2;237|l;23u|6;242|1;245|4;24c|9;24n|2;24r|2;24w|;25c|3;25i|b;261|6;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;x80|9;")) +r.push(new A.ap("Noto Sans Gunjala Gondi","notosansgunjalagondi/v15/bWto7e7KfBziStx7lIzKPrcSMwcEnCv6DW7n5hcVXYMTK4q1.ttf","w|1;11|;13|8;1m|;1o|3;4g|;5z|;6v|;6bw|1;6c8|1;6cc|1;6cm|;6qa|;7gs|;1kdc|5;1kdj|1;1kdm|10;1keo|1;1ker|5;1kf4|9;")) +r.push(new A.ap("Noto Sans Gurmukhi","notosansgurmukhi/v26/w8g9H3EvQP81sInb43inmyN9zZ7hb7ATbSWo4q8dJ74a3cVrYFQ_bogT0-gPeG1OenbxZ_trdp7h.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jg|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;1z5|2;1z9|5;1zj|1;1zn|l;20a|6;20i|1;20l|1;20o|1;20s|;20u|4;213|1;217|2;21d|;21l|3;21q|;21y|g;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;7jg|;x80|9;")) +r.push(new A.ap("Noto Sans 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;gi2|;gi6|1;gia|2;gie|4;gik|4;giq|;gis|a;gj4|;gj6|;gj8|;gja|;gjd|;gjf|;gjl|2;gjp|;gjs|5;gk0|2;gk4|;gk6|5;gkf|7;gko|b;gl1|3;gl7|1;gla|;gld|;glf|1;gli|e;gly|;gm0|9;gmb|m;gmz|8;gn9|3;gne|5;gno|;go0|d;gof|9;goq|8;gp0|4;gp7|d;gpm|;gpo|;gpq|;gps|k;gqe|j;gqz|5;gra|;gre|;gri|;grk|b;grx|2;gs1|2;gs7|1;gsa|3;gsf|;gsh|j;gt3|1;gt6|;gta|;gtf|;gth|3;gtm|f;gu3|1;gu6|3;gub|8;gul|6;gut|2;gv0|3;gv5|5;gvd|2;gvl|2;gvp|2;gvt|;gvv|9;gw6|f;gwo|2;gws|1;gwv|;gwx|d;gxc|5;gxl|3;gxr|w;gyp|9;gz0|;gz2|4;gz9|2;gzd|9;gzo|2;gzs|1;gzw|b;h0b|8;h0l|;h0n|;h0p|1;h0s|4;h0y|9;h19|6;h1h|1;h1k|2;h1o|4;h1u|2;h1z|3;h25|1;h28|6;h2g|c;h2u|6;h32|9;h3d|7;h3m|1;h3p|;h3r|3;h3w|3;h41|;h44|4;h4a|5;h4h|6;h4p|;h4s|7;h51|1;h54|5;h5d|;h5f|1;h5i|1;h5m|1;h5p|5;h5w|1;h5z|;h62|1;h65|4;h6f|;h6h|2;h6l|;h6n|5;h6v|6;h76|4;h7c|;h7e|6;h7m|1;h7s|2;h7w|4;h82|2;h8b|;h8d|6;h8l|2;h8p|9;h90|;h93|;h97|;h9b|;h9d|1;h9g|;h9i|5;h9p|;h9r|8;ha2|6;haa|1;hag|;hai|3;han|1;har|2;hav|e;hbb|;hbe|;hbi|;hbn|3;hbs|7;hc1|3;hc6|2;hcb|1;hce|2;hci|;hck|1;hcn|;hcs|b;hd5|;hd8|i;hds|e;he8|;hea|;hec|;heg|1;hej|3;heo|a;hf0|f;hfh|;hfj|1;hfo|;hfr|8;hg1|4;hg7|8;hgi|3;hgo|1;hgr|2;hgv|;hgx|5;hh5|a;hhh|6;hhq|6;hhy|;hi0|2;hi4|5;hib|;hid|7;him|3;hir|;hit|1;hiy|5;hj5|1;hj9|4;hjf|;hji|8;hjs|8;hk2|2;hk7|2;hkb|1;hkf|1;hki|2;hkp|6;hky|5;hl6|;hl8|3;hld|1;hlg|3;hll|1;hlo|1;hlr|1;hlu|;hlw|1;hlz|;hm1|6;hm9|1;hmc|;hmf|1;hmk|;hmm|;hmo|;hms|1;hmv|3;hn2|3;hn7|2;hnb|1;hne|;hng|;hnk|2;hnp|;hnr|;hnt|5;ho0|9;hob|a;hop|1;hot|3;hoy|2;hp2|4;hp9|b;hpo|;hpq|j;hqb|h;hqu|;hqw|6;hr4|1;hr7|3;hrc|r;hs9|4;hsf|;hsh|2;hsl|7;hsu|3;hsz|2;ht3|;ht5|5;htf|;hth|4;hto|2;hts|a;hu4|1;hu8|u;hv4|1;hvb|8;hvl|3;hvq|;hvs|;hvu|2;hvy|9;hw9|9;hwk|3;hwp|3;hwu|m;hxi|9;hxt|;hxv|;hxx|h;hyg|6;hyo|;hyq|9;hz1|2;hz5|2;hz9|;hzb|2;hzf|2;hzj|2;hzn|4;hzt|2;hzx|4;i03|5;i0a|6;i0i|;i0k|;i0o|;i0s|5;i0z|5;i16|7;i1f|5;i1m|3;i1r|;i1u|4;i20|1;i23|3;i28|8;i2i|3;i2n|6;i2v|2;i2z|1;i32|2;i36|1;i39|a;i3m|6;i3u|;i3w|2;i40|;i43|6;i4f|8;i4q|4;i4w|9;i57|;i5a|e;i5q|5;i5x|1;i60|;i62|;i67|;i69|;i6b|2;i6f|f;i6y|;i70|;i72|2;i76|3;i7c|;i7e|;i7g|;i7k|1;i7n|;i7r|5;i7y|3;i84|d;i8j|3;i8o|1;i8s|2;i8w|;i8y|3;i93|3;i98|3;i9d|;i9f|1;i9k|4;i9q|;i9v|;i9x|1;ia0|5;ia7|6;iah|1;iak|l;ib7|;ib9|3;ibe|;ibl|1;ibq|6;iby|d;ice|1;icl|;ico|2;ics|5;id0|5;id7|2;idb|2;idi|1;idn|7;idw|7;ie5|3;iea|7;iek|;iem|c;if0|7;if9|7;ifi|;ifk|2;ifp|2;ift|;ifv|;ify|;ig2|1;ig5|;ig7|2;igb|1;igf|3;igk|;ign|b;ih0|7;ih9|1;ihe|3;ihj|;ihl|1;iho|6;ihw|;ihz|b;iic|6;iik|1;iio|3;iiu|1;iix|;iiz|;ij1|;ij3|;ij5|1;ij8|4;ijf|;ijh|5;ijp|3;ijv|;ijy|;ik0|5;ik7|;ik9|;ikd|2;iki|2;ikm|;ikp|3;iku|;ikx|1;il0|7;il9|;ilb|6;ilk|1;iln|;ilp|1;ilv|1;ily|2;im5|1;im8|5;img|;imi|5;imr|2;imv|2;imz|8;ina|a;inm|4;ins|8;io2|2;io6|7;iof|;ioi|;iol|2;iop|3;iow|;ioy|6;ip6|4;ipc|9;ipp|1;ipt|1;ipw|a;iq8|j;iqt|4;ir0|;ir2|1;ir5|3;ira|6;iri|1;irl|1;iro|1;irr|1;iru|5;is2|3;is7|1;isa|1;isd|;isf|;isi|7;ist|1;isw|1;isz|;it1|3;it6|2;itc|;itf|3;itk|9;itw|;ity|3;iu4|2;iu9|4;iuf|;iuh|4;iun|5;iuu|3;iuz|8;iv9|7;ivk|2;ivq|3;ivv|1;ivy|3;iw4|b;iwh|1;iwl|2;iwp|c;ix5|;ix8|1;ixb|3;ixg|5;ixn|;ixp|4;ixv|2;iy0|;iy2|1;iy5|2;iy9|;iyb|2;iyf|1;iyi|1;iyl|;iyn|1;iyx|e;izd|5;izk|f;j01|4;j07|;j09|;j0b|;j0g|7;j0p|4;j0w|;j0y|3;j14|3;j19|2;j1e|e;j1u|;j1x|;j1z|;j26|3;j2b|7;j2k|2;j2o|;j2q|;j2s|3;j2y|6;j36|2;j3a|2;j3k|h;j43|c;j4h|;j4j|2;j4n|d;j52|3;j5c|h;j5v|d;j6a|4;j6g|5;j6n|1;j6q|1;j6v|2;j6z|1;j72|2;j76|;j78|;j7a|1;j7f|;j7h|5;j7o|c;j82|4;j88|g;j8q|2;j8u|9;j95|1;j98|2;j9c|3;j9j|;j9l|5;j9s|6;ja0|5;ja7|;ja9|1;jac|;jaf|j;jb0|;jb2|5;jb9|8;jbj|1;jbn|;jbq|;jbs|;jbu|;jby|2;jc2|9;jcd|1;jcg|2;jcl|c;jcz|1;jd3|3;jd8|2;jdc|2;jdg|2;jdl|2;jdr|6;jdz|;je1|5;je8|;jea|2;jee|1;jeh|1;jel|6;jeu|8;jf4|4;jfc|4;jfi|;jfk|6;jfs|;jfx|7;jg6|1;jg9|h;jgs|;jgu|a;jh9|;jhg|;jhi|;jhk|9;jhv|3;ji0|1;ji3|4;ji9|r;jj3|;jj9|;jjf|o;jk7|2;jkb|6;jkj|3;jko|;jl4|7;jld|d;jls|h;jmc|6;jml|;jms|1;jmv|2;jmz|7;jn9|8;jnj|6;jnr|b;jo4|;jo6|3;job|a;jon|a;jp5|;jp9|1;jpc|j;jpx|m;jql|9;jqw|1;jqz|1;jr2|;jra|1;jrd|7;jrm|6;jru|2;jry|a;jsa|6;jsi|9;jst|4;jsz|;jt7|;jt9|1;jtc|4;jtk|9;jtx|4;ju3|i;jun|;juq|;jut|;juv|6;jv3|4;jv9|5;jvg|4;jvm|4;jvt|;jvv|9;jw6|;jwb|a;jwn|;jwp|2;jwt|3;jwy|2;jx2|5;jx9|;jxc|d;jxr|5;jxz|1;jy2|7;jyb|1;jye|1;jyh|1;jyk|5;jyr|6;jyz|b;jzd|7;jzm|7;jzv|;jzx|2;k01|;k03|;k05|1;k08|2;k0d|;k0f|;k0h|;k0j|7;k0s|3;k0y|6;k16|3;k1b|;k1e|a;k1r|a;k23|1;k28|2;k2c|3;k2h|;k2j|7;k2s|1;k2v|1;k2y|2;k32|2;k36|1;k39|4;k3f|4;k3l|5;k3v|9;k46|1;k4a|1;k4d|6;k4l|1;k4o|1;k4s|9;k56|3;k5b|1;k5e|j;k60|;k64|c;k6j|;k6l|9;k6x|1;k75|4;k7b|6;k7j|;k7l|2;k7r|;k7t|f;k8a|2;k8e|6;k8m|8;k8w|;k90|a;k9c|2;k9g|6;k9p|;k9r|3;k9w|;ka0|3;ka5|e;kal|3;kas|;kau|9;kb6|;kba|;kbc|6;kbk|;kbn|1;kbq|3;kbv|3;kc0|4;kc6|3;kcc|;kce|7;kco|8;kcy|7;kd7|;kd9|6;kdh|3;kdm|4;kdt|;kdv|3;ke0|7;kec|5;kej|6;ker|;ket|2;kex|1;kf0|6;kfb|;kfe|l;kg1|6;kg9|;kgb|a;kgn|3;kgs|1;kgv|1;kh0|;kh8|;kha|d;khr|7;ki0|c;kie|9;kiq|5;kix|h;kjg|;kji|6;kjx|;kk0|;kk2|2;kk6|2;kka|8;kkl|1;kko|3;kkt|2;kkx|d;klc|h;klv|3;km5|;kmd|;kmj|;kml|2;kmp|1;kms|5;kmz|h;knj|5;knq|2;knv|2;knz|5;ko6|g;kop|;kot|;kox|;koz|b;kpc|8;kpm|;kpo|5;kpv|1;kpy|6;kq6|f;kqo|l;krb|4;krp|;kru|;krw|;krz|1;ks2|7;ksb|b;kso|4;ksu|1;ksx|16;ku8|;kua|1;kud|1;kui|;kul|1;kuo|1;kur|9;kv2|p;kvt|;kvv|9;kw6|;kw9|8;kwj|3;kwp|;kwx|1;kx0|5;kx7|3;kxd|3;kxi|n;ky7|;ky9|;kyb|e;kyr|;kyt|4;kyz|2;kz6|3;kzc|9;kzn|6;kzv|g;l0d|e;l0t|;l0v|;l0x|;l10|;l12|;l16|;l1a|7;l1j|;l1l|1;l1o|b;l21|f;l2j|4;l2p|a;l31|1;l36|1;l39|8;l3j|2;l3n|1;l3s|9;l45|;l47|1;l4a|2;l4e|3;l4j|;l4m|;l4o|4;l4w|;l4y|3;l54|3;l5b|4;l5i|4;l5p|1;l5s|1;l5v|;l5x|;l60|;l64|1;l67|;l69|e;l6p|2;l6t|9;l74|2;l78|3;l7d|;l7f|1;l7i|9;l7u|;l7x|;l7z|;l82|;l84|;l86|5;l8e|6;l8m|;l8o|2;l8s|3;l8x|;l90|5;l97|;l9a|2;l9e|5;l9m|1;l9p|3;l9u|1;l9x|2;la2|;la4|1;la7|2;lab|a;lan|1;laq|2;lau|2;lay|2;lb2|;lb4|4;lba|2;lbe|2;lbj|1;lbm|1;lbr|f;lc8|1;lcb|2;lcf|2;lcj|3;lco|5;lcv|2;lcz|5;ld6|2;lda|d;ldp|6;ldy|;le1|7;lea|;lec|1;lef|a;let|6;lf1|9;lfc|3;lfh|j;lg2|4;lg8|5;lgf|;lgi|;lgq|a;lh2|h;lhl|e;li1|a;lid|;lif|c;lit|;lix|;lj3|j;ljq|5;ljx|3;lk2|;lk4|u;lla|;llj|5;llq|c;lm4|6;lmc|10;lne|;lno|1;lnu|2;lny|1;lo1|4;lo7|9;loi|;lok|9;lov|n;lpk|f;lq1|5;lq8|;lqa|3;lqi|;lqn|;lqt|;lqw|5;lr3|n;lrs|9;ls3|4;ls9|2;lsd|s;lt7|;lta|1;ltd|3;lti|3;lto|;lty|;lu0|1;lu3|;lu5|3;lua|2;lue|h;luy|1;lv2|14;lw8|5;lwi|;lwo|1;lwr|4;lwx|1;lx0|r;lxu|8;ly4|;ly6|9;lyh|o;lz7|1;lzi|a;lzu|a;m06|1;m09|7;m0i|2;m0m|c;m10|a;m1c|;m1e|5;m1p|p;m2g|c;m2u|9;m37|2;m3c|c;m3q|3;m3v|7;m44|;m46|2;m4a|2;m4e|3;m4j|4;m4p|6;m4x|;m50|g;m5i|6;m5r|6;m5z|5;m66|8;m6g|5;m6o|2;m6s|4;m6y|i;m7i|3;m7o|6;m7w|3;m81|5;m89|2;m8e|1;m8h|5;m8o|2;m8v|2;m8z|4;m95|;m97|6;m9f|2;m9j|7;m9s|;m9w|4;ma2|g;mak|6;mas|;mb3|2;mb7|d;mbm|;mbo|2;mbt|5;mc0|;mc3|;mc7|;mc9|a;mcl|1;mco|1;mcr|1;mcu|8;md6|1;mda|;mdc|7;mdl|b;mdy|4;me4|g;mem|;meo|8;mey|4;mf4|2;mf8|6;mfg|;mfi|4;mfo|;mfq|f;mg7|3;mgc|1;mgf|6;mgn|3;mgs|f;mha|4;mhg|2;mhk|5;mhr|3;mhw|4;mi3|3;mi8|2;mic|2;mig|1;mij|8;mit|2;mix|1;mj0|4;mj7|4;mjd|2;mjh|2;mjm|c;mk0|;mk5|1;mk8|3;mkd|5;mkk|;mkm|6;mkv|1;mky|1;ml1|e;mli|1;mll|1;mlo|;mlq|2;mlu|2;mly|3;mm3|7;mmc|5;mmj|d;mmy|1;mn1|2;mn5|9;mng|4;mnm|;mno|1;mnu|;mnx|;mnz|7;mo9|5;mog|2;mok|;mom|4;mos|;mov|5;mp2|;mp4|3;mpf|1;mpi|c;mpw|;mpz|1;mq2|2;mq7|4;mqe|3;mqj|3;mqq|1;mqt|9;mr4|c;mri|7;mrs|2;mrw|6;ms7|4;msd|5;msl|7;msu|a;mt6|i;mtq|1;mtu|6;mu4|6;muc|9;muq|a;mv2|2;mv6|e;mvm|c;mw0|b;mwd|2;mwj|q;mxd|1;mxg|3;mxl|d;my0|i;myk|;myn|o;mzd|c;mzr|f;n09|1;n0c|7;n0l|8;n0w|;n0y|;n10|1;n13|a;n1f|8;n1p|;n1r|3;n1w|7;n25|6;n2d|1;n2g|;n2i|2;n2n|1;n2r|m;n3g|;n3i|;n3k|2;n3o|4;n3v|;n3x|3;n42|3;n47|1;n4b|f;n4s|3;n4x|1;n51|1;n54|d;n5j|4;n5p|3;n5u|;n5y|2;n62|5;n69|;n6b|2;n6h|4;n6n|1;n6q|5;n6y|6;n76|;n7a|4;n7h|3;n7n|1;n7q|1;n7u|8;n84|1;n88|2;n8d|1;n8i|3;n8n|;n8q|1;n8w|6;n94|d;n9j|1;n9m|8;n9w|1;n9z|d;nae|1;nal|;nan|k;nbb|6;nbj|2;nbn|3;nbt|g;ncc|1;ncf|6;nco|;ncq|3;ncw|;ncy|1;nd2|3;nd8|8;ndi|4;ndo|;ndr|3;ndw|3;ne1|1;ne4|a;neg|7;nep|1;nes|;neu|5;nf2|2;nf6|1;nf9|1;nfd|5;nfl|;nfo|2;nfu|1;nfx|3;ng4|1;ng7|1;nga|1;ngd|2;ngi|4;ngo|2;ngs|2;ngy|2;nh2|;nh5|6;nhd|;nhf|4;nhl|1;nho|9;nhz|5;ni6|;ni9|;nib|2;nif|5;nim|5;nit|;nix|2;nj1|3;nj6|7;njf|;njh|;njj|;njl|d;nk0|;nk3|4;nka|5;nki|;nkk|2;nko|4;nku|5;nl1|a;nle|;nlj|e;nlz|2;nm3|4;nm9|;nmb|;nmd|;nmf|c;nmt|;nmv|1;nmy|3;nn3|8;nnd|6;nnm|3;nnr|;nnt|7;no3|2;no7|7;nog|;noi|1;nol|4;nos|8;np3|7;npe|1;nph|1;npk|1;npo|8;nq0|;nq4|7;nqd|g;nqv|2;nr0|1;nr6|3;nrb|7;nrk|4;nrw|2;ns0|;ns2|;ns4|2;ns8|9;nsp|3;nsu|3;nsz|6;nt8|3;ntd|;ntf|7;ntq|7;ntz|6;nu7|5;nue|;nug|4;num|;nup|;nur|2;nuv|e;nvb|1;nve|1;nvh|8;nvr|3;nvw|9;nw7|;nw9|6;nwh|1;nwk|2;nwp|;nws|;nwu|;nww|4;nx3|;nx5|;nx7|3;nxd|;nxf|c;nxt|5;ny0|a;nyc|8;nyn|m;nzb|4;nzh|;nzk|4;nzt|1;nzw|7;o06|2;o0a|1;o0d|g;o0v|3;o10|a;o1c|4;o1i|5;o1p|4;o1w|2;o20|a;o2c|2;o2g|;o2k|4;o2q|2;o2u|1;o2x|5;o35|;o38|;o3a|2;o3e|1;o3k|;o3m|4;o3s|;o3u|4;o40|5;o47|5;o4e|2;o4i|;o4m|;o4o|;o4q|8;o53|;o55|7;o5f|b;o5w|;o5y|2;o62|2;o67|3;o6d|;o6f|2;o6j|3;o6o|2;o6s|2;o6w|3;o71|4;o77|9;o7j|a;o7y|2;o82|1;o88|4;o8e|a;o8q|2;o8u|7;o93|4;o9b|;o9d|;o9f|;o9k|5;o9r|1;o9u|5;oa1|2;oa5|2;oae|1;oah|8;oas|2;oaw|4;ob2|6;obc|3;obh|3;obm|j;oc8|1;ocb|;ocg|;oci|g;od0|2;od4|;odc|7;odl|;odo|c;oe3|;oea|;oec|1;oef|1;oei|8;oes|9;of4|4;ofg|3;ofl|1;ofo|1;ofr|2;ofy|;og0|1;og4|3;og9|3;oge|2;ogk|1;ogo|k;ohc|4;ohj|c;ohx|2;oi1|9;oid|;oih|;oij|8;oit|8;oj4|;oj7|;oj9|;ojb|2;ojf|5;ojm|3;ojr|3;ojw|1;ok0|1;ok3|1;ok6|1;ok9|4;okf|1;okj|4;okp|7;oky|3;ol4|9;olf|3;olk|2;olo|2;olt|1;olw|4;om4|;om6|1;om9|2;omd|3;omk|;omm|1;omp|4;omw|7;on6|1;on9|;onb|7;onk|7;ont|1;onw|4;oo2|;oo6|2;ooa|;ooc|d;oor|3;oow|y;opx|;oq0|1;oq3|1;oq6|5;oqd|1;oqg|f;oqy|;or1|9;orc|;ore|5;orl|2;orq|5;orx|6;os9|4;osf|2;osj|3;oso|1;osr|4;osx|6;ot8|8;oti|f;otz|b;ouc|3;ouh|7;ouq|2;ouv|a;ov7|7;ovg|;ovi|9;ovt|5;ow3|;ow7|g;owq|b;ox3|;ox5|2;ox9|s;oy4|;oy8|c;oym|5;oyt|;oyv|9;oz6|g;ozq|2;ozu|5;p01|b;p0f|;p0k|;p0s|;p16|;p1j|;p1r|;p27|;p3a|;p4m|4;p4t|4;p4z|2;p53|e;p5k|;p5n|6;p5v|;p5x|9;p68|3;p6d|a;p6r|;p6t|a;p75|6;p7e|4;p7k|9;p7w|n;p8l|;p8n|;p8p|9;p90|1;p93|;p97|8;p9h|g;p9z|h;paj|7;pas|5;paz|6;pb8|2;pbc|2;pbg|;pbi|3;pbn|4;pbt|;pbv|4;pc3|;pc6|2;pca|;pcf|3;pck|;pcm|;pco|;pcq|4;pcx|3;pd2|1;pd8|;pdb|4;pdh|4;pdp|3;pdu|;pdw|3;pe1|3;pe7|1;pea|1;ped|1;peg|5;pen|;pep|2;pet|;pev|;pex|2;pf1|2;pf5|1;pf8|4;pfe|;pfg|1;pfm|8;pfw|5;pg4|a;pgg|1;pgj|3;pgp|;pgs|1;pgv|7;ph4|6;phc|3;phh|5;pho|;phq|;phu|;phw|7;pi5|2;pi9|4;pif|;pih|4;pin|3;pis|;piv|;pix|1;pj1|1;pj6|2;pja|2;pje|c;pjt|3;pjy|;pk0|2;pk4|3;pk9|;pkb|9;pkm|4;pks|1;pkv|1;pky|2;pl2|7;plb|;plf|;plh|;plj|9;plu|1;plx|7;pm6|;pm8|7;pmh|h;pn0|1;pn3|3;pn9|;pnb|4;pnh|d;pnw|3;po2|2;po6|6;poe|4;pok|1;pon|6;pow|2;pp0|2;pp4|;pp6|8;pph|1;ppk|5;ppr|;ppu|8;pq4|4;pqa|;pqc|1;pqf|;pqh|;pqj|;pqm|e;pr2|1;pr5|5;prc|1;prf|4;prl|1;pro|c;ps3|2;ps7|;psa|1;psd|7;pso|3;pst|k;ptf|d;ptu|2;pu2|;pu7|a;puj|1;pum|a;puy|v;pvv|2;pw6|8;pwg|;pwi|;pwk|9;pwv|;pwx|c;pxb|6;pxj|d;pxy|1;pya|1;pye|;pyn|;pyr|5;pyy|5;pz5|;pz7|;pz9|p;q00|;q02|a;q0e|2;q0p|;q0t|i;q1d|;q1f|6;q1n|a;q1z|f;q2g|7;q2p|;q2r|4;q2x|b;q3a|;q3c|;q3f|1;q3k|1;q3n|1;q3q|;q3t|;q3v|l;q4i|c;q4w|p;q5n|f;q65|3;q6a|;q6c|;q6e|;q6g|;q6l|7;q6u|e;q7b|b;q7o|;q7q|;q7s|a;q84|3;q89|b;q8m|1;q8q|1;q8u|;q8x|1;q90|1;q93|5;q9a|6;q9i|a;q9u|o;qak|5;qar|e;qb7|1;qbc|;qbf|;qbh|1;qbk|e;qc1|a;qcd|k;qcz|;qd1|7;qda|;qdc|h;qdv|h;qee|4;qen|2;qer|7;qf1|c;qff|;qfh|5;qfp|5;qfw|a;qg8|a;qgk|;qgm|c;qh0|3;qh5|4;qhb|2;qhf|1;qhi|6;qhq|c;qi4|3;qi9|5;qig|4;qim|2;qiq|1;qit|3;qiz|3;qj4|;qj6|4;qjd|;qjf|1;qji|1;qjl|4;qjr|d;qk7|;qk9|3;qke|;qkl|2;qkq|4;qkw|a;ql8|2;qlc|5;qlj|3;qlp|;qlr|q;qmj|1;qmo|1;qmr|1;qmu|9;qn6|2;qna|;qnc|5;qnj|;qnp|6;qny|;qo0|e;qoh|2;qol|;qoo|4;qou|;qow|a;qp8|2;qpc|5;qpj|1;qpm|2;qpq|5;qpy|;qq4|11;qr7|8;qrh|;qrl|8;qrv|2;qrz|5;qs6|2;qsa|5;qsi|3;qsp|t;qtk|4;qtq|;qtt|3;qty|i;qui|5;quq|5;qux|3;qv2|8;qvc|5;qvj|2;qvn|6;qvv|2;qvz|k;qwl|4;qwr|b;qx4|;qx6|5;qxe|1;qxh|2;qxl|2;qxp|1;qxs|5;qxz|4;qy5|5;qyc|3;qyh|;qyk|8;qyv|2;qyz|8;qz9|d;qzo|;qzr|1;qzu|2;qzy|;r01|1;r04|6;r0c|6;r0l|;r0n|;r0p|7;r0y|;r10|b;r1d|;r1i|2;r1n|1;r1q|k;r2d|2;r2h|3;r2m|;r2o|a;r32|1;r35|6;r3d|a;r3p|3;r3v|3;r41|3;r46|1;r49|;r4b|2;r4f|5;r4m|g;r55|6;r5d|3;r5i|1;r5l|3;r5q|5;r5x|6;r67|;r69|;r6b|5;r6j|4;r6p|6;r6x|1;r70|3;r76|;r7a|1;r7d|1;r7g|5;r7q|;r82|4;r89|4;r8f|a;r8r|2;r8w|4;r92|2;r96|2;r9a|2;r9e|2;r9j|1;r9m|;r9o|;r9q|5;r9x|3;ra3|4;raa|1;rad|;raf|;rah|4;rao|1;ras|;rau|;raw|9;rb8|2;rbc|2;rbg|6;rbo|5;rbv|;rby|;rc0|3;rc6|3;rcb|3;rcg|7;rcp|3;rcu|1;rcx|6;rd7|2;rdb|7;rdk|2;rdo|;rdq|;rds|1;rdv|9;re7|1;rea|;rec|;ree|;reg|8;req|7;rez|2;rf3|;rf5|h;rfo|;rfq|2;rfu|1;rfx|f;rge|4;rgk|4;rgq|m;rhe|6;rhm|7;rhv|;rhx|2;ri1|a;rid|l;rj0|4;rj6|1;rj9|8;rjj|1;rjo|;rjr|4;rjx|9;rk8|;rka|2;rke|2;rki|4;rko|4;rku|2;rlq|;rmq|;rp3|;rp5|;rp7|4;rpd|2;rph|c;rpw|3;rq2|;rq4|1;rq7|;rq9|1;rqc|2;rqg|5;rqn|4;rqt|6;rr1|;rr4|2;rr8|2;rrd|1;rrg|1;rrj|6;rrr|e;rs7|6;rsf|1;rsi|j;rt3|1;rt6|;rt8|1;rtb|;rtd|6;rtl|l;ru8|5;ruf|7;ruo|;ruq|b;rv3|a;rvf|2;rxg|;rxi|3;rxn|5;rxu|2;rxy|5;ry5|;ry8|2;ryc|1;ryh|1;ryk|a;ryx|;ryz|1;rz3|2;rz7|;rz9|a;rzm|5;rzt|1;rzw|;rzy|5;s05|3;s0b|6;s0j|a;s0v|5;s12|6;s1a|6;s1m|;s1o|b;s21|1;s25|u;s31|1;s34|1;s37|3;s3c|2;s3g|6;s3o|c;s43|4;s49|h;s4s|1;s4v|;s4x|7;s56|2;s5a|;s5c|2;s5g|a;s5s|8;s62|;s65|4;s6b|a;s6o|;s6q|;s6u|;s6x|1;s70|1;s74|;s76|1;s7d|6;s7l|3;s7r|1;s7u|8;s84|5;s8b|4;s8h|1;s8k|8;s8u|5;s91|6;s99|1;s9c|g;s9v|3;sa1|1;sa4|4;saa|7;saj|1;sam|d;sb1|n;sbq|1;sby|;scz|;sd7|1;sdb|1;sdf|;sdh|3;sdp|f;se6|1;se9|1;sec|2;seh|e;sey|;sf4|6;sfc|;sfe|1;sfh|1;sfk|;sfo|i;sg8|;sgb|2;sgf|3;sgk|3;sgp|b;sh9|2;shd|7;sho|3;sht|1;shw|;shy|1;si1|d;sig|1;sij|3;sio|4;siv|2;siz|5;sj6|m;sju|1;sjx|;sjz|2;sk4|1;sk7|2;skb|;ske|5;skl|3;skq|;sku|8;sl4|;sl7|;sl9|2;sld|;slf|2;slj|1;slm|1;slq|;slw|9;sm7|6;smg|5;smn|6;smx|g;snf|;snh|5;sno|;snq|e;so6|g;soo|3;sou|3;soz|g;sph|5;spo|;spq|7;spz|3;sq4|;sq6|2;sqa|8;sqk|;sqo|7;sqx|a;sra|;srd|a;srp|;srr|g;ss9|5;ssg|7;ssp|;ssr|6;ssz|7;st8|1;stb|;ste|c;stt|;stv|7;su5|d;suk|e;sv0|;sv2|;sv5|;sv7|5;sve|1;svh|1;svk|a;svw|5;sw4|2;sw8|g;swq|1;swt|a;sx7|5;sxe|;sxi|p;sy9|;syb|a;syo|c;sz2|;sz5|6;szd|3;szi|n;t07|2;t0b|;t0d|4;t0j|h;t12|e;t1i|3;t1n|5;t1u|4;t20|3;t25|k;t2r|3;t2w|1;t30|;t34|i;t3o|8;t3y|g;t4g|1;t4j|b;t4w|a;t58|6;t5g|m;t64|9;t6f|1;t6j|;t6l|;t6n|1;t6q|2;t6u|2;t6y|q;t7q|2;t7w|;t7y|;t80|1;t83|e;t8j|1;t8m|j;t97|;t99|;t9c|;t9g|f;t9x|b;taa|b;tan|3;tas|1;tav|1;taz|;tb1|1;tb4|;tb6|3;tbb|i;tbv|8;tc5|;tcv|;tcy|;tdt|;tdv|;tek|;tfa|;tgt|;thj|;tiv|1;tiy|3;tj3|1;tj6|1;tj9|1;tjc|1;tjf|9;tjq|3;tjv|1;tjy|g;tkg|2;tkl|2;tkp|7;tkz|;tl1|8;tlc|6;tlm|2;tlq|7;tm0|;tmc|;tng|2;tnk|4;tns|;tnu|;tnw|7;to8|5;tof|6;toq|7;toz|1;tp2|;tp4|;tp7|4;tpd|3;tpl|4;tpr|9;tq3|3;tq8|1;tqb|8;tql|2;tqp|8;tqz|1;tr2|;tr5|4;trb|3;trg|;tri|;trk|1;trn|1;trq|;trs|1;trv|2;trz|f;tsi|d;tsx|2;tt1|;tt4|2;ttb|3;ttg|7;ttp|;ttr|1;ttu|7;tu3|;tu5|6;tue|;tug|1;tuj|h;tv2|4;tv8|2;tvc|2;tvh|7;tvq|5;tw1|1;tw5|3;twa|8;twm|;two|2;tws|2;tww|4;tx2|2;tx6|b;txj|4;txp|2;txw|;txz|f;tyg|;tyi|4;typ|3;tyu|5;tz1|c;tzf|5;tzm|7;tzw|5;u03|;u05|1;u0d|1;u0g|3;u0l|1;u0o|3;u0t|b;u16|;u18|c;u1n|6;u1v|1;u1y|3;u23|;u25|3;u2a|3;u2f|2;u2j|;u2p|;u2r|g;u3a|3;u3f|5;u3m|a;u3z|6;u5k|1;u5o|3;u5t|3;u5y|e;u6e|6;u6m|;u6z|1;u72|5;u79|2;u7d|4;u7j|;u7l|1;u7o|2;u7t|1;u7w|2;u80|;u82|1;u85|;u87|3;u8c|;u8e|;u8g|c;u8u|1;u8x|;u90|1;u93|c;u9h|;u9j|c;u9x|;u9z|7;ua8|9;uaj|4;uap|2;uc6|3;ucb|3;uch|;ucj|5;ucq|b;ud4|5;udd|4;udj|;udl|;udn|i;ue7|8;ueh|1;uek|2;ueo|1;ues|b;uf5|6;ufd|8;ufo|2;uft|e;ug9|9;ugk|i;uh4|2;uh8|4;uhe|a;uhq|2;uhu|a;uj3|;ujs|;ujv|;ujx|;ujz|5;uk6|c;ukm|1;ukq|;ukt|;ukv|9;ul8|;ulb|4;uli|1;uln|4;ult|3;uly|1;um1|6;um9|5;umg|a;ums|6;un2|2;un6|3;unb|4;unh|2;unl|4;unr|;unt|3;uny|8;uo8|;uoa|8;uok|2;uoo|3;uov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+r.push(new A.ap("Noto Sans Hanunoo","notosanshanunoo/v17/f0Xs0fCv8dxkDWlZSoXOj6CphMloFsEsEpgL_ix2.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4kg|m;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Hatran","notosanshatran/v15/A2BBn4Ne0RgnVF3Lnko-0sOBIfL_mM83r1nwzDs.ttf","w|;4g|;6bw|;1gbk|i;1gc4|1;1gcb|4;")) +r.push(new A.ap("Noto Sans Hebrew","notosanshebrew/v43/or3HQ7v33eiDljA1IufXTtVf7V6RvEEdhQlk0LlGxCyaeNKYZC0sqk3xXGiXd4qtoiJltutR2g.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;nj|;13l|1i;15c|q;168|4;60w|5;61q|;642|1;6bw|4;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6ga|;6gc|;6jm|;6qa|;7gs|;1dlp|p;1dmg|4;1dmm|;1dmo|1;1dmr|1;1dmu|9;")) +r.push(new A.ap("Noto Sans Imperial 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|1;l1w|;l1z|;l23|8;l2d|;l2i|2;l2m|3;l2r|1;l2w|;l2z|;l31|2;l35|2;l3a|;l3c|1;l3g|;l3k|1;l3n|3;l3u|5;l42|;l44|;l47|1;l4a|;l4c|;l4g|3;l4o|;l4q|3;l4y|5;l55|2;l5b|3;l5i|1;l5n|;l5p|4;l5v|1;l5z|1;l63|1;l67|;l6a|;l6d|6;l6l|2;l6r|;l6u|1;l6x|1;l70|2;l74|;l76|2;l7a|;l7c|1;l7f|;l7h|;l7j|8;l7t|3;l7y|2;l82|3;l87|4;l8d|9;l8p|2;l8t|;l91|3;l97|;l9a|2;l9e|2;l9k|d;l9z|9;lab|6;laj|4;laq|2;lau|2;lay|1;lb3|;lb5|;lb7|;lba|1;lbf|1;lbi|1;lbl|;lbn|;lbr|;lbt|;lbz|;lc2|;lc4|1;lc8|2;lcd|7;lcn|;lcp|;lcr|;lcv|;lcz|1;ld2|2;ld8|;lda|;ldf|5;ldm|1;ldq|4;le2|1;le5|3;lea|;lec|1;lef|;leh|7;leq|;lev|1;ley|1;lf1|;lf3|1;lf6|2;lfa|;lfc|3;lfh|1;lfl|8;lfw|1;lg0|;lg2|a;lgf|;lgh|1;lgq|4;lgw|4;lh4|7;lhd|1;lhg|2;lhl|1;lho|1;lhr|8;li1|4;li8|3;lid|;lif|d;liz|;lj4|1;lj8|;ljb|;lje|2;lji|1;ljl|2;ljr|;ljt|2;ljy|1;lk4|7;lke|1;lkh|5;lko|1;lkr|4;lkx|;ll0|1;llj|5;llq|3;llv|4;lm1|1;lm4|;lm6|2;lmc|;lmf|2;lmk|;lmo|2;lmt|;lmv|3;ln0|2;ln5|8;lnf|1;lnu|2;lny|1;lo2|;lo4|1;lo7|2;loc|1;lof|1;loi|;lok|4;loq|2;lou|4;lp1|1;lp4|3;lp9|5;lpg|2;lpk|4;lpq|e;lq8|;lqc|1;lqf|4;lqr|;lqt|;lqv|;lqx|2;lr1|a;lrd|;lrf|4;lrm|;lro|;lrq|;lrs|4;lry|;ls2|3;ls8|7;lsh|3;lsm|2;lsr|4;lsy|1;lt3|1;lt7|;lta|1;lte|1;lti|;ltn|;ltp|3;ltu|;lu1|;lu4|1;lu7|1;lub|;lue|;lug|1;luk|1;lun|1;luq|;lut|;luv|;luy|1;lv1|2;lv5|3;lva|1;lve|3;lvj|6;lvr|8;lw1|;lw3|2;lw9|2;lwd|1;lwm|;lwr|4;lwy|;lx0|;lx3|2;lx7|;lx9|2;lxd|1;lxg|;lxi|;lxk|2;lxo|1;lxr|2;lxv|3;ly0|;ly2|1;ly8|;lya|1;lyd|1;lyh|4;lyn|4;lyt|1;lyw|;lyz|1;lz2|1;lz5|;lz9|;lzj|;lzl|3;lzr|b;m04|;m06|;m08|;m0c|4;m0k|;m0o|;m0q|;m0s|2;m0w|4;m12|2;m17|3;m1c|4;m1i|2;m1m|;m1p|;m1r|2;m1v|5;m22|;m26|3;m2b|;m2d|2;m2h|;m2k|;m2m|;m2o|3;m2t|5;m38|1;m3c|;m3e|1;m3i|3;m3o|;m3s|1;m3v|1;m3y|3;m43|;m45|1;m49|1;m4c|2;m4g|1;m4l|2;m4p|2;m4t|;m4v|;m4x|;m51|;m53|1;m56|1;m59|3;m5f|;m5i|2;m5o|;m5r|1;m5u|;m5w|;m5z|;m61|1;m64|;m66|;m6b|1;m6f|5;m6m|;m6p|;m6s|1;m6w|;m71|1;m77|2;m7d|;m7f|1;m7i|2;m7p|1;m7s|;m7w|2;m81|;m85|1;m89|1;m8e|;m8i|;m8k|5;m8r|;m8v|;m90|;m97|6;m9f|1;m9j|4;ma0|;ma2|1;ma7|;ma9|;mab|3;mag|1;mak|1;man|;mas|;mb0|;mb5|;mbd|1;mbh|;mbn|6;mbv|1;mbz|;mc4|;mc9|1;mcc|;mce|;mcg|1;mcm|;mcr|;mct|4;md2|;md4|;md8|;mdd|;mdh|2;mdl|3;mdq|;mds|3;mdx|2;me1|1;me4|;me6|;me8|;mea|;mec|5;mek|;mem|;mex|;mf1|;mf4|;mf8|1;mfb|1;mfe|;mfg|;mfj|;mfm|;mfo|2;mft|2;mfz|1;mg2|;mg8|;mgc|;mge|5;mgp|1;mgu|3;mgz|1;mh4|1;mh7|1;mha|;mhc|;mhe|5;mhl|1;mho|;mhr|1;mhx|2;mi4|2;mic|1;mig|1;mij|1;mim|2;miu|3;mj1|;mj4|;mj7|;mj9|;mjb|;mje|1;mjh|;mjj|;mjo|;mjs|;mju|3;mjz|1;mk2|;mk4|2;mk8|b;mkl|3;mkr|1;mku|2;mky|1;ml1|e;mlj|2;mln|;mlq|1;mlt|1;mlw|;mlz|2;mm3|7;mmc|;mmf|;mmh|;mml|1;mmq|1;mmu|;mmz|;mn4|;mn6|;mnb|1;mng|6;mno|;mnq|;mnt|;mny|;mo0|4;mo6|1;mo9|;moc|;moe|;mog|;moi|;mol|4;mor|;mov|3;mp1|;mp5|;mp8|1;mpf|1;mpj|7;mpu|;mpw|1;mpz|;mq2|1;mq5|;mqa|1;mqe|3;mqj|4;mqq|;mqs|1;mqv|5;mr2|1;mr5|6;mrd|2;mrh|2;mrn|2;mrx|3;ms2|;ms6|2;msd|3;msj|;msm|6;msu|4;mt1|;mt3|5;mtc|1;mtf|4;mtl|2;mtq|;mts|;mtv|5;mu4|;mu6|2;mua|;mud|1;mug|3;mul|;muq|1;mut|;muv|;mux|4;mv3|1;mv6|;mv9|1;mvc|7;mvm|1;mvq|;mvt|;mvx|1;mw0|1;mw3|4;mw9|1;mwd|1;mwh|;mwk|1;mwn|4;mwt|4;mwz|4;mx5|1;mxd|;mxf|;mxm|1;mxt|1;mxw|2;my0|e;myh|1;myn|2;myr|1;myu|1;myz|;mz1|;mz5|2;mz9|;mzb|;mzd|7;mzm|2;mzq|5;mzx|6;n06|;n0e|;n0g|1;n0j|;n0l|4;n0r|;n0v|3;n13|3;n18|;n1a|5;n1h|6;n1q|4;n1x|;n21|2;n25|;n27|;n2g|2;n2k|;n2n|1;n2r|1;n2u|;n2w|;n2y|2;n32|2;n36|2;n3a|5;n3i|4;n3o|;n3q|2;n3u|2;n3z|;n41|;n43|3;n4c|2;n4h|2;n4l|3;n4q|;n4s|;n4u|e;n5b|4;n5i|a;n5v|1;n5y|c;n6c|;n6f|;n6h|9;n6s|3;n6x|4;n73|g;n7l|1;n7p|2;n7t|3;n7y|7;n89|1;n8c|1;n8i|3;n8r|;n8w|5;n93|3;n98|b;n9m|;n9o|3;n9u|3;n9z|2;na3|9;naf|;nah|;nak|;nam|6;nax|1;nb0|;nb2|6;nbb|6;nbj|;nbm|1;nbp|1;nbs|1;nbv|e;ncd|;ncg|;nci|3;nco|4;ncw|c;nda|;nde|;ndh|1;ndk|1;ndo|;ndr|;ndt|1;ndw|1;ndz|3;ne4|6;nec|;nee|;neg|;nei|4;neo|8;nez|3;nf4|;nf7|;nf9|1;nfd|f;nfu|;nfx|3;ng4|;ng6|4;ngd|;ngf|;ngh|2;ngl|1;ngo|6;ngy|;nh0|;nh2|1;nh5|;nh7|1;nha|3;nhf|5;nhm|2;nhq|;nhs|2;nhw|;nhy|;ni0|1;ni3|1;ni6|;ni8|1;nic|;nie|6;nim|;niq|;nis|1;niv|;nix|3;nj2|2;nj6|;nj8|2;njc|1;njh|2;njo|6;njw|2;nk0|;nk2|;nk5|2;nka|;nkd|2;nki|;nkm|2;nkq|2;nku|a;nl6|2;nlc|;nle|2;nll|1;nlo|4;nlw|;nm3|3;nm9|;nmc|2;nmi|;nmm|2;nmq|;nms|1;nmv|;nmx|1;nn0|5;nn7|;nn9|2;nnd|;nnf|4;nnn|;nnr|;nnt|;nnx|;no1|1;no5|;no7|;no9|3;noe|2;noi|5;nop|1;nos|5;noz|1;np4|;np7|1;npe|;nph|1;npl|;npo|2;npt|1;npw|1;nq1|;nq5|;nq8|3;nqd|2;nqk|2;nqo|;nqq|;nqs|1;nqv|;nqy|;nr3|;nr7|2;nrb|1;nrg|;nri|1;nrl|1;nrw|2;ns0|1;ns3|1;ns8|;nsa|2;nse|1;nsi|;nsk|;nsq|;nss|;nsu|;nsx|;nt2|1;nt6|;nt8|3;ntd|;ntf|2;ntj|1;ntm|;ntp|2;ntt|;ntv|1;ntz|3;nu4|1;nu7|4;nud|;nui|5;nup|;nut|7;nv2|;nv4|6;nve|1;nvj|2;nvo|;nvq|2;nvu|;nvw|;nvz|;nw2|2;nw6|1;nw9|2;nwd|4;nwm|1;nws|;nwu|;nww|2;nx5|3;nxa|2;nxh|9;nxs|1;nxw|1;ny2|8;nyc|7;nyn|2;nyr|5;nyy|6;nz6|;nz9|;nzb|2;nzf|;nzh|;nzm|;nzr|;nzt|3;nzy|3;o04|1;o0a|5;o0h|;o0j|3;o0o|;o0r|2;o0x|;o12|5;o1a|3;o1f|1;o1k|3;o1p|5;o1w|;o1z|6;o27|;o29|1;o2c|2;o2g|;o2i|;o2l|a;o2x|4;o34|1;o3c|;o3f|1;o3k|;o3m|1;o3p|;o3r|7;o41|;o44|1;o47|5;o4e|3;o4n|;o4r|;o4t|5;o50|1;o53|9;o5e|7;o5o|4;o5x|2;o61|;o64|1;o67|4;o6d|;o6f|;o6h|2;o6l|;o6o|;o6s|2;o6w|2;o71|9;o7c|;o7e|1;o7k|8;o7y|2;o83|;o89|1;o8c|;o8e|2;o8j|;o8l|1;o8p|6;o8z|c;o9d|2;o9h|;o9l|4;o9r|4;o9x|8;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vj9|;xgg|s;xz4|8mb;16ls|m;16mj|1c;1d6o|2m;1d9c|21;1dbf|2o;1dea|;1ded|2;1deh|5;1deq|;1deu|;1dey|2;1df2|3;1df7|a;1dfj|;1dfl|;1dfn|i;1dg7|;1dg9|f;1dgq|;1dkw|4;1e6o|9;1e7k|y;1e8k|i;1e94|3;1edd|59;1eiq|5;1eiy|5;1ej6|5;1eje|2;1ejk|6;1ejs|6;2q68|c;2q6o|2k;2q9c|1o;2qdc|2;2qds|17;2qf4|8;2qfk|1;2tav|;2td8|;2ua2|;2uco|;2v0k|;2wk5|;2wst|;2xec|;2xpj|;2zbw|;30ds|;30fh|;31an|;31wv|;32e8|;32t9|;339f|;33uj|;34rd|;36cx|;36hp|;37jd|;37jk|;37r5|;37rm|;3905|;39ku|;39o5|;39q6|;3ak2|;3aka|;3alw|;3at4|;3b2v|;3b87|;3br8|;3c5z|;3d7o|;3dnc|;3dxt|;3fic|;3gfz|;3gh1|;3gz6|;3hap|;3hfm|;3htb|;3i4d|;3i8r|;3id3|;3j7a|;3jdo|;3l3e|;3l41|;3l73|;3lxx|;3lyb|;3mji|;3mkp|;3mv3|;3n68|;3n7f|;3p9p|;3pow|;3q04|;3v9x|;3wlv|;3z9g|;42g9|;4651|;4654|;4656|;465o|;465v|;466q|;4676|;467r|;4684|;469e|;46b1|;46bg|;46cg|;46ek|;46hc|;46hr|;4949|;4an2|;")) +r.push(new A.ap("Noto Sans Kaithi","notosanskaithi/v16/buEtppS9f8_vkXadMBJJu0tWjLwjQi0KdoZIKlo.ttf","w|;19|;4g|;1uu|9;6bv|2;6c0|;7gs|;x80|9;1hts|1t;1hvx|;")) +r.push(new A.ap("Noto Sans Kannada","notosanskannada/v26/8vIs7xs32H97qzQKnzfeXycxXZyUmySvZWItmf1fe6TVmgop9ndpS-BqHEyGrDvNzSIMLsPKrkY.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;2gw|c;2ha|2;2he|m;2i2|9;2id|4;2ik|8;2iu|2;2iy|3;2j9|1;2ji|;2jk|3;2jq|9;2k1|1;5ow|;5oy|;5p6|;5pu|;5pw|1;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;x80|5;")) +r.push(new A.ap("Noto Sans Kayah Li","notosanskayahli/v20/B50nF61OpWTRcGrhOVJJwOMXdca6Yecki3E06x2jVTX3WCc3CZH4EXLuKVM.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xds|1b;")) +r.push(new A.ap("Noto Sans Kharoshthi","notosanskharoshthi/v16/Fh4qPiLjKS30-P4-pGMMXCCfvkc5Vd7KE5z4rFyx5mR1.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1gjk|3;1gjp|1;1gjw|7;1gk5|2;1gk9|s;1gl4|2;1glb|9;1gls|8;")) +r.push(new A.ap("Noto Sans Khmer","notosanskhmer/v23/ijw3s5roRME5LLRxjsRb-gssOenAyendxrgV2c-Zw-9vbVUti_Z_dWgtWYuNAJz4kAbrddiA.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4n4|2l;4ps|9;4q8|9;540|v;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Khojki","notosanskhojki/v16/-nFnOHM29Oofr2wohFbTuPPKVWpmK_d709jy92k.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;25i|9;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;x80|9;1i4g|h;1i4z|17;")) +r.push(new A.ap("Noto Sans Khudawadi","notosanskhudawadi/v16/fdNi9t6ZsWBZ2k5ltHN73zZ5hc8HANlHIjRnVVXz9MY.ttf","w|;4g|;1us|1;6bw|1;6c3|1;7gs|;x80|9;1i9c|1m;1ib4|9;")) +r.push(new A.ap("Noto Sans Lao","notosanslao/v24/bx6lNx2Ol_ixgdYWLm9BwxM3NW6BOkuf763Clj73CiQ_J1Djx9pidOt4ccbdf5MK3riB2w.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;2v5|1;2v8|;2vb|1;2ve|;2vh|;2vo|3;2vt|6;2w1|2;2w5|;2w7|;2wa|1;2wd|c;2wr|2;2ww|4;2x2|;2x4|5;2xc|9;2xo|3;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|1;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Lepcha","notosanslepcha/v16/0QI7MWlB_JWgA166SKhu05TekNS32AJstqBXgd4.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5j4|1j;5kr|e;5l9|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Limbu","notosanslimbu/v22/3JnlSDv90Gmq2mrzckOBBRRoNJVj0MF3OHRDnA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;4xs|u;4yo|b;4z4|b;4zk|;4zo|b;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Linear A","notosanslineara/v16/oPWS_l16kP4jCuhpgEGmwJOiA18FZj22zmHQAGQicw.ttf","w|;4g|;1fr4|8m;1g00|l;1g0w|7;")) +r.push(new A.ap("Noto Sans Linear B","notosanslinearb/v15/HhyJU4wt9vSgfHoORYOiXOckKNB737IV3BkFTq4EPw.ttf","w|;4g|;1ekg|b;1ekt|p;1elk|i;1em4|1;1em7|e;1emo|d;1eo0|3e;1erk|2;1err|18;1et3|8;")) +r.push(new A.ap("Noto Sans Lisu","notosanslisu/v25/uk-3EGO3o6EruUbnwovcYhz6kh57_nqbcTdjJnHP2Vwt29IlxkVdig.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jg|;jq|1;jt|;jx|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;9hm|1;wk0|1b;1kts|;")) +r.push(new A.ap("Noto Sans Lycian","notosanslycian/v15/QldVNSNMqAsHtsJ7UmqxBQA9r8wA5_naCJwn00E.ttf","w|;4g|;1f28|s;")) +r.push(new A.ap("Noto Sans Lydian","notosanslydian/v15/c4m71mVzGN7s8FmIukZJ1v4ZlcPReUPXMoIjEQI.ttf","w|;4g|;1gdc|p;1ge7|;")) +r.push(new A.ap("Noto Sans Mahajani","notosansmahajani/v15/-F6sfiVqLzI2JPCgQBnw60Agp0JrvD5Fh8ARHNh4zg.ttf","w|;4g|;1us|b;6bw|1;7gs|;x80|9;1hzk|12;")) +r.push(new A.ap("Noto Sans Malayalam","notosansmalayalam/v26/sJoi3K5XjsSdcnzn071rL37lpAOsUThnDZIfPdbeSNzVakglNM-Qw8EaeB8Nss-_RuD9BFzEr6HxEA.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;mb|;me|2;1u9|1;1us|1;2kg|c;2ku|2;2ky|1e;2me|2;2mi|5;2ms|f;2na|p;5p6|;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;x80|2;")) +r.push(new A.ap("Noto Sans Mandaic","notosansmandaic/v15/cIfnMbdWt1w_HgCcilqhKQBo_OsMI5_A_gMk0izH.ttf","w|;4g|;18g|;1mo|r;1ni|;6bw|1;7gs|;")) +r.push(new A.ap("Noto Sans Manichaean","notosansmanichaean/v15/taiVGntiC4--qtsfi4Jp9-_GkPZZCcrfekqCNTtFCtdX.ttf","w|;4g|;18g|;6bw|1;7gs|;1e68|;1gow|12;1gq3|b;")) +r.push(new A.ap("Noto Sans Marchen","notosansmarchen/v17/aFTO7OZ_Y282EP-WyG6QTOX_C8WZMHhPk652ZaHk.ttf","w|;4g|;7gs|;1k6o|v;1k7m|l;1k89|d;")) +r.push(new A.ap("Noto Sans Masaram Gondi","notosansmasaramgondi/v17/6xK_dThFKcWIu4bpRBjRYRV7KZCbUq6n_1kPnuGe7RI9WSWX.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1kao|6;1kaw|1;1kaz|17;1kca|;1kcc|1;1kcf|8;1kcw|9;")) +r.push(new A.ap("Noto Sans Math","notosansmath/v15/7Aump_cpkSecTWaHRlH2hyV5UHkG-V048PW0.ttf","w|2m;4g|;4n|;4s|;4x|;5z|;6v|;le|1;lh|;lj|1;mo|;pd|g;pv|6;q9|o;r5|;r9|1;s0|1;s4|1;6cy|5;6dz|;6hc|c;6ht|;6hx|a;6iq|;6iy|4;6j4|2;6j9|;6jd|4;6jo|;6js|;6jw|1;6jz|2;6k3|5;6kc|4;6kl|4;6mo|u;6nk|1h;6pd|1;6pg|7f;6x4|3;6xc|;6xl|;6xo|5;6ye|1w;70c|;711|;717|r;72o|;730|5;778|1;7fz|;7g3|;7g7|;7gd|;7gh|;7gq|;7gs|;7i3|;7l9|2;7uo|1r;83k|e7;8i6|3;8j4|s;8ou|;1efv|;1efx|;2kg0|2c;2kie|1y;2kke|1;2kki|;2kkl|1;2kkp|3;2kku|b;2kl7|;2kl9|6;2klh|1s;2knb|3;2knh|7;2knq|6;2kny|r;2kor|3;2kow|4;2kp2|;2kp6|6;2kpe|9f;2kyw|83;2l72|1d;2pkw|3;2pl1|q;2plt|1;2plw|;2plz|;2pm1|9;2pmc|3;2pmh|;2pmj|;2pmq|;2pmv|;2pmx|;2pmz|;2pn1|2;2pn5|1;2pn8|;2pnb|;2pnd|;2pnf|;2pnh|;2pnj|;2pnl|1;2pno|;2pnr|3;2pnw|6;2po4|3;2po9|3;2poe|;2pog|9;2por|g;2ppd|2;2pph|4;2ppn|g;2prk|1;")) +r.push(new A.ap("Noto Sans Mayan Numerals","notosansmayannumerals/v15/PlIuFk25O6RzLfvNNVSivR09_KqYMwvvDKYjfIiE68oo6eepYQ.ttf","w|;4g|;2k80|j;")) +r.push(new A.ap("Noto Sans Medefaidrin","notosansmedefaidrin/v22/WwkzxOq6Dk-wranENynkfeVsNbRZtbOIdLb1exeM4ZeuabBfmErWlT318e5A3rw.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;20cg|2i;")) +r.push(new A.ap("Noto Sans Meetei Mayek","notosansmeeteimayek/v14/HTxAL3QyKieByqY9eZPFweO0be7M21uSphSdhqILnmrRfJ8t_1TJ_vTW5PgeFYVa.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;xr4|m;xxc|19;xyo|9;")) +r.push(new A.ap("Noto Sans Meroitic","notosansmeroitic/v16/IFS5HfRJndhE3P4b5jnZ3ITPvC6i00UDgDhTiKY9KQ.ttf","w|;1m|;4g|;6cm|;6e5|;1gg0|1j;1gho|j;1gia|19;")) +r.push(new A.ap("Noto Sans Miao","notosansmiao/v17/Dxxz8jmXMW75w3OmoDXVV4zyZUjgUYVslLhx.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;20hs|22;20jz|1k;20lr|g;")) +r.push(new A.ap("Noto Sans Modi","notosansmodi/v20/pe03MIySN5pO62Z5YkFyT7jeav5qWVAgVol-.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1tp|;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;x80|9;1iww|1w;1iz4|9;")) +r.push(new A.ap("Noto Sans Mongolian","notosansmongolian/v17/VdGCAYADGIwE0EopZx8xQfHlgEAMsrToxLsg6-av1x0.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4qo|e;4r4|9;4rk|2g;4u8|16;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6cv|;6d5|1;6dk|1;6gc|;6jm|;6qa|;76o|j;7gs|;9hd|1;9hm|5;1e7x|1;1e81|3;1izk|c;")) +r.push(new A.ap("Noto Sans Mro","notosansmro/v18/qWcsB6--pZv9TqnUQMhe9b39WDzRtjkho4M.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1zk0|u;1zkw|9;1zla|1;")) +r.push(new A.ap("Noto Sans Multani","notosansmultani/v20/9Bty3ClF38_RfOpe1gCaZ8p30BOFO1A0pfCs5Kos.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;21y|9;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1i80|6;1i88|;1i8a|3;1i8f|e;1i8v|a;")) +r.push(new A.ap("Noto Sans Myanmar","notosansmyanmar/v20/AlZq_y1ZtY3ymOryg38hOCSdOnFq0En23OU4o1AC.ttf","w|;1r|;4g|;35s|4f;6bv|2;6c8|1;6cc|1;6cm|;7gs|;xf2|;xk0|u;xnk|v;1e68|;")) +r.push(new A.ap("Noto Sans NKo","notosansnko/v2/esDX31ZdNv-KYGGJpKGk2_RpMpCMHMLBrdA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;170|;17f|;17j|;19m|;1j4|1m;1kt|2;60w|5;61q|;642|1;6bw|3;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;93w|1;1e0u|1;")) +r.push(new A.ap("Noto Sans Nabataean","notosansnabataean/v15/IFS4HfVJndhE3P4b5jnZ34DfsjO330dNoBJ9hK8kMK4.ttf","w|;4g|;1g8w|u;1g9z|8;")) +r.push(new A.ap("Noto Sans New Tai Lue","notosansnewtailue/v20/H4cKBW-Pl9DZ0Xe_nHUapt7PovLXAhAnY7wqaLy-OJgU3p_pdeXAYUbghFPKzeY.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;51c|17;52o|p;53k|1;53n|7;53y|1;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;9hc|2;9hk|3;1edd|;1edk|1;1edo|;1edq|;1ee2|1;1ee7|;1eg1|;1eg4|;")) +r.push(new A.ap("Noto Sans Newa","notosansnewa/v16/7r3fqXp6utEsO9pI4f8ok8sWg8n_qN4R5lNU.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5x7|;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1iio|2j;1il9|4;")) +r.push(new A.ap("Noto Sans Nushu","notosansnushu/v19/rnCw-xRQ3B7652emAbAe_Ai1IYaFWFAMArZKqQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;20o1|;2dm8|az;")) +r.push(new A.ap("Noto Sans Ogham","notosansogham/v15/kmKlZqk1GBDGN0mY6k5lmEmww4hrt5laQxcoCA.ttf","w|;4g|;4g0|s;")) +r.push(new A.ap("Noto Sans Ol Chiki","notosansolchiki/v21/N0b92TJNOPt-eHmFZCdQbrL32r-4CvhzDzRwlxOQYuVALWk267I6gVrz5gQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5lc|1b;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;")) +r.push(new A.ap("Noto Sans Old Hungarian","notosansoldhungarian/v15/E213_cD6hP3GwCJPEUssHEM0KqLaHJXg2PiIgRfjbg5nCYXt.ttf","w|;4g|;6bx|;1h1c|1e;1h34|1e;1h4q|5;")) +r.push(new A.ap("Noto Sans Old Italic","notosansolditalic/v15/TuGOUUFzXI5FBtUq5a8bh68BJxxEVam7tWlRdRhtCC4d.ttf","w|;4g|;1f5s|z;1f71|2;")) +r.push(new A.ap("Noto Sans Old North Arabian","notosansoldnortharabian/v15/esDF30BdNv-KYGGJpKGk2tNiMt7Jar6olZDyNdr81zBQmUo_xw4ABw.ttf","w|;4g|;1gn4|v;")) +r.push(new A.ap("Noto Sans Old Permic","notosansoldpermic/v16/snf1s1q1-dF8pli1TesqcbUY4Mr-ElrwKLdXgv_dKYB5.ttf","w|;4g|;lc|;li|2;lv|;w3|;6hn|;7gs|;1f80|16;")) +r.push(new A.ap("Noto Sans Old Persian","notosansoldpersian/v15/wEOjEAbNnc5caQTFG18FHrZr9Bp6-8CmIJ_tqOlQfx9CjA.ttf","w|;4g|;1fa8|z;1fbc|d;")) +r.push(new A.ap("Noto Sans Old Sogdian","notosansoldsogdian/v15/3JnjSCH90Gmq2mrzckOBBhFhdrMst48aURt7neIqM-9uyg.ttf","w|;4g|;1hj4|13;")) +r.push(new A.ap("Noto Sans Old South Arabian","notosansoldsoutharabian/v15/3qT5oiOhnSyU8TNFIdhZTice3hB_HWKsEnF--0XCHiKx1OtDT9HwTA.ttf","w|;4g|;1gm8|v;")) +r.push(new A.ap("Noto Sans Old Turkic","notosansoldturkic/v15/yMJNMJVya43H0SUF_WmcGEQVqoEMKDKbsE2RjEw-Vyws.ttf","w|;4g|;1gxs|20;")) +r.push(new A.ap("Noto Sans Oriya","notosansoriya/v27/AYCppXfzfccDCstK_hrjDyADv5e9748vhj3CJBLHIARtgD6TJQS0dJT5Ivj0f6_c6LhHBRe-.ttf","w|c;1a|28;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jg|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;nu|;1us|1;269|2;26d|7;26n|1;26r|l;27e|6;27m|1;27p|4;27w|8;287|1;28b|2;28m|1;28s|1;28v|4;292|h;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Osage","notosansosage/v18/oPWX_kB6kP4jCuhpgEGmw4mtAVtXRlaSxkrMCQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;ns|;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1fhs|z;1fiw|z;")) +r.push(new A.ap("Noto Sans Osmanya","notosansosmanya/v18/8vIS7xs32H97qzQKnzfeWzUyUpOJmz6kR47NCV5Z.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1fgg|t;1fhc|9;")) +r.push(new A.ap("Noto Sans Pahawh Hmong","notosanspahawhhmong/v18/bWtp7e_KfBziStx7lIzKKaMUOBEA3UPQDW7krzc_c48aMpM.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1zpc|1x;1zrk|9;1zrv|6;1zs3|k;1zst|i;")) +r.push(new A.ap("Noto Sans Palmyrene","notosanspalmyrene/v15/ZgNPjOdKPa7CHqq0h37c_ASCWvH93SFCPnK5ZpdNtcA.ttf","w|;4g|;1g80|v;")) +r.push(new A.ap("Noto Sans Pau Cin Hau","notosanspaucinhau/v20/x3d-cl3IZKmUqiMg_9wBLLtzl22EayN7ehIdjEWqKMxsKw.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1juo|1k;")) +r.push(new A.ap("Noto Sans Phags Pa","notosansphagspa/v15/pxiZyoo6v8ZYyWh5WuPeJzMkd4SrGChkqkSsrvNXiA.ttf","w|;4g|;4qp|2;4qt|;6bv|4;6cl|1;7gs|;9hd|1;9hj|a;9hw|7;x8g|1j;1e68|;")) +r.push(new A.ap("Noto Sans Phoenician","notosansphoenician/v15/jizFRF9Ksm4Bt9PvcTaEkIHiTVtxmFtS5X7Jot-p5561.ttf","w|;4g|;1gcg|r;1gdb|;")) +r.push(new A.ap("Noto Sans Psalter Pahlavi","notosanspsalterpahlavi/v15/rP2Vp3K65FkAtHfwd-eISGznYihzggmsicPfud3w1G3KsUQBct4.ttf","w|;4g|;18g|;6bw|1;7gs|;1gu8|h;1gux|3;1gvd|6;")) +r.push(new A.ap("Noto Sans Rejang","notosansrejang/v18/Ktk2AKuMeZjqPnXgyqrib7DIogqwN4O3WYZB_sU.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xf4|z;xgf|;")) +r.push(new A.ap("Noto Sans Runic","notosansrunic/v15/H4c_BXWPl9DZ0Xe_nHUaus7W68WWaxpvHtgIYg.ttf","w|;4g|;4gw|2g;")) +r.push(new A.ap("Noto Sans SC","notosanssc/v26/k3kXo84MPvpLmixcA63oeALhL4iJ-Q7m8w.otf","w|2m;4g|2r;7k|3;7u|1;88|3;8z|1;93|1;98|3;9e|1;a0|5;b6|;bk|1;bz|1;ct|f;e0|1;gh|;gx|;jf|;jr|;jt|2;k9|;kq|1;lc|1;lg|;lj|;lo|;pd|g;pv|6;q9|o;sh|;sw|1r;up|;5z2|1;61s|2h;6bm|1;6c0|6;6c8|2;6cc|2;6cg|2;6cl|2;6cw|;6cy|1;6d1|;6d5|3;6de|;6dj|2;6dt|;6es|;6g9|;6gb|1;6hp|1;6io|;6ir|;6it|;6ix|1;6j3|;6j7|;6ja|;6jl|1;6jq|1;6jv|;6jy|;6k5|;6kb|;6lc|b;6ls|b;6mo|9;6ns|1;6o4|2;6ob|1;6og|;6oi|;6ok|;6p2|3;6ph|;6ps|;6pu|1;6px|6;6q7|;6q9|2;6qd|;6qi|;6ql|3;6qr|;6qt|9;6r8|3;6rh|;6rn|;6rp|;6rs|;6rw|;6s2|;6sg|2;6sk|3;6sq|1;6su|1;6sy|1;6t2|1;6te|5;6tm|1;6tx|4;6u8|;6ud|;6v3|;6vu|1;6wf|;6x1|2;6xe|;6xk|;6y1|1;71s|1;726|e;72m|;72y|1;74z|;76o|97;7g1|2;7g6|1;7gc|1;7gg|1;7gm|6;7gu|5;7he|4;7hr|;7i8|3;7id|1;7ih|;7im|1;7iu|1;7j0|3;7jj|;7k0|2;7kw|f;7le|b;7mo|;7nh|1;7pe|;7pv|;7q2|;7r1|;7r3|1;7rq|;7sm|t;7tt|;850|1;88v|;8ai|1;8hx|2;8ii|;8lx|;94q|1;96o|p;97f|2g;9a8|5x;9gw|b;9hc|1r;9j5|2d;9ll|2u;9ol|16;9pt|1e;9r9|15;9sg|17;9ts|z;9v4|1a;9wg|7f;a3x|58o;feo|g6n;1d6o|3;1d6t|1;1d6z|1;1d79|;1d7b|3;1d7l|;1d7w|1;1d7z|;1d81|4;1d87|3;1d8j|;1d8n|3;1d8u|;1d8y|1;1d9a|;1d9e|5;1d9q|;1d9u|;1d9w|;1d9y|;1da1|2;1da6|2;1dac|1;1dai|2;1dam|;1dar|;1dat|;1daw|;1dbi|;1dbn|;1dbr|;1dbv|;1dbx|1;1dc0|;1dc5|1;1dcg|;1dco|1;1dcs|4;1dcy|2;1dd3|;1dd5|;1ddd|;1ddg|1;1ddm|;1ddp|;1ddr|;1ddu|;1ddx|3;1de2|;1de4|3;1de9|;1deb|1;1deg|;1den|2;1der|1;1dev|2;1df3|;1df7|2;1dfb|1;1dfe|;1dfr|;1dft|;1dfv|;1dgd|1;1dkw|4;1e6o|9;1e7k|y;1e8k|i;1e94|3;1edd|4e;1eht|t;1eiq|5;1eiy|5;1ej6|5;1eje|2;1ejk|6;1ejs|6;2q68|c;2q6o|2k;2q9c|1o;2qdc|2;2qds|17;2qf4|8;2qfk|1;2t8n|;2t8p|;2tak|;2tes|;2uco|;2ueu|;2vo0|;2x0a|;2x3n|;2xg7|;31cf|;33rf|;353r|1;35er|;3666|;366m|;37jd|;37q3|;37r5|;37ul|;37wp|;39yq|;3a02|;3a20|;3b2v|;3bvb|;3cip|;3czx|;3ddi|;3dks|;3dxt|;3ecc|;3eht|;3gz6|;3i5r|;3id3|;3iex|;3j7s|;3jp4|;3jpx|;3jz4|;3knd|;3kuf|;3kun|;3kup|;3kus|;3l73|;3lax|;3mv3|;3n68|;3on2|;3on7|;3ong|;3qal|;3qij|;3qjb|;3qr4|;3qra|;3qs8|;3rtu|;3s4n|1;3s53|1;3sa5|;3shs|;3skj|;3skv|;3sky|;3sl9|;3sp0|;3spc|;3spf|;3srl|;3svb|;3svj|;3svq|;3svt|;3swd|1;3sxi|;3t0u|1;3t0z|;3t2f|;3t2s|;3t3w|1;3t46|2;3t4a|;3t4c|;3t79|1;3t7x|;3t9p|;3tex|;3tfp|;3tgm|;3th5|;3th8|;3thi|;3thm|;3ti4|;3tmg|;3u13|;3u5b|;3u5e|;3u64|;3u6b|;3uaj|;3uk7|;3ukn|;3unr|;3up5|;3v3d|1;3v6x|;3v7u|;3vf9|;3vfd|;3vg9|;3vjw|;3vk8|;3vl0|;3vo7|;3vq3|;3vq9|;3vqc|;3vyg|;3vys|;3vyv|;3w3m|;3w9f|;3w9k|;3w9t|;3wa1|;3wa3|2;3wa7|;3waq|;3way|1;3wh8|;3whb|;3wkf|;3wld|;3wn1|;3wt5|;3wta|;3wtd|;3wtv|;3wuf|;3wui|;3wv1|;3x1e|;3x1q|;3x4t|;3x61|;3x9l|;3x9p|1;3x9t|;3xa0|1;3xa3|;3xa7|;3xa9|;3xai|;3xam|;3xay|1;3xb8|;3xbd|;3xbg|;3xbj|;3xbn|;3xbq|;3xbs|;3xbw|;3xdd|;3xdr|1;3xe6|;3xhy|;3xi7|;3xmd|1;3xml|;3xmn|;3xmq|1;3xmy|;3xqj|;3xql|;3xqn|1;3xr3|1;3xrc|;3xrh|1;3xsl|;3xug|;3xui|;3xur|;3xuu|;3xuy|;3xx8|;3xxk|;3xxv|;3z9g|;4684|;469i|;4an1|1;4ay4|;")) +r.push(new A.ap("Noto Sans Saurashtra","notosanssaurashtra/v19/ea8GacQ0Wfz_XKWXe6OtoA8w8zvmYwTef9ndjhPTSIx9.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xa8|1x;xce|b;")) +r.push(new A.ap("Noto Sans Sharada","notosanssharada/v16/gok0H7rwAEdtF9N8-mdTGALG6p0kwoXLPOwr4H8a.ttf","w|10;1y|2;22|4;28|4;2e|14;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;5p3|;5p5|;5p8|1;5pc|;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1i0w|2n;")) +r.push(new A.ap("Noto Sans Shavian","notosansshavian/v15/CHy5V_HZE0jxJBQlqAeCKjJvQBNF4EFQSplv2Cwg.ttf","w|;4g|;1ff4|1b;")) +r.push(new A.ap("Noto Sans Siddham","notosanssiddham/v17/OZpZg-FwqiNLe9PELUikxTWDoCCeGqndk3Ic92ZH.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1itc|1h;1iuw|11;")) +r.push(new A.ap("Noto Sans Sinhala","notosanssinhala/v26/yMJ2MJBya43H0SUF_WmcBEEf4rQVO2P524V5N_MxQzQtb-tf5dJbC30Fu9zUwg2a5lgLpJwbQRM.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;2o1|2;2o5|h;2oq|n;2pf|8;2pp|;2ps|6;2q2|;2q7|5;2qe|;2qg|7;2qu|9;2r6|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1i3l|j;")) +r.push(new A.ap("Noto Sans Sogdian","notosanssogdian/v15/taiQGn5iC4--qtsfi4Jp6eHPnfxQBo--Pm6KHidM.ttf","w|;4g|;18g|;6bw|;7gs|;1hkg|15;")) +r.push(new A.ap("Noto Sans Sora Sompeng","notosanssorasompeng/v24/PlIRFkO5O6RzLfvNNVSioxM2_OTrEhPyDLolKvCsHzCxWuGkYHR818DpZXJQd4Mu.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1hw0|o;1hww|9;")) +r.push(new A.ap("Noto Sans Soyombo","notosanssoyombo/v15/RWmSoL-Y6-8q5LTtXs6MF6q7xsxgY0FrIFOcK25W.ttf","w|;4g|;7gs|;1jrk|2a;")) +r.push(new A.ap("Noto Sans Sundanese","notosanssundanese/v24/FwZw7_84xUkosG2xJo2gm7nFwSLQkdymq2mkz3Gz1_b6ctxpNNHCizv7fQES.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5fk|1r;5og|7;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Syloti Nagri","notosanssylotinagri/v20/uU9eCAQZ75uhfF9UoWDRiY3q7Sf_VFV3m4dGFVfxN87gsj0.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;1ye|9;60w|5;61q|;642|1;6bv|2;6c0|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6dx|;6gc|;6jm|;6qa|;7gs|;x6o|18;")) +r.push(new A.ap("Noto Sans Syriac","notosanssyriac/v16/Ktk7AKuMeZjqPnXgyqribqzQqgW0LYiVqV7dXcP0C-VD9MaJyZfUL_FC.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;m8|;mb|5;ml|1;mo|1;170|;17f|;17j|;17l|;18g|;18r|a;19c|c;19s|;1ds|d;1e7|1n;1fx|2;60w|5;61q|;642|1;6bw|3;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6dg|;6gc|;6jm|;6qa|;7gs|;7lc|1;")) +r.push(new A.ap("Noto Sans 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p;kvt|;kvv|9;kw6|;kw9|8;kwj|3;kwp|;kwx|1;kx0|5;kx7|3;kxd|3;kxi|n;ky7|;ky9|;kyb|e;kyr|;kyt|4;kyz|2;kz6|3;kzc|9;kzn|6;kzv|g;l0d|e;l0t|;l0v|;l0x|;l10|;l12|;l16|;l1a|7;l1j|;l1l|1;l1o|b;l21|f;l2j|4;l2p|a;l31|1;l36|1;l39|8;l3j|2;l3n|1;l3s|9;l45|;l47|1;l4a|2;l4e|3;l4j|;l4m|;l4o|4;l4w|;l4y|3;l54|3;l5b|4;l5i|4;l5p|1;l5s|1;l5v|;l5x|;l60|;l64|1;l67|;l69|e;l6p|2;l6t|9;l74|2;l78|3;l7d|;l7f|1;l7i|9;l7u|;l7x|;l7z|;l82|;l84|;l86|5;l8e|6;l8m|;l8o|2;l8s|3;l8x|;l90|5;l97|;l9a|2;l9e|5;l9m|1;l9p|3;l9u|1;l9x|2;la2|;la4|1;la7|2;lab|a;lan|1;laq|2;lau|2;lay|2;lb2|;lb4|4;lba|2;lbe|2;lbj|1;lbm|1;lbr|f;lc8|1;lcb|2;lcf|2;lcj|3;lco|5;lcv|2;lcz|5;ld6|2;lda|d;ldp|6;ldy|;le1|7;lea|;lec|1;lef|a;let|6;lf1|9;lfc|3;lfh|j;lg2|4;lg8|5;lgf|;lgi|;lgq|a;lh2|h;lhl|e;li1|a;lid|;lif|c;lit|;lix|;lj3|j;ljq|5;ljx|3;lk2|;lk4|u;lla|;llj|5;llq|c;lm4|6;lmc|10;lne|;lno|1;lnu|2;lny|1;lo1|4;lo7|9;loi|;lok|9;lov|n;lpk|f;lq1|5;lq8|;lqa|3;lqi|;lqn|;lqt|;lqw|5;lr3|n;lrs|9;ls3|4;ls9|2;lsd|s;lt7|;lta|1;ltd|3;lti|3;lto|;lty|;lu0|1;lu3|;lu5|3;lua|2;lue|h;luy|1;lv2|14;lw8|5;lwi|;lwo|1;lwr|4;lwx|1;lx0|r;lxu|8;ly4|;ly6|9;lyh|o;lz7|1;lzi|a;lzu|a;m06|1;m09|7;m0i|2;m0m|c;m10|a;m1c|;m1e|5;m1p|p;m2g|c;m2u|9;m37|2;m3c|c;m3q|3;m3v|7;m44|;m46|2;m4a|2;m4e|3;m4j|4;m4p|6;m4x|;m50|g;m5i|6;m5r|6;m5z|5;m66|8;m6g|5;m6o|2;m6s|4;m6y|i;m7i|3;m7o|6;m7w|3;m81|5;m89|2;m8e|1;m8h|5;m8o|2;m8v|2;m8z|4;m95|;m97|6;m9f|2;m9j|7;m9s|;m9w|4;ma2|g;mak|6;mas|;mb3|2;mb7|d;mbm|;mbo|2;mbt|5;mc0|;mc3|;mc7|;mc9|a;mcl|1;mco|1;mcr|1;mcu|8;md6|1;mda|;mdc|7;mdl|b;mdy|4;me4|g;mem|;meo|8;mey|4;mf4|2;mf8|6;mfg|;mfi|4;mfo|;mfq|f;mg7|3;mgc|1;mgf|6;mgn|3;mgs|f;mha|4;mhg|2;mhk|5;mhr|3;mhw|4;mi3|3;mi8|2;mic|2;mig|1;mij|8;mit|2;mix|1;mj0|4;mj7|4;mjd|2;mjh|2;mjm|c;mk0|;mk5|1;mk8|3;mkd|5;mkk|;mkm|6;mkv|1;mky|1;ml1|e;mli|1;mll|1;mlo|;mlq|2;mlu|2;mly|3;mm3|7;mmc|5;mmj|d;mmy|1;mn1|2;mn5|9;mng|4;mnm|;mno|1;mnu|;mnx|;mnz|7;mo9|5;mog|2;mok|;mom|4;mos|;mov|5;mp2|;mp4|3;mpf|1;mpi|c;mpw|;mpz|1;mq2|2;mq7|4;mqe|3;mqj|3;mqq|1;mqt|9;mr4|c;mri|7;mrs|2;mrw|6;ms7|4;msd|5;msl|7;msu|a;mt6|i;mtq|1;mtu|6;mu4|6;muc|9;muq|a;mv2|2;mv6|e;mvm|c;mw0|b;mwd|2;mwj|q;mxd|1;mxg|3;mxl|d;my0|i;myk|;myn|o;mzd|c;mzr|f;n09|1;n0c|7;n0l|8;n0w|;n0y|;n10|1;n13|a;n1f|8;n1p|;n1r|3;n1w|7;n25|6;n2d|1;n2g|;n2i|2;n2n|1;n2r|m;n3g|;n3i|;n3k|2;n3o|4;n3v|;n3x|3;n42|3;n47|1;n4b|f;n4s|3;n4x|1;n51|1;n54|d;n5j|4;n5p|3;n5u|;n5y|2;n62|5;n69|;n6b|2;n6h|4;n6n|1;n6q|5;n6y|6;n76|;n7a|4;n7h|3;n7n|1;n7q|1;n7u|8;n84|1;n88|2;n8d|1;n8i|3;n8n|;n8q|1;n8w|6;n94|d;n9j|1;n9m|8;n9w|1;n9z|d;nae|1;nal|;nan|k;nbb|6;nbj|2;nbn|3;nbt|g;ncc|1;ncf|6;nco|;ncq|3;ncw|;ncy|1;nd2|3;nd8|8;ndi|4;ndo|;ndr|3;ndw|3;ne1|1;ne4|a;neg|7;nep|1;nes|;neu|5;nf2|2;nf6|1;nf9|1;nfd|5;nfl|;nfo|2;nfu|1;nfx|3;ng4|1;ng7|1;nga|1;ngd|2;ngi|4;ngo|2;ngs|2;ngy|2;nh2|;nh5|6;nhd|;nhf|4;nhl|1;nho|9;nhz|5;ni6|;ni9|;nib|2;nif|5;nim|5;nit|;nix|2;nj1|3;nj6|7;njf|;njh|;njj|;njl|d;nk0|;nk3|4;nka|5;nki|;nkk|2;nko|4;nku|5;nl1|a;nle|;nlj|e;nlz|2;nm3|4;nm9|;nmb|;nmd|;nmf|c;nmt|;nmv|1;nmy|3;nn3|8;nnd|6;nnm|3;nnr|;nnt|7;no3|2;no7|7;nog|;noi|1;nol|4;nos|8;np3|7;npe|1;nph|1;npk|1;npo|8;nq0|;nq4|7;nqd|g;nqv|2;nr0|1;nr6|3;nrb|7;nrk|4;nrw|2;ns0|;ns2|;ns4|2;ns8|9;nsp|3;nsu|3;nsz|6;nt8|3;ntd|;ntf|7;ntq|7;ntz|6;nu7|5;nue|;nug|4;num|;nup|;nur|2;nuv|e;nvb|1;nve|1;nvh|8;nvr|3;nvw|9;nw7|;nw9|6;nwh|1;nwk|2;nwp|;nws|;nwu|;nww|4;nx3|;nx5|;nx7|3;nxd|;nxf|c;nxt|5;ny0|a;nyc|8;nyn|m;nzb|4;nzh|;nzk|4;nzt|1;nzw|7;o06|2;o0a|1;o0d|g;o0v|3;o10|a;o1c|4;o1i|5;o1p|4;o1w|2;o20|a;o2c|2;o2g|;o2k|4;o2q|2;o2u|1;o2x|5;o35|;o38|;o3a|2;o3e|1;o3k|;o3m|4;o3s|;o3u|4;o40|5;o47|5;o4e|2;o4i|;o4m|;o4o|;o4q|8;o53|;o55|7;o5f|b;o5w|;o5y|2;o62|2;o67|3;o6d|;o6f|2;o6j|3;o6o|2;o6s|2;o6w|3;o71|4;o77|9;o7j|a;o7y|2;o82|1;o88|4;o8e|a;o8q|2;o8u|7;o93|4;o9b|;o9d|;o9f|;o9k|5;o9r|1;o9u|5;oa1|2;oa5|2;oae|1;oah|8;oas|2;oaw|4;ob2|6;obc|3;obh|3;obm|j;oc8|1;ocb|;ocg|;oci|g;od0|2;od4|;odc|7;odl|;odo|c;oe3|;oea|;oec|1;oef|1;oei|8;oes|9;of4|4;ofg|3;ofl|1;ofo|1;ofr|2;ofy|;og0|1;og4|3;og9|3;oge|2;ogk|1;ogo|k;ohc|4;ohj|c;ohx|2;oi1|9;oid|;oih|;oij|8;oit|8;oj4|;oj7|;oj9|;ojb|2;ojf|5;ojm|3;ojr|3;ojw|1;ok0|1;ok3|1;ok6|1;ok9|4;okf|1;okj|4;okp|7;oky|3;ol4|9;olf|3;olk|2;olo|2;olt|1;olw|4;om4|;om6|1;om9|2;omd|3;omk|;omm|1;omp|4;omw|7;on6|1;on9|;onb|7;onk|7;ont|1;onw|4;oo2|;oo6|2;ooa|;ooc|d;oor|3;oow|y;opx|;oq0|1;oq3|1;oq6|5;oqd|1;oqg|f;oqy|;or1|9;orc|;ore|5;orl|2;orq|5;orx|6;os9|4;osf|2;osj|3;oso|1;osr|4;osx|6;ot8|8;oti|f;otz|b;ouc|3;ouh|7;ouq|2;ouv|a;ov7|7;ovg|;ovi|9;ovt|5;ow3|;ow7|g;owq|b;ox3|;ox5|2;ox9|s;oy4|;oy8|c;oym|5;oyt|;oyv|9;oz6|g;ozq|2;ozu|5;p01|b;p0f|;p0k|;p0s|;p16|;p1j|;p1r|;p27|;p3a|;p4m|4;p4t|4;p4z|2;p53|e;p5k|;p5n|6;p5v|;p5x|9;p68|3;p6d|a;p6r|;p6t|a;p75|6;p7e|4;p7k|9;p7w|n;p8l|;p8n|;p8p|9;p90|1;p93|;p97|8;p9h|g;p9z|h;paj|7;pas|5;paz|6;pb8|2;pbc|2;pbg|;pbi|3;pbn|4;pbt|;pbv|4;pc3|;pc6|2;pca|;pcf|3;pck|;pcm|;pco|;pcq|4;pcx|3;pd2|1;pd8|;pdb|4;pdh|4;pdp|3;pdu|;pdw|3;pe1|3;pe7|1;pea|1;ped|1;peg|5;pen|;pep|2;pet|;pev|;pex|2;pf1|2;pf5|1;pf8|4;pfe|;pfg|1;pfm|8;pfw|5;pg4|a;pgg|1;pgj|3;pgp|;pgs|1;pgv|7;ph4|6;phc|3;phh|5;pho|;phq|;phu|;phw|7;pi5|2;pi9|4;pif|;pih|4;pin|3;pis|;piv|;pix|1;pj1|1;pj6|2;pja|2;pje|c;pjt|3;pjy|;pk0|2;pk4|3;pk9|;pkb|9;pkm|4;pks|1;pkv|1;pky|2;pl2|7;plb|;plf|;plh|;plj|9;plu|1;plx|7;pm6|;pm8|7;pmh|h;pn0|1;pn3|3;pn9|;pnb|4;pnh|d;pnw|3;po2|2;po6|6;poe|4;pok|1;pon|6;pow|2;pp0|2;pp4|;pp6|8;pph|1;ppk|5;ppr|;ppu|8;pq4|4;pqa|;pqc|1;pqf|;pqh|;pqj|;pqm|e;pr2|1;pr5|5;prc|1;prf|4;prl|1;pro|c;ps3|2;ps7|;psa|1;psd|7;pso|3;pst|k;ptf|d;ptu|2;pu2|;pu7|a;puj|1;pum|a;puy|v;pvv|2;pw6|8;pwg|;pwi|;pwk|9;pwv|;pwx|c;pxb|6;pxj|d;pxy|1;pya|1;pye|;pyn|;pyr|5;pyy|5;pz5|;pz7|;pz9|p;q00|;q02|a;q0e|2;q0p|;q0t|i;q1d|;q1f|6;q1n|a;q1z|f;q2g|7;q2p|;q2r|4;q2x|b;q3a|;q3c|;q3f|1;q3k|1;q3n|1;q3q|;q3t|;q3v|l;q4i|c;q4w|p;q5n|f;q65|3;q6a|;q6c|;q6e|;q6g|;q6l|7;q6u|e;q7b|b;q7o|;q7q|;q7s|a;q84|3;q89|b;q8m|1;q8q|1;q8u|;q8x|1;q90|1;q93|5;q9a|6;q9i|a;q9u|o;qak|5;qar|e;qb7|1;qbc|;qbf|;qbh|1;qbk|e;qc1|a;qcd|k;qcz|;qd1|7;qda|;qdc|h;qdv|h;qee|4;qen|2;qer|7;qf1|c;qff|;qfh|5;qfp|5;qfw|a;qg8|a;qgk|;qgm|c;qh0|3;qh5|4;qhb|2;qhf|1;qhi|6;qhq|c;qi4|3;qi9|5;qig|4;qim|2;qiq|1;qit|3;qiz|3;qj4|;qj6|4;qjd|;qjf|1;qji|1;qjl|4;qjr|d;qk7|;qk9|3;qke|;qkl|2;qkq|4;qkw|a;ql8|2;qlc|5;qlj|3;qlp|;qlr|q;qmj|1;qmo|1;qmr|1;qmu|9;qn6|2;qna|;qnc|5;qnj|;qnp|6;qny|;qo0|e;qoh|2;qol|;qoo|4;qou|;qow|a;qp8|2;qpc|5;qpj|1;qpm|2;qpq|5;qpy|;qq4|11;qr7|8;qrh|;qrl|8;qrv|2;qrz|5;qs6|2;qsa|5;qsi|3;qsp|t;qtk|4;qtq|;qtt|3;qty|i;qui|5;quq|5;qux|3;qv2|8;qvc|5;qvj|2;qvn|6;qvv|2;qvz|k;qwl|4;qwr|b;qx4|;qx6|5;qxe|1;qxh|2;qxl|2;qxp|1;qxs|5;qxz|4;qy5|5;qyc|3;qyh|;qyk|8;qyv|2;qyz|8;qz9|d;qzo|;qzr|1;qzu|2;qzy|;r01|1;r04|6;r0c|6;r0l|;r0n|;r0p|7;r0y|;r10|b;r1d|;r1i|2;r1n|1;r1q|k;r2d|2;r2h|3;r2m|;r2o|a;r32|1;r35|6;r3d|a;r3p|3;r3v|3;r41|3;r46|1;r49|;r4b|2;r4f|5;r4m|g;r55|6;r5d|3;r5i|1;r5l|3;r5q|5;r5x|6;r67|;r69|;r6b|5;r6j|4;r6p|6;r6x|1;r70|3;r76|;r7a|1;r7d|1;r7g|5;r7q|;r82|4;r89|4;r8f|a;r8r|2;r8w|4;r92|2;r96|2;r9a|2;r9e|2;r9j|1;r9m|;r9o|;r9q|5;r9x|3;ra3|4;raa|1;rad|;raf|;rah|4;rao|1;ras|;rau|;raw|9;rb8|2;rbc|2;rbg|6;rbo|5;rbv|;rby|;rc0|3;rc6|3;rcb|3;rcg|7;rcp|3;rcu|1;rcx|6;rd7|2;rdb|7;rdk|2;rdo|;rdq|;rds|1;rdv|9;re7|1;rea|;rec|;ree|;reg|8;req|7;rez|2;rf3|;rf5|h;rfo|;rfq|2;rfu|1;rfx|f;rge|4;rgk|4;rgq|m;rhe|6;rhm|7;rhv|;rhx|2;ri1|a;rid|l;rj0|4;rj6|1;rj9|8;rjj|1;rjo|;rjr|4;rjx|9;rk8|;rka|2;rke|2;rki|4;rko|4;rku|2;rlq|;rmq|;rp3|;rp5|;rp7|4;rpd|2;rph|c;rpw|3;rq2|;rq4|1;rq7|;rq9|1;rqc|2;rqg|5;rqn|4;rqt|6;rr1|;rr4|2;rr8|2;rrd|1;rrg|1;rrj|6;rrr|e;rs7|6;rsf|1;rsi|j;rt3|1;rt6|;rt8|1;rtb|;rtd|6;rtl|l;ru8|5;ruf|7;ruo|;ruq|b;rv3|a;rvf|2;rxg|;rxi|3;rxn|5;rxu|2;rxy|5;ry5|;ry8|2;ryc|1;ryh|1;ryk|a;ryx|;ryz|1;rz3|2;rz7|;rz9|a;rzm|5;rzt|1;rzw|;rzy|5;s05|3;s0b|6;s0j|a;s0v|5;s12|6;s1a|6;s1m|;s1o|b;s21|1;s25|u;s31|1;s34|1;s37|3;s3c|2;s3g|6;s3o|c;s43|4;s49|h;s4s|1;s4v|;s4x|7;s56|2;s5a|;s5c|2;s5g|a;s5s|8;s62|;s65|4;s6b|a;s6o|;s6q|;s6u|;s6x|1;s70|1;s74|;s76|1;s7d|6;s7l|3;s7r|1;s7u|8;s84|5;s8b|4;s8h|1;s8k|8;s8u|5;s91|6;s99|1;s9c|g;s9v|3;sa1|1;sa4|4;saa|7;saj|1;sam|d;sb1|n;sbq|1;sby|;scz|;sd7|1;sdb|1;sdf|;sdh|3;sdp|f;se6|1;se9|1;sec|2;seh|e;sey|;sf4|6;sfc|;sfe|1;sfh|1;sfk|;sfo|i;sg8|;sgb|2;sgf|3;sgk|3;sgp|b;sh9|2;shd|7;sho|3;sht|1;shw|;shy|1;si1|d;sig|1;sij|3;sio|4;siv|2;siz|5;sj6|m;sju|1;sjx|;sjz|2;sk4|1;sk7|2;skb|;ske|5;skl|3;skq|;sku|8;sl4|;sl7|;sl9|2;sld|;slf|2;slj|1;slm|1;slq|;slw|9;sm7|6;smg|5;smn|6;smx|g;snf|;snh|5;sno|;snq|e;so6|g;soo|3;sou|3;soz|g;sph|5;spo|;spq|7;spz|3;sq4|;sq6|2;sqa|8;sqk|;sqo|7;sqx|a;sra|;srd|a;srp|;srr|g;ss9|5;ssg|7;ssp|;ssr|6;ssz|7;st8|1;stb|;ste|c;stt|;stv|7;su5|d;suk|e;sv0|;sv2|;sv5|;sv7|5;sve|1;svh|1;svk|a;svw|5;sw4|2;sw8|g;swq|1;swt|a;sx7|5;sxe|;sxi|p;sy9|;syb|a;syo|c;sz2|;sz5|6;szd|3;szi|n;t07|2;t0b|;t0d|4;t0j|h;t12|e;t1i|3;t1n|5;t1u|4;t20|3;t25|k;t2r|3;t2w|1;t30|;t34|i;t3o|8;t3y|g;t4g|1;t4j|b;t4w|a;t58|6;t5g|m;t64|9;t6f|1;t6j|;t6l|;t6n|1;t6q|2;t6u|2;t6y|q;t7q|2;t7w|;t7y|;t80|1;t83|e;t8j|1;t8m|j;t97|;t99|;t9c|;t9g|f;t9x|b;taa|b;tan|3;tas|1;tav|1;taz|;tb1|1;tb4|;tb6|3;tbb|i;tbv|8;tc5|;tcv|;tcy|;tdt|;tdv|;tek|;tfa|;tgt|;thj|;tiv|1;tiy|3;tj3|1;tj6|1;tj9|1;tjc|1;tjf|9;tjq|3;tjv|1;tjy|g;tkg|2;tkl|2;tkp|7;tkz|;tl1|8;tlc|6;tlm|2;tlq|7;tm0|;tmc|;tng|2;tnk|4;tns|;tnu|;tnw|7;to8|5;tof|6;toq|7;toz|1;tp2|;tp4|;tp7|4;tpd|3;tpl|4;tpr|9;tq3|3;tq8|1;tqb|8;tql|2;tqp|8;tqz|1;tr2|;tr5|4;trb|3;trg|;tri|;trk|1;trn|1;trq|;trs|1;trv|2;trz|f;tsi|d;tsx|2;tt1|;tt4|2;ttb|3;ttg|7;ttp|;ttr|1;ttu|7;tu3|;tu5|6;tue|;tug|1;tuj|h;tv2|4;tv8|2;tvc|2;tvh|7;tvq|5;tw1|1;tw5|3;twa|8;twm|;two|2;tws|2;tww|4;tx2|2;tx6|b;txj|4;txp|2;txw|;txz|f;tyg|;tyi|4;typ|3;tyu|5;tz1|c;tzf|5;tzm|7;tzw|5;u03|;u05|1;u0d|1;u0g|3;u0l|1;u0o|3;u0t|b;u16|;u18|c;u1n|6;u1v|1;u1y|3;u23|;u25|3;u2a|3;u2f|2;u2j|;u2p|;u2r|g;u3a|3;u3f|5;u3m|a;u3z|6;u5k|1;u5o|3;u5t|3;u5y|e;u6e|6;u6m|;u6z|1;u72|5;u79|2;u7d|4;u7j|;u7l|1;u7o|2;u7t|1;u7w|2;u80|;u82|1;u85|;u87|3;u8c|;u8e|;u8g|c;u8u|1;u8x|;u90|1;u93|c;u9h|;u9j|c;u9x|;u9z|7;ua8|9;uaj|4;uap|2;uc6|3;ucb|3;uch|;ucj|5;ucq|b;ud4|5;udd|4;udj|;udl|;udn|i;ue7|8;ueh|1;uek|2;ueo|1;ues|b;uf5|6;ufd|8;ufo|2;uft|e;ug9|9;ugk|i;uh4|2;uh8|4;uhe|a;uhq|2;uhu|a;uj3|;ujs|;ujv|;ujx|;ujz|5;uk6|c;ukm|1;ukq|;ukt|;ukv|9;ul8|;ulb|4;uli|1;uln|4;ult|3;uly|1;um1|6;um9|5;umg|a;ums|6;un2|2;un6|3;unb|4;unh|2;unl|4;unr|;unt|3;uny|8;uo8|;uoa|8;uok|2;uoo|3;uov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+r.push(new A.ap("Noto Sans Tagalog","notosanstagalog/v18/J7aFnoNzCnFcV9ZI-sUYuvote1R0wwEAA8jHexnL.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4jk|l;4kf|;4l1|1;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Tagbanwa","notosanstagbanwa/v18/Y4GWYbB8VTEp4t3MKJSMmQdIKjRtt_nZRjQEaYpGoQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4l1|1;4m8|c;4mm|2;4mq|1;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Tai Le","notosanstaile/v17/vEFK2-VODB8RrNDvZSUmVxEATwR58tK1W77HtMo.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;37k|9;500|t;50w|4;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;9hd|1;9hk|3;")) +r.push(new A.ap("Noto Sans Tai Tham","notosanstaitham/v19/kJEbBv0U4hgtwxDUw2x9q7tbjLIfbPGHBoaVSAZ3MdLJBCUbPgquyaRGKMw.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;55s|1q;57k|s;58f|a;58w|9;59c|d;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;6qh|;")) +r.push(new A.ap("Noto Sans Tai Viet","notosanstaiviet/v16/8QIUdj3HhN_lv4jf9vsE-9GMOLsaSPZr644fWsRO9w.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;x3f|1;xog|1u;xqz|4;")) +r.push(new A.ap("Noto Sans Takri","notosanstakri/v21/TuGJUVpzXI5FBtUq5a8bnKIOdTwQNO_W3khJXg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;x80|9;1j0g|1k;1j28|9;")) +r.push(new A.ap("Noto Sans Tamil","notosanstamil/v27/ieVc2YdFI3GCY6SyQy1KfStzYKZgzN1z4LKDbeZce-0429tBManUktuex7vGo70RqKDt_EvT.ttf","w|2m;4g|3;4l|;4n|4;4t|3;4y|2;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;29u|1;29x|5;2a6|2;2aa|3;2ah|1;2ak|;2am|1;2ar|1;2aw|2;2b2|b;2bi|4;2bq|2;2bu|3;2c0|;2c7|;2cm|k;5p6|;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6es|;6f6|2;6gc|;6gp|;6jm|;6qa|;7gs|;xdf|;1ibl|;1ibn|;1id7|1;")) +r.push(new A.ap("Noto Sans Tamil Supplement","notosanstamilsupplement/v19/DdTz78kEtnooLS5rXF1DaruiCd_bFp_Ph4sGcn7ax_vsAeMkeq1x.ttf","1ku8|1d;1kvz|;")) +r.push(new A.ap("Noto Sans Telugu","notosanstelugu/v25/0FlxVOGZlE2Rrtr-HmgkMWJNjJ5_RyT8o8c7fHkeg-esVC5dzHkHIJQqrEntezbqQUbf-3v37w.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;2dc|c;2dq|2;2du|m;2ei|f;2f1|7;2fa|2;2fe|3;2fp|1;2fs|2;2g0|3;2g6|9;2gn|8;5p6|;5pu|;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Thaana","notosansthaana/v23/C8c14dM-vnz-s-3jaEsxlxHkBH-WZOETXfoQrfQ9Y4XrbhLhnu4-tbNu.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;170|;17f|;17j|;19c|c;1hc|1d;60w|5;61q|;642|1;6bv|4;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1e5u|;1e65|;")) +r.push(new A.ap("Noto Sans Thai","notosansthai/v20/iJWnBXeUZi_OHPqn4wq6hQ2_hbJ1xyN9wd43SofNWcd1MKVQt_So_9CdU5RtpzF-QRvzzXg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jg|;jq|1;jt|;k7|6;lc|4;li|2;lm|2;lu|;me|2;mp|;2rl|1l;2tb|s;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Tifinagh","notosanstifinagh/v17/I_uzMoCduATTei9eI8dawkHIwvmhCvbn6rnEcXfs4Q.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|6;lu|;mb|;me|2;mp|;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6cu|;6d5|1;6gc|;6jm|;6qa|;7gs|;8xc|1j;8z3|1;8zj|;")) +r.push(new A.ap("Noto Sans Tirhuta","notosanstirhuta/v15/t5t6IQYRNJ6TWjahPR6X-M-apUyby7uGUBsTrn5P.ttf","w|;4g|;1u9|1;1us|1;1ys|3;5pu|;6bw|1;7gs|;x80|9;1im8|1z;1iog|9;")) +r.push(new A.ap("Noto Sans Ugaritic","notosansugaritic/v15/3qTwoiqhnSyU8TNFIdhZVCwbjCpkAXXkMhoIkiazfg.ttf","w|;4g|;1f9c|t;1fa7|;")) +r.push(new A.ap("Noto Sans Vai","notosansvai/v17/NaPecZTSBuhTirw6IaFn_UrURMTsDIRSfr0.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;wlc|8b;")) +r.push(new A.ap("Noto Sans Wancho","notosanswancho/v17/zrf-0GXXyfn6Fs0lH9P4cUubP0GBqAPopiRfKp8.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;2ncw|1l;2nen|;")) +r.push(new A.ap("Noto Sans Warang 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+do{g=i.length +switch(k.oV(0,j)){case 0:case 5:break +case 1:A.bMx(j,r,q,i) +break +case 2:A.bMy(j,r,q,i) +break +case 3:f=k.f +A.bMv(j,r,q,p.y[f],i) +break +case 4:A.bMw(j,r,q,i) +break +case 6:h=!0 +break}f=i.length +if(f>g){e=f-1 +d=i[e] +c=d.a +b=d.b +if(Math.abs(c*c+b*b-0)<0.000244140625)B.b.di(i,e) +else for(a=0;a0?1:0 +if(f<=0){f=b*a1 +if(f<0)f=-1 +else f=f>0?1:0 +f=f<=0}else f=!1}else f=!1 +if(f){a2=B.b.di(i,e) +if(a!==i.length)i[a]=a2 +break}}}}while(!h) +return i.length!==0}, +dE(a){var s,r=a.a,q=a.b,p=this.a,o=A.bAt(p,r,q),n=p.e,m=new Uint8Array(n) +B.K.j0(m,0,p.r) +o=new A.Fj(o,m) +n=p.x +o.x=n +o.z=p.z +s=p.y +if(s!=null){n=new Float32Array(n) +o.y=n +B.dU.j0(n,0,s)}o.e=p.e +o.w=p.w +o.c=p.c +o.d=p.d +n=p.Q +o.Q=n +if(!n){o.a=p.a.aL(0,r,q) +n=p.b +o.b=n==null?null:n.aL(0,r,q) +o.as=p.as}o.cx=p.cx +o.at=p.at +o.ax=p.ax +o.ay=p.ay +o.ch=p.ch +o.CW=p.CW +r=new A.w7(o,B.bB) +r.NO(this) +return r}, +az(a,b){var s=A.bjp(this) +s.aEP(b) +return s}, +aEP(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f +this.a.vQ() +s=this.a +r=s.d +q=s.f +p=r*2 +for(o=0;o0.000244140625){b0=(a-a2)/a9 +if(b0>=0&&b0<=1){b1=1-b0 +b2=b1*b1 +b3=2*b0*b1 +b0*=b0 +b4=b2*a+b3*a2+b0*a4 +b5=b2*a1+b3*a3+b0*a5 +s=Math.min(s,b4) +f.a=s +a7=Math.max(a7,b4) +f.c=a7 +a6=Math.min(a6,b5) +f.b=a6 +a8=Math.max(a8,b5) +f.d=a8}}a9=a1-2*a3+a5 +if(Math.abs(a9)>0.000244140625){b6=(a1-a3)/a9 +if(b6>=0&&b6<=1){b7=1-b6 +b2=b7*b7 +b3=2*b6*b7 +b6*=b6 +b8=b2*a+b3*a2+b6*a4 +b9=b2*a1+b3*a3+b6*a5 +s=Math.min(s,b8) +f.a=s +a7=Math.max(a7,b8) +f.c=a7 +a6=Math.min(a6,b9) +f.b=a6 +a8=Math.max(a8,b9) +f.d=a8}h=a8 +j=a7 +i=a6 +k=s}else{h=a8 +j=a7 +i=a6 +k=s}break +case 3:if(e==null)e=new A.avE() +s=e1.y[r.b] +b=c+1 +a=q[c] +a0=b+1 +a1=q[b] +b=a0+1 +a2=q[a0] +a0=b+1 +a3=q[b] +a4=q[a0] +a5=q[a0+1] +e.a=Math.min(a,a4) +e.b=Math.min(a1,a5) +e.c=Math.max(a,a4) +e.d=Math.max(a1,a5) +c0=new A.rF() +c1=a4-a +c2=s*(a2-a) +if(c0.rB(s*c1-c1,c1-2*c2,c2)!==0){a6=c0.a +a6.toString +if(a6>=0&&a6<=1){c3=2*(s-1) +a9=(-c3*a6+c3)*a6+1 +c4=a2*s +b4=(((a4-2*c4+a)*a6+2*(c4-a))*a6+a)/a9 +c4=a3*s +b5=(((a5-2*c4+a1)*a6+2*(c4-a1))*a6+a1)/a9 +e.a=Math.min(e.a,b4) +e.c=Math.max(e.c,b4) +e.b=Math.min(e.b,b5) +e.d=Math.max(e.d,b5)}}c5=a5-a1 +c6=s*(a3-a1) +if(c0.rB(s*c5-c5,c5-2*c6,c6)!==0){a6=c0.a +a6.toString +if(a6>=0&&a6<=1){c3=2*(s-1) +a9=(-c3*a6+c3)*a6+1 +c4=a2*s +b8=(((a4-2*c4+a)*a6+2*(c4-a))*a6+a)/a9 +c4=a3*s +b9=(((a5-2*c4+a1)*a6+2*(c4-a1))*a6+a1)/a9 +e.a=Math.min(e.a,b8) +e.c=Math.max(e.c,b8) +e.b=Math.min(e.b,b9) +e.d=Math.max(e.d,b9)}}k=e.a +i=e.b +j=e.c +h=e.d +break +case 4:if(g==null)g=new A.avW() +b=c+1 +c7=q[c] +a0=b+1 +c8=q[b] +b=a0+1 +c9=q[a0] +a0=b+1 +d0=q[b] +b=a0+1 +d1=q[a0] +a0=b+1 +d2=q[b] +d3=q[a0] +d4=q[a0+1] +s=Math.min(c7,d3) +g.a=s +g.c=Math.min(c8,d4) +a6=Math.max(c7,d3) +g.b=a6 +g.d=Math.max(c8,d4) +if(!(c7c9&&c9>d1&&d1>d3 +else a7=!0 +if(!a7){a7=-c7 +d5=a7+3*(c9-d1)+d3 +d6=2*(c7-2*c9+d1) +d7=d6*d6-4*d5*(a7+c9) +if(d7>=0&&Math.abs(d5)>0.000244140625){a7=-d6 +a8=2*d5 +if(d7===0){d8=a7/a8 +b1=1-d8 +if(d8>=0&&d8<=1){a7=3*b1 +b4=b1*b1*b1*c7+a7*b1*d8*c9+a7*d8*d8*d1+d8*d8*d8*d3 +g.a=Math.min(b4,s) +g.b=Math.max(b4,a6)}}else{d7=Math.sqrt(d7) +d8=(a7-d7)/a8 +b1=1-d8 +if(d8>=0&&d8<=1){s=3*b1 +b4=b1*b1*b1*c7+s*b1*d8*c9+s*d8*d8*d1+d8*d8*d8*d3 +g.a=Math.min(b4,g.a) +g.b=Math.max(b4,g.b)}d8=(a7+d7)/a8 +b1=1-d8 +if(d8>=0&&d8<=1){s=3*b1 +b4=b1*b1*b1*c7+s*b1*d8*c9+s*d8*d8*d1+d8*d8*d8*d3 +g.a=Math.min(b4,g.a) +g.b=Math.max(b4,g.b)}}}}if(!(c8d0&&d0>d2&&d2>d4 +else s=!0 +if(!s){s=-c8 +d5=s+3*(d0-d2)+d4 +d6=2*(c8-2*d0+d2) +d7=d6*d6-4*d5*(s+d0) +if(d7>=0&&Math.abs(d5)>0.000244140625){s=-d6 +a6=2*d5 +if(d7===0){d8=s/a6 +b1=1-d8 +if(d8>=0&&d8<=1){s=3*b1 +b5=b1*b1*b1*c8+s*b1*d8*d0+s*d8*d8*d2+d8*d8*d8*d4 +g.c=Math.min(b5,g.c) +g.d=Math.max(b5,g.d)}}else{d7=Math.sqrt(d7) +d8=(s-d7)/a6 +b1=1-d8 +if(d8>=0&&d8<=1){a7=3*b1 +b5=b1*b1*b1*c8+a7*b1*d8*d0+a7*d8*d8*d2+d8*d8*d8*d4 +g.c=Math.min(b5,g.c) +g.d=Math.max(b5,g.d)}s=(s+d7)/a6 +b7=1-s +if(s>=0&&s<=1){a6=3*b7 +b5=b7*b7*b7*c8+a6*b7*s*d0+a6*s*s*d2+s*s*s*d4 +g.c=Math.min(b5,g.c) +g.d=Math.max(b5,g.d)}}}}k=g.a +i=g.c +j=g.b +h=g.d +break}if(!p){l=h +m=j +n=i +o=k +p=!0}else{o=Math.min(o,k) +m=Math.max(m,j) +n=Math.min(n,i) +l=Math.max(l,h)}}d9=p?new A.x(o,n,m,l):B.H +e0.a.hC(0) +return e0.a.b=d9}, +rh(){var s=A.bic(this.a),r=A.b([],t._k) +return new A.a9P(new A.aPu(new A.amC(s,A.bae(s,!1),r,!1)))}, +j(a){return this.cY(0)}, +$irq:1} +A.aIH.prototype={ +Nh(a){var s=this,r=s.r,q=s.x +if(r!==q||s.w!==s.y){if(isNaN(r)||isNaN(s.w)||isNaN(q)||isNaN(s.y))return 5 +a[0]=r +a[1]=s.w +a[2]=q +r=s.y +a[3]=r +s.r=q +s.w=r +return 1}else{a[0]=q +a[1]=s.y +return 5}}, +FD(){var s,r,q=this +if(q.e===1){q.e=2 +return new A.h(q.x,q.y)}s=q.a.f +r=q.Q +return new A.h(s[r-2],s[r-1])}, +d2(){var s=this,r=s.z,q=s.a +if(rs)a=s}r=this.c +q=r.length +if(q===0)return-1 +p=q-1 +for(o=0;os)b=s +r=$.G().T() +if(a>b||h.c.length===0)return r +q=h.Q2(a) +p=h.Q2(b) +if(q===-1||p===-1)return r +o=h.c +n=o[q] +m=h.Ox(q,a) +l=m.a +r.a0(0,l.a,l.b) +k=m.c +j=h.Ox(p,b).c +if(q===p)h.Py(n,k,j,r) +else{i=q +do{h.Py(n,k,1,r);++i +n=o[i] +if(i!==p){k=0 +continue}else break}while(!0) +h.Py(n,0,j,r)}return r}, +Py(a,b,c,d){var s,r=a.c +switch(a.a){case 1:s=1-c +d.n(0,r[2]*c+r[0]*s,r[3]*c+r[1]*s) +break +case 4:s=$.bdy() +A.bJ_(r,b,c,s) +d.k(s[2],s[3],s[4],s[5],s[6],s[7]) +break +case 2:s=$.bdy() +A.bGl(r,b,c,s) +d.VI(s[2],s[3],s[4],s[5]) +break +case 3:throw A.d(A.cJ(null)) +default:throw A.d(A.a8("Invalid segment type"))}}, +ap6(a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this,b=1073741823,a={} +c.f=!1 +a.a=0 +s=new A.b_b(a,c) +r=new Float32Array(8) +q=a0.a +p=c.c +o=!1 +do{if(a0.d2()===0&&o)break +n=a0.oV(0,r) +switch(n){case 0:o=!0 +break +case 1:s.$4(r[0],r[1],r[2],r[3]) +break +case 4:a.a=A.bbw(r[0],r[1],r[2],r[3],r[4],r[5],r[6],r[7],a.a,0,b,p) +break +case 3:m=a0.f +l=q.y[m] +k=new A.jX(r[0],r[1],r[2],r[3],r[4],r[5],l).Le() +j=k.length +m=k[0] +i=m.a +h=m.b +for(g=1;g>>1 +g=this.FB(o,n,q,p,e,f,this.FB(a,b,s,r,o,n,g,h,m),h,m)}else{l=a-e +k=b-f +j=g+Math.sqrt(l*l+k*k) +if(j>g)this.c.push(new A.I8(2,j,A.b([a,b,c,d,e,f],t.n))) +g=j}return g}} +A.b_b.prototype={ +$4(a,b,c,d){var s=a-c,r=b-d,q=this.a,p=q.a,o=q.a=p+Math.sqrt(s*s+r*r) +if(o>p)this.b.c.push(new A.I8(1,o,A.b([a,b,c,d],t.n)))}, +$S:311} +A.aPu.prototype={ +ga2(a){var s=this.a +if(s==null)throw A.d(A.vy(u.g)) +return s}, +H(){var s,r=this.b,q=r.ay0() +if(q)++r.e +if(q){s=r.e +this.a=new A.a9O(r.c[s].e,s,r) +return!0}this.a=null +return!1}} +A.a9O.prototype={ +tf(a){return this.d.c[this.c].tf(a)}, +Cf(a,b){return this.d.c[this.c].aKK(a,b,!0)}, +j(a){return"PathMetric"}, +$ivo:1, +gE(a){return this.a}} +A.Vt.prototype={} +A.I8.prototype={ +aI3(a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1=this +switch(a1.a){case 1:s=a1.c +r=s[2] +q=s[0] +p=1-a2 +o=s[3] +s=s[1] +return new A.Vt(a2,new A.h(r*a2+q*p,o*a2+s*p),A.aqI(r-q,o-s)) +case 4:s=a1.c +r=s[0] +q=s[1] +p=s[2] +o=s[3] +n=s[4] +m=s[5] +l=s[6] +s=s[7] +k=n-2*p+r +j=m-2*o+q +i=p-r +h=o-q +g=(l+3*(p-n)-r)*a2 +f=(s+3*(o-m)-q)*a2 +e=a2===0 +if(!(e&&r===p&&q===o))d=a2===1&&n===l&&m===s +else d=!0 +if(d){c=e?n-r:l-p +b=e?m-q:s-o +if(c===0&&b===0){c=l-r +b=s-q}a=A.aqI(c,b)}else a=A.aqI((g+2*k)*a2+i,(f+2*j)*a2+h) +return new A.Vt(a2,new A.h(((g+3*k)*a2+3*i)*a2+r,((f+3*j)*a2+3*h)*a2+q),a) +case 2:s=a1.c +r=s[0] +q=s[1] +p=s[2] +o=s[3] +n=s[4] +s=s[5] +a0=A.baN(r,q,p,o,n,s) +m=a0.SQ(a2) +l=a0.SR(a2) +if(!(a2===0&&r===p&&q===o))k=a2===1&&p===n&&o===s +else k=!0 +n-=r +s-=q +a=k?A.aqI(n,s):A.aqI(2*(n*a2+(p-r)),2*(s*a2+(o-q))) +return new A.Vt(a2,new A.h(m,l),a) +default:throw A.d(A.a8("Invalid segment type"))}}} +A.Fj.prototype={ +iK(a,b,c){var s=a*2,r=this.f +r[s]=b +r[s+1]=c}, +lx(a){var s=this.f,r=a*2 +return new A.h(s[r],s[r+1])}, +Xa(){var s=this +if(s.ay)return new A.x(s.lx(0).a,s.lx(0).b,s.lx(1).a,s.lx(2).b) +else return s.w===4?s.aqR():null}, +hC(a){var s +if(this.Q)this.NF() +s=this.a +s.toString +return s}, +aqR(){var s,r,q,p,o,n,m,l,k=this,j=null,i=k.lx(0).a,h=k.lx(0).b,g=k.lx(1).a,f=k.lx(1).b +if(k.r[1]!==1||f!==h)return j +s=g-i +r=k.lx(2).a +q=k.lx(2).b +if(k.r[2]!==1||r!==g)return j +p=q-f +o=k.lx(3) +n=k.lx(3).b +if(k.r[3]!==1||n!==q)return j +if(r-o.a!==s||n-h!==p)return j +m=Math.min(i,g) +l=Math.min(h,q) +return new A.x(m,l,m+Math.abs(s),l+Math.abs(p))}, +ag1(){var s,r,q,p,o +if(this.w===2){s=this.r +s=s[0]!==0||s[1]!==1}else s=!0 +if(s)return null +s=this.f +r=s[0] +q=s[1] +p=s[2] +o=s[3] +if(q===o||r===p)return new A.x(r,q,p,o) +return null}, +a10(){var s,r,q,p,o,n,m,l,k,j,i,h={},g=this.hC(0),f=A.b([],t.kG),e=new A.vp(this) +e.w2(this) +s=new Float32Array(8) +h.a=e.oV(0,s) +h.b=0 +for(;r=h.a=e.oV(0,s),r!==6;)if(3===r){q=s[2] +p=s[3] +o=q-s[0] +n=p-s[1] +m=s[4] +l=s[5] +if(o!==0){k=Math.abs(o) +j=Math.abs(l-p)}else{j=Math.abs(n) +k=n!==0?Math.abs(m-q):Math.abs(o)}f.push(new A.bI(k,j));++h.b}m=f[0] +l=f[1] +i=f[2] +return A.aK0(g,f[3],i,m,l)}, +l(a,b){if(b==null)return!1 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s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=this,d=e.a,c=A.bae(d,!0) +for(s=e.f,r=t.td;q=c.oV(0,s),q!==6;)switch(q){case 0:case 5:break +case 1:e.aq1() +break +case 2:p=!A.bid(s)?A.bAv(s):0 +o=e.a_F(s[0],s[1],s[2],s[3],s[4],s[5]) +e.d+=p>0?o+e.a_F(s[4],s[5],s[6],s[7],s[8],s[9]):o +break +case 3:n=d.y[c.f] +m=s[0] +l=s[1] +k=s[2] +j=s[3] +i=s[4] +h=s[5] +g=A.bid(s) +f=A.b([],r) +new A.jX(m,l,k,j,i,h,n).aHx(f) +e.a_E(f[0]) +if(!g&&f.length===2)e.a_E(f[1]) +break +case 4:e.apZ() +break}}, +aq1(){var s,r,q,p,o,n=this,m=n.f,l=m[0],k=m[1],j=m[2],i=m[3] +if(k>i){s=k +r=i +q=-1}else{s=i +r=k +q=1}m=n.c +if(ms)return +p=n.b +if(A.aIK(p,m,l,k,j,i)){++n.e +return}if(m===s)return +o=(j-l)*(m-k)-(i-k)*(p-l) +if(o===0){if(p!==j||m!==i)++n.e +q=0}else if(A.bBH(o)===q)q=0 +n.d+=q}, +a_F(a,b,c,d,e,f){var s,r,q,p,o,n,m,l,k=this +if(b>f){s=b +r=f +q=-1}else{s=f +r=b +q=1}p=k.c +if(ps)return 0 +o=k.b +if(A.aIK(o,p,a,b,e,f)){++k.e +return 0}if(p===s)return 0 +n=new A.rF() +if(0===n.rB(b-2*d+f,2*(d-b),b-p))m=q===1?a:e 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handler must accept one Object or one Object and a StackTrace as arguments, and return a value of the returned future's type",O:"Failed to load network image.\nImage URL: ",d:'If non-null, "colors" length must match that of "transforms" and "rects".',x:"Node already has a parent, copy or remove it first",g:'PathMetricIterator is not pointing to a PathMetric. This can happen in two situations:\n- The iteration has not started yet. If so, call "moveNext" to start iteration.\n- The iterator ran out of elements. If so, check that "moveNext" returns true prior to calling "current".',V:"Stream has been disposed.\nAn ImageStream is considered disposed once at least one listener has been added and subsequently all listeners have been removed and no handles are outstanding from the keepAlive method.\nTo resolve this error, maintain at least one listener on the stream, or create an ImageStreamCompleterHandle from the keepAlive method, or create a new stream for the image.",p:"SystemChrome.setApplicationSwitcherDescription",W:"TextInputClient.updateEditingStateWithDeltas",l:"TextInputClient.updateEditingStateWithTag",u:"There was a problem trying to load FontManifest.json",t:"Use JsonReader.setLenient(true) to accept malformed JSON",P:"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAAxElEQVQ4jYWTMQ7DIAxFIeoNuAGK1K1ISL0DMwOHzNC5p6iUPeoNOEM7GZnPJ/EUbP7Lx7KtIfH91B/L++gs5m5M9NreTN/dEZiVghatwbXvY68UlksyPjprRaxFGAJZg+uAuSSzzC7rEDirDYAz2wg0RjWRFa/EUwdnQnQ37QFe1Odjrw04AKTTaBXPAlx8dDaXdNk4rMsc0B7ge/UcYLTZxoFizxCQ/L0DMAhaX4Mzj/uzW6phu3AvtHUUU4BAWJ6t8x9N/HHcruXjwQAAAABJRU5ErkJggg==",y:"gl_Position = ((u_ctransform * position) * u_scale) + u_shift;",E:"max must be in range 0 < max \u2264 2^32, was ",J:"vec2 center = 0.5 * (u_resolution + u_tile_offset);",G:"vec4 localCoord = vec4(gl_FragCoord.x - center.x, center.y - gl_FragCoord.y, 0, 1) * 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+var t=(function rtii(){var s=A.aa 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    "),ew:s("v"),qa:s("v"),ZD:s("v"),hN:s("v"),HB:s("v"),IF:s("v"),Xl:s("v"),YP:s("v"),Q:s("v"),vl:s("v"),kH:s("v +
  1. Camera & Viewport
  2. Bridge Packages
  3. @@ -290,7 +291,7 @@
  4. Resources
  5. @@ -341,7 +342,7 @@

    About Flame

    Put the pub package as your dependency by putting the following in your pubspec.yaml:

    dependencies:
    -  flame: 1.8.2
    +  flame: 1.9.0
     

    The latest version can be found on pub.dev.

