@phaserjs/phaser-editor-layout 1.0.0

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package/README.md ADDED
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+ # @phaserjs/phaser-editor-layout
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+
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+ A small **responsive layout runtime for Phaser 3**: anchor game objects to zones and
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+ device safe areas, and have them re-flow automatically when the screen resizes or the
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+ device orientation changes.
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+
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+ It is the runtime counterpart to Phaser Editor's responsive layout system — the same
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+ resolver runs in the editor's live preview and in your game, so what you see in the
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+ editor is what you get at run time. It also works perfectly well as a standalone library
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+ without the editor.
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+
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+ > **Phaser version.** This targets **Phaser 3** (`^3.60.0`). A Phaser 4 build will
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+ > follow; the API is intended to carry over unchanged.
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+
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+ ## Install
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+
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+ ```bash
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+ npm install @phaserjs/phaser-editor-layout
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+ ```
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+
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+ `phaser` is a peer dependency — the library uses whatever Phaser 3 build your project
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+ already has.
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+
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+ ## Concepts
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+
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+ - **Scene plugin (`this.layout`).** The library is a Phaser *Scene Plugin*, reached as
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+ `this.layout`, exactly like `this.physics`. It keeps the set of laid-out objects and
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+ re-resolves them when the screen changes.
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+ - **`obj.layoutData`.** Per-object layout state lives on the object as `obj.layoutData`
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+ (cf. `obj.body` for physics). Its anchor properties are split into variants
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+ (`base` / `portrait` / `landscape`); you configure layout by setting plain fields on
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+ them.
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+ - **Zones.** A zone is a screen-relative rectangle defined by margins from each screen
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+ edge (also split into `base` / `portrait` / `landscape`). The built-ins are `screen`
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+ (full bounds) and `safeArea` (insets supplied by the host). Make your own with
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+ `createZone(...)`.
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+ - **Anchors.** Per axis you pick an edge (`left`/`center`/`right`, `top`/`center`/
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+ `bottom`, or `none`) plus a pixel offset. The object's matching edge/center is aligned
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+ to the target's, then nudged by the offset.
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+ - **Variants.** Both zones and layout data carry a `base` plus `portrait` / `landscape`
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+ overrides. The active variant (see `this.layout.variant`) selects which overrides
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+ apply on top of `base`, so one object can lay out differently per orientation.
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+
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+ ## Quick start
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+
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+ ### 1. Register the plugin
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+
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+ ```ts
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+ import Phaser from "phaser";
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+ import { LayoutPlugin } from "@phaserjs/phaser-editor-layout";
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+
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+ new Phaser.Game({
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+ type: Phaser.AUTO,
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+ scale: {
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+ mode: Phaser.Scale.RESIZE, // so the layout follows the window/orientation
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+ width: 1080,
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+ height: 1920,
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+ },
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+ plugins: {
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+ scene: [
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+ { key: "LayoutPlugin", plugin: LayoutPlugin, mapping: "layout" },
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+ ],
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+ },
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+ scene: [MainScene],
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+ });
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+ ```
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+
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+ The `mapping: "layout"` makes the plugin available as `this.layout` in every scene, and
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+ the bundled TypeScript types make `this.layout` and `obj.layoutData` strongly typed.
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+
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+ ### 2. Anchor objects in a scene
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+
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+ ```ts
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+ export class MainScene extends Phaser.Scene {
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+
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+ create() {
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+ // Built-in zones are always available: this.layout.screen and this.layout.safeArea.
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+ // Make a custom zone: createZone(top, right, bottom, left).
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+ const reelsZone = this.layout.createZone(360, 90, 470, 90);
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+
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+ // Top-centered logo, anchored to the safe area. Configure the `base` variant.
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+ const logo = this.add.image(0, 0, "logo");
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+ const logoData = this.layout.add(logo);
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+ logoData.base.targetType = "safeArea";
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+ logoData.base.horizontalAnchor = "center";
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+ logoData.base.verticalAnchor = "top";
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+ logoData.base.verticalOffset = 24;
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+
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+ // Bottom-right button, 40px in from the safe-area corner.