    diff --git a/docs/latest/_sources/README.md.txt b/docs/latest/_sources/README.md.txt index 29611f9fa..9b5a8d496 100644 --- a/docs/latest/_sources/README.md.txt +++ b/docs/latest/_sources/README.md.txt @@ -37,7 +37,7 @@ Put the pub package as your dependency by putting the following in your `pubspec ```yaml dependencies: - flame: 1.8.2 + flame: 1.9.0 ``` The latest version can be found on [pub.dev](https://pub.dev/packages/flame/install). diff --git a/docs/latest/_sources/bridge_packages/flame_forge2d/forge2d.md.txt b/docs/latest/_sources/bridge_packages/flame_forge2d/forge2d.md.txt index a0c92849a..17a52aa11 100644 --- a/docs/latest/_sources/bridge_packages/flame_forge2d/forge2d.md.txt +++ b/docs/latest/_sources/bridge_packages/flame_forge2d/forge2d.md.txt @@ -1,7 +1,7 @@ # Forge2D -We (the Flame organization) maintain a ported version of the Box2D physics engine and our version -is called Forge2D. +Blue Fire maintains a ported version of the Box2D physics engine and our +version is called Forge2D. If you want to use Forge2D specifically for Flame you should use our bridge library [flame_forge2d](https://github.com/flame-engine/flame/tree/main/packages/flame_forge2d) and if you @@ -20,23 +20,24 @@ instructions](https://pub.dev/packages/flame_forge2d)]( { diff --git a/docs/latest/_sources/bridge_packages/flame_tiled/flame_tiled.md.txt b/docs/latest/_sources/bridge_packages/flame_tiled/flame_tiled.md.txt index f046af0e7..44e78e0f8 100644 --- a/docs/latest/_sources/bridge_packages/flame_tiled/flame_tiled.md.txt +++ b/docs/latest/_sources/bridge_packages/flame_tiled/flame_tiled.md.txt @@ -18,6 +18,78 @@ add(component); ``` +## TiledComponent + +Tiled is a free and open source, full-featured level and map editor for your platformer or +RPG game. Currently we have an "in progress" implementation of a Tiled component. This API +uses the lib [tiled.dart](https://github.com/flame-engine/tiled.dart) to parse map files and +render visible layers using the performant `SpriteBatch` for each layer. + +Supported map types include: Orthogonal, Isometric, Hexagonal, and Staggered. + +Orthogonal | Hexagonal | Isomorphic +:--:|:-------------------------:|:-------------------------: +![An example of an orthogonal map](../../images/orthogonal.png)|![An example of hexagonal map](../../images/pointy_hex_even.png) | ![An example of isomorphic map](../../images/tile_stack_single_move.png) + +An example of how to use the API can be found +[here](https://github.com/flame-engine/flame_tiled/tree/main/example). + + +### TileStack + +Once a `TiledComponent` is loaded, you can select any column of (x,y) tiles in a `tileStack` to +then add animation. Removing the stack will not remove the tiles from the map. + +> **Note**: This currently only supports position based effects. + +```dart +void onLoad() { + final stack = map.tileMap.tileStack(4, 0, named: {'floor_under'}); + stack.add( + SequenceEffect( + [ + MoveEffect.by( + Vector2(5, 0), + NoiseEffectController(duration: 1, frequency: 20), + ), + MoveEffect.by(Vector2.zero(), LinearEffectController(2)), + ], + repeatCount: 3, + ) + ..onComplete = () => stack.removeFromParent(), + ); + map.add(stack); +} +``` + + +### TileAtlas + +When a tilemap has multiple images (from multiple tilesets) `TiledComponent` uses a `TileAtlas` to +pack all those image into a single big image (a.k.a atlas). This helps in rendering the whole map in +a single draw call. But is there a limit on how big this atlas can be based on the target platform +and hardware. As it is not possible to query this max size from Flame or Flutter as of now, +`TiledComponent` limits the atlas to `4096x4096` for web and `8192x8192` for all other platforms. + +These limits should work well for most cases. But in case you are sure that your target platform can +support bigger atlas and want to override the limits used by `TiledComponent` you can do so by +passing in the `atlasMaxX` and `atlasMaxX` values to `TiledComponent.load`. + +NOTE: This is not recommended as such huge sizes might not work with all hardware. Instead consider +resizing the original tileset images so that when packed they fit with the limits. + +```dart +final component = await TiledComponent.load( + 'my_map.tmx', + Vector2.all(32), + atlasMaxX: 9216, + atlasMaxY: 9216, +); + +add(component); +``` + + ## Limitations diff --git a/docs/latest/_sources/development/style_guide.md.txt b/docs/latest/_sources/development/style_guide.md.txt index 8f6e954ed..e6df0eb17 100644 --- a/docs/latest/_sources/development/style_guide.md.txt +++ b/docs/latest/_sources/development/style_guide.md.txt @@ -16,7 +16,7 @@ commands to ensure the code is conformant and to fix any easy formatting problem ```shell flutter analyze -flutter format . +dart format . ``` diff --git a/docs/latest/_sources/flame/camera_and_viewport.md.txt b/docs/latest/_sources/flame/camera_and_viewport.md.txt index 1f6d1dc5d..7fd5a9753 100644 --- a/docs/latest/_sources/flame/camera_and_viewport.md.txt +++ b/docs/latest/_sources/flame/camera_and_viewport.md.txt @@ -1,4 +1,9 @@ -# Camera and Viewport +# Camera and Viewport (Deprecated) + +```{note} +This document describes the deprecated Camera API. The new `CameraComponent` approach +is described in [](camera_component.md). +``` When rendering on Flutter, the regular coordinate space used are logical pixels. That means one pixel for Flutter is already not necessarily one real pixel on the device, because of the [device's @@ -104,7 +109,7 @@ class MyGame extends FlameGame { final someVector = Vector2(100, 100); @override void onLoad() { - camera.followVector2(someVector); + oldCamera.followVector2(someVector); } } diff --git a/docs/latest/_sources/flame/camera_component.md.txt b/docs/latest/_sources/flame/camera_component.md.txt index 7c4041d93..3bbc5c15a 100644 --- a/docs/latest/_sources/flame/camera_component.md.txt +++ b/docs/latest/_sources/flame/camera_component.md.txt @@ -2,13 +2,13 @@ ```{note} This document describes a new camera API. The more traditional approach -(which will be deprecated) for handling a camera is described in +(which is deprecated) for handling a camera is described in [](camera_and_viewport.md). ``` -Camera-as-a-component is an alternative way of structuring a game, an approach -that allows more flexibility in placing the camera, or even having more than -one camera simultaneously. +Camera-as-a-component is the new way of structuring a game, an approach that +allows more flexibility in placing the camera, or even having more than one +camera simultaneously. In order to understand how this approach works, imagine that your game world is an entity that exists *somewhere* independently from your application. Imagine @@ -33,8 +33,10 @@ the viewing location and angle. This component should be used to host all other components that comprise your game world. The main property of the `World` class is that it does not render -through traditional means -- instead, create one or more [](#cameracomponent)s -to "look at" the world. +through traditional means -- instead it is rendered by one or more +[](#cameracomponent)s to "look at" the world. In the `FlameGame` class there is +one `World` called `world` which is added by default and paired together with +the default `CameraComponent` called `camera`. A game can have multiple `World` instances that can be rendered either at the same time, or at different times. For example, if you have two worlds A and B @@ -46,6 +48,23 @@ Just like with most `Component`s, children can be added to `World` by using the `children` argument in its constructor, or by using the `add` or `addAll` methods. +For many games you want to extend the world and create your logic in there, +such a game structure could look like this: + +```dart +void main() { + runApp(GameWidget(FlameGame(world: MyWorld()))); +} + +class MyWorld extends World { + @override + Future onLoad() async { + // Load all the assets that are needed in this world + // and add components etc. + } +} +``` + ## CameraComponent @@ -54,6 +73,10 @@ reference to a `World` instance during construction; however later the target world can be replaced with another one. Multiple cameras can observe the same world at the same time. +There is a default `CameraComponent` called `camera` on the `FlameGame` class +which is paired together with the default `world`, so you don't need to create +or add your own `CameraComponent` if your game doesn't need to. + A `CameraComponent` has two other components inside: a [](#viewport) and a [](#viewfinder). Unlike the `World` object, the camera owns the viewport and the viewfinder, which means those components are children of the camera. @@ -65,6 +88,21 @@ cases where the rendering of a component depends on the camera settings. For example, some components may decide to skip rendering themselves and their children if they are outside of the camera's viewport. +The `FlameGame` class has a `camera` field in its constructor, so you can set +what type of default camera that you want like this for example: + +```dart +void main() { + runApp( + GameWidget( + FlameGame( + camera: CameraComponent.withFixedResolution(width: 800, height: 600), + ), + ), + ); +} +``` + ### CameraComponent.withFixedResolution() @@ -191,9 +229,9 @@ if (!camera.canSee(component)) { ``` -## Comparison to the traditional camera +## Comparison to the deprecated camera -Compared to the normal [Camera](camera_and_viewport.md), the `CameraComponent` +Compared to the deprecated [Camera](camera_and_viewport.md), the `CameraComponent` has several advantages: - Multiple cameras can be added to the game at the same time; diff --git a/docs/latest/_sources/flame/collision_detection.md.txt b/docs/latest/_sources/flame/collision_detection.md.txt index d465ea902..8de52087a 100644 --- a/docs/latest/_sources/flame/collision_detection.md.txt +++ b/docs/latest/_sources/flame/collision_detection.md.txt @@ -591,34 +591,6 @@ need some of the following things (since it is simpler to not involve Forge2D): - Hitboxes that can tell what part of a component that collided with something -## Migration from the collision detection system in v1.0 - -The collision detection system introduced in v1.1 is easier to use, -and much more efficient than the one that was in v1.0, -but while making these improvements some breaking changes had to be made. - -There is no longer a `Collidable` mixin, instead your game automatically knows when a hitbox has -been added to one of your components when the `HasCollisionDetection` mixin is added to your game. - -To receive the callbacks from collisions that your component is involved in you should add the -`CollisionCallbacks` mixin to your component, and then override the same methods as you did -previously. - -Since the hitboxes now are `Component`s you add them to your component with `add` instead of -`addHitbox` which was used previously. - - -### Name changes - -- `ScreenCollidable` -> `ScreenHitbox` -- `HitboxCircle` -> `CircleHitbox` -- `HitboxRectangle` -> `RectangleHitbox` -- `HitboxPolygon` -> `PolygonHitbox` -- `Collidable` -> `CollisionCallbacks` (Only needed when you want to receive the callbacks) -- `HasHitboxes` -> `GestureHitboxes` (Only when you need hitboxes for gestures) -- `CollidableType` -> `CollisionType` - - ## Examples - [https://examples.flame-engine.org/#/Collision%20Detection_Collidable%20AnimationComponent] diff --git a/docs/latest/_sources/flame/components.md.txt b/docs/latest/_sources/flame/components.md.txt index 799cbc140..36d14dc51 100644 --- a/docs/latest/_sources/flame/components.md.txt +++ b/docs/latest/_sources/flame/components.md.txt @@ -189,6 +189,28 @@ that they will appear in the children list in the same order as they were scheduled for addition. +### Access to the World from a Component + +If a component that has a `World` as an ancestor and requires access to that `World` object, one can +use the `HasWorldReference` mixin. + +Example: + +```dart +class MyComponent extends Component with HasWorldReference, + TapCallbacks { + @override + void onTapDown(TapDownEvent info) { + // world is of type MyWorld + world.add(AnotherComponent()); + } +} +``` + +If you try to access `world` from a component that doesn't have a `World` +ancestor of the correct type an assertion error will be thrown. + + ### Ensuring a component has a given parent When a component requires to be added to a specific parent type the @@ -340,6 +362,12 @@ void onDragUpdate(DragUpdateInfo info) { ### PositionType +```{note} +If you are using the `CameraComponent` you should not use `PositionType`, but +instead adding your components directly to the viewport for example if you +want to use them as a HUD. +``` + If you want to create a HUD (Head-up display) or another component that isn't positioned in relation to the game coordinates, you can change the `PositionType` of the component. The default `PositionType` is `positionType = PositionType.game` and that can be changed to @@ -363,10 +391,84 @@ Do note that this setting is only respected if the component is added directly t `FlameGame` and not as a child component of another component. +### Visibility of components + +The recommended way to hide or show a component is usually to add or remove it from the tree +using the `add` and `remove` methods. + +However, adding and removing components from the tree will trigger lifecycle steps for that +component (such as calling `onRemove` and `onMount`). It is also an asynchronous process and care +needs to be taken to ensure the component has finished removing before it is added again if you +are removing and adding a component in quick succession. + +```dart +/// Example of handling the removal and adding of a child component +/// in quick succession +void show() async { + // Need to await the [removed] future first, just in case the + // component is still in the process of being removed. + await myChildComponent.removed; + add(myChildComponent); +} + +void hide() { + remove(myChildComponent); +} +``` + +These behaviors are not always desirable. + +An alternative method to show and hide a component is to use the `HasVisibility` mixin, which may +be used on any class that inherits from `Component`. This mixin introduces the `isVisible` property. +Simply set `isVisible` to `false` to hide the component, and `true` to show it again, without +removing it from the tree. This affects the visibility of the component and all it's descendants +(children). + +```dart +/// Example that implements HasVisibility +class MyComponent extends PositionComponent with HasVisibility {} + +/// Usage of the isVisible property +final myComponent = MyComponent(); +add(myComponent); + +myComponent.isVisible = false; +``` + +The mixin only affects whether the component is rendered, and will not affect other behaviors. + +```{note} +Important! Even when the component is not visible, it is still in the tree and +will continue to receive calls to 'update' and all other lifecycle events. It +will still respond to input events, and will still interact with other +components, such as collision detection for example. +``` + +The mixin works by preventing the `renderTree` method, therefore if `renderTree` is being +overridden, a manual check for `isVisible` should be included to retain this functionality. + +```dart +class MyComponent extends PositionComponent with HasVisibility { + + @override + void renderTree(Canvas canvas) { + // Check for visibility + if (isVisible) { + // Custom code here + + // Continue rendering the tree + super.renderTree(canvas); + } + } +} +``` + + ## PositionComponent -This class represent a positioned object on the screen, being a floating rectangle or a rotating -sprite. It can also represent a group of positioned components if children are added to it. +This class represents a positioned object on the screen, being a floating rectangle, a rotating +sprite, or anything else with position and size. It can also represent a group of positioned +components if children are added to it. The base of the `PositionComponent` is that it has a `position`, `size`, `scale`, `angle` and `anchor` which transforms how the component is rendered. @@ -736,6 +838,44 @@ class ButtonComponent extends SpriteGroupComponent ``` +## SpawnComponent + +This component is a non-visual component that spawns other components inside of the parent of the +`SpawnComponent`. It's great if you for example want to spawn enemies or power-ups randomly within +an area. + +The `SpawnComponent` takes a factory function that it uses to create new components and an area +where the components should be spawned within (or along the edges of). + +For the area, you can use the `Circle`, `Rectangle` or `Polygon` class, and if you want to only +spawn components along the edges of the shape set the `within` argument to false (defaults to true). + +This would for example spawn new components of the type `MyComponent` every 0.5 seconds randomly +within the defined circle: + +```dart +SpawnComponent( + factory: () => MyComponent(size: Vector2(10, 20)), + period: 0.5, + area: Circle(Vector2(100, 200), 150), +); +``` + +If you don't want the spawning rate to be static, you can use the `SpawnComponent.periodRange` +constructor with the `minPeriod` and `maxPeriod` arguments instead. +In the following example the component would be spawned randomly within the circle and the time +between each new spawned component is between 0.5 to 10 seconds. + +```dart +SpawnComponent.periodRange( + factory: () => MyComponent(size: Vector2(10, 20)), + minPeriod: 0.5, + maxPeriod: 10, + area: Circle(Vector2(100, 200), 150), +); +``` + + ## SvgComponent **Note**: To use SVG with Flame, use the [`flame_svg`](https://github.com/flame-engine/flame_svg) @@ -757,65 +897,6 @@ Future onLoad() async { ``` -## FlareActorComponent - -**Note**: The previous implementation of a Flare integration API using `FlareAnimation` and -`FlareComponent` has been deprecated. - -To use Flare within Flame, use the [`flame_flare`](https://github.com/flame-engine/flame_flare) -package. - -This is the interface for using a [flare animation](https://pub.dev/packages/flare_flutter) within -flame. `FlareActorComponent` has almost the same API as of flare's `FlareActor` widget. It receives -the animation filename (that is loaded by default with `Flame.bundle`), it can also receive a -FlareController that can play multiple animations and control nodes. - -```dart -import 'package:flame_flare/flame_flare.dart'; - -class YourFlareController extends FlareControls { - - late ActorNode rightHandNode; - - void initialize(FlutterActorArtboard artboard) { - super.initialize(artboard); - - // get flare node - rightHand = artboard.getNode('right_hand'); - } -} - -final fileName = 'assets/george_washington.flr'; -final size = Vector2(1776, 1804); -final controller = YourFlareController(); - -FlareActorComponent flareAnimation = FlareActorComponent( - fileName, - controller: controller, - width: 306, - height: 228, -); - -flareAnimation.x = 50; -flareAnimation.y = 240; -add(flareAnimation); - -// to play an animation -controller.play('rise_up'); - -// you can add another animation to play at the same time -controller.play('close_door_way_out'); - -// also, you can get a flare node and modify it -controller.rightHandNode.rotation = math.pi; -``` - -You can also change the current playing animation by using the `updateAnimation` method. - -For a working example, check the example in the -[flame_flare repository](https://github.com/flame-engine/flame/tree/main/packages/flame_flare/example). - - ## ParallaxComponent This `Component` can be used to render backgrounds with a depth feeling by drawing several @@ -1122,51 +1203,6 @@ void main() { ``` -## TiledComponent - -Tiled is a free and open source, full-featured level and map editor for your platformer or -RPG game. Currently we have an "in progress" implementation of a Tiled component. This API -uses the lib [tiled.dart](https://github.com/flame-engine/tiled.dart) to parse map files and -render visible layers using the performant `SpriteBatch` for each layer. - -Supported map types include: Orthogonal, Isometric, Hexagonal, and Staggered. - -Orthogonal | Hexagonal | Isomorphic -:--:|:-------------------------:|:-------------------------: -![An example of an orthogonal map](../images/orthogonal.png)|![An example of hexagonal map](../images/pointy_hex_even.png) | ![An example of isomorphic map](../images/tile_stack_single_move.png) - -An example of how to use the API can be found -[here](https://github.com/flame-engine/flame_tiled/tree/main/example). - - -### TileStack - -Once a `TiledComponent` is loaded, you can select any column of (x,y) tiles in a `tileStack` to -then add animation. Removing the stack will not remove the tiles from the map. - -> **Note**: This currently only supports position based effects. - -```dart -void onLoad() { - final stack = map.tileMap.tileStack(4, 0, named: {'floor_under'}); - stack.add( - SequenceEffect( - [ - MoveEffect.by( - Vector2(5, 0), - NoiseEffectController(duration: 1, frequency: 20), - ), - MoveEffect.by(Vector2.zero(), LinearEffectController(2)), - ], - repeatCount: 3, - ) - ..onComplete = () => stack.removeFromParent(), - ); - map.add(stack); -} -``` - - ## IsometricTileMapComponent This component allows you to render an isometric map based on a cartesian matrix of blocks and an diff --git a/docs/latest/_sources/flame/diagrams/component.md.txt b/docs/latest/_sources/flame/diagrams/component.md.txt index 9a8dac356..a808e50f4 100644 --- a/docs/latest/_sources/flame/diagrams/component.md.txt +++ b/docs/latest/_sources/flame/diagrams/component.md.txt @@ -1,34 +1,17 @@ ``` {mermaid} %%{init: { 'theme': 'dark' } }%% - graph TD - - %% Node Color %% - classDef default fill:#282828,stroke:#F6BE00; - classDef yellow fill:#F6BE00,color:#000; - - %% Nodes %% - - z(Abstract Class):::yellow - x(Normal Class) - - ``` - -```{mermaid} -%%{init: { 'theme': 'dark' } }%% graph TD - %% Node Color %% + %% Config %% classDef default fill:#282828,stroke:#F6BE00; - classDef yellow fill:#F6BE00,color:#000; %% Nodes %% - Component(Component) Misc(" TimerComponent ParticleComponent SpriteBatchComponent ") - Effects("Effects
    (See the effects section)"):::yellow + Effects("Effects
    (See the effects section)") Game(Game) FlameGame(FlameGame) PositionComponent(PositionComponent) @@ -68,5 +51,5 @@ graph TD PositionComponent --> Sprites PositionComponent --> HudMarginComponent PositionComponent --> OtherPositionComponents - HudMarginComponent --> HudComponents + HudMarginComponent --> HudComponents ``` diff --git a/docs/latest/_sources/flame/diagrams/component_life_cycle.md.txt b/docs/latest/_sources/flame/diagrams/component_life_cycle.md.txt index 68bd9913a..e1a9b5ac3 100644 --- a/docs/latest/_sources/flame/diagrams/component_life_cycle.md.txt +++ b/docs/latest/_sources/flame/diagrams/component_life_cycle.md.txt @@ -1,14 +1,16 @@ ``` {mermaid} %%{init: { 'theme': 'dark' } }%% - - graph TD + + graph TD %% Node Color %% classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; - classDef yellow fill:#F6BE00,color:#000; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; %% Nodes %% - x(Runs every time) + x(Runs Each Tick) + y(Runs On Add & Resize):::lightYellow z(Runs Once):::yellow ``` @@ -16,28 +18,29 @@ ``` {mermaid} %%{init: { 'theme': 'dark' } }%% graph LR - + %% Node Color %% classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; - classDef yellow fill:#F6BE00,color:#000; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; %% Nodes %% - + A(onLoad):::yellow - B(onGameResize) - C(onMount) - D(Update) - E(Render) - F(onRemove) + B(onGameResize):::lightYellow + C(onMount):::yellow + D(update) + E(render) + F(onRemove):::yellow %% Flow %% - + A-->B B-->C C-->D D-->E E-->D - D-->F - F-. If added to a new parent .->B - + E-. If removed .->F + F-. If re-parented .->A + ``` diff --git a/docs/latest/_sources/flame/diagrams/flame_game_life_cycle.md.txt b/docs/latest/_sources/flame/diagrams/flame_game_life_cycle.md.txt new file mode 100644 index 000000000..792fd203a --- /dev/null +++ b/docs/latest/_sources/flame/diagrams/flame_game_life_cycle.md.txt @@ -0,0 +1,46 @@ +``` {mermaid} +%%{init: { 'theme': 'dark' } }%% + + graph TD + + %% Node Color %% + classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; + + %% Nodes %% + x(Runs Each Tick) + y(Runs On Add & Resize):::lightYellow + z(Runs Once):::yellow + +``` + +``` {mermaid} +%%{init: { 'theme': 'dark' } }%% + graph LR + + %% Node Color %% + classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; + + %% Nodes %% + + A(onGameResize):::lightYellow + B(onLoad):::yellow + C(onMount):::yellow + D(update) + E(render) + F(onRemove):::yellow + + %% Flow %% + + A-->B + B-->C + C-->D + D-->E + E-->D + E-. If removed .->F + F-. If re-parented .->A + +``` diff --git a/docs/latest/_sources/flame/flame.md.txt b/docs/latest/_sources/flame/flame.md.txt index c540c54ab..ba7b401f6 100644 --- a/docs/latest/_sources/flame/flame.md.txt +++ b/docs/latest/_sources/flame/flame.md.txt @@ -8,13 +8,13 @@ - [Platforms](platforms.md) - [Collision Detection](collision_detection.md) - [Effects](effects.md) -- [Camera & Viewport](camera_and_viewport.md) - [Camera Component](camera_component.md) - [Inputs](inputs/inputs.md) - [Rendering](rendering/rendering.md) - [Layout](layout/layout.md) - [Overlays](overlays.md) - [Other](other/other.md) +- [Camera & Viewport (deprecated)](camera_and_viewport.md) ```{toctree} :hidden: @@ -27,11 +27,11 @@ Router Platforms Collision Detection Effects -Camera & Viewport Camera Component Inputs Rendering Layout Overlays Other +Camera & Viewport ``` diff --git a/docs/latest/_sources/flame/game.md.txt b/docs/latest/_sources/flame/game.md.txt index baeab55a0..51db73c56 100644 --- a/docs/latest/_sources/flame/game.md.txt +++ b/docs/latest/_sources/flame/game.md.txt @@ -1,20 +1,24 @@ # FlameGame -`FlameGame` is the most commonly used `Game` class in Flame. - The `FlameGame` class implements a `Component` based `Game`. It has a tree of components and calls the `update` and `render` methods of all components that have been added to the game. -We refer to this component-based system as the Flame Component System (FCS). Throughout the +We refer to this component-based system as the Flame Component System (FCS). Throughout the documentation, FCS is used to reference this system. Components can be added to the `FlameGame` directly in the constructor with the named `children` -argument, or from anywhere else with the `add`/`addAll` methods. +argument, or from anywhere else with the `add`/`addAll` methods. Most of the time however, you want +to add your children to a `World`, the default world exist under `FlameGame.world` and you add +components to it just like you would to any other component. A simple `FlameGame` implementation that adds two components, one in `onLoad` and one directly in the constructor can look like this: ```dart +import 'package:flame/components.dart'; +import 'package:flame/game.dart'; +import 'package:flutter/widgets.dart'; + /// A component that renders the crate sprite, with a 16 x 16 size. class MyCrate extends SpriteComponent { MyCrate() : super(size: Vector2.all(16)); @@ -25,19 +29,17 @@ class MyCrate extends SpriteComponent { } } -class MyGame extends FlameGame { +class MyWorld extends World { @override Future onLoad() async { await add(MyCrate()); } } -main() { - final myGame = MyGame(children: [MyCrate]); +void main() { + final myGame = FlameGame(world: MyWorld()); runApp( - GameWidget( - game: myGame, - ), + GameWidget(game: myGame), ); } ``` @@ -52,7 +54,7 @@ constructor. To remove components from the list on a `FlameGame` the `remove` or `removeAll` methods can be used. The first can be used if you just want to remove one component, and the second can be used when you -want to remove a list of components. +want to remove a list of components. These methods exist on all `Component`s, including the world. ## Game Loop @@ -73,33 +75,34 @@ Every time the game needs to be resized, for example when the orientation is cha will call all of the `Component`s `onGameResize` methods and it will also pass this information to the camera and viewport. -The `FlameGame.camera` controls which point in the coordinate space should be the top-left of the -screen (it defaults to [0,0] like a regular `Canvas`). - -```{note} -Utilizing `FlameGame.camera.gameSize` in the `onGameResize` event should be done -after the call to `super.onGameResize(canvasSize);`. -``` +The `FlameGame.camera` controls which point in the coordinate space that should be at the anchor of +your viewfinder, [0,0] is in the center (`Anchor.center`) of the viewport by default. ## Lifecycle -```{include} diagrams/component_life_cycle.md +The `FlameGame` lifecycle callbacks, `onLoad`, `render`, etc. are called in the following sequence: + +```{include} diagrams/flame_game_life_cycle.md ``` -When a game is first added to a Flutter widget tree the following lifecycle methods will be called -in order: `onLoad`, `onGameResize` and `onMount`. After that, it goes on to call `update` and -`render` back and forth every tick, until the widget is removed from the tree. -Once the `GameWidget` is removed from the tree, `onRemove` is called, just like when a normal -component is removed from the component tree. +When a `FlameGame` is first added to a `GameWidget` the lifecycle methods `onGameResize`, `onLoad` +and `onMount` will be called in that order. Then `update` and `render` are called in sequence for +every game tick. If the `FlameGame` is removed from the `GameWidget` then `onRemove` is called. +If the `FlameGame` is added to a new `GameWidget` the sequence repeats from `onGameResize`. ```{note} -The `onRemove` can be used to clean up potential memory leaks by doing the following: +The order of `onGameResize`and `onLoad` are reversed from that of other +`Component`s. This is to allow game element sizes to be calculated before +resources are loaded or generated. ``` +The `onRemove` callback can be used to clean up children and cached data: + ```dart @override void onRemove() { + // Optional based on your game needs. removeAll(children); processLifecycleEvents(); Flame.images.clearCache(); @@ -108,6 +111,11 @@ The `onRemove` can be used to clean up potential memory leaks by doing the follo } ``` +```{note} +Clean-up of children and resources in a `FlameGame` is not done automatically +and must be explicitly added to the `onRemove` call. +``` + ## Debug mode @@ -163,8 +171,8 @@ class MyGame extends FlameGame with SingleGameInstance { ```{include} diagrams/low_level_game_api.md ``` -The `Game` class is a low-level API that can be used when you want to implement the functionality of -how the game engine should be structured. `Game` does not implement any `update` or +The abstract `Game` class is a low-level API that can be used when you want to implement the +functionality of how the game engine should be structured. `Game` does not implement any `update` or `render` function for example. The class also has the lifecycle methods `onLoad`, `onMount` and `onRemove` in it, which are @@ -211,9 +219,28 @@ A Flame `Game` can be paused and resumed in two ways: - With the use of the `pauseEngine` and `resumeEngine` methods. - By changing the `paused` attribute. -When pausing a Flame `Game`, the `GameLoop` is effectively paused, meaning that no updates or new -renders will happen until it is resumed. +When pausing a `Game`, the `GameLoop` is effectively paused, meaning that no updates or new renders +will happen until it is resumed. -While the game is paused, it is possible to advanced it frame by frame using the `stepEngine` method. +While the game is paused, it is possible to advanced it frame by frame using the `stepEngine` +method. It might not be much useful in the final game, but can be very helpful in inspecting game state step by step during the development cycle. + + +### Backgrounding + +The game will be automatically paused when the app is sent to the background, +and resumed when it comes back to the foreground. This behavior can be disabled by setting +`pauseWhenBackgrounded` to `false`. + +```dart +class MyGame extends FlameGame { + MyGame() { + pauseWhenBackgrounded = false; + } +} +``` + +On the current Flutter stable (3.13), this flag is effectively ignored on +non-mobile platforms including the web. diff --git a/docs/latest/_sources/flame/inputs/pointer_events.md.txt b/docs/latest/_sources/flame/inputs/pointer_events.md.txt new file mode 100644 index 000000000..9cac3e8d2 --- /dev/null +++ b/docs/latest/_sources/flame/inputs/pointer_events.md.txt @@ -0,0 +1,84 @@ +# Pointer Events + +```{note} +This document describes the new events API. The old (legacy) approach, +which is still supported, is described in [](gesture_input.md). +``` + +**Pointer events** are Flutter's generalized "mouse-movement"-type events (for desktop or web). + +If you want to interact with mouse movement events within your component or game, you can use the +`PointerMoveCallbacks` mixin. + +For example: + +```dart +class MyComponent extends PositionComponent with PointerMoveCallbacks { + MyComponent() : super(size: Vector2(80, 60)); + + @override + void onPointerMove(PointerMoveEvent event) { + // Do something in response to the mouse move (e.g. update coordinates) + } +} +``` + +The mixin adds two overridable methods to your component: + +- `onPointerMove`: called when the mouse moves within the component +- `onPointerMoveStop`: called once if the component was being hovered and the mouse leaves + +By default, each of these methods does nothing, they need to be overridden in order to perform any +function. + +In addition, the component must implement the `containsLocalPoint()` method (already implemented in +`PositionComponent`, so most of the time you don't need to do anything here) -- this method allows +Flame to know whether the event occurred within the component or not. + +Note that only mouse events happening within your component will be proxied along. However, +`onPointerMoveStop` will be fired once on the first mouse movement that leaves your component, so +you can handle any exit conditions there. + + +## HoverCallbacks + +If you want to specifically know if your component is being hovered or not, or if you want to hook +into hover enter and exist events, you can use a more dedicated mixin called `HoverCallbacks`. + +For example: + +```dart +class MyComponent extends PositionComponent with HoverCallbacks { + + MyComponent() : super(size: Vector2(80, 60)); + + @override + void update(double dt) { + // use `isHovered` to know if the component is being hovered + } + + @override + void onHoverEnter() { + // Do something in response to the mouse entering the component + } + + @override + void onHoverExit() { + // Do something in response to the mouse leaving the component + } +} +``` + +Note that you can still listen to the "raw" onPointerMove methods for additional functionality, just +make sure to call the `super` version to enable the `HoverCallbacks` behavior. + + +### Demo + +Play with the demo below to see the pointer hover events in action. + +```{flutter-app} +:sources: ../flame/examples +:page: pointer_events +:show: widget code +``` diff --git a/docs/latest/_sources/flame/inputs/tap_events.md.txt b/docs/latest/_sources/flame/inputs/tap_events.md.txt index 7f2c331bf..35ab4f205 100644 --- a/docs/latest/_sources/flame/inputs/tap_events.md.txt +++ b/docs/latest/_sources/flame/inputs/tap_events.md.txt @@ -1,7 +1,7 @@ # Tap Events ```{note} -This document describes the new tap events API. The old (legacy) approach, +This document describes the new events API. The old (legacy) approach, which is still supported, is described in [](gesture_input.md). ``` diff --git a/docs/latest/_sources/flame/rendering/images.md.txt b/docs/latest/_sources/flame/rendering/images.md.txt index 2961b15c0..760445851 100644 --- a/docs/latest/_sources/flame/rendering/images.md.txt +++ b/docs/latest/_sources/flame/rendering/images.md.txt @@ -321,58 +321,6 @@ A complete example of using animations as widgets can be found [here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/widgets/sprite_animation_widget_example.dart). -## FlareAnimation - -Do note that Flare is discontinued and [Rive](https://github.com/flame-engine/flame/tree/main/packages/flame_rive) -is preferred. - -Flame provides a simple wrapper of [Flare](https://flare.rive.app/) animations so you can use -them in Flame games. - -Check the following snippet on how to use this wrapper: - -```dart -class MyGame extends Game { - FlareAnimation flareAnimation; - bool loaded = false; - - MyGame() { - _start(); - } - - void _start() async { - flareAnimation = await FlareAnimation.load("assets/FLARE_FILE.flr"); - flareAnimation.updateAnimation("ANIMATION_NAME"); - - flareAnimation.width = 306; - flareAnimation.height = 228; - - loaded = true; - } - - @override - void render(Canvas canvas) { - if (loaded) { - flareAnimation.render(canvas, x: 50, y: 50); - } - } - - @override - void update(double dt) { - if (loaded) { - flareAnimation.update(dt); - } - } -} -``` - -FlareAnimations are normally used inside `FlareComponent`s, that way `FlameGame` will handle calling -`render` and `update` automatically. - -You can see a full example of how to use Flare together with Flame in the example -[here](https://github.com/flame-engine/flame/tree/main/packages/flame_flare/example). - - ## SpriteSheet Sprite sheets are big images with several frames of the same sprite on it and is a very good way to @@ -383,21 +331,37 @@ a very simple example of how to use it: ```dart import 'package:flame/sprite.dart'; -final spritesheet = SpriteSheet( +final spriteSheet = SpriteSheet( image: imageInstance, srcSize: Vector2.all(16.0), ); -final animation = spritesheet.createAnimation(0, stepTime: 0.1); +final animation = spriteSheet.createAnimation(0, stepTime: 0.1); ``` Now you can use the animation directly or use it in an animation component. -You can also get a single frame of the sprite sheet using the `getSprite` method: +You can also create a custom animation by retrieving individual `SpriteAnimationFrameData` using +either `SpriteSheet.createFrameData` or `SpriteSheet.createFrameDataFromId`: + +```dart +final animation = SpriteAnimation.fromFrameData( + imageInstance, + SpriteAnimationData([ + spriteSheet.createFrameDataFromId(1, stepTime: 0.1), // by id + spriteSheet.createFrameData(2, 3, stepTime: 0.3), // row, column + spriteSheet.createFrameDataFromId(4, stepTime: 0.1), // by id + ]), +); +``` + +If you don't need any kind of animation and instead only want an instance of a `Sprite` on the +`SpriteSheet` you can use the `getSprite` or `getSpriteById` methods: ```dart -spritesheet.getSprite(0, 0) // row, column; +spriteSheet.getSpriteById(2); // by id +spriteSheet.getSprite(0, 0); // row, column ``` You can see a full example of the `SpriteSheet` class -[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/sprites/spritesheet_example.dart). +[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/sprites/sprite_sheet_example.dart). diff --git a/docs/latest/_sources/flame/rendering/layers.md.txt b/docs/latest/_sources/flame/rendering/layers.md.txt index 33e547c16..cd28ad42e 100644 --- a/docs/latest/_sources/flame/rendering/layers.md.txt +++ b/docs/latest/_sources/flame/rendering/layers.md.txt @@ -1,4 +1,24 @@ -# Layers +# Layers and Snapshots + +Layers and snapshots share some common features, including the ability to pre-render and cache +objects for improved performance. However, they also have unique features which make them better +suited for different use-cases. + +`Snapshot` is a mixin that can be added to any `PositionComponent`. Use this for: + +- Mixing in to existing game objects (that are `PositionComponents`). +- Caching game objects, such as sprites, that are complex to render. +- Drawing the same object many times without rendering it each time. +- Capturing an image snapshot to save as a screenshot (for example). + +`Layer` is a class. Use or extend this class for: + +- Structuring your game with logical layers (e.g. UI, foreground, main, background). +- Grouping objects to form a complex scene, and then caching it (e.g. a background layer). +- Processor support. Layers allow user-defined processors to run pre- and post- render. + + +## Layers Layers allow you to group rendering by context, as well as allow you to pre-render things. This enables, for example, rendering parts of your game that don't change much in memory, like a @@ -11,7 +31,7 @@ There are two types of layers on Flame: - `PreRenderedLayer`: For things that are static. -## DynamicLayer +### DynamicLayer Dynamic layers are layers that are rendered every time that they are drawn on the canvas. As the name suggests, it is meant for dynamic content and is most useful for grouping rendering of objects @@ -49,7 +69,7 @@ class MyGame extends Game { ``` -## PreRenderedLayer +### PreRenderedLayer Pre-rendered layers are rendered only once, cached in memory and then just replicated on the game canvas afterwards. They are useful for caching content that doesn't change @@ -84,7 +104,7 @@ class MyGame extends Game { ``` -## Layer Processors +### Layer Processors Flame also provides a way to add processors on your layer, which are ways to add effects on the entire layer. At the moment, out of the box, only the `ShadowProcessor` is available, this processor @@ -112,3 +132,137 @@ Custom processors can be created by extending the `LayerProcessor` class. You can check a working example of layers [here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/layers_example.dart). + + +## Snapshots + +Snapshots are an alternative to layers. The `Snapshot` mixin can be applied to any `PositionComponent`. + +```dart +class SnapshotComponent extends PositionComponent with Snapshot {} + +class MyGame extends FlameGame { + late final SnapshotComponent root; + + @override + Future onLoad() async { + // Add a snapshot component. + root = SnapshotComponent(); + add(root); + } +} +``` + + +### Render as a snapshot + +Setting `renderSnapshot` to `true` (the default) on a snapshot-enabled component behaves similarly +to a `PreRenderedLayer`. The component is rendered only once, cached in memory and then just +replicated on the game canvas afterwards. They are useful for caching content that doesn't change +during the game, like a background for example. + +```dart +class SnapshotComponent extends PositionComponent with Snapshot {} + +class MyGame extends FlameGame { + late final SnapshotComponent root; + late final SpriteComponent background1; + late final SpriteComponent background2; + + @override + Future onLoad() async { + // Add a snapshot component. + root = SnapshotComponent(); + add(root); + + // Add some children. + final background1Sprite = Sprite(await images.load('background1.png')); + background1 = SpriteComponent(sprite: background1Sprite); + root.add(background1); + + final background2Sprite = Sprite(await images.load('background2.png')); + background2 = SpriteComponent(sprite: background2Sprite); + root.add(background2); + + // root will now render once (itself and all its children) and then cache + // the result. On subsequent render calls, root itself, nor any of its + // children, will be rendered. The snapshot will be used instead for + // improved performance. + } +} +``` + + +#### Regenerating a snapshot + +A snapshot-enabled component will generate a snapshot of its entire tree, including its children. +If any of the children change (for example, their position changes, or they are animated), call +`takeSnapshot` to update the cached snapshot. If they are changing very frequently, it's best not +to use a `Snapshot` because there will be no performance benefit. + +A component rendering a snapshot can still be transformed without incurring any performance cost. +Once a snapshot has been taken, the component may still be scaled, moved and rotated. However, if +the content of the component changes (what it is rendering) then the snapshot must be regenerated +by calling `takeSnapshot`. + + +### Taking a snapshot + +A snapshot-enabled component can be used to generate a snapshot at any time, even if +`renderSnapshot` is set to false. This is useful for taking screen-grabs or any other purpose when +it may be useful to have a static snapshot of all or part of your game. + +A snapshot is always generated with no transform applied - i.e. as if the snapshot-enabled +component is at position (0,0) and has no scale or rotation applied. + +A snapshot is saved as a `Picture`, but it can be converted to an `Image` using `snapshotToImage`. + +```dart +class SnapshotComponent extends PositionComponent with Snapshot {} + +class MyGame extends FlameGame { + late final SnapshotComponent root; + + @override + Future onLoad() async { + // Add a snapshot component, but don't use its render mode. + root = SnapshotComponent()..renderSnapshot = false; + add(root); + + // Other code omitted. + } + + // Call something like this to take an image snapshot at any time. + void takeSnapshot() { + root.takeSnapshot(); + final image = root.snapshotToImage(200, 200); + } +} +``` + + +### Snapshots that are cropped or off-center + +Sometimes your snapshot `Image` may appear cropped, or not in the position that is expected. + +This is because the contents of a `Picture` can be positioned anywhere with respect to the origin, +but when it is converted to an `Image`, the image always starts from `0,0`. This means that +anything with a -ve position will be cropped. + +The best way to deal with this is to ensure that your `Snapshot` component is always at position +`0,0` with respect to your game and you never move it. This means that the image will usually +contain what you expect it to. + +However, this is not always possible. To move (or rotate, or scale etc) the snapshot before +converting it to an image, pass a transformation matrix to `snapshotToImage`. + +```dart +// Call something like this to take an image snapshot at any time. +void takeSnapshot() { + // Prepare a matrix to move the snapshot by 200,50. + final matrix = Matrix4.identity()..translate(200.0,50.0); + + root.takeSnapshot(); + final image = root.snapshotToImage(200, 200, transform: matrix); +} +``` diff --git a/docs/latest/_sources/flame/rendering/palette.md.txt b/docs/latest/_sources/flame/rendering/palette.md.txt index a2ebdc1e8..cb36144d8 100644 --- a/docs/latest/_sources/flame/rendering/palette.md.txt +++ b/docs/latest/_sources/flame/rendering/palette.md.txt @@ -7,6 +7,7 @@ The `Color` class represents a ARGB color in a hexadecimal integer format. So to create a `Color` instance, you just need to pass the color as an integer in the ARGB format. + You can use Dart's hexadecimal notation to make it really easy; for instance: `0xFF00FF00` is fully opaque green (the "mask" would be `0xAARRGGBB`). diff --git a/docs/latest/_sources/flame/rendering/particles.md.txt b/docs/latest/_sources/flame/rendering/particles.md.txt index 68d706cae..a87cc8813 100644 --- a/docs/latest/_sources/flame/rendering/particles.md.txt +++ b/docs/latest/_sources/flame/rendering/particles.md.txt @@ -308,7 +308,7 @@ it's fully played during the `Particle` lifespan. It's possible to override this `alignAnimationTime` argument. ```dart -final spritesheet = SpriteSheet( +final spriteSheet = SpriteSheet( image: yourSpriteSheetImage, srcSize: Vector2.all(16.0), ); @@ -316,7 +316,7 @@ final spritesheet = SpriteSheet( game.add( ParticleSystemComponent( particle: SpriteAnimationParticle( - animation: spritesheet.createAnimation(0, stepTime: 0.1), + animation: spriteSheet.createAnimation(0, stepTime: 0.1), ); ), ); @@ -356,32 +356,6 @@ class RectComponent extends Component { ``` -## FlareParticle - -To use Flare within Flame, use the -[`flame_flare`](https://github.com/flame-engine/flame/tree/main/packages/flame_flare) package. - -It will provide a class called `FlareParticle` that is a container for `FlareActorAnimation`, it -propagates the `update` and `render` methods to its child. - -```dart -import 'package:flame_flare/flame_flare.dart'; - -// Within your game or component's `onLoad` method -const flareSize = 32.0; -final flareAnimation = FlareActorAnimation('assets/sparkle.flr'); -flareAnimation.width = flareSize; -flareAnimation.height = flareSize; - -// Somewhere in game -game.add( - ParticleSystemComponent( - particle: FlareParticle(flare: flareAnimation), - ), -); -``` - - ## ComputedParticle A `Particle` which could help you when: diff --git a/docs/latest/_sources/flame/rendering/rendering.md.txt b/docs/latest/_sources/flame/rendering/rendering.md.txt index 8070dac11..8d7c8426b 100644 --- a/docs/latest/_sources/flame/rendering/rendering.md.txt +++ b/docs/latest/_sources/flame/rendering/rendering.md.txt @@ -13,7 +13,7 @@ Colors and Palette Decorators Images, Sprites and Animations -Layers +Layers and Snapshots Particles Text Rendering ``` diff --git a/docs/latest/_sources/flame/rendering/text_rendering.md.txt b/docs/latest/_sources/flame/rendering/text_rendering.md.txt index 0097a1446..b40de3f25 100644 --- a/docs/latest/_sources/flame/rendering/text_rendering.md.txt +++ b/docs/latest/_sources/flame/rendering/text_rendering.md.txt @@ -3,94 +3,70 @@ Flame has some dedicated classes to help you render text. -## TextRenderer - -`TextRenderer` is the abstract class used by Flame to render text. Flame provides one -implementation for this called `TextPaint` but anyone can implement this abstraction -and create a custom way to render text. +## Text Components +The simplest way to render text with Flame is to leverage one of the provided text-rendering +components: -## TextPaint +- `TextComponent` for rendering a single line of text +- `TextBoxComponent` for bounding multi-line text within a sized box, including the possibility of a + typing effect -`TextPaint` is the built-in implementation of text rendering in Flame, it is based on top of -Flutter's `TextPainter` class (hence the name), and it can be configured by the style class `TextStyle` -which contains all typographical information required to render text; i.e., font size and color, -font family, etc. +Both components are showcased in [this +example](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/text_example.dart). -Example usage: -```dart -const TextPaint textPaint = TextPaint( - style: TextStyle( - fontSize: 48.0, - fontFamily: 'Awesome Font', - ), -); -``` - -Note: there are several packages that contain the class `TextStyle`, make sure that you import -either `package:flutter/material.dart` or `package:flutter/painting.dart` and if you also need to -import `dart:ui` you need to import it like this (since that contains another class that is also -named `TextStyle`): - -```dart -import 'dart:ui' hide TextStyle; -``` - -Some common properties of `TextStyle` are the following (here is the -[full list](https://api.flutter.dev/flutter/painting/TextStyle-class.html)): - -- `fontFamily`: a commonly available font, like Arial (default), or a custom font added in your - pubspec (see [here](https://docs.flutter.dev/cookbook/design/fonts) how to do it). -- `fontSize`: font size, in pts (default `24.0`). -- `height`: height of text line, as a multiple of font size (default `null`). -- `color`: the color, as a `ui.Color` (default white). - -For more information regarding colors and how to create then, see the -[Colors and the Palette](palette.md) guide. - -After the creation of the `TextPaint` object you can use its `render` method to draw strings on -a canvas: +### TextComponent -```dart -textPaint.render(canvas, "Flame is awesome", Vector2(10, 10)); -``` +`TextComponent` is a simple component that renders a single line of text. -If you want to set the anchor of the text you can also do that in the render call, with the optional -`anchor` parameter: +Simple usage: ```dart -textPaint.render(canvas, 'Flame is awesome', Vector2(10, 10), anchor: Anchor.topCenter); +class MyGame extends FlameGame { + @override + void onLoad() { + add( + TextComponent( + text: 'Hello, Flame', + position = Vector2.all(16.0), + ), + ); + } +} ``` - -## Text Components - -Flame provides two text components that make it even easier to render text in your game: -`TextComponent` and `TextBoxComponent`. - - -### TextComponent - -`TextComponent` is a simple component that renders a single line of text. - -Example usage: +In order to configure aspects of the rendering like font family, size, color, etc, you need to +provide (or amend) a `TextRenderer` with such information; while you can read more details ab out +this interface below, the simplest implementation you can use is the `TextPaint`, which takes a +Flutter `TextStyle`: ```dart -final style = TextStyle(color: BasicPalette.white.color); -final regular = TextPaint(style: style); +final regular = TextPaint( + style: TextStyle( + fontSize: 48.0, + color: BasicPalette.white.color, + ), +); class MyGame extends FlameGame { @override void onLoad() { - add(TextComponent(text: 'Hello, Flame', textRenderer: regular) - ..anchor = Anchor.topCenter - ..x = size.width / 2 // size is a property from game - ..y = 32.0); + add( + TextComponent( + text: 'Hello, Flame', + textRenderer: regular, + anchor: Anchor.topCenter, + position: Vector2(size.width / 2, 32.0), + ), + ); } } ``` +You can find all the options under [TextComponent's +API](https://pub.dev/documentation/flame/latest/components/TextComponent-class.html). + ### TextBoxComponent @@ -101,12 +77,15 @@ You can decide if the box should grow as the text is written or if it should be `growingBox` variable in the `TextBoxConfig`. A static box could either have a fixed size (setting the `size` property of the `TextBoxComponent`), or to automatically shrink to fit the text content. -In addition, the `align` property allows you to control the the horizontal and vertical alignment -of the text content. For example, setting `align` to `Anchor.center` will center the text within -its bounding box both vertically and horizontally. +In addition, the `align` property allows you to control the the horizontal and vertical alignment of +the text content. For example, setting `align` to `Anchor.center` will center the text within its +bounding box both vertically and horizontally. If you want to change the margins of the box use the `margins` variable in the `TextBoxConfig`. +Finally, if you want to simulate a "typing" effect, by showing each character of the string one by +one as if being typed in real-time, you can provide the `boxConfig.timePerChar` parameter. + Example usage: ```dart @@ -130,5 +109,481 @@ class MyTextBox extends TextBoxComponent { } ``` -Both components are showcased in an example -[here](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/text_example.dart) +You can find all the options under [TextBoxComponent's +API](https://pub.dev/documentation/flame/latest/components/TextBoxComponent-class.html). + + +### TextElementComponent + +If you want to render an arbitrary TextElement, ranging from a single InlineTextElement to a +formatted DocumentRoot, you can use the `TextElementComponent`. + +A simple example is to create a DocumentRoot to render a sequence of block elements (think of an +HTML "div") containing rich text: + +```dart + final document = DocumentRoot([ + HeaderNode.simple('1984', level: 1), + ParagraphNode.simple( + 'Anything could be true. The so-called laws of nature were nonsense.', + ), + // ... + ]); + final element = TextElementComponent.fromDocument( + document: document, + position: Vector2(100, 50), + size: Vector2(400, 200), + ); +``` + +Note that the size can be specified in two ways; either via: + +- the size property common to all `PositionComponents`; or +- the width/height included within the `DocumentStyle` applied. + +An example applying a style to the document (which can include the size but other parameters as +well): + +```dart + final style = DocumentStyle( + width: 400, + height: 200, + padding: const EdgeInsets.symmetric(vertical: 10, horizontal: 14), + background: BackgroundStyle( + color: const Color(0xFF4E322E), + borderColor: const Color(0xFF000000), + borderWidth: 2.0, + ), + ); + final document = DocumentRoot([ ... ]); + final element = TextElementComponent.fromDocument( + document: document, + style: style, + position: Vector2(100, 50), + ); +``` + +For a more elaborate example of rich-text, formatted text blocks rendering, check [this +example](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/rich_text_example.dart). + +For more details about the underlying mechanics of the text rendering pipeline, see "Text Elements, +Text Nodes, and Text Styles" below. + + +### Flame Markdown + +In order to more easily create rich-text-based DocumentRoots, from simple strings with bold/italics +to complete structured documents, Flame provides the `flame_markdown` bridge package that connects +the `markdown` library with Flame's text rendering infrastructure. + +Just use the `FlameMarkdown` helper class and the `toDocument` method to convert a markdown string +into a DocumentRoot (which can then be used to create a `TextElementComponent`): + +```dart +import 'package:flame/text.dart'; +import 'package:flame_markdown/flame_markdown.dart'; + +// ... +final component = await TextElementComponent.fromDocument( + document: FlameMarkdown.toDocument( + '# Header\n' + '\n' + 'This is a **bold** text, and this is *italic*.\n' + '\n' + 'This is a second paragraph.\n', + ), + style: ..., + position: ..., + size: ..., +); +``` + + +## Infrastructure + +If you are not using the Flame Component System, want to understand the infrastructure behind text +rendering, want to customize fonts and styles used, or want to create your own custom renderers, +this section is for you. + +- `TextRenderer`: renderers know "how" to render text; in essence they contain the style information + to render any string +- `TextElement`: an element is formatted, "laid-out" piece of text, include the string ("what") and + the style ("how") + +The following diagram showcases the class and inheritance structure of the text rendering pipeline: + +```mermaid +%%{init: { 'theme': 'dark' } }%% +classDiagram + %% renderers + note for TextRenderer "This just the style (how). + It knows how to take a text string and create a TextElement. + `render` is just a helper to `format(text).render(...)`. Same for `getLineMetrics`." + class TextRenderer { + TextElement format(String text) + LineMetrics getLineMetrics(String text) + void render(Canvas canvas, String text, ...) + } + class TextPaint + class SpriteFontRenderer + class DebugTextRenderer + + %% elements + class TextElement { + LineMetrics metrics + render(Canvas canvas, ...) + } + class TextPainterTextElement + + TextRenderer --> TextPaint + TextRenderer --> SpriteFontRenderer + TextRenderer --> DebugTextRenderer + + TextRenderer *-- TextElement + TextPaint *-- TextPainterTextElement + SpriteFontRenderer *-- SpriteFontTextElement + + note for TextElement "This is the text (what) and the style (how); + laid out and ready to render." + TextElement --> TextPainterTextElement + TextElement --> SpriteFontTextElement + TextElement --> Others +``` + + +### TextRenderer + +`TextRenderer` is the abstract class used by Flame to render text. Implementations of `TextRenderer` +must include the information about the "how" the text is rendered. Font style, size, color, etc. It +should be able to combine that information with a given string of text, via the `format` method, to +generate a `TextElement`. + +Flame provides two concrete implementations: + +- `TextPaint`: most used, uses Flutter `TextPainter` to render regular text +- `SpriteFontRenderer`: uses a `SpriteFont` (a sprite sheet-based font) to render bitmap text +- `DebugTextRenderer`: only intended to be used for Golden Tests + +But you can also provide your own if you want to extend to other customized forms of text rendering. + +The main job of a `TextRenderer` is to format a string of text into a `TextElement`, that then can +be rendered onto the screen: + +```dart +final textElement = textRenderer.format("Flame is awesome") +textElement.render(...) +``` + +However the renderer provides a helper method to directly create the element and render it: + +```dart +textRenderer.render( + canvas, + 'Flame is awesome', + Vector2(10, 10), + anchor: Anchor.topCenter, +); +``` + + +#### TextPaint + +`TextPaint` is the built-in implementation of text rendering in Flame. It is based on top of +Flutter's `TextPainter` class (hence the name), and it can be configured by the style class +`TextStyle`, which contains all typographical information required to render text; i.e., font size +and color, font family, etc. + +Outside of the style you can also optionally provide one extra parameter which is the +`textDirection` (but that is typically already set to `ltr` or left-to-right). + +Example usage: + +```dart +const TextPaint textPaint = TextPaint( + style: TextStyle( + fontSize: 48.0, + fontFamily: 'Awesome Font', + ), +); +``` + +Note: there are several packages that contain the class `TextStyle`. We export the right one (from +Flutter) via the `text` module: + +```dart +import 'package:flame/text.dart'; +``` + +But if you want to import it explicitly, make sure that you import it from +`package:flutter/painting.dart` (or from material or widgets). If you also need to import `dart:ui`, +you might need to hide its version of `TextStyle`, since that module contains a different class with +the same name: + +```dart +import 'package:flutter/painting.dart'; +import 'dart:ui' hide TextStyle; +``` + +Some common properties of `TextStyle` are the following (here is the [full +list](https://api.flutter.dev/flutter/painting/TextStyle-class.html)): + +- `fontFamily`: a commonly available font, like Arial (default), or a custom font added in your + pubspec (see [here](https://docs.flutter.dev/cookbook/design/fonts) how to do it). +- `fontSize`: font size, in pts (default `24.0`). +- `height`: height of text line, as a multiple of font size (default `null`). +- `color`: the color, as a `ui.Color` (default white). + +For more information regarding colors and how to create then, see the [Colors and the +Palette](palette.md) guide. + + +#### SpriteFontRenderer + +The other renderer option provided out of the box is `SpriteFontRenderer`, which allows you to +provide a `SpriteFont` based off of a sprite sheet. TODO + + +#### DebugTextRenderer + +This renderer is intended to be used for Golden Tests. Rendering normal font-based text in Golden +Tests is unreliable due to differences in font definitions across platforms and different algorithms +used for anti-aliasing. This renderer will render text as if each word was a solid rectangle, making +it possible to test the layout, positioning and sizing of the elements without having to rely on +font-based rendering. + + +## Inline Text Elements + +A `TextElement` is a "pre-compiled", formatted and laid-out piece of text with a specific styling +applied, ready to be rendered at any given position. + +A `InlineTextElement` implements the `TextElement` interface and must implement their two methods, +one that teaches how to translate it around and another on how to draw it to the canvas: + +```dart + void translate(double dx, double dy); + void draw(Canvas canvas); +``` + +These methods are intended to be overwritten by the implementations of `InlineTextElement`, and +probably will not be called directly by users; because a convenient `render` method is provided: + +```dart + void render( + Canvas canvas, + Vector2 position, { + Anchor anchor = Anchor.topLeft, + }) +``` + +That allows the element to be rendered at a specific position, using a given anchor. + +The interface also mandates (and provides) a getter for the `LineMetrics` object associated with +that `InlineTextElement`, which allows you (and the `render` implementation) to access sizing +information related to the element (width, height, ascend, etc). + +```dart + LineMetrics get metrics; +``` + + +## Text Elements, Text Nodes, and Text Styles + +While normal renderers always work with a `InlineTextElement` directly, there is a bigger underlying +infrastructure that can be used to render more rich or formatter text. + +Text Elements are a superset of Inline Text Elements that represent an arbitrary rendering block +within a rich-text document. Essentially, they are concrete and "physical": they are objects that +are ready to be rendered on a canvas. + +This property distinguishes them from Text Nodes, which are structured pieces of text, and from Text +Styles (called `FlameTextStyle` in code to make it easier to work alongside Flutter's `TextStyle`), +which are descriptors for how arbitrary pieces of text ought to be rendered. + +So, in the most general case, a user would use a `TextNode` to describe a desired piece of rich +text; define a `FlameTextStyle` to apply to it; and use that to generate a `TextElement`. Depending +on the type of rendering, the `TextElement` generated will be an `InlineTextElement`, which brings +us back to the normal flow of the rendering pipeline. The unique property of the Inline-Text-type +element is that it exposes a LineMetrics that can be used for advanced rendering; while the other +elements only expose a simpler `draw` method which is unaware of sizing and positioning. + +However, the other types of Text Elements, Text Nodes, and Text Styles must be used if the intent is +to create an entire document (multiple blocks or paragraphs), enriched with formatted text. In order +to render an arbitrary TextElement, you can alternatively use the `TextElementComponent` (see above). + +An example of such usages can be seen in [this +example](https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/rich_text_example.dart). + + +### Text Nodes and the Document Root + +A `DocumentRoot` is not a `TextNode` (inheritance-wise) in itself but represents a grouping of +`BlockNodes` that layout a "page" or "document" of rich text laid out in multiple blocks or +paragraphs. It represents the entire document and can receive a global Style. + +The first step to define your rich-text document is to create a Node, which will likely be a +`DocumentRoot`. + +It will first contain the top-most list of Block Nodes that can define headers, paragraphs or +columns. + +Then each of those blocks can contain other blocks or the Inline Text Nodes, either Plain Text Nodes +or some rich-text with specific formatting. + +Note that the hierarchy defined by the node structure is also used for styling purposes as per +defined in the `FlameTextStyle` class. + +The actual nodes all inherit from `TextNode` and are broken down by the following diagram: + +```mermaid +%%{init: { 'theme': 'dark' } }%% +graph TD + %% Config %% + classDef default fill:#282828,stroke:#F6BE00; + + %% Nodes %% + TextNode(" + TextNode + Can be thought of as an HTML DOM node; + each subclass can be thought of as a specific tag. + ") + BlockNode(" + BlockNode + #quot;div#quot; + ") + InlineTextNode(" + InlineTextNode + #quot;span#quot; + ") + ColumnNode(" + ColumnNode + column-arranged group of other Block Nodes + ") + TextBlockNode(" + TextBlockNode + a #quot;div#quot; with an InlineTextNode as a direct child + ") + HeaderNode(" + HeaderNode + #quot;h1#quot; / #quot;h2#quot; / etc + ") + ParagraphNode(" + ParagraphNode + #quot;p#quot; + ") + GroupTextNode(" + GroupTextNode + groups other TextNodes in a single line + ") + PlainTextNode(" + PlainTextNode + just plain text, unformatted + ") + ItalicTextNode(" + ItalicTextNode + #quot;i#quot; / #quot;em#quot; + ") + BoldTextNode(" + BoldTextNode + #quot;b#quot; / #quot;strong#quot; + ") + TextNode ----> BlockNode + TextNode --------> InlineTextNode + BlockNode --> ColumnNode + BlockNode --> TextBlockNode + TextBlockNode --> HeaderNode + TextBlockNode --> ParagraphNode + InlineTextNode --> GroupTextNode + InlineTextNode --> PlainTextNode + InlineTextNode --> BoldTextNode + InlineTextNode --> ItalicTextNode +``` + + +### (Flame) Text Styles + +Text Styles can be applied to nodes to generate elements. They all inherit from `FlameTextStyle` +abstract class (which is named as is to avoid confusion with Flutter's `TextStyle`). + +They follow a tree-like structure, always having `DocumentStyle` as the root; this structure is +leveraged to apply cascading style to the analogous Node structure. In fact, they are pretty similar +to, and can be thought of as, CSS definitions. + +The full inheritance chain can be seen on the following diagram: + +```mermaid +%%{init: { 'theme': 'dark' } }%% +classDiagram + %% Nodes %% + class FlameTextStyle { + copyWith() + merge() + } + + note for FlameTextStyle "Root for all styles. + Not to be confused with Flutter's TextStyle." + + class DocumentStyle { + <> + size + padding + background [BackgroundStyle] + specific styles [for blocks & inline] + } + + class BlockStyle { + <> + margin, padding + background [BackgroundStyle] + text [InlineTextStyle] + } + + class BackgroundStyle { + <> + color + border + } + + class InlineTextStyle { + <> + font, color + } + + FlameTextStyle <|-- DocumentStyle + FlameTextStyle <|-- BlockStyle + FlameTextStyle <|-- BackgroundStyle + FlameTextStyle <|-- InlineTextStyle +``` + + +### Text Elements + +Finally, we have the elements, that represent a combination of a node ("what") with a style ("how"), +and therefore represent a pre-compiled, laid-out piece of rich text to be rendered on the Canvas. + +Inline Text Elements specifically can alternatively be thought of as a combination of a +`TextRenderer` (simplified "how") and a string (single line of "what"). + +That is because an `InlineTextStyle` can be converted to a specific `TextRenderer` via the +`asTextRenderer` method, which is then used to lay out each line of text into a unique +`InlineTextElement`. + +When using the renderer directly, the entire layout process is skipped, and a single +`TextPainterTextElement` or `SpriteFontTextElement` is returned. + +As you can see, both definitions of an Element are, essentially, equivalent, all things considered. +But it still leaves us with two paths for rendering text. Which one to pick? How to solve this +conundrum? + +When in doubt, the following guidelines can help you picking the best path for you: + +- for the simplest way to render text, use `TextPaint` (basic renderer implementation) + - you can use the FCS provided component `TextComponent` for that. +- for rendering Sprite Fonts, you must use `SpriteFontRenderer` (a renderer implementation that + accepts a `SpriteFont`); +- for rendering multiple lines of text, with automatic line breaks, you have two options: + - use the FCS `TextBoxComponent`, which uses any text renderer to draw each line of text as an + Element, and does its own layout and line breaking; + - use the Text Node & Style system to create your pre-laid-out Elements. Note: there is no current + FCS component for it. +- finally, in order to have formatted (or rich) text, you must use Text Nodes & Styles. diff --git a/docs/latest/_sources/other_modules/jenny/runtime/character_storage.md.txt b/docs/latest/_sources/other_modules/jenny/runtime/character_storage.md.txt index 8e767bce9..04090c103 100644 --- a/docs/latest/_sources/other_modules/jenny/runtime/character_storage.md.txt +++ b/docs/latest/_sources/other_modules/jenny/runtime/character_storage.md.txt @@ -5,3 +5,34 @@ :symbol: CharacterStorage :file: src/character_storage.dart ``` + + +## Accessing character storage + +Character storage is accessed via the [YarnProject]. + +```dart +final characters = yarnProject.characters; +``` + + +## Removing characters + +There may be situations where characters need to be removed from storage. For example, in a game +with many scenes, characters could be removed after a scene and new characters loaded for the next +scene. + +Remove all characters with `clear`. + +```dart +yarnProject.characters.clear(); +``` + +Use `remove` to remove a single character. Pass in the name of the character or any of its +aliases. The character and all its aliases will be removed. + +```dart +yarnProject.characters.remove('Jenny'); +``` + +[YarnProject]: yarn_project.md diff --git a/docs/latest/_sources/other_modules/jenny/runtime/command_storage.md.txt b/docs/latest/_sources/other_modules/jenny/runtime/command_storage.md.txt index 0fbc2e50a..d7b3ad12f 100644 --- a/docs/latest/_sources/other_modules/jenny/runtime/command_storage.md.txt +++ b/docs/latest/_sources/other_modules/jenny/runtime/command_storage.md.txt @@ -42,6 +42,24 @@ In order to register a function as a yarn command, the function must satisfy sev : Registers a command `name` which is not backed by any Dart function. Such command will still be delivered to [DialogueView]s via the `onCommand()` callback, but its arguments will not be parsed. +**clear** +: Removes all user-defined commands + +**remove**(`String name`) +: Removes the user-defined command with the specified `name`. + + +## Properties + +**length** → `int` +: The number of user-defined commands registered so far. + +**isEmpty** → `bool` +: Returns `true` if no user-defined commands were registered. + +**isNotEmpty** → `bool` +: Returns `true` if any commands have been registered + ## Examples diff --git a/docs/latest/_sources/other_modules/jenny/runtime/function_storage.md.txt b/docs/latest/_sources/other_modules/jenny/runtime/function_storage.md.txt index c0a1a1625..f644f5e36 100644 --- a/docs/latest/_sources/other_modules/jenny/runtime/function_storage.md.txt +++ b/docs/latest/_sources/other_modules/jenny/runtime/function_storage.md.txt @@ -54,6 +54,12 @@ Keep in mind that the name of the user-defined function must be: **addFunction4**(`String name`, `T0 Function(T1, T2, T3, T4) fn4`) : Registers a four-argument function `fn4` as `name`. +**clear** +: Removes all user-defined functions + +**remove**(`String name`) +: Removes the user-defined function with the specified `name`. + ## Properties diff --git a/docs/latest/_sources/other_modules/jenny/runtime/index.md.txt b/docs/latest/_sources/other_modules/jenny/runtime/index.md.txt index 1b8c7298c..222a7e3f5 100644 --- a/docs/latest/_sources/other_modules/jenny/runtime/index.md.txt +++ b/docs/latest/_sources/other_modules/jenny/runtime/index.md.txt @@ -15,5 +15,6 @@ FunctionStorage MarkupAttribute Node UserDefinedCommand +VariableStorage YarnProject ``` diff --git a/docs/latest/_sources/other_modules/jenny/runtime/variable_storage.md.txt b/docs/latest/_sources/other_modules/jenny/runtime/variable_storage.md.txt new file mode 100644 index 000000000..353b89bf4 --- /dev/null +++ b/docs/latest/_sources/other_modules/jenny/runtime/variable_storage.md.txt @@ -0,0 +1,44 @@ +# VariableStorage + +```{dartdoc} +:package: jenny +:symbol: VariableStorage +:file: src/variable_storage.dart +``` + + +## Accessing variable storage + +Variable storage is accessed via the [YarnProject]. + +```dart +final variables = yarnProject.variables; +``` + + +## Removing variables + +In most cases variables should be retained for the life of the [YarnProject]. However there may be +situations where variables need to be removed from storage. For example, in a game with many +scenes, variables specific to that scene could be removed if they are no longer required. + +Remove all variables with `clear`. By default this will retain node visit counts, which are also +stored as variables. Node visit counts are used by Yarn for logic such as 'do this if the node has +already been visited', so it's best to leave these alone. However, to remove them as well set +`clearNodeVisits` to `true`. + +```dart +/// Clear all variables except node visit counts. +yarnProject.variables.clear(); + +/// Clear all variables including node visit counts. +yarnProject.variables.clear(clearNodeVisits: true); +``` + +Use `remove` to remove a single variable. + +```dart +yarnProject.variables.remove('money'); +``` + +[YarnProject]: yarn_project.md diff --git a/docs/latest/_sources/other_modules/jenny/runtime/yarn_project.md.txt b/docs/latest/_sources/other_modules/jenny/runtime/yarn_project.md.txt index e894d48a3..37ad46a5a 100644 --- a/docs/latest/_sources/other_modules/jenny/runtime/yarn_project.md.txt +++ b/docs/latest/_sources/other_modules/jenny/runtime/yarn_project.md.txt @@ -75,6 +75,12 @@ final yarn = YarnProject() **trueValues**, **falseValues** `Set` : The strings that can be recognized as `true`/`false` values respectively. +**variables** `VariableStorage` +: The [container][VariableStorage] for all variables declared and manipulated in your yarn scripts. + This is also used for maintaining the visit counts for nodes that the user has visited. To + implement a 'save game' feature it is possible to save the variables from + `VariableStorage.variables` and later restore them again. + ## Methods @@ -92,3 +98,4 @@ final yarn = YarnProject() [CommandStorage]: command_storage.md [FunctionStorage]: function_storage.md [Node]: node.md +[VariableStorage]: variable_storage.md diff --git a/docs/latest/_sources/resources/resources.md.txt b/docs/latest/_sources/resources/resources.md.txt index e51bb0ce4..f0a223fd5 100644 --- a/docs/latest/_sources/resources/resources.md.txt +++ b/docs/latest/_sources/resources/resources.md.txt @@ -1,11 +1,11 @@ # Resources -- [Flame API](https://pub.dev/documentation/flame/1.8.2/) +- [Flame API](https://pub.dev/documentation/flame/1.9.0/) - [Flame Examples](https://examples.flame-engine.org/#/) ```{toctree} :hidden: -Flame API +Flame API Flame Examples ``` diff --git a/docs/latest/_sources/tutorials/bare_flame_game.md.txt b/docs/latest/_sources/tutorials/bare_flame_game.md.txt index 8b5e36dd8..5c7740e43 100644 --- a/docs/latest/_sources/tutorials/bare_flame_game.md.txt +++ b/docs/latest/_sources/tutorials/bare_flame_game.md.txt @@ -102,7 +102,7 @@ environment: dependencies: flutter: sdk: flutter - flame: ^1.8.2 + flame: ^1.9.0 ``` After that, press the `[Pub get]` button at the top of the window, or you could run command `flutter diff --git a/docs/latest/_sources/tutorials/klondike/step1.md.txt b/docs/latest/_sources/tutorials/klondike/step1.md.txt index 3cfb95564..5b4cc30d9 100644 --- a/docs/latest/_sources/tutorials/klondike/step1.md.txt +++ b/docs/latest/_sources/tutorials/klondike/step1.md.txt @@ -75,14 +75,14 @@ klondike/ └─pubspec.yaml ``` -By the way, this kind of file is called the **spritesheet**: it's just a +By the way, this kind of file is called the **sprite sheet**: it's just a collection of multiple independent images in a single file. We are using a -spritesheet here for the simple reason that loading a single large image is +sprite sheet here for the simple reason that loading a single large image is faster than many small images. In addition, rendering sprites that were extracted from a single source image can be faster too, since Flutter will optimize multiple such drawing commands into a single `drawAtlas` command. -Here are the contents of my spritesheet: +Here are the contents of my sprite sheet: - Numerals 2, 3, 4, ..., K, A. In theory, we could have rendered these in the game as text strings, but then we would need to also include a font as an diff --git a/docs/latest/_sources/tutorials/klondike/step2.md.txt b/docs/latest/_sources/tutorials/klondike/step2.md.txt index b5c013c93..bda08bada 100644 --- a/docs/latest/_sources/tutorials/klondike/step2.md.txt +++ b/docs/latest/_sources/tutorials/klondike/step2.md.txt @@ -39,9 +39,9 @@ have been more difficult to access that image from other classes. Also note that I am `await`ing the image to finish loading before initializing anything else in the game. This is for convenience: it means that by the time -all other components are initialized, they can assume the spritesheet is already +all other components are initialized, they can assume the sprite sheet is already loaded. We can even add a helper function to extract a sprite from the common -spritesheet: +sprite sheet: ```dart Sprite klondikeSprite(double x, double y, double width, double height) { @@ -193,7 +193,7 @@ not planning to change these values during the game: Next, we will create a `Stock` component, the `Waste`, four `Foundation`s and seven `Pile`s, setting their sizes and positions in the world. The positions are calculated using simple arithmetics. This should all happen inside the -`onLoad` method, after loading the spritesheet: +`onLoad` method, after loading the sprite sheet: ```dart final stock = Stock() diff --git a/docs/latest/_sources/tutorials/klondike/step3.md.txt b/docs/latest/_sources/tutorials/klondike/step3.md.txt index 3669ad6aa..33ea04193 100644 --- a/docs/latest/_sources/tutorials/klondike/step3.md.txt +++ b/docs/latest/_sources/tutorials/klondike/step3.md.txt @@ -71,9 +71,9 @@ after the image is loaded into the cache. ``` The last four numbers in the constructor are the coordinates of the sprite -image within the spritesheet `klondike-sprites.png`. If you're wondering how I +image within the sprite sheet `klondike-sprites.png`. If you're wondering how I obtained these numbers, the answer is that I used a free online service -[spritecow.com] -- it's a handy tool for locating sprites within a spritesheet. +[spritecow.com] -- it's a handy tool for locating sprites within a sprite sheet. Lastly, I have simple getters to determine the "color" of a suit. This will be needed later when we need to enforce the rule that cards can only be placed diff --git a/docs/latest/_sources/tutorials/platformer/step_1.md.txt b/docs/latest/_sources/tutorials/platformer/step_1.md.txt index 21f79fc67..a8afc90ce 100644 --- a/docs/latest/_sources/tutorials/platformer/step_1.md.txt +++ b/docs/latest/_sources/tutorials/platformer/step_1.md.txt @@ -52,10 +52,10 @@ provide free pixel art that can be used in games, but please check and comply wi always provide valid creator attribution. For this game though, I am going to take a chance and make my artwork using an online pixel art tool. If you decide to use this tool, multiple online tutorials will assist you with the basic operations as well as exporting the assets. Now normally, -most games will utilize spritesheets. These combine many images into one larger image that can be +most games will utilize sprite sheets. These combine many images into one larger image that can be sectioned and used as individual images. For this tutorial though, I specifically will save the images individually as I want to demonstrate the Flame engine's caching abilities. Ember and the -water enemy are spritesheets though as they contain multiple images to create animations. +water enemy are sprite sheets though as they contain multiple images to create animations. Right-click the images below, choose "Save as...", and store them in the `assets/images` folder of the project. At this point our project's structure looks like this: diff --git a/docs/latest/_static/apps/examples/assets/AssetManifest.bin b/docs/latest/_static/apps/examples/assets/AssetManifest.bin index cd76d19dd..1bf855d89 100644 --- a/docs/latest/_static/apps/examples/assets/AssetManifest.bin +++ b/docs/latest/_static/apps/examples/assets/AssetManifest.bin @@ -1 +1 @@ - Eassets/audio/music/bg_music.ogg  assetassets/audio/music/bg_music.oggassets/audio/sfx/fire_1.mp3  assetassets/audio/sfx/fire_1.mp3assets/audio/sfx/fire_2.mp3  assetassets/audio/sfx/fire_2.mp3,assets/images/0x72_DungeonTilesetII_v1.4.png  asset,assets/images/0x72_DungeonTilesetII_v1.4.pngassets/images/Car.png  assetassets/images/Car.png%assets/images/animations/chopper.json  asset%assets/images/animations/chopper.json$assets/images/animations/chopper.png  asset$assets/images/animations/chopper.png%assets/images/animations/creature.png  asset%assets/images/animations/creature.png"assets/images/animations/ember.png  asset"assets/images/animations/ember.png(assets/images/animations/lottieLogo.json  asset(assets/images/animations/lottieLogo.json'assets/images/animations/robot-idle.png  asset'assets/images/animations/robot-idle.png"assets/images/animations/robot.png  asset"assets/images/animations/robot.pngassets/images/bomb_ptero.png  assetassets/images/bomb_ptero.pngassets/images/boom.png  assetassets/images/boom.pngassets/images/buttons.png  assetassets/images/buttons.pngassets/images/flame.png  assetassets/images/flame.pngassets/images/joystick.png  assetassets/images/joystick.pngassets/images/knight.png  assetassets/images/knight.png#assets/images/layers/background.png  asset#assets/images/layers/background.pngassets/images/layers/enemy.png  assetassets/images/layers/enemy.pngassets/images/layers/player.png  assetassets/images/layers/player.pngassets/images/mage.png  assetassets/images/mage.pngassets/images/nine-box.png  assetassets/images/nine-box.png#assets/images/parallax/airplane.png  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assetassets/images/zap.pngassets/spine/LICENSE  assetassets/spine/LICENSEassets/spine/spineboy-pro.json  assetassets/spine/spineboy-pro.jsonassets/spine/spineboy-pro.skel  assetassets/spine/spineboy-pro.skelassets/spine/spineboy.atlas  assetassets/spine/spineboy.atlasassets/spine/spineboy.png  assetassets/spine/spineboy.pngassets/svgs/checkboard.svg  assetassets/svgs/checkboard.svgassets/svgs/green_balloons.svg  assetassets/svgs/green_balloons.svgassets/svgs/happy_player.svg  assetassets/svgs/happy_player.svgassets/svgs/red_balloons.svg  assetassets/svgs/red_balloons.svg+assets/tiles/0x72_DungeonTilesetII_v1.4.tsx  asset+assets/tiles/0x72_DungeonTilesetII_v1.4.tsxassets/tiles/dungeon.tmx  assetassets/tiles/dungeon.tmx=packages/rogue_shooter/assets/images/rogue_shooter/bullet.png  asset=packages/rogue_shooter/assets/images/rogue_shooter/bullet.png \ No newline at end of file diff --git a/docs/latest/_static/apps/examples/index.html b/docs/latest/_static/apps/examples/index.html index 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+bhs(a,b,c,d,e){return new A.qn(a,b.h("@<0>").af(c).af(d).af(e).h("qn<1,2,3,4>"))}, +MN(a,b,c){var s=A.D(b,c) +s.a6R(s,a) +return s}, +bnK(a){var s=B.d.fd(a),r=A.vw(s,null) +return r==null?A.A8(s):r}, +a3(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,a0,a1){var s +if(B.a===c)return A.bCT(J.W(a),J.W(b),$.hB()) +if(B.a===d){s=J.W(a) +b=J.W(b) +c=J.W(c) +return A.i2(A.a4(A.a4(A.a4($.hB(),s),b),c))}if(B.a===e)return A.bju(J.W(a),J.W(b),J.W(c),J.W(d),$.hB()) +if(B.a===f){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e))}if(B.a===g){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f))}if(B.a===h){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g))}if(B.a===i){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h))}if(B.a===j){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +i=J.W(i) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h),i))}if(B.a===k){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +i=J.W(i) +j=J.W(j) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h),i),j))}if(B.a===l){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +i=J.W(i) +j=J.W(j) +k=J.W(k) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h),i),j),k))}if(B.a===m){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +i=J.W(i) +j=J.W(j) +k=J.W(k) +l=J.W(l) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h),i),j),k),l))}if(B.a===n){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +i=J.W(i) +j=J.W(j) +k=J.W(k) +l=J.W(l) +m=J.W(m) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h),i),j),k),l),m))}if(B.a===o){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +i=J.W(i) +j=J.W(j) +k=J.W(k) +l=J.W(l) +m=J.W(m) +n=J.W(n) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h),i),j),k),l),m),n))}if(B.a===p){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +i=J.W(i) +j=J.W(j) +k=J.W(k) +l=J.W(l) +m=J.W(m) +n=J.W(n) +o=J.W(o) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h),i),j),k),l),m),n),o))}if(B.a===q){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +i=J.W(i) +j=J.W(j) +k=J.W(k) +l=J.W(l) +m=J.W(m) +n=J.W(n) +o=J.W(o) +p=J.W(p) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h),i),j),k),l),m),n),o),p))}if(B.a===r){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +i=J.W(i) +j=J.W(j) +k=J.W(k) +l=J.W(l) +m=J.W(m) +n=J.W(n) +o=J.W(o) +p=J.W(p) +q=J.W(q) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h),i),j),k),l),m),n),o),p),q))}if(B.a===a0){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +i=J.W(i) +j=J.W(j) +k=J.W(k) +l=J.W(l) +m=J.W(m) +n=J.W(n) +o=J.W(o) +p=J.W(p) +q=J.W(q) +r=J.W(r) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h),i),j),k),l),m),n),o),p),q),r))}if(B.a===a1){s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +i=J.W(i) +j=J.W(j) +k=J.W(k) +l=J.W(l) +m=J.W(m) +n=J.W(n) +o=J.W(o) +p=J.W(p) +q=J.W(q) +r=J.W(r) +a0=J.W(a0) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h),i),j),k),l),m),n),o),p),q),r),a0))}s=J.W(a) +b=J.W(b) +c=J.W(c) +d=J.W(d) +e=J.W(e) +f=J.W(f) +g=J.W(g) +h=J.W(h) +i=J.W(i) +j=J.W(j) +k=J.W(k) +l=J.W(l) +m=J.W(m) +n=J.W(n) +o=J.W(o) +p=J.W(p) +q=J.W(q) +r=J.W(r) +a0=J.W(a0) +a1=J.W(a1) +return A.i2(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4(A.a4($.hB(),s),b),c),d),e),f),g),h),i),j),k),l),m),n),o),p),q),r),a0),a1))}, +c4(a){var s,r=$.hB() +for(s=J.aA(a);s.H();)r=A.a4(r,J.W(s.ga2(s))) return A.i2(r)}, -wQ(a){var s=A.j(a),r=$.bmV -if(r==null)A.bmU(s) +wY(a){var s=A.j(a),r=$.bo1 +if(r==null)A.bo0(s) else r.$1(s)}, -aMC(a,b,c,d){return new A.qg(a,b,c.h("@<0>").ab(d).h("qg<1,2>"))}, -bBm(){$.er() -return new A.bo()}, -bkx(a,b){return 65536+((a&1023)<<10)+(b&1023)}, -jt(a3,a4,a5){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2=null +aNG(a,b,c,d){return new A.qp(a,b,c.h("@<0>").af(d).h("qp<1,2>"))}, +bCJ(){$.fY() +return new A.c7()}, +blE(a,b){return 65536+((a&1023)<<10)+(b&1023)}, +jC(a3,a4,a5){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2=null a5=a3.length s=a4+5 if(a5>=s){r=((a3.charCodeAt(a4+4)^58)*3|a3.charCodeAt(a4)^100|a3.charCodeAt(a4+1)^97|a3.charCodeAt(a4+2)^116|a3.charCodeAt(a4+3)^97)>>>0 -if(r===0)return A.aRg(a4>0||a50||a5=14)q[7]=a5 +if(A.bmn(a3,a4,a5,0,q)>=14)q[7]=a5 o=q[1] -if(o>=a4)if(A.blg(a3,a4,o,20,q)===20)q[7]=o +if(o>=a4)if(A.bmn(a3,a4,o,20,q)===20)q[7]=o n=q[2]+1 m=q[3] l=q[4] @@ -8167,7 +8188,7 @@ else g=!0 if(g){h=a2 i=!1}else{if(o===a4+4)if(B.d.ff(a3,"file",a4)){if(n<=a4){if(!B.d.ff(a3,"/",l)){f="file:///" r=3}else{f="file://" -r=2}a3=f+B.d.ap(a3,l,a5) +r=2}a3=f+B.d.au(a3,l,a5) o-=a4 s=r-a4 k+=s @@ -8176,7 +8197,7 @@ a5=a3.length a4=0 n=7 m=7 -l=7}else if(l===k)if(a4===0&&!0){a3=B.d.iI(a3,l,k,"/");++k;++j;++a5}else{a3=B.d.ap(a3,a4,l)+"/"+B.d.ap(a3,k,a5) +l=7}else if(l===k)if(a4===0&&!0){a3=B.d.iD(a3,l,k,"/");++k;++j;++a5}else{a3=B.d.au(a3,a4,l)+"/"+B.d.au(a3,k,a5) o-=a4 n-=a4 m-=a4 @@ -8185,11 +8206,11 @@ s=1-a4 k+=s j+=s a5=a3.length -a4=0}h="file"}else if(B.d.ff(a3,"http",a4)){if(p&&m+3===l&&B.d.ff(a3,"80",m+1))if(a4===0&&!0){a3=B.d.iI(a3,m,l,"") +a4=0}h="file"}else if(B.d.ff(a3,"http",a4)){if(p&&m+3===l&&B.d.ff(a3,"80",m+1))if(a4===0&&!0){a3=B.d.iD(a3,m,l,"") l-=3 k-=3 j-=3 -a5-=3}else{a3=B.d.ap(a3,a4,m)+B.d.ap(a3,l,a5) +a5-=3}else{a3=B.d.au(a3,a4,m)+B.d.au(a3,l,a5) o-=a4 n-=a4 m-=a4 @@ -8199,11 +8220,11 @@ k-=s j-=s a5=a3.length a4=0}h="http"}else h=a2 -else if(o===s&&B.d.ff(a3,"https",a4)){if(p&&m+4===l&&B.d.ff(a3,"443",m+1))if(a4===0&&!0){a3=B.d.iI(a3,m,l,"") +else if(o===s&&B.d.ff(a3,"https",a4)){if(p&&m+4===l&&B.d.ff(a3,"443",m+1))if(a4===0&&!0){a3=B.d.iD(a3,m,l,"") l-=4 k-=4 j-=4 -a5-=3}else{a3=B.d.ap(a3,a4,m)+B.d.ap(a3,l,a5) +a5-=3}else{a3=B.d.au(a3,a4,m)+B.d.au(a3,l,a5) o-=a4 n-=a4 m-=a4 @@ -8214,43 +8235,43 @@ j-=s a5=a3.length a4=0}h="https"}else h=a2 i=!0}}}}else h=a2 -if(i){if(a4>0||a50||a5a4)h=A.bka(a3,a4,o) -else{if(o===a4)A.Ik(a3,a4,"Invalid empty scheme") +j-=a4}return new A.ni(a3,o,n,m,l,k,j,h)}if(h==null)if(o>a4)h=A.blh(a3,a4,o) +else{if(o===a4)A.ID(a3,a4,"Invalid empty scheme") h=""}if(n>a4){e=o+3 -d=e9)j.$2("invalid character",s)}else{if(q===3)j.$2(l,s) -o=A.ee(B.d.ap(a,r,s),m,m) +o=A.em(B.d.au(a,r,s),m,m) if(o>255)j.$2(k,r) n=q+1 i[q]=o r=s+1 q=n}}if(q!==3)j.$2(l,c) -o=A.ee(B.d.ap(a,r,c),m,m) +o=A.em(B.d.au(a,r,c),m,m) if(o>255)j.$2(k,r) i[q]=o return i}, -bj2(a,b,a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=null,d=new A.aRj(a),c=new A.aRk(d,a) +bk9(a,b,a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=null,d=new A.aSv(a),c=new A.aSw(d,a) if(a.length<2)d.$2("address is too short",e) s=A.b([],t.t) for(r=b,q=r,p=!1,o=!1;r>>0) 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A.d(A.a8("Illegal character in path: "+q))}}, -bEw(a,b){var s,r="Illegal drive letter " +bFT(a,b){var s,r="Illegal drive letter " if(!(65<=a&&a<=90))s=97<=a&&a<=122 else s=!0 if(s)return -if(b)throw A.d(A.bQ(r+A.a8W(a),null)) -else throw A.d(A.a8(r+A.a8W(a)))}, -bEy(a){var s -if(a.length===0)return B.Ak -s=A.bkf(a) -s.adM(s,A.blG()) -return A.b7t(s,t.N,t.yp)}, -baS(a,b){if(a!=null&&a===A.bk3(b))return null +if(b)throw A.d(A.bM(r+A.a9K(a),null)) +else throw A.d(A.a8(r+A.a9K(a)))}, +bFV(a){var s +if(a.length===0)return B.Am +s=A.blm(a) +s.aen(s,A.bmN()) +return A.b8s(s,t.N,t.yp)}, +bbK(a,b){if(a!=null&&a===A.bla(b))return null return a}, -bk7(a,b,c,d){var s,r,q,p,o,n +ble(a,b,c,d){var s,r,q,p,o,n if(a==null)return null if(b===c)return"" if(a.charCodeAt(b)===91){s=c-1 -if(a.charCodeAt(s)!==93)A.Ik(a,b,"Missing end `]` to match `[` in host") +if(a.charCodeAt(s)!==93)A.ID(a,b,"Missing end `]` to match `[` in host") r=b+1 -q=A.bEx(a,r,s) +q=A.bFU(a,r,s) if(q=b&&q=b&&s>>4]&1<<(p&15))!==0){if(q&&65<=p&&90>=p){if(i==null)i=new A.cX("") -if(r>>4]&1<<(p&15))!==0){if(q&&65<=p&&90>=p){if(i==null)i=new A.cZ("") +if(r>>4]&1<<(o&15))!==0){if(p&&65<=o&&90>=o){if(q==null)q=new A.cX("") -if(r>>4]&1<<(o&15))!==0)A.Ik(a,s,"Invalid character") +p=!0}else if(o<127&&(B.Wg[o>>>4]&1<<(o&15))!==0){if(p&&65<=o&&90>=o){if(q==null)q=new A.cZ("") +if(r>>4]&1<<(o&15))!==0)A.ID(a,s,"Invalid character") else{if((o&64512)===55296&&s+1>>4]&1<<(q&15))!==0))A.Ik(a,s,"Illegal scheme character") -if(65<=q&&q<=90)r=!0}a=B.d.ap(a,b,c) -return A.bEu(r?a.toLowerCase():a)}, -bEu(a){if(a==="http")return"http" +if(!(q<128&&(B.v9[q>>>4]&1<<(q&15))!==0))A.ID(a,s,"Illegal scheme character") +if(65<=q&&q<=90)r=!0}a=B.d.au(a,b,c) +return A.bFR(r?a.toLowerCase():a)}, +bFR(a){if(a==="http")return"http" if(a==="file")return"file" if(a==="https")return"https" if(a==="package")return"package" return a}, -bkb(a,b,c){if(a==null)return"" -return A.VI(a,b,c,B.VA,!1,!1)}, -bk8(a,b,c,d,e,f){var s,r=e==="file",q=r||f +bli(a,b,c){if(a==null)return"" +return A.W_(a,b,c,B.VH,!1,!1)}, +blf(a,b,c,d,e,f){var s,r=e==="file",q=r||f if(a==null){if(d==null)return r?"/":"" -s=new A.U(d,new A.b1C(),A.a6(d).h("U<1,i>")).cs(0,"/")}else if(d!=null)throw A.d(A.bQ("Both path and pathSegments specified",null)) -else s=A.VI(a,b,c,B.vc,!0,!0) -if(s.length===0){if(r)return"/"}else if(q&&!B.d.cb(s,"/"))s="/"+s -return A.bEB(s,e,f)}, -bEB(a,b,c){var s=b.length===0 -if(s&&!c&&!B.d.cb(a,"/")&&!B.d.cb(a,"\\"))return A.baU(a,!s||c) -return A.tm(a)}, -bk9(a,b,c,d){var s,r={} -if(a!=null){if(d!=null)throw A.d(A.bQ("Both query and queryParameters specified",null)) -return A.VI(a,b,c,B.iU,!0,!1)}if(d==null)return null -s=new A.cX("") +s=new A.S(d,new A.b2y(),A.a6(d).h("S<1,i>")).cp(0,"/")}else if(d!=null)throw A.d(A.bM("Both path and pathSegments specified",null)) +else s=A.W_(a,b,c,B.ve,!0,!0) +if(s.length===0){if(r)return"/"}else if(q&&!B.d.cd(s,"/"))s="/"+s +return A.bFY(s,e,f)}, +bFY(a,b,c){var s=b.length===0 +if(s&&!c&&!B.d.cd(a,"/")&&!B.d.cd(a,"\\"))return A.bbM(a,!s||c) +return A.tx(a)}, +blg(a,b,c,d){var s,r={} +if(a!=null){if(d!=null)throw A.d(A.bM("Both query and queryParameters specified",null)) +return A.W_(a,b,c,B.iX,!0,!1)}if(d==null)return null +s=new A.cZ("") r.a="" -d.ac(0,new A.b1D(new A.b1E(r,s))) +d.am(0,new A.b2z(new A.b2A(r,s))) r=s.a return r.charCodeAt(0)==0?r:r}, -bk6(a,b,c){if(a==null)return null -return A.VI(a,b,c,B.iU,!0,!1)}, -baT(a,b,c){var s,r,q,p,o,n=b+2 +bld(a,b,c){if(a==null)return null +return A.W_(a,b,c,B.iX,!0,!1)}, +bbL(a,b,c){var s,r,q,p,o,n=b+2 if(n>=a.length)return"%" s=a.charCodeAt(b+1) r=a.charCodeAt(n) -q=A.b5x(s) -p=A.b5x(r) +q=A.b6w(s) +p=A.b6w(r) if(q<0||p<0)return"%" o=q*16+p -if(o<127&&(B.iR[B.e.bv(o,4)]&1<<(o&15))!==0)return A.cx(c&&65<=o&&90>=o?(o|32)>>>0:o) -if(s>=97||r>=97)return B.d.ap(a,b,b+3).toUpperCase() +if(o<127&&(B.iU[B.e.bu(o,4)]&1<<(o&15))!==0)return A.cB(c&&65<=o&&90>=o?(o|32)>>>0:o) +if(s>=97||r>=97)return B.d.au(a,b,b+3).toUpperCase() return null}, -baR(a){var s,r,q,p,o,n="0123456789ABCDEF" +bbJ(a){var s,r,q,p,o,n="0123456789ABCDEF" if(a<128){s=new Uint8Array(3) s[0]=37 s[1]=n.charCodeAt(a>>>4) @@ -8452,51 +8473,51 @@ s[2]=n.charCodeAt(a&15)}else{if(a>2047)if(a>65535){r=240 q=4}else{r=224 q=3}else{r=192 q=2}s=new Uint8Array(3*q) -for(p=0;--q,q>=0;r=128){o=B.e.Hd(a,6*q)&63|r +for(p=0;--q,q>=0;r=128){o=B.e.GZ(a,6*q)&63|r s[p]=37 s[p+1]=n.charCodeAt(o>>>4) s[p+2]=n.charCodeAt(o&15) -p+=3}}return A.lU(s,0,null)}, -VI(a,b,c,d,e,f){var s=A.bkd(a,b,c,d,e,f) -return s==null?B.d.ap(a,b,c):s}, -bkd(a,b,c,d,e,f){var s,r,q,p,o,n,m,l,k,j,i=null +p+=3}}return A.m9(s,0,null)}, +W_(a,b,c,d,e,f){var s=A.blk(a,b,c,d,e,f) +return s==null?B.d.au(a,b,c):s}, +blk(a,b,c,d,e,f){var s,r,q,p,o,n,m,l,k,j,i=null for(s=!e,r=b,q=r,p=i;r>>4]&1<<(o&15))!==0)++r -else{if(o===37){n=A.baT(a,r,!1) +else{if(o===37){n=A.bbL(a,r,!1) if(n==null){r+=3 continue}if("%"===n){n="%25" m=1}else m=3}else if(o===92&&f){n="/" -m=1}else if(s&&o<=93&&(B.vd[o>>>4]&1<<(o&15))!==0){A.Ik(a,r,"Invalid character") +m=1}else if(s&&o<=93&&(B.vf[o>>>4]&1<<(o&15))!==0){A.ID(a,r,"Invalid character") m=i n=m}else{if((o&64512)===55296){l=r+1 if(l=2&&A.bk5(a.charCodeAt(0)))for(s=1;s127||(B.v7[r>>>4]&1<<(r&15))===0)break}return a}, -bED(a,b){if(a.U5("package")&&a.c==null)return A.bli(b,0,b.length) +if(p||B.b.ga4(s)==="..")s.push("") +if(!b)s[0]=A.blb(s[0]) +return B.b.cp(s,"/")}, +blb(a){var s,r,q=a.length +if(q>=2&&A.blc(a.charCodeAt(0)))for(s=1;s127||(B.v9[r>>>4]&1<<(r&15))===0)break}return a}, +bG_(a,b){if(a.Us("package")&&a.c==null)return A.bmp(b,0,b.length) return-1}, -bkg(a){var s,r,q,p=a.gyL(),o=p.length -if(o>0&&J.bi(p[0])===2&&J.b6W(p[0],1)===58){A.bEw(J.b6W(p[0],0),!1) -A.bk2(p,!1,1) -s=!0}else{A.bk2(p,!1,0) -s=!1}r=a.gJM()&&!s?""+"\\":"" -if(a.gyh()){q=a.grR(a) -if(q.length!==0)r=r+"\\"+q+"\\"}r=A.a8T(r,p,"\\") +bln(a){var s,r,q,p=a.gyu(),o=p.length +if(o>0&&J.b3(p[0])===2&&J.b7U(p[0],1)===58){A.bFT(J.b7U(p[0],0),!1) +A.bl9(p,!1,1) +s=!0}else{A.bl9(p,!1,0) +s=!1}r=a.gJy()&&!s?""+"\\":"" +if(a.gy4()){q=a.grH(a) +if(q.length!==0)r=r+"\\"+q+"\\"}r=A.a9H(r,p,"\\") o=s&&o===1?r+"\\":r return o.charCodeAt(0)==0?o:o}, -bEz(){return A.b([],t.T)}, -bkf(a){var s,r,q,p,o,n=A.D(t.N,t.yp),m=new A.b1F(a,B.P,n) +bFW(){return A.b([],t.T)}, +blm(a){var s,r,q,p,o,n=A.D(t.N,t.yp),m=new A.b2B(a,B.Q,n) for(s=a.length,r=0,q=0,p=-1;r127)throw A.d(A.bQ("Illegal percent encoding in URI",null)) -if(r===37){if(o+3>q)throw A.d(A.bQ("Truncated URI",null)) -p.push(A.bEA(a,o+1)) +if(r>127)throw A.d(A.bM("Illegal percent encoding in URI",null)) +if(r===37){if(o+3>q)throw A.d(A.bM("Truncated URI",null)) +p.push(A.bFX(a,o+1)) o+=2}else if(e&&r===43)p.push(32) -else p.push(r)}}return d.hP(0,p)}, -bk5(a){var s=a|32 +else p.push(r)}}return d.hK(0,p)}, +blc(a){var s=a|32 return 97<=s&&s<=122}, -bCv(a){if(!a.U5("data"))throw A.d(A.h5(a,"uri","Scheme must be 'data'")) -if(a.gyh())throw A.d(A.h5(a,"uri","Data uri must not have authority")) -if(a.gJN())throw A.d(A.h5(a,"uri","Data uri must not have a fragment part")) -if(!a.guY())return A.aRg(a.gh2(a),0,a) -return A.aRg(a.j(0),5,a)}, -aRg(a,b,c){var s,r,q,p,o,n,m,l,k="Invalid MIME type",j=A.b([b-1],t.t) +bDS(a){if(!a.Us("data"))throw A.d(A.h0(a,"uri","Scheme must be 'data'")) +if(a.gy4())throw A.d(A.h0(a,"uri","Data uri must not have authority")) +if(a.gJz())throw A.d(A.h0(a,"uri","Data uri must not have a fragment part")) +if(!a.guJ())return A.aSs(a.gh0(a),0,a) +return A.aSs(a.j(0),5,a)}, +aSs(a,b,c){var s,r,q,p,o,n,m,l,k="Invalid MIME type",j=A.b([b-1],t.t) for(s=a.length,r=b,q=-1,p=null;rb)throw A.d(A.d6(k,a,r)) for(;p!==44;){j.push(r);++r for(o=-1;r=0)j.push(o) -else{n=B.b.ga9(j) +else{n=B.b.ga4(j) if(p!==44||r!==n+7||!B.d.ff(a,"base64",n+1))throw A.d(A.d6("Expecting '='",a,r)) break}}j.push(r) m=r+1 -if((j.length&1)===1)a=B.Hn.aOa(0,a,m,s) -else{l=A.bkd(a,m,s,B.iU,!0,!1) 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A.eE("Animations",A.b([],t.C)) a.c.push(s) -s.aP(0,"Basic Animations",new A.b30(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/animations/basic_animation_example.dart"," Basic example of `SpriteAnimation`s use in Flame's `FlameGame`\n\n\n \n The snippet shows how an animation can be loaded and added to the game\n ```\n class MyGame extends FlameGame {\n @override\n Future onLoad() async {\n final animation = await loadSpriteAnimation(\n 'animations/chopper.png',\n SpriteAnimationData.sequenced(\n amount: 4,\n textureSize: Vector2.all(48),\n stepTime: 0.15,\n ),\n );\n \n final animationComponent = SpriteAnimationComponent(\n animation: animation,\n size: Vector2.all(100.0),\n );\n \n add(animationComponent);\n }\n }\n ```\n\n On this example, click or touch anywhere on the screen to dynamically add\n animations.\n ") -s.aP(0,"Group animation",new A.b31(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/animations/animation_group_example.dart"," This example shows how to create a component that can be switched between\n different states to change the animation that is playing.\n\n\n \n Usage: Click/tap and hold the screen to change state and then let go to go\n back to the original animation.\n ") -s.aP(0,"Aseprite",new A.b32(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/animations/aseprite_example.dart"," This example shows how to load animations from an Aseprite json file and a\n sprite sheet. There is no interaction on this example.\n ") -s.aP(0,"Benchmark",new A.b33(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/animations/benchmark_example.dart","See how many SpriteAnimationComponent's your platform can handle before it\nstarts to drop in FPS, this is without any sprite batching and such.\n100 animation components are added per tap.\n ")}, -b30:function b30(){}, -b31:function b31(){}, -b32:function b32(){}, -b33:function b33(){}, -x4:function x4(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this -_.k4=_.k3=$ -_.db$=a -_.dx$=b +s.aO(0,"Basic Animations",new A.b3X(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/animations/basic_animation_example.dart"," Basic example of `SpriteAnimation`s use in Flame's `FlameGame`\n\n\n \n The snippet shows how an animation can be loaded and added to the game\n ```\n class MyGame extends FlameGame {\n @override\n Future onLoad() async {\n final animation = await loadSpriteAnimation(\n 'animations/chopper.png',\n SpriteAnimationData.sequenced(\n amount: 4,\n textureSize: Vector2.all(48),\n stepTime: 0.15,\n ),\n );\n \n final animationComponent = SpriteAnimationComponent(\n animation: animation,\n size: Vector2.all(100.0),\n );\n \n add(animationComponent);\n }\n }\n ```\n\n On this example, click or touch anywhere on the screen to dynamically add\n animations.\n ") +s.aO(0,"Group animation",new A.b3Y(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/animations/animation_group_example.dart"," This example shows how to create a component that can be switched between\n different states to change the animation that is playing.\n\n\n \n Usage: Click/tap and hold the screen to change state and then let go to go\n back to the original animation.\n ") +s.aO(0,"Aseprite",new A.b3Z(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/animations/aseprite_example.dart"," This example shows how to load animations from an Aseprite json file and a\n sprite sheet. There is no interaction on this example.\n ") +s.aO(0,"Benchmark",new A.b4_(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/animations/benchmark_example.dart","See how many SpriteAnimationComponent's your platform can handle before it\nstarts to drop in FPS, this is without any sprite batching and such.\n100 animation components are added per tap.\n ")}, +b3X:function b3X(){}, +b3Y:function b3Y(){}, +b3Z:function b3Z(){}, +b4_:function b4_(){}, +xb:function xb(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d _.dy$=$ -_.fx$=_.fr$=null -_.fy$=$ -_.id$=c -_.k1$=d -_.k2$=!1 -_.k3$=$ -_.k4$=e -_.ok$=f -_.at=g -_.ax=h -_.ay=i -_.ch=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ _.a=0 _.f=_.e=_.d=_.c=_.b=null -_.r=j +_.r=l _.w=!1 -_.x=k -_.y=l -_.z=m -_.Q=n}, -x7:function x7(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this -_.k4=_.k3=_.M=$ -_.db$=a -_.dx$=b +_.y=m +_.z=n +_.Q=o +_.as=p}, +xe:function xe(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.a3=$ +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d _.dy$=$ -_.fx$=_.fr$=null -_.fy$=$ -_.id$=c -_.k1$=d -_.k2$=!1 -_.k3$=$ -_.k4$=e -_.ok$=f -_.at=g -_.ax=h -_.ay=i -_.ch=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ _.a=0 _.f=_.e=_.d=_.c=_.b=null -_.r=j +_.r=l _.w=!1 -_.x=k -_.y=l -_.z=m -_.Q=n}, -abM:function abM(){}, -xb:function xb(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q){var _=this -_.M=a -_.ai=$ -_.by=b -_.cg=c -_.k4=_.k3=_.c_=$ -_.db$=d -_.dx$=e +_.y=m +_.z=n +_.Q=o +_.as=p}, +acD:function acD(){}, +xi:function xi(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r){var _=this +_.a3=a +_.ah=$ +_.bL=b +_.ok=c +_.p1=d +_.p3=_.p2=$ +_.R8=!1 +_.db$=e +_.dx$=f _.dy$=$ -_.fx$=_.fr$=null -_.fy$=$ -_.id$=f +_.fy$=_.fx$=_.fr$=null +_.go$=$ _.k1$=g -_.k2$=!1 -_.k3$=$ -_.k4$=h +_.k2$=h +_.k3$=!1 +_.k4$=$ _.ok$=i -_.at=j +_.p1$=j +_.p2$=!1 _.ax=k _.ay=l -_.ch=$ +_.ch=m +_.CW=$ _.a=0 _.f=_.e=_.d=_.c=_.b=null -_.r=m +_.r=n _.w=!1 -_.x=n _.y=o _.z=p -_.Q=q}, -abO:function abO(){}, -bGU(a){var s=new A.eH("Audio",A.b([],t.C)) -a.c.push(s) -s.aP(0,"Basic Audio",new A.b34(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/audio/basic_audio_example.dart"," This example showcases the most basic Flame Audio functionalities.\n\n 1. Use the static FlameAudio class to easily fire a sfx using the default\n configs for the button tap.\n 2. Uses a custom AudioPool for extremely efficient audio loading and pooling\n for tapping elsewhere.\n 3. Uses the Bgm utility for background music.\n ")}, -b34:function b34(){}, -x8:function x8(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this -_.k4=_.k3=_.M=$ -_.db$=a -_.dx$=b -_.dy$=$ -_.fx$=_.fr$=null -_.fy$=$ -_.id$=c -_.k1$=d -_.k2$=!1 -_.k3$=$ -_.k4$=e -_.ok$=f -_.at=g -_.ax=h -_.ay=i -_.ch=$ -_.a=0 -_.f=_.e=_.d=_.c=_.b=null -_.r=j -_.w=!1 -_.x=k -_.y=l -_.z=m -_.Q=n}, -abN:function abN(){}, -bH_(a){var s=new A.eH("FlameIsolate",A.b([],t.C)) +_.Q=q +_.as=r}, +acF:function acF(){}, +bIg(a){var s=new A.eE("Audio",A.b([],t.C)) a.c.push(s) -s.aP(0,"Simple isolate example",new A.b3H(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/bridge_libraries/flame_isolate/simple_isolate_example.dart"," This example showcases a simple FlameIsolate example, making it easy to \n continually run heavy load without stutter.\n \n Tap the brown square to swap between running heavy load in in an isolate or\n synchronous.\n \n The selected backpressure strategy used for this example is\n `DiscardNewBackPressureStrategy`. 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-aMH:function aMH(){}, -a_Q:function a_Q(a,b,c,d,e,f,g,h,i,j){var _=this -_.at=a -_.ax=b -_.ay=c -_.ch=d -_.CW=e +_.y=m +_.z=n +_.Q=o +_.as=p}, +a9z:function a9z(a,b,c,d,e,f,g,h,i){var _=this +_.p2=_.p1=$ +_.ax=a +_.ay=b +_.ch=c +_.CW=d +_.cx=$ _.a=0 _.f=_.e=_.d=_.c=_.b=null -_.r=f +_.r=e _.w=!1 -_.x=g -_.y=h -_.z=i -_.Q=j}, -bH3(a){var s=new A.eH("Sample Games",A.b([],t.C)) -a.c.push(s) -s.aP(0,"Padracing",new A.b3X(),"https://github.com/flame-engine/flame/blob/main/examples/games/padracing"," This is an example game that uses Forge2D to handle the physics.\n In this game you should finish 3 laps in as little time as possible, it can\n be played as single player or with two players (on the same keyboard).\n Watch out for the balls, they make your car spin.\n ") -s.aP(0,"Rogue Shooter",new A.b3Y(),"https://github.com/flame-engine/flame/blob/main/examples/games/rogue_shooter"," A simple space shooter game used for testing performance of the collision\n detection system in Flame.\n ") 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qQ(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var _=this -_.M=a -_.k4=_.k3=$ -_.db$=b -_.dx$=c +_.Q=o +_.as=p}, +alX:function alX(){}, +bIl(a){var s=new A.eE("Experimental",A.b([],t.C)) +a.c.push(s) +s.aO(0,"Shapes",new A.b4E(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/experimental/shapes.dart"," This example shows multiple raw `Shape`s, and random points whose color\n should match the colors of the shapes that they fall in. Points that are\n outside of any shape should be grey.\n ")}, +b4E:function b4E(){}, +bCg(a,b){var s=A.a6(b).h("S<1,ke>") +s=A.ai(new A.S(b,new A.aNL(),s),!0,s.h("aF.E")) +return new A.a8E(a,s,0,null,B.f,new A.e([],t.s),new A.e([],t.g))}, +AN:function AN(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d _.dy$=$ -_.fx$=_.fr$=null -_.fy$=$ -_.id$=d +_.fy$=_.fx$=_.fr$=null +_.go$=$ _.k1$=e -_.k2$=!1 -_.k3$=$ -_.k4$=f +_.k2$=f +_.k3$=!1 +_.k4$=$ _.ok$=g -_.at=h +_.p1$=h +_.p2$=!1 _.ax=i _.ay=j -_.ch=$ +_.ch=k +_.CW=$ _.a=0 _.f=_.e=_.d=_.c=_.b=null -_.r=k +_.r=l _.w=!1 -_.x=l _.y=m _.z=n -_.Q=o}, -a3Y:function a3Y(a,b,c,d,e,f,g,h,i){var _=this -_.T3$=a -_.at=b -_.ax=c -_.ay=!0 -_.ch=d +_.Q=o +_.as=p}, +a8E:function a8E(a,b,c,d,e,f,g){var _=this +_.ax=a +_.ay=b _.a=0 _.f=_.e=_.d=_.c=_.b=null -_.r=e +_.r=c +_.w=!1 +_.y=d +_.z=e +_.Q=f +_.as=g}, +aNL:function aNL(){}, +a0f:function a0f(a,b,c,d,e,f,g,h,i,j){var _=this +_.ax=a +_.ay=b +_.ch=c +_.CW=d +_.cx=e +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=f _.w=!1 -_.x=f _.y=g _.z=h -_.Q=i}, -M2:function M2(a,b,c,d,e,f,g,h,i,j){var _=this -_.k4=a -_.p1=_.ok=$ -_.p2=!0 -_.at=b -_.ax=c -_.ay=d -_.ch=e +_.Q=i +_.as=j}, +bIq(a){var s=new A.eE("Sample Games",A.b([],t.C)) +a.c.push(s) +s.aO(0,"Padracing",new A.b4V(),"https://github.com/flame-engine/flame/blob/main/examples/games/padracing"," This is an example game that uses Forge2D to handle the physics.\n In this game you should finish 3 laps in as little time as possible, it can\n be played as single player or with two players (on the same keyboard).\n Watch out for the balls, they make your car spin.\n ") +s.aO(0,"Rogue Shooter",new A.b4W(),"https://github.com/flame-engine/flame/blob/main/examples/games/rogue_shooter"," A simple space shooter game used for testing performance of the collision\n detection system in Flame.\n ") +s.aO(0,"T-Rex",new A.b4X(),"https://github.com/flame-engine/flame/blob/main/examples/games/trex"," A game similar to the game in chrome that you get to play while offline.\n Press space or tap/click the screen to jump, the more obstacles you manage\n to survive, the more points you get.\n ")}, +b4V:function b4V(){}, +b4W:function b4W(){}, +b4X:function b4X(){}, +bIr(a){var s=new A.eE("Image",A.b([],t.C)) +a.c.push(s) +s.c=new A.YW() +s.aO(0,"resize",new A.b4Y(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/image/resize.dart"," Shows how a dart:ui `Image` can be resized using Flame Image extensions.\n Use the properties on the side to change the size of the image.\n ")}, +b4Y:function b4Y(){}, +yU:function yU(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q){var _=this +_.a3=a +_.ok=b +_.p1=c +_.p3=_.p2=$ +_.R8=!1 +_.db$=d +_.dx$=e +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=f +_.k2$=g +_.k3$=!1 +_.k4$=$ +_.ok$=h +_.p1$=i +_.p2$=!1 +_.ax=j +_.ay=k +_.ch=l _.CW=$ _.a=0 _.f=_.e=_.d=_.c=_.b=null -_.r=f +_.r=m _.w=!1 -_.x=g -_.y=h -_.z=i -_.Q=j}, -ahj:function ahj(){}, -b8n(a){var s,r,q=null,p=new A.a(new Float64Array(2)) -p.an(100) -s=A.aY() -r=$.ag() -r=new A.aO(r,new Float64Array(2)) -r.ae(p) -r.E() -s=new A.a1T(!1,s,r,B.p,0,0,q,B.f,new A.f([],t.s),new A.f([],t.g)) -s.b5(q,q,q,q,0,a,q,q,p) -s.ay=B.j -s.i6() -return s}, -yC:function yC(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this -_.k4=_.k3=$ -_.db$=a -_.dx$=b +_.y=n +_.z=o +_.Q=p +_.as=q}, +y4:function y4(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d _.dy$=$ -_.fx$=_.fr$=null -_.fy$=$ -_.id$=c -_.k1$=d -_.k2$=!1 -_.k3$=$ -_.k4$=e -_.ok$=f -_.at=g -_.ax=h -_.ay=i -_.ch=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ _.a=0 _.f=_.e=_.d=_.c=_.b=null -_.r=j +_.r=l _.w=!1 -_.x=k -_.y=l -_.z=m -_.Q=n}, -a1T:function a1T(a,b,c,d,e,f,g,h,i,j){var _=this -_.oI$=a -_.at=b -_.ax=c -_.ay=d -_.ch=e -_.CW=$ +_.y=m +_.z=n +_.Q=o +_.as=p}, +axh:function axh(){}, +y5:function y5(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q){var _=this +_.c_=!0 +_.ai$=a +_.p1=b +_.p2=c +_.p3=d +_.p4=e +_.R8=!1 +_.b_$=f +_.ac$=g +_.aQ$=h +_.ax=i +_.ay=j +_.ch=k +_.CW=l +_.cx=$ _.a=0 _.f=_.e=_.d=_.c=_.b=null -_.r=f +_.r=m _.w=!1 -_.x=g -_.y=h -_.z=i -_.Q=j}, -afA:function afA(){}, -afB:function afB(){}, -afC:function afC(){}, -bH5(a){var s="https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/draggables_example.dart",r=new A.eH("Input",A.b([],t.C)) -a.c.push(r) -r.aP(0,"Tappables",new A.b40(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/tap_callbacks_example.dart"," In this example we show the `Tappable` mixin functionality. You can add the\n `Tappable` mixin to any `PositionComponent`.\n\n\n Tap the squares to see them change their angle around their anchor.\n ") -r.aP(0,"Draggables",new A.b41(),s," In this example we show you can use the `DragCallbacks` mixin on\n `PositionComponent`s. Drag around the Embers and see their position\n changing.\n ") -r.aP(0,"Double Tap (Component)",new A.b42(),s," In this example, we show how you can use the `DoubleTapCallbacks` mixin on\n a `Component`. Double tap Ember and see her color changing.\n The example also adds white circles when double-tapping on the game area.\n") -r.aP(0,"Hoverables",new A.b48(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/hoverables_example.dart"," This example shows how to use `Hoverable`s.\n\n\n Add more squares by clicking and hover them to change their color.\n ") -r.aP(0,"Keyboard",new A.b49(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/keyboard_example.dart"," Example showcasing how to act on keyboard events.\n It also briefly showcases how to create a game without the FlameGame.\n Usage: Use WASD to steer Ember.\n ") -r.aP(0,"Keyboard (Component)",new A.b4a(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/keyboard_listener_component_example.dart"," Similar to the default Keyboard example, but shows a different\n implementation approach, which uses Flame's\n KeyboardListenerComponent to handle input.\n Usage: Use WASD to steer Ember.\n ") -r.aP(0,"Hardware Keyboard",new A.b4b(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/hardware_keyboard_example.dart"," This example uses the HardwareKeyboardDetector mixin in order to keep\n track of which keys on a keyboard are currently pressed.\n\n Tap as many keys on the keyboard at once as you want, and see whether the\n system can detect them or not.\n ") -r.aP(0,"Mouse Movement",new A.b4c(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/mouse_movement_example.dart"," In this example we show how you can use `MouseMovementDetector`.\n\n\n Move around the mouse on the canvas and the white square will follow it and\n turn into blue if it reaches the mouse, or the edge of the canvas.\n ") -r.aP(0,"Mouse Cursor",new A.b4d(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/mouse_cursor_example.dart"," Example showcasing the ability to change the game cursor in runtime\n hover the little square to see the cursor changing\n ") -r.aP(0,"Scroll",new A.b4e(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/scroll_example.dart"," In this example we show how to use the `ScrollDetector`.\n\n\n Scroll within the canvas (both horizontally and vertically) and the white\n square will move around.\n ") -r.aP(0,"Multitap",new A.b4f(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/multitap_example.dart"," In this example we showcase the multi touch capabilities\n Touch multiple places on the screen and you will see multiple squares drawn,\n one under each finger.\n ") -r.aP(0,"Multitap Advanced",new A.b43(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/multitap_advanced_example.dart"," This showcases the use of both `MultiTouchTapDetector` and\n `MultiTouchDragDetector` simultaneously. Drag multiple fingers on the screen\n to see rectangles of different sizes being drawn.\n ") -r.aP(0,"Overlapping Tappables",new A.b44(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/overlapping_tappables_example.dart"," In this example we show you that events can choose to continue propagating\n to underlying components. The middle green square continue to propagate the\n events, meanwhile the others do not.\n ") -r.aP(0,"Gesture Hitboxes",new A.b45(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/gesture_hitboxes_example.dart"," Tap to create a PositionComponent with a randomly shaped hitbox.\n You can then hover over to shapes to see that they receive the hover events\n only when the cursor is within the shape. If you tap/click within the shape\n it is removed.\n ") -r.aP(0,"Joystick",new A.b46(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/joystick_example.dart"," In this example we showcase how to use the joystick by creating simple\n `CircleComponent`s that serve as the joystick's knob and background.\n Steer the player by using the joystick.\n ") -r.aP(0,"Joystick Advanced",new A.b47(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/joystick_advanced_example.dart"," In this example we showcase how to use the joystick by creating \n `SpriteComponent`s that serve as the joystick's knob and background.\n We also showcase the `HudButtonComponent` which is a button that has its\n position defined by margins to the edges, which can be useful when making\n controller buttons.\n\n\n Steer the player by using the joystick and flip and rotate it by pressing\n the buttons.\n ")}, -b40:function b40(){}, -b41:function b41(){}, -b42:function 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-zp:function zp(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var _=this -_.M=a -_.by=_.ao=_.ai=null -_.k4=_.k3=$ -_.db$=b -_.dx$=c +_.Q=o +_.as=p}, +a2l:function a2l(a,b,c,d,e,f,g,h,i,j){var _=this +_.ru$=a +_.ax=b +_.ay=c +_.ch=d +_.CW=e +_.cx=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=f +_.w=!1 +_.y=g +_.z=h +_.Q=i +_.as=j}, +ags:function ags(){}, +agt:function agt(){}, +bIs(a){var s="https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/draggables_example.dart",r=new A.eE("Input",A.b([],t.C)) +a.c.push(r) +r.aO(0,"Tappables",new A.b4Z(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/tap_callbacks_example.dart"," In this example we show the `Tappable` mixin functionality. You can add the\n `Tappable` mixin to any `PositionComponent`.\n\n\n Tap the squares to see them change their angle around their anchor.\n ") +r.aO(0,"Draggables",new A.b5_(),s," In this example we show you can use the `DragCallbacks` mixin on\n `PositionComponent`s. Drag around the Embers and see their position\n changing.\n ") +r.aO(0,"Double Tap (Component)",new A.b50(),s," In this example, we show how you can use the `DoubleTapCallbacks` mixin on\n a `Component`. Double tap Ember and see her color changing.\n The example also adds white circles when double-tapping on the game area.\n") +r.aO(0,"HoverCallbacks",new A.b56(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/hover_callbacks_example.dart"," This example shows how to use `HoverCallbacks`s.\n\n\n Add more squares by clicking and hover them to change their color.\n ") +r.aO(0,"Keyboard",new A.b57(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/keyboard_example.dart"," Example showcasing how to act on keyboard events.\n It also briefly showcases how to create a game without the FlameGame.\n Usage: Use WASD to steer Ember.\n ") +r.aO(0,"Keyboard (Component)",new A.b58(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/keyboard_listener_component_example.dart"," Similar to the default Keyboard example, but shows a different\n implementation approach, which uses Flame's\n KeyboardListenerComponent to handle input.\n Usage: Use WASD to steer Ember.\n ") +r.aO(0,"Hardware Keyboard",new A.b59(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/hardware_keyboard_example.dart"," This example uses the HardwareKeyboardDetector mixin in order to keep\n track of which keys on a keyboard are currently pressed.\n\n Tap as many keys on the keyboard at once as you want, and see whether the\n system can detect them or not.\n ") +r.aO(0,"Mouse Movement",new A.b5a(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/mouse_movement_example.dart"," In this example we show how you can use `MouseMovementDetector`.\n\n\n Move around the mouse on the canvas and the white square will follow it and\n turn into blue if it reaches the mouse, or the edge of the canvas.\n ") +r.aO(0,"Mouse Cursor",new A.b5b(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/mouse_cursor_example.dart"," Example showcasing the ability to change the game cursor in runtime\n hover the little square to see the cursor changing\n ") +r.aO(0,"Scroll",new A.b5c(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/scroll_example.dart"," In this example we show how to use the `ScrollDetector`.\n\n\n Scroll within the canvas (both horizontally and vertically) and the white\n square will move around.\n ") +r.aO(0,"Multitap",new A.b5d(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/multitap_example.dart"," In this example we showcase the multi touch capabilities\n Touch multiple places on the screen and you will see multiple squares drawn,\n one under each finger.\n ") +r.aO(0,"Multitap Advanced",new A.b51(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/multitap_advanced_example.dart"," This showcases the use of both `MultiTouchTapDetector` and\n `MultiTouchDragDetector` simultaneously. Drag multiple fingers on the screen\n to see rectangles of different sizes being drawn.\n ") +r.aO(0,"Overlapping Tappables",new A.b52(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/overlapping_tappables_example.dart"," In this example we show you that events can choose to continue propagating\n to underlying components. The middle green square continue to propagate the\n events, meanwhile the others do not.\n ") +r.aO(0,"Gesture Hitboxes",new A.b53(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/gesture_hitboxes_example.dart"," Tap to create a PositionComponent with a randomly shaped hitbox.\n You can then hover over to shapes to see that they receive the hover events\n only when the cursor is within the shape. If you tap/click within the shape\n it is removed.\n ") +r.aO(0,"Joystick",new A.b54(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/joystick_example.dart"," In this example we showcase how to use the joystick by creating simple\n `CircleComponent`s that serve as the joystick's knob and background.\n Steer the player by using the joystick.\n ") +r.aO(0,"Joystick Advanced",new A.b55(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/input/joystick_advanced_example.dart"," In this example we showcase how to use the joystick by creating \n `SpriteComponent`s that serve as the joystick's knob and background.\n We also showcase the `HudButtonComponent` which is a button that has its\n position defined by margins to the edges, which can be useful when making\n controller buttons.\n\n\n Steer the player by using the joystick and flip and rotate it by pressing\n the buttons.\n ")}, +b4Z:function b4Z(){}, +b5_:function b5_(){}, +b50:function 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a background for something that can stretch you can\n use the `NineTileBox` which is showcased here.\n\n\n Tap to make the box bigger and double tap to make it smaller.\n ") -s.aP(0,"Flip Sprite",new A.b4C(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/flip_sprite_example.dart"," In this example we show how you can flip components horizontally and\n vertically.\n ") -s.aP(0,"Layers",new A.b4D(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/layers_example.dart"," In this example we show how layers can be used to produce a shadow effect.\n ") -s.aP(0,"Particles",new A.b4E(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/particles_example.dart"," In this example we show how to render a lot of different particles.\n ") -s.aP(0,"Particles (Interactive)",new A.b4F(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/particles_interactive_example.dart","An example which shows how ParticleSystemComponent can be added in runtime following an event, in this example, the mouse dragging") -s.aP(0,"Rich Text",new A.b4G(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/rich_text_example.dart","A non-interactive example of how to render rich text in Flame.")}, -b4z:function b4z(){}, -b4A:function b4A(){}, -b4B:function b4B(){}, -b4C:function b4C(){}, -b4D:function b4D(){}, -b4E:function b4E(){}, -b4F:function b4F(){}, -b4G:function b4G(){}, -Af:function Af(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this -_.k4=_.k3=$ -_.db$=a -_.dx$=b +s.aO(0,"Text",new A.b5x(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/text_example.dart"," In this example we show different ways of rendering text.\n ") +s.aO(0,"Isometric Tile Map",new A.b5y(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/isometric_tile_map_example.dart"," Shows an example of how to use the `IsometricTileMapComponent`.\n\n\n Move the mouse over the board to see a selector appearing on the tiles.\n ") +s.aO(0,"Nine Tile Box",new A.b5z(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/nine_tile_box_example.dart"," If you want to create a background for something that can stretch you can\n use the `NineTileBox` which is showcased here.\n\n\n Tap to make the box bigger and double tap to make it smaller.\n ") +s.aO(0,"Flip Sprite",new A.b5A(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/flip_sprite_example.dart"," In this example we show how you can flip components horizontally and\n vertically.\n ") +s.aO(0,"Layers",new A.b5B(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/layers_example.dart"," In this example we show how layers can be used to produce a shadow effect.\n ") +s.aO(0,"Particles",new A.b5C(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/particles_example.dart"," In this example we show how to render a lot of different particles.\n ") +s.aO(0,"Particles (Interactive)",new A.b5D(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/particles_interactive_example.dart","An example which shows how ParticleSystemComponent can be added in runtime following an event, in this example, the mouse dragging") +s.aO(0,"Rich Text",new A.b5E(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/rendering/rich_text_example.dart","A non-interactive example of how to render rich text in Flame.")}, +b5x:function b5x(){}, +b5y:function b5y(){}, +b5z:function b5z(){}, +b5A:function b5A(){}, +b5B:function b5B(){}, +b5C:function b5C(){}, +b5D:function b5D(){}, +b5E:function b5E(){}, +Ar:function Ar(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d _.dy$=$ 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from\n sprite sheets.\n ") +s.aO(0,"SpriteBatch",new A.b5I(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/sprites/sprite_batch_example.dart"," In this example we show how to render many sprites in a batch for\n efficiency, this is done with `SpriteBatch` and the `SpriteBatchComponent`.\n ") +s.aO(0,"SpriteBatch Auto Load",new A.b5J(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/sprites/sprite_batch_load_example.dart"," In this example we do the same thing as in the normal sprite batch example,\n but in this example the logic and loading is moved into a component that\n extends `SpriteBatchComponent`.\n ") +s.aO(0,"SpriteGroup",new A.b5K(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/sprites/sprite_group_example.dart"," In this example we show how a `SpriteGroupComponent` can be used to create\n a button which displays different sprites depending on whether it is pressed\n or not.\n ")}, +b5F:function b5F(){}, +b5G:function b5G(){}, +b5H:function b5H(){}, +b5I:function b5I(){}, +b5J:function b5J(){}, +b5K:function b5K(){}, +biN(){return new A.a7B(null,-2147483647,null,B.f,new A.e([],t.s),new A.e([],t.g))}, +aED(a,b,c){var s,r,q,p,o=null,n=A.beN(B.l),m=A.beN(B.ZW),l=new A.a(new Float64Array(2)) +l.t(60,20) +l=A.b([A.fA(B.j,o,o,o,l,o,o,o,a,o,t.Fr)],t.W) +s=new A.a(new Float64Array(2)) +s.t(120,40) +r=A.aC() +q=s +p=$.af() +p=new A.aS(p,new Float64Array(2)) +p.a9(q) +p.F() +n=new A.za(n,m,b,o,o,r,p,B.j,0,0,o,B.f,new A.e([],t.s),new A.e([],t.g)) +n.I(0,l) +n.b7(B.j,o,l,o,0,c,o,o,s) +return n}, +beN(a){var s,r,q,p=null,o=$.G().B() +o.sP(0,B.t) +s=A.aC() +r=new A.a(new Float64Array(2)) +q=$.af() +q=new A.aS(q,new Float64Array(2)) +q.a9(r) +q.F() +s=new A.YK(o,p,s,q,B.p,0,0,p,B.f,new A.e([],t.s),new A.e([],t.g)) +s.b7(p,p,p,p,0,p,p,p,p) +o.sA(0,a) +return s}, +jn:function jn(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.a3=$ +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d _.dy$=$ 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You can see how level 1-3 keeps their state,\n meanwhile the one called Resettable always resets.\n ")}, +b5L:function b5L(){}, +bIz(a){var s=new A.eE("Svg",A.b([],t.C)) a.c.push(s) -s.aP(0,"Svg Component",new A.b4N(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/svg/svg_component.dart"," Simple game showcasing how to use SVGs inside a flame game. This game \n uses several SVGs for its graphics. Click or touch the screen to make the \n player move, and double click/tap to add a new set of balloons at the \n clicked position.\n ")}, -b4N:function b4N(){}, -J8(a){var s,r,q,p=null,o=new A.a(new Float64Array(2)) +s.aO(0,"Svg Component",new A.b5M(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/svg/svg_component.dart"," Simple game showcasing how to use SVGs inside a flame game. This game \n uses several SVGs for its graphics. Click or touch the screen to make the \n player move, and double click/tap to add a new set of balloons at the \n clicked position.\n ")}, +b5M:function b5M(){}, +Jq(a){var s,r,q,p=null,o=new A.a(new Float64Array(2)) o.t(75,125) -s=B.q.aT() -r=A.aY() -q=$.ag() -q=new A.aO(q,new Float64Array(2)) -q.ae(o) -q.E() -s=new A.XU(p,p,$,s,p,r,q,B.j,0,2,p,B.f,new A.f([],t.s),new A.f([],t.g)) -s.b5(B.j,p,p,p,0,a,2,p,o) -s.N3(B.j,p,p,p,p,a,2,p,o,p) -return s}, -a5p:function a5p(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this -_.bB=null -_.az$=a -_.k4=b -_.bh$=c -_.ah$=d -_.bx$=e -_.at=f -_.ax=g -_.ay=h -_.ch=i -_.CW=$ +s=B.r.aV() +r=A.aC() +q=$.af() +q=new A.aS(q,new Float64Array(2)) +q.a9(o) +q.F() +s=new A.Yf(p,p,$,s,p,r,q,B.j,0,2,p,B.f,new A.e([],t.s),new A.e([],t.g)) +s.b7(B.j,p,p,p,0,a,2,p,o) +s.MZ(B.j,p,p,p,p,a,2,p,o,p) +return s}, +a65:function a65(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this +_.a7=null +_.ai$=a +_.p1=b +_.b_$=c +_.ac$=d +_.aQ$=e +_.ax=f +_.ay=g +_.ch=h +_.CW=i +_.cx=$ _.a=0 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+_.as=p}, +aiX:function aiX(){}, +aiY:function aiY(){}, +AZ:function AZ(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r){var _=this +_.a3=1 +_.ah=a +_.aT=$ +_.dz$=b +_.ok=c +_.p1=d +_.p3=_.p2=$ +_.R8=!1 +_.db$=e +_.dx$=f +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=g +_.k2$=h +_.k3$=!1 +_.k4$=$ +_.ok$=i +_.p1$=j +_.p2$=!1 +_.ax=k +_.ay=l +_.ch=m +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=n +_.w=!1 +_.y=o +_.z=p +_.Q=q +_.as=r}, +aez:function aez(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q){var _=this +_.f4$=a _.fU$=b _.fV$=c _.fW$=d -_.I=$ -_.a1=e -_.k4=!0 -_.ok=!1 -_.bh$=f -_.ah$=g -_.bx$=h -_.at=i -_.ax=j -_.ay=k -_.ch=l -_.CW=$ +_.ae=$ +_.aa=e +_.p1=!0 +_.p2=!1 +_.b_$=f +_.ac$=g +_.aQ$=h +_.ax=i +_.ay=j +_.ch=k +_.CW=l +_.cx=$ _.a=0 _.f=_.e=_.d=_.c=_.b=null _.r=m _.w=!1 -_.x=n -_.y=o -_.z=p -_.Q=q}, -alr:function alr(){}, -als:function als(){}, -aog:function aog(){}, -bHc(a){var s=new A.eH("System",A.b([],t.C)) +_.y=n +_.z=o +_.Q=p +_.as=q}, +amq:function amq(){}, +amr:function amr(){}, +apj:function apj(){}, +bIA(a){var s=new A.eE("System",A.b([],t.C)) a.c.push(s) -s.aP(0,"Pause/resume engine",new A.b4O(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/pause_resume_example.dart"," Demonstrate how to use the pause and resume engine methods and paused\n attribute.\n\n Tap on the screen to toggle the execution of the engine using the\n `resumeEngine` and `pauseEngine`.\n\n Double Tap on the screen to toggle the execution of the engine using the\n `paused` attribute.\n ") -s.aP(0,"Overlay",A.bJC(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/overlays_example.dart"," In this example we show how the overlays system can be used.\n\n\n If you tap the canvas the game will start and if you tap it again it will\n pause.\n ") -s.aP(0,"Without FlameGame",new A.b4P(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/without_flamegame_example.dart"," This example showcases how to create a game without the FlameGame.\n It also briefly showcases how to act on keyboard events.\n Usage: Use W A S D to steer the rectangle.\n ") -s.aP(0,"Step Game",new A.b4Q(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/step_engine_game.dart"," This example demonstrates how the game can be advanced frame by frame using\n stepEngine method.\n\n To pause and un-pause the game anytime press the `P` key. Once paused, use\n the `S` key to step by one frame.\n\n Up arrow and down arrow can be used to increase or decrease the step time.\n ")}, -b4O:function b4O(){}, -b4P:function b4P(){}, -b4Q:function b4Q(){}, -zx:function zx(a,b,c,d,e,f,g,h){var _=this +s.aO(0,"Pause/resume engine",new A.b5N(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/pause_resume_example.dart"," Demonstrate how to use the pause and resume engine methods and paused\n attribute.\n\n Tap on the screen to toggle the execution of the engine using the\n `resumeEngine` and `pauseEngine`.\n\n Double Tap on the screen to toggle the execution of the engine using the\n `paused` attribute.\n ") +s.aO(0,"Overlay",A.bL_(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/overlays_example.dart"," In this example we show how the overlays system can be used.\n\n\n If you tap the canvas the game will start and if you tap it again it will\n pause.\n ") +s.aO(0,"Without FlameGame",new A.b5O(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/without_flame_game_example.dart"," This example showcases how to create a game without the FlameGame.\n It also briefly showcases how to act on keyboard events.\n Usage: Use W A S D to steer the rectangle.\n ") +s.aO(0,"Step Game",new A.b5P(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/system/step_engine_game.dart"," This example demonstrates how the game can be advanced frame by frame using\n stepEngine method.\n\n To pause and un-pause the game anytime press the `P` key. Once paused, use\n the `S` key to step by one frame.\n\n Up arrow and down arrow can be used to increase or decrease the step time.\n ")}, +b5N:function b5N(){}, +b5O:function b5O(){}, +b5P:function b5P(){}, +zI:function zI(a,b,c,d,e,f,g,h){var _=this _.a=a _.b=b _.db$=c _.dx$=d _.dy$=$ -_.fx$=_.fr$=null -_.fy$=$ -_.id$=e -_.k1$=f -_.k2$=!1 -_.k3$=$ -_.k4$=g -_.ok$=h}, -aht:function aht(){}, -yf:function yf(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this -_.k4=_.k3=_.M=$ -_.db$=a -_.dx$=b +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1}, +aip:function aip(){}, +yn:function yn(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.a3=$ +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d _.dy$=$ -_.fx$=_.fr$=null -_.fy$=$ -_.id$=c -_.k1$=d -_.k2$=!1 -_.k3$=$ -_.k4$=e -_.ok$=f -_.at=g -_.ax=h -_.ay=i -_.ch=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ _.a=0 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-_.k4=_.k3=$ -_.db$=a -_.dx$=b +wf:function wf(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ah=_.a3=null +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d _.dy$=$ -_.fx$=_.fr$=null -_.fy$=$ -_.id$=c -_.k1$=d -_.k2$=!1 -_.k3$=$ -_.k4$=e -_.ok$=f -_.at=g -_.ax=h -_.ay=i -_.ch=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=e +_.k2$=f +_.k3$=!1 +_.k4$=$ +_.ok$=g +_.p1$=h +_.p2$=!1 +_.ax=i +_.ay=j +_.ch=k +_.CW=$ _.a=0 _.f=_.e=_.d=_.c=_.b=null -_.r=j +_.r=l _.w=!1 -_.x=k -_.y=l -_.z=m -_.Q=n}, -a6O:function a6O(a,b,c,d,e,f,g,h,i){var _=this -_.k2=a -_.k3=b -_.at=$ -_.ax=c -_.ay=d +_.y=m +_.z=n +_.Q=o +_.as=p}, +a7v:function a7v(a,b,c,d,e,f,g,h,i){var _=this +_.k4=a +_.ok=b +_.ax=$ +_.ay=c +_.ch=d _.a=0 _.f=_.e=_.d=_.c=_.b=null _.r=e _.w=!1 -_.x=f -_.y=g -_.z=h -_.Q=i}, -amv:function amv(){}, -amw:function amw(){}, -B7:function B7(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var _=this -_.M=a -_.ao=_.ai=$ -_.by=0 -_.k4=_.k3=$ -_.db$=b -_.dx$=c +_.y=f +_.z=g +_.Q=h +_.as=i}, +ant:function ant(){}, +anu:function anu(){}, +Bi:function Bi(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q){var _=this +_.a3=a +_.aT=_.ah=$ +_.bL=0 +_.ok=b +_.p1=c +_.p3=_.p2=$ +_.R8=!1 +_.db$=d +_.dx$=e +_.dy$=$ +_.fy$=_.fx$=_.fr$=null +_.go$=$ +_.k1$=f +_.k2$=g +_.k3$=!1 +_.k4$=$ +_.ok$=h +_.p1$=i +_.p2$=!1 +_.ax=j +_.ay=k +_.ch=l +_.CW=$ +_.a=0 +_.f=_.e=_.d=_.c=_.b=null +_.r=m +_.w=!1 +_.y=n +_.z=o +_.Q=p +_.as=q}, +aRM:function aRM(a){this.a=a}, +anv:function anv(){}, +bIC(a){var s=new A.eE("Utils",A.b([],t.C)) +a.c.push(s) +s.aO(0,"Timer",new A.b5R(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/utils/timer_example.dart"," This example shows how to use the `Timer`.\n\n\n Tap down to start the countdown timer, it will then count to 5 and then stop\n until you tap the canvas again and it restarts.\n ") +s.aO(0,"Timer Component",new A.b5S(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/utils/timer_component_example.dart"," This examples showcases the `TimerComponent`.\n\n\n Tap to start a timer that lives for one second and double tap to start\n another timer that lives for 5 seconds.\n ")}, +b5R:function b5R(){}, +b5S:function b5S(){}, +bJs(a){var s=null,r=A.bg(s,-2147483647),q=A.aO(s,s,s),p=$.ay(),o=$.aG(),n=A.b([],t.u),m=A.aI(A.aL(),t.y) +r=new A.uh(r,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,A.b5(["Smiley",new A.b6b()],t.N,t.z3),t.jg)}, +bif(){return new A.a69(null)}, +uh:function uh(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +_.ok=a +_.p1=b +_.p3=_.p2=$ +_.R8=!1 +_.db$=c +_.dx$=d _.dy$=$ -_.fx$=_.fr$=null -_.fy$=$ -_.id$=d +_.fy$=_.fx$=_.fr$=null +_.go$=$ _.k1$=e -_.k2$=!1 -_.k3$=$ -_.k4$=f +_.k2$=f +_.k3$=!1 +_.k4$=$ _.ok$=g -_.at=h +_.p1$=h +_.p2$=!1 _.ax=i _.ay=j -_.ch=$ +_.ch=k +_.CW=$ _.a=0 _.f=_.e=_.d=_.c=_.b=null -_.r=k +_.r=l _.w=!1 -_.x=l _.y=m _.z=n -_.Q=o}, -aQA:function aQA(a){this.a=a}, -amx:function amx(){}, -bHe(a){var s=new A.eH("Utils",A.b([],t.C)) -a.c.push(s) -s.aP(0,"Timer",new A.b4S(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/utils/timer_example.dart"," This example shows how to use the `Timer`.\n\n\n Tap down to start the countdown timer, it will then count to 5 and then stop\n until you tap the canvas again and it restarts.\n ") -s.aP(0,"Timer Component",new A.b4T(),"https://github.com/flame-engine/flame/blob/main/examples/lib/stories/utils/timer_component_example.dart"," This examples showcases the `TimerComponent`.\n\n\n Tap to start a timer that lives for one second and double tap to start\n another timer that lives for 5 seconds.\n ")}, -b4S:function b4S(){}, -b4T:function b4T(){}, -bI4(a){var s=null,r=$.au(),q=$.aC(),p=A.b([],t.u),o=A.aI(A.aK(),t.y) -r=new A.u8(r,q,new A.Q(),new A.Q(),B.m,p,o,A.z(t.S),A.z(t.F),0,s,B.f,new A.f([],t.s),new A.f([],t.g)) -r.aS(s,s) -return A.aE(r,s,s,s,A.b1(["Smiley",new A.b5c()],t.N,t.z3),t.jg)}, -bhc(){return new A.a5u(null)}, -u8:function u8(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this -_.k4=_.k3=$ -_.db$=a -_.dx$=b -_.dy$=$ -_.fx$=_.fr$=null -_.fy$=$ -_.id$=c -_.k1$=d -_.k2$=!1 -_.k3$=$ -_.k4$=e -_.ok$=f -_.at=g -_.ax=h -_.ay=i -_.ch=$ -_.a=0 -_.f=_.e=_.d=_.c=_.b=null -_.r=j -_.w=!1 -_.x=k -_.y=l -_.z=m -_.Q=n}, -b5c:function b5c(){}, -a5u:function a5u(a){this.c=this.b=$ +_.Q=o +_.as=p}, +b6b:function b6b(){}, +a69:function a69(a){this.c=this.b=$ this.a=a}, -a5q:function a5q(a,b,c,d,e,f,g,h,i,j,k){var _=this -_.bG=1 -_.az$=a -_.k4=b -_.at=c -_.ax=d -_.ay=e -_.ch=f -_.CW=$ +a64:function a64(a,b,c,d,e,f,g,h,i,j,k){var _=this +_.ai=1 +_.ai$=a +_.p1=b +_.ax=c +_.ay=d +_.ch=e +_.CW=f +_.cx=$ _.a=0 _.f=_.e=_.d=_.c=_.b=null _.r=g _.w=!1 -_.x=h -_.y=i -_.z=j -_.Q=k}, -adp:function adp(){}, -aia:function aia(){}, -bJZ(a){var s,r=null,q=a.hv("container width",400),p=a.hv("container height",200),o=A.asi(B.cN),n=new A.a(new Float64Array(2)) +_.y=h +_.z=i +_.Q=j +_.as=k}, +aeg:function aeg(){}, +aj6:function aj6(){}, +bLm(a){var s,r=null,q=a.ht("container width",400),p=a.ht("container height",200),o=A.ats(B.cQ),n=new A.a(new Float64Array(2)) n.t(48,0) s=new A.a(new Float64Array(2)) s.t(48,32) -return A.dj(r,A.bie(A.b7c(a.vb("anchor","center",$.bsk(),t.N)),0,"bomb_ptero.png",n,s),B.v,r,r,new A.dx(r,r,o,r,r,r,B.aq),p,r,r,q)}, -b4V:function b4V(){}, -bKQ(a){var s,r=null,q=a.hv("container width",400),p=a.hv("container height",200),o=new A.a(new Float64Array(2)) +return A.dk(r,A.bjk(A.b8b(a.uX("anchor","center",$.btv(),t.N)),0,"bomb_ptero.png",n,s),B.x,r,r,new A.dC(r,r,o,r,r,r,B.aq),p,r,r,q)}, +b5U:function b5U(){}, +bMe(a){var s,r=null,q=a.ht("container width",400),p=a.ht("container height",200),o=new A.a(new Float64Array(2)) o.t(48,32) -o=A.kd(4,r,!0,0.2,o) -s=a.aGo("playing",!0) -return A.dj(r,new A.a8z(A.b7c(a.vb("anchor","center",$.bsj(),t.N)),s,A.ke("bomb_ptero.png",o,r),r),B.v,r,r,r,p,r,r,q)}, -b4U:function b4U(){}, -bKR(a){var s,r,q,p="buttons.png",o=null,n=new A.a(new Float64Array(2)) +o=A.kp(4,r,!0,0.2,o) +s=a.aH0("playing",!0) +return A.dk(r,new A.a9l(A.b8b(a.uX("anchor","center",$.btu(),t.N)),s,A.kq("bomb_ptero.png",o,r),r),B.x,r,r,r,p,r,r,q)}, +b5T:function b5T(){}, +bMf(a){var s,r,q,p="buttons.png",o=null,n=new A.a(new Float64Array(2)) n.t(0,0) s=new A.a(new Float64Array(2)) s.t(60,20) @@ -17427,54 +18402,54 @@ r=new A.a(new Float64Array(2)) r.t(0,20) q=new A.a(new Float64Array(2)) q.t(60,20) -return A.dj(o,new A.a8C(B.aaO,new A.b6h(),a.hv("width",250),a.hv("height",75),A.fb(A.b([A.fF(p,o,n,s),A.fF(p,o,r,q)],t.zx),t.vz),o),B.v,o,o,o,o,o,B.d8,o)}, -b6h:function b6h(){}, -bKS(a){var s=null,r=a.hv("container width",400),q=a.hv("container height",200),p=A.asi(B.cN),o=a.hv("angle (deg)",0) -return A.dj(s,A.bie(A.b7c(a.vb("anchor","center",$.bsl(),t.N)),0.017453292519943295*o,"shield.png",s,s),B.v,s,s,new A.dx(s,s,p,s,s,s,B.aq),q,s,s,r)}, -b4W:function b4W(){}, -aCp:function aCp(a,b){this.a=a +return A.dk(o,new A.a9q(B.ab_,new A.b7g(),a.ht("width",250),a.ht("height",75),A.f8(A.b([A.fq(p,o,n,s),A.fq(p,o,r,q)],t.zx),t.vz),o),B.x,o,o,o,o,o,B.da,o)}, +b7g:function b7g(){}, +bMg(a){var s=null,r=a.ht("container width",400),q=a.ht("container height",200),p=A.ats(B.cQ),o=a.ht("angle (deg)",0) +return A.dk(s,A.bjk(A.b8b(a.uX("anchor","center",$.btw(),t.N)),0.017453292519943295*o,"shield.png",s,s),B.x,s,s,new A.dC(s,s,p,s,s,s,B.aq),q,s,s,r)}, +b5V:function b5V(){}, +aDp:function aDp(a,b){this.a=a this.b=b}, -aHL:function aHL(a,b){this.a=a +aIO:function aIO(a,b){this.a=a this.c=b}, -nz:function nz(a,b){this.a=a +nM:function nM(a,b){this.a=a this.b=b}, -jW:function jW(a){this.a=a}, -qW(a){var s,r,q,p,o,n +k6:function k6(a){this.a=a}, +r4(a){var s,r,q,p,o,n if(a<0){a=-a s=!0}else s=!1 -r=B.e.cZ(a,17592186044416) +r=B.e.cS(a,17592186044416) a-=r*17592186044416 -q=B.e.cZ(a,4194304) +q=B.e.cS(a,4194304) p=a-q*4194304&4194303 o=q&4194303 n=r&1048575 -return s?A.bfS(0,0,0,p,o,n):new A.ig(p,o,n)}, -a2l(a){if(a instanceof A.ig)return a -else if(A.cT(a))return A.qW(a) -else if(a instanceof A.jW)return A.qW(a.a) -throw A.d(A.h5(a,"other","not an int, Int32 or Int64"))}, -bxw(a,b,c,d,e){var s,r,q,p,o,n,m,l,k,j,i,h,g +return s?A.bgT(0,0,0,p,o,n):new A.io(p,o,n)}, +a2O(a){if(a instanceof A.io)return a +else if(A.cK(a))return A.r4(a) +else if(a instanceof A.k6)return A.r4(a.a) +throw A.d(A.h0(a,"other","not an int, Int32 or Int64"))}, +byR(a,b,c,d,e){var s,r,q,p,o,n,m,l,k,j,i,h,g if(b===0&&c===0&&d===0)return"0" s=(d<<4|c>>>18)>>>0 r=c>>>8&1023 d=(c<<2|b>>>20)&1023 c=b>>>10&1023 b&=1023 -q=B.Vm[a] +q=B.Vt[a] p="" o="" n="" while(!0){if(!!(s===0&&r===0))break -m=B.e.ey(s,q) +m=B.e.e4(s,q) r+=s-m*q<<10>>>0 -l=B.e.ey(r,q) +l=B.e.e4(r,q) d+=r-l*q<<10>>>0 -k=B.e.ey(d,q) +k=B.e.e4(d,q) c+=d-k*q<<10>>>0 -j=B.e.ey(c,q) +j=B.e.e4(c,q) b+=c-j*q<<10>>>0 -i=B.e.ey(b,q) -h=B.d.cf(B.e.hC(q+(b-i*q),a),1) +i=B.e.e4(b,q) +h=B.d.cf(B.e.hA(q+(b-i*q),a),1) n=o o=p p=h @@ -17483,196 +18458,204 @@ s=m d=k c=j 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-q=A.ak(a.c,b.c,c) -p=A.ak(a.d,b.d,c) +q=A.am(a.c,b.c,c) +p=A.am(a.d,b.d,c) o=A.a1(a.e,b.e,c) n=A.a1(a.f,b.f,c) -m=A.fr(a.r,b.r,c) -l=A.qS(a.w,b.w,c) -k=A.qS(a.x,b.x,c) +m=A.fo(a.r,b.r,c) +l=A.r_(a.w,b.w,c) +k=A.r_(a.x,b.x,c) j=c<0.5 if(j)i=a.y else i=b.y -h=A.ak(a.z,b.z,c) -g=A.ak(a.Q,b.Q,c) -f=A.c6(a.as,b.as,c) -e=A.c6(a.at,b.at,c) +h=A.am(a.z,b.z,c) +g=A.am(a.Q,b.Q,c) +f=A.cb(a.as,b.as,c) +e=A.cb(a.at,b.at,c) if(j)j=a.ax else j=b.ax -return new A.IY(s==null?null:s,r,q,p,o,n,m,l,k,i,h,g,f,e,j)}, -IY:function IY(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var _=this +return new A.Jf(s==null?null:s,r,q,p,o,n,m,l,k,i,h,g,f,e,j)}, +Jf:function Jf(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var _=this _.a=a _.b=b _.c=c @@ -23281,41 +24379,41 @@ _.Q=l _.as=m _.at=n _.ax=o}, -abt:function abt(){}, -bGb(a,b){var s,r,q,p,o=A.ba("maxValue") +ack:function ack(){}, +bHy(a,b){var s,r,q,p,o=A.bd("maxValue") for(s=null,r=0;r<4;++r){q=a[r] p=b.$1(q) if(s==null||p>s){o.b=q -s=p}}return o.b7()}, -MB:function MB(a,b){var _=this 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-23324,8 +24422,8 @@ _.e=e _.f=f _.r=g _.w=h}, -abE:function abE(){}, -Mz:function Mz(a,b,c,d,e,f,g,h){var _=this +acv:function acv(){}, +MT:function MT(a,b,c,d,e,f,g,h){var _=this _.a=a _.b=b _.c=c @@ -23334,18 +24432,18 @@ _.e=e _.f=f _.r=g _.w=h}, -agH:function agH(){}, -bu8(a,b,c){var s,r,q,p,o,n +ahB:function ahB(){}, +bvs(a,b,c){var s,r,q,p,o,n if(a===b&&!0)return a s=A.a1(a.a,b.a,c) -r=A.ak(a.b,b.b,c) +r=A.am(a.b,b.b,c) if(c<0.5)q=a.c else q=b.c -p=A.ak(a.d,b.d,c) +p=A.am(a.d,b.d,c) o=A.a1(a.e,b.e,c) n=A.a1(a.f,b.f,c) -return new A.Je(s,r,q,p,o,n,A.hA(a.r,b.r,c))}, -Je:function Je(a,b,c,d,e,f,g){var _=this +return new A.Jw(s,r,q,p,o,n,A.hu(a.r,b.r,c))}, +Jw:function Jw(a,b,c,d,e,f,g){var _=this _.a=a _.b=b _.c=c @@ -23353,17 +24451,17 @@ _.d=d _.e=e _.f=f _.r=g}, -abU:function abU(){}, -bu9(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g,f +acM:function acM(){}, +bvt(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g,f if(a===b&&!0)return a s=A.a1(a.a,b.a,c) -r=A.ak(a.b,b.b,c) -q=A.qS(a.c,b.c,c) -p=A.qS(a.d,b.d,c) +r=A.am(a.b,b.b,c) +q=A.r_(a.c,b.c,c) +p=A.r_(a.d,b.d,c) o=A.a1(a.e,b.e,c) n=A.a1(a.f,b.f,c) -m=A.c6(a.r,b.r,c) -l=A.c6(a.w,b.w,c) +m=A.cb(a.r,b.r,c) +l=A.cb(a.w,b.w,c) k=c<0.5 if(k)j=a.x else j=b.x @@ -23377,8 +24475,8 @@ if(k)f=a.as else f=b.as if(k)k=a.at else k=b.at -return new A.Jf(s,r,q,p,o,n,m,l,j,i,h,g,f,k)}, -Jf:function Jf(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this +return new A.Jx(s,r,q,p,o,n,m,l,j,i,h,g,f,k)}, +Jx:function Jx(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this _.a=a _.b=b _.c=c @@ -23393,26 +24491,26 @@ _.z=k _.Q=l _.as=m _.at=n}, -abV:function abV(){}, -bua(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h +acN:function acN(){}, +bvu(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h if(a===b)return a s=A.a1(a.a,b.a,c) r=A.a1(a.b,b.b,c) -q=A.ak(a.c,b.c,c) +q=A.am(a.c,b.c,c) p=A.a1(a.d,b.d,c) o=A.a1(a.e,b.e,c) n=A.a1(a.f,b.f,c) -m=A.ak(a.r,b.r,c) -l=A.fr(a.w,b.w,c) +m=A.am(a.r,b.r,c) +l=A.fo(a.w,b.w,c) k=c<0.5 if(k)j=a.x else j=b.x i=A.a1(a.y,b.y,c) -h=A.aN3(a.z,b.z,c) +h=A.aO7(a.z,b.z,c) if(k)k=a.Q else k=b.Q -return new A.Jg(s,r,q,p,o,n,m,l,j,i,h,k,A.xi(a.as,b.as,c))}, -Jg:function Jg(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this +return new A.Jy(s,r,q,p,o,n,m,l,j,i,h,k,A.xp(a.as,b.as,c))}, +Jy:function Jy(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this _.a=a _.b=b _.c=c @@ -23426,8 +24524,8 @@ _.y=j _.z=k _.Q=l _.as=m}, -abW:function abW(){}, -Oc:function Oc(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1){var _=this +acO:function acO(){}, +Ou:function Ou(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1){var _=this _.c=a _.f=b _.r=c @@ -23449,17 +24547,17 @@ _.fy=r _.go=s _.id=a0 _.a=a1}, -aj9:function aj9(a,b){var _=this -_.y5$=a +ak1:function ak1(a,b){var _=this +_.xR$=a _.a=null _.b=b _.c=null}, -afY:function afY(a,b,c){this.e=a +agP:function agP(a,b,c){this.e=a this.c=b this.a=c}, -Ug:function Ug(a,b,c){var _=this -_.T=a -_.V$=b +Ux:function Ux(a,b,c){var _=this +_.S=a +_.U$=b _.fy=_.fx=null _.go=!1 _.k1=_.id=null @@ -23486,10 +24584,10 @@ _.db=!1 _.dx=null _.dy=!0 _.fr=null}, -b_5:function b_5(a,b){this.a=a +b03:function b03(a,b){this.a=a this.b=b}, -aoD:function aoD(){}, -buf(a,b,c){var s,r,q,p,o,n,m,l,k +apH:function apH(){}, +bvz(a,b,c){var s,r,q,p,o,n,m,l,k if(a===b)return a s=c<0.5 if(s)r=a.a @@ -23498,17 +24596,17 @@ if(s)q=a.b else q=b.b if(s)p=a.c else p=b.c -o=A.ak(a.d,b.d,c) -n=A.ak(a.e,b.e,c) -m=A.hA(a.f,b.f,c) +o=A.am(a.d,b.d,c) +n=A.am(a.e,b.e,c) +m=A.hu(a.f,b.f,c) if(s)l=a.r else l=b.r if(s)k=a.w else k=b.w if(s)s=a.x else s=b.x -return new A.Jn(r,q,p,o,n,m,l,k,s)}, -Jn:function Jn(a,b,c,d,e,f,g,h,i){var _=this +return new A.JF(r,q,p,o,n,m,l,k,s)}, +JF:function JF(a,b,c,d,e,f,g,h,i){var _=this _.a=a _.b=b _.c=c @@ -23518,51 +24616,51 @@ _.f=f _.r=g _.w=h _.x=i}, -ac6:function ac6(){}, -asE(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2){return new A.d0(a1,c,g,m,o,s,d,n,k,f,j,h,i,q,p,l,a2,a0,b,e,a,r)}, -tU(a6,a7,a8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5=null +acZ:function acZ(){}, +atO(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2){return new A.d1(a1,c,g,m,o,s,d,n,k,f,j,h,i,q,p,l,a2,a0,b,e,a,r)}, +u3(a6,a7,a8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5=null if(a6==a7)return a6 s=a6==null r=s?a5:a6.a q=a7==null p=q?a5:a7.a -p=A.bJ(r,p,a8,A.WS(),t.p8) +p=A.bO(r,p,a8,A.X9(),t.p8) r=s?a5:a6.b o=q?a5:a7.b n=t.MH -o=A.bJ(r,o,a8,A.dh(),n) +o=A.bO(r,o,a8,A.di(),n) r=s?a5:a6.c -r=A.bJ(r,q?a5:a7.c,a8,A.dh(),n) +r=A.bO(r,q?a5:a7.c,a8,A.di(),n) m=s?a5:a6.d -m=A.bJ(m,q?a5:a7.d,a8,A.dh(),n) +m=A.bO(m,q?a5:a7.d,a8,A.di(),n) l=s?a5:a6.e -l=A.bJ(l,q?a5:a7.e,a8,A.dh(),n) +l=A.bO(l,q?a5:a7.e,a8,A.di(),n) k=s?a5:a6.f -k=A.bJ(k,q?a5:a7.f,a8,A.dh(),n) +k=A.bO(k,q?a5:a7.f,a8,A.di(),n) j=s?a5:a6.r i=q?a5:a7.r h=t.PM -i=A.bJ(j,i,a8,A.WW(),h) +i=A.bO(j,i,a8,A.Xd(),h) j=s?a5:a6.w g=q?a5:a7.w -g=A.bJ(j,g,a8,A.bbB(),t.pc) +g=A.bO(j,g,a8,A.bct(),t.pc) j=s?a5:a6.x f=q?a5:a7.x e=t.tW -f=A.bJ(j,f,a8,A.WV(),e) +f=A.bO(j,f,a8,A.Xc(),e) j=s?a5:a6.y -j=A.bJ(j,q?a5:a7.y,a8,A.WV(),e) +j=A.bO(j,q?a5:a7.y,a8,A.Xc(),e) d=s?a5:a6.z -e=A.bJ(d,q?a5:a7.z,a8,A.WV(),e) +e=A.bO(d,q?a5:a7.z,a8,A.Xc(),e) d=s?a5:a6.Q -n=A.bJ(d,q?a5:a7.Q,a8,A.dh(),n) +n=A.bO(d,q?a5:a7.Q,a8,A.di(),n) d=s?a5:a6.as -h=A.bJ(d,q?a5:a7.as,a8,A.WW(),h) +h=A.bO(d,q?a5:a7.as,a8,A.Xd(),h) d=s?a5:a6.at -d=A.buh(d,q?a5:a7.at,a8) +d=A.bvB(d,q?a5:a7.at,a8) c=s?a5:a6.ax b=q?a5:a7.ax -b=A.bJ(c,b,a8,A.bbp(),t.KX) +b=A.bO(c,b,a8,A.bch(),t.KX) c=a8<0.5 if(c)a=s?a5:a6.ay else a=q?a5:a7.ay @@ -23575,13 +24673,13 @@ else a2=q?a5:a7.cx if(c)a3=s?a5:a6.cy else a3=q?a5:a7.cy a4=s?a5:a6.db -a4=A.Xc(a4,q?a5:a7.db,a8) +a4=A.Xw(a4,q?a5:a7.db,a8) if(c)s=s?a5:a6.dx else s=q?a5:a7.dx -return A.asE(a4,a2,o,i,a3,j,r,n,h,e,f,a,m,g,l,b,d,s,k,a1,p,a0)}, -buh(a,b,c){if(a==null&&b==null)return null -return new A.agq(a,b,c)}, -d0:function d0(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2){var _=this +return A.atO(a4,a2,o,i,a3,j,r,n,h,e,f,a,m,g,l,b,d,s,k,a1,p,a0)}, +bvB(a,b,c){if(a==null&&b==null)return null +return new A.ahh(a,b,c)}, +d1:function d1(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2){var _=this _.a=a _.b=b _.c=c @@ -23604,68 +24702,68 @@ _.cx=s _.cy=a0 _.db=a1 _.dx=a2}, -agq:function agq(a,b,c){this.a=a +ahh:function ahh(a,b,c){this.a=a this.b=b this.c=c}, -acb:function acb(){}, -bdO(a,b,c,d){var s +ad3:function ad3(){}, +beO(a,b,c,d){var s if(d<=1)return a else if(d>=3)return c -else if(d<=2){s=A.hA(a,b,d-1) +else if(d<=2){s=A.hu(a,b,d-1) s.toString -return s}s=A.hA(b,c,d-2) +return s}s=A.hu(b,c,d-2) s.toString return s}, -Jr:function Jr(){}, -RQ:function RQ(a,b,c){var _=this +JJ:function JJ(){}, +S6:function S6(a,b,c){var _=this _.r=_.f=_.e=_.d=null -_.eX$=a -_.bT$=b +_.eU$=a +_.bU$=b _.a=null _.b=c _.c=null}, -aU1:function aU1(){}, -aTZ:function aTZ(a,b,c){this.a=a +aVc:function aVc(){}, +aV9:function aV9(a,b,c){this.a=a this.b=b this.c=c}, -aU_:function aU_(a,b){this.a=a +aVa:function aVa(a,b){this.a=a this.b=b}, -aU0:function aU0(a,b,c){this.a=a +aVb:function aVb(a,b,c){this.a=a this.b=b this.c=c}, -aTC:function aTC(){}, -aTD:function aTD(){}, -aTE:function aTE(){}, -aTP:function aTP(){}, -aTS:function aTS(){}, -aTT:function aTT(){}, -aTU:function aTU(){}, -aTV:function aTV(){}, -aTW:function aTW(){}, -aTX:function aTX(){}, -aTY:function aTY(){}, -aTF:function aTF(){}, -aTG:function aTG(){}, -aTH:function aTH(){}, -aTQ:function aTQ(a){this.a=a}, -aTA:function aTA(a){this.a=a}, -aTR:function aTR(a){this.a=a}, -aTz:function aTz(a){this.a=a}, -aTI:function aTI(){}, -aTJ:function aTJ(){}, -aTK:function aTK(){}, -aTL:function aTL(){}, -aTM:function aTM(){}, -aTN:function aTN(){}, -aTO:function aTO(a){this.a=a}, -aTB:function aTB(){}, -ah_:function ah_(a){this.a=a}, -afX:function afX(a,b,c){this.e=a +aUN:function aUN(){}, +aUO:function aUO(){}, +aUP:function aUP(){}, +aV_:function aV_(){}, +aV2:function aV2(){}, +aV3:function aV3(){}, +aV4:function aV4(){}, +aV5:function aV5(){}, +aV6:function aV6(){}, +aV7:function aV7(){}, +aV8:function aV8(){}, +aUQ:function aUQ(){}, +aUR:function aUR(){}, +aUS:function aUS(){}, +aV0:function aV0(a){this.a=a}, +aUL:function aUL(a){this.a=a}, +aV1:function aV1(a){this.a=a}, +aUK:function aUK(a){this.a=a}, +aUT:function aUT(){}, +aUU:function aUU(){}, +aUV:function aUV(){}, +aUW:function aUW(){}, +aUX:function aUX(){}, +aUY:function aUY(){}, +aUZ:function aUZ(a){this.a=a}, +aUM:function aUM(){}, +ahT:function ahT(a){this.a=a}, +agO:function agO(a,b,c){this.e=a this.c=b this.a=c}, -Uf:function Uf(a,b,c){var _=this -_.T=a -_.V$=b +Uw:function Uw(a,b,c){var _=this +_.S=a +_.U$=b _.fy=_.fx=null _.go=!1 _.k1=_.id=null @@ -23692,25 +24790,25 @@ _.db=!1 _.dx=null _.dy=!0 _.fr=null}, -b_4:function b_4(a,b){this.a=a +b02:function b02(a,b){this.a=a this.b=b}, -VY:function VY(){}, -bdQ(a){var s,r,q,p,o -a.bb(t.Xj) -s=A.al(a) +Wf:function Wf(){}, +beQ(a){var s,r,q,p,o +a.bh(t.Xj) +s=A.an(a) r=s.y1 if(r.at==null){q=r.at if(q==null)q=s.ax -p=r.ghx(r) -o=r.gdw(r) 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adh(){}, +avk(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1){return new A.D_(b,a1,k,a2,l,a4,m,a5,n,b0,q,b1,r,c,h,d,i,a,g,a7,o,a9,p,s,a0,a6,a3,f,j,e,a8)}, +bw6(b7,b8,b9){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6 if(b7===b8)return b7 s=b9<0.5?b7.a:b8.a r=b7.b @@ -24041,13 +25139,13 @@ a1=b5==null?a1:b5 b5=b8.fx a1=A.a1(a1,b5==null?a3:b5,b9) a3=b7.fy -if(a3==null)a3=B.o +if(a3==null)a3=B.q b5=b8.fy -a3=A.a1(a3,b5==null?B.o:b5,b9) +a3=A.a1(a3,b5==null?B.q:b5,b9) b5=b7.go -if(b5==null)b5=B.o +if(b5==null)b5=B.q b6=b8.go -b5=A.a1(b5,b6==null?B.o:b6,b9) +b5=A.a1(b5,b6==null?B.q:b6,b9) b6=b7.id a9=b6==null?a9:b6 b6=b8.id @@ -24063,8 +25161,8 @@ o=A.a1(o,a7==null?n:a7,b9) n=b7.k3 r=n==null?r:n n=b8.k3 -return A.aua(a,s,b,j,o,a9,a4,a2,f,a6,m,k,e,c,b1,b3,a5,g,b4,a1,p,l,b5,h,d,a3,a8,A.a1(r,n==null?q:n,b9),b2,a0,i)}, -CN:function CN(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1){var _=this +return A.avk(a,s,b,j,o,a9,a4,a2,f,a6,m,k,e,c,b1,b3,a5,g,b4,a1,p,l,b5,h,d,a3,a8,A.a1(r,n==null?q:n,b9),b2,a0,i)}, +D_:function D_(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1){var _=this _.a=a _.b=b _.c=c @@ -24096,31 +25194,31 @@ _.id=a8 _.k1=a9 _.k2=b0 _.k3=b1}, -acE:function acE(){}, -fA:function fA(a,b){this.b=a +adw:function adw(){}, +fw:function fw(a,b){this.b=a this.a=b}, -r2:function r2(a,b){this.b=a +pk:function pk(a,b){this.b=a this.a=b}, -bvd(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g,f +bwx(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g,f if(a===b)return a -s=A.avc(a.a,b.a,c) +s=A.awj(a.a,b.a,c) r=t.MH -q=A.bJ(a.b,b.b,c,A.dh(),r) -p=A.ak(a.c,b.c,c) -o=A.ak(a.d,b.d,c) -n=A.c6(a.e,b.e,c) -r=A.bJ(a.f,b.f,c,A.dh(),r) -m=A.ak(a.r,b.r,c) -l=A.c6(a.w,b.w,c) -k=A.ak(a.x,b.x,c) -j=A.ak(a.y,b.y,c) -i=A.ak(a.z,b.z,c) -h=A.ak(a.Q,b.Q,c) +q=A.bO(a.b,b.b,c,A.di(),r) +p=A.am(a.c,b.c,c) +o=A.am(a.d,b.d,c) +n=A.cb(a.e,b.e,c) +r=A.bO(a.f,b.f,c,A.di(),r) +m=A.am(a.r,b.r,c) +l=A.cb(a.w,b.w,c) +k=A.am(a.x,b.x,c) +j=A.am(a.y,b.y,c) +i=A.am(a.z,b.z,c) +h=A.am(a.Q,b.Q,c) g=c<0.5 f=g?a.as:b.as g=g?a.at:b.at -return new A.Kc(s,q,p,o,n,r,m,l,k,j,i,h,f,g)}, -Kc:function Kc(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this +return new A.Ku(s,q,p,o,n,r,m,l,k,j,i,h,f,g)}, +Ku:function Ku(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this _.a=a _.b=b _.c=c @@ -24135,52 +25233,52 @@ _.z=k _.Q=l _.as=m _.at=n}, -adu:function adu(){}, -bvf(b5,b6,b7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4 +ael:function ael(){}, +bwz(b5,b6,b7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4 if(b5===b6&&!0)return b5 s=A.a1(b5.a,b6.a,b7) -r=A.ak(b5.b,b6.b,b7) +r=A.am(b5.b,b6.b,b7) q=A.a1(b5.c,b6.c,b7) p=A.a1(b5.d,b6.d,b7) -o=A.fr(b5.e,b6.e,b7) +o=A.fo(b5.e,b6.e,b7) n=A.a1(b5.f,b6.f,b7) m=A.a1(b5.r,b6.r,b7) -l=A.c6(b5.w,b6.w,b7) -k=A.c6(b5.x,b6.x,b7) -j=A.c6(b5.y,b6.y,b7) -i=A.c6(b5.z,b6.z,b7) +l=A.cb(b5.w,b6.w,b7) +k=A.cb(b5.x,b6.x,b7) +j=A.cb(b5.y,b6.y,b7) +i=A.cb(b5.z,b6.z,b7) h=t.MH -g=A.bJ(b5.Q,b6.Q,b7,A.dh(),h) -f=A.bJ(b5.as,b6.as,b7,A.dh(),h) -e=A.bJ(b5.at,b6.at,b7,A.dh(),h) -d=A.bJ(b5.ax,b6.ax,b7,A.dh(),h) -c=A.bJ(b5.ay,b6.ay,b7,A.dh(),h) -b=A.bve(b5.ch,b6.ch,b7) -a=A.c6(b5.CW,b6.CW,b7) -a0=A.bJ(b5.cx,b6.cx,b7,A.dh(),h) -a1=A.bJ(b5.cy,b6.cy,b7,A.dh(),h) -a2=A.bJ(b5.db,b6.db,b7,A.dh(),h) +g=A.bO(b5.Q,b6.Q,b7,A.di(),h) +f=A.bO(b5.as,b6.as,b7,A.di(),h) +e=A.bO(b5.at,b6.at,b7,A.di(),h) +d=A.bO(b5.ax,b6.ax,b7,A.di(),h) +c=A.bO(b5.ay,b6.ay,b7,A.di(),h) +b=A.bwy(b5.ch,b6.ch,b7) +a=A.cb(b5.CW,b6.CW,b7) +a0=A.bO(b5.cx,b6.cx,b7,A.di(),h) +a1=A.bO(b5.cy,b6.cy,b7,A.di(),h) +a2=A.bO(b5.db,b6.db,b7,A.di(),h) a3=A.a1(b5.dx,b6.dx,b7) -a4=A.ak(b5.dy,b6.dy,b7) +a4=A.am(b5.dy,b6.dy,b7) a5=A.a1(b5.fr,b6.fr,b7) a6=A.a1(b5.fx,b6.fx,b7) -a7=A.fr(b5.fy,b6.fy,b7) +a7=A.fo(b5.fy,b6.fy,b7) a8=A.a1(b5.go,b6.go,b7) a9=A.a1(b5.id,b6.id,b7) -b0=A.c6(b5.k1,b6.k1,b7) -b1=A.c6(b5.k2,b6.k2,b7) +b0=A.cb(b5.k1,b6.k1,b7) +b1=A.cb(b5.k2,b6.k2,b7) b2=A.a1(b5.k3,b6.k3,b7) -h=A.bJ(b5.k4,b6.k4,b7,A.dh(),h) +h=A.bO(b5.k4,b6.k4,b7,A.di(),h) b3=A.a1(b5.ok,b6.ok,b7) if(b7<0.5)b4=b5.p1 else b4=b6.p1 -return new A.Kd(s,r,q,p,o,n,m,l,k,j,i,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,h,b3,b4)}, -bve(a,b,c){var s +return new A.Kv(s,r,q,p,o,n,m,l,k,j,i,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,h,b3,b4)}, +bwy(a,b,c){var s if(a==b)return a if(a==null){s=b.a -return A.bw(new A.ck(A.a9(0,s.gm(s)>>>16&255,s.gm(s)>>>8&255,s.gm(s)&255),0,B.aa,-1),b,c)}s=a.a -return A.bw(a,new A.ck(A.a9(0,s.gm(s)>>>16&255,s.gm(s)>>>8&255,s.gm(s)&255),0,B.aa,-1),c)}, -Kd:function Kd(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4){var _=this +return A.bA(new A.cp(A.a9(0,s.gm(s)>>>16&255,s.gm(s)>>>8&255,s.gm(s)&255),0,B.aa,-1),b,c)}s=a.a +return A.bA(a,new A.cp(A.a9(0,s.gm(s)>>>16&255,s.gm(s)>>>8&255,s.gm(s)&255),0,B.aa,-1),c)}, +Kv:function Kv(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4){var _=this _.a=a _.b=b _.c=c @@ -24215,33 +25313,33 @@ _.k3=b1 _.k4=b2 _.ok=b3 _.p1=b4}, -adw:function adw(){}, -adH:function adH(){}, -avq:function avq(){}, -aof:function aof(){}, -a_s:function a_s(a,b,c){this.c=a +aen:function aen(){}, +aey:function aey(){}, +awx:function awx(){}, +api:function api(){}, +a_R:function a_R(a,b,c){this.c=a this.d=b this.a=c}, -bvp(a,b,c){var s=null -return new A.Dc(b,A.dv(c,s,B.cx,s,B.Ez.hM(A.al(a).ax.a===B.ai?B.l:B.a1),s,s),s)}, -Dc:function Dc(a,b,c){this.c=a +bwJ(a,b,c){var s=null +return new A.Dp(b,A.dz(c,s,B.cz,s,B.EA.hI(A.an(a).ax.a===B.ai?B.l:B.a1),s,s),s)}, +Dp:function Dp(a,b,c){this.c=a this.d=b this.a=c}, -ber(a,b,c,d,e,f,g,h,i){return new A.a_C(b,e,g,i,f,d,h,a,c,null)}, -btO(a,b,c){return new A.Xa(c,b,a,null)}, -bEL(a,b,c,d){return A.ln(!1,d,A.ds(B.ek,b,null))}, -bvs(a,b,c,d,e,f,g,h,i,j,k){var s,r,q,p,o,n,m=null -A.mz(f,B.ch,t.c4).toString +bfr(a,b,c,d,e,f,g,h,i){return new A.a00(b,e,g,i,f,d,h,a,c,null)}, +bv4(a,b,c){return new A.Xu(c,b,a,null)}, +bG7(a,b,c,d){return A.lC(!1,d,A.du(B.em,b,null))}, +bwM(a,b,c,d,e,f,g,h,i,j,k){var s,r,q,p,o,n,m=null +A.mN(f,B.cj,t.c4).toString s=A.b([],t.Zt) -r=$.aG -q=A.Fg(B.dA) +r=$.aP +q=A.Fw(B.dC) p=A.b([],t.wi) -o=A.ju(m,t.ob) -n=$.aG -return new A.Kl(new A.avu(e,h,!0),!0,"Dismiss",b,B.fy,A.bIj(),a,m,i,s,new A.cz(m,k.h("cz>")),new A.cz(m,t.re),new A.Nr(),m,0,new A.bT(new A.aR(r,k.h("aR<0?>")),k.h("bT<0?>")),q,p,B.jq,o,new A.bT(new A.aR(n,k.h("aR<0?>")),k.h("bT<0?>")),k.h("Kl<0>"))}, -bju(a){var s=null -return new A.aVZ(a,A.al(a).p3,A.al(a).ok,s,24,s,s,B.eK,B.Y,s,s,s,s)}, -a_C:function a_C(a,b,c,d,e,f,g,h,i,j){var _=this +o=A.jD(m,t.ob) +n=$.aP +return new A.KD(new A.awB(e,h,!0),!0,"Dismiss",b,B.fB,A.bJH(),a,m,i,s,new A.cC(m,k.h("cC>")),new A.cC(m,t.re),new A.NJ(),m,0,new A.bX(new A.aV(r,k.h("aV<0?>")),k.h("bX<0?>")),q,p,B.jt,o,new A.bX(new A.aV(n,k.h("aV<0?>")),k.h("bX<0?>")),k.h("KD<0>"))}, +bkB(a){var s=null +return new A.aX8(a,A.an(a).p3,A.an(a).ok,s,24,s,s,B.eN,B.Z,s,s,s,s)}, +a00:function a00(a,b,c,d,e,f,g,h,i,j){var _=this _.c=a _.d=b _.e=c @@ -24252,19 +25350,19 @@ _.z=g _.Q=h _.as=i _.a=j}, -Xa:function Xa(a,b,c,d){var _=this +Xu:function Xu(a,b,c,d){var _=this _.f=a _.x=b _.Q=c _.a=d}, -Kl:function Kl(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2){var _=this -_.d0=a -_.hq=b -_.jl=c -_.cr=d -_.fl=e -_.e7=f -_.T=g +KD:function KD(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2){var _=this +_.d1=a +_.dJ=b +_.e0=c +_.c7=d +_.df=e +_.eJ=f +_.S=g _.fr=h _.fx=i _.fy=!1 @@ -24276,8 +25374,8 @@ _.k4=m _.ok=$ _.p1=null _.p2=$ -_.rH$=n -_.Jq$=o +_.rv$=n +_.Jc$=o _.y=p _.z=null _.Q=!1 @@ -24290,10 +25388,10 @@ _.b=s _.c=a0 _.d=a1 _.$ti=a2}, -avu:function avu(a,b,c){this.a=a +awB:function awB(a,b,c){this.a=a this.b=b this.c=c}, -aVZ:function aVZ(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this +aX8:function aX8(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this _.z=a _.Q=b _.as=c @@ -24307,19 +25405,19 @@ _.r=j _.w=k _.x=l _.y=m}, -bvt(a,b,c){var s,r,q,p,o,n,m,l,k +bwN(a,b,c){var s,r,q,p,o,n,m,l,k if(a===b&&!0)return a s=A.a1(a.a,b.a,c) -r=A.ak(a.b,b.b,c) +r=A.am(a.b,b.b,c) q=A.a1(a.c,b.c,c) p=A.a1(a.d,b.d,c) -o=A.fr(a.e,b.e,c) -n=A.Xc(a.f,b.f,c) +o=A.fo(a.e,b.e,c) +n=A.Xw(a.f,b.f,c) m=A.a1(a.y,b.y,c) -l=A.c6(a.r,b.r,c) -k=A.c6(a.w,b.w,c) -return new A.Dd(s,r,q,p,o,n,l,k,A.hA(a.x,b.x,c),m)}, -Dd:function Dd(a,b,c,d,e,f,g,h,i,j){var _=this +l=A.cb(a.r,b.r,c) +k=A.cb(a.w,b.w,c) +return new A.Dq(s,r,q,p,o,n,l,k,A.hu(a.x,b.x,c),m)}, +Dq:function Dq(a,b,c,d,e,f,g,h,i,j){var _=this _.a=a _.b=b _.c=c @@ -24330,26 +25428,26 @@ _.r=g _.w=h _.x=i _.y=j}, -adM:function adM(){}, -bvF(a,b,c){var s,r,q,p +aeD:function aeD(){}, +bwZ(a,b,c){var s,r,q,p if(a===b&&!0)return a s=A.a1(a.a,b.a,c) -r=A.ak(a.b,b.b,c) -q=A.ak(a.c,b.c,c) -p=A.ak(a.d,b.d,c) -return new A.Ko(s,r,q,p,A.ak(a.e,b.e,c))}, -Ko:function Ko(a,b,c,d,e){var _=this +r=A.am(a.b,b.b,c) +q=A.am(a.c,b.c,c) +p=A.am(a.d,b.d,c) +return new A.KG(s,r,q,p,A.am(a.e,b.e,c))}, +KG:function KG(a,b,c,d,e){var _=this _.a=a _.b=b _.c=c _.d=d _.e=e}, -adS:function adS(){}, -awB:function awB(a,b){this.a=a +aeK:function aeK(){}, +axI:function axI(a,b){this.a=a this.b=b}, -a0_:function a0_(a,b){this.x=a +a0q:function a0q(a,b){this.x=a this.a=b}, -aW4:function aW4(a,b,c,d,e,f,g,h,i){var _=this +aXc:function aXc(a,b,c,d,e,f,g,h,i){var _=this _.x=a _.a=b _.b=c @@ -24359,21 +25457,21 @@ _.e=f _.f=g _.r=h _.w=i}, -bw8(a,b,c){var s,r,q,p,o,n,m +bxs(a,b,c){var s,r,q,p,o,n,m if(a===b)return a s=A.a1(a.a,b.a,c) r=A.a1(a.b,b.b,c) -q=A.ak(a.c,b.c,c) +q=A.am(a.c,b.c,c) p=A.a1(a.d,b.d,c) o=A.a1(a.e,b.e,c) -n=A.fr(a.f,b.f,c) -m=A.fr(a.r,b.r,c) -return new A.Di(s,r,q,p,o,n,m,A.ak(a.w,b.w,c))}, -bw9(a){var s -a.bb(t.ty) -s=A.al(a) -return s.bB}, -Di:function Di(a,b,c,d,e,f,g,h){var _=this +n=A.fo(a.f,b.f,c) +m=A.fo(a.r,b.r,c) +return new A.Dv(s,r,q,p,o,n,m,A.am(a.w,b.w,c))}, +bxt(a){var s +a.bh(t.ty) +s=A.an(a) +return s.ai}, +Dv:function Dv(a,b,c,d,e,f,g,h){var _=this _.a=a _.b=b _.c=c @@ -24382,10 +25480,10 @@ _.e=e _.f=f _.r=g _.w=h}, -aec:function aec(){}, -bf5(a,b,c){return new A.kG(b,a,B.kg,null,c.h("kG<0>"))}, -b7V(a,b,c,d,e){return new A.Dj(b,d,c,a,null,e.h("Dj<0>"))}, -aee:function aee(a,b,c,d,e,f,g,h){var _=this +af4:function af4(){}, +bg6(a,b,c){return new A.kT(b,a,B.kl,null,c.h("kT<0>"))}, +b8T(a,b,c,d,e){return new A.Dw(b,d,c,a,null,e.h("Dw<0>"))}, +af6:function af6(a,b,c,d,e,f,g,h){var _=this _.b=a _.c=b _.d=c @@ -24394,7 +25492,7 @@ _.f=e _.r=f _.w=g _.a=h}, -Hh:function Hh(a,b,c,d,e,f,g,h){var _=this +Hy:function Hy(a,b,c,d,e,f,g,h){var _=this _.c=a _.d=b _.e=c @@ -24403,12 +25501,12 @@ _.r=e _.w=f _.a=g _.$ti=h}, -Hi:function Hi(a,b){var _=this +Hz:function Hz(a,b){var _=this _.a=null _.b=a _.c=null _.$ti=b}, -Hg:function Hg(a,b,c,d,e,f,g,h,i){var _=this +Hx:function Hx(a,b,c,d,e,f,g,h,i){var _=this 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+bH1(a,b,c){if(c!=null)return c +if(b)return new A.b3n(a) return null}, -b2r:function b2r(a){this.a=a}, -aXC:function aXC(){}, -LK:function LK(a,b,c,d,e,f,g,h,i,j){var _=this +b3n:function b3n(a){this.a=a}, +aYI:function aYI(){}, +M2:function M2(a,b,c,d,e,f,g,h,i,j){var _=this _.z=a _.Q=b _.as=c @@ -24925,21 +26023,21 @@ _.a=h _.b=i _.c=j _.d=!1}, -bFE(a,b,c){if(c!=null)return c -if(b)return new A.b2q(a) +bH0(a,b,c){if(c!=null)return c +if(b)return new A.b3m(a) return null}, -bFI(a,b,c,d){var s,r,q,p,o,n,m +bH4(a,b,c,d){var s,r,q,p,o,n,m if(b){if(c!=null){s=c.$0() -r=J.dg(s) -q=new A.M(r.gaI(s)-r.gad(s),r.gaN(s)-r.gag(s))}else q=a.gD(a) -p=d.Y(0,B.h).ge4() -o=d.Y(0,new A.h(0+q.a,0)).ge4() -n=d.Y(0,new A.h(0,0+q.b)).ge4() -m=d.Y(0,q.Ia(0,B.h)).ge4() +r=J.bt(s) +q=new A.N(r.gaI(s)-r.gag(s),r.gaN(s)-r.gal(s))}else q=a.gC(a) +p=d.X(0,B.h).gdY() +o=d.X(0,new A.h(0+q.a,0)).gdY() +n=d.X(0,new A.h(0,0+q.b)).gdY() +m=d.X(0,q.HW(0,B.h)).gdY() return 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s=null +return new A.a2J(d,p,s,s,s,s,o,s,s,s,s,m,n,k,!0,B.aq,s,b,e,g,j,i,q,r,a0,f!==!1,!1,l,a,h,c,a1,s)}, +uT:function uT(){}, +Ek:function Ek(){}, +Ub:function Ub(a,b,c){this.f=a this.b=b this.a=c}, -E1:function E1(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3){var _=this +Ee:function Ee(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3){var _=this _.c=a _.d=b _.e=c @@ -24996,7 +26094,7 @@ _.k4=b0 _.ok=b1 _.p1=b2 _.a=b3}, -Tb:function Tb(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6){var _=this +Ts:function Ts(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6){var _=this _.c=a _.d=b _.e=c @@ -25033,9 +26131,9 @@ _.p2=b3 _.p3=b4 _.p4=b5 _.a=b6}, -wq:function wq(a,b){this.a=a +wy:function wy(a,b){this.a=a this.b=b}, -Ta:function Ta(a,b,c,d){var _=this +Tr:function Tr(a,b,c,d){var _=this _.e=_.d=null _.f=!1 _.r=a @@ -25043,20 +26141,20 @@ _.w=$ 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A.Eh(b2,b3,b6,b8,b7,a0,a6,a5,a4,a9,a8,b0,a7,k,o,n,m,s,r,b5,d,!1,c0,c2,b9,c4,c3,c1,c7,c6,d1,d0,c8,c9,g,e,f,q,p,a1,b1,l,a2,a3,h,j,b,i,c5,a,c)}, +byP(a,b,c,d){return new A.Ei(d,b,c,a)}, +Tv:function Tv(a){var _=this _.a=null -_.bj$=_.b=0 -_.bo$=a -_.cW$=_.cV$=0 -_.d3$=!1}, -Tf:function Tf(a,b){this.a=a +_.G$=_.b=0 +_.Y$=a +_.ae$=_.a7$=0 +_.aa$=!1}, +Tw:function Tw(a,b){this.a=a this.b=b}, -afV:function afV(a,b,c,d,e,f,g,h,i){var _=this +agM:function agM(a,b,c,d,e,f,g,h,i){var _=this _.b=a _.c=b _.d=c @@ -25119,7 +26217,7 @@ _.r=f _.w=g _.x=h _.a=i}, -RM:function RM(a,b,c,d,e,f,g){var _=this +S1:function S1(a,b,c,d,e,f,g){var _=this _.c=a _.d=b _.e=c @@ -25127,17 +26225,17 @@ _.f=d _.r=e _.w=f _.a=g}, -abS:function abS(a,b,c){var _=this +acK:function acK(a,b,c){var _=this _.x=_.w=_.r=_.f=_.e=_.d=$ -_.eX$=a -_.bT$=b +_.eU$=a +_.bU$=b _.a=null _.b=c _.c=null}, -akK:function akK(a,b,c){this.e=a +alF:function alF(a,b,c){this.e=a this.c=b this.a=c}, -T2:function T2(a,b,c,d,e,f,g,h,i){var _=this 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-_.d3$=!1}, -a3r:function a3r(){}, -aEE:function aEE(a,b,c){this.a=a +a45:function a45(a,b){var _=this +_.a=a +_.G$=0 +_.Y$=b +_.ae$=_.a7$=0 +_.aa$=!1}, +a42:function a42(){}, +aFJ:function aFJ(a,b,c){this.a=a this.b=b this.c=c}, -aEC:function aEC(){}, -aED:function aED(){}, -byx(a,b,c){if(a===b)return a -return new A.a3B(A.b8X(a.a,b.a,c))}, -a3B:function a3B(a){this.a=a}, -byy(a,b,c){if(a===b)return a -return new A.MF(A.tU(a.a,b.a,c))}, -MF:function MF(a){this.a=a}, -agP:function agP(){}, -b8X(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=null +aFH:function aFH(){}, +aFI:function aFI(){}, +bzS(a,b,c){if(a===b)return a +return new A.a4c(A.b9W(a.a,b.a,c))}, +a4c:function a4c(a){this.a=a}, +bzT(a,b,c){if(a===b)return a +return new A.MZ(A.u3(a.a,b.a,c))}, +MZ:function MZ(a){this.a=a}, +ahJ:function ahJ(){}, +b9W(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=null if(a==b)return a s=a==null r=s?d:a.a q=b==null p=q?d:b.a o=t.MH -p=A.bJ(r,p,c,A.dh(),o) +p=A.bO(r,p,c,A.di(),o) r=s?d:a.b -r=A.bJ(r,q?d:b.b,c,A.dh(),o) +r=A.bO(r,q?d:b.b,c,A.di(),o) n=s?d:a.c -o=A.bJ(n,q?d:b.c,c,A.dh(),o) +o=A.bO(n,q?d:b.c,c,A.di(),o) n=s?d:a.d m=q?d:b.d -m=A.bJ(n,m,c,A.WW(),t.PM) +m=A.bO(n,m,c,A.Xd(),t.PM) n=s?d:a.e l=q?d:b.e -l=A.bJ(n,l,c,A.bbB(),t.pc) +l=A.bO(n,l,c,A.bct(),t.pc) n=s?d:a.f k=q?d:b.f j=t.tW -k=A.bJ(n,k,c,A.WV(),j) +k=A.bO(n,k,c,A.Xc(),j) n=s?d:a.r -n=A.bJ(n,q?d:b.r,c,A.WV(),j) +n=A.bO(n,q?d:b.r,c,A.Xc(),j) i=s?d:a.w -j=A.bJ(i,q?d:b.w,c,A.WV(),j) +j=A.bO(i,q?d:b.w,c,A.Xc(),j) i=s?d:a.x h=q?d:b.x g=s?d:a.y f=q?d:b.y -f=A.bJ(g,f,c,A.bbp(),t.KX) +f=A.bO(g,f,c,A.bch(),t.KX) g=c<0.5 if(g)e=s?d:a.z else e=q?d:b.z if(g)g=s?d:a.Q else g=q?d:b.Q s=s?d:a.as -return new A.a3C(p,r,o,m,l,k,n,j,new A.ags(i,h,c),f,e,g,A.Xc(s,q?d:b.as,c))}, -a3C:function a3C(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this +return new A.a4d(p,r,o,m,l,k,n,j,new A.ahj(i,h,c),f,e,g,A.Xw(s,q?d:b.as,c))}, +a4d:function a4d(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this _.a=a _.b=b _.c=c @@ -25816,29 +26914,29 @@ _.y=j _.z=k _.Q=l _.as=m}, -ags:function ags(a,b,c){this.a=a +ahj:function ahj(a,b,c){this.a=a this.b=b this.c=c}, -agQ:function agQ(){}, -byz(a,b,c){if(a===b)return a -return new A.EE(A.b8X(a.a,b.a,c))}, -EE:function EE(a){this.a=a}, -agR:function agR(){}, -byU(a,b,c){var s,r,q,p,o,n,m,l,k,j +ahK:function ahK(){}, +bzU(a,b,c){if(a===b)return a +return new A.ES(A.b9W(a.a,b.a,c))}, +ES:function ES(a){this.a=a}, +ahL:function ahL(){}, +bAg(a,b,c){var s,r,q,p,o,n,m,l,k,j if(a===b)return a -s=A.ak(a.a,b.a,c) +s=A.am(a.a,b.a,c) r=A.a1(a.b,b.b,c) -q=A.ak(a.c,b.c,c) +q=A.am(a.c,b.c,c) p=A.a1(a.d,b.d,c) o=A.a1(a.e,b.e,c) n=A.a1(a.f,b.f,c) -m=A.fr(a.r,b.r,c) -l=A.bJ(a.w,b.w,c,A.WS(),t.p8) -k=A.bJ(a.x,b.x,c,A.bmc(),t.lF) +m=A.fo(a.r,b.r,c) +l=A.bO(a.w,b.w,c,A.X9(),t.p8) +k=A.bO(a.x,b.x,c,A.bnj(),t.lF) if(c<0.5)j=a.y else j=b.y -return new A.N4(s,r,q,p,o,n,m,l,k,j)}, -N4:function N4(a,b,c,d,e,f,g,h,i,j){var _=this +return new A.Nn(s,r,q,p,o,n,m,l,k,j)}, +Nn:function Nn(a,b,c,d,e,f,g,h,i,j){var _=this _.a=a _.b=b _.c=c @@ -25849,21 +26947,21 @@ _.r=g _.w=h _.x=i _.y=j}, -ahn:function ahn(){}, -byV(a,b,c){var s,r,q,p,o,n,m,l,k +aij:function aij(){}, +bAh(a,b,c){var s,r,q,p,o,n,m,l,k if(a===b)return a -s=A.ak(a.a,b.a,c) +s=A.am(a.a,b.a,c) r=A.a1(a.b,b.b,c) -q=A.ak(a.c,b.c,c) +q=A.am(a.c,b.c,c) p=A.a1(a.d,b.d,c) o=A.a1(a.e,b.e,c) n=A.a1(a.f,b.f,c) -m=A.fr(a.r,b.r,c) +m=A.fo(a.r,b.r,c) l=a.w -l=A.aN3(l,l,c) -k=A.bJ(a.x,b.x,c,A.WS(),t.p8) -return new A.N5(s,r,q,p,o,n,m,l,k,A.bJ(a.y,b.y,c,A.bmc(),t.lF))}, -N5:function N5(a,b,c,d,e,f,g,h,i,j){var _=this +l=A.aO7(l,l,c) +k=A.bO(a.x,b.x,c,A.X9(),t.p8) +return new A.No(s,r,q,p,o,n,m,l,k,A.bO(a.y,b.y,c,A.bnj(),t.lF))}, +No:function No(a,b,c,d,e,f,g,h,i,j){var _=this _.a=a _.b=b _.c=c @@ -25874,34 +26972,34 @@ _.r=g _.w=h _.x=i _.y=j}, -aho:function aho(){}, -byW(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h +aik:function aik(){}, +bAi(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h if(a===b)return a s=A.a1(a.a,b.a,c) -r=A.ak(a.b,b.b,c) -q=A.c6(a.c,b.c,c) -p=A.c6(a.d,b.d,c) +r=A.am(a.b,b.b,c) +q=A.cb(a.c,b.c,c) +p=A.cb(a.d,b.d,c) o=a.e if(o==null)n=b.e==null else n=!1 if(n)o=null -else o=A.qS(o,b.e,c) +else o=A.r_(o,b.e,c) n=a.f if(n==null)m=b.f==null else m=!1 if(m)n=null -else n=A.qS(n,b.f,c) -m=A.ak(a.r,b.r,c) +else n=A.r_(n,b.f,c) +m=A.am(a.r,b.r,c) l=c<0.5 if(l)k=a.w else k=b.w if(l)l=a.x else l=b.x j=A.a1(a.y,b.y,c) -i=A.fr(a.z,b.z,c) -h=A.ak(a.Q,b.Q,c) -return new A.N6(s,r,q,p,o,n,m,k,l,j,i,h,A.ak(a.as,b.as,c))}, -N6:function N6(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this +i=A.fo(a.z,b.z,c) +h=A.am(a.Q,b.Q,c) +return new A.Np(s,r,q,p,o,n,m,k,l,j,i,h,A.am(a.as,b.as,c))}, +Np:function Np(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this _.a=a _.b=b _.c=c @@ -25915,17 +27013,17 @@ _.y=j _.z=k _.Q=l _.as=m}, -ahp:function ahp(){}, -bz0(a,b,c){if(a===b)return a -return new A.Nm(A.tU(a.a,b.a,c))}, -Nm:function Nm(a){this.a=a}, -ahO:function ahO(){}, -bgt(a,b,c){var s=null,r=A.b([],t.Zt),q=$.aG,p=A.Fg(B.dA),o=A.b([],t.wi),n=A.ju(s,t.ob),m=$.aG,l=b==null?B.jq:b -return new A.k0(a,!1,!0,s,s,r,new A.cz(s,c.h("cz>")),new A.cz(s,t.re),new A.Nr(),s,0,new A.bT(new A.aR(q,c.h("aR<0?>")),c.h("bT<0?>")),p,o,l,n,new A.bT(new A.aR(m,c.h("aR<0?>")),c.h("bT<0?>")),c.h("k0<0>"))}, -k0:function k0(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r){var _=this -_.jl=a -_.ck=b -_.cF=c +ail:function ail(){}, +bAn(a,b,c){if(a===b)return a +return new A.NE(A.u3(a.a,b.a,c))}, +NE:function NE(a){this.a=a}, +aiK:function aiK(){}, +bhv(a,b,c){var s=null,r=A.b([],t.Zt),q=$.aP,p=A.Fw(B.dC),o=A.b([],t.wi),n=A.jD(s,t.ob),m=$.aP,l=b==null?B.jt:b +return new A.ka(a,!1,!0,s,s,r,new A.cC(s,c.h("cC>")),new A.cC(s,t.re),new A.NJ(),s,0,new A.bX(new A.aV(q,c.h("aV<0?>")),c.h("bX<0?>")),p,o,l,n,new A.bX(new A.aV(m,c.h("aV<0?>")),c.h("bX<0?>")),c.h("ka<0>"))}, +ka:function ka(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r){var _=this +_.e0=a +_.cC=b +_.dA=c _.fr=d _.fx=e _.fy=!1 @@ -25937,8 +27035,8 @@ _.k4=i _.ok=$ _.p1=null _.p2=$ -_.rH$=j -_.Jq$=k +_.rv$=j +_.Jc$=k _.y=l _.z=null _.Q=!1 @@ -25951,72 +27049,72 @@ _.b=o _.c=p _.d=q _.$ti=r}, -a3o:function a3o(){}, -Tu:function Tu(){}, -blm(a,b,c){var s,r -a.bm() +a4_:function a4_(){}, +TL:function TL(){}, +bmt(a,b,c){var s,r +a.cc() if(b===1)return -a.eG(0,b,b) +a.eD(0,b,b) s=c.a r=c.b a.aL(0,-((s*b-s)/2),-((r*b-r)/2))}, -bkk(a,b,c,d){var s=new A.VU(c,a,d,b,new A.b3(new Float64Array(16)),A.aV(t.o0),A.aV(t.bq),$.ag()),r=s.geZ() -a.aj(0,r) -a.ke(s.gAC()) -d.a.aj(0,r) -b.aj(0,r) -return s}, -bkl(a,b,c,d){var s=new A.VV(c,d,b,a,new A.b3(new Float64Array(16)),A.aV(t.o0),A.aV(t.bq),$.ag()),r=s.geZ() -d.a.aj(0,r) -b.aj(0,r) -a.ke(s.gAC()) -return s}, -ao5:function ao5(a,b,c,d,e,f){var _=this +blr(a,b,c,d){var s=new A.Wb(c,a,d,b,new A.by(new Float64Array(16)),A.aZ(t.o0),A.aZ(t.bq),$.af()),r=s.geX() +a.an(0,r) +a.kf(s.gAq()) +d.a.an(0,r) +b.an(0,r) +return s}, +bls(a,b,c,d){var s=new A.Wc(c,d,b,a,new A.by(new Float64Array(16)),A.aZ(t.o0),A.aZ(t.bq),$.af()),r=s.geX() +d.a.an(0,r) +b.an(0,r) +a.kf(s.gAq()) +return s}, +ap8:function ap8(a,b,c,d,e,f){var _=this _.c=a _.d=b _.e=c _.f=d _.r=e _.a=f}, -b1T:function b1T(a){this.a=a}, -b1U:function b1U(a){this.a=a}, -b1V:function b1V(a){this.a=a}, -b1W:function b1W(a){this.a=a}, -wE:function wE(a,b,c,d,e){var _=this +b2P:function b2P(a){this.a=a}, +b2Q:function b2Q(a){this.a=a}, +b2R:function b2R(a){this.a=a}, +b2S:function b2S(a){this.a=a}, +wM:function wM(a,b,c,d,e){var _=this _.c=a _.d=b _.e=c _.f=d _.a=e}, -ao1:function ao1(a,b,c,d){var _=this +ap4:function ap4(a,b,c,d){var _=this _.d=$ -_.rJ$=a -_.q5$=b -_.rK$=c +_.rz$=a +_.q3$=b +_.rA$=c _.a=null _.b=d _.c=null}, -wF:function wF(a,b,c,d,e){var _=this +wN:function wN(a,b,c,d,e){var _=this _.c=a _.d=b _.e=c _.f=d _.a=e}, -ao4:function ao4(a,b,c,d){var _=this +ap7:function ap7(a,b,c,d){var _=this _.d=$ -_.rJ$=a -_.q5$=b -_.rK$=c +_.rz$=a +_.q3$=b +_.rA$=c _.a=null _.b=d _.c=null}, -re:function re(){}, -ab5:function ab5(){}, -a__:function a__(){}, -a4x:function a4x(){}, -aGI:function aGI(a){this.a=a}, -In:function In(){}, -VU:function VU(a,b,c,d,e,f,g,h){var _=this +rm:function rm(){}, +abW:function abW(){}, +a_o:function a_o(){}, +a5c:function a5c(){}, +aHL:function aHL(a){this.a=a}, +IG:function IG(){}, +Wb:function Wb(a,b,c,d,e,f,g,h){var _=this _.r=a _.w=b _.x=c @@ -26024,13 +27122,13 @@ _.y=d _.z=e _.Q=f _.as=g -_.bj$=0 -_.bo$=h -_.cW$=_.cV$=0 -_.d3$=!1}, -b1R:function b1R(a,b){this.a=a +_.G$=0 +_.Y$=h +_.ae$=_.a7$=0 +_.aa$=!1}, +b2N:function b2N(a,b){this.a=a this.b=b}, -VV:function VV(a,b,c,d,e,f,g,h){var _=this +Wc:function Wc(a,b,c,d,e,f,g,h){var _=this _.r=a _.w=b _.x=c @@ -26038,24 +27136,24 @@ _.y=d _.z=e _.Q=f _.as=g -_.bj$=0 -_.bo$=h -_.cW$=_.cV$=0 -_.d3$=!1}, -b1S:function b1S(a,b){this.a=a +_.G$=0 +_.Y$=h +_.ae$=_.a7$=0 +_.aa$=!1}, +b2O:function b2O(a,b){this.a=a this.b=b}, -ahU:function ahU(){}, -Wt:function Wt(){}, -Wu:function Wu(){}, -bzz(a,b,c){var s,r,q,p,o,n,m,l,k,j +aiQ:function aiQ(){}, +WM:function WM(){}, +WN:function WN(){}, +bAV(a,b,c){var s,r,q,p,o,n,m,l,k,j if(a===b)return a s=A.a1(a.a,b.a,c) -r=A.fr(a.b,b.b,c) -q=A.ak(a.c,b.c,c) +r=A.fo(a.b,b.b,c) +q=A.am(a.c,b.c,c) p=A.a1(a.d,b.d,c) o=A.a1(a.e,b.e,c) -n=A.c6(a.f,b.f,c) -m=A.bJ(a.r,b.r,c,A.WS(),t.p8) +n=A.cb(a.f,b.f,c) +m=A.bO(a.r,b.r,c,A.X9(),t.p8) l=c<0.5 if(l)k=a.w else k=b.w @@ -26063,8 +27161,8 @@ if(l)j=a.x else j=b.x if(l)l=a.y else l=b.y -return new A.NQ(s,r,q,p,o,n,m,k,j,l)}, -NQ:function NQ(a,b,c,d,e,f,g,h,i,j){var _=this +return new A.O8(s,r,q,p,o,n,m,k,j,l)}, +O8:function O8(a,b,c,d,e,f,g,h,i,j){var _=this _.a=a _.b=b _.c=c @@ -26075,77 +27173,77 @@ _.r=g _.w=h _.x=i _.y=j}, -aiR:function aiR(){}, -bzS(a,b,c){var s,r,q,p +ajN:function ajN(){}, +bBd(a,b,c){var s,r,q,p if(a===b)return a s=A.a1(a.a,b.a,c) r=A.a1(a.b,b.b,c) -q=A.ak(a.c,b.c,c) +q=A.am(a.c,b.c,c) p=A.a1(a.d,b.d,c) -return new A.NW(s,r,q,p,A.a1(a.e,b.e,c))}, -NW:function NW(a,b,c,d,e){var _=this +return new A.Oe(s,r,q,p,A.a1(a.e,b.e,c))}, +Oe:function Oe(a,b,c,d,e){var _=this _.a=a _.b=b _.c=c _.d=d _.e=e}, -aiU:function aiU(){}, -bzZ(a,b,c){var s,r,q,p,o,n +ajO:function ajO(){}, +bBk(a,b,c){var s,r,q,p,o,n if(a===b&&!0)return a s=c<0.5 if(s)r=a.a else r=b.a q=t.MH -p=A.bJ(a.b,b.b,c,A.dh(),q) +p=A.bO(a.b,b.b,c,A.di(),q) if(s)o=a.e else o=b.e -q=A.bJ(a.c,b.c,c,A.dh(),q) -n=A.ak(a.d,b.d,c) +q=A.bO(a.c,b.c,c,A.di(),q) +n=A.am(a.d,b.d,c) if(s)s=a.f else s=b.f -return new A.O5(r,p,q,n,o,s)}, -O5:function O5(a,b,c,d,e,f){var _=this +return new A.Oo(r,p,q,n,o,s)}, +Oo:function Oo(a,b,c,d,e,f){var _=this _.a=a _.b=b _.c=c _.d=d _.e=e _.f=f}, -aj4:function aj4(){}, -b9G(a){return new A.Am(a,null)}, -aLg(a){var s=a.CI(t.Np) +ajX:function ajX(){}, +baC(a){return new A.Ay(a,null)}, +aMk(a){var s=a.Cu(t.Np) if(s!=null)return s -throw A.d(A.DD(A.b([A.uh("Scaffold.of() called with a context that does not contain a Scaffold."),A.ca("No Scaffold ancestor could be found starting from the context that was passed to Scaffold.of(). This usually happens when the context provided is from the same StatefulWidget as that whose build function actually creates the Scaffold widget being sought."),A.a0m('There are several ways to avoid this problem. The simplest is to use a Builder to get a context that is "under" the Scaffold. For an example of this, please see the documentation for Scaffold.of():\n https://api.flutter.dev/flutter/material/Scaffold/of.html'),A.a0m("A more efficient solution is to split your build function into several widgets. This introduces a new context from which you can obtain the Scaffold. In this solution, you would have an outer widget that creates the Scaffold populated by instances of your new inner widgets, and then in these inner widgets you would use Scaffold.of().\nA less elegant but more expedient solution is assign a GlobalKey to the Scaffold, then use the key.currentState property to obtain the ScaffoldState rather than using the Scaffold.of() function."),a.aIY("The context used was")],t.qe)))}, -l6:function l6(a,b){this.a=a +throw A.d(A.DQ(A.b([A.uq("Scaffold.of() called with a context that does not contain a Scaffold."),A.cf("No Scaffold ancestor could be found starting from the context that was passed to Scaffold.of(). This usually happens when the context provided is from the same StatefulWidget as that whose build function actually creates the Scaffold widget being sought."),A.a0N('There are several ways to avoid this problem. The simplest is to use a Builder to get a context that is "under" the Scaffold. For an example of this, please see the documentation for Scaffold.of():\n https://api.flutter.dev/flutter/material/Scaffold/of.html'),A.a0N("A more efficient solution is to split your build function into several widgets. This introduces a new context from which you can obtain the Scaffold. In this solution, you would have an outer widget that creates the Scaffold populated by instances of your new inner widgets, and then in these inner widgets you would use Scaffold.of().\nA less elegant but more expedient solution is assign a GlobalKey to the Scaffold, then use the key.currentState property to obtain the ScaffoldState rather than using the Scaffold.of() function."),a.aJB("The context used was")],t.Q)))}, +lj:function lj(a,b){this.a=a this.b=b}, -P_:function P_(a,b){this.c=a +Ph:function Ph(a,b){this.c=a this.a=b}, -P0:function P0(a,b,c,d,e,f){var _=this +Pi:function Pi(a,b,c,d,e,f){var _=this _.d=a _.e=b _.r=c _.y=_.x=_.w=null -_.eX$=d -_.bT$=e +_.eU$=d +_.bU$=e _.a=null _.b=f _.c=null}, -aLa:function aLa(a,b){this.a=a +aMe:function aMe(a,b){this.a=a this.b=b}, -aLb:function aLb(a,b){this.a=a +aMf:function aMf(a,b){this.a=a this.b=b}, -aL6:function aL6(a){this.a=a}, -aL7:function aL7(a){this.a=a}, -aL9:function aL9(a,b,c){this.a=a +aMa:function aMa(a){this.a=a}, +aMb:function aMb(a){this.a=a}, +aMd:function aMd(a,b,c){this.a=a this.b=b this.c=c}, -aL8:function aL8(a,b,c){this.a=a +aMc:function aMc(a,b,c){this.a=a this.b=b this.c=c}, -Uz:function Uz(a,b,c){this.f=a +UQ:function UQ(a,b,c){this.f=a this.b=b this.a=c}, -aLc:function aLc(a,b,c,d,e,f,g,h){var _=this +aMg:function aMg(a,b,c,d,e,f,g,h){var _=this _.a=a _.b=b _.c=c @@ -26154,17 +27252,17 @@ _.f=e _.r=f _.w=g _.y=h}, -a7l:function a7l(a,b){this.a=a +a86:function a86(a,b){this.a=a this.b=b}, -akg:function akg(a,b,c){var _=this +alb:function alb(a,b,c){var _=this _.a=a _.b=null _.c=b -_.bj$=0 -_.bo$=c -_.cW$=_.cV$=0 -_.d3$=!1}, -RJ:function RJ(a,b,c,d,e,f,g){var _=this +_.G$=0 +_.Y$=c +_.ae$=_.a7$=0 +_.aa$=!1}, +RZ:function RZ(a,b,c,d,e,f,g){var _=this _.e=a _.f=b _.r=c @@ -26172,12 +27270,12 @@ _.a=d _.b=e _.c=f _.d=g}, -abQ:function abQ(a,b,c,d){var _=this +acI:function acI(a,b,c,d){var _=this _.c=a _.d=b _.e=c _.a=d}, -b_U:function b_U(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this 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-aLd:function aLd(a,b){this.a=a +aMh:function aMh(a,b){this.a=a this.b=b}, -aLf:function aLf(a,b,c,d,e,f,g){var _=this +aMj:function aMj(a,b,c,d,e,f,g){var _=this _.a=a _.b=b _.c=c @@ -26250,29 +27348,29 @@ _.d=d _.e=e _.f=f _.r=g}, -adP:function adP(a,b){this.e=a +aeG:function aeG(a,b){this.e=a this.a=b this.b=null}, -OZ:function OZ(a,b,c,d){var _=this +Pg:function Pg(a,b,c,d){var _=this _.a=a _.b=b _.c=c _.$ti=d}, -akh:function akh(a,b,c){this.f=a +alc:function alc(a,b,c){this.f=a this.b=b this.a=c}, -b_V:function b_V(){}, -UA:function UA(){}, -UB:function UB(){}, -UC:function UC(){}, -W9:function W9(){}, -b9J(a,b,c){return new A.a7x(a,b,c,null)}, -a7x:function a7x(a,b,c,d){var _=this +b0R:function b0R(){}, +UR:function UR(){}, +US:function US(){}, +UT:function UT(){}, +Wr:function Wr(){}, +baF(a,b,c){return new A.a8h(a,b,c,null)}, +a8h:function a8h(a,b,c,d){var _=this _.c=a _.d=b _.e=c _.a=d}, -HI:function HI(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this +HZ:function HZ(a,b,c,d,e,f,g,h,i,j,k,l,m,n){var _=this _.fy=a _.c=b _.d=c @@ -26287,7 +27385,7 @@ _.cx=k _.cy=l _.db=m _.a=n}, -agK:function agK(a,b,c,d){var _=this +ahE:function ahE(a,b,c,d){var _=this _.cy=$ _.dx=_.db=!1 _.fx=_.fr=_.dy=$ @@ -26296,36 +27394,36 @@ _.y=_.x=$ _.z=a _.as=_.Q=!1 _.at=$ -_.eX$=b -_.bT$=c +_.eU$=b +_.bU$=c _.a=null _.b=d _.c=null}, -aYu:function aYu(a){this.a=a}, -aYr:function aYr(a,b,c,d){var _=this +aZA:function aZA(a){this.a=a}, +aZx:function aZx(a,b,c,d){var _=this _.a=a _.b=b _.c=c _.d=d}, -aYt:function aYt(a,b,c){this.a=a +aZz:function aZz(a,b,c){this.a=a this.b=b this.c=c}, -aYs:function aYs(a,b,c){this.a=a +aZy:function aZy(a,b,c){this.a=a this.b=b this.c=c}, -aYq:function aYq(a){this.a=a}, -aYA:function aYA(a){this.a=a}, -aYz:function aYz(a){this.a=a}, -aYy:function aYy(a){this.a=a}, -aYw:function aYw(a){this.a=a}, -aYx:function aYx(a){this.a=a}, -aYv:function aYv(a){this.a=a}, -bAu(a,b,c){var s,r,q,p,o,n,m,l,k,j,i +aZw:function aZw(a){this.a=a}, +aZG:function aZG(a){this.a=a}, +aZF:function aZF(a){this.a=a}, +aZE:function aZE(a){this.a=a}, +aZC:function aZC(a){this.a=a}, +aZD:function aZD(a){this.a=a}, +aZB:function aZB(a){this.a=a}, +bBQ(a,b,c){var s,r,q,p,o,n,m,l,k,j,i if(a===b&&!0)return a s=t.X7 -r=A.bJ(a.a,b.a,c,A.bn1(),s) -q=A.bJ(a.b,b.b,c,A.WW(),t.PM) -s=A.bJ(a.c,b.c,c,A.bn1(),s) +r=A.bO(a.a,b.a,c,A.bo8(),s) +q=A.bO(a.b,b.b,c,A.Xd(),t.PM) +s=A.bO(a.c,b.c,c,A.bo8(),s) p=a.d o=b.d n=c<0.5 @@ -26333,16 +27431,16 @@ p=n?p:o o=a.e m=b.e o=n?o:m -n=A.O6(a.f,b.f,c) +n=A.Op(a.f,b.f,c) m=t.MH -l=A.bJ(a.r,b.r,c,A.dh(),m) -k=A.bJ(a.w,b.w,c,A.dh(),m) -m=A.bJ(a.x,b.x,c,A.dh(),m) -j=A.ak(a.y,b.y,c) -i=A.ak(a.z,b.z,c) -return new A.Pg(r,q,s,p,o,n,l,k,m,j,i,A.ak(a.Q,b.Q,c))}, -bG7(a,b,c){return c<0.5?a:b}, -Pg:function Pg(a,b,c,d,e,f,g,h,i,j,k,l){var _=this +l=A.bO(a.r,b.r,c,A.di(),m) +k=A.bO(a.w,b.w,c,A.di(),m) +m=A.bO(a.x,b.x,c,A.di(),m) +j=A.am(a.y,b.y,c) +i=A.am(a.z,b.z,c) +return new A.Pz(r,q,s,p,o,n,l,k,m,j,i,A.am(a.Q,b.Q,c))}, 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+j=A.bO(a.x,b.x,c,A.X9(),k) +k=A.bO(a.y,b.y,c,A.X9(),k) +return new A.PA(s,q,p,o,r,n,m,l,j,k,A.xp(a.z,b.z,c))}, +bBR(a,b,c){if(a==b)return a +return new A.ahi(a,b,c)}, +PA:function PA(a,b,c,d,e,f,g,h,i,j,k){var _=this _.a=a _.b=b _.c=c @@ -26385,27 +27483,27 @@ _.w=h _.x=i _.y=j _.z=k}, -agr:function agr(a,b,c){this.a=a +ahi:function ahi(a,b,c){this.a=a this.b=b this.c=c}, -akw:function akw(){}, -bAy(a,b,c){var s,r,q,p,o,n,m,l +alr:function alr(){}, +bBU(a,b,c){var s,r,q,p,o,n,m,l if(a===b)return a s=A.a1(a.a,b.a,c) -r=A.ak(a.b,b.b,c) +r=A.am(a.b,b.b,c) q=A.a1(a.c,b.c,c) -p=A.bAx(a.d,b.d,c) -o=A.bgR(a.e,b.e,c) +p=A.bBT(a.d,b.d,c) +o=A.bhU(a.e,b.e,c) n=a.f m=b.f -l=A.c6(n,m,c) -n=A.c6(n,m,c) -m=A.xi(a.w,b.w,c) -return new A.Pi(s,r,q,p,o,l,n,m,A.a1(a.x,b.x,c))}, -bAx(a,b,c){if(a==null||b==null)return null +l=A.cb(n,m,c) +n=A.cb(n,m,c) +m=A.xp(a.w,b.w,c) +return new A.PB(s,r,q,p,o,l,n,m,A.a1(a.x,b.x,c))}, +bBT(a,b,c){if(a==null||b==null)return null if(a===b)return a -return A.bw(a,b,c)}, -Pi:function Pi(a,b,c,d,e,f,g,h,i){var _=this +return A.bA(a,b,c)}, +PB:function PB(a,b,c,d,e,f,g,h,i){var _=this _.a=a _.b=b _.c=c @@ -26415,40 +27513,40 @@ _.f=f _.r=g _.w=h _.x=i}, -akx:function akx(){}, -bAA(a,b,c){var s,r +als:function als(){}, +bBW(a,b,c){var s,r if(a===b&&!0)return a -s=A.tU(a.a,b.a,c) +s=A.u3(a.a,b.a,c) if(c<0.5)r=a.b else r=b.b -return new A.Pj(s,r)}, -Pj:function Pj(a,b){this.a=a -this.b=b}, -aky:function aky(){}, -bjX(a){var s=a.Eg(!1) -return new A.aml(a,new A.eY(s,B.hy,B.c2),$.ag())}, -bAB(a,b){return A.b78(b)}, -aml:function aml(a,b,c){var _=this +return new A.PC(s,r)}, +PC:function PC(a,b){this.a=a +this.b=b}, +alt:function alt(){}, +bl3(a){var s=a.E2(!1) +return new A.anj(a,new A.eY(s,B.hA,B.c4),$.af())}, +bBX(a,b){return A.b87(b)}, +anj:function anj(a,b,c){var _=this _.ax=a _.a=b -_.bj$=0 -_.bo$=c -_.cW$=_.cV$=0 -_.d3$=!1}, -akA:function akA(a,b){var _=this +_.G$=0 +_.Y$=c +_.ae$=_.a7$=0 +_.aa$=!1}, +alv:function alv(a,b){var _=this _.w=a _.a=b _.b=!0 _.d=_.c=0 _.f=_.e=null _.r=!1}, -vG:function vG(a,b,c,d,e){var _=this +vQ:function vQ(a,b,c,d,e){var _=this _.d=a _.w=b _.y=c _.fx=d _.a=e}, -UM:function UM(a,b){var _=this +V2:function V2(a,b){var _=this _.d=$ _.e=null _.f=!1 @@ -26457,20 +27555,20 @@ _.x=a _.a=null _.b=b _.c=null}, -b03:function b03(a,b){this.a=a +b1_:function b1_(a,b){this.a=a this.b=b}, -b02:function b02(a,b){this.a=a +b0Z:function b0Z(a,b){this.a=a this.b=b}, -b04:function b04(a){this.a=a}, -bE1(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,a0){var s=null,r=new A.I0(o,A.w5(s,s,s,s,s,B.au,s,s,1,B.aH),a0,l,j,m,b,f,n,q,k,i,h,g,p,d,e,a,!1,A.aV(t.v)) +b10:function b10(a){this.a=a}, +bFo(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,a0){var s=null,r=new A.Ih(o,A.t2(s,s,s,s,s,B.aB,s,s,1,B.aG),a0,l,j,m,b,f,n,q,k,i,h,g,p,d,e,a,!1,A.aZ(t.v)) r.br() -r.ano(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,a0) +r.anZ(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,a0) return r}, -b0w:function b0w(a,b){this.a=a +b1s:function b1s(a,b){this.a=a this.b=b}, -a8b:function a8b(a,b){this.a=a +a8W:function a8W(a,b){this.a=a this.b=b}, -PR:function PR(a,b,c,d,e,f,g){var _=this +Q9:function Q9(a,b,c,d,e,f,g){var _=this _.c=a _.e=b _.w=c @@ -26478,7 +27576,7 @@ _.x=d _.y=e _.z=f _.a=g}, -UV:function UV(a,b,c,d,e){var _=this +Vb:function Vb(a,b,c,d,e){var _=this _.r=_.f=_.e=_.d=$ _.w=null _.x=a @@ -26489,24 +27587,24 @@ _.as=null _.ax=_.at=!1 _.ay=b _.ch=null -_.eX$=c -_.bT$=d +_.eU$=c +_.bU$=d _.a=null _.b=e _.c=null}, -b0t:function b0t(a,b){this.a=a +b1p:function b1p(a,b){this.a=a this.b=b}, -b0u:function b0u(a,b){this.a=a +b1q:function b1q(a,b){this.a=a this.b=b}, -b0r:function b0r(a,b,c,d){var _=this +b1n:function b1n(a,b,c,d){var _=this _.a=a _.b=b _.c=c _.d=d}, -b0s:function b0s(a){this.a=a}, -b0q:function b0q(a){this.a=a}, -b0v:function b0v(a){this.a=a}, -al4:function al4(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +b1o:function b1o(a){this.a=a}, +b1m:function b1m(a){this.a=a}, +b1r:function b1r(a){this.a=a}, +am_:function am_(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this _.d=a _.e=b _.f=c @@ -26523,32 +27621,32 @@ _.ay=m _.ch=n _.CW=o _.a=p}, -I0:function I0(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0){var _=this -_.I=a -_.aq=_.a8=_.a1=$ -_.aJ=b -_.b4=_.aX=$ -_.bg=!1 -_.M=0 -_.ai=null -_.ao=c -_.by=d -_.cg=e -_.c_=f -_.cO=g -_.di=h -_.cA=i -_.de=j -_.be=k -_.dl=l -_.hS=m -_.cX=n -_.d9=o -_.iz=p -_.iZ=q -_.d0=!1 -_.hq=r -_.y3$=s +Ih:function Ih(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0){var _=this +_.G=a +_.ae=_.a7=_.Y=$ +_.aa=b +_.aK=_.aP=$ +_.b2=!1 +_.bj=0 +_.bF=null +_.bE=c +_.ey=d +_.cQ=e +_.dI=f +_.b_=g +_.ac=h +_.aQ=i +_.a3=j +_.ah=k +_.aT=l +_.bL=m +_.bM=n +_.cD=o +_.e6=p +_.eV=q +_.d1=!1 +_.dJ=r +_.xO$=s _.fy=_.fx=null _.go=!1 _.k1=_.id=null @@ -26575,21 +27673,21 @@ _.db=!1 _.dx=null _.dy=!0 _.fr=null}, -b_h:function b_h(a){this.a=a}, -b_f:function b_f(){}, -b_e:function b_e(){}, -b_g:function b_g(a){this.a=a}, -b_i:function b_i(a,b){this.a=a +b0f:function b0f(a){this.a=a}, +b0d:function b0d(){}, +b0c:function b0c(){}, +b0e:function b0e(a){this.a=a}, +b0g:function b0g(a,b){this.a=a this.b=b}, -oe:function oe(a){this.a=a}, -I6:function I6(a,b){this.a=a +os:function os(a){this.a=a}, +In:function In(a,b){this.a=a this.b=b}, -anf:function anf(a,b){this.d=a +aoi:function aoi(a,b){this.d=a this.a=b}, -ajN:function ajN(a,b,c){var _=this -_.I=$ -_.a1=a -_.y3$=b +akF:function akF(a,b,c){var _=this +_.G=$ +_.Y=a +_.xO$=b _.fy=_.fx=null _.go=!1 _.k1=_.id=null @@ -26616,7 +27714,7 @@ _.db=!1 _.dx=null _.dy=!0 _.fr=null}, -b0o:function b0o(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3){var _=this +b1k:function b1k(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3){var _=this _.k4=a _.ok=b _.a=c @@ -26650,13 +27748,13 @@ _.id=b0 _.k1=b1 _.k2=b2 _.k3=b3}, -Wk:function Wk(){}, -Wm:function Wm(){}, -Wq:function Wq(){}, -bi9(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1){return new A.FY(a7,b,k,a1,e,h,g,a,j,d,f,a3,n,i,o,a9,p,a6,a5,a8,b0,r,q,s,a0,a2,b1,l,a4,m,c)}, -bB3(b2,b3,b4){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1 +WC:function WC(){}, +WE:function WE(){}, +WI:function WI(){}, +bjf(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1){return new A.Gf(a7,b,k,a1,e,h,g,a,j,d,f,a3,n,i,o,a9,p,a6,a5,a8,b0,r,q,s,a0,a2,b1,l,a4,m,c)}, +bCp(b2,b3,b4){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1 if(b2===b3)return b2 -s=A.ak(b2.a,b3.a,b4) +s=A.am(b2.a,b3.a,b4) r=A.a1(b2.b,b3.b,b4) q=A.a1(b2.c,b3.c,b4) p=A.a1(b2.d,b3.d,b4) @@ -26683,14 +27781,14 @@ a4=c?b2.dy:b3.dy a5=c?b2.fr:b3.fr a6=c?b2.fx:b3.fx a7=c?b2.fy:b3.fy -a8=A.c6(b2.go,b3.go,b4) -a9=A.ak(b2.id,b3.id,b4) +a8=A.cb(b2.go,b3.go,b4) +a9=A.am(b2.id,b3.id,b4) b0=c?b2.k1:b3.k1 b1=c?b2.k2:b3.k2 -return A.bi9(l,r,c?b2.k3:b3.k3,j,o,i,n,m,f,k,q,a9,b1,g,e,b,a4,a3,a5,a6,p,a7,h,b0,a0,a,s,a1,d,a2,a8)}, -aMT:function aMT(a,b){this.a=a +return A.bjf(l,r,c?b2.k3:b3.k3,j,o,i,n,m,f,k,q,a9,b1,g,e,b,a4,a3,a5,a6,p,a7,h,b0,a0,a,s,a1,d,a2,a8)}, +aNX:function aNX(a,b){this.a=a this.b=b}, -FY:function FY(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1){var _=this +Gf:function Gf(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1){var _=this _.a=a _.b=b _.c=c @@ -26722,21 +27820,21 @@ _.id=a8 _.k1=a9 _.k2=b0 _.k3=b1}, -aNd:function aNd(){}, -aNe:function aNe(){}, -aNf:function aNf(){}, -arL:function arL(){}, -aKS:function aKS(){}, -aKR:function aKR(){}, -aKQ:function aKQ(){}, -aKP:function aKP(){}, -a6b:function a6b(){}, -aZP:function aZP(){}, -akb:function akb(){}, -al5:function al5(){}, -pw:function pw(a,b){this.a=a +aOh:function aOh(){}, +aOi:function aOi(){}, +aOj:function aOj(){}, +asW:function asW(){}, +aLW:function aLW(){}, +aLV:function aLV(){}, +aLU:function aLU(){}, +aLT:function aLT(){}, +a6T:function a6T(){}, +b_N:function b_N(){}, +al6:function al6(){}, +am0:function am0(){}, +pH:function pH(a,b){this.a=a this.b=b}, -AH:function AH(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r){var _=this +AT:function AT(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r){var _=this _.c=a _.d=b _.e=c @@ -26755,15 +27853,15 @@ _.ch=o _.CW=p _.cx=q _.a=r}, -UX:function UX(a){var _=this +Vd:function Vd(a){var _=this _.d=!1 _.a=null _.b=a _.c=null}, -b0y:function b0y(a){this.a=a}, -b0x:function b0x(a){this.a=a}, -b0z:function b0z(a){this.a=a}, -b0A:function b0A(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var _=this +b1u:function b1u(a){this.a=a}, +b1t:function b1t(a){this.a=a}, +b1v:function b1v(a){this.a=a}, +b1w:function b1w(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var _=this _.ax=a _.ay=b _.a=c @@ -26779,26 +27877,26 @@ _.z=l _.Q=m _.as=n _.at=o}, -bB5(a,b,c,d,e,f,g,h,i,j,k,l,m){return new A.G1(d,c,i,g,j,l,e,m,k,f,b,a,h)}, -bB6(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h +bCr(a,b,c,d,e,f,g,h,i,j,k,l,m){return new A.Gj(d,c,i,g,j,l,e,m,k,f,b,a,h)}, +bCs(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h if(a===b&&!0)return a s=A.a1(a.a,b.a,c) r=A.a1(a.b,b.b,c) q=A.a1(a.c,b.c,c) -p=A.c6(a.d,b.d,c) -o=A.ak(a.e,b.e,c) -n=A.fr(a.f,b.f,c) +p=A.cb(a.d,b.d,c) +o=A.am(a.e,b.e,c) +n=A.fo(a.f,b.f,c) if(c<0.5)m=a.r else m=b.r -l=A.ak(a.w,b.w,c) -k=A.awJ(a.x,b.x,c) +l=A.am(a.w,b.w,c) +k=A.axQ(a.x,b.x,c) j=A.a1(a.z,b.z,c) -i=A.ak(a.Q,b.Q,c) +i=A.am(a.Q,b.Q,c) h=A.a1(a.as,b.as,c) -return A.bB5(h,i,r,s,m,j,p,A.a1(a.at,b.at,c),q,o,k,n,l)}, -a8h:function a8h(a,b){this.a=a +return A.bCr(h,i,r,s,m,j,p,A.a1(a.at,b.at,c),q,o,k,n,l)}, +a91:function a91(a,b){this.a=a this.b=b}, -G1:function G1(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this +Gj:function Gj(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this _.a=a _.b=b _.c=c @@ -26812,25 +27910,25 @@ _.z=j _.Q=k _.as=l _.at=m}, -alb:function alb(){}, -bBv(a,b,c){var s,r,q,p,o,n,m,l,k +am6:function am6(){}, +bCS(a,b,c){var s,r,q,p,o,n,m,l,k if(a===b&&!0)return a s=t.MH -r=A.bJ(a.a,b.a,c,A.dh(),s) -q=A.bJ(a.b,b.b,c,A.dh(),s) -p=A.bJ(a.c,b.c,c,A.dh(),s) -o=A.bJ(a.d,b.d,c,A.WW(),t.PM) +r=A.bO(a.a,b.a,c,A.di(),s) +q=A.bO(a.b,b.b,c,A.di(),s) +p=A.bO(a.c,b.c,c,A.di(),s) +o=A.bO(a.d,b.d,c,A.Xd(),t.PM) n=c<0.5 if(n)m=a.e else m=b.e if(n)l=a.f else l=b.f -s=A.bJ(a.r,b.r,c,A.dh(),s) -k=A.ak(a.w,b.w,c) +s=A.bO(a.r,b.r,c,A.di(),s) +k=A.am(a.w,b.w,c) if(n)n=a.x else n=b.x -return new A.Qf(r,q,p,o,m,l,s,k,n)}, -Qf:function Qf(a,b,c,d,e,f,g,h,i){var _=this +return new A.Qx(r,q,p,o,m,l,s,k,n)}, +Qx:function Qx(a,b,c,d,e,f,g,h,i){var _=this _.a=a _.b=b _.c=c @@ -26840,24 +27938,24 @@ _.f=f _.r=g _.w=h _.x=i}, -alH:function alH(){}, -bBx(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g +amF:function amF(){}, +bCU(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g if(a===b)return a -s=A.avc(a.a,b.a,c) +s=A.awj(a.a,b.a,c) r=A.a1(a.b,b.b,c) q=c<0.5 p=q?a.c:b.c o=A.a1(a.d,b.d,c) n=A.a1(a.e,b.e,c) -m=A.hA(a.f,b.f,c) -l=A.c6(a.r,b.r,c) +m=A.hu(a.f,b.f,c) +l=A.cb(a.r,b.r,c) k=A.a1(a.w,b.w,c) -j=A.c6(a.x,b.x,c) -i=A.bJ(a.y,b.y,c,A.dh(),t.MH) +j=A.cb(a.x,b.x,c) +i=A.bO(a.y,b.y,c,A.di(),t.MH) h=q?a.z:b.z g=q?a.Q:b.Q 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A.Qz(b1,i,a6,o,q,e4,e2,d9,d8,e0,e1,e3,!1,b8,!1,!0,s,r,!0,b4,b5,!1,!1,e5,d4,b2,b3,c0,c1,c2,b9,a7,a4,n,k,m,l,j,d2,d3,a9,c9,p,d1,a0,c3,c4,b6,d,d0,c8,b,f,c6,!0,!0,g,h,!0,e6,d7,a8)}, -bBK(a,b){return A.b78(b)}, -bBL(a){return B.hr}, -bG9(a){return A.Tx(new A.b2J(a))}, -am9:function am9(a,b){var _=this +return new A.QQ(b1,i,a6,o,q,e4,e2,d9,d8,e0,e1,e3,!1,b8,!1,!0,s,r,!0,b4,b5,!1,!1,e5,d4,b2,b3,c0,c1,c2,b9,a7,a4,n,k,m,l,j,d2,d3,a9,c9,p,d1,a0,c3,c4,b6,d,d0,c8,b,f,c6,!0,!0,g,h,!0,e6,d7,a8)}, +bD6(a,b){return A.b87(b)}, +bD7(a){return B.ht}, +bHw(a){return A.TO(new A.b3F(a))}, +an7:function an7(a,b){var _=this _.w=a _.a=b _.b=!0 _.d=_.c=0 _.f=_.e=null _.r=!1}, -Qz:function Qz(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2){var _=this +QQ:function 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+return new A.QR(a,f,new A.aQu(b,e,s,s,d,s,s,s,B.aB,s,s,B.jM,!1,s,!1,s,"\u2022",!1,!0,s,s,!0,s,1,s,!1,s,s,s,s,s,c,s,2,s,s,s,B.da,s,s,s,s,s,s,s,!0,s,A.bMB(),s,s,s,s,s,B.d1,B.cn,B.a3,s,B.a_,!0,!0),r,q!==!1,B.qQ,s,s)}, +bD9(a,b){return A.b87(b)}, +QR:function QR(a,b,c,d,e,f,g,h){var _=this _.z=a _.d=b _.e=c @@ -27044,7 +28142,7 @@ _.r=e _.w=f _.x=g _.a=h}, -aPj:function aPj(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0){var _=this +aQu:function aQu(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0){var _=this _.a=a _.b=b _.c=c @@ -27092,80 +28190,80 @@ _.x2=c4 _.xr=c5 _.y1=c6 _.y2=c7 -_.bc=c8 -_.cd=c9 -_.bd=d0 -_.bG=d1 -_.ck=d2 -_.cF=d3 -_.bB=d4 -_.I=d5 -_.a1=d6 -_.a8=d7 -_.aq=d8 -_.aJ=d9 -_.aX=e0}, -aPk:function aPk(a,b){this.a=a -this.b=b}, -Ie:function 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+anb:function anb(){}, +bDc(a,b,c){return new A.aay(a,b,c,null)}, +bDi(a,b){return new A.anc(b,null)}, +aay:function aay(a,b,c,d){var _=this _.c=a _.d=b _.e=c _.a=d}, -Vm:function Vm(a,b,c,d){var _=this +VD:function VD(a,b,c,d){var _=this _.c=a _.d=b _.e=c _.a=d}, -ami:function ami(a,b,c,d){var _=this +ang:function ang(a,b,c,d){var _=this _.d=!1 _.e=a -_.eX$=b -_.bT$=c +_.eU$=b +_.bU$=c _.a=null _.b=d _.c=null}, -b1m:function b1m(a){this.a=a}, -b1l:function b1l(a){this.a=a}, -amj:function amj(a,b,c,d){var _=this +b2i:function b2i(a){this.a=a}, +b2h:function b2h(a){this.a=a}, +anh:function anh(a,b,c,d){var _=this _.e=a _.f=b _.c=c _.a=d}, -amk:function amk(a,b,c,d){var _=this -_.T=null -_.aG=a -_.b9=b -_.V$=c +ani:function ani(a,b,c,d){var _=this +_.S=null +_.aC=a +_.be=b +_.U$=c _.fy=_.fx=null _.go=!1 _.k1=_.id=null @@ -27192,15 +28290,15 @@ _.db=!1 _.dx=null _.dy=!0 _.fr=null}, -b1n:function b1n(a,b,c){this.a=a +b2j:function b2j(a,b,c){this.a=a this.b=b this.c=c}, -amf:function 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A.bb1(d1,d1,B.FE,f===!0,a0,B.FH,B.ZZ,i,B.Gv,B.Gw,B.Gx,B.Hi,b8,j,a,B.IO,B.IR,B.IS,m,d1,B.Q9,B.Qa,b,B.QH,b9,h,B.QM,B.QZ,B.R_,d4,g,B.S0,A.bDm(d2),B.Sb,B.Sm,a7,c0,b7,a8,B.ST,c9,c,d5,B.Ui,r,B.a_c,B.a_d,B.a_e,B.a_s,B.a_t,B.a_u,B.a0Z,B.I5,s,B.a1Z,d,a3,a2,d0,c8,B.a22,B.a29,e,B.a2V,B.a2W,B.a2X,b6,B.a2Y,B.td,B.q,B.a52,B.a58,c1,p,B.a5Y,B.a66,B.a68,B.a6C,d6,B.abm,B.abn,a5,B.abv,c5,b5,d7,q)}, +bb1(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7){return new A.n5(d,a0,b3,c3,c5,d3,d4,e4,f4,!1,g7,h,n,o,s,a3,a5,a6,b6,b7,b8,b9,c2,d6,d7,d8,e3,e7,e9,f0,f3,g5,c1,d9,e0,f9,g4,a,c,f,g,i,j,k,l,m,p,q,r,a1,a2,a4,a7,a8,a9,b0,b2,b4,b5,c0,c4,c6,c7,c8,c9,d0,d1,d2,d5,e1,e2,e5,e6,e8,f1,f2,f5,f6,f7,f8,g0,g1,g3,b,b1,e,g2)}, +bDk(){var s=null +return A.aaD(B.ax,s,s,s,s)}, +bDo(a,b){return $.brk().cW(0,new A.HP(a,b),new A.aRi(a,b))}, +bb2(a){var s=0.2126*A.b8p((a.gm(a)>>>16&255)/255)+0.7152*A.b8p((a.gm(a)>>>8&255)/255)+0.0722*A.b8p((a.gm(a)&255)/255)+0.05 +if(s*s>0.15)return B.ax return B.ai}, -bBZ(a,b,c){var s=a.c,r=s.Dj(s,new A.aQ5(b,c),t.K,t.Ag) +bDl(a,b,c){var s=a.c,r=s.D4(s,new A.aRg(b,c),t.K,t.Ag) s=b.c -r.a6m(r,s.gfT(s).ma(0,new A.aQ6(a))) +r.a6R(r,s.gfR(s).m2(0,new A.aRh(a))) return r}, -bC_(a){var s,r,q=t.K,p=t.Uo,o=A.D(q,p) +bDm(a){var s,r,q=t.K,p=t.Uo,o=A.D(q,p) for(s=0;!1;++s){r=a[s] -o.u(0,r.gLx(r),p.a(r))}return A.b7t(o,q,t.Ag)}, -bC0(h5,h6,h7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7,g8,g9,h0,h1,h2,h3,h4 +o.q(0,r.gLm(r),p.a(r))}return A.b8s(o,q,t.Ag)}, +bDn(h5,h6,h7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7,g8,g9,h0,h1,h2,h3,h4 if(h5===h6)return h5 s=h7<0.5 r=s?h5.a:h6.a q=s?h5.b:h6.b -p=A.bBZ(h5,h6,h7) +p=A.bDl(h5,h6,h7) o=s?h5.d:h6.d n=s?h5.e:h6.e m=s?h5.f:h6.f l=s?h5.r:h6.r -k=A.bAu(h5.w,h6.w,h7) +k=A.bBQ(h5.w,h6.w,h7) j=s?h5.x:h6.x -i=A.bCL(h5.z,h6.z,h7) +i=A.bE7(h5.z,h6.z,h7) h=A.a1(h5.as,h6.as,h7) h.toString g=A.a1(h5.at,h6.at,h7) g.toString -f=A.buN(h5.ax,h6.ax,h7) +f=A.bw6(h5.ax,h6.ax,h7) e=A.a1(h5.ay,h6.ay,h7) e.toString d=A.a1(h5.ch,h6.ch,h7) @@ -27498,70 +28596,70 @@ a9=A.a1(h5.k3,h6.k3,h7) a9.toString b0=A.a1(h5.k4,h6.k4,h7) b0.toString -b1=A.qS(h5.ok,h6.ok,h7) -b2=A.qS(h5.p1,h6.p1,h7) -b3=A.Gw(h5.p2,h6.p2,h7) -b4=A.Gw(h5.p3,h6.p3,h7) -b5=A.bCr(h5.p4,h6.p4,h7) -b6=A.btK(h5.R8,h6.R8,h7) -b7=A.btW(h5.RG,h6.RG,h7) -b8=A.bu2(h5.rx,h6.rx,h7) +b1=A.r_(h5.ok,h6.ok,h7) +b2=A.r_(h5.p1,h6.p1,h7) +b3=A.GN(h5.p2,h6.p2,h7) +b4=A.GN(h5.p3,h6.p3,h7) +b5=A.bDO(h5.p4,h6.p4,h7) +b6=A.bv0(h5.R8,h6.R8,h7) +b7=A.bvc(h5.RG,h6.RG,h7) +b8=A.bvl(h5.rx,h6.rx,h7) b9=h5.ry c0=h6.ry c1=A.a1(b9.a,c0.a,h7) c2=A.a1(b9.b,c0.b,h7) c3=A.a1(b9.c,c0.c,h7) c4=A.a1(b9.d,c0.d,h7) -c5=A.c6(b9.e,c0.e,h7) -c6=A.ak(b9.f,c0.f,h7) -c7=A.hA(b9.r,c0.r,h7) -b9=A.hA(b9.w,c0.w,h7) -c0=A.bu8(h5.to,h6.to,h7) -c8=A.bu9(h5.x1,h6.x1,h7) -c9=A.bua(h5.x2,h6.x2,h7) -d0=A.buf(h5.xr,h6.xr,h7) +c5=A.cb(b9.e,c0.e,h7) +c6=A.am(b9.f,c0.f,h7) +c7=A.hu(b9.r,c0.r,h7) +b9=A.hu(b9.w,c0.w,h7) +c0=A.bvs(h5.to,h6.to,h7) +c8=A.bvt(h5.x1,h6.x1,h7) +c9=A.bvu(h5.x2,h6.x2,h7) +d0=A.bvz(h5.xr,h6.xr,h7) d1=s?h5.y1:h6.y1 -d2=A.bum(h5.y2,h6.y2,h7) -d3=A.buq(h5.bc,h6.bc,h7) -d4=A.buu(h5.cd,h6.cd,h7) -d5=A.bvd(h5.bd,h6.bd,h7) -d6=A.bvf(h5.bG,h6.bG,h7) -d7=A.bvt(h5.ck,h6.ck,h7) -d8=A.bvF(h5.cF,h6.cF,h7) -d9=A.bw8(h5.bB,h6.bB,h7) -e0=A.bwb(h5.I,h6.I,h7) -e1=A.bwm(h5.a1,h6.a1,h7) -e2=A.bwz(h5.a8,h6.a8,h7) -e3=A.bwD(h5.aq,h6.aq,h7) -e4=A.bwH(h5.aJ,h6.aJ,h7) -e5=A.bxj(h5.aX,h6.aX,h7) -e6=A.by5(h5.b4,h6.b4,h7) -e7=A.byx(h5.bg,h6.bg,h7) -e8=A.byy(h5.M,h6.M,h7) -e9=A.byz(h5.ai,h6.ai,h7) -f0=A.byU(h5.ao,h6.ao,h7) -f1=A.byV(h5.by,h6.by,h7) -f2=A.byW(h5.cg,h6.cg,h7) -f3=A.bz0(h5.c_,h6.c_,h7) -f4=A.bzz(h5.cO,h6.cO,h7) -f5=A.bzS(h5.di,h6.di,h7) -f6=A.bzZ(h5.cA,h6.cA,h7) -f7=A.bAw(h5.de,h6.de,h7) -f8=A.bAy(h5.be,h6.be,h7) -f9=A.bAA(h5.dl,h6.dl,h7) -g0=A.bB3(h5.hS,h6.hS,h7) -g1=A.bB6(h5.cX,h6.cX,h7) -g2=A.bBv(h5.d9,h6.d9,h7) -g3=A.bBx(h5.iz,h6.iz,h7) -g4=A.bBF(h5.iZ,h6.iZ,h7) -g5=A.bBP(h5.d0,h6.d0,h7) -g6=A.bCf(h5.hq,h6.hq,h7) -g7=A.bCi(h5.jl,h6.jl,h7) -g8=A.bCl(h5.cr,h6.cr,h7) -s=s?h5.fl:h6.fl -g9=h5.aG +d2=A.bvG(h5.y2,h6.y2,h7) +d3=A.bvK(h5.bd,h6.bd,h7) +d4=A.bvO(h5.bP,h6.bP,h7) +d5=A.bwx(h5.bb,h6.bb,h7) +d6=A.bwz(h5.bA,h6.bA,h7) +d7=A.bwN(h5.cC,h6.cC,h7) +d8=A.bwZ(h5.dA,h6.dA,h7) +d9=A.bxs(h5.ai,h6.ai,h7) +e0=A.bxv(h5.G,h6.G,h7) +e1=A.bxG(h5.Y,h6.Y,h7) +e2=A.bxT(h5.a7,h6.a7,h7) +e3=A.bxX(h5.ae,h6.ae,h7) +e4=A.by0(h5.aa,h6.aa,h7) +e5=A.byD(h5.aP,h6.aP,h7) +e6=A.bzq(h5.aK,h6.aK,h7) +e7=A.bzS(h5.b2,h6.b2,h7) +e8=A.bzT(h5.bj,h6.bj,h7) +e9=A.bzU(h5.bF,h6.bF,h7) +f0=A.bAg(h5.bE,h6.bE,h7) +f1=A.bAh(h5.ey,h6.ey,h7) +f2=A.bAi(h5.cQ,h6.cQ,h7) +f3=A.bAn(h5.dI,h6.dI,h7) +f4=A.bAV(h5.b_,h6.b_,h7) +f5=A.bBd(h5.ac,h6.ac,h7) +f6=A.bBk(h5.aQ,h6.aQ,h7) +f7=A.bBS(h5.a3,h6.a3,h7) +f8=A.bBU(h5.ah,h6.ah,h7) +f9=A.bBW(h5.aT,h6.aT,h7) +g0=A.bCp(h5.bL,h6.bL,h7) +g1=A.bCs(h5.bM,h6.bM,h7) +g2=A.bCS(h5.cD,h6.cD,h7) +g3=A.bCU(h5.e6,h6.e6,h7) +g4=A.bD1(h5.eV,h6.eV,h7) +g5=A.bDb(h5.d1,h6.d1,h7) +g6=A.bDC(h5.dJ,h6.dJ,h7) +g7=A.bDF(h5.e0,h6.e0,h7) +g8=A.bDI(h5.c7,h6.c7,h7) +s=s?h5.df:h6.df +g9=h5.aC g9.toString -h0=h6.aG +h0=h6.aC h0.toString h0=A.a1(g9,h0,h7) g9=h5.k1 @@ -27569,34 +28667,34 @@ g9.toString h1=h6.k1 h1.toString h1=A.a1(g9,h1,h7) -g9=h5.e7 +g9=h5.eJ g9.toString -h2=h6.e7 +h2=h6.eJ h2.toString h2=A.a1(g9,h2,h7) -g9=h5.T +g9=h5.S g9.toString -h3=h6.T +h3=h6.S h3.toString h3=A.a1(g9,h3,h7) g9=h5.Q g9.toString h4=h6.Q h4.toString -return A.ba7(b6,s,b7,r,h3,b8,new A.Mz(c1,c2,c3,c4,c5,c6,c7,b9),A.a1(g9,h4,h7),c0,c8,c9,d0,d1,h,g,d2,d3,d4,f,q,d5,d6,e,d7,d,c,d8,d9,e0,e1,h2,e2,p,e3,e4,b,a,a0,a1,e5,b1,a2,o,e6,n,e7,e8,e9,f0,f1,f2,f3,m,l,f4,a3,a4,a5,b2,b3,f5,f6,a6,k,f7,f8,a7,f9,h1,a8,g0,g1,a9,j,g2,g3,g4,g5,b4,g6,g7,h0,g8,b5,b0,!1,i)}, -byq(a,b){return new A.a3n(a,b,B.q7,b.a,b.b,b.c,b.d,b.e,b.f,b.r)}, -bCK(a){switch(a.a){case 0:case 2:case 1:break -case 3:case 4:case 5:return B.EW}return B.EV}, -bCL(a,b,c){var s,r +return A.bb1(b6,s,b7,r,h3,b8,new A.MT(c1,c2,c3,c4,c5,c6,c7,b9),A.a1(g9,h4,h7),c0,c8,c9,d0,d1,h,g,d2,d3,d4,f,q,d5,d6,e,d7,d,c,d8,d9,e0,e1,h2,e2,p,e3,e4,b,a,a0,a1,e5,b1,a2,o,e6,n,e7,e8,e9,f0,f1,f2,f3,m,l,f4,a3,a4,a5,b2,b3,f5,f6,a6,k,f7,f8,a7,f9,h1,a8,g0,g1,a9,j,g2,g3,g4,g5,b4,g6,g7,h0,g8,b5,b0,!1,i)}, +bzL(a,b){return new A.a3Z(a,b,B.qb,b.a,b.b,b.c,b.d,b.e,b.f,b.r)}, +bE6(a){switch(a.a){case 0:case 2:case 1:break +case 3:case 4:case 5:return B.EX}return B.EW}, +bE7(a,b,c){var s,r if(a===b)return a -s=A.ak(a.a,b.a,c) +s=A.am(a.a,b.a,c) s.toString -r=A.ak(a.b,b.b,c) +r=A.am(a.b,b.b,c) r.toString -return new A.t0(s,r)}, -zg:function zg(a,b){this.a=a +return new A.tb(s,r)}, +zq:function zq(a,b){this.a=a this.b=b}, -mT:function mT(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7){var _=this +n5:function n5(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7){var _=this _.a=a _.b=b _.c=c @@ -27644,52 +28742,52 @@ _.x2=c4 _.xr=c5 _.y1=c6 _.y2=c7 -_.bc=c8 -_.cd=c9 -_.bd=d0 -_.bG=d1 -_.ck=d2 -_.cF=d3 -_.bB=d4 -_.I=d5 -_.a1=d6 -_.a8=d7 -_.aq=d8 -_.aJ=d9 -_.aX=e0 -_.b4=e1 -_.bg=e2 -_.M=e3 -_.ai=e4 -_.ao=e5 -_.by=e6 -_.cg=e7 -_.c_=e8 -_.cO=e9 -_.di=f0 -_.cA=f1 -_.de=f2 -_.be=f3 -_.dl=f4 -_.hS=f5 -_.cX=f6 -_.d9=f7 -_.iz=f8 -_.iZ=f9 -_.d0=g0 -_.hq=g1 -_.jl=g2 -_.cr=g3 -_.fl=g4 -_.e7=g5 -_.T=g6 -_.aG=g7}, -aQ7:function aQ7(a,b){this.a=a -this.b=b}, -aQ5:function aQ5(a,b){this.a=a +_.bd=c8 +_.bP=c9 +_.bb=d0 +_.bA=d1 +_.cC=d2 +_.dA=d3 +_.ai=d4 +_.G=d5 +_.Y=d6 +_.a7=d7 +_.ae=d8 +_.aa=d9 +_.aP=e0 +_.aK=e1 +_.b2=e2 +_.bj=e3 +_.bF=e4 +_.bE=e5 +_.ey=e6 +_.cQ=e7 +_.dI=e8 +_.b_=e9 +_.ac=f0 +_.aQ=f1 +_.a3=f2 +_.ah=f3 +_.aT=f4 +_.bL=f5 +_.bM=f6 +_.cD=f7 +_.e6=f8 +_.eV=f9 +_.d1=g0 +_.dJ=g1 +_.e0=g2 +_.c7=g3 +_.df=g4 +_.eJ=g5 +_.S=g6 +_.aC=g7}, +aRi:function aRi(a,b){this.a=a +this.b=b}, +aRg:function aRg(a,b){this.a=a this.b=b}, -aQ6:function aQ6(a){this.a=a}, -a3n:function a3n(a,b,c,d,e,f,g,h,i,j){var _=this +aRh:function aRh(a){this.a=a}, +a3Z:function a3Z(a,b,c,d,e,f,g,h,i,j){var _=this _.ay=a _.ch=b _.w=c @@ -27700,16 +28798,16 @@ _.d=g _.e=h _.f=i _.r=j}, -Hy:function Hy(a,b){this.a=a +HP:function HP(a,b){this.a=a this.b=b}, -aeE:function aeE(a,b,c){this.a=a +afx:function afx(a,b,c){this.a=a this.b=b this.$ti=c}, -t0:function t0(a,b){this.a=a +tb:function tb(a,b){this.a=a this.b=b}, -ams:function ams(){}, -anj:function anj(){}, -bCf(a2,a3,a4){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1 +anq:function anq(){}, +aom:function aom(){}, +bDC(a2,a3,a4){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1 if(a2===a3&&!0)return a2 s=a2.d if(s==null)r=a3.d==null @@ -27719,29 +28817,29 @@ else if(s==null)s=a3.d else{r=a3.d if(!(r==null)){s.toString r.toString -s=A.bw(s,r,a4)}}r=A.a1(a2.a,a3.a,a4) -q=A.tU(a2.b,a3.b,a4) -p=A.tU(a2.c,a3.c,a4) +s=A.bA(s,r,a4)}}r=A.a1(a2.a,a3.a,a4) +q=A.u3(a2.b,a3.b,a4) +p=A.u3(a2.c,a3.c,a4) o=A.a1(a2.e,a3.e,a4) -n=t.KX.a(A.fr(a2.f,a3.f,a4)) +n=t.KX.a(A.fo(a2.f,a3.f,a4)) m=A.a1(a2.r,a3.r,a4) -l=A.c6(a2.w,a3.w,a4) +l=A.cb(a2.w,a3.w,a4) k=A.a1(a2.x,a3.x,a4) j=A.a1(a2.y,a3.y,a4) i=A.a1(a2.z,a3.z,a4) -h=A.c6(a2.Q,a3.Q,a4) -g=A.ak(a2.as,a3.as,a4) +h=A.cb(a2.Q,a3.Q,a4) +g=A.am(a2.as,a3.as,a4) f=A.a1(a2.at,a3.at,a4) -e=A.c6(a2.ax,a3.ax,a4) +e=A.cb(a2.ax,a3.ax,a4) d=A.a1(a2.ay,a3.ay,a4) -c=A.fr(a2.ch,a3.ch,a4) +c=A.fo(a2.ch,a3.ch,a4) b=A.a1(a2.CW,a3.CW,a4) -a=A.c6(a2.cx,a3.cx,a4) +a=A.cb(a2.cx,a3.cx,a4) if(a4<0.5)a0=a2.cy else a0=a3.cy -a1=A.hA(a2.db,a3.db,a4) -return new A.QT(r,q,p,s,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,A.fr(a2.dx,a3.dx,a4))}, -QT:function QT(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2){var _=this +a1=A.hu(a2.db,a3.db,a4) +return new A.R9(r,q,p,s,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,A.fo(a2.dx,a3.dx,a4))}, +R9:function R9(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2){var _=this _.a=a _.b=b _.c=c @@ -27764,11 +28862,11 @@ _.cx=s _.cy=a0 _.db=a1 _.dx=a2}, -amu:function amu(){}, -bCi(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g,f +ans:function ans(){}, +bDF(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g,f if(a===b)return a -s=A.c6(a.a,b.a,c) -r=A.xi(a.b,b.b,c) +s=A.cb(a.a,b.a,c) +r=A.xp(a.b,b.b,c) q=A.a1(a.c,b.c,c) p=A.a1(a.d,b.d,c) o=A.a1(a.e,b.e,c) @@ -27780,9 +28878,9 @@ j=A.a1(a.x,b.x,c) i=A.a1(a.z,b.z,c) h=A.a1(a.Q,b.Q,c) g=A.a1(a.as,b.as,c) -f=A.tQ(a.ax,b.ax,c) -return new A.QU(s,r,q,p,o,n,m,l,j,k,i,h,g,A.ak(a.at,b.at,c),f)}, -QU:function QU(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var _=this +f=A.u_(a.ax,b.ax,c) +return new A.Ra(s,r,q,p,o,n,m,l,j,k,i,h,g,A.am(a.at,b.at,c),f)}, +Ra:function Ra(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var _=this _.a=a _.b=b _.c=c @@ -27798,46 +28896,46 @@ _.Q=l _.as=m _.at=n _.ax=o}, -amy:function amy(){}, -QX:function QX(){}, -aQF:function aQF(a,b){this.a=a +anw:function anw(){}, +Rd:function Rd(){}, +aRS:function aRS(a,b){this.a=a this.b=b}, -aQH:function aQH(a){this.a=a}, -aQC:function aQC(a,b){this.a=a +aRU:function aRU(a){this.a=a}, +aRP:function aRP(a,b){this.a=a this.b=b}, -aQD:function aQD(a,b){this.a=a +aRQ:function aRQ(a,b){this.a=a this.b=b}, -QV:function QV(){}, -bjy(a,b,c){return new A.aeB(b,null,c,B.m,a,null)}, -bCj(a,b,c,d){return new A.R0(b,d,c,a,null)}, -bCm(){var s,r,q -if($.B9.length!==0){s=A.b($.B9.slice(0),A.a6($.B9)) -for(r=s.length,q=0;q>>16&255,r.gm(r)>>>8&255,r.gm(r)&255) @@ -28132,210 +29230,210 @@ default:o=null}r=a.d q=b.d if(r!==q){n=A.a1(p,o,c) n.toString -q=A.ak(r,q,c) +q=A.am(r,q,c) q.toString -return new A.ck(n,s,B.aa,q)}q=A.a1(p,o,c) +return new A.cp(n,s,B.aa,q)}q=A.a1(p,o,c) q.toString -return new A.ck(q,s,B.aa,r)}, -fr(a,b,c){var s,r +return new A.cp(q,s,B.aa,r)}, +fo(a,b,c){var s,r if(a==b)return a -s=b!=null?b.h_(a,c):null -if(s==null&&a!=null)s=a.h0(b,c) +s=b!=null?b.fZ(a,c):null +if(s==null&&a!=null)s=a.h_(b,c) if(s==null)r=c<0.5?a:b else r=s return r}, -bgR(a,b,c){var s,r +bhU(a,b,c){var s,r if(a==b)return a -s=b!=null?b.h_(a,c):null -if(s==null&&a!=null)s=a.h0(b,c) +s=b!=null?b.fZ(a,c):null +if(s==null&&a!=null)s=a.h_(b,c) if(s==null)r=c<0.5?a:b else r=s return r}, -bjt(a,b,c){var s,r,q,p,o,n,m=a instanceof A.n0?a.a:A.b([a],t.Fi),l=b instanceof A.n0?b.a:A.b([b],t.Fi),k=A.b([],t.N_),j=Math.max(m.length,l.length) +bkA(a,b,c){var s,r,q,p,o,n,m=a instanceof A.nc?a.a:A.b([a],t.Fi),l=b instanceof A.nc?b.a:A.b([b],t.Fi),k=A.b([],t.N_),j=Math.max(m.length,l.length) for(s=1-c,r=0;ro/m?new A.M(o*p/m,p):new A.M(q,m*q/o) +s=q/p>o/m?new A.N(o*p/m,p):new A.N(q,m*q/o) r=b break case 2:q=c.a p=c.b o=b.a -r=q/p>o/m?new A.M(o,o*p/q):new A.M(m*q/p,m) +r=q/p>o/m?new A.N(o,o*p/q):new A.N(m*q/p,m) s=c break case 3:q=c.a p=c.b o=b.a -if(q/p>o/m){r=new A.M(o,o*p/q) -s=c}else{s=new A.M(q,m*q/o) +if(q/p>o/m){r=new A.N(o,o*p/q) +s=c}else{s=new A.N(q,m*q/o) r=b}break case 4:q=c.a p=c.b o=b.a -if(q/p>o/m){s=new A.M(o*p/m,p) -r=b}else{r=new A.M(m*q/p,m) +if(q/p>o/m){s=new A.N(o*p/m,p) +r=b}else{r=new A.N(m*q/p,m) s=c}break -case 5:r=new A.M(Math.min(b.a,c.a),Math.min(m,c.b)) +case 5:r=new A.N(Math.min(b.a,c.a),Math.min(m,c.b)) s=r break case 6:n=b.a/m q=c.b -s=m>q?new A.M(q*n,q):b +s=m>q?new A.N(q*n,q):b m=c.a -if(s.a>m)s=new A.M(m,m/n) +if(s.a>m)s=new A.N(m,m/n) r=b break default:r=null -s=null}return new A.a0E(r,s)}, -Yh:function Yh(a,b){this.a=a +s=null}return new A.a14(r,s)}, +YE:function YE(a,b){this.a=a this.b=b}, -a0E:function a0E(a,b){this.a=a +a14:function a14(a,b){this.a=a this.b=b}, -bue(a,b,c){var s,r,q,p,o +bvy(a,b,c){var s,r,q,p,o if(a===b)return a s=A.a1(a.a,b.a,c) s.toString -r=A.pf(a.b,b.b,c) +r=A.pq(a.b,b.b,c) r.toString -q=A.ak(a.c,b.c,c) +q=A.am(a.c,b.c,c) q.toString -p=A.ak(a.d,b.d,c) +p=A.am(a.d,b.d,c) p.toString o=a.e -return new A.cl(p,o===B.U?b.e:o,s,r,q)}, -b7j(a,b,c){var s,r,q,p,o,n,m,l +return new A.cq(p,o===B.V?b.e:o,s,r,q)}, +b8i(a,b,c){var s,r,q,p,o,n,m,l if(a==null?b==null:a===b)return a if(a==null)a=A.b([],t.sq) if(b==null)b=A.b([],t.sq) s=Math.min(a.length,b.length) r=A.b([],t.sq) -for(q=0;q>>16&255)/255,r=(a.gm(a)>>>8&255)/255,q=(a.gm(a)&255)/255,p=Math.max(s,Math.max(r,q)),o=p-Math.min(s,Math.min(r,q)),n=a.gm(a),m=A.bkN(s,r,q,p,o),l=p===0?0:o/p +nQ(a){var s=(a.gm(a)>>>16&255)/255,r=(a.gm(a)>>>8&255)/255,q=(a.gm(a)&255)/255,p=Math.max(s,Math.max(r,q)),o=p-Math.min(s,Math.min(r,q)),n=a.gm(a),m=A.blU(s,r,q,p,o),l=p===0?0:o/p return new A.d2((n>>>24&255)/255,m,l,p)}, d2:function d2(a,b,c,d){var _=this _.a=a _.b=b _.c=c _.d=d}, -dM:function dM(a,b,c,d){var _=this +dU:function dU(a,b,c,d){var _=this _.a=a _.b=b _.c=c _.d=d}, -kA:function kA(){}, -avc(a,b,c){var s,r=null +kN:function kN(){}, +awj(a,b,c){var s,r=null if(a==b)return a -if(a==null){s=b.h_(r,c) -return s==null?b:s}if(b==null){s=a.h0(r,c) +if(a==null){s=b.fZ(r,c) +return s==null?b:s}if(b==null){s=a.h_(r,c) return s==null?a:s}if(c===0)return a if(c===1)return b -s=b.h_(a,c) -if(s==null)s=a.h0(b,c) -if(s==null)if(c<0.5){s=a.h0(r,c*2) -if(s==null)s=a}else{s=b.h_(r,(c-0.5)*2) +s=b.fZ(a,c) +if(s==null)s=a.h_(b,c) +if(s==null)if(c<0.5){s=a.h_(r,c*2) +if(s==null)s=a}else{s=b.fZ(r,(c-0.5)*2) if(s==null)s=b}return s}, -jP:function jP(){}, -tS:function tS(){}, -adA:function adA(){}, -bbM(a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0 +k_:function k_(){}, +u1:function u1(){}, +aer:function aer(){}, +bcF(a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0 if(b3.gaB(b3))return s=b3.a r=b3.c-s q=b3.b p=b3.d-q -o=new A.M(r,p) -n=a9.gc7(a9) -m=a9.gbR(a9) -l=A.bbn(B.r0,new A.M(n,m).a4(0,b5),o) -k=l.a.a_(0,b5) +o=new A.N(r,p) +n=a9.gc2(a9) +m=a9.gbQ(a9) +l=A.bcf(B.r3,new A.N(n,m).ab(0,b5),o) +k=l.a.a1(0,b5) j=l.b -if(b4!==B.dc&&j.l(0,o))b4=B.dc +if(b4!==B.dd&&j.l(0,o))b4=B.dd i=$.G().B() -i.sl2(!1) -if(a4!=null)i.spX(a4) -i.sA(0,A.kz(0,0,0,b2)) -i.soM(a6) -i.sJZ(b0) +i.sl_(!1) +if(a4!=null)i.spS(a4) +i.sA(0,A.kM(0,0,0,b2)) +i.soI(a6) +i.sJL(b0) h=j.a g=(r-h)/2 f=j.b @@ -28508,99 +29606,99 @@ p=a1.a p=s+(g+(a8?-p:p)*g) q+=e+a1.b*e d=new A.x(p,q,p+h,q+f) -c=b4!==B.dc||a8 -if(c)a2.bP(0) -q=b4===B.dc -if(!q)a2.mD(b3) +c=b4!==B.dd||a8 +if(c)a2.bO(0) +q=b4===B.dd +if(!q)a2.mw(b3) if(a8){b=-(s+r/2) a2.aL(0,-b,0) -a2.eG(0,-1,1) -a2.aL(0,b,0)}a=a1.JV(k,new A.x(0,0,n,m)) -if(q)a2.hQ(a9,a,d,i) -else for(s=A.bFB(b3,d,b4),r=s.length,a0=0;a00){n=-n +return new A.aW0(s,b,c-s*b)}if(j>0){n=-n l=2*l r=(n-Math.sqrt(j))/l q=(n+Math.sqrt(j))/l p=(c-r*b)/(q-r) -return new A.aZ3(r,q,b-p,p)}o=Math.sqrt(k-m)/(2*l) +return new A.b_5(r,q,b-p,p)}o=Math.sqrt(k-m)/(2*l) s=-(n/2*l) -return new A.b1A(o,s,b,(c-s*b)/o)}, -aNA:function aNA(a,b,c){this.a=a +return new A.b2w(o,s,b,(c-s*b)/o)}, +aOI:function aOI(a,b,c){this.a=a this.b=b this.c=c}, -PZ:function PZ(a,b){this.a=a +Qh:function Qh(a,b){this.a=a this.b=b}, -PY:function PY(a,b,c){this.b=a +Qg:function Qg(a,b,c){this.b=a this.c=b this.a=c}, -As:function As(a,b,c){this.b=a +AE:function AE(a,b,c){this.b=a this.c=b this.a=c}, -aUR:function aUR(a,b,c){this.a=a +aW0:function aW0(a,b,c){this.a=a this.b=b this.c=c}, -aZ3:function aZ3(a,b,c,d){var _=this +b_5:function b_5(a,b,c,d){var _=this _.a=a _.b=b _.c=c _.d=d}, -b1A:function 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A.bW(new A.a(r),new A.a(new Float64Array(2))))}r=new Float64Array(2) +o[s]=new A.nI(s,new A.cv(new A.a(r),new A.a(new Float64Array(2))))}r=new Float64Array(2) n=new Float64Array(2) m=new Float64Array(2) l=new Float64Array(2) k=new Float64Array(2) j=new Float64Array(2) -r=new A.awF(i,q,o,new A.a(r),new A.bW(new A.a(n),new A.a(m)),new A.ch(new A.a(l),new A.a(k)),new A.bW(new A.a(j),new A.a(new Float64Array(2))),new A.d1(0,0,0)) -r.amP() +r=new A.axM(i,q,o,new A.a(r),new A.cv(new A.a(n),new A.a(m)),new A.df(new A.a(l),new A.a(k)),new A.cv(new A.a(j),new A.a(new Float64Array(2))),new A.dS(0,0,0)) +r.anq() return r}, -awF:function awF(a,b,c,d,e,f,g,h){var _=this +axM:function axM(a,b,c,d,e,f,g,h){var _=this _.a=null _.b=a _.c=0 @@ -38230,26 +39328,26 @@ _.y=e _.z=f _.Q=g _.as=h}, -nv:function nv(a,b){var _=this +nI:function nI(a,b){var _=this _.a=a _.b=b _.f=_.e=_.d=_.c=null _.r=0}, -EX:function EX(a,b){this.a=a +Fc:function Fc(a,b){this.a=a this.b=b}, -nl(){var s=new Float64Array(2) -return new A.Zh(new A.a(s),new A.xI(new Int8Array(4)))}, -bf6(){return new A.awG(B.io)}, -bBA(){var s,r,q=t.yw,p=J.dN(8,q) +ny(){var s=new Float64Array(2) +return new A.ZF(new A.a(s),new A.xP(new Int8Array(4)))}, +bg7(){return new A.axN(B.iq)}, +bCX(){var s,r,q=t.h,p=J.dV(8,q) for(s=0;s<8;++s)p[s]=new A.a(new Float64Array(2)) -r=J.dN(8,q) +r=J.dV(8,q) for(s=0;s<8;++s)r[s]=new A.a(new Float64Array(2)) -return new A.aP1(p,r)}, -atR(a,b,c,d,e){var s,r,q,p,o,n,m,l,k=b[0],j=b[1],i=k.a,h=j.a,g=c.bL(i)-d,f=c.bL(h)-d -if(g<=0){a[0].dS(0,k) +return new A.aQc(p,r)}, +av0(a,b,c,d,e){var s,r,q,p,o,n,m,l,k=b[0],j=b[1],i=k.a,h=j.a,g=c.bI(i)-d,f=c.bI(h)-d +if(g<=0){a[0].dL(0,k) s=1}else s=0 if(f<=0){r=s+1 -a[s].dS(0,j) +a[s].dL(0,j) s=r}if(g*f<0){q=g/(g-f) p=a[s] o=p.a @@ -38258,23 +39356,23 @@ m=n[0] l=h.a o.sL(0,m+q*(l[0]-m)) n=n[1] -o.sK(0,n+q*(l[1]-n)) +o.sM(0,n+q*(l[1]-n)) n=p.b.a n[0]=e&255 n[1]=k.b.a[1] n[2]=0 n[3]=1;++s}return s}, -aei:function aei(){this.b=this.a=0}, -Zh:function 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A.xI(new Int8Array(4))}, -xI:function xI(a){this.a=a}, -bhY(){var s=t.S,r=A.b6(3,0,!1,s) -s=A.b6(3,0,!1,s) +bwf(){return new A.xP(new Int8Array(4))}, +xP:function xP(a){this.a=a}, +bj3(){var s=t.S,r=A.ba(3,0,!1,s) +s=A.ba(3,0,!1,s) r[0]=1073741823 r[1]=1073741823 r[2]=1073741823 s[0]=1073741823 s[1]=1073741823 s[2]=1073741823 -return new A.aMY(r,s)}, -bEa(){var s,r,q,p,o,n,m,l,k,j,i=J.dN(3,t.wU) +return new A.aO1(r,s)}, +bFx(){var s,r,q,p,o,n,m,l,k,j,i=J.dV(3,t.wU) for(s=0;s<3;++s){r=new Float64Array(2) q=new Float64Array(2) -i[s]=new A.akW(new A.a(r),new A.a(q),new A.a(new Float64Array(2)))}r=new Float64Array(2) +i[s]=new A.alR(new A.a(r),new A.a(q),new A.a(new Float64Array(2)))}r=new Float64Array(2) q=new Float64Array(2) p=new Float64Array(2) o=new Float64Array(2) @@ -38360,22 +39458,22 @@ m=new Float64Array(2) l=new Float64Array(2) k=new Float64Array(2) j=new Float64Array(2) -return new A.b0m(i,new A.a(r),new A.a(q),new A.a(p),new A.a(o),new A.a(n),new A.a(m),new A.a(l),new A.a(k),new A.a(j),new A.a(new Float64Array(2)))}, -cq(){var s,r,q=t.yw,p=J.dN(8,q) +return new A.b1i(i,new A.a(r),new A.a(q),new A.a(p),new A.a(o),new A.a(n),new A.a(m),new A.a(l),new A.a(k),new A.a(j),new A.a(new Float64Array(2)))}, +dv(){var s,r,q=t.h,p=J.dV(8,q) for(s=0;s<8;++s)p[s]=new A.a(new Float64Array(2)) -r=J.dN(2,q) +r=J.dV(2,q) for(s=0;s<2;++s)r[s]=new A.a(new Float64Array(2)) -return new A.avV(p,r)}, -akW:function akW(a,b,c){var _=this +return new A.ax1(p,r)}, +alR:function alR(a,b,c){var _=this _.a=a _.b=b _.c=c _.f=_.e=_.d=0}, -aMY:function aMY(a,b){var _=this +aO1:function aO1(a,b){var _=this _.b=_.a=0 _.c=a _.d=b}, -b0m:function b0m(a,b,c,d,e,f,g,h,i,j,k){var _=this +b1i:function b1i(a,b,c,d,e,f,g,h,i,j,k){var _=this _.a=a _.b=0 _.c=b @@ -38388,11 +39486,11 @@ _.x=h _.y=i _.z=j _.Q=k}, -avV:function avV(a,b){var _=this +ax1:function ax1(a,b){var _=this _.a=a _.c=_.b=0 _.d=b}, -avS:function avS(a,b,c,d,e,f,g){var _=this +awZ:function awZ(a,b,c,d,e,f,g){var _=this _.a=a _.b=b _.c=c @@ -38400,62 +39498,62 @@ _.d=d _.e=e _.f=f _.r=g}, -bet(){var s=A.cq(),r=A.cq(),q=new Float64Array(2) -return new A.avT(s,r,new A.aw(new A.a(q),new A.ab()),new A.aw(new A.a(new Float64Array(2)),new A.ab()))}, -avT:function avT(a,b,c,d){var _=this +bft(){var s=A.dv(),r=A.dv(),q=new Float64Array(2) +return new A.ax_(s,r,new A.b9(new A.a(q),new A.as()),new A.b9(new A.a(new Float64Array(2)),new A.as()))}, +ax_:function ax_(a,b,c,d){var _=this _.a=a _.b=b _.c=c _.d=d _.e=!1}, -bex(){var s=new Float64Array(2) -return new A.avU(new A.a(s),new A.a(new Float64Array(2)))}, -avU:function avU(a,b){this.a=a +bfx(){var s=new Float64Array(2) +return new A.ax0(new A.a(s),new A.a(new Float64Array(2)))}, +ax0:function ax0(a,b){this.a=a this.b=b this.c=0}, -lx(){var s,r,q=J.dN(2,t.Kz) +lM(){var s,r,q=J.dV(2,t.Kz) for(s=0;s<2;++s){r=new Float64Array(2) -q[s]=new A.a3f(new A.a(r),new A.xI(new Int8Array(4)))}r=new Float64Array(2) -return new A.aEm(q,new A.a(r),new A.a(new Float64Array(2)),B.j5)}, -Mp:function Mp(a,b){this.a=a +q[s]=new A.a3R(new A.a(r),new A.xP(new Int8Array(4)))}r=new Float64Array(2) +return new A.aFr(q,new A.a(r),new A.a(new Float64Array(2)),B.j8)}, +MJ:function MJ(a,b){this.a=a this.b=b}, -aEm:function aEm(a,b,c,d){var _=this +aFr:function aFr(a,b,c,d){var _=this _.a=a _.b=b _.c=c _.d=d _.e=0}, -a3f:function a3f(a,b){var _=this +a3R:function a3R(a,b){var _=this _.a=a _.c=_.b=0 _.d=b}, -ch:function ch(a,b){this.a=a +df:function df(a,b){this.a=a this.b=b this.c=0}, -cm:function cm(a){this.a=a +dn:function dn(a){this.a=a this.b=0}, -bdT(){var s=A.b([],t.d),r=new Float64Array(2) -s=new A.YB(s,new A.a(r),new A.a(new Float64Array(2)),B.pe) -s.b=$.aqf() +beT(){var s=A.b([],t.d),r=new Float64Array(2) +s=new A.YZ(s,new A.a(r),new A.a(new Float64Array(2)),B.pj) +s.b=$.arp() return s}, -YB:function YB(a,b,c,d){var _=this +YZ:function YZ(a,b,c,d){var _=this _.c=a _.d=b _.e=c _.r=_.f=!1 _.a=d _.b=0}, -at4:function at4(){}, -at3:function at3(){}, -YL(){return new A.CD(new A.a(new Float64Array(2)),B.hn)}, -CD:function CD(a,b){this.c=a +aue:function aue(){}, +aud:function aud(){}, +Z8(){return new A.CQ(new A.a(new Float64Array(2)),B.hp)}, +CQ:function CQ(a,b){this.c=a this.a=b this.b=0}, -awL(){var s=new Float64Array(2),r=new Float64Array(2),q=new Float64Array(2) -s=new A.a07(new A.a(s),new A.a(r),new A.a(q),new A.a(new Float64Array(2)),B.pd) -s.b=$.aqf() +axS(){var s=new Float64Array(2),r=new Float64Array(2),q=new Float64Array(2) +s=new A.a0y(new A.a(s),new A.a(r),new A.a(q),new A.a(new Float64Array(2)),B.pi) +s.b=$.arp() return s}, -a07:function a07(a,b,c,d,e){var _=this +a0y:function a0y(a,b,c,d,e){var _=this _.c=a _.d=b _.e=c @@ -38463,36 +39561,36 @@ _.f=d _.w=_.r=!1 _.a=e _.b=0}, -aEx:function aEx(a){this.a=0 +aFC:function aFC(a){this.a=0 this.b=a this.c=0}, -mG(){var s=t.d -s=new A.a5G(new A.a(new Float64Array(2)),A.b([],s),A.b([],s),B.ho) -s.b=$.aqf() +mU(){var s=t.d +s=new A.a6l(new A.a(new Float64Array(2)),A.b([],s),A.b([],s),B.hq) +s.b=$.arp() return s}, -a5G:function a5G(a,b,c,d){var _=this +a6l:function a6l(a,b,c,d){var _=this _.c=a _.d=b _.e=c _.a=d _.b=0}, -aIn:function aIn(a){this.a=a}, -aIo:function aIo(a){this.a=a}, -aIp:function aIp(a){this.a=a}, -aMF:function aMF(){}, -FQ:function FQ(a,b){this.a=a +aJs:function aJs(a){this.a=a}, +aJt:function aJt(a){this.a=a}, +aJu:function aJu(a){this.a=a}, +aNJ:function aNJ(){}, +G6:function G6(a,b){this.a=a this.b=b}, -eW:function eW(a,b,c,d){var _=this +i3:function i3(a,b,c,d){var _=this _.a=a _.b=b _.c=c _.d=d _.e=0}, -AP:function AP(a,b){this.a=a +B0:function B0(a,b){this.a=a this.b=b}, -eX:function eX(a){this.a=a +i4:function i4(a){this.a=a this.b=0}, -aQy:function aQy(a,b,c,d,e,f,g,h,i){var _=this +aRJ:function aRJ(a,b,c,d,e,f,g,h,i){var _=this _.a=a _.b=b _.c=c @@ -38502,9 +39600,9 @@ _.f=f _.r=g _.w=h _.x=i}, -Ps:function Ps(a,b){this.a=a +PL:function PL(a,b){this.a=a this.b=b}, -aMu:function aMu(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this +aNy:function aNy(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var _=this _.c=_.b=_.a=$ _.d=a _.e=b @@ -38523,44 +39621,44 @@ _.CW=m _.cx=n _.cy=o _.db=p}, -bCW(){var s,r,q,p=new Float64Array(2),o=J.dN(2,t.yw) +bEi(){var s,r,q,p=new Float64Array(2),o=J.dV(2,t.h) for(s=0;s<2;++s)o[s]=new A.a(new Float64Array(2)) r=new Float64Array(2) q=new Float64Array(2) -return new A.aRW(new A.a(p),o,r,new A.a(q),new A.a(new Float64Array(2)))}, -aRW:function aRW(a,b,c,d,e){var _=this +return new A.aT6(new A.a(p),o,r,new A.a(q),new A.a(new Float64Array(2)))}, +aT6:function aT6(a,b,c,d,e){var _=this _.a=a _.b=b _.c=c _.d=d _.e=e}, -d1:function d1(a,b,c){var _=this +dS:function dS(a,b,c){var _=this _.a=a _.b=b _.c=c _.d=1}, -c5(a,b){var s,r=a.b,q=b.a,p=q[0],o=a.a +ca(a,b){var s,r=a.b,q=b.a,p=q[0],o=a.a q=q[1] s=new A.a(new Float64Array(2)) s.t(r*p-o*q,o*p+r*q) return s}, -rD(a,b){var s,r=a.b,q=b.a,p=q[0],o=a.a +rL(a,b){var s,r=a.b,q=b.a,p=q[0],o=a.a q=q[1] s=new A.a(new Float64Array(2)) s.t(r*p+o*q,-o*p+r*q) return s}, -ab:function ab(){this.a=0 +as:function as(){this.a=0 this.b=1}, -bin(){var s=new Float64Array(2),r=new Float64Array(2) -return new A.b2(new A.a(s),new A.a(r),new A.a(new Float64Array(2)))}, -b2:function b2(a,b,c){var _=this +bjt(){var s=new Float64Array(2),r=new Float64Array(2) +return new A.bF(new A.a(s),new A.a(r),new A.a(new Float64Array(2)))}, +bF:function bF(a,b,c){var _=this _.a=a _.b=b _.c=c _.f=_.e=_.d=0}, -bv:function bv(a){this.a=a}, -R2(){return new A.aw(new A.a(new Float64Array(2)),new A.ab())}, -cS(a,b){var s,r,q,p=a.b,o=p.b,n=b.a,m=n[0] +ch:function ch(a){this.a=a}, +Rj(){return new A.b9(new A.a(new Float64Array(2)),new A.as())}, +cV(a,b){var s,r,q,p=a.b,o=p.b,n=b.a,m=n[0] p=p.a n=n[1] s=a.a.a @@ -38569,24 +39667,24 @@ s=s[1] q=new A.a(new Float64Array(2)) q.t(o*m-p*n+r,p*m+o*n+s) return q}, -js(a,b){var s,r=b.a,q=a.a.a,p=r[0]-q[0],o=r[1]-q[1] +jB(a,b){var s,r=b.a,q=a.a.a,p=r[0]-q[0],o=r[1]-q[1] q=a.b r=q.b q=q.a s=new A.a(new Float64Array(2)) s.t(r*p+q*o,-q*p+r*o) return s}, -biV(a,b){var s=a.b,r=A.rD(s,b.a.Y(0,a.a)),q=b.b,p=new A.ab(),o=s.b,n=q.a +bk1(a,b){var s=a.b,r=A.rL(s,b.a.X(0,a.a)),q=b.b,p=new A.as(),o=s.b,n=q.a s=s.a q=q.b p.a=o*n-s*q p.b=o*q+s*n s=new A.a(new Float64Array(2)) -s.q(r) -return new A.aw(s,p.el(0))}, -aw:function aw(a,b){this.a=a +s.u(r) +return new A.b9(s,p.ec(0))}, +b9:function b9(a,b){this.a=a this.b=b}, -jJ:function jJ(a,b,c,d,e,f,g,h,i,j,k,l){var _=this +jV:function jV(a,b,c,d,e,f,g,h,i,j,k,l){var _=this _.a=a _.c=_.b=0 _.d=b @@ -38606,13 +39704,13 @@ _.dy=0 _.fr=null _.fx=k _.fy=l}, -eK(a,b,c,d,e,f,g,h){var s,r +eR(a,b,c,d,e,f,g,h){var s,r if(f==null)s=new A.a(new Float64Array(2)) else s=f if(e==null)r=new A.a(new Float64Array(2)) else r=e -return new A.asd(g,h,s,a,r,c,b,d)}, -asd:function asd(a,b,c,d,e,f,g,h){var _=this +return new A.atn(g,h,s,a,r,c,b,d)}, +atn:function atn(a,b,c,d,e,f,g,h){var _=this _.a=a _.b=b _.c=c @@ -38621,13 +39719,13 @@ _.e=e _.f=f _.w=g 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A.a0w(l,m,n,p,A.D9(),A.Da(),A.lM(),A.lM()) +k.tB(l,n,m,p) +return k}else if(q===B.pi&&s===B.hq){k=new A.a0x(m,l,p,n,A.D9(),A.Da(),A.lM(),A.lM()) +k.tB(m,p,l,n) +return k}else if(k&&s===B.pj){k=new A.YX(l,m,n,p,A.D9(),A.Da(),A.lM(),A.lM()) +k.tB(l,n,m,p) +return k}else if(o&&s===B.pj){k=new A.YY(l,m,n,p,A.D9(),A.Da(),A.lM(),A.lM()) +k.tB(l,n,m,p) +return k}else return A.bf_(m,l)}}, +lx:function lx(){}, +D9(){var s,r,q,p,o=J.dV(2,t.h) for(s=0;s<2;++s)o[s]=new A.a(new Float64Array(2)) r=new Float64Array(2) q=new Float64Array(2) p=new Float64Array(2) -return new A.auG(o,new A.a(r),new A.a(q),new A.a(p),new A.a(new Float64Array(2)))}, -auG:function auG(a,b,c,d,e){var _=this +return new A.avN(o,new A.a(r),new A.a(q),new A.a(p),new A.a(new Float64Array(2)))}, +avN:function avN(a,b,c,d,e){var _=this _.a=a _.b=b _.c=c @@ -38710,36 +39808,36 @@ _.x=e _.z=_.y=0 _.Q=$ _.ax=_.at=_.as=0}, -bed(){return new A.auI()}, -bec(){var s=new Float64Array(2),r=new Float64Array(2),q=A.bCW(),p=new 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A.a(r),new A.je(q),new A.je(new Float64Array(4)))}, -aaq:function aaq(a,b){var _=this +return new A.avQ(p,new A.a(r),new A.jo(q),new A.jo(new Float64Array(4)))}, +abf:function abf(a,b){var _=this _.a=a _.b=b _.r=_.f=_.e=_.d=_.c=0}, -auJ:function auJ(a,b,c,d){var _=this +avQ:function avQ(a,b,c,d){var _=this _.a=a _.b=b _.c=c _.d=d _.ax=_.at=_.as=_.Q=_.z=_.y=_.x=_.w=_.r=_.f=_.e=0}, -a05:function a05(a,b,c,d,e,f,g,h){var _=this +a0w:function a0w(a,b,c,d,e,f,g,h){var _=this _.a=0 _.b=a _.c=b @@ -38750,7 +39848,7 @@ _.r=f _.w=g _.Q=_.z=_.y=_.x=0 _.at=h}, -a06:function a06(a,b,c,d,e,f,g,h){var _=this +a0x:function a0x(a,b,c,d,e,f,g,h){var _=this _.a=0 _.b=a _.c=b @@ -38761,7 +39859,7 @@ _.r=f _.w=g _.Q=_.z=_.y=_.x=0 _.at=h}, -a5C:function a5C(a,b,c,d,e,f,g,h){var _=this +a6h:function a6h(a,b,c,d,e,f,g,h){var _=this _.a=0 _.b=a _.c=b @@ -38772,7 +39870,7 @@ _.r=f _.w=g _.Q=_.z=_.y=_.x=0 _.at=h}, -a5D:function a5D(a,b,c,d,e,f,g,h){var _=this +a6i:function a6i(a,b,c,d,e,f,g,h){var _=this _.a=0 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-s.c=A.b([],t.f) -s.d=A.b([],t.Q) +dM(){var s=A.b([],t.jz),r=A.bfc(),q=A.bfd(),p=A.bfc(),o=A.bfd(),n=new Float64Array(2) +s=new A.aDv(s,r,new A.aOt(),q,p,o,new A.avL(n,new Float64Array(2))) +s.c=A.b([],t.c) +s.d=A.b([],t.Vn) return s}, -ld:function ld(a,b,c){this.a=a +ls:function ls(a,b,c){this.a=a this.b=b this.c=c}, -aCv:function aCv(a,b,c,d,e,f,g){var _=this +aDv:function aDv(a,b,c,d,e,f,g){var _=this _.a=null _.b=a _.d=_.c=$ @@ -38841,21 +39939,21 @@ _.r=d _.w=e _.x=f _.y=g}, -aCw:function aCw(){}, -aCx:function aCx(){}, -aCy:function aCy(){}, -be9(a,b){var s,r=A.b([],t.kH),q=b.x -q=J.ms(q.slice(0),A.a6(q).c) -s=new A.d1(0,0,0) -s.a=B.e.af(B.c.bN(127.5)) -s.b=B.e.af(B.e.bN(204)) -s.c=B.e.af(B.e.bN(204)) +aDw:function aDw(){}, +aDx:function aDx(){}, +aDy:function aDy(){}, +bf9(a,b){var s,r=A.b([],t.kH),q=b.x +q=J.mG(q.slice(0),A.a6(q).c) +s=new A.dS(0,0,0) +s.a=B.e.aj(B.c.bN(127.5)) +s.b=B.e.aj(B.e.bN(204)) +s.c=B.e.aj(B.e.bN(204)) s.d=1 -r=new A.ZK(q,r,b.a,b.b,s) -r.pF(b) -r.amN(a,b) +r=new A.a_7(q,r,b.a,b.b,s) +r.pz(b) +r.ano(a,b) return r}, -ZK:function ZK(a,b,c,d,e){var _=this +a_7:function a_7(a,b,c,d,e){var _=this _.w=a _.x=$ _.y=0 @@ -38868,19 +39966,19 @@ _.d=_.c=!1 _.e=c _.f=d _.r=e}, -auA:function auA(a,b,c){this.a=a +avH:function avH(a,b,c){this.a=a this.b=b this.c=c}, -auB:function auB(a,b){this.a=a +avI:function avI(a,b){this.a=a this.b=b}, -auC:function auC(a,b,c,d){var _=this +avJ:function avJ(a,b,c,d){var _=this _.a=a _.b=b _.c=c _.d=d}, -bea(a){var s=A.b([],a.h("v<0>")),r=A.b([],t.kH),q=new Float64Array(2) -return new A.ZL(s,r,new A.a(q),new A.a(new Float64Array(2)),!1,a.h("ZL<0>"))}, -ZL:function ZL(a,b,c,d,e,f){var _=this +bfa(a){var s=A.b([],a.h("v<0>")),r=A.b([],t.kH),q=new Float64Array(2) +return new A.a_8(s,r,new A.a(q),new A.a(new Float64Array(2)),!1,a.h("a_8<0>"))}, +a_8:function a_8(a,b,c,d,e,f){var _=this _.w=_.r=0 _.x=a _.y=b @@ -38889,18 +39987,18 @@ _.b=d _.e=_.d=$ _.f=e _.$ti=f}, -beu(a){var s=new Float64Array(2),r=new 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A.cF(A.b([],t.u),A.bF(i,t.i))}h=a.x +i=new A.cF(A.b([],t.u),A.bK(i,t.V))}h=a.x if(h==null)h=g else{h=h.a -h=new A.cF(A.b([],t.u),A.bF(h,t.i))}return new A.aR0(f,q,p,o,n,m,l,k,s,r,j,i,h)}, -aR0:function aR0(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this +h=new A.cF(A.b([],t.u),A.bK(h,t.V))}return new A.aSd(f,q,p,o,n,m,l,k,s,r,j,i,h)}, +aSd:function aSd(a,b,c,d,e,f,g,h,i,j,k,l,m){var _=this _.a=a _.b=b _.c=c @@ -39929,46 +41027,47 @@ _.y=j _.z=k _.Q=l _.as=m}, -aEb(a,b,a0){var s=0,r=A.t(t.zI),q,p,o,n,m,l,k,j,i,h,g,f,e,d,c -var $async$aEb=A.u(function(a1,a2){if(a1===1)return A.p(a2,r) -while(true)switch(s){case 0:if(a[0]===80&&a[1]===75){p=new A.aSM().aIK(A.uG(a,0,null,0),null,!1) -o=B.b.uP(p.a,new A.aEc()) -a=t.H3.a(o.gBR(o))}else p=null -n=t.N -m=A.b([],t.fQ) -l=t.S -k=A.b([],t._I) -j=new A.a2E(new A.asz(a),A.b6(32,0,!1,l),A.b6(32,null,!1,t.ob),A.b6(32,0,!1,l)) -j.DM(6) -i=A.byi(new A.iL(new A.aHK(A.z(t.VZ),A.D(n,t.Yt)),A.z(n),new A.aur(new 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-return A.r($async$aEb,r)}, -aur:function aur(a,b,c,d,e,f,g,h){var _=this +return A.r($async$aFg,r)}, +avA:function avA(a,b,c,d,e,f,g,h){var _=this _.a=a _.d=_.c=_.b=0 _.e=b @@ -39978,17 +41077,17 @@ _.w=e _.x=f _.y=g _.z=h}, -iL:function iL(a,b,c){var _=this +iQ:function iQ(a,b,c){var _=this _.b=a _.c=b _.d=c _.f=0 _.r=null}, -aEc:function aEc(){}, -aEd:function aEd(a){this.a=a}, -bfr(a){return new A.azv(a)}, -azv:function azv(a){this.a=a}, -Mm:function Mm(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var _=this +aFh:function aFh(){}, +aFi:function aFi(a){this.a=a}, +bgs(a){return new A.aAC(a)}, +aAC:function aAC(a){this.a=a}, +MG:function MG(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var _=this _.c=a _.d=b _.e=c @@ -40004,16 +41103,16 @@ _.at=l _.ax=m _.ay=n _.a=o}, -agC:function agC(a,b,c){var _=this +ahw:function ahw(a,b,c){var _=this _.d=$ -_.eX$=a -_.bT$=b +_.eU$=a +_.bU$=b _.a=null _.b=c _.c=null}, -aYi:function aYi(a){this.a=a}, -Wf:function Wf(){}, -Mn:function Mn(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s){var _=this +aZo:function aZo(a){this.a=a}, +Wx:function Wx(){}, +MH:function MH(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s){var _=this _.c=a _.d=b _.e=c @@ -40033,30 +41132,30 @@ _.CW=p _.cx=q _.cy=r _.a=s}, -agA:function agA(a){var _=this +ahu:function ahu(a){var _=this _.a=_.d=null _.b=a _.c=null}, -aYg:function aYg(a,b){this.a=a +aZm:function aZm(a,b){this.a=a this.b=b}, -aYf:function aYf(a,b,c){this.a=a +aZl:function aZl(a,b,c){this.a=a this.b=b this.c=c}, -aYh:function aYh(a){this.a=a}, -b8P(a){var s,r,q,p,o,n=null,m=new A.b3(new Float64Array(16)) -m.bm() +aZn:function aZn(a){this.a=a}, +b9O(a){var s,r,q,p,o,n=null,m=new A.by(new Float64Array(16)) +m.cc() s=A.b([],t.ZB) r=a.d q=r.a -s=new A.aEe(a,m,new A.M(q.c,q.d),s) -s.sSj(n) +s=new A.aFj(a,m,new A.N(q.c,q.d),s) +s.sSh(n) m=A.b([],t.qa) p=A.b([],t.cc) o=q.c q=q.d -s.c=A.be7(s,A.bg7(n,a,n,-1,A.b([],t.ML),!1,B.uL,p,B.mG,"__container",-1,q,o,n,m,B.I,0,0,0,n,n,n,0,new A.C9(n,n,n,n,n,n,n,n,n)),r.e,a) +s.c=A.bf7(s,A.bh8(n,a,n,-1,A.b([],t.ML),!1,B.uN,p,B.mL,"__container",-1,q,o,n,m,B.I,0,0,0,n,n,n,0,new A.Cm(n,n,n,n,n,n,n,n,n)),r.e,a) return s}, -aEe:function aEe(a,b,c,d){var _=this +aFj:function aFj(a,b,c,d){var _=this _.a=a _.b=b _.c=$ @@ -40068,46 +41167,46 @@ _.w=null _.y=!1 _.z=null _.Q=d}, -aEf:function aEf(a,b){this.a=a +aFk:function aFk(a,b){this.a=a this.b=b}, -a3a:function a3a(a,b,c,d,e){var _=this +a3M:function a3M(a,b,c,d,e){var _=this _.a=a _.b=b _.c=c _.d=d _.e=e _.f=null}, -x0:function x0(a){this.a=a}, +x7:function x7(a){this.a=a}, d9:function d9(a){this.a=a}, -bdn(a){var s -for(s=0;s"))}, -btS(a,b){var s,r,q,p,o=a.length+b.length,n=A.b6(o,0,!1,t.i) -B.b.dM(n,0,a.length,a) +s=A.bv8(q.a,p.a) +return new A.h8(r,q.a8s(s),p.a8s(s),r,r,r,5e-324,17976931348623157e292,A.w(a).h("h8"))}, +bv8(a,b){var s,r,q,p,o=a.length+b.length,n=A.ba(o,0,!1,t.V) +B.b.dD(n,0,a.length,a) s=a.length -B.b.dM(n,s,s+b.length,b) +B.b.dD(n,s,s+b.length,b) B.b.kb(n) 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A.a4W(e,r,q,p,o,s,b.c+"#draw",n,c,b,A.b([],t.ca),A.Bo(b.x)) +n.w1(c,b) return n -case 5:e=new A.b3(new Float64Array(16)) -e.bm() +case 5:e=new A.by(new Float64Array(16)) +e.cc() s=$.G() r=s.B() -r.sS(0,B.i) +r.sP(0,B.i) q=s.B() -q.sS(0,B.r) +q.sP(0,B.t) p=A.b([],t.NB) o=b.ch.a n=t.u m=A.b([],n) -o=new A.QD(m,A.bF(o,t.HU)) -l=new A.b3(new Float64Array(16)) -l.bm() +o=new A.QU(m,A.bK(o,t.HU)) +l=new A.by(new Float64Array(16)) +l.cc() k=s.B() j=s.B() -j.sdz(B.cE) +j.sdl(B.cG) i=s.B() -i.sdz(B.cY) +i.sdl(B.d0) h=s.B() s=s.B() -s.sl2(!1) -s.sdz(B.dw) -g=new A.b3(new Float64Array(16)) -g.bm() -g=new A.a9A(e,r,q,A.D(t.dg,t.lZ),p,o,b.b,l,k,j,i,h,s,b.c+"#draw",g,c,b,A.b([],t.ca),A.Bd(b.x)) -g.wh(c,b) -s=g.gTZ() +s.sl_(!1) +s.sdl(B.dy) +g=new A.by(new Float64Array(16)) +g.cc() +g=new A.aap(e,r,q,A.D(t.dg,t.lZ),p,o,b.b,l,k,j,i,h,s,b.c+"#draw",g,c,b,A.b([],t.ca),A.Bo(b.x)) +g.w1(c,b) +s=g.gUl() m.push(s) -g.cp(o) +g.cn(o) f=b.CW e=f!=null if(e&&f.a!=null){r=f.a.a q=A.b([],n) -r=new 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+A.d0(t.P5) +A.d0(t.dk) +A.d0(t.dX) +A.d0(t.JP) +A.d0(t.U7) +A.d0(t.Ao) +A.d0(t.P8) +A.d0(t.KQ) +A.d0(t.vt) +A.d0(t.sG) +A.d0(t.SB) +A.d0(t.F3) +A.d0(t.cx) +A.d0(t.P1) +A.d0(t.zb) +A.d0(t.M4) +A.d0(t.xJ) +A.d0(t.rv) +A.d0(t.z1) s=5 -return A.A(A.bFO(A.b(["assets/packages/spine_flutter/lib/assets/libspine_flutter.js"],t.T)),$async$WI) +return A.B(A.bHa(A.b(["assets/packages/spine_flutter/lib/assets/libspine_flutter.js"],t.T)),$async$X0) case 5:n=$ m=A -l=A +l=J +k=J s=7 -return A.A($.lb().cL(0,"packages/spine_flutter/lib/assets/libspine_flutter.wasm"),$async$WI) +return A.B($.lo().cI(0,"packages/spine_flutter/lib/assets/libspine_flutter.wasm"),$async$X0) case 7:s=6 -return A.A(m.axB(l.cg(b.buffer,0,null),"libspine_flutter"),$async$WI) -case 6:o=n.bl3=b -case 4:if(o!=null){p=A.bwc(o) -q=new A.a8v(p,p.a) +return A.B(m.ayK(l.kJ(k.jP(b)),"libspine_flutter"),$async$X0) +case 6:o=n.bma=b +case 4:if(o!=null){p=A.bxw(o) +q=new A.a9g(p,p.a) s=1 -break}else throw A.d(A.bI("Couldn't load libspine-flutter.js/.wasm")) +break}else throw A.d(A.bN("Couldn't load libspine-flutter.js/.wasm")) case 1:return A.q(q,r)}}) -return A.r($async$WI,r)}, -a8v:function a8v(a,b){this.a=a +return A.r($async$X0,r)}, +a9g:function a9g(a,b){this.a=a this.b=b}, -apM(){var s=0,r=A.t(t.H),q,p -var $async$apM=A.u(function(a,b){if(a===1)return A.p(b,r) +aqW(){var s=0,r=A.t(t.H),q,p +var $async$aqW=A.u(function(a,b){if(a===1)return A.p(b,r) while(true)switch(s){case 0:s=3 -return A.A(A.WI(),$async$apM) +return A.B(A.X0(),$async$aqW) case 3:p=b -$.bU.b=new A.aNu(p.a.gaNA()) -$.tp.b=p.b +$.bY.b=new A.aOC(p.a.gaOc()) +$.tA.b=p.b s=1 break case 1:return A.q(q,r)}}) -return A.r($async$apM,r)}, -Ch(a8,a9){var s=0,r=A.t(t.aM),q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7 -var $async$Ch=A.u(function(b0,b1){if(b0===1)return A.p(b1,r) +return A.r($async$aqW,r)}, +Ct(a8,a9){var s=0,r=A.t(t.aM),q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7 +var $async$Ct=A.u(function(b0,b1){if(b0===1)return A.p(b1,r) while(true)switch(s){case 0:a6=A -a7=B.P +a7=B.Q s=3 -return A.A(a9.$1(a8),$async$Ch) -case 3:a4=a6.b9Z(a7.hP(0,b1),$.tp.b3()) -a5=$.bU.b3().aCq(a4.fh(0,t.g9)) -$.tp.b3().ye(a4) -if($.bU.b3().a4b(a5).a!==$.C5().a){p=A.aRs($.bU.b3().a4b(a5).fh(0,t.EV)) -$.bU.b3().a4a(a5) -throw A.d(A.bI("Couldn't load atlas: "+p))}o=$.b6O().a8B(a8) +return A.B(a9.$1(a8),$async$Ct) +case 3:a4=a6.baU(a7.hK(0,b1),$.tA.b8()) +a5=$.bY.b8().aD2(a4.fh(0,t.g9)) +$.tA.b8().y_(a4) +if($.bY.b8().a4H(a5).a!==$.Cg().a){p=A.aSE($.bY.b8().a4H(a5).fh(0,t.EV)) +$.bY.b8().a4G(a5) +throw A.d(A.bN("Couldn't load atlas: "+p))}o=$.b7L().a99(a8) n=A.b([],t.jm) m=A.b([],t.tn) -l=$.bU.b3().aCo(a5) -k=t.Wr,j=t.dP,i=t.Q2,h=t.EV,g=$.bU.a,f=0 +l=$.bY.b8().aD0(a5) +k=t.Wr,j=t.dP,i=t.Q2,h=t.EV,g=$.bY.a,f=0 case 4:if(!(f>>0)+p,31)!==0)A.Z(A.Cc("Invalid FCHECK")) -if((p>>>5&1)!==0){s.fa() -A.Z(A.Cc("FDICT Encoding not currently supported"))}n=A.b8u(s,g).c -m=t.Cm.a(A.cg(n.c.buffer,0,n.a)) -s.fa() +B.e.bu(q,3) +if(o!==8)A.V(A.Cp("Only DEFLATE compression supported: "+o)) +if(B.e.bB((q<<8>>>0)+p,31)!==0)A.V(A.Cp("Invalid FCHECK")) +if((p>>>5&1)!==0){s.f9() +A.V(A.Cp("FDICT Encoding not currently supported"))}n=A.b9t(s,g).c +m=t.Cm.a(B.aQ.j8(n.c.buffer,0,n.a)) +s.f9() l=m break -case B.tl:s=A.uG(r,0,g,0) -if(s.ee()!==35615)A.Z(A.Cc("Invalid GZip Signature")) -if(s.fo()!==8)A.Z(A.Cc("Invalid GZip Compression Methos")) +case B.to:s=A.uQ(r,0,g,0) +if(s.e7()!==35615)A.V(A.Cp("Invalid GZip Signature")) +if(s.fo()!==8)A.V(A.Cp("Invalid GZip Compression Methos")) k=s.fo() -s.fa() +s.f9() s.fo() s.fo() -if((k&4)!==0)s.t8(s.ee()) -if((k&8)!==0)s.acs() -if((k&16)!==0)s.acs() -if((k&2)!==0)s.ee() -s=A.b8u(s,g).c -m=t.Cm.a(A.cg(s.c.buffer,0,s.a)) +if((k&4)!==0)s.t_(s.e7()) +if((k&8)!==0)s.ad4() +if((k&16)!==0)s.ad4() +if((k&2)!==0)s.e7() +s=A.b9t(s,g).c +m=t.Cm.a(B.aQ.j8(s.c.buffer,0,s.a)) l=m break -case B.tm:throw A.d(A.a8("zstd is an unsupported compression")) +case B.tp:throw A.d(A.a8("zstd is an unsupported compression")) case null:case void 0:l=r break -default:l=g}j=A.fB(new Uint8Array(A.e3(l)).buffer,0,g) +default:l=g}j=B.aQ.rb(new Uint8Array(A.ea(l)).buffer,0,g) i=A.b([],t.t) -for(s=l.length,h=0;h") +m=n.h("dN") s=3 -return A.A(A.fb(new A.dH(new A.bk(new A.dH(new A.bk(new A.co(o.gLh(o).kZ$.a,n),new A.aQm(),n.h("bk")),new A.aQn(),m),new A.aQo(),m.h("bk")),new A.aQp(b),m.h("dH>")),t.Fv),$async$aQl) +return A.B(A.f8(new A.dN(new A.bo(new A.dN(new A.bo(new A.cm(o.gL7(o).kX$.a,n),new A.aRx(),n.h("bo")),new A.aRy(),m),new A.aRz(),m.h("bo")),new A.aRA(b),m.h("dN>")),t.Fv),$async$aRw) case 3:l=d -o=J.kw(l)?null:l -n=A.aSd(a) -p=n.gLh(n) -if(p.b.gDf()!=="map")A.Z("XML is not in TMX format") -q=A.bCa(new A.df(p),o) +o=J.jQ(l)?null:l +n=A.aTo(a) +p=n.gL7(n) +if(p.b.gD0()!=="map")A.V("XML is not in TMX format") +q=A.bDx(new A.dh(p),o) s=1 break case 1:return A.q(q,r)}}) -return A.r($async$aQl,r)}, -bCa(a,b){var s,r,q,p,o,n,m,l,k,j,i="backgroundcolor" -a.h7(i) -s=a.LR(i) -a.lc("compressionlevel",-1) -r=a.i0("height") -a.kz("hexsidelength") +return A.r($async$aRw,r)}, +bDx(a,b){var s,r,q,p,o,n,m,l,k,j,i="backgroundcolor" +a.h5(i) +s=a.LG(i) +a.l9("compressionlevel",-1) +r=a.hS("height") +a.kA("hexsidelength") a.k9("infinite",!1) -a.kz("nextlayerid") -a.kz("nextobjectid") -q=A.byl(a,"orientation") -A.bAd(a,"renderorder",B.CW) -p=A.bBi(a,"staggeraxis") -o=A.bBk(a,"staggerindex") -a.h7("tiledversion") -n=a.i0("tileheight") -m=a.i0("tilewidth") -A.bC4(a,"type",B.EF) +a.kA("nextlayerid") +a.kA("nextobjectid") +q=A.bzG(a,"orientation") +A.bBz(a,"renderorder",B.CX) +p=A.bCF(a,"staggeraxis") +o=A.bCH(a,"staggerindex") +a.h5("tiledversion") +n=a.hS("tileheight") +m=a.hS("tilewidth") +A.bDr(a,"type",B.EG) a.kB(0,"version","1.0") -l=a.i0("width") -k=a.mb("tileset",new A.aQk(b),t.gM) -j=A.bgb(a) -A.zY(a) -a.mb("editorsettings",A.bLi(),t.Cv) -return new A.a9R(l,r,m,n,k,j,s,q,p,o)}, -bxd(a){a.i0("width") -a.i0("height") -A.bxc(a,"orientation") -return new A.Lt()}, -bBC(a){a.o1(0,"name") -a.i0("name") -A.zY(a) -return new A.Gl()}, -bC6(a){return A.bC2(a)}, -bC2(a){var s,r,q=a.i0("id") -if(a.h7("class")==null)a.h7("type") -a.lb("probability",0) -s=a.h7("terrain") +l=a.hS("width") +k=a.m4("tileset",new A.aRv(b),t.gM) +j=A.bhc(a) +A.A9(a) +a.m4("editorsettings",A.bMH(),t.Cv) +return new A.aaH(l,r,m,n,k,j,s,q,p,o)}, +byx(a){a.hS("width") +a.hS("height") +A.byw(a,"orientation") +return new A.LL()}, +bCZ(a){a.nY(0,"name") +a.hS("name") +A.A9(a) +return new A.GC()}, +bDt(a){return A.bDp(a)}, +bDp(a){var s,r,q=a.hS("id") +if(a.h5("class")==null)a.h5("type") +a.l8("probability",0) +s=a.h5("terrain") if(s!=null){r=t.An -A.ai(new A.U(A.b(s.split(","),t.T),new A.aQa(),r),!0,r.h("aA.E"))}s=a.n8("image",A.bne()) -a.ED("x") -a.ED("y") -a.ED("width") -a.ED("height") -a.n8("objectgroup",A.bnd()) -r=new A.aQb().$1(a) -A.zY(a) -return new A.lZ(q,s,r)}, -bC5(a){a.lc("x",0) -a.lc("y",0) -return new A.QQ()}, -biI(a,b){return A.aQv(a,b)}, -aQv(a6,a7){var s,r,q,p,o,n,m,l,k,j,i,h,g=a6.h7("backgroundcolor"),f=a6.kz("columns"),e=a6.kz("firstgid"),d=a6.lc("margin",0),c=a6.h7("name"),b=A.bfe(B.W1,a6.kB(0,"objectalignment","unspecified")),a=a6.h7("source"),a0=a6.lc("spacing",0),a1=a6.kz("tilecount"),a2=a6.kz("tilewidth"),a3=a6.kz("tileheight"),a4=a6.h7("tiledversion"),a5=a6.h7("transparentcolor") -A.bCd(a6,"type",B.EG) +A.ai(new A.S(A.b(s.split(","),t.T),new A.aRl(),r),!0,r.h("aF.E"))}s=a.n0("image",A.bol()) +a.Er("x") +a.Er("y") +a.Er("width") +a.Er("height") +a.n0("objectgroup",A.bok()) +r=new A.aRm().$1(a) +A.A9(a) +return new A.me(q,s,r)}, +bDs(a){a.l9("x",0) +a.l9("y",0) +return new A.R6()}, +bjP(a,b){return A.aRG(a,b)}, +aRG(a6,a7){var 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A.df(i.gLh(i))}h=A.aQv(i,null) +if(a7!=null&&a!=null){i=a7.afz() +if(i==null){i=A.aTo(a7.a) +i=new A.dh(i.gL7(i))}h=A.aRG(i,null) i=h.cy k.cy=i==null?g:i i=h.x @@ -42937,128 +44046,128 @@ j=h.d k.d=j==null?a2:j j=h.db k.db=j==null?a5:j -p.a.H(0,h.ax.a) -B.b.H(o,h.ay) -B.b.H(l,h.z) -J.IH(m,h.ch)}return k}, -bCe(a,b,c,d,e){var s,r,q,p,o=A.b([],t.hp) -for(s=c!=null,r=d!=null,q=e!=null,p=0;p=o.length)o.push(r) else o[q]=r}return o}, -bCM(a){a.o1(0,"name") -a.o1(0,"color") -a.i0("tile") -a.lb("probability",0) -A.zY(a) -return new A.pO()}, -bCO(a){return A.bCN(a)}, -bCN(a){var s,r=new A.aRH().$1(a) -a.o1(0,"name") -a.i0("tile") -s=J.aN(r) +bE8(a){a.nY(0,"name") +a.nY(0,"color") +a.hS("tile") +a.l8("probability",0) +A.A9(a) +return new A.pX()}, +bEa(a){return A.bE9(a)}, +bE9(a){var s,r=new A.aST().$1(a) +a.nY(0,"name") +a.hS("tile") +s=J.aj(r) s.i(r,0) s.i(r,1) -a.mb("wangtiles",A.bLw(),t.TQ) -A.zY(a) -return new A.t1()}, -bCQ(a){return A.bCP(a)}, -bCP(a){a.i0("tileid") -A.bCR(new 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-r=$.b6D() +A.aFM(a6,b2.gag(b2),b2.gal(b2),!0,s) +A.aFM(a6,b2.gaI(b2),b2.gal(b2),!1,s) +A.aFM(a6,b2.gag(b2),b2.gaN(b2),!1,s) +A.aFM(a6,b2.gaI(b2),b2.gaN(b2),!1,s) +r=$.b7A() return new A.x(r[0],r[1],r[2],r[3])}r=a6[0] q=r*a9 p=a6[4] @@ -45245,122 +46367,122 @@ a3=(k+l)/a1 r+=f a4=(p+o)/r a5=(a+l)/r -return new A.x(A.bgx(d,b,a2,a4),A.bgx(c,a0,a3,a5),A.bgw(d,b,a2,a4),A.bgw(c,a0,a3,a5))}}, -bgx(a,b,c,d){var s=ab?a:b,r=c>d?c:d +bhy(a,b,c,d){var s=a>b?a:b,r=c>d?c:d return s>r?s:r}, -bgz(a,b){var s -if(A.a3x(a))return b -s=new A.b3(new Float64Array(16)) -s.q(a) -s.lF(s) -return A.hS(s,b)}, -bgy(a){var s,r=new A.b3(new Float64Array(16)) -r.bm() -s=new A.oa(new Float64Array(4)) -s.o5(0,0,0,a.a) -r.Mp(0,s) -s=new A.oa(new Float64Array(4)) -s.o5(0,0,0,a.b) -r.Mp(1,s) +bhB(a,b){var s +if(A.a48(a))return b +s=new A.by(new Float64Array(16)) +s.u(a) +s.lC(s) +return A.hP(s,b)}, +bhA(a){var s,r=new A.by(new Float64Array(16)) +r.cc() +s=new A.oo(new Float64Array(4)) +s.o1(0,0,0,a.a) +r.Md(0,s) +s=new A.oo(new Float64Array(4)) +s.o1(0,0,0,a.b) +r.Md(1,s) return r}, -WO(a,b,c){if(a==null||!1)return a===b +X5(a,b,c){if(a==null||!1)return a===b return a>b-c&&a>>16&255,2)*0.299+Math.pow(s>>>8&255,2)*0.587+Math.pow(s&255,2)*0.114))<130&&!0}, -na(a){var s,r=a.c,q=a.d,p=(2-r)*q/2 +nn(a){var s,r=a.c,q=a.d,p=(2-r)*q/2 if(p!==0)if(p===1)s=0 else{r*=q q=p*2 s=p<0.5?r/q:r/(2-q)}else s=0 -return new A.dM(a.a,a.b,B.c.cq(s,0,1),B.c.cq(p,0,1))}, -apL(a){var s=a.d,r=s<0.5?s:1-s,q=s+a.c*r -return new A.d2(a.a,a.b,B.c.cq(q!==0?2-2*s/q:0,0,1),B.c.cq(q,0,1))}, -bGB(a,b,c,d,e){var s=a.$1(b) -if(e.h("ap<0>").b(s))return s -return new A.cM(s,e.h("cM<0>"))}, -Ix(a){return A.bJh(a)}, -bJh(a){var s=0,r=A.t(t.H),q,p=2,o,n,m,l,k,j,i,h,g,f,e,d,c,b -var $async$Ix=A.u(function(a0,a1){if(a0===1){o=a1 +return new A.dU(a.a,a.b,B.c.ca(s,0,1),B.c.ca(p,0,1))}, +aqV(a){var s=a.d,r=s<0.5?s:1-s,q=s+a.c*r +return new A.d2(a.a,a.b,B.c.ca(q!==0?2-2*s/q:0,0,1),B.c.ca(q,0,1))}, +bHY(a,b,c,d,e){var s=a.$1(b) +if(e.h("at<0>").b(s))return s +return new A.cO(s,e.h("cO<0>"))}, +IQ(a){return A.bKF(a)}, +bKF(a){var s=0,r=A.t(t.H),q,p=2,o,n,m,l,k,j,i,h,g,f,e,d,c,b +var $async$IQ=A.u(function(a0,a1){if(a0===1){o=a1 s=p}while(true)switch(s){case 0:g=a.a f=g.a e=g.b d=f+"_"+e.j(0) -c=f+"-"+e.ads() +c=f+"-"+e.ae2() e=a.b n=e.a -if($.bbc.O(0,d)){s=1 -break}else $.bbc.C(0,d) +if($.bc4.N(0,d)){s=1 +break}else $.bc4.D(0,d) p=4 m=null -f=$.bsm() -i=$.bdu +f=$.btx() +i=$.beu s=7 -return A.A(i==null?$.bdu=f.Gr():i,$async$Ix) +return A.B(i==null?$.beu=f.Gd():i,$async$IQ) case 7:l=a1 -k=A.bFs(g,l) -if(k!=null)m=$.lb().cL(0,k) +k=A.bGP(g,l) +if(k!=null)m=$.lo().cI(0,k) s=8 -return A.A(m,$async$Ix) -case 8:if(a1!=null){g=A.Iw(d,m) +return A.B(m,$async$IQ) +case 8:if(a1!=null){g=A.IP(d,m) q=g s=1 -break}m=A.ei(null,t.CD) +break}m=A.eq(null,t.CD) s=9 -return A.A(m,$async$Ix) -case 9:if(a1!=null){g=A.Iw(d,m) +return A.B(m,$async$IQ) +case 9:if(a1!=null){g=A.IP(d,m) q=g s=1 -break}$.bof() -m=A.b2u(d,e) +break}$.bpo() +m=A.b3q(d,e) s=10 -return A.A(m,$async$Ix) -case 10:if(a1!=null){g=A.Iw(d,m) +return A.B(m,$async$IQ) +case 10:if(a1!=null){g=A.IP(d,m) q=g s=1 break}p=2 @@ -45368,10 +46490,10 @@ s=6 break case 4:p=3 b=o -j=A.aW(b) -$.bbc.N(0,d) -A.wQ("Error: google_fonts was unable to load font "+A.j(c)+" because the following exception occurred:\n"+A.j(j)) -A.wQ("If troubleshooting doesn't solve the problem, please file an issue at https://github.com/material-foundation/flutter-packages/issues/new/choose.\n") +j=A.b_(b) +$.bc4.O(0,d) +A.wY("Error: google_fonts was unable to load font "+A.j(c)+" because the following exception occurred:\n"+A.j(j)) +A.wY("If troubleshooting doesn't solve the problem, please file an issue at https://github.com/material-foundation/flutter-packages/issues/new/choose.\n") throw b s=6 break @@ -45379,148 +46501,149 @@ case 3:s=2 break case 6:case 1:return A.q(q,r) case 2:return A.p(o,r)}}) -return A.r($async$Ix,r)}, -Iw(a,b){var s=0,r=A.t(t.H),q,p,o -var $async$Iw=A.u(function(c,d){if(c===1)return A.p(d,r) +return A.r($async$IQ,r)}, +IP(a,b){var s=0,r=A.t(t.H),q,p,o +var $async$IP=A.u(function(c,d){if(c===1)return A.p(d,r) while(true)switch(s){case 0:if(b==null){s=1 break}s=3 -return A.A(b,$async$Iw) +return A.B(b,$async$IP) case 3:p=d if(p==null){s=1 -break}o=new A.azd(a,A.b([],t.SR)) -o.aFt(A.ei(p,t.V4)) +break}o=new A.aAk(a,A.b([],t.SR)) +o.aG7(A.eq(p,t.V4)) s=4 -return A.A(o.mS(0),$async$Iw) +return A.B(o.mK(0),$async$IP) case 4:case 1:return A.q(q,r)}}) -return A.r($async$Iw,r)}, -bF_(a,b){var s,r,q,p,o=A.ba("bestMatch") -for(s=b.a,s=A.k_(s,s.r,b.$ti.c),r=null;s.F();){q=s.d -p=A.bF3(a,q) +return A.r($async$IP,r)}, +bGm(a,b){var s,r,q,p,o=A.bd("bestMatch") +for(s=b.a,s=A.k9(s,s.r,b.$ti.c),r=null;s.H();){q=s.d +p=A.bGq(a,q) if(r==null||p0){$.bg6=s-1 +s=a.a+"-"+a.b.ae2() +for(r=J.aA(J.b7Y(b)),q=t.T,p=t.Y3;r.H();)for(o=J.aA(r.ga2(r));o.H();){n=o.ga2(o) +for(m=A.b([".ttf",".otf"],q),l=B.d.gaKu(n),m=B.b.gav(m),l=new A.iA(m,l,p),k=n.length;l.H();)if(B.d.jb(B.d.au(n,0,k-m.ga2(m).length),s))return n}return null}, +bN_(a){if(t.H3.b(a))return a +if(t.e2.b(a))return J.ig(J.jP(a),0,null) +return new Uint8Array(A.ea(a))}, +bMX(a){return a}, +fv(a){return}, +dE(a){var s=$.bh7 +if(s>0){$.bh7=s-1 return 0}return 0}, -bIc(a){var s,r=null,q=a.b.toLowerCase(),p=B.d.O(q,"italic")?B.fH:r -if(B.d.O(q,"semibold")||B.d.O(q,"semi bold"))s=B.fI -else s=B.d.O(q,"bold")?B.aL:r -return A.ed(r,r,r,r,r,r,r,r,a.a,r,r,r,p,r,s,r,r,!0,r,r,r,r,r,r,r,r)}, -bdo(a,b){var s,r,q,p,o,n=A.b([],t.G5) -if(a.da()===B.cR){a.ek() +bJA(a){var s,r=null,q=a.b.toLowerCase(),p=B.d.N(q,"italic")?B.fK:r +if(B.d.N(q,"semibold")||B.d.N(q,"semi bold"))s=B.fL +else s=B.d.N(q,"bold")?B.aK:r +return A.ek(r,r,r,r,r,r,r,r,a.a,r,r,r,p,r,s,r,r,!0,r,r,r,r,r,r,r,r)}, +beo(a,b){var s,r,q,p,o,n=A.b([],t.G5) +if(a.d2()===B.cU){a.eb() s=t.o while(!0){r=a.w -if(r===0)r=a.bq() +if(r===0)r=a.bp() if(!(r!==2&&r!==4&&r!==18))break -q=A.aDl(a,b,A.bK1(),a.da()===B.eZ,!1,s) +q=A.aEk(a,b,A.bLp(),a.d2()===B.f1,!1,s) p=q.c o=q.w -p=new A.F1(q,b,q.b,p,q.d,q.e,q.f,q.r,o) -p.U() -n.push(p)}a.en() -A.bg5(n)}else n.push(A.M4(A.mt(a),t.o)) -return new A.aqL(n)}, -aqM(a,b){var s,r,q,p,o -a.eA() -for(s=t.i,r=null,q=null,p=null,o=!1;a.da()!==B.EH;)switch(a.dc($.bns())){case 0:r=A.bdo(a,b) -break -case 1:if(a.da()===B.jO){a.cm() -o=!0}else q=new A.d9(A.c8(a,b,A.e4(),!1,s)) -break -case 2:if(a.da()===B.jO){a.cm() -o=!0}else p=new A.d9(A.c8(a,b,A.e4(),!1,s)) -break -default:a.eg() -a.cm()}a.eL() -if(o)b.pR("Lottie doesn't support expressions.") +p=new A.Fh(q,b,q.b,p,q.d,q.e,q.f,q.r,o) +p.T() +n.push(p)}a.ef() +A.bh6(n)}else n.push(A.Mo(A.mH(a),t.o)) +return new A.arX(n)}, +arY(a,b){var s,r,q,p,o +a.ew() +for(s=t.V,r=null,q=null,p=null,o=!1;a.d2()!==B.EI;)switch(a.d3($.boz())){case 0:r=A.beo(a,b) +break +case 1:if(a.d2()===B.jS){a.ck() +o=!0}else q=new A.d9(A.cd(a,b,A.eb(),!1,s)) +break +case 2:if(a.d2()===B.jS){a.ck() +o=!0}else p=new A.d9(A.cd(a,b,A.eb(),!1,s)) +break +default:a.e9() +a.ck()}a.eI() +if(o)b.pM("Lottie doesn't support expressions.") if(r!=null)return r q.toString p.toString -return new A.Xh(q,p)}, -btU(a,b){var s,r,q=null -a.eA() +return new A.XB(q,p)}, +bva(a,b){var s,r,q=null +a.ew() s=q while(!0){r=a.w -if(r===0)r=a.bq() +if(r===0)r=a.bp() if(!(r!==2&&r!==4&&r!==18))break -switch(a.dc($.bnu())){case 0:s=A.btT(a,b) +switch(a.d3($.boB())){case 0:s=A.bv9(a,b) break -default:a.eg() -a.cm()}}a.eL() -if(s==null)return new A.Xi(q,q,q,q) +default:a.e9() +a.ck()}}a.eI() +if(s==null)return new A.XC(q,q,q,q) return s}, -btT(a,b){var s,r,q,p,o,n,m,l=null -a.eA() -s=t.i -r=t.n8 +bv9(a,b){var s,r,q,p,o,n,m,l=null +a.ew() +s=t.V +r=t.G q=l p=q o=p n=o while(!0){m=a.w -if(m===0)m=a.bq() +if(m===0)m=a.bp() if(!(m!==2&&m!==4&&m!==18))break -switch(a.dc($.bnt())){case 0:n=new A.x0(A.c8(a,b,A.apF(),!1,r)) +switch(a.d3($.boA())){case 0:n=new A.x7(A.cd(a,b,A.aqP(),!1,r)) break -case 1:o=new A.x0(A.c8(a,b,A.apF(),!1,r)) +case 1:o=new A.x7(A.cd(a,b,A.aqP(),!1,r)) break -case 2:p=new A.d9(A.c8(a,b,A.e4(),!1,s)) +case 2:p=new A.d9(A.cd(a,b,A.eb(),!1,s)) break -case 3:q=new A.d9(A.c8(a,b,A.e4(),!1,s)) +case 3:q=new A.d9(A.cd(a,b,A.eb(),!1,s)) break -default:a.eg() -a.cm()}}a.eL() -return new A.Xi(n,o,p,q)}, -b7d(a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=null,a1=a2.da()===B.eZ -if(a1)a2.eA() -s=t.i +default:a.e9() +a.ck()}}a.eI() +return new A.XC(n,o,p,q)}, +b8c(a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=null,a1=a2.d2()===B.f1 +if(a1)a2.ew() +s=t.V r=t.S q=a3.c p=t.XK @@ -45536,168 +46659,168 @@ g=h f=g e=f while(!0){d=a2.w -if(d===0)d=a2.bq() +if(d===0)d=a2.bp() if(!(d!==2&&d!==4&&d!==18))break -c=a2.dc($.bnw()) -switch(c){case 0:a2.eA() +c=a2.d3($.boD()) +switch(c){case 0:a2.ew() while(!0){d=a2.w -if(d===0)d=a2.bq() +if(d===0)d=a2.bp() if(!(d!==2&&d!==4&&d!==18))break -switch(a2.dc($.bnv())){case 0:e=A.bdo(a2,a3) +switch(a2.d3($.boC())){case 0:e=A.beo(a2,a3) break -default:a2.eg() -a2.cm()}}a2.eL() +default:a2.e9() +a2.ck()}}a2.eI() break -case 1:f=A.aqM(a2,a3) +case 1:f=A.arY(a2,a3) break -case 2:g=new A.aqN(A.c8(a2,a3,A.bKh(),!1,n)) +case 2:g=new A.arZ(A.cd(a2,a3,A.bLF(),!1,n)) break -case 3:case 4:if(c===3)q.C(0,"Lottie doesn't support 3D layers.") -b=A.c8(a2,a3,A.e4(),!1,s) +case 3:case 4:if(c===3)q.D(0,"Lottie doesn't support 3D layers.") +b=A.cd(a2,a3,A.eb(),!1,s) h=new A.d9(b) if(b.length===0){a=o.c -b.push(new A.hd(a3,0,0,a0,a0,a0,0,a,p))}else if(B.b.ga5(b).b==null){a=o.c -B.b.sa5(b,new A.hd(a3,0,0,a0,a0,a0,0,a,p))}break -case 5:i=new A.mf(A.c8(a2,a3,A.WJ(),!1,r)) +b.push(new A.h8(a3,0,0,a0,a0,a0,0,a,p))}else if(B.b.ga5(b).b==null){a=o.c +B.b.sa5(b,new A.h8(a3,0,0,a0,a0,a0,0,a,p))}break +case 5:i=new A.mu(A.cd(a2,a3,A.X1(),!1,r)) break -case 6:j=new A.d9(A.c8(a2,a3,A.e4(),!1,s)) +case 6:j=new A.d9(A.cd(a2,a3,A.eb(),!1,s)) break -case 7:k=new A.d9(A.c8(a2,a3,A.e4(),!1,s)) +case 7:k=new A.d9(A.cd(a2,a3,A.eb(),!1,s)) break -case 8:l=new A.d9(A.c8(a2,a3,A.e4(),!1,s)) +case 8:l=new A.d9(A.cd(a2,a3,A.eb(),!1,s)) break -case 9:m=new A.d9(A.c8(a2,a3,A.e4(),!1,s)) +case 9:m=new A.d9(A.cd(a2,a3,A.eb(),!1,s)) break -default:a2.eg() -a2.cm()}}if(a1)a2.eL() -if(e!=null)s=e.gj0()&&J.e(B.b.ga5(e.a).b,B.h) +default:a2.e9() +a2.ck()}}if(a1)a2.eI() +if(e!=null)s=e.giU()&&J.f(B.b.ga5(e.a).b,B.h) else s=!0 if(s)e=a0 -if(f!=null)s=!(f instanceof A.Xh)&&f.gj0()&&J.e(B.b.ga5(f.gaaP()).b,B.h) +if(f!=null)s=!(f instanceof A.XB)&&f.giU()&&J.f(B.b.ga5(f.gabt()).b,B.h) else s=!0 if(s)f=a0 -if(h!=null)s=h.gj0()&&J.e(B.b.ga5(h.a).b,0) +if(h!=null)s=h.giU()&&J.f(B.b.ga5(h.a).b,0) else s=!0 if(s)h=a0 -if(g!=null)s=g.gj0()&&J.e(B.b.ga5(g.a).b,B.mM) +if(g!=null)s=g.giU()&&J.f(B.b.ga5(g.a).b,B.mQ) else s=!0 if(s)g=a0 -if(l!=null)s=l.gj0()&&J.e(B.b.ga5(l.a).b,0) +if(l!=null)s=l.giU()&&J.f(B.b.ga5(l.a).b,0) else s=!0 if(s)l=a0 -if(m!=null)s=m.gj0()&&J.e(B.b.ga5(m.a).b,0) +if(m!=null)s=m.giU()&&J.f(B.b.ga5(m.a).b,0) else s=!0 -return new A.C9(e,f,g,h,i,l,s?a0:m,j,k)}, -bu7(a,b){var s,r,q=null +return new A.Cm(e,f,g,h,i,l,s?a0:m,j,k)}, +bvr(a,b){var s,r,q=null while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -switch(a.dc($.bnC())){case 0:a.ek() +switch(a.d3($.boK())){case 0:a.eb() while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -r=A.bu6(a,b) -if(r!=null)q=r}a.en() -break -default:a.eg() -a.cm()}}return q}, -bu6(a,b){var s,r,q,p -a.eA() -s=t.i +r=A.bvq(a,b) +if(r!=null)q=r}a.ef() +break +default:a.e9() +a.ck()}}return q}, +bvq(a,b){var s,r,q,p +a.ew() +s=t.V r=null q=!1 while(!0){p=a.w -if(p===0)p=a.bq() +if(p===0)p=a.bp() if(!(p!==2&&p!==4&&p!==18))break -switch(a.dc($.bnD())){case 0:q=a.e9()===0 +switch(a.d3($.boL())){case 0:q=a.e3()===0 break -case 1:if(q)r=new A.as5(new A.d9(A.c8(a,b,A.e4(),!1,s))) -else a.cm() +case 1:if(q)r=new A.atg(new A.d9(A.cd(a,b,A.eb(),!1,s))) +else a.ck() break -default:a.eg() -a.cm()}}a.eL() +default:a.e9() +a.ck()}}a.eI() return r}, -buw(a,b,c){var s,r=A.ba("position"),q=A.ba("size"),p=c===3,o=t.o,n=null,m=!1 +bvQ(a,b,c){var s,r=A.bd("position"),q=A.bd("size"),p=c===3,o=t.o,n=null,m=!1 while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -switch(a.dc($.bnJ())){case 0:n=a.e0() +switch(a.d3($.boR())){case 0:n=a.dV() break -case 1:r.b=A.aqM(a,b) +case 1:r.b=A.arY(a,b) break -case 2:q.b=new A.tF(A.c8(a,b,A.WP(),!0,o)) +case 2:q.b=new A.tO(A.cd(a,b,A.X6(),!0,o)) break -case 3:m=a.j1() +case 3:m=a.iW() break -case 4:p=a.e9()===3 +case 4:p=a.e3()===3 break -default:a.eg() -a.cm()}}return new A.YM(n,r.b7(),q.b7(),p,m)}, -bHG(a){var s,r,q,p,o=a.da()===B.cR -if(o)a.ek() -s=a.b_() -r=a.b_() -q=a.b_() -p=a.da()===B.c3?a.b_():1 -if(o)a.en() +default:a.e9() +a.ck()}}return new A.Z9(n,r.bc(),q.bc(),p,m)}, +bJ3(a){var s,r,q,p,o=a.d2()===B.cU +if(o)a.eb() +s=a.aY() +r=a.aY() +q=a.aY() +p=a.d2()===B.c5?a.aY():1 +if(o)a.ef() if(s<=1&&r<=1&&q<=1){s*=255 r*=255 q*=255 if(p<=1)p*=255}return A.a9(B.c.aA(p),B.c.aA(s),B.c.aA(r),B.c.aA(q))}, -b7w(a,b){var s,r,q,p -a.eA() +b8v(a,b){var s,r,q,p +a.ew() r=2 $label0$1:while(!0){q=a.w -if(q===0)q=a.bq() +if(q===0)q=a.bp() if(!(q!==2&&q!==4&&q!==18)){s=null -break}c$1:switch(a.dc($.bnN())){case 0:s=a.e0() +break}c$1:switch(a.d3($.boW())){case 0:s=a.dV() break $label0$1 -case 1:r=a.e9() +case 1:r=a.e3() break -default:a.eg() -a.cm()}}if(s==null)return null -switch(s){case"gr":p=A.bAP(a,b) +default:a.e9() +a.ck()}}if(s==null)return null +switch(s){case"gr":p=A.bCa(a,b) break -case"st":p=A.bAS(a,b) +case"st":p=A.bCd(a,b) break -case"gs":p=A.bxa(a,b) +case"gs":p=A.byu(a,b) break -case"fl":p=A.bAO(a,b) +case"fl":p=A.bC9(a,b) break -case"gf":p=A.bx8(a,b) +case"gf":p=A.bys(a,b) break -case"tr":p=A.b7d(a,b) +case"tr":p=A.b8c(a,b) break -case"sh":p=A.bAR(a,b) +case"sh":p=A.bCc(a,b) break -case"el":p=A.buw(a,b,r) +case"el":p=A.bvQ(a,b,r) break -case"rc":p=A.bA4(a,b) +case"rc":p=A.bBq(a,b) break -case"tm":p=A.bAT(a,b) +case"tm":p=A.bCe(a,b) break -case"sr":p=A.bzx(a,b,r) +case"sr":p=A.bAT(a,b,r) break -case"mm":p=A.byA(a) +case"mm":p=A.bzV(a) break -case"rp":p=A.bAf(a,b) +case"rp":p=A.bBB(a,b) break -case"rd":p=A.bAj(a,b) +case"rd":p=A.bBF(a,b) break -default:b.pR("Unknown shape type "+s) +default:b.pM("Unknown shape type "+s) p=null}while(!0){q=a.w -if(q===0)q=a.bq() +if(q===0)q=a.bp() if(!(q!==2&&q!==4&&q!==18))break -a.cm()}a.eL() +a.ck()}a.eI() return p}, -bIm(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=null -a.eA() +bJK(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=null +a.ew() s=d r=s q=r p=q o=0 -n=B.lM +n=B.lR m=0 l=0 k=0 @@ -45706,45 +46829,45 @@ i=B.I h=0 g=!0 while(!0){f=a.w -if(f===0)f=a.bq() +if(f===0)f=a.bp() if(!(f!==2&&f!==4&&f!==18))break -switch(a.dc($.bru())){case 0:p=a.e0() +switch(a.d3($.bsF())){case 0:p=a.dV() break -case 1:q=a.e0() +case 1:q=a.dV() break -case 2:o=a.b_() +case 2:o=a.aY() break -case 3:e=a.e9() -n=e>2||e<0?B.lM:B.Vz[e] +case 3:e=a.e3() +n=e>2||e<0?B.lR:B.VG[e] break -case 4:m=a.e9() +case 4:m=a.e3() break -case 5:l=a.b_() +case 5:l=a.aY() break -case 6:k=a.b_() +case 6:k=a.aY() break -case 7:j=A.bg3(a) +case 7:j=A.bh4(a) break -case 8:i=A.bg3(a) +case 8:i=A.bh4(a) break -case 9:h=a.b_() +case 9:h=a.aY() break -case 10:g=a.j1() +case 10:g=a.iW() break -case 11:a.ek() -r=new A.h(a.b_(),a.b_()) -a.en() +case 11:a.eb() +r=new A.h(a.aY(),a.aY()) +a.ef() break -case 12:a.ek() -s=new A.h(a.b_(),a.b_()) -a.en() +case 12:a.eb() +s=new A.h(a.aY(),a.aY()) +a.ef() break -default:a.eg() -a.cm()}}a.eL() -return new A.qw(p==null?"":p,q,o,n,m,l,k,j,i,h,g,r,s)}, -bIB(a){return A.aCR(a)}, -bwO(a,b){var s,r,q,p,o,n,m,l,k,j,i=A.b([],t.bP) -a.eA() +default:a.e9() +a.ck()}}a.eI() +return new A.qG(p==null?"":p,q,o,n,m,l,k,j,i,h,g,r,s)}, +bJZ(a){return A.aDQ(a)}, +by7(a,b){var s,r,q,p,o,n,m,l,k,j,i=A.b([],t.bP) +a.ew() s=t.C0 r="" q=0 @@ -45752,251 +46875,251 @@ p=0 o=null n=null while(!0){m=a.w -if(m===0)m=a.bq() +if(m===0)m=a.bp() if(!(m!==2&&m!==4&&m!==18))break -switch(a.dc($.bob())){case 0:r=a.e0() +switch(a.d3($.bpk())){case 0:r=a.dV() break -case 1:q=a.b_() +case 1:q=a.aY() break -case 2:p=a.b_() +case 2:p=a.aY() break -case 3:o=a.e0() +case 3:o=a.dV() break -case 4:n=a.e0() +case 4:n=a.dV() break -case 5:a.eA() +case 5:a.ew() while(!0){m=a.w -if(m===0)m=a.bq() +if(m===0)m=a.bp() if(!(m!==2&&m!==4&&m!==18))break -switch(a.dc($.boa())){case 0:a.ek() +switch(a.d3($.bpj())){case 0:a.eb() while(!0){m=a.w -if(m===0)m=a.bq() +if(m===0)m=a.bp() if(!(m!==2&&m!==4&&m!==18))break -l=A.b7w(a,b) +l=A.b8v(a,b) if(l!=null){k=l j=!0}else{k=null -j=!1}if(j)i.push(s.a(k))}a.en() +j=!1}if(j)i.push(s.a(k))}a.ef() break -default:a.eg() -a.cm()}}a.eL() +default:a.e9() +a.ck()}}a.eI() break -default:a.eg() -a.cm()}}a.eL() +default:a.e9() +a.ck()}}a.eI() s=o==null?"":o -return new A.L9(i,r,q,p,s,n==null?"":n)}, -bwT(a){var s,r,q,p,o,n -a.eA() +return new A.Lr(i,r,q,p,s,n==null?"":n)}, +byc(a){var s,r,q,p,o,n +a.ew() s=null r=null q=null while(!0){p=a.w -if(p===0)p=a.bq() +if(p===0)p=a.bp() if(!(p!==2&&p!==4&&p!==18))break -switch(a.dc($.boc())){case 0:s=a.e0() +switch(a.d3($.bpl())){case 0:s=a.dV() break -case 1:r=a.e0() +case 1:r=a.dV() break -case 2:q=a.e0() +case 2:q=a.dV() break -case 3:a.b_() +case 3:a.aY() break -default:a.eg() -a.cm()}}a.eL() +default:a.e9() +a.ck()}}a.eI() o=s==null?"":s n=r==null?"":r -return new A.a0X(o,n,q==null?"":q)}, -bx8(a,b){var s,r,q,p=null,o=t.o,n=t.S,m=t.cU,l=p,k=l,j=k,i=j,h=i,g=h,f=B.bz,e=!1 +return new A.a1n(o,n,q==null?"":q)}, +bys(a,b){var s,r,q,p=null,o=t.o,n=t.S,m=t.cU,l=p,k=l,j=k,i=j,h=i,g=h,f=B.bB,e=!1 while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -switch(a.dc($.boh())){case 0:g=a.e0() +switch(a.d3($.bpq())){case 0:g=a.dV() break -case 1:a.eA() +case 1:a.ew() r=-1 while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -switch(a.dc($.bog())){case 0:r=a.e9() +switch(a.d3($.bpp())){case 0:r=a.e3() break -case 1:q=new A.Lq(r) -h=new A.Xf(A.bdn(A.c8(a,b,q.gabM(q),!1,m))) +case 1:q=new A.LI(r) +h=new A.Xz(A.ben(A.cd(a,b,q.gacp(q),!1,m))) break -default:a.eg() -a.cm()}}a.eL() +default:a.e9() +a.ck()}}a.eI() break -case 2:i=new A.mf(A.c8(a,b,A.WJ(),!1,n)) +case 2:i=new A.mu(A.cd(a,b,A.X1(),!1,n)) break -case 3:j=a.e9()===1?B.eo:B.us +case 3:j=a.e3()===1?B.er:B.uu break -case 4:k=new A.tF(A.c8(a,b,A.WP(),!0,o)) +case 4:k=new A.tO(A.cd(a,b,A.X6(),!0,o)) break -case 5:l=new A.tF(A.c8(a,b,A.WP(),!0,o)) +case 5:l=new A.tO(A.cd(a,b,A.X6(),!0,o)) break -case 6:f=a.e9()===1?B.bz:B.ap +case 6:f=a.e3()===1?B.bB:B.ap break -case 7:e=a.j1() +case 7:e=a.iW() break -default:a.eg() -a.cm()}}if(i==null)i=new A.mf(A.b([A.M4(100,n)],t.q1)) -o=j==null?B.eo:j +default:a.e9() +a.ck()}}if(i==null)i=new A.mu(A.b([A.Mo(100,n)],t.q1)) +o=j==null?B.er:j h.toString k.toString l.toString -return new A.a1r(g,o,f,h,i,k,l,e)}, -bxa(a4,a5){var s,r,q,p,o,n=null,m=A.b([],t.WC),l=t.i,k=t.o,j=t.S,i=t.cU,h=n,g=h,f=g,e=f,d=e,c=d,b=c,a=b,a0=a,a1=a0,a2=0,a3=!1 +return new A.a1U(g,o,f,h,i,k,l,e)}, +byu(a4,a5){var s,r,q,p,o,n=null,m=A.b([],t.WC),l=t.V,k=t.o,j=t.S,i=t.cU,h=n,g=h,f=g,e=f,d=e,c=d,b=c,a=b,a0=a,a1=a0,a2=0,a3=!1 while(!0){s=a4.w -if(s===0)s=a4.bq() +if(s===0)s=a4.bp() if(!(s!==2&&s!==4&&s!==18))break -switch(a4.dc($.bok())){case 0:a1=a4.e0() +switch(a4.d3($.bpt())){case 0:a1=a4.dV() break -case 1:a4.eA() +case 1:a4.ew() r=-1 while(!0){s=a4.w -if(s===0)s=a4.bq() +if(s===0)s=a4.bp() if(!(s!==2&&s!==4&&s!==18))break -switch(a4.dc($.boj())){case 0:r=a4.e9() +switch(a4.d3($.bps())){case 0:r=a4.e3() break -case 1:q=new A.Lq(r) -a0=new A.Xf(A.bdn(A.c8(a4,a5,q.gabM(q),!1,i))) +case 1:q=new A.LI(r) +a0=new A.Xz(A.ben(A.cd(a4,a5,q.gacp(q),!1,i))) break -default:a4.eg() -a4.cm()}}a4.eL() +default:a4.e9() +a4.ck()}}a4.eI() break -case 2:a=new A.mf(A.c8(a4,a5,A.WJ(),!1,j)) +case 2:a=new A.mu(A.cd(a4,a5,A.X1(),!1,j)) break -case 3:b=a4.e9()===1?B.eo:B.us +case 3:b=a4.e3()===1?B.er:B.uu break -case 4:c=new A.tF(A.c8(a4,a5,A.WP(),!0,k)) +case 4:c=new A.tO(A.cd(a4,a5,A.X6(),!0,k)) break -case 5:d=new A.tF(A.c8(a4,a5,A.WP(),!0,k)) +case 5:d=new A.tO(A.cd(a4,a5,A.X6(),!0,k)) break -case 6:e=new A.d9(A.c8(a4,a5,A.e4(),!1,l)) +case 6:e=new A.d9(A.cd(a4,a5,A.eb(),!1,l)) break -case 7:f=B.vp[a4.e9()-1] +case 7:f=B.vr[a4.e3()-1] break -case 8:g=B.v8[a4.e9()-1] +case 8:g=B.va[a4.e3()-1] break -case 9:a2=a4.b_() +case 9:a2=a4.aY() break -case 10:a3=a4.j1() +case 10:a3=a4.iW() break -case 11:a4.ek() +case 11:a4.eb() while(!0){s=a4.w -if(s===0)s=a4.bq() +if(s===0)s=a4.bp() if(!(s!==2&&s!==4&&s!==18))break -a4.eA() +a4.ew() p=n o=p while(!0){s=a4.w -if(s===0)s=a4.bq() +if(s===0)s=a4.bp() if(!(s!==2&&s!==4&&s!==18))break -switch(a4.dc($.boi())){case 0:o=a4.e0() +switch(a4.d3($.bpr())){case 0:o=a4.dV() break -case 1:p=new A.d9(A.c8(a4,a5,A.e4(),!1,l)) +case 1:p=new A.d9(A.cd(a4,a5,A.eb(),!1,l)) break -default:a4.eg() -a4.cm()}}a4.eL() +default:a4.e9() +a4.ck()}}a4.eI() if(o==="o")h=p else if(o==="d"||o==="g"){p.toString -m.push(p)}}a4.en() +m.push(p)}}a4.ef() if(m.length===1)m.push(m[0]) break -default:a4.eg() -a4.cm()}}if(a==null)a=new A.mf(A.b([A.M4(100,j)],t.q1)) -l=b==null?B.eo:b +default:a4.e9() +a4.ck()}}if(a==null)a=new A.mu(A.b([A.Mo(100,j)],t.q1)) +l=b==null?B.er:b a0.toString c.toString d.toString e.toString -return new A.a1t(a1,l,a0,a,c,d,e,f,g,a2,m,h,a3)}, -bJ2(a){return B.c.aA(A.aCR(a))}, -bg3(a){var s,r,q,p -a.ek() -s=B.c.aA(a.b_()*255) -r=B.c.aA(a.b_()*255) -q=B.c.aA(a.b_()*255) +return new A.a1W(a1,l,a0,a,c,d,e,f,g,a2,m,h,a3)}, +bKq(a){return B.c.aA(A.aDQ(a))}, +bh4(a){var s,r,q,p +a.eb() +s=B.c.aA(a.aY()*255) +r=B.c.aA(a.aY()*255) +q=B.c.aA(a.aY()*255) while(!0){p=a.w -if(p===0)p=a.bq() +if(p===0)p=a.bp() if(!(p!==2&&p!==4&&p!==18))break -a.cm()}a.en() +a.ck()}a.ef() return A.a9(255,s,r,q)}, -b8G(a){var s=A.b([],t.yv) -a.ek() -for(;a.da()===B.cR;){a.ek() -s.push(A.mt(a)) -a.en()}a.en() -return s}, -mt(a){switch(a.da().a){case 6:return A.bxL(a) -case 0:return A.bxK(a) -case 2:return A.bxM(a) +b9F(a){var s=A.b([],t.yv) +a.eb() +for(;a.d2()===B.cU;){a.eb() +s.push(A.mH(a)) +a.ef()}a.ef() +return s}, +mH(a){switch(a.d2().a){case 6:return A.bz5(a) +case 0:return A.bz4(a) +case 2:return A.bz6(a) case 8:return B.h -case 1:case 3:case 4:case 5:case 7:case 9:throw A.d(A.bI("Unknown point starts with "+a.da().j(0)))}}, -bxL(a){var s,r=a.b_(),q=a.b_() +case 1:case 3:case 4:case 5:case 7:case 9:throw A.d(A.bN("Unknown point starts with "+a.d2().j(0)))}}, +bz5(a){var s,r=a.aY(),q=a.aY() while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -a.cm()}return new A.h(r,q)}, -bxK(a){var s,r -a.ek() -s=a.b_() -r=a.b_() -for(;a.da()!==B.pM;)a.cm() -a.en() +a.ck()}return new A.h(r,q)}, +bz4(a){var s,r +a.eb() +s=a.aY() +r=a.aY() +for(;a.d2()!==B.pQ;)a.ck() +a.ef() return new A.h(s,r)}, -bxM(a){var s,r,q -a.eA() +bz6(a){var s,r,q +a.ew() s=0 r=0 while(!0){q=a.w -if(q===0)q=a.bq() +if(q===0)q=a.bp() if(!(q!==2&&q!==4&&q!==18))break -switch(a.dc($.boC())){case 0:s=A.aCR(a) +switch(a.d3($.bpL())){case 0:s=A.aDQ(a) break -case 1:r=A.aCR(a) +case 1:r=A.aDQ(a) break -default:a.eg() -a.cm()}}a.eL() +default:a.e9() +a.ck()}}a.eI() return new A.h(s,r)}, -aCR(a){var s,r,q=a.da() -switch(q.a){case 6:return a.b_() -case 0:a.ek() -s=a.b_() +aDQ(a){var s,r,q=a.d2() +switch(q.a){case 6:return a.aY() +case 0:a.eb() +s=a.aY() while(!0){r=a.w -if(r===0)r=a.bq() +if(r===0)r=a.bp() if(!(r!==2&&r!==4&&r!==18))break -a.cm()}a.en() +a.ck()}a.ef() return s -case 1:case 2:case 3:case 4:case 5:case 7:case 8:case 9:throw A.d(A.bI("Unknown value for token of type "+q.j(0)))}}, -c8(a,b,c,d,e){var s,r=A.b([],e.h("v>")) -if(a.da()===B.jO){b.pR("Lottie doesn't support expressions.") -return r}a.eA() +case 1:case 2:case 3:case 4:case 5:case 7:case 8:case 9:throw A.d(A.bN("Unknown value for token of type "+q.j(0)))}}, +cd(a,b,c,d,e){var s,r=A.b([],e.h("v>")) +if(a.d2()===B.jS){b.pM("Lottie doesn't support expressions.") +return r}a.ew() while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -switch(a.dc($.boG())){case 0:if(a.da()===B.cR){a.ek() -if(a.da()===B.c3)r.push(A.aDl(a,b,c,!1,d,e)) +switch(a.d3($.bpQ())){case 0:if(a.d2()===B.cU){a.eb() +if(a.d2()===B.c5)r.push(A.aEk(a,b,c,!1,d,e)) else while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -r.push(A.aDl(a,b,c,!0,d,e))}a.en()}else r.push(A.aDl(a,b,c,!1,d,e)) +r.push(A.aEk(a,b,c,!0,d,e))}a.ef()}else r.push(A.aEk(a,b,c,!1,d,e)) break -default:a.cm()}}a.eL() -A.bg5(r) +default:a.ck()}}a.eI() +A.bh6(r) return r}, -bg5(a){var s,r,q,p,o +bh6(a){var s,r,q,p,o for(s=a.length-1,r=0;r1)B.b.N(a,o)}, -bg8(b9,c0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6=null,b7=A.b([],t.cc),b8=A.b([],t.qa) -b9.eA() -s=t.i +if(q instanceof A.Fh)q.T()}}o=a[s] +if((o.b==null||o.c==null)&&a.length>1)B.b.O(a,o)}, +bh9(b9,c0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6=null,b7=A.b([],t.cc),b8=A.b([],t.qa) +b9.ew() +s=t.V r=c0.c q=t.T p=t.HU -o=c0.gaFE() +o=c0.gaGi() n=b6 m=n l=m @@ -46006,7 +47129,7 @@ i=j h=i g=h f="UNSET" -e=B.lO +e=B.lT d=0 c=0 b=0 @@ -46019,116 +47142,116 @@ a4=0 a5=0 a6=0 a7=!1 -a8=B.mG +a8=B.mL while(!0){a9=b9.w -if(a9===0)a9=b9.bq() +if(a9===0)a9=b9.bp() if(!(a9!==2&&a9!==4&&a9!==18))break -switch(b9.dc($.boI())){case 0:f=b9.e0() +switch(b9.d3($.bpS())){case 0:f=b9.dV() break -case 1:d=b9.e9() +case 1:d=b9.e3() break -case 2:g=b9.e0() +case 2:g=b9.dV() break -case 3:b0=b9.e9() -e=b0<6?B.X2[b0]:B.lO +case 3:b0=b9.e3() +e=b0<6?B.Xa[b0]:B.lT break -case 4:a2=b9.e9() +case 4:a2=b9.e3() break -case 5:c=b9.e9() +case 5:c=b9.e3() break -case 6:b=b9.e9() +case 6:b=b9.e3() break -case 7:a=A.byE(b9.e0(),o) +case 7:a=A.bzZ(b9.dV(),o) break -case 8:k=A.b7d(b9,c0) +case 8:k=A.b8c(b9,c0) break -case 9:b1=b9.e9() -if(b1>=6){r.C(0,"Unsupported matte type: "+b1) -break}a8=B.Vj[b1] -if(a8===B.Az)r.C(0,"Unsupported matte type: Luma") -else if(a8===B.AA)r.C(0,"Unsupported matte type: Luma Inverted");++c0.f +case 9:b1=b9.e3() +if(b1>=6){r.D(0,"Unsupported matte type: "+b1) +break}a8=B.Vq[b1] +if(a8===B.AB)r.D(0,"Unsupported matte type: Luma") +else if(a8===B.AC)r.D(0,"Unsupported matte type: Luma Inverted");++c0.f break -case 10:b9.ek() +case 10:b9.eb() while(!0){a9=b9.w -if(a9===0)a9=b9.bq() +if(a9===0)a9=b9.bp() if(!(a9!==2&&a9!==4&&a9!==18))break -b7.push(A.bym(b9,c0))}c0.f+=b7.length -b9.en() +b7.push(A.bzH(b9,c0))}c0.f+=b7.length +b9.ef() break -case 11:b9.ek() +case 11:b9.eb() while(!0){a9=b9.w -if(a9===0)a9=b9.bq() +if(a9===0)a9=b9.bp() if(!(a9!==2&&a9!==4&&a9!==18))break -b2=A.b7w(b9,c0) -if(b2!=null)b8.push(b2)}b9.en() +b2=A.b8v(b9,c0) +if(b2!=null)b8.push(b2)}b9.ef() break -case 12:b9.eA() +case 12:b9.ew() while(!0){a9=b9.w -if(a9===0)a9=b9.bq() +if(a9===0)a9=b9.bp() if(!(a9!==2&&a9!==4&&a9!==18))break -switch(b9.dc($.boJ())){case 0:l=new A.aqO(A.c8(b9,c0,A.bIn(),!1,p)) +switch(b9.d3($.bpT())){case 0:l=new A.as_(A.cd(b9,c0,A.bJL(),!1,p)) break -case 1:b9.ek() +case 1:b9.eb() a9=b9.w -if(a9===0)a9=b9.bq() -if(a9!==2&&a9!==4&&a9!==18)m=A.btU(b9,c0) +if(a9===0)a9=b9.bp() +if(a9!==2&&a9!==4&&a9!==18)m=A.bva(b9,c0) while(!0){a9=b9.w -if(a9===0)a9=b9.bq() +if(a9===0)a9=b9.bp() if(!(a9!==2&&a9!==4&&a9!==18))break -b9.cm()}b9.en() +b9.ck()}b9.ef() break -default:b9.eg() -b9.cm()}}b9.eL() +default:b9.e9() +b9.ck()}}b9.eI() break -case 13:b9.ek() +case 13:b9.eb() b3=A.b([],q) while(!0){a9=b9.w -if(a9===0)a9=b9.bq() +if(a9===0)a9=b9.bp() if(!(a9!==2&&a9!==4&&a9!==18))break -b9.eA() +b9.ew() while(!0){a9=b9.w -if(a9===0)a9=b9.bq() +if(a9===0)a9=b9.bp() if(!(a9!==2&&a9!==4&&a9!==18))break -switch(b9.dc($.boH())){case 0:b4=b9.e9() -if(b4===29)i=A.bu7(b9,c0) -else if(b4===25)j=new A.awD().aPh(0,b9,c0) +switch(b9.d3($.bpR())){case 0:b4=b9.e3() +if(b4===29)i=A.bvr(b9,c0) +else if(b4===25)j=new A.axK().aPS(0,b9,c0) break -case 1:b3.push(b9.e0()) +case 1:b3.push(b9.dV()) break -default:b9.eg() -b9.cm()}}b9.eL()}b9.en() -r.C(0,"Lottie doesn't support layer effects. If you are using them for fills, strokes, trim paths etc. then try adding them directly as contents in your shape. Found: "+A.j(b3)) +default:b9.e9() +b9.ck()}}b9.eI()}b9.ef() +r.D(0,"Lottie doesn't support layer effects. If you are using them for fills, strokes, trim paths etc. then try adding them directly as contents in your shape. Found: "+A.j(b3)) break -case 14:a3=b9.b_() +case 14:a3=b9.aY() break -case 15:a4=b9.b_() +case 15:a4=b9.aY() break -case 16:a0=b9.e9() +case 16:a0=b9.e3() break -case 17:a1=b9.e9() +case 17:a1=b9.e3() break -case 18:a5=b9.b_() +case 18:a5=b9.aY() break -case 19:a6=b9.b_() +case 19:a6=b9.aY() break -case 20:n=new A.d9(A.c8(b9,c0,A.e4(),!1,s)) +case 20:n=new A.d9(A.cd(b9,c0,A.eb(),!1,s)) break -case 21:h=b9.e0() +case 21:h=b9.dV() break -case 22:a7=b9.j1() +case 22:a7=b9.iW() break -default:b9.eg() -b9.cm()}}b9.eL() +default:b9.e9() +b9.ck()}}b9.eI() b5=A.b([],t.ML) -if(a5>0)b5.push(A.M3(c0,a5,0,b6,0,0,b6,b6,s)) +if(a5>0)b5.push(A.Mn(c0,a5,0,b6,0,0,b6,b6,s)) a6=a6>0?a6:c0.d.c -b5.push(A.M3(c0,a6,1,b6,a5,1,b6,b6,s)) -b5.push(A.M3(c0,17976931348623157e292,0,b6,a6,0,b6,b6,s)) -if(B.d.jh(f,".ai")||"ai"===h)c0.pR("Convert your Illustrator layers to shape layers.") +b5.push(A.Mn(c0,a6,1,b6,a5,1,b6,b6,s)) +b5.push(A.Mn(c0,17976931348623157e292,0,b6,a6,0,b6,b6,s)) +if(B.d.jb(f,".ai")||"ai"===h)c0.pM("Convert your Illustrator layers to shape layers.") k.toString -return A.bg7(i,c0,j,d,b5,a7,e,b7,a8,f,a2,a1,a0,g,b8,a,b,c,a4,l,m,n,a3,k)}, -byi(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=null,e=a.d -b.eA() +return A.bh8(i,c0,j,d,b5,a7,e,b7,a8,f,a2,a1,a0,g,b8,a,b,c,a4,l,m,n,a3,k)}, +bzD(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=null,e=a.d +b.ew() s=e.z r=e.x q=e.y @@ -46139,171 +47262,171 @@ m=e.f l=a.c k=e.a while(!0){j=b.w -if(j===0)j=b.bq() +if(j===0)j=b.bp() if(!(j!==2&&j!==4&&j!==18))break -switch(b.dc($.boO())){case 0:i=b.e9() -k.c=i<0?A.bkv(i):i +switch(b.d3($.bpY())){case 0:i=b.e3() +k.c=i<0?A.blC(i):i break -case 1:h=b.e9() -k.d=h<0?A.bkv(h):h +case 1:h=b.e3() +k.d=h<0?A.blC(h):h break -case 2:e.b=b.b_() +case 2:e.b=b.aY() break -case 3:e.c=b.b_()-0.01 +case 3:e.c=b.aY()-0.01 break -case 4:e.d=b.b_() +case 4:e.d=b.aY() break -case 5:g=b.e0().split(".") -if(!A.byD(A.ee(g[0],f,f),A.ee(g[1],f,f),A.ee(g[2],f,f),4,4,0))l.C(0,"Lottie only supports bodymovin >= 4.4.0") +case 5:g=b.dV().split(".") +if(!A.bzY(A.em(g[0],f,f),A.em(g[1],f,f),A.em(g[2],f,f),4,4,0))l.D(0,"Lottie only supports bodymovin >= 4.4.0") break -case 6:A.byg(b,a,n,m) +case 6:A.bzB(b,a,n,m) break -case 7:A.byd(b,a,p,o) +case 7:A.bzy(b,a,p,o) break -case 8:A.byf(b,q) +case 8:A.bzA(b,q) break -case 9:A.bye(b,a,r) +case 9:A.bzz(b,a,r) break -case 10:A.byh(b,a,s) +case 10:A.bzC(b,a,s) break -default:b.eg() -b.cm()}}return a}, -byg(a,b,c,d){var s,r,q -a.ek() +default:b.e9() +b.ck()}}return a}, +bzB(a,b,c,d){var s,r,q +a.eb() s=0 while(!0){r=a.w -if(r===0)r=a.bq() +if(r===0)r=a.bp() if(!(r!==2&&r!==4&&r!==18))break -q=A.bg8(a,b) -if(q.e===B.uN)++s +q=A.bh9(a,b) +if(q.e===B.uP)++s c.push(q) -d.u(0,q.d,q)}if(s>4)b.pR("You have "+s+" images. Lottie should primarily be used with shapes. If you are using Adobe Illustrator, convert the Illustrator layers to shape layers.") -a.en()}, -byd(a,b,c,d){var s,r,q,p,o,n,m,l,k,j,i,h,g -a.ek() +d.q(0,q.d,q)}if(s>4)b.pM("You have "+s+" images. Lottie should primarily be used with shapes. If you are using Adobe Illustrator, convert the Illustrator layers to shape layers.") +a.ef()}, +bzy(a,b,c,d){var s,r,q,p,o,n,m,l,k,j,i,h,g +a.eb() s=t.fQ r=t.S q=t.IE while(!0){p=a.w -if(p===0)p=a.bq() +if(p===0)p=a.bp() if(!(p!==2&&p!==4&&p!==18))break -o=A.ba("id") +o=A.bd("id") n=A.b([],s) m=A.D(r,q) -a.eA() +a.ew() l=0 k=0 j=null i=null while(!0){p=a.w -if(p===0)p=a.bq() +if(p===0)p=a.bp() if(!(p!==2&&p!==4&&p!==18))break -switch(a.dc($.boL())){case 0:o.b=a.e0() +switch(a.d3($.bpV())){case 0:o.b=a.dV() break -case 1:a.ek() +case 1:a.eb() while(!0){p=a.w -if(p===0)p=a.bq() +if(p===0)p=a.bp() if(!(p!==2&&p!==4&&p!==18))break -h=A.bg8(a,b) -m.u(0,h.d,h) -n.push(h)}a.en() +h=A.bh9(a,b) +m.q(0,h.d,h) +n.push(h)}a.ef() break -case 2:l=a.e9() +case 2:l=a.e3() break -case 3:k=a.e9() +case 3:k=a.e3() break -case 4:j=a.e0() +case 4:j=a.dV() break -case 5:i=a.e0() +case 5:i=a.dV() break -default:a.eg() -a.cm()}}a.eL() +default:a.e9() +a.ck()}}a.eI() if(j!=null){g=o.b -if(g===o)A.Z(A.ff(o.a)) -d.u(0,g,new A.a3a(l,k,g,j,i==null?"":i))}else{g=o.b -if(g===o)A.Z(A.ff(o.a)) -c.u(0,g,n)}}a.en()}, -byf(a,b){var s,r -a.eA() +if(g===o)A.V(A.fc(o.a)) +d.q(0,g,new A.a3M(l,k,g,j,i==null?"":i))}else{g=o.b +if(g===o)A.V(A.fc(o.a)) +c.q(0,g,n)}}a.ef()}, +bzA(a,b){var s,r +a.ew() while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -switch(a.dc($.boM())){case 0:a.ek() +switch(a.d3($.bpW())){case 0:a.eb() while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -r=A.bwT(a) -b.u(0,r.b,r)}a.en() +r=A.byc(a) +b.q(0,r.b,r)}a.ef() break -default:a.eg() -a.cm()}}a.eL()}, -bye(a,b,c){var s,r -a.ek() +default:a.e9() +a.ck()}}a.eI()}, +bzz(a,b,c){var s,r +a.eb() while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -r=A.bwO(a,b) -c.u(0,31*(31*B.d.gJ(r.b)+B.d.gJ(r.f))+B.d.gJ(r.e),r)}a.en()}, -byh(a,b,c){var s -a.ek() +r=A.by7(a,b) +c.q(0,31*(31*B.d.gJ(r.b)+B.d.gJ(r.f))+B.d.gJ(r.e),r)}a.ef()}, +bzC(a,b,c){var s +a.eb() while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -a.eA() +a.ew() while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -switch(a.dc($.boN())){case 0:a.e0() +switch(a.d3($.bpX())){case 0:a.dV() break -case 1:a.b_() +case 1:a.aY() break -case 2:a.b_() +case 2:a.aY() break -default:a.eg() -a.cm()}}a.eL() -c.push(new A.a3j())}a.en()}, -bym(a,b){var s,r,q,p,o,n,m=A.ba("maskMode"),l=A.ba("maskPath"),k=A.ba("opacity") -a.eA() +default:a.e9() +a.ck()}}a.eI() +c.push(new A.a3V())}a.ef()}, +bzH(a,b){var s,r,q,p,o,n,m=A.bd("maskMode"),l=A.bd("maskPath"),k=A.bd("opacity") +a.ew() s=t.S r=t.hd q=b.c p=!1 while(!0){o=a.w -if(o===0)o=a.bq() +if(o===0)o=a.bp() if(!(o!==2&&o!==4&&o!==18))break -switch(a.abe()){case"mode":n=a.e0() -switch(n){case"a":m.b=B.Aq +switch(a.abT()){case"mode":n=a.dV() +switch(n){case"a":m.b=B.As break -case"s":m.b=B.ZL +case"s":m.b=B.ZU break -case"n":m.b=B.Ar +case"n":m.b=B.At break -case"i":q.C(0,"Animation contains intersect masks. They are not supported but will be treated like add masks.") -m.b=B.ZM +case"i":q.D(0,"Animation contains intersect masks. They are not supported but will be treated like add masks.") +m.b=B.ZV break -default:q.C(0,"Unknown mask mode "+n+". Defaulting to Add.") -m.b=B.Aq}break -case"pt":l.b=new A.Xg(A.c8(a,b,A.bn8(),!1,r)) +default:q.D(0,"Unknown mask mode "+n+". Defaulting to Add.") +m.b=B.As}break +case"pt":l.b=new A.XA(A.cd(a,b,A.bof(),!1,r)) break -case"o":k.b=new A.mf(A.c8(a,b,A.WJ(),!1,s)) +case"o":k.b=new A.mu(A.cd(a,b,A.X1(),!1,s)) break -case"inv":p=a.j1() +case"inv":p=a.iW() break -default:a.cm()}}a.eL() -return new A.a3l(m.b7(),l.b7(),k.b7(),p)}, -byA(a){var s,r=A.ba("mode"),q=!1 +default:a.ck()}}a.eI() +return new A.a3X(m.bc(),l.bc(),k.bc(),p)}, +bzV(a){var s,r=A.bd("mode"),q=!1 while(!0){s=a.w -if(s===0)s=a.bq() +if(s===0)s=a.bp() if(!(s!==2&&s!==4&&s!==18))break -switch(a.dc($.boT())){case 0:a.e0() +switch(a.d3($.bq2())){case 0:a.dV() break -case 1:r.b=A.byB(a.e9()) +case 1:r.b=A.bzW(a.e3()) break -case 2:q=a.j1() +case 2:q=a.iW() break -default:a.eg() -a.cm()}}return new A.a3D(r.b7(),q)}, -bxJ(a,b,c,d){var s,r,q,p=new A.cX("") +default:a.e9() +a.ck()}}return new A.a4e(r.bc(),q)}, +bz3(a,b,c,d){var s,r,q,p=new A.cZ("") p.a=""+"$" for(s=0;s=b.gG(b)&&a.n7(0,s-b.gG(b),s).l(0,b)))break -s-=b.gG(b)}return a.n7(0,0,s)}, -bdU(a,b){var s +s=a.gE(a) +while(!0){if(!(s>=b.gE(b)&&a.n_(0,s-b.gE(b),s).l(0,b)))break +s-=b.gE(b)}return a.n_(0,0,s)}, +beU(a,b){var s if(b.a.length===0)return a s=0 -while(!0){if(!(s<=a.gG(a)-b.gG(b)&&a.n7(0,s,s+b.gG(b)).l(0,b)))break -s+=b.gG(b)}return a.WE(0,s)}, -bHs(a,b,c){return A.bbo(a,A.b5H(A.bbu(),c),A.bbt(),b)}, -bbo(a,b,c,d){var s,r,q,p,o=A.cV(0,null,a.length,null,null),n=b.$1(d) -for(s=o,r=0;r>>24&255)/255 r=b.gm(b) @@ -46628,20 +47751,20 @@ o=c.gm(c) n=c.gm(c) m=c.gm(c) l=c.gm(c) -k=A.Lk((r>>>16&255)/255) -j=A.Lk((q>>>8&255)/255) -i=A.Lk((p&255)/255) -h=A.Lk((n>>>16&255)/255) -g=A.Lk((m>>>8&255)/255) -f=A.Lk((l&255)/255) -l=A.b8h(k+a*(h-k)) -m=A.b8h(j+a*(g-j)) -n=A.b8h(i+a*(f-i)) +k=A.LC((r>>>16&255)/255) +j=A.LC((q>>>8&255)/255) +i=A.LC((p&255)/255) +h=A.LC((n>>>16&255)/255) +g=A.LC((m>>>8&255)/255) +f=A.LC((l&255)/255) +l=A.b9g(k+a*(h-k)) +m=A.b9g(j+a*(g-j)) +n=A.b9g(i+a*(f-i)) return A.a9(B.c.aA((s+a*((o>>>24&255)/255-s))*255),B.c.aA(l*255),B.c.aA(m*255),B.c.aA(n*255))}, 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-q=A.ef(n[3],!1) +q=A.en(n[3],!1) q.toString -p=A.ef(n[4],!1) +p=A.en(n[4],!1) p.toString -o=A.ef(n[5],!1) +o=A.en(n[5],!1) o.toString -return A.q9(m,s,r,q,p,o,null).iC(b)}, -bGl(a,b){var s=A.ef(a,!1) +return A.qi(m,s,r,q,p,o,null).ix(b)}, +bHI(a,b){var s=A.en(a,!1) s.toString -return A.q9(1,0,Math.tan(s),1,0,0,null).iC(b)}, -bGm(a,b){var s=A.ef(a,!1) +return A.qi(1,0,Math.tan(s),1,0,0,null).ix(b)}, +bHJ(a,b){var s=A.en(a,!1) s.toString -return A.q9(1,Math.tan(s),0,1,0,0,null).iC(b)}, -bGn(a,b){var s,r,q=B.d.o7(a,$.aq8()),p=A.ef(q[0],!1) +return A.qi(1,Math.tan(s),0,1,0,0,null).ix(b)}, +bHK(a,b){var s,r,q=B.d.o3(a,$.ari()),p=A.en(q[0],!1) p.toString if(q.length<2)s=0 -else{r=A.ef(q[1],!1) +else{r=A.en(q[1],!1) r.toString -s=r}return A.q9(1,0,0,1,p,s,null).iC(b)}, -bGk(a,b){var s,r,q=B.d.o7(a,$.aq8()),p=A.ef(q[0],!1) +s=r}return A.qi(1,0,0,1,p,s,null).ix(b)}, +bHH(a,b){var s,r,q=B.d.o3(a,$.ari()),p=A.en(q[0],!1) p.toString if(q.length<2)s=p -else{r=A.ef(q[1],!1) +else{r=A.en(q[1],!1) r.toString -s=r}return A.q9(p,0,0,s,0,0,null).iC(b)}, -bGj(a,b){var s,r,q,p=B.d.o7(a,$.aq8()),o=A.ef(p[0],!1) +s=r}return A.qi(p,0,0,s,0,0,null).ix(b)}, +bHG(a,b){var s,r,q,p=B.d.o3(a,$.ari()),o=A.en(p[0],!1) o.toString -s=B.bb.aQX(o*3.141592653589793/180) -if(p.length>1){o=A.ef(p[1],!1) +s=B.bc.aRA(o*3.141592653589793/180) +if(p.length>1){o=A.en(p[1],!1) o.toString -if(p.length===3){r=A.ef(p[2],!1) +if(p.length===3){r=A.en(p[2],!1) r.toString q=r}else q=o -return A.q9(1,0,0,1,o,q,null).iC(s).Ei(-o,-q).iC(b)}else return s.iC(b)}, -bmL(a){if(a==="inherit"||a==null)return null -return a!=="evenodd"?B.ce:B.a10}, -tA(a){var s -if(A.bmj(a))return A.bmK(a,1) -else{s=A.ef(a,!1) +return A.qi(1,0,0,1,o,q,null).ix(s).E5(-o,-q).ix(b)}else return s.ix(b)}, +bnS(a){if(a==="inherit"||a==null)return null +return a!=="evenodd"?B.cg:B.a19}, +tK(a){var s +if(A.bnq(a))return A.bnR(a,1) +else{s=A.en(a,!1) s.toString return s}}, -bmK(a,b){var s=A.ef(B.d.ap(a,0,a.length-1),!1) +bnR(a,b){var s=A.en(B.d.au(a,0,a.length-1),!1) s.toString return s/100*b}, -bmj(a){var s=B.d.jh(a,"%") +bnq(a){var s=B.d.jb(a,"%") return s}, -bmJ(a,b,c){var s,r,q +bnQ(a,b,c){var s,r,q if(c!=null)if(b==="width")s=c.r else s=b==="height"?c.w:null else s=null -if(B.d.O(a,"%")){r=A.l9(B.d.ap(a,0,a.length-1)) +if(B.d.N(a,"%")){r=A.lm(B.d.au(a,0,a.length-1)) s.toString -q=r/100*s}else if(B.d.cb(a,"0.")){r=A.l9(a) +q=r/100*s}else if(B.d.cd(a,"0.")){r=A.lm(a) s.toString -q=r*s}else q=a.length!==0?A.l9(a):null +q=r*s}else q=a.length!==0?A.lm(a):null return q}, -m8(a,b){var s +mo(a,b){var s if(a==null)return b==null if(b==null||a.length!==b.length)return!1 if(a===b)return!0 -for(s=0;s")) -g.co(i,0,2,h.h("N.E")) -B.b.H(j,g) +h=A.b1(i) +g=new A.aK(i,0,2,h.h("aK")) +g.cm(i,0,2,h.h("M.E")) +B.b.I(j,g) c4.a.push(l) l=k.length c3.setUint32(0,l,!0) g=c4.a j=c4.d -i=A.aZ(j) -h=new A.aB(j,0,4,i.h("aB")) -h.co(j,0,4,i.h("N.E")) -B.b.H(g,h) -h=c4.a -g=k.buffer -k=k.byteOffset -l=new Uint8Array(g,k,l) -B.b.H(h,l)}for(p=c5.c,o=p.length,n=0;l=p.length,n")) +h.cm(j,0,4,i.h("M.E")) +B.b.I(g,h) +B.b.I(c4.a,B.aQ.j8(k.buffer,k.byteOffset,l))}for(p=c5.c,o=p.length,n=0;l=p.length,n")) -g.co(i,0,4,h.h("N.E")) -B.b.H(o,g) +h=A.b1(i) +g=new A.aK(i,0,4,h.h("aK")) +g.cm(i,0,4,h.h("M.E")) +B.b.I(o,g) c4.a.push(k.a) c3.setUint16(0,j,!0) k=c4.a g=c4.d -o=A.aZ(g) -i=new A.aB(g,0,2,o.h("aB")) -i.co(g,0,2,o.h("N.E")) -B.b.H(k,i) +o=A.b1(g) +i=new A.aK(g,0,2,o.h("aK")) +i.cm(g,0,2,o.h("M.E")) +B.b.I(k,i) c3.setUint16(0,b==null?c0:b,!0) o=c4.a k=c4.d -i=A.aZ(k) -h=new A.aB(k,0,2,i.h("aB")) -h.co(k,0,2,i.h("N.E")) -B.b.H(o,h) -s.u(0,e,j)}if(c!=null){b=q.i(0,c.b) +i=A.b1(k) +h=new A.aK(k,0,2,i.h("aK")) +h.cm(k,0,2,i.h("M.E")) +B.b.I(o,h) +s.q(0,e,j)}if(c!=null){b=q.i(0,c.b) o=c.a k=c.c k=k==null?b9:k.a @@ -47033,175 +48152,171 @@ h=c.e if(h==null)h=4 g=c.f if(g==null)g=1 -c4.iT(B.F7) +c4.iL(B.F8) a=c4.e++ c4.a.push(29) c3.setUint32(0,o.a,!0) o=c4.a a0=c4.d -a1=A.aZ(a0) -a2=new A.aB(a0,0,4,a1.h("aB")) -a2.co(a0,0,4,a1.h("N.E")) -B.b.H(o,a2) +a1=A.b1(a0) +a2=new A.aK(a0,0,4,a1.h("aK")) +a2.cm(a0,0,4,a1.h("M.E")) +B.b.I(o,a2) c4.a.push(k) c4.a.push(j) c4.a.push(i.a) c3.setFloat32(0,h,!0) h=c4.a i=c4.d -o=A.aZ(i) -k=new A.aB(i,0,4,o.h("aB")) -k.co(i,0,4,o.h("N.E")) -B.b.H(h,k) +o=A.b1(i) +k=new A.aK(i,0,4,o.h("aK")) +k.cm(i,0,4,o.h("M.E")) +B.b.I(h,k) c3.setFloat32(0,g,!0) g=c4.a k=c4.d -o=A.aZ(k) -j=new A.aB(k,0,4,o.h("aB")) -j.co(k,0,4,o.h("N.E")) -B.b.H(g,j) +o=A.b1(k) +j=new A.aK(k,0,4,o.h("aK")) +j.cm(k,0,4,o.h("M.E")) +B.b.I(g,j) c3.setUint16(0,a,!0) j=c4.a g=c4.d -o=A.aZ(g) -k=new A.aB(g,0,2,o.h("aB")) -k.co(g,0,2,o.h("N.E")) -B.b.H(j,k) +o=A.b1(g) +k=new A.aK(g,0,2,o.h("aK")) +k.cm(g,0,2,o.h("M.E")) +B.b.I(j,k) c3.setUint16(0,b==null?c0:b,!0) o=c4.a k=c4.d -j=A.aZ(k) -i=new A.aB(k,0,2,j.h("aB")) -i.co(k,0,2,j.h("N.E")) -B.b.H(o,i) -r.u(0,e,a)}++e}a3=A.D(c2,c2) +j=A.b1(k) +i=new A.aK(k,0,2,j.h("aK")) +i.cm(k,0,2,j.h("M.E")) +B.b.I(o,i) +r.q(0,e,a)}++e}a3=A.D(c2,c2) for(c2=c5.d,p=c2.length,o=t.ZC,l=t.n,k=t.JO,j=t.wd,a4=0,n=0;n")) -a2.co(a0,0,2,a1.h("N.E")) -B.b.H(g,a2) +a1=A.b1(a0) +a2=new A.aK(a0,0,2,a1.h("aK")) +a2.cm(a0,0,2,a1.h("M.E")) +B.b.I(g,a2) a2=i.length c3.setUint32(0,a2,!0) g=c4.a a1=c4.d -a0=A.aZ(a1) -b0=new A.aB(a1,0,4,a0.h("aB")) -b0.co(a1,0,4,a0.h("N.E")) -B.b.H(g,b0) -b0=c4.a -g=i.buffer -i=i.byteOffset -i=new Uint8Array(g,i,a2) -B.b.H(b0,i) -i=h.length -c3.setUint32(0,i,!0) -g=c4.a -a0=c4.d -a1=A.aZ(a0) -a2=new A.aB(a0,0,4,a1.h("aB")) -a2.co(a0,0,4,a1.h("N.E")) -B.b.H(g,a2) -g=c4.a -b1=B.e.bH(g.length,4) -if(b1!==0){a0=$.C3() -a1=4-b1 -a2=A.aZ(a0) -b0=new A.aB(a0,0,a1,a2.h("aB")) -b0.co(a0,0,a1,a2.h("N.E")) -B.b.H(g,b0)}g=c4.a -a0=h.buffer +a0=A.b1(a1) +b0=new A.aK(a1,0,4,a0.h("aK")) +b0.cm(a1,0,4,a0.h("M.E")) +B.b.I(g,b0) +B.b.I(c4.a,B.aQ.j8(i.buffer,i.byteOffset,a2)) +a2=h.length +c3.setUint32(0,a2,!0) +i=c4.a +b0=c4.d +g=A.b1(b0) +a0=new A.aK(b0,0,4,g.h("aK")) +a0.cm(b0,0,4,g.h("M.E")) +B.b.I(i,a0) +i=c4.a +b1=B.e.bB(i.length,4) +if(b1!==0){g=$.Ce() +a0=4-b1 +a1=A.b1(g) +b0=new A.aK(g,0,a0,a1.h("aK")) +b0.cm(g,0,a0,a1.h("M.E")) +B.b.I(i,b0)}i=c4.a +g=h.buffer h=h.byteOffset -i=new Uint8Array(a0,h,4*i) -B.b.H(g,i) -a3.u(0,a4,a);++a4}for(c2=c5.y,p=c2.length,n=0;n")) -a1.co(a,0,2,a0.h("N.E")) -B.b.H(g,a1) +a0=A.b1(a) +a1=new A.aK(a,0,2,a0.h("aK")) +a1.cm(a,0,2,a0.h("M.E")) +B.b.I(g,a1) c3.setFloat32(0,o==null?0/0:o,!0) o=c4.a g=c4.d -a=A.aZ(g) -a0=new A.aB(g,0,4,a.h("aB")) -a0.co(g,0,4,a.h("N.E")) -B.b.H(o,a0) +a=A.b1(g) +a0=new A.aK(g,0,4,a.h("aK")) +a0.cm(g,0,4,a.h("M.E")) +B.b.I(o,a0) c3.setFloat32(0,l==null?0/0:l,!0) o=c4.a l=c4.d -g=A.aZ(l) -a=new A.aB(l,0,4,g.h("aB")) -a.co(l,0,4,g.h("N.E")) -B.b.H(o,a) +g=A.b1(l) +a=new A.aK(l,0,4,g.h("aK")) +a.cm(l,0,4,g.h("M.E")) +B.b.I(o,a) c3.setFloat32(0,k==null?0/0:k,!0) o=c4.a l=c4.d -k=A.aZ(l) -g=new A.aB(l,0,4,k.h("aB")) -g.co(l,0,4,k.h("N.E")) -B.b.H(o,g) +k=A.b1(l) +g=new A.aK(l,0,4,k.h("aK")) +g.cm(l,0,4,k.h("M.E")) +B.b.I(o,g) c3.setFloat32(0,j==null?0/0:j,!0) o=c4.a l=c4.d -k=A.aZ(l) -j=new A.aB(l,0,4,k.h("aB")) -j.co(l,0,4,k.h("N.E")) -B.b.H(o,j) +k=A.b1(l) +j=new A.aK(l,0,4,k.h("aK")) +j.cm(l,0,4,k.h("M.E")) +B.b.I(o,j) o=i?1:0 c4.a.push(o) o=c4.a if(h!=null){l=h.length o.push(l) o=c4.a -b1=B.e.bH(o.length,8) -if(b1!==0){k=$.C3() +b1=B.e.bB(o.length,8) +if(b1!==0){k=$.Ce() j=8-b1 -i=A.aZ(k) -g=new A.aB(k,0,j,i.h("aB")) -g.co(k,0,j,i.h("N.E")) -B.b.H(o,g)}o=c4.a +i=A.b1(k) +g=new A.aK(k,0,j,i.h("aK")) +g.cm(k,0,j,i.h("M.E")) +B.b.I(o,g)}o=c4.a k=h.buffer h=h.byteOffset l=new Uint8Array(k,h,8*l) -B.b.H(o,l)}else o.push(0)}for(c2=c5.f,p=c2.length,n=0;n")) -b0.co(a1,0,2,a2.h("N.E")) -B.b.H(a0,b0) +a2=A.b1(a1) +b0=new A.aK(a1,0,2,a2.h("aK")) +b0.cm(a1,0,2,a2.h("M.E")) +B.b.I(a0,b0) c3.setFloat32(0,k,!0) k=c4.a b0=c4.d -a0=A.aZ(b0) -a1=new A.aB(b0,0,4,a0.h("aB")) -a1.co(b0,0,4,a0.h("N.E")) -B.b.H(k,a1) +a0=A.b1(b0) +a1=new A.aK(b0,0,4,a0.h("aK")) +a1.cm(b0,0,4,a0.h("M.E")) +B.b.I(k,a1) c3.setFloat32(0,i,!0) i=c4.a a1=c4.d -k=A.aZ(a1) -a0=new A.aB(a1,0,4,k.h("aB")) -a0.co(a1,0,4,k.h("N.E")) -B.b.H(i,a0) +k=A.b1(a1) +a0=new A.aK(a1,0,4,k.h("aK")) +a0.cm(a1,0,4,k.h("M.E")) +B.b.I(i,a0) c4.a.push(j.a) c4.a.push(h.a) c4.a.push(g.a) c3.setUint32(0,a.a,!0) a=c4.a g=c4.d -k=A.aZ(g) -j=new A.aB(g,0,4,k.h("aB")) -j.co(g,0,4,k.h("N.E")) -B.b.H(a,j) -if(l!=null){b4=B.P.goB().d_(l) +k=A.b1(g) +j=new A.aK(g,0,4,k.h("aK")) +j.cm(g,0,4,k.h("M.E")) +B.b.I(a,j) +if(l!=null){b4=B.Q.goy().cT(l) l=b4.length c3.setUint16(0,l,!0) k=c4.a j=c4.d -i=A.aZ(j) -h=new A.aB(j,0,2,i.h("aB")) -h.co(j,0,2,i.h("N.E")) -B.b.H(k,h) -h=c4.a -k=b4.buffer -i=b4.byteOffset -l=new Uint8Array(k,i,l) -B.b.H(h,l)}else{c3.setUint16(0,0,!0) +i=A.b1(j) +h=new A.aK(j,0,2,i.h("aK")) +h.cm(j,0,2,i.h("M.E")) +B.b.I(k,h) +B.b.I(c4.a,B.aQ.j8(b4.buffer,b4.byteOffset,l))}else{c3.setUint16(0,0,!0) l=c4.a k=c4.d -j=A.aZ(k) -i=new A.aB(k,0,2,j.h("aB")) -i.co(k,0,2,j.h("N.E")) -B.b.H(l,i)}b4=B.P.goB().d_(o) +j=A.b1(k) +i=new A.aK(k,0,2,j.h("aK")) +i.cm(k,0,2,j.h("M.E")) +B.b.I(l,i)}b4=B.Q.goy().cT(o) o=b4.length c3.setUint16(0,o,!0) l=c4.a k=c4.d -j=A.aZ(k) -i=new A.aB(k,0,2,j.h("aB")) -i.co(k,0,2,j.h("N.E")) -B.b.H(l,i) -i=c4.a -l=b4.buffer -j=b4.byteOffset -o=new Uint8Array(l,j,o) -B.b.H(i,o)}for(c2=c5.z,p=c2.length,o=c5.w,l=c5.x,k=c5.e,n=0;n")) +i.cm(k,0,2,j.h("M.E")) +B.b.I(l,i) +B.b.I(c4.a,B.aQ.j8(b4.buffer,b4.byteOffset,o))}for(c2=c5.z,p=c2.length,o=c5.w,l=c5.x,k=c5.e,n=0;n")) -a0.co(g,0,2,a.h("N.E")) -B.b.H(j,a0) -c3.setUint16(0,i.gG(i),!0) +a=A.b1(g) +a0=new A.aK(g,0,2,a.h("aK")) +a0.cm(g,0,2,a.h("M.E")) +B.b.I(j,a0) +c3.setUint16(0,i.gE(i),!0) a0=c4.a j=c4.d -g=A.aZ(j) -a=new A.aB(j,0,2,g.h("aB")) -a.co(j,0,2,g.h("N.E")) -B.b.H(a0,a) +g=A.b1(j) +a=new A.aK(j,0,2,g.h("aK")) +a.cm(j,0,2,g.h("M.E")) +B.b.I(a0,a) a=c4.a -b1=B.e.bH(a.length,4) -if(b1!==0){j=$.C3() +b1=B.e.bB(a.length,4) +if(b1!==0){j=$.Ce() g=4-b1 -a0=A.aZ(j) -a1=new A.aB(j,0,g,a0.h("aB")) -a1.co(j,0,g,a0.h("N.E")) -B.b.H(a,a1)}j=c4.a +a0=A.b1(j) +a1=new A.aK(j,0,g,a0.h("aK")) +a1.cm(j,0,g,a0.h("M.E")) +B.b.I(a,a1)}j=c4.a g=i.buffer a=i.byteOffset -i=i.gG(i) +i=i.gE(i) i=new Uint8Array(g,a,4*i) -B.b.H(j,i) -c3.setUint16(0,h.gG(h),!0) +B.b.I(j,i) +c3.setUint16(0,h.gE(h),!0) j=c4.a i=c4.d -g=A.aZ(i) -a=new A.aB(i,0,2,g.h("aB")) -a.co(i,0,2,g.h("N.E")) -B.b.H(j,a) +g=A.b1(i) +a=new A.aK(i,0,2,g.h("aK")) +a.cm(i,0,2,g.h("M.E")) +B.b.I(j,a) a=c4.a -b1=B.e.bH(a.length,2) -if(b1!==0){j=$.C3() +b1=B.e.bB(a.length,2) +if(b1!==0){j=$.Ce() i=2-b1 -g=A.aZ(j) -a0=new A.aB(j,0,i,g.h("aB")) -a0.co(j,0,i,g.h("N.E")) -B.b.H(a,a0)}j=c4.a +g=A.b1(j) +a0=new A.aK(j,0,i,g.h("aK")) +a0.cm(j,0,i,g.h("M.E")) +B.b.I(a,a0)}j=c4.a i=h.buffer g=h.byteOffset -h=h.gG(h) +h=h.gE(h) i=new Uint8Array(i,g,2*h) -B.b.H(j,i) +B.b.I(j,i) break case 2:j=s.i(0,a9.d) j.toString -c4.iT(B.cA) -c4.pH() +c4.iL(B.cC) +c4.pB() c4.a.push(37) c3.setUint16(0,j,!0) j=c4.a i=c4.d -h=A.aZ(i) -g=new A.aB(i,0,2,h.h("aB")) -g.co(i,0,2,h.h("N.E")) -B.b.H(j,g) +h=A.b1(i) +g=new A.aK(i,0,2,h.h("aK")) +g.cm(i,0,2,h.h("M.E")) +B.b.I(j,g) break -case 3:c4.iT(B.cA) -c4.pH() +case 3:c4.iL(B.cC) +c4.pB() c4.a.push(38) break case 4:j=a3.i(0,a9.c) j.toString -c4.iT(B.cA) -c4.pH() +c4.iL(B.cC) +c4.pB() c4.a.push(42) c3.setUint16(0,j,!0) j=c4.a i=c4.d -h=A.aZ(i) -g=new A.aB(i,0,2,h.h("aB")) -g.co(i,0,2,h.h("N.E")) -B.b.H(j,g) +h=A.b1(i) +g=new A.aK(i,0,2,h.h("aK")) +g.cm(i,0,2,h.h("M.E")) +B.b.I(j,g) break -case 5:c4.iT(B.cA) -c4.pH() +case 5:c4.iL(B.cC) +c4.pB() c4.a.push(43) break case 8:j=a9.f @@ -47386,72 +48493,72 @@ j=b6.a i=b6.b h=b6.c g=b6.d -a=b6.e.vD() -c4.iT(B.cA) +a=b6.e.vn() +c4.iL(B.cC) a0=c4.z++ c4.a.push(49) c3.setUint16(0,a0,!0) a0=c4.a a1=c4.d -a2=A.aZ(a1) -b0=new A.aB(a1,0,2,a2.h("aB")) -b0.co(a1,0,2,a2.h("N.E")) -B.b.H(a0,b0) +a2=A.b1(a1) +b0=new A.aK(a1,0,2,a2.h("aK")) +b0.cm(a1,0,2,a2.h("M.E")) +B.b.I(a0,b0) c3.setFloat32(0,j,!0) j=c4.a b0=c4.d -a0=A.aZ(b0) -a1=new A.aB(b0,0,4,a0.h("aB")) -a1.co(b0,0,4,a0.h("N.E")) -B.b.H(j,a1) +a0=A.b1(b0) +a1=new A.aK(b0,0,4,a0.h("aK")) +a1.cm(b0,0,4,a0.h("M.E")) +B.b.I(j,a1) c3.setFloat32(0,i,!0) i=c4.a a1=c4.d -j=A.aZ(a1) -a0=new A.aB(a1,0,4,j.h("aB")) -a0.co(a1,0,4,j.h("N.E")) -B.b.H(i,a0) +j=A.b1(a1) +a0=new A.aK(a1,0,4,j.h("aK")) +a0.cm(a1,0,4,j.h("M.E")) +B.b.I(i,a0) c3.setFloat32(0,h,!0) h=c4.a a0=c4.d -j=A.aZ(a0) -i=new A.aB(a0,0,4,j.h("aB")) -i.co(a0,0,4,j.h("N.E")) -B.b.H(h,i) +j=A.b1(a0) +i=new A.aK(a0,0,4,j.h("aK")) +i.cm(a0,0,4,j.h("M.E")) +B.b.I(h,i) c3.setFloat32(0,g,!0) g=c4.a i=c4.d -j=A.aZ(i) -h=new A.aB(i,0,4,j.h("aB")) -h.co(i,0,4,j.h("N.E")) -B.b.H(g,h) +j=A.b1(i) +h=new A.aK(i,0,4,j.h("aK")) +h.cm(i,0,4,j.h("M.E")) +B.b.I(g,h) j=a.length c4.a.push(j) i=c4.a -b1=B.e.bH(i.length,8) -if(b1!==0){h=$.C3() +b1=B.e.bB(i.length,8) +if(b1!==0){h=$.Ce() g=8-b1 -a0=A.aZ(h) -a1=new A.aB(h,0,g,a0.h("aB")) -a1.co(h,0,g,a0.h("N.E")) -B.b.H(i,a1)}i=c4.a +a0=A.b1(h) +a1=new A.aK(h,0,g,a0.h("aK")) +a1.cm(h,0,g,a0.h("M.E")) +B.b.I(i,a1)}i=c4.a h=a.buffer a=a.byteOffset j=new Uint8Array(h,a,8*j) -B.b.H(i,j) +B.b.I(i,j) break case 9:j=a9.c j.toString -c4.iT(B.cA) -c4.pH() +c4.iL(B.cC) +c4.pB() c4.a.push(51) c3.setUint16(0,j,!0) j=c4.a i=c4.d -h=A.aZ(i) -g=new A.aB(i,0,2,h.h("aB")) -g.co(i,0,2,h.h("N.E")) -B.b.H(j,g) +h=A.b1(i) +g=new A.aK(i,0,2,h.h("aK")) +g.cm(i,0,2,h.h("M.E")) +B.b.I(j,g) break case 6:j=a9.c j.toString @@ -47459,37 +48566,37 @@ i=a9.d h=s.i(0,i) i=r.i(0,i) g=a9.e -c4.iT(B.cA) -c4.pH() +c4.iL(B.cC) +c4.pB() c4.a.push(44) c3.setUint16(0,j,!0) j=c4.a a=c4.d -a0=A.aZ(a) -a1=new A.aB(a,0,2,a0.h("aB")) -a1.co(a,0,2,a0.h("N.E")) -B.b.H(j,a1) +a0=A.b1(a) +a1=new A.aK(a,0,2,a0.h("aK")) +a1.cm(a,0,2,a0.h("M.E")) +B.b.I(j,a1) c3.setUint16(0,h==null?c0:h,!0) j=c4.a h=c4.d -a=A.aZ(h) -a0=new A.aB(h,0,2,a.h("aB")) -a0.co(h,0,2,a.h("N.E")) -B.b.H(j,a0) +a=A.b1(h) +a0=new A.aK(h,0,2,a.h("aK")) +a0.cm(h,0,2,a.h("M.E")) +B.b.I(j,a0) c3.setUint16(0,i==null?c0:i,!0) j=c4.a i=c4.d -h=A.aZ(i) -a=new A.aB(i,0,2,h.h("aB")) -a.co(i,0,2,h.h("N.E")) -B.b.H(j,a) +h=A.b1(i) +a=new A.aK(i,0,2,h.h("aK")) +a.cm(i,0,2,h.h("M.E")) +B.b.I(j,a) c3.setUint16(0,g==null?c0:g,!0) j=c4.a i=c4.d -h=A.aZ(i) -g=new A.aB(i,0,2,h.h("aB")) -g.co(i,0,2,h.h("N.E")) -B.b.H(j,g) +h=A.b1(i) +g=new A.aK(i,0,2,h.h("aK")) +g.cm(i,0,2,h.h("M.E")) +B.b.I(j,g) break case 7:j=a9.c j.toString @@ -47499,158 +48606,158 @@ i=b7.b h=i.a g=i.b a=b7.c -a=a==null?b9:a.vD() -c4.iT(B.cA) -c4.pH() +a=a==null?b9:a.vn() +c4.iL(B.cC) +c4.pB() c4.a.push(47) c3.setUint16(0,j,!0) j=c4.a a0=c4.d -a1=A.aZ(a0) -a2=new A.aB(a0,0,2,a1.h("aB")) -a2.co(a0,0,2,a1.h("N.E")) -B.b.H(j,a2) +a1=A.b1(a0) +a2=new A.aK(a0,0,2,a1.h("aK")) +a2.cm(a0,0,2,a1.h("M.E")) +B.b.I(j,a2) c3.setFloat32(0,h,!0) a2=c4.a j=c4.d -a0=A.aZ(j) -a1=new A.aB(j,0,4,a0.h("aB")) -a1.co(j,0,4,a0.h("N.E")) -B.b.H(a2,a1) +a0=A.b1(j) +a1=new A.aK(j,0,4,a0.h("aK")) +a1.cm(j,0,4,a0.h("M.E")) +B.b.I(a2,a1) c3.setFloat32(0,g,!0) a1=c4.a a2=c4.d -j=A.aZ(a2) -a0=new A.aB(a2,0,4,j.h("aB")) -a0.co(a2,0,4,j.h("N.E")) -B.b.H(a1,a0) +j=A.b1(a2) +a0=new A.aK(a2,0,4,j.h("aK")) +a0.cm(a2,0,4,j.h("M.E")) +B.b.I(a1,a0) c3.setFloat32(0,i.c-h,!0) h=c4.a a0=c4.d -j=A.aZ(a0) -a1=new A.aB(a0,0,4,j.h("aB")) -a1.co(a0,0,4,j.h("N.E")) -B.b.H(h,a1) +j=A.b1(a0) +a1=new A.aK(a0,0,4,j.h("aK")) +a1.cm(a0,0,4,j.h("M.E")) +B.b.I(h,a1) c3.setFloat32(0,i.d-g,!0) g=c4.a i=c4.d -j=A.aZ(i) -h=new A.aB(i,0,4,j.h("aB")) -h.co(i,0,4,j.h("N.E")) -B.b.H(g,h) +j=A.b1(i) +h=new A.aK(i,0,4,j.h("aK")) +h.cm(i,0,4,j.h("M.E")) +B.b.I(g,h) j=c4.a if(a!=null){i=a.length j.push(i) j=c4.a -b1=B.e.bH(j.length,8) -if(b1!==0){h=$.C3() +b1=B.e.bB(j.length,8) +if(b1!==0){h=$.Ce() g=8-b1 -a0=A.aZ(h) -a1=new A.aB(h,0,g,a0.h("aB")) -a1.co(h,0,g,a0.h("N.E")) -B.b.H(j,a1)}j=c4.a +a0=A.b1(h) +a1=new A.aK(h,0,g,a0.h("aK")) +a1.cm(h,0,g,a0.h("M.E")) +B.b.I(j,a1)}j=c4.a h=a.buffer a=a.byteOffset i=new Uint8Array(h,a,8*i) -B.b.H(j,i)}else j.push(0) -break}}if(c4.b)A.Z(A.a7("done() must not be called more than once on the same VectorGraphicsBuffer.")) -b8=A.fB(new Uint8Array(A.e3(c4.a)).buffer,0,b9) +B.b.I(j,i)}else j.push(0) +break}}if(c4.b)A.V(A.a7("done() must not be called more than once on the same VectorGraphicsBuffer.")) +b8=A.kc(new Uint8Array(A.ea(c4.a)).buffer,0,b9) c4.a=A.b([],c1) c4.b=!0 -return A.cg(b8.buffer,0,b9)}, -cO(a,b,c){var s=a.b,r=a.a,q=A.bL4(s,r) -if(q instanceof A.us)return c.a(A.bFQ(A.fk(A.aq(c).a,null)).RY(q.d,s).gVE()) -else throw A.d(A.bQ("No function at address "+r+" was found (but a global symbol)!",null))}, -bIp(a,b,c,d){var s=A.a6(b).h("U<1,y>") -if(A.aq(d)===$.bnR()){A.b8e(a,A.ai(new A.U(b,A.bmw(),s),!0,s.h("aA.E")),null) +return A.kd(b8.buffer,0,b9)}, +cQ(a,b,c){var s=a.b,r=a.a,q=A.bMt(s,r) +if(q instanceof A.uB)return c.a(A.bHc(A.fi(A.au(c).a,null)).RV(q.d,s).gW7()) +else throw A.d(A.bM("No function at address "+r+" was found (but a global symbol)!",null))}, +bJN(a,b,c,d){var s=A.a6(b).h("S<1,A>") +if(A.au(d)===$.bp_()){A.b9d(a,A.ai(new A.S(b,A.bnD(),s),!0,s.h("aF.E")),null) d.a(null) -return null}else return A.bGF(A.b8e(a,A.ai(new A.U(b,A.bmw(),s),!0,s.h("aA.E")),null),c,d)}, -bGH(a){if(A.cT(a)||typeof a=="number"||A.n8(a))return a -else if(a instanceof A.X)return a.a -else throw A.d(A.a3k("Could not convert dart type "+J.aj(a).j(0)+" to a JavaScript type!"))}, -bFQ(a){var s,r,q=J.b74(B.b.ga9(a.split("=>"))) -if(B.d.cb(q,$.bsO()))throw A.d(A.a3k("Nesting pointers is only supported to a deepth of 2!\nThis means that you can write Pointer> but not Pointer>>, ...")) -s=$.b6L() +return null}else return A.bI1(A.b9d(a,A.ai(new A.S(b,A.bnD(),s),!0,s.h("aF.E")),null),c,d)}, +bI3(a){if(A.cK(a)||typeof a=="number"||A.nl(a))return a +else if(a instanceof A.Y)return a.a +else throw A.d(A.a3W("Could not convert dart type "+J.ak(a).j(0)+" to a JavaScript type!"))}, +bHc(a){var s,r,q=J.b83(B.b.ga4(a.split("=>"))) +if(B.d.cd(q,$.btZ()))throw A.d(A.a3W("Nesting pointers is only supported to a deepth of 2!\nThis means that you can write Pointer> but not Pointer>>, ...")) +s=$.b7I() r=s.i(0,q) if(r!=null)return r -else if(B.d.cb(q,$.bsN()))throw A.d(A.a3k("Using pointers to native functions as return type is only allowed if the type of the native function is dynamic!\nThis means that only Pointer> is allowed!")) -else throw A.d(A.a3k("Unknown type "+q+" (infered from "+a+"), all marshallable types: "+A.j(A.ai(s.gdt(s),!1,t.N))))}, -kt(a){var s=null,r=$.b6L() -r.u(0,A.fk(A.aq(a.h("X<0>")).a,s),new A.eN(s,s,a.h("eN>"))) -r.u(0,A.fk(A.aq(a.h("X>")).a,s),new A.eN(s,s,a.h("eN>>")))}, -bGF(a,b,c){if(A.aq(c)===B.acq)if(A.cT(a))return c.a(a) -else throw A.d(A.b8S(A.aq(c),a)) -else if(A.aq(c)===B.acm)if(typeof a=="number")return c.a(a) -else throw A.d(A.b8S(A.aq(c),a)) -else if(A.aq(c)===B.acl)if(A.n8(a))return c.a(a) -else throw A.d(A.b8S(A.aq(c),a)) -else if(A.aq(c)===$.bpy())if(A.cT(a))return c.a(A.dX(a,b,t.mD)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpd())if(A.cT(a))return c.a(A.dX(a,b,t.wt)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpc())if(A.cT(a))return c.a(A.dX(a,b,t.ZP)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bp9())if(A.cT(a))return c.a(A.dX(a,b,t.pT)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpa())if(A.cT(a))return c.a(A.dX(a,b,t._Y)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpb())if(A.cT(a))return c.a(A.dX(a,b,t.UD)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bp7())if(A.cT(a))return c.a(A.dX(a,b,t.DL)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpx())if(A.cT(a))return c.a(A.dX(a,b,t.di)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpu())if(A.cT(a))return c.a(A.dX(a,b,t.i2)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpv())if(A.cT(a))return c.a(A.dX(a,b,t.QG)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpw())if(A.cT(a))return c.a(A.dX(a,b,t.cG)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bp8())if(A.cT(a))return c.a(A.dX(a,b,t.AC)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bp6())if(A.cT(a))return c.a(A.dX(a,b,t.g9)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpf())if(A.cT(a))return c.a(A.dX(a,b,t.er)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpe())if(A.cT(a))return c.a(A.dX(a,b,t.FM)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpt())if(A.cT(a))return c.a(A.dX(a,b,t.uX)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpn())if(A.cT(a))return c.a(A.dX(a,b,t.Gg)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpm())if(A.cT(a))return c.a(A.dX(a,b,t.uU)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpj())if(A.cT(a))return c.a(A.dX(a,b,t.oa)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpk())if(A.cT(a))return c.a(A.dX(a,b,t.ic)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpl())if(A.cT(a))return c.a(A.dX(a,b,t.J1)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bph())if(A.cT(a))return c.a(A.dX(a,b,t.g6)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bps())if(A.cT(a))return c.a(A.dX(a,b,t.Ob)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpp())if(A.cT(a))return c.a(A.dX(a,b,t.Fg)) -else throw A.d(A.eu(a)) -else if(A.aq(c)===$.bpq())if(A.cT(a))return 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A.CS&&A.wV(this.a,b.a)}, j(a){return"ColorFilter.matrix("+A.j(this.a)+")"}} -A.Z0.prototype={ -Ar(){return $.ci.b3().ColorFilter.MakeLinearToSRGBGamma()}, +A.Zo.prototype={ +Ae(){return $.cn.b8().ColorFilter.MakeLinearToSRGBGamma()}, l(a,b){if(b==null)return!1 -return A.L(this)===J.aj(b)}, -gJ(a){return A.en(A.L(this))}, +return A.L(this)===J.ak(b)}, +gJ(a){return A.eC(A.L(this))}, j(a){return"ColorFilter.linearToSrgbGamma()"}} -A.Z7.prototype={ -Ar(){return $.ci.b3().ColorFilter.MakeSRGBToLinearGamma()}, +A.Zv.prototype={ +Ae(){return $.cn.b8().ColorFilter.MakeSRGBToLinearGamma()}, l(a,b){if(b==null)return!1 -return A.L(this)===J.aj(b)}, -gJ(a){return A.en(A.L(this))}, +return A.L(this)===J.ak(b)}, +gJ(a){return A.eC(A.L(this))}, j(a){return"ColorFilter.srgbToLinearGamma()"}} -A.CE.prototype={ -Ar(){var s,r=$.ci.b3().ColorFilter,q=this.a.b +A.CR.prototype={ +Ae(){var s,r=$.cn.b8().ColorFilter,q=this.a.b q===$&&A.c() q=q.a q.toString @@ -48550,560 +49675,559 @@ s=s.a s.toString return r.MakeCompose(q,s)}, l(a,b){if(b==null)return!1 -if(!(b instanceof A.CE))return!1 +if(!(b instanceof A.CR))return!1 return b.a.l(0,this.a)&&b.b.l(0,this.b)}, -gJ(a){return A.a4(this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +gJ(a){return A.a3(this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, j(a){return"ColorFilter.compose("+this.a.j(0)+", "+this.b.j(0)+")"}} -A.a1X.prototype={ -afb(){var s=this.b.a -return new A.U(s,new A.aBn(),A.a6(s).h("U<1,lf>"))}, -ap9(a){var s,r,q,p,o,n,m=this.Q -if(m.aZ(0,a)){s=null.querySelector("#sk_path_defs") +A.a2p.prototype={ +afN(){var s=this.b.a +return new A.S(s,new A.aCm(),A.a6(s).h("S<1,lu>"))}, +apK(a){var s,r,q,p,o,n,m=this.Q +if(m.b1(0,a)){s=null.querySelector("#sk_path_defs") s.toString -r=A.b([],t.J) +r=A.b([],t.A) q=m.i(0,a) q.toString -for(p=t.qr,p=A.dr(new A.i6(s.children,p),p.h("B.E"),t.e),s=J.ax(p.a),p=A.w(p),p=p.h("@<1>").ab(p.z[1]).z[1];s.F();){o=p.a(s.ga3(s)) 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2","notosanssymbols2/v17/I_uyMoGduATTei9eI8daxVHDyfisHr71ypPqfX71-AI.ttf","w|2n;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6hu|1;6jm|;6nj|;6p2|a;6pf|;6qa|;6qg|1;6u1|;6v8|2;6xi|;6xk|;6xm|1;6xw|4;6y3|;70b|;70d|2;710|;72m|1;73d|1;73h|2;73l|1h;75s|a;7fk|2x;7im|4;7is|f;7jk|7;7jw|;7kk|k;7lr|g;7mm|3;7my|2;7nh|g;7nz|i;7pc|4;7pi|3;7pn|h;7qa|5;7qh|y;7rh|;7rj|4;7rq|v;7tg|;7tk|n;7u9|d;7wg|73;875|;88v|;8a3|;8hs|d;8ia|t;8jx|12;8l2|v;8lz|2u;8ov|;fcw|1r;1ek9|2;1etc|26;1evk|c;1ew0|;1exc|19;1f4w|r;1heo|u;2k80|j;2k8w|2e;2kbk|o;2pz4|17;2q0g|2r;2q3k|e;2q41|e;2q4h|e;2q4x|10;2qkt|2;2ql1|;2ql8|;2qld|b;2qly|;2qns|;2qnx|;2qoj|c;2qp3|;2qp8|2;2qpu|;2qpw|;2qpy|;2qq2|4;2qqc|c;2qr1|;2qr5|2;2qr9|2;2qrs|;2qs5|;2qsf|;2qsm|;2qtb|;2qtd|1;2qti|3;2qto|2;2qtv|;2qui|;2qv1|;2qw3|;2qwg|;2qwj|;2qwp|;2qwr|;2qwv|;2qx4|3;2qxm|;2qxr|;2qxw|2;2qy2|3;2qyf|;2qyh|2;2qyl|1;2qyr|;2qyv|3;2qz1|;2qz6|1;2r0e|7;2r0q|;2r0w|15;2r23|p;2r2v|c;2r39|2d;2r80|1b;2r9j|;2r9p|;2r9t|;2r9w|;2ra0|;2ral|;2raq|;2rax|1;2rb0|;2rba|5;2rbh|2;2rbn|4;2rc0|a;2rcg|3;2rcn|5;2rgg|2g;2rj4|b;2rk0|b;2rkg|1j;2rm8|9;2rmo|13;2ro0|t;2row|1;2rsr|;2rt2|;2ry8|2b;2s0w|d;2s1c|4;2s1k|2;2s1s|6;2s28|o;2s34|6;2s3k|2;2s40|6;2s5c|42;2s9g|1i;2sc0|9;")) -r.push(new A.am("Noto Sans Adlam","notosansadlam/v21/neIczCCpqp0s5pPusPamd81eMfjPonvqdbYxxpgufnv0TGnBZLwhuvk.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;17j|;18g|;60w|5;61q|;642|1;6c3|2;6c8|6;6cg|2;6cm|;6cw|;6d5|1;6dg|;6dr|;6gc|;6jm|;6qa|;7gs|;948|1;94x|;2olc|23;2onk|9;2ony|1;")) -r.push(new A.am("Noto Sans Anatolian Hieroglyphs","notosansanatolianhieroglyphs/v14/ijw9s4roRME5LLRxjsRb8A0gKPSWq4BbDmHHu6j2pEtUJzZWXybIymc5QYo.ttf","w|;4g|;6bv|;1s00|g6;")) -r.push(new A.am("Noto Sans Arabic","notosansarabic/v18/nwpxtLGrOAZMl5nJ_wfgRg3DrWFZWsnVBJ_sS6tlqHHFlhQ5l3sQWIHPqzCfyGyvu3CBFQLaig.ttf","w|1;18|2;1c|a;4g|;4r|;57|;nj|;16o|s;17i|69;1g0|1b;1pc|k;1py|8;1qr|18;6bv|6;6dr|;7gs|;94x|;1dn4|35;1dqr|a4;1e1c|1r;1e36|1h;1e5s|d;1e9c|4;1e9i|3q;")) -r.push(new A.am("Noto Sans Armenian","notosansarmenian/v42/ZgN0jOZKPa7CHqq0h37c7ReDUubm2SEdFXp7ig73qtTY5idb74R9UdM3y2nZLorxb60iYy6zF3Eg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;10x|11;121|1d;13h|2;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6ck|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1dlf|4;")) -r.push(new A.am("Noto Sans Avestan","notosansavestan/v20/bWti7ejKfBziStx7lIzKOLQZKhIJkyu9SASLji8U.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;94g|1;1gqo|1h;1gs9|6;")) -r.push(new A.am("Noto Sans Balinese","notosansbalinese/v24/NaPwcYvSBuhTirw6IaFn6UrRDaqje-lpbbRtYf-Fwu2Ov7fdhE5Vd222PPY.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5c0|23;5e8|18;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Bamum","notosansbamum/v26/uk-0EGK3o6EruUbnwovcbBTkkklK_Ya_PBHfNGTPEddO-_gLykxEkxA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;www|2f;1z40|fs;")) -r.push(new A.am("Noto Sans Bassa Vah","notosansbassavah/v17/PN_bRee-r3f7LnqsD5sax12gjZn7mBpL5YwUpA2MBdcFn4MaAc6p34gH-GD7.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1zo0|t;1zow|5;")) -r.push(new A.am("Noto Sans Batak","notosansbatak/v16/gok2H6TwAEdtF9N8-mdTCQvT-Zdgo4_PHuk74A.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5hc|1f;5j0|3;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Bengali","notosansbengali/v20/Cn-SJsCGWQxOjaGwMQ6fIiMywrNJIky6nvd8BjzVMvJx2mcSPVFpVEqE-6KmsolLudCk8izI0lc.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jg|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;1vk|3;1vp|7;1vz|1;1w3|l;1wq|6;1wy|;1x2|3;1x8|8;1xj|1;1xn|3;1xz|;1y4|1;1y7|4;1ye|o;5ow|;5oy|;5p1|1;5p4|;5pd|;5pm|;5pp|;5pu|;5px|2;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;xdd|;")) -r.push(new A.am("Noto Sans Bhaiksuki","notosansbhaiksuki/v15/UcC63EosKniBH4iELXATsSBWdvUHXxhj8rLUdU4wh9U.ttf","w|;4g|;6bv|;7gs|;1k3k|8;1k3u|18;1k54|d;1k5s|s;")) -r.push(new A.am("Noto Sans Brahmi","notosansbrahmi/v15/vEFK2-VODB8RrNDvZSUmQQIIByV18tK1W77HtMo.ttf","w|;4g|;6bv|2;7gs|;1hq8|25;1hsi|t;1htr|;")) -r.push(new A.am("Noto Sans Buginese","notosansbuginese/v18/esDM30ldNv-KYGGJpKGk18phe_7Da6_gtfuEXLmNtw.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;54w|r;55q|1;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xjj|;")) -r.push(new A.am("Noto Sans Buhid","notosansbuhid/v18/Dxxy8jiXMW75w3OmoDXVWJD7YwzAe6tgnaFoGA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4l1|1;4lc|j;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Canadian Aboriginal","notosanscanadianaboriginal/v21/4C_TLjTuEqPj-8J01CwaGkiZ9os0iGVkezM1mUT-j_Lmlzda6uH_nnX1bzigWLn_yAsg0q0uhQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;3y8|hr;4vk|1x;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1ju8|f;")) -r.push(new A.am("Noto Sans Carian","notosanscarian/v15/LDIpaoiONgYwA9Yc6f0gUILeMIOgs7ob9yGLmfI.ttf","w|;4g|;1f34|1c;")) -r.push(new A.am("Noto Sans Caucasian Albanian","notosanscaucasianalbanian/v16/nKKA-HM_FYFRJvXzVXaANsU0VzsAc46QGOkWytlTs-TXrYDmoVmRSZo.ttf","w|;4g|;lg|;mp|;7gs|;1e74|f;1flc|1f;1fn3|;")) -r.push(new A.am("Noto Sans Chakma","notosanschakma/v17/Y4GQYbJ8VTEp4t3MKJSMjg5OIzhi4JjTQhYBeYo.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1ye|9;37k|9;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1hxc|1g;1hyu|h;")) -r.push(new A.am("Noto Sans Cham","notosanscham/v27/pe06MIySN5pO62Z5YkFyQb_bbuRhe6D4yip43qfcERwcv7GykboaLg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xkw|1i;xmo|d;xn4|9;xng|3;")) -r.push(new A.am("Noto Sans Cherokee","notosanscherokee/v19/KFOPCm6Yu8uF-29fiz9vQF9YWK6Z8O10cHNA0cSkZCHYWi5PDkm5rAffjl0.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;mb|1;me|2;mo|1;3vk|2d;3y0|5;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;xv4|27;")) -r.push(new A.am("Noto Sans Coptic","notosanscoptic/v17/iJWfBWmUZi_OHPqn4wq6kgqumOEd78u_VG0xR4Y.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jd|;jq|1;jt|;k8|5;lc|8;lm|2;lt|1;mb|;me|2;n3|;ny|;o1|;ok|1;rm|d;16t|;5vx|;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6dv|;6dy|;6e0|1;6gc|;6jm|;6qa|;7gs|;8sg|37;8vt|6;93r|;94j|1;1e78|2;1f4w|r;")) -r.push(new A.am("Noto Sans Cuneiform","notosanscuneiform/v15/bMrrmTWK7YY-MF22aHGGd7H8PhJtvBDWgb9JlRQueeQ.ttf","w|;4g|;1kw0|pl;1log|32;1lrk|4;1ls0|5f;")) -r.push(new A.am("Noto Sans Cypriot","notosanscypriot/v15/8AtzGta9PYqQDjyp79a6f8Cj-3a3cxIsK5MPpahF.ttf","w|;4g|;1g5c|5;1g5k|;1g5m|17;1g6v|1;1g70|;1g73|;")) -r.push(new A.am("Noto Sans Deseret","notosansdeseret/v15/MwQsbgPp1eKH6QsAVuFb9AZM6MMr2Vq9ZnJSZtQG.ttf","w|;4g|;1fcw|27;")) -r.push(new A.am("Noto Sans Devanagari","notosansdevanagari/v25/TuGoUUFzXI5FBtUq5a8bjKYTZjtRU6Sgv3NaV_SNmI0b8QQCQmHn6B2OHjbL_08AlXQly-AzoFoW4Ow.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jg|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1s0|3j;5ow|12;5q0|1;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6i8|;6jm|;6qa|;7gs|;x80|9;xcw|v;")) -r.push(new A.am("Noto Sans Duployan","notosansduployan/v16/gokzH7nwAEdtF9N8-mdTDx_X9JM5wsvrFsIn6WYDvA.ttf","w|;4g|;6bw|1;7gs|;2fpc|2y;2fsg|c;2fsw|8;2ftc|9;2fto|7;")) -r.push(new A.am("Noto Sans Egyptian Hieroglyphs","notosansegyptianhieroglyphs/v26/vEF42-tODB8RrNDvZSUmRhcQHzx1s7y_F9-j3qSzEcbEYindSVK8xRg7iw.ttf","w|;4g|;6bw|1;7gs|;1o1s|tq;")) -r.push(new A.am("Noto Sans Elbasan","notosanselbasan/v15/-F6rfiZqLzI2JPCgQBnw400qp1trvHdlre4dFcFh.ttf","w|;4g|;53|;lh|;pd|g;pv|6;re|;rg|;ri|;7gs|;1fk0|13;")) -r.push(new A.am("Noto Sans Elymaic","notosanselymaic/v15/UqyKK9YTJW5liNMhTMqe9vUFP65ZD4AjWOT0zi2V.ttf","w|;4g|;1hpc|m;")) -r.push(new A.am("Noto Sans Georgian","notosansgeorgian/v42/PlIaFke5O6RzLfvNNVSitxkr76PRHBC4Ytyq-Gof7PUs4S7zWn-8YDB09HFNdpvnzFj-f5WK0OQV.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;13d|;3a8|11;3bb|;3bh|;3bk|1b;5n4|16;5od|2;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gu|;6jm|;6qa|;8w0|11;8x3|;8x9|;")) -r.push(new A.am("Noto Sans Glagolitic","notosansglagolitic/v15/1q2ZY4-BBFBst88SU_tOj4J-4yuNF_HI4ERK4Amu7nM1.ttf","w|;4g|;lf|;lh|;w4|;w7|;8ow|1a;8q8|1a;wvj|;2mtc|6;2mtk|g;2mu3|6;2mub|1;2mue|4;")) -r.push(new A.am("Noto Sans Gothic","notosansgothic/v15/TuGKUUVzXI5FBtUq5a8bj6wRbzxTFMX40kFQRx0.ttf","w|;4g|;lg|1;lk|;mp|;1f74|q;")) -r.push(new A.am("Noto Sans Grantha","notosansgrantha/v17/3y976akwcCjmsU8NDyrKo3IQfQ4o-r8cFeulHc6N.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;2ay|;2b9|;2cm|c;5ow|;5oy|1;5pu|2;5q0|1;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6i8|;6jm|;6qa|;7gs|;1ibk|3;1ibp|7;1ibz|1;1ic3|l;1icq|6;1icy|1;1id1|4;1id7|9;1idj|1;1idn|2;1ids|;1idz|;1ie5|6;1iee|6;1ieo|4;")) -r.push(new A.am("Noto Sans Gujarati","notosansgujarati/v23/wlpWgx_HC1ti5ViekvcxnhMlCVo3f5pv17ivlzsUB14gg1TMR2Gw4VceEl7MA_ypFwPM_OdiEH0s.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;22p|2;22t|8;233|2;237|l;23u|6;242|1;245|4;24c|9;24n|2;24r|2;24w|;25c|3;25i|b;261|6;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;x80|9;")) -r.push(new A.am("Noto Sans Gunjala Gondi","notosansgunjalagondi/v15/bWto7e7KfBziStx7lIzKPrcSMwcEnCv6DW7n5hcVXYMTK4q1.ttf","w|1;11|;13|8;1m|;1o|3;4g|;5z|;6v|;6bw|1;6c8|1;6cc|1;6cm|;6qa|;7gs|;1kdc|5;1kdj|1;1kdm|10;1keo|1;1ker|5;1kf4|9;")) -r.push(new A.am("Noto Sans Gurmukhi","notosansgurmukhi/v26/w8g9H3EvQP81sInb43inmyN9zZ7hb7ATbSWo4q8dJ74a3cVrYFQ_bogT0-gPeG1OenbxZ_trdp7h.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jg|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;1z5|2;1z9|5;1zj|1;1zn|l;20a|6;20i|1;20l|1;20o|1;20s|;20u|4;213|1;217|2;21d|;21l|3;21q|;21y|g;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;7jg|;x80|9;")) -r.push(new A.am("Noto Sans 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;gi2|;gi6|1;gia|2;gie|4;gik|4;giq|;gis|a;gj4|;gj6|;gj8|;gja|;gjd|;gjf|;gjl|2;gjp|;gjs|5;gk0|2;gk4|;gk6|5;gkf|7;gko|b;gl1|3;gl7|1;gla|;gld|;glf|1;gli|e;gly|;gm0|9;gmb|m;gmz|8;gn9|3;gne|5;gno|;go0|d;gof|9;goq|8;gp0|4;gp7|d;gpm|;gpo|;gpq|;gps|k;gqe|j;gqz|5;gra|;gre|;gri|;grk|b;grx|2;gs1|2;gs7|1;gsa|3;gsf|;gsh|j;gt3|1;gt6|;gta|;gtf|;gth|3;gtm|f;gu3|1;gu6|3;gub|8;gul|6;gut|2;gv0|3;gv5|5;gvd|2;gvl|2;gvp|2;gvt|;gvv|9;gw6|f;gwo|2;gws|1;gwv|;gwx|d;gxc|5;gxl|3;gxr|w;gyp|9;gz0|;gz2|4;gz9|2;gzd|9;gzo|2;gzs|1;gzw|b;h0b|8;h0l|;h0n|;h0p|1;h0s|4;h0y|9;h19|6;h1h|1;h1k|2;h1o|4;h1u|2;h1z|3;h25|1;h28|6;h2g|c;h2u|6;h32|9;h3d|7;h3m|1;h3p|;h3r|3;h3w|3;h41|;h44|4;h4a|5;h4h|6;h4p|;h4s|7;h51|1;h54|5;h5d|;h5f|1;h5i|1;h5m|1;h5p|5;h5w|1;h5z|;h62|1;h65|4;h6f|;h6h|2;h6l|;h6n|5;h6v|6;h76|4;h7c|;h7e|6;h7m|1;h7s|2;h7w|4;h82|2;h8b|;h8d|6;h8l|2;h8p|9;h90|;h93|;h97|;h9b|;h9d|1;h9g|;h9i|5;h9p|;h9r|8;ha2|6;haa|1;hag|;hai|3;han|1;har|2;hav|e;hbb|;hbe|;hbi|;hbn|3;hbs|7;hc1|3;hc6|2;hcb|1;hce|2;hci|;hck|1;hcn|;hcs|b;hd5|;hd8|i;hds|e;he8|;hea|;hec|;heg|1;hej|3;heo|a;hf0|f;hfh|;hfj|1;hfo|;hfr|8;hg1|4;hg7|8;hgi|3;hgo|1;hgr|2;hgv|;hgx|5;hh5|a;hhh|6;hhq|6;hhy|;hi0|2;hi4|5;hib|;hid|7;him|3;hir|;hit|1;hiy|5;hj5|1;hj9|4;hjf|;hji|8;hjs|8;hk2|2;hk7|2;hkb|1;hkf|1;hki|2;hkp|6;hky|5;hl6|;hl8|3;hld|1;hlg|3;hll|1;hlo|1;hlr|1;hlu|;hlw|1;hlz|;hm1|6;hm9|1;hmc|;hmf|1;hmk|;hmm|;hmo|;hms|1;hmv|3;hn2|3;hn7|2;hnb|1;hne|;hng|;hnk|2;hnp|;hnr|;hnt|5;ho0|9;hob|a;hop|1;hot|3;hoy|2;hp2|4;hp9|b;hpo|;hpq|j;hqb|h;hqu|;hqw|6;hr4|1;hr7|3;hrc|r;hs9|4;hsf|;hsh|2;hsl|7;hsu|3;hsz|2;ht3|;ht5|5;htf|;hth|4;hto|2;hts|a;hu4|1;hu8|u;hv4|1;hvb|8;hvl|3;hvq|;hvs|;hvu|2;hvy|9;hw9|9;hwk|3;hwp|3;hwu|m;hxi|9;hxt|;hxv|;hxx|h;hyg|6;hyo|;hyq|9;hz1|2;hz5|2;hz9|;hzb|2;hzf|2;hzj|2;hzn|4;hzt|2;hzx|4;i03|5;i0a|6;i0i|;i0k|;i0o|;i0s|5;i0z|5;i16|7;i1f|5;i1m|3;i1r|;i1u|4;i20|1;i23|3;i28|8;i2i|3;i2n|6;i2v|2;i2z|1;i32|2;i36|1;i39|a;i3m|6;i3u|;i3w|2;i40|;i43|6;i4f|8;i4q|4;i4w|9;i57|;i5a|e;i5q|5;i5x|1;i60|;i62|;i67|;i69|;i6b|2;i6f|f;i6y|;i70|;i72|2;i76|3;i7c|;i7e|;i7g|;i7k|1;i7n|;i7r|5;i7y|3;i84|d;i8j|3;i8o|1;i8s|2;i8w|;i8y|3;i93|3;i98|3;i9d|;i9f|1;i9k|4;i9q|;i9v|;i9x|1;ia0|5;ia7|6;iah|1;iak|l;ib7|;ib9|3;ibe|;ibl|1;ibq|6;iby|d;ice|1;icl|;ico|2;ics|5;id0|5;id7|2;idb|2;idi|1;idn|7;idw|7;ie5|3;iea|7;iek|;iem|c;if0|7;if9|7;ifi|;ifk|2;ifp|2;ift|;ifv|;ify|;ig2|1;ig5|;ig7|2;igb|1;igf|3;igk|;ign|b;ih0|7;ih9|1;ihe|3;ihj|;ihl|1;iho|6;ihw|;ihz|b;iic|6;iik|1;iio|3;iiu|1;iix|;iiz|;ij1|;ij3|;ij5|1;ij8|4;ijf|;ijh|5;ijp|3;ijv|;ijy|;ik0|5;ik7|;ik9|;ikd|2;iki|2;ikm|;ikp|3;iku|;ikx|1;il0|7;il9|;ilb|6;ilk|1;iln|;ilp|1;ilv|1;ily|2;im5|1;im8|5;img|;imi|5;imr|2;imv|2;imz|8;ina|a;inm|4;ins|8;io2|2;io6|7;iof|;ioi|;iol|2;iop|3;iow|;ioy|6;ip6|4;ipc|9;ipp|1;ipt|1;ipw|a;iq8|j;iqt|4;ir0|;ir2|1;ir5|3;ira|6;iri|1;irl|1;iro|1;irr|1;iru|5;is2|3;is7|1;isa|1;isd|;isf|;isi|7;ist|1;isw|1;isz|;it1|3;it6|2;itc|;itf|3;itk|9;itw|;ity|3;iu4|2;iu9|4;iuf|;iuh|4;iun|5;iuu|3;iuz|8;iv9|7;ivk|2;ivq|3;ivv|1;ivy|3;iw4|b;iwh|1;iwl|2;iwp|c;ix5|;ix8|1;ixb|3;ixg|5;ixn|;ixp|4;ixv|2;iy0|;iy2|1;iy5|2;iy9|;iyb|2;iyf|1;iyi|1;iyl|;iyn|1;iyx|e;izd|5;izk|f;j01|4;j07|;j09|;j0b|;j0g|7;j0p|4;j0w|;j0y|3;j14|3;j19|2;j1e|e;j1u|;j1x|;j1z|;j26|3;j2b|7;j2k|2;j2o|;j2q|;j2s|3;j2y|6;j36|2;j3a|2;j3k|h;j43|c;j4h|;j4j|2;j4n|d;j52|3;j5c|h;j5v|d;j6a|4;j6g|5;j6n|1;j6q|1;j6v|2;j6z|1;j72|2;j76|;j78|;j7a|1;j7f|;j7h|5;j7o|c;j82|4;j88|g;j8q|2;j8u|9;j95|1;j98|2;j9c|3;j9j|;j9l|5;j9s|6;ja0|5;ja7|;ja9|1;jac|;jaf|j;jb0|;jb2|5;jb9|8;jbj|1;jbn|;jbq|;jbs|;jbu|;jby|2;jc2|9;jcd|1;jcg|2;jcl|c;jcz|1;jd3|3;jd8|2;jdc|2;jdg|2;jdl|2;jdr|6;jdz|;je1|5;je8|;jea|2;jee|1;jeh|1;jel|6;jeu|8;jf4|4;jfc|4;jfi|;jfk|6;jfs|;jfx|7;jg6|1;jg9|h;jgs|;jgu|a;jh9|;jhg|;jhi|;jhk|9;jhv|3;ji0|1;ji3|4;ji9|r;jj3|;jj9|;jjf|o;jk7|2;jkb|6;jkj|3;jko|;jl4|7;jld|d;jls|h;jmc|6;jml|;jms|1;jmv|2;jmz|7;jn9|8;jnj|6;jnr|b;jo4|;jo6|3;job|a;jon|a;jp5|;jp9|1;jpc|j;jpx|m;jql|9;jqw|1;jqz|1;jr2|;jra|1;jrd|7;jrm|6;jru|2;jry|a;jsa|6;jsi|9;jst|4;jsz|;jt7|;jt9|1;jtc|4;jtk|9;jtx|4;ju3|i;jun|;juq|;jut|;juv|6;jv3|4;jv9|5;jvg|4;jvm|4;jvt|;jvv|9;jw6|;jwb|a;jwn|;jwp|2;jwt|3;jwy|2;jx2|5;jx9|;jxc|d;jxr|5;jxz|1;jy2|7;jyb|1;jye|1;jyh|1;jyk|5;jyr|6;jyz|b;jzd|7;jzm|7;jzv|;jzx|2;k01|;k03|;k05|1;k08|2;k0d|;k0f|;k0h|;k0j|7;k0s|3;k0y|6;k16|3;k1b|;k1e|a;k1r|a;k23|1;k28|2;k2c|3;k2h|;k2j|7;k2s|1;k2v|1;k2y|2;k32|2;k36|1;k39|4;k3f|4;k3l|5;k3v|9;k46|1;k4a|1;k4d|6;k4l|1;k4o|1;k4s|9;k56|3;k5b|1;k5e|j;k60|;k64|c;k6j|;k6l|9;k6x|1;k75|4;k7b|6;k7j|;k7l|2;k7r|;k7t|f;k8a|2;k8e|6;k8m|8;k8w|;k90|a;k9c|2;k9g|6;k9p|;k9r|3;k9w|;ka0|3;ka5|e;kal|3;kas|;kau|9;kb6|;kba|;kbc|6;kbk|;kbn|1;kbq|3;kbv|3;kc0|4;kc6|3;kcc|;kce|7;kco|8;kcy|7;kd7|;kd9|6;kdh|3;kdm|4;kdt|;kdv|3;ke0|7;kec|5;kej|6;ker|;ket|2;kex|1;kf0|6;kfb|;kfe|l;kg1|6;kg9|;kgb|a;kgn|3;kgs|1;kgv|1;kh0|;kh8|;kha|d;khr|7;ki0|c;kie|9;kiq|5;kix|h;kjg|;kji|6;kjx|;kk0|;kk2|2;kk6|2;kka|8;kkl|1;kko|3;kkt|2;kkx|d;klc|h;klv|3;km5|;kmd|;kmj|;kml|2;kmp|1;kms|5;kmz|h;knj|5;knq|2;knv|2;knz|5;ko6|g;kop|;kot|;kox|;koz|b;kpc|8;kpm|;kpo|5;kpv|1;kpy|6;kq6|f;kqo|l;krb|4;krp|;kru|;krw|;krz|1;ks2|7;ksb|b;kso|4;ksu|1;ksx|16;ku8|;kua|1;kud|1;kui|;kul|1;kuo|1;kur|9;kv2|p;kvt|;kvv|9;kw6|;kw9|8;kwj|3;kwp|;kwx|1;kx0|5;kx7|3;kxd|3;kxi|n;ky7|;ky9|;kyb|e;kyr|;kyt|4;kyz|2;kz6|3;kzc|9;kzn|6;kzv|g;l0d|e;l0t|;l0v|;l0x|;l10|;l12|;l16|;l1a|7;l1j|;l1l|1;l1o|b;l21|f;l2j|4;l2p|a;l31|1;l36|1;l39|8;l3j|2;l3n|1;l3s|9;l45|;l47|1;l4a|2;l4e|3;l4j|;l4m|;l4o|4;l4w|;l4y|3;l54|3;l5b|4;l5i|4;l5p|1;l5s|1;l5v|;l5x|;l60|;l64|1;l67|;l69|e;l6p|2;l6t|9;l74|2;l78|3;l7d|;l7f|1;l7i|9;l7u|;l7x|;l7z|;l82|;l84|;l86|5;l8e|6;l8m|;l8o|2;l8s|3;l8x|;l90|5;l97|;l9a|2;l9e|5;l9m|1;l9p|3;l9u|1;l9x|2;la2|;la4|1;la7|2;lab|a;lan|1;laq|2;lau|2;lay|2;lb2|;lb4|4;lba|2;lbe|2;lbj|1;lbm|1;lbr|f;lc8|1;lcb|2;lcf|2;lcj|3;lco|5;lcv|2;lcz|5;ld6|2;lda|d;ldp|6;ldy|;le1|7;lea|;lec|1;lef|a;let|6;lf1|9;lfc|3;lfh|j;lg2|4;lg8|5;lgf|;lgi|;lgq|a;lh2|h;lhl|e;li1|a;lid|;lif|c;lit|;lix|;lj3|j;ljq|5;ljx|3;lk2|;lk4|u;lla|;llj|5;llq|c;lm4|6;lmc|10;lne|;lno|1;lnu|2;lny|1;lo1|4;lo7|9;loi|;lok|9;lov|n;lpk|f;lq1|5;lq8|;lqa|3;lqi|;lqn|;lqt|;lqw|5;lr3|n;lrs|9;ls3|4;ls9|2;lsd|s;lt7|;lta|1;ltd|3;lti|3;lto|;lty|;lu0|1;lu3|;lu5|3;lua|2;lue|h;luy|1;lv2|14;lw8|5;lwi|;lwo|1;lwr|4;lwx|1;lx0|r;lxu|8;ly4|;ly6|9;lyh|o;lz7|1;lzi|a;lzu|a;m06|1;m09|7;m0i|2;m0m|c;m10|a;m1c|;m1e|5;m1p|p;m2g|c;m2u|9;m37|2;m3c|c;m3q|3;m3v|7;m44|;m46|2;m4a|2;m4e|3;m4j|4;m4p|6;m4x|;m50|g;m5i|6;m5r|6;m5z|5;m66|8;m6g|5;m6o|2;m6s|4;m6y|i;m7i|3;m7o|6;m7w|3;m81|5;m89|2;m8e|1;m8h|5;m8o|2;m8v|2;m8z|4;m95|;m97|6;m9f|2;m9j|7;m9s|;m9w|4;ma2|g;mak|6;mas|;mb3|2;mb7|d;mbm|;mbo|2;mbt|5;mc0|;mc3|;mc7|;mc9|a;mcl|1;mco|1;mcr|1;mcu|8;md6|1;mda|;mdc|7;mdl|b;mdy|4;me4|g;mem|;meo|8;mey|4;mf4|2;mf8|6;mfg|;mfi|4;mfo|;mfq|f;mg7|3;mgc|1;mgf|6;mgn|3;mgs|f;mha|4;mhg|2;mhk|5;mhr|3;mhw|4;mi3|3;mi8|2;mic|2;mig|1;mij|8;mit|2;mix|1;mj0|4;mj7|4;mjd|2;mjh|2;mjm|c;mk0|;mk5|1;mk8|3;mkd|5;mkk|;mkm|6;mkv|1;mky|1;ml1|e;mli|1;mll|1;mlo|;mlq|2;mlu|2;mly|3;mm3|7;mmc|5;mmj|d;mmy|1;mn1|2;mn5|9;mng|4;mnm|;mno|1;mnu|;mnx|;mnz|7;mo9|5;mog|2;mok|;mom|4;mos|;mov|5;mp2|;mp4|3;mpf|1;mpi|c;mpw|;mpz|1;mq2|2;mq7|4;mqe|3;mqj|3;mqq|1;mqt|9;mr4|c;mri|7;mrs|2;mrw|6;ms7|4;msd|5;msl|7;msu|a;mt6|i;mtq|1;mtu|6;mu4|6;muc|9;muq|a;mv2|2;mv6|e;mvm|c;mw0|b;mwd|2;mwj|q;mxd|1;mxg|3;mxl|d;my0|i;myk|;myn|o;mzd|c;mzr|f;n09|1;n0c|7;n0l|8;n0w|;n0y|;n10|1;n13|a;n1f|8;n1p|;n1r|3;n1w|7;n25|6;n2d|1;n2g|;n2i|2;n2n|1;n2r|m;n3g|;n3i|;n3k|2;n3o|4;n3v|;n3x|3;n42|3;n47|1;n4b|f;n4s|3;n4x|1;n51|1;n54|d;n5j|4;n5p|3;n5u|;n5y|2;n62|5;n69|;n6b|2;n6h|4;n6n|1;n6q|5;n6y|6;n76|;n7a|4;n7h|3;n7n|1;n7q|1;n7u|8;n84|1;n88|2;n8d|1;n8i|3;n8n|;n8q|1;n8w|6;n94|d;n9j|1;n9m|8;n9w|1;n9z|d;nae|1;nal|;nan|k;nbb|6;nbj|2;nbn|3;nbt|g;ncc|1;ncf|6;nco|;ncq|3;ncw|;ncy|1;nd2|3;nd8|8;ndi|4;ndo|;ndr|3;ndw|3;ne1|1;ne4|a;neg|7;nep|1;nes|;neu|5;nf2|2;nf6|1;nf9|1;nfd|5;nfl|;nfo|2;nfu|1;nfx|3;ng4|1;ng7|1;nga|1;ngd|2;ngi|4;ngo|2;ngs|2;ngy|2;nh2|;nh5|6;nhd|;nhf|4;nhl|1;nho|9;nhz|5;ni6|;ni9|;nib|2;nif|5;nim|5;nit|;nix|2;nj1|3;nj6|7;njf|;njh|;njj|;njl|d;nk0|;nk3|4;nka|5;nki|;nkk|2;nko|4;nku|5;nl1|a;nle|;nlj|e;nlz|2;nm3|4;nm9|;nmb|;nmd|;nmf|c;nmt|;nmv|1;nmy|3;nn3|8;nnd|6;nnm|3;nnr|;nnt|7;no3|2;no7|7;nog|;noi|1;nol|4;nos|8;np3|7;npe|1;nph|1;npk|1;npo|8;nq0|;nq4|7;nqd|g;nqv|2;nr0|1;nr6|3;nrb|7;nrk|4;nrw|2;ns0|;ns2|;ns4|2;ns8|9;nsp|3;nsu|3;nsz|6;nt8|3;ntd|;ntf|7;ntq|7;ntz|6;nu7|5;nue|;nug|4;num|;nup|;nur|2;nuv|e;nvb|1;nve|1;nvh|8;nvr|3;nvw|9;nw7|;nw9|6;nwh|1;nwk|2;nwp|;nws|;nwu|;nww|4;nx3|;nx5|;nx7|3;nxd|;nxf|c;nxt|5;ny0|a;nyc|8;nyn|m;nzb|4;nzh|;nzk|4;nzt|1;nzw|7;o06|2;o0a|1;o0d|g;o0v|3;o10|a;o1c|4;o1i|5;o1p|4;o1w|2;o20|a;o2c|2;o2g|;o2k|4;o2q|2;o2u|1;o2x|5;o35|;o38|;o3a|2;o3e|1;o3k|;o3m|4;o3s|;o3u|4;o40|5;o47|5;o4e|2;o4i|;o4m|;o4o|;o4q|8;o53|;o55|7;o5f|b;o5w|;o5y|2;o62|2;o67|3;o6d|;o6f|2;o6j|3;o6o|2;o6s|2;o6w|3;o71|4;o77|9;o7j|a;o7y|2;o82|1;o88|4;o8e|a;o8q|2;o8u|7;o93|4;o9b|;o9d|;o9f|;o9k|5;o9r|1;o9u|5;oa1|2;oa5|2;oae|1;oah|8;oas|2;oaw|4;ob2|6;obc|3;obh|3;obm|j;oc8|1;ocb|;ocg|;oci|g;od0|2;od4|;odc|7;odl|;odo|c;oe3|;oea|;oec|1;oef|1;oei|8;oes|9;of4|4;ofg|3;ofl|1;ofo|1;ofr|2;ofy|;og0|1;og4|3;og9|3;oge|2;ogk|1;ogo|k;ohc|4;ohj|c;ohx|2;oi1|9;oid|;oih|;oij|8;oit|8;oj4|;oj7|;oj9|;ojb|2;ojf|5;ojm|3;ojr|3;ojw|1;ok0|1;ok3|1;ok6|1;ok9|4;okf|1;okj|4;okp|7;oky|3;ol4|9;olf|3;olk|2;olo|2;olt|1;olw|4;om4|;om6|1;om9|2;omd|3;omk|;omm|1;omp|4;omw|7;on6|1;on9|;onb|7;onk|7;ont|1;onw|4;oo2|;oo6|2;ooa|;ooc|d;oor|3;oow|y;opx|;oq0|1;oq3|1;oq6|5;oqd|1;oqg|f;oqy|;or1|9;orc|;ore|5;orl|2;orq|5;orx|6;os9|4;osf|2;osj|3;oso|1;osr|4;osx|6;ot8|8;oti|f;otz|b;ouc|3;ouh|7;ouq|2;ouv|a;ov7|7;ovg|;ovi|9;ovt|5;ow3|;ow7|g;owq|b;ox3|;ox5|2;ox9|s;oy4|;oy8|c;oym|5;oyt|;oyv|9;oz6|g;ozq|2;ozu|5;p01|b;p0f|;p0k|;p0s|;p16|;p1j|;p1r|;p27|;p3a|;p4m|4;p4t|4;p4z|2;p53|e;p5k|;p5n|6;p5v|;p5x|9;p68|3;p6d|a;p6r|;p6t|a;p75|6;p7e|4;p7k|9;p7w|n;p8l|;p8n|;p8p|9;p90|1;p93|;p97|8;p9h|g;p9z|h;paj|7;pas|5;paz|6;pb8|2;pbc|2;pbg|;pbi|3;pbn|4;pbt|;pbv|4;pc3|;pc6|2;pca|;pcf|3;pck|;pcm|;pco|;pcq|4;pcx|3;pd2|1;pd8|;pdb|4;pdh|4;pdp|3;pdu|;pdw|3;pe1|3;pe7|1;pea|1;ped|1;peg|5;pen|;pep|2;pet|;pev|;pex|2;pf1|2;pf5|1;pf8|4;pfe|;pfg|1;pfm|8;pfw|5;pg4|a;pgg|1;pgj|3;pgp|;pgs|1;pgv|7;ph4|6;phc|3;phh|5;pho|;phq|;phu|;phw|7;pi5|2;pi9|4;pif|;pih|4;pin|3;pis|;piv|;pix|1;pj1|1;pj6|2;pja|2;pje|c;pjt|3;pjy|;pk0|2;pk4|3;pk9|;pkb|9;pkm|4;pks|1;pkv|1;pky|2;pl2|7;plb|;plf|;plh|;plj|9;plu|1;plx|7;pm6|;pm8|7;pmh|h;pn0|1;pn3|3;pn9|;pnb|4;pnh|d;pnw|3;po2|2;po6|6;poe|4;pok|1;pon|6;pow|2;pp0|2;pp4|;pp6|8;pph|1;ppk|5;ppr|;ppu|8;pq4|4;pqa|;pqc|1;pqf|;pqh|;pqj|;pqm|e;pr2|1;pr5|5;prc|1;prf|4;prl|1;pro|c;ps3|2;ps7|;psa|1;psd|7;pso|3;pst|k;ptf|d;ptu|2;pu2|;pu7|a;puj|1;pum|a;puy|v;pvv|2;pw6|8;pwg|;pwi|;pwk|9;pwv|;pwx|c;pxb|6;pxj|d;pxy|1;pya|1;pye|;pyn|;pyr|5;pyy|5;pz5|;pz7|;pz9|p;q00|;q02|a;q0e|2;q0p|;q0t|i;q1d|;q1f|6;q1n|a;q1z|f;q2g|7;q2p|;q2r|4;q2x|b;q3a|;q3c|;q3f|1;q3k|1;q3n|1;q3q|;q3t|;q3v|l;q4i|c;q4w|p;q5n|f;q65|3;q6a|;q6c|;q6e|;q6g|;q6l|7;q6u|e;q7b|b;q7o|;q7q|;q7s|a;q84|3;q89|b;q8m|1;q8q|1;q8u|;q8x|1;q90|1;q93|5;q9a|6;q9i|a;q9u|o;qak|5;qar|e;qb7|1;qbc|;qbf|;qbh|1;qbk|e;qc1|a;qcd|k;qcz|;qd1|7;qda|;qdc|h;qdv|h;qee|4;qen|2;qer|7;qf1|c;qff|;qfh|5;qfp|5;qfw|a;qg8|a;qgk|;qgm|c;qh0|3;qh5|4;qhb|2;qhf|1;qhi|6;qhq|c;qi4|3;qi9|5;qig|4;qim|2;qiq|1;qit|3;qiz|3;qj4|;qj6|4;qjd|;qjf|1;qji|1;qjl|4;qjr|d;qk7|;qk9|3;qke|;qkl|2;qkq|4;qkw|a;ql8|2;qlc|5;qlj|3;qlp|;qlr|q;qmj|1;qmo|1;qmr|1;qmu|9;qn6|2;qna|;qnc|5;qnj|;qnp|6;qny|;qo0|e;qoh|2;qol|;qoo|4;qou|;qow|a;qp8|2;qpc|5;qpj|1;qpm|2;qpq|5;qpy|;qq4|11;qr7|8;qrh|;qrl|8;qrv|2;qrz|5;qs6|2;qsa|5;qsi|3;qsp|t;qtk|4;qtq|;qtt|3;qty|i;qui|5;quq|5;qux|3;qv2|8;qvc|5;qvj|2;qvn|6;qvv|2;qvz|k;qwl|4;qwr|b;qx4|;qx6|5;qxe|1;qxh|2;qxl|2;qxp|1;qxs|5;qxz|4;qy5|5;qyc|3;qyh|;qyk|8;qyv|2;qyz|8;qz9|d;qzo|;qzr|1;qzu|2;qzy|;r01|1;r04|6;r0c|6;r0l|;r0n|;r0p|7;r0y|;r10|b;r1d|;r1i|2;r1n|1;r1q|k;r2d|2;r2h|3;r2m|;r2o|a;r32|1;r35|6;r3d|a;r3p|3;r3v|3;r41|3;r46|1;r49|;r4b|2;r4f|5;r4m|g;r55|6;r5d|3;r5i|1;r5l|3;r5q|5;r5x|6;r67|;r69|;r6b|5;r6j|4;r6p|6;r6x|1;r70|3;r76|;r7a|1;r7d|1;r7g|5;r7q|;r82|4;r89|4;r8f|a;r8r|2;r8w|4;r92|2;r96|2;r9a|2;r9e|2;r9j|1;r9m|;r9o|;r9q|5;r9x|3;ra3|4;raa|1;rad|;raf|;rah|4;rao|1;ras|;rau|;raw|9;rb8|2;rbc|2;rbg|6;rbo|5;rbv|;rby|;rc0|3;rc6|3;rcb|3;rcg|7;rcp|3;rcu|1;rcx|6;rd7|2;rdb|7;rdk|2;rdo|;rdq|;rds|1;rdv|9;re7|1;rea|;rec|;ree|;reg|8;req|7;rez|2;rf3|;rf5|h;rfo|;rfq|2;rfu|1;rfx|f;rge|4;rgk|4;rgq|m;rhe|6;rhm|7;rhv|;rhx|2;ri1|a;rid|l;rj0|4;rj6|1;rj9|8;rjj|1;rjo|;rjr|4;rjx|9;rk8|;rka|2;rke|2;rki|4;rko|4;rku|2;rlq|;rmq|;rp3|;rp5|;rp7|4;rpd|2;rph|c;rpw|3;rq2|;rq4|1;rq7|;rq9|1;rqc|2;rqg|5;rqn|4;rqt|6;rr1|;rr4|2;rr8|2;rrd|1;rrg|1;rrj|6;rrr|e;rs7|6;rsf|1;rsi|j;rt3|1;rt6|;rt8|1;rtb|;rtd|6;rtl|l;ru8|5;ruf|7;ruo|;ruq|b;rv3|a;rvf|2;rxg|;rxi|3;rxn|5;rxu|2;rxy|5;ry5|;ry8|2;ryc|1;ryh|1;ryk|a;ryx|;ryz|1;rz3|2;rz7|;rz9|a;rzm|5;rzt|1;rzw|;rzy|5;s05|3;s0b|6;s0j|a;s0v|5;s12|6;s1a|6;s1m|;s1o|b;s21|1;s25|u;s31|1;s34|1;s37|3;s3c|2;s3g|6;s3o|c;s43|4;s49|h;s4s|1;s4v|;s4x|7;s56|2;s5a|;s5c|2;s5g|a;s5s|8;s62|;s65|4;s6b|a;s6o|;s6q|;s6u|;s6x|1;s70|1;s74|;s76|1;s7d|6;s7l|3;s7r|1;s7u|8;s84|5;s8b|4;s8h|1;s8k|8;s8u|5;s91|6;s99|1;s9c|g;s9v|3;sa1|1;sa4|4;saa|7;saj|1;sam|d;sb1|n;sbq|1;sby|;scz|;sd7|1;sdb|1;sdf|;sdh|3;sdp|f;se6|1;se9|1;sec|2;seh|e;sey|;sf4|6;sfc|;sfe|1;sfh|1;sfk|;sfo|i;sg8|;sgb|2;sgf|3;sgk|3;sgp|b;sh9|2;shd|7;sho|3;sht|1;shw|;shy|1;si1|d;sig|1;sij|3;sio|4;siv|2;siz|5;sj6|m;sju|1;sjx|;sjz|2;sk4|1;sk7|2;skb|;ske|5;skl|3;skq|;sku|8;sl4|;sl7|;sl9|2;sld|;slf|2;slj|1;slm|1;slq|;slw|9;sm7|6;smg|5;smn|6;smx|g;snf|;snh|5;sno|;snq|e;so6|g;soo|3;sou|3;soz|g;sph|5;spo|;spq|7;spz|3;sq4|;sq6|2;sqa|8;sqk|;sqo|7;sqx|a;sra|;srd|a;srp|;srr|g;ss9|5;ssg|7;ssp|;ssr|6;ssz|7;st8|1;stb|;ste|c;stt|;stv|7;su5|d;suk|e;sv0|;sv2|;sv5|;sv7|5;sve|1;svh|1;svk|a;svw|5;sw4|2;sw8|g;swq|1;swt|a;sx7|5;sxe|;sxi|p;sy9|;syb|a;syo|c;sz2|;sz5|6;szd|3;szi|n;t07|2;t0b|;t0d|4;t0j|h;t12|e;t1i|3;t1n|5;t1u|4;t20|3;t25|k;t2r|3;t2w|1;t30|;t34|i;t3o|8;t3y|g;t4g|1;t4j|b;t4w|a;t58|6;t5g|m;t64|9;t6f|1;t6j|;t6l|;t6n|1;t6q|2;t6u|2;t6y|q;t7q|2;t7w|;t7y|;t80|1;t83|e;t8j|1;t8m|j;t97|;t99|;t9c|;t9g|f;t9x|b;taa|b;tan|3;tas|1;tav|1;taz|;tb1|1;tb4|;tb6|3;tbb|i;tbv|8;tc5|;tcv|;tcy|;tdt|;tdv|;tek|;tfa|;tgt|;thj|;tiv|1;tiy|3;tj3|1;tj6|1;tj9|1;tjc|1;tjf|9;tjq|3;tjv|1;tjy|g;tkg|2;tkl|2;tkp|7;tkz|;tl1|8;tlc|6;tlm|2;tlq|7;tm0|;tmc|;tng|2;tnk|4;tns|;tnu|;tnw|7;to8|5;tof|6;toq|7;toz|1;tp2|;tp4|;tp7|4;tpd|3;tpl|4;tpr|9;tq3|3;tq8|1;tqb|8;tql|2;tqp|8;tqz|1;tr2|;tr5|4;trb|3;trg|;tri|;trk|1;trn|1;trq|;trs|1;trv|2;trz|f;tsi|d;tsx|2;tt1|;tt4|2;ttb|3;ttg|7;ttp|;ttr|1;ttu|7;tu3|;tu5|6;tue|;tug|1;tuj|h;tv2|4;tv8|2;tvc|2;tvh|7;tvq|5;tw1|1;tw5|3;twa|8;twm|;two|2;tws|2;tww|4;tx2|2;tx6|b;txj|4;txp|2;txw|;txz|f;tyg|;tyi|4;typ|3;tyu|5;tz1|c;tzf|5;tzm|7;tzw|5;u03|;u05|1;u0d|1;u0g|3;u0l|1;u0o|3;u0t|b;u16|;u18|c;u1n|6;u1v|1;u1y|3;u23|;u25|3;u2a|3;u2f|2;u2j|;u2p|;u2r|g;u3a|3;u3f|5;u3m|a;u3z|6;u5k|1;u5o|3;u5t|3;u5y|e;u6e|6;u6m|;u6z|1;u72|5;u79|2;u7d|4;u7j|;u7l|1;u7o|2;u7t|1;u7w|2;u80|;u82|1;u85|;u87|3;u8c|;u8e|;u8g|c;u8u|1;u8x|;u90|1;u93|c;u9h|;u9j|c;u9x|;u9z|7;ua8|9;uaj|4;uap|2;uc6|3;ucb|3;uch|;ucj|5;ucq|b;ud4|5;udd|4;udj|;udl|;udn|i;ue7|8;ueh|1;uek|2;ueo|1;ues|b;uf5|6;ufd|8;ufo|2;uft|e;ug9|9;ugk|i;uh4|2;uh8|4;uhe|a;uhq|2;uhu|a;uj3|;ujs|;ujv|;ujx|;ujz|5;uk6|c;ukm|1;ukq|;ukt|;ukv|9;ul8|;ulb|4;uli|1;uln|4;ult|3;uly|1;um1|6;um9|5;umg|a;ums|6;un2|2;un6|3;unb|4;unh|2;unl|4;unr|;unt|3;uny|8;uo8|;uoa|8;uok|2;uoo|3;uov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-r.push(new A.am("Noto Sans Hanunoo","notosanshanunoo/v17/f0Xs0fCv8dxkDWlZSoXOj6CphMloFsEsEpgL_ix2.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4kg|m;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Hatran","notosanshatran/v15/A2BBn4Ne0RgnVF3Lnko-0sOBIfL_mM83r1nwzDs.ttf","w|;4g|;6bw|;1gbk|i;1gc4|1;1gcb|4;")) -r.push(new A.am("Noto Sans Hebrew","notosanshebrew/v43/or3HQ7v33eiDljA1IufXTtVf7V6RvEEdhQlk0LlGxCyaeNKYZC0sqk3xXGiXd4qtoiJltutR2g.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;nj|;13l|1i;15c|q;168|4;60w|5;61q|;642|1;6bw|4;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6ga|;6gc|;6jm|;6qa|;7gs|;1dlp|p;1dmg|4;1dmm|;1dmo|1;1dmr|1;1dmu|9;")) -r.push(new A.am("Noto Sans Imperial 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|1;l1w|;l1z|;l23|8;l2d|;l2i|2;l2m|3;l2r|1;l2w|;l2z|;l31|2;l35|2;l3a|;l3c|1;l3g|;l3k|1;l3n|3;l3u|5;l42|;l44|;l47|1;l4a|;l4c|;l4g|3;l4o|;l4q|3;l4y|5;l55|2;l5b|3;l5i|1;l5n|;l5p|4;l5v|1;l5z|1;l63|1;l67|;l6a|;l6d|6;l6l|2;l6r|;l6u|1;l6x|1;l70|2;l74|;l76|2;l7a|;l7c|1;l7f|;l7h|;l7j|8;l7t|3;l7y|2;l82|3;l87|4;l8d|9;l8p|2;l8t|;l91|3;l97|;l9a|2;l9e|2;l9k|d;l9z|9;lab|6;laj|4;laq|2;lau|2;lay|1;lb3|;lb5|;lb7|;lba|1;lbf|1;lbi|1;lbl|;lbn|;lbr|;lbt|;lbz|;lc2|;lc4|1;lc8|2;lcd|7;lcn|;lcp|;lcr|;lcv|;lcz|1;ld2|2;ld8|;lda|;ldf|5;ldm|1;ldq|4;le2|1;le5|3;lea|;lec|1;lef|;leh|7;leq|;lev|1;ley|1;lf1|;lf3|1;lf6|2;lfa|;lfc|3;lfh|1;lfl|8;lfw|1;lg0|;lg2|a;lgf|;lgh|1;lgq|4;lgw|4;lh4|7;lhd|1;lhg|2;lhl|1;lho|1;lhr|8;li1|4;li8|3;lid|;lif|d;liz|;lj4|1;lj8|;ljb|;lje|2;lji|1;ljl|2;ljr|;ljt|2;ljy|1;lk4|7;lke|1;lkh|5;lko|1;lkr|4;lkx|;ll0|1;llj|5;llq|3;llv|4;lm1|1;lm4|;lm6|2;lmc|;lmf|2;lmk|;lmo|2;lmt|;lmv|3;ln0|2;ln5|8;lnf|1;lnu|2;lny|1;lo2|;lo4|1;lo7|2;loc|1;lof|1;loi|;lok|4;loq|2;lou|4;lp1|1;lp4|3;lp9|5;lpg|2;lpk|4;lpq|e;lq8|;lqc|1;lqf|4;lqr|;lqt|;lqv|;lqx|2;lr1|a;lrd|;lrf|4;lrm|;lro|;lrq|;lrs|4;lry|;ls2|3;ls8|7;lsh|3;lsm|2;lsr|4;lsy|1;lt3|1;lt7|;lta|1;lte|1;lti|;ltn|;ltp|3;ltu|;lu1|;lu4|1;lu7|1;lub|;lue|;lug|1;luk|1;lun|1;luq|;lut|;luv|;luy|1;lv1|2;lv5|3;lva|1;lve|3;lvj|6;lvr|8;lw1|;lw3|2;lw9|2;lwd|1;lwm|;lwr|4;lwy|;lx0|;lx3|2;lx7|;lx9|2;lxd|1;lxg|;lxi|;lxk|2;lxo|1;lxr|2;lxv|3;ly0|;ly2|1;ly8|;lya|1;lyd|1;lyh|4;lyn|4;lyt|1;lyw|;lyz|1;lz2|1;lz5|;lz9|;lzj|;lzl|3;lzr|b;m04|;m06|;m08|;m0c|4;m0k|;m0o|;m0q|;m0s|2;m0w|4;m12|2;m17|3;m1c|4;m1i|2;m1m|;m1p|;m1r|2;m1v|5;m22|;m26|3;m2b|;m2d|2;m2h|;m2k|;m2m|;m2o|3;m2t|5;m38|1;m3c|;m3e|1;m3i|3;m3o|;m3s|1;m3v|1;m3y|3;m43|;m45|1;m49|1;m4c|2;m4g|1;m4l|2;m4p|2;m4t|;m4v|;m4x|;m51|;m53|1;m56|1;m59|3;m5f|;m5i|2;m5o|;m5r|1;m5u|;m5w|;m5z|;m61|1;m64|;m66|;m6b|1;m6f|5;m6m|;m6p|;m6s|1;m6w|;m71|1;m77|2;m7d|;m7f|1;m7i|2;m7p|1;m7s|;m7w|2;m81|;m85|1;m89|1;m8e|;m8i|;m8k|5;m8r|;m8v|;m90|;m97|6;m9f|1;m9j|4;ma0|;ma2|1;ma7|;ma9|;mab|3;mag|1;mak|1;man|;mas|;mb0|;mb5|;mbd|1;mbh|;mbn|6;mbv|1;mbz|;mc4|;mc9|1;mcc|;mce|;mcg|1;mcm|;mcr|;mct|4;md2|;md4|;md8|;mdd|;mdh|2;mdl|3;mdq|;mds|3;mdx|2;me1|1;me4|;me6|;me8|;mea|;mec|5;mek|;mem|;mex|;mf1|;mf4|;mf8|1;mfb|1;mfe|;mfg|;mfj|;mfm|;mfo|2;mft|2;mfz|1;mg2|;mg8|;mgc|;mge|5;mgp|1;mgu|3;mgz|1;mh4|1;mh7|1;mha|;mhc|;mhe|5;mhl|1;mho|;mhr|1;mhx|2;mi4|2;mic|1;mig|1;mij|1;mim|2;miu|3;mj1|;mj4|;mj7|;mj9|;mjb|;mje|1;mjh|;mjj|;mjo|;mjs|;mju|3;mjz|1;mk2|;mk4|2;mk8|b;mkl|3;mkr|1;mku|2;mky|1;ml1|e;mlj|2;mln|;mlq|1;mlt|1;mlw|;mlz|2;mm3|7;mmc|;mmf|;mmh|;mml|1;mmq|1;mmu|;mmz|;mn4|;mn6|;mnb|1;mng|6;mno|;mnq|;mnt|;mny|;mo0|4;mo6|1;mo9|;moc|;moe|;mog|;moi|;mol|4;mor|;mov|3;mp1|;mp5|;mp8|1;mpf|1;mpj|7;mpu|;mpw|1;mpz|;mq2|1;mq5|;mqa|1;mqe|3;mqj|4;mqq|;mqs|1;mqv|5;mr2|1;mr5|6;mrd|2;mrh|2;mrn|2;mrx|3;ms2|;ms6|2;msd|3;msj|;msm|6;msu|4;mt1|;mt3|5;mtc|1;mtf|4;mtl|2;mtq|;mts|;mtv|5;mu4|;mu6|2;mua|;mud|1;mug|3;mul|;muq|1;mut|;muv|;mux|4;mv3|1;mv6|;mv9|1;mvc|7;mvm|1;mvq|;mvt|;mvx|1;mw0|1;mw3|4;mw9|1;mwd|1;mwh|;mwk|1;mwn|4;mwt|4;mwz|4;mx5|1;mxd|;mxf|;mxm|1;mxt|1;mxw|2;my0|e;myh|1;myn|2;myr|1;myu|1;myz|;mz1|;mz5|2;mz9|;mzb|;mzd|7;mzm|2;mzq|5;mzx|6;n06|;n0e|;n0g|1;n0j|;n0l|4;n0r|;n0v|3;n13|3;n18|;n1a|5;n1h|6;n1q|4;n1x|;n21|2;n25|;n27|;n2g|2;n2k|;n2n|1;n2r|1;n2u|;n2w|;n2y|2;n32|2;n36|2;n3a|5;n3i|4;n3o|;n3q|2;n3u|2;n3z|;n41|;n43|3;n4c|2;n4h|2;n4l|3;n4q|;n4s|;n4u|e;n5b|4;n5i|a;n5v|1;n5y|c;n6c|;n6f|;n6h|9;n6s|3;n6x|4;n73|g;n7l|1;n7p|2;n7t|3;n7y|7;n89|1;n8c|1;n8i|3;n8r|;n8w|5;n93|3;n98|b;n9m|;n9o|3;n9u|3;n9z|2;na3|9;naf|;nah|;nak|;nam|6;nax|1;nb0|;nb2|6;nbb|6;nbj|;nbm|1;nbp|1;nbs|1;nbv|e;ncd|;ncg|;nci|3;nco|4;ncw|c;nda|;nde|;ndh|1;ndk|1;ndo|;ndr|;ndt|1;ndw|1;ndz|3;ne4|6;nec|;nee|;neg|;nei|4;neo|8;nez|3;nf4|;nf7|;nf9|1;nfd|f;nfu|;nfx|3;ng4|;ng6|4;ngd|;ngf|;ngh|2;ngl|1;ngo|6;ngy|;nh0|;nh2|1;nh5|;nh7|1;nha|3;nhf|5;nhm|2;nhq|;nhs|2;nhw|;nhy|;ni0|1;ni3|1;ni6|;ni8|1;nic|;nie|6;nim|;niq|;nis|1;niv|;nix|3;nj2|2;nj6|;nj8|2;njc|1;njh|2;njo|6;njw|2;nk0|;nk2|;nk5|2;nka|;nkd|2;nki|;nkm|2;nkq|2;nku|a;nl6|2;nlc|;nle|2;nll|1;nlo|4;nlw|;nm3|3;nm9|;nmc|2;nmi|;nmm|2;nmq|;nms|1;nmv|;nmx|1;nn0|5;nn7|;nn9|2;nnd|;nnf|4;nnn|;nnr|;nnt|;nnx|;no1|1;no5|;no7|;no9|3;noe|2;noi|5;nop|1;nos|5;noz|1;np4|;np7|1;npe|;nph|1;npl|;npo|2;npt|1;npw|1;nq1|;nq5|;nq8|3;nqd|2;nqk|2;nqo|;nqq|;nqs|1;nqv|;nqy|;nr3|;nr7|2;nrb|1;nrg|;nri|1;nrl|1;nrw|2;ns0|1;ns3|1;ns8|;nsa|2;nse|1;nsi|;nsk|;nsq|;nss|;nsu|;nsx|;nt2|1;nt6|;nt8|3;ntd|;ntf|2;ntj|1;ntm|;ntp|2;ntt|;ntv|1;ntz|3;nu4|1;nu7|4;nud|;nui|5;nup|;nut|7;nv2|;nv4|6;nve|1;nvj|2;nvo|;nvq|2;nvu|;nvw|;nvz|;nw2|2;nw6|1;nw9|2;nwd|4;nwm|1;nws|;nwu|;nww|2;nx5|3;nxa|2;nxh|9;nxs|1;nxw|1;ny2|8;nyc|7;nyn|2;nyr|5;nyy|6;nz6|;nz9|;nzb|2;nzf|;nzh|;nzm|;nzr|;nzt|3;nzy|3;o04|1;o0a|5;o0h|;o0j|3;o0o|;o0r|2;o0x|;o12|5;o1a|3;o1f|1;o1k|3;o1p|5;o1w|;o1z|6;o27|;o29|1;o2c|2;o2g|;o2i|;o2l|a;o2x|4;o34|1;o3c|;o3f|1;o3k|;o3m|1;o3p|;o3r|7;o41|;o44|1;o47|5;o4e|3;o4n|;o4r|;o4t|5;o50|1;o53|9;o5e|7;o5o|4;o5x|2;o61|;o64|1;o67|4;o6d|;o6f|;o6h|2;o6l|;o6o|;o6s|2;o6w|2;o71|9;o7c|;o7e|1;o7k|8;o7y|2;o83|;o89|1;o8c|;o8e|2;o8j|;o8l|1;o8p|6;o8z|c;o9d|2;o9h|;o9l|4;o9r|4;o9x|8;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vj9|;xgg|s;xz4|8mb;16ls|m;16mj|1c;1d6o|2m;1d9c|21;1dbf|2o;1dea|;1ded|2;1deh|5;1deq|;1deu|;1dey|2;1df2|3;1df7|a;1dfj|;1dfl|;1dfn|i;1dg7|;1dg9|f;1dgq|;1dkw|4;1e6o|9;1e7k|y;1e8k|i;1e94|3;1edd|59;1eiq|5;1eiy|5;1ej6|5;1eje|2;1ejk|6;1ejs|6;2q68|c;2q6o|2k;2q9c|1o;2qdc|2;2qds|17;2qf4|8;2qfk|1;2tav|;2td8|;2ua2|;2uco|;2v0k|;2wk5|;2wst|;2xec|;2xpj|;2zbw|;30ds|;30fh|;31an|;31wv|;32e8|;32t9|;339f|;33uj|;34rd|;36cx|;36hp|;37jd|;37jk|;37r5|;37rm|;3905|;39ku|;39o5|;39q6|;3ak2|;3aka|;3alw|;3at4|;3b2v|;3b87|;3br8|;3c5z|;3d7o|;3dnc|;3dxt|;3fic|;3gfz|;3gh1|;3gz6|;3hap|;3hfm|;3htb|;3i4d|;3i8r|;3id3|;3j7a|;3jdo|;3l3e|;3l41|;3l73|;3lxx|;3lyb|;3mji|;3mkp|;3mv3|;3n68|;3n7f|;3p9p|;3pow|;3q04|;3v9x|;3wlv|;3z9g|;42g9|;4651|;4654|;4656|;465o|;465v|;466q|;4676|;467r|;4684|;469e|;46b1|;46bg|;46cg|;46ek|;46hc|;46hr|;4949|;4an2|;")) -r.push(new A.am("Noto Sans Kaithi","notosanskaithi/v16/buEtppS9f8_vkXadMBJJu0tWjLwjQi0KdoZIKlo.ttf","w|;19|;4g|;1uu|9;6bv|2;6c0|;7gs|;x80|9;1hts|1t;1hvx|;")) -r.push(new A.am("Noto Sans Kannada","notosanskannada/v26/8vIs7xs32H97qzQKnzfeXycxXZyUmySvZWItmf1fe6TVmgop9ndpS-BqHEyGrDvNzSIMLsPKrkY.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;2gw|c;2ha|2;2he|m;2i2|9;2id|4;2ik|8;2iu|2;2iy|3;2j9|1;2ji|;2jk|3;2jq|9;2k1|1;5ow|;5oy|;5p6|;5pu|;5pw|1;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;x80|5;")) -r.push(new A.am("Noto Sans Kayah Li","notosanskayahli/v20/B50nF61OpWTRcGrhOVJJwOMXdca6Yecki3E06x2jVTX3WCc3CZH4EXLuKVM.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xds|1b;")) -r.push(new A.am("Noto Sans Kharoshthi","notosanskharoshthi/v16/Fh4qPiLjKS30-P4-pGMMXCCfvkc5Vd7KE5z4rFyx5mR1.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1gjk|3;1gjp|1;1gjw|7;1gk5|2;1gk9|s;1gl4|2;1glb|9;1gls|8;")) -r.push(new A.am("Noto Sans Khmer","notosanskhmer/v23/ijw3s5roRME5LLRxjsRb-gssOenAyendxrgV2c-Zw-9vbVUti_Z_dWgtWYuNAJz4kAbrddiA.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4n4|2l;4ps|9;4q8|9;540|v;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Khojki","notosanskhojki/v16/-nFnOHM29Oofr2wohFbTuPPKVWpmK_d709jy92k.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;25i|9;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;x80|9;1i4g|h;1i4z|17;")) -r.push(new A.am("Noto Sans Khudawadi","notosanskhudawadi/v16/fdNi9t6ZsWBZ2k5ltHN73zZ5hc8HANlHIjRnVVXz9MY.ttf","w|;4g|;1us|1;6bw|1;6c3|1;7gs|;x80|9;1i9c|1m;1ib4|9;")) -r.push(new A.am("Noto Sans Lao","notosanslao/v24/bx6lNx2Ol_ixgdYWLm9BwxM3NW6BOkuf763Clj73CiQ_J1Djx9pidOt4ccbdf5MK3riB2w.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;2v5|1;2v8|;2vb|1;2ve|;2vh|;2vo|3;2vt|6;2w1|2;2w5|;2w7|;2wa|1;2wd|c;2wr|2;2ww|4;2x2|;2x4|5;2xc|9;2xo|3;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|1;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Lepcha","notosanslepcha/v16/0QI7MWlB_JWgA166SKhu05TekNS32AJstqBXgd4.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5j4|1j;5kr|e;5l9|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Limbu","notosanslimbu/v22/3JnlSDv90Gmq2mrzckOBBRRoNJVj0MF3OHRDnA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;4xs|u;4yo|b;4z4|b;4zk|;4zo|b;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Linear A","notosanslineara/v16/oPWS_l16kP4jCuhpgEGmwJOiA18FZj22zmHQAGQicw.ttf","w|;4g|;1fr4|8m;1g00|l;1g0w|7;")) -r.push(new A.am("Noto Sans Linear B","notosanslinearb/v15/HhyJU4wt9vSgfHoORYOiXOckKNB737IV3BkFTq4EPw.ttf","w|;4g|;1ekg|b;1ekt|p;1elk|i;1em4|1;1em7|e;1emo|d;1eo0|3e;1erk|2;1err|18;1et3|8;")) -r.push(new A.am("Noto Sans Lisu","notosanslisu/v25/uk-3EGO3o6EruUbnwovcYhz6kh57_nqbcTdjJnHP2Vwt29IlxkVdig.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jg|;jq|1;jt|;jx|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;9hm|1;wk0|1b;1kts|;")) -r.push(new A.am("Noto Sans Lycian","notosanslycian/v15/QldVNSNMqAsHtsJ7UmqxBQA9r8wA5_naCJwn00E.ttf","w|;4g|;1f28|s;")) -r.push(new A.am("Noto Sans Lydian","notosanslydian/v15/c4m71mVzGN7s8FmIukZJ1v4ZlcPReUPXMoIjEQI.ttf","w|;4g|;1gdc|p;1ge7|;")) -r.push(new A.am("Noto Sans Mahajani","notosansmahajani/v15/-F6sfiVqLzI2JPCgQBnw60Agp0JrvD5Fh8ARHNh4zg.ttf","w|;4g|;1us|b;6bw|1;7gs|;x80|9;1hzk|12;")) -r.push(new A.am("Noto Sans Malayalam","notosansmalayalam/v26/sJoi3K5XjsSdcnzn071rL37lpAOsUThnDZIfPdbeSNzVakglNM-Qw8EaeB8Nss-_RuD9BFzEr6HxEA.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;mb|;me|2;1u9|1;1us|1;2kg|c;2ku|2;2ky|1e;2me|2;2mi|5;2ms|f;2na|p;5p6|;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;x80|2;")) -r.push(new A.am("Noto Sans Mandaic","notosansmandaic/v15/cIfnMbdWt1w_HgCcilqhKQBo_OsMI5_A_gMk0izH.ttf","w|;4g|;18g|;1mo|r;1ni|;6bw|1;7gs|;")) -r.push(new A.am("Noto Sans Manichaean","notosansmanichaean/v15/taiVGntiC4--qtsfi4Jp9-_GkPZZCcrfekqCNTtFCtdX.ttf","w|;4g|;18g|;6bw|1;7gs|;1e68|;1gow|12;1gq3|b;")) -r.push(new A.am("Noto Sans Marchen","notosansmarchen/v17/aFTO7OZ_Y282EP-WyG6QTOX_C8WZMHhPk652ZaHk.ttf","w|;4g|;7gs|;1k6o|v;1k7m|l;1k89|d;")) -r.push(new A.am("Noto Sans Masaram Gondi","notosansmasaramgondi/v17/6xK_dThFKcWIu4bpRBjRYRV7KZCbUq6n_1kPnuGe7RI9WSWX.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1kao|6;1kaw|1;1kaz|17;1kca|;1kcc|1;1kcf|8;1kcw|9;")) -r.push(new A.am("Noto Sans Math","notosansmath/v15/7Aump_cpkSecTWaHRlH2hyV5UHkG-V048PW0.ttf","w|2m;4g|;4n|;4s|;4x|;5z|;6v|;le|1;lh|;lj|1;mo|;pd|g;pv|6;q9|o;r5|;r9|1;s0|1;s4|1;6cy|5;6dz|;6hc|c;6ht|;6hx|a;6iq|;6iy|4;6j4|2;6j9|;6jd|4;6jo|;6js|;6jw|1;6jz|2;6k3|5;6kc|4;6kl|4;6mo|u;6nk|1h;6pd|1;6pg|7f;6x4|3;6xc|;6xl|;6xo|5;6ye|1w;70c|;711|;717|r;72o|;730|5;778|1;7fz|;7g3|;7g7|;7gd|;7gh|;7gq|;7gs|;7i3|;7l9|2;7uo|1r;83k|e7;8i6|3;8j4|s;8ou|;1efv|;1efx|;2kg0|2c;2kie|1y;2kke|1;2kki|;2kkl|1;2kkp|3;2kku|b;2kl7|;2kl9|6;2klh|1s;2knb|3;2knh|7;2knq|6;2kny|r;2kor|3;2kow|4;2kp2|;2kp6|6;2kpe|9f;2kyw|83;2l72|1d;2pkw|3;2pl1|q;2plt|1;2plw|;2plz|;2pm1|9;2pmc|3;2pmh|;2pmj|;2pmq|;2pmv|;2pmx|;2pmz|;2pn1|2;2pn5|1;2pn8|;2pnb|;2pnd|;2pnf|;2pnh|;2pnj|;2pnl|1;2pno|;2pnr|3;2pnw|6;2po4|3;2po9|3;2poe|;2pog|9;2por|g;2ppd|2;2pph|4;2ppn|g;2prk|1;")) -r.push(new A.am("Noto Sans Mayan Numerals","notosansmayannumerals/v15/PlIuFk25O6RzLfvNNVSivR09_KqYMwvvDKYjfIiE68oo6eepYQ.ttf","w|;4g|;2k80|j;")) -r.push(new A.am("Noto Sans Medefaidrin","notosansmedefaidrin/v22/WwkzxOq6Dk-wranENynkfeVsNbRZtbOIdLb1exeM4ZeuabBfmErWlT318e5A3rw.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;20cg|2i;")) -r.push(new A.am("Noto Sans Meetei Mayek","notosansmeeteimayek/v14/HTxAL3QyKieByqY9eZPFweO0be7M21uSphSdhqILnmrRfJ8t_1TJ_vTW5PgeFYVa.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;xr4|m;xxc|19;xyo|9;")) -r.push(new A.am("Noto Sans Meroitic","notosansmeroitic/v16/IFS5HfRJndhE3P4b5jnZ3ITPvC6i00UDgDhTiKY9KQ.ttf","w|;1m|;4g|;6cm|;6e5|;1gg0|1j;1gho|j;1gia|19;")) -r.push(new A.am("Noto Sans Miao","notosansmiao/v17/Dxxz8jmXMW75w3OmoDXVV4zyZUjgUYVslLhx.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;20hs|22;20jz|1k;20lr|g;")) -r.push(new A.am("Noto Sans Modi","notosansmodi/v20/pe03MIySN5pO62Z5YkFyT7jeav5qWVAgVol-.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1tp|;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;x80|9;1iww|1w;1iz4|9;")) -r.push(new A.am("Noto Sans Mongolian","notosansmongolian/v17/VdGCAYADGIwE0EopZx8xQfHlgEAMsrToxLsg6-av1x0.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4qo|e;4r4|9;4rk|2g;4u8|16;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6cv|;6d5|1;6dk|1;6gc|;6jm|;6qa|;76o|j;7gs|;9hd|1;9hm|5;1e7x|1;1e81|3;1izk|c;")) -r.push(new A.am("Noto Sans Mro","notosansmro/v18/qWcsB6--pZv9TqnUQMhe9b39WDzRtjkho4M.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1zk0|u;1zkw|9;1zla|1;")) -r.push(new A.am("Noto Sans Multani","notosansmultani/v20/9Bty3ClF38_RfOpe1gCaZ8p30BOFO1A0pfCs5Kos.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;21y|9;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1i80|6;1i88|;1i8a|3;1i8f|e;1i8v|a;")) -r.push(new A.am("Noto Sans Myanmar","notosansmyanmar/v20/AlZq_y1ZtY3ymOryg38hOCSdOnFq0En23OU4o1AC.ttf","w|;1r|;4g|;35s|4f;6bv|2;6c8|1;6cc|1;6cm|;7gs|;xf2|;xk0|u;xnk|v;1e68|;")) -r.push(new A.am("Noto Sans NKo","notosansnko/v2/esDX31ZdNv-KYGGJpKGk2_RpMpCMHMLBrdA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;170|;17f|;17j|;19m|;1j4|1m;1kt|2;60w|5;61q|;642|1;6bw|3;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;93w|1;1e0u|1;")) -r.push(new A.am("Noto Sans Nabataean","notosansnabataean/v15/IFS4HfVJndhE3P4b5jnZ34DfsjO330dNoBJ9hK8kMK4.ttf","w|;4g|;1g8w|u;1g9z|8;")) -r.push(new A.am("Noto Sans New Tai Lue","notosansnewtailue/v20/H4cKBW-Pl9DZ0Xe_nHUapt7PovLXAhAnY7wqaLy-OJgU3p_pdeXAYUbghFPKzeY.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;51c|17;52o|p;53k|1;53n|7;53y|1;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;9hc|2;9hk|3;1edd|;1edk|1;1edo|;1edq|;1ee2|1;1ee7|;1eg1|;1eg4|;")) -r.push(new A.am("Noto Sans Newa","notosansnewa/v16/7r3fqXp6utEsO9pI4f8ok8sWg8n_qN4R5lNU.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5x7|;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1iio|2j;1il9|4;")) -r.push(new A.am("Noto Sans Nushu","notosansnushu/v19/rnCw-xRQ3B7652emAbAe_Ai1IYaFWFAMArZKqQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;20o1|;2dm8|az;")) -r.push(new A.am("Noto Sans Ogham","notosansogham/v15/kmKlZqk1GBDGN0mY6k5lmEmww4hrt5laQxcoCA.ttf","w|;4g|;4g0|s;")) -r.push(new A.am("Noto Sans Ol Chiki","notosansolchiki/v21/N0b92TJNOPt-eHmFZCdQbrL32r-4CvhzDzRwlxOQYuVALWk267I6gVrz5gQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5lc|1b;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;")) -r.push(new A.am("Noto Sans Old Hungarian","notosansoldhungarian/v15/E213_cD6hP3GwCJPEUssHEM0KqLaHJXg2PiIgRfjbg5nCYXt.ttf","w|;4g|;6bx|;1h1c|1e;1h34|1e;1h4q|5;")) -r.push(new A.am("Noto Sans Old Italic","notosansolditalic/v15/TuGOUUFzXI5FBtUq5a8bh68BJxxEVam7tWlRdRhtCC4d.ttf","w|;4g|;1f5s|z;1f71|2;")) -r.push(new A.am("Noto Sans Old North Arabian","notosansoldnortharabian/v15/esDF30BdNv-KYGGJpKGk2tNiMt7Jar6olZDyNdr81zBQmUo_xw4ABw.ttf","w|;4g|;1gn4|v;")) -r.push(new A.am("Noto Sans Old Permic","notosansoldpermic/v16/snf1s1q1-dF8pli1TesqcbUY4Mr-ElrwKLdXgv_dKYB5.ttf","w|;4g|;lc|;li|2;lv|;w3|;6hn|;7gs|;1f80|16;")) -r.push(new A.am("Noto Sans Old Persian","notosansoldpersian/v15/wEOjEAbNnc5caQTFG18FHrZr9Bp6-8CmIJ_tqOlQfx9CjA.ttf","w|;4g|;1fa8|z;1fbc|d;")) -r.push(new A.am("Noto Sans Old Sogdian","notosansoldsogdian/v15/3JnjSCH90Gmq2mrzckOBBhFhdrMst48aURt7neIqM-9uyg.ttf","w|;4g|;1hj4|13;")) -r.push(new A.am("Noto Sans Old South Arabian","notosansoldsoutharabian/v15/3qT5oiOhnSyU8TNFIdhZTice3hB_HWKsEnF--0XCHiKx1OtDT9HwTA.ttf","w|;4g|;1gm8|v;")) -r.push(new A.am("Noto Sans Old Turkic","notosansoldturkic/v15/yMJNMJVya43H0SUF_WmcGEQVqoEMKDKbsE2RjEw-Vyws.ttf","w|;4g|;1gxs|20;")) -r.push(new A.am("Noto Sans Oriya","notosansoriya/v27/AYCppXfzfccDCstK_hrjDyADv5e9748vhj3CJBLHIARtgD6TJQS0dJT5Ivj0f6_c6LhHBRe-.ttf","w|c;1a|28;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jg|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;nu|;1us|1;269|2;26d|7;26n|1;26r|l;27e|6;27m|1;27p|4;27w|8;287|1;28b|2;28m|1;28s|1;28v|4;292|h;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Osage","notosansosage/v18/oPWX_kB6kP4jCuhpgEGmw4mtAVtXRlaSxkrMCQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;ns|;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1fhs|z;1fiw|z;")) -r.push(new A.am("Noto Sans Osmanya","notosansosmanya/v18/8vIS7xs32H97qzQKnzfeWzUyUpOJmz6kR47NCV5Z.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1fgg|t;1fhc|9;")) -r.push(new A.am("Noto Sans Pahawh Hmong","notosanspahawhhmong/v18/bWtp7e_KfBziStx7lIzKKaMUOBEA3UPQDW7krzc_c48aMpM.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1zpc|1x;1zrk|9;1zrv|6;1zs3|k;1zst|i;")) -r.push(new A.am("Noto Sans Palmyrene","notosanspalmyrene/v15/ZgNPjOdKPa7CHqq0h37c_ASCWvH93SFCPnK5ZpdNtcA.ttf","w|;4g|;1g80|v;")) -r.push(new A.am("Noto Sans Pau Cin Hau","notosanspaucinhau/v20/x3d-cl3IZKmUqiMg_9wBLLtzl22EayN7ehIdjEWqKMxsKw.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1juo|1k;")) -r.push(new A.am("Noto Sans Phags Pa","notosansphagspa/v15/pxiZyoo6v8ZYyWh5WuPeJzMkd4SrGChkqkSsrvNXiA.ttf","w|;4g|;4qp|2;4qt|;6bv|4;6cl|1;7gs|;9hd|1;9hj|a;9hw|7;x8g|1j;1e68|;")) -r.push(new A.am("Noto Sans Phoenician","notosansphoenician/v15/jizFRF9Ksm4Bt9PvcTaEkIHiTVtxmFtS5X7Jot-p5561.ttf","w|;4g|;1gcg|r;1gdb|;")) -r.push(new A.am("Noto Sans Psalter Pahlavi","notosanspsalterpahlavi/v15/rP2Vp3K65FkAtHfwd-eISGznYihzggmsicPfud3w1G3KsUQBct4.ttf","w|;4g|;18g|;6bw|1;7gs|;1gu8|h;1gux|3;1gvd|6;")) -r.push(new A.am("Noto Sans Rejang","notosansrejang/v18/Ktk2AKuMeZjqPnXgyqrib7DIogqwN4O3WYZB_sU.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xf4|z;xgf|;")) -r.push(new A.am("Noto Sans Runic","notosansrunic/v15/H4c_BXWPl9DZ0Xe_nHUaus7W68WWaxpvHtgIYg.ttf","w|;4g|;4gw|2g;")) -r.push(new A.am("Noto Sans SC","notosanssc/v26/k3kXo84MPvpLmixcA63oeALhL4iJ-Q7m8w.otf","w|2m;4g|2r;7k|3;7u|1;88|3;8z|1;93|1;98|3;9e|1;a0|5;b6|;bk|1;bz|1;ct|f;e0|1;gh|;gx|;jf|;jr|;jt|2;k9|;kq|1;lc|1;lg|;lj|;lo|;pd|g;pv|6;q9|o;sh|;sw|1r;up|;5z2|1;61s|2h;6bm|1;6c0|6;6c8|2;6cc|2;6cg|2;6cl|2;6cw|;6cy|1;6d1|;6d5|3;6de|;6dj|2;6dt|;6es|;6g9|;6gb|1;6hp|1;6io|;6ir|;6it|;6ix|1;6j3|;6j7|;6ja|;6jl|1;6jq|1;6jv|;6jy|;6k5|;6kb|;6lc|b;6ls|b;6mo|9;6ns|1;6o4|2;6ob|1;6og|;6oi|;6ok|;6p2|3;6ph|;6ps|;6pu|1;6px|6;6q7|;6q9|2;6qd|;6qi|;6ql|3;6qr|;6qt|9;6r8|3;6rh|;6rn|;6rp|;6rs|;6rw|;6s2|;6sg|2;6sk|3;6sq|1;6su|1;6sy|1;6t2|1;6te|5;6tm|1;6tx|4;6u8|;6ud|;6v3|;6vu|1;6wf|;6x1|2;6xe|;6xk|;6y1|1;71s|1;726|e;72m|;72y|1;74z|;76o|97;7g1|2;7g6|1;7gc|1;7gg|1;7gm|6;7gu|5;7he|4;7hr|;7i8|3;7id|1;7ih|;7im|1;7iu|1;7j0|3;7jj|;7k0|2;7kw|f;7le|b;7mo|;7nh|1;7pe|;7pv|;7q2|;7r1|;7r3|1;7rq|;7sm|t;7tt|;850|1;88v|;8ai|1;8hx|2;8ii|;8lx|;94q|1;96o|p;97f|2g;9a8|5x;9gw|b;9hc|1r;9j5|2d;9ll|2u;9ol|16;9pt|1e;9r9|15;9sg|17;9ts|z;9v4|1a;9wg|7f;a3x|58o;feo|g6n;1d6o|3;1d6t|1;1d6z|1;1d79|;1d7b|3;1d7l|;1d7w|1;1d7z|;1d81|4;1d87|3;1d8j|;1d8n|3;1d8u|;1d8y|1;1d9a|;1d9e|5;1d9q|;1d9u|;1d9w|;1d9y|;1da1|2;1da6|2;1dac|1;1dai|2;1dam|;1dar|;1dat|;1daw|;1dbi|;1dbn|;1dbr|;1dbv|;1dbx|1;1dc0|;1dc5|1;1dcg|;1dco|1;1dcs|4;1dcy|2;1dd3|;1dd5|;1ddd|;1ddg|1;1ddm|;1ddp|;1ddr|;1ddu|;1ddx|3;1de2|;1de4|3;1de9|;1deb|1;1deg|;1den|2;1der|1;1dev|2;1df3|;1df7|2;1dfb|1;1dfe|;1dfr|;1dft|;1dfv|;1dgd|1;1dkw|4;1e6o|9;1e7k|y;1e8k|i;1e94|3;1edd|4e;1eht|t;1eiq|5;1eiy|5;1ej6|5;1eje|2;1ejk|6;1ejs|6;2q68|c;2q6o|2k;2q9c|1o;2qdc|2;2qds|17;2qf4|8;2qfk|1;2t8n|;2t8p|;2tak|;2tes|;2uco|;2ueu|;2vo0|;2x0a|;2x3n|;2xg7|;31cf|;33rf|;353r|1;35er|;3666|;366m|;37jd|;37q3|;37r5|;37ul|;37wp|;39yq|;3a02|;3a20|;3b2v|;3bvb|;3cip|;3czx|;3ddi|;3dks|;3dxt|;3ecc|;3eht|;3gz6|;3i5r|;3id3|;3iex|;3j7s|;3jp4|;3jpx|;3jz4|;3knd|;3kuf|;3kun|;3kup|;3kus|;3l73|;3lax|;3mv3|;3n68|;3on2|;3on7|;3ong|;3qal|;3qij|;3qjb|;3qr4|;3qra|;3qs8|;3rtu|;3s4n|1;3s53|1;3sa5|;3shs|;3skj|;3skv|;3sky|;3sl9|;3sp0|;3spc|;3spf|;3srl|;3svb|;3svj|;3svq|;3svt|;3swd|1;3sxi|;3t0u|1;3t0z|;3t2f|;3t2s|;3t3w|1;3t46|2;3t4a|;3t4c|;3t79|1;3t7x|;3t9p|;3tex|;3tfp|;3tgm|;3th5|;3th8|;3thi|;3thm|;3ti4|;3tmg|;3u13|;3u5b|;3u5e|;3u64|;3u6b|;3uaj|;3uk7|;3ukn|;3unr|;3up5|;3v3d|1;3v6x|;3v7u|;3vf9|;3vfd|;3vg9|;3vjw|;3vk8|;3vl0|;3vo7|;3vq3|;3vq9|;3vqc|;3vyg|;3vys|;3vyv|;3w3m|;3w9f|;3w9k|;3w9t|;3wa1|;3wa3|2;3wa7|;3waq|;3way|1;3wh8|;3whb|;3wkf|;3wld|;3wn1|;3wt5|;3wta|;3wtd|;3wtv|;3wuf|;3wui|;3wv1|;3x1e|;3x1q|;3x4t|;3x61|;3x9l|;3x9p|1;3x9t|;3xa0|1;3xa3|;3xa7|;3xa9|;3xai|;3xam|;3xay|1;3xb8|;3xbd|;3xbg|;3xbj|;3xbn|;3xbq|;3xbs|;3xbw|;3xdd|;3xdr|1;3xe6|;3xhy|;3xi7|;3xmd|1;3xml|;3xmn|;3xmq|1;3xmy|;3xqj|;3xql|;3xqn|1;3xr3|1;3xrc|;3xrh|1;3xsl|;3xug|;3xui|;3xur|;3xuu|;3xuy|;3xx8|;3xxk|;3xxv|;3z9g|;4684|;469i|;4an1|1;4ay4|;")) -r.push(new A.am("Noto Sans Saurashtra","notosanssaurashtra/v19/ea8GacQ0Wfz_XKWXe6OtoA8w8zvmYwTef9ndjhPTSIx9.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xa8|1x;xce|b;")) -r.push(new A.am("Noto Sans Sharada","notosanssharada/v16/gok0H7rwAEdtF9N8-mdTGALG6p0kwoXLPOwr4H8a.ttf","w|10;1y|2;22|4;28|4;2e|14;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;5p3|;5p5|;5p8|1;5pc|;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1i0w|2n;")) -r.push(new A.am("Noto Sans Shavian","notosansshavian/v15/CHy5V_HZE0jxJBQlqAeCKjJvQBNF4EFQSplv2Cwg.ttf","w|;4g|;1ff4|1b;")) -r.push(new A.am("Noto Sans Siddham","notosanssiddham/v17/OZpZg-FwqiNLe9PELUikxTWDoCCeGqndk3Ic92ZH.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1itc|1h;1iuw|11;")) -r.push(new A.am("Noto Sans Sinhala","notosanssinhala/v26/yMJ2MJBya43H0SUF_WmcBEEf4rQVO2P524V5N_MxQzQtb-tf5dJbC30Fu9zUwg2a5lgLpJwbQRM.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;2o1|2;2o5|h;2oq|n;2pf|8;2pp|;2ps|6;2q2|;2q7|5;2qe|;2qg|7;2qu|9;2r6|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1i3l|j;")) -r.push(new A.am("Noto Sans Sogdian","notosanssogdian/v15/taiQGn5iC4--qtsfi4Jp6eHPnfxQBo--Pm6KHidM.ttf","w|;4g|;18g|;6bw|;7gs|;1hkg|15;")) -r.push(new A.am("Noto Sans Sora Sompeng","notosanssorasompeng/v24/PlIRFkO5O6RzLfvNNVSioxM2_OTrEhPyDLolKvCsHzCxWuGkYHR818DpZXJQd4Mu.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1hw0|o;1hww|9;")) -r.push(new A.am("Noto Sans Soyombo","notosanssoyombo/v15/RWmSoL-Y6-8q5LTtXs6MF6q7xsxgY0FrIFOcK25W.ttf","w|;4g|;7gs|;1jrk|2a;")) -r.push(new A.am("Noto Sans Sundanese","notosanssundanese/v24/FwZw7_84xUkosG2xJo2gm7nFwSLQkdymq2mkz3Gz1_b6ctxpNNHCizv7fQES.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5fk|1r;5og|7;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Syloti Nagri","notosanssylotinagri/v20/uU9eCAQZ75uhfF9UoWDRiY3q7Sf_VFV3m4dGFVfxN87gsj0.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;1ye|9;60w|5;61q|;642|1;6bv|2;6c0|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6dx|;6gc|;6jm|;6qa|;7gs|;x6o|18;")) -r.push(new A.am("Noto Sans Syriac","notosanssyriac/v16/Ktk7AKuMeZjqPnXgyqribqzQqgW0LYiVqV7dXcP0C-VD9MaJyZfUL_FC.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;m8|;mb|5;ml|1;mo|1;170|;17f|;17j|;17l|;18g|;18r|a;19c|c;19s|;1ds|d;1e7|1n;1fx|2;60w|5;61q|;642|1;6bw|3;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6dg|;6gc|;6jm|;6qa|;7gs|;7lc|1;")) -r.push(new A.am("Noto Sans 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p;kvt|;kvv|9;kw6|;kw9|8;kwj|3;kwp|;kwx|1;kx0|5;kx7|3;kxd|3;kxi|n;ky7|;ky9|;kyb|e;kyr|;kyt|4;kyz|2;kz6|3;kzc|9;kzn|6;kzv|g;l0d|e;l0t|;l0v|;l0x|;l10|;l12|;l16|;l1a|7;l1j|;l1l|1;l1o|b;l21|f;l2j|4;l2p|a;l31|1;l36|1;l39|8;l3j|2;l3n|1;l3s|9;l45|;l47|1;l4a|2;l4e|3;l4j|;l4m|;l4o|4;l4w|;l4y|3;l54|3;l5b|4;l5i|4;l5p|1;l5s|1;l5v|;l5x|;l60|;l64|1;l67|;l69|e;l6p|2;l6t|9;l74|2;l78|3;l7d|;l7f|1;l7i|9;l7u|;l7x|;l7z|;l82|;l84|;l86|5;l8e|6;l8m|;l8o|2;l8s|3;l8x|;l90|5;l97|;l9a|2;l9e|5;l9m|1;l9p|3;l9u|1;l9x|2;la2|;la4|1;la7|2;lab|a;lan|1;laq|2;lau|2;lay|2;lb2|;lb4|4;lba|2;lbe|2;lbj|1;lbm|1;lbr|f;lc8|1;lcb|2;lcf|2;lcj|3;lco|5;lcv|2;lcz|5;ld6|2;lda|d;ldp|6;ldy|;le1|7;lea|;lec|1;lef|a;let|6;lf1|9;lfc|3;lfh|j;lg2|4;lg8|5;lgf|;lgi|;lgq|a;lh2|h;lhl|e;li1|a;lid|;lif|c;lit|;lix|;lj3|j;ljq|5;ljx|3;lk2|;lk4|u;lla|;llj|5;llq|c;lm4|6;lmc|10;lne|;lno|1;lnu|2;lny|1;lo1|4;lo7|9;loi|;lok|9;lov|n;lpk|f;lq1|5;lq8|;lqa|3;lqi|;lqn|;lqt|;lqw|5;lr3|n;lrs|9;ls3|4;ls9|2;lsd|s;lt7|;lta|1;ltd|3;lti|3;lto|;lty|;lu0|1;lu3|;lu5|3;lua|2;lue|h;luy|1;lv2|14;lw8|5;lwi|;lwo|1;lwr|4;lwx|1;lx0|r;lxu|8;ly4|;ly6|9;lyh|o;lz7|1;lzi|a;lzu|a;m06|1;m09|7;m0i|2;m0m|c;m10|a;m1c|;m1e|5;m1p|p;m2g|c;m2u|9;m37|2;m3c|c;m3q|3;m3v|7;m44|;m46|2;m4a|2;m4e|3;m4j|4;m4p|6;m4x|;m50|g;m5i|6;m5r|6;m5z|5;m66|8;m6g|5;m6o|2;m6s|4;m6y|i;m7i|3;m7o|6;m7w|3;m81|5;m89|2;m8e|1;m8h|5;m8o|2;m8v|2;m8z|4;m95|;m97|6;m9f|2;m9j|7;m9s|;m9w|4;ma2|g;mak|6;mas|;mb3|2;mb7|d;mbm|;mbo|2;mbt|5;mc0|;mc3|;mc7|;mc9|a;mcl|1;mco|1;mcr|1;mcu|8;md6|1;mda|;mdc|7;mdl|b;mdy|4;me4|g;mem|;meo|8;mey|4;mf4|2;mf8|6;mfg|;mfi|4;mfo|;mfq|f;mg7|3;mgc|1;mgf|6;mgn|3;mgs|f;mha|4;mhg|2;mhk|5;mhr|3;mhw|4;mi3|3;mi8|2;mic|2;mig|1;mij|8;mit|2;mix|1;mj0|4;mj7|4;mjd|2;mjh|2;mjm|c;mk0|;mk5|1;mk8|3;mkd|5;mkk|;mkm|6;mkv|1;mky|1;ml1|e;mli|1;mll|1;mlo|;mlq|2;mlu|2;mly|3;mm3|7;mmc|5;mmj|d;mmy|1;mn1|2;mn5|9;mng|4;mnm|;mno|1;mnu|;mnx|;mnz|7;mo9|5;mog|2;mok|;mom|4;mos|;mov|5;mp2|;mp4|3;mpf|1;mpi|c;mpw|;mpz|1;mq2|2;mq7|4;mqe|3;mqj|3;mqq|1;mqt|9;mr4|c;mri|7;mrs|2;mrw|6;ms7|4;msd|5;msl|7;msu|a;mt6|i;mtq|1;mtu|6;mu4|6;muc|9;muq|a;mv2|2;mv6|e;mvm|c;mw0|b;mwd|2;mwj|q;mxd|1;mxg|3;mxl|d;my0|i;myk|;myn|o;mzd|c;mzr|f;n09|1;n0c|7;n0l|8;n0w|;n0y|;n10|1;n13|a;n1f|8;n1p|;n1r|3;n1w|7;n25|6;n2d|1;n2g|;n2i|2;n2n|1;n2r|m;n3g|;n3i|;n3k|2;n3o|4;n3v|;n3x|3;n42|3;n47|1;n4b|f;n4s|3;n4x|1;n51|1;n54|d;n5j|4;n5p|3;n5u|;n5y|2;n62|5;n69|;n6b|2;n6h|4;n6n|1;n6q|5;n6y|6;n76|;n7a|4;n7h|3;n7n|1;n7q|1;n7u|8;n84|1;n88|2;n8d|1;n8i|3;n8n|;n8q|1;n8w|6;n94|d;n9j|1;n9m|8;n9w|1;n9z|d;nae|1;nal|;nan|k;nbb|6;nbj|2;nbn|3;nbt|g;ncc|1;ncf|6;nco|;ncq|3;ncw|;ncy|1;nd2|3;nd8|8;ndi|4;ndo|;ndr|3;ndw|3;ne1|1;ne4|a;neg|7;nep|1;nes|;neu|5;nf2|2;nf6|1;nf9|1;nfd|5;nfl|;nfo|2;nfu|1;nfx|3;ng4|1;ng7|1;nga|1;ngd|2;ngi|4;ngo|2;ngs|2;ngy|2;nh2|;nh5|6;nhd|;nhf|4;nhl|1;nho|9;nhz|5;ni6|;ni9|;nib|2;nif|5;nim|5;nit|;nix|2;nj1|3;nj6|7;njf|;njh|;njj|;njl|d;nk0|;nk3|4;nka|5;nki|;nkk|2;nko|4;nku|5;nl1|a;nle|;nlj|e;nlz|2;nm3|4;nm9|;nmb|;nmd|;nmf|c;nmt|;nmv|1;nmy|3;nn3|8;nnd|6;nnm|3;nnr|;nnt|7;no3|2;no7|7;nog|;noi|1;nol|4;nos|8;np3|7;npe|1;nph|1;npk|1;npo|8;nq0|;nq4|7;nqd|g;nqv|2;nr0|1;nr6|3;nrb|7;nrk|4;nrw|2;ns0|;ns2|;ns4|2;ns8|9;nsp|3;nsu|3;nsz|6;nt8|3;ntd|;ntf|7;ntq|7;ntz|6;nu7|5;nue|;nug|4;num|;nup|;nur|2;nuv|e;nvb|1;nve|1;nvh|8;nvr|3;nvw|9;nw7|;nw9|6;nwh|1;nwk|2;nwp|;nws|;nwu|;nww|4;nx3|;nx5|;nx7|3;nxd|;nxf|c;nxt|5;ny0|a;nyc|8;nyn|m;nzb|4;nzh|;nzk|4;nzt|1;nzw|7;o06|2;o0a|1;o0d|g;o0v|3;o10|a;o1c|4;o1i|5;o1p|4;o1w|2;o20|a;o2c|2;o2g|;o2k|4;o2q|2;o2u|1;o2x|5;o35|;o38|;o3a|2;o3e|1;o3k|;o3m|4;o3s|;o3u|4;o40|5;o47|5;o4e|2;o4i|;o4m|;o4o|;o4q|8;o53|;o55|7;o5f|b;o5w|;o5y|2;o62|2;o67|3;o6d|;o6f|2;o6j|3;o6o|2;o6s|2;o6w|3;o71|4;o77|9;o7j|a;o7y|2;o82|1;o88|4;o8e|a;o8q|2;o8u|7;o93|4;o9b|;o9d|;o9f|;o9k|5;o9r|1;o9u|5;oa1|2;oa5|2;oae|1;oah|8;oas|2;oaw|4;ob2|6;obc|3;obh|3;obm|j;oc8|1;ocb|;ocg|;oci|g;od0|2;od4|;odc|7;odl|;odo|c;oe3|;oea|;oec|1;oef|1;oei|8;oes|9;of4|4;ofg|3;ofl|1;ofo|1;ofr|2;ofy|;og0|1;og4|3;og9|3;oge|2;ogk|1;ogo|k;ohc|4;ohj|c;ohx|2;oi1|9;oid|;oih|;oij|8;oit|8;oj4|;oj7|;oj9|;ojb|2;ojf|5;ojm|3;ojr|3;ojw|1;ok0|1;ok3|1;ok6|1;ok9|4;okf|1;okj|4;okp|7;oky|3;ol4|9;olf|3;olk|2;olo|2;olt|1;olw|4;om4|;om6|1;om9|2;omd|3;omk|;omm|1;omp|4;omw|7;on6|1;on9|;onb|7;onk|7;ont|1;onw|4;oo2|;oo6|2;ooa|;ooc|d;oor|3;oow|y;opx|;oq0|1;oq3|1;oq6|5;oqd|1;oqg|f;oqy|;or1|9;orc|;ore|5;orl|2;orq|5;orx|6;os9|4;osf|2;osj|3;oso|1;osr|4;osx|6;ot8|8;oti|f;otz|b;ouc|3;ouh|7;ouq|2;ouv|a;ov7|7;ovg|;ovi|9;ovt|5;ow3|;ow7|g;owq|b;ox3|;ox5|2;ox9|s;oy4|;oy8|c;oym|5;oyt|;oyv|9;oz6|g;ozq|2;ozu|5;p01|b;p0f|;p0k|;p0s|;p16|;p1j|;p1r|;p27|;p3a|;p4m|4;p4t|4;p4z|2;p53|e;p5k|;p5n|6;p5v|;p5x|9;p68|3;p6d|a;p6r|;p6t|a;p75|6;p7e|4;p7k|9;p7w|n;p8l|;p8n|;p8p|9;p90|1;p93|;p97|8;p9h|g;p9z|h;paj|7;pas|5;paz|6;pb8|2;pbc|2;pbg|;pbi|3;pbn|4;pbt|;pbv|4;pc3|;pc6|2;pca|;pcf|3;pck|;pcm|;pco|;pcq|4;pcx|3;pd2|1;pd8|;pdb|4;pdh|4;pdp|3;pdu|;pdw|3;pe1|3;pe7|1;pea|1;ped|1;peg|5;pen|;pep|2;pet|;pev|;pex|2;pf1|2;pf5|1;pf8|4;pfe|;pfg|1;pfm|8;pfw|5;pg4|a;pgg|1;pgj|3;pgp|;pgs|1;pgv|7;ph4|6;phc|3;phh|5;pho|;phq|;phu|;phw|7;pi5|2;pi9|4;pif|;pih|4;pin|3;pis|;piv|;pix|1;pj1|1;pj6|2;pja|2;pje|c;pjt|3;pjy|;pk0|2;pk4|3;pk9|;pkb|9;pkm|4;pks|1;pkv|1;pky|2;pl2|7;plb|;plf|;plh|;plj|9;plu|1;plx|7;pm6|;pm8|7;pmh|h;pn0|1;pn3|3;pn9|;pnb|4;pnh|d;pnw|3;po2|2;po6|6;poe|4;pok|1;pon|6;pow|2;pp0|2;pp4|;pp6|8;pph|1;ppk|5;ppr|;ppu|8;pq4|4;pqa|;pqc|1;pqf|;pqh|;pqj|;pqm|e;pr2|1;pr5|5;prc|1;prf|4;prl|1;pro|c;ps3|2;ps7|;psa|1;psd|7;pso|3;pst|k;ptf|d;ptu|2;pu2|;pu7|a;puj|1;pum|a;puy|v;pvv|2;pw6|8;pwg|;pwi|;pwk|9;pwv|;pwx|c;pxb|6;pxj|d;pxy|1;pya|1;pye|;pyn|;pyr|5;pyy|5;pz5|;pz7|;pz9|p;q00|;q02|a;q0e|2;q0p|;q0t|i;q1d|;q1f|6;q1n|a;q1z|f;q2g|7;q2p|;q2r|4;q2x|b;q3a|;q3c|;q3f|1;q3k|1;q3n|1;q3q|;q3t|;q3v|l;q4i|c;q4w|p;q5n|f;q65|3;q6a|;q6c|;q6e|;q6g|;q6l|7;q6u|e;q7b|b;q7o|;q7q|;q7s|a;q84|3;q89|b;q8m|1;q8q|1;q8u|;q8x|1;q90|1;q93|5;q9a|6;q9i|a;q9u|o;qak|5;qar|e;qb7|1;qbc|;qbf|;qbh|1;qbk|e;qc1|a;qcd|k;qcz|;qd1|7;qda|;qdc|h;qdv|h;qee|4;qen|2;qer|7;qf1|c;qff|;qfh|5;qfp|5;qfw|a;qg8|a;qgk|;qgm|c;qh0|3;qh5|4;qhb|2;qhf|1;qhi|6;qhq|c;qi4|3;qi9|5;qig|4;qim|2;qiq|1;qit|3;qiz|3;qj4|;qj6|4;qjd|;qjf|1;qji|1;qjl|4;qjr|d;qk7|;qk9|3;qke|;qkl|2;qkq|4;qkw|a;ql8|2;qlc|5;qlj|3;qlp|;qlr|q;qmj|1;qmo|1;qmr|1;qmu|9;qn6|2;qna|;qnc|5;qnj|;qnp|6;qny|;qo0|e;qoh|2;qol|;qoo|4;qou|;qow|a;qp8|2;qpc|5;qpj|1;qpm|2;qpq|5;qpy|;qq4|11;qr7|8;qrh|;qrl|8;qrv|2;qrz|5;qs6|2;qsa|5;qsi|3;qsp|t;qtk|4;qtq|;qtt|3;qty|i;qui|5;quq|5;qux|3;qv2|8;qvc|5;qvj|2;qvn|6;qvv|2;qvz|k;qwl|4;qwr|b;qx4|;qx6|5;qxe|1;qxh|2;qxl|2;qxp|1;qxs|5;qxz|4;qy5|5;qyc|3;qyh|;qyk|8;qyv|2;qyz|8;qz9|d;qzo|;qzr|1;qzu|2;qzy|;r01|1;r04|6;r0c|6;r0l|;r0n|;r0p|7;r0y|;r10|b;r1d|;r1i|2;r1n|1;r1q|k;r2d|2;r2h|3;r2m|;r2o|a;r32|1;r35|6;r3d|a;r3p|3;r3v|3;r41|3;r46|1;r49|;r4b|2;r4f|5;r4m|g;r55|6;r5d|3;r5i|1;r5l|3;r5q|5;r5x|6;r67|;r69|;r6b|5;r6j|4;r6p|6;r6x|1;r70|3;r76|;r7a|1;r7d|1;r7g|5;r7q|;r82|4;r89|4;r8f|a;r8r|2;r8w|4;r92|2;r96|2;r9a|2;r9e|2;r9j|1;r9m|;r9o|;r9q|5;r9x|3;ra3|4;raa|1;rad|;raf|;rah|4;rao|1;ras|;rau|;raw|9;rb8|2;rbc|2;rbg|6;rbo|5;rbv|;rby|;rc0|3;rc6|3;rcb|3;rcg|7;rcp|3;rcu|1;rcx|6;rd7|2;rdb|7;rdk|2;rdo|;rdq|;rds|1;rdv|9;re7|1;rea|;rec|;ree|;reg|8;req|7;rez|2;rf3|;rf5|h;rfo|;rfq|2;rfu|1;rfx|f;rge|4;rgk|4;rgq|m;rhe|6;rhm|7;rhv|;rhx|2;ri1|a;rid|l;rj0|4;rj6|1;rj9|8;rjj|1;rjo|;rjr|4;rjx|9;rk8|;rka|2;rke|2;rki|4;rko|4;rku|2;rlq|;rmq|;rp3|;rp5|;rp7|4;rpd|2;rph|c;rpw|3;rq2|;rq4|1;rq7|;rq9|1;rqc|2;rqg|5;rqn|4;rqt|6;rr1|;rr4|2;rr8|2;rrd|1;rrg|1;rrj|6;rrr|e;rs7|6;rsf|1;rsi|j;rt3|1;rt6|;rt8|1;rtb|;rtd|6;rtl|l;ru8|5;ruf|7;ruo|;ruq|b;rv3|a;rvf|2;rxg|;rxi|3;rxn|5;rxu|2;rxy|5;ry5|;ry8|2;ryc|1;ryh|1;ryk|a;ryx|;ryz|1;rz3|2;rz7|;rz9|a;rzm|5;rzt|1;rzw|;rzy|5;s05|3;s0b|6;s0j|a;s0v|5;s12|6;s1a|6;s1m|;s1o|b;s21|1;s25|u;s31|1;s34|1;s37|3;s3c|2;s3g|6;s3o|c;s43|4;s49|h;s4s|1;s4v|;s4x|7;s56|2;s5a|;s5c|2;s5g|a;s5s|8;s62|;s65|4;s6b|a;s6o|;s6q|;s6u|;s6x|1;s70|1;s74|;s76|1;s7d|6;s7l|3;s7r|1;s7u|8;s84|5;s8b|4;s8h|1;s8k|8;s8u|5;s91|6;s99|1;s9c|g;s9v|3;sa1|1;sa4|4;saa|7;saj|1;sam|d;sb1|n;sbq|1;sby|;scz|;sd7|1;sdb|1;sdf|;sdh|3;sdp|f;se6|1;se9|1;sec|2;seh|e;sey|;sf4|6;sfc|;sfe|1;sfh|1;sfk|;sfo|i;sg8|;sgb|2;sgf|3;sgk|3;sgp|b;sh9|2;shd|7;sho|3;sht|1;shw|;shy|1;si1|d;sig|1;sij|3;sio|4;siv|2;siz|5;sj6|m;sju|1;sjx|;sjz|2;sk4|1;sk7|2;skb|;ske|5;skl|3;skq|;sku|8;sl4|;sl7|;sl9|2;sld|;slf|2;slj|1;slm|1;slq|;slw|9;sm7|6;smg|5;smn|6;smx|g;snf|;snh|5;sno|;snq|e;so6|g;soo|3;sou|3;soz|g;sph|5;spo|;spq|7;spz|3;sq4|;sq6|2;sqa|8;sqk|;sqo|7;sqx|a;sra|;srd|a;srp|;srr|g;ss9|5;ssg|7;ssp|;ssr|6;ssz|7;st8|1;stb|;ste|c;stt|;stv|7;su5|d;suk|e;sv0|;sv2|;sv5|;sv7|5;sve|1;svh|1;svk|a;svw|5;sw4|2;sw8|g;swq|1;swt|a;sx7|5;sxe|;sxi|p;sy9|;syb|a;syo|c;sz2|;sz5|6;szd|3;szi|n;t07|2;t0b|;t0d|4;t0j|h;t12|e;t1i|3;t1n|5;t1u|4;t20|3;t25|k;t2r|3;t2w|1;t30|;t34|i;t3o|8;t3y|g;t4g|1;t4j|b;t4w|a;t58|6;t5g|m;t64|9;t6f|1;t6j|;t6l|;t6n|1;t6q|2;t6u|2;t6y|q;t7q|2;t7w|;t7y|;t80|1;t83|e;t8j|1;t8m|j;t97|;t99|;t9c|;t9g|f;t9x|b;taa|b;tan|3;tas|1;tav|1;taz|;tb1|1;tb4|;tb6|3;tbb|i;tbv|8;tc5|;tcv|;tcy|;tdt|;tdv|;tek|;tfa|;tgt|;thj|;tiv|1;tiy|3;tj3|1;tj6|1;tj9|1;tjc|1;tjf|9;tjq|3;tjv|1;tjy|g;tkg|2;tkl|2;tkp|7;tkz|;tl1|8;tlc|6;tlm|2;tlq|7;tm0|;tmc|;tng|2;tnk|4;tns|;tnu|;tnw|7;to8|5;tof|6;toq|7;toz|1;tp2|;tp4|;tp7|4;tpd|3;tpl|4;tpr|9;tq3|3;tq8|1;tqb|8;tql|2;tqp|8;tqz|1;tr2|;tr5|4;trb|3;trg|;tri|;trk|1;trn|1;trq|;trs|1;trv|2;trz|f;tsi|d;tsx|2;tt1|;tt4|2;ttb|3;ttg|7;ttp|;ttr|1;ttu|7;tu3|;tu5|6;tue|;tug|1;tuj|h;tv2|4;tv8|2;tvc|2;tvh|7;tvq|5;tw1|1;tw5|3;twa|8;twm|;two|2;tws|2;tww|4;tx2|2;tx6|b;txj|4;txp|2;txw|;txz|f;tyg|;tyi|4;typ|3;tyu|5;tz1|c;tzf|5;tzm|7;tzw|5;u03|;u05|1;u0d|1;u0g|3;u0l|1;u0o|3;u0t|b;u16|;u18|c;u1n|6;u1v|1;u1y|3;u23|;u25|3;u2a|3;u2f|2;u2j|;u2p|;u2r|g;u3a|3;u3f|5;u3m|a;u3z|6;u5k|1;u5o|3;u5t|3;u5y|e;u6e|6;u6m|;u6z|1;u72|5;u79|2;u7d|4;u7j|;u7l|1;u7o|2;u7t|1;u7w|2;u80|;u82|1;u85|;u87|3;u8c|;u8e|;u8g|c;u8u|1;u8x|;u90|1;u93|c;u9h|;u9j|c;u9x|;u9z|7;ua8|9;uaj|4;uap|2;uc6|3;ucb|3;uch|;ucj|5;ucq|b;ud4|5;udd|4;udj|;udl|;udn|i;ue7|8;ueh|1;uek|2;ueo|1;ues|b;uf5|6;ufd|8;ufo|2;uft|e;ug9|9;ugk|i;uh4|2;uh8|4;uhe|a;uhq|2;uhu|a;uj3|;ujs|;ujv|;ujx|;ujz|5;uk6|c;ukm|1;ukq|;ukt|;ukv|9;ul8|;ulb|4;uli|1;uln|4;ult|3;uly|1;um1|6;um9|5;umg|a;ums|6;un2|2;un6|3;unb|4;unh|2;unl|4;unr|;unt|3;uny|8;uo8|;uoa|8;uok|2;uoo|3;uov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-r.push(new A.am("Noto Sans Tagalog","notosanstagalog/v18/J7aFnoNzCnFcV9ZI-sUYuvote1R0wwEAA8jHexnL.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4jk|l;4kf|;4l1|1;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Tagbanwa","notosanstagbanwa/v18/Y4GWYbB8VTEp4t3MKJSMmQdIKjRtt_nZRjQEaYpGoQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4l1|1;4m8|c;4mm|2;4mq|1;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Tai Le","notosanstaile/v17/vEFK2-VODB8RrNDvZSUmVxEATwR58tK1W77HtMo.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;37k|9;500|t;50w|4;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;9hd|1;9hk|3;")) -r.push(new A.am("Noto Sans Tai Tham","notosanstaitham/v19/kJEbBv0U4hgtwxDUw2x9q7tbjLIfbPGHBoaVSAZ3MdLJBCUbPgquyaRGKMw.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;55s|1q;57k|s;58f|a;58w|9;59c|d;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;6qh|;")) -r.push(new A.am("Noto Sans Tai Viet","notosanstaiviet/v16/8QIUdj3HhN_lv4jf9vsE-9GMOLsaSPZr644fWsRO9w.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;x3f|1;xog|1u;xqz|4;")) -r.push(new A.am("Noto Sans Takri","notosanstakri/v21/TuGJUVpzXI5FBtUq5a8bnKIOdTwQNO_W3khJXg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;x80|9;1j0g|1k;1j28|9;")) -r.push(new A.am("Noto Sans Tamil","notosanstamil/v27/ieVc2YdFI3GCY6SyQy1KfStzYKZgzN1z4LKDbeZce-0429tBManUktuex7vGo70RqKDt_EvT.ttf","w|2m;4g|3;4l|;4n|4;4t|3;4y|2;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;29u|1;29x|5;2a6|2;2aa|3;2ah|1;2ak|;2am|1;2ar|1;2aw|2;2b2|b;2bi|4;2bq|2;2bu|3;2c0|;2c7|;2cm|k;5p6|;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6es|;6f6|2;6gc|;6gp|;6jm|;6qa|;7gs|;xdf|;1ibl|;1ibn|;1id7|1;")) -r.push(new A.am("Noto Sans Tamil Supplement","notosanstamilsupplement/v19/DdTz78kEtnooLS5rXF1DaruiCd_bFp_Ph4sGcn7ax_vsAeMkeq1x.ttf","1ku8|1d;1kvz|;")) -r.push(new A.am("Noto Sans Telugu","notosanstelugu/v25/0FlxVOGZlE2Rrtr-HmgkMWJNjJ5_RyT8o8c7fHkeg-esVC5dzHkHIJQqrEntezbqQUbf-3v37w.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;2dc|c;2dq|2;2du|m;2ei|f;2f1|7;2fa|2;2fe|3;2fp|1;2fs|2;2g0|3;2g6|9;2gn|8;5p6|;5pu|;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Thaana","notosansthaana/v23/C8c14dM-vnz-s-3jaEsxlxHkBH-WZOETXfoQrfQ9Y4XrbhLhnu4-tbNu.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;170|;17f|;17j|;19c|c;1hc|1d;60w|5;61q|;642|1;6bv|4;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1e5u|;1e65|;")) -r.push(new A.am("Noto Sans Thai","notosansthai/v20/iJWnBXeUZi_OHPqn4wq6hQ2_hbJ1xyN9wd43SofNWcd1MKVQt_So_9CdU5RtpzF-QRvzzXg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jg|;jq|1;jt|;k7|6;lc|4;li|2;lm|2;lu|;me|2;mp|;2rl|1l;2tb|s;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) -r.push(new A.am("Noto Sans Tifinagh","notosanstifinagh/v17/I_uzMoCduATTei9eI8dawkHIwvmhCvbn6rnEcXfs4Q.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|6;lu|;mb|;me|2;mp|;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6cu|;6d5|1;6gc|;6jm|;6qa|;7gs|;8xc|1j;8z3|1;8zj|;")) -r.push(new A.am("Noto Sans Tirhuta","notosanstirhuta/v15/t5t6IQYRNJ6TWjahPR6X-M-apUyby7uGUBsTrn5P.ttf","w|;4g|;1u9|1;1us|1;1ys|3;5pu|;6bw|1;7gs|;x80|9;1im8|1z;1iog|9;")) -r.push(new A.am("Noto Sans Ugaritic","notosansugaritic/v15/3qTwoiqhnSyU8TNFIdhZVCwbjCpkAXXkMhoIkiazfg.ttf","w|;4g|;1f9c|t;1fa7|;")) -r.push(new A.am("Noto Sans Vai","notosansvai/v17/NaPecZTSBuhTirw6IaFn_UrURMTsDIRSfr0.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;wlc|8b;")) -r.push(new A.am("Noto Sans Wancho","notosanswancho/v17/zrf-0GXXyfn6Fs0lH9P4cUubP0GBqAPopiRfKp8.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;2ncw|1l;2nen|;")) -r.push(new A.am("Noto Sans Warang Citi","notosanswarangciti/v17/EYqtmb9SzL1YtsZSScyKDXIeOv3w-zgsNvKRpeVCCXzdgA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1jfk|2a;1ji7|;")) -r.push(new A.am("Noto Sans Yi","notosansyi/v19/sJoD3LFXjsSdcnzn071rO3apxVDJNVgSNg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;9hd|1;9hk|9;9hw|7;9ob|;vls|wc;wi8|1i;1edd|;1edo|;1ee2|1;1ee7|;1eg1|4;")) -r.push(new A.am("Noto Sans Zanabazar Square","notosanszanabazarsquare/v16/Cn-jJsuGWQxOjaGwMQ6fOicyxLBEMRfDtkzl4uagQtJxOCEgN0Gc.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1jpc|1z;")) -q=this.b=A.bwR(new A.aN7(this),r)}return q}, -a37(){var s,r,q,p,o,n=this,m=n.r +r=A.b([new A.ap("Noto Sans","notosans/v28/o-0IIpQlx3QUlC5A4PNb4j5Ba_2c7A.ttf","w|2m;4g|k7;oq|5;p0|6;p8|;pa|j;pv|1q;s0|8v;1s0|3j;59s|g;5mo|8;5ow|12;5q0|1;5q8|6x;5x7|7u;654|5;65c|11;66g|5;66o|7;66x|;66z|;671|;673|u;680|1g;69i|e;69y|d;6ae|5;6al|i;6b6|2;6ba|8;6bk|2s;6ee|b;6es|q;6fk|c;6g0|v;6i8|;6io|2n;6mc|;6mh|;6qa|;6qd|;7gs|;8rk|v;928|36;wu8|2n;wzk|5b;x4y|8;x6d|a;x80|9;xcw|v;xf2|;xtc|1n;1dkw|6;1e68|;1e74|f;1edb|;1ekc|1;")],t.Qg) +if(s)r.push(new A.ap("Noto Color Emoji","notocoloremoji/v24/Yq6P-KqIXTD0t4D9z1ESnKM3-HpFab5s79iz64w.ttf","w|;z|;16|;1c|9;4p|;4u|;6bx|;6d8|;6dl|;6hv|;6jm|;6k9|;6ms|5;6nd|1;6xm|1;6y0|;72n|;73d|a;73s|2;79e|;7fu|1;7g6|;7gg|;7i3|3;7i8|4;7im|;7ip|;7is|1;7iw|;7j1|;7j4|;7j6|1;7ja|;7je|;7ji|1;7js|2;7k0|;7k2|;7k8|b;7kv|1;7kz|;7l1|1;7l4|;7ln|;7lq|1;7ma|5;7mh|;7mj|1;7mo|1;7mv|;7my|1;7n4|1;7nh|1;7no|1;7ns|;7ny|1;7o1|;7o3|1;7op|1;7ow|5;7p3|3;7p9|;7pe|;7ph|;7pk|5;7pr|;7pu|;7pw|;7py|;7q5|;7q9|;7qg|;7qr|1;7r8|;7rb|;7rg|;7ri|;7rn|2;7rr|;7s3|1;7th|2;7tt|;7u8|;7un|;850|1;8hx|2;8ij|1;8k0|;8k5|;9io|;9j1|;9zr|;9zt|;2pz8|;2q4v|;2q9c|1;2q9q|1;2qa6|;2qa9|9;2qcm|p;2qdd|1;2qe2|;2qen|;2qeq|8;2qfk|1;2qkg|x;2qlg|33;2qom|1;2qop|2;2qou|2a;2qr7|2;2qrb|7a;2qyn|1q;2r0p|5;2r0w|n;2r1r|1;2r1v|7;2r2f|;2r2i|3;2r2o|;2r2t|1;2r38|1;2r3c|;2r3l|1;2r3w|;2r42|2;2r4h|2;2r4s|2;2r4x|;2r4z|;2r54|;2r5b|;2r5f|;2r5m|2d;2r9c|1x;2rbf|7;2rbp|2;2rbw|9;2rc9|;2rcb|1;2rcg|;2rcj|9;2rj4|b;2rjk|;2rrg|1a;2rss|9;2rt3|54;2s1c|c;2s1s|8;2s28|19;2s3j|6;2s3y|d;2s4g|8;2s4w|8;jnzk|9;jo0x|p;jo1r|;mbqd|9;mcdo|;mcdq|9;")) +if(!s)r.push(new A.ap("Noto Emoji","notoemoji/v39/bMrnmSyK7YY-MEu6aWjPDs-ar6uWaGWuob-r0jwvS-FGJCMY.ttf","w|;z|;16|;1c|9;4p|;4u|;6bx|;6d8|;6dl|;6hv|;6jm|;6k9|;6ms|5;6nd|1;6xm|1;6y0|;72n|;73d|a;73s|2;79e|;7fu|1;7g6|;7gg|;7i3|3;7i8|4;7im|;7ip|;7is|1;7iw|;7j1|;7j4|;7j6|1;7ja|;7je|;7ji|1;7js|2;7k0|;7k2|;7k8|b;7kv|1;7kz|;7l1|1;7l4|;7ln|;7lq|1;7ma|5;7mh|;7mj|1;7mo|1;7mv|;7my|1;7n4|1;7nh|1;7no|1;7ns|;7ny|1;7o1|;7o3|1;7op|1;7ow|5;7p3|3;7p9|;7pe|;7ph|;7pk|5;7pr|;7pu|;7pw|;7py|;7q5|;7q9|;7qg|;7qr|1;7r8|;7rb|;7rg|;7ri|;7rn|2;7rr|;7s3|1;7th|2;7tt|;7u8|;7un|;850|1;8hx|2;8ij|1;8k0|;8k5|;9io|;9j1|;9zr|;9zt|;1e6m|1;2pz8|;2q4v|;2q9c|1;2q9q|1;2qa6|;2qa9|9;2qcm|p;2qdd|1;2qe2|;2qen|;2qeq|8;2qfk|1;2qkg|x;2qlg|33;2qom|1;2qop|2;2qou|2a;2qr7|2;2qrb|7a;2qyn|1q;2r0p|5;2r0w|n;2r1r|1;2r1v|7;2r2f|;2r2i|3;2r2o|;2r2t|1;2r38|1;2r3c|;2r3l|1;2r3w|;2r42|2;2r4h|2;2r4s|2;2r4x|;2r4z|;2r54|;2r5b|;2r5f|;2r5m|2d;2r9c|1x;2rbf|7;2rbp|2;2rbw|9;2rc9|;2rcb|1;2rcg|;2rcj|9;2rj4|b;2rjk|;2rrg|1a;2rss|9;2rt3|54;2s1c|c;2s1s|8;2s28|19;2s3j|6;2s3y|d;2s4g|8;2s4w|8;jnzk|9;jo0x|p;jo1r|;mbqd|9;mcdo|;mcdq|9;")) +r.push(new A.ap("Noto Sans Symbols","notosanssymbols/v40/rP2up3q65FkAtHfwd-eIS2brbDN6gxP34F9jRRCe4W3gfQ8gavVFRkzrbQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6hp|3;6hu|2;6jm|;6lc|z;6md|3;6mi|1;6mo|9;6qa|;6ww|f;6xd|4;6xj|;6xo|3;6xu|1;6y1|1;6y4|9;70c|;70g|k;712|4;71r|;726|f;72o|b;736|6;76o|4f;7gs|;7ii|3;7ir|;7j8|b;7js|3;7jx|m;7l5|l;7m8|d;7mq|7;7n1|f;7ny|;7oi|t;7q5|4;7sm|t;84h|1;2q68|c;2q6o|2k;2q9c|w;2qaj|h;2r0m|3;2r0v|;2r68|;2rcw|37;")) +r.push(new A.ap("Noto Sans Symbols 2","notosanssymbols2/v17/I_uyMoGduATTei9eI8daxVHDyfisHr71ypPqfX71-AI.ttf","w|2n;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6hu|1;6jm|;6nj|;6p2|a;6pf|;6qa|;6qg|1;6u1|;6v8|2;6xi|;6xk|;6xm|1;6xw|4;6y3|;70b|;70d|2;710|;72m|1;73d|1;73h|2;73l|1h;75s|a;7fk|2x;7im|4;7is|f;7jk|7;7jw|;7kk|k;7lr|g;7mm|3;7my|2;7nh|g;7nz|i;7pc|4;7pi|3;7pn|h;7qa|5;7qh|y;7rh|;7rj|4;7rq|v;7tg|;7tk|n;7u9|d;7wg|73;875|;88v|;8a3|;8hs|d;8ia|t;8jx|12;8l2|v;8lz|2u;8ov|;fcw|1r;1ek9|2;1etc|26;1evk|c;1ew0|;1exc|19;1f4w|r;1heo|u;2k80|j;2k8w|2e;2kbk|o;2pz4|17;2q0g|2r;2q3k|e;2q41|e;2q4h|e;2q4x|10;2qkt|2;2ql1|;2ql8|;2qld|b;2qly|;2qns|;2qnx|;2qoj|c;2qp3|;2qp8|2;2qpu|;2qpw|;2qpy|;2qq2|4;2qqc|c;2qr1|;2qr5|2;2qr9|2;2qrs|;2qs5|;2qsf|;2qsm|;2qtb|;2qtd|1;2qti|3;2qto|2;2qtv|;2qui|;2qv1|;2qw3|;2qwg|;2qwj|;2qwp|;2qwr|;2qwv|;2qx4|3;2qxm|;2qxr|;2qxw|2;2qy2|3;2qyf|;2qyh|2;2qyl|1;2qyr|;2qyv|3;2qz1|;2qz6|1;2r0e|7;2r0q|;2r0w|15;2r23|p;2r2v|c;2r39|2d;2r80|1b;2r9j|;2r9p|;2r9t|;2r9w|;2ra0|;2ral|;2raq|;2rax|1;2rb0|;2rba|5;2rbh|2;2rbn|4;2rc0|a;2rcg|3;2rcn|5;2rgg|2g;2rj4|b;2rk0|b;2rkg|1j;2rm8|9;2rmo|13;2ro0|t;2row|1;2rsr|;2rt2|;2ry8|2b;2s0w|d;2s1c|4;2s1k|2;2s1s|6;2s28|o;2s34|6;2s3k|2;2s40|6;2s5c|42;2s9g|1i;2sc0|9;")) +r.push(new A.ap("Noto Sans Adlam","notosansadlam/v21/neIczCCpqp0s5pPusPamd81eMfjPonvqdbYxxpgufnv0TGnBZLwhuvk.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;17j|;18g|;60w|5;61q|;642|1;6c3|2;6c8|6;6cg|2;6cm|;6cw|;6d5|1;6dg|;6dr|;6gc|;6jm|;6qa|;7gs|;948|1;94x|;2olc|23;2onk|9;2ony|1;")) +r.push(new A.ap("Noto Sans Anatolian Hieroglyphs","notosansanatolianhieroglyphs/v14/ijw9s4roRME5LLRxjsRb8A0gKPSWq4BbDmHHu6j2pEtUJzZWXybIymc5QYo.ttf","w|;4g|;6bv|;1s00|g6;")) +r.push(new A.ap("Noto Sans Arabic","notosansarabic/v18/nwpxtLGrOAZMl5nJ_wfgRg3DrWFZWsnVBJ_sS6tlqHHFlhQ5l3sQWIHPqzCfyGyvu3CBFQLaig.ttf","w|1;18|2;1c|a;4g|;4r|;57|;nj|;16o|s;17i|69;1g0|1b;1pc|k;1py|8;1qr|18;6bv|6;6dr|;7gs|;94x|;1dn4|35;1dqr|a4;1e1c|1r;1e36|1h;1e5s|d;1e9c|4;1e9i|3q;")) +r.push(new A.ap("Noto Sans Armenian","notosansarmenian/v42/ZgN0jOZKPa7CHqq0h37c7ReDUubm2SEdFXp7ig73qtTY5idb74R9UdM3y2nZLorxb60iYy6zF3Eg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;10x|11;121|1d;13h|2;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6ck|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1dlf|4;")) +r.push(new A.ap("Noto Sans Avestan","notosansavestan/v20/bWti7ejKfBziStx7lIzKOLQZKhIJkyu9SASLji8U.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;94g|1;1gqo|1h;1gs9|6;")) +r.push(new A.ap("Noto Sans Balinese","notosansbalinese/v24/NaPwcYvSBuhTirw6IaFn6UrRDaqje-lpbbRtYf-Fwu2Ov7fdhE5Vd222PPY.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5c0|23;5e8|18;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Bamum","notosansbamum/v26/uk-0EGK3o6EruUbnwovcbBTkkklK_Ya_PBHfNGTPEddO-_gLykxEkxA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;www|2f;1z40|fs;")) +r.push(new A.ap("Noto Sans Bassa Vah","notosansbassavah/v17/PN_bRee-r3f7LnqsD5sax12gjZn7mBpL5YwUpA2MBdcFn4MaAc6p34gH-GD7.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1zo0|t;1zow|5;")) +r.push(new A.ap("Noto Sans Batak","notosansbatak/v16/gok2H6TwAEdtF9N8-mdTCQvT-Zdgo4_PHuk74A.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5hc|1f;5j0|3;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Bengali","notosansbengali/v20/Cn-SJsCGWQxOjaGwMQ6fIiMywrNJIky6nvd8BjzVMvJx2mcSPVFpVEqE-6KmsolLudCk8izI0lc.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jg|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;1vk|3;1vp|7;1vz|1;1w3|l;1wq|6;1wy|;1x2|3;1x8|8;1xj|1;1xn|3;1xz|;1y4|1;1y7|4;1ye|o;5ow|;5oy|;5p1|1;5p4|;5pd|;5pm|;5pp|;5pu|;5px|2;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;xdd|;")) +r.push(new A.ap("Noto Sans Bhaiksuki","notosansbhaiksuki/v15/UcC63EosKniBH4iELXATsSBWdvUHXxhj8rLUdU4wh9U.ttf","w|;4g|;6bv|;7gs|;1k3k|8;1k3u|18;1k54|d;1k5s|s;")) +r.push(new A.ap("Noto Sans Brahmi","notosansbrahmi/v15/vEFK2-VODB8RrNDvZSUmQQIIByV18tK1W77HtMo.ttf","w|;4g|;6bv|2;7gs|;1hq8|25;1hsi|t;1htr|;")) +r.push(new A.ap("Noto Sans Buginese","notosansbuginese/v18/esDM30ldNv-KYGGJpKGk18phe_7Da6_gtfuEXLmNtw.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;54w|r;55q|1;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xjj|;")) +r.push(new A.ap("Noto Sans Buhid","notosansbuhid/v18/Dxxy8jiXMW75w3OmoDXVWJD7YwzAe6tgnaFoGA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4l1|1;4lc|j;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Canadian Aboriginal","notosanscanadianaboriginal/v21/4C_TLjTuEqPj-8J01CwaGkiZ9os0iGVkezM1mUT-j_Lmlzda6uH_nnX1bzigWLn_yAsg0q0uhQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;3y8|hr;4vk|1x;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1ju8|f;")) +r.push(new A.ap("Noto Sans Carian","notosanscarian/v15/LDIpaoiONgYwA9Yc6f0gUILeMIOgs7ob9yGLmfI.ttf","w|;4g|;1f34|1c;")) +r.push(new A.ap("Noto Sans Caucasian Albanian","notosanscaucasianalbanian/v16/nKKA-HM_FYFRJvXzVXaANsU0VzsAc46QGOkWytlTs-TXrYDmoVmRSZo.ttf","w|;4g|;lg|;mp|;7gs|;1e74|f;1flc|1f;1fn3|;")) +r.push(new A.ap("Noto Sans Chakma","notosanschakma/v17/Y4GQYbJ8VTEp4t3MKJSMjg5OIzhi4JjTQhYBeYo.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1ye|9;37k|9;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1hxc|1g;1hyu|h;")) +r.push(new A.ap("Noto Sans Cham","notosanscham/v27/pe06MIySN5pO62Z5YkFyQb_bbuRhe6D4yip43qfcERwcv7GykboaLg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xkw|1i;xmo|d;xn4|9;xng|3;")) +r.push(new A.ap("Noto Sans Cherokee","notosanscherokee/v19/KFOPCm6Yu8uF-29fiz9vQF9YWK6Z8O10cHNA0cSkZCHYWi5PDkm5rAffjl0.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;mb|1;me|2;mo|1;3vk|2d;3y0|5;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;xv4|27;")) +r.push(new A.ap("Noto Sans Coptic","notosanscoptic/v17/iJWfBWmUZi_OHPqn4wq6kgqumOEd78u_VG0xR4Y.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jd|;jq|1;jt|;k8|5;lc|8;lm|2;lt|1;mb|;me|2;n3|;ny|;o1|;ok|1;rm|d;16t|;5vx|;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6dv|;6dy|;6e0|1;6gc|;6jm|;6qa|;7gs|;8sg|37;8vt|6;93r|;94j|1;1e78|2;1f4w|r;")) +r.push(new A.ap("Noto Sans Cuneiform","notosanscuneiform/v15/bMrrmTWK7YY-MF22aHGGd7H8PhJtvBDWgb9JlRQueeQ.ttf","w|;4g|;1kw0|pl;1log|32;1lrk|4;1ls0|5f;")) +r.push(new A.ap("Noto Sans Cypriot","notosanscypriot/v15/8AtzGta9PYqQDjyp79a6f8Cj-3a3cxIsK5MPpahF.ttf","w|;4g|;1g5c|5;1g5k|;1g5m|17;1g6v|1;1g70|;1g73|;")) +r.push(new A.ap("Noto Sans Deseret","notosansdeseret/v15/MwQsbgPp1eKH6QsAVuFb9AZM6MMr2Vq9ZnJSZtQG.ttf","w|;4g|;1fcw|27;")) +r.push(new A.ap("Noto Sans Devanagari","notosansdevanagari/v25/TuGoUUFzXI5FBtUq5a8bjKYTZjtRU6Sgv3NaV_SNmI0b8QQCQmHn6B2OHjbL_08AlXQly-AzoFoW4Ow.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jg|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1s0|3j;5ow|12;5q0|1;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6i8|;6jm|;6qa|;7gs|;x80|9;xcw|v;")) +r.push(new A.ap("Noto Sans Duployan","notosansduployan/v16/gokzH7nwAEdtF9N8-mdTDx_X9JM5wsvrFsIn6WYDvA.ttf","w|;4g|;6bw|1;7gs|;2fpc|2y;2fsg|c;2fsw|8;2ftc|9;2fto|7;")) +r.push(new A.ap("Noto Sans Egyptian Hieroglyphs","notosansegyptianhieroglyphs/v26/vEF42-tODB8RrNDvZSUmRhcQHzx1s7y_F9-j3qSzEcbEYindSVK8xRg7iw.ttf","w|;4g|;6bw|1;7gs|;1o1s|tq;")) +r.push(new A.ap("Noto Sans Elbasan","notosanselbasan/v15/-F6rfiZqLzI2JPCgQBnw400qp1trvHdlre4dFcFh.ttf","w|;4g|;53|;lh|;pd|g;pv|6;re|;rg|;ri|;7gs|;1fk0|13;")) +r.push(new A.ap("Noto Sans Elymaic","notosanselymaic/v15/UqyKK9YTJW5liNMhTMqe9vUFP65ZD4AjWOT0zi2V.ttf","w|;4g|;1hpc|m;")) +r.push(new A.ap("Noto Sans Georgian","notosansgeorgian/v42/PlIaFke5O6RzLfvNNVSitxkr76PRHBC4Ytyq-Gof7PUs4S7zWn-8YDB09HFNdpvnzFj-f5WK0OQV.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;13d|;3a8|11;3bb|;3bh|;3bk|1b;5n4|16;5od|2;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gu|;6jm|;6qa|;8w0|11;8x3|;8x9|;")) +r.push(new A.ap("Noto Sans Glagolitic","notosansglagolitic/v15/1q2ZY4-BBFBst88SU_tOj4J-4yuNF_HI4ERK4Amu7nM1.ttf","w|;4g|;lf|;lh|;w4|;w7|;8ow|1a;8q8|1a;wvj|;2mtc|6;2mtk|g;2mu3|6;2mub|1;2mue|4;")) +r.push(new A.ap("Noto Sans Gothic","notosansgothic/v15/TuGKUUVzXI5FBtUq5a8bj6wRbzxTFMX40kFQRx0.ttf","w|;4g|;lg|1;lk|;mp|;1f74|q;")) +r.push(new A.ap("Noto Sans Grantha","notosansgrantha/v17/3y976akwcCjmsU8NDyrKo3IQfQ4o-r8cFeulHc6N.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;2ay|;2b9|;2cm|c;5ow|;5oy|1;5pu|2;5q0|1;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6i8|;6jm|;6qa|;7gs|;1ibk|3;1ibp|7;1ibz|1;1ic3|l;1icq|6;1icy|1;1id1|4;1id7|9;1idj|1;1idn|2;1ids|;1idz|;1ie5|6;1iee|6;1ieo|4;")) +r.push(new A.ap("Noto Sans Gujarati","notosansgujarati/v23/wlpWgx_HC1ti5ViekvcxnhMlCVo3f5pv17ivlzsUB14gg1TMR2Gw4VceEl7MA_ypFwPM_OdiEH0s.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;22p|2;22t|8;233|2;237|l;23u|6;242|1;245|4;24c|9;24n|2;24r|2;24w|;25c|3;25i|b;261|6;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;x80|9;")) +r.push(new A.ap("Noto Sans Gunjala Gondi","notosansgunjalagondi/v15/bWto7e7KfBziStx7lIzKPrcSMwcEnCv6DW7n5hcVXYMTK4q1.ttf","w|1;11|;13|8;1m|;1o|3;4g|;5z|;6v|;6bw|1;6c8|1;6cc|1;6cm|;6qa|;7gs|;1kdc|5;1kdj|1;1kdm|10;1keo|1;1ker|5;1kf4|9;")) +r.push(new A.ap("Noto Sans Gurmukhi","notosansgurmukhi/v26/w8g9H3EvQP81sInb43inmyN9zZ7hb7ATbSWo4q8dJ74a3cVrYFQ_bogT0-gPeG1OenbxZ_trdp7h.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jg|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;1z5|2;1z9|5;1zj|1;1zn|l;20a|6;20i|1;20l|1;20o|1;20s|;20u|4;213|1;217|2;21d|;21l|3;21q|;21y|g;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;7jg|;x80|9;")) +r.push(new A.ap("Noto Sans 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;gi2|;gi6|1;gia|2;gie|4;gik|4;giq|;gis|a;gj4|;gj6|;gj8|;gja|;gjd|;gjf|;gjl|2;gjp|;gjs|5;gk0|2;gk4|;gk6|5;gkf|7;gko|b;gl1|3;gl7|1;gla|;gld|;glf|1;gli|e;gly|;gm0|9;gmb|m;gmz|8;gn9|3;gne|5;gno|;go0|d;gof|9;goq|8;gp0|4;gp7|d;gpm|;gpo|;gpq|;gps|k;gqe|j;gqz|5;gra|;gre|;gri|;grk|b;grx|2;gs1|2;gs7|1;gsa|3;gsf|;gsh|j;gt3|1;gt6|;gta|;gtf|;gth|3;gtm|f;gu3|1;gu6|3;gub|8;gul|6;gut|2;gv0|3;gv5|5;gvd|2;gvl|2;gvp|2;gvt|;gvv|9;gw6|f;gwo|2;gws|1;gwv|;gwx|d;gxc|5;gxl|3;gxr|w;gyp|9;gz0|;gz2|4;gz9|2;gzd|9;gzo|2;gzs|1;gzw|b;h0b|8;h0l|;h0n|;h0p|1;h0s|4;h0y|9;h19|6;h1h|1;h1k|2;h1o|4;h1u|2;h1z|3;h25|1;h28|6;h2g|c;h2u|6;h32|9;h3d|7;h3m|1;h3p|;h3r|3;h3w|3;h41|;h44|4;h4a|5;h4h|6;h4p|;h4s|7;h51|1;h54|5;h5d|;h5f|1;h5i|1;h5m|1;h5p|5;h5w|1;h5z|;h62|1;h65|4;h6f|;h6h|2;h6l|;h6n|5;h6v|6;h76|4;h7c|;h7e|6;h7m|1;h7s|2;h7w|4;h82|2;h8b|;h8d|6;h8l|2;h8p|9;h90|;h93|;h97|;h9b|;h9d|1;h9g|;h9i|5;h9p|;h9r|8;ha2|6;haa|1;hag|;hai|3;han|1;har|2;hav|e;hbb|;hbe|;hbi|;hbn|3;hbs|7;hc1|3;hc6|2;hcb|1;hce|2;hci|;hck|1;hcn|;hcs|b;hd5|;hd8|i;hds|e;he8|;hea|;hec|;heg|1;hej|3;heo|a;hf0|f;hfh|;hfj|1;hfo|;hfr|8;hg1|4;hg7|8;hgi|3;hgo|1;hgr|2;hgv|;hgx|5;hh5|a;hhh|6;hhq|6;hhy|;hi0|2;hi4|5;hib|;hid|7;him|3;hir|;hit|1;hiy|5;hj5|1;hj9|4;hjf|;hji|8;hjs|8;hk2|2;hk7|2;hkb|1;hkf|1;hki|2;hkp|6;hky|5;hl6|;hl8|3;hld|1;hlg|3;hll|1;hlo|1;hlr|1;hlu|;hlw|1;hlz|;hm1|6;hm9|1;hmc|;hmf|1;hmk|;hmm|;hmo|;hms|1;hmv|3;hn2|3;hn7|2;hnb|1;hne|;hng|;hnk|2;hnp|;hnr|;hnt|5;ho0|9;hob|a;hop|1;hot|3;hoy|2;hp2|4;hp9|b;hpo|;hpq|j;hqb|h;hqu|;hqw|6;hr4|1;hr7|3;hrc|r;hs9|4;hsf|;hsh|2;hsl|7;hsu|3;hsz|2;ht3|;ht5|5;htf|;hth|4;hto|2;hts|a;hu4|1;hu8|u;hv4|1;hvb|8;hvl|3;hvq|;hvs|;hvu|2;hvy|9;hw9|9;hwk|3;hwp|3;hwu|m;hxi|9;hxt|;hxv|;hxx|h;hyg|6;hyo|;hyq|9;hz1|2;hz5|2;hz9|;hzb|2;hzf|2;hzj|2;hzn|4;hzt|2;hzx|4;i03|5;i0a|6;i0i|;i0k|;i0o|;i0s|5;i0z|5;i16|7;i1f|5;i1m|3;i1r|;i1u|4;i20|1;i23|3;i28|8;i2i|3;i2n|6;i2v|2;i2z|1;i32|2;i36|1;i39|a;i3m|6;i3u|;i3w|2;i40|;i43|6;i4f|8;i4q|4;i4w|9;i57|;i5a|e;i5q|5;i5x|1;i60|;i62|;i67|;i69|;i6b|2;i6f|f;i6y|;i70|;i72|2;i76|3;i7c|;i7e|;i7g|;i7k|1;i7n|;i7r|5;i7y|3;i84|d;i8j|3;i8o|1;i8s|2;i8w|;i8y|3;i93|3;i98|3;i9d|;i9f|1;i9k|4;i9q|;i9v|;i9x|1;ia0|5;ia7|6;iah|1;iak|l;ib7|;ib9|3;ibe|;ibl|1;ibq|6;iby|d;ice|1;icl|;ico|2;ics|5;id0|5;id7|2;idb|2;idi|1;idn|7;idw|7;ie5|3;iea|7;iek|;iem|c;if0|7;if9|7;ifi|;ifk|2;ifp|2;ift|;ifv|;ify|;ig2|1;ig5|;ig7|2;igb|1;igf|3;igk|;ign|b;ih0|7;ih9|1;ihe|3;ihj|;ihl|1;iho|6;ihw|;ihz|b;iic|6;iik|1;iio|3;iiu|1;iix|;iiz|;ij1|;ij3|;ij5|1;ij8|4;ijf|;ijh|5;ijp|3;ijv|;ijy|;ik0|5;ik7|;ik9|;ikd|2;iki|2;ikm|;ikp|3;iku|;ikx|1;il0|7;il9|;ilb|6;ilk|1;iln|;ilp|1;ilv|1;ily|2;im5|1;im8|5;img|;imi|5;imr|2;imv|2;imz|8;ina|a;inm|4;ins|8;io2|2;io6|7;iof|;ioi|;iol|2;iop|3;iow|;ioy|6;ip6|4;ipc|9;ipp|1;ipt|1;ipw|a;iq8|j;iqt|4;ir0|;ir2|1;ir5|3;ira|6;iri|1;irl|1;iro|1;irr|1;iru|5;is2|3;is7|1;isa|1;isd|;isf|;isi|7;ist|1;isw|1;isz|;it1|3;it6|2;itc|;itf|3;itk|9;itw|;ity|3;iu4|2;iu9|4;iuf|;iuh|4;iun|5;iuu|3;iuz|8;iv9|7;ivk|2;ivq|3;ivv|1;ivy|3;iw4|b;iwh|1;iwl|2;iwp|c;ix5|;ix8|1;ixb|3;ixg|5;ixn|;ixp|4;ixv|2;iy0|;iy2|1;iy5|2;iy9|;iyb|2;iyf|1;iyi|1;iyl|;iyn|1;iyx|e;izd|5;izk|f;j01|4;j07|;j09|;j0b|;j0g|7;j0p|4;j0w|;j0y|3;j14|3;j19|2;j1e|e;j1u|;j1x|;j1z|;j26|3;j2b|7;j2k|2;j2o|;j2q|;j2s|3;j2y|6;j36|2;j3a|2;j3k|h;j43|c;j4h|;j4j|2;j4n|d;j52|3;j5c|h;j5v|d;j6a|4;j6g|5;j6n|1;j6q|1;j6v|2;j6z|1;j72|2;j76|;j78|;j7a|1;j7f|;j7h|5;j7o|c;j82|4;j88|g;j8q|2;j8u|9;j95|1;j98|2;j9c|3;j9j|;j9l|5;j9s|6;ja0|5;ja7|;ja9|1;jac|;jaf|j;jb0|;jb2|5;jb9|8;jbj|1;jbn|;jbq|;jbs|;jbu|;jby|2;jc2|9;jcd|1;jcg|2;jcl|c;jcz|1;jd3|3;jd8|2;jdc|2;jdg|2;jdl|2;jdr|6;jdz|;je1|5;je8|;jea|2;jee|1;jeh|1;jel|6;jeu|8;jf4|4;jfc|4;jfi|;jfk|6;jfs|;jfx|7;jg6|1;jg9|h;jgs|;jgu|a;jh9|;jhg|;jhi|;jhk|9;jhv|3;ji0|1;ji3|4;ji9|r;jj3|;jj9|;jjf|o;jk7|2;jkb|6;jkj|3;jko|;jl4|7;jld|d;jls|h;jmc|6;jml|;jms|1;jmv|2;jmz|7;jn9|8;jnj|6;jnr|b;jo4|;jo6|3;job|a;jon|a;jp5|;jp9|1;jpc|j;jpx|m;jql|9;jqw|1;jqz|1;jr2|;jra|1;jrd|7;jrm|6;jru|2;jry|a;jsa|6;jsi|9;jst|4;jsz|;jt7|;jt9|1;jtc|4;jtk|9;jtx|4;ju3|i;jun|;juq|;jut|;juv|6;jv3|4;jv9|5;jvg|4;jvm|4;jvt|;jvv|9;jw6|;jwb|a;jwn|;jwp|2;jwt|3;jwy|2;jx2|5;jx9|;jxc|d;jxr|5;jxz|1;jy2|7;jyb|1;jye|1;jyh|1;jyk|5;jyr|6;jyz|b;jzd|7;jzm|7;jzv|;jzx|2;k01|;k03|;k05|1;k08|2;k0d|;k0f|;k0h|;k0j|7;k0s|3;k0y|6;k16|3;k1b|;k1e|a;k1r|a;k23|1;k28|2;k2c|3;k2h|;k2j|7;k2s|1;k2v|1;k2y|2;k32|2;k36|1;k39|4;k3f|4;k3l|5;k3v|9;k46|1;k4a|1;k4d|6;k4l|1;k4o|1;k4s|9;k56|3;k5b|1;k5e|j;k60|;k64|c;k6j|;k6l|9;k6x|1;k75|4;k7b|6;k7j|;k7l|2;k7r|;k7t|f;k8a|2;k8e|6;k8m|8;k8w|;k90|a;k9c|2;k9g|6;k9p|;k9r|3;k9w|;ka0|3;ka5|e;kal|3;kas|;kau|9;kb6|;kba|;kbc|6;kbk|;kbn|1;kbq|3;kbv|3;kc0|4;kc6|3;kcc|;kce|7;kco|8;kcy|7;kd7|;kd9|6;kdh|3;kdm|4;kdt|;kdv|3;ke0|7;kec|5;kej|6;ker|;ket|2;kex|1;kf0|6;kfb|;kfe|l;kg1|6;kg9|;kgb|a;kgn|3;kgs|1;kgv|1;kh0|;kh8|;kha|d;khr|7;ki0|c;kie|9;kiq|5;kix|h;kjg|;kji|6;kjx|;kk0|;kk2|2;kk6|2;kka|8;kkl|1;kko|3;kkt|2;kkx|d;klc|h;klv|3;km5|;kmd|;kmj|;kml|2;kmp|1;kms|5;kmz|h;knj|5;knq|2;knv|2;knz|5;ko6|g;kop|;kot|;kox|;koz|b;kpc|8;kpm|;kpo|5;kpv|1;kpy|6;kq6|f;kqo|l;krb|4;krp|;kru|;krw|;krz|1;ks2|7;ksb|b;kso|4;ksu|1;ksx|16;ku8|;kua|1;kud|1;kui|;kul|1;kuo|1;kur|9;kv2|p;kvt|;kvv|9;kw6|;kw9|8;kwj|3;kwp|;kwx|1;kx0|5;kx7|3;kxd|3;kxi|n;ky7|;ky9|;kyb|e;kyr|;kyt|4;kyz|2;kz6|3;kzc|9;kzn|6;kzv|g;l0d|e;l0t|;l0v|;l0x|;l10|;l12|;l16|;l1a|7;l1j|;l1l|1;l1o|b;l21|f;l2j|4;l2p|a;l31|1;l36|1;l39|8;l3j|2;l3n|1;l3s|9;l45|;l47|1;l4a|2;l4e|3;l4j|;l4m|;l4o|4;l4w|;l4y|3;l54|3;l5b|4;l5i|4;l5p|1;l5s|1;l5v|;l5x|;l60|;l64|1;l67|;l69|e;l6p|2;l6t|9;l74|2;l78|3;l7d|;l7f|1;l7i|9;l7u|;l7x|;l7z|;l82|;l84|;l86|5;l8e|6;l8m|;l8o|2;l8s|3;l8x|;l90|5;l97|;l9a|2;l9e|5;l9m|1;l9p|3;l9u|1;l9x|2;la2|;la4|1;la7|2;lab|a;lan|1;laq|2;lau|2;lay|2;lb2|;lb4|4;lba|2;lbe|2;lbj|1;lbm|1;lbr|f;lc8|1;lcb|2;lcf|2;lcj|3;lco|5;lcv|2;lcz|5;ld6|2;lda|d;ldp|6;ldy|;le1|7;lea|;lec|1;lef|a;let|6;lf1|9;lfc|3;lfh|j;lg2|4;lg8|5;lgf|;lgi|;lgq|a;lh2|h;lhl|e;li1|a;lid|;lif|c;lit|;lix|;lj3|j;ljq|5;ljx|3;lk2|;lk4|u;lla|;llj|5;llq|c;lm4|6;lmc|10;lne|;lno|1;lnu|2;lny|1;lo1|4;lo7|9;loi|;lok|9;lov|n;lpk|f;lq1|5;lq8|;lqa|3;lqi|;lqn|;lqt|;lqw|5;lr3|n;lrs|9;ls3|4;ls9|2;lsd|s;lt7|;lta|1;ltd|3;lti|3;lto|;lty|;lu0|1;lu3|;lu5|3;lua|2;lue|h;luy|1;lv2|14;lw8|5;lwi|;lwo|1;lwr|4;lwx|1;lx0|r;lxu|8;ly4|;ly6|9;lyh|o;lz7|1;lzi|a;lzu|a;m06|1;m09|7;m0i|2;m0m|c;m10|a;m1c|;m1e|5;m1p|p;m2g|c;m2u|9;m37|2;m3c|c;m3q|3;m3v|7;m44|;m46|2;m4a|2;m4e|3;m4j|4;m4p|6;m4x|;m50|g;m5i|6;m5r|6;m5z|5;m66|8;m6g|5;m6o|2;m6s|4;m6y|i;m7i|3;m7o|6;m7w|3;m81|5;m89|2;m8e|1;m8h|5;m8o|2;m8v|2;m8z|4;m95|;m97|6;m9f|2;m9j|7;m9s|;m9w|4;ma2|g;mak|6;mas|;mb3|2;mb7|d;mbm|;mbo|2;mbt|5;mc0|;mc3|;mc7|;mc9|a;mcl|1;mco|1;mcr|1;mcu|8;md6|1;mda|;mdc|7;mdl|b;mdy|4;me4|g;mem|;meo|8;mey|4;mf4|2;mf8|6;mfg|;mfi|4;mfo|;mfq|f;mg7|3;mgc|1;mgf|6;mgn|3;mgs|f;mha|4;mhg|2;mhk|5;mhr|3;mhw|4;mi3|3;mi8|2;mic|2;mig|1;mij|8;mit|2;mix|1;mj0|4;mj7|4;mjd|2;mjh|2;mjm|c;mk0|;mk5|1;mk8|3;mkd|5;mkk|;mkm|6;mkv|1;mky|1;ml1|e;mli|1;mll|1;mlo|;mlq|2;mlu|2;mly|3;mm3|7;mmc|5;mmj|d;mmy|1;mn1|2;mn5|9;mng|4;mnm|;mno|1;mnu|;mnx|;mnz|7;mo9|5;mog|2;mok|;mom|4;mos|;mov|5;mp2|;mp4|3;mpf|1;mpi|c;mpw|;mpz|1;mq2|2;mq7|4;mqe|3;mqj|3;mqq|1;mqt|9;mr4|c;mri|7;mrs|2;mrw|6;ms7|4;msd|5;msl|7;msu|a;mt6|i;mtq|1;mtu|6;mu4|6;muc|9;muq|a;mv2|2;mv6|e;mvm|c;mw0|b;mwd|2;mwj|q;mxd|1;mxg|3;mxl|d;my0|i;myk|;myn|o;mzd|c;mzr|f;n09|1;n0c|7;n0l|8;n0w|;n0y|;n10|1;n13|a;n1f|8;n1p|;n1r|3;n1w|7;n25|6;n2d|1;n2g|;n2i|2;n2n|1;n2r|m;n3g|;n3i|;n3k|2;n3o|4;n3v|;n3x|3;n42|3;n47|1;n4b|f;n4s|3;n4x|1;n51|1;n54|d;n5j|4;n5p|3;n5u|;n5y|2;n62|5;n69|;n6b|2;n6h|4;n6n|1;n6q|5;n6y|6;n76|;n7a|4;n7h|3;n7n|1;n7q|1;n7u|8;n84|1;n88|2;n8d|1;n8i|3;n8n|;n8q|1;n8w|6;n94|d;n9j|1;n9m|8;n9w|1;n9z|d;nae|1;nal|;nan|k;nbb|6;nbj|2;nbn|3;nbt|g;ncc|1;ncf|6;nco|;ncq|3;ncw|;ncy|1;nd2|3;nd8|8;ndi|4;ndo|;ndr|3;ndw|3;ne1|1;ne4|a;neg|7;nep|1;nes|;neu|5;nf2|2;nf6|1;nf9|1;nfd|5;nfl|;nfo|2;nfu|1;nfx|3;ng4|1;ng7|1;nga|1;ngd|2;ngi|4;ngo|2;ngs|2;ngy|2;nh2|;nh5|6;nhd|;nhf|4;nhl|1;nho|9;nhz|5;ni6|;ni9|;nib|2;nif|5;nim|5;nit|;nix|2;nj1|3;nj6|7;njf|;njh|;njj|;njl|d;nk0|;nk3|4;nka|5;nki|;nkk|2;nko|4;nku|5;nl1|a;nle|;nlj|e;nlz|2;nm3|4;nm9|;nmb|;nmd|;nmf|c;nmt|;nmv|1;nmy|3;nn3|8;nnd|6;nnm|3;nnr|;nnt|7;no3|2;no7|7;nog|;noi|1;nol|4;nos|8;np3|7;npe|1;nph|1;npk|1;npo|8;nq0|;nq4|7;nqd|g;nqv|2;nr0|1;nr6|3;nrb|7;nrk|4;nrw|2;ns0|;ns2|;ns4|2;ns8|9;nsp|3;nsu|3;nsz|6;nt8|3;ntd|;ntf|7;ntq|7;ntz|6;nu7|5;nue|;nug|4;num|;nup|;nur|2;nuv|e;nvb|1;nve|1;nvh|8;nvr|3;nvw|9;nw7|;nw9|6;nwh|1;nwk|2;nwp|;nws|;nwu|;nww|4;nx3|;nx5|;nx7|3;nxd|;nxf|c;nxt|5;ny0|a;nyc|8;nyn|m;nzb|4;nzh|;nzk|4;nzt|1;nzw|7;o06|2;o0a|1;o0d|g;o0v|3;o10|a;o1c|4;o1i|5;o1p|4;o1w|2;o20|a;o2c|2;o2g|;o2k|4;o2q|2;o2u|1;o2x|5;o35|;o38|;o3a|2;o3e|1;o3k|;o3m|4;o3s|;o3u|4;o40|5;o47|5;o4e|2;o4i|;o4m|;o4o|;o4q|8;o53|;o55|7;o5f|b;o5w|;o5y|2;o62|2;o67|3;o6d|;o6f|2;o6j|3;o6o|2;o6s|2;o6w|3;o71|4;o77|9;o7j|a;o7y|2;o82|1;o88|4;o8e|a;o8q|2;o8u|7;o93|4;o9b|;o9d|;o9f|;o9k|5;o9r|1;o9u|5;oa1|2;oa5|2;oae|1;oah|8;oas|2;oaw|4;ob2|6;obc|3;obh|3;obm|j;oc8|1;ocb|;ocg|;oci|g;od0|2;od4|;odc|7;odl|;odo|c;oe3|;oea|;oec|1;oef|1;oei|8;oes|9;of4|4;ofg|3;ofl|1;ofo|1;ofr|2;ofy|;og0|1;og4|3;og9|3;oge|2;ogk|1;ogo|k;ohc|4;ohj|c;ohx|2;oi1|9;oid|;oih|;oij|8;oit|8;oj4|;oj7|;oj9|;ojb|2;ojf|5;ojm|3;ojr|3;ojw|1;ok0|1;ok3|1;ok6|1;ok9|4;okf|1;okj|4;okp|7;oky|3;ol4|9;olf|3;olk|2;olo|2;olt|1;olw|4;om4|;om6|1;om9|2;omd|3;omk|;omm|1;omp|4;omw|7;on6|1;on9|;onb|7;onk|7;ont|1;onw|4;oo2|;oo6|2;ooa|;ooc|d;oor|3;oow|y;opx|;oq0|1;oq3|1;oq6|5;oqd|1;oqg|f;oqy|;or1|9;orc|;ore|5;orl|2;orq|5;orx|6;os9|4;osf|2;osj|3;oso|1;osr|4;osx|6;ot8|8;oti|f;otz|b;ouc|3;ouh|7;ouq|2;ouv|a;ov7|7;ovg|;ovi|9;ovt|5;ow3|;ow7|g;owq|b;ox3|;ox5|2;ox9|s;oy4|;oy8|c;oym|5;oyt|;oyv|9;oz6|g;ozq|2;ozu|5;p01|b;p0f|;p0k|;p0s|;p16|;p1j|;p1r|;p27|;p3a|;p4m|4;p4t|4;p4z|2;p53|e;p5k|;p5n|6;p5v|;p5x|9;p68|3;p6d|a;p6r|;p6t|a;p75|6;p7e|4;p7k|9;p7w|n;p8l|;p8n|;p8p|9;p90|1;p93|;p97|8;p9h|g;p9z|h;paj|7;pas|5;paz|6;pb8|2;pbc|2;pbg|;pbi|3;pbn|4;pbt|;pbv|4;pc3|;pc6|2;pca|;pcf|3;pck|;pcm|;pco|;pcq|4;pcx|3;pd2|1;pd8|;pdb|4;pdh|4;pdp|3;pdu|;pdw|3;pe1|3;pe7|1;pea|1;ped|1;peg|5;pen|;pep|2;pet|;pev|;pex|2;pf1|2;pf5|1;pf8|4;pfe|;pfg|1;pfm|8;pfw|5;pg4|a;pgg|1;pgj|3;pgp|;pgs|1;pgv|7;ph4|6;phc|3;phh|5;pho|;phq|;phu|;phw|7;pi5|2;pi9|4;pif|;pih|4;pin|3;pis|;piv|;pix|1;pj1|1;pj6|2;pja|2;pje|c;pjt|3;pjy|;pk0|2;pk4|3;pk9|;pkb|9;pkm|4;pks|1;pkv|1;pky|2;pl2|7;plb|;plf|;plh|;plj|9;plu|1;plx|7;pm6|;pm8|7;pmh|h;pn0|1;pn3|3;pn9|;pnb|4;pnh|d;pnw|3;po2|2;po6|6;poe|4;pok|1;pon|6;pow|2;pp0|2;pp4|;pp6|8;pph|1;ppk|5;ppr|;ppu|8;pq4|4;pqa|;pqc|1;pqf|;pqh|;pqj|;pqm|e;pr2|1;pr5|5;prc|1;prf|4;prl|1;pro|c;ps3|2;ps7|;psa|1;psd|7;pso|3;pst|k;ptf|d;ptu|2;pu2|;pu7|a;puj|1;pum|a;puy|v;pvv|2;pw6|8;pwg|;pwi|;pwk|9;pwv|;pwx|c;pxb|6;pxj|d;pxy|1;pya|1;pye|;pyn|;pyr|5;pyy|5;pz5|;pz7|;pz9|p;q00|;q02|a;q0e|2;q0p|;q0t|i;q1d|;q1f|6;q1n|a;q1z|f;q2g|7;q2p|;q2r|4;q2x|b;q3a|;q3c|;q3f|1;q3k|1;q3n|1;q3q|;q3t|;q3v|l;q4i|c;q4w|p;q5n|f;q65|3;q6a|;q6c|;q6e|;q6g|;q6l|7;q6u|e;q7b|b;q7o|;q7q|;q7s|a;q84|3;q89|b;q8m|1;q8q|1;q8u|;q8x|1;q90|1;q93|5;q9a|6;q9i|a;q9u|o;qak|5;qar|e;qb7|1;qbc|;qbf|;qbh|1;qbk|e;qc1|a;qcd|k;qcz|;qd1|7;qda|;qdc|h;qdv|h;qee|4;qen|2;qer|7;qf1|c;qff|;qfh|5;qfp|5;qfw|a;qg8|a;qgk|;qgm|c;qh0|3;qh5|4;qhb|2;qhf|1;qhi|6;qhq|c;qi4|3;qi9|5;qig|4;qim|2;qiq|1;qit|3;qiz|3;qj4|;qj6|4;qjd|;qjf|1;qji|1;qjl|4;qjr|d;qk7|;qk9|3;qke|;qkl|2;qkq|4;qkw|a;ql8|2;qlc|5;qlj|3;qlp|;qlr|q;qmj|1;qmo|1;qmr|1;qmu|9;qn6|2;qna|;qnc|5;qnj|;qnp|6;qny|;qo0|e;qoh|2;qol|;qoo|4;qou|;qow|a;qp8|2;qpc|5;qpj|1;qpm|2;qpq|5;qpy|;qq4|11;qr7|8;qrh|;qrl|8;qrv|2;qrz|5;qs6|2;qsa|5;qsi|3;qsp|t;qtk|4;qtq|;qtt|3;qty|i;qui|5;quq|5;qux|3;qv2|8;qvc|5;qvj|2;qvn|6;qvv|2;qvz|k;qwl|4;qwr|b;qx4|;qx6|5;qxe|1;qxh|2;qxl|2;qxp|1;qxs|5;qxz|4;qy5|5;qyc|3;qyh|;qyk|8;qyv|2;qyz|8;qz9|d;qzo|;qzr|1;qzu|2;qzy|;r01|1;r04|6;r0c|6;r0l|;r0n|;r0p|7;r0y|;r10|b;r1d|;r1i|2;r1n|1;r1q|k;r2d|2;r2h|3;r2m|;r2o|a;r32|1;r35|6;r3d|a;r3p|3;r3v|3;r41|3;r46|1;r49|;r4b|2;r4f|5;r4m|g;r55|6;r5d|3;r5i|1;r5l|3;r5q|5;r5x|6;r67|;r69|;r6b|5;r6j|4;r6p|6;r6x|1;r70|3;r76|;r7a|1;r7d|1;r7g|5;r7q|;r82|4;r89|4;r8f|a;r8r|2;r8w|4;r92|2;r96|2;r9a|2;r9e|2;r9j|1;r9m|;r9o|;r9q|5;r9x|3;ra3|4;raa|1;rad|;raf|;rah|4;rao|1;ras|;rau|;raw|9;rb8|2;rbc|2;rbg|6;rbo|5;rbv|;rby|;rc0|3;rc6|3;rcb|3;rcg|7;rcp|3;rcu|1;rcx|6;rd7|2;rdb|7;rdk|2;rdo|;rdq|;rds|1;rdv|9;re7|1;rea|;rec|;ree|;reg|8;req|7;rez|2;rf3|;rf5|h;rfo|;rfq|2;rfu|1;rfx|f;rge|4;rgk|4;rgq|m;rhe|6;rhm|7;rhv|;rhx|2;ri1|a;rid|l;rj0|4;rj6|1;rj9|8;rjj|1;rjo|;rjr|4;rjx|9;rk8|;rka|2;rke|2;rki|4;rko|4;rku|2;rlq|;rmq|;rp3|;rp5|;rp7|4;rpd|2;rph|c;rpw|3;rq2|;rq4|1;rq7|;rq9|1;rqc|2;rqg|5;rqn|4;rqt|6;rr1|;rr4|2;rr8|2;rrd|1;rrg|1;rrj|6;rrr|e;rs7|6;rsf|1;rsi|j;rt3|1;rt6|;rt8|1;rtb|;rtd|6;rtl|l;ru8|5;ruf|7;ruo|;ruq|b;rv3|a;rvf|2;rxg|;rxi|3;rxn|5;rxu|2;rxy|5;ry5|;ry8|2;ryc|1;ryh|1;ryk|a;ryx|;ryz|1;rz3|2;rz7|;rz9|a;rzm|5;rzt|1;rzw|;rzy|5;s05|3;s0b|6;s0j|a;s0v|5;s12|6;s1a|6;s1m|;s1o|b;s21|1;s25|u;s31|1;s34|1;s37|3;s3c|2;s3g|6;s3o|c;s43|4;s49|h;s4s|1;s4v|;s4x|7;s56|2;s5a|;s5c|2;s5g|a;s5s|8;s62|;s65|4;s6b|a;s6o|;s6q|;s6u|;s6x|1;s70|1;s74|;s76|1;s7d|6;s7l|3;s7r|1;s7u|8;s84|5;s8b|4;s8h|1;s8k|8;s8u|5;s91|6;s99|1;s9c|g;s9v|3;sa1|1;sa4|4;saa|7;saj|1;sam|d;sb1|n;sbq|1;sby|;scz|;sd7|1;sdb|1;sdf|;sdh|3;sdp|f;se6|1;se9|1;sec|2;seh|e;sey|;sf4|6;sfc|;sfe|1;sfh|1;sfk|;sfo|i;sg8|;sgb|2;sgf|3;sgk|3;sgp|b;sh9|2;shd|7;sho|3;sht|1;shw|;shy|1;si1|d;sig|1;sij|3;sio|4;siv|2;siz|5;sj6|m;sju|1;sjx|;sjz|2;sk4|1;sk7|2;skb|;ske|5;skl|3;skq|;sku|8;sl4|;sl7|;sl9|2;sld|;slf|2;slj|1;slm|1;slq|;slw|9;sm7|6;smg|5;smn|6;smx|g;snf|;snh|5;sno|;snq|e;so6|g;soo|3;sou|3;soz|g;sph|5;spo|;spq|7;spz|3;sq4|;sq6|2;sqa|8;sqk|;sqo|7;sqx|a;sra|;srd|a;srp|;srr|g;ss9|5;ssg|7;ssp|;ssr|6;ssz|7;st8|1;stb|;ste|c;stt|;stv|7;su5|d;suk|e;sv0|;sv2|;sv5|;sv7|5;sve|1;svh|1;svk|a;svw|5;sw4|2;sw8|g;swq|1;swt|a;sx7|5;sxe|;sxi|p;sy9|;syb|a;syo|c;sz2|;sz5|6;szd|3;szi|n;t07|2;t0b|;t0d|4;t0j|h;t12|e;t1i|3;t1n|5;t1u|4;t20|3;t25|k;t2r|3;t2w|1;t30|;t34|i;t3o|8;t3y|g;t4g|1;t4j|b;t4w|a;t58|6;t5g|m;t64|9;t6f|1;t6j|;t6l|;t6n|1;t6q|2;t6u|2;t6y|q;t7q|2;t7w|;t7y|;t80|1;t83|e;t8j|1;t8m|j;t97|;t99|;t9c|;t9g|f;t9x|b;taa|b;tan|3;tas|1;tav|1;taz|;tb1|1;tb4|;tb6|3;tbb|i;tbv|8;tc5|;tcv|;tcy|;tdt|;tdv|;tek|;tfa|;tgt|;thj|;tiv|1;tiy|3;tj3|1;tj6|1;tj9|1;tjc|1;tjf|9;tjq|3;tjv|1;tjy|g;tkg|2;tkl|2;tkp|7;tkz|;tl1|8;tlc|6;tlm|2;tlq|7;tm0|;tmc|;tng|2;tnk|4;tns|;tnu|;tnw|7;to8|5;tof|6;toq|7;toz|1;tp2|;tp4|;tp7|4;tpd|3;tpl|4;tpr|9;tq3|3;tq8|1;tqb|8;tql|2;tqp|8;tqz|1;tr2|;tr5|4;trb|3;trg|;tri|;trk|1;trn|1;trq|;trs|1;trv|2;trz|f;tsi|d;tsx|2;tt1|;tt4|2;ttb|3;ttg|7;ttp|;ttr|1;ttu|7;tu3|;tu5|6;tue|;tug|1;tuj|h;tv2|4;tv8|2;tvc|2;tvh|7;tvq|5;tw1|1;tw5|3;twa|8;twm|;two|2;tws|2;tww|4;tx2|2;tx6|b;txj|4;txp|2;txw|;txz|f;tyg|;tyi|4;typ|3;tyu|5;tz1|c;tzf|5;tzm|7;tzw|5;u03|;u05|1;u0d|1;u0g|3;u0l|1;u0o|3;u0t|b;u16|;u18|c;u1n|6;u1v|1;u1y|3;u23|;u25|3;u2a|3;u2f|2;u2j|;u2p|;u2r|g;u3a|3;u3f|5;u3m|a;u3z|6;u5k|1;u5o|3;u5t|3;u5y|e;u6e|6;u6m|;u6z|1;u72|5;u79|2;u7d|4;u7j|;u7l|1;u7o|2;u7t|1;u7w|2;u80|;u82|1;u85|;u87|3;u8c|;u8e|;u8g|c;u8u|1;u8x|;u90|1;u93|c;u9h|;u9j|c;u9x|;u9z|7;ua8|9;uaj|4;uap|2;uc6|3;ucb|3;uch|;ucj|5;ucq|b;ud4|5;udd|4;udj|;udl|;udn|i;ue7|8;ueh|1;uek|2;ueo|1;ues|b;uf5|6;ufd|8;ufo|2;uft|e;ug9|9;ugk|i;uh4|2;uh8|4;uhe|a;uhq|2;uhu|a;uj3|;ujs|;ujv|;ujx|;ujz|5;uk6|c;ukm|1;ukq|;ukt|;ukv|9;ul8|;ulb|4;uli|1;uln|4;ult|3;uly|1;um1|6;um9|5;umg|a;ums|6;un2|2;un6|3;unb|4;unh|2;unl|4;unr|;unt|3;uny|8;uo8|;uoa|8;uok|2;uoo|3;uov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+r.push(new A.ap("Noto Sans Hanunoo","notosanshanunoo/v17/f0Xs0fCv8dxkDWlZSoXOj6CphMloFsEsEpgL_ix2.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4kg|m;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Hatran","notosanshatran/v15/A2BBn4Ne0RgnVF3Lnko-0sOBIfL_mM83r1nwzDs.ttf","w|;4g|;6bw|;1gbk|i;1gc4|1;1gcb|4;")) +r.push(new A.ap("Noto Sans Hebrew","notosanshebrew/v43/or3HQ7v33eiDljA1IufXTtVf7V6RvEEdhQlk0LlGxCyaeNKYZC0sqk3xXGiXd4qtoiJltutR2g.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;nj|;13l|1i;15c|q;168|4;60w|5;61q|;642|1;6bw|4;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6ga|;6gc|;6jm|;6qa|;7gs|;1dlp|p;1dmg|4;1dmm|;1dmo|1;1dmr|1;1dmu|9;")) +r.push(new A.ap("Noto Sans Imperial 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|1;l1w|;l1z|;l23|8;l2d|;l2i|2;l2m|3;l2r|1;l2w|;l2z|;l31|2;l35|2;l3a|;l3c|1;l3g|;l3k|1;l3n|3;l3u|5;l42|;l44|;l47|1;l4a|;l4c|;l4g|3;l4o|;l4q|3;l4y|5;l55|2;l5b|3;l5i|1;l5n|;l5p|4;l5v|1;l5z|1;l63|1;l67|;l6a|;l6d|6;l6l|2;l6r|;l6u|1;l6x|1;l70|2;l74|;l76|2;l7a|;l7c|1;l7f|;l7h|;l7j|8;l7t|3;l7y|2;l82|3;l87|4;l8d|9;l8p|2;l8t|;l91|3;l97|;l9a|2;l9e|2;l9k|d;l9z|9;lab|6;laj|4;laq|2;lau|2;lay|1;lb3|;lb5|;lb7|;lba|1;lbf|1;lbi|1;lbl|;lbn|;lbr|;lbt|;lbz|;lc2|;lc4|1;lc8|2;lcd|7;lcn|;lcp|;lcr|;lcv|;lcz|1;ld2|2;ld8|;lda|;ldf|5;ldm|1;ldq|4;le2|1;le5|3;lea|;lec|1;lef|;leh|7;leq|;lev|1;ley|1;lf1|;lf3|1;lf6|2;lfa|;lfc|3;lfh|1;lfl|8;lfw|1;lg0|;lg2|a;lgf|;lgh|1;lgq|4;lgw|4;lh4|7;lhd|1;lhg|2;lhl|1;lho|1;lhr|8;li1|4;li8|3;lid|;lif|d;liz|;lj4|1;lj8|;ljb|;lje|2;lji|1;ljl|2;ljr|;ljt|2;ljy|1;lk4|7;lke|1;lkh|5;lko|1;lkr|4;lkx|;ll0|1;llj|5;llq|3;llv|4;lm1|1;lm4|;lm6|2;lmc|;lmf|2;lmk|;lmo|2;lmt|;lmv|3;ln0|2;ln5|8;lnf|1;lnu|2;lny|1;lo2|;lo4|1;lo7|2;loc|1;lof|1;loi|;lok|4;loq|2;lou|4;lp1|1;lp4|3;lp9|5;lpg|2;lpk|4;lpq|e;lq8|;lqc|1;lqf|4;lqr|;lqt|;lqv|;lqx|2;lr1|a;lrd|;lrf|4;lrm|;lro|;lrq|;lrs|4;lry|;ls2|3;ls8|7;lsh|3;lsm|2;lsr|4;lsy|1;lt3|1;lt7|;lta|1;lte|1;lti|;ltn|;ltp|3;ltu|;lu1|;lu4|1;lu7|1;lub|;lue|;lug|1;luk|1;lun|1;luq|;lut|;luv|;luy|1;lv1|2;lv5|3;lva|1;lve|3;lvj|6;lvr|8;lw1|;lw3|2;lw9|2;lwd|1;lwm|;lwr|4;lwy|;lx0|;lx3|2;lx7|;lx9|2;lxd|1;lxg|;lxi|;lxk|2;lxo|1;lxr|2;lxv|3;ly0|;ly2|1;ly8|;lya|1;lyd|1;lyh|4;lyn|4;lyt|1;lyw|;lyz|1;lz2|1;lz5|;lz9|;lzj|;lzl|3;lzr|b;m04|;m06|;m08|;m0c|4;m0k|;m0o|;m0q|;m0s|2;m0w|4;m12|2;m17|3;m1c|4;m1i|2;m1m|;m1p|;m1r|2;m1v|5;m22|;m26|3;m2b|;m2d|2;m2h|;m2k|;m2m|;m2o|3;m2t|5;m38|1;m3c|;m3e|1;m3i|3;m3o|;m3s|1;m3v|1;m3y|3;m43|;m45|1;m49|1;m4c|2;m4g|1;m4l|2;m4p|2;m4t|;m4v|;m4x|;m51|;m53|1;m56|1;m59|3;m5f|;m5i|2;m5o|;m5r|1;m5u|;m5w|;m5z|;m61|1;m64|;m66|;m6b|1;m6f|5;m6m|;m6p|;m6s|1;m6w|;m71|1;m77|2;m7d|;m7f|1;m7i|2;m7p|1;m7s|;m7w|2;m81|;m85|1;m89|1;m8e|;m8i|;m8k|5;m8r|;m8v|;m90|;m97|6;m9f|1;m9j|4;ma0|;ma2|1;ma7|;ma9|;mab|3;mag|1;mak|1;man|;mas|;mb0|;mb5|;mbd|1;mbh|;mbn|6;mbv|1;mbz|;mc4|;mc9|1;mcc|;mce|;mcg|1;mcm|;mcr|;mct|4;md2|;md4|;md8|;mdd|;mdh|2;mdl|3;mdq|;mds|3;mdx|2;me1|1;me4|;me6|;me8|;mea|;mec|5;mek|;mem|;mex|;mf1|;mf4|;mf8|1;mfb|1;mfe|;mfg|;mfj|;mfm|;mfo|2;mft|2;mfz|1;mg2|;mg8|;mgc|;mge|5;mgp|1;mgu|3;mgz|1;mh4|1;mh7|1;mha|;mhc|;mhe|5;mhl|1;mho|;mhr|1;mhx|2;mi4|2;mic|1;mig|1;mij|1;mim|2;miu|3;mj1|;mj4|;mj7|;mj9|;mjb|;mje|1;mjh|;mjj|;mjo|;mjs|;mju|3;mjz|1;mk2|;mk4|2;mk8|b;mkl|3;mkr|1;mku|2;mky|1;ml1|e;mlj|2;mln|;mlq|1;mlt|1;mlw|;mlz|2;mm3|7;mmc|;mmf|;mmh|;mml|1;mmq|1;mmu|;mmz|;mn4|;mn6|;mnb|1;mng|6;mno|;mnq|;mnt|;mny|;mo0|4;mo6|1;mo9|;moc|;moe|;mog|;moi|;mol|4;mor|;mov|3;mp1|;mp5|;mp8|1;mpf|1;mpj|7;mpu|;mpw|1;mpz|;mq2|1;mq5|;mqa|1;mqe|3;mqj|4;mqq|;mqs|1;mqv|5;mr2|1;mr5|6;mrd|2;mrh|2;mrn|2;mrx|3;ms2|;ms6|2;msd|3;msj|;msm|6;msu|4;mt1|;mt3|5;mtc|1;mtf|4;mtl|2;mtq|;mts|;mtv|5;mu4|;mu6|2;mua|;mud|1;mug|3;mul|;muq|1;mut|;muv|;mux|4;mv3|1;mv6|;mv9|1;mvc|7;mvm|1;mvq|;mvt|;mvx|1;mw0|1;mw3|4;mw9|1;mwd|1;mwh|;mwk|1;mwn|4;mwt|4;mwz|4;mx5|1;mxd|;mxf|;mxm|1;mxt|1;mxw|2;my0|e;myh|1;myn|2;myr|1;myu|1;myz|;mz1|;mz5|2;mz9|;mzb|;mzd|7;mzm|2;mzq|5;mzx|6;n06|;n0e|;n0g|1;n0j|;n0l|4;n0r|;n0v|3;n13|3;n18|;n1a|5;n1h|6;n1q|4;n1x|;n21|2;n25|;n27|;n2g|2;n2k|;n2n|1;n2r|1;n2u|;n2w|;n2y|2;n32|2;n36|2;n3a|5;n3i|4;n3o|;n3q|2;n3u|2;n3z|;n41|;n43|3;n4c|2;n4h|2;n4l|3;n4q|;n4s|;n4u|e;n5b|4;n5i|a;n5v|1;n5y|c;n6c|;n6f|;n6h|9;n6s|3;n6x|4;n73|g;n7l|1;n7p|2;n7t|3;n7y|7;n89|1;n8c|1;n8i|3;n8r|;n8w|5;n93|3;n98|b;n9m|;n9o|3;n9u|3;n9z|2;na3|9;naf|;nah|;nak|;nam|6;nax|1;nb0|;nb2|6;nbb|6;nbj|;nbm|1;nbp|1;nbs|1;nbv|e;ncd|;ncg|;nci|3;nco|4;ncw|c;nda|;nde|;ndh|1;ndk|1;ndo|;ndr|;ndt|1;ndw|1;ndz|3;ne4|6;nec|;nee|;neg|;nei|4;neo|8;nez|3;nf4|;nf7|;nf9|1;nfd|f;nfu|;nfx|3;ng4|;ng6|4;ngd|;ngf|;ngh|2;ngl|1;ngo|6;ngy|;nh0|;nh2|1;nh5|;nh7|1;nha|3;nhf|5;nhm|2;nhq|;nhs|2;nhw|;nhy|;ni0|1;ni3|1;ni6|;ni8|1;nic|;nie|6;nim|;niq|;nis|1;niv|;nix|3;nj2|2;nj6|;nj8|2;njc|1;njh|2;njo|6;njw|2;nk0|;nk2|;nk5|2;nka|;nkd|2;nki|;nkm|2;nkq|2;nku|a;nl6|2;nlc|;nle|2;nll|1;nlo|4;nlw|;nm3|3;nm9|;nmc|2;nmi|;nmm|2;nmq|;nms|1;nmv|;nmx|1;nn0|5;nn7|;nn9|2;nnd|;nnf|4;nnn|;nnr|;nnt|;nnx|;no1|1;no5|;no7|;no9|3;noe|2;noi|5;nop|1;nos|5;noz|1;np4|;np7|1;npe|;nph|1;npl|;npo|2;npt|1;npw|1;nq1|;nq5|;nq8|3;nqd|2;nqk|2;nqo|;nqq|;nqs|1;nqv|;nqy|;nr3|;nr7|2;nrb|1;nrg|;nri|1;nrl|1;nrw|2;ns0|1;ns3|1;ns8|;nsa|2;nse|1;nsi|;nsk|;nsq|;nss|;nsu|;nsx|;nt2|1;nt6|;nt8|3;ntd|;ntf|2;ntj|1;ntm|;ntp|2;ntt|;ntv|1;ntz|3;nu4|1;nu7|4;nud|;nui|5;nup|;nut|7;nv2|;nv4|6;nve|1;nvj|2;nvo|;nvq|2;nvu|;nvw|;nvz|;nw2|2;nw6|1;nw9|2;nwd|4;nwm|1;nws|;nwu|;nww|2;nx5|3;nxa|2;nxh|9;nxs|1;nxw|1;ny2|8;nyc|7;nyn|2;nyr|5;nyy|6;nz6|;nz9|;nzb|2;nzf|;nzh|;nzm|;nzr|;nzt|3;nzy|3;o04|1;o0a|5;o0h|;o0j|3;o0o|;o0r|2;o0x|;o12|5;o1a|3;o1f|1;o1k|3;o1p|5;o1w|;o1z|6;o27|;o29|1;o2c|2;o2g|;o2i|;o2l|a;o2x|4;o34|1;o3c|;o3f|1;o3k|;o3m|1;o3p|;o3r|7;o41|;o44|1;o47|5;o4e|3;o4n|;o4r|;o4t|5;o50|1;o53|9;o5e|7;o5o|4;o5x|2;o61|;o64|1;o67|4;o6d|;o6f|;o6h|2;o6l|;o6o|;o6s|2;o6w|2;o71|9;o7c|;o7e|1;o7k|8;o7y|2;o83|;o89|1;o8c|;o8e|2;o8j|;o8l|1;o8p|6;o8z|c;o9d|2;o9h|;o9l|4;o9r|4;o9x|8;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vj9|;xgg|s;xz4|8mb;16ls|m;16mj|1c;1d6o|2m;1d9c|21;1dbf|2o;1dea|;1ded|2;1deh|5;1deq|;1deu|;1dey|2;1df2|3;1df7|a;1dfj|;1dfl|;1dfn|i;1dg7|;1dg9|f;1dgq|;1dkw|4;1e6o|9;1e7k|y;1e8k|i;1e94|3;1edd|59;1eiq|5;1eiy|5;1ej6|5;1eje|2;1ejk|6;1ejs|6;2q68|c;2q6o|2k;2q9c|1o;2qdc|2;2qds|17;2qf4|8;2qfk|1;2tav|;2td8|;2ua2|;2uco|;2v0k|;2wk5|;2wst|;2xec|;2xpj|;2zbw|;30ds|;30fh|;31an|;31wv|;32e8|;32t9|;339f|;33uj|;34rd|;36cx|;36hp|;37jd|;37jk|;37r5|;37rm|;3905|;39ku|;39o5|;39q6|;3ak2|;3aka|;3alw|;3at4|;3b2v|;3b87|;3br8|;3c5z|;3d7o|;3dnc|;3dxt|;3fic|;3gfz|;3gh1|;3gz6|;3hap|;3hfm|;3htb|;3i4d|;3i8r|;3id3|;3j7a|;3jdo|;3l3e|;3l41|;3l73|;3lxx|;3lyb|;3mji|;3mkp|;3mv3|;3n68|;3n7f|;3p9p|;3pow|;3q04|;3v9x|;3wlv|;3z9g|;42g9|;4651|;4654|;4656|;465o|;465v|;466q|;4676|;467r|;4684|;469e|;46b1|;46bg|;46cg|;46ek|;46hc|;46hr|;4949|;4an2|;")) +r.push(new A.ap("Noto Sans Kaithi","notosanskaithi/v16/buEtppS9f8_vkXadMBJJu0tWjLwjQi0KdoZIKlo.ttf","w|;19|;4g|;1uu|9;6bv|2;6c0|;7gs|;x80|9;1hts|1t;1hvx|;")) +r.push(new A.ap("Noto Sans Kannada","notosanskannada/v26/8vIs7xs32H97qzQKnzfeXycxXZyUmySvZWItmf1fe6TVmgop9ndpS-BqHEyGrDvNzSIMLsPKrkY.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;2gw|c;2ha|2;2he|m;2i2|9;2id|4;2ik|8;2iu|2;2iy|3;2j9|1;2ji|;2jk|3;2jq|9;2k1|1;5ow|;5oy|;5p6|;5pu|;5pw|1;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;x80|5;")) +r.push(new A.ap("Noto Sans Kayah Li","notosanskayahli/v20/B50nF61OpWTRcGrhOVJJwOMXdca6Yecki3E06x2jVTX3WCc3CZH4EXLuKVM.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xds|1b;")) +r.push(new A.ap("Noto Sans Kharoshthi","notosanskharoshthi/v16/Fh4qPiLjKS30-P4-pGMMXCCfvkc5Vd7KE5z4rFyx5mR1.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1gjk|3;1gjp|1;1gjw|7;1gk5|2;1gk9|s;1gl4|2;1glb|9;1gls|8;")) +r.push(new A.ap("Noto Sans Khmer","notosanskhmer/v23/ijw3s5roRME5LLRxjsRb-gssOenAyendxrgV2c-Zw-9vbVUti_Z_dWgtWYuNAJz4kAbrddiA.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4n4|2l;4ps|9;4q8|9;540|v;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Khojki","notosanskhojki/v16/-nFnOHM29Oofr2wohFbTuPPKVWpmK_d709jy92k.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;25i|9;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;x80|9;1i4g|h;1i4z|17;")) +r.push(new A.ap("Noto Sans Khudawadi","notosanskhudawadi/v16/fdNi9t6ZsWBZ2k5ltHN73zZ5hc8HANlHIjRnVVXz9MY.ttf","w|;4g|;1us|1;6bw|1;6c3|1;7gs|;x80|9;1i9c|1m;1ib4|9;")) +r.push(new A.ap("Noto Sans Lao","notosanslao/v24/bx6lNx2Ol_ixgdYWLm9BwxM3NW6BOkuf763Clj73CiQ_J1Djx9pidOt4ccbdf5MK3riB2w.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;2v5|1;2v8|;2vb|1;2ve|;2vh|;2vo|3;2vt|6;2w1|2;2w5|;2w7|;2wa|1;2wd|c;2wr|2;2ww|4;2x2|;2x4|5;2xc|9;2xo|3;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|1;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Lepcha","notosanslepcha/v16/0QI7MWlB_JWgA166SKhu05TekNS32AJstqBXgd4.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5j4|1j;5kr|e;5l9|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Limbu","notosanslimbu/v22/3JnlSDv90Gmq2mrzckOBBRRoNJVj0MF3OHRDnA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;4xs|u;4yo|b;4z4|b;4zk|;4zo|b;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Linear A","notosanslineara/v16/oPWS_l16kP4jCuhpgEGmwJOiA18FZj22zmHQAGQicw.ttf","w|;4g|;1fr4|8m;1g00|l;1g0w|7;")) +r.push(new A.ap("Noto Sans Linear B","notosanslinearb/v15/HhyJU4wt9vSgfHoORYOiXOckKNB737IV3BkFTq4EPw.ttf","w|;4g|;1ekg|b;1ekt|p;1elk|i;1em4|1;1em7|e;1emo|d;1eo0|3e;1erk|2;1err|18;1et3|8;")) +r.push(new A.ap("Noto Sans Lisu","notosanslisu/v25/uk-3EGO3o6EruUbnwovcYhz6kh57_nqbcTdjJnHP2Vwt29IlxkVdig.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jg|;jq|1;jt|;jx|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;9hm|1;wk0|1b;1kts|;")) +r.push(new A.ap("Noto Sans Lycian","notosanslycian/v15/QldVNSNMqAsHtsJ7UmqxBQA9r8wA5_naCJwn00E.ttf","w|;4g|;1f28|s;")) +r.push(new A.ap("Noto Sans Lydian","notosanslydian/v15/c4m71mVzGN7s8FmIukZJ1v4ZlcPReUPXMoIjEQI.ttf","w|;4g|;1gdc|p;1ge7|;")) +r.push(new A.ap("Noto Sans Mahajani","notosansmahajani/v15/-F6sfiVqLzI2JPCgQBnw60Agp0JrvD5Fh8ARHNh4zg.ttf","w|;4g|;1us|b;6bw|1;7gs|;x80|9;1hzk|12;")) +r.push(new A.ap("Noto Sans Malayalam","notosansmalayalam/v26/sJoi3K5XjsSdcnzn071rL37lpAOsUThnDZIfPdbeSNzVakglNM-Qw8EaeB8Nss-_RuD9BFzEr6HxEA.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;mb|;me|2;1u9|1;1us|1;2kg|c;2ku|2;2ky|1e;2me|2;2mi|5;2ms|f;2na|p;5p6|;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;x80|2;")) +r.push(new A.ap("Noto Sans Mandaic","notosansmandaic/v15/cIfnMbdWt1w_HgCcilqhKQBo_OsMI5_A_gMk0izH.ttf","w|;4g|;18g|;1mo|r;1ni|;6bw|1;7gs|;")) +r.push(new A.ap("Noto Sans Manichaean","notosansmanichaean/v15/taiVGntiC4--qtsfi4Jp9-_GkPZZCcrfekqCNTtFCtdX.ttf","w|;4g|;18g|;6bw|1;7gs|;1e68|;1gow|12;1gq3|b;")) +r.push(new A.ap("Noto Sans Marchen","notosansmarchen/v17/aFTO7OZ_Y282EP-WyG6QTOX_C8WZMHhPk652ZaHk.ttf","w|;4g|;7gs|;1k6o|v;1k7m|l;1k89|d;")) +r.push(new A.ap("Noto Sans Masaram Gondi","notosansmasaramgondi/v17/6xK_dThFKcWIu4bpRBjRYRV7KZCbUq6n_1kPnuGe7RI9WSWX.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1kao|6;1kaw|1;1kaz|17;1kca|;1kcc|1;1kcf|8;1kcw|9;")) +r.push(new A.ap("Noto Sans Math","notosansmath/v15/7Aump_cpkSecTWaHRlH2hyV5UHkG-V048PW0.ttf","w|2m;4g|;4n|;4s|;4x|;5z|;6v|;le|1;lh|;lj|1;mo|;pd|g;pv|6;q9|o;r5|;r9|1;s0|1;s4|1;6cy|5;6dz|;6hc|c;6ht|;6hx|a;6iq|;6iy|4;6j4|2;6j9|;6jd|4;6jo|;6js|;6jw|1;6jz|2;6k3|5;6kc|4;6kl|4;6mo|u;6nk|1h;6pd|1;6pg|7f;6x4|3;6xc|;6xl|;6xo|5;6ye|1w;70c|;711|;717|r;72o|;730|5;778|1;7fz|;7g3|;7g7|;7gd|;7gh|;7gq|;7gs|;7i3|;7l9|2;7uo|1r;83k|e7;8i6|3;8j4|s;8ou|;1efv|;1efx|;2kg0|2c;2kie|1y;2kke|1;2kki|;2kkl|1;2kkp|3;2kku|b;2kl7|;2kl9|6;2klh|1s;2knb|3;2knh|7;2knq|6;2kny|r;2kor|3;2kow|4;2kp2|;2kp6|6;2kpe|9f;2kyw|83;2l72|1d;2pkw|3;2pl1|q;2plt|1;2plw|;2plz|;2pm1|9;2pmc|3;2pmh|;2pmj|;2pmq|;2pmv|;2pmx|;2pmz|;2pn1|2;2pn5|1;2pn8|;2pnb|;2pnd|;2pnf|;2pnh|;2pnj|;2pnl|1;2pno|;2pnr|3;2pnw|6;2po4|3;2po9|3;2poe|;2pog|9;2por|g;2ppd|2;2pph|4;2ppn|g;2prk|1;")) +r.push(new A.ap("Noto Sans Mayan Numerals","notosansmayannumerals/v15/PlIuFk25O6RzLfvNNVSivR09_KqYMwvvDKYjfIiE68oo6eepYQ.ttf","w|;4g|;2k80|j;")) +r.push(new A.ap("Noto Sans Medefaidrin","notosansmedefaidrin/v22/WwkzxOq6Dk-wranENynkfeVsNbRZtbOIdLb1exeM4ZeuabBfmErWlT318e5A3rw.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;20cg|2i;")) +r.push(new A.ap("Noto Sans Meetei Mayek","notosansmeeteimayek/v14/HTxAL3QyKieByqY9eZPFweO0be7M21uSphSdhqILnmrRfJ8t_1TJ_vTW5PgeFYVa.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;xr4|m;xxc|19;xyo|9;")) +r.push(new A.ap("Noto Sans Meroitic","notosansmeroitic/v16/IFS5HfRJndhE3P4b5jnZ3ITPvC6i00UDgDhTiKY9KQ.ttf","w|;1m|;4g|;6cm|;6e5|;1gg0|1j;1gho|j;1gia|19;")) +r.push(new A.ap("Noto Sans Miao","notosansmiao/v17/Dxxz8jmXMW75w3OmoDXVV4zyZUjgUYVslLhx.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;20hs|22;20jz|1k;20lr|g;")) +r.push(new A.ap("Noto Sans Modi","notosansmodi/v20/pe03MIySN5pO62Z5YkFyT7jeav5qWVAgVol-.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1tp|;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;x80|9;1iww|1w;1iz4|9;")) +r.push(new A.ap("Noto Sans Mongolian","notosansmongolian/v17/VdGCAYADGIwE0EopZx8xQfHlgEAMsrToxLsg6-av1x0.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4qo|e;4r4|9;4rk|2g;4u8|16;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6cv|;6d5|1;6dk|1;6gc|;6jm|;6qa|;76o|j;7gs|;9hd|1;9hm|5;1e7x|1;1e81|3;1izk|c;")) +r.push(new A.ap("Noto Sans Mro","notosansmro/v18/qWcsB6--pZv9TqnUQMhe9b39WDzRtjkho4M.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1zk0|u;1zkw|9;1zla|1;")) +r.push(new A.ap("Noto Sans Multani","notosansmultani/v20/9Bty3ClF38_RfOpe1gCaZ8p30BOFO1A0pfCs5Kos.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;21y|9;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1i80|6;1i88|;1i8a|3;1i8f|e;1i8v|a;")) +r.push(new A.ap("Noto Sans Myanmar","notosansmyanmar/v20/AlZq_y1ZtY3ymOryg38hOCSdOnFq0En23OU4o1AC.ttf","w|;1r|;4g|;35s|4f;6bv|2;6c8|1;6cc|1;6cm|;7gs|;xf2|;xk0|u;xnk|v;1e68|;")) +r.push(new A.ap("Noto Sans NKo","notosansnko/v2/esDX31ZdNv-KYGGJpKGk2_RpMpCMHMLBrdA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;170|;17f|;17j|;19m|;1j4|1m;1kt|2;60w|5;61q|;642|1;6bw|3;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;93w|1;1e0u|1;")) +r.push(new A.ap("Noto Sans Nabataean","notosansnabataean/v15/IFS4HfVJndhE3P4b5jnZ34DfsjO330dNoBJ9hK8kMK4.ttf","w|;4g|;1g8w|u;1g9z|8;")) +r.push(new A.ap("Noto Sans New Tai Lue","notosansnewtailue/v20/H4cKBW-Pl9DZ0Xe_nHUapt7PovLXAhAnY7wqaLy-OJgU3p_pdeXAYUbghFPKzeY.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;51c|17;52o|p;53k|1;53n|7;53y|1;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;9hc|2;9hk|3;1edd|;1edk|1;1edo|;1edq|;1ee2|1;1ee7|;1eg1|;1eg4|;")) +r.push(new A.ap("Noto Sans Newa","notosansnewa/v16/7r3fqXp6utEsO9pI4f8ok8sWg8n_qN4R5lNU.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5x7|;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1iio|2j;1il9|4;")) +r.push(new A.ap("Noto Sans Nushu","notosansnushu/v19/rnCw-xRQ3B7652emAbAe_Ai1IYaFWFAMArZKqQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;20o1|;2dm8|az;")) +r.push(new A.ap("Noto Sans Ogham","notosansogham/v15/kmKlZqk1GBDGN0mY6k5lmEmww4hrt5laQxcoCA.ttf","w|;4g|;4g0|s;")) +r.push(new A.ap("Noto Sans Ol Chiki","notosansolchiki/v21/N0b92TJNOPt-eHmFZCdQbrL32r-4CvhzDzRwlxOQYuVALWk267I6gVrz5gQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5lc|1b;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;")) +r.push(new A.ap("Noto Sans Old Hungarian","notosansoldhungarian/v15/E213_cD6hP3GwCJPEUssHEM0KqLaHJXg2PiIgRfjbg5nCYXt.ttf","w|;4g|;6bx|;1h1c|1e;1h34|1e;1h4q|5;")) +r.push(new A.ap("Noto Sans Old Italic","notosansolditalic/v15/TuGOUUFzXI5FBtUq5a8bh68BJxxEVam7tWlRdRhtCC4d.ttf","w|;4g|;1f5s|z;1f71|2;")) +r.push(new A.ap("Noto Sans Old North Arabian","notosansoldnortharabian/v15/esDF30BdNv-KYGGJpKGk2tNiMt7Jar6olZDyNdr81zBQmUo_xw4ABw.ttf","w|;4g|;1gn4|v;")) +r.push(new A.ap("Noto Sans Old Permic","notosansoldpermic/v16/snf1s1q1-dF8pli1TesqcbUY4Mr-ElrwKLdXgv_dKYB5.ttf","w|;4g|;lc|;li|2;lv|;w3|;6hn|;7gs|;1f80|16;")) +r.push(new A.ap("Noto Sans Old Persian","notosansoldpersian/v15/wEOjEAbNnc5caQTFG18FHrZr9Bp6-8CmIJ_tqOlQfx9CjA.ttf","w|;4g|;1fa8|z;1fbc|d;")) +r.push(new A.ap("Noto Sans Old Sogdian","notosansoldsogdian/v15/3JnjSCH90Gmq2mrzckOBBhFhdrMst48aURt7neIqM-9uyg.ttf","w|;4g|;1hj4|13;")) +r.push(new A.ap("Noto Sans Old South Arabian","notosansoldsoutharabian/v15/3qT5oiOhnSyU8TNFIdhZTice3hB_HWKsEnF--0XCHiKx1OtDT9HwTA.ttf","w|;4g|;1gm8|v;")) +r.push(new A.ap("Noto Sans Old Turkic","notosansoldturkic/v15/yMJNMJVya43H0SUF_WmcGEQVqoEMKDKbsE2RjEw-Vyws.ttf","w|;4g|;1gxs|20;")) +r.push(new A.ap("Noto Sans Oriya","notosansoriya/v27/AYCppXfzfccDCstK_hrjDyADv5e9748vhj3CJBLHIARtgD6TJQS0dJT5Ivj0f6_c6LhHBRe-.ttf","w|c;1a|28;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jg|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;nu|;1us|1;269|2;26d|7;26n|1;26r|l;27e|6;27m|1;27p|4;27w|8;287|1;28b|2;28m|1;28s|1;28v|4;292|h;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Osage","notosansosage/v18/oPWX_kB6kP4jCuhpgEGmw4mtAVtXRlaSxkrMCQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;ns|;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1fhs|z;1fiw|z;")) +r.push(new A.ap("Noto Sans Osmanya","notosansosmanya/v18/8vIS7xs32H97qzQKnzfeWzUyUpOJmz6kR47NCV5Z.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1fgg|t;1fhc|9;")) +r.push(new A.ap("Noto Sans Pahawh Hmong","notosanspahawhhmong/v18/bWtp7e_KfBziStx7lIzKKaMUOBEA3UPQDW7krzc_c48aMpM.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1zpc|1x;1zrk|9;1zrv|6;1zs3|k;1zst|i;")) +r.push(new A.ap("Noto Sans Palmyrene","notosanspalmyrene/v15/ZgNPjOdKPa7CHqq0h37c_ASCWvH93SFCPnK5ZpdNtcA.ttf","w|;4g|;1g80|v;")) +r.push(new A.ap("Noto Sans Pau Cin Hau","notosanspaucinhau/v20/x3d-cl3IZKmUqiMg_9wBLLtzl22EayN7ehIdjEWqKMxsKw.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1juo|1k;")) +r.push(new A.ap("Noto Sans Phags Pa","notosansphagspa/v15/pxiZyoo6v8ZYyWh5WuPeJzMkd4SrGChkqkSsrvNXiA.ttf","w|;4g|;4qp|2;4qt|;6bv|4;6cl|1;7gs|;9hd|1;9hj|a;9hw|7;x8g|1j;1e68|;")) +r.push(new A.ap("Noto Sans Phoenician","notosansphoenician/v15/jizFRF9Ksm4Bt9PvcTaEkIHiTVtxmFtS5X7Jot-p5561.ttf","w|;4g|;1gcg|r;1gdb|;")) +r.push(new A.ap("Noto Sans Psalter Pahlavi","notosanspsalterpahlavi/v15/rP2Vp3K65FkAtHfwd-eISGznYihzggmsicPfud3w1G3KsUQBct4.ttf","w|;4g|;18g|;6bw|1;7gs|;1gu8|h;1gux|3;1gvd|6;")) +r.push(new A.ap("Noto Sans Rejang","notosansrejang/v18/Ktk2AKuMeZjqPnXgyqrib7DIogqwN4O3WYZB_sU.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xf4|z;xgf|;")) +r.push(new A.ap("Noto Sans Runic","notosansrunic/v15/H4c_BXWPl9DZ0Xe_nHUaus7W68WWaxpvHtgIYg.ttf","w|;4g|;4gw|2g;")) +r.push(new A.ap("Noto Sans SC","notosanssc/v26/k3kXo84MPvpLmixcA63oeALhL4iJ-Q7m8w.otf","w|2m;4g|2r;7k|3;7u|1;88|3;8z|1;93|1;98|3;9e|1;a0|5;b6|;bk|1;bz|1;ct|f;e0|1;gh|;gx|;jf|;jr|;jt|2;k9|;kq|1;lc|1;lg|;lj|;lo|;pd|g;pv|6;q9|o;sh|;sw|1r;up|;5z2|1;61s|2h;6bm|1;6c0|6;6c8|2;6cc|2;6cg|2;6cl|2;6cw|;6cy|1;6d1|;6d5|3;6de|;6dj|2;6dt|;6es|;6g9|;6gb|1;6hp|1;6io|;6ir|;6it|;6ix|1;6j3|;6j7|;6ja|;6jl|1;6jq|1;6jv|;6jy|;6k5|;6kb|;6lc|b;6ls|b;6mo|9;6ns|1;6o4|2;6ob|1;6og|;6oi|;6ok|;6p2|3;6ph|;6ps|;6pu|1;6px|6;6q7|;6q9|2;6qd|;6qi|;6ql|3;6qr|;6qt|9;6r8|3;6rh|;6rn|;6rp|;6rs|;6rw|;6s2|;6sg|2;6sk|3;6sq|1;6su|1;6sy|1;6t2|1;6te|5;6tm|1;6tx|4;6u8|;6ud|;6v3|;6vu|1;6wf|;6x1|2;6xe|;6xk|;6y1|1;71s|1;726|e;72m|;72y|1;74z|;76o|97;7g1|2;7g6|1;7gc|1;7gg|1;7gm|6;7gu|5;7he|4;7hr|;7i8|3;7id|1;7ih|;7im|1;7iu|1;7j0|3;7jj|;7k0|2;7kw|f;7le|b;7mo|;7nh|1;7pe|;7pv|;7q2|;7r1|;7r3|1;7rq|;7sm|t;7tt|;850|1;88v|;8ai|1;8hx|2;8ii|;8lx|;94q|1;96o|p;97f|2g;9a8|5x;9gw|b;9hc|1r;9j5|2d;9ll|2u;9ol|16;9pt|1e;9r9|15;9sg|17;9ts|z;9v4|1a;9wg|7f;a3x|58o;feo|g6n;1d6o|3;1d6t|1;1d6z|1;1d79|;1d7b|3;1d7l|;1d7w|1;1d7z|;1d81|4;1d87|3;1d8j|;1d8n|3;1d8u|;1d8y|1;1d9a|;1d9e|5;1d9q|;1d9u|;1d9w|;1d9y|;1da1|2;1da6|2;1dac|1;1dai|2;1dam|;1dar|;1dat|;1daw|;1dbi|;1dbn|;1dbr|;1dbv|;1dbx|1;1dc0|;1dc5|1;1dcg|;1dco|1;1dcs|4;1dcy|2;1dd3|;1dd5|;1ddd|;1ddg|1;1ddm|;1ddp|;1ddr|;1ddu|;1ddx|3;1de2|;1de4|3;1de9|;1deb|1;1deg|;1den|2;1der|1;1dev|2;1df3|;1df7|2;1dfb|1;1dfe|;1dfr|;1dft|;1dfv|;1dgd|1;1dkw|4;1e6o|9;1e7k|y;1e8k|i;1e94|3;1edd|4e;1eht|t;1eiq|5;1eiy|5;1ej6|5;1eje|2;1ejk|6;1ejs|6;2q68|c;2q6o|2k;2q9c|1o;2qdc|2;2qds|17;2qf4|8;2qfk|1;2t8n|;2t8p|;2tak|;2tes|;2uco|;2ueu|;2vo0|;2x0a|;2x3n|;2xg7|;31cf|;33rf|;353r|1;35er|;3666|;366m|;37jd|;37q3|;37r5|;37ul|;37wp|;39yq|;3a02|;3a20|;3b2v|;3bvb|;3cip|;3czx|;3ddi|;3dks|;3dxt|;3ecc|;3eht|;3gz6|;3i5r|;3id3|;3iex|;3j7s|;3jp4|;3jpx|;3jz4|;3knd|;3kuf|;3kun|;3kup|;3kus|;3l73|;3lax|;3mv3|;3n68|;3on2|;3on7|;3ong|;3qal|;3qij|;3qjb|;3qr4|;3qra|;3qs8|;3rtu|;3s4n|1;3s53|1;3sa5|;3shs|;3skj|;3skv|;3sky|;3sl9|;3sp0|;3spc|;3spf|;3srl|;3svb|;3svj|;3svq|;3svt|;3swd|1;3sxi|;3t0u|1;3t0z|;3t2f|;3t2s|;3t3w|1;3t46|2;3t4a|;3t4c|;3t79|1;3t7x|;3t9p|;3tex|;3tfp|;3tgm|;3th5|;3th8|;3thi|;3thm|;3ti4|;3tmg|;3u13|;3u5b|;3u5e|;3u64|;3u6b|;3uaj|;3uk7|;3ukn|;3unr|;3up5|;3v3d|1;3v6x|;3v7u|;3vf9|;3vfd|;3vg9|;3vjw|;3vk8|;3vl0|;3vo7|;3vq3|;3vq9|;3vqc|;3vyg|;3vys|;3vyv|;3w3m|;3w9f|;3w9k|;3w9t|;3wa1|;3wa3|2;3wa7|;3waq|;3way|1;3wh8|;3whb|;3wkf|;3wld|;3wn1|;3wt5|;3wta|;3wtd|;3wtv|;3wuf|;3wui|;3wv1|;3x1e|;3x1q|;3x4t|;3x61|;3x9l|;3x9p|1;3x9t|;3xa0|1;3xa3|;3xa7|;3xa9|;3xai|;3xam|;3xay|1;3xb8|;3xbd|;3xbg|;3xbj|;3xbn|;3xbq|;3xbs|;3xbw|;3xdd|;3xdr|1;3xe6|;3xhy|;3xi7|;3xmd|1;3xml|;3xmn|;3xmq|1;3xmy|;3xqj|;3xql|;3xqn|1;3xr3|1;3xrc|;3xrh|1;3xsl|;3xug|;3xui|;3xur|;3xuu|;3xuy|;3xx8|;3xxk|;3xxv|;3z9g|;4684|;469i|;4an1|1;4ay4|;")) +r.push(new A.ap("Noto Sans Saurashtra","notosanssaurashtra/v19/ea8GacQ0Wfz_XKWXe6OtoA8w8zvmYwTef9ndjhPTSIx9.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;xa8|1x;xce|b;")) +r.push(new A.ap("Noto Sans Sharada","notosanssharada/v16/gok0H7rwAEdtF9N8-mdTGALG6p0kwoXLPOwr4H8a.ttf","w|10;1y|2;22|4;28|4;2e|14;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;5p3|;5p5|;5p8|1;5pc|;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1i0w|2n;")) +r.push(new A.ap("Noto Sans Shavian","notosansshavian/v15/CHy5V_HZE0jxJBQlqAeCKjJvQBNF4EFQSplv2Cwg.ttf","w|;4g|;1ff4|1b;")) +r.push(new A.ap("Noto Sans Siddham","notosanssiddham/v17/OZpZg-FwqiNLe9PELUikxTWDoCCeGqndk3Ic92ZH.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1itc|1h;1iuw|11;")) +r.push(new A.ap("Noto Sans Sinhala","notosanssinhala/v26/yMJ2MJBya43H0SUF_WmcBEEf4rQVO2P524V5N_MxQzQtb-tf5dJbC30Fu9zUwg2a5lgLpJwbQRM.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;2o1|2;2o5|h;2oq|n;2pf|8;2pp|;2ps|6;2q2|;2q7|5;2qe|;2qg|7;2qu|9;2r6|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1i3l|j;")) +r.push(new A.ap("Noto Sans Sogdian","notosanssogdian/v15/taiQGn5iC4--qtsfi4Jp6eHPnfxQBo--Pm6KHidM.ttf","w|;4g|;18g|;6bw|;7gs|;1hkg|15;")) +r.push(new A.ap("Noto Sans Sora Sompeng","notosanssorasompeng/v24/PlIRFkO5O6RzLfvNNVSioxM2_OTrEhPyDLolKvCsHzCxWuGkYHR818DpZXJQd4Mu.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1hw0|o;1hww|9;")) +r.push(new A.ap("Noto Sans Soyombo","notosanssoyombo/v15/RWmSoL-Y6-8q5LTtXs6MF6q7xsxgY0FrIFOcK25W.ttf","w|;4g|;7gs|;1jrk|2a;")) +r.push(new A.ap("Noto Sans Sundanese","notosanssundanese/v24/FwZw7_84xUkosG2xJo2gm7nFwSLQkdymq2mkz3Gz1_b6ctxpNNHCizv7fQES.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;5fk|1r;5og|7;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Syloti Nagri","notosanssylotinagri/v20/uU9eCAQZ75uhfF9UoWDRiY3q7Sf_VFV3m4dGFVfxN87gsj0.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;1ye|9;60w|5;61q|;642|1;6bv|2;6c0|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6dx|;6gc|;6jm|;6qa|;7gs|;x6o|18;")) +r.push(new A.ap("Noto Sans Syriac","notosanssyriac/v16/Ktk7AKuMeZjqPnXgyqribqzQqgW0LYiVqV7dXcP0C-VD9MaJyZfUL_FC.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;m8|;mb|5;ml|1;mo|1;170|;17f|;17j|;17l|;18g|;18r|a;19c|c;19s|;1ds|d;1e7|1n;1fx|2;60w|5;61q|;642|1;6bw|3;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6dg|;6gc|;6jm|;6qa|;7gs|;7lc|1;")) +r.push(new A.ap("Noto Sans 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p;kvt|;kvv|9;kw6|;kw9|8;kwj|3;kwp|;kwx|1;kx0|5;kx7|3;kxd|3;kxi|n;ky7|;ky9|;kyb|e;kyr|;kyt|4;kyz|2;kz6|3;kzc|9;kzn|6;kzv|g;l0d|e;l0t|;l0v|;l0x|;l10|;l12|;l16|;l1a|7;l1j|;l1l|1;l1o|b;l21|f;l2j|4;l2p|a;l31|1;l36|1;l39|8;l3j|2;l3n|1;l3s|9;l45|;l47|1;l4a|2;l4e|3;l4j|;l4m|;l4o|4;l4w|;l4y|3;l54|3;l5b|4;l5i|4;l5p|1;l5s|1;l5v|;l5x|;l60|;l64|1;l67|;l69|e;l6p|2;l6t|9;l74|2;l78|3;l7d|;l7f|1;l7i|9;l7u|;l7x|;l7z|;l82|;l84|;l86|5;l8e|6;l8m|;l8o|2;l8s|3;l8x|;l90|5;l97|;l9a|2;l9e|5;l9m|1;l9p|3;l9u|1;l9x|2;la2|;la4|1;la7|2;lab|a;lan|1;laq|2;lau|2;lay|2;lb2|;lb4|4;lba|2;lbe|2;lbj|1;lbm|1;lbr|f;lc8|1;lcb|2;lcf|2;lcj|3;lco|5;lcv|2;lcz|5;ld6|2;lda|d;ldp|6;ldy|;le1|7;lea|;lec|1;lef|a;let|6;lf1|9;lfc|3;lfh|j;lg2|4;lg8|5;lgf|;lgi|;lgq|a;lh2|h;lhl|e;li1|a;lid|;lif|c;lit|;lix|;lj3|j;ljq|5;ljx|3;lk2|;lk4|u;lla|;llj|5;llq|c;lm4|6;lmc|10;lne|;lno|1;lnu|2;lny|1;lo1|4;lo7|9;loi|;lok|9;lov|n;lpk|f;lq1|5;lq8|;lqa|3;lqi|;lqn|;lqt|;lqw|5;lr3|n;lrs|9;ls3|4;ls9|2;lsd|s;lt7|;lta|1;ltd|3;lti|3;lto|;lty|;lu0|1;lu3|;lu5|3;lua|2;lue|h;luy|1;lv2|14;lw8|5;lwi|;lwo|1;lwr|4;lwx|1;lx0|r;lxu|8;ly4|;ly6|9;lyh|o;lz7|1;lzi|a;lzu|a;m06|1;m09|7;m0i|2;m0m|c;m10|a;m1c|;m1e|5;m1p|p;m2g|c;m2u|9;m37|2;m3c|c;m3q|3;m3v|7;m44|;m46|2;m4a|2;m4e|3;m4j|4;m4p|6;m4x|;m50|g;m5i|6;m5r|6;m5z|5;m66|8;m6g|5;m6o|2;m6s|4;m6y|i;m7i|3;m7o|6;m7w|3;m81|5;m89|2;m8e|1;m8h|5;m8o|2;m8v|2;m8z|4;m95|;m97|6;m9f|2;m9j|7;m9s|;m9w|4;ma2|g;mak|6;mas|;mb3|2;mb7|d;mbm|;mbo|2;mbt|5;mc0|;mc3|;mc7|;mc9|a;mcl|1;mco|1;mcr|1;mcu|8;md6|1;mda|;mdc|7;mdl|b;mdy|4;me4|g;mem|;meo|8;mey|4;mf4|2;mf8|6;mfg|;mfi|4;mfo|;mfq|f;mg7|3;mgc|1;mgf|6;mgn|3;mgs|f;mha|4;mhg|2;mhk|5;mhr|3;mhw|4;mi3|3;mi8|2;mic|2;mig|1;mij|8;mit|2;mix|1;mj0|4;mj7|4;mjd|2;mjh|2;mjm|c;mk0|;mk5|1;mk8|3;mkd|5;mkk|;mkm|6;mkv|1;mky|1;ml1|e;mli|1;mll|1;mlo|;mlq|2;mlu|2;mly|3;mm3|7;mmc|5;mmj|d;mmy|1;mn1|2;mn5|9;mng|4;mnm|;mno|1;mnu|;mnx|;mnz|7;mo9|5;mog|2;mok|;mom|4;mos|;mov|5;mp2|;mp4|3;mpf|1;mpi|c;mpw|;mpz|1;mq2|2;mq7|4;mqe|3;mqj|3;mqq|1;mqt|9;mr4|c;mri|7;mrs|2;mrw|6;ms7|4;msd|5;msl|7;msu|a;mt6|i;mtq|1;mtu|6;mu4|6;muc|9;muq|a;mv2|2;mv6|e;mvm|c;mw0|b;mwd|2;mwj|q;mxd|1;mxg|3;mxl|d;my0|i;myk|;myn|o;mzd|c;mzr|f;n09|1;n0c|7;n0l|8;n0w|;n0y|;n10|1;n13|a;n1f|8;n1p|;n1r|3;n1w|7;n25|6;n2d|1;n2g|;n2i|2;n2n|1;n2r|m;n3g|;n3i|;n3k|2;n3o|4;n3v|;n3x|3;n42|3;n47|1;n4b|f;n4s|3;n4x|1;n51|1;n54|d;n5j|4;n5p|3;n5u|;n5y|2;n62|5;n69|;n6b|2;n6h|4;n6n|1;n6q|5;n6y|6;n76|;n7a|4;n7h|3;n7n|1;n7q|1;n7u|8;n84|1;n88|2;n8d|1;n8i|3;n8n|;n8q|1;n8w|6;n94|d;n9j|1;n9m|8;n9w|1;n9z|d;nae|1;nal|;nan|k;nbb|6;nbj|2;nbn|3;nbt|g;ncc|1;ncf|6;nco|;ncq|3;ncw|;ncy|1;nd2|3;nd8|8;ndi|4;ndo|;ndr|3;ndw|3;ne1|1;ne4|a;neg|7;nep|1;nes|;neu|5;nf2|2;nf6|1;nf9|1;nfd|5;nfl|;nfo|2;nfu|1;nfx|3;ng4|1;ng7|1;nga|1;ngd|2;ngi|4;ngo|2;ngs|2;ngy|2;nh2|;nh5|6;nhd|;nhf|4;nhl|1;nho|9;nhz|5;ni6|;ni9|;nib|2;nif|5;nim|5;nit|;nix|2;nj1|3;nj6|7;njf|;njh|;njj|;njl|d;nk0|;nk3|4;nka|5;nki|;nkk|2;nko|4;nku|5;nl1|a;nle|;nlj|e;nlz|2;nm3|4;nm9|;nmb|;nmd|;nmf|c;nmt|;nmv|1;nmy|3;nn3|8;nnd|6;nnm|3;nnr|;nnt|7;no3|2;no7|7;nog|;noi|1;nol|4;nos|8;np3|7;npe|1;nph|1;npk|1;npo|8;nq0|;nq4|7;nqd|g;nqv|2;nr0|1;nr6|3;nrb|7;nrk|4;nrw|2;ns0|;ns2|;ns4|2;ns8|9;nsp|3;nsu|3;nsz|6;nt8|3;ntd|;ntf|7;ntq|7;ntz|6;nu7|5;nue|;nug|4;num|;nup|;nur|2;nuv|e;nvb|1;nve|1;nvh|8;nvr|3;nvw|9;nw7|;nw9|6;nwh|1;nwk|2;nwp|;nws|;nwu|;nww|4;nx3|;nx5|;nx7|3;nxd|;nxf|c;nxt|5;ny0|a;nyc|8;nyn|m;nzb|4;nzh|;nzk|4;nzt|1;nzw|7;o06|2;o0a|1;o0d|g;o0v|3;o10|a;o1c|4;o1i|5;o1p|4;o1w|2;o20|a;o2c|2;o2g|;o2k|4;o2q|2;o2u|1;o2x|5;o35|;o38|;o3a|2;o3e|1;o3k|;o3m|4;o3s|;o3u|4;o40|5;o47|5;o4e|2;o4i|;o4m|;o4o|;o4q|8;o53|;o55|7;o5f|b;o5w|;o5y|2;o62|2;o67|3;o6d|;o6f|2;o6j|3;o6o|2;o6s|2;o6w|3;o71|4;o77|9;o7j|a;o7y|2;o82|1;o88|4;o8e|a;o8q|2;o8u|7;o93|4;o9b|;o9d|;o9f|;o9k|5;o9r|1;o9u|5;oa1|2;oa5|2;oae|1;oah|8;oas|2;oaw|4;ob2|6;obc|3;obh|3;obm|j;oc8|1;ocb|;ocg|;oci|g;od0|2;od4|;odc|7;odl|;odo|c;oe3|;oea|;oec|1;oef|1;oei|8;oes|9;of4|4;ofg|3;ofl|1;ofo|1;ofr|2;ofy|;og0|1;og4|3;og9|3;oge|2;ogk|1;ogo|k;ohc|4;ohj|c;ohx|2;oi1|9;oid|;oih|;oij|8;oit|8;oj4|;oj7|;oj9|;ojb|2;ojf|5;ojm|3;ojr|3;ojw|1;ok0|1;ok3|1;ok6|1;ok9|4;okf|1;okj|4;okp|7;oky|3;ol4|9;olf|3;olk|2;olo|2;olt|1;olw|4;om4|;om6|1;om9|2;omd|3;omk|;omm|1;omp|4;omw|7;on6|1;on9|;onb|7;onk|7;ont|1;onw|4;oo2|;oo6|2;ooa|;ooc|d;oor|3;oow|y;opx|;oq0|1;oq3|1;oq6|5;oqd|1;oqg|f;oqy|;or1|9;orc|;ore|5;orl|2;orq|5;orx|6;os9|4;osf|2;osj|3;oso|1;osr|4;osx|6;ot8|8;oti|f;otz|b;ouc|3;ouh|7;ouq|2;ouv|a;ov7|7;ovg|;ovi|9;ovt|5;ow3|;ow7|g;owq|b;ox3|;ox5|2;ox9|s;oy4|;oy8|c;oym|5;oyt|;oyv|9;oz6|g;ozq|2;ozu|5;p01|b;p0f|;p0k|;p0s|;p16|;p1j|;p1r|;p27|;p3a|;p4m|4;p4t|4;p4z|2;p53|e;p5k|;p5n|6;p5v|;p5x|9;p68|3;p6d|a;p6r|;p6t|a;p75|6;p7e|4;p7k|9;p7w|n;p8l|;p8n|;p8p|9;p90|1;p93|;p97|8;p9h|g;p9z|h;paj|7;pas|5;paz|6;pb8|2;pbc|2;pbg|;pbi|3;pbn|4;pbt|;pbv|4;pc3|;pc6|2;pca|;pcf|3;pck|;pcm|;pco|;pcq|4;pcx|3;pd2|1;pd8|;pdb|4;pdh|4;pdp|3;pdu|;pdw|3;pe1|3;pe7|1;pea|1;ped|1;peg|5;pen|;pep|2;pet|;pev|;pex|2;pf1|2;pf5|1;pf8|4;pfe|;pfg|1;pfm|8;pfw|5;pg4|a;pgg|1;pgj|3;pgp|;pgs|1;pgv|7;ph4|6;phc|3;phh|5;pho|;phq|;phu|;phw|7;pi5|2;pi9|4;pif|;pih|4;pin|3;pis|;piv|;pix|1;pj1|1;pj6|2;pja|2;pje|c;pjt|3;pjy|;pk0|2;pk4|3;pk9|;pkb|9;pkm|4;pks|1;pkv|1;pky|2;pl2|7;plb|;plf|;plh|;plj|9;plu|1;plx|7;pm6|;pm8|7;pmh|h;pn0|1;pn3|3;pn9|;pnb|4;pnh|d;pnw|3;po2|2;po6|6;poe|4;pok|1;pon|6;pow|2;pp0|2;pp4|;pp6|8;pph|1;ppk|5;ppr|;ppu|8;pq4|4;pqa|;pqc|1;pqf|;pqh|;pqj|;pqm|e;pr2|1;pr5|5;prc|1;prf|4;prl|1;pro|c;ps3|2;ps7|;psa|1;psd|7;pso|3;pst|k;ptf|d;ptu|2;pu2|;pu7|a;puj|1;pum|a;puy|v;pvv|2;pw6|8;pwg|;pwi|;pwk|9;pwv|;pwx|c;pxb|6;pxj|d;pxy|1;pya|1;pye|;pyn|;pyr|5;pyy|5;pz5|;pz7|;pz9|p;q00|;q02|a;q0e|2;q0p|;q0t|i;q1d|;q1f|6;q1n|a;q1z|f;q2g|7;q2p|;q2r|4;q2x|b;q3a|;q3c|;q3f|1;q3k|1;q3n|1;q3q|;q3t|;q3v|l;q4i|c;q4w|p;q5n|f;q65|3;q6a|;q6c|;q6e|;q6g|;q6l|7;q6u|e;q7b|b;q7o|;q7q|;q7s|a;q84|3;q89|b;q8m|1;q8q|1;q8u|;q8x|1;q90|1;q93|5;q9a|6;q9i|a;q9u|o;qak|5;qar|e;qb7|1;qbc|;qbf|;qbh|1;qbk|e;qc1|a;qcd|k;qcz|;qd1|7;qda|;qdc|h;qdv|h;qee|4;qen|2;qer|7;qf1|c;qff|;qfh|5;qfp|5;qfw|a;qg8|a;qgk|;qgm|c;qh0|3;qh5|4;qhb|2;qhf|1;qhi|6;qhq|c;qi4|3;qi9|5;qig|4;qim|2;qiq|1;qit|3;qiz|3;qj4|;qj6|4;qjd|;qjf|1;qji|1;qjl|4;qjr|d;qk7|;qk9|3;qke|;qkl|2;qkq|4;qkw|a;ql8|2;qlc|5;qlj|3;qlp|;qlr|q;qmj|1;qmo|1;qmr|1;qmu|9;qn6|2;qna|;qnc|5;qnj|;qnp|6;qny|;qo0|e;qoh|2;qol|;qoo|4;qou|;qow|a;qp8|2;qpc|5;qpj|1;qpm|2;qpq|5;qpy|;qq4|11;qr7|8;qrh|;qrl|8;qrv|2;qrz|5;qs6|2;qsa|5;qsi|3;qsp|t;qtk|4;qtq|;qtt|3;qty|i;qui|5;quq|5;qux|3;qv2|8;qvc|5;qvj|2;qvn|6;qvv|2;qvz|k;qwl|4;qwr|b;qx4|;qx6|5;qxe|1;qxh|2;qxl|2;qxp|1;qxs|5;qxz|4;qy5|5;qyc|3;qyh|;qyk|8;qyv|2;qyz|8;qz9|d;qzo|;qzr|1;qzu|2;qzy|;r01|1;r04|6;r0c|6;r0l|;r0n|;r0p|7;r0y|;r10|b;r1d|;r1i|2;r1n|1;r1q|k;r2d|2;r2h|3;r2m|;r2o|a;r32|1;r35|6;r3d|a;r3p|3;r3v|3;r41|3;r46|1;r49|;r4b|2;r4f|5;r4m|g;r55|6;r5d|3;r5i|1;r5l|3;r5q|5;r5x|6;r67|;r69|;r6b|5;r6j|4;r6p|6;r6x|1;r70|3;r76|;r7a|1;r7d|1;r7g|5;r7q|;r82|4;r89|4;r8f|a;r8r|2;r8w|4;r92|2;r96|2;r9a|2;r9e|2;r9j|1;r9m|;r9o|;r9q|5;r9x|3;ra3|4;raa|1;rad|;raf|;rah|4;rao|1;ras|;rau|;raw|9;rb8|2;rbc|2;rbg|6;rbo|5;rbv|;rby|;rc0|3;rc6|3;rcb|3;rcg|7;rcp|3;rcu|1;rcx|6;rd7|2;rdb|7;rdk|2;rdo|;rdq|;rds|1;rdv|9;re7|1;rea|;rec|;ree|;reg|8;req|7;rez|2;rf3|;rf5|h;rfo|;rfq|2;rfu|1;rfx|f;rge|4;rgk|4;rgq|m;rhe|6;rhm|7;rhv|;rhx|2;ri1|a;rid|l;rj0|4;rj6|1;rj9|8;rjj|1;rjo|;rjr|4;rjx|9;rk8|;rka|2;rke|2;rki|4;rko|4;rku|2;rlq|;rmq|;rp3|;rp5|;rp7|4;rpd|2;rph|c;rpw|3;rq2|;rq4|1;rq7|;rq9|1;rqc|2;rqg|5;rqn|4;rqt|6;rr1|;rr4|2;rr8|2;rrd|1;rrg|1;rrj|6;rrr|e;rs7|6;rsf|1;rsi|j;rt3|1;rt6|;rt8|1;rtb|;rtd|6;rtl|l;ru8|5;ruf|7;ruo|;ruq|b;rv3|a;rvf|2;rxg|;rxi|3;rxn|5;rxu|2;rxy|5;ry5|;ry8|2;ryc|1;ryh|1;ryk|a;ryx|;ryz|1;rz3|2;rz7|;rz9|a;rzm|5;rzt|1;rzw|;rzy|5;s05|3;s0b|6;s0j|a;s0v|5;s12|6;s1a|6;s1m|;s1o|b;s21|1;s25|u;s31|1;s34|1;s37|3;s3c|2;s3g|6;s3o|c;s43|4;s49|h;s4s|1;s4v|;s4x|7;s56|2;s5a|;s5c|2;s5g|a;s5s|8;s62|;s65|4;s6b|a;s6o|;s6q|;s6u|;s6x|1;s70|1;s74|;s76|1;s7d|6;s7l|3;s7r|1;s7u|8;s84|5;s8b|4;s8h|1;s8k|8;s8u|5;s91|6;s99|1;s9c|g;s9v|3;sa1|1;sa4|4;saa|7;saj|1;sam|d;sb1|n;sbq|1;sby|;scz|;sd7|1;sdb|1;sdf|;sdh|3;sdp|f;se6|1;se9|1;sec|2;seh|e;sey|;sf4|6;sfc|;sfe|1;sfh|1;sfk|;sfo|i;sg8|;sgb|2;sgf|3;sgk|3;sgp|b;sh9|2;shd|7;sho|3;sht|1;shw|;shy|1;si1|d;sig|1;sij|3;sio|4;siv|2;siz|5;sj6|m;sju|1;sjx|;sjz|2;sk4|1;sk7|2;skb|;ske|5;skl|3;skq|;sku|8;sl4|;sl7|;sl9|2;sld|;slf|2;slj|1;slm|1;slq|;slw|9;sm7|6;smg|5;smn|6;smx|g;snf|;snh|5;sno|;snq|e;so6|g;soo|3;sou|3;soz|g;sph|5;spo|;spq|7;spz|3;sq4|;sq6|2;sqa|8;sqk|;sqo|7;sqx|a;sra|;srd|a;srp|;srr|g;ss9|5;ssg|7;ssp|;ssr|6;ssz|7;st8|1;stb|;ste|c;stt|;stv|7;su5|d;suk|e;sv0|;sv2|;sv5|;sv7|5;sve|1;svh|1;svk|a;svw|5;sw4|2;sw8|g;swq|1;swt|a;sx7|5;sxe|;sxi|p;sy9|;syb|a;syo|c;sz2|;sz5|6;szd|3;szi|n;t07|2;t0b|;t0d|4;t0j|h;t12|e;t1i|3;t1n|5;t1u|4;t20|3;t25|k;t2r|3;t2w|1;t30|;t34|i;t3o|8;t3y|g;t4g|1;t4j|b;t4w|a;t58|6;t5g|m;t64|9;t6f|1;t6j|;t6l|;t6n|1;t6q|2;t6u|2;t6y|q;t7q|2;t7w|;t7y|;t80|1;t83|e;t8j|1;t8m|j;t97|;t99|;t9c|;t9g|f;t9x|b;taa|b;tan|3;tas|1;tav|1;taz|;tb1|1;tb4|;tb6|3;tbb|i;tbv|8;tc5|;tcv|;tcy|;tdt|;tdv|;tek|;tfa|;tgt|;thj|;tiv|1;tiy|3;tj3|1;tj6|1;tj9|1;tjc|1;tjf|9;tjq|3;tjv|1;tjy|g;tkg|2;tkl|2;tkp|7;tkz|;tl1|8;tlc|6;tlm|2;tlq|7;tm0|;tmc|;tng|2;tnk|4;tns|;tnu|;tnw|7;to8|5;tof|6;toq|7;toz|1;tp2|;tp4|;tp7|4;tpd|3;tpl|4;tpr|9;tq3|3;tq8|1;tqb|8;tql|2;tqp|8;tqz|1;tr2|;tr5|4;trb|3;trg|;tri|;trk|1;trn|1;trq|;trs|1;trv|2;trz|f;tsi|d;tsx|2;tt1|;tt4|2;ttb|3;ttg|7;ttp|;ttr|1;ttu|7;tu3|;tu5|6;tue|;tug|1;tuj|h;tv2|4;tv8|2;tvc|2;tvh|7;tvq|5;tw1|1;tw5|3;twa|8;twm|;two|2;tws|2;tww|4;tx2|2;tx6|b;txj|4;txp|2;txw|;txz|f;tyg|;tyi|4;typ|3;tyu|5;tz1|c;tzf|5;tzm|7;tzw|5;u03|;u05|1;u0d|1;u0g|3;u0l|1;u0o|3;u0t|b;u16|;u18|c;u1n|6;u1v|1;u1y|3;u23|;u25|3;u2a|3;u2f|2;u2j|;u2p|;u2r|g;u3a|3;u3f|5;u3m|a;u3z|6;u5k|1;u5o|3;u5t|3;u5y|e;u6e|6;u6m|;u6z|1;u72|5;u79|2;u7d|4;u7j|;u7l|1;u7o|2;u7t|1;u7w|2;u80|;u82|1;u85|;u87|3;u8c|;u8e|;u8g|c;u8u|1;u8x|;u90|1;u93|c;u9h|;u9j|c;u9x|;u9z|7;ua8|9;uaj|4;uap|2;uc6|3;ucb|3;uch|;ucj|5;ucq|b;ud4|5;udd|4;udj|;udl|;udn|i;ue7|8;ueh|1;uek|2;ueo|1;ues|b;uf5|6;ufd|8;ufo|2;uft|e;ug9|9;ugk|i;uh4|2;uh8|4;uhe|a;uhq|2;uhu|a;uj3|;ujs|;ujv|;ujx|;ujz|5;uk6|c;ukm|1;ukq|;ukt|;ukv|9;ul8|;ulb|4;uli|1;uln|4;ult|3;uly|1;um1|6;um9|5;umg|a;ums|6;un2|2;un6|3;unb|4;unh|2;unl|4;unr|;unt|3;uny|8;uo8|;uoa|8;uok|2;uoo|3;uov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+r.push(new A.ap("Noto Sans Tagalog","notosanstagalog/v18/J7aFnoNzCnFcV9ZI-sUYuvote1R0wwEAA8jHexnL.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4jk|l;4kf|;4l1|1;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Tagbanwa","notosanstagbanwa/v18/Y4GWYbB8VTEp4t3MKJSMmQdIKjRtt_nZRjQEaYpGoQ.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;4l1|1;4m8|c;4mm|2;4mq|1;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Tai Le","notosanstaile/v17/vEFK2-VODB8RrNDvZSUmVxEATwR58tK1W77HtMo.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;37k|9;500|t;50w|4;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;9hd|1;9hk|3;")) +r.push(new A.ap("Noto Sans Tai Tham","notosanstaitham/v19/kJEbBv0U4hgtwxDUw2x9q7tbjLIfbPGHBoaVSAZ3MdLJBCUbPgquyaRGKMw.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;55s|1q;57k|s;58f|a;58w|9;59c|d;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;6qh|;")) +r.push(new A.ap("Noto Sans Tai Viet","notosanstaiviet/v16/8QIUdj3HhN_lv4jf9vsE-9GMOLsaSPZr644fWsRO9w.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bv|2;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;x3f|1;xog|1u;xqz|4;")) +r.push(new A.ap("Noto Sans Takri","notosanstakri/v21/TuGJUVpzXI5FBtUq5a8bnKIOdTwQNO_W3khJXg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1us|1;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;x80|9;1j0g|1k;1j28|9;")) +r.push(new A.ap("Noto Sans Tamil","notosanstamil/v27/ieVc2YdFI3GCY6SyQy1KfStzYKZgzN1z4LKDbeZce-0429tBManUktuex7vGo70RqKDt_EvT.ttf","w|2m;4g|3;4l|;4n|4;4t|3;4y|2;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;29u|1;29x|5;2a6|2;2aa|3;2ah|1;2ak|;2am|1;2ar|1;2aw|2;2b2|b;2bi|4;2bq|2;2bu|3;2c0|;2c7|;2cm|k;5p6|;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6es|;6f6|2;6gc|;6gp|;6jm|;6qa|;7gs|;xdf|;1ibl|;1ibn|;1id7|1;")) +r.push(new A.ap("Noto Sans Tamil Supplement","notosanstamilsupplement/v19/DdTz78kEtnooLS5rXF1DaruiCd_bFp_Ph4sGcn7ax_vsAeMkeq1x.ttf","1ku8|1d;1kvz|;")) +r.push(new A.ap("Noto Sans Telugu","notosanstelugu/v25/0FlxVOGZlE2Rrtr-HmgkMWJNjJ5_RyT8o8c7fHkeg-esVC5dzHkHIJQqrEntezbqQUbf-3v37w.ttf","w|2m;4g|3;4l|;4n|4;4t|3;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;1u9|1;1us|1;2dc|c;2dq|2;2du|m;2ei|f;2f1|7;2fa|2;2fe|3;2fp|1;2fs|2;2g0|3;2g6|9;2gn|8;5p6|;5pu|;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6gp|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Thaana","notosansthaana/v23/C8c14dM-vnz-s-3jaEsxlxHkBH-WZOETXfoQrfQ9Y4XrbhLhnu4-tbNu.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;170|;17f|;17j|;19c|c;1hc|1d;60w|5;61q|;642|1;6bv|4;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1e5u|;1e65|;")) +r.push(new A.ap("Noto Sans Thai","notosansthai/v20/iJWnBXeUZi_OHPqn4wq6hQ2_hbJ1xyN9wd43SofNWcd1MKVQt_So_9CdU5RtpzF-QRvzzXg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jg|;jq|1;jt|;k7|6;lc|4;li|2;lm|2;lu|;me|2;mp|;2rl|1l;2tb|s;60w|5;61q|;642|1;6bv|2;6c0|;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;")) +r.push(new A.ap("Noto Sans Tifinagh","notosanstifinagh/v17/I_uzMoCduATTei9eI8dawkHIwvmhCvbn6rnEcXfs4Q.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|6;lu|;mb|;me|2;mp|;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6cu|;6d5|1;6gc|;6jm|;6qa|;7gs|;8xc|1j;8z3|1;8zj|;")) +r.push(new A.ap("Noto Sans Tirhuta","notosanstirhuta/v15/t5t6IQYRNJ6TWjahPR6X-M-apUyby7uGUBsTrn5P.ttf","w|;4g|;1u9|1;1us|1;1ys|3;5pu|;6bw|1;7gs|;x80|9;1im8|1z;1iog|9;")) +r.push(new A.ap("Noto Sans Ugaritic","notosansugaritic/v15/3qTwoiqhnSyU8TNFIdhZVCwbjCpkAXXkMhoIkiazfg.ttf","w|;4g|;1f9c|t;1fa7|;")) +r.push(new A.ap("Noto Sans Vai","notosansvai/v17/NaPecZTSBuhTirw6IaFn_UrURMTsDIRSfr0.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;wlc|8b;")) +r.push(new A.ap("Noto Sans Wancho","notosanswancho/v17/zrf-0GXXyfn6Fs0lH9P4cUubP0GBqAPopiRfKp8.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;2ncw|1l;2nen|;")) +r.push(new A.ap("Noto Sans Warang Citi","notosanswarangciti/v17/EYqtmb9SzL1YtsZSScyKDXIeOv3w-zgsNvKRpeVCCXzdgA.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6bw|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;1jfk|2a;1ji7|;")) +r.push(new A.ap("Noto Sans Yi","notosansyi/v19/sJoD3LFXjsSdcnzn071rO3apxVDJNVgSNg.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ct|1;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;9hd|1;9hk|9;9hw|7;9ob|;vls|wc;wi8|1i;1edd|;1edo|;1ee2|1;1ee7|;1eg1|4;")) +r.push(new A.ap("Noto Sans Zanabazar Square","notosanszanabazarsquare/v16/Cn-jJsuGWQxOjaGwMQ6fOicyxLBEMRfDtkzl4uagQtJxOCEgN0Gc.ttf","w|2m;4g|3;4l|;4n|4;4u|2;50|;52|2;56|1;5b|20;7e|9;7q|5;7y|5;86|1;8a|1;8e|5;8m|1;8p|5;8x|7;96|3;9c|b;9q|3;9w|1;a2|k;ew|3;fr|;jq|1;jt|;k8|5;lc|4;li|2;lm|2;lu|;me|2;60w|5;61q|;642|1;6c3|1;6c8|2;6cc|2;6ci|;6cm|;6d5|1;6gc|;6jm|;6qa|;7gs|;1jpc|1z;")) +q=this.b=A.bya(new A.aOb(this),r)}return q}, +a3C(){var s,r,q,p,o,n=this,m=n.r if(m!=null){m.delete() n.r=null m=n.w if(m!=null)m.delete() -n.w=null}n.r=$.ci.b3().TypefaceFontProvider.Make() -m=$.ci.b3().FontCollection.Make() +n.w=null}n.r=$.cn.b8().TypefaceFontProvider.Make() +m=$.cn.b8().FontCollection.Make() n.w=m m.enableFontFallback() n.w.setDefaultFontManager(n.r) m=n.f -m.ak(0) +m.ao(0) for(s=n.d,r=s.length,q=0;q"),s=new A.cr(s,r),s=new A.cU(s,s.gG(s),r.h("cU")),r=r.h("aA.E"),q=B.eJ;s.F();){p=s.d +A.aJH.prototype={ +gaJ8(){var s,r,q,p,o,n +$label0$1:for(s=this.c.a,r=A.a6(s).h("cs<1>"),s=new A.cs(s,r),s=new A.cX(s,s.gE(s),r.h("cX")),r=r.h("aF.E"),q=B.eM;s.H();){p=s.d if(p==null)p=r.a(p) switch(p.a.a){case 0:p=p.b p.toString @@ -49197,140 +50321,141 @@ break case 2:p=p.d.a p===$&&A.c() p=p.a.getBounds() -o=new A.x(p[0],p[1],p[2],p[3]) +n=J.aj(p) +o=new A.x(n.i(p,0),n.i(p,1),n.i(p,2),n.i(p,3)) break -default:continue $label0$1}q=q.fL(o)}return q}} -A.aGJ.prototype={} -A.CZ.prototype={ -qq(a,b){this.b=this.vq(a,b)}, -vq(a,b){var s,r,q,p,o,n -for(s=this.c,r=s.length,q=B.G,p=0;p=q.c||q.b>=q.d)q=o.b else{n=o.b -if(!(n.a>=n.c||n.b>=n.d))q=q.jT(n)}}return q}, -t1(a){var s,r,q,p,o +if(!(n.a>=n.c||n.b>=n.d))q=q.jS(n)}}return q}, +rT(a){var s,r,q,p,o for(s=this.c,r=s.length,q=0;q=o.c||o.b>=o.d))p.m5(a)}}} -A.a71.prototype={ -m5(a){this.t1(a)}} -A.XN.prototype={ -qq(a,b){this.b=this.vq(a,b).jT(a.gaIw())}, -m5(a){var s,r,q=this,p=A.atj() -p.sdz(q.r) +if(!(o.a>=o.c||o.b>=o.d))p.lY(a)}}} +A.a7M.prototype={ +lY(a){this.rT(a)}} +A.Y8.prototype={ +qj(a,b){this.b=this.vd(a,b).jS(a.gaJ8())}, +lY(a){var s,r,q=this,p=A.aut() +p.sdl(q.r) s=a.a -s.M7(q.b,q.f,p) +s.LW(q.b,q.f,p) r=p.b r===$&&A.c() r.v() -q.t1(a) -s.bp(0)}, -$iary:1} -A.Zd.prototype={ -qq(a,b){var s,r,q=null,p=this.f,o=a.c.a -o.push(new A.nK(B.a_f,q,q,p,q,q)) -s=this.vq(a,b) +q.rT(a) +s.bo(0)}, +$iasJ:1} +A.ZB.prototype={ +qj(a,b){var s,r,q=null,p=this.f,o=a.c.a +o.push(new A.nX(B.a_p,q,q,p,q,q)) +s=this.vd(a,b) p=p.a p===$&&A.c() -r=A.bIJ(p.a.getBounds()) -if(s.yJ(r))this.b=s.fL(r) +r=A.bK6(p.a.getBounds()) +if(s.ys(r))this.b=s.fJ(r) o.pop()}, -m5(a){var s,r=this,q=a.a -q.bP(0) +lY(a){var s,r=this,q=a.a +q.bO(0) s=r.r -q.aH_(0,r.f,s!==B.Z) -s=s===B.eh -if(s)q.hG(r.b,null) -r.t1(a) -if(s)q.bp(0) -q.bp(0)}, -$iatz:1} -A.Zg.prototype={ -qq(a,b){var s,r=null,q=this.f,p=a.c.a -p.push(new A.nK(B.a_d,q,r,r,r,r)) -s=this.vq(a,b) -if(s.yJ(q))this.b=s.fL(q) +q.aHC(0,r.f,s!==B.a_) +s=s===B.ej +if(s)q.hD(r.b,null) +r.rT(a) +if(s)q.bo(0) +q.bo(0)}, +$iauJ:1} +A.ZE.prototype={ +qj(a,b){var s,r=null,q=this.f,p=a.c.a +p.push(new A.nX(B.a_n,q,r,r,r,r)) +s=this.vd(a,b) +if(s.ys(q))this.b=s.fJ(q) p.pop()}, -m5(a){var s,r,q=a.a -q.bP(0) +lY(a){var s,r,q=a.a +q.bO(0) s=this.f r=this.r -q.aH3(s,B.eg,r!==B.Z) -r=r===B.eh -if(r)q.hG(s,null) -this.t1(a) -if(r)q.bp(0) -q.bp(0)}, -$iatD:1} -A.Zf.prototype={ -qq(a,b){var s,r,q,p,o=null,n=this.f,m=a.c.a -m.push(new A.nK(B.a_e,o,n,o,o,o)) -s=this.vq(a,b) +q.aHG(s,B.ei,r!==B.a_) +r=r===B.ej +if(r)q.hD(s,null) +this.rT(a) +if(r)q.bo(0) +q.bo(0)}, +$iauN:1} +A.ZD.prototype={ +qj(a,b){var s,r,q,p,o=null,n=this.f,m=a.c.a +m.push(new A.nX(B.a_o,o,n,o,o,o)) +s=this.vd(a,b) r=n.a q=n.b p=n.c n=n.d -if(s.yJ(new A.x(r,q,p,n)))this.b=s.fL(new A.x(r,q,p,n)) +if(s.ys(new A.x(r,q,p,n)))this.b=s.fJ(new A.x(r,q,p,n)) m.pop()}, -m5(a){var s,r=this,q=a.a -q.bP(0) +lY(a){var s,r=this,q=a.a +q.bO(0) s=r.r -q.aH1(r.f,s!==B.Z) -s=s===B.eh -if(s)q.hG(r.b,null) -r.t1(a) -if(s)q.bp(0) -q.bp(0)}, -$iatC:1} -A.a4r.prototype={ -qq(a,b){var s,r,q,p,o=this,n=null,m=new A.dc(new Float32Array(16)) -m.q(b) +q.aHE(r.f,s!==B.a_) +s=s===B.ej +if(s)q.hD(r.b,null) +r.rT(a) +if(s)q.bo(0) +q.bo(0)}, +$iauM:1} +A.a56.prototype={ +qj(a,b){var s,r,q,p,o=this,n=null,m=new A.dd(new Float32Array(16)) +m.u(b) s=o.r r=s.a s=s.b m.aL(0,r,s) -q=A.fV() -q.tv(r,s,0) +q=A.fO() +q.tl(r,s,0) p=a.c.a -p.push(A.bgH(q)) -p.push(new A.nK(B.a_h,n,n,n,n,o.f)) -o.ahS(a,m) +p.push(A.bhJ(q)) +p.push(new A.nX(B.a_r,n,n,n,n,o.f)) +o.air(a,m) p.pop() p.pop() o.b=o.b.aL(0,r,s)}, -m5(a){var s,r,q,p=this,o=A.atj() +lY(a){var s,r,q,p=this,o=A.aut() o.sA(0,A.a9(p.f,0,0,0)) s=a.a -s.bP(0) +s.bO(0) r=p.r q=r.a r=r.b s.aL(0,q,r) -s.hG(p.b.dN(new A.h(-q,-r)),o) +s.hD(p.b.dE(new A.h(-q,-r)),o) r=o.b r===$&&A.c() r.v() -p.t1(a) -s.bp(0) -s.bp(0)}, -$iaGj:1} -A.R3.prototype={ -qq(a,b){var s=this.f,r=b.iC(s),q=a.c.a -q.push(A.bgH(s)) -this.b=A.b6q(s,this.vq(a,r)) +p.rT(a) +s.bo(0) +s.bo(0)}, +$iaHm:1} +A.Rk.prototype={ +qj(a,b){var s=this.f,r=b.ix(s),q=a.c.a +q.push(A.bhJ(s)) +this.b=A.b7p(s,this.vd(a,r)) q.pop()}, -m5(a){var s=a.a -s.bP(0) -s.aw(0,this.f.a) -this.t1(a) -s.bp(0)}, -$iaa3:1} -A.a4p.prototype={$iaGf:1} -A.a5i.prototype={ -qq(a,b){this.b=this.c.b.dN(this.d)}, -m5(a){var s,r=a.b.a -B.c.af(r.save()) +lY(a){var s=a.a +s.bO(0) +s.az(0,this.f.a) +this.rT(a) +s.bo(0)}, +$iaaU:1} +A.a54.prototype={$iaHi:1} +A.a5Y.prototype={ +qj(a,b){this.b=this.c.b.dE(this.d)}, +lY(a){var s,r=a.b.a +B.c.aj(r.save()) s=this.d r.translate(s.a,s.b) s=this.c.a @@ -49339,162 +50464,162 @@ s=s.a s.toString r.drawPicture(s) r.restore()}} -A.a2R.prototype={ +A.a3n.prototype={ v(){}} -A.aDp.prototype={ -a6t(a,b,c,d){var s,r=this.b +A.aEo.prototype={ +a6Y(a,b,c,d){var s,r=this.b r===$&&A.c() -s=new A.a5i(t.Bn.a(b),a,B.G) +s=new A.a5Y(t.Bn.a(b),a,B.H) s.a=r r.c.push(s)}, -a6w(a){var s=this.b +a70(a){var s=this.b s===$&&A.c() -t.L6.a(a) +t.L7.a(a) a.a=s s.c.push(a)}, -cJ(){return new A.a2R(new A.aDq(this.a,$.dT().gm8()))}, -ig(){var s=this.b +cG(){return new A.a3n(new A.aEp(this.a,$.e0().gm0()))}, +i8(){var s=this.b s===$&&A.c() if(s===this.a)return s=s.a s.toString this.b=s}, -ac9(a,b,c){return this.vs(new A.XN(a,b,A.b([],t.k5),B.G))}, -aca(a,b,c){return this.vs(new A.Zd(t.E_.a(a),b,A.b([],t.k5),B.G))}, -acb(a,b,c){return this.vs(new A.Zf(a,b,A.b([],t.k5),B.G))}, -acd(a,b,c){return this.vs(new A.Zg(a,b,A.b([],t.k5),B.G))}, -Ve(a,b,c){var s=A.fV() -s.tv(a,b,0) -return this.vs(new A.a4p(s,A.b([],t.k5),B.G))}, -ace(a,b,c){return this.vs(new A.a4r(a,b,A.b([],t.k5),B.G))}, -DN(a,b){return this.vs(new A.R3(new A.dc(A.C1(a)),A.b([],t.k5),B.G))}, -aPV(a){var s=this.b +acM(a,b,c){return this.vf(new A.Y8(a,b,A.b([],t.k5),B.H))}, +acN(a,b,c){return this.vf(new A.ZB(t.E_.a(a),b,A.b([],t.k5),B.H))}, +acO(a,b,c){return this.vf(new A.ZD(a,b,A.b([],t.k5),B.H))}, +acQ(a,b,c){return this.vf(new A.ZE(a,b,A.b([],t.k5),B.H))}, +VG(a,b,c){var s=A.fO() +s.tl(a,b,0) +return this.vf(new A.a54(s,A.b([],t.k5),B.H))}, +acR(a,b,c){return this.vf(new A.a56(a,b,A.b([],t.k5),B.H))}, +Dy(a,b){return this.vf(new A.Rk(new 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if(Math.abs(s-r-0)<0.000244140625){q=r+1 if(q<0)q+=4 p=c>0?0:1 -this.Nd(a,p,B.c.af(q)) -return}}this.xf(0,a,b,c,!0)}, -HT(a,b){var s,r,q,p,o,n,m=this,l=a.length +this.N8(a,p,B.c.aj(q)) +return}}this.wY(0,a,b,c,!0)}, +B5(a,b){var s,r,q,p,o,n,m=this,l=a.length if(l<=0)return s=m.a.kC(0,0) m.c=s+1 r=m.a q=a[0] -r.iQ(s,q.a,q.b) -m.a.afx(1,l-1) +r.iK(s,q.a,q.b) +m.a.ag8(1,l-1) for(r=m.a.f,p=1;p=c||d>=b)g.HV(a,0,3) -else if(A.bJd(a1))g.Nd(a,0,3) +if(s||e>=c||d>=b)g.HF(a,0,3) +else if(A.bKB(a1))g.N8(a,0,3) else{r=c-e q=b-d p=Math.max(0,a0) @@ -52314,42 +53442,42 @@ l=Math.max(0,a1.f) k=Math.max(0,a1.w) j=Math.max(0,a1.Q) i=Math.max(0,a1.y) -h=A.b2c(j,i,q,A.b2c(l,k,q,A.b2c(n,m,r,A.b2c(p,o,r,1)))) +h=A.b38(j,i,q,A.b38(l,k,q,A.b38(n,m,r,A.b38(p,o,r,1)))) a0=b-h*j -g.a2(0,e,a0) +g.a0(0,e,a0) g.n(0,e,d+h*l) -g.ki(e,d,e+h*p,d,0.707106781) +g.kk(e,d,e+h*p,d,0.707106781) g.n(0,c-h*o,d) -g.ki(c,d,c,d+h*k,0.707106781) +g.kk(c,d,c,d+h*k,0.707106781) g.n(0,c,b-h*i) -g.ki(c,b,c-h*m,b,0.707106781) +g.kk(c,b,c-h*m,b,0.707106781) g.n(0,e+h*n,b) -g.ki(e,b,e,a0,0.707106781) +g.kk(e,b,e,a0,0.707106781) g.R(0) g.e=f?0:-1 e=g.a e.ax=f e.ch=!1 e.CW=6}}, -or(a,b,c,d){var s=d==null?null:A.C1(d) -this.aFz(b,c.a,c.b,s,0)}, -mx(a,b,c){return this.or(a,b,c,null)}, -aFz(a9,b0,b1,b2,b3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8=this +oo(a,b,c,d){var s=d==null?null:A.Cc(d) +this.aGd(b,c.a,c.b,s,0)}, +mq(a,b,c){return this.oo(a,b,c,null)}, +aGd(a9,b0,b1,b2,b3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8=this t.Ci.a(a9) s=a9.a if(s.w===0)return -r=s.l(0,a8.a)?A.bij(a8):a9 +r=s.l(0,a8.a)?A.bjp(a8):a9 s=a8.a q=s.d if(b3===0)if(b2!=null)p=b2[15]===1&&b2[14]===0&&b2[11]===0&&b2[10]===1&&b2[9]===0&&b2[8]===0&&b2[7]===0&&b2[6]===0&&b2[3]===0&&b2[2]===0 else p=!0 else p=!1 o=r.a -if(p)s.I4(0,o) -else{n=new A.ve(o) -n.wi(o) +if(p)s.HP(0,o) +else{n=new A.vp(o) +n.w2(o) m=new Float32Array(8) -for(s=b2==null,l=2*(q-1),k=l+1,p=q===0,j=!0;i=n.oY(0,m),i!==6;j=!1)switch(i){case 0:if(s){h=m[0] +for(s=b2==null,l=2*(q-1),k=l+1,p=q===0,j=!0;i=n.oV(0,m),i!==6;j=!1)switch(i){case 0:if(s){h=m[0] g=h+b0}else{h=b2[0] f=m[0] g=h*(f+b0)+b2[4]*(m[1]+b1)+b2[12] @@ -52358,7 +53486,7 @@ e=f+b1}else{f=b2[1] d=b2[5] c=m[1] e=f*(h+b0)+d*(c+b1)+b2[13]+b1 -f=c}if(j&&a8.a.w!==0){a8.wC() +f=c}if(j&&a8.a.w!==0){a8.wm() if(p){b=0 a=0}else{h=a8.a.f b=h[l] @@ -52385,7 +53513,7 @@ a2[a1]=d a2[a1+1]=c a8.e=a8.d=-1 break -case 3:a8.ki(m[2],m[3],m[4],m[5],o.y[n.b]) +case 3:a8.kk(m[2],m[3],m[4],m[5],o.y[n.b]) break case 4:a8.k(m[2],m[3],m[4],m[5],m[6],m[7]) break @@ -52401,15 +53529,15 @@ a4[o]=a4[o]+b1}else{a6=a4[a5] a7=a4[o] a4[a5]=b2[0]*a6+b2[4]*a7+(b2[12]+b0) a4[o]=b2[1]*a6+b2[5]*a7+(b2[13]+b1)}}a8.e=a8.d=-1}, -O(a4,a5){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3=this +N(a4,a5){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3=this if(a3.a.w===0)return!1 -s=a3.hE(0) +s=a3.hC(0) r=a5.a q=a5.b if(rs.c||q>s.d)return!1 p=a3.a -o=new A.aHG(p,r,q,new Float32Array(18)) -o.aFc() +o=new A.aIJ(p,r,q,new Float32Array(18)) +o.aFQ() n=B.ap===a3.b m=o.d if((n?m&1:m)!==0)return!0 @@ -52417,21 +53545,21 @@ l=o.e if(l<=1)return l!==0 p=(l&1)===0 if(!p||n)return!p -k=A.b9h(a3.a,!0) +k=A.bae(a3.a,!0) j=new Float32Array(18) i=A.b([],t.yv) p=k.a h=!1 do{g=i.length -switch(k.oY(0,j)){case 0:case 5:break -case 1:A.bL8(j,r,q,i) +switch(k.oV(0,j)){case 0:case 5:break +case 1:A.bMx(j,r,q,i) break -case 2:A.bL9(j,r,q,i) +case 2:A.bMy(j,r,q,i) break case 3:f=k.f -A.bL6(j,r,q,p.y[f],i) +A.bMv(j,r,q,p.y[f],i) break -case 4:A.bL7(j,r,q,i) +case 4:A.bMw(j,r,q,i) break case 6:h=!0 break}f=i.length @@ -52439,7 +53567,7 @@ if(f>g){e=f-1 d=i[e] c=d.a b=d.b -if(Math.abs(c*c+b*b-0)<0.000244140625)B.b.du(i,e) +if(Math.abs(c*c+b*b-0)<0.000244140625)B.b.di(i,e) else for(a=0;a0?1:0 f=f<=0}else f=!1}else f=!1 -if(f){a2=B.b.du(i,e) +if(f){a2=B.b.di(i,e) if(a!==i.length)i[a]=a2 break}}}}while(!h) return i.length!==0}, -dN(a){var s,r=a.a,q=a.b,p=this.a,o=A.bz6(p,r,q),n=p.e,m=new Uint8Array(n) -B.F.iP(m,0,p.r) -o=new A.F3(o,m) +dE(a){var s,r=a.a,q=a.b,p=this.a,o=A.bAt(p,r,q),n=p.e,m=new Uint8Array(n) +B.K.j0(m,0,p.r) +o=new A.Fj(o,m) n=p.x o.x=n o.z=p.z s=p.y if(s!=null){n=new Float32Array(n) o.y=n -B.dS.iP(n,0,s)}o.e=p.e +B.dU.j0(n,0,s)}o.e=p.e o.w=p.w o.c=p.c o.d=p.d @@ -52478,14 +53606,14 @@ o.ax=p.ax o.ay=p.ay o.ch=p.ch o.CW=p.CW -r=new A.vX(o,B.bz) -r.NT(this) +r=new A.w7(o,B.bB) +r.NO(this) return r}, -aw(a,b){var s=A.bij(this) -s.aEc(b) +az(a,b){var s=A.bjp(this) +s.aEP(b) return s}, -aEc(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f -this.a.w5() +aEP(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f +this.a.vQ() s=this.a r=s.d q=s.f @@ -52502,16 +53630,16 @@ g=a[5] f=a[13] q[o]=(k*n+j*m+i)*l q[s]=(h*n+g*m+f)*l}this.d=-1}, -hE(e2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0=this,e1=e0.a +hC(e2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0=this,e1=e0.a if((e1.ax?e1.CW:-1)===-1)s=(e1.at?e1.CW:-1)!==-1 else s=!0 -if(s)return e1.hE(0) +if(s)return e1.hC(0) if(!e1.Q&&e1.b!=null){e1=e1.b e1.toString -return e1}r=new A.ve(e1) -r.wi(e1) +return e1}r=new A.vp(e1) +r.w2(e1) q=e0.a.f -for(p=!1,o=0,n=0,m=0,l=0,k=0,j=0,i=0,h=0,g=null,f=null,e=null;d=r.aO9(),d!==6;){c=r.e +for(p=!1,o=0,n=0,m=0,l=0,k=0,j=0,i=0,h=0,g=null,f=null,e=null;d=r.aOM(),d!==6;){c=r.e switch(d){case 0:j=q[c] h=q[c+1] i=h @@ -52522,7 +53650,7 @@ h=q[c+3] i=h k=j break -case 2:if(f==null)f=new A.aIQ() +case 2:if(f==null)f=new A.aJV() b=c+1 a=q[c] a0=b+1 @@ -52574,7 +53702,7 @@ k=s}else{h=a8 j=a7 i=a6 k=s}break -case 3:if(e==null)e=new A.auv() +case 3:if(e==null)e=new A.avE() s=e1.y[r.b] b=c+1 a=q[c] @@ -52590,10 +53718,10 @@ e.a=Math.min(a,a4) e.b=Math.min(a1,a5) e.c=Math.max(a,a4) e.d=Math.max(a1,a5) -c0=new A.rx() +c0=new A.rF() c1=a4-a c2=s*(a2-a) -if(c0.rL(s*c1-c1,c1-2*c2,c2)!==0){a6=c0.a +if(c0.rB(s*c1-c1,c1-2*c2,c2)!==0){a6=c0.a a6.toString if(a6>=0&&a6<=1){c3=2*(s-1) a9=(-c3*a6+c3)*a6+1 @@ -52606,7 +53734,7 @@ e.c=Math.max(e.c,b4) e.b=Math.min(e.b,b5) e.d=Math.max(e.d,b5)}}c5=a5-a1 c6=s*(a3-a1) -if(c0.rL(s*c5-c5,c5-2*c6,c6)!==0){a6=c0.a +if(c0.rB(s*c5-c5,c5-2*c6,c6)!==0){a6=c0.a a6.toString if(a6>=0&&a6<=1){c3=2*(s-1) a9=(-c3*a6+c3)*a6+1 @@ -52622,7 +53750,7 @@ i=e.b j=e.c h=e.d break -case 4:if(g==null)g=new A.auP() +case 4:if(g==null)g=new A.avW() b=c+1 c7=q[c] a0=b+1 @@ -52702,15 +53830,15 @@ o=k p=!0}else{o=Math.min(o,k) m=Math.max(m,j) n=Math.min(n,i) -l=Math.max(l,h)}}d9=p?new A.x(o,n,m,l):B.G -e0.a.hE(0) +l=Math.max(l,h)}}d9=p?new A.x(o,n,m,l):B.H +e0.a.hC(0) return e0.a.b=d9}, -ro(){var s=A.bh9(this.a),r=A.b([],t._k) -return new A.a90(new A.aOk(new A.alD(s,A.b9h(s,!1),r,!1)))}, -j(a){return this.d6(0)}, -$iri:1} -A.aHE.prototype={ -Nm(a){var s=this,r=s.r,q=s.x +rh(){var s=A.bic(this.a),r=A.b([],t._k) +return new A.a9P(new A.aPu(new A.amC(s,A.bae(s,!1),r,!1)))}, +j(a){return this.cY(0)}, +$irq:1} +A.aIH.prototype={ +Nh(a){var s=this,r=s.r,q=s.x if(r!==q||s.w!==s.y){if(isNaN(r)||isNaN(s.w)||isNaN(q)||isNaN(s.y))return 5 a[0]=r a[1]=s.w @@ -52722,22 +53850,22 @@ s.w=r return 1}else{a[0]=q a[1]=s.y return 5}}, -FQ(){var s,r,q=this +FD(){var s,r,q=this if(q.e===1){q.e=2 return new A.h(q.x,q.y)}s=q.a.f r=q.Q return new A.h(s[r-2],s[r-1])}, -da(){var s=this,r=s.z,q=s.a +d2(){var s=this,r=s.z,q=s.a if(rs)a=s}r=this.c q=r.length if(q===0)return-1 p=q-1 -for(o=0;os)b=s -r=$.G().U() +r=$.G().T() if(a>b||h.c.length===0)return r -q=h.Q7(a) -p=h.Q7(b) +q=h.Q2(a) +p=h.Q2(b) if(q===-1||p===-1)return r o=h.c n=o[q] -m=h.OC(q,a) +m=h.Ox(q,a) l=m.a -r.a2(0,l.a,l.b) +r.a0(0,l.a,l.b) k=m.c -j=h.OC(p,b).c -if(q===p)h.PD(n,k,j,r) +j=h.Ox(p,b).c +if(q===p)h.Py(n,k,j,r) else{i=q -do{h.PD(n,k,1,r);++i +do{h.Py(n,k,1,r);++i n=o[i] if(i!==p){k=0 continue}else break}while(!0) -h.PD(n,0,j,r)}return r}, -PD(a,b,c,d){var s,r=a.c +h.Py(n,0,j,r)}return r}, +Py(a,b,c,d){var s,r=a.c switch(a.a){case 1:s=1-c d.n(0,r[2]*c+r[0]*s,r[3]*c+r[1]*s) break -case 4:s=$.bcD() -A.bHC(r,b,c,s) +case 4:s=$.bdy() +A.bJ_(r,b,c,s) d.k(s[2],s[3],s[4],s[5],s[6],s[7]) break -case 2:s=$.bcD() -A.bEZ(r,b,c,s) -d.Vg(s[2],s[3],s[4],s[5]) +case 2:s=$.bdy() +A.bGl(r,b,c,s) +d.VI(s[2],s[3],s[4],s[5]) break case 3:throw A.d(A.cJ(null)) default:throw A.d(A.a8("Invalid segment type"))}}, -aow(a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this,b=1073741823,a={} +ap6(a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this,b=1073741823,a={} c.f=!1 a.a=0 -s=new A.aZ9(a,c) +s=new A.b_b(a,c) r=new Float32Array(8) q=a0.a p=c.c o=!1 -do{if(a0.da()===0&&o)break -n=a0.oY(0,r) +do{if(a0.d2()===0&&o)break +n=a0.oV(0,r) switch(n){case 0:o=!0 break case 1:s.$4(r[0],r[1],r[2],r[3]) break -case 4:a.a=A.baE(r[0],r[1],r[2],r[3],r[4],r[5],r[6],r[7],a.a,0,b,p) +case 4:a.a=A.bbw(r[0],r[1],r[2],r[3],r[4],r[5],r[6],r[7],a.a,0,b,p) break case 3:m=a0.f l=q.y[m] -k=new A.jM(r[0],r[1],r[2],r[3],r[4],r[5],l).Lo() +k=new A.jX(r[0],r[1],r[2],r[3],r[4],r[5],l).Le() j=k.length m=k[0] i=m.a @@ -52928,57 +54056,57 @@ for(g=1;g>>1 -g=this.FO(o,n,q,p,e,f,this.FO(a,b,s,r,o,n,g,h,m),h,m)}else{l=a-e +g=this.FB(o,n,q,p,e,f,this.FB(a,b,s,r,o,n,g,h,m),h,m)}else{l=a-e k=b-f j=g+Math.sqrt(l*l+k*k) -if(j>g)this.c.push(new A.HS(2,j,A.b([a,b,c,d,e,f],t.n))) +if(j>g)this.c.push(new A.I8(2,j,A.b([a,b,c,d,e,f],t.n))) g=j}return g}} -A.aZ9.prototype={ +A.b_b.prototype={ $4(a,b,c,d){var s=a-c,r=b-d,q=this.a,p=q.a,o=q.a=p+Math.sqrt(s*s+r*r) -if(o>p)this.b.c.push(new A.HS(1,o,A.b([a,b,c,d],t.n)))}, -$S:314} -A.aOk.prototype={ -ga3(a){var s=this.a -if(s==null)throw A.d(A.vn(u.g)) +if(o>p)this.b.c.push(new A.I8(1,o,A.b([a,b,c,d],t.n)))}, +$S:311} +A.aPu.prototype={ +ga2(a){var s=this.a +if(s==null)throw A.d(A.vy(u.g)) return s}, -F(){var s,r=this.b,q=r.axo() +H(){var s,r=this.b,q=r.ay0() if(q)++r.e if(q){s=r.e -this.a=new A.a9_(r.c[s].e,s,r) +this.a=new A.a9O(r.c[s].e,s,r) return!0}this.a=null return!1}} -A.a9_.prototype={ -tp(a){return this.d.c[this.c].tp(a)}, -Cr(a,b){return this.d.c[this.c].aK5(a,b,!0)}, +A.a9O.prototype={ +tf(a){return this.d.c[this.c].tf(a)}, +Cf(a,b){return this.d.c[this.c].aKK(a,b,!0)}, j(a){return"PathMetric"}, -$ivd:1, -gG(a){return this.a}} -A.Vc.prototype={} -A.HS.prototype={ -aHr(a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1=this +$ivo:1, +gE(a){return this.a}} +A.Vt.prototype={} +A.I8.prototype={ +aI3(a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1=this switch(a1.a){case 1:s=a1.c r=s[2] q=s[0] p=1-a2 o=s[3] s=s[1] -return new A.Vc(a2,new A.h(r*a2+q*p,o*a2+s*p),A.apy(r-q,o-s)) +return new A.Vt(a2,new A.h(r*a2+q*p,o*a2+s*p),A.aqI(r-q,o-s)) case 4:s=a1.c r=s[0] q=s[1] @@ -53000,8 +54128,8 @@ else d=!0 if(d){c=e?n-r:l-p b=e?m-q:s-o if(c===0&&b===0){c=l-r -b=s-q}a=A.apy(c,b)}else a=A.apy((g+2*k)*a2+i,(f+2*j)*a2+h) -return new A.Vc(a2,new A.h(((g+3*k)*a2+3*i)*a2+r,((f+3*j)*a2+3*h)*a2+q),a) +b=s-q}a=A.aqI(c,b)}else a=A.aqI((g+2*k)*a2+i,(f+2*j)*a2+h) +return new A.Vt(a2,new A.h(((g+3*k)*a2+3*i)*a2+r,((f+3*j)*a2+3*h)*a2+q),a) case 2:s=a1.c r=s[0] q=s[1] @@ -53009,45 +54137,45 @@ p=s[2] o=s[3] n=s[4] s=s[5] -a0=A.b9R(r,q,p,o,n,s) -m=a0.SS(a2) -l=a0.ST(a2) +a0=A.baN(r,q,p,o,n,s) +m=a0.SQ(a2) +l=a0.SR(a2) if(!(a2===0&&r===p&&q===o))k=a2===1&&p===n&&o===s else k=!0 n-=r s-=q -a=k?A.apy(n,s):A.apy(2*(n*a2+(p-r)),2*(s*a2+(o-q))) -return new A.Vc(a2,new A.h(m,l),a) +a=k?A.aqI(n,s):A.aqI(2*(n*a2+(p-r)),2*(s*a2+(o-q))) +return new A.Vt(a2,new A.h(m,l),a) default:throw A.d(A.a8("Invalid segment type"))}}} -A.F3.prototype={ -iQ(a,b,c){var s=a*2,r=this.f +A.Fj.prototype={ +iK(a,b,c){var s=a*2,r=this.f r[s]=b r[s+1]=c}, -lA(a){var s=this.f,r=a*2 +lx(a){var s=this.f,r=a*2 return new A.h(s[r],s[r+1])}, -WF(){var s=this -if(s.ay)return new A.x(s.lA(0).a,s.lA(0).b,s.lA(1).a,s.lA(2).b) -else return s.w===4?s.aqg():null}, -hE(a){var s -if(this.Q)this.NK() +Xa(){var s=this +if(s.ay)return new A.x(s.lx(0).a,s.lx(0).b,s.lx(1).a,s.lx(2).b) +else return s.w===4?s.aqR():null}, +hC(a){var s +if(this.Q)this.NF() s=this.a s.toString return s}, -aqg(){var s,r,q,p,o,n,m,l,k=this,j=null,i=k.lA(0).a,h=k.lA(0).b,g=k.lA(1).a,f=k.lA(1).b +aqR(){var s,r,q,p,o,n,m,l,k=this,j=null,i=k.lx(0).a,h=k.lx(0).b,g=k.lx(1).a,f=k.lx(1).b if(k.r[1]!==1||f!==h)return j s=g-i -r=k.lA(2).a -q=k.lA(2).b +r=k.lx(2).a +q=k.lx(2).b if(k.r[2]!==1||r!==g)return j p=q-f -o=k.lA(3) -n=k.lA(3).b +o=k.lx(3) +n=k.lx(3).b if(k.r[3]!==1||n!==q)return j if(r-o.a!==s||n-h!==p)return j m=Math.min(i,g) l=Math.min(h,q) return new A.x(m,l,m+Math.abs(s),l+Math.abs(p))}, -afq(){var s,r,q,p,o +ag1(){var s,r,q,p,o if(this.w===2){s=this.r s=s[0]!==0||s[1]!==1}else s=!0 if(s)return null @@ -53058,12 +54186,12 @@ p=s[2] o=s[3] if(q===o||r===p)return new A.x(r,q,p,o) return null}, -a0x(){var s,r,q,p,o,n,m,l,k,j,i,h={},g=this.hE(0),f=A.b([],t.kG),e=new A.ve(this) -e.wi(this) +a10(){var s,r,q,p,o,n,m,l,k,j,i,h={},g=this.hC(0),f=A.b([],t.kG),e=new A.vp(this) +e.w2(this) s=new Float32Array(8) -h.a=e.oY(0,s) +h.a=e.oV(0,s) h.b=0 -for(;r=h.a=e.oY(0,s),r!==6;)if(3===r){q=s[2] +for(;r=h.a=e.oV(0,s),r!==6;)if(3===r){q=s[2] p=s[3] o=q-s[0] n=p-s[1] @@ -53071,17 +54199,17 @@ m=s[4] l=s[5] if(o!==0){k=Math.abs(o) j=Math.abs(l-p)}else{j=Math.abs(n) -k=n!==0?Math.abs(m-q):Math.abs(o)}f.push(new A.bD(k,j));++h.b}m=f[0] +k=n!==0?Math.abs(m-q):Math.abs(o)}f.push(new A.bI(k,j));++h.b}m=f[0] l=f[1] i=f[2] -return A.aIW(g,f[3],i,m,l)}, +return A.aK0(g,f[3],i,m,l)}, l(a,b){if(b==null)return!1 if(this===b)return!0 -if(J.aj(b)!==A.L(this))return!1 -return b instanceof A.F3&&this.aJW(b)}, +if(J.ak(b)!==A.L(this))return!1 +return b instanceof A.Fj&&this.aKA(b)}, gJ(a){var s=this -return A.a4(s.cx,s.f,s.y,s.r,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, -aJW(a){var s,r,q,p,o,n,m,l=this +return A.a3(s.cx,s.f,s.y,s.r,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +aKA(a){var s,r,q,p,o,n,m,l=this if(l.cx!==a.cx)return!1 s=l.d if(s!==a.d)return!1 @@ -53096,46 +54224,46 @@ for(o=0;oq.c){s=a+10 q.c=s r=new Float32Array(s*2) -B.dS.iP(r,0,q.f) +B.dU.j0(r,0,q.f) q.f=r}q.d=a}, -H0(a){var s,r,q=this +GM(a){var s,r,q=this if(a>q.e){s=a+8 q.e=s r=new Uint8Array(s) -B.F.iP(r,0,q.r) +B.K.j0(r,0,q.r) q.r=r}q.w=a}, -GZ(a){var s,r,q=this +GK(a){var s,r,q=this if(a>q.x){s=a+4 q.x=s r=new Float32Array(s) s=q.y -if(s!=null)B.dS.iP(r,0,s) +if(s!=null)B.dU.j0(r,0,s) q.y=r}q.z=a}, -I4(a,b){var s,r,q,p,o,n,m,l,k,j,i=this,h=b.d,g=i.d+h -i.w5() -i.H_(g) +HP(a,b){var s,r,q,p,o,n,m,l,k,j,i=this,h=b.d,g=i.d+h +i.vQ() +i.GL(g) s=b.f for(r=h*2-1,q=g*2-1,p=i.f;r>=0;--r,--q)p[q]=s[r] o=i.w n=b.w -i.H0(o+n) +i.GM(o+n) for(p=i.r,m=b.r,l=0;lm){l.a=m l.b=s}else if(s===m)return 1}return o}} -A.aN5.prototype={ -SS(a){return(this.a*a+this.c)*a+this.e}, -ST(a){return(this.b*a+this.d)*a+this.f}} -A.aHG.prototype={ -aFc(){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=this,d=e.a,c=A.b9h(d,!0) -for(s=e.f,r=t.td;q=c.oY(0,s),q!==6;)switch(q){case 0:case 5:break -case 1:e.apr() -break -case 2:p=!A.bha(s)?A.bz8(s):0 -o=e.a_b(s[0],s[1],s[2],s[3],s[4],s[5]) -e.d+=p>0?o+e.a_b(s[4],s[5],s[6],s[7],s[8],s[9]):o +A.aO9.prototype={ +SQ(a){return(this.a*a+this.c)*a+this.e}, +SR(a){return(this.b*a+this.d)*a+this.f}} +A.aIJ.prototype={ +aFQ(){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=this,d=e.a,c=A.bae(d,!0) +for(s=e.f,r=t.td;q=c.oV(0,s),q!==6;)switch(q){case 0:case 5:break +case 1:e.aq1() +break +case 2:p=!A.bid(s)?A.bAv(s):0 +o=e.a_F(s[0],s[1],s[2],s[3],s[4],s[5]) +e.d+=p>0?o+e.a_F(s[4],s[5],s[6],s[7],s[8],s[9]):o break case 3:n=d.y[c.f] m=s[0] @@ -53359,15 +54487,15 @@ k=s[2] j=s[3] i=s[4] h=s[5] -g=A.bha(s) +g=A.bid(s) f=A.b([],r) -new A.jM(m,l,k,j,i,h,n).aGV(f) -e.a_a(f[0]) -if(!g&&f.length===2)e.a_a(f[1]) +new A.jX(m,l,k,j,i,h,n).aHx(f) +e.a_E(f[0]) +if(!g&&f.length===2)e.a_E(f[1]) break -case 4:e.apo() +case 4:e.apZ() break}}, -apr(){var s,r,q,p,o,n=this,m=n.f,l=m[0],k=m[1],j=m[2],i=m[3] +aq1(){var s,r,q,p,o,n=this,m=n.f,l=m[0],k=m[1],j=m[2],i=m[3] if(k>i){s=k r=i q=-1}else{s=i @@ -53375,13 +54503,13 @@ r=k q=1}m=n.c if(ms)return p=n.b -if(A.aHH(p,m,l,k,j,i)){++n.e +if(A.aIK(p,m,l,k,j,i)){++n.e return}if(m===s)return o=(j-l)*(m-k)-(i-k)*(p-l) if(o===0){if(p!==j||m!==i)++n.e -q=0}else if(A.bAl(o)===q)q=0 +q=0}else if(A.bBH(o)===q)q=0 n.d+=q}, -a_b(a,b,c,d,e,f){var s,r,q,p,o,n,m,l,k=this +a_F(a,b,c,d,e,f){var s,r,q,p,o,n,m,l,k=this if(b>f){s=b r=f q=-1}else{s=f @@ -53389,15 +54517,15 @@ r=b q=1}p=k.c if(ps)return 0 o=k.b -if(A.aHH(o,p,a,b,e,f)){++k.e +if(A.aIK(o,p,a,b,e,f)){++k.e return 0}if(p===s)return 0 -n=new A.rx() -if(0===n.rL(b-2*d+f,2*(d-b),b-p))m=q===1?a:e +n=new A.rF() +if(0===n.rB(b-2*d+f,2*(d-b),b-p))m=q===1?a:e else{l=n.a l.toString m=((e-2*c+a)*l+2*(c-a))*l+a}if(Math.abs(m-o)<0.000244140625)if(o!==e||p!==f){++k.e return 0}return mg){s=h r=g q=-1}else{s=g @@ -53405,20 +54533,20 @@ r=h q=1}p=i.c if(ps)return o=i.b -if(A.aHH(o,p,a.a,h,a.e,g)){++i.e +if(A.aIK(o,p,a.a,h,a.e,g)){++i.e return}if(p===s)return n=a.r m=a.d*n-p*n+p -l=new A.rx() -if(0===l.rL(g+(h-2*m),2*(m-h),h-p))k=q===1?a.a:a.e +l=new A.rF() +if(0===l.rB(g+(h-2*m),2*(m-h),h-p))k=q===1?a.a:a.e else{j=l.a j.toString -k=A.buU(a.a,a.c,a.e,n,j)/A.buT(n,j)}if(Math.abs(k-o)<0.000244140625)if(o!==a.e||p!==a.f){++i.e +k=A.bwd(a.a,a.c,a.e,n,j)/A.bwc(n,j)}if(Math.abs(k-o)<0.000244140625)if(o!==a.e||p!==a.f){++i.e return}p=i.d i.d=p+(kp)return l=g.b -if(A.aHH(l,m,d,b,r,q)){++g.e +if(A.aIK(l,m,d,b,r,q)){++g.e return}if(m===p)return k=Math.min(d,Math.min(a,Math.min(s,r))) j=Math.max(d,Math.max(a,Math.max(s,r))) if(lj){g.d+=n -return}i=A.blx(f,a0,m) +return}i=A.bmE(f,a0,m) if(i==null)return -h=A.blW(d,a,s,r,i) +h=A.bn2(d,a,s,r,i) if(Math.abs(h-l)<0.000244140625)if(l!==r||m!==q){++g.e return}f=g.d g.d=f+(h1,o=null,n=1/0,m=0;m<$.tt.length;++m){l=$.tt[m] +s.push(new A.vi(new A.N(r.c-r.a,r.d-r.b),new A.aIQ(q)))}}, +asd(a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this,b=a0.c-a0.a,a=a0.d-a0.b +for(s=b+1,r=a+1,q=b*a,p=q>1,o=null,n=1/0,m=0;m<$.tE.length;++m){l=$.tE[m] k=self.window.devicePixelRatio if(k===0)k=1 if(l.y!==k)continue @@ -53582,73 +54710,73 @@ k=k.d-k.b i=j*k h=c.dy g=self.window.devicePixelRatio -if(l.r>=B.c.dA(s*(g===0?1:g))+2){g=self.window.devicePixelRatio -f=l.w>=B.c.dA(r*(g===0?1:g))+2&&l.ay===h}else f=!1 +if(l.r>=B.c.dm(s*(g===0?1:g))+2){g=self.window.devicePixelRatio +f=l.w>=B.c.dm(r*(g===0?1:g))+2&&l.ay===h}else f=!1 e=i4)){if(j===b&&k===a){o=l break}n=i -o=l}}if(o!=null){B.b.N($.tt,o) -o.spT(0,a0) +o=l}}if(o!=null){B.b.O($.tE,o) +o.spO(0,a0) o.b=c.fx -return o}d=A.bdA(a0,c.cy.b.d,c.dy) +return o}d=A.bez(a0,c.cy.b.d,c.dy) d.b=c.fx return d}, -Zk(){A.O(this.d.style,"transform","translate("+A.j(this.CW)+"px, "+A.j(this.cx)+"px)")}, -je(){this.Zk() -this.FC(null)}, -cJ(){this.NN(null) 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-A.aJn.prototype={ -I5(a,b){var s,r,q,p,o,n,m,l,k,j +A.aKs.prototype={ +HQ(a,b){var s,r,q,p,o,n,m,l,k,j try{m=this.b m.toString -m=A.bmX(b,m) +m=A.bo3(b,m) l=this.c k=l.length if(m){s=k -for(r=0;r1){s=q.a s.y=s.r.pop() r=s.w.pop() @@ -53657,27 +54785,27 @@ s.as=r.b s.at=r.c s.ax=r.d s.z=!0}else if(s.z)s.z=!1}s=q.c -if(s.length!==0&&B.b.ga9(s) instanceof A.Nt)s.pop() -else s.push(B.I4);--q.r}, -pW(a,b){var s=new A.a4A(a,b) -switch(b.a){case 1:this.a.pW(a,s) +if(s.length!==0&&B.b.ga4(s) instanceof A.NL)s.pop() +else s.push(B.I6);--q.r}, +pR(a,b){var s=new A.a5f(a,b) +switch(b.a){case 1:this.a.pR(a,s) break case 0:break}this.d.c=!0 this.c.push(s)}, -aU(a,b){var s,r,q=this,p=b.a +aX(a,b){var s,r,q=this,p=b.a if(p.w!=null)q.d.c=!0 q.e=!0 -s=A.BT(b) +s=A.C3(b) b.b=!0 -r=new A.a4M(a,p) +r=new A.a5r(a,p) p=q.a -if(s!==0)p.o3(a.e8(s),r) -else p.o3(a,r) +if(s!==0)p.o_(a.e2(s),r) +else p.o_(a,r) q.c.push(r)}, -dG(a,b){var s,r,q,p,o,n,m,l,k=this,j=b.a +dr(a,b){var s,r,q,p,o,n,m,l,k=this,j=b.a 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-r=$.aOm +r=$.aPw r.toString -s.a6(0,r)}A.bHI(q.a(B.b.ga5(p))) -$.aOm=q.a(B.b.ga5(p)) -return new A.Gf(q.a(B.b.ga5(p)).d)}, -$S:328} -A.y3.prototype={ -xC(a9,b0,b1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5="bindBuffer",a6="texParameteri",a7=a4.a,a8=a4.b -if(a7!==B.J&&a8!==B.J){s=a4.aAs(a4.e,a7,a8) +s.a6(0,r)}A.bJ5(q.a(B.b.ga5(p))) +$.aPw=q.a(B.b.ga5(p)) +return new A.Gw(q.a(B.b.ga5(p)).d)}, +$S:318} +A.yb.prototype={ +xm(a9,b0,b1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5="bindBuffer",a6="texParameteri",a7=a4.a,a8=a4.b +if(a7!==B.J&&a8!==B.J){s=a4.aB4(a4.e,a7,a8) s.toString -r=a7===B.hz||a7===B.hA -q=a8===B.hz||a8===B.hA +r=a7===B.hB||a7===B.hC +q=a8===B.hB||a8===B.hC if(r)p=q?"repeat":"repeat-x" else p=q?"repeat-y":"no-repeat" p=a9.createPattern(s,p) p.toString -return p}else{if($.jD==null)$.jD=new A.wD() +return p}else{if($.jN==null)$.jN=new A.wL() b0.toString -s=$.dT() +s=$.e0() o=s.x if(o==null){p=self.window.devicePixelRatio 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-n=A.nr(n,"2d",null)}n.toString +n=A.nE(n,"2d",null)}n.toString for(m=-2*r,l=-2*s,k=a1.a,j=0;j>>24&255)<1}, -$S:330} -A.aMI.prototype={ -RD(a,b){var s,r,q=this +$S:327} +A.aNM.prototype={ +RB(a,b){var s,r,q=this q.b=!0 s=q.a -if(s==null)q.a=A.aGe(a,b) +if(s==null)q.a=A.aHh(a,b) else if(a!==s.c&&b!==s.d){s.c=a s.d=b r=s.a @@ -54482,35 +55610,35 @@ if(r!=null){r.width=a s=s.a s.toString s.height=b}else{r=s.b -if(r!=null){A.Df(r,a) +if(r!=null){A.Ds(r,a) r=s.b r.toString -A.De(r,b) +A.Dr(r,b) r=s.b r.toString -s.a5h(r)}}}s=q.a +s.a5N(r)}}}s=q.a s.toString -return A.b8l(s)}} -A.Ds.prototype={$ijp:1,$ikJ:1} -A.a1v.prototype={ -uq(a6,a7,a8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a=this,a0="u_tile_offset",a1="angle_range",a2="m_gradient",a3="uniform2f",a4=B.c.dA(a6.gaI(a6)-a6.gad(a6)),a5=B.c.dA(a6.gaN(a6)-a6.gag(a6)) -if($.jD==null)$.jD=new A.wD() -s=$.ID().RD(a4,a5) +return A.b9k(s)}} +A.DG.prototype={$ijx:1,$ikX:1} +A.a1Y.prototype={ +uf(a6,a7,a8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a=this,a0="u_tile_offset",a1="angle_range",a2="m_gradient",a3="uniform2f",a4=B.c.dm(a6.gaI(a6)-a6.gag(a6)),a5=B.c.dm(a6.gaN(a6)-a6.gal(a6)) +if($.jN==null)$.jN=new A.wL() +s=$.IW().RB(a4,a5) s.fr=a4 s.fx=a5 -r=A.b96(a.c,a.d) -q=A.aRB() -p=$.eq -o=A.PA(p==null?$.eq=A.l8():p) +r=A.ba3(a.c,a.d) +q=A.aSN() +p=$.ex +o=A.PT(p==null?$.ex=A.ll():p) o.e=1 -o.pQ(11,"v_color") -o.fI(9,"u_resolution") -o.fI(9,a0) -o.fI(9,a1) -o.fI(14,a2) -n=o.guQ() +o.pL(11,"v_color") +o.fG(9,"u_resolution") +o.fG(9,a0) +o.fG(9,a1) +o.fG(14,a2) +n=o.guF() p=A.b([],t.T) -m=new A.nY("main",p) +m=new A.oa("main",p) o.c.push(m) p.push(u.J) p.push(u.G) @@ -54518,86 +55646,86 @@ p.push("float angle = atan(-localCoord.y, -localCoord.x) + 3.141592653589793;") p.push("float sweep = angle_range.y - angle_range.x;") p.push("angle = (angle - angle_range.x) / sweep;") p.push("float st = angle;") -p.push(n.a+" = "+A.b3_(o,m,r,a.e)+" * scale + bias;") -l=s.BC(q,o.cJ()) +p.push(n.a+" = 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A.Bs(),A.b([],t.he),r.a,r.gPB(),r.c,r.d) -s.zy() +A.a6e.prototype={ +aqj(){var s,r=this +if("PointerEvent" in self.window){s=new A.b_i(A.D(t.S,t.ZW),A.b([],t.he),r.a,r.gPw(),r.c,r.d) +s.zi() +return s}if("TouchEvent" in self.window){s=new A.b2n(A.C(t.S),A.b([],t.he),r.a,r.gPw(),r.c,r.d) +s.zi() +return s}if("MouseEvent" in self.window){s=new A.aZR(new A.BE(),A.b([],t.he),r.a,r.gPw(),r.c,r.d) +s.zi() return s}throw A.d(A.a8("This browser does not support pointer, touch, or mouse events."))}, -axZ(a){var s=A.b(a.slice(0),A.a6(a)),r=$.bL() -A.WK(r.Q,r.as,new A.F7(s),t.kf)}} -A.aIi.prototype={ +ayB(a){var s=A.b(a.slice(0),A.a6(a)),r=$.bQ() +A.X2(r.Q,r.as,new A.Fn(s),t.kf)}} +A.aJm.prototype={ j(a){return"pointers:"+("PointerEvent" in self.window)+", touch:"+("TouchEvent" in self.window)+", mouse:"+("MouseEvent" in self.window)}} -A.Tp.prototype={} -A.aTj.prototype={ -R5(a,b,c,d,e){var s=t.e.a(A.cj(new A.aTk(d))) -A.dG(b,c,s,e) -this.a.push(new A.Tp(c,b,s,e,!1))}, -Bc(a,b,c,d){return 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+if(B.c.bB(m==null?1:m,120)===0){m=A.bfV(a) +m=B.c.bB(m==null?1:m,120)===0}else m=!1}else m=!0 if(m){m=a.deltaX s=n.f r=s==null @@ -56044,41 +57172,41 @@ o=Math.abs(m-(q==null?0:q)) if(!r)if(!(p===0&&o===0))m=!(p<20&&o<20) else m=!0 else m=!0 -if(m){if(A.jQ(a)!=null)m=(r?null:A.jQ(s))!=null +if(m){if(A.k0(a)!=null)m=(r?null:A.k0(s))!=null else m=!1 -if(m){m=A.jQ(a) +if(m){m=A.k0(a) m.toString s.toString -s=A.jQ(s) +s=A.k0(s) s.toString if(m-s<50&&n.r)return!0}return!1}}return!0}, -apH(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this -if(d.awm(a)){s=B.bA -r=-2}else{s=B.bI +aqh(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this +if(d.awZ(a)){s=B.bC +r=-2}else{s=B.bK r=-1}q=a.deltaX p=a.deltaY -switch(B.c.af(a.deltaMode)){case 1:o=$.bkj -if(o==null){n=A.c3(self.document,"div") +switch(B.c.aj(a.deltaMode)){case 1:o=$.blq +if(o==null){n=A.c8(self.document,"div") o=n.style A.O(o,"font-size","initial") A.O(o,"display","none") self.document.body.append(n) 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s,r,q=A.b([],t.D9),p=this.a,o=p.w,n=A.nF(a) n.toString -s=o.EN(B.c.af(n)) +s=o.EB(B.c.aj(n)) if(s!=null)p.kI(q,s,a) -n=B.c.af(a.button) -r=A.ns(a) +n=B.c.aj(a.button) +r=A.nF(a) r.toString -p.kI(q,o.WQ(n,B.c.af(r)),a) +p.kI(q,o.Xm(n,B.c.aj(r)),a) p.c.$1(q)}, $S:18} -A.aYQ.prototype={ -$1(a){var s,r=A.b([],t.D9),q=this.a,p=q.w,o=A.ns(a) +A.aZU.prototype={ +$1(a){var s,r=A.b([],t.D9),q=this.a,p=q.w,o=A.nF(a) o.toString -s=p.EN(B.c.af(o)) +s=p.EB(B.c.aj(o)) if(s!=null)q.kI(r,s,a) -o=A.ns(a) +o=A.nF(a) o.toString -q.kI(r,p.M6(B.c.af(o)),a) +q.kI(r,p.LV(B.c.aj(o)),a) q.c.$1(r)}, $S:18} -A.aYR.prototype={ -$1(a){var s,r=A.b([],t.D9),q=this.a,p=A.ns(a) +A.aZV.prototype={ +$1(a){var s,r=A.b([],t.D9),q=this.a,p=A.nF(a) p.toString -s=q.w.WR(B.c.af(p)) +s=q.w.Xn(B.c.aj(p)) if(s!=null){q.kI(r,s,a) q.c.$1(r)}}, $S:18} -A.aYS.prototype={ -$1(a){var s,r=A.b([],t.D9),q=this.a,p=A.ns(a) -p=p==null?null:B.c.af(p) -s=q.w.WS(p) +A.aZW.prototype={ +$1(a){var s,r=A.b([],t.D9),q=this.a,p=A.nF(a) +p=p==null?null:B.c.aj(p) +s=q.w.Xo(p) if(s!=null){q.kI(r,s,a) q.c.$1(r)}}, $S:18} -A.aYT.prototype={ -$1(a){this.a.a19(a)}, +A.aZX.prototype={ +$1(a){this.a.a1D(a)}, $S:2} -A.HV.prototype={} -A.aIa.prototype={ -G0(a,b,c){return this.a.d4(0,a,new A.aIb(b,c))}, -tS(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,a0,a1,a2,a3,a4,a5,a6,a7,a8){var s,r,q=this.a.i(0,c) +A.Ib.prototype={} +A.aJc.prototype={ +FO(a,b,c){return this.a.cW(0,a,new A.aJd(b,c))}, +tI(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,a0,a1,a2,a3,a4,a5,a6,a7,a8){var s,r,q=this.a.i(0,c) q.toString s=q.b r=q.c @@ -56425,11 +57553,11 @@ q.b=i q.c=j q=q.a if(q==null)q=0 -return A.bhf(a,b,c,d,e,f,!1,h,i-s,j-r,i,j,k,q,l,m,n,o,p,a0,a1,a2,a3,a4,a5,a6,!1,a7,a8)}, -Pf(a,b,c){var s=this.a.i(0,a) +return A.bii(a,b,c,d,e,f,!1,h,i-s,j-r,i,j,k,q,l,m,n,o,p,a0,a1,a2,a3,a4,a5,a6,!1,a7,a8)}, +P9(a,b,c){var s=this.a.i(0,a) s.toString return s.b!==b||s.c!==c}, -rd(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,a0,a1,a2,a3,a4,a5,a6,a7){var s,r,q=this.a.i(0,c) +r5(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,a0,a1,a2,a3,a4,a5,a6,a7){var s,r,q=this.a.i(0,c) q.toString s=q.b r=q.c @@ -56437,199 +57565,199 @@ q.b=i q.c=j q=q.a if(q==null)q=0 -return A.bhf(a,b,c,d,e,f,!1,h,i-s,j-r,i,j,k,q,l,m,n,o,p,a0,a1,a2,a3,a4,B.eG,a5,!0,a6,a7)}, -BS(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var s,r,q,p=this -if(m===B.eG)switch(c.a){case 1:p.G0(d,f,g) -a.push(p.tS(b,c,d,0,0,e,!1,0,f,g,0,h,i,0,0,0,0,0,j,k,l,m,0,n,o)) -break -case 3:s=p.a.aZ(0,d) -p.G0(d,f,g) -if(!s)a.push(p.rd(b,B.oN,d,0,0,e,!1,0,f,g,0,h,i,0,0,0,0,0,j,k,l,0,n,o)) -a.push(p.tS(b,c,d,0,0,e,!1,0,f,g,0,h,i,0,0,0,0,0,j,k,l,m,0,n,o)) +return A.bii(a,b,c,d,e,f,!1,h,i-s,j-r,i,j,k,q,l,m,n,o,p,a0,a1,a2,a3,a4,B.eJ,a5,!0,a6,a7)}, +BF(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o){var s,r,q,p=this +if(m===B.eJ)switch(c.a){case 1:p.FO(d,f,g) +a.push(p.tI(b,c,d,0,0,e,!1,0,f,g,0,h,i,0,0,0,0,0,j,k,l,m,0,n,o)) +break +case 3:s=p.a.b1(0,d) +p.FO(d,f,g) +if(!s)a.push(p.r5(b,B.oR,d,0,0,e,!1,0,f,g,0,h,i,0,0,0,0,0,j,k,l,0,n,o)) 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this.BF(a,b,c,d,e,f,g,h,i,j,0,0,k,0,l)}, +aIi(a,b,c,d,e,f,g,h,i,j,k,l,m){return this.BF(a,b,c,d,e,f,g,h,i,1,j,k,l,0,m)}, +aIf(a,b,c,d,e,f,g,h,i,j,k){return this.BF(a,b,c,d,e,f,g,h,i,1,0,0,j,0,k)}, +aIe(a,b,c,d,e,f,g,h,i,j){return this.BF(a,b,c,d,B.aR,e,f,g,h,1,0,0,i,0,j)}, +aIh(a,b,c,d,e,f,g,h,i,j,k,l){return this.BF(a,b,c,d,e,f,g,h,i,1,0,0,j,k,l)}} +A.aJd.prototype={ +$0(){return new A.Ib(this.a,this.b)}, $S:418} -A.b9r.prototype={} -A.aJ0.prototype={ -an8(a){var s=this,r=t.e -s.b=r.a(A.cj(new A.aJ1(s))) -A.dG(self.window,"keydown",s.b,null) -s.c=r.a(A.cj(new A.aJ2(s))) -A.dG(self.window,"keyup",s.c,null) -$.wI.push(new A.aJ3(s))}, +A.ban.prototype={} +A.aK5.prototype={ +anJ(a){var s=this,r=t.e +s.b=r.a(A.co(new A.aK6(s))) +A.dL(self.window,"keydown",s.b,null) +s.c=r.a(A.co(new A.aK7(s))) +A.dL(self.window,"keyup",s.c,null) +$.wQ.push(new A.aK8(s))}, v(){var s,r,q=this -A.hx(self.window,"keydown",q.b,null) -A.hx(self.window,"keyup",q.c,null) 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s,r,q,p=this -p.qM(0) +if((s&32)!==0||(s&16)!==0)$.bQ().oQ(p,B.hm,n) +else $.bQ().oQ(p,B.ho,n)}}}, +eN(a){var s,r,q,p=this +p.qF(0) s=p.b r=s.k1 -r.e.push(new A.aLS(p)) +r.e.push(new A.aMW(p)) if(p.r==null){s=s.k2 A.O(s.style,"touch-action","none") -p.a0c() -q=new A.aLT(p) +p.a0G() +q=new A.aMX(p) p.e=q r.as.push(q) -q=t.e.a(A.cj(new A.aLU(p))) +q=t.e.a(A.co(new A.aMY(p))) p.r=q -A.dG(s,"scroll",q,null)}}, -ga_P(){var s=this.b,r=s.b +A.dL(s,"scroll",q,null)}}, +ga0i(){var s=this.b,r=s.b r.toString r=(r&32)!==0||(r&16)!==0 s=s.k2 -if(r)return B.c.af(s.scrollTop) -else return B.c.af(s.scrollLeft)}, -a2c(){var s,r,q,p,o=this,n="transform",m=o.b,l=m.k2,k=m.y -if(k==null){$.h4().$1("Warning! the rect attribute of semanticsObject is null") +if(r)return B.c.aj(s.scrollTop) +else return B.c.aj(s.scrollLeft)}, +a2H(){var s,r,q,p,o=this,n="transform",m=o.b,l=m.k2,k=m.y +if(k==null){$.h_().$1("Warning! the rect attribute of semanticsObject is null") return}s=m.b s.toString s=(s&32)!==0||(s&16)!==0 r=o.f q=k.d-k.b p=k.c-k.a -if(s){s=B.c.dA(q) +if(s){s=B.c.dm(q) r=r.style A.O(r,n,"translate(0px,"+(s+10)+"px)") A.O(r,"width",""+B.c.aA(p)+"px") A.O(r,"height","10px") l.scrollTop=10 -m.p3=o.w=B.c.af(l.scrollTop) -m.p4=0}else{s=B.c.dA(p) +m.p3=o.w=B.c.aj(l.scrollTop) +m.p4=0}else{s=B.c.dm(p) r=r.style A.O(r,n,"translate("+(s+10)+"px,0px)") A.O(r,"width","10px") A.O(r,"height",""+B.c.aA(q)+"px") l.scrollLeft=10 -q=B.c.af(l.scrollLeft) +q=B.c.aj(l.scrollLeft) o.w=q m.p3=0 m.p4=q}}, -a0c(){var s="overflow-y",r="overflow-x",q=this.b,p=q.k2 +a0G(){var s="overflow-y",r="overflow-x",q=this.b,p=q.k2 switch(q.k1.z.a){case 1:q=q.b q.toString if((q&32)!==0||(q&16)!==0)A.O(p.style,s,"scroll") @@ -56994,7 +58122,7 @@ if((q&32)!==0||(q&16)!==0)A.O(p.style,s,"hidden") else A.O(p.style,r,"hidden") break}}, v(){var s,r,q,p,o=this -o.zT() +o.zE() s=o.b r=s.k2 q=r.style @@ -57002,21 +58130,21 @@ q.removeProperty("overflowY") q.removeProperty("overflowX") 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-Bh(a){var s=this.c;(s==null?this.c=A.b([],t.VM):s).push(a)}, -eQ(a){var s,r,q=this.c +if((r&1)!==0)this.B6(new A.aa7(B.a2z,s))}, +B6(a){var s=this.c;(s==null?this.c=A.b([],t.VM):s).push(a)}, +eN(a){var s,r,q=this.c if(q==null)return -for(s=q.length,r=0;r=0;--p){g=l[p] s=g.id -if(!B.b.O(a0,s)){k=g.k2 +if(!B.b.N(a0,s)){k=g.k2 if(a1==null)m.append(k) else m.insertBefore(k,a1) g.ok=a2 -q.c.u(0,s,a2)}a1=g.k2}a2.p1=l}, -ast(){var s,r,q=this -if((q.a&16)!==0)return B.CK +q.c.q(0,s,a2)}a1=g.k2}a2.p1=l}, +at3(){var s,r,q=this +if((q.a&16)!==0)return B.CM else{s=q.b s.toString -if((s&64)!==0||(s&128)!==0)return B.CJ -else if(q.gU9())return B.CL +if((s&64)!==0||(s&128)!==0)return B.CL +else if(q.gUw())return B.CN else{s=q.a -if((s&1)!==0||(s&65536)!==0)return B.oU -else if((s&8)!==0)return B.oT +if((s&1)!==0||(s&65536)!==0)return B.oY +else if((s&8)!==0)return B.oX else{r=q.b r.toString -if((r&32)!==0||(r&16)!==0||(r&4)!==0||(r&8)!==0)return B.oS -else if((s&2048)!==0)return B.jj -else return B.oR}}}}, -apZ(a){var s,r,q,p=this -switch(a.a){case 4:s=new A.aPc(B.CK,p) -s.aBv() +if((r&32)!==0||(r&16)!==0||(r&4)!==0||(r&8)!==0)return B.oW +else if((s&2048)!==0)return B.jm +else return B.oV}}}}, +aqz(a){var s,r,q,p=this +switch(a.a){case 4:s=new A.aQn(B.CM,p) +s.aC7() break -case 2:s=A.c3(self.document,"flt-semantics-scroll-overflow") -r=new A.aLL(s,B.oS,p) -r.Fv(B.oS,p) +case 2:s=A.c8(self.document,"flt-semantics-scroll-overflow") +r=new A.aMP(s,B.oW,p) +r.Fi(B.oW,p) q=s.style A.O(q,"position","absolute") A.O(q,"transform-origin","0 0 0") @@ -57179,67 +58307,67 @@ A.O(q,"pointer-events","none") p.k2.append(s) s=r break -case 1:s=A.bxo(p) +case 1:s=A.byI(p) break -case 3:s=new A.asC(B.oT,p) -s.Fv(B.oT,p) -r=A.bc("button") +case 3:s=new A.atM(B.oX,p) +s.Fi(B.oX,p) +r=A.bf("button") if(r==null)r=t.K.a(r) p.k2.setAttribute("role",r) break -case 5:s=new A.at9(A.bEW(p),B.oU,p) -s.Fv(B.oU,p) +case 5:s=new A.auj(A.bGi(p),B.oY,p) +s.Fi(B.oY,p) break -case 7:s=new A.a_D(B.jj,p) -s.R6() -s.HS() +case 7:s=new A.a01(B.jm,p) +s.R2() +s.HD() break -case 6:s=new A.aBO(B.CL,p) +case 6:s=new A.aCN(B.CN,p) +s.R2() +s.HD() s.R6() -s.HS() -s.Rb() -s.a6z() +s.a73() break -case 0:s=new A.azV(B.oR,p) -s.Fv(B.oR,p) +case 0:s=new A.aB1(B.oV,p) +s.Fi(B.oV,p) break default:s=null}return s}, -aEN(){var s=this,r=s.p2,q=s.ast() -if(r!=null)if(r.a===q){r.eQ(0) +aFq(){var s=this,r=s.p2,q=s.at3() +if(r!=null)if(r.a===q){r.eN(0) return}else{r.v() -r=s.p2=null}if(r==null){r=s.apZ(q) +r=s.p2=null}if(r==null){r=s.aqz(q) s.p2=r -r.eQ(0)}}, -Vq(){var s,r,q,p,o,n,m,l,k,j,i=this,h=i.k2,g=h.style,f=i.y +r.eN(0)}}, +VT(){var s,r,q,p,o,n,m,l,k,j,i=this,h=i.k2,g=h.style,f=i.y A.O(g,"width",A.j(f.c-f.a)+"px") f=i.y A.O(g,"height",A.j(f.d-f.b)+"px") g=i.dy -s=g!=null&&!B.h8.gaB(g)?i.WC():null +s=g!=null&&!B.ha.gaB(g)?i.X7():null g=i.y r=g.b===0&&g.a===0 q=i.dx g=q==null -p=g||A.b6o(q)===B.EJ -if(r&&p&&i.p3===0&&i.p4===0){A.aMi(h) -if(s!=null)A.aMi(s) -return}o=A.ba("effectiveTransform") +p=g||A.b7n(q)===B.EK +if(r&&p&&i.p3===0&&i.p4===0){A.aNm(h) +if(s!=null)A.aNm(s) +return}o=A.bd("effectiveTransform") if(!r)if(g){g=i.y n=g.a m=g.b -g=A.fV() -g.tv(n,m,0) +g=A.fO() +g.tl(n,m,0) o.b=g -l=n===0&&m===0}else{g=new A.dc(new Float32Array(16)) -g.q(new A.dc(q)) +l=n===0&&m===0}else{g=new A.dd(new Float32Array(16)) +g.u(new A.dd(q)) f=i.y g.aL(0,f.a,f.b) o.b=g -l=J.bti(o.b7())}else if(!p){o.b=new A.dc(q) +l=J.buA(o.bc())}else if(!p){o.b=new A.dd(q) l=!1}else l=!0 if(!l){h=h.style A.O(h,"transform-origin","0 0 0") -A.O(h,"transform",A.op(o.b7().a))}else A.aMi(h) +A.O(h,"transform",A.oC(o.bc().a))}else A.aNm(h) if(s!=null)if(!r||i.p3!==0||i.p4!==0){h=i.y g=h.a f=i.p4 @@ -57247,89 +58375,89 @@ h=h.b k=i.p3 j=s.style A.O(j,"top",A.j(-h+k)+"px") -A.O(j,"left",A.j(-g+f)+"px")}else A.aMi(s)}, -ae5(a){var s +A.O(j,"left",A.j(-g+f)+"px")}else A.aNm(s)}, +aeG(a){var s a.$1(this) s=this.p1 -if(s!=null)B.b.ac(s,new A.aMj(a))}, -j(a){return this.d6(0)}} -A.aMj.prototype={ 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-57383,64 +58511,64 @@ l.k3=(l.k3|524288)>>>0}n=m.k2 if(l.fx!==n){l.fx=n l.k3=(l.k3|2097152)>>>0}n=m.w if(l.go!==n){l.go=n -l.k3=(l.k3|8388608)>>>0}l.aEN() +l.k3=(l.k3|8388608)>>>0}l.aFq() n=l.k3 -if((n&512)!==0||(n&65536)!==0||(n&64)!==0)l.Vq() +if((n&512)!==0||(n&65536)!==0||(n&64)!==0)l.VT() n=l.dy -n=!(n!=null&&!B.h8.gaB(n))&&l.go===-1 +n=!(n!=null&&!B.ha.gaB(n))&&l.go===-1 k=l.k2 if(n){n=k.style n.setProperty("pointer-events","all","")}else{n=k.style n.setProperty("pointer-events","none","")}}for(o=0;o=20)return i.d=!0 -if(!B.a3o.O(0,a.type))return!0 +if(!B.a3x.N(0,a.type))return!0 if(i.a!=null)return!1 -r=A.ba("activationPoint") -switch(a.type){case"click":r.sev(new A.Ks(a.offsetX,a.offsetY)) +r=A.bd("activationPoint") +switch(a.type){case"click":r.seq(new A.KK(a.offsetX,a.offsetY)) break case"touchstart":case"touchend":s=t.VA -s=A.dr(new A.t8(a.changedTouches,s),s.h("B.E"),t.e) -s=A.w(s).z[1].a(J.nf(s.a)) -r.sev(new A.Ks(s.clientX,s.clientY)) +s=A.dt(new A.tj(a.changedTouches,s),s.h("y.E"),t.e) +s=A.w(s).z[1].a(J.mq(s.a)) +r.seq(new A.KK(s.clientX,s.clientY)) break -case"pointerdown":case"pointerup":r.sev(new A.Ks(a.clientX,a.clientY)) +case"pointerdown":case"pointerup":r.seq(new A.KK(a.clientX,a.clientY)) break default:return!0}q=i.b.getBoundingClientRect() s=q.left @@ -57484,17 +58612,17 @@ o=q.left n=q.top m=q.bottom l=q.top -k=r.b7().a-(s+(p-o)/2) -j=r.b7().b-(n+(m-l)/2) +k=r.bc().a-(s+(p-o)/2) +j=r.bc().b-(n+(m-l)/2) if(k*k+j*j<1&&!0){i.d=!0 -i.a=A.dq(B.d6,new A.aF3(i)) +i.a=A.dr(B.d8,new A.aG8(i)) return!1}return!0}, -ac_(){var s,r=this.b=A.c3(self.document,"flt-semantics-placeholder") -A.dG(r,"click",t.e.a(A.cj(new A.aF2(this))),!0) -s=A.bc("button") +acC(){var s,r=this.b=A.c8(self.document,"flt-semantics-placeholder") +A.dL(r,"click",t.e.a(A.co(new A.aG7(this))),!0) +s=A.bf("button") if(s==null)s=t.K.a(s) r.setAttribute("role",s) -s=A.bc("Enable accessibility") +s=A.bf("Enable accessibility") if(s==null)s=t.K.a(s) 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s=this.d +A.dL(q.k2,"click",s,null)}}, +aE9(){var s=this.d if(s==null)return -A.hx(this.b.k2,"click",s,null) +A.hs(this.b.k2,"click",s,null) this.d=null}} -A.aP0.prototype={ +A.aQb.prototype={ $1(a){var s=this.a.b -if(s.k1.z!==B.en)return -$.bL().oU(s.id,B.cP,null)}, +if(s.k1.z!==B.eq)return +$.bQ().oQ(s.id,B.cS,null)}, $S:2} -A.aMq.prototype={ -SM(a,b,c,d){this.CW=b +A.aNu.prototype={ +SK(a,b,c,d){this.CW=b this.x=d this.y=c}, -aFj(a){var s,r,q=this,p=q.ch +aFY(a){var s,r,q=this,p=q.ch if(p===a)return -else if(p!=null)q.ns(0) +else if(p!=null)q.nl(0) q.ch=a q.c=a.e -q.a4s() +q.a4Y() p=q.CW p.toString s=q.x s.toString r=q.y r.toString -q.ahX(0,p,r,s)}, -ns(a){var s,r,q,p=this +q.aiw(0,p,r,s)}, +nl(a){var s,r,q,p=this if(!p.b)return p.b=!1 p.w=p.r=null for(s=p.z,r=0;r=this.b)throw A.d(A.LF(b,this,null,null,null)) +A.q8.prototype={ +gE(a){return this.b}, +i(a,b){if(b>=this.b)throw A.d(A.LY(b,this,null,null,null)) return this.a[b]}, -u(a,b,c){if(b>=this.b)throw 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this.qt(b.o2(0),b)}, -qt(a,b){var s,r,q,p,o,n,m,l,k=this +if(s){r.ij(0,3) +q.setInt32(0,c,B.n===$.fX()) +r.wL(0,b.d,0,4)}else{r.ij(0,4) +B.dj.XI(q,0,c,$.fX())}}else if(typeof c=="string"){s=b.b +s.ij(0,7) +p=B.ef.cT(c) +o.jv(b,p.length) +s.I(0,p)}else if(t.H3.b(c)){s=b.b +s.ij(0,8) +o.jv(b,J.b3(c)) +s.I(0,c)}else if(t.XO.b(c)){s=b.b +s.ij(0,9) +r=J.aj(c) +o.jv(b,r.gE(c)) +b.pD(4) +s.I(0,J.ig(r.gdc(c),r.gfB(c),4*r.gE(c)))}else if(c instanceof A.IA){s=b.b +s.ij(0,10) +r=c.a +o.jv(b,r.length) +b.pD(8) +A.w(c).h("fD.2").a(r) +s.I(0,new A.IB(A.kd(r.buffer,r.byteOffset,8*r.gE(r))))}else if(t.OE.b(c)){s=b.b +s.ij(0,11) +r=J.aj(c) +o.jv(b,r.gE(c)) +b.pD(8) +s.I(0,J.ig(r.gdc(c),r.gfB(c),8*r.gE(c)))}else if(t.j.b(c)){b.b.ij(0,12) +s=J.aj(c) +o.jv(b,s.gE(c)) +for(s=s.gav(c);s.H();)o.iF(0,b,s.ga2(s))}else if(t.f.b(c)){b.b.ij(0,13) +s=J.aj(c) +o.jv(b,s.gE(c)) +s.am(c,new A.aP9(o,b))}else throw A.d(A.h0(c,null,null))}, +mQ(a,b){if(b.b>=b.a.byteLength)throw A.d(B.bU) +return this.qm(b.nZ(0),b)}, 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s.rl()}, +ur(a,b,c){var s=A.bbd() +s.b.ij(0,1) +B.d3.iF(0,s,a) +B.d3.iF(0,s,c) +B.d3.iF(0,s,b) +return s.rl()}} +A.aTf.prototype={ +pD(a){var s,r,q=this.b,p=B.e.bB(q.b,a) +if(p!==0)for(s=a-p,r=0;r0)b=c -else{f=$.dT().x +else{f=$.e0().x if(f==null){f=self.window.devicePixelRatio -if(f===0)f=1}b=1/f}f=d==null?a8:A.ey(d.gm(d)) -b0.setProperty("-webkit-text-stroke",A.j(b)+"px "+A.j(f),"")}else if(d!=null){f=A.ey(d.gm(d)) +if(f===0)f=1}b=1/f}f=d==null?a8:A.eH(d.gm(d)) +b0.setProperty("-webkit-text-stroke",A.j(b)+"px "+A.j(f),"")}else if(d!=null){f=A.eH(d.gm(d)) b0.setProperty("color",f,"")}f=g.cx a=f==null?a8:f.gA(f) -if(a!=null){f=A.ey(a.a) +if(a!=null){f=A.eH(a.a) b0.setProperty("background-color",f,"")}a0=g.at if(a0!=null){f=B.c.bN(a0) b0.setProperty("font-size",""+f+"px","")}f=g.f -if(f!=null){f=A.bm_(f) +if(f!=null){f=A.bn6(f) f.toString b0.setProperty("font-weight",f,"")}f=g.r -if(f!=null){f=f===B.iy?"normal":"italic" -b0.setProperty("font-style",f,"")}f=A.b54(g.y) 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A.Td(this,a,s.h("@").af(s.h("ck.T")).af(b).h("Td<1,2,3>"))}, +jB(a){throw A.d(A.a8("This converter does not support chunked conversions: "+this.j(0)))}} +A.Td.prototype={ +cT(a){return this.b.cT(this.a.cT(a))}, +jB(a){return this.a.jB(this.b.jB(a))}} +A.ya.prototype={} +A.aCb.prototype={ j(a){return this.a}} -A.a1W.prototype={ -d_(a){var s=this.a_h(a,0,a.length) +A.a2o.prototype={ +cT(a){var s=this.a_L(a,0,a.length) return s==null?a:s}, -a_h(a,b,c){var s,r,q,p,o,n=null +a_L(a,b,c){var s,r,q,p,o,n=null for(s=this.a,r=s.e,s=s.d,q=b,p=n;q":o=">" break case"/":o=r?"/":n break -default:o=n}if(o!=null){if(p==null)p=new A.cX("") -if(q>b)p.a+=B.d.ap(a,b,q) +default:o=n}if(o!=null){if(p==null)p=new A.cZ("") +if(q>b)p.a+=B.d.au(a,b,q) p.a+=o b=q+1}}if(p==null)return n -if(c>b)p.a+=B.d.ap(a,b,c) +if(c>b)p.a+=B.d.au(a,b,c) s=p.a return s.charCodeAt(0)==0?s:s}, -jD(a){return new A.afF(this,t.NC.b(a)?a:new A.wB(a))}} -A.afF.prototype={ -fu(a,b,c,d){var s=this.a.a_h(a,b,c),r=this.b +jB(a){return new A.agw(this,t.NC.b(a)?a:new A.wJ(a))}} +A.agw.prototype={ +fu(a,b,c,d){var s=this.a.a_L(a,b,c),r=this.b if(s==null)r.fu(a,b,c,d) -else{r.C(0,s) +else{r.D(0,s) if(d)r.R(0)}}, R(a){this.b.R(0)}} -A.LW.prototype={ -j(a){var s=A.y4(this.a) +A.Mf.prototype={ +j(a){var s=A.yc(this.a) return(this.b!=null?"Converting object to an encodable object failed:":"Converting object did not return an encodable object:")+" "+s}} -A.a2z.prototype={ +A.a35.prototype={ j(a){return"Cyclic error in JSON stringify"}} -A.aCO.prototype={ -a8m(a,b,c){var s=A.bbd(b,this.gC0().a) +A.aDN.prototype={ +a8V(a,b,c){var s=A.bc5(b,this.gBP().a) return s}, -hP(a,b){return this.a8m(a,b,null)}, -kW(a){var s=this.goB() -s=A.bDB(a,s.b,s.a) +hK(a,b){return this.a8V(a,b,null)}, +kV(a){var s=this.goy() +s=A.bEY(a,s.b,s.a) return s}, -goB(){return B.TM}, -gC0(){return B.uI}} -A.a2C.prototype={ -d_(a){var s,r=new A.cX("") -A.bay(a,r,this.b,this.a) +goy(){return B.TT}, +gBP(){return B.uK}} +A.a38.prototype={ +cT(a){var s,r=new 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instanceof A.uq&&b.a===this.a&&b.b===this.b}, -gJ(a){return A.a4(this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +if(J.ak(b)!==A.L(this))return!1 +return b instanceof A.uA&&b.a===this.a&&b.b===this.b}, +gJ(a){return A.a3(this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, j(a){return"FontVariation('"+this.a+"', "+A.j(this.b)+")"}} -A.o5.prototype={ -W(){return"TextAlign."+this.b}} -A.Qt.prototype={ -W(){return"TextBaseline."+this.b}} -A.rR.prototype={ +A.oi.prototype={ +V(){return"TextAlign."+this.b}} +A.QK.prototype={ +V(){return"TextBaseline."+this.b}} +A.t0.prototype={ l(a,b){if(b==null)return!1 -return b instanceof A.rR&&b.a===this.a}, +return b instanceof A.t0&&b.a===this.a}, gJ(a){return B.e.gJ(this.a)}, j(a){var s,r=this.a if(r===0)return"TextDecoration.none" @@ -67504,345 +68794,323 @@ if((r&1)!==0)s.push("underline") if((r&2)!==0)s.push("overline") if((r&4)!==0)s.push("lineThrough") 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-A.LG.prototype={ -P_(){var s,r,q,p=this +s.aG6(0,i)}return s}} +A.aCr.prototype={ +anx(a){var s,r,q,p,o,n,m,l,k,j,i,h=this,g=J.aj(a),f=g.gE(a) +for(s=0;sh.b)h.b=g.i(a,s) +if(g.i(a,s)>>0 +m=m>>>1}for(j=h.a,i=(n|s)>>>0,k=l;k>>0 +o=o<<1>>>0}}} +A.LZ.prototype={ +OV(){var s,r,q,p=this p.e=p.d=0 if(!p.b)return while(!0){s=p.a @@ -68116,115 +69383,119 @@ r=s.b q=s.e q===$&&A.c() if(!(r=s.c+q)return-1 +s.b=r+1 +s=J.bU(s.a,r) +r=p.d +q=p.e +p.d=(r|B.e.pq(s,q))>>>0 +p.e=q+8}r=p.d +q=B.e.og(1,a) +p.d=B.e.AD(r,a) +p.e=s-a +return(r&q-1)>>>0}, +PL(a){var s,r,q,p,o,n,m=this,l=a.a +l===$&&A.c() +s=a.b +for(;r=m.e,r=r.c+p)return-1 r.b=q+1 -r=r.a[q] -o.d=(o.d|B.e.pv(r,s))>>>0 -o.e=s+8}r=o.d -q=B.e.oj(1,a) -o.d=B.e.AP(r,a) -o.e=s-a -return(r&q-1)>>>0}, -PQ(a){var s,r,q,p,o,n,m,l=this,k=a.a -k===$&&A.c() -s=a.b -for(;r=l.e,r=q.c+o)return-1 -q.b=p+1 -q=q.a[p] -l.d=(l.d|B.e.pv(q,r))>>>0 -l.e=r+8}q=l.d -n=k[(q&B.e.pv(1,s)-1)>>>0] -m=n>>>16 -l.d=B.e.AP(q,m) -l.e=r-m -return n&65535}, -ayU(){var s,r,q=this +r=J.bU(r.a,q) +q=m.d +p=m.e +m.d=(q|B.e.pq(r,p))>>>0 +m.e=p+8}q=m.d +o=l[(q&B.e.pq(1,s)-1)>>>0] +n=o>>>16 +m.d=B.e.AD(q,n) +m.e=r-n +return o&65535}, +azw(){var s,r,q=this q.e=q.d=0 -s=q.mp(16) -r=q.mp(16) +s=q.mi(16) +r=q.mi(16) if(s!==0&&s!==(r^65535)>>>0)return-1 r=q.a r===$&&A.c() -if(s>r.gG(r))return-1 -q.c.aS6(q.a.t8(s)) +if(s>r.gE(r))return-1 +q.c.aSK(q.a.t_(s)) return 0}, -ayK(){var s,r,q,p,o,n,m,l,k,j,i=this,h=i.mp(5) +azm(){var s,r,q,p,o,n,m,l,k,j,i=this,h=i.mi(5) if(h===-1)return-1 h+=257 if(h>288)return-1 -s=i.mp(5) +s=i.mi(5) if(s===-1)return-1;++s if(s>32)return-1 -r=i.mp(4) +r=i.mi(4) if(r===-1)return-1 r+=4 if(r>19)return-1 q=new Uint8Array(19) -for(p=0;p285)return-1 if(r===256)break -if(r<256){if(s.a===s.c.length)s.ard() +if(r<256){if(s.a===s.c.length)s.arO() s.c[s.a++]=r&255 continue}q=r-257 -p=B.VT[q]+l.mp(B.UV[q]) -o=l.PQ(b) +p=B.W_[q]+l.mi(B.V1[q]) +o=l.PL(b) if(o<0||o>29)return-1 -n=B.V0[o]+l.mp(B.VF[o]) -for(m=-n;p>n;){s.Wc(s.XA(m)) -p-=n}if(p===n)s.Wc(s.XA(m)) -else s.Wc(s.pz(m,p-n))}for(;s=l.e,s>=8;){l.e=s-8 +n=B.V7[o]+l.mi(B.VM[o]) +for(m=-n;p>n;){s.WG(s.Y6(m)) +p-=n}if(p===n)s.WG(s.Y6(m)) +else s.WG(s.pu(m,p-n))}for(;s=l.e,s>=8;){l.e=s-8 s=l.a s===$&&A.c() if(--s.b<0)s.b=0}return 0}, -aq3(a,b,c){var s,r,q,p,o,n,m=this -for(s=0,r=0;r0;p=o,r=n){n=r+1 c[r]=s}break -case 17:p=m.mp(3) +case 17:p=m.mi(3) if(p===-1)return-1 p+=3 for(;o=p-1,p>0;p=o,r=n){n=r+1 c[r]=0}s=0 break -case 18:p=m.mp(7) +case 18:p=m.mi(7) if(p===-1)return-1 p+=11 for(;o=p-1,p>0;p=o,r=n){n=r+1 @@ -68236,123 +69507,123 @@ c[r]=q r=n s=q break}}return 0}} -A.KQ.prototype={ +A.L7.prototype={ gJ(a){var s=this.a -return s.gJ(s).qQ(0,A.en(this.b)).qQ(0,492929599)}, +return s.gJ(s).qJ(0,A.eC(this.b)).qJ(0,492929599)}, l(a,b){if(b==null)return!1 -b instanceof A.KQ +b instanceof A.L7 return!1}, -$ia6Z:1} -A.Rb.prototype={ +$ia7H:1} +A.Rs.prototype={ gJ(a){var s=this.a -return s.gJ(s).qQ(0,842997089)}, +return s.gJ(s).qJ(0,842997089)}, l(a,b){if(b==null)return!1 return!1}, -$ia6Z:1} -A.a8Q.prototype={ -bA(a){var s,r=this -if(r.d)A.Z(A.a7("Already cancelled")) +$ia7H:1} +A.a9E.prototype={ +by(a){var s,r=this +if(r.d)A.V(A.a7("Already cancelled")) r.d=!0 -s=new A.aR($.aG,t.D4) -r.anP(new A.RV(new A.bT(s,t.gR),r,r.$ti.h("RV<1>"))) +s=new A.aV($.aP,t.U) +r.aop(new A.Sb(new A.bX(s,t.gR),r,r.$ti.h("Sb<1>"))) return s}, -a5I(){var s,r,q,p,o=this +a6c(){var s,r,q,p,o=this for(s=o.r,r=o.f,q=s.$ti.c;!s.gaB(s);){p=s.b -if(p===s.c)A.Z(A.cy()) +if(p===s.c)A.V(A.ct()) p=s.a[p] if(p==null)p=q.a(p) -if(J.btI(p,r,o.c))s.t9() -else return}if(!o.c)o.b.nP(0)}, -ark(){var s=this -if(s.c)return new A.BA(s.$ti.h("BA<1>")) +if(J.buZ(p,r,o.c))s.t0() +else return}if(!o.c)o.b.nL(0)}, +arV(){var s=this +if(s.c)return new A.BM(s.$ti.h("BM<1>")) s.c=!0 return s.a}, -a_Z(){var s=this +a0s(){var s=this if(s.c)return -s.b=s.a.vc(new A.aOa(s),new A.aOb(s),new A.aOc(s))}, -Z1(a){++this.e -this.f.PM(0,a) -this.a5I()}, -anP(a){var s=this,r=s.r -if(r.b===r.c){if(a.hD(0,s.f,s.c))return -s.a_Z()}r.h9(0,a)}} -A.aOa.prototype={ +s.b=s.a.uY(new A.aPk(s),new A.aPl(s),new A.aPm(s))}, +Zv(a){++this.e +this.f.PH(0,a) +this.a6c()}, +aop(a){var s=this,r=s.r +if(r.b===r.c){if(a.hB(0,s.f,s.c))return +s.a0s()}r.h9(0,a)}} +A.aPk.prototype={ $1(a){var s=this.a -s.Z1(new A.Rb(a,s.$ti.h("Rb<1>")))}, +s.Zv(new A.Rs(a,s.$ti.h("Rs<1>")))}, $S(){return this.a.$ti.h("~(1)")}} -A.aOc.prototype={ -$2(a,b){this.a.Z1(new A.KQ(a,b))}, -$S:37} -A.aOb.prototype={ +A.aPm.prototype={ +$2(a,b){this.a.Zv(new A.L7(a,b))}, +$S:38} +A.aPl.prototype={ $0(){var s=this.a s.b=null s.c=!0 -s.a5I()}, +s.a6c()}, $S:0} -A.RV.prototype={ -hD(a,b,c){var s=this.b,r=this.a -if(s.c)r.i8(0) -else{s.a_Z() -r.eK(0,s.ark().yr(null).bA(0))}return!0}, -$ibar:1} -A.arb.prototype={ -Jg(a){return this.aK7(a)}, -aK7(a){var s=0,r=A.t(t.Xu),q,p=this,o -var $async$Jg=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:o=p.aAH(a) +A.Sb.prototype={ +hB(a,b,c){var s=this.b,r=this.a +if(s.c)r.hZ(0) +else{s.a0s() +r.eH(0,s.arV().ye(null).by(0))}return!0}, +$ibbj:1} +A.XZ.prototype={ +J0(a){return this.aKM(a)}, +aKM(a){var s=0,r=A.t(t.Xu),q,p=this,o +var $async$J0=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:o=p.aBj(a) s=3 -return A.A(A.bIM(o),$async$Jg) +return A.B(A.bK9(o),$async$J0) case 3:q=o s=1 break case 1:return A.q(q,r)}}) -return A.r($async$Jg,r)}, -aAH(a){var s=A.aRl(a),r=s==null?null:s.gaau() +return A.r($async$J0,r)}, +aBj(a){var s=A.aSx(a),r=s==null?null:s.gab8() if(r===!0){s.toString -return s}return A.jt("assets/"+this.b+a,0,null)}, -cL(a,b){return this.aNm(0,b)}, -aNm(a,b){var s=0,r=A.t(t.Xu),q,p=this,o,n,m -var $async$cL=A.u(function(c,d){if(c===1)return A.p(d,r) +return s}return A.jC("assets/"+this.b+a,0,null)}, +cI(a,b){return this.aNZ(0,b)}, +aNZ(a,b){var s=0,r=A.t(t.Xu),q,p=this,o,n,m +var $async$cI=A.u(function(c,d){if(c===1)return A.p(d,r) while(true)switch(s){case 0:o=p.a -s=!o.aZ(0,b)?3:4 +s=!o.b1(0,b)?3:4 break case 3:n=o m=b s=5 -return A.A(p.Jg(b),$async$cL) -case 5:n.u(0,m,d) +return A.B(p.J0(b),$async$cI) +case 5:n.q(0,m,d) case 4:o=o.i(0,b) o.toString q=o s=1 break case 1:return A.q(q,r)}}) -return A.r($async$cL,r)}} -A.XF.prototype={ +return A.r($async$cI,r)}} +A.Y0.prototype={ j(a){return"AudioPlayerException(\n\t"+A.j(this.b.d)+", \n\t"+A.j(this.a)}, -$ic4:1} -A.XG.prototype={ -bl(a){var s=0,r=A.t(t.lG),q,p=this -var $async$bl=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:q=p.r.YI(new A.art(p,1),t.lG) +$ic9:1} +A.Y1.prototype={ +c0(a){var s=0,r=A.t(t.lG),q,p=this +var $async$c0=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q=p.r.Zb(new A.asE(p,1),t.lG) s=1 break case 1:return A.q(q,r)}}) -return A.r($async$bl,r)}, -wt(){var s=0,r=A.t(t.ag),q,p=this,o -var $async$wt=A.u(function(a,b){if(a===1)return A.p(b,r) -while(true)switch(s){case 0:o=A.b7e() +return A.r($async$c0,r)}, +wd(){var s=0,r=A.t(t.ag),q,p=this,o +var $async$wd=A.u(function(a,b){if(a===1)return A.p(b,r) +while(true)switch(s){case 0:o=A.b8d() o.b=p.c s=3 -return A.A(o.vX(p.d),$async$wt) +return A.B(o.vH(p.d),$async$wd) case 3:s=4 -return A.A(o.vW(B.a2g),$async$wt) +return A.B(o.vG(B.a2p),$async$wd) case 4:q=o s=1 break case 1:return A.q(q,r)}}) -return A.r($async$wt,r)}} -A.art.prototype={ +return A.r($async$wd,r)}} +A.asE.prototype={ $0(){var s=0,r=A.t(t.lG),q,p=this,o,n,m,l,k var $async$$0=A.u(function(a,b){if(a===1)return A.p(b,r) while(true)switch(s){case 0:m=p.a @@ -68361,376 +69632,376 @@ s=l.length===0?3:4 break case 3:k=l s=5 -return A.A(m.wt(),$async$$0) +return A.B(m.wd(),$async$$0) case 5:k.push(b) -case 4:o=B.b.du(l,0) -m.a.u(0,o.c,o) +case 4:o=B.b.di(l,0) +m.a.q(0,o.c,o) s=6 -return A.A(o.vZ(p.b),$async$$0) +return A.B(o.vJ(p.b),$async$$0) case 6:s=7 -return A.A(o.ii(0),$async$$0) -case 7:n=A.ba("subscription") -m=new A.aru(m,o,n) -n.b=o.gabv().yr(new A.arr(m)) +return A.B(o.ia(0),$async$$0) +case 7:n=A.bd("subscription") +m=new A.asF(m,o,n) +n.b=o.gac9().ye(new A.asC(m)) q=m s=1 break case 1:return A.q(q,r)}}) return A.r($async$$0,r)}, -$S:388} -A.aru.prototype={ +$S:391} +A.asF.prototype={ $0(){var s=this.a -return s.r.YI(new A.ars(s,this.b,this.c),t.H)}, +return s.r.Zb(new A.asD(s,this.b,this.c),t.H)}, $S:16} -A.ars.prototype={ +A.asD.prototype={ $0(){var s=0,r=A.t(t.H),q=this,p,o,n var $async$$0=A.u(function(a,b){if(a===1)return A.p(b,r) while(true)switch(s){case 0:o=q.a -n=o.a.N(0,q.b.c) +n=o.a.O(0,q.b.c) s=n!=null?2:3 break -case 2:J.bt1(q.c.b7()) +case 2:J.buf(q.c.bc()) s=4 -return A.A(n.eh(0),$async$$0) +return A.B(n.ea(0),$async$$0) case 4:p=o.b s=p.length>=o.f?5:7 break case 5:s=8 -return A.A(n.vy(0),$async$$0) +return A.B(n.vk(0),$async$$0) case 8:s=6 break case 7:p.push(n) case 6:case 3:return A.q(null,r)}}) return A.r($async$$0,r)}, $S:16} -A.arr.prototype={ +A.asC.prototype={ $1(a){return this.a.$0()}, -$S:142} -A.Ci.prototype={ -stD(a,b){var s -if(this.y===B.CA)throw A.d(A.bI("AudioPlayer has been disposed")) +$S:118} 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s=0,r=A.t(t.H),q=this -var $async$vX=A.u(function(b,c){if(b===1)return A.p(c,r) +return A.r($async$vG,r)}, +vH(a){return this.agN(a)}, +agN(a){var s=0,r=A.t(t.H),q=this +var $async$vH=A.u(function(b,c){if(b===1)return A.p(c,r) while(true)switch(s){case 0:s=2 -return A.A(q.vY(a.a),$async$vX) +return A.B(q.vI(a.a),$async$vH) case 2:return A.q(null,r)}}) -return A.r($async$vX,r)}, -A8(a){var s=0,r=A.t(t.H),q=this,p,o,n -var $async$A8=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:p=new A.aR($.aG,t.D4) -o=new A.bT(p,t.gR) -n=q.gay_().ys(new A.are(o),new A.arf(o)) +return A.r($async$vH,r)}, +zU(a){var s=0,r=A.t(t.H),q=this,p,o,n +var $async$zU=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:p=new A.aV($.aP,t.U) +o=new A.bX(p,t.gR) +n=q.gayC().yf(new A.asp(o),new A.asq(o)) s=2 -return A.A(a.$0(),$async$A8) +return A.B(a.$0(),$async$zU) case 2:s=3 -return A.A(p.aR6(0,B.R4),$async$A8) -case 3:n.bA(0) +return A.B(p.aRK(0,B.Ra),$async$zU) +case 3:n.by(0) return A.q(null,r)}}) -return A.r($async$A8,r)}, -vY(a){return this.agc(a)}, -agc(a){var s=0,r=A.t(t.H),q=this,p -var $async$vY=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:q.d=new A.Cf(a) +return A.r($async$zU,r)}, +vI(a){return this.agO(a)}, +agO(a){var s=0,r=A.t(t.H),q=this,p +var $async$vI=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.d=new A.Cr(a) s=2 -return A.A(q.b.cL(0,a),$async$vY) +return A.B(q.b.cI(0,a),$async$vI) case 2:p=c s=3 -return A.A(q.z.a,$async$vY) +return A.B(q.z.a,$async$vI) case 3:s=4 -return A.A(q.A8(new A.arp(q,p)),$async$vY) +return A.B(q.zU(new A.asA(q,p)),$async$vI) case 4:return A.q(null,r)}}) -return A.r($async$vY,r)}, +return A.r($async$vI,r)}, v(){var s=0,r=A.t(t.H),q=this,p,o var $async$v=A.u(function(a,b){if(a===1)return A.p(b,r) while(true)switch(s){case 0:s=2 -return A.A(q.vy(0),$async$v) -case 2:q.stD(0,B.CA) +return A.B(q.vk(0),$async$v) +case 2:q.stu(0,B.CC) p=A.b([],t.gd) o=q.ay if((o.c&4)===0)p.push(o.R(0)) o=q.Q o===$&&A.c() -p.push(o.bA(0)) +p.push(o.by(0)) o=q.as o===$&&A.c() -p.push(o.bA(0)) +p.push(o.by(0)) o=q.ax o===$&&A.c() -p.push(o.bA(0)) +p.push(o.by(0)) p.push(q.at.R(0)) q.d=null s=3 -return A.A(A.fb(p,t.z),$async$v) +return A.B(A.f8(p,t.z),$async$v) case 3:s=4 -return A.A(q.a.Cg(q.c),$async$v) +return A.B(q.a.C5(q.c),$async$v) case 4:return A.q(null,r)}}) return A.r($async$v,r)}} -A.aro.prototype={ -$1(a){return a.a===B.qI}, -$S:89} -A.arh.prototype={ -$1(a){return a.a===B.kn}, -$S:89} -A.arg.prototype={ +A.asz.prototype={ +$1(a){return a.a===B.qL}, +$S:99} +A.ass.prototype={ +$1(a){return a.a===B.kr}, +$S:99} +A.asr.prototype={ $1(a){var s=a.e s.toString return s}, -$S:89} -A.arn.prototype={ -$1(a){return a.a===B.qG}, -$S:89} -A.arm.prototype={ +$S:99} +A.asy.prototype={ +$1(a){return a.a===B.qJ}, +$S:99} +A.asx.prototype={ $1(a){var s=a.d s.toString return s}, -$S:396} -A.ari.prototype={ +$S:413} +A.ast.prototype={ $1(a){A.j(this.a.d) return null}, -$S:21} -A.arj.prototype={ -$2(a,b){var s="AudioPlayers Exception: "+new A.XF(a,this.a).j(0) -A.wQ("\x1b[31m"+(b!=null&&b.j(0).length!==0?s+("\n"+A.j(b)):s)+"\x1b[0m") +$S:22} +A.asu.prototype={ +$2(a,b){var s="AudioPlayers Exception: "+new A.Y0(a,this.a).j(0) +A.wY("\x1b[31m"+(b!=null&&b.j(0).length!==0?s+("\n"+A.j(b)):s)+"\x1b[0m") return null}, $1(a){return this.$2(a,null)}, $C:"$2", $R:1, $D(){return[null]}, -$S:123} -A.ark.prototype={ +$S:127} +A.asv.prototype={ $1(a){var s=this.a -s.stD(0,B.a1K) -if(s.x===B.hc)s.d=null}, -$S:142} -A.arl.prototype={ +s.stu(0,B.a1T) +if(s.x===B.he)s.d=null}, +$S:118} +A.asw.prototype={ $2(a,b){}, $1(a){return this.$2(a,null)}, $C:"$2", $R:1, $D(){return[null]}, -$S:216} -A.are.prototype={ -$1(a){if(a)this.a.i8(0)}, +$S:215} +A.asp.prototype={ +$1(a){if(a)this.a.hZ(0)}, $S:5} -A.arf.prototype={ +A.asq.prototype={ $2(a,b){var s=this.a -if((s.a.a&30)===0)s.mF(a,b)}, +if((s.a.a&30)===0)s.my(a,b)}, $1(a){return this.$2(a,null)}, $C:"$2", $R:1, $D(){return[null]}, -$S:216} -A.arp.prototype={ +$S:215} +A.asA.prototype={ $0(){var s=this.a,r=this.b -return s.a.zw(s.c,r.gh2(r),!0)}, +return s.a.zg(s.c,r.gh0(r),!0)}, $S:16} -A.aNq.prototype={} -A.Cf.prototype={ +A.aOu.prototype={} +A.Cr.prototype={ j(a){return"AssetSource(path: "+this.a+")"}} -A.tK.prototype={ -W(){return"AudioEventType."+this.b}} -A.h6.prototype={ +A.tU.prototype={ +V(){return"AudioEventType."+this.b}} +A.h1.prototype={ l(a,b){var s,r=this if(b==null)return!1 -if(r!==b)s=b instanceof A.h6&&A.L(r)===A.L(b)&&r.a===b.a&&J.e(r.b,b.b)&&J.e(r.c,b.c)&&r.d==b.d&&r.e==b.e +if(r!==b)s=b instanceof A.h1&&A.L(r)===A.L(b)&&r.a===b.a&&J.f(r.b,b.b)&&J.f(r.c,b.c)&&r.d==b.d&&r.e==b.e else s=!0 return s}, gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,s.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,s.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, j(a){var s=this return"AudioEvent(eventType: "+s.a.j(0)+", duration: 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$async$tN=A.u(function(e,f){if(e===1)return A.p(f,r) +A.aJ8.prototype={ +V(){return"PlayerMode."+this.b}} +A.vs.prototype={ +V(){return"PlayerState."+this.b}} +A.OC.prototype={ +V(){return"ReleaseMode."+this.b}} +A.asG.prototype={} +A.aFW.prototype={ +Ir(a,b){return this.w6(0,"create",b)}, +C5(a){return this.w6(0,"dispose",a)}, +oZ(a,b){return this.w6(0,"pause",b)}, +yF(a,b){return this.w6(0,"release",b)}, +DL(a,b){return this.w6(0,"resume",b)}, +EN(a,b){return this.tD(0,"setPlayerMode",a,A.b5(["playerMode",b.V()],t.N,t.z))}, +EP(a,b){return this.tD(0,"setReleaseMode",a,A.b5(["releaseMode",b.V()],t.N,t.z))}, +zg(a,b,c){return this.tD(0,"setSourceUrl",a,A.b5(["url",b,"isLocal",!0],t.N,t.z))}, +ET(a,b){return this.tD(0,"setVolume",a,A.b5(["volume",b],t.N,t.z))}, +zs(a,b){return this.w6(0,"stop",b)}, +tD(a,b,c,d){return this.apj(0,b,c,d)}, +w6(a,b,c){return this.tD(a,b,c,B.mC)}, +apj(a,b,c,d){var s=0,r=A.t(t.H),q,p +var $async$tD=A.u(function(e,f){if(e===1)return A.p(f,r) 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A.p(d,r) +return A.r($async$yF,r)}, +DL(a,b){return this.aRo(0,b)}, +aRo(a,b){var s=0,r=A.t(t.H),q=this +var $async$DL=A.u(function(c,d){if(c===1)return A.p(d,r) while(true)switch(s){case 0:s=2 -return A.A(q.pq(b).ii(0),$async$DZ) +return A.B(q.pl(b).ia(0),$async$DL) case 2:return A.q(null,r)}}) -return A.r($async$DZ,r)}, -EZ(a,b){return this.ag4(a,b)}, -ag4(a,b){var s=0,r=A.t(t.H) -var $async$EZ=A.u(function(c,d){if(c===1)return A.p(d,r) +return A.r($async$DL,r)}, +EN(a,b){return this.agG(a,b)}, +agG(a,b){var s=0,r=A.t(t.H) +var $async$EN=A.u(function(c,d){if(c===1)return A.p(d,r) while(true)switch(s){case 0:return A.q(null,r)}}) -return A.r($async$EZ,r)}, -F0(a,b){return this.ag7(a,b)}, -ag7(a,b){var s=0,r=A.t(t.H),q=this,p -var $async$F0=A.u(function(c,d){if(c===1)return A.p(d,r) -while(true)switch(s){case 0:p=q.pq(a) +return A.r($async$EN,r)}, +EP(a,b){return this.agJ(a,b)}, +agJ(a,b){var s=0,r=A.t(t.H),q=this,p +var $async$EP=A.u(function(c,d){if(c===1)return A.p(d,r) 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if(p!=null)p.volume=b return A.q(null,r)}}) -return A.r($async$F4,r)}, -zI(a,b){return this.ahg(0,b)}, -ahg(a,b){var s=0,r=A.t(t.H),q=this -var $async$zI=A.u(function(c,d){if(c===1)return A.p(d,r) -while(true)switch(s){case 0:q.pq(b).eh(0) +return A.r($async$ET,r)}, +zs(a,b){return this.ahQ(0,b)}, +ahQ(a,b){var s=0,r=A.t(t.H),q=this +var $async$zs=A.u(function(c,d){if(c===1)return A.p(d,r) +while(true)switch(s){case 0:q.pl(b).ea(0) return A.q(null,r)}}) -return A.r($async$zI,r)}, -Wo(a){var s=this.pq(a).b -return new A.iV(s,A.w(s).h("iV<1>"))}, -Cg(a){return this.aJa(a)}, -aJa(a){var s=0,r=A.t(t.H),q=this -var $async$Cg=A.u(function(b,c){if(b===1)return A.p(c,r) +return A.r($async$zs,r)}, +WS(a){var s=this.pl(a).b +return new A.j0(s,A.w(s).h("j0<1>"))}, +C5(a){return this.aJO(a)}, +aJO(a){var s=0,r=A.t(t.H),q=this +var $async$C5=A.u(function(b,c){if(b===1)return A.p(c,r) while(true)switch(s){case 0:s=2 -return A.A(q.pq(a).v(),$async$Cg) -case 2:q.a.N(0,a) +return A.B(q.pl(a).v(),$async$C5) +case 2:q.a.O(0,a) return A.q(null,r)}}) -return A.r($async$Cg,r)}} -A.baj.prototype={} -A.aaL.prototype={ -F2(a){return this.agg(a)}, -agg(a){var s=0,r=A.t(t.H),q,p=this -var $async$F2=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:if(p.r===a){p.b.C(0,B.qJ) +return A.r($async$C5,r)}} +A.bbb.prototype={} +A.abB.prototype={ +ER(a){return this.agR(a)}, +agR(a){var s=0,r=A.t(t.H),q,p=this +var $async$ER=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:if(p.r===a){p.b.D(0,B.qM) s=1 break}p.r=a -p.eh(0) -p.acw() +p.ea(0) +p.ad8() s=p.w?3:4 break case 3:s=5 -return A.A(p.ii(0),$async$F2) +return A.B(p.ia(0),$async$ER) case 5:case 4:case 1:return A.q(q,r)}}) -return A.r($async$F2,r)}, -acw(){var s,r,q,p=this,o=p.r +return A.r($async$ER,r)}, +ad8(){var s,r,q,p=this,o=p.r if(o==null)return -s=p.x=A.bu_(o) +s=p.x=A.bvi(o) s.crossOrigin="anonymous" -s.loop=p.f===B.oX +s.loop=p.f===B.p1 s.volume=p.d s.playbackRate=1 -p.aBz(s) +p.aCb(s) r=new globalThis.AudioContext() o=p.x o.toString @@ -68858,78 +70129,78 @@ q.connect(o) o=p.y if(o!=null)o.connect(r.destination) s.load()}, -aBz(a){var s=this,r=t.rF.c -s.as=A.Hl(a,"loadeddata",new A.aRZ(s,a),!1,r) -s.at=A.Hl(a,"play",new A.aS_(s,a),!1,r) -s.z=A.Hl(a,"timeupdate",new A.aS0(s,a),!1,r) -s.ax=A.Hl(a,"seeked",new A.aS1(s),!1,r) -s.Q=A.Hl(a,"ended",new A.aS2(s,a),!1,r) -s.ay=A.Hl(a,"error",new A.aS3(s,a),!1,r)}, -px(a,b){return this.ah4(0,b)}, -ah4(a,b){var s=0,r=A.t(t.H),q,p=this,o -var $async$px=A.u(function(c,d){if(c===1)return A.p(d,r) +aCb(a){var s=this,r=t.rF.c +s.as=A.HC(a,"loadeddata",new A.aT9(s,a),!1,r) +s.at=A.HC(a,"play",new A.aTa(s,a),!1,r) +s.z=A.HC(a,"timeupdate",new A.aTb(s,a),!1,r) +s.ax=A.HC(a,"seeked",new A.aTc(s),!1,r) +s.Q=A.HC(a,"ended",new A.aTd(s,a),!1,r) +s.ay=A.HC(a,"error",new A.aTe(s,a),!1,r)}, +ps(a,b){return this.ahE(0,b)}, +ahE(a,b){var s=0,r=A.t(t.H),q,p=this,o +var $async$ps=A.u(function(c,d){if(c===1)return A.p(d,r) while(true)switch(s){case 0:p.w=!0 if(p.r==null){s=1 -break}if(p.x==null)p.acw() +break}if(p.x==null)p.ad8() o=p.x if(o!=null)o.currentTime=b o=p.x if(o==null)o=null else{o=o.play() o.toString -o=A.ks(o,t.z)}s=3 -return A.A(o,$async$px) +o=A.kF(o,t.z)}s=3 +return A.B(o,$async$ps) case 3:case 1:return A.q(q,r)}}) -return A.r($async$px,r)}, -ii(a){var s=0,r=A.t(t.H),q=this,p -var $async$ii=A.u(function(b,c){if(b===1)return A.p(c,r) +return A.r($async$ps,r)}, +ia(a){var s=0,r=A.t(t.H),q=this,p +var $async$ia=A.u(function(b,c){if(b===1)return A.p(c,r) while(true)switch(s){case 0:p=q.c s=2 -return A.A(q.px(0,p==null?0:p),$async$ii) +return A.B(q.ps(0,p==null?0:p),$async$ia) case 2:return A.q(null,r)}}) -return A.r($async$ii,r)}, -eh(a){var s -this.a69() +return A.r($async$ia,r)}, +ea(a){var s +this.a6E() this.c=0 s=this.x if(s!=null)s.currentTime=0}, -a69(){var s,r=this +a6E(){var s,r=this r.w=!1 s=r.x if(s!=null)s.pause() -if(r.f===B.hc)r.x=null}, +if(r.f===B.he)r.x=null}, v(){var s=0,r=A.t(t.H),q=this var $async$v=A.u(function(a,b){if(a===1)return A.p(b,r) while(true)switch(s){case 0:q.b.R(0) return A.q(null,r)}}) return A.r($async$v,r)}} -A.aRZ.prototype={ +A.aT9.prototype={ $1(a){var s,r=this.a.b -r.C(0,B.qJ) +r.D(0,B.qM) s=this.b.duration s.toString -r.C(0,new A.h6(B.km,A.b97(s),null,null,null))}, -$S:43} -A.aS_.prototype={ +r.D(0,new A.h1(B.kq,A.ba4(s),null,null,null))}, +$S:40} +A.aTa.prototype={ $1(a){var s=this.b.duration s.toString -this.a.b.C(0,new A.h6(B.km,A.b97(s),null,null,null))}, -$S:43} -A.aS0.prototype={ +this.a.b.D(0,new A.h1(B.kq,A.ba4(s),null,null,null))}, +$S:40} +A.aTb.prototype={ $1(a){var s=this.b.currentTime s.toString -this.a.b.C(0,new A.h6(B.qH,null,A.b97(s),null,null))}, -$S:43} -A.aS1.prototype={ -$1(a){this.a.b.C(0,B.qK)}, -$S:43} -A.aS2.prototype={ +this.a.b.D(0,new A.h1(B.qK,null,A.ba4(s),null,null))}, +$S:40} +A.aTc.prototype={ +$1(a){this.a.b.D(0,B.qN)}, +$S:40} +A.aTd.prototype={ $1(a){var s=this.a s.c=0 this.b.currentTime=0 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A.a3T(this.c,!0,A.aFA(s,s,s,B.S,s,s,s,A.ek(s,B.fn,q,s,B.k,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s),B.S,new A.dC(p,s,s,B.fe,s,s,B.aq),s,s,s,s,B.S,s,s,B.S,s,s,B.S,s,s,B.S,s,s,B.S,s,s,B.S,s,s,s,s,s,s,B.S,s,s,s,s,s,s,s,s,s,s,B.pI,B.S,s,B.S),s,s,s,s,s,s,s,s,s,s,s,B.Zz,B.ZA,B.ZN,!1,s)}} +A.Ej.prototype={ +a8(a){var s=null +return A.bfr(s,s,new A.ci(B.da,A.h3(A.b([A.lA(new A.agQ(this.c,s),1),B.a4X,A.mC(B.abc,new A.aDl(a),s)],t.p),B.a2,B.a5,B.a6),s),B.x,s,B.tW,s,s,s)}} +A.aDl.prototype={ +$0(){A.vc(this.a,!1).i8()}, $S:0} -A.a3_.prototype={ -a7(a){var s=this,r=null -return A.ie(B.aX,A.dj(r,A.dv(s.c,r,r,r,s.d,s.f,r),B.v,r,r,r,r,r,s.r,r),B.a3,!1,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r)}} -A.a5L.prototype={ -a7(a){var s,r,q,p=this,o=null,n=A.qt(a,!0).d,m=n.a -if(m!=null)s=new A.a_x(A.dj(o,p.d,B.v,o,o,new A.dx(o,o,o,o,o,o,B.aq),o,o,o,o),m,n.c,n.d,o) +A.a3A.prototype={ +a8(a){var s=this,r=null +return A.im(B.aX,A.dk(r,A.dz(s.c,r,r,r,s.d,s.f,r),B.x,r,r,r,r,r,s.r,r),B.a3,!1,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r)}} +A.a6q.prototype={ +a8(a){var s,r,q,p=this,o=null,n=A.qD(a,!0).d,m=n.a +if(m!=null)s=new A.a_W(A.dk(o,p.d,B.x,o,o,new A.dC(o,o,o,o,o,o,B.aq),o,o,o,o),m,n.c,n.d,o) else s=p.d -m=A.cb(a,o,t.l).w.un(n.b) -r=A.b7B(a)!==B.jF&&p.e?A.b6e(a):0 +m=A.cg(a,o,t.l).w.ud(n.b) +r=A.b8A(a)!==B.jI&&p.e?A.b7d(a):0 q=p.f -return A.r4(A.k5(0,q==null?s:A.kV(B.bp,A.b([A.Fb(0,s,o),A.k5(6,A.mj(A.at_(new A.cc(B.d9,A.dv(q,o,o,o,o,o,o),o),o,o,o,o),o,o),o,o,6,6,o,o)],t.p),B.Z,B.bn,o),o,o,0,r,0,o),m,o)}} -A.NX.prototype={ -aW(){return new A.aiV(B.n)}, -aOF(){return this.d.$0()}} -A.aiV.prototype={ -a7(a){var s,r,q,p,o=this,n=A.b([],t.p) -for(s=o.a.c.c.a,s=s.gfT(s),s=s.gav(s),r=t.kK;s.F();){q=s.ga3(s).b +return A.rd(A.kh(0,q==null?s:A.l8(B.br,A.b([A.Fr(0,s,o),A.kh(6,A.my(A.au9(new A.ci(B.db,A.dz(q,o,o,o,o,o,o),o),o,o,o,o),o,o),o,o,6,6,o,o)],t.p),B.a_,B.bp,o),o,o,0,r,0,o),m,o)}} +A.Of.prototype={ 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A.au5(this),q),r.c,s)}} -A.au6.prototype={ +q=A.b8U(s,s,q,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s) +return new A.Aa(r.a,A.mC(A.dk(s,s,B.x,s,s,s,s,s,s,s),new A.avf(this),q),r.c,s)}} +A.avg.prototype={ $0(){return this.a.d=this.b}, $S:0} -A.au9.prototype={ +A.avj.prototype={ $1(a){var s=this.a,r=s.d r===$&&A.c() -return new A.Ff("Pick a color!",new A.JU(r,s.gaGK(),0.8,null),A.b([A.mn(B.aaS,new A.au8(s),null)],t.p),null)}, -$S:420} -A.au8.prototype={ +return new A.Fv("Pick a color!",new A.Kb(r,s.gaHm(),0.8,null),A.b([A.mC(B.ab3,new A.avi(s),null)],t.p),null)}, +$S:424} +A.avi.prototype={ $0(){var s=this.a -s.aM(new A.au7(s)) +s.aM(new A.avh(s)) s=s.c s.toString -A.v1(s,!1).ig()}, +A.vc(s,!1).i8()}, $S:0} -A.au7.prototype={ +A.avh.prototype={ $0(){var s=this.a,r=s.d r===$&&A.c() return s.e=r}, $S:0} -A.au5.prototype={ +A.avf.prototype={ $0(){var s=0,r=A.t(t.H),q=this,p,o,n var $async$$0=A.u(function(a,b){if(a===1)return A.p(b,r) while(true)switch(s){case 0:n=q.a s=2 -return A.A(n.ago(0),$async$$0) 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+a8(a){return B.PG}} +A.Ky.prototype={ +a8(a){var s=null,r=A.dz(this.c,s,s,s,s,s,s) +return new A.ci(B.u_,A.jv(A.b([A.lA(r,4),A.lA(this.d,6)],t.p),B.a2,B.a5,B.a6,s),s)}} +A.a8I.prototype={ +a8(a){var s=this,r=null,q=A.b8A(a)!==B.jI&&!s.y,p=A.an(a),o=t.p,n=A.b([A.dz(s.c,r,r,r,B.a9C,r,r)],o),m=s.x +if(m!=null)n.push(new A.ci(B.RP,A.ba7(m,q?1:0),r)) +o=A.b([A.Fr(0,A.baK(new A.ci(B.Ru,A.h3(A.b([A.H9(B.S,n,B.EZ),B.e3,s.d],o),B.d5,B.a5,B.a6),r),r,s.f,r,B.b2),r)],o) +if(!s.y)o.push(A.kh(r,new A.jZ(B.SZ,new A.aNZ(s),"Close",s.r),r,r,r,15,15,r)) +return A.dk(r,A.l8(B.br,o,B.a_,B.bp,r),B.x,p.at,r,r,r,r,r,s.w)}} +A.aNZ.prototype={ $0(){var s=this.a.e.$0() return s}, $S:0} -A.Q5.prototype={ -aW(){return new A.alu(B.n)}, -aOL(a){return this.e.$1(a)}, -aOf(a){return this.r.$1(a)}, -aOh(){return this.w.$0()}, -aP_(a){return this.y.$1(a)}} -A.alu.prototype={ -bi(){var s,r=this -r.bJ() +A.Qn.prototype={ +b0(){return new A.amt(B.o)}, +aPm(a){return this.e.$1(a)}, +aOS(a){return this.r.$1(a)}, +aOU(){return this.w.$0()}, +aPA(a){return this.y.