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+ const hud = this.add.image(0, 0, "hud");
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+ const hudData = this.layout.add(hud);
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+ hudData.base.targetType = "safeArea";
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+ hudData.base.horizontalAnchor = "right";
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+ hudData.base.horizontalOffset = -40;
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+ hudData.base.verticalAnchor = "bottom";
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+ hudData.base.verticalOffset = -40;
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+
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+ // Centered in a custom zone — "custom" is the one target that needs targetZone.
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+ const reels = this.add.image(0, 0, "reels");
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+ const reelsData = this.layout.add(reels);
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+ reelsData.base.targetType = "custom";
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+ reelsData.base.targetZone = reelsZone;
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+ reelsData.base.horizontalAnchor = "center";
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+ reelsData.base.verticalAnchor = "center";
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+ }
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+ }
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+ ```
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+
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+ `add()` returns the object's `AnchorLayoutData`; you can also configure it via
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+ `logo.layoutData!`. Setting only `base` (as above) means the object lays out the same in
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+ every orientation — see [Variants & orientation](#variants--orientation) to vary it.
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+
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+ ### 3. Feed the device safe area (optional)
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+
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+ The safe area is unknown at author time, so the host supplies it. On the web that's the
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+ CSS `env(safe-area-inset-*)` values; in a native wrapper it's a device plugin. Set the
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+ `safeArea` margins and re-resolve:
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+
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+ ```ts
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+ this.layout.safeArea.base.marginTop = insets.top;
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+ this.layout.safeArea.base.marginRight = insets.right;
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+ this.layout.safeArea.base.marginBottom = insets.bottom;
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+ this.layout.safeArea.base.marginLeft = insets.left;
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+ this.layout.refresh();
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+ ```
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+
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+ ## Anchoring inside a prefab (Parent Bounds)
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+
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+ A prefab is a `GameObject` (e.g. a `Container`), not a `Scene`, so it reaches the plugin
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+ through `this.scene.layout`. Use `targetType: "parent"` to lay children out against the
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+ prefab's own bounds:
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+
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+ ```ts
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+ export class CollectorPrefab extends Phaser.GameObjects.Container {
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+
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+ constructor(scene: Phaser.Scene, x: number, y: number) {
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+ super(scene, x, y);
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+ this.setSize(300, 260); // containers have no intrinsic size
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+
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+ const coinIcon = scene.add.image(0, 0, "coin");
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+ this.add(coinIcon);
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+
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+ const icon = scene.layout.add(coinIcon);
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+ icon.base.targetType = "parent"; // resolves against this container's bounds
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+ icon.base.horizontalAnchor = "left";
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+ icon.base.horizontalOffset = 20;
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+ icon.base.verticalAnchor = "center";
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+ }
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+ }
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+ ```
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+
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+ ## Variants & orientation
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+
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+ Both `obj.layoutData` and every zone carry three variants — `base`, `portrait`,
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+ `landscape`. `base` is the baseline; `portrait` / `landscape` hold only the fields that
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+ differ. The resolver uses `active[prop] ?? base[prop]`, where the active variant is
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+ `this.layout.variant`.
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+
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+ Pick the active variant in one of two ways (default is manual, `"base"`):
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+
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+ ```ts
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+ // Manual:
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+ this.layout.setVariant("portrait");
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+
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+ // Or orientation-driven — follows the screen on every resize:
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+ this.layout.autoVariant(true);
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+ ```
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+
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+ Author once, and rotating re-flows automatically:
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+
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+ ```ts
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+ // Safe area: notch on top in portrait, on the left in landscape.
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+ this.layout.safeArea.portrait.marginTop = 120;
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+ this.layout.safeArea.landscape.marginLeft = 120;
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+
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+ // A button: bottom-center in portrait, right-center in landscape.
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+ const data = this.layout.add(button);
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+ data.base.targetType = "safeArea";
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+ data.portrait.horizontalAnchor = "center";
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+ data.portrait.verticalAnchor = "bottom";
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+ data.portrait.verticalOffset = -40;
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+ data.landscape.horizontalAnchor = "right";
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+ data.landscape.horizontalOffset = -40;
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+ data.landscape.verticalAnchor = "center";
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+
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+ this.layout.autoVariant(true);
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+ ```
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+
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+ See the `mobile-orientation` example for the full picture.