$1(a)}} +A.amt.prototype={ +bk(){var s,r=this +r.bG() r.e=r.a.z -s=A.aPa(null) -s.se2(0,r.a.z) +s=A.aQl(null) +s.sdv(0,r.a.z) r.d=s -s.aj(0,new A.b0F(r))}, +s.an(0,new A.b1B(r))}, v(){var s=this,r=s.d r===$&&A.c() -r.bo$=$.ag() -r.bj$=0 -s.a.aP_(s.e) -s.bF()}, -aDz(a){var s,r,q,p,o -if(this.awY(a.a))return!0 +r.Y$=$.af() +r.G$=0 +s.a.aPA(s.e) +s.bD()}, +aEb(a){var s,r,q,p,o +if(this.axA(a.a))return!0 for(s=a.b,r=s.length,q=0;q768?0.25:1 +r=A.cg(a9,a4,s).w +q=A.cg(a9,a4,s).w.a.a>768?0.25:1 s=a3.a p=s.x s=s.at o=a3.d o===$&&A.c() n=t.p -o=A.b([new A.cc(B.Rc,A.ba3(!0,B.dN,!1,a4,!0,B.Z,a4,A.bnb(),o,a4,a4,a4,a4,2,B.Tk,B.a3,!0,a4,!0,a4,!1,a4,a4,B.adc,a4,a4,a4,a4,a4,1,a4,a4,!1,"\u2022",a4,a4,a4,a4,a4,a4,!1,a4,!0,a4,B.d8,a4,a4,B.cZ,B.cl,a4,a4,a4,a4,a4,a4,B.au,a4,B.jI,a4,a4,a4,a4),a4)],n) +o=A.b([new A.ci(B.Ri,A.baY(!0,B.dP,!1,a4,!0,B.a_,a4,A.boi(),o,a4,a4,a4,a4,2,B.Tr,B.a3,!0,a4,!0,a4,!1,a4,a4,B.ado,a4,a4,a4,a4,a4,1,a4,a4,!1,"\u2022",a4,a4,a4,a4,a4,a4,!1,a4,!0,a4,B.da,a4,a4,B.d1,B.cn,a4,a4,a4,a4,a4,a4,B.aB,a4,B.jM,a4,a4,a4,a4),a4)],n) for(m=a3.a.c,l=m.length,k=t.aN,j=0;j768?24:48,m=A.b([],t.p) -for(s=this.c,r=0;r768?24:48 -m.push(new A.rs(p,10+r*q,p,p,p,p,s[r],p))}return A.fh(A.kV(B.bp,m,B.Z,B.bn,p),p,n)}} -A.af1.prototype={ -aK(a0,a1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b=$.G(),a=b.U() -a.a2(0,6.5205,675.949) +A.aej.prototype={ +a8(a){var s,r,q,p=null,o=t.l,n=A.cg(a,p,o).w.a.a>768?24:48,m=A.b([],t.p) +for(s=this.c,r=0;r768?24:48 +m.push(new A.rA(p,10+r*q,p,p,p,p,s[r],p))}return A.ff(A.l8(B.br,m,B.a_,B.bp,p),p,n)}} +A.afV.prototype={ +aJ(a0,a1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b=$.G(),a=b.T() +a.a0(0,6.5205,675.949) a.n(0,4.34704,675.949) a.k(1.94629,675.949,0,673.934,0,671.447) a.n(0,0.000118933,460.931) @@ -70127,11 +71398,11 @@ a.n(0,6.52053,456.429) a.n(0,6.5205,675.949) a.R(0) s=b.B() -s.sS(0,B.i) -s.sA(0,B.B) +s.sP(0,B.i) +s.sA(0,B.D) a0.Z(a,s) -r=b.U() -r.a2(0,845.479,654.214) +r=b.T() +r.a0(0,845.479,654.214) r.n(0,847.653,654.214) r.k(850.054,654.214,852,656.23,852,658.717) r.n(0,852,784.467) @@ -70140,11 +71411,11 @@ r.n(0,845.479,788.969) r.n(0,845.479,654.214) r.R(0) q=b.B() -q.sS(0,B.i) -q.sA(0,B.B) +q.sP(0,B.i) +q.sA(0,B.D) a0.Z(r,q) -p=b.U() -p.a2(0,845.479,471.643) +p=b.T() +p.a0(0,845.479,471.643) p.n(0,847.653,471.643) p.k(850.054,471.643,852,473.659,852,476.145) p.n(0,852,538.865) @@ -70153,11 +71424,11 @@ p.n(0,845.479,543.368) p.n(0,845.479,471.643) p.R(0) o=b.B() -o.sS(0,B.i) -o.sA(0,B.B) +o.sP(0,B.i) +o.sA(0,B.D) a0.Z(p,o) -n=b.U() -n.a2(0,6.52051,147.796) +n=b.T() +n.a0(0,6.52051,147.796) n.k(6.52051,90.8783,6.52051,62.4195,19.3318,41.5134) n.k(26.5004,29.8153,36.3358,19.9799,48.0339,12.8113) n.k(68.94,0,97.3988,0,154.316,0) @@ -70176,11 +71447,11 @@ n.k(6.52051,1802.42,6.52051,1773.96,6.52051,1717.04) n.n(0,6.52051,147.796) n.R(0) m=b.B() -m.sS(0,B.i) -m.sA(0,B.bQ) +m.sP(0,B.i) +m.sA(0,B.bS) a0.Z(n,m) -l=b.U() -l.a2(0,10.8672,142.362) +l=b.T() +l.a0(0,10.8672,142.362) l.k(10.8672,92.5595,10.8672,67.6581,22.0771,49.3652) l.k(28.3496,39.1294,36.9556,30.5234,47.1914,24.2509) l.k(65.4843,13.041,90.3857,13.041,140.189,13.041) @@ -70199,11 +71470,11 @@ l.k(10.8672,1797.18,10.8672,1772.28,10.8672,1722.47) l.n(0,10.8672,142.362) l.R(0) k=b.B() -k.sS(0,B.i) -k.sA(0,B.B) +k.sP(0,B.i) +k.sA(0,B.D) a0.Z(l,k) -j=b.U() -j.a2(0,319.5,26.0815) +j=b.T() +j.a0(0,319.5,26.0815) j.k(315.53,26.0815,315.186,20.6429,311.845,19.6997) j.k(311.472,19.5945,311.295,19.1147,311.602,18.8783) j.k(312.429,18.241,313.791,17.3877,315.153,17.3877) @@ -70214,46 +71485,46 @@ j.k(536.814,20.6429,536.47,26.0815,532.5,26.0815) j.n(0,319.5,26.0815) j.R(0) i=b.B() -i.sS(0,B.i) -i.sA(0,B.T) +i.sP(0,B.i) +i.sA(0,B.U) a0.Z(j,i) -h=b.U() -h.a2(0,108.673,110.847) +h=b.T() +h.a0(0,108.673,110.847) h.k(120.677,110.847,130.408,101.116,130.408,89.1121) h.k(130.408,77.1084,120.677,67.3774,108.673,67.3774) h.k(96.6694,67.3774,86.9385,77.1084,86.9385,89.1121) h.k(86.9385,101.116,96.6694,110.847,108.673,110.847) h.R(0) g=b.B() -g.sS(0,B.i) -g.sA(0,B.T) +g.sP(0,B.i) +g.sA(0,B.U) a0.Z(h,g) -f=b.U() -f.a2(0,108.673,102.696) +f=b.T() +f.a0(0,108.673,102.696) f.k(116.175,102.696,122.257,96.6144,122.257,89.112) f.k(122.257,81.6097,116.175,75.5278,108.673,75.5278) f.k(101.171,75.5278,95.0889,81.6097,95.0889,89.112) f.k(95.0889,96.6144,101.171,102.696,108.673,102.696) f.R(0) e=b.B() -e.sS(0,B.i) -e.sA(0,B.B) +e.sP(0,B.i) +e.sA(0,B.D) a0.Z(f,e) -d=b.U() -d.a2(0,108.673,86.3951) +d=b.T() +d.a0(0,108.673,86.3951) d.k(110.173,86.3951,111.39,85.1787,111.39,83.6783) d.k(111.39,82.1778,110.173,80.9614,108.673,80.9614) d.k(107.172,80.9614,105.956,82.1778,105.956,83.6783) d.k(105.956,85.1787,107.172,86.3951,108.673,86.3951) d.R(0) c=b.B() -c.sS(0,B.i) -c.sA(0,B.br) +c.sP(0,B.i) +c.sA(0,B.bt) a0.Z(d,c)}, -cC(a){return!1}} -A.af2.prototype={ -aK(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=$.G(),c=d.U() -c.a2(0,861.602,656.865) +cu(a){return!1}} +A.afW.prototype={ +aJ(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=$.G(),c=d.T() +c.a0(0,861.602,656.865) c.n(0,863.735,656.865) c.k(866.09,656.865,868,658.843,868,661.282) c.n(0,868,765.479) @@ -70262,11 +71533,11 @@ c.n(0,861.602,769.897) c.n(0,861.602,656.865) c.R(0) s=d.B() -s.sS(0,B.i) -s.sA(0,B.B) +s.sP(0,B.i) +s.sA(0,B.D) a.Z(c,s) -r=d.U() -r.a2(0,861.602,292.177) +r=d.T() +r.a0(0,861.602,292.177) r.n(0,863.735,292.177) r.k(866.09,292.177,868,294.155,868,296.594) r.n(0,868,537.282) @@ -70275,11 +71546,11 @@ r.n(0,861.602,541.7) r.n(0,861.602,292.177) r.R(0) q=d.B() -q.sS(0,B.i) -q.sA(0,B.B) +q.sP(0,B.i) +q.sA(0,B.D) a.Z(r,q) -p=d.U() -p.a2(0,0,155.259) +p=d.T() +p.a0(0,0,155.259) p.k(0,113.976,0,93.3345,5.4278,76.6295) p.k(16.3977,42.8676,42.8676,16.3977,76.6295,5.4278) p.k(93.3345,0,113.976,0,155.259,0) @@ -70298,11 +71569,11 @@ p.k(0,1736.5,0,1715.86,0,1674.58) p.n(0,0,155.259) p.R(0) o=d.B() -o.sS(0,B.i) -o.sA(0,B.bQ) +o.sP(0,B.i) +o.sA(0,B.bS) a.Z(p,o) -n=d.U() -n.a2(0,8.53076,151.847) +n=d.T() +n.a0(0,8.53076,151.847) n.k(8.53076,113.739,8.53076,94.6857,13.541,79.2657) n.k(23.6671,48.1008,48.1008,23.6671,79.2657,13.541) n.k(94.6857,8.53076,113.739,8.53076,151.847,8.53076) @@ -70321,44 +71592,44 @@ n.k(8.53076,1735.15,8.53076,1716.1,8.53076,1677.99) n.n(0,8.53076,151.847) n.R(0) m=d.B() -m.sS(0,B.i) -m.sA(0,B.B) +m.sP(0,B.i) +m.sA(0,B.D) a.Z(n,m) -l=d.U() -l.a2(0,430.801,72.511) +l=d.T() +l.a0(0,430.801,72.511) l.k(440.224,72.511,447.862,64.8724,447.862,55.4496) l.k(447.862,46.0268,440.224,38.3882,430.801,38.3882) l.k(421.378,38.3882,413.74,46.0268,413.74,55.4496) l.k(413.74,64.8724,421.378,72.511,430.801,72.511) l.R(0) k=d.B() -k.sS(0,B.i) -k.sA(0,B.T) +k.sP(0,B.i) +k.sA(0,B.U) a.Z(l,k) -j=d.U() -j.a2(0,430.801,66.1129) +j=d.T() +j.a0(0,430.801,66.1129) j.k(436.69,66.1129,441.464,61.3388,441.464,55.4495) j.k(441.464,49.5603,436.69,44.7861,430.801,44.7861) j.k(424.912,44.7861,420.137,49.5603,420.137,55.4495) j.k(420.137,61.3388,424.912,66.1129,430.801,66.1129) j.R(0) i=d.B() -i.sS(0,B.i) -i.sA(0,B.B) +i.sP(0,B.i) +i.sA(0,B.D) a.Z(j,i) -h=d.U() -h.a2(0,430.801,53.3171) +h=d.T() +h.a0(0,430.801,53.3171) h.k(431.979,53.3171,432.934,52.3623,432.934,51.1844) h.k(432.934,50.0066,431.979,49.0518,430.801,49.0518) h.k(429.623,49.0518,428.668,50.0066,428.668,51.1844) h.k(428.668,52.3623,429.623,53.3171,430.801,53.3171) h.R(0) g=d.B() -g.sS(0,B.i) -g.sA(0,B.br) +g.sP(0,B.i) +g.sA(0,B.bt) a.Z(h,g) -f=d.U() -f.a2(0,388.147,21.3265) +f=d.T() +f.a0(0,388.147,21.3265) f.k(384.252,21.3265,383.914,15.99,380.635,15.0645) f.k(380.27,14.9613,380.097,14.4904,380.398,14.2585) f.k(381.209,13.6332,382.546,12.7959,383.882,12.7959) @@ -70369,13 +71640,13 @@ f.k(477.688,15.99,477.35,21.3265,473.454,21.3265) f.n(0,388.147,21.3265) f.R(0) e=d.B() -e.sS(0,B.i) -e.sA(0,B.T) +e.sP(0,B.i) +e.sA(0,B.U) a.Z(f,e)}, -cC(a){return!1}} -A.af3.prototype={ -aK(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=$.G(),e=f.U() -e.a2(0,0,62.55) +cu(a){return!1}} +A.afX.prototype={ +aJ(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=$.G(),e=f.T() +e.a0(0,0,62.55) e.k(0,28.0046,28.0046,0,62.55,0) e.n(0,765.195,0) e.k(799.74,0,827.745,28.0046,827.745,62.55) @@ -70386,11 +71657,11 @@ e.k(28.0046,1788.93,0,1760.93,0,1726.38) e.n(0,0,62.55) e.R(0) s=f.B() -s.sS(0,B.i) -s.sA(0,B.bQ) +s.sP(0,B.i) +s.sA(0,B.bS) a.Z(e,s) -r=f.U() -r.a2(0,12.51,62.5497) +r=f.T() +r.a0(0,12.51,62.5497) r.k(12.51,34.9134,34.9137,12.5098,62.55,12.5098) r.n(0,765.195,12.5098) r.k(792.831,12.5098,815.235,34.9134,815.235,62.5498) @@ -70401,11 +71672,11 @@ r.k(34.9137,1776.42,12.51,1754.02,12.51,1726.38) r.n(0,12.51,62.5497) r.R(0) q=f.B() -q.sS(0,B.i) -q.sA(0,B.B) +q.sP(0,B.i) +q.sA(0,B.D) a.Z(r,q) -p=f.U() -p.a2(0,827.745,650.52) +p=f.T() +p.a0(0,827.745,650.52) p.n(0,829.83,650.52) p.k(832.133,650.52,834,652.142,834,654.142) p.n(0,834,755.318) @@ -70414,11 +71685,11 @@ p.n(0,827.745,758.94) p.n(0,827.745,650.52) p.R(0) o=f.B() -o.sS(0,B.i) -o.sA(0,B.B) +o.sP(0,B.i) +o.sA(0,B.D) a.Z(p,o) -n=f.U() -n.a2(0,827.745,346.11) +n=f.T() +n.a0(0,827.745,346.11) n.n(0,829.83,346.11) n.k(832.133,346.11,834,349.197,834,353.006) n.n(0,834,545.629) @@ -70427,46 +71698,46 @@ n.n(0,827.745,552.525) n.n(0,827.745,346.11) n.R(0) m=f.B() -m.sS(0,B.i) -m.sA(0,B.B) +m.sP(0,B.i) +m.sA(0,B.D) a.Z(n,m) -l=f.U() -l.a2(0,413.872,91.7401) +l=f.T() +l.a0(0,413.872,91.7401) l.k(425.963,91.7401,435.765,81.9385,435.765,69.8476) l.k(435.765,57.7567,425.963,47.9551,413.872,47.9551) l.k(401.782,47.9551,391.98,57.7567,391.98,69.8476) l.k(391.98,81.9385,401.782,91.7401,413.872,91.7401) l.R(0) k=f.B() -k.sS(0,B.i) -k.sA(0,B.T) +k.sP(0,B.i) +k.sA(0,B.U) a.Z(l,k) -j=f.U() -j.a2(0,413.873,83.5302) +j=f.T() +j.a0(0,413.873,83.5302) j.k(421.429,83.5302,427.555,77.4042,427.555,69.8474) j.k(427.555,62.2906,421.429,56.1646,413.873,56.1646) j.k(406.316,56.1646,400.19,62.2906,400.19,69.8474) j.k(400.19,77.4042,406.316,83.5302,413.873,83.5302) j.R(0) i=f.B() -i.sS(0,B.i) -i.sA(0,B.B) +i.sP(0,B.i) +i.sA(0,B.D) a.Z(j,i) -h=f.U() -h.a2(0,413.873,67.1108) +h=f.T() +h.a0(0,413.873,67.1108) h.k(415.384,67.1108,416.609,65.8856,416.609,64.3743) h.k(416.609,62.8629,415.384,61.6377,413.873,61.6377) h.k(412.361,61.6377,411.136,62.8629,411.136,64.3743) h.k(411.136,65.8856,412.361,67.1108,413.873,67.1108) h.R(0) g=f.B() -g.sS(0,B.i) -g.sA(0,B.br) +g.sP(0,B.i) +g.sA(0,B.bt) a.Z(h,g)}, -cC(a){return!1}} -A.af9.prototype={ -aK(a,a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=$.G(),b=c.U() -b.a2(0,0,15.9801) +cu(a){return!1}} +A.ag2.prototype={ +aJ(a,a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=$.G(),b=c.T() +b.a0(0,0,15.9801) b.k(0,7.15452,7.15451,0,15.9801,0) b.n(0,779.027,0) b.k(787.853,0,795.007,7.15451,795.007,15.9801) @@ -70477,11 +71748,11 @@ b.k(7.15449,1713.86,0,1706.71,0,1697.88) b.n(0,0,15.9801) b.R(0) s=c.B() -s.sS(0,B.i) -s.sA(0,B.bQ) +s.sP(0,B.i) +s.sA(0,B.bS) a.Z(b,s) -r=c.U() -r.a2(0,1.99756,55.93) +r=c.T() +r.a0(0,1.99756,55.93) r.k(1.99756,35.2141,1.99756,24.8561,8.43317,18.4205) r.k(14.8688,11.9849,25.2268,11.9849,45.9427,11.9849) r.n(0,749.065,11.9849) @@ -70496,17 +71767,17 @@ r.k(1.99756,1689,1.99756,1678.65,1.99756,1657.93) r.n(0,1.99756,55.93) r.R(0) q=c.B() -q.sS(0,B.i) -q.sA(0,B.B) +q.sP(0,B.i) +q.sA(0,B.D) a.Z(r,q) p=c.B() -p.sS(0,B.i) -p.sA(0,B.T) +p.sP(0,B.i) +p.sA(0,B.U) o=a0.a n=o*0.3541149 -a.aU(new A.x(n,0,n+o*0.01246883,0+a0.b*0.006992415),p) -m=c.U() -m.a2(0,795.007,643.197) +a.aX(new A.x(n,0,n+o*0.01246883,0+a0.b*0.006992415),p) +m=c.T() +m.a0(0,795.007,643.197) m.n(0,797.005,643.197) m.k(799.211,643.197,801,644.751,801,646.668) m.n(0,801,743.597) @@ -70515,11 +71786,11 @@ m.n(0,795.007,747.068) m.n(0,795.007,643.197) m.R(0) l=c.B() -l.sS(0,B.i) -l.sA(0,B.B) +l.sP(0,B.i) +l.sA(0,B.D) a.Z(m,l) -k=c.U() -k.a2(0,795.007,351.561) +k=c.T() +k.a0(0,795.007,351.561) k.n(0,797.005,351.561) k.k(799.211,351.561,801,354.519,801,358.168) k.n(0,801,542.707) @@ -70528,46 +71799,46 @@ k.n(0,795.007,549.314) k.n(0,795.007,351.561) k.R(0) j=c.B() -j.sS(0,B.i) -j.sA(0,B.B) +j.sP(0,B.i) +j.sA(0,B.D) a.Z(k,j) -i=c.U() -i.a2(0,399.5,74) +i=c.T() +i.a0(0,399.5,74) i.k(410.822,74,420,65.0457,420,54) i.k(420,42.9543,410.822,34,399.5,34) i.k(388.178,34,379,42.9543,379,54) i.k(379,65.0457,388.178,74,399.5,74) i.R(0) h=c.B() -h.sS(0,B.i) -h.sA(0,B.T) +h.sP(0,B.i) +h.sA(0,B.U) a.Z(i,h) -g=c.U() -g.a2(0,399.501,65.1687) +g=c.T() +g.a0(0,399.501,65.1687) g.k(405.707,65.1687,410.737,60.1382,410.737,53.9327) g.k(410.737,47.7273,405.707,42.6968,399.501,42.6968) g.k(393.296,42.6968,388.265,47.7273,388.265,53.9327) g.k(388.265,60.1382,393.296,65.1687,399.501,65.1687) g.R(0) f=c.B() -f.sS(0,B.i) -f.sA(0,B.B) +f.sP(0,B.i) +f.sA(0,B.D) a.Z(g,f) -e=c.U() -e.a2(0,399.501,51.6853) +e=c.T() +e.a0(0,399.501,51.6853) e.k(400.742,51.6853,401.748,50.6792,401.748,49.4381) e.k(401.748,48.197,400.742,47.1909,399.501,47.1909) e.k(398.26,47.1909,397.254,48.197,397.254,49.4381) e.k(397.254,50.6792,398.26,51.6853,399.501,51.6853) e.R(0) d=c.B() -d.sS(0,B.i) -d.sA(0,B.br) +d.sP(0,B.i) +d.sA(0,B.bt) a.Z(e,d)}, -cC(a){return!1}} -A.afa.prototype={ -aK(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=1899,e=$.G(),d=e.U() -d.a2(0,858.755,345.272) +cu(a){return!1}} +A.ag3.prototype={ +aJ(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=1899,e=$.G(),d=e.T() +d.a0(0,858.755,345.272) d.n(0,860.968,345.272) d.k(863.413,345.272,865.395,347.325,865.395,349.857) d.n(0,865.395,577.509) @@ -70576,11 +71847,11 @@ d.n(0,858.755,582.094) d.n(0,858.755,345.272) d.R(0) s=e.B() -s.sS(0,B.i) -s.sA(0,B.B) +s.sP(0,B.i) +s.sA(0,B.D) a.Z(d,s) -r=e.U() -r.a2(0,858.755,710.465) +r=e.T() +r.a0(0,858.755,710.465) r.n(0,860.968,710.465) r.k(863.413,710.465,865.395,712.517,865.395,715.05) r.n(0,865.395,829.824) @@ -70589,11 +71860,11 @@ r.n(0,858.755,834.409) r.n(0,858.755,710.465) r.R(0) q=e.B() -q.sS(0,B.i) -q.sA(0,B.B) +q.sP(0,B.i) +q.sA(0,B.D) a.Z(r,q) -p=e.U() -p.a2(0,0,193.441) +p=e.T() +p.a0(0,0,193.441) p.k(0,107.314,0,64.2511,24.3934,35.6901) p.k(27.8572,31.6344,31.6344,27.8572,35.6901,24.3934) p.k(64.2511,0,107.314,0,193.441,0) @@ -70612,11 +71883,11 @@ p.k(0,1834.75,0,1791.69,0,1705.56) p.n(0,0,193.441) p.R(0) o=e.B() -o.sS(0,B.i) -o.sA(0,B.bQ) +o.sP(0,B.i) +o.sA(0,B.bS) a.Z(p,o) -n=e.U() -n.a2(0,4.42676,178.944) +n=e.T() +n.a0(0,4.42676,178.944) n.k(4.42676,106.544,4.42676,70.3436,23.9081,45.6316) n.k(28.3256,40.0281,33.3885,34.9652,38.992,30.5478) n.k(63.704,11.0664,99.9042,11.0664,172.305,11.0664) @@ -70635,46 +71906,46 @@ n.k(4.42676,1828.66,4.42676,1792.46,4.42676,1720.06) n.n(0,4.42676,178.944) n.R(0) m=e.B() -m.sS(0,B.i) -m.sA(0,B.B) +m.sP(0,B.i) +m.sA(0,B.D) a.Z(n,m) -l=e.U() -l.a2(0,424.951,90.7447) +l=e.T() +l.a0(0,424.951,90.7447) l.k(437.175,90.7447,447.084,80.8355,447.084,68.6119) l.k(447.084,56.3882,437.175,46.479,424.951,46.479) l.k(412.728,46.479,402.818,56.3882,402.818,68.6119) l.k(402.818,80.8355,412.728,90.7447,424.951,90.7447) l.R(0) k=e.B() -k.sS(0,B.i) -k.sA(0,B.T) +k.sP(0,B.i) +k.sA(0,B.U) a.Z(l,k) -j=e.U() -j.a2(0,424.951,82.4449) +j=e.T() +j.a0(0,424.951,82.4449) j.k(432.591,82.4449,438.784,76.2516,438.784,68.6118) j.k(438.784,60.9721,432.591,54.7788,424.951,54.7788) j.k(417.311,54.7788,411.118,60.9721,411.118,68.6118) j.k(411.118,76.2516,417.311,82.4449,424.951,82.4449) j.R(0) i=e.B() -i.sS(0,B.i) -i.sA(0,B.B) +i.sP(0,B.i) +i.sA(0,B.D) a.Z(j,i) -h=e.U() -h.a2(0,424.951,65.8452) +h=e.T() +h.a0(0,424.951,65.8452) h.k(426.479,65.8452,427.718,64.6066,427.718,63.0786) h.k(427.718,61.5507,426.479,60.312,424.951,60.312) h.k(423.423,60.312,422.185,61.5507,422.185,63.0786) h.k(422.185,64.6066,423.423,65.8452,424.951,65.8452) h.R(0) g=e.B() -g.sS(0,B.i) -g.sA(0,B.br) +g.sP(0,B.i) +g.sA(0,B.bt) a.Z(h,g)}, -cC(a){return!1}} -A.afb.prototype={ -aK(b6,b7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4=$.G(),b5=b4.U() -b5.a2(0,0,61.4555) +cu(a){return!1}} +A.ag4.prototype={ +aJ(b6,b7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4=$.G(),b5=b4.T() +b5.a0(0,0,61.4555) b5.k(0,27.5146,27.5146,0,61.4555,0) b5.n(0,692.399,0) b5.k(726.34,0,753.854,27.5146,753.854,61.4555) @@ -70685,11 +71956,11 @@ b5.k(27.5146,1757.63,0,1730.11,0,1696.17) b5.n(0,0,61.4555) b5.R(0) s=b4.B() -s.sS(0,B.i) -s.sA(0,B.bQ) +s.sP(0,B.i) +s.sA(0,B.bS) b6.Z(b5,s) -r=b4.U() -r.a2(0,14.3398,63.5042) +r=b4.T() +r.a0(0,14.3398,63.5042) r.k(14.3398,36.3515,36.3515,14.3398,63.5043,14.3398) r.n(0,690.351,14.3398) r.k(717.503,14.3398,739.515,36.3515,739.515,63.5043) @@ -70700,11 +71971,11 @@ r.k(36.3515,1743.29,14.3398,1721.28,14.3398,1694.12) r.n(0,14.3398,63.5042) r.R(0) q=b4.B() -q.sS(0,B.i) -q.sA(0,B.B) +q.sP(0,B.i) +q.sA(0,B.D) b6.Z(r,q) -p=b4.U() -p.a2(0,753.854,456.819) +p=b4.T() +p.a0(0,753.854,456.819) p.n(0,755.903,456.819) p.k(758.166,456.819,760,459.669,760,463.184) p.n(0,760,640.966) @@ -70713,11 +71984,11 @@ p.n(0,753.854,647.331) p.n(0,753.854,456.819) p.R(0) o=b4.B() -o.sS(0,B.i) -o.sA(0,B.B) +o.sP(0,B.i) +o.sA(0,B.D) b6.Z(p,o) -n=b4.U() -n.a2(0,753.854,1399.14) +n=b4.T() +n.a0(0,753.854,1399.14) n.n(0,755.903,1399.14) n.k(758.166,1399.14,760,1400.58,760,1402.35) n.n(0,760,1492.2) @@ -70726,88 +71997,88 @@ n.n(0,753.854,1495.42) n.n(0,753.854,1399.14) n.R(0) m=b4.B() -m.sS(0,B.i) -m.sA(0,B.B) +m.sP(0,B.i) +m.sA(0,B.D) b6.Z(n,m) -l=b4.U() -l.a2(0,0,135.202) +l=b4.T() +l.a0(0,0,135.202) l.n(0,14.3396,135.202) l.n(0,14.3396,145.445) l.n(0,0,145.445) l.n(0,0,135.202) l.R(0) k=b4.B() -k.sS(0,B.i) -k.sA(0,B.T) +k.sP(0,B.i) +k.sA(0,B.U) b6.Z(l,k) -j=b4.U() -j.a2(0,0,467.062) +j=b4.T() +j.a0(0,0,467.062) j.n(0,14.3396,467.062) j.n(0,14.3396,477.305) j.n(0,0,477.305) j.n(0,0,467.062) j.R(0) i=b4.B() -i.sS(0,B.i) -i.sA(0,B.T) +i.sP(0,B.i) +i.sA(0,B.U) b6.Z(j,i) -h=b4.U() -h.a2(0,739.515,135.202) +h=b4.T() +h.a0(0,739.515,135.202) h.n(0,753.854,135.202) h.n(0,753.854,145.445) h.n(0,739.515,145.445) h.n(0,739.515,135.202) h.R(0) g=b4.B() -g.sS(0,B.i) -g.sA(0,B.T) +g.sP(0,B.i) +g.sA(0,B.U) b6.Z(h,g) -f=b4.U() -f.a2(0,0,1612.18) +f=b4.T() +f.a0(0,0,1612.18) f.n(0,14.3396,1612.18) f.n(0,14.3396,1622.43) f.n(0,0,1622.43) f.n(0,0,1612.18) f.R(0) e=b4.B() -e.sS(0,B.i) -e.sA(0,B.T) +e.sP(0,B.i) +e.sA(0,B.U) b6.Z(f,e) -d=b4.U() -d.a2(0,739.515,1612.18) +d=b4.T() +d.a0(0,739.515,1612.18) d.n(0,753.854,1612.18) d.n(0,753.854,1622.43) d.n(0,739.515,1622.43) d.n(0,739.515,1612.18) d.R(0) c=b4.B() -c.sS(0,B.i) -c.sA(0,B.T) +c.sP(0,B.i) +c.sA(0,B.U) b6.Z(d,c) -b=b4.U() -b.a2(0,108.571,1743.29) +b=b4.T() +b.a0(0,108.571,1743.29) b.n(0,118.814,1743.29) b.n(0,118.814,1757.63) b.n(0,108.571,1757.63) b.n(0,108.571,1743.29) b.R(0) a=b4.B() -a.sS(0,B.i) -a.sA(0,B.T) +a.sP(0,B.i) +a.sA(0,B.U) b6.Z(b,a) -a0=b4.U() -a0.a2(0,637.089,1743.29) +a0=b4.T() +a0.a0(0,637.089,1743.29) a0.n(0,647.331,1743.29) a0.n(0,647.331,1757.63) a0.n(0,637.089,1757.63) a0.n(0,637.089,1743.29) a0.R(0) a1=b4.B() -a1.sS(0,B.i) -a1.sA(0,B.T) +a1.sP(0,B.i) +a1.sA(0,B.U) b6.Z(a0,a1) -a2=b4.U() -a2.a2(0,526.469,46.0919) +a2=b4.T() +a2.a0(0,526.469,46.0919) a2.k(526.469,41.0007,530.596,36.8735,535.687,36.8735) a2.n(0,558.221,36.8735) a2.k(563.312,36.8735,567.439,41.0007,567.439,46.0919) @@ -70816,66 +72087,66 @@ a2.n(0,535.687,55.3102) a2.k(530.596,55.3102,526.469,51.183,526.469,46.0919) a2.R(0) a3=b4.B() -a3.sS(0,B.i) -a3.sA(0,B.T) +a3.sP(0,B.i) +a3.sA(0,B.U) b6.Z(a2,a3) -a4=b4.U() -a4.a2(0,651.428,46.0919) +a4=b4.T() +a4.a0(0,651.428,46.0919) a4.k(651.428,43.2635,653.721,40.9706,656.55,40.9706) a4.k(659.378,40.9706,661.671,43.2635,661.671,46.0919) a4.k(661.671,48.9203,659.378,51.2132,656.55,51.2132) a4.k(653.721,51.2132,651.428,48.9203,651.428,46.0919) a4.R(0) a5=b4.B() -a5.sS(0,B.i) -a5.sA(0,B.T) +a5.sP(0,B.i) +a5.sA(0,B.U) b6.Z(a4,a5) -a6=b4.U() -a6.a2(0,311.375,24.5824) +a6=b4.T() +a6.a0(0,311.375,24.5824) a6.k(307.278,24.5825,301.132,14.3399,297.035,14.3399) a6.k(349.614,14.3398,404.241,14.3399,456.819,14.3399) a6.k(452.12,14.3399,446.577,24.5824,442.48,24.5824) a6.k(438.383,24.5824,315.472,24.5824,311.375,24.5824) a6.R(0) a7=b4.B() -a7.sS(0,B.i) -a7.sA(0,B.T) +a7.sP(0,B.i) +a7.sA(0,B.U) b6.Z(a6,a7) -a8=b4.U() -a8.a2(0,241.725,61.4553) +a8=b4.T() +a8.a0(0,241.725,61.4553) a8.k(251.908,61.4553,260.162,53.201,260.162,43.0187) a8.k(260.162,32.8364,251.908,24.582,241.725,24.582) a8.k(231.543,24.582,223.289,32.8364,223.289,43.0187) a8.k(223.289,53.201,231.543,61.4553,241.725,61.4553) a8.R(0) a9=b4.B() -a9.sS(0,B.i) -a9.sA(0,B.T) +a9.sP(0,B.i) +a9.sA(0,B.U) b6.Z(a8,a9) -b0=b4.U() -b0.a2(0,241.725,54.5414) +b0=b4.T() +b0.a0(0,241.725,54.5414) b0.k(248.089,54.5414,253.248,49.3824,253.248,43.0185) b0.k(253.248,36.6546,248.089,31.4956,241.725,31.4956) b0.k(235.361,31.4956,230.202,36.6546,230.202,43.0185) b0.k(230.202,49.3824,235.361,54.5414,241.725,54.5414) b0.R(0) b1=b4.B() -b1.sS(0,B.i) -b1.sA(0,B.B) +b1.sP(0,B.i) +b1.sA(0,B.D) b6.Z(b0,b1) -b2=b4.U() -b2.a2(0,241.725,40.7141) +b2=b4.T() +b2.a0(0,241.725,40.7141) b2.k(242.998,40.7141,244.03,39.6823,244.03,38.4096) b2.k(244.03,37.1368,242.998,36.105,241.725,36.105) b2.k(240.452,36.105,239.42,37.1368,239.42,38.4096) b2.k(239.42,39.6823,240.452,40.7141,241.725,40.7141) b2.R(0) b3=b4.B() -b3.sS(0,B.i) -b3.sA(0,B.br) +b3.sP(0,B.i) +b3.sA(0,B.bt) b6.Z(b2,b3)}, -cC(a){return!1}} -A.azU.prototype={ +cu(a){return!1}} +A.aB0.prototype={ $0(){var s,r,q,p=this switch(p.b.a){case 1:case 2:s=p.a r=p.c @@ -70889,32 +72160,32 @@ if(p.d)r=p.e.c-r-p.f q=p.c s=s.a-q return new A.x(r,s,r+p.f,s+q*2)}}, -$S:154} -A.a7Z.prototype={ -W(){return"SideButtonSide."+this.b}} -A.a1g.prototype={ -aK(a,b){var s,r,q=$.G().B() -q.sS(0,B.i) +$S:129} +A.a8J.prototype={ +V(){return"SideButtonSide."+this.b}} +A.a1J.prototype={ +aJ(a,b){var s,r,q=$.G().B() +q.sP(0,B.i) s=b.a-4 r=new A.x(0,4,0+s,4+(b.b-4)) -A.azT(a,r,4,B.B,B.v1,!0,q,B.Du) -A.azT(a,r,4,B.B,B.v_,!1,q,B.Dv) -A.bfx(a,r,B.B,B.bu,B.CO,B.bQ,B.eI,q) -A.bfw(a,B.T,5,new A.h(s*0.5,50),B.B,q,8,B.rT)}, -cC(a){return!1}} -A.a1h.prototype={ -aK(a,b){var s,r,q=$.G().B() -q.sS(0,B.i) +A.aB_(a,r,4,B.D,B.v3,!0,q,B.Dv) +A.aB_(a,r,4,B.D,B.v1,!1,q,B.Dw) +A.bgy(a,r,B.D,B.bw,B.CQ,B.bS,B.eL,q) +A.bgx(a,B.U,5,new A.h(s*0.5,50),B.D,q,8,B.rW)}, +cu(a){return!1}} +A.a1K.prototype={ +aJ(a,b){var s,r,q=$.G().B() +q.sP(0,B.i) s=b.a-4 r=new A.x(0,4,0+s,4+(b.b-4)) -A.azT(a,r,4,B.B,B.v1,!0,q,B.Du) -A.azT(a,r,4,B.B,B.v_,!1,q,B.Dv) -A.bfx(a,r,B.B,B.bu,B.CO,B.bQ,B.eI,q) -A.bfw(a,B.T,4,new A.h(s*0.5,70),B.B,q,6,B.rT)}, -cC(a){return!1}} -A.afc.prototype={ -aK(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=2409,e=$.G(),d=e.U() -d.a2(0,0,93.6833) +A.aB_(a,r,4,B.D,B.v3,!0,q,B.Dv) +A.aB_(a,r,4,B.D,B.v1,!1,q,B.Dw) +A.bgy(a,r,B.D,B.bw,B.CQ,B.bS,B.eL,q) +A.bgx(a,B.U,4,new A.h(s*0.5,70),B.D,q,6,B.rW)}, +cu(a){return!1}} +A.ag5.prototype={ +aJ(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=2409,e=$.G(),d=e.T() +d.a0(0,0,93.6833) d.k(0,41.9435,41.9435,0,93.6833,0) d.n(0,1579.23,0) d.k(1630.97,0,1672.92,41.9435,1672.92,93.6833) @@ -70925,11 +72196,11 @@ d.k(41.9435,f,0,2367.06,0,2315.32) d.n(0,0,93.6833) d.R(0) s=e.B() -s.sS(0,B.i) -s.sA(0,B.bQ) +s.sP(0,B.i) +s.sA(0,B.bS) a.Z(d,s) -r=e.U() -r.a2(0,10.707,96.36) +r=e.T() +r.a0(0,10.707,96.36) r.k(10.707,49.055,49.0553,10.7067,96.3604,10.7067) r.n(0,1576.56,10.7067) r.k(1623.86,10.7067,1662.21,49.055,1662.21,96.36) @@ -70940,28 +72211,28 @@ r.k(49.0553,2398.29,10.707,2359.95,10.707,2312.64) r.n(0,10.707,96.36) r.R(0) q=e.B() -q.sS(0,B.i) -q.sA(0,B.B) +q.sP(0,B.i) +q.sA(0,B.D) a.Z(r,q) -p=e.U() -p.a2(0,781.587,2316.66) +p=e.T() +p.a0(0,781.587,2316.66) p.k(781.587,2346.96,806.154,2371.53,836.459,2371.53) p.k(866.763,2371.53,891.33,2346.96,891.33,2316.66) p.k(891.33,2286.35,866.763,2261.78,836.459,2261.78) p.k(806.154,2261.78,781.587,2286.35,781.587,2316.66) p.R(0) -p.a2(0,884.363,2316.66) +p.a0(0,884.363,2316.66) p.k(884.363,2343.11,862.916,2364.56,836.459,2364.56) p.k(810.003,2364.56,788.556,2343.11,788.556,2316.66) p.k(788.556,2290.2,810.003,2268.75,836.459,2268.75) p.k(862.916,2268.75,884.363,2290.2,884.363,2316.66) p.R(0) o=e.B() -o.sS(0,B.i) -o.sA(0,B.T) +o.sP(0,B.i) +o.sA(0,B.U) a.Z(p,o) -n=e.U() -n.a2(0,61.5635,176.66) +n=e.T() +n.a0(0,61.5635,176.66) n.k(61.5635,173.703,63.9602,171.307,66.9168,171.307) n.n(0,1606,171.307) n.k(1608.96,171.307,1611.35,173.703,1611.35,176.66) @@ -70972,46 +72243,46 @@ n.k(63.9602,2235.02,61.5635,2232.62,61.5635,2229.66) n.n(0,61.5635,176.66) n.R(0) m=e.B() -m.sS(0,B.i) -m.sA(0,B.T) +m.sP(0,B.i) +m.sA(0,B.U) a.Z(n,m) -l=e.U() -l.a2(0,836.458,101.713) +l=e.T() +l.a0(0,836.458,101.713) l.k(843.11,101.713,848.503,96.3206,848.503,89.6683) l.k(848.503,83.016,843.11,77.6233,836.458,77.6233) l.k(829.806,77.6233,824.413,83.016,824.413,89.6683) l.k(824.413,96.3206,829.806,101.713,836.458,101.713) l.R(0) k=e.B() -k.sS(0,B.i) -k.sA(0,B.T) +k.sP(0,B.i) +k.sA(0,B.U) a.Z(l,k) -j=e.U() -j.a2(0,836.458,97.1964) +j=e.T() +j.a0(0,836.458,97.1964) j.k(840.615,97.1964,843.986,93.8259,843.986,89.6683) j.k(843.986,85.5106,840.615,82.1401,836.458,82.1401) j.k(832.3,82.1401,828.93,85.5106,828.93,89.6683) j.k(828.93,93.8259,832.3,97.1964,836.458,97.1964) j.R(0) i=e.B() -i.sS(0,B.i) -i.sA(0,B.B) +i.sP(0,B.i) +i.sA(0,B.D) a.Z(j,i) -h=e.U() -h.a2(0,836.458,88.1626) +h=e.T() +h.a0(0,836.458,88.1626) h.k(837.289,88.1626,837.963,87.4885,837.963,86.657) h.k(837.963,85.8255,837.289,85.1514,836.458,85.1514) h.k(835.626,85.1514,834.952,85.8255,834.952,86.657) h.k(834.952,87.4885,835.626,88.1626,836.458,88.1626) h.R(0) g=e.B() -g.sS(0,B.i) -g.sA(0,B.br) +g.sP(0,B.i) +g.sA(0,B.bt) a.Z(h,g)}, -cC(a){return!1}} -A.afd.prototype={ -aK(a,b){var s,r,q,p,o,n,m,l,k,j=1811,i=$.G(),h=i.U() -h.a2(0,0,133.53) +cu(a){return!1}} +A.ag6.prototype={ +aJ(a,b){var s,r,q,p,o,n,m,l,k,j=1811,i=$.G(),h=i.T() +h.a0(0,0,133.53) h.k(0,62.8561,57.2924,5.56372,127.966,5.56372) h.n(0,1677.47,5.56372) h.k(1748.14,5.56372,1805.44,62.8561,1805.44,133.53) @@ -71022,11 +72293,11 @@ h.k(57.2924,2509.25,0,2451.96,0,2381.28) h.n(0,0,133.53) h.R(0) s=i.B() -s.sS(0,B.i) -s.sA(0,B.bQ) +s.sP(0,B.i) +s.sA(0,B.bS) a.Z(h,s) -r=i.U() -r.a2(0,11.1279,133.53) +r=i.T() +r.a0(0,11.1279,133.53) r.k(11.1279,69.0018,63.4384,16.6913,127.967,16.6913) r.n(0,1677.47,16.6913) r.k(1742,16.6913,1794.31,69.0018,1794.31,133.53) @@ -71037,45 +72308,45 @@ r.k(63.4384,2498.12,11.1279,2445.81,11.1279,2381.28) r.n(0,11.1279,133.53) r.R(0) q=i.B() -q.sS(0,B.i) -q.sA(0,B.B) +q.sP(0,B.i) +q.sA(0,B.D) a.Z(r,q) -p=i.U() -p.a2(0,1805.44,203.077) +p=i.T() +p.a0(0,1805.44,203.077) p.k(1808.51,203.077,j,203.974,j,205.08) p.n(0,j,301.221) p.k(j,302.328,1808.51,303.224,1805.44,303.224) p.n(0,1805.44,203.077) p.R(0) o=i.B() -o.sS(0,B.i) -o.sA(0,B.B) +o.sP(0,B.i) +o.sA(0,B.D) a.Z(p,o) -n=i.U() -n.a2(0,1805.44,322.697) +n=i.T() +n.a0(0,1805.44,322.697) n.k(1808.51,322.697,j,323.619,j,324.756) n.n(0,j,423.568) n.k(j,424.705,1808.51,425.627,1805.44,425.627) n.n(0,1805.44,322.697) n.R(0) m=i.B() -m.sS(0,B.i) -m.sA(0,B.B) +m.sP(0,B.i) +m.sA(0,B.D) a.Z(n,m) -l=i.U() -l.a2(0,1504.99,5.56372) +l=i.T() +l.a0(0,1504.99,5.56372) l.k(1504.99,2.49095,1506.54,0,1508.44,0) l.k(0,0,1677.47,2.49094,1677.47,5.56371) l.n(0,1504.99,5.56372) l.R(0) k=i.B() -k.sS(0,B.i) -k.sA(0,B.B) +k.sP(0,B.i) +k.sA(0,B.D) a.Z(l,k)}, -cC(a){return!1}} -A.afe.prototype={ -aK(a,b){var s,r,q,p,o,n,m,l,k,j=1741,i=$.G(),h=i.U() -h.a2(0,0,128.369) +cu(a){return!1}} +A.ag7.prototype={ +aJ(a,b){var s,r,q,p,o,n,m,l,k,j=1741,i=$.G(),h=i.T() +h.a0(0,0,128.369) h.k(0,60.4267,55.0779,5.34875,123.02,5.34875) h.n(0,1612.63,5.34875) h.k(1680.57,5.34875,1735.65,60.4267,1735.65,128.369) @@ -71086,11 +72357,11 @@ h.k(55.0779,2412.26,0,2357.18,0,2289.24) h.n(0,0,128.369) h.R(0) s=i.B() -s.sS(0,B.i) -s.sA(0,B.bQ) +s.sP(0,B.i) +s.sA(0,B.bS) a.Z(h,s) -r=i.U() -r.a2(0,10.6973,128.369) +r=i.T() +r.a0(0,10.6973,128.369) r.k(10.6973,66.3347,60.9858,16.0461,123.02,16.0461) r.n(0,1612.63,16.0461) r.k(1674.67,16.0461,1724.95,66.3347,1724.95,128.369) @@ -71101,46 +72372,46 @@ r.k(60.9858,2401.56,10.6973,2351.28,10.6973,2289.24) r.n(0,10.6973,128.369) r.R(0) q=i.B() -q.sS(0,B.i) -q.sA(0,B.B) +q.sP(0,B.i) +q.sA(0,B.D) a.Z(r,q) -p=i.U() -p.a2(0,1735.65,195.227) +p=i.T() +p.a0(0,1735.65,195.227) p.k(1738.61,195.227,j,196.137,j,197.26) p.n(0,j,294.82) p.k(j,295.942,1738.61,296.852,1735.65,296.852) p.n(0,1735.65,195.227) p.R(0) o=i.B() -o.sS(0,B.i) -o.sA(0,B.B) +o.sP(0,B.i) +o.sA(0,B.D) a.Z(p,o) -n=i.U() -n.a2(0,1735.65,310.224) +n=i.T() +n.a0(0,1735.65,310.224) n.k(1738.61,310.224,j,311.134,j,312.257) n.n(0,j,409.817) n.k(j,410.939,1738.61,411.849,1735.65,411.849) n.n(0,1735.65,310.224) n.R(0) m=i.B() -m.sS(0,B.i) -m.sA(0,B.B) +m.sP(0,B.i) +m.sA(0,B.D) a.Z(n,m) -l=i.U() -l.a2(0,1494.96,5.34875) +l=i.T() +l.a0(0,1494.96,5.34875) l.k(1494.96,2.39475,1496.04,0,1497.37,0) l.n(0,1612.9,0) l.k(1614.23,0,1615.31,2.39475,1615.31,5.34875) l.n(0,1494.96,5.34875) l.R(0) k=i.B() -k.sS(0,B.i) -k.sA(0,B.B) +k.sP(0,B.i) +k.sA(0,B.D) a.Z(l,k)}, -cC(a){return!1}} -A.aff.prototype={ -aK(c1,c2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9=$.G(),c0=b9.U() -c0.a2(0,866.809,454.042) +cu(a){return!1}} +A.ag8.prototype={ +aJ(c1,c2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9=$.G(),c0=b9.T() +c0.a0(0,866.809,454.042) c0.n(0,869.904,454.042) c0.k(871.614,454.042,873,455.428,873,457.138) c0.n(0,873,659.394) @@ -71149,11 +72420,11 @@ c0.n(0,866.809,662.489) c0.n(0,866.809,454.042) c0.R(0) s=b9.B() -s.sS(0,B.i) -s.sA(0,B.i9) +s.sP(0,B.i) +s.sA(0,B.ib) c1.Z(c0,s) -r=b9.U() -r.a2(0,6.19141,705.83) +r=b9.T() +r.a0(0,6.19141,705.83) r.n(0,3.09565,705.83) r.k(1.38592,705.83,0,704.444,0,702.734) r.n(0,0,580.968) @@ -71162,11 +72433,11 @@ r.n(0,6.19142,577.872) r.n(0,6.19141,705.83) r.R(0) q=b9.B() -q.sS(0,B.i) -q.sA(0,B.i9) +q.sP(0,B.i) +q.sA(0,B.ib) c1.Z(r,q) -p=b9.U() -p.a2(0,6.19141,536.596) +p=b9.T() +p.a0(0,6.19141,536.596) p.n(0,3.09565,536.596) p.k(1.38592,536.596,0,535.21,0,533.5) p.n(0,0,411.734) @@ -71175,11 +72446,11 @@ p.n(0,6.19142,408.638) p.n(0,6.19141,536.596) p.R(0) o=b9.B() -o.sS(0,B.i) -o.sA(0,B.bd) +o.sP(0,B.i) +o.sA(0,B.be) c1.Z(p,o) -n=b9.U() -n.a2(0,6.19141,346.723) +n=b9.T() +n.a0(0,6.19141,346.723) n.n(0,3.09566,346.723) n.k(1.38592,346.723,0,345.337,0,343.628) n.n(0,0,283.777) @@ -71188,11 +72459,11 @@ n.n(0,6.19141,280.681) n.n(0,6.19141,346.723) n.R(0) m=b9.B() -m.sS(0,B.i) -m.sA(0,B.bd) +m.sP(0,B.i) +m.sA(0,B.be) c1.Z(n,m) -l=b9.U() -l.a2(0,6.19141,187.809) +l=b9.T() +l.a0(0,6.19141,187.809) l.k(6.19141,137.871,6.19141,112.902,12.7571,92.6946) l.k(26.0269,51.8546,58.046,19.8354,98.886,6.56572) l.k(119.093,0,144.062,0,194,0) @@ -71211,11 +72482,11 @@ l.k(6.19141,1657.86,6.19141,1632.9,6.19141,1582.96) l.n(0,6.19141,187.809) l.R(0) k=b9.B() -k.sS(0,B.i) -k.sA(0,B.bd) +k.sP(0,B.i) +k.sA(0,B.be) c1.Z(l,k) -j=b9.U() -j.a2(0,679.825,4.12755) +j=b9.T() +j.a0(0,679.825,4.12755) j.n(0,193.174,4.12755) j.k(143.844,4.12755,119.668,4.15301,100.161,10.4912) j.k(60.5778,23.3527,29.5438,54.3866,16.6824,93.97) @@ -71233,7 +72504,7 @@ j.k(862.68,137.653,862.655,113.477,856.317,93.97) j.k(843.455,54.3866,812.421,23.3527,772.838,10.4912) j.k(753.331,4.15301,729.155,4.12755,679.825,4.12755) j.R(0) -j.a2(0,14.7196,93.3323) +j.a0(0,14.7196,93.3323) j.k(8.25488,113.229,8.25488,137.813,8.25488,186.983) j.n(0,8.25488,1583.78) j.k(8.25488,1632.95,8.25488,1657.54,14.7196,1677.43) @@ -71252,11 +72523,11 @@ j.k(144.005,2.06372,119.42,2.06372,99.5235,8.52843) j.k(59.3117,21.594,27.7852,53.1206,14.7196,93.3323) j.R(0) i=b9.B() -i.sS(0,B.i) -i.sA(0,B.ib) +i.sP(0,B.i) +i.sA(0,B.id) c1.Z(j,i) -h=b9.U() -h.a2(0,16.5107,183.681) +h=b9.T() +h.a0(0,16.5107,183.681) h.k(16.5107,137.584,16.5107,114.536,22.5714,95.8834) h.k(34.8204,58.1849,64.3765,28.6287,102.075,16.3798) h.k(120.728,10.3191,143.776,10.3191,189.872,10.3191) @@ -71275,85 +72546,85 @@ h.k(16.5107,1656.23,16.5107,1633.18,16.5107,1587.09) h.n(0,16.5107,183.681) h.R(0) g=b9.B() -g.sS(0,B.i) -g.sA(0,B.B) +g.sP(0,B.i) +g.sA(0,B.D) c1.Z(h,g) f=b9.B() -f.sS(0,B.i) -f.sA(0,B.aB) +f.sP(0,B.i) +f.sA(0,B.az) e=c2.a d=e*0.7825063 c=e*0.01418442 b=c2.b a=b*0.005826708 -c1.aU(new A.x(d,0,d+c,0+a),f) +c1.aX(new A.x(d,0,d+c,0+a),f) a0=b9.B() -a0.sS(0,B.i) -a0.sA(0,B.aB) +a0.sP(0,B.i) +a0.sA(0,B.az) d=e*0.9810871 a1=b*0.1002196 a2=e*0.01182027 a3=b*0.006992095 a4=d+a2 a5=a1+a3 -c1.aU(new A.x(d,a1,a4,a5),a0) +c1.aX(new A.x(d,a1,a4,a5),a0) a6=b9.B() -a6.sS(0,B.i) -a6.sA(0,B.aB) +a6.sP(0,B.i) +a6.sA(0,B.az) a7=e*0.007092108 a2=a7+a2 -c1.aU(new A.x(a7,a1,a2,a5),a6) +c1.aX(new A.x(a7,a1,a2,a5),a6) a8=b9.B() -a8.sS(0,B.i) -a8.sA(0,B.aB) +a8.sP(0,B.i) +a8.sA(0,B.az) a5=b*0.8926539 a3=a5+a3 -c1.aU(new A.x(a7,a5,a2,a3),a8) +c1.aX(new A.x(a7,a5,a2,a3),a8) a9=b9.B() -a9.sS(0,B.i) -a9.sA(0,B.aB) -c1.aU(new A.x(d,a5,a4,a3),a9) +a9.sP(0,B.i) +a9.sA(0,B.az) +c1.aX(new A.x(d,a5,a4,a3),a9) b0=b9.B() -b0.sS(0,B.i) -b0.sA(0,B.aB) +b0.sP(0,B.i) +b0.sA(0,B.az) e*=0.2033093 b*=0.9940429 -c1.aU(new A.x(e,b,e+c,b+a),b0) -b1=b9.U() -b1.a2(0,524.213,82.5533) +c1.aX(new A.x(e,b,e+c,b+a),b0) +b1=b9.T() +b1.a0(0,524.213,82.5533) b1.k(533.331,82.5533,540.723,75.1612,540.723,66.0426) b1.k(540.723,56.924,533.331,49.532,524.213,49.532) b1.k(515.094,49.532,507.702,56.924,507.702,66.0426) b1.k(507.702,75.1612,515.094,82.5533,524.213,82.5533) b1.R(0) b2=b9.B() -b2.sS(0,B.i) -b2.sA(0,B.T) +b2.sP(0,B.i) +b2.sA(0,B.U) c1.Z(b1,b2) -b3=b9.U() -b3.a2(0,524.213,76.3617) +b3=b9.T() +b3.a0(0,524.213,76.3617) b3.k(529.912,76.3617,534.532,71.7416,534.532,66.0425) b3.k(534.532,60.3434,529.912,55.7234,524.213,55.7234) b3.k(518.514,55.7234,513.894,60.3434,513.894,66.0425) b3.k(513.894,71.7416,518.514,76.3617,524.213,76.3617) b3.R(0) b4=b9.B() -b4.sS(0,B.i) -b4.sA(0,B.B) +b4.sP(0,B.i) +b4.sA(0,B.D) c1.Z(b3,b4) -b5=b9.U() -b5.a2(0,524.213,63.9787) +b5=b9.T() +b5.a0(0,524.213,63.9787) b5.k(525.353,63.9787,526.277,63.0547,526.277,61.9149) b5.k(526.277,60.7751,525.353,59.8511,524.213,59.8511) b5.k(523.073,59.8511,522.149,60.7751,522.149,61.9149) b5.k(522.149,63.0547,523.073,63.9787,524.213,63.9787) b5.R(0) b6=b9.B() -b6.sS(0,B.i) -b6.sA(0,B.br) +b6.sP(0,B.i) +b6.sA(0,B.bt) c1.Z(b5,b6) -b7=b9.U() -b7.a2(0,385.937,66.0426) +b7=b9.T() +b7.a0(0,385.937,66.0426) b7.k(385.937,62.6231,388.709,59.8511,392.128,59.8511) b7.n(0,480.873,59.8511) b7.k(484.292,59.8511,487.064,62.6231,487.064,66.0426) @@ -71364,13 +72635,13 @@ b7.k(388.709,72.2341,385.937,69.462,385.937,66.0426) b7.n(0,385.937,66.0426) b7.R(0) b8=b9.B() -b8.sS(0,B.i) -b8.sA(0,B.T) +b8.sP(0,B.i) +b8.sA(0,B.U) c1.Z(b7,b8)}, -cC(a){return!1}} -A.afg.prototype={ -aK(b7,b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4=1768,b5=$.G(),b6=b5.U() -b6.a2(0,864.822,473.939) +cu(a){return!1}} +A.ag9.prototype={ +aJ(b7,b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4=1768,b5=$.G(),b6=b5.T() +b6.a0(0,864.822,473.939) b6.n(0,867.911,473.939) b6.k(869.617,473.939,871,475.323,871,477.03) b6.n(0,871,703.697) @@ -71379,11 +72650,11 @@ b6.n(0,864.822,706.788) b6.n(0,864.822,473.939) b6.R(0) s=b5.B() -s.sS(0,B.i) -s.sA(0,B.cp) +s.sP(0,B.i) +s.sA(0,B.cr) b7.Z(b6,s) -r=b5.U() -r.a2(0,6.17773,754.182) +r=b5.T() +r.a0(0,6.17773,754.182) r.n(0,3.08907,754.182) r.k(1.38325,754.182,0.000418235,752.798,0.000418385,751.091) r.n(0,0.000430265,615.091) @@ -71392,11 +72663,11 @@ r.n(0,6.17775,612) r.n(0,6.17773,754.182) r.R(0) q=b5.B() -q.sS(0,B.i) -q.sA(0,B.cp) +q.sP(0,B.i) +q.sA(0,B.cr) b7.Z(r,q) -p=b5.U() -p.a2(0,6.17773,566.667) +p=b5.T() +p.a0(0,6.17773,566.667) p.n(0,3.08907,566.667) p.k(1.38325,566.667,0.000418235,565.283,0.000418385,563.576) p.n(0,0.000430265,427.576) @@ -71405,11 +72676,11 @@ p.n(0,6.17775,424.485) p.n(0,6.17773,566.667) p.R(0) o=b5.B() -o.sS(0,B.i) -o.sA(0,B.cp) +o.sP(0,B.i) +o.sA(0,B.cr) b7.Z(p,o) -n=b5.U() -n.a2(0,6.17773,350.303) +n=b5.T() +n.a0(0,6.17773,350.303) n.n(0,3.08908,350.303) n.k(1.38326,350.303,0.000424842,348.919,0.000424991,347.212) n.n(0,0.000430571,283.333) @@ -71418,11 +72689,11 @@ n.n(0,6.17774,280.242) n.n(0,6.17773,350.303) n.R(0) m=b5.B() -m.sS(0,B.i) -m.sA(0,B.cp) +m.sP(0,B.i) +m.sA(0,B.cr) b7.Z(n,m) -l=b5.U() -l.a2(0,6.17773,187.515) +l=b5.T() +l.a0(0,6.17773,187.515) l.k(6.17773,137.655,6.17773,112.725,12.7284,92.5498) l.k(25.9677,51.7736,57.9135,19.8045,98.66,6.55546) l.k(118.821,0,143.733,0,193.556,0) @@ -71441,11 +72712,11 @@ l.k(6.17773,1655.27,6.17773,1630.34,6.17773,1580.48) l.n(0,6.17773,187.515) l.R(0) k=b5.B() -k.sS(0,B.i) -k.sA(0,B.rK) +k.sP(0,B.i) +k.sA(0,B.rN) b7.Z(l,k) -j=b5.U() -j.a2(0,678.268,6.18176) +j=b5.T() +j.a0(0,678.268,6.18176) j.n(0,192.732,6.18176) j.k(143.354,6.18176,119.642,6.2326,100.568,12.4347) j.k(61.7025,25.0722,31.2312,55.5658,18.6029,94.4601) @@ -71463,7 +72734,7 @@ j.k(858.645,137.277,858.595,113.548,852.397,94.4601) j.k(839.769,55.5658,809.297,25.0722,770.432,12.4347) j.k(751.357,6.2326,727.645,6.18176,678.268,6.18176) j.R(0) -j.a2(0,14.6862,93.1865) +j.a0(0,14.6862,93.1865) j.k(8.23633,113.052,8.23633,137.598,8.23633,186.691) j.n(0,8.23633,1581.31) j.k(8.23633,1630.4,8.23633,1654.95,14.6862,1674.81) @@ -71482,11 +72753,11 @@ j.k(143.675,2.06055,119.147,2.06055,99.2958,8.51515) j.k(59.1762,21.5603,27.7219,53.0376,14.6862,93.1865) j.R(0) i=b5.B() -i.sS(0,B.i) -i.sA(0,B.cp) +i.sP(0,B.i) +i.sA(0,B.cr) b7.Z(j,i) -h=b5.U() -h.a2(0,16.4727,183.394) +h=b5.T() +h.a0(0,16.4727,183.394) h.k(16.4727,137.369,16.4727,114.357,22.5194,95.7336) h.k(34.7404,58.094,64.2288,28.584,101.841,16.3542) h.k(120.451,10.303,143.446,10.303,189.437,10.303) @@ -71505,110 +72776,110 @@ h.k(16.4727,1653.64,16.4727,1630.63,16.4727,1584.61) h.n(0,16.4727,183.394) h.R(0) g=b5.B() -g.sS(0,B.i) -g.sA(0,B.B) +g.sP(0,B.i) +g.sA(0,B.D) b7.Z(h,g) -f=b5.U() -f.a2(0,677.445,0) +f=b5.T() +f.a0(0,677.445,0) f.n(0,695.977,0) f.n(0,695.977,10.303) f.n(0,677.445,10.303) f.n(0,677.445,0) f.R(0) e=b5.B() -e.sS(0,B.i) -e.sA(0,B.bR) +e.sP(0,B.i) +e.sA(0,B.bT) b7.Z(f,e) -d=b5.U() -d.a2(0,854.527,177.212) +d=b5.T() +d.a0(0,854.527,177.212) d.n(0,864.823,177.212) d.n(0,864.823,195.758) d.n(0,854.527,195.758) d.n(0,854.527,177.212) d.R(0) c=b5.B() -c.sS(0,B.i) -c.sA(0,B.bR) +c.sP(0,B.i) +c.sA(0,B.bT) b7.Z(d,c) -b=b5.U() -b.a2(0,6.17773,177.212) +b=b5.T() +b.a0(0,6.17773,177.212) b.n(0,16.4732,177.212) b.n(0,16.4732,195.758) b.n(0,6.17773,195.758) b.n(0,6.17773,177.212) b.R(0) a=b5.B() -a.sS(0,B.i) -a.sA(0,B.bR) +a.sP(0,B.i) +a.sA(0,B.bT) b7.Z(b,a) -a0=b5.U() -a0.a2(0,6.17773,1572.24) +a0=b5.T() +a0.a0(0,6.17773,1572.24) a0.n(0,16.4732,1572.24) a0.n(0,16.4732,1590.79) a0.n(0,6.17773,1590.79) a0.n(0,6.17773,1572.24) a0.R(0) a1=b5.B() -a1.sS(0,B.i) -a1.sA(0,B.bR) +a1.sP(0,B.i) +a1.sA(0,B.bT) b7.Z(a0,a1) -a2=b5.U() -a2.a2(0,854.527,1572.24) +a2=b5.T() +a2.a0(0,854.527,1572.24) a2.n(0,864.823,1572.24) a2.n(0,864.823,1590.79) a2.n(0,854.527,1590.79) a2.n(0,854.527,1572.24) a2.R(0) a3=b5.B() -a3.sS(0,B.i) -a3.sA(0,B.bR) +a3.sP(0,B.i) +a3.sA(0,B.bT) b7.Z(a2,a3) -a4=b5.U() -a4.a2(0,175.024,1757.7) +a4=b5.T() +a4.a0(0,175.024,1757.7) a4.n(0,193.556,1757.7) a4.n(0,193.556,b4) a4.n(0,175.024,b4) a4.n(0,175.024,1757.7) a4.R(0) a5=b5.B() -a5.sS(0,B.i) -a5.sA(0,B.bR) +a5.sP(0,B.i) +a5.sA(0,B.bT) b7.Z(a4,a5) -a6=b5.U() -a6.a2(0,531.248,90.6667) +a6=b5.T() +a6.a0(0,531.248,90.6667) a6.k(540.346,90.6667,547.721,83.2862,547.721,74.1819) a6.k(547.721,65.0775,540.346,57.697,531.248,57.697) a6.k(522.151,57.697,514.775,65.0775,514.775,74.1819) a6.k(514.775,83.2862,522.151,90.6667,531.248,90.6667) a6.R(0) a7=b5.B() -a7.sS(0,B.i) -a7.sA(0,B.T) +a7.sP(0,B.i) +a7.sA(0,B.U) b7.Z(a6,a7) -a8=b5.U() -a8.a2(0,531.249,84.485) +a8=b5.T() +a8.a0(0,531.249,84.485) a8.k(536.935,84.485,541.544,79.8721,541.544,74.1819) a8.k(541.544,68.4917,536.935,63.8789,531.249,63.8789) a8.k(525.563,63.8789,520.953,68.4917,520.953,74.1819) a8.k(520.953,79.8721,525.563,84.485,531.249,84.485) a8.R(0) a9=b5.B() -a9.sS(0,B.i) -a9.sA(0,B.B) +a9.sP(0,B.i) +a9.sA(0,B.D) b7.Z(a8,a9) -b0=b5.U() -b0.a2(0,531.249,72.1212) +b0=b5.T() +b0.a0(0,531.249,72.1212) b0.k(532.386,72.1212,533.308,71.1986,533.308,70.0606) b0.k(533.308,68.9226,532.386,68,531.249,68) b0.k(530.111,68,529.189,68.9226,529.189,70.0606) b0.k(529.189,71.1986,530.111,72.1212,531.249,72.1212) b0.R(0) b1=b5.B() -b1.sS(0,B.i) -b1.sA(0,B.br) +b1.sP(0,B.i) +b1.sA(0,B.bt) b7.Z(b0,b1) -b2=b5.U() -b2.a2(0,380.934,74.1818) +b2=b5.T() +b2.a0(0,380.934,74.1818) b2.k(380.934,70.7677,383.701,68,387.115,68) b2.n(0,483.884,68) b2.k(487.298,68,490.066,70.7677,490.066,74.1818) @@ -71619,13 +72890,13 @@ b2.k(383.701,80.3636,380.934,77.5959,380.934,74.1818) b2.n(0,380.934,74.1818) b2.R(0) b3=b5.B() -b3.sS(0,B.i) -b3.sA(0,B.T) +b3.sP(0,B.i) +b3.sA(0,B.U) b7.Z(b2,b3)}, -cC(a){return!1}} -A.af4.prototype={ -aK(b7,b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4=1770,b5=$.G(),b6=b5.U() -b6.a2(0,866.809,495.105) +cu(a){return!1}} +A.afY.prototype={ +aJ(b7,b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4=1770,b5=$.G(),b6=b5.T() +b6.a0(0,866.809,495.105) b6.n(0,869.904,495.105) b6.k(871.614,495.105,873,496.49,873,498.199) b6.n(0,873,683.864) @@ -71634,11 +72905,11 @@ b6.n(0,866.809,686.958) b6.n(0,866.809,495.105) b6.R(0) s=b5.B() -s.sS(0,B.i) -s.sA(0,B.bd) +s.sP(0,B.i) +s.sA(0,B.be) b7.Z(b6,s) -r=b5.U() -r.a2(0,6.19141,728.217) +r=b5.T() +r.a0(0,6.19141,728.217) r.n(0,3.09565,728.217) r.k(1.38592,728.217,0,726.831,0,725.122) r.n(0,0,609.598) @@ -71647,11 +72918,11 @@ r.n(0,6.19142,606.503) r.n(0,6.19141,728.217) r.R(0) q=b5.B() -q.sS(0,B.i) -q.sA(0,B.bd) +q.sP(0,B.i) +q.sA(0,B.be) b7.Z(r,q) -p=b5.U() -p.a2(0,6.19141,573.496) +p=b5.T() +p.a0(0,6.19141,573.496) p.n(0,3.09565,573.496) p.k(1.38592,573.496,0,572.111,0,570.402) p.n(0,0,454.877) @@ -71660,11 +72931,11 @@ p.n(0,6.19142,451.783) p.n(0,6.19141,573.496) p.R(0) o=b5.B() -o.sS(0,B.i) -o.sA(0,B.bd) +o.sP(0,B.i) +o.sA(0,B.be) b7.Z(p,o) -n=b5.U() -n.a2(0,6.19141,398.147) +n=b5.T() +n.a0(0,6.19141,398.147) n.n(0,3.09566,398.147) n.k(1.38592,398.147,0,396.761,0,395.052) n.n(0,0,343.479) @@ -71673,11 +72944,11 @@ n.n(0,6.19141,340.384) n.n(0,6.19141,398.147) n.R(0) m=b5.B() -m.sS(0,B.i) -m.sA(0,B.bd) +m.sP(0,B.i) +m.sA(0,B.be) b7.Z(n,m) -l=b5.U() -l.a2(0,6.19141,187.727) +l=b5.T() +l.a0(0,6.19141,187.727) l.k(6.19141,137.811,6.19141,112.853,12.7571,92.6545) l.k(26.0269,51.8322,58.046,19.8269,98.886,6.56288) l.k(119.093,0,144.062,0,194,0) @@ -71696,11 +72967,11 @@ l.k(6.19141,1657.15,6.19141,1632.19,6.19141,1582.27) l.n(0,6.19141,187.727) l.R(0) k=b5.B() -k.sS(0,B.i) -k.sA(0,B.bd) +k.sP(0,B.i) +k.sA(0,B.be) b7.Z(l,k) -j=b5.U() -j.a2(0,679.825,4.12593) +j=b5.T() +j.a0(0,679.825,4.12593) j.n(0,193.174,4.12593) j.k(143.844,4.12593,119.668,4.15138,100.161,10.4869) j.k(60.5778,23.3427,29.5438,54.3633,16.6824,93.9296) @@ -71718,7 +72989,7 @@ j.k(862.68,137.593,862.655,113.428,856.317,93.9296) j.k(843.455,54.3633,812.421,23.3427,772.838,10.4869) j.k(753.331,4.15138,729.155,4.12593,679.825,4.12593) j.R(0) -j.a2(0,14.7196,93.2921) +j.a0(0,14.7196,93.2921) j.k(8.25488,113.18,8.25488,137.754,8.25488,186.902) j.n(0,8.25488,1583.1) j.k(8.25488,1632.25,8.25488,1656.82,14.7196,1676.71) @@ -71737,11 +73008,11 @@ j.k(144.005,2.06299,119.42,2.06299,99.5234,8.5249) j.k(59.3117,21.5848,27.7852,53.0977,14.7196,93.2921) j.R(0) i=b5.B() -i.sS(0,B.i) -i.sA(0,B.ib) +i.sP(0,B.i) +i.sA(0,B.id) b7.Z(j,i) -h=b5.U() -h.a2(0,16.5107,183.601) +h=b5.T() +h.a0(0,16.5107,183.601) h.k(16.5107,137.525,16.5107,114.487,22.5714,95.842) h.k(34.8204,58.1598,64.3765,28.6164,102.075,16.3727) h.k(120.728,10.3147,143.776,10.3147,189.872,10.3147) @@ -71760,110 +73031,110 @@ h.k(16.5107,1655.51,16.5107,1632.48,16.5107,1586.4) h.n(0,16.5107,183.601) h.R(0) g=b5.B() -g.sS(0,B.i) -g.sA(0,B.B) +g.sP(0,B.i) +g.sA(0,B.D) b7.Z(h,g) -f=b5.U() -f.a2(0,683.128,0) +f=b5.T() +f.a0(0,683.128,0) f.n(0,695.511,0) f.n(0,695.511,10.3147) f.n(0,683.128,10.3147) f.n(0,683.128,0) f.R(0) e=b5.B() -e.sS(0,B.i) -e.sA(0,B.aB) +e.sP(0,B.i) +e.sA(0,B.az) b7.Z(f,e) -d=b5.U() -d.a2(0,856.489,177.413) +d=b5.T() +d.a0(0,856.489,177.413) d.n(0,866.808,177.413) d.n(0,866.808,189.79) d.n(0,856.489,189.79) d.n(0,856.489,177.413) d.R(0) c=b5.B() -c.sS(0,B.i) -c.sA(0,B.aB) +c.sP(0,B.i) +c.sA(0,B.az) b7.Z(d,c) -b=b5.U() -b.a2(0,6.19141,177.413) +b=b5.T() +b.a0(0,6.19141,177.413) b.n(0,16.5106,177.413) b.n(0,16.5106,189.79) b.n(0,6.19141,189.79) b.n(0,6.19141,177.413) b.R(0) a=b5.B() -a.sS(0,B.i) -a.sA(0,B.aB) +a.sP(0,B.i) +a.sA(0,B.az) b7.Z(b,a) -a0=b5.U() -a0.a2(0,6.19141,1580.21) +a0=b5.T() +a0.a0(0,6.19141,1580.21) a0.n(0,16.5106,1580.21) a0.n(0,16.5106,1592.59) a0.n(0,6.19141,1592.59) a0.n(0,6.19141,1580.21) a0.R(0) a1=b5.B() -a1.sS(0,B.i) -a1.sA(0,B.aB) +a1.sP(0,B.i) +a1.sA(0,B.az) b7.Z(a0,a1) -a2=b5.U() -a2.a2(0,856.489,1580.21) +a2=b5.T() +a2.a0(0,856.489,1580.21) a2.n(0,866.808,1580.21) a2.n(0,866.808,1592.59) a2.n(0,856.489,1592.59) a2.n(0,856.489,1580.21) a2.R(0) a3=b5.B() -a3.sS(0,B.i) -a3.sA(0,B.aB) +a3.sP(0,B.i) +a3.sA(0,B.az) b7.Z(a2,a3) -a4=b5.U() -a4.a2(0,177.489,1759.69) +a4=b5.T() +a4.a0(0,177.489,1759.69) a4.n(0,189.872,1759.69) a4.n(0,189.872,b4) a4.n(0,177.489,b4) a4.n(0,177.489,1759.69) a4.R(0) a5=b5.B() -a5.sS(0,B.i) -a5.sA(0,B.aB) +a5.sP(0,B.i) +a5.sA(0,B.az) b7.Z(a4,a5) -a6=b5.U() -a6.a2(0,515.958,76.3286) +a6=b5.T() +a6.a0(0,515.958,76.3286) a6.k(523.936,76.3286,530.404,69.8634,530.404,61.8881) a6.k(530.404,53.9128,523.936,47.4475,515.958,47.4475) a6.k(507.979,47.4475,501.511,53.9128,501.511,61.8881) a6.k(501.511,69.8634,507.979,76.3286,515.958,76.3286) a6.R(0) a7=b5.B() -a7.sS(0,B.i) -a7.sA(0,B.T) +a7.sP(0,B.i) +a7.sA(0,B.U) b7.Z(a6,a7) -a8=b5.U() -a8.a2(0,515.958,70.9135) +a8=b5.T() +a8.a0(0,515.958,70.9135) a8.k(520.945,70.9135,524.987,66.8727,524.987,61.8881) a8.k(524.987,56.9036,520.945,52.8628,515.958,52.8628) a8.k(510.971,52.8628,506.929,56.9036,506.929,61.8881) a8.k(506.929,66.8727,510.971,70.9135,515.958,70.9135) a8.R(0) a9=b5.B() -a9.sS(0,B.i) -a9.sA(0,B.B) +a9.sP(0,B.i) +a9.sA(0,B.D) b7.Z(a8,a9) -b0=b5.U() -b0.a2(0,515.957,60.083) +b0=b5.T() +b0.a0(0,515.957,60.083) b0.k(516.955,60.083,517.763,59.2749,517.763,58.278) b0.k(517.763,57.2811,516.955,56.4729,515.957,56.4729) b0.k(514.96,56.4729,514.151,57.2811,514.151,58.278) b0.k(514.151,59.2749,514.96,60.083,515.957,60.083) b0.R(0) b1=b5.B() -b1.sS(0,B.i) -b1.sA(0,B.br) +b1.sP(0,B.i) +b1.sA(0,B.bt) b7.Z(b0,b1) -b2=b5.U() -b2.a2(0,392.128,61.888) +b2=b5.T() +b2.a0(0,392.128,61.888) b2.k(392.128,58.47,394.899,55.6992,398.317,55.6992) b2.n(0,474.684,55.6992) b2.k(478.102,55.6992,480.873,58.47,480.873,61.888) @@ -71874,13 +73145,13 @@ b2.k(394.899,68.0768,392.128,65.306,392.128,61.888) b2.n(0,392.128,61.888) b2.R(0) b3=b5.B() -b3.sS(0,B.i) -b3.sA(0,B.T) +b3.sP(0,B.i) +b3.sA(0,B.U) b7.Z(b2,b3)}, -cC(a){return!1}} -A.af5.prototype={ -aK(c1,c2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9=$.G(),c0=b9.U() -c0.a2(0,866.809,454.042) +cu(a){return!1}} +A.afZ.prototype={ +aJ(c1,c2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9=$.G(),c0=b9.T() +c0.a0(0,866.809,454.042) c0.n(0,869.904,454.042) c0.k(871.614,454.042,873,455.428,873,457.138) c0.n(0,873,659.394) @@ -71889,11 +73160,11 @@ c0.n(0,866.809,662.489) c0.n(0,866.809,454.042) c0.R(0) s=b9.B() -s.sS(0,B.i) -s.sA(0,B.i9) +s.sP(0,B.i) +s.sA(0,B.ib) c1.Z(c0,s) -r=b9.U() -r.a2(0,6.19141,705.83) +r=b9.T() +r.a0(0,6.19141,705.83) r.n(0,3.09565,705.83) r.k(1.38592,705.83,0,704.444,0,702.734) r.n(0,0,580.968) @@ -71902,11 +73173,11 @@ r.n(0,6.19142,577.872) r.n(0,6.19141,705.83) r.R(0) q=b9.B() -q.sS(0,B.i) -q.sA(0,B.i9) +q.sP(0,B.i) +q.sA(0,B.ib) c1.Z(r,q) -p=b9.U() -p.a2(0,6.19141,536.596) +p=b9.T() +p.a0(0,6.19141,536.596) p.n(0,3.09565,536.596) p.k(1.38592,536.596,0,535.21,0,533.5) p.n(0,0,411.734) @@ -71915,11 +73186,11 @@ p.n(0,6.19142,408.638) p.n(0,6.19141,536.596) p.R(0) o=b9.B() -o.sS(0,B.i) -o.sA(0,B.bd) +o.sP(0,B.i) +o.sA(0,B.be) c1.Z(p,o) -n=b9.U() -n.a2(0,6.19141,346.723) +n=b9.T() +n.a0(0,6.19141,346.723) n.n(0,3.09566,346.723) n.k(1.38592,346.723,0,345.337,0,343.628) n.n(0,0,283.777) @@ -71928,11 +73199,11 @@ n.n(0,6.19141,280.681) n.n(0,6.19141,346.723) n.R(0) m=b9.B() -m.sS(0,B.i) -m.sA(0,B.bd) +m.sP(0,B.i) +m.sA(0,B.be) c1.Z(n,m) -l=b9.U() -l.a2(0,6.19141,187.809) +l=b9.T() +l.a0(0,6.19141,187.809) l.k(6.19141,137.871,6.19141,112.902,12.7571,92.6946) l.k(26.0269,51.8546,58.046,19.8354,98.886,6.56572) l.k(119.093,0,144.062,0,194,0) @@ -71951,11 +73222,11 @@ l.k(6.19141,1657.86,6.19141,1632.9,6.19141,1582.96) l.n(0,6.19141,187.809) l.R(0) k=b9.B() -k.sS(0,B.i) -k.sA(0,B.bd) +k.sP(0,B.i) +k.sA(0,B.be) c1.Z(l,k) -j=b9.U() -j.a2(0,679.825,4.12755) +j=b9.T() +j.a0(0,679.825,4.12755) j.n(0,193.174,4.12755) j.k(143.844,4.12755,119.668,4.15301,100.161,10.4912) j.k(60.5778,23.3527,29.5438,54.3866,16.6824,93.97) @@ -71973,7 +73244,7 @@ j.k(862.68,137.653,862.655,113.477,856.317,93.97) j.k(843.455,54.3866,812.421,23.3527,772.838,10.4912) j.k(753.331,4.15301,729.155,4.12755,679.825,4.12755) j.R(0) -j.a2(0,14.7196,93.3323) +j.a0(0,14.7196,93.3323) j.k(8.25488,113.229,8.25488,137.813,8.25488,186.983) j.n(0,8.25488,1583.78) j.k(8.25488,1632.95,8.25488,1657.54,14.7196,1677.43) @@ -71992,11 +73263,11 @@ j.k(144.005,2.06372,119.42,2.06372,99.5235,8.52843) j.k(59.3117,21.594,27.7852,53.1206,14.7196,93.3323) j.R(0) i=b9.B() -i.sS(0,B.i) -i.sA(0,B.ib) +i.sP(0,B.i) +i.sA(0,B.id) c1.Z(j,i) -h=b9.U() -h.a2(0,16.5107,183.681) +h=b9.T() +h.a0(0,16.5107,183.681) h.k(16.5107,137.584,16.5107,114.536,22.5714,95.8834) h.k(34.8204,58.1849,64.3765,28.6287,102.075,16.3798) h.k(120.728,10.3191,143.776,10.3191,189.872,10.3191) @@ -72015,11 +73286,11 @@ h.k(16.5107,1656.23,16.5107,1633.18,16.5107,1587.09) h.n(0,16.5107,183.681) h.R(0) g=b9.B() -g.sS(0,B.i) -g.sA(0,B.B) +g.sP(0,B.i) +g.sA(0,B.D) c1.Z(h,g) -f=b9.U() -f.a2(0,365,10) +f=b9.T() +f.a0(0,365,10) f.n(0,506,10) f.n(0,506,14) f.k(506,18.4183,502.418,22,498,22) @@ -72028,87 +73299,87 @@ f.k(368.582,22,365,18.4183,365,14) f.n(0,365,10) f.R(0) e=b9.B() -e.sS(0,B.i) -e.sA(0,B.T) +e.sP(0,B.i) +e.sA(0,B.U) c1.Z(f,e) d=b9.B() -d.sS(0,B.i) -d.sA(0,B.aB) +d.sP(0,B.i) +d.sA(0,B.az) c=c2.a b=c*0.7825063 a=c*0.01418442 a0=c2.b a1=a0*0.005826708 -c1.aU(new A.x(b,0,b+a,0+a1),d) +c1.aX(new A.x(b,0,b+a,0+a1),d) a2=b9.B() -a2.sS(0,B.i) -a2.sA(0,B.aB) +a2.sP(0,B.i) +a2.sA(0,B.az) b=c*0.9810871 a3=a0*0.1002196 a4=c*0.01182027 a5=a0*0.006992095 a6=b+a4 a7=a3+a5 -c1.aU(new A.x(b,a3,a6,a7),a2) +c1.aX(new A.x(b,a3,a6,a7),a2) a8=b9.B() -a8.sS(0,B.i) -a8.sA(0,B.aB) +a8.sP(0,B.i) +a8.sA(0,B.az) a9=c*0.007092108 a4=a9+a4 -c1.aU(new A.x(a9,a3,a4,a7),a8) +c1.aX(new A.x(a9,a3,a4,a7),a8) b0=b9.B() -b0.sS(0,B.i) -b0.sA(0,B.aB) +b0.sP(0,B.i) +b0.sA(0,B.az) a7=a0*0.8926539 a5=a7+a5 -c1.aU(new A.x(a9,a7,a4,a5),b0) +c1.aX(new A.x(a9,a7,a4,a5),b0) b1=b9.B() -b1.sS(0,B.i) -b1.sA(0,B.aB) -c1.aU(new A.x(b,a7,a6,a5),b1) +b1.sP(0,B.i) +b1.sA(0,B.az) +c1.aX(new A.x(b,a7,a6,a5),b1) b2=b9.B() -b2.sS(0,B.i) -b2.sA(0,B.aB) +b2.sP(0,B.i) +b2.sA(0,B.az) c*=0.2033093 a0*=0.9940429 -c1.aU(new A.x(c,a0,c+a,a0+a1),b2) -b3=b9.U() -b3.a2(0,328.511,77.0213) +c1.aX(new A.x(c,a0,c+a,a0+a1),b2) +b3=b9.T() +b3.a0(0,328.511,77.0213) b3.k(337.629,77.0213,345.021,69.6292,345.021,60.5106) b3.k(345.021,51.3921,337.629,44,328.511,44) b3.k(319.392,44,312,51.3921,312,60.5106) b3.k(312,69.6292,319.392,77.0213,328.511,77.0213) b3.R(0) b4=b9.B() -b4.sS(0,B.i) -b4.sA(0,B.T) +b4.sP(0,B.i) +b4.sA(0,B.U) c1.Z(b3,b4) -b5=b9.U() -b5.a2(0,328.511,70.8297) +b5=b9.T() +b5.a0(0,328.511,70.8297) b5.k(334.21,70.8297,338.83,66.2097,338.83,60.5106) b5.k(338.83,54.8114,334.21,50.1914,328.511,50.1914) b5.k(322.811,50.1914,318.191,54.8114,318.191,60.5106) b5.k(318.191,66.2097,322.811,70.8297,328.511,70.8297) b5.R(0) b6=b9.B() -b6.sS(0,B.i) -b6.sA(0,B.B) +b6.sP(0,B.i) +b6.sA(0,B.D) c1.Z(b5,b6) -b7=b9.U() -b7.a2(0,328.511,58.4468) +b7=b9.T() +b7.a0(0,328.511,58.4468) b7.k(329.651,58.4468,330.575,57.5227,330.575,56.3829) b7.k(330.575,55.2431,329.651,54.3191,328.511,54.3191) b7.k(327.371,54.3191,326.447,55.2431,326.447,56.3829) b7.k(326.447,57.5227,327.371,58.4468,328.511,58.4468) b7.R(0) b8=b9.B() -b8.sS(0,B.i) -b8.sA(0,B.br) +b8.sP(0,B.i) +b8.sA(0,B.bt) c1.Z(b7,b8)}, -cC(a){return!1}} -A.af6.prototype={ -aK(b7,b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4=1768,b5=$.G(),b6=b5.U() -b6.a2(0,864.822,473.939) +cu(a){return!1}} +A.ag_.prototype={ +aJ(b7,b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4=1768,b5=$.G(),b6=b5.T() +b6.a0(0,864.822,473.939) b6.n(0,867.911,473.939) b6.k(869.617,473.939,871,475.323,871,477.03) b6.n(0,871,703.697) @@ -72117,11 +73388,11 @@ b6.n(0,864.822,706.788) b6.n(0,864.822,473.939) b6.R(0) s=b5.B() -s.sS(0,B.i) -s.sA(0,B.cp) +s.sP(0,B.i) +s.sA(0,B.cr) b7.Z(b6,s) -r=b5.U() -r.a2(0,6.17773,754.182) +r=b5.T() +r.a0(0,6.17773,754.182) r.n(0,3.08907,754.182) r.k(1.38325,754.182,0.000418235,752.798,0.000418385,751.091) r.n(0,0.000430265,615.091) @@ -72130,11 +73401,11 @@ r.n(0,6.17775,612) r.n(0,6.17773,754.182) r.R(0) q=b5.B() -q.sS(0,B.i) -q.sA(0,B.cp) +q.sP(0,B.i) +q.sA(0,B.cr) b7.Z(r,q) -p=b5.U() -p.a2(0,6.17773,566.667) +p=b5.T() +p.a0(0,6.17773,566.667) p.n(0,3.08907,566.667) p.k(1.38325,566.667,0.000418235,565.283,0.000418385,563.576) p.n(0,0.000430265,427.576) @@ -72143,11 +73414,11 @@ p.n(0,6.17775,424.485) p.n(0,6.17773,566.667) p.R(0) o=b5.B() -o.sS(0,B.i) -o.sA(0,B.cp) +o.sP(0,B.i) +o.sA(0,B.cr) b7.Z(p,o) -n=b5.U() -n.a2(0,6.17773,350.303) +n=b5.T() +n.a0(0,6.17773,350.303) n.n(0,3.08908,350.303) n.k(1.38326,350.303,0.000424842,348.919,0.000424991,347.212) n.n(0,0.000430571,283.333) @@ -72156,11 +73427,11 @@ n.n(0,6.17774,280.242) n.n(0,6.17773,350.303) n.R(0) m=b5.B() -m.sS(0,B.i) -m.sA(0,B.cp) +m.sP(0,B.i) +m.sA(0,B.cr) b7.Z(n,m) -l=b5.U() -l.a2(0,6.17773,187.515) +l=b5.T() +l.a0(0,6.17773,187.515) l.k(6.17773,137.655,6.17773,112.725,12.7284,92.5498) l.k(25.9677,51.7736,57.9135,19.8045,98.66,6.55546) l.k(118.821,0,143.733,0,193.556,0) @@ -72179,11 +73450,11 @@ l.k(6.17773,1655.27,6.17773,1630.34,6.17773,1580.48) l.n(0,6.17773,187.515) l.R(0) k=b5.B() -k.sS(0,B.i) -k.sA(0,B.rK) +k.sP(0,B.i) +k.sA(0,B.rN) b7.Z(l,k) -j=b5.U() -j.a2(0,678.268,6.18176) +j=b5.T() +j.a0(0,678.268,6.18176) j.n(0,192.732,6.18176) j.k(143.354,6.18176,119.642,6.2326,100.568,12.4347) j.k(61.7025,25.0722,31.2312,55.5658,18.6029,94.4601) @@ -72201,7 +73472,7 @@ j.k(858.645,137.277,858.595,113.548,852.397,94.4601) j.k(839.769,55.5658,809.297,25.0722,770.432,12.4347) j.k(751.357,6.2326,727.645,6.18176,678.268,6.18176) j.R(0) -j.a2(0,14.6862,93.1865) +j.a0(0,14.6862,93.1865) j.k(8.23633,113.052,8.23633,137.598,8.23633,186.691) j.n(0,8.23633,1581.31) j.k(8.23633,1630.4,8.23633,1654.95,14.6862,1674.81) @@ -72220,11 +73491,11 @@ j.k(143.675,2.06055,119.147,2.06055,99.2958,8.51515) j.k(59.1762,21.5603,27.7219,53.0376,14.6862,93.1865) j.R(0) i=b5.B() -i.sS(0,B.i) -i.sA(0,B.cp) +i.sP(0,B.i) +i.sA(0,B.cr) b7.Z(j,i) -h=b5.U() -h.a2(0,16.4727,183.394) +h=b5.T() +h.a0(0,16.4727,183.394) h.k(16.4727,137.369,16.4727,114.357,22.5194,95.7336) h.k(34.7404,58.094,64.2288,28.584,101.841,16.3542) h.k(120.451,10.303,143.446,10.303,189.437,10.303) @@ -72243,110 +73514,110 @@ h.k(16.4727,1653.64,16.4727,1630.63,16.4727,1584.61) h.n(0,16.4727,183.394) h.R(0) g=b5.B() -g.sS(0,B.i) -g.sA(0,B.B) +g.sP(0,B.i) +g.sA(0,B.D) b7.Z(h,g) -f=b5.U() -f.a2(0,677.445,0) +f=b5.T() +f.a0(0,677.445,0) f.n(0,695.977,0) f.n(0,695.977,10.303) f.n(0,677.445,10.303) f.n(0,677.445,0) f.R(0) e=b5.B() -e.sS(0,B.i) -e.sA(0,B.bR) +e.sP(0,B.i) +e.sA(0,B.bT) b7.Z(f,e) -d=b5.U() -d.a2(0,854.527,177.212) +d=b5.T() +d.a0(0,854.527,177.212) d.n(0,864.823,177.212) d.n(0,864.823,195.758) d.n(0,854.527,195.758) d.n(0,854.527,177.212) d.R(0) c=b5.B() -c.sS(0,B.i) -c.sA(0,B.bR) +c.sP(0,B.i) +c.sA(0,B.bT) b7.Z(d,c) -b=b5.U() -b.a2(0,6.17773,177.212) +b=b5.T() +b.a0(0,6.17773,177.212) b.n(0,16.4732,177.212) b.n(0,16.4732,195.758) b.n(0,6.17773,195.758) b.n(0,6.17773,177.212) b.R(0) a=b5.B() -a.sS(0,B.i) -a.sA(0,B.bR) +a.sP(0,B.i) +a.sA(0,B.bT) b7.Z(b,a) -a0=b5.U() -a0.a2(0,6.17773,1572.24) +a0=b5.T() +a0.a0(0,6.17773,1572.24) a0.n(0,16.4732,1572.24) a0.n(0,16.4732,1590.79) a0.n(0,6.17773,1590.79) a0.n(0,6.17773,1572.24) a0.R(0) a1=b5.B() -a1.sS(0,B.i) -a1.sA(0,B.bR) +a1.sP(0,B.i) +a1.sA(0,B.bT) b7.Z(a0,a1) -a2=b5.U() -a2.a2(0,854.527,1572.24) +a2=b5.T() +a2.a0(0,854.527,1572.24) a2.n(0,864.823,1572.24) a2.n(0,864.823,1590.79) a2.n(0,854.527,1590.79) a2.n(0,854.527,1572.24) a2.R(0) a3=b5.B() -a3.sS(0,B.i) -a3.sA(0,B.bR) +a3.sP(0,B.i) +a3.sA(0,B.bT) b7.Z(a2,a3) -a4=b5.U() -a4.a2(0,175.024,1757.7) +a4=b5.T() +a4.a0(0,175.024,1757.7) a4.n(0,193.556,1757.7) a4.n(0,193.556,b4) a4.n(0,175.024,b4) a4.n(0,175.024,1757.7) a4.R(0) a5=b5.B() -a5.sS(0,B.i) -a5.sA(0,B.bR) +a5.sP(0,B.i) +a5.sA(0,B.bT) b7.Z(a4,a5) -a6=b5.U() -a6.a2(0,304.473,85.9697) +a6=b5.T() +a6.a0(0,304.473,85.9697) a6.k(313.57,85.9697,320.946,78.5892,320.946,69.4848) a6.k(320.946,60.3805,313.57,53,304.473,53) a6.k(295.375,53,288,60.3805,288,69.4848) a6.k(288,78.5892,295.375,85.9697,304.473,85.9697) a6.R(0) a7=b5.B() -a7.sS(0,B.i) -a7.sA(0,B.T) +a7.sP(0,B.i) +a7.sA(0,B.U) b7.Z(a6,a7) -a8=b5.U() -a8.a2(0,304.473,79.7879) +a8=b5.T() +a8.a0(0,304.473,79.7879) a8.k(310.159,79.7879,314.769,75.1751,314.769,69.4849) a8.k(314.769,63.7947,310.159,59.1819,304.473,59.1819) a8.k(298.787,59.1819,294.178,63.7947,294.178,69.4849) a8.k(294.178,75.1751,298.787,79.7879,304.473,79.7879) a8.R(0) a9=b5.B() -a9.sS(0,B.i) -a9.sA(0,B.B) +a9.sP(0,B.i) +a9.sA(0,B.D) b7.Z(a8,a9) -b0=b5.U() -b0.a2(0,304.473,67.4242) +b0=b5.T() +b0.a0(0,304.473,67.4242) b0.k(305.61,67.4242,306.532,66.5016,306.532,65.3636) b0.k(306.532,64.2255,305.61,63.303,304.473,63.303) b0.k(303.336,63.303,302.414,64.2255,302.414,65.3636) b0.k(302.414,66.5016,303.336,67.4242,304.473,67.4242) b0.R(0) b1=b5.B() -b1.sS(0,B.i) -b1.sA(0,B.br) +b1.sP(0,B.i) +b1.sA(0,B.bt) b7.Z(b0,b1) -b2=b5.U() -b2.a2(0,361,10) +b2=b5.T() +b2.a0(0,361,10) b2.n(0,510,10) b2.n(0,510,14) b2.k(510,18.4183,506.418,22,502,22) @@ -72355,13 +73626,13 @@ b2.k(364.582,22,361,18.4183,361,14) b2.n(0,361,10) b2.R(0) b3=b5.B() -b3.sS(0,B.i) -b3.sA(0,B.T) +b3.sP(0,B.i) +b3.sA(0,B.U) b7.Z(b2,b3)}, -cC(a){return!1}} -A.af7.prototype={ -aK(b7,b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4=1770,b5=$.G(),b6=b5.U() -b6.a2(0,866.809,495.105) +cu(a){return!1}} +A.ag0.prototype={ +aJ(b7,b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4=1770,b5=$.G(),b6=b5.T() +b6.a0(0,866.809,495.105) b6.n(0,869.904,495.105) b6.k(871.614,495.105,873,496.49,873,498.199) b6.n(0,873,683.864) @@ -72370,11 +73641,11 @@ b6.n(0,866.809,686.958) b6.n(0,866.809,495.105) b6.R(0) s=b5.B() -s.sS(0,B.i) -s.sA(0,B.bd) +s.sP(0,B.i) +s.sA(0,B.be) b7.Z(b6,s) -r=b5.U() -r.a2(0,6.19141,728.217) +r=b5.T() +r.a0(0,6.19141,728.217) r.n(0,3.09565,728.217) r.k(1.38592,728.217,0,726.831,0,725.122) r.n(0,0,609.598) @@ -72383,11 +73654,11 @@ r.n(0,6.19142,606.503) r.n(0,6.19141,728.217) r.R(0) q=b5.B() -q.sS(0,B.i) -q.sA(0,B.bd) +q.sP(0,B.i) +q.sA(0,B.be) b7.Z(r,q) -p=b5.U() -p.a2(0,6.19141,573.496) +p=b5.T() +p.a0(0,6.19141,573.496) p.n(0,3.09565,573.496) p.k(1.38592,573.496,0,572.111,0,570.402) p.n(0,0,454.877) @@ -72396,11 +73667,11 @@ p.n(0,6.19142,451.783) p.n(0,6.19141,573.496) p.R(0) o=b5.B() -o.sS(0,B.i) -o.sA(0,B.bd) +o.sP(0,B.i) +o.sA(0,B.be) b7.Z(p,o) -n=b5.U() -n.a2(0,6.19141,398.147) +n=b5.T() +n.a0(0,6.19141,398.147) n.n(0,3.09566,398.147) n.k(1.38592,398.147,0,396.761,0,395.052) n.n(0,0,343.479) @@ -72409,11 +73680,11 @@ n.n(0,6.19141,340.384) n.n(0,6.19141,398.147) n.R(0) m=b5.B() -m.sS(0,B.i) -m.sA(0,B.bd) +m.sP(0,B.i) +m.sA(0,B.be) b7.Z(n,m) -l=b5.U() -l.a2(0,6.19141,187.727) +l=b5.T() +l.a0(0,6.19141,187.727) l.k(6.19141,137.811,6.19141,112.853,12.7571,92.6545) l.k(26.0269,51.8322,58.046,19.8269,98.886,6.56288) l.k(119.093,0,144.062,0,194,0) @@ -72432,11 +73703,11 @@ l.k(6.19141,1657.15,6.19141,1632.19,6.19141,1582.27) l.n(0,6.19141,187.727) l.R(0) k=b5.B() -k.sS(0,B.i) -k.sA(0,B.bd) +k.sP(0,B.i) +k.sA(0,B.be) b7.Z(l,k) -j=b5.U() -j.a2(0,679.824,4.12593) +j=b5.T() +j.a0(0,679.824,4.12593) j.n(0,193.173,4.12593) j.k(143.843,4.12593,119.667,4.15138,100.16,10.4869) j.k(60.5768,23.3427,29.5429,54.3633,16.6814,93.9296) @@ -72454,7 +73725,7 @@ j.k(862.679,137.593,862.654,113.428,856.316,93.9296) j.k(843.454,54.3633,812.42,23.3427,772.837,10.4869) j.k(753.33,4.15138,729.154,4.12593,679.824,4.12593) j.R(0) -j.a2(0,14.7186,93.2921) +j.a0(0,14.7186,93.2921) j.k(8.25391,113.18,8.25391,137.754,8.25391,186.902) j.n(0,8.25391,1583.1) j.k(8.25391,1632.25,8.25391,1656.82,14.7186,1676.71) @@ -72473,11 +73744,11 @@ j.k(144.004,2.06299,119.419,2.06299,99.5225,8.5249) j.k(59.3107,21.5848,27.7842,53.0977,14.7186,93.2921) j.R(0) i=b5.B() -i.sS(0,B.i) -i.sA(0,B.ib) +i.sP(0,B.i) +i.sA(0,B.id) b7.Z(j,i) -h=b5.U() -h.a2(0,16.5117,183.601) +h=b5.T() +h.a0(0,16.5117,183.601) h.k(16.5117,137.525,16.5117,114.487,22.5724,95.842) h.k(34.8214,58.1598,64.3775,28.6164,102.076,16.3727) h.k(120.729,10.3147,143.777,10.3147,189.873,10.3147) @@ -72496,110 +73767,110 @@ h.k(16.5117,1655.51,16.5117,1632.48,16.5117,1586.4) h.n(0,16.5117,183.601) h.R(0) g=b5.B() -g.sS(0,B.i) -g.sA(0,B.B) +g.sP(0,B.i) +g.sA(0,B.D) b7.Z(h,g) -f=b5.U() -f.a2(0,683.127,0) +f=b5.T() +f.a0(0,683.127,0) f.n(0,695.51,0) f.n(0,695.51,10.3147) f.n(0,683.127,10.3147) f.n(0,683.127,0) f.R(0) e=b5.B() -e.sS(0,B.i) -e.sA(0,B.aB) +e.sP(0,B.i) +e.sA(0,B.az) b7.Z(f,e) -d=b5.U() -d.a2(0,856.49,177.413) +d=b5.T() +d.a0(0,856.49,177.413) d.n(0,866.809,177.413) d.n(0,866.809,189.79) d.n(0,856.49,189.79) d.n(0,856.49,177.413) d.R(0) c=b5.B() -c.sS(0,B.i) -c.sA(0,B.aB) +c.sP(0,B.i) +c.sA(0,B.az) b7.Z(d,c) -b=b5.U() -b.a2(0,6.19141,177.413) +b=b5.T() +b.a0(0,6.19141,177.413) b.n(0,16.5106,177.413) b.n(0,16.5106,189.79) b.n(0,6.19141,189.79) b.n(0,6.19141,177.413) b.R(0) a=b5.B() -a.sS(0,B.i) -a.sA(0,B.aB) +a.sP(0,B.i) +a.sA(0,B.az) b7.Z(b,a) -a0=b5.U() -a0.a2(0,6.19141,1580.21) +a0=b5.T() +a0.a0(0,6.19141,1580.21) a0.n(0,16.5106,1580.21) a0.n(0,16.5106,1592.59) a0.n(0,6.19141,1592.59) a0.n(0,6.19141,1580.21) a0.R(0) a1=b5.B() -a1.sS(0,B.i) -a1.sA(0,B.aB) +a1.sP(0,B.i) +a1.sA(0,B.az) b7.Z(a0,a1) -a2=b5.U() -a2.a2(0,856.49,1580.21) +a2=b5.T() +a2.a0(0,856.49,1580.21) a2.n(0,866.809,1580.21) a2.n(0,866.809,1592.59) a2.n(0,856.49,1592.59) a2.n(0,856.49,1580.21) a2.R(0) a3=b5.B() -a3.sS(0,B.i) -a3.sA(0,B.aB) +a3.sP(0,B.i) +a3.sA(0,B.az) b7.Z(a2,a3) -a4=b5.U() -a4.a2(0,177.49,1759.69) +a4=b5.T() +a4.a0(0,177.49,1759.69) a4.n(0,189.873,1759.69) a4.n(0,189.873,b4) a4.n(0,177.49,b4) a4.n(0,177.49,1759.69) a4.R(0) a5=b5.B() -a5.sS(0,B.i) -a5.sA(0,B.aB) +a5.sP(0,B.i) +a5.sA(0,B.az) b7.Z(a4,a5) -a6=b5.U() -a6.a2(0,331.447,73.8811) +a6=b5.T() +a6.a0(0,331.447,73.8811) a6.k(339.426,73.8811,345.894,67.4159,345.894,59.4406) a6.k(345.894,51.4653,339.426,45,331.447,45) a6.k(323.468,45,317,51.4653,317,59.4406) a6.k(317,67.4159,323.468,73.8811,331.447,73.8811) a6.R(0) a7=b5.B() -a7.sS(0,B.i) -a7.sA(0,B.T) +a7.sP(0,B.i) +a7.sA(0,B.U) b7.Z(a6,a7) -a8=b5.U() -a8.a2(0,331.447,68.466) +a8=b5.T() +a8.a0(0,331.447,68.466) a8.k(336.434,68.466,340.476,64.4252,340.476,59.4406) a8.k(340.476,54.4561,336.434,50.4153,331.447,50.4153) a8.k(326.46,50.4153,322.418,54.4561,322.418,59.4406) a8.k(322.418,64.4252,326.46,68.466,331.447,68.466) a8.R(0) a9=b5.B() -a9.sS(0,B.i) -a9.sA(0,B.B) +a9.sP(0,B.i) +a9.sA(0,B.D) b7.Z(a8,a9) -b0=b5.U() -b0.a2(0,331.446,57.6355) +b0=b5.T() +b0.a0(0,331.446,57.6355) b0.k(332.444,57.6355,333.252,56.8274,333.252,55.8305) b0.k(333.252,54.8335,332.444,54.0254,331.446,54.0254) b0.k(330.449,54.0254,329.641,54.8335,329.641,55.8305) b0.k(329.641,56.8274,330.449,57.6355,331.446,57.6355) b0.R(0) b1=b5.B() -b1.sS(0,B.i) -b1.sA(0,B.br) +b1.sP(0,B.i) +b1.sA(0,B.bt) b7.Z(b0,b1) -b2=b5.U() -b2.a2(0,372,13) +b2=b5.T() +b2.a0(0,372,13) b2.n(0,499,13) b2.n(0,499,17) b2.k(499,21.4183,495.418,25,491,25) @@ -72608,13 +73879,13 @@ b2.k(375.582,25,372,21.4183,372,17) b2.n(0,372,13) b2.R(0) b3=b5.B() -b3.sS(0,B.i) -b3.sA(0,B.T) +b3.sP(0,B.i) +b3.sA(0,B.U) b7.Z(b2,b3)}, -cC(a){return!1}} -A.af8.prototype={ -aK(a9,b0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6=1792,a7=$.G(),a8=a7.U() -a8.a2(0,884.74,369.179) +cu(a){return!1}} +A.ag1.prototype={ +aJ(a9,b0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6=1792,a7=$.G(),a8=a7.T() +a8.a0(0,884.74,369.179) a8.n(0,886.827,369.179) a8.k(889.132,369.179,891,370.356,891,371.808) a8.n(0,891,497.984) @@ -72623,11 +73894,11 @@ a8.n(0,884.74,500.613) a8.n(0,884.74,369.179) a8.R(0) s=a7.B() -s.sS(0,B.i) -s.sA(0,B.B) +s.sP(0,B.i) +s.sA(0,B.D) a9.Z(a8,s) -r=a7.U() -r.a2(0,0,538.165) +r=a7.T() +r.a0(0,0,538.165) r.k(0,535.861,1.86845,533.993,4.1733,533.993) r.n(0,6.25995,533.993) r.n(0,6.25995,665.427) @@ -72636,11 +73907,11 @@ r.k(1.86845,665.427,0,663.558,0,661.254) r.n(0,0,538.165) r.R(0) q=a7.B() -q.sS(0,B.i) -q.sA(0,B.B) +q.sP(0,B.i) +q.sA(0,B.D) a9.Z(r,q) -p=a7.U() -p.a2(0,0,373.352) +p=a7.T() +p.a0(0,0,373.352) p.k(0,371.048,1.86845,369.179,4.1733,369.179) p.n(0,6.25995,369.179) p.n(0,6.25995,500.613) @@ -72649,11 +73920,11 @@ p.k(1.86845,500.613,0,498.745,0,496.44) p.n(0,0,373.352) p.R(0) o=a7.B() -o.sS(0,B.i) -o.sA(0,B.B) +o.sP(0,B.i) +o.sA(0,B.D) a9.Z(p,o) -n=a7.U() -n.a2(0,0,246.091) +n=a7.T() +n.a0(0,0,246.091) n.k(0,243.787,1.86845,241.918,4.1733,241.918) n.n(0,6.25995,241.918) n.n(0,6.25995,310.765) @@ -72662,11 +73933,11 @@ n.k(1.86845,310.765,0,308.897,0,306.592) n.n(0,0,246.091) n.R(0) m=a7.B() -m.sS(0,B.i) -m.sA(0,B.B) +m.sP(0,B.i) +m.sA(0,B.D) a9.Z(n,m) -l=a7.U() -l.a2(0,6.25977,133.434) +l=a7.T() +l.a0(0,6.25977,133.434) l.k(6.25977,60.8448,65.116,2,137.719,2) l.n(0,753.281,2) l.k(825.884,2,884.74,60.8448,884.74,133.434) @@ -72677,11 +73948,11 @@ l.k(65.116,a6,6.25977,1733.16,6.25977,1660.57) l.n(0,6.25977,133.434) l.R(0) k=a7.B() -k.sS(0,B.i) -k.sA(0,B.bQ) +k.sP(0,B.i) +k.sA(0,B.bS) a9.Z(l,k) -j=a7.U() -j.a2(0,16.6934,133.433) +j=a7.T() +j.a0(0,16.6934,133.433) j.k(16.6934,66.6058,70.8785,12.4312,137.719,12.4312) j.n(0,753.281,12.4312) j.k(820.122,12.4312,874.307,66.6058,874.307,133.433) @@ -72692,11 +73963,11 @@ j.k(70.8785,1781.57,16.6934,1727.39,16.6934,1660.57) j.n(0,16.6934,133.433) j.R(0) i=a7.B() -i.sS(0,B.i) -i.sA(0,B.B) +i.sP(0,B.i) +i.sA(0,B.D) a9.Z(j,i) -h=a7.U() -h.a2(0,365.164,118.83) +h=a7.T() +h.a0(0,365.164,118.83) h.k(365.164,115.373,367.966,112.571,371.423,112.571) h.n(0,519.577,112.571) h.k(523.034,112.571,525.836,115.373,525.836,118.83) @@ -72707,72 +73978,72 @@ h.k(367.966,125.089,365.164,122.286,365.164,118.83) h.n(0,365.164,118.83) h.R(0) g=a7.B() -g.sS(0,B.i) -g.sA(0,B.T) +g.sP(0,B.i) +g.sA(0,B.U) a9.Z(h,g) -f=a7.U() -f.a2(0,294.218,135.52) +f=a7.T() +f.a0(0,294.218,135.52) f.k(303.437,135.52,310.911,128.047,310.911,118.83) f.k(310.911,109.612,303.437,102.14,294.218,102.14) f.k(284.998,102.14,277.524,109.612,277.524,118.83) f.k(277.524,128.047,284.998,135.52,294.218,135.52) f.R(0) e=a7.B() -e.sS(0,B.i) -e.sA(0,B.T) +e.sP(0,B.i) +e.sA(0,B.U) a9.Z(f,e) -d=a7.U() -d.a2(0,294.217,129.261) +d=a7.T() +d.a0(0,294.217,129.261) d.k(299.98,129.261,304.651,124.591,304.651,118.83) d.k(304.651,113.069,299.98,108.399,294.217,108.399) d.k(288.455,108.399,283.784,113.069,283.784,118.83) d.k(283.784,124.591,288.455,129.261,294.217,129.261) d.R(0) c=a7.B() -c.sS(0,B.i) -c.sA(0,B.B) +c.sP(0,B.i) +c.sA(0,B.D) a9.Z(d,c) -b=a7.U() -b.a2(0,294.218,116.744) +b=a7.T() +b.a0(0,294.218,116.744) b.k(295.37,116.744,296.304,115.809,296.304,114.657) b.k(296.304,113.505,295.37,112.571,294.218,112.571) b.k(293.065,112.571,292.131,113.505,292.131,114.657) b.k(292.131,115.809,293.065,116.744,294.218,116.744) b.R(0) a=a7.B() -a.sS(0,B.i) -a.sA(0,B.br) +a.sP(0,B.i) +a.sA(0,B.bt) a9.Z(b,a) -a0=a7.U() -a0.a2(0,445.5,77.105) +a0=a7.T() +a0.a0(0,445.5,77.105) a0.k(451.838,77.105,456.977,71.9677,456.977,65.6306) a0.k(456.977,59.2935,451.838,54.1562,445.5,54.1562) a0.k(439.162,54.1562,434.023,59.2935,434.023,65.6306) a0.k(434.023,71.9677,439.162,77.105,445.5,77.105) a0.R(0) a1=a7.B() -a1.sS(0,B.i) -a1.sA(0,B.T) +a1.sP(0,B.i) +a1.sA(0,B.U) a9.Z(a0,a1) -a2=a7.U() -a2.a2(0,379.771,1686.64) +a2=a7.T() +a2.a0(0,379.771,1686.64) a2.k(379.771,1722.94,409.199,1752.36,445.5,1752.36) a2.k(481.801,1752.36,511.23,1722.94,511.23,1686.64) a2.k(511.23,1650.35,481.801,1620.93,445.5,1620.93) a2.k(409.199,1620.93,379.771,1650.35,379.771,1686.64) a2.R(0) -a2.a2(0,502.883,1686.64) +a2.a0(0,502.883,1686.64) a2.k(502.883,1718.33,477.192,1744.02,445.5,1744.02) a2.k(413.808,1744.02,388.117,1718.33,388.117,1686.64) a2.k(388.117,1654.96,413.808,1629.27,445.5,1629.27) a2.k(477.192,1629.27,502.883,1654.96,502.883,1686.64) a2.R(0) a3=a7.B() -a3.sS(0,B.i) -a3.sA(0,B.T) +a3.sP(0,B.i) +a3.sA(0,B.U) a9.Z(a2,a3) -a4=a7.U() -a4.a2(0,47.9932,196.935) +a4=a7.T() +a4.a0(0,47.9932,196.935) a4.k(47.9932,195.278,49.3363,193.935,50.9932,193.935) a4.n(0,840.007,193.935) a4.k(841.664,193.935,843.007,195.278,843.007,196.935) @@ -72783,26 +74054,26 @@ a4.k(49.3363,1597.98,47.9932,1596.64,47.9932,1594.98) a4.n(0,47.9932,196.935) a4.R(0) a5=a7.B() -a5.sS(0,B.i) -a5.sA(0,B.T) +a5.sP(0,B.i) +a5.sA(0,B.U) a9.Z(a4,a5)}, -cC(a){return!1}} -A.a_v.prototype={ -a7(a5){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=this,d=null,c=e.d,b=c.w,a=c.e,a0=a.hE(0),a1=e.f,a2=a1?b.a:a0.c-a0.a,a3=a1?b.b:a0.d-a0.b,a4=A.b([],t.p) -if(a1)a4.push(A.Fb(0,A.eh(d,d,new A.d5(c.a,t.l1),c.r,B.u),B.ad7)) +cu(a){return!1}} +A.a_U.prototype={ +a8(a5){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=this,d=null,c=e.d,b=c.w,a=c.e,a0=a.hC(0),a1=e.f,a2=a1?b.a:a0.c-a0.a,a3=a1?b.b:a0.d-a0.b,a4=A.b([],t.p) +if(a1)a4.push(A.Fr(0,A.ep(d,d,new A.d5(c.a,t.l1),c.r,B.w),B.adj)) s=a1?a0.a:0 a1=a1?a0.b:0 r=t.l -A.cb(a5,d,r).toString +A.cg(a5,d,r).toString q=e.e -p=c.c!=null&&q===B.cO +p=c.c!=null&&q===B.cR o=p===!0 n=c.x m=o?n.b:n.a l=o?n.a:n.b p=o?1:0 -k=A.cb(a5,d,r).w -r=c.c!=null&&q===B.cO +k=A.cg(a5,d,r).w +r=c.c!=null&&q===B.cR o=r===!0 if(o){r=c.c if(r==null){r=c.d @@ -72810,1240 +74081,680 @@ j=r}else j=r}else{r=c.d j=r}i=o?n.b:n.a h=o?n.a:n.b r=c.f -h=k.a7R(r,j,new A.M(i,h),B.L,j) +h=k.a8q(r,j,new A.N(i,h),B.M,j) r=c.a -g=B.b.O(A.b([B.Qt,B.Qu],t.YP),r.b)?B.EW:d -a4.push(A.k5(d,A.Zc(A.a0D(new A.Fz(p,A.fh(A.r4(new A.w6(A.al(a5).aIc(r.c,g),e.c,d),h,d),l,m),d)),B.co,new A.akn(a,d)),a0.d-a0.b,B.ad0,s,d,a1,a0.c-a0.a)) -f=A.fh(A.kV(B.bp,a4,B.Z,B.bn,d),a3,a2) -return A.a0D(new A.Fz(c.c!=null&&q===B.cO?-1:0,f,d))}} -A.akn.prototype={ -EA(a){var s=this.b,r=s.hE(0) -return s.aw(0,A.mB(-r.a,-r.b,0).a)}, -F6(a){return a.b!==this.b}} -A.ua.prototype={ -W(){return"DeviceType."+this.b}} -A.fS.prototype={ +g=B.b.N(A.b([B.Qz,B.QA],t.YP),r.b)?B.EX:d +a4.push(A.kh(d,A.ZA(A.a13(new A.FQ(p,A.ff(A.rd(new A.wd(A.an(a5).aIP(r.c,g),e.c,d),h,d),l,m),d)),B.cq,new A.ali(a,d)),a0.d-a0.b,B.adc,s,d,a1,a0.c-a0.a)) +f=A.ff(A.l8(B.br,a4,B.a_,B.bp,d),a3,a2) +return A.a13(new A.FQ(c.c!=null&&q===B.cR?-1:0,f,d))}} +A.ali.prototype={ +Eo(a){var s=this.b,r=s.hC(0) +return s.az(0,A.mP(-r.a,-r.b,0).a)}, +EV(a){return a.b!==this.b}} +A.uj.prototype={ +V(){return"DeviceType."+this.b}} +A.fL.prototype={ l(a,b){var s,r=this if(b==null)return!1 -if(r!==b)s=b instanceof A.fS&&b.a===r.a&&b.b===r.b&&b.c===r.c +if(r!==b)s=b instanceof A.fL&&b.a===r.a&&b.b===r.b&&b.c===r.c else s=!0 return s}, gJ(a){var s=this -return(A.en(A.L(s))^B.d.gJ(s.a)^A.en(s.b)^A.en(s.c))>>>0}, -j(a){var s,r=this.c.W(),q=B.ac5.j(0) -r=A.fO(r,q+".","") -q=this.b.W() -s=B.abB.j(0) -return r.toLowerCase()+"_"+A.fO(q,s+".","").toLowerCase()+"_"+this.a}} -A.Bo.prototype={ +return(A.eC(A.L(s))^B.d.gJ(s.a)^A.eC(s.b)^A.eC(s.c))>>>0}, +j(a){var s,r=this.c.V(),q=B.ach.j(0) +r=A.fH(r,q+".","") +q=this.b.V() +s=B.abN.j(0) +return r.toLowerCase()+"_"+A.fH(q,s+".","").toLowerCase()+"_"+this.a}} +A.BA.prototype={ j(a){var s=this return"DeviceInfo(identifier: "+s.a.j(0)+", name: "+s.b+", rotatedSafeAreas: "+A.j(s.c)+", safeAreas: "+s.d.j(0)+", screenPath: "+s.e.j(0)+", pixelRatio: "+A.j(s.f)+", framePainter: "+s.r.j(0)+", frameSize: "+s.w.j(0)+", screenSize: "+s.x.j(0)+")"}, l(a,b){var s,r=this if(b==null)return!1 -if(r!==b)s=J.aj(b)===A.L(r)&&b instanceof A.Bo&&B.b3.fJ(b.a,r.a)&&B.b3.fJ(b.b,r.b)&&B.b3.fJ(b.c,r.c)&&B.b3.fJ(b.d,r.d)&&B.b3.fJ(b.e,r.e)&&B.b3.fJ(b.f,r.f)&&B.b3.fJ(b.r,r.r)&&B.b3.fJ(b.w,r.w)&&B.b3.fJ(b.x,r.x) +if(r!==b)s=J.ak(b)===A.L(r)&&b instanceof A.BA&&B.b3.fH(b.a,r.a)&&B.b3.fH(b.b,r.b)&&B.b3.fH(b.c,r.c)&&B.b3.fH(b.d,r.d)&&B.b3.fH(b.e,r.e)&&B.b3.fH(b.f,r.f)&&B.b3.fH(b.r,r.r)&&B.b3.fH(b.w,r.w)&&B.b3.fH(b.x,r.x) else s=!0 return s}, gJ(a){var s=this -return A.a4(A.L(s),B.b3.f8(0,s.a),B.b3.f8(0,s.b),B.b3.f8(0,s.c),B.b3.f8(0,s.d),B.b3.f8(0,s.e),B.b3.f8(0,s.f),B.b3.f8(0,s.r),B.b3.f8(0,s.w),B.b3.f8(0,s.x),B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, -$iqs:1} -A.ao6.prototype={} -A.mo.prototype={ +return A.a3(A.L(s),B.b3.f7(0,s.a),B.b3.f7(0,s.b),B.b3.f7(0,s.c),B.b3.f7(0,s.d),B.b3.f7(0,s.e),B.b3.f7(0,s.f),B.b3.f7(0,s.r),B.b3.f7(0,s.w),B.b3.f7(0,s.x),B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +$iqC:1} +A.ap9.prototype={} +A.kU.prototype={ p(a){var s=0,r=A.t(t.H),q=this,p,o var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:p=q.gau() +while(true)switch(s){case 0:p=q.gar() o=new A.a(new Float64Array(2)) -o.an(16) +o.ak(16) s=2 -return A.A(A.ke("animations/ember.png",A.kd(3,null,!0,0.15,o),p.db$),$async$p) -case 2:q.siW(0,c) +return A.B(A.kq("animations/ember.png",A.kp(3,null,!0,0.15,o),p.db$),$async$p) +case 2:q.siP(0,c) return A.q(null,r)}}) return A.r($async$p,r)}} -A.SK.prototype={ -bC(){var s=this.az$ -return s==null?this.cQ():s}} -A.OU.prototype={ -W(){return"RobotState."+this.b}} -A.tG.prototype={ +A.T0.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.Pb.prototype={ +V(){return"RobotState."+this.b}} +A.tP.prototype={ p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) while(true)switch(s){case 0:k=new A.a(new Float64Array(2)) k.t(16,18) p=q.db$ s=2 -return A.A(A.ke("animations/robot.png",A.kd(8,null,!0,0.2,k),p),$async$p) +return A.B(A.kq("animations/robot.png",A.kp(8,null,!0,0.2,k),p),$async$p) case 2:o=c k=new A.a(new Float64Array(2)) k.t(16,18) s=3 -return A.A(A.ke("animations/robot-idle.png",A.kd(4,null,!0,0.4,k),p),$async$p) +return A.B(A.kq("animations/robot-idle.png",A.kp(4,null,!0,0.4,k),p),$async$p) case 3:n=c m=new A.a(new Float64Array(2)) m.t(64,72) k=t._6 -p=A.b1([B.CX,o,B.jp,n],k,t.EF) -l=q.k3 +p=A.b5([B.CY,o,B.js,n],k,t.EF) +l=q.p2 l===$&&A.c() -l=l.a -k=A.bBa(null,null,p,null,null,B.jp,null,0,null,!0,l.a.a.a4(0,l.ax).a4(0,2).Y(0,m.a4(0,2)),null,B.mw,null,m,k) -q.M=k -q.P(k) +k=A.bCx(null,null,p,null,null,B.js,null,0,null,!0,l.a.a.a.ab(0,1).ab(0,2).X(0,m.ab(0,2)),null,B.mB,null,m,k) +q.a3=k +q.K(k) return A.q(null,r)}}) return A.r($async$p,r)}, -ca(a){var s=this.M +cg(a){var s=this.a3 s===$&&A.c() -s.k4=B.CX -s.ol()}, -UW(){var s=this.M +s.p1=B.CY +s.oh()}, +Vm(){var s=this.a3 s===$&&A.c() -s.k4=B.jp -s.ol()}, -l5(a){var s=this.M +s.p1=B.js +s.oh()}, +l2(a){var s=this.a3 s===$&&A.c() -s.k4=B.jp -s.ol()}, -mA(a){return B.fp}} -A.abr.prototype={} -A.b30.prototype={ -$1(a){var s=null,r=$.au(),q=$.aC(),p=A.b([],t.u),o=A.aI(A.aK(),t.y) -r=new A.x7(r,q,new A.Q(),new A.Q(),B.m,p,o,A.z(t.S),A.z(t.F),0,s,B.f,new A.f([],t.s),new A.f([],t.g)) -r.aS(s,s) -return A.aE(r,s,s,s,s,t.w9)}, -$S:463} -A.b31.prototype={ -$1(a){var s=null,r=$.au(),q=$.aC(),p=A.b([],t.u),o=A.aI(A.aK(),t.y) -r=new A.tG(r,q,new A.Q(),new A.Q(),B.m,p,o,A.z(t.S),A.z(t.F),0,s,B.f,new A.f([],t.s),new A.f([],t.g)) -r.aS(s,s) -return A.aE(r,s,s,s,s,t.MC)}, -$S:473} -A.b32.prototype={ -$1(a){var s=null,r=$.au(),q=$.aC(),p=A.b([],t.u),o=A.aI(A.aK(),t.y) -r=new A.x4(r,q,new A.Q(),new A.Q(),B.m,p,o,A.z(t.S),A.z(t.F),0,s,B.f,new A.f([],t.s),new A.f([],t.g)) -r.aS(s,s) -return A.aE(r,s,s,s,s,t.XI)}, -$S:479} -A.b33.prototype={ -$1(a){var s,r,q,p,o,n=null,m=new A.a(new Float64Array(2)) -m.an(20) -s=A.hF(n,-2147483647) -r=$.au() -q=$.aC() -p=A.b([],t.u) -o=A.aI(A.aK(),t.y) -m=new A.xb(m,B.K,s,r,q,new A.Q(),new A.Q(),B.m,p,o,A.z(t.S),A.z(t.F),0,n,B.f,new A.f([],t.s),new A.f([],t.g)) -m.aS(n,n) -return A.aE(m,n,n,n,n,t.a_)}, -$S:482} -A.x4.prototype={ +s.p1=B.js +s.oh()}, +mt(a){return B.fs}} +A.aci.prototype={} +A.b3X.prototype={ +$1(a){var s=null,r=A.bg(s,-2147483647),q=A.aO(s,s,s),p=$.ay(),o=$.aG(),n=A.b([],t.u),m=A.aI(A.aL(),t.y) +r=new A.xe(r,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.w9)}, +$S:481} +A.b3Y.prototype={ +$1(a){var s=null,r=A.bg(s,-2147483647),q=A.aO(s,s,s),p=$.ay(),o=$.aG(),n=A.b([],t.u),m=A.aI(A.aL(),t.y) +r=new A.tP(r,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.MC)}, +$S:484} +A.b3Z.prototype={ +$1(a){var s=null,r=A.bg(s,-2147483647),q=A.aO(s,s,s),p=$.ay(),o=$.aG(),n=A.b([],t.u),m=A.aI(A.aL(),t.y) +r=new A.xb(r,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.XI)}, +$S:487} +A.b4_.prototype={ +$1(a){var s,r,q,p,o,n,m=null,l=new A.a(new Float64Array(2)) +l.ak(20) +s=A.bg(m,-2147483647) +r=A.aO(m,m,m) +q=$.ay() +p=$.aG() +o=A.b([],t.u) +n=A.aI(A.aL(),t.y) +l=new A.xi(l,B.L,s,r,q,p,new A.P(),new A.P(),B.m,o,n,A.C(t.S),A.C(t.F),0,m,B.f,new A.e([],t.s),new A.e([],t.g)) +l.aS(m,m,m,m,t.i) +return A.aH(l,m,m,m,m,t.a_)}, +$S:488} +A.xb.prototype={ p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) while(true)switch(s){case 0:m=A s=2 -return A.A(q.db$.cL(0,"animations/chopper.png"),$async$p) +return A.B(q.db$.cI(0,"animations/chopper.png"),$async$p) case 2:l=c s=3 -return A.A(q.dx$.L2("images/animations/chopper.json"),$async$p) -case 3:o=m.bBb(l,c) +return A.B(q.dx$.KR("images/animations/chopper.json"),$async$p) +case 3:o=m.bCy(l,c) n=new A.a(new Float64Array(2)) -n.an(200) -p=q.k3 +n.ak(200) +p=q.p2 p===$&&A.c() -p=p.a -q.P(A.mO(null,null,o,null,null,null,0,null,!0,p.a.a.a4(0,p.ax).Y(0,n).a4(0,2),null,!1,null,n)) +q.K(A.m7(null,null,o,null,null,null,0,null,!0,p.a.a.a.ab(0,1).X(0,n).ab(0,2),null,!1,null,n)) return A.q(null,r)}}) return A.r($async$p,r)}} -A.x7.prototype={ +A.xe.prototype={ p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) while(true)switch(s){case 0:i=q.db$ s=2 -return A.A(i.cL(0,"animations/creature.png"),$async$p) -case 2:q.M=c +return A.B(i.cI(0,"animations/creature.png"),$async$p) +case 2:q.a3=c p=new A.a(new Float64Array(2)) -p.an(48) +p.ak(48) s=3 -return A.A(A.ke("animations/chopper.png",A.kd(4,null,!0,0.15,p),i),$async$p) +return A.B(A.kq("animations/chopper.png",A.kp(4,null,!0,0.15,p),i),$async$p) case 3:o=c i=new Float64Array(2) n=new A.a(i) -n.an(100) -m=A.mO(null,null,o,null,null,null,0,null,!0,null,null,!1,null,n) -p=q.k3 +n.ak(100) +m=A.m7(null,null,o,null,null,null,0,null,!0,null,null,!1,null,n) +p=q.p2 p===$&&A.c() -l=p.a -k=m.at.d -k.eH(0,l.a.a.a4(0,l.ax).a[0]/2-i[0]) -k.E() -k.e3(0,i[1]) -k.E() -k=o.a -l=A.a6(k).h("cr<1>") -j=A.mO(null,null,new A.lS(A.ai(new A.cr(k,l),!0,l.h("aA.E")),o.b),null,null,null,0,null,!0,null,null,!1,null,n) -l=p.a -k=j.at.d -k.eH(0,l.a.a.a4(0,l.ax).a[0]/2) -k.E() -k.e3(0,i[1]) -k.E() -q.P(m) -q.P(j) -k=A.oL(null,null,null,null,t.j) -p=p.a -i=k.at.d -i.ae(p.a.a.a4(0,p.ax).a4(0,2)) -i.E() -q.P(k) +l=m.ax.d +l.eE(0,p.a.a.a.ab(0,1).a[0]/2-i[0]) +l.F() +l.dX(0,i[1]) +l.F() +l=o.a +k=A.a6(l).h("cs<1>") +j=A.m7(null,null,new A.m6(A.ai(new A.cs(l,k),!0,k.h("aF.E")),o.b),null,null,null,0,null,!0,null,null,!1,null,n) +k=j.ax.d +k.eE(0,p.a.a.a.ab(0,1).a[0]/2) +k.F() +k.dX(0,i[1]) +k.F() +q.K(m) +q.K(j) +k=A.hK(null,null,null,null,t.J) +i=k.ax.d +i.a9(p.a.a.a.ab(0,1).ab(0,2)) +i.F() +q.K(k) return A.q(null,r)}}) return A.r($async$p,r)}, -ca(a){var s,r,q,p,o,n=null,m=a.gdq().gau(),l=new A.a(new Float64Array(2)) +cg(a){var s,r,q,p,o,n=null,m=a.gfS().gar(),l=new A.a(new 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+r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.AA)}, +$S:607} +A.AP.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:f=A.bg(null,-2147483647) +q.I(0,A.b([f,A.lt(600,null,400,f)],t.W)) +p=$.G() +o=p.T() +o.hk(B.a2m) +n=p.B() +n.sA(0,B.Au) +for(m=0;m<20;++m){p=A.kk(null,null,null,10) +p.ac$=n +p.K(A.ba_(o,A.da(!1,0,B.y,6,!0,null,null,null,m*0.3),!1,!0)) +f.K(p)}p=$.boO() +l=A.bc2(p) +k=$.G().B() +k.sA(0,B.h3) +j=A.fg(B.a8G,B.v) +i=A.aC() +h=new A.a(new Float64Array(2)) +g=$.af() +g=new A.aS(g,new Float64Array(2)) +g.a9(h) +g.F() +p=new A.JL(B.tq,new A.br(p,l,t.sO),k,j,null,i,g,B.j,0,0,null,B.f,new A.e([],t.s),new A.e([],t.g)) +p.b7(B.j,null,null,null,0,null,null,null,null) +f.K(p) +return A.q(null,r)}}) +return A.r($async$p,r)}} +A.Kg.prototype={ +V(){return"ComputeType."+this.b}} +A.JL.prototype={ +p(a){var s=this.ay +s.eE(0,200) +s.F() +s.dX(0,70) +s.F()}, +ba(){this.p2=new A.we(0.4,this.gapz(),!0,!0) +return this.al5()}, +a6(a,b){var s=this.p2 +s===$&&A.c() +s.a6(0,b)}, +fL(){var s=this.p2 +s===$&&A.c() +s.d=0 +s.e=!1 +this.aiQ()}, +Fv(){var s=0,r=A.t(t.H),q=1,p,o=this,n,m,l,k,j,i +var $async$Fv=A.u(function(a,b){if(a===1){p=b +s=q}while(true)switch(s){case 0:j=o.p3.a+1 +q=3 +n=null +case 6:switch(o.p1.a){case 0:s=8 +break +case 1:s=9 +break +default:s=7 +break}break +case 8:m=o.J8$ +l=new A.aV($.aP,t.tr) +m.f.D(0,new A.br(new A.bX(l,t.VY),new A.M7(A.bLI(),j,"compute",0,t.Qp),t.u_)) +m.Ac() +s=10 +return A.B(l,$async$Fv) +case 10:n=b +s=7 +break +case 9:n=A.bc2(j) +s=7 +break +case 7:o.p3=new A.br(j,n,t.sO) +q=1 +s=5 +break +case 3:q=2 +i=p +if(A.b_(i) instanceof A.Cw)A.X7().$1("Backpressure kicked in") +else throw i +s=5 +break +case 2:s=1 +break +case 5:return A.q(null,r) +case 1:return A.p(p,r)}}) +return A.r($async$Fv,r)}, +cg(a){this.p1=B.W4[(this.p1.a+1)%2]}, +gci(a){var s,r,q=this.RG +if(q===$){s=this.ay.a +r=s[0] +s=s[1] +q!==$&&A.a2() +q=this.RG=new A.x(0,0,0+r,0+s)}return q}, +aW(a){var s,r,q,p,o,n,m=this +a.aX(m.gci(m),m.p4) +s=m.R8 +r=m.p1 +q=m.rx +if(q===$){p=m.gci(m) +o=new A.a(new Float64Array(2)) +o.t(p.a,p.b) +p=new A.a(new Float64Array(2)) +p.ak(4) +n=o.W(0,p) +m.rx!==$&&A.a2() +m.rx=n +q=n}s.i3(r.c).l4(a,q,B.p) +r=A.j(m.p3.a) +p=m.p3.b?"":" not" +q=m.ry +if(q===$){o=m.gci(m).gbv() +n=new A.a(new Float64Array(2)) +n.t(o.a,o.b) +m.ry!==$&&A.a2() +m.ry=n +q=n}s.i3(r+" is"+p+" a prime number").l4(a,q,B.j)}} +A.S9.prototype={ +ba(){var s,r +this.d4() +s=this.d6() +if(s.d_(B.z,t.F)==null){r=A.dO() +s.gcF().q(0,B.z,r) +s.K(r)}}} +A.Sa.prototype={ +ba(){var s=0,r=A.t(t.H),q,p=this,o +var $async$ba=A.u(function(a,b){if(a===1)return A.p(b,r) +while(true)switch(s){case 0:o=new A.aDz(new A.awV(null)) +o.CK() +p.J8$=o +o.CK() +q=p.al4() +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$ba,r)}} +A.b4G.prototype={ +$1(a){var s=null,r=A.bg(s,-2147483647),q=A.aO(s,s,s),p=$.ay(),o=$.aG(),n=A.b([],t.u),m=A.aI(A.aL(),t.y) +r=new A.zl(r,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.X6)}, +$S:608} +A.zl.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(A.aqY(new A.MH(new A.XV("assets/images/animations/lottieLogo.json",null,null,null),null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)),$async$p) +case 2:m=c +l=new A.a(new Float64Array(2)) +l.ak(400) +p=B.r.aV() +o=A.aC() +n=$.af() +n=new A.aS(n,new Float64Array(2)) +n.a9(l) +n.F() +p=new A.a3L($,p,null,o,n,B.p,0,0,null,B.f,new A.e([],t.s),new A.e([],t.g)) +p.b7(null,null,null,null,0,null,null,null,l) +l=A.bzE(B.Z,m,null,null,null,null,B.kw,null,0,!0,n) +p.p1!==$&&A.al() +p.p1=l +q.K(p) +return A.q(null,r)}}) +return A.r($async$p,r)}} +A.uw.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(A.aqW(),$async$p) +case 2:p=new A.a(new Float64Array(2)) +p.t(0.4,0.4) +o=q.p2 +o===$&&A.c() +n=o.a.a.a.ab(0,1).a[0] +o=o.a.a.a.ab(0,1).a[1] +m=new A.a(new Float64Array(2)) +m.t(n/2,o/2) +s=3 +return A.B(A.aOB(B.j,"assets/spine/spineboy.atlas",m,p,"assets/spine/spineboy-pro.skel"),$async$p) +case 3:p=c +q.a3!==$&&A.al() +q.a3=p +m=p.p2.f +m===$&&A.c() +m.ze(0,"walk",!0) +s=4 +return A.B(q.K(p),$async$p) +case 4:return A.q(null,r)}}) +return A.r($async$p,r)}, +fM(){var s,r=this,q=(r.aT+1)%9 +r.aT=q +s=r.a3 +s===$&&A.c() +s=s.p2.f +s===$&&A.c() +s.ze(0,r.ah[q],!0)}, +V2(){var s=this.a3 +s===$&&A.c() +s.p2.v()}} +A.afG.prototype={} +A.b4H.prototype={ +$1(a){var s=null,r=A.b(["walk","aim","death","hoverboard","idle","jump","portal","run","shoot"],t.T),q=A.bg(s,-2147483647),p=A.aO(s,s,s),o=$.ay(),n=$.aG(),m=A.b([],t.u),l=A.aI(A.aL(),t.y) +r=new A.uw(r,q,p,o,n,new A.P(),new A.P(),B.m,m,l,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.eA)}, +$S:609} +A.b4I.prototype={ +$1(a){var s=null,r=A.bg(s,-2147483647),q=A.aO(s,s,s),p=$.ay(),o=$.aG(),n=A.b([],t.u),m=A.aI(A.aL(),t.y) +r=new A.vX(r,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.cJ)}, +$S:615} +A.vX.prototype={ +gMm(){var s,r=this.aT +if(r===$){s=A.b([],t.A5) +this.aT!==$&&A.a2() +this.aT=s +r=s}return r}, +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e,d,c +var $async$p=A.u(function(b,a0){if(b===1)return A.p(a0,r) +while(true)switch(s){case 0:s=2 +return A.B(A.aqW(),$async$p) +case 2:s=3 +return A.B(A.asl("assets/spine/spineboy.atlas",null),$async$p) +case 3:p=a0 +q.ah!==$&&A.al() +q.ah=p +s=4 +return A.B(A.Q6(p,"assets/spine/spineboy-pro.skel",null),$async$p) +case 4:o=a0 +q.a3!==$&&A.al() +q.a3=o +for(n=t.A5,m=0;m<100;++m){l=A.bje(p,o,!1) +k=0.1+B.L.aY()*0.2 +j=B.L.aY() +i=B.L.aY() +h=new Float64Array(2) +g=new A.a(h) +h[0]=j +h[1]=i +i=q.p2 +i===$&&A.c() +i=i.a.a.a +i.toString +j=new Float64Array(2) +h=new A.a(j) +f=i.a +j[1]=f[1] +j[0]=f[0] +h.ap(0,1) +g.bR(0,h) +j=new Float64Array(2) +j[0]=k +j[1]=k +e=A.bji(l,B.p,0,B.rk,null,g,null,new A.a(j)) +j=e.p2.f +j===$&&A.c() +j.ze(0,"walk",!0) +d=q.aT +if(d===$){c=A.b([],n) +q.aT!==$&&A.a2() +q.aT=c +d=c}d.push(e)}s=5 +return A.B(q.I(0,q.gMm()),$async$p) +case 5:return A.q(null,r)}}) +return A.r($async$p,r)}, +fM(){var s,r,q,p,o +for(s=this.gMm(),r=s.length,q=0;q") -this.p2=B.b.X(m,A.hQ(new A.U(new A.cr(m,l),s,l.h("U")),!0,p)) -k=q.ve(r) -o.ae(k) -o.E() +q.F() +for(i=q.f,s=q.gaOa(),p=t.h,o=q.d,n=0;n<8;++n){m=this.p4 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s,r,q,p,o,n,m,l,k=this,j=k.r/2,i=a.a,h=k.a,g=k.b,f=h-i[0],e=g-i[1],d=Math.sqrt(f*f+e*e) if(d=50)r.f0() -else{s=r.ghz() -r.ah$.sA(0,A.a9(B.c.aA(255*(1-s/50)),255,255,255))}}} -A.abB.prototype={ -bt(){var s,r -this.fg() -s=this.bC() -if(s.fY(B.a0,t.F)==null){r=A.jf() -s.gf4().u(0,B.a0,r) -s.P(r)}}} -A.K2.prototype={ -p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e +r.shx(r.ghx()+b*10) +if(r.ghx()>=50)r.er() +else{s=r.ghx() +r.ac$.sA(0,A.a9(B.c.aA(255*(1-s/50)),255,255,255))}}} +A.acs.prototype={ +ba(){var s,r +this.d4() +s=this.d6() +if(s.d_(B.z,t.F)==null){r=A.dO() +s.gcF().q(0,B.z,r) +s.K(r)}}} +A.xt.prototype={ +p(a2){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1 +var $async$p=A.u(function(a3,a4){if(a3===1)return A.p(a4,r) +while(true)switch(s){case 0:a0=$.G() +a1=a0.B() +a1.sP(0,B.t) +a1.sbJ(1) +a1.sA(0,B.OU) +p=a0.B() +p.sA(0,B.M1) +o=a0.B() +o.sA(0,B.l) +n=a0.B() +n.sA(0,B.q) +m=a0.B() +l=t.O +m.sde(A.E3(B.h,10,A.b([B.Jc,B.I],l),null,B.J,null,null,0)) 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+return A.q(null,r)}}) +return A.r($async$p,r)}, +$ifl:1} +A.a20.prototype={ +anw(){var s,r,q,p,o,n,m,l,k +for(s=this.p3,r=this.ay.a,q=0;q<25;++q){p=B.L.aY() +o=r[0] +n=B.L.aY() +m=r[1] +l=B.L.aY() +k=new Float64Array(3) +k[0]=p*o +k[1]=n*m/3 +k[2]=l*0.5+1 +s.push(new A.dF(k))}}, +aW(a){var s,r,q,p,o=this,n=o.ay.a +a.aX(new A.x(0,0,0+n[0],0+n[1]),o.p1) +for(n=o.p3,s=n.length,r=o.p2,q=0;q0){s.dX(0,0) +s.F() +q.sM(0,0) +this.y2=2}if(r[1]<0)q.sM(0,p[1]+1000*b) +if(r[0]<0){s.eE(0,0) +s.F()}if(r[0]>1000){s.eE(0,1000) +s.F()}}, +aW(a){var s,r=this,q=-r.ax.d.a[1] +a.bO(0) +s=r.ay.a +a.aL(0,s[0]/2,s[1]+1+q*1.05) +a.eD(0,1-q*0.003,0.3-q*0.001) +a.ct(B.h,10,r.ry) +a.bo(0) +s=r.p1 +a.Z(s,r.R8) +a.Z(s,r.p4) +a.Z(r.p2,r.RG) +a.Z(r.p3,r.rx)}, +jm(a,b){var s,r,q,p=this,o=a.c,n=o.geL().l(0,B.b7)||o.geL().l(0,B.b9),m=o.geL().l(0,B.b8)||o.geL().l(0,B.bn),l=o.geL().l(0,B.bg)||o.geL().l(0,B.bz) +if(a instanceof A.ki){if(n)p.to.sL(0,-150) +else if(m)p.to.sL(0,150) +else if(l&&p.y2>0){p.to.sM(0,-300);--p.y2}}else{s=b.N(0,B.b7)||b.N(0,B.b9) +r=b.N(0,B.b8)||b.N(0,B.bn) +if(!(s&&r))if(s)p.to.sL(0,-150) +else{o=p.to +if(r)o.sL(0,150) +else o.sL(0,0)}}o=p.to.a +if(o[0]>0&&!p.y1){p.y1=!0 +q=p.ax.e +q.eE(0,-q.a[0]) +q.F()}if(o[0]<0&&p.y1){p.y1=!1 +o=p.ax.e +o.eE(0,-o.a[0]) +o.F()}p.Yv(a,b) +return!0}} +A.ad8.prototype={} +A.aj7.prototype={} +A.Kk.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:f=q.cg -e=A.jK(null,null,f) -q.by!==$&&A.ae() -q.by=e -p=t.V -q.H(0,A.b([f,e],p)) -o=q.fx$.a4(0,4) -n=new A.a(new Float64Array(2)) -n.an(20) -e=o.a -m=e[0] -l=e[1] -k=new A.a(new Float64Array(2)) -k.t(m,l) -l=e[0] -m=e[1] -j=new A.a(new Float64Array(2)) -j.t(l,-m) -m=e[0] -l=e[1] -i=new A.a(new Float64Array(2)) -i.t(-m,l) -l=e[0] -e=e[1] +while(true)switch(s){case 0:h=q.fy$.ab(0,4) +g=new A.a(new Float64Array(2)) +g.ak(20) +p=h.a +o=p[0] +n=p[1] m=new A.a(new Float64Array(2)) -m.t(-l,-e) -h=[k,j,i,m] -p=A.b([],p) -for(g=0;g<4;++g)p.push(A.iO(null,null,null,null,null,null,h[g],null,n)) -f.H(0,p) +m.t(o,n) +n=p[0] +o=p[1] +l=new A.a(new Float64Array(2)) +l.t(n,-o) +o=p[0] +n=p[1] +k=new A.a(new Float64Array(2)) +k.t(-o,n) +n=p[0] +p=p[1] +o=new A.a(new Float64Array(2)) +o.t(-n,-p) +j=[m,l,k,o] +o=q.ok +k=A.b([],t.W) +for(i=0;i<4;++i)k.push(A.iV(null,null,null,null,null,null,j[i],null,null,g)) +o.I(0,k) return A.q(null,r)}}) return A.r($async$p,r)}, -aO(a){var s,r,q,p,o,n=this,m=n.fx$.a -a.aU(new A.x(0,0,0+m[0],0+m[1]),$.bnO()) -m=$.bnP() +aW(a){var s,r,q,p,o,n=this,m=n.fy$.a +a.aX(new A.x(0,0,0+m[0],0+m[1]),$.boX()) +m=$.boY() s=new A.a(new Float64Array(2)) -s.an(5) -m.qu(a,"Camera: WASD to move, QE to zoom",s) -s=n.by -s===$&&A.c() -r=s.ax.at.f.hF(0).j(0) -s=s.ax.at.e.a[0] -q=n.fx$.a[0] +s.ak(5) +m.i3("Camera: WASD to move, QE to zoom").l4(a,s,B.p) +s=n.p1.ay.ax.f.h6(0).j(0) +r=n.p1.ay.ax.e.a[0] +q=n.fy$.a[0] p=new A.a(new Float64Array(2)) p.t(q-5,5) -m.vA(a,"Camera: "+r+", zoom: "+A.j(s),p,B.hM) -p=n.fx$ +m.i3("Camera: "+s+", zoom: "+A.j(r)).l4(a,p,B.hO) +p=n.fy$ p.toString s=new A.a(new Float64Array(2)) -s.an(5) -m.vA(a,"This is your Flame game!",p.Y(0,s),B.bO) -o=n.M -if(o!=null)m.vA(a,o,n.fx$.a4(0,2),B.j) -n.iR(a)}, -yI(a,b){this.M=this.Ae("TapUp",b)}, -yH(a,b){this.M=this.Ae("TapDown",b)}, -Dw(a,b,c){this.M=this.Ae("DragStart",c)}, -yD(a,b){this.M=this.Ae("DragUpdate",b)}, -DA(a,b){this.M=this.Ae("Scroll",b)}, -Ae(a,b){var s,r=b.gdq().gtr().j(0),q=b.gdq().gb8().j(0),p=b.gdq().gau().j(0),o=this.by -o===$&&A.c() -s=t.T -o=A.b([a,"Global: "+r,"Widget: "+q,"Game: "+p,"Camera: "+o.ax.at.f.hF(0).j(0)],s) -if(b instanceof A.a_T)B.b.H(o,A.b(["Delta","Global: "+b.glI().gtr().j(0),"Game: "+b.glI().gau().j(0)],s)) -if(b instanceof A.a5B)B.b.H(o,A.b(["Scroll Delta","Global: "+b.gkD().gtr().j(0),"Game: "+b.gkD().gau().j(0)],s)) -return B.b.cs(o,"\n")}, +s.ak(5) +s=p.X(0,s) +m.i3("This is your Flame game!").l4(a,s,B.bQ) +o=n.a3 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-A.ahi.prototype={} -A.xv.prototype={ +this.zy(a) +s=this.f4$ +if(!(s!=null&&s.a!==0)){s=this.p4 +s===$&&A.c() +s.ac$.sA(0,B.mG)}}} +A.adj.prototype={ +a6(a,b){this.fg(0,b) +this.dz$.h2()}} +A.adk.prototype={} +A.aid.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.aie.prototype={} +A.xC.prototype={ p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:q.P(A.Ao(t.j)) +while(true)switch(s){case 0:q.K(A.AA(t.J)) p=new A.a(new Float64Array(2)) p.t(150,100) o=new A.a(new Float64Array(2)) -o.an(200) +o.ak(200) n=new A.a(new Float64Array(2)) -n.an(100) -n=A.aqP(o,n,p,-0.7853981633974483) -o=n.at.e -o.e3(0,-o.a[1]) -o.E() -q.P(n) +n.ak(100) +n=A.as0(o,n,p,-0.7853981633974483) +o=n.ax.e +o.dX(0,-o.a[1]) +o.F() +q.K(n) o=new A.a(new Float64Array(2)) o.t(-100,-100) -n=q.k3 +n=q.p2 n===$&&A.c() -m=n.a -m=m.a.a.a4(0,m.ax) +m=n.a.a.a.ab(0,1) l=new A.a(new Float64Array(2)) -l.q(m) +l.u(m) m=new A.a(new Float64Array(2)) -m.an(200) -l.am(0,m) -q.P(A.aqP(o,l,p.a4(0,2),-0.7853981633974483)) +m.ak(200) +l.aq(0,m) +q.K(A.as0(o,l,p.ab(0,2),-0.7853981633974483)) o=new A.a(new Float64Array(2)) o.t(100,-100) -m=n.a -m=m.a.a.a4(0,m.ax).a[1] +m=n.a.a.a.ab(0,1).a[1] l=new A.a(new Float64Array(2)) l.t(100,m-100) -q.P(A.aqP(o,l,p.a_(0,1.5),0.7853981633974483)) +q.K(A.as0(o,l,p.a1(0,1.5),0.7853981633974483)) o=new A.a(new Float64Array(2)) o.t(-300,300) -n=n.a -n=n.a.a.a4(0,n.ax).a[0] +n=n.a.a.a.ab(0,1).a[0] m=new A.a(new Float64Array(2)) m.t(n-100,100) -m=A.aqP(o,m,p.a4(0,3),0.7853981633974483) -o=m.at.e -o.e3(0,-o.a[1]) -o.E() -q.P(m) +m=A.as0(o,m,p.ab(0,3),0.7853981633974483) +o=m.ax.e +o.dX(0,-o.a[1]) +o.F() +q.K(m) return A.q(null,r)}}) return A.r($async$p,r)}} -A.Xk.prototype={ +A.XF.prototype={ p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:l=q.gau() +while(true)switch(s){case 0:l=q.gar() k=new A.a(new Float64Array(2)) -k.an(48) +k.ak(48) s=2 -return A.A(A.ke("bomb_ptero.png",A.kd(4,null,!0,0.2,k),l.db$),$async$p) -case 2:q.siW(0,c) -p=B.q.aT() -p.sS(0,B.r) +return A.B(A.kq("bomb_ptero.png",A.kp(4,null,!0,0.2,k),l.db$),$async$p) +case 2:q.siP(0,c) +p=B.r.aV() +p.sP(0,B.t) l=new A.a(new Float64Array(2)) l.t(0,-1) k=new A.a(new Float64Array(2)) @@ -77492,83 +78620,92 @@ n=new A.a(new Float64Array(2)) n.t(0.2,0.4) m=new A.a(new Float64Array(2)) m.t(1,-0.1) -m=A.b9n(A.b([l,k,o,n,m],t.d),q.ax) -m.ah$=p -m.oG$=!0 -q.P(m) +m=A.baj(A.b([l,k,o,n,m],t.d),q.ay) +m.ac$=p +m.oD$=!0 +q.K(m) return A.q(null,r)}}) return A.r($async$p,r)}, a6(a,b){var s -this.wf(0,b) -s=this.at.d -s.ae(s.X(0,this.aq.a_(0,b))) -s.E()}, -hX(a,b){var s +this.w_(0,b) +s=this.ax.d +s.a9(s.W(0,this.aK.a1(0,b))) +s.F()}, +hQ(a,b){var s this.kG(a,b) -this.aq.dE() -s=this.at.e -s.e3(0,-s.a[1]) -s.E()}} -A.abe.prototype={} -A.abf.prototype={ -bC(){var s=this.az$ -return s==null?this.cQ():s}} -A.acy.prototype={ 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A.MU(B.K,m,s,r,q,new A.Q(),new A.Q(),B.m,p,o,A.z(t.S),A.z(t.F),0,n,B.f,new A.f([],t.s),new A.f([],t.g)) -m.aS(n,n) -return A.JM(A.aE(m,n,n,n,n,t.lQ),B.Z,n)}, -$S:663} -A.b3f.prototype={ -$1(a){var s=null,r=$.au(),q=$.aC(),p=A.b([],t.u),o=A.aI(A.aK(),t.y) -r=new A.zo(r,q,new A.Q(),new A.Q(),B.m,p,o,A.z(t.S),A.z(t.F),0,s,B.f,new A.f([],t.s),new A.f([],t.g)) -r.aS(s,s) -return A.aE(r,s,s,s,s,t.Io)}, -$S:664} -A.b3g.prototype={ -$1(a){var s,r,q,p,o,n,m=null,l=t.Pr -l=new A.aO5(A.b([],t.bf),A.b([],l),A.b([],l)) -l.Vn() +this.aK.dt() +s=this.ax.e +s.dX(0,-s.a[1]) +s.F()}} +A.ac5.prototype={} +A.ac6.prototype={ +bm(){var s=this.eT$ +return s==null?this.cr():s}} +A.adq.prototype={ +a6(a,b){this.fg(0,b) +this.dz$.h2()}} +A.b48.prototype={ +$1(a){var s=null,r=A.l9(s,t.rR),q=A.bg(s,-2147483647),p=A.aO(s,s,s),o=$.ay(),n=$.aG(),m=A.b([],t.u),l=A.aI(A.aL(),t.y) +r=new A.xC(r,q,p,o,n,new A.P(),new A.P(),B.m,m,l,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.c8)}, +$S:666} +A.b49.prototype={ +$1(a){var s=null,r=A.l9(s,t.rR),q=A.bg(s,-2147483647),p=A.aO(s,s,s),o=$.ay(),n=$.aG(),m=A.b([],t.u),l=A.aI(A.aL(),t.y) +r=new A.qr(r,q,p,o,n,new A.P(),new A.P(),B.m,m,l,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.qI)}, +$S:667} +A.b4a.prototype={ +$1(a){var s=null,r=A.l9(s,t.rR),q=A.bg(s,-2147483647),p=A.aO(s,s,s),o=$.ay(),n=$.aG(),m=A.b([],t.u),l=A.aI(A.aL(),t.y) +r=new A.xo(r,q,p,o,n,new A.P(),new A.P(),B.m,m,l,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.hm)}, +$S:668} +A.b4b.prototype={ +$1(a){var s,r,q,p,o,n,m,l,k=null,j=new A.a(new Float64Array(2)) +j.t(100,0) +s=t.s +r=t.g +j=new A.a4y(B.L,j,k,-2147483647,k,B.f,new A.e([],s),new A.e([],r)) +q=A.aO(k,k,k) +p=q.ay +p.ay=B.p +p.jn() +p=A.l9(k,t.rR) +o=$.ay() +n=$.aG() +m=A.b([],t.u) +l=A.aI(A.aL(),t.y) +s=new A.Nd(p,j,q,o,n,new A.P(),new A.P(),B.m,m,l,A.C(t.S),A.C(t.F),0,k,B.f,new A.e([],s),new A.e([],r)) +s.aS(q,k,k,j,t.i) +return A.K3(A.aH(s,k,k,k,k,t.lQ),B.a_,k)}, +$S:669} +A.b4c.prototype={ +$1(a){var s=null,r=A.bg(s,-2147483647),q=A.aO(s,s,s),p=$.ay(),o=$.aG(),n=A.b([],t.u),m=A.aI(A.aL(),t.y) +r=new A.zz(r,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.Xg)}, +$S:670} +A.b4d.prototype={ +$1(a){var s,r,q,p,o,n,m,l,k=null,j=t.Pr +j=new A.aPf(A.b([],t.bf),A.b([],j),A.b([],j)) +j.VQ() s=A.b([],t.n) r=new Float64Array(2) -q=$.au() -p=$.aC() -o=A.b([],t.u) -n=A.aI(A.aK(),t.y) -l=new A.ry(l,s,new A.a(r),$,m,q,p,new A.Q(),new A.Q(),B.m,o,n,A.z(t.S),A.z(t.F),0,m,B.f,new A.f([],t.s),new A.f([],t.g)) -l.aS(m,m) -return A.aE(l,m,m,m,m,t.qm)}, -$S:665} -A.b3h.prototype={ -$1(a){var s,r,q,p,o,n,m,l,k,j,i,h=null,g=$.G(),f=g.B() -g=g.B() +q=A.bg(k,-2147483647) +p=A.aO(k,k,k) +o=$.ay() +n=$.aG() +m=A.b([],t.u) +l=A.aI(A.aL(),t.y) +j=new A.rG(j,s,new A.a(r),$,k,q,p,o,n,new A.P(),new A.P(),B.m,m,l,A.C(t.S),A.C(t.F),0,k,B.f,new A.e([],t.s),new A.e([],t.g)) +j.aS(k,k,k,k,t.i) +return A.aH(j,k,k,k,k,t.qm)}, +$S:671} +A.b4e.prototype={ +$1(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=null,e=$.G(),d=e.B() +e=e.B() s=A.a9(51,33,150,243) r=A.a9(51,244,67,54) q=t.Fq @@ -77577,18 +78714,20 @@ q=A.b([],q) o=t.eF n=A.b([],o) o=A.b([],o) -m=A.kW(h,t.rR) -l=$.au() -k=$.aC() -j=A.b([],t.u) -i=A.aI(A.aK(),t.y) -g=new A.vp(f,g,new A.f8(s,r),p,q,n,o,m,l,k,new A.Q(),new A.Q(),B.m,j,i,A.z(t.S),A.z(t.F),0,h,B.f,new A.f([],t.s),new A.f([],t.g)) -g.aS(h,h) -return A.aE(g,h,h,h,h,t.ez)}, -$S:666} -A.b3i.prototype={ -$1(a){var s,r,q,p,o,n,m,l,k,j,i,h=null,g=new A.a(new Float64Array(2)) -g.t(250,100) +m=A.l9(f,t.rR) +l=A.bg(f,-2147483647) +k=A.aO(f,f,f) +j=$.ay() +i=$.aG() +h=A.b([],t.u) +g=A.aI(A.aL(),t.y) +e=new A.vA(d,e,new A.f5(s,r),p,q,n,o,m,l,k,j,i,new A.P(),new A.P(),B.m,h,g,A.C(t.S),A.C(t.F),0,f,B.f,new A.e([],t.s),new A.e([],t.g)) +e.aS(f,f,f,f,t.i) +return A.aH(e,f,f,f,f,t.ez)}, +$S:672} +A.b4f.prototype={ +$1(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=null,e=new A.a(new Float64Array(2)) +e.t(250,100) s=$.G().B() s.sA(0,A.a9(153,255,193,7)) r=new A.a(new Float64Array(2)) @@ -77597,98 +78736,102 @@ q=new Float64Array(2) p=A.b([],t.Fq) o=A.b([],t.eF) n=new Float64Array(2) -m=A.kW(h,t.rR) -l=$.au() -k=$.aC() -j=A.b([],t.u) -i=A.aI(A.aK(),t.y) -g=new A.A2(g,s,r,new A.a(q),B.K,p,o,new A.a(n),m,l,k,new A.Q(),new A.Q(),B.m,j,i,A.z(t.S),A.z(t.F),0,h,B.f,new A.f([],t.s),new A.f([],t.g)) -g.aS(h,h) -return A.aE(g,h,h,h,h,t.k9)}, -$S:667} -A.b3j.prototype={ -$1(a){var s,r,q,p,o,n,m,l,k,j=null,i=A.a9(255,255,193,7),h=A.a9(255,64,196,255),g=$.G().B(),f=B.jb.aT() -f.sS(0,B.r) -f.sbQ(2) +m=A.l9(f,t.rR) +l=A.bg(f,-2147483647) +k=A.aO(f,f,f) +j=$.ay() +i=$.aG() +h=A.b([],t.u) +g=A.aI(A.aL(),t.y) +e=new A.Ae(e,s,r,new A.a(q),B.L,p,o,new A.a(n),m,l,k,j,i,new A.P(),new A.P(),B.m,h,g,A.C(t.S),A.C(t.F),0,f,B.f,new A.e([],t.s),new A.e([],t.g)) +e.aS(f,f,f,f,t.i) +return A.aH(e,f,f,f,f,t.k9)}, +$S:673} +A.b4g.prototype={ +$1(a){var s,r,q,p,o,n,m,l,k,j,i,h=null,g=A.a9(255,255,193,7),f=A.a9(255,64,196,255),e=$.G().B(),d=B.je.aV() +d.sP(0,B.t) +d.sbJ(2) s=A.b([],t.Fq) r=A.b([],t.eF) -q=A.b([],t.V) -p=A.a67() -o=A.kW(j,t.rR) -n=$.au() -m=$.aC() -l=A.b([],t.u) -k=A.aI(A.aK(),t.y) -i=new A.vq(new A.f8(i,h),B.K,g,f,s,r,q,p,o,n,m,new A.Q(),new A.Q(),B.m,l,k,A.z(t.S),A.z(t.F),0,j,B.f,new A.f([],t.s),new A.f([],t.g)) -i.aS(j,j) -return A.aE(i,j,j,j,j,t.e7)}, -$S:668} -A.b3k.prototype={ -$1(a){var s=null,r=A.hF(s,-2147483647),q=A.bhx(s,s,!1,s,s,t.VC),p=A.hl(B.j,s,s,s,s,s,s,s,"Hey! 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Float64Array(2)) +m.ak(8) +l=A.fe(B.F,null,null) +k=B.r.aV() +d=A.aC() +c=m +b=$.af() +a=new A.aS(b,new Float64Array(2)) +a.a9(c) +a.F() +c=t.s +a0=t.g +l=new A.O1(l,null,null,null,null,null,!1,null,$,k,null,d,a,B.p,0,2,null,B.f,new A.e([],c),new A.e([],a0)) +l.b7(null,null,null,null,0,n,2,null,m) +l.lk(null,null,null,null,null,0,null,n,2,null,m,null) +q.a3!==$&&A.al() +q.a3=l +q.ok.K(l) +q.p1.aa6(l) +n=l.ax.d.a +m=n[0] n=n[1] -l=new A.a(new Float64Array(2)) -l.t(j+16,n+0) +k=new A.a(new Float64Array(2)) +k.t(m+0,n+-16) n=new A.a(new Float64Array(2)) -n.an(8) -p.P(A.bai(l,0,n,h)) -k=k.at.d.a -n=k[0] -k=k[1] -l=new A.a(new Float64Array(2)) -l.t(n+-16,k+0) +n.ak(8) +e=A.beL(k,0,n,j) +q.ok.K(e) +o.push(e) +o=l.ax.d.a +n=o[0] +o=o[1] +m=new A.a(new Float64Array(2)) +m.t(n+0,o+16) +o=new A.a(new Float64Array(2)) +o.ak(8) +a1=A.bba(m,0,o,i) +q.ok.K(a1) +o=l.ax.d.a +m=o[0] +o=o[1] +n=new A.a(new Float64Array(2)) +n.t(m+16,o+0) +o=new A.a(new Float64Array(2)) +o.ak(8) +a2=A.bba(n,0,o,i) +q.ok.K(a2) +l=l.ax.d.a +o=l[0] +l=l[1] n=new A.a(new Float64Array(2)) -n.an(8) -p.P(A.bai(l,0,n,h)) -n=q.Cv$ +n.t(o+-16,l+0) +o=new A.a(new Float64Array(2)) +o.ak(8) +a3=A.bba(n,0,o,i) +q.ok.K(a3) +o=q.ok +n=q.Ci$ n===$&&A.c() -l=$.G().B() -l.sS(0,B.r) -l.sA(0,B.At) -l.sbQ(1) -k=B.q.aT() -j=A.aY() -c=new A.a(new Float64Array(2)) -b=$.ag() -a=new A.aO(b,new Float64Array(2)) -a.ae(c) -a.E() -c=t.s -a0=t.g -l=new A.a5X(l,$,k,null,j,a,B.p,0,0,null,B.f,new A.f([],c),new A.f([],a0)) -l.b5(null,null,null,null,0,null,null,null,null) -k=n.a.a -l.k4!==$&&A.ae() -l.k4=new A.O1(k.c,k.d,n) -l.ah$.sA(0,B.b5) -l.ah$.sS(0,B.r) -l.svr(10) -p.P(l) -l=A.aY() +m=$.G().B() +m.sP(0,B.t) +m.sA(0,B.Av) +m.sbJ(1) +l=B.r.aV() +k=A.aC() +d=new A.a(new Float64Array(2)) +a=new A.aS(b,new Float64Array(2)) +a.a9(d) +a.F() +m=new A.a6D(m,$,l,null,k,a,B.p,0,0,null,B.f,new A.e([],c),new A.e([],a0)) +m.b7(null,null,null,null,0,null,null,null,null) +l=n.a.a +m.p1!==$&&A.al() +m.p1=new A.Ok(l.c,l.d,n) +m.ac$.sA(0,B.b5) +m.ac$.sP(0,B.t) +m.sve(10) +o.K(m) +m=q.ok +o=A.aC() n=new A.a(new Float64Array(2)) -k=new A.aO(b,new Float64Array(2)) -k.ae(n) -k.E() -o=new A.a2P(o,l,k,B.p,0,0,null,B.f,new A.f([],c),new A.f([],a0)) -o.b5(null,null,null,null,0,null,null,null,null) -p.P(o) -m.at.P(A.a12(null,null,t.Fr)) +l=new A.aS(b,new Float64Array(2)) +l.a9(n) +l.F() +p=new A.a3l(p,o,l,B.p,0,0,null,B.f,new A.e([],c),new A.e([],a0)) +p.b7(null,null,null,null,0,null,null,null,null) +m.K(p) +q.p1.ax.K(A.a1t(null,null,t.Fr)) return A.q(null,r)}}) return A.r($async$p,r)}, -jq(a,b){var s,r,q,p,o,n,m,l,k,j=this,i=null -for(s=A.cY(b,b.r,A.w(b).c),r=s.$ti.c,q=j.cg,p=q.a;s.F();){o=s.d +jm(a,b){var s,r,q,p,o,n,m,l,k,j=this,i=null +for(s=A.cW(b,b.r,A.w(b).c),r=s.$ti.c,q=j.bL,p=q.a;s.H();){o=s.d if(o==null)o=r.a(o) -if(o.l(0,B.bx)){n=j.ai +if(o.l(0,B.bz)){n=j.a3 n===$&&A.c() -n=n.aJ}else n=!1 +n=n.aK}else n=!1 if(n){p[0]=0 p[1]=-1 -n=j.ai +n=j.a3 n===$&&A.c() -n=n.at.d +n=n.ax.d m=n.a -n.t(m[0]+0,m[1]+-1)}if(o.l(0,B.b8)){n=j.ai +n.t(m[0]+0,m[1]+-1)}if(o.l(0,B.b9)){n=j.a3 n===$&&A.c() -n=n.a8}else n=!1 +n=n.aa}else n=!1 if(n){p[0]=-1 p[1]=0 -n=j.ai +n=j.a3 n===$&&A.c() -n=n.at.d +n=n.ax.d m=n.a -n.t(m[0]+-1,m[1]+0)}if(o.l(0,B.bw)){n=j.ai +n.t(m[0]+-1,m[1]+0)}if(o.l(0,B.by)){n=j.a3 n===$&&A.c() -n=n.aX}else n=!1 +n=n.b2}else n=!1 if(n){p[0]=0 p[1]=1 -n=j.ai +n=j.a3 n===$&&A.c() -n=n.at.d +n=n.ax.d m=n.a -n.t(m[0]+0,m[1]+1)}if(o.l(0,B.bl)){n=j.ai +n.t(m[0]+0,m[1]+1)}if(o.l(0,B.bn)){n=j.a3 n===$&&A.c() -n=n.aq}else n=!1 +n=n.aP}else n=!1 if(n){p[0]=1 p[1]=0 -n=j.ai +n=j.a3 n===$&&A.c() -n=n.at.d +n=n.ax.d m=n.a -n.t(m[0]+1,m[1]+0)}if(o.l(0,B.iX))j.c_=!0 -if(o.l(0,B.ma)){n=j.ai +n.t(m[0]+1,m[1]+0)}if(o.l(0,B.j_))j.bM=!0 +if(o.l(0,B.mf)){n=j.a3 n===$&&A.c() -n=n.a1 -l=n.ji$.a -if(l===B.D)n.suk(B.i0) -else if(l===B.i0)n.suk(B.D)}if(o.l(0,B.vs)){o=j.Cv$ +n=n.bj +l=n.jf$.a +if(l===B.F)n.su9(B.i2) +else if(l===B.i2)n.su9(B.F)}if(o.l(0,B.vu)){o=j.Ci$ o===$&&A.c() o=o.a.a -o.a55(o.d)}}if(j.c_)s=!(p[0]===0&&p[1]===0) +o.a5B(o.d)}}if(j.bM)s=!(p[0]===0&&p[1]===0) else s=!1 -if(s){s=j.ai +if(s){s=j.a3 s===$&&A.c() -r=q.a_(0,50) -p=B.q.aT() -o=A.aY() +r=q.a1(0,50) +p=B.r.aV() +o=A.aC() n=new A.a(new Float64Array(2)) -m=$.ag() -m=new A.aO(m,new Float64Array(2)) -m.ae(n) -m.E() -k=new A.Ym(r,$,p,i,i,i,i,i,o,m,B.p,0,0,i,B.f,new A.f([],t.s),new A.f([],t.g)) -k.b5(i,i,i,i,0,s.at.d,i,i,i) -k.ah$.sA(0,B.mC) -k.svr(10) +m=$.af() +m=new A.aS(m,new Float64Array(2)) +m.a9(n) +m.F() +k=new A.YJ(r,$,p,i,i,i,i,i,o,m,B.p,0,0,i,B.f,new A.e([],t.s),new A.e([],t.g)) +k.b7(i,i,i,i,0,s.ax.d,i,i,i) +k.ac$.sA(0,B.mH) +k.sve(10) s=new A.a(new Float64Array(2)) -s.an(1) -k.sD(0,s) -k.P(A.fg(B.D,i,i)) -j.P(k) -q.cH() -j.c_=!1}return B.bU}, -DA(a,b){var s,r,q,p,o,n=this.M -n===$&&A.c() -s=n.ax -r=s.at.e -q=r.a[0] -p=J.ez(b.gkD().gau().a[1]) -o=new A.a(new Float64Array(2)) -o.an(q+p*0.08) -r.ae(o) -r.E() -s.ch=null -n=n.ax -s=n.at.e -r=B.c.cq(s.a[0],0.05,5) +s.ak(1) +k.sC(0,s) 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A.r($async$p,r)}, +hQ(a,b){var s,r,q,p=this,o=p.ax.d,n=o.a,m=n[0],l=n[1],k=new Float64Array(2) new A.a(k).t(m+4,l+4) if(t.GV.b(b)){m=k[0] -l=b.rF$ +l=b.J7$ l===$&&A.c() l=l.a s=m-l[0] -if(s<0)p.aq=!1 -else if(s>0)p.a8=!1 +if(s<0)p.aP=!1 +else if(s>0)p.aa=!1 r=k[1]-l[1] -if(r<0)p.aX=!1 -else if(r>0)p.aJ=!1 +if(r<0)p.b2=!1 +else if(r>0)p.aK=!1 m=n[0] n=n[1] q=new A.a(new Float64Array(2)) q.t(m+s/3,n+r/3) -o.ae(q) -o.E()}p.kG(a,b)}, +o.a9(q) +o.F()}p.kG(a,b)}, k5(a){var s=this -s.aX=s.aJ=s.aq=s.a8=!0 -s.zO(a)}} -A.aI7.prototype={ -$1(a){var s=this.a -s.ok=a -s.u1()}, -$S:670} -A.Ym.prototype={ -aO(a){a.cw(B.h,1,this.ah$)}, -a6(a,b){var s,r=this.at.d,q=r.a,p=q[0],o=this.k4.a_(0,b).a,n=o[0] +s.b2=s.aK=s.aP=s.aa=!0 +s.zy(a)}} +A.YJ.prototype={ +aW(a){a.ct(B.h,1,this.ac$)}, +a6(a,b){var s,r=this.ax.d,q=r.a,p=q[0],o=this.p1.a1(0,b).a,n=o[0] q=q[1] o=o[1] s=new A.a(new Float64Array(2)) s.t(p+n,q+o) -r.ae(s) -r.E() -this.lj(0,b)}, -rZ(a){if(a instanceof A.NK||a instanceof A.Rf)return!1 -return this.ahF(a)}, -hX(a,b){if(b instanceof A.Jk)this.f0() +r.a9(s) +r.F() +this.md(0,b)}, +rQ(a){if(a instanceof A.O1||a instanceof A.Rw)return!1 +return this.aid(a)}, +hQ(a,b){if(b instanceof A.JC)this.er() this.kG(a,b)}, -$ib4:1} -A.Jk.prototype={ -l7(a){if(!this.a1)this.Yc(a)}} -A.Rf.prototype={} -A.ys.prototype={ -aa6(){var s,r=this.at.d.a,q=r[0] +$ib6:1} +A.JC.prototype={ +kx(a){if(!this.aa)this.MI(a)}} +A.Rw.prototype={} +A.yB.prototype={ +aaL(){var s,r=this.ax.d.a,q=r[0] r=r[1] s=new A.a(new Float64Array(2)) s.t(q+4,r+4) -this.rF$!==$&&A.ae() -this.rF$=s}} -A.aah.prototype={} -A.aO5.prototype={ -Ja(){var s,r,q,p,o +this.J7$!==$&&A.al() +this.J7$=s}} +A.ab7.prototype={} +A.aPf.prototype={ +IV(){var s,r,q,p,o for(s=this.z,r=s.length,q=0;q") -B.b.ac(A.ai(new A.bk(new A.co(this.gbZ(this),r),new A.atp(s),q),!0,q.h("B.E")),new A.atq())}} -A.atp.prototype={ -$1(a){return a.jR(this.a.Y(0,a.at.d))}, -$S:671} -A.atq.prototype={ +l2(a){var s=a.gfS().gar(),r=t.ky,q=r.h("bo") +B.b.am(A.ai(new 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q.K(A.bkL(1,A.da(!1,0,B.y,1,!1,r,r,r,0),r,r))}} +A.aiH.prototype={} +A.Ai.prototype={} +A.aki.prototype={ +p(a){var s,r,q,p,o,n,m,l,k,j,i=null +this.f0(0) +for(s=t.s,r=t.g,q=0;q<20;++q){p=B.L.aY() +o=B.L.aY() +n=B.L.aY() +m=new Float64Array(2) +m[0]=o*320+40 +m[1]=n*520+40 +n=$.G() +l=n.B() +l.sA(0,B.vc[B.L.fn(18)]) +o=new Float64Array(2) +p=(p*30+10)*2 +k=new Float64Array(2) +j=new A.a(k) +k[0]=p +k[1]=p +n=n.B() +n.sA(0,B.l) +p=A.aC() +k=$.af() +k=new A.aS(k,new Float64Array(2)) +k.a9(j) +k.F() +p=new A.ajZ(new A.a(o),$,n,i,p,k,B.p,0,0,i,B.f,new A.e([],s),new A.e([],r)) +p.b7(i,i,i,i,0,new A.a(m),i,i,j) +p.ac$=l +this.K(p)}}} +A.ajZ.prototype={ +cg(a){var s=new A.pg(0.5),r=new A.a6X(s,null,0,null,B.f,new A.e([],t.s),new A.e([],t.g)) +s.hg(r) +this.K(r)}} +A.apG.prototype={ +ba(){var s,r +this.d4() +s=this.d6() +if(s.d_(B.z,t.F)==null){r=A.dO() +s.gcF().q(0,B.z,r) +s.K(r)}}} +A.At.prototype={} +A.al2.prototype={ +p(a){var s,r,q,p,o,n,m=null,l=$.G(),k=l.B() +k.sA(0,B.NC) +l=l.B() +l.sA(0,B.Lr) +l.sP(0,B.t) +l.sbJ(1.5) +s=new A.a(new Float64Array(2)) +s.ak(200) +r=A.aC() +q=$.af() +q=new A.aS(q,new Float64Array(2)) +q.a9(s) +q.F() +p=t.s +o=t.g +n=new A.ZW(100,k,l,r,q,B.j,0,0,m,B.f,new A.e([],p),new A.e([],o)) +n.b7(B.j,m,m,m,0,m,m,m,s) +this.K(n) +l=n.p2 +l===$&&A.c() +l.K(A.vM(1,A.da(!1,0,B.bf,6,!0,m,3,m,0),m)) +l=n.p1 +l===$&&A.c() +k=A.da(!1,0,B.y,20,!0,m,m,m,0) +s=new A.al4(6.283185307179586,0,m,k,m,0,m,B.f,new A.e([],p),new A.e([],o)) +k.hg(s) +l.K(s) +l.K(A.vM(0.09424777960769379,A.da(!1,0,B.y,0.1,!0,m,0.1,m,0),m)) +l.K(A.vM(0.13194689145077132,A.da(!1,0,B.y,0.13,!0,m,0.13,m,0),m))}} +A.ZW.prototype={ p(a1){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0 var $async$p=A.u(function(a2,a3){if(a2===1)return A.p(a3,r) -while(true)switch(s){case 0:q.p4=$.G().U() -for(p=q.p1,o=p*0.15,n=p*0.2,m=0;m<12;++m){l=6.283185307179586*(m/12) -k=B.e.bH(m,3)===0?n:o -q.p4.a2(0,p+p*Math.sin(l),p+p*Math.cos(l)) +while(true)switch(s){case 0:q.RG=$.G().T() +for(p=q.p3,o=p*0.15,n=p*0.2,m=0;m<12;++m){l=6.283185307179586*(m/12) +k=B.e.bB(m,3)===0?n:o +q.RG.a0(0,p+p*Math.sin(l),p+p*Math.cos(l)) j=p-k -q.p4.n(0,p+j*Math.sin(l),p+j*Math.cos(l))}j=p*0.3 +q.RG.n(0,p+j*Math.sin(l),p+j*Math.cos(l))}j=p*0.3 i=p*0.7 h=$.G() g=h.B() -g.sA(0,B.Ki) +g.sA(0,B.Kk) f=h.B() -f.sA(0,B.Ma) +f.sA(0,B.Mc) e=new A.a(new Float64Array(2)) e.t(j,2*i) -d=A.aY() -c=$.ag() -b=new A.aO(c,new Float64Array(2)) -b.ae(e) -b.E() +d=A.aC() +c=$.af() +b=new A.aS(c,new Float64Array(2)) +b.a9(e) +b.F() a=t.s a0=t.g -j=new A.Zz(i,j,g,f,d,b,B.j,0,0,null,B.f,new A.f([],a),new A.f([],a0)) -j.b5(B.j,null,null,null,0,null,null,null,e) +j=new A.ZX(i,j,g,f,d,b,B.j,0,0,null,B.f,new A.e([],a),new A.e([],a0)) +j.b7(B.j,null,null,null,0,null,null,null,e) i=new A.a(new Float64Array(2)) i.t(p,p) d=d.d -d.ae(i) -d.E() -q.k4=j +d.a9(i) +d.F() +q.p1=j j=h.B() -j.sS(0,B.r) -j.sA(0,B.Mx) +j.sP(0,B.t) +j.sA(0,B.Mz) h=h.B() -h.sS(0,B.r) -h.sA(0,B.Km) +h.sP(0,B.t) +h.sA(0,B.Ko) i=new A.a(new Float64Array(2)) -i.an(2*p) -g=A.aY() -f=new A.aO(c,new Float64Array(2)) -f.ae(i) -f.E() -j=new A.ZA(p,p*0.1,j,h,g,f,B.j,0,0,null,B.f,new A.f([],a),new A.f([],a0)) -j.b5(B.j,null,null,null,0,null,null,null,i) +i.ak(2*p) +g=A.aC() +f=new A.aS(c,new Float64Array(2)) +f.a9(i) +f.F() +j=new A.ZY(p,p*0.1,j,h,g,f,B.j,0,0,null,B.f,new A.e([],a),new A.e([],a0)) +j.b7(B.j,null,null,null,0,null,null,null,i) i=new A.a(new Float64Array(2)) i.t(p,p) g=g.d -g.ae(i) -g.E() -q.ok=j -q.P(q.k4) -q.P(q.ok) +g.a9(i) +g.F() +q.p2=j +q.K(q.p1) +q.K(q.p2) return A.q(null,r)}}) return A.r($async$p,r)}, -aO(a){var s=this,r=s.p1 -a.cw(new A.h(r,r),r,s.p2) -r=s.p4 +aW(a){var s=this,r=s.p3 +a.ct(new A.h(r,r),r,s.p4) +r=s.RG r===$&&A.c() -a.Z(r,s.p3)}} -A.Zz.prototype={ +a.Z(r,s.R8)}} +A.ZX.prototype={ p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) while(true)switch(s){case 0:n=$.G() -m=n.U() -l=q.k4 -m.a2(0,0,l) -p=q.ok +m=n.T() +l=q.p1 +m.a0(0,0,l) +p=q.p2 o=p/2 m.n(0,o,0) m.n(0,p,l) m.R(0) -q.p1!==$&&A.ae() -q.p1=m -n=n.U() -n.a2(0,0,l) +q.p3!==$&&A.al() +q.p3=m +n=n.T() +n.a0(0,0,l) n.n(0,p,l) n.n(0,o,2*l) n.R(0) -q.p2!==$&&A.ae() -q.p2=n +q.p4!==$&&A.al() +q.p4=n return A.q(null,r)}}) return A.r($async$p,r)}, -aO(a){var s=this,r=s.p1 +aW(a){var s=this,r=s.p3 r===$&&A.c() -a.Z(r,s.p3) -r=s.p2 +a.Z(r,s.R8) +r=s.p4 r===$&&A.c() -a.Z(r,s.p4)}} -A.ZA.prototype={ +a.Z(r,s.RG)}} +A.ZY.prototype={ p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:j=q.ok -q.p2.sbQ(j) -p=$.G().U() -q.p1!==$&&A.ae() -q.p1=p -o=q.k4 +while(true)switch(s){case 0:j=q.p2 +q.p4.sbJ(j) +p=$.G().T() +q.p3!==$&&A.al() +q.p3=p +o=q.p1 n=o-j m=o-j/3 for(l=0;l<144;++l){k=6.283185307179586*(l/144) -p.a2(0,o+n*Math.sin(k),o+n*Math.cos(k)) +p.a0(0,o+n*Math.sin(k),o+n*Math.cos(k)) p.n(0,o+m*Math.sin(k),o+m*Math.cos(k))}return A.q(null,r)}}) return A.r($async$p,r)}, -aO(a){var s,r=this,q=r.k4,p=r.ok -a.cw(new A.h(q,q),q-p/2,r.p2) -s=r.p3 -a.cw(new A.h(q,q),q-p,s) -p=r.p1 +aW(a){var s,r=this,q=r.p1,p=r.p2 +a.ct(new A.h(q,q),q-p/2,r.p4) +s=r.R8 +a.ct(new A.h(q,q),q-p,s) +p=r.p3 p===$&&A.c() a.Z(p,s)}} -A.vD.prototype={ +A.vO.prototype={ p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) while(true)switch(s){case 0:m=new A.a(new Float64Array(2)) -m.an(200) -p=B.q.aT() -p.sS(0,B.r) -q.M=A.k8(null,p,m,100) +m.ak(200) +p=B.r.aV() +p.sP(0,B.t) +q.a3=A.kk(null,p,m,100) m=new A.a(new Float64Array(2)) -m.an(70) -o=A.k8(null,null,m,20) -q.M.P(o) -q.P(q.M) -m=A.aY() +m.ak(70) +o=A.kk(null,null,m,20) +q.a3.K(o) +q.K(q.a3) +m=A.aC() p=new A.a(new Float64Array(2)) -n=$.ag() -n=new A.aO(n,new Float64Array(2)) -n.ae(p) -n.E() -p=new A.a8L(m,n,B.p,0,0,null,B.f,new A.f([],t.s),new A.f([],t.g)) -p.b5(null,null,null,null,0,null,null,null,null) -p.ani() +n=$.af() +n=new A.aS(n,new Float64Array(2)) +n.a9(p) +n.F() +p=new A.a9z(m,n,B.p,0,0,null,B.f,new A.e([],t.s),new A.e([],t.g)) +p.b7(null,null,null,null,0,null,null,null,null) +p.anT() n=new A.a(new Float64Array(2)) n.t(200,100) m=m.d -m.ae(n) -m.E() +m.a9(n) +m.F() m=new A.a(new Float64Array(2)) -m.an(1.2) -n=$.bpA() -n=new A.a61(new A.NB(0,1),new A.aWv(1,n)) -n.a1o() -p.P(A.akl(m,new A.ls(new A.Pt(A.b([new A.p6(0.1),new A.Fx(0.1),n],t.Aa))),null)) -q.P(p) +m.ak(1.2) +n=$.bqL() +n=new A.a6I(new A.NT(0,1),new A.aXD(1,n)) +n.a1T() +p.K(A.alg(m,new A.lH(new A.PM(A.b([new A.pg(0.1),new A.FO(0.1),n],t.Aa))),null)) +q.K(p) return A.q(null,r)}}) return A.r($async$p,r)}, -fM(){var s,r=null,q=this.ai,p=q?3:1 -this.ai=!q -q=this.M +fM(){var s,r=null,q=this.ah,p=q?3:1 +this.ah=!q +q=this.a3 q===$&&A.c() s=new A.a(new Float64Array(2)) -s.an(p) -q.P(A.akl(s,A.dl(!1,0,B.ro,1.5,!1,r,r,r,0),r))}} -A.a8L.prototype={ -ani(){var s,r,q,p=$.G().U() -p.a2(0,30,0) -this.k4!==$&&A.ae() -this.k4=p +s.ak(p) +q.K(A.alg(s,A.da(!1,0,B.rr,1.5,!1,r,r,r,0),r))}} +A.a9z.prototype={ +anT(){var s,r,q,p=$.G().T() +p.a0(0,30,0) +this.p1!==$&&A.al() +this.p1=p for(s=1;s<10;++s){r=(s&1)===0?30:15 q=s/10*6.283185307179586 p.n(0,r*Math.cos(q),r*Math.sin(q))}p.R(0)}, -aO(a){var s,r,q=this,p=q.k4 +aW(a){var s,r,q=this,p=q.p1 p===$&&A.c() -s=q.ok +s=q.p2 if(s===$){r=$.G().B() -r.sA(0,B.Pe) -q.ok!==$&&A.a2() -q.ok=r +r.sA(0,B.Pk) +q.p2!==$&&A.a2() +q.p2=r s=r}a.Z(p,s)}} -A.aki.prototype={} -A.Ay.prototype={ +A.ald.prototype={} +A.AK.prototype={ p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:l=new A.aMy() +while(true)switch(s){case 0:l=new A.aNC() k=$.G() -j=k.U() +j=k.T() j.n(0,40,20) j.n(0,0,40) -j.Vg(8,20,0,0) +j.VI(8,20,0,0) j.R(0) p=k.B() -p.sA(0,B.Jb) +p.sA(0,B.Jd) k=k.B() -k.sS(0,B.r) -k.sbQ(3) -k.sA(0,B.Pp) +k.sP(0,B.t) +k.sbJ(3) +k.sA(0,B.Pv) o=new A.a(new Float64Array(2)) o.t(40,40) -n=A.aY() -m=$.ag() -m=new A.aO(m,new Float64Array(2)) -m.ae(o) -m.E() -k=new A.a5s(j,k,p,n,m,B.j,0,0,null,B.f,new A.f([],t.s),new A.f([],t.g)) -k.b5(B.j,null,null,null,0,null,null,null,o) +n=A.aC() +m=$.af() +m=new A.aS(m,new Float64Array(2)) +m.a9(o) +m.F() +k=new A.a66(j,k,p,n,m,B.j,0,0,null,B.f,new A.e([],t.s),new A.e([],t.g)) +k.b7(B.j,null,null,null,0,null,null,null,o) j=new A.a(new Float64Array(2)) j.t(200,300) n=n.d -n.ae(j) -n.E() +n.a9(j) +n.F() j=new A.a(new Float64Array(2)) j.t(400,300) -j=A.EF(j,l.$1(0.7),null,null) -p=A.vB(1.5707963267948966,l.$1(0.5),null) +j=A.ET(j,l.$1(0.7),null,null) +p=A.vM(1.5707963267948966,l.$1(0.5),null) o=new A.a(new Float64Array(2)) o.t(400,400) -o=A.EF(o,l.$1(0.7),null,null) +o=A.ET(o,l.$1(0.7),null,null) n=new A.a(new Float64Array(2)) -n.an(1.5) -n=A.a7m(n,l.$1(0.7),null) +n.ak(1.5) +n=A.Pk(n,l.$1(0.7),null) m=new A.a(new Float64Array(2)) m.t(400,500) -k.P(A.bhU(A.b([j,p,o,n,A.EF(m,l.$1(0.7),null,null)],t.ZM),!0,!0)) -q.P(k) +k.K(A.bj_(A.b([j,p,o,n,A.ET(m,l.$1(0.7),null,null)],t.ZM),!0,!0)) +q.K(k) return A.q(null,r)}}) return A.r($async$p,r)}} -A.aMy.prototype={ -$1(a){return A.dl(!1,0,B.w,a,!1,null,null,null,0)}, -$S:810} -A.a5s.prototype={ -aO(a){var s=this.k4 -a.Z(s,this.p1) -a.Z(s,this.ok)}} -A.vO.prototype={ +A.aNC.prototype={ +$1(a){return A.da(!1,0,B.y,a,!1,null,null,null,0)}, +$S:898} +A.a66.prototype={ +aW(a){var s=this.p1 +a.Z(s,this.p3) +a.Z(s,this.p2)}} +A.vY.prototype={ p(a){var s=0,r=A.t(t.H),q=this,p,o,n var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) while(true)switch(s){case 0:n=new A.a(new Float64Array(2)) -n.an(200) -p=B.q.aT() -p.sS(0,B.r) +n.ak(200) +p=B.r.aV() +p.sP(0,B.t) o=new A.a(new Float64Array(2)) -o.an(70) -n=A.dU(null,null,A.b([A.k8(null,null,o,20)],t.V),p,null,n,null,100) -q.P(n) -q.M=n +o.ak(70) +n=A.e1(null,null,A.b([A.kk(null,null,o,20)],t.W),p,null,n,null,100,null) +q.K(n) +q.a3=n return A.q(null,r)}}) return A.r($async$p,r)}, -fM(){var s,r,q,p,o=this,n=null,m=o.M +fM(){var s,r,q,p,o=this,n=null,m=o.a3 m===$&&A.c() -s=o.ai?300:100 +s=o.ah?300:100 r=new A.a(new Float64Array(2)) -r.an(s) -s=A.dl(!1,0,B.ro,1.5,!1,n,n,n,0) +r.ak(s) +s=A.da(!1,0,B.rr,1.5,!1,n,n,n,0) q=new A.a(new Float64Array(2)) -q.q(r) +q.u(r) r=new Float64Array(2) p=new A.a(new Float64Array(2)) -p.q(new A.a(r)) -r=new A.al3(q,p,n,s,n,0,n,B.f,new A.f([],t.s),new A.f([],t.g)) -s.hf(r) -r.dh$=null -m.P(r) -o.ai=!o.ai}} -A.al1.prototype={} -A.xm.prototype={ -p(a4){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3 -var $async$p=A.u(function(a5,a6){if(a5===1)return A.p(a6,r) -while(true)switch(s){case 0:a3=A.hF(null,-2147483647) -q.P(a3) -p=A.jK(null,null,a3) -o=$.G() -n=o.B() -n.sS(0,B.r) -n.sbQ(1) -n.sA(0,B.OP) -m=o.B() -m.sA(0,B.M_) -l=o.B() -l.sA(0,B.l) -k=o.B() -k.sA(0,B.o) -j=o.B() -i=t.O -j.sdn(A.DR(B.h,10,A.b([B.Ja,B.I],i),null,B.J,null,null,0)) -h=o.U() -h.a2(0,10,0) -h.k(17,0,28,20,10,20) -h.k(-8,20,3,0,10,0) -h.R(0) -g=o.U() -g.hl(B.a24) -g.hl(B.a2f) -f=o.U() -f.hl(B.a28) -f.hl(B.a2a) -e=new Float64Array(2) -d=new A.a(new Float64Array(2)) -d.t(20,20) -c=A.aY() -b=$.ag() -a=new A.aO(b,new Float64Array(2)) -a.ae(d) -a.E() -a0=t.s -a1=t.g -a2=new A.a5r(h,g,f,n,m,l,k,j,new A.a(e),c,a,B.dv,0,0,null,B.f,new A.f([],a0),new A.f([],a1)) -a2.b5(B.dv,null,null,null,0,null,null,null,d) -n=new A.a(new Float64Array(2)) -n.t(250,0) -c=c.d -c.ae(n) -c.E() -n=new A.a(new Float64Array(2)) -n.t(400,100) -p.ax.sae_(n) -p.aKB(a2,!0) -p.X2(A.aJo(190,-50,810,50)) -q.P(p) -n=o.B() -n.sdn(A.yx(B.h,B.a05,A.b([B.MQ,B.Px],i),null,B.J,null)) -o=o.B() -o.sA(0,B.L7) -i=A.b([],t.HQ) -m=new A.a(new Float64Array(2)) -m.t(1000,30) -l=A.aY() -k=new A.aO(b,new Float64Array(2)) -k.ae(m) -k.E() -o=new A.a1y(n,o,i,l,k,B.p,0,0,null,B.f,new A.f([],a0),new A.f([],a1)) -o.b5(null,null,null,null,0,null,null,null,m) -o.amV() -a3.P(o) -a3.P(a2) -return A.q(null,r)}}) -return A.r($async$p,r)}, -$ifo:1} -A.a1y.prototype={ -amV(){var s,r,q,p,o,n,m,l,k -for(s=this.p1,r=this.ax.a,q=0;q<25;++q){p=B.K.b_() -o=r[0] -n=B.K.b_() -m=r[1] -l=B.K.b_() -k=new Float64Array(3) -k[0]=p*o -k[1]=n*m/3 -k[2]=l*0.5+1 -s.push(new A.dA(k))}}, -aO(a){var s,r,q,p,o=this,n=o.ax.a -a.aU(new A.x(0,0,0+n[0],0+n[1]),o.k4) -for(n=o.p1,s=n.length,r=o.ok,q=0;q0){s.e3(0,0) -s.E() -q.sK(0,0) -this.xr=2}if(r[1]<0)q.sK(0,p[1]+1000*b) -if(r[0]<0){s.eH(0,0) -s.E()}if(r[0]>1000){s.eH(0,1000) -s.E()}}, -aO(a){var s,r=this,q=-r.at.d.a[1] -a.bP(0) -s=r.ax.a -a.aL(0,s[0]/2,s[1]+1+q*1.05) -a.eG(0,1-q*0.003,0.3-q*0.001) -a.cw(B.h,10,r.RG) -a.bp(0) -s=r.k4 -a.Z(s,r.p3) -a.Z(s,r.p2) -a.Z(r.ok,r.p4) -a.Z(r.p1,r.R8)}, -jq(a,b){var s,r,q,p=this,o=a.c,n=o.geO().l(0,B.b6)||o.geO().l(0,B.b8),m=o.geO().l(0,B.b7)||o.geO().l(0,B.bl),l=o.geO().l(0,B.bf)||o.geO().l(0,B.bx) -if(a instanceof A.k6){if(n)p.rx.sL(0,-150) -else if(m)p.rx.sL(0,150) -else if(l&&p.xr>0){p.rx.sK(0,-300);--p.xr}}else{s=b.O(0,B.b6)||b.O(0,B.b8) -r=b.O(0,B.b7)||b.O(0,B.bl) -if(!(s&&r))if(s)p.rx.sL(0,-150) -else{o=p.rx -if(r)o.sL(0,150) -else o.sL(0,0)}}o=p.rx.a -if(o[0]>0&&!p.x2){p.x2=!0 -q=p.at.e -q.eH(0,-q.a[0]) -q.E()}if(o[0]<0&&p.x2){p.x2=!1 -o=p.at.e -o.eH(0,-o.a[0]) -o.E()}p.XZ(a,b) -return!0}} -A.acg.prototype={} -A.aib.prototype={} -A.b3F.prototype={ -$1(a){var s=null,r=$.au(),q=$.aC(),p=A.b([],t.u),o=A.aI(A.aK(),t.y) -r=new A.AB(r,q,new A.Q(),new A.Q(),B.m,p,o,A.z(t.S),A.z(t.F),0,s,B.f,new A.f([],t.s),new A.f([],t.g)) -r.aS(s,s) -return A.aE(r,s,s,s,s,t.FQ)}, -$S:811} -A.b3G.prototype={ -$1(a){var s=null,r=$.au(),q=$.aC(),p=A.b([],t.u),o=A.aI(A.aK(),t.y) -r=new A.xm(r,q,new A.Q(),new A.Q(),B.m,p,o,A.z(t.S),A.z(t.F),0,s,B.f,new A.f([],t.s),new A.f([],t.g)) -r.aS(s,s) -return A.aE(r,s,s,s,s,t.qp)}, -$S:813} -A.AB.prototype={ +p.u(new A.a(r)) +r=new A.alZ(q,p,n,s,n,0,n,B.f,new A.e([],t.s),new A.e([],t.g)) +s.hg(r) +r.bq$=null +m.K(r) +o.ah=!o.ah}} +A.alX.prototype={} +A.b4E.prototype={ +$1(a){var s=null,r=A.bg(s,-2147483647),q=A.aO(s,s,s),p=$.ay(),o=$.aG(),n=A.b([],t.u),m=A.aI(A.aL(),t.y) +r=new A.AN(r,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.FQ)}, +$S:899} +A.AN.prototype={ p(a0){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a var $async$p=A.u(function(a1,a2){if(a1===1)return A.p(a2,r) while(true)switch(s){case 0:a=new A.a(new Float64Array(2)) a.t(50,30) p=new A.a(new Float64Array(2)) -p.q(a) +p.u(a) a=new A.a(new Float64Array(2)) a.t(700,500) o=new A.a(new Float64Array(2)) -o.q(a) -a=A.aJo(100,30,260,100) -n=new A.a77(40,300,120,550,30) +o.u(a) +a=A.a6Q(100,30,260,100) +n=new A.a7T(40,300,120,550,30) if(30>125)n.e=125 m=new A.a(new Float64Array(2)) m.t(10,70) @@ -79914,7 +81034,7 @@ l.t(180,200) k=new A.a(new Float64Array(2)) k.t(220,150) j=t.d -k=A.b9m(A.b([m,l,k],j)) +k=A.aJn(A.b([m,l,k],j)) m=new A.a(new Float64Array(2)) m.t(400,160) l=new A.a(new Float64Array(2)) @@ -79933,809 +81053,794 @@ d=new A.a(new Float64Array(2)) d.t(750,60) c=new A.a(new Float64Array(2)) c.t(590,30) -b=A.b([new A.tX(p,20),new A.tX(o,50),a,n,k,A.b9m(A.b([m,l,i,h,g,f,e,d,c],j))],t.F8) -q.P(A.bAV(b,B.vo)) +b=A.b([new A.qq(p,20),new A.qq(o,50),a,n,k,A.aJn(A.b([m,l,i,h,g,f,e,d,c],j))],t.F9) +q.K(A.bCg(b,B.vq)) a=A.b([],j) p=A.b([],t.O) -q.P(new A.a_Q(b,B.vo,B.K,a,p,0,null,B.f,new A.f([],t.s),new A.f([],t.g))) +q.K(new A.a0f(b,B.vq,B.L,a,p,0,null,B.f,new A.e([],t.s),new A.e([],t.g))) return A.q(null,r)}}) return A.r($async$p,r)}} -A.a7U.prototype={ -aO(a){var s,r,q -for(s=this.at,r=this.ax,q=0;q<6;++q)a.Z(s[q].Bq(),r[q])}} -A.aMH.prototype={ +A.a8E.prototype={ +aW(a){var s,r,q +for(s=this.ax,r=this.ay,q=0;q<6;++q)a.Z(s[q].Bf(),r[q])}} +A.aNL.prototype={ $1(a){var s=$.G().B() -s.sS(0,B.r) -s.sbQ(1) +s.sP(0,B.t) +s.sbJ(1) s.sA(0,a) return s}, -$S:824} -A.a_Q.prototype={ -a6(a,b){this.aeQ()}, -aeQ(){var s,r,q=this,p=q.ay,o=p.b_() -p=p.b_() +$S:900} +A.a0f.prototype={ +a6(a,b){this.afq()}, +afq(){var s,r,q=this,p=q.ch,o=p.aY() +p=p.aY() s=new A.a(new Float64Array(2)) s.t(o*800,p*600) -q.ch.push(s) -p=q.CW -p.push(B.Ku) -for(o=q.at,r=0;r<6;++r)if(o[r].eu(0,s)){B.b.sa9(p,q.ax[r]) +q.CW.push(s) +p=q.cx +p.push(B.Kw) +for(o=q.ax,r=0;r<6;++r)if(o[r].jQ(0,s)){B.b.sa4(p,q.ay[r]) break}}, -aO(a){var s,r,q,p,o,n,m=$.G().B() -for(s=this.ch,r=this.CW,q=0;q=0&&h<6&&i>=0&&i<6 -e=p.at.d -e.ae(g.M.X(0,j.Wh(i,h))) -e.E()}} -A.a7E.prototype={ -aO(a){if(!this.a1)return -this.ak4(a)}} -A.ag3.prototype={} -A.z_.prototype={ +j=g.bL +p.aa=h>=0&&h<6&&i>=0&&i<6 +e=p.ax.d +e.a9(g.a3.W(0,j.WL(i,h))) +e.F()}} +A.a8o.prototype={ +aW(a){if(!this.aa)return +this.akD(a)}} +A.agV.prototype={} +A.z8.prototype={ p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) while(true)switch(s){case 0:n=q.db$ j=A s=2 -return A.A(n.cL(0,"layers/player.png"),$async$p) -case 2:m=j.ir(c,null,null) +return A.B(n.cI(0,"layers/player.png"),$async$p) +case 2:m=j.ix(c,null,null) j=A s=3 -return A.A(n.cL(0,"layers/enemy.png"),$async$p) -case 3:l=j.ir(c,null,null) +return A.B(n.cI(0,"layers/enemy.png"),$async$p) +case 3:l=j.ix(c,null,null) j=A s=4 -return A.A(n.cL(0,"layers/background.png"),$async$p) -case 4:k=j.ir(c,null,null) +return A.B(n.cI(0,"layers/background.png"),$async$p) +case 4:k=j.ix(c,null,null) n=t.Pr p=A.b([],n) o=A.b([],n) -p.push(A.bhW()) -q.M=new A.azJ(m,l,p,o) +p.push(A.bj1()) +q.a3=new A.aAQ(m,l,p,o) o=A.b([],n) -n=new A.arz(k,o,A.b([],n)) -n.Vn() -o.push(A.bhW()) -q.ai=n +n=new A.asK(k,o,A.b([],n)) +n.VQ() +o.push(A.bj1()) +q.ah=n return A.q(null,r)}}) return A.r($async$p,r)}, -aO(a){var s -this.iR(a) -s=this.M -s===$&&A.c() -s.a6W() -s.Ja() -s.a9n() -s.aiI(a,0,0) -s=this.ai -s===$&&A.c() -s.aO(a)}, -mA(a){return B.Kh}} -A.azJ.prototype={ -Ja(){var s,r,q=this,p=q.e +aW(a){var s +this.lh(a) +s=this.a3 +s===$&&A.c() +s.a7u() +s.IV() +s.a9X() +s.ajg(a,0,0) +s=this.ah +s===$&&A.c() +s.aW(a)}, +mt(a){return B.Kj}} +A.aAQ.prototype={ +IV(){var s,r,q=this,p=q.e p.toString s=new A.a(new Float64Array(2)) -s.an(50) +s.ak(50) r=new A.a(new Float64Array(2)) -r.an(150) -q.z.Lc(p,s,r) +r.ak(150) +q.z.L1(p,s,r) r=q.e r.toString 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Whatever happens in all minds, truly happens.'))],t.Jf) +p=new A.a(new Float64Array(2)) +p.t(100,50) +o=g.z +n=o==null +if(n)m=null +else m=o +l=g.Q +k=l==null +if(k)j=null +else j=l +if(m==null||j==null)A.V(A.bM("Either style.width or size.x must be provided.",null)) +if(!(!n&&o!==m))n=!1 +else n=!0 +if(n)A.V(A.bM("style.width and size.x, if both provided, must match.",null)) +if(!(!k&&l!==j))n=!1 +else n=!0 +if(n)A.V(A.bM("style.height and size.y, if both provided, must match.",null)) +n=new Float64Array(2) +i=new A.a(n) +i.t(m,j) +j=n[0] +h=new A.ax3(f).aLl(g,n[1],j) +j=A.aC() +f=$.af() +f=new A.aS(f,new Float64Array(2)) +f.a9(i) +f.F() +f=new A.aal(h,j,f,B.p,0,0,null,B.f,new A.e([],t.s),new A.e([],t.g)) +f.b7(null,null,null,null,0,p,0,null,i) +q.K(f) return A.q(null,r)}}) return A.r($async$p,r)}} -A.a42.prototype={ -p(a){var s=0,r=A.t(t.H),q=this,p,o -var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:p=A.bvI(A.bdx(B.o,null,2,B.KH,null),null,null,null,null,null,null,200,B.Rr,new A.tO(null,B.Rw,A.bdx(B.Mc,null,null,B.rG,null),null),400) -o=t.Xg -o=new A.avX(A.b([new A.a1L(1,new A.nP("1984")),new A.zD(new A.nP("Anything could be true. 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s==null?this.w.e:s}, -gxc(){var s=this.r +gwV(){var s=this.r return s==null?!1:s}, -fD(a){var s,r=this,q=new A.auW(a),p=r.gkh(),o=q.$1(r.b),n=q.$1(r.c),m=r.d +fD(a){var s,r=this,q=new A.aw2(a),p=r.gkj(),o=q.$1(r.b),n=q.$1(r.c),m=r.d m=m==null?null:m.fD(a) s=q.$1(r.e) q=q.$1(r.f) -r.gxc() -return A.bv8(p,o,n,m,s,q,!1,r.w.aQK(a,r.d==null))}, +r.gwV() +return A.bws(p,o,n,m,s,q,!1,r.w.aRm(a,r.d==null))}, l(a,b){var s,r=this if(b==null)return!1 if(r===b)return!0 -if(J.aj(b)!==A.L(r))return!1 -if(b instanceof A.D5)if(b.gkh()==r.gkh())if(b.gih().l(0,r.gih()))if(b.gt6().l(0,r.gt6()))if(b.geP().l(0,r.geP()))if(b.gBs().l(0,r.gBs()))if(b.gvS().l(0,r.gvS())){b.gxc() -r.gxc() +if(J.ak(b)!==A.L(r))return!1 +if(b instanceof A.Di)if(b.gkj()==r.gkj())if(b.gi9().l(0,r.gi9()))if(b.grY().l(0,r.grY()))if(b.geM().l(0,r.geM()))if(b.gBh().l(0,r.gBh()))if(b.gvC().l(0,r.gvC())){b.gwV() +r.gwV() s=!0}else s=!1 else s=!1 else s=!1 @@ -90749,377 +92042,377 @@ else s=!1 else s=!1 else s=!1 return s}, -gJ(a){var 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s,r,q=this,p=new A.aV7(a),o=p.$1(q.b),n=p.$1(q.c),m=p.$1(q.d) +return new A.Nr(q,p,o,n,r.$1(s.gBh()),r.$1(s.gvC()),s.gwV())}, +gkj(){return this.a}, +gi9(){return this.b}, +grY(){return this.c}, +geM(){return this.d}, +gBh(){return this.e}, +gvC(){return this.f}, +gwV(){return this.r}} +A.aH3.prototype={ +$1(a){return A.a_k(a,this.a)}, +$S:172} +A.aee.prototype={ +aRm(a,b){var s,r,q=this,p=new A.aWh(a),o=p.$1(q.b),n=p.$1(q.c),m=p.$1(q.d) p=p.$1(q.e) s=q.r if(b){r=s.a -if(r instanceof A.eC)r=r.fD(a) +if(r instanceof A.eK)r=r.fD(a) s=s.b -s=new A.adl(r,s instanceof A.eC?s.fD(a):s)}return new A.adn(q.a,o,n,m,p,!1,s)}} -A.aV7.prototype={ -$1(a){return a instanceof A.eC?a.fD(this.a):a}, -$S:133} -A.adl.prototype={} -A.aVK.prototype={ -gew(){return A.D4.prototype.gew.call(this).hM(this.z)}} -A.adm.prototype={} -A.QW.prototype={ -aE4(a){if(this.a.d!=null)this.aM(new A.aQE(this,a))}, -a4Z(a){var s=this.a,r=s.d +s=new A.aec(r,s instanceof A.eK?s.fD(a):s)}return new A.aee(q.a,o,n,m,p,!1,s)}} 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A.aMl(o))}}, +a0e(){if(this.ax!=null)this.dg("onStart",new A.aMm(this))}, +jN(a){var s,r=this +if(r.CW===B.hN){r.CW=B.kk +r.a0e() if(r.at===B.a3){s=r.dy s.toString r.dx=s @@ -92756,62 +94046,62 @@ s===$&&A.c() r.id=s s=r.R8 if(s.a===0){r.RG=1 -r.rx=0}else{r.RG=r.gwM()/r.gAG() -s=s.gbz(s) -r.rx=A.r1(s,new A.aLn(),A.w(s).h("B.E"),t.i).nU(0,new A.aLo())}}}}, -iH(a){var s=this -s.R8.N(0,a) -s.ok.N(0,a) -B.b.N(s.p1,a) -s.jE(a)}, -xL(a){switch(this.CW.a){case 1:this.aD(B.ao) +r.rx=0}else{r.RG=r.gww()/r.gAu() +s=s.gbx(s) +r.rx=A.rb(s,new A.aMr(),A.w(s).h("y.E"),t.V).nQ(0,new A.aMs())}}}}, +iC(a){var s=this +s.R8.O(0,a) +s.ok.O(0,a) +B.b.O(s.p1,a) +s.jC(a)}, +xw(a){switch(this.CW.a){case 1:this.aE(B.ao) break case 0:break case 2:break -case 3:break}this.CW=B.hK}, -v(){this.p2.ak(0) -this.pC()}} -A.aLj.prototype={ +case 3:break}this.CW=B.hM}, +v(){this.p2.ao(0) +this.pw()}} +A.aMn.prototype={ $1(a){return a.e}, -$S:166} -A.aLk.prototype={ +$S:164} +A.aMo.prototype={ $2(a,b){return a+b}, -$S:61} 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s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2=this,c3=null,c4=c2.a,c5=new A.aV9(c4.r,c4.adZ(c7),c2.a.a9_(c7)),c6=new A.aVa(c2,c5) c4=t.PM -s=c6.$1$1(new A.aTC(),c4) -r=c6.$1$1(new A.aTD(),t.p8) +s=c6.$1$1(new A.aUN(),c4) +r=c6.$1$1(new A.aUO(),t.p8) q=t.MH -p=c6.$1$1(new A.aTE(),q) -o=c6.$1$1(new A.aTP(),q) -n=c6.$1$1(new A.aTS(),q) -m=c6.$1$1(new A.aTT(),q) -l=c6.$1$1(new A.aTU(),t.pc) +p=c6.$1$1(new A.aUP(),q) +o=c6.$1$1(new A.aV_(),q) +n=c6.$1$1(new A.aV2(),q) +m=c6.$1$1(new A.aV3(),q) +l=c6.$1$1(new A.aV4(),t.pc) k=t.tW -j=c6.$1$1(new A.aTV(),k) -i=c6.$1$1(new A.aTW(),k) -h=c6.$1$1(new A.aTX(),k) -g=c6.$1$1(new A.aTY(),q) -f=c6.$1$1(new A.aTF(),c4) -e=c6.$1$1(new A.aTG(),t.oI) -d=c6.$1$1(new A.aTH(),t.KX) -c=c5.$1$1(new A.aTI(),t.X3) -b=c5.$1$1(new A.aTJ(),t.Oc) -a=c5.$1$1(new A.aTK(),t.Tu) -a0=c5.$1$1(new A.aTL(),t.w) -a1=c5.$1$1(new A.aTM(),t.pC) -a2=new A.h(c.a,c.b).a_(0,4) -a3=c5.$1$1(new A.aTN(),t.Ya) +j=c6.$1$1(new A.aV5(),k) +i=c6.$1$1(new A.aV6(),k) +h=c6.$1$1(new A.aV7(),k) +g=c6.$1$1(new A.aV8(),q) +f=c6.$1$1(new A.aUQ(),c4) +e=c6.$1$1(new A.aUR(),t.oI) +d=c6.$1$1(new A.aUS(),t.KX) +c=c5.$1$1(new A.aUT(),t.X3) +b=c5.$1$1(new A.aUU(),t.Oc) +a=c5.$1$1(new A.aUV(),t.Tu) +a0=c5.$1$1(new A.aUW(),t.w) +a1=c5.$1$1(new A.aUX(),t.pC) +a2=new A.h(c.a,c.b).a1(0,4) +a3=c5.$1$1(new A.aUY(),t.Ya) c4=j.a q=j.b -a4=c.SL(new A.b7(c4,h.a,q,h.b)) -if(i!=null){a5=a4.c5(i) +a4=c.SJ(new A.bb(c4,h.a,q,h.b)) +if(i!=null){a5=a4.c6(i) c4=a5.a -if(isFinite(c4))a4=a4.S_(c4,c4) +if(isFinite(c4))a4=a4.RX(c4,c4) c4=a5.b -if(isFinite(c4))a4=a4.aI9(c4,c4)}a6=a2.b +if(isFinite(c4))a4=a4.aIM(c4,c4)}a6=a2.b c4=a2.a a7=Math.max(0,c4) -a8=l.C(0,new A.aH(a7,a6,a7,a6)).cq(0,B.L,B.qg) +a8=l.D(0,new A.aR(a7,a6,a7,a6)).ca(0,B.M,B.qj) if(a.a>0){q=c2.e if(q!=null){k=c2.f if(k!=null)if(q!==s)if(k.gm(k)!==p.gm(p)){q=c2.f @@ -93585,21 +94875,21 @@ q=(q.gm(q)>>>24&255)/255===1&&(p.gm(p)>>>24&255)/255<1&&s===0}else q=!1 else q=!1 else q=!1}else q=!1}else q=!1 if(q){q=c2.d -if(!J.e(q==null?c3:q.e,a)){q=c2.d +if(!J.f(q==null?c3:q.e,a)){q=c2.d if(q!=null)q.v() -q=A.cI(c3,a,c3,c3,c2) -q.cD() -k=q.eo$ +q=A.cH(c3,a,c3,c3,c2) +q.cv() +k=q.eg$ k.b=!0 -k.a.push(new A.aTO(c2)) +k.a.push(new A.aUZ(c2)) c2.d=q}p=c2.f c2.d.sm(0,0) -c2.d.d8(0)}c2.e=s +c2.d.d0(0)}c2.e=s c2.f=p s.toString -q=r==null?c3:r.hM(o) -k=d.pY(e) -a9=p==null?B.h2:B.mF +q=r==null?c3:r.hI(o) +k=d.pT(e) +a9=p==null?B.h5:B.mK b0=c2.a b1=b0.w b2=b0.c @@ -93608,200 +94898,200 @@ b4=b0.e b5=b0.x b6=b2!=null||!1 b0=b0.f -b7=d.pY(e) -b8=c2.ghI() +b7=d.pT(e) +b8=c2.ghF() b9=g==null?o:g a1.toString c0=c2.a -a9=A.mA(a,!0,c3,A.a2h(!1,c3,b6,A.a22(new A.cc(a8,new A.jF(a1,1,1,c0.as,c3),c3),new A.fc(f,c3,c3,c3,c3,b9,c3,c3)),b7,a0,c3,b5,B.I,c3,new A.ah_(new A.aTQ(c5)),b0,c3,b4,b3,b2,new A.jx(new A.aTR(c5),t._s),c3,a3,b8),b1,p,s,c3,n,k,m,q,a9) -switch(b.a){case 0:c1=new A.M(48+c4,48+a6) +a9=A.mO(a,!0,c3,A.a2K(!1,c3,b6,A.a2v(new A.ci(a8,new A.jR(a1,1,1,c0.as,c3),c3),new 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-$1(a){var s -if(a==null)s=null -else{s=a.gKq() -s=s==null?null:s.aD(this.a)}return s}, +A.aUS.prototype={ +$1(a){return a==null?null:a.gdk(a)}, $S:462} -A.aTR.prototype={ -$1(a){return this.a.$1$1(new A.aTz(a),t.n8)}, -$S:164} -A.aTz.prototype={ +A.aV0.prototype={ +$1(a){return this.a.$1$1(new A.aUL(a),t.Pb)}, +$S:463} +A.aUL.prototype={ $1(a){var s if(a==null)s=null -else{s=a.giD() -s=s==null?null:s.aD(this.a)}return s}, +else{s=a.gKc() +s=s==null?null:s.aE(this.a)}return s}, $S:464} -A.aTI.prototype={ -$1(a){return a==null?null:a.gn4()}, -$S:465} -A.aTJ.prototype={ -$1(a){return a==null?null:a.gLi()}, +A.aV1.prototype={ +$1(a){return this.a.$1$1(new A.aUK(a),t.G)}, +$S:162} +A.aUK.prototype={ +$1(a){var s +if(a==null)s=null +else{s=a.giy() +s=s==null?null:s.aE(this.a)}return s}, $S:466} -A.aTK.prototype={ -$1(a){return a==null?null:a.cx}, +A.aUT.prototype={ +$1(a){return a==null?null:a.gmX()}, $S:467} -A.aTL.prototype={ -$1(a){return a==null?null:a.cy}, +A.aUU.prototype={ +$1(a){return a==null?null:a.gL8()}, $S:468} -A.aTM.prototype={ -$1(a){return a==null?null:a.db}, +A.aUV.prototype={ +$1(a){return a==null?null:a.cx}, $S:469} -A.aTN.prototype={ -$1(a){return a==null?null:a.gFa()}, +A.aUW.prototype={ +$1(a){return a==null?null:a.cy}, $S:470} -A.aTO.prototype={ -$1(a){if(a===B.ab)this.a.aM(new A.aTB())}, +A.aUX.prototype={ +$1(a){return a==null?null:a.db}, +$S:471} +A.aUY.prototype={ +$1(a){return a==null?null:a.gEZ()}, +$S:472} +A.aUZ.prototype={ +$1(a){if(a===B.ab)this.a.aM(new A.aUM())}, $S:4} -A.aTB.prototype={ +A.aUM.prototype={ $0(){}, $S:0} -A.ah_.prototype={ -aD(a){var s=this.a.$1(a) +A.ahT.prototype={ +aE(a){var s=this.a.$1(a) s.toString return s}, -gC_(){return"ButtonStyleButton_MouseCursor"}} -A.afX.prototype={ -bs(a){var s=new A.Uf(this.e,null,A.aV(t.v)) +gBO(){return"ButtonStyleButton_MouseCursor"}} +A.agO.prototype={ +bs(a){var s=new A.Uw(this.e,null,A.aZ(t.v)) s.br() -s.sbK(null) -return s}, -bD(a,b){b.sUx(this.e)}} -A.Uf.prototype={ 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A.M(Math.max(q,r.a),Math.max(s.b,r.b)))}return B.u}, -dB(a){return this.Zu(a,A.tx())}, -cM(){var s,r,q,p=this -p.id=p.Zu(t.k.a(A.K.prototype.gaF.call(p)),A.wM()) -s=p.V$ +r=this.S +return a.c6(new A.N(Math.max(q,r.a),Math.max(s.b,r.b)))}return B.w}, +dn(a){return this.ZY(a,A.tI())}, +cJ(){var s,r,q,p=this +p.id=p.ZY(t.k.a(A.K.prototype.gaG.call(p)),A.wU()) +s=p.U$ if(s!=null){s=s.b s.toString t.q.a(s) -r=p.gD(p) -q=p.V$ -s.a=B.Y.ua(t.o.a(r.Y(0,q.gD(q))))}}, -dm(a,b){var s,r -if(this.ob(a,b))return!0 -s=this.V$ -r=s.gD(s).nq(B.h) -return a.Re(new A.b_4(this,r),r,A.bgy(r))}} -A.b_4.prototype={ -$2(a,b){return this.a.V$.dm(a,this.b)}, +r=p.gC(p) +q=p.U$ +s.a=B.Z.u0(t.o.a(r.X(0,q.gC(q))))}}, +dd(a,b){var s,r +if(this.o8(a,b))return!0 +s=this.U$ +r=s.gC(s).nj(B.h) +return a.Ra(new A.b02(this,r),r,A.bhA(r))}} +A.b02.prototype={ +$2(a,b){return this.a.U$.dd(a,this.b)}, $S:6} -A.VY.prototype={ -dk(){this.ex() -this.ea() -this.hk()}, -v(){var s=this,r=s.bT$ -if(r!=null)r.aa(0,s.gha()) 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-gDl(){return this.f}, -gn4(){return this.r}, -gdw(a){return this.w}, -glh(){return this.x}} -A.acm.prototype={} -A.Jx.prototype={ +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.CO&&b.glJ()==s.glJ()&&b.gpQ()==s.gpQ()&&b.giy()==s.giy()&&b.gtt()==s.gtt()&&b.gD6()==s.gD6()&&J.f(b.gmX(),s.gmX())&&J.f(b.gdk(b),s.gdk(s))&&J.f(b.glf(),s.glf())}, +glJ(){return this.b}, +gpQ(){return this.c}, +giy(){return this.d}, +gtt(){return this.e}, +gD6(){return this.f}, +gmX(){return this.r}, +gdk(a){return this.w}, +glf(){return this.x}} +A.ade.prototype={} +A.JP.prototype={ gJ(a){var s=this -return A.c_([s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,s.at,s.ax,s.ay,s.ch,s.CW,s.cx,s.cy,s.db])}, +return A.c4([s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,s.at,s.ax,s.ay,s.ch,s.CW,s.cx,s.cy,s.db])}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.Jx&&b.a==s.a&&J.e(b.b,s.b)&&J.e(b.c,s.c)&&J.e(b.d,s.d)&&J.e(b.e,s.e)&&J.e(b.f,s.f)&&J.e(b.r,s.r)&&J.e(b.w,s.w)&&J.e(b.x,s.x)&&b.y==s.y&&J.e(b.z,s.z)&&J.e(b.Q,s.Q)&&J.e(b.as,s.as)&&J.e(b.at,s.at)&&J.e(b.ax,s.ax)&&J.e(b.ay,s.ay)&&J.e(b.ch,s.ch)&&b.CW==s.CW&&b.cx==s.cx&&b.cy==s.cy&&J.e(b.db,s.db)}} -A.acp.prototype={} -A.CN.prototype={ +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.JP&&b.a==s.a&&J.f(b.b,s.b)&&J.f(b.c,s.c)&&J.f(b.d,s.d)&&J.f(b.e,s.e)&&J.f(b.f,s.f)&&J.f(b.r,s.r)&&J.f(b.w,s.w)&&J.f(b.x,s.x)&&b.y==s.y&&J.f(b.z,s.z)&&J.f(b.Q,s.Q)&&J.f(b.as,s.as)&&J.f(b.at,s.at)&&J.f(b.ax,s.ax)&&J.f(b.ay,s.ay)&&J.f(b.ch,s.ch)&&b.CW==s.CW&&b.cx==s.cx&&b.cy==s.cy&&J.f(b.db,s.db)}} +A.adh.prototype={} +A.D_.prototype={ l(a,a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b=this if(a0==null)return!1 if(b===a0)return!0 -if(J.aj(a0)!==A.L(b))return!1 -if(a0 instanceof A.CN)if(a0.a===b.a){s=a0.b +if(J.ak(a0)!==A.L(b))return!1 +if(a0 instanceof A.D_)if(a0.a===b.a){s=a0.b r=b.b if(s.l(0,r)){q=a0.c p=b.c @@ -94292,12 +95582,12 @@ if(i.l(0,h==null?n:h)){i=a0.fx o=i==null?o:i i=b.fx if(o.l(0,i==null?n:i)){o=a0.fy -if(o==null)o=B.o +if(o==null)o=B.q n=b.fy -if(o.l(0,n==null?B.o:n)){o=a0.go -if(o==null)o=B.o +if(o.l(0,n==null?B.q:n)){o=a0.go +if(o==null)o=B.q n=b.go -if(o.l(0,n==null?B.o:n)){o=a0.id +if(o.l(0,n==null?B.q:n)){o=a0.id if(o==null)o=k n=b.id if(o.l(0,n==null?j:n)){o=a0.k1 @@ -94351,9 +95641,9 @@ if(a==null)a=f a0=a7.fx if(a0==null)a0=f a1=a7.fy -if(a1==null)a1=B.o +if(a1==null)a1=B.q a2=a7.go -if(a2==null)a2=B.o +if(a2==null)a2=B.q a3=a7.id if(a3==null)a3=d a4=a7.k1 @@ -94361,18 +95651,18 @@ if(a4==null)a4=e a5=a7.k2 if(a5==null)a5=a9 a6=a7.k3 -return A.a4(a7.a,a8,a9,b0,s,r,q,p,o,l,i,n,m,k,j,h,g,a7.CW,f,A.a4(e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6==null?a8:a6,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a))}} -A.acE.prototype={} -A.fA.prototype={} -A.r2.prototype={} -A.Kc.prototype={ +return A.a3(a7.a,a8,a9,b0,s,r,q,p,o,l,i,n,m,k,j,h,g,a7.CW,f,A.a3(e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6==null?a8:a6,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a))}} +A.adw.prototype={} +A.fw.prototype={} +A.pk.prototype={} +A.Ku.prototype={ gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,s.at,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,s.at,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s,r=this if(b==null)return!1 if(r===b)return!0 -if(J.aj(b)!==A.L(r))return!1 -if(b instanceof A.Kc)if(J.e(b.a,r.a))if(b.b==r.b)if(b.c==r.c)if(b.d==r.d)if(J.e(b.e,r.e))if(b.f==r.f)if(b.r==r.r)if(J.e(b.w,r.w))if(b.x==r.x)if(b.y==r.y)if(b.z==r.z)if(b.Q==r.Q)s=!0 +if(J.ak(b)!==A.L(r))return!1 +if(b instanceof A.Ku)if(J.f(b.a,r.a))if(b.b==r.b)if(b.c==r.c)if(b.d==r.d)if(J.f(b.e,r.e))if(b.f==r.f)if(b.r==r.r)if(J.f(b.w,r.w))if(b.x==r.x)if(b.y==r.y)if(b.z==r.z)if(b.Q==r.Q)s=!0 else s=!1 else s=!1 else s=!1 @@ -94387,138 +95677,138 @@ else s=!1 else s=!1 else s=!1 return s}} -A.adu.prototype={} -A.Kd.prototype={ +A.ael.prototype={} +A.Kv.prototype={ gJ(a){var s=this -return A.c_([s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,s.at,s.ax,s.ay,s.ch,s.CW,s.cx,s.cy,s.db,s.dx,s.dy,s.fr,s.fx,s.fy,s.go,s.id,s.k1,s.k2,s.k3,s.k4,s.ok,s.p1])}, +return A.c4([s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,s.at,s.ax,s.ay,s.ch,s.CW,s.cx,s.cy,s.db,s.dx,s.dy,s.fr,s.fx,s.fy,s.go,s.id,s.k1,s.k2,s.k3,s.k4,s.ok,s.p1])}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 -return b instanceof A.Kd&&J.e(b.a,s.a)&&b.b==s.b&&J.e(b.c,s.c)&&J.e(b.d,s.d)&&J.e(b.e,s.e)&&J.e(b.f,s.f)&&J.e(b.r,s.r)&&J.e(b.w,s.w)&&J.e(b.x,s.x)&&J.e(b.y,s.y)&&J.e(b.z,s.z)&&b.Q==s.Q&&b.as==s.as&&b.at==s.at&&b.ax==s.ax&&b.ay==s.ay&&J.e(b.ch,s.ch)&&J.e(b.CW,s.CW)&&b.cx==s.cx&&b.cy==s.cy&&b.db==s.db&&J.e(b.dx,s.dx)&&b.dy==s.dy&&J.e(b.fr,s.fr)&&J.e(b.fx,s.fx)&&J.e(b.fy,s.fy)&&J.e(b.go,s.go)&&J.e(b.id,s.id)&&J.e(b.k1,s.k1)&&J.e(b.k2,s.k2)&&J.e(b.k3,s.k3)&&b.k4==s.k4&&J.e(b.ok,s.ok)&&!0}} -A.adw.prototype={} -A.adH.prototype={} -A.avq.prototype={ -zh(a){return B.u}, -Id(a,b,c,d){return B.b_}, -zg(a,b){return B.h}} -A.aof.prototype={} -A.a_s.prototype={ -a7(a){var s=null,r=A.cb(a,B.cj,t.l).w.f.b+8 -return new A.cc(new A.aH(8,r,8,8),new A.no(new A.a_t(this.c.Y(0,new A.h(8,r))),A.fh(A.mA(B.al,!0,B.qW,A.h8(this.d,B.a2,B.a5,B.dh),B.co,s,1,s,s,s,s,s,B.ew),s,222),s),s)}} -A.Dc.prototype={ -a7(a){var s=null -return A.fh(A.a9t(this.d,this.c,A.ba2(B.ay,s,s,s,s,B.ds,s,s,B.ds,A.al(a).ax.a===B.ai?B.l:B.a1,s,B.a4v,B.Rz,s,B.oZ,s,s,s,s)),s,1/0)}} -A.a_C.prototype={ -a7(a){var s,r,q,p,o,n,m,l,k,j,i,h=null -A.al(a) -s=A.al(a).ck +return b instanceof A.Kv&&J.f(b.a,s.a)&&b.b==s.b&&J.f(b.c,s.c)&&J.f(b.d,s.d)&&J.f(b.e,s.e)&&J.f(b.f,s.f)&&J.f(b.r,s.r)&&J.f(b.w,s.w)&&J.f(b.x,s.x)&&J.f(b.y,s.y)&&J.f(b.z,s.z)&&b.Q==s.Q&&b.as==s.as&&b.at==s.at&&b.ax==s.ax&&b.ay==s.ay&&J.f(b.ch,s.ch)&&J.f(b.CW,s.CW)&&b.cx==s.cx&&b.cy==s.cy&&b.db==s.db&&J.f(b.dx,s.dx)&&b.dy==s.dy&&J.f(b.fr,s.fr)&&J.f(b.fx,s.fx)&&J.f(b.fy,s.fy)&&J.f(b.go,s.go)&&J.f(b.id,s.id)&&J.f(b.k1,s.k1)&&J.f(b.k2,s.k2)&&J.f(b.k3,s.k3)&&b.k4==s.k4&&J.f(b.ok,s.ok)&&!0}} +A.aen.prototype={} +A.aey.prototype={} +A.awx.prototype={ +z0(a){return B.w}, +HZ(a,b,c,d){return B.b_}, +z_(a,b){return B.h}} +A.api.prototype={} +A.a_R.prototype={ +a8(a){var s=null,r=A.cg(a,B.cl,t.l).w.f.b+8 +return new A.ci(new A.aR(8,r,8,8),new A.nB(new A.a_S(this.c.X(0,new A.h(8,r))),A.ff(A.mO(B.al,!0,B.qZ,A.h3(this.d,B.a2,B.a5,B.di),B.cq,s,1,s,s,s,s,s,B.ez),s,222),s),s)}} +A.Dp.prototype={ +a8(a){var s=null +return A.ff(A.aah(this.d,this.c,A.baX(B.aw,s,s,s,s,B.du,s,s,B.du,A.an(a).ax.a===B.ai?B.l:B.a1,s,B.a4H,B.RF,s,B.p3,s,s,s,s)),s,1/0)}} +A.a00.prototype={ +a8(a){var s,r,q,p,o,n,m,l,k,j,i,h=null +A.an(a) +s=A.an(a).cC r=t.l -q=A.cb(a,B.k7,r).w -p=q.e.X(0,this.x) -o=A.bju(a) +q=A.cg(a,B.kc,r).w +p=q.e.W(0,this.x) +o=A.bkB(a) q=s.f if(q==null){q=o.f q.toString}n=s.a -if(n==null)n=A.al(a).ay +if(n==null)n=A.an(a).ay m=s.b if(m==null){m=o.b m.toString}l=s.c -if(l==null)l=o.gf1(o) +if(l==null)l=o.gf_(o) k=s.d if(k==null)k=o.d j=s.e if(j==null){j=o.e -j.toString}i=new A.jF(q,h,h,new A.kB(B.GC,A.mA(B.al,!0,h,this.as,this.y,n,m,h,l,j,k,h,B.ew),h),h) -return new A.IO(p,A.r4(i,A.cb(a,h,r).w.acN(!0,!0,!0,!0),h),B.ef,B.aW,h,h)}} -A.Xa.prototype={ -a7(a){var s,r,q,p,o,n,m,l,k=null,j=A.al(a),i=A.al(a).ck,h=A.bju(a),g=j.r +j.toString}i=new A.jR(q,h,h,new A.kO(B.GE,A.mO(B.al,!0,h,this.as,this.y,n,m,h,l,j,k,h,B.ez),h),h) +return new A.J5(p,A.rd(i,A.cg(a,h,r).w.adp(!0,!0,!0,!0),h),B.eh,B.aW,h,h)}} +A.Xu.prototype={ +a8(a){var s,r,q,p,o,n,m,l,k=null,j=A.an(a),i=A.an(a).cC,h=A.bkB(a),g=j.r switch(g.a){case 2:case 4:s=k break -case 0:case 1:case 3:case 5:A.mz(a,B.ch,t.c4).toString +case 0:case 1:case 3:case 5:A.mN(a,B.cj,t.c4).toString s="Alert" break -default:s=k}r=A.dO(a,B.cV) +default:s=k}r=A.dW(a,B.cY) r=r==null?k:r.c -r=A.ak(1,0.3333333333333333,A.Y(r==null?1:r,1,2)-1) +r=A.am(1,0.3333333333333333,A.Z(r==null?1:r,1,2)-1) r.toString -A.es(a) +A.ey(a) q=24*r p=i.r -if(p==null){p=h.gnX() +if(p==null){p=h.gnT() p.toString}g=s==null&&g!==B.ah -o=new A.cc(new A.aH(q,q,q,0),A.qr(A.cW(k,k,this.f,!0,k,k,!1,!1,k,k,k,k,k,k,k,k,g,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k),k,k,B.cg,!0,p,B.au,k,B.aH),k) +o=new A.ci(new A.aR(q,q,q,0),A.qB(A.cY(k,k,this.f,!0,k,k,!1,!1,k,k,k,k,k,k,k,k,g,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k),k,k,B.ci,!0,p,B.aB,k,B.aG),k) g=24*r r=i.w -if(r==null){r=h.gox() -r.toString}n=new A.cc(new A.aH(g,20,g,24),A.qr(A.cW(k,k,this.x,!0,k,k,!1,!1,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k),k,k,B.cg,!0,r,k,k,B.aH),k) +if(r==null){r=h.gou() +r.toString}n=new A.ci(new A.aR(g,20,g,24),A.qB(A.cY(k,k,this.x,!0,k,k,!1,!1,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k),k,k,B.ci,!0,r,k,k,B.aG),k) g=this.Q r=g!=null if(r){q=i.x -if(q==null)q=h.gHK().C(0,new A.aH(8,8,8,8)) -m=new A.cc(q,A.bz1(B.mt,g,B.a0R,B.cz,0,8),k)}else m=k +if(q==null)q=h.gHv().D(0,new A.aR(8,8,8,8)) +m=new A.ci(q,A.bAo(B.my,g,B.a1_,B.cB,0,8),k)}else m=k g=A.b([],t.p) o.toString g.push(o) n.toString -g.push(new A.DB(1,B.S7,n,k)) +g.push(new A.DO(1,B.Sd,n,k)) if(r){m.toString -g.push(m)}l=new A.a2p(A.h8(g,B.d2,B.a5,B.dh),k) -return A.ber(k,k,s!=null?A.cW(k,k,l,!1,k,k,!1,!0,k,k,k,k,s,k,k,k,!0,k,k,k,k,k,k,k,k,!0,k,k,k,k,k,k):l,B.v,k,B.tT,k,k,k)}} -A.Kl.prototype={} -A.avu.prototype={ -$3(a,b,c){var s=new A.iA(this.a,null),r=new A.Bt(this.b.a,s,null) -r=A.a7i(!0,r,B.L,!0) +g.push(m)}l=new A.a2S(A.h3(g,B.d5,B.a5,B.di),k) +return A.bfr(k,k,s!=null?A.cY(k,k,l,!1,k,k,!1,!0,k,k,k,k,s,k,k,k,!0,k,k,k,k,k,k,k,k,!0,k,k,k,k,k,k):l,B.x,k,B.tW,k,k,k)}} +A.KD.prototype={} +A.awB.prototype={ +$3(a,b,c){var s=new A.iG(this.a,null),r=new A.BF(this.b.a,s,null) +r=A.a83(!0,r,B.M,!0) return r}, $C:"$3", $R:3, -$S:474} -A.aVZ.prototype={ -ghV(){return this.as.f}, -geU(a){return A.al(this.z).ay}, -gf1(a){return A.al(this.z).k2}, -gnX(){return this.Q.r}, -gox(){return this.Q.w}, -gHK(){return B.L}} -A.Dd.prototype={ -gJ(a){return J.V(this.e)}, +$S:476} +A.aX8.prototype={ +ghO(){return this.as.f}, +geQ(a){return A.an(this.z).ay}, +gf_(a){return A.an(this.z).k2}, +gnT(){return this.Q.r}, +gou(){return this.Q.w}, +gHv(){return B.M}} +A.Dq.prototype={ +gJ(a){return J.W(this.e)}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.Dd&&J.e(b.geU(b),s.geU(s))&&b.b==s.b&&J.e(b.gf1(b),s.gf1(s))&&J.e(b.gim(),s.gim())&&J.e(b.e,s.e)&&J.e(b.f,s.f)&&J.e(b.ghV(),s.ghV())&&J.e(b.gnX(),s.gnX())&&J.e(b.gox(),s.gox())&&J.e(b.gHK(),s.gHK())}, -geU(a){return this.a}, -gf1(a){return this.c}, -gim(){return this.d}, -gnX(){return this.r}, -gox(){return this.w}, -gHK(){return this.x}, -ghV(){return this.y}} -A.adM.prototype={} -A.Ko.prototype={ +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.Dq&&J.f(b.geQ(b),s.geQ(s))&&b.b==s.b&&J.f(b.gf_(b),s.gf_(s))&&J.f(b.gih(),s.gih())&&J.f(b.e,s.e)&&J.f(b.f,s.f)&&J.f(b.ghO(),s.ghO())&&J.f(b.gnT(),s.gnT())&&J.f(b.gou(),s.gou())&&J.f(b.gHv(),s.gHv())}, +geQ(a){return this.a}, +gf_(a){return this.c}, +gih(){return this.d}, +gnT(){return this.r}, +gou(){return this.w}, +gHv(){return this.x}, +ghO(){return this.y}} +A.aeD.prototype={} +A.KG.prototype={ gJ(a){var s=this -return A.a4(s.gA(s),s.b,s.c,s.d,s.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.gA(s),s.b,s.c,s.d,s.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.Ko&&J.e(b.gA(b),s.gA(s))&&b.b==s.b&&b.c==s.c&&b.d==s.d&&b.e==s.e}, +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.KG&&J.f(b.gA(b),s.gA(s))&&b.b==s.b&&b.c==s.c&&b.d==s.d&&b.e==s.e}, gA(a){return this.a}} -A.adS.prototype={} -A.awB.prototype={ -W(){return"DrawerAlignment."+this.b}} -A.a0_.prototype={ -a7(a){var s,r,q,p,o,n,m,l,k,j=null,i=A.bw9(a) -switch(A.al(a).r.a){case 2:case 4:s=j +A.aeK.prototype={} +A.axI.prototype={ +V(){return"DrawerAlignment."+this.b}} +A.a0q.prototype={ +a8(a){var s,r,q,p,o,n,m,l,k,j=null,i=A.bxt(a) +switch(A.an(a).r.a){case 2:case 4:s=j break -case 0:case 1:case 3:case 5:A.mz(a,B.ch,t.c4).toString +case 0:case 1:case 3:case 5:A.mN(a,B.cj,t.c4).toString s="Navigation menu" break -default:s=j}A.al(a) -r=a.bb(t.Vo) +default:s=j}A.an(a) +r=a.bh(t.Vo) r=r==null?j:r.f r=r==null?j:r.d -q=new A.aW4(a,j,j,16,j,j,j,j,j) -if(r!==B.QS){r=i.f +q=new A.aXc(a,j,j,16,j,j,j,j,j) +if(r!==B.QY){r=i.f if(r==null)r=q.f p=r}else{r=i.r if(r==null)r=q.r @@ -94529,129 +95819,129 @@ if(o==null)o=q.a n=i.c if(n==null){n=q.c n.toString}m=i.d -if(m==null)m=q.gf1(q) +if(m==null)m=q.gf_(q) l=i.e if(l==null)l=q.e -if(p!=null)k=B.Z -else k=B.v -return A.cW(j,j,new A.kB(new A.b7(r,r,1/0,1/0),A.mA(B.al,!0,j,this.x,k,o,n,j,m,p,l,j,B.dR),j),!1,j,j,!1,!0,j,j,j,j,s,j,j,j,!0,j,j,j,j,j,j,j,j,!0,j,j,j,j,j,j)}} -A.aW4.prototype={ -gf1(a){return A.al(this.x).k2}} -A.Di.prototype={ +if(p!=null)k=B.a_ +else k=B.x +return A.cY(j,j,new A.kO(new A.bb(r,r,1/0,1/0),A.mO(B.al,!0,j,this.x,k,o,n,j,m,p,l,j,B.dT),j),!1,j,j,!1,!0,j,j,j,j,s,j,j,j,!0,j,j,j,j,j,j,j,j,!0,j,j,j,j,j,j)}} +A.aXc.prototype={ +gf_(a){return A.an(this.x).k2}} +A.Dv.prototype={ gJ(a){var s=this -return A.a4(s.geU(s),s.b,s.c,s.gf1(s),s.gim(),s.gdw(s),s.gSQ(),s.w,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, 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return Math.max(d,c)+l}, -c3(a){return this.bW(a)}, -it(a){var s=this.hd$,r=s.i(0,B.aT).b +c4(a){return this.bW(a)}, +ip(a){var s=this.hf$,r=s.i(0,B.aT).b r.toString r=t.q.a(r).a s=s.i(0,B.aT) -s=s==null?null:s.it(a) +s=s==null?null:s.ip(a) if(s==null)s=0 return r.b+s}, -dB(a){return B.u}, -ap1(a){var s,r,q,p,o,n,m=null,l=t.Bd,k=A.b([],l),j=new A.YD(k,A.b([],t.X_)) +dn(a){return B.w}, +apC(a){var s,r,q,p,o,n,m=null,l=t.Bd,k=A.b([],l),j=new A.Z0(k,A.b([],t.X_)) for(s=a.length,r=m,q=r,p=0;p0}else a1=!1 +if((e8==null?e7:e8.gC(e8))!=null){e8=o.i(0,B.b1) +a1=e8.gC(e8).b>0}else a1=!1 if(!a1)a2=0 else{e8=o.i(0,B.b1) -a2=e8.gD(e8).b+8}a3=Math.max(a0,a2) -e8=e6.I.y -a4=new A.h(e8.a,e8.b).a_(0,4) +a2=e8.gC(e8).b+8}a3=Math.max(a0,a2) +e8=e6.G.y +a4=new A.h(e8.a,e8.b).a1(0,4) e8=o.i(0,B.aT) n=o.i(0,B.aT) -k=e6.I.a +k=e6.G.a j=a4.b i=j/2 -s.u(0,e8,e6.oe(n,p.Sg(new A.aH(0,k.b+a+i,0,k.d+a3+i)).S_(c,c))) +s.q(0,e8,e6.oc(n,p.Se(new A.aR(0,k.b+a+i,0,k.d+a3+i)).RX(c,c))) k=o.i(0,B.b0) -a5=k==null?e7:k.gD(k).b +a5=k==null?e7:k.gC(k).b if(a5==null)a5=0 e8=o.i(0,B.aT) -a6=e8==null?e7:e8.gD(e8).b +a6=e8==null?e7:e8.gC(e8).b if(a6==null)a6=0 a7=Math.max(a5,a6) e8=s.i(0,o.i(0,B.aT)) @@ -96551,30 +97841,30 @@ e8.toString n=s.i(0,o.i(0,B.b0)) n.toString a8=Math.max(e8,n) -n=o.i(0,B.aO) -a9=n==null?e7:n.gD(n).b +n=o.i(0,B.aN) +a9=n==null?e7:n.gC(n).b if(a9==null)a9=0 -e8=o.i(0,B.aP) -b0=e8==null?e7:e8.gD(e8).b +e8=o.i(0,B.aO) +b0=e8==null?e7:e8.gC(e8).b if(b0==null)b0=0 -e8=s.i(0,o.i(0,B.aO)) +e8=s.i(0,o.i(0,B.aN)) e8.toString -n=s.i(0,o.i(0,B.aP)) +n=s.i(0,o.i(0,B.aO)) n.toString b1=Math.max(0,Math.max(e8,n)-a8) -n=s.i(0,o.i(0,B.aO)) +n=s.i(0,o.i(0,B.aN)) n.toString -e8=s.i(0,o.i(0,B.aP)) +e8=s.i(0,o.i(0,B.aO)) e8.toString b2=Math.max(0,Math.max(a9-n,b0-e8)-(a7-a8)) -e8=o.i(0,B.aw) -b3=e8==null?e7:e8.gD(e8).b +e8=o.i(0,B.au) +b3=e8==null?e7:e8.gC(e8).b if(b3==null)b3=0 -e8=o.i(0,B.aQ) -b4=e8==null?e7:e8.gD(e8).b +e8=o.i(0,B.aP) +b4=e8==null?e7:e8.gC(e8).b if(b4==null)b4=0 b5=Math.max(b3,b4) -e8=e6.I +e8=e6.G n=e8.a b6=Math.max(b5,a+n.b+b1+a7+b2+n.d+j) e8=e8.x @@ -96586,240 +97876,240 @@ b8=q-a3 b9=Math.min(Math.max(b6,b7),b8) c0=b7>b6?(b7-b6)/2:0 c1=Math.max(0,b6-b8) -e8=e6.aq -e8=e6.gP6()?B.Ei:B.Ej +e8=e6.ae +e8=e6.gP0()?B.Ej:B.Ek c2=(e8.a+1)/2 c3=b1-c1*(1-c2) -e8=e6.I.a +e8=e6.G.a c4=e8.b+a+a8+c3+c0+i -c5=b9-(e8.gcR(e8)+e8.gcY(e8))-a-j-(b1+a7+b2) +c5=b9-(e8.gcM(e8)+e8.gcR(e8))-a-j-(b1+a7+b2) c6=c4+c5*c2 -j=e6.aq -e8=e6.gP6()?B.Ei:B.Ej -c7=e6.awc(c4,a8+c3/2+(b9-(2+a7))/2,c4+c5,e8) -if(o.i(0,B.aI)!=null){e8=s.i(0,o.i(0,B.aI)) +j=e6.ae +e8=e6.gP0()?B.Ej:B.Ek +c7=e6.awP(c4,a8+c3/2+(b9-(2+a7))/2,c4+c5,e8) +if(o.i(0,B.aH)!=null){e8=s.i(0,o.i(0,B.aH)) e8.toString c8=b9+8+e8 -e8=o.i(0,B.aI) -c9=e8.gD(e8).b+8}else{c8=0 +e8=o.i(0,B.aH) +c9=e8.gC(e8).b+8}else{c8=0 c9=0}if(a1){e8=s.i(0,o.i(0,B.b1)) e8.toString d0=b9+8+e8 d1=a2}else{d0=0 d1=0}d2=Math.max(c8,d0) d3=Math.max(c9,d1) -d4=o.i(0,B.cU) -if(d4!=null){e8=o.i(0,B.av) 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0:e8=o.i(0,B.av) -e2=e1-(e8==null?B.u:e8.gD(e8)).a -if(o.i(0,B.aw)!=null){e2+=e6.I.a.c -e8=o.i(0,B.aw) +d7.$2(e8,d5)}switch(e6.Y.a){case 0:e8=o.i(0,B.at) +e2=e1-(e8==null?B.w:e8.gC(e8)).a +if(o.i(0,B.au)!=null){e2+=e6.G.a.c +e8=o.i(0,B.au) e8.toString -q=o.i(0,B.aw) -e2-=d7.$2(e8,e2-q.gD(q).a)}if(o.i(0,B.am)!=null){e8=o.i(0,B.am) +q=o.i(0,B.au) +e2-=d7.$2(e8,e2-q.gC(q).a)}if(o.i(0,B.am)!=null){e8=o.i(0,B.am) e8.toString q=o.i(0,B.am) -d7.$2(e8,e2-q.gD(q).a)}if(o.i(0,B.aO)!=null){e8=o.i(0,B.aO) +d7.$2(e8,e2-q.gC(q).a)}if(o.i(0,B.aN)!=null){e8=o.i(0,B.aN) e8.toString -q=o.i(0,B.aO) -e2-=d9.$2(e8,e2-q.gD(q).a)}if(o.i(0,B.aT)!=null){e8=o.i(0,B.aT) +q=o.i(0,B.aN) +e2-=d9.$2(e8,e2-q.gC(q).a)}if(o.i(0,B.aT)!=null){e8=o.i(0,B.aT) e8.toString q=o.i(0,B.aT) -d9.$2(e8,e2-q.gD(q).a)}if(o.i(0,B.b0)!=null){e8=o.i(0,B.b0) +d9.$2(e8,e2-q.gC(q).a)}if(o.i(0,B.b0)!=null){e8=o.i(0,B.b0) e8.toString q=o.i(0,B.b0) -d9.$2(e8,e2-q.gD(q).a)}if(o.i(0,B.aQ)!=null){e3=e0-e6.I.a.a -e8=o.i(0,B.aQ) 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e8.toString q=o.i(0,B.aP) -d9.$2(e8,e3-q.gD(q).a)}break}if(o.i(0,B.b1)!=null||o.i(0,B.aI)!=null){d6.b=d3 +e3-=d7.$2(e8,e3-q.gC(q).a)}else e3=e1 +if(o.i(0,B.aO)!=null){e8=o.i(0,B.aO) +e8.toString +q=o.i(0,B.aO) +d9.$2(e8,e3-q.gC(q).a)}break}if(o.i(0,B.b1)!=null||o.i(0,B.aH)!=null){d6.b=d3 d8.b=d2 -switch(e6.a1.a){case 0:if(o.i(0,B.b1)!=null){e8=o.i(0,B.b1) +switch(e6.Y.a){case 0:if(o.i(0,B.b1)!=null){e8=o.i(0,B.b1) e8.toString q=o.i(0,B.b1) -q=q.gD(q) -n=o.i(0,B.av) -n=n==null?B.u:n.gD(n) -d9.$2(e8,e1-q.a-n.a)}if(o.i(0,B.aI)!=null){e8=o.i(0,B.aI) +q=q.gC(q) +n=o.i(0,B.at) +n=n==null?B.w:n.gC(n) +d9.$2(e8,e1-q.a-n.a)}if(o.i(0,B.aH)!=null){e8=o.i(0,B.aH) e8.toString d9.$2(e8,e0)}break case 1:if(o.i(0,B.b1)!=null){e8=o.i(0,B.b1) e8.toString -q=o.i(0,B.av) -d9.$2(e8,e0+(q==null?B.u:q.gD(q)).a)}if(o.i(0,B.aI)!=null){e8=o.i(0,B.aI) +q=o.i(0,B.at) +d9.$2(e8,e0+(q==null?B.w:q.gC(q)).a)}if(o.i(0,B.aH)!=null){e8=o.i(0,B.aH) e8.toString -q=o.i(0,B.aI) -d9.$2(e8,e1-q.gD(q).a)}break}}if(o.i(0,B.am)!=null){e8=o.i(0,B.am).b +q=o.i(0,B.aH) +d9.$2(e8,e1-q.gC(q).a)}break}}if(o.i(0,B.am)!=null){e8=o.i(0,B.am).b e8.toString e4=t.q.a(e8).a.a e8=o.i(0,B.am) -e5=(e8==null?B.u:e8.gD(e8)).a*0.75 -switch(e6.a1.a){case 0:o.i(0,B.aw)!=null&&!0 -e8=e6.I +e5=(e8==null?B.w:e8.gC(e8)).a*0.75 +switch(e6.Y.a){case 0:o.i(0,B.au)!=null&&!0 +e8=e6.G q=o.i(0,B.am) -q=q==null?B.u:q.gD(q) -n=d4==null?B.u:d4.gD(d4) -e8.r.so8(0,A.ak(e4+q.a+0,n.a/2+e5/2,0)) -break -case 1:o.i(0,B.aw)!=null&&!0 -e8=e6.I -q=o.i(0,B.av) -q=q==null?B.u:q.gD(q) -n=d4==null?B.u:d4.gD(d4) -e8.r.so8(0,A.ak(e4-q.a+0,n.a/2-e5/2,0)) -break}e8=e6.I +q=q==null?B.w:q.gC(q) +n=d4==null?B.w:d4.gC(d4) +e8.r.so4(0,A.am(e4+q.a+0,n.a/2+e5/2,0)) +break +case 1:o.i(0,B.au)!=null&&!0 +e8=e6.G +q=o.i(0,B.at) +q=q==null?B.w:q.gC(q) +n=d4==null?B.w:d4.gC(d4) +e8.r.so4(0,A.am(e4-q.a+0,n.a/2-e5/2,0)) +break}e8=e6.G o=o.i(0,B.am) -e8.r.sfw(o.gD(o).a*0.75)}else{e6.I.r.so8(0,e7) -e6.I.r.sfw(0)}e6.id=e9.c5(new A.M(r,b9+d3))}, -ayr(a,b){var s=this.hd$.i(0,B.am) +e8.r.sfw(o.gC(o).a*0.75)}else{e6.G.r.so4(0,e7) +e6.G.r.sfw(0)}e6.id=e9.c6(new A.N(r,b9+d3))}, +az3(a,b){var s=this.hf$.i(0,B.am) s.toString -a.f_(s,b)}, -aK(a,b){var s,r,q,p,o,n,m,l,k,j,i=this,h=new A.b__(a,b),g=i.hd$ -h.$1(g.i(0,B.cU)) +a.eY(s,b)}, +aJ(a,b){var s,r,q,p,o,n,m,l,k,j,i=this,h=new A.b_Y(a,b),g=i.hf$ +h.$1(g.i(0,B.cX)) if(g.i(0,B.am)!=null){s=g.i(0,B.am).b s.toString r=t.q q=r.a(s).a s=g.i(0,B.am) -if(s!=null)s.gD(s) +if(s!=null)s.gC(s) s=g.i(0,B.am) -p=(s==null?B.u:s.gD(s)).a -s=i.I +p=(s==null?B.w:s.gC(s)).a +s=i.G o=s.d -s.f.gym() -s=i.I -n=A.ak(1,0.75,o) +s.f.gy9() +s=i.G +n=A.am(1,0.75,o) n.toString -m=g.i(0,B.cU).b +m=g.i(0,B.cX).b m.toString m=r.a(m).a -r=g.i(0,B.cU) -r=r==null?B.u:r.gD(r) -switch(i.a1.a){case 0:l=q.a+p*(1-n) -g.i(0,B.aw)!=null +r=g.i(0,B.cX) +r=r==null?B.w:r.gC(r) +switch(i.Y.a){case 0:l=q.a+p*(1-n) +g.i(0,B.au)!=null k=l break case 1:l=q.a -g.i(0,B.aw)!=null +g.i(0,B.au)!=null k=l break default:l=null -k=null}r=A.ak(k,m.a+r.a/2-p*0.75/2,0) +k=null}r=A.am(k,m.a+r.a/2-p*0.75/2,0) r.toString -r=A.ak(l,r,o) +r=A.am(l,r,o) r.toString m=q.b -s=A.ak(0,s.a.b-m,o) +s=A.am(0,s.a.b-m,o) s.toString -j=new A.b3(new Float64Array(16)) -j.bm() +j=new A.by(new Float64Array(16)) +j.cc() j.aL(0,r,m+s) -j.al(0,n) -i.bg=j +j.ap(0,n) +i.b2=j n=i.cx n===$&&A.c() s=i.ch -s.sbk(0,a.vu(n,b,j,i.gayq(),t.xF.a(s.a)))}else i.ch.sbk(0,null) -h.$1(g.i(0,B.av)) +s.sbl(0,a.vh(n,b,j,i.gaz2(),t.zV.a(s.a)))}else i.ch.sbl(0,null) +h.$1(g.i(0,B.at)) +h.$1(g.i(0,B.aN)) h.$1(g.i(0,B.aO)) +h.$1(g.i(0,B.au)) h.$1(g.i(0,B.aP)) -h.$1(g.i(0,B.aw)) -h.$1(g.i(0,B.aQ)) h.$1(g.i(0,B.b0)) h.$1(g.i(0,B.aT)) h.$1(g.i(0,B.b1)) -h.$1(g.i(0,B.aI))}, -lU(a){return!0}, -dX(a,b){var s,r,q,p,o,n,m +h.$1(g.i(0,B.aH))}, +lO(a){return!0}, +dP(a,b){var s,r,q,p,o,n,m for(s=this.gbZ(this),r=s.length,q=t.q,p=0;p>>16&255,s>>>8&255,s&255) -if(p.a.w&&p.gbn().bc){s=p.gbn().ry +if(p.a.w&&p.gbn().bd){s=p.gbn().ry q=s==null?a.d.fr:s s=(q==null?a.dx:q).a -return A.JW(A.a9(31,s>>>16&255,s>>>8&255,s&255),r)}return r}, -asf(a,b){if(this.gbn().R8!==!0)return B.I +return A.Kd(A.a9(31,s>>>16&255,s>>>8&255,s&255),r)}return r}, +asQ(a,b){if(this.gbn().R8!==!0)return B.I this.gbn() -return A.e9(b.glQ(),this.gks(),t.n8)}, -asl(a){if(this.gbn().R8!=null)this.gbn().R8.toString +return A.eg(b.glJ(),this.gkt(),t.G)}, +asW(a){if(this.gbn().R8!=null)this.gbn().R8.toString return B.I}, -ga1b(){var s=this,r=s.a -if(r.y)r=r.r&&r.c.bc +ga1F(){var s=this,r=s.a +if(r.y)r=r.r&&r.c.bd else r=!0 if(!r){s.gbn() r=s.gbn() -r=r.c!=null&&s.gbn().CW!==B.lu}else r=!1 +r=r.c!=null&&s.gbn().CW!==B.lz}else r=!1 return r}, -a0m(a,b){return A.e9(b.gCT(),this.gks(),t.em).bY(A.e9(this.gbn().w,this.gks(),t.p8))}, -gks(){var s=this,r=A.z(t.ui) -if(!s.gbn().bc)r.C(0,B.a_) -if(s.a.r)r.C(0,B.aF) -if(s.a.w&&s.gbn().bc)r.C(0,B.aY) -if(s.gbn().ax!=null)r.C(0,B.mE) +a0Q(a,b){return A.eg(b.gCE(),this.gkt(),t.em).bX(A.eg(this.gbn().w,this.gkt(),t.p8))}, +gkt(){var s=this,r=A.C(t.ui) +if(!s.gbn().bd)r.D(0,B.a0) +if(s.a.r)r.D(0,B.aE) +if(s.a.w&&s.gbn().bd)r.D(0,B.aY) +if(s.gbn().ax!=null)r.D(0,B.mJ) return r}, -as9(a,b){var s,r,q=this,p=A.e9(q.gbn().y2,q.gks(),t.Ef) -if(p==null)p=B.acy +asK(a,b){var s,r,q=this,p=A.eg(q.gbn().y2,q.gkt(),t.Ef) +if(p==null)p=B.acK q.gbn() -if(p.a.l(0,B.C))return p -s=q.asa(a) +if(p.a.l(0,B.E))return p +s=q.asL(a) q.gbn() -if(J.e(q.gbn().y2,B.qh)||!q.gbn().bc)r=0 +if(J.f(q.gbn().y2,B.qk)||!q.gbn().bd)r=0 else r=q.a.r?2:1 -return p.a7I(new A.ck(s,r,B.aa,-1))}, -a7(c3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0=this,c1=null,c2=A.al(c3) -A.al(c3) -s=new A.aXE(c3,c1,c1,c1,c1) +return p.a8h(new A.cp(s,r,B.aa,-1))}, +a8(c3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0=this,c1=null,c2=A.an(c3) +A.an(c3) +s=new A.aYK(c3,c1,c1,c1,c1) r=t.em -q=A.e9(s.gDb(),c0.gks(),r) +q=A.eg(s.gCX(),c0.gkt(),r) p=t.p8 -o=A.e9(c0.gbn().e,c0.gks(),p) -if(o==null)o=A.e9(c1,c0.gks(),p) +o=A.eg(c0.gbn().e,c0.gkt(),p) +if(o==null)o=A.eg(c1,c0.gkt(),p) n=c2.p3.w n.toString -m=n.bY(c0.a.d).bY(q).bY(o).a7L(1) +m=n.bX(c0.a.d).bX(q).bX(o).a8k(1) l=m.Q l.toString -q=A.e9(s.gCX(),c0.gks(),r) -o=A.e9(c0.gbn().z,c0.gks(),p) -if(o==null)o=A.e9(c1,c0.gks(),p) -k=n.bY(c0.a.d).bY(q).bY(o) +q=A.eg(s.gCH(),c0.gkt(),r) +o=A.eg(c0.gbn().z,c0.gkt(),p) +if(o==null)o=A.eg(c1,c0.gkt(),p) +k=n.bX(c0.a.d).bX(q).bX(o) j=c0.gbn().y if(j==null)i=c1 -else{h=c0.a.y&&!c0.ga1b()?1:0 +else{h=c0.a.y&&!c0.ga1F()?1:0 g=c0.gbn() f=c0.a.e -i=A.bdp(A.dv(j,c0.gbn().as,B.cx,c1,k,f,g.Q),B.aE,B.cI,h)}e=c0.gbn().ax!=null -if(!c0.gbn().bc)d=e?c0.gbn().to:c0.gbn().xr +i=A.bep(A.dz(j,c0.gbn().as,B.cz,c1,k,f,g.Q),B.aD,B.cL,h)}e=c0.gbn().ax!=null +if(!c0.gbn().bd)d=e?c0.gbn().to:c0.gbn().xr else if(c0.a.r)d=e?c0.gbn().x2:c0.gbn().x1 else d=e?c0.gbn().to:c0.gbn().y1 -if(d==null)d=c0.as9(c2,s) +if(d==null)d=c0.asK(c2,s) h=c0.r g=c0.e g===$&&A.c() -f=c0.asf(c2,s) -c=c0.asl(c2) -b=c0.a.w&&c0.gbn().bc +f=c0.asQ(c2,s) +c=c0.asW(c2) +b=c0.a.w&&c0.gbn().bd c0.gbn() a=c0.gbn() if(a.c==null)a0=c1 else{a=c0.f a===$&&A.c() -a1=c0.ga1b()||c0.gbn().CW!==B.lt?1:0 +a1=c0.ga1F()||c0.gbn().CW!==B.ly?1:0 a2=c0.a -if(a2.y)a2=a2.r&&a2.c.bc +if(a2.y)a2=a2.r&&a2.c.bd else a2=!0 -if(a2){a3=A.e9(s.gCJ(),c0.gks(),r) +if(a2){a3=A.eg(s.gCv(),c0.gkt(),r) if(c0.gbn().ax!=null)c0.gbn() c0.gbn() a2=c0.gbn() -a3=a3.bY(a2.e) -o=A.e9(c0.gbn().f,c0.gks(),p) -if(o==null)o=A.e9(c1,c0.gks(),p) -n=n.bY(c0.a.d).a7L(1).bY(a3).bY(o)}else n=m +a3=a3.bX(a2.e) +o=A.eg(c0.gbn().f,c0.gkt(),p) +if(o==null)o=A.eg(c1,c0.gkt(),p) +n=n.bX(c0.a.d).a8k(1).bX(a3).bX(o)}else n=m a2=c0.gbn().c if(a2==null){a2=c0.gbn().d a2.toString -a2=A.dv(a2,c1,B.cx,c1,c1,c0.a.e,c1)}a0=new A.akK(A.bdp(A.Xl(a2,B.aE,B.cI,n),B.aE,B.cI,a1),a,c1)}c0.gbn() +a2=A.dz(a2,c1,B.cz,c1,c1,c0.a.e,c1)}a0=new A.alF(A.bep(A.XG(a2,B.aD,B.cL,n),B.aD,B.cL,a1),a,c1)}c0.gbn() c0.gbn() c0.gbn() c0.gbn() n=c0.a a4=n.z a=n.y -if(a)n=n.r&&n.c.bc +if(a)n=n.r&&n.c.bd else n=!0 if(n){a4!=null a5=!1}else a5=!1 -if(a4!=null&&a5)a4=A.cW(c1,c1,a4,!1,c1,c1,!1,!1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,B.AV,c1,c1,c1) +if(a4!=null&&a5)a4=A.cY(c1,c1,a4,!1,c1,c1,!1,!1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,B.AX,c1,c1,c1) n=c0.gbn() a6=n.cy===!0 c0.gbn() @@ -97022,34 +98312,34 @@ c0.gbn() c0.gbn() n=c0.a.e a=c0.gbn() -a1=c0.a0m(c2,s) +a1=c0.a0Q(c2,s) a2=c0.gbn() a7=c0.gbn() a8=c0.gbn() -r=A.e9(s.gCl(),c0.gks(),r).bY(c0.gbn().ay) +r=A.eg(s.gCa(),c0.gkt(),r).bX(c0.gbn().ay) a9=c0.gbn() if(c0.gbn().p3!=null)b0=c0.gbn().p3 else if(c0.gbn().p2!=null&&c0.gbn().p2!==""){b1=c0.a.r b2=c0.gbn().p2 b2.toString -p=c0.a0m(c2,s).bY(A.e9(c0.gbn().p4,c0.gks(),p)) -b0=A.cW(c1,c1,A.dv(b2,c1,B.cx,c0.gbn().cd,p,c1,c1),!0,c1,c1,!1,!1,c1,c1,c1,c1,c1,b1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1)}else b0=c1 -p=c3.bb(t.I) +p=c0.a0Q(c2,s).bX(A.eg(c0.gbn().p4,c0.gkt(),p)) +b0=A.cY(c1,c1,A.dz(b2,c1,B.cz,c0.gbn().bP,p,c1,c1),!0,c1,c1,!1,!1,c1,c1,c1,c1,c1,b1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1)}else b0=c1 +p=c3.bh(t.I) p.toString b3=c0.gbn().db if(b3==null)b3=c1 c0.gbn() -d.gym() +d.gy9() b1=m.r b1.toString -b2=A.dO(c3,B.cV) +b2=A.dW(c3,B.cY) b2=b2==null?c1:b2.c if(b2==null)b2=1 b4=(4+0.75*b1)*b2 b1=c0.gbn() -if(b1.R8===!0)if(b3==null)b5=a6?B.Rq:B.Rp +if(b1.R8===!0)if(b3==null)b5=a6?B.Rw:B.Rv else b5=b3 -else if(b3==null)b5=a6?B.em:B.Rg +else if(b3==null)b5=a6?B.eo:B.Rm else b5=b3 c0.gbn() b1=c0.gbn().cx @@ -97061,20 +98351,20 @@ b8=c0.a b9=b8.f b8=b8.r c0.gbn() -return new A.adB(new A.ady(b5,!1,b4,b2,b1,d,h,b6.bd===!0,b7.cy,c2.z,c1,a4,a0,i,c1,c1,c1,c1,new A.T2(n,a.r,a1,a2.x,a7.at,a8.ax,r,a9.ch,c1),b0,new A.RM(d,h,g,f,c,b,c1)),p.w,l,b9,b8,!1,c1)}} -A.aXO.prototype={ +return new A.aes(new A.aep(b5,!1,b4,b2,b1,d,h,b6.bb===!0,b7.cy,c2.z,c1,a4,a0,i,c1,c1,c1,c1,new A.Tj(n,a.r,a1,a2.x,a7.at,a8.ax,r,a9.ch,c1),b0,new A.S1(d,h,g,f,c,b,c1)),p.w,l,b9,b8,!1,c1)}} +A.aYU.prototype={ $0(){}, $S:0} -A.E3.prototype={ -S0(a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4){var s=this,r=c3==null?s.as:c3,q=b2==null?s.ax:b2,p=b6==null?s.CW:b6,o=b5==null?s.cx:b5,n=c8==null?s.cy:c8,m=a2==null?s.db:a2,l=a3==null?s.p3:a3,k=a5==null?s.p2:a5,j=a4==null?s.p4:a4,i=b4==null?s.R8:b4,h=c5==null?s.ry:c5,g=a9==null?s.to:a9,f=b9==null?s.x1:b9,e=a0==null?s.y2:a0,d=a7==null?s.bc:a7,c=d2==null?s.cd:d2,b=a==null?s.bd:a -return A.bfP(b,e,s.bG,m,l,j,k,s.xr,d,s.y1,s.at,g,s.ch,s.ay,q,s.RG,i,o,p,s.f,s.rx,f,s.x2,s.x,s.w,s.r,r,s.z,s.y,s.Q,h,s.a,s.b,c7===!0,n,s.c,s.e,s.d,s.fx,s.dy,s.id,s.fr,s.go,s.fy,c,s.k2,s.k1,s.ok,s.p1,s.k4,s.k3)}, -aIg(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0){return this.S0(a,b,c,d,null,e,null,f,null,g,h,i,j,null,k,l,m,n,o,p,q,r,s,a0,null,a1,a2,a3,a4,a5,a6,a7,a8,null,a9,b0)}, -aI6(a,b){return this.S0(null,null,null,null,null,null,null,null,a,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,b,null,null,null,null,null,null,null,null,null,null,null)}, -aHP(a){return this.S0(null,null,null,null,null,null,null,null,null,null,null,null,null,a,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -Rl(a){var s,r,q,p,o,n,m,l=this,k=null,j=l.CW -if(j==null)j=B.uh +A.Eh.prototype={ +RY(a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4){var s=this,r=c3==null?s.as:c3,q=b2==null?s.ax:b2,p=b6==null?s.CW:b6,o=b5==null?s.cx:b5,n=c8==null?s.cy:c8,m=a2==null?s.db:a2,l=a3==null?s.p3:a3,k=a5==null?s.p2:a5,j=a4==null?s.p4:a4,i=b4==null?s.R8:b4,h=c5==null?s.ry:c5,g=a9==null?s.to:a9,f=b9==null?s.x1:b9,e=a0==null?s.y2:a0,d=a7==null?s.bd:a7,c=d2==null?s.bP:d2,b=a==null?s.bb:a +return A.bgQ(b,e,s.bA,m,l,j,k,s.xr,d,s.y1,s.at,g,s.ch,s.ay,q,s.RG,i,o,p,s.f,s.rx,f,s.x2,s.x,s.w,s.r,r,s.z,s.y,s.Q,h,s.a,s.b,c7===!0,n,s.c,s.e,s.d,s.fx,s.dy,s.id,s.fr,s.go,s.fy,c,s.k2,s.k1,s.ok,s.p1,s.k4,s.k3)}, +aIT(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0){return this.RY(a,b,c,d,null,e,null,f,null,g,h,i,j,null,k,l,m,n,o,p,q,r,s,a0,null,a1,a2,a3,a4,a5,a6,a7,a8,null,a9,b0)}, +aIJ(a,b){return this.RY(null,null,null,null,null,null,null,null,a,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,b,null,null,null,null,null,null,null,null,null,null,null)}, +aIr(a){return this.RY(null,null,null,null,null,null,null,null,null,null,null,null,null,a,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +Ri(a){var s,r,q,p,o,n,m,l=this,k=null,j=l.CW +if(j==null)j=B.uj s=l.cx -if(s==null)s=B.hX +if(s==null)s=B.hZ r=l.db if(r==null)r=k q=l.p4 @@ -97087,14 +98377,14 @@ n=l.x1 if(n==null)n=a.fy m=l.y2 if(m==null)m=a.k2 -return l.aIg(l.bd===!0,m,k,r,q,k,k,o,k,k,k,l.R8===!0,s,j,k,k,n,k,k,k,k,p,k,!1,l.cy===!0,k,k,k,k,k)}, +return l.aIT(l.bb===!0,m,k,r,q,k,k,o,k,k,k,l.R8===!0,s,j,k,k,n,k,k,k,k,p,k,!1,l.cy===!0,k,k,k,k,k)}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.E3&&J.e(b.c,s.c)&&b.y==s.y&&b.as==s.as&&b.ax==s.ax&&b.CW==s.CW&&J.e(b.cx,s.cx)&&b.cy==s.cy&&J.e(b.db,s.db)&&J.e(b.p3,s.p3)&&b.p2==s.p2&&J.e(b.p4,s.p4)&&b.R8==s.R8&&J.e(b.ry,s.ry)&&J.e(b.to,s.to)&&J.e(b.x1,s.x1)&&J.e(b.y2,s.y2)&&b.bc===s.bc&&b.cd==s.cd&&b.bd==s.bd&&!0}, +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.Eh&&J.f(b.c,s.c)&&b.y==s.y&&b.as==s.as&&b.ax==s.ax&&b.CW==s.CW&&J.f(b.cx,s.cx)&&b.cy==s.cy&&J.f(b.db,s.db)&&J.f(b.p3,s.p3)&&b.p2==s.p2&&J.f(b.p4,s.p4)&&b.R8==s.R8&&J.f(b.ry,s.ry)&&J.f(b.to,s.to)&&J.f(b.x1,s.x1)&&J.f(b.y2,s.y2)&&b.bd===s.bd&&b.bP==s.bP&&b.bb==s.bb&&!0}, gJ(a){var s=this -return A.c_([s.a,s.b,s.c,s.d,s.f,s.e,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,s.at,s.ax,s.ay,s.ch,s.CW,s.cx,s.cy,s.db,!1,s.R8,s.RG,s.rx,s.ry,s.dy,s.id,s.fx,s.fy,s.go,s.fr,s.k1,s.ok,s.k2,s.k3,s.k4,s.p1,s.p3,s.p2,s.p4,s.to,s.x1,s.x2,s.xr,s.y1,s.y2,s.bc,s.cd,s.bd,s.bG])}, +return A.c4([s.a,s.b,s.c,s.d,s.f,s.e,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,s.at,s.ax,s.ay,s.ch,s.CW,s.cx,s.cy,s.db,!1,s.R8,s.RG,s.rx,s.ry,s.dy,s.id,s.fx,s.fy,s.go,s.fr,s.k1,s.ok,s.k2,s.k3,s.k4,s.p1,s.p3,s.p2,s.p4,s.to,s.x1,s.x2,s.xr,s.y1,s.y2,s.bd,s.bP,s.bb,s.bA])}, j(a){var s=this,r=A.b([],t.T),q=s.c if(q!=null)r.push("label: "+q.j(0)) q=s.y @@ -97126,20 +98416,20 @@ q=s.x1 if(q!=null)r.push("focusedBorder: "+q.j(0)) q=s.y2 if(q!=null)r.push("border: "+q.j(0)) -if(!s.bc)r.push("enabled: false") -q=s.cd +if(!s.bd)r.push("enabled: false") +q=s.bP if(q!=null)r.push("semanticCounterText: "+q) -q=s.bd +q=s.bb if(q!=null)r.push("alignLabelWithHint: "+A.j(q)) -return"InputDecoration("+B.b.cs(r,", ")+")"}} -A.E4.prototype={ +return"InputDecoration("+B.b.cp(r,", ")+")"}} +A.Ei.prototype={ gJ(a){var s=this,r=null -return A.a4(s.gDb(),s.gCJ(),s.gCT(),r,s.gCX(),s.gCl(),r,B.uh,B.hX,!1,r,!1,s.ghV(),r,s.gKZ(),r,s.gFf(),r,!1,A.a4(s.glQ(),s.gR0(),s.gUY(),r,s.fr,s.fx,s.fy,r,r,r,s.k2,!1,r,B.a,B.a,B.a,B.a,B.a,B.a,B.a))}, +return A.a3(s.gCX(),s.gCv(),s.gCE(),r,s.gCH(),s.gCa(),r,B.uj,B.hZ,!1,r,!1,s.ghO(),r,s.gKN(),r,s.gF3(),r,!1,A.a3(s.glJ(),s.gQX(),s.gVo(),r,s.fr,s.fx,s.fy,r,r,r,s.k2,!1,r,B.a,B.a,B.a,B.a,B.a,B.a,B.a))}, l(a,b){var s,r=this if(b==null)return!1 if(r===b)return!0 -if(J.aj(b)!==A.L(r))return!1 -if(b instanceof A.E4)if(J.e(b.gDb(),r.gDb()))if(J.e(b.gCJ(),r.gCJ()))if(J.e(b.gCT(),r.gCT()))if(J.e(b.gCX(),r.gCX()))if(J.e(b.gCl(),r.gCl()))if(J.e(b.ghV(),r.ghV()))if(J.e(b.gKZ(),r.gKZ()))if(J.e(b.gFf(),r.gFf()))if(B.hX.l(0,B.hX))if(J.e(b.glQ(),r.glQ()))if(J.e(b.gR0(),r.gR0()))if(J.e(b.gUY(),r.gUY()))if(J.e(b.fr,r.fr))if(J.e(b.fx,r.fx))if(J.e(b.fy,r.fy))if(J.e(b.k2,r.k2))s=!0 +if(J.ak(b)!==A.L(r))return!1 +if(b instanceof A.Ei)if(J.f(b.gCX(),r.gCX()))if(J.f(b.gCv(),r.gCv()))if(J.f(b.gCE(),r.gCE()))if(J.f(b.gCH(),r.gCH()))if(J.f(b.gCa(),r.gCa()))if(J.f(b.ghO(),r.ghO()))if(J.f(b.gKN(),r.gKN()))if(J.f(b.gF3(),r.gF3()))if(B.hZ.l(0,B.hZ))if(J.f(b.glJ(),r.glJ()))if(J.f(b.gQX(),r.gQX()))if(J.f(b.gVo(),r.gVo()))if(J.f(b.fr,r.fr))if(J.f(b.fx,r.fx))if(J.f(b.fy,r.fy))if(J.f(b.k2,r.k2))s=!0 else s=!1 else s=!1 else s=!1 @@ -97158,183 +98448,183 @@ else s=!1 else s=!1 else s=!1 return s}, -gDb(){return null}, -gCJ(){return null}, -gCT(){return null}, gCX(){return null}, -gCl(){return null}, -ghV(){return null}, -gKZ(){return null}, -gFf(){return null}, -glQ(){return null}, -gUY(){return null}, -gR0(){return null}} -A.aXE.prototype={ -gCX(){return A.Tx(new A.aXJ(this))}, -gDb(){return A.Tx(new A.aXL(this))}, -gCJ(){return A.Tx(new A.aXH(this))}, -gCT(){return A.Tx(new A.aXI(this))}, -gCl(){return A.Tx(new A.aXF(this))}, -glQ(){return A.aYB(new A.aXG(this))}, -ghV(){return A.aYB(new A.aXK(this))}, -gKZ(){return A.aYB(new A.aXM(this))}, -gFf(){return A.aYB(new A.aXN(this))}} -A.aXJ.prototype={ +gCv(){return null}, +gCE(){return null}, +gCH(){return null}, +gCa(){return null}, +ghO(){return null}, +gKN(){return null}, +gF3(){return null}, +glJ(){return null}, +gVo(){return null}, +gQX(){return null}} +A.aYK.prototype={ +gCH(){return A.TO(new A.aYP(this))}, +gCX(){return A.TO(new A.aYR(this))}, +gCv(){return A.TO(new A.aYN(this))}, +gCE(){return A.TO(new A.aYO(this))}, +gCa(){return A.TO(new A.aYL(this))}, +glJ(){return A.aZH(new A.aYM(this))}, +ghO(){return A.aZH(new A.aYQ(this))}, +gKN(){return A.aZH(new A.aYS(this))}, +gF3(){return A.aZH(new A.aYT(this))}} +A.aYP.prototype={ $1(a){var s=null -if(a.O(0,B.a_))return A.ed(s,s,A.al(this.a.ok).ch,s,s,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s) -return A.ed(s,s,A.al(this.a.ok).db,s,s,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s)}, -$S:64} -A.aXL.prototype={ +if(a.N(0,B.a0))return A.ek(s,s,A.an(this.a.ok).ch,s,s,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s) +return A.ek(s,s,A.an(this.a.ok).db,s,s,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s)}, +$S:63} +A.aYR.prototype={ $1(a){var s=null -if(a.O(0,B.a_))return A.ed(s,s,A.al(this.a.ok).ch,s,s,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s) -return A.ed(s,s,A.al(this.a.ok).db,s,s,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s)}, -$S:64} -A.aXH.prototype={ +if(a.N(0,B.a0))return A.ek(s,s,A.an(this.a.ok).ch,s,s,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s) +return A.ek(s,s,A.an(this.a.ok).db,s,s,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s)}, +$S:63} +A.aYN.prototype={ $1(a){var s=this,r=null -if(a.O(0,B.a_))return A.ed(r,r,A.al(s.a.ok).ch,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r) -if(a.O(0,B.mE))return A.ed(r,r,A.al(s.a.ok).ax.at,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r) -if(a.O(0,B.aF))return A.ed(r,r,A.al(s.a.ok).ax.b,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r) -return A.ed(r,r,A.al(s.a.ok).db,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r)}, -$S:64} -A.aXI.prototype={ -$1(a){var s=A.al(this.a.ok) -if(a.O(0,B.a_))return s.p3.Q.hM(B.I) -return s.p3.Q.hM(s.db)}, -$S:64} -A.aXF.prototype={ -$1(a){var s=A.al(this.a.ok) -if(a.O(0,B.a_))return s.p3.Q.hM(B.I) -return s.p3.Q.hM(s.ax.at)}, -$S:64} -A.aXG.prototype={ -$1(a){if(a.O(0,B.a_))switch(A.al(this.a.ok).ax.a.a){case 0:return B.Jc -case 1:return B.Pz}switch(A.al(this.a.ok).ax.a.a){case 0:return B.id -case 1:return B.J6}}, -$S:36} -A.aXK.prototype={ -$1(a){if(a.O(0,B.a_)&&!a.O(0,B.aF))return A.al(this.a.ok).ch -if(a.O(0,B.aF))return A.al(this.a.ok).ax.b -switch(A.al(this.a.ok).ax.a.a){case 0:return B.X -case 1:return B.i2}}, -$S:36} -A.aXM.prototype={ -$1(a){if(a.O(0,B.a_)&&!a.O(0,B.aF))return A.al(this.a.ok).ch -if(a.O(0,B.aF))return A.al(this.a.ok).ax.b -switch(A.al(this.a.ok).ax.a.a){case 0:return B.X -case 1:return B.i2}}, -$S:36} -A.aXN.prototype={ -$1(a){if(a.O(0,B.a_)&&!a.O(0,B.aF))return 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-s.bo$=$.ag() -s.bj$=0 -this.bF()}} -A.NQ.prototype={ +A.aiQ.prototype={} +A.WM.prototype={ +v(){var s=this.rz$ +s.Y$=$.af() +s.G$=0 +this.bD()}} +A.WN.prototype={ +v(){var s=this.rz$ +s.Y$=$.af() +s.G$=0 +this.bD()}} +A.O8.prototype={ gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,s.y,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,s.y,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s,r=this if(b==null)return!1 if(r===b)return!0 -if(J.aj(b)!==A.L(r))return!1 -if(b instanceof A.NQ)if(J.e(b.a,r.a))if(J.e(b.b,r.b))if(b.c==r.c)if(J.e(b.d,r.d))if(J.e(b.e,r.e))if(J.e(b.f,r.f))if(b.r==r.r)s=!0 +if(J.ak(b)!==A.L(r))return!1 +if(b instanceof A.O8)if(J.f(b.a,r.a))if(J.f(b.b,r.b))if(b.c==r.c)if(J.f(b.d,r.d))if(J.f(b.e,r.e))if(J.f(b.f,r.f))if(b.r==r.r)s=!0 else s=!1 else s=!1 else s=!1 @@ -98250,357 +99540,357 @@ else s=!1 else s=!1 else s=!1 return s}} -A.aiR.prototype={} -A.NW.prototype={ +A.ajN.prototype={} +A.Oe.prototype={ 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A.Oo)if(b.b==r.b)if(b.c==r.c)if(b.d==r.d)s=!0 else s=!1 else s=!1 else s=!1 else s=!1 return s}} -A.aj4.prototype={} -A.l6.prototype={ -W(){return"_ScaffoldSlot."+this.b}} -A.P_.prototype={ -aW(){var s=null -return new A.P0(A.uT(t.Np),A.lw(s,t.nY),A.lw(s,t.BL),s,s,B.n)}} -A.P0.prototype={ -cU(){var s,r=this,q=r.c +A.ajX.prototype={} +A.lj.prototype={ +V(){return"_ScaffoldSlot."+this.b}} +A.Ph.prototype={ +b0(){var s=null +return new A.Pi(A.v3(t.Np),A.lL(s,t.nY),A.lL(s,t.BL),s,s,B.o)}} +A.Pi.prototype={ +cP(){var s,r=this,q=r.c q.toString -s=A.cb(q,B.qd,t.l).w.y +s=A.cg(q,B.qg,t.l).w.y q=r.y if(q===!0)if(!s){q=r.x q=q!=null&&q.b==null}else q=!1 else q=!1 -if(q)r.TP(B.E8) +if(q)r.Ub(B.E9) r.y=s r.fs()}, -QM(){var s,r,q,p,o,n -for(s=this.d,r=A.cY(s,s.r,A.w(s).c),q=t.Np,p=r.$ti.c;r.F();){o=r.d +QI(){var s,r,q,p,o,n +for(s=this.d,r=A.cW(s,s.r,A.w(s).c),q=t.Np,p=r.$ti.c;r.H();){o=r.d if(o==null)o=p.a(o) -n=o.c.CI(q) -if(n==null||!s.O(0,n)){o.a5R() -o.a5z()}}}, -awl(a){var s=a.c.CI(t.Np) -return s==null||!this.d.O(0,s)}, -agu(a){var s,r,q,p,o,n=this,m=n.w -if(m==null){m=A.cI("SnackBar",B.tG,null,null,n) -m.cD() -q=m.eo$ +n=o.c.Cu(q) +if(n==null||!s.N(0,n)){o.a6l() +o.a64()}}}, +awY(a){var s=a.c.Cu(t.Np) +return s==null||!this.d.N(0,s)}, +ah3(a){var s,r,q,p,o,n=this,m=n.w +if(m==null){m=A.cH("SnackBar",B.tJ,null,null,n) +m.cv() +q=m.eg$ q.b=!0 -q.a.push(n.gavf()) +q.a.push(n.gavS()) n.w=m}q=n.r -if(q.b===q.c)m.d8(0) -s=A.ba("controller") +if(q.b===q.c)m.d0(0) +s=A.bd("controller") m=n.w m.toString -q=new A.pL() +q=new A.pU() p=a.a q=p==null?q:p -s.b=new A.OZ(new A.AH(a.c,a.d,a.e,a.f,a.r,a.w,a.x,a.y,a.z,a.Q,a.as,a.at,a.ax,m,a.ch,a.CW,a.cx,q),new A.bT(new A.aR($.aG,t.dH),t.fO),new A.aLa(n,s),t.BL) -try{n.aM(new A.aLb(n,s)) -n.QM()}catch(o){r=A.aW(o) -throw o}return s.b7()}, -avg(a){var s,r=this -switch(a.a){case 0:r.aM(new A.aL6(r)) -r.QM() +s.b=new A.Pg(new A.AT(a.c,a.d,a.e,a.f,a.r,a.w,a.x,a.y,a.z,a.Q,a.as,a.at,a.ax,m,a.ch,a.CW,a.cx,q),new A.bX(new A.aV($.aP,t.dH),t.fO),new A.aMe(n,s),t.BL) +try{n.aM(new A.aMf(n,s)) +n.QI()}catch(o){r=A.b_(o) +throw o}return s.bc()}, +avT(a){var s,r=this +switch(a.a){case 0:r.aM(new A.aMa(r)) +r.QI() s=r.r -if(!s.gaB(s))r.w.d8(0) +if(!s.gaB(s))r.w.d0(0) break -case 3:r.aM(new A.aL7(r)) -r.QM() +case 3:r.aM(new A.aMb(r)) +r.QI() break case 1:break case 2:break}}, -acG(a){var s,r=this,q=r.r +adi(a){var s,r=this,q=r.r if(q.b===q.c)return s=q.ga5(q).b -if((s.a.a&30)===0)s.eK(0,a) +if((s.a.a&30)===0)s.eH(0,a) q=r.x -if(q!=null)q.bA(0) +if(q!=null)q.by(0) r.x=null r.w.sm(0,0)}, -TP(a){var s,r,q=this,p=q.r +Ub(a){var s,r,q=this,p=q.r if(p.b!==p.c){s=q.w.Q s===$&&A.c() -s=s===B.V}else s=!0 +s=s===B.W}else s=!0 if(s)return r=p.ga5(p).b p=q.y p.toString s=q.w if(p){s.sm(0,0) -r.eK(0,a)}else s.eq(0).cB(new A.aL9(q,r,a),t.H) +r.eH(0,a)}else s.ej(0).cz(new A.aMd(q,r,a),t.H) p=q.x -if(p!=null)p.bA(0) +if(p!=null)p.by(0) q.x=null}, -aM2(){return this.TP(B.a4W)}, -a7(a){var s,r,q,p,o=this -o.y=A.cb(a,B.qd,t.l).w.y +aME(){return this.Ub(B.a57)}, +a8(a){var s,r,q,p,o=this +o.y=A.cg(a,B.qg,t.l).w.y s=o.r -if(!s.gaB(s)){r=A.aF6(a,t.X) -if(r==null||r.gv5()){q=o.w -if(q.gcn(q)===B.ab&&o.x==null){p=s.ga5(s).a -o.x=A.dq(p.ax,new A.aL8(o,p,a))}}}return new A.Uz(o,o.a.c,null)}, +if(!s.gaB(s)){r=A.aGb(a,t.X) +if(r==null||r.guR()){q=o.w +if(q.gcl(q)===B.ab&&o.x==null){p=s.ga5(s).a +o.x=A.dr(p.ax,new A.aMc(o,p,a))}}}return new A.UQ(o,o.a.c,null)}, v(){var s=this,r=s.w if(r!=null)r.v() r=s.x -if(r!=null)r.bA(0) +if(r!=null)r.by(0) s.x=null -s.alx()}} -A.aLa.prototype={ -$0(){this.a.aM2()}, +s.am7()}} +A.aMe.prototype={ +$0(){this.a.aME()}, $S:0} -A.aLb.prototype={ -$0(){this.a.r.h9(0,this.b.b7())}, +A.aMf.prototype={ +$0(){this.a.r.h9(0,this.b.bc())}, $S:0} -A.aL6.prototype={ -$0(){this.a.r.t9()}, +A.aMa.prototype={ +$0(){this.a.r.t0()}, $S:0} -A.aL7.prototype={ +A.aMb.prototype={ $0(){}, $S:0} -A.aL9.prototype={ +A.aMd.prototype={ $1(a){var s=this.b 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+Zq(a,b,c,d,e,f,g,h){return this.N5(a,b,c,d,!1,e,f,g,h)}, +ZU(a,b){this.a.toString}, +ZT(a,b){this.a.toString}, +a8(a){var s,r,q,p,o,n,m,l,k,j=this,i=null,h={},g=A.an(a),f=a.bh(t.I) f.toString s=f.w r=A.b([],t.sa) f=j.a.f -j.gwJ() -j.anH(r,new A.abQ(new A.uN(f,j.f),!1,!1,i),B.k9,!0,!1,!1,!1,!1) -if(j.dy)j.Fy(r,A.b8Z(!0,i,j.fr,!1,i,i,i),B.kb,!0,!0,!0,!0) +j.gwt() +j.aoh(r,new A.acI(new A.uY(f,j.f),!1,!1,i),B.ke,!0,!1,!1,!1,!1) +if(j.dy)j.Fl(r,A.b9Y(!0,i,j.fr,!1,i,i,i),B.kg,!0,!0,!0,!0) j.a.toString h.a=!1 h.b=null if(j.at!=null||j.as.length!==0){f=A.ai(j.as,!0,t.l7) q=j.at if(q!=null)f.push(q.a) -p=A.kV(B.ck,f,B.Z,B.bn,i) -j.gwJ() -j.Fy(r,p,B.kc,!0,!1,!1,!0)}f=j.z +p=A.l8(B.cm,f,B.a_,B.bp,i) +j.gwt() +j.Fl(r,p,B.kh,!0,!1,!1,!0)}f=j.z if(f!=null){h.a=!1 -h.b=g.cX.w +h.b=g.bM.w f=f.a j.a.toString -j.gwJ() -j.YX(r,f,B.f8,!1,!1,!1,!1,!0)}h.c=!1 -if(j.Q!=null){a.bb(t.iB) -f=A.al(a) +j.gwt() +j.Zq(r,f,B.fb,!1,!1,!1,!1,!0)}h.c=!1 +if(j.Q!=null){a.bh(t.iB) +f=A.an(a) q=j.Q if(q!=null){q=q.a 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+q=A.cg(a,B.cl,f).w +j.gwt() +n=A.cg(a,B.kc,f).w +l=q.f.Ij(n.e.d) +q=A.cg(a,B.aeu,f).w +j.gwt() +f=A.cg(a,B.kc,f).w f=f.e.d!==0?0:i -k=q.r.Iy(f) +k=q.r.Ij(f) if(l.d<=0)j.a.toString j.a.toString -return new A.akh(!1,new A.Pa(A.mA(B.al,!0,i,A.nh(j.ch,new A.aLf(h,j,!1,l,k,s,r),i),B.v,g.go,0,i,i,i,i,i,B.dR),i),i)}} -A.aLe.prototype={ +return new A.alc(!1,new A.Pt(A.mO(B.al,!0,i,A.nu(j.ch,new A.aMj(h,j,!1,l,k,s,r),i),B.x,g.go,0,i,i,i,i,i,B.dT),i),i)}} +A.aMi.prototype={ $0(){this.a.z=this.b}, $S:0} -A.aLd.prototype={ +A.aMh.prototype={ $0(){this.a.Q=this.b}, $S:0} -A.aLf.prototype={ -$2(a,b){var s,r,q,p,o,n,m,l=this,k=A.b1([B.pO,new A.adP(a,new A.bK(A.b([],t.ot),t.wS))],t.B,t.od),j=l.b +A.aMj.prototype={ +$2(a,b){var s,r,q,p,o,n,m,l=this,k=A.b5([B.pS,new A.aeG(a,new A.bP(A.b([],t.ot),t.wS))],t.B,t.od),j=l.b j.a.toString s=j.cy s.toString @@ -98709,97 +99999,97 @@ j.toString o=l.a n=o.a m=o.c -return A.wW(k,new A.xO(new A.b_U(l.c,!1,l.d,l.e,l.f,p,j,s,r,q,n,o.b,m),l.r,null))}, -$S:499} 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+A.aMk(s).a.toString +A.aMk(s).a.toString}} +A.Pg.prototype={} +A.alc.prototype={ +ek(a){return this.f!==a.f}} +A.b0R.prototype={ +$2(a,b){if(!a.a)a.ad(0,b)}, +$S:51} +A.UR.prototype={ +da(){this.eu() +this.e5() +this.hj()}, +v(){var s=this,r=s.bU$ +if(r!=null)r.ad(0,s.gha()) +s.bU$=null +s.bD()}} +A.US.prototype={ +da(){this.eu() +this.e5() +this.hj()}, +v(){var s=this,r=s.bU$ +if(r!=null)r.ad(0,s.gha()) +s.bU$=null +s.bD()}} +A.UT.prototype={ +bC(a){this.c9(a) +this.uj()}, +cP(){var s,r,q,p,o=this o.fs() -s=o.d7$ -r=o.gtc() +s=o.cZ$ +r=o.gt3() q=o.c q.toString -q=A.vy(q) -o.jk$=q -p=o.rf(q,r) -if(r){o.kw(s,o.hp$) -o.hp$=!1}if(p)if(s!=null)s.v()}, +q=A.vJ(q) +o.jh$=q +p=o.r7(q,r) +if(r){o.ky(s,o.ho$) +o.ho$=!1}if(p)if(s!=null)s.v()}, v(){var s,r=this -r.jj$.ac(0,new A.b_V()) -s=r.d7$ +r.jg$.am(0,new A.b0R()) +s=r.cZ$ if(s!=null)s.v() -r.d7$=null -r.aly()}} -A.W9.prototype={ -dk(){this.ex() -this.ea() -this.hk()}, -v(){var s=this,r=s.bT$ -if(r!=null)r.aa(0,s.gha()) -s.bT$=null -s.bF()}} -A.a7x.prototype={ -a7(a){var s=this,r=null -if(A.al(a).r===B.ah)return new A.D3(8,B.dq,s.c,s.d,s.e===!0,B.a22,3,r,B.tG,B.QW,B.aW,A.apQ(),r,r,r) -return new A.HI(r,s.c,s.d,s.e,r,r,r,B.d6,B.fA,B.E,A.apQ(),r,r,r)}} -A.HI.prototype={ -aW(){return new A.agK(new A.cz(null,t.re),null,null,B.n)}} -A.agK.prototype={ -gw1(){var s=this.a.e +r.cZ$=null +r.am8()}} +A.Wr.prototype={ +da(){this.eu() +this.e5() +this.hj()}, +v(){var s=this,r=s.bU$ +if(r!=null)r.ad(0,s.gha()) +s.bU$=null +s.bD()}} +A.a8h.prototype={ +a8(a){var s=this,r=null +if(A.an(a).r===B.ah)return new A.Dg(8,B.ds,s.c,s.d,s.e===!0,B.a2b,3,r,B.tJ,B.R1,B.aW,A.ar0(),r,r,r) +return new A.HZ(r,s.c,s.d,s.e,r,r,r,B.d8,B.fD,B.G,A.ar0(),r,r,r)}} +A.HZ.prototype={ +b0(){return new A.ahE(new A.cC(null,t.re),null,null,B.o)}} +A.ahE.prototype={ +gvM(){var s=this.a.e if(s==null){s=this.fr s===$&&A.c() s=s.a -s=s==null?null:s.aD(this.gAS())}return s==null?!1:s}, -guA(){this.a.toString +s=s==null?null:s.aE(this.gAG())}return s==null?!1:s}, +guq(){this.a.toString var s=this.fr s===$&&A.c() s=s.e if(s==null){s=this.fx s===$&&A.c() s=!s}return s}, -gHv(){return new A.jx(new A.aYu(this),t.Lf)}, -gAS(){var s=A.z(t.ui) -if(this.db)s.C(0,B.mD) -if(this.dx)s.C(0,B.aY) +gHg(){return new A.jG(new A.aZA(this),t.Lf)}, +gAG(){var s=A.C(t.ui) +if(this.db)s.D(0,B.mI) +if(this.dx)s.D(0,B.aY) return s}, -gaDR(){var s,r,q,p,o,n,m,l=this,k=l.dy +gaEt(){var s,r,q,p,o,n,m,l=this,k=l.dy k===$&&A.c() s=k.db -r=A.ba("dragColor") -q=A.ba("hoverColor") -p=A.ba("idleColor") +r=A.bd("dragColor") +q=A.bd("hoverColor") +p=A.bd("idleColor") switch(k.a.a){case 1:k=s.a o=k>>>16&255 n=k>>>8&255 @@ -98810,7 +100100,7 @@ m=l.fx m===$&&A.c() if(m){k=l.c k.toString -k=A.al(k).cy.a +k=A.an(k).cy.a k=A.a9(255,k>>>16&255,k>>>8&255,k&255)}else k=A.a9(B.c.aA(25.5),o,n,k) p.b=k break @@ -98824,92 +100114,92 @@ m=l.fx m===$&&A.c() if(m){k=l.c k.toString -k=A.al(k).cy.a +k=A.an(k).cy.a k=A.a9(255,k>>>16&255,k>>>8&255,k&255)}else k=A.a9(B.c.aA(76.5),o,n,k) p.b=k -break}return new A.jx(new A.aYr(l,r,q,p),t.h2)}, -gaEb(){var s=this.dy -s===$&&A.c() -return new A.jx(new A.aYt(this,s.a,s.db),t.h2)}, -gaEa(){var s=this.dy -s===$&&A.c() -return new A.jx(new A.aYs(this,s.a,s.db),t.h2)}, -gaDO(){return new A.jx(new A.aYq(this),t.pj)}, -bi(){var s,r=this -r.Yl() -s=r.cy=A.cI(null,B.al,null,null,r) -s.cD() -s=s.e6$ +break}return new A.jG(new A.aZx(l,r,q,p),t.h2)}, +gaEO(){var s=this.dy +s===$&&A.c() +return new A.jG(new A.aZz(this,s.a,s.db),t.h2)}, +gaEN(){var s=this.dy +s===$&&A.c() +return new A.jG(new A.aZy(this,s.a,s.db),t.h2)}, +gaEq(){return new A.jG(new A.aZw(this),t.pj)}, +bk(){var s,r=this +r.YQ() +s=r.cy=A.cH(null,B.al,null,null,r) +s.cv() +s=s.e_$ s.b=!0 -s.a.push(new A.aYA(r))}, -cU(){var s,r=this,q=r.c +s.a.push(new A.aZG(r))}, +cP(){var s,r=this,q=r.c q.toString -s=A.al(q) +s=A.an(q) r.dy=s.ax q=r.c -q.bb(t.NF) -q=A.al(q) +q.bh(t.NF) +q=A.an(q) r.fr=q.w switch(s.r.a){case 0:r.fx=!0 break case 2:case 3:case 1:case 4:case 5:r.fx=!1 -break}r.ajf()}, -En(){var s,r=this,q=r.at +break}r.ajO()}, +Eb(){var s,r=this,q=r.at q===$&&A.c() -q.sA(0,r.gaDR().a.$1(r.gAS())) -q.sadG(r.gaEb().a.$1(r.gAS())) -q.sadF(r.gaEa().a.$1(r.gAS())) -s=r.c.bb(t.I) +q.sA(0,r.gaEt().a.$1(r.gAG())) +q.saeh(r.gaEO().a.$1(r.gAG())) +q.saeg(r.gaEN().a.$1(r.gAG())) +s=r.c.bh(t.I) s.toString -q.sd2(s.w) -q.sVI(r.gaDO().a.$1(r.gAS())) +q.scV(s.w) +q.sWb(r.gaEq().a.$1(r.gAG())) s=r.a.r if(s==null){s=r.fr s===$&&A.c() s=s.f}if(s==null){s=r.fx s===$&&A.c() -s=s?null:B.dZ}q.shz(s) +s=s?null:B.e0}q.shx(s) s=r.fr s===$&&A.c() s=s.y if(s==null){s=r.fx s===$&&A.c() -s=s?0:2}q.sSa(s) +s=s?0:2}q.sS8(s) s=r.fr.z -q.sUp(s==null?0:s) +q.sUN(s==null?0:s) s=r.fr.Q -q.sUw(0,s==null?48:s) +q.sUU(0,s==null?48:s) s=r.c s.toString -q.shx(0,A.cb(s,B.cj,t.l).w.f) -q.sMb(r.a.db) -q.saa3(!r.guA())}, -JK(a){this.Yk(a) -this.aM(new A.aYz(this))}, -JJ(a,b){this.Yj(a,b) -this.aM(new A.aYy(this))}, -Tz(a){var s,r=this -r.ajg(a) -if(r.aaA(a.gb6(a),a.gdR(a),!0)){r.aM(new A.aYw(r)) +q.shv(0,A.cg(s,B.cl,t.l).w.f) +q.sM_(r.a.db) +q.saaI(!r.guq())}, +Jw(a){this.YP(a) +this.aM(new A.aZF(this))}, +Jv(a,b){this.YO(a,b) +this.aM(new A.aZE(this))}, +TQ(a){var s,r=this +r.ajP(a) +if(r.abe(a.gb9(a),a.gdK(a),!0)){r.aM(new A.aZC(r)) s=r.cy s===$&&A.c() -s.d8(0)}else if(r.dx){r.aM(new A.aYx(r)) +s.d0(0)}else if(r.dx){r.aM(new A.aZD(r)) s=r.cy s===$&&A.c() -s.eq(0)}}, -TA(a){var s,r=this -r.ajh(a) -r.aM(new A.aYv(r)) +s.ej(0)}}, +TR(a){var s,r=this +r.ajQ(a) +r.aM(new A.aZB(r)) s=r.cy s===$&&A.c() -s.eq(0)}, +s.ej(0)}, v(){var s=this.cy s===$&&A.c() s.v() -this.Yi()}} -A.aYu.prototype={ +this.YN()}} +A.aZA.prototype={ $1(a){var s,r -if(a.O(0,B.aY)){s=this.a +if(a.N(0,B.aY)){s=this.a s.a.toString s=s.fr s===$&&A.c() @@ -98920,28 +100210,28 @@ r=s.a.Q s=s.fr s===$&&A.c() s=s.c -s=s==null?null:s.aD(a) +s=s==null?null:s.aE(a) return s==null?!1:s}, -$S:501} -A.aYr.prototype={ +$S:503} +A.aZx.prototype={ $1(a){var s,r,q,p=this,o=null -if(a.O(0,B.mD)){s=p.a.fr +if(a.N(0,B.mI)){s=p.a.fr s===$&&A.c() s=s.r -s=s==null?o:s.aD(a) -return s==null?p.b.b7():s}s=p.a -if(s.gHv().a.$1(a)){s=s.fr +s=s==null?o:s.aE(a) +return s==null?p.b.bc():s}s=p.a +if(s.gHg().a.$1(a)){s=s.fr s===$&&A.c() s=s.r -s=s==null?o:s.aD(a) -return s==null?p.c.b7():s}r=s.fr +s=s==null?o:s.aE(a) +return s==null?p.c.bc():s}r=s.fr r===$&&A.c() r=r.r -r=r==null?o:r.aD(a) -if(r==null)r=p.d.b7() +r=r==null?o:r.aE(a) +if(r==null)r=p.d.bc() q=s.fr.r -q=q==null?o:q.aD(a) -if(q==null)q=p.c.b7() +q=q==null?o:q.aE(a) +if(q==null)q=p.c.bc() s=s.cy s===$&&A.c() s=s.x @@ -98949,176 +100239,176 @@ s===$&&A.c() s=A.a1(r,q,s) s.toString return s}, -$S:36} -A.aYt.prototype={ +$S:37} +A.aZz.prototype={ $1(a){var s=this.a -if(s.gw1()&&s.gHv().a.$1(a)){s=s.fr +if(s.gvM()&&s.gHg().a.$1(a)){s=s.fr s===$&&A.c() s=s.w -s=s==null?null:s.aD(a) +s=s==null?null:s.aE(a) if(s==null){s=this.c.a 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A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.Pi&&J.e(b.a,s.a)&&b.b==s.b&&J.e(b.c,s.c)&&J.e(b.d,s.d)&&J.e(b.e,s.e)&&J.e(b.f,s.f)&&J.e(b.r,s.r)&&J.e(b.w,s.w)&&J.e(b.x,s.x)}} -A.akx.prototype={} -A.Pj.prototype={ -gJ(a){return A.a4(this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.PB&&J.f(b.a,s.a)&&b.b==s.b&&J.f(b.c,s.c)&&J.f(b.d,s.d)&&J.f(b.e,s.e)&&J.f(b.f,s.f)&&J.f(b.r,s.r)&&J.f(b.w,s.w)&&J.f(b.x,s.x)}} +A.als.prototype={} +A.PC.prototype={ +gJ(a){return A.a3(this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){if(b==null)return!1 if(this===b)return!0 -if(J.aj(b)!==A.L(this))return!1 -return b instanceof A.Pj&&J.e(b.a,this.a)&&!0}} -A.aky.prototype={} -A.aml.prototype={ -a72(a,b,c){return 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-if(s!=null)s.lB(a.gpS())}return +switch(A.an(s).r.a){case 2:case 4:if(b===B.bj){s=r.x.gaw() +if(s!=null)s.ly(a.gpN())}return case 0:case 1:case 3:case 5:break}}, -aB8(){var s=this.d +aBL(){var s=this.d s===$&&A.c() s=s.a.b -if(s.a===s.b)this.x.gar().VS()}, -aB9(a){var s,r=this.r +if(s.a===s.b)this.x.gaw().Wl()}, +aBM(a){var s,r=this.r r===$&&A.c() if(!r.b)return!1 r=this.d @@ -99158,42 +100448,42 @@ r===$&&A.c() r=r.a s=r.b if(s.a===s.b)return!1 -if(a===B.aC)return!1 -if(a===B.bi)return!0 +if(a===B.aA)return!1 +if(a===B.bj)return!0 if(r.a.length!==0)return!0 return!1}, -a7(a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this,c=null,b=A.al(a0),a=a0.bb(t.Uf) -if(a==null)a=B.el -s=d.gH6() +a8(a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this,c=null,b=A.an(a0),a=a0.bh(t.Uf) +if(a==null)a=B.en +s=d.gGS() d.a.toString -switch(b.r.a){case 2:r=A.qp(a0) +switch(b.r.a){case 2:r=A.qz(a0) d.w=!0 -q=$.bcW() +q=$.bdR() d.a.toString p=a.w -if(p==null)p=r.gih() +if(p==null)p=r.gi9() o=a.x -if(o==null){a=r.gih() 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A.a4(s.geU(s),s.gHJ(),s.gJ6(),s.gox(),s.gkl(s),s.gdw(s),s.gBv(),s.w,s.gD3(),s.gzz(),s.gIo(),s.gB7(),s.as,s.at,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.geQ(s),s.gHu(),s.gIR(),s.gou(),s.gkn(s),s.gdk(s),s.gBk(),s.w,s.gCO(),s.gzj(),s.gI9(),s.gAW(),s.as,s.at,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.G1&&J.e(b.geU(b),s.geU(s))&&J.e(b.gHJ(),s.gHJ())&&J.e(b.gJ6(),s.gJ6())&&J.e(b.gox(),s.gox())&&b.gkl(b)==s.gkl(s)&&J.e(b.gdw(b),s.gdw(s))&&b.gBv()==s.gBv()&&b.w==s.w&&J.e(b.gD3(),s.gD3())&&b.gzz()==s.gzz()&&J.e(b.gIo(),s.gIo())&&b.gB7()==s.gB7()&&J.e(b.as,s.as)&&J.e(b.at,s.at)}, -geU(a){return this.a}, -gHJ(){return this.b}, -gJ6(){return this.c}, -gox(){return this.d}, -gkl(a){return this.e}, -gdw(a){return this.f}, -gBv(){return this.r}, -gD3(){return this.x}, -gzz(){return null}, -gIo(){return this.z}, -gB7(){return this.Q}} -A.alb.prototype={} -A.Qf.prototype={ +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.Gj&&J.f(b.geQ(b),s.geQ(s))&&J.f(b.gHu(),s.gHu())&&J.f(b.gIR(),s.gIR())&&J.f(b.gou(),s.gou())&&b.gkn(b)==s.gkn(s)&&J.f(b.gdk(b),s.gdk(s))&&b.gBk()==s.gBk()&&b.w==s.w&&J.f(b.gCO(),s.gCO())&&b.gzj()==s.gzj()&&J.f(b.gI9(),s.gI9())&&b.gAW()==s.gAW()&&J.f(b.as,s.as)&&J.f(b.at,s.at)}, +geQ(a){return this.a}, +gHu(){return this.b}, +gIR(){return this.c}, +gou(){return this.d}, +gkn(a){return this.e}, +gdk(a){return this.f}, +gBk(){return this.r}, +gCO(){return this.x}, +gzj(){return null}, +gI9(){return this.z}, +gAW(){return this.Q}} +A.am6.prototype={} +A.Qx.prototype={ gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.Qf&&b.a==s.a&&b.b==s.b&&b.c==s.c&&b.d==s.d&&b.r==s.r&&b.w==s.w&&!0}} -A.alH.prototype={} -A.Qh.prototype={ +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.Qx&&b.a==s.a&&b.b==s.b&&b.c==s.c&&b.d==s.d&&b.r==s.r&&b.w==s.w&&!0}} +A.amF.prototype={} +A.Qz.prototype={ gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s,r=this if(b==null)return!1 if(r===b)return!0 -if(J.aj(b)!==A.L(r))return!1 -if(b instanceof A.Qh)if(J.e(b.a,r.a))if(J.e(b.b,r.b))if(J.e(b.d,r.d))if(J.e(b.e,r.e))if(J.e(b.f,r.f))if(J.e(b.r,r.r))if(J.e(b.w,r.w))if(J.e(b.x,r.x))if(b.y==r.y)s=!0 +if(J.ak(b)!==A.L(r))return!1 +if(b instanceof A.Qz)if(J.f(b.a,r.a))if(J.f(b.b,r.b))if(J.f(b.d,r.d))if(J.f(b.e,r.e))if(J.f(b.f,r.f))if(J.f(b.r,r.r))if(J.f(b.w,r.w))if(J.f(b.x,r.x))if(b.y==r.y)s=!0 else s=!1 else s=!1 else s=!1 @@ -100348,251 +101638,251 @@ else s=!1 else s=!1 else s=!1 return s}} -A.alN.prototype={} -A.AT.prototype={ -a8r(a){var s,r=A.al(a),q=r.ax -A.al(a) +A.amL.prototype={} +A.B4.prototype={ +a9_(a){var s,r=A.an(a),q=r.ax +A.an(a) s=q.db.a -s=A.ba2(B.Y,B.al,B.I,B.I,A.a9(97,s>>>16&255,s>>>8&255,s&255),B.ds,0,!0,B.eU,q.b,B.E3,B.E_,A.bGs(a),r.k2,B.eK,B.kx,r.e,r.p3.as,r.z) +s=A.baX(B.Z,B.al,B.I,B.I,A.a9(97,s>>>16&255,s>>>8&255,s&255),B.du,0,!0,B.eX,q.b,B.E4,B.E0,A.bHP(a),r.k2,B.eN,B.kC,r.e,r.p3.as,r.z) return s}, -ado(a){var s=a.bb(t.if),r=s==null?null:s.w -return(r==null?A.al(a).iZ:r).a}} -A.Vg.prototype={ -aD(a){if(a.O(0,B.a_))return this.b +adZ(a){var s=a.bh(t.if),r=s==null?null:s.w +return(r==null?A.an(a).eV:r).a}} +A.Vx.prototype={ +aE(a){if(a.N(0,B.a0))return this.b return this.a}, j(a){return"{disabled: "+A.j(this.b)+", otherwise: "+A.j(this.a)+"}"}} -A.am5.prototype={ -aD(a){var s -if(a.O(0,B.b9)){s=this.a -return A.a9(31,s.gm(s)>>>16&255,s.gm(s)>>>8&255,s.gm(s)&255)}if(a.O(0,B.aY)){s=this.a -return A.a9(10,s.gm(s)>>>16&255,s.gm(s)>>>8&255,s.gm(s)&255)}if(a.O(0,B.aF)){s=this.a +A.an3.prototype={ +aE(a){var s +if(a.N(0,B.ba)){s=this.a +return A.a9(31,s.gm(s)>>>16&255,s.gm(s)>>>8&255,s.gm(s)&255)}if(a.N(0,B.aY)){s=this.a +return A.a9(10,s.gm(s)>>>16&255,s.gm(s)>>>8&255,s.gm(s)&255)}if(a.N(0,B.aE)){s=this.a return A.a9(31,s.gm(s)>>>16&255,s.gm(s)>>>8&255,s.gm(s)&255)}return null}, j(a){var s=this.a return"{hovered: "+A.a9(10,s.gm(s)>>>16&255,s.gm(s)>>>8&255,s.gm(s)&255).j(0)+", focused,pressed: "+A.a9(31,s.gm(s)>>>16&255,s.gm(s)>>>8&255,s.gm(s)&255).j(0)+", otherwise: null}"}} -A.am4.prototype={ -aD(a){if(a.O(0,B.a_))return this.b +A.an2.prototype={ +aE(a){if(a.N(0,B.a0))return this.b return this.a}} -A.ap5.prototype={} -A.Qv.prototype={ -gJ(a){return J.V(this.a)}, +A.aqa.prototype={} +A.QM.prototype={ +gJ(a){return J.W(this.a)}, l(a,b){if(b==null)return!1 if(this===b)return!0 -if(J.aj(b)!==A.L(this))return!1 -return b instanceof A.Qv&&J.e(b.a,this.a)}} -A.am6.prototype={} -A.am9.prototype={ -yE(a){var s -this.Yw(a) +if(J.ak(b)!==A.L(this))return!1 +return b instanceof A.QM&&J.f(b.a,this.a)}} +A.an4.prototype={} +A.an7.prototype={ +yp(a){var s +this.Z0(a) s=this.a -if(s.gi3()&&this.b){s=s.gaR().gar() +if(s.ghV()&&this.b){s=s.gaU().gaw() s.toString -s.mg()}}, -Dx(a){}, -yG(a){var s -this.akb(a) +s.m9()}}, +Dh(a){}, +yr(a){var s +this.akK(a) s=this.w -s.a3i() +s.a3N() s.a.toString}, -yF(a){var s,r -this.aka(a) -if(this.a.gi3()){s=this.w +yq(a){var s,r +this.akJ(a) +if(this.a.ghV()){s=this.w r=s.c r.toString -switch(A.al(r).r.a){case 2:case 4:break +switch(A.an(r).r.a){case 2:case 4:break case 0:case 1:case 3:case 5:s=s.c s.toString -A.b82(s) +A.b90(s) break}}}} -A.Qz.prototype={ -aW(){var s=null -return new A.Vh(new A.cz(s,t.NE),s,A.D(t.yb,t.M),s,!0,s,B.n)}} -A.Vh.prototype={ -gpK(){var s=this.a.d +A.QQ.prototype={ +b0(){var s=null +return new A.Vy(new A.cC(s,t.NE),s,A.D(t.yb,t.M),s,!0,s,B.o)}} +A.Vy.prototype={ +gpF(){var s=this.a.d return s}, gkK(){var s=this.a.e,r=this.e -if(r==null){s=A.ym(!0,null,!0,!0,null,null,!1) 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+o=m.aIJ(r,p==null?q.dx:p) m=o.p3==null if(!m||o.p2!=null)return o -r=n.gpK().a.a -r=r.length===0?B.c1:new A.hj(r) -r.gG(r) +r=n.gpF().a.a +r=r.length===0?B.c3:new A.he(r) +r.gE(r) if(m)if(o.p2==null)n.a.toString n.a.toString return o}, -bi(){var s,r,q=this -q.bJ() -q.w=new A.am9(q,q) +bk(){var s,r,q=this +q.bG() +q.w=new A.an7(q,q) q.a.toString s=q.gkK() q.a.toString -r=q.gu4() -s.sf5(r) -q.gkK().aj(0,q.ga4G())}, -ga4F(){var s,r=this.c +r=q.gtV() +s.sf3(r) +q.gkK().an(0,q.ga5b())}, +ga5a(){var s,r=this.c r.toString -r=A.dO(r,B.f4) +r=A.dW(r,B.f7) s=r==null?null:r.ax -switch((s==null?B.ex:s).a){case 0:this.a.toString -r=this.gu4() +switch((s==null?B.eA:s).a){case 0:this.a.toString +r=this.gtV() return r case 1:return!0}}, -cU(){this.amD() -this.gkK().sf5(this.ga4F())}, -bE(a){var s=this -s.amE(a) +cP(){this.ane() +this.gkK().sf3(this.ga5a())}, +bC(a){var s=this +s.anf(a) s.a.toString -s.gkK().sf5(s.ga4F()) -if(s.gkK().gdL())s.a.toString}, -kw(a,b){var s=this.d -if(s!=null)this.pg(s,"controller")}, -ghB(){return this.a.a1}, +s.gkK().sf3(s.ga5a()) +if(s.gkK().gdC())s.a.toString}, +ky(a,b){var s=this.d +if(s!=null)this.pb(s,"controller")}, +ghz(){return this.a.Y}, v(){var s,r=this -r.gkK().aa(0,r.ga4G()) +r.gkK().ad(0,r.ga5b()) s=r.e if(s!=null)s.v() s=r.d -if(s!=null){s.aqy() -s.ajC()}r.amF()}, -a3i(){var s=this.y.gar() -if(s!=null)s.VA()}, -aBE(a){var s=this,r=s.w +if(s!=null){s.ar8() +s.aka()}r.ang()}, +a3N(){var s=this.y.gaw() +if(s!=null)s.W3()}, +aCg(a){var s=this,r=s.w r===$&&A.c() if(!r.b)return!1 -if(a===B.aC)return!1 +if(a===B.aA)return!1 s.a.toString -if(!s.gu4())return!1 -if(a===B.bi||a===B.ju)return!0 -if(s.gpK().a.a.length!==0)return!0 +if(!s.gtV())return!1 +if(a===B.bj||a===B.jx)return!0 +if(s.gpF().a.a.length!==0)return!0 return!1}, -aDF(){this.aM(new A.b0X())}, -aDH(a,b){var s,r=this,q=r.aBE(b) -if(q!==r.r)r.aM(new A.b0Z(r,q)) +aEh(){this.aM(new A.b1T())}, +aEj(a,b){var s,r=this,q=r.aCg(b) +if(q!==r.r)r.aM(new A.b1V(r,q)) s=r.c s.toString -switch(A.al(s).r.a){case 2:case 4:case 3:case 5:case 1:case 0:if(b===B.bi){s=r.y.gar() -if(s!=null)s.lB(a.gfw())}break}s=r.c +switch(A.an(s).r.a){case 2:case 4:case 3:case 5:case 1:case 0:if(b===B.bj){s=r.y.gaw() +if(s!=null)s.ly(a.gfw())}break}s=r.c s.toString -switch(A.al(s).r.a){case 2:case 1:case 0:break -case 4:case 3:case 5:if(b===B.ar){s=r.y.gar() -if(s!=null)s.kq()}break}}, -auX(){var s=this.gpK().a.b -if(s.a===s.b)this.y.gar().VS()}, -a0X(a){if(a!==this.f)this.aM(new A.b0Y(this,a))}, -gtd(){var s,r,q,p,o=this,n=o.a.bB +switch(A.an(s).r.a){case 2:case 1:case 0:break +case 4:case 3:case 5:if(b===B.ar){s=r.y.gaw() +if(s!=null)s.kr()}break}}, +avA(){var s=this.gpF().a.b +if(s.a===s.b)this.y.gaw().Wl()}, +a1q(a){if(a!==this.f)this.aM(new A.b1U(this,a))}, +gt4(){var s,r,q,p,o=this,n=o.a.ai if(n==null)s=null -else s=J.ms(n.slice(0),A.a6(n).c) -if(s!=null){n=o.y.gar() +else s=J.mG(n.slice(0),A.a6(n).c) +if(s!=null){n=o.y.gaw() n.toString -n=A.en(n) -r=o.gpK().a +n=A.eC(n) 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s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5=this,d6=null,d7={},d8=A.an(e0),d9=e0.bh(t.Uf) +if(d9==null)d9=B.en s=d8.p3.w s.toString r=d5.c r.toString -A.al(r) +A.an(r) r=d5.c r.toString -r=A.bG9(r) +r=A.bHw(r) q=t.em -p=A.e9(r,d5.gPi(),q) -o=A.e9(s,d5.gPi(),q).bY(p).bY(d5.a.y) +p=A.eg(r,d5.gPc(),q) +o=A.eg(s,d5.gPc(),q).bX(p).bX(d5.a.y) d5.a.toString s=d8.ax -n=d5.gpK() +n=d5.gpF() m=d5.gkK() r=A.b([],t.VS) q=d5.a.p1 -if(q!=null)B.b.H(r,q) +if(q!=null)B.b.I(r,q) q=d5.a q.toString -switch(A.cu().a){case 2:case 4:l=A.bv4(q.M) +switch(A.cx().a){case 2:case 4:l=A.bwo(q.bj) break -case 0:case 1:case 3:case 5:l=A.bBL(q.M) +case 0:case 1:case 3:case 5:l=A.bD7(q.bj) break default:l=d6}q=d5.a k=q.y1 j=q.RG i=q.R8 d7.a=null -switch(d8.r.a){case 2:h=A.qp(e0) +switch(d8.r.a){case 2:h=A.qz(e0) d5.x=!0 -k=$.bcW() -if(d5.gwB())g=d5.gAk() +k=$.bdR() +if(d5.gwl())g=d5.gA6() else{d5.a.toString q=d9.w 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g=q==null?s.b:q}f=d9.x @@ -100603,8 +101893,8 @@ c=!1 j=!1 break case 3:d5.x=!1 -k=$.b6P() -if(d5.gwB())g=d5.gAk() +k=$.b7M() +if(d5.gwl())g=d5.gA6() else{d5.a.toString q=d9.w g=q==null?s.b:q}f=d9.x @@ -100615,13 +101905,13 @@ c=!1 j=!1 break case 5:d5.x=!1 -k=$.b6P() -if(d5.gwB())g=d5.gAk() +k=$.b7M() +if(d5.gwl())g=d5.gA6() else{d5.a.toString q=d9.w g=q==null?s.b:q}f=d9.x if(f==null){d9=s.b -f=A.a9(102,d9.gm(d9)>>>16&255,d9.gm(d9)>>>8&255,d9.gm(d9)&255)}d7.a=new A.b11(d5) +f=A.a9(102,d9.gm(d9)>>>16&255,d9.gm(d9)>>>8&255,d9.gm(d9)&255)}d7.a=new A.b1Y(d5) d=d6 e=d c=!1 @@ -100631,14 +101921,14 @@ default:d=d6 f=d g=f e=g -c=e}d9=d5.d7$ +c=e}d9=d5.cZ$ d5.a.toString -q=d5.gu4() +q=d5.gtV() b=d5.a a=b.fy a0=b.go a1=d5.r -a2=b.bg +a2=b.b2 a3=b.r a4=b.w a5=b.x @@ -100650,7 +101940,7 @@ b0=b.cx b1=b.cy b2=b.dx b=b.dy -b3=m.gdL()?f:d6 +b3=m.gdC()?f:d6 b4=d5.a b5=b4.xr b6=b5?k:d6 @@ -100658,367 +101948,367 @@ b7=b4.k2 b8=b4.k3 b9=b4.k4 c0=b4.ok -c1=b4.cd +c1=b4.bP c2=b4.p3 c3=b4.p4 c4=b4.ry 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A.pc(A.a9y(A.DY(A.nh(n,new A.b13(d7,d5),s.a70(B.cJ,d3)),!d9,d6),d6,d6),d4,d6,new A.b14(d5),new A.b15(d5),d6)}, -gaR(){return this.y}} -A.b0X.prototype={ +return A.pn(A.aan(A.E9(A.nu(n,new A.b2_(d7,d5),s.a7z(B.cM,d3)),!d9,d6),d6,d6),d4,d6,new A.b20(d5),new A.b21(d5),d6)}, +gaU(){return this.y}} +A.b1T.prototype={ $0(){}, $S:0} -A.b0Z.prototype={ +A.b1V.prototype={ $0(){this.a.r=this.b}, $S:0} -A.b0Y.prototype={ +A.b1U.prototype={ $0(){this.a.f=this.b}, $S:0} -A.b10.prototype={ +A.b1X.prototype={ $0(){var s=this.a -if(!s.gkK().gdL()&&s.gkK().gf5())s.gkK().m9()}, +if(!s.gkK().gdC()&&s.gkK().gf3())s.gkK().m1()}, $S:0} -A.b11.prototype={ +A.b1Y.prototype={ $0(){var s=this.a -if(!s.gkK().gdL()&&s.gkK().gf5())s.gkK().m9()}, +if(!s.gkK().gdC()&&s.gkK().gf3())s.gkK().m1()}, $S:0} -A.b12.prototype={ -$2(a,b){var s,r,q,p=this.a,o=p.ase(),n=p.a,m=n.y,l=n.Q +A.b1Z.prototype={ +$2(a,b){var s,r,q,p=this.a,o=p.asP(),n=p.a,m=n.y,l=n.Q n=n.as s=p.f -r=this.b.gdL() +r=this.b.gdC() q=this.c.a.a p.a.toString -return A.bxv(m,b,o,!1,q.length===0,r,s,l,n)}, -$S:515} -A.b14.prototype={ -$1(a){return this.a.a0X(!0)}, -$S:86} -A.b15.prototype={ -$1(a){return this.a.a0X(!1)}, -$S:68} -A.b13.prototype={ -$2(a,b){var s=null,r=this.a,q=r.b,p=this.b,o=p.gpK().a.a -o=o.length===0?B.c1:new A.hj(o) -o=o.gG(o) +return A.byQ(m,b,o,!1,q.length===0,r,s,l,n)}, +$S:517} +A.b20.prototype={ +$1(a){return this.a.a1q(!0)}, +$S:75} +A.b21.prototype={ +$1(a){return this.a.a1q(!1)}, +$S:54} +A.b2_.prototype={ +$2(a,b){var s=null,r=this.a,q=r.b,p=this.b,o=p.gpF().a.a +o=o.length===0?B.c3:new A.he(o) +o=o.gE(o) p.a.toString -return A.cW(s,s,b,!1,o,s,!1,!1,s,s,s,s,s,s,q,s,s,s,s,r.a,s,s,s,new A.b1_(p),s,s,s,s,s,s,s,s)}, -$S:516} -A.b1_.prototype={ +return A.cY(s,s,b,!1,o,s,!1,!1,s,s,s,s,s,s,q,s,s,s,s,r.a,s,s,s,new A.b1W(p),s,s,s,s,s,s,s,s)}, +$S:518} +A.b1W.prototype={ $0(){var s=this.a -if(!s.gpK().a.b.gdD())s.gpK().szr(A.rT(B.t,s.gpK().a.a.length)) -s.a3i()}, +if(!s.gpF().a.b.gds())s.gpF().szb(A.t3(B.u,s.gpF().a.a.length)) +s.a3N()}, $S:0} -A.b2J.prototype={ -$1(a){var s,r=null,q=A.al(this.a) -if(a.O(0,B.a_))return A.ed(r,r,q.ch,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r) +A.b3F.prototype={ +$1(a){var s,r=null,q=A.an(this.a) +if(a.N(0,B.a0))return A.ek(r,r,q.ch,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r) s=q.p3.w -return A.ed(r,r,s==null?r:s.b,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r)}, -$S:64} -A.b2_.prototype={ -$2(a,b){if(!a.a)a.aa(0,b)}, -$S:54} -A.Ws.prototype={ -bE(a){this.c8(a) -this.uu()}, -cU(){var s,r,q,p,o=this +return A.ek(r,r,s==null?r:s.b,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r)}, +$S:63} +A.b2W.prototype={ +$2(a,b){if(!a.a)a.ad(0,b)}, +$S:51} +A.WL.prototype={ +bC(a){this.c9(a) +this.uj()}, +cP(){var s,r,q,p,o=this o.fs() -s=o.d7$ -r=o.gtc() +s=o.cZ$ +r=o.gt3() q=o.c q.toString -q=A.vy(q) -o.jk$=q -p=o.rf(q,r) -if(r){o.kw(s,o.hp$) -o.hp$=!1}if(p)if(s!=null)s.v()}, +q=A.vJ(q) +o.jh$=q +p=o.r7(q,r) +if(r){o.ky(s,o.ho$) +o.ho$=!1}if(p)if(s!=null)s.v()}, v(){var s,r=this -r.jj$.ac(0,new A.b2_()) -s=r.d7$ +r.jg$.am(0,new A.b2W()) +s=r.cZ$ if(s!=null)s.v() -r.d7$=null -r.bF()}} -A.QA.prototype={ -aW(){var s=null,r=$.ag() -return new A.Ie(new A.OQ(s,r),new A.Ab(!1,r),s,A.D(t.yb,t.M),s,!0,s,B.n)}} -A.aPj.prototype={ +r.cZ$=null +r.bD()}} +A.QR.prototype={ +b0(){var s=null,r=$.af() +return new A.Iv(new A.P7(s,r),new A.An(!1,r),s,A.D(t.yb,t.M),s,!0,s,B.o)}} +A.aQu.prototype={ $1(a){var s,r,q,p,o,n,m=this t.iN.a(a) s=m.a r=a.c r.toString -q=s.Rl(A.al(r).d) -r=a.d7$ -p=a.gwW() +q=s.Ri(A.an(r).d) +r=a.cZ$ +p=a.gwG() o=a.e n=o.y -o=q.aHP(n==null?A.w(o).h("dQ.T").a(n):n) +o=q.aIr(n==null?A.w(o).h("dY.T").a(n):n) n=m.ok -s=s.bc -return A.R8(r,A.ba3(m.cx,m.x2,m.as,m.x1,m.aX,m.aq,m.a8,m.bc,p,m.p4,m.p2,m.cF,m.p3,m.p1,o,m.a1,m.y1,!0,m.dx,s!==!1,m.fy,m.d,m.k4,null,m.rx,m.e,m.bd,m.go,m.dy,m.fr,m.fx,m.y2,m.CW,m.ch,m.ck,new A.aPk(a,m.b),m.k2,m.k3,m.id,m.k1,m.ax,m.c,m.aJ,m.xr,m.R8,m.RG,m.to,m.bB,m.I,m.ay,B.pm,B.pn,m.cd,m.w,m.r,m.x,m.y,m.Q,m.z,m.f,m.at,m.bG))}, -$S:517} -A.aPk.prototype={ -$1(a){this.a.J0(a) +s=s.bd +return A.Rp(r,A.baY(m.cx,m.x2,m.as,m.x1,m.aP,m.ae,m.a7,m.bd,p,m.p4,m.p2,m.dA,m.p3,m.p1,o,m.Y,m.y1,!0,m.dx,s!==!1,m.fy,m.d,m.k4,null,m.rx,m.e,m.bb,m.go,m.dy,m.fr,m.fx,m.y2,m.CW,m.ch,m.cC,new A.aQv(a,m.b),m.k2,m.k3,m.id,m.k1,m.ax,m.c,m.aa,m.xr,m.R8,m.RG,m.to,m.ai,m.G,m.ay,B.pr,B.ps,m.bP,m.w,m.r,m.x,m.y,m.Q,m.z,m.f,m.at,m.bA))}, +$S:519} +A.aQv.prototype={ +$1(a){this.a.IL(a) this.b.$1(a)}, -$S:21} -A.Ie.prototype={ -gwW(){var s=t.mr.a(A.at.prototype.gb8.call(this)) +$S:22} +A.Iv.prototype={ +gwG(){var s=t.mr.a(A.aB.prototype.gbg.call(this)) return s.z}, -kw(a,b){var s,r=this -r.aik(a,b) +ky(a,b){var s,r=this +r.aiU(a,b) s=r.ax -if(s!=null)r.pg(s,"controller") -r.d=r.gwW().a.a}, -bi(){var s,r=this -r.bJ() +if(s!=null)r.pb(s,"controller") +r.d=r.gwG().a.a}, +bk(){var s,r=this +r.bG() s=t.mr 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s=this,r=null,q=A.al(a).ax.a===B.ai?B.l:B.a1 -return A.a9t(s.c,s.d,A.ba2(s.f,r,r,r,r,r,r,r,r,q,r,B.DZ,s.e,r,B.oZ,r,r,r,r))}} -A.fu.prototype={ -bY(b3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1=this,b2=null +s=r.a(q).b6$}}} +A.aqb.prototype={ +da(){this.eu() +this.e5() +this.hj()}, +v(){var s=this,r=s.bU$ +if(r!=null)r.ad(0,s.gha()) +s.bU$=null +s.bD()}} +A.Ix.prototype={ +V(){return"_TextSelectionToolbarItemPosition."+this.b}} +A.aaA.prototype={ +a8(a){var s=this,r=null,q=A.an(a).ax.a===B.ai?B.l:B.a1 +return A.aah(s.c,s.d,A.baX(s.f,r,r,r,r,r,r,r,r,q,r,B.E_,s.e,r,B.p3,r,r,r,r))}} +A.fs.prototype={ +bX(b3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1=this,b2=null if(b3==null)return b1 s=b1.a -r=s==null?b2:s.bY(b3.a) +r=s==null?b2:s.bX(b3.a) if(r==null)r=b3.a q=b1.b -p=q==null?b2:q.bY(b3.b) +p=q==null?b2:q.bX(b3.b) if(p==null)p=b3.b o=b1.c -n=o==null?b2:o.bY(b3.c) +n=o==null?b2:o.bX(b3.c) if(n==null)n=b3.c m=b1.d -l=m==null?b2:m.bY(b3.d) +l=m==null?b2:m.bX(b3.d) if(l==null)l=b3.d k=b1.e -j=k==null?b2:k.bY(b3.e) +j=k==null?b2:k.bX(b3.e) if(j==null)j=b3.e i=b1.f -h=i==null?b2:i.bY(b3.f) +h=i==null?b2:i.bX(b3.f) if(h==null)h=b3.f g=b1.r -f=g==null?b2:g.bY(b3.r) +f=g==null?b2:g.bX(b3.r) if(f==null)f=b3.r e=b1.w -d=e==null?b2:e.bY(b3.w) +d=e==null?b2:e.bX(b3.w) if(d==null)d=b3.w c=b1.x -b=c==null?b2:c.bY(b3.x) +b=c==null?b2:c.bX(b3.x) if(b==null)b=b3.x a=b1.y -a0=a==null?b2:a.bY(b3.y) +a0=a==null?b2:a.bX(b3.y) if(a0==null)a0=b3.y a1=b1.z -a2=a1==null?b2:a1.bY(b3.z) +a2=a1==null?b2:a1.bX(b3.z) if(a2==null)a2=b3.z a3=b1.Q -a4=a3==null?b2:a3.bY(b3.Q) +a4=a3==null?b2:a3.bX(b3.Q) if(a4==null)a4=b3.Q a5=b1.as -a6=a5==null?b2:a5.bY(b3.as) +a6=a5==null?b2:a5.bX(b3.as) if(a6==null)a6=b3.as a7=b1.at -a8=a7==null?b2:a7.bY(b3.at) +a8=a7==null?b2:a7.bX(b3.at) if(a8==null)a8=b3.at a9=b1.ax -b0=a9==null?b2:a9.bY(b3.ax) +b0=a9==null?b2:a9.bX(b3.ax) if(b0==null)b0=b3.ax if(r==null)r=b2 s=r==null?s:r @@ -101165,81 +102455,81 @@ g=a6==null?b2:a6 if(g==null)g=a5 f=a8==null?a7:a8 e=b0==null?b2:b0 -return A.aQ3(j,i,h,s,r,q,p,o,n,g,f,e==null?a9:e,m,l,k)}, -aFS(a,b,a0,a1,a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=this,d=null,c=e.a -c=c==null?d:c.kg(a0,d,b,d,a1,a2,0,1,a3) +return A.aRe(j,i,h,s,r,q,p,o,n,g,f,e==null?a9:e,m,l,k)}, +aGw(a,b,a0,a1,a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=this,d=null,c=e.a +c=c==null?d:c.ki(a0,d,b,d,a1,a2,0,1,a3) s=e.b -s=s==null?d:s.kg(a0,d,b,d,a1,a2,0,1,a3) +s=s==null?d:s.ki(a0,d,b,d,a1,a2,0,1,a3) r=e.c -r=r==null?d:r.kg(a0,d,b,d,a1,a2,0,1,a3) +r=r==null?d:r.ki(a0,d,b,d,a1,a2,0,1,a3) q=e.d -q=q==null?d:q.kg(a0,d,b,d,a1,a2,0,1,a3) +q=q==null?d:q.ki(a0,d,b,d,a1,a2,0,1,a3) p=e.e -p=p==null?d:p.kg(a0,d,b,d,a1,a2,0,1,a3) +p=p==null?d:p.ki(a0,d,b,d,a1,a2,0,1,a3) o=e.f -o=o==null?d:o.kg(a,d,b,d,a1,a2,0,1,a3) +o=o==null?d:o.ki(a,d,b,d,a1,a2,0,1,a3) n=e.r -n=n==null?d:n.kg(a,d,b,d,a1,a2,0,1,a3) +n=n==null?d:n.ki(a,d,b,d,a1,a2,0,1,a3) m=e.w -m=m==null?d:m.kg(a,d,b,d,a1,a2,0,1,a3) +m=m==null?d:m.ki(a,d,b,d,a1,a2,0,1,a3) l=e.x -l=l==null?d:l.kg(a,d,b,d,a1,a2,0,1,a3) +l=l==null?d:l.ki(a,d,b,d,a1,a2,0,1,a3) k=e.y -k=k==null?d:k.kg(a,d,b,d,a1,a2,0,1,a3) +k=k==null?d:k.ki(a,d,b,d,a1,a2,0,1,a3) j=e.z -j=j==null?d:j.kg(a,d,b,d,a1,a2,0,1,a3) +j=j==null?d:j.ki(a,d,b,d,a1,a2,0,1,a3) i=e.Q -i=i==null?d:i.kg(a0,d,b,d,a1,a2,0,1,a3) +i=i==null?d:i.ki(a0,d,b,d,a1,a2,0,1,a3) h=e.as -h=h==null?d:h.kg(a,d,b,d,a1,a2,0,1,a3) +h=h==null?d:h.ki(a,d,b,d,a1,a2,0,1,a3) g=e.at -g=g==null?d:g.kg(a,d,b,d,a1,a2,0,1,a3) +g=g==null?d:g.ki(a,d,b,d,a1,a2,0,1,a3) f=e.ax -return A.aQ3(k,j,i,c,s,r,q,p,o,h,g,f==null?d:f.kg(a,d,b,d,a1,a2,0,1,a3),n,m,l)}, -a6H(a,b,c){return this.aFS(a,b,c,null,null,null)}, +return A.aRe(k,j,i,c,s,r,q,p,o,h,g,f==null?d:f.ki(a,d,b,d,a1,a2,0,1,a3),n,m,l)}, +a7b(a,b,c){return this.aGw(a,b,c,null,null,null)}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.fu&&J.e(s.a,b.a)&&J.e(s.b,b.b)&&J.e(s.c,b.c)&&J.e(s.d,b.d)&&J.e(s.e,b.e)&&J.e(s.f,b.f)&&J.e(s.r,b.r)&&J.e(s.w,b.w)&&J.e(s.x,b.x)&&J.e(s.y,b.y)&&J.e(s.z,b.z)&&J.e(s.Q,b.Q)&&J.e(s.as,b.as)&&J.e(s.at,b.at)&&J.e(s.ax,b.ax)}, +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.fs&&J.f(s.a,b.a)&&J.f(s.b,b.b)&&J.f(s.c,b.c)&&J.f(s.d,b.d)&&J.f(s.e,b.e)&&J.f(s.f,b.f)&&J.f(s.r,b.r)&&J.f(s.w,b.w)&&J.f(s.x,b.x)&&J.f(s.y,b.y)&&J.f(s.z,b.z)&&J.f(s.Q,b.Q)&&J.f(s.as,b.as)&&J.f(s.at,b.at)&&J.f(s.ax,b.ax)}, gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,s.at,s.ax,B.a,B.a,B.a,B.a,B.a)}} -A.amo.prototype={} -A.w6.prototype={ -a7(a){var s,r,q=null,p=this.c,o=B.d4.a,n=B.d4.b,m=B.d4.c,l=B.d4.d,k=B.d4.e,j=B.d4.f,i=B.d4.r,h=a.bb(t.Uf) -if(h==null)h=B.el -s=p.d0 +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,s.at,s.ax,B.a,B.a,B.a,B.a,B.a)}} +A.anm.prototype={} +A.wd.prototype={ +a8(a){var s,r,q=null,p=this.c,o=B.d7.a,n=B.d7.b,m=B.d7.c,l=B.d7.d,k=B.d7.e,j=B.d7.f,i=B.d7.r,h=a.bh(t.Uf) +if(h==null)h=B.en +s=p.d1 r=s.b if(r==null)r=h.x s=s.a h=s==null?h.w:s -return new A.T9(this,new A.a_2(new A.a3n(p,new A.N8(o,n,m,l,k,j,i),B.q7,o,n,m,l,k,j,i),A.LD(A.avg(this.d,h,q,q,r),p.ok,q),q),q)}} -A.T9.prototype={ -za(a,b,c){return new A.w6(this.w.c,c,null)}, -er(a){return!this.w.c.l(0,a.w.c)}} -A.B0.prototype={ -ie(a){var s,r=this.a +return new A.Tq(this,new A.a_r(new A.a3Z(p,new A.Nr(o,n,m,l,k,j,i),B.qb,o,n,m,l,k,j,i),A.LW(A.awn(this.d,h,q,q,r),p.ok,q),q),q)}} +A.Tq.prototype={ +yU(a,b,c){return new A.wd(this.w.c,c,null)}, +ek(a){return!this.w.c.l(0,a.w.c)}} +A.Bb.prototype={ +i7(a){var s,r=this.a r.toString s=this.b s.toString -return A.bC0(r,s,a)}} -A.IS.prototype={ -aW(){return new A.abn(null,null,B.n)}} -A.abn.prototype={ -rO(a){var s=a.$3(this.CW,this.a.r,new A.aT5()) +return A.bDn(r,s,a)}} +A.J9.prototype={ +b0(){return new A.ace(null,null,B.o)}} +A.ace.prototype={ +rE(a){var s=a.$3(this.CW,this.a.r,new A.aUg()) s.toString this.CW=t.UW.a(s)}, -a7(a){var s,r=this.CW +a8(a){var s,r=this.CW r.toString -s=this.gip() -return new A.w6(r.aw(0,s.gm(s)),this.a.w,null)}} -A.aT5.prototype={ -$1(a){return new A.B0(t.we.a(a),null)}, -$S:518} -A.zg.prototype={ -W(){return"MaterialTapTargetSize."+this.b}} -A.mT.prototype={ -ID(b5,b6,b7,b8,b9,c0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7=this,a8=null,a9=b7==null?a7.r:b7,b0=c0==null?a7.z:c0,b1=b5==null?a7.ax:b5,b2=b1.b,b3=b1.c,b4=b1.d +s=this.gik() +return new A.wd(r.az(0,s.gm(s)),this.a.w,null)}} +A.aUg.prototype={ +$1(a){return new A.Bb(t.we.a(a),null)}, +$S:520} +A.zq.prototype={ +V(){return"MaterialTapTargetSize."+this.b}} +A.n5.prototype={ +Io(b5,b6,b7,b8,b9,c0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7=this,a8=null,a9=b7==null?a7.r:b7,b0=c0==null?a7.z:c0,b1=b5==null?a7.ax:b5,b2=b1.b,b3=b1.c,b4=b1.d if(b4==null)b4=b2 s=b1.e if(s==null)s=b3 @@ -101275,9 +102565,9 @@ if(a==null)a=f a0=b1.fx if(a0==null)a0=f a1=b1.fy -if(a1==null)a1=B.o +if(a1==null)a1=B.q a2=b1.go -if(a2==null)a2=B.o +if(a2==null)a2=B.q a3=b1.id if(a3==null)a3=d a4=b1.k1 @@ -101286,33 +102576,33 @@ a5=b1.k2 if(a5==null)a5=b3 a6=b1.k3 if(a6==null)a6=b2 -n=A.aua(b1.CW,b1.a,j,h,a5,a3,f,i,g,a4,b3,s,q,o,d,b,k,l,a,a0,b2,b4,a2,r,p,a1,e,a6,c,m,n) +n=A.avk(b1.CW,b1.a,j,h,a5,a3,f,i,g,a4,b3,s,q,o,d,b,k,l,a,a0,b2,b4,a2,r,p,a1,e,a6,c,m,n) b1=b6==null?a7.CW:b6 b2=b8==null?a7.p2:b8 b3=b9==null?a7.p3:b9 -return 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A.x6&&b.gom()===s.gom()&&b.goi(b)===s.goi(s)&&b.gon()===s.gon()}, gJ(a){var s=this -return A.a4(s.gop(),s.gom(s),s.goq(),B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}} -A.fw.prototype={ -gop(){return this.a}, -gom(a){return 0}, -goq(){return this.b}, -Y(a,b){return new A.fw(this.a-b.a,this.b-b.b)}, -X(a,b){return new A.fw(this.a+b.a,this.b+b.b)}, -a_(a,b){return new A.fw(this.a*b,this.b*b)}, -ua(a){var s=a.a/2,r=a.b/2 +return A.a3(s.gom(),s.goi(s),s.gon(),B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}} +A.ft.prototype={ +gom(){return this.a}, +goi(a){return 0}, +gon(){return this.b}, +X(a,b){return new A.ft(this.a-b.a,this.b-b.b)}, +W(a,b){return new A.ft(this.a+b.a,this.b+b.b)}, +a1(a,b){return new A.ft(this.a*b,this.b*b)}, +u0(a){var s=a.a/2,r=a.b/2 return new A.h(s+this.a*s,r+this.b*r)}, -HZ(a){var s=a.a/2,r=a.b/2 +HJ(a){var s=a.a/2,r=a.b/2 return new A.h(s+this.a*s,r+this.b*r)}, -LJ(a){var s=a.a,r=(a.c-s)/2,q=a.b,p=(a.d-q)/2 +Lx(a){var 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A.b8a(this.a,this.b)}} +A.jS.prototype={ +gom(){return 0}, +goi(a){return this.a}, +gon(){return this.b}, +X(a,b){return new A.jS(this.a-b.a,this.b-b.b)}, +W(a,b){return new A.jS(this.a+b.a,this.b+b.b)}, +a1(a,b){return new A.jS(this.a*b,this.b*b)}, +aE(a){var s=this +switch(a.a){case 0:return new A.ft(-s.a,s.b) +case 1:return new A.ft(s.a,s.b)}}, +j(a){return A.b89(this.a,this.b)}} +A.ahQ.prototype={ +a1(a,b){return new A.ahQ(this.a*b,this.b*b,this.c*b)}, +aE(a){var s=this +switch(a.a){case 0:return new A.ft(s.a-s.b,s.c) +case 1:return new A.ft(s.a+s.b,s.c)}}, +gom(){return this.a}, +goi(a){return this.b}, +gon(){return this.c}} +A.aaf.prototype={ j(a){return"TextAlignVertical(y: "+this.a+")"}} -A.Fo.prototype={ -W(){return"RenderComparison."+this.b}} -A.XL.prototype={ -W(){return"Axis."+this.b}} -A.aas.prototype={ -W(){return"VerticalDirection."+this.b}} -A.Cj.prototype={ -W(){return"AxisDirection."+this.b}} -A.Nu.prototype={ -aag(a,b,c,d){return $.G().lX(a,!1,c,d)}, -D4(a){return 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+V(){return"AxisDirection."+this.b}} +A.NM.prototype={ +aaV(a,b,c,d){return $.G().lR(a,!1,c,d)}, +CP(a){return this.aaV(a,!1,null,null)}, +aaW(a,b,c,d){var s=$.G(),r=a.a +r.toString +return s.lR(r,!1,c,d)}, +aNh(a){return this.aaW(a,!1,null,null)}, +aaY(a,b){return A.aqX(a,b)}, +aNj(a){return this.aaY(a,null)}, +$iiv:1} +A.amH.prototype={ +F(){var s,r,q +for(s=this.a,s=A.cW(s,s.r,A.w(s).c),r=s.$ti.c;s.H();){q=s.d;(q==null?r.a(q):q).$0()}}, +an(a,b){this.a.D(0,b)}, +ad(a,b){this.a.O(0,b)}} +A.Jv.prototype={ +Ms(a){var s=this +return new A.TS(s.gjL().X(0,a.gjL()),s.gmm().X(0,a.gmm()),s.gmg().X(0,a.gmg()),s.gn7().X(0,a.gn7()),s.gjM().X(0,a.gjM()),s.gml().X(0,a.gml()),s.gn8().X(0,a.gn8()),s.gmf().X(0,a.gmf()))}, +D(a,b){var s=this +return new A.TS(s.gjL().W(0,b.gjL()),s.gmm().W(0,b.gmm()),s.gmg().W(0,b.gmg()),s.gn7().W(0,b.gn7()),s.gjM().W(0,b.gjM()),s.gml().W(0,b.gml()),s.gn8().W(0,b.gn8()),s.gmf().W(0,b.gmf()))}, j(a){var s,r,q,p,o=this 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s=this,r=s.a.mv(0,B.T),q=s.b.mv(0,B.T) +return A.aK0(a,s.c.mv(0,B.T),s.d.mv(0,B.T),r,q)}, +Ms(a){if(a instanceof A.eo)return this.X(0,a) +return this.ai8(a)}, +D(a,b){if(b instanceof A.eo)return this.W(0,b) +return this.ai7(0,b)}, X(a,b){var s=this -return new A.eg(s.a.X(0,b.a),s.b.X(0,b.b),s.c.X(0,b.c),s.d.X(0,b.d))}, -a_(a,b){var s=this -return new A.eg(s.a.a_(0,b),s.b.a_(0,b),s.c.a_(0,b),s.d.a_(0,b))}, -aD(a){return this}} -A.TB.prototype={ -a_(a,b){var s=this -return new A.TB(s.a.a_(0,b),s.b.a_(0,b),s.c.a_(0,b),s.d.a_(0,b),s.e.a_(0,b),s.f.a_(0,b),s.r.a_(0,b),s.w.a_(0,b))}, -aD(a){var s=this -switch(a.a){case 0:return new A.eg(s.a.X(0,s.f),s.b.X(0,s.e),s.c.X(0,s.w),s.d.X(0,s.r)) -case 1:return new A.eg(s.a.X(0,s.e),s.b.X(0,s.f),s.c.X(0,s.r),s.d.X(0,s.w))}}, -gjM(){return this.a}, -gmt(){return this.b}, -gmn(){return this.c}, -gng(){return this.d}, -gjN(){return this.e}, -gms(){return this.f}, -gnh(){return this.r}, -gmm(){return this.w}} -A.Yf.prototype={ 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+A.YC.prototype={ +V(){return"BorderStyle."+this.b}} +A.cp.prototype={ +ap(a,b){var s=Math.max(0,this.b*b),r=b<=0?B.ed:this.c +return new A.cp(this.a,s,r,-1)}, +mV(){switch(this.c.a){case 1:var s=$.G().B() s.sA(0,this.a) -s.sbQ(this.b) -s.sS(0,B.r) +s.sbJ(this.b) +s.sP(0,B.t) return s case 0:s=$.G().B() s.sA(0,B.I) -s.sbQ(0) -s.sS(0,B.r) +s.sbJ(0) +s.sP(0,B.t) return s}}, -ghJ(){return this.b*(1-(1+this.d)/2)}, -gw6(){return this.b*(1+this.d)/2}, +ghG(){return this.b*(1-(1+this.d)/2)}, +gvR(){return this.b*(1+this.d)/2}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.ck&&b.a.l(0,s.a)&&b.b===s.b&&b.c===s.c&&b.d===s.d}, +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.cp&&b.a.l(0,s.a)&&b.b===s.b&&b.c===s.c&&b.d===s.d}, gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, -fd(){return"BorderSide"}} -A.du.prototype={ -mw(a,b,c){return null}, -C(a,b){return this.mw(a,b,!1)}, -X(a,b){var s=this.C(0,b) -if(s==null)s=b.mw(0,this,!0) -return s==null?new A.n0(A.b([b,this],t.N_)):s}, -h_(a,b){if(a==null)return this.al(0,b) +return A.a3(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +fc(){return"BorderSide"}} +A.dy.prototype={ +mp(a,b,c){return null}, +D(a,b){return this.mp(a,b,!1)}, +W(a,b){var s=this.D(0,b) +if(s==null)s=b.mp(0,this,!0) +return s==null?new A.nc(A.b([b,this],t.N_)):s}, +fZ(a,b){if(a==null)return this.ap(0,b) return null}, -h0(a,b){if(a==null)return this.al(0,1-b) +h_(a,b){if(a==null)return this.ap(0,1-b) return null}, -m7(a,b,c,d){}, -gl6(){return!1}, +m_(a,b,c,d){}, +gl3(){return!1}, j(a){return"ShapeBorder()"}} -A.he.prototype={ -gnr(){var s=Math.max(this.a.ghJ(),0) -return new A.aH(s,s,s,s)}, -h_(a,b){if(a==null)return this.al(0,b) +A.h9.prototype={ +gnk(){var s=Math.max(this.a.ghG(),0) +return new A.aR(s,s,s,s)}, +fZ(a,b){if(a==null)return this.ap(0,b) return null}, 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A.nc(A.ai(new A.S(s,new A.aVQ(b),r),!0,r.h("aF.E")))}, +fZ(a,b){return A.bkA(a,this,b)}, +h_(a,b){return A.bkA(this,a,b)}, +hR(a,b){var s,r +for(s=this.a,r=0;r") -return new A.U(new A.cr(s,r),new A.aUH(),r.h("U")).cs(0," + ")}} -A.aUF.prototype={ -$2(a,b){return a.C(0,b.gnr())}, -$S:530} -A.aUG.prototype={ -$1(a){return a.al(0,this.a)}, -$S:531} -A.aUH.prototype={ -$1(a){return a.j(0)}, +if(J.ak(b)!==A.L(this))return!1 +return b instanceof A.nc&&A.dZ(b.a,this.a)}, +gJ(a){return A.c4(this.a)}, +j(a){var s=this.a,r=A.a6(s).h("cs<1>") +return new A.S(new A.cs(s,r),new A.aVR(),r.h("S")).cp(0," + ")}} +A.aVP.prototype={ +$2(a,b){return a.D(0,b.gnk())}, $S:532} -A.abT.prototype={} -A.Yk.prototype={ -W(){return"BoxShape."+this.b}} -A.Yg.prototype={ -mw(a,b,c){return null}, -C(a,b){return this.mw(a,b,!1)}, -i_(a,b){var s=$.G().U() -s.kd(this.gnr().aD(b).Sh(a)) -return s}, -o0(a){return this.i_(a,null)}, -eR(a,b){var s=$.G().U() -s.kd(a) -return s}, -md(a){return this.eR(a,null)}, 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if(s===b)return!0 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.f7&&b.a.l(0,s.a)&&b.b.l(0,s.b)&&b.c.l(0,s.c)&&b.d.l(0,s.d)}, +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.f4&&b.a.l(0,s.a)&&b.b.l(0,s.b)&&b.c.l(0,s.c)&&b.d.l(0,s.d)}, gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, j(a){var s,r,q=this -if(q.gv7())return"Border.all("+q.a.j(0)+")" +if(q.guT())return"Border.all("+q.a.j(0)+")" s=A.b([],t.T) r=q.a -if(!r.l(0,B.C))s.push("top: "+r.j(0)) +if(!r.l(0,B.E))s.push("top: "+r.j(0)) r=q.b -if(!r.l(0,B.C))s.push("right: "+r.j(0)) +if(!r.l(0,B.E))s.push("right: "+r.j(0)) r=q.c -if(!r.l(0,B.C))s.push("bottom: "+r.j(0)) +if(!r.l(0,B.E))s.push("bottom: "+r.j(0)) r=q.d -if(!r.l(0,B.C))s.push("left: "+r.j(0)) -return"Border("+B.b.cs(s,", ")+")"}, -gag(a){return this.a}} -A.j3.prototype={ -gnr(){var s,r=this -if(r.gv7()){s=r.a.ghJ() -return new A.jR(s,s,s,s)}return new A.jR(r.b.ghJ(),r.a.ghJ(),r.c.ghJ(),r.d.ghJ())}, -gv7(){var s,r,q,p,o=this -if(o.gA7()){s=o.a +if(!r.l(0,B.E))s.push("left: "+r.j(0)) +return"Border("+B.b.cp(s,", ")+")"}, +gal(a){return this.a}} +A.ja.prototype={ +gnk(){var s,r=this +if(r.guT()){s=r.a.ghG() +return new A.k1(s,s,s,s)}return new A.k1(r.b.ghG(),r.a.ghG(),r.c.ghG(),r.d.ghG())}, +guT(){var s,r,q,p,o=this +if(o.gzT()){s=o.a r=s.b q=o.b -if(q.b===r&&o.d.b===r&&o.c.b===r)if(o.gAT()){p=s.d +if(q.b===r&&o.d.b===r&&o.c.b===r)if(o.gAH()){p=s.d s=q.d===p&&o.d.d===p&&o.c.d===p}else s=!1 else s=!1}else s=!1 return s}, -gA7(){var s=this,r=s.a.a +gzT(){var s=this,r=s.a.a return s.b.a.l(0,r)&&s.d.a.l(0,r)&&s.c.a.l(0,r)}, -gAT(){var s=this,r=s.a.c +gAH(){var s=this,r=s.a.c return s.b.c===r&&s.d.c===r&&s.c.c===r}, -mw(a,b,c){var s,r,q,p=this,o=null -if(b instanceof A.j3){s=p.a +mp(a,b,c){var s,r,q,p=this,o=null +if(b instanceof A.ja){s=p.a r=b.a -if(A.qc(s,r)&&A.qc(p.b,b.b)&&A.qc(p.c,b.c)&&A.qc(p.d,b.d))return new A.j3(A.nk(s,r),A.nk(p.b,b.b),A.nk(p.c,b.c),A.nk(p.d,b.d)) -return o}if(b instanceof A.f7){s=b.a +if(A.ql(s,r)&&A.ql(p.b,b.b)&&A.ql(p.c,b.c)&&A.ql(p.d,b.d))return new A.ja(A.nx(s,r),A.nx(p.b,b.b),A.nx(p.c,b.c),A.nx(p.d,b.d)) +return o}if(b instanceof A.f4){s=b.a r=p.a -if(!A.qc(s,r)||!A.qc(b.c,p.d))return o +if(!A.ql(s,r)||!A.ql(b.c,p.d))return o q=p.b -if(!q.l(0,B.C)||!p.c.l(0,B.C)){if(!b.d.l(0,B.C)||!b.b.l(0,B.C))return o -return new A.j3(A.nk(s,r),q,p.c,A.nk(b.c,p.d))}return new A.f7(A.nk(s,r),b.b,A.nk(b.c,p.d),b.d)}return o}, -C(a,b){return this.mw(a,b,!1)}, -al(a,b){var s=this -return new A.j3(s.a.al(0,b),s.b.al(0,b),s.c.al(0,b),s.d.al(0,b))}, -h_(a,b){if(a instanceof A.j3)return A.b7h(a,this,b) -return this.MZ(a,b)}, -h0(a,b){if(a instanceof A.j3)return A.b7h(this,a,b) -return this.N_(a,b)}, -KR(a,b,c,d,e){var s,r,q,p=this -if(p.gv7()){s=p.a +if(!q.l(0,B.E)||!p.c.l(0,B.E)){if(!b.d.l(0,B.E)||!b.b.l(0,B.E))return o +return new A.ja(A.nx(s,r),q,p.c,A.nx(b.c,p.d))}return new A.f4(A.nx(s,r),b.b,A.nx(b.c,p.d),b.d)}return o}, +D(a,b){return this.mp(a,b,!1)}, +ap(a,b){var s=this +return new A.ja(s.a.ap(0,b),s.b.ap(0,b),s.c.ap(0,b),s.d.ap(0,b))}, +fZ(a,b){if(a instanceof A.ja)return A.b8g(a,this,b) +return this.MT(a,b)}, +h_(a,b){if(a instanceof A.ja)return A.b8g(this,a,b) +return this.MU(a,b)}, +KF(a,b,c,d,e){var s,r,q,p=this +if(p.guT()){s=p.a switch(s.c.a){case 0:return -case 1:switch(d.a){case 1:A.bdG(a,b,s) +case 1:switch(d.a){case 1:A.beF(a,b,s) break -case 0:if(c!=null&&!c.l(0,B.aK)){A.bdH(a,b,s,c) -return}A.bdI(a,b,s) +case 0:if(c!=null&&!c.l(0,B.aJ)){A.beG(a,b,s,c) +return}A.beH(a,b,s) break}return}}switch(e.a){case 0:r=p.c q=p.b break @@ -102459,57 +103749,57 @@ case 1:r=p.b q=p.c break default:r=null -q=null}if(p.gA7()&&p.gAT()){s=p.a +q=null}if(p.gzT()&&p.gAH()){s=p.a switch(s.c.a){case 0:return -case 1:A.bdF(a,b,c,p.d,r,q,d,e,s) -return}}A.bbL(a,b,p.d,r,q,p.a)}, -iE(a,b,c){return this.KR(a,b,null,B.aq,c)}, +case 1:A.beE(a,b,c,p.d,r,q,d,e,s) +return}}A.bcE(a,b,p.d,r,q,p.a)}, +iz(a,b,c){return this.KF(a,b,null,B.aq,c)}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.j3&&b.a.l(0,s.a)&&b.b.l(0,s.b)&&b.c.l(0,s.c)&&b.d.l(0,s.d)}, +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.ja&&b.a.l(0,s.a)&&b.b.l(0,s.b)&&b.c.l(0,s.c)&&b.d.l(0,s.d)}, gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, j(a){var s=this,r=A.b([],t.T),q=s.a -if(!q.l(0,B.C))r.push("top: "+q.j(0)) +if(!q.l(0,B.E))r.push("top: "+q.j(0)) q=s.b -if(!q.l(0,B.C))r.push("start: "+q.j(0)) +if(!q.l(0,B.E))r.push("start: "+q.j(0)) q=s.c -if(!q.l(0,B.C))r.push("end: "+q.j(0)) +if(!q.l(0,B.E))r.push("end: "+q.j(0)) q=s.d -if(!q.l(0,B.C))r.push("bottom: "+q.j(0)) -return"BorderDirectional("+B.b.cs(r,", ")+")"}, -gag(a){return this.a}} -A.dx.prototype={ -ghx(a){var s=this.c -s=s==null?null:s.gnr() -return s==null?B.L:s}, -LQ(a,b){var s,r,q -switch(this.w.a){case 1:s=A.k7(a.gbw(),a.gj8()/2) -r=$.G().U() -r.hl(s) +if(!q.l(0,B.E))r.push("bottom: "+q.j(0)) +return"BorderDirectional("+B.b.cp(r,", ")+")"}, +gal(a){return this.a}} +A.dC.prototype={ +ghv(a){var s=this.c +s=s==null?null:s.gnk() +return s==null?B.M:s}, +LF(a,b){var s,r,q +switch(this.w.a){case 1:s=A.kj(a.gbv(),a.gj2()/2) +r=$.G().T() +r.hk(s) return r case 0:r=this.d -if(r!=null){q=$.G().U() -q.fR(r.aD(b).fc(a)) -return q}r=$.G().U() -r.kd(a) +if(r!=null){q=$.G().T() +q.fP(r.aE(b).fb(a)) +return q}r=$.G().T() +r.ke(a) return r}}, -al(a,b){var s=this,r=null,q=A.a1(r,s.a,b),p=A.bdJ(r,s.c,b),o=A.ow(r,s.d,b),n=A.b7j(r,s.e,b) -return new A.dx(q,s.b,p,o,n,r,s.w)}, -gK1(){return this.e!=null}, -h_(a,b){if(a==null)return this.al(0,b) -if(a instanceof A.dx)return A.bdK(a,this,b) -return this.XJ(a,b)}, -h0(a,b){if(a==null)return this.al(0,1-b) -if(a instanceof A.dx)return A.bdK(this,a,b) -return this.XK(a,b)}, +ap(a,b){var s=this,r=null,q=A.a1(r,s.a,b),p=A.beI(r,s.c,b),o=A.oI(r,s.d,b),n=A.b8i(r,s.e,b) +return new A.dC(q,s.b,p,o,n,r,s.w)}, +gJO(){return this.e!=null}, +fZ(a,b){if(a==null)return this.ap(0,b) +if(a instanceof A.dC)return A.beJ(a,this,b) +return this.Yf(a,b)}, +h_(a,b){if(a==null)return this.ap(0,1-b) +if(a instanceof A.dC)return A.beJ(this,a,b) +return this.Yg(a,b)}, l(a,b){var s,r=this if(b==null)return!1 if(r===b)return!0 -if(J.aj(b)!==A.L(r))return!1 -if(b instanceof A.dx)if(J.e(b.a,r.a))if(J.e(b.c,r.c))if(J.e(b.d,r.d))if(A.dR(b.e,r.e))s=b.w===r.w +if(J.ak(b)!==A.L(r))return!1 +if(b instanceof A.dC)if(J.f(b.a,r.a))if(J.f(b.c,r.c))if(J.f(b.d,r.d))if(A.dZ(b.e,r.e))s=b.w===r.w else s=!1 else s=!1 else s=!1 @@ -102517,37 +103807,37 @@ else s=!1 else s=!1 return s}, gJ(a){var s=this,r=s.e -r=r==null?null:A.c_(r) -return A.a4(s.a,s.b,s.c,s.d,r,s.f,null,s.w,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, -TQ(a,b,c){var s +r=r==null?null:A.c4(r) +return A.a3(s.a,s.b,s.c,s.d,r,s.f,null,s.w,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +Uc(a,b,c){var s switch(this.w.a){case 0:s=this.d -if(s!=null)return s.aD(c).fc(new A.x(0,0,0+a.a,0+a.b)).O(0,b) +if(s!=null)return s.aE(c).fb(new A.x(0,0,0+a.a,0+a.b)).N(0,b) return!0 -case 1:return b.Y(0,a.nq(B.h)).ge4()<=Math.min(a.a,a.b)/2}}, -BV(a){return new A.RN(this,a)}} -A.RN.prototype={ -a2s(a,b,c,d){var s=this.b -switch(s.w.a){case 1:a.cw(b.gbw(),b.gj8()/2,c) +case 1:return b.X(0,a.nj(B.h)).gdY()<=Math.min(a.a,a.b)/2}}, +BI(a){return new A.S2(this,a)}} +A.S2.prototype={ +a2X(a,b,c,d){var s=this.b +switch(s.w.a){case 1:a.ct(b.gbv(),b.gj2()/2,c) break case 0:s=s.d -if(s==null||s.l(0,B.aK))a.aU(b,c) -else a.dG(s.aD(d).fc(b),c) +if(s==null||s.l(0,B.aJ))a.aX(b,c) +else a.dr(s.aE(d).fb(b),c) break}}, -ao9(a,b,c){var s,r,q,p,o,n,m=this.b.e +aoK(a,b,c){var s,r,q,p,o,n,m=this.b.e if(m==null)return for(s=m.length,r=0;r0?n*0.57735+0.5:0)) -o=b.dN(q.b) +p.smL(new A.pj(o,n>0?n*0.57735+0.5:0)) +o=b.dE(q.b) n=q.d -this.a2s(a,new A.x(o.a-n,o.b-n,o.c+n,o.d+n),p,c)}}, -ayk(a,b,c){return}, -v(){this.XF()}, -m6(a,b,c){var s,r,q,p=this,o=c.e,n=b.a,m=b.b,l=new A.x(n,m,n+o.a,m+o.b),k=c.d -p.ao9(a,l,k) +this.a2X(a,new A.x(o.a-n,o.b-n,o.c+n,o.d+n),p,c)}}, +ayX(a,b,c){return}, +v(){this.Yb()}, +lZ(a,b,c){var s,r,q,p=this,o=c.e,n=b.a,m=b.b,l=new A.x(n,m,n+o.a,m+o.b),k=c.d +p.aoK(a,l,k) o=p.b n=o.a m=n==null @@ -102559,417 +103849,417 @@ if(!m)q.sA(0,n) p.c=q n=q}else n=s n.toString -p.a2s(a,l,n,k)}p.ayk(a,l,c) +p.a2X(a,l,n,k)}p.ayX(a,l,c) n=o.c if(n!=null){m=o.d -m=m==null?null:m.aD(k) -n.KR(a,l,m,o.w,k)}}, +m=m==null?null:m.aE(k) +n.KF(a,l,m,o.w,k)}}, j(a){return"BoxPainter for "+this.b.j(0)}} -A.Yh.prototype={ -W(){return"BoxFit."+this.b}} -A.a0E.prototype={} -A.cl.prototype={ -n2(){var s=$.G().B() +A.YE.prototype={ +V(){return"BoxFit."+this.b}} +A.a14.prototype={} +A.cq.prototype={ +mV(){var s=$.G().B() s.sA(0,this.a) -s.smT(new A.p9(this.e,A.bAK(this.c))) +s.smL(new A.pj(this.e,A.bC5(this.c))) return s}, -al(a,b){var s=this -return new A.cl(s.d*b,s.e,s.a,s.b.a_(0,b),s.c*b)}, +ap(a,b){var s=this +return new A.cq(s.d*b,s.e,s.a,s.b.a1(0,b),s.c*b)}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.cl&&b.a.l(0,s.a)&&b.b.l(0,s.b)&&b.c===s.c&&b.d===s.d&&b.e===s.e}, +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.cq&&b.a.l(0,s.a)&&b.b.l(0,s.b)&&b.c===s.c&&b.d===s.d&&b.e===s.e}, gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,s.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,s.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, j(a){var s=this -return"BoxShadow("+s.a.j(0)+", "+s.b.j(0)+", "+A.iY(s.c)+", "+A.iY(s.d)+", "+s.e.j(0)+")"}} -A.hu.prototype={ -al(a,b){return new A.hu(this.b,this.a.al(0,b))}, +return"BoxShadow("+s.a.j(0)+", "+s.b.j(0)+", "+A.j3(s.c)+", "+A.j3(s.d)+", "+s.e.j(0)+")"}} +A.ho.prototype={ +ap(a,b){return new A.ho(this.b,this.a.ap(0,b))}, +fZ(a,b){var s,r +if(a instanceof A.ho){s=A.bA(a.a,this.a,b) +r=A.am(a.b,this.b,b) +r.toString +return new A.ho(A.Z(r,0,1),s)}return this.vV(a,b)}, h_(a,b){var s,r -if(a instanceof A.hu){s=A.bw(a.a,this.a,b) -r=A.ak(a.b,this.b,b) -r.toString -return new A.hu(A.Y(r,0,1),s)}return this.wa(a,b)}, -h0(a,b){var s,r -if(a instanceof A.hu){s=A.bw(this.a,a.a,b) -r=A.ak(this.b,a.b,b) -r.toString -return new A.hu(A.Y(r,0,1),s)}return this.wb(a,b)}, -i_(a,b){var s=$.G().U() -s.hl(this.FJ(a).e8(-this.a.ghJ())) -return s}, -o0(a){return this.i_(a,null)}, -eR(a,b){var s=$.G().U() -s.hl(this.FJ(a)) -return s}, -md(a){return this.eR(a,null)}, -m7(a,b,c,d){if(this.b===0)a.cw(b.gbw(),b.gj8()/2,c) -else a.xQ(this.FJ(b),c)}, -gl6(){return!0}, -pY(a){var s=a==null?this.a:a -return new A.hu(this.b,s)}, -iE(a,b,c){var s,r=this.a +if(a instanceof A.ho){s=A.bA(this.a,a.a,b) +r=A.am(this.b,a.b,b) +r.toString +return new A.ho(A.Z(r,0,1),s)}return this.vW(a,b)}, +hR(a,b){var s=$.G().T() +s.hk(this.Fw(a).e2(-this.a.ghG())) +return s}, +nX(a){return this.hR(a,null)}, +eO(a,b){var s=$.G().T() +s.hk(this.Fw(a)) +return s}, +m6(a){return this.eO(a,null)}, +m_(a,b,c,d){if(this.b===0)a.ct(b.gbv(),b.gj2()/2,c) +else a.xB(this.Fw(b),c)}, +gl3(){return!0}, +pT(a){var s=a==null?this.a:a +return new A.ho(this.b,s)}, +iz(a,b,c){var s,r=this.a switch(r.c.a){case 0:break case 1:s=r.b*r.d -if(this.b===0)a.cw(b.gbw(),(b.gj8()+s)/2,r.n2()) -else a.xQ(this.FJ(b).e8(s/2),r.n2()) +if(this.b===0)a.ct(b.gbv(),(b.gj2()+s)/2,r.mV()) +else a.xB(this.Fw(b).e2(s/2),r.mV()) break}}, -aK(a,b){return this.iE(a,b,null)}, -FJ(a){var s,r=this.b -if(r===0||a.gaI(a)-a.gad(a)===a.gaN(a)-a.gag(a))return A.k7(a.gbw(),a.gj8()/2) +aJ(a,b){return this.iz(a,b,null)}, +Fw(a){var s,r=this.b +if(r===0||a.gaI(a)-a.gag(a)===a.gaN(a)-a.gal(a))return A.kj(a.gbv(),a.gj2()/2) r=1-r 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-A.adA.prototype={} -A.uD.prototype={ -W(){return"ImageRepeat."+this.b}} -A.eE.prototype={ -gdY(){var s=this -return s.gj9(s)+s.gjb(s)+s.gkJ(s)+s.gkL()}, -aFM(a){var s=this -switch(a.a){case 0:return s.gdY() -case 1:return s.gcR(s)+s.gcY(s)}}, -C(a,b){var s=this -return new A.wu(s.gj9(s)+b.gj9(b),s.gjb(s)+b.gjb(b),s.gkJ(s)+b.gkJ(b),s.gkL()+b.gkL(),s.gcR(s)+b.gcR(b),s.gcY(s)+b.gcY(b))}, -cq(a,b,c){var s=this -return new A.wu(A.Y(s.gj9(s),b.a,c.a),A.Y(s.gjb(s),b.c,c.b),A.Y(s.gkJ(s),0,c.c),A.Y(s.gkL(),0,c.d),A.Y(s.gcR(s),b.b,c.e),A.Y(s.gcY(s),b.d,c.f))}, +A.aer.prototype={} +A.uK.prototype={ +V(){return"ImageRepeat."+this.b}} +A.eM.prototype={ +gdQ(){var s=this +return s.gj3(s)+s.gj5(s)+s.gkJ(s)+s.gkL()}, +aGq(a){var s=this +switch(a.a){case 0:return s.gdQ() +case 1:return s.gcM(s)+s.gcR(s)}}, +D(a,b){var s=this +return new A.wC(s.gj3(s)+b.gj3(b),s.gj5(s)+b.gj5(b),s.gkJ(s)+b.gkJ(b),s.gkL()+b.gkL(),s.gcM(s)+b.gcM(b),s.gcR(s)+b.gcR(b))}, +ca(a,b,c){var s=this +return new A.wC(A.Z(s.gj3(s),b.a,c.a),A.Z(s.gj5(s),b.c,c.b),A.Z(s.gkJ(s),0,c.c),A.Z(s.gkL(),0,c.d),A.Z(s.gcM(s),b.b,c.e),A.Z(s.gcR(s),b.d,c.f))}, j(a){var s=this -if(s.gkJ(s)===0&&s.gkL()===0){if(s.gj9(s)===0&&s.gjb(s)===0&&s.gcR(s)===0&&s.gcY(s)===0)return"EdgeInsets.zero" -if(s.gj9(s)===s.gjb(s)&&s.gjb(s)===s.gcR(s)&&s.gcR(s)===s.gcY(s))return"EdgeInsets.all("+B.c.aY(s.gj9(s),1)+")" -return"EdgeInsets("+B.c.aY(s.gj9(s),1)+", "+B.c.aY(s.gcR(s),1)+", "+B.c.aY(s.gjb(s),1)+", "+B.c.aY(s.gcY(s),1)+")"}if(s.gj9(s)===0&&s.gjb(s)===0)return"EdgeInsetsDirectional("+B.c.aY(s.gkJ(s),1)+", "+B.c.aY(s.gcR(s),1)+", "+B.c.aY(s.gkL(),1)+", "+B.c.aY(s.gcY(s),1)+")" -return"EdgeInsets("+B.c.aY(s.gj9(s),1)+", "+B.c.aY(s.gcR(s),1)+", "+B.c.aY(s.gjb(s),1)+", "+B.c.aY(s.gcY(s),1)+") + EdgeInsetsDirectional("+B.c.aY(s.gkJ(s),1)+", 0.0, "+B.c.aY(s.gkL(),1)+", 0.0)"}, +if(s.gkJ(s)===0&&s.gkL()===0){if(s.gj3(s)===0&&s.gj5(s)===0&&s.gcM(s)===0&&s.gcR(s)===0)return"EdgeInsets.zero" +if(s.gj3(s)===s.gj5(s)&&s.gj5(s)===s.gcM(s)&&s.gcM(s)===s.gcR(s))return"EdgeInsets.all("+B.c.b3(s.gj3(s),1)+")" +return"EdgeInsets("+B.c.b3(s.gj3(s),1)+", "+B.c.b3(s.gcM(s),1)+", "+B.c.b3(s.gj5(s),1)+", "+B.c.b3(s.gcR(s),1)+")"}if(s.gj3(s)===0&&s.gj5(s)===0)return"EdgeInsetsDirectional("+B.c.b3(s.gkJ(s),1)+", "+B.c.b3(s.gcM(s),1)+", "+B.c.b3(s.gkL(),1)+", "+B.c.b3(s.gcR(s),1)+")" +return"EdgeInsets("+B.c.b3(s.gj3(s),1)+", "+B.c.b3(s.gcM(s),1)+", "+B.c.b3(s.gj5(s),1)+", "+B.c.b3(s.gcR(s),1)+") + EdgeInsetsDirectional("+B.c.b3(s.gkJ(s),1)+", 0.0, "+B.c.b3(s.gkL(),1)+", 0.0)"}, l(a,b){var s=this if(b==null)return!1 -return b instanceof A.eE&&b.gj9(b)===s.gj9(s)&&b.gjb(b)===s.gjb(s)&&b.gkJ(b)===s.gkJ(s)&&b.gkL()===s.gkL()&&b.gcR(b)===s.gcR(s)&&b.gcY(b)===s.gcY(s)}, +return b instanceof A.eM&&b.gj3(b)===s.gj3(s)&&b.gj5(b)===s.gj5(s)&&b.gkJ(b)===s.gkJ(s)&&b.gkL()===s.gkL()&&b.gcM(b)===s.gcM(s)&&b.gcR(b)===s.gcR(s)}, gJ(a){var s=this -return A.a4(s.gj9(s),s.gjb(s),s.gkJ(s),s.gkL(),s.gcR(s),s.gcY(s),B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}} -A.aH.prototype={ -gj9(a){return this.a}, -gcR(a){return this.b}, -gjb(a){return this.c}, -gcY(a){return this.d}, +return A.a3(s.gj3(s),s.gj5(s),s.gkJ(s),s.gkL(),s.gcM(s),s.gcR(s),B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}} +A.aR.prototype={ +gj3(a){return this.a}, +gcM(a){return this.b}, +gj5(a){return this.c}, +gcR(a){return this.d}, gkJ(a){return 0}, gkL(){return 0}, -JT(a){var s=this -return new A.x(a.gad(a)-s.a,a.gag(a)-s.b,a.gaI(a)+s.c,a.gaN(a)+s.d)}, -Sh(a){var s=this +JF(a){var s=this +return new A.x(a.gag(a)-s.a,a.gal(a)-s.b,a.gaI(a)+s.c,a.gaN(a)+s.d)}, +Sf(a){var s=this return new A.x(a.a+s.a,a.b+s.b,a.c-s.c,a.d-s.d)}, -C(a,b){if(b instanceof A.aH)return this.X(0,b) -return this.XN(0,b)}, -cq(a,b,c){var s=this -return new A.aH(A.Y(s.a,b.a,c.a),A.Y(s.b,b.b,c.e),A.Y(s.c,b.c,c.b),A.Y(s.d,b.d,c.f))}, -Y(a,b){var s=this -return new A.aH(s.a-b.a,s.b-b.b,s.c-b.c,s.d-b.d)}, +D(a,b){if(b instanceof A.aR)return this.W(0,b) +return this.Yi(0,b)}, +ca(a,b,c){var s=this +return new A.aR(A.Z(s.a,b.a,c.a),A.Z(s.b,b.b,c.e),A.Z(s.c,b.c,c.b),A.Z(s.d,b.d,c.f))}, X(a,b){var s=this -return new A.aH(s.a+b.a,s.b+b.b,s.c+b.c,s.d+b.d)}, -a_(a,b){var s=this -return new A.aH(s.a*b,s.b*b,s.c*b,s.d*b)}, -aD(a){return this}, -uo(a,b,c,d){var s=this,r=b==null?s.a:b,q=d==null?s.b:d,p=c==null?s.c:c -return new A.aH(r,q,p,a==null?s.d:a)}, -Iy(a){return this.uo(a,null,null,null)}, -aI1(a,b){return this.uo(a,null,null,b)}, -aI8(a,b){return this.uo(null,a,b,null)}} -A.jR.prototype={ +return new A.aR(s.a-b.a,s.b-b.b,s.c-b.c,s.d-b.d)}, +W(a,b){var s=this +return new A.aR(s.a+b.a,s.b+b.b,s.c+b.c,s.d+b.d)}, +a1(a,b){var s=this +return new A.aR(s.a*b,s.b*b,s.c*b,s.d*b)}, +aE(a){return this}, +ue(a,b,c,d){var s=this,r=b==null?s.a:b,q=d==null?s.b:d,p=c==null?s.c:c +return new A.aR(r,q,p,a==null?s.d:a)}, +Ij(a){return this.ue(a,null,null,null)}, +aIE(a,b){return this.ue(a,null,null,b)}, +aIL(a,b){return this.ue(null,a,b,null)}} +A.k1.prototype={ gkJ(a){return this.a}, -gcR(a){return this.b}, +gcM(a){return this.b}, gkL(){return this.c}, -gcY(a){return this.d}, -gj9(a){return 0}, -gjb(a){return 0}, -C(a,b){if(b instanceof A.jR)return this.X(0,b) -return this.XN(0,b)}, -Y(a,b){var s=this -return new A.jR(s.a-b.a,s.b-b.b,s.c-b.c,s.d-b.d)}, +gcR(a){return this.d}, +gj3(a){return 0}, +gj5(a){return 0}, +D(a,b){if(b instanceof A.k1)return this.W(0,b) +return this.Yi(0,b)}, X(a,b){var s=this -return new A.jR(s.a+b.a,s.b+b.b,s.c+b.c,s.d+b.d)}, -a_(a,b){var s=this -return new A.jR(s.a*b,s.b*b,s.c*b,s.d*b)}, -aD(a){var s=this -switch(a.a){case 0:return new A.aH(s.c,s.b,s.a,s.d) -case 1:return new A.aH(s.a,s.b,s.c,s.d)}}} -A.wu.prototype={ -a_(a,b){var s=this -return new A.wu(s.a*b,s.b*b,s.c*b,s.d*b,s.e*b,s.f*b)}, -aD(a){var s=this -switch(a.a){case 0:return new A.aH(s.d+s.a,s.e,s.c+s.b,s.f) -case 1:return new A.aH(s.c+s.a,s.e,s.d+s.b,s.f)}}, -gj9(a){return this.a}, -gjb(a){return this.b}, +return new A.k1(s.a-b.a,s.b-b.b,s.c-b.c,s.d-b.d)}, +W(a,b){var s=this +return new A.k1(s.a+b.a,s.b+b.b,s.c+b.c,s.d+b.d)}, +a1(a,b){var s=this +return new A.k1(s.a*b,s.b*b,s.c*b,s.d*b)}, +aE(a){var s=this +switch(a.a){case 0:return new A.aR(s.c,s.b,s.a,s.d) +case 1:return new A.aR(s.a,s.b,s.c,s.d)}}} +A.wC.prototype={ +a1(a,b){var s=this +return new A.wC(s.a*b,s.b*b,s.c*b,s.d*b,s.e*b,s.f*b)}, +aE(a){var s=this +switch(a.a){case 0:return new A.aR(s.d+s.a,s.e,s.c+s.b,s.f) +case 1:return new A.aR(s.c+s.a,s.e,s.d+s.b,s.f)}}, +gj3(a){return this.a}, +gj5(a){return this.b}, gkJ(a){return this.c}, gkL(){return this.d}, -gcR(a){return this.e}, -gcY(a){return this.f}} -A.aAx.prototype={ -OZ(){var s,r,q,p=this.b +gcM(a){return this.e}, +gcR(a){return this.f}} +A.aBD.prototype={ +OU(){var s,r,q,p=this.b if(p!=null)return p p=this.a.length s=1/(p-1) -r=J.Ea(p,t.i) +r=J.Eo(p,t.V) for(q=0;q").ab(q.z[1]),r=new 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$async$$3=A.u(function(d,e){if(d===1)return A.p(e,r) while(true)switch(s){case 0:s=2 -return A.A(null,$async$$3) +return A.B(null,$async$$3) case 2:p=q.c -if(p.a==null)p.X4(new A.aWo(A.b([],t.XZ),A.b([],t.u))) +if(p.a==null)p.XB(new A.aXw(A.b([],t.XZ),A.b([],t.u))) p=p.a p.toString -p.z_(A.ca("while resolving an image"),b,null,!0,c) +p.yI(A.cf("while resolving an image"),b,null,!0,c) return A.q(null,r)}}) return A.r($async$$3,r)}, -$S(){return A.w(this.a).h("ap<~>(ja.T?,y,eb?)")}} -A.aBJ.prototype={ -aeH(a,b){var s=0,r=A.t(t.H),q,p=this,o +$S(){return A.w(this.a).h("at<~>(ji.T?,A,ei?)")}} +A.aCI.prototype={ +afh(a,b){var s=0,r=A.t(t.H),q,p=this,o var $async$$2=A.u(function(c,d){if(c===1)return A.p(d,r) while(true)switch(s){case 0:o=p.a if(o.b){s=1 @@ -103039,58 +104329,58 @@ break}o.b=!0 p.b.$3(o.a,a,b) case 1:return A.q(q,r)}}) return A.r($async$$2,r)}, -$2(a,b){return this.aeH(a,b)}, -$S:535} -A.aBI.prototype={ +$2(a,b){return this.afh(a,b)}, +$S:537} +A.aCH.prototype={ $1(a){var s,r,q,p=this p.a.a=a -try{p.c.$2(a,p.d)}catch(q){s=A.aW(q) -r=A.bu(q) +try{p.c.$2(a,p.d)}catch(q){s=A.b_(q) +r=A.bz(q) p.d.$2(s,r)}}, -$S(){return A.w(this.b).h("bx(ja.T)")}} -A.aBK.prototype={ +$S(){return A.w(this.b).h("bG(ji.T)")}} +A.aCJ.prototype={ $0(){var s=this.a.a s.toString return s}, -$S:171} -A.aBL.prototype={ -$0(){var s=this.a,r=this.b,q=s.yv(r,$.hW.gaMH()) -if(q instanceof A.H0){q=s.yu(r,$.hW.gaMF()) -if(q instanceof A.H0)q=s.yt(0,r,$.hW.gaMC())}return q}, -$S:171} -A.H0.prototype={} -A.ov.prototype={ +$S:170} +A.aCK.prototype={ +$0(){var s=this.a,r=this.b,q=s.yi(r,$.hT.gaNi()) +if(q instanceof A.Hh){q=s.yh(r,$.hT.gaNg()) +if(q instanceof A.Hh)q=s.yg(0,r,$.hT.gaNd())}return q}, +$S:170} +A.Hh.prototype={} +A.oH.prototype={ l(a,b){var s=this if(b==null)return!1 -if(J.aj(b)!==A.L(s))return!1 -return b instanceof A.ov&&b.a===s.a&&b.b===s.b&&b.c===s.c}, -gJ(a){return A.a4(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.oH&&b.a===s.a&&b.b===s.b&&b.c===s.c}, +gJ(a){return A.a3(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, j(a){return"AssetBundleImageKey(bundle: "+this.a.j(0)+', name: "'+this.b+'", scale: '+A.j(this.c)+")"}} -A.Xz.prototype={ -yv(a,b){return A.v_(null,this.P9(a,b),a.b,null,a.c)}, -yu(a,b){return A.v_(null,this.Pa(a,b),a.b,null,a.c)}, -yt(a,b,c){return A.v_(null,this.Pb(b,c),b.b,null,b.c)}, -jK(a,b,c,d){return this.awH(a,b,c,d)}, -Pb(a,b){return this.jK(a,null,null,b)}, -Pa(a,b){return this.jK(a,null,b,null)}, -P9(a,b){return this.jK(a,b,null,null)}, -awH(a,b,c,d){var s=0,r=A.t(t.hP),q,p=2,o,n,m,l,k,j,i,h,g -var $async$jK=A.u(function(e,f){if(e===1){o=f +A.XU.prototype={ +yi(a,b){return A.va(null,this.P3(a,b),a.b,null,a.c)}, +yh(a,b){return A.va(null,this.P4(a,b),a.b,null,a.c)}, +yg(a,b,c){return A.va(null,this.P5(b,c),b.b,null,b.c)}, +jI(a,b,c,d){return this.axj(a,b,c,d)}, +P5(a,b){return this.jI(a,null,null,b)}, +P4(a,b){return this.jI(a,null,b,null)}, +P3(a,b){return this.jI(a,b,null,null)}, +axj(a,b,c,d){var s=0,r=A.t(t.hP),q,p=2,o,n,m,l,k,j,i,h,g +var $async$jI=A.u(function(e,f){if(e===1){o=f s=p}while(true)switch(s){case 0:s=b!=null?3:4 break case 3:n=null p=6 s=9 -return A.A(a.a.De(a.b),$async$jK) +return A.B(a.a.D_(a.b),$async$jI) case 9:n=f p=2 s=8 break case 6:p=5 i=o -if(A.aW(i) instanceof A.qH){j=$.hW.lL$ +if(A.b_(i) instanceof A.qP){j=$.hT.fI$ j===$&&A.c() -j.Cn(a) +j.Cb(a) throw i}else throw i s=8 break @@ -103104,16 +104394,16 @@ break case 10:m=null p=13 s=16 -return A.A(a.a.De(a.b),$async$jK) +return A.B(a.a.D_(a.b),$async$jI) case 16:m=f p=2 s=15 break case 13:p=12 h=o -if(A.aW(h) instanceof A.qH){j=$.hW.lL$ +if(A.b_(h) instanceof A.qP){j=$.hT.fI$ j===$&&A.c() -j.Cn(a) +j.Cb(a) throw h}else throw h s=15 break @@ -103125,44 +104415,44 @@ break case 11:l=null p=18 s=21 -return A.A(a.a.cL(0,a.b),$async$jK) +return A.B(a.a.cI(0,a.b),$async$jI) case 21:l=f p=2 s=20 break case 18:p=17 g=o -if(A.aW(g) instanceof A.qH){j=$.hW.lL$ +if(A.b_(g) instanceof A.qP){j=$.hT.fI$ j===$&&A.c() -j.Cn(a) +j.Cb(a) throw g}else throw g s=20 break case 17:s=2 break case 20:d.toString -q=d.$1(A.cg(l.buffer,0,null)) +q=d.$1(J.kJ(J.jP(l))) s=1 break case 1:return A.q(q,r) case 2:return A.p(o,r)}}) -return A.r($async$jK,r)}} -A.pa.prototype={ -Du(a){return new A.cM(this,t.Q6)}, -yt(a,b,c){return A.v_(null,this.Pb(b,c),"MemoryImage("+("#"+A.bz(b.a))+")",null,b.b)}, -yu(a,b){return A.v_(null,this.Pa(a,b),"MemoryImage("+("#"+A.bz(a.a))+")",null,a.b)}, -yv(a,b){return A.v_(null,this.P9(a,b),"MemoryImage("+("#"+A.bz(a.a))+")",null,a.b)}, -jK(a,b,c,d){return this.awI(a,b,c,d)}, -Pb(a,b){return this.jK(a,null,null,b)}, -Pa(a,b){return this.jK(a,null,b,null)}, -P9(a,b){return this.jK(a,b,null,null)}, -awI(a,b,c,d){var s=0,r=A.t(t.hP),q,p=this,o -var $async$jK=A.u(function(e,f){if(e===1)return A.p(f,r) +return A.r($async$jI,r)}} +A.pl.prototype={ +Df(a){return new A.cO(this,t.Q6)}, +yg(a,b,c){return A.va(null,this.P5(b,c),"MemoryImage("+("#"+A.bC(b.a))+")",null,b.b)}, +yh(a,b){return A.va(null,this.P4(a,b),"MemoryImage("+("#"+A.bC(a.a))+")",null,a.b)}, +yi(a,b){return A.va(null,this.P3(a,b),"MemoryImage("+("#"+A.bC(a.a))+")",null,a.b)}, +jI(a,b,c,d){return this.axk(a,b,c,d)}, +P5(a,b){return this.jI(a,null,null,b)}, +P4(a,b){return this.jI(a,null,b,null)}, +P3(a,b){return this.jI(a,b,null,null)}, +axk(a,b,c,d){var s=0,r=A.t(t.hP),q,p=this,o +var $async$jI=A.u(function(e,f){if(e===1)return A.p(f,r) while(true)switch(s){case 0:s=b!=null?3:4 break case 3:o=b s=5 -return A.A(A.yM(p.a),$async$jK) +return A.B(A.yW(p.a),$async$jI) case 5:q=o.$1(f) s=1 break @@ -103170,7 +104460,7 @@ case 4:s=c!=null?6:7 break case 6:o=c s=8 -return A.A(A.yM(p.a),$async$jK) +return A.B(A.yW(p.a),$async$jI) case 8:q=o.$1(f) s=1 break @@ -103178,41 +104468,41 @@ case 7:q=d.$1(p.a) s=1 break case 1:return A.q(q,r)}}) -return A.r($async$jK,r)}, +return A.r($async$jI,r)}, 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this.j9(null,null,null,null,null,null,null,null,null,null,null,null,a,null,null,null,null,null,null,null,null,null,null,null,null)}, +aIo(a){return this.j9(null,null,null,null,a,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +ki(a,b,c,d,e,a0,a1,a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h=this,g=null,f=h.ay if(f==null)s=a==null?h.b:a else s=g r=h.ch if(r==null)q=h.c else q=g -p=h.gu5(h) +p=h.gtW(h) o=h.r o=o==null?g:o*a2+a1 n=h.w -n=n==null?g:B.m2[B.e.cq(n.a,0,8)] +n=n==null?g:B.m7[B.e.ca(n.a,0,8)] m=h.y m=m==null?g:m+0 l=h.z @@ -104411,8 +105701,8 @@ k=k==null?g:k+0 j=c==null?h.cx:c i=h.db i=i==null?g:i+0 -return A.ed(r,q,s,g,h.CW,j,h.cy,i,p,h.e,h.fr,o,h.x,h.fx,n,f,k,h.a,h.at,m,h.ax,h.fy,h.f,h.dy,h.Q,l)}, -bY(a4){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3 +return A.ek(r,q,s,g,h.CW,j,h.cy,i,p,h.e,h.fr,o,h.x,h.fx,n,f,k,h.a,h.at,m,h.ax,h.fy,h.f,h.dy,h.Q,l)}, +bX(a4){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3 if(a4==null)return this if(!a4.a)return a4 s=a4.b @@ -104435,27 +105725,27 @@ c=a4.CW b=a4.cx a=a4.cy a0=a4.db -a1=a4.gu5(a4) +a1=a4.gtW(a4) a2=a4.e a3=a4.f -return this.jf(g,r,s,null,c,b,a,a0,a1,a2,e,q,o,d,p,h,k,j,n,i,a4.fy,a3,f,l,m)}, -EI(a){var s,r,q=this,p=q.gnE(),o=q.r +return this.j9(g,r,s,null,c,b,a,a0,a1,a2,e,q,o,d,p,h,k,j,n,i,a4.fy,a3,f,l,m)}, +Ew(a){var s,r,q=this,p=q.gnz(),o=q.r o=o==null?null:o*a s=q.ch if(s==null){s=q.c if(s!=null){r=$.G().B() r.sA(0,s) -s=r}else s=null}return A.ba6(s,q.b,q.CW,q.cx,q.cy,q.db,q.d,p,q.fr,o,q.x,q.fx,q.w,q.ay,q.as,q.at,q.y,q.ax,q.dy,q.Q,q.z)}, -cK(a,b){var s=this -if(s===b)return B.dr -if(s.a!==b.a||s.d!=b.d||s.r!=b.r||s.w!=b.w||s.x!=b.x||s.y!=b.y||s.z!=b.z||s.Q!=b.Q||s.as!=b.as||s.at!=b.at||s.ay!=b.ay||s.ch!=b.ch||!A.dR(s.dy,b.dy)||!A.dR(s.fr,b.fr)||!A.dR(s.fx,b.fx)||!A.dR(s.gnE(),b.gnE())||!1)return B.bB -if(!J.e(s.b,b.b)||!J.e(s.c,b.c)||!J.e(s.CW,b.CW)||!J.e(s.cx,b.cx)||s.cy!=b.cy||s.db!=b.db)return B.a2k -return B.dr}, +s=r}else s=null}return A.bb0(s,q.b,q.CW,q.cx,q.cy,q.db,q.d,p,q.fr,o,q.x,q.fx,q.w,q.ay,q.as,q.at,q.y,q.ax,q.dy,q.Q,q.z)}, +cH(a,b){var s=this +if(s===b)return B.dt +if(s.a!==b.a||s.d!=b.d||s.r!=b.r||s.w!=b.w||s.x!=b.x||s.y!=b.y||s.z!=b.z||s.Q!=b.Q||s.as!=b.as||s.at!=b.at||s.ay!=b.ay||s.ch!=b.ch||!A.dZ(s.dy,b.dy)||!A.dZ(s.fr,b.fr)||!A.dZ(s.fx,b.fx)||!A.dZ(s.gnz(),b.gnz())||!1)return B.bD +if(!J.f(s.b,b.b)||!J.f(s.c,b.c)||!J.f(s.CW,b.CW)||!J.f(s.cx,b.cx)||s.cy!=b.cy||s.db!=b.db)return B.a2t +return B.dt}, l(a,b){var s,r=this if(b==null)return!1 if(r===b)return!0 -if(J.aj(b)!==A.L(r))return!1 -if(b instanceof A.H)if(b.a===r.a)if(J.e(b.b,r.b))if(J.e(b.c,r.c))if(b.r==r.r)if(b.w==r.w)if(b.x==r.x)if(b.y==r.y)if(b.z==r.z)if(b.Q==r.Q)if(b.as==r.as)if(b.at==r.at)if(b.ay==r.ay)if(b.ch==r.ch)if(A.dR(b.dy,r.dy))if(A.dR(b.fr,r.fr))if(A.dR(b.fx,r.fx))if(J.e(b.CW,r.CW))if(J.e(b.cx,r.cx))if(b.cy==r.cy)if(b.db==r.db)if(b.d==r.d)if(A.dR(b.gnE(),r.gnE()))s=!0 +if(J.ak(b)!==A.L(r))return!1 +if(b instanceof A.I)if(b.a===r.a)if(J.f(b.b,r.b))if(J.f(b.c,r.c))if(b.r==r.r)if(b.w==r.w)if(b.x==r.x)if(b.y==r.y)if(b.z==r.z)if(b.Q==r.Q)if(b.as==r.as)if(b.at==r.at)if(b.ay==r.ay)if(b.ch==r.ch)if(A.dZ(b.dy,r.dy))if(A.dZ(b.fr,r.fr))if(A.dZ(b.fx,r.fx))if(J.f(b.CW,r.CW))if(J.f(b.cx,r.cx))if(b.cy==r.cy)if(b.db==r.db)if(b.d==r.d)if(A.dZ(b.gnz(),r.gnz()))s=!0 else s=!1 else s=!1 else s=!1 @@ -104480,308 +105770,308 @@ else s=!1 else s=!1 else s=!1 return s}, -gJ(a){var s,r=this,q=null,p=r.gnE(),o=p==null?q:A.c_(p),n=A.a4(r.cy,r.db,r.d,o,r.f,r.fy,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a),m=r.dy,l=r.fx -o=m==null?q:A.c_(m) -s=l==null?q:A.c_(l) -return A.a4(r.a,r.b,r.c,r.r,r.w,r.x,r.y,r.z,r.Q,r.as,r.at,r.ax,r.ay,r.ch,o,q,s,r.CW,r.cx,n)}, -fd(){return"TextStyle"}, +gJ(a){var s,r=this,q=null,p=r.gnz(),o=p==null?q:A.c4(p),n=A.a3(r.cy,r.db,r.d,o,r.f,r.fy,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a),m=r.dy,l=r.fx +o=m==null?q:A.c4(m) +s=l==null?q:A.c4(l) +return A.a3(r.a,r.b,r.c,r.r,r.w,r.x,r.y,r.z,r.Q,r.as,r.at,r.ax,r.ay,r.ch,o,q,s,r.CW,r.cx,n)}, +fc(){return"TextStyle"}, gjX(a){return this.w}, -gmR(a){return this.x}} -A.amm.prototype={} -A.a16.prototype={ -amU(a,b,c,d,e){var s=this -s.r=A.bl4(new A.azy(s),s.gSK(s),0,10,0)}, -ij(a,b){var s,r,q=this -if(b>q.r)return q.gJy() +gmJ(a){return this.x}} +A.ank.prototype={} +A.a1y.prototype={ +anv(a,b,c,d,e){var s=this +s.r=A.bmb(new A.aAF(s),s.gSI(s),0,10,0)}, +ic(a,b){var s,r,q=this +if(b>q.r)return q.gJj() s=q.e r=q.c return q.d+s*Math.pow(q.b,b)/r-s/r-q.f/2*b*b}, -jg(a,b){var s=this +ja(a,b){var s=this if(b>s.r)return 0 return s.e*Math.pow(s.b,b)-s.f*b}, -gJy(){var s=this +gJj(){var s=this if(s.f===0)return s.d-s.e/s.c -return s.ij(0,s.r)}, -adp(a){var s,r=this,q=r.d +return s.ic(0,s.r)}, +ae_(a){var s,r=this,q=r.d if(a===q)return 0 s=r.e -if(s!==0)if(s>0)q=ar.gJy() -else q=a>q||a0)q=ar.gJj() +else q=a>q||a=r.b&&r.c>=r.d else q=!0 -if(q){n.eh(0) -n=o.dI -o.id=n.a=n.b=new A.M(A.Y(0,r.a,r.b),A.Y(0,r.c,r.d)) -o.bh=B.CV -n=o.V$ +if(q){n.ea(0) +n=o.bq +o.id=n.a=n.b=new A.N(A.Z(0,r.a,r.b),A.Z(0,r.c,r.d)) +o.ns=B.CW +n=o.U$ if(n!=null)n.jZ(r) -return}s.df(r,!0) -switch(o.bh.a){case 0:n=o.dI -s=o.V$ -n.a=n.b=s.gD(s) -o.bh=B.oY +return}s.d8(r,!0) +switch(o.ns.a){case 0:n=o.bq +s=o.U$ +n.a=n.b=s.gC(s) +o.ns=B.p2 break -case 1:s=o.dI +case 1:s=o.bq q=s.b -p=o.V$ -if(!J.e(q,p.gD(p))){s.a=o.gD(o) -q=o.V$ -s.b=q.gD(q) -o.az=0 -n.oO(0,0) -o.bh=B.a2h}else{q=n.x +p=o.U$ +if(!J.f(q,p.gC(p))){s.a=o.gC(o) +q=o.U$ +s.b=q.gC(q) +o.fT=0 +n.oK(0,0) +o.ns=B.a2q}else{q=n.x q===$&&A.c() -if(q===n.b){n=o.V$ -s.a=s.b=n.gD(n)}else{s=n.r -if(!(s!=null&&s.a!=null))n.d8(0)}}break -case 2:s=o.dI +if(q===n.b){n=o.U$ +s.a=s.b=n.gC(n)}else{s=n.r +if(!(s!=null&&s.a!=null))n.d0(0)}}break +case 2:s=o.bq q=s.b -p=o.V$ -if(!J.e(q,p.gD(p))){q=o.V$ -s.a=s.b=q.gD(q) -o.az=0 -n.oO(0,0) -o.bh=B.a2i}else{o.bh=B.oY +p=o.U$ +if(!J.f(q,p.gC(p))){q=o.U$ +s.a=s.b=q.gC(q) +o.fT=0 +n.oK(0,0) 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-gC_(){return"defer"}} -A.alK.prototype={} -A.pB.prototype={ -gC_(){return"SystemMouseCursor("+this.a+")"}, -IN(a){return new A.alK(this,a)}, +A.aev.prototype={ +Iy(a){throw A.d(A.cJ(null))}, +gBO(){return"defer"}} +A.amI.prototype={} +A.pL.prototype={ +gBO(){return"SystemMouseCursor("+this.a+")"}, +Iy(a){return new A.amI(this,a)}, l(a,b){if(b==null)return!1 -if(J.aj(b)!==A.L(this))return!1 -return b instanceof A.pB&&b.a===this.a}, +if(J.ak(b)!==A.L(this))return!1 +return b instanceof A.pL&&b.a===this.a}, gJ(a){return B.d.gJ(this.a)}} -A.ah1.prototype={} -A.tN.prototype={ -gBw(){var s=$.fZ.a1$ +A.ahV.prototype={} +A.tX.prototype={ +gBl(){var s=$.fS.ey$ s===$&&A.c() return s}, -jC(a,b){return this.afO(0,b,this.$ti.h("1?"))}, -afO(a,b,c){var s=0,r=A.t(c),q,p=this,o,n -var $async$jC=A.u(function(d,e){if(d===1)return A.p(e,r) +jA(a,b){return this.agp(0,b,this.$ti.h("1?"))}, +agp(a,b,c){var s=0,r=A.t(c),q,p=this,o,n +var $async$jA=A.u(function(d,e){if(d===1)return A.p(e,r) 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A.p(g,r) +return A.r($async$ln,r)}, +fl(a,b,c){return this.ln(a,b,!1,c)}, +JN(a,b,c,d){return this.aNr(a,b,c,d,c.h("@<0>").af(d).h("bx<1,2>?"))}, +ab7(a,b,c){return this.JN(a,null,b,c)}, +aNr(a,b,c,d,e){var s=0,r=A.t(e),q,p=this,o +var $async$JN=A.u(function(f,g){if(f===1)return A.p(g,r) while(true)switch(s){case 0:s=3 -return A.A(p.fm(a,b,t.LX),$async$K0) +return A.B(p.fl(a,b,t.f),$async$JN) case 3:o=g -q=o==null?null:J.bd7(o,c,d) +q=o==null?null:J.be5(o,c,d) s=1 break case 1:return A.q(q,r)}}) -return A.r($async$K0,r)}, -vV(a){var s=this.gBw() -s.EW(this.a,new A.aEW(this,a))}, -Ge(a,b){return this.asR(a,b)}, -asR(a,b){var s=0,r=A.t(t.CD),q,p=2,o,n=this,m,l,k,j,i,h,g,f,e -var $async$Ge=A.u(function(c,d){if(c===1){o=d +return A.r($async$JN,r)}, +vF(a){var s=this.gBl() +s.EK(this.a,new A.aG0(this,a))}, +G0(a,b){return this.atr(a,b)}, +atr(a,b){var s=0,r=A.t(t.CD),q,p=2,o,n=this,m,l,k,j,i,h,g,f,e +var $async$G0=A.u(function(c,d){if(c===1){o=d s=p}while(true)switch(s){case 0:h=n.b -g=h.mH(a) +g=h.mA(a) p=4 e=h s=7 -return A.A(b.$1(g),$async$Ge) -case 7:k=e.Cj(d) +return A.B(b.$1(g),$async$G0) +case 7:k=e.C8(d) q=k s=1 break @@ -113218,16 +114521,16 @@ s=6 break case 4:p=3 f=o -k=A.aW(f) -if(k instanceof A.zL){m=k +k=A.b_(f) +if(k instanceof A.zW){m=k k=m.a i=m.b -q=h.uB(k,m.c,i) +q=h.ur(k,m.c,i) s=1 -break}else if(k instanceof A.MI){q=null +break}else if(k instanceof A.N1){q=null s=1 break}else{l=k -h=h.a8Y("error",J.ia(l)) +h=h.a9x("error",J.ii(l)) q=h s=1 break}s=6 @@ -113236,44 +114539,44 @@ case 3:s=2 break case 6:case 1:return A.q(q,r) case 2:return A.p(o,r)}}) -return A.r($async$Ge,r)}} -A.aEW.prototype={ -$1(a){return this.a.Ge(a,this.b)}, -$S:188} -A.nM.prototype={ -fm(a,b,c){return this.aMR(a,b,c,c.h("0?"))}, -oT(a,b){return this.fm(a,null,b)}, -aMR(a,b,c,d){var s=0,r=A.t(d),q,p=this -var $async$fm=A.u(function(e,f){if(e===1)return A.p(f,r) -while(true)switch(s){case 0:q=p.aiM(a,b,!0,c) +return A.r($async$G0,r)}} +A.aG0.prototype={ +$1(a){return this.a.G0(a,this.b)}, +$S:187} +A.nZ.prototype={ +fl(a,b,c){return this.aNs(a,b,c,c.h("0?"))}, +oP(a,b){return this.fl(a,null,b)}, +aNs(a,b,c,d){var s=0,r=A.t(d),q,p=this +var $async$fl=A.u(function(e,f){if(e===1)return A.p(f,r) +while(true)switch(s){case 0:q=p.ajk(a,b,!0,c) s=1 break case 1:return A.q(q,r)}}) -return A.r($async$fm,r)}} -A.ay4.prototype={ -aQf(){var s=new A.r5(this.a,B.c7),r=A.ba("controller") -r.b=A.G6(new A.ay8(this,s,null),new A.ay9(this,r,s,null),t.z) -return J.bde(r.b7())}} -A.ay9.prototype={ +return A.r($async$fl,r)}} +A.azd.prototype={ +aQS(){var s=new A.re(this.a,B.c9),r=A.bd("controller") +r.b=A.Gn(new A.azh(this,s,null),new A.azi(this,r,s,null),t.z) +return J.bec(r.bc())}} +A.azi.prototype={ $0(){var s=0,r=A.t(t.H),q=1,p,o=this,n,m,l,k,j,i,h var $async$$0=A.u(function(a,b){if(a===1){p=b -s=q}while(true)switch(s){case 0:i=$.fZ.a1$ +s=q}while(true)switch(s){case 0:i=$.fS.ey$ i===$&&A.c() l=o.a k=l.a -i.EW(k,new A.ay7(l,o.b)) +i.EK(k,new A.azg(l,o.b)) q=3 s=6 -return A.A(o.c.lq("listen",o.d,!1,t.H),$async$$0) +return A.B(o.c.ln("listen",o.d,!1,t.H),$async$$0) case 6:q=1 s=5 break case 3:q=2 h=p -n=A.aW(h) -m=A.bu(h) -i=A.ca("while activating platform stream on channel "+k) -A.et(new A.cv(n,m,"services library",i,null,!1)) +n=A.b_(h) +m=A.bz(h) +i=A.cf("while activating platform stream on channel "+k) +A.eA(new A.cz(n,m,"services library",i,null,!1)) s=5 break case 2:s=1 @@ -113282,38 +114585,38 @@ case 5:return A.q(null,r) case 1:return A.p(p,r)}}) return A.r($async$$0,r)}, $S:16} -A.ay7.prototype={ -$1(a){return this.aeF(a)}, -aeF(a){var s=0,r=A.t(t.P),q,p=this,o,n,m +A.azg.prototype={ +$1(a){return this.aff(a)}, +aff(a){var s=0,r=A.t(t.P),q,p=this,o,n,m var $async$$1=A.u(function(b,c){if(b===1)return A.p(c,r) -while(true)switch(s){case 0:if(a==null)J.b6V(p.b.b7()) -else try{J.iy(p.b.b7(),B.c7.Se(a))}catch(l){m=A.aW(l) -if(m instanceof A.zL){o=m -p.b.b7().HO(o)}else throw l}q=null +while(true)switch(s){case 0:if(a==null)J.b7T(p.b.bc()) +else try{J.iE(p.b.bc(),B.c9.Sc(a))}catch(l){m=A.b_(l) +if(m instanceof A.zW){o=m +p.b.bc().Hz(o)}else throw l}q=null s=1 break case 1:return A.q(q,r)}}) return A.r($async$$1,r)}, -$S:603} -A.ay8.prototype={ +$S:605} +A.azh.prototype={ $0(){var s=0,r=A.t(t.H),q=1,p,o=this,n,m,l,k,j,i var $async$$0=A.u(function(a,b){if(a===1){p=b -s=q}while(true)switch(s){case 0:j=$.fZ.a1$ +s=q}while(true)switch(s){case 0:j=$.fS.ey$ j===$&&A.c() l=o.a.a -j.EW(l,null) +j.EK(l,null) q=3 s=6 -return A.A(o.b.lq("cancel",o.c,!1,t.H),$async$$0) +return A.B(o.b.ln("cancel",o.c,!1,t.H),$async$$0) case 6:q=1 s=5 break case 3:q=2 i=p -n=A.aW(i) -m=A.bu(i) -j=A.ca("while de-activating platform stream on channel "+l) -A.et(new A.cv(n,m,"services library",j,null,!1)) +n=A.b_(i) +m=A.bz(i) +j=A.cf("while de-activating platform stream on channel "+l) +A.eA(new A.cz(n,m,"services library",j,null,!1)) s=5 break case 2:s=1 @@ -113322,82 +114625,82 @@ case 5:return A.q(null,r) case 1:return A.p(p,r)}}) return 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this.aKL(a,b)}, +aKL(a0,a1){var s=0,r=A.t(t.EZ),q,p=2,o,n=this,m,l,k,j,i,h,g,f,e,d,c,b,a +var $async$J_=A.u(function(a2,a3){if(a2===1){o=a3 s=p}while(true)switch(s){case 0:d=null -c=a0.PO("-") +c=a0.PJ("-") p=4 m=n.b m===$&&A.c() -a=t._ +a=t.j s=7 -return A.A(m.fm("SpellCheck.initiateSpellCheck",A.b([c,a1],t.T),t.z),$async$Jf) +return A.B(m.fl("SpellCheck.initiateSpellCheck",A.b([c,a1],t.T),t.z),$async$J_) case 7:d=a.a(a3) p=2 s=6 @@ -113619,155 +114924,155 @@ break case 3:s=2 break case 6:k=A.b([],t.bt) -for(m=J.ax(d),j=t.LX,i=t.N,h=t.z,g=t._;m.F();){f=A.bgg(j.a(m.ga3(m)),i,h) -k.push(new A.vW(new A.d8(A.h1(f.i(0,"startIndex")),A.h1(f.i(0,"endIndex"))),J.i9(g.a(f.i(0,"suggestions")),i)))}m=n.a +for(m=J.aA(d),j=t.f,i=t.N,h=t.z,g=t.j;m.H();){f=A.bhi(j.a(m.ga2(m)),i,h) +k.push(new A.w6(new A.d8(A.fW(f.i(0,"startIndex")),A.fW(f.i(0,"endIndex"))),J.ih(g.a(f.i(0,"suggestions")),i)))}m=n.a if(m!=null){j=m.a -e=A.dR(m.b,k) -if(j===a1&&e)k=A.bvl(n.a.b,k)}n.a=new A.PW(a1,k) +e=A.dZ(m.b,k) +if(j===a1&&e)k=A.bwF(n.a.b,k)}n.a=new A.Qe(a1,k) q=k s=1 break case 1:return A.q(q,r) case 2:return A.p(o,r)}}) -return A.r($async$Jf,r)}} -A.ar0.prototype={} -A.a98.prototype={ -W(){return"SystemSoundType."+this.b}} -A.lX.prototype={ -jz(a){var s +return A.r($async$J_,r)}} +A.asc.prototype={} +A.a9X.prototype={ +V(){return"SystemSoundType."+this.b}} +A.mb.prototype={ +jx(a){var s if(a<0)return null -s=this.zl(a).a +s=this.z4(a).a return s>=0?s:null}, -jB(a){var s=this.zl(Math.max(0,a)).b +jz(a){var s=this.z4(Math.max(0,a)).b return s>=0?s:null}, -zl(a){var s,r=this.jz(a) +z4(a){var s,r=this.jx(a) if(r==null)r=-1 -s=this.jB(a) +s=this.jz(a) return new A.d8(r,s==null?-1:s)}} -A.CA.prototype={ -jz(a){var s +A.CN.prototype={ +jx(a){var s if(a<0)return null s=this.a -return A.aOh(s,Math.min(a,s.length)).b}, -jB(a){var s,r=this.a +return A.aPr(s,Math.min(a,s.length)).b}, +jz(a){var s,r=this.a if(a>=r.length)return null -s=A.aOh(r,Math.max(0,a+1)) -return s.b+s.ga3(s).length}, -zl(a){var s,r,q,p=this -if(a<0){s=p.jB(a) +s=A.aPr(r,Math.max(0,a+1)) +return s.b+s.ga2(s).length}, +z4(a){var s,r,q,p=this +if(a<0){s=p.jz(a) return new A.d8(-1,s==null?-1:s)}else{s=p.a -if(a>=s.length){s=p.jz(a) -return new A.d8(s==null?-1:s,-1)}}r=A.aOh(s,a) +if(a>=s.length){s=p.jx(a) +return new A.d8(s==null?-1:s,-1)}}r=A.aPr(s,a) s=r.b -if(s!==r.c)s=new A.d8(s,s+r.ga3(r).length) -else{q=p.jB(a) +if(s!==r.c)s=new A.d8(s,s+r.ga2(r).length) +else{q=p.jz(a) s=new A.d8(s,q==null?-1:q)}return s}} -A.Ej.prototype={ -zl(a){return this.a.zi(new A.bZ(Math.max(a,0),B.t))}} -A.Nv.prototype={ -jz(a){var s,r,q +A.Ex.prototype={ +z4(a){return this.a.z1(new A.c2(Math.max(a,0),B.u))}} +A.NN.prototype={ +jx(a){var s,r,q if(a<0||this.a.length===0)return null s=this.a r=s.length if(a>=r)return r if(a===0)return 0 if(a>1&&s.charCodeAt(a)===10&&s.charCodeAt(a-1)===13)q=a-2 -else q=A.ba4(s.charCodeAt(a))?a-1:a -for(;q>0;){if(A.ba4(s.charCodeAt(q)))return q+1;--q}return Math.max(q,0)}, -jB(a){var s,r=this.a,q=r.length +else q=A.baZ(s.charCodeAt(a))?a-1:a +for(;q>0;){if(A.baZ(s.charCodeAt(q)))return q+1;--q}return Math.max(q,0)}, +jz(a){var s,r=this.a,q=r.length if(a>=q||q===0)return null if(a<0)return 0 -for(s=a;!A.ba4(r.charCodeAt(s));){++s +for(s=a;!A.baZ(r.charCodeAt(s));){++s if(s===q)return s}return s=s?null:s}} -A.kh.prototype={ -gpS(){var s,r=this -if(!r.gdD()||r.c===r.d)s=r.e -else s=r.c=n&&o<=p.b)return p s=p.c r=p.d q=s<=r -if(o<=n){if(b)return p.xy(a.b,p.b,o) +if(o<=n){if(b)return p.xi(a.b,p.b,o) n=q?o:s -return p.IA(n,q?r:o)}if(b)return p.xy(a.b,n,o) +return p.Il(n,q?r:o)}if(b)return p.xi(a.b,n,o) n=q?s:o -return p.IA(n,q?o:r)}, -a93(a){if(this.gfw().l(0,a))return this -return this.aI0(a.b,a.a)}} -A.w_.prototype={} -A.a9v.prototype={} -A.a9u.prototype={} -A.a9w.prototype={} -A.Gn.prototype={} -A.am8.prototype={} -A.a3y.prototype={ -W(){return"MaxLengthEnforcement."+this.b}} -A.w1.prototype={} -A.ahe.prototype={} -A.b0W.prototype={} -A.KW.prototype={ -aKH(a,b){var s,r,q,p,o,n,m,l,k,j,i=this,h=null,g=b.b -g=g.gdD()?new A.ahe(g.c,g.d):h +return p.Il(n,q?o:r)}, +a9D(a){if(this.gfw().l(0,a))return this +return this.aID(a.b,a.a)}} +A.wa.prototype={} +A.aaj.prototype={} +A.aai.prototype={} +A.aak.prototype={} +A.GE.prototype={} +A.an6.prototype={} +A.a49.prototype={ +V(){return"MaxLengthEnforcement."+this.b}} +A.wb.prototype={} +A.aia.prototype={} +A.b1S.prototype={} +A.Ld.prototype={ +aLm(a,b){var s,r,q,p,o,n,m,l,k,j,i=this,h=null,g=b.b +g=g.gds()?new A.aia(g.c,g.d):h s=b.c -s=s.gdD()&&s.a!==s.b?new A.ahe(s.a,s.b):h -r=new A.b0W(b,new A.cX(""),g,s) +s=s.gds()&&s.a!==s.b?new A.aia(s.a,s.b):h +r=new A.b1S(b,new A.cZ(""),g,s) s=b.a -q=J.aqh(i.a,s) -for(g=q.gav(q),p=i.b,o=!p,n=h;g.F();n=m){m=g.ga3(g) -l=n==null?h:n.ghR(n) +q=J.arr(i.a,s) +for(g=q.gav(q),p=i.b,o=!p,n=h;g.H();n=m){m=g.ga2(g) +l=n==null?h:n.ghM(n) if(l==null)l=0 -i.PJ(p,l,m.go8(m),r) -i.PJ(o,m.go8(m),m.ghR(m),r)}g=n==null?h:n.ghR(n) +i.PE(p,l,m.go4(m),r) +i.PE(o,m.go4(m),m.ghM(m),r)}g=n==null?h:n.ghM(n) if(g==null)g=0 -i.PJ(p,g,s.length,r) +i.PE(p,g,s.length,r) s=r.e=!0 k=r.c j=r.d g=r.b.a -s=(j!=null?j.a===j.b:s)?B.c2:new A.d8(j.a,j.b) -if(k==null)p=B.hy +s=(j!=null?j.a===j.b:s)?B.c4:new A.d8(j.a,j.b) +if(k==null)p=B.hA else{p=r.a.b -p=A.dw(p.e,k.a,k.b,p.f)}return new A.eY(g.charCodeAt(0)==0?g:g,p,s)}, -PJ(a,b,c,d){var s,r,q,p +p=A.dA(p.e,k.a,k.b,p.f)}return new A.eY(g.charCodeAt(0)==0?g:g,p,s)}, +PE(a,b,c,d){var s,r,q,p if(a)s=b===c?"":this.c -else s=B.d.ap(d.a.a,b,c) +else s=B.d.au(d.a.a,b,c) d.b.a+=s if(s.length===c-b)return -r=new A.ayu(b,c,s) +r=new A.azD(b,c,s) q=d.c p=q==null if(!p)q.a=q.a+r.$1(d.a.b.c) @@ -113776,117 +115081,117 @@ q=d.d p=q==null if(!p)q.a=q.a+r.$1(d.a.c.a) if(!p)q.b=q.b+r.$1(d.a.c.b)}} -A.ayu.prototype={ +A.azD.prototype={ $1(a){var s=this,r=s.a,q=a<=r&&a=r.a&&s<=this.a.length}else r=!1 return r}, -acW(a,b){var s,r,q,p,o=this -if(!a.gdD())return o +ady(a,b){var s,r,q,p,o=this +if(!a.gds())return o s=a.a r=a.b -q=B.d.iI(o.a,s,r,b) -if(r-s===b.length)return o.aHZ(q) -s=new A.aPb(a,b) +q=B.d.iD(o.a,s,r,b) +if(r-s===b.length)return o.aIB(q) +s=new A.aQm(a,b) r=o.b p=o.c -return new A.eY(q,A.dw(B.t,s.$1(r.c),s.$1(r.d),!1),new A.d8(s.$1(p.a),s.$1(p.b)))}, -VN(){var s=this.b,r=this.c -return A.b1(["text",this.a,"selectionBase",s.c,"selectionExtent",s.d,"selectionAffinity",s.e.W(),"selectionIsDirectional",s.f,"composingBase",r.a,"composingExtent",r.b],t.N,t.z)}, +return new A.eY(q,A.dA(B.u,s.$1(r.c),s.$1(r.d),!1),new A.d8(s.$1(p.a),s.$1(p.b)))}, +Wg(){var s=this.b,r=this.c +return A.b5(["text",this.a,"selectionBase",s.c,"selectionExtent",s.d,"selectionAffinity",s.e.V(),"selectionIsDirectional",s.f,"composingBase",r.a,"composingExtent",r.b],t.N,t.z)}, j(a){return"TextEditingValue(text: \u2524"+this.a+"\u251c, selection: "+this.b.j(0)+", composing: "+this.c.j(0)+")"}, l(a,b){var s=this if(b==null)return!1 if(s===b)return!0 return b instanceof A.eY&&b.a===s.a&&b.b.l(0,s.b)&&b.c.l(0,s.c)}, gJ(a){var s=this.b,r=this.c -return A.a4(B.d.gJ(this.a),s.gJ(s),A.a4(B.e.gJ(r.a),B.e.gJ(r.b),B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a),B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}} -A.aPb.prototype={ +return A.a3(B.d.gJ(this.a),s.gJ(s),A.a3(B.e.gJ(r.a),B.e.gJ(r.b),B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a),B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}} +A.aQm.prototype={ $1(a){var s=this.a,r=s.a,q=a<=r&&a") +if(m!=null){l=A.oB(n.i(o,1)) +n=A.oB(n.i(o,2)) +m.a.d.m1() +k=m.gaF() +if(k!=null)k.iJ(B.jx,new A.h(l,n)) +m.a.aSl()}s=1 +break}else if(b==="TextInputClient.requestElementsInRect"){n=J.ih(t.j.a(a.b),t.Jy) +m=A.w(n).h("S") l=p.f -k=A.w(l).h("bg<1>") -j=k.h("dH>") -q=A.ai(new A.dH(new A.bk(new A.bg(l,k),new A.aPE(p,A.ai(new A.U(n,new A.aPF(),m),!0,m.h("aA.E"))),k.h("bk")),new A.aPG(p),j),!0,j.h("B.E")) +k=A.w(l).h("bl<1>") +j=k.h("dN>") +q=A.ai(new A.dN(new A.bo(new A.bl(l,k),new A.aQP(p,A.ai(new A.S(n,new A.aQQ(),m),!0,m.h("aF.E"))),k.h("bo")),new A.aQR(p),j),!0,j.h("y.E")) s=1 break}else if(b==="TextInputClient.scribbleInteractionBegan"){p.r=!0 s=1 @@ -113936,324 +115241,324 @@ break}n=p.d if(n==null){s=1 break}if(b==="TextInputClient.requestExistingInputState"){m=p.e m===$&&A.c() -p.Nk(n,m) -p.Ha(p.d.r.a.c.a) +p.Nf(n,m) +p.GW(p.d.r.a.c.a) s=1 -break}n=t._ +break}n=t.j o=n.a(a.b) if(b===u.l){n=t.a -i=n.a(J.cd(o,1)) -for(m=J.dg(i),l=J.ax(m.gdt(i));l.F();)A.biv(n.a(m.i(i,l.ga3(l)))) +i=n.a(J.bU(o,1)) +for(m=J.bt(i),l=J.aA(m.gdh(i));l.H();)A.bjC(n.a(m.i(i,l.ga2(l)))) s=1 -break}m=J.aN(o) -h=A.h1(m.i(o,0)) +break}m=J.aj(o) +h=A.fW(m.i(o,0)) l=p.d if(h!==l.f){s=1 -break}switch(b){case"TextInputClient.updateEditingState":g=A.biv(t.a.a(m.i(o,1))) -$.dC().aEz(g,$.aq0()) +break}switch(b){case"TextInputClient.updateEditingState":g=A.bjC(t.a.a(m.i(o,1))) +$.dH().aFb(g,$.ara()) break case u.W:f=A.b([],t.Od) l=t.a 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break case"TextInputClient.performPrivateCommand":n=t.a d=n.a(m.i(o,1)) m=p.d.r -l=J.aN(d) -A.cH(l.i(d,"action")) +l=J.aj(d) +A.cG(l.i(d,"action")) if(l.i(d,"data")!=null)n.a(l.i(d,"data")) m.a.toString break case"TextInputClient.updateFloatingCursor":n=l.r -l=A.bGK(A.cH(m.i(o,1))) +l=A.bI6(A.cG(m.i(o,1))) m=t.a.a(m.i(o,2)) -if(l===B.lr){k=J.aN(m) -c=new A.h(A.oo(k.i(m,"X")),A.oo(k.i(m,"Y")))}else c=B.h -n.aRG(new A.aIZ(c,l)) +if(l===B.lw){k=J.aj(m) +c=new A.h(A.oB(k.i(m,"X")),A.oB(k.i(m,"Y")))}else c=B.h +n.aSj(new A.aK3(c,l)) break case"TextInputClient.onConnectionClosed":n=l.r -if(n.glp()){n.z.toString -n.fy=n.z=$.dC().d=null -n.G2(B.pI,!0)}break -case"TextInputClient.showAutocorrectionPromptRect":l.r.agr(A.h1(m.i(o,1)),A.h1(m.i(o,2))) +if(n.glm()){n.z.toString +n.fy=n.z=$.dH().d=null +n.FQ(B.pM,!0)}break +case"TextInputClient.showAutocorrectionPromptRect":l.r.ah0(A.fW(m.i(o,1)),A.fW(m.i(o,2))) break -case"TextInputClient.showToolbar":l.r.mg() 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s,r,q,p +for(s=this.b,s=A.cW(s,s.r,A.w(s).c),r=t.H,q=s.$ti.c;s.H();){p=s.d if(p==null)q.a(p) -p=$.dC().c +p=$.dH().c p===$&&A.c() -p.oT("TextInput.hide",r)}}, -aBn(a,b){var s,r,q,p,o,n,m,l,k -for(s=this.b,s=A.cY(s,s.r,A.w(s).c),r=a.a,q=a.b,p=b.a,o=t.N,n=t.z,m=t.H,l=s.$ti.c;s.F();){k=s.d +p.oP("TextInput.hide",r)}}, +aC_(a,b){var s,r,q,p,o,n,m,l,k +for(s=this.b,s=A.cW(s,s.r,A.w(s).c),r=a.a,q=a.b,p=b.a,o=t.N,n=t.z,m=t.H,l=s.$ti.c;s.H();){k=s.d if(k==null)l.a(k) -k=$.dC().c +k=$.dH().c k===$&&A.c() -k.fm("TextInput.setEditableSizeAndTransform",A.b1(["width",r,"height",q,"transform",p],o,n),m)}}, -aBi(a){var s,r,q,p,o,n,m,l,k,j -for(s=this.b,s=A.cY(s,s.r,A.w(s).c),r=a.a,q=a.c-r,p=a.b,o=a.d-p,n=t.N,m=t.z,l=t.H,k=s.$ti.c;s.F();){j=s.d +k.fl("TextInput.setEditableSizeAndTransform",A.b5(["width",r,"height",q,"transform",p],o,n),m)}}, +aBV(a){var s,r,q,p,o,n,m,l,k,j +for(s=this.b,s=A.cW(s,s.r,A.w(s).c),r=a.a,q=a.c-r,p=a.b,o=a.d-p,n=t.N,m=t.z,l=t.H,k=s.$ti.c;s.H();){j=s.d if(j==null)k.a(j) 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A.bP(r,q)),B.aca,b1,B.acq,o,B.EP,new A.KE(!0,new A.bP(p,q)),B.pS,new A.dJ(b0.gaws(),new A.bP(n,q),t.P0),B.abL,j,B.acJ,h,B.abM,e,B.abE,f,B.abR,d,B.abA,c,B.abG,a,B.abC,a0,B.acA,a1,B.acB,a2,B.acH,b,B.abB,a4,B.acF,k,B.abF,a3,B.pV,new A.dJ(b0.garv(),new A.bP(l,q),t.AX),B.acG,a5,B.acD,m,B.acc,i,B.abJ,a6,B.ac6,a7,B.ack,a8.fO(s)],t.B,t.od) b0.y1!==$&&A.a2() b0.y1=a9 b1=a9}return b1}, -a7(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=this,e=null -f.Fg(a) +a8(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=this,e=null +f.F4(a) s=f.a.p1 -r=f.glp() +r=f.glm() q=f.a q=q.xr -if(q==null)q=B.pC -p=f.ganu() +if(q==null)q=B.pG +p=f.gao4() o=f.a n=o.c m=o.d l=o.cx -o=o.k1!==1?B.ag:B.ea -k=f.gjL() +o=o.k1!==1?B.ag:B.ec +k=f.gjK() j=f.a -i=j.aX -h=j.aq -j=j.ao -g=A.a7r(a).a7O(!1,f.a.k1!==1) -return new A.acJ(f.gapl(),r,A.a9y(A.pc(A.wW(p,new A.GG(n,new A.ax2(f),new A.ax3(f),m,l,A.yl(!1,e,A.b9I(o,B.Z,k,h,!0,f.as,i,j,g,e,new A.ax4(f,s)),e,e,e,m,!1,e,e,e,e,e,e),e,t.pm)),q,e,e,e,e),e,f.gaqc()),e)}, -a71(){var s,r,q,p,o,n,m,l=this,k=null,j=l.a +i=j.aP +h=j.ae +j=j.bE +g=A.a8b(a).a8n(!1,f.a.k1!==1) +return new A.adB(f.gapW(),r,A.aan(A.pn(A.x2(p,new A.GX(n,new A.ay9(f),new A.aya(f),m,l,A.yt(!1,e,A.baE(o,B.a_,k,h,!0,f.as,i,j,g,e,new A.ayb(f,s)),e,e,e,m,!1,e,e,e,e,e,e),e,t.pm)),q,e,e,e,e),e,f.gaqN()),e)}, +a7A(){var s,r,q,p,o,n,m,l=this,k=null,j=l.a j.toString s=l.rx if(s>=0&&s<=j.c.a.a.length){r=A.b([],t.s6) j=l.a q=j.c.a.a.length-l.rx -if(j.k1!==1){r.push(B.aeP) -j=l.gaE() -r.push(new A.ol(new A.M(j.gD(j).a,0),B.b_,B.dm,k,k))}else r.push(B.aeQ) +if(j.k1!==1){r.push(B.af_) +j=l.gaF() +r.push(new A.oy(new A.N(j.gC(j).a,0),B.b_,B.dp,k,k))}else r.push(B.af0) j=l.db j===$&&A.c() -s=A.b([A.cG(k,k,k,k,B.d.ap(l.a.c.a.a,0,q))],t.VO) -B.b.H(s,r) -s.push(A.cG(k,k,k,k,B.d.cf(l.a.c.a.a,q))) -return A.cG(s,k,k,j,k)}p=!j.x&&j.d.gdL() -if(l.ga49()){o=!l.a.c.a.gaax()||!p +s=A.b([A.cI(k,k,k,k,B.d.au(l.a.c.a.a,0,q))],t.VO) +B.b.I(s,r) +s.push(A.cI(k,k,k,k,B.d.cf(l.a.c.a.a,q))) +return A.cI(s,k,k,j,k)}p=!j.x&&j.d.gdC() +if(l.ga4F()){o=!l.a.c.a.gabb()||!p j=l.a.c.a s=l.db s===$&&A.c() @@ -117154,179 +118459,179 @@ n=n.c n.toString m=l.dx m.toString -return A.bHx(j,o,s,n,m)}j=l.a.c +return A.bIV(j,o,s,n,m)}j=l.a.c s=l.c s.toString n=l.db n===$&&A.c() -return j.a72(s,n,p)}} -A.awT.prototype={ +return j.a7B(s,n,p)}} +A.ay_.prototype={ $0(){}, $S:0} -A.axe.prototype={ +A.ayl.prototype={ $1(a){var s=this.a -if(s.c!=null)s.lB(s.a.c.a.b.gfw())}, +if(s.c!=null)s.ly(s.a.c.a.b.gfw())}, $S:3} -A.axi.prototype={ +A.ayp.prototype={ $1(a){var s=this.a -if(s.c!=null)s.lB(s.a.c.a.b.gfw())}, +if(s.c!=null)s.ly(s.a.c.a.b.gfw())}, $S:3} -A.ax5.prototype={ -$0(){this.a.IS(B.aZ)}, +A.ayc.prototype={ +$0(){this.a.ID(B.aZ)}, $S:0} -A.ax6.prototype={ -$0(){this.a.Ix(B.aZ)}, +A.ayd.prototype={ +$0(){this.a.Ii(B.aZ)}, $S:0} -A.ax7.prototype={ -$0(){this.a.vp(B.aZ)}, +A.aye.prototype={ +$0(){this.a.vc(B.aZ)}, $S:0} -A.ax8.prototype={ -$0(){this.a.Md(B.aZ)}, +A.ayf.prototype={ +$0(){this.a.M1(B.aZ)}, $S:0} -A.ax9.prototype={ -$0(){return this.a.Ix(B.aZ)}, +A.ayg.prototype={ +$0(){return this.a.Ii(B.aZ)}, $S:0} -A.axa.prototype={ -$0(){return this.a.IS(B.aZ)}, +A.ayh.prototype={ +$0(){return this.a.ID(B.aZ)}, $S:0} -A.axb.prototype={ -$0(){return this.a.vp(B.aZ)}, +A.ayi.prototype={ +$0(){return this.a.vc(B.aZ)}, $S:0} -A.axc.prototype={ -$0(){return this.a.Md(B.aZ)}, +A.ayj.prototype={ +$0(){return this.a.M1(B.aZ)}, $S:0} -A.axd.prototype={ -$0(){return this.a.aDs(B.aZ)}, +A.ayk.prototype={ +$0(){return this.a.aE4(B.aZ)}, $S:0} -A.axg.prototype={ -$1(a){this.a.GL()}, +A.ayn.prototype={ +$1(a){this.a.Gw()}, $S:3} -A.awP.prototype={ +A.axW.prototype={ $1(a){return this.b.$2(a,this.a)}, -$S:11} -A.awX.prototype={ +$S:9} +A.ay3.prototype={ $1(a){var s,r,q,p,o,n,m,l,k,j,i,h=this.a h.p1=!1 -s=$.b8.bS$.z.i(0,h.w) +s=$.bc.bT$.z.i(0,h.w) s=s==null?null:s.gaH() t.CA.a(s) -if(s!=null){r=s.cr.gdD() -r=!r||h.gjL().f.length===0}else r=!0 +if(s!=null){r=s.c7.gds() +r=!r||h.gjK().f.length===0}else r=!0 if(r)return -q=s.be.gf9() -p=h.a.a1.d +q=s.ah.gf8() +p=h.a.Y.d r=h.Q -if((r==null?null:r.c)!=null){o=r.c.zh(q).b +if((r==null?null:r.c)!=null){o=r.c.z0(q).b n=Math.max(o,48) -p=Math.max(o/2-h.Q.c.zg(B.hx,q).b+n/2,p)}m=h.a.a1.Iy(p) -l=h.a0t(s.n6(s.cr.gfw())) +p=Math.max(o/2-h.Q.c.z_(B.hz,q).b+n/2,p)}m=h.a.Y.Ij(p) +l=h.a0X(s.mZ(s.c7.gfw())) k=h.a.c.a.b if(k.a===k.b)j=l.b -else{i=s.pl(k) +else{i=s.pg(k) if(i.length===0)j=l.b -else if(k.c>>16&255,p.gm(p)>>>8&255,p.gm(p)&255) n=b3.a m=n.id l=n.y k=n.x -n=n.d.gdL() +n=n.d.gdC() j=b3.a i=j.k1 h=j.k2 -j=j.gpy() +j=j.gpt() g=b3.Q if(g==null)g=b2 else{g=g.e g===$&&A.c() -g=$.qo===g.p1}if(g===!0){b3.cy===$&&A.c() +g=$.qy===g.p1}if(g===!0){b3.cy===$&&A.c() g=b3.a f=g.ok e=f @@ -117336,536 +118641,536 @@ f=g.ok e=f f=g g=e}f=f.fx -if(f==null){f=A.dO(b7,B.cV) +if(f==null){f=A.dW(b7,B.cY) f=f==null?b2:f.c if(f==null)f=1}d=b3.a.db -c=b3.gAi() +c=b3.gA4() b3.a.toString -b=A.b7y(b7) +b=A.b8x(b7) a=b3.a a0=a.w a1=a.e a2=a.y2 -a3=a.bc -a4=a.cd -a5=a.bG +a3=a.bd +a4=a.bP +a5=a.bA if(a5==null)a5=B.h -a6=a.cF -a7=a.bB -a8=a.ck -if(a.a8)a=!0 +a6=a.dA +a7=a.ai +a8=a.cC +if(a.a7)a=!0 else a=!1 a9=b3.c a9.toString -a9=A.cb(a9,B.cC,t.l).w +a9=A.cg(a9,B.cE,t.l).w b0=b3.ry b1=b3.a -return new A.xD(b3.ax,A.cW(b2,b2,new A.UE(new A.SD(q,o,p,b3.ay,b3.ch,m,b3.r,l,k,n,i,h,!1,j,g,f,d,c,b2,a1,!1,b,a0,b8,!0,a2,a3,a4,a5,a8,a6,a7,a,b3,a9.b,b0,b1.go,b1.ai,A.bjf(q,f),r),s,r,new A.ax1(b3),!0,b2),!1,b2,b2,!1,!1,b2,b2,b2,b2,b2,b2,b2,b2,b2,b5,b6,b2,b2,b2,b4,b2,b2,b2,b2,b2,b2,b2,b2,b2),b2)}, -$S:642} -A.ax1.prototype={ +return new A.xK(b3.ax,A.cY(b2,b2,new A.UV(new A.SU(q,o,p,b3.ay,b3.ch,m,b3.r,l,k,n,i,h,!1,j,g,f,d,c,b2,a1,!1,b,a0,b8,!0,a2,a3,a4,a5,a8,a6,a7,a,b3,a9.b,b0,b1.go,b1.bF,A.bkm(q,f),r),s,r,new A.ay8(b3),!0,b2),!1,b2,b2,!1,!1,b2,b2,b2,b2,b2,b2,b2,b2,b2,b5,b6,b2,b2,b2,b4,b2,b2,b2,b2,b2,b2,b2,b2,b2),b2)}, +$S:644} +A.ay8.prototype={ $0(){var s=this.a -s.GL() -s.a5N(!0)}, +s.Gw() +s.a6h(!0)}, $S:0} -A.SD.prototype={ -bs(a){var s,r,q=this,p=null,o=q.ax,n=A.Mk(a),m=q.f.b,l=A.bjV(),k=A.bjV(),j=t.w,i=A.ju(!0,j) -j=A.ju(!0,j) -s=A.aV(t.O5) +A.SU.prototype={ +bs(a){var s,r,q=this,p=null,o=q.ax,n=A.ME(a),m=q.f.b,l=A.bl1(),k=A.bl1(),j=t.w,i=A.jD(!0,j) +j=A.jD(!0,j) +s=A.aZ(t.O5) r=o===1?1:p -r=A.w5(p,n,r,q.CW,q.e,q.db,q.dx,q.fy,q.cy,q.go) -o=new A.A7(l,k,!0,q.RG,q.fr,!1,q.R8,i,j,r,q.z,q.at,q.Q,q.as,o,q.ay,!1,m,q.id,q.k2,q.k3,q.p1,q.w,q.x,q.p4,q.to,B.h,s,0,p,p,!1,A.aV(t.v)) +r=A.t2(p,n,r,q.CW,q.e,q.db,q.dx,q.fy,q.cy,q.go) +o=new A.Aj(l,k,!0,q.RG,q.fr,!1,q.R8,i,j,r,q.z,q.at,q.Q,q.as,o,q.ay,!1,m,q.id,q.k2,q.k3,q.p1,q.w,q.x,q.p4,q.to,B.h,s,0,p,p,!1,A.aZ(t.v)) o.br() -l.sJP(q.cx) -l.sJQ(m) -l.sX_(q.p2) -l.sX0(q.p3) -k.sJP(q.ry) -k.sJQ(q.rx) -o.giq().sRA(q.r) -o.giq().sa8k(q.k4) -o.giq().sa8j(q.ok) -o.giq().sa6V(q.y) -o.a5u(p) -o.a5C(p) -o.H(0,p) +l.sJB(q.cx) +l.sJC(m) +l.sXw(q.p2) +l.sXx(q.p3) +k.sJB(q.ry) +k.sJC(q.rx) +o.gil().sRy(q.r) +o.gil().sa8T(q.k4) +o.gil().sa8S(q.ok) +o.gil().sa7t(q.y) +o.a6_(p) 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l(a,b){var s,r,q=this if(b==null)return!1 -if(J.aj(b)!==A.L(q))return!1 -if(b instanceof A.fc)if(b.a==q.a)if(b.b==q.b)if(b.c==q.c)if(b.d==q.d)if(b.e==q.e)if(J.e(b.f,q.f)){s=b.r -s=s==null?null:A.Y(s,0,1) +if(J.ak(b)!==A.L(q))return!1 +if(b instanceof A.f9)if(b.a==q.a)if(b.b==q.b)if(b.c==q.c)if(b.d==q.d)if(b.e==q.e)if(J.f(b.f,q.f)){s=b.r +s=s==null?null:A.Z(s,0,1) r=q.r -s=s==(r==null?null:A.Y(r,0,1))&&A.dR(b.w,q.w)}else s=!1 +s=s==(r==null?null:A.Z(r,0,1))&&A.dZ(b.w,q.w)}else s=!1 else s=!1 else s=!1 else s=!1 @@ -119821,48 +121126,48 @@ else s=!1 else s=!1 return s}, gJ(a){var s,r=this,q=r.r -q=q==null?null:A.Y(q,0,1) +q=q==null?null:A.Z(q,0,1) s=r.w -s=s==null?null:A.c_(s) -return A.a4(r.a,r.b,r.c,r.d,r.e,r.f,q,s,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}} -A.afM.prototype={} -A.uA.prototype={ -aW(){return new A.T5(B.n)}} -A.T5.prototype={ -bi(){var s=this -s.bJ() -$.b8.fk$.push(s) -s.z=new A.a_H(s,t.uZ)}, +s=s==null?null:A.c4(s) +return A.a3(r.a,r.b,r.c,r.d,r.e,r.f,q,s,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}} +A.agD.prototype={} +A.uH.prototype={ +b0(){return new A.Tm(B.o)}} +A.Tm.prototype={ +bk(){var s=this +s.bG() +$.bc.fk$.push(s) +s.z=new A.a05(s,t.uZ)}, v(){var s,r=this -B.b.N($.b8.fk$,r) -r.aDy() +B.b.O($.bc.fk$,r) +r.aEa() s=r.at if(s!=null)s.v() s=r.z s===$&&A.c() s.a=null -r.PW(null) -r.bF()}, -cU(){var s,r=this -r.aEE() -r.a3l() +r.PR(null) +r.bD()}, +cP(){var s,r=this +r.aFg() +r.a3Q() s=r.c s.toString -if(A.baa(s))r.awE() -else r.a4o(!0) +if(A.bb4(s))r.axg() +else r.a4U(!0) r.fs()}, -bE(a){var s=this -s.c8(a) +bC(a){var s=this +s.c9(a) if(s.r)s.a.toString -if(!s.a.c.l(0,a.c))s.a3l()}, -aEE(){var s=this.c +if(!s.a.c.l(0,a.c))s.a3Q()}, +aFg(){var s=this.c s.toString -s=A.dO(s,B.aei) +s=A.dW(s,B.aet) s=s==null?null:s.z -if(s==null){s=$.a7G.Jp$ +if(s==null){s=$.a8q.Jb$ s===$&&A.c() s=(s.a&2)!==0}this.w=s}, -a3l(){var s,r,q,p,o=this,n=o.z +a3Q(){var s,r,q,p,o=this,n=o.z n===$&&A.c() s=o.a r=s.c @@ 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instanceof A.pg){s=a.e +if(a instanceof A.pr){s=a.e if(s<0)n=q else if(s>0)n=o else n=null m=n===q q=i.c -q.iX(new A.Np(m,0)) +q.iR(new A.NH(m,0)) q=i.w -q.u(0,m,!0) +q.q(0,m,!0) q.i(0,m).toString n.d=0 i.w.i(0,m).toString q=a.f if(q!==0){s=n.c -if(s!=null)s.bA(0) +if(s!=null)s.by(0) n.c=null -l=A.Y(Math.abs(q),100,1e4) +l=A.Z(Math.abs(q),100,1e4) s=n.f -if(n.a===B.k4)r=0.3 +if(n.a===B.k8)r=0.3 else{r=n.r r===$&&A.c() q=r.a -q=r.b.aw(0,q.gm(q)) +q=r.b.az(0,q.gm(q)) r=q}s.a=r r.toString -s.b=A.Y(l*0.00006,r,0.5) +s.b=A.Z(l*0.00006,r,0.5) r=n.w s=n.x s===$&&A.c() q=s.a -r.a=s.b.aw(0,q.gm(q)) +r.a=s.b.az(0,q.gm(q)) r.b=Math.min(0.025+75e-8*l*l,1) r=n.b r===$&&A.c() -r.e=A.dk(0,B.c.aA(0.15+l*0.02)) -r.oO(0,0) +r.e=A.dw(0,B.c.aA(0.15+l*0.02)) +r.oK(0,0) n.as=0.5 -n.a=B.ae4}else{q=a.d +n.a=B.aeg}else{q=a.d if(q!=null){p=a.b.gaH() p.toString t.x.a(p) -k=p.gD(p) -j=p.eS(q.d) -switch(A.cp(r).a){case 0:n.toString +k=p.gC(p) +j=p.dR(q.d) +switch(A.cr(r).a){case 0:n.toString r=k.b 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+A.Tg.prototype={ sA(a,b){if(this.ax.l(0,b))return this.ax=b -this.E()}, -sa6U(a){if(this.ay===a)return +this.F()}, +sa7s(a){if(this.ay===a)return this.ay=a -this.E()}, +this.F()}, v(){var s=this,r=s.b r===$&&A.c() r.v() r=s.y r===$&&A.c() -r.w.eX$.N(0,r) -r.Yx() +r.w.eU$.O(0,r) +r.Z1() r=s.c -if(r!=null)r.bA(0) +if(r!=null)r.by(0) s.fq()}, -ac8(a,b,c,d,e){var s,r,q,p=this,o=p.c -if(o!=null)o.bA(0) +acL(a,b,c,d,e){var s,r,q,p=this,o=p.c +if(o!=null)o.by(0) p.at=p.at+b/200 o=p.f s=p.r s===$&&A.c() r=s.b s=s.a -o.a=r.aw(0,s.gm(s)) -o.b=Math.min(r.aw(0,s.gm(s))+b/c*0.8,0.5) +o.a=r.az(0,s.gm(s)) +o.b=Math.min(r.az(0,s.gm(s))+b/c*0.8,0.5) q=Math.min(c,e*0.20096189432249995) s=p.w r=p.x r===$&&A.c() o=r.b r=r.a -s.a=o.aw(0,r.gm(r)) -s.b=Math.max(1-1/(0.7*Math.sqrt(p.at*q)),A.hs(o.aw(0,r.gm(r)))) +s.a=o.az(0,r.gm(r)) +s.b=Math.max(1-1/(0.7*Math.sqrt(p.at*q)),A.hm(o.az(0,r.gm(r)))) r=d/e p.Q=r if(r!==p.as){o=p.y o===$&&A.c() -if(!o.gaN3())o.bl(0)}else{o=p.y +if(!o.gaNG())o.c0(0)}else{o=p.y o===$&&A.c() -o.eh(0) +o.ea(0) p.z=null}o=p.b o===$&&A.c() -o.e=B.cI -if(p.a!==B.k5){o.oO(0,0) -p.a=B.k5}else{o=o.r -if(!(o!=null&&o.a!=null))p.E()}p.c=A.dq(B.cI,new A.aXc(p))}, -Nv(a){var s=this +o.e=B.cL +if(p.a!==B.k9){o.oK(0,0) +p.a=B.k9}else{o=o.r +if(!(o!=null&&o.a!=null))p.F()}p.c=A.dr(B.cL,new A.aYi(p))}, +Nq(a){var s=this if(a!==B.ab)return -switch(s.a.a){case 1:s.tW(B.fA) +switch(s.a.a){case 1:s.tM(B.fD) break -case 3:s.a=B.k4 +case 3:s.a=B.k8 s.at=0 break case 2:case 0:break}}, -tW(a){var s,r,q=this,p=q.a -if(p===B.Fc||p===B.k4)return +tM(a){var s,r,q=this,p=q.a +if(p===B.Fd||p===B.k8)return p=q.c -if(p!=null)p.bA(0) +if(p!=null)p.by(0) q.c=null p=q.f s=q.r s===$&&A.c() r=s.a -p.a=s.b.aw(0,r.gm(r)) +p.a=s.b.az(0,r.gm(r)) p.b=0 p=q.w r=q.x r===$&&A.c() s=r.a -p.a=r.b.aw(0,s.gm(s)) +p.a=r.b.az(0,s.gm(s)) p.b=0 p=q.b p===$&&A.c() p.e=a -p.oO(0,0) -q.a=B.Fc}, -aDU(a){var s,r=this,q=r.z +p.oK(0,0) +q.a=B.Fd}, +aEw(a){var s,r=this,q=r.z if(q!=null){q=q.a s=r.Q 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j(a){return"_GlowController(color: "+this.ax.j(0)+", axis: "+this.ay.b+")"}} -A.aXc.prototype={ -$0(){return this.a.tW(B.lc)}, +A.aYi.prototype={ +$0(){return this.a.tM(B.lh)}, $S:0} -A.afu.prototype={ -a2w(a,b,c,d,e){var s +A.agm.prototype={ +a30(a,b,c,d,e){var s if(c==null)return -switch(A.q3(d,e).a){case 0:c.aK(a,b) +switch(A.qc(d,e).a){case 0:c.aJ(a,b) break -case 2:a.bP(0) +case 2:a.bO(0) a.aL(0,0,b.b) -a.eG(0,1,-1) -c.aK(a,b) -a.bp(0) +a.eD(0,1,-1) +c.aJ(a,b) +a.bo(0) break -case 3:a.bP(0) -a.nW(0,1.5707963267948966) -a.eG(0,1,-1) -c.aK(a,new A.M(b.b,b.a)) -a.bp(0) +case 3:a.bO(0) +a.nS(0,1.5707963267948966) +a.eD(0,1,-1) +c.aJ(a,new A.N(b.b,b.a)) +a.bo(0) break -case 1:a.bP(0) +case 1:a.bO(0) s=b.a a.aL(0,s,0) -a.nW(0,1.5707963267948966) -c.aK(a,new A.M(b.b,s)) -a.bp(0) +a.nS(0,1.5707963267948966) +c.aJ(a,new A.N(b.b,s)) +a.bo(0) break}}, -aK(a,b){var s=this,r=s.d -s.a2w(a,b,s.b,r,B.uu) -s.a2w(a,b,s.c,r,B.iC)}, -cC(a){return a.b!=this.b||a.c!=this.c}, +aJ(a,b){var s=this,r=s.d +s.a30(a,b,s.b,r,B.uw) +s.a30(a,b,s.c,r,B.iF)}, +cu(a){return a.b!=this.b||a.c!=this.c}, j(a){return"_GlowingOverscrollIndicatorPainter("+A.j(this.b)+", "+A.j(this.c)+")"}} -A.alw.prototype={ -W(){return"_StretchDirection."+this.b}} -A.Q7.prototype={ -aW(){return new A.Va(null,null,B.n)}, -yA(a){return A.apQ().$1(a)}} -A.Va.prototype={ -gu2(){var s,r,q,p,o,n,m=this,l=null,k=m.d +A.amv.prototype={ +V(){return"_StretchDirection."+this.b}} +A.Qp.prototype={ +b0(){return new A.Vr(null,null,B.o)}, +ym(a){return A.ar0().$1(a)}} +A.Vr.prototype={ +gtT(){var s,r,q,p,o,n,m=this,l=null,k=m.d if(k===$){s=t.Y -r=new A.bh(0,0,s) -q=new A.V9(r,B.qr,B.e8,$.ag()) -p=A.cI(l,l,l,l,m) -p.cD() -o=p.eo$ +r=new A.bm(0,0,s) +q=new A.Vq(r,B.qu,B.ea,$.af()) +p=A.cH(l,l,l,l,m) +p.cv() +o=p.eg$ o.b=!0 -o.a.push(q.gNu()) -q.a!==$&&A.ae() +o.a.push(q.gNp()) +q.a!==$&&A.al() q.a=p -n=A.ds(B.ef,p,l) -n.a.aj(0,q.geZ()) +n=A.du(B.eh,p,l) +n.a.an(0,q.geX()) t.ve.a(n) -q.b!==$&&A.ae() -q.b=new A.bs(n,r,s.h("bs")) 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if(a.d!=null){s=s.d +s.toString +m=A.Z(Math.abs(r)/s,0,1) +l.gtT().aQt(0,m,l.r)}}else if(a instanceof A.vP||a instanceof A.pD){l.r=0 +s=l.gtT() +if(s.d===B.qv)s.tM(B.li)}l.e=a return!1}, -as0(a){switch(this.a.c.a){case 0:return a===B.e8?B.qw:B.qv -case 1:return a===B.e8?B.aJ:B.ay -case 2:return a===B.e8?B.qv:B.qw -case 3:return a===B.e8?B.ay:B.aJ}}, -v(){var s=this.gu2(),r=s.a +asB(a){switch(this.a.c.a){case 0:return a===B.ea?B.qz:B.qy +case 1:return a===B.ea?B.aI:B.aw +case 2:return a===B.ea?B.qy:B.qz +case 3:return a===B.ea?B.aw:B.aI}}, +v(){var s=this.gtT(),r=s.a r===$&&A.c() r.v() s.fq() -this.amC()}, -a7(a){var s={},r=A.cb(a,B.f3,t.l).w +this.anc()}, +a8(a){var s={},r=A.cg(a,B.f6,t.l).w s.a=null -return new A.hU(this.gPE(),A.nh(this.gu2(),new A.b0I(s,this,r.a),null),null,t.WA)}} -A.b0I.prototype={ -$2(a,b){var s,r,q,p,o,n,m=this,l=m.b,k=l.gu2().b +return new A.hR(this.gPz(),A.nu(this.gtT(),new A.b1E(s,this,r.a),null),null,t.WA)}} +A.b1E.prototype={ +$2(a,b){var s,r,q,p,o,n,m=this,l=m.b,k=l.gtT().b k===$&&A.c() s=k.a -s=k.b.aw(0,s.gm(s)) -switch(A.cp(l.a.c).a){case 0:r=1+s +s=k.b.az(0,s.gm(s)) +switch(A.cr(l.a.c).a){case 0:r=1+s m.a.a=m.c.a q=1 break @@ -122557,871 +123862,871 @@ m.a.a=m.c.b r=1 break default:r=1 -q=1}p=l.as0(l.gu2().f) +q=1}p=l.asB(l.gtT().f) k=l.f if(k==null)o=null else{k=k.a.d k.toString o=k}if(o==null)o=m.a.a -k=A.EA(r,q,1) +k=A.EO(r,q,1) l=l.a -n=A.aQY(p,l.f,k,!0) -return A.JM(n,s!==0&&o!==m.a.a?l.e:B.v,null)}, -$S:702} -A.I9.prototype={ -W(){return"_StretchState."+this.b}} -A.V9.prototype={ -aPR(a,b,c){var s,r,q,p=this,o=c>0?B.e8:B.Fp -if(p.f!==o&&p.d===B.qt)return +n=A.aSa(p,l.f,k,!0) +return A.K3(n,s!==0&&o!==m.a.a?l.e:B.x,null)}, +$S:704} +A.Iq.prototype={ +V(){return"_StretchState."+this.b}} +A.Vq.prototype={ +aQt(a,b,c){var s,r,q,p=this,o=c>0?B.ea:B.Fr +if(p.f!==o&&p.d===B.qw)return p.f=o p.e=b s=p.c r=p.b r===$&&A.c() q=r.a -s.a=r.b.aw(0,q.gm(q)) +s.a=r.b.az(0,q.gm(q)) q=p.e 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-r.E()}, -ga2x(){var s=$.G().B(),r=this.a,q=this.r +r.F()}, +ga31(){var s=$.G().B(),r=this.a,q=this.r s.sA(0,A.a9(B.c.aA(255*((r.gm(r)>>>24&255)/255*q.gm(q))),r.gm(r)>>>16&255,r.gm(r)>>>8&255,r.gm(r)&255)) return s}, -a2y(a){var s,r,q,p=this +a32(a){var s,r,q,p=this if(a){s=$.G().B() r=p.c q=p.r s.sA(0,A.a9(B.c.aA(255*((r.gm(r)>>>24&255)/255*q.gm(q))),r.gm(r)>>>16&255,r.gm(r)>>>8&255,r.gm(r)&255)) -s.sS(0,B.r) -s.sbQ(1) +s.sP(0,B.t) +s.sbJ(1) return s}s=$.G().B() r=p.b q=p.r s.sA(0,A.a9(B.c.aA(255*((r.gm(r)>>>24&255)/255*q.gm(q))),r.gm(r)>>>16&255,r.gm(r)>>>8&255,r.gm(r)&255)) return s}, -ayv(){return this.a2y(!1)}, -ays(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=this,d=null -e.gH1() -switch(e.gH1().a){case 0:s=e.f +az7(){return this.a32(!1)}, +az4(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=this,d=null +e.gGN() +switch(e.gGN().a){case 0:s=e.f r=e.cy r===$&&A.c() -q=new A.M(s,r) +q=new A.N(s,r) s+=2*e.x r=e.db.d r.toString p=e.dx p=p===B.ag||p===B.ak o=e.Q -n=new A.M(s,r-(p?o.gcR(o)+o.gcY(o):o.gdY())) +n=new A.N(s,r-(p?o.gcM(o)+o.gcR(o):o.gdQ())) r=e.x m=r+e.Q.a o=e.cx o===$&&A.c() r=m-r -l=e.gGq() +l=e.gGc() k=new A.h(r,l) -j=k.X(0,new A.h(s,0)) +j=k.W(0,new A.h(s,0)) i=e.db.d i.toString p=e.dx p=p===B.ag||p===B.ak h=e.Q -p=p?h.gcR(h)+h.gcY(h):h.gdY() +p=p?h.gcM(h)+h.gcR(h):h.gdQ() g=new A.h(r+s,l+(i-p)) f=o break case 1:s=e.f r=e.cy r===$&&A.c() -q=new A.M(s,r) +q=new A.N(s,r) r=e.x p=e.db.d p.toString o=e.dx o=o===B.ag||o===B.ak l=e.Q -o=o?l.gcR(l)+l.gcY(l):l.gdY() -n=new A.M(s+2*r,p-o) +o=o?l.gcM(l)+l.gcR(l):l.gdQ() +n=new A.N(s+2*r,p-o) o=e.f p=e.x m=b.a-o-p-e.Q.c o=e.cx o===$&&A.c() p=m-p -r=e.gGq() +r=e.gGc() k=new A.h(p,r) s=e.db.d s.toString l=e.dx l=l===B.ag||l===B.ak i=e.Q -g=new A.h(p,r+(s-(l?i.gcR(i)+i.gcY(i):i.gdY()))) +g=new A.h(p,r+(s-(l?i.gcM(i)+i.gcR(i):i.gdQ()))) j=k f=o break case 2:s=e.cy s===$&&A.c() -q=new A.M(s,e.f) +q=new A.N(s,e.f) s=e.db.d s.toString r=e.dx r=r===B.ag||r===B.ak p=e.Q -r=r?p.gcR(p)+p.gcY(p):p.gdY() +r=r?p.gcM(p)+p.gcR(p):p.gdQ() p=e.f o=e.x p+=2*o -n=new A.M(s-r,p) +n=new A.N(s-r,p) r=e.cx r===$&&A.c() f=o+e.Q.b -o=e.gGq() +o=e.gGc() s=f-e.x k=new A.h(o,s) -j=k.X(0,new A.h(0,p)) +j=k.W(0,new A.h(0,p)) l=e.db.d l.toString i=e.dx i=i===B.ag||i===B.ak h=e.Q -g=new A.h(o+(l-(i?h.gcR(h)+h.gcY(h):h.gdY())),s+p) +g=new A.h(o+(l-(i?h.gcM(h)+h.gcR(h):h.gdQ())),s+p) m=r break case 3:s=e.cy s===$&&A.c() -q=new A.M(s,e.f) +q=new A.N(s,e.f) s=e.db.d s.toString r=e.dx r=r===B.ag||r===B.ak p=e.Q -r=r?p.gcR(p)+p.gcY(p):p.gdY() +r=r?p.gcM(p)+p.gcR(p):p.gdQ() p=e.f o=e.x -n=new A.M(s-r,p+2*o) +n=new A.N(s-r,p+2*o) r=e.cx r===$&&A.c() f=b.b-p-o-e.Q.d -o=e.gGq() +o=e.gGc() p=f-e.x k=new A.h(o,p) s=e.db.d @@ -125401,7 +126706,7 @@ s.toString l=e.dx l=l===B.ag||l===B.ak i=e.Q -g=new A.h(o+(s-(l?i.gcR(i)+i.gcY(i):i.gdY())),p) +g=new A.h(o+(s-(l?i.gcM(i)+i.gcR(i):i.gdQ())),p) j=k m=r break @@ -125418,17 +126723,17 @@ e.CW=new A.x(m,f,m+q.a,f+q.b) s=e.r if(s.gm(s)!==0){s=e.ch s.toString -a.aU(s,e.ayv()) -a.eb(j,g,e.a2y(!0)) +a.aX(s,e.az7()) +a.ed(j,g,e.a32(!0)) s=e.y if(s!=null){r=e.CW r.toString -a.dG(A.jl(r,s),e.ga2x()) +a.dr(A.iU(r,s),e.ga31()) return}s=e.CW s.toString -a.aU(s,e.ga2x()) +a.aX(s,e.ga31()) return}}, -aK(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g=this,f=g.dx +aJ(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g=this,f=g.dx if(f!=null){s=g.db if(s!=null){r=s.b r.toString @@ -125440,17 +126745,17 @@ s=g.db.d s.toString f=f===B.ag||f===B.ak r=g.Q -f=f?r.gcR(r)+r.gcY(r):r.gdY() +f=f?r.gcM(r)+r.gcR(r):r.gdQ() if(s-f-2*g.w<=0)return f=g.db s=f.b s.toString if(s==1/0||s==-1/0)return -f=f.guD() +f=f.gut() s=g.dx s=s===B.ag||s===B.ak r=g.Q -s=s?r.gcR(r)+r.gcY(r):r.gdY() +s=s?r.gcM(r)+r.gcR(r):r.gdQ() r=g.db q=r.b q.toString @@ -125461,47 +126766,47 @@ r.toString o=g.dx o=o===B.ag||o===B.ak n=g.Q -o=o?n.gcR(n)+n.gcY(n):n.gdY() -m=A.Y((f-s)/(q-p+r-o),0,1) +o=o?n.gcM(n)+n.gcR(n):n.gdQ() +m=A.Z((f-s)/(q-p+r-o),0,1) o=g.db.d o.toString f=g.dx f=f===B.ag||f===B.ak s=g.Q -f=f?s.gcR(s)+s.gcY(s):s.gdY() +f=f?s.gcM(s)+s.gcR(s):s.gdQ() f=Math.min(o-f-2*g.w,g.at) o=g.db.d o.toString s=g.dx s=s===B.ag||s===B.ak r=g.Q -s=s?r.gcR(r)+r.gcY(r):r.gdY() +s=s?r.gcM(r)+r.gcR(r):r.gdQ() l=Math.max(f,(o-s-2*g.w)*m) -s=g.db.guD() +s=g.db.gut() o=g.db.d o.toString f=g.as r=g.dx r=r===B.ag||r===B.ak q=g.Q -r=r?q.gcR(q)+q.gcY(q):q.gdY() +r=r?q.gcM(q)+q.gcR(q):q.gdQ() k=Math.min(f,o-r-2*g.w) f=g.dx -f=f===B.ak||f===B.cX +f=f===B.ak||f===B.d_ r=g.db -if((f?Math.max(r.gmU()-r.ghy(),0):Math.max(r.ghy()-r.gmV(),0))>0){f=g.dx -f=f===B.ak||f===B.cX +if((f?Math.max(r.gmM()-r.ghw(),0):Math.max(r.ghw()-r.gmN(),0))>0){f=g.dx +f=f===B.ak||f===B.d_ r=g.db -r=(f?Math.max(r.ghy()-r.gmV(),0):Math.max(r.gmU()-r.ghy(),0))>0 +r=(f?Math.max(r.ghw()-r.gmN(),0):Math.max(r.gmM()-r.ghw(),0))>0 f=r}else f=!1 -j=f?k:k*(1-A.Y(1-s/o,0,0.2)/0.2) +j=f?k:k*(1-A.Z(1-s/o,0,0.2)/0.2) f=g.db.d f.toString s=g.dx s=s===B.ag||s===B.ak r=g.Q -s=s?r.gcR(r)+r.gcY(r):r.gdY() -s=A.Y(l,j,f-s-2*g.w) +s=s?r.gcM(r)+r.gcR(r):r.gdQ() +s=A.Z(l,j,f-s-2*g.w) g.cy=s f=g.db r=f.b @@ -125511,18 +126816,18 @@ q.toString i=r-q if(i>0){r=f.c r.toString -h=A.Y((r-q)/i,0,1)}else h=0 +h=A.Z((r-q)/i,0,1)}else h=0 r=g.dx q=r===B.ak -p=q||r===B.cX?1-h:h +p=q||r===B.d_?1-h:h f=f.d f.toString r=r===B.ag||q q=g.Q -r=r?q.gcR(q)+q.gcY(q):q.gdY() -g.cx=p*(f-r-2*g.w-s)+g.gawv() -return g.ays(a,b)}, -WK(a){var s,r,q,p,o=this,n=o.db,m=n.b +r=r?q.gcM(q)+q.gcR(q):q.gdQ() +g.cx=p*(f-r-2*g.w-s)+g.gax7() +return g.az4(a,b)}, +Xf(a){var s,r,q,p,o=this,n=o.db,m=n.b m.toString s=n.a s.toString @@ -125531,12 +126836,12 @@ n.toString r=o.dx r=r===B.ag||r===B.ak q=o.Q -r=r?q.gcR(q)+q.gcY(q):q.gdY() +r=r?q.gcM(q)+q.gcR(q):q.gdQ() q=o.w p=o.cy p===$&&A.c() return(m-s)*a/(n-r-2*q-p)}, -yi(a){var s,r,q=this +y5(a){var s,r,q=this if(q.CW==null)return null if(!q.ay){s=q.r if(s.gm(s)!==0){s=q.db @@ -125546,8 +126851,8 @@ s=s.b s.toString s=r===s}else s=!0}else s=!0 if(s)return!1 -return q.ch.O(0,a)}, -aa_(a,b,c){var s,r,q,p=this,o=p.ch +return q.ch.N(0,a)}, +aaE(a,b,c){var s,r,q,p=this,o=p.ch if(o==null)return!1 if(p.ay)return!1 s=p.db @@ -125556,13 +126861,13 @@ r.toString s=s.b s.toString if(r===s)return!1 -q=o.jT(A.k7(p.CW.gbw(),24)) +q=o.jS(A.kj(p.CW.gbv(),24)) s=p.r -if(s.gm(s)===0){if(c&&b===B.bI)return q.O(0,a) -return!1}switch(b.a){case 0:case 4:return q.O(0,a) -case 1:case 2:case 3:case 5:return o.O(0,a)}}, -aMa(a,b){return this.aa_(a,b,!1)}, -aa0(a,b){var s,r,q=this +if(s.gm(s)===0){if(c&&b===B.bK)return q.N(0,a) +return!1}switch(b.a){case 0:case 4:return q.N(0,a) +case 1:case 2:case 3:case 5:return o.N(0,a)}}, +aMM(a,b){return this.aaE(a,b,!1)}, +aaF(a,b){var s,r,q=this if(q.CW==null)return!1 if(q.ay)return!1 s=q.r @@ -125574,10 +126879,10 @@ s=s.b s.toString if(r===s)return!1 switch(b.a){case 0:case 4:s=q.CW -return s.jT(A.k7(s.gbw(),24)).O(0,a) -case 1:case 2:case 3:case 5:return q.CW.O(0,a)}}, -cC(a){var s,r=this -if(r.a.l(0,a.a))if(r.b.l(0,a.b))if(r.c.l(0,a.c))if(r.e==a.e)if(r.f===a.f)if(r.r===a.r)if(r.w===a.w)if(r.x===a.x)if(J.e(r.y,a.y))if(r.Q.l(0,a.Q))if(r.as===a.as)if(r.at===a.at)s=r.ay!==a.ay +return s.jS(A.kj(s.gbv(),24)).N(0,a) +case 1:case 2:case 3:case 5:return q.CW.N(0,a)}}, +cu(a){var s,r=this +if(r.a.l(0,a.a))if(r.b.l(0,a.b))if(r.c.l(0,a.c))if(r.e==a.e)if(r.f===a.f)if(r.r===a.r)if(r.w===a.w)if(r.x===a.x)if(J.f(r.y,a.y))if(r.Q.l(0,a.Q))if(r.as===a.as)if(r.at===a.at)s=r.ay!==a.ay else s=!0 else s=!0 else s=!0 @@ -125591,12 +126896,12 @@ else s=!0 else s=!0 else s=!0 return s}, -F5(a){return!1}, -gzs(){return null}, -j(a){return"#"+A.bz(this)}, -v(){this.r.a.aa(0,this.geZ()) +EU(a){return!1}, +gzc(){return null}, +j(a){return"#"+A.bC(this)}, +v(){this.r.a.ad(0,this.geX()) this.fq()}} -A.aLV.prototype={ +A.aMZ.prototype={ $1(a){var s,r if(a!=null){s=a.b s.toString @@ -125605,88 +126910,88 @@ r.toString r=s>r s=r}else s=!1 return s}, -$S:719} -A.Fl.prototype={ -aW(){return A.bA2(t.jV)}, -yA(a){return this.cx.$1(a)}} -A.po.prototype={ -gtX(){var s=this.a.d +$S:721} +A.FC.prototype={ +b0(){return A.bBo(t.jV)}, +ym(a){return this.cx.$1(a)}} +A.pz.prototype={ +gtN(){var s=this.a.d if(s==null){s=this.c s.toString -s=A.NU(s)}return s}, -gw1(){var s=this.a.e +s=A.Oc(s)}return s}, +gvM(){var s=this.a.e return s===!0}, -ga44(){if(this.gw1())this.a.toString +ga4A(){if(this.gvM())this.a.toString return!1}, -guA(){this.a.toString +guq(){this.a.toString return!0}, -bi(){var s,r,q,p,o=this,n=null -o.bJ() -s=A.cI(n,o.a.ay,n,n,o) -s.cD() -r=s.eo$ +bk(){var s,r,q,p,o=this,n=null +o.bG() +s=A.cH(n,o.a.ay,n,n,o) +s.cv() +r=s.eg$ r.b=!0 -r.a.push(o.gaF3()) +r.a.push(o.gaFH()) o.x=s -s=o.y=A.ds(B.aE,s,n) +s=o.y=A.du(B.aD,s,n) r=o.a q=r.w if(q==null)q=6 p=r.r r=r.db -r=new A.FH(B.kH,B.I,B.I,n,q,s,0,0,p,n,B.L,18,18,r,$.ag()) -s.a.aj(0,r.geZ()) -o.at!==$&&A.ae() +r=new A.FY(B.kM,B.I,B.I,n,q,s,0,0,p,n,B.M,18,18,r,$.af()) +s.a.an(0,r.geX()) +o.at!==$&&A.al() o.at=r}, -cU(){this.fs()}, -aF4(a){if(a!==B.V)if(this.gtX()!=null)this.guA()}, -En(){var s,r=this,q=r.at +cP(){this.fs()}, +aFI(a){if(a!==B.W)if(this.gtN()!=null)this.guq()}, +Eb(){var s,r=this,q=r.at q===$&&A.c() r.a.toString -q.sA(0,B.kH) +q.sA(0,B.kM) r.a.toString -q.saRr(null) -if(r.ga44()){r.a.toString -s=B.J1}else s=B.I -q.sadG(s) -if(r.ga44()){r.a.toString -s=B.Pw}else s=B.I -q.sadF(s) -s=r.c.bb(t.I) -s.toString -q.sd2(s.w) +q.saS4(null) +if(r.ga4A()){r.a.toString +s=B.J3}else s=B.I +q.saeh(s) +if(r.ga4A()){r.a.toString +s=B.PC}else s=B.I +q.saeg(s) +s=r.c.bh(t.I) +s.toString +q.scV(s.w) s=r.a.w -q.sVI(s==null?6:s) -q.shz(r.a.r) +q.sWb(s==null?6:s) +q.shx(r.a.r) r.a.toString s=r.c s.toString -s=A.cb(s,B.cj,t.l).w -q.shx(0,s.f) -q.sMb(r.a.db) +s=A.cg(s,B.cl,t.l).w +q.shv(0,s.f) +q.sM_(r.a.db) r.a.toString -q.sUp(0) +q.sUN(0) r.a.toString -q.sdw(0,null) +q.sdk(0,null) r.a.toString -q.sSa(0) +q.sS8(0) r.a.toString -q.sUw(0,18) +q.sUU(0,18) r.a.toString -q.sab8(18) -q.saa3(!r.guA())}, -bE(a){var s,r=this -r.c8(a) +q.sabN(18) +q.saaI(!r.guq())}, +bC(a){var s,r=this +r.c9(a) s=r.a.e if(s!=a.e)if(s===!0){s=r.w -if(s!=null)s.bA(0) +if(s!=null)s.by(0) s=r.x s===$&&A.c() s.z=B.aS -s.nf(1,B.w,null)}else{s=r.x +s.n6(1,B.y,null)}else{s=r.x s===$&&A.c() -s.eq(0)}}, -aEP(a){var s,r,q,p,o,n=this,m=B.b.gdO(n.r.f),l=A.ba("primaryDeltaFromDragStart"),k=A.ba("primaryDeltaFromLastDragUpdate") +s.ej(0)}}, +aFs(a){var s,r,q,p,o,n=this,m=B.b.gdF(n.r.f),l=A.bd("primaryDeltaFromDragStart"),k=A.bd("primaryDeltaFromLastDragUpdate") switch(m.w.a.c.a){case 0:s=a.b l.b=n.d.b-s k.b=n.e.b-s @@ -125704,52 +127009,52 @@ l.b=n.d.a-s k.b=n.e.a-s break}s=n.at s===$&&A.c() -r=l.b7() +r=l.bc() q=n.f q.toString -p=s.WK(r+q) -if(l.b7()>0){r=m.at +p=s.Xf(r+q) +if(l.bc()>0){r=m.at r.toString r=pr}else r=!1 else r=!0 if(r){r=m.at r.toString -p=r+s.WK(k.b7())}s=m.at +p=r+s.Xf(k.bc())}s=m.at s.toString -if(p!==s){o=p-m.r.Bm(m,p) +if(p!==s){o=p-m.r.Bb(m,p) s=n.c s.toString -s=A.a7r(s) +s=A.a8b(s) r=n.c r.toString -switch(s.pp(r).a){case 1:case 3:case 4:case 5:s=m.z +switch(s.pk(r).a){case 1:case 3:case 4:case 5:s=m.z s.toString r=m.Q r.toString -o=A.Y(o,s,r) +o=A.Z(o,s,r) break -case 2:case 0:break}m.ic(o)}}, -GB(){var s,r=this -if(!r.gw1()){s=r.w -if(s!=null)s.bA(0) -r.w=A.dq(r.a.ch,new A.aJe(r))}}, -tm(){var s=this.r.f -if(s.length!==0)return A.cp(B.b.gdO(s).gmz()) +case 2:case 0:break}m.i6(o)}}, +Gn(){var s,r=this +if(!r.gvM()){s=r.w +if(s!=null)s.by(0) +r.w=A.dr(r.a.ch,new A.aKj(r))}}, +td(){var s=this.r.f +if(s.length!==0)return A.cr(B.b.gdF(s).gms()) return null}, -JI(){if(this.tm()==null)return +Ju(){if(this.td()==null)return var s=this.w -if(s!=null)s.bA(0)}, -JK(a){var s,r,q,p,o,n,m=this -m.r=m.gtX() -if(m.tm()==null)return +if(s!=null)s.by(0)}, +Jw(a){var s,r,q,p,o,n,m=this +m.r=m.gtN() +if(m.td()==null)return s=m.w -if(s!=null)s.bA(0) +if(s!=null)s.by(0) s=m.x s===$&&A.c() -s.d8(0) +s.d0(0) m.e=m.d=a s=m.at s===$&&A.c() @@ -125761,34 +127066,34 @@ p.toString o=q-p if(o>0){q=r.c q.toString -n=A.Y(q/o,0,1)}else n=0 +n=A.Z(q/o,0,1)}else n=0 r=r.d r.toString q=s.dx q=q===B.ag||q===B.ak p=s.Q -q=q?p.gcR(p)+p.gcY(p):p.gdY() +q=q?p.gcM(p)+p.gcR(p):p.gdQ() p=s.w s=s.cy s===$&&A.c() m.f=n*(r-q-2*p-s) m.as=!0}, -aLU(a){var s,r=this -if(J.e(r.e,a))return -s=B.b.gdO(r.r.f) -if(!s.r.qJ(s))return -if(r.tm()==null)return -r.aEP(a) +aMv(a){var s,r=this +if(J.f(r.e,a))return +s=B.b.gdF(r.r.f) +if(!s.r.qC(s))return +if(r.td()==null)return +r.aFs(a) r.e=a}, -JJ(a,b){var s=this +Jv(a,b){var s=this s.as=!1 -if(s.tm()==null)return -s.GB() +if(s.td()==null)return +s.Gn() s.r=s.f=s.e=s.d=null}, -avC(a){var s,r,q,p,o,n=this,m=n.gtX() +awe(a){var s,r,q,p,o,n=this,m=n.gtN() n.r=m -s=B.b.gdO(m.f) -if(!s.r.qJ(s))return +s=B.b.gdF(m.f) +if(!s.r.qC(s))return m=s.w switch(m.a.c.a){case 0:case 2:r=n.at r===$&&A.c() @@ -125800,37 +127105,37 @@ case 3:case 1:r=n.at r===$&&A.c() r=r.cx r===$&&A.c() -q=a.c.a>r?B.ea:B.cX +q=a.c.a>r?B.ec:B.d_ break -default:q=null}m=$.b8.bS$.z.i(0,m.Q) +default:q=null}m=$.bc.bT$.z.i(0,m.Q) m.toString -p=A.mL(m) +p=A.mZ(m) p.toString -o=A.aLy(p,new A.hZ(q,B.hd)) -m=B.b.gdO(n.r.f) -r=B.b.gdO(n.r.f).at +o=A.aMC(p,new A.hY(q,B.hf)) +m=B.b.gdF(n.r.f) +r=B.b.gdF(n.r.f).at r.toString -m.Dq(0,r+o,B.fw,B.aW)}, -Qd(a){var s,r,q=this.gtX() +m.Db(0,r+o,B.fz,B.aW)}, +Q8(a){var s,r,q=this.gtN() if(q==null)return!0 s=q.f r=s.length if(r>1)return!1 -return r===0||A.cp(B.b.gdO(s).gmz())===a}, -aB_(a){var s,r,q=this,p=q.a +return r===0||A.cr(B.b.gdF(s).gms())===a}, +aBC(a){var s,r,q=this,p=q.a p.toString -if(!p.yA(a.a6P()))return!1 -if(q.gw1()){p=q.x +if(!p.ym(a.a7l()))return!1 +if(q.gvM()){p=q.x p===$&&A.c() s=p.Q s===$&&A.c() -if(s!==B.bC&&s!==B.ab)p.d8(0)}r=a.a +if(s!==B.bE&&s!==B.ab)p.d0(0)}r=a.a p=r.e -if(q.Qd(A.cp(p))){s=q.at +if(q.Q8(A.cr(p))){s=q.at s===$&&A.c() -s.hD(0,r,p)}return!1}, -auP(a){var s,r,q,p=this -if(!p.a.yA(a))return!1 +s.hB(0,r,p)}return!1}, +avs(a){var s,r,q,p=this +if(!p.a.ym(a))return!1 s=a.a r=s.b r.toString @@ -125840,768 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A.dx(new A.aKh(s),new A.aKi(s),t.Bk)) return r}, -aaA(a,b,c){var s,r=this.z -if($.b8.bS$.z.i(0,r)==null)return!1 -s=A.bb6(r,a) +abe(a,b,c){var s,r=this.z +if($.bc.bT$.z.i(0,r)==null)return!1 +s=A.bbZ(r,a) r=this.at r===$&&A.c() -return r.aa_(s,b,!0)}, -Tz(a){var s,r=this -if(r.aaA(a.gb6(a),a.gdR(a),!0)){r.Q=!0 +return r.aaE(s,b,!0)}, +TQ(a){var s,r=this +if(r.abe(a.gb9(a),a.gdK(a),!0)){r.Q=!0 s=r.x s===$&&A.c() -s.d8(0) +s.d0(0) s=r.w -if(s!=null)s.bA(0)}else if(r.Q){r.Q=!1 -r.GB()}}, -TA(a){this.Q=!1 -this.GB()}, -a2N(a){var s=A.cp(B.b.gdO(this.r.f).gmz())===B.aV?a.gkD().a:a.gkD().b -return A.b4Z(B.b.gdO(this.r.f).w.a.c)?s*-1:s}, -a4z(a){var s,r=B.b.gdO(this.r.f).at +if(s!=null)s.by(0)}else if(r.Q){r.Q=!1 +r.Gn()}}, +TR(a){this.Q=!1 +this.Gn()}, +a3h(a){var s=A.cr(B.b.gdF(this.r.f).gms())===B.aV?a.gkD().a:a.gkD().b +return A.b5Y(B.b.gdF(this.r.f).w.a.c)?s*-1:s}, +a54(a){var s,r=B.b.gdF(this.r.f).at r.toString -s=B.b.gdO(this.r.f).z +s=B.b.gdF(this.r.f).z s.toString s=Math.max(r+a,s) 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A.bb(0,s.a(A.K.prototype.gaG.call(r)).b/r.G,0,1/0),!0) +r.id=s.a(A.K.prototype.gaG.call(r)).c6(q.gC(q).a1(0,r.G))}, +eG(a,b){var s=this.G +b.eD(0,s,s)}, +aJ(a,b){var s,r,q,p=this,o=p.U$ +if(o==null){p.ch.sbl(0,null) +return}s=p.G +if(s===1){a.eY(o,b) +p.ch.sbl(0,null) return}r=p.cx r===$&&A.c() q=p.ch -q.sbk(0,a.vu(r,b,A.EA(s,s,1),new A.b_b(o),t.xF.a(q.a)))}, -dX(a,b){var s,r=this.V$ +q.sbl(0,a.vh(r,b,A.EO(s,s,1),new A.b09(o),t.zV.a(q.a)))}, +dP(a,b){var s,r=this.U$ if(r==null)return!1 -s=this.I -return a.Bi(new A.b_a(r),b,A.EA(s,s,1))}} -A.b_b.prototype={ -$2(a,b){return a.f_(this.a,b)}, +s=this.G +return a.B7(new A.b08(r),b,A.EO(s,s,1))}} +A.b09.prototype={ +$2(a,b){return a.eY(this.a,b)}, $S:7} -A.b_a.prototype={ -$2(a,b){return this.a.dm(a,b)}, +A.b08.prototype={ +$2(a,b){return this.a.dd(a,b)}, $S:6} -A.aoP.prototype={ -b1(a){var s -this.f2(a) -s=this.V$ -if(s!=null)s.b1(a)}, -aV(a){var s -this.f3(0) -s=this.V$ -if(s!=null)s.aV(0)}} -A.Rk.prototype={ -aW(){return new A.anu(B.n)}} 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s=this.d this.a.toString -return new A.Zw(a,s,new A.aUx(this),!1,null)}, -UE(a){var s,r=this +return new A.ZU(a,s,new A.aVI(this),!1,null)}, +V1(a){var s,r=this r.a.toString -r.aM(new A.aUy(r,a)) +r.aM(new A.aVJ(r,a)) s=r.a s.toString -s.abk(r.d.ba()) +s.abZ(r.d.bf()) r.a.toString}, -a7k(){this.a.toString -return A.atB(B.aK,new A.cc(new A.aH(0,0,0,0),new A.Zv(this.d,this.gaOi(),B.a0Y,null),null),B.co)}, -Xr(){this.a.toString -switch(1){case 0:case 1:case 4:case 5:return this.RM(B.abk)}}, -a7(a){var s,r,q,p,o,n,m,l,k,j=this,i=null,h=A.cb(a,i,t.l).w -if(h.gvm(h)!==B.di){j.a.toString +a7U(){this.a.toString +return A.auL(B.aJ,new A.ci(new A.aR(0,0,0,0),new A.ZT(this.d,this.gaOV(),B.a16,null),null),B.cq)}, +XY(){this.a.toString +switch(1){case 0:case 1:case 4:case 5:return this.RK(B.abw)}}, +a8(a){var s,r,q,p,o,n,m,l,k,j=this,i=null,h=A.cg(a,i,t.l).w +if(h.gv9(h)!==B.dk){j.a.toString h=!1}else h=!0 s=t.p r=j.a if(h){h=r.ax -h=A.fh(j.a7k(),300*h,300) -r=A.ie(i,new 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s=l.B() -s.sdn(new A.ek(B.ay,B.aJ,B.J,j,r,r).fj(0,o)) -a.aU(o,s) +s.sde(new A.es(B.aw,B.aI,B.J,j,r,r).fj(0,o)) +a.aX(o,s) s=l.B() -s.sdn(new A.ek(B.cD,B.ck,B.J,k,r,r).fj(0,o)) -s.sdz(B.f9) -a.aU(o,s) +s.sde(new A.es(B.cF,B.cm,B.J,k,r,r).fj(0,o)) +s.sdl(B.fd) +a.aX(o,s) l=l.B() -n=A.tB(n)?B.l:B.o +n=A.tL(n)?B.l:B.q l.sA(0,n) -l.sbQ(1.5) -l.sS(0,B.r) -a.cw(new A.h(q*(m&255)/255,p*(1-(m>>>16&255)/255)),p*0.04,l)}, -cC(a){return!1}} -A.a5Y.prototype={ -aK(a,b){var s,r=null,q=b.a,p=b.b,o=new A.x(0,0,0+q,0+p),n=this.b,m=n.a,l=m&255,k=t.O,j=A.b([A.kz(0,255,l,1),A.kz(255,255,l,1)],k) -k=A.b([A.kz(255,255,l,1),A.kz(255,0,l,1)],k) +l.sbJ(1.5) +l.sP(0,B.t) +a.ct(new A.h(q*(m&255)/255,p*(1-(m>>>16&255)/255)),p*0.04,l)}, +cu(a){return!1}} +A.a6E.prototype={ +aJ(a,b){var s,r=null,q=b.a,p=b.b,o=new A.x(0,0,0+q,0+p),n=this.b,m=n.a,l=m&255,k=t.O,j=A.b([A.kM(0,255,l,1),A.kM(255,255,l,1)],k) +k=A.b([A.kM(255,255,l,1),A.kM(255,0,l,1)],k) l=$.G() s=l.B() -s.sdn(new A.ek(B.ay,B.aJ,B.J,j,r,r).fj(0,o)) -a.aU(o,s) +s.sde(new A.es(B.aw,B.aI,B.J,j,r,r).fj(0,o)) +a.aX(o,s) s=l.B() -s.sdn(new A.ek(B.cD,B.ck,B.J,k,r,r).fj(0,o)) -s.sdz(B.f9) -a.aU(o,s) +s.sde(new A.es(B.cF,B.cm,B.J,k,r,r).fj(0,o)) +s.sdl(B.fd) +a.aX(o,s) l=l.B() -n=A.tB(n)?B.l:B.o +n=A.tL(n)?B.l:B.q l.sA(0,n) -l.sbQ(1.5) -l.sS(0,B.r) -a.cw(new A.h(q*(m>>>16&255)/255,p*(1-(m>>>8&255)/255)),p*0.04,l)}, -cC(a){return!1}} -A.a1H.prototype={ -aK(a,b){var s,r,q,p,o,n=null,m=b.a,l=b.b,k=new A.x(0,0,0+m,0+l),j=m/2,i=l/2,h=new A.h(j,i),g=m<=l?j:i,f=A.b([B.lH.ba(),B.lG.ba(),B.lF.ba(),B.lE.ba(),B.lD.ba(),B.lI.ba(),B.lC.ba()],t.O),e=new A.a97(B.Y,0,6.283185307179586,B.J,f,n,n) +l.sbJ(1.5) +l.sP(0,B.t) +a.ct(new A.h(q*(m>>>16&255)/255,p*(1-(m>>>8&255)/255)),p*0.04,l)}, +cu(a){return!1}} +A.a29.prototype={ +aJ(a,b){var s,r,q,p,o,n=null,m=b.a,l=b.b,k=new A.x(0,0,0+m,0+l),j=m/2,i=l/2,h=new A.h(j,i),g=m<=l?j:i,f=A.b([B.lM.bf(),B.lL.bf(),B.lK.bf(),B.lJ.bf(),B.lI.bf(),B.lN.bf(),B.lH.bf()],t.O),e=new A.a9W(B.Z,0,6.283185307179586,B.J,f,n,n) m=$.G() s=m.B() -r=B.Y.aD(n).LJ(k) -q=e.OZ() -e.PZ(k,n) -s.sdn(m.a8b(r,f,q,B.J,0,6.283185307179586,n)) -a.cw(h,g,s) +r=B.Z.aE(n).Lx(k) +q=e.OU() +e.PU(k,n) +s.sde(m.a8K(r,f,q,B.J,0,6.283185307179586,n)) +a.ct(h,g,s) s=m.B() -r=B.Y.aD(n).LJ(k) -q=k.gj8() -p=B.CN.OZ() -o=B.CN.PZ(k,n) -s.sdn(A.DR(r,0.5*q,B.v4,p,B.J,o,n,0*k.gj8())) -a.cw(h,g,s) +r=B.Z.aE(n).Lx(k) +q=k.gj2() +p=B.CP.OU() +o=B.CP.PU(k,n) +s.sde(A.E3(r,0.5*q,B.v6,p,B.J,o,n,0*k.gj2())) +a.ct(h,g,s) s=m.B() r=this.b s.sA(0,A.a9(B.c.aA(255*(1-r.d)),0,0,0)) -a.cw(h,g,s) +a.ct(h,g,s) s=r.c*g q=r.b*3.141592653589793/180 p=Math.cos(q) q=Math.sin(q) m=m.B() -r=A.tB(r.ba())?B.l:B.o +r=A.tL(r.bf())?B.l:B.q m.sA(0,r) -m.sbQ(1.5) -m.sS(0,B.r) -a.cw(new A.h(j+s*p,i-s*q),l*0.04,m)}, -cC(a){return!1}} -A.b0p.prototype={ -KV(a){var s,r=this,q="gesturecontainer",p=a.a,o=a.b -r.k_("track",A.j4(o/5,p-30)) +m.sbJ(1.5) +m.sP(0,B.t) +a.ct(new A.h(j+s*p,i-s*q),l*0.04,m)}, +cu(a){return!1}} +A.b1l.prototype={ +KJ(a){var s,r=this,q="gesturecontainer",p=a.a,o=a.b +r.k_("track",A.jb(o/5,p-30)) s=o*0.4 -r.kv("track",new A.h(15,s)) -r.k_("thumb",A.j4(o/4,5)) -r.kv("thumb",new A.h(0,s)) -r.k_(q,A.j4(o,p)) -r.kv(q,B.h)}, -ty(a){return!1}} -A.aa_.prototype={ -aK(a,b){var s,r,q,p,o,n=this,m=null,l=b.b,k=new A.x(0,0,0+b.a,0+l),j=n.b -if(j===B.pN){s=l/2 +r.kw("track",new A.h(15,s)) +r.k_("thumb",A.jb(o/4,5)) +r.kw("thumb",new A.h(0,s)) +r.k_(q,A.jb(o,p)) +r.kw(q,B.h)}, +tp(a){return!1}} +A.aaQ.prototype={ +aJ(a,b){var s,r,q,p,o,n=this,m=null,l=b.b,k=new A.x(0,0,0+b.a,0+l),j=n.b +if(j===B.pR){s=l/2 r=$.G() q=r.B() -q.sA(0,B.kS) +q.sA(0,B.kX) p=r.B() p.sA(0,B.l) -A.my(B.c.aA(l/s),new A.aQX(b,new A.M(s,s),a,p,q),t.P)}switch(j.a){case 0:o=A.b([B.lC.ba(),B.lI.ba(),B.lD.ba(),B.lE.ba(),B.lF.ba(),B.lG.ba(),B.lH.ba()],t.O) +A.mM(B.c.aA(l/s),new A.aS9(b,new A.N(s,s),a,p,q),t.P)}switch(j.a){case 0:o=A.b([B.lH.bf(),B.lN.bf(),B.lI.bf(),B.lJ.bf(),B.lK.bf(),B.lL.bf(),B.lM.bf()],t.O) l=$.G().B() -l.sdn(new A.ek(B.ay,B.aJ,B.J,o,m,m).fj(0,k)) -a.aU(k,l) +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) break case 1:l=n.c.b -o=A.b([new A.d2(1,l,0,1).ba(),new A.d2(1,l,1,1).ba()],t.O) +o=A.b([new A.d2(1,l,0,1).bf(),new A.d2(1,l,1,1).bf()],t.O) l=$.G().B() -l.sdn(new A.ek(B.ay,B.aJ,B.J,o,m,m).fj(0,k)) -a.aU(k,l) +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) break case 2:l=n.c.b -o=A.b([new A.dM(1,l,0,0.5).ba(),new A.dM(1,l,1,0.5).ba()],t.O) +o=A.b([new A.dU(1,l,0,0.5).bf(),new A.dU(1,l,1,0.5).bf()],t.O) l=$.G().B() -l.sdn(new A.ek(B.ay,B.aJ,B.J,o,m,m).fj(0,k)) -a.aU(k,l) +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) break case 3:l=n.c.b -o=A.b([new A.d2(1,l,1,0).ba(),new A.d2(1,l,1,1).ba()],t.O) +o=A.b([new A.d2(1,l,1,0).bf(),new A.d2(1,l,1,1).bf()],t.O) l=$.G().B() -l.sdn(new A.ek(B.ay,B.aJ,B.J,o,m,m).fj(0,k)) -a.aU(k,l) +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) break case 4:l=n.c.b -o=A.b([new A.dM(1,l,1,0).ba(),new A.dM(1,l,1,0.5).ba(),new A.dM(1,l,1,1).ba()],t.O) +o=A.b([new A.dU(1,l,1,0).bf(),new A.dU(1,l,1,0.5).bf(),new A.dU(1,l,1,1).bf()],t.O) l=$.G().B() -l.sdn(new A.ek(B.ay,B.aJ,B.J,o,m,m).fj(0,k)) -a.aU(k,l) +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) break case 5:l=n.c -j=l.ba().a +j=l.bf().a j=A.a9(j>>>24&255,0,j>>>8&255,j&255).a j=A.a9(255,j>>>16&255,j>>>8&255,j&255) -l=l.ba().a +l=l.bf().a l=A.a9(l>>>24&255,255,l>>>8&255,l&255).a o=A.b([j,A.a9(255,l>>>16&255,l>>>8&255,l&255)],t.O) l=$.G().B() -l.sdn(new A.ek(B.ay,B.aJ,B.J,o,m,m).fj(0,k)) -a.aU(k,l) +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) break case 6:l=n.c -j=l.ba().a +j=l.bf().a j=A.a9(j>>>24&255,j>>>16&255,0,j&255).a j=A.a9(255,j>>>16&255,j>>>8&255,j&255) -l=l.ba().a +l=l.bf().a l=A.a9(l>>>24&255,l>>>16&255,255,l&255).a o=A.b([j,A.a9(255,l>>>16&255,l>>>8&255,l&255)],t.O) l=$.G().B() -l.sdn(new A.ek(B.ay,B.aJ,B.J,o,m,m).fj(0,k)) -a.aU(k,l) +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) break case 7:l=n.c -j=l.ba().a +j=l.bf().a j=A.a9(j>>>24&255,j>>>16&255,j>>>8&255,0).a j=A.a9(255,j>>>16&255,j>>>8&255,j&255) -l=l.ba().a +l=l.bf().a l=A.a9(l>>>24&255,l>>>16&255,l>>>8&255,255).a o=A.b([j,A.a9(255,l>>>16&255,l>>>8&255,l&255)],t.O) l=$.G().B() -l.sdn(new A.ek(B.ay,B.aJ,B.J,o,m,m).fj(0,k)) -a.aU(k,l) +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) break case 8:l=n.c -j=l.ba().a +j=l.bf().a j=A.a9(0,j>>>16&255,j>>>8&255,j&255) -l=l.ba().a +l=l.bf().a o=A.b([j,A.a9(255,l>>>16&255,l>>>8&255,l&255)],t.O) l=$.G().B() -l.sdn(new A.ek(B.ay,B.aJ,B.J,o,m,m).fj(0,k)) -a.aU(k,l) +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) break}}, -cC(a){return!1}} -A.aQX.prototype={ +cu(a){return!1}} +A.aS9.prototype={ $1(a){var s=this,r=s.b -A.my(B.c.aA(s.a.a/r.a),new A.aQW(s.c,r,a,s.d,s.e),t.P)}, -$S:72} -A.aQW.prototype={ +A.mM(B.c.aA(s.a.a/r.a),new A.aS8(s.c,r,a,s.d,s.e),t.P)}, +$S:70} +A.aS8.prototype={ $1(a){var s=this,r=s.b,q=r.a,p=q*a,o=s.c,n=q*o -o=B.e.bH(a+o,2)!==0?s.d:s.e -s.a.aU(new A.x(p,n,p+q,n+r.b),o)}, -$S:72} -A.a9O.prototype={ -aK(a,b){var s,r,q=$.G(),p=q.U() -p.hl(A.k7(B.a0w,b.a*1.8)) -a.rv(p,B.o,3,!0) +o=B.e.bB(a+o,2)!==0?s.d:s.e +s.a.aX(new A.x(p,n,p+q,n+r.b),o)}, +$S:70} +A.aaE.prototype={ +aJ(a,b){var s,r,q=$.G(),p=q.T() +p.hk(A.kj(B.a0F,b.a*1.8)) +a.ro(p,B.q,3,!0) p=b.b s=p*0.4 r=q.B() r.sA(0,B.l) -r.sS(0,B.i) -a.cw(new A.h(0,s),p,r) +r.sP(0,B.i) +a.ct(new A.h(0,s),p,r) r=this.b if(r!=null){q=q.B() q.sA(0,r) -q.sS(0,B.i) -a.cw(new A.h(0,s),p*0.65,q)}}, -cC(a){return!1}} -A.a2d.prototype={ -aK(a,b){var s,r=b.a,q=b.b,p=q/10,o=$.G(),n=o.B() -n.sA(0,B.kS) +q.sP(0,B.i) +a.ct(new A.h(0,s),p*0.65,q)}}, +cu(a){return!1}} +A.a2G.prototype={ +aJ(a,b){var s,r=b.a,q=b.b,p=q/10,o=$.G(),n=o.B() +n.sA(0,B.kX) s=o.B() s.sA(0,B.l) -A.my(B.c.aA(q/p),new A.aC2(b,new A.M(r/10,p),a,s,n),t.P) +A.mM(B.c.aA(q/p),new A.aD3(b,new A.N(r/10,p),a,s,n),t.P) q/=2 o=o.B() o.sA(0,this.b) -o.sS(0,B.i) -a.cw(new A.h(r/2,q),q,o)}, -cC(a){return!1}} -A.aC2.prototype={ +o.sP(0,B.i) +a.ct(new A.h(r/2,q),q,o)}, +cu(a){return!1}} +A.aD3.prototype={ $1(a){var s=this,r=s.b -A.my(B.c.aA(s.a.a/r.a),new A.aC1(s.c,r,a,s.d,s.e),t.P)}, -$S:72} -A.aC1.prototype={ +A.mM(B.c.aA(s.a.a/r.a),new A.aD2(s.c,r,a,s.d,s.e),t.P)}, +$S:70} +A.aD2.prototype={ $1(a){var s,r,q=this,p=q.b,o=p.a,n=o*a p=p.b s=q.c r=p*s -s=B.e.bH(a+s,2)!==0?q.d:q.e -q.a.aU(new A.x(n,r,n+o,r+p),s)}, -$S:72} -A.CM.prototype={ -aW(){return new A.acD(B.n)}} -A.acD.prototype={ -bi(){this.bJ() +s=B.e.bB(a+s,2)!==0?q.d:q.e +q.a.aX(new A.x(n,r,n+o,r+p),s)}, +$S:70} +A.CZ.prototype={ +b0(){return new A.adv(B.o)}} +A.adv.prototype={ +bk(){this.bG() this.e=this.a.f[0]}, -aHc(a,b){var s,r -if(b===B.ru){s=a.ba().a -return A.b([B.d.jr(B.e.hC(s>>>16&255,16).toUpperCase(),2,"0"),B.d.jr(B.e.hC(s>>>8&255,16).toUpperCase(),2,"0"),B.d.jr(B.e.hC(s&255,16).toUpperCase(),2,"0"),B.d.jr(B.e.hC(s>>>24&255,16).toUpperCase(),2,"0")],t.T)}else if(b===B.kC){s=a.ba().a -return A.b([B.e.j(s>>>16&255),B.e.j(s>>>8&255),B.e.j(s&255),""+B.c.aA((s>>>24&255)/255*100)+"%"],t.T)}else if(b===B.kD)return A.b([""+B.c.aA(a.b)+"\xb0",""+B.c.aA(a.c*100)+"%",""+B.c.aA(a.d*100)+"%",""+B.c.aA(a.a*100)+"%"],t.T) +aHP(a,b){var s,r +if(b===B.rx){s=a.bf().a +return A.b([B.d.jo(B.e.hA(s>>>16&255,16).toUpperCase(),2,"0"),B.d.jo(B.e.hA(s>>>8&255,16).toUpperCase(),2,"0"),B.d.jo(B.e.hA(s&255,16).toUpperCase(),2,"0"),B.d.jo(B.e.hA(s>>>24&255,16).toUpperCase(),2,"0")],t.T)}else if(b===B.kH){s=a.bf().a +return A.b([B.e.j(s>>>16&255),B.e.j(s>>>8&255),B.e.j(s&255),""+B.c.aA((s>>>24&255)/255*100)+"%"],t.T)}else if(b===B.kI)return A.b([""+B.c.aA(a.b)+"\xb0",""+B.c.aA(a.c*100)+"%",""+B.c.aA(a.d*100)+"%",""+B.c.aA(a.a*100)+"%"],t.T) else{s=t.T -if(b===B.kE){r=A.na(a) +if(b===B.kJ){r=A.nn(a) return A.b([""+B.c.aA(r.b)+"\xb0",""+B.c.aA(r.c*100)+"%",""+B.c.aA(r.d*100)+"%",""+B.c.aA(a.a*100)+"%"],s)}else return A.b(["??","??","??","??"],s)}}, -aHd(){var s,r,q,p,o,n,m,l,k,j=this,i=null +aHQ(){var s,r,q,p,o,n,m,l,k,j=this,i=null j.a.toString s=t.p r=A.b([],s) q=j.e q===$&&A.c() -q=B.Ah.i(0,q) +q=B.Aj.i(0,q) if(q==null)q=A.b([],t.T) p=q.length o=0 @@ -129543,126 +130848,126 @@ for(;o>>24&255,B.c.aA(o*255),p>>>8&255,p&255))) +case 5:p=r.d.bf().a +r.e.$1(A.nQ(A.a9(p>>>24&255,B.c.aA(o*255),p>>>8&255,p&255))) break -case 6:p=r.d.ba().a -r.e.$1(A.nD(A.a9(p>>>24&255,p>>>16&255,B.c.aA(o*255),p&255))) +case 6:p=r.d.bf().a +r.e.$1(A.nQ(A.a9(p>>>24&255,p>>>16&255,B.c.aA(o*255),p&255))) break -case 7:p=r.d.ba().a -r.e.$1(A.nD(A.a9(p>>>24&255,p>>>16&255,p>>>8&255,B.c.aA(o*255)))) +case 7:p=r.d.bf().a +r.e.$1(A.nQ(A.a9(p>>>24&255,p>>>16&255,p>>>8&255,B.c.aA(o*255)))) break case 8:s=r.d -r.e.$1(new A.d2(B.c.cq(q,0,p)/p,s.b,s.c,s.d)) +r.e.$1(new A.d2(B.c.ca(q,0,p)/p,s.b,s.c,s.d)) break}}, -a7(a){return new A.uO(new A.au4(this),null)}} -A.au4.prototype={ +a8(a){return new A.uZ(new A.ave(this),null)}} +A.ave.prototype={ $2(a,b){var s,r,q,p=null,o=this.a,n=o.c switch(n.a){case 0:s=o.d.b r=15+(b.b-30)*s/360 -new A.d2(1,s,1,1).ba() +new A.d2(1,s,1,1).bf() break case 1:s=o.d q=s.c r=15+(b.b-30)*q -new A.d2(1,s.b,q,1).ba() +new A.d2(1,s.b,q,1).bf() break case 2:s=o.d -r=15+(b.b-30)*A.na(s).c -new A.dM(1,s.b,A.na(s).c,0.5).ba() +r=15+(b.b-30)*A.nn(s).c +new A.dU(1,s.b,A.nn(s).c,0.5).bf() break case 3:s=o.d q=s.d r=15+(b.b-30)*q -new A.d2(1,s.b,1,q).ba() +new A.d2(1,s.b,1,q).bf() break case 4:s=o.d -r=15+(b.b-30)*A.na(s).d -new A.dM(1,s.b,1,A.na(s).d).ba() +r=15+(b.b-30)*A.nn(s).d +new A.dU(1,s.b,1,A.nn(s).d).bf() break case 5:s=o.d -r=15+(b.b-30)*(s.ba().a>>>16&255)/255 -s=s.ba().a +r=15+(b.b-30)*(s.bf().a>>>16&255)/255 +s=s.bf().a A.a9(255,s>>>16&255,s>>>8&255,s&255) break case 6:s=o.d -r=15+(b.b-30)*(s.ba().a>>>8&255)/255 -s=s.ba().a +r=15+(b.b-30)*(s.bf().a>>>8&255)/255 +s=s.bf().a A.a9(255,s>>>16&255,s>>>8&255,s&255) break case 7:s=o.d -r=15+(b.b-30)*(s.ba().a&255)/255 -s=s.ba().a +r=15+(b.b-30)*(s.bf().a&255)/255 +s=s.bf().a A.a9(255,s>>>16&255,s>>>8&255,s&255) break case 8:s=o.d -r=15+(b.b-30)*((s.ba().a>>>24&255)/255) -q=s.ba().a +r=15+(b.b-30)*((s.bf().a>>>24&255)/255) +q=s.bf().a A.a9(B.c.aA(255*s.a),q>>>16&255,q>>>8&255,q&255) break -default:r=15}n=A.aDD(A.atB(B.Gk,A.eh(p,p,p,new A.aa_(n,o.d,p),B.u),B.co),"track") -return new A.xO(new A.b0p(),A.b([n,A.aDD(A.biT(A.eh(p,p,p,new A.a9O(p,!1,p),B.u),new A.h(r,0)),"thumb"),A.aDD(new A.uO(new A.au3(o),p),"gesturecontainer")],t.p),p)}, -$S:757} -A.au3.prototype={ -$2(a,b){var s=null,r=a.gaH(),q=this.a -return A.ie(s,s,B.a3,!1,s,s,s,s,s,s,s,s,new A.au1(q,r,b),s,new A.au2(q,r,b),s,s,s,s,s,s,s,s,s,s,s)}, +default:r=15}n=A.aEC(A.auL(B.Gm,A.ep(p,p,p,new A.aaQ(n,o.d,p),B.w),B.cq),"track") +return new A.xV(new A.b1l(),A.b([n,A.aEC(A.bk_(A.ep(p,p,p,new A.aaE(p,!1,p),B.w),new A.h(r,0)),"thumb"),A.aEC(new A.uZ(new A.avd(o),p),"gesturecontainer")],t.p),p)}, $S:758} -A.au1.prototype={ +A.avd.prototype={ +$2(a,b){var s=null,r=a.gaH(),q=this.a +return A.im(s,s,B.a3,!1,s,s,s,s,s,s,s,s,new A.avb(q,r,b),s,new A.avc(q,r,b),s,s,s,s,s,s,s,s,s,s,s)}, +$S:759} +A.avb.prototype={ $1(a){var s=this.b -return s!=null?this.a.Xq(s,this.c,a.a):null}, -$S:108} -A.au2.prototype={ +return s!=null?this.a.XX(s,this.c,a.a):null}, +$S:103} +A.avc.prototype={ $1(a){var s=this.b -return s!=null?this.a.Xq(s,this.c,a.d):null}, +return s!=null?this.a.XX(s,this.c,a.d):null}, $S:10} -A.xx.prototype={ -a7(a){var s=null,r=A.asi(B.Nf) -return A.dj(s,A.atB(B.qV,A.eh(s,s,s,new A.a2d(this.c.ba(),s),B.u),B.co),B.v,s,s,new A.dx(s,s,r,B.qV,s,s,B.aq),this.e,s,s,this.d)}} -A.Zv.prototype={ -at2(a,b){var s,r=this +A.xE.prototype={ +a8(a){var s=null,r=A.ats(B.Nh) +return A.dk(s,A.auL(B.qY,A.ep(s,s,s,new A.a2G(this.c.bf(),s),B.w),B.cq),B.x,s,s,new A.dC(s,s,r,B.qY,s,s,B.aq),this.e,s,s,this.d)}} +A.ZT.prototype={ +atD(a,b){var s,r=this switch(r.e.a){case 0:case 1:s=r.c r.d.$1(new A.d2(s.a,s.b,a,b)) break @@ -129672,308 +130977,308 @@ break case 2:s=r.c r.d.$1(new A.d2(s.a,a*360,b,s.d)) break -case 4:case 5:s=A.na(r.c) -r.d.$1(A.apL(new A.dM(s.a,s.b,a,b))) +case 4:case 5:s=A.nn(r.c) +r.d.$1(A.aqV(new A.dU(s.a,s.b,a,b))) break -case 7:s=A.na(r.c) -r.d.$1(A.apL(new A.dM(s.a,a*360,s.c,b))) +case 7:s=A.nn(r.c) +r.d.$1(A.aqV(new A.dU(s.a,a*360,s.c,b))) break -case 6:s=A.na(r.c) -r.d.$1(A.apL(new A.dM(s.a,a*360,b,s.d))) +case 6:s=A.nn(r.c) +r.d.$1(A.aqV(new A.dU(s.a,a*360,b,s.d))) break -case 10:s=r.c.ba().a +case 10:s=r.c.bf().a s=A.a9(s>>>24&255,s>>>16&255,s>>>8&255,B.c.aA(a*255)).a -r.d.$1(A.nD(A.a9(s>>>24&255,s>>>16&255,B.c.aA(b*255),s&255))) +r.d.$1(A.nQ(A.a9(s>>>24&255,s>>>16&255,B.c.aA(b*255),s&255))) break -case 9:s=r.c.ba().a +case 9:s=r.c.bf().a s=A.a9(s>>>24&255,s>>>16&255,s>>>8&255,B.c.aA(a*255)).a -r.d.$1(A.nD(A.a9(s>>>24&255,B.c.aA(b*255),s>>>8&255,s&255))) +r.d.$1(A.nQ(A.a9(s>>>24&255,B.c.aA(b*255),s>>>8&255,s&255))) break -case 8:s=r.c.ba().a +case 8:s=r.c.bf().a s=A.a9(s>>>24&255,B.c.aA(a*255),s>>>8&255,s&255).a -r.d.$1(A.nD(A.a9(s>>>24&255,s>>>16&255,B.c.aA(b*255),s&255))) +r.d.$1(A.nQ(A.a9(s>>>24&255,s>>>16&255,B.c.aA(b*255),s&255))) break default:break}}, -a0V(a,b,c,d){var s,r,q,p,o,n,m,l=this,k=b.gaH(),j=k.eS(a),i=B.c.cq(j.a,0,d),h=B.c.cq(j.b,0,c) -if(l.e===B.a0Z){s=d/2 +a1o(a,b,c,d){var s,r,q,p,o,n,m,l=this,k=b.gaH(),j=k.dR(a),i=B.c.ca(j.a,0,d),h=B.c.ca(j.b,0,c) +if(l.e===B.a17){s=d/2 r=c/2 q=d<=c?s:r p=i-s o=h-r n=Math.sqrt(Math.pow(p,2)+Math.pow(o,2)) m=l.c -l.d.$1(new A.d2(m.a,B.c.cq(B.c.bH((Math.atan2(p,o)/3.141592653589793+1)/2*360+90,360),0,360),B.c.cq(n/q,0,1),m.d))}else l.at2(i/d,1-h/c)}, -a7(a){return new A.uO(new A.au0(this),null)}} -A.au0.prototype={ +l.d.$1(new A.d2(m.a,B.c.ca(B.c.bB((Math.atan2(p,o)/3.141592653589793+1)/2*360+90,360),0,360),B.c.ca(n/q,0,1),m.d))}else l.atD(i/d,1-h/c)}, +a8(a){return new A.uZ(new A.ava(this),null)}} +A.ava.prototype={ $2(a,b){var s=this.a -return new A.kQ(new A.iA(new A.atY(s),null),A.b1([B.acn,new A.dt(new A.atZ(),new A.au_(s,a,b.d,b.b),t.pL)],t.B,t.xR),null,!1,null)}, -$S:759} -A.atZ.prototype={ -$0(){var s=t.S,r=A.e7(s),q=A.b6_() -return new A.pQ(B.a3,A.b5Z(),B.du,A.D(s,t.GY),A.z(s),A.D(s,t.SP),r,null,null,q,A.D(s,t.Au))}, +return new A.l3(new A.iG(new A.av7(s),null),A.b5([B.acz,new A.dx(new A.av8(),new A.av9(s,a,b.d,b.b),t.pL)],t.B,t.xR),null,!1,null)}, $S:760} -A.au_.prototype={ -$1(a){var s=this,r=s.a,q=s.b,p=s.c,o=s.d -a.ax=new A.atW(r,q,p,o) -a.ch=new A.atX(r,q,p,o)}, +A.av8.prototype={ +$0(){var s=t.S,r=A.ee(s),q=A.b6Z() +return new A.pZ(B.a3,A.b6Y(),B.dw,A.D(s,t.GY),A.C(s),A.D(s,t.SP),r,null,null,q,A.D(s,t.Au))}, $S:761} -A.atW.prototype={ +A.av9.prototype={ +$1(a){var s=this,r=s.a,q=s.b,p=s.c,o=s.d +a.ax=new A.av5(r,q,p,o) +a.ch=new A.av6(r,q,p,o)}, +$S:762} +A.av5.prototype={ $1(a){var s=this -return s.a.a0V(a.a,s.b,s.c,s.d)}, -$S:108} -A.atX.prototype={ +return s.a.a1o(a.a,s.b,s.c,s.d)}, +$S:103} +A.av6.prototype={ $1(a){var s=this -return s.a.a0V(a.d,s.b,s.c,s.d)}, +return s.a.a1o(a.d,s.b,s.c,s.d)}, $S:10} -A.atY.prototype={ +A.av7.prototype={ $1(a){var s=null,r=this.a -switch(r.e.a){case 0:case 1:return A.eh(s,s,s,new A.a1E(r.c,s),B.u) -case 3:return A.eh(s,s,s,new A.a1F(r.c,s),B.u) -case 2:return A.eh(s,s,s,new A.a1G(r.c,s),B.u) -case 4:case 5:return A.eh(s,s,s,new A.a1B(A.na(r.c),s),B.u) -case 7:return A.eh(s,s,s,new A.a1D(A.na(r.c),s),B.u) -case 6:return A.eh(s,s,s,new A.a1C(A.na(r.c),s),B.u) -case 10:return A.eh(s,s,s,new A.a6_(r.c.ba(),s),B.u) -case 9:return A.eh(s,s,s,new A.a5Z(r.c.ba(),s),B.u) -case 8:return A.eh(s,s,s,new A.a5Y(r.c.ba(),s),B.u) -case 11:return A.eh(s,s,s,new A.a1H(r.c,s),B.u) -default:return B.Q1}}, -$S:762} -A.pQ.prototype={ -iV(a){this.aic(a) -this.aD(B.bE)}} -A.b5N.prototype={ -$4(a,b,c,d){var s,r=null -if(a.giN()==="http"||a.giN()==="https")return A.b8r(a.j(0),d,c) -else if(a.giN()==="data")return A.bFJ(a,c,d) -else if(a.giN()==="resource"){s=a.gh2(a) -return new A.uA(A.b9B(r,r,new A.Ce(s,r,r)),c,d,r)}else if(a.giN()==="http"||a.giN()==="https")return A.b8r(a.j(0),d,c) -else return A.b8r(A.bmk(A.blP(),a.j(0)),d,c)}, +switch(r.e.a){case 0:case 1:return A.ep(s,s,s,new A.a26(r.c,s),B.w) +case 3:return A.ep(s,s,s,new A.a27(r.c,s),B.w) +case 2:return A.ep(s,s,s,new A.a28(r.c,s),B.w) +case 4:case 5:return A.ep(s,s,s,new A.a23(A.nn(r.c),s),B.w) +case 7:return A.ep(s,s,s,new A.a25(A.nn(r.c),s),B.w) +case 6:return A.ep(s,s,s,new A.a24(A.nn(r.c),s),B.w) +case 10:return A.ep(s,s,s,new A.a6G(r.c.bf(),s),B.w) +case 9:return A.ep(s,s,s,new A.a6F(r.c.bf(),s),B.w) +case 8:return A.ep(s,s,s,new A.a6E(r.c.bf(),s),B.w) +case 11:return A.ep(s,s,s,new A.a29(r.c,s),B.w) +default:return B.Q7}}, $S:763} -A.b5O.prototype={ +A.pZ.prototype={ +iO(a){this.aiL(a) +this.aE(B.bG)}} +A.b6M.prototype={ +$4(a,b,c,d){var s,r=null +if(a.giI()==="http"||a.giI()==="https")return A.b9q(a.j(0),d,c) +else if(a.giI()==="data")return A.bH5(a,c,d) +else if(a.giI()==="resource"){s=a.gh0(a) +return new A.uH(A.bax(r,r,new A.Cq(s,r,r)),c,d,r)}else if(a.giI()==="http"||a.giI()==="https")return A.b9q(a.j(0),d,c) +else return A.b9q(A.bnr(A.bmW(),a.j(0)),d,c)}, +$S:764} +A.b6N.prototype={ $2(a,b){var s,r -switch(b){case B.ZI:s=window.navigator.userAgent +switch(b){case B.ZR:s=window.navigator.userAgent s.toString -r=B.d.O(s,"Mac OS X")?A.bgr(A.qp(a)):A.bgs(A.al(a)) +r=B.d.N(s,"Mac OS X")?A.bht(A.qz(a)):A.bhu(A.an(a)) break -case B.ZH:r=A.bgr(A.qp(a)) +case B.ZQ:r=A.bht(A.qz(a)) break -case B.ZG:default:r=A.bgs(A.al(a))}s=A.dO(a,B.cV) +case B.ZP:default:r=A.bhu(A.an(a))}s=A.dW(a,B.cY) s=s==null?null:s.c -return r.un(s==null?1:s)}, -$S:764} -A.RH.prototype={} -A.alP.prototype={} -A.Td.prototype={} -A.aEr.prototype={ -a7(a){var s,r,q,p=this -B.b.ak(p.at) +return r.ud(s==null?1:s)}, +$S:765} +A.RX.prototype={} +A.amN.prototype={} +A.Tu.prototype={} +A.aFw.prototype={ +a8(a){var s,r,q,p=this +B.b.ao(p.at) s=p.ax -B.b.ak(s) -B.b.ak(p.ay) -B.b.ak(p.ch) -B.b.ak(p.CW) +B.b.ao(s) +B.b.ao(p.ay) +B.b.ao(p.ch) +B.b.ao(p.CW) p.dx=!1 -s.push(new A.RH(null,A.b([],t.p))) -for(r=a.length,q=0;q") -i=A.ai(new A.U(k,new A.aEs(),j),!0,j.h("aA.E"))}else i=A.b([l],r) -B.b.C(i,m.e) -g.push(h.FF(h.a27(i),b))}else if(g.length!==0&&B.b.ga9(g) instanceof A.vG&&m instanceof A.vG){l=q.a(g.pop()).d +if(k!=null){j=A.a6(k).h("S<1,md>") +i=A.ai(new A.S(k,new A.aFx(),j),!0,j.h("aF.E"))}else i=A.b([l],r) +B.b.D(i,m.e) +g.push(h.Fs(h.a2C(i),b))}else if(g.length!==0&&B.b.ga4(g) instanceof A.vQ&&m instanceof A.vQ){l=q.a(g.pop()).d k=l.c -i=k!=null?A.hQ(k,!0,p):A.b([l],r) +i=k!=null?A.hN(k,!0,p):A.b([l],r) i.push(m.d) -g.push(h.FF(h.a27(i),b))}else g.push(m)}return g}, -a4C(a){switch(this.a68(a).a){case 0:return B.au -case 2:return B.dt -case 1:return B.jH -case 4:return B.e6 -case 3:return B.e6 -case 5:return B.e6}}, -a68(a){var s=this +g.push(h.Fs(h.a2C(i),b))}else g.push(m)}return g}, +a57(a){switch(this.a6D(a).a){case 0:return B.aB +case 2:return B.dv +case 1:return B.jL +case 4:return B.e8 +case 3:return B.e8 +case 5:return B.e8}}, +a6D(a){var s=this switch(a){case"p":return s.c.rx case"h1":return s.c.ry case"h2":return s.c.to @@ -129982,12 +131287,12 @@ case"h4":return s.c.x2 case"h5":return s.c.xr case"h6":return s.c.y1 case"ul":return s.c.y2 -case"ol":return s.c.bc -case"blockquote":return s.c.cd -case"pre":return s.c.bd +case"ol":return s.c.bd +case"blockquote":return s.c.bP +case"pre":return s.c.bb case"hr":break -case"li":break}return B.R}, -aDE(a){var s,r=this +case"li":break}return B.S}, +aEg(a){var s,r=this switch(a){case"p":s=r.c.c s.toString return s @@ -130008,162 +131313,162 @@ s.toString return s case"h6":s=r.c.ay s.toString -return s}return B.L}, -a27(a){var s,r,q,p,o,n,m=null,l=a.length -if(l<2)return A.cG(a,m,m,m,m) +return s}return B.M}, +a2C(a){var s,r,q,p,o,n,m=null,l=a.length +if(l<2)return A.cI(a,m,m,m,m) s=A.b([B.b.ga5(a)],t.Ne) for(r=1;r") -k=A.as1(A.ai(new A.U(l,A.bmo(),h),!0,h.h("aA.E")),m).abO() -m.a2C(k) -j=m.arp(k) +m=new A.ax2(A.D(g,t.w4),A.D(g,t.S),q,!1,p,o,n) +p.I(0,h.a) +o.I(0,h.b) +l=B.HW.cT(i.a.c) +h=A.a6(l).h("S<1,iO>") +k=A.atc(A.ai(new A.S(l,A.bnv(),h),!0,h.h("aF.E")),m).acr() +m.a36(k) +j=m.as_(k) h=i.a -i.d=new A.aEr(i,!0,s,h.y,h.at,h.ax,h.ay,h.ch,h.CW,!1,h.cy,h.x,!1,A.b([],r),A.b([],t.vB),A.b([],t.V_),A.b([],t.an),A.b([],t.vf),A.P8(0)).a7(j)}, -a_M(){var s,r,q=this.e +i.d=new A.aFw(i,!0,s,h.y,h.at,h.ax,h.ay,h.ch,h.CW,!1,h.cy,h.x,!1,A.b([],r),A.b([],t.vB),A.b([],t.V_),A.b([],t.an),A.b([],t.vf),A.Pr(0)).a8(j)}, +a0f(){var s,r,q=this.e if(q.length===0)return -s=A.hQ(q,!0,t.nd) -B.b.ak(q) +s=A.hN(q,!0,t.nd) +B.b.ao(q) for(q=s.length,r=0;r")) -r.N(0,s.ga5(s))}r.u(0,b,c)}} -A.asJ.prototype={ +ZZ(a,b,c){var s,r=this.b +if(r.b1(0,b))r.O(0,b) +else if(r.a===100&&!0){s=new A.bl(r,A.w(r).h("bl<1>")) +r.O(0,s.ga5(s))}r.q(0,b,c)}} +A.atT.prototype={ $1(a){var s=this.b,r=this.c -s.a.N(0,r) -s.Zv(0,r,a) +s.a.O(0,r) +s.ZZ(0,r,a) this.a.a=a}, -$S:767} -A.a95.prototype={ +$S:768} +A.a9U.prototype={ l(a,b){var s if(b==null)return!1 -if(J.aj(b)!==A.L(this))return!1 -if(b instanceof A.a95)if(B.o.l(0,B.o))s=!0 +if(J.ak(b)!==A.L(this))return!1 +if(b instanceof A.a9U)if(B.q.l(0,B.q))s=!0 else s=!1 else s=!1 return s}, -gJ(a){return A.a4(B.o,14,7,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, -j(a){return"SvgTheme(currentColor: "+B.o.j(0)+", fontSize: 14, xHeight: 7)"}} -A.pA.prototype={ -awG(a){return new A.cM(null,A.w(this).h("cM")).cB(new A.aOw(this),t.V4)}, -aNq(a){var s=this -return $.b6T().b.d4(0,new A.a93(s.a,s,s.b),new A.aOx(s,a))}} -A.aOw.prototype={ +gJ(a){return A.a3(B.q,14,7,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +j(a){return"SvgTheme(currentColor: "+B.q.j(0)+", fontSize: 14, xHeight: 7)"}} +A.pK.prototype={ +axi(a){return new A.cO(null,A.w(this).h("cO")).cz(new A.aPG(this),t.V4)}, +aO2(a){var s=this +return $.b7Q().b.cW(0,new A.a9S(s.a,s,s.b),new A.aPH(s,a))}} +A.aPG.prototype={ $1(a){var s=this.a -return A.bGB(new A.aOv(s),a,"Load Bytes",A.w(s).h("pA.T?"),t.V4)}, -$S(){return A.w(this.a).h("ap(pA.T?)")}} -A.aOv.prototype={ 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+131479,58 @@ o=A.D(t.WR,b) n=A.b([],t.SV) m=A.D(t.D3,b) l=A.D(t.cu,b) -k=new A.aub(new A.awy(a,a0,r,q,p,o,n,A.D(t.K,b),m,l)) -k.LI(s,d) +k=new A.avl(new A.axF(a,a0,r,q,p,o,n,A.D(t.K,b),m,l)) +k.Lw(s,d) b=k.b b===$&&A.c() j=k.c j===$&&A.c() -i=a.$ti.h("bg<1>") -i=A.ai(new A.bg(a,i),!0,i.h("B.E")) -a=a0.$ti.h("bg<1>") -a=A.ai(new A.bg(a0,a),!0,a.h("B.E")) -a0=r.$ti.h("bg<1>") -a0=A.ai(new A.bg(r,a0),!0,a0.h("B.E")) -r=o.$ti.h("bg<1>") -h=q.$ti.h("bg<1>") -g=p.$ti.h("bg<1>") -f=m.$ti.h("bg<1>") -e=l.$ti.h("bg<1>") -return A.fB(A.bFk(new A.aap(b,j,i,a,A.ai(new A.bg(o,r),!0,r.h("B.E")),a0,A.ai(new A.bg(q,h),!0,h.h("B.E")),A.ai(new A.bg(p,g),!0,g.h("B.E")),A.ai(new A.bg(m,f),!0,f.h("B.E")),A.ai(new A.bg(l,e),!0,e.h("B.E")),n),!1).buffer,0,d)}, -$S(){return A.w(this.a).h("cD(pA.T?)")}} -A.aOx.prototype={ -$0(){return this.a.awG(this.b)}, -$S:768} -A.a93.prototype={ -gJ(a){return A.a4(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +i=a.$ti.h("bl<1>") +i=A.ai(new A.bl(a,i),!0,i.h("y.E")) +a=a0.$ti.h("bl<1>") +a=A.ai(new A.bl(a0,a),!0,a.h("y.E")) +a0=r.$ti.h("bl<1>") +a0=A.ai(new A.bl(r,a0),!0,a0.h("y.E")) +r=o.$ti.h("bl<1>") +h=q.$ti.h("bl<1>") +g=p.$ti.h("bl<1>") +f=m.$ti.h("bl<1>") +e=l.$ti.h("bl<1>") +return A.kc(A.bGH(new A.abe(b,j,i,a,A.ai(new A.bl(o,r),!0,r.h("y.E")),a0,A.ai(new A.bl(q,h),!0,h.h("y.E")),A.ai(new A.bl(p,g),!0,g.h("y.E")),A.ai(new A.bl(m,f),!0,f.h("y.E")),A.ai(new A.bl(l,e),!0,e.h("y.E")),n),!1).buffer,0,d)}, +$S(){return A.w(this.a).h("cy(pK.T?)")}} +A.aPH.prototype={ +$0(){return this.a.axi(this.b)}, +$S:769} +A.a9S.prototype={ +gJ(a){return A.a3(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){if(b==null)return!1 -return b instanceof A.a93&&b.a.l(0,this.a)&&b.b.l(0,this.b)&&!0}} -A.Qc.prototype={ -gJ(a){return A.a4($.b6T(),this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return b instanceof A.a9S&&b.a.l(0,this.a)&&b.b.l(0,this.b)&&!0}} +A.Qu.prototype={ +gJ(a){return A.a3($.b7Q(),this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){if(b==null)return!1 -return b instanceof A.Qc&&b.c===this.c&&b.a.l(0,this.a)&&!0}} -A.aOr.prototype={} -A.a6e.prototype={ -JD(a,b,c){return this.aL0(a,b,c)}, -aL0(a,b,c){var s=0,r=A.t(t.H),q=1,p,o=[],n=this,m,l,k,j,i,h,g -var $async$JD=A.u(function(d,e){if(d===1){p=e +return b instanceof A.Qu&&b.c===this.c&&b.a.l(0,this.a)&&!0}} +A.aPB.prototype={} +A.a6W.prototype={ +Jp(a,b,c){return this.aLD(a,b,c)}, +aLD(a,b,c){var s=0,r=A.t(t.H),q=1,p,o=[],n=this,m,l,k,j,i,h,g +var $async$Jp=A.u(function(d,e){if(d===1){p=e s=q}while(true)switch(s){case 0:h=null q=3 m=n.a.i(0,a) s=m!=null?6:7 break case 6:s=8 -return A.A(m.$1(b),$async$JD) +return A.B(m.$1(b),$async$Jp) case 8:h=e case 7:o.push(5) s=4 break case 3:q=2 g=p -l=A.aW(g) -k=A.bu(g) -i=A.ca("during a framework-to-plugin message") -A.et(new A.cv(l,k,"flutter web plugins",i,null,!1)) +l=A.b_(g) +k=A.bz(g) +i=A.cf("during a framework-to-plugin message") +A.eA(new A.cz(l,k,"flutter web plugins",i,null,!1)) o.push(5) s=4 break @@ -130236,21 +131541,21 @@ s=o.pop() break case 5:return A.q(null,r) case 1:return A.p(p,r)}}) -return A.r($async$JD,r)}} -A.aI8.prototype={} -A.eL.prototype={ -Xg(a,b){var s=a.w,r=b.w,q=s.c +return A.r($async$Jp,r)}} +A.aJa.prototype={} +A.hF.prototype={ +XN(a,b){var s=a.w,r=b.w,q=s.c if(q===r.c&&q!==0)return q>0 return(s.b&r.a)!==0&&(s.a&r.b)!==0}} -A.auE.prototype={} -A.auF.prototype={} -A.aJh.prototype={} -A.bW.prototype={ -jQ(a,b){var s=this.a,r=a.a.a,q=r[0],p=b.a.a,o=p[0] +A.avL.prototype={} +A.avM.prototype={} +A.aKm.prototype={} +A.cv.prototype={ +jP(a,b){var s=this.a,r=a.a.a,q=r[0],p=b.a.a,o=p[0] s.sL(0,qo?q:o) r=r[1] p=p[1] -s.sK(0,r>p?r:p)}, -gt4(){var s=this.b.a,r=this.a.a +s.sM(0,r>p?r:p)}, +grW(){var s=this.b.a,r=this.a.a return 2*(s[0]-r[0]+s[1]-r[1])}, j(a){return"AABB["+this.a.j(0)+" . "+this.b.j(0)+"]"}} -A.eM.prototype={ -aR1(a,b){var s,r=this.a.b,q=r[a].b,p=r[b].b +A.hI.prototype={ +aRF(a,b){var s,r=this.a.b,q=r[a].b,p=r[b].b r=p.a.a s=q.b.a if(r[0]-s[0]>0||r[1]-s[1]>0)return!1 @@ -130272,51 +131577,51 @@ r=q.a.a s=p.b.a if(r[0]-s[0]>0||r[1]-s[1]>0)return!1 return!0}, -W5(a){var s,r,q,p,o,n,m,l=this,k=l.c -k.ak(0) +Wz(a){var s,r,q,p,o,n,m,l=this,k=l.c +k.ao(0) for(s=l.b,r=s.length,q=l.a,p=0;p=0;--r){q=this.b p=new Float64Array(2) -p=new A.nv(r,new A.bW(new A.a(p),new A.a(new Float64Array(2)))) +p=new A.nI(r,new A.cv(new A.a(p),new A.a(new Float64Array(2)))) q[r]=p p.d=r===s?null:q[r+1] p.r=-1}for(q=this.f,s=0;s<4;++s)q[s]=new A.a(new Float64Array(2))}, -aO0(a,b,c){var s,r,q,p,o,n=this.b[a],m=n.b,l=m.a,k=l.a,j=b.a.a +aOD(a,b,c){var s,r,q,p,o,n=this.b[a],m=n.b,l=m.a,k=l.a,j=b.a.a if(k[0]<=j[0])if(k[1]<=j[1]){s=b.b.a r=m.b.a s=s[0]<=r[0]&&s[1]<=r[1]}else s=!1 else s=!1 if(s)return!1 -this.a3c(n) +this.a3H(n) q=m.b l.sL(0,j[0]-0.1) -l.sK(0,j[1]-0.1) +l.sM(0,j[1]-0.1) j=b.b.a q.sL(0,j[0]+0.1) -q.sK(0,j[1]+0.1) +q.sM(0,j[1]+0.1) j=c.a p=j[0]*2 o=j[1]*2 if(p<0)l.sL(0,k[0]+p) else q.sL(0,q.a[0]+p) -if(o<0)l.sK(0,k[1]+o) -else q.sK(0,q.a[1]+o) -this.a1w(a) +if(o<0)l.sM(0,k[1]+o) +else q.sM(0,q.a[1]+o) +this.a20(a) return!0}, -aci(a,b,c){var s,r,q,p,o,n,m,l=this +acV(a,b,c){var s,r,q,p,o,n,m,l=this l.w=0 s=l.r l.w=1 @@ -130325,22 +131630,22 @@ for(s=t.eh;r=l.w,r>0;){q=l.r;--r l.w=r p=q[r] if(p==null)continue -if(A.bdl(p.b,c))if(p.e==null){if(!b.adJ(p.a))return}else{r=l.r +if(A.bel(p.b,c))if(p.e==null){if(!b.aek(p.a))return}else{r=l.r q=r.length if(q-l.w-2<=0){o=A.b(new Array(q),s) for(n=0;n0){l=a5*a1+a6 k=s*a1+a9 @@ -130390,17 +131695,17 @@ n=a1}}else{e=a4.r d=e.length if(d-a4.w-2<=0){a2=A.b(new Array(d),i) for(a3=0;a3=q;--n){q=k[n] @@ -130413,11 +131718,11 @@ m.f=m.e=m.d=null m.r=0 m.c=null;++l.c return m}, -Ox(a){var s=this,r=s.e +Os(a){var s=this,r=s.e a.d=r!==-1?s.b[r]:null a.r=-1 s.e=a.a;--s.c}, -a1w(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this,c=d.b[a],b=d.a +a20(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this,c=d.b[a],b=d.a if(b==null){d.a=c c.d=null return}s=c.b @@ -130428,26 +131733,26 @@ q.toString p=b.f p.toString o=b.b -n=o.gt4() -r.jQ(o,s) -m=r.gt4() +n=o.grW() +r.jP(o,s) +m=r.grW() l=2*m k=2*(m-n) o=q.b -if(q.e==null){r.jQ(s,o) -j=r.gt4()+k}else{r.jQ(s,o) -i=o.gt4() -j=r.gt4()-i+k}o=p.b -if(p.e==null){r.jQ(s,o) -h=r.gt4()+k}else{r.jQ(s,o) -i=o.gt4() -h=r.gt4()-i+k}if(ln){s.f=q a.f=p p.d=a -m.jQ(l,k) -j.jQ(m,i) +m.jP(l,k) +j.jP(m,i) h=1+Math.max(h.r,p.r) a.r=h s.r=1+Math.max(h,q.r)}else{s.f=p a.f=q q.d=a -m.jQ(l,i) -j.jQ(m,k) +m.jP(l,i) +j.jP(m,k) h=1+Math.max(h.r,q.r) a.r=h s.r=1+Math.max(h,p.r)}return s}if(r<-1){q=h.e @@ -130542,43 +131847,43 @@ i=q.b if(o>n){h.f=q a.e=p p.d=a -m.jQ(l,k) -j.jQ(m,i) +m.jP(l,k) +j.jP(m,i) p=1+Math.max(s.r,p.r) a.r=p h.r=1+Math.max(p,q.r)}else{h.f=p a.e=q q.d=a -m.jQ(l,i) -j.jQ(m,k) +m.jP(l,i) +j.jP(m,k) q=1+Math.max(s.r,q.r) a.r=q h.r=1+Math.max(q,p.r)}return h}return a}} -A.nv.prototype={} -A.EX.prototype={ -cK(a,b){var s=this.a,r=b.a +A.nI.prototype={} +A.Fc.prototype={ +cH(a,b){var s=this.a,r=b.a if(sd*d)return -a.d=B.j5 -a.c.q(s) -a.b.cH() +a.d=B.j8 +a.c.u(s) +a.b.cE() a.e=1 q=a.a -q[0].a.q(r) -q[0].d.Eu()}, -aH9(b4,b5,b6,b7,b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3 +q[0].a.u(r) +q[0].d.Ei()}, +aHM(b4,b5,b6,b7,b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3 b4.e=0 s=b7.c r=b8.b @@ -130644,22 +131949,22 @@ a3=a3d*d)return b4.e=1 -b4.d=B.dQ +b4.d=B.dS o=b4.b o.sL(0,a7) -o.sK(0,e-p[1]) -o.e1(0) -b4.c.q(a4) +o.sM(0,e-p[1]) +o.dW(0) +b4.c.u(a4) o=b4.a -o[0].a.q(s) -o[0].d.Eu()}else if(a9*(o-l)+b0*(n-k)<=0){if(a9*a9+b0*b0>d*d)return +o[0].a.u(s) +o[0].d.Ei()}else if(a9*(o-l)+b0*(n-k)<=0){if(a9*a9+b0*b0>d*d)return b4.e=1 -b4.d=B.dQ +b4.d=B.dS p=b4.b p.sL(0,a9) -p.sK(0,e-m[1]) -p.e1(0) -b4.c.q(a5) +p.sM(0,e-m[1]) +p.dW(0) +b4.c.u(a5) p=b4.a -p[0].a.q(s) -p[0].d.Eu()}else{b1=(o+l)*0.5 +p[0].a.u(s) +p[0].d.Ei()}else{b1=(o+l)*0.5 b2=(n+k)*0.5 b3=b[a] p=b3.a if((f-b1)*p[0]+(e-b2)*p[1]>d)return b4.e=1 -b4.d=B.dQ -b4.b.q(b3) +b4.d=B.dS +b4.b.u(b3) p=b4.c p.sL(0,b1) -p.sK(0,b2) +p.sM(0,b2) p=b4.a -p[0].a.q(s) -p[0].d.Eu()}}, -a9k(a0,a1,a2,a3,a4){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=a1.d,e=f.length,d=a3.d,c=d.length,b=a1.e,a=this.f -a.dS(0,A.biV(a4,a2)) +p[0].a.u(s) +p[0].d.Ei()}}, +a9U(a0,a1,a2,a3,a4){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=a1.d,e=f.length,d=a3.d,c=d.length,b=a1.e,a=this.f +a.dL(0,A.bk1(a4,a2)) s=a.b -for(r=this.r.a,q=this.w.a,p=0,o=-17976931348623157e292,n=0;no){o=l p=n}}a0.b=p a0.a=o}, -aKj(a5,a6,a7,a8,a9,b0){var s,r,q,p,o,n,m,l,k,j,i,h,g=a9.d,f=g.length,e=a9.e,d=a5[0],c=a5[1],b=a7.b,a=b0.b,a0=a6.e[a8],a1=b.b,a2=a0.a,a3=a2[0],a4=b.a +aKZ(a5,a6,a7,a8,a9,b0){var s,r,q,p,o,n,m,l,k,j,i,h,g=a9.d,f=g.length,e=a9.e,d=a5[0],c=a5[1],b=a7.b,a=b0.b,a0=a6.e[a8],a1=b.b,a2=a0.a,a3=a2[0],a4=b.a a2=a2[1] s=a1*a3-a4*a2 r=a4*a3+a1*a2 @@ -130737,7 +132042,7 @@ j=d.a a3=g[o].a a4=b0.a.a j.sL(0,a2*a3[0]-a1*a3[1]+a4[0]) -j.sK(0,a.a*a3[0]+a.b*a3[1]+a4[1]) +j.sM(0,a.a*a3[0]+a.b*a3[1]+a4[1]) a3=a8&255 a1=d.b.a a1[0]=a3 @@ -130749,65 +132054,65 @@ h=c.a g=a.b a1=i.a h.sL(0,g*a1[0]-a.a*a1[1]+a4[0]) -h.sK(0,a.a*a1[0]+a.b*a1[1]+a4[1]) +h.sM(0,a.a*a1[0]+a.b*a1[1]+a4[1]) a4=c.b.a a4[0]=a3 a4[1]=k&255 a4[2]=1 a4[3]=0}, -aHa(b1,b2,b3,b4,b5){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this +aHN(b1,b2,b3,b4,b5){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this b1.e=0 s=b2.b+b4.b r=b0.x -b0.a9k(r,b2,b3,b4,b5) +b0.a9U(r,b2,b3,b4,b5) if(r.a>s)return q=b0.y -b0.a9k(q,b4,b5,b2,b3) +b0.a9U(q,b4,b5,b2,b3) p=q.a if(p>s)return if(p>r.a+0.0005){o=q.b -b1.d=B.Af +b1.d=B.Ah n=b3 m=b5 l=b2 k=b4 j=!0}else{o=r.b -b1.d=B.dQ +b1.d=B.dS n=b5 m=b3 l=b4 k=b2 j=!1}i=m.b r=b0.ch -b0.aKj(r,k,m,o,l,n) +b0.aKZ(r,k,m,o,l,n) q=k.d h=o+1 h=hk*k)return +n.u(q) +n.aq(0,p) +if(n.bI(n)>k*k)return if(b.r){n=d.dy -n.q(p) -n.am(0,b.e) -s.q(p) -s.am(0,q) -if(n.bL(s)>0)return}i[0]=0 +n.u(p) +n.aq(0,b.e) +s.u(p) +s.aq(0,q) +if(n.bI(s)>0)return}i[0]=0 i[2]=0 a.e=1 -a.d=B.j5 -a.b.cH() -a.c.q(p) +a.d=B.j8 +a.b.cE() +a.c.u(p) s=a.a -s[0].d.dS(0,j) -s[0].a.q(r) +s[0].d.dL(0,j) +s[0].a.u(r) return}if(m<=0){n=d.d -n.q(q) -n.am(0,o) -if(n.bL(n)>k*k)return +n.u(q) +n.aq(0,o) +if(n.bI(n)>k*k)return if(b.w){h=d.dy -h.q(b.f) -h.am(0,o) -s.q(q) -s.am(0,o) -if(h.bL(s)>0)return}i[0]=1 +h.u(b.f) +h.aq(0,o) +s.u(q) +s.aq(0,o) +if(h.bI(s)>0)return}i[0]=1 i[2]=0 a.e=1 -a.d=B.j5 -a.b.cH() -a.c.q(o) +a.d=B.j8 +a.b.cE() +a.c.u(o) s=a.a -s[0].d.dS(0,j) -s[0].a.q(r) -return}g=n.bL(n) +s[0].d.dL(0,j) +s[0].a.u(r) +return}g=n.bI(n) f=d.fr -f.q(p) -f.al(0,m) -s.q(o) -s.al(0,l) -f.C(0,s) -f.al(0,1/g) +f.u(p) +f.ap(0,m) +s.u(o) +s.ap(0,l) +f.D(0,s) +f.ap(0,1/g) e=d.d -e.q(q) -e.am(0,f) -if(e.bL(e)>k*k)return +e.u(q) +e.aq(0,f) +if(e.bI(e)>k*k)return f=d.r n=n.a f.sL(0,-n[1]) -f.sK(0,n[0]) -s.q(q) -s.am(0,p) -if(f.bL(s)<0){s=f.a -f.t(-s[0],-s[1])}f.e1(0) +f.sM(0,n[0]) +s.u(q) +s.aq(0,p) +if(f.bI(s)<0){s=f.a +f.t(-s[0],-s[1])}f.dW(0) i[0]=0 i[2]=1 a.e=1 -a.d=B.dQ -a.b.q(f) -a.c.q(p) +a.d=B.dS +a.b.u(f) +a.c.u(p) s=a.a -s[0].d.dS(0,j) -s[0].a.q(r)}} -A.awK.prototype={ -a7i(b2,b3,b4,b5,b6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this,b1=b0.b -b1.dS(0,A.biV(b4,b6)) +s[0].d.dL(0,j) +s[0].a.u(r)}} +A.axR.prototype={ +a7S(b2,b3,b4,b5,b6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this,b1=b0.b +b1.dL(0,A.bk1(b4,b6)) s=b0.c -s.q(A.cS(b1,b5.c)) +s.u(A.cV(b1,b5.c)) b0.d=b3.e b0.e=b3.c r=b3.d @@ -130946,38 +132251,38 @@ b0.r=b3.f q=b3.r p=b3.w o=b0.CW -o.q(r) -o.am(0,b0.e) -o.e1(0) +o.u(r) +o.aq(0,b0.e) +o.dW(0) r=b0.x n=o.a r.t(n[1],-n[0]) n=b0.cx -n.q(s) -n.am(0,b0.e) -m=r.bL(n) +n.u(s) +n.aq(0,b0.e) +m=r.bI(n) if(q){l=b0.cy -l.q(b0.e) -l.am(0,b0.d) -l.e1(0) +l.u(b0.e) +l.aq(0,b0.d) +l.dW(0) k=b0.w j=l.a k.t(j[1],-j[0]) -i=l.bM(o)>=0 -n.q(s) -n.am(0,b0.d) -h=k.bL(n)}else{h=0 +i=l.bK(o)>=0 +n.u(s) +n.aq(0,b0.d) +h=k.bI(n)}else{h=0 i=!1}if(p){l=b0.db -l.q(b0.r) -l.am(0,b0.f) -l.e1(0) +l.u(b0.r) +l.aq(0,b0.f) +l.dW(0) k=b0.y j=l.a k.t(j[1],-j[0]) -g=o.bM(l)>0 -n.q(s) -n.am(0,b0.f) -f=k.bL(n)}else{f=0 +g=o.bK(l)>0 +n.u(s) +n.aq(0,b0.f) +f=k.bI(n)}else{f=0 g=!1}if(q&&p)if(i&&g){s=h>=0||m>=0||f>=0 b0.ch=s o=b0.z @@ -130985,18 +132290,18 @@ l=r.a k=b0.at j=b0.ax if(s){o.sL(0,l[0]) -o.sK(0,l[1]) +o.sM(0,l[1]) s=b0.w.a k.sL(0,s[0]) -k.sK(0,s[1]) +k.sM(0,s[1]) s=b0.y.a j.sL(0,s[0]) -j.sK(0,s[1])}else{o.sL(0,-l[0]) -o.sK(0,-l[1]) +j.sM(0,s[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) k.sL(0,-l[0]) -k.sK(0,-l[1]) +k.sM(0,-l[1]) j.sL(0,-l[0]) -j.sK(0,-l[1])}}else if(i){if(!(h>=0))s=m>=0&&f>=0 +j.sM(0,-l[1])}}else if(i){if(!(h>=0))s=m>=0&&f>=0 else s=!0 b0.ch=s o=b0.z @@ -131004,18 +132309,18 @@ l=r.a k=b0.at j=b0.ax if(s){o.sL(0,l[0]) -o.sK(0,l[1]) +o.sM(0,l[1]) s=b0.w.a k.sL(0,s[0]) -k.sK(0,s[1]) +k.sM(0,s[1]) j.sL(0,l[0]) -j.sK(0,l[1])}else{o.sL(0,-l[0]) -o.sK(0,-l[1]) +j.sM(0,l[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) s=b0.y.a k.sL(0,-s[0]) -k.sK(0,-s[1]) +k.sM(0,-s[1]) j.sL(0,-l[0]) -j.sK(0,-l[1])}}else if(g){if(!(f>=0))s=h>=0&&m>=0 +j.sM(0,-l[1])}}else if(g){if(!(f>=0))s=h>=0&&m>=0 else s=!0 b0.ch=s o=b0.z @@ -131023,159 +132328,159 @@ l=r.a k=b0.at j=b0.ax if(s){o.sL(0,l[0]) -o.sK(0,l[1]) +o.sM(0,l[1]) k.sL(0,l[0]) -k.sK(0,l[1]) +k.sM(0,l[1]) s=b0.y.a j.sL(0,s[0]) -j.sK(0,s[1])}else{o.sL(0,-l[0]) -o.sK(0,-l[1]) +j.sM(0,s[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) k.sL(0,-l[0]) -k.sK(0,-l[1]) +k.sM(0,-l[1]) s=b0.w.a j.sL(0,-s[0]) -j.sK(0,-s[1])}}else{s=h>=0&&m>=0&&f>=0 +j.sM(0,-s[1])}}else{s=h>=0&&m>=0&&f>=0 b0.ch=s o=b0.z l=r.a k=b0.at j=b0.ax if(s){o.sL(0,l[0]) -o.sK(0,l[1]) +o.sM(0,l[1]) k.sL(0,l[0]) -k.sK(0,l[1]) +k.sM(0,l[1]) j.sL(0,l[0]) -j.sK(0,l[1])}else{o.sL(0,-l[0]) -o.sK(0,-l[1]) +j.sM(0,l[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) s=b0.y.a k.sL(0,-s[0]) -k.sK(0,-s[1]) +k.sM(0,-s[1]) s=b0.w.a j.sL(0,-s[0]) -j.sK(0,-s[1])}}else if(q)if(i){s=h>=0||m>=0 +j.sM(0,-s[1])}}else if(q)if(i){s=h>=0||m>=0 b0.ch=s o=b0.z l=r.a k=b0.at j=b0.ax if(s){o.sL(0,l[0]) -o.sK(0,l[1]) +o.sM(0,l[1]) s=b0.w.a k.sL(0,s[0]) -k.sK(0,s[1]) +k.sM(0,s[1]) j.sL(0,-l[0]) -j.sK(0,-l[1])}else{o.sL(0,-l[0]) -o.sK(0,-l[1]) +j.sM(0,-l[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) k.sL(0,l[0]) -k.sK(0,l[1]) +k.sM(0,l[1]) j.sL(0,-l[0]) -j.sK(0,-l[1])}}else{s=h>=0&&m>=0 +j.sM(0,-l[1])}}else{s=h>=0&&m>=0 b0.ch=s o=b0.z l=r.a k=b0.at j=b0.ax if(s){o.sL(0,l[0]) -o.sK(0,l[1]) +o.sM(0,l[1]) k.sL(0,l[0]) -k.sK(0,l[1]) +k.sM(0,l[1]) j.sL(0,-l[0]) -j.sK(0,-l[1])}else{o.sL(0,-l[0]) -o.sK(0,-l[1]) +j.sM(0,-l[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) k.sL(0,l[0]) -k.sK(0,l[1]) +k.sM(0,l[1]) s=b0.w.a j.sL(0,-s[0]) -j.sK(0,-s[1])}}else if(p)if(g){s=m>=0||f>=0 +j.sM(0,-s[1])}}else if(p)if(g){s=m>=0||f>=0 b0.ch=s o=b0.z l=r.a k=b0.at j=b0.ax if(s){o.sL(0,l[0]) -o.sK(0,l[1]) +o.sM(0,l[1]) k.sL(0,-l[0]) -k.sK(0,-l[1]) +k.sM(0,-l[1]) s=b0.y.a j.sL(0,s[0]) -j.sK(0,s[1])}else{o.sL(0,-l[0]) -o.sK(0,-l[1]) +j.sM(0,s[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) k.sL(0,-l[0]) -k.sK(0,-l[1]) +k.sM(0,-l[1]) j.sL(0,l[0]) -j.sK(0,l[1])}}else{s=m>=0&&f>=0 +j.sM(0,l[1])}}else{s=m>=0&&f>=0 b0.ch=s o=b0.z l=r.a k=b0.at j=b0.ax if(s){o.sL(0,l[0]) -o.sK(0,l[1]) +o.sM(0,l[1]) k.sL(0,-l[0]) -k.sK(0,-l[1]) +k.sM(0,-l[1]) j.sL(0,l[0]) -j.sK(0,l[1])}else{o.sL(0,-l[0]) -o.sK(0,-l[1]) +j.sM(0,l[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) s=b0.y.a k.sL(0,-s[0]) -k.sK(0,-s[1]) +k.sM(0,-s[1]) j.sL(0,l[0]) -j.sK(0,l[1])}}else{s=m>=0 +j.sM(0,l[1])}}else{s=m>=0 b0.ch=s o=b0.z l=r.a k=b0.at j=b0.ax if(s){o.sL(0,l[0]) -o.sK(0,l[1]) +o.sM(0,l[1]) k.sL(0,-l[0]) -k.sK(0,-l[1]) +k.sM(0,-l[1]) j.sL(0,-l[0]) -j.sK(0,-l[1])}else{o.sL(0,-l[0]) -o.sK(0,-l[1]) +j.sM(0,-l[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) k.sL(0,l[0]) -k.sK(0,l[1]) +k.sM(0,l[1]) j.sL(0,l[0]) -j.sK(0,l[1])}}s=b0.a +j.sM(0,l[1])}}s=b0.a o=b5.d s.c=o.length 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-cK(a,b){return this.EG(0)-b.EG(0)}, -$idi:1} -A.akW.prototype={ -dS(a,b){var s=this -s.a.q(b.a) -s.b.q(b.b) -s.c.q(b.c) +cH(a,b){return this.Eu(0)-b.Eu(0)}, +$idj:1} +A.alR.prototype={ +dL(a,b){var s=this +s.a.u(b.a) +s.b.u(b.b) +s.c.u(b.c) s.d=b.d s.e=b.e s.f=b.f}} -A.aMY.prototype={} -A.b0m.prototype={ -aQ8(a,b,a0,a1,a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this +A.aO1.prototype={} +A.b1i.prototype={ +aQL(a,b,a0,a1,a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this c.b=a.b for(s=c.a,r=a.c,q=a.d,p=b.a,o=a1.a,n=0;m=c.b,n1){e=a.a -d=c.Wy() +d=c.X3() if(d<0.5*e||2*e0)s.h8(1,a) -else s.h8(-1,a) +s.u(r[1].c) +s.aq(0,r[0].c) +a.u(r[0].c) +a.dt() +if(s.bK(a)>0)s.h7(1,a) +else s.h7(-1,a) return -default:a.cH() +default:a.cE() return}}, -Wi(a){var s,r,q,p=this -switch(p.b){case 0:a.cH() +WM(a){var s,r,q,p=this +switch(p.b){case 0:a.cE() return -case 1:a.q(p.a[0].c) +case 1:a.u(p.a[0].c) return case 2:s=p.e r=p.a -s.q(r[1].c) -s.al(0,r[1].d) +s.u(r[1].c) +s.ap(0,r[1].d) q=p.d -q.q(r[0].c) -q.al(0,r[0].d) -q.C(0,s) -a.q(q) +q.u(r[0].c) +q.ap(0,r[0].d) +q.D(0,s) +a.u(q) return -case 3:a.cH() +case 3:a.cE() return -default:a.cH() +default:a.cE() return}}, -aft(a,b){var s,r,q,p=this +ag4(a,b){var s,r,q,p=this switch(p.b){case 0:break case 1:s=p.a -a.q(s[0].a) -b.q(s[0].b) +a.u(s[0].a) +b.u(s[0].b) break case 2:s=p.d r=p.a -s.q(r[0].a) -s.al(0,r[0].d) -a.q(r[1].a) -a.al(0,r[1].d) -a.C(0,s) -s.q(r[0].b) -s.al(0,r[0].d) -b.q(r[1].b) -b.al(0,r[1].d) -b.C(0,s) +s.u(r[0].a) +s.ap(0,r[0].d) +a.u(r[1].a) +a.ap(0,r[1].d) +a.D(0,s) +s.u(r[0].b) +s.ap(0,r[0].d) +b.u(r[1].b) +b.ap(0,r[1].d) +b.D(0,s) break case 3:s=p.a -a.q(s[0].a) -a.al(0,s[0].d) +a.u(s[0].a) +a.ap(0,s[0].d) r=p.f -r.q(s[1].a) -r.al(0,s[1].d) +r.u(s[1].a) +r.ap(0,s[1].d) q=p.r -q.q(s[2].a) -q.al(0,s[2].d) -a.C(0,r) -a.C(0,q) -b.q(a) +q.u(s[2].a) +q.ap(0,s[2].d) +a.D(0,r) +a.D(0,q) +b.u(a) break default:break}}, -Wy(){var s,r,q,p=this +X3(){var s,r,q,p=this switch(p.b){case 0:return 0 case 1:return 0 case 2:s=p.a -return Math.sqrt(s[0].c.nt(s[1].c)) +return Math.sqrt(s[0].c.nm(s[1].c)) case 3:s=p.f r=p.a -s.q(r[1].c) -s.am(0,r[0].c) +s.u(r[1].c) +s.aq(0,r[0].c) q=p.r -q.q(r[2].c) -q.am(0,r[0].c) -return s.bM(q) +q.u(r[2].c) +q.aq(0,r[0].c) +return s.bK(q) default:return 0}}, -agE(){var s,r,q,p=this,o=p.a,n=o[0].c,m=o[1].c,l=p.c -l.q(m) -l.am(0,n) -s=-n.bL(l) +ahd(){var s,r,q,p=this,o=p.a,n=o[0].c,m=o[1].c,l=p.c +l.u(m) +l.aq(0,n) +s=-n.bI(l) if(s<=0){p.b=o[0].d=1 -return}r=m.bL(l) +return}r=m.bI(l) if(r<=0){l=o[1] p.b=l.d=1 -o[0].dS(0,l) +o[0].dL(0,l) return}q=1/(r+s) o[0].d=r*q o[1].d=s*q p.b=2}, -agF(){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3=this,a4=a3.y,a5=a3.a -a4.q(a5[0].c) +ahe(){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3=this,a4=a3.y,a5=a3.a +a4.u(a5[0].c) s=a3.z -s.q(a5[1].c) +s.u(a5[1].c) r=a3.Q -r.q(a5[2].c) +r.u(a5[2].c) q=a3.c -q.q(s) -q.am(0,a4) -p=a4.bL(q) -o=s.bL(q) +q.u(s) +q.aq(0,a4) +p=a4.bI(q) +o=s.bI(q) n=-p m=a3.w -m.q(r) -m.am(0,a4) -l=a4.bL(m) -k=r.bL(m) +m.u(r) +m.aq(0,a4) +l=a4.bI(m) +k=r.bI(m) j=-l i=a3.x -i.q(r) -i.am(0,s) -h=s.bL(i) -g=r.bL(i) +i.u(r) +i.aq(0,s) +h=s.bI(i) +g=r.bI(i) f=-h -e=q.bM(m) -d=e*s.bM(r) -c=e*r.bM(a4) -b=e*a4.bM(s) +e=q.bK(m) +d=e*s.bK(r) +c=e*r.bK(a4) +b=e*a4.bK(s) if(n<=0&&j<=0){a3.b=a5[0].d=1 return}if(o>0&&n>0&&b<=0){a=1/(o+n) a5[0].d=o*a @@ -131506,28 +132811,28 @@ a5[0].d=k*a0 a4=a5[2] a4.d=j*a0 a3.b=2 -a5[1].dS(0,a4) +a5[1].dL(0,a4) return}if(o<=0&&f<=0){a4=a5[1] a3.b=a4.d=1 -a5[0].dS(0,a4) +a5[0].dL(0,a4) return}if(k<=0&&g<=0){a4=a5[2] a3.b=a4.d=1 -a5[0].dS(0,a4) +a5[0].dL(0,a4) return}if(g>0&&f>0&&d<=0){a1=1/(g+f) a5[1].d=g*a1 a4=a5[2] a4.d=f*a1 a3.b=2 -a5[0].dS(0,a4) +a5[0].dL(0,a4) return}a2=1/(d+c+b) a5[0].d=d*a2 a5[1].d=c*a2 a5[2].d=b*a2 a3.b=3}} -A.avV.prototype={ -tu(a,b,c){var s,r,q,p,o,n,m=this +A.ax1.prototype={ +tk(a,b,c){var s,r,q,p,o,n,m=this switch(b.a.a){case 0:t.iX.a(b) -m.a[0].q(b.c) +m.a[0].u(b.c) m.b=1 m.c=b.b break @@ -131550,66 +132855,66 @@ o=c+1 if(oo){o=q s=r}}return s}} -A.avS.prototype={ -a7r(b0,b1,b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9=this -$.bey=$.bey+1 +A.awZ.prototype={ +a80(b0,b1,b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9=this +$.bfy=$.bfy+1 s=b2.a r=b2.b q=b2.c p=b2.d o=a9.a -o.aQ8(b1,s,q,r,p) +o.aQL(b1,s,q,r,p) n=o.a m=a9.d -o.Wi(m) -m.gd1() +o.WM(m) +m.gcU() for(l=a9.b,k=a9.c,j=a9.f,i=q.b,h=a9.e,g=j.a,f=s.a,e=p.b,d=r.a,c=0;c<20;){b=o.b for(a=0;ak&&o>11920928955078125e-23){b0.c=o-k o=a9.r -o.q(l) -o.am(0,m) -o.e1(0) -j.q(o) -j.al(0,a7) -m.C(0,j) -j.q(o) -j.al(0,a8) -l.am(0,j)}else{m.C(0,l) -m.al(0,0.5) -l.q(m) +o.u(l) +o.aq(0,m) +o.dW(0) +j.u(o) +j.ap(0,a7) +m.D(0,j) +j.u(o) +j.ap(0,a8) +l.aq(0,j)}else{m.D(0,l) +m.ap(0,0.5) +l.u(m) b0.c=0}}}} -A.avT.prototype={} -A.avU.prototype={} -A.Mp.prototype={ -W(){return"ManifoldType."+this.b}} -A.aEm.prototype={ -dS(a,b){var s,r,q,p,o,n,m,l=this +A.ax_.prototype={} +A.ax0.prototype={} +A.MJ.prototype={ +V(){return"ManifoldType."+this.b}} +A.aFr.prototype={ +dL(a,b){var s,r,q,p,o,n,m,l=this for(s=l.a,r=b.a,q=0;q0){o=s[a-1].a p.sL(0,o[0]) -p.sK(0,o[1]) +p.sM(0,o[1]) m.r=!0}else{o=n.d.a p.sL(0,o[0]) -p.sK(0,o[1]) +p.sM(0,o[1]) m.r=n.f}p=m.f if(ai?k:i) -f.sK(0,j>h?j:h)}, -Ir(a,b){a.a=0 -a.b.cH() +f.sM(0,j>h?j:h)}, +Ic(a,b){a.a=0 +a.b.cE() a.c=0}, -el(a){var s=this,r=A.bdT() -r.aIm(s.c) -r.d.q(s.d) -r.e.q(s.e) +ec(a){var s=this,r=A.beT() +r.aIZ(s.c) +r.d.u(s.d) +r.e.u(s.e) r.f=s.f r.r=s.r return r}, -aIr(a){var s,r,q=this,p=q.c -B.b.H(p,new A.U(a,new A.at4(),A.a6(a).h("U<1,a>"))) -q.a6_(p) +aJ3(a){var s,r,q=this,p=q.c +B.b.I(p,new A.S(a,new A.aue(),A.a6(a).h("S<1,a>"))) +q.a6u(p) s=p[0] r=new A.a(new Float64Array(2)) -r.q(s) +r.u(s) p.push(r) -q.d.q(p[p.length-2]) +q.d.u(p[p.length-2]) q.f=!0 -q.e.q(p[1]) +q.e.u(p[1]) q.f=q.r=!0}, -aIm(a){var s=this,r=s.c -B.b.H(r,new A.U(a,new A.at3(),A.a6(a).h("U<1,a>"))) -s.a6_(r) -s.d.cH() -s.e.cH() +aIZ(a){var s=this,r=s.c +B.b.I(r,new A.S(a,new A.aud(),A.a6(a).h("S<1,a>"))) +s.a6u(r) +s.d.cE() +s.e.cE() s.r=s.f=!1}, -a6_(a){var s -for(s=1;s0){e=1/f -a1.sL(0,B.c.a_(e,l)) -a1.sK(0,B.c.a_(e,k))}else{a1.sL(0,0) -a1.sK(0,0)}return f}, -yT(a3,a4,a5,a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=a5.b,b=a4.a.a,a=b[0],a0=a5.a.a,a1=a0[0],a2=a-a1 +a1.sL(0,B.c.a1(e,l)) +a1.sM(0,B.c.a1(e,k))}else{a1.sL(0,0) +a1.sM(0,0)}return f}, +yB(a3,a4,a5,a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=a5.b,b=a4.a.a,a=b[0],a0=a5.a.a,a1=a0[0],a2=a-a1 b=b[1] a0=a0[1] s=b-a0 @@ -131903,7 +133208,7 @@ a1=b[0] l=new Float64Array(2) k=new A.a(l) k.t(q-a0,o-a1) -k.e1(0) +k.dW(0) a1=a[0] a=a[1] o=l[0] @@ -131924,9 +133229,9 @@ b=a3.a a=c.b a0=c.a*a0 if(j>0){b.sL(0,-a*o+a0) -b.sK(0,-c.a*l[0]-c.b*l[1])}else{b.sL(0,a*o-a0) -b.sK(0,c.a*l[0]+c.b*l[1])}return!0}, -xs(a,b,c){var s,r,q,p,o,n,m=this,l=a.a,k=a.b,j=b.b,i=j.b,h=m.c.a,g=h[0],f=j.a +b.sM(0,-c.a*l[0]-c.b*l[1])}else{b.sL(0,a*o-a0) +b.sM(0,c.a*l[0]+c.b*l[1])}return!0}, +xc(a,b,c){var s,r,q,p,o,n,m=this,l=a.a,k=a.b,j=b.b,i=j.b,h=m.c.a,g=h[0],f=j.a h=h[1] s=b.a.a r=s[0] @@ -131939,53 +133244,53 @@ h=h[1] o=i*g-f*h+r n=f*g+i*h+s l.sL(0,qo?q:o) -k.sK(0,p>n?p:n) +k.sM(0,p>n?p:n) i=l.a l.sL(0,i[0]-m.b) -l.sK(0,i[1]-m.b) +l.sM(0,i[1]-m.b) i=k.a k.sL(0,i[0]+m.b) -k.sK(0,i[1]+m.b)}, -Ir(a,b){var s +k.sM(0,i[1]+m.b)}, +Ic(a,b){var s a.a=0 s=a.b -s.q(this.c) -s.C(0,this.d) -s.al(0,0.5) +s.u(this.c) +s.D(0,this.d) +s.ap(0,0.5) a.c=0}, -el(a){var s=this,r=A.awL() +ec(a){var s=this,r=A.axS() r.b=s.b r.r=s.r r.w=s.w -r.e.q(s.e) -r.c.q(s.c) -r.d.q(s.d) -r.f.q(s.f) +r.e.u(s.e) +r.c.u(s.c) +r.d.u(s.d) +r.f.u(s.f) return r}} -A.aEx.prototype={} -A.a5G.prototype={ -el(a){var s=this,r=A.mG() -r.c.q(s.c) -B.b.ac(s.e,new A.aIn(r)) -B.b.ac(s.d,new A.aIo(r)) +A.aFC.prototype={} +A.a6l.prototype={ +ec(a){var s=this,r=A.mU() +r.c.u(s.c) +B.b.am(s.e,new A.aJs(r)) +B.b.am(s.d,new A.aJt(r)) r.b=s.b return r}, -dS(a6,a7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5=this -if(a7.length<3){a5.mf(1,1) +dL(a6,a7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5=this +if(a7.length<3){a5.m8(1,1) return}s=t.d r=A.b([],s) for(q=a7.length,p=0;pa.gd1())b=i}if(!B.b.O(d,b))d.push(b) +if(a0===0&&o.gcU()>a.gcU())b=i}if(!B.b.N(d,b))d.push(b) if(!b.l(0,B.b.ga5(d))){c=b continue}else break}while(!0) s=a5.d -B.b.ak(s) -B.b.H(s,d) -B.b.ac(s,new A.aIp(a5)) +B.b.ao(s) +B.b.I(s,d) +B.b.am(s,new A.aJu(a5)) q=new Float64Array(2) a1=new A.a(q) for(l=a5.e,a2=0;a3=s.length,a20)return!1}return!0}, -xs(a,b,a0){var s,r,q,p,o,n,m,l,k,j=this,i=a.a,h=a.b,g=j.d,f=g[0],e=b.b,d=e.b,c=e.a +xc(a,b,a0){var s,r,q,p,o,n,m,l,k,j=this,i=a.a,h=a.b,g=j.d,f=g[0],e=b.b,d=e.b,c=e.a e=b.a.a s=e[0] r=e[1] e=f.a i.sL(0,d*e[0]-c*e[1]+s) -i.sK(0,c*e[0]+d*e[1]+r) +i.sM(0,c*e[0]+d*e[1]+r) e=i.a h.sL(0,e[0]) -h.sK(0,e[1]) +h.sM(0,e[1]) for(q=g.length,p=h.a,o=1;ol?n:l n=p[1] p[1]=n>k?n:k}i.sL(0,e[0]-j.b) -i.sK(0,e[1]-j.b) +i.sM(0,e[1]-j.b) h.sL(0,p[0]+j.b) -h.sK(0,p[1]+j.b)}, -BM(a9,b0,b1,b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6=a9.b,a7=a6.b,a8=a6.a +h.sM(0,p[1]+j.b)}, +Bz(a9,b0,b1,b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6=a9.b,a7=a6.b,a8=a6.a a6=a9.a.a -s=b0.gL(b0).Y(0,a6[0]) -r=b0.gK(b0).Y(0,a6[1]) -q=B.c.a_(a7,s)+B.c.a_(a8,r) -p=B.c.a_(-a8,s)+B.c.a_(a7,r) +s=b0.gL(b0).X(0,a6[0]) +r=b0.gM(b0).X(0,a6[1]) +q=B.c.a1(a7,s)+B.c.a1(a8,r) +p=B.c.a1(-a8,s)+B.c.a1(a7,r) for(a6=this.d,o=a6.length,n=this.e,m=p,l=q,k=-17976931348623157e292,j=0;ja4){a=a4 a0=a3 a1=a2}}a5=Math.sqrt(a) b2.sL(0,a7*a1-a8*a0) -b2.sK(0,a8*a1+a7*a0) -b2.e1(0)}else{b2.sL(0,a7*l-a8*m) -b2.sK(0,a8*l+a7*m) +b2.sM(0,a8*a1+a7*a0) +b2.dW(0)}else{b2.sL(0,a7*l-a8*m) +b2.sM(0,a8*l+a7*m) a5=k}return a5}, -yT(a4,a5,a6,a7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1=a6.b,a2=a1.b,a3=a1.a +yB(a4,a5,a6,a7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1=a6.b,a2=a1.b,a3=a1.a a1=a5.a.a s=a1[0] r=a6.a.a @@ -132172,10 +133477,10 @@ if(j=0){a4.b=i a0=a4.a a1=r[h].a a0.sL(0,a2*a1[0]-a3*a1[1]) -a0.sK(0,a3*a1[0]+a2*a1[1]) +a0.sM(0,a3*a1[0]+a2*a1[1]) return!0}return!1}, -aHo(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g=this.c -g.cH() +aI0(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g=this.c +g.cE() s=new Float64Array(2) r=new A.a(s) q=new Float64Array(2) @@ -132187,22 +133492,22 @@ j=li){b0.a=B.a5T +break}a2=k.aL_(j,a0) +if(a2>i){b0.a=B.a64 b0.b=o a=!0 break}if(a2>h){d=a0 a=!1 -break}a3=k.oD(0,j[0],j[1],d) -if(a3n){a5=a7 a3=a8}else{a4=a7 -a2=a8}if(a6===50)break}$.biM=Math.max($.biM,a6);++a1 +a2=a8}if(a6===50)break}$.bjT=Math.max($.bjT,a6);++a1 if(a1===8||a6===50){a=!1 break}}++c -$.biK=$.biK+1 +$.bjR=$.bjR+1 if(a)break -if(c===20){b0.a=B.Eg +if(c===20){b0.a=B.Eh b0.b=d -break}}$.biL=Math.max($.biL,c)}} -A.Ps.prototype={ -W(){return"SeparationFunctionType."+this.b}} -A.aMu.prototype={ -aMv(a,b,c,a0,a1,a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this +break}}$.bjS=Math.max($.bjS,c)}} +A.PL.prototype={ +V(){return"SeparationFunctionType."+this.b}} +A.aNy.prototype={ +aN6(a,b,c,a0,a1,a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this d.a=c d.b=a1 s=b.b d.f=a0 d.r=a2 r=d.CW -a0.qD(r,a3) +a0.qv(r,a3) q=d.cx -a2.qD(q,a3) -if(s===1){d.c=B.a3f +a2.qv(q,a3) +if(s===1){d.c=B.a3o a3=d.w -a3.q(c.a[b.c[0]]) +a3.u(c.a[b.c[0]]) p=d.x -p.q(a1.a[b.d[0]]) +p.u(a1.a[b.d[0]]) o=d.y -o.q(A.cS(r,a3)) +o.u(A.cV(r,a3)) a3=d.z -a3.q(A.cS(q,p)) +a3.u(A.cV(q,p)) p=d.e -p.q(a3) -p.am(0,o) -return p.e1(0)}else{a3=b.c +p.u(a3) +p.aq(0,o) +return p.dW(0)}else{a3=b.c p=a3[0] o=b.d n=a1.a @@ -132351,195 +133656,195 @@ j=d.d i=d.z h=c.a g=d.y -if(p===a3[1]){d.c=B.a3h +if(p===a3[1]){d.c=B.a3q p=d.ax -p.q(n[o[0]]) +p.u(n[o[0]]) f=d.ay -f.q(n[o[1]]) -m.q(f) -m.am(0,p) -m.h8(-1,l) -l.e1(0) -k.q(A.c5(q.b,l)) -j.q(p) -j.C(0,f) -j.al(0,0.5) -i.q(A.cS(q,j)) +f.u(n[o[1]]) +m.u(f) +m.aq(0,p) +m.h7(-1,l) +l.dW(0) +k.u(A.ca(q.b,l)) +j.u(p) +j.D(0,f) +j.ap(0,0.5) +i.u(A.cV(q,j)) j=d.w -j.q(h[a3[0]]) -g.q(A.cS(r,j)) -m.q(g) -m.am(0,i) -e=m.bL(k) -if(e<0){l.dE() -e=-e}return e}else{d.c=B.a3g +j.u(h[a3[0]]) +g.u(A.cV(r,j)) +m.u(g) +m.aq(0,i) +e=m.bI(k) +if(e<0){l.dt() +e=-e}return e}else{d.c=B.a3p f=d.Q -f.q(h[p]) +f.u(h[p]) p=d.as -p.q(h[a3[1]]) -m.q(p) -m.am(0,f) -m.h8(-1,l) -l.e1(0) -k.q(A.c5(r.b,l)) -j.q(f) -j.C(0,p) -j.al(0,0.5) -g.q(A.cS(r,j)) +p.u(h[a3[1]]) +m.u(p) +m.aq(0,f) +m.h7(-1,l) +l.dW(0) +k.u(A.ca(r.b,l)) +j.u(f) +j.D(0,p) +j.ap(0,0.5) +g.u(A.cV(r,j)) j=d.x -j.q(n[o[0]]) -i.q(A.cS(q,j)) -m.q(i) -m.am(0,g) -e=m.bL(k) -if(e<0){l.dE() +j.u(n[o[0]]) +i.u(A.cV(q,j)) +m.u(i) +m.aq(0,g) +e=m.bI(k) +if(e<0){l.dt() e=-e}return e}}}, -aKk(a,b){var s,r,q,p,o,n=this,m=n.f +aL_(a,b){var s,r,q,p,o,n=this,m=n.f m===$&&A.c() s=n.CW -m.qD(s,b) +m.qv(s,b) m=n.r m===$&&A.c() r=n.cx -m.qD(r,b) +m.qv(r,b) m=n.c m===$&&A.c() switch(m.a){case 0:m=n.cy q=n.e -m.q(A.rD(s.b,q)) +m.u(A.rL(s.b,q)) p=n.db -q.dE() -p.q(A.rD(r.b,q)) -q.dE() +q.dt() +p.u(A.rL(r.b,q)) +q.dt() o=n.a o===$&&A.c() -a[0]=o.vQ(m) +a[0]=o.vA(m) m=n.b m===$&&A.c() -a[1]=m.vQ(p) +a[1]=m.vA(p) p=n.w -p.q(n.a.a[a[0]]) +p.u(n.a.a[a[0]]) m=n.x -m.q(n.b.a[a[1]]) +m.u(n.b.a[a[1]]) o=n.y -o.q(A.cS(s,p)) +o.u(A.cV(s,p)) p=n.z -p.q(A.cS(r,m)) -p.am(0,o) -return p.bL(q) +p.u(A.cV(r,m)) +p.aq(0,o) +return p.bI(q) case 1:m=n.at -m.q(A.c5(s.b,n.e)) +m.u(A.ca(s.b,n.e)) q=n.y -q.q(A.cS(s,n.d)) +q.u(A.cV(s,n.d)) s=n.db -m.dE() -s.q(A.rD(r.b,m)) -m.dE() +m.dt() +s.u(A.rL(r.b,m)) +m.dt() a[0]=-1 p=n.b p===$&&A.c() -s=p.vQ(s) +s=p.vA(s) a[1]=s p=n.x -p.q(n.b.a[s]) +p.u(n.b.a[s]) s=n.z -s.q(A.cS(r,p)) -s.am(0,q) -return s.bL(m) +s.u(A.cV(r,p)) +s.aq(0,q) +return s.bI(m) case 2:m=n.at -m.q(A.c5(r.b,n.e)) +m.u(A.ca(r.b,n.e)) q=n.z -q.q(A.cS(r,n.d)) +q.u(A.cV(r,n.d)) r=n.cy -m.dE() -r.q(A.rD(s.b,m)) -m.dE() +m.dt() +r.u(A.rL(s.b,m)) +m.dt() a[1]=-1 p=n.a p===$&&A.c() -r=p.vQ(r) +r=p.vA(r) a[0]=r p=n.w -p.q(n.a.a[r]) +p.u(n.a.a[r]) r=n.y -r.q(A.cS(s,p)) -r.am(0,q) -return r.bL(m) +r.u(A.cV(s,p)) +r.aq(0,q) +return r.bI(m) default:a[0]=-1 a[1]=-1 return 0}}, -oD(a,b,c,d){var s,r,q,p,o=this,n=o.f +oA(a,b,c,d){var s,r,q,p,o=this,n=o.f n===$&&A.c() s=o.CW -n.qD(s,d) +n.qv(s,d) n=o.r n===$&&A.c() r=o.cx -n.qD(r,d) +n.qv(r,d) n=o.c n===$&&A.c() switch(n.a){case 0:n=o.w q=o.a q===$&&A.c() -n.q(q.a[b]) +n.u(q.a[b]) q=o.x p=o.b p===$&&A.c() -q.q(p.a[c]) +q.u(p.a[c]) p=o.y -p.q(A.cS(s,n)) +p.u(A.cV(s,n)) n=o.z -n.q(A.cS(r,q)) -n.am(0,p) -return n.bL(o.e) +n.u(A.cV(r,q)) +n.aq(0,p) +return n.bI(o.e) case 1:n=o.at -n.q(A.c5(s.b,o.e)) +n.u(A.ca(s.b,o.e)) q=o.y -q.q(A.cS(s,o.d)) +q.u(A.cV(s,o.d)) s=o.x p=o.b p===$&&A.c() -s.q(p.a[c]) +s.u(p.a[c]) p=o.z -p.q(A.cS(r,s)) -p.am(0,q) -return p.bL(n) +p.u(A.cV(r,s)) +p.aq(0,q) +return p.bI(n) case 2:n=o.at -n.q(A.c5(r.b,o.e)) +n.u(A.ca(r.b,o.e)) q=o.z -q.q(A.cS(r,o.d)) +q.u(A.cV(r,o.d)) r=o.w p=o.a p===$&&A.c() -r.q(p.a[b]) +r.u(p.a[b]) p=o.y -p.q(A.cS(s,r)) -p.am(0,q) -return p.bL(n) +p.u(A.cV(s,r)) +p.aq(0,q) +return p.bI(n) default:return 0}}} -A.aRW.prototype={ -aMu(a5,a6,a7,a8,a9,b0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this +A.aT6.prototype={ +aN5(a5,a6,a7,a8,a9,b0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this if(a6.e===0)return switch(a6.d.a){case 0:s=a4.d r=a4.e q=a4.a q.sL(0,1) -q.sK(0,0) +q.sM(0,0) p=a7.b o=a6.c.a n=a7.a.a s.sL(0,p.b*o[0]-p.a*o[1]+n[0]) -s.sK(0,p.a*o[0]+p.b*o[1]+n[1]) +s.sM(0,p.a*o[0]+p.b*o[1]+n[1]) n=a9.b o=a6.a[0].a.a p=a9.a.a r.sL(0,n.b*o[0]-n.a*o[1]+p[0]) -r.sK(0,n.a*o[0]+n.b*o[1]+p[1]) -if(s.nt(r)>14210854715202004e-30){p=r.a +r.sM(0,n.a*o[0]+n.b*o[1]+p[1]) +if(s.nm(r)>14210854715202004e-30){p=r.a o=s.a q.sL(0,p[0]-o[0]) -q.sK(0,p[1]-o[1]) -q.e1(0)}q=q.a +q.sM(0,p[1]-o[1]) +q.dW(0)}q=q.a p=q[0] o=s.a m=p*a8+o[0] @@ -132550,14 +133855,14 @@ k=-p*b0+o[0] j=-n*b0+o[1] o=a4.b o[0].sL(0,(m+k)*0.5) -o[0].sK(0,(l+j)*0.5) +o[0].sM(0,(l+j)*0.5) a4.c[0]=(k-m)*q[0]+(j-l)*q[1] break case 1:i=a4.d q=a4.a -q.q(A.c5(a7.b,a6.b)) -i.q(A.cS(a7,a6.c)) -for(p=a6.a,o=a4.e.a,n=i.a,q=q.a,h=a4.b,g=a4.c,f=0;f0)s.aQJ() +d.aJ4(r.a,s.d)}s.Q.push(d) +if(d.a>0)s.aRl() s.z.a|=1 return d}, -a8_(a,b){var s=A.j9(a,0,0,!1,0,null) +a8y(a,b){var s=A.jh(a,0,0,!1,0,null) s.e=b -return this.hN(s)}, -saaT(a,b){if(this.a===B.W)return -if(b.bL(b)>0)this.fp(!0) -this.r.q(b)}, -sI2(a,b){if(this.a===B.W)return +return this.hJ(s)}, +sabx(a,b){if(this.a===B.X)return +if(b.bI(b)>0)this.fp(!0) +this.r.u(b)}, +sHN(a,b){if(this.a===B.X)return if(b*b>0)this.fp(!0) this.w=b}, -a6J(a){var s,r,q,p=this,o=p.f.c -p.ao2(a) +a7d(a){var s,r,q,p=this,o=p.f.c +p.aoD(a) s=o.a r=o.a q=a.a p.y=p.y+((s[0]-r[0])*q[1]-(s[1]-r[1])*q[0])}, -ao2(a){var s,r,q,p=this -if(p.a!==B.N)return +aoD(a){var s,r,q,p=this +if(p.a!==B.O)return if((p.b&2)!==2)p.fp(!0) s=p.x r=s.a q=a.a s.sL(0,r[0]+q[0]) -s.sK(0,r[1]+q[1])}, -aFV(a){var s=this -if(s.a!==B.N)return +s.sM(0,r[1]+q[1])}, +aGz(a){var s=this +if(s.a!==B.O)return if((s.b&2)!==2)s.fp(!0) s.y+=a}, -xa(a,b){var s,r,q,p=this -if(p.a!==B.N)return +wT(a,b){var s,r,q,p=this +if(p.a!==B.O)return if(b==null)b=p.f.c if((p.b&2)!==2)p.fp(!0) -p.saaT(0,p.r.X(0,a.a_(0,p.ay))) +p.sabx(0,p.r.W(0,a.a1(0,p.ay))) s=b.a r=p.f.c.a q=a.a p.w=p.w+p.CW*((s[0]-r[0])*q[1]-(s[1]-r[1])*q[0])}, -ud(a){return this.xa(a,null)}, -a6I(a){var s=this -if(s.a!==B.N)return +u2(a){return this.wT(a,null)}, +a7c(a){var s=this +if(s.a!==B.O)return if((s.b&2)!==2)s.fp(!0) s.w=s.w+s.CW*a}, -Wq(){var s=this.ch,r=this.ax,q=this.f.a.a,p=q[0] +WV(){var s=this.ch,r=this.ax,q=this.f.a.a,p=q[0] q=q[1] return s+r*(p*p+q*q)}, -aQJ(){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=this +aRl(){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=this e.CW=e.ch=e.ay=e.ax=0 s=e.f r=s.a -r.cH() +r.cE() q=e.a -if(q===B.W||q===B.qU){r=e.d.a -s.b.q(r) -s.c.q(r) +if(q===B.X||q===B.qX){r=e.d.a +s.b.u(r) +s.c.u(r) s.d=s.e return}p=new A.a(new Float64Array(2)) q=new Float64Array(2) @@ -132727,43 +134032,43 @@ h=i.a if(h===0)continue g=i.c g===$&&A.c() -g.Ir(n,h) +g.Ic(n,h) h=e.ax g=n.a e.ax=h+g q[1]=k[1] q[0]=k[0] -o.al(0,g) -p.C(0,o) +o.ap(0,g) +p.D(0,o) e.ch=e.ch+n.c}q=e.ax if(q>0){q=1/q e.ay=q -p.al(0,q)}else e.ay=e.ax=1 +p.ap(0,q)}else e.ay=e.ax=1 q=e.ch -if(q>0&&(e.b&16)===0){q-=e.ax*p.bL(p) +if(q>0&&(e.b&16)===0){q-=e.ax*p.bI(p) e.ch=q e.CW=1/q}else e.CW=e.ch=0 q=s.c f=new A.a(new Float64Array(2)) -f.q(q) -r.q(p) +f.u(q) +r.u(p) s=s.b -s.q(A.cS(e.d,r)) -q.q(s) -o.q(q) -o.am(0,f) -o.h8(e.w,f) -e.r.C(0,f)}, +s.u(A.cV(e.d,r)) +q.u(s) +o.u(q) +o.aq(0,f) +o.h7(e.w,f) +e.r.D(0,f)}, fp(a){var s,r=this if(a){s=r.b if((s&2)===0){r.b=s|2 r.dy=0}}else{r.b&=4294967293 r.dy=0 -r.r.cH() +r.r.cE() r.w=0 -r.x.cH() +r.x.cE() r.y=0}}, -YH(){var s,r,q,p,o,n=this,m=n.fy,l=m.b,k=n.f +Za(){var s,r,q,p,o,n=this,m=n.fy,l=m.b,k=n.f l.a=Math.sin(k.d) s=Math.cos(k.d) l.b=s @@ -132771,12 +134076,12 @@ r=m.a q=k.b.a k=k.a.a r.sL(0,q[0]-s*k[0]+l.a*k[1]) -r.sK(0,q[1]-l.a*k[0]-l.b*k[1]) +r.sM(0,q[1]-l.a*k[0]-l.b*k[1]) for(l=n.Q,k=l.length,s=n.z,r=n.d,p=0;p0&&!q.x&&!p.x){s.fp(!0) r.fp(!0)}}, -aH7(){var s,r,q,p,o,n,m,l,k,j,i,h,g=this,f=A.b([],t.f) +aHK(){var s,r,q,p,o,n,m,l,k,j,i,h,g=this,f=A.b([],t.c) for(s=g.b,r=s.length,q=g.a,p=0;pr?s:r}, a6(a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a=this,a0=a.at,a1=a.w -a0.dS(0,a1) +a0.dL(0,a1) s=a.a|=4 r=(s&2)===2 s=a.b @@ -132901,38 +134206,38 @@ if(n){s=s.c s===$&&A.c() p=p.c p===$&&A.c() -i=$.wT() +i=$.x0() h=i.a -h.a.tu(0,s,a.d) -h.b.tu(0,p,a.e) -h.c.dS(0,k) -h.d.dS(0,j) +h.a.tk(0,s,a.d) +h.b.tk(0,p,a.e) +h.c.dL(0,k) +h.d.dL(0,j) h.e=!0 p=i.b p.b=0 i=i.c -$.bcz().a7r(i,p,h) +$.bdu().a80(i,p,h) g=i.c<0.0000011920928955078125 -a1.e=0}else{a.oD(0,a1,k,j) +a1.e=0}else{a.oA(0,a1,k,j) g=a1.e>0 for(s=a0.a,p=a1.a,f=0;f=-0.015}, -agS(d1,d2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9=this,d0=c9.d +ahr(d1,d2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9=this,d0=c9.d d0===$&&A.c() s=d0.length r=c9.e @@ -133478,7 +134783,7 @@ b5=a6[0] b6=o.a m[0]=b5-b3*a+b6*a0 m[1]=a6[1]-b6*a-b3*a0 -l.qe(0,g,r,p,b2) +l.q9(0,g,r,p,b2) b7=l.c b3=k[0] b8=b3-d[0] @@ -133487,7 +134792,7 @@ b9=b6-d[1] c0=b3-a6[0] c1=b6-a6[1] i=Math.min(i,b7) -c2=B.c.cq(0.2*(b7+0.005),-0.2,0) +c2=B.c.ca(0.2*(b7+0.005),-0.2,0) b6=j[1] b3=j[0] c3=b8*b6-b9*b3 @@ -133504,8 +134809,8 @@ a6[1]=a6[1]+c8*a4 b0+=a5*(c0*c8-c1*c7)}d=c9.b d[f].b=a8 d[e].b=b0}return i>=-0.0075}} -A.aIy.prototype={ -qe(a4,a5,a6,a7,a8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b=this,a=a6.b,a0=a7.b,a1=a5.a,a2=a1[a8],a3=a5.Q +A.aJD.prototype={ +q9(a4,a5,a6,a7,a8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b=this,a=a6.b,a0=a7.b,a1=a5.a,a2=a1[a8],a3=a5.Q a3===$&&A.c() switch(a3.a){case 0:s=a1[0] a1=a.b @@ -133528,18 +134833,18 @@ q=b.a a3=m-o q.sL(0,a3) p=l-n -q.sK(0,p) -q.e1(0) +q.sM(0,p) +q.dW(0) a1=b.b a1.sL(0,(o+m)*0.5) -a1.sK(0,(n+l)*0.5) +a1.sM(0,(n+l)*0.5) q=q.a b.c=a3*q[0]+p*q[1]-a5.as-a5.at break case 1:a1=b.a a3=a5.b.a a1.sL(0,a.b*a3[0]-a.a*a3[1]) -a1.sK(0,a.a*a3[0]+a.b*a3[1]) +a1.sM(0,a.a*a3[0]+a.b*a3[1]) a3=a.b r=a5.c.a q=r[0] @@ -133560,12 +134865,12 @@ a1=a1.a b.c=(d-(a3*q-p*r+j))*a1[0]+(c-(p*q+a3*r+k))*a1[1]-a5.as-a5.at a1=b.b a1.sL(0,d) -a1.sK(0,c) +a1.sM(0,c) break case 2:a1=b.a a3=a5.b.a a1.sL(0,a0.b*a3[0]-a0.a*a3[1]) -a1.sK(0,a0.a*a3[0]+a0.b*a3[1]) +a1.sM(0,a0.a*a3[0]+a0.b*a3[1]) a3=a0.b r=a5.c.a q=r[0] @@ -133586,46 +134891,46 @@ e=a1.a b.c=(d-(a3*q-p*r+j))*e[0]+(c-(p*q+a3*r+k))*e[1]-a5.as-a5.at k=b.b k.sL(0,d) -k.sK(0,c) +k.sM(0,c) a1.sL(0,e[0]*-1) -a1.sK(0,e[1]*-1) +a1.sM(0,e[1]*-1) break}}} -A.aaq.prototype={} -A.auJ.prototype={} -A.a05.prototype={ -oD(a,b,c,d){var s,r=$.wT(),q=this.b.c +A.abf.prototype={} +A.avQ.prototype={} +A.a0w.prototype={ +oA(a,b,c,d){var s,r=$.x0(),q=this.b.c q===$&&A.c() t.__.a(q) s=this.c.c s===$&&A.c() -r.a7j(b,q,c,t.iX.a(s),d)}} -A.a06.prototype={ -oD(a,b,c,d){var s,r=$.wT(),q=this.b.c +r.a7T(b,q,c,t.iX.a(s),d)}} +A.a0x.prototype={ +oA(a,b,c,d){var s,r=$.x0(),q=this.b.c q===$&&A.c() t.__.a(q) s=this.c.c s===$&&A.c() -r.fx.a7i(b,q,c,t.uC.a(s),d)}} -A.a5C.prototype={ -oD(a,b,c,d){var s,r=$.wT(),q=this.b.c +r.fx.a7S(b,q,c,t.uC.a(s),d)}} +A.a6h.prototype={ +oA(a,b,c,d){var s,r=$.x0(),q=this.b.c q===$&&A.c() t.uC.a(q) s=this.c.c s===$&&A.c() -r.aH9(b,q,c,t.iX.a(s),d)}} -A.a5D.prototype={ -oD(a,b,c,d){var s,r,q=$.wT(),p=this.b.c +r.aHM(b,q,c,t.iX.a(s),d)}} +A.a6i.prototype={ +oA(a,b,c,d){var s,r,q=$.x0(),p=this.b.c p===$&&A.c() s=t.uC s.a(p) r=this.c.c r===$&&A.c() -q.aHa(b,p,c,s.a(r),d)}} -A.rr.prototype={} -A.rZ.prototype={} -A.Dy.prototype={} -A.um.prototype={ -amT(a,b){var s,r,q,p,o,n=this +q.aHN(b,p,c,s.a(r),d)}} +A.rz.prototype={} +A.t9.prototype={} +A.DM.prototype={} +A.uv.prototype={ +anu(a,b){var s,r,q,p,o,n=this n.y=b.b n.d=b.c n.e=b.d @@ -133635,25 +134940,25 @@ s.a=r.a s.b=r.b s.c=r.c n.x=b.f -r=b.a.el(0) +r=b.a.ec(0) n.c=r -q=r.gow() +q=r.got() s=n.f r=s.length if(rd?e:d p[0]=r[0]-q[0] p[1]=r[1]-q[1] e=g.d -if(o.aO0(e,f,s))i.push(e)}}} -A.KY.prototype={} -A.a0I.prototype={} -A.ld.prototype={} -A.aCv.prototype={ -gr4(){var s=this.b,r=A.a6(s).h("U<1,rr>") -return A.ai(new A.U(s,new A.aCw(),r),!0,r.h("aA.E"))}, -gQT(){var s=this.b,r=A.a6(s).h("U<1,rZ>") -return A.ai(new A.U(s,new A.aCx(),r),!0,r.h("aA.E"))}, -agD(b0,b1,b2,b3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8=this,a9=b1.a +if(o.aOD(e,f,s))i.push(e)}}} +A.Lf.prototype={} +A.a18.prototype={} +A.ls.prototype={} +A.aDv.prototype={ +gqY(){var s=this.b,r=A.a6(s).h("S<1,rz>") +return A.ai(new A.S(s,new A.aDw(),r),!0,r.h("aF.E"))}, +gQP(){var s=this.b,r=A.a6(s).h("S<1,t9>") +return A.ai(new A.S(s,new A.aDx(),r),!0,r.h("aF.E"))}, +ahc(b0,b1,b2,b3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8=this,a9=b1.a for(s=a8.b,r=s.length,q=b2.a,p=0;p$.bd3()){a0=2/Math.sqrt(d) +if(d>$.bdZ()){a0=2/Math.sqrt(d) e[0]=e[0]*a0 e[1]=e[1]*a0}a1=a9*j -if(a1*a1>$.bd2())j*=1.5707963267948966/Math.abs(a1) +if(a1*a1>$.bdY())j*=1.5707963267948966/Math.abs(a1) d=g.a.a d[0]=d[0]+a9*e[0] d[1]=d[1]+a9*e[1] g.b=l+a9*j f.b=j}c=0 while(!0){if(!(c0.0012184696791468343)){q=n.r -q=q.bL(q)>0.0001}else q=!0}else q=!0 +q=q.bI(q)>0.0001}else q=!0}else q=!0 if(q){n.dy=0 a7=0}else{q=n.dy+=a9 -a7=Math.min(a7,q)}}if(a7>=0.5&&a2)B.b.ac(s,new A.aCy())}}, -agR(a1,a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=this +a7=Math.min(a7,q)}}if(a7>=0.5&&a2)B.b.am(s,new A.aDy())}}, +ahq(a1,a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=this for(s=a0.b,r=s.length,q=0;q$.bd3())e.al(0,2/Math.sqrt(m)) +if(m>$.bdZ())e.ap(0,2/Math.sqrt(m)) a=i*d -if(a*a>$.bd2())d*=1.5707963267948966/Math.abs(a) +if(a*a>$.bdY())d*=1.5707963267948966/Math.abs(a) m=h.a.a m[0]=m[0]+n[0]*i m[1]=m[1]+n[1]*i @@ -133884,9 +135189,9 @@ l.e=f l=o.r.a l[0]=n[0] l[1]=n[1] -o.sI2(0,d) -o.wg()}a0.ad_()}, -ad_(){var s,r,q,p,o,n,m,l,k,j,i,h,g=this +o.sHN(0,d) +o.w0()}a0.adC()}, +adC(){var s,r,q,p,o,n,m,l,k,j,i,h,g=this if(g.a==null)return s=g.c s===$&&A.c() @@ -133899,18 +135204,18 @@ for(;n0.04000000000000001)i.al(0,0.2/Math.sqrt(d)) +d=i.gcU() +if(d>0.04000000000000001)i.ap(0,0.2/Math.sqrt(d)) if(d>0.000025)g=!1 o=a[s[f].c].a.a o[0]=o[0]+p[0] o[1]=o[1]+p[1]}return g}, -nG(a){var s,r,q,p,o,n,m,l,k,j=this,i=a.c +nB(a){var s,r,q,p,o,n,m,l,k,j=this,i=a.c i===$&&A.c() s=a.b s===$&&A.c() r=j.w -q=A.my(r.length,new A.auB(j,s),t.yw) +q=A.mM(r.length,new A.avI(j,s),t.h) s=a.a s===$&&A.c() if(s.f){s=j.Q=j.Q*s.c @@ -134000,17 +135305,17 @@ n=n.ay k=q[o].a m[0]=l+n*k[1]*0.5*s m[1]=m[1]+n*-k[0]*0.5*s}}else j.Q=0}, -n9(a){var s=a.b +n1(a){var s=a.b s===$&&A.c() -return this.apz(s)}, -na(a){var s,r,q,p,o,n,m,l,k,j,i={} +return this.aq9(s)}, +n2(a){var s,r,q,p,o,n,m,l,k,j,i={} i.a=i.b=0 s=a.c s===$&&A.c() r=a.b r===$&&A.c() q=this.w -p=A.my(q.length,new A.auC(i,this,r,s),t.yw) +p=A.mM(q.length,new A.avJ(i,this,r,s),t.h) o=-2*i.b/i.a this.Q+=o for(r=q.length,n=0;n0.005){q=r.a p=1/e r.sL(0,q[0]*p) -r.sK(0,q[1]*p)}else r.t(0,0) -d=s.bM(r) -c=a6.bM(r) +r.sM(0,q[1]*p)}else r.t(0,0) +d=s.bK(r) +c=a6.bK(r) b=a5.db+a5.dy*d*d+a5.dx+a5.fr*c*c q=b!==0?1/b:0 a5.fx=q @@ -134137,20 +135442,20 @@ q===$&&A.c() if(q.f){a5.Q=a5.Q*q.c q=new Float64Array(2) a4=new A.a(q) -a4.q(r) -a4.al(0,a5.Q) +a4.u(r) +a4.ap(0,a5.Q) r=m.a m.sL(0,r[0]-a5.db*q[0]) -m.sK(0,r[1]-a5.db*q[1]) -l-=a5.dy*s.bM(a4) +m.sM(0,r[1]-a5.db*q[1]) +l-=a5.dy*s.bK(a4) s=i.a i.sL(0,s[0]+a5.dx*q[0]) -i.sK(0,s[1]+a5.dx*q[1]) -h+=a5.fr*a6.bM(a4)}else a5.Q=0 +i.sM(0,s[1]+a5.dx*q[1]) +h+=a5.fr*a6.bK(a4)}else a5.Q=0 a6=a7.c a6[a5.at].b=l a6[a5.ax].b=h}, -na(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this,b=a.c +n2(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this,b=a.c b===$&&A.c() s=b[c.at] r=s.a @@ -134161,14 +135466,14 @@ o=b.b n=new A.a(new Float64Array(2)) m=new A.a(new Float64Array(2)) b=c.ch -b.h8(q,n) -n.C(0,r) +b.h7(q,n) +n.D(0,r) s=c.CW -s.h8(o,m) -m.C(0,p) +s.h7(o,m) +m.D(0,p) l=c.ay -m.am(0,n) -k=l.bL(m) +m.aq(0,n) +k=l.bI(m) j=c.fx i=c.y h=c.z @@ -134180,14 +135485,14 @@ e=f*l[0] d=f*l[1] l=r.a r.sL(0,l[0]-c.db*e) -r.sK(0,l[1]-c.db*d) +r.sM(0,l[1]-c.db*d) l=c.dy b=b.a g=b[0] b=b[1] h=p.a p.sL(0,h[0]+c.dx*e) -p.sK(0,h[1]+c.dx*d) +p.sM(0,h[1]+c.dx*d) h=c.fr s=s.a i=s[0] @@ -134195,10 +135500,10 @@ s=s[1] j=a.c j[c.at].b=q-l*(g*d-b*e) j[c.ax].b=o+h*(i*d-s*e)}, -n9(a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1=this +n1(a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1=this if(a1.w>0)return!0 -s=new A.ab() -r=new A.ab() +s=new A.as() +r=new A.as() q=new Float64Array(2) p=new A.a(q) o=new Float64Array(2) @@ -134217,29 +135522,29 @@ s.a=Math.sin(h) s.b=Math.cos(h) r.a=Math.sin(f) r.b=Math.cos(f) -l.q(a1.e) -l.am(0,a1.cx) -p.q(A.c5(s,l)) -l.q(a1.f) -l.am(0,a1.cy) -n.q(A.c5(r,l)) -l.q(g) -l.C(0,n) -l.am(0,i) -l.am(0,p) -e=B.c.cq(l.e1(0)-a1.as,-0.2,0.2) +l.u(a1.e) +l.aq(0,a1.cx) +p.u(A.ca(s,l)) +l.u(a1.f) +l.aq(0,a1.cy) +n.u(A.ca(r,l)) +l.u(g) +l.D(0,n) +l.aq(0,i) +l.aq(0,p) +e=B.c.ca(l.dW(0)-a1.as,-0.2,0.2) d=-a1.fx*e c=d*m[0] b=d*m[1] m=i.a i.sL(0,m[0]-a1.db*c) -i.sK(0,m[1]-a1.db*b) +i.sM(0,m[1]-a1.db*b) m=a1.dy k=q[0] q=q[1] j=g.a g.sL(0,j[0]+a1.dx*c) -g.sK(0,j[1]+a1.dx*b) +g.sM(0,j[1]+a1.dx*b) j=a1.fr a=o[0] o=o[1] @@ -134247,25 +135552,25 @@ a0=a2.b a0[a1.at].b=h-m*(k*b-q*c) a0[a1.ax].b=f+j*(a*b-o*c) return Math.abs(e)<0.005}} -A.a_I.prototype={ -qe(a,b,c,d,e){var s=this +A.a06.prototype={ +q9(a,b,c,d,e){var s=this s.d=b s.e=c -s.a.q(A.js(b.d,d)) -s.b.q(A.js(s.e.d,e)) -s.r=Math.sqrt(e.Y(0,d).gd1())}, -gG(a){return this.r}} -A.a14.prototype={ -nG(a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5=a4.a +s.a.u(A.jB(b.d,d)) +s.b.u(A.jB(s.e.d,e)) +s.r=Math.sqrt(e.X(0,d).gcU())}, +gE(a){return this.r}} +A.a1v.prototype={ +nB(a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5=a4.a a5===$&&A.c() a4.Q=a5.c s=a4.b s===$&&A.c() a4.as=s.c s=a4.ay -s.q(a5.f.a) +s.u(a5.f.a) a5=a4.ch -a5.q(a4.b.f.a) +a5.u(a4.b.f.a) r=a4.a a4.CW=r.ay q=a4.b @@ -134287,25 +135592,25 @@ r=o[r] k=r.a j=r.b i=new A.a(new Float64Array(2)) -h=new A.ab() -g=new A.ab() +h=new A.as() +g=new A.as() h.a=Math.sin(p) h.b=Math.cos(p) g.a=Math.sin(l) g.b=Math.cos(l) -i.q(a4.e) -i.am(0,s) +i.u(a4.e) +i.aq(0,s) s=a4.at -s.q(A.c5(h,i)) -i.q(a4.f) -i.am(0,a5) +s.u(A.ca(h,i)) +i.u(a4.f) +i.aq(0,a5) a5=a4.ax -a5.q(A.c5(g,i)) +a5.u(A.ca(g,i)) f=a4.CW e=a4.cx d=a4.cy c=a4.db -b=new A.je(new Float64Array(4)) +b=new A.jo(new Float64Array(4)) r=f+e q=s.a o=q[1] @@ -134315,32 +135620,32 @@ q=q[0] a=a[0] a1=c*a a2=-d*q*o-a1*a0 -b.o5(r+d*o*o+c*a0*a0,a2,a2,r+d*q*q+a1*a) +b.o1(r+d*o*o+c*a0*a0,a2,a2,r+d*q*q+a1*a) a=a4.dx -a.q(b) -a.JY() +a.u(b) +a.JK() a=a4.dy=d+c if(a>0)a4.dy=1/a r=a6.a r===$&&A.c() q=a4.w -if(r.f){q.al(0,r.c) +if(r.f){q.ap(0,r.c) a4.x=a4.x*a6.a.c a3=new A.a(new Float64Array(2)) -a3.q(q) -i.q(a3) -i.al(0,f) -n.am(0,i) -m-=d*(s.bM(a3)+a4.x) -i.q(a3) -i.al(0,e) -k.C(0,i) -j+=c*(a5.bM(a3)+a4.x)}else{q.cH() +a3.u(q) +i.u(a3) +i.ap(0,f) +n.aq(0,i) +m-=d*(s.bK(a3)+a4.x) +i.u(a3) +i.ap(0,e) +k.D(0,i) +j+=c*(a5.bK(a3)+a4.x)}else{q.cE() a4.x=0}a5=a6.c s=a5[a4.Q] s.b=m a5[a4.as].b=j}, -na(a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b=this,a=a0.c +n2(a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b=this,a=a0.c a===$&&A.c() s=a[b.Q] r=s.a @@ -134358,7 +135663,7 @@ j=a.a a=b.dy i=b.x h=j*b.z -a=B.c.cq(i+-a*(o-q),-h,h) +a=B.c.ca(i+-a*(o-q),-h,h) b.x=a g=a-i q-=l*g @@ -134366,39 +135671,39 @@ o+=k*g f=new A.a(new Float64Array(2)) e=new A.a(new Float64Array(2)) a=b.at -a.h8(q,e) +a.h7(q,e) s=b.ax -s.h8(o,f) -f.C(0,p) -f.am(0,r) -f.am(0,e) +s.h7(o,f) +f.D(0,p) +f.aq(0,r) +f.aq(0,e) g=new A.a(new Float64Array(2)) -b.dx.VT(f,g) -g.dE() +b.dx.Wm(f,g) +g.dt() i=new A.a(new Float64Array(2)) d=b.w -i.q(d) -d.C(0,g) +i.u(d) +d.D(0,g) h=j*b.y -if(d.gd1()>h*h){d.e1(0) -d.al(0,h)}g.q(d) -g.am(0,i) -e.q(g) -e.al(0,n) -r.am(0,e) -a=a.bM(g) -e.q(g) -e.al(0,m) -p.C(0,e) -s=s.bM(g) +if(d.gcU()>h*h){d.dW(0) +d.ap(0,h)}g.u(d) +g.aq(0,i) +e.u(g) +e.ap(0,n) +r.aq(0,e) +a=a.bK(g) +e.u(g) +e.ap(0,m) +p.D(0,e) +s=s.bK(g) d=a0.c c=d[b.Q] c.b=q-l*a d[b.as].b=o+k*s}, -n9(a){return!0}} -A.a15.prototype={} -A.a1e.prototype={ -nG(a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5=a4.a +n1(a){return!0}} +A.a1w.prototype={} +A.a1G.prototype={ +nB(a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5=a4.a a5===$&&A.c() a4.db=a5.c s=a4.b @@ -134409,11 +135714,11 @@ a4.dy=s.c r=a4.z a4.fr=r.c q=a4.fx -q.q(a5.f.a) -a4.fy.q(a4.b.f.a) +q.u(a5.f.a) +a4.fy.u(a4.b.f.a) a5=a4.go -a5.q(s.f.a) -a4.id.q(r.f.a) +a5.u(s.f.a) +a4.id.u(r.f.a) p=a4.a a4.k1=p.ay o=a4.b @@ -134448,8 +135753,8 @@ e=r[s].b s=o[s] d=s.a c=s.b -b=new A.ab() -a=new A.ab() +b=new A.as() +a=new A.as() b.a=Math.sin(n) b.b=Math.cos(n) Math.sin(k) @@ -134460,21 +135765,21 @@ Math.sin(e) Math.cos(e) a4.x1=0 a0=new A.a(new Float64Array(2)) -if(a4.w instanceof A.vz){a5=a4.p4 -a5.cH() +if(a4.w instanceof A.vK){a5=a4.p4 +a5.cE() a4.ry=a4.RG=1 a4.x1=a4.x1+(a4.ok+a4.p2)}else{a1=new A.a(new Float64Array(2)) a2=new A.a(new Float64Array(2)) s=a4.p4 -s.q(A.c5(a,a4.at)) -a0.q(a4.Q) -a0.am(0,a5) -a1.q(A.c5(a,a0)) -a0.q(a4.e) -a0.am(0,q) -a2.q(A.c5(b,a0)) -a4.ry=a1.bM(s) -q=a4.RG=a2.bM(s) +s.u(A.ca(a,a4.at)) +a0.u(a4.Q) +a0.aq(0,a5) +a1.u(A.ca(a,a0)) +a0.u(a4.e) +a0.aq(0,q) +a2.u(A.ca(b,a0)) +a4.ry=a1.bK(s) +q=a4.RG=a2.bK(s) a5=a4.x1 r=a4.k3 p=a4.k1 @@ -134482,7 +135787,7 @@ o=a4.p2 a3=a4.ry a4.x1=a5+(r+p+o*a3*a3+a4.ok*q*q) a5=s}s=a4.R8 -s.cH() +s.cE() r=a4.to=a4.rx=a4.cx r=a4.x1=a4.x1+r*r*(a4.p1+a4.p3) a4.x1=r>0?1/r:0 @@ -134491,33 +135796,33 @@ r===$&&A.c() if(r.f){r=m.a a5=a5.a m.sL(0,r[0]+a4.k1*a4.cy*a5[0]) -m.sK(0,r[1]+a4.k1*a4.cy*a5[1]) +m.sM(0,r[1]+a4.k1*a4.cy*a5[1]) r=a4.ok q=a4.cy l+=r*q*a4.RG r=j.a s=s.a j.sL(0,r[0]+a4.k2*q*s[0]) -j.sK(0,r[1]+a4.k2*a4.cy*s[1]) +j.sM(0,r[1]+a4.k2*a4.cy*s[1]) r=a4.p1 q=a4.cy i+=r*q*a4.rx r=g.a g.sL(0,r[0]-a4.k3*q*a5[0]) -g.sK(0,r[1]-a4.k3*a4.cy*a5[1]) +g.sM(0,r[1]-a4.k3*a4.cy*a5[1]) a5=a4.p2 r=a4.cy f-=a5*r*a4.ry a5=d.a d.sL(0,a5[0]-a4.k4*r*s[0]) -d.sK(0,a5[1]-a4.k4*a4.cy*s[1]) +d.sM(0,a5[1]-a4.k4*a4.cy*s[1]) c-=a4.p3*a4.cy*a4.to}else a4.cy=0 a5=a6.c a5[a4.db].b=l a5[a4.dx].b=i a5[a4.dy].b=f a5[a4.fr].b=c}, -na(a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=this,a1=a2.c +n2(a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=this,a1=a2.c a1===$&&A.c() s=a1[a0.db] r=s.a @@ -134534,13 +135839,13 @@ k=a1.b j=new A.a(new Float64Array(2)) i=new A.a(new Float64Array(2)) a1=a0.p4 -j.q(r) -j.am(0,n) -s=a1.bL(j) +j.u(r) +j.aq(0,n) +s=a1.bI(j) h=a0.R8 -i.q(p) -i.am(0,l) -g=h.bL(i) +i.u(p) +i.aq(0,l) +g=h.bI(i) f=a0.RG e=a0.ry d=a0.rx @@ -134550,23 +135855,23 @@ a0.cy+=b c=r.a a1=a1.a r.sL(0,c[0]+a0.k1*b*a1[0]) -r.sK(0,c[1]+a0.k1*b*a1[1]) +r.sM(0,c[1]+a0.k1*b*a1[1]) c=a0.ok d=a0.RG e=p.a h=h.a p.sL(0,e[0]+a0.k2*b*h[0]) -p.sK(0,e[1]+a0.k2*b*h[1]) +p.sM(0,e[1]+a0.k2*b*h[1]) e=a0.p1 f=a0.rx g=n.a n.sL(0,g[0]-a0.k3*b*a1[0]) -n.sK(0,g[1]-a0.k3*b*a1[1]) +n.sM(0,g[1]-a0.k3*b*a1[1]) a1=a0.p2 g=a0.ry s=l.a l.sL(0,s[0]-a0.k4*b*h[0]) -l.sK(0,s[1]-a0.k4*b*h[1]) +l.sM(0,s[1]-a0.k4*b*h[1]) h=a0.p3 s=a0.to a=a2.c @@ -134574,7 +135879,7 @@ a[a0.db].b=q+c*b*d a[a0.dx].b=o+e*b*f a[a0.dy].b=m-a1*b*g a[a0.fr].b=k-h*b*s}, -n9(a9){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7=this,a8=a9.b +n1(a9){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7=this,a8=a9.b a8===$&&A.c() s=a8[a7.db] r=s.a @@ -134588,8 +135893,8 @@ m=s.b a8=a8[a7.fr] l=a8.a k=a8.b -j=new A.ab() -i=new A.ab() +j=new A.as() +i=new A.as() j.a=Math.sin(q) j.b=Math.cos(q) Math.sin(o) @@ -134602,7 +135907,7 @@ h=new A.a(new Float64Array(2)) a8=new Float64Array(2) g=new A.a(a8) s=new Float64Array(2) -if(a7.w instanceof A.vz){g.cH() +if(a7.w instanceof A.vK){g.cE() f=0+(a7.ok+a7.p2) e=q-m-a7.ay d=1 @@ -134611,26 +135916,26 @@ a=new A.a(new Float64Array(2)) a0=new A.a(new Float64Array(2)) a1=new A.a(new Float64Array(2)) a2=a7.at -g.q(A.c5(i,a2)) +g.u(A.ca(i,a2)) a3=a7.Q -h.q(a3) +h.u(a3) a4=a7.go -h.am(0,a4) -b.q(A.c5(i,h)) -h.q(a7.e) -h.am(0,a7.fx) -a.q(A.c5(j,h)) -c=b.bM(g) -d=a.bM(g) +h.aq(0,a4) +b.u(A.ca(i,h)) +h.u(a7.e) +h.aq(0,a7.fx) +a.u(A.ca(j,h)) +c=b.bK(g) +d=a.bK(g) f=0+(a7.k3+a7.k1+a7.p2*c*c+a7.ok*d*d) -a0.q(a3) -a0.am(0,a4) -h.q(a) -h.C(0,r) -h.am(0,n) -a1.q(A.rD(i,h)) -a1.am(0,a0) -e=a1.bL(a2)}new A.a(s).cH() +a0.u(a3) +a0.aq(0,a4) +h.u(a) +h.D(0,r) +h.aq(0,n) +a1.u(A.rL(i,h)) +a1.aq(0,a0) +e=a1.bI(a2)}new A.a(s).cE() a5=a7.cx f+=a5*a5*(a7.p1+a7.p3) a2=a7.ch @@ -134638,19 +135943,19 @@ a3=a7.CW a6=f>0?-(e+a5*(o-k-a2)-a3)/f:0 a2=r.a r.sL(0,a2[0]+a7.k1*a6*a8[0]) -r.sK(0,a2[1]+a7.k1*a6*a8[1]) +r.sM(0,a2[1]+a7.k1*a6*a8[1]) a2=a7.ok a3=p.a p.sL(0,a3[0]+a7.k2*a6*s[0]) -p.sK(0,a3[1]+a7.k2*a6*s[1]) +p.sM(0,a3[1]+a7.k2*a6*s[1]) a3=a7.p1 a4=n.a n.sL(0,a4[0]-a7.k3*a6*a8[0]) -n.sK(0,a4[1]-a7.k3*a6*a8[1]) +n.sM(0,a4[1]-a7.k3*a6*a8[1]) a8=a7.p2 a4=l.a l.sL(0,a4[0]-a7.k4*a6*s[0]) -l.sK(0,a4[1]-a7.k4*a6*s[1]) +l.sM(0,a4[1]-a7.k4*a6*s[1]) s=a7.p3 a4=a9.b a4[a7.db].b=q+a2*a6*d @@ -134658,9 +135963,9 @@ a4[a7.dx].b=o+a3*a6*a5 a4[a7.dy].b=m-a8*a6*c a4[a7.fr].b=k-s*a6*a5 return!0}} -A.a1f.prototype={} -A.jX.prototype={ -pF(a){var s=this,r=a.d +A.a1H.prototype={} +A.k7.prototype={ +pz(a){var s=this,r=a.d r===$&&A.c() s.a=r r=a.e @@ -134668,21 +135973,21 @@ r===$&&A.c() s.b=r s.d=a.f s.c=!1}, -a8v(){}} -A.a2v.prototype={} -A.Ei.prototype={ -W(){return"LimitState."+this.b}} -A.a3J.prototype={ -nG(a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5=a4.a +a93(){}} +A.a2Z.prototype={} +A.Ew.prototype={ +V(){return"LimitState."+this.b}} +A.a4k.prototype={ +nB(a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5=a4.a a5===$&&A.c() a4.ax=a5.c s=a4.b s===$&&A.c() a4.ay=s.c s=a4.cx -s.q(a5.f.a) +s.u(a5.f.a) a5=a4.cy -a5.q(a4.b.f.a) +a5.u(a4.b.f.a) r=a4.a a4.dy=r.ay q=a4.b @@ -134707,9 +136012,9 @@ j=q.b r=p[r] i=r.a h=r.b -g=new A.ab() +g=new A.as() r=new Float64Array(2) -f=new A.je(new Float64Array(4)) +f=new A.jo(new Float64Array(4)) q=g.a=Math.sin(n) p=g.b=Math.cos(n) e=Math.sin(j) @@ -134717,11 +136022,11 @@ d=Math.cos(j) c=a4.ch s=s.a c.sL(0,p*-s[0]-q*-s[1]) -c.sK(0,q*-s[0]+p*-s[1]) +c.sM(0,q*-s[0]+p*-s[1]) s=a4.CW a5=a5.a s.sL(0,d*-a5[0]-e*-a5[1]) -s.sK(0,e*-a5[0]+d*-a5[1]) +s.sM(0,e*-a5[0]+d*-a5[1]) b=a4.dy a=a4.fr a0=a4.fx @@ -134735,29 +136040,29 @@ p=c[0] q=s[0] a2=a1*q a3=-a0*p*d-a2*e -f.o5(a5+a0*d*d+a1*e*e,a3,a3,a5+a0*p*p+a2*q) +f.o1(a5+a0*d*d+a1*e*e,a3,a3,a5+a0*p*p+a2*q) q=a4.go -q.q(f) -q.JY() +q.u(f) +q.JK() q=a4.id=a0+a1 if(q>0)a4.id=1/q -new A.a(r).q(A.c5(g,a4.w)) +new A.a(r).u(A.ca(g,a4.w)) a5=a4.db q=k.a p=o.a a5.sL(0,q[0]+s[0]-p[0]-c[0]-r[0]) -a5.sK(0,q[1]+s[1]-p[1]-c[1]-r[1]) +a5.sM(0,q[1]+s[1]-p[1]-c[1]-r[1]) a4.dx=j-n-a4.x a5=a6.a a5===$&&A.c() r=a4.y if(a5.f){q=r.a r.sL(0,q[0]*a5.c) -r.sK(0,q[1]*a6.a.c) +r.sM(0,q[1]*a6.a.c) a4.z=a4.z*a6.a.c r=m.a m.sL(0,r[0]-b*q[0]) -m.sK(0,r[1]-b*q[1]) +m.sM(0,r[1]-b*q[1]) r=c[0] a5=q[1] c=c[1] @@ -134765,12 +136070,12 @@ p=q[0] l-=a0*(r*a5-c*p+a4.z) c=i.a i.sL(0,c[0]+a*p) -i.sK(0,c[1]+a*q[1]) -h+=a1*(s[0]*q[1]-s[1]*q[0]+a4.z)}else{r.cH() +i.sM(0,c[1]+a*q[1]) +h+=a1*(s[0]*q[1]-s[1]*q[0]+a4.z)}else{r.cE() a4.z=0}a5=a6.c a5[a4.ax].b=l a5[a4.ay].b=h}, -na(a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5=a6.c +n2(a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5=a6.c a5===$&&A.c() s=a5[a4.ax] r=s.a @@ -134793,7 +136098,7 @@ g=a4.dx f=a4.id e=a4.z d=j*a4.as -g=B.c.cq(e+-f*(o-q+i*s*g),-d,d) +g=B.c.ca(e+-f*(o-q+i*s*g),-d,d) a4.z=g c=g-e q-=l*c @@ -134805,26 +136110,26 @@ f=r.a a=a4.ch.a a0=a4.db.a b.sL(0,s[0]+-o*g[1]-f[0]- -q*a[1]+i*a4.at*a0[0]) -b.sK(0,s[1]+o*g[0]-f[1]-q*a[0]+i*a4.at*a0[1]) -a4.go.VT(b,h) -h.dE() +b.sM(0,s[1]+o*g[0]-f[1]-q*a[0]+i*a4.at*a0[1]) +a4.go.Wm(b,h) +h.dt() a0=new Float64Array(2) a1=a4.y -new A.a(a0).q(a1) -a1.C(0,h) +new A.a(a0).u(a1) +a1.D(0,h) d=j*a4.Q -if(a1.gd1()>d*d){a1.e1(0) -a1.al(0,d)}a1=a1.a +if(a1.gcU()>d*d){a1.dW(0) +a1.ap(0,d)}a1=a1.a h.sL(0,a1[0]-a0[0]) -h.sK(0,a1[1]-a0[1]) +h.sM(0,a1[1]-a0[1]) r.sL(0,f[0]-n*a5[0]) -r.sK(0,f[1]-n*a5[1]) +r.sM(0,f[1]-n*a5[1]) f=a[0] a0=a5[1] a=a[1] a1=a5[0] p.sL(0,s[0]+m*a1) -p.sK(0,s[1]+m*a5[1]) +p.sM(0,s[1]+m*a5[1]) s=g[0] a2=a5[1] g=g[1] @@ -134832,18 +136137,18 @@ a5=a5[0] a3=a6.c a3[a4.ax].b=q-l*(f*a0-a*a1) a3[a4.ay].b=o+k*(s*a2-g*a5)}, -n9(a){return!0}} -A.a3K.prototype={} -A.a3L.prototype={ -Xe(a){var s=this.b +n1(a){return!0}} +A.a4l.prototype={} +A.a4n.prototype={ +XL(a){var s=this.b s===$&&A.c() if((s.b&2)!==2)s.fp(!0) -this.w.q(a)}, -nG(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this,b=c.b +this.w.u(a)}, +nB(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this,b=c.b b===$&&A.c() c.ax=b.c s=c.ch -s.q(b.f.a) +s.u(b.f.a) b=c.b c.CW=b.ay c.cx=b.CW @@ -134858,7 +136163,7 @@ b===$&&A.c() r=b[r] o=r.a n=r.b -m=new A.ab() +m=new A.as() m.a=Math.sin(p) m.b=Math.cos(p) l=c.b.ax @@ -134871,11 +136176,11 @@ b=j*(l*(k*k)) r=c.at=j*(2*l*r*k+b) c.z=b*(r!==0?c.at=1/r:r) i=new A.a(new Float64Array(2)) -i.q(c.f) -i.am(0,s) +i.u(c.f) +i.aq(0,s) b=c.ay -b.q(A.c5(m,i)) -h=new A.je(new Float64Array(4)) +b.u(A.ca(m,i)) +h=new A.jo(new Float64Array(4)) s=c.CW r=c.cx g=b.a @@ -134883,71 +136188,71 @@ f=g[1] e=c.at g=g[0] d=-r*g*f -h.o5(s+r*f*f+e,d,d,s+r*g*g+e) +h.o1(s+r*f*f+e,d,d,s+r*g*g+e) e=c.cy -e.q(h) -e.JY() +e.u(h) +e.JK() e=c.db -e.q(q) -e.C(0,b) -e.am(0,c.w) -e.al(0,c.z) +e.u(q) +e.D(0,b) +e.aq(0,c.w) +e.ap(0,c.z) n*=0.98 s=a.a r=c.Q -if(s.f){r.al(0,s.c) +if(s.f){r.ap(0,s.c) s=o.a g=r.a o.sL(0,s[0]+c.CW*g[0]) -o.sK(0,s[1]+c.CW*g[1]) -n+=c.cx*b.bM(r)}else r.cH() +o.sM(0,s[1]+c.CW*g[1]) +n+=c.cx*b.bK(r)}else r.cE() a.c[c.ax].b=n}, -n9(a){return!0}, -na(a){var s,r,q,p,o,n,m,l,k,j=this,i=a.c +n1(a){return!0}, +n2(a){var s,r,q,p,o,n,m,l,k,j=this,i=a.c i===$&&A.c() i=i[j.ax] s=i.a r=i.b q=new A.a(new Float64Array(2)) i=j.ay -i.h8(r,q) -q.C(0,s) +i.h7(r,q) +q.D(0,s) p=new Float64Array(2) o=new A.a(p) n=new A.a(new Float64Array(2)) m=j.Q -n.q(m) -n.al(0,j.at) -n.C(0,j.db) -n.C(0,q) -n.dE() -j.cy.VT(n,o) -n.q(m) -m.C(0,o) +n.u(m) +n.ap(0,j.at) +n.D(0,j.db) +n.D(0,q) +n.dt() +j.cy.Wm(n,o) +n.u(m) +m.D(0,o) l=a.a l===$&&A.c() k=l.a*j.as -if(m.gd1()>k*k)m.al(0,k/Math.sqrt(m.gd1())) -o.q(m) -o.am(0,n) +if(m.gcU()>k*k)m.ap(0,k/Math.sqrt(m.gcU())) +o.u(m) +o.aq(0,n) m=s.a s.sL(0,m[0]+j.CW*p[0]) -s.sK(0,m[1]+j.CW*p[1]) +s.sM(0,m[1]+j.CW*p[1]) p=j.cx -i=i.bM(o) +i=i.bK(o) a.c[j.ax].b=r+p*i}} -A.a3M.prototype={} -A.NV.prototype={ -nG(b7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5=this,b6=b5.a +A.a4o.prototype={} +A.Od.prototype={ +nB(b7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5=this,b6=b5.a b6===$&&A.c() b5.dx=b6.c s=b5.b s===$&&A.c() b5.dy=s.c s=b5.fr -s.q(b6.f.a) +s.u(b6.f.a) b6=b5.fx -b6.q(b5.b.f.a) +b6.u(b5.b.f.a) r=b5.a b5.fy=r.ay q=b5.b @@ -134972,8 +136277,8 @@ j=q.b r=p[r] i=r.a h=r.b -g=new A.ab() -f=new A.ab() +g=new A.as() +f=new A.as() e=new A.a(new Float64Array(2)) d=new A.a(new Float64Array(2)) c=new A.a(new Float64Array(2)) @@ -134982,36 +136287,36 @@ g.a=Math.sin(n) g.b=Math.cos(n) f.a=Math.sin(j) f.b=Math.cos(j) -e.q(b5.w) -e.am(0,s) -c.q(A.c5(g,e)) -e.q(b5.x) -e.am(0,b6) -b.q(A.c5(f,e)) -e.q(k) -e.am(0,o) -e.C(0,b) -e.am(0,c) +e.u(b5.w) +e.aq(0,s) +c.u(A.ca(g,e)) +e.u(b5.x) +e.aq(0,b6) +b.u(A.ca(f,e)) +e.u(k) +e.aq(0,o) +e.D(0,b) +e.aq(0,c) a=b5.fy a0=b5.go a1=b5.id a2=b5.k1 b6=b5.k2 -b6.q(A.c5(g,b5.y)) -d.q(e) -d.C(0,c) -b5.p1=d.bM(b6) -s=b5.p2=b.bM(b6) +b6.u(A.ca(g,b5.y)) +d.u(e) +d.D(0,c) +b5.p1=d.bK(b6) +s=b5.p2=b.bK(b6) r=a+a0 q=b5.p1 s=b5.p4=r+a1*q*q+a2*s*s if(s>0)b5.p4=1/s s=b5.k3 -s.q(A.c5(g,b5.z)) -d.q(e) -d.C(0,c) -b5.k4=d.bM(s) -q=b5.ok=b.bM(s) +s.u(A.ca(g,b5.z)) +d.u(e) +d.D(0,c) +b5.k4=d.bK(s) +q=b5.ok=b.bK(s) p=b5.k4 a3=a1*p a4=a2*q @@ -135024,33 +136329,33 @@ if(a9===0)a9=1 b0=a1*a6 b1=a2*a7 b2=b0+b1 -b5.p3.tx(r+a3*p+a4*q,a5,a8,a5,a9,b2,a8,b2,r+b0*a6+b1*a7) -if(b5.cx){b3=b6.bL(e) +b5.p3.tn(r+a3*p+a4*q,a5,a8,a5,a9,b2,a8,b2,r+b0*a6+b1*a7) +if(b5.cx){b3=b6.bI(e) r=b5.ay q=b5.ax -if(Math.abs(r-q)<0.01)b5.db=B.eq +if(Math.abs(r-q)<0.01)b5.db=B.et else if(b3<=q){r=b5.db r===$&&A.c() -if(r!==B.dJ){b5.db=B.dJ -b5.as.sj4(0,0)}}else if(b3>=r){r=b5.db +if(r!==B.dL){b5.db=B.dL +b5.as.siY(0,0)}}else if(b3>=r){r=b5.db r===$&&A.c() -if(r!==B.dK){b5.db=B.dK -b5.as.sj4(0,0)}}else{b5.db=B.cL -b5.as.sj4(0,0)}}else{b5.db=B.cL -b5.as.sj4(0,0)}if(!b5.cy)b5.at=0 +if(r!==B.dM){b5.db=B.dM +b5.as.siY(0,0)}}else{b5.db=B.cO +b5.as.siY(0,0)}}else{b5.db=B.cO +b5.as.siY(0,0)}if(!b5.cy)b5.at=0 r=b7.a r===$&&A.c() q=b5.as -if(r.f){q.al(0,r.c) +if(r.f){q.ap(0,r.c) b5.at=b5.at*b7.a.c r=new Float64Array(2) b4=new A.a(r) -d.q(b6) +d.u(b6) q=q.a -d.al(0,b5.at+q[2]) -b4.q(s) -b4.al(0,q[0]) -b4.C(0,d) +d.ap(0,b5.at+q[2]) +b4.u(s) +b4.ap(0,q[0]) +b4.D(0,d) s=q[0] b6=b5.k4 p=q[1] @@ -135060,16 +136365,16 @@ a4=b5.ok a6=b5.p2 a7=m.a m.sL(0,a7[0]-a*r[0]) -m.sK(0,a7[1]-a*r[1]) +m.sM(0,a7[1]-a*r[1]) l-=a1*(s*b6+p+q*a3) a3=i.a i.sL(0,a3[0]+a0*r[0]) -i.sK(0,a3[1]+a0*r[1]) -h+=a2*(s*a4+p+q*a6)}else{q.cH() +i.sM(0,a3[1]+a0*r[1]) +h+=a2*(s*a4+p+q*a6)}else{q.cE() b5.at=0}b6=b7.c b6[b5.dx].b=l b6[b5.dy].b=h}, -na(b1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9=this,b0=b1.c +n2(b1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9=this,b0=b1.c b0===$&&A.c() s=b0[a9.dx] r=s.a @@ -135084,11 +136389,11 @@ k=a9.k1 j=new A.a(new Float64Array(2)) if(a9.cy){b0=a9.db b0===$&&A.c() -b0=b0!==B.eq}else b0=!1 -if(b0){j.q(p) -j.am(0,r) +b0=b0!==B.et}else b0=!1 +if(b0){j.u(p) +j.aq(0,r) b0=a9.k2 -s=b0.bL(j) +s=b0.bI(j) i=a9.p2 h=a9.p1 g=a9.p4 @@ -135097,80 +136402,80 @@ e=a9.at d=b1.a d===$&&A.c() c=d.a*a9.ch -h=B.c.cq(e+g*(f-(s+i*o-h*q)),-c,c) +h=B.c.ca(e+g*(f-(s+i*o-h*q)),-c,c) a9.at=h b=h-e s=new Float64Array(2) a=new A.a(s) -a.q(b0) -a.al(0,b) +a.u(b0) +a.ap(0,b) b0=a9.p1 i=a9.p2 h=r.a r.sL(0,h[0]-n*s[0]) -r.sK(0,h[1]-n*s[1]) +r.sM(0,h[1]-n*s[1]) q-=l*(b*b0) b0=p.a p.sL(0,b0[0]+m*s[0]) -p.sK(0,b0[1]+m*s[1]) +p.sM(0,b0[1]+m*s[1]) o+=k*(b*i)}b0=new Float64Array(2) a0=new A.a(b0) -j.q(p) -j.am(0,r) +j.u(p) +j.aq(0,r) s=a9.k3 -a0.sL(0,s.bL(j)+a9.ok*o-a9.k4*q) -a0.sK(0,o-q) +a0.sL(0,s.bI(j)+a9.ok*o-a9.k4*q) +a0.sM(0,o-q) if(a9.cx){i=a9.db i===$&&A.c() -i=i!==B.cL}else i=!1 +i=i!==B.cO}else i=!1 if(i){i=a9.k2 -h=i.bL(p.Y(0,r)) +h=i.bI(p.X(0,r)) g=a9.p2 f=a9.p1 d=b0[0] b0=b0[1] -a1=new A.dA(new Float64Array(3)) +a1=new A.dF(new Float64Array(3)) a1.ka(d,b0,h+g*o-f*q) b0=new Float64Array(3) -a2=new A.dA(b0) +a2=new A.dF(b0) h=new Float64Array(3) -a3=new A.dA(h) +a3=new A.dF(h) g=a9.as -a2.q(g) +a2.u(g) f=a9.p3 -a1.dE() -A.aEG(f,a3,a1) -g.C(0,a3) +a1.dt() +A.aFL(f,a3,a1) +g.D(0,a3) d=a9.db d===$&&A.c() -if(d===B.dJ)g.sj4(0,Math.max(g.a[2],0)) -else if(d===B.dK)g.sj4(0,Math.min(g.a[2],0)) +if(d===B.dL)g.siY(0,Math.max(g.a[2],0)) +else if(d===B.dM)g.siY(0,Math.min(g.a[2],0)) a4=new A.a(new Float64Array(2)) d=new Float64Array(2) a5=new A.a(d) a6=f.a j.t(a6[6],a6[7]) -j.al(0,g.a[2]-b0[2]) -a4.q(a0) -a4.dE() -a4.am(0,j) -A.MC(f,a5,a4) +j.ap(0,g.a[2]-b0[2]) +a4.u(a0) +a4.dt() +a4.aq(0,j) +A.MW(f,a5,a4) f=b0[0] b0=b0[1] a6=new A.a(new Float64Array(2)) a6.t(f,b0) -a5.C(0,a6) +a5.D(0,a6) g.sL(0,d[0]) -g.sK(0,d[1]) -a3.q(g) -a3.am(0,a2) +g.sM(0,d[1]) +a3.u(g) +a3.aq(0,a2) b0=new Float64Array(2) a=new A.a(b0) -j.q(i) -j.al(0,h[2]) -a.q(s) -a.al(0,h[0]) -a.C(0,j) +j.u(i) +j.ap(0,h[2]) +a.u(s) +a.ap(0,h[0]) +a.D(0,j) s=h[0] i=a9.k4 g=h[1] @@ -135180,38 +136485,38 @@ d=a9.ok a6=a9.p2 a7=r.a r.sL(0,a7[0]-n*b0[0]) -r.sK(0,a7[1]-n*b0[1]) +r.sM(0,a7[1]-n*b0[1]) q-=l*(s*i+g+h*f) f=p.a p.sL(0,f[0]+m*b0[0]) -p.sK(0,f[1]+m*b0[1]) +p.sM(0,f[1]+m*b0[1]) o+=k*(s*d+g+h*a6)}else{b0=new Float64Array(2) -a0.dE() -A.MC(a9.p3,new A.a(b0),a0) -a0.dE() +a0.dt() +A.MW(a9.p3,new A.a(b0),a0) +a0.dt() a0=a9.as i=a0.a a0.sL(0,i[0]+b0[0]) -a0.sK(0,i[1]+b0[1]) +a0.sM(0,i[1]+b0[1]) i=new Float64Array(2) a8=new A.a(i) -a8.q(s) -a8.al(0,b0[0]) +a8.u(s) +a8.ap(0,b0[0]) s=b0[0] h=a9.k4 b0=b0[1] g=a9.ok f=r.a r.sL(0,f[0]-n*i[0]) -r.sK(0,f[1]-n*i[1]) +r.sM(0,f[1]-n*i[1]) q-=l*(s*h+b0) h=p.a p.sL(0,h[0]+m*i[0]) -p.sK(0,h[1]+m*i[1]) +p.sM(0,h[1]+m*i[1]) o+=k*(s*g+b0)}b0=b1.c b0[a9.dx].b=q b0[a9.dy].b=o}, -n9(c7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this,b1=new A.ab(),b2=new A.ab(),b3=new A.a(new Float64Array(2)),b4=new A.a(new Float64Array(2)),b5=new A.a(new Float64Array(2)),b6=new Float64Array(2),b7=new A.a(b6),b8=new Float64Array(2),b9=new A.a(b8),c0=new Float64Array(2),c1=new A.a(c0),c2=new Float64Array(2),c3=new A.a(c2),c4=new Float64Array(3),c5=new A.dA(c4),c6=c7.b +n1(c7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this,b1=new A.as(),b2=new A.as(),b3=new A.a(new Float64Array(2)),b4=new A.a(new Float64Array(2)),b5=new A.a(new Float64Array(2)),b6=new Float64Array(2),b7=new A.a(b6),b8=new Float64Array(2),b9=new A.a(b8),c0=new Float64Array(2),c1=new A.a(c0),c2=new Float64Array(2),c3=new A.a(c2),c4=new Float64Array(3),c5=new A.dF(c4),c6=c7.b c6===$&&A.c() s=c6[b0.dx] r=s.a @@ -135227,40 +136532,40 @@ n=b0.fy m=b0.go l=b0.id k=b0.k1 -c1.q(b0.w) -c1.am(0,b0.fr) -b3.q(A.c5(b1,c1)) -c1.q(b0.x) -c1.am(0,b0.fx) -b4.q(A.c5(b2,c1)) -b5.q(p) -b5.C(0,b4) -b5.am(0,r) -b5.am(0,b3) -b7.q(A.c5(b1,b0.y)) -c1.q(b5) -c1.C(0,b3) -j=c1.bM(b7) -i=b4.bM(b7) -b9.q(A.c5(b1,b0.z)) -c1.q(b5) -c1.C(0,b3) -h=c1.bM(b9) -g=b4.bM(b9) -c3.sL(0,b9.bL(b5)) +c1.u(b0.w) +c1.aq(0,b0.fr) +b3.u(A.ca(b1,c1)) +c1.u(b0.x) +c1.aq(0,b0.fx) +b4.u(A.ca(b2,c1)) +b5.u(p) +b5.D(0,b4) +b5.aq(0,r) +b5.aq(0,b3) +b7.u(A.ca(b1,b0.y)) +c1.u(b5) +c1.D(0,b3) +j=c1.bK(b7) +i=b4.bK(b7) +b9.u(A.ca(b1,b0.z)) +c1.u(b5) +c1.D(0,b3) +h=c1.bK(b9) +g=b4.bK(b9) +c3.sL(0,b9.bI(b5)) c6=b0.Q c6===$&&A.c() -c3.sK(0,o-q-c6) +c3.sM(0,o-q-c6) f=Math.abs(c2[0]) c6=c2[1] -if(b0.cx){e=b7.bL(b5) +if(b0.cx){e=b7.bI(b5) s=b0.ay d=b0.ax -if(Math.abs(s-d)<0.01){c=B.c.cq(e,-0.2,0.2) +if(Math.abs(s-d)<0.01){c=B.c.ca(e,-0.2,0.2) f=Math.max(f,Math.abs(e)) -b=!0}else if(e<=d){c=B.c.cq(e-d+0.005,-0.2,0) +b=!0}else if(e<=d){c=B.c.ca(e-d+0.005,-0.2,0) f=Math.max(f,b0.ax-e) -b=!0}else if(e>=s){c=B.c.cq(e-s-0.005,0,0.2) +b=!0}else if(e>=s){c=B.c.ca(e-s-0.005,0,0.2) f=Math.max(f,e-b0.ay) b=!0}else{b=!1 c=0}}else{b=!1 @@ -135276,23 +136581,23 @@ if(a4===0)a4=1 c0=l*j d=k*i a5=c0+d -a6=new A.hR(new Float64Array(9)) -a6.tx(s+a0+a1,a2,a3,a2,a4,a5,a3,a5,s+c0*j+d*i) -a7=new A.dA(new Float64Array(3)) +a6=new A.hO(new Float64Array(9)) +a6.tn(s+a0+a1,a2,a3,a2,a4,a5,a3,a5,s+c0*j+d*i) +a7=new A.dF(new Float64Array(3)) a7.sL(0,c2[0]) -a7.sK(0,c2[1]) -a7.sj4(0,c) -a7.dE() -A.aEG(a6,c5,a7)}else{a4=l+k +a7.sM(0,c2[1]) +a7.siY(0,c) +a7.dt() +A.aFL(a6,c5,a7)}else{a4=l+k if(a4===0)a4=1 -a6=new A.je(new Float64Array(4)) -a6.o5(s+a0+a1,a2,a2,a4) -c3.dE() -A.bgv(a6,c1,c3) -c3.dE() +a6=new A.jo(new Float64Array(4)) +a6.o1(s+a0+a1,a2,a2,a4) +c3.dt() +A.bhx(a6,c1,c3) +c3.dt() c5.sL(0,c0[0]) -c5.sK(0,c0[1]) -c5.sj4(0,0)}c0=c4[0] +c5.sM(0,c0[1]) +c5.siY(0,0)}c0=c4[0] c2=b8[0] s=c4[2] a8=c0*c2+s*b6[0] @@ -135300,33 +136605,33 @@ a9=c0*b8[1]+s*b6[1] c4=c4[1] b6=r.a r.sL(0,b6[0]-n*a8) -r.sK(0,b6[1]-n*a9) +r.sM(0,b6[1]-n*a9) b6=p.a p.sL(0,b6[0]+m*a8) -p.sK(0,b6[1]+m*a9) +p.sM(0,b6[1]+m*a9) b6=c7.b b6[b0.dx].b=q-l*(c0*h+c4+s*j) b6[b0.dy].b=o+k*(c0*g+c4+s*i) return f<=0.005&&Math.abs(c6)<=0.03490658503988659}} -A.a5Q.prototype={ -qe(a,b,c,d,e){var s=this +A.a6v.prototype={ +q9(a,b,c,d,e){var s=this s.d=b s.e=c -s.a.q(A.js(b.d,d)) -s.b.q(A.js(s.e.d,d)) -s.r.q(A.rD(s.d.d.b,e)) +s.a.u(A.jB(b.d,d)) +s.b.u(A.jB(s.e.d,d)) +s.r.u(A.rL(s.d.d.b,e)) s.w=s.e.f.e-s.d.f.e}} -A.a5T.prototype={ -nG(a8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6=this,a7=a6.a +A.a6y.prototype={ +nB(a8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6=this,a7=a6.a a7===$&&A.c() a6.ax=a7.c s=a6.b s===$&&A.c() a6.ay=s.c s=a6.db -s.q(a7.f.a) +s.u(a7.f.a) a7=a6.dx -a7.q(a6.b.f.a) +a7.u(a6.b.f.a) r=a6.a a6.dy=r.ay q=a6.b @@ -135351,37 +136656,37 @@ j=q.b r=p[r] i=r.a h=r.b -g=new A.ab() -f=new A.ab() +g=new A.as() +f=new A.as() e=new A.a(new Float64Array(2)) g.a=Math.sin(n) g.b=Math.cos(n) f.a=Math.sin(j) f.b=Math.cos(j) -e.q(a6.e) -e.am(0,s) +e.u(a6.e) +e.aq(0,s) s=a6.cx -s.q(A.c5(g,e)) -e.q(a6.f) -e.am(0,a7) +s.u(A.ca(g,e)) +e.u(a6.f) +e.aq(0,a7) a7=a6.cy -a7.q(A.c5(f,e)) +a7.u(A.ca(f,e)) r=a6.ch -r.q(o) -r.C(0,s) -r.am(0,a6.w) +r.u(o) +r.D(0,s) +r.aq(0,a6.w) q=a6.CW -q.q(k) -q.C(0,a7) -q.am(0,a6.x) -d=Math.sqrt(r.gd1()) -c=Math.sqrt(q.gd1()) -if(d>0.05)r.al(0,1/d) -else r.cH() -if(c>0.05)q.al(0,1/c) -else q.cH() -b=s.bM(r) -a=a7.bM(q) +q.u(k) +q.D(0,a7) +q.aq(0,a6.x) +d=Math.sqrt(r.gcU()) +c=Math.sqrt(q.gcU()) +if(d>0.05)r.ap(0,1/d) +else r.cE() +if(c>0.05)q.ap(0,1/c) +else q.cE() +b=s.bK(r) +a=a7.bK(q) p=a6.dy a0=a6.fx a1=a6.fr @@ -135396,22 +136701,22 @@ p=new Float64Array(2) a4=new A.a(p) a0=new Float64Array(2) a5=new A.a(a0) -a4.q(r) -a4.al(0,-a6.at) -a5.q(q) -a5.al(0,-a6.as*a6.at) +a4.u(r) +a4.ap(0,-a6.at) +a5.u(q) +a5.ap(0,-a6.as*a6.at) q=m.a m.sL(0,q[0]+a6.dy*p[0]) -m.sK(0,q[1]+a6.dy*p[1]) -l+=a6.fx*s.bM(a4) +m.sM(0,q[1]+a6.dy*p[1]) +l+=a6.fx*s.bK(a4) s=i.a i.sL(0,s[0]+a6.fr*a0[0]) -i.sK(0,s[1]+a6.fr*a0[1]) -h+=a6.fy*a7.bM(a5)}else a6.at=0 +i.sM(0,s[1]+a6.fr*a0[1]) +h+=a6.fy*a7.bK(a5)}else a6.at=0 a7=a8.c a7[a6.ax].b=l a7[a6.ay].b=h}, -na(a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b=this,a=a0.c +n2(a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b=this,a=a0.c a===$&&A.c() s=a[b.ax] r=s.a @@ -135426,36 +136731,36 @@ l=new A.a(a) s=new Float64Array(2) k=new A.a(s) j=b.cx -j.h8(q,n) -n.C(0,r) +j.h7(q,n) +n.D(0,r) i=b.cy -i.h8(o,m) -m.C(0,p) +i.h7(o,m) +m.D(0,p) h=b.ch -g=h.bL(n) +g=h.bI(n) f=b.as e=b.CW -d=e.bL(m) +d=e.bI(m) c=-b.go*(-g-f*d) b.at+=c -l.q(h) -l.al(0,-c) -k.q(e) -k.al(0,-b.as*c) +l.u(h) +l.ap(0,-c) +k.u(e) +k.ap(0,-b.as*c) e=r.a r.sL(0,e[0]+b.dy*a[0]) -r.sK(0,e[1]+b.dy*a[1]) +r.sM(0,e[1]+b.dy*a[1]) a=b.fx -j=j.bM(l) +j=j.bK(l) e=p.a p.sL(0,e[0]+b.fr*s[0]) -p.sK(0,e[1]+b.fr*s[1]) +p.sM(0,e[1]+b.fr*s[1]) s=b.fy -i=i.bM(k) +i=i.bK(k) e=a0.c e[b.ax].b=q+a*j e[b.ay].b=o+s*i}, -n9(a9){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this,c=new A.ab(),b=new A.ab(),a=new A.a(new Float64Array(2)),a0=new A.a(new Float64Array(2)),a1=new A.a(new Float64Array(2)),a2=new A.a(new Float64Array(2)),a3=new A.a(new Float64Array(2)),a4=new Float64Array(2),a5=new A.a(a4),a6=new Float64Array(2),a7=new A.a(a6),a8=a9.b +n1(a9){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this,c=new A.as(),b=new A.as(),a=new A.a(new Float64Array(2)),a0=new A.a(new Float64Array(2)),a1=new A.a(new Float64Array(2)),a2=new A.a(new Float64Array(2)),a3=new A.a(new Float64Array(2)),a4=new Float64Array(2),a5=new A.a(a4),a6=new Float64Array(2),a7=new A.a(a6),a8=a9.b a8===$&&A.c() s=a8[d.ax] r=s.a @@ -135467,26 +136772,26 @@ c.a=Math.sin(q) c.b=Math.cos(q) b.a=Math.sin(o) b.b=Math.cos(o) -a3.q(d.e) -a3.am(0,d.db) -a.q(A.c5(c,a3)) -a3.q(d.f) -a3.am(0,d.dx) -a0.q(A.c5(b,a3)) -a1.q(r) -a1.C(0,a) -a1.am(0,d.w) -a2.q(p) -a2.C(0,a0) -a2.am(0,d.x) -n=Math.sqrt(a1.gd1()) -m=Math.sqrt(a2.gd1()) -if(n>0.05)a1.al(0,1/n) -else a1.cH() -if(m>0.05)a2.al(0,1/m) -else a2.cH() -l=a.bM(a1) -k=a0.bM(a2) +a3.u(d.e) +a3.aq(0,d.db) +a.u(A.ca(c,a3)) +a3.u(d.f) +a3.aq(0,d.dx) +a0.u(A.ca(b,a3)) +a1.u(r) +a1.D(0,a) +a1.aq(0,d.w) +a2.u(p) +a2.D(0,a0) +a2.aq(0,d.x) +n=Math.sqrt(a1.gcU()) +m=Math.sqrt(a2.gcU()) +if(n>0.05)a1.ap(0,1/n) +else a1.cE() +if(m>0.05)a2.ap(0,1/m) +else a2.cE() +l=a.bK(a1) +k=a0.bK(a2) a8=d.dy s=d.fx j=d.fr @@ -135496,36 +136801,36 @@ g=a8+s*l*l+h*h*(j+i*k*k) if(g>0)g=1/g f=d.Q-n-h*m e=-g*f -a5.q(a1) -a5.al(0,-e) -a7.q(a2) -a7.al(0,-d.as*e) +a5.u(a1) +a5.ap(0,-e) +a7.u(a2) +a7.ap(0,-d.as*e) a8=r.a r.sL(0,a8[0]+d.dy*a4[0]) -r.sK(0,a8[1]+d.dy*a4[1]) +r.sM(0,a8[1]+d.dy*a4[1]) a4=d.fx -a8=a.bM(a5) +a8=a.bK(a5) s=p.a p.sL(0,s[0]+d.fr*a6[0]) -p.sK(0,s[1]+d.fr*a6[1]) +p.sM(0,s[1]+d.fr*a6[1]) a6=d.fy -s=a0.bM(a7) +s=a0.bK(a7) j=a9.b j[d.ax].b=q+a4*a8 j[d.ay].b=o+a6*s return Math.abs(f)<0.005}} -A.a5U.prototype={} -A.vz.prototype={ -nG(a9){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7=this,a8=a7.a +A.a6z.prototype={} +A.vK.prototype={ +nB(a9){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7=this,a8=a7.a a8===$&&A.c() a7.cx=a8.c s=a7.b s===$&&A.c() a7.cy=s.c s=a7.dy -s.q(a8.f.a) +s.u(a8.f.a) a8=a7.fr -a8.q(a7.b.f.a) +a8.u(a7.b.f.a) r=a7.a a7.fx=r.ay q=a7.b @@ -135546,21 +136851,21 @@ l=q[r].b r=o[r] k=r.a j=r.b -i=new A.ab() -h=new A.ab() +i=new A.as() +h=new A.as() g=new A.a(new Float64Array(2)) i.a=Math.sin(p) i.b=Math.cos(p) h.a=Math.sin(l) h.b=Math.cos(l) -g.q(a7.w) -g.am(0,s) +g.u(a7.w) +g.aq(0,s) s=a7.db -s.q(A.c5(i,g)) -g.q(a7.x) -g.am(0,a8) +s.u(A.ca(i,g)) +g.u(a7.x) +g.aq(0,a8) a8=a7.dx -a8.q(A.c5(h,g)) +a8.u(A.ca(h,g)) f=a7.fx e=a7.fy d=a7.go @@ -135577,18 +136882,18 @@ o=o[0] a0=a0[0] a3=a7.k1 a4=a3.a -a3.tx(q+a*a*d+a1*a1*c,a4[3],a4[6],a2*o*d-a1*a0*c,q+o*o*d+a0*a0*c,a4[7],a2*d-a1*c,o*d+a0*c,r) +a3.tn(q+a*a*d+a1*a1*c,a4[3],a4[6],a2*o*d-a1*a0*c,q+o*o*d+a0*a0*c,a4[7],a2*d-a1*c,o*d+a0*c,r) a7.k2=r if(r>0)a7.k2=1/r if(!a7.Q||b)a7.z=0 if(a7.ax&&!b){a5=l-p-a7.ay r=a7.CW q=a7.ch -if(Math.abs(r-q)<0.06981317007977318)a7.k3=B.eq -else if(a5<=q){if(a7.k3!==B.dJ)a7.y.sj4(0,0) -a7.k3=B.dJ}else if(a5>=r){if(a7.k3!==B.dK)a7.y.sj4(0,0) -a7.k3=B.dK}else{a7.k3=B.cL -a7.y.sj4(0,0)}}else a7.k3=B.cL +if(Math.abs(r-q)<0.06981317007977318)a7.k3=B.et +else if(a5<=q){if(a7.k3!==B.dL)a7.y.siY(0,0) +a7.k3=B.dL}else if(a5>=r){if(a7.k3!==B.dM)a7.y.siY(0,0) +a7.k3=B.dM}else{a7.k3=B.cO +a7.y.siY(0,0)}}else a7.k3=B.cO r=a9.a r===$&&A.c() if(r.f){q=new Float64Array(2) @@ -135596,22 +136901,22 @@ a6=new A.a(q) o=a7.y a=o.a o.sL(0,a[0]*r.c) -o.sK(0,a[1]*a9.a.c) +o.sM(0,a[1]*a9.a.c) a7.z=a7.z*a9.a.c a6.sL(0,a[0]) -a6.sK(0,a[1]) +a6.sM(0,a[1]) o=n.a n.sL(0,o[0]-f*q[0]) -n.sK(0,o[1]-f*q[1]) -m-=d*(s.bM(a6)+a7.z+a[2]) +n.sM(0,o[1]-f*q[1]) +m-=d*(s.bK(a6)+a7.z+a[2]) s=k.a k.sL(0,s[0]+e*q[0]) -k.sK(0,s[1]+e*q[1]) -j+=c*(a8.bM(a6)+a7.z+a[2])}else{a7.y.cH() +k.sM(0,s[1]+e*q[1]) +j+=c*(a8.bK(a6)+a7.z+a[2])}else{a7.y.cE() a7.z=0}a8=a9.c a8[a7.cx].b=m a8[a7.cy].b=j}, -na(a7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5=this,a6=a7.c +n2(a7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5=this,a6=a7.c a6===$&&A.c() s=a6[a5.cx] r=s.a @@ -135624,99 +136929,99 @@ m=a5.fy l=a5.go k=a5.id j=l+k===0 -if(a5.Q&&a5.k3!==B.eq&&!j){a6=a5.at +if(a5.Q&&a5.k3!==B.et&&!j){a6=a5.at s=a5.k2 i=a5.z h=a7.a h===$&&A.c() g=h.a*a5.as -a6=B.c.cq(i+-s*(o-q-a6),-g,g) +a6=B.c.ca(i+-s*(o-q-a6),-g,g) a5.z=a6 f=a6-i q-=l*f o+=k*f}a6=new Float64Array(2) e=new A.a(a6) -if(a5.ax&&a5.k3!==B.cL&&!j){s=new Float64Array(2) +if(a5.ax&&a5.k3!==B.cO&&!j){s=new Float64Array(2) d=new A.a(s) -c=new A.dA(new Float64Array(3)) +c=new A.dF(new Float64Array(3)) h=a5.db -h.h8(q,e) +h.h7(q,e) b=a5.dx -b.h8(o,d) -d.C(0,p) -d.am(0,r) -d.am(0,e) +b.h7(o,d) +d.D(0,p) +d.aq(0,r) +d.aq(0,e) c.ka(s[0],s[1],o-q) s=new Float64Array(3) -f=new A.dA(s) +f=new A.dF(s) a=a5.k1 -A.aEG(a,f,c) -f.dE() +A.aFL(a,f,c) +f.dt() a0=a5.k3 -if(a0===B.eq)a5.y.C(0,f) -else if(a0===B.dJ){a0=a5.y +if(a0===B.et)a5.y.D(0,f) +else if(a0===B.dL){a0=a5.y a1=a0.a if(a1[2]+s[2]<0){a2=new A.a(new Float64Array(2)) a3=a.a a2.t(a3[6],a3[7]) -a2.al(0,a1[2]) -a2.am(0,d) -A.MC(a,e,a2) +a2.ap(0,a1[2]) +a2.aq(0,d) +A.MW(a,e,a2) f.sL(0,a6[0]) -f.sK(0,a6[1]) -f.sj4(0,-a1[2]) +f.sM(0,a6[1]) +f.siY(0,-a1[2]) a0.sL(0,a1[0]+a6[0]) -a0.sK(0,a1[1]+a6[1]) -a0.sj4(0,0)}else a0.C(0,f)}else if(a0===B.dK){a0=a5.y +a0.sM(0,a1[1]+a6[1]) +a0.siY(0,0)}else a0.D(0,f)}else if(a0===B.dM){a0=a5.y a1=a0.a if(a1[2]+s[2]>0){a2=new A.a(new Float64Array(2)) a3=a.a a2.t(a3[6],a3[7]) -a2.al(0,a1[2]) -a2.am(0,d) -A.MC(a,e,a2) +a2.ap(0,a1[2]) +a2.aq(0,d) +A.MW(a,e,a2) f.sL(0,a6[0]) -f.sK(0,a6[1]) -f.sj4(0,-a1[2]) +f.sM(0,a6[1]) +f.siY(0,-a1[2]) a0.sL(0,a1[0]+a6[0]) -a0.sK(0,a1[1]+a6[1]) -a0.sj4(0,0)}else a0.C(0,f)}a6=new Float64Array(2) +a0.sM(0,a1[1]+a6[1]) +a0.siY(0,0)}else a0.D(0,f)}a6=new Float64Array(2) a4=new A.a(a6) a4.t(s[0],s[1]) a=r.a r.sL(0,a[0]-n*a6[0]) -r.sK(0,a[1]-n*a6[1]) -q-=l*(h.bM(a4)+s[2]) +r.sM(0,a[1]-n*a6[1]) +q-=l*(h.bK(a4)+s[2]) h=p.a p.sL(0,h[0]+m*a6[0]) -p.sK(0,h[1]+m*a6[1]) -o+=k*(b.bM(a4)+s[2])}else{c=new A.a(new Float64Array(2)) +p.sM(0,h[1]+m*a6[1]) +o+=k*(b.bK(a4)+s[2])}else{c=new A.a(new Float64Array(2)) a6=new Float64Array(2) f=new A.a(a6) s=a5.db -s.h8(q,e) +s.h7(q,e) h=a5.dx -h.h8(o,c) -c.C(0,p) -c.am(0,r) -c.am(0,e) -c.dE() -A.MC(a5.k1,f,c) +h.h7(o,c) +c.D(0,p) +c.aq(0,r) +c.aq(0,e) +c.dt() +A.MW(a5.k1,f,c) b=a5.y a=b.a b.sL(0,a[0]+a6[0]) -b.sK(0,a[1]+a6[1]) +b.sM(0,a[1]+a6[1]) a=r.a r.sL(0,a[0]-n*a6[0]) -r.sK(0,a[1]-n*a6[1]) -q-=l*s.bM(f) +r.sM(0,a[1]-n*a6[1]) +q-=l*s.bK(f) s=p.a p.sL(0,s[0]+m*a6[0]) -p.sK(0,s[1]+m*a6[1]) -o+=k*h.bM(f)}a6=a7.c +p.sM(0,s[1]+m*a6[1]) +o+=k*h.bK(f)}a6=a7.c a6[a5.cx].b=q a6[a5.cy].b=o}, -n9(b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8=this,a9=new A.ab(),b0=new A.ab(),b1=b2.b +n1(b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8=this,a9=new A.as(),b0=new A.as(),b1=b2.b b1===$&&A.c() s=b1[a8.cx] r=s.a @@ -135730,15 +137035,15 @@ b0.a=Math.sin(o) b0.b=Math.cos(o) b1=a8.go s=a8.id -if(a8.ax&&a8.k3!==B.cL&&b1+s!==0){n=o-q-a8.ay +if(a8.ax&&a8.k3!==B.cO&&b1+s!==0){n=o-q-a8.ay b1=a8.k3 -if(b1===B.eq){m=B.c.cq(n-a8.ch,-0.13962634015954636,0.13962634015954636) +if(b1===B.et){m=B.c.ca(n-a8.ch,-0.13962634015954636,0.13962634015954636) l=-a8.k2*m -k=Math.abs(m)}else if(b1===B.dJ){j=n-a8.ch +k=Math.abs(m)}else if(b1===B.dL){j=n-a8.ch k=-j -j=B.c.cq(j+0.03490658503988659,-0.13962634015954636,0) -l=-a8.k2*j}else if(b1===B.dK){j=n-a8.CW -i=B.c.cq(j-0.03490658503988659,0,0.13962634015954636) +j=B.c.ca(j+0.03490658503988659,-0.13962634015954636,0) +l=-a8.k2*j}else if(b1===B.dM){j=n-a8.CW +i=B.c.ca(j-0.03490658503988659,0,0.13962634015954636) l=-a8.k2*i k=j}else{k=0 l=0}q-=a8.go*l @@ -135754,22 +137059,22 @@ g=new A.a(s) f=new A.a(new Float64Array(2)) e=new Float64Array(2) d=new A.a(e) -f.q(a8.w) -f.am(0,a8.dy) -h.q(A.c5(a9,f)) -f.q(a8.x) -f.am(0,a8.fr) -g.q(A.c5(b0,f)) -f.q(p) -f.C(0,g) -f.am(0,r) -f.am(0,h) -c=Math.sqrt(f.gd1()) +f.u(a8.w) +f.aq(0,a8.dy) +h.u(A.ca(a9,f)) +f.u(a8.x) +f.aq(0,a8.fr) +g.u(A.ca(b0,f)) +f.u(p) +f.D(0,g) +f.aq(0,r) +f.aq(0,h) +c=Math.sqrt(f.gcU()) b=a8.fx a=a8.fy a0=a8.go a1=a8.id -a2=new A.je(new Float64Array(4)) +a2=new A.jo(new Float64Array(4)) a3=b+a a4=b1[1] a5=s[1] @@ -135777,49 +137082,49 @@ b1=b1[0] s=s[0] a6=a1*s a7=-a0*b1*a4-a6*a5 -a2.o5(a3+a0*a4*a4+a1*a5*a5,a7,a7,a3+a0*b1*b1+a6*s) -A.bgv(a2,d,f) -d.dE() +a2.o1(a3+a0*a4*a4+a1*a5*a5,a7,a7,a3+a0*b1*b1+a6*s) +A.bhx(a2,d,f) +d.dt() s=r.a r.sL(0,s[0]-b*e[0]) -r.sK(0,s[1]-b*e[1]) -s=h.bM(d) +r.sM(0,s[1]-b*e[1]) +s=h.bK(d) a6=p.a p.sL(0,a6[0]+a*e[0]) -p.sK(0,a6[1]+a*e[1]) -e=g.bM(d) +p.sM(0,a6[1]+a*e[1]) +e=g.bK(d) a6=b2.b a6[a8.cx].b=q-a0*s a6[a8.cy].b=o+a1*e return c<=0.005&&k<=0.03490658503988659}, -Mn(a,b){var s,r=this +Mb(a,b){var s,r=this if(a!==r.ch||b!==r.CW){s=r.a s===$&&A.c() s.fp(!0) s=r.b s===$&&A.c() s.fp(!0) -r.y.sj4(0,0) +r.y.siY(0,0) r.ch=a r.CW=b}}} -A.a70.prototype={ -TU(a,b,c,d){var s=this +A.a7J.prototype={ +Ug(a,b,c,d){var s=this s.d=b s.e=c -s.a.q(A.js(b.d,d)) -s.b.q(A.js(s.e.d,d)) +s.a.u(A.jB(b.d,d)) +s.b.u(A.jB(s.e.d,d)) s.r=s.e.f.e-s.d.f.e}} -A.a73.prototype={ -nG(a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1=this,a2=a1.a +A.a7O.prototype={ +nB(a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1=this,a2=a1.a a2===$&&A.c() a1.as=a2.c s=a1.b s===$&&A.c() a1.at=s.c s=a1.CW -s.q(a2.f.a) +s.u(a2.f.a) a2=a1.cx -a2.q(a1.b.f.a) +a2.u(a1.b.f.a) r=a1.a a1.cy=r.ay q=a1.b @@ -135844,32 +137149,32 @@ j=q.b r=p[r] i=r.a h=r.b -g=new A.ab() -f=new A.ab() +g=new A.as() +f=new A.as() e=new A.a(new Float64Array(2)) g.a=Math.sin(n) g.b=Math.cos(n) f.a=Math.sin(j) f.b=Math.cos(j) -e.q(a1.w) -e.am(0,s) +e.u(a1.w) +e.aq(0,s) s=a1.ay -s.q(A.c5(g,e)) -e.q(a1.x) -e.am(0,a2) +s.u(A.ca(g,e)) +e.u(a1.x) +e.aq(0,a2) a2=a1.ch -a2.q(A.c5(f,e)) +a2.u(A.ca(f,e)) r=a1.ax -r.q(k) -r.C(0,a2) -r.am(0,o) -r.am(0,s) -q=a1.z=Math.sqrt(r.gd1()) -if(q>0.005)r.al(0,1/q) -else{r.cH() +r.u(k) +r.D(0,a2) +r.aq(0,o) +r.aq(0,s) +q=a1.z=Math.sqrt(r.gcU()) +if(q>0.005)r.ap(0,1/q) +else{r.cE() a1.Q=a1.fr=0 -return}d=s.bM(r) -c=a2.bM(r) +return}d=s.bK(r) +c=a2.bK(r) q=a1.cy b=q+a1.dx*d*d+a1.db+a1.dy*c*c a1.fr=b!==0?1/b:0 @@ -135881,18 +137186,18 @@ a=p*r[0] a0=p*r[1] r=m.a m.sL(0,r[0]-q*a) -m.sK(0,r[1]-a1.cy*a0) +m.sM(0,r[1]-a1.cy*a0) s=s.a l-=a1.dx*(s[0]*a0-s[1]*a) s=i.a i.sL(0,s[0]+a1.db*a) -i.sK(0,s[1]+a1.db*a0) +i.sM(0,s[1]+a1.db*a0) a2=a2.a h+=a1.dy*(a2[0]*a0-a2[1]*a)}else a1.Q=0 a2=a3.c a2[a1.as].b=l a2[a1.at].b=h}, -na(a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=this,a1=a2.c +n2(a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=this,a1=a2.c a1===$&&A.c() s=a1[a0.as] r=s.a @@ -135904,16 +137209,16 @@ n=new A.a(new Float64Array(2)) m=new A.a(new Float64Array(2)) l=new A.a(new Float64Array(2)) a1=a0.ay -a1.h8(q,n) -n.C(0,r) +a1.h7(q,n) +n.D(0,r) s=a0.ch -s.h8(o,m) -m.C(0,p) +s.h7(o,m) +m.D(0,p) k=a0.z-a0.y j=a0.ax -l.q(m) -l.am(0,n) -i=j.bL(l) +l.u(m) +l.aq(0,n) +i=j.bI(l) if(k<0){h=a2.a h===$&&A.c() i+=h.b*k}h=a0.fr @@ -135926,14 +137231,14 @@ e=f*j[0] d=f*j[1] j=r.a r.sL(0,j[0]-a0.cy*e) -r.sK(0,j[1]-a0.cy*d) +r.sM(0,j[1]-a0.cy*d) j=a0.dx a1=a1.a h=a1[0] a1=a1[1] c=p.a p.sL(0,c[0]+a0.db*e) -p.sK(0,c[1]+a0.db*d) +p.sM(0,c[1]+a0.db*d) c=a0.dy s=s.a b=s[0] @@ -135941,7 +137246,7 @@ s=s[1] a=a2.c a[a0.as].b=q-j*(h*d-a1*e) a[a0.at].b=o+c*(b*d-s*e)}, -n9(a4){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2=this,a3=a4.b +n1(a4){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2=this,a3=a4.b a3===$&&A.c() s=a3[a2.as] r=s.a @@ -135949,8 +137254,8 @@ q=s.b a3=a3[a2.at] p=a3.a o=a3.b -n=new A.ab() -m=new A.ab() +n=new A.as() +m=new A.as() a3=new Float64Array(2) l=new A.a(a3) s=new Float64Array(2) @@ -135962,30 +137267,30 @@ n.a=Math.sin(q) n.b=Math.cos(q) m.a=Math.sin(o) m.b=Math.cos(o) -h.q(a2.w) -h.am(0,a2.CW) -k.q(A.c5(n,h)) -h.q(a2.x) -h.am(0,a2.cx) -i.q(A.c5(m,h)) -l.q(p) -l.C(0,i) -l.am(0,r) -l.am(0,k) -g=l.e1(0) -f=B.c.cq(g-a2.y,0,0.2) +h.u(a2.w) +h.aq(0,a2.CW) +k.u(A.ca(n,h)) +h.u(a2.x) +h.aq(0,a2.cx) +i.u(A.ca(m,h)) +l.u(p) +l.D(0,i) +l.aq(0,r) +l.aq(0,k) +g=l.dW(0) +f=B.c.ca(g-a2.y,0,0.2) e=-a2.fr*f d=e*a3[0] c=e*a3[1] a3=r.a r.sL(0,a3[0]-a2.cy*d) -r.sK(0,a3[1]-a2.cy*c) +r.sM(0,a3[1]-a2.cy*c) a3=a2.dx b=s[0] s=s[1] a=p.a p.sL(0,a[0]+a2.db*d) -p.sK(0,a[1]+a2.db*c) +p.sM(0,a[1]+a2.db*c) a=a2.dy a0=j[0] j=j[1] @@ -135993,18 +137298,18 @@ a1=a4.b a1[a2.as].b=q-a3*(b*c-s*d) a1[a2.at].b=o+a*(a0*c-j*d) return g-a2.y<0.005}} -A.b9D.prototype={} -A.aaG.prototype={ -nG(c3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1=this,c2=c1.a +A.baz.prototype={} +A.abv.prototype={ +nB(c3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1=this,c2=c1.a c2===$&&A.c() c1.ay=c2.c s=c1.b s===$&&A.c() c1.ch=s.c s=c1.cy -s.q(c2.f.a) +s.u(c2.f.a) c2=c1.db -c2.q(c1.b.f.a) +c2.u(c1.b.f.a) r=c1.a c1.dx=r.ay q=c1.b @@ -136025,21 +137330,21 @@ l=q[r].b r=o[r] k=r.a j=r.b -i=new A.ab() -h=new A.ab() +i=new A.as() +h=new A.as() i.a=Math.sin(p) i.b=Math.cos(p) h.a=Math.sin(l) h.b=Math.cos(l) g=new A.a(new Float64Array(2)) -g.q(c1.z) -g.am(0,s) +g.u(c1.z) +g.aq(0,s) s=c1.CW -s.q(A.c5(i,g)) -g.q(c1.Q) -g.am(0,c2) +s.u(A.ca(i,g)) +g.u(c1.Q) +g.aq(0,c2) c2=c1.cx -c2.q(A.c5(h,g)) +c2.u(A.ca(h,g)) f=c1.dx e=c1.dy d=c1.fr @@ -136054,7 +137359,7 @@ a1=-b o=o[0] a=a[0] a2=d+c -new A.hR(r).tx(q+b*b*d+a0*a0*c,r[3],r[6],a1*o*d-a0*a*c,q+o*o*d+a*a*c,r[7],a1*d-a0*c,o*d+a*c,a2) +new A.hO(r).tn(q+b*b*d+a0*a0*c,r[3],r[6],a1*o*d-a0*a*c,q+o*o*d+a*a*c,r[7],a1*d-a0*c,o*d+a*c,a2) q=c1.fy if(c1.w>0){a3=r[1] a4=r[3] @@ -136062,9 +137367,9 @@ a5=r[4] a6=a3*a5-a4*a3 if(a6!==0)a6=1/a6 r=-a6 -o=new A.hR(new Float64Array(9)) -o.tx(a6*a5,r*a3,0,r*a4,a6*a3,0,0,0,0) -q.q(o) +o=new A.hO(new Float64Array(9)) +o.tn(a6*a5,r*a3,0,r*a4,a6*a3,0,0,0,0) +q.u(o) a7=a2>0?1/a2:0 r=c1.as a8=6.283185307179586*c1.w @@ -136095,13 +137400,13 @@ r=q.a b7=r[1] b8=r[2] b9=r[5] -r=new A.hR(new Float64Array(9)) -r.tx(a6*(a-a1*a1),a6*(b2*a1-b4),a6*(b5-b2*o),b7,a6*(b6*b-b2*b2),a6*(b2*b3-b6*a1),b8,b9,a6*(b6*o-b3*b3)) -q.q(r) +r=new A.hO(new Float64Array(9)) +r.tn(a6*(a-a1*a1),a6*(b2*a1-b4),a6*(b5-b2*o),b7,a6*(b6*b-b2*b2),a6*(b2*b3-b6*a1),b8,b9,a6*(b6*o-b3*b3)) +q.u(r) c1.y=c1.at=0}r=c3.a r===$&&A.c() q=c1.ax -if(r.f){q.al(0,r.c) +if(r.f){q.ap(0,r.c) r=q.a q=r[0] o=r[1] @@ -136110,16 +137415,16 @@ c0=new A.a(b) c0.t(q,o) o=n.a n.sL(0,o[0]-f*b[0]) -n.sK(0,o[1]-f*b[1]) -m-=d*(s.bM(c0)+r[2]) +n.sM(0,o[1]-f*b[1]) +m-=d*(s.bK(c0)+r[2]) s=k.a k.sL(0,s[0]+e*b[0]) -k.sK(0,s[1]+e*b[1]) -j+=c*(c2.bM(c0)+r[2])}else q.cH() +k.sM(0,s[1]+e*b[1]) +j+=c*(c2.bK(c0)+r[2])}else q.cE() c2=c3.c c2[c1.ay].b=m c2[c1.ch].b=j}, -na(b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this,b1=b2.c +n2(b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this,b1=b2.c b1===$&&A.c() s=b1[b0.ay] r=s.a @@ -136147,14 +137452,14 @@ a0=b0.ax a1=a0.a a2=a1[2] a3=-c*(e+b+a*a2) -a0.sj4(0,a2+a3) +a0.siY(0,a2+a3) q-=l*a3 o+=k*a3 -f.h8(o,j) -g.h8(q,h) -j.C(0,p) -j.am(0,r) -j.am(0,h) +f.h7(o,j) +g.h7(q,h) +j.D(0,p) +j.aq(0,r) +j.aq(0,h) j=d[1] a2=b1[0] a=d[4] @@ -136164,25 +137469,25 @@ d=d[3] c=new Float64Array(2) a4=new A.a(c) a4.t(j*a2+a*b1,b*a2+d*b1) -a4.dE() +a4.dt() a0.sL(0,a1[0]+c[0]) -a0.sK(0,a1[1]+c[1]) +a0.sM(0,a1[1]+c[1]) c=r.a r.sL(0,c[0]-n*s[0]) -r.sK(0,c[1]-n*s[1]) -q-=l*g.bM(i) +r.sM(0,c[1]-n*s[1]) +q-=l*g.bK(i) g=p.a p.sL(0,g[0]+m*s[0]) -p.sK(0,g[1]+m*s[1]) -o+=k*f.bM(i)}else{g.h8(q,h) -f.h8(o,j) -j.C(0,p) -j.am(0,r) -j.am(0,h) +p.sM(0,g[1]+m*s[1]) +o+=k*f.bK(i)}else{g.h7(q,h) +f.h7(o,j) +j.D(0,p) +j.aq(0,r) +j.aq(0,h) d=b1[0] b1=b1[1] c=new Float64Array(3) -a5=new A.dA(c) +a5=new A.dF(c) a5.ka(d,b1,e) a6=b0.fy.a a7=c[0] @@ -136191,20 +137496,20 @@ a9=c[2] c[0]=a6[0]*a7+a6[3]*a8+a6[6]*a9 c[1]=a6[1]*a7+a6[4]*a8+a6[7]*a9 c[2]=a6[2]*a7+a6[5]*a8+a6[8]*a9 -a5.dE() -b0.ax.C(0,a5) +a5.dt() +b0.ax.D(0,a5) i.t(c[0],c[1]) e=r.a r.sL(0,e[0]-n*s[0]) -r.sK(0,e[1]-n*s[1]) -q-=l*(g.bM(i)+c[2]) +r.sM(0,e[1]-n*s[1]) +q-=l*(g.bK(i)+c[2]) g=p.a p.sL(0,g[0]+m*s[0]) -p.sK(0,g[1]+m*s[1]) -o+=k*(f.bM(i)+c[2])}b1=b2.c +p.sM(0,g[1]+m*s[1]) +o+=k*(f.bK(i)+c[2])}b1=b2.c b1[b0.ay].b=q b1[b0.ch].b=o}, -n9(b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this,b1=b2.b +n1(b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this,b1=b2.b b1===$&&A.c() s=b1[b0.ay] r=s.a @@ -136212,8 +137517,8 @@ q=s.b b1=b1[b0.ch] p=b1.a o=b1.b -n=new A.ab() -m=new A.ab() +n=new A.as() +m=new A.as() n.a=Math.sin(q) n.b=Math.cos(q) m.a=Math.sin(o) @@ -136223,20 +137528,20 @@ k=b0.dy j=b0.fr i=b0.fx h=new A.a(new Float64Array(2)) -h.q(b0.z) -h.am(0,b0.cy) -b1=A.c5(n,h) +h.u(b0.z) +h.aq(0,b0.cy) +b1=A.ca(n,h) s=new Float64Array(2) g=new A.a(s) -g.q(b1) -h.q(b0.Q) -h.am(0,b0.db) -b1=A.c5(m,h) +g.u(b1) +h.u(b0.Q) +h.aq(0,b0.db) +b1=A.ca(m,h) f=new Float64Array(2) e=new A.a(f) -e.q(b1) +e.u(b1) b1=new Float64Array(9) -d=new A.hR(b1) +d=new A.hO(b1) c=new Float64Array(2) b=new A.a(c) a=new Float64Array(2) @@ -136247,97 +137552,97 @@ a3=f[1] a4=-a2 s=s[0] f=f[0] -d.tx(a1+a2*a2*j+a3*a3*i,b1[3],b1[6],a4*s*j-a3*f*i,a1+s*s*j+f*f*i,b1[7],a4*j-a3*i,s*j+f*i,j+i) -if(b0.w>0){b.q(p) -b.C(0,e) -b.am(0,r) -b.am(0,g) -a5=Math.sqrt(b.gd1()) -A.MC(d,a0,b) -a0.dE() +d.tn(a1+a2*a2*j+a3*a3*i,b1[3],b1[6],a4*s*j-a3*f*i,a1+s*s*j+f*f*i,b1[7],a4*j-a3*i,s*j+f*i,j+i) +if(b0.w>0){b.u(p) +b.D(0,e) +b.aq(0,r) +b.aq(0,g) +a5=Math.sqrt(b.gcU()) +A.MW(d,a0,b) +a0.dt() b1=r.a r.sL(0,b1[0]-l*a[0]) -r.sK(0,b1[1]-l*a[1]) -q-=j*g.bM(a0) +r.sM(0,b1[1]-l*a[1]) +q-=j*g.bK(a0) b1=p.a p.sL(0,b1[0]+k*a[0]) -p.sK(0,b1[1]+k*a[1]) -o+=i*e.bM(a0) -a6=0}else{b.q(p) -b.C(0,e) -b.am(0,r) -b.am(0,g) +p.sM(0,b1[1]+k*a[1]) +o+=i*e.bK(a0) +a6=0}else{b.u(p) +b.D(0,e) +b.aq(0,r) +b.aq(0,g) a7=o-q-b0.as -a5=Math.sqrt(b.gd1()) +a5=Math.sqrt(b.gcU()) a6=Math.abs(a7) b1=c[0] c=c[1] -a8=new A.dA(new Float64Array(3)) +a8=new A.dF(new Float64Array(3)) a8.ka(b1,c,a7) b1=new Float64Array(3) -a9=new A.dA(b1) -A.aEG(d,a9,a8) -a9.dE() +a9=new A.dF(b1) +A.aFL(d,a9,a8) +a9.dt() a0.t(b1[0],b1[1]) s=r.a r.sL(0,s[0]-l*a[0]) -r.sK(0,s[1]-l*a[1]) -q-=j*(g.bM(a0)+b1[2]) +r.sM(0,s[1]-l*a[1]) +q-=j*(g.bK(a0)+b1[2]) s=p.a p.sL(0,s[0]+k*a[0]) -p.sK(0,s[1]+k*a[1]) -o+=i*(e.bM(a0)+b1[2])}b1=b2.b +p.sM(0,s[1]+k*a[1]) +o+=i*(e.bK(a0)+b1[2])}b1=b2.b b1[b0.ay].b=q b1[b0.ch].b=o return a5<=0.005&&a6<=0.03490658503988659}} -A.bak.prototype={} -A.S.prototype={ -pe(a){var s=this +A.bbc.prototype={} +A.ah.prototype={ +p9(a){var s=this s.a=s.a*0.95+a*0.05 s.b=s.b*0.8+a*0.2 s.c=Math.min(a,s.c) s.d=Math.max(a,s.d)}, j(a){var s=this return A.j(s.b)+" ("+A.j(s.a)+") ["+A.j(s.c)+","+A.j(s.d)+"]"}} -A.eR.prototype={} -A.aNp.prototype={} -A.cn.prototype={} -A.eZ.prototype={ -fi(a){var s=new A.a(new Float64Array(2)),r=new A.ab(),q=new Float64Array(2),p=new A.a(new Float64Array(2)),o=new A.a(new Float64Array(2)),n=new A.a(new Float64Array(2)),m=new A.b2(p,o,n),l=new A.a(new Float64Array(2)),k=new A.a(new Float64Array(2)),j=A.b([],t.DA),i=A.b([],t.Q),h=A.b([],t.f),g=new Float64Array(2),f=new A.jJ(B.W,new A.aw(s,r),new A.aw(new A.a(q),new A.ab()),m,l,k,this,j,i,h,new A.aEx(new A.a(g)),new A.aw(new A.a(new Float64Array(2)),new A.ab())) +A.hW.prototype={} +A.aOt.prototype={} +A.dq.prototype={} +A.i8.prototype={ +fi(a){var s=new A.a(new Float64Array(2)),r=new A.as(),q=new Float64Array(2),p=new A.a(new Float64Array(2)),o=new A.a(new Float64Array(2)),n=new A.a(new Float64Array(2)),m=new A.bF(p,o,n),l=new A.a(new Float64Array(2)),k=new A.a(new Float64Array(2)),j=A.b([],t.DA),i=A.b([],t.Vn),h=A.b([],t.c),g=new Float64Array(2),f=new A.jV(B.X,new A.b9(s,r),new A.b9(new A.a(q),new A.as()),m,l,k,this,j,i,h,new A.aFC(new A.a(g)),new A.b9(new A.a(new Float64Array(2)),new A.as())) q=(a.z?f.b=16:0)|4 f.b=q q|=2 f.b=q f.b=q|32 -s.q(a.c) +s.u(a.c) q=a.d r.a=Math.sin(q) r.b=Math.cos(q) -p.cH() -o.q(s) -n.q(s) +p.cE() +o.u(s) +n.u(s) m.e=m.d=q m.f=0 -l.q(a.e) +l.u(a.e) f.w=a.f f.cy=a.w -k.cH() +k.cE() k=a.a f.a=k -if(k===B.N)f.ay=f.ax=1 +if(k===B.O)f.ay=f.ax=1 f.fr=a.b this.c.push(f) return f}, -aJ0(a){var s,r,q,p,o,n,m=this +aJE(a){var s,r,q,p,o,n,m=this for(s=a.as;s.length!==0;){r=B.b.ga5(s) -m.J_(r)}for(s=a.at;s.length!==0;){q=m.b +m.IK(r)}for(s=a.at;s.length!==0;){q=m.b q===$&&A.c() -q.a8u(B.b.ga5(s))}B.b.ak(s) +q.a92(B.b.ga5(s))}B.b.ao(s) for(s=a.Q,q=s.length,p=0;p0?1/p:0 m=o>0?1/o:0 -l=s.gow() +l=s.got() for(s=this.a,k=s.Q,j=r.d,i=0+n,s=s.at,q=q.c.a,h=b1.f,g=0;g>>0)+(B.c.af(128*d)+262144)) -a1=A.bh4(k,(B.c.af(a+2048)<<19>>>0)+(B.c.af(128*b)+262144)) -for(a2=a0;a2>>0)+(B.c.aj(128*d)+262144)) 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A.Uc(A.b([],o),r) l.a.push(q)}}if(l!=null)m.push(l)}, -kV(a,b,a0,a1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=this,e="StrokeContent#draw",d="StrokeContent#buildPath",c="StrokeContent#drawPath" -A.fz(e) +kU(a,b,a0,a1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=this,e="StrokeContent#draw",d="StrokeContent#buildPath",c="StrokeContent#drawPath" +A.fv(e) s=new Float64Array(3) -r=new A.dA(s) +r=new A.dF(s) r.ka(0,0,0) -r.I6(a0) +r.HR(a0) q=new Float64Array(3) -p=new A.dA(q) +p=new A.dF(q) p.ka(37394.729378,39575.2343807,0) -p.I6(a0) -if(s[0]===q[0]||s[1]===q[1]){A.dz(e) +p.HR(a0) +if(s[0]===q[0]||s[1]===q[1]){A.dE(e) return}s=f.x q=f.r -s=B.e.cq(B.c.aA(a1/255*s.gm(s)/100*255),0,255) +s=B.e.ca(B.c.aA(a1/255*s.gm(s)/100*255),0,255) o=q.gA(q).a q.sA(0,A.a9(s,o>>>16&255,o>>>8&255,o&255)) o=f.w -q.sbQ(o.gm(o)*A.b8U(a0)) -if(q.gbQ()<=0){A.dz(e) +q.sbJ(o.gm(o)*A.b9T(a0)) +if(q.gbJ()<=0){A.dE(e) return}n=f.as if(n!=null){m=n.gm(n) -if(m===0)q.smT(null) -else if(m!==f.at)q.smT(f.d.LO(m)) +if(m===0)q.smL(null) +else if(m!==f.at)q.smL(f.d.LD(m)) f.at=m}for(s=f.e,o=f.a,l=a0.a,k=0;k=0;--h)o.or(0,i[h].dC(),B.h,l) -A.dz(d) -A.fz(c) +if(j.b!=null)f.aoF(a,j,a0) +else{A.fv(d) +o.bY(0) +for(i=j.a,h=i.length-1;h>=0;--h)o.oo(0,i[h].dq(),B.h,l) +A.dE(d) +A.fv(c) g=f.ax -if(g!=null)g.SG(a,o) -a.Z(f.HG(o,a0),q) -A.dz(c)}}A.dz(e)}, -ao4(a4,a5,a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2=this,a3="StrokeContent#applyTrimPath" -A.fz(a3) +if(g!=null)g.SE(a,o) +a.Z(f.Hr(o,a0),q) +A.dE(c)}}A.dE(e)}, +aoF(a4,a5,a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2=this,a3="StrokeContent#applyTrimPath" +A.fv(a3) s=a5.b -if(s==null){A.dz(a3) +if(s==null){A.dE(a3) return}r=a2.a -r.c0(0) -for(q=a5.a,p=q.length-1,o=a6.a;p>=0;--p)r.or(0,q[p].dC(),B.h,o) +r.bY(0) +for(q=a5.a,p=q.length-1,o=a6.a;p>=0;--p)r.oo(0,q[p].dq(),B.h,o) n=s.e m=n.gm(n)/100 n=s.f @@ -137501,114 +138806,114 @@ l=n.gm(n)/100 n=s.r n=n.gm(n) if(m<0.01&&l>0.99){a4.Z(r,a2.r) -A.dz(a3) -return}r=r.ro() -k=B.b.l1(A.ai(r,!0,A.w(r).h("B.E")),0,new A.arM()) +A.dE(a3) +return}r=r.rh() +k=B.b.lK(A.ai(r,!0,A.w(r).h("y.E")),0,new A.asX()) j=k*(n/360) i=k*m+j h=Math.min(k*l+j,i+k-1) -for(p=q.length-1,r=a2.b,n=a2.r,g=h>k,f=h-k,e=i>k,d=i-k,c=0;p>=0;--p){b=q[p].dC().aw(0,o) -r.c0(0) -r.mx(0,b,B.h) -b=r.ro() -a=A.ai(b,!0,A.w(b).h("B.E")) -a0=a.length!==0?J.bi(B.b.ga5(a)):0 +for(p=q.length-1,r=a2.b,n=a2.r,g=h>k,f=h-k,e=i>k,d=i-k,c=0;p>=0;--p){b=q[p].dq().az(0,o) +r.bY(0) +r.mq(0,b,B.h) +b=r.rh() +a=A.ai(b,!0,A.w(b).h("y.E")) +a0=a.length!==0?J.b3(B.b.ga5(a)):0 if(g&&fh))if(b<=h&&ih))if(b<=h&&ib?1:(h-c)/a0,0) -a4.Z(a2.HG(r,a6),n)}}c+=a0}A.dz(a3)}, -iM(a,b,c){var s,r,q,p,o,n,m,l="StrokeContent#getBounds" -A.fz(l) +A.bb7(r,a1,h>b?1:(h-c)/a0,0) +a4.Z(a2.Hr(r,a6),n)}}c+=a0}A.dE(a3)}, +iG(a,b,c){var s,r,q,p,o,n,m,l="StrokeContent#getBounds" +A.fv(l) s=this.a -s.c0(0) -for(r=this.e,q=b.a,p=0;p=0;--r)A.bCC(a,s[r])}} -A.u5.prototype={ -YM(a,b,c,d,e,f){var s,r,q,p,o -if(e!=null){s=A.Bd(e) -s.a6i(b) -s.aj(0,this.gvk()) +A.asX.prototype={ 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+kU(a,b,c,d){var s,r,q,p,o,n,m,l=this if(l.e)return s=l.b -c.um(s) +c.uc(s) r=l.x -if(r!=null){s.bO(0,r.pn()) +if(r!=null){s.bR(0,r.pi()) r=l.x if((r==null?null:r.z)==null)q=100 else{r=r.z q=r.gm(r)}p=B.c.aA(q/100*d/255*255)}else p=d for(r=l.f,o=r.length-1,n=t.R7;o>=0;--o){m=r[o] -if(n.b(m))m.kV(a,b,s,p)}}, -iM(a,b,c){var s,r,q,p,o,n=this.b -b.um(n) +if(n.b(m))m.kU(a,b,s,p)}}, +iG(a,b,c){var s,r,q,p,o,n=this.b +b.uc(n) s=this.x -if(s!=null)n.bO(0,s.pn()) -for(s=this.f,r=s.length-1,q=t.R7,p=B.G;r>=0;--r){o=s[r] -if(q.b(o))p=p.jT(o.iM(0,n,c))}return p}, -$idy:1, -$ihN:1, -$ilH:1} -A.KG.prototype={ -v3(){this.w=!1 +if(s!=null)n.bR(0,s.pi()) +for(s=this.f,r=s.length-1,q=t.R7,p=B.H;r>=0;--r){o=s[r] +if(q.b(o))p=p.jS(o.iG(0,n,c))}return p}, +$idD:1, +$ihJ:1, +$ilW:1} +A.KY.prototype={ +uP(){this.w=!1 this.c.f=!0}, kE(a,b){var s,r,q,p -for(s=this.r.a,r=this.goS(),q=0;q>>16&255,q>>>8&255,q&255)) -s.sl2(!0) +s.sl_(!0) p=l.z if(p!=null){o=p.gm(p) -if(o===0)s.smT(null) -else if(o!==l.Q)s.smT(l.c.LO(o)) +if(o===0)s.smL(null) +else if(o!==l.Q)s.smL(l.c.LD(o)) l.Q=o}r=l.a -r.c0(0) -for(q=l.f,n=0;n>>16&255,m>>>8&255,m&255)) -i.sl2(!0) -a.bP(0) -a.aw(0,c.a) +i.sl_(!0) +a.bO(0) +a.az(0,c.a) l=k.CW -if(l!=null)l.SG(a,s) +if(l!=null)l.SE(a,s) a.Z(s,i) -a.bp(0) -A.dz(j)}, -iM(a,b,c){var s,r,q,p=this.e -p.c0(0) -for(s=this.r,r=b.a,q=0;qk)n=k r=d.e j=r.gm(r) @@ -137944,42 +139249,42 @@ l=r+p i=j.b h=i-o g=h+n -s.a2(0,l,g) +s.a0(0,l,g) i+=o s.n(0,l,i-n) f=n>0 if(f){e=2*n -s.xf(0,new A.x(l-e,i-e,l,i),0,1.5707963267948966,!1)}r-=p +s.wY(0,new A.x(l-e,i-e,l,i),0,1.5707963267948966,!1)}r-=p s.n(0,r+n,i) if(f){e=2*n -s.xf(0,new A.x(r,i-e,r+e,i),1.5707963267948966,1.5707963267948966,!1)}s.n(0,r,g) +s.wY(0,new A.x(r,i-e,r+e,i),1.5707963267948966,1.5707963267948966,!1)}s.n(0,r,g) if(f){i=2*n -s.xf(0,new A.x(r,h,r+i,h+i),3.141592653589793,1.5707963267948966,!1)}s.n(0,l-n,h) +s.wY(0,new A.x(r,h,r+i,h+i),3.141592653589793,1.5707963267948966,!1)}s.n(0,l-n,h) if(f){r=2*n -s.xf(0,new A.x(l-r,h,l,h+r),4.71238898038469,1.5707963267948966,!1)}s.R(0) -d.w.dd(s) +s.wY(0,new A.x(l-r,h,l,h+r),4.71238898038469,1.5707963267948966,!1)}s.R(0) +d.w.d5(s) d.y=!0 return s}, -$idy:1, -$ilH:1} -A.OM.prototype={ -aFh(a){var s,r,q,p=this +$idD:1, +$ilW:1} +A.P3.prototype={ +aFW(a){var s,r,q,p=this if(p.x!=null)return -s=B.b.yq(a,p)-1 +s=B.b.yd(a,p)-1 r=A.b([],t.kQ) for(;s>=0;){r.push(a[s]) -B.b.du(a,s);--s}q=t.Ba -p.x=A.buY(p.c,p.d,"Repeater",A.ai(new A.cr(r,q),!0,q.h("aA.E")),null,p.e.e)}, +B.b.di(a,s);--s}q=t.Ba +p.x=A.bwh(p.c,p.d,"Repeater",A.ai(new A.cs(r,q),!0,q.h("aF.E")),null,p.e.e)}, kE(a,b){this.x.kE(a,b)}, -dC(){var s,r,q,p,o,n,m=this,l=m.x.dC(),k=m.b -k.c0(0) +dq(){var s,r,q,p,o,n,m=this,l=m.x.dq(),k=m.b +k.bY(0) s=m.f r=s.gm(s) s=m.r q=s.gm(s) -for(p=B.c.af(r)-1,s=m.a,o=m.w,n=s.a;p>=0;--p){o.Wx(p+q).um(s) -k.or(0,l,B.h,n)}return k}, -kV(a,b,c,d){var s,r,q,p,o,n,m,l=this,k=l.f,j=k.gm(k) +for(p=B.c.aj(r)-1,s=m.a,o=m.w,n=s.a;p>=0;--p){o.X2(p+q).uc(s) +k.oo(0,l,B.h,n)}return k}, +kU(a,b,c,d){var s,r,q,p,o,n,m,l=this,k=l.f,j=k.gm(k) k=l.r s=k.gm(k) k=l.w @@ -137987,37 +139292,37 @@ r=k.Q q=r.gm(r)/100 r=k.as p=r.gm(r)/100 -for(o=B.c.af(j)-1,r=l.a;o>=0;--o){c.um(r) -r.bO(0,k.Wx(o+s)) -n=A.ak(q,p,o/j) +for(o=B.c.aj(j)-1,r=l.a;o>=0;--o){c.uc(r) +r.bR(0,k.X2(o+s)) +n=A.am(q,p,o/j) n.toString m=l.x m.toString -m.kV(a,b,r,B.c.aA(d*n))}}, -iM(a,b,c){return this.x.iM(0,b,c)}, -awh(){this.c.f=!0}, -$idy:1, -$ihN:1, -$ib8m:1, -$ilH:1} -A.Ai.prototype={ -ayd(){this.a.f=!0}, +m.kU(a,b,r,B.c.aA(d*n))}}, +iG(a,b,c){return this.x.iG(0,b,c)}, +awU(){this.c.f=!0}, +$idD:1, +$ihJ:1, +$ib9l:1, +$ilW:1} +A.Au.prototype={ +ayQ(){this.a.f=!0}, kE(a,b){}, -aNZ(b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7=b8.a +aOB(b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7=b8.a if(b7.length<=2)return b8 s=this.c r=s.gm(s) if(r===0)return b8 -q=this.asA(b8) +q=this.ata(b8) s=b8.b q.b=new A.h(s.a,s.b) p=q.a for(s=!b8.c,o=0,n=0;m=b7.length,n=0;s=o){p=f[s] o=s-1 n=f.length -m=f[o-n*A.MH(o,n)] +m=f[o-n*A.N0(o,n)] n=s===0 l=n&&r?a.b:m.c k=n&&r?l:m.b @@ -138077,138 +139382,138 @@ if(l.a===k.a&&l.b===k.b)n=l.a===j.a&&l.b===j.b&&!i else n=!1 q=n?q+2:q+1}h=this.d if(h==null||h.a.length!==q){g=A.b([],t.hN) -for(s=0;s>>24&255,q.gm(r)>>>16&255,q.gm(r)>>>8&255,q.gm(r)&255)) -p.XE(a,b,c,d)}} -A.mW.prototype={ -aEi(){var s,r +p.Ya(a,b,c,d)}} +A.n8.prototype={ +aEV(){var s,r for(s=this.c,r=0;rs.vL())a=s.vL() +if(as.vv())a=s.vv() if(a===s.d)return s.d=a -if(r.U8(a))s.E()}, -E(){var s,r,q +if(r.Uv(a))s.F()}, +F(){var s,r,q for(s=this.a,r=s.length,q=0;q=q.gqK())return q +a9T(a){var s,r=this.a,q=B.b.ga4(r) +if(a>=q.gqD())return q for(s=r.length-2;s>=1;--s){q=r[s] if(this.b===q)continue -if(a>=q.gqK()&&a=q.gqD()&&a>>16&255,o.gm(o)>>>8&255,o.gm(o)&255) +n=A.a9(J.arw(p.gm(p)),o.gm(o)>>>16&255,o.gm(o)>>>8&255,o.gm(o)&255) p=k.f p===$&&A.c() m=p.gm(p) l=k.r if(l==null){l=$.G().B() l.sA(0,n) -l.smT(new A.p9(B.U,m*0.57735+0.5)) -k.r=l}a.Z(b.dN(new A.h(j*r,q*r)),l)}} -A.Lp.prototype={ -pr(a,b){var s,r,q=this.ch +l.smL(new A.pj(B.V,m*0.57735+0.5)) +k.r=l}a.Z(b.dE(new A.h(j*r,q*r)),l)}} +A.LH.prototype={ +pm(a,b){var s,r,q=this.ch q===$&&A.c() s=a.b s.toString r=a.c r.toString -q.aNg(s,r,b) +q.aNT(s,r,b) return this.ch}} -A.p_.prototype={ -pr(a,b){var s=a.b -if(s==null||a.c==null)throw A.d(A.bI("Missing values for keyframe.")) -s=A.ak(s,a.c,b) +A.p9.prototype={ +pm(a,b){var s=a.b +if(s==null||a.c==null)throw A.d(A.bN("Missing values for keyframe.")) +s=A.am(s,a.c,b) s.toString return B.c.aA(s)}} -A.M5.prototype={} -A.aEw.prototype={ -an2(a){var s,r,q,p,o,n,m,l,k +A.Mp.prototype={} +A.aFB.prototype={ +anE(a){var s,r,q,p,o,n,m,l,k for(s=this.c,r=s.length,q=this.a,p=t.hd,o=t.u,n=this.b,m=t.S,l=0;l=0;--p)r=q[p].aNZ(r) +if(q!=null)for(p=q.length-1;p>=0;--p)r=q[p].aOB(r) o=this.y -A.byC(r,o) +A.bzX(r,o) return o}} -A.a8x.prototype={ +A.a9i.prototype={ fN(a){var s,r,q=this,p=q.y p.fN(a) s=q.z @@ -138317,28 +139622,28 @@ for(p=q.a,r=0;r=0)return o.b[m] s=-(m+1) if(s===0)return o.b[0] @@ -138684,73 +139989,73 @@ else{r=o.b q=r.length-1 if(s===q)return r[q]}q=s-1 p=n[q] -return A.azS((a-p)/(n[s]-p),r[q],r[s])}} -A.a1r.prototype={ -l8(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g=this,f=t.S,e=t.Fs,d=$.G(),c=d.U() +return A.aAZ((a-p)/(n[s]-p),r[q],r[s])}} +A.a1U.prototype={ +l5(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g=this,f=t.S,e=t.Fs,d=$.G(),c=d.T() d=d.B() s=A.b([],t.KJ) r=a.a.d -r=B.c.aA(B.e.cZ(A.dk(0,B.c.aA((r.c-r.b)/r.d*1000)).a,1000)/32) -q=A.bfA(g.d.a) +r=B.c.aA(B.e.cS(A.dw(0,B.c.aA((r.c-r.b)/r.d*1000)).a,1000)/32) +q=A.bgB(g.d.a) p=t.u o=A.b([],p) -n=new A.p_(o,A.bF(g.e.a,f)) +n=new A.p9(o,A.bK(g.e.a,f)) m=t.o l=A.b([],p) -k=new A.lI(l,A.bF(g.f.a,m)) +k=new A.lX(l,A.bK(g.f.a,m)) j=A.b([],p) -m=new A.lI(j,A.bF(g.r.a,m)) -r=new A.Lr(b,g,A.D(f,e),A.D(f,e),c,d,s,q,n,k,m,a,r) +m=new A.lX(j,A.bK(g.r.a,m)) +r=new A.LJ(b,g,A.D(f,e),A.D(f,e),c,d,s,q,n,k,m,a,r) c.sfA(g.c) -c=r.goS() +c=r.goO() q.a.push(c) -b.cp(q) +b.cn(q) o.push(c) -b.cp(n) +b.cn(n) l.push(c) -b.cp(k) +b.cn(k) j.push(c) -b.cp(m) -i=b.gBy() +b.cn(m) +i=b.gBn() if(i!=null){f=i.a p=A.b([],p) -f=new A.cF(p,A.bF(f.a,t.i)) +f=new A.cF(p,A.bK(f.a,t.V)) p.push(c) r.ay=f -b.cp(f)}h=b.gCi() -if(h!=null)r.CW=A.b7U(c,b,h) +b.cn(f)}h=b.gC7() +if(h!=null)r.CW=A.b8S(c,b,h) return r}, -$ieB:1} -A.a1t.prototype={ -l8(a,b){return A.bx9(a,b,this)}, -$ieB:1} -A.a1w.prototype={ -W(){return"GradientType."+this.b}} -A.Ey.prototype={ -W(){return"MaskMode."+this.b}} -A.a3l.prototype={} -A.zm.prototype={ -W(){return"MergePathsMode."+this.b}} -A.a3D.prototype={ -l8(a,b){a.a.pR("Animation contains merge paths but they are disabled.") +$ieJ:1} +A.a1W.prototype={ +l5(a,b){return A.byt(a,b,this)}, +$ieJ:1} +A.a1Z.prototype={ +V(){return"GradientType."+this.b}} +A.EM.prototype={ +V(){return"MaskMode."+this.b}} +A.a3X.prototype={} +A.zw.prototype={ +V(){return"MergePathsMode."+this.b}} +A.a4e.prototype={ +l5(a,b){a.a.pM("Animation contains merge paths but they are disabled.") return null}, j(a){return"MergePaths{mode="+this.b.j(0)+"}"}, -$ieB:1} -A.NP.prototype={} -A.a5H.prototype={ -l8(a,b){var s,r,q=this,p=$.G().U(),o=A.b([],t.NQ),n=t.i,m=t.u,l=A.b([],m),k=new A.cF(l,A.bF(q.c.a,n)),j=q.d.kR(),i=A.b([],m),h=new A.cF(i,A.bF(q.e.a,n)),g=A.b([],m),f=new A.cF(g,A.bF(q.r.a,n)),e=A.b([],m),d=new A.cF(e,A.bF(q.x.a,n)),c=q.b===B.oP +$ieJ:1} +A.O7.prototype={} +A.a6m.prototype={ +l5(a,b){var s,r,q=this,p=$.G().T(),o=A.b([],t.NQ),n=t.V,m=t.u,l=A.b([],m),k=new A.cF(l,A.bK(q.c.a,n)),j=q.d.kQ(),i=A.b([],m),h=new A.cF(i,A.bK(q.e.a,n)),g=A.b([],m),f=new A.cF(g,A.bK(q.r.a,n)),e=A.b([],m),d=new A.cF(e,A.bK(q.x.a,n)),c=q.b===B.oT if(c){s=q.f.a -s=new A.cF(A.b([],m),A.bF(s,n))}else s=null +s=new A.cF(A.b([],m),A.bK(s,n))}else s=null if(c){r=q.w.a -n=new A.cF(A.b([],m),A.bF(r,n))}else n=null -o=new A.NO(p,a,q,k,j,h,s,f,n,d,new A.CV(o)) -b.cp(k) -b.cp(j) -b.cp(h) -b.cp(f) -b.cp(d) -if(c){b.cp(s) -b.cp(n)}p=o.goS() +n=new A.cF(A.b([],m),A.bK(r,n))}else n=null +o=new A.O6(p,a,q,k,j,h,s,f,n,d,new A.D7(o)) +b.cn(k) +b.cn(j) +b.cn(h) +b.cn(f) +b.cn(d) +if(c){b.cn(s) +b.cn(n)}p=o.goO() l.push(p) j.a.push(p) i.push(p) @@ -138758,64 +140063,64 @@ g.push(p) e.push(p) if(c){s.a.push(p) n.a.push(p)}return o}, -$ieB:1} -A.a6a.prototype={ -l8(a,b){var s,r=this,q=$.G().U(),p=A.b([],t.NQ),o=r.b.kR(),n=t.u,m=A.b([],n),l=new A.lI(m,A.bF(r.c.a,t.o)) +$ieJ:1} +A.a6S.prototype={ +l5(a,b){var s,r=this,q=$.G().T(),p=A.b([],t.NQ),o=r.b.kQ(),n=t.u,m=A.b([],n),l=new A.lX(m,A.bK(r.c.a,t.o)) n=A.b([],n) -s=new A.cF(n,A.bF(r.d.a,t.i)) -p=new A.Oh(q,r.a,r.e,a,o,l,s,new A.CV(p)) -b.cp(o) -b.cp(l) -b.cp(s) -s=p.goS() +s=new A.cF(n,A.bK(r.d.a,t.V)) +p=new A.Oz(q,r.a,r.e,a,o,l,s,new A.D7(p)) +b.cn(o) +b.cn(l) +b.cn(s) +s=p.goO() o.a.push(s) m.push(s) n.push(s) return p}, j(a){return"RectangleShape{position="+this.b.j(0)+", size="+this.c.j(0)+"}"}, -$ieB:1} -A.a6R.prototype={ -l8(a,b){var s,r,q,p,o,n,m=this,l=new A.b3(new Float64Array(16)) -l.bm() -s=$.G().U() -r=t.i +$ieJ:1} +A.a7y.prototype={ +l5(a,b){var s,r,q,p,o,n,m=this,l=new A.by(new Float64Array(16)) +l.cc() +s=$.G().T() +r=t.V q=t.u p=A.b([],q) -o=new A.cF(p,A.bF(m.b.a,r)) +o=new A.cF(p,A.bK(m.b.a,r)) q=A.b([],q) -r=new A.cF(q,A.bF(m.c.a,r)) -n=A.Bd(m.d) -s=new A.OM(l,s,a,b,m,o,r,n) -b.cp(o) -o=s.gawg() +r=new A.cF(q,A.bK(m.c.a,r)) +n=A.Bo(m.d) +s=new A.P3(l,s,a,b,m,o,r,n) +b.cn(o) +o=s.gawT() p.push(o) -b.cp(r) +b.cn(r) q.push(o) -n.a6i(b) -n.aj(0,o) +n.a6N(b) +n.an(0,o) return s}, -$ieB:1} -A.a76.prototype={ -l8(a,b){var s=A.b([],t.u),r=new A.cF(s,A.bF(this.b.a,t.i)),q=new A.Ai(a,r) -b.cp(r) -s.push(q.gayc()) +$ieJ:1} +A.a7S.prototype={ +l5(a,b){var s=A.b([],t.u),r=new A.cF(s,A.bK(this.b.a,t.V)),q=new A.Au(a,r) +b.cn(r) +s.push(q.gayP()) return q}, -$ieB:1} -A.o_.prototype={ -aMJ(a,a0,a1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b +$ieJ:1} +A.oc.prototype={ +aNk(a,a0,a1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b this.c=a.c||a0.c s=a.a r=a0.a q=Math.min(s.length,r.length) p=this.a o=p.length -if(oq)for(--o;o>=q;--o)B.b.du(p,p.length-1) +if(oq)for(--o;o>=q;--o)B.b.di(p,p.length-1) n=a.b m=a0.b -l=A.ak(n.a,m.a,a1) +l=A.am(n.a,m.a,a1) l.toString -m=A.ak(n.b,m.b,a1) +m=A.am(n.b,m.b,a1) m.toString this.b=new A.h(l,m) for(o=p.length-1;o>=0;--o){k=s[o] @@ -138827,250 +140132,250 @@ f=j.a e=j.b d=j.c l=p[o] -c=A.ak(i.a,f.a,a1) +c=A.am(i.a,f.a,a1) c.toString -b=A.ak(i.b,f.b,a1) +b=A.am(i.b,f.b,a1) b.toString l.a=new A.h(c,b) -b=A.ak(h.a,e.a,a1) +b=A.am(h.a,e.a,a1) b.toString -c=A.ak(h.b,e.b,a1) +c=A.am(h.b,e.b,a1) c.toString l.b=new A.h(b,c) -c=A.ak(g.a,d.a,a1) +c=A.am(g.a,d.a,a1) c.toString -b=A.ak(g.b,d.b,a1) +b=A.am(g.b,d.b,a1) b.toString l.c=new A.h(c,b)}}, j(a){return"ShapeData{numCurves="+this.a.length+"closed="+this.c+"}"}} -A.a7O.prototype={ -l8(a,b){var s=$.G() -s=new A.KU(s.U(),s.B(),b,this.c,this.f,A.b([],t.KJ),a) -s.amS(a,b,this) +A.a8y.prototype={ +l5(a,b){var s=$.G() +s=new A.Lb(s.T(),s.B(),b,this.c,this.f,A.b([],t.KJ),a) +s.ant(a,b,this) return s}, j(a){return"ShapeFill{color=, fillEnabled="+this.a+"}"}, -$ieB:1} -A.AA.prototype={ -l8(a,b){return A.b7v(a,b,this)}, +$ieJ:1} +A.AM.prototype={ +l5(a,b){return A.b8u(a,b,this)}, j(a){return"ShapeGroup{name: '"+A.j(this.a)+"' Shapes: "+A.j(this.b)+"}"}, -$ieB:1} -A.a7Q.prototype={ -l8(a,b){var s=$.G().U(),r=A.b([],t.NQ),q=A.bAQ(this.c.a) -r=new A.PB(s,this,a,q,new A.CV(r)) -b.cp(q) -q.a.push(r.ga4_()) +$ieJ:1} +A.a8A.prototype={ +l5(a,b){var s=$.G().T(),r=A.b([],t.NQ),q=A.bCb(this.c.a) +r=new A.PU(s,this,a,q,new A.D7(r)) +b.cn(q) +q.a.push(r.ga4v()) return r}, j(a){return"ShapePath{name="+A.j(this.a)+", index="+this.b+"}"}, -$ieB:1} -A.Ek.prototype={ -W(){return"LineCapType."+this.b}} -A.El.prototype={ -W(){return"LineJoinType."+this.b}} -A.a7R.prototype={ -l8(a,b){return A.bBs(a,b,this)}, -$ieB:1} -A.a7T.prototype={ -W(){return"ShapeTrimPathType."+this.b}} -A.a7S.prototype={ 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-W(){return"Justification."+this.b}} -A.qw.prototype={ +A.Er.prototype={ +V(){return"Justification."+this.b}} +A.qG.prototype={ gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d.a,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d.a,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s,r=this if(b==null)return!1 -if(r!==b)s=b instanceof A.qw&&A.L(r)===A.L(b)&&r.a===b.a&&r.b==b.b&&r.c===b.c&&r.d===b.d&&r.e===b.e&&r.f===b.f&&r.r===b.r&&r.w.l(0,b.w)&&r.x.l(0,b.x)&&r.y===b.y&&r.z===b.z&&J.e(r.Q,b.Q)&&J.e(r.as,b.as) +if(r!==b)s=b instanceof A.qG&&A.L(r)===A.L(b)&&r.a===b.a&&r.b==b.b&&r.c===b.c&&r.d===b.d&&r.e===b.e&&r.f===b.f&&r.r===b.r&&r.w.l(0,b.w)&&r.x.l(0,b.x)&&r.y===b.y&&r.z===b.z&&J.f(r.Q,b.Q)&&J.f(r.as,b.as) else s=!0 return s}} -A.a0X.prototype={} -A.L9.prototype={ -gJ(a){return A.bwP(this.b,this.f,this.e)}, +A.a1n.prototype={} +A.Lr.prototype={ +gJ(a){return A.by8(this.b,this.f,this.e)}, l(a,b){var s,r=this if(b==null)return!1 -if(r!==b)s=b instanceof A.L9&&A.L(r)===A.L(b)&&r.a===b.a&&r.b===b.b&&r.c===b.c&&r.d===b.d&&r.e===b.e&&r.f===b.f +if(r!==b)s=b instanceof A.Lr&&A.L(r)===A.L(b)&&r.a===b.a&&r.b===b.b&&r.c===b.c&&r.d===b.d&&r.e===b.e&&r.f===b.f else s=!0 return s}} -A.j2.prototype={ -wh(a,b){var s,r,q,p,o=this,n=o.y,m=o.e -if(n.cy===B.mH)m.sdz(B.cY) -else m.sdz(B.cE) -m=o.gTZ() -o.ch.aj(0,m) +A.j9.prototype={ +w1(a,b){var s,r,q,p,o=this,n=o.y,m=o.e +if(n.cy===B.mM)m.sdl(B.d0) +else m.sdl(B.cG) +m=o.gUl() +o.ch.an(0,m) n=n.w if(n.length!==0){s=A.b([],t.PE) -r=new A.aEw(s,A.b([],t.qh),n) -r.an2(n) +r=new A.aFB(s,A.b([],t.qh),n) +r.anE(n) o.z=r for(n=s.length,q=0;q=0;--q)s.bO(0,p.ax[q].ch.pn()) +if(r!=null)for(q=r.length-1;q>=0;--q)s.bR(0,p.ax[q].ch.pi()) else{r=p.at -if(r!=null)s.bO(0,r.ch.pn())}}s.bO(0,p.ch.pn()) -return B.G}, -kV(a,b,c,d){var s,r,q,p,o,n,m,l=this,k="Layer#parentMatrix",j="Layer#drawLayer",i="Layer#computeBounds",h="Layer#saveLayer",g="Layer#drawMatte",f="Layer#restoreLayer",e=l.r -A.fz(e) -if(!l.CW||l.y.dx){A.dz(e) -return}l.Zr() -A.fz(k) +if(r!=null)s.bR(0,r.ch.pi())}}s.bR(0,p.ch.pi()) +return B.H}, +kU(a,b,c,d){var s,r,q,p,o,n,m,l=this,k="Layer#parentMatrix",j="Layer#drawLayer",i="Layer#computeBounds",h="Layer#saveLayer",g="Layer#drawMatte",f="Layer#restoreLayer",e=l.r +A.fv(e) +if(!l.CW||l.y.dx){A.dE(e) +return}l.ZV() +A.fv(k) s=l.a -s.bm() -c.um(s) -for(r=l.ax.length-1;r>=0;--r)s.bO(0,l.ax[r].ch.pn()) -A.dz(k) +s.cc() +c.uc(s) +for(r=l.ax.length-1;r>=0;--r)s.bR(0,l.ax[r].ch.pi()) +A.dE(k) q=l.ch p=q.z o=p==null?null:p.gm(p) if(o==null)o=100 -n=B.c.af(d/255*o/100*255) -if(l.as==null&&!l.TN()){s.bO(0,q.pn()) -A.fz(j) -l.ux(a,b,s,n) -A.dz(j) -l.a32(A.dz(e)) -return}A.fz(i) -m=l.awe(l.iM(0,s,!1),c) -s.bO(0,q.pn()) -m=l.awd(m,s) -q=m.fL(new A.x(0,0,0+b.a,0+b.b)) -if(q.gaB(q))m=B.G -A.dz(i) -if(!m.gaB(m)){A.fz(h) +n=B.c.aj(d/255*o/100*255) +if(l.as==null&&!l.U9()){s.bR(0,q.pi()) +A.fv(j) +l.um(a,b,s,n) +A.dE(j) +l.a3x(A.dE(e)) +return}A.fv(i) +m=l.awR(l.iG(0,s,!1),c) +s.bR(0,q.pi()) +m=l.awQ(m,s) +q=m.fJ(new A.x(0,0,0+b.a,0+b.b)) +if(q.gaB(q))m=B.H +A.dE(i) +if(!m.gaB(m)){A.fv(h) q=l.b p=q.gA(q).a q.sA(0,A.a9(255,p>>>16&255,p>>>8&255,p&255)) -a.hG(m,q) -A.dz(h) -l.ZP(a,m) -A.fz(j) -l.ux(a,b,s,n) -A.dz(j) -if(l.TN())l.ao3(a,m,s) -if(l.as!=null){A.fz(g) -A.fz(h) -a.hG(m,l.e) -A.dz(h) -l.ZP(a,m) -l.as.kV(a,b,c,n) -A.fz(f) -a.bp(0) -A.dz(f) -A.dz(g)}A.fz(f) -a.bp(0) -A.dz(f)}l.a32(A.dz(e))}, -a32(a){this.x.a.b.aQg(this.y.c,a)}, -ZP(a,b){var s="Layer#clearLayer" -A.fz(s) -a.aU(b.e8(1),this.f) -A.dz(s)}, -awd(a,b){var s,r,q,p,o,n,m,l,k,j -if(!this.TN())return a +a.hD(m,q) +A.dE(h) +l.a_i(a,m) +A.fv(j) +l.um(a,b,s,n) +A.dE(j) +if(l.U9())l.aoE(a,m,s) +if(l.as!=null){A.fv(g) +A.fv(h) +a.hD(m,l.e) +A.dE(h) +l.a_i(a,m) +l.as.kU(a,b,c,n) +A.fv(f) +a.bo(0) +A.dE(f) +A.dE(g)}A.fv(f) +a.bo(0) +A.dE(f)}l.a3x(A.dE(e))}, +a3x(a){this.x.a.b.aQT(this.y.c,a)}, +a_i(a,b){var s="Layer#clearLayer" +A.fv(s) +a.aX(b.e2(1),this.f) +A.dE(s)}, +awQ(a,b){var s,r,q,p,o,n,m,l,k,j +if(!this.U9())return a s=this.z.c.length -for(r=b.a,q=B.G,p=0;p>>16&255,n>>>8&255,n&255)) -a.aU(b,q)}break -case 0:if(l.d){a.hG(b,q) -a.aU(b,q) -i=k.gm(k).aw(0,r) +a.aX(b,q)}break +case 0:if(l.d){a.hD(b,q) +a.aX(b,q) +i=k.gm(k).az(0,r) n=B.c.aA(j.gm(j)*2.55) m=q.gA(q).a q.sA(0,A.a9(n,m>>>16&255,m>>>8&255,m&255)) a.Z(i,p) -a.bp(0)}else{i=k.gm(k).aw(0,r) +a.bo(0)}else{i=k.gm(k).az(0,r) n=B.c.aA(j.gm(j)*2.55) m=q.gA(q).a q.sA(0,A.a9(n,m>>>16&255,m>>>8&255,m&255)) a.Z(i,q)}break -case 1:if(o===0){q.sA(0,B.o) -a.aU(b,q)}if(l.d){a.hG(b,p) -a.aU(b,q) +case 1:if(o===0){q.sA(0,B.q) +a.aX(b,q)}if(l.d){a.hD(b,p) +a.aX(b,q) n=B.c.aA(j.gm(j)*2.55) m=p.gA(p).a p.sA(0,A.a9(n,m>>>16&255,m>>>8&255,m&255)) -a.Z(k.gm(k).aw(0,r),p) -a.bp(0)}else a.Z(k.gm(k).aw(0,r),p) +a.Z(k.gm(k).az(0,r),p) +a.bo(0)}else a.Z(k.gm(k).az(0,r),p) break -case 2:if(l.d){a.hG(b,s) -a.aU(b,q) +case 2:if(l.d){a.hD(b,s) +a.aX(b,q) n=B.c.aA(j.gm(j)*2.55) m=p.gA(p).a p.sA(0,A.a9(n,m>>>16&255,m>>>8&255,m&255)) -a.Z(k.gm(k).aw(0,r),p) -a.bp(0)}else{a.hG(b,s) -i=k.gm(k).aw(0,r) +a.Z(k.gm(k).az(0,r),p) +a.bo(0)}else{a.hD(b,s) +i=k.gm(k).az(0,r) n=B.c.aA(j.gm(j)*2.55) m=q.gA(q).a q.sA(0,A.a9(n,m>>>16&255,m>>>8&255,m&255)) a.Z(i,q) -a.bp(0)}break}}A.fz(f) -a.bp(0) -A.dz(f)}, -ao6(){var s,r,q=this.z +a.bo(0)}break}}A.fv(f) +a.bo(0) +A.dE(f)}, +aoH(){var s,r,q=this.z if(q==null||q.a.length===0)return!1 -for(q=q.c,s=q.length,r=0;r=0;--q){o=c[q] -n=A.bu3(k,o,a,d) +n=A.bvm(k,o,a,d) if(n==null)continue -r.u(0,n.y.d,n) +r.q(0,n.y.d,n) if(p!=null){p.as=n -p=null}else{B.b.fZ(s,0,n) +p=null}else{B.b.fY(s,0,n) switch(o.cy.a){case 1:case 2:p=n break -case 3:case 4:case 0:case 5:break}}}for(s=A.k_(r,r.r,r.$ti.c);s.F();){m=r.i(0,s.d) +case 3:case 4:case 0:case 5:break}}}for(s=A.k9(r,r.r,r.$ti.c);s.H();){m=r.i(0,s.d) if(m==null)continue l=r.i(0,m.y.f) if(l!=null)m.at=l}}, -ux(a,b,c,d){var s,r,q,p,o,n="CompositionLayer#draw" -A.fz(n) +um(a,b,c,d){var s,r,q,p,o,n="CompositionLayer#draw" +A.fv(n) s=this.y -r=A.hS(c,new A.x(0,0,s.ax,s.ay)) -a.bP(0) -for(s=this.dx,q=s.length-1,p=!(r.a>=r.c),o=r.b>=r.d;q>=0;--q){if(!(!p||o))a.mD(r) -s[q].kV(a,b,c,d)}a.bp(0) -A.dz(n)}, -iM(a,b,c){var s,r,q,p=this.w7(0,b,c) -for(s=this.dx,r=s.length-1,q=this.w;r>=0;--r)p=p.jT(s[r].iM(0,q,!0)) +r=A.hP(c,new A.x(0,0,s.ax,s.ay)) +a.bO(0) +for(s=this.dx,q=s.length-1,p=!(r.a>=r.c),o=r.b>=r.d;q>=0;--q){if(!(!p||o))a.mw(r) +s[q].kU(a,b,c,d)}a.bo(0) +A.dE(n)}, +iG(a,b,c){var s,r,q,p=this.vS(0,b,c) +for(s=this.dx,r=s.length-1,q=this.w;r>=0;--r)p=p.jS(s[r].iG(0,q,!0)) return p}, fN(a){var s,r,q,p,o,n,m=this -m.ahs(a) +m.ai1(a) s=m.db if(s!=null){r=m.x.a.d q=r.c @@ -139162,28 +140467,28 @@ a-=s.at/(r.c-r.b)}s=m.y r=s.as if(r!==0&&s.c!=="__container")a/=r for(s=m.dx,n=s.length-1;n>=0;--n)s[n].fN(a)}} -A.a26.prototype={ -ux(a,b,c,d){var s,r,q=this.Wg() +A.a2z.prototype={ +um(a,b,c,d){var s,r,q=this.WK() if(q==null)return s=this.db -s.soM(B.fF) +s.soI(B.fI) r=s.gA(s).a s.sA(0,A.a9(d,r>>>16&255,r>>>8&255,r&255)) -a.bP(0) -a.aw(0,c.a) -a.hQ(q,new A.x(0,0,q.gc7(q),q.gbR(q)),new A.x(0,0,q.gc7(q),q.gbR(q)),s) -a.bp(0)}, -iM(a,b,c){var s=this.w7(0,b,c),r=this.Wg() -if(r!=null)return A.hS(this.w,new A.x(0,0,r.gc7(r),r.gbR(r))) -return s}, -Wg(){return this.x.af5(this.y.r)}} -A.p4.prototype={ -W(){return"LayerType."+this.b}} -A.r3.prototype={ -W(){return"MatteType."+this.b}} -A.Eg.prototype={ -j(a){return this.adC("")}, -adC(a){var s,r,q=this,p=""+a+q.c+"\n",o=q.b.d.f,n=o.i(0,q.f) +a.bO(0) +a.az(0,c.a) +a.hL(q,new A.x(0,0,q.gc2(q),q.gbQ(q)),new A.x(0,0,q.gc2(q),q.gbQ(q)),s) +a.bo(0)}, +iG(a,b,c){var s=this.vS(0,b,c),r=this.WK() +if(r!=null)return A.hP(this.w,new A.x(0,0,r.gc2(r),r.gbQ(r))) +return s}, +WK(){return this.x.afG(this.y.r)}} +A.pe.prototype={ +V(){return"LayerType."+this.b}} +A.rc.prototype={ +V(){return"MatteType."+this.b}} +A.Eu.prototype={ +j(a){return this.aec("")}, +aec(a){var s,r,q=this,p=""+a+q.c+"\n",o=q.b.d.f,n=o.i(0,q.f) if(n!=null){p=p+"\t\tParents: "+n.c n=o.i(0,n.f) for(;n!=null;){p=p+"->"+n.c @@ -139195,25 +140500,25 @@ o=q.a s=o.length if(s!==0){p=p+a+"\tShapes:\n" for(r=0;r>>24&255 +A.a97.prototype={ +um(a,b,c,d){var s,r,q,p,o,n=this,m=n.y,l=m.Q.a>>>24&255 if(l===0)return s=n.ch.z r=s==null?null:s.gm(s) @@ -139222,36 +140527,36 @@ q=B.c.aA(d/255*(l/255*r/100)*255) s=n.db p=s.gA(s).a s.sA(0,A.a9(q,p>>>16&255,p>>>8&255,p&255)) -if(q>0){o=A.b6(8,0,!1,t.i) +if(q>0){o=A.ba(8,0,!1,t.V) p=m.y o[4]=p o[2]=p m=m.z o[7]=m o[5]=m -A.byt(c,o) +A.bzO(c,o) m=n.dx -m.c0(0) -m.a2(0,o[0],o[1]) +m.bY(0) +m.a0(0,o[0],o[1]) m.n(0,o[2],o[3]) m.n(0,o[4],o[5]) m.n(0,o[6],o[7]) m.n(0,o[0],o[1]) m.R(0) a.Z(m,s)}}, -iM(a,b,c){var s -this.w7(0,b,c) +iG(a,b,c){var s +this.vS(0,b,c) s=this.y -return A.hS(this.w,new A.x(0,0,s.y,s.z))}} -A.a9A.prototype={ -iM(a,b,c){var s -this.w7(0,b,c) +return A.hP(this.w,new A.x(0,0,s.y,s.z))}} +A.aap.prototype={ +iG(a,b,c){var s +this.vS(0,b,c) s=this.id.d.a return new A.x(0,0,0+s.c,0+s.d)}, -ux(a,b,c,d){var s,r,q,p,o,n,m=this,l=m.go,k=l.gm(l),j=m.id.d.y.i(0,k.b) +um(a,b,c,d){var s,r,q,p,o,n,m=this,l=m.go,k=l.gm(l),j=m.id.d.y.i(0,k.b) if(j==null)return -a.bP(0) -a.aw(0,c.a) +a.bO(0) +a.az(0,c.a) l=m.k1 s=l!=null?l.gm(l):k.w l=m.dy @@ -139262,49 +140567,49 @@ r=m.fr r.sA(0,A.a9(r.gA(r).a>>>24&255,q.gm(q)>>>16&255,q.gm(q)>>>8&255,q.gm(q)&255)) p=m.ch.z o=p==null?null:p.gm(p) -n=B.c.cZ((o==null?100:o)*255/100*d,255) +n=B.c.cS((o==null?100:o)*255/100*d,255) p=l.gA(l).a l.sA(0,A.a9(n,p>>>16&255,p>>>8&255,p&255)) p=r.gA(r).a r.sA(0,A.a9(n,p>>>16&255,p>>>8&255,p&255)) l=m.ok -if(l!=null)r.sbQ(l.gm(l)) -else r.sbQ(k.y) +if(l!=null)r.sbJ(l.gm(l)) +else r.sbJ(k.y) l=m.x.a.d.x.a -if(l!==0)m.aqK(k,c,j,a) -else m.aqJ(k,j,a) -a.bp(0)}, -aqK(a,b,c,d){var s,r,q,p,o,n,m,l=this,k=a.c,j=k/100,i=A.b8U(b),h=l.a0F(a.a),g=h.length,f=a.e/10,e=l.p2 +if(l!==0)m.arl(k,c,j,a) +else m.ark(k,j,a) +a.bo(0)}, +arl(a,b,c,d){var s,r,q,p,o,n,m,l=this,k=a.c,j=k/100,i=A.b9T(b),h=l.a18(a.a),g=h.length,f=a.e/10,e=l.p2 if(e!=null)f+=e.gm(e) for(e=a.as,s=-1,r=0;r0,p=b0.a,o=b0.c,n=a4.id.d.x,m=0,l=0,k=0,j=0,i=0,h=!1,g=0,f=0;r.wl(1,r.c);){e=r.d -if(e==null)e=r.d=B.d.ap(s,r.b,r.c) +a4M(a8,a9,b0,b1,b2,b3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5=null,a6=b3==null,a7=A.t2(a5,a5,a5,a5,A.cI(a5,a5,a5,b3,""),B.aB,B.v,a5,1,B.aG) +for(s=a8.a,r=new A.w5(s,0,0),q=a9>0,p=b0.a,o=b0.c,n=a4.id.d.x,m=0,l=0,k=0,j=0,i=0,h=!1,g=0,f=0;r.w5(1,r.c);){e=r.d +if(e==null)e=r.d=B.d.au(s,r.b,r.c) if(a6){d=n.i(0,31*(31*B.d.gJ(e)+B.d.gJ(p))+B.d.gJ(o)) if(d==null)continue -c=d.d*b1+b2}else{a7.se2(0,A.cG(a5,a5,a5,b3,e)) -a7.qj() +c=d.d*b1+b2}else{a7.sdv(0,A.cI(a5,a5,a5,b3,e)) +a7.rL() c=a7.b.b+b2}b=e===" " if(b){g=c h=!0}else if(h){i=c @@ -139340,155 +140645,155 @@ j=f h=!1}else i+=c l+=c if(q&&l>=a9){if(b)continue;++m -a=a4.a_X(m) 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65279:return!0 default:return!1}}, -$iht:1} -A.Jy.prototype={ -ct(a){var s,r,q,p,o,n,m -for(s=this.a,r=s.length,q=this.b,p=this.$ti.h("bl<1>"),o=null,n=0;n"),o=null,n=0;n=0)return q}return q}} -A.fR.prototype={ +A.fK.prototype={ gbZ(a){return A.b([this.a],t.Vz)}, -n_(a,b,c){var s=this -s.tH(0,b,c) -if(s.a.l(0,b))s.a=A.w(s).h("b5").a(c)}} -A.Pu.prototype={ -ct(a){var s,r,q,p,o=this,n=o.a.ct(a) -if(n.geN()){s=n.ge_(n) -return new A.bl(s,n.a,n.b,o.$ti.h("bl>"))}r=o.b.ct(n) -if(r.geN()){s=r.ge_(r) -return new A.bl(s,r.a,r.b,o.$ti.h("bl>"))}s=n.gm(n) +mS(a,b,c){var s=this +s.ty(0,b,c) +if(s.a.l(0,b))s.a=A.w(s).h("b8").a(c)}} +A.PN.prototype={ +cq(a){var s,r,q,p,o=this,n=o.a.cq(a) +if(n.geK()){s=n.gdU(n) +return new A.bp(s,n.a,n.b,o.$ti.h("bp>"))}r=o.b.cq(n) +if(r.geK()){s=r.gdU(r) +return new A.bp(s,r.a,r.b,o.$ti.h("bp>"))}s=n.gm(n) q=r.gm(r) p=o.$ti -return new A.d7(new A.de(s,q,p.h("@<1>").ab(p.z[1]).h("de<1,2>")),r.a,r.b,p.h("d7>"))}, -cE(a,b){b=this.a.cE(a,b) +return new A.d7(new A.dg(s,q,p.h("@<1>").af(p.z[1]).h("dg<1,2>")),r.a,r.b,p.h("d7>"))}, +cw(a,b){b=this.a.cw(a,b) if(b<0)return-1 -b=this.b.cE(a,b) +b=this.b.cw(a,b) if(b<0)return-1 return b}, gbZ(a){return A.b([this.a,this.b],t.Vz)}, -n_(a,b,c){var s=this -s.tH(0,b,c) -if(s.a.l(0,b))s.a=s.$ti.h("b5<1>").a(c) -if(s.b.l(0,b))s.b=s.$ti.h("b5<2>").a(c)}} -A.de.prototype={ -gJ(a){return A.a4(this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +mS(a,b,c){var s=this +s.ty(0,b,c) +if(s.a.l(0,b))s.a=s.$ti.h("b8<1>").a(c) +if(s.b.l(0,b))s.b=s.$ti.h("b8<2>").a(c)}} +A.dg.prototype={ +gJ(a){return A.a3(this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){if(b==null)return!1 -return this.$ti.b(b)&&J.e(this.a,b.a)&&J.e(this.b,b.b)}, -j(a){return this.d6(0)+"("+A.j(this.a)+", "+A.j(this.b)+")"}} -A.aH7.prototype={ +return this.$ti.b(b)&&J.f(this.a,b.a)&&J.f(this.b,b.b)}, +j(a){return this.cY(0)+"("+A.j(this.a)+", "+A.j(this.b)+")"}} +A.aIa.prototype={ $1(a){return this.a.$2(a.a,a.b)}, -$S(){return this.d.h("@<0>").ab(this.b).ab(this.c).h("1(de<2,3>)")}} -A.Pv.prototype={ -ct(a){var s,r,q,p,o,n=this,m=n.a.ct(a) -if(m.geN()){s=m.ge_(m) -return new A.bl(s,m.a,m.b,n.$ti.h("bl>"))}r=n.b.ct(m) -if(r.geN()){s=r.ge_(r) -return new A.bl(s,r.a,r.b,n.$ti.h("bl>"))}q=n.c.ct(r) -if(q.geN()){s=q.ge_(q) -return new A.bl(s,q.a,q.b,n.$ti.h("bl>"))}s=m.gm(m) +$S(){return this.d.h("@<0>").af(this.b).af(this.c).h("1(dg<2,3>)")}} +A.PO.prototype={ +cq(a){var s,r,q,p,o,n=this,m=n.a.cq(a) +if(m.geK()){s=m.gdU(m) +return new A.bp(s,m.a,m.b,n.$ti.h("bp>"))}r=n.b.cq(m) +if(r.geK()){s=r.gdU(r) +return new A.bp(s,r.a,r.b,n.$ti.h("bp>"))}q=n.c.cq(r) +if(q.geK()){s=q.gdU(q) +return new A.bp(s,q.a,q.b,n.$ti.h("bp>"))}s=m.gm(m) r=r.gm(r) p=q.gm(q) o=n.$ti -return new A.d7(new A.nX(s,r,p,o.h("@<1>").ab(o.z[1]).ab(o.z[2]).h("nX<1,2,3>")),q.a,q.b,o.h("d7>"))}, -cE(a,b){b=this.a.cE(a,b) +return new A.d7(new A.o9(s,r,p,o.h("@<1>").af(o.z[1]).af(o.z[2]).h("o9<1,2,3>")),q.a,q.b,o.h("d7>"))}, +cw(a,b){b=this.a.cw(a,b) if(b<0)return-1 -b=this.b.cE(a,b) +b=this.b.cw(a,b) if(b<0)return-1 -b=this.c.cE(a,b) +b=this.c.cw(a,b) if(b<0)return-1 return b}, gbZ(a){return A.b([this.a,this.b,this.c],t.Vz)}, -n_(a,b,c){var s=this -s.tH(0,b,c) -if(s.a.l(0,b))s.a=s.$ti.h("b5<1>").a(c) -if(s.b.l(0,b))s.b=s.$ti.h("b5<2>").a(c) -if(s.c.l(0,b))s.c=s.$ti.h("b5<3>").a(c)}} -A.nX.prototype={ -gJ(a){return A.a4(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +mS(a,b,c){var s=this +s.ty(0,b,c) +if(s.a.l(0,b))s.a=s.$ti.h("b8<1>").a(c) +if(s.b.l(0,b))s.b=s.$ti.h("b8<2>").a(c) +if(s.c.l(0,b))s.c=s.$ti.h("b8<3>").a(c)}} +A.o9.prototype={ +gJ(a){return A.a3(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 -return s.$ti.b(b)&&J.e(s.a,b.a)&&J.e(s.b,b.b)&&J.e(s.c,b.c)}, +return s.$ti.b(b)&&J.f(s.a,b.a)&&J.f(s.b,b.b)&&J.f(s.c,b.c)}, j(a){var s=this -return s.d6(0)+"("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+")"}} -A.aH8.prototype={ +return s.cY(0)+"("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+")"}} +A.aIb.prototype={ $1(a){return this.a.$3(a.a,a.b,a.c)}, $S(){var s=this -return s.e.h("@<0>").ab(s.b).ab(s.c).ab(s.d).h("1(nX<2,3,4>)")}} -A.Pw.prototype={ -ct(a){var s,r,q,p,o,n,m=this,l=m.a.ct(a) -if(l.geN()){s=l.ge_(l) -return new A.bl(s,l.a,l.b,m.$ti.h("bl>"))}r=m.b.ct(l) -if(r.geN()){s=r.ge_(r) -return new A.bl(s,r.a,r.b,m.$ti.h("bl>"))}q=m.c.ct(r) -if(q.geN()){s=q.ge_(q) -return new A.bl(s,q.a,q.b,m.$ti.h("bl>"))}p=m.d.ct(q) -if(p.geN()){s=p.ge_(p) -return new A.bl(s,p.a,p.b,m.$ti.h("bl>"))}s=l.gm(l) +return s.e.h("@<0>").af(s.b).af(s.c).af(s.d).h("1(o9<2,3,4>)")}} +A.PP.prototype={ +cq(a){var s,r,q,p,o,n,m=this,l=m.a.cq(a) +if(l.geK()){s=l.gdU(l) +return new A.bp(s,l.a,l.b,m.$ti.h("bp>"))}r=m.b.cq(l) +if(r.geK()){s=r.gdU(r) +return new A.bp(s,r.a,r.b,m.$ti.h("bp>"))}q=m.c.cq(r) +if(q.geK()){s=q.gdU(q) +return new A.bp(s,q.a,q.b,m.$ti.h("bp>"))}p=m.d.cq(q) +if(p.geK()){s=p.gdU(p) +return new A.bp(s,p.a,p.b,m.$ti.h("bp>"))}s=l.gm(l) r=r.gm(r) q=q.gm(q) o=p.gm(p) n=m.$ti -return new A.d7(new A.mN(s,r,q,o,n.h("@<1>").ab(n.z[1]).ab(n.z[2]).ab(n.z[3]).h("mN<1,2,3,4>")),p.a,p.b,n.h("d7>"))}, -cE(a,b){var s=this -b=s.a.cE(a,b) +return new A.d7(new A.n0(s,r,q,o,n.h("@<1>").af(n.z[1]).af(n.z[2]).af(n.z[3]).h("n0<1,2,3,4>")),p.a,p.b,n.h("d7>"))}, +cw(a,b){var s=this +b=s.a.cw(a,b) if(b<0)return-1 -b=s.b.cE(a,b) +b=s.b.cw(a,b) if(b<0)return-1 -b=s.c.cE(a,b) +b=s.c.cw(a,b) if(b<0)return-1 -b=s.d.cE(a,b) +b=s.d.cw(a,b) if(b<0)return-1 return b}, gbZ(a){var s=this return A.b([s.a,s.b,s.c,s.d],t.Vz)}, -n_(a,b,c){var s=this -s.tH(0,b,c) -if(s.a.l(0,b))s.a=s.$ti.h("b5<1>").a(c) -if(s.b.l(0,b))s.b=s.$ti.h("b5<2>").a(c) -if(s.c.l(0,b))s.c=s.$ti.h("b5<3>").a(c) -if(s.d.l(0,b))s.d=s.$ti.h("b5<4>").a(c)}} -A.mN.prototype={ +mS(a,b,c){var s=this +s.ty(0,b,c) +if(s.a.l(0,b))s.a=s.$ti.h("b8<1>").a(c) +if(s.b.l(0,b))s.b=s.$ti.h("b8<2>").a(c) +if(s.c.l(0,b))s.c=s.$ti.h("b8<3>").a(c) +if(s.d.l(0,b))s.d=s.$ti.h("b8<4>").a(c)}} +A.n0.prototype={ gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 -return s.$ti.b(b)&&J.e(s.a,b.a)&&J.e(s.b,b.b)&&J.e(s.c,b.c)&&J.e(s.d,b.d)}, +return s.$ti.b(b)&&J.f(s.a,b.a)&&J.f(s.b,b.b)&&J.f(s.c,b.c)&&J.f(s.d,b.d)}, j(a){var s=this -return s.d6(0)+"("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+")"}} -A.aHa.prototype={ +return s.cY(0)+"("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+")"}} +A.aId.prototype={ $1(a){return this.a.$4(a.a,a.b,a.c,a.d)}, $S(){var s=this -return s.f.h("@<0>").ab(s.b).ab(s.c).ab(s.d).ab(s.e).h("1(mN<2,3,4,5>)")}} -A.Px.prototype={ -ct(a){var s,r,q,p,o,n,m,l=this,k=l.a.ct(a) -if(k.geN()){s=k.ge_(k) -return new A.bl(s,k.a,k.b,l.$ti.h("bl>"))}r=l.b.ct(k) -if(r.geN()){s=r.ge_(r) -return new A.bl(s,r.a,r.b,l.$ti.h("bl>"))}q=l.c.ct(r) -if(q.geN()){s=q.ge_(q) -return new A.bl(s,q.a,q.b,l.$ti.h("bl>"))}p=l.d.ct(q) -if(p.geN()){s=p.ge_(p) -return new A.bl(s,p.a,p.b,l.$ti.h("bl>"))}o=l.e.ct(p) -if(o.geN()){s=o.ge_(o) -return new A.bl(s,o.a,o.b,l.$ti.h("bl>"))}s=k.gm(k) +return s.f.h("@<0>").af(s.b).af(s.c).af(s.d).af(s.e).h("1(n0<2,3,4,5>)")}} +A.PQ.prototype={ +cq(a){var s,r,q,p,o,n,m,l=this,k=l.a.cq(a) +if(k.geK()){s=k.gdU(k) +return new A.bp(s,k.a,k.b,l.$ti.h("bp>"))}r=l.b.cq(k) +if(r.geK()){s=r.gdU(r) +return new A.bp(s,r.a,r.b,l.$ti.h("bp>"))}q=l.c.cq(r) +if(q.geK()){s=q.gdU(q) +return new A.bp(s,q.a,q.b,l.$ti.h("bp>"))}p=l.d.cq(q) +if(p.geK()){s=p.gdU(p) +return new A.bp(s,p.a,p.b,l.$ti.h("bp>"))}o=l.e.cq(p) +if(o.geK()){s=o.gdU(o) +return new A.bp(s,o.a,o.b,l.$ti.h("bp>"))}s=k.gm(k) r=r.gm(r) q=q.gm(q) p=p.gm(p) n=o.gm(o) m=l.$ti -return new A.d7(new A.lQ(s,r,q,p,n,m.h("@<1>").ab(m.z[1]).ab(m.z[2]).ab(m.z[3]).ab(m.z[4]).h("lQ<1,2,3,4,5>")),o.a,o.b,m.h("d7>"))}, -cE(a,b){var s=this -b=s.a.cE(a,b) +return new A.d7(new A.m4(s,r,q,p,n,m.h("@<1>").af(m.z[1]).af(m.z[2]).af(m.z[3]).af(m.z[4]).h("m4<1,2,3,4,5>")),o.a,o.b,m.h("d7>"))}, +cw(a,b){var s=this +b=s.a.cw(a,b) if(b<0)return-1 -b=s.b.cE(a,b) +b=s.b.cw(a,b) if(b<0)return-1 -b=s.c.cE(a,b) +b=s.c.cw(a,b) if(b<0)return-1 -b=s.d.cE(a,b) +b=s.d.cw(a,b) if(b<0)return-1 -b=s.e.cE(a,b) +b=s.e.cw(a,b) if(b<0)return-1 return b}, gbZ(a){var s=this return A.b([s.a,s.b,s.c,s.d,s.e],t.Vz)}, -n_(a,b,c){var s=this -s.tH(0,b,c) -if(s.a.l(0,b))s.a=s.$ti.h("b5<1>").a(c) -if(s.b.l(0,b))s.b=s.$ti.h("b5<2>").a(c) -if(s.c.l(0,b))s.c=s.$ti.h("b5<3>").a(c) -if(s.d.l(0,b))s.d=s.$ti.h("b5<4>").a(c) -if(s.e.l(0,b))s.e=s.$ti.h("b5<5>").a(c)}} -A.lQ.prototype={ +mS(a,b,c){var s=this +s.ty(0,b,c) +if(s.a.l(0,b))s.a=s.$ti.h("b8<1>").a(c) +if(s.b.l(0,b))s.b=s.$ti.h("b8<2>").a(c) +if(s.c.l(0,b))s.c=s.$ti.h("b8<3>").a(c) +if(s.d.l(0,b))s.d=s.$ti.h("b8<4>").a(c) +if(s.e.l(0,b))s.e=s.$ti.h("b8<5>").a(c)}} +A.m4.prototype={ gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,s.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,s.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 -return s.$ti.b(b)&&J.e(s.a,b.a)&&J.e(s.b,b.b)&&J.e(s.c,b.c)&&J.e(s.d,b.d)&&J.e(s.e,b.e)}, +return s.$ti.b(b)&&J.f(s.a,b.a)&&J.f(s.b,b.b)&&J.f(s.c,b.c)&&J.f(s.d,b.d)&&J.f(s.e,b.e)}, j(a){var s=this -return s.d6(0)+"("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+", "+A.j(s.e)+")"}} -A.aHb.prototype={ +return s.cY(0)+"("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+", "+A.j(s.e)+")"}} +A.aIe.prototype={ $1(a){return this.a.$5(a.a,a.b,a.c,a.d,a.e)}, $S(){var s=this -return s.r.h("@<0>").ab(s.b).ab(s.c).ab(s.d).ab(s.e).ab(s.f).h("1(lQ<2,3,4,5,6>)")}} -A.Py.prototype={ -ct(a){var s,r,q,p,o,n,m,l,k,j,i=this,h=i.a.ct(a) -if(h.geN()){s=h.ge_(h) -return new A.bl(s,h.a,h.b,i.$ti.h("bl>"))}r=i.b.ct(h) -if(r.geN()){s=r.ge_(r) -return new A.bl(s,r.a,r.b,i.$ti.h("bl>"))}q=i.c.ct(r) -if(q.geN()){s=q.ge_(q) -return new A.bl(s,q.a,q.b,i.$ti.h("bl>"))}p=i.d.ct(q) -if(p.geN()){s=p.ge_(p) -return new A.bl(s,p.a,p.b,i.$ti.h("bl>"))}o=i.e.ct(p) -if(o.geN()){s=o.ge_(o) -return new A.bl(s,o.a,o.b,i.$ti.h("bl>"))}n=i.f.ct(o) -if(n.geN()){s=n.ge_(n) -return new A.bl(s,n.a,n.b,i.$ti.h("bl>"))}m=i.r.ct(n) -if(m.geN()){s=m.ge_(m) -return new A.bl(s,m.a,m.b,i.$ti.h("bl>"))}l=i.w.ct(m) -if(l.geN()){s=l.ge_(l) -return new A.bl(s,l.a,l.b,i.$ti.h("bl>"))}s=h.gm(h) +return s.r.h("@<0>").af(s.b).af(s.c).af(s.d).af(s.e).af(s.f).h("1(m4<2,3,4,5,6>)")}} +A.PR.prototype={ +cq(a){var s,r,q,p,o,n,m,l,k,j,i=this,h=i.a.cq(a) +if(h.geK()){s=h.gdU(h) +return new A.bp(s,h.a,h.b,i.$ti.h("bp>"))}r=i.b.cq(h) +if(r.geK()){s=r.gdU(r) +return new A.bp(s,r.a,r.b,i.$ti.h("bp>"))}q=i.c.cq(r) +if(q.geK()){s=q.gdU(q) +return new A.bp(s,q.a,q.b,i.$ti.h("bp>"))}p=i.d.cq(q) +if(p.geK()){s=p.gdU(p) +return new A.bp(s,p.a,p.b,i.$ti.h("bp>"))}o=i.e.cq(p) +if(o.geK()){s=o.gdU(o) +return new A.bp(s,o.a,o.b,i.$ti.h("bp>"))}n=i.f.cq(o) +if(n.geK()){s=n.gdU(n) +return new A.bp(s,n.a,n.b,i.$ti.h("bp>"))}m=i.r.cq(n) +if(m.geK()){s=m.gdU(m) +return new A.bp(s,m.a,m.b,i.$ti.h("bp>"))}l=i.w.cq(m) +if(l.geK()){s=l.gdU(l) +return new A.bp(s,l.a,l.b,i.$ti.h("bp>"))}s=h.gm(h) r=r.gm(r) q=q.gm(q) p=p.gm(p) @@ -143102,79 +144338,79 @@ n=n.gm(n) m=m.gm(m) k=l.gm(l) j=i.$ti -return new A.d7(new A.jo(s,r,q,p,o,n,m,k,j.h("@<1>").ab(j.z[1]).ab(j.z[2]).ab(j.z[3]).ab(j.z[4]).ab(j.z[5]).ab(j.z[6]).ab(j.z[7]).h("jo<1,2,3,4,5,6,7,8>")),l.a,l.b,j.h("d7>"))}, -cE(a,b){var s=this -b=s.a.cE(a,b) +return new A.d7(new A.jw(s,r,q,p,o,n,m,k,j.h("@<1>").af(j.z[1]).af(j.z[2]).af(j.z[3]).af(j.z[4]).af(j.z[5]).af(j.z[6]).af(j.z[7]).h("jw<1,2,3,4,5,6,7,8>")),l.a,l.b,j.h("d7>"))}, +cw(a,b){var s=this +b=s.a.cw(a,b) if(b<0)return-1 -b=s.b.cE(a,b) +b=s.b.cw(a,b) if(b<0)return-1 -b=s.c.cE(a,b) +b=s.c.cw(a,b) if(b<0)return-1 -b=s.d.cE(a,b) +b=s.d.cw(a,b) if(b<0)return-1 -b=s.e.cE(a,b) +b=s.e.cw(a,b) if(b<0)return-1 -b=s.f.cE(a,b) +b=s.f.cw(a,b) if(b<0)return-1 -b=s.r.cE(a,b) +b=s.r.cw(a,b) if(b<0)return-1 -b=s.w.cE(a,b) +b=s.w.cw(a,b) if(b<0)return-1 return b}, gbZ(a){var s=this return A.b([s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w],t.Vz)}, -n_(a,b,c){var s=this -s.tH(0,b,c) -if(s.a.l(0,b))s.a=s.$ti.h("b5<1>").a(c) -if(s.b.l(0,b))s.b=s.$ti.h("b5<2>").a(c) -if(s.c.l(0,b))s.c=s.$ti.h("b5<3>").a(c) -if(s.d.l(0,b))s.d=s.$ti.h("b5<4>").a(c) -if(s.e.l(0,b))s.e=s.$ti.h("b5<5>").a(c) -if(s.f.l(0,b))s.f=s.$ti.h("b5<6>").a(c) -if(s.r.l(0,b))s.r=s.$ti.h("b5<7>").a(c) -if(s.w.l(0,b))s.w=s.$ti.h("b5<8>").a(c)}} -A.jo.prototype={ +mS(a,b,c){var s=this +s.ty(0,b,c) +if(s.a.l(0,b))s.a=s.$ti.h("b8<1>").a(c) +if(s.b.l(0,b))s.b=s.$ti.h("b8<2>").a(c) +if(s.c.l(0,b))s.c=s.$ti.h("b8<3>").a(c) +if(s.d.l(0,b))s.d=s.$ti.h("b8<4>").a(c) +if(s.e.l(0,b))s.e=s.$ti.h("b8<5>").a(c) +if(s.f.l(0,b))s.f=s.$ti.h("b8<6>").a(c) +if(s.r.l(0,b))s.r=s.$ti.h("b8<7>").a(c) +if(s.w.l(0,b))s.w=s.$ti.h("b8<8>").a(c)}} +A.jw.prototype={ gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 -return s.$ti.b(b)&&J.e(s.a,b.a)&&J.e(s.b,b.b)&&J.e(s.c,b.c)&&J.e(s.d,b.d)&&J.e(s.e,b.e)&&J.e(s.f,b.f)&&J.e(s.r,b.r)&&J.e(s.w,b.w)}, +return s.$ti.b(b)&&J.f(s.a,b.a)&&J.f(s.b,b.b)&&J.f(s.c,b.c)&&J.f(s.d,b.d)&&J.f(s.e,b.e)&&J.f(s.f,b.f)&&J.f(s.r,b.r)&&J.f(s.w,b.w)}, j(a){var s=this -return s.d6(0)+"("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+", "+A.j(s.e)+", "+A.j(s.f)+", "+A.j(s.r)+", "+A.j(s.w)+")"}} -A.aHc.prototype={ +return s.cY(0)+"("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+", "+A.j(s.e)+", "+A.j(s.f)+", "+A.j(s.r)+", "+A.j(s.w)+")"}} +A.aIf.prototype={ $1(a){return this.a.$8(a.a,a.b,a.c,a.d,a.e,a.f,a.r,a.w)}, $S(){var s=this -return s.y.h("@<0>").ab(s.b).ab(s.c).ab(s.d).ab(s.e).ab(s.f).ab(s.r).ab(s.w).ab(s.x).h("1(jo<2,3,4,5,6,7,8,9>)")}} -A.z6.prototype={ -n_(a,b,c){var s,r,q,p -this.tH(0,b,c) -for(s=this.a,r=s.length,q=this.$ti.h("b5"),p=0;p").af(s.b).af(s.c).af(s.d).af(s.e).af(s.f).af(s.r).af(s.w).af(s.x).h("1(jw<2,3,4,5,6,7,8,9>)")}} +A.zg.prototype={ +mS(a,b,c){var s,r,q,p +this.ty(0,b,c) +for(s=this.a,r=s.length,q=this.$ti.h("b8"),p=0;p"))}, -cE(a,b){var s=this.a.cE(a,b) +cw(a,b){var s=this.a.cw(a,b) return s<0?b:s}} -A.PP.prototype={ -ct(a){var s,r,q,p,o,n=this,m=n.b -if(m!=null){s=m.ct(a) -if(s.geN()){r=s.ge_(s) -return new A.bl(r,s.a,s.b,n.$ti.h("bl<1>"))}a=s}q=n.a.ct(a) -if(q.geN())return q +A.Q7.prototype={ +cq(a){var s,r,q,p,o,n=this,m=n.b +if(m!=null){s=m.cq(a) +if(s.geK()){r=s.gdU(s) +return new A.bp(r,s.a,s.b,n.$ti.h("bp<1>"))}a=s}q=n.a.cq(a) +if(q.geK())return q p=n.c -if(p!=null){o=p.ct(q) -if(o.geN()){r=o.ge_(o) -return new A.bl(r,o.a,o.b,n.$ti.h("bl<1>"))}a=o}else a=q +if(p!=null){o=p.cq(q) +if(o.geK()){r=o.gdU(o) +return new A.bp(r,o.a,o.b,n.$ti.h("bp<1>"))}a=o}else a=q r=q.gm(q) return new A.d7(r,a.a,a.b,n.$ti.h("d7<1>"))}, -cE(a,b){var s=this.b,r=s==null?null:s.cE(a,b) +cw(a,b){var s=this.b,r=s==null?null:s.cw(a,b) b=r==null?b:r if(b<0)return-1 -b=this.a.cE(a,b) +b=this.a.cw(a,b) if(b<0)return-1 s=this.c -r=s==null?null:s.cE(a,b) +r=s==null?null:s.cw(a,b) return r==null?b:r}, gbZ(a){var s=A.b([],t.Vz),r=this.b if(r!=null)s.push(r) @@ -143182,119 +144418,119 @@ s.push(this.a) r=this.c if(r!=null)s.push(r) return s}, -n_(a,b,c){var s=this -s.XL(0,b,c) -if(J.e(s.b,b))s.b=c -if(J.e(s.c,b))s.c=c}} -A.KP.prototype={ -ct(a){return new A.d7(this.a,a.a,a.b,this.$ti.h("d7<1>"))}, -cE(a,b){return b}} -A.a48.prototype={ -ct(a){var s,r=a.a,q=a.b,p=r.length +mS(a,b,c){var s=this +s.Yh(0,b,c) +if(J.f(s.b,b))s.b=c +if(J.f(s.c,b))s.c=c}} +A.L6.prototype={ +cq(a){return new A.d7(this.a,a.a,a.b,this.$ti.h("d7<1>"))}, +cw(a,b){return b}} +A.a4O.prototype={ +cq(a){var s,r=a.a,q=a.b,p=r.length if(q=l||!r.n1(n.charCodeAt(q)))return new A.bl(o.b,n,q,t.nN);++q;++p}s=o.d +$S:30} +A.a7z.prototype={ +cq(a){var s,r,q,p,o=this,n=a.a,m=a.b,l=n.length +for(s=o.c,r=o.a,q=m,p=0;p=l||!r.mU(n.charCodeAt(q)))return new A.bp(o.b,n,q,t.nN);++q;++p}s=o.d while(!0){if(!(q=p||!r.n1(a.charCodeAt(b)))return-1;++b;++q}s=this.d +cw(a,b){var s,r,q,p=a.length +for(s=this.c,r=this.a,q=0;q=p||!r.mU(a.charCodeAt(b)))return-1;++b;++q}s=this.d while(!0){if(!(b")) -for(s=o.b,r=a;m.length>"))}m.push(q.gm(q))}for(s=o.c;!0;r=q){p=o.e.ct(r) -if(p.gv6())return new A.d7(m,r.a,r.b,n.h("d7>")) -else{if(m.length>=s){s=p.ge_(p) -return new A.bl(s,p.a,p.b,n.h("bl>"))}q=o.a.ct(r) -if(q.geN()){s=p.ge_(p) -return new A.bl(s,p.a,p.b,n.h("bl>"))}m.push(q.gm(q))}}}, -cE(a,b){var s,r,q,p,o=this -for(s=o.b,r=b,q=0;q=0)return r +A.l_.prototype={ +cq(a){var s,r,q,p,o=this,n=o.$ti,m=A.b([],n.h("v<1>")) +for(s=o.b,r=a;m.length>"))}m.push(q.gm(q))}for(s=o.c;!0;r=q){p=o.e.cq(r) +if(p.guS())return new A.d7(m,r.a,r.b,n.h("d7>")) +else{if(m.length>=s){s=p.gdU(p) +return new A.bp(s,p.a,p.b,n.h("bp>"))}q=o.a.cq(r) +if(q.geK()){s=p.gdU(p) +return new A.bp(s,p.a,p.b,n.h("bp>"))}m.push(q.gm(q))}}}, +cw(a,b){var s,r,q,p,o=this +for(s=o.b,r=b,q=0;q=0)return r else{if(q>=s)return-1 -p=o.a.cE(a,r) +p=o.a.cw(a,r) if(p<0)return-1;++q}}} -A.Ma.prototype={ +A.Mu.prototype={ gbZ(a){return A.b([this.a,this.e],t.Vz)}, -n_(a,b,c){this.XL(0,b,c) +mS(a,b,c){this.Yh(0,b,c) if(this.e.l(0,b))this.e=c}} -A.NT.prototype={ -ct(a){var s,r,q,p=this,o=p.$ti,n=A.b([],o.h("v<1>")) -for(s=p.b,r=a;n.length>"))}n.push(q.gm(q))}for(s=p.c;n.length>")) -n.push(q.gm(q))}return new A.d7(n,r.a,r.b,o.h("d7>"))}, -cE(a,b){var s,r,q,p,o=this -for(s=o.b,r=b,q=0;q")) +for(s=p.b,r=a;n.length>"))}n.push(q.gm(q))}for(s=p.c;n.length>")) +n.push(q.gm(q))}return new A.d7(n,r.a,r.b,o.h("d7>"))}, +cw(a,b){var s,r,q,p,o=this +for(s=o.b,r=b,q=0;q>>8&255]&255)<<8|(s[a>>>16&255]&255)<<16|s[a>>>24&255]<<24)>>>0}, -aeR(a,a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this,b=a0.a +afr(a,a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this,b=a0.a b===$&&A.c() s=b.length -if(s<16||s>32||(s&7)!==0)throw A.d(A.bQ("Key length not 128/192/256 bits.",null)) +if(s<16||s>32||(s&7)!==0)throw A.d(A.bM("Key length not 128/192/256 bits.",null)) r=s>>>2 q=r+6 c.a=q p=q+1 -o=J.dN(p,t.Cm) -for(q=t.S,n=0;n>>8|(j&$.i7[24])<<24)>>>0)^b[n-1])>>>0 +for(b=c.r,n=1;n<=10;++n){m=(m^c.AI((j>>>8|(j&$.id[24])<<24)>>>0)^b[n-1])>>>0 q=o[n] q[0]=m l=(l^m)>>>0 @@ -143303,22 +144539,22 @@ k=(k^l)>>>0 q[2]=k j=(j^k)>>>0 q[3]=j}break -case 6:m=A.f5(b,0,B.H) +case 6:m=A.f2(b,0,B.n) q=o[0] q[0]=m -l=A.f5(b,4,B.H) +l=A.f2(b,4,B.n) q[1]=l -k=A.f5(b,8,B.H) +k=A.f2(b,8,B.n) q[2]=k -j=A.f5(b,12,B.H) +j=A.f2(b,12,B.n) q[3]=j -i=A.f5(b,16,B.H) -h=A.f5(b,20,B.H) +i=A.f2(b,16,B.n) +h=A.f2(b,20,B.n) for(n=1,g=1;!0;){b=o[n] b[0]=i b[1]=h f=g<<1 -m=(m^c.AU((h>>>8|(h&$.i7[24])<<24)>>>0)^g)>>>0 +m=(m^c.AI((h>>>8|(h&$.id[24])<<24)>>>0)^g)>>>0 b[2]=m l=(l^m)>>>0 b[3]=l @@ -143332,7 +144568,7 @@ b[2]=i h=(h^i)>>>0 b[3]=h g=f<<1 -m=(m^c.AU((h>>>8|(h&$.i7[24])<<24)>>>0)^f)>>>0 +m=(m^c.AI((h>>>8|(h&$.id[24])<<24)>>>0)^f)>>>0 b=o[n+2] b[0]=m l=(l^m)>>>0 @@ -143345,26 +144581,26 @@ n+=3 if(n>=13)break i=(i^j)>>>0 h=(h^i)>>>0}break -case 8:m=A.f5(b,0,B.H) +case 8:m=A.f2(b,0,B.n) q=o[0] q[0]=m -l=A.f5(b,4,B.H) +l=A.f2(b,4,B.n) q[1]=l -k=A.f5(b,8,B.H) +k=A.f2(b,8,B.n) q[2]=k -j=A.f5(b,12,B.H) +j=A.f2(b,12,B.n) q[3]=j -i=A.f5(b,16,B.H) +i=A.f2(b,16,B.n) q=o[1] q[0]=i -h=A.f5(b,20,B.H) +h=A.f2(b,20,B.n) q[1]=h -e=A.f5(b,24,B.H) +e=A.f2(b,24,B.n) q[2]=e -d=A.f5(b,28,B.H) +d=A.f2(b,28,B.n) q[3]=d for(n=2,g=1;!0;g=f){f=g<<1 -m=(m^c.AU((d>>>8|(d&$.i7[24])<<24)>>>0)^g)>>>0 +m=(m^c.AI((d>>>8|(d&$.id[24])<<24)>>>0)^g)>>>0 b=o[n] b[0]=m l=(l^m)>>>0 @@ -143374,7 +144610,7 @@ b[2]=k j=(j^k)>>>0 b[3]=j;++n if(n>=15)break -i=(i^c.AU(j))>>>0 +i=(i^c.AI(j))>>>0 b=o[n] b[0]=i h=(h^i)>>>0 @@ -143384,73 +144620,73 @@ b[2]=e d=(d^e)>>>0 b[3]=d;++n}break default:throw A.d(A.a7("Should never get here"))}return o}, -ar0(b2,b3,b4,b5,b6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2=this,a3=A.f5(b2,b3,B.H),a4=A.f5(b2,b3+4,B.H),a5=A.f5(b2,b3+8,B.H),a6=A.f5(b2,b3+12,B.H),a7=b6[0],a8=a3^a7[0],a9=a4^a7[1],b0=a5^a7[2],b1=a6^a7[3] +arC(b2,b3,b4,b5,b6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2=this,a3=A.f2(b2,b3,B.n),a4=A.f2(b2,b3+4,B.n),a5=A.f2(b2,b3+8,B.n),a6=A.f2(b2,b3+12,B.n),a7=b6[0],a8=a3^a7[0],a9=a4^a7[1],b0=a5^a7[2],b1=a6^a7[3] for(a7=a2.a-1,s=a2.w,r=1;r>>8&255] -o=B.e.bv(p,24) -n=$.i7[8] +o=B.e.bu(p,24) +n=$.id[8] m=s[b0>>>16&255] -l=B.e.bv(m,16) -k=$.i7[16] +l=B.e.bu(m,16) +k=$.id[16] j=s[b1>>>24&255] -i=B.e.bv(j,8) -h=$.i7[24] +i=B.e.bu(j,8) +h=$.id[24] g=b6[r] f=q^(o|(p&n)<<8)^(l|(m&k)<<16)^(i|(j&h)<<24)^g[0] j=s[a9&255] i=s[b0>>>8&255] -m=B.e.bv(i,24) +m=B.e.bu(i,24) l=s[b1>>>16&255] -p=B.e.bv(l,16) +p=B.e.bu(l,16) o=s[a8>>>24&255] -e=j^(m|(i&n)<<8)^(p|(l&k)<<16)^(B.e.bv(o,8)|(o&h)<<24)^g[1] +e=j^(m|(i&n)<<8)^(p|(l&k)<<16)^(B.e.bu(o,8)|(o&h)<<24)^g[1] o=s[b0&255] l=s[b1>>>8&255] -p=B.e.bv(l,24) +p=B.e.bu(l,24) i=s[a8>>>16&255] -m=B.e.bv(i,16) +m=B.e.bu(i,16) j=s[a9>>>24&255] -d=o^(p|(l&n)<<8)^(m|(i&k)<<16)^(B.e.bv(j,8)|(j&h)<<24)^g[2] +d=o^(p|(l&n)<<8)^(m|(i&k)<<16)^(B.e.bu(j,8)|(j&h)<<24)^g[2] j=s[b1&255] a8=s[a8>>>8&255] -i=B.e.bv(a8,24) +i=B.e.bu(a8,24) a9=s[a9>>>16&255] -m=B.e.bv(a9,16) +m=B.e.bu(a9,16) b0=s[b0>>>24&255];++r -b1=j^(i|(a8&n)<<8)^(m|(a9&k)<<16)^(B.e.bv(b0,8)|(b0&h)<<24)^g[3] +b1=j^(i|(a8&n)<<8)^(m|(a9&k)<<16)^(B.e.bu(b0,8)|(b0&h)<<24)^g[3] g=s[f&255] b0=s[e>>>8&255] -a9=B.e.bv(b0,24) +a9=B.e.bu(b0,24) m=s[d>>>16&255] -a8=B.e.bv(m,16) +a8=B.e.bu(m,16) i=s[b1>>>24&255] -j=B.e.bv(i,8) +j=B.e.bu(i,8) l=b6[r] a8=g^(a9|(b0&n)<<8)^(a8|(m&k)<<16)^(j|(i&h)<<24)^l[0] i=s[e&255] j=s[d>>>8&255] -m=B.e.bv(j,24) +m=B.e.bu(j,24) b0=s[b1>>>16&255] -a9=B.e.bv(b0,16) +a9=B.e.bu(b0,16) g=s[f>>>24&255] -a9=i^(m|(j&n)<<8)^(a9|(b0&k)<<16)^(B.e.bv(g,8)|(g&h)<<24)^l[1] +a9=i^(m|(j&n)<<8)^(a9|(b0&k)<<16)^(B.e.bu(g,8)|(g&h)<<24)^l[1] g=s[d&255] b0=s[b1>>>8&255] -j=B.e.bv(b0,24) +j=B.e.bu(b0,24) m=s[f>>>16&255] -i=B.e.bv(m,16) +i=B.e.bu(m,16) p=s[e>>>24&255] -b0=g^(j|(b0&n)<<8)^(i|(m&k)<<16)^(B.e.bv(p,8)|(p&h)<<24)^l[2] +b0=g^(j|(b0&n)<<8)^(i|(m&k)<<16)^(B.e.bu(p,8)|(p&h)<<24)^l[2] p=s[b1&255] m=s[f>>>8&255] -i=B.e.bv(m,24) +i=B.e.bu(m,24) j=s[e>>>16&255] -g=B.e.bv(j,16) +g=B.e.bu(j,16) o=s[d>>>24&255];++r -b1=p^(i|(m&n)<<8)^(g|(j&k)<<16)^(B.e.bv(o,8)|(o&h)<<24)^l[3]}f=s[a8&255]^A.fN(s[a9>>>8&255],24)^A.fN(s[b0>>>16&255],16)^A.fN(s[b1>>>24&255],8)^b6[r][0] -e=s[a9&255]^A.fN(s[b0>>>8&255],24)^A.fN(s[b1>>>16&255],16)^A.fN(s[a8>>>24&255],8)^b6[r][1] -d=s[b0&255]^A.fN(s[b1>>>8&255],24)^A.fN(s[a8>>>16&255],16)^A.fN(s[a9>>>24&255],8)^b6[r][2] -b1=s[b1&255]^A.fN(s[a8>>>8&255],24)^A.fN(s[a9>>>16&255],16)^A.fN(s[b0>>>24&255],8)^b6[r][3] +b1=p^(i|(m&n)<<8)^(g|(j&k)<<16)^(B.e.bu(o,8)|(o&h)<<24)^l[3]}f=s[a8&255]^A.fG(s[a9>>>8&255],24)^A.fG(s[b0>>>16&255],16)^A.fG(s[b1>>>24&255],8)^b6[r][0] +e=s[a9&255]^A.fG(s[b0>>>8&255],24)^A.fG(s[b1>>>16&255],16)^A.fG(s[a8>>>24&255],8)^b6[r][1] +d=s[b0&255]^A.fG(s[b1>>>8&255],24)^A.fG(s[a8>>>16&255],16)^A.fG(s[a9>>>24&255],8)^b6[r][2] +b1=s[b1&255]^A.fG(s[a8>>>8&255],24)^A.fG(s[a9>>>16&255],16)^A.fG(s[b0>>>24&255],8)^b6[r][3] a7=a2.e b0=a7[f&255] s=a7[e>>>8&255] @@ -143474,77 +144710,77 @@ a1=q[f>>>8&255] q=q[e>>>16&255] a7=a7[d>>>24&255] n=n[3] -A.BY((b0&255^(s&255)<<8^(p&255)<<16^o<<24^m)>>>0,b4,b5,B.H) -A.BY((l&255^(a9&255)<<8^(k&255)<<16^j<<24^i)>>>0,b4,b5+4,B.H) -A.BY((h&255^(g&255)<<8^(c&255)<<16^b<<24^a)>>>0,b4,b5+8,B.H) -A.BY((a0&255^(a1&255)<<8^(q&255)<<16^a7<<24^n)>>>0,b4,b5+12,B.H)}, -aq9(b2,b3,b4,b5,b6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=this,a1=A.f5(b2,b3,B.H),a2=A.f5(b2,b3+4,B.H),a3=A.f5(b2,b3+8,B.H),a4=A.f5(b2,b3+12,B.H),a5=a0.a,a6=b6[a5],a7=a1^a6[0],a8=a2^a6[1],a9=a3^a6[2],b0=a5-1,b1=a4^a6[3] +A.C8((b0&255^(s&255)<<8^(p&255)<<16^o<<24^m)>>>0,b4,b5,B.n) +A.C8((l&255^(a9&255)<<8^(k&255)<<16^j<<24^i)>>>0,b4,b5+4,B.n) +A.C8((h&255^(g&255)<<8^(c&255)<<16^b<<24^a)>>>0,b4,b5+8,B.n) +A.C8((a0&255^(a1&255)<<8^(q&255)<<16^a7<<24^n)>>>0,b4,b5+12,B.n)}, +aqK(b2,b3,b4,b5,b6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=this,a1=A.f2(b2,b3,B.n),a2=A.f2(b2,b3+4,B.n),a3=A.f2(b2,b3+8,B.n),a4=A.f2(b2,b3+12,B.n),a5=a0.a,a6=b6[a5],a7=a1^a6[0],a8=a2^a6[1],a9=a3^a6[2],b0=a5-1,b1=a4^a6[3] for(a5=a0.x,a6=a9;b0>1;){s=a5[a7&255] r=a5[b1>>>8&255] -q=B.e.bv(r,24) -p=$.i7[8] +q=B.e.bu(r,24) +p=$.id[8] o=a5[a6>>>16&255] -n=B.e.bv(o,16) -m=$.i7[16] +n=B.e.bu(o,16) +m=$.id[16] l=a5[a8>>>24&255] -k=B.e.bv(l,8) -j=$.i7[24] +k=B.e.bu(l,8) +j=$.id[24] i=b6[b0] h=s^(q|(r&p)<<8)^(n|(o&m)<<16)^(k|(l&j)<<24)^i[0] l=a5[a8&255] k=a5[a7>>>8&255] -o=B.e.bv(k,24) +o=B.e.bu(k,24) n=a5[b1>>>16&255] -r=B.e.bv(n,16) +r=B.e.bu(n,16) q=a5[a6>>>24&255] -g=l^(o|(k&p)<<8)^(r|(n&m)<<16)^(B.e.bv(q,8)|(q&j)<<24)^i[1] +g=l^(o|(k&p)<<8)^(r|(n&m)<<16)^(B.e.bu(q,8)|(q&j)<<24)^i[1] q=a5[a6&255] n=a5[a8>>>8&255] -r=B.e.bv(n,24) +r=B.e.bu(n,24) k=a5[a7>>>16&255] -o=B.e.bv(k,16) +o=B.e.bu(k,16) l=a5[b1>>>24&255] -f=q^(r|(n&p)<<8)^(o|(k&m)<<16)^(B.e.bv(l,8)|(l&j)<<24)^i[2] +f=q^(r|(n&p)<<8)^(o|(k&m)<<16)^(B.e.bu(l,8)|(l&j)<<24)^i[2] l=a5[b1&255] a6=a5[a6>>>8&255] -k=B.e.bv(a6,24) +k=B.e.bu(a6,24) a8=a5[a8>>>16&255] -o=B.e.bv(a8,16) +o=B.e.bu(a8,16) a7=a5[a7>>>24&255];--b0 -b1=l^(k|(a6&p)<<8)^(o|(a8&m)<<16)^(B.e.bv(a7,8)|(a7&j)<<24)^i[3] +b1=l^(k|(a6&p)<<8)^(o|(a8&m)<<16)^(B.e.bu(a7,8)|(a7&j)<<24)^i[3] i=a5[h&255] a7=a5[b1>>>8&255] -a8=B.e.bv(a7,24) +a8=B.e.bu(a7,24) o=a5[f>>>16&255] -a6=B.e.bv(o,16) +a6=B.e.bu(o,16) k=a5[g>>>24&255] -l=B.e.bv(k,8) +l=B.e.bu(k,8) n=b6[b0] a7=i^(a8|(a7&p)<<8)^(a6|(o&m)<<16)^(l|(k&j)<<24)^n[0] k=a5[g&255] l=a5[h>>>8&255] -o=B.e.bv(l,24) +o=B.e.bu(l,24) a6=a5[b1>>>16&255] -a8=B.e.bv(a6,16) +a8=B.e.bu(a6,16) i=a5[f>>>24&255] -a8=k^(o|(l&p)<<8)^(a8|(a6&m)<<16)^(B.e.bv(i,8)|(i&j)<<24)^n[1] +a8=k^(o|(l&p)<<8)^(a8|(a6&m)<<16)^(B.e.bu(i,8)|(i&j)<<24)^n[1] i=a5[f&255] a6=a5[g>>>8&255] -l=B.e.bv(a6,24) +l=B.e.bu(a6,24) o=a5[h>>>16&255] -k=B.e.bv(o,16) +k=B.e.bu(o,16) r=a5[b1>>>24&255] -a6=i^(l|(a6&p)<<8)^(k|(o&m)<<16)^(B.e.bv(r,8)|(r&j)<<24)^n[2] +a6=i^(l|(a6&p)<<8)^(k|(o&m)<<16)^(B.e.bu(r,8)|(r&j)<<24)^n[2] r=a5[b1&255] o=a5[f>>>8&255] -k=B.e.bv(o,24) +k=B.e.bu(o,24) l=a5[g>>>16&255] -i=B.e.bv(l,16) +i=B.e.bu(l,16) q=a5[h>>>24&255];--b0 -b1=r^(k|(o&p)<<8)^(i|(l&m)<<16)^(B.e.bv(q,8)|(q&j)<<24)^n[3]}h=a5[a7&255]^A.fN(a5[b1>>>8&255],24)^A.fN(a5[a6>>>16&255],16)^A.fN(a5[a8>>>24&255],8)^b6[b0][0] -g=a5[a8&255]^A.fN(a5[a7>>>8&255],24)^A.fN(a5[b1>>>16&255],16)^A.fN(a5[a6>>>24&255],8)^b6[b0][1] -f=a5[a6&255]^A.fN(a5[a8>>>8&255],24)^A.fN(a5[a7>>>16&255],16)^A.fN(a5[b1>>>24&255],8)^b6[b0][2] -b1=a5[b1&255]^A.fN(a5[a6>>>8&255],24)^A.fN(a5[a8>>>16&255],16)^A.fN(a5[a7>>>24&255],8)^b6[b0][3] +b1=r^(k|(o&p)<<8)^(i|(l&m)<<16)^(B.e.bu(q,8)|(q&j)<<24)^n[3]}h=a5[a7&255]^A.fG(a5[b1>>>8&255],24)^A.fG(a5[a6>>>16&255],16)^A.fG(a5[a8>>>24&255],8)^b6[b0][0] +g=a5[a8&255]^A.fG(a5[a7>>>8&255],24)^A.fG(a5[b1>>>16&255],16)^A.fG(a5[a6>>>24&255],8)^b6[b0][1] +f=a5[a6&255]^A.fG(a5[a8>>>8&255],24)^A.fG(a5[a7>>>16&255],16)^A.fG(a5[b1>>>24&255],8)^b6[b0][2] +b1=a5[b1&255]^A.fG(a5[a6>>>8&255],24)^A.fG(a5[a8>>>16&255],16)^A.fG(a5[a7>>>24&255],8)^b6[b0][3] a5=a0.f a6=a5[h&255] s=a0.d @@ -143568,23 +144804,23 @@ a=s[f>>>8&255] a9=s[g>>>16&255] s=s[h>>>24&255] o=o[3] -A.BY((a6&255^(r&255)<<8^(q&255)<<16^p<<24^n)>>>0,b4,b5,B.H) -A.BY((m&255^(a8&255)<<8^(l&255)<<16^k<<24^j)>>>0,b4,b5+4,B.H) -A.BY((i&255^(e&255)<<8^(d&255)<<16^c<<24^b)>>>0,b4,b5+8,B.H) -A.BY((a5&255^(a&255)<<8^(a9&255)<<16^s<<24^o)>>>0,b4,b5+12,B.H)}} -A.aKZ.prototype={ -aPN(){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e +A.C8((a6&255^(r&255)<<8^(q&255)<<16^p<<24^n)>>>0,b4,b5,B.n) +A.C8((m&255^(a8&255)<<8^(l&255)<<16^k<<24^j)>>>0,b4,b5+4,B.n) +A.C8((i&255^(e&255)<<8^(d&255)<<16^c<<24^b)>>>0,b4,b5+8,B.n) +A.C8((a5&255^(a&255)<<8^(a9&255)<<16^s<<24^o)>>>0,b4,b5+12,B.n)}} +A.aM2.prototype={ +aQo(){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e for(s=this.r,r=16;r<80;++r){q=s[r-3]^s[r-8]^s[r-14]^s[r-16] -s[r]=((q&$.i7[1])<<1|q>>>31)>>>0}p=this.f +s[r]=((q&$.id[1])<<1|q>>>31)>>>0}p=this.f o=p[0] n=p[1] m=p[2] l=p[3] k=p[4] -for(j=o,i=0,h=0;h<4;++h,i=f){g=$.i7[5] +for(j=o,i=0,h=0;h<4;++h,i=f){g=$.id[5] f=i+1 k=k+(((j&g)<<5|j>>>27)>>>0)+((n&m|~n&l)>>>0)+s[i]+1518500249>>>0 -e=$.i7[30] +e=$.id[30] n=((n&e)<<30|n>>>2)>>>0 i=f+1 l=l+(((k&g)<<5|k>>>27)>>>0)+((j&n|~j&m)>>>0)+s[f]+1518500249>>>0 @@ -143597,10 +144833,10 @@ n=n+(((m&g)<<5|m>>>27)>>>0)+((l&k|~l&j)>>>0)+s[f]+1518500249>>>0 l=((l&e)<<30|l>>>2)>>>0 f=i+1 j=j+(((n&g)<<5|n>>>27)>>>0)+((m&l|~m&k)>>>0)+s[i]+1518500249>>>0 -m=((m&e)<<30|m>>>2)>>>0}for(h=0;h<4;++h,i=f){g=$.i7[5] +m=((m&e)<<30|m>>>2)>>>0}for(h=0;h<4;++h,i=f){g=$.id[5] f=i+1 k=k+(((j&g)<<5|j>>>27)>>>0)+((n^m^l)>>>0)+s[i]+1859775393>>>0 -e=$.i7[30] +e=$.id[30] n=((n&e)<<30|n>>>2)>>>0 i=f+1 l=l+(((k&g)<<5|k>>>27)>>>0)+((j^n^m)>>>0)+s[f]+1859775393>>>0 @@ -143613,10 +144849,10 @@ n=n+(((m&g)<<5|m>>>27)>>>0)+((l^k^j)>>>0)+s[f]+1859775393>>>0 l=((l&e)<<30|l>>>2)>>>0 f=i+1 j=j+(((n&g)<<5|n>>>27)>>>0)+((m^l^k)>>>0)+s[i]+1859775393>>>0 -m=((m&e)<<30|m>>>2)>>>0}for(h=0;h<4;++h,i=f){g=$.i7[5] +m=((m&e)<<30|m>>>2)>>>0}for(h=0;h<4;++h,i=f){g=$.id[5] f=i+1 k=k+(((j&g)<<5|j>>>27)>>>0)+((n&m|n&l|m&l)>>>0)+s[i]+2400959708>>>0 -e=$.i7[30] +e=$.id[30] n=((n&e)<<30|n>>>2)>>>0 i=f+1 l=l+(((k&g)<<5|k>>>27)>>>0)+((j&n|j&m|n&m)>>>0)+s[f]+2400959708>>>0 @@ -143629,10 +144865,10 @@ n=n+(((m&g)<<5|m>>>27)>>>0)+((l&k|l&j|k&j)>>>0)+s[f]+2400959708>>>0 l=((l&e)<<30|l>>>2)>>>0 f=i+1 j=j+(((n&g)<<5|n>>>27)>>>0)+((m&l|m&k|l&k)>>>0)+s[i]+2400959708>>>0 -m=((m&e)<<30|m>>>2)>>>0}for(h=0;h<4;++h,i=f){g=$.i7[5] +m=((m&e)<<30|m>>>2)>>>0}for(h=0;h<4;++h,i=f){g=$.id[5] f=i+1 k=k+(((j&g)<<5|j>>>27)>>>0)+((n^m^l)>>>0)+s[i]+3395469782>>>0 -e=$.i7[30] +e=$.id[30] n=((n&e)<<30|n>>>2)>>>0 i=f+1 l=l+(((k&g)<<5|k>>>27)>>>0)+((j^n^m)>>>0)+s[f]+3395469782>>>0 @@ -143650,155 +144886,156 @@ p[1]=p[1]+n>>>0 p[2]=p[2]+m>>>0 p[3]=p[3]+l>>>0 p[4]=p[4]+k>>>0}} -A.aHI.prototype={} -A.aGx.prototype={ -aIV(a,b,c,d){var s,r,q,p,o,n,m,l,k=this,j=k.a +A.aIL.prototype={} +A.aHA.prototype={ +aJy(a,b,c,d){var s,r,q,p,o,n,m,l,k=this,j=k.a j===$&&A.c() s=j.c j=k.b r=j.b r===$&&A.c() -q=B.e.ey(s+r-1,r) +q=B.e.e4(s+r-1,r) p=new Uint8Array(4) o=new Uint8Array(q*r) -j.D0(new A.M0(B.F.hi(a,b))) +j.CL(new A.Mk(B.K.h8(a,b))) for(n=0,m=1;m<=q;++m){for(l=3;!0;--l){p[l]=p[l]+1 if(p[l]!==0)break}j=k.a -k.arl(j.a,j.b,p,o,n) -n+=r}B.F.dM(c,d,d+s,o) +k.arW(j.a,j.b,p,o,n) +n+=r}B.K.dD(c,d,d+s,o) return k.a.c}, 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q.charCodeAt(0)==0?q:q}, -a2r(a,b){var s,r=B.e.hC(b,16) +a2W(a,b){var s,r=B.e.hA(b,16) for(s=8-r.length;s>0;--s)a.a+="0" a.a+=r}, -gJ(a){return A.y.prototype.gJ.call(this,this)}} -A.Ju.prototype={} -A.Mh.prototype={} -A.aDZ.prototype={ +gJ(a){return A.A.prototype.gJ.call(this,this)}} +A.JM.prototype={} +A.MB.prototype={} +A.aF3.prototype={ $0(){var s=this.a -return s==null?null:s.aa(0,this.b.gab2())}, +return s==null?null:s.ad(0,this.b.gabG())}, $S:0} -A.yN.prototype={ -dg(a){return new A.T8(null,this,B.a9,A.w(this).h("T8<1>"))}, -a74(a,b){b.toString -return new A.ho(this,b,null,A.w(this).h("ho<1?>"))}} -A.T8.prototype={} -A.ho.prototype={ -er(a){return!1}, -dg(a){return new A.BE(A.kK(null,null,null,t.c,t.X),this,B.a9,this.$ti.h("BE<1>"))}} -A.BE.prototype={ -gAd(){var s,r=this,q=r.be -if(q===$){s=r.$ti.h("ho<1>").a(A.b0.prototype.gb8.call(r)).f.e.aW() +A.yX.prototype={ +d9(a){return new A.Tp(null,this,B.a9,A.w(this).h("Tp<1>"))}, +a7D(a,b){b.toString +return new A.hi(this,b,null,A.w(this).h("hi<1?>"))}} +A.Tp.prototype={} +A.hi.prototype={ +ek(a){return!1}, +d9(a){return new A.BQ(A.kY(null,null,null,t.D,t.X),this,B.a9,this.$ti.h("BQ<1>"))}} +A.BQ.prototype={ +gA_(){var s,r=this,q=r.ah +if(q===$){s=r.$ti.h("hi<1>").a(A.b4.prototype.gbg.call(r)).f.e.b0() s.a=r -r.be!==$&&A.a2() -r.be=s +r.ah!==$&&A.a2() +r.ah=s q=s}return q}, -jy(a){var s={} +jw(a){var s={} s.a=null -this.n3(new A.aXu(s,a)) +this.mW(new A.aYA(s,a)) return s.a}, -hu(a,b){this.Fh(a,b)}, -gb8(){return this.$ti.h("ho<1>").a(A.b0.prototype.gb8.call(this))}, -W_(a,b){var s=this.bd,r=s.i(0,a) -if(r!=null&&!this.$ti.h("bDk<1>").b(r))return -s.u(0,a,B.fg)}, -UB(a,b){var s,r,q,p,o,n=this.bd.i(0,b),m=!1 -if(n!=null)if(this.$ti.h("bDk<1>").b(n)){if(b.as)return +hs(a,b){this.F5(a,b)}, +gbg(){return this.$ti.h("hi<1>").a(A.b4.prototype.gbg.call(this))}, +Wt(a,b){var s=this.bb,r=s.i(0,a) +if(r!=null&&!this.$ti.h("bEH<1>").b(r))return +s.q(0,a,B.fj)}, +UZ(a,b){var 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A.bT(q,t.gR) +return A.r($async$V7,r)}, +aPc(a,b,c){var s,r,q=new A.aV($.aP,t.U),p=new A.bX(q,t.gR) this.at.push(q) -q=$.hW.lL$ +q=$.hT.fI$ q===$&&A.c() -s=q.d4(0,A.a4(this.a,a,b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a),new A.ayR(c)) -if(s==null){p.kP("Failed to load image") -return}r=A.ba("listener") -r.b=new A.jV(new A.ayS(this,s,r,a,p),null,new A.ayT(p,s,r,null)) -s.aj(0,r.b7())}} -A.ayP.prototype={ +s=q.cW(0,A.a3(this.a,a,b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a),new A.azY(c)) +if(s==null){p.kO("Failed to load image") +return}r=A.bd("listener") +r.b=new A.k5(new A.azZ(this,s,r,a,p),null,new A.aA_(p,s,r,null)) +s.an(0,r.bc())}} +A.azW.prototype={ $1(a){var s,r,q,p,o=this,n=null,m=o.b,l=m.x[a],k=o.c -if(k!=null)l.sdn(m.ay.i(0,k).b) -k=A.aGO(n,n,n,n,n,n,n,n,n,n,m.d,n) -s=$.G().BX(k) +if(k!=null)l.sde(m.ay.i(0,k).b) +k=A.aHR(n,n,n,n,n,n,n,n,n,n,m.d,n) +s=$.G().BL(k) k=o.d -s.vt(A.ba6(n,n,k.f,k.w,k.r,n,k.b,n,n,k.c,n,n,k.e,l,n,n,n,m.c,n,n,n)) -s.x4(k.a) -r=s.cJ() -r.jZ(B.AY) -o.a.a=r.gqm() +s.vg(A.bb0(n,n,k.f,k.w,k.r,n,k.b,n,n,k.c,n,n,k.e,l,n,n,n,m.c,n,n,n)) +s.wN(k.a) +r=s.cG() +r.jZ(B.B_) +o.a.a=r.gqg() if(m.dx!=null){q=m.r -q.bP(0) +q.bO(0) p=m.dx p.toString -q.aw(0,p)}q=m.r -q.q0(r,new A.h(o.e-r.gqm()*k.d,o.f-r.gx6(r))) +q.az(0,p)}q=m.r +q.pW(r,new A.h(o.e-r.gqg()*k.d,o.f-r.gwP(r))) r.v() -if(m.dx!=null)q.bp(0)}, -$S:15} -A.ayR.prototype={ -$0(){return A.byZ(A.yM(this.a).cB(new A.ayQ(),t.OX))}, -$S:880} -A.ayQ.prototype={ -$1(a){return this.aeG(a)}, -aeG(a){var s=0,r=A.t(t.OX),q,p=2,o,n=[],m,l,k,j +if(m.dx!=null)q.bo(0)}, +$S:19} +A.azY.prototype={ +$0(){return A.bAl(A.yW(this.a).cz(new A.azX(),t.OX))}, +$S:881} +A.azX.prototype={ +$1(a){return this.afg(a)}, +afg(a){var s=0,r=A.t(t.OX),q,p=2,o,n=[],m,l,k,j var $async$$1=A.u(function(b,c){if(b===1){o=c s=p}while(true)switch(s){case 0:p=3 s=6 -return A.A(A.b8s(a),$async$$1) +return A.B(A.b9r(a),$async$$1) case 6:m=c s=7 -return A.A(m.TW(),$async$$1) +return A.B(m.Ui(),$async$$1) case 7:l=c s=8 -return A.A(l.ld(),$async$$1) +return A.B(l.la(),$async$$1) case 8:k=c -j=J.aqi(k) +j=J.art(k) m.a=null l.v() -q=new A.iH(j,1,null) +q=new A.iM(j,1,null) n=[1] s=4 break @@ -146338,471 +147560,468 @@ break case 5:case 1:return A.q(q,r) case 2:return A.p(o,r)}}) return A.r($async$$1,r)}, -$S:881} -A.ayS.prototype={ +$S:882} +A.azZ.prototype={ $2(a,b){var s=this -s.b.aa(0,s.c.b7()) -s.a.ax.u(0,s.d,a.a) -s.e.i8(0)}, -$S:153} -A.ayT.prototype={ +s.b.ad(0,s.c.bc()) +s.a.ax.q(0,s.d,a.a) +s.e.hZ(0)}, +$S:128} +A.aA_.prototype={ $2(a,b){var s=this.a -if((s.a.a&30)===0)s.i8(0) -this.b.aa(0,this.c.b7()) -A.et(new A.cv(a,b,"image resource service",A.ca("Failed to load image"),null,!0))}, -$S:882} -A.ama.prototype={} -A.am7.prototype={ +if((s.a.a&30)===0)s.hZ(0) +this.b.ad(0,this.c.bc()) +A.eA(new A.cz(a,b,"image resource service",A.cf("Failed to load image"),null,!0))}, +$S:883} +A.an8.prototype={} +A.an5.prototype={ gjX(a){return this.e}} -A.aao.prototype={ +A.abd.prototype={ j(a){return"VectorGraphicsDecodeException: Failed to decode vector graphic from "+this.a.j(0)+".\n\nAdditional error: "+A.j(this.b)}, -$ic4:1} -A.Ct.prototype={} -A.aRw.prototype={ -Um(a,b){return this.aNu(a,b)}, -aNu(a,b){var s=0,r=A.t(t.YA),q,p,o -var $async$Um=A.u(function(c,d){if(c===1)return A.p(d,r) +$ic9:1} +A.CG.prototype={} +A.aSI.prototype={ +UJ(a,b){return this.aO6(a,b)}, +aO6(a,b){var s=0,r=A.t(t.YA),q,p,o +var $async$UJ=A.u(function(c,d){if(c===1)return A.p(d,r) while(true)switch(s){case 0:o={} -o.a=B.A -p=$.bL().a.f -o.b=p.length===0?B.Xb:B.b.ga5(p) -q=a.aNq(b).cB(new A.aRx(o,a,!0,null),t.YA) +o.a=B.v +p=$.bQ().a.f +o.b=p.length===0?B.Xj:B.b.ga5(p) +q=a.aO2(b).cz(new A.aSJ(o,a,!0,null),t.YA) s=1 break case 1:return A.q(q,r)}}) -return A.r($async$Um,r)}} -A.aRx.prototype={ +return A.r($async$UJ,r)}} +A.aSJ.prototype={ $1(a){var s,r,q=this try{s=q.a -s=A.bI8(a,q.c,q.b,s.b,q.d,s.a) -return s}catch(r){A.WQ().$1("Failed to decode "+q.b.j(0)) +s=A.bJw(a,q.c,q.b,s.b,q.d,s.a) +return s}catch(r){A.X7().$1("Failed to decode "+q.b.j(0)) throw r}}, -$S:883} -A.a_c.prototype={} -A.aRz.prototype={ -a8n(d5,d6,d7,d8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3=null,d4="The provided data was not a vector_graphics binary asset." -if(d8==null){s=new A.aZB(d6) -if(d6.byteLength<5)throw A.d(A.a7(d4)) -if(s.M2(0)!==8924514)throw A.d(A.a7(d4)) -if(s.o2(0)!==1)throw A.d(A.a7("The provided data does not match the currently supported version."))}else{r=d8.b -r.toString -s=r}$label0$1:for(r=s.a,q=d7.as,p=d7.ay,o=d7.r,n=d7.ax,m=d7.Q,l=t.J9,k=d7.y,j=d7.x,i=!1;h=s.b,h0){b1=r.buffer -b2=r.byteOffset -c0=new Uint8Array(b1,b2+h,c) -s.b+=c -c1=B.c4.d_(c0)}else c1=d3 -c=r.getUint16(s.b,!0) -h=s.b+=2 -b1=r.buffer -b2=r.byteOffset -c0=new Uint8Array(b1,b2+h,c) -s.b+=c -c2=B.c4.d_(c0) -c3=A.b([],l) -if((b8&1)!==0)c3.push(B.jJ) -if((b8&2)!==0)c3.push(B.a66) -if((b8&4)!==0)c3.push(B.pH) -m.push(new A.am7(c2,c1,e,f,B.m2[b7],A.bBH(c3),B.WV[b9],new A.l(d))) +case 45:q.el(r,s.b,B.n) +e=s.b+=2 +f=q.eZ(r,e,B.n) +e=s.b+=4 +d=q.eZ(r,e,B.n) +e=s.b+=4 +s.b=e+1 +b8=q.iH(r,e) +b9=q.iH(r,s.b++) +c0=q.iH(r,s.b++) +c=q.qw(r,s.b,B.n) +e=s.b+=4 +b=q.el(r,e,B.n) +s.b+=2 +if(b>0){c1=J.ig(q.gdc(r),q.gfB(r)+s.b,b) +s.b+=b +c2=B.c6.cT(c1)}else c2=d4 +b=q.el(r,s.b,B.n) +s.b+=2 +c1=J.ig(q.gdc(r),q.gfB(r)+s.b,b) +s.b+=b +c3=B.c6.cT(c1) +c4=A.b([],k) +if((b9&1)!==0)c4.push(B.jN) +if((b9&2)!==0)c4.push(B.a6i) +if((b9&4)!==0)c4.push(B.pL) +l.push(new A.an5(c3,c2,d,f,B.m7[b8],A.bD3(c4),B.X1[c0],new A.l(c))) continue $label0$1 -case 44:f=r.getUint16(s.b,!0) -h=s.b+=2 -e=r.getUint16(h,!0) -h=s.b+=2 -c4=e===65535?d3:e -e=r.getUint16(h,!0) -h=s.b+=2 -c5=e===65535?d3:e -e=r.getUint16(h,!0) +case 44:f=q.el(r,s.b,B.n) +e=s.b+=2 +d=q.el(r,e,B.n) +e=s.b+=2 +c5=d===65535?d4:d +d=q.el(r,e,B.n) +e=s.b+=2 +c6=d===65535?d4:d +d=q.el(r,e,B.n) s.b+=2 -d7.UI(f,c4,c5,e===65535?d3:e) +d8.V7(f,c5,c6,d===65535?d4:d) continue $label0$1 -case 46:f=r.getUint16(s.b,!0) -h=s.b+=2 -s.b=h+1 -c6=r.getUint8(h) -e=r.getUint32(s.b,!0) -h=s.b+=4 -b1=r.buffer -b2=r.byteOffset -c0=new Uint8Array(b1,b2+h,e) -s.b+=e -d7.aOA(f,c6,c0) -i=!0 +case 46:f=q.el(r,s.b,B.n) +e=s.b+=2 +s.b=e+1 +c7=q.iH(r,e) +d=q.qw(r,s.b,B.n) +s.b+=4 +c1=J.ig(q.gdc(r),q.gfB(r)+s.b,d) +s.b+=d +d8.aPc(f,c7,c1) +h=!0 continue $label0$1 -case 47:f=r.getUint16(s.b,!0) -h=s.b+=2 -e=r.getFloat32(h,!0) -h=s.b+=4 -d=r.getFloat32(h,!0) -h=s.b+=4 -c=r.getFloat32(h,!0) -h=s.b+=4 -b=r.getFloat32(h,!0) +case 47:f=q.el(r,s.b,B.n) +e=s.b+=2 +d=q.eZ(r,e,B.n) +e=s.b+=4 +c=q.eZ(r,e,B.n) +e=s.b+=4 +b=q.eZ(r,e,B.n) +e=s.b+=4 +a=q.eZ(r,e,B.n) s.b+=4 -c7=s.EJ() -h=n.i(0,f) -h.toString -b1=c7!=null -if(b1){o.bP(0) -o.aw(0,c7)}o.hQ(h,new A.x(0,0,h.gc7(h),h.gbR(h)),new A.x(e,d,e+c,d+b),$.G().B()) -if(b1)o.bp(0) +c8=s.Ex() +e=m.i(0,f) +e.toString +b2=c8!=null +if(b2){n.bO(0) +n.az(0,c8)}n.hL(e,new A.x(0,0,e.gc2(e),e.gbQ(e)),new A.x(d,c,d+b,c+a),$.G().B()) +if(b2)n.bo(0) continue $label0$1 -case 49:f=r.getUint16(s.b,!0) -h=s.b+=2 -e=r.getFloat32(h,!0) -h=s.b+=4 -d=r.getFloat32(h,!0) -h=s.b+=4 -c=r.getFloat32(h,!0) -h=s.b+=4 -b=r.getFloat32(h,!0) +case 49:f=q.el(r,s.b,B.n) +e=s.b+=2 +d=q.eZ(r,e,B.n) +e=s.b+=4 +c=q.eZ(r,e,B.n) +e=s.b+=4 +b=q.eZ(r,e,B.n) +e=s.b+=4 +a=q.eZ(r,e,B.n) s.b+=4 -c8=s.EJ() -c8.toString -d7.dy=new A.aZb(f,c,b,c8) -h=$.G() -c9=h.kT() -d0=h.kS(c9,d3) -d0.mD(new A.x(e,d,e+c,d+b)) -h=new A.ai_() -h.c=c9 -h.a=d0 -p.u(0,f,h) +c9=s.Ex() +c9.toString +d8.dy=new A.b_d(f,b,a,c9) +e=$.G() +d0=e.kS() +d1=e.kR(d0,d4) +d1.mw(new A.x(d,c,d+b,c+a)) +e=new A.aiW() +e.c=d0 +e.a=d1 +o.q(0,f,e) continue $label0$1 -case 50:r.getUint16(s.b,!0) -h=s.b+=2 -f=r.getFloat32(h,!0) -h=s.b+=4 -e=r.getFloat32(h,!0) -h=s.b+=4 -d=r.getFloat32(h,!0) -h=s.b+=4 -c=r.getFloat32(h,!0) -h=s.b+=4 -s.b=h+1 -d1=r.getUint8(h)!==0||!1 -c8=s.EJ() -h=isNaN(f)?d3:f -b1=isNaN(e)?d3:e -b2=isNaN(d)?d3:d -q.push(new A.ama(h,b1,b2,isNaN(c)?d3:c,d1,c8)) +case 50:q.el(r,s.b,B.n) +e=s.b+=2 +f=q.eZ(r,e,B.n) +e=s.b+=4 +d=q.eZ(r,e,B.n) +e=s.b+=4 +c=q.eZ(r,e,B.n) +e=s.b+=4 +b=q.eZ(r,e,B.n) +e=s.b+=4 +s.b=e+1 +d2=q.iH(r,e)!==0||!1 +c9=s.Ex() +e=isNaN(f)?d4:f +b2=isNaN(d)?d4:d +b3=isNaN(c)?d4:c +p.push(new A.an8(e,b2,b3,isNaN(b)?d4:b,d2,c9)) continue $label0$1 -case 51:f=r.getUint16(s.b,!0) +case 51:f=q.el(r,s.b,B.n) s.b+=2 -d2=q[f] -if(d2.e)d7.db=d7.cy=0 -h=d2.a -if(h!=null)d7.cy=h -h=d2.b -if(h!=null)d7.db=h -h=d2.c -if(h!=null){b1=d7.cy -d7.cy=(b1==null?0:b1)+h}h=d2.d -if(h!=null)d7.db+=h -d7.dx=d2.f +d3=p[f] +if(d3.e)d8.db=d8.cy=0 +e=d3.a +if(e!=null)d8.cy=e +e=d3.b +if(e!=null)d8.db=e +e=d3.c +if(e!=null){b2=d8.cy +d8.cy=(b2==null?0:b2)+e}e=d3.d +if(e!=null)d8.db+=e +d8.dx=d3.f continue $label0$1 -default:throw A.d(A.a7("Unknown type tag "+g))}}return B.Q9}, -aII(a,b,c){return this.a8n(a,b,c,null)}, -aeu(a,b,c,d){a.iT(B.cA) -a.pH() +default:throw A.d(A.a7("Unknown type tag "+g))}}return B.Qf}, +aJk(a,b,c){return this.a8W(a,b,c,null)}, +af4(a,b,c,d){a.iL(B.cC) +a.pB() a.a.push(30) -a.pN(b) -a.pN(c) -a.pN(d==null?65535:d)}, -aq4(a){var s,r=a.length,q=new Float32Array(r),p=new DataView(new ArrayBuffer(8)) -for(s=0;sa.a){s=a.b -throw A.d(A.a7(B.d.aRj(s[0])+B.d.cf(s,1)+" must be encoded together (current phase is "+this.as.b+")."))}this.as=a}, -aFf(a){var s,r=this.a +throw A.d(A.a7(B.d.aRX(s[0])+B.d.cf(s,1)+" must be encoded together (current phase is "+this.as.b+")."))}this.as=a}, +aFT(a){var s,r=this.a if(a!=null){s=a.length r.push(s) -this.rg(8) -B.b.H(this.a,A.cg(a.buffer,a.byteOffset,8*s))}else r.push(0)}, -pN(a){var s,r +this.r8(8) +B.b.I(this.a,A.kd(a.buffer,a.byteOffset,8*s))}else r.push(0)}, +pI(a){var s,r this.c.setUint16(0,a,!0) s=this.a r=this.d r===$&&A.c() -B.b.H(s,A.fG(r,0,A.hr(2,"count",t.S),A.aZ(r).h("N.E")))}, -azH(a){var s,r +B.b.I(s,A.fy(r,0,A.hl(2,"count",t.S),A.b1(r).h("M.E")))}, +aAj(a){var s,r this.c.setUint32(0,a,!0) s=this.a r=this.d r===$&&A.c() -B.b.H(s,A.fG(r,0,A.hr(4,"count",t.S),A.aZ(r).h("N.E")))}, -a2X(a){this.rg(4) -B.b.H(this.a,A.cg(a.buffer,a.byteOffset,4*a.length))}, -nk(a){var s,r +B.b.I(s,A.fy(r,0,A.hl(4,"count",t.S),A.b1(r).h("M.E")))}, +a3r(a){this.r8(4) +B.b.I(this.a,A.kd(a.buffer,a.byteOffset,4*a.length))}, +nc(a){var s,r this.c.setFloat32(0,a,!0) s=this.a r=this.d r===$&&A.c() -B.b.H(s,A.fG(r,0,A.hr(4,"count",t.S),A.aZ(r).h("N.E")))}, -a2W(a){this.rg(4) -B.b.H(this.a,A.cg(a.buffer,a.byteOffset,4*a.length))}, -rg(a){var s,r=this.a,q=B.e.bH(r.length,a) -if(q!==0){s=$.C3() -B.b.H(r,A.fG(s,0,A.hr(a-q,"count",t.S),A.aZ(s).h("N.E")))}}} -A.aZB.prototype={ -o2(a){return this.a.getUint8(this.b++)}, -afs(a){var s=this.a.getUint16(this.b,!0) +B.b.I(s,A.fy(r,0,A.hl(4,"count",t.S),A.b1(r).h("M.E")))}, +a3q(a){this.r8(4) +B.b.I(this.a,A.kd(a.buffer,a.byteOffset,4*a.length))}, +r8(a){var s,r=this.a,q=B.e.bB(r.length,a) +if(q!==0){s=$.Ce() +B.b.I(r,A.fy(s,0,A.hl(a-q,"count",t.S),A.b1(s).h("M.E")))}}} +A.b_z.prototype={ +nZ(a){return J.b80(this.a,this.b++)}, +ag3(a){var s=J.bed(this.a,this.b,B.n) this.b+=2 return s}, -M2(a){var s=this.a.getUint32(this.b,!0) +LS(a){var s=J.b8_(this.a,this.b,B.n) this.b+=4 return s}, -qE(a){var s=this.a,r=A.cg(s.buffer,s.byteOffset+this.b,a) +qx(a){var s=this.a,r=J.bt(s),q=J.ig(r.gdc(s),r.gfB(s)+this.b,a) this.b+=a -return r}, -WL(a){var s,r,q=this -q.rg(2) -s=q.a -r=A.bgK(s.buffer,s.byteOffset+q.b,a) -q.b=q.b+2*a -return r}, -Wr(a){var s,r,q=this -q.rg(4) -s=q.a -r=A.aFO(s.buffer,s.byteOffset+q.b,a) -q.b=q.b+4*a -return r}, -EF(a){var s,r,q=this -q.rg(4) -s=q.a -r=A.aFN(s.buffer,s.byteOffset+q.b,a) -q.b=q.b+4*a -return r}, -rg(a){var s=this.b,r=B.e.bH(s,a) +return q}, +Xg(a){var s,r,q,p=this +p.r8(2) +s=p.a +r=J.bt(s) +q=J.be4(r.gdc(s),r.gfB(s)+p.b,a) +p.b=p.b+2*a +return q}, +WX(a){var s,r,q,p=this +p.r8(4) +s=p.a +r=J.bt(s) +q=J.b7S(r.gdc(s),r.gfB(s)+p.b,a) +p.b=p.b+4*a +return q}, +Es(a){var s,r,q,p=this +p.r8(4) +s=p.a +r=J.bt(s) +q=J.ars(r.gdc(s),r.gfB(s)+p.b,a) +p.b=p.b+4*a +return q}, +r8(a){var s=this.b,r=B.e.bB(s,a) if(r!==0)this.b=s+(a-r)}, -EJ(){var s,r,q=this,p=q.o2(0) -if(p>0){q.rg(8) -s=q.a -r=A.b93(s.buffer,s.byteOffset+q.b,p) -q.b=q.b+8*p -return r}return null}} -A.awy.prototype={ -ass(a,b){return b.d4(0,a,new A.awz(b))}, -nj(a,b){return this.ass(a,b,t.z)}, -a6x(a){var s=null -this.r.push(new A.lk(s,B.QI,s,this.nj(a,this.a),s,s))}, -aFy(a,b,c,d,e){var s,r,q,p=this +Ex(){var s,r,q,p=this,o=p.nZ(0) +if(o>0){p.r8(8) +s=p.a +r=J.bt(s) +q=J.be3(r.gdc(s),r.gfB(s)+p.b,o) +p.b=p.b+8*o +return q}return null}} +A.axF.prototype={ +at2(a,b){return b.cW(0,a,new A.axG(b))}, +na(a,b){return this.at2(a,b,t.z)}, +a71(a){var s=null +this.r.push(new A.lz(s,B.QO,s,this.na(a,this.a),s,s))}, +aGc(a,b,c,d,e){var s,r,q,p=this if(b.a.length===0)return -s=p.nj(b,p.b) -r=p.nj(c,p.a) +s=p.na(b,p.b) +r=p.na(c,p.a) q=e!=null?p.w.i(0,e):null -p.r.push(new A.lk(d,B.QH,s,r,q,null))}} -A.awz.prototype={ +p.r.push(new A.lz(d,B.QN,s,r,q,null))}} +A.axG.prototype={ $0(){return this.a.a}, -$S:100} -A.cP.prototype={ -gJ(a){return A.a4(this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +$S:104} +A.cR.prototype={ +gJ(a){return A.a3(this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){if(b==null)return!1 -return b instanceof A.cP&&b.a===this.a&&b.b===this.b}, -a_(a,b){return new A.cP(this.a*b,this.b*b)}, -X(a,b){return new A.cP(this.a+b.a,this.b+b.b)}, +return b instanceof A.cR&&b.a===this.a&&b.b===this.b}, +a1(a,b){return new A.cR(this.a*b,this.b*b)}, +W(a,b){return new A.cR(this.a+b.a,this.b+b.b)}, j(a){return"Point("+A.j(this.a)+", "+A.j(this.b)+")"}} -A.kR.prototype={ +A.l4.prototype={ gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 -return b instanceof A.kR&&b.a===s.a&&b.b===s.b&&b.c===s.c&&b.d===s.d}, +return b instanceof A.l4&&b.a===s.a&&b.b===s.b&&b.c===s.c&&b.d===s.d}, j(a){var s=this return"Rect.fromLTRB("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+")"}} -A.a24.prototype={} -A.a_Z.prototype={} -A.ng.prototype={ -afz(a){var s,r,q,p,o=this +A.a2x.prototype={} +A.a0p.prototype={} +A.nt.prototype={ +aga(a){var s,r,q,p,o=this if(a!=null)s=o.a===1&&o.d===1 else s=!0 if(s)return a @@ -146811,7 +148030,7 @@ r=o.c q=o.b p=o.d return(Math.sqrt(s*s+r*r)+Math.sqrt(q*q+p*p))/2*a}, -aQX(a){var s,r,q,p,o,n,m,l=this +aRA(a){var s,r,q,p,o,n,m,l=this if(a===0)return l s=Math.cos(a) r=Math.sin(a) @@ -146820,150 +148039,150 @@ p=l.c o=l.b n=l.d m=-r -return A.q9(q*s+p*r,o*s+n*r,q*m+p*s,o*m+n*s,l.e,l.f,l.r)}, -ga8W(){var s=this,r=s.a +return A.qi(q*s+p*r,o*s+n*r,q*m+p*s,o*m+n*s,l.e,l.f,l.r)}, +ga9v(){var s=this,r=s.a return r>0&&s.b===0&&s.c===0&&s.d>0&&s.r===r}, -WT(a,b){var s=this +Xp(a,b){var s=this if(a===1&&b===1)return s -return A.q9(s.a*a,s.b*a,s.c*b,s.d*b,s.e,s.f,s.r*a)}, -Ei(a,b){var s=this,r=s.a,q=s.b,p=s.c,o=s.d -return A.q9(r,q,p,o,r*a+p*b+s.e,q*a+o*b+s.f,s.r)}, -iC(a){var s=this,r=s.a,q=a.a,p=s.c,o=a.b,n=s.b,m=s.d,l=a.c,k=a.d,j=a.e,i=a.f -return A.q9(r*q+p*o,n*q+m*o,r*l+p*k,n*l+m*k,r*j+p*i+s.e,n*j+m*i+s.f,s.r*a.r)}, -qx(a,b){var s=this,r=b.a,q=b.b -return new A.cP(s.a*r+s.c*q+s.e,s.b*r+s.d*q+s.f)}, -vD(){var s=this -return new Float64Array(A.e3(A.b([s.a,s.b,0,0,s.c,s.d,0,0,0,0,s.r,0,s.e,s.f,0,1],t.n)))}, +return A.qi(s.a*a,s.b*a,s.c*b,s.d*b,s.e,s.f,s.r*a)}, +E5(a,b){var s=this,r=s.a,q=s.b,p=s.c,o=s.d +return A.qi(r,q,p,o,r*a+p*b+s.e,q*a+o*b+s.f,s.r)}, +ix(a){var s=this,r=s.a,q=a.a,p=s.c,o=a.b,n=s.b,m=s.d,l=a.c,k=a.d,j=a.e,i=a.f +return A.qi(r*q+p*o,n*q+m*o,r*l+p*k,n*l+m*k,r*j+p*i+s.e,n*j+m*i+s.f,s.r*a.r)}, +qp(a,b){var s=this,r=b.a,q=b.b +return new A.cR(s.a*r+s.c*q+s.e,s.b*r+s.d*q+s.f)}, +vn(){var s=this +return new Float64Array(A.ea(A.b([s.a,s.b,0,0,s.c,s.d,0,0,0,0,s.r,0,s.e,s.f,0,1],t.n)))}, gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,s.e,s.f,s.r,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 -return b instanceof A.ng&&b.a===s.a&&b.b===s.b&&b.c===s.c&&b.d===s.d&&b.e===s.e&&b.f===s.f&&b.r===s.r}, +return b instanceof A.nt&&b.a===s.a&&b.b===s.b&&b.c===s.c&&b.d===s.d&&b.e===s.e&&b.f===s.f&&b.r===s.r}, j(a){var s=this return"[ "+A.j(s.a)+", "+A.j(s.c)+", "+A.j(s.e)+" ]\n[ "+A.j(s.b)+", "+A.j(s.d)+", "+A.j(s.f)+" ]\n[ 0.0, 0.0, 1.0 ] // _m4_10 = "+A.j(s.r)+"\n"}} -A.a56.prototype={ -W(){return"PathFillType."+this.b}} -A.F0.prototype={ -W(){return"PathCommandType."+this.b}} -A.vc.prototype={} -A.ik.prototype={ -cl(a){var s=a.qx(0,new A.cP(this.b,this.c)) -return new A.ik(s.a,s.b,B.bH)}, -gJ(a){return A.a4(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +A.a5M.prototype={ +V(){return"PathFillType."+this.b}} +A.Fg.prototype={ +V(){return"PathCommandType."+this.b}} +A.vn.prototype={} +A.is.prototype={ +cj(a){var s=a.qp(0,new A.cR(this.b,this.c)) +return new A.is(s.a,s.b,B.bJ)}, +gJ(a){return A.a3(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){if(b==null)return!1 -return b instanceof A.ik&&b.b===this.b&&b.c===this.c}, +return b instanceof A.is&&b.b===this.b&&b.c===this.c}, j(a){return"LineToCommand("+A.j(this.b)+", "+A.j(this.c)+")"}} -A.lz.prototype={ -cl(a){var s=a.qx(0,new A.cP(this.b,this.c)) -return new A.lz(s.a,s.b,B.dk)}, -gJ(a){return A.a4(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +A.lO.prototype={ +cj(a){var s=a.qp(0,new A.cR(this.b,this.c)) +return new A.lO(s.a,s.b,B.dm)}, +gJ(a){return A.a3(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){if(b==null)return!1 -return b instanceof A.lz&&b.b===this.b&&b.c===this.c}, +return b instanceof A.lO&&b.b===this.b&&b.c===this.c}, j(a){return"MoveToCommand("+A.j(this.b)+", "+A.j(this.c)+")"}} -A.hM.prototype={ -a7v(a){var s=this -return new A.auQ().$5(a,new A.cP(s.b,s.c),new A.cP(s.d,s.e),new A.cP(s.f,s.r),0)}, -cl(a){var s=this,r=a.qx(0,new A.cP(s.b,s.c)),q=a.qx(0,new A.cP(s.d,s.e)),p=a.qx(0,new A.cP(s.f,s.r)) -return new A.hM(r.a,r.b,q.a,q.b,p.a,p.b,B.by)}, +A.hH.prototype={ +a84(a){var s=this +return new A.avX().$5(a,new A.cR(s.b,s.c),new A.cR(s.d,s.e),new A.cR(s.f,s.r),0)}, +cj(a){var s=this,r=a.qp(0,new A.cR(s.b,s.c)),q=a.qp(0,new A.cR(s.d,s.e)),p=a.qp(0,new A.cR(s.f,s.r)) +return new A.hH(r.a,r.b,q.a,q.b,p.a,p.b,B.bA)}, gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,s.e,s.f,s.r,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 -return b instanceof A.hM&&b.b===s.b&&b.c===s.c&&b.d===s.d&&b.e===s.e&&b.f===s.f&&b.r===s.r}, +return b instanceof A.hH&&b.b===s.b&&b.c===s.c&&b.d===s.d&&b.e===s.e&&b.f===s.f&&b.r===s.r}, j(a){var s=this return"CubicToCommand("+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+", "+A.j(s.e)+", "+A.j(s.f)+", "+A.j(s.r)+")"}} -A.auQ.prototype={ +A.avX.prototype={ $5(a,b,c,d,e){var s -if(A.a5y(b,A.zM(a,d,0.3333333333333333))>1.5||A.a5y(c,A.zM(a,d,0.6666666666666666))>1.5){s=A.bei(a,b,c,d,0.5) +if(A.a6d(b,A.zX(a,d,0.3333333333333333))>1.5||A.a6d(c,A.zX(a,d,0.6666666666666666))>1.5){s=A.bfi(a,b,c,d,0.5) e=this.$5(s[0],s[1],s[2],s[3],e) -e=this.$5(s[3],s[4],s[5],s[6],e)}else e+=A.a5y(a,d) +e=this.$5(s[3],s[4],s[5],s[6],e)}else e+=A.a6d(a,d) return e}, -$S:884} -A.JP.prototype={ -cl(a){return this}, -gJ(a){return A.en(this.a)}, +$S:885} +A.K6.prototype={ +cj(a){return this}, +gJ(a){return A.eC(this.a)}, l(a,b){if(b==null)return!1 -return b instanceof A.JP}, +return b instanceof A.K6}, j(a){return"CloseCommand()"}} -A.lG.prototype={ -hl(a){var s,r,q,p,o,n,m,l=a.a,k=(a.c-l)*0.5,j=a.b,i=(a.d-j)*0.5 +A.lV.prototype={ +hk(a){var s,r,q,p,o,n,m,l=a.a,k=(a.c-l)*0.5,j=a.b,i=(a.d-j)*0.5 l+=k j+=i s=0.551915024494*k r=0.551915024494*i q=j-i p=this.a -p.push(new A.lz(l,q,B.dk)) +p.push(new A.lO(l,q,B.dm)) o=l+s n=l+k m=j-r -p.push(new A.hM(o,q,n,m,n,j,B.by)) +p.push(new A.hH(o,q,n,m,n,j,B.bA)) r=j+r i=j+i -p.push(new A.hM(n,r,o,i,l,i,B.by)) +p.push(new A.hH(n,r,o,i,l,i,B.bA)) s=l-s k=l-k -p.push(new A.hM(s,i,k,r,k,j,B.by)) -p.push(new A.hM(k,m,s,q,l,q,B.by)) -p.push(B.i_) +p.push(new A.hH(s,i,k,r,k,j,B.bA)) +p.push(new A.hH(k,m,s,q,l,q,B.bA)) +p.push(B.i1) return this}, -kd(a){var s,r=a.a,q=a.b,p=this.a -p.push(new A.lz(r,q,B.dk)) +ke(a){var s,r=a.a,q=a.b,p=this.a +p.push(new A.lO(r,q,B.dm)) s=a.c -p.push(new A.ik(s,q,B.bH)) +p.push(new A.is(s,q,B.bJ)) q=a.d -p.push(new A.ik(s,q,B.bH)) -p.push(new A.ik(r,q,B.bH)) -p.push(B.i_) +p.push(new A.is(s,q,B.bJ)) +p.push(new A.is(r,q,B.bJ)) +p.push(B.i1) return this}, -aFA(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g,f -if(b===0&&c===0)return this.kd(a) -s=new A.cP(b,c).a_(0,0.551915024494) +aGe(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g,f +if(b===0&&c===0)return this.ke(a) +s=new A.cR(b,c).a1(0,0.551915024494) r=a.a q=r+b p=a.b o=this.a -o.push(new A.lz(q,p,B.dk)) +o.push(new A.lO(q,p,B.dm)) n=r+(a.c-r) m=n-b -o.push(new A.ik(m,p,B.bH)) +o.push(new A.is(m,p,B.bJ)) l=s.a k=m+l j=p+c i=s.b h=j-i -o.push(new A.hM(k,p,n,h,n,j,B.by)) +o.push(new A.hH(k,p,n,h,n,j,B.bA)) g=p+(a.d-p) f=g-c -o.push(new A.ik(n,f,B.bH)) +o.push(new A.is(n,f,B.bJ)) i=f+i -o.push(new A.hM(n,i,k,g,m,g,B.by)) -o.push(new A.ik(q,g,B.bH)) +o.push(new A.hH(n,i,k,g,m,g,B.bA)) +o.push(new A.is(q,g,B.bJ)) l=q-l -o.push(new A.hM(l,g,r,i,r,f,B.by)) -o.push(new A.ik(r,j,B.bH)) -o.push(new A.hM(r,h,l,p,q,p,B.by)) -o.push(B.i_) +o.push(new A.hH(l,g,r,i,r,f,B.bA)) +o.push(new A.is(r,j,B.bJ)) +o.push(new A.hH(r,h,l,p,q,p,B.bA)) +o.push(B.i1) return this}, -adA(a){var s,r=this.a,q=this.b +aea(a){var s,r=this.a,q=this.b q===$&&A.c() -s=A.a55(r,q) -if(a)B.b.ak(r) -return s}, -vE(){return this.adA(!0)}} -A.iN.prototype={ -aS2(a){if(a===this.b)return this -return A.a55(this.a,a)}, -cl(a){var s,r,q,p=A.b([],t.H9) -for(s=this.a,r=s.length,q=0;q"+A.j(r)+","):"Path(" s=this.b -r=(s!==B.ce?r+("\n fillType: "+s.j(0)+","):r)+"\n)" +r=(s!==B.cg?r+("\n fillType: "+s.j(0)+","):r)+"\n)" return r.charCodeAt(0)==0?r:r}} -A.aUk.prototype={ -gkt(a){var s=this,r=s.b,q=s.a +A.aVv.prototype={ +gku(a){var s=this,r=s.b,q=s.a if(r>=q.length)r=s.b=0 s.b=r+1 return q[r]}} -A.aZa.prototype={ -gG(a){var s=this.b +A.b_c.prototype={ +gE(a){var s=this.b s===$&&A.c() return s}, -a_r(a){var s,r,q,p,o,n,m,l,k=this,j=A.a5y(k.c,a) +a_V(a){var s,r,q,p,o,n,m,l,k=this,j=A.a6d(k.c,a) if(!(j<=0)){s=k.b s===$&&A.c() s=s<=0}else s=!0 @@ -147019,103 +148238,103 @@ if(!(j>=o))break n=o/j o=k.c m=1-n -k.c=new A.cP(m*o.a+n*r,m*o.b+n*q) -k.b=p.gkt(p) +k.c=new A.cR(m*o.a+n*r,m*o.b+n*q) +k.b=p.gku(p) o=k.e o===$&&A.c() m=k.c l=m.a m=m.b -if(o)s.push(new A.ik(l,m,B.bH)) -else s.push(new A.lz(l,m,B.dk)) -j=A.a5y(k.c,a) +if(o)s.push(new A.is(l,m,B.bJ)) +else s.push(new A.lO(l,m,B.dm)) +j=A.a6d(k.c,a) k.e=!k.e}if(j>0){k.b=o-j p=k.e p===$&&A.c() -if(p)s.push(new A.ik(r,q,B.bH))}k.c=a}, -aq2(a){var s,r,q,p,o,n=this,m=null,l=a.a7v(n.c),k=n.a,j=n.f +if(p)s.push(new A.is(r,q,B.bJ))}k.c=a}, +aqD(a){var s,r,q,p,o,n=this,m=null,l=a.a84(n.c),k=n.a,j=n.f while(!0){s=n.b s===$&&A.c() if(!(l>=s))break -r=A.bei(n.c,new A.cP(a.b,a.c),new A.cP(a.d,a.e),new A.cP(a.f,a.r),s/l) +r=A.bfi(n.c,new A.cR(a.b,a.c),new A.cR(a.d,a.e),new A.cR(a.f,a.r),s/l) s=n.c=r[3] q=n.e q===$&&A.c() if(q){s=A.a6(r) -q=new A.aB(r,1,m,s.h("aB<1>")) -q.co(r,1,m,s.c) -p=q.E9(0,3).fb(0) +q=new A.aK(r,1,m,s.h("aK<1>")) +q.cm(r,1,m,s.c) +p=q.DW(0,3).fa(0) q=p[0] s=p[1] o=p[2] -j.push(new A.hM(q.a,q.b,s.a,s.b,o.a,o.b,B.by))}else j.push(new A.lz(s.a,s.b,B.dk)) +j.push(new A.hH(q.a,q.b,s.a,s.b,o.a,o.b,B.bA))}else j.push(new A.lO(s.a,s.b,B.dm)) s=A.a6(r) -q=new A.aB(r,4,m,s.h("aB<1>")) -q.co(r,4,m,s.c) -p=q.E9(0,3).fb(0) +q=new A.aK(r,4,m,s.h("aK<1>")) +q.cm(r,4,m,s.c) +p=q.DW(0,3).fa(0) q=p[0] s=p[1] o=p[2] -a=new A.hM(q.a,q.b,s.a,s.b,o.a,o.b,B.by) -n.b=k.gkt(k) -l=a.a7v(n.c) +a=new A.hH(q.a,q.b,s.a,s.b,o.a,o.b,B.bA) +n.b=k.gku(k) +l=a.a84(n.c) n.e=!n.e}n.b=s-l -n.c=new A.cP(a.f,a.r) +n.c=new A.cR(a.f,a.r) k=n.e k===$&&A.c() if(k)j.push(a)}, -aIA(a){var s,r,q,p,o,n,m,l=this,k=l.a -l.b=k.gkt(k) +aJc(a){var s,r,q,p,o,n,m,l=this,k=l.a +l.b=k.gku(k) l.e=!0 for(k=a.a,s=k.length,r=t.ZC,q=t.JO,p=t.wd,o=l.f,n=0;n"+p+", offsets: "+o+", tileMode: "+n+", "+m+"unitMode: "+A.j(s.e)+")"}} -A.Ls.prototype={ -W(){return"GradientUnitMode."+this.b}} -A.vm.prototype={ -Rj(a,b){var s,r,q=this,p=q.f -if(p==null)p=B.bb +A.LK.prototype={ +V(){return"GradientUnitMode."+this.b}} +A.vx.prototype={ +Rg(a,b){var s,r,q=this,p=q.f +if(p==null)p=B.bc s=q.e -switch((s==null?B.lB:s).a){case 0:s=a.a +switch((s==null?B.lG:s).a){case 0:s=a.a r=a.b -p=b.Ei(s,r).WT(a.c-s,a.d-r).iC(p) +p=b.E5(s,r).Xp(a.c-s,a.d-r).ix(p) break -case 1:p=b.iC(p) +case 1:p=b.ix(p) break case 2:break}s=q.d -if(s==null)s=B.pL -return new A.vm(q.r,q.w,q.x,q.a,q.b,q.c,s,B.ut,p)}, -Rn(a){var s,r,q,p,o=this,n=o.b +if(s==null)s=B.pP +return new A.vx(q.r,q.w,q.x,q.a,q.b,q.c,s,B.uv,p)}, +Rk(a){var s,r,q,p,o=this,n=o.b if(n==null)n=a.b s=o.c if(s==null)s=a.c @@ -147161,33 +148380,33 @@ q=o.e if(q==null)q=a.e p=o.d if(p==null)p=a.d -return new A.vm(o.r,o.w,o.x,o.a,n,s,p,q,r)}, +return new A.vx(o.r,o.w,o.x,o.a,n,s,p,q,r)}, gJ(a){var s,r=this,q=r.b -q=A.c_(q==null?A.b([],t.Ai):q) +q=A.c4(q==null?A.b([],t.Ai):q) s=r.c -return A.a4(r.a,r.r,r.w,q,A.c_(s==null?A.b([],t.n):s),r.d,r.f,r.x,r.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(r.a,r.r,r.w,q,A.c4(s==null?A.b([],t.n):s),r.d,r.f,r.x,r.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 -return b instanceof A.vm&&b.a===s.a&&b.r.l(0,s.r)&&b.w===s.w&&J.e(b.x,s.x)&&A.m8(b.b,s.b)&&A.m8(b.c,s.c)&&J.e(b.f,s.f)&&b.d==s.d&&b.e==s.e}, +return b instanceof A.vx&&b.a===s.a&&b.r.l(0,s.r)&&b.w===s.w&&J.f(b.x,s.x)&&A.mo(b.b,s.b)&&A.mo(b.c,s.c)&&J.f(b.f,s.f)&&b.d==s.d&&b.e==s.e}, j(a){var s=this,r=s.r.j(0),q=A.j(s.b),p=A.j(s.c),o=A.j(s.d),n=s.f -n=n==null?"":"transform: Float64List.fromList("+A.j(n.vD())+") ," +n=n==null?"":"transform: Float64List.fromList("+A.j(n.vn())+") ," return"RadialGradient(id: '"+s.a+"', center: "+r+", radius: "+A.j(s.w)+", colors: "+q+", offsets: "+p+", tileMode: "+o+", "+n+"focalPoint: "+A.j(s.x)+", unitMode: "+A.j(s.e)+")"}} -A.ph.prototype={ -gJ(a){return A.a4(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +A.ps.prototype={ +gJ(a){return A.a3(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){if(b==null)return!1 -return b instanceof A.ph&&b.a===this.a&&J.e(b.b,this.b)&&J.e(b.c,this.c)}, +return b instanceof A.ps&&b.a===this.a&&J.f(b.b,this.b)&&J.f(b.c,this.c)}, j(a){var s="Paint(blendMode: "+this.a.j(0),r=this.b if(r!=null)s+=", stroke: "+r.j(0) r=this.c s=(r!=null?s+(", fill: "+r.j(0)):s)+")" return s.charCodeAt(0)==0?s:s}} -A.Q8.prototype={ +A.Qq.prototype={ gJ(a){var s=this -return A.a4(B.a0V,s.a,s.b,s.c,s.d,s.e,s.f,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(B.a13,s.a,s.b,s.c,s.d,s.e,s.f,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s,r=this if(b==null)return!1 -if(b instanceof A.Q8){s=b.a -s=r.a.a===s.a&&J.e(b.b,r.b)&&b.c==r.c&&b.d==r.d&&b.e==r.e&&b.f==r.f}else s=!1 +if(b instanceof A.Qq){s=b.a +s=r.a.a===s.a&&J.f(b.b,r.b)&&b.c==r.c&&b.d==r.d&&b.e==r.e&&b.f==r.f}else s=!1 return s}, j(a){var s=this,r="Stroke(color: "+s.a.j(0),q=s.b if(q!=null)r+=", shader: "+q.j(0) @@ -147200,32 +148419,32 @@ if(q!=null)r+=", miterLimit: "+A.j(q) q=s.f r=(q!=null?r+(", width: "+A.j(q)):r)+")" return r.charCodeAt(0)==0?r:r}} -A.yc.prototype={ -gJ(a){return A.a4(B.a0U,this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +A.yk.prototype={ +gJ(a){return A.a3(B.a12,this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s if(b==null)return!1 -if(b instanceof A.yc){s=b.a -s=this.a.a===s.a&&J.e(b.b,this.b)}else s=!1 +if(b instanceof A.yk){s=b.a +s=this.a.a===s.a&&J.f(b.b,this.b)}else s=!1 return s}, j(a){var s="Fill(color: "+this.a.j(0),r=this.b s=(r!=null?s+(", shader: "+r.j(0)):s)+")" return s.charCodeAt(0)==0?s:s}} -A.hJ.prototype={ -W(){return"BlendMode."+this.b}} -A.a4V.prototype={ -W(){return"PaintingStyle."+this.b}} -A.Q9.prototype={ -W(){return"StrokeCap."+this.b}} -A.Qa.prototype={ -W(){return"StrokeJoin."+this.b}} -A.QP.prototype={ -W(){return"TileMode."+this.b}} -A.QG.prototype={ +A.hC.prototype={ +V(){return"BlendMode."+this.b}} +A.a5A.prototype={ +V(){return"PaintingStyle."+this.b}} +A.Qr.prototype={ +V(){return"StrokeCap."+this.b}} +A.Qs.prototype={ +V(){return"StrokeJoin."+this.b}} +A.R5.prototype={ +V(){return"TileMode."+this.b}} +A.QX.prototype={ gJ(a){var s=this -return A.a4(s.a,s.c,s.b,s.d,s.e,s.f,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.c,s.b,s.d,s.e,s.f,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s=this if(b==null)return!1 -return b instanceof A.QG&&b.a==s.a&&b.c==s.c&&b.b==s.b&&b.d==s.d&&b.e===s.e&&J.e(b.f,s.f)}, +return b instanceof A.QX&&b.a==s.a&&b.c==s.c&&b.b==s.b&&b.d==s.d&&b.e===s.e&&J.f(b.f,s.f)}, j(a){var s=this,r=""+("TextPosition(reset: "+s.e),q=s.a if(q!=null)r+=", x: "+A.j(q) q=s.c @@ -147237,12 +148456,12 @@ if(q!=null)r+=", dy: "+A.j(q) q=s.f r=(q!=null?r+(", transform: "+q.j(0)):r)+")" return r.charCodeAt(0)==0?r:r}} -A.Qx.prototype={ +A.QO.prototype={ gJ(a){var s=this -return A.a4(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, l(a,b){var s,r=this if(b==null)return!1 -if(b instanceof A.Qx)if(b.a===r.a)if(b.b===r.b)if(b.c===r.c)if(b.d==r.d)if(b.e===r.e){s=b.f +if(b instanceof A.QO)if(b.a===r.a)if(b.b===r.b)if(b.c===r.c)if(b.d==r.d)if(b.e===r.e){s=b.f if(r.f.a===s.a)if(b.r===r.r)s=r.w.a===b.w.a else s=!1 else s=!1}else s=!1 @@ -147255,13 +148474,13 @@ return s}, j(a){var s=this return"TextConfig('"+s.a+"', "+A.j(s.b)+", '"+A.j(s.d)+"', "+s.e.j(0)+", "+A.j(s.c)+", "+s.f.j(0)+", "+s.r.j(0)+", "+s.w.j(0)+",)"}, gjX(a){return this.e}} -A.nA.prototype={ -W(){return"FontWeight."+this.b}} -A.AV.prototype={ -W(){return"TextDecorationStyle."+this.b}} -A.AU.prototype={ +A.nN.prototype={ +V(){return"FontWeight."+this.b}} +A.B6.prototype={ +V(){return"TextDecorationStyle."+this.b}} +A.B5.prototype={ l(a,b){if(b==null)return!1 -return b instanceof A.AU&&b.a===this.a}, +return b instanceof A.B5&&b.a===this.a}, gJ(a){return B.e.gJ(this.a)}, j(a){var s,r=this.a if(r===0)return"TextDecoration.none" @@ -147270,314 +148489,314 @@ if((r&1)!==0)s.push("underline") if((r&2)!==0)s.push("overline") if((r&4)!==0)s.push("lineThrough") if(s.length===1)return"TextDecoration."+s[0] -return"TextDecoration.combine(["+B.b.cs(s,", ")+"])"}} -A.ea.prototype={ +return"TextDecoration.combine(["+B.b.cp(s,", ")+"])"}} +A.eh.prototype={ hb(a,b){return this}, -lz(a){return this.hb(a,!1)}} -A.aet.prototype={ -dU(a,b,c){return b.ae7(this,c)}, -dP(a,b,c){return this.dU(a,b,c,t.z,t.z)}} -A.aa5.prototype={ -rp(a){var s=this.a -if(s.l(0,B.bb))return a -return a.iC(s)}} -A.jI.prototype={} -A.aaC.prototype={ -dU(a,b,c){return b.LI(this,c)}, -dP(a,b,c){return this.dU(a,b,c,t.z,t.z)}} -A.EZ.prototype={ -Ba(a,b,c,d,e,f,g){var s,r=b!=null?new A.JK(c,b,a,a.b.r):a +lw(a){return this.hb(a,!1)}} +A.afm.prototype={ +dN(a,b,c){return b.aeI(this,c)}, +dG(a,b,c){return this.dN(a,b,c,t.z,t.z)}} +A.aaW.prototype={ +ri(a){var s=this.a +if(s.l(0,B.bc))return a +return a.ix(s)}} +A.jU.prototype={} +A.abr.prototype={ +dN(a,b,c){return b.Lw(this,c)}, +dG(a,b,c){return this.dN(a,b,c,t.z,t.z)}} +A.Fe.prototype={ +AZ(a,b,c,d,e,f,g){var s,r=b!=null?new A.K1(c,b,a,a.b.r):a if(d!=null){s=a.b -r=new A.Mv(d,r,s.z,e,s.r)}if(f!=null)r=new A.NA(f,r,g,a.b.r) -B.b.C(this.d,r)}, -R4(a,b,c,d){return this.Ba(a,null,b,null,c,null,d)}, -hb(a,b){var s=A.zG(this.b.xb(a),null,this.a) -B.b.H(s.d,this.d) -return s}, -lz(a){return this.hb(a,!1)}, -aIp(){var s,r,q=null,p=this.b,o=p.f,n=o==null,m=n?q:o.c +r=new A.MP(d,r,s.z,e,s.r)}if(f!=null)r=new A.NS(f,r,g,a.b.r) +B.b.D(this.d,r)}, +R0(a,b,c,d){return this.AZ(a,null,b,null,c,null,d)}, +hb(a,b){var s=A.zR(this.b.wU(a),null,this.a) +B.b.I(s.d,this.d) +return s}, +lw(a){return this.hb(a,!1)}, +aJ1(){var s,r,q=null,p=this.b,o=p.f,n=o==null,m=n?q:o.c p=p.z s=p==null 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if(s==null&&p==null)return null r=r.z -return new A.ph(r==null?B.hS:r,p,s)}, +return new A.ps(r==null?B.hU:r,p,s)}, hb(a,b){var s=this.b -s=b?a.Bo(s,this.a):s.xb(a) -return A.bh8(this.d,s)}, -lz(a){return this.hb(a,!1)}, -dU(a,b,c){return b.aec(this,c)}, -dP(a,b,c){return this.dU(a,b,c,t.z,t.z)}} -A.D9.prototype={ +s=b?a.Bd(s,this.a):s.wU(a) +return A.bib(this.d,s)}, +lw(a){return this.hb(a,!1)}, +dN(a,b,c){return b.aeN(this,c)}, +dG(a,b,c){return this.dN(a,b,c,t.z,t.z)}} +A.Dm.prototype={ hb(a,b){var s=this,r=s.b -r=b?a.Bo(r,s.a):r.xb(a) -return A.beq(r,s.d,s.e)}, -lz(a){return this.hb(a,!1)}, -dU(a,b,c){return b.ae4(this,c)}, -dP(a,b,c){return this.dU(a,b,c,t.z,t.z)}} -A.a9D.prototype={ -RO(a,b){var s,r=this.b,q=r.f,p=q==null?null:q.VM(a,b,B.dB) +r=b?a.Bd(r,s.a):r.wU(a) +return A.bfq(r,s.d,s.e)}, +lw(a){return this.hb(a,!1)}, +dN(a,b,c){return b.aeF(this,c)}, +dG(a,b,c){return this.dN(a,b,c,t.z,t.z)}} +A.aas.prototype={ +RM(a,b){var s,r=this.b,q=r.f,p=q==null?null:q.Wf(a,b,B.dD) 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this.dN(a,b,c,t.z,t.z)}} +A.NS.prototype={ +dN(a,b,c){return b.aeO(this,c)}, +dG(a,b,c){return this.dN(a,b,c,t.z,t.z)}, hb(a,b){var s=this -return new A.NA(s.b,s.c.hb(a,b),s.d,s.a)}, -lz(a){return this.hb(a,!1)}} -A.Vd.prototype={} -A.o2.prototype={ -a_E(){var s,r,q=this,p=q.ax -for(s=q.c;s.F();){r=s.d -r.toString -if(r instanceof A.hG&&!r.r)++q.ax -else if(r instanceof A.iU)--q.ax -q.as=B.e3 +return new A.NS(s.b,s.c.hb(a,b),s.d,s.a)}, +lw(a){return this.hb(a,!1)}} +A.Vu.prototype={} +A.of.prototype={ +a07(){var s,r,q=this,p=q.ax +for(s=q.c;s.H();){r=s.d +r.toString +if(r instanceof A.hz&&!r.r)++q.ax +else if(r instanceof A.j_)--q.ax +q.as=B.e5 q.at=null if(q.ax")),r=n.r;s.F();){q=s.b -if(q instanceof A.hG){if(n.ah9(q))continue -p=B.ZA.i(0,q.e) -if(p==null){if(!q.r)n.a_E()}else p.$2(n,!1)}else if(q instanceof A.iU)n.aJN(0,q) -else{if(!r.gaB(r))o=r.ga9(r).a==="text"||r.ga9(r).a==="tspan" +o=p.gtc() +s.R0(A.bjH(q,n.as),p.gvu(),o,o)}, +azv(){var s,r,q,p,o,n=this +for(s=n.GB(),s=new 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A.aOy(),p),!0,p.h("aA.E")) -p=A.ef(B.b.eF(n),!1) +if(p===7||p===9){o=A.em(B.d.au(a,1,7),e,16) +return new A.aq((o|(p===9?A.em(B.d.au(a,7,9),e,16):255)<<24)>>>0)}}if(B.d.cd(a.toLowerCase(),"rgba")){p=t.a4 +n=A.ai(new A.S(A.b(B.d.au(a,J.b81(a,"(")+1,B.d.eW(a,")")).split(","),t.T),new A.aPI(),p),!0,p.h("aF.E")) +p=A.en(B.b.eC(n),!1) p.toString -m=A.a6(n).h("U<1,o>") -l=A.ai(new A.U(n,new A.aOz(),m),!0,m.h("aA.E")) -return A.CL(l[0],l[1],l[2],p)}if(B.d.cb(a.toLowerCase(),"hsl")){p=t.OL -k=A.ai(new A.U(A.b(B.d.ap(a,J.b71(a,"(")+1,B.d.eY(a,")")).split(","),t.T),new A.aOA(),p),!0,p.h("aA.E")) -j=B.c.bH(k[0]/360,1) +m=A.a6(n).h("S<1,o>") +l=A.ai(new A.S(n,new A.aPJ(),m),!0,m.h("aF.E")) +return A.CY(l[0],l[1],l[2],p)}if(B.d.cd(a.toLowerCase(),"hsl")){p=t.OL +k=A.ai(new A.S(A.b(B.d.au(a,J.b81(a,"(")+1,B.d.eW(a,")")).split(","),t.T),new A.aPK(),p),!0,p.h("aF.E")) +j=B.c.bB(k[0]/360,1) p=k[1] i=k[2]/100 h=k.length>3?k[3]:255 @@ -147607,34 +148826,34 @@ l[2]=1}else{m=j*6 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A.yc(s,q)}, -aRd(a,b){return this.VM(a,b,null)}, +return new A.yk(s,q)}, +aRR(a,b){return this.Wf(a,b,null)}, j(a){var s=this return"SvgFillAttributes(definitions: "+s.a.j(0)+", color: "+s.b.j(0)+", shaderId: "+A.j(s.d)+", hasPattern: "+A.j(s.e)+", oapctiy: "+A.j(s.c)+")"}} -A.ql.prototype={ -Nj(a){var s,r=this +A.qv.prototype={ +Ne(a){var s,r=this if(a==null||r.a)return r -if(a.a&&r.b==null)return B.i1 +if(a.a&&r.b==null)return B.i3 s=r.b -return new A.ql(!1,s==null?a.b:s)}, +return new A.qv(!1,s==null?a.b:s)}, j(a){var s if(this.a)s='"none"' else{s=this.b s=s==null?null:s.j(0) if(s==null)s="null"}return s}} -A.aKA.prototype={ -ae1(a,b){var s,r=a.rp(b),q=A.b([],t.m1) -for(s=J.ax(a.b.$1(a.c));s.F();)q.push(s.ga3(s).cl(r)) -if(q.length===0)return a.d.dP(0,this,b) -return new A.a6U(q,a.d.dP(0,this,b))}, -aea(a,b){var s,r=a.e.$1(a.b) -if(r==null)return a.c.dP(0,this,b) -s=a.c.dP(0,this,b) -return new A.a6V(r.dP(0,this,a.rp(b)),s,a.d)}, -aeb(b4,b5){var 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Float64Array(4),q=new A.je(r) -q.q(this) +X(a,b){var s,r=new Float64Array(4),q=new A.jo(r) +q.u(this) s=b.a r[0]=r[0]-s[0] r[1]=r[1]-s[1] r[2]=r[2]-s[2] r[3]=r[3]-s[3] return q}, -cH(){var s=this.a +cE(){var s=this.a s[0]=0 s[1]=0 s[2]=0 s[3]=0}, -JY(){var s,r=this.a,q=r[0],p=r[3],o=r[1],n=r[2],m=q*p-o*n +JK(){var s,r=this.a,q=r[0],p=r[3],o=r[1],n=r[2],m=q*p-o*n if(m===0)return 0 s=1/m r[0]=p*s @@ -148383,9 +149596,9 @@ r[1]=-o*s r[2]=-n*s r[3]=q*s return m}, -VT(a,b){var s,r,q,p,o,n,m +Wm(a,b){var s,r,q,p,o,n,m if(b==null){b=new A.a(new Float64Array(2)) -b.q(a)}else b.q(a) +b.u(a)}else b.u(a) s=b.a r=this.a q=r[0] @@ -148397,8 +149610,8 @@ r=r[3] s[0]=q*p+o*n s[1]=m*p+r*n return b}} -A.hR.prototype={ -tx(a,b,c,d,e,f,g,h,i){var s=this.a +A.hO.prototype={ +tn(a,b,c,d,e,f,g,h,i){var s=this.a s[8]=i s[7]=h s[6]=g @@ -148408,7 +149621,7 @@ s[3]=d s[2]=c s[1]=b s[0]=a}, -q(a){var s=a.a,r=this.a +u(a){var s=a.a,r=this.a r[8]=s[8] r[7]=s[7] r[6]=s[6] @@ -148418,23 +149631,23 @@ r[3]=s[3] r[2]=s[2] r[1]=s[1] r[0]=s[0]}, -j(a){return"[0] "+this.jA(0).j(0)+"\n[1] "+this.jA(1).j(0)+"\n[2] "+this.jA(2).j(0)+"\n"}, +j(a){return"[0] "+this.jy(0).j(0)+"\n[1] "+this.jy(1).j(0)+"\n[2] "+this.jy(2).j(0)+"\n"}, i(a,b){return this.a[b]}, l(a,b){var s,r,q if(b==null)return!1 -if(b instanceof A.hR){s=this.a +if(b instanceof A.hO){s=this.a r=s[0] q=b.a s=r===q[0]&&s[1]===q[1]&&s[2]===q[2]&&s[3]===q[3]&&s[4]===q[4]&&s[5]===q[5]&&s[6]===q[6]&&s[7]===q[7]&&s[8]===q[8]}else s=!1 return s}, -gJ(a){return A.c_(this.a)}, -jA(a){var s=new Float64Array(3),r=this.a +gJ(a){return A.c4(this.a)}, +jy(a){var s=new Float64Array(3),r=this.a s[0]=r[a] s[1]=r[3+a] s[2]=r[6+a] -return new A.dA(s)}, -a_(a,b){var s=new Float64Array(9),r=new A.hR(s) -r.q(this) +return new A.dF(s)}, +a1(a,b){var s=new Float64Array(9),r=new A.hO(s) +r.u(this) s[0]=s[0]*b s[1]=s[1]*b s[2]=s[2]*b @@ -148445,8 +149658,8 @@ s[6]=s[6]*b s[7]=s[7]*b s[8]=s[8]*b return r}, -X(a,b){var s,r=new Float64Array(9),q=new A.hR(r) -q.q(this) +W(a,b){var s,r=new Float64Array(9),q=new A.hO(r) +q.u(this) s=b.a r[0]=r[0]+s[0] r[1]=r[1]+s[1] @@ -148458,8 +149671,8 @@ r[6]=r[6]+s[6] r[7]=r[7]+s[7] r[8]=r[8]+s[8] return q}, -Y(a,b){var s,r=new Float64Array(9),q=new A.hR(r) -q.q(this) +X(a,b){var s,r=new Float64Array(9),q=new A.hO(r) +q.u(this) s=b.a r[0]=r[0]-s[0] r[1]=r[1]-s[1] @@ -148471,8 +149684,8 @@ r[6]=r[6]-s[6] r[7]=r[7]-s[7] r[8]=r[8]-s[8] return q}} -A.b3.prototype={ -F3(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var s=this.a +A.by.prototype={ +ES(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p){var s=this.a s[15]=p s[14]=o s[13]=n @@ -148489,7 +149702,7 @@ s[3]=d s[2]=c s[1]=b s[0]=a}, -q(a){var s=a.a,r=this.a +u(a){var s=a.a,r=this.a r[15]=s[15] r[14]=s[14] r[13]=s[13] @@ -148507,28 +149720,28 @@ r[2]=s[2] r[1]=s[1] r[0]=s[0]}, j(a){var s=this -return"[0] "+s.jA(0).j(0)+"\n[1] "+s.jA(1).j(0)+"\n[2] "+s.jA(2).j(0)+"\n[3] "+s.jA(3).j(0)+"\n"}, +return"[0] "+s.jy(0).j(0)+"\n[1] "+s.jy(1).j(0)+"\n[2] "+s.jy(2).j(0)+"\n[3] "+s.jy(3).j(0)+"\n"}, i(a,b){return this.a[b]}, l(a,b){var s,r,q if(b==null)return!1 -if(b instanceof A.b3){s=this.a +if(b instanceof A.by){s=this.a r=s[0] q=b.a s=r===q[0]&&s[1]===q[1]&&s[2]===q[2]&&s[3]===q[3]&&s[4]===q[4]&&s[5]===q[5]&&s[6]===q[6]&&s[7]===q[7]&&s[8]===q[8]&&s[9]===q[9]&&s[10]===q[10]&&s[11]===q[11]&&s[12]===q[12]&&s[13]===q[13]&&s[14]===q[14]&&s[15]===q[15]}else s=!1 return s}, -gJ(a){return A.c_(this.a)}, -Mp(a,b){var s=b.a,r=this.a +gJ(a){return A.c4(this.a)}, +Md(a,b){var s=b.a,r=this.a r[a]=s[0] r[4+a]=s[1] r[8+a]=s[2] r[12+a]=s[3]}, -jA(a){var s=new Float64Array(4),r=this.a +jy(a){var s=new Float64Array(4),r=this.a s[0]=r[a] s[1]=r[4+a] s[2]=r[8+a] s[3]=r[12+a] -return new A.oa(s)}, -um(a){var s=a.a,r=this.a +return new A.oo(s)}, +uc(a){var s=a.a,r=this.a s[0]=r[0] s[1]=r[1] s[2]=r[2] @@ -148546,12 +149759,12 @@ s[13]=r[13] s[14]=r[14] s[15]=r[15] return a}, -a_(a,b){var s=new A.b3(new Float64Array(16)) -s.q(this) -s.lf(0,b,null,null) +a1(a,b){var s=new A.by(new Float64Array(16)) +s.u(this) +s.ld(0,b,null,null) return s}, -X(a,b){var s,r=new Float64Array(16),q=new A.b3(r) -q.q(this) +W(a,b){var s,r=new Float64Array(16),q=new A.by(r) +q.u(this) s=b.a r[0]=r[0]+s[0] r[1]=r[1]+s[1] @@ -148570,8 +149783,8 @@ r[13]=r[13]+s[13] r[14]=r[14]+s[14] r[15]=r[15]+s[15] return q}, -Y(a,b){var s,r=new Float64Array(16),q=new A.b3(r) -q.q(this) +X(a,b){var s,r=new Float64Array(16),q=new A.by(r) +q.u(this) s=b.a r[0]=r[0]-s[0] r[1]=r[1]-s[1] @@ -148595,7 +149808,7 @@ s[12]=r*b+q*a0+p*0+o s[13]=n*b+m*a0+l*0+k s[14]=j*b+i*a0+h*0+g s[15]=f*b+e*a0+d*0+c}, -n0(a){var s=Math.cos(a),r=Math.sin(a),q=this.a,p=q[0],o=q[4],n=q[1],m=q[5],l=q[2],k=q[6],j=q[3],i=q[7],h=-r +mT(a){var s=Math.cos(a),r=Math.sin(a),q=this.a,p=q[0],o=q[4],n=q[1],m=q[5],l=q[2],k=q[6],j=q[3],i=q[7],h=-r q[0]=p*s+o*r q[1]=n*s+m*r q[2]=l*s+k*r @@ -148604,7 +149817,7 @@ q[4]=p*h+o*s q[5]=n*h+m*s q[6]=l*h+k*s q[7]=j*h+i*s}, -lf(a,b,c,d){var s=c==null?b:c,r=d==null?b:d,q=this.a +ld(a,b,c,d){var s=c==null?b:c,r=d==null?b:d,q=this.a q[0]=q[0]*b q[1]=q[1]*b q[2]=q[2]*b @@ -148621,9 +149834,9 @@ q[12]=q[12] q[13]=q[13] q[14]=q[14] q[15]=q[15]}, -eG(a,b,c){return this.lf(a,b,c,null)}, -al(a,b){return this.lf(a,b,null,null)}, -cH(){var s=this.a +ap(a,b){return this.ld(a,b,null,null)}, +eD(a,b,c){return this.ld(a,b,c,null)}, +cE(){var s=this.a s[0]=0 s[1]=0 s[2]=0 @@ -148640,7 +149853,7 @@ s[12]=0 s[13]=0 s[14]=0 s[15]=0}, -bm(){var s=this.a +cc(){var s=this.a s[0]=1 s[1]=0 s[2]=0 @@ -148657,8 +149870,8 @@ s[12]=0 s[13]=0 s[14]=0 s[15]=1}, -lF(b5){var s,r,q,p,o=b5.a,n=o[0],m=o[1],l=o[2],k=o[3],j=o[4],i=o[5],h=o[6],g=o[7],f=o[8],e=o[9],d=o[10],c=o[11],b=o[12],a=o[13],a0=o[14],a1=o[15],a2=n*i-m*j,a3=n*h-l*j,a4=n*g-k*j,a5=m*h-l*i,a6=m*g-k*i,a7=l*g-k*h,a8=f*a-e*b,a9=f*a0-d*b,b0=f*a1-c*b,b1=e*a0-d*a,b2=e*a1-c*a,b3=d*a1-c*a0,b4=a2*b3-a3*b2+a4*b1+a5*b0-a6*a9+a7*a8 -if(b4===0){this.q(b5) +lC(b5){var s,r,q,p,o=b5.a,n=o[0],m=o[1],l=o[2],k=o[3],j=o[4],i=o[5],h=o[6],g=o[7],f=o[8],e=o[9],d=o[10],c=o[11],b=o[12],a=o[13],a0=o[14],a1=o[15],a2=n*i-m*j,a3=n*h-l*j,a4=n*g-k*j,a5=m*h-l*i,a6=m*g-k*i,a7=l*g-k*h,a8=f*a-e*b,a9=f*a0-d*b,b0=f*a1-c*b,b1=e*a0-d*a,b2=e*a1-c*a,b3=d*a1-c*a0,b4=a2*b3-a3*b2+a4*b1+a5*b0-a6*a9+a7*a8 +if(b4===0){this.u(b5) return 0}s=1/b4 r=this.a r[0]=(i*b3-h*b2+g*b1)*s @@ -148680,7 +149893,7 @@ r[13]=(n*b1-m*a9+l*a8)*s r[14]=(p*a5+a*a3-a0*a2)*s r[15]=(f*a5-e*a3+d*a2)*s return b4}, -bO(b5,b6){var s=this.a,r=s[0],q=s[4],p=s[8],o=s[12],n=s[1],m=s[5],l=s[9],k=s[13],j=s[2],i=s[6],h=s[10],g=s[14],f=s[3],e=s[7],d=s[11],c=s[15],b=b6.a,a=b[0],a0=b[4],a1=b[8],a2=b[12],a3=b[1],a4=b[5],a5=b[9],a6=b[13],a7=b[2],a8=b[6],a9=b[10],b0=b[14],b1=b[3],b2=b[7],b3=b[11],b4=b[15] +bR(b5,b6){var s=this.a,r=s[0],q=s[4],p=s[8],o=s[12],n=s[1],m=s[5],l=s[9],k=s[13],j=s[2],i=s[6],h=s[10],g=s[14],f=s[3],e=s[7],d=s[11],c=s[15],b=b6.a,a=b[0],a0=b[4],a1=b[8],a2=b[12],a3=b[1],a4=b[5],a5=b[9],a6=b[13],a7=b[2],a8=b[6],a9=b[10],b0=b[14],b1=b[3],b2=b[7],b3=b[11],b4=b[15] s[0]=r*a+q*a3+p*a7+o*b1 s[4]=r*a0+q*a4+p*a8+o*b2 s[8]=r*a1+q*a5+p*a9+o*b3 @@ -148697,41 +149910,41 @@ s[3]=f*a+e*a3+d*a7+c*b1 s[7]=f*a0+e*a4+d*a8+c*b2 s[11]=f*a1+e*a5+d*a9+c*b3 s[15]=f*a2+e*a6+d*b0+c*b4}, -iC(a){var s=new A.b3(new Float64Array(16)) -s.q(this) -s.bO(0,a) +ix(a){var s=new A.by(new Float64Array(16)) +s.u(this) +s.bR(0,a) return s}, -aRs(a){var s=a.a,r=this.a,q=r[0],p=s[0],o=r[4],n=s[1],m=r[8],l=s[2],k=r[12],j=r[1],i=r[5],h=r[9],g=r[13],f=r[2],e=r[6],d=r[10] +aS5(a){var s=a.a,r=this.a,q=r[0],p=s[0],o=r[4],n=s[1],m=r[8],l=s[2],k=r[12],j=r[1],i=r[5],h=r[9],g=r[13],f=r[2],e=r[6],d=r[10] r=r[14] s[0]=q*p+o*n+m*l+k s[1]=j*p+i*n+h*l+g s[2]=f*p+e*n+d*l+r return a}, -aw(a2,a3){var s=a3.a,r=this.a,q=r[0],p=s[0],o=r[4],n=s[1],m=r[8],l=s[2],k=r[12],j=s[3],i=r[1],h=r[5],g=r[9],f=r[13],e=r[2],d=r[6],c=r[10],b=r[14],a=r[3],a0=r[7],a1=r[11] +az(a2,a3){var s=a3.a,r=this.a,q=r[0],p=s[0],o=r[4],n=s[1],m=r[8],l=s[2],k=r[12],j=s[3],i=r[1],h=r[5],g=r[9],f=r[13],e=r[2],d=r[6],c=r[10],b=r[14],a=r[3],a0=r[7],a1=r[11] r=r[15] s[0]=q*p+o*n+m*l+k*j s[1]=i*p+h*n+g*l+f*j s[2]=e*p+d*n+c*l+b*j s[3]=a*p+a0*n+a1*l+r*j return a3}, -KW(a){var s=a.a,r=this.a,q=r[0],p=s[0],o=r[4],n=s[1],m=r[8],l=s[2],k=r[12],j=r[1],i=r[5],h=r[9],g=r[13],f=r[2],e=r[6],d=r[10],c=r[14],b=1/(r[3]*p+r[7]*n+r[11]*l+r[15]) +KK(a){var s=a.a,r=this.a,q=r[0],p=s[0],o=r[4],n=s[1],m=r[8],l=s[2],k=r[12],j=r[1],i=r[5],h=r[9],g=r[13],f=r[2],e=r[6],d=r[10],c=r[14],b=1/(r[3]*p+r[7]*n+r[11]*l+r[15]) s[0]=(q*p+o*n+m*l+k)*b s[1]=(j*p+i*n+h*l+g)*b s[2]=(f*p+e*n+d*l+c)*b return a}, -aaJ(){var s=this.a +abn(){var s=this.a return s[0]===0&&s[1]===0&&s[2]===0&&s[3]===0&&s[4]===0&&s[5]===0&&s[6]===0&&s[7]===0&&s[8]===0&&s[9]===0&&s[10]===0&&s[11]===0&&s[12]===0&&s[13]===0&&s[14]===0&&s[15]===0}} A.a.prototype={ t(a,b){var s=this.a s[0]=a s[1]=b}, -cH(){var s=this.a +cE(){var s=this.a s[0]=0 s[1]=0}, -q(a){var s=a.a,r=this.a +u(a){var s=a.a,r=this.a r[1]=s[1] r[0]=s[0]}, -an(a){var s=this.a +ak(a){var s=this.a s[0]=a s[1]=a}, j(a){var s=this.a @@ -148743,99 +149956,107 @@ r=s[0] q=b.a s=r===q[0]&&s[1]===q[1]}else s=!1 return s}, -gJ(a){return A.c_(this.a)}, -hF(a){var s=new A.a(new Float64Array(2)) -s.q(this) -s.dE() -return s}, -Y(a,b){var s=new A.a(new Float64Array(2)) -s.q(this) -s.am(0,b) +gJ(a){return A.c4(this.a)}, +h6(a){var s=new A.a(new Float64Array(2)) +s.u(this) +s.dt() return s}, X(a,b){var s=new A.a(new Float64Array(2)) -s.q(this) -s.C(0,b) +s.u(this) +s.aq(0,b) return s}, -a4(a,b){var s=new A.a(new Float64Array(2)) -s.q(this) -s.al(0,1/b) +W(a,b){var s=new A.a(new Float64Array(2)) +s.u(this) 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-I1(a){var s=a.a,r=this.a +return Math.acos(B.c.ca(this.bI(a)/(Math.sqrt(this.gcU())*Math.sqrt(a.gcU())),-1,1))}, +HM(a){var s=a.a,r=this.a if(r[0]===s[0]&&r[1]===s[1])return 0 -return Math.atan2(this.bM(a),this.bL(a))}, -bL(a){var s=a.a,r=this.a +return Math.atan2(this.bK(a),this.bI(a))}, +bI(a){var s=a.a,r=this.a return r[0]*s[0]+r[1]*s[1]}, -bM(a){var s=a.a,r=this.a +bK(a){var s=a.a,r=this.a return r[0]*s[1]-r[1]*s[0]}, -h8(a,b){var s=this.a +h7(a,b){var s=this.a b.t(-a*s[1],a*s[0]) return b}, -acy(a){this.am(0,a.EP(2*a.bL(this)))}, -C(a,b){var s=b.a,r=this.a +ada(a){this.aq(0,a.ED(2*a.bI(this)))}, +gaNC(a){var s=this.a,r=s[0] +return isNaN(r)||isNaN(s[1])}, +D(a,b){var s=b.a,r=this.a r[0]=r[0]+s[0] r[1]=r[1]+s[1]}, -u9(a,b){var s=a.a,r=this.a +u_(a,b){var s=a.a,r=this.a r[0]=r[0]+s[0]*b r[1]=r[1]+s[1]*b}, -am(a,b){var s=b.a,r=this.a +aq(a,b){var s=b.a,r=this.a r[0]=r[0]-s[0] r[1]=r[1]-s[1]}, -bO(a,b){var s=b.a,r=this.a +bR(a,b){var s=b.a,r=this.a r[0]=r[0]*s[0] r[1]=r[1]*s[1]}, 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this.ef(a,b,c,d,e,f,g,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}} -A.zA.prototype={ -RY(a,b){return new A.zA(b,a,this.$ti)}, -ef(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7,g8,g9,h0,h1,h2,h3,h4,h5,h6,h7,h8,h9,i0,i1,i2,i3,i4,i5,i6,i7,i8,i9,j0,j1,j2,j3,j4,j5,j6,j7,j8,j9,k0,k1,k2,k3,k4,k5,k6,k7){return J.i9(new A.eN(this.a,this.b,t.fs).ef(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7,g8,g9,h0,h1,h2,h3,h4,h5,h6,h7,h8,h9,i0,i1,i2,i3,i4,i5,i6,i7,i8,i9,j0,j1,j2,j3,j4,j5,j6,j7,j8,j9,k0,k1,k2,k3,k4,k5,k6,k7),this.$ti.h("X<1>"))}, -h4(){return this.ef(null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -j2(a){return this.ef(a,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E0(a,b){return this.ef(a,b,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E1(a,b,c){return this.ef(a,b,c,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E2(a,b,c,d){return this.ef(a,b,c,d,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E3(a,b,c,d,e){return this.ef(a,b,c,d,e,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E4(a,b,c,d,e,f){return this.ef(a,b,c,d,e,f,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E6(a,b,c,d,e,f,g,h){return this.ef(a,b,c,d,e,f,g,h,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E5(a,b,c,d,e,f,g){return this.ef(a,b,c,d,e,f,g,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}} -A.eN.prototype={ -RY(a,b){return new A.eN(b,a,A.w(this).h("eN"))}, -ef(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7,g8,g9,h0,h1,h2,h3,h4,h5,h6,h7,h8,h9,i0,i1,i2,i3,i4,i5,i6,i7,i8,i9,j0,j1,j2,j3,j4,j5,j6,j7,j8,j9,k0,k1,k2,k3,k4,k5,k6,k7,k8,k9,l0,l1){var s,r,q=this,p=q.b +return J.Xi(s.gdc(s),this.a+a*r,r)}else throw A.d(A.a8("viewSingle is not supported for unsized types!"))}} +A.a0v.prototype={ +abD(a,b){var s=this.a,r=A.bMu(s,a) +if(B.d.cd(A.fi(A.au(b).a,null),$.arh()))if(r instanceof A.uB)return A.e4(r.a,s,b) +else throw A.d(A.bM("Tried to look up "+a+" as a function, but it seems it is NOT a function!",null)) +else return A.e4(r.a,s,b)}, +K3(a){return this.abD(a,t.MZ)}} +A.zK.prototype={ +RV(a,b){return new A.zK(b,a,this.$ti)}, +e8(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7,g8,g9,h0,h1,h2,h3,h4,h5,h6,h7,h8,h9,i0,i1,i2,i3,i4,i5,i6,i7,i8,i9,j0,j1,j2,j3,j4,j5,j6,j7,j8,j9,k0,k1,k2,k3,k4,k5,k6,k7){return J.ih(new A.eS(this.a,this.b,t.vK).e8(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7,g8,g9,h0,h1,h2,h3,h4,h5,h6,h7,h8,h9,i0,i1,i2,i3,i4,i5,i6,i7,i8,i9,j0,j1,j2,j3,j4,j5,j6,j7,j8,j9,k0,k1,k2,k3,k4,k5,k6,k7),this.$ti.c)}, +h2(){return this.e8(null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +iX(a){return this.e8(a,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DN(a,b){return this.e8(a,b,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DO(a,b,c){return this.e8(a,b,c,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DP(a,b,c,d){return this.e8(a,b,c,d,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DQ(a,b,c,d,e){return this.e8(a,b,c,d,e,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DR(a,b,c,d,e,f){return this.e8(a,b,c,d,e,f,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DT(a,b,c,d,e,f,g,h){return this.e8(a,b,c,d,e,f,g,h,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DS(a,b,c,d,e,f,g){return this.e8(a,b,c,d,e,f,g,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}} +A.zL.prototype={ +RV(a,b){return new A.zL(b,a,this.$ti)}, +e8(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7,g8,g9,h0,h1,h2,h3,h4,h5,h6,h7,h8,h9,i0,i1,i2,i3,i4,i5,i6,i7,i8,i9,j0,j1,j2,j3,j4,j5,j6,j7,j8,j9,k0,k1,k2,k3,k4,k5,k6,k7){return J.ih(new A.eS(this.a,this.b,t.fs).e8(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7,g8,g9,h0,h1,h2,h3,h4,h5,h6,h7,h8,h9,i0,i1,i2,i3,i4,i5,i6,i7,i8,i9,j0,j1,j2,j3,j4,j5,j6,j7,j8,j9,k0,k1,k2,k3,k4,k5,k6,k7),this.$ti.h("Y<1>"))}, +h2(){return this.e8(null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +iX(a){return this.e8(a,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DN(a,b){return this.e8(a,b,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DO(a,b,c){return this.e8(a,b,c,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DP(a,b,c,d){return this.e8(a,b,c,d,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DQ(a,b,c,d,e){return this.e8(a,b,c,d,e,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DR(a,b,c,d,e,f){return this.e8(a,b,c,d,e,f,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DT(a,b,c,d,e,f,g,h){return this.e8(a,b,c,d,e,f,g,h,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DS(a,b,c,d,e,f,g){return this.e8(a,b,c,d,e,f,g,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}} +A.eS.prototype={ +RV(a,b){return new A.eS(b,a,A.w(this).h("eS"))}, +e8(a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5,e6,e7,e8,e9,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,g0,g1,g2,g3,g4,g5,g6,g7,g8,g9,h0,h1,h2,h3,h4,h5,h6,h7,h8,h9,i0,i1,i2,i3,i4,i5,i6,i7,i8,i9,j0,j1,j2,j3,j4,j5,j6,j7,j8,j9,k0,k1,k2,k3,k4,k5,k6,k7,k8,k9,l0,l1){var s,r,q=this,p=q.b if(p==null||q.a==null)throw A.d(A.a7("Call copyWith first!")) p.toString s=q.a @@ -149119,58 +150340,58 @@ if(k7!=null){r.push(k7) if(k8!=null){r.push(k8) if(k9!=null){r.push(k9) if(l0!=null){r.push(l0) -if(l1!=null)r.push(l1)}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}return A.bIp(p,r,s,A.w(q).h("eN.T"))}, -h4(){return this.ef(null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -j2(a){return this.ef(a,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E0(a,b){return this.ef(a,b,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E1(a,b,c){return this.ef(a,b,c,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E2(a,b,c,d){return this.ef(a,b,c,d,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E3(a,b,c,d,e){return this.ef(a,b,c,d,e,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E4(a,b,c,d,e,f){return this.ef(a,b,c,d,e,f,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E6(a,b,c,d,e,f,g,h){return this.ef(a,b,c,d,e,f,g,h,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, -E5(a,b,c,d,e,f,g){return this.ef(a,b,c,d,e,f,g,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}} -A.aWg.prototype={} -A.a0d.prototype={ -ask(){var s=J.bt7(this.a) -if(s!=null)return s.buffer +if(l1!=null)r.push(l1)}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}return A.bJN(p,r,s,A.w(q).h("eS.T"))}, +h2(){return this.e8(null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +iX(a){return this.e8(a,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DN(a,b){return 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handler must accept one Object or one Object and a StackTrace as arguments, and return a value of the returned future's type",O:"Failed to load network image.\nImage URL: ",d:'If non-null, "colors" length must match that of "transforms" and "rects".',x:"Node already has a parent, copy or remove it first",g:'PathMetricIterator is not pointing to a PathMetric. This can happen in two situations:\n- The iteration has not started yet. If so, call "moveNext" to start iteration.\n- The iterator ran out of elements. If so, check that "moveNext" returns true prior to calling "current".',V:"Stream has been disposed.\nAn ImageStream is considered disposed once at least one listener has been added and subsequently all listeners have been removed and no handles are outstanding from the keepAlive method.\nTo resolve this error, maintain at least one listener on the stream, or create an ImageStreamCompleterHandle from the keepAlive method, or create a new stream for the image.",p:"SystemChrome.setApplicationSwitcherDescription",W:"TextInputClient.updateEditingStateWithDeltas",l:"TextInputClient.updateEditingStateWithTag",u:"There was a problem trying to load FontManifest.json",t:"Use JsonReader.setLenient(true) to accept malformed JSON",P:"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAAxElEQVQ4jYWTMQ7DIAxFIeoNuAGK1K1ISL0DMwOHzNC5p6iUPeoNOEM7GZnPJ/EUbP7Lx7KtIfH91B/L++gs5m5M9NreTN/dEZiVghatwbXvY68UlksyPjprRaxFGAJZg+uAuSSzzC7rEDirDYAz2wg0RjWRFa/EUwdnQnQ37QFe1Odjrw04AKTTaBXPAlx8dDaXdNk4rMsc0B7ge/UcYLTZxoFizxCQ/L0DMAhaX4Mzj/uzW6phu3AvtHUUU4BAWJ6t8x9N/HHcruXjwQAAAABJRU5ErkJggg==",y:"gl_Position = ((u_ctransform * position) * u_scale) + u_shift;",E:"max must be in range 0 < max \u2264 2^32, was ",J:"vec2 center = 0.5 * (u_resolution + u_tile_offset);",G:"vec4 localCoord = vec4(gl_FragCoord.x - center.x, center.y - gl_FragCoord.y, 0, 1) * 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var t=(function rtii(){var s=A.aa 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      diff --git a/docs/latest/other_modules/jenny/runtime/index.html b/docs/latest/other_modules/jenny/runtime/index.html index e79a5fe17..4cd39c07a 100644 --- a/docs/latest/other_modules/jenny/runtime/index.html +++ b/docs/latest/other_modules/jenny/runtime/index.html @@ -119,7 +119,6 @@
    1. Platforms
    2. Collision Detection
    3. Effects
    4. -
    5. Camera & Viewport
    6. Camera Component
    7. Inputs @@ -150,6 +149,7 @@
    8. Widgets
    9. +
    10. Camera & Viewport
    11. Bridge Packages
    12. @@ -292,7 +293,7 @@
    13. Resources
    14. diff --git a/docs/latest/other_modules/jenny/runtime/markup_attribute.html b/docs/latest/other_modules/jenny/runtime/markup_attribute.html index 78b2e29ed..e6c36f200 100644 --- a/docs/latest/other_modules/jenny/runtime/markup_attribute.html +++ b/docs/latest/other_modules/jenny/runtime/markup_attribute.html @@ -119,7 +119,6 @@
    15. Platforms
    16. Collision Detection
    17. Effects
    18. -
    19. Camera & Viewport
    20. Camera Component
    21. Inputs @@ -150,6 +149,7 @@
    22. Widgets
    23. +
    24. Camera & Viewport
    25. Bridge Packages
    26. @@ -292,7 +293,7 @@
    27. Resources
    28. diff --git a/docs/latest/other_modules/jenny/runtime/node.html b/docs/latest/other_modules/jenny/runtime/node.html index afbbfe6c2..ee5be7e62 100644 --- a/docs/latest/other_modules/jenny/runtime/node.html +++ b/docs/latest/other_modules/jenny/runtime/node.html @@ -119,7 +119,6 @@
    29. Platforms
    30. Collision Detection
    31. Effects
    32. -
    33. Camera & Viewport
    34. Camera Component
    35. Inputs @@ -150,6 +149,7 @@
    36. Widgets
    37. +
    38. Camera & Viewport
    39. Bridge Packages
    40. @@ -292,7 +293,7 @@
    41. Resources
    42. diff --git a/docs/latest/other_modules/jenny/runtime/user_defined_command.html b/docs/latest/other_modules/jenny/runtime/user_defined_command.html index bbdc26454..6dbe1fc43 100644 --- a/docs/latest/other_modules/jenny/runtime/user_defined_command.html +++ b/docs/latest/other_modules/jenny/runtime/user_defined_command.html @@ -38,7 +38,7 @@ - + @@ -119,7 +119,6 @@
    43. Platforms
    44. Collision Detection
    45. Effects
    46. -
    47. Camera & Viewport
    48. Camera Component
    49. Inputs @@ -150,6 +149,7 @@
    50. Widgets
    51. +
    52. Camera & Viewport
    53. Bridge Packages
    54. @@ -292,7 +293,7 @@
    55. Resources
    56. @@ -361,10 +362,10 @@