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+
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+ ## When does layout resolve?
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+
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+ - **Automatically** once after the scene's `create`, and on every `scale` `resize`
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+ (window resize, orientation change, etc.).
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+ - **Manually** via `this.layout.refresh()` after you mutate `obj.layoutData` or the
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+ `safeArea` margins at run time. There is no setter to hook — fields are set directly —
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+ so an explicit `refresh()` is how changes take effect immediately.
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+
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+ `refresh()` always runs a full, ordered pass (parents before children), so a child
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+ anchored to its parent always sees the parent's resolved position. The pass is just
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+ arithmetic over the registered objects, so it is cheap.
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+
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+ ## Reacting to layout
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+
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+ The plugin fires `layoutupdate` after each pass:
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+
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+ ```ts
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+ import { LAYOUT_UPDATE_EVENT } from "@phaserjs/phaser-editor-layout";
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+
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+ this.layout.on(LAYOUT_UPDATE_EVENT, () => {
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+ // reposition non-layout decorations, redraw overlays, etc.
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+ });
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+ ```
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+
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+ `this.layout.on/once/off` delegate to the plugin's `events` emitter
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+ (`this.layout.events`).
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+
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+ ## API
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+
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+ ### `this.layout` (`LayoutPlugin`)
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+
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+ | Member | Description |
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+ | --- | --- |
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+ | `safeArea: LayoutZone` | Screen inset by the device safe-area insets. Set `safeArea.base.margin*` (or per-variant) from the host. |
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+ | `screen: LayoutZone` | The full screen bounds. |
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+ | `variant: VariantName` | The active variant (`"base" \| "portrait" \| "landscape"`). Defaults to `"base"`. |
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+ | `add(obj): AnchorLayoutData` | Enable layout for `obj`: attaches a default `obj.layoutData`, registers it, and returns the data to configure. |
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+ | `remove(obj): void` | Stop laying out `obj` and clear its `layoutData`. |
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+ | `createZone(top?, right?, bottom?, left?): LayoutZone` | Create a custom screen-relative zone (sets its `base` margins). Assign it to `data.<variant>.targetZone` with `targetType: "custom"`. |
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+ | `setVariant(variant): void` | Manually set the active variant (turns off auto) and re-resolve. |
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+ | `autoVariant(enabled?): void` | Follow the screen orientation on every resize (`portrait` / `landscape`); disabling resets to `"base"`. |
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+ | `get orientation()` | The screen's current orientation (`"portrait"` if `height > width`, else `"landscape"`). |
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+ | `refresh(): void` | Re-resolve every enabled object now (full, ordered pass). |
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+ | `events: Phaser.Events.EventEmitter` | Emits `layoutupdate` after each pass. |
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+ | `on/once/off(...)` | Delegates to `events`. |
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+
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+ ### `AnchorLayoutData` (`obj.layoutData`)
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+
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+ | Field | Type | Description |
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+ | --- | --- | --- |
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+ | `enabled` | `boolean` | When `false`, the object keeps its raw `x`/`y` and is skipped ("Absolute" mode). |
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+ | `base` | `AnchorProps` | Baseline anchor properties; the resolver falls back here for unset variant fields. |
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+ | `portrait` | `AnchorProps` | Overrides applied when `variant === "portrait"`. |
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+ | `landscape` | `AnchorProps` | Overrides applied when `variant === "landscape"`. |
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+
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+ Defaults from `add(obj)`: `enabled: true`, `base` = `{ targetType: "screen", anchors
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+ "none", zero offsets }`, empty `portrait` / `landscape` — i.e. inert until you choose
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+ anchors.
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+
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+ ### `AnchorProps` (`data.base` / `data.portrait` / `data.landscape`)
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+
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+ All fields optional; on `portrait` / `landscape` an unset field inherits from `base`.