      See also +

      Next:

      -

      Yarn Project

      +

      VariableStorage

      diff --git a/docs/latest/other_modules/jenny/runtime/variable_storage.html b/docs/latest/other_modules/jenny/runtime/variable_storage.html new file mode 100644 index 000000000..68d9eb22b --- /dev/null +++ b/docs/latest/other_modules/jenny/runtime/variable_storage.html @@ -0,0 +1,495 @@ + + + + + + VariableStorage — Flame + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      + + + + + + + +
      + +
      + + + + + + +
      + + + +
      +
      + +
      + +
      +

      VariableStorage

      +
      +
      +
      +
      +class VariableStorage
      +
      +
      +

      Properties

      +
      +
      +variables : Map<String, dynamic>
      +
      +
      +
      +lengthint
      +
      +
      +
      +isEmptybool
      +
      +
      +
      +isNotEmptybool
      +
      +
      +
      +

      Methods

      +
      +
      +
      +getBooleanValue(String name)bool
      +
      +
      +
      +
      +
      +getNumericValue(String name)num
      +
      +
      +
      +
      +
      +getStringValue(String name)String
      +
      +
      +
      +
      +
      +hasVariable(String name)bool
      +
      +
      +
      +
      +
      +getVariable(String name)dynamic
      +
      +
      +
      +
      +
      +getVariableAsExpression(String name)Expression
      +
      +
      +
      +
      +
      +getVariableType(String name)ExpressionType
      +
      +
      +
      +
      +
      +setVariable(String name, dynamic value)
      +
      +
      +
      +
      +
      +clear({bool clearNodeVisits = false})
      +
      +
      +

      Clear all variables. By default node visit counts will not be cleared. +To remove node visit counts as well, set clearNodeVisits to true.

      +

      Note that node visit variable names are prefixed with an @ symbol. +If you have custom variables that start with an @ symbol these will +also be retained if clearNodeVisits is false. These will need to be +removed individually using remove.

      +
      +
      +
      +
      +
      +remove(String name)
      +
      +
      +

      Remove a variable by name.

      +
      +
      +
      +
      +
      +
      +

      Accessing variable storage

      +

      Variable storage is accessed via the YarnProject.

      +
      final variables = yarnProject.variables;
      +
      +
      +
      +
      +

      Removing variables

      +

      In most cases variables should be retained for the life of the YarnProject. However there may be +situations where variables need to be removed from storage. For example, in a game with many +scenes, variables specific to that scene could be removed if they are no longer required.

      +

      Remove all variables with clear. By default this will retain node visit counts, which are also +stored as variables. Node visit counts are used by Yarn for logic such as ‘do this if the node has +already been visited’, so it’s best to leave these alone. However, to remove them as well set +clearNodeVisits to true.

      +
      /// Clear all variables except node visit counts.
      +yarnProject.variables.clear();
      +
      +/// Clear all variables including node visit counts.
      +yarnProject.variables.clear(clearNodeVisits: true);
      +
      +
      +

      Use remove to remove a single variable.

      +
      yarnProject.variables.remove('money');
      +
      +
      +
      +
      + + +
      + + +
      + + + +
      +
      + + + + + + \ No newline at end of file diff --git a/docs/latest/other_modules/jenny/runtime/yarn_project.html b/docs/latest/other_modules/jenny/runtime/yarn_project.html index fdc25975c..da56062c7 100644 --- a/docs/latest/other_modules/jenny/runtime/yarn_project.html +++ b/docs/latest/other_modules/jenny/runtime/yarn_project.html @@ -39,7 +39,7 @@ - + @@ -119,7 +119,6 @@
    57. Platforms
    58. Collision Detection
    59. Effects
    60. -
    61. Camera & Viewport
    62. Camera Component
    63. Inputs @@ -150,6 +149,7 @@
    64. Widgets
    65. +
    66. Camera & Viewport
    67. Bridge Packages
    68. @@ -292,7 +293,7 @@
    69. Resources
    70. @@ -376,6 +377,11 @@

      PropertiesSet<String>

      The strings that can be recognized as true/false values respectively.

      +
      variables VariableStorage

      The container for all variables declared and manipulated in your yarn scripts. +This is also used for maintaining the visit counts for nodes that the user has visited. To +implement a ‘save game’ feature it is possible to save the variables from +VariableStorage.variables and later restore them again.

      +

      @@ -397,11 +403,11 @@

      MethodsMIT License.
      - +

      Previous:

      -

      UserDefinedCommand

      +

      VariableStorage

      diff --git a/docs/latest/other_modules/other_modules.html b/docs/latest/other_modules/other_modules.html index 0ec729069..bf204313a 100644 --- a/docs/latest/other_modules/other_modules.html +++ b/docs/latest/other_modules/other_modules.html @@ -119,7 +119,6 @@
    71. Platforms
    72. Collision Detection
    73. Effects
    74. -
    75. Camera & Viewport
    76. Camera Component
    77. Inputs @@ -150,6 +149,7 @@
    78. Widgets
    79. +
    80. Camera & Viewport
    81. Bridge Packages
    82. @@ -292,7 +293,7 @@
    83. Resources
    84. diff --git a/docs/latest/other_modules/oxygen/components.html b/docs/latest/other_modules/oxygen/components.html index c19bd3be4..8f4760837 100644 --- a/docs/latest/other_modules/oxygen/components.html +++ b/docs/latest/other_modules/oxygen/components.html @@ -119,7 +119,6 @@
    85. Platforms
    86. Collision Detection
    87. Effects
    88. -
    89. Camera & Viewport
    90. Camera Component
    91. Inputs @@ -150,6 +149,7 @@
    92. Widgets
    93. +
    94. Camera & Viewport
    95. Bridge Packages
    96. @@ -292,7 +293,7 @@
    97. Resources
    98. diff --git a/docs/latest/other_modules/oxygen/oxygen.html b/docs/latest/other_modules/oxygen/oxygen.html index 0c0d8c70a..e7f8f9a02 100644 --- a/docs/latest/other_modules/oxygen/oxygen.html +++ b/docs/latest/other_modules/oxygen/oxygen.html @@ -119,7 +119,6 @@
    99. Platforms
    100. Collision Detection
    101. Effects
    102. -
    103. Camera & Viewport
    104. Camera Component
    105. Inputs @@ -150,6 +149,7 @@
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"packag": [0, 2, 4, 9, 12, 13, 15, 16, 17, 20, 21, 22, 24, 25, 27, 28, 30, 31, 35, 36, 40, 44, 45, 50, 55, 56, 58, 59, 60, 62, 63, 65, 66, 68, 108, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 128, 129], "extend": [0, 6, 7, 9, 12, 13, 15, 16, 17, 20, 21, 24, 30, 31, 33, 35, 36, 40, 42, 43, 44, 45, 46, 48, 49, 50, 51, 55, 59, 60, 61, 63, 65, 66, 68, 98, 110, 115, 116, 117, 121, 122, 123, 124, 125, 126, 128, 129], "flame_audio": [0, 1, 2, 4, 58, 68], "which": [0, 2, 4, 7, 12, 13, 15, 16, 27, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 44, 45, 46, 48, 49, 50, 51, 53, 58, 59, 60, 61, 62, 63, 65, 66, 68, 69, 70, 73, 74, 75, 76, 80, 81, 82, 83, 85, 86, 87, 89, 90, 91, 92, 93, 94, 96, 97, 98, 100, 101, 104, 105, 107, 109, 110, 112, 114, 115, 116, 117, 121, 122, 123, 124, 126, 128, 129], "audio": [0, 1, 3, 4, 5, 58, 67, 68, 101], "capabl": [0, 40, 49, 68, 100], "us": [0, 1, 2, 3, 4, 7, 8, 9, 12, 13, 15, 16, 17, 19, 21, 23, 25, 27, 28, 30, 31, 32, 34, 35, 40, 42, 43, 44, 45, 46, 48, 49, 50, 51, 53, 55, 56, 57, 58, 60, 61, 62, 63, 65, 66, 67, 68, 70, 71, 72, 76, 78, 79, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 94, 96, 98, 100, 101, 102, 107, 108, 109, 110, 112, 113, 114, 115, 116, 117, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129], "audioplay": [0, 1, 2, 3, 58, 68], "flame_forge2d": [0, 1, 12, 13, 35, 68], "physic": [0, 1, 12, 13, 35, 40, 63, 68, 90, 114, 124], "our": [0, 6, 12, 30, 33, 36, 53, 58, 68, 110, 114, 115, 117, 120, 121, 122, 123, 124, 126, 128, 129], "own": [0, 2, 4, 15, 25, 28, 30, 32, 34, 35, 36, 40, 43, 51, 59, 60, 62, 63, 68, 70, 78, 110, 115, 117], "box2d": [0, 1, 12, 68], "port": [0, 12, 30, 68, 69], "forge2d": [0, 1, 13, 68], "flame_til": [0, 1, 27, 68], "integr": [0, 36, 68, 69, 101], "tile": [0, 1, 9, 25, 36, 68], "flame_svg": [0, 1, 36, 60, 68], "flutter_svg": [0, 1, 68], "can": [0, 2, 3, 4, 6, 7, 9, 12, 13, 15, 16, 20, 21, 25, 26, 27, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 44, 45, 46, 48, 49, 50, 51, 53, 55, 56, 57, 58, 59, 60, 61, 62, 63, 65, 66, 67, 68, 69, 70, 72, 74, 75, 76, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 96, 97, 98, 100, 101, 102, 104, 107, 109, 110, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 128, 129], "pick": [0, 33, 35, 50, 68, 117], "choos": [0, 27, 34, 68, 93, 96, 112, 114, 120, 121], "whichev": [0, 68], "part": [0, 30, 34, 35, 36, 40, 44, 50, 60, 61, 66, 68, 73, 78, 81, 83, 84, 90, 96, 102, 112, 115, 116, 117, 128], "want": [0, 2, 4, 12, 13, 15, 24, 25, 28, 30, 32, 33, 35, 36, 40, 42, 43, 44, 45, 46, 49, 50, 53, 56, 57, 58, 59, 60, 62, 65, 67, 68, 69, 70, 72, 83, 90, 91, 92, 94, 96, 101, 107, 110, 115, 116, 117, 120, 121, 122, 123, 128], "thei": [0, 2, 13, 28, 30, 31, 34, 35, 36, 40, 42, 44, 45, 46, 50, 55, 58, 59, 60, 61, 68, 70, 71, 72, 81, 82, 85, 87, 88, 89, 90, 91, 97, 98, 100, 101, 102, 104, 107, 109, 115, 116, 117, 120, 121, 122, 124], "ar": [0, 2, 3, 9, 12, 13, 15, 16, 25, 26, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 44, 45, 46, 48, 49, 50, 53, 55, 56, 58, 59, 60, 61, 62, 63, 65, 66, 68, 69, 71, 72, 73, 76, 78, 81, 82, 83, 84, 86, 87, 88, 89, 90, 91, 93, 94, 96, 98, 99, 101, 102, 104, 107, 109, 110, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 129, 130], "all": [0, 2, 6, 13, 15, 16, 20, 24, 25, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 44, 45, 46, 49, 50, 55, 56, 59, 60, 62, 63, 65, 66, 68, 69, 70, 72, 75, 76, 78, 82, 83, 84, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 98, 100, 101, 102, 107, 110, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 128, 129, 130], "independ": [0, 34, 46, 51, 68, 69, 107, 114, 115], "The": [0, 2, 3, 4, 7, 12, 13, 15, 16, 17, 26, 27, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 44, 45, 46, 48, 49, 50, 51, 53, 55, 56, 57, 58, 59, 60, 62, 63, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 104, 105, 106, 107, 108, 109, 110, 112, 114, 115, 116, 120, 123, 124, 125, 126, 128, 129, 130], "its": [0, 7, 13, 15, 26, 27, 30, 32, 33, 34, 35, 36, 40, 42, 43, 44, 45, 48, 49, 50, 51, 55, 58, 59, 60, 63, 65, 66, 68, 70, 73, 77, 78, 82, 83, 86, 87, 91, 96, 100, 101, 102, 106, 109, 110, 112, 115, 116, 117, 122, 123, 129], "ecosystem": [0, 68], "constantli": [0, 68], "being": [0, 12, 30, 31, 32, 33, 35, 36, 46, 49, 50, 59, 62, 66, 68, 69, 72, 91, 96, 117, 123, 125, 128], "improv": [0, 28, 31, 35, 68, 129], "commun": [0, 68, 100], "so": [0, 2, 4, 7, 12, 13, 28, 30, 31, 32, 33, 35, 36, 40, 42, 44, 45, 49, 50, 55, 56, 58, 59, 60, 62, 63, 66, 68, 69, 70, 75, 78, 83, 90, 92, 93, 96, 97, 101, 102, 104, 110, 112, 114, 115, 116, 117, 121, 122, 123, 124, 125, 126, 128, 129], "pleas": [0, 28, 30, 31, 42, 63, 68, 70, 75, 114, 120], "feel": [0, 15, 28, 36, 68, 92, 114, 120], "free": [0, 27, 28, 36, 60, 61, 68, 112, 116, 120], "reach": [0, 13, 36, 40, 44, 50, 63, 68, 121, 124], "open": [0, 9, 30, 31, 32, 34, 36, 68, 91, 96, 115, 117, 122, 123, 125, 126], "issu": [0, 58, 68], "pr": [0, 28, 68], "well": [0, 12, 13, 27, 28, 32, 35, 36, 40, 44, 45, 55, 59, 60, 61, 63, 68, 69, 70, 75, 82, 114, 116, 117, 120, 121, 124], "make": [0, 2, 6, 12, 13, 17, 28, 30, 31, 32, 35, 36, 40, 42, 43, 44, 48, 50, 55, 56, 57, 58, 59, 60, 62, 63, 65, 66, 68, 72, 75, 83, 93, 96, 97, 101, 102, 107, 112, 115, 116, 117, 120, 121, 122, 123, 124, 126, 128, 129, 130], "suggest": [0, 28, 49, 61, 65, 68, 91, 124], "give": [0, 9, 31, 36, 44, 51, 60, 68, 69, 78, 82, 88, 90, 91, 101, 102, 104, 110, 114, 115, 120], "u": [0, 28, 68, 90, 112, 115, 116, 117, 121, 122, 126, 129], "star": [0, 36, 44, 66, 68, 90, 120, 121, 122, 124, 125, 126], "help": [0, 13, 27, 30, 31, 33, 35, 36, 42, 55, 60, 62, 63, 65, 68, 69, 70, 89, 90, 91, 94, 109, 110, 117, 123, 129], "exposur": [0, 68], "grow": [0, 15, 40, 50, 65, 68], "put": [0, 4, 13, 15, 24, 31, 34, 43, 68, 72, 76, 79, 115, 117, 125], "pub": [0, 2, 6, 9, 12, 16, 20, 22, 24, 28, 68, 110, 112], "depend": [0, 2, 7, 13, 28, 31, 33, 34, 35, 36, 40, 43, 46, 49, 53, 55, 58, 68, 69, 73, 83, 98, 102, 104, 112, 115, 116, 117], "follow": [0, 2, 4, 9, 12, 13, 24, 25, 26, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 45, 48, 58, 59, 60, 62, 63, 65, 67, 68, 69, 70, 72, 73, 75, 76, 78, 82, 86, 87, 88, 90, 92, 93, 96, 100, 102, 107, 110, 112, 113, 114, 115, 116, 117, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130], "pubspec": [0, 2, 4, 6, 9, 12, 15, 16, 20, 21, 24, 28, 30, 36, 60, 65, 67, 68, 110, 112, 114, 115, 120], "yaml": [0, 2, 4, 6, 9, 12, 15, 16, 20, 21, 28, 30, 36, 58, 60, 67, 68, 110, 112, 114, 115, 120], "1": [0, 2, 4, 12, 13, 20, 30, 31, 32, 33, 35, 36, 40, 44, 49, 50, 51, 55, 59, 60, 63, 66, 68, 72, 75, 78, 83, 84, 85, 86, 88, 90, 91, 96, 102, 109, 116, 121, 122, 124, 125, 126], "8": [0, 13, 30, 35, 36, 40, 44, 50, 59, 60, 66, 68, 89, 115, 116, 117, 122, 126], "2": [0, 13, 21, 30, 31, 34, 35, 36, 40, 44, 49, 50, 55, 59, 63, 65, 66, 68, 75, 83, 84, 85, 88, 90, 92, 114, 116, 122, 123, 124, 126, 128, 129], "latest": [0, 2, 58, 68], "version": [0, 2, 12, 28, 30, 36, 60, 68, 112], "found": [0, 2, 15, 16, 36, 45, 49, 57, 58, 60, 68, 85, 86, 104, 116, 121], "dev": [0, 2, 6, 9, 12, 16, 20, 24, 58, 68, 104, 110], "run": [0, 4, 13, 15, 28, 30, 31, 32, 35, 36, 40, 42, 43, 49, 50, 53, 55, 58, 60, 68, 69, 72, 74, 79, 83, 85, 90, 91, 92, 93, 100, 101, 104, 115, 116, 121, 122, 123, 124, 125, 126, 128, 129], "readi": [0, 32, 60, 68, 72, 117], "There": [0, 2, 12, 13, 28, 30, 32, 33, 34, 35, 36, 40, 44, 48, 49, 50, 59, 60, 61, 62, 66, 68, 71, 72, 73, 82, 87, 88, 89, 90, 107, 114, 115, 116, 117, 120, 121, 122, 129], "tutori": [0, 28, 68, 112, 114, 115, 117, 118, 120, 121, 126, 128, 129], "folder": [0, 4, 12, 20, 31, 58, 60, 63, 67, 68, 110, 114, 115, 120, 121, 122, 125, 126], "exampl": [0, 2, 4, 8, 10, 12, 13, 15, 16, 19, 21, 28, 31, 32, 33, 34, 36, 40, 42, 43, 44, 46, 48, 49, 50, 51, 53, 55, 56, 57, 58, 59, 60, 61, 62, 63, 65, 66, 67, 68, 70, 74, 78, 79, 80, 82, 83, 85, 87, 88, 89, 90, 92, 98, 100, 101, 102, 104, 106, 107, 110, 111, 112, 117], "featur": [0, 2, 25, 27, 31, 33, 36, 42, 43, 49, 56, 57, 58, 60, 68, 69, 89, 93, 117, 124, 128, 129], "check": [0, 2, 6, 9, 20, 22, 26, 28, 30, 31, 32, 33, 35, 36, 40, 45, 49, 53, 56, 60, 61, 68, 72, 78, 82, 86, 89, 96, 101, 110, 115, 116, 117, 120, 125], "awesom": [0, 65, 68], "repositori": [0, 30, 32, 36, 58, 63, 68, 69, 112, 115], "contain": [0, 2, 9, 27, 28, 30, 31, 32, 34, 35, 36, 40, 43, 44, 48, 50, 55, 56, 60, 63, 65, 66, 68, 83, 88, 89, 90, 91, 92, 94, 95, 96, 98, 107, 109, 110, 114, 115, 116, 117, 120, 124, 126], "quit": [0, 35, 36, 45, 50, 57, 59, 60, 68, 69, 101, 114, 116, 117, 129], "lot": [0, 12, 15, 31, 35, 62, 68, 112, 114, 116, 117, 129], "good": [0, 12, 31, 35, 49, 60, 68, 69, 72, 75, 90, 92, 101, 110, 114, 117], "articl": [0, 68], "written": [0, 30, 53, 65, 68, 69, 86, 87, 89, 108, 117], "sometim": [0, 28, 31, 32, 35, 36, 68], "requir": [0, 4, 13, 30, 31, 33, 34, 35, 36, 40, 43, 44, 51, 55, 60, 63, 65, 66, 68, 69, 82, 83, 89, 96, 98, 100, 102, 105, 110, 112, 115, 116, 121, 122, 123, 125, 126], "complex": [0, 13, 33, 35, 36, 40, 62, 63, 68, 69, 115, 123], "what": [0, 15, 28, 30, 31, 33, 35, 36, 40, 49, 50, 53, 55, 59, 62, 68, 69, 70, 72, 76, 79, 83, 92, 96, 98, 114, 115, 116, 117, 120, 121, 122, 126], "some": [0, 2, 3, 13, 28, 30, 31, 32, 33, 34, 35, 36, 40, 43, 46, 50, 53, 55, 58, 60, 62, 63, 65, 66, 68, 72, 75, 78, 79, 81, 83, 87, 88, 89, 91, 92, 98, 101, 109, 113, 114, 115, 116, 117, 119, 124, 125, 127], "thi": [0, 2, 4, 7, 9, 12, 13, 15, 16, 17, 21, 25, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 44, 45, 46, 48, 49, 50, 51, 53, 55, 56, 57, 58, 59, 60, 61, 62, 63, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 77, 79, 80, 82, 83, 84, 85, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 104, 105, 106, 107, 108, 109, 110, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130], "section": [0, 2, 13, 30, 31, 35, 45, 50, 59, 68, 69, 89, 90, 92, 110, 115, 117, 120, 121, 124, 126], "find": [0, 28, 30, 35, 36, 40, 45, 50, 55, 56, 63, 67, 68, 91, 112, 114, 115], "them": [0, 2, 3, 9, 12, 13, 15, 21, 28, 30, 31, 32, 35, 36, 40, 45, 46, 50, 58, 59, 60, 61, 63, 66, 68, 84, 87, 90, 91, 92, 93, 96, 101, 102, 107, 112, 114, 115, 116, 117, 120, 121, 129], "recommend": [0, 2, 4, 30, 32, 33, 34, 35, 36, 40, 59, 60, 62, 68, 72, 87, 93, 110, 112], "servic": [0, 68, 116, 124, 126], "doesn": [0, 12, 13, 28, 32, 35, 45, 58, 60, 61, 66, 68, 70, 89, 90, 117, 120, 124], "t": [0, 12, 13, 28, 30, 31, 32, 33, 35, 36, 40, 42, 43, 44, 45, 49, 50, 58, 60, 61, 62, 66, 67, 68, 69, 70, 75, 76, 83, 85, 89, 90, 91, 92, 93, 96, 98, 101, 114, 115, 116, 117, 120, 122, 123, 124], "bundl": [0, 17, 27, 30, 36, 55, 60, 68, 93], "ani": [0, 2, 12, 13, 25, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 44, 45, 46, 48, 50, 55, 56, 57, 58, 59, 60, 62, 63, 66, 68, 69, 70, 73, 75, 78, 81, 82, 87, 88, 89, 90, 92, 93, 94, 96, 98, 100, 101, 102, 110, 112, 114, 115, 117, 120, 121, 122, 128, 129], "network": [0, 1, 16, 17, 68], "mai": [0, 13, 28, 30, 31, 34, 40, 46, 50, 58, 60, 63, 68, 69, 70, 73, 83, 88, 89, 90, 93, 94, 98, 100, 101, 102, 104, 107, 112, 114, 115, 116, 117, 120, 121, 123, 124, 126, 129], "write": [0, 28, 31, 35, 36, 68, 87, 96, 115], "onlin": [0, 58, 68, 116, 120], "If": [0, 6, 7, 12, 13, 15, 24, 25, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 44, 45, 46, 48, 49, 50, 51, 53, 55, 58, 59, 60, 63, 65, 66, 67, 68, 72, 73, 74, 76, 78, 79, 81, 83, 84, 85, 86, 87, 90, 91, 93, 96, 98, 99, 100, 101, 102, 107, 110, 112, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 128, 129], "here": [0, 6, 7, 9, 12, 20, 26, 30, 32, 33, 35, 36, 40, 44, 45, 48, 49, 50, 55, 56, 57, 58, 60, 61, 63, 65, 68, 70, 72, 83, 89, 93, 94, 98, 100, 114, 115, 116, 117, 121], "nakama": [0, 68], "an": [0, 2, 3, 4, 6, 7, 9, 12, 13, 15, 16, 17, 20, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 44, 45, 48, 50, 53, 55, 56, 57, 58, 59, 60, 62, 63, 65, 66, 68, 69, 70, 72, 73, 74, 75, 76, 79, 81, 82, 83, 84, 85, 86, 87, 88, 90, 91, 92, 93, 96, 98, 100, 101, 102, 106, 107, 109, 110, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 126, 128, 129], "sourc": [0, 28, 30, 32, 35, 36, 40, 53, 60, 68, 96, 114], "server": [0, 30, 68], "design": [0, 13, 20, 27, 34, 68, 69, 116, 120, 122], "modern": [0, 68], "app": [0, 4, 30, 35, 36, 43, 55, 59, 66, 68], "firebas": [0, 68], "dozen": [0, 68], "simpler": [0, 35, 40, 68, 114, 116, 117], "experi": [0, 35, 68], "supabas": [0, 68], "A": [0, 1, 3, 9, 12, 13, 15, 25, 27, 30, 31, 34, 35, 36, 42, 43, 49, 50, 55, 56, 57, 59, 60, 62, 63, 65, 66, 68, 70, 82, 83, 86, 88, 89, 90, 91, 92, 93, 94, 96, 98, 100, 101, 102, 104, 107, 110, 114, 116, 117, 124, 128, 129], "cheaper": [0, 68], "altern": [0, 7, 34, 36, 40, 59, 60, 66, 68, 90, 101, 115, 116, 123, 124, 125, 126], "base": [0, 7, 16, 36, 40, 42, 44, 45, 49, 50, 55, 56, 58, 59, 63, 65, 66, 68, 73, 81, 101, 104, 109, 110, 115, 120, 122, 123, 124, 126, 128, 129], "postgr": [0, 68], "helper": [0, 3, 31, 32, 36, 68, 110, 115, 116], "load": [0, 2, 3, 4, 9, 13, 16, 17, 20, 21, 24, 25, 27, 32, 33, 35, 36, 42, 43, 49, 63, 67, 68, 101, 107, 114, 115, 116, 117, 124, 129], "from": [0, 2, 3, 4, 9, 13, 16, 17, 20, 21, 24, 25, 26, 27, 28, 30, 31, 32, 33, 36, 40, 42, 43, 44, 45, 46, 48, 49, 50, 51, 53, 55, 58, 59, 60, 62, 63, 65, 66, 68, 69, 70, 72, 77, 81, 83, 85, 87, 90, 91, 92, 94, 95, 96, 101, 102, 107, 109, 110, 112, 114, 115, 116, 120, 122, 123, 124, 125, 126, 128, 129], "storag": [0, 68, 96, 102, 107], "But": [0, 35, 36, 60, 68, 69, 70, 90, 93, 109, 110, 117, 129], "most": [0, 2, 13, 28, 31, 33, 34, 35, 36, 40, 42, 44, 45, 50, 53, 61, 63, 68, 69, 71, 72, 73, 83, 84, 88, 90, 101, 110, 115, 116, 117, 120, 128], "": [0, 2, 4, 12, 13, 20, 22, 27, 30, 31, 33, 34, 35, 36, 40, 42, 43, 44, 45, 46, 48, 49, 50, 51, 55, 56, 58, 59, 60, 62, 63, 65, 66, 67, 68, 69, 70, 76, 78, 81, 83, 86, 90, 91, 92, 93, 94, 95, 96, 97, 98, 100, 101, 102, 104, 105, 107, 110, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 126, 128, 129], "api": [0, 24, 28, 31, 34, 36, 40, 44, 45, 48, 50, 55, 57, 60, 62, 63, 68, 109, 110, 111, 117], "concret": [0, 68, 78, 101], "creat": [0, 1, 2, 3, 4, 6, 7, 10, 12, 13, 15, 17, 20, 21, 25, 27, 30, 31, 32, 33, 34, 35, 36, 42, 43, 44, 46, 49, 50, 51, 55, 56, 57, 58, 59, 60, 61, 62, 63, 65, 66, 67, 68, 71, 72, 75, 78, 81, 88, 96, 100, 101, 107, 109, 110, 114, 115, 116, 117, 120, 121, 124, 125, 126, 128], "dart": [0, 2, 4, 9, 12, 13, 20, 24, 27, 30, 31, 32, 35, 36, 40, 44, 45, 50, 55, 56, 59, 60, 62, 63, 65, 66, 68, 78, 83, 86, 96, 102, 106, 108, 110, 112, 113, 114, 115, 116, 117, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129], "ui": [0, 13, 31, 40, 55, 56, 58, 59, 62, 63, 65, 66, 68, 101, 116, 117], "user": [0, 13, 28, 30, 31, 33, 34, 35, 36, 40, 44, 45, 46, 50, 60, 66, 68, 69, 71, 81, 91, 96, 97, 100, 101, 102, 106, 107, 115, 117, 120, 122, 126], "custom": [0, 26, 27, 30, 32, 36, 45, 48, 60, 61, 63, 65, 68, 69, 83, 85, 89, 96, 102, 106, 107, 110], "anywher": 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63, 65, 66, 67, 108, 109, 110, 111, 113, 114, 115, 116, 117, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130], "flame_network_asset": [1, 60], "fetch": [1, 17, 60, 100], "asset": [1, 2, 3, 9, 16, 17, 20, 21, 36, 42, 56, 60, 63, 67, 69, 115, 129], "over": [1, 2, 7, 34, 35, 36, 40, 43, 50, 59, 81, 87, 91, 101, 114, 116, 117, 121, 122, 124, 125], "flame_oxygen": [1, 110], "replac": [1, 28, 34, 50, 59, 66, 85, 88, 91, 107, 108, 110, 112, 115, 117, 129], "oxygen": [1, 108, 109], "entiti": [1, 12, 28, 34, 36, 63, 98, 108, 109, 110, 115], "flame_r": 1, "interact": [1, 12, 13, 20, 27, 35, 50, 59, 69, 83, 91, 92, 108, 116, 117, 120, 122, 129], "rive": [1, 20, 60], "flame_spin": 1, "spine": [1, 21], "skelet": [1, 21], "flame_splash_screen": 1, "add": [1, 2, 4, 6, 9, 12, 13, 15, 16, 20, 21, 24, 25, 26, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 44, 45, 48, 49, 50, 51, 55, 56, 57, 58, 59, 60, 61, 62, 63, 65, 66, 67, 82, 83, 90, 91, 92, 108, 109, 110, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 128, 129], "splash": [1, 22, 66], "screen": [1, 13, 21, 22, 27, 33, 34, 35, 42, 43, 44, 45, 46, 49, 50, 53, 55, 57, 59, 66, 101, 112, 115, 116, 117, 121, 122, 123, 124, 126, 128, 129], "draw": [1, 36, 42, 43, 44, 56, 59, 60, 65, 69, 85, 101, 114, 115, 116], "svg": [1, 36, 60], "2d": [1, 13, 27], "tilemap": [1, 25, 26, 36], "level": [1, 2, 4, 6, 12, 20, 27, 31, 32, 33, 34, 35, 36, 40, 46, 50, 59, 66, 72, 87, 89, 90, 114, 115, 117, 121, 122, 124], "editor": [1, 9, 36, 56, 89, 90], "essenti": [2, 13], "made": [2, 7, 33, 35, 56, 101, 112, 122, 126], "first": [2, 6, 13, 20, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 44, 45, 48, 49, 50, 55, 58, 62, 63, 66, 70, 72, 73, 78, 83, 87, 88, 94, 100, 101, 102, 104, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 128, 129], "have": [2, 4, 6, 7, 9, 12, 13, 21, 25, 26, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 44, 45, 48, 49, 50, 51, 53, 55, 59, 60, 61, 63, 65, 69, 70, 73, 76, 79, 82, 83, 86, 87, 88, 89, 90, 91, 92, 93, 96, 98, 101, 102, 107, 109, 110, 112, 113, 114, 115, 116, 117, 119, 120, 121, 122, 123, 124, 126, 127, 128, 129], "list": [2, 12, 13, 31, 35, 36, 40, 42, 43, 44, 45, 46, 48, 55, 60, 61, 65, 71, 82, 87, 93, 94, 97, 98, 99, 100, 101, 106, 110, 115, 116, 117, 121, 122], "after": [2, 12, 13, 20, 28, 31, 33, 35, 36, 40, 42, 43, 44, 45, 48, 50, 57, 58, 60, 63, 65, 66, 70, 72, 73, 78, 79, 83, 84, 89, 90, 91, 93, 98, 99, 101, 102, 107, 110, 112, 115, 116, 117, 123], "instal": [2, 6, 9, 12, 20, 23, 28, 30, 110], "sure": [2, 24, 28, 30, 31, 44, 50, 58, 60, 65, 66, 72, 83, 112, 115, 117], "exist": [2, 4, 7, 26, 28, 34, 46, 50, 59, 63, 66, 76, 83, 107, 115, 117, 124], "path": [2, 4, 30, 32, 40, 44, 66, 69, 93], "default": [2, 4, 12, 13, 17, 28, 30, 33, 34, 35, 36, 40, 42, 43, 44, 45, 48, 49, 50, 51, 55, 56, 58, 60, 63, 65, 66, 96, 101, 107, 109, 110, 112, 115, 121, 128], "directori": [2, 21, 30, 32, 36, 58, 60, 67, 115], "flameaudio": [2, 3, 4, 67], "chang": [2, 4, 6, 7, 12, 13, 30, 31, 33, 34, 36, 40, 43, 45, 49, 55, 58, 61, 63, 65, 67, 72, 81, 83, 88, 98, 104, 107, 112, 115, 116, 117, 121, 122, 123, 124, 125, 128], "audiocach": [2, 3, 4, 67], "below": [2, 30, 31, 36, 40, 44, 45, 50, 59, 60, 62, 66, 71, 73, 75, 82, 89, 90, 104, 114, 116, 117, 120, 126], "someth": [2, 12, 28, 31, 35, 36, 43, 44, 45, 50, 57, 58, 60, 63], "like": [2, 3, 12, 13, 15, 28, 30, 31, 33, 34, 35, 36, 42, 43, 44, 45, 46, 48, 55, 57, 58, 60, 61, 62, 63, 65, 69, 70, 76, 83, 90, 96, 100, 110, 112, 114, 115, 117, 120, 121, 122, 123, 124, 126, 128, 129], "explos": [2, 67], "mp3": [2, 4, 67], "music": [2, 5, 67], "Then": [2, 9, 20, 34, 35, 36, 40, 45, 62, 78, 96, 115, 116, 117, 122], "method": [2, 3, 5, 9, 13, 16, 20, 21, 26, 28, 31, 32, 33, 34, 35, 36, 40, 42, 44, 45, 48, 49, 50, 55, 57, 58, 59, 60, 61, 62, 63, 65, 66, 86, 97, 105, 106, 109, 110, 115, 116, 117, 121, 122, 123, 124, 125, 126, 128, 129], "dispos": [2, 4, 9, 21, 25, 31, 60], "import": [2, 4, 9, 13, 20, 24, 28, 30, 33, 35, 36, 40, 44, 45, 50, 55, 56, 59, 60, 62, 63, 65, 66, 83, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 128, 129], "shorter": 2, "reus": [2, 35, 40, 60, 63, 79], "clip": [2, 34, 36, 43], "sound": [2, 3, 48, 114, 117, 120], "longer": [2, 35, 50, 101], "playlongaudio": 2, "looplongaudio": 2, "background": [2, 5, 36, 43, 49, 61, 66, 114, 116, 122], "should": [2, 4, 7, 12, 13, 17, 28, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 45, 48, 49, 50, 51, 53, 55, 58, 60, 65, 66, 69, 72, 83, 84, 87, 91, 93, 96, 97, 100, 101, 110, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 128, 129], "paus": [2, 5, 40, 43, 57, 66, 71, 101], "when": [2, 4, 6, 7, 9, 12, 13, 15, 28, 30, 31, 32, 33, 35, 40, 42, 43, 44, 45, 46, 49, 50, 53, 55, 56, 58, 59, 60, 62, 63, 66, 69, 70, 72, 75, 82, 83, 86, 87, 88, 90, 92, 93, 96, 98, 101, 102, 107, 109, 110, 114, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 129], "resum": [2, 5, 40, 46, 79, 80, 93], "bgm": [2, 4], "differ": [2, 4, 13, 17, 25, 30, 32, 33, 34, 35, 36, 40, 45, 50, 51, 59, 63, 69, 70, 73, 77, 81, 83, 85, 87, 88, 90, 96, 100, 102, 107, 109, 110, 112, 114, 115, 116, 117, 120, 123, 129], "between": [2, 13, 33, 35, 36, 40, 43, 45, 55, 59, 63, 66, 84, 85, 89, 100, 115, 117, 123], "optim": [2, 28, 35, 60, 63, 114], "allow": [2, 3, 7, 12, 13, 15, 16, 21, 25, 27, 28, 30, 31, 32, 33, 34, 36, 40, 42, 44, 45, 46, 48, 50, 51, 55, 59, 60, 61, 62, 63, 65, 66, 69, 70, 76, 78, 83, 87, 89, 90, 101, 109, 110, 121, 122, 124, 126, 129], "without": [2, 28, 31, 34, 35, 36, 40, 55, 56, 60, 63, 69, 70, 86, 90, 106, 109, 110, 114, 115, 117, 121], "gap": [2, 115, 123], "iter": [2, 13, 35, 36, 40, 105], "almost": [2, 36, 75, 110, 117, 124, 126], "drop": [2, 25, 61, 66, 123, 124, 126], "frame": [2, 9, 36, 42, 60, 63, 117, 121], "rate": [2, 13, 55, 66], "happen": [2, 33, 34, 35, 42, 50, 58, 85, 92, 101, 115, 117, 122, 123], "whenev": [2, 12, 32, 34, 36, 46, 58, 90, 107, 112], "possibl": [2, 28, 31, 32, 33, 34, 35, 36, 40, 42, 43, 45, 48, 51, 55, 59, 63, 67, 72, 82, 86, 88, 90, 92, 93, 96, 100, 101, 107, 116, 120], "prefer": [2, 31, 55, 60, 76], "former": [2, 13, 33, 60], "length": [2, 13, 31, 36, 40, 44, 55, 59, 66, 91, 101, 102, 104, 117, 121, 122, 123, 124, 126], "do": [2, 6, 7, 12, 13, 15, 28, 31, 32, 33, 34, 35, 36, 40, 42, 44, 45, 49, 50, 55, 58, 60, 61, 62, 63, 65, 66, 69, 70, 72, 78, 79, 82, 83, 87, 90, 91, 96, 98, 100, 101, 110, 114, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 128, 129], "small": [2, 31, 63, 92, 114, 117, 129], "via": [2, 13, 30, 31, 36, 40, 43, 50, 57, 59, 60, 63, 66, 69, 81, 83, 88, 96, 100, 114, 117, 124], "track": [2, 4, 21, 35, 44, 45, 50, 53, 63, 124], "let": [2, 6, 13, 33, 34, 36, 40, 45, 58, 63, 108, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 126, 128, 129], "automat": [2, 4, 28, 30, 31, 33, 34, 35, 36, 40, 50, 51, 60, 65, 69, 102, 107, 110, 121], "sent": [2, 4, 28, 45, 101], "come": [2, 12, 13, 35, 36, 55, 60, 69, 70, 71, 90, 93, 102, 110, 112, 114, 116, 117, 120, 122, 125, 126], "back": [2, 4, 15, 32, 35, 36, 40, 42, 46, 58, 59, 61, 71, 78, 93, 96, 114, 116, 117, 120, 121, 122, 123, 124], "foreground": [2, 35], "audiopool": [2, 5], "fire": [2, 44, 45, 46, 50, 63], "quick": [2, 3, 117, 122], "veri": [2, 12, 13, 22, 30, 31, 32, 33, 34, 35, 36, 40, 42, 48, 50, 55, 56, 57, 59, 60, 63, 65, 69, 93, 112, 114, 115, 116, 117, 120, 121, 122, 124, 129], "effici": [2, 35], "manner": [2, 36, 70, 116], "keep": [2, 4, 12, 13, 15, 30, 35, 40, 44, 45, 48, 50, 51, 53, 58, 60, 62, 69, 73, 84, 100, 102, 117, 121, 122, 124], "pool": [2, 3, 35], "preload": [2, 3], "given": [2, 4, 9, 30, 33, 40, 44, 55, 63, 70, 71, 72, 74, 79, 80, 82, 83, 87, 95, 100, 101, 102, 116, 117, 122], "fast": [2, 35, 55, 124, 126, 129], "success": [2, 50], "format": [2, 28, 55, 60, 62, 69, 70, 86, 122], "work": [2, 12, 13, 26, 28, 30, 31, 33, 34, 35, 36, 40, 44, 45, 50, 53, 58, 59, 60, 61, 63, 66, 112, 114, 116, 117, 120, 121, 122, 124, 126], "across": [2, 32, 44, 63, 66, 116, 117, 122], "devic": [2, 33, 34, 44, 46, 50, 58, 63, 112, 114, 115], "ogg": 2, "wav": 2, "bridg": [2, 6, 9, 12, 13, 17, 20, 24, 25, 93, 108, 110], "order": [2, 4, 17, 27, 30, 31, 32, 34, 35, 36, 40, 42, 44, 46, 50, 57, 59, 63, 66, 72, 87, 91, 93, 96, 100, 101, 108, 110, 114, 115, 116, 117], "crucial": [2, 44, 50], "link": [2, 28, 30, 31, 104, 106, 107, 112], "more": [2, 6, 13, 15, 20, 22, 24, 28, 30, 31, 33, 34, 35, 36, 40, 42, 43, 45, 46, 48, 49, 50, 51, 56, 61, 62, 63, 65, 66, 69, 70, 72, 89, 90, 92, 96, 101, 110, 114, 115, 116, 117, 122, 123, 124, 129], "depth": [2, 27, 33, 36], "explan": [2, 45], "both": [2, 13, 30, 31, 33, 34, 35, 36, 40, 44, 45, 50, 55, 56, 59, 61, 62, 63, 65, 71, 85, 87, 90, 91, 96, 114, 115, 116, 117, 122, 123, 128], "pass": [2, 4, 28, 30, 32, 33, 35, 36, 40, 42, 45, 46, 49, 50, 55, 60, 62, 63, 92, 96, 101, 102, 107, 116, 117, 122, 123, 129], "addit": [2, 4, 28, 32, 35, 36, 40, 43, 44, 50, 59, 60, 65, 66, 67, 70, 78, 82, 87, 90, 92, 93, 94, 101, 105, 114, 116, 123], "option": [2, 4, 7, 13, 17, 28, 30, 33, 34, 35, 36, 40, 42, 48, 49, 55, 60, 61, 65, 67, 70, 73, 92, 96, 97, 99, 100, 101, 102, 110, 112, 116], "doubl": [2, 4, 13, 15, 20, 30, 33, 35, 36, 40, 42, 44, 45, 49, 50, 51, 55, 60, 63, 66, 71, 86, 96, 102, 106, 109, 110, 115, 116, 117, 122, 123, 124, 125, 126], "paramet": [2, 4, 13, 28, 31, 32, 35, 36, 40, 46, 48, 51, 55, 60, 65, 67, 90, 91, 98, 104, 122, 123, 126], "volum": [2, 4, 13, 90], "0": [2, 4, 9, 12, 13, 21, 28, 30, 31, 32, 36, 40, 42, 44, 49, 50, 51, 55, 59, 60, 62, 63, 65, 66, 72, 73, 80, 84, 85, 86, 87, 88, 90, 92, 110, 112, 115, 116, 117, 121, 122, 123, 124, 125, 126, 128], "return": [2, 7, 12, 13, 26, 34, 35, 36, 40, 43, 44, 45, 48, 50, 55, 57, 60, 62, 63, 66, 74, 77, 82, 83, 84, 85, 86, 87, 95, 96, 99, 100, 101, 102, 115, 116, 117, 122, 124, 126], "lib": [2, 9, 35, 36, 112, 114, 115, 120, 121, 122, 123, 124, 125, 126], "stop": [2, 5, 12, 13, 33, 34, 35, 44, 45, 46, 50, 66, 69, 71, 74, 83, 101], "configur": [2, 3, 13, 27, 28, 33, 49, 50, 62, 63, 65, 112], "other": [2, 12, 13, 28, 30, 31, 34, 35, 36, 40, 41, 42, 43, 45, 47, 48, 50, 51, 57, 58, 59, 60, 61, 63, 66, 72, 73, 78, 82, 83, 84, 86, 87, 88, 90, 91, 92, 93, 100, 101, 107, 109, 112, 114, 117, 123, 124, 125, 126, 130], "In": [2, 4, 12, 13, 27, 28, 30, 32, 34, 35, 36, 40, 42, 43, 44, 45, 49, 50, 55, 59, 60, 62, 65, 66, 69, 72, 73, 75, 76, 78, 82, 83, 84, 86, 88, 90, 91, 92, 96, 101, 104, 106, 110, 112, 113, 114, 115, 116, 117, 119, 121, 122, 123, 124, 125, 126, 127, 128], "fact": [2, 48, 59], "alwai": [2, 3, 28, 31, 33, 34, 35, 36, 40, 42, 43, 45, 46, 69, 70, 81, 87, 91, 93, 104, 114, 120, 121, 122, 126], "directli": [2, 12, 30, 31, 35, 36, 40, 42, 46, 48, 55, 56, 60, 62, 63, 110, 117], "gain": [2, 36], "full": [2, 8, 10, 19, 35, 36, 40, 42, 43, 45, 49, 55, 59, 60, 65, 66, 70, 71, 110, 116, 117, 122, 123, 128], "control": [2, 7, 12, 13, 15, 20, 21, 31, 32, 33, 35, 36, 42, 43, 45, 46, 49, 55, 59, 65, 69, 93, 100, 107, 116, 121, 123, 126, 128], "how": [2, 8, 13, 19, 23, 31, 33, 34, 35, 36, 40, 42, 45, 49, 50, 51, 53, 56, 59, 60, 63, 65, 66, 69, 70, 72, 76, 82, 88, 90, 91, 93, 97, 101, 102, 106, 109, 110, 115, 116, 117, 121, 122, 124, 128], "just": [2, 4, 6, 9, 12, 15, 16, 17, 21, 24, 31, 33, 34, 35, 36, 40, 42, 45, 46, 55, 60, 61, 62, 63, 69, 76, 82, 84, 87, 90, 92, 96, 109, 110, 112, 114, 115, 116, 117, 120, 121, 122, 123, 125, 126, 129], "wrapper": [2, 12, 16, 27, 36, 60, 109], "common": [2, 12, 13, 32, 34, 36, 40, 42, 49, 55, 59, 62, 63, 65, 72, 79, 87, 90, 101, 113, 115, 117, 119, 127], "pre": [2, 3, 4, 31, 33, 35, 58, 60, 61, 116], "store": [2, 4, 9, 15, 17, 30, 32, 40, 43, 44, 50, 60, 69, 72, 81, 82, 87, 88, 90, 92, 94, 96, 101, 102, 107, 114, 116, 117, 120, 124], "memori": [2, 16, 42, 59, 60, 61], "time": [2, 3, 4, 9, 12, 13, 20, 28, 30, 32, 34, 35, 36, 40, 42, 43, 44, 45, 46, 50, 51, 59, 60, 61, 62, 63, 66, 69, 70, 71, 72, 75, 76, 80, 81, 82, 83, 85, 88, 89, 90, 91, 96, 98, 100, 101, 104, 106, 107, 110, 114, 115, 116, 117, 120, 122, 123, 124, 129], "therefor": [2, 35, 36, 70, 90, 100, 104, 117], "each": [2, 12, 13, 28, 30, 32, 33, 35, 36, 40, 45, 48, 50, 53, 55, 57, 60, 63, 66, 70, 72, 73, 75, 78, 82, 85, 88, 89, 90, 91, 92, 93, 94, 98, 99, 100, 101, 104, 107, 110, 114, 115, 116, 117, 122], "get": [2, 9, 13, 15, 17, 28, 30, 31, 33, 35, 36, 42, 45, 46, 48, 49, 50, 55, 56, 58, 60, 62, 70, 83, 85, 92, 96, 109, 110, 112, 115, 116, 117, 120, 121, 122, 123, 124, 126], "delai": [2, 3, 40, 80, 115], "await": [2, 6, 9, 13, 16, 17, 20, 21, 24, 25, 32, 33, 36, 42, 49, 55, 60, 63, 66, 96, 100, 101, 109, 115, 116, 117, 121, 122, 125, 126, 128, 129], "begin": [2, 12, 31, 40, 44, 50, 70, 89, 114, 116, 117, 120, 121, 122, 129], "onload": [2, 4, 6, 9, 12, 13, 16, 20, 21, 24, 30, 33, 35, 36, 40, 42, 44, 49, 50, 55, 59, 60, 63, 65, 66, 96, 110, 115, 116, 117, 121, 122, 123, 124, 125, 126, 128, 129], "smoothli": [2, 33, 55], "To": [2, 4, 6, 9, 12, 13, 15, 16, 17, 20, 21, 24, 25, 33, 35, 36, 42, 45, 48, 49, 53, 55, 56, 58, 60, 61, 62, 63, 70, 109, 110, 112, 117, 120, 121, 122, 123, 124, 125, 126, 128, 129], "loadal": [2, 60, 63, 121, 122, 126], "final": [2, 7, 9, 12, 13, 16, 17, 20, 21, 24, 25, 30, 32, 33, 34, 35, 36, 40, 42, 44, 45, 48, 49, 50, 55, 57, 59, 60, 61, 63, 65, 66, 72, 73, 96, 104, 107, 110, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 128, 129], "clear": [2, 28, 31, 44, 60, 66, 72, 101, 117], "remov": [2, 4, 12, 13, 25, 28, 30, 35, 36, 40, 42, 44, 46, 48, 50, 57, 58, 59, 60, 63, 66, 90, 91, 112, 116, 117, 122, 123, 124, 126, 129], "ha": [2, 12, 13, 15, 25, 28, 30, 31, 33, 34, 35, 40, 42, 44, 45, 46, 48, 49, 50, 51, 55, 59, 60, 62, 63, 65, 67, 70, 72, 82, 87, 88, 90, 91, 92, 96, 99, 101, 102, 104, 109, 110, 115, 116, 117, 122, 124, 126, 129], "been": [2, 9, 21, 28, 31, 35, 36, 42, 96, 101, 102, 115, 117, 123], "clearcach": [2, 25, 42, 60], "whole": [2, 12, 35, 36, 42, 45, 55, 60, 123], "local": [3, 13, 17, 28, 36, 44, 50, 60, 71, 76, 82, 83, 87, 88, 91, 107, 112, 116], "minim": [3, 45, 48], "singl": [3, 6, 7, 13, 27, 30, 31, 32, 33, 34, 35, 36, 40, 42, 43, 50, 51, 55, 60, 62, 65, 75, 80, 84, 86, 88, 89, 90, 91, 92, 93, 96, 98, 99, 100, 102, 104, 105, 106, 107, 114, 115, 116, 117, 121], "same": [3, 4, 12, 13, 28, 30, 32, 34, 35, 36, 40, 43, 44, 45, 46, 50, 55, 56, 58, 59, 60, 61, 63, 66, 70, 72, 74, 76, 82, 83, 87, 88, 91, 92, 93, 99, 100, 101, 102, 106, 110, 112, 115, 116, 117, 121, 122, 123, 125, 128], "usual": [3, 13, 30, 35, 36, 40, 42, 44, 59, 66, 83, 92, 114, 115], "laser": 3, "shoot": [3, 35, 48, 60, 130], "ship": [3, 63], "jump": [3, 36, 40, 69, 71, 76, 77, 79, 83, 90, 92, 100, 101, 121, 122, 124, 126], "platform": [3, 32, 36, 41, 46, 53, 110, 120, 121, 123, 124, 130], "minimum": [3, 35, 45, 115], "start": [3, 15, 20, 26, 28, 31, 32, 33, 35, 36, 40, 42, 43, 44, 45, 46, 50, 55, 60, 66, 72, 74, 75, 88, 89, 90, 92, 93, 96, 98, 99, 100, 101, 104, 109, 114, 116, 117, 120, 122, 123, 124, 125, 126, 130], "size": [3, 9, 13, 15, 16, 20, 21, 24, 30, 32, 33, 34, 35, 40, 42, 44, 45, 49, 50, 51, 53, 56, 59, 60, 63, 65, 66, 109, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 128, 129], "maximum": [3, 13, 31, 34, 35], "player": [3, 6, 12, 33, 34, 35, 36, 45, 46, 49, 60, 67, 69, 79, 82, 83, 85, 90, 91, 93, 96, 100, 101, 107, 120, 121, 122, 123, 124, 128], "re": [3, 4, 30, 31, 32, 35, 36, 40, 50, 62, 70, 77, 83, 98, 106, 112, 114, 116, 117], "mani": [3, 13, 27, 31, 33, 35, 36, 53, 55, 58, 60, 69, 74, 77, 78, 79, 83, 84, 102, 114, 120, 121, 126, 129], "createpool": 3, "global": [3, 28, 36, 60, 67, 71, 72, 75, 81, 88, 96, 107, 115, 116, 122, 123], "With": [4, 6, 9, 34, 40, 42, 44, 50, 60, 63, 69, 112, 122], "regard": [4, 35, 65], "applic": [4, 15, 28, 30, 34, 35, 36, 42, 43, 55], "lifecycl": 4, "termin": [4, 28, 92, 100, 112], "current": [4, 7, 13, 15, 28, 30, 31, 34, 35, 36, 40, 42, 44, 45, 46, 48, 49, 50, 51, 53, 55, 58, 59, 60, 66, 71, 74, 75, 77, 79, 82, 83, 89, 91, 98, 100, 101, 115, 116, 117, 123, 125, 126, 128, 129], "similarli": [4, 13, 35, 36, 48, 50, 72, 91, 101], "manual": [4, 13, 28, 30, 31, 34, 35, 36, 44, 50, 59, 60, 94, 98], "support": [4, 13, 15, 24, 25, 26, 27, 34, 35, 36, 43, 44, 49, 50, 59, 60, 63, 69, 71, 72, 87], "properli": [4, 12, 35, 59, 60, 91, 115, 116, 117], "observ": [4, 13, 34], "must": [4, 12, 13, 28, 30, 31, 32, 33, 40, 44, 48, 50, 60, 70, 72, 73, 76, 80, 82, 83, 84, 85, 88, 90, 91, 92, 93, 94, 96, 101, 102, 107, 112, 115, 122, 124, 126], "regist": [4, 13, 36, 45, 50, 66, 96, 102, 106, 107, 109, 110, 123, 124], "initi": [4, 13, 22, 28, 32, 35, 36, 40, 45, 51, 59, 60, 63, 72, 75, 88, 96, 101, 107, 110, 115, 116, 117, 129, 130], "note": [4, 6, 14, 25, 28, 30, 31, 33, 35, 36, 40, 42, 43, 45, 48, 50, 51, 55, 60, 62, 65, 78, 83, 87, 91, 96, 101, 107, 114, 115, 116, 117, 121, 126, 129], "point": [4, 13, 32, 35, 40, 42, 44, 50, 55, 59, 66, 84, 85, 86, 89, 93, 112, 114, 115, 116, 117, 120, 122, 128, 129, 130], "where": [4, 12, 13, 15, 25, 28, 30, 31, 32, 33, 34, 35, 36, 40, 44, 45, 50, 51, 58, 60, 62, 63, 66, 67, 69, 72, 78, 83, 85, 88, 92, 94, 114, 115, 116, 117, 121, 122, 123, 124, 125, 128, 129], "widgetsbind": 4, "alreadi": [4, 28, 30, 31, 33, 34, 36, 40, 42, 44, 45, 50, 55, 59, 60, 66, 72, 84, 86, 90, 102, 110, 112, 114, 115, 117, 120], "best": [4, 30, 59, 69, 96, 120, 122, 123], "practic": [4, 59], "insid": [4, 6, 7, 9, 31, 32, 34, 35, 36, 43, 44, 45, 48, 55, 56, 57, 60, 65, 66, 72, 87, 89, 90, 91, 110, 114, 115, 117, 120, 129], "case": [4, 13, 28, 30, 31, 32, 34, 35, 36, 40, 44, 50, 55, 59, 60, 72, 76, 78, 83, 84, 90, 101, 114, 115, 116, 117, 122, 123, 126, 129], "done": [4, 6, 9, 30, 31, 33, 35, 36, 42, 72, 115, 121, 123, 124, 125, 128], "still": [4, 28, 33, 34, 36, 40, 44, 50, 75, 90, 93, 96, 98, 101, 114, 117], "adventur": [4, 70, 93], "appropri": [4, 31, 60, 100, 101, 121, 122, 124, 125], "structur": [4, 28, 30, 33, 34, 41, 42, 43, 59, 60, 62, 114, 117, 120, 129], "explain": [4, 31, 45, 58, 72, 89, 121, 122, 123], "document": [4, 27, 29, 33, 34, 35, 42, 44, 45, 48, 49, 50, 55, 59, 60, 71, 72, 82, 89, 90, 91, 106, 110, 115, 124], "static": [4, 13, 30, 34, 36, 40, 44, 49, 50, 61, 62, 65, 115, 116, 117, 128, 129], "desir": [4, 13, 33, 40, 43, 45, 55, 59, 63, 81, 85, 120], "string": [4, 43, 55, 57, 65, 66, 72, 76, 78, 79, 82, 83, 87, 88, 94, 95, 96, 98, 99, 100, 102, 104, 105, 106, 107, 114, 116, 117], "locat": [4, 13, 30, 31, 32, 34, 40, 50, 60, 91, 92, 104, 112, 116], "boss": 4, "fight": [4, 93, 101], "382": 4, "world": [4, 12, 13, 33, 35, 87, 90, 91, 109, 110, 115, 116, 117, 124, 126], "map": [4, 9, 12, 13, 25, 27, 30, 33, 34, 35, 36, 40, 43, 44, 50, 57, 63, 66, 94, 104, 105, 107, 123, 124], "25": [4, 35, 36, 59, 66, 80, 83, 89, 116, 117], "handl": [4, 6, 9, 13, 15, 34, 35, 36, 40, 44, 45, 48, 49, 50, 55, 59, 60, 100, 108, 117], "prevent": [4, 13, 35, 66, 85, 91, 123, 124, 126], "auto": [4, 73, 79, 122, 123, 124, 125, 126], "focu": [4, 30, 43, 46, 59, 108, 120, 121], "gener": [5, 13, 27, 28, 30, 31, 32, 34, 36, 40, 45, 46, 50, 59, 60, 63, 69, 85, 91, 93, 107, 114, 115, 116, 117, 124], "cach": [5, 17, 30, 34, 35, 36, 40, 58, 60, 61, 94, 95, 115, 116, 120, 121, 122, 129], "offer": [6, 36, 45, 55, 60, 63, 83], "natur": [6, 36, 40, 57, 78, 90], "similar": [6, 7, 13, 35, 36, 40, 46, 48, 50, 51, 63, 65, 66, 71, 74, 75, 77, 79, 85, 90, 91, 98, 116, 117, 126], "flutter_bloc": 6, "cubit": 6, "flamegam": [6, 9, 12, 15, 16, 20, 21, 24, 28, 30, 33, 35, 40, 44, 45, 48, 49, 50, 55, 56, 59, 60, 63, 65, 66, 112, 114, 115, 116, 117, 120, 121, 124, 126, 128, 129], "regul": 6, "occur": [6, 12, 13, 30, 31, 44, 45, 50, 73, 83, 87, 98, 100, 101, 107, 117, 124, 125], "throughout": [6, 36, 42, 62], "entir": [6, 30, 44, 45, 50, 59, 61, 115, 117, 121, 122], "seen": [6, 9, 12, 20, 31, 33, 34, 35, 36, 45, 49, 69, 79, 110], "instruct": [6, 9, 12, 20, 28, 40, 58, 71, 89, 110], "assum": [6, 13, 30, 33, 35, 43, 78, 83, 100, 106, 112, 113, 115, 119, 121, 122, 126, 127, 130], "inventori": [6, 57, 66], "avail": [6, 7, 31, 32, 33, 34, 36, 43, 44, 50, 56, 58, 59, 60, 61, 63, 65, 70, 72, 94, 96, 102, 107, 112, 115, 117, 120, 125, 126], "flameblocprovid": [6, 8], "mygam": [6, 15, 16, 24, 33, 35, 36, 42, 43, 44, 45, 48, 49, 50, 55, 57, 60, 61, 65, 66, 96], "overrid": [6, 7, 9, 12, 13, 15, 16, 20, 21, 24, 30, 33, 34, 35, 36, 40, 42, 43, 44, 45, 46, 48, 49, 50, 55, 59, 60, 61, 63, 65, 66, 96, 101, 110, 115, 116, 117, 121, 122, 123, 124, 125, 126, 128, 129], "futur": [6, 9, 13, 16, 20, 21, 24, 28, 30, 31, 32, 33, 35, 36, 40, 42, 44, 49, 50, 55, 59, 60, 66, 96, 100, 101, 112, 115, 116, 117, 121, 122, 125, 126, 128, 129], "void": [6, 7, 9, 12, 13, 15, 16, 20, 21, 24, 28, 30, 31, 32, 33, 35, 36, 40, 42, 43, 44, 45, 46, 49, 50, 55, 59, 60, 61, 63, 65, 66, 67, 78, 96, 100, 101, 110, 112, 114, 115, 116, 117, 120, 121, 122, 123, 124, 125, 126, 128, 129], "async": [6, 9, 13, 16, 20, 21, 24, 30, 32, 33, 35, 36, 40, 42, 44, 49, 50, 55, 59, 60, 66, 96, 115, 116, 117, 121, 122, 125, 126, 128, 129], "playerinventorybloc": 6, "playerinventoryst": 6, "children": [6, 7, 12, 34, 35, 40, 42, 45, 51, 66, 67, 125, 126], "abov": 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55, 60, 63, 72, 115, 117, 122], "By": [6, 9, 13, 17, 33, 35, 36, 42, 43, 44, 45, 48, 50, 51, 61, 63, 66, 69, 72, 101, 110, 112, 114, 122, 128], "flamebloclisten": [6, 8], "positioncompon": [6, 12, 28, 30, 33, 35, 40, 44, 45, 48, 49, 50, 51, 53, 66, 110, 115, 116, 117, 124, 125, 126, 128, 129], "updategear": 6, "Or": [6, 31, 34, 35, 60, 62, 101], "mixin": [6, 7, 12, 15, 30, 32, 33, 36, 40, 45, 48, 55, 63, 117, 121, 122, 124, 129], "onnewst": [6, 7], "simpli": [6, 16, 31, 35, 36, 40, 44, 53, 59, 63, 66, 83, 87, 90, 91, 102, 110, 112, 114, 117, 122, 123, 124, 126, 129], "flameblocread": [6, 8], "appli": [6, 13, 31, 33, 34, 36, 40, 42, 45, 48, 59, 66, 75, 87, 112, 124, 126], "takehit": [6, 36], "const": [6, 13, 21, 30, 32, 35, 40, 42, 43, 44, 49, 50, 55, 56, 59, 60, 62, 63, 65, 66, 109, 115, 116, 117, 121, 122, 125, 126], "playerdamag": 6, "limit": [6, 11, 12, 34, 35, 40, 59, 63, 89, 102], "onli": [6, 7, 28, 30, 31, 33, 34, 35, 36, 40, 42, 44, 45, 48, 49, 50, 51, 61, 63, 66, 75, 77, 83, 85, 87, 88, 89, 90, 91, 98, 100, 101, 109, 110, 112, 115, 116, 121, 122, 123, 126, 128], "live": [7, 12, 36, 58, 63, 69, 117, 121, 126], "while": [7, 13, 27, 34, 35, 40, 42, 43, 44, 45, 50, 51, 60, 69, 83, 88, 90, 100, 101, 104, 110, 116, 117, 121, 122, 123, 126], "aliv": [7, 63], "inject": 7, "di": 7, "widget": [7, 30, 31, 33, 36, 41, 42, 44, 46, 48, 50, 51, 54, 57, 60, 63, 66, 112, 114, 115, 116, 117, 120, 126, 128, 129], "within": [7, 13, 27, 28, 30, 31, 32, 34, 35, 36, 40, 42, 43, 44, 45, 46, 50, 51, 63, 65, 66, 69, 71, 73, 75, 83, 86, 88, 91, 92, 94, 98, 99, 100, 101, 104, 105, 106, 107, 115, 116], "subtre": [7, 35], "new": [7, 9, 13, 15, 21, 30, 31, 32, 33, 34, 35, 36, 42, 43, 44, 45, 50, 55, 59, 60, 62, 66, 72, 75, 88, 101, 106, 107, 110, 112, 115, 116, 117, 120, 121, 122, 123, 124, 126, 128, 129, 130], "rest": [7, 13, 32, 33, 35, 36, 63, 116, 122, 124, 125], "bloca": 7, "blocast": 7, "portion": [7, 9, 129], "tree": [7, 24, 25, 32, 36, 40, 42, 43, 45, 46, 53, 56, 57, 60, 63, 115, 128, 129], "valu": [7, 13, 20, 31, 33, 35, 36, 40, 42, 45, 48, 50, 51, 55, 60, 63, 66, 71, 72, 75, 76, 78, 81, 82, 83, 84, 85, 86, 87, 90, 91, 94, 96, 98, 101, 102, 104, 106, 107, 110, 115, 116, 117, 122, 123, 124, 126], "down": [7, 13, 21, 30, 35, 36, 40, 44, 45, 50, 55, 63, 76, 84, 110, 114, 116, 117, 121, 122, 130], "blocb": 7, "blocbstat": 7, "invok": [7, 26, 40, 50, 78, 100, 101, 102, 116], "respons": [7, 13, 34, 44, 50, 60, 69, 96, 101, 102, 129], "fine": [7, 36, 82, 129], "grain": [7, 36], "listenwhen": 7, "previou": [7, 25, 28, 30, 33, 34, 35, 36, 44, 50, 79, 84, 92, 115, 116, 117, 123, 129], "boolean": [7, 45, 73, 83, 86, 87, 96, 116], "true": [7, 12, 13, 16, 21, 25, 30, 35, 36, 40, 42, 43, 44, 45, 46, 48, 49, 50, 51, 53, 55, 56, 58, 60, 66, 70, 73, 83, 86, 87, 88, 92, 93, 95, 98, 99, 101, 102, 107, 109, 115, 116, 117, 123, 124, 125, 126], "fals": [7, 12, 13, 25, 30, 35, 36, 40, 42, 44, 45, 46, 48, 50, 51, 58, 60, 66, 72, 73, 83, 86, 87, 88, 89, 93, 94, 96, 101, 107, 116, 117, 124, 125, 126], "gamestatsbloc": 7, "gamestatsst": 7, "previousst": 7, "newstat": 7, "determin": [7, 13, 32, 33, 36, 40, 57, 59, 88, 115, 116, 117, 122, 124, 126], "whether": [7, 30, 31, 32, 35, 40, 43, 44, 45, 48, 50, 55, 59, 69, 82, 86, 93, 96, 101, 102, 116, 117], "stuff": [7, 83], "componenta": 7, "bool": [7, 13, 30, 35, 36, 40, 43, 44, 45, 46, 50, 51, 60, 66, 72, 82, 85, 88, 95, 96, 98, 99, 101, 102, 104, 107, 115, 116, 117, 124, 126], "playerst": 7, "super": [7, 12, 13, 17, 20, 30, 35, 36, 40, 42, 43, 44, 49, 50, 55, 63, 65, 66, 116, 117, 121, 122, 123, 124, 125, 126, 128, 129], "read": [7, 26, 28, 31, 35, 42, 45, 69, 90, 96, 101, 110, 124], "trigger": [7, 26, 31, 35, 45, 48, 63, 101, 124], "event": [7, 12, 13, 20, 30, 33, 35, 36, 40, 42, 43, 46, 47, 55, 66, 78, 85, 100, 101, 115, 117, 124, 126, 129], "reader": [7, 31, 87], "inventoryread": 7, "inventorycubit": 7, "inventoryst": 7, "var": [7, 13, 35, 36, 44, 55, 59, 63, 66, 87, 116, 117, 122, 125, 126], "overview": [8, 10, 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"migration-from-the-collision-detection-system-in-v1-0"]], "Name changes": [[35, "name-changes"]], "Examples": [[35, "examples"], [96, "examples"], [72, "examples"], [75, "examples"], [91, "examples"], [76, "examples"]], "CommandStorage": [[96, "commandstorage"]], "<>": [[96, "startquest"]], "<>": [[96, "prompt"]], "<>": [[96, "give"]], "See also": [[96, "see-also"], [40, "see-also"], [106, "see-also"]], "Commands": [[71, "commands"], [89, "commands"]], "Built-in commands": [[71, "built-in-commands"]], "Variables": [[71, "variables"], [88, "variables"]], "Control flow": [[71, "control-flow"]], "Component": [[36, "component"]], "Component lifecycle": [[36, "component-lifecycle"]], "Priority": [[36, "priority"]], "Composability of components": [[36, "composability-of-components"]], "Ensuring a component has a given parent": [[36, "ensuring-a-component-has-a-given-parent"]], "Ensuring a component has a given ancestor": [[36, "ensuring-a-component-has-a-given-ancestor"]], "Component Keys": [[36, "component-keys"]], "Querying child components": [[36, "querying-child-components"]], "Querying components at a specific point on the screen": [[36, "querying-components-at-a-specific-point-on-the-screen"]], "PositionType": [[36, "positiontype"]], "PositionComponent": [[36, "positioncomponent"], [109, "positioncomponent"], [59, "positioncomponent"]], "Position": [[36, "position"]], "Size": [[36, "size"], [55, "size"]], "Scale": [[36, "scale"]], "Angle": [[36, "angle"]], "Native Angle": [[36, "native-angle"]], "Anchor": [[36, "anchor"]], "PositionComponent children": [[36, "positioncomponent-children"]], "Render PositionComponent": [[36, "render-positioncomponent"]], "SpriteComponent": [[36, "spritecomponent"], [109, "spritecomponent"]], "SpriteAnimationComponent": [[36, "spriteanimationcomponent"]], "SpriteAnimationGroupComponent": [[36, "spriteanimationgroupcomponent"]], "SpriteGroup": [[36, "spritegroup"]], "SvgComponent": [[36, "svgcomponent"]], "FlareActorComponent": [[36, 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[[109, "particlecomponent"]], "Contribution Guidelines": [[28, "contribution-guidelines"]], "Contribution types": [[28, "contribution-types"]], "Bug Reports": [[28, "bug-reports"]], "Bug Fix": [[28, "bug-fix"]], "New Features": [[28, "new-features"]], "Documentation & Miscellaneous": [[28, "documentation-miscellaneous"]], "How To Contribute": [[28, "how-to-contribute"]], "Requirements": [[28, "requirements"]], "Open an issue and fork the repository": [[28, "open-an-issue-and-fork-the-repository"]], "Environment Setup": [[28, "environment-setup"]], "Performing changes": [[28, "performing-changes"]], "Breaking changes": [[28, "breaking-changes"]], "Open a pull request": [[28, "open-a-pull-request"]], "Maintainers": [[28, "maintainers"]], "Merging a pull request": [[28, "merging-a-pull-request"]], "Creating a release": [[28, "creating-a-release"]], "Debug features": [[53, "debug-features"]], "FlameGame features": [[53, "flamegame-features"]], "FPS": [[53, "fps"]], "FpsComponent": [[53, "fpscomponent"]], "FpsTextComponent": [[53, "fpstextcomponent"]], "<>": [[72, "declare"]], "Syntax": [[72, "syntax"], [91, "syntax"]], "Decorators": [[59, "decorators"]], "Flame built-in decorators": [[59, "flame-built-in-decorators"]], "PaintDecorator.blur": [[59, "paintdecorator-blur"]], "PaintDecorator.grayscale": [[59, "paintdecorator-grayscale"]], "PaintDecorator.tint": [[59, "paintdecorator-tint"]], "Rotate3DDecorator": [[59, "rotate3ddecorator"]], "Shadow3DDecorator": [[59, "shadow3ddecorator"]], "Using decorators": [[59, "using-decorators"]], "HasDecorator mixin": [[59, "hasdecorator-mixin"]], "Multiple decorators": [[59, "multiple-decorators"]], "Development": [[29, "development"]], "DialogueChoice": [[97, "dialoguechoice"]], "DialogueLine": [[98, "dialogueline"]], "DialogueOption": [[99, "dialogueoption"]], "DialogueRunner": [[100, "dialoguerunner"]], "Execution model": [[100, "execution-model"]], "DialogueView": [[101, "dialogueview"]], "Documentation Site": [[30, "documentation-site"]], "Markdown": [[30, "markdown"]], "Table of contents": [[30, "table-of-contents"]], "Admonitions": [[30, "admonitions"]], "Deprecations": [[30, "deprecations"]], "Live examples": [[30, "live-examples"]], "Standardization and Templates": [[30, "standardization-and-templates"]], "Building documentation locally": [[30, "building-documentation-locally"]], "Drag Events": [[44, "drag-events"]], "Demo": [[44, "demo"], [50, "demo"]], "Drag anatomy": [[44, "drag-anatomy"]], "onDragStart": [[44, "ondragstart"]], "onDragUpdate": [[44, "ondragupdate"]], "onDragEnd": [[44, "ondragend"]], "onDragCancel": [[44, "ondragcancel"]], "DragCallbacks": [[44, "dragcallbacks"]], "HasDraggablesBridge": [[44, "hasdraggablesbridge"]], "Overview": [[40, "overview"]], "Built-in effects": [[40, "built-in-effects"]], "Effect": [[40, "effect"]], "MoveByEffect": [[40, "movebyeffect"]], "MoveToEffect": [[40, "movetoeffect"]], "MoveAlongPathEffect": [[40, "movealongpatheffect"]], "RotateEffect.by": [[40, "rotateeffect-by"]], "RotateEffect.to": [[40, "rotateeffect-to"]], "ScaleEffect.by": [[40, "scaleeffect-by"]], "ScaleEffect.to": [[40, "scaleeffect-to"]], "SizeEffect.by": [[40, "sizeeffect-by"]], "SizeEffect.to": [[40, "sizeeffect-to"]], "AnchorByEffect": [[40, "anchorbyeffect"]], "AnchorToEffect": [[40, "anchortoeffect"]], "OpacityToEffect": [[40, "opacitytoeffect"]], "OpacityByEffect": [[40, "opacitybyeffect"]], "GlowEffect": [[40, "gloweffect"]], "SequenceEffect": [[40, "sequenceeffect"]], "RemoveEffect": [[40, "removeeffect"]], "ColorEffect": [[40, "coloreffect"]], "Creating new effects": [[40, "creating-new-effects"]], "Effect controllers": [[40, "effect-controllers"]], "EffectController": [[40, "effectcontroller"]], "LinearEffectController": [[40, "lineareffectcontroller"]], "ReverseLinearEffectController": [[40, "reverselineareffectcontroller"]], "CurvedEffectController": [[40, "curvedeffectcontroller"]], "ReverseCurvedEffectController": [[40, 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"flame-fire-atlas"]], "flame_forge2d": [[11, "flame-forge2d"]], "flame_isolate": [[14, "flame-isolate"]], "flame_lottie": [[16, "flame-lottie"]], "FlameNetworkAssets": [[17, "flamenetworkassets"]], "flame_oxygen": [[18, "flame-oxygen"]], "flame_rive": [[19, "flame-rive"], [20, "flame-rive"]], "flame_spine": [[21, "flame-spine"]], "flame_splash_screen": [[22, "flame-splash-screen"]], "flame_svg": [[23, "flame-svg"]], "flame_tiled": [[25, "flame-tiled"]], "Limitations": [[25, "limitations"]], "Flip": [[25, "flip"]], "Clearing images cache": [[25, "clearing-images-cache"]], "Forge2D": [[12, "forge2d"]], "Forge2DGame": [[12, "forge2dgame"]], "BodyComponent": [[12, "bodycomponent"]], "Contact callbacks": [[12, "contact-callbacks"]], "Forge2DCamera.followBodyComponent": [[12, "forge2dcamera-followbodycomponent"]], "FunctionStorage": [[102, "functionstorage"]], "Functions": [[82, "functions"]], "Built-in functions": [[82, "built-in-functions"]], "User-defined functions": [[82, "user-defined-functions"]], "FlameGame": [[42, "flamegame"]], "Game Loop": [[42, "game-loop"]], "Resizing": [[42, "resizing"]], "Lifecycle": [[42, "lifecycle"], [63, "lifecycle"]], "Debug mode": [[42, "debug-mode"]], "Change background color": [[42, "change-background-color"]], "SingleGameInstance mixin": [[42, "singlegameinstance-mixin"]], "Low-level Game API": [[42, "low-level-game-api"]], "Pause/Resuming/Stepping game execution": [[42, "pause-resuming-stepping-game-execution"]], "Game Widget": [[43, "game-widget"]], "Gesture Input": [[45, "gesture-input"]], "Intro": [[45, "intro"], [48, "intro"]], "Touch and mouse detectors": [[45, "touch-and-mouse-detectors"]], "PanDetector and ScaleDetector": [[45, "pandetector-and-scaledetector"]], "Mouse cursor": [[45, "mouse-cursor"]], "Event coordinate system": [[45, "event-coordinate-system"]], "global": [[45, "global"]], "widget": [[45, "widget"]], "game": [[45, "game"]], "Example": [[45, "example"], [73, "example"]], "Tappable, Draggable and Hoverable components": [[45, "tappable-draggable-and-hoverable-components"]], "Tappable components": [[45, "tappable-components"]], "Draggable components": [[45, "draggable-components"]], "Hoverable components": [[45, "hoverable-components"]], "DoubleTapCallbacks": [[45, "doubletapcallbacks"]], "GestureHitboxes": [[45, "gesturehitboxes"]], "HardwareKeyboardDetector": [[46, "hardwarekeyboarddetector"]], "<>": [[73, "if"]], "Images": [[60, "images"]], "Loading images": [[60, "loading-images"]], "Standalone usage": [[60, "standalone-usage"]], "Flame.images": [[60, "flame-images"]], "Game.images": [[60, "game-images"]], "Loading images over the network": [[60, "loading-images-over-the-network"]], "Sprite": [[60, "sprite"]], "SpriteBatch": [[60, "spritebatch"]], "ImageComposition": [[60, "imagecomposition"]], "Animation": [[60, "animation"]], "FlareAnimation": [[60, "flareanimation"]], "SpriteSheet": [[60, "spritesheet"]], "Jenny": [[69, "jenny"]], "Writing dialogue": [[69, "writing-dialogue"]], "Using the dialogue in a game": [[69, "using-the-dialogue-in-a-game"]], "Jenny Runtime": [[103, "jenny-runtime"]], "Inputs": [[47, "inputs"]], "FlameIsolate": [[15, "flameisolate"]], "Performance note": [[15, "performance-note"]], "Backpressure Strategies": [[15, "backpressure-strategies"]], "Joints": [[13, "joints"]], "Built-in joints": [[13, "built-in-joints"]], "ConstantVolumeJoint": [[13, "constantvolumejoint"]], "DistanceJoint": [[13, "distancejoint"]], "FrictionJoint": [[13, "frictionjoint"]], "GearJoint": [[13, "gearjoint"]], "MotorJoint": [[13, "motorjoint"]], "MouseJoint": [[13, "mousejoint"]], "PrismaticJoint": [[13, "prismaticjoint"]], "Prismatic Joint Limit": [[13, "prismatic-joint-limit"]], "Prismatic Joint Motor": [[13, "prismatic-joint-motor"]], "PulleyJoint": [[13, "pulleyjoint"]], "RevoluteJoint": [[13, "revolutejoint"]], "Revolute Joint Limit": [[13, "revolute-joint-limit"]], "Revolute Joint Motor": [[13, "revolute-joint-motor"]], "RopeJoint": [[13, "ropejoint"]], "WeldJoint": [[13, "weldjoint"]], "Breakable Bodies and WeldJoint": [[13, "breakable-bodies-and-weldjoint"]], "<>": [[74, "jump"]], "Keyboard Input": [[48, "keyboard-input"]], "Receive keyboard events in a game level": [[48, "receive-keyboard-events-in-a-game-level"]], "Receive keyboard events in a component level": [[48, "receive-keyboard-events-in-a-component-level"]], "Controlling focus": [[48, "controlling-focus"]], "Klondike game tutorial": [[113, "klondike-game-tutorial"]], "YarnSpinner language": [[89, "yarnspinner-language"]], "Yarn files": [[89, "yarn-files"]], "Comments": [[89, "comments"]], "Tags": [[89, "tags"]], "Nodes": [[89, "nodes"], [92, "nodes"]], "Layers": [[26, "layers"], [61, "layers"]], "Layer properties": [[26, "layer-properties"]], "Tiles properties": [[26, "tiles-properties"]], "Other features": [[26, "other-features"]], "DynamicLayer": [[61, "dynamiclayer"]], "PreRenderedLayer": [[61, "prerenderedlayer"]], "Layer Processors": [[61, "layer-processors"]], "Layout": [[52, "layout"]], "Lines": [[90, "lines"]], "Character ID": [[90, "character-id"]], "Interpolated expressions": [[90, "interpolated-expressions"]], "Markup": [[90, "markup"], [91, "markup"]], "Hashtags": [[90, "hashtags"]], "Escaped text": [[90, "escaped-text"]], "<>": [[75, "local"]], "Mark a piece of text with a different style": [[91, "mark-a-piece-of-text-with-a-different-style"]], "Provide additional information about a text fragment": [[91, "provide-additional-information-about-a-text-fragment"]], "Indicate where special non-text tokens may be inserted": [[91, "indicate-where-special-non-text-tokens-may-be-inserted"]], "MarkupAttribute": [[104, "markupattribute"]], "Miscellaneous functions": [[83, "miscellaneous-functions"]], "if(condition, then, else)": [[83, "if-condition-then-else"]], "plural(x, words\u2026)": [[83, "plural-x-words"]], "visit_count(node)": [[83, "visit-count-node"]], "visited(node)": [[83, "visited-node"]], "Node": [[105, "node"]], "Header": [[92, "header"]], "Body": [[92, "body"]], "Numeric functions": [[84, "numeric-functions"]], "ceil(x)": [[84, "ceil-x"]], "dec(x)": [[84, "dec-x"]], "decimal(x)": [[84, "decimal-x"]], "floor(x)": [[84, "floor-x"]], "inc(x)": [[84, "inc-x"]], "int(x)": [[84, "int-x"]], "round(x)": [[84, "round-x"]], "round_places(x, n)": [[84, "round-places-x-n"]], "Operators": [[87, "operators"]], "Operator types": [[87, "operator-types"]], "Arithmetic": [[87, "arithmetic"]], "Logical": [[87, "logical"]], "Assignment": [[87, "assignment"]], "Relational": [[87, "relational"]], "Precedence": [[87, "precedence"]], "Options": [[93, "options"]], "Other": [[54, "other"]], "Other Inputs": [[49, "other-inputs"]], "Joystick": [[49, "joystick"]], "HudButtonComponent": [[49, "hudbuttoncomponent"]], "SpriteButtonComponent": [[49, "spritebuttoncomponent"]], "ButtonComponent": [[49, "buttoncomponent"]], "Gamepad": [[49, "gamepad"]], "Other Modules": [[108, "other-modules"]], "Overlays": [[57, "overlays"]], "Oxygen": [[110, "oxygen"]], "OxygenGame (Game extension)": [[110, "oxygengame-game-extension"]], "Systems": [[110, "systems"]], "mixin GameRef": [[110, "mixin-gameref"]], "mixin RenderSystem": [[110, "mixin-rendersystem"]], "mixin UpdateSystem": [[110, "mixin-updatesystem"]], "BaseSystem": [[110, "basesystem"]], "ParticleSystem": [[110, "particlesystem"]], "Palette": [[62, "palette"]], "Particles": [[63, "particles"]], "Built-in particles": [[63, "built-in-particles"]], "TranslatedParticle": [[63, "translatedparticle"]], "MovingParticle": [[63, "movingparticle"]], "AcceleratedParticle": [[63, "acceleratedparticle"]], "CircleParticle": [[63, "circleparticle"]], "SpriteParticle": [[63, "spriteparticle"]], "ImageParticle": [[63, "imageparticle"]], "SpriteAnimationParticle": [[63, "spriteanimationparticle"]], "ComponentParticle": [[63, "componentparticle"]], "FlareParticle": [[63, "flareparticle"]], "ComputedParticle": [[63, "computedparticle"]], "Nesting behavior": [[63, "nesting-behavior"]], "Ember Quest Game Tutorial": [[119, "ember-quest-game-tutorial"]], "Supported Platforms": [[58, "supported-platforms"]], "Flutter channels": [[58, "flutter-channels"]], "Flame web": [[58, "flame-web"]], "Deploy your game to GitHub Pages": [[58, "deploy-your-game-to-github-pages"]], "Deploy your game to itch.io": [[58, "deploy-your-game-to-itch-io"]], "Web support": [[58, "web-support"]], "Random functions": [[85, "random-functions"]], "dice(n)": [[85, "dice-n"]], "random()": [[85, "random"]], "random_range(a, b)": [[85, "random-range-a-b"]], "Rendering": [[64, "rendering"], [116, "rendering"]], "Resources": [[111, "resources"]], "How to use it": [[20, "how-to-use-it"]], "RouterComponent": [[66, "routercomponent"]], "Route": [[66, "route"]], "OverlayRoute": [[66, "overlayroute"]], "ValueRoute": [[66, "valueroute"]], "<>": [[76, "set"]], "Space Shooter Game Tutorial": [[127, "space-shooter-game-tutorial"]], "1. Preparation": [[114, "preparation"], [120, "preparation"]], "Planning": [[114, "planning"], [120, "planning"]], "Assets": [[114, "assets"], [120, "assets"]], "2. Scaffolding": [[115, "scaffolding"]], "KlondikeGame": [[115, "klondikegame"]], "Other classes": [[115, "other-classes"]], "Game structure": [[115, "game-structure"]], "Cards": [[116, "cards"]], "Suit": [[116, "suit"]], "Rank": [[116, "rank"]], "Card component": [[116, "card-component"]], "renderBack()": [[116, "renderback"]], "renderFront()": [[116, "renderfront"]], "Gameplay": [[117, "gameplay"]], "The piles": [[117, "the-piles"]], "Stock pile": [[117, "stock-pile"]], "Waste pile": [[117, "waste-pile"]], "Stock pile \u2013 tap to deal cards": [[117, "stock-pile-tap-to-deal-cards"]], "Stock pile \u2013 visual representation": [[117, "stock-pile-visual-representation"]], "Stock pile \u2013 refill from the waste": [[117, "stock-pile-refill-from-the-waste"]], "Foundation piles": [[117, "foundation-piles"]], "Tableau Piles": [[117, "tableau-piles"]], "Moving the cards": [[117, "moving-the-cards"]], "1. Simple movement": [[117, "simple-movement"]], "2. Move only allowed cards": [[117, "move-only-allowed-cards"]], "3. Dropping the cards at proper locations": [[117, "dropping-the-cards-at-proper-locations"]], "4. Moving a run of cards": [[117, "moving-a-run-of-cards"]], "2. Start Coding": [[121, "start-coding"]], "The Plan": [[121, "the-plan"]], "Loading Assets": [[121, "loading-assets"]], "Scaffolding": [[121, "scaffolding"]], "CameraComponent and World": [[121, "cameracomponent-and-world"]], "Ember Time": [[121, "ember-time"]], "Building Blocks": [[121, "building-blocks"]], "Controlling the player and adding some graphics": [[129, "controlling-the-player-and-adding-some-graphics"]], "3. Building the World": [[122, "building-the-world"]], "Creating Segments": [[122, "creating-segments"]], "Segment Manager": [[122, "segment-manager"]], "Loading the Segments into the World": [[122, "loading-the-segments-into-the-world"]], "The Platform Block": [[122, "the-platform-block"]], "Display the Platform": [[122, "display-the-platform"]], "4. Adding the Remaining Components": [[123, "adding-the-remaining-components"]], "Star": [[123, "star"]], "Water Enemy": [[123, "water-enemy"]], "Ground Blocks": [[123, "ground-blocks"]], "Loading the Next Random Segment": [[123, "loading-the-next-random-segment"]], "5. Controlling Movement": [[124, "controlling-movement"]], "Keyboard Controls": [[124, "keyboard-controls"]], "Collisions": [[124, "collisions"]], "Collisions with Objects": [[124, "collisions-with-objects"]], "Adding the Scrolling": [[124, "adding-the-scrolling"]], "6. Adding the HUD": [[125, "adding-the-hud"]], "Setting up the HUD": [[125, "setting-up-the-hud"]], "Updating the HUD Data": [[125, "updating-the-hud-data"]], "7. 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55, 64, 67, 70, 74, 93, 98, 113, 119, 126], "For": [0, 2, 4, 7, 12, 13, 28, 30, 31, 32, 33, 34, 35, 36, 41, 44, 45, 46, 47, 49, 50, 51, 52, 53, 58, 60, 61, 62, 63, 65, 67, 70, 71, 72, 73, 74, 76, 80, 81, 82, 85, 87, 89, 91, 94, 97, 98, 102, 103, 104, 106, 108, 109, 110, 113, 115, 117, 118, 119, 120, 123, 124, 125, 126, 127, 131, 132], "instanc": [0, 2, 3, 4, 7, 9, 32, 33, 34, 35, 36, 41, 43, 44, 46, 57, 58, 59, 60, 62, 64, 65, 69, 70, 113, 118, 132], "input": [0, 31, 32, 33, 35, 36, 42, 44, 45, 51, 52, 57, 70, 83, 97, 98, 102, 129, 131, 132], "imag": [0, 9, 17, 24, 27, 32, 35, 36, 43, 46, 50, 58, 60, 61, 63, 65, 66, 69, 70, 117, 118, 119, 120, 123, 124, 125, 126, 128, 129, 132], "sprite": [0, 9, 33, 36, 41, 43, 50, 58, 63, 65, 66, 67, 70, 112, 117, 118, 119, 120, 123, 125, 126, 128, 129, 132], "sheet": [0, 36, 50, 62, 67, 70, 117, 118, 119, 123], "anim": [0, 1, 9, 12, 13, 16, 20, 21, 25, 26, 36, 41, 58, 63, 65, 66, 70, 98, 103, 117, 120, 123, 124, 126, 129, 131], "collis": [0, 36, 42, 46, 70, 125, 126, 129, 131], "detect": [0, 31, 36, 42, 46, 70, 131], "compon": [0, 1, 6, 8, 9, 12, 15, 24, 25, 27, 28, 30, 31, 32, 33, 35, 41, 42, 43, 45, 47, 50, 51, 52, 53, 54, 55, 57, 58, 61, 62, 63, 64, 65, 68, 70, 71, 111, 113, 117, 118, 120, 124, 125, 128, 129, 131, 132], "system": [0, 1, 12, 28, 30, 33, 35, 36, 43, 45, 47, 52, 57, 65, 67, 70, 103, 111, 112, 119, 124, 127, 129, 131], "we": [0, 2, 6, 25, 28, 30, 31, 33, 34, 35, 36, 41, 43, 45, 49, 50, 52, 55, 57, 60, 61, 62, 64, 67, 70, 71, 72, 80, 85, 89, 91, 92, 94, 98, 103, 112, 113, 115, 116, 117, 118, 119, 120, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133], "call": [0, 4, 7, 12, 13, 21, 25, 33, 34, 35, 36, 41, 43, 49, 51, 57, 60, 61, 62, 63, 64, 65, 67, 68, 70, 71, 72, 74, 80, 81, 83, 84, 94, 95, 100, 103, 113, 115, 117, 118, 119, 120, 123, 124, 125, 126, 128, 129, 132], "fc": [0, 1, 36, 43, 67, 70, 112, 113], "short": [0, 13, 36, 70, 95, 96, 118, 120, 126], "also": [0, 2, 4, 12, 13, 15, 25, 27, 28, 30, 31, 32, 33, 34, 35, 36, 43, 44, 46, 47, 49, 50, 52, 53, 57, 58, 60, 61, 62, 63, 64, 65, 67, 70, 72, 80, 84, 89, 91, 92, 93, 94, 97, 100, 103, 104, 109, 110, 112, 113, 115, 117, 118, 119, 120, 123, 125, 129, 132], "stand": [0, 61, 70], "alon": [0, 70, 109], "packag": [0, 2, 4, 9, 12, 15, 16, 17, 20, 21, 22, 24, 25, 27, 28, 30, 31, 35, 36, 41, 43, 45, 46, 51, 52, 57, 58, 60, 61, 62, 64, 65, 67, 68, 70, 111, 115, 117, 118, 119, 120, 123, 124, 125, 126, 127, 128, 129, 131, 132], "extend": [0, 6, 7, 9, 12, 13, 15, 16, 17, 20, 21, 24, 30, 31, 33, 34, 35, 36, 41, 43, 44, 45, 46, 47, 49, 50, 51, 52, 53, 57, 61, 62, 63, 65, 67, 68, 70, 100, 103, 113, 118, 119, 120, 124, 125, 126, 127, 128, 129, 131, 132], "flame_audio": [0, 1, 2, 4, 60, 70], "which": [0, 2, 4, 7, 12, 13, 15, 16, 27, 28, 30, 31, 32, 33, 34, 35, 36, 41, 43, 44, 45, 46, 47, 49, 50, 51, 52, 53, 55, 60, 61, 62, 63, 64, 65, 67, 68, 70, 71, 72, 75, 76, 77, 78, 82, 83, 84, 85, 87, 88, 89, 91, 92, 93, 94, 95, 96, 98, 99, 100, 102, 103, 106, 107, 109, 110, 112, 113, 115, 117, 118, 119, 120, 124, 125, 126, 127, 129, 131, 132], "audio": [0, 1, 3, 4, 5, 60, 69, 70, 103], "capabl": [0, 41, 50, 70, 102], "us": [0, 1, 2, 3, 4, 7, 8, 9, 12, 13, 15, 16, 17, 19, 21, 23, 25, 27, 28, 30, 31, 32, 34, 35, 41, 43, 44, 45, 46, 47, 49, 50, 51, 52, 53, 55, 57, 58, 59, 60, 62, 63, 64, 65, 67, 68, 69, 70, 72, 73, 74, 78, 80, 81, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 96, 97, 98, 100, 102, 103, 104, 109, 110, 111, 112, 113, 115, 116, 117, 118, 119, 120, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132], "audioplay": [0, 1, 2, 3, 60, 70], "flame_forge2d": [0, 1, 12, 35, 70], "physic": [0, 1, 12, 13, 35, 41, 65, 67, 70, 92, 117, 127], "our": [0, 6, 12, 30, 33, 36, 55, 60, 70, 113, 117, 118, 120, 123, 124, 125, 126, 127, 129, 131, 132], "own": [0, 2, 4, 15, 25, 28, 30, 32, 34, 35, 36, 41, 44, 53, 61, 62, 64, 65, 67, 70, 72, 80, 113, 118, 120], "box2d": [0, 1, 12, 70], "port": [0, 12, 30, 70, 71], "forge2d": [0, 1, 13, 70], "flame_til": [0, 1, 27, 70], "integr": [0, 70, 71, 103], "tile": [0, 1, 9, 25, 36, 70], "flame_svg": [0, 1, 36, 62, 70], "flutter_svg": [0, 1, 70], "can": [0, 2, 3, 4, 6, 7, 9, 12, 13, 15, 16, 20, 21, 25, 26, 27, 28, 30, 31, 32, 33, 34, 35, 36, 41, 43, 44, 45, 46, 47, 49, 50, 51, 52, 53, 55, 57, 58, 59, 60, 61, 62, 63, 64, 65, 67, 68, 69, 70, 71, 72, 74, 76, 77, 78, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 98, 99, 100, 102, 103, 104, 106, 110, 112, 113, 115, 117, 118, 119, 120, 123, 124, 125, 126, 127, 128, 129, 131, 132], "pick": [0, 33, 35, 52, 67, 70, 120], "choos": [0, 27, 34, 70, 95, 98, 115, 117, 123, 124], "whichev": [0, 70], "part": [0, 30, 34, 35, 36, 41, 45, 52, 62, 63, 68, 70, 75, 80, 83, 85, 86, 92, 98, 104, 115, 118, 119, 120, 131], "want": [0, 2, 4, 12, 13, 15, 24, 25, 28, 30, 32, 33, 34, 35, 36, 41, 43, 44, 45, 46, 47, 50, 51, 52, 55, 58, 59, 60, 61, 62, 64, 67, 69, 70, 71, 72, 74, 85, 92, 93, 94, 96, 98, 103, 110, 113, 118, 119, 120, 123, 124, 125, 126, 131], "thei": [0, 2, 12, 13, 25, 28, 30, 31, 34, 35, 36, 41, 43, 45, 46, 47, 51, 52, 57, 60, 61, 62, 63, 67, 70, 72, 73, 74, 83, 84, 87, 89, 90, 91, 92, 93, 99, 100, 102, 103, 104, 106, 109, 110, 112, 118, 119, 120, 123, 124, 125, 127], "ar": [0, 2, 3, 9, 12, 13, 15, 16, 25, 26, 28, 30, 31, 32, 33, 34, 35, 36, 41, 43, 44, 45, 46, 47, 49, 50, 51, 52, 55, 57, 58, 60, 61, 62, 64, 65, 67, 68, 70, 71, 73, 74, 75, 78, 80, 83, 84, 85, 86, 88, 89, 90, 91, 92, 93, 95, 96, 97, 98, 100, 101, 103, 104, 106, 109, 110, 112, 113, 115, 117, 118, 119, 120, 123, 124, 125, 126, 127, 128, 129, 132, 133], "all": [0, 2, 6, 13, 15, 16, 20, 24, 25, 28, 30, 31, 32, 33, 34, 35, 36, 41, 43, 44, 45, 46, 47, 50, 51, 52, 57, 58, 61, 62, 63, 64, 65, 67, 68, 70, 71, 72, 74, 77, 78, 80, 84, 85, 86, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 100, 102, 103, 104, 109, 110, 113, 115, 117, 118, 119, 120, 123, 124, 125, 126, 127, 128, 129, 131, 132, 133], "independ": [0, 34, 47, 53, 70, 71, 110, 117, 118], "The": [0, 2, 3, 4, 7, 12, 13, 15, 16, 17, 26, 27, 28, 30, 31, 32, 33, 34, 35, 36, 41, 43, 44, 45, 46, 47, 49, 50, 51, 52, 53, 55, 57, 58, 59, 60, 61, 62, 63, 64, 65, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 106, 107, 108, 110, 111, 112, 113, 115, 117, 118, 119, 123, 126, 127, 128, 129, 131, 132, 133], "its": [0, 7, 13, 15, 26, 27, 30, 32, 33, 34, 35, 36, 41, 43, 44, 45, 46, 49, 50, 52, 53, 57, 60, 61, 62, 63, 65, 67, 68, 70, 72, 75, 79, 80, 84, 85, 88, 89, 93, 97, 98, 102, 103, 104, 108, 112, 113, 115, 118, 119, 120, 125, 126, 132], "ecosystem": [0, 70], "constantli": [0, 70], "being": [0, 12, 30, 31, 32, 33, 35, 36, 47, 50, 51, 52, 61, 64, 67, 68, 70, 71, 74, 93, 98, 120, 126, 128, 131], "improv": [0, 28, 31, 35, 63, 70, 132], "commun": [0, 70, 102], "so": [0, 2, 4, 7, 12, 13, 25, 28, 30, 31, 32, 33, 34, 35, 36, 41, 43, 45, 46, 50, 51, 52, 57, 58, 60, 61, 62, 64, 65, 67, 68, 70, 71, 72, 77, 80, 85, 92, 94, 95, 98, 99, 103, 104, 106, 109, 113, 115, 117, 118, 119, 120, 124, 125, 126, 127, 128, 129, 131, 132], "pleas": [0, 28, 30, 31, 43, 65, 70, 72, 77, 117, 123], "feel": [0, 15, 28, 36, 70, 94, 117, 123], "free": [0, 25, 27, 28, 62, 63, 70, 115, 119, 123], "reach": [0, 13, 36, 41, 45, 52, 65, 70, 124, 127], "open": [0, 9, 25, 30, 31, 32, 34, 70, 93, 98, 118, 120, 125, 126, 128, 129], "issu": [0, 60, 70], "pr": [0, 28, 70], "well": [0, 12, 13, 25, 27, 28, 32, 35, 36, 41, 45, 46, 57, 61, 62, 63, 65, 67, 70, 71, 72, 77, 84, 109, 117, 119, 120, 123, 124, 127], "make": [0, 2, 6, 12, 13, 17, 28, 30, 31, 32, 35, 36, 41, 43, 44, 45, 49, 51, 52, 57, 58, 59, 60, 61, 62, 63, 64, 65, 67, 68, 70, 74, 77, 85, 95, 98, 99, 103, 104, 110, 115, 118, 119, 120, 123, 124, 125, 126, 127, 129, 131, 132, 133], "suggest": [0, 28, 50, 63, 67, 70, 93, 127], "give": [0, 9, 31, 36, 45, 53, 62, 70, 71, 80, 84, 90, 92, 93, 103, 104, 106, 113, 117, 118, 123], "u": [0, 28, 67, 70, 92, 115, 118, 119, 120, 124, 125, 129, 132], "star": [0, 36, 45, 68, 70, 92, 123, 124, 125, 127, 128, 129], "help": [0, 13, 25, 27, 30, 31, 33, 35, 36, 43, 57, 62, 64, 65, 67, 70, 71, 72, 91, 92, 93, 96, 112, 113, 120, 126, 132], "exposur": [0, 70], "grow": [0, 15, 41, 52, 67, 70], "put": [0, 4, 13, 15, 24, 31, 34, 44, 70, 74, 78, 81, 118, 120, 128], "pub": [0, 2, 6, 9, 12, 16, 20, 22, 24, 28, 70, 113, 115], "depend": [0, 2, 7, 13, 28, 31, 33, 34, 35, 36, 41, 44, 47, 50, 55, 57, 60, 67, 70, 71, 75, 85, 100, 104, 106, 115, 118, 119, 120], "follow": [0, 2, 4, 9, 13, 24, 25, 26, 28, 30, 31, 32, 33, 34, 35, 36, 41, 43, 44, 46, 49, 60, 61, 62, 64, 65, 67, 69, 70, 71, 72, 74, 75, 77, 78, 80, 84, 88, 89, 90, 92, 94, 95, 98, 102, 104, 110, 113, 115, 116, 117, 118, 119, 120, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133], "pubspec": [0, 2, 4, 6, 9, 12, 15, 16, 20, 21, 24, 28, 30, 36, 62, 67, 69, 70, 113, 115, 117, 118, 123], "yaml": [0, 2, 4, 6, 9, 12, 15, 16, 20, 21, 28, 30, 36, 60, 62, 69, 70, 113, 115, 117, 118, 123], "1": [0, 2, 4, 12, 13, 20, 25, 30, 31, 32, 33, 35, 36, 41, 45, 50, 51, 52, 53, 57, 61, 62, 65, 67, 68, 70, 74, 77, 80, 85, 86, 87, 88, 90, 92, 93, 98, 104, 112, 119, 124, 125, 127, 128, 129], "9": [0, 26, 30, 36, 41, 45, 52, 58, 65, 70, 115, 119, 120, 125, 126, 127, 129], "0": [0, 2, 4, 9, 12, 13, 21, 25, 28, 30, 31, 32, 35, 36, 41, 43, 45, 50, 51, 52, 53, 57, 61, 62, 63, 64, 65, 67, 68, 70, 74, 75, 82, 86, 87, 88, 89, 90, 92, 94, 113, 115, 118, 119, 120, 124, 125, 126, 127, 128, 129, 131], "latest": [0, 2, 60, 70], "version": [0, 2, 12, 28, 30, 36, 51, 62, 67, 70, 115], "found": [0, 2, 15, 16, 25, 36, 46, 50, 59, 60, 62, 70, 87, 88, 106, 119, 124], "dev": [0, 2, 6, 9, 12, 16, 20, 24, 60, 70, 106, 113], "run": [0, 4, 15, 28, 30, 31, 32, 35, 36, 41, 43, 44, 50, 52, 55, 57, 60, 62, 63, 70, 71, 74, 76, 81, 85, 87, 92, 93, 94, 95, 102, 103, 106, 118, 119, 124, 125, 126, 127, 128, 129, 131, 132], "readi": [0, 32, 62, 67, 70, 74, 120], "There": [0, 2, 12, 13, 28, 30, 32, 33, 34, 35, 36, 41, 45, 49, 50, 52, 61, 62, 63, 64, 68, 70, 73, 74, 75, 84, 89, 90, 91, 92, 97, 103, 110, 117, 118, 119, 120, 123, 124, 125, 132], "tutori": [0, 28, 70, 115, 117, 118, 120, 121, 123, 124, 129, 131, 132], "folder": [0, 4, 12, 20, 31, 60, 62, 65, 69, 70, 113, 117, 118, 123, 124, 125, 128, 129], "exampl": [0, 2, 4, 8, 10, 12, 13, 15, 16, 19, 21, 25, 28, 31, 32, 33, 34, 36, 41, 43, 44, 45, 47, 49, 50, 51, 52, 53, 55, 57, 58, 59, 60, 61, 62, 63, 64, 65, 67, 68, 69, 70, 72, 76, 80, 81, 82, 84, 85, 87, 89, 90, 91, 92, 94, 97, 100, 102, 103, 104, 106, 108, 109, 110, 113, 114, 115, 120], "featur": [0, 2, 25, 27, 31, 33, 36, 43, 44, 50, 58, 59, 60, 62, 63, 70, 71, 91, 95, 110, 120, 127, 131, 132], "check": [0, 2, 6, 9, 20, 22, 26, 28, 30, 31, 32, 33, 35, 36, 41, 46, 50, 55, 58, 62, 63, 67, 70, 74, 80, 84, 88, 91, 98, 103, 113, 118, 119, 120, 123, 128], "awesom": [0, 67, 70], "repositori": [0, 30, 32, 60, 65, 70, 71, 115, 118], "contain": [0, 2, 9, 27, 28, 30, 31, 32, 34, 35, 36, 41, 44, 45, 49, 52, 57, 58, 62, 63, 67, 68, 70, 85, 90, 91, 92, 93, 94, 96, 97, 98, 100, 110, 112, 113, 117, 118, 119, 120, 123, 127, 129], "quit": [0, 35, 36, 46, 52, 59, 61, 62, 70, 71, 103, 117, 119, 120, 132], "lot": [0, 12, 15, 31, 35, 64, 70, 115, 117, 119, 120, 132], "good": [0, 12, 31, 35, 50, 62, 70, 71, 74, 77, 92, 94, 103, 113, 117, 120], "articl": [0, 70], "written": [0, 30, 55, 67, 70, 71, 88, 89, 91, 111, 120], "sometim": [0, 28, 31, 32, 35, 36, 63, 70], "requir": [0, 4, 13, 30, 31, 33, 34, 35, 36, 41, 44, 45, 53, 57, 62, 65, 67, 68, 70, 71, 84, 85, 91, 97, 98, 100, 102, 104, 107, 109, 113, 115, 118, 119, 124, 125, 126, 128, 129], "complex": [0, 13, 33, 35, 36, 41, 63, 64, 65, 70, 71, 118, 126], "what": [0, 15, 28, 30, 31, 33, 34, 35, 36, 41, 50, 52, 55, 57, 61, 63, 64, 67, 70, 71, 72, 74, 78, 81, 85, 94, 98, 100, 117, 118, 119, 120, 123, 124, 125, 129], "some": [0, 2, 3, 12, 13, 28, 30, 31, 32, 33, 34, 35, 36, 41, 44, 47, 52, 55, 57, 60, 62, 63, 64, 65, 67, 68, 70, 74, 77, 80, 81, 83, 85, 89, 90, 91, 93, 94, 100, 103, 112, 116, 117, 118, 119, 120, 122, 127, 128, 130], "thi": [0, 2, 4, 7, 9, 12, 13, 15, 16, 17, 21, 25, 28, 30, 31, 32, 33, 34, 35, 36, 41, 43, 44, 45, 46, 47, 49, 50, 51, 52, 53, 55, 57, 58, 59, 60, 61, 62, 63, 64, 65, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 79, 81, 82, 84, 85, 86, 87, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 106, 107, 108, 109, 110, 111, 112, 113, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133], "section": [0, 2, 30, 31, 35, 46, 52, 61, 67, 70, 71, 91, 92, 94, 113, 118, 120, 123, 124, 127, 129], "find": [0, 28, 30, 35, 36, 41, 46, 52, 57, 58, 65, 67, 69, 70, 93, 115, 117, 118], "them": [0, 2, 3, 9, 12, 13, 15, 21, 28, 30, 31, 32, 35, 36, 41, 46, 47, 52, 60, 61, 62, 63, 65, 67, 68, 70, 86, 89, 92, 93, 94, 95, 98, 103, 104, 109, 110, 115, 117, 118, 119, 120, 123, 124, 132], "recommend": [0, 2, 4, 25, 30, 32, 33, 34, 35, 36, 41, 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52, 55, 60, 61, 62, 63, 65, 67, 68, 115, 117, 119, 120, 123, 124, 125, 127, 129], "across": [2, 32, 45, 65, 67, 68, 119, 120, 125], "devic": [2, 33, 34, 45, 47, 52, 60, 65, 115, 117, 118], "ogg": 2, "wav": 2, "bridg": [2, 6, 9, 12, 17, 20, 24, 25, 67, 95, 111, 113], "order": [2, 4, 17, 27, 30, 31, 32, 34, 35, 36, 41, 43, 45, 47, 51, 52, 59, 61, 65, 67, 68, 74, 89, 93, 95, 98, 102, 103, 111, 113, 117, 118, 119, 120], "crucial": [2, 45, 52], "link": [2, 28, 30, 31, 106, 108, 110, 115], "more": [2, 6, 13, 15, 20, 22, 24, 28, 30, 31, 33, 34, 35, 36, 41, 43, 44, 46, 47, 49, 50, 51, 52, 53, 58, 63, 64, 65, 67, 68, 71, 72, 74, 91, 92, 94, 98, 103, 113, 117, 118, 119, 120, 125, 126, 127, 132], "depth": [2, 27, 33, 36], "explan": [2, 46], "both": [2, 12, 13, 30, 31, 33, 34, 35, 36, 41, 45, 46, 52, 57, 58, 61, 63, 64, 65, 67, 73, 87, 89, 92, 93, 98, 103, 117, 118, 119, 120, 125, 126, 131], "pass": [2, 4, 25, 28, 30, 32, 33, 35, 36, 41, 43, 46, 47, 50, 52, 57, 62, 63, 64, 65, 94, 97, 98, 103, 104, 110, 119, 120, 125, 126, 132], "addit": [2, 4, 28, 32, 35, 36, 41, 44, 45, 51, 52, 61, 62, 67, 68, 69, 72, 80, 84, 89, 92, 94, 95, 96, 103, 107, 117, 119, 126], "option": [2, 4, 7, 13, 17, 28, 30, 33, 34, 35, 36, 41, 43, 49, 50, 57, 62, 63, 67, 69, 72, 75, 94, 98, 99, 101, 102, 103, 104, 113, 115, 119], "doubl": [2, 4, 13, 15, 20, 30, 33, 35, 36, 41, 43, 45, 46, 50, 51, 52, 53, 57, 62, 65, 67, 68, 73, 88, 98, 104, 108, 112, 113, 118, 119, 120, 125, 126, 127, 128, 129], "paramet": [2, 4, 13, 28, 31, 32, 35, 36, 41, 47, 49, 53, 57, 62, 67, 69, 92, 93, 100, 106, 125, 126, 129], "volum": [2, 4, 13, 92], "return": [2, 7, 12, 26, 34, 35, 36, 41, 44, 45, 46, 49, 52, 57, 59, 62, 64, 65, 67, 68, 76, 79, 84, 85, 86, 87, 88, 89, 97, 98, 101, 102, 103, 104, 118, 119, 120, 125, 127, 129], "lib": [2, 9, 25, 35, 115, 117, 118, 123, 124, 125, 126, 127, 128, 129], "stop": [2, 5, 13, 33, 34, 35, 45, 46, 47, 52, 68, 71, 73, 76, 85, 103], "configur": [2, 3, 13, 27, 28, 33, 50, 52, 64, 65, 67, 115], "other": [2, 12, 13, 25, 28, 30, 31, 34, 35, 36, 41, 42, 43, 44, 46, 48, 49, 52, 53, 59, 60, 61, 62, 63, 65, 67, 68, 74, 75, 80, 84, 85, 86, 88, 89, 90, 92, 93, 94, 95, 102, 103, 110, 112, 115, 117, 120, 126, 127, 128, 129, 133], "In": [2, 4, 12, 13, 27, 28, 30, 32, 34, 35, 36, 41, 43, 44, 45, 46, 50, 51, 52, 57, 61, 62, 64, 67, 68, 71, 74, 75, 77, 78, 80, 84, 85, 86, 88, 90, 92, 93, 94, 98, 103, 106, 108, 109, 113, 115, 116, 117, 118, 119, 120, 122, 124, 125, 126, 127, 128, 129, 130, 131], "fact": [2, 49, 61, 67], "alwai": [2, 3, 28, 31, 33, 34, 35, 36, 41, 43, 44, 46, 47, 63, 67, 71, 72, 83, 89, 93, 95, 106, 117, 123, 124, 125, 129], "directli": [2, 12, 30, 31, 35, 36, 41, 43, 47, 49, 57, 58, 62, 64, 65, 67, 113, 120], "gain": [2, 36], "full": [2, 8, 10, 19, 25, 35, 41, 43, 44, 46, 50, 57, 61, 62, 67, 68, 72, 73, 113, 119, 120, 125, 126, 131], "control": [2, 7, 13, 15, 20, 21, 31, 32, 33, 35, 36, 43, 44, 46, 47, 50, 57, 61, 67, 71, 95, 102, 110, 119, 124, 126, 129, 131], "how": [2, 8, 13, 19, 23, 25, 31, 33, 34, 35, 36, 41, 43, 46, 50, 52, 53, 55, 58, 61, 62, 65, 67, 68, 71, 72, 74, 78, 84, 90, 92, 93, 95, 99, 103, 104, 108, 112, 113, 118, 119, 120, 124, 125, 127, 131], "just": [2, 4, 6, 9, 12, 15, 16, 17, 21, 24, 31, 33, 34, 35, 36, 41, 43, 46, 47, 51, 57, 62, 63, 64, 65, 67, 71, 78, 84, 86, 89, 92, 94, 98, 112, 113, 115, 117, 118, 119, 120, 123, 124, 125, 126, 128, 129, 132], "wrapper": [2, 12, 16, 27, 36, 112], "common": [2, 12, 13, 32, 34, 36, 41, 43, 50, 57, 61, 63, 64, 65, 67, 74, 81, 89, 92, 103, 116, 118, 120, 122, 130], "pre": [2, 3, 4, 31, 33, 35, 60, 62, 63, 67, 119], "store": [2, 4, 9, 15, 17, 30, 32, 41, 44, 45, 52, 62, 71, 74, 83, 84, 89, 90, 92, 94, 96, 98, 103, 104, 109, 110, 117, 119, 120, 123, 127], "memori": [2, 16, 61, 62, 63], "time": [2, 3, 4, 9, 12, 13, 20, 28, 30, 32, 34, 35, 36, 41, 43, 44, 45, 46, 47, 51, 52, 53, 61, 62, 63, 64, 65, 67, 68, 71, 72, 73, 74, 77, 78, 82, 83, 84, 85, 87, 90, 91, 92, 93, 98, 100, 102, 103, 106, 108, 110, 113, 117, 118, 119, 120, 123, 125, 126, 127, 132], "therefor": [2, 35, 36, 67, 72, 92, 102, 106, 120], "each": [2, 12, 13, 25, 28, 30, 32, 33, 35, 36, 41, 46, 49, 51, 52, 55, 57, 59, 62, 63, 65, 67, 68, 72, 74, 75, 77, 80, 84, 87, 90, 91, 92, 93, 94, 95, 96, 100, 101, 102, 103, 106, 110, 113, 117, 118, 119, 120, 125], "get": [2, 9, 13, 15, 17, 28, 30, 31, 33, 35, 36, 43, 46, 47, 49, 50, 52, 57, 58, 60, 62, 64, 67, 72, 85, 87, 94, 98, 112, 113, 115, 118, 119, 120, 123, 124, 125, 126, 127, 129], "delai": [2, 3, 41, 82, 118], "await": [2, 6, 9, 16, 17, 20, 21, 24, 25, 32, 33, 36, 43, 50, 57, 62, 63, 65, 67, 68, 98, 102, 103, 112, 118, 119, 120, 124, 125, 128, 129, 131, 132], "begin": [2, 12, 31, 41, 45, 52, 72, 91, 117, 119, 120, 123, 124, 125, 132], "onload": [2, 4, 6, 9, 12, 16, 20, 21, 24, 25, 30, 33, 34, 35, 36, 41, 43, 45, 50, 51, 52, 57, 61, 62, 63, 67, 68, 98, 113, 118, 119, 120, 124, 125, 126, 127, 128, 129, 131, 132], "smoothli": [2, 33, 57], "To": [2, 4, 6, 9, 12, 13, 15, 16, 17, 20, 21, 24, 25, 33, 35, 36, 43, 46, 49, 50, 55, 57, 58, 60, 62, 63, 64, 72, 109, 110, 112, 113, 115, 120, 123, 124, 125, 126, 127, 128, 129, 131, 132], "loadal": [2, 62, 65, 124, 125, 129], "final": [2, 7, 9, 12, 13, 16, 17, 20, 21, 24, 25, 30, 32, 33, 34, 35, 36, 41, 43, 45, 46, 49, 50, 51, 52, 57, 59, 61, 62, 63, 65, 67, 68, 74, 75, 97, 98, 106, 109, 110, 113, 115, 117, 118, 119, 120, 123, 124, 125, 126, 127, 128, 129, 131, 132], "clear": [2, 28, 31, 45, 62, 68, 74, 97, 98, 103, 104, 109, 120], "remov": [2, 4, 13, 25, 28, 30, 35, 36, 41, 43, 45, 47, 49, 52, 59, 60, 61, 62, 65, 68, 92, 93, 98, 104, 115, 119, 120, 125, 126, 127, 129, 132], "ha": [2, 12, 13, 15, 25, 28, 30, 31, 33, 34, 35, 41, 43, 45, 46, 47, 49, 50, 52, 53, 57, 61, 62, 63, 64, 65, 67, 69, 72, 74, 84, 89, 90, 92, 93, 94, 98, 101, 103, 104, 106, 109, 110, 112, 113, 118, 119, 120, 125, 127, 129, 132], "been": [2, 9, 21, 28, 31, 36, 43, 63, 98, 103, 104, 109, 118, 120, 126], "clearcach": [2, 25, 43, 62], "whole": [2, 12, 25, 35, 36, 43, 46, 57, 62, 126], "local": [3, 13, 17, 28, 36, 45, 52, 62, 73, 78, 84, 85, 89, 90, 93, 110, 115, 119], "minim": [3, 46, 49], "singl": [3, 6, 7, 13, 25, 27, 30, 31, 32, 33, 34, 35, 36, 41, 43, 44, 52, 53, 57, 62, 64, 67, 77, 82, 86, 88, 90, 91, 92, 93, 94, 95, 97, 98, 100, 101, 102, 104, 106, 107, 108, 109, 110, 117, 118, 119, 120, 124], "same": [3, 4, 12, 13, 28, 30, 32, 34, 35, 36, 41, 44, 45, 46, 47, 52, 57, 58, 60, 61, 62, 63, 65, 67, 68, 72, 74, 76, 78, 84, 85, 89, 90, 93, 94, 95, 101, 102, 103, 104, 108, 113, 115, 118, 119, 120, 124, 125, 126, 128, 131], "usual": [3, 13, 30, 35, 36, 41, 43, 45, 61, 63, 68, 85, 94, 117, 118], "laser": 3, "shoot": [3, 35, 49, 62, 133], "ship": [3, 65], "jump": [3, 36, 41, 71, 73, 78, 79, 81, 85, 92, 94, 102, 103, 124, 125, 127, 129], "platform": [3, 25, 32, 42, 43, 47, 55, 67, 113, 123, 124, 126, 127, 133], "minimum": [3, 35, 46, 118], "start": [3, 15, 20, 26, 28, 31, 32, 33, 35, 36, 41, 43, 44, 45, 46, 47, 52, 57, 62, 63, 68, 74, 76, 77, 90, 91, 92, 94, 95, 98, 100, 101, 102, 103, 106, 109, 112, 117, 119, 120, 123, 125, 126, 127, 128, 129, 133], "size": [3, 9, 15, 16, 20, 21, 24, 25, 30, 32, 33, 34, 35, 41, 43, 45, 46, 50, 51, 52, 53, 55, 58, 61, 62, 65, 67, 68, 112, 118, 119, 120, 123, 124, 125, 126, 127, 128, 129, 131, 132], "maximum": [3, 13, 31, 34, 35], "player": [3, 6, 12, 33, 34, 35, 36, 46, 47, 50, 62, 69, 71, 81, 84, 85, 87, 92, 93, 95, 98, 102, 103, 110, 123, 124, 125, 126, 127, 131], "re": [3, 4, 30, 31, 32, 35, 36, 41, 52, 64, 72, 79, 85, 100, 108, 115, 117, 119, 120], "mani": [3, 13, 27, 31, 33, 34, 35, 36, 55, 57, 60, 62, 63, 71, 76, 79, 80, 81, 85, 86, 97, 104, 109, 117, 123, 124, 129, 132], "createpool": 3, "global": [3, 28, 36, 62, 67, 69, 73, 74, 77, 83, 90, 98, 110, 118, 119, 125, 126], "With": [4, 6, 9, 34, 41, 43, 45, 52, 62, 65, 71, 115, 125], "regard": [4, 35, 67], "applic": [4, 15, 28, 30, 34, 35, 36, 43, 44, 57], "lifecycl": 4, "termin": [4, 28, 94, 102, 115], "current": [4, 7, 13, 15, 25, 28, 30, 31, 34, 35, 36, 41, 43, 45, 46, 47, 49, 50, 52, 53, 55, 57, 60, 61, 62, 67, 68, 73, 76, 77, 79, 81, 84, 85, 91, 93, 100, 102, 103, 118, 119, 120, 126, 128, 129, 131, 132], "similarli": [4, 13, 35, 36, 49, 52, 63, 74, 93, 103], "manual": [4, 13, 28, 30, 31, 34, 35, 36, 45, 52, 61, 62, 96, 100], "support": [4, 12, 13, 15, 24, 25, 26, 27, 34, 35, 44, 45, 50, 51, 52, 61, 62, 63, 65, 71, 73, 74, 89], "properli": [4, 12, 35, 61, 62, 93, 118, 119, 120], "observ": [4, 34], "must": [4, 12, 13, 28, 30, 31, 32, 33, 41, 43, 45, 49, 51, 52, 62, 63, 67, 72, 74, 75, 78, 82, 84, 85, 86, 87, 90, 92, 93, 94, 95, 96, 98, 103, 104, 110, 115, 118, 125, 127, 129], "regist": [4, 13, 36, 46, 52, 68, 98, 104, 108, 110, 112, 113, 126, 127], "initi": [4, 12, 13, 22, 28, 32, 35, 36, 41, 46, 53, 61, 62, 65, 74, 77, 90, 98, 103, 110, 113, 118, 119, 120, 132, 133], "note": [4, 6, 14, 25, 28, 30, 31, 33, 35, 36, 41, 43, 44, 46, 49, 51, 52, 53, 57, 62, 64, 67, 80, 85, 89, 93, 98, 103, 109, 110, 117, 118, 119, 120, 124, 129, 132], "point": [4, 13, 32, 35, 41, 43, 45, 52, 57, 61, 68, 86, 87, 88, 91, 95, 115, 117, 118, 119, 120, 123, 125, 131, 132, 133], "where": [4, 12, 13, 15, 25, 28, 30, 31, 32, 33, 34, 35, 36, 41, 45, 46, 52, 53, 60, 62, 64, 65, 68, 69, 71, 74, 80, 85, 87, 90, 94, 96, 97, 109, 117, 118, 119, 120, 124, 125, 126, 127, 128, 131, 132], "widgetsbind": 4, "alreadi": [4, 28, 30, 31, 33, 34, 36, 41, 43, 45, 46, 51, 52, 57, 61, 62, 67, 68, 74, 86, 88, 92, 104, 109, 113, 115, 117, 118, 120, 123], "best": [4, 30, 61, 63, 67, 71, 98, 109, 123, 125, 126], "practic": [4, 61], "insid": [4, 6, 7, 9, 31, 32, 34, 35, 36, 44, 45, 46, 49, 57, 58, 59, 62, 67, 68, 74, 89, 91, 92, 93, 113, 117, 118, 120, 123, 132], "case": [4, 13, 25, 28, 30, 31, 32, 34, 35, 36, 41, 45, 52, 57, 61, 62, 63, 67, 74, 78, 80, 85, 86, 92, 103, 109, 117, 118, 119, 120, 125, 126, 129, 132], "done": [4, 6, 9, 30, 31, 33, 35, 36, 43, 74, 118, 124, 126, 127, 128, 131], "still": [4, 28, 33, 34, 36, 41, 45, 51, 52, 63, 67, 77, 92, 95, 98, 100, 103, 117, 120], "adventur": [4, 72, 95], "appropri": [4, 31, 62, 102, 103, 124, 125, 127, 128], "structur": [4, 28, 30, 33, 34, 42, 43, 44, 61, 62, 63, 64, 67, 117, 120, 123, 132], "explain": [4, 31, 46, 60, 74, 91, 124, 125, 126], "document": [4, 27, 29, 33, 34, 35, 43, 45, 46, 49, 50, 51, 52, 57, 61, 62, 73, 74, 84, 91, 92, 93, 108, 113, 118, 127], "static": [4, 13, 30, 34, 36, 41, 45, 50, 51, 52, 63, 64, 67, 118, 119, 120, 131, 132], "desir": [4, 13, 33, 36, 41, 44, 46, 57, 61, 65, 67, 83, 87, 123], "string": [4, 44, 57, 59, 67, 68, 74, 78, 80, 81, 84, 85, 89, 90, 96, 97, 98, 100, 101, 102, 104, 106, 107, 108, 109, 110, 117, 119, 120], "locat": [4, 13, 30, 31, 32, 34, 41, 52, 62, 93, 94, 106, 115, 119], "boss": 4, "fight": [4, 95, 103], "382": 4, "world": [4, 12, 13, 33, 35, 43, 89, 92, 93, 112, 113, 118, 119, 120, 127, 129], "map": [4, 9, 12, 25, 27, 30, 33, 34, 35, 36, 41, 44, 45, 52, 59, 65, 68, 96, 106, 107, 109, 110, 126, 127], "25": [4, 35, 36, 61, 68, 82, 85, 91, 119, 120], "handl": [4, 6, 9, 15, 34, 35, 36, 41, 45, 46, 49, 50, 51, 52, 57, 61, 62, 102, 111, 120], "prevent": [4, 13, 35, 36, 68, 87, 93, 126, 127, 129], "auto": [4, 28, 75, 81, 125, 126, 127, 128, 129], "focu": [4, 30, 44, 47, 61, 111, 123, 124], "gener": [5, 13, 27, 28, 30, 31, 32, 34, 36, 41, 43, 46, 47, 51, 52, 61, 62, 63, 65, 67, 71, 87, 93, 95, 97, 110, 117, 118, 119, 120, 127], "cach": [5, 17, 30, 34, 35, 36, 41, 43, 60, 62, 63, 96, 97, 118, 119, 123, 124, 125, 132], "offer": [6, 36, 46, 57, 62, 65, 85], "natur": [6, 36, 41, 59, 67, 80, 92], "similar": [6, 7, 13, 35, 36, 41, 47, 49, 52, 53, 65, 67, 68, 73, 76, 77, 79, 81, 87, 92, 93, 100, 119, 120, 129], "flutter_bloc": 6, "cubit": 6, "flamegam": [6, 9, 12, 15, 16, 20, 21, 24, 28, 30, 33, 34, 35, 41, 45, 46, 49, 50, 51, 52, 57, 58, 61, 63, 65, 67, 68, 115, 117, 118, 119, 120, 123, 124, 127, 129, 131, 132], "regul": 6, "occur": [6, 12, 13, 30, 31, 45, 46, 51, 52, 75, 85, 89, 100, 102, 103, 110, 120, 127, 128], "throughout": [6, 36, 43, 64], "entir": [6, 30, 45, 46, 52, 61, 63, 67, 118, 120, 124, 125], "seen": [6, 9, 12, 20, 31, 33, 34, 35, 36, 46, 50, 67, 71, 81, 113], "instruct": [6, 9, 12, 20, 28, 41, 60, 73, 91, 113], "assum": [6, 13, 30, 33, 35, 44, 80, 85, 102, 108, 115, 116, 118, 122, 124, 125, 129, 130, 133], "inventori": [6, 59, 68], "avail": [6, 7, 31, 32, 33, 34, 36, 44, 45, 52, 58, 60, 61, 62, 63, 65, 67, 72, 74, 96, 98, 104, 110, 115, 118, 120, 123, 128, 129], "flameblocprovid": [6, 8], "mygam": [6, 15, 16, 24, 33, 35, 36, 43, 44, 45, 46, 49, 50, 52, 57, 59, 62, 63, 67, 68, 98], "overrid": [6, 7, 9, 12, 13, 15, 16, 20, 21, 24, 25, 30, 33, 34, 35, 36, 41, 43, 44, 45, 46, 47, 49, 50, 51, 52, 57, 61, 62, 63, 65, 67, 68, 98, 103, 113, 118, 119, 120, 124, 125, 126, 127, 128, 129, 131, 132], "futur": [6, 9, 16, 20, 21, 24, 28, 30, 31, 32, 33, 34, 35, 36, 41, 43, 45, 50, 51, 52, 57, 61, 62, 63, 68, 98, 102, 103, 115, 118, 119, 120, 124, 125, 128, 129, 131, 132], "void": [6, 7, 9, 12, 13, 15, 16, 20, 21, 24, 25, 28, 30, 31, 32, 33, 34, 35, 36, 41, 43, 44, 45, 46, 47, 50, 51, 52, 57, 61, 62, 63, 65, 67, 68, 69, 80, 98, 102, 103, 113, 115, 117, 118, 119, 120, 123, 124, 125, 126, 127, 128, 129, 131, 132], "async": [6, 9, 16, 20, 21, 24, 30, 32, 33, 34, 35, 36, 41, 43, 45, 50, 51, 52, 57, 61, 62, 63, 68, 98, 118, 119, 120, 124, 125, 128, 129, 131, 132], "playerinventorybloc": 6, "playerinventoryst": 6, "children": [6, 7, 12, 34, 35, 41, 43, 46, 53, 63, 68, 69, 128, 129], "abov": [6, 12, 35, 36, 46, 53, 65, 67, 85, 92, 106, 108, 115, 119, 120, 125], "now": [6, 9, 25, 31, 33, 34, 35, 41, 52, 60, 62, 63, 71, 72, 85, 103, 113, 115, 117, 118, 119, 120, 123, 124, 125, 126, 127, 128, 129, 131, 132], "access": [6, 9, 25, 26, 27, 30, 32, 33, 57, 64, 67, 83, 84, 90, 94, 96, 98, 100, 103, 104, 108, 110, 113, 115, 118, 124, 125, 132], "than": [6, 12, 13, 15, 25, 31, 32, 33, 34, 35, 36, 41, 43, 55, 71, 72, 85, 86, 87, 89, 95, 112, 117, 119, 120, 126, 128], "one": [6, 7, 9, 13, 15, 25, 28, 30, 31, 32, 33, 34, 35, 36, 41, 43, 44, 45, 46, 47, 50, 52, 61, 65, 67, 68, 69, 71, 72, 74, 77, 79, 85, 88, 89, 91, 92, 93, 94, 95, 102, 103, 104, 112, 119, 120, 123, 132], "flamemultiblocprovid": [6, 8], "fashion": [6, 65], "playerstatsbloc": 6, "playerstatsst": 6, "listen": [6, 7, 12, 36, 46, 47, 51, 132], "two": [6, 12, 13, 28, 30, 33, 34, 35, 36, 41, 43, 49, 50, 51, 57, 62, 63, 64, 65, 67, 68, 69, 71, 74, 89, 92, 98, 103, 104, 106, 118, 119, 120, 124, 125, 126], "approach": [6, 17, 32, 33, 34, 35, 36, 45, 51, 52, 57, 62, 65, 74, 118, 120, 125], "By": [6, 9, 13, 17, 33, 35, 36, 43, 44, 45, 46, 49, 51, 52, 53, 63, 65, 68, 71, 74, 103, 109, 113, 115, 117, 125, 131], "flamebloclisten": [6, 8], "positioncompon": [6, 28, 30, 33, 35, 41, 45, 46, 49, 50, 51, 52, 53, 55, 63, 67, 68, 113, 118, 119, 120, 127, 128, 129, 131, 132], "updategear": 6, "Or": [6, 31, 34, 35, 62, 64, 103], "mixin": [6, 7, 12, 15, 30, 32, 33, 36, 41, 46, 49, 51, 57, 63, 65, 103, 120, 124, 125, 127, 132], 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[[89, "relational"]], "Precedence": [[89, "precedence"]], "Options": [[95, "options"]], "Other": [[56, "other"]], "Other Inputs": [[50, "other-inputs"]], "Joystick": [[50, "joystick"]], "HudButtonComponent": [[50, "hudbuttoncomponent"]], "SpriteButtonComponent": [[50, "spritebuttoncomponent"]], "ButtonComponent": [[50, "buttoncomponent"]], "Gamepad": [[50, "gamepad"]], "Other Modules": [[111, "other-modules"]], "Overlays": [[59, "overlays"]], "Oxygen": [[113, "oxygen"]], "OxygenGame (Game extension)": [[113, "oxygengame-game-extension"]], "Systems": [[113, "systems"]], "mixin GameRef": [[113, "mixin-gameref"]], "mixin RenderSystem": [[113, "mixin-rendersystem"]], "mixin UpdateSystem": [[113, "mixin-updatesystem"]], "BaseSystem": [[113, "basesystem"]], "ParticleSystem": [[113, "particlesystem"]], "Palette": [[64, "palette"]], "Particles": [[65, "particles"]], "Built-in particles": [[65, "built-in-particles"]], "TranslatedParticle": [[65, "translatedparticle"]], "MovingParticle": [[65, "movingparticle"]], "AcceleratedParticle": [[65, "acceleratedparticle"]], "CircleParticle": [[65, "circleparticle"]], "SpriteParticle": [[65, "spriteparticle"]], "ImageParticle": [[65, "imageparticle"]], "SpriteAnimationParticle": [[65, "spriteanimationparticle"]], "ComponentParticle": [[65, "componentparticle"]], "ComputedParticle": [[65, "computedparticle"]], "Nesting behavior": [[65, "nesting-behavior"]], "Ember Quest Game Tutorial": [[122, "ember-quest-game-tutorial"]], "Supported Platforms": [[60, "supported-platforms"]], "Flutter channels": [[60, "flutter-channels"]], "Flame web": [[60, "flame-web"]], "Deploy your game to GitHub Pages": [[60, "deploy-your-game-to-github-pages"]], "Deploy your game to itch.io": [[60, "deploy-your-game-to-itch-io"]], "Web support": [[60, "web-support"]], "Pointer Events": [[51, "pointer-events"]], "HoverCallbacks": [[51, "hovercallbacks"]], "Random functions": [[87, "random-functions"]], "dice(n)": [[87, "dice-n"]], "random()": [[87, "random"]], "random_range(a, b)": [[87, "random-range-a-b"]], "Rendering": [[66, "rendering"], [119, "rendering"]], "Resources": [[114, "resources"]], "How to use it": [[20, "how-to-use-it"]], "RouterComponent": [[68, "routercomponent"]], "Route": [[68, "route"]], "OverlayRoute": [[68, "overlayroute"]], "ValueRoute": [[68, "valueroute"]], "<>": [[78, "set"]], "Space Shooter Game Tutorial": [[130, "space-shooter-game-tutorial"]], "1. Preparation": [[117, "preparation"], [123, "preparation"]], "Planning": [[117, "planning"], [123, "planning"]], "Assets": [[117, "assets"], [123, "assets"]], "2. Scaffolding": [[118, "scaffolding"]], "KlondikeGame": [[118, "klondikegame"]], "Other classes": [[118, "other-classes"]], "Game structure": [[118, "game-structure"]], "Cards": [[119, "cards"]], "Suit": [[119, "suit"]], "Rank": [[119, "rank"]], "Card component": [[119, "card-component"]], "renderBack()": [[119, "renderback"]], "renderFront()": [[119, "renderfront"]], "Gameplay": [[120, "gameplay"]], "The piles": [[120, "the-piles"]], "Stock pile": [[120, "stock-pile"]], "Waste pile": [[120, "waste-pile"]], "Stock pile \u2013 tap to deal cards": [[120, "stock-pile-tap-to-deal-cards"]], "Stock pile \u2013 visual representation": [[120, "stock-pile-visual-representation"]], "Stock pile \u2013 refill from the waste": [[120, "stock-pile-refill-from-the-waste"]], "Foundation piles": [[120, "foundation-piles"]], "Tableau Piles": [[120, "tableau-piles"]], "Moving the cards": [[120, "moving-the-cards"]], "1. Simple movement": [[120, "simple-movement"]], "2. Move only allowed cards": [[120, "move-only-allowed-cards"]], "3. Dropping the cards at proper locations": [[120, "dropping-the-cards-at-proper-locations"]], "4. Moving a run of cards": [[120, "moving-a-run-of-cards"]], "2. Start Coding": [[124, "start-coding"]], "The Plan": [[124, "the-plan"]], "Loading Assets": [[124, "loading-assets"]], "Scaffolding": [[124, "scaffolding"]], "CameraComponent and World": [[124, "cameracomponent-and-world"]], "Ember Time": [[124, "ember-time"]], "Building Blocks": [[124, "building-blocks"]], "Controlling the player and adding some graphics": [[132, "controlling-the-player-and-adding-some-graphics"]], "3. Building the World": [[125, "building-the-world"]], "Creating Segments": [[125, "creating-segments"]], "Segment Manager": [[125, "segment-manager"]], "Loading the Segments into the World": [[125, "loading-the-segments-into-the-world"]], "The Platform Block": [[125, "the-platform-block"]], "Display the Platform": [[125, "display-the-platform"]], "4. Adding the Remaining Components": [[126, "adding-the-remaining-components"]], "Star": [[126, "star"]], "Water Enemy": [[126, "water-enemy"]], "Ground Blocks": [[126, "ground-blocks"]], "Loading the Next Random Segment": [[126, "loading-the-next-random-segment"]], "5. Controlling Movement": [[127, "controlling-movement"]], "Keyboard Controls": [[127, "keyboard-controls"]], "Collisions": [[127, "collisions"]], "Collisions with Objects": [[127, "collisions-with-objects"]], "Adding the Scrolling": [[127, "adding-the-scrolling"]], "6. Adding the HUD": [[128, "adding-the-hud"]], "Setting up the HUD": [[128, "setting-up-the-hud"]], "Updating the HUD Data": [[128, "updating-the-hud-data"]], "7. Adding Menus": [[129, "adding-menus"]], "Main Menu": [[129, "main-menu"]], "Game Over Menu": [[129, "game-over-menu"]], "Displaying the Menus": [[129, "displaying-the-menus"]], "Health Check for Game Over": [[129, "health-check-for-game-over"]], "Congratulations": [[129, "congratulations"]], "<>": [[79, "stop"]], "Structure": [[69, "structure"]], "Flame Style Guide": [[31, "flame-style-guide"]], "Code Formatting": [[31, "code-formatting"]], "Code Structure": [[31, "code-structure"]], "Imports": [[31, "imports"]], "Exports": [[31, "exports"]], "Assertions": [[31, "assertions"]], "Class structure": [[31, "class-structure"]], "Documentation": [[31, "documentation"]], "Dartdocs": [[31, "dartdocs"]], "Main docs": [[31, "main-docs"]], "Flame SVG": [[24, "flame-svg"]], "How to use flame_svg": [[24, "how-to-use-flame-svg"]], "Tap Events": [[52, "tap-events"]], "Tap anatomy": [[52, "tap-anatomy"]], "onTapDown": [[52, "ontapdown"]], "onLongTapDown": [[52, "onlongtapdown"]], "onTapUp": [[52, "ontapup"]], "onTapCancel": [[52, "ontapcancel"]], "TapCallbacks": [[52, "tapcallbacks"]], "HasTappablesBridge": [[52, "hastappablesbridge"]], "Migration": [[52, "migration"]], "To be continued": [[121, "to-be-continued"]], "Writing tests": [[32, "writing-tests"]], "Types of tests": [[32, "types-of-tests"]], "Simple tests": [[32, "simple-tests"]], "FlameGame tests": [[32, "flamegame-tests"]], "Widget tests": [[32, "widget-tests"]], "Golden tests": [[32, "golden-tests"]], "Random tests": [[32, "random-tests"]], "Text Rendering": [[67, "text-rendering"]], "Text Components": [[67, "text-components"]], "TextBoxComponent": [[67, "textboxcomponent"]], "TextElementComponent": [[67, "textelementcomponent"]], "Flame Markdown": [[67, "flame-markdown"]], "Infrastructure": [[67, "infrastructure"]], "TextRenderer": [[67, "textrenderer"]], "TextPaint": [[67, "textpaint"]], "SpriteFontRenderer": [[67, "spritefontrenderer"]], "DebugTextRenderer": [[67, "debugtextrenderer"]], "Inline Text Elements": [[67, "inline-text-elements"]], "Text Elements, Text Nodes, and Text Styles": [[67, "text-elements-text-nodes-and-text-styles"]], "Text Nodes and the Document Root": [[67, "text-nodes-and-the-document-root"]], "(Flame) Text Styles": [[67, "flame-text-styles"]], "Text Elements": [[67, "text-elements"]], "Tiled": [[27, "tiled"]], "Tiled Editor": [[27, "tiled-editor"]], "Tutorials": [[133, "tutorials"]], "Type conversion functions": [[88, "type-conversion-functions"]], "bool(x)": [[88, "bool-x"]], "number(x)": [[88, "number-x"]], "string(x)": [[88, "string-x"]], "UserDefinedCommand": [[108, "userdefinedcommand"]], "User-defined commands": [[80, "user-defined-commands"]], "Util": [[57, "util"]], "Device Class": [[57, "device-class"]], "Flame.device.fullScreen()": [[57, "flame-device-fullscreen"]], "Flame.device.setLandscape()": [[57, "flame-device-setlandscape"]], "Flame.device.setPortrait()": [[57, "flame-device-setportrait"]], "Flame.device.setOrientation() and Flame.device.setOrientations()": [[57, "flame-device-setorientation-and-flame-device-setorientations"]], "Timer": [[57, "timer"]], "Time Scale": [[57, "time-scale"]], "Extensions": [[57, "extensions"]], "Canvas": [[57, "canvas"]], "Color": [[57, "color"]], "Image": [[57, "image"]], "Offset": [[57, "offset"]], "Rect": [[57, "rect"]], "math.Rectangle": [[57, "math-rectangle"]], "Vector2": [[57, "vector2"]], "Matrix4": [[57, "matrix4"]], "VariableStorage": [[109, "variablestorage"]], "Accessing variable storage": [[109, "accessing-variable-storage"]], "Removing variables": [[109, "removing-variables"]], "Name": [[90, "name"]], "Type": [[90, "type"]], "Value": [[90, "value"]], "Scope": [[90, "scope"]], "<>": [[81, "visit"]], "<>": [[82, "wait"]], "Widgets": [[58, "widgets"]], "Nine Tile Box": [[58, "nine-tile-box"]], "SpriteButton": [[58, "spritebutton"]], "SpriteWidget": [[58, "spritewidget"]], "SpriteAnimationWidget": [[58, "spriteanimationwidget"]], "Yarn Project": [[110, "yarn-project"]]}, "indexentries": {}}) \ No newline at end of file diff --git a/docs/latest/tutorials/bare_flame_game.html b/docs/latest/tutorials/bare_flame_game.html index 4cc492632..aaae79688 100644 --- a/docs/latest/tutorials/bare_flame_game.html +++ b/docs/latest/tutorials/bare_flame_game.html @@ -119,7 +119,6 @@
    141. Platforms
    142. Collision Detection
    143. Effects
    144. -
    145. Camera & Viewport
    146. Camera Component
    147. Inputs @@ -150,6 +149,7 @@
    148. Widgets
    149. +
    150. Camera & Viewport
    151. Bridge Packages
    152. @@ -292,7 +293,7 @@
    153. Resources
    154. @@ -395,7 +396,7 @@

      5. Clean up the project filesdependencies: flutter: sdk: flutter - flame: ^1.8.2 + flame: ^1.9.0

      After that, press the [Pub get] button at the top of the window, or you could run command flutter pub get from the terminal. This will “apply” the changes in pubspec file to your project, in diff --git a/docs/latest/tutorials/klondike/klondike.html b/docs/latest/tutorials/klondike/klondike.html index 8b8f5f06e..451b3d72e 100644 --- a/docs/latest/tutorials/klondike/klondike.html +++ b/docs/latest/tutorials/klondike/klondike.html @@ -119,7 +119,6 @@

    155. Platforms
    156. Collision Detection
    157. Effects
    158. -
    159. Camera & Viewport
    160. Camera Component
    161. Inputs @@ -150,6 +149,7 @@
    162. Widgets
    163. +
    164. Camera & Viewport
    165. Bridge Packages
    166. @@ -292,7 +293,7 @@
    167. Resources
    168. diff --git a/docs/latest/tutorials/klondike/step1.html b/docs/latest/tutorials/klondike/step1.html index 503e2bd36..0d6496556 100644 --- a/docs/latest/tutorials/klondike/step1.html +++ b/docs/latest/tutorials/klondike/step1.html @@ -119,7 +119,6 @@
    169. Platforms
    170. Collision Detection
    171. Effects
    172. -
    173. Camera & Viewport
    174. Camera Component
    175. Inputs @@ -150,6 +149,7 @@
    176. Widgets
    177. +
    178. Camera & Viewport
    179. Bridge Packages
    180. @@ -292,7 +293,7 @@
    181. Resources
    182. @@ -374,13 +375,13 @@

      Assets -

      By the way, this kind of file is called the spritesheet: it’s just a +

      By the way, this kind of file is called the sprite sheet: it’s just a collection of multiple independent images in a single file. We are using a -spritesheet here for the simple reason that loading a single large image is +sprite sheet here for the simple reason that loading a single large image is faster than many small images. In addition, rendering sprites that were extracted from a single source image can be faster too, since Flutter will optimize multiple such drawing commands into a single drawAtlas command.

      -

      Here are the contents of my spritesheet:

      +

      Here are the contents of my sprite sheet:

      +
    183. Camera & Viewport
    184. Bridge Packages
    185. @@ -292,7 +293,7 @@
    186. Resources
    187. @@ -346,9 +347,9 @@

      KlondikeGameawaiting the image to finish loading before initializing anything else in the game. This is for convenience: it means that by the time -all other components are initialized, they can assume the spritesheet is already +all other components are initialized, they can assume the sprite sheet is already loaded. We can even add a helper function to extract a sprite from the common -spritesheet:

      +sprite sheet:

      Sprite klondikeSprite(double x, double y, double width, double height) {
         return Sprite(
           Flame.images.fromCache('klondike-sprites.png'),
      @@ -476,7 +477,7 @@ 

      Game structureStock component, the Waste, four Foundations and seven Piles, setting their sizes and positions in the world. The positions are calculated using simple arithmetics. This should all happen inside the -onLoad method, after loading the spritesheet:

      +onLoad method, after loading the sprite sheet:

          final stock = Stock()
             ..size = cardSize
             ..position = Vector2(cardGap, cardGap);
      @@ -563,7 +564,7 @@ 

      Game structureRun
      +
      components/foundation.dart

      The last four numbers in the constructor are the coordinates of the sprite -image within the spritesheet klondike-sprites.png. If you’re wondering how I +image within the sprite sheet klondike-sprites.png. If you’re wondering how I obtained these numbers, the answer is that I used a free online service -spritecow.com – it’s a handy tool for locating sprites within a spritesheet.

      +spritecow.com – it’s a handy tool for locating sprites within a sprite sheet.

      Lastly, I have simple getters to determine the “color” of a suit. This will be needed later when we need to enforce the rule that cards can only be placed into columns by alternating colors.

      @@ -754,7 +755,7 @@

      renderFront()Run
      +
      components/card.dart
        1import 'dart:math';
      diff --git a/docs/latest/tutorials/klondike/step4.html b/docs/latest/tutorials/klondike/step4.html
      index 7db91a677..09d0bfc92 100644
      --- a/docs/latest/tutorials/klondike/step4.html
      +++ b/docs/latest/tutorials/klondike/step4.html
      @@ -119,7 +119,6 @@
       
    188. Platforms
    189. Collision Detection
    190. Effects
    191. -
    192. Camera & Viewport
    193. Camera Component
    194. Inputs @@ -150,6 +149,7 @@
    195. Widgets
    196. +
    197. Camera & Viewport
    198. Bridge Packages
    199. @@ -292,7 +293,7 @@
    200. Resources
    201. @@ -1167,7 +1168,7 @@

      4. Moving a run of cardsWell, this is it! The game is now fully playable. Press the button below to see what the resulting code looks like, or to play it live. In the next section we will discuss how to make it more animated with the help of effects.

      -
      +
      components/card.dart
        1import 'dart:math';
      @@ -1175,285 +1176,282 @@ 

      4. Moving a run of cards 3 4import 'package:flame/components.dart'; 5import 'package:flame/events.dart'; - 6import 'package:flame/game.dart'; - 7import '../klondike_game.dart'; - 8import '../pile.dart'; - 9import '../rank.dart'; - 10import '../suit.dart'; - 11import 'tableau_pile.dart'; - 12 - 13class Card extends PositionComponent with DragCallbacks { - 14 Card(int intRank, int intSuit) - 15 : rank = Rank.fromInt(intRank), - 16 suit = Suit.fromInt(intSuit), - 17 super(size: KlondikeGame.cardSize); - 18 - 19 final Rank rank; - 20 final Suit suit; - 21 Pile? pile; - 22 bool _faceUp = false; - 23 bool _isDragging = false; - 24 final List<Card> attachedCards = []; - 25 - 26 bool get isFaceUp => _faceUp; - 27 bool get isFaceDown => !_faceUp; - 28 void flip() => _faceUp = !_faceUp; - 29 - 30 @override - 31 String toString() => rank.label + suit.label; // e.g. "Q♠" or "10♦" - 32 - 33 //#region Rendering - 34 - 35 @override - 36 void render(Canvas canvas) { - 37 if (_faceUp) { - 38 _renderFront(canvas); - 39 } else { - 40 _renderBack(canvas); - 41 } - 42 } - 43 - 44 static final Paint backBackgroundPaint = Paint() - 45 ..color = const Color(0xff380c02); - 46 static final Paint backBorderPaint1 = Paint() - 47 ..color = const Color(0xffdbaf58) - 48 ..style = PaintingStyle.stroke - 49 ..strokeWidth = 10; - 50 static final Paint backBorderPaint2 = Paint() - 51 ..color = const Color(0x5CEF971B) - 52 ..style = PaintingStyle.stroke - 53 ..strokeWidth = 35; - 54 static final RRect cardRRect = RRect.fromRectAndRadius( - 55 KlondikeGame.cardSize.toRect(), - 56 const Radius.circular(KlondikeGame.cardRadius), - 57 ); - 58 static final RRect backRRectInner = cardRRect.deflate(40); - 59 static final Sprite flameSprite = klondikeSprite(1367, 6, 357, 501); - 60 - 61 void _renderBack(Canvas canvas) { - 62 canvas.drawRRect(cardRRect, backBackgroundPaint); - 63 canvas.drawRRect(cardRRect, backBorderPaint1); - 64 canvas.drawRRect(backRRectInner, backBorderPaint2); - 65 flameSprite.render(canvas, position: size / 2, anchor: Anchor.center); - 66 } - 67 - 68 static final Paint frontBackgroundPaint = Paint() - 69 ..color = const Color(0xff000000); - 70 static final Paint redBorderPaint = Paint() - 71 ..color = const Color(0xffece8a3) - 72 ..style = PaintingStyle.stroke - 73 ..strokeWidth = 10; - 74 static final Paint blackBorderPaint = Paint() - 75 ..color = const Color(0xff7ab2e8) - 76 ..style = PaintingStyle.stroke - 77 ..strokeWidth = 10; - 78 static final blueFilter = Paint() - 79 ..colorFilter = const ColorFilter.mode( - 80 Color(0x880d8bff), - 81 BlendMode.srcATop, - 82 ); - 83 static final Sprite redJack = klondikeSprite(81, 565, 562, 488); - 84 static final Sprite redQueen = klondikeSprite(717, 541, 486, 515); - 85 static final Sprite redKing = klondikeSprite(1305, 532, 407, 549); - 86 static final Sprite blackJack = klondikeSprite(81, 565, 562, 488) - 87 ..paint = blueFilter; - 88 static final Sprite blackQueen = klondikeSprite(717, 541, 486, 515) - 89 ..paint = blueFilter; - 90 static final Sprite blackKing = klondikeSprite(1305, 532, 407, 549) - 91 ..paint = blueFilter; - 92 - 93 void _renderFront(Canvas canvas) { - 94 canvas.drawRRect(cardRRect, frontBackgroundPaint); - 95 canvas.drawRRect( - 96 cardRRect, - 97 suit.isRed ? redBorderPaint : blackBorderPaint, - 98 ); - 99 -100 final rankSprite = suit.isBlack ? rank.blackSprite : rank.redSprite; -101 final suitSprite = suit.sprite; -102 _drawSprite(canvas, rankSprite, 0.1, 0.08); -103 _drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5); -104 _drawSprite(canvas, rankSprite, 0.1, 0.08, rotate: true); -105 _drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5, rotate: true); -106 switch (rank.value) { -107 case 1: -108 _drawSprite(canvas, suitSprite, 0.5, 0.5, scale: 2.5); -109 break; -110 case 2: -111 _drawSprite(canvas, suitSprite, 0.5, 0.25); -112 _drawSprite(canvas, suitSprite, 0.5, 0.25, rotate: true); -113 break; -114 case 3: -115 _drawSprite(canvas, suitSprite, 0.5, 0.2); -116 _drawSprite(canvas, suitSprite, 0.5, 0.5); -117 _drawSprite(canvas, suitSprite, 0.5, 0.2, rotate: true); -118 break; -119 case 4: -120 _drawSprite(canvas, suitSprite, 0.3, 0.25); -121 _drawSprite(canvas, suitSprite, 0.7, 0.25); -122 _drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true); -123 _drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true); -124 break; -125 case 5: -126 _drawSprite(canvas, suitSprite, 0.3, 0.25); -127 _drawSprite(canvas, suitSprite, 0.7, 0.25); -128 _drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true); -129 _drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true); -130 _drawSprite(canvas, suitSprite, 0.5, 0.5); -131 break; -132 case 6: -133 _drawSprite(canvas, suitSprite, 0.3, 0.25); -134 _drawSprite(canvas, suitSprite, 0.7, 0.25); -135 _drawSprite(canvas, suitSprite, 0.3, 0.5); -136 _drawSprite(canvas, suitSprite, 0.7, 0.5); -137 _drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true); -138 _drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true); -139 break; -140 case 7: -141 _drawSprite(canvas, suitSprite, 0.3, 0.2); -142 _drawSprite(canvas, suitSprite, 0.7, 0.2); -143 _drawSprite(canvas, suitSprite, 0.5, 0.35); -144 _drawSprite(canvas, suitSprite, 0.3, 0.5); -145 _drawSprite(canvas, suitSprite, 0.7, 0.5); -146 _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true); -147 _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true); -148 break; -149 case 8: -150 _drawSprite(canvas, suitSprite, 0.3, 0.2); -151 _drawSprite(canvas, suitSprite, 0.7, 0.2); -152 _drawSprite(canvas, suitSprite, 0.5, 0.35); -153 _drawSprite(canvas, suitSprite, 0.3, 0.5); -154 _drawSprite(canvas, suitSprite, 0.7, 0.5); -155 _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true); -156 _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true); -157 _drawSprite(canvas, suitSprite, 0.5, 0.35, rotate: true); -158 break; -159 case 9: -160 _drawSprite(canvas, suitSprite, 0.3, 0.2); -161 _drawSprite(canvas, suitSprite, 0.7, 0.2); -162 _drawSprite(canvas, suitSprite, 0.5, 0.3); -163 _drawSprite(canvas, suitSprite, 0.3, 0.4); -164 _drawSprite(canvas, suitSprite, 0.7, 0.4); -165 _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true); -166 _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true); -167 _drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true); -168 _drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true); -169 break; -170 case 10: -171 _drawSprite(canvas, suitSprite, 0.3, 0.2); -172 _drawSprite(canvas, suitSprite, 0.7, 0.2); -173 _drawSprite(canvas, suitSprite, 0.5, 0.3); -174 _drawSprite(canvas, suitSprite, 0.3, 0.4); -175 _drawSprite(canvas, suitSprite, 0.7, 0.4); -176 _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true); -177 _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true); -178 _drawSprite(canvas, suitSprite, 0.5, 0.3, rotate: true); -179 _drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true); -180 _drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true); -181 break; -182 case 11: -183 _drawSprite(canvas, suit.isRed ? redJack : blackJack, 0.5, 0.5); -184 break; -185 case 12: -186 _drawSprite(canvas, suit.isRed ? redQueen : blackQueen, 0.5, 0.5); -187 break; -188 case 13: -189 _drawSprite(canvas, suit.isRed ? redKing : blackKing, 0.5, 0.5); -190 break; -191 } -192 } -193 -194 void _drawSprite( -195 Canvas canvas, -196 Sprite sprite, -197 double relativeX, -198 double relativeY, { -199 double scale = 1, -200 bool rotate = false, -201 }) { -202 if (rotate) { -203 canvas.save(); -204 canvas.translate(size.x / 2, size.y / 2); -205 canvas.rotate(pi); -206 canvas.translate(-size.x / 2, -size.y / 2); -207 } -208 sprite.render( -209 canvas, -210 position: Vector2(relativeX * size.x, relativeY * size.y), -211 anchor: Anchor.center, -212 size: sprite.srcSize.scaled(scale), -213 ); -214 if (rotate) { -215 canvas.restore(); -216 } -217 } -218 -219 //#endregion -220 -221 //#region Dragging -222 -223 @override -224 void onDragStart(DragStartEvent event) { -225 super.onDragStart(event); -226 if (pile?.canMoveCard(this) ?? false) { -227 _isDragging = true; -228 priority = 100; -229 if (pile is TableauPile) { -230 attachedCards.clear(); -231 final extraCards = (pile! as TableauPile).cardsOnTop(this); -232 for (final card in extraCards) { -233 card.priority = attachedCards.length + 101; -234 attachedCards.add(card); -235 } -236 } -237 } -238 } -239 -240 @override -241 void onDragUpdate(DragUpdateEvent event) { -242 if (!_isDragging) { -243 return; -244 } -245 final cameraZoom = (findGame()! as FlameGame) -246 .firstChild<CameraComponent>()! -247 .viewfinder -248 .zoom; -249 final delta = event.delta / cameraZoom; -250 position.add(delta); -251 attachedCards.forEach((card) => card.position.add(delta)); -252 } -253 -254 @override -255 void onDragEnd(DragEndEvent event) { -256 super.onDragEnd(event); -257 if (!_isDragging) { -258 return; -259 } -260 _isDragging = false; -261 final dropPiles = parent! -262 .componentsAtPoint(position + size / 2) -263 .whereType<Pile>() -264 .toList(); -265 if (dropPiles.isNotEmpty) { -266 if (dropPiles.first.canAcceptCard(this)) { -267 pile!.removeCard(this); -268 dropPiles.first.acquireCard(this); -269 if (attachedCards.isNotEmpty) { -270 attachedCards.forEach((card) => dropPiles.first.acquireCard(card)); -271 attachedCards.clear(); -272 } -273 return; -274 } -275 } -276 pile!.returnCard(this); -277 if (attachedCards.isNotEmpty) { -278 attachedCards.forEach((card) => pile!.returnCard(card)); -279 attachedCards.clear(); -280 } -281 } -282 -283 //#endregion -284} + 6import '../klondike_game.dart'; + 7import '../pile.dart'; + 8import '../rank.dart'; + 9import '../suit.dart'; + 10import 'tableau_pile.dart'; + 11 + 12class Card extends PositionComponent with DragCallbacks { + 13 Card(int intRank, int intSuit) + 14 : rank = Rank.fromInt(intRank), + 15 suit = Suit.fromInt(intSuit), + 16 super(size: KlondikeGame.cardSize); + 17 + 18 final Rank rank; + 19 final Suit suit; + 20 Pile? pile; + 21 bool _faceUp = false; + 22 bool _isDragging = false; + 23 final List<Card> attachedCards = []; + 24 + 25 bool get isFaceUp => _faceUp; + 26 bool get isFaceDown => !_faceUp; + 27 void flip() => _faceUp = !_faceUp; + 28 + 29 @override + 30 String toString() => rank.label + suit.label; // e.g. "Q♠" or "10♦" + 31 + 32 //#region Rendering + 33 + 34 @override + 35 void render(Canvas canvas) { + 36 if (_faceUp) { + 37 _renderFront(canvas); + 38 } else { + 39 _renderBack(canvas); + 40 } + 41 } + 42 + 43 static final Paint backBackgroundPaint = Paint() + 44 ..color = const Color(0xff380c02); + 45 static final Paint backBorderPaint1 = Paint() + 46 ..color = const Color(0xffdbaf58) + 47 ..style = PaintingStyle.stroke + 48 ..strokeWidth = 10; + 49 static final Paint backBorderPaint2 = Paint() + 50 ..color = const Color(0x5CEF971B) + 51 ..style = PaintingStyle.stroke + 52 ..strokeWidth = 35; + 53 static final RRect cardRRect = RRect.fromRectAndRadius( + 54 KlondikeGame.cardSize.toRect(), + 55 const Radius.circular(KlondikeGame.cardRadius), + 56 ); + 57 static final RRect backRRectInner = cardRRect.deflate(40); + 58 static final Sprite flameSprite = klondikeSprite(1367, 6, 357, 501); + 59 + 60 void _renderBack(Canvas canvas) { + 61 canvas.drawRRect(cardRRect, backBackgroundPaint); + 62 canvas.drawRRect(cardRRect, backBorderPaint1); + 63 canvas.drawRRect(backRRectInner, backBorderPaint2); + 64 flameSprite.render(canvas, position: size / 2, anchor: Anchor.center); + 65 } + 66 + 67 static final Paint frontBackgroundPaint = Paint() + 68 ..color = const Color(0xff000000); + 69 static final Paint redBorderPaint = Paint() + 70 ..color = const Color(0xffece8a3) + 71 ..style = PaintingStyle.stroke + 72 ..strokeWidth = 10; + 73 static final Paint blackBorderPaint = Paint() + 74 ..color = const Color(0xff7ab2e8) + 75 ..style = PaintingStyle.stroke + 76 ..strokeWidth = 10; + 77 static final blueFilter = Paint() + 78 ..colorFilter = const ColorFilter.mode( + 79 Color(0x880d8bff), + 80 BlendMode.srcATop, + 81 ); + 82 static final Sprite redJack = klondikeSprite(81, 565, 562, 488); + 83 static final Sprite redQueen = klondikeSprite(717, 541, 486, 515); + 84 static final Sprite redKing = klondikeSprite(1305, 532, 407, 549); + 85 static final Sprite blackJack = klondikeSprite(81, 565, 562, 488) + 86 ..paint = blueFilter; + 87 static final Sprite blackQueen = klondikeSprite(717, 541, 486, 515) + 88 ..paint = blueFilter; + 89 static final Sprite blackKing = klondikeSprite(1305, 532, 407, 549) + 90 ..paint = blueFilter; + 91 + 92 void _renderFront(Canvas canvas) { + 93 canvas.drawRRect(cardRRect, frontBackgroundPaint); + 94 canvas.drawRRect( + 95 cardRRect, + 96 suit.isRed ? redBorderPaint : blackBorderPaint, + 97 ); + 98 + 99 final rankSprite = suit.isBlack ? rank.blackSprite : rank.redSprite; +100 final suitSprite = suit.sprite; +101 _drawSprite(canvas, rankSprite, 0.1, 0.08); +102 _drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5); +103 _drawSprite(canvas, rankSprite, 0.1, 0.08, rotate: true); +104 _drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5, rotate: true); +105 switch (rank.value) { +106 case 1: +107 _drawSprite(canvas, suitSprite, 0.5, 0.5, scale: 2.5); +108 break; +109 case 2: +110 _drawSprite(canvas, suitSprite, 0.5, 0.25); +111 _drawSprite(canvas, suitSprite, 0.5, 0.25, rotate: true); +112 break; +113 case 3: +114 _drawSprite(canvas, suitSprite, 0.5, 0.2); +115 _drawSprite(canvas, suitSprite, 0.5, 0.5); +116 _drawSprite(canvas, suitSprite, 0.5, 0.2, rotate: true); +117 break; +118 case 4: +119 _drawSprite(canvas, suitSprite, 0.3, 0.25); +120 _drawSprite(canvas, suitSprite, 0.7, 0.25); +121 _drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true); +122 _drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true); +123 break; +124 case 5: +125 _drawSprite(canvas, suitSprite, 0.3, 0.25); +126 _drawSprite(canvas, suitSprite, 0.7, 0.25); +127 _drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true); +128 _drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true); +129 _drawSprite(canvas, suitSprite, 0.5, 0.5); +130 break; +131 case 6: +132 _drawSprite(canvas, suitSprite, 0.3, 0.25); +133 _drawSprite(canvas, suitSprite, 0.7, 0.25); +134 _drawSprite(canvas, suitSprite, 0.3, 0.5); +135 _drawSprite(canvas, suitSprite, 0.7, 0.5); +136 _drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true); +137 _drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true); +138 break; +139 case 7: +140 _drawSprite(canvas, suitSprite, 0.3, 0.2); +141 _drawSprite(canvas, suitSprite, 0.7, 0.2); +142 _drawSprite(canvas, suitSprite, 0.5, 0.35); +143 _drawSprite(canvas, suitSprite, 0.3, 0.5); +144 _drawSprite(canvas, suitSprite, 0.7, 0.5); +145 _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true); +146 _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true); +147 break; +148 case 8: +149 _drawSprite(canvas, suitSprite, 0.3, 0.2); +150 _drawSprite(canvas, suitSprite, 0.7, 0.2); +151 _drawSprite(canvas, suitSprite, 0.5, 0.35); +152 _drawSprite(canvas, suitSprite, 0.3, 0.5); +153 _drawSprite(canvas, suitSprite, 0.7, 0.5); +154 _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true); +155 _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true); +156 _drawSprite(canvas, suitSprite, 0.5, 0.35, rotate: true); +157 break; +158 case 9: +159 _drawSprite(canvas, suitSprite, 0.3, 0.2); +160 _drawSprite(canvas, suitSprite, 0.7, 0.2); +161 _drawSprite(canvas, suitSprite, 0.5, 0.3); +162 _drawSprite(canvas, suitSprite, 0.3, 0.4); +163 _drawSprite(canvas, suitSprite, 0.7, 0.4); +164 _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true); +165 _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true); +166 _drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true); +167 _drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true); +168 break; +169 case 10: +170 _drawSprite(canvas, suitSprite, 0.3, 0.2); +171 _drawSprite(canvas, suitSprite, 0.7, 0.2); +172 _drawSprite(canvas, suitSprite, 0.5, 0.3); +173 _drawSprite(canvas, suitSprite, 0.3, 0.4); +174 _drawSprite(canvas, suitSprite, 0.7, 0.4); +175 _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true); +176 _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true); +177 _drawSprite(canvas, suitSprite, 0.5, 0.3, rotate: true); +178 _drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true); +179 _drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true); +180 break; +181 case 11: +182 _drawSprite(canvas, suit.isRed ? redJack : blackJack, 0.5, 0.5); +183 break; +184 case 12: +185 _drawSprite(canvas, suit.isRed ? redQueen : blackQueen, 0.5, 0.5); +186 break; +187 case 13: +188 _drawSprite(canvas, suit.isRed ? redKing : blackKing, 0.5, 0.5); +189 break; +190 } +191 } +192 +193 void _drawSprite( +194 Canvas canvas, +195 Sprite sprite, +196 double relativeX, +197 double relativeY, { +198 double scale = 1, +199 bool rotate = false, +200 }) { +201 if (rotate) { +202 canvas.save(); +203 canvas.translate(size.x / 2, size.y / 2); +204 canvas.rotate(pi); +205 canvas.translate(-size.x / 2, -size.y / 2); +206 } +207 sprite.render( +208 canvas, +209 position: Vector2(relativeX * size.x, relativeY * size.y), +210 anchor: Anchor.center, +211 size: sprite.srcSize.scaled(scale), +212 ); +213 if (rotate) { +214 canvas.restore(); +215 } +216 } +217 +218 //#endregion +219 +220 //#region Dragging +221 +222 @override +223 void onDragStart(DragStartEvent event) { +224 super.onDragStart(event); +225 if (pile?.canMoveCard(this) ?? false) { +226 _isDragging = true; +227 priority = 100; +228 if (pile is TableauPile) { +229 attachedCards.clear(); +230 final extraCards = (pile! as TableauPile).cardsOnTop(this); +231 for (final card in extraCards) { +232 card.priority = attachedCards.length + 101; +233 attachedCards.add(card); +234 } +235 } +236 } +237 } +238 +239 @override +240 void onDragUpdate(DragUpdateEvent event) { +241 if (!_isDragging) { +242 return; +243 } +244 final cameraZoom = +245 findGame()!.firstChild<CameraComponent>()!.viewfinder.zoom; +246 final delta = event.delta / cameraZoom; +247 position.add(delta); +248 attachedCards.forEach((card) => card.position.add(delta)); +249 } +250 +251 @override +252 void onDragEnd(DragEndEvent event) { +253 super.onDragEnd(event); +254 if (!_isDragging) { +255 return; +256 } +257 _isDragging = false; +258 final dropPiles = parent! +259 .componentsAtPoint(position + size / 2) +260 .whereType<Pile>() +261 .toList(); +262 if (dropPiles.isNotEmpty) { +263 if (dropPiles.first.canAcceptCard(this)) { +264 pile!.removeCard(this); +265 dropPiles.first.acquireCard(this); +266 if (attachedCards.isNotEmpty) { +267 attachedCards.forEach((card) => dropPiles.first.acquireCard(card)); +268 attachedCards.clear(); +269 } +270 return; +271 } +272 } +273 pile!.returnCard(this); +274 if (attachedCards.isNotEmpty) { +275 attachedCards.forEach((card) => pile!.returnCard(card)); +276 attachedCards.clear(); +277 } +278 } +279 +280 //#endregion +281}

      @@ -1861,7 +1859,7 @@

      4. Moving a run of cards61 62 final cards = [ 63 for (var rank = 1; rank <= 13; rank++) -64 for (var suit = 0; suit < 4; suit++) Card(rank, suit) +64 for (var suit = 0; suit < 4; suit++) Card(rank, suit), 65 ]; 66 cards.shuffle(); 67 world.addAll(cards); diff --git a/docs/latest/tutorials/klondike/tbc.html b/docs/latest/tutorials/klondike/tbc.html index 6e6c6a918..04bff3802 100644 --- a/docs/latest/tutorials/klondike/tbc.html +++ b/docs/latest/tutorials/klondike/tbc.html @@ -119,7 +119,6 @@
    202. Platforms
    203. Collision Detection
    204. Effects
    205. -
    206. Camera & Viewport
    207. Camera Component
    208. Inputs @@ -150,6 +149,7 @@
    209. Widgets
    210. +
    211. Camera & Viewport
    212. Bridge Packages
    213. @@ -292,7 +293,7 @@
    214. Resources
    215. diff --git a/docs/latest/tutorials/platformer/platformer.html b/docs/latest/tutorials/platformer/platformer.html index 588560a28..d24c0d3b1 100644 --- a/docs/latest/tutorials/platformer/platformer.html +++ b/docs/latest/tutorials/platformer/platformer.html @@ -119,7 +119,6 @@
    216. Platforms
    217. Collision Detection
    218. Effects
    219. -
    220. Camera & Viewport
    221. Camera Component
    222. Inputs @@ -150,6 +149,7 @@
    223. Widgets
    224. +
    225. Camera & Viewport
    226. Bridge Packages
    227. @@ -292,7 +293,7 @@
    228. Resources
    229. diff --git a/docs/latest/tutorials/platformer/step_1.html b/docs/latest/tutorials/platformer/step_1.html index ef0fcbf65..170a77244 100644 --- a/docs/latest/tutorials/platformer/step_1.html +++ b/docs/latest/tutorials/platformer/step_1.html @@ -119,7 +119,6 @@
    230. Platforms
    231. Collision Detection
    232. Effects
    233. -
    234. Camera & Viewport
    235. Camera Component
    236. Inputs @@ -150,6 +149,7 @@
    237. Widgets
    238. +
    239. Camera & Viewport
    240. Bridge Packages
    241. @@ -292,7 +293,7 @@
    242. Resources
    243. @@ -359,10 +360,10 @@

      Assets +water enemy are sprite sheets though as they contain multiple images to create animations.

      Right-click the images below, choose “Save as…”, and store them in the assets/images folder of the project. At this point our project’s structure looks like this:

      emberquest/
      diff --git a/docs/latest/tutorials/platformer/step_2.html b/docs/latest/tutorials/platformer/step_2.html
      index 3b19ba3f6..2cfdcef3c 100644
      --- a/docs/latest/tutorials/platformer/step_2.html
      +++ b/docs/latest/tutorials/platformer/step_2.html
      @@ -119,7 +119,6 @@
       
    244. Platforms
    245. Collision Detection
    246. Effects
    247. -
    248. Camera & Viewport
    249. Camera Component
    250. Inputs @@ -150,6 +149,7 @@
    251. Widgets
    252. +
    253. Camera & Viewport
    254. Bridge Packages
    255. @@ -292,7 +293,7 @@
    256. Resources
    257. diff --git a/docs/latest/tutorials/platformer/step_3.html b/docs/latest/tutorials/platformer/step_3.html index 01a3deff4..733e3b393 100644 --- a/docs/latest/tutorials/platformer/step_3.html +++ b/docs/latest/tutorials/platformer/step_3.html @@ -119,7 +119,6 @@
    258. Platforms
    259. Collision Detection
    260. Effects
    261. -
    262. Camera & Viewport
    263. Camera Component
    264. Inputs @@ -150,6 +149,7 @@
    265. Widgets
    266. +
    267. Camera & Viewport
    268. Bridge Packages
    269. @@ -292,7 +293,7 @@
    270. Resources
    271. diff --git a/docs/latest/tutorials/platformer/step_4.html b/docs/latest/tutorials/platformer/step_4.html index d1ce8a2a1..ba040b3c0 100644 --- a/docs/latest/tutorials/platformer/step_4.html +++ b/docs/latest/tutorials/platformer/step_4.html @@ -119,7 +119,6 @@
    272. Platforms
    273. Collision Detection
    274. Effects
    275. -
    276. Camera & Viewport
    277. Camera Component
    278. Inputs @@ -150,6 +149,7 @@
    279. Widgets
    280. +
    281. Camera & Viewport
    282. Bridge Packages
    283. @@ -292,7 +293,7 @@
    284. Resources
    285. diff --git a/docs/latest/tutorials/platformer/step_5.html b/docs/latest/tutorials/platformer/step_5.html index 0471613ad..350bcc560 100644 --- a/docs/latest/tutorials/platformer/step_5.html +++ b/docs/latest/tutorials/platformer/step_5.html @@ -119,7 +119,6 @@
    286. Platforms
    287. Collision Detection
    288. Effects
    289. -
    290. Camera & Viewport
    291. Camera Component
    292. Inputs @@ -150,6 +149,7 @@
    293. Widgets
    294. +
    295. Camera & Viewport
    296. Bridge Packages
    297. @@ -292,7 +293,7 @@
    298. Resources
    299. diff --git a/docs/latest/tutorials/platformer/step_6.html b/docs/latest/tutorials/platformer/step_6.html index 1bfb0fe37..480099227 100644 --- a/docs/latest/tutorials/platformer/step_6.html +++ b/docs/latest/tutorials/platformer/step_6.html @@ -119,7 +119,6 @@
    300. Platforms
    301. Collision Detection
    302. Effects
    303. -
    304. Camera & Viewport
    305. Camera Component
    306. Inputs @@ -150,6 +149,7 @@
    307. Widgets
    308. +
    309. Camera & Viewport
    310. Bridge Packages
    311. @@ -292,7 +293,7 @@
    312. Resources
    313. diff --git a/docs/latest/tutorials/platformer/step_7.html b/docs/latest/tutorials/platformer/step_7.html index 8e9d76684..ca05b6162 100644 --- a/docs/latest/tutorials/platformer/step_7.html +++ b/docs/latest/tutorials/platformer/step_7.html @@ -119,7 +119,6 @@
    314. Platforms
    315. Collision Detection
    316. Effects
    317. -
    318. Camera & Viewport
    319. Camera Component
    320. Inputs @@ -150,6 +149,7 @@
    321. Widgets
    322. +
    323. Camera & Viewport
    324. Bridge Packages
    325. @@ -292,7 +293,7 @@
    326. Resources
    327. @@ -603,7 +604,7 @@

      Health Check for Game Over

      You made it! You have a working Ember Quest. Press the button below to see what the resulting code looks like or to play it live.

      -
      +
      actors/ember.dart
        1import 'package:flame/collisions.dart';
      @@ -618,7 +619,7 @@ 

      Congratulations 10import 'water_enemy.dart'; 11 12class EmberPlayer extends SpriteAnimationComponent - 13 with KeyboardHandler, CollisionCallbacks, HasGameRef<EmberQuestGame> { + 13 with KeyboardHandler, CollisionCallbacks, HasGameReference<EmberQuestGame> { 14 EmberPlayer({ 15 required super.position, 16 }) : super(size: Vector2.all(64), anchor: Anchor.center); @@ -784,7 +785,7 @@

      Congratulations 5import '../ember_quest.dart'; 6 7class WaterEnemy extends SpriteAnimationComponent - 8 with HasGameRef<EmberQuestGame> { + 8 with HasGameReference<EmberQuestGame> { 9 final Vector2 gridPosition; 10 double xOffset; 11 @@ -862,104 +863,99 @@

      Congratulations 24 double cloudSpeed = 0.0; 25 double objectSpeed = 0.0; 26 - 27 final world = World(); - 28 late final CameraComponent cameraComponent; - 29 - 30 @override - 31 Future<void> onLoad() async { - 32 //debugMode = true; // Uncomment to see the bounding boxes - 33 await images.loadAll([ - 34 'block.png', - 35 'ember.png', - 36 'ground.png', - 37 'heart_half.png', - 38 'heart.png', - 39 'star.png', - 40 'water_enemy.png', - 41 ]); - 42 cameraComponent = CameraComponent(world: world); - 43 cameraComponent.viewfinder.anchor = Anchor.topLeft; - 44 addAll([cameraComponent, world]); - 45 - 46 initializeGame(loadHud: true); - 47 } - 48 - 49 @override - 50 void update(double dt) { - 51 if (health <= 0) { - 52 overlays.add('GameOver'); - 53 } - 54 super.update(dt); + 27 @override + 28 Future<void> onLoad() async { + 29 //debugMode = true; // Uncomment to see the bounding boxes + 30 await images.loadAll([ + 31 'block.png', + 32 'ember.png', + 33 'ground.png', + 34 'heart_half.png', + 35 'heart.png', + 36 'star.png', + 37 'water_enemy.png', + 38 ]); + 39 camera.viewfinder.anchor = Anchor.topLeft; + 40 + 41 initializeGame(loadHud: true); + 42 } + 43 + 44 @override + 45 void update(double dt) { + 46 if (health <= 0) { + 47 overlays.add('GameOver'); + 48 } + 49 super.update(dt); + 50 } + 51 + 52 @override + 53 Color backgroundColor() { + 54 return const Color.fromARGB(255, 173, 223, 247); 55 } 56 - 57 @override - 58 Color backgroundColor() { - 59 return const Color.fromARGB(255, 173, 223, 247); - 60 } - 61 - 62 void loadGameSegments(int segmentIndex, double xPositionOffset) { - 63 for (final block in segments[segmentIndex]) { - 64 switch (block.blockType) { - 65 case GroundBlock: - 66 world.add( - 67 GroundBlock( - 68 gridPosition: block.gridPosition, - 69 xOffset: xPositionOffset, - 70 ), - 71 ); - 72 break; - 73 case PlatformBlock: - 74 world.add( - 75 PlatformBlock( - 76 gridPosition: block.gridPosition, - 77 xOffset: xPositionOffset, - 78 ), - 79 ); - 80 break; - 81 case Star: - 82 world.add( - 83 Star( - 84 gridPosition: block.gridPosition, - 85 xOffset: xPositionOffset, - 86 ), - 87 ); - 88 break; - 89 case WaterEnemy: - 90 world.add( - 91 WaterEnemy( - 92 gridPosition: block.gridPosition, - 93 xOffset: xPositionOffset, - 94 ), - 95 ); - 96 break; - 97 } - 98 } - 99 } + 57 void loadGameSegments(int segmentIndex, double xPositionOffset) { + 58 for (final block in segments[segmentIndex]) { + 59 switch (block.blockType) { + 60 case GroundBlock: + 61 world.add( + 62 GroundBlock( + 63 gridPosition: block.gridPosition, + 64 xOffset: xPositionOffset, + 65 ), + 66 ); + 67 break; + 68 case PlatformBlock: + 69 world.add( + 70 PlatformBlock( + 71 gridPosition: block.gridPosition, + 72 xOffset: xPositionOffset, + 73 ), + 74 ); + 75 break; + 76 case Star: + 77 world.add( + 78 Star( + 79 gridPosition: block.gridPosition, + 80 xOffset: xPositionOffset, + 81 ), + 82 ); + 83 break; + 84 case WaterEnemy: + 85 world.add( + 86 WaterEnemy( + 87 gridPosition: block.gridPosition, + 88 xOffset: xPositionOffset, + 89 ), + 90 ); + 91 break; + 92 } + 93 } + 94 } + 95 + 96 void initializeGame({required bool loadHud}) { + 97 // Assume that size.x < 3200 + 98 final segmentsToLoad = (size.x / 640).ceil(); + 99 segmentsToLoad.clamp(0, segments.length); 100 -101 void initializeGame({required bool loadHud}) { -102 // Assume that size.x < 3200 -103 final segmentsToLoad = (size.x / 640).ceil(); -104 segmentsToLoad.clamp(0, segments.length); -105 -106 for (var i = 0; i <= segmentsToLoad; i++) { -107 loadGameSegments(i, (640 * i).toDouble()); -108 } -109 -110 _ember = EmberPlayer( -111 position: Vector2(128, canvasSize.y - 128), -112 ); -113 world.add(_ember); -114 if (loadHud) { -115 cameraComponent.viewport.add(Hud()); -116 } -117 } -118 -119 void reset() { -120 starsCollected = 0; -121 health = 3; -122 initializeGame(loadHud: false); -123 } -124} +101 for (var i = 0; i <= segmentsToLoad; i++) { +102 loadGameSegments(i, (640 * i).toDouble()); +103 } +104 +105 _ember = EmberPlayer( +106 position: Vector2(128, canvasSize.y - 128), +107 ); +108 world.add(_ember); +109 if (loadHud) { +110 camera.viewport.add(Hud()); +111 } +112 } +113 +114 void reset() { +115 starsCollected = 0; +116 health = 3; +117 initializeGame(loadHud: false); +118 } +119}

      @@ -1118,59 +1114,60 @@

      Congratulations 7import '../ember_quest.dart'; 8import '../managers/segment_manager.dart'; 9 -10class GroundBlock extends SpriteComponent with HasGameRef<EmberQuestGame> { -11 final Vector2 gridPosition; -12 double xOffset; -13 -14 final UniqueKey _blockKey = UniqueKey(); -15 final Vector2 velocity = Vector2.zero(); -16 -17 GroundBlock({ -18 required this.gridPosition, -19 required this.xOffset, -20 }) : super(size: Vector2.all(64), anchor: Anchor.bottomLeft); -21 -22 @override -23 Future<void> onLoad() async { -24 final groundImage = game.images.fromCache('ground.png'); -25 sprite = Sprite(groundImage); -26 position = Vector2( -27 (gridPosition.x * size.x) + xOffset, -28 game.size.y - (gridPosition.y * size.y), -29 ); -30 add(RectangleHitbox(collisionType: CollisionType.passive)); -31 if (gridPosition.x == 9 && position.x > game.lastBlockXPosition) { -32 game.lastBlockKey = _blockKey; -33 game.lastBlockXPosition = position.x + size.x; -34 } -35 } -36 -37 @override -38 void update(double dt) { -39 velocity.x = game.objectSpeed; -40 position += velocity * dt; -41 -42 if (position.x < -size.x) { -43 removeFromParent(); -44 if (gridPosition.x == 0) { -45 game.loadGameSegments( -46 Random().nextInt(segments.length), -47 game.lastBlockXPosition, -48 ); -49 } -50 } -51 if (gridPosition.x == 9) { -52 if (game.lastBlockKey == _blockKey) { -53 game.lastBlockXPosition = position.x + size.x - 10; -54 } -55 } -56 if (game.health <= 0) { -57 removeFromParent(); -58 } -59 -60 super.update(dt); -61 } -62} +10class GroundBlock extends SpriteComponent +11 with HasGameReference<EmberQuestGame> { +12 final Vector2 gridPosition; +13 double xOffset; +14 +15 final UniqueKey _blockKey = UniqueKey(); +16 final Vector2 velocity = Vector2.zero(); +17 +18 GroundBlock({ +19 required this.gridPosition, +20 required this.xOffset, +21 }) : super(size: Vector2.all(64), anchor: Anchor.bottomLeft); +22 +23 @override +24 Future<void> onLoad() async { +25 final groundImage = game.images.fromCache('ground.png'); +26 sprite = Sprite(groundImage); +27 position = Vector2( +28 (gridPosition.x * size.x) + xOffset, +29 game.size.y - (gridPosition.y * size.y), +30 ); +31 add(RectangleHitbox(collisionType: CollisionType.passive)); +32 if (gridPosition.x == 9 && position.x > game.lastBlockXPosition) { +33 game.lastBlockKey = _blockKey; +34 game.lastBlockXPosition = position.x + size.x; +35 } +36 } +37 +38 @override +39 void update(double dt) { +40 velocity.x = game.objectSpeed; +41 position += velocity * dt; +42 +43 if (position.x < -size.x) { +44 removeFromParent(); +45 if (gridPosition.x == 0) { +46 game.loadGameSegments( +47 Random().nextInt(segments.length), +48 game.lastBlockXPosition, +49 ); +50 } +51 } +52 if (gridPosition.x == 9) { +53 if (game.lastBlockKey == _blockKey) { +54 game.lastBlockXPosition = position.x + size.x - 10; +55 } +56 } +57 if (game.health <= 0) { +58 removeFromParent(); +59 } +60 +61 super.update(dt); +62 } +63}

      @@ -1180,38 +1177,39 @@

      Congratulations 3 4import '../ember_quest.dart'; 5 - 6class PlatformBlock extends SpriteComponent with HasGameRef<EmberQuestGame> { - 7 final Vector2 gridPosition; - 8 double xOffset; - 9 -10 final Vector2 velocity = Vector2.zero(); -11 -12 PlatformBlock({ -13 required this.gridPosition, -14 required this.xOffset, -15 }) : super(size: Vector2.all(64), anchor: Anchor.bottomLeft); -16 -17 @override -18 Future<void> onLoad() async { -19 final platformImage = game.images.fromCache('block.png'); -20 sprite = Sprite(platformImage); -21 position = Vector2( -22 (gridPosition.x * size.x) + xOffset, -23 game.size.y - (gridPosition.y * size.y), -24 ); -25 add(RectangleHitbox(collisionType: CollisionType.passive)); -26 } -27 -28 @override -29 void update(double dt) { -30 velocity.x = game.objectSpeed; -31 position += velocity * dt; -32 if (position.x < -size.x || game.health <= 0) { -33 removeFromParent(); -34 } -35 super.update(dt); -36 } -37} + 6class PlatformBlock extends SpriteComponent + 7 with HasGameReference<EmberQuestGame> { + 8 final Vector2 gridPosition; + 9 double xOffset; +10 +11 final Vector2 velocity = Vector2.zero(); +12 +13 PlatformBlock({ +14 required this.gridPosition, +15 required this.xOffset, +16 }) : super(size: Vector2.all(64), anchor: Anchor.bottomLeft); +17 +18 @override +19 Future<void> onLoad() async { +20 final platformImage = game.images.fromCache('block.png'); +21 sprite = Sprite(platformImage); +22 position = Vector2( +23 (gridPosition.x * size.x) + xOffset, +24 game.size.y - (gridPosition.y * size.y), +25 ); +26 add(RectangleHitbox(collisionType: CollisionType.passive)); +27 } +28 +29 @override +30 void update(double dt) { +31 velocity.x = game.objectSpeed; +32 position += velocity * dt; +33 if (position.x < -size.x || game.health <= 0) { +34 removeFromParent(); +35 } +36 super.update(dt); +37 } +38}

      @@ -1223,7 +1221,7 @@

      Congratulations 5 6import '../ember_quest.dart'; 7 - 8class Star extends SpriteComponent with HasGameRef<EmberQuestGame> { + 8class Star extends SpriteComponent with HasGameReference<EmberQuestGame> { 9 final Vector2 gridPosition; 10 double xOffset; 11 @@ -1349,7 +1347,7 @@

      Congratulations 8} 9 10class HeartHealthComponent extends SpriteGroupComponent<HeartState> -11 with HasGameRef<EmberQuestGame> { +11 with HasGameReference<EmberQuestGame> { 12 final int heartNumber; 13 14 HeartHealthComponent({ @@ -1403,7 +1401,7 @@

      Congratulations 4import '../ember_quest.dart'; 5import 'heart.dart'; 6 - 7class Hud extends PositionComponent with HasGameRef<EmberQuestGame> { + 7class Hud extends PositionComponent with HasGameReference<EmberQuestGame> { 8 Hud({ 9 super.position, 10 super.size, diff --git a/docs/latest/tutorials/space_shooter/space_shooter.html b/docs/latest/tutorials/space_shooter/space_shooter.html index 37adfb9d7..d16b737c9 100644 --- a/docs/latest/tutorials/space_shooter/space_shooter.html +++ b/docs/latest/tutorials/space_shooter/space_shooter.html @@ -119,7 +119,6 @@
    328. Platforms
    329. Collision Detection
    330. Effects
    331. -
    332. Camera & Viewport
    333. Camera Component
    334. Inputs @@ -150,6 +149,7 @@
    335. Widgets
    336. +
    337. Camera & Viewport
    338. Bridge Packages
    339. @@ -292,7 +293,7 @@
    340. Resources
    341. diff --git a/docs/latest/tutorials/space_shooter/step_1.html b/docs/latest/tutorials/space_shooter/step_1.html index 6c12219a4..e7e6d7d23 100644 --- a/docs/latest/tutorials/space_shooter/step_1.html +++ b/docs/latest/tutorials/space_shooter/step_1.html @@ -119,7 +119,6 @@
    342. Platforms
    343. Collision Detection
    344. Effects
    345. -
    346. Camera & Viewport
    347. Camera Component
    348. Inputs @@ -150,6 +149,7 @@
    349. Widgets
    350. +
    351. Camera & Viewport
    352. Bridge Packages
    353. @@ -292,7 +293,7 @@
    354. Resources
    355. @@ -386,7 +387,7 @@

      Getting StartedRun
      +
      main.dart
       1import 'package:flame/components.dart';
      diff --git a/docs/latest/tutorials/space_shooter/step_2.html b/docs/latest/tutorials/space_shooter/step_2.html
      index d32bfd330..079da8cbf 100644
      --- a/docs/latest/tutorials/space_shooter/step_2.html
      +++ b/docs/latest/tutorials/space_shooter/step_2.html
      @@ -119,7 +119,6 @@
       
    356. Platforms
    357. Collision Detection
    358. Effects
    359. -
    360. Camera & Viewport
    361. Camera Component
    362. Inputs @@ -150,6 +149,7 @@
    363. Widgets
    364. +
    365. Camera & Viewport
    366. Bridge Packages
    367. @@ -292,7 +293,7 @@
    368. Resources
    369. @@ -480,7 +481,7 @@

      Controlling the player and adding some graphicsRun

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+return{aU:s("ms"),od:s("cc"),GI:s("x4"),y2:s("x5"),xQ:s("ft"),pC:s("x6"),Vx:s("aQ"),gL:s("x8"),MC:s("tP"),ma:s("xa"),so:s("dI"),ve:s("dI"),Bs:s("dI"),s1:s("Jg"),XI:s("xb"),vp:s("xc"),S7:s("Ji"),jo:s("asi"),pR:s("tT"),aM:s("XX"),Pg:s("jU"),UF:s("h1"),ag:s("Cu"),ue:s("Y1"),M1:s("Y3"),kX:s("xd"),bx:s("nw"),cr:s("nw>"),Fc:s("nw"),Cu:s("nw"),iI:s("j9"),w9:s("xe"),Jv:s("xf"),Al:s("tX"),oW:s("xg"),UY:s("xh"),a_:s("xi"),dP:s("qk"),RD:s("xk"),Ah:s("tY"),Ye:s("eQ"),o9:s("jV"),m_:s("eo"),hm:s("xo"),k:s("bb"),q:s("iF"),rR:s("fI"),Si:s("JH"),eu:s("JI"),Xj:s("bvC"),pI:s("CE"),V4:s("cy"),wY:s("dJ"),nz:s("dJ"),P0:s("dJ"),vr:s("dJ"),gv:s("dJ"),fN:s("dJ"),Tx:s("dJ"),AX:s("dJ"),sl:s("dJ"),j5:s("dJ"),_n:s("dJ"),ZQ:s("dJ"),f6:s("dJ"),O1:s("CH"),T_:s("u4"),oO:s("xr"),UT:s("xs"),qp:s("xt"),zK:s("YS"),p7:s("hD?,ev<@>>"),z3:s("jW(ae,A?)"),I2:s("YZ"),vg:s("bu"),wq:s("JM>"),g9:s("jc"),ES:s("bvI"),R6:s("xw"),iX:s("CQ"),qI:s("qr"),Lh:s("JU"),XY:s("xx"),p1:s("oL"),qo:s("CT"),z7:s("Zq"),m6:s("Zr"),E_:s("JV"),Bn:s("Zu"),wW:s("u7"),S3:s("JW"),BQ:s("JX"),V1:s("Zx"),nR:s("JZ"),Kb:s("Zy()"),u2:s("xz"),xG:s("CW"),O5:s("xA"),vh:s("K7"),iK:s("K8"),Hz:s("lv"),hP:s("iH"),c8:s("xC"),Oi:s("cE"),jI:s("ua"),G:s("l"),oD:s("xD"),bV:s("lw"),IC:s("f5"),zC:s("dj"),F:s("z"),ny:s("hE"),Ms:s("D1"),y6:s("xG"),t8:s("oN"),gb:s("D4"),C8:s("jd"),ab:s("xJ"),u7:s("xL"),s9:s("qw"),qO:s("xN"),li:s("bR"),eL:s("bR"),fF:s("iI"),nE:s("qx"),_D:s("iJ"),fK:s("xO"),aX:s("Db"),v:s("je"),pU:s("aY>"),OS:s("De>"),VQ:s("De"),Hx:s("Kk"),NT:s("ag"),d1:s("a_f"),ZC:s("hH"),ho:s("Kn"),H5:s("bwt"),HY:s("nA"),ip:s("ug"),jg:s("uh"),I7:s("Dk"),Pe:s("qA"),l4:s("bwD"),Uf:s("ui"),uy:s("bwH"),sp:s("Dl"),Je:s("bOc"),yW:s("qC"),JX:s("a01"),I:s("mz"),ra:s("bOi"),xm:s("kQ"),uZ:s("a05>"),Rr:s("ul"),AI:s("qE"),VF:s("qF"),HU:s("qG"),yN:s("a0a"),cL:s("y3"),DL:s("bfY"),Di:s("mA"),iJ:s("y4"),vF:s("oV"),TF:s("kR"),ej:s("y5"),Gm:s("ez"),d4:s("y6"),uL:s("nG"),zk:s("mB"),FT:s("qI"),Rs:s("a0p"),cm:s("um"),ty:s("bxr"),R7:s("hJ"),U2:s("bxu"),MP:s("kT"),aD:s("ht"),Zz:s("un"),Tu:s("bD"),Ys:s("nI"),A0:s("eM"),__:s("a0y"),Cv:s("DA"),j1:s("eN"),hl:s("y8"),Ee:s("ao<@>"),lU:s("db"),D:s("b4"),Gt:s("bxF"),o_:s("kU>"),_H:s("a0E"),BF:s("up"),_5:s("oW"),hc:s("oX"),EM:s("yb"),IH:s("L3"),S9:s("a0I"),X8:s("a0J"),Q4:s("L5"),oy:s("L6"),Lt:s("dl"),I3:s("be"),VI:s("c9"),IX:s("nK"),bh:s("yd"),oB:s("ye"),ii:s("DK"),o6:s("bxR"),_w:s("qK"),HH:s("qL"),OO:s("lB"),cP:s("yh"),b5:s("yi"),P9:s("qM"),eI:s("yj"),nN:s("bp"),ei:s("bp"),xt:s("uu"),TE:s("ym"),J:s("ad"),zS:s("ad()"),y5:s("Lh"),eA:s("uw"),xz:s("oZ"),wL:s("yn"),iq:s("yo"),Ii:s("nL>"),vo:s("nL>"),c1:s("nL>>"),US:s("kW"),MN:s("yp"),AC:s("yq"),s4:s("ux"),OE:s("uy"),IR:s("yq(Y)"),mx:s("f7"),l5:s("yv"),JW:s("p0"),t1:s("a1n"),zq:s("DT"),dg:s("Lr"),ia:s("yx"),BJ:s("yy"),FK:s("il"),jU:s("Lu"),E:s("aw"),gx:s("lE<@>"),bE:s("iL"),OP:s("qS"),Uy:s("Ly"),VZ:s("bOO"),Nh:s("lF"),ya:s("a1w"),E4:s("qU"),_8:s("qV"),iH:s("at"),pZ:s("at"),cd:s("at"),Z9:s("at"),xd:s("at(i,bx)"),Ev:s("at()"),L0:s("at<@>"),uz:s("at<~>"),lG:s("at<~>()"),GV:s("yB"),UQ:s("a1H"),bA:s("qW"),Fp:s("c3"),m:s("c3"),b4:s("fM"),Lu:s("fM"),Pa:s("fM"),Ih:s("fM"),SP:s("DZ"),nS:s("yC"),nd:s("dT"),uA:s("dx"),C1:s("dx"),Uv:s("dx"),jn:s("dx"),YC:s("dx"),hg:s("dx"),Qm:s("dx"),UN:s("dx"),ok:s("dx"),pL:s("dx"),fh:s("dx"),Bk:s("dx"),xR:s("yE
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        "),ew:s("v"),qa:s("v"),ZD:s("v"),hN:s("v"),HB:s("v"),IF:s("v"),Xl:s("v"),YP:s("v"),Q:s("v"),vl:s("v"),kH:s("v
      1. Bridge Packages
      2. @@ -292,7 +293,7 @@
      3. Resources
      4. @@ -312,8 +313,13 @@
        -
        -

        Camera and Viewport

        +
        +

        Camera and Viewport (Deprecated)

        +
        +

        Note

        +

        This document describes the deprecated Camera API. The new CameraComponent approach +is described in Camera component.

        +

        When rendering on Flutter, the regular coordinate space used are logical pixels. That means one pixel for Flutter is already not necessarily one real pixel on the device, because of the device’s pixel ratio. When it @@ -402,7 +408,7 @@

        Camera.followVector2 final someVector = Vector2(100, 100); @override void onLoad() { - camera.followVector2(someVector); + oldCamera.followVector2(someVector); } }

        @@ -515,18 +521,18 @@

        Using the camera with the Game classMIT License.
        - +

        Previous:

        -

        Effects

        +

        Widgets

        - +

        Next:

        -

        Camera component

        +

        Bridge Packages

        diff --git a/docs/latest/flame/camera_component.html b/docs/latest/flame/camera_component.html index ba611f228..0c04b1830 100644 --- a/docs/latest/flame/camera_component.html +++ b/docs/latest/flame/camera_component.html @@ -39,7 +39,7 @@ - + @@ -119,7 +119,6 @@
      5. Platforms
      6. Collision Detection
      7. Effects
      8. -
      9. Camera & Viewport
      10. Camera Component
      11. Inputs @@ -150,6 +149,7 @@
      12. Widgets
      13. +
      14. Camera & Viewport
      15. Bridge Packages
      16. @@ -292,7 +293,7 @@
      17. Resources
      18. @@ -317,12 +318,12 @@

        Camera component

        Note

        This document describes a new camera API. The more traditional approach -(which will be deprecated) for handling a camera is described in -Camera and Viewport.

        +(which is deprecated) for handling a camera is described in +Camera and Viewport (Deprecated).

        -

        Camera-as-a-component is an alternative way of structuring a game, an approach -that allows more flexibility in placing the camera, or even having more than -one camera simultaneously.

        +

        Camera-as-a-component is the new way of structuring a game, an approach that +allows more flexibility in placing the camera, or even having more than one +camera simultaneously.

        In order to understand how this approach works, imagine that your game world is an entity that exists somewhere independently from your application. Imagine that your game is merely a window through which you can look into that world. @@ -341,8 +342,10 @@

        Camera component

        This component should be used to host all other components that comprise your game world. The main property of the World class is that it does not render -through traditional means – instead, create one or more CameraComponents -to “look at” the world.

        +through traditional means – instead it is rendered by one or more +CameraComponents to “look at” the world. In the FlameGame class there is +one World called world which is added by default and paired together with +the default CameraComponent called camera.

        A game can have multiple World instances that can be rendered either at the same time, or at different times. For example, if you have two worlds A and B and a single camera, then switching that camera’s target from A to B will @@ -351,6 +354,21 @@

        World

        Just like with most Components, children can be added to World by using the children argument in its constructor, or by using the add or addAll methods.

        +

        For many games you want to extend the world and create your logic in there, +such a game structure could look like this:

        +
        void main() {
        +  runApp(GameWidget(FlameGame(world: MyWorld())));
        +}
        +
        +class MyWorld extends World {
        +  @override
        +  Future<void> onLoad() async {
        +    // Load all the assets that are needed in this world
        +    // and add components etc.
        +  }
        +}
        +
        +

        CameraComponent

        @@ -358,6 +376,9 @@

        CameraComponentWorld instance during construction; however later the target world can be replaced with another one. Multiple cameras can observe the same world at the same time.

        +

        There is a default CameraComponent called camera on the FlameGame class +which is paired together with the default world, so you don’t need to create +or add your own CameraComponent if your game doesn’t need to.

        A CameraComponent has two other components inside: a Viewport and a Viewfinder. Unlike the World object, the camera owns the viewport and the viewfinder, which means those components are children of the camera.

        @@ -367,6 +388,19 @@

        CameraComponentFlameGame class has a camera field in its constructor, so you can set +what type of default camera that you want like this for example:

        +
        void main() {
        +  runApp(
        +    GameWidget(
        +      FlameGame(
        +        camera: CameraComponent.withFixedResolution(width: 800, height: 600),
        +      ),
        +    ),
        +  );
        +}
        +
        +

        CameraComponent.withFixedResolution()

        This factory constructor will let you pretend that the user’s device has a fixed resolution of your @@ -473,9 +507,9 @@

        Check if a component is visible from the camera point of view -

        Comparison to the traditional camera

        -

        Compared to the normal Camera, the CameraComponent +

        +

        Comparison to the deprecated camera

        +

        Compared to the deprecated Camera, the CameraComponent has several advantages:

        +
      19. Camera & Viewport
      20. Bridge Packages
      21. @@ -292,7 +293,7 @@
      22. Resources
      23. @@ -367,7 +368,7 @@

        CollisionCallbacksCollisionCallbacks mixin to your component. Example:

        -
        -

        Migration from the collision detection system in v1.0

        -

        The collision detection system introduced in v1.1 is easier to use, -and much more efficient than the one that was in v1.0, -but while making these improvements some breaking changes had to be made.

        -

        There is no longer a Collidable mixin, instead your game automatically knows when a hitbox has -been added to one of your components when the HasCollisionDetection mixin is added to your game.

        -

        To receive the callbacks from collisions that your component is involved in you should add the -CollisionCallbacks mixin to your component, and then override the same methods as you did -previously.

        -

        Since the hitboxes now are Components you add them to your component with add instead of -addHitbox which was used previously.

        -
        -

        Name changes

        -
          -
        • ScreenCollidable -> ScreenHitbox

        • -
        • HitboxCircle -> CircleHitbox

        • -
        • HitboxRectangle -> RectangleHitbox

        • -
        • HitboxPolygon -> PolygonHitbox

        • -
        • Collidable -> CollisionCallbacks (Only needed when you want to receive the callbacks)

        • -
        • HasHitboxes -> GestureHitboxes (Only when you need hitboxes for gestures)

        • -
        • CollidableType -> CollisionType

        • -
        -
        -

        Examples

        +
      24. Camera & Viewport
      25. Bridge Packages
      26. @@ -292,7 +293,7 @@
      27. Resources
      28. @@ -316,33 +317,18 @@

        Components

        %%{init: { 'theme': 'dark' } }%% - graph TD - - %% Node Color %% - classDef default fill:#282828,stroke:#F6BE00; - classDef yellow fill:#F6BE00,color:#000; - - %% Nodes %% - - z(Abstract Class):::yellow - x(Normal Class) - -
        - %%{init: { 'theme': 'dark' } }%% graph TD - %% Node Color %% + %% Config %% classDef default fill:#282828,stroke:#F6BE00; - classDef yellow fill:#F6BE00,color:#000; %% Nodes %% - Component(Component) Misc(" TimerComponent ParticleComponent SpriteBatchComponent ") - Effects("Effects<br/>(See the effects section)"):::yellow + Effects("Effects<br/>(See the effects section)") Game(Game) FlameGame(FlameGame) PositionComponent(PositionComponent) @@ -382,7 +368,7 @@

        Components

        Component

        @@ -406,44 +392,47 @@

        Component

        %%{init: { 'theme': 'dark' } }%% - - graph TD + + graph TD %% Node Color %% classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; - classDef yellow fill:#F6BE00,color:#000; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; %% Nodes %% - x(Runs every time) + x(Runs Each Tick) + y(Runs On Add & Resize):::lightYellow z(Runs Once):::yellow
        %%{init: { 'theme': 'dark' } }%% graph LR - + %% Node Color %% classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; - classDef yellow fill:#F6BE00,color:#000; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; %% Nodes %% - + A(onLoad):::yellow - B(onGameResize) - C(onMount) - D(Update) - E(Render) - F(onRemove) + B(onGameResize):::lightYellow + C(onMount):::yellow + D(update) + E(render) + F(onRemove):::yellow %% Flow %% - + A-->B B-->C C-->D D-->E E-->D - D-->F - F-. If added to a new parent .->B - + E-. If removed .->F + F-. If re-parented .->A +

        The onGameResize method is called whenever the screen is resized, and also when this component gets added into the component tree, before the onMount.

        The onParentResize method is similar: it is also called when the component is mounted into the @@ -574,6 +563,24 @@

        Composability of components +

        Access to the World from a Component

        +

        If a component that has a World as an ancestor and requires access to that World object, one can +use the HasWorldReference mixin.

        +

        Example:

        +
        class MyComponent extends Component with HasWorldReference<MyWorld>,
        +    TapCallbacks {
        +  @override
        +  void onTapDown(TapDownEvent info) {
        +    // world is of type MyWorld
        +    world.add(AnotherComponent());
        +  }
        +}
        +
        +
        +

        If you try to access world from a component that doesn’t have a World +ancestor of the correct type an assertion error will be thrown.

        +

        Ensuring a component has a given parent

        When a component requires to be added to a specific parent type the @@ -693,6 +700,12 @@

        Querying components at a specific point on the screen

        PositionType

        +
        +

        Note

        +

        If you are using the CameraComponent you should not use PositionType, but +instead adding your components directly to the viewport for example if you +want to use them as a HUD.

        +

        If you want to create a HUD (Head-up display) or another component that isn’t positioned in relation to the game coordinates, you can change the PositionType of the component. The default PositionType is positionType = PositionType.game and that can be changed to @@ -714,11 +727,76 @@

        PositionTypeFlameGame and not as a child component of another component.

        +
        +

        Visibility of components

        +

        The recommended way to hide or show a component is usually to add or remove it from the tree +using the add and remove methods.

        +

        However, adding and removing components from the tree will trigger lifecycle steps for that +component (such as calling onRemove and onMount). It is also an asynchronous process and care +needs to be taken to ensure the component has finished removing before it is added again if you +are removing and adding a component in quick succession.

        +
        /// Example of handling the removal and adding of a child component
        +/// in quick succession
        +void show() async {
        +  // Need to await the [removed] future first, just in case the
        +  // component is still in the process of being removed.
        +  await myChildComponent.removed;
        +  add(myChildComponent);
        +}
        +
        +void hide() {
        +  remove(myChildComponent);
        +}
        +
        +
        +

        These behaviors are not always desirable.

        +

        An alternative method to show and hide a component is to use the HasVisibility mixin, which may +be used on any class that inherits from Component. This mixin introduces the isVisible property. +Simply set isVisible to false to hide the component, and true to show it again, without +removing it from the tree. This affects the visibility of the component and all it’s descendants +(children).

        +
        /// Example that implements HasVisibility
        +class MyComponent extends PositionComponent with HasVisibility {}
        +
        +/// Usage of the isVisible property 
        +final myComponent = MyComponent();
        +add(myComponent);
        +
        +myComponent.isVisible = false;
        +
        +
        +

        The mixin only affects whether the component is rendered, and will not affect other behaviors.

        +
        +

        Note

        +

        Important! Even when the component is not visible, it is still in the tree and +will continue to receive calls to ‘update’ and all other lifecycle events. It +will still respond to input events, and will still interact with other +components, such as collision detection for example.

        +
        +

        The mixin works by preventing the renderTree method, therefore if renderTree is being +overridden, a manual check for isVisible should be included to retain this functionality.

        +
        class MyComponent extends PositionComponent with HasVisibility {
        +
        +  @override
        +  void renderTree(Canvas canvas) {
        +    // Check for visibility
        +    if (isVisible) {
        +      // Custom code here
        +
        +      // Continue rendering the tree
        +      super.renderTree(canvas);
        +    }
        +  }
        +}
        +
        +
        +

        PositionComponent

        -

        This class represent a positioned object on the screen, being a floating rectangle or a rotating -sprite. It can also represent a group of positioned components if children are added to it.

        +

        This class represents a positioned object on the screen, being a floating rectangle, a rotating +sprite, or anything else with position and size. It can also represent a group of positioned +components if children are added to it.

        The base of the PositionComponent is that it has a position, size, scale, angle and anchor which transforms how the component is rendered.

        @@ -783,7 +861,7 @@

        Native Angle

        Anchor

        -
        +
        anchor.dart
         1import 'dart:async';
        @@ -826,7 +904,7 @@ 

        Anchor38 radius: 4, 39 position: size / 2, 40 anchor: Anchor.center, -41 ) +41 ), 42 ]); 43 } 44 @@ -1133,6 +1211,37 @@

        SpriteGroup +

        SpawnComponent

        +

        This component is a non-visual component that spawns other components inside of the parent of the +SpawnComponent. It’s great if you for example want to spawn enemies or power-ups randomly within +an area.

        +

        The SpawnComponent takes a factory function that it uses to create new components and an area +where the components should be spawned within (or along the edges of).

        +

        For the area, you can use the Circle, Rectangle or Polygon class, and if you want to only +spawn components along the edges of the shape set the within argument to false (defaults to true).

        +

        This would for example spawn new components of the type MyComponent every 0.5 seconds randomly +within the defined circle:

        +
        SpawnComponent(
        +  factory: () => MyComponent(size: Vector2(10, 20)),
        +  period: 0.5,
        +  area: Circle(Vector2(100, 200), 150),
        +);
        +
        +
        +

        If you don’t want the spawning rate to be static, you can use the SpawnComponent.periodRange +constructor with the minPeriod and maxPeriod arguments instead. +In the following example the component would be spawned randomly within the circle and the time +between each new spawned component is between 0.5 to 10 seconds.

        +
        SpawnComponent.periodRange(
        +  factory: () => MyComponent(size: Vector2(10, 20)),
        +  minPeriod: 0.5,
        +  maxPeriod: 10,
        +  area: Circle(Vector2(100, 200), 150),
        +);
        +
        +
        +

        SvgComponent

        Note: To use SVG with Flame, use the flame_svg @@ -1151,59 +1260,6 @@

        SvgComponent -

        FlareActorComponent

        -

        Note: The previous implementation of a Flare integration API using FlareAnimation and -FlareComponent has been deprecated.

        -

        To use Flare within Flame, use the flame_flare -package.

        -

        This is the interface for using a flare animation within -flame. FlareActorComponent has almost the same API as of flare’s FlareActor widget. It receives -the animation filename (that is loaded by default with Flame.bundle), it can also receive a -FlareController that can play multiple animations and control nodes.

        -
        import 'package:flame_flare/flame_flare.dart';
        -
        -class YourFlareController extends FlareControls {
        -
        -  late ActorNode rightHandNode;
        -
        -  void initialize(FlutterActorArtboard artboard) {
        -    super.initialize(artboard);
        -
        -    // get flare node
        -    rightHand = artboard.getNode('right_hand');
        -  }
        -}
        -
        -final fileName = 'assets/george_washington.flr';
        -final size = Vector2(1776, 1804);
        -final controller = YourFlareController();
        -
        -FlareActorComponent flareAnimation = FlareActorComponent(
        -  fileName,
        -  controller: controller,
        -  width: 306,
        -  height: 228,
        -);
        -
        -flareAnimation.x = 50;
        -flareAnimation.y = 240;
        -add(flareAnimation);
        -
        -// to play an animation
        -controller.play('rise_up');
        -
        -// you can add another animation to play at the same time
        -controller.play('close_door_way_out');
        -
        -// also, you can get a flare node and modify it
        -controller.rightHandNode.rotation = math.pi;
        -
        -
        -

        You can also change the current playing animation by using the updateAnimation method.

        -

        For a working example, check the example in the -flame_flare repository.

        -

        ParallaxComponent

        This Component can be used to render backgrounds with a depth feeling by drawing several @@ -1462,57 +1518,6 @@

        CircleComponent -

        TiledComponent

        -

        Tiled is a free and open source, full-featured level and map editor for your platformer or -RPG game. Currently we have an “in progress” implementation of a Tiled component. This API -uses the lib tiled.dart to parse map files and -render visible layers using the performant SpriteBatch for each layer.

        -

        Supported map types include: Orthogonal, Isometric, Hexagonal, and Staggered.

        - - - - - - - - - - - - - -

        Orthogonal

        Hexagonal

        Isomorphic

        An example of an orthogonal map

        An example of hexagonal map

        An example of isomorphic map

        -

        An example of how to use the API can be found -here.

        -
        -

        TileStack

        -

        Once a TiledComponent is loaded, you can select any column of (x,y) tiles in a tileStack to -then add animation. Removing the stack will not remove the tiles from the map.

        -
        -

        Note: This currently only supports position based effects.

        -
        -
        void onLoad() {
        -  final stack = map.tileMap.tileStack(4, 0, named: {'floor_under'});
        -  stack.add(
        -    SequenceEffect(
        -      [
        -        MoveEffect.by(
        -          Vector2(5, 0),
        -          NoiseEffectController(duration: 1, frequency: 20),
        -        ),
        -        MoveEffect.by(Vector2.zero(), LinearEffectController(2)),
        -      ],
        -      repeatCount: 3,
        -    )
        -      ..onComplete = () => stack.removeFromParent(),
        -  );
        -  map.add(stack);
        -}
        -
        -
        -
        -

        IsometricTileMapComponent

        This component allows you to render an isometric map based on a cartesian matrix of blocks and an @@ -1713,12 +1718,14 @@

        When not using Component lifecycle Priority Composability of components + Access to the World from a Component Ensuring a component has a given parent Ensuring a component has a given ancestor Component Keys Querying child components Querying components at a specific point on the screen PositionType + Visibility of components PositionComponent Position Size @@ -1732,15 +1739,13 @@

        When not using SpriteAnimationComponent SpriteAnimationGroupComponent SpriteGroup + SpawnComponent SvgComponent - FlareActorComponent ParallaxComponent ShapeComponents PolygonComponent RectangleComponent CircleComponent - TiledComponent - TileStack IsometricTileMapComponent NineTileBoxComponent CustomPainterComponent diff --git a/docs/latest/flame/diagrams/component.html b/docs/latest/flame/diagrams/component.html index f4dc43d76..63adf0082 100644 --- a/docs/latest/flame/diagrams/component.html +++ b/docs/latest/flame/diagrams/component.html @@ -117,7 +117,6 @@
      29. Platforms
      30. Collision Detection
      31. Effects
      32. -
      33. Camera & Viewport
      34. Camera Component
      35. Inputs @@ -148,6 +147,7 @@
      36. Widgets
      37. +
      38. Camera & Viewport
      39. Bridge Packages
      40. @@ -290,7 +291,7 @@
      41. Resources
      42. @@ -312,33 +313,18 @@
        %%{init: { 'theme': 'dark' } }%% - graph TD - - %% Node Color %% - classDef default fill:#282828,stroke:#F6BE00; - classDef yellow fill:#F6BE00,color:#000; - - %% Nodes %% - - z(Abstract Class):::yellow - x(Normal Class) - -
        - %%{init: { 'theme': 'dark' } }%% graph TD - %% Node Color %% + %% Config %% classDef default fill:#282828,stroke:#F6BE00; - classDef yellow fill:#F6BE00,color:#000; %% Nodes %% - Component(Component) Misc(" TimerComponent ParticleComponent SpriteBatchComponent ") - Effects("Effects<br/>(See the effects section)"):::yellow + Effects("Effects<br/>(See the effects section)") Game(Game) FlameGame(FlameGame) PositionComponent(PositionComponent) @@ -378,7 +364,7 @@ PositionComponent --> Sprites PositionComponent --> HudMarginComponent PositionComponent --> OtherPositionComponents - HudMarginComponent --> HudComponents + HudMarginComponent --> HudComponents
        diff --git a/docs/latest/flame/diagrams/component_life_cycle.html b/docs/latest/flame/diagrams/component_life_cycle.html index 6e57b422b..989e74b13 100644 --- a/docs/latest/flame/diagrams/component_life_cycle.html +++ b/docs/latest/flame/diagrams/component_life_cycle.html @@ -117,7 +117,6 @@
      43. Platforms
      44. Collision Detection
      45. Effects
      46. -
      47. Camera & Viewport
      48. Camera Component
      49. Inputs @@ -148,6 +147,7 @@
      50. Widgets
      51. +
      52. Camera & Viewport
      53. Bridge Packages
      54. @@ -290,7 +291,7 @@
      55. Resources
      56. @@ -312,44 +313,47 @@
        %%{init: { 'theme': 'dark' } }%% - - graph TD + + graph TD %% Node Color %% classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; - classDef yellow fill:#F6BE00,color:#000; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; %% Nodes %% - x(Runs every time) + x(Runs Each Tick) + y(Runs On Add & Resize):::lightYellow z(Runs Once):::yellow
        %%{init: { 'theme': 'dark' } }%% graph LR - + %% Node Color %% classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; - classDef yellow fill:#F6BE00,color:#000; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; %% Nodes %% - + A(onLoad):::yellow - B(onGameResize) - C(onMount) - D(Update) - E(Render) - F(onRemove) + B(onGameResize):::lightYellow + C(onMount):::yellow + D(update) + E(render) + F(onRemove):::yellow %% Flow %% - + A-->B B-->C C-->D D-->E E-->D - D-->F - F-. If added to a new parent .->B - + E-. If removed .->F + F-. If re-parented .->A +
        diff --git a/docs/latest/flame/diagrams/flame_game_life_cycle.html b/docs/latest/flame/diagrams/flame_game_life_cycle.html new file mode 100644 index 000000000..da0ba8347 --- /dev/null +++ b/docs/latest/flame/diagrams/flame_game_life_cycle.html @@ -0,0 +1,383 @@ + + + + + + <no title> — Flame + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
        + + + + + + + +
        + +
        + + + + + + +
        + + + +
        +
        + +
        + +
        + %%{init: { 'theme': 'dark' } }%% + + graph TD + + %% Node Color %% + classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; + + %% Nodes %% + x(Runs Each Tick) + y(Runs On Add & Resize):::lightYellow + z(Runs Once):::yellow + +
        + %%{init: { 'theme': 'dark' } }%% + graph LR + + %% Node Color %% + classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; + + %% Nodes %% + + A(onGameResize):::lightYellow + B(onLoad):::yellow + C(onMount):::yellow + D(update) + E(render) + F(onRemove):::yellow + + %% Flow %% + + A-->B + B-->C + C-->D + D-->E + E-->D + E-. If removed .->F + F-. If re-parented .->A + +
        + +
        + +
        +
        +
        +
        + + + +
        +
        + + + + + + \ No newline at end of file diff --git a/docs/latest/flame/diagrams/low_level_game_api.html b/docs/latest/flame/diagrams/low_level_game_api.html index d360b5b22..5bcdc9e6e 100644 --- a/docs/latest/flame/diagrams/low_level_game_api.html +++ b/docs/latest/flame/diagrams/low_level_game_api.html @@ -117,7 +117,6 @@
      57. Platforms
      58. Collision Detection
      59. Effects
      60. -
      61. Camera & Viewport
      62. Camera Component
      63. Inputs @@ -148,6 +147,7 @@
      64. Widgets
      65. +
      66. Camera & Viewport
      67. Bridge Packages
      68. @@ -290,7 +291,7 @@
      69. Resources
      70. diff --git a/docs/latest/flame/effects.html b/docs/latest/flame/effects.html index a9c7215a9..b0c2702bd 100644 --- a/docs/latest/flame/effects.html +++ b/docs/latest/flame/effects.html @@ -38,7 +38,7 @@ - + @@ -119,7 +119,6 @@
      71. Platforms
      72. Collision Detection
      73. Effects
      74. -
      75. Camera & Viewport
      76. Camera Component
      77. Inputs @@ -150,6 +149,7 @@
      78. Widgets
      79. +
      80. Camera & Viewport
      81. Bridge Packages
      82. @@ -292,7 +293,7 @@
      83. Resources
      84. @@ -402,7 +403,7 @@

        MoveByEffectThis effect applies to a PositionComponent and shifts it by a prescribed offset amount. This offset is relative to the current position of the target:

        -
        +
        move_by_effect.dart
         1import 'package:doc_flame_examples/flower.dart';
        @@ -457,7 +458,7 @@ 

        MoveToEffectThis effect moves a PositionComponent from its current position to the specified destination point in a straight line.

        -
        +
        move_to_effect.dart
         1import 'package:doc_flame_examples/flower.dart';
        @@ -511,7 +512,7 @@ 

        MoveAlongPathEf recommended to start a path at Vector2.zero() in order to avoid sudden jumps in the component’s position.

        -
        +
        move_along_path_effect.dart
         1import 'dart:ui';
        @@ -571,41 +572,42 @@ 

        RotateEffect.by is in radians. For example, the following effect will rotate the target 90º (=tau/4 in radians) clockwise:

        -
        +
        rotate_by_effect.dart
         1import 'package:doc_flame_examples/flower.dart';
          2import 'package:flame/effects.dart';
          3import 'package:flame/game.dart';
        - 4
        - 5class RotateByEffectGame extends FlameGame {
        - 6  bool reset = false;
        - 7  @override
        - 8  Future<void> onLoad() async {
        - 9    final flower = Flower(
        -10      size: 60,
        -11      position: canvasSize / 2,
        -12      onTap: (flower) {
        -13        if (reset = !reset) {
        -14          flower.add(
        -15            RotateEffect.by(
        -16              tau / 4,
        -17              EffectController(duration: 2),
        -18            ),
        -19          );
        -20        } else {
        -21          flower.add(
        -22            RotateEffect.by(
        -23              -tau / 4,
        -24              EffectController(duration: 2),
        -25            ),
        -26          );
        -27        }
        -28      },
        -29    );
        -30    add(flower);
        -31  }
        -32}
        + 4import 'package:flame/geometry.dart';
        + 5
        + 6class RotateByEffectGame extends FlameGame {
        + 7  bool reset = false;
        + 8  @override
        + 9  Future<void> onLoad() async {
        +10    final flower = Flower(
        +11      size: 60,
        +12      position: canvasSize / 2,
        +13      onTap: (flower) {
        +14        if (reset = !reset) {
        +15          flower.add(
        +16            RotateEffect.by(
        +17              tau / 4,
        +18              EffectController(duration: 2),
        +19            ),
        +20          );
        +21        } else {
        +22          flower.add(
        +23            RotateEffect.by(
        +24              -tau / 4,
        +25              EffectController(duration: 2),
        +26            ),
        +27          );
        +28        }
        +29      },
        +30    );
        +31    add(flower);
        +32  }
        +33}
         
        @@ -622,41 +624,42 @@

        RotateEffect.to

        Rotates the target clockwise to the specified angle. For example, the following will rotate the target to look east (0º is north, 90º=tau/4 east, 180º=tau/2 south, and 270º=tau*3/4 west):

        -
        +
        rotate_to_effect.dart
         1import 'package:doc_flame_examples/flower.dart';
          2import 'package:flame/effects.dart';
          3import 'package:flame/game.dart';
        - 4
        - 5class RotateToEffectGame extends FlameGame {
        - 6  bool reset = false;
        - 7  @override
        - 8  Future<void> onLoad() async {
        - 9    final flower = Flower(
        -10      size: 60,
        -11      position: canvasSize / 2,
        -12      onTap: (flower) {
        -13        if (reset = !reset) {
        -14          flower.add(
        -15            RotateEffect.to(
        -16              tau / 4,
        -17              EffectController(duration: 2),
        -18            ),
        -19          );
        -20        } else {
        -21          flower.add(
        -22            RotateEffect.to(
        -23              -tau / 4,
        -24              EffectController(duration: 2),
        -25            ),
        -26          );
        -27        }
        -28      },
        -29    );
        -30    add(flower);
        -31  }
        -32}
        + 4import 'package:flame/geometry.dart';
        + 5
        + 6class RotateToEffectGame extends FlameGame {
        + 7  bool reset = false;
        + 8  @override
        + 9  Future<void> onLoad() async {
        +10    final flower = Flower(
        +11      size: 60,
        +12      position: canvasSize / 2,
        +13      onTap: (flower) {
        +14        if (reset = !reset) {
        +15          flower.add(
        +16            RotateEffect.to(
        +17              tau / 4,
        +18              EffectController(duration: 2),
        +19            ),
        +20          );
        +21        } else {
        +22          flower.add(
        +23            RotateEffect.to(
        +24              -tau / 4,
        +25              EffectController(duration: 2),
        +26            ),
        +27          );
        +28        }
        +29      },
        +30    );
        +31    add(flower);
        +32  }
        +33}
         
        @@ -673,7 +676,7 @@

        ScaleEffect.by<

        This effect will change the target’s scale by the specified amount. For example, this will cause the component to grow 50% larger:

        -
        +
        scale_by_effect.dart
         1import 'package:doc_flame_examples/flower.dart';
        @@ -730,7 +733,7 @@ 

        ScaleEffect.by<

        ScaleEffect.to

        This effect works similar to ScaleEffect.by, but sets the absolute value of the target’s scale.

        -
        +
        scale_to_effect.dart
         1import 'package:doc_flame_examples/flower.dart';
        @@ -789,7 +792,7 @@ 

        SizeEffect.byVector2(100, 100), then after the following effect is applied and runs its course, the new size will be Vector2(120, 50):

        -
        +
        size_by_effect.dart
         1import 'package:doc_flame_examples/ember.dart';
        @@ -849,7 +852,7 @@ 

        SizeEffect.bySizeEffect.to

        Changes the size of the target component to the specified size. Target size cannot be negative:

        -
        +
        size_to_effect.dart
         1import 'package:doc_flame_examples/ember.dart';
        @@ -902,7 +905,7 @@ 

        AnchorByEffect<

        Changes the location of the target’s anchor by the specified offset. This effect can also be created using AnchorEffect.by().

        -
        +
        anchor_by_effect.dart
         1import 'package:doc_flame_examples/flower.dart';
        @@ -953,7 +956,7 @@ 

        AnchorToEffect<

        Changes the location of the target’s anchor. This effect can also be created using AnchorEffect.to().

        -
        +
        anchor_to_effect.dart
         1import 'package:doc_flame_examples/flower.dart';
        @@ -1004,7 +1007,7 @@ 

        OpacityToEffect

        This effect will change the opacity of the target over time to the specified alpha-value. It can only be applied to components that implement the OpacityProvider.

        -
        +
        opacity_to_effect.dart
         1import 'package:doc_flame_examples/flower.dart';
        @@ -1058,7 +1061,7 @@ 

        OpacityToEffect to easily create providers for desired paintIds. For single paintId opacityProviderOf can be used and for multiple paintIds and opacityProviderOfList can be used.

        -
        +
        opacity_effect_with_target.dart
         1import 'package:doc_flame_examples/flower.dart';
        @@ -1129,7 +1132,7 @@ 

        OpacityByEffect

        This effect will change the opacity of the target relative to the specified alpha-value. For example, the following effect will change the opacity of the target by 90%:

        -
        +
        opacity_by_effect.dart
         1import 'package:doc_flame_examples/ember.dart';
        @@ -1189,7 +1192,7 @@ 

        GlowEffectglow-strength. The color of shade will be targets paint color. For example, the following effect will apply the glowing shade around target by strength of 10:

        -
        +
        glow_effect.dart
         1import 'package:flame/components.dart';
        @@ -1240,7 +1243,7 @@ 

        SequenceEffect<

        The sequence effect can also be alternating (the sequence will first run forward, and then backward); and also repeat a certain predetermined number of times, or infinitely.

        -
        +
        sequence_effect.dart
         1import 'package:doc_flame_examples/flower.dart';
        @@ -1313,7 +1316,7 @@ 

        RemoveEffectThis is a simple effect that can be attached to a component causing it to be removed from the game tree after the specified delay has passed:

        -
        +
        remove_effect.dart
         1import 'package:doc_flame_examples/ember.dart';
        @@ -1341,11 +1344,11 @@ 

        RemoveEffect23 24 @override 25 void onTap() { -26 if (!children.contains(ember)) { -27 effect.reset(); -28 add(ember); -29 } else { -30 ember.add(effect); +26 if (children.contains(ember)) { +27 ember.add(effect); +28 } else { +29 effect.reset(); +30 add(ember); 31 } 32 } 33 @@ -1371,7 +1374,7 @@

        ColorEffect -
        +
        color_effect.dart
         1import 'package:doc_flame_examples/ember.dart';
        @@ -1691,10 +1694,10 @@ 

        See also +

        Next:

        -

        Camera and Viewport

        +

        Camera component

        diff --git a/docs/latest/flame/flame.html b/docs/latest/flame/flame.html index 30eeff85e..0810544f1 100644 --- a/docs/latest/flame/flame.html +++ b/docs/latest/flame/flame.html @@ -119,7 +119,6 @@
      85. Platforms
      86. Collision Detection
      87. Effects
      88. -
      89. Camera & Viewport
      90. Camera Component
      91. Inputs @@ -150,6 +149,7 @@
      92. Widgets
      93. +
      94. Camera & Viewport
      95. Bridge Packages
      96. @@ -292,7 +293,7 @@
      97. Resources
      98. @@ -323,13 +324,13 @@

        Flame
      99. Platforms

      100. Collision Detection

      101. Effects

      102. -
      103. Camera & Viewport

      104. Camera Component

      105. Inputs

      106. Rendering

      107. Layout

      108. Overlays

      109. Other

      110. +
      111. Camera & Viewport (deprecated)

      112. diff --git a/docs/latest/flame/game.html b/docs/latest/flame/game.html index 2d88c7f9d..52b2b7c61 100644 --- a/docs/latest/flame/game.html +++ b/docs/latest/flame/game.html @@ -119,7 +119,6 @@
      113. Platforms
      114. Collision Detection
      115. Effects
      116. -
      117. Camera & Viewport
      118. Camera Component
      119. Inputs @@ -150,6 +149,7 @@
      120. Widgets
      121. +
      122. Camera & Viewport
      123. Bridge Packages
      124. @@ -292,7 +293,7 @@
      125. Resources
      126. @@ -314,16 +315,21 @@

        FlameGame

        -

        FlameGame is the most commonly used Game class in Flame.

        The FlameGame class implements a Component based Game. It has a tree of components and calls the update and render methods of all components that have been added to the game.

        -

        We refer to this component-based system as the Flame Component System (FCS). Throughout the +

        We refer to this component-based system as the Flame Component System (FCS). Throughout the documentation, FCS is used to reference this system.

        Components can be added to the FlameGame directly in the constructor with the named children -argument, or from anywhere else with the add/addAll methods.

        +argument, or from anywhere else with the add/addAll methods. Most of the time however, you want +to add your children to a World, the default world exist under FlameGame.world and you add +components to it just like you would to any other component.

        A simple FlameGame implementation that adds two components, one in onLoad and one directly in the constructor can look like this:

        -
        /// A component that renders the crate sprite, with a 16 x 16 size.
        +
        import 'package:flame/components.dart';
        +import 'package:flame/game.dart';
        +import 'package:flutter/widgets.dart';
        +
        +/// A component that renders the crate sprite, with a 16 x 16 size.
         class MyCrate extends SpriteComponent {
           MyCrate() : super(size: Vector2.all(16));
         
        @@ -333,19 +339,17 @@ 

        FlameGame } } -class MyGame extends FlameGame { +class MyWorld extends World { @override Future<void> onLoad() async { await add(MyCrate()); } } -main() { - final myGame = MyGame(children: [MyCrate]); +void main() { + final myGame = FlameGame(world: MyWorld()); runApp( - GameWidget( - game: myGame, - ), + GameWidget(game: myGame), ); }

        @@ -360,7 +364,7 @@

        FlameGameFlameGame the remove or removeAll methods can be used. The first can be used if you just want to remove one component, and the second can be used when you -want to remove a list of components.

        +want to remove a list of components. These methods exist on all Components, including the world.

        Game Loop

        The GameLoop module is a simple abstraction of the game loop concept. Basically, most games are @@ -377,67 +381,69 @@

        ResizingFlameGame will call all of the Components onGameResize methods and it will also pass this information to the camera and viewport.

        -

        The FlameGame.camera controls which point in the coordinate space should be the top-left of the -screen (it defaults to [0,0] like a regular Canvas).

        -
        -

        Note

        -

        Utilizing FlameGame.camera.gameSize in the onGameResize event should be done -after the call to super.onGameResize(canvasSize);.

        -
        +

        The FlameGame.camera controls which point in the coordinate space that should be at the anchor of +your viewfinder, [0,0] is in the center (Anchor.center) of the viewport by default.

        Lifecycle

        +

        The FlameGame lifecycle callbacks, onLoad, render, etc. are called in the following sequence:

        %%{init: { 'theme': 'dark' } }%% - - graph TD + + graph TD %% Node Color %% classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; - classDef yellow fill:#F6BE00,color:#000; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; %% Nodes %% - x(Runs every time) + x(Runs Each Tick) + y(Runs On Add & Resize):::lightYellow z(Runs Once):::yellow
        %%{init: { 'theme': 'dark' } }%% graph LR - + %% Node Color %% classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; - classDef yellow fill:#F6BE00,color:#000; + classDef lightYellow fill:#523F00,stroke-width:2px; + classDef yellow fill:#F6BE00,color:#000000; %% Nodes %% - - A(onLoad):::yellow - B(onGameResize) - C(onMount) - D(Update) - E(Render) - F(onRemove) + + A(onGameResize):::lightYellow + B(onLoad):::yellow + C(onMount):::yellow + D(update) + E(render) + F(onRemove):::yellow %% Flow %% - + A-->B B-->C C-->D D-->E E-->D - D-->F - F-. If added to a new parent .->B - -

        When a game is first added to a Flutter widget tree the following lifecycle methods will be called -in order: onLoad, onGameResize and onMount. After that, it goes on to call update and -render back and forth every tick, until the widget is removed from the tree. -Once the GameWidget is removed from the tree, onRemove is called, just like when a normal -component is removed from the component tree.

        + E-. If removed .->F + F-. If re-parented .->A + +

        When a FlameGame is first added to a GameWidget the lifecycle methods onGameResize, onLoad +and onMount will be called in that order. Then update and render are called in sequence for +every game tick. If the FlameGame is removed from the GameWidget then onRemove is called. +If the FlameGame is added to a new GameWidget the sequence repeats from onGameResize.

        Note

        -

        The onRemove can be used to clean up potential memory leaks by doing the following:

        +

        The order of onGameResizeand onLoad are reversed from that of other +Components. This is to allow game element sizes to be calculated before +resources are loaded or generated.

        +

        The onRemove callback can be used to clean up children and cached data:

          @override
           void onRemove() {
        +    // Optional based on your game needs.
             removeAll(children);
             processLifecycleEvents();
             Flame.images.clearCache();
        @@ -446,6 +452,11 @@ 

        Lifecycle }

        +
        +

        Note

        +

        Clean-up of children and resources in a FlameGame is not done automatically +and must be explicitly added to the onRemove call.

        +

        Debug mode

        @@ -527,8 +538,8 @@

        Low-level Game APIGame class is a low-level API that can be used when you want to implement the functionality of -how the game engine should be structured. Game does not implement any update or +

        The abstract Game class is a low-level API that can be used when you want to implement the +functionality of how the game engine should be structured. Game does not implement any update or render function for example.

        The class also has the lifecycle methods onLoad, onMount and onRemove in it, which are called from the GameWidget (or another parent) when the game is loaded + mounted, or removed. @@ -571,11 +582,27 @@

        Pause/Resuming/Stepping game executionpauseEngine and resumeEngine methods.

      127. By changing the paused attribute.

      128. -

        When pausing a Flame Game, the GameLoop is effectively paused, meaning that no updates or new -renders will happen until it is resumed.

        -

        While the game is paused, it is possible to advanced it frame by frame using the stepEngine method. +

        When pausing a Game, the GameLoop is effectively paused, meaning that no updates or new renders +will happen until it is resumed.

        +

        While the game is paused, it is possible to advanced it frame by frame using the stepEngine +method. It might not be much useful in the final game, but can be very helpful in inspecting game state step by step during the development cycle.

        +
        +

        Backgrounding

        +

        The game will be automatically paused when the app is sent to the background, +and resumed when it comes back to the foreground. This behavior can be disabled by setting +pauseWhenBackgrounded to false.

        +
        class MyGame extends FlameGame {
        +  MyGame() {
        +    pauseWhenBackgrounded = false;
        +  }
        +}
        +
        +
        +

        On the current Flutter stable (3.13), this flag is effectively ignored on +non-mobile platforms including the web.

        +

        @@ -617,6 +644,7 @@

        Pause/Resuming/Stepping game executionPlatforms
      129. Collision Detection
      130. Effects
      131. -
      132. Camera & Viewport
      133. Camera Component
      134. Inputs @@ -150,6 +149,7 @@
      135. Widgets
      136. +
      137. Camera & Viewport
      138. Bridge Packages
      139. @@ -292,7 +293,7 @@
      140. Resources
      141. diff --git a/docs/latest/flame/inputs/drag_events.html b/docs/latest/flame/inputs/drag_events.html index 75af56a3a..bcc9cda8e 100644 --- a/docs/latest/flame/inputs/drag_events.html +++ b/docs/latest/flame/inputs/drag_events.html @@ -119,7 +119,6 @@
      142. Platforms
      143. Collision Detection
      144. Effects
      145. -
      146. Camera & Viewport
      147. Camera Component
      148. Inputs @@ -150,6 +149,7 @@
      149. Widgets
      150. +
      151. Camera & Viewport
      152. Bridge Packages
      153. @@ -292,7 +293,7 @@
      154. Resources
      155. @@ -347,7 +348,7 @@

        Drag Events

        In this example you can use drag gestures to either drag star-like shapes across the screen, or to draw curves inside the magenta rectangle.

        -
        +
        drag_events.dart
          1import 'dart:math';
        @@ -355,247 +356,246 @@ 

        Demo¶< 3import 'package:flame/components.dart'; 4import 'package:flame/events.dart'; 5import 'package:flame/game.dart'; - 6import 'package:flutter/rendering.dart'; - 7 - 8class DragEventsGame extends FlameGame { - 9 @override - 10 Future<void> onLoad() async { - 11 addAll([ - 12 DragTarget(), - 13 Star( - 14 n: 5, - 15 radius1: 40, - 16 radius2: 20, - 17 sharpness: 0.2, - 18 color: const Color(0xffbae5ad), - 19 position: Vector2(70, 70), - 20 ), - 21 Star( - 22 n: 3, - 23 radius1: 50, - 24 radius2: 40, - 25 sharpness: 0.3, - 26 color: const Color(0xff6ecbe5), - 27 position: Vector2(70, 160), - 28 ), - 29 Star( - 30 n: 12, - 31 radius1: 10, - 32 radius2: 75, - 33 sharpness: 1.3, - 34 color: const Color(0xfff6df6a), - 35 position: Vector2(70, 270), - 36 ), - 37 Star( - 38 n: 10, - 39 radius1: 20, - 40 radius2: 17, - 41 sharpness: 0.85, - 42 color: const Color(0xfff82a4b), - 43 position: Vector2(110, 110), - 44 ), - 45 ]); - 46 } - 47} - 48 - 49/// This component is the pink-ish rectangle in the center of the game window. - 50/// It uses the [DragCallbacks] mixin in order to receive drag events. - 51class DragTarget extends PositionComponent with DragCallbacks { - 52 DragTarget() : super(anchor: Anchor.center); - 53 - 54 final _rectPaint = Paint()..color = const Color(0x88AC54BF); - 55 - 56 /// We will store all current circles into this map, keyed by the `pointerId` - 57 /// of the event that created the circle. - 58 final Map<int, Trail> _trails = {}; - 59 - 60 @override - 61 void onGameResize(Vector2 size) { - 62 super.onGameResize(size); - 63 this.size = size - Vector2(100, 75); - 64 if (this.size.x < 100 || this.size.y < 100) { - 65 this.size = size * 0.9; - 66 } - 67 position = size / 2; - 68 } - 69 - 70 @override - 71 void render(Canvas canvas) { - 72 canvas.drawRect(size.toRect(), _rectPaint); - 73 } - 74 - 75 @override - 76 void onDragStart(DragStartEvent event) { - 77 super.onDragStart(event); - 78 final trail = Trail(event.localPosition); - 79 _trails[event.pointerId] = trail; - 80 add(trail); - 81 } - 82 - 83 @override - 84 void onDragUpdate(DragUpdateEvent event) { - 85 _trails[event.pointerId]!.addPoint(event.localPosition); - 86 } - 87 - 88 @override - 89 void onDragEnd(DragEndEvent event) { - 90 super.onDragEnd(event); - 91 _trails.remove(event.pointerId)!.end(); - 92 } - 93 - 94 @override - 95 void onDragCancel(DragCancelEvent event) { - 96 super.onDragCancel(event); - 97 _trails.remove(event.pointerId)!.cancel(); - 98 } - 99} -100 -101class Trail extends Component { -102 Trail(Vector2 origin) -103 : _paths = [Path()..moveTo(origin.x, origin.y)], -104 _opacities = [1], -105 _lastPoint = origin.clone(), -106 _color = -107 HSLColor.fromAHSL(1, random.nextDouble() * 360, 1, 0.8).toColor(); -108 -109 final List<Path> _paths; -110 final List<double> _opacities; -111 Color _color; -112 late final _linePaint = Paint()..style = PaintingStyle.stroke; -113 late final _circlePaint = Paint()..color = _color; -114 bool _released = false; -115 double _timer = 0; -116 final _vanishInterval = 0.03; -117 final Vector2 _lastPoint; -118 -119 static final random = Random(); -120 static const lineWidth = 10.0; -121 -122 @override -123 void render(Canvas canvas) { -124 assert(_paths.length == _opacities.length); -125 for (var i = 0; i < _paths.length; i++) { -126 final path = _paths[i]; -127 final opacity = _opacities[i]; -128 if (opacity > 0) { -129 _linePaint.color = _color.withOpacity(opacity); -130 _linePaint.strokeWidth = lineWidth * opacity; -131 canvas.drawPath(path, _linePaint); -132 } -133 } -134 canvas.drawCircle( -135 _lastPoint.toOffset(), -136 (lineWidth - 2) * _opacities.last + 2, -137 _circlePaint, -138 ); -139 } -140 -141 @override -142 void update(double dt) { -143 assert(_paths.length == _opacities.length); -144 _timer += dt; -145 while (_timer > _vanishInterval) { -146 _timer -= _vanishInterval; -147 for (var i = 0; i < _paths.length; i++) { -148 _opacities[i] -= 0.01; -149 if (_opacities[i] <= 0) { -150 _paths[i].reset(); -151 } -152 } -153 if (!_released) { -154 _paths.add(Path()..moveTo(_lastPoint.x, _lastPoint.y)); -155 _opacities.add(1); -156 } -157 } -158 if (_opacities.last < 0) { -159 removeFromParent(); -160 } -161 } -162 -163 void addPoint(Vector2 point) { -164 if (!point.x.isNaN) { -165 for (final path in _paths) { -166 path.lineTo(point.x, point.y); -167 } -168 _lastPoint.setFrom(point); -169 } -170 } -171 -172 void end() => _released = true; -173 -174 void cancel() { -175 _released = true; -176 _color = const Color(0xFFFFFFFF); -177 } -178} -179 -180class Star extends PositionComponent with DragCallbacks { -181 Star({ -182 required int n, -183 required double radius1, -184 required double radius2, -185 required double sharpness, -186 required this.color, -187 super.position, -188 }) { -189 _path = Path()..moveTo(radius1, 0); -190 for (var i = 0; i < n; i++) { -191 final p1 = Vector2(radius2, 0)..rotate(tau / n * (i + sharpness)); -192 final p2 = Vector2(radius2, 0)..rotate(tau / n * (i + 1 - sharpness)); -193 final p3 = Vector2(radius1, 0)..rotate(tau / n * (i + 1)); -194 _path.cubicTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y); -195 } -196 _path.close(); -197 } -198 -199 final Color color; -200 final Paint _paint = Paint(); -201 final Paint _borderPaint = Paint() -202 ..color = const Color(0xFFffffff) -203 ..style = PaintingStyle.stroke -204 ..strokeWidth = 3; -205 final _shadowPaint = Paint() -206 ..color = const Color(0xFF000000) -207 ..maskFilter = const MaskFilter.blur(BlurStyle.normal, 4.0); -208 late final Path _path; -209 -210 @override -211 bool containsLocalPoint(Vector2 point) { -212 return _path.contains(point.toOffset()); -213 } -214 -215 @override -216 void render(Canvas canvas) { -217 if (isDragged) { -218 _paint.color = color.withOpacity(0.5); -219 canvas.drawPath(_path, _paint); -220 canvas.drawPath(_path, _borderPaint); -221 } else { -222 _paint.color = color.withOpacity(1); -223 canvas.drawPath(_path, _shadowPaint); -224 canvas.drawPath(_path, _paint); -225 } -226 } -227 -228 @override -229 void onDragStart(DragStartEvent event) { -230 super.onDragStart(event); -231 priority = 10; -232 } -233 -234 @override -235 void onDragEnd(DragEndEvent event) { -236 super.onDragEnd(event); -237 priority = 0; -238 } -239 -240 @override -241 void onDragUpdate(DragUpdateEvent event) { -242 position += event.delta; -243 } -244} -245 -246const tau = 2 * pi; + 6import 'package:flame/geometry.dart'; + 7import 'package:flutter/rendering.dart'; + 8 + 9class DragEventsGame extends FlameGame { + 10 @override + 11 Future<void> onLoad() async { + 12 addAll([ + 13 DragTarget(), + 14 Star( + 15 n: 5, + 16 radius1: 40, + 17 radius2: 20, + 18 sharpness: 0.2, + 19 color: const Color(0xffbae5ad), + 20 position: Vector2(70, 70), + 21 ), + 22 Star( + 23 n: 3, + 24 radius1: 50, + 25 radius2: 40, + 26 sharpness: 0.3, + 27 color: const Color(0xff6ecbe5), + 28 position: Vector2(70, 160), + 29 ), + 30 Star( + 31 n: 12, + 32 radius1: 10, + 33 radius2: 75, + 34 sharpness: 1.3, + 35 color: const Color(0xfff6df6a), + 36 position: Vector2(70, 270), + 37 ), + 38 Star( + 39 n: 10, + 40 radius1: 20, + 41 radius2: 17, + 42 sharpness: 0.85, + 43 color: const Color(0xfff82a4b), + 44 position: Vector2(110, 110), + 45 ), + 46 ]); + 47 } + 48} + 49 + 50/// This component is the pink-ish rectangle in the center of the game window. + 51/// It uses the [DragCallbacks] mixin in order to receive drag events. + 52class DragTarget extends PositionComponent with DragCallbacks { + 53 DragTarget() : super(anchor: Anchor.center); + 54 + 55 final _rectPaint = Paint()..color = const Color(0x88AC54BF); + 56 + 57 /// We will store all current circles into this map, keyed by the `pointerId` + 58 /// of the event that created the circle. + 59 final Map<int, Trail> _trails = {}; + 60 + 61 @override + 62 void onGameResize(Vector2 size) { + 63 super.onGameResize(size); + 64 this.size = size - Vector2(100, 75); + 65 if (this.size.x < 100 || this.size.y < 100) { + 66 this.size = size * 0.9; + 67 } + 68 position = size / 2; + 69 } + 70 + 71 @override + 72 void render(Canvas canvas) { + 73 canvas.drawRect(size.toRect(), _rectPaint); + 74 } + 75 + 76 @override + 77 void onDragStart(DragStartEvent event) { + 78 super.onDragStart(event); + 79 final trail = Trail(event.localPosition); + 80 _trails[event.pointerId] = trail; + 81 add(trail); + 82 } + 83 + 84 @override + 85 void onDragUpdate(DragUpdateEvent event) { + 86 _trails[event.pointerId]!.addPoint(event.localPosition); + 87 } + 88 + 89 @override + 90 void onDragEnd(DragEndEvent event) { + 91 super.onDragEnd(event); + 92 _trails.remove(event.pointerId)!.end(); + 93 } + 94 + 95 @override + 96 void onDragCancel(DragCancelEvent event) { + 97 super.onDragCancel(event); + 98 _trails.remove(event.pointerId)!.cancel(); + 99 } +100} +101 +102class Trail extends Component { +103 Trail(Vector2 origin) +104 : _paths = [Path()..moveTo(origin.x, origin.y)], +105 _opacities = [1], +106 _lastPoint = origin.clone(), +107 _color = +108 HSLColor.fromAHSL(1, random.nextDouble() * 360, 1, 0.8).toColor(); +109 +110 final List<Path> _paths; +111 final List<double> _opacities; +112 Color _color; +113 late final _linePaint = Paint()..style = PaintingStyle.stroke; +114 late final _circlePaint = Paint()..color = _color; +115 bool _released = false; +116 double _timer = 0; +117 final _vanishInterval = 0.03; +118 final Vector2 _lastPoint; +119 +120 static final random = Random(); +121 static const lineWidth = 10.0; +122 +123 @override +124 void render(Canvas canvas) { +125 assert(_paths.length == _opacities.length); +126 for (var i = 0; i < _paths.length; i++) { +127 final path = _paths[i]; +128 final opacity = _opacities[i]; +129 if (opacity > 0) { +130 _linePaint.color = _color.withOpacity(opacity); +131 _linePaint.strokeWidth = lineWidth * opacity; +132 canvas.drawPath(path, _linePaint); +133 } +134 } +135 canvas.drawCircle( +136 _lastPoint.toOffset(), +137 (lineWidth - 2) * _opacities.last + 2, +138 _circlePaint, +139 ); +140 } +141 +142 @override +143 void update(double dt) { +144 assert(_paths.length == _opacities.length); +145 _timer += dt; +146 while (_timer > _vanishInterval) { +147 _timer -= _vanishInterval; +148 for (var i = 0; i < _paths.length; i++) { +149 _opacities[i] -= 0.01; +150 if (_opacities[i] <= 0) { +151 _paths[i].reset(); +152 } +153 } +154 if (!_released) { +155 _paths.add(Path()..moveTo(_lastPoint.x, _lastPoint.y)); +156 _opacities.add(1); +157 } +158 } +159 if (_opacities.last < 0) { +160 removeFromParent(); +161 } +162 } +163 +164 void addPoint(Vector2 point) { +165 if (!point.x.isNaN) { +166 for (final path in _paths) { +167 path.lineTo(point.x, point.y); +168 } +169 _lastPoint.setFrom(point); +170 } +171 } +172 +173 void end() => _released = true; +174 +175 void cancel() { +176 _released = true; +177 _color = const Color(0xFFFFFFFF); +178 } +179} +180 +181class Star extends PositionComponent with DragCallbacks { +182 Star({ +183 required int n, +184 required double radius1, +185 required double radius2, +186 required double sharpness, +187 required this.color, +188 super.position, +189 }) { +190 _path = Path()..moveTo(radius1, 0); +191 for (var i = 0; i < n; i++) { +192 final p1 = Vector2(radius2, 0)..rotate(tau / n * (i + sharpness)); +193 final p2 = Vector2(radius2, 0)..rotate(tau / n * (i + 1 - sharpness)); +194 final p3 = Vector2(radius1, 0)..rotate(tau / n * (i + 1)); +195 _path.cubicTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y); +196 } +197 _path.close(); +198 } +199 +200 final Color color; +201 final Paint _paint = Paint(); +202 final Paint _borderPaint = Paint() +203 ..color = const Color(0xFFffffff) +204 ..style = PaintingStyle.stroke +205 ..strokeWidth = 3; +206 final _shadowPaint = Paint() +207 ..color = const Color(0xFF000000) +208 ..maskFilter = const MaskFilter.blur(BlurStyle.normal, 4.0); +209 late final Path _path; +210 +211 @override +212 bool containsLocalPoint(Vector2 point) { +213 return _path.contains(point.toOffset()); +214 } +215 +216 @override +217 void render(Canvas canvas) { +218 if (isDragged) { +219 _paint.color = color.withOpacity(0.5); +220 canvas.drawPath(_path, _paint); +221 canvas.drawPath(_path, _borderPaint); +222 } else { +223 _paint.color = color.withOpacity(1); +224 canvas.drawPath(_path, _shadowPaint); +225 canvas.drawPath(_path, _paint); +226 } +227 } +228 +229 @override +230 void onDragStart(DragStartEvent event) { +231 super.onDragStart(event); +232 priority = 10; +233 } +234 +235 @override +236 void onDragEnd(DragEndEvent event) { +237 super.onDragEnd(event); +238 priority = 0; +239 } +240 +241 @override +242 void onDragUpdate(DragUpdateEvent event) { +243 position += event.delta; +244 } +245}

        diff --git a/docs/latest/flame/inputs/gesture_input.html b/docs/latest/flame/inputs/gesture_input.html index 57cbfcf0c..b1b5273b8 100644 --- a/docs/latest/flame/inputs/gesture_input.html +++ b/docs/latest/flame/inputs/gesture_input.html @@ -119,7 +119,6 @@
      156. Platforms
      157. Collision Detection
      158. Effects
      159. -
      160. Camera & Viewport
      161. Camera Component
      162. Inputs @@ -150,6 +149,7 @@
      163. Widgets
      164. +
      165. Camera & Viewport
      166. Bridge Packages
      167. @@ -292,7 +293,7 @@
      168. Resources
      169. diff --git a/docs/latest/flame/inputs/hardware_keyboard_detector.html b/docs/latest/flame/inputs/hardware_keyboard_detector.html index 04b6f4fd7..46f5b858f 100644 --- a/docs/latest/flame/inputs/hardware_keyboard_detector.html +++ b/docs/latest/flame/inputs/hardware_keyboard_detector.html @@ -119,7 +119,6 @@
      170. Platforms
      171. Collision Detection
      172. Effects
      173. -
      174. Camera & Viewport
      175. Camera Component
      176. Inputs @@ -150,6 +149,7 @@
      177. Widgets
      178. +
      179. Camera & Viewport
      180. Bridge Packages
      181. @@ -292,7 +293,7 @@
      182. Resources
      183. diff --git a/docs/latest/flame/inputs/inputs.html b/docs/latest/flame/inputs/inputs.html index a8e44ece3..179bdc115 100644 --- a/docs/latest/flame/inputs/inputs.html +++ b/docs/latest/flame/inputs/inputs.html @@ -119,7 +119,6 @@
      184. Platforms
      185. Collision Detection
      186. Effects
      187. -
      188. Camera & Viewport
      189. Camera Component
      190. Inputs @@ -150,6 +149,7 @@
      191. Widgets
      192. +
      193. Camera & Viewport
      194. Bridge Packages
      195. @@ -292,7 +293,7 @@
      196. Resources
      197. diff --git a/docs/latest/flame/inputs/keyboard_input.html b/docs/latest/flame/inputs/keyboard_input.html index 3aeb47515..ee614c610 100644 --- a/docs/latest/flame/inputs/keyboard_input.html +++ b/docs/latest/flame/inputs/keyboard_input.html @@ -119,7 +119,6 @@
      198. Platforms
      199. Collision Detection
      200. Effects
      201. -
      202. Camera & Viewport
      203. Camera Component
      204. Inputs @@ -150,6 +149,7 @@
      205. Widgets
      206. +
      207. Camera & Viewport
      208. Bridge Packages
      209. @@ -292,7 +293,7 @@
      210. Resources
      211. diff --git a/docs/latest/flame/inputs/other_inputs.html b/docs/latest/flame/inputs/other_inputs.html index a8f9483b1..59e964179 100644 --- a/docs/latest/flame/inputs/other_inputs.html +++ b/docs/latest/flame/inputs/other_inputs.html @@ -119,7 +119,6 @@
      212. Platforms
      213. Collision Detection
      214. Effects
      215. -
      216. Camera & Viewport
      217. Camera Component
      218. Inputs @@ -150,6 +149,7 @@
      219. Widgets
      220. +
      221. Camera & Viewport
      222. Bridge Packages
      223. @@ -292,7 +293,7 @@
      224. Resources
      225. diff --git a/docs/latest/flame/inputs/pointer_events.html b/docs/latest/flame/inputs/pointer_events.html new file mode 100644 index 000000000..87c90a99d --- /dev/null +++ b/docs/latest/flame/inputs/pointer_events.html @@ -0,0 +1,470 @@ + + + + + + Pointer Events — Flame + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
        + + + + + + + +
        + +
        + + + + + + +
        + + + +
        +
        + +
        + +
        +

        Pointer Events

        +
        +

        Note

        +

        This document describes the new events API. The old (legacy) approach, +which is still supported, is described in Gesture Input.

        +
        +

        Pointer events are Flutter’s generalized “mouse-movement”-type events (for desktop or web).

        +

        If you want to interact with mouse movement events within your component or game, you can use the +PointerMoveCallbacks mixin.

        +

        For example:

        +
        class MyComponent extends PositionComponent with PointerMoveCallbacks {
        +  MyComponent() : super(size: Vector2(80, 60));
        +
        +  @override
        +  void onPointerMove(PointerMoveEvent event) {
        +    // Do something in response to the mouse move (e.g. update coordinates)
        +  }
        +}
        +
        +
        +

        The mixin adds two overridable methods to your component:

        +
          +
        • onPointerMove: called when the mouse moves within the component

        • +
        • onPointerMoveStop: called once if the component was being hovered and the mouse leaves

        • +
        +

        By default, each of these methods does nothing, they need to be overridden in order to perform any +function.

        +

        In addition, the component must implement the containsLocalPoint() method (already implemented in +PositionComponent, so most of the time you don’t need to do anything here) – this method allows +Flame to know whether the event occurred within the component or not.

        +

        Note that only mouse events happening within your component will be proxied along. However, +onPointerMoveStop will be fired once on the first mouse movement that leaves your component, so +you can handle any exit conditions there.

        +
        +

        HoverCallbacks

        +

        If you want to specifically know if your component is being hovered or not, or if you want to hook +into hover enter and exist events, you can use a more dedicated mixin called HoverCallbacks.

        +

        For example:

        +
        class MyComponent extends PositionComponent with HoverCallbacks {
        +
        +  MyComponent() : super(size: Vector2(80, 60));
        +
        +  @override
        +  void update(double dt) {
        +    // use `isHovered` to know if the component is being hovered
        +  }
        +
        +  @override
        +  void onHoverEnter() {
        +    // Do something in response to the mouse entering the component
        +  }
        +
        +  @override
        +  void onHoverExit() {
        +    // Do something in response to the mouse leaving the component
        +  }
        +}
        +
        +
        +

        Note that you can still listen to the “raw” onPointerMove methods for additional functionality, just +make sure to call the super version to enable the HoverCallbacks behavior.

        +
        +

        Demo

        +

        Play with the demo below to see the pointer hover events in action.

        +
        +
        +pointer_events.dart
        +
         1import 'dart:math';
        + 2
        + 3import 'package:flame/components.dart';
        + 4import 'package:flame/events.dart';
        + 5import 'package:flame/game.dart';
        + 6import 'package:flutter/rendering.dart';
        + 7
        + 8class PointerEventsGame extends FlameGame with TapCallbacks {
        + 9  @override
        +10  Future<void> onLoad() async {
        +11    add(HoverTarget(Vector2(100, 200)));
        +12    add(HoverTarget(Vector2(300, 300)));
        +13    add(HoverTarget(Vector2(400, 50)));
        +14  }
        +15
        +16  @override
        +17  void onTapDown(TapDownEvent event) {
        +18    add(HoverTarget(event.localPosition));
        +19  }
        +20}
        +21
        +22class HoverTarget extends PositionComponent with HoverCallbacks {
        +23  static final Random _random = Random();
        +24
        +25  HoverTarget(Vector2 position)
        +26      : super(
        +27          position: position,
        +28          size: Vector2.all(50),
        +29          anchor: Anchor.center,
        +30        );
        +31
        +32  final _paint = Paint()
        +33    ..color = HSLColor.fromAHSL(1, _random.nextDouble() * 360, 1, 0.8)
        +34        .toColor()
        +35        .withOpacity(0.5);
        +36
        +37  @override
        +38  void render(Canvas canvas) {
        +39    canvas.drawRect(size.toRect(), _paint);
        +40  }
        +41
        +42  @override
        +43  void onHoverEnter() {
        +44    _paint.color = _paint.color.withOpacity(1);
        +45  }
        +46
        +47  @override
        +48  void onHoverExit() {
        +49    _paint.color = _paint.color.withOpacity(0.5);
        +50  }
        +51}
        +
        +
        +
        +
        +
        +
        + + +
        + +
        +
        +
        +
        + + + +
        +
        + + + + + + \ No newline at end of file diff --git a/docs/latest/flame/inputs/tap_events.html b/docs/latest/flame/inputs/tap_events.html index 0d582c6de..21ef33702 100644 --- a/docs/latest/flame/inputs/tap_events.html +++ b/docs/latest/flame/inputs/tap_events.html @@ -119,7 +119,6 @@
      226. Platforms
      227. Collision Detection
      228. Effects
      229. -
      230. Camera & Viewport
      231. Camera Component
      232. Inputs @@ -150,6 +149,7 @@
      233. Widgets
      234. +
      235. Camera & Viewport
      236. Bridge Packages
      237. @@ -292,7 +293,7 @@
      238. Resources
      239. @@ -316,7 +317,7 @@

        Tap Events

        Note

        -

        This document describes the new tap events API. The old (legacy) approach, +

        This document describes the new events API. The old (legacy) approach, which is still supported, is described in Gesture Input.

        Tap events are one of the most basic methods of interaction with a Flame game. These events @@ -405,7 +406,7 @@

        Demo¶< tap: after onTapUp the circle’s stroke width will no longer grow. There will be a thin white stripe at the moment the onLongTapDown fires. Lastly, the circle will implode and disappear if you cause the onTapCancel event by moving the finger.

        -
        +
        tap_events.dart
          1import 'dart:math';
        diff --git a/docs/latest/flame/layout/align_component.html b/docs/latest/flame/layout/align_component.html
        index 1246fd28d..c22550f82 100644
        --- a/docs/latest/flame/layout/align_component.html
        +++ b/docs/latest/flame/layout/align_component.html
        @@ -119,7 +119,6 @@
         
      240. Platforms
      241. Collision Detection
      242. Effects
      243. -
      244. Camera & Viewport
      245. Camera Component
      246. Inputs @@ -150,6 +149,7 @@
      247. Widgets
      248. +
      249. Camera & Viewport
      250. Bridge Packages
      251. @@ -292,7 +293,7 @@
      252. Resources
      253. diff --git a/docs/latest/flame/layout/layout.html b/docs/latest/flame/layout/layout.html index ac3b7886d..318c2a4c3 100644 --- a/docs/latest/flame/layout/layout.html +++ b/docs/latest/flame/layout/layout.html @@ -119,7 +119,6 @@
      254. Platforms
      255. Collision Detection
      256. Effects
      257. -
      258. Camera & Viewport
      259. Camera Component
      260. Inputs @@ -150,6 +149,7 @@
      261. Widgets
      262. +
      263. Camera & Viewport
      264. Bridge Packages
      265. @@ -292,7 +293,7 @@
      266. Resources
      267. diff --git a/docs/latest/flame/other/debug.html b/docs/latest/flame/other/debug.html index 0fff9515c..a5cf2e8a8 100644 --- a/docs/latest/flame/other/debug.html +++ b/docs/latest/flame/other/debug.html @@ -119,7 +119,6 @@
      268. Platforms
      269. Collision Detection
      270. Effects
      271. -
      272. Camera & Viewport
      273. Camera Component
      274. Inputs @@ -150,6 +149,7 @@
      275. Widgets
      276. +
      277. Camera & Viewport
      278. Bridge Packages
      279. @@ -292,7 +293,7 @@
      280. Resources
      281. diff --git a/docs/latest/flame/other/other.html b/docs/latest/flame/other/other.html index 0019002b4..bd25d86c9 100644 --- a/docs/latest/flame/other/other.html +++ b/docs/latest/flame/other/other.html @@ -119,7 +119,6 @@
      282. Platforms
      283. Collision Detection
      284. Effects
      285. -
      286. Camera & Viewport
      287. Camera Component
      288. Inputs @@ -150,6 +149,7 @@
      289. Widgets
      290. +
      291. Camera & Viewport
      292. Bridge Packages
      293. @@ -292,7 +293,7 @@
      294. Resources
      295. diff --git a/docs/latest/flame/other/util.html b/docs/latest/flame/other/util.html index 9eda18103..cd2e1c956 100644 --- a/docs/latest/flame/other/util.html +++ b/docs/latest/flame/other/util.html @@ -119,7 +119,6 @@
      296. Platforms
      297. Collision Detection
      298. Effects
      299. -
      300. Camera & Viewport
      301. Camera Component
      302. Inputs @@ -150,6 +149,7 @@
      303. Widgets
      304. +
      305. Camera & Viewport
      306. Bridge Packages
      307. @@ -292,7 +293,7 @@
      308. Resources
      309. @@ -453,7 +454,7 @@

        Time ScaleFlameGame is a Component too, this mixin can be attached to the FlameGame as well. Doing so will allow controlling time scale for all the component of the game from a single place.

        -
        +
        time_scale.dart
         1import 'dart:async';
        diff --git a/docs/latest/flame/other/widgets.html b/docs/latest/flame/other/widgets.html
        index 78df7861d..1bced4453 100644
        --- a/docs/latest/flame/other/widgets.html
        +++ b/docs/latest/flame/other/widgets.html
        @@ -38,7 +38,7 @@
           
           
           
        -  
        +  
           
         
         
        @@ -119,7 +119,6 @@
         
      310. Platforms
      311. Collision Detection
      312. Effects
      313. -
      314. Camera & Viewport
      315. Camera Component
      316. Inputs @@ -150,6 +149,7 @@
      317. Widgets
      318. +
      319. Camera & Viewport
      320. Bridge Packages
      321. @@ -292,7 +293,7 @@
      322. Resources
      323. @@ -404,10 +405,10 @@

        SpriteAnimationWidget
        - +

        Next:

        -

        Bridge Packages

        +

        Camera and Viewport (Deprecated)

        diff --git a/docs/latest/flame/overlays.html b/docs/latest/flame/overlays.html index 7b7ab319d..df14858ad 100644 --- a/docs/latest/flame/overlays.html +++ b/docs/latest/flame/overlays.html @@ -119,7 +119,6 @@
      324. Platforms
      325. Collision Detection
      326. Effects
      327. -
      328. Camera & Viewport
      329. Camera Component
      330. Inputs @@ -150,6 +149,7 @@
      331. Widgets
      332. +
      333. Camera & Viewport
      334. Bridge Packages
      335. @@ -292,7 +293,7 @@
      336. Resources
      337. diff --git a/docs/latest/flame/platforms.html b/docs/latest/flame/platforms.html index 2b90852f4..f1ff94535 100644 --- a/docs/latest/flame/platforms.html +++ b/docs/latest/flame/platforms.html @@ -119,7 +119,6 @@
      338. Platforms
      339. Collision Detection
      340. Effects
      341. -
      342. Camera & Viewport
      343. Camera Component
      344. Inputs @@ -150,6 +149,7 @@
      345. Widgets
      346. +
      347. Camera & Viewport
      348. Bridge Packages
      349. @@ -292,7 +293,7 @@
      350. Resources
      351. diff --git a/docs/latest/flame/rendering/decorators.html b/docs/latest/flame/rendering/decorators.html index da0ca7ab2..1b100e8b6 100644 --- a/docs/latest/flame/rendering/decorators.html +++ b/docs/latest/flame/rendering/decorators.html @@ -119,7 +119,6 @@
      352. Platforms
      353. Collision Detection
      354. Effects
      355. -
      356. Camera & Viewport
      357. Camera Component
      358. Inputs @@ -150,6 +149,7 @@
      359. Widgets
      360. +
      361. Camera & Viewport
      362. Bridge Packages
      363. @@ -292,7 +293,7 @@
      364. Resources
      365. @@ -326,7 +327,7 @@

        Flame built-in decorators

        PaintDecorator.blur

        -
        +
        decorator_blur.dart
         1import 'package:doc_flame_examples/flower.dart';
        @@ -380,7 +381,7 @@ 

        PaintDecorator.blur

        PaintDecorator.grayscale

        -
        +
        decorator_grayscale.dart
         1import 'package:doc_flame_examples/flower.dart';
        @@ -435,7 +436,7 @@ 

        PaintDecorator.grayscale

        PaintDecorator.tint

        -
        +
        decorator_tint.dart
         1import 'dart:ui';
        @@ -496,7 +497,7 @@ 

        PaintDecorator.tint

        Rotate3DDecorator

        -
        +
        decorator_rotate3d.dart
         1import 'package:doc_flame_examples/flower.dart';
        @@ -566,7 +567,7 @@ 

        Rotate3DDecorator

        Shadow3DDecorator

        -
        +
        decorator_shadow3d.dart
         1import 'dart:ui';
        diff --git a/docs/latest/flame/rendering/images.html b/docs/latest/flame/rendering/images.html
        index 0f8277bd0..5a1495081 100644
        --- a/docs/latest/flame/rendering/images.html
        +++ b/docs/latest/flame/rendering/images.html
        @@ -38,7 +38,7 @@
           
           
           
        -  
        +  
           
         
         
        @@ -119,7 +119,6 @@
         
      366. Platforms
      367. Collision Detection
      368. Effects
      369. -
      370. Camera & Viewport
      371. Camera Component
      372. Inputs @@ -150,6 +149,7 @@
      373. Widgets
      374. +
      375. Camera & Viewport
      376. Bridge Packages
      377. @@ -292,7 +293,7 @@
      378. Resources
      379. @@ -568,52 +569,6 @@

        Animationhere.

        -
        -

        FlareAnimation

        -

        Do note that Flare is discontinued and Rive -is preferred.

        -

        Flame provides a simple wrapper of Flare animations so you can use -them in Flame games.

        -

        Check the following snippet on how to use this wrapper:

        -
        class MyGame extends Game {
        -  FlareAnimation flareAnimation;
        -  bool loaded = false;
        -
        -  MyGame() {
        -    _start();
        -  }
        -
        -  void _start() async {
        -    flareAnimation = await FlareAnimation.load("assets/FLARE_FILE.flr");
        -    flareAnimation.updateAnimation("ANIMATION_NAME");
        -
        -    flareAnimation.width = 306;
        -    flareAnimation.height = 228;
        -
        -    loaded = true;
        -  }
        -
        -  @override
        -  void render(Canvas canvas) {
        -    if (loaded) {
        -      flareAnimation.render(canvas, x: 50, y: 50);
        -    }
        -  }
        -
        -  @override
        -  void update(double dt) {
        -    if (loaded) {
        -      flareAnimation.update(dt);
        -    }
        -  }
        -}
        -
        -
        -

        FlareAnimations are normally used inside FlareComponents, that way FlameGame will handle calling -render and update automatically.

        -

        You can see a full example of how to use Flare together with Flame in the example -here.

        -

        SpriteSheet

        Sprite sheets are big images with several frames of the same sprite on it and is a very good way to @@ -622,21 +577,35 @@

        SpriteSheet
        import 'package:flame/sprite.dart';
         
        -final spritesheet = SpriteSheet(
        +final spriteSheet = SpriteSheet(
           image: imageInstance,
           srcSize: Vector2.all(16.0),
         );
         
        -final animation = spritesheet.createAnimation(0, stepTime: 0.1);
        +final animation = spriteSheet.createAnimation(0, stepTime: 0.1);
         

        Now you can use the animation directly or use it in an animation component.

        -

        You can also get a single frame of the sprite sheet using the getSprite method:

        -

        @@ -658,7 +627,7 @@

        SpriteSheet

        Next:

        -

        Layers

        +

        Layers and Snapshots

        @@ -679,7 +648,6 @@

        SpriteSheet - Layers — Flame + Layers and Snapshots — Flame @@ -119,7 +119,6 @@
      380. Platforms
      381. Collision Detection
      382. Effects
      383. -
      384. Camera & Viewport
      385. Camera Component
      386. Inputs @@ -150,6 +149,7 @@
      387. Widgets
      388. +
      389. Camera & Viewport
      390. Bridge Packages
      391. @@ -292,7 +293,7 @@
      392. Resources
      393. @@ -312,8 +313,26 @@
        -
        -

        Layers

        +
        +

        Layers and Snapshots

        +

        Layers and snapshots share some common features, including the ability to pre-render and cache +objects for improved performance. However, they also have unique features which make them better +suited for different use-cases.

        +

        Snapshot is a mixin that can be added to any PositionComponent. Use this for:

        +
          +
        • Mixing in to existing game objects (that are PositionComponents).

        • +
        • Caching game objects, such as sprites, that are complex to render.

        • +
        • Drawing the same object many times without rendering it each time.

        • +
        • Capturing an image snapshot to save as a screenshot (for example).

        • +
        +

        Layer is a class. Use or extend this class for:

        +
          +
        • Structuring your game with logical layers (e.g. UI, foreground, main, background).

        • +
        • Grouping objects to form a complex scene, and then caching it (e.g. a background layer).

        • +
        • Processor support. Layers allow user-defined processors to run pre- and post- render.

        • +
        +
        +

        Layers

        Layers allow you to group rendering by context, as well as allow you to pre-render things. This enables, for example, rendering parts of your game that don’t change much in memory, like a background. By doing this, you’ll free processing power for more dynamic content that needs to be @@ -324,7 +343,7 @@

        Layers

        PreRenderedLayer: For things that are static.

        -

        DynamicLayer

        +

        DynamicLayer

        Dynamic layers are layers that are rendered every time that they are drawn on the canvas. As the name suggests, it is meant for dynamic content and is most useful for grouping rendering of objects that have the same context.

        @@ -359,7 +378,7 @@

        DynamicLayer -

        PreRenderedLayer

        +

        PreRenderedLayer

        Pre-rendered layers are rendered only once, cached in memory and then just replicated on the game canvas afterwards. They are useful for caching content that doesn’t change during the game, like a background for example.

        @@ -391,7 +410,7 @@

        PreRenderedLayer -

        Layer Processors

        +

        Layer Processors

        Flame also provides a way to add processors on your layer, which are ways to add effects on the entire layer. At the moment, out of the box, only the ShadowProcessor is available, this processor renders a back drop shadow on your layer.

        @@ -415,6 +434,126 @@

        Layer Processorshere.

        +

        +
        +

        Snapshots

        +

        Snapshots are an alternative to layers. The Snapshot mixin can be applied to any PositionComponent.

        +
        class SnapshotComponent extends PositionComponent with Snapshot {}
        +
        +class MyGame extends FlameGame {
        +  late final SnapshotComponent root;
        +
        +  @override
        +  Future<void> onLoad() async {
        +    // Add a snapshot component.
        +    root = SnapshotComponent();
        +    add(root);
        +  }
        +}
        +
        +
        +
        +

        Render as a snapshot

        +

        Setting renderSnapshot to true (the default) on a snapshot-enabled component behaves similarly +to a PreRenderedLayer. The component is rendered only once, cached in memory and then just +replicated on the game canvas afterwards. They are useful for caching content that doesn’t change +during the game, like a background for example.

        +
        class SnapshotComponent extends PositionComponent with Snapshot {}
        +
        +class MyGame extends FlameGame {
        +  late final SnapshotComponent root;
        +  late final SpriteComponent background1;
        +  late final SpriteComponent background2;
        +
        +  @override
        +  Future<void> onLoad() async {
        +    // Add a snapshot component.
        +    root = SnapshotComponent();
        +    add(root);
        +
        +    // Add some children.
        +    final background1Sprite = Sprite(await images.load('background1.png'));
        +    background1 = SpriteComponent(sprite: background1Sprite);
        +    root.add(background1);
        +
        +    final background2Sprite = Sprite(await images.load('background2.png'));
        +    background2 = SpriteComponent(sprite: background2Sprite);
        +    root.add(background2);
        +
        +    // root will now render once (itself and all its children) and then cache
        +    // the result. On subsequent render calls, root itself, nor any of its
        +    // children, will be rendered. The snapshot will be used instead for
        +    // improved performance.
        +  }
        +}
        +
        +
        +
        +

        Regenerating a snapshot

        +

        A snapshot-enabled component will generate a snapshot of its entire tree, including its children. +If any of the children change (for example, their position changes, or they are animated), call +takeSnapshot to update the cached snapshot. If they are changing very frequently, it’s best not +to use a Snapshot because there will be no performance benefit.

        +

        A component rendering a snapshot can still be transformed without incurring any performance cost. +Once a snapshot has been taken, the component may still be scaled, moved and rotated. However, if +the content of the component changes (what it is rendering) then the snapshot must be regenerated +by calling takeSnapshot.

        +
        +
        +
        +

        Taking a snapshot

        +

        A snapshot-enabled component can be used to generate a snapshot at any time, even if +renderSnapshot is set to false. This is useful for taking screen-grabs or any other purpose when +it may be useful to have a static snapshot of all or part of your game.

        +

        A snapshot is always generated with no transform applied - i.e. as if the snapshot-enabled +component is at position (0,0) and has no scale or rotation applied.

        +

        A snapshot is saved as a Picture, but it can be converted to an Image using snapshotToImage.

        +
        class SnapshotComponent extends PositionComponent with Snapshot {}
        +
        +class MyGame extends FlameGame {
        +  late final SnapshotComponent root;
        +
        +  @override
        +  Future<void> onLoad() async {
        +    // Add a snapshot component, but don't use its render mode.
        +    root = SnapshotComponent()..renderSnapshot = false;
        +    add(root);
        +
        +    // Other code omitted.
        +  }
        +
        +  // Call something like this to take an image snapshot at any time.
        +  void takeSnapshot() {
        +    root.takeSnapshot();
        +    final image = root.snapshotToImage(200, 200);
        +  }
        +}
        +
        +
        +
        +
        +

        Snapshots that are cropped or off-center

        +

        Sometimes your snapshot Image may appear cropped, or not in the position that is expected.

        +

        This is because the contents of a Picture can be positioned anywhere with respect to the origin, +but when it is converted to an Image, the image always starts from 0,0. This means that +anything with a -ve position will be cropped.

        +

        The best way to deal with this is to ensure that your Snapshot component is always at position +0,0 with respect to your game and you never move it. This means that the image will usually +contain what you expect it to.

        +

        However, this is not always possible. To move (or rotate, or scale etc) the snapshot before +converting it to an image, pass a transformation matrix to snapshotToImage.

        +
        // Call something like this to take an image snapshot at any time.
        +void takeSnapshot() {
        +  // Prepare a matrix to move the snapshot by 200,50.
        +  final matrix = Matrix4.identity()..translate(200.0,50.0);
        +
        +  root.takeSnapshot();
        +  final image = root.snapshotToImage(200, 200, transform: matrix);
        +}
        +
        +
        +
        +
        @@ -447,9 +586,15 @@

        Layer Processors

        diff --git a/docs/latest/flame/rendering/palette.html b/docs/latest/flame/rendering/palette.html index eac4088e8..7e4fb98f9 100644 --- a/docs/latest/flame/rendering/palette.html +++ b/docs/latest/flame/rendering/palette.html @@ -119,7 +119,6 @@
      394. Platforms
      395. Collision Detection
      396. Effects
      397. -
      398. Camera & Viewport
      399. Camera Component
      400. Inputs @@ -150,6 +149,7 @@
      401. Widgets
      402. +
      403. Camera & Viewport
      404. Bridge Packages
      405. @@ -292,7 +293,7 @@
      406. Resources
      407. @@ -319,6 +320,7 @@

        PaletteColor class represents a ARGB color in a hexadecimal integer format. So to create a Color instance, you just need to pass the color as an integer in the ARGB format.

        +

        You can use Dart’s hexadecimal notation to make it really easy; for instance: 0xFF00FF00 is fully opaque green (the “mask” would be 0xAARRGGBB).

        Note: The first two hexadecimal digits are for diff --git a/docs/latest/flame/rendering/particles.html b/docs/latest/flame/rendering/particles.html index cf00673f7..e37645f16 100644 --- a/docs/latest/flame/rendering/particles.html +++ b/docs/latest/flame/rendering/particles.html @@ -39,7 +39,7 @@ - + @@ -119,7 +119,6 @@

      408. Platforms
      409. Collision Detection
      410. Effects
      411. -
      412. Camera & Viewport
      413. Camera Component
      414. Inputs @@ -150,6 +149,7 @@
      415. Widgets
      416. +
      417. Camera & Viewport
      418. Bridge Packages
      419. @@ -292,7 +293,7 @@
      420. Resources
      421. @@ -592,7 +593,7 @@

        SpriteAnimationParticleSpriteAnimation’s stepTime so that it’s fully played during the Particle lifespan. It’s possible to override this behavior with the alignAnimationTime argument.

        -
        final spritesheet = SpriteSheet(
        +
        final spriteSheet = SpriteSheet(
           image: yourSpriteSheetImage,
           srcSize: Vector2.all(16.0),
         );
        @@ -600,7 +601,7 @@ 

        SpriteAnimationParticlegame.add( ParticleSystemComponent( particle: SpriteAnimationParticle( - animation: spritesheet.createAnimation(0, stepTime: 0.1), + animation: spriteSheet.createAnimation(0, stepTime: 0.1), ); ), ); @@ -638,29 +639,6 @@

        ComponentParticle -

        FlareParticle

        -

        To use Flare within Flame, use the -flame_flare package.

        -

        It will provide a class called FlareParticle that is a container for FlareActorAnimation, it -propagates the update and render methods to its child.

        -
        import 'package:flame_flare/flame_flare.dart';
        -
        -// Within your game or component's `onLoad` method
        -const flareSize = 32.0;
        -final flareAnimation = FlareActorAnimation('assets/sparkle.flr');
        -flareAnimation.width = flareSize;
        -flareAnimation.height = flareSize;
        -
        -// Somewhere in game
        -game.add(
        -  ParticleSystemComponent(
        -    particle: FlareParticle(flare: flareAnimation),
        -  ),
        -);
        -
        -
        -

        ComputedParticle

        A Particle which could help you when:

        @@ -741,7 +719,7 @@

        Nesting behavior

        Previous:

        -

        Layers

        +

        Layers and Snapshots

        @@ -770,7 +748,6 @@

        Nesting behaviorPlatforms
      422. Collision Detection
      423. Effects
      424. -
      425. Camera & Viewport
      426. Camera Component
      427. Inputs @@ -150,6 +149,7 @@
      428. Widgets
      429. +
      430. Camera & Viewport
      431. Bridge Packages
      432. @@ -292,7 +293,7 @@
      433. Resources
      434. diff --git a/docs/latest/flame/rendering/text_rendering.html b/docs/latest/flame/rendering/text_rendering.html index e1d797a8a..65f159583 100644 --- a/docs/latest/flame/rendering/text_rendering.html +++ b/docs/latest/flame/rendering/text_rendering.html @@ -119,7 +119,6 @@
      435. Platforms
      436. Collision Detection
      437. Effects
      438. -
      439. Camera & Viewport
      440. Camera Component
      441. Inputs @@ -150,6 +149,7 @@
      442. Widgets
      443. +
      444. Camera & Viewport
      445. Bridge Packages
      446. @@ -292,7 +293,7 @@
      447. Resources
      448. @@ -315,78 +316,62 @@

        Text Rendering

        Flame has some dedicated classes to help you render text.

        -
        -

        TextRenderer

        -

        TextRenderer is the abstract class used by Flame to render text. Flame provides one -implementation for this called TextPaint but anyone can implement this abstraction -and create a custom way to render text.

        -
        -
        -

        TextPaint

        -

        TextPaint is the built-in implementation of text rendering in Flame, it is based on top of -Flutter’s TextPainter class (hence the name), and it can be configured by the style class TextStyle -which contains all typographical information required to render text; i.e., font size and color, -font family, etc.

        -

        Example usage:

        -
        const TextPaint textPaint = TextPaint(
        -  style: TextStyle(
        -    fontSize: 48.0,
        -    fontFamily: 'Awesome Font',
        -  ),
        -);
        -
        -
        -

        Note: there are several packages that contain the class TextStyle, make sure that you import -either package:flutter/material.dart or package:flutter/painting.dart and if you also need to -import dart:ui you need to import it like this (since that contains another class that is also -named TextStyle):

        -
        import 'dart:ui' hide TextStyle;
        -
        -
        -

        Some common properties of TextStyle are the following (here is the -full list):

        -
          -
        • fontFamily: a commonly available font, like Arial (default), or a custom font added in your -pubspec (see here how to do it).

        • -
        • fontSize: font size, in pts (default 24.0).

        • -
        • height: height of text line, as a multiple of font size (default null).

        • -
        • color: the color, as a ui.Color (default white).

        • -
        -

        For more information regarding colors and how to create then, see the -Colors and the Palette guide.

        -

        After the creation of the TextPaint object you can use its render method to draw strings on -a canvas:

        -
        textPaint.render(canvas, "Flame is awesome", Vector2(10, 10));
        -
        -
        -

        If you want to set the anchor of the text you can also do that in the render call, with the optional -anchor parameter:

        -
        textPaint.render(canvas, 'Flame is awesome', Vector2(10, 10), anchor: Anchor.topCenter);
        -
        -
        -

        Text Components

        -

        Flame provides two text components that make it even easier to render text in your game: -TextComponent and TextBoxComponent.

        +

        The simplest way to render text with Flame is to leverage one of the provided text-rendering +components:

        +
          +
        • TextComponent for rendering a single line of text

        • +
        • TextBoxComponent for bounding multi-line text within a sized box, including the possibility of a +typing effect

        • +
        +

        Both components are showcased in this +example.

        TextComponent

        TextComponent is a simple component that renders a single line of text.

        -

        Example usage:

        -
        final style = TextStyle(color: BasicPalette.white.color);
        -final regular = TextPaint(style: style);
        +

        Simple usage:

        +
        class MyGame extends FlameGame {
        +  @override
        +  void onLoad() {
        +    add(
        +      TextComponent(
        +        text: 'Hello, Flame',
        +        position = Vector2.all(16.0),
        +      ),
        +    );
        +  }
        +}
        +
        +
        +

        In order to configure aspects of the rendering like font family, size, color, etc, you need to +provide (or amend) a TextRenderer with such information; while you can read more details ab out +this interface below, the simplest implementation you can use is the TextPaint, which takes a +Flutter TextStyle:

        +
        final regular = TextPaint(
        +  style: TextStyle(
        +    fontSize: 48.0,
        +    color: BasicPalette.white.color,
        +  ),
        +);
         
         class MyGame extends FlameGame {
           @override
           void onLoad() {
        -    add(TextComponent(text: 'Hello, Flame', textRenderer: regular)
        -      ..anchor = Anchor.topCenter
        -      ..x = size.width / 2 // size is a property from game
        -      ..y = 32.0);
        +    add(
        +      TextComponent(
        +        text: 'Hello, Flame',
        +        textRenderer: regular,
        +        anchor: Anchor.topCenter,
        +        position: Vector2(size.width / 2, 32.0),
        +      ),
        +    );
           }
         }
         
        +

        You can find all the options under TextComponent’s +API.

        TextBoxComponent

        @@ -395,10 +380,12 @@

        TextBoxComponentgrowingBox variable in the TextBoxConfig. A static box could either have a fixed size (setting the size property of the TextBoxComponent), or to automatically shrink to fit the text content.

        -

        In addition, the align property allows you to control the the horizontal and vertical alignment -of the text content. For example, setting align to Anchor.center will center the text within -its bounding box both vertically and horizontally.

        +

        In addition, the align property allows you to control the the horizontal and vertical alignment of +the text content. For example, setting align to Anchor.center will center the text within its +bounding box both vertically and horizontally.

        If you want to change the margins of the box use the margins variable in the TextBoxConfig.

        +

        Finally, if you want to simulate a “typing” effect, by showing each character of the string one by +one as if being typed in real-time, you can provide the boxConfig.timePerChar parameter.

        Example usage:

        -

        Both components are showcased in an example -here

        +

        You can find all the options under TextBoxComponent’s +API.

        +

        +
        +

        TextElementComponent

        +

        If you want to render an arbitrary TextElement, ranging from a single InlineTextElement to a +formatted DocumentRoot, you can use the TextElementComponent.

        +

        A simple example is to create a DocumentRoot to render a sequence of block elements (think of an +HTML “div”) containing rich text:

        +
          final document = DocumentRoot([
        +    HeaderNode.simple('1984', level: 1),
        +    ParagraphNode.simple(
        +      'Anything could be true. The so-called laws of nature were nonsense.',
        +    ),
        +    // ...
        +  ]);
        +  final element = TextElementComponent.fromDocument(
        +    document: document,
        +    position: Vector2(100, 50),
        +    size: Vector2(400, 200),
        +  );
        +
        +
        +

        Note that the size can be specified in two ways; either via:

        +
          +
        • the size property common to all PositionComponents; or

        • +
        • the width/height included within the DocumentStyle applied.

        • +
        +

        An example applying a style to the document (which can include the size but other parameters as +well):

        +
          final style = DocumentStyle(
        +    width: 400,
        +    height: 200,
        +    padding: const EdgeInsets.symmetric(vertical: 10, horizontal: 14),
        +    background: BackgroundStyle(
        +      color: const Color(0xFF4E322E),
        +      borderColor: const Color(0xFF000000),
        +      borderWidth: 2.0,
        +    ),
        +  );
        +  final document = DocumentRoot([ ... ]);
        +  final element = TextElementComponent.fromDocument(
        +    document: document,
        +    style: style,
        +    position: Vector2(100, 50),
        +  );
        +
        +
        +

        For a more elaborate example of rich-text, formatted text blocks rendering, check this +example.

        +

        For more details about the underlying mechanics of the text rendering pipeline, see “Text Elements, +Text Nodes, and Text Styles” below.

        +
        +
        +

        Flame Markdown

        +

        In order to more easily create rich-text-based DocumentRoots, from simple strings with bold/italics +to complete structured documents, Flame provides the flame_markdown bridge package that connects +the markdown library with Flame’s text rendering infrastructure.

        +

        Just use the FlameMarkdown helper class and the toDocument method to convert a markdown string +into a DocumentRoot (which can then be used to create a TextElementComponent):

        +
        import 'package:flame/text.dart';
        +import 'package:flame_markdown/flame_markdown.dart';
        +
        +// ...
        +final component = await TextElementComponent.fromDocument(
        +  document: FlameMarkdown.toDocument(
        +    '# Header\n'
        +    '\n'
        +    'This is a **bold** text, and this is *italic*.\n'
        +    '\n'
        +    'This is a second paragraph.\n',
        +  ),
        +  style: ...,
        +  position: ...,
        +  size: ...,
        +);
        +
        +
        +
        +
        +
        +

        Infrastructure

        +

        If you are not using the Flame Component System, want to understand the infrastructure behind text +rendering, want to customize fonts and styles used, or want to create your own custom renderers, +this section is for you.

        +
          +
        • TextRenderer: renderers know “how” to render text; in essence they contain the style information +to render any string

        • +
        • TextElement: an element is formatted, “laid-out” piece of text, include the string (“what”) and +the style (“how”)

        • +
        +

        The following diagram showcases the class and inheritance structure of the text rendering pipeline:

        +
        %%{init: { 'theme': 'dark' } }%%
        +classDiagram
        +    %% renderers
        +    note for TextRenderer "This just the style (how).
        +    It knows how to take a text string and create a TextElement.
        +    `render` is just a helper to `format(text).render(...)`. Same for `getLineMetrics`."
        +    class TextRenderer {
        +        TextElement format(String text)
        +        LineMetrics getLineMetrics(String text)
        +        void render(Canvas canvas, String text, ...)
        +    }
        +    class TextPaint
        +    class SpriteFontRenderer
        +    class DebugTextRenderer
        +    
        +    %% elements
        +    class TextElement {
        +        LineMetrics metrics
        +        render(Canvas canvas, ...)
        +    }
        +    class TextPainterTextElement
        +        
        +    TextRenderer --> TextPaint
        +    TextRenderer --> SpriteFontRenderer
        +    TextRenderer --> DebugTextRenderer
        +
        +    TextRenderer *-- TextElement
        +    TextPaint *-- TextPainterTextElement
        +    SpriteFontRenderer *-- SpriteFontTextElement
        +
        +    note for TextElement "This is the text (what) and the style (how);
        +    laid out and ready to render."
        +    TextElement --> TextPainterTextElement
        +    TextElement --> SpriteFontTextElement
        +    TextElement --> Others
        +
        +
        +
        +

        TextRenderer

        +

        TextRenderer is the abstract class used by Flame to render text. Implementations of TextRenderer +must include the information about the “how” the text is rendered. Font style, size, color, etc. It +should be able to combine that information with a given string of text, via the format method, to +generate a TextElement.

        +

        Flame provides two concrete implementations:

        +
          +
        • TextPaint: most used, uses Flutter TextPainter to render regular text

        • +
        • SpriteFontRenderer: uses a SpriteFont (a sprite sheet-based font) to render bitmap text

        • +
        • DebugTextRenderer: only intended to be used for Golden Tests

        • +
        +

        But you can also provide your own if you want to extend to other customized forms of text rendering.

        +

        The main job of a TextRenderer is to format a string of text into a TextElement, that then can +be rendered onto the screen:

        +
        final textElement = textRenderer.format("Flame is awesome")
        +textElement.render(...) 
        +
        +
        +

        However the renderer provides a helper method to directly create the element and render it:

        +
        textRenderer.render(
        +  canvas,
        +  'Flame is awesome',
        +  Vector2(10, 10),
        +  anchor: Anchor.topCenter,
        +);
        +
        +
        +
        +

        TextPaint

        +

        TextPaint is the built-in implementation of text rendering in Flame. It is based on top of +Flutter’s TextPainter class (hence the name), and it can be configured by the style class +TextStyle, which contains all typographical information required to render text; i.e., font size +and color, font family, etc.

        +

        Outside of the style you can also optionally provide one extra parameter which is the +textDirection (but that is typically already set to ltr or left-to-right).

        +

        Example usage:

        +
        const TextPaint textPaint = TextPaint(
        +  style: TextStyle(
        +    fontSize: 48.0,
        +    fontFamily: 'Awesome Font',
        +  ),
        +);
        +
        +
        +

        Note: there are several packages that contain the class TextStyle. We export the right one (from +Flutter) via the text module:

        +
        import 'package:flame/text.dart';
        +
        +
        +

        But if you want to import it explicitly, make sure that you import it from +package:flutter/painting.dart (or from material or widgets). If you also need to import dart:ui, +you might need to hide its version of TextStyle, since that module contains a different class with +the same name:

        +
        import 'package:flutter/painting.dart';
        +import 'dart:ui' hide TextStyle;
        +
        +
        +

        Some common properties of TextStyle are the following (here is the full +list):

        +
          +
        • fontFamily: a commonly available font, like Arial (default), or a custom font added in your +pubspec (see here how to do it).

        • +
        • fontSize: font size, in pts (default 24.0).

        • +
        • height: height of text line, as a multiple of font size (default null).

        • +
        • color: the color, as a ui.Color (default white).

        • +
        +

        For more information regarding colors and how to create then, see the Colors and the +Palette guide.

        +
        +
        +

        SpriteFontRenderer

        +

        The other renderer option provided out of the box is SpriteFontRenderer, which allows you to +provide a SpriteFont based off of a sprite sheet. TODO

        +
        +
        +

        DebugTextRenderer

        +

        This renderer is intended to be used for Golden Tests. Rendering normal font-based text in Golden +Tests is unreliable due to differences in font definitions across platforms and different algorithms +used for anti-aliasing. This renderer will render text as if each word was a solid rectangle, making +it possible to test the layout, positioning and sizing of the elements without having to rely on +font-based rendering.

        +
        +
        +
        +
        +

        Inline Text Elements

        +

        A TextElement is a “pre-compiled”, formatted and laid-out piece of text with a specific styling +applied, ready to be rendered at any given position.

        +

        A InlineTextElement implements the TextElement interface and must implement their two methods, +one that teaches how to translate it around and another on how to draw it to the canvas:

        +
          void translate(double dx, double dy);
        +  void draw(Canvas canvas);
        +
        +
        +

        These methods are intended to be overwritten by the implementations of InlineTextElement, and +probably will not be called directly by users; because a convenient render method is provided:

        +
          void render(
        +    Canvas canvas,
        +    Vector2 position, {
        +    Anchor anchor = Anchor.topLeft,
        +  })
        +
        +
        +

        That allows the element to be rendered at a specific position, using a given anchor.

        +

        The interface also mandates (and provides) a getter for the LineMetrics object associated with +that InlineTextElement, which allows you (and the render implementation) to access sizing +information related to the element (width, height, ascend, etc).

        +
          LineMetrics get metrics;
        +
        +
        +
        +
        +

        Text Elements, Text Nodes, and Text Styles

        +

        While normal renderers always work with a InlineTextElement directly, there is a bigger underlying +infrastructure that can be used to render more rich or formatter text.

        +

        Text Elements are a superset of Inline Text Elements that represent an arbitrary rendering block +within a rich-text document. Essentially, they are concrete and “physical”: they are objects that +are ready to be rendered on a canvas.

        +

        This property distinguishes them from Text Nodes, which are structured pieces of text, and from Text +Styles (called FlameTextStyle in code to make it easier to work alongside Flutter’s TextStyle), +which are descriptors for how arbitrary pieces of text ought to be rendered.

        +

        So, in the most general case, a user would use a TextNode to describe a desired piece of rich +text; define a FlameTextStyle to apply to it; and use that to generate a TextElement. Depending +on the type of rendering, the TextElement generated will be an InlineTextElement, which brings +us back to the normal flow of the rendering pipeline. The unique property of the Inline-Text-type +element is that it exposes a LineMetrics that can be used for advanced rendering; while the other +elements only expose a simpler draw method which is unaware of sizing and positioning.

        +

        However, the other types of Text Elements, Text Nodes, and Text Styles must be used if the intent is +to create an entire document (multiple blocks or paragraphs), enriched with formatted text. In order +to render an arbitrary TextElement, you can alternatively use the TextElementComponent (see above).

        +

        An example of such usages can be seen in this +example.

        +
        +

        Text Nodes and the Document Root

        +

        A DocumentRoot is not a TextNode (inheritance-wise) in itself but represents a grouping of +BlockNodes that layout a “page” or “document” of rich text laid out in multiple blocks or +paragraphs. It represents the entire document and can receive a global Style.

        +

        The first step to define your rich-text document is to create a Node, which will likely be a +DocumentRoot.

        +

        It will first contain the top-most list of Block Nodes that can define headers, paragraphs or +columns.

        +

        Then each of those blocks can contain other blocks or the Inline Text Nodes, either Plain Text Nodes +or some rich-text with specific formatting.

        +

        Note that the hierarchy defined by the node structure is also used for styling purposes as per +defined in the FlameTextStyle class.

        +

        The actual nodes all inherit from TextNode and are broken down by the following diagram:

        +
        %%{init: { 'theme': 'dark' } }%%
        +graph TD
        +    %% Config %%
        +    classDef default fill:#282828,stroke:#F6BE00;
        +
        +    %% Nodes %%
        +    TextNode("
        +        <big><strong>TextNode</strong></big>
        +        Can be thought of as an HTML DOM node;
        +        each subclass can be thought of as a specific tag.
        +    ")
        +    BlockNode("
        +        <big><strong>BlockNode</strong></big>
        +        #quot;div#quot;
        +    ")
        +    InlineTextNode("
        +        <big><strong>InlineTextNode</strong></big>
        +        #quot;span#quot;
        +    ")
        +    ColumnNode("
        +        <big><strong>ColumnNode</strong></big>
        +        column-arranged group of other Block Nodes
        +    ")
        +    TextBlockNode("
        +        <big><strong>TextBlockNode</strong></big>
        +        a #quot;div#quot; with an InlineTextNode as a direct child
        +    ")
        +    HeaderNode("
        +        <big><strong>HeaderNode</strong></big>
        +        #quot;h1#quot; / #quot;h2#quot; / etc
        +    ")
        +    ParagraphNode("
        +        <big><strong>ParagraphNode</strong></big>
        +        #quot;p#quot;
        +    ")
        +    GroupTextNode("
        +        <big><strong>GroupTextNode</strong></big>
        +        groups other TextNodes in a single line
        +    ")
        +    PlainTextNode("
        +        <big><strong>PlainTextNode</strong></big>
        +        just plain text, unformatted
        +    ")
        +    ItalicTextNode("
        +        <big><strong>ItalicTextNode</strong></big>
        +        #quot;i#quot; / #quot;em#quot;
        +    ")
        +    BoldTextNode("
        +        <big><strong>BoldTextNode</strong></big>
        +        #quot;b#quot; / #quot;strong#quot;
        +    ")
        +    TextNode ----> BlockNode
        +    TextNode --------> InlineTextNode
        +    BlockNode --> ColumnNode
        +    BlockNode --> TextBlockNode
        +    TextBlockNode --> HeaderNode
        +    TextBlockNode --> ParagraphNode
        +    InlineTextNode --> GroupTextNode
        +    InlineTextNode --> PlainTextNode
        +    InlineTextNode --> BoldTextNode
        +    InlineTextNode --> ItalicTextNode
        +
        +
        +
        +
        +

        (Flame) Text Styles

        +

        Text Styles can be applied to nodes to generate elements. They all inherit from FlameTextStyle +abstract class (which is named as is to avoid confusion with Flutter’s TextStyle).

        +

        They follow a tree-like structure, always having DocumentStyle as the root; this structure is +leveraged to apply cascading style to the analogous Node structure. In fact, they are pretty similar +to, and can be thought of as, CSS definitions.

        +

        The full inheritance chain can be seen on the following diagram:

        +
        %%{init: { 'theme': 'dark' } }%%
        +classDiagram
        +    %% Nodes %%
        +    class FlameTextStyle {
        +        copyWith()
        +        merge()
        +    }
        +
        +    note for FlameTextStyle "Root for all styles.
        +    Not to be confused with Flutter's TextStyle."
        +
        +    class DocumentStyle {
        +        <<for the entire Document Root>>
        +        size
        +        padding
        +        background [BackgroundStyle]
        +        specific styles [for blocks & inline]
        +    }
        +
        +    class BlockStyle {
        +        <<for Block Nodes>>
        +        margin, padding
        +        background [BackgroundStyle]
        +        text [InlineTextStyle]
        +    }
        +
        +    class BackgroundStyle {
        +        <<for Block or Document>>
        +        color
        +        border
        +    }
        +
        +    class InlineTextStyle {
        +        <<for any nodes>>
        +        font, color
        +    }
        +
        +    FlameTextStyle <|-- DocumentStyle
        +    FlameTextStyle <|-- BlockStyle
        +    FlameTextStyle <|-- BackgroundStyle
        +    FlameTextStyle <|-- InlineTextStyle
        +
        +
        +
        +
        +

        Text Elements

        +

        Finally, we have the elements, that represent a combination of a node (“what”) with a style (“how”), +and therefore represent a pre-compiled, laid-out piece of rich text to be rendered on the Canvas.

        +

        Inline Text Elements specifically can alternatively be thought of as a combination of a +TextRenderer (simplified “how”) and a string (single line of “what”).

        +

        That is because an InlineTextStyle can be converted to a specific TextRenderer via the +asTextRenderer method, which is then used to lay out each line of text into a unique +InlineTextElement.

        +

        When using the renderer directly, the entire layout process is skipped, and a single +TextPainterTextElement or SpriteFontTextElement is returned.

        +

        As you can see, both definitions of an Element are, essentially, equivalent, all things considered. +But it still leaves us with two paths for rendering text. Which one to pick? How to solve this +conundrum?

        +

        When in doubt, the following guidelines can help you picking the best path for you:

        +
          +
        • for the simplest way to render text, use TextPaint (basic renderer implementation)

          +
            +
          • you can use the FCS provided component TextComponent for that.

          • +
          +
        • +
        • for rendering Sprite Fonts, you must use SpriteFontRenderer (a renderer implementation that +accepts a SpriteFont);

        • +
        • for rendering multiple lines of text, with automatic line breaks, you have two options:

          +
            +
          • use the FCS TextBoxComponent, which uses any text renderer to draw each line of text as an +Element, and does its own layout and line breaking;

          • +
          • use the Text Node & Style system to create your pre-laid-out Elements. Note: there is no current +FCS component for it.

          • +
          +
        • +
        • finally, in order to have formatted (or rich) text, you must use Text Nodes & Styles.

        • +
        @@ -456,11 +866,21 @@

        TextBoxComponent

        diff --git a/docs/latest/flame/router.html b/docs/latest/flame/router.html index 98125efd2..2d25fff48 100644 --- a/docs/latest/flame/router.html +++ b/docs/latest/flame/router.html @@ -119,7 +119,6 @@
      449. Platforms
      450. Collision Detection
      451. Effects
      452. -
      453. Camera & Viewport
      454. Camera Component
      455. Inputs @@ -150,6 +149,7 @@
      456. Widgets
      457. +
      458. Camera & Viewport
      459. Bridge Packages
      460. @@ -292,7 +293,7 @@
      461. Resources
      462. @@ -313,420 +314,422 @@
        -
        +
        router.dart
          1import 'package:flame/components.dart';
           2import 'package:flame/effects.dart';
           3import 'package:flame/events.dart';
           4import 'package:flame/game.dart';
        -  5import 'package:flame/rendering.dart';
        -  6import 'package:flutter/rendering.dart';
        -  7
        -  8class RouterGame extends FlameGame {
        -  9  late final RouterComponent router;
        - 10
        - 11  @override
        - 12  Future<void> onLoad() async {
        - 13    add(
        - 14      router = RouterComponent(
        - 15        routes: {
        - 16          'splash': Route(SplashScreenPage.new),
        - 17          'home': Route(StartPage.new),
        - 18          'level1': Route(Level1Page.new),
        - 19          'level2': Route(Level2Page.new),
        - 20          'pause': PauseRoute(),
        - 21        },
        - 22        initialRoute: 'splash',
        - 23      ),
        - 24    );
        - 25  }
        - 26}
        - 27
        - 28class SplashScreenPage extends Component
        - 29    with TapCallbacks, HasGameRef<RouterGame> {
        - 30  @override
        - 31  Future<void> onLoad() async {
        - 32    addAll([
        - 33      Background(const Color(0xff282828)),
        - 34      TextBoxComponent(
        - 35        text: '[Router demo]',
        - 36        textRenderer: TextPaint(
        - 37          style: const TextStyle(
        - 38            color: Color(0x66ffffff),
        - 39            fontSize: 16,
        - 40          ),
        - 41        ),
        - 42        align: Anchor.center,
        - 43        size: gameRef.canvasSize,
        - 44      ),
        - 45    ]);
        - 46  }
        - 47
        - 48  @override
        - 49  bool containsLocalPoint(Vector2 point) => true;
        - 50
        - 51  @override
        - 52  void onTapUp(TapUpEvent event) => gameRef.router.pushNamed('home');
        - 53}
        - 54
        - 55class StartPage extends Component with HasGameRef<RouterGame> {
        - 56  StartPage() {
        - 57    addAll([
        - 58      _logo = TextComponent(
        - 59        text: 'Syzygy',
        - 60        textRenderer: TextPaint(
        - 61          style: const TextStyle(
        - 62            fontSize: 64,
        - 63            color: Color(0xFFC8FFF5),
        - 64            fontWeight: FontWeight.w800,
        - 65          ),
        - 66        ),
        - 67        anchor: Anchor.center,
        - 68      ),
        - 69      _button1 = RoundedButton(
        - 70        text: 'Level 1',
        - 71        action: () => gameRef.router.pushNamed('level1'),
        - 72        color: const Color(0xffadde6c),
        - 73        borderColor: const Color(0xffedffab),
        - 74      ),
        - 75      _button2 = RoundedButton(
        - 76        text: 'Level 2',
        - 77        action: () => gameRef.router.pushNamed('level2'),
        - 78        color: const Color(0xffdebe6c),
        - 79        borderColor: const Color(0xfffff4c7),
        - 80      ),
        - 81    ]);
        - 82  }
        - 83
        - 84  late final TextComponent _logo;
        - 85  late final RoundedButton _button1;
        - 86  late final RoundedButton _button2;
        - 87
        - 88  @override
        - 89  void onGameResize(Vector2 size) {
        - 90    super.onGameResize(size);
        - 91    _logo.position = Vector2(size.x / 2, size.y / 3);
        - 92    _button1.position = Vector2(size.x / 2, _logo.y + 80);
        - 93    _button2.position = Vector2(size.x / 2, _logo.y + 140);
        - 94  }
        - 95}
        - 96
        - 97class Background extends Component {
        - 98  Background(this.color);
        - 99  final Color color;
        -100
        -101  @override
        -102  void render(Canvas canvas) {
        -103    canvas.drawColor(color, BlendMode.srcATop);
        -104  }
        -105}
        -106
        -107class RoundedButton extends PositionComponent with TapCallbacks {
        -108  RoundedButton({
        -109    required this.text,
        -110    required this.action,
        -111    required Color color,
        -112    required Color borderColor,
        -113    super.anchor = Anchor.center,
        -114  }) : _textDrawable = TextPaint(
        -115          style: const TextStyle(
        -116            fontSize: 20,
        -117            color: Color(0xFF000000),
        -118            fontWeight: FontWeight.w800,
        -119          ),
        -120        ).toTextPainter(text) {
        -121    size = Vector2(150, 40);
        -122    _textOffset = Offset(
        -123      (size.x - _textDrawable.width) / 2,
        -124      (size.y - _textDrawable.height) / 2,
        -125    );
        -126    _rrect = RRect.fromLTRBR(0, 0, size.x, size.y, Radius.circular(size.y / 2));
        -127    _bgPaint = Paint()..color = color;
        -128    _borderPaint = Paint()
        -129      ..style = PaintingStyle.stroke
        -130      ..strokeWidth = 2
        -131      ..color = borderColor;
        -132  }
        -133
        -134  final String text;
        -135  final void Function() action;
        -136  final TextPainter _textDrawable;
        -137  late final Offset _textOffset;
        -138  late final RRect _rrect;
        -139  late final Paint _borderPaint;
        -140  late final Paint _bgPaint;
        -141
        -142  @override
        -143  void render(Canvas canvas) {
        -144    canvas.drawRRect(_rrect, _bgPaint);
        -145    canvas.drawRRect(_rrect, _borderPaint);
        -146    _textDrawable.paint(canvas, _textOffset);
        -147  }
        -148
        -149  @override
        -150  void onTapDown(TapDownEvent event) {
        -151    scale = Vector2.all(1.05);
        -152  }
        -153
        -154  @override
        -155  void onTapUp(TapUpEvent event) {
        -156    scale = Vector2.all(1.0);
        -157    action();
        -158  }
        -159
        -160  @override
        -161  void onTapCancel(TapCancelEvent event) {
        -162    scale = Vector2.all(1.0);
        -163  }
        -164}
        -165
        -166abstract class SimpleButton extends PositionComponent with TapCallbacks {
        -167  SimpleButton(this._iconPath, {super.position}) : super(size: Vector2.all(40));
        -168
        -169  final Paint _borderPaint = Paint()
        -170    ..style = PaintingStyle.stroke
        -171    ..color = const Color(0x66ffffff);
        -172  final Paint _iconPaint = Paint()
        -173    ..style = PaintingStyle.stroke
        -174    ..color = const Color(0xffaaaaaa)
        -175    ..strokeWidth = 7;
        -176  final Path _iconPath;
        -177
        -178  void action();
        -179
        -180  @override
        -181  void render(Canvas canvas) {
        -182    canvas.drawRRect(
        -183      RRect.fromRectAndRadius(size.toRect(), const Radius.circular(8)),
        -184      _borderPaint,
        -185    );
        -186    canvas.drawPath(_iconPath, _iconPaint);
        -187  }
        -188
        -189  @override
        -190  void onTapDown(TapDownEvent event) {
        -191    _iconPaint.color = const Color(0xffffffff);
        -192  }
        -193
        -194  @override
        -195  void onTapUp(TapUpEvent event) {
        -196    _iconPaint.color = const Color(0xffaaaaaa);
        -197    action();
        -198  }
        -199
        -200  @override
        -201  void onTapCancel(TapCancelEvent event) {
        -202    _iconPaint.color = const Color(0xffaaaaaa);
        -203  }
        -204}
        -205
        -206class BackButton extends SimpleButton with HasGameRef<RouterGame> {
        -207  BackButton()
        -208      : super(
        -209          Path()
        -210            ..moveTo(22, 8)
        -211            ..lineTo(10, 20)
        -212            ..lineTo(22, 32)
        -213            ..moveTo(12, 20)
        -214            ..lineTo(34, 20),
        -215          position: Vector2.all(10),
        -216        );
        -217
        -218  @override
        -219  void action() => gameRef.router.pop();
        -220}
        -221
        -222class PauseButton extends SimpleButton with HasGameRef<RouterGame> {
        -223  PauseButton()
        -224      : super(
        -225          Path()
        -226            ..moveTo(14, 10)
        -227            ..lineTo(14, 30)
        -228            ..moveTo(26, 10)
        -229            ..lineTo(26, 30),
        -230          position: Vector2(60, 10),
        -231        );
        -232  @override
        -233  void action() => gameRef.router.pushNamed('pause');
        -234}
        -235
        -236class Level1Page extends Component {
        -237  @override
        -238  Future<void> onLoad() async {
        -239    final game = findGame()!;
        -240    addAll([
        -241      Background(const Color(0xbb2a074f)),
        -242      BackButton(),
        -243      PauseButton(),
        -244      Planet(
        -245        radius: 25,
        -246        color: const Color(0xfffff188),
        -247        position: game.size / 2,
        -248        children: [
        -249          Orbit(
        -250            radius: 110,
        -251            revolutionPeriod: 6,
        -252            planet: Planet(
        -253              radius: 10,
        -254              color: const Color(0xff54d7b1),
        -255              children: [
        -256                Orbit(
        -257                  radius: 25,
        -258                  revolutionPeriod: 5,
        -259                  planet: Planet(radius: 3, color: const Color(0xFFcccccc)),
        -260                ),
        -261              ],
        -262            ),
        -263          ),
        -264        ],
        -265      ),
        -266    ]);
        -267  }
        -268}
        -269
        -270class Level2Page extends Component {
        -271  @override
        -272  Future<void> onLoad() async {
        -273    final game = findGame()!;
        -274    addAll([
        -275      Background(const Color(0xff052b44)),
        -276      BackButton(),
        -277      PauseButton(),
        -278      Planet(
        -279        radius: 30,
        -280        color: const Color(0xFFFFFFff),
        -281        position: game.size / 2,
        -282        children: [
        -283          Orbit(
        -284            radius: 60,
        -285            revolutionPeriod: 5,
        -286            planet: Planet(radius: 10, color: const Color(0xffc9ce0d)),
        -287          ),
        -288          Orbit(
        -289            radius: 110,
        -290            revolutionPeriod: 10,
        -291            planet: Planet(
        -292              radius: 14,
        -293              color: const Color(0xfff32727),
        -294              children: [
        -295                Orbit(
        -296                  radius: 26,
        -297                  revolutionPeriod: 3,
        -298                  planet: Planet(radius: 5, color: const Color(0xffffdb00)),
        -299                ),
        -300                Orbit(
        -301                  radius: 35,
        -302                  revolutionPeriod: 4,
        -303                  planet: Planet(radius: 3, color: const Color(0xffdc00ff)),
        -304                ),
        -305              ],
        -306            ),
        -307          ),
        -308        ],
        -309      ),
        -310    ]);
        -311  }
        -312}
        -313
        -314class Planet extends PositionComponent {
        -315  Planet({
        -316    required this.radius,
        -317    required this.color,
        -318    super.position,
        -319    super.children,
        -320  }) : _paint = Paint()..color = color;
        -321
        -322  final double radius;
        -323  final Color color;
        -324  final Paint _paint;
        -325
        -326  @override
        -327  void render(Canvas canvas) {
        -328    canvas.drawCircle(Offset.zero, radius, _paint);
        -329  }
        -330}
        -331
        -332class Orbit extends PositionComponent {
        -333  Orbit({
        -334    required this.radius,
        -335    required this.planet,
        -336    required this.revolutionPeriod,
        -337    double initialAngle = 0,
        -338  })  : _paint = Paint()
        -339          ..style = PaintingStyle.stroke
        -340          ..color = const Color(0x888888aa),
        -341        _angle = initialAngle {
        -342    add(planet);
        -343  }
        -344
        -345  final double radius;
        -346  final double revolutionPeriod;
        -347  final Planet planet;
        -348  final Paint _paint;
        -349  double _angle;
        -350
        -351  @override
        -352  void render(Canvas canvas) {
        -353    canvas.drawCircle(Offset.zero, radius, _paint);
        -354  }
        -355
        -356  @override
        -357  void update(double dt) {
        -358    _angle += dt / revolutionPeriod * Transform2D.tau;
        -359    planet.position = Vector2(radius, 0)..rotate(_angle);
        -360  }
        -361}
        -362
        -363class PauseRoute extends Route {
        -364  PauseRoute() : super(PausePage.new, transparent: true);
        -365
        -366  @override
        -367  void onPush(Route? previousRoute) {
        -368    previousRoute!
        -369      ..stopTime()
        -370      ..addRenderEffect(
        -371        PaintDecorator.grayscale(opacity: 0.5)..addBlur(3.0),
        -372      );
        -373  }
        -374
        -375  @override
        -376  void onPop(Route nextRoute) {
        -377    nextRoute
        -378      ..resumeTime()
        -379      ..removeRenderEffect();
        -380  }
        -381}
        -382
        -383class PausePage extends Component with TapCallbacks, HasGameRef<RouterGame> {
        -384  @override
        -385  Future<void> onLoad() async {
        -386    final game = findGame()!;
        -387    addAll([
        -388      TextComponent(
        -389        text: 'PAUSED',
        -390        position: game.canvasSize / 2,
        -391        anchor: Anchor.center,
        -392        children: [
        -393          ScaleEffect.to(
        -394            Vector2.all(1.1),
        -395            EffectController(
        -396              duration: 0.3,
        -397              alternate: true,
        -398              infinite: true,
        -399            ),
        -400          )
        -401        ],
        -402      ),
        -403    ]);
        -404  }
        -405
        -406  @override
        -407  bool containsLocalPoint(Vector2 point) => true;
        -408
        -409  @override
        -410  void onTapUp(TapUpEvent event) => gameRef.router.pop();
        -411}
        +  5import 'package:flame/geometry.dart';
        +  6import 'package:flame/rendering.dart';
        +  7import 'package:flutter/rendering.dart';
        +  8
        +  9class RouterGame extends FlameGame {
        + 10  late final RouterComponent router;
        + 11
        + 12  @override
        + 13  Future<void> onLoad() async {
        + 14    add(
        + 15      router = RouterComponent(
        + 16        routes: {
        + 17          'splash': Route(SplashScreenPage.new),
        + 18          'home': Route(StartPage.new),
        + 19          'level1': Route(Level1Page.new),
        + 20          'level2': Route(Level2Page.new),
        + 21          'pause': PauseRoute(),
        + 22        },
        + 23        initialRoute: 'splash',
        + 24      ),
        + 25    );
        + 26  }
        + 27}
        + 28
        + 29class SplashScreenPage extends Component
        + 30    with TapCallbacks, HasGameReference<RouterGame> {
        + 31  @override
        + 32  Future<void> onLoad() async {
        + 33    addAll([
        + 34      Background(const Color(0xff282828)),
        + 35      TextBoxComponent(
        + 36        text: '[Router demo]',
        + 37        textRenderer: TextPaint(
        + 38          style: const TextStyle(
        + 39            color: Color(0x66ffffff),
        + 40            fontSize: 16,
        + 41          ),
        + 42        ),
        + 43        align: Anchor.center,
        + 44        size: game.canvasSize,
        + 45      ),
        + 46    ]);
        + 47  }
        + 48
        + 49  @override
        + 50  bool containsLocalPoint(Vector2 point) => true;
        + 51
        + 52  @override
        + 53  void onTapUp(TapUpEvent event) => game.router.pushNamed('home');
        + 54}
        + 55
        + 56class StartPage extends Component with HasGameReference<RouterGame> {
        + 57  StartPage() {
        + 58    addAll([
        + 59      _logo = TextComponent(
        + 60        text: 'Syzygy',
        + 61        textRenderer: TextPaint(
        + 62          style: const TextStyle(
        + 63            fontSize: 64,
        + 64            color: Color(0xFFC8FFF5),
        + 65            fontWeight: FontWeight.w800,
        + 66          ),
        + 67        ),
        + 68        anchor: Anchor.center,
        + 69      ),
        + 70      _button1 = RoundedButton(
        + 71        text: 'Level 1',
        + 72        action: () => game.router.pushNamed('level1'),
        + 73        color: const Color(0xffadde6c),
        + 74        borderColor: const Color(0xffedffab),
        + 75      ),
        + 76      _button2 = RoundedButton(
        + 77        text: 'Level 2',
        + 78        action: () => game.router.pushNamed('level2'),
        + 79        color: const Color(0xffdebe6c),
        + 80        borderColor: const Color(0xfffff4c7),
        + 81      ),
        + 82    ]);
        + 83  }
        + 84
        + 85  late final TextComponent _logo;
        + 86  late final RoundedButton _button1;
        + 87  late final RoundedButton _button2;
        + 88
        + 89  @override
        + 90  void onGameResize(Vector2 size) {
        + 91    super.onGameResize(size);
        + 92    _logo.position = Vector2(size.x / 2, size.y / 3);
        + 93    _button1.position = Vector2(size.x / 2, _logo.y + 80);
        + 94    _button2.position = Vector2(size.x / 2, _logo.y + 140);
        + 95  }
        + 96}
        + 97
        + 98class Background extends Component {
        + 99  Background(this.color);
        +100  final Color color;
        +101
        +102  @override
        +103  void render(Canvas canvas) {
        +104    canvas.drawColor(color, BlendMode.srcATop);
        +105  }
        +106}
        +107
        +108class RoundedButton extends PositionComponent with TapCallbacks {
        +109  RoundedButton({
        +110    required this.text,
        +111    required this.action,
        +112    required Color color,
        +113    required Color borderColor,
        +114    super.anchor = Anchor.center,
        +115  }) : _textDrawable = TextPaint(
        +116          style: const TextStyle(
        +117            fontSize: 20,
        +118            color: Color(0xFF000000),
        +119            fontWeight: FontWeight.w800,
        +120          ),
        +121        ).toTextPainter(text) {
        +122    size = Vector2(150, 40);
        +123    _textOffset = Offset(
        +124      (size.x - _textDrawable.width) / 2,
        +125      (size.y - _textDrawable.height) / 2,
        +126    );
        +127    _rrect = RRect.fromLTRBR(0, 0, size.x, size.y, Radius.circular(size.y / 2));
        +128    _bgPaint = Paint()..color = color;
        +129    _borderPaint = Paint()
        +130      ..style = PaintingStyle.stroke
        +131      ..strokeWidth = 2
        +132      ..color = borderColor;
        +133  }
        +134
        +135  final String text;
        +136  final void Function() action;
        +137  final TextPainter _textDrawable;
        +138  late final Offset _textOffset;
        +139  late final RRect _rrect;
        +140  late final Paint _borderPaint;
        +141  late final Paint _bgPaint;
        +142
        +143  @override
        +144  void render(Canvas canvas) {
        +145    canvas.drawRRect(_rrect, _bgPaint);
        +146    canvas.drawRRect(_rrect, _borderPaint);
        +147    _textDrawable.paint(canvas, _textOffset);
        +148  }
        +149
        +150  @override
        +151  void onTapDown(TapDownEvent event) {
        +152    scale = Vector2.all(1.05);
        +153  }
        +154
        +155  @override
        +156  void onTapUp(TapUpEvent event) {
        +157    scale = Vector2.all(1.0);
        +158    action();
        +159  }
        +160
        +161  @override
        +162  void onTapCancel(TapCancelEvent event) {
        +163    scale = Vector2.all(1.0);
        +164  }
        +165}
        +166
        +167abstract class SimpleButton extends PositionComponent with TapCallbacks {
        +168  SimpleButton(this._iconPath, {super.position}) : super(size: Vector2.all(40));
        +169
        +170  final Paint _borderPaint = Paint()
        +171    ..style = PaintingStyle.stroke
        +172    ..color = const Color(0x66ffffff);
        +173  final Paint _iconPaint = Paint()
        +174    ..style = PaintingStyle.stroke
        +175    ..color = const Color(0xffaaaaaa)
        +176    ..strokeWidth = 7;
        +177  final Path _iconPath;
        +178
        +179  void action();
        +180
        +181  @override
        +182  void render(Canvas canvas) {
        +183    canvas.drawRRect(
        +184      RRect.fromRectAndRadius(size.toRect(), const Radius.circular(8)),
        +185      _borderPaint,
        +186    );
        +187    canvas.drawPath(_iconPath, _iconPaint);
        +188  }
        +189
        +190  @override
        +191  void onTapDown(TapDownEvent event) {
        +192    _iconPaint.color = const Color(0xffffffff);
        +193  }
        +194
        +195  @override
        +196  void onTapUp(TapUpEvent event) {
        +197    _iconPaint.color = const Color(0xffaaaaaa);
        +198    action();
        +199  }
        +200
        +201  @override
        +202  void onTapCancel(TapCancelEvent event) {
        +203    _iconPaint.color = const Color(0xffaaaaaa);
        +204  }
        +205}
        +206
        +207class BackButton extends SimpleButton with HasGameReference<RouterGame> {
        +208  BackButton()
        +209      : super(
        +210          Path()
        +211            ..moveTo(22, 8)
        +212            ..lineTo(10, 20)
        +213            ..lineTo(22, 32)
        +214            ..moveTo(12, 20)
        +215            ..lineTo(34, 20),
        +216          position: Vector2.all(10),
        +217        );
        +218
        +219  @override
        +220  void action() => game.router.pop();
        +221}
        +222
        +223class PauseButton extends SimpleButton with HasGameReference<RouterGame> {
        +224  PauseButton()
        +225      : super(
        +226          Path()
        +227            ..moveTo(14, 10)
        +228            ..lineTo(14, 30)
        +229            ..moveTo(26, 10)
        +230            ..lineTo(26, 30),
        +231          position: Vector2(60, 10),
        +232        );
        +233  @override
        +234  void action() => game.router.pushNamed('pause');
        +235}
        +236
        +237class Level1Page extends Component {
        +238  @override
        +239  Future<void> onLoad() async {
        +240    final game = findGame()!;
        +241    addAll([
        +242      Background(const Color(0xbb2a074f)),
        +243      BackButton(),
        +244      PauseButton(),
        +245      Planet(
        +246        radius: 25,
        +247        color: const Color(0xfffff188),
        +248        position: game.size / 2,
        +249        children: [
        +250          Orbit(
        +251            radius: 110,
        +252            revolutionPeriod: 6,
        +253            planet: Planet(
        +254              radius: 10,
        +255              color: const Color(0xff54d7b1),
        +256              children: [
        +257                Orbit(
        +258                  radius: 25,
        +259                  revolutionPeriod: 5,
        +260                  planet: Planet(radius: 3, color: const Color(0xFFcccccc)),
        +261                ),
        +262              ],
        +263            ),
        +264          ),
        +265        ],
        +266      ),
        +267    ]);
        +268  }
        +269}
        +270
        +271class Level2Page extends Component {
        +272  @override
        +273  Future<void> onLoad() async {
        +274    final game = findGame()!;
        +275    addAll([
        +276      Background(const Color(0xff052b44)),
        +277      BackButton(),
        +278      PauseButton(),
        +279      Planet(
        +280        radius: 30,
        +281        color: const Color(0xFFFFFFff),
        +282        position: game.size / 2,
        +283        children: [
        +284          Orbit(
        +285            radius: 60,
        +286            revolutionPeriod: 5,
        +287            planet: Planet(radius: 10, color: const Color(0xffc9ce0d)),
        +288          ),
        +289          Orbit(
        +290            radius: 110,
        +291            revolutionPeriod: 10,
        +292            planet: Planet(
        +293              radius: 14,
        +294              color: const Color(0xfff32727),
        +295              children: [
        +296                Orbit(
        +297                  radius: 26,
        +298                  revolutionPeriod: 3,
        +299                  planet: Planet(radius: 5, color: const Color(0xffffdb00)),
        +300                ),
        +301                Orbit(
        +302                  radius: 35,
        +303                  revolutionPeriod: 4,
        +304                  planet: Planet(radius: 3, color: const Color(0xffdc00ff)),
        +305                ),
        +306              ],
        +307            ),
        +308          ),
        +309        ],
        +310      ),
        +311    ]);
        +312  }
        +313}
        +314
        +315class Planet extends PositionComponent {
        +316  Planet({
        +317    required this.radius,
        +318    required this.color,
        +319    super.position,
        +320    super.children,
        +321  }) : _paint = Paint()..color = color;
        +322
        +323  final double radius;
        +324  final Color color;
        +325  final Paint _paint;
        +326
        +327  @override
        +328  void render(Canvas canvas) {
        +329    canvas.drawCircle(Offset.zero, radius, _paint);
        +330  }
        +331}
        +332
        +333class Orbit extends PositionComponent {
        +334  Orbit({
        +335    required this.radius,
        +336    required this.planet,
        +337    required this.revolutionPeriod,
        +338    double initialAngle = 0,
        +339  })  : _paint = Paint()
        +340          ..style = PaintingStyle.stroke
        +341          ..color = const Color(0x888888aa),
        +342        _angle = initialAngle {
        +343    add(planet);
        +344  }
        +345
        +346  final double radius;
        +347  final double revolutionPeriod;
        +348  final Planet planet;
        +349  final Paint _paint;
        +350  double _angle;
        +351
        +352  @override
        +353  void render(Canvas canvas) {
        +354    canvas.drawCircle(Offset.zero, radius, _paint);
        +355  }
        +356
        +357  @override
        +358  void update(double dt) {
        +359    _angle += dt / revolutionPeriod * tau;
        +360    planet.position = Vector2(radius, 0)..rotate(_angle);
        +361  }
        +362}
        +363
        +364class PauseRoute extends Route {
        +365  PauseRoute() : super(PausePage.new, transparent: true);
        +366
        +367  @override
        +368  void onPush(Route? previousRoute) {
        +369    previousRoute!
        +370      ..stopTime()
        +371      ..addRenderEffect(
        +372        PaintDecorator.grayscale(opacity: 0.5)..addBlur(3.0),
        +373      );
        +374  }
        +375
        +376  @override
        +377  void onPop(Route nextRoute) {
        +378    nextRoute
        +379      ..resumeTime()
        +380      ..removeRenderEffect();
        +381  }
        +382}
        +383
        +384class PausePage extends Component
        +385    with TapCallbacks, HasGameReference<RouterGame> {
        +386  @override
        +387  Future<void> onLoad() async {
        +388    final game = findGame()!;
        +389    addAll([
        +390      TextComponent(
        +391        text: 'PAUSED',
        +392        position: game.canvasSize / 2,
        +393        anchor: Anchor.center,
        +394        children: [
        +395          ScaleEffect.to(
        +396            Vector2.all(1.1),
        +397            EffectController(
        +398              duration: 0.3,
        +399              alternate: true,
        +400              infinite: true,
        +401            ),
        +402          ),
        +403        ],
        +404      ),
        +405    ]);
        +406  }
        +407
        +408  @override
        +409  bool containsLocalPoint(Vector2 point) => true;
        +410
        +411  @override
        +412  void onTapUp(TapUpEvent event) => game.router.pop();
        +413}
         
        @@ -828,7 +831,7 @@

        OverlayRoute

        ValueRoute

        -
        + diff --git a/docs/latest/flame/structure.html b/docs/latest/flame/structure.html index 168d258cc..38584f72b 100644 --- a/docs/latest/flame/structure.html +++ b/docs/latest/flame/structure.html @@ -119,7 +119,6 @@
      463. Platforms
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      465. Effects
      466. -
      467. Camera & Viewport
      468. Camera Component
      469. Inputs @@ -150,6 +149,7 @@
      470. Widgets
      471. +
      472. Camera & Viewport
      473. Bridge Packages
      474. @@ -292,7 +293,7 @@
      475. Resources
      476. diff --git a/docs/latest/genindex.html b/docs/latest/genindex.html index e4c7e7f53..fabac38dd 100644 --- a/docs/latest/genindex.html +++ b/docs/latest/genindex.html @@ -117,7 +117,6 @@
      477. Platforms
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      479. Effects
      480. -
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      482. Camera Component
      483. Inputs @@ -148,6 +147,7 @@
      484. Widgets
      485. +
      486. Camera & Viewport
      487. Bridge Packages
      488. @@ -290,7 +291,7 @@
      489. Resources
      490. diff --git a/docs/latest/index.html b/docs/latest/index.html index 8cee6d699..dada2f8b9 100644 --- a/docs/latest/index.html +++ b/docs/latest/index.html @@ -118,7 +118,6 @@
      491. Platforms
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      493. Effects
      494. -
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      496. Camera Component
      497. Inputs @@ -149,6 +148,7 @@
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      499. +
      500. Camera & Viewport
      501. Bridge Packages
      502. @@ -291,7 +292,7 @@
      503. Resources
      504. @@ -342,7 +343,7 @@

        About Flame

        Put the pub package as your dependency by putting the following in your pubspec.yaml:

        dependencies:
        -  flame: 1.8.2
        +  flame: 1.9.0
         

        The latest version can be found on pub.dev.

        diff --git a/docs/latest/objects.inv b/docs/latest/objects.inv index a6b60d8d6..545a3f63d 100644 Binary files a/docs/latest/objects.inv and b/docs/latest/objects.inv differ diff --git a/docs/latest/other_modules/jenny/index.html b/docs/latest/other_modules/jenny/index.html index e2a5eccf4..56778defc 100644 --- a/docs/latest/other_modules/jenny/index.html +++ b/docs/latest/other_modules/jenny/index.html @@ -119,7 +119,6 @@
      505. Platforms
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      507. Effects
      508. -
      509. Camera & Viewport
      510. Camera Component
      511. Inputs @@ -150,6 +149,7 @@
      512. Widgets
      513. +
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      515. Bridge Packages
      516. @@ -292,7 +293,7 @@
      517. Resources
      518. diff --git a/docs/latest/other_modules/jenny/language/commands/character.html b/docs/latest/other_modules/jenny/language/commands/character.html index bae695409..38a4ddff8 100644 --- a/docs/latest/other_modules/jenny/language/commands/character.html +++ b/docs/latest/other_modules/jenny/language/commands/character.html @@ -119,7 +119,6 @@
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      532. diff --git a/docs/latest/other_modules/jenny/language/commands/commands.html b/docs/latest/other_modules/jenny/language/commands/commands.html index 050e80829..476b0b69f 100644 --- a/docs/latest/other_modules/jenny/language/commands/commands.html +++ b/docs/latest/other_modules/jenny/language/commands/commands.html @@ -119,7 +119,6 @@
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      866. @@ -292,7 +293,7 @@
      867. Resources
      868. diff --git a/docs/latest/other_modules/jenny/runtime/character_storage.html b/docs/latest/other_modules/jenny/runtime/character_storage.html index ba5e8a542..0b47e02dd 100644 --- a/docs/latest/other_modules/jenny/runtime/character_storage.html +++ b/docs/latest/other_modules/jenny/runtime/character_storage.html @@ -119,7 +119,6 @@
      869. Platforms
      870. Collision Detection
      871. Effects
      872. -
      873. Camera & Viewport
      874. Camera Component
      875. Inputs @@ -150,6 +149,7 @@
      876. Widgets
      877. +
      878. Camera & Viewport
      879. Bridge Packages
      880. @@ -292,7 +293,7 @@
      881. Resources
      882. @@ -357,9 +358,54 @@

        Methods +
        +
        +clear()
        +
        +
        +

        Clear all characters from storage.

        +

        This could be used between scenes in preparation for loading a new +set of characters. It would not generally be used while a dialog is +in progress.

        +
        +

        +
        +
        +
        +remove(String name)
        +
        +
        +

        Remove a character by name. Its aliases will also be removed.

        +

        This could be used if you are certain a character is no longer required. +It would not generally be used while a dialog is in progress.

        +
        +

        +
        +

        Accessing character storage

        +

        Character storage is accessed via the YarnProject.

        +
        final characters = yarnProject.characters;
        +
        +
        +
        +
        +

        Removing characters

        +

        There may be situations where characters need to be removed from storage. For example, in a game +with many scenes, characters could be removed after a scene and new characters loaded for the next +scene.

        +

        Remove all characters with clear.

        +
        yarnProject.characters.clear();
        +
        +
        +

        Use remove to remove a single character. Pass in the name of the character or any of its +aliases. The character and all its aliases will be removed.

        +
        yarnProject.characters.remove('Jenny');
        +
        +
        +
        @@ -394,6 +440,8 @@

        MethodsPlatforms
      883. Collision Detection
      884. Effects
      885. -
      886. Camera & Viewport
      887. Camera Component
      888. Inputs @@ -150,6 +149,7 @@
      889. Widgets
      890. +
      891. Camera & Viewport
      892. Bridge Packages
      893. @@ -292,7 +293,7 @@
      894. Resources
      895. @@ -348,6 +349,21 @@

        Methodsname)

        Registers a command name which is not backed by any Dart function. Such command will still be delivered to DialogueViews via the onCommand() callback, but its arguments will not be parsed.

        +
        clear

        Removes all user-defined commands

        +
        +
        remove(String name)

        Removes the user-defined command with the specified name.

        +
        +

      + +
      +

      Properties

      +
      +
      lengthint

      The number of user-defined commands registered so far.

      +
      +
      isEmptybool

      Returns true if no user-defined commands were registered.

      +
      +
      isNotEmptybool

      Returns true if any commands have been registered

      +
      @@ -493,6 +509,7 @@

      See alsoPlatforms

    371. Collision Detection
    372. Effects
    373. -
    374. Camera & Viewport
    375. Camera Component
    376. Inputs @@ -150,6 +149,7 @@
    377. Widgets
    378. +
    379. Camera & Viewport
    380. Bridge Packages
    381. @@ -292,7 +293,7 @@
    382. Resources
    383. diff --git a/docs/latest/other_modules/jenny/runtime/dialogue_line.html b/docs/latest/other_modules/jenny/runtime/dialogue_line.html index 65d5b98e5..60da01b95 100644 --- a/docs/latest/other_modules/jenny/runtime/dialogue_line.html +++ b/docs/latest/other_modules/jenny/runtime/dialogue_line.html @@ -119,7 +119,6 @@
    384. Platforms
    385. Collision Detection
    386. Effects
    387. -
    388. Camera & Viewport
    389. Camera Component
    390. Inputs @@ -150,6 +149,7 @@
    391. Widgets
    392. +
    393. Camera & Viewport
    394. Bridge Packages
    395. @@ -292,7 +293,7 @@
    396. Resources
    397. diff --git a/docs/latest/other_modules/jenny/runtime/dialogue_option.html b/docs/latest/other_modules/jenny/runtime/dialogue_option.html index df09e871a..e86087eaa 100644 --- a/docs/latest/other_modules/jenny/runtime/dialogue_option.html +++ b/docs/latest/other_modules/jenny/runtime/dialogue_option.html @@ -119,7 +119,6 @@
    398. Platforms
    399. Collision Detection
    400. Effects
    401. -
    402. Camera & Viewport
    403. Camera Component
    404. Inputs @@ -150,6 +149,7 @@
    405. Widgets
    406. +
    407. Camera & Viewport
    408. Bridge Packages
    409. @@ -292,7 +293,7 @@
    410. Resources
    411. diff --git a/docs/latest/other_modules/jenny/runtime/dialogue_runner.html b/docs/latest/other_modules/jenny/runtime/dialogue_runner.html index 596610655..46cd6f6b6 100644 --- a/docs/latest/other_modules/jenny/runtime/dialogue_runner.html +++ b/docs/latest/other_modules/jenny/runtime/dialogue_runner.html @@ -119,7 +119,6 @@
    412. Platforms
    413. Collision Detection
    414. Effects
    415. -
    416. Camera & Viewport
    417. Camera Component
    418. Inputs @@ -150,6 +149,7 @@
    419. Widgets
    420. +
    421. Camera & Viewport
    422. Bridge Packages
    423. @@ -292,7 +293,7 @@
    424. Resources
    425. diff --git a/docs/latest/other_modules/jenny/runtime/dialogue_view.html b/docs/latest/other_modules/jenny/runtime/dialogue_view.html index ac16577f1..83f7834a0 100644 --- a/docs/latest/other_modules/jenny/runtime/dialogue_view.html +++ b/docs/latest/other_modules/jenny/runtime/dialogue_view.html @@ -119,7 +119,6 @@
    426. Platforms
    427. Collision Detection
    428. Effects
    429. -
    430. Camera & Viewport
    431. Camera Component
    432. Inputs @@ -150,6 +149,7 @@
    433. Widgets
    434. +
    435. Camera & Viewport
    436. Bridge Packages
    437. @@ -292,7 +293,7 @@
    438. Resources
    439. @@ -324,10 +325,15 @@

      DialogueViewlines and options are presented to the user.

      -

      The class is abstract, which means you must create a concrete -implementation in order to use Jenny’s dialogue system. The concrete -DialogueView objects will then be passed to a DialogueRunner, which -will orchestrate the dialogue’s progression.

      +

      There are two ways to use this class:

      +
        +
      • Extending DialogueView

      • +
      • Adding DialogueView as a mixin

      • +
      +

      In both cases you will need to create concrete implementations of the +abstract event handler methods in order to use Jenny’s dialogue system. +The concrete DialogueView objects will then be passed to a +DialogueRunner, which will orchestrate the dialogue’s progression.

      The class defines a number of “event handler” methods, which can be overridden in subclasses in order to respond to the corresponding event. Each method has a default no-op implementation, which means you only need diff --git a/docs/latest/other_modules/jenny/runtime/function_storage.html b/docs/latest/other_modules/jenny/runtime/function_storage.html index 321d70a6e..e82668250 100644 --- a/docs/latest/other_modules/jenny/runtime/function_storage.html +++ b/docs/latest/other_modules/jenny/runtime/function_storage.html @@ -119,7 +119,6 @@

    440. Platforms
    441. Collision Detection
    442. Effects
    443. -
    444. Camera & Viewport
    445. Camera Component
    446. Inputs @@ -150,6 +149,7 @@
    447. Widgets
    448. +
    449. Camera & Viewport
    450. Bridge Packages
    451. @@ -292,7 +293,7 @@
    452. Resources
    453. @@ -359,6 +360,10 @@

      MethodsString name, T0 Function(T1, T2, T3, T4) fn4)

      Registers a four-argument function fn4 as name.

      +
      clear

      Removes all user-defined functions

      +
      +
      remove(String name)

      Removes the user-defined function with the specified name.

      +

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s=this.a,r=B.cw.i(0,s) +return r==null?s:r}, +gIq(){var s=this.c,r=B.cP.i(0,s) +return r==null?s:r}, +l(a,b){var s,r=this +if(b==null)return!1 +if(r===b)return!0 +if(b instanceof A.ra)if(b.gyc(b)===r.gyc(r))s=b.gIq()==r.gIq() +else s=!1 +else s=!1 +return s}, +gJ(a){return A.a3(this.gyc(this),null,this.gIq(),B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +j(a){return this.PJ("_")}, +PJ(a){var s=this,r=s.gyc(s) +if(s.c!=null)r+=a+A.j(s.gIq()) +return r.charCodeAt(0)==0?r:r}} +A.awb.prototype={ +V(){return"DartPerformanceMode."+this.b}} +A.AI.prototype={} +A.ru.prototype={ +V(){return"PointerChange."+this.b}} +A.fR.prototype={ +V(){return"PointerDeviceKind."+this.b}} +A.Fp.prototype={ +V(){return"PointerSignalKind."+this.b}} +A.pw.prototype={ +j(a){return"PointerData(x: "+A.j(this.x)+", y: "+A.j(this.y)+")"}} +A.Fn.prototype={} +A.eX.prototype={ +j(a){return"SemanticsAction."+this.b}} +A.eD.prototype={ +j(a){return"SemanticsFlag."+this.b}} +A.aNv.prototype={} 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+case 3:n=o +m=b +s=5 +return A.B(p.J0(b),$async$cI) +case 5:n.q(0,m,d) +case 4:o=o.i(0,b) +o.toString +q=o +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$cI,r)}} +A.Y0.prototype={ +j(a){return"AudioPlayerException(\n\t"+A.j(this.b.d)+", \n\t"+A.j(this.a)}, +$ic9:1} +A.Y1.prototype={ +c0(a){var s=0,r=A.t(t.lG),q,p=this +var $async$c0=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q=p.r.Zb(new A.asE(p,1),t.lG) +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$c0,r)}, +wd(){var s=0,r=A.t(t.ag),q,p=this,o +var $async$wd=A.u(function(a,b){if(a===1)return A.p(b,r) +while(true)switch(s){case 0:o=A.b8d() +o.b=p.c +s=3 +return A.B(o.vH(p.d),$async$wd) +case 3:s=4 +return A.B(o.vG(B.a2p),$async$wd) +case 4:q=o +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$wd,r)}} +A.asE.prototype={ +$0(){var s=0,r=A.t(t.lG),q,p=this,o,n,m,l,k +var $async$$0=A.u(function(a,b){if(a===1)return A.p(b,r) +while(true)switch(s){case 0:m=p.a +l=m.b +s=l.length===0?3:4 +break +case 3:k=l +s=5 +return A.B(m.wd(),$async$$0) +case 5:k.push(b) +case 4:o=B.b.di(l,0) +m.a.q(0,o.c,o) +s=6 +return A.B(o.vJ(p.b),$async$$0) +case 6:s=7 +return A.B(o.ia(0),$async$$0) +case 7:n=A.bd("subscription") +m=new A.asF(m,o,n) +n.b=o.gac9().ye(new A.asC(m)) +q=m +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$$0,r)}, +$S:391} +A.asF.prototype={ +$0(){var s=this.a +return s.r.Zb(new A.asD(s,this.b,this.c),t.H)}, +$S:16} +A.asD.prototype={ +$0(){var s=0,r=A.t(t.H),q=this,p,o,n +var $async$$0=A.u(function(a,b){if(a===1)return A.p(b,r) +while(true)switch(s){case 0:o=q.a +n=o.a.O(0,q.b.c) +s=n!=null?2:3 +break +case 2:J.buf(q.c.bc()) +s=4 +return A.B(n.ea(0),$async$$0) +case 4:p=o.b +s=p.length>=o.f?5:7 +break +case 5:s=8 +return A.B(n.vk(0),$async$$0) +case 8:s=6 +break +case 7:p.push(n) +case 6:case 3:return A.q(null,r)}}) +return A.r($async$$0,r)}, +$S:16} +A.asC.prototype={ +$1(a){return this.a.$0()}, +$S:118} +A.Cu.prototype={ +stu(a,b){var s +if(this.y===B.CC)throw A.d(A.bN("AudioPlayer has been disposed")) +s=this.ay +if((s.c&4)===0)s.D(0,b) +this.y=b}, +gac9(){var s=this.at,r=A.w(s).h("j0<1>") +return new A.tz(new A.asz(),new A.j0(s,r),r.h("tz"))}, +gayC(){var s=this.at,r=A.w(s).h("j0<1>"),q=r.h("tz") +return new A.tm(new A.asr(),new A.tz(new A.ass(),new A.j0(s,r),q),q.h("tm"))}, +gaPe(){var s=this.at,r=A.w(s).h("j0<1>"),q=r.h("tz") +return new A.tm(new A.asx(),new A.tz(new A.asy(),new A.j0(s,r),q),q.h("tm"))}, +anl(a){var s=this,r=s.gaPe().yf(new A.ast(s),new A.asu(s)) +s.as!==$&&A.al() +s.as=r +r=s.gac9().yf(new A.asv(s),new A.asw()) +s.Q!==$&&A.al() +s.Q=r +s.FG()}, +FG(){var s=0,r=A.t(t.H),q=1,p,o=this,n,m,l,k,j,i,h +var $async$FG=A.u(function(a,b){if(a===1){p=b +s=q}while(true)switch(s){case 0:q=3 +l=o.a +k=o.c +s=6 +return A.B(l.Ir(0,k),$async$FG) +case 6:j=o.at +j=l.WS(k).yf(j.gkd(j),j.gaG5()) +o.ax!==$&&A.al() +o.ax=j +o.z.hZ(0) +q=1 +s=5 +break +case 3:q=2 +h=p +l=A.b_(h) +if(t.VI.b(l)){n=l +m=A.bz(h) +o.z.my(n,m)}else throw h +s=5 +break +case 2:s=1 +break +case 5:return A.q(null,r) +case 1:return A.p(p,r)}}) +return A.r($async$FG,r)}, +yx(a,b,c,d){return this.aQg(0,b,c,d)}, +aQg(a,b,c,d){var s=0,r=A.t(t.H),q,p=this +var $async$yx=A.u(function(e,f){if(e===1)return A.p(f,r) +while(true)switch(s){case 0:s=3 +return A.B(p.EM(c),$async$yx) +case 3:s=4 +return A.B(p.vJ(d),$async$yx) +case 4:s=5 +return A.B(p.vH(b),$async$yx) +case 5:q=p.ia(0) +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$yx,r)}, +EM(a){return this.agF(a)}, +agF(a){var s=0,r=A.t(t.H),q,p=this +var $async$EM=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=3 +return A.B(p.z.a,$async$EM) +case 3:q=p.a.EN(p.c,a) +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$EM,r)}, +nL(a){var s=0,r=A.t(t.H),q=this +var $async$nL=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(q.z.a,$async$nL) +case 2:s=3 +return A.B(q.a.oZ(0,q.c),$async$nL) +case 3:q.stu(0,B.CA) +return A.q(null,r)}}) +return A.r($async$nL,r)}, +ea(a){var s=0,r=A.t(t.H),q=this +var $async$ea=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(q.z.a,$async$ea) +case 2:s=3 +return A.B(q.a.zs(0,q.c),$async$ea) +case 3:q.stu(0,B.oP) +return A.q(null,r)}}) +return A.r($async$ea,r)}, +ia(a){var s=0,r=A.t(t.H),q=this +var $async$ia=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(q.z.a,$async$ia) +case 2:s=3 +return A.B(q.a.DL(0,q.c),$async$ia) +case 3:q.stu(0,B.a1S) +return A.q(null,r)}}) +return A.r($async$ia,r)}, +vk(a){var s=0,r=A.t(t.H),q=this +var $async$vk=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(q.ea(0),$async$vk) +case 2:s=3 +return A.B(q.a.yF(0,q.c),$async$vk) +case 3:q.stu(0,B.oP) +q.d=null +return A.q(null,r)}}) +return A.r($async$vk,r)}, +vJ(a){return this.agU(a)}, +agU(a){var s=0,r=A.t(t.H),q,p=this +var $async$vJ=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=3 +return A.B(p.z.a,$async$vJ) +case 3:q=p.a.ET(p.c,a) +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$vJ,r)}, +vG(a){return this.agI(a)}, +agI(a){var s=0,r=A.t(t.H),q,p=this +var $async$vG=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:p.x=a +s=3 +return A.B(p.z.a,$async$vG) +case 3:q=p.a.EP(p.c,a) +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$vG,r)}, +vH(a){return this.agN(a)}, +agN(a){var s=0,r=A.t(t.H),q=this +var $async$vH=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(q.vI(a.a),$async$vH) +case 2:return A.q(null,r)}}) +return A.r($async$vH,r)}, +zU(a){var s=0,r=A.t(t.H),q=this,p,o,n +var $async$zU=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:p=new A.aV($.aP,t.U) +o=new A.bX(p,t.gR) +n=q.gayC().yf(new A.asp(o),new A.asq(o)) +s=2 +return A.B(a.$0(),$async$zU) +case 2:s=3 +return A.B(p.aRK(0,B.Ra),$async$zU) +case 3:n.by(0) +return A.q(null,r)}}) +return A.r($async$zU,r)}, +vI(a){return this.agO(a)}, +agO(a){var s=0,r=A.t(t.H),q=this,p +var $async$vI=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.d=new A.Cr(a) +s=2 +return A.B(q.b.cI(0,a),$async$vI) +case 2:p=c +s=3 +return A.B(q.z.a,$async$vI) +case 3:s=4 +return A.B(q.zU(new A.asA(q,p)),$async$vI) +case 4:return A.q(null,r)}}) +return A.r($async$vI,r)}, +v(){var s=0,r=A.t(t.H),q=this,p,o +var $async$v=A.u(function(a,b){if(a===1)return A.p(b,r) +while(true)switch(s){case 0:s=2 +return A.B(q.vk(0),$async$v) +case 2:q.stu(0,B.CC) +p=A.b([],t.gd) +o=q.ay +if((o.c&4)===0)p.push(o.R(0)) +o=q.Q +o===$&&A.c() +p.push(o.by(0)) +o=q.as +o===$&&A.c() +p.push(o.by(0)) +o=q.ax +o===$&&A.c() +p.push(o.by(0)) +p.push(q.at.R(0)) +q.d=null +s=3 +return A.B(A.f8(p,t.z),$async$v) +case 3:s=4 +return A.B(q.a.C5(q.c),$async$v) +case 4:return A.q(null,r)}}) +return A.r($async$v,r)}} +A.asz.prototype={ +$1(a){return a.a===B.qL}, +$S:99} +A.ass.prototype={ +$1(a){return a.a===B.kr}, +$S:99} +A.asr.prototype={ +$1(a){var s=a.e +s.toString +return s}, +$S:99} +A.asy.prototype={ +$1(a){return a.a===B.qJ}, +$S:99} +A.asx.prototype={ +$1(a){var s=a.d +s.toString +return s}, +$S:413} +A.ast.prototype={ +$1(a){A.j(this.a.d) +return null}, +$S:22} +A.asu.prototype={ +$2(a,b){var s="AudioPlayers Exception: "+new A.Y0(a,this.a).j(0) +A.wY("\x1b[31m"+(b!=null&&b.j(0).length!==0?s+("\n"+A.j(b)):s)+"\x1b[0m") +return null}, +$1(a){return this.$2(a,null)}, +$C:"$2", +$R:1, +$D(){return[null]}, +$S:127} +A.asv.prototype={ +$1(a){var s=this.a +s.stu(0,B.a1T) +if(s.x===B.he)s.d=null}, +$S:118} +A.asw.prototype={ +$2(a,b){}, +$1(a){return this.$2(a,null)}, +$C:"$2", +$R:1, +$D(){return[null]}, +$S:215} +A.asp.prototype={ +$1(a){if(a)this.a.hZ(0)}, +$S:5} +A.asq.prototype={ +$2(a,b){var s=this.a +if((s.a.a&30)===0)s.my(a,b)}, +$1(a){return this.$2(a,null)}, +$C:"$2", +$R:1, +$D(){return[null]}, +$S:215} +A.asA.prototype={ +$0(){var s=this.a,r=this.b +return s.a.zg(s.c,r.gh0(r),!0)}, +$S:16} +A.aOu.prototype={} +A.Cr.prototype={ +j(a){return"AssetSource(path: "+this.a+")"}} +A.tU.prototype={ +V(){return"AudioEventType."+this.b}} +A.h1.prototype={ +l(a,b){var s,r=this +if(b==null)return!1 +if(r!==b)s=b instanceof A.h1&&A.L(r)===A.L(b)&&r.a===b.a&&J.f(r.b,b.b)&&J.f(r.c,b.c)&&r.d==b.d&&r.e==b.e +else s=!0 +return s}, +gJ(a){var s=this +return A.a3(s.a,s.b,s.c,s.d,s.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +j(a){var s=this +return"AudioEvent(eventType: "+s.a.j(0)+", duration: "+A.j(s.b)+", position: "+A.j(s.c)+", logMessage: "+A.j(s.d)+", isPrepared: "+A.j(s.e)+")"}} +A.aJ8.prototype={ +V(){return"PlayerMode."+this.b}} +A.vs.prototype={ +V(){return"PlayerState."+this.b}} +A.OC.prototype={ +V(){return"ReleaseMode."+this.b}} +A.asG.prototype={} +A.aFW.prototype={ +Ir(a,b){return this.w6(0,"create",b)}, +C5(a){return this.w6(0,"dispose",a)}, +oZ(a,b){return this.w6(0,"pause",b)}, +yF(a,b){return this.w6(0,"release",b)}, +DL(a,b){return this.w6(0,"resume",b)}, +EN(a,b){return this.tD(0,"setPlayerMode",a,A.b5(["playerMode",b.V()],t.N,t.z))}, +EP(a,b){return this.tD(0,"setReleaseMode",a,A.b5(["releaseMode",b.V()],t.N,t.z))}, +zg(a,b,c){return this.tD(0,"setSourceUrl",a,A.b5(["url",b,"isLocal",!0],t.N,t.z))}, +ET(a,b){return this.tD(0,"setVolume",a,A.b5(["volume",b],t.N,t.z))}, +zs(a,b){return this.w6(0,"stop",b)}, +tD(a,b,c,d){return this.apj(0,b,c,d)}, +w6(a,b,c){return this.tD(a,b,c,B.mC)}, +apj(a,b,c,d){var s=0,r=A.t(t.H),q,p +var $async$tD=A.u(function(e,f){if(e===1)return A.p(f,r) +while(true)switch(s){case 0:p=A.D(t.N,t.z) +p.q(0,"playerId",c) +p.I(0,d) +q=A.baT(B.a_l,b,p) +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$tD,r)}} +A.aze.prototype={ +WS(a){var s=new A.azd("xyz.luan/audioplayers/events/"+a).aQS() +return new A.tm(new A.azf(),s,A.w(s).h("tm"))}} +A.azf.prototype={ +$1(a){var s,r,q=null,p="value" +t.f.a(a) +s=J.aj(a) +r=A.cG(s.i(a,"event")) +switch(r){case"audio.onDuration":return new A.h1(B.kq,A.dw(0,A.fW(s.i(a,p))),q,q,q) +case"audio.onCurrentPosition":return new A.h1(B.qK,q,A.dw(0,A.fW(s.i(a,p))),q,q) +case"audio.onComplete":return B.qO +case"audio.onSeekComplete":return B.qN +case"audio.onPrepared":return new A.h1(B.kr,q,q,q,A.q9(s.i(a,p))) +case"audio.onLog":return new A.h1(B.qJ,q,q,A.cG(s.i(a,p)),q) +default:throw A.d(A.cJ("Event Method does not exist "+r))}}, +$S:415} +A.aco.prototype={} +A.acp.prototype={} +A.asH.prototype={} +A.aBz.prototype={} +A.aSV.prototype={ +Ir(a,b){return this.aIX(0,b)}, +aIX(a,b){var s=0,r=A.t(t.H),q=this +var $async$Ir=A.u(function(c,d){if(c===1)return A.p(d,r) +while(true)switch(s){case 0:q.a.q(0,b,new A.abB(A.Gn(null,null,t.UF),B.he)) +return A.q(null,r)}}) +return A.r($async$Ir,r)}, +pl(a){var s=this.a +if(s.i(0,a)!=null){s=s.i(0,a) +s.toString}else s=A.V(A.aJ0("WebAudioError",null,"Player has not yet been created or has already been disposed.",null)) +return s}, +oZ(a,b){return this.aQ5(0,b)}, +aQ5(a,b){var s=0,r=A.t(t.H),q=this,p,o,n,m +var $async$oZ=A.u(function(c,d){if(c===1)return A.p(d,r) +while(true)switch(s){case 0:o=q.pl(b) +n=o.x +m=n==null +if(m)p=null +else{p=n.currentTime +p.toString}o.c=p +o.w=!1 +if(!m)n.pause() +return A.q(null,r)}}) +return A.r($async$oZ,r)}, +yF(a,b){return this.aQW(0,b)}, +aQW(a,b){var s=0,r=A.t(t.H),q=this,p,o +var $async$yF=A.u(function(c,d){if(c===1)return A.p(d,r) +while(true)switch(s){case 0:p=q.pl(b) +o=p.x +if(o!=null)o.src="" +o=p.x +if(o!=null)B.FF.h1(o) +p.a6E() +p.y=p.x=null +o=p.as +if(o!=null)o.by(0) +p.as=null +o=p.z +if(o!=null)o.by(0) +p.z=null +o=p.Q +if(o!=null)o.by(0) +p.Q=null +o=p.ax +if(o!=null)o.by(0) +p.ax=null +o=p.at +if(o!=null)o.by(0) +p.at=null +o=p.ay +if(o!=null)o.by(0) +p.ay=null +return A.q(null,r)}}) +return A.r($async$yF,r)}, +DL(a,b){return this.aRo(0,b)}, +aRo(a,b){var s=0,r=A.t(t.H),q=this +var $async$DL=A.u(function(c,d){if(c===1)return A.p(d,r) +while(true)switch(s){case 0:s=2 +return A.B(q.pl(b).ia(0),$async$DL) +case 2:return A.q(null,r)}}) +return A.r($async$DL,r)}, +EN(a,b){return this.agG(a,b)}, +agG(a,b){var s=0,r=A.t(t.H) +var $async$EN=A.u(function(c,d){if(c===1)return A.p(d,r) +while(true)switch(s){case 0:return A.q(null,r)}}) +return A.r($async$EN,r)}, +EP(a,b){return this.agJ(a,b)}, +agJ(a,b){var s=0,r=A.t(t.H),q=this,p +var $async$EP=A.u(function(c,d){if(c===1)return A.p(d,r) +while(true)switch(s){case 0:p=q.pl(a) +p.f=b +p=p.x +if(p!=null)p.loop=b===B.p1 +return A.q(null,r)}}) +return A.r($async$EP,r)}, +zg(a,b,c){return this.agP(a,b,!0)}, +agP(a,b,c){var s=0,r=A.t(t.H),q=this +var $async$zg=A.u(function(d,e){if(d===1)return A.p(e,r) +while(true)switch(s){case 0:s=2 +return A.B(q.pl(a).ER(b),$async$zg) +case 2:return A.q(null,r)}}) +return A.r($async$zg,r)}, +ET(a,b){return this.agV(a,b)}, +agV(a,b){var s=0,r=A.t(t.H),q=this,p +var $async$ET=A.u(function(c,d){if(c===1)return A.p(d,r) 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s=this,r=s.a.c,q=r.tg(),p=s.a.c.f,o=s.$ti,n=A.a6(p).h("@<1>").af(o.h("kT<1>")).h("S<1,2>") +return new A.Aa(r.a,A.b8T(!0,A.ai(new A.S(p,new A.aET(s),n),!0,n.h("aF.E")),new A.aEU(s),q,o.c),r.c,null)}} +A.aEU.prototype={ +$1(a){var s=this.a.a +s.c.d=a +s.v3()}, +$S(){return this.a.$ti.h("~(1?)")}} +A.aET.prototype={ +$1(a){var s=null +return A.bg6(A.dz(J.ii(a),s,s,s,s,s,s),a,this.a.$ti.c)}, +$S(){return this.a.$ti.h("kT<1>(1)")}} +A.zJ.prototype={ +b0(){var s=this.c.tg(),r=A.aQl(null) +r.sdv(0,B.c.j(s)) +return new A.a5_(r,B.o)}, +v3(){return this.d.$0()}} +A.a5_.prototype={ +a8(a){var s=null,r=this.a.c +return new A.Aa(r.a,A.baY(!0,B.dP,!1,s,!0,B.a_,s,A.boi(),this.d,s,s,s,s,2,B.Ts,B.a3,!0,s,!0,s,!1,s,A.b([$.bd6()],t.VS),s,s,B.Ew,s,s,s,1,s,s,!1,"\u2022",s,new A.aHc(this),s,s,s,s,!1,s,!0,s,B.da,s,s,B.d1,B.cn,s,s,s,s,s,s,B.aB,s,B.jM,s,s,s,s),r.c,s)}} +A.aHc.prototype={ +$1(a){var s=this.a +s.a.c.d=A.A8(a) +s.a.v3()}, +$S:22} +A.Fv.prototype={ +a8(a){var s=null,r=A.dz(this.c,s,s,s,s,s,s) +return A.bv4(this.e,A.baK(this.d,s,s,s,B.b2),r)}} +A.Aa.prototype={ +a8(a){var s=null,r=A.dz(this.c,s,s,s,s,s,s) +return new A.ci(B.u_,A.jv(A.b([A.lA(r,4),A.lA(this.d,6)],t.p),B.a2,B.a5,B.a6,s),s)}} +A.a_T.prototype={ +a8(a){var s=A.qD(a,!0).d,r=t.Xl,q=t.yW,p=A.ai(A.b([$.btB(),$.btC(),$.btD(),$.btJ(),$.btK(),$.btL(),$.box(),$.bov(),$.bou(),$.boy(),$.bow(),$.bcT()],r),!0,q) +B.b.I(p,A.b([$.btM(),$.btN(),$.btO(),$.btP(),$.btQ(),$.btE(),$.btF(),$.btG(),$.btH(),$.btI()],r)) +r=A.a6(p).h("S<1,kT>") +return A.b8T(!0,A.ai(new A.S(p,new A.awy(),r),!0,r.h("aF.E")),A.qD(a,!1).gaSg(),s.a,q)}} +A.awy.prototype={ +$1(a){var s=null +return A.bg6(A.dz(a.b,s,s,s,s,s,s),a,t.yW)}, +$S:426} +A.aaw.prototype={ +a8(a){var s=A.qD(a,!0).d.b,r=B.c.j(s) +return new A.Q9(s,A.qD(a,!1).gaSn(),0.85,1.3,3,r,null)}} +A.Ks.prototype={ +b0(){return new A.a_t(A.aQl(null),A.aQl(null),B.o)}} +A.a_t.prototype={ +bk(){var s,r=this +r.bG() +s=r.c +s.toString +s=A.qD(s,!1).d.a.x +r.d.sdv(0,""+B.c.aj(s.a)) +r.e.sdv(0,""+B.c.aj(s.b))}, +v(){var s=this.d,r=$.af() +s.Y$=r +s.G$=0 +s=this.e +s.Y$=r +s.G$=0 +this.bD()}, +Q4(a,b,c){var s=this.c +s.toString +A.qD(s,!1).aSh(a,b,c)}, +aBX(a){return this.Q4(null,a,null)}, +aBW(a){return this.Q4(a,null,null)}, +aBY(a){return this.Q4(null,null,a)}, +a8(a){var s=this,r=null,q=s.a.d,p=t.p +p=A.h3(A.b([A.jv(A.b([A.lA(new A.HG(s.d,"Width",new A.aw3(s),r),1),B.a4V,A.lA(new A.HG(s.e,"Height",new A.aw4(s),r),1)],p),B.a2,B.a5,B.a6,r),B.jJ,B.tF,B.jJ,new A.aj1(new A.aw5(s),r)],p),B.a2,B.a5,B.a6) +return new A.Lv(p,B.qQ,q)}} +A.aw3.prototype={ +$1(a){return this.a.aBY(a)}, +$S:212} +A.aw4.prototype={ +$1(a){return this.a.aBW(a)}, +$S:212} +A.aw5.prototype={ +$1(a){return this.a.aBX(a)}, +$S:433} +A.HG.prototype={ +ay9(a){var s +if(a.length===0)return"Value can not be empty" +s=A.bnK(a) +if(s==null)return"Input needs to be digits only" +if(s>5000)return"Try to use a value less than 5000" +if(s<100)return"Try to use a value greather than 100" +return null}, +a8(a){var s=this,r=null,q=A.b([$.bd6()],t.VS) +return A.bD8(s.c,A.bgQ(r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!1,r,A.dz(s.d,r,r,r,r,r,r),r,r,r,r,r,r,r,r,r,r,r,r,r,r,r),q,B.Ew,new A.aXV(s),s.gay8())}} +A.aXV.prototype={ +$1(a){var s=A.bnK(a) +if(s!=null)this.a.e.$1(s)}, +$S:22} +A.aj1.prototype={ +a8(a){var s=A.qD(a,!0).d.a.a,r=t.Yg +return A.H9(B.S,A.ai(new A.S(A.b([B.as,B.ah],t.r6),new A.b_g(this,s.c),r),!0,r.h("aF.E")),B.hJ)}} +A.b_g.prototype={ +$1(a){var s=null,r=B.b.ga4(a.V().split(".")) +return A.aah(A.dz(r,s,s,s,A.ek(s,s,s,s,s,s,s,s,s,s,s,s,s,s,a===this.b?B.aK:B.A,s,s,!0,s,s,s,s,s,s,s,s),s,s),new A.b_f(this.a,a),s)}, +$S:443} +A.b_f.prototype={ +$0(){return this.a.c.$1(this.b)}, +$S:0} +A.a_X.prototype={ +Im(a,b,c,d){var s=this,r=a==null?s.a:a,q=d==null?s.b:d,p=b==null?s.c:b +return new A.a_X(r,q,p,c==null?s.d:c)}, +ud(a){return this.Im(null,null,null,a)}, +aII(a,b){return this.Im(a,null,null,b)}, +aIz(a){return this.Im(null,null,a,null)}, +aIw(a){return this.Im(null,a,null,null)}} +A.Kz.prototype={ +b0(){return new A.KB(B.lb,B.o)}} +A.KB.prototype={ +szh(a){this.aM(new A.awA(this,a))}, +aex(a){this.szh(this.d.ud(a))}, +aSo(){return this.aex(1)}, +Wu(a){this.szh(B.lb.aII(a,this.d.b))}, +aRz(a){var s=this.d +this.szh(s.aIw(s.c===B.dk?B.cR:B.dk))}, +aRZ(){var s=this.d +this.szh(s.aIz(!s.d))}, +bY(a){this.szh(B.lb)}, +aSh(a,b,c){var s,r,q=this.d.a +if(q==null)return +s=b==null?q.a.c:b +r=c==null?q.x.a:c +this.Wu(A.awz("custom_device","Custom Device",s,B.M,B.M,new A.N(r,a==null?q.x.b:a)))}, +a8(a){return new A.SH(this.d,this,this.a.c,null)}} +A.awA.prototype={ +$0(){this.a.d=this.b}, +$S:0} +A.SH.prototype={ +ek(a){return this.f!==a.f}} +A.a8i.prototype={ +a8(a){return B.PG}} +A.Ky.prototype={ +a8(a){var s=null,r=A.dz(this.c,s,s,s,s,s,s) +return new A.ci(B.u_,A.jv(A.b([A.lA(r,4),A.lA(this.d,6)],t.p),B.a2,B.a5,B.a6,s),s)}} +A.a8I.prototype={ +a8(a){var s=this,r=null,q=A.b8A(a)!==B.jI&&!s.y,p=A.an(a),o=t.p,n=A.b([A.dz(s.c,r,r,r,B.a9C,r,r)],o),m=s.x +if(m!=null)n.push(new A.ci(B.RP,A.ba7(m,q?1:0),r)) +o=A.b([A.Fr(0,A.baK(new A.ci(B.Ru,A.h3(A.b([A.H9(B.S,n,B.EZ),B.e3,s.d],o),B.d5,B.a5,B.a6),r),r,s.f,r,B.b2),r)],o) +if(!s.y)o.push(A.kh(r,new A.jZ(B.SZ,new A.aNZ(s),"Close",s.r),r,r,r,15,15,r)) +return A.dk(r,A.l8(B.br,o,B.a_,B.bp,r),B.x,p.at,r,r,r,r,r,s.w)}} +A.aNZ.prototype={ +$0(){var s=this.a.e.$0() +return s}, +$S:0} +A.Qn.prototype={ +b0(){return new A.amt(B.o)}, +aPm(a){return this.e.$1(a)}, +aOS(a){return this.r.$1(a)}, +aOU(){return this.w.$0()}, +aPA(a){return this.y.$1(a)}} +A.amt.prototype={ +bk(){var s,r=this +r.bG() +r.e=r.a.z +s=A.aQl(null) +s.sdv(0,r.a.z) +r.d=s +s.an(0,new A.b1B(r))}, +v(){var s=this,r=s.d +r===$&&A.c() +r.Y$=$.af() +r.G$=0 +s.a.aPA(s.e) +s.bD()}, +aEb(a){var s,r,q,p,o +if(this.axA(a.a))return!0 +for(s=a.b,r=s.length,q=0;q768?0.25:1 +s=a3.a +p=s.x +s=s.at +o=a3.d +o===$&&A.c() +n=t.p +o=A.b([new 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A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.Jv)}, +$S:489} +A.xf.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(A.asB($.b7w(),4,3,new A.Cr("sfx/fire_2.mp3")),$async$p) +case 2:q.a3=c +p=$.bd7() +p.rI(0) +p.rX(0,"music/bg_music.ogg") +return A.q(null,r)}}) +return A.r($async$p,r)}, +gI1(a){var s,r=this.p2 +r===$&&A.c() +s=r.a.a.a.ab(0,1).a[1]-300 +return new A.x(20,s,20+(r.a.a.a.ab(0,1).a[0]-40),s+200)}, +aW(a){var s,r,q,p,o=this +o.lh(a) +s=o.p2 +s===$&&A.c() +r=s.a.a.a.ab(0,1).a +a.aX(new A.x(0,0,0+r[0],0+r[1]),$.boH()) +r=$.boJ() +q=s.a.a.a.ab(0,1).a[0] +p=new A.a(new Float64Array(2)) +p.t(q/2,200) +r.i3("(click anywhere for 1)").l4(a,p,B.eb) +a.aX(o.gI1(o),$.boI()) +p=s.a.a.a.ab(0,1).a[0] +s=s.a.a.a.ab(0,1).a[1] +q=new A.a(new Float64Array(2)) +q.t(p/2,s-200) +r.i3("click here for 2").l4(a,q,B.dx)}, +cg(a){var s=this.gI1(this),r=a.gfS().gar().a +if(s.N(0,new 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s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e,d,c +var $async$p=A.u(function(b,a0){if(b===1)return A.p(a0,r) +while(true)switch(s){case 0:q.f0(0) +p=q.xr +o=A.a0m(20,p,2) +q.K(o) +n=new A.a(new Float64Array(2)) +n.t(5,0) +m=p.X(0,n) +l=A.kK(m,B.O,null,4) +q.K(l) +n=new A.a(new Float64Array(2)) +n.t(6,0) +k=m.X(0,n) +j=A.kK(k,B.O,null,2) +q.K(j) +s=2 +return A.B(A.f8(A.b([o.gks(o),l.gks(l),j.gks(j)],t.mo),t.H),$async$p) +case 2:n=o.ax +n===$&&A.c() +i=q.k1 +h=i.fi(A.eR(0,0,0,!1,null,null,B.X,null)) +g=t.o9 +f=A.bam(g,g) +g=new A.a(new Float64Array(2)) +g.t(0,1) +f.q9(0,h,n,p,g) +f.x=!0 +f.y=-10 +f.z=10 +e=A.bal(f) +i.is(e) +q.x2=e +i=l.ax +i===$&&A.c() +d=q.a8H(i,m) +i=j.ax +i===$&&A.c() +c=q.a8H(i,k) +q.a8z(q.x2,d,1) +q.a8z(d,c,0.5) +c=q.x2 +n=new Float64Array(2) +i=new Float64Array(2) +q.K(new A.a31(c,p,new A.a(n),new A.a(i),0,null,B.f,new A.e([],t.s),new A.e([],t.g))) +return A.q(null,r)}}) +return A.r($async$p,r)}, +a8H(a,b){var s,r=this.k1,q=r.fi(A.eR(0,0,0,!1,null,null,B.X,null)),p=t.o9,o=A.aLO(p,p) +o.Ug(0,q,a,b) +s=A.aLN(o) +r.is(s) +return s}, +a8z(a9,b0,b1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5=new A.a(new Float64Array(2)),a6=new A.a(new Float64Array(2)),a7=new A.a1H(a5,a6,!1,t.UQ),a8=a9.a +a8===$&&A.c() +a7.d=a8 +s=b0.a +s===$&&A.c() +a7.e=s +a7.r=a9 +a7.w=b0 +a7.x=b1 +r=new A.a(new Float64Array(2)) +q=new A.a(new Float64Array(2)) +p=new A.a(new Float64Array(2)) +o=new A.a(new Float64Array(2)) +n=new Float64Array(2) +m=new Float64Array(2) +l=new Float64Array(2) +k=new Float64Array(2) +j=new Float64Array(2) +i=new Float64Array(2) +h=new A.dS(0,0,0) +h.a=B.e.aj(B.c.bN(127.5)) +h.b=B.e.aj(B.e.bN(204)) +h.c=B.e.aj(B.e.bN(204)) +h.d=1 +g=new A.a1G(a9,b0,a8,s,r,q,p,o,new A.a(n),new A.a(m),new A.a(l),new A.a(k),new A.a(j),new A.a(i),a5,a6,h) +g.pz(a7) +n=a9.b +n===$&&A.c() +g.a=n +f=n.d +e=n.f.e +d=a8.d +c=a8.f.e +if(a9 instanceof A.vK){b=t.kp.a(a7.r) +r.u(b.w) +a5.u(b.x) +g.ay=b.ay +p.cE() +a=e-c-g.ay}else{a0=new A.a(new Float64Array(2)) +a1=new A.a(new Float64Array(2)) +a2=t.JS.a(a7.r) +r.u(a2.w) +a5.u(a2.x) +a8=a2.Q +a8===$&&A.c() +g.ay=a8 +p.u(a2.y) +a1.u(A.ca(f.b,a5)) +a1.D(0,f.a) +a1.aq(0,d.a) +a0.u(A.rL(d.b,a1)) +a0.aq(0,r) +a=a0.bI(p)}a5=b0.b +a5===$&&A.c() +g.b=a5 +a3=a5.f.e +a4=s.f.e +a5=a7.w +q.u(a5.w) +a6.u(a5.x) +g.ch=a5.ay +o.cE() +o=g.ch +a5=a7.x +g.cx=a5 +g.CW=a+a5*(a3-a4-o) +g.cy=0 +this.k1.is(g)}} +A.a31.prototype={ +aW(a){var s,r,q=this,p=q.ch,o=q.ax,n=o.y +p.u(n) +p.ap(0,o.ax) +s=q.ay +p.D(0,s) +r=q.CW +r.u(n) +r.ap(0,o.ay) +r.D(0,s) +p=p.a +r=r.a +a.ed(new A.h(p[0],p[1]),new A.h(r[0],r[1]),q.gmz())}} +A.agi.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.rf.prototype={} +A.a4m.prototype={ +p(a0){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a +var $async$p=A.u(function(a1,a2){if(a1===1)return A.p(a2,r) +while(true)switch(s){case 0:q.f0(0) +p=A.atw(B.X,null,1,new A.a(new Float64Array(2)),2) +q.K(p) +o=new A.a(new Float64Array(2)) +o.t(0,-5) +o=A.kK(o,B.O,null,2) +q.x2=o +q.K(o) +o=q.x2 +s=2 +return A.B(A.f8(A.b([o.gks(o),p.gks(p)],t.mo),t.H),$async$p) +case 2:o=q.x2.ax +o===$&&A.c() +n=p.ax +n===$&&A.c() +m=new A.a(new Float64Array(2)) +l=new A.a(new Float64Array(2)) +k=new A.a(new Float64Array(2)) +j=new A.a4l(m,l,k,!1,t.sg) +j.d=o +j.e=n +m.u(A.jB(o.d,n.d.a)) +i=o.f.e +j.w=n.f.e-i +j.y=j.x=1000 +j.z=0.1 +o=new A.a(new Float64Array(2)) +n=new Float64Array(2) +h=new Float64Array(2) +g=new Float64Array(2) +f=new Float64Array(2) +e=new Float64Array(2) +d=new Float64Array(2) +c=new Float64Array(4) +b=new A.dS(0,0,0) +b.a=B.e.aj(B.c.bN(127.5)) +b.b=B.e.aj(B.e.bN(204)) +b.c=B.e.aj(B.e.bN(204)) +b.d=1 +a=new A.a4k(o,new A.a(n),new A.a(h),new A.a(g),new A.a(f),new A.a(e),new A.a(d),new A.jo(c),l,k,b) +a.pz(j) +o.u(m) +a.x=j.w +a.z=0 +a.Q=j.x +a.as=j.y +a.at=j.z +q.k1.is(a) +q.xr=a +q.K(new A.a30(a,0,null,B.f,new A.e([],t.s),new A.e([],t.g))) +return A.q(null,r)}}) +return A.r($async$p,r)}, +cg(a){this.n5(a) +this.y2=!this.y2}, +a6(a,b){var s,r,q,p,o,n,m,l=this +l.aiS(0,b) +s=l.y2?-b:b +r=l.xr +r===$&&A.c() +r=r.w.a +q=l.bd +q.t(r[0]+s,r[1]+s) +r=l.xr +p=r.x+s +o=q.a +n=r.w +m=n.a +if(o[0]!==m[0]||o[1]!==m[1]){o=r.a +o===$&&A.c() +o.fp(!0) +r=r.b +r===$&&A.c() +r.fp(!0) +n.u(q)}r=l.xr +if(p!==r.x){q=r.a +q===$&&A.c() +q.fp(!0) +q=r.b +q===$&&A.c() +q.fp(!0) +r.x=p}}} +A.a30.prototype={ +aW(a){var s,r,q=this.ax,p=q.a +p===$&&A.c() +s=new Float64Array(2) +new A.a(s).u(p.d.a) +p=s[0] +s=s[1] +q=q.b +q===$&&A.c() +r=new Float64Array(2) +new A.a(r).u(q.d.a) +a.ed(new A.h(p,s),new A.h(r[0],r[1]),this.gmz())}} +A.ahS.prototype={ +ba(){var s,r +this.d4() +s=this.d6() +if(s.d_(B.z,t.F)==null){r=A.dO() +s.gcF().q(0,B.z,r) +s.K(r)}}} +A.rg.prototype={} +A.a4p.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.f0(0) +q.I(0,A.kE(q.gar(),null)) +p=new A.a(new Float64Array(2)) +q.xr=q.k1.fi(A.eR(0,0,0,!1,null,null,B.X,null)) +o=A.kK(p,B.O,null,5) +q.x2=o +q.K(o) +q.K(A.avU(p,!1)) +q.K(A.avU(p,!0)) +return A.q(null,r)}}) +return A.r($async$p,r)}, +v5(a,b){var s,r,q=this +q.Mz(0,b) +s=t.o9 +r=A.bhF(s,s) +s=q.x2 +s===$&&A.c() +s=s.ax +s===$&&A.c() +r.w=3000*s.ax*10 +r.y=0.1 +r.x=5 +r.r.u(s.d.a) +r.f=!1 +s=q.xr +s===$&&A.c() +r.d=s +s=q.x2.ax +s===$&&A.c() +r.e=s +if(q.y1==null){s=A.bhE(r) +q.y1=s +q.k1.is(s)}}, +qh(a){var s,r=this.y1 +if(r!=null){s=a.f +r.XL(s.length===0?$.bd4():B.b.ga4(s))}}, +oW(a,b){var s,r=this +r.zz(0,b) +s=r.y1 +s.toString +r.k1.IK(s) +r.y1=null}} +A.ahW.prototype={ +ba(){var s,r +this.d4() +s=this.d6() +if(s.d_(B.bl,t.F)==null){r=A.EV() +s.gcF().q(0,B.bl,r) +s.K(r)}}} +A.ahX.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.rD.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.n4(0) +p=q.iu +o=A.a0m(6,p,6) +q.ok.K(o) +s=2 +return A.B(A.f8(A.b([o.gks(o)],t.mo),t.H),$async$p) +case 2:n=o.ax +n===$&&A.c() +m=q.ok.k1.fi(A.eR(0,0,0,!1,null,null,B.X,null)) +l=t.o9 +k=A.bam(l,l) +l=new A.a(new Float64Array(2)) +l.t(1,0) +k.q9(0,n,m,p,l) +k.x=!0 +k.y=-20 +k.z=20 +k.Q=!0 +k.at=1 +k.as=100 +j=A.bal(k) +q.ok.k1.is(j) +l=q.ok +n=new Float64Array(2) +i=new Float64Array(2) +l.K(new A.a3_(j,p,new A.a(n),new A.a(i),0,null,B.f,new A.e([],t.s),new A.e([],t.g))) +return A.q(null,r)}}) +return A.r($async$p,r)}} +A.a3_.prototype={ +aW(a){var s,r,q=this,p=q.ch,o=q.ax,n=o.y +p.u(n) +p.ap(0,o.ax) +s=q.ay +p.D(0,s) +r=q.CW +r.u(n) +r.ap(0,o.ay) +r.D(0,s) +p=p.a +r=r.a +a.ed(new A.h(p[0],p[1]),new A.h(r[0],r[1]),q.gmz())}} +A.rE.prototype={ +p(a2){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1 +var $async$p=A.u(function(a3,a4){if(a3===1)return A.p(a4,r) +while(true)switch(s){case 0:q.n4(0) +p=q.p1.ay.gyT() +o=(p.c-p.a)/5 +p=-o +n=new A.a(new Float64Array(2)) +n.t(p,-10) +m=A.kK(n,B.X,null,2) +n=new A.a(new Float64Array(2)) +n.t(o,-10) +l=A.kK(n,B.X,null,2) +n=new A.a(new Float64Array(2)) +n.t(p,20) +k=A.a0m(10,n,5) +p=new A.a(new Float64Array(2)) +p.t(o,20) +j=A.a0m(10,p,7) +q.ok.I(0,A.b([k,j,m,l],t.W)) +s=2 +return A.B(A.f8(A.b([k.gks(k),j.gks(j),m.gks(m),l.gks(l)],t.mo),t.H),$async$p) +case 2:p=new A.a(new Float64Array(2)) +p.t(-1,1) +n=new A.a(new Float64Array(2)) +n.t(1,1) +i=new A.a(new Float64Array(2)) +h=new A.a(new Float64Array(2)) +g=new A.a6z(p,n,i,h,!0,t.SA) +n=k.ax +n===$&&A.c() +p=j.ax +p===$&&A.c() +f=m.ax +f===$&&A.c() +f=f.f.c +e=l.ax +e===$&&A.c() +e=e.f.c +d=new A.a(new Float64Array(2)) +d.t(0,-k.ry/2) +c=n.d +d=A.cV(c,d) +b=j.ax +a=new A.a(new Float64Array(2)) +a.t(0,-j.ry/2) +a=A.cV(b.d,a) +g.d=n +g.e=p +g.r=f +g.w=e +i.u(A.jB(c,d)) +h.u(A.jB(p.d,a)) +g.x=Math.sqrt(d.X(0,f).gcU()) +g.y=Math.sqrt(a.X(0,e).gcU()) +p=new A.a(new Float64Array(2)) +n=new A.a(new Float64Array(2)) +f=new Float64Array(2) +e=new Float64Array(2) +d=new Float64Array(2) +c=new Float64Array(2) +b=new Float64Array(2) +a=new Float64Array(2) +a0=new A.dS(0,0,0) +a0.a=B.e.aj(B.c.bN(127.5)) +a0.b=B.e.aj(B.e.bN(204)) +a0.c=B.e.aj(B.e.bN(204)) +a0.d=1 +a1=new A.a6y(p,n,new A.a(f),new A.a(e),new A.a(d),new A.a(c),new A.a(b),new A.a(a),i,h,a0) +a1.pz(g) +p.u(g.r) +n.u(g.w) +i.u(i) +h.u(h) +p=g.z +a1.as=p +a1.Q=g.x+p*g.y +a1.at=0 +q.ok.k1.is(a1) +p=q.ok +p.K(new A.a6A(a1,0,null,B.f,new A.e([],t.s),new A.e([],t.g))) +return A.q(null,r)}}) +return A.r($async$p,r)}} +A.a6A.prototype={ +aW(a){var s,r=this,q=r.ax,p=q.a +p===$&&A.c() +p=A.cV(p.d,q.e).a +s=q.w.a +a.ed(new A.h(p[0],p[1]),new A.h(s[0],s[1]),r.gmz()) +p=q.b +p===$&&A.c() +p=A.cV(p.d,q.f).a +q=q.x.a +a.ed(new A.h(p[0],p[1]),new A.h(q[0],q[1]),r.gmz()) +a.ed(new A.h(s[0],s[1]),new A.h(q[0],q[1]),r.gmz())}} +A.rI.prototype={} +A.a7L.prototype={ +p(a){var s=0,r=A.t(t.H),q=this +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.f0(0) +q.I(0,A.kE(q.gar(),null)) +return A.q(null,r)}}) +return A.r($async$p,r)}, +cg(a){var s,r,q,p=null +this.n5(a) +s=A.kK(B.b.ga4(a.f),B.O,p,2) +this.K(s) +r=A.aC() +q=B.r.aV() +r=new A.Zb(s,!0,r,$,q,p,p,0,p,B.f,new A.e([],t.s),new A.e([],t.g)) +r.ii(p,p,p,p,!0) +this.K(r)}} +A.Zb.prototype={ +ir(){var s,r,q,p,o,n,m,l=this.RG,k=l.ax +k===$&&A.c() +s=new A.a(new Float64Array(2)) +s.u(k.d.a) +r=A.eR(0,0,0,!1,null,s,B.O,null) +q=this.gar().ok.k1.fi(r) +for(p=0;p<5;++p){k=6.283185307179586*(p/5) +s=Math.cos(k) +k=Math.sin(k) +o=new Float64Array(2) +n=new A.CQ(new A.a(o),B.hp) +n.b=1.2 +o[0]=6*s +o[1]=6*k +q.hJ(new A.Lf(n,null,0.1,0.9,50,!1,new A.DM()))}k=t.o9 +m=A.aLO(k,k) +m.Ug(0,q,l.ax,q.d.a) +this.gar().ok.k1.is(A.aLN(m)) +return q}} +A.akT.prototype={ +ba(){var s,r +this.d4() +s=this.d6() +if(s.d_(B.z,t.F)==null){r=A.dO() +s.gcF().q(0,B.z,r) +s.K(r)}}} +A.akU.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.rK.prototype={} +A.a7P.prototype={ +p(a){var s=0,r=A.t(t.H),q=this +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.f0(0) +s=2 +return A.B(q.Iw(),$async$p) +case 2:q.Ix(c) +return A.q(null,r)}}) +return A.r($async$p,r)}, +Iw(){var s=0,r=A.t(t.o9),q,p=this,o,n,m,l,k,j,i,h,g +var $async$Iw=A.u(function(a,b){if(a===1)return A.p(b,r) +while(true)switch(s){case 0:h=p.gar() +g=new A.a(new Float64Array(2)) +g.t(0,100) +o=h.p1.dR(g) +o.sL(0,0) +n=A.a0m(3,o,6) +s=3 +return A.B(p.K(n),$async$Iw) +case 3:g=n.ax +g===$&&A.c() +h=p.k1 +m=h.fi(A.eR(0,0,0,!1,null,null,B.X,null)) +l=p.gar() +k=new Float64Array(2) +j=Math.abs(l.p1.dR(new A.a(k)).a[0]) +k=t.o9 +i=A.bam(k,k) +l=new A.a(new Float64Array(2)) +l.t(1,0) +i.q9(0,g,m,o,l) +i.x=!0 +i.y=-j+3 +i.z=j-3 +h.is(A.bal(i)) +q=n.ax +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$Iw,r)}, +Ix(a){return this.aJ5(a)}, +aJ5(a3){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2 +var $async$Ix=A.u(function(a4,a5){if(a4===1)return A.p(a5,r) +while(true)switch(s){case 0:p=q.k1,o=a3,n=0 +case 2:if(!(n<50)){s=4 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A.r($async$Ix,r)}} +A.al0.prototype={ +ba(){var s,r +this.d4() +s=this.d6() +if(s.d_(B.bl,t.F)==null){r=A.EV() +s.gcF().q(0,B.bl,r) +s.K(r)}}} +A.al1.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.td.prototype={} +A.abw.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.f0(0) +p=q.gar() +o=q.gar().p2 +o===$&&A.c() +o=o.a.a.a.ab(0,1).a[1] +n=new A.a(new Float64Array(2)) +n.t(50,o) +n=p.p1.dR(n) +n.sM(0,n.a[1]-10) +m=A.atw(B.X,B.l,20,n,5) +n=q.gar() +p=q.gar().p2 +p===$&&A.c() +p=p.a.a.a.ab(0,1).a[0] +o=q.gar().p2 +o===$&&A.c() +o=o.a.a.a.ab(0,1).a[1] +l=new A.a(new Float64Array(2)) +l.t(p-50,o) +l=n.p1.dR(l) +l.sM(0,l.a[1]-10) +k=A.atw(B.X,B.l,20,l,5) +s=2 +return A.B(q.I(0,A.b([m,k],t.W)),$async$p) +case 2:q.Iu(m,k) +return A.q(null,r)}}) +return A.r($async$p,r)}, +Iu(a,b){return this.aIY(a,b)}, +aIY(a7,a8){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6 +var $async$Iu=A.u(function(a9,b0){if(a9===1)return A.p(b0,r) +while(true)switch(s){case 0:a4=q.gar() +a5=new Float64Array(2) +a6=a4.p1.dR(new A.a(a5)) +a6.aFU(0) +a5=a7.ax +a5===$&&A.c() +a5=a5.f.c.a[0] +a4=a8.ax +a4===$&&A.c() +p=Math.ceil((Math.abs(a5)+Math.abs(a4.f.c.a[0])+5)/10) +a4=a6.a,a5=p/2,o=q.k1,n=null,m=0 +case 2:if(!(m<10)){s=4 +break}l=p*m +k=a4[0] +j=a4[1] +i=new Float64Array(2) +i[0]=l-k+a5 +i[1]=j-20 +h=A.atw(B.O,null,1,new A.a(i),p) +s=5 +return A.B(q.K(h),$async$Iu) +case 5:if(n!=null){k=h.ax +k===$&&A.c() +j=a4[0] +i=a4[1] +g=new Float64Array(2) +f=new A.a(g) +g[0]=l-j+p +g[1]=i-20 +l=new Float64Array(2) +j=new Float64Array(2) +e=A.jB(n.d,f).a +l[1]=e[1] +l[0]=e[0] +e=A.jB(k.d,f).a +j[1]=e[1] +j[0]=e[0] +f=k.f.e +i=n.f.e +g=new Float64Array(2) +d=new Float64Array(2) +c=new Float64Array(2) +b=new Float64Array(2) +a=new Float64Array(9) +a0=new Float64Array(2) +a0[1]=l[1] +a0[0]=l[0] +a1=new Float64Array(2) +a1[1]=j[1] +a1[0]=j[0] +a2=new Float64Array(3) +a3=new A.dS(0,0,0) +a3.a=B.e.aj(B.c.bN(127.5)) +a3.b=B.e.aj(B.e.bN(204)) +a3.c=B.e.aj(B.e.bN(204)) +a3.d=1 +l=new A.abv(new A.a(a0),new A.a(a1),new A.dF(a2),new A.a(g),new A.a(d),new A.a(c),new A.a(b),new A.hO(a),new A.a(l),new A.a(j),a3) +l.a=n +l.b=k +l.as=f-i +o.is(l)}l=h.ax +l===$&&A.c() +case 3:++m,n=l +s=2 +break +case 4:return A.q(null,r)}}) +return A.r($async$Iu,r)}, +cg(a){return this.aPx(a)}, +aPx(a){var s=0,r=A.t(t.H),q=this +var $async$cg=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.n5(a) +q.K(A.kK(B.b.ga4(a.f),B.O,null,5)) +return A.q(null,r)}}) +return A.r($async$cg,r)}} +A.aoq.prototype={ +ba(){var s,r +this.d4() +s=this.d6() +if(s.d_(B.z,t.F)==null){r=A.dO() +s.gcF().q(0,B.z,r) +s.K(r)}}} +A.aor.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.vz.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.n4(0) +q.ok.I(0,A.kE(q,null)) +for(p=t.s,o=t.g,n=0;n<4;++n)for(m=n*10,l=0;l<3;++l){k=q.ok +j=new Float64Array(2) +j[0]=m +j[1]=l*20-20 +i=A.aC() +h=$.G() +g=h.B() +g.sA(0,B.l) +j=new A.u0(new A.a(j),!0,i,$,g,null,null,0,null,B.f,new A.e([],p),new A.e([],o)) +i=h.B() +i.sA(0,B.l) +j.ac$=i +k.K(j)}p=q.ok +o=$.G() +m=o.B() +m.sA(0,B.c1) +m.sbJ(1) +p.K(A.bhg(q.jc,m)) +m=q.ok +o=o.B() +o.sA(0,B.b5) +o.sbJ(1) +m.K(A.bhg(q.jd,o)) +return A.q(null,r)}}) +return A.r($async$p,r)}, +k6(a,b){var s,r,q,p,o,n,m,l,k=this,j=k.p1.ax +j=j.gC(j).a[0] +s=k.p1.ax +s=s.gC(s).a[1] +r=new A.a(new Float64Array(2)) +r.t(j/4,s/2) +q=k.p1.dR(r) +r=b.gfS().gbg() +p=k.p1.dR(r) +j=new A.a(new Float64Array(2)) +j.t(0,2) +o=p.W(0,j) +j=k.jc +B.b.ao(j) +j.push(q) +n=new A.aGY() +k.ok.k1.acZ(n,q,o) +s=n.b +if(s!=null)j.push(s) +else j.push(o) +k.nr=n.a +j=new A.a(new Float64Array(2)) +j.t(0,2) +m=p.X(0,j) +j=k.jd +B.b.ao(j) +j.push(q) +l=new A.azv() +k.ok.k1.acZ(l,q,m) +s=l.b +if(s!=null)j.push(s) +else j.push(m) +k.je=l.a +k.ajl(0,b)}, +a6(a,b){var s=this +s.fg(0,b) +new A.cm(s.gbZ(s),t.zZ).am(0,new A.aKn(s))}} +A.aKn.prototype={ +$1(a){var s=this.a,r=a===s.nr +if(r&&a===s.je)a.ac$.sA(0,B.ey) +else if(r)a.ac$.sA(0,B.c1) +else{s=s.je +r=a.ac$ +if(a===s)r.sA(0,B.b5) +else r.sA(0,B.l)}}, +$S:584} +A.a3y.prototype={ +a6(a,b){var s,r,q=this.ch +q.bY(0) +s=this.ax +r=A.a6(s).h("S<1,h>") +q.B5(A.ai(new A.S(s,new A.aEK(),r),!1,r.h("aF.E")),!1)}, +aW(a){var s,r,q,p,o,n +for(s=this.ax,r=this.ay,q=0;q2){r=s.ax +r===$&&A.c() +r.u2(s.y1) +s.x2=0}}}, +Bi(a,b){var s,r,q=this +if(a instanceof A.H4)a.ac$=q.ac$ +if(a instanceof A.Rx)return +if(a instanceof A.ij){s=q.ac$ +r=q.RG +r===$&&A.c() +if(s!==r)q.ac$=a.ac$ +else a.ac$=s}}} +A.Rx.prototype={ +Bi(a,b){if(a instanceof A.ij)a.rx=!0}} +A.acw.prototype={} +A.aot.prototype={} +A.H4.prototype={ +ir(){var s,r,q,p=this,o=A.axS() +o.c.u(p.RG) +o.d.u(p.rx) +o.r=o.w=!1 +s=A.jh(o,0,0.3,!1,0,null) +r=A.eR(0,0,0,!1,null,new A.a(new Float64Array(2)),B.X,p) +p.ac$.sbJ(p.ry) +q=p.gar().ok.k1.fi(r) +q.hJ(s) +return q}} +A.JB.prototype={ +Ze(a,b,c,d,e){if(b!=null)this.ac$=new A.l2(b).aV() +else this.ac$=A.Fa(100,null,0.9)}, +ir(){var s,r,q,p=this,o=A.mU() +o.M7(p.rx/2,p.ry/2,new A.a(new Float64Array(2)),0) +s=A.jh(o,10,0.3,!1,0,null) +r=A.eR(0,0,0,!1,null,p.RG,p.to,p) +q=p.gar().ok.k1.fi(r) +q.hJ(s) +return q}} +A.a0l.prototype={ +a6(a,b){var s,r,q=this +if(q.b_&&q.cQ!=null){s=q.gar().ok +r=q.cQ +r.toString +s.k1.IK(r) +q.cQ=null +q.b_=!1}}, +qh(a){var s,r,q,p,o=this,n=a.f,m=n.length===0?$.bd4():B.b.ga4(n) +if(m.gaNC(m))return!1 +n=t.o9 +s=A.bhF(n,n) +n=o.ax +n===$&&A.c() +s.w=n.ax*300 +s.y=0 +s.x=20 +s.r.u(n.d.a) +s.f=!1 +r=o.dI +if(r===$){q=o.gar().ok.k1.fi(A.eR(0,0,0,!1,null,null,B.X,null)) +o.dI!==$&&A.a2() +o.dI=q +r=q}s.d=r +s.e=o.ax +n=o.cQ +if(n==null){o.cQ=A.bhE(s) +n=o.gar().ok +p=o.cQ +p.toString +n.k1.is(p)}else n.XL(m) +return!1}, +oW(a,b){this.zz(0,b) +if(this.cQ==null)return +this.b_=!0 +b.b=!1}} +A.af2.prototype={ +ba(){var s,r +this.d4() +s=this.d6() +if(s.d_(B.bl,t.F)==null){r=A.EV() +s.gcF().q(0,B.bl,r) +s.K(r)}}} +A.wn.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.n4(0) +p=A.kE(q,0) +q.ok.I(0,p) +return A.q(null,r)}}) +return A.r($async$p,r)}, +a6(a,b){var s,r=this +r.fg(0,b) +s=r.jd +B.b.am(s,new A.aSY(r)) +B.b.ao(s) +B.b.am(r.iu,new A.aSZ())}} +A.aSY.prototype={ +$1(a){var s,r,q,p=this.a,o=p.jc +if(!o.b1(0,a)){s=A.eR(0,0,3,!1,null,new A.a(new Float64Array(2)),B.O,null) +r=p.ok.k1.fi(s) +q=A.mU() +q.m8(4.6,0.8) +r.hJ(A.jh(q,1,0.2,!1,0.8,null)) +o.q(0,a,r)}}, +$S:19} +A.aSZ.prototype={ +$1(a){return a.$0()}, +$S:50} +A.Cz.prototype={ +a8(a){var s,r,q,p,o,n=null,m=t.u,l=A.b([],m),k=t.S,j=A.b([],t.t),i=new A.a(new Float64Array(2)) +i.t(0,10) +i=A.yA(n,n,i) +s=A.aO(n,n,n) +r=s.ay +q=new A.a(new Float64Array(2)) +q.ak(20) +p=r.ax.e +p.a9(q) +p.F() +r.CW=null +r=s +q=$.ay() +p=$.aG() 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A.aUw(s))}, +$S:0} +A.aUw.prototype={ +$0(){var s=this.a +s.f=s.d.jc.i(0,s.e)}, +$S:0} +A.aUy.prototype={ +$0(){this.a.aM(new A.aUx(this.b))}, +$S:0} +A.aUx.prototype={ +$0(){var s=new A.a(new Float64Array(2)) +s.t(0,1000) +return this.a.u2(s)}, +$S:0} +A.b4F.prototype={ +$1(a){var s=null,r=A.bg(s,-2147483647),q=A.aO(s,s,s),p=$.ay(),o=$.aG(),n=A.b([],t.u),m=A.aI(A.aL(),t.y) +r=new A.AP(r,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.AA)}, +$S:607} +A.AP.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:f=A.bg(null,-2147483647) +q.I(0,A.b([f,A.lt(600,null,400,f)],t.W)) +p=$.G() +o=p.T() +o.hk(B.a2m) +n=p.B() +n.sA(0,B.Au) +for(m=0;m<20;++m){p=A.kk(null,null,null,10) +p.ac$=n +p.K(A.ba_(o,A.da(!1,0,B.y,6,!0,null,null,null,m*0.3),!1,!0)) +f.K(p)}p=$.boO() +l=A.bc2(p) +k=$.G().B() +k.sA(0,B.h3) 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s,r=this,q=-r.ax.d.a[1] +a.bO(0) +s=r.ay.a +a.aL(0,s[0]/2,s[1]+1+q*1.05) +a.eD(0,1-q*0.003,0.3-q*0.001) +a.ct(B.h,10,r.ry) +a.bo(0) +s=r.p1 +a.Z(s,r.R8) +a.Z(s,r.p4) +a.Z(r.p2,r.RG) +a.Z(r.p3,r.rx)}, +jm(a,b){var s,r,q,p=this,o=a.c,n=o.geL().l(0,B.b7)||o.geL().l(0,B.b9),m=o.geL().l(0,B.b8)||o.geL().l(0,B.bn),l=o.geL().l(0,B.bg)||o.geL().l(0,B.bz) +if(a instanceof A.ki){if(n)p.to.sL(0,-150) +else if(m)p.to.sL(0,150) +else if(l&&p.y2>0){p.to.sM(0,-300);--p.y2}}else{s=b.N(0,B.b7)||b.N(0,B.b9) +r=b.N(0,B.b8)||b.N(0,B.bn) +if(!(s&&r))if(s)p.to.sL(0,-150) +else{o=p.to +if(r)o.sL(0,150) +else o.sL(0,0)}}o=p.to.a +if(o[0]>0&&!p.y1){p.y1=!0 +q=p.ax.e +q.eE(0,-q.a[0]) +q.F()}if(o[0]<0&&p.y1){p.y1=!1 +o=p.ax.e +o.eE(0,-o.a[0]) +o.F()}p.Yv(a,b) +return!0}} +A.ad8.prototype={} +A.aj7.prototype={} +A.Kk.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:h=q.fy$.ab(0,4) +g=new A.a(new Float64Array(2)) 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A.aVZ(this,a),p),p,p),B.x,p,p,p,p,B.tU,p,p),n=A.b([],t.p) +if(c)n.push(o) +for(s=this.d,r=1;r<=s[a];++r){q=b?1:0 +n.push(A.im(p,A.dk(p,new A.jW(B.Z,p,p,new A.FQ(q,A.dz("Block "+r,p,p,p,p,p,p),p),p),B.x,p,p,p,p,B.tU,p,p),B.a3,!1,p,p,p,p,p,p,p,p,p,p,p,p,p,p,p,new A.aW_(this,a),p,p,p,p,p,p))}if(!c)n.push(o) +return n}} +A.aVZ.prototype={ +$0(){var s=this.a +return s.aM(new A.aVY(s,this.b))}, +$S:0} +A.aVY.prototype={ +$0(){var s=this.a.d,r=this.b,q=s[r] +s[r]=q+1 +return q}, +$S:0} +A.aW_.prototype={ +$0(){var s=this.a +return s.aM(new A.aVX(s,this.b))}, +$S:0} +A.aVX.prototype={ +$0(){var s=this.a.d,r=this.b,q=s[r] +s[r]=q-1 +return q}, +$S:0} +A.aVV.prototype={ +$1(a){a.f=new A.aVU(this.a)}, +$S:146} +A.aVU.prototype={ +$1(a){return A.b94(this.a,a)}, +$S:147} +A.aVW.prototype={ +$1(a){}, +$S:77} +A.Sr.prototype={ +nH(){this.gm3().lu(0,A.aqZ(),new A.aVW(),t.Sw) +this.MB()}} +A.adH.prototype={ +nH(){this.gm3().lu(0,A.bcD(),new A.aVV(this),t.Tc) +this.al6()}} +A.adI.prototype={} +A.adJ.prototype={} +A.ym.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(A.fq("layers/player.png",q.db$,null,null),$async$p) +case 2:n=c +m=q.ok +l=new A.a(new Float64Array(2)) +l.ak(1e5) +p=A.aC() +o=$.af() +o=new A.aS(o,new Float64Array(2)) +o.a9(l) +o.F() +p=new A.Yb(null,p,o,B.j,0,0,null,B.f,new A.e([],t.s),new A.e([],t.g)) +p.b7(B.j,null,null,null,0,null,null,null,l) +m.K(p) +m=q.ok +l=new A.a(new Float64Array(2)) +l.t(149,211) +l=A.jz(null,null,null,null,null,0,null,null,null,null,l,n) +l.ch=B.j +l.im() +m.K(l) +return A.q(null,r)}}) +return A.r($async$p,r)}} +A.Yb.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.p2=B.r.aV() +p=q.ay.a +o=p[0] +p=p[1] +q.p3!==$&&A.al() +q.p3=new A.x(0,0,0+o,0+p) +return A.q(null,r)}}) +return A.r($async$p,r)}, +aW(a){var s,r=this.p3 +r===$&&A.c() +s=this.p2 +s===$&&A.c() +a.aX(r,s)}, +gve(){return-1}} +A.act.prototype={ +bm(){var s=this.eT$ +return s==null?this.cr():s}} +A.afC.prototype={} +A.afD.prototype={} +A.p0.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e,d +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:g=q.ok +f=t.s +e=t.g +d=new A.a3S(0,null,B.f,new A.e([],f),new A.e([],e)) +d.anD() +g.K(d) +g=q.ok +d=new Float64Array(2) +p=new A.a(new Float64Array(2)) +p.ak(50) +o=p==null +n=B.r.aV() +m=A.aC() +if(o)l=new A.a(new Float64Array(2)) +else l=p +k=$.af() +j=new A.aS(k,new Float64Array(2)) +j.a9(l) +j.F() +d=new A.a4r(new A.a(d),null,null,null,null,null,null,!1,!0,o,$,n,null,m,j,B.j,0,2,null,B.f,new A.e([],f),new A.e([],e)) +d.b7(B.j,null,null,null,0,null,2,null,p) +d.me(B.j,null,null,null,null,null,0,null,!0,null,2,!1,null,p) +q.a3=d +g.K(d) +q.p1.Xz($.bq1()) +q.p1.aLg(q.a3,250) +g=q.ok +i=J.dV(30,t.F) +for(h=0;h<30;++h){d=B.L.aY() +p=B.L.aY() +o=new Float64Array(2) +n=new A.a(o) +o[0]=d +o[1]=p +n.ap(0,3000) +d=new Float64Array(2) +d[0]=1500 +d[1]=1500 +n.aq(0,new A.a(d)) +d=new Float64Array(2) +p=new A.a(d) +d[0]=50 +d[1]=50 +d=$.G().B() +d.sA(0,B.l) +o=A.aC() +m=p +l=new A.aS(k,new Float64Array(2)) +l.a9(m) +l.F() +d=new A.Pc(null,!1,null,$,d,null,o,l,B.j,0,1,null,B.f,new A.e([],f),new A.e([],e)) +d.b7(B.j,null,null,null,0,n,1,null,p) +l.an(0,d.gOB()) +i[h]=d}g.I(0,i) +return A.q(null,r)}}) +return A.r($async$p,r)}, +$ifl:1} +A.a4r.prototype={ +gabJ(){var s,r,q=this,p=q.fz +if(p===$){s=q.ay.a[0] +r=new A.a(new Float64Array(2)) +r.ak(1500-s/2) +q.fz!==$&&A.a2() +q.fz=r +p=r}return p}, +p(a){var s=0,r=A.t(t.H),q=this,p,o,n +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(q.Yo(0),$async$p) +case 2:p=$.bq7() +o=q.ay +n=o.ab(0,2) +n.sM(0,o.a[1]/2+30) +p=A.fA(B.j,null,null,null,n,null,null,null,null,p,t.Fr) +q.eh!==$&&A.al() +q.eh=p +q.K(p) +q.K(A.hq(null,B.F,null,null)) +return A.q(null,r)}}) +return A.r($async$p,r)}, +a6(a,b){var s,r,q,p,o=this +o.w_(0,b) +s=o.ax.d +s.py(0,o.c_.a1(0,300*b)) +s.F() +r=o.fX +if(r===$){q=o.gabJ().h6(0) +o.fX!==$&&A.a2() +o.fX=q +r=q}s.akQ(0,r,o.gabJ()) +s.F() +p=o.eh +p===$&&A.c() +s=s.a +p.sdv(0,"("+B.c.aj(s[0])+", "+B.c.aj(s[1])+")")}, +hQ(a,b){var s,r=null +this.kG(a,b) +if(b instanceof A.Pc){s=new A.a(new Float64Array(2)) +s.ak(1.5) +b.K(A.alg(s,A.da(!0,0,B.y,0.2,!1,r,r,r,0),r))}}, +jm(a,b){var s,r,q=this,p=a instanceof A.ki,o=a.c +if(o.geL().l(0,B.b9)){o=p?-1:0 +q.c_.sL(0,o) +s=!0}else if(o.geL().l(0,B.bn)){o=p?1:0 +q.c_.sL(0,o) +s=!0}else if(o.geL().l(0,B.bz)){o=p?-1:0 +q.c_.sM(0,o) +s=!0}else if(o.geL().l(0,B.by)){o=p?1:0 +q.c_.sM(0,o) +s=!0}else s=!1 +if(s){o=new A.a(new Float64Array(2)) +o.t(1,0) +r=q.ax +r.c=-q.c_.HM(o) +r.b=!0 +r.F() +return!1}else{q.Yv(a,b) +return!0}}} +A.a3S.prototype={ +anD(){var s,r,q,p,o=this,n=B.e.dm(30),m=J.Eo(n,t.Q2) +for(s=0;s=2?1:2,q=new A.a(new Float64Array(2)) +q.ak(r) +this.K(A.alg(q,A.da(!1,0,B.y,0.3,!1,s,s,s,0),s))}} +A.afS.prototype={ +a6(a,b){this.fg(0,b) +this.dz$.h2()}} +A.afT.prototype={} +A.ai0.prototype={} +A.ai1.prototype={} +A.akW.prototype={ +bm(){var s=this.eT$ +return s==null?this.cr():s}} +A.akX.prototype={ +ba(){var s,r +this.YY() +s=this.d6() +if(s.d_(B.z,t.F)==null){r=A.dO() +s.gcF().q(0,B.z,r) +s.K(r)}}} +A.Bz.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(A.fq("flame.png",q.db$,null,null),$async$p) +case 2:p=c +o=q.ok +n=new A.a(new Float64Array(2)) +n.t(149,211) +n=A.jz(null,null,null,null,null,0,null,null,null,null,n,p) +n.ch=B.j +n.im() +o.K(n) +return A.q(null,r)}}) +return A.r($async$p,r)}, +a7O(){var s=this.p1.ay,r=s.ax.e,q=B.c.ca(r.a[0],0.05,3),p=new A.a(new Float64Array(2)) +p.ak(q) +r.a9(p) +r.F() +s.CW=null}, +Dk(a,b){var s=this.p1.ay,r=s.ax.e,q=r.a[0],p=J.eI(b.gkD().gar().a[1]),o=new A.a(new Float64Array(2)) +o.ak(q+p*0.02) +r.a9(o) +r.F() +s.CW=null +this.a7O()}, +acb(a){this.a3=this.p1.ay.ax.e.a[0]}, +acc(a){var s,r,q,p,o,n=this,m=a.r +if(m===$){s=a.a +r=A.azk(a.b,new A.h(s.e,s.f)) +m!==$&&A.a2() +a.r=r +m=r}s=m.gth().a +if(!(s[0]===1&&s[1]===1)){q=n.p1.ay +p=n.a3 +p===$&&A.c() +s=s[1] +o=new A.a(new Float64Array(2)) +o.ak(p*s) +s=q.ax.e +s.a9(o) +s.F() +q.CW=null +n.a7O()}else{m=a.f +if(m===$){r=A.azk(a.b,a.a.a) +m!==$&&A.a2() +a.f=r +m=r}s=m.gar().a +A.bE3(n.p1.ay.ax.f.h6(0),-s[0],-s[1])}}} +A.ap5.prototype={} +A.ap6.prototype={} +A.xo.prototype={ +p(a){var s,r,q,p=null,o=A.AA(t.J),n=new Float64Array(2),m=new A.a(new Float64Array(2)) +m.ak(0) +s=B.r.aV() +r=A.aC() +q=$.af() +q=new A.aS(q,new Float64Array(2)) +q.a9(m) +q.F() +n=new A.Yd(p,p,p,p,p,new A.a(n),$,s,p,r,q,B.p,0,0,p,B.f,new A.e([],t.s),new A.e([],t.g)) +n.b7(p,p,p,p,0,p,p,p,m) +n.jE(p,p,p,p,p,p,p,p,p,m) +m=$.G().B() +m.sA(0,B.l) +n.ac$=m +n.shx(10) +this.I(0,A.b([o,n],t.W))}} +A.Yd.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.aic(0) +p=q.gar().p2 +p===$&&A.c() +o=q.ax.d +o.a9(p.a.a.a.ab(0,1).ab(0,2)) +o.F() +p=A.am(0,360,B.L.aY()) +p.toString +p*=0.017453292519943295 +o=Math.cos(p) +p=Math.sin(p) +n=new A.a(new Float64Array(2)) +n.t(o*500,p*500) +q.df=n +q.I(0,A.b([A.hq(null,B.F,null,q.ghx())],t.W)) +return A.q(null,r)}}) +return A.r($async$p,r)}, +a6(a,b){var s,r +this.md(0,b) +s=this.ax.d +r=this.df +r===$&&A.c() +s.a9(s.W(0,r.a1(0,b))) +s.F()}, +hQ(a,b){var s,r,q,p=this +p.kG(a,b) +if(b instanceof A.rM){s=a.ga5(a).a +if(s[0]===0){r=p.df +r===$&&A.c() +r.sL(0,-r.a[0]) +r=p.df +r.sM(0,r.a[1])}r=s[0] +q=p.gar().p2 +q===$&&A.c() +if(r===q.a.a.a.ab(0,1).a[0]){r=p.df +r===$&&A.c() +r.sL(0,-r.a[0]) +r=p.df +r.sM(0,r.a[1])}if(s[1]===0){r=p.df +r===$&&A.c() +r.sL(0,r.a[0]) +r=p.df +r.sM(0,-r.a[1])}s=s[1] +r=p.gar().p2 +r===$&&A.c() +if(s===r.a.a.a.ab(0,1).a[1]){s=p.df +s===$&&A.c() +s.sL(0,s.a[0]) +s=p.df +s.sM(0,-s.a[1])}}}} +A.acy.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.acz.prototype={} +A.acR.prototype={ +a6(a,b){this.fg(0,b) +this.dz$.h2()}} +A.qr.prototype={ +p(a){var s=0,r=A.t(t.H),q=this +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.K(A.AA(t.J)) +return A.q(null,r)}}) +return A.r($async$p,r)}, +cg(a){var s,r,q=null,p=a.gfS().gar(),o=new A.a(new Float64Array(2)) +o.ak(100) +s=A.aC() +r=$.af() +r=new A.aS(r,new Float64Array(2)) +r.a9(o) +r.F() +s=new A.a4B(q,q,q,q,q,s,r,B.j,0,0,q,B.f,new A.e([],t.s),new A.e([],t.g)) +s.b7(B.j,q,q,q,0,p,q,q,o) +this.K(s)}} +A.a4B.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:o=$.G().B() +o.sA(0,B.mG) +o.sP(0,B.t) +p=A.hq(null,B.F,null,null) +p.ac$=o +p.oD$=!0 +q.p4=p +q.K(p) +p=q.gar().p2 +p===$&&A.c() +p=p.a.a.a.ab(0,1).ab(0,2).X(0,q.ax.d) +A.Rt(p,150) +q.p1=p +return A.q(null,r)}}) +return A.r($async$p,r)}, +a6(a,b){var s,r +this.md(0,b) +s=this.ax.d +r=this.p1 +r===$&&A.c() +s.py(0,r.a1(0,b)) +s.F()}, +hQ(a,b){var s +this.kG(a,b) +s=this.p4 +s===$&&A.c() +s.ac$.sA(0,B.cQ) +if(b instanceof A.rM){this.er() +return}}, +k5(a){var s +this.zy(a) +s=this.f4$ +if(!(s!=null&&s.a!==0)){s=this.p4 +s===$&&A.c() +s.ac$.sA(0,B.mG)}}} +A.adj.prototype={ +a6(a,b){this.fg(0,b) +this.dz$.h2()}} +A.adk.prototype={} +A.aid.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.aie.prototype={} +A.xC.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:q.K(A.AA(t.J)) +p=new A.a(new Float64Array(2)) +p.t(150,100) +o=new A.a(new Float64Array(2)) +o.ak(200) +n=new A.a(new Float64Array(2)) +n.ak(100) +n=A.as0(o,n,p,-0.7853981633974483) +o=n.ax.e +o.dX(0,-o.a[1]) +o.F() +q.K(n) +o=new A.a(new Float64Array(2)) +o.t(-100,-100) +n=q.p2 +n===$&&A.c() +m=n.a.a.a.ab(0,1) +l=new A.a(new Float64Array(2)) +l.u(m) +m=new A.a(new Float64Array(2)) +m.ak(200) +l.aq(0,m) +q.K(A.as0(o,l,p.ab(0,2),-0.7853981633974483)) +o=new A.a(new Float64Array(2)) +o.t(100,-100) +m=n.a.a.a.ab(0,1).a[1] +l=new A.a(new Float64Array(2)) +l.t(100,m-100) +q.K(A.as0(o,l,p.a1(0,1.5),0.7853981633974483)) +o=new A.a(new Float64Array(2)) +o.t(-300,300) +n=n.a.a.a.ab(0,1).a[0] +m=new A.a(new Float64Array(2)) +m.t(n-100,100) +m=A.as0(o,m,p.ab(0,3),0.7853981633974483) +o=m.ax.e +o.dX(0,-o.a[1]) +o.F() +q.K(m) +return A.q(null,r)}}) +return A.r($async$p,r)}} +A.XF.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:l=q.gar() +k=new A.a(new Float64Array(2)) +k.ak(48) +s=2 +return A.B(A.kq("bomb_ptero.png",A.kp(4,null,!0,0.2,k),l.db$),$async$p) +case 2:q.siP(0,c) +p=B.r.aV() +p.sP(0,B.t) +l=new A.a(new Float64Array(2)) +l.t(0,-1) +k=new A.a(new Float64Array(2)) +k.t(-1,-0.1) +o=new A.a(new Float64Array(2)) 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A.aXt(s)) +s.o6()}} +A.xI.prototype={ +b0(){return new A.adA(B.o)}} +A.adA.prototype={ +bk(){var s,r,q,p,o,n,m=null +this.bG() +s=A.bg(m,-2147483647) +r=A.aO(m,m,m) +q=$.ay() +p=$.aG() +o=A.b([],t.u) +n=A.aI(A.aL(),t.y) +s=new A.xG(s,r,q,p,new A.P(),new A.P(),B.m,o,n,A.C(t.S),A.C(t.F),0,m,B.f,new A.e([],t.s),new A.e([],t.g)) +s.aS(m,m,m,m,t.i) +this.d!==$&&A.al() +this.d=s}, +a8(a){var s,r=null,q=this.d +q===$&&A.c() +s=A.b([new A.Oh(new A.IF(q,r,r,t.LB),r,r,r,r,t.nu),new A.JM(new A.Hq(new A.aVN(this),r,r,r,A.bKE(),A.bIZ(),t.x4),r,r,r,r,t.wq)],t.Ds) +return A.baC(A.bA5(A.l8(B.br,A.b([A.Fr(0,A.aH(q,r,r,r,r,t.y6),r),B.a20],t.p),B.a_,B.bp,r),s))}} +A.aVN.prototype={ +$1(a){var s=this.a.d +s===$&&A.c() +return s.a8_(t._5)}, +$S:778} +A.a1B.prototype={ +a8(a){var s=null,r=A.biw(a,!0,t.C8),q=r.a,p=new A.om(q,A.b1(r).h("om<1>")) +return A.au9(new A.ci(B.it,p.gE(p)===0?A.mC(B.EE,new A.aAP(a),s):A.dz("Remaining enemies: "+q.length,s,s,s,s,s,s),s),s,s,s,s)}} +A.aAP.prototype={ 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+A.yJ.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(A.fq("flame.png",q.db$,null,null),$async$p) +case 2:l=c +k=l.c +j=new A.a(new Float64Array(2)) +j.t(k.c-k.a,k.d-k.b) +k=B.r.aV() +p=A.aC() +o=j +n=$.af() +n=new A.aS(n,new Float64Array(2)) +n.a9(o) +n.F() +m=new A.a3I(!0,!1,l,$,k,null,p,n,B.p,0,0,null,B.f,new A.e([],t.s),new A.e([],t.g)) +m.b7(null,null,null,null,0,null,null,null,j) +m.lk(null,null,null,null,null,0,null,null,null,null,j,l) +q.K(m) +A.aRN(B.cK,new A.aBS(m)) +return A.q(null,r)}}) +return A.r($async$p,r)}} +A.aBS.prototype={ +$1(a){var s=this.a +return s.uA$=!s.uA$}, +$S:96} +A.a3I.prototype={} +A.aht.prototype={ +kx(a){if(this.uA$)this.MI(a)}} +A.z6.prototype={ +b0(){return new A.ah6(B.o)}} +A.ah6.prototype={ +gar(){var s,r,q,p,o,n,m,l=null,k=this.d +if(k===$){s=A.bg(l,-2147483647) +r=A.aO(l,l,l) +q=$.ay() +p=$.aG() +o=A.b([],t.u) +n=A.aI(A.aL(),t.y) +m=new 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A.B(A.fq("knight.png",p,null,null),$async$p) +case 3:o=c +s=4 +return A.B(A.fq("mage.png",p,null,null),$async$p) +case 4:n=c +s=5 +return A.B(A.fq("ranger.png",p,null,null),$async$p) +case 5:m=c +p=B.d.gJ("knight") +l=new A.a(new Float64Array(2)) +l.ak(100) +k=new A.a(new Float64Array(2)) +k.t(0,100) +l=A.baG(new A.hE(p),k,l,o) +k=B.d.gJ("mage") +p=new A.a(new Float64Array(2)) +p.ak(100) +j=new A.a(new Float64Array(2)) +j.t(120,100) +p=A.baG(new A.hE(k),j,p,n) +j=B.d.gJ("ranger") +k=new A.a(new Float64Array(2)) +k.ak(100) +i=new A.a(new Float64Array(2)) +i.t(240,100) +s=6 +return A.B(q.I(0,A.b([l,p,A.baG(new A.hE(j),i,k,m)],t.W)),$async$p) +case 6:return A.q(null,r)}}) +return A.r($async$p,r)}} +A.PD.prototype={} +A.zj.prototype={ +mt(a){return B.rX}, +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(q.db$.cI(0,"animations/chopper.png"),$async$p) +case 2:l=c +k=new A.a(new Float64Array(2)) 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+l.a9(B.b.ga4(s)) +l.F() +r=m.gbZ(m).p8(0,t.U9) +for(l=r.length,q=0;q>>24&255)/255>=0.5)q.K(A.aHl(A.da(!1,0,B.y,1,!1,r,r,r,0))) +else q.K(A.bkL(1,A.da(!1,0,B.y,1,!1,r,r,r,0),r,r))}} +A.aiH.prototype={} +A.Ai.prototype={} +A.aki.prototype={ +p(a){var s,r,q,p,o,n,m,l,k,j,i=null +this.f0(0) +for(s=t.s,r=t.g,q=0;q<20;++q){p=B.L.aY() +o=B.L.aY() +n=B.L.aY() +m=new Float64Array(2) +m[0]=o*320+40 +m[1]=n*520+40 +n=$.G() +l=n.B() +l.sA(0,B.vc[B.L.fn(18)]) +o=new Float64Array(2) +p=(p*30+10)*2 +k=new Float64Array(2) +j=new A.a(k) +k[0]=p +k[1]=p +n=n.B() +n.sA(0,B.l) +p=A.aC() +k=$.af() +k=new A.aS(k,new Float64Array(2)) +k.a9(j) +k.F() +p=new A.ajZ(new A.a(o),$,n,i,p,k,B.p,0,0,i,B.f,new A.e([],s),new A.e([],r)) +p.b7(i,i,i,i,0,new A.a(m),i,i,j) +p.ac$=l +this.K(p)}}} +A.ajZ.prototype={ +cg(a){var s=new A.pg(0.5),r=new A.a6X(s,null,0,null,B.f,new A.e([],t.s),new A.e([],t.g)) +s.hg(r) +this.K(r)}} +A.apG.prototype={ +ba(){var s,r +this.d4() +s=this.d6() +if(s.d_(B.z,t.F)==null){r=A.dO() +s.gcF().q(0,B.z,r) +s.K(r)}}} +A.At.prototype={} +A.al2.prototype={ +p(a){var s,r,q,p,o,n,m=null,l=$.G(),k=l.B() +k.sA(0,B.NC) +l=l.B() +l.sA(0,B.Lr) +l.sP(0,B.t) +l.sbJ(1.5) +s=new A.a(new Float64Array(2)) +s.ak(200) +r=A.aC() +q=$.af() +q=new A.aS(q,new Float64Array(2)) +q.a9(s) +q.F() +p=t.s +o=t.g +n=new A.ZW(100,k,l,r,q,B.j,0,0,m,B.f,new A.e([],p),new A.e([],o)) +n.b7(B.j,m,m,m,0,m,m,m,s) +this.K(n) +l=n.p2 +l===$&&A.c() +l.K(A.vM(1,A.da(!1,0,B.bf,6,!0,m,3,m,0),m)) +l=n.p1 +l===$&&A.c() +k=A.da(!1,0,B.y,20,!0,m,m,m,0) +s=new A.al4(6.283185307179586,0,m,k,m,0,m,B.f,new A.e([],p),new A.e([],o)) +k.hg(s) +l.K(s) +l.K(A.vM(0.09424777960769379,A.da(!1,0,B.y,0.1,!0,m,0.1,m,0),m)) +l.K(A.vM(0.13194689145077132,A.da(!1,0,B.y,0.13,!0,m,0.13,m,0),m))}} +A.ZW.prototype={ +p(a1){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0 +var $async$p=A.u(function(a2,a3){if(a2===1)return A.p(a3,r) +while(true)switch(s){case 0:q.RG=$.G().T() 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A.r($async$p,r)}, +aW(a){var s=this,r=s.p3 +a.ct(new A.h(r,r),r,s.p4) +r=s.RG +r===$&&A.c() +a.Z(r,s.R8)}} +A.ZX.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:n=$.G() +m=n.T() +l=q.p1 +m.a0(0,0,l) +p=q.p2 +o=p/2 +m.n(0,o,0) +m.n(0,p,l) +m.R(0) +q.p3!==$&&A.al() +q.p3=m +n=n.T() +n.a0(0,0,l) +n.n(0,p,l) +n.n(0,o,2*l) +n.R(0) +q.p4!==$&&A.al() +q.p4=n +return A.q(null,r)}}) +return A.r($async$p,r)}, +aW(a){var s=this,r=s.p3 +r===$&&A.c() +a.Z(r,s.R8) +r=s.p4 +r===$&&A.c() +a.Z(r,s.RG)}} +A.ZY.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:j=q.p2 +q.p4.sbJ(j) +p=$.G().T() +q.p3!==$&&A.al() +q.p3=p +o=q.p1 +n=o-j +m=o-j/3 +for(l=0;l<144;++l){k=6.283185307179586*(l/144) +p.a0(0,o+n*Math.sin(k),o+n*Math.cos(k)) +p.n(0,o+m*Math.sin(k),o+m*Math.cos(k))}return A.q(null,r)}}) +return A.r($async$p,r)}, 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+fM(){var s,r=null,q=this.ah,p=q?3:1 +this.ah=!q +q=this.a3 +q===$&&A.c() +s=new A.a(new Float64Array(2)) +s.ak(p) +q.K(A.alg(s,A.da(!1,0,B.rr,1.5,!1,r,r,r,0),r))}} +A.a9z.prototype={ +anT(){var s,r,q,p=$.G().T() +p.a0(0,30,0) +this.p1!==$&&A.al() +this.p1=p +for(s=1;s<10;++s){r=(s&1)===0?30:15 +q=s/10*6.283185307179586 +p.n(0,r*Math.cos(q),r*Math.sin(q))}p.R(0)}, +aW(a){var s,r,q=this,p=q.p1 +p===$&&A.c() +s=q.p2 +if(s===$){r=$.G().B() +r.sA(0,B.Pk) +q.p2!==$&&A.a2() +q.p2=r +s=r}a.Z(p,s)}} +A.ald.prototype={} +A.AK.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:l=new A.aNC() +k=$.G() +j=k.T() +j.n(0,40,20) +j.n(0,0,40) +j.VI(8,20,0,0) +j.R(0) +p=k.B() +p.sA(0,B.Jd) +k=k.B() +k.sP(0,B.t) +k.sbJ(3) +k.sA(0,B.Pv) +o=new A.a(new Float64Array(2)) +o.t(40,40) +n=A.aC() +m=$.af() +m=new A.aS(m,new Float64Array(2)) +m.a9(o) +m.F() +k=new A.a66(j,k,p,n,m,B.j,0,0,null,B.f,new A.e([],t.s),new A.e([],t.g)) +k.b7(B.j,null,null,null,0,null,null,null,o) +j=new A.a(new Float64Array(2)) +j.t(200,300) +n=n.d +n.a9(j) +n.F() +j=new A.a(new Float64Array(2)) +j.t(400,300) +j=A.ET(j,l.$1(0.7),null,null) +p=A.vM(1.5707963267948966,l.$1(0.5),null) +o=new A.a(new Float64Array(2)) +o.t(400,400) +o=A.ET(o,l.$1(0.7),null,null) +n=new A.a(new Float64Array(2)) +n.ak(1.5) +n=A.Pk(n,l.$1(0.7),null) +m=new A.a(new Float64Array(2)) +m.t(400,500) +k.K(A.bj_(A.b([j,p,o,n,A.ET(m,l.$1(0.7),null,null)],t.ZM),!0,!0)) +q.K(k) +return A.q(null,r)}}) +return A.r($async$p,r)}} +A.aNC.prototype={ +$1(a){return A.da(!1,0,B.y,a,!1,null,null,null,0)}, +$S:898} +A.a66.prototype={ +aW(a){var s=this.p1 +a.Z(s,this.p3) +a.Z(s,this.p2)}} +A.vY.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:n=new A.a(new Float64Array(2)) +n.ak(200) +p=B.r.aV() +p.sP(0,B.t) +o=new A.a(new Float64Array(2)) +o.ak(70) 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Float64Array(2)) +a.t(50,30) +p=new A.a(new Float64Array(2)) +p.u(a) +a=new A.a(new Float64Array(2)) +a.t(700,500) +o=new A.a(new Float64Array(2)) +o.u(a) +a=A.a6Q(100,30,260,100) +n=new A.a7T(40,300,120,550,30) +if(30>125)n.e=125 +m=new A.a(new Float64Array(2)) +m.t(10,70) +l=new A.a(new Float64Array(2)) +l.t(180,200) +k=new A.a(new Float64Array(2)) +k.t(220,150) +j=t.d +k=A.aJn(A.b([m,l,k],j)) +m=new A.a(new Float64Array(2)) +m.t(400,160) +l=new A.a(new Float64Array(2)) +l.t(550,400) +i=new A.a(new Float64Array(2)) +i.t(710,350) +h=new A.a(new Float64Array(2)) +h.t(540,170) +g=new A.a(new Float64Array(2)) +g.t(710,100) +f=new A.a(new Float64Array(2)) +f.t(710,320) +e=new A.a(new Float64Array(2)) +e.t(730,315) +d=new A.a(new Float64Array(2)) +d.t(750,60) +c=new A.a(new Float64Array(2)) +c.t(590,30) +b=A.b([new A.qq(p,20),new A.qq(o,50),a,n,k,A.aJn(A.b([m,l,i,h,g,f,e,d,c],j))],t.F9) +q.K(A.bCg(b,B.vq)) +a=A.b([],j) +p=A.b([],t.O) +q.K(new A.a0f(b,B.vq,B.L,a,p,0,null,B.f,new A.e([],t.s),new A.e([],t.g))) +return A.q(null,r)}}) +return A.r($async$p,r)}} +A.a8E.prototype={ +aW(a){var s,r,q +for(s=this.ax,r=this.ay,q=0;q<6;++q)a.Z(s[q].Bf(),r[q])}} +A.aNL.prototype={ +$1(a){var s=$.G().B() +s.sP(0,B.t) +s.sbJ(1) +s.sA(0,a) +return s}, +$S:900} +A.a0f.prototype={ +a6(a,b){this.afq()}, +afq(){var s,r,q=this,p=q.ch,o=p.aY() +p=p.aY() +s=new A.a(new Float64Array(2)) +s.t(o*800,p*600) +q.CW.push(s) +p=q.cx +p.push(B.Kw) +for(o=q.ax,r=0;r<6;++r)if(o[r].jQ(0,s)){B.b.sa4(p,q.ay[r]) +break}}, +aW(a){var s,r,q,p,o,n,m=$.G().B() +for(s=this.CW,r=this.cx,q=0;q=0&&h<6&&i>=0&&i<6 +e=p.ax.d +e.a9(g.a3.W(0,j.WL(i,h))) +e.F()}} +A.a8o.prototype={ +aW(a){if(!this.aa)return +this.akD(a)}} +A.agV.prototype={} +A.z8.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:n=q.db$ +j=A +s=2 +return A.B(n.cI(0,"layers/player.png"),$async$p) +case 2:m=j.ix(c,null,null) +j=A +s=3 +return A.B(n.cI(0,"layers/enemy.png"),$async$p) +case 3:l=j.ix(c,null,null) +j=A +s=4 +return A.B(n.cI(0,"layers/background.png"),$async$p) +case 4:k=j.ix(c,null,null) +n=t.Pr +p=A.b([],n) +o=A.b([],n) +p.push(A.bj1()) +q.a3=new A.aAQ(m,l,p,o) +o=A.b([],n) +n=new A.asK(k,o,A.b([],n)) +n.VQ() +o.push(A.bj1()) +q.ah=n +return A.q(null,r)}}) +return A.r($async$p,r)}, +aW(a){var s +this.lh(a) +s=this.a3 +s===$&&A.c() +s.a7u() +s.IV() +s.a9X() +s.ajg(a,0,0) +s=this.ah +s===$&&A.c() +s.aW(a)}, +mt(a){return B.Kj}} +A.aAQ.prototype={ +IV(){var s,r,q=this,p=q.e +p.toString +s=new A.a(new Float64Array(2)) +s.ak(50) +r=new A.a(new Float64Array(2)) +r.ak(150) +q.z.L1(p,s,r) +r=q.e +r.toString +p=new A.a(new Float64Array(2)) +p.t(250,150) +s=new A.a(new Float64Array(2)) +s.t(100,50) +q.Q.L1(r,p,s)}} +A.asK.prototype={ +IV(){var s,r,q=this.e +q.toString +s=new A.a(new Float64Array(2)) +s.t(50,200) +r=new A.a(new Float64Array(2)) +r.t(300,150) +this.z.L1(q,s,r)}} +A.vd.prototype={ +p(a){var 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Whatever happens in all minds, truly happens.'))],t.Jf) +p=new A.a(new Float64Array(2)) +p.t(100,50) +o=g.z +n=o==null +if(n)m=null +else m=o +l=g.Q +k=l==null +if(k)j=null +else j=l +if(m==null||j==null)A.V(A.bM("Either style.width or size.x must be provided.",null)) +if(!(!n&&o!==m))n=!1 +else n=!0 +if(n)A.V(A.bM("style.width and size.x, if both provided, must match.",null)) +if(!(!k&&l!==j))n=!1 +else n=!0 +if(n)A.V(A.bM("style.height and size.y, if both provided, must match.",null)) +n=new Float64Array(2) +i=new A.a(n) +i.t(m,j) +j=n[0] +h=new A.ax3(f).aLl(g,n[1],j) +j=A.aC() +f=$.af() +f=new A.aS(f,new Float64Array(2)) +f.a9(i) +f.F() +f=new A.aal(h,j,f,B.p,0,0,null,B.f,new A.e([],t.s),new A.e([],t.g)) +f.b7(null,null,null,null,0,p,0,null,i) +q.K(f) +return A.q(null,r)}}) +return A.r($async$p,r)}} +A.B7.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:i=t.Z0 +h=A.fA(null,null,null,null,null,null,null,null,"Hello, Flame",$.bdG(),i) +h.ch=B.eb +h.im() +p=q.p2 +p===$&&A.c() +o=h.ax.d +o.eE(0,p.a.a.a.ab(0,1).a[0]/2) +o.F() +o.dX(0,32) +o.F() +o=A.fA(null,null,null,null,null,null,null,null,"Text with shade",$.bt1(),i) +o.ch=B.hO +o.im() +n=p.a.a.a.ab(0,1) +m=new A.a(new Float64Array(2)) +m.ak(100) +l=o.ax.d +l.a9(n.X(0,m)) +l.F() +l=$.bto() +m=A.fA(null,null,null,null,null,null,null,null,"center",l,i) +m.ch=B.j +m.im() +n=m.ax.d +n.a9(p.a.a.a.ab(0,1).ab(0,2)) +n.F() +i=A.fA(null,null,null,null,null,null,null,null,"bottomRight",l,i) +i.ch=B.bQ +i.im() +l=i.ax.d +l.a9(p.a.a.a.ab(0,1)) +l.F() +l=A.ba0("\"This is our world now. The world of the electron and the switch; the beauty of the baud. We exist without nationality, skin color, or religious bias. You wage wars, murder, cheat, lie to us and try to make us believe it's for our own good, yet we're the criminals. Yes, I am a criminal. My crime is that of curiosity.\"",null,null,null,null) +l.ch=B.km +l.im() +n=l.ax.d +n.dX(0,p.a.a.a.ab(0,1).a[1]) +n.F() +p=new A.a(new Float64Array(2)) +p.t(300,200) +p=A.ba0("Let A be a finitely generated torsion-free abelian group. Then A is free.",B.j,10,p,0) +n=new A.a(new Float64Array(2)) +n.t(10,50) +k=p.ax.d +k.a9(n) +k.F() +n=new A.a(new Float64Array(2)) +n.t(300,200) +n=A.ba0("Let A be a torsion abelian group. Then A is the direct sum of its subgroups A(p) for all primes p such that A(p) \u2260 0.",B.bQ,10,n,0) +k=new A.a(new Float64Array(2)) +k.t(10,260) +j=n.ax.d +j.a9(k) +j.F() +q.I(0,A.b([h,o,m,i,l,p,n],t.W)) +return A.q(null,r)}}) +return A.r($async$p,r)}} +A.b3_.prototype={ +$1(a){return a.aIS(B.Av,"monospace",2)}, +$S:293} +A.a4H.prototype={ +aW(a){var s,r=this.ay.a,q=r[0] +r=r[1] +s=$.G().B() +s.sA(0,B.ig) +a.aX(new A.x(0,0,0+q,0+r),s) +this.akH(a)}} +A.xd.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i,h +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:i=q.db$.a +h=i.i(0,"shield.png") +if(h==null){h=A.bbp(A.WW(B.fh.cT(B.d.cf(u.P,B.d.eW(u.P,",")+1)))) +i.q(0,"shield.png",h) +i=h}else i=h +s=2 +return A.B(i.W6(),$async$p) +case 2:p=c +i=q.p2 +i===$&&A.c() +i=i.a.a.a.ab(0,1).ab(0,2) +h=new A.a(new Float64Array(2)) +h.ak(100) +o=A.ix(p,null,null) +n=h +m=B.r.aV() +l=A.aC() +k=n +j=$.af() +j=new A.aS(j,new Float64Array(2)) +j.a9(k) +j.F() 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+var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:h=q.gar() +s=2 +return A.B(A.a9n("boom.png",B.bd,B.I,null,h.db$,!0),$async$p) +case 2:g=q.ax=c +h=new A.a(new Float64Array(2)) +h.ak(200) +p=new A.a(new Float64Array(2)) +p.ak(64) +g.QY(0,p,B.ex,h,0.3490658503988659,2,B.jr) +g.a75(B.mF,B.jr) +h=q.gar().p2 +h===$&&A.c() +o=h.a.a.a.ab(0,1) +for(h=o.a,n=0;n<100;++n){m=B.L.fn(8)*128 +l=B.L.fn(8)*128 +k=B.L.fn(B.c.aj(h[0])) +p=B.L.fn(B.c.cS(h[1],2)) +j=h[1] +i=new Float64Array(2) +i[0]=k-64 +i[1]=p+j/2-64 +g.a6M(0,new A.a(i),new A.x(m,l,m+128,l+128))}return A.q(null,r)}}) +return A.r($async$p,r)}} +A.aih.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.JH.prototype={ +V(){return"ButtonState."+this.b}} +A.rZ.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:p=B.r.aV() +o=A.aC() +n=new A.a(new Float64Array(2)) +m=$.af() +m=new A.aS(m,new Float64Array(2)) 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A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.ZF)}, +$S:298} +A.b5K.prototype={ +$1(a){var s=null,r=A.bg(s,-2147483647),q=A.aO(s,s,s),p=$.ay(),o=$.aG(),n=A.b([],t.u),m=A.aI(A.aL(),t.y) +r=new A.rZ(r,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,s,B.f,new A.e([],t.s),new A.e([],t.g)) +r.aS(s,s,s,s,t.i) +return A.aH(r,s,s,s,s,t.aG)}, +$S:299} +A.jn.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j,i +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:i=q.p2 +i===$&&A.c() +p=i.a.a.a.ab(0,1).a[0] +o=new A.a(new Float64Array(2)) +o.t(p/2,50) +o=A.fA(B.j,null,null,null,o,null,null,null,"test",null,t.Fr) +q.a3!==$&&A.al() +q.a3=o +n=q.p1.ax +n.K(o) +o=t.s +p=t.g +m=A.b([new A.a3s(null,-2147483647,null,B.f,new A.e([],o),new A.e([],p)),new A.a3t(null,-2147483647,null,B.f,new A.e([],o),new A.e([],p)),new A.a3u(null,-2147483647,null,B.f,new A.e([],o),new A.e([],p))],t.is) +p=i.a.a.a.ab(0,1).a[0] +o=i.a.a.a.ab(0,1).a[1] +l=new A.a(new Float64Array(2)) +l.t(p/2-210,o-50) +l=A.aED("Level 1",new A.aEE(q,m),l) +o=i.a.a.a.ab(0,1).a[0] +p=i.a.a.a.ab(0,1).a[1] +k=new A.a(new Float64Array(2)) +k.t(o/2-70,p-50) +k=A.aED("Level 2",new A.aEF(q,m),k) +p=i.a.a.a.ab(0,1).a[0] +o=i.a.a.a.ab(0,1).a[1] +j=new A.a(new Float64Array(2)) +j.t(p/2+70,o-50) +j=A.aED("Level 3",new A.aEG(q,m),j) +o=i.a.a.a.ab(0,1).a[0] +i=i.a.a.a.ab(0,1).a[1] +p=new A.a(new Float64Array(2)) +p.t(o/2+210,i-50) +n.I(0,A.b([l,k,j,A.aED("Resettable",new A.aEH(q),p)],t.W)) +return A.q(null,r)}}) +return A.r($async$p,r)}} +A.aEE.prototype={ +$0(){var s=this.b[0] +this.a.sLy(s) +return s}, +$S:0} +A.aEF.prototype={ +$0(){var s=this.b[1] +this.a.sLy(s) +return s}, +$S:0} +A.aEG.prototype={ +$0(){var s=this.b[2] +this.a.sLy(s) +return s}, +$S:0} +A.aEH.prototype={ +$0(){var s=A.biN() +this.a.sLy(s) +return s}, +$S:0} +A.a7B.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o +var 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s=0,r=A.t(t.H),q=this,p,o,n,m,l,k,j +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(q.f0(0),$async$p) +case 2:p=new A.a(new Float64Array(2)) +p.t(106,146) +o=B.r.aV() +n=A.aC() +m=$.af() +l=new A.aS(m,new Float64Array(2)) +l.a9(p) +l.F() +k=t.s +j=t.g +o=new A.a65(null,null,$,o,null,n,l,B.j,0,3,null,B.f,new A.e([],k),new A.e([],j)) +o.b7(B.j,null,null,null,0,null,3,null,p) +o.MZ(B.j,null,null,null,null,null,3,null,p,null) +q.k1=o +q.K(o) +p=new A.a(new Float64Array(2)) +p.t(745,415) +o=B.r.aV() +n=A.aC() +m=new A.aS(m,new Float64Array(2)) +m.a9(p) +m.F() +o=new A.Y9(null,null,$,o,null,n,m,B.j,0,1,null,B.f,new A.e([],k),new A.e([],j)) +o.b7(B.j,null,null,null,0,null,1,null,p) +o.MZ(B.j,null,null,null,null,null,1,null,p,null) +q.K(o) +p=new A.a(new Float64Array(2)) +p.t(-10,-20) +p=A.Jq(p) +o=new A.a(new Float64Array(2)) +o.t(-100,-150) +o=A.Jq(o) +n=new A.a(new Float64Array(2)) +n.t(-200,-140) +n=A.Jq(n) +m=new A.a(new Float64Array(2)) +m.t(100,130) +m=A.Jq(m) +l=new A.a(new Float64Array(2)) +l.t(50,-130) +q.I(0,A.b([p,o,n,m,A.Jq(l)],t.W)) +return A.q(null,r)}}) +return A.r($async$p,r)}, +l2(a){var s=this.k1 +s===$&&A.c() +s.a7=B.b.ga4(a.f)}, +Dg(a){var s=A.Jq(null),r=s.ax.d +r.a9(B.b.ga4(a.f)) +r.F() +this.K(s)}} +A.acu.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.acA.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.ajc.prototype={ +bm(){var s=this.ai$ +return s==null?this.cr():s}} +A.WK.prototype={ +ba(){var s,r +this.d4() +s=this.d6() +if(s.d_(B.z,t.F)==null){r=A.dO() +s.gcF().q(0,B.z,r) +s.K(r)}}} +A.aq6.prototype={ +ba(){var s,r +this.and() +s=this.d6() +if(s.d_(B.dA,t.F)==null){r=A.b8Q() +s.gcF().q(0,B.dA,r) +s.K(r)}}} +A.rl.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:n=new A.a(new Float64Array(2)) +n.ak(48) +m=A +s=2 +return A.B(A.kq("animations/chopper.png",A.kp(4,null,!0,0.15,n),q.db$),$async$p) +case 2:n=m.m7(null,null,c,null,null,null,0,null,!0,null,null,!1,null,null) +p=n.ax.d +o=q.p2 +o===$&&A.c() +p.dX(0,o.a.a.a.ab(0,1).a[1]/2) +p.F() +p.eE(0,100) +p.F() +n.ch=B.j +n.im() +p=new A.a(new Float64Array(2)) +p.ak(100) +n.sC(0,p) +q.K(n) +return A.q(null,r)}}) +return A.r($async$p,r)}, +fM(){var s=this,r="PauseMenu" +if(B.b.N(s.gmP().b,r)){s.gmP().O(0,r) +s.R8=!1 +s.MD()}else{s.gmP().D(0,r) +s.R8=!1 +s.MC()}}} +A.aiO.prototype={} +A.vq.prototype={ +p(a){var s=0,r=A.t(t.H),q=this,p,o,n,m +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:n=new A.a(new Float64Array(2)) +n.ak(48) +m=A +s=2 +return A.B(A.kq("animations/chopper.png",A.kp(4,null,!0,0.15,n),q.db$),$async$p) +case 2:n=m.m7(null,null,c,null,null,null,0,null,!0,null,null,!1,null,null) +p=q.p2 +p===$&&A.c() +o=n.ax.d +o.a9(p.a.a.a.ab(0,1).ab(0,2)) +o.F() +n.ch=B.j +n.im() +p=new A.a(new Float64Array(2)) +p.ak(100) 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A.an(this.z).ay}, +gf_(a){return A.an(this.z).k2}, +gnT(){return this.Q.r}, +gou(){return this.Q.w}, +gHv(){return B.M}} +A.Dq.prototype={ +gJ(a){return J.W(this.e)}, +l(a,b){var s=this +if(b==null)return!1 +if(s===b)return!0 +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.Dq&&J.f(b.geQ(b),s.geQ(s))&&b.b==s.b&&J.f(b.gf_(b),s.gf_(s))&&J.f(b.gih(),s.gih())&&J.f(b.e,s.e)&&J.f(b.f,s.f)&&J.f(b.ghO(),s.ghO())&&J.f(b.gnT(),s.gnT())&&J.f(b.gou(),s.gou())&&J.f(b.gHv(),s.gHv())}, +geQ(a){return this.a}, +gf_(a){return this.c}, +gih(){return this.d}, +gnT(){return this.r}, +gou(){return this.w}, +gHv(){return this.x}, +ghO(){return this.y}} +A.aeD.prototype={} +A.KG.prototype={ +gJ(a){var s=this +return A.a3(s.gA(s),s.b,s.c,s.d,s.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s=this +if(b==null)return!1 +if(s===b)return!0 +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.KG&&J.f(b.gA(b),s.gA(s))&&b.b==s.b&&b.c==s.c&&b.d==s.d&&b.e==s.e}, +gA(a){return this.a}} 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if(c0.gbn().p2!=null&&c0.gbn().p2!==""){b1=c0.a.r +b2=c0.gbn().p2 +b2.toString +p=c0.a0Q(c2,s).bX(A.eg(c0.gbn().p4,c0.gkt(),p)) +b0=A.cY(c1,c1,A.dz(b2,c1,B.cz,c0.gbn().bP,p,c1,c1),!0,c1,c1,!1,!1,c1,c1,c1,c1,c1,b1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1,c1)}else b0=c1 +p=c3.bh(t.I) +p.toString +b3=c0.gbn().db +if(b3==null)b3=c1 +c0.gbn() +d.gy9() +b1=m.r +b1.toString +b2=A.dW(c3,B.cY) +b2=b2==null?c1:b2.c +if(b2==null)b2=1 +b4=(4+0.75*b1)*b2 +b1=c0.gbn() +if(b1.R8===!0)if(b3==null)b5=a6?B.Rw:B.Rv +else b5=b3 +else if(b3==null)b5=a6?B.eo:B.Rm +else b5=b3 +c0.gbn() +b1=c0.gbn().cx +b1.toString +b2=g.gm(g) +b6=c0.gbn() +b7=c0.gbn() +b8=c0.a +b9=b8.f +b8=b8.r +c0.gbn() +return new A.aes(new A.aep(b5,!1,b4,b2,b1,d,h,b6.bb===!0,b7.cy,c2.z,c1,a4,a0,i,c1,c1,c1,c1,new A.Tj(n,a.r,a1,a2.x,a7.at,a8.ax,r,a9.ch,c1),b0,new A.S1(d,h,g,f,c,b,c1)),p.w,l,b9,b8,!1,c1)}} +A.aYU.prototype={ +$0(){}, +$S:0} +A.Eh.prototype={ 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this.RY(null,null,null,null,null,null,null,null,a,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,b,null,null,null,null,null,null,null,null,null,null,null)}, +aIr(a){return this.RY(null,null,null,null,null,null,null,null,null,null,null,null,null,a,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +Ri(a){var s,r,q,p,o,n,m,l=this,k=null,j=l.CW +if(j==null)j=B.uj +s=l.cx +if(s==null)s=B.hZ +r=l.db +if(r==null)r=k +q=l.p4 +if(q==null)q=k +p=l.ry +if(p==null)p=a.fr +o=l.to +if(o==null)o=a.fx +n=l.x1 +if(n==null)n=a.fy +m=l.y2 +if(m==null)m=a.k2 +return l.aIT(l.bb===!0,m,k,r,q,k,k,o,k,k,k,l.R8===!0,s,j,k,k,n,k,k,k,k,p,k,!1,l.cy===!0,k,k,k,k,k)}, +l(a,b){var s=this +if(b==null)return!1 +if(s===b)return!0 +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.Eh&&J.f(b.c,s.c)&&b.y==s.y&&b.as==s.as&&b.ax==s.ax&&b.CW==s.CW&&J.f(b.cx,s.cx)&&b.cy==s.cy&&J.f(b.db,s.db)&&J.f(b.p3,s.p3)&&b.p2==s.p2&&J.f(b.p4,s.p4)&&b.R8==s.R8&&J.f(b.ry,s.ry)&&J.f(b.to,s.to)&&J.f(b.x1,s.x1)&&J.f(b.y2,s.y2)&&b.bd===s.bd&&b.bP==s.bP&&b.bb==s.bb&&!0}, +gJ(a){var s=this +return A.c4([s.a,s.b,s.c,s.d,s.f,s.e,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,s.at,s.ax,s.ay,s.ch,s.CW,s.cx,s.cy,s.db,!1,s.R8,s.RG,s.rx,s.ry,s.dy,s.id,s.fx,s.fy,s.go,s.fr,s.k1,s.ok,s.k2,s.k3,s.k4,s.p1,s.p3,s.p2,s.p4,s.to,s.x1,s.x2,s.xr,s.y1,s.y2,s.bd,s.bP,s.bb,s.bA])}, +j(a){var s=this,r=A.b([],t.T),q=s.c +if(q!=null)r.push("label: "+q.j(0)) +q=s.y +if(q!=null)r.push('hintText: "'+q+'"') +q=s.as +if(q!=null)r.push('hintMaxLines: "'+A.j(q)+'"') +q=s.ax +if(q!=null)r.push('errorText: "'+q+'"') +q=s.CW +if(q!=null)r.push("floatingLabelBehavior: "+q.j(0)) +q=s.cx +if(q!=null)r.push("floatingLabelAlignment: "+q.j(0)) +q=s.cy +if(q===!0)r.push("isDense: "+A.j(q)) +q=s.db +if(q!=null)r.push("contentPadding: "+q.j(0)) +q=s.p3 +if(q!=null)r.push("counter: "+q.j(0)) +q=s.p2 +if(q!=null)r.push("counterText: "+q) +q=s.p4 +if(q!=null)r.push("counterStyle: "+q.j(0)) +if(s.R8===!0)r.push("filled: true") +q=s.ry +if(q!=null)r.push("hoverColor: "+q.j(0)) +q=s.to +if(q!=null)r.push("errorBorder: "+q.j(0)) +q=s.x1 +if(q!=null)r.push("focusedBorder: "+q.j(0)) +q=s.y2 +if(q!=null)r.push("border: "+q.j(0)) +if(!s.bd)r.push("enabled: false") +q=s.bP +if(q!=null)r.push("semanticCounterText: "+q) +q=s.bb +if(q!=null)r.push("alignLabelWithHint: "+A.j(q)) +return"InputDecoration("+B.b.cp(r,", ")+")"}} +A.Ei.prototype={ +gJ(a){var s=this,r=null +return A.a3(s.gCX(),s.gCv(),s.gCE(),r,s.gCH(),s.gCa(),r,B.uj,B.hZ,!1,r,!1,s.ghO(),r,s.gKN(),r,s.gF3(),r,!1,A.a3(s.glJ(),s.gQX(),s.gVo(),r,s.fr,s.fx,s.fy,r,r,r,s.k2,!1,r,B.a,B.a,B.a,B.a,B.a,B.a,B.a))}, +l(a,b){var s,r=this +if(b==null)return!1 +if(r===b)return!0 +if(J.ak(b)!==A.L(r))return!1 +if(b instanceof A.Ei)if(J.f(b.gCX(),r.gCX()))if(J.f(b.gCv(),r.gCv()))if(J.f(b.gCE(),r.gCE()))if(J.f(b.gCH(),r.gCH()))if(J.f(b.gCa(),r.gCa()))if(J.f(b.ghO(),r.ghO()))if(J.f(b.gKN(),r.gKN()))if(J.f(b.gF3(),r.gF3()))if(B.hZ.l(0,B.hZ))if(J.f(b.glJ(),r.glJ()))if(J.f(b.gQX(),r.gQX()))if(J.f(b.gVo(),r.gVo()))if(J.f(b.fr,r.fr))if(J.f(b.fx,r.fx))if(J.f(b.fy,r.fy))if(J.f(b.k2,r.k2))s=!0 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +return s}, +gCX(){return null}, +gCv(){return null}, +gCE(){return null}, +gCH(){return null}, +gCa(){return null}, +ghO(){return null}, +gKN(){return null}, +gF3(){return null}, +glJ(){return null}, +gVo(){return null}, +gQX(){return null}} +A.aYK.prototype={ +gCH(){return A.TO(new A.aYP(this))}, +gCX(){return A.TO(new A.aYR(this))}, +gCv(){return A.TO(new A.aYN(this))}, +gCE(){return A.TO(new A.aYO(this))}, +gCa(){return A.TO(new A.aYL(this))}, +glJ(){return A.aZH(new A.aYM(this))}, +ghO(){return A.aZH(new A.aYQ(this))}, +gKN(){return A.aZH(new A.aYS(this))}, +gF3(){return A.aZH(new A.aYT(this))}} +A.aYP.prototype={ +$1(a){var s=null +if(a.N(0,B.a0))return A.ek(s,s,A.an(this.a.ok).ch,s,s,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s) +return A.ek(s,s,A.an(this.a.ok).db,s,s,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s)}, +$S:63} +A.aYR.prototype={ +$1(a){var s=null +if(a.N(0,B.a0))return A.ek(s,s,A.an(this.a.ok).ch,s,s,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s) +return A.ek(s,s,A.an(this.a.ok).db,s,s,s,s,s,s,s,s,s,s,s,s,s,s,!0,s,s,s,s,s,s,s,s)}, +$S:63} +A.aYN.prototype={ +$1(a){var s=this,r=null +if(a.N(0,B.a0))return A.ek(r,r,A.an(s.a.ok).ch,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r) +if(a.N(0,B.mJ))return A.ek(r,r,A.an(s.a.ok).ax.at,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r) +if(a.N(0,B.aE))return A.ek(r,r,A.an(s.a.ok).ax.b,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r) +return A.ek(r,r,A.an(s.a.ok).db,r,r,r,r,r,r,r,r,r,r,r,r,r,r,!0,r,r,r,r,r,r,r,r)}, +$S:63} +A.aYO.prototype={ +$1(a){var s=A.an(this.a.ok) +if(a.N(0,B.a0))return s.p3.Q.hI(B.I) +return s.p3.Q.hI(s.db)}, +$S:63} +A.aYL.prototype={ +$1(a){var s=A.an(this.a.ok) +if(a.N(0,B.a0))return s.p3.Q.hI(B.I) +return s.p3.Q.hI(s.ax.at)}, +$S:63} +A.aYM.prototype={ +$1(a){if(a.N(0,B.a0))switch(A.an(this.a.ok).ax.a.a){case 0:return B.Je +case 1:return B.PF}switch(A.an(this.a.ok).ax.a.a){case 0:return B.ig +case 1:return B.J8}}, +$S:37} +A.aYQ.prototype={ +$1(a){if(a.N(0,B.a0)&&!a.N(0,B.aE))return A.an(this.a.ok).ch +if(a.N(0,B.aE))return A.an(this.a.ok).ax.b +switch(A.an(this.a.ok).ax.a.a){case 0:return B.Y +case 1:return B.i4}}, +$S:37} +A.aYS.prototype={ +$1(a){if(a.N(0,B.a0)&&!a.N(0,B.aE))return A.an(this.a.ok).ch +if(a.N(0,B.aE))return A.an(this.a.ok).ax.b +switch(A.an(this.a.ok).ax.a.a){case 0:return B.Y +case 1:return B.i4}}, +$S:37} +A.aYT.prototype={ +$1(a){if(a.N(0,B.a0)&&!a.N(0,B.aE))return A.an(this.a.ok).ch +if(a.N(0,B.aE))return A.an(this.a.ok).ax.b +switch(A.an(this.a.ok).ax.a.a){case 0:return B.Y +case 1:return B.i4}}, +$S:37} +A.agN.prototype={} +A.We.prototype={ +da(){this.eu() +this.e5() +this.hj()}, +v(){var s=this,r=s.bU$ +if(r!=null)r.ad(0,s.gha()) +s.bU$=null +s.bD()}} +A.Wt.prototype={ +v(){var s=this,r=s.dH$ +if(r!=null)r.ad(0,s.gmn()) +s.dH$=null +s.bD()}, +da(){this.eu() +this.e5() +this.mo()}} +A.Wv.prototype={ +da(){this.eu() +this.e5() +this.hj()}, +v(){var s=this,r=s.bU$ +if(r!=null)r.ad(0,s.gha()) +s.bU$=null +s.bD()}} +A.apL.prototype={ +b5(a){var s,r,q +this.f1(a) +for(s=this.gbZ(this),r=s.length,q=0;q0){a7=b/2 +e-=a7 +c+=a7}a=a2.b2 +if(eh){f=g+k.b+2*a +c=g+a +e=a}else f=h +d=a}switch(a2.bF.a){case 0:d=(f-q.b)/2 +a0=(f-p.b)/2 +break +case 1:if(f>72){d=16 +a0=16}else{d=Math.min((f-q.b)/2,16) +a0=(f-p.b)/2}break +case 2:a0=d +break +case 3:d=(f-q.b)/2 +a0=(f-p.b)/2 +break +case 4:a1=f-q.b-d +a0=f-p.b-d +d=a1 +break +default:a0=a3 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A.cI(A.b([this.ax],t.Ne),null,null,b,null)}, +sdv(a,b){throw A.d(A.cJ(null))}} +A.alv.prototype={ +yp(a){var s +this.Z0(a) +s=this.a +if(s.ghV()&&this.b){s=s.gaU().gaw() +s.toString +s.m9()}}, +Dh(a){}, +Vj(a){var s,r=this.a +if(r.ghV()){r=r.gaU().gaw() +r.toString +s=a.a +r.gaF().za(B.bj,s.X(0,a.c),s)}}, +yr(a){var s=this.a,r=s.gaU().gaw() +r.toString +r.kr() +if(s.ghV()){r=this.w.c +r.toString +switch(A.an(r).r.a){case 2:case 4:s=s.gaU().gaw() +s.toString +s.gaF().Xv(B.aM) +break +case 0:case 1:case 3:case 5:s=s.gaU().gaw() +s.toString +s=s.gaF() +r=s.hd +r.toString +s.iJ(B.aM,r) +break}}this.w.a.toString}, +yq(a){var s,r=this.a +if(r.ghV()){r=r.gaU().gaw() +r.toString +r=r.gaF() +s=r.hd +s.toString +r.pp(B.bj,s) +s=this.w.c +s.toString +A.b90(s)}}} +A.vQ.prototype={ +b0(){return new A.V2(new A.cC(null,t.NE),B.o)}} +A.V2.prototype={ +gGS(){var s,r=null +this.a.toString +s=this.e +if(s==null){s=A.yu(!0,r,!0,!0,r,r,!0) +this.e=s}return s}, +gTO(){var s=this.w +s===$&&A.c() +return s}, 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A.a3(s.geQ(s),s.gHu(),s.gIR(),s.gou(),s.gkn(s),s.gdk(s),s.gBk(),s.w,s.gCO(),s.gzj(),s.gI9(),s.gAW(),s.as,s.at,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s=this +if(b==null)return!1 +if(s===b)return!0 +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.Gj&&J.f(b.geQ(b),s.geQ(s))&&J.f(b.gHu(),s.gHu())&&J.f(b.gIR(),s.gIR())&&J.f(b.gou(),s.gou())&&b.gkn(b)==s.gkn(s)&&J.f(b.gdk(b),s.gdk(s))&&b.gBk()==s.gBk()&&b.w==s.w&&J.f(b.gCO(),s.gCO())&&b.gzj()==s.gzj()&&J.f(b.gI9(),s.gI9())&&b.gAW()==s.gAW()&&J.f(b.as,s.as)&&J.f(b.at,s.at)}, +geQ(a){return this.a}, +gHu(){return this.b}, +gIR(){return this.c}, +gou(){return this.d}, +gkn(a){return this.e}, +gdk(a){return this.f}, +gBk(){return this.r}, +gCO(){return this.x}, +gzj(){return null}, +gI9(){return this.z}, +gAW(){return this.Q}} +A.am6.prototype={} +A.Qx.prototype={ +gJ(a){var s=this +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,s.x,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s=this +if(b==null)return!1 +if(s===b)return!0 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A.f4&&b.a.l(0,s.a)&&b.b.l(0,s.b)&&b.c.l(0,s.c)&&b.d.l(0,s.d)}, +gJ(a){var s=this +return A.a3(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +j(a){var s,r,q=this +if(q.guT())return"Border.all("+q.a.j(0)+")" +s=A.b([],t.T) +r=q.a +if(!r.l(0,B.E))s.push("top: "+r.j(0)) +r=q.b +if(!r.l(0,B.E))s.push("right: "+r.j(0)) +r=q.c +if(!r.l(0,B.E))s.push("bottom: "+r.j(0)) +r=q.d +if(!r.l(0,B.E))s.push("left: "+r.j(0)) +return"Border("+B.b.cp(s,", ")+")"}, +gal(a){return this.a}} +A.ja.prototype={ +gnk(){var s,r=this +if(r.guT()){s=r.a.ghG() +return new A.k1(s,s,s,s)}return new A.k1(r.b.ghG(),r.a.ghG(),r.c.ghG(),r.d.ghG())}, +guT(){var s,r,q,p,o=this +if(o.gzT()){s=o.a +r=s.b +q=o.b +if(q.b===r&&o.d.b===r&&o.c.b===r)if(o.gAH()){p=s.d +s=q.d===p&&o.d.d===p&&o.c.d===p}else s=!1 +else s=!1}else s=!1 +return s}, +gzT(){var s=this,r=s.a.a +return s.b.a.l(0,r)&&s.d.a.l(0,r)&&s.c.a.l(0,r)}, +gAH(){var s=this,r=s.a.c +return s.b.c===r&&s.d.c===r&&s.c.c===r}, +mp(a,b,c){var s,r,q,p=this,o=null +if(b instanceof A.ja){s=p.a +r=b.a +if(A.ql(s,r)&&A.ql(p.b,b.b)&&A.ql(p.c,b.c)&&A.ql(p.d,b.d))return new A.ja(A.nx(s,r),A.nx(p.b,b.b),A.nx(p.c,b.c),A.nx(p.d,b.d)) +return o}if(b instanceof A.f4){s=b.a +r=p.a +if(!A.ql(s,r)||!A.ql(b.c,p.d))return o +q=p.b +if(!q.l(0,B.E)||!p.c.l(0,B.E)){if(!b.d.l(0,B.E)||!b.b.l(0,B.E))return o +return new A.ja(A.nx(s,r),q,p.c,A.nx(b.c,p.d))}return new A.f4(A.nx(s,r),b.b,A.nx(b.c,p.d),b.d)}return o}, +D(a,b){return this.mp(a,b,!1)}, +ap(a,b){var s=this +return new A.ja(s.a.ap(0,b),s.b.ap(0,b),s.c.ap(0,b),s.d.ap(0,b))}, +fZ(a,b){if(a instanceof A.ja)return A.b8g(a,this,b) +return this.MT(a,b)}, +h_(a,b){if(a instanceof A.ja)return A.b8g(this,a,b) +return this.MU(a,b)}, +KF(a,b,c,d,e){var s,r,q,p=this +if(p.guT()){s=p.a +switch(s.c.a){case 0:return +case 1:switch(d.a){case 1:A.beF(a,b,s) +break +case 0:if(c!=null&&!c.l(0,B.aJ)){A.beG(a,b,s,c) +return}A.beH(a,b,s) +break}return}}switch(e.a){case 0:r=p.c +q=p.b +break +case 1:r=p.b +q=p.c +break +default:r=null +q=null}if(p.gzT()&&p.gAH()){s=p.a +switch(s.c.a){case 0:return +case 1:A.beE(a,b,c,p.d,r,q,d,e,s) +return}}A.bcE(a,b,p.d,r,q,p.a)}, +iz(a,b,c){return this.KF(a,b,null,B.aq,c)}, +l(a,b){var s=this +if(b==null)return!1 +if(s===b)return!0 +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.ja&&b.a.l(0,s.a)&&b.b.l(0,s.b)&&b.c.l(0,s.c)&&b.d.l(0,s.d)}, +gJ(a){var s=this +return A.a3(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +j(a){var s=this,r=A.b([],t.T),q=s.a +if(!q.l(0,B.E))r.push("top: "+q.j(0)) +q=s.b +if(!q.l(0,B.E))r.push("start: "+q.j(0)) +q=s.c +if(!q.l(0,B.E))r.push("end: "+q.j(0)) +q=s.d +if(!q.l(0,B.E))r.push("bottom: "+q.j(0)) +return"BorderDirectional("+B.b.cp(r,", ")+")"}, +gal(a){return this.a}} +A.dC.prototype={ +ghv(a){var s=this.c +s=s==null?null:s.gnk() +return s==null?B.M:s}, +LF(a,b){var s,r,q +switch(this.w.a){case 1:s=A.kj(a.gbv(),a.gj2()/2) +r=$.G().T() +r.hk(s) +return r +case 0:r=this.d +if(r!=null){q=$.G().T() +q.fP(r.aE(b).fb(a)) +return q}r=$.G().T() +r.ke(a) +return r}}, +ap(a,b){var s=this,r=null,q=A.a1(r,s.a,b),p=A.beI(r,s.c,b),o=A.oI(r,s.d,b),n=A.b8i(r,s.e,b) +return new A.dC(q,s.b,p,o,n,r,s.w)}, +gJO(){return this.e!=null}, +fZ(a,b){if(a==null)return this.ap(0,b) +if(a instanceof A.dC)return A.beJ(a,this,b) +return this.Yf(a,b)}, +h_(a,b){if(a==null)return this.ap(0,1-b) +if(a instanceof A.dC)return A.beJ(this,a,b) +return this.Yg(a,b)}, +l(a,b){var s,r=this +if(b==null)return!1 +if(r===b)return!0 +if(J.ak(b)!==A.L(r))return!1 +if(b instanceof A.dC)if(J.f(b.a,r.a))if(J.f(b.c,r.c))if(J.f(b.d,r.d))if(A.dZ(b.e,r.e))s=b.w===r.w +else s=!1 +else s=!1 +else s=!1 +else s=!1 +else s=!1 +return s}, +gJ(a){var s=this,r=s.e +r=r==null?null:A.c4(r) +return A.a3(s.a,s.b,s.c,s.d,r,s.f,null,s.w,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +Uc(a,b,c){var s +switch(this.w.a){case 0:s=this.d +if(s!=null)return s.aE(c).fb(new A.x(0,0,0+a.a,0+a.b)).N(0,b) +return!0 +case 1:return b.X(0,a.nj(B.h)).gdY()<=Math.min(a.a,a.b)/2}}, +BI(a){return new A.S2(this,a)}} +A.S2.prototype={ +a2X(a,b,c,d){var s=this.b +switch(s.w.a){case 1:a.ct(b.gbv(),b.gj2()/2,c) +break +case 0:s=s.d +if(s==null||s.l(0,B.aJ))a.aX(b,c) +else a.dr(s.aE(d).fb(b),c) +break}}, +aoK(a,b,c){var s,r,q,p,o,n,m=this.b.e +if(m==null)return +for(s=m.length,r=0;r0?n*0.57735+0.5:0)) +o=b.dE(q.b) +n=q.d +this.a2X(a,new A.x(o.a-n,o.b-n,o.c+n,o.d+n),p,c)}}, +ayX(a,b,c){return}, +v(){this.Yb()}, +lZ(a,b,c){var s,r,q,p=this,o=c.e,n=b.a,m=b.b,l=new A.x(n,m,n+o.a,m+o.b),k=c.d +p.aoK(a,l,k) +o=p.b +n=o.a +m=n==null +if(!m||!1){s=p.c +if(s!=null)r=!1 +else r=!0 +if(r){q=$.G().B() +if(!m)q.sA(0,n) +p.c=q +n=q}else n=s +n.toString +p.a2X(a,l,n,k)}p.ayX(a,l,c) +n=o.c +if(n!=null){m=o.d +m=m==null?null:m.aE(k) +n.KF(a,l,m,o.w,k)}}, +j(a){return"BoxPainter for "+this.b.j(0)}} +A.YE.prototype={ +V(){return"BoxFit."+this.b}} +A.a14.prototype={} +A.cq.prototype={ +mV(){var s=$.G().B() +s.sA(0,this.a) +s.smL(new A.pj(this.e,A.bC5(this.c))) +return s}, +ap(a,b){var s=this +return new A.cq(s.d*b,s.e,s.a,s.b.a1(0,b),s.c*b)}, +l(a,b){var s=this +if(b==null)return!1 +if(s===b)return!0 +if(J.ak(b)!==A.L(s))return!1 +return b instanceof A.cq&&b.a.l(0,s.a)&&b.b.l(0,s.b)&&b.c===s.c&&b.d===s.d&&b.e===s.e}, +gJ(a){var s=this +return A.a3(s.a,s.b,s.c,s.d,s.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +j(a){var s=this +return"BoxShadow("+s.a.j(0)+", "+s.b.j(0)+", "+A.j3(s.c)+", "+A.j3(s.d)+", "+s.e.j(0)+")"}} +A.ho.prototype={ +ap(a,b){return new A.ho(this.b,this.a.ap(0,b))}, +fZ(a,b){var s,r +if(a instanceof A.ho){s=A.bA(a.a,this.a,b) +r=A.am(a.b,this.b,b) +r.toString +return new A.ho(A.Z(r,0,1),s)}return this.vV(a,b)}, +h_(a,b){var s,r +if(a instanceof A.ho){s=A.bA(this.a,a.a,b) +r=A.am(this.b,a.b,b) +r.toString +return new A.ho(A.Z(r,0,1),s)}return this.vW(a,b)}, +hR(a,b){var s=$.G().T() +s.hk(this.Fw(a).e2(-this.a.ghG())) +return s}, +nX(a){return this.hR(a,null)}, +eO(a,b){var s=$.G().T() +s.hk(this.Fw(a)) +return s}, +m6(a){return this.eO(a,null)}, +m_(a,b,c,d){if(this.b===0)a.ct(b.gbv(),b.gj2()/2,c) +else a.xB(this.Fw(b),c)}, +gl3(){return!0}, +pT(a){var s=a==null?this.a:a +return new A.ho(this.b,s)}, +iz(a,b,c){var s,r=this.a +switch(r.c.a){case 0:break +case 1:s=r.b*r.d +if(this.b===0)a.ct(b.gbv(),(b.gj2()+s)/2,r.mV()) +else a.xB(this.Fw(b).e2(s/2),r.mV()) +break}}, +aJ(a,b){return this.iz(a,b,null)}, +Fw(a){var s,r=this.b +if(r===0||a.gaI(a)-a.gag(a)===a.gaN(a)-a.gal(a))return A.kj(a.gbv(),a.gj2()/2) +r=1-r +if(a.gaI(a)-a.gag(a)").b(b)&&A.b6X(b.b,s.b)}, +gJ(a){return A.a3(A.L(this),this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +j(a){return"ColorSwatch(primary value: "+this.aii(0)+")"}} +A.k_.prototype={ +fc(){return"Decoration"}, +ghv(a){return B.M}, +gJO(){return!1}, +fZ(a,b){return null}, +h_(a,b){return null}, +Uc(a,b,c){return!0}, +LF(a,b){throw A.d(A.a8("This Decoration subclass does not expect to be used for clipping."))}} +A.u1.prototype={ +v(){}} +A.aer.prototype={} +A.uK.prototype={ +V(){return"ImageRepeat."+this.b}} +A.eM.prototype={ +gdQ(){var s=this +return s.gj3(s)+s.gj5(s)+s.gkJ(s)+s.gkL()}, +aGq(a){var s=this +switch(a.a){case 0:return s.gdQ() +case 1:return s.gcM(s)+s.gcR(s)}}, +D(a,b){var s=this +return new A.wC(s.gj3(s)+b.gj3(b),s.gj5(s)+b.gj5(b),s.gkJ(s)+b.gkJ(b),s.gkL()+b.gkL(),s.gcM(s)+b.gcM(b),s.gcR(s)+b.gcR(b))}, +ca(a,b,c){var s=this +return new A.wC(A.Z(s.gj3(s),b.a,c.a),A.Z(s.gj5(s),b.c,c.b),A.Z(s.gkJ(s),0,c.c),A.Z(s.gkL(),0,c.d),A.Z(s.gcM(s),b.b,c.e),A.Z(s.gcR(s),b.d,c.f))}, +j(a){var s=this +if(s.gkJ(s)===0&&s.gkL()===0){if(s.gj3(s)===0&&s.gj5(s)===0&&s.gcM(s)===0&&s.gcR(s)===0)return"EdgeInsets.zero" +if(s.gj3(s)===s.gj5(s)&&s.gj5(s)===s.gcM(s)&&s.gcM(s)===s.gcR(s))return"EdgeInsets.all("+B.c.b3(s.gj3(s),1)+")" +return"EdgeInsets("+B.c.b3(s.gj3(s),1)+", "+B.c.b3(s.gcM(s),1)+", "+B.c.b3(s.gj5(s),1)+", 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A.x(a.a+s.a,a.b+s.b,a.c-s.c,a.d-s.d)}, +D(a,b){if(b instanceof A.aR)return this.W(0,b) +return this.Yi(0,b)}, +ca(a,b,c){var s=this +return new A.aR(A.Z(s.a,b.a,c.a),A.Z(s.b,b.b,c.e),A.Z(s.c,b.c,c.b),A.Z(s.d,b.d,c.f))}, +X(a,b){var s=this +return new A.aR(s.a-b.a,s.b-b.b,s.c-b.c,s.d-b.d)}, +W(a,b){var s=this +return new A.aR(s.a+b.a,s.b+b.b,s.c+b.c,s.d+b.d)}, +a1(a,b){var s=this +return new A.aR(s.a*b,s.b*b,s.c*b,s.d*b)}, +aE(a){return this}, +ue(a,b,c,d){var s=this,r=b==null?s.a:b,q=d==null?s.b:d,p=c==null?s.c:c +return new A.aR(r,q,p,a==null?s.d:a)}, +Ij(a){return this.ue(a,null,null,null)}, +aIE(a,b){return this.ue(a,null,null,b)}, +aIL(a,b){return this.ue(null,a,b,null)}} +A.k1.prototype={ +gkJ(a){return this.a}, +gcM(a){return this.b}, +gkL(){return this.c}, +gcR(a){return this.d}, +gj3(a){return 0}, +gj5(a){return 0}, +D(a,b){if(b instanceof A.k1)return this.W(0,b) +return this.Yi(0,b)}, +X(a,b){var s=this +return new A.k1(s.a-b.a,s.b-b.b,s.c-b.c,s.d-b.d)}, +W(a,b){var s=this 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A.B(a.a.D_(a.b),$async$jI) +case 9:n=f +p=2 +s=8 +break +case 6:p=5 +i=o +if(A.b_(i) instanceof A.qP){j=$.hT.fI$ +j===$&&A.c() +j.Cb(a) +throw i}else throw i +s=8 +break +case 5:s=2 +break +case 8:q=b.$1(n) +s=1 +break +case 4:s=c!=null?10:11 +break +case 10:m=null +p=13 +s=16 +return A.B(a.a.D_(a.b),$async$jI) +case 16:m=f +p=2 +s=15 +break +case 13:p=12 +h=o +if(A.b_(h) instanceof A.qP){j=$.hT.fI$ +j===$&&A.c() +j.Cb(a) +throw h}else throw h +s=15 +break +case 12:s=2 +break +case 15:q=c.$1(m) +s=1 +break +case 11:l=null +p=18 +s=21 +return A.B(a.a.cI(0,a.b),$async$jI) +case 21:l=f +p=2 +s=20 +break +case 18:p=17 +g=o +if(A.b_(g) instanceof A.qP){j=$.hT.fI$ +j===$&&A.c() +j.Cb(a) +throw g}else throw g +s=20 +break +case 17:s=2 +break +case 20:d.toString +q=d.$1(J.kJ(J.jP(l))) +s=1 +break +case 1:return A.q(q,r) +case 2:return A.p(o,r)}}) +return A.r($async$jI,r)}} +A.pl.prototype={ +Df(a){return new A.cO(this,t.Q6)}, +yg(a,b,c){return A.va(null,this.P5(b,c),"MemoryImage("+("#"+A.bC(b.a))+")",null,b.b)}, +yh(a,b){return A.va(null,this.P4(a,b),"MemoryImage("+("#"+A.bC(a.a))+")",null,a.b)}, +yi(a,b){return A.va(null,this.P3(a,b),"MemoryImage("+("#"+A.bC(a.a))+")",null,a.b)}, +jI(a,b,c,d){return this.axk(a,b,c,d)}, +P5(a,b){return this.jI(a,null,null,b)}, +P4(a,b){return this.jI(a,null,b,null)}, +P3(a,b){return this.jI(a,b,null,null)}, +axk(a,b,c,d){var s=0,r=A.t(t.hP),q,p=this,o +var $async$jI=A.u(function(e,f){if(e===1)return A.p(f,r) +while(true)switch(s){case 0:s=b!=null?3:4 +break +case 3:o=b +s=5 +return A.B(A.yW(p.a),$async$jI) +case 5:q=o.$1(f) +s=1 +break +case 4:s=c!=null?6:7 +break +case 6:o=c +s=8 +return A.B(A.yW(p.a),$async$jI) +case 8:q=o.$1(f) +s=1 +break +case 7:q=d.$1(p.a) +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$jI,r)}, +l(a,b){if(b==null)return!1 +if(J.ak(b)!==A.L(this))return!1 +return b instanceof A.pl&&b.a===this.a&&b.b===this.b}, +gJ(a){return 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s=0,r=A.t(t.H),q=this,p,o,n,m,l,k +var $async$Fe=A.u(function(a,b){if(a===1)return A.p(b,r) +while(true)switch(s){case 0:l=t.S +s=2 +return A.B(B.a0V.ab7("getKeyboardState",l,l),$async$Fe) +case 2:k=b +if(k!=null)for(l=J.bt(k),p=J.aA(l.gdh(k)),o=q.a;p.H();){n=p.ga2(p) +m=l.i(k,n) +m.toString +o.q(0,new A.J(n),new A.n(m))}return A.q(null,r)}}) +return A.r($async$Fe,r)}, +ar1(a){var s,r,q,p,o,n,m,l,k,j,i,h=this +h.d=!0 +s=!1 +for(n=h.c,m=n.length,l=0;l") +r=A.iP(new A.bl(e,s),s.h("y.E")) +q=A.b([],t.K0) +p=e.i(0,d) +o=$.fS.nr$ +n=a.a +if(n==="")n=f +if(a instanceof A.ki)if(p==null){m=new A.nT(d,c,n,o,!1) +r.D(0,d)}else m=new A.Ml(d,p,n,o,!1) +else if(p==null)m=f +else{m=new A.mI(d,p,f,o,!1) +r.O(0,d)}for(s=this.c.d,l=A.w(s).h("bl<1>"),k=l.h("y.E"),j=r.uk(A.iP(new A.bl(s,l),k)),j=j.gav(j),i=this.e;j.H();){h=j.ga2(j) +if(h.l(0,d))q.push(new A.mI(h,c,f,o,!0)) +else{g=e.i(0,h) +g.toString +i.push(new A.mI(h,g,f,o,!0))}}for(e=A.iP(new A.bl(s,l),k).uk(r),e=e.gav(e);e.H();){l=e.ga2(e) +k=s.i(0,l) +k.toString +i.push(new A.nT(l,k,f,o,!0))}if(m!=null)i.push(m) +B.b.I(i,q)}} +A.ah0.prototype={} +A.aE8.prototype={ +j(a){return"KeyboardInsertedContent("+this.a+", "+this.b+", "+A.j(this.c)+")"}, +l(a,b){var s,r,q=this +if(b==null)return!1 +if(J.ak(b)!==A.L(q))return!1 +if(b instanceof A.aE8)if(b.a===q.a)if(b.b===q.b){s=b.c +r=q.c +r=s==null?r==null:s===r +s=r}else s=!1 +else s=!1 +else s=!1 +return s}, +gJ(a){return A.a3(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}} +A.aE9.prototype={} +A.n.prototype={ +gJ(a){return B.e.gJ(this.a)}, +l(a,b){if(b==null)return!1 +if(this===b)return!0 +if(J.ak(b)!==A.L(this))return!1 +return b instanceof A.n&&b.a===this.a}} +A.J.prototype={ +gJ(a){return B.e.gJ(this.a)}, +l(a,b){if(b==null)return!1 +if(this===b)return!0 +if(J.ak(b)!==A.L(this))return!1 +return b instanceof A.J&&b.a===this.a}} +A.ah2.prototype={} +A.pm.prototype={ +j(a){return"MethodCall("+this.a+", "+A.j(this.b)+")"}} +A.zW.prototype={ +j(a){var s=this +return"PlatformException("+s.a+", "+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+")"}, +$ic9:1} +A.N1.prototype={ +j(a){return"MissingPluginException("+A.j(this.a)+")"}, +$ic9:1} +A.aPs.prototype={ +km(a){var s +if(a==null)return null +s=J.bt(a) +return B.c6.cT(J.ig(s.gdc(a),s.gfB(a),s.giV(a)))}, +ee(a){if(a==null)return null +return A.kc(B.ef.cT(a).buffer,0,null)}} +A.aDC.prototype={ +ee(a){if(a==null)return null +return B.kz.ee(B.cH.kV(a))}, +km(a){var s +if(a==null)return a +s=B.kz.km(a) +s.toString +return B.cH.hK(0,s)}} +A.aDE.prototype={ +np(a){var s=B.dB.ee(A.b5(["method",a.a,"args",a.b],t.N,t.X)) +s.toString +return s}, +mA(a){var s,r,q,p=null,o=B.dB.km(a) +if(!t.f.b(o))throw A.d(A.d6("Expected method call Map, got "+A.j(o),p,p)) +s=J.aj(o) +r=s.i(o,"method") +q=s.i(o,"args") +if(typeof r=="string")return new A.pm(r,q) +throw A.d(A.d6("Invalid method call: "+A.j(o),p,p))}, +Sc(a){var s,r,q,p=null,o=B.dB.km(a) +if(!t.j.b(o))throw A.d(A.d6("Expected envelope List, got "+A.j(o),p,p)) +s=J.aj(o) +if(s.gE(o)===1)return s.i(o,0) +if(s.gE(o)===3)if(typeof s.i(o,0)=="string")r=s.i(o,1)==null||typeof s.i(o,1)=="string" +else r=!1 +else r=!1 +if(r){r=A.cG(s.i(o,0)) +q=A.f0(s.i(o,1)) +throw A.d(A.aJ0(r,s.i(o,2),q,p))}if(s.gE(o)===4)if(typeof s.i(o,0)=="string")if(s.i(o,1)==null||typeof s.i(o,1)=="string")r=s.i(o,3)==null||typeof s.i(o,3)=="string" +else r=!1 +else r=!1 +else r=!1 +if(r){r=A.cG(s.i(o,0)) +q=A.f0(s.i(o,1)) +throw A.d(A.aJ0(r,s.i(o,2),q,A.f0(s.i(o,3))))}throw A.d(A.d6("Invalid envelope: "+A.j(o),p,p))}, +C8(a){var s=B.dB.ee([a]) +s.toString +return s}, +ur(a,b,c){var s=B.dB.ee([a,c,b]) +s.toString +return s}, +a9x(a,b){return this.ur(a,null,b)}} +A.aP8.prototype={ +ee(a){var s +if(a==null)return null +s=A.aTh(64) +this.iF(0,s,a) +return s.rl()}, +km(a){var s,r +if(a==null)return null +s=new A.Ow(a) +r=this.mQ(0,s) +if(s.b=J.aru(b.a))throw A.d(B.bU) +return this.qm(b.nZ(0),b)}, +qm(a,b){var s,r,q,p,o,n,m,l,k=this 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+Sc(a){var s,r,q,p,o,n=J.bt(a) +if(n.giV(a)===0)throw A.d(B.Su) +s=new A.Ow(a) +if(s.nZ(0)===0)return B.b4.mQ(0,s) +r=B.b4.mQ(0,s) +q=B.b4.mQ(0,s) +p=B.b4.mQ(0,s) +o=s.b=n.giV(a) +else n=!1 +if(n)throw A.d(A.aJ0(r,p,A.f0(q),o)) +else throw A.d(B.Sv)}} +A.aGf.prototype={ +aLt(a,b,c){var s,r,q,p +if(t.PB.b(b)){this.b.O(0,a) +return}s=this.b +r=s.i(0,a) +q=A.bEG(c) +if(q==null)q=this.a +if(J.f(r==null?null:t.U8.a(r.a),q))return +p=q.Iy(a) +s.q(0,a,p) +B.a0W.fl("activateSystemCursor",A.b5(["device",p.b,"kind",t.U8.a(p.a).a],t.N,t.z),t.H)}} +A.N3.prototype={} +A.eT.prototype={ +j(a){var s=this.gBO() +return s}} +A.aev.prototype={ +Iy(a){throw A.d(A.cJ(null))}, +gBO(){return"defer"}} +A.amI.prototype={} +A.pL.prototype={ +gBO(){return"SystemMouseCursor("+this.a+")"}, +Iy(a){return new A.amI(this,a)}, +l(a,b){if(b==null)return!1 +if(J.ak(b)!==A.L(this))return!1 +return b instanceof A.pL&&b.a===this.a}, +gJ(a){return B.d.gJ(this.a)}} +A.ahV.prototype={} +A.tX.prototype={ +gBl(){var s=$.fS.ey$ 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A.pm(a,b)) +m=p.a +s=3 +return A.B(p.gBl().M4(0,m,n),$async$ln) +case 3:l=g +if(l==null){if(c){q=null +s=1 +break}throw A.d(A.b9X("No implementation found for method "+a+" on channel "+m))}q=d.h("0?").a(o.Sc(l)) +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$ln,r)}, +fl(a,b,c){return this.ln(a,b,!1,c)}, +JN(a,b,c,d){return this.aNr(a,b,c,d,c.h("@<0>").af(d).h("bx<1,2>?"))}, +ab7(a,b,c){return this.JN(a,null,b,c)}, +aNr(a,b,c,d,e){var s=0,r=A.t(e),q,p=this,o +var $async$JN=A.u(function(f,g){if(f===1)return A.p(g,r) +while(true)switch(s){case 0:s=3 +return A.B(p.fl(a,b,t.f),$async$JN) +case 3:o=g +q=o==null?null:J.be5(o,c,d) +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$JN,r)}, +vF(a){var s=this.gBl() +s.EK(this.a,new A.aG0(this,a))}, +G0(a,b){return this.atr(a,b)}, +atr(a,b){var s=0,r=A.t(t.CD),q,p=2,o,n=this,m,l,k,j,i,h,g,f,e +var $async$G0=A.u(function(c,d){if(c===1){o=d +s=p}while(true)switch(s){case 0:h=n.b +g=h.mA(a) +p=4 +e=h +s=7 +return 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s,r,q,p,o,n=this,m=B.b.gdF(n.r.f),l=A.bd("primaryDeltaFromDragStart"),k=A.bd("primaryDeltaFromLastDragUpdate") +switch(m.w.a.c.a){case 0:s=a.b +l.b=n.d.b-s +k.b=n.e.b-s +break +case 1:s=a.a +l.b=s-n.d.a +k.b=s-n.e.a +break +case 2:s=a.b +l.b=s-n.d.b +k.b=s-n.e.b +break +case 3:s=a.a +l.b=n.d.a-s +k.b=n.e.a-s +break}s=n.at +s===$&&A.c() +r=l.bc() +q=n.f +q.toString +p=s.Xf(r+q) +if(l.bc()>0){r=m.at +r.toString +r=pr}else r=!1 +else r=!0 +if(r){r=m.at +r.toString +p=r+s.Xf(k.bc())}s=m.at +s.toString +if(p!==s){o=p-m.r.Bb(m,p) +s=n.c +s.toString +s=A.a8b(s) +r=n.c +r.toString +switch(s.pk(r).a){case 1:case 3:case 4:case 5:s=m.z +s.toString +r=m.Q +r.toString +o=A.Z(o,s,r) +break +case 2:case 0:break}m.i6(o)}}, +Gn(){var s,r=this +if(!r.gvM()){s=r.w +if(s!=null)s.by(0) +r.w=A.dr(r.a.ch,new A.aKj(r))}}, +td(){var s=this.r.f +if(s.length!==0)return A.cr(B.b.gdF(s).gms()) +return null}, +Ju(){if(this.td()==null)return +var s=this.w +if(s!=null)s.by(0)}, +Jw(a){var s,r,q,p,o,n,m=this 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+n=A.tL(n)?B.l:B.q +l.sA(0,n) +l.sbJ(1.5) +l.sP(0,B.t) +a.ct(new A.h(q*(m&255)/255,p*(1-(m>>>16&255)/255)),p*0.04,l)}, +cu(a){return!1}} +A.a6E.prototype={ +aJ(a,b){var s,r=null,q=b.a,p=b.b,o=new A.x(0,0,0+q,0+p),n=this.b,m=n.a,l=m&255,k=t.O,j=A.b([A.kM(0,255,l,1),A.kM(255,255,l,1)],k) +k=A.b([A.kM(255,255,l,1),A.kM(255,0,l,1)],k) +l=$.G() +s=l.B() +s.sde(new A.es(B.aw,B.aI,B.J,j,r,r).fj(0,o)) +a.aX(o,s) +s=l.B() +s.sde(new A.es(B.cF,B.cm,B.J,k,r,r).fj(0,o)) +s.sdl(B.fd) +a.aX(o,s) +l=l.B() +n=A.tL(n)?B.l:B.q +l.sA(0,n) +l.sbJ(1.5) +l.sP(0,B.t) +a.ct(new A.h(q*(m>>>16&255)/255,p*(1-(m>>>8&255)/255)),p*0.04,l)}, +cu(a){return!1}} +A.a29.prototype={ +aJ(a,b){var s,r,q,p,o,n=null,m=b.a,l=b.b,k=new A.x(0,0,0+m,0+l),j=m/2,i=l/2,h=new A.h(j,i),g=m<=l?j:i,f=A.b([B.lM.bf(),B.lL.bf(),B.lK.bf(),B.lJ.bf(),B.lI.bf(),B.lN.bf(),B.lH.bf()],t.O),e=new A.a9W(B.Z,0,6.283185307179586,B.J,f,n,n) +m=$.G() +s=m.B() +r=B.Z.aE(n).Lx(k) +q=e.OU() +e.PU(k,n) +s.sde(m.a8K(r,f,q,B.J,0,6.283185307179586,n)) +a.ct(h,g,s) +s=m.B() +r=B.Z.aE(n).Lx(k) +q=k.gj2() +p=B.CP.OU() +o=B.CP.PU(k,n) +s.sde(A.E3(r,0.5*q,B.v6,p,B.J,o,n,0*k.gj2())) +a.ct(h,g,s) +s=m.B() +r=this.b +s.sA(0,A.a9(B.c.aA(255*(1-r.d)),0,0,0)) +a.ct(h,g,s) +s=r.c*g +q=r.b*3.141592653589793/180 +p=Math.cos(q) +q=Math.sin(q) +m=m.B() +r=A.tL(r.bf())?B.l:B.q +m.sA(0,r) +m.sbJ(1.5) +m.sP(0,B.t) +a.ct(new A.h(j+s*p,i-s*q),l*0.04,m)}, +cu(a){return!1}} +A.b1l.prototype={ +KJ(a){var s,r=this,q="gesturecontainer",p=a.a,o=a.b +r.k_("track",A.jb(o/5,p-30)) +s=o*0.4 +r.kw("track",new A.h(15,s)) +r.k_("thumb",A.jb(o/4,5)) +r.kw("thumb",new A.h(0,s)) +r.k_(q,A.jb(o,p)) +r.kw(q,B.h)}, +tp(a){return!1}} +A.aaQ.prototype={ +aJ(a,b){var s,r,q,p,o,n=this,m=null,l=b.b,k=new A.x(0,0,0+b.a,0+l),j=n.b +if(j===B.pR){s=l/2 +r=$.G() +q=r.B() +q.sA(0,B.kX) +p=r.B() +p.sA(0,B.l) +A.mM(B.c.aA(l/s),new A.aS9(b,new A.N(s,s),a,p,q),t.P)}switch(j.a){case 0:o=A.b([B.lH.bf(),B.lN.bf(),B.lI.bf(),B.lJ.bf(),B.lK.bf(),B.lL.bf(),B.lM.bf()],t.O) +l=$.G().B() +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) +break +case 1:l=n.c.b +o=A.b([new A.d2(1,l,0,1).bf(),new A.d2(1,l,1,1).bf()],t.O) +l=$.G().B() +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) +break +case 2:l=n.c.b +o=A.b([new A.dU(1,l,0,0.5).bf(),new A.dU(1,l,1,0.5).bf()],t.O) +l=$.G().B() +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) +break +case 3:l=n.c.b +o=A.b([new A.d2(1,l,1,0).bf(),new A.d2(1,l,1,1).bf()],t.O) +l=$.G().B() +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) +break +case 4:l=n.c.b +o=A.b([new A.dU(1,l,1,0).bf(),new A.dU(1,l,1,0.5).bf(),new A.dU(1,l,1,1).bf()],t.O) +l=$.G().B() +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) +break +case 5:l=n.c +j=l.bf().a +j=A.a9(j>>>24&255,0,j>>>8&255,j&255).a +j=A.a9(255,j>>>16&255,j>>>8&255,j&255) +l=l.bf().a +l=A.a9(l>>>24&255,255,l>>>8&255,l&255).a +o=A.b([j,A.a9(255,l>>>16&255,l>>>8&255,l&255)],t.O) +l=$.G().B() +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) +break +case 6:l=n.c +j=l.bf().a +j=A.a9(j>>>24&255,j>>>16&255,0,j&255).a +j=A.a9(255,j>>>16&255,j>>>8&255,j&255) +l=l.bf().a +l=A.a9(l>>>24&255,l>>>16&255,255,l&255).a +o=A.b([j,A.a9(255,l>>>16&255,l>>>8&255,l&255)],t.O) +l=$.G().B() +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) +break +case 7:l=n.c +j=l.bf().a +j=A.a9(j>>>24&255,j>>>16&255,j>>>8&255,0).a +j=A.a9(255,j>>>16&255,j>>>8&255,j&255) +l=l.bf().a +l=A.a9(l>>>24&255,l>>>16&255,l>>>8&255,255).a +o=A.b([j,A.a9(255,l>>>16&255,l>>>8&255,l&255)],t.O) +l=$.G().B() +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) +break +case 8:l=n.c +j=l.bf().a +j=A.a9(0,j>>>16&255,j>>>8&255,j&255) +l=l.bf().a +o=A.b([j,A.a9(255,l>>>16&255,l>>>8&255,l&255)],t.O) +l=$.G().B() +l.sde(new A.es(B.aw,B.aI,B.J,o,m,m).fj(0,k)) +a.aX(k,l) +break}}, +cu(a){return!1}} +A.aS9.prototype={ +$1(a){var s=this,r=s.b +A.mM(B.c.aA(s.a.a/r.a),new A.aS8(s.c,r,a,s.d,s.e),t.P)}, +$S:70} +A.aS8.prototype={ +$1(a){var s=this,r=s.b,q=r.a,p=q*a,o=s.c,n=q*o +o=B.e.bB(a+o,2)!==0?s.d:s.e +s.a.aX(new A.x(p,n,p+q,n+r.b),o)}, +$S:70} +A.aaE.prototype={ +aJ(a,b){var s,r,q=$.G(),p=q.T() +p.hk(A.kj(B.a0F,b.a*1.8)) +a.ro(p,B.q,3,!0) +p=b.b +s=p*0.4 +r=q.B() +r.sA(0,B.l) +r.sP(0,B.i) +a.ct(new A.h(0,s),p,r) +r=this.b +if(r!=null){q=q.B() +q.sA(0,r) +q.sP(0,B.i) +a.ct(new A.h(0,s),p*0.65,q)}}, +cu(a){return!1}} +A.a2G.prototype={ +aJ(a,b){var s,r=b.a,q=b.b,p=q/10,o=$.G(),n=o.B() +n.sA(0,B.kX) +s=o.B() +s.sA(0,B.l) +A.mM(B.c.aA(q/p),new A.aD3(b,new A.N(r/10,p),a,s,n),t.P) +q/=2 +o=o.B() +o.sA(0,this.b) +o.sP(0,B.i) +a.ct(new A.h(r/2,q),q,o)}, +cu(a){return!1}} +A.aD3.prototype={ +$1(a){var s=this,r=s.b +A.mM(B.c.aA(s.a.a/r.a),new A.aD2(s.c,r,a,s.d,s.e),t.P)}, +$S:70} +A.aD2.prototype={ +$1(a){var s,r,q=this,p=q.b,o=p.a,n=o*a +p=p.b +s=q.c +r=p*s +s=B.e.bB(a+s,2)!==0?q.d:q.e +q.a.aX(new A.x(n,r,n+o,r+p),s)}, +$S:70} +A.CZ.prototype={ +b0(){return new A.adv(B.o)}} +A.adv.prototype={ +bk(){this.bG() +this.e=this.a.f[0]}, +aHP(a,b){var s,r +if(b===B.rx){s=a.bf().a +return A.b([B.d.jo(B.e.hA(s>>>16&255,16).toUpperCase(),2,"0"),B.d.jo(B.e.hA(s>>>8&255,16).toUpperCase(),2,"0"),B.d.jo(B.e.hA(s&255,16).toUpperCase(),2,"0"),B.d.jo(B.e.hA(s>>>24&255,16).toUpperCase(),2,"0")],t.T)}else if(b===B.kH){s=a.bf().a +return A.b([B.e.j(s>>>16&255),B.e.j(s>>>8&255),B.e.j(s&255),""+B.c.aA((s>>>24&255)/255*100)+"%"],t.T)}else if(b===B.kI)return A.b([""+B.c.aA(a.b)+"\xb0",""+B.c.aA(a.c*100)+"%",""+B.c.aA(a.d*100)+"%",""+B.c.aA(a.a*100)+"%"],t.T) +else{s=t.T +if(b===B.kJ){r=A.nn(a) +return A.b([""+B.c.aA(r.b)+"\xb0",""+B.c.aA(r.c*100)+"%",""+B.c.aA(r.d*100)+"%",""+B.c.aA(a.a*100)+"%"],s)}else return A.b(["??","??","??","??"],s)}}, +aHQ(){var s,r,q,p,o,n,m,l,k,j=this,i=null +j.a.toString +s=t.p +r=A.b([],s) +q=j.e +q===$&&A.c() +q=B.Aj.i(0,q) +if(q==null)q=A.b([],t.T) +p=q.length +o=0 +for(;o>>24&255,B.c.aA(o*255),p>>>8&255,p&255))) +break +case 6:p=r.d.bf().a +r.e.$1(A.nQ(A.a9(p>>>24&255,p>>>16&255,B.c.aA(o*255),p&255))) +break +case 7:p=r.d.bf().a +r.e.$1(A.nQ(A.a9(p>>>24&255,p>>>16&255,p>>>8&255,B.c.aA(o*255)))) +break +case 8:s=r.d +r.e.$1(new A.d2(B.c.ca(q,0,p)/p,s.b,s.c,s.d)) +break}}, +a8(a){return new A.uZ(new A.ave(this),null)}} +A.ave.prototype={ +$2(a,b){var s,r,q,p=null,o=this.a,n=o.c +switch(n.a){case 0:s=o.d.b +r=15+(b.b-30)*s/360 +new A.d2(1,s,1,1).bf() +break +case 1:s=o.d +q=s.c +r=15+(b.b-30)*q +new A.d2(1,s.b,q,1).bf() +break +case 2:s=o.d +r=15+(b.b-30)*A.nn(s).c +new A.dU(1,s.b,A.nn(s).c,0.5).bf() +break +case 3:s=o.d +q=s.d +r=15+(b.b-30)*q +new A.d2(1,s.b,1,q).bf() +break +case 4:s=o.d +r=15+(b.b-30)*A.nn(s).d +new A.dU(1,s.b,1,A.nn(s).d).bf() +break +case 5:s=o.d +r=15+(b.b-30)*(s.bf().a>>>16&255)/255 +s=s.bf().a +A.a9(255,s>>>16&255,s>>>8&255,s&255) +break +case 6:s=o.d +r=15+(b.b-30)*(s.bf().a>>>8&255)/255 +s=s.bf().a +A.a9(255,s>>>16&255,s>>>8&255,s&255) +break +case 7:s=o.d +r=15+(b.b-30)*(s.bf().a&255)/255 +s=s.bf().a +A.a9(255,s>>>16&255,s>>>8&255,s&255) +break +case 8:s=o.d +r=15+(b.b-30)*((s.bf().a>>>24&255)/255) +q=s.bf().a +A.a9(B.c.aA(255*s.a),q>>>16&255,q>>>8&255,q&255) +break +default:r=15}n=A.aEC(A.auL(B.Gm,A.ep(p,p,p,new A.aaQ(n,o.d,p),B.w),B.cq),"track") +return new A.xV(new A.b1l(),A.b([n,A.aEC(A.bk_(A.ep(p,p,p,new A.aaE(p,!1,p),B.w),new A.h(r,0)),"thumb"),A.aEC(new A.uZ(new A.avd(o),p),"gesturecontainer")],t.p),p)}, +$S:758} +A.avd.prototype={ +$2(a,b){var s=null,r=a.gaH(),q=this.a +return A.im(s,s,B.a3,!1,s,s,s,s,s,s,s,s,new A.avb(q,r,b),s,new A.avc(q,r,b),s,s,s,s,s,s,s,s,s,s,s)}, +$S:759} +A.avb.prototype={ +$1(a){var s=this.b +return s!=null?this.a.XX(s,this.c,a.a):null}, +$S:103} +A.avc.prototype={ +$1(a){var s=this.b +return s!=null?this.a.XX(s,this.c,a.d):null}, +$S:10} +A.xE.prototype={ +a8(a){var s=null,r=A.ats(B.Nh) +return A.dk(s,A.auL(B.qY,A.ep(s,s,s,new A.a2G(this.c.bf(),s),B.w),B.cq),B.x,s,s,new A.dC(s,s,r,B.qY,s,s,B.aq),this.e,s,s,this.d)}} +A.ZT.prototype={ +atD(a,b){var s,r=this +switch(r.e.a){case 0:case 1:s=r.c +r.d.$1(new A.d2(s.a,s.b,a,b)) +break +case 3:s=r.c +r.d.$1(new A.d2(s.a,a*360,s.c,b)) +break +case 2:s=r.c +r.d.$1(new A.d2(s.a,a*360,b,s.d)) +break +case 4:case 5:s=A.nn(r.c) +r.d.$1(A.aqV(new A.dU(s.a,s.b,a,b))) +break +case 7:s=A.nn(r.c) +r.d.$1(A.aqV(new A.dU(s.a,a*360,s.c,b))) +break +case 6:s=A.nn(r.c) +r.d.$1(A.aqV(new A.dU(s.a,a*360,b,s.d))) +break +case 10:s=r.c.bf().a +s=A.a9(s>>>24&255,s>>>16&255,s>>>8&255,B.c.aA(a*255)).a +r.d.$1(A.nQ(A.a9(s>>>24&255,s>>>16&255,B.c.aA(b*255),s&255))) +break +case 9:s=r.c.bf().a +s=A.a9(s>>>24&255,s>>>16&255,s>>>8&255,B.c.aA(a*255)).a +r.d.$1(A.nQ(A.a9(s>>>24&255,B.c.aA(b*255),s>>>8&255,s&255))) +break +case 8:s=r.c.bf().a +s=A.a9(s>>>24&255,B.c.aA(a*255),s>>>8&255,s&255).a +r.d.$1(A.nQ(A.a9(s>>>24&255,s>>>16&255,B.c.aA(b*255),s&255))) +break +default:break}}, +a1o(a,b,c,d){var s,r,q,p,o,n,m,l=this,k=b.gaH(),j=k.dR(a),i=B.c.ca(j.a,0,d),h=B.c.ca(j.b,0,c) +if(l.e===B.a17){s=d/2 +r=c/2 +q=d<=c?s:r +p=i-s +o=h-r +n=Math.sqrt(Math.pow(p,2)+Math.pow(o,2)) +m=l.c +l.d.$1(new A.d2(m.a,B.c.ca(B.c.bB((Math.atan2(p,o)/3.141592653589793+1)/2*360+90,360),0,360),B.c.ca(n/q,0,1),m.d))}else l.atD(i/d,1-h/c)}, +a8(a){return new A.uZ(new A.ava(this),null)}} +A.ava.prototype={ +$2(a,b){var s=this.a +return new A.l3(new A.iG(new A.av7(s),null),A.b5([B.acz,new A.dx(new A.av8(),new A.av9(s,a,b.d,b.b),t.pL)],t.B,t.xR),null,!1,null)}, +$S:760} +A.av8.prototype={ +$0(){var s=t.S,r=A.ee(s),q=A.b6Z() +return new A.pZ(B.a3,A.b6Y(),B.dw,A.D(s,t.GY),A.C(s),A.D(s,t.SP),r,null,null,q,A.D(s,t.Au))}, +$S:761} +A.av9.prototype={ +$1(a){var s=this,r=s.a,q=s.b,p=s.c,o=s.d +a.ax=new A.av5(r,q,p,o) +a.ch=new A.av6(r,q,p,o)}, +$S:762} +A.av5.prototype={ +$1(a){var s=this +return s.a.a1o(a.a,s.b,s.c,s.d)}, +$S:103} +A.av6.prototype={ +$1(a){var s=this +return s.a.a1o(a.d,s.b,s.c,s.d)}, +$S:10} +A.av7.prototype={ +$1(a){var s=null,r=this.a +switch(r.e.a){case 0:case 1:return A.ep(s,s,s,new A.a26(r.c,s),B.w) +case 3:return A.ep(s,s,s,new A.a27(r.c,s),B.w) +case 2:return 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+a.r=p +h.r=1+Math.max(p,q.r)}else{h.f=p +a.e=q +q.d=a +m.jP(l,i) +j.jP(m,k) +q=1+Math.max(s.r,q.r) +a.r=q +h.r=1+Math.max(q,p.r)}return h}return a}} +A.nI.prototype={} +A.Fc.prototype={ +cH(a,b){var s=this.a,r=b.a +if(sd*d)return +a.d=B.j8 +a.c.u(s) +a.b.cE() +a.e=1 +q=a.a +q[0].a.u(r) +q[0].d.Ei()}, +aHM(b4,b5,b6,b7,b8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3 +b4.e=0 +s=b7.c +r=b8.b +q=b6.b +p=r.b +o=s.a +n=o[0] +m=r.a +l=o[1] +k=b8.a.a +j=k[0] +k=k[1] +i=b6.a.a +h=p*n-m*l+j-i[0] +g=m*n+p*l+k-i[1] +i=q.b +k=q.a +f=i*h+k*g +e=-k*h+i*g +d=b5.b+b7.b +c=b5.d +b=b5.e +for(p=c.length,a=0,a0=-17976931348623157e292,a1=0;a1d)return +if(a2>a0){a0=a2 +a=a1}}a3=a+1 +a3=a3d*d)return +b4.e=1 +b4.d=B.dS +o=b4.b +o.sL(0,a7) +o.sM(0,e-p[1]) +o.dW(0) +b4.c.u(a4) +o=b4.a +o[0].a.u(s) +o[0].d.Ei()}else if(a9*(o-l)+b0*(n-k)<=0){if(a9*a9+b0*b0>d*d)return +b4.e=1 +b4.d=B.dS +p=b4.b +p.sL(0,a9) +p.sM(0,e-m[1]) +p.dW(0) +b4.c.u(a5) +p=b4.a +p[0].a.u(s) +p[0].d.Ei()}else{b1=(o+l)*0.5 +b2=(n+k)*0.5 +b3=b[a] +p=b3.a +if((f-b1)*p[0]+(e-b2)*p[1]>d)return +b4.e=1 +b4.d=B.dS +b4.b.u(b3) +p=b4.c +p.sL(0,b1) +p.sM(0,b2) +p=b4.a +p[0].a.u(s) +p[0].d.Ei()}}, +a9U(a0,a1,a2,a3,a4){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=a1.d,e=f.length,d=a3.d,c=d.length,b=a1.e,a=this.f +a.dL(0,A.bk1(a4,a2)) +s=a.b +for(r=this.r.a,q=this.w.a,p=0,o=-17976931348623157e292,n=0;no){o=l +p=n}}a0.b=p +a0.a=o}, +aKZ(a5,a6,a7,a8,a9,b0){var s,r,q,p,o,n,m,l,k,j,i,h,g=a9.d,f=g.length,e=a9.e,d=a5[0],c=a5[1],b=a7.b,a=b0.b,a0=a6.e[a8],a1=b.b,a2=a0.a,a3=a2[0],a4=b.a +a2=a2[1] +s=a1*a3-a4*a2 +r=a4*a3+a1*a2 +a2=a.b +a1=a.a +q=a2*s+a1*r +p=-a1*s+a2*r +for(o=0,n=17976931348623157e292,m=0;ms)return +q=b0.y +b0.a9U(q,b4,b5,b2,b3) +p=q.a +if(p>s)return +if(p>r.a+0.0005){o=q.b +b1.d=B.Ah +n=b3 +m=b5 +l=b2 +k=b4 +j=!0}else{o=r.b +b1.d=B.dS +n=b5 +m=b3 +l=b4 +k=b2 +j=!1}i=m.b +r=b0.ch +b0.aKZ(r,k,m,o,l,n) +q=k.d +h=o+1 +h=hk*k)return +if(b.r){n=d.dy +n.u(p) +n.aq(0,b.e) +s.u(p) +s.aq(0,q) +if(n.bI(s)>0)return}i[0]=0 +i[2]=0 +a.e=1 +a.d=B.j8 +a.b.cE() +a.c.u(p) +s=a.a +s[0].d.dL(0,j) +s[0].a.u(r) +return}if(m<=0){n=d.d +n.u(q) +n.aq(0,o) +if(n.bI(n)>k*k)return +if(b.w){h=d.dy +h.u(b.f) +h.aq(0,o) +s.u(q) +s.aq(0,o) +if(h.bI(s)>0)return}i[0]=1 +i[2]=0 +a.e=1 +a.d=B.j8 +a.b.cE() +a.c.u(o) +s=a.a +s[0].d.dL(0,j) +s[0].a.u(r) +return}g=n.bI(n) +f=d.fr +f.u(p) +f.ap(0,m) +s.u(o) +s.ap(0,l) +f.D(0,s) +f.ap(0,1/g) +e=d.d +e.u(q) +e.aq(0,f) +if(e.bI(e)>k*k)return +f=d.r +n=n.a +f.sL(0,-n[1]) +f.sM(0,n[0]) +s.u(q) +s.aq(0,p) +if(f.bI(s)<0){s=f.a +f.t(-s[0],-s[1])}f.dW(0) +i[0]=0 +i[2]=1 +a.e=1 +a.d=B.dS +a.b.u(f) +a.c.u(p) +s=a.a +s[0].d.dL(0,j) +s[0].a.u(r)}} +A.axR.prototype={ +a7S(b2,b3,b4,b5,b6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this,b1=b0.b +b1.dL(0,A.bk1(b4,b6)) +s=b0.c +s.u(A.cV(b1,b5.c)) +b0.d=b3.e +b0.e=b3.c +r=b3.d +b0.f=r +b0.r=b3.f +q=b3.r +p=b3.w +o=b0.CW +o.u(r) +o.aq(0,b0.e) +o.dW(0) +r=b0.x +n=o.a +r.t(n[1],-n[0]) +n=b0.cx +n.u(s) +n.aq(0,b0.e) +m=r.bI(n) +if(q){l=b0.cy +l.u(b0.e) +l.aq(0,b0.d) +l.dW(0) +k=b0.w +j=l.a +k.t(j[1],-j[0]) +i=l.bK(o)>=0 +n.u(s) +n.aq(0,b0.d) +h=k.bI(n)}else{h=0 +i=!1}if(p){l=b0.db +l.u(b0.r) +l.aq(0,b0.f) +l.dW(0) +k=b0.y +j=l.a +k.t(j[1],-j[0]) +g=o.bK(l)>0 +n.u(s) +n.aq(0,b0.f) +f=k.bI(n)}else{f=0 +g=!1}if(q&&p)if(i&&g){s=h>=0||m>=0||f>=0 +b0.ch=s +o=b0.z +l=r.a +k=b0.at +j=b0.ax +if(s){o.sL(0,l[0]) +o.sM(0,l[1]) +s=b0.w.a +k.sL(0,s[0]) +k.sM(0,s[1]) +s=b0.y.a +j.sL(0,s[0]) +j.sM(0,s[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) +k.sL(0,-l[0]) +k.sM(0,-l[1]) +j.sL(0,-l[0]) +j.sM(0,-l[1])}}else if(i){if(!(h>=0))s=m>=0&&f>=0 +else s=!0 +b0.ch=s +o=b0.z +l=r.a +k=b0.at +j=b0.ax +if(s){o.sL(0,l[0]) +o.sM(0,l[1]) +s=b0.w.a +k.sL(0,s[0]) +k.sM(0,s[1]) +j.sL(0,l[0]) +j.sM(0,l[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) +s=b0.y.a +k.sL(0,-s[0]) +k.sM(0,-s[1]) +j.sL(0,-l[0]) +j.sM(0,-l[1])}}else if(g){if(!(f>=0))s=h>=0&&m>=0 +else s=!0 +b0.ch=s +o=b0.z +l=r.a +k=b0.at +j=b0.ax +if(s){o.sL(0,l[0]) +o.sM(0,l[1]) +k.sL(0,l[0]) +k.sM(0,l[1]) +s=b0.y.a +j.sL(0,s[0]) +j.sM(0,s[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) +k.sL(0,-l[0]) +k.sM(0,-l[1]) +s=b0.w.a +j.sL(0,-s[0]) +j.sM(0,-s[1])}}else{s=h>=0&&m>=0&&f>=0 +b0.ch=s +o=b0.z +l=r.a +k=b0.at +j=b0.ax +if(s){o.sL(0,l[0]) +o.sM(0,l[1]) +k.sL(0,l[0]) +k.sM(0,l[1]) +j.sL(0,l[0]) +j.sM(0,l[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) +s=b0.y.a +k.sL(0,-s[0]) +k.sM(0,-s[1]) +s=b0.w.a +j.sL(0,-s[0]) +j.sM(0,-s[1])}}else if(q)if(i){s=h>=0||m>=0 +b0.ch=s +o=b0.z +l=r.a +k=b0.at +j=b0.ax +if(s){o.sL(0,l[0]) +o.sM(0,l[1]) +s=b0.w.a +k.sL(0,s[0]) +k.sM(0,s[1]) +j.sL(0,-l[0]) +j.sM(0,-l[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) +k.sL(0,l[0]) +k.sM(0,l[1]) +j.sL(0,-l[0]) +j.sM(0,-l[1])}}else{s=h>=0&&m>=0 +b0.ch=s +o=b0.z +l=r.a +k=b0.at +j=b0.ax +if(s){o.sL(0,l[0]) +o.sM(0,l[1]) +k.sL(0,l[0]) +k.sM(0,l[1]) +j.sL(0,-l[0]) +j.sM(0,-l[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) +k.sL(0,l[0]) +k.sM(0,l[1]) +s=b0.w.a +j.sL(0,-s[0]) +j.sM(0,-s[1])}}else if(p)if(g){s=m>=0||f>=0 +b0.ch=s +o=b0.z +l=r.a +k=b0.at +j=b0.ax +if(s){o.sL(0,l[0]) +o.sM(0,l[1]) +k.sL(0,-l[0]) +k.sM(0,-l[1]) +s=b0.y.a +j.sL(0,s[0]) +j.sM(0,s[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) +k.sL(0,-l[0]) +k.sM(0,-l[1]) +j.sL(0,l[0]) +j.sM(0,l[1])}}else{s=m>=0&&f>=0 +b0.ch=s +o=b0.z +l=r.a +k=b0.at +j=b0.ax +if(s){o.sL(0,l[0]) +o.sM(0,l[1]) +k.sL(0,-l[0]) +k.sM(0,-l[1]) +j.sL(0,l[0]) +j.sM(0,l[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) +s=b0.y.a +k.sL(0,-s[0]) +k.sM(0,-s[1]) +j.sL(0,l[0]) +j.sM(0,l[1])}}else{s=m>=0 +b0.ch=s +o=b0.z +l=r.a +k=b0.at +j=b0.ax +if(s){o.sL(0,l[0]) +o.sM(0,l[1]) +k.sL(0,-l[0]) +k.sM(0,-l[1]) +j.sL(0,-l[0]) +j.sM(0,-l[1])}else{o.sL(0,-l[0]) +o.sM(0,-l[1]) +k.sL(0,l[0]) +k.sM(0,l[1]) +j.sL(0,l[0]) +j.sM(0,l[1])}}s=b0.a +o=b5.d +s.c=o.length +for(l=s.a,k=s.b,j=b1.b,e=b5.e,d=0;db0.ay)return +a0=b0.go +b0.aI2(a0) +j=a0.a===B.iq +if(!j&&a0.c>b0.ay)return +if(!j)if(a0.c>0.98*a.c+0.001)a=a0 +j=b0.dx +a1=j[0] +a2=j[1] +if(a.a===B.ir){b2.d=B.dS +c=b0.z +a3=c.bI(k[0]) +for(a4=0,d=1;a5=s.c,da2.ay){a3.a=B.tN +a3.b=i +a3.c=a1 +return}if(b*s[0]+a*s[1]>=0){n[1]=a +n[0]=o[0] +p.aq(0,j) +if(p.bI(r)<-0.03490658503988659)continue}else{n[1]=a +n[0]=o[0] +p.aq(0,m) +if(p.bI(r)<-0.03490658503988659)continue}if(a1>a3.c){a3.a=B.tN +a3.b=i +a3.c=a1}}}} +A.xP.prototype={ +Eu(a){var s=this.a +return(s[0]<<24|s[1]<<16|s[2]<<8|s[3])>>>0}, +dL(a,b){var s=b.a,r=this.a +r[0]=s[0] +r[1]=s[1] +r[2]=s[2] +r[3]=s[3]}, +Ei(){var s=this.a +s[0]=0 +s[1]=0 +s[2]=0 +s[3]=0}, +cH(a,b){return this.Eu(0)-b.Eu(0)}, +$idj:1} +A.alR.prototype={ +dL(a,b){var s=this +s.a.u(b.a) +s.b.u(b.b) +s.c.u(b.c) +s.d=b.d +s.e=b.e +s.f=b.f}} +A.aO1.prototype={} +A.b1i.prototype={ +aQL(a,b,a0,a1,a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this +c.b=a.b +for(s=c.a,r=a.c,q=a.d,p=b.a,o=a1.a,n=0;m=c.b,n1){e=a.a +d=c.X3() +if(d<0.5*e||2*e0)s.h7(1,a) +else s.h7(-1,a) +return +default:a.cE() +return}}, +WM(a){var s,r,q,p=this +switch(p.b){case 0:a.cE() +return +case 1:a.u(p.a[0].c) +return +case 2:s=p.e +r=p.a +s.u(r[1].c) +s.ap(0,r[1].d) +q=p.d +q.u(r[0].c) +q.ap(0,r[0].d) +q.D(0,s) +a.u(q) +return +case 3:a.cE() +return +default:a.cE() +return}}, +ag4(a,b){var s,r,q,p=this +switch(p.b){case 0:break +case 1:s=p.a +a.u(s[0].a) +b.u(s[0].b) +break +case 2:s=p.d +r=p.a +s.u(r[0].a) +s.ap(0,r[0].d) +a.u(r[1].a) +a.ap(0,r[1].d) +a.D(0,s) +s.u(r[0].b) +s.ap(0,r[0].d) +b.u(r[1].b) +b.ap(0,r[1].d) +b.D(0,s) +break +case 3:s=p.a +a.u(s[0].a) +a.ap(0,s[0].d) +r=p.f +r.u(s[1].a) +r.ap(0,s[1].d) +q=p.r +q.u(s[2].a) +q.ap(0,s[2].d) +a.D(0,r) +a.D(0,q) +b.u(a) +break +default:break}}, +X3(){var s,r,q,p=this +switch(p.b){case 0:return 0 +case 1:return 0 +case 2:s=p.a +return Math.sqrt(s[0].c.nm(s[1].c)) +case 3:s=p.f +r=p.a +s.u(r[1].c) +s.aq(0,r[0].c) +q=p.r +q.u(r[2].c) +q.aq(0,r[0].c) +return s.bK(q) +default:return 0}}, +ahd(){var s,r,q,p=this,o=p.a,n=o[0].c,m=o[1].c,l=p.c +l.u(m) +l.aq(0,n) +s=-n.bI(l) +if(s<=0){p.b=o[0].d=1 +return}r=m.bI(l) +if(r<=0){l=o[1] +p.b=l.d=1 +o[0].dL(0,l) +return}q=1/(r+s) +o[0].d=r*q +o[1].d=s*q +p.b=2}, +ahe(){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3=this,a4=a3.y,a5=a3.a +a4.u(a5[0].c) +s=a3.z +s.u(a5[1].c) +r=a3.Q +r.u(a5[2].c) +q=a3.c +q.u(s) +q.aq(0,a4) +p=a4.bI(q) +o=s.bI(q) +n=-p +m=a3.w +m.u(r) +m.aq(0,a4) +l=a4.bI(m) +k=r.bI(m) +j=-l +i=a3.x +i.u(r) +i.aq(0,s) +h=s.bI(i) +g=r.bI(i) +f=-h +e=q.bK(m) +d=e*s.bK(r) +c=e*r.bK(a4) +b=e*a4.bK(s) +if(n<=0&&j<=0){a3.b=a5[0].d=1 +return}if(o>0&&n>0&&b<=0){a=1/(o+n) +a5[0].d=o*a +a5[1].d=n*a +a3.b=2 +return}if(k>0&&j>0&&c<=0){a0=1/(k+j) +a5[0].d=k*a0 +a4=a5[2] +a4.d=j*a0 +a3.b=2 +a5[1].dL(0,a4) +return}if(o<=0&&f<=0){a4=a5[1] +a3.b=a4.d=1 +a5[0].dL(0,a4) +return}if(k<=0&&g<=0){a4=a5[2] +a3.b=a4.d=1 +a5[0].dL(0,a4) +return}if(g>0&&f>0&&d<=0){a1=1/(g+f) +a5[1].d=g*a1 +a4=a5[2] +a4.d=f*a1 +a3.b=2 +a5[0].dL(0,a4) +return}a2=1/(d+c+b) +a5[0].d=d*a2 +a5[1].d=c*a2 +a5[2].d=b*a2 +a3.b=3}} +A.ax1.prototype={ +tk(a,b,c){var s,r,q,p,o,n,m=this +switch(b.a.a){case 0:t.iX.a(b) +m.a[0].u(b.c) +m.b=1 +m.c=b.b +break +case 2:t.uC.a(b) +s=b.d +r=s.length +m.b=r +m.c=b.b +for(q=m.a,p=0;po){o=q +s=r}}return s}} +A.awZ.prototype={ +a80(b0,b1,b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9=this +$.bfy=$.bfy+1 +s=b2.a +r=b2.b +q=b2.c +p=b2.d +o=a9.a +o.aQL(b1,s,q,r,p) +n=o.a +m=a9.d +o.WM(m) +m.gcU() +for(l=a9.b,k=a9.c,j=a9.f,i=q.b,h=a9.e,g=j.a,f=s.a,e=p.b,d=r.a,c=0;c<20;){b=o.b +for(a=0;ak&&o>11920928955078125e-23){b0.c=o-k +o=a9.r +o.u(l) +o.aq(0,m) +o.dW(0) +j.u(o) +j.ap(0,a7) +m.D(0,j) +j.u(o) +j.ap(0,a8) +l.aq(0,j)}else{m.D(0,l) +m.ap(0,0.5) +l.u(m) +b0.c=0}}}} +A.ax_.prototype={} +A.ax0.prototype={} +A.MJ.prototype={ +V(){return"ManifoldType."+this.b}} +A.aFr.prototype={ +dL(a,b){var s,r,q,p,o,n,m,l=this +for(s=l.a,r=b.a,q=0;q0){o=s[a-1].a +p.sL(0,o[0]) +p.sM(0,o[1]) +m.r=!0}else{o=n.d.a +p.sL(0,o[0]) +p.sM(0,o[1]) +m.r=n.f}p=m.f +if(ai?k:i) +f.sM(0,j>h?j:h)}, +Ic(a,b){a.a=0 +a.b.cE() +a.c=0}, +ec(a){var s=this,r=A.beT() +r.aIZ(s.c) +r.d.u(s.d) +r.e.u(s.e) +r.f=s.f +r.r=s.r +return r}, +aJ3(a){var s,r,q=this,p=q.c +B.b.I(p,new A.S(a,new A.aue(),A.a6(a).h("S<1,a>"))) +q.a6u(p) +s=p[0] +r=new A.a(new Float64Array(2)) +r.u(s) +p.push(r) +q.d.u(p[p.length-2]) +q.f=!0 +q.e.u(p[1]) +q.f=q.r=!0}, +aIZ(a){var s=this,r=s.c +B.b.I(r,new A.S(a,new A.aud(),A.a6(a).h("S<1,a>"))) +s.a6u(r) +s.d.cE() +s.e.cE() +s.r=s.f=!1}, +a6u(a){var s +for(s=1;s0){e=1/f +a1.sL(0,B.c.a1(e,l)) +a1.sM(0,B.c.a1(e,k))}else{a1.sL(0,0) +a1.sM(0,0)}return f}, +yB(a3,a4,a5,a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=a5.b,b=a4.a.a,a=b[0],a0=a5.a.a,a1=a0[0],a2=a-a1 +b=b[1] +a0=a0[1] +s=b-a0 +b=c.b +a=c.a +r=b*a2+a*s +q=-a +p=q*a2+b*s +o=a4.b.a +a2=o[0]-a1 +s=o[1]-a0 +n=b*a2+a*s-r +m=q*a2+b*s-p +b=this.d.a +q=b[1] +a=this.c.a +a0=a[1] +o=a[0] +a1=b[0] +l=new Float64Array(2) +k=new A.a(l) +k.t(q-a0,o-a1) +k.dW(0) +a1=a[0] +a=a[1] +o=l[0] +a0=l[1] +j=o*(a1-r)+a0*(a-p) +i=o*n+a0*m +if(i===0)return!1 +h=j/i +if(h<0||10){b.sL(0,-a*o+a0) 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break}while(!0) +s=a5.d +B.b.ao(s) +B.b.I(s,d) +B.b.am(s,new A.aJu(a5)) +q=new Float64Array(2) +a1=new A.a(q) +for(l=a5.e,a2=0;a3=s.length,a20)return!1}return!0}, +xc(a,b,a0){var s,r,q,p,o,n,m,l,k,j=this,i=a.a,h=a.b,g=j.d,f=g[0],e=b.b,d=e.b,c=e.a +e=b.a.a +s=e[0] +r=e[1] +e=f.a +i.sL(0,d*e[0]-c*e[1]+s) +i.sM(0,c*e[0]+d*e[1]+r) +e=i.a +h.sL(0,e[0]) +h.sM(0,e[1]) +for(q=g.length,p=h.a,o=1;ol?n:l +n=p[1] +p[1]=n>k?n:k}i.sL(0,e[0]-j.b) +i.sM(0,e[1]-j.b) +h.sL(0,p[0]+j.b) +h.sM(0,p[1]+j.b)}, +Bz(a9,b0,b1,b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6=a9.b,a7=a6.b,a8=a6.a +a6=a9.a.a +s=b0.gL(b0).X(0,a6[0]) +r=b0.gM(b0).X(0,a6[1]) +q=B.c.a1(a7,s)+B.c.a1(a8,r) +p=B.c.a1(-a8,s)+B.c.a1(a7,r) +for(a6=this.d,o=a6.length,n=this.e,m=p,l=q,k=-17976931348623157e292,j=0;jk){m=c +l=d +k=b}}if(k>0){a=k*k +for(a0=m,a1=l,j=0;ja4){a=a4 +a0=a3 +a1=a2}}a5=Math.sqrt(a) +b2.sL(0,a7*a1-a8*a0) +b2.sM(0,a8*a1+a7*a0) +b2.dW(0)}else{b2.sL(0,a7*l-a8*m) +b2.sM(0,a8*l+a7*m) +a5=k}return a5}, 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+aN6(a,b,c,a0,a1,a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this +d.a=c +d.b=a1 +s=b.b +d.f=a0 +d.r=a2 +r=d.CW +a0.qv(r,a3) +q=d.cx +a2.qv(q,a3) +if(s===1){d.c=B.a3o +a3=d.w +a3.u(c.a[b.c[0]]) +p=d.x +p.u(a1.a[b.d[0]]) +o=d.y +o.u(A.cV(r,a3)) +a3=d.z +a3.u(A.cV(q,p)) +p=d.e +p.u(a3) +p.aq(0,o) +return p.dW(0)}else{a3=b.c +p=a3[0] +o=b.d +n=a1.a +m=d.ch +l=d.e +k=d.at +j=d.d +i=d.z +h=c.a +g=d.y +if(p===a3[1]){d.c=B.a3q +p=d.ax +p.u(n[o[0]]) +f=d.ay +f.u(n[o[1]]) +m.u(f) +m.aq(0,p) +m.h7(-1,l) +l.dW(0) +k.u(A.ca(q.b,l)) +j.u(p) +j.D(0,f) +j.ap(0,0.5) +i.u(A.cV(q,j)) +j=d.w +j.u(h[a3[0]]) +g.u(A.cV(r,j)) +m.u(g) +m.aq(0,i) +e=m.bI(k) +if(e<0){l.dt() +e=-e}return e}else{d.c=B.a3p +f=d.Q +f.u(h[p]) +p=d.as +p.u(h[a3[1]]) +m.u(p) +m.aq(0,f) +m.h7(-1,l) +l.dW(0) +k.u(A.ca(r.b,l)) +j.u(f) +j.D(0,p) +j.ap(0,0.5) +g.u(A.cV(r,j)) +j=d.x +j.u(n[o[0]]) +i.u(A.cV(q,j)) +m.u(i) +m.aq(0,g) +e=m.bI(k) +if(e<0){l.dt() +e=-e}return e}}}, +aL_(a,b){var s,r,q,p,o,n=this,m=n.f +m===$&&A.c() +s=n.CW +m.qv(s,b) +m=n.r +m===$&&A.c() +r=n.cx +m.qv(r,b) +m=n.c +m===$&&A.c() +switch(m.a){case 0:m=n.cy +q=n.e +m.u(A.rL(s.b,q)) +p=n.db +q.dt() +p.u(A.rL(r.b,q)) +q.dt() +o=n.a +o===$&&A.c() +a[0]=o.vA(m) +m=n.b +m===$&&A.c() +a[1]=m.vA(p) +p=n.w +p.u(n.a.a[a[0]]) +m=n.x +m.u(n.b.a[a[1]]) +o=n.y +o.u(A.cV(s,p)) +p=n.z +p.u(A.cV(r,m)) +p.aq(0,o) +return p.bI(q) +case 1:m=n.at +m.u(A.ca(s.b,n.e)) +q=n.y +q.u(A.cV(s,n.d)) +s=n.db +m.dt() +s.u(A.rL(r.b,m)) +m.dt() +a[0]=-1 +p=n.b +p===$&&A.c() +s=p.vA(s) +a[1]=s +p=n.x +p.u(n.b.a[s]) +s=n.z +s.u(A.cV(r,p)) +s.aq(0,q) +return s.bI(m) +case 2:m=n.at +m.u(A.ca(r.b,n.e)) +q=n.z +q.u(A.cV(r,n.d)) +r=n.cy +m.dt() +r.u(A.rL(s.b,m)) +m.dt() +a[1]=-1 +p=n.a +p===$&&A.c() +r=p.vA(r) +a[0]=r +p=n.w +p.u(n.a.a[r]) +r=n.y +r.u(A.cV(s,p)) +r.aq(0,q) +return r.bI(m) +default:a[0]=-1 +a[1]=-1 +return 0}}, +oA(a,b,c,d){var s,r,q,p,o=this,n=o.f +n===$&&A.c() +s=o.CW +n.qv(s,d) +n=o.r +n===$&&A.c() +r=o.cx +n.qv(r,d) +n=o.c +n===$&&A.c() +switch(n.a){case 0:n=o.w +q=o.a +q===$&&A.c() +n.u(q.a[b]) +q=o.x +p=o.b +p===$&&A.c() +q.u(p.a[c]) +p=o.y +p.u(A.cV(s,n)) +n=o.z +n.u(A.cV(r,q)) +n.aq(0,p) +return n.bI(o.e) +case 1:n=o.at +n.u(A.ca(s.b,o.e)) +q=o.y +q.u(A.cV(s,o.d)) +s=o.x +p=o.b +p===$&&A.c() +s.u(p.a[c]) +p=o.z +p.u(A.cV(r,s)) +p.aq(0,q) +return p.bI(n) +case 2:n=o.at +n.u(A.ca(r.b,o.e)) +q=o.z +q.u(A.cV(r,o.d)) +r=o.w +p=o.a +p===$&&A.c() +r.u(p.a[b]) +p=o.y +p.u(A.cV(s,r)) +p.aq(0,q) +return p.bI(n) +default:return 0}}} +A.aT6.prototype={ +aN5(a5,a6,a7,a8,a9,b0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this +if(a6.e===0)return +switch(a6.d.a){case 0:s=a4.d +r=a4.e +q=a4.a +q.sL(0,1) +q.sM(0,0) +p=a7.b +o=a6.c.a +n=a7.a.a +s.sL(0,p.b*o[0]-p.a*o[1]+n[0]) +s.sM(0,p.a*o[0]+p.b*o[1]+n[1]) +n=a9.b +o=a6.a[0].a.a +p=a9.a.a +r.sL(0,n.b*o[0]-n.a*o[1]+p[0]) +r.sM(0,n.a*o[0]+n.b*o[1]+p[1]) +if(s.nm(r)>14210854715202004e-30){p=r.a +o=s.a +q.sL(0,p[0]-o[0]) +q.sM(0,p[1]-o[1]) +q.dW(0)}q=q.a +p=q[0] +o=s.a +m=p*a8+o[0] +n=q[1] +l=n*a8+o[1] +o=r.a +k=-p*b0+o[0] +j=-n*b0+o[1] +o=a4.b +o[0].sL(0,(m+k)*0.5) +o[0].sM(0,(l+j)*0.5) +a4.c[0]=(k-m)*q[0]+(j-l)*q[1] +break +case 1:i=a4.d +q=a4.a +q.u(A.ca(a7.b,a6.b)) +i.u(A.cV(a7,a6.c)) +for(p=a6.a,o=a4.e.a,n=i.a,q=q.a,h=a4.b,g=a4.c,f=0;f0)s.aRl() +s.z.a|=1 +return d}, +a8y(a,b){var s=A.jh(a,0,0,!1,0,null) +s.e=b +return this.hJ(s)}, +sabx(a,b){if(this.a===B.X)return +if(b.bI(b)>0)this.fp(!0) +this.r.u(b)}, +sHN(a,b){if(this.a===B.X)return +if(b*b>0)this.fp(!0) +this.w=b}, +a7d(a){var s,r,q,p=this,o=p.f.c +p.aoD(a) +s=o.a +r=o.a +q=a.a +p.y=p.y+((s[0]-r[0])*q[1]-(s[1]-r[1])*q[0])}, +aoD(a){var s,r,q,p=this +if(p.a!==B.O)return +if((p.b&2)!==2)p.fp(!0) +s=p.x +r=s.a +q=a.a +s.sL(0,r[0]+q[0]) +s.sM(0,r[1]+q[1])}, +aGz(a){var s=this +if(s.a!==B.O)return +if((s.b&2)!==2)s.fp(!0) +s.y+=a}, +wT(a,b){var s,r,q,p=this +if(p.a!==B.O)return +if(b==null)b=p.f.c +if((p.b&2)!==2)p.fp(!0) +p.sabx(0,p.r.W(0,a.a1(0,p.ay))) +s=b.a +r=p.f.c.a +q=a.a +p.w=p.w+p.CW*((s[0]-r[0])*q[1]-(s[1]-r[1])*q[0])}, +u2(a){return this.wT(a,null)}, +a7c(a){var s=this +if(s.a!==B.O)return +if((s.b&2)!==2)s.fp(!0) +s.w=s.w+s.CW*a}, +WV(){var s=this.ch,r=this.ax,q=this.f.a.a,p=q[0] +q=q[1] +return s+r*(p*p+q*q)}, +aRl(){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e=this +e.CW=e.ch=e.ay=e.ax=0 +s=e.f +r=s.a +r.cE() +q=e.a +if(q===B.X||q===B.qX){r=e.d.a +s.b.u(r) +s.c.u(r) +s.d=s.e +return}p=new A.a(new Float64Array(2)) +q=new Float64Array(2) +o=new A.a(q) +n=e.fx +for(m=e.Q,l=m.length,k=n.b.a,j=0;j0){q=1/q +e.ay=q +p.ap(0,q)}else e.ay=e.ax=1 +q=e.ch +if(q>0&&(e.b&16)===0){q-=e.ax*p.bI(p) +e.ch=q +e.CW=1/q}else e.CW=e.ch=0 +q=s.c +f=new A.a(new Float64Array(2)) +f.u(q) +r.u(p) +s=s.b +s.u(A.cV(e.d,r)) +q.u(s) +o.u(q) +o.aq(0,f) +o.h7(e.w,f) +e.r.D(0,f)}, +fp(a){var s,r=this +if(a){s=r.b +if((s&2)===0){r.b=s|2 +r.dy=0}}else{r.b&=4294967293 +r.dy=0 +r.r.cE() +r.w=0 +r.x.cE() +r.y=0}}, +Za(){var s,r,q,p,o,n=this,m=n.fy,l=m.b,k=n.f +l.a=Math.sin(k.d) +s=Math.cos(k.d) +l.b=s +r=m.a +q=k.b.a +k=k.a.a +r.sL(0,q[0]-s*k[0]+l.a*k[1]) +r.sM(0,q[1]-l.a*k[0]-l.b*k[1]) +for(l=n.Q,k=l.length,s=n.z,r=n.d,p=0;p0&&!q.x&&!p.x){s.fp(!0) +r.fp(!0)}}, +aHK(){var s,r,q,p,o,n,m,l,k,j,i,h,g=this,f=A.b([],t.c) +for(s=g.b,r=s.length,q=g.a,p=0;pr?s:r}, +a6(a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a=this,a0=a.at,a1=a.w +a0.dL(0,a1) +s=a.a|=4 +r=(s&2)===2 +s=a.b +q=s.x +p=a.c +o=p.x +n=q||o +m=s.b +l=p.b +k=m.d +j=l.d +if(n){s=s.c +s===$&&A.c() +p=p.c +p===$&&A.c() +i=$.x0() +h=i.a +h.a.tk(0,s,a.d) +h.b.tk(0,p,a.e) +h.c.dL(0,k) +h.d.dL(0,j) +h.e=!0 +p=i.b +p.b=0 +i=i.c +$.bdu().a80(i,p,h) +g=i.c<0.0000011920928955078125 +a1.e=0}else{a.oA(0,a1,k,j) +g=a1.e>0 +for(s=a0.a,p=a1.a,f=0;f0?1/d1:0 +d2=-1*c7 +d3=c3*d2-c4*c6 +d4=c9*d2-c5*c6 +d5=b8+a2*d3*d3+a3*d4*d4 +c2.f=d5>0?1/d5:0 +c2.r=0 +d6=c7*(a5[0]+a8*c5-b5[0]-b7*c4)+c6*(a5[1]+b4*c9-b5[1]-b0*c3) +if(d6<-1)c2.r=-g.Q*d6}if(g.at===2){d7=c0[0] +d8=c0[1] +a4=d7.a.a +a5=a4[0] +a8=c[1] +a4=a4[1] +c=c[0] +d9=a5*a8-a4*c +a4=d7.b.a +e0=a4[0]*a8-a4[1]*c +a4=d8.a.a +e1=a4[0]*a8-a4[1]*c +a4=d8.b.a +e2=a4[0]*a8-a4[1]*c +c=a2*d9 +a4=a3*e0 +e3=b8+c*d9+a4*e0 +e4=b8+a2*e1*e1+a3*e2*e2 +e5=b8+c*e1+a4*e2 +if(e3*e3<100*(e3*e4-e5*e5)){c=g.d +a4=c.a +a4[3]=e4 +a4[2]=e5 +a4[1]=e5 +a4[0]=e3 +a4=g.c +a4.u(c) +a4.JK()}else g.at=1}}}, +Y_(){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,e0,e1,e2,e3,e4,e5=this.d +e5===$&&A.c() +s=e5.length +r=0 +for(;r0?c2:0 +b8=b7-c1 +a3.c=b7 +b9=c*b8 +c0=b*b8 +a1[0]=a7-b9*n +a1[1]=b2-c0*n +f-=l*(a8[0]*c0-a8[1]*b9) +h[0]=h[0]+b9*m +h[1]=h[1]+c0*m +d+=k*(i[0]*c0-i[1]*b9)}else{c3=i[0] +c4=i[1] +c5=c3.c +c6=c4.c +i=c3.b.a +a5=i[1] +a6=h[0] +a7=a1[0] +a8=c3.a.a +a9=a8[1] +b0=i[0] +b1=h[1] +b2=a1[1] +b3=a8[0] +b4=c4.b.a +b5=b4[1] +c1=c4.a.a +c7=c1[1] +c8=b4[0] +c9=c1[0] +d0=c3.r +d1=c4.r +d2=q.d.a +d3=d2[0] +d4=d2[2] +d5=(a4*a5+a6-a7+f*a9)*c+(d*b0+b1-b2-f*b3)*b-d0-(d3*c5+d4*c6) +d3=d2[1] +d6=(a4*b5+a6-a7+f*c7)*c+(d*c8+b1-b2-f*c9)*b-d1-(d3*c5+d2[3]*c6) +$loop$0:{a4=q.c.a +d7=(a4[0]*d5+a4[2]*d6)*-1 +d8=(a4[1]*d5+a4[3]*d6)*-1 +if(d7>=0&&d8>=0){d9=d7-c5 +e0=d8-c6 +e1=d9*c +e2=d9*b +e3=e0*c +e4=e0*b +a4=e1+e3 +a1[0]=a7-n*a4 +a7=e2+e4 +a1[1]=b2-n*a7 +h[0]=h[0]+m*a4 +h[1]=h[1]+m*a7 +f-=l*(a8[0]*e2-a8[1]*e1+(c1[0]*e4-c1[1]*e3)) +d+=k*(i[0]*e2-i[1]*e1+(b4[0]*e4-b4[1]*e3)) +c3.c=d7 +c4.c=d8 +break $loop$0}d7=-c3.e*d5 +if(d7>=0&&d3*d7+d6>=0){d9=d7-c5 +e0=0-c6 +e1=c*d9 +e2=b*d9 +e3=c*e0 +e4=b*e0 +a4=e1+e3 +a1[0]=a7-n*a4 +a7=e2+e4 +a1[1]=b2-n*a7 +h[0]=h[0]+m*a4 +h[1]=h[1]+m*a7 +f-=l*(a8[0]*e2-a8[1]*e1+(c1[0]*e4-c1[1]*e3)) +d+=k*(i[0]*e2-i[1]*e1+(b4[0]*e4-b4[1]*e3)) +c3.c=d7 +c4.c=0 +break $loop$0}d8=-c4.e*d6 +if(d8>=0&&d4*d8+d5>=0){d9=0-c5 +e0=d8-c6 +e1=c*d9 +e2=b*d9 +e3=c*e0 +e4=b*e0 +a4=e1+e3 +a1[0]=a7-n*a4 +a7=e2+e4 +a1[1]=b2-n*a7 +h[0]=h[0]+m*a4 +h[1]=h[1]+m*a7 +f-=l*(a8[0]*e2-a8[1]*e1+(c1[0]*e4-c1[1]*e3)) +d+=k*(i[0]*e2-i[1]*e1+(b4[0]*e4-b4[1]*e3)) +c3.c=0 +c4.c=d8 +break $loop$0}if(d5>=0&&d6>=0){d9=0-c5 +e0=0-c6 +e1=c*d9 +e2=b*d9 +e3=c*e0 +e4=b*e0 +a4=e1+e3 +a1[0]=a7-n*a4 +a7=e2+e4 +a1[1]=b2-n*a7 +h[0]=h[0]+m*a4 +h[1]=h[1]+m*a7 +f-=l*(a8[0]*e2-a8[1]*e1+(c1[0]*e4-c1[1]*e3)) +d+=k*(i[0]*e2-i[1]*e1+(b4[0]*e4-b4[1]*e3)) +c4.c=c3.c=0 +break $loop$0}break $loop$0}}i=this.c +i[p].b=f +i[o].b=d}}, +ahS(){var s,r,q,p,o,n,m,l,k=this.d +k===$&&A.c() +s=k.length +r=0 +for(;r0?-c2/c5:0 +c7=b3*c6 +c8=b6*c6 +b[0]=b[0]-c7*d +b[1]=b[1]-c8*d +a8-=c*(b8*c8-b9*c7) +a6[0]=a6[0]+c7*a1 +a6[1]=a6[1]+c8*a1 +b0+=a2*(c0*c8-c1*c7)}b=c9.b +b[f].b=a8 +b[e].b=b0}return i>=-0.015}, +ahr(d1,d2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9=this,d0=c9.d +d0===$&&A.c() +s=d0.length +r=c9.e +q=r.b +p=c9.f +o=p.b +n=r.a.a +m=p.a.a +l=c9.w +k=l.b.a +j=l.a.a +i=0 +h=0 +for(;h0?-c2/c5:0 +c7=b3*c6 +c8=b6*c6 +d[0]=d[0]-c7*a2 +d[1]=d[1]-c8*a2 +a8-=a3*(b8*c8-b9*c7) +a6[0]=a6[0]+c7*a4 +a6[1]=a6[1]+c8*a4 +b0+=a5*(c0*c8-c1*c7)}d=c9.b +d[f].b=a8 +d[e].b=b0}return i>=-0.0075}} +A.aJD.prototype={ +q9(a4,a5,a6,a7,a8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b=this,a=a6.b,a0=a7.b,a1=a5.a,a2=a1[a8],a3=a5.Q +a3===$&&A.c() +switch(a3.a){case 0:s=a1[0] +a1=a.b +a3=a5.c.a +r=a3[0] +q=a.a +a3=a3[1] +p=a6.a.a +o=a1*r-q*a3+p[0] +n=q*r+a1*a3+p[1] +p=a0.b +a3=s.a +a1=a3[0] +r=a0.a +a3=a3[1] +q=a7.a.a +m=p*a1-r*a3+q[0] +l=r*a1+p*a3+q[1] +q=b.a +a3=m-o +q.sL(0,a3) +p=l-n +q.sM(0,p) +q.dW(0) +a1=b.b +a1.sL(0,(o+m)*0.5) +a1.sM(0,(n+l)*0.5) +q=q.a +b.c=a3*q[0]+p*q[1]-a5.as-a5.at +break +case 1:a1=b.a +a3=a5.b.a +a1.sL(0,a.b*a3[0]-a.a*a3[1]) +a1.sM(0,a.a*a3[0]+a.b*a3[1]) +a3=a.b +r=a5.c.a +q=r[0] +p=a.a +r=r[1] +k=a6.a.a +j=k[0] +k=k[1] +i=a0.b +h=a2.a +g=h[0] +f=a0.a +h=h[1] +e=a7.a.a +d=i*g-f*h+e[0] +c=f*g+i*h+e[1] +a1=a1.a +b.c=(d-(a3*q-p*r+j))*a1[0]+(c-(p*q+a3*r+k))*a1[1]-a5.as-a5.at +a1=b.b +a1.sL(0,d) +a1.sM(0,c) +break +case 2:a1=b.a +a3=a5.b.a +a1.sL(0,a0.b*a3[0]-a0.a*a3[1]) +a1.sM(0,a0.a*a3[0]+a0.b*a3[1]) +a3=a0.b +r=a5.c.a +q=r[0] +p=a0.a +r=r[1] +k=a7.a.a +j=k[0] +k=k[1] +i=a.b +h=a2.a +g=h[0] +f=a.a +h=h[1] +e=a6.a.a +d=i*g-f*h+e[0] +c=f*g+i*h+e[1] +e=a1.a +b.c=(d-(a3*q-p*r+j))*e[0]+(c-(p*q+a3*r+k))*e[1]-a5.as-a5.at +k=b.b +k.sL(0,d) +k.sM(0,c) +a1.sL(0,e[0]*-1) +a1.sM(0,e[1]*-1) +break}}} +A.abf.prototype={} +A.avQ.prototype={} +A.a0w.prototype={ +oA(a,b,c,d){var s,r=$.x0(),q=this.b.c +q===$&&A.c() +t.__.a(q) +s=this.c.c +s===$&&A.c() +r.a7T(b,q,c,t.iX.a(s),d)}} +A.a0x.prototype={ +oA(a,b,c,d){var s,r=$.x0(),q=this.b.c +q===$&&A.c() +t.__.a(q) +s=this.c.c +s===$&&A.c() +r.fx.a7S(b,q,c,t.uC.a(s),d)}} +A.a6h.prototype={ +oA(a,b,c,d){var s,r=$.x0(),q=this.b.c +q===$&&A.c() +t.uC.a(q) +s=this.c.c +s===$&&A.c() +r.aHM(b,q,c,t.iX.a(s),d)}} +A.a6i.prototype={ +oA(a,b,c,d){var s,r,q=$.x0(),p=this.b.c +p===$&&A.c() +s=t.uC +s.a(p) +r=this.c.c +r===$&&A.c() +q.aHN(b,p,c,s.a(r),d)}} +A.rz.prototype={} +A.t9.prototype={} +A.DM.prototype={} +A.uv.prototype={ +anu(a,b){var s,r,q,p,o,n=this +n.y=b.b +n.d=b.c +n.e=b.d +s=n.w +r=b.r +s.a=r.a +s.b=r.b +s.c=r.c +n.x=b.f +r=b.a.ec(0) +n.c=r +q=r.got() +s=n.f +r=s.length +if(rc?e:c +c=f.b.a +c[0]=e +e=j[1] +d=d[1] +c[1]=e>d?e:d +p[0]=r[0]-q[0] +p[1]=r[1]-q[1] +e=g.d +if(o.aOD(e,f,s))i.push(e)}}} +A.Lf.prototype={} +A.a18.prototype={} +A.ls.prototype={} +A.aDv.prototype={ +gqY(){var s=this.b,r=A.a6(s).h("S<1,rz>") +return A.ai(new A.S(s,new A.aDw(),r),!0,r.h("aF.E"))}, +gQP(){var s=this.b,r=A.a6(s).h("S<1,t9>") +return A.ai(new A.S(s,new A.aDx(),r),!0,r.h("aF.E"))}, +ahc(b0,b1,b2,b3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8=this,a9=b1.a +for(s=a8.b,r=s.length,q=b2.a,p=0;p$.bdZ()){a0=2/Math.sqrt(d) +e[0]=e[0]*a0 +e[1]=e[1]*a0}a1=a9*j +if(a1*a1>$.bdY())j*=1.5707963267948966/Math.abs(a1) +d=g.a.a +d[0]=d[0]+a9*e[0] +d[1]=d[1]+a9*e[1] +g.b=l+a9*j +f.b=j}c=0 +while(!0){if(!(c0.0012184696791468343)){q=n.r +q=q.bI(q)>0.0001}else q=!0}else q=!0 +if(q){n.dy=0 +a7=0}else{q=n.dy+=a9 +a7=Math.min(a7,q)}}if(a7>=0.5&&a2)B.b.am(s,new A.aDy())}}, +ahq(a1,a2,a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=this +for(s=a0.b,r=s.length,q=0;q$.bdZ())e.ap(0,2/Math.sqrt(m)) +a=i*d +if(a*a>$.bdY())d*=1.5707963267948966/Math.abs(a) +m=h.a.a +m[0]=m[0]+n[0]*i +m[1]=m[1]+n[1]*i +f+=i*d +m[0]=m[0] +m[1]=m[1] +h.b=f +n[0]=n[0] +n[1]=n[1] +g.b=d +o=p.a +l=o.f +k=l.c.a +k[0]=m[0] +k[1]=m[1] +l.e=f +l=o.r.a +l[0]=n[0] +l[1]=n[1] +o.sHN(0,d) +o.w0()}a0.adC()}, +adC(){var s,r,q,p,o,n,m,l,k,j,i,h,g=this +if(g.a==null)return +s=g.c +s===$&&A.c() +r=s.length +q=g.y +p=q.a +o=q.b +n=0 +for(;n0.04000000000000001)i.ap(0,0.2/Math.sqrt(d)) +if(d>0.000025)g=!1 +o=a[s[f].c].a.a +o[0]=o[0]+p[0] +o[1]=o[1]+p[1]}return g}, +nB(a){var s,r,q,p,o,n,m,l,k,j=this,i=a.c +i===$&&A.c() +s=a.b +s===$&&A.c() +r=j.w +q=A.mM(r.length,new A.avI(j,s),t.h) +s=a.a +s===$&&A.c() +if(s.f){s=j.Q=j.Q*s.c +for(p=r.length,o=0;o0.005){q=r.a +p=1/e +r.sL(0,q[0]*p) +r.sM(0,q[1]*p)}else r.t(0,0) +d=s.bK(r) +c=a6.bK(r) +b=a5.db+a5.dy*d*d+a5.dx+a5.fr*c*c +q=b!==0?1/b:0 +a5.fx=q +p=a5.w +if(p>0){a=a5.as +a0=6.283185307179586*p +p=a5.x +a1=q*a0*a0 +a2=a7.a +a2===$&&A.c() +a3=a2.a +p=a5.z=a3*(2*q*p*a0+a3*a1) +q=p!==0?1/p:0 +a5.z=q +a5.y=(e-a)*a3*a1*q +b+=q +a5.fx=b!==0?1/b:0}else a5.y=a5.z=0 +q=a7.a +q===$&&A.c() +if(q.f){a5.Q=a5.Q*q.c +q=new Float64Array(2) +a4=new A.a(q) +a4.u(r) +a4.ap(0,a5.Q) +r=m.a +m.sL(0,r[0]-a5.db*q[0]) +m.sM(0,r[1]-a5.db*q[1]) +l-=a5.dy*s.bK(a4) +s=i.a +i.sL(0,s[0]+a5.dx*q[0]) +i.sM(0,s[1]+a5.dx*q[1]) +h+=a5.fr*a6.bK(a4)}else a5.Q=0 +a6=a7.c +a6[a5.at].b=l +a6[a5.ax].b=h}, +n2(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this,b=a.c +b===$&&A.c() +s=b[c.at] +r=s.a +q=s.b +b=b[c.ax] +p=b.a +o=b.b +n=new A.a(new Float64Array(2)) +m=new A.a(new Float64Array(2)) +b=c.ch +b.h7(q,n) +n.D(0,r) +s=c.CW +s.h7(o,m) +m.D(0,p) +l=c.ay +m.aq(0,n) +k=l.bI(m) +j=c.fx +i=c.y +h=c.z +g=c.Q +f=-j*(k+i+h*g) +c.Q=g+f +l=l.a +e=f*l[0] +d=f*l[1] +l=r.a +r.sL(0,l[0]-c.db*e) +r.sM(0,l[1]-c.db*d) +l=c.dy +b=b.a +g=b[0] +b=b[1] +h=p.a +p.sL(0,h[0]+c.dx*e) +p.sM(0,h[1]+c.dx*d) +h=c.fr +s=s.a +i=s[0] +s=s[1] +j=a.c +j[c.at].b=q-l*(g*d-b*e) +j[c.ax].b=o+h*(i*d-s*e)}, +n1(a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1=this +if(a1.w>0)return!0 +s=new A.as() +r=new A.as() +q=new Float64Array(2) +p=new A.a(q) +o=new Float64Array(2) +n=new A.a(o) +m=new Float64Array(2) +l=new A.a(m) +k=a2.b +k===$&&A.c() +j=k[a1.at] +i=j.a +h=j.b +k=k[a1.ax] +g=k.a +f=k.b +s.a=Math.sin(h) +s.b=Math.cos(h) +r.a=Math.sin(f) +r.b=Math.cos(f) +l.u(a1.e) +l.aq(0,a1.cx) +p.u(A.ca(s,l)) +l.u(a1.f) +l.aq(0,a1.cy) +n.u(A.ca(r,l)) +l.u(g) +l.D(0,n) +l.aq(0,i) +l.aq(0,p) +e=B.c.ca(l.dW(0)-a1.as,-0.2,0.2) +d=-a1.fx*e +c=d*m[0] +b=d*m[1] +m=i.a +i.sL(0,m[0]-a1.db*c) +i.sM(0,m[1]-a1.db*b) +m=a1.dy +k=q[0] +q=q[1] +j=g.a +g.sL(0,j[0]+a1.dx*c) +g.sM(0,j[1]+a1.dx*b) +j=a1.fr +a=o[0] +o=o[1] +a0=a2.b +a0[a1.at].b=h-m*(k*b-q*c) +a0[a1.ax].b=f+j*(a*b-o*c) +return Math.abs(e)<0.005}} +A.a06.prototype={ +q9(a,b,c,d,e){var s=this +s.d=b +s.e=c +s.a.u(A.jB(b.d,d)) +s.b.u(A.jB(s.e.d,e)) +s.r=Math.sqrt(e.X(0,d).gcU())}, +gE(a){return this.r}} +A.a1v.prototype={ +nB(a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5=a4.a +a5===$&&A.c() +a4.Q=a5.c +s=a4.b +s===$&&A.c() +a4.as=s.c +s=a4.ay +s.u(a5.f.a) +a5=a4.ch +a5.u(a4.b.f.a) +r=a4.a +a4.CW=r.ay +q=a4.b +a4.cx=q.ay +a4.cy=r.CW +a4.db=q.CW +q=a6.b +q===$&&A.c() +r=a4.Q +p=q[r].b +o=a6.c +o===$&&A.c() +r=o[r] +n=r.a +m=r.b +r=a4.as +l=q[r].b +r=o[r] +k=r.a +j=r.b +i=new A.a(new Float64Array(2)) +h=new A.as() +g=new A.as() +h.a=Math.sin(p) +h.b=Math.cos(p) +g.a=Math.sin(l) +g.b=Math.cos(l) +i.u(a4.e) +i.aq(0,s) +s=a4.at +s.u(A.ca(h,i)) +i.u(a4.f) +i.aq(0,a5) +a5=a4.ax +a5.u(A.ca(g,i)) +f=a4.CW +e=a4.cx +d=a4.cy +c=a4.db +b=new A.jo(new Float64Array(4)) +r=f+e +q=s.a +o=q[1] +a=a5.a +a0=a[1] +q=q[0] +a=a[0] +a1=c*a +a2=-d*q*o-a1*a0 +b.o1(r+d*o*o+c*a0*a0,a2,a2,r+d*q*q+a1*a) +a=a4.dx +a.u(b) +a.JK() 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+d[b.as].b=o+k*s}, +n1(a){return!0}} +A.a1w.prototype={} +A.a1G.prototype={ +nB(a6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4=this,a5=a4.a +a5===$&&A.c() +a4.db=a5.c +s=a4.b +s===$&&A.c() +a4.dx=s.c +s=a4.y +a4.dy=s.c +r=a4.z +a4.fr=r.c +q=a4.fx +q.u(a5.f.a) +a4.fy.u(a4.b.f.a) +a5=a4.go +a5.u(s.f.a) +a4.id.u(r.f.a) +p=a4.a +a4.k1=p.ay +o=a4.b +a4.k2=o.ay +a4.k3=s.ay +a4.k4=r.ay +a4.ok=p.CW +a4.p1=o.CW +a4.p2=s.CW +a4.p3=r.CW +r=a6.b +r===$&&A.c() +s=a4.db +n=r[s].b +o=a6.c +o===$&&A.c() +s=o[s] +m=s.a +l=s.b +s=a4.dx +k=r[s].b +s=o[s] +j=s.a +i=s.b +s=a4.dy +h=r[s].b +s=o[s] +g=s.a +f=s.b +s=a4.fr +e=r[s].b +s=o[s] +d=s.a +c=s.b +b=new A.as() +a=new A.as() +b.a=Math.sin(n) +b.b=Math.cos(n) +Math.sin(k) +Math.cos(k) +a.a=Math.sin(h) +a.b=Math.cos(h) +Math.sin(e) +Math.cos(e) +a4.x1=0 +a0=new A.a(new Float64Array(2)) +if(a4.w instanceof A.vK){a5=a4.p4 +a5.cE() +a4.ry=a4.RG=1 +a4.x1=a4.x1+(a4.ok+a4.p2)}else{a1=new A.a(new Float64Array(2)) +a2=new A.a(new Float64Array(2)) 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+i.a=Math.sin(m) +i.b=Math.cos(m) +Math.sin(k) +Math.cos(k) +h=new A.a(new Float64Array(2)) +a8=new Float64Array(2) +g=new A.a(a8) +s=new Float64Array(2) +if(a7.w instanceof A.vK){g.cE() +f=0+(a7.ok+a7.p2) +e=q-m-a7.ay +d=1 +c=1}else{b=new A.a(new Float64Array(2)) +a=new A.a(new Float64Array(2)) +a0=new A.a(new Float64Array(2)) +a1=new A.a(new Float64Array(2)) +a2=a7.at +g.u(A.ca(i,a2)) +a3=a7.Q +h.u(a3) +a4=a7.go +h.aq(0,a4) +b.u(A.ca(i,h)) +h.u(a7.e) +h.aq(0,a7.fx) +a.u(A.ca(j,h)) +c=b.bK(g) +d=a.bK(g) +f=0+(a7.k3+a7.k1+a7.p2*c*c+a7.ok*d*d) +a0.u(a3) +a0.aq(0,a4) +h.u(a) +h.D(0,r) +h.aq(0,n) +a1.u(A.rL(i,h)) +a1.aq(0,a0) +e=a1.bI(a2)}new A.a(s).cE() +a5=a7.cx +f+=a5*a5*(a7.p1+a7.p3) +a2=a7.ch +a3=a7.CW +a6=f>0?-(e+a5*(o-k-a2)-a3)/f:0 +a2=r.a +r.sL(0,a2[0]+a7.k1*a6*a8[0]) +r.sM(0,a2[1]+a7.k1*a6*a8[1]) +a2=a7.ok +a3=p.a +p.sL(0,a3[0]+a7.k2*a6*s[0]) +p.sM(0,a3[1]+a7.k2*a6*s[1]) +a3=a7.p1 +a4=n.a +n.sL(0,a4[0]-a7.k3*a6*a8[0]) +n.sM(0,a4[1]-a7.k3*a6*a8[1]) +a8=a7.p2 +a4=l.a 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+s.u(b.f.a) +b=c.b +c.CW=b.ay +c.cx=b.CW +b=a.b +b===$&&A.c() +r=c.ax +b=b[r] +q=b.a +p=b.b +b=a.c +b===$&&A.c() +r=b[r] +o=r.a +n=r.b +m=new A.as() +m.a=Math.sin(p) +m.b=Math.cos(p) +l=c.b.ax +k=6.283185307179586*c.x +r=c.y +b=a.a +b===$&&A.c() +j=b.a +b=j*(l*(k*k)) +r=c.at=j*(2*l*r*k+b) +c.z=b*(r!==0?c.at=1/r:r) +i=new A.a(new Float64Array(2)) +i.u(c.f) +i.aq(0,s) +b=c.ay +b.u(A.ca(m,i)) +h=new A.jo(new Float64Array(4)) +s=c.CW +r=c.cx +g=b.a +f=g[1] +e=c.at +g=g[0] +d=-r*g*f +h.o1(s+r*f*f+e,d,d,s+r*g*g+e) +e=c.cy +e.u(h) +e.JK() +e=c.db +e.u(q) +e.D(0,b) +e.aq(0,c.w) +e.ap(0,c.z) +n*=0.98 +s=a.a +r=c.Q +if(s.f){r.ap(0,s.c) +s=o.a +g=r.a +o.sL(0,s[0]+c.CW*g[0]) +o.sM(0,s[1]+c.CW*g[1]) +n+=c.cx*b.bK(r)}else r.cE() +a.c[c.ax].b=n}, +n1(a){return!0}, +n2(a){var s,r,q,p,o,n,m,l,k,j=this,i=a.c +i===$&&A.c() +i=i[j.ax] +s=i.a +r=i.b +q=new A.a(new Float64Array(2)) +i=j.ay +i.h7(r,q) +q.D(0,s) +p=new Float64Array(2) +o=new A.a(p) +n=new A.a(new Float64Array(2)) +m=j.Q +n.u(m) +n.ap(0,j.at) +n.D(0,j.db) +n.D(0,q) +n.dt() +j.cy.Wm(n,o) +n.u(m) +m.D(0,o) +l=a.a +l===$&&A.c() +k=l.a*j.as +if(m.gcU()>k*k)m.ap(0,k/Math.sqrt(m.gcU())) +o.u(m) +o.aq(0,n) +m=s.a +s.sL(0,m[0]+j.CW*p[0]) +s.sM(0,m[1]+j.CW*p[1]) +p=j.cx +i=i.bK(o) +a.c[j.ax].b=r+p*i}} +A.a4o.prototype={} +A.Od.prototype={ +nB(b7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5=this,b6=b5.a +b6===$&&A.c() +b5.dx=b6.c +s=b5.b +s===$&&A.c() +b5.dy=s.c +s=b5.fr +s.u(b6.f.a) +b6=b5.fx +b6.u(b5.b.f.a) +r=b5.a +b5.fy=r.ay +q=b5.b +b5.go=q.ay +b5.id=r.CW +b5.k1=q.CW +q=b7.b +q===$&&A.c() +r=b5.dx +p=q[r] +o=p.a +n=p.b +p=b7.c +p===$&&A.c() +r=p[r] +m=r.a +l=r.b +r=b5.dy +q=q[r] +k=q.a +j=q.b +r=p[r] +i=r.a +h=r.b +g=new A.as() +f=new A.as() +e=new A.a(new Float64Array(2)) +d=new A.a(new Float64Array(2)) +c=new A.a(new Float64Array(2)) +b=new A.a(new Float64Array(2)) +g.a=Math.sin(n) +g.b=Math.cos(n) +f.a=Math.sin(j) +f.b=Math.cos(j) +e.u(b5.w) +e.aq(0,s) +c.u(A.ca(g,e)) +e.u(b5.x) +e.aq(0,b6) +b.u(A.ca(f,e)) +e.u(k) +e.aq(0,o) +e.D(0,b) +e.aq(0,c) +a=b5.fy +a0=b5.go +a1=b5.id +a2=b5.k1 +b6=b5.k2 +b6.u(A.ca(g,b5.y)) +d.u(e) +d.D(0,c) +b5.p1=d.bK(b6) +s=b5.p2=b.bK(b6) +r=a+a0 +q=b5.p1 +s=b5.p4=r+a1*q*q+a2*s*s +if(s>0)b5.p4=1/s +s=b5.k3 +s.u(A.ca(g,b5.z)) +d.u(e) +d.D(0,c) +b5.k4=d.bK(s) +q=b5.ok=b.bK(s) +p=b5.k4 +a3=a1*p +a4=a2*q +a5=a3+a4 +a6=b5.p1 +a7=b5.p2 +a8=a3*a6+a4*a7 +a9=a1+a2 +if(a9===0)a9=1 +b0=a1*a6 +b1=a2*a7 +b2=b0+b1 +b5.p3.tn(r+a3*p+a4*q,a5,a8,a5,a9,b2,a8,b2,r+b0*a6+b1*a7) +if(b5.cx){b3=b6.bI(e) +r=b5.ay +q=b5.ax +if(Math.abs(r-q)<0.01)b5.db=B.et +else if(b3<=q){r=b5.db +r===$&&A.c() +if(r!==B.dL){b5.db=B.dL +b5.as.siY(0,0)}}else if(b3>=r){r=b5.db +r===$&&A.c() +if(r!==B.dM){b5.db=B.dM +b5.as.siY(0,0)}}else{b5.db=B.cO +b5.as.siY(0,0)}}else{b5.db=B.cO +b5.as.siY(0,0)}if(!b5.cy)b5.at=0 +r=b7.a +r===$&&A.c() +q=b5.as +if(r.f){q.ap(0,r.c) +b5.at=b5.at*b7.a.c +r=new Float64Array(2) +b4=new A.a(r) +d.u(b6) +q=q.a +d.ap(0,b5.at+q[2]) +b4.u(s) +b4.ap(0,q[0]) +b4.D(0,d) +s=q[0] +b6=b5.k4 +p=q[1] +q=b5.at+q[2] +a3=b5.p1 +a4=b5.ok +a6=b5.p2 +a7=m.a +m.sL(0,a7[0]-a*r[0]) +m.sM(0,a7[1]-a*r[1]) +l-=a1*(s*b6+p+q*a3) +a3=i.a +i.sL(0,a3[0]+a0*r[0]) +i.sM(0,a3[1]+a0*r[1]) +h+=a2*(s*a4+p+q*a6)}else{q.cE() +b5.at=0}b6=b7.c +b6[b5.dx].b=l +b6[b5.dy].b=h}, +n2(b1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9=this,b0=b1.c +b0===$&&A.c() +s=b0[a9.dx] +r=s.a +q=s.b +b0=b0[a9.dy] +p=b0.a +o=b0.b +n=a9.fy +m=a9.go +l=a9.id +k=a9.k1 +j=new A.a(new Float64Array(2)) +if(a9.cy){b0=a9.db +b0===$&&A.c() +b0=b0!==B.et}else b0=!1 +if(b0){j.u(p) +j.aq(0,r) +b0=a9.k2 +s=b0.bI(j) +i=a9.p2 +h=a9.p1 +g=a9.p4 +f=a9.CW +e=a9.at +d=b1.a +d===$&&A.c() +c=d.a*a9.ch +h=B.c.ca(e+g*(f-(s+i*o-h*q)),-c,c) +a9.at=h +b=h-e +s=new Float64Array(2) +a=new A.a(s) +a.u(b0) +a.ap(0,b) +b0=a9.p1 +i=a9.p2 +h=r.a +r.sL(0,h[0]-n*s[0]) +r.sM(0,h[1]-n*s[1]) +q-=l*(b*b0) +b0=p.a +p.sL(0,b0[0]+m*s[0]) +p.sM(0,b0[1]+m*s[1]) +o+=k*(b*i)}b0=new Float64Array(2) +a0=new A.a(b0) +j.u(p) +j.aq(0,r) +s=a9.k3 +a0.sL(0,s.bI(j)+a9.ok*o-a9.k4*q) +a0.sM(0,o-q) +if(a9.cx){i=a9.db +i===$&&A.c() +i=i!==B.cO}else i=!1 +if(i){i=a9.k2 +h=i.bI(p.X(0,r)) +g=a9.p2 +f=a9.p1 +d=b0[0] +b0=b0[1] +a1=new A.dF(new Float64Array(3)) +a1.ka(d,b0,h+g*o-f*q) +b0=new Float64Array(3) +a2=new A.dF(b0) +h=new Float64Array(3) +a3=new A.dF(h) +g=a9.as +a2.u(g) +f=a9.p3 +a1.dt() +A.aFL(f,a3,a1) +g.D(0,a3) +d=a9.db +d===$&&A.c() +if(d===B.dL)g.siY(0,Math.max(g.a[2],0)) +else if(d===B.dM)g.siY(0,Math.min(g.a[2],0)) +a4=new A.a(new Float64Array(2)) +d=new Float64Array(2) +a5=new A.a(d) +a6=f.a +j.t(a6[6],a6[7]) +j.ap(0,g.a[2]-b0[2]) +a4.u(a0) +a4.dt() +a4.aq(0,j) +A.MW(f,a5,a4) +f=b0[0] +b0=b0[1] +a6=new A.a(new Float64Array(2)) +a6.t(f,b0) +a5.D(0,a6) +g.sL(0,d[0]) +g.sM(0,d[1]) +a3.u(g) +a3.aq(0,a2) +b0=new Float64Array(2) +a=new A.a(b0) +j.u(i) +j.ap(0,h[2]) +a.u(s) +a.ap(0,h[0]) +a.D(0,j) +s=h[0] +i=a9.k4 +g=h[1] +h=h[2] +f=a9.p1 +d=a9.ok +a6=a9.p2 +a7=r.a +r.sL(0,a7[0]-n*b0[0]) +r.sM(0,a7[1]-n*b0[1]) +q-=l*(s*i+g+h*f) +f=p.a +p.sL(0,f[0]+m*b0[0]) +p.sM(0,f[1]+m*b0[1]) +o+=k*(s*d+g+h*a6)}else{b0=new Float64Array(2) +a0.dt() +A.MW(a9.p3,new A.a(b0),a0) +a0.dt() +a0=a9.as +i=a0.a +a0.sL(0,i[0]+b0[0]) +a0.sM(0,i[1]+b0[1]) +i=new Float64Array(2) +a8=new A.a(i) +a8.u(s) +a8.ap(0,b0[0]) +s=b0[0] +h=a9.k4 +b0=b0[1] +g=a9.ok +f=r.a +r.sL(0,f[0]-n*i[0]) +r.sM(0,f[1]-n*i[1]) +q-=l*(s*h+b0) +h=p.a +p.sL(0,h[0]+m*i[0]) +p.sM(0,h[1]+m*i[1]) +o+=k*(s*g+b0)}b0=b1.c +b0[a9.dx].b=q +b0[a9.dy].b=o}, +n1(c7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this,b1=new A.as(),b2=new A.as(),b3=new A.a(new Float64Array(2)),b4=new A.a(new Float64Array(2)),b5=new A.a(new Float64Array(2)),b6=new Float64Array(2),b7=new A.a(b6),b8=new Float64Array(2),b9=new A.a(b8),c0=new Float64Array(2),c1=new A.a(c0),c2=new Float64Array(2),c3=new A.a(c2),c4=new Float64Array(3),c5=new A.dF(c4),c6=c7.b +c6===$&&A.c() +s=c6[b0.dx] +r=s.a +q=s.b +c6=c6[b0.dy] +p=c6.a +o=c6.b +b1.a=Math.sin(q) +b1.b=Math.cos(q) +b2.a=Math.sin(o) +b2.b=Math.cos(o) +n=b0.fy +m=b0.go +l=b0.id +k=b0.k1 +c1.u(b0.w) +c1.aq(0,b0.fr) +b3.u(A.ca(b1,c1)) +c1.u(b0.x) +c1.aq(0,b0.fx) +b4.u(A.ca(b2,c1)) +b5.u(p) +b5.D(0,b4) +b5.aq(0,r) +b5.aq(0,b3) +b7.u(A.ca(b1,b0.y)) +c1.u(b5) +c1.D(0,b3) +j=c1.bK(b7) +i=b4.bK(b7) +b9.u(A.ca(b1,b0.z)) +c1.u(b5) +c1.D(0,b3) +h=c1.bK(b9) +g=b4.bK(b9) +c3.sL(0,b9.bI(b5)) +c6=b0.Q +c6===$&&A.c() +c3.sM(0,o-q-c6) +f=Math.abs(c2[0]) +c6=c2[1] +if(b0.cx){e=b7.bI(b5) +s=b0.ay +d=b0.ax +if(Math.abs(s-d)<0.01){c=B.c.ca(e,-0.2,0.2) +f=Math.max(f,Math.abs(e)) +b=!0}else if(e<=d){c=B.c.ca(e-d+0.005,-0.2,0) +f=Math.max(f,b0.ax-e) +b=!0}else if(e>=s){c=B.c.ca(e-s-0.005,0,0.2) +f=Math.max(f,e-b0.ay) +b=!0}else{b=!1 +c=0}}else{b=!1 +c=0}s=n+m +d=l*h +a=k*g +a0=d*h +a1=a*g +a2=d+a +if(b){a3=d*j+a*i +a4=l+k +if(a4===0)a4=1 +c0=l*j +d=k*i +a5=c0+d +a6=new A.hO(new Float64Array(9)) +a6.tn(s+a0+a1,a2,a3,a2,a4,a5,a3,a5,s+c0*j+d*i) +a7=new A.dF(new Float64Array(3)) +a7.sL(0,c2[0]) +a7.sM(0,c2[1]) +a7.siY(0,c) +a7.dt() +A.aFL(a6,c5,a7)}else{a4=l+k +if(a4===0)a4=1 +a6=new A.jo(new Float64Array(4)) +a6.o1(s+a0+a1,a2,a2,a4) +c3.dt() +A.bhx(a6,c1,c3) +c3.dt() +c5.sL(0,c0[0]) +c5.sM(0,c0[1]) +c5.siY(0,0)}c0=c4[0] +c2=b8[0] +s=c4[2] +a8=c0*c2+s*b6[0] +a9=c0*b8[1]+s*b6[1] +c4=c4[1] +b6=r.a +r.sL(0,b6[0]-n*a8) +r.sM(0,b6[1]-n*a9) +b6=p.a +p.sL(0,b6[0]+m*a8) +p.sM(0,b6[1]+m*a9) +b6=c7.b +b6[b0.dx].b=q-l*(c0*h+c4+s*j) +b6[b0.dy].b=o+k*(c0*g+c4+s*i) +return f<=0.005&&Math.abs(c6)<=0.03490658503988659}} +A.a6v.prototype={ +q9(a,b,c,d,e){var s=this +s.d=b +s.e=c +s.a.u(A.jB(b.d,d)) +s.b.u(A.jB(s.e.d,d)) +s.r.u(A.rL(s.d.d.b,e)) +s.w=s.e.f.e-s.d.f.e}} +A.a6y.prototype={ +nB(a8){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6=this,a7=a6.a +a7===$&&A.c() +a6.ax=a7.c +s=a6.b +s===$&&A.c() +a6.ay=s.c +s=a6.db +s.u(a7.f.a) +a7=a6.dx +a7.u(a6.b.f.a) +r=a6.a +a6.dy=r.ay +q=a6.b +a6.fr=q.ay +a6.fx=r.CW +a6.fy=q.CW +q=a8.b +q===$&&A.c() +r=a6.ax +p=q[r] +o=p.a +n=p.b +p=a8.c +p===$&&A.c() +r=p[r] +m=r.a +l=r.b +r=a6.ay +q=q[r] +k=q.a +j=q.b +r=p[r] +i=r.a +h=r.b +g=new A.as() +f=new A.as() +e=new A.a(new Float64Array(2)) +g.a=Math.sin(n) +g.b=Math.cos(n) +f.a=Math.sin(j) +f.b=Math.cos(j) +e.u(a6.e) +e.aq(0,s) +s=a6.cx +s.u(A.ca(g,e)) +e.u(a6.f) +e.aq(0,a7) +a7=a6.cy +a7.u(A.ca(f,e)) +r=a6.ch +r.u(o) +r.D(0,s) +r.aq(0,a6.w) +q=a6.CW +q.u(k) +q.D(0,a7) +q.aq(0,a6.x) +d=Math.sqrt(r.gcU()) +c=Math.sqrt(q.gcU()) +if(d>0.05)r.ap(0,1/d) +else r.cE() +if(c>0.05)q.ap(0,1/c) +else q.cE() +b=s.bK(r) +a=a7.bK(q) +p=a6.dy +a0=a6.fx +a1=a6.fr +a2=a6.fy +a3=a6.as +a2=a6.go=p+a0*b*b+a3*a3*(a1+a2*a*a) +if(a2>0)a6.go=1/a2 +p=a8.a +p===$&&A.c() +if(p.f){a6.at=a6.at*p.c +p=new Float64Array(2) +a4=new A.a(p) +a0=new Float64Array(2) +a5=new A.a(a0) +a4.u(r) +a4.ap(0,-a6.at) +a5.u(q) +a5.ap(0,-a6.as*a6.at) +q=m.a +m.sL(0,q[0]+a6.dy*p[0]) +m.sM(0,q[1]+a6.dy*p[1]) +l+=a6.fx*s.bK(a4) +s=i.a +i.sL(0,s[0]+a6.fr*a0[0]) +i.sM(0,s[1]+a6.fr*a0[1]) +h+=a6.fy*a7.bK(a5)}else a6.at=0 +a7=a8.c +a7[a6.ax].b=l +a7[a6.ay].b=h}, +n2(a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b=this,a=a0.c +a===$&&A.c() +s=a[b.ax] +r=s.a +q=s.b +a=a[b.ay] +p=a.a +o=a.b +n=new A.a(new Float64Array(2)) +m=new A.a(new Float64Array(2)) +a=new Float64Array(2) +l=new A.a(a) +s=new Float64Array(2) +k=new A.a(s) +j=b.cx +j.h7(q,n) +n.D(0,r) +i=b.cy +i.h7(o,m) +m.D(0,p) +h=b.ch +g=h.bI(n) +f=b.as +e=b.CW +d=e.bI(m) +c=-b.go*(-g-f*d) +b.at+=c +l.u(h) +l.ap(0,-c) +k.u(e) +k.ap(0,-b.as*c) +e=r.a +r.sL(0,e[0]+b.dy*a[0]) +r.sM(0,e[1]+b.dy*a[1]) +a=b.fx +j=j.bK(l) +e=p.a +p.sL(0,e[0]+b.fr*s[0]) +p.sM(0,e[1]+b.fr*s[1]) +s=b.fy +i=i.bK(k) +e=a0.c +e[b.ax].b=q+a*j +e[b.ay].b=o+s*i}, +n1(a9){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this,c=new A.as(),b=new A.as(),a=new A.a(new Float64Array(2)),a0=new A.a(new Float64Array(2)),a1=new A.a(new Float64Array(2)),a2=new A.a(new Float64Array(2)),a3=new A.a(new Float64Array(2)),a4=new Float64Array(2),a5=new A.a(a4),a6=new Float64Array(2),a7=new A.a(a6),a8=a9.b +a8===$&&A.c() +s=a8[d.ax] +r=s.a +q=s.b +a8=a8[d.ay] +p=a8.a +o=a8.b +c.a=Math.sin(q) +c.b=Math.cos(q) +b.a=Math.sin(o) +b.b=Math.cos(o) +a3.u(d.e) +a3.aq(0,d.db) +a.u(A.ca(c,a3)) +a3.u(d.f) +a3.aq(0,d.dx) +a0.u(A.ca(b,a3)) +a1.u(r) +a1.D(0,a) +a1.aq(0,d.w) +a2.u(p) +a2.D(0,a0) +a2.aq(0,d.x) +n=Math.sqrt(a1.gcU()) +m=Math.sqrt(a2.gcU()) +if(n>0.05)a1.ap(0,1/n) +else a1.cE() +if(m>0.05)a2.ap(0,1/m) +else a2.cE() +l=a.bK(a1) +k=a0.bK(a2) +a8=d.dy +s=d.fx +j=d.fr +i=d.fy +h=d.as +g=a8+s*l*l+h*h*(j+i*k*k) +if(g>0)g=1/g +f=d.Q-n-h*m +e=-g*f +a5.u(a1) +a5.ap(0,-e) +a7.u(a2) +a7.ap(0,-d.as*e) +a8=r.a +r.sL(0,a8[0]+d.dy*a4[0]) +r.sM(0,a8[1]+d.dy*a4[1]) +a4=d.fx +a8=a.bK(a5) +s=p.a +p.sL(0,s[0]+d.fr*a6[0]) +p.sM(0,s[1]+d.fr*a6[1]) +a6=d.fy +s=a0.bK(a7) +j=a9.b +j[d.ax].b=q+a4*a8 +j[d.ay].b=o+a6*s +return Math.abs(f)<0.005}} +A.a6z.prototype={} +A.vK.prototype={ +nB(a9){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7=this,a8=a7.a +a8===$&&A.c() +a7.cx=a8.c +s=a7.b +s===$&&A.c() +a7.cy=s.c +s=a7.dy +s.u(a8.f.a) +a8=a7.fr +a8.u(a7.b.f.a) +r=a7.a +a7.fx=r.ay +q=a7.b +a7.fy=q.ay +a7.go=r.CW +a7.id=q.CW +q=a9.b +q===$&&A.c() +r=a7.cx +p=q[r].b +o=a9.c +o===$&&A.c() +r=o[r] +n=r.a +m=r.b +r=a7.cy +l=q[r].b +r=o[r] +k=r.a +j=r.b +i=new A.as() +h=new A.as() +g=new A.a(new Float64Array(2)) +i.a=Math.sin(p) +i.b=Math.cos(p) +h.a=Math.sin(l) +h.b=Math.cos(l) +g.u(a7.w) +g.aq(0,s) +s=a7.db +s.u(A.ca(i,g)) +g.u(a7.x) +g.aq(0,a8) +a8=a7.dx +a8.u(A.ca(h,g)) +f=a7.fx +e=a7.fy +d=a7.go +c=a7.id +r=d+c +b=r===0 +q=f+e +o=s.a +a=o[1] +a0=a8.a +a1=a0[1] +a2=-a +o=o[0] +a0=a0[0] +a3=a7.k1 +a4=a3.a +a3.tn(q+a*a*d+a1*a1*c,a4[3],a4[6],a2*o*d-a1*a0*c,q+o*o*d+a0*a0*c,a4[7],a2*d-a1*c,o*d+a0*c,r) +a7.k2=r +if(r>0)a7.k2=1/r +if(!a7.Q||b)a7.z=0 +if(a7.ax&&!b){a5=l-p-a7.ay +r=a7.CW +q=a7.ch +if(Math.abs(r-q)<0.06981317007977318)a7.k3=B.et +else if(a5<=q){if(a7.k3!==B.dL)a7.y.siY(0,0) +a7.k3=B.dL}else if(a5>=r){if(a7.k3!==B.dM)a7.y.siY(0,0) +a7.k3=B.dM}else{a7.k3=B.cO +a7.y.siY(0,0)}}else a7.k3=B.cO +r=a9.a +r===$&&A.c() +if(r.f){q=new Float64Array(2) +a6=new A.a(q) +o=a7.y +a=o.a +o.sL(0,a[0]*r.c) +o.sM(0,a[1]*a9.a.c) +a7.z=a7.z*a9.a.c +a6.sL(0,a[0]) +a6.sM(0,a[1]) +o=n.a +n.sL(0,o[0]-f*q[0]) +n.sM(0,o[1]-f*q[1]) +m-=d*(s.bK(a6)+a7.z+a[2]) +s=k.a +k.sL(0,s[0]+e*q[0]) +k.sM(0,s[1]+e*q[1]) +j+=c*(a8.bK(a6)+a7.z+a[2])}else{a7.y.cE() +a7.z=0}a8=a9.c +a8[a7.cx].b=m +a8[a7.cy].b=j}, +n2(a7){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5=this,a6=a7.c +a6===$&&A.c() +s=a6[a5.cx] +r=s.a +q=s.b +a6=a6[a5.cy] +p=a6.a +o=a6.b +n=a5.fx +m=a5.fy +l=a5.go +k=a5.id +j=l+k===0 +if(a5.Q&&a5.k3!==B.et&&!j){a6=a5.at +s=a5.k2 +i=a5.z +h=a7.a +h===$&&A.c() +g=h.a*a5.as +a6=B.c.ca(i+-s*(o-q-a6),-g,g) +a5.z=a6 +f=a6-i +q-=l*f +o+=k*f}a6=new Float64Array(2) +e=new A.a(a6) +if(a5.ax&&a5.k3!==B.cO&&!j){s=new Float64Array(2) +d=new A.a(s) +c=new A.dF(new Float64Array(3)) +h=a5.db +h.h7(q,e) +b=a5.dx +b.h7(o,d) +d.D(0,p) +d.aq(0,r) +d.aq(0,e) +c.ka(s[0],s[1],o-q) +s=new Float64Array(3) +f=new A.dF(s) +a=a5.k1 +A.aFL(a,f,c) +f.dt() +a0=a5.k3 +if(a0===B.et)a5.y.D(0,f) +else if(a0===B.dL){a0=a5.y +a1=a0.a +if(a1[2]+s[2]<0){a2=new A.a(new Float64Array(2)) +a3=a.a +a2.t(a3[6],a3[7]) +a2.ap(0,a1[2]) +a2.aq(0,d) +A.MW(a,e,a2) +f.sL(0,a6[0]) +f.sM(0,a6[1]) +f.siY(0,-a1[2]) +a0.sL(0,a1[0]+a6[0]) +a0.sM(0,a1[1]+a6[1]) +a0.siY(0,0)}else a0.D(0,f)}else if(a0===B.dM){a0=a5.y +a1=a0.a +if(a1[2]+s[2]>0){a2=new A.a(new Float64Array(2)) +a3=a.a +a2.t(a3[6],a3[7]) +a2.ap(0,a1[2]) +a2.aq(0,d) +A.MW(a,e,a2) +f.sL(0,a6[0]) +f.sM(0,a6[1]) +f.siY(0,-a1[2]) +a0.sL(0,a1[0]+a6[0]) +a0.sM(0,a1[1]+a6[1]) +a0.siY(0,0)}else a0.D(0,f)}a6=new Float64Array(2) +a4=new A.a(a6) +a4.t(s[0],s[1]) +a=r.a +r.sL(0,a[0]-n*a6[0]) +r.sM(0,a[1]-n*a6[1]) +q-=l*(h.bK(a4)+s[2]) +h=p.a +p.sL(0,h[0]+m*a6[0]) +p.sM(0,h[1]+m*a6[1]) +o+=k*(b.bK(a4)+s[2])}else{c=new A.a(new Float64Array(2)) +a6=new Float64Array(2) +f=new A.a(a6) +s=a5.db +s.h7(q,e) +h=a5.dx +h.h7(o,c) +c.D(0,p) +c.aq(0,r) +c.aq(0,e) +c.dt() +A.MW(a5.k1,f,c) +b=a5.y +a=b.a +b.sL(0,a[0]+a6[0]) +b.sM(0,a[1]+a6[1]) +a=r.a +r.sL(0,a[0]-n*a6[0]) +r.sM(0,a[1]-n*a6[1]) +q-=l*s.bK(f) +s=p.a +p.sL(0,s[0]+m*a6[0]) +p.sM(0,s[1]+m*a6[1]) +o+=k*h.bK(f)}a6=a7.c +a6[a5.cx].b=q +a6[a5.cy].b=o}, +n1(b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8=this,a9=new A.as(),b0=new A.as(),b1=b2.b +b1===$&&A.c() +s=b1[a8.cx] +r=s.a +q=s.b +b1=b1[a8.cy] +p=b1.a +o=b1.b +a9.a=Math.sin(q) +a9.b=Math.cos(q) +b0.a=Math.sin(o) +b0.b=Math.cos(o) +b1=a8.go +s=a8.id +if(a8.ax&&a8.k3!==B.cO&&b1+s!==0){n=o-q-a8.ay +b1=a8.k3 +if(b1===B.et){m=B.c.ca(n-a8.ch,-0.13962634015954636,0.13962634015954636) +l=-a8.k2*m +k=Math.abs(m)}else if(b1===B.dL){j=n-a8.ch +k=-j +j=B.c.ca(j+0.03490658503988659,-0.13962634015954636,0) +l=-a8.k2*j}else if(b1===B.dM){j=n-a8.CW +i=B.c.ca(j-0.03490658503988659,0,0.13962634015954636) +l=-a8.k2*i +k=j}else{k=0 +l=0}q-=a8.go*l +o+=a8.id*l}else k=0 +a9.a=Math.sin(q) +a9.b=Math.cos(q) +b0.a=Math.sin(o) +b0.b=Math.cos(o) +b1=new Float64Array(2) +h=new A.a(b1) +s=new Float64Array(2) +g=new A.a(s) +f=new A.a(new Float64Array(2)) +e=new Float64Array(2) +d=new A.a(e) +f.u(a8.w) +f.aq(0,a8.dy) +h.u(A.ca(a9,f)) +f.u(a8.x) +f.aq(0,a8.fr) +g.u(A.ca(b0,f)) +f.u(p) +f.D(0,g) +f.aq(0,r) +f.aq(0,h) +c=Math.sqrt(f.gcU()) +b=a8.fx +a=a8.fy +a0=a8.go +a1=a8.id +a2=new A.jo(new Float64Array(4)) +a3=b+a +a4=b1[1] +a5=s[1] +b1=b1[0] +s=s[0] +a6=a1*s +a7=-a0*b1*a4-a6*a5 +a2.o1(a3+a0*a4*a4+a1*a5*a5,a7,a7,a3+a0*b1*b1+a6*s) +A.bhx(a2,d,f) +d.dt() +s=r.a +r.sL(0,s[0]-b*e[0]) +r.sM(0,s[1]-b*e[1]) +s=h.bK(d) +a6=p.a +p.sL(0,a6[0]+a*e[0]) +p.sM(0,a6[1]+a*e[1]) +e=g.bK(d) +a6=b2.b +a6[a8.cx].b=q-a0*s +a6[a8.cy].b=o+a1*e +return c<=0.005&&k<=0.03490658503988659}, +Mb(a,b){var s,r=this +if(a!==r.ch||b!==r.CW){s=r.a +s===$&&A.c() +s.fp(!0) +s=r.b +s===$&&A.c() +s.fp(!0) +r.y.siY(0,0) +r.ch=a +r.CW=b}}} +A.a7J.prototype={ +Ug(a,b,c,d){var s=this +s.d=b +s.e=c +s.a.u(A.jB(b.d,d)) +s.b.u(A.jB(s.e.d,d)) +s.r=s.e.f.e-s.d.f.e}} +A.a7O.prototype={ +nB(a3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1=this,a2=a1.a +a2===$&&A.c() +a1.as=a2.c +s=a1.b +s===$&&A.c() +a1.at=s.c +s=a1.CW +s.u(a2.f.a) +a2=a1.cx +a2.u(a1.b.f.a) +r=a1.a +a1.cy=r.ay +q=a1.b +a1.db=q.ay +a1.dx=r.CW +a1.dy=q.CW +q=a3.b +q===$&&A.c() +r=a1.as +p=q[r] +o=p.a +n=p.b +p=a3.c +p===$&&A.c() +r=p[r] +m=r.a +l=r.b +r=a1.at +q=q[r] +k=q.a +j=q.b +r=p[r] +i=r.a +h=r.b +g=new A.as() +f=new A.as() +e=new A.a(new Float64Array(2)) +g.a=Math.sin(n) +g.b=Math.cos(n) +f.a=Math.sin(j) +f.b=Math.cos(j) +e.u(a1.w) +e.aq(0,s) +s=a1.ay +s.u(A.ca(g,e)) +e.u(a1.x) +e.aq(0,a2) +a2=a1.ch +a2.u(A.ca(f,e)) +r=a1.ax +r.u(k) +r.D(0,a2) +r.aq(0,o) +r.aq(0,s) +q=a1.z=Math.sqrt(r.gcU()) +if(q>0.005)r.ap(0,1/q) +else{r.cE() +a1.Q=a1.fr=0 +return}d=s.bK(r) +c=a2.bK(r) +q=a1.cy +b=q+a1.dx*d*d+a1.db+a1.dy*c*c +a1.fr=b!==0?1/b:0 +p=a3.a +p===$&&A.c() +if(p.f){p=a1.Q=a1.Q*p.c +r=r.a +a=p*r[0] +a0=p*r[1] +r=m.a +m.sL(0,r[0]-q*a) +m.sM(0,r[1]-a1.cy*a0) +s=s.a +l-=a1.dx*(s[0]*a0-s[1]*a) +s=i.a +i.sL(0,s[0]+a1.db*a) +i.sM(0,s[1]+a1.db*a0) +a2=a2.a +h+=a1.dy*(a2[0]*a0-a2[1]*a)}else a1.Q=0 +a2=a3.c +a2[a1.as].b=l +a2[a1.at].b=h}, +n2(a2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=this,a1=a2.c +a1===$&&A.c() +s=a1[a0.as] +r=s.a +q=s.b +a1=a1[a0.at] +p=a1.a +o=a1.b +n=new A.a(new Float64Array(2)) +m=new A.a(new Float64Array(2)) +l=new A.a(new Float64Array(2)) +a1=a0.ay +a1.h7(q,n) +n.D(0,r) +s=a0.ch +s.h7(o,m) +m.D(0,p) +k=a0.z-a0.y +j=a0.ax +l.u(m) +l.aq(0,n) +i=j.bI(l) +if(k<0){h=a2.a +h===$&&A.c() +i+=h.b*k}h=a0.fr +g=a0.Q +h=Math.min(0,g+-h*i) +a0.Q=h +f=h-g +j=j.a +e=f*j[0] +d=f*j[1] +j=r.a +r.sL(0,j[0]-a0.cy*e) +r.sM(0,j[1]-a0.cy*d) +j=a0.dx +a1=a1.a +h=a1[0] +a1=a1[1] +c=p.a +p.sL(0,c[0]+a0.db*e) +p.sM(0,c[1]+a0.db*d) +c=a0.dy +s=s.a +b=s[0] +s=s[1] +a=a2.c +a[a0.as].b=q-j*(h*d-a1*e) +a[a0.at].b=o+c*(b*d-s*e)}, +n1(a4){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2=this,a3=a4.b +a3===$&&A.c() +s=a3[a2.as] +r=s.a +q=s.b +a3=a3[a2.at] +p=a3.a +o=a3.b +n=new A.as() +m=new A.as() +a3=new Float64Array(2) +l=new A.a(a3) +s=new Float64Array(2) +k=new A.a(s) +j=new Float64Array(2) +i=new A.a(j) +h=new A.a(new Float64Array(2)) +n.a=Math.sin(q) +n.b=Math.cos(q) +m.a=Math.sin(o) +m.b=Math.cos(o) +h.u(a2.w) +h.aq(0,a2.CW) +k.u(A.ca(n,h)) +h.u(a2.x) +h.aq(0,a2.cx) +i.u(A.ca(m,h)) +l.u(p) +l.D(0,i) +l.aq(0,r) +l.aq(0,k) +g=l.dW(0) +f=B.c.ca(g-a2.y,0,0.2) +e=-a2.fr*f +d=e*a3[0] +c=e*a3[1] +a3=r.a +r.sL(0,a3[0]-a2.cy*d) +r.sM(0,a3[1]-a2.cy*c) +a3=a2.dx +b=s[0] +s=s[1] +a=p.a +p.sL(0,a[0]+a2.db*d) +p.sM(0,a[1]+a2.db*c) +a=a2.dy +a0=j[0] +j=j[1] +a1=a4.b +a1[a2.as].b=q-a3*(b*c-s*d) +a1[a2.at].b=o+a*(a0*c-j*d) +return g-a2.y<0.005}} +A.baz.prototype={} +A.abv.prototype={ +nB(c3){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1=this,c2=c1.a +c2===$&&A.c() +c1.ay=c2.c +s=c1.b +s===$&&A.c() +c1.ch=s.c +s=c1.cy +s.u(c2.f.a) +c2=c1.db +c2.u(c1.b.f.a) +r=c1.a +c1.dx=r.ay +q=c1.b +c1.dy=q.ay +c1.fr=r.CW +c1.fx=q.CW +q=c3.b +q===$&&A.c() +r=c1.ay +p=q[r].b +o=c3.c +o===$&&A.c() +r=o[r] +n=r.a +m=r.b +r=c1.ch +l=q[r].b +r=o[r] +k=r.a +j=r.b +i=new A.as() +h=new A.as() +i.a=Math.sin(p) +i.b=Math.cos(p) +h.a=Math.sin(l) +h.b=Math.cos(l) +g=new A.a(new Float64Array(2)) +g.u(c1.z) +g.aq(0,s) +s=c1.CW +s.u(A.ca(i,g)) +g.u(c1.Q) +g.aq(0,c2) +c2=c1.cx +c2.u(A.ca(h,g)) +f=c1.dx +e=c1.dy +d=c1.fr +c=c1.fx +r=new Float64Array(9) +q=f+e +o=s.a +b=o[1] +a=c2.a +a0=a[1] +a1=-b +o=o[0] +a=a[0] +a2=d+c +new A.hO(r).tn(q+b*b*d+a0*a0*c,r[3],r[6],a1*o*d-a0*a*c,q+o*o*d+a*a*c,r[7],a1*d-a0*c,o*d+a*c,a2) +q=c1.fy +if(c1.w>0){a3=r[1] +a4=r[3] +a5=r[4] +a6=a3*a5-a4*a3 +if(a6!==0)a6=1/a6 +r=-a6 +o=new A.hO(new Float64Array(9)) +o.tn(a6*a5,r*a3,0,r*a4,a6*a3,0,0,0,0) +q.u(o) +a7=a2>0?1/a2:0 +r=c1.as +a8=6.283185307179586*c1.w +o=c1.x +a9=a7*a8*a8 +b=c3.a +b===$&&A.c() +b0=b.a +o=c1.at=b0*(2*a7*o*a8+b0*a9) +o=o!==0?1/o:0 +c1.at=o +c1.y=(l-p-r)*b0*a9*o +b1=a2+o +r=b1!==0?1/b1:0 +q.a[8]=r}else{o=r[4] +b=r[8] +a=o*b +a0=r[5] +a1=r[7] +b2=r[6] +b3=r[3] +b4=b3*b +b5=b3*a1 +b6=r[0] +a6=b6*(a-a0*a1)+r[1]*(a0*b2-b4)+r[2]*(b5-o*b2) +if(a6!==0)a6=1/a6 +r=q.a +b7=r[1] +b8=r[2] +b9=r[5] +r=new A.hO(new Float64Array(9)) +r.tn(a6*(a-a1*a1),a6*(b2*a1-b4),a6*(b5-b2*o),b7,a6*(b6*b-b2*b2),a6*(b2*b3-b6*a1),b8,b9,a6*(b6*o-b3*b3)) +q.u(r) +c1.y=c1.at=0}r=c3.a +r===$&&A.c() +q=c1.ax +if(r.f){q.ap(0,r.c) +r=q.a +q=r[0] +o=r[1] +b=new Float64Array(2) +c0=new A.a(b) +c0.t(q,o) +o=n.a +n.sL(0,o[0]-f*b[0]) +n.sM(0,o[1]-f*b[1]) +m-=d*(s.bK(c0)+r[2]) +s=k.a +k.sL(0,s[0]+e*b[0]) +k.sM(0,s[1]+e*b[1]) +j+=c*(c2.bK(c0)+r[2])}else q.cE() +c2=c3.c +c2[c1.ay].b=m +c2[c1.ch].b=j}, +n2(b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this,b1=b2.c +b1===$&&A.c() +s=b1[b0.ay] +r=s.a +q=s.b +b1=b1[b0.ch] +p=b1.a +o=b1.b +n=b0.dx +m=b0.dy +l=b0.fr +k=b0.fx +b1=new Float64Array(2) +j=new A.a(b1) +s=new Float64Array(2) +i=new A.a(s) +h=new A.a(new Float64Array(2)) +g=b0.CW +f=b0.cx +e=o-q +if(b0.w>0){d=b0.fy.a +c=d[8] +b=b0.y +a=b0.at +a0=b0.ax +a1=a0.a +a2=a1[2] +a3=-c*(e+b+a*a2) +a0.siY(0,a2+a3) +q-=l*a3 +o+=k*a3 +f.h7(o,j) +g.h7(q,h) +j.D(0,p) +j.aq(0,r) +j.aq(0,h) +j=d[1] +a2=b1[0] +a=d[4] +b1=b1[1] +b=d[0] +d=d[3] +c=new Float64Array(2) +a4=new A.a(c) +a4.t(j*a2+a*b1,b*a2+d*b1) +a4.dt() +a0.sL(0,a1[0]+c[0]) +a0.sM(0,a1[1]+c[1]) +c=r.a +r.sL(0,c[0]-n*s[0]) +r.sM(0,c[1]-n*s[1]) +q-=l*g.bK(i) +g=p.a +p.sL(0,g[0]+m*s[0]) +p.sM(0,g[1]+m*s[1]) +o+=k*f.bK(i)}else{g.h7(q,h) +f.h7(o,j) +j.D(0,p) +j.aq(0,r) +j.aq(0,h) +d=b1[0] +b1=b1[1] +c=new Float64Array(3) +a5=new A.dF(c) +a5.ka(d,b1,e) +a6=b0.fy.a +a7=c[0] +a8=c[1] +a9=c[2] +c[0]=a6[0]*a7+a6[3]*a8+a6[6]*a9 +c[1]=a6[1]*a7+a6[4]*a8+a6[7]*a9 +c[2]=a6[2]*a7+a6[5]*a8+a6[8]*a9 +a5.dt() +b0.ax.D(0,a5) +i.t(c[0],c[1]) +e=r.a +r.sL(0,e[0]-n*s[0]) +r.sM(0,e[1]-n*s[1]) +q-=l*(g.bK(i)+c[2]) +g=p.a +p.sL(0,g[0]+m*s[0]) +p.sM(0,g[1]+m*s[1]) +o+=k*(f.bK(i)+c[2])}b1=b2.c +b1[b0.ay].b=q +b1[b0.ch].b=o}, +n1(b2){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0=this,b1=b2.b +b1===$&&A.c() +s=b1[b0.ay] +r=s.a +q=s.b +b1=b1[b0.ch] +p=b1.a +o=b1.b +n=new A.as() +m=new A.as() +n.a=Math.sin(q) +n.b=Math.cos(q) +m.a=Math.sin(o) +m.b=Math.cos(o) +l=b0.dx +k=b0.dy +j=b0.fr +i=b0.fx +h=new A.a(new Float64Array(2)) +h.u(b0.z) +h.aq(0,b0.cy) +b1=A.ca(n,h) +s=new Float64Array(2) +g=new A.a(s) +g.u(b1) +h.u(b0.Q) +h.aq(0,b0.db) +b1=A.ca(m,h) +f=new Float64Array(2) +e=new A.a(f) +e.u(b1) +b1=new Float64Array(9) +d=new A.hO(b1) +c=new Float64Array(2) +b=new A.a(c) +a=new Float64Array(2) +a0=new A.a(a) +a1=l+k +a2=s[1] +a3=f[1] +a4=-a2 +s=s[0] +f=f[0] +d.tn(a1+a2*a2*j+a3*a3*i,b1[3],b1[6],a4*s*j-a3*f*i,a1+s*s*j+f*f*i,b1[7],a4*j-a3*i,s*j+f*i,j+i) +if(b0.w>0){b.u(p) +b.D(0,e) +b.aq(0,r) +b.aq(0,g) +a5=Math.sqrt(b.gcU()) +A.MW(d,a0,b) +a0.dt() +b1=r.a +r.sL(0,b1[0]-l*a[0]) +r.sM(0,b1[1]-l*a[1]) +q-=j*g.bK(a0) +b1=p.a +p.sL(0,b1[0]+k*a[0]) +p.sM(0,b1[1]+k*a[1]) +o+=i*e.bK(a0) +a6=0}else{b.u(p) +b.D(0,e) +b.aq(0,r) +b.aq(0,g) +a7=o-q-b0.as +a5=Math.sqrt(b.gcU()) +a6=Math.abs(a7) +b1=c[0] +c=c[1] +a8=new A.dF(new Float64Array(3)) +a8.ka(b1,c,a7) +b1=new Float64Array(3) +a9=new A.dF(b1) +A.aFL(d,a9,a8) +a9.dt() +a0.t(b1[0],b1[1]) +s=r.a +r.sL(0,s[0]-l*a[0]) +r.sM(0,s[1]-l*a[1]) +q-=j*(g.bK(a0)+b1[2]) +s=p.a +p.sL(0,s[0]+k*a[0]) +p.sM(0,s[1]+k*a[1]) +o+=i*(e.bK(a0)+b1[2])}b1=b2.b +b1[b0.ay].b=q +b1[b0.ch].b=o +return a5<=0.005&&a6<=0.03490658503988659}} +A.bbc.prototype={} +A.ah.prototype={ +p9(a){var s=this +s.a=s.a*0.95+a*0.05 +s.b=s.b*0.8+a*0.2 +s.c=Math.min(a,s.c) +s.d=Math.max(a,s.d)}, +j(a){var s=this +return A.j(s.b)+" ("+A.j(s.a)+") ["+A.j(s.c)+","+A.j(s.d)+"]"}} +A.hW.prototype={} +A.aOt.prototype={} +A.dq.prototype={} +A.i8.prototype={ +fi(a){var s=new A.a(new Float64Array(2)),r=new A.as(),q=new Float64Array(2),p=new A.a(new Float64Array(2)),o=new A.a(new Float64Array(2)),n=new A.a(new Float64Array(2)),m=new A.bF(p,o,n),l=new A.a(new Float64Array(2)),k=new A.a(new Float64Array(2)),j=A.b([],t.DA),i=A.b([],t.Vn),h=A.b([],t.c),g=new Float64Array(2),f=new A.jV(B.X,new A.b9(s,r),new A.b9(new A.a(q),new A.as()),m,l,k,this,j,i,h,new A.aFC(new A.a(g)),new A.b9(new A.a(new Float64Array(2)),new A.as())) +q=(a.z?f.b=16:0)|4 +f.b=q +q|=2 +f.b=q +f.b=q|32 +s.u(a.c) +q=a.d +r.a=Math.sin(q) +r.b=Math.cos(q) +p.cE() +o.u(s) +n.u(s) +m.e=m.d=q +m.f=0 +l.u(a.e) +f.w=a.f +f.cy=a.w +k.cE() +k=a.a +f.a=k +if(k===B.O)f.ay=f.ax=1 +f.fr=a.b +this.c.push(f) +return f}, +aJE(a){var s,r,q,p,o,n,m=this +for(s=a.as;s.length!==0;){r=B.b.ga5(s) +m.IK(r)}for(s=a.at;s.length!==0;){q=m.b +q===$&&A.c() +q.a92(B.b.ga5(s))}B.b.ao(s) +for(s=a.Q,q=s.length,p=0;p8)continue +if((b&32)!==0)a=c.y +else{a0=c.b +a1=c.c +if(a0.x||a1.x)continue +a2=a0.b +a3=a1.b +a4=a2.a +a5=a3.a +b=a2.b +a6=(b&2)===2&&a4!==B.X +a7=a3.b +a8=(a7&2)===2&&a5!==B.X +if(!a6&&!a8)continue +a9=(b&8)===8||a4!==B.O +b0=(a7&8)===8||a5!==B.O +if(!a9&&!b0)continue +b=a2.f +b1=b.f +a7=a3.f +b2=a7.f +if(b10?1/p:0 +m=o>0?1/o:0 +l=s.got() +for(s=this.a,k=s.Q,j=r.d,i=0+n,s=s.at,q=q.c.a,h=b1.f,g=0;g>>0)+(B.c.aj(128*d)+262144)) +a1=A.bi7(k,(B.c.aj(a+2048)<<19>>>0)+(B.c.aj(128*b)+262144)) +for(a2=a0;a2>>0)+(B.c.aj(128*e)+262144)) +a0=A.bi7(b8.a.Q,(B.c.aj(b+2048)<<19>>>0)+(B.c.aj(128*c)+262144)) +for(a1=a;a1>>0)+(B.c.aj(128*o)+262144))}B.b.kb(s) +B.b.ao(this.as) +for(m=0;mf?g:f +g=q[1] +q[1]=g>e?g:e}s=d.ok +s.b=a2 +s.a=d +d.go.acW(s,a)}, +vO(a){var s,r,q,p,o,n,m,l,k,j,i,h,g,f=this;++f.a +s=f.y +r=s.length +if(r===0)return +f.b=0 +for(q=0,p=0;q0.25){k=n.e +j=m.gb9(m) +i=m.gdj() +h=c*k*(l-0.25) +g=n.d.a +p[0]=h*g[0] +p[1]=h*g[1] +i.sL(0,i.gL(i).X(0,1.777777*p[0])) +i.sM(0,i.gM(i).X(0,1.777777*p[1])) +n.b.wT(q,j)}}for(s=this.as,r=s.length,o=0;o0.25){i=n.a.gdj() +f=n.b.gdj() +h=c*(l-0.25) +p=n.e.a +e=h*p[0] +d=h*p[1] +i.sL(0,i.gL(i).X(0,e)) +i.sM(0,i.gM(i).X(0,d)) +f.sL(0,f.gL(f).W(0,e)) 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s,r=this.a.d.w.i(0,a) +if(r!=null){s=r.f +return s}else return null}, +a9j(a,b,c,d){var s,r,q,p,o,n,m,l,k,j,i,h,g +if(b.gaB(b))return +if(d==null)d=B.r3 +s=b.a +r=b.c-s +q=b.b +p=b.d-q +o=this.d +n=A.bcf(d,o,new A.N(r,p)) +m=n.b +l=m.a +k=(r-l)/2 +j=m.b +i=(p-j)/2 +s+=k+c.a*k +q+=i+c.b*i +h=c.JH(n.a,new A.x(0,0,0+o.a,0+o.b)) +a.bO(0) +a.aL(0,s,q) +g=this.b +g.cc() +g.eD(0,(s+l-s)/(h.c-h.a),(q+j-q)/(h.d-h.b)) +q=this.c +q===$&&A.c() +q.kU(a,new A.N(r,p),g,255) +a.bo(0)}} +A.aFk.prototype={} +A.a3M.prototype={ +j(a){var s=this +return"LottieImageAsset(width: "+s.a+", height: "+s.b+", id: "+s.c+", fileName: "+s.d+", dirName: "+s.e+")"}} +A.x7.prototype={ +kQ(){return new A.qu(A.b([],t.u),A.bK(this.a,t.G))}} +A.d9.prototype={ +kQ(){return new A.cF(A.b([],t.u),A.bK(this.a,t.V))}} +A.Xz.prototype={ +kQ(){var s=this.a,r=new A.LH(A.b([],t.u),A.bK(s,t.cU)),q=B.b.ga5(s).b,p=q==null?0:q.b.length +r.ch=new A.mD(A.ba(p,0,!1,t.V),A.ba(p,B.I,!1,t.G)) +return r}} +A.mu.prototype={ +kQ(){return new A.p9(A.b([],t.u),A.bK(this.a,t.S))}} +A.arX.prototype={ +giU(){var s=this.a +return s.length===1&&s[0].giU()}, +kQ(){var s=this.a +if(B.b.ga5(s).giU())return new A.lX(A.b([],t.u),A.bK(s,t.o)) +return new A.a5O(A.b([],t.u),A.bK(s,t.o))}, +gabt(){return this.a}} +A.tO.prototype={ +kQ(){return new A.lX(A.b([],t.u),A.bK(this.a,t.o))}} +A.arZ.prototype={ +kQ(){return new A.lX(A.b([],t.u),A.bK(this.a,t.o))}} +A.XA.prototype={ +kQ(){var s=t.hN +s=A.b(A.b([],s).slice(0),s) +return new A.G5(new A.oc(s,B.h,!1),$.G().T(),A.b([],t.u),A.bK(this.a,t.hd))}} +A.XB.prototype={ +gabt(){throw A.d(A.a8("Cannot call getKeyframes on AnimatableSplitDimensionPathValue."))}, +giU(){return this.a.giU()&&this.b.giU()}, +kQ(){var s,r=t.V,q=t.u,p=A.b([],q),o=A.bK(this.a.a,r),n=A.b([],q) +r=A.bK(this.b.a,r) +s=A.b([],t.G5) +s=new A.a9i(new A.cF(p,o),new A.cF(n,r),A.b([],q),A.bK(s,t.o)) +s.fN(0) +return s}} +A.as_.prototype={ +kQ(){return new A.QU(A.b([],t.u),A.bK(this.a,t.HU))}} +A.XC.prototype={} +A.Cm.prototype={ 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Lengths vary ("+m+" vs "+k+")")) +for(k=this.a,s=a.a,r=b.a,q=this.b,p=0;p=0)return o.b[m] +s=-(m+1) +if(s===0)return o.b[0] +else{r=o.b +q=r.length-1 +if(s===q)return r[q]}q=s-1 +p=n[q] +return A.aAZ((a-p)/(n[s]-p),r[q],r[s])}} +A.a1U.prototype={ +l5(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g=this,f=t.S,e=t.Fs,d=$.G(),c=d.T() +d=d.B() +s=A.b([],t.KJ) +r=a.a.d +r=B.c.aA(B.e.cS(A.dw(0,B.c.aA((r.c-r.b)/r.d*1000)).a,1000)/32) +q=A.bgB(g.d.a) +p=t.u +o=A.b([],p) +n=new A.p9(o,A.bK(g.e.a,f)) +m=t.o +l=A.b([],p) +k=new A.lX(l,A.bK(g.f.a,m)) +j=A.b([],p) +m=new A.lX(j,A.bK(g.r.a,m)) +r=new A.LJ(b,g,A.D(f,e),A.D(f,e),c,d,s,q,n,k,m,a,r) +c.sfA(g.c) +c=r.goO() +q.a.push(c) +b.cn(q) +o.push(c) +b.cn(n) +l.push(c) +b.cn(k) +j.push(c) +b.cn(m) +i=b.gBn() +if(i!=null){f=i.a +p=A.b([],p) +f=new A.cF(p,A.bK(f.a,t.V)) +p.push(c) +r.ay=f +b.cn(f)}h=b.gC7() +if(h!=null)r.CW=A.b8S(c,b,h) +return r}, +$ieJ:1} +A.a1W.prototype={ +l5(a,b){return A.byt(a,b,this)}, +$ieJ:1} +A.a1Z.prototype={ 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s,r=this,q=$.G().T(),p=A.b([],t.NQ),o=r.b.kQ(),n=t.u,m=A.b([],n),l=new A.lX(m,A.bK(r.c.a,t.o)) +n=A.b([],n) +s=new A.cF(n,A.bK(r.d.a,t.V)) +p=new A.Oz(q,r.a,r.e,a,o,l,s,new A.D7(p)) +b.cn(o) +b.cn(l) +b.cn(s) +s=p.goO() +o.a.push(s) +m.push(s) +n.push(s) +return p}, +j(a){return"RectangleShape{position="+this.b.j(0)+", size="+this.c.j(0)+"}"}, +$ieJ:1} +A.a7y.prototype={ +l5(a,b){var s,r,q,p,o,n,m=this,l=new A.by(new Float64Array(16)) +l.cc() +s=$.G().T() +r=t.V +q=t.u +p=A.b([],q) +o=new A.cF(p,A.bK(m.b.a,r)) +q=A.b([],q) +r=new A.cF(q,A.bK(m.c.a,r)) +n=A.Bo(m.d) +s=new A.P3(l,s,a,b,m,o,r,n) +b.cn(o) +o=s.gawT() +p.push(o) +b.cn(r) +q.push(o) +n.a6N(b) +n.an(0,o) +return s}, +$ieJ:1} +A.a7S.prototype={ +l5(a,b){var s=A.b([],t.u),r=new A.cF(s,A.bK(this.b.a,t.V)),q=new A.Au(a,r) +b.cn(r) +s.push(q.gayP()) +return q}, +$ieJ:1} +A.oc.prototype={ +aNk(a,a0,a1){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b +this.c=a.c||a0.c +s=a.a +r=a0.a +q=Math.min(s.length,r.length) +p=this.a +o=p.length 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A.a3(s.a,s.b,s.c,s.d.a,s.e,s.f,s.r,s.w,s.x,s.y,s.z,s.Q,s.as,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s,r=this +if(b==null)return!1 +if(r!==b)s=b instanceof A.qG&&A.L(r)===A.L(b)&&r.a===b.a&&r.b==b.b&&r.c===b.c&&r.d===b.d&&r.e===b.e&&r.f===b.f&&r.r===b.r&&r.w.l(0,b.w)&&r.x.l(0,b.x)&&r.y===b.y&&r.z===b.z&&J.f(r.Q,b.Q)&&J.f(r.as,b.as) +else s=!0 +return s}} +A.a1n.prototype={} +A.Lr.prototype={ +gJ(a){return A.by8(this.b,this.f,this.e)}, +l(a,b){var s,r=this +if(b==null)return!1 +if(r!==b)s=b instanceof A.Lr&&A.L(r)===A.L(b)&&r.a===b.a&&r.b===b.b&&r.c===b.c&&r.d===b.d&&r.e===b.e&&r.f===b.f +else s=!0 +return s}} +A.j9.prototype={ +w1(a,b){var s,r,q,p,o=this,n=o.y,m=o.e +if(n.cy===B.mM)m.sdl(B.d0) +else m.sdl(B.cG) +m=o.gUl() +o.ch.an(0,m) +n=n.w +if(n.length!==0){s=A.b([],t.PE) +r=new A.aFB(s,A.b([],t.qh),n) +r.anE(n) +o.z=r +for(n=s.length,q=0;q=0;--q)s.bR(0,p.ax[q].ch.pi()) +else{r=p.at +if(r!=null)s.bR(0,r.ch.pi())}}s.bR(0,p.ch.pi()) +return B.H}, +kU(a,b,c,d){var s,r,q,p,o,n,m,l=this,k="Layer#parentMatrix",j="Layer#drawLayer",i="Layer#computeBounds",h="Layer#saveLayer",g="Layer#drawMatte",f="Layer#restoreLayer",e=l.r +A.fv(e) +if(!l.CW||l.y.dx){A.dE(e) +return}l.ZV() +A.fv(k) +s=l.a +s.cc() +c.uc(s) +for(r=l.ax.length-1;r>=0;--r)s.bR(0,l.ax[r].ch.pi()) +A.dE(k) +q=l.ch +p=q.z +o=p==null?null:p.gm(p) +if(o==null)o=100 +n=B.c.aj(d/255*o/100*255) +if(l.as==null&&!l.U9()){s.bR(0,q.pi()) +A.fv(j) +l.um(a,b,s,n) +A.dE(j) +l.a3x(A.dE(e)) +return}A.fv(i) +m=l.awR(l.iG(0,s,!1),c) +s.bR(0,q.pi()) +m=l.awQ(m,s) +q=m.fJ(new A.x(0,0,0+b.a,0+b.b)) +if(q.gaB(q))m=B.H +A.dE(i) +if(!m.gaB(m)){A.fv(h) +q=l.b +p=q.gA(q).a +q.sA(0,A.a9(255,p>>>16&255,p>>>8&255,p&255)) +a.hD(m,q) +A.dE(h) +l.a_i(a,m) +A.fv(j) +l.um(a,b,s,n) +A.dE(j) +if(l.U9())l.aoE(a,m,s) +if(l.as!=null){A.fv(g) +A.fv(h) +a.hD(m,l.e) +A.dE(h) +l.a_i(a,m) +l.as.kU(a,b,c,n) +A.fv(f) +a.bo(0) +A.dE(f) +A.dE(g)}A.fv(f) +a.bo(0) +A.dE(f)}l.a3x(A.dE(e))}, +a3x(a){this.x.a.b.aQT(this.y.c,a)}, 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A.a9(B.c.aA(255*b),r.gm(r)>>>16&255,r.gm(r)>>>8&255,r.gm(r)&255)}throw A.d(A.bN("Unreachable code."))}, +asG(a,b,c,d){var s,r,q,p,o +if(d.length<2||a<=c[0])return A.a9(B.c.aA(255*d[0]),b.gm(b)>>>16&255,b.gm(b)>>>8&255,b.gm(b)&255) +for(s=c.length,r=s-1,q=1;q>>16&255,b.gm(b)>>>8&255,b.gm(b)&255)}throw A.d(A.bN("Unreachable code."))}} +A.aEj.prototype={ +$0(){var s,r,q,p,o +try{r=this.a +q=r.a +r=r.b +r=A.bi9(A.bia(q.a,q.b,r.a,r.b)) +return r}catch(p){s=A.b_(p) +A.X7().$1("DEBUG: Path interpolator error "+A.j(s)) +if(B.d.N(A.j(s),"The Path cannot loop back on itself.")){r=this.a +q=r.a +o=Math.min(q.a,1) +r=r.b +return A.bi9(A.bia(o,q.b,Math.max(r.a,0),r.b))}else return B.y}}, +$S:797} +A.atJ.prototype={ +ql(a){var s,r=this,q=r.c +if(qq.gE(r)){s.c=q.gE(r)-s.b +return!1}s.c=Math.max(b,s.c) +return!0}, +Em(a){var s=this.c +if(a>s||s-a<1)A.V(A.bN("size="+s+" offset="+a+" byteCount=1")) +return J.bU(this.a,this.b+a)}, +fe(a,b){var s=this,r=s.b+=b,q=s.a,p=J.aj(q) +if(r>=p.gE(q)){s.b=p.gE(q)-1 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Float64Array(2)) +q.ak(1.5) +p.K(A.Pk(q,A.da(!0,0,B.y,0.2,!1,r,r,r,0),r))}}, +$S:0} +A.aHB.prototype={ +$2(a,b){var s,r=this.b,q=J.bt(b) +if(q.b1(b,r)){s=this.a.jd +s===$&&A.c() +s=s[a] +r=q.i(b,r) +r.toString +s.D(0,r)}}, +$S:824} +A.aiP.prototype={} +A.F8.prototype={ +a8(a){var s,r,q,p,o,n,m,l=null,k=A.a1S(B.l,35,l),j=A.a1S(l,30,B.a4) +j=A.aRe(A.a1S(B.Az,28,l),A.a1S(B.Az,18,l),l,k,l,l,l,l,l,j,l,l,l,l,l) +s=A.aaD(l,new A.DD(A.b8U(l,l,B.q,l,l,l,l,l,l,l,l,B.a4r,l,l,l,l,l,l,l)),A.byP(B.ES,new A.mg(B.hV,new A.cp(B.fx,1,B.aa,-1)),B.ES,B.fx),j,l) +j=A.b([],t.sN) +k=new Float64Array(2) +k=A.yA(l,l,new A.a(k)) +r=A.aO(l,l,l) +q=r.ay +p=new A.a(new Float64Array(2)) +p.ak(1) +o=q.ax.e +o.a9(p) +o.F() +q.CW=null +q=r +p=$.ay() +o=$.aG() +n=A.b([],t.u) +m=A.aI(A.aL(),t.y) +j=new A.ha(j,k,q,p,o,new A.P(),new A.P(),B.m,n,m,A.C(t.S),A.C(t.F),0,l,B.f,new A.e([],t.s),new A.e([],t.g)) +j.aS(r,l,l,k,t.E) +return A.b9S(!0,A.aH(j,B.WV,new A.aHG(),l,A.b5(["menu",new A.aHH(),"game_over",new A.aHI()],t.N,t.kI),t._1),l,l,l,s,"PadRacing")}} +A.aHG.prototype={ +$1(a){var s=null +return A.my(A.dz("Loading...",s,s,s,A.an(a).p3.a,s,s),s,s)}, +$S:117} +A.aHH.prototype={ +$2(a,b){return new A.EQ(b,null)}, +$S:826} +A.aHI.prototype={ +$2(a,b){return new A.DX(b,null)}, +$S:827} +A.Bj.prototype={ +ga3K(){var s,r,q,p=this.ry +if(p===$){s=this.rx.a +r=s[0] +s=s[1] +q=A.Om(-r,-s,r,s,B.a2a) +p!==$&&A.a2() +this.ry=q +p=q}return p}, +ga2t(){var s,r=this.x1 +if(r===$){s=this.bA?600:300 +r!==$&&A.a2() +r=this.x1=s}return r}, +ga2u(){var s,r=this.x2 +if(r===$){s=this.bA?7.5:8.5 +r!==$&&A.a2() +r=this.x2=s}return r}, +p(a){var s=0,r=A.t(t.H),q=this,p,o,n +var $async$p=A.u(function(b,c){if(b===1)return A.p(c,r) +while(true)switch(s){case 0:s=2 +return A.B(q.tw(0),$async$p) +case 2:p=q.gar().ok +o=A.b([],t.yv) +n=B.r.aV() +p.K(new A.aaT(q,o,$,n,null,1,null,B.f,new A.e([],t.s),new A.e([],t.g))) +return A.q(null,r)}}) +return A.r($async$p,r)}, +ir(){var s,r,q,p=this,o=p.cC?-3:3,n=p.bA?3.5:-4.25,m=new A.a(new Float64Array(2)) +m.t(o,n) +s=A.eR(0,0,0,!1,null,null,B.X,null) +s.a=B.O +o=p.RG.ax +o===$&&A.c() +s.c=o.d.a.W(0,m) +r=p.gar().ok.k1.fi(s) +r.fr=p +q=A.mU() +q.m8(0.5,1.25) +r.a8y(q,1).y=p +o=p.bd +o.e=r +o.a.u(m) +n=p.gar().ok +o=A.aLN(o) +p.bP!==$&&A.al() +p.bP=o +n.k1.is(o) +o.Mb(0,0) +return r}, +a6(a,b){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d=this,c=d.ax +c===$&&A.c() +if((c.b&2)===2||d.to.a!==0){c=d.to +if(c.N(0,B.b7)){s=-0.6 +r=-15 +q=!0}else{s=0 +r=0 +q=!1}if(c.N(0,B.b8)){r+=15 +s+=0.6 +q=!0}p=d.bb&&q +o=d.bP +if(p){n=4*b +o===$&&A.c() +p=o.a +p===$&&A.c() +m=o.b +m===$&&A.c() +l=m.f.e-p.f.e-o.ay +k=l+B.c.ca(s-l,-n,n) +o.Mb(k,k)}else{o===$&&A.c() +o.Mb(0,0)}d.ax.aGz(r) +j=A.ca(d.ax.d.b,d.Y) +j.ap(0,j.bI(d.ax.r)) +j.ap(0,-d.ax.ax) +j.I5(-d.ga2u(),d.ga2u()) +j.ap(0,1) +d.ax.u2(j) +p=d.ax +p.a7c(0.1*p.WV()*-d.ax.w) +i=d.ga0F() +h=Math.sqrt(i.gcU()) +i.dW(0) +p=d.ax +i.ap(0,-2*h) +p.a7d(i) +if(!d.gar().je){g=c.N(0,B.bg)?250:0 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+A.avT.prototype={ +$1(a){return a!==""}, +$S:30} +A.b3T.prototype={ +$1(a){return a==null?"null":'"'+a+'"'}, +$S:183} +A.aDo.prototype={ +afV(a){var s=this.yK(a) +if(s>0)return B.d.au(a,0,s) +return this.ya(a)?a[0]:null}} +A.aI7.prototype={ +ado(){var s,r,q=this +while(!0){s=q.d +if(!(s.length!==0&&J.f(B.b.ga4(s),"")))break +B.b.eC(q.d) +q.e.pop()}s=q.e +r=s.length +if(r!==0)s[r-1]=""}, +j(a){var s,r=this,q=r.b +q=q!=null?""+q:"" +for(s=0;s=0;--s)if(a[s]===b){++r +if(r===c)return s +q=s}return q}, +aDU(){var s,r,q=this.d +q=new A.hD(q,A.a6(q).h("hD<1,i?>")) +s=q.UE(q,new A.aI8(),new A.aI9()) +if(s==null)return A.b(["",""],t.T) +if(s==="..")return A.b(["..",""],t.T) +r=this.ax0(s,".",1) +if(r<=0)return A.b([s,""],t.T) +return A.b([B.d.au(s,0,r),B.d.cf(s,r)],t.T)}} +A.aI8.prototype={ +$1(a){return a!==""}, +$S:240} +A.aI9.prototype={ +$0(){return null}, +$S:20} +A.aPt.prototype={ +j(a){return this.gl1(this)}} +A.aJE.prototype={ +RN(a){return B.d.N(a,"/")}, +JR(a){return a===47}, +Kf(a){var s=a.length +return s!==0&&a.charCodeAt(s-1)!==47}, +yL(a,b){if(a.length!==0&&a.charCodeAt(0)===47)return 1 +return 0}, +yK(a){return this.yL(a,!1)}, +ya(a){return!1}, +gl1(){return"posix"}, +gEH(){return"/"}} +A.aSB.prototype={ +RN(a){return B.d.N(a,"/")}, +JR(a){return a===47}, +Kf(a){var s=a.length +if(s===0)return!1 +if(a.charCodeAt(s-1)!==47)return!0 +return B.d.jb(a,"://")&&this.yK(a)===s}, +yL(a,b){var s,r,q,p,o=a.length +if(o===0)return 0 +if(a.charCodeAt(0)===47)return 1 +for(s=0;s0){s=B.d.jj(a,"\\",s+1) +if(s>0)return s}return r}if(r<3)return 0 +if(!A.bnn(a.charCodeAt(0)))return 0 +if(a.charCodeAt(1)!==58)return 0 +r=a.charCodeAt(2) +if(!(r===47||r===92))return 0 +return 3}, +yK(a){return this.yL(a,!1)}, +ya(a){return this.yK(a)===1}, +gl1(){return"windows"}, +gEH(){return"\\"}} +A.dG.prototype={ +W(a,b){return new A.dG(this.a+b.a,this.b+b.b)}, +X(a,b){return new A.dG(this.a-b.a,this.b-b.b)}, +a1(a,b){return new A.dG(this.a*b,this.b*b)}, +j(a){return"PathOffset{"+A.j(this.a)+","+A.j(this.b)+"}"}, +l(a,b){if(b==null)return!1 +return b instanceof A.dG&&b.a===this.a&&b.b===this.b}, +gJ(a){return((391^B.c.gJ(this.a))*23^B.c.gJ(this.b))>>>0}} +A.aPR.prototype={ +AE(){var s,r,q,p,o,n=this +for(s=n.a,r=n.d;!0;){q=n.c +if(q>=r)return-1 +p=s.charCodeAt(q) +if(p<=32)o=p===32||p===10||p===9||p===13||p===12 +else o=!1 +if(!o)return p +n.c=q+1}}, +a4C(){if(this.AE()===44){++this.c +this.AE()}}, +axH(a,b){var s +if(!(a>=48&&a<=57||a===43||a===45||a===46)||this.b===B.pv)return b +s=this.b +if(s===B.pA)return B.Ed +if(s===B.pB)return B.Ee +return s}, +od(){var s=this,r=s.c +if(r>=s.d)return-1 +s.c=r+1 +return s.a.charCodeAt(r)}, +j4(){var s,r,q,p,o,n,m,l,k,j,i=this,h="Numeric overflow" +i.AE() +s=i.od() +if(s===43){s=i.od() +r=1}else if(s===45){s=i.od() +r=-1}else r=1 +if((s<48||s>57)&&s!==46)throw A.d(A.a7("First character of a number must be one of [0-9+-.].")) +q=0 +while(!0){if(!(48<=s&&s<=57))break +q=q*10+(s-48) +s=i.od()}if(!(-17976931348623157e292<=q&&q<=17976931348623157e292))throw A.d(A.a7(h)) +if(s===46){s=i.od() +if(s<48||s>57)throw A.d(A.a7("There must be at least one digit following the .")) +p=0 +o=1 +while(!0){if(!(48<=s&&s<=57))break +o*=0.1 +p+=(s-48)*o +s=i.od()}}else p=0 +n=(q+p)*r +m=i.c +if(m57)throw A.d(A.a7("Missing exponent")) +j=0 +while(!0){if(!(s>=48&&s<=57))break +j=j*10+(s-48) +s=i.od()}if(k)j=-j +if(!(-37<=j&&j<=38))throw A.d(A.a7("Invalid exponent "+j)) +if(j!==0)n*=Math.pow(10,j)}if(!(-17976931348623157e292<=n&&n<=17976931348623157e292))throw A.d(A.a7(h)) +if(s!==-1){--i.c +i.a4C()}return n}, +a35(){var s,r=this,q=r.c +if(q>=r.d)throw A.d(A.a7("Expected more data")) +r.c=q+1 +s=r.a.charCodeAt(q) +r.a4C() +if(s===48)return!1 +else if(s===49)return!0 +else throw A.d(A.a7("Invalid flag value"))}, +acs(){return new A.eG(this.aQ_(),t.PF)}, +aQ_(){var s=this +return function(){var r=0,q=1,p,o +return function $async$acs(a,b,c){if(b===1){p=c +r=q}while(true)switch(r){case 0:o=s.d +case 2:if(!(s.c1){b0*=Math.sqrt(m) +b1*=Math.sqrt(m)}q.cc() +q.eD(0,1/b0,1/b1) +q.mT(a9) +l=a8.wn(q,b2) +k=a8.wn(q,b3.b) +j=k.X(0,l) +a9=j.a +o=j.b +i=Math.sqrt(Math.max(1/(a9*a9+o*o)-0.25,0)) +if(!isFinite(i))i=0 +j=j.a1(0,b3.e===b3.f?-i:i) +a9=l.W(0,k).a1(0,0.5) +o=a9.a+-j.b +a9=a9.b+j.a +h=new A.dG(o,a9) +l=l.X(0,h) +g=Math.atan2(l.b,l.a) +k=k.X(0,h) +f=Math.atan2(k.b,k.a)-g +if(f<0&&b3.e)f+=6.283185307179586 +else if(f>0&&!b3.e)f-=6.283185307179586 +q.cc() +q.mT(s) +q.eD(0,b0,b1) +e=B.c.dm(Math.abs(f/1.5717963267948964)) +for(n=b4.a,d=0;d"))}} +A.a3Y.prototype={ +ga2(a){var s=this.e +s===$&&A.c() +return s}, +H(){var s,r,q,p,o,n=this +for(s=n.b,r=s.length,q=n.a;p=n.d,p<=r;){o=q.a.cw(s,p) +p=n.d +if(o<0)n.d=p+1 +else{s=q.cq(new A.Dc(s,p)) +n.e=s.gm(s) +s=n.d +if(s===o)n.d=s+1 +else n.d=o +return!0}}return!1}} +A.nL.prototype={ +cq(a){var s,r=a.a,q=a.b,p=this.a.cw(r,q) +if(p<0)return new A.bp(this.b,r,q,t.nN) +s=B.d.au(r,q,p) +return new A.d7(s,r,p,t.Xb)}, +cw(a,b){return this.a.cw(a,b)}} +A.ML.prototype={ +cq(a){var s,r=this.a.cq(a),q=this.$ti,p=r.a +if(r.guS()){s=this.b.$1(r.gm(r)) +return new A.d7(s,p,r.b,q.h("d7<2>"))}else{s=r.gdU(r) +return new A.bp(s,p,r.b,q.h("bp<2>"))}}} +A.Re.prototype={ +cq(a){var s,r,q=this.a.cq(a),p=this.$ti,o=q.a +if(q.guS()){s=q.gm(q) +r=q.b +return new A.d7(new A.pS(s,a.a,a.b,r,p.h("pS<1>")),o,r,p.h("d7>"))}else{s=q.gdU(q) +return new A.bp(s,o,q.b,p.h("bp>"))}}, +cw(a,b){return this.a.cw(a,b)}} +A.Q_.prototype={ +mU(a){return this.a===a}} +A.xM.prototype={ +mU(a){return this.a}} +A.a3K.prototype={ +anB(a){var s,r,q,p,o,n,m,l +for(s=a.length,r=this.a,q=this.c,p=0;p>>0}}}, +mU(a){var s=this.a +if(s<=a)if(a<=this.b){s=a-s +s=(this.c[B.e.bu(s,5)]&B.vn[s&31])>>>0!==0}else s=!1 +else s=!1 +return s}, +$ihn:1} +A.a4T.prototype={ +mU(a){return!this.a.mU(a)}} +A.b70.prototype={ +$2(a,b){var s=a.a,r=b.a +return s!==r?s-r:a.b-b.b}, +$S:829} +A.b71.prototype={ +$2(a,b){return a+(b.b-b.a+1)}, +$S:830} +A.b3N.prototype={ +$1(a){return new A.iu(a.charCodeAt(0),a.charCodeAt(0))}, +$S:831} +A.b3I.prototype={ +$3(a,b,c){return new A.iu(a.charCodeAt(0),c.charCodeAt(0))}, +$S:832} +A.b3M.prototype={ +$1(a){return A.bKW(J.ih(a,t.eg))}, +$S:833} +A.b3H.prototype={ +$2(a,b){var s +if(a==null)s=b +else s=b instanceof A.xM?new A.xM(!b.a):new A.a4T(b) +return s}, +$S:834} +A.hn.prototype={} +A.iu.prototype={ +mU(a){return this.a<=a&&a<=this.b}, +$ihn:1} +A.abx.prototype={ +mU(a){if(a<256)switch(a){case 9:case 10:case 11:case 12:case 13:case 32:case 133:case 160:return!0 +default:return!1}switch(a){case 5760:case 8192:case 8193:case 8194:case 8195:case 8196:case 8197:case 8198:case 8199:case 8200:case 8201:case 8202:case 8232:case 8233:case 8239:case 8287:case 12288:case 65279:return!0 +default:return!1}}, +$ihn:1} +A.JQ.prototype={ +cq(a){var s,r,q,p,o,n,m +for(s=this.a,r=s.length,q=this.b,p=this.$ti.h("bp<1>"),o=null,n=0;n=0)return q}return q}} +A.fK.prototype={ +gbZ(a){return A.b([this.a],t.Vz)}, +mS(a,b,c){var s=this +s.ty(0,b,c) +if(s.a.l(0,b))s.a=A.w(s).h("b8").a(c)}} +A.PN.prototype={ +cq(a){var s,r,q,p,o=this,n=o.a.cq(a) +if(n.geK()){s=n.gdU(n) +return new A.bp(s,n.a,n.b,o.$ti.h("bp>"))}r=o.b.cq(n) +if(r.geK()){s=r.gdU(r) +return new A.bp(s,r.a,r.b,o.$ti.h("bp>"))}s=n.gm(n) +q=r.gm(r) +p=o.$ti +return new A.d7(new A.dg(s,q,p.h("@<1>").af(p.z[1]).h("dg<1,2>")),r.a,r.b,p.h("d7>"))}, +cw(a,b){b=this.a.cw(a,b) +if(b<0)return-1 +b=this.b.cw(a,b) +if(b<0)return-1 +return b}, +gbZ(a){return A.b([this.a,this.b],t.Vz)}, +mS(a,b,c){var s=this +s.ty(0,b,c) +if(s.a.l(0,b))s.a=s.$ti.h("b8<1>").a(c) +if(s.b.l(0,b))s.b=s.$ti.h("b8<2>").a(c)}} +A.dg.prototype={ +gJ(a){return A.a3(this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){if(b==null)return!1 +return this.$ti.b(b)&&J.f(this.a,b.a)&&J.f(this.b,b.b)}, +j(a){return this.cY(0)+"("+A.j(this.a)+", "+A.j(this.b)+")"}} +A.aIa.prototype={ +$1(a){return this.a.$2(a.a,a.b)}, +$S(){return this.d.h("@<0>").af(this.b).af(this.c).h("1(dg<2,3>)")}} +A.PO.prototype={ +cq(a){var s,r,q,p,o,n=this,m=n.a.cq(a) +if(m.geK()){s=m.gdU(m) +return new A.bp(s,m.a,m.b,n.$ti.h("bp>"))}r=n.b.cq(m) +if(r.geK()){s=r.gdU(r) +return new A.bp(s,r.a,r.b,n.$ti.h("bp>"))}q=n.c.cq(r) +if(q.geK()){s=q.gdU(q) +return new A.bp(s,q.a,q.b,n.$ti.h("bp>"))}s=m.gm(m) +r=r.gm(r) +p=q.gm(q) +o=n.$ti +return new A.d7(new A.o9(s,r,p,o.h("@<1>").af(o.z[1]).af(o.z[2]).h("o9<1,2,3>")),q.a,q.b,o.h("d7>"))}, +cw(a,b){b=this.a.cw(a,b) +if(b<0)return-1 +b=this.b.cw(a,b) +if(b<0)return-1 +b=this.c.cw(a,b) +if(b<0)return-1 +return b}, +gbZ(a){return A.b([this.a,this.b,this.c],t.Vz)}, +mS(a,b,c){var s=this +s.ty(0,b,c) +if(s.a.l(0,b))s.a=s.$ti.h("b8<1>").a(c) +if(s.b.l(0,b))s.b=s.$ti.h("b8<2>").a(c) +if(s.c.l(0,b))s.c=s.$ti.h("b8<3>").a(c)}} +A.o9.prototype={ +gJ(a){return A.a3(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s=this +if(b==null)return!1 +return s.$ti.b(b)&&J.f(s.a,b.a)&&J.f(s.b,b.b)&&J.f(s.c,b.c)}, +j(a){var s=this +return s.cY(0)+"("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+")"}} +A.aIb.prototype={ +$1(a){return this.a.$3(a.a,a.b,a.c)}, +$S(){var s=this +return s.e.h("@<0>").af(s.b).af(s.c).af(s.d).h("1(o9<2,3,4>)")}} +A.PP.prototype={ +cq(a){var s,r,q,p,o,n,m=this,l=m.a.cq(a) +if(l.geK()){s=l.gdU(l) +return new A.bp(s,l.a,l.b,m.$ti.h("bp>"))}r=m.b.cq(l) +if(r.geK()){s=r.gdU(r) +return new A.bp(s,r.a,r.b,m.$ti.h("bp>"))}q=m.c.cq(r) +if(q.geK()){s=q.gdU(q) +return new A.bp(s,q.a,q.b,m.$ti.h("bp>"))}p=m.d.cq(q) +if(p.geK()){s=p.gdU(p) +return new A.bp(s,p.a,p.b,m.$ti.h("bp>"))}s=l.gm(l) +r=r.gm(r) +q=q.gm(q) +o=p.gm(p) +n=m.$ti +return new A.d7(new A.n0(s,r,q,o,n.h("@<1>").af(n.z[1]).af(n.z[2]).af(n.z[3]).h("n0<1,2,3,4>")),p.a,p.b,n.h("d7>"))}, +cw(a,b){var s=this +b=s.a.cw(a,b) +if(b<0)return-1 +b=s.b.cw(a,b) +if(b<0)return-1 +b=s.c.cw(a,b) +if(b<0)return-1 +b=s.d.cw(a,b) +if(b<0)return-1 +return b}, +gbZ(a){var s=this +return A.b([s.a,s.b,s.c,s.d],t.Vz)}, +mS(a,b,c){var s=this +s.ty(0,b,c) +if(s.a.l(0,b))s.a=s.$ti.h("b8<1>").a(c) +if(s.b.l(0,b))s.b=s.$ti.h("b8<2>").a(c) +if(s.c.l(0,b))s.c=s.$ti.h("b8<3>").a(c) +if(s.d.l(0,b))s.d=s.$ti.h("b8<4>").a(c)}} +A.n0.prototype={ +gJ(a){var s=this +return A.a3(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s=this +if(b==null)return!1 +return s.$ti.b(b)&&J.f(s.a,b.a)&&J.f(s.b,b.b)&&J.f(s.c,b.c)&&J.f(s.d,b.d)}, +j(a){var s=this +return s.cY(0)+"("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+")"}} +A.aId.prototype={ +$1(a){return this.a.$4(a.a,a.b,a.c,a.d)}, +$S(){var s=this +return s.f.h("@<0>").af(s.b).af(s.c).af(s.d).af(s.e).h("1(n0<2,3,4,5>)")}} +A.PQ.prototype={ +cq(a){var s,r,q,p,o,n,m,l=this,k=l.a.cq(a) +if(k.geK()){s=k.gdU(k) +return new A.bp(s,k.a,k.b,l.$ti.h("bp>"))}r=l.b.cq(k) +if(r.geK()){s=r.gdU(r) +return new A.bp(s,r.a,r.b,l.$ti.h("bp>"))}q=l.c.cq(r) +if(q.geK()){s=q.gdU(q) +return new A.bp(s,q.a,q.b,l.$ti.h("bp>"))}p=l.d.cq(q) +if(p.geK()){s=p.gdU(p) +return new A.bp(s,p.a,p.b,l.$ti.h("bp>"))}o=l.e.cq(p) +if(o.geK()){s=o.gdU(o) +return new A.bp(s,o.a,o.b,l.$ti.h("bp>"))}s=k.gm(k) +r=r.gm(r) +q=q.gm(q) +p=p.gm(p) +n=o.gm(o) +m=l.$ti +return new A.d7(new A.m4(s,r,q,p,n,m.h("@<1>").af(m.z[1]).af(m.z[2]).af(m.z[3]).af(m.z[4]).h("m4<1,2,3,4,5>")),o.a,o.b,m.h("d7>"))}, +cw(a,b){var s=this +b=s.a.cw(a,b) +if(b<0)return-1 +b=s.b.cw(a,b) +if(b<0)return-1 +b=s.c.cw(a,b) +if(b<0)return-1 +b=s.d.cw(a,b) +if(b<0)return-1 +b=s.e.cw(a,b) +if(b<0)return-1 +return b}, +gbZ(a){var s=this +return A.b([s.a,s.b,s.c,s.d,s.e],t.Vz)}, +mS(a,b,c){var s=this +s.ty(0,b,c) +if(s.a.l(0,b))s.a=s.$ti.h("b8<1>").a(c) +if(s.b.l(0,b))s.b=s.$ti.h("b8<2>").a(c) +if(s.c.l(0,b))s.c=s.$ti.h("b8<3>").a(c) +if(s.d.l(0,b))s.d=s.$ti.h("b8<4>").a(c) +if(s.e.l(0,b))s.e=s.$ti.h("b8<5>").a(c)}} +A.m4.prototype={ +gJ(a){var s=this +return A.a3(s.a,s.b,s.c,s.d,s.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s=this +if(b==null)return!1 +return s.$ti.b(b)&&J.f(s.a,b.a)&&J.f(s.b,b.b)&&J.f(s.c,b.c)&&J.f(s.d,b.d)&&J.f(s.e,b.e)}, +j(a){var s=this +return s.cY(0)+"("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+", "+A.j(s.e)+")"}} +A.aIe.prototype={ +$1(a){return this.a.$5(a.a,a.b,a.c,a.d,a.e)}, +$S(){var s=this +return s.r.h("@<0>").af(s.b).af(s.c).af(s.d).af(s.e).af(s.f).h("1(m4<2,3,4,5,6>)")}} +A.PR.prototype={ +cq(a){var s,r,q,p,o,n,m,l,k,j,i=this,h=i.a.cq(a) +if(h.geK()){s=h.gdU(h) +return new A.bp(s,h.a,h.b,i.$ti.h("bp>"))}r=i.b.cq(h) +if(r.geK()){s=r.gdU(r) +return new A.bp(s,r.a,r.b,i.$ti.h("bp>"))}q=i.c.cq(r) +if(q.geK()){s=q.gdU(q) +return new A.bp(s,q.a,q.b,i.$ti.h("bp>"))}p=i.d.cq(q) +if(p.geK()){s=p.gdU(p) +return new A.bp(s,p.a,p.b,i.$ti.h("bp>"))}o=i.e.cq(p) +if(o.geK()){s=o.gdU(o) +return new A.bp(s,o.a,o.b,i.$ti.h("bp>"))}n=i.f.cq(o) +if(n.geK()){s=n.gdU(n) +return new A.bp(s,n.a,n.b,i.$ti.h("bp>"))}m=i.r.cq(n) +if(m.geK()){s=m.gdU(m) +return new A.bp(s,m.a,m.b,i.$ti.h("bp>"))}l=i.w.cq(m) +if(l.geK()){s=l.gdU(l) +return new A.bp(s,l.a,l.b,i.$ti.h("bp>"))}s=h.gm(h) +r=r.gm(r) +q=q.gm(q) +p=p.gm(p) +o=o.gm(o) +n=n.gm(n) +m=m.gm(m) +k=l.gm(l) +j=i.$ti +return new A.d7(new A.jw(s,r,q,p,o,n,m,k,j.h("@<1>").af(j.z[1]).af(j.z[2]).af(j.z[3]).af(j.z[4]).af(j.z[5]).af(j.z[6]).af(j.z[7]).h("jw<1,2,3,4,5,6,7,8>")),l.a,l.b,j.h("d7>"))}, +cw(a,b){var s=this +b=s.a.cw(a,b) +if(b<0)return-1 +b=s.b.cw(a,b) +if(b<0)return-1 +b=s.c.cw(a,b) +if(b<0)return-1 +b=s.d.cw(a,b) +if(b<0)return-1 +b=s.e.cw(a,b) +if(b<0)return-1 +b=s.f.cw(a,b) +if(b<0)return-1 +b=s.r.cw(a,b) +if(b<0)return-1 +b=s.w.cw(a,b) +if(b<0)return-1 +return b}, +gbZ(a){var s=this +return A.b([s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w],t.Vz)}, +mS(a,b,c){var s=this +s.ty(0,b,c) +if(s.a.l(0,b))s.a=s.$ti.h("b8<1>").a(c) +if(s.b.l(0,b))s.b=s.$ti.h("b8<2>").a(c) +if(s.c.l(0,b))s.c=s.$ti.h("b8<3>").a(c) +if(s.d.l(0,b))s.d=s.$ti.h("b8<4>").a(c) +if(s.e.l(0,b))s.e=s.$ti.h("b8<5>").a(c) +if(s.f.l(0,b))s.f=s.$ti.h("b8<6>").a(c) +if(s.r.l(0,b))s.r=s.$ti.h("b8<7>").a(c) +if(s.w.l(0,b))s.w=s.$ti.h("b8<8>").a(c)}} +A.jw.prototype={ +gJ(a){var s=this +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,s.w,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s=this +if(b==null)return!1 +return s.$ti.b(b)&&J.f(s.a,b.a)&&J.f(s.b,b.b)&&J.f(s.c,b.c)&&J.f(s.d,b.d)&&J.f(s.e,b.e)&&J.f(s.f,b.f)&&J.f(s.r,b.r)&&J.f(s.w,b.w)}, +j(a){var s=this +return s.cY(0)+"("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+", "+A.j(s.e)+", "+A.j(s.f)+", "+A.j(s.r)+", "+A.j(s.w)+")"}} +A.aIf.prototype={ +$1(a){return this.a.$8(a.a,a.b,a.c,a.d,a.e,a.f,a.r,a.w)}, +$S(){var s=this +return s.y.h("@<0>").af(s.b).af(s.c).af(s.d).af(s.e).af(s.f).af(s.r).af(s.w).af(s.x).h("1(jw<2,3,4,5,6,7,8,9>)")}} +A.zg.prototype={ +mS(a,b,c){var s,r,q,p +this.ty(0,b,c) +for(s=this.a,r=s.length,q=this.$ti.h("b8"),p=0;p"))}, +cw(a,b){var s=this.a.cw(a,b) +return s<0?b:s}} +A.Q7.prototype={ +cq(a){var s,r,q,p,o,n=this,m=n.b +if(m!=null){s=m.cq(a) +if(s.geK()){r=s.gdU(s) +return new A.bp(r,s.a,s.b,n.$ti.h("bp<1>"))}a=s}q=n.a.cq(a) +if(q.geK())return q +p=n.c +if(p!=null){o=p.cq(q) +if(o.geK()){r=o.gdU(o) +return new A.bp(r,o.a,o.b,n.$ti.h("bp<1>"))}a=o}else a=q +r=q.gm(q) +return new A.d7(r,a.a,a.b,n.$ti.h("d7<1>"))}, +cw(a,b){var s=this.b,r=s==null?null:s.cw(a,b) +b=r==null?b:r +if(b<0)return-1 +b=this.a.cw(a,b) +if(b<0)return-1 +s=this.c +r=s==null?null:s.cw(a,b) +return r==null?b:r}, +gbZ(a){var s=A.b([],t.Vz),r=this.b +if(r!=null)s.push(r) +s.push(this.a) +r=this.c +if(r!=null)s.push(r) +return s}, +mS(a,b,c){var s=this +s.Yh(0,b,c) +if(J.f(s.b,b))s.b=c +if(J.f(s.c,b))s.c=c}} +A.L6.prototype={ +cq(a){return new A.d7(this.a,a.a,a.b,this.$ti.h("d7<1>"))}, +cw(a,b){return b}} +A.a4O.prototype={ +cq(a){var s,r=a.a,q=a.b,p=r.length +if(q=l||!r.mU(n.charCodeAt(q)))return new A.bp(o.b,n,q,t.nN);++q;++p}s=o.d +while(!0){if(!(q=p||!r.mU(a.charCodeAt(b)))return-1;++b;++q}s=this.d +while(!0){if(!(b")) +for(s=o.b,r=a;m.length>"))}m.push(q.gm(q))}for(s=o.c;!0;r=q){p=o.e.cq(r) +if(p.guS())return new A.d7(m,r.a,r.b,n.h("d7>")) +else{if(m.length>=s){s=p.gdU(p) +return new A.bp(s,p.a,p.b,n.h("bp>"))}q=o.a.cq(r) +if(q.geK()){s=p.gdU(p) +return new A.bp(s,p.a,p.b,n.h("bp>"))}m.push(q.gm(q))}}}, +cw(a,b){var s,r,q,p,o=this +for(s=o.b,r=b,q=0;q=0)return r +else{if(q>=s)return-1 +p=o.a.cw(a,r) +if(p<0)return-1;++q}}} +A.Mu.prototype={ +gbZ(a){return A.b([this.a,this.e],t.Vz)}, +mS(a,b,c){this.Yh(0,b,c) +if(this.e.l(0,b))this.e=c}} +A.Ob.prototype={ +cq(a){var s,r,q,p=this,o=p.$ti,n=A.b([],o.h("v<1>")) +for(s=p.b,r=a;n.length>"))}n.push(q.gm(q))}for(s=p.c;n.length>")) +n.push(q.gm(q))}return new A.d7(n,r.a,r.b,o.h("d7>"))}, +cw(a,b){var s,r,q,p,o=this +for(s=o.b,r=b,q=0;q>>8&255]&255)<<8|(s[a>>>16&255]&255)<<16|s[a>>>24&255]<<24)>>>0}, +afr(a,a0){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c=this,b=a0.a +b===$&&A.c() +s=b.length +if(s<16||s>32||(s&7)!==0)throw A.d(A.bM("Key length not 128/192/256 bits.",null)) +r=s>>>2 +q=r+6 +c.a=q +p=q+1 +o=J.dV(p,t.Cm) +for(q=t.S,n=0;n>>8|(j&$.id[24])<<24)>>>0)^b[n-1])>>>0 +q=o[n] +q[0]=m +l=(l^m)>>>0 +q[1]=l +k=(k^l)>>>0 +q[2]=k +j=(j^k)>>>0 +q[3]=j}break +case 6:m=A.f2(b,0,B.n) +q=o[0] +q[0]=m +l=A.f2(b,4,B.n) +q[1]=l +k=A.f2(b,8,B.n) +q[2]=k +j=A.f2(b,12,B.n) +q[3]=j +i=A.f2(b,16,B.n) +h=A.f2(b,20,B.n) +for(n=1,g=1;!0;){b=o[n] +b[0]=i +b[1]=h +f=g<<1 +m=(m^c.AI((h>>>8|(h&$.id[24])<<24)>>>0)^g)>>>0 +b[2]=m +l=(l^m)>>>0 +b[3]=l +k=(k^l)>>>0 +b=o[n+1] +b[0]=k +j=(j^k)>>>0 +b[1]=j +i=(i^j)>>>0 +b[2]=i +h=(h^i)>>>0 +b[3]=h +g=f<<1 +m=(m^c.AI((h>>>8|(h&$.id[24])<<24)>>>0)^f)>>>0 +b=o[n+2] +b[0]=m +l=(l^m)>>>0 +b[1]=l +k=(k^l)>>>0 +b[2]=k +j=(j^k)>>>0 +b[3]=j +n+=3 +if(n>=13)break +i=(i^j)>>>0 +h=(h^i)>>>0}break +case 8:m=A.f2(b,0,B.n) +q=o[0] +q[0]=m +l=A.f2(b,4,B.n) +q[1]=l +k=A.f2(b,8,B.n) +q[2]=k +j=A.f2(b,12,B.n) +q[3]=j +i=A.f2(b,16,B.n) +q=o[1] +q[0]=i +h=A.f2(b,20,B.n) +q[1]=h +e=A.f2(b,24,B.n) +q[2]=e +d=A.f2(b,28,B.n) +q[3]=d +for(n=2,g=1;!0;g=f){f=g<<1 +m=(m^c.AI((d>>>8|(d&$.id[24])<<24)>>>0)^g)>>>0 +b=o[n] +b[0]=m +l=(l^m)>>>0 +b[1]=l +k=(k^l)>>>0 +b[2]=k +j=(j^k)>>>0 +b[3]=j;++n +if(n>=15)break +i=(i^c.AI(j))>>>0 +b=o[n] +b[0]=i +h=(h^i)>>>0 +b[1]=h +e=(e^h)>>>0 +b[2]=e +d=(d^e)>>>0 +b[3]=d;++n}break +default:throw A.d(A.a7("Should never get here"))}return o}, +arC(b2,b3,b4,b5,b6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2=this,a3=A.f2(b2,b3,B.n),a4=A.f2(b2,b3+4,B.n),a5=A.f2(b2,b3+8,B.n),a6=A.f2(b2,b3+12,B.n),a7=b6[0],a8=a3^a7[0],a9=a4^a7[1],b0=a5^a7[2],b1=a6^a7[3] +for(a7=a2.a-1,s=a2.w,r=1;r>>8&255] +o=B.e.bu(p,24) +n=$.id[8] +m=s[b0>>>16&255] +l=B.e.bu(m,16) +k=$.id[16] +j=s[b1>>>24&255] +i=B.e.bu(j,8) +h=$.id[24] +g=b6[r] +f=q^(o|(p&n)<<8)^(l|(m&k)<<16)^(i|(j&h)<<24)^g[0] +j=s[a9&255] +i=s[b0>>>8&255] +m=B.e.bu(i,24) +l=s[b1>>>16&255] +p=B.e.bu(l,16) +o=s[a8>>>24&255] +e=j^(m|(i&n)<<8)^(p|(l&k)<<16)^(B.e.bu(o,8)|(o&h)<<24)^g[1] +o=s[b0&255] +l=s[b1>>>8&255] +p=B.e.bu(l,24) +i=s[a8>>>16&255] +m=B.e.bu(i,16) +j=s[a9>>>24&255] +d=o^(p|(l&n)<<8)^(m|(i&k)<<16)^(B.e.bu(j,8)|(j&h)<<24)^g[2] +j=s[b1&255] +a8=s[a8>>>8&255] +i=B.e.bu(a8,24) +a9=s[a9>>>16&255] +m=B.e.bu(a9,16) +b0=s[b0>>>24&255];++r +b1=j^(i|(a8&n)<<8)^(m|(a9&k)<<16)^(B.e.bu(b0,8)|(b0&h)<<24)^g[3] +g=s[f&255] +b0=s[e>>>8&255] +a9=B.e.bu(b0,24) +m=s[d>>>16&255] +a8=B.e.bu(m,16) +i=s[b1>>>24&255] +j=B.e.bu(i,8) +l=b6[r] +a8=g^(a9|(b0&n)<<8)^(a8|(m&k)<<16)^(j|(i&h)<<24)^l[0] +i=s[e&255] +j=s[d>>>8&255] +m=B.e.bu(j,24) +b0=s[b1>>>16&255] +a9=B.e.bu(b0,16) +g=s[f>>>24&255] +a9=i^(m|(j&n)<<8)^(a9|(b0&k)<<16)^(B.e.bu(g,8)|(g&h)<<24)^l[1] +g=s[d&255] +b0=s[b1>>>8&255] +j=B.e.bu(b0,24) +m=s[f>>>16&255] +i=B.e.bu(m,16) +p=s[e>>>24&255] +b0=g^(j|(b0&n)<<8)^(i|(m&k)<<16)^(B.e.bu(p,8)|(p&h)<<24)^l[2] +p=s[b1&255] +m=s[f>>>8&255] +i=B.e.bu(m,24) +j=s[e>>>16&255] +g=B.e.bu(j,16) +o=s[d>>>24&255];++r +b1=p^(i|(m&n)<<8)^(g|(j&k)<<16)^(B.e.bu(o,8)|(o&h)<<24)^l[3]}f=s[a8&255]^A.fG(s[a9>>>8&255],24)^A.fG(s[b0>>>16&255],16)^A.fG(s[b1>>>24&255],8)^b6[r][0] +e=s[a9&255]^A.fG(s[b0>>>8&255],24)^A.fG(s[b1>>>16&255],16)^A.fG(s[a8>>>24&255],8)^b6[r][1] +d=s[b0&255]^A.fG(s[b1>>>8&255],24)^A.fG(s[a8>>>16&255],16)^A.fG(s[a9>>>24&255],8)^b6[r][2] +b1=s[b1&255]^A.fG(s[a8>>>8&255],24)^A.fG(s[a9>>>16&255],16)^A.fG(s[b0>>>24&255],8)^b6[r][3] +a7=a2.e +b0=a7[f&255] +s=a7[e>>>8&255] +q=a2.d +p=q[d>>>16&255] +o=q[b1>>>24&255] +n=b6[r+1] +m=n[0] +l=q[e&255] +a9=a7[d>>>8&255] +k=a7[b1>>>16&255] +j=q[f>>>24&255] +i=n[1] +h=q[d&255] +g=a7[b1>>>8&255] +c=a7[f>>>16&255] +b=a7[e>>>24&255] +a=n[2] +a0=q[b1&255] +a1=q[f>>>8&255] +q=q[e>>>16&255] +a7=a7[d>>>24&255] +n=n[3] +A.C8((b0&255^(s&255)<<8^(p&255)<<16^o<<24^m)>>>0,b4,b5,B.n) +A.C8((l&255^(a9&255)<<8^(k&255)<<16^j<<24^i)>>>0,b4,b5+4,B.n) +A.C8((h&255^(g&255)<<8^(c&255)<<16^b<<24^a)>>>0,b4,b5+8,B.n) +A.C8((a0&255^(a1&255)<<8^(q&255)<<16^a7<<24^n)>>>0,b4,b5+12,B.n)}, +aqK(b2,b3,b4,b5,b6){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0=this,a1=A.f2(b2,b3,B.n),a2=A.f2(b2,b3+4,B.n),a3=A.f2(b2,b3+8,B.n),a4=A.f2(b2,b3+12,B.n),a5=a0.a,a6=b6[a5],a7=a1^a6[0],a8=a2^a6[1],a9=a3^a6[2],b0=a5-1,b1=a4^a6[3] +for(a5=a0.x,a6=a9;b0>1;){s=a5[a7&255] +r=a5[b1>>>8&255] +q=B.e.bu(r,24) +p=$.id[8] +o=a5[a6>>>16&255] +n=B.e.bu(o,16) +m=$.id[16] +l=a5[a8>>>24&255] +k=B.e.bu(l,8) +j=$.id[24] +i=b6[b0] +h=s^(q|(r&p)<<8)^(n|(o&m)<<16)^(k|(l&j)<<24)^i[0] +l=a5[a8&255] +k=a5[a7>>>8&255] +o=B.e.bu(k,24) +n=a5[b1>>>16&255] +r=B.e.bu(n,16) +q=a5[a6>>>24&255] +g=l^(o|(k&p)<<8)^(r|(n&m)<<16)^(B.e.bu(q,8)|(q&j)<<24)^i[1] +q=a5[a6&255] +n=a5[a8>>>8&255] +r=B.e.bu(n,24) +k=a5[a7>>>16&255] +o=B.e.bu(k,16) +l=a5[b1>>>24&255] +f=q^(r|(n&p)<<8)^(o|(k&m)<<16)^(B.e.bu(l,8)|(l&j)<<24)^i[2] +l=a5[b1&255] +a6=a5[a6>>>8&255] +k=B.e.bu(a6,24) +a8=a5[a8>>>16&255] +o=B.e.bu(a8,16) +a7=a5[a7>>>24&255];--b0 +b1=l^(k|(a6&p)<<8)^(o|(a8&m)<<16)^(B.e.bu(a7,8)|(a7&j)<<24)^i[3] +i=a5[h&255] +a7=a5[b1>>>8&255] +a8=B.e.bu(a7,24) +o=a5[f>>>16&255] +a6=B.e.bu(o,16) +k=a5[g>>>24&255] +l=B.e.bu(k,8) +n=b6[b0] +a7=i^(a8|(a7&p)<<8)^(a6|(o&m)<<16)^(l|(k&j)<<24)^n[0] +k=a5[g&255] +l=a5[h>>>8&255] +o=B.e.bu(l,24) +a6=a5[b1>>>16&255] +a8=B.e.bu(a6,16) +i=a5[f>>>24&255] +a8=k^(o|(l&p)<<8)^(a8|(a6&m)<<16)^(B.e.bu(i,8)|(i&j)<<24)^n[1] +i=a5[f&255] +a6=a5[g>>>8&255] +l=B.e.bu(a6,24) +o=a5[h>>>16&255] +k=B.e.bu(o,16) +r=a5[b1>>>24&255] +a6=i^(l|(a6&p)<<8)^(k|(o&m)<<16)^(B.e.bu(r,8)|(r&j)<<24)^n[2] +r=a5[b1&255] +o=a5[f>>>8&255] +k=B.e.bu(o,24) +l=a5[g>>>16&255] +i=B.e.bu(l,16) +q=a5[h>>>24&255];--b0 +b1=r^(k|(o&p)<<8)^(i|(l&m)<<16)^(B.e.bu(q,8)|(q&j)<<24)^n[3]}h=a5[a7&255]^A.fG(a5[b1>>>8&255],24)^A.fG(a5[a6>>>16&255],16)^A.fG(a5[a8>>>24&255],8)^b6[b0][0] +g=a5[a8&255]^A.fG(a5[a7>>>8&255],24)^A.fG(a5[b1>>>16&255],16)^A.fG(a5[a6>>>24&255],8)^b6[b0][1] 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A.h(c,d),q,f,B.v2[g],null))}, +aPh(a,b,c,d,e,f,g,h,i,j){var s,r,q,p,o,n=new A.h(a,b) +if(d==null)s=null +else{e.toString +s=new A.h(d,e)}r=A.b([],t.O) +for(q=J.aj(f),p=0;p>>0)) +o=!J.f(s,n)&&s!=null +q=B.v2[i] +this.z.push(A.E3(n,c,r,g,q,h,o?s:null,0))}, +V7(a,b,c,d){return this.aP7(a,b,c,d)}, +aP7(a,b,c,d){var s=0,r=A.t(t.z),q=this,p,o,n,m,l +var $async$V7=A.u(function(e,f){if(e===1)return A.p(f,r) +while(true)switch(s){case 0:n={} +m=q.Q[a] +l=q.cy +if(l==null)l=0 +p=q.db +n.a=0 +o=new A.azW(n,q,d,m,l,p) +if(b!=null)o.$1(b) +if(c!=null)o.$1(c) +q.cy=l+n.a +return A.q(null,r)}}) +return A.r($async$V7,r)}, +aPc(a,b,c){var s,r,q=new A.aV($.aP,t.U),p=new A.bX(q,t.gR) +this.at.push(q) +q=$.hT.fI$ +q===$&&A.c() +s=q.cW(0,A.a3(this.a,a,b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a),new A.azY(c)) +if(s==null){p.kO("Failed to load image") +return}r=A.bd("listener") +r.b=new A.k5(new A.azZ(this,s,r,a,p),null,new A.aA_(p,s,r,null)) +s.an(0,r.bc())}} +A.azW.prototype={ 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A.q(q,r) +case 2:return A.p(o,r)}}) +return A.r($async$$1,r)}, +$S:882} +A.azZ.prototype={ +$2(a,b){var s=this +s.b.ad(0,s.c.bc()) +s.a.ax.q(0,s.d,a.a) +s.e.hZ(0)}, +$S:128} +A.aA_.prototype={ +$2(a,b){var s=this.a +if((s.a.a&30)===0)s.hZ(0) +this.b.ad(0,this.c.bc()) +A.eA(new A.cz(a,b,"image resource service",A.cf("Failed to load image"),null,!0))}, +$S:883} +A.an8.prototype={} +A.an5.prototype={ +gjX(a){return this.e}} +A.abd.prototype={ +j(a){return"VectorGraphicsDecodeException: Failed to decode vector graphic from "+this.a.j(0)+".\n\nAdditional error: "+A.j(this.b)}, +$ic9:1} +A.CG.prototype={} +A.aSI.prototype={ +UJ(a,b){return this.aO6(a,b)}, +aO6(a,b){var s=0,r=A.t(t.YA),q,p,o +var $async$UJ=A.u(function(c,d){if(c===1)return A.p(d,r) +while(true)switch(s){case 0:o={} +o.a=B.v +p=$.bQ().a.f +o.b=p.length===0?B.Xj:B.b.ga5(p) +q=a.aO2(b).cz(new A.aSJ(o,a,!0,null),t.YA) +s=1 +break +case 1:return A.q(q,r)}}) +return A.r($async$UJ,r)}} +A.aSJ.prototype={ +$1(a){var s,r,q=this +try{s=q.a +s=A.bJw(a,q.c,q.b,s.b,q.d,s.a) +return s}catch(r){A.X7().$1("Failed to decode "+q.b.j(0)) +throw r}}, +$S:884} +A.a_B.prototype={} +A.aSL.prototype={ +a8W(d6,d7,d8,d9){var s,r,q,p,o,n,m,l,k,j,i,h,g,f,e,d,c,b,a,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,b0,b1,b2,b3,b4,b5,b6,b7,b8,b9,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,d0,d1,d2,d3,d4=null,d5="The provided data was not a vector_graphics binary asset." +if(d9==null){s=new A.b_z(d7) +if(J.aru(d7)<5)throw A.d(A.a7(d5)) +if(s.LS(0)!==8924514)throw A.d(A.a7(d5)) +if(s.nZ(0)!==1)throw A.d(A.a7("The provided data does not match the currently supported version."))}else{r=d9.b +r.toString +s=r}$label0$1:for(r=s.a,q=J.bt(r),p=d8.as,o=d8.ay,n=d8.r,m=d8.ax,l=d8.Q,k=t.J9,j=d8.y,i=d8.x,h=!1;s.b0){c1=J.ig(q.gdc(r),q.gfB(r)+s.b,b) +s.b+=b +c2=B.c6.cT(c1)}else c2=d4 +b=q.el(r,s.b,B.n) +s.b+=2 +c1=J.ig(q.gdc(r),q.gfB(r)+s.b,b) +s.b+=b +c3=B.c6.cT(c1) +c4=A.b([],k) +if((b9&1)!==0)c4.push(B.jN) +if((b9&2)!==0)c4.push(B.a6i) +if((b9&4)!==0)c4.push(B.pL) +l.push(new A.an5(c3,c2,d,f,B.m7[b8],A.bD3(c4),B.X1[c0],new A.l(c))) +continue $label0$1 +case 44:f=q.el(r,s.b,B.n) +e=s.b+=2 +d=q.el(r,e,B.n) +e=s.b+=2 +c5=d===65535?d4:d +d=q.el(r,e,B.n) +e=s.b+=2 +c6=d===65535?d4:d +d=q.el(r,e,B.n) +s.b+=2 +d8.V7(f,c5,c6,d===65535?d4:d) +continue $label0$1 +case 46:f=q.el(r,s.b,B.n) +e=s.b+=2 +s.b=e+1 +c7=q.iH(r,e) +d=q.qw(r,s.b,B.n) +s.b+=4 +c1=J.ig(q.gdc(r),q.gfB(r)+s.b,d) +s.b+=d +d8.aPc(f,c7,c1) +h=!0 +continue $label0$1 +case 47:f=q.el(r,s.b,B.n) +e=s.b+=2 +d=q.eZ(r,e,B.n) +e=s.b+=4 +c=q.eZ(r,e,B.n) +e=s.b+=4 +b=q.eZ(r,e,B.n) +e=s.b+=4 +a=q.eZ(r,e,B.n) +s.b+=4 +c8=s.Ex() +e=m.i(0,f) +e.toString +b2=c8!=null +if(b2){n.bO(0) +n.az(0,c8)}n.hL(e,new A.x(0,0,e.gc2(e),e.gbQ(e)),new A.x(d,c,d+b,c+a),$.G().B()) +if(b2)n.bo(0) +continue $label0$1 +case 49:f=q.el(r,s.b,B.n) +e=s.b+=2 +d=q.eZ(r,e,B.n) +e=s.b+=4 +c=q.eZ(r,e,B.n) +e=s.b+=4 +b=q.eZ(r,e,B.n) +e=s.b+=4 +a=q.eZ(r,e,B.n) +s.b+=4 +c9=s.Ex() +c9.toString +d8.dy=new A.b_d(f,b,a,c9) +e=$.G() +d0=e.kS() 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A.d(A.a7(B.d.aRX(s[0])+B.d.cf(s,1)+" must be encoded together (current phase is "+this.as.b+")."))}this.as=a}, +aFT(a){var s,r=this.a +if(a!=null){s=a.length +r.push(s) +this.r8(8) +B.b.I(this.a,A.kd(a.buffer,a.byteOffset,8*s))}else r.push(0)}, +pI(a){var s,r +this.c.setUint16(0,a,!0) +s=this.a +r=this.d +r===$&&A.c() +B.b.I(s,A.fy(r,0,A.hl(2,"count",t.S),A.b1(r).h("M.E")))}, +aAj(a){var s,r +this.c.setUint32(0,a,!0) +s=this.a +r=this.d +r===$&&A.c() +B.b.I(s,A.fy(r,0,A.hl(4,"count",t.S),A.b1(r).h("M.E")))}, +a3r(a){this.r8(4) +B.b.I(this.a,A.kd(a.buffer,a.byteOffset,4*a.length))}, +nc(a){var s,r +this.c.setFloat32(0,a,!0) +s=this.a +r=this.d +r===$&&A.c() +B.b.I(s,A.fy(r,0,A.hl(4,"count",t.S),A.b1(r).h("M.E")))}, +a3q(a){this.r8(4) +B.b.I(this.a,A.kd(a.buffer,a.byteOffset,4*a.length))}, +r8(a){var s,r=this.a,q=B.e.bB(r.length,a) +if(q!==0){s=$.Ce() +B.b.I(r,A.fy(s,0,A.hl(a-q,"count",t.S),A.b1(s).h("M.E")))}}} +A.b_z.prototype={ +nZ(a){return J.b80(this.a,this.b++)}, +ag3(a){var s=J.bed(this.a,this.b,B.n) +this.b+=2 +return s}, +LS(a){var s=J.b8_(this.a,this.b,B.n) +this.b+=4 +return s}, +qx(a){var s=this.a,r=J.bt(s),q=J.ig(r.gdc(s),r.gfB(s)+this.b,a) +this.b+=a +return q}, +Xg(a){var s,r,q,p=this +p.r8(2) +s=p.a +r=J.bt(s) +q=J.be4(r.gdc(s),r.gfB(s)+p.b,a) +p.b=p.b+2*a +return q}, +WX(a){var s,r,q,p=this +p.r8(4) +s=p.a +r=J.bt(s) +q=J.b7S(r.gdc(s),r.gfB(s)+p.b,a) +p.b=p.b+4*a +return q}, +Es(a){var s,r,q,p=this +p.r8(4) +s=p.a +r=J.bt(s) +q=J.ars(r.gdc(s),r.gfB(s)+p.b,a) +p.b=p.b+4*a +return q}, +r8(a){var s=this.b,r=B.e.bB(s,a) +if(r!==0)this.b=s+(a-r)}, +Ex(){var s,r,q,p=this,o=p.nZ(0) +if(o>0){p.r8(8) +s=p.a +r=J.bt(s) +q=J.be3(r.gdc(s),r.gfB(s)+p.b,o) +p.b=p.b+8*o +return q}return null}} +A.axF.prototype={ +at2(a,b){return b.cW(0,a,new A.axG(b))}, +na(a,b){return this.at2(a,b,t.z)}, +a71(a){var s=null +this.r.push(new A.lz(s,B.QO,s,this.na(a,this.a),s,s))}, +aGc(a,b,c,d,e){var s,r,q,p=this +if(b.a.length===0)return +s=p.na(b,p.b) +r=p.na(c,p.a) +q=e!=null?p.w.i(0,e):null +p.r.push(new A.lz(d,B.QN,s,r,q,null))}} +A.axG.prototype={ +$0(){return this.a.a}, +$S:104} +A.cR.prototype={ +gJ(a){return A.a3(this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){if(b==null)return!1 +return b instanceof A.cR&&b.a===this.a&&b.b===this.b}, +a1(a,b){return new A.cR(this.a*b,this.b*b)}, +W(a,b){return new A.cR(this.a+b.a,this.b+b.b)}, +j(a){return"Point("+A.j(this.a)+", "+A.j(this.b)+")"}} +A.l4.prototype={ +gJ(a){var s=this +return A.a3(s.a,s.b,s.c,s.d,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s=this +if(b==null)return!1 +return b instanceof A.l4&&b.a===s.a&&b.b===s.b&&b.c===s.c&&b.d===s.d}, +j(a){var s=this +return"Rect.fromLTRB("+A.j(s.a)+", "+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+")"}} +A.a2x.prototype={} +A.a0p.prototype={} +A.nt.prototype={ +aga(a){var s,r,q,p,o=this +if(a!=null)s=o.a===1&&o.d===1 +else s=!0 +if(s)return a +s=o.a +r=o.c +q=o.b +p=o.d +return(Math.sqrt(s*s+r*r)+Math.sqrt(q*q+p*p))/2*a}, +aRA(a){var s,r,q,p,o,n,m,l=this +if(a===0)return l +s=Math.cos(a) +r=Math.sin(a) +q=l.a +p=l.c +o=l.b +n=l.d +m=-r +return A.qi(q*s+p*r,o*s+n*r,q*m+p*s,o*m+n*s,l.e,l.f,l.r)}, +ga9v(){var s=this,r=s.a +return r>0&&s.b===0&&s.c===0&&s.d>0&&s.r===r}, +Xp(a,b){var s=this +if(a===1&&b===1)return s +return A.qi(s.a*a,s.b*a,s.c*b,s.d*b,s.e,s.f,s.r*a)}, +E5(a,b){var s=this,r=s.a,q=s.b,p=s.c,o=s.d +return A.qi(r,q,p,o,r*a+p*b+s.e,q*a+o*b+s.f,s.r)}, +ix(a){var s=this,r=s.a,q=a.a,p=s.c,o=a.b,n=s.b,m=s.d,l=a.c,k=a.d,j=a.e,i=a.f +return A.qi(r*q+p*o,n*q+m*o,r*l+p*k,n*l+m*k,r*j+p*i+s.e,n*j+m*i+s.f,s.r*a.r)}, +qp(a,b){var s=this,r=b.a,q=b.b +return new A.cR(s.a*r+s.c*q+s.e,s.b*r+s.d*q+s.f)}, +vn(){var s=this +return new Float64Array(A.ea(A.b([s.a,s.b,0,0,s.c,s.d,0,0,0,0,s.r,0,s.e,s.f,0,1],t.n)))}, +gJ(a){var s=this +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s=this +if(b==null)return!1 +return b instanceof A.nt&&b.a===s.a&&b.b===s.b&&b.c===s.c&&b.d===s.d&&b.e===s.e&&b.f===s.f&&b.r===s.r}, +j(a){var s=this +return"[ "+A.j(s.a)+", "+A.j(s.c)+", "+A.j(s.e)+" ]\n[ "+A.j(s.b)+", "+A.j(s.d)+", "+A.j(s.f)+" ]\n[ 0.0, 0.0, 1.0 ] // _m4_10 = "+A.j(s.r)+"\n"}} +A.a5M.prototype={ +V(){return"PathFillType."+this.b}} +A.Fg.prototype={ +V(){return"PathCommandType."+this.b}} +A.vn.prototype={} +A.is.prototype={ +cj(a){var s=a.qp(0,new A.cR(this.b,this.c)) +return new A.is(s.a,s.b,B.bJ)}, +gJ(a){return A.a3(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){if(b==null)return!1 +return b instanceof A.is&&b.b===this.b&&b.c===this.c}, +j(a){return"LineToCommand("+A.j(this.b)+", "+A.j(this.c)+")"}} +A.lO.prototype={ +cj(a){var s=a.qp(0,new A.cR(this.b,this.c)) +return new A.lO(s.a,s.b,B.dm)}, +gJ(a){return A.a3(this.a,this.b,this.c,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){if(b==null)return!1 +return b instanceof A.lO&&b.b===this.b&&b.c===this.c}, +j(a){return"MoveToCommand("+A.j(this.b)+", "+A.j(this.c)+")"}} +A.hH.prototype={ +a84(a){var s=this +return new A.avX().$5(a,new A.cR(s.b,s.c),new A.cR(s.d,s.e),new A.cR(s.f,s.r),0)}, +cj(a){var s=this,r=a.qp(0,new A.cR(s.b,s.c)),q=a.qp(0,new A.cR(s.d,s.e)),p=a.qp(0,new A.cR(s.f,s.r)) +return new A.hH(r.a,r.b,q.a,q.b,p.a,p.b,B.bA)}, +gJ(a){var s=this +return A.a3(s.a,s.b,s.c,s.d,s.e,s.f,s.r,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s=this +if(b==null)return!1 +return b instanceof A.hH&&b.b===s.b&&b.c===s.c&&b.d===s.d&&b.e===s.e&&b.f===s.f&&b.r===s.r}, +j(a){var s=this +return"CubicToCommand("+A.j(s.b)+", "+A.j(s.c)+", "+A.j(s.d)+", "+A.j(s.e)+", "+A.j(s.f)+", "+A.j(s.r)+")"}} +A.avX.prototype={ +$5(a,b,c,d,e){var s +if(A.a6d(b,A.zX(a,d,0.3333333333333333))>1.5||A.a6d(c,A.zX(a,d,0.6666666666666666))>1.5){s=A.bfi(a,b,c,d,0.5) +e=this.$5(s[0],s[1],s[2],s[3],e) +e=this.$5(s[3],s[4],s[5],s[6],e)}else e+=A.a6d(a,d) +return e}, +$S:885} +A.K6.prototype={ +cj(a){return this}, +gJ(a){return A.eC(this.a)}, +l(a,b){if(b==null)return!1 +return b instanceof A.K6}, +j(a){return"CloseCommand()"}} +A.lV.prototype={ +hk(a){var s,r,q,p,o,n,m,l=a.a,k=(a.c-l)*0.5,j=a.b,i=(a.d-j)*0.5 +l+=k +j+=i +s=0.551915024494*k +r=0.551915024494*i +q=j-i +p=this.a +p.push(new A.lO(l,q,B.dm)) +o=l+s +n=l+k +m=j-r +p.push(new A.hH(o,q,n,m,n,j,B.bA)) +r=j+r +i=j+i +p.push(new A.hH(n,r,o,i,l,i,B.bA)) +s=l-s +k=l-k +p.push(new A.hH(s,i,k,r,k,j,B.bA)) +p.push(new A.hH(k,m,s,q,l,q,B.bA)) +p.push(B.i1) +return this}, +ke(a){var s,r=a.a,q=a.b,p=this.a +p.push(new A.lO(r,q,B.dm)) +s=a.c +p.push(new A.is(s,q,B.bJ)) +q=a.d +p.push(new A.is(s,q,B.bJ)) +p.push(new A.is(r,q,B.bJ)) +p.push(B.i1) +return this}, +aGe(a,b,c){var s,r,q,p,o,n,m,l,k,j,i,h,g,f +if(b===0&&c===0)return this.ke(a) +s=new A.cR(b,c).a1(0,0.551915024494) +r=a.a +q=r+b +p=a.b +o=this.a +o.push(new A.lO(q,p,B.dm)) +n=r+(a.c-r) +m=n-b +o.push(new A.is(m,p,B.bJ)) +l=s.a +k=m+l +j=p+c +i=s.b +h=j-i +o.push(new A.hH(k,p,n,h,n,j,B.bA)) +g=p+(a.d-p) +f=g-c +o.push(new A.is(n,f,B.bJ)) +i=f+i +o.push(new A.hH(n,i,k,g,m,g,B.bA)) +o.push(new A.is(q,g,B.bJ)) +l=q-l +o.push(new A.hH(l,g,r,i,r,f,B.bA)) +o.push(new A.is(r,j,B.bJ)) +o.push(new A.hH(r,h,l,p,q,p,B.bA)) +o.push(B.i1) +return this}, +aea(a){var s,r=this.a,q=this.b +q===$&&A.c() +s=A.a5L(r,q) +if(a)B.b.ao(r) +return s}, +vo(){return this.aea(!0)}} +A.iS.prototype={ +aSG(a){if(a===this.b)return this +return A.a5L(this.a,a)}, +cj(a){var s,r,q,p=A.b([],t.H9) +for(s=this.a,r=s.length,q=0;q"+A.j(r)+","):"Path(" +s=this.b +r=(s!==B.cg?r+("\n fillType: "+s.j(0)+","):r)+"\n)" +return r.charCodeAt(0)==0?r:r}} +A.aVv.prototype={ +gku(a){var s=this,r=s.b,q=s.a +if(r>=q.length)r=s.b=0 +s.b=r+1 +return q[r]}} +A.b_c.prototype={ +gE(a){var s=this.b +s===$&&A.c() +return s}, +a_V(a){var s,r,q,p,o,n,m,l,k=this,j=A.a6d(k.c,a) +if(!(j<=0)){s=k.b +s===$&&A.c() +s=s<=0}else s=!0 +if(s)return +s=k.f +r=a.a +q=a.b +p=k.a +while(!0){o=k.b +o===$&&A.c() +if(!(j>=o))break +n=o/j +o=k.c +m=1-n +k.c=new A.cR(m*o.a+n*r,m*o.b+n*q) +k.b=p.gku(p) +o=k.e +o===$&&A.c() +m=k.c +l=m.a +m=m.b +if(o)s.push(new A.is(l,m,B.bJ)) +else s.push(new A.lO(l,m,B.dm)) +j=A.a6d(k.c,a) +k.e=!k.e}if(j>0){k.b=o-j +p=k.e +p===$&&A.c() +if(p)s.push(new A.is(r,q,B.bJ))}k.c=a}, +aqD(a){var s,r,q,p,o,n=this,m=null,l=a.a84(n.c),k=n.a,j=n.f +while(!0){s=n.b +s===$&&A.c() +if(!(l>=s))break +r=A.bfi(n.c,new A.cR(a.b,a.c),new A.cR(a.d,a.e),new A.cR(a.f,a.r),s/l) +s=n.c=r[3] +q=n.e +q===$&&A.c() +if(q){s=A.a6(r) +q=new A.aK(r,1,m,s.h("aK<1>")) +q.cm(r,1,m,s.c) +p=q.DW(0,3).fa(0) +q=p[0] +s=p[1] +o=p[2] +j.push(new A.hH(q.a,q.b,s.a,s.b,o.a,o.b,B.bA))}else j.push(new A.lO(s.a,s.b,B.dm)) +s=A.a6(r) +q=new A.aK(r,4,m,s.h("aK<1>")) +q.cm(r,4,m,s.c) +p=q.DW(0,3).fa(0) +q=p[0] +s=p[1] +o=p[2] +a=new A.hH(q.a,q.b,s.a,s.b,o.a,o.b,B.bA) +n.b=k.gku(k) +l=a.a84(n.c) +n.e=!n.e}n.b=s-l +n.c=new A.cR(a.f,a.r) +k=n.e +k===$&&A.c() +if(k)j.push(a)}, +aJc(a){var s,r,q,p,o,n,m,l=this,k=l.a +l.b=k.gku(k) +l.e=!0 +for(k=a.a,s=k.length,r=t.ZC,q=t.JO,p=t.wd,o=l.f,n=0;n"+p+", offsets: "+o+", tileMode: "+n+", "+m+"unitMode: "+A.j(s.e)+")"}} +A.LK.prototype={ +V(){return"GradientUnitMode."+this.b}} +A.vx.prototype={ +Rg(a,b){var s,r,q=this,p=q.f +if(p==null)p=B.bc +s=q.e +switch((s==null?B.lG:s).a){case 0:s=a.a +r=a.b +p=b.E5(s,r).Xp(a.c-s,a.d-r).ix(p) +break +case 1:p=b.ix(p) +break +case 2:break}s=q.d +if(s==null)s=B.pP +return new A.vx(q.r,q.w,q.x,q.a,q.b,q.c,s,B.uv,p)}, +Rk(a){var s,r,q,p,o=this,n=o.b +if(n==null)n=a.b +s=o.c +if(s==null)s=a.c +r=o.f +if(r==null)r=a.f +q=o.e +if(q==null)q=a.e +p=o.d +if(p==null)p=a.d +return new A.vx(o.r,o.w,o.x,o.a,n,s,p,q,r)}, +gJ(a){var s,r=this,q=r.b +q=A.c4(q==null?A.b([],t.Ai):q) +s=r.c +return A.a3(r.a,r.r,r.w,q,A.c4(s==null?A.b([],t.n):s),r.d,r.f,r.x,r.e,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s=this +if(b==null)return!1 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+l(a,b){var s,r=this +if(b==null)return!1 +if(b instanceof A.Qq){s=b.a +s=r.a.a===s.a&&J.f(b.b,r.b)&&b.c==r.c&&b.d==r.d&&b.e==r.e&&b.f==r.f}else s=!1 +return s}, +j(a){var s=this,r="Stroke(color: "+s.a.j(0),q=s.b +if(q!=null)r+=", shader: "+q.j(0) +q=s.c +if(q!=null)r+=", cap: "+q.j(0) +q=s.d +if(q!=null)r+=", join: "+q.j(0) +q=s.e +if(q!=null)r+=", miterLimit: "+A.j(q) +q=s.f +r=(q!=null?r+(", width: "+A.j(q)):r)+")" +return r.charCodeAt(0)==0?r:r}} +A.yk.prototype={ +gJ(a){return A.a3(B.a12,this.a,this.b,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a,B.a)}, +l(a,b){var s +if(b==null)return!1 +if(b instanceof A.yk){s=b.a +s=this.a.a===s.a&&J.f(b.b,this.b)}else s=!1 +return s}, +j(a){var s="Fill(color: "+this.a.j(0),r=this.b +s=(r!=null?s+(", shader: "+r.j(0)):s)+")" +return s.charCodeAt(0)==0?s:s}} +A.hC.prototype={ +V(){return"BlendMode."+this.b}} +A.a5A.prototype={ +V(){return"PaintingStyle."+this.b}} +A.Qr.prototype={ +V(){return"StrokeCap."+this.b}} 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+j(a){var s=this.a +return"["+A.j(s[0])+","+A.j(s[1])+"]"}, +l(a,b){var s,r,q +if(b==null)return!1 +if(b instanceof A.a){s=this.a +r=s[0] +q=b.a +s=r===q[0]&&s[1]===q[1]}else s=!1 +return s}, +gJ(a){return A.c4(this.a)}, +h6(a){var s=new A.a(new Float64Array(2)) +s.u(this) +s.dt() +return s}, +X(a,b){var s=new A.a(new Float64Array(2)) +s.u(this) +s.aq(0,b) +return s}, +W(a,b){var s=new A.a(new Float64Array(2)) +s.u(this) +s.D(0,b) +return s}, +ab(a,b){var s=new A.a(new Float64Array(2)) +s.u(this) +s.ap(0,1/b) +return s}, +a1(a,b){var s=new A.a(new Float64Array(2)) +s.u(this) +s.ap(0,b) +return s}, +i(a,b){return this.a[b]}, +gE(a){return Math.sqrt(this.gcU())}, +gcU(){var s=this.a,r=s[0] +s=s[1] +return r*r+s*s}, +dW(a){var s,r,q=Math.sqrt(this.gcU()) +if(q===0)return 0 +s=1/q +r=this.a +r[0]=r[0]*s +r[1]=r[1]*s +return q}, +Kg(){var s=new A.a(new Float64Array(2)) +s.u(this) +s.dW(0) +return s}, +nm(a){var s=this.a,r=a.a,q=s[0]-r[0],p=s[1]-r[1] +return q*q+p*p}, +HL(a){var s=a.a,r=this.a +if(r[0]===s[0]&&r[1]===s[1])return 0 +return Math.acos(B.c.ca(this.bI(a)/(Math.sqrt(this.gcU())*Math.sqrt(a.gcU())),-1,1))}, +HM(a){var s=a.a,r=this.a +if(r[0]===s[0]&&r[1]===s[1])return 0 +return Math.atan2(this.bK(a),this.bI(a))}, +bI(a){var s=a.a,r=this.a +return r[0]*s[0]+r[1]*s[1]}, +bK(a){var s=a.a,r=this.a +return r[0]*s[1]-r[1]*s[0]}, +h7(a,b){var s=this.a +b.t(-a*s[1],a*s[0]) +return b}, +ada(a){this.aq(0,a.ED(2*a.bI(this)))}, +gaNC(a){var s=this.a,r=s[0] +return isNaN(r)||isNaN(s[1])}, +D(a,b){var s=b.a,r=this.a +r[0]=r[0]+s[0] +r[1]=r[1]+s[1]}, +u_(a,b){var s=a.a,r=this.a +r[0]=r[0]+s[0]*b +r[1]=r[1]+s[1]*b}, +aq(a,b){var s=b.a,r=this.a +r[0]=r[0]-s[0] +r[1]=r[1]-s[1]}, +bR(a,b){var s=b.a,r=this.a +r[0]=r[0]*s[0] +r[1]=r[1]*s[1]}, +IT(a){var s=a.a,r=this.a +r[0]=r[0]/s[0] +r[1]=r[1]/s[1]}, +ap(a,b){var s=this.a +s[1]=s[1]*b +s[0]=s[0]*b}, +ED(a){var s=new A.a(new Float64Array(2)) +s.u(this) +s.ap(0,a) +return s}, +dt(){var s=this.a +s[1]=-s[1] +s[0]=-s[0]}, 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this.e8(a,b,c,d,e,f,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DT(a,b,c,d,e,f,g,h){return this.e8(a,b,c,d,e,f,g,h,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}, +DS(a,b,c,d,e,f,g){return this.e8(a,b,c,d,e,f,g,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null)}} +A.eS.prototype={ +RV(a,b){return new A.eS(b,a,A.w(this).h("eS"))}, 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