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+
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+ | Field | Type | Description |
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+ | --- | --- | --- |
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+ | `targetType` | `"screen" \| "safeArea" \| "parent" \| "custom"` | What to anchor to: the screen, the device safe area, the object's parent-container bounds, or a custom zone. |
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+ | `targetZone` | `LayoutZone?` | The zone to anchor to when `targetType === "custom"`. |
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+ | `horizontalAnchor` | `"left" \| "center" \| "right" \| "none"` | Horizontal anchor edge. `none` keeps the current `x`. |
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+ | `horizontalOffset` | `number` | Pixel offset applied after the horizontal anchor. |
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+ | `verticalAnchor` | `"top" \| "center" \| "bottom" \| "none"` | Vertical anchor edge. `none` keeps the current `y`. |
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+ | `verticalOffset` | `number` | Pixel offset applied after the vertical anchor. |
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+
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+ ### `LayoutZone`
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+
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+ | Member | Description |
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+ | --- | --- |
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+ | `base: { marginTop, marginRight, marginBottom, marginLeft }` | Baseline insets from each screen edge, in pixels. |
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+ | `portrait / landscape` | Partial margin overrides for those variants; unset sides inherit `base`. |
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+ | `getRect(out?): Phaser.Geom.Rectangle` | The effective rect at the current screen size and active variant. Pass `out` to avoid allocations. |
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+
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+ ## Resolution semantics
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+
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+ Given the target rect `t` and the object size `w`×`h` (its `displayWidth` /
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+ `displayHeight`), each axis aligns the object's edge/center to the target's, accounting
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+ for the object's `origin`:
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+
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+ - `left` / `top` → align the object's left/top edge to `t.left`/`t.top` + offset.
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+ - `right` / `bottom` → align its right/bottom edge to `t.right`/`t.bottom` + offset.
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+ - `center` → align its center to the target's center + offset.
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+ - `none` → leave that axis unchanged.
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+
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+ For centered-origin objects (`origin = 0.5`) this reduces to the familiar
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+ `x = t.left + offset + w / 2` form.
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+
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+ The properties used (`targetType`, anchors, offsets) and the zone rect `t` are first
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+ resolved for the active variant as `active[prop] ?? base[prop]`, so portrait/landscape
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+ overrides and per-variant zone margins both feed into the same alignment math.
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+
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+ ## Notes & current limitations
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+
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+ - **Default camera assumed.** Zones are computed in screen pixels, treated as world
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+ coordinates. Objects on a scrolled/zoomed camera are not yet special-cased.
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+ - **Parent Bounds geometry.** With `targetType: "parent"`, the parent container's rect
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+ is taken as `(0, 0, parent.width, parent.height)` in its local space, so call
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+ `setSize(...)` on the container. Children are aligned within that rect; parent
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+ rotation is not specially handled.
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+ - **No stretch (v1).** Each axis anchors a single edge, so "fill width minus margins" is
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+ not expressible yet.
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+ - **Serialization is out of scope here.** This package is the *runtime*; the editor owns
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+ how layout data and zone references are stored in `.scene` files.
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+
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+ ## License
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+
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+ MIT
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+ import Phaser from "phaser";
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+ import { LayoutZone } from "./LayoutZone";
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+ import type { AnchorLayoutData, VariantName } from "./types";
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+ /** Event fired by the plugin after each resolution pass. */
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+ export declare const LAYOUT_UPDATE_EVENT = "layoutupdate";
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+ /**
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+ * Scene plugin that resolves responsive anchors and zones at run time.
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+ *
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+ * Reached as `this.layout` (like `this.physics`) once registered with
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+ * `mapping: "layout"`. Per-object layout state lives on the object as
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+ * `obj.layoutData`; the plugin keeps the set of enabled objects so it can
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+ * re-resolve them when the screen changes.
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+ *
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+ * Register it in the game config:
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+ *
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+ * ```ts
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+ * plugins: {
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+ * scene: [
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+ * { key: "LayoutPlugin", plugin: LayoutPlugin, mapping: "layout" }
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+ * ]
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+ * }
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+ * ```
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+ */
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+ export declare class LayoutPlugin extends Phaser.Plugins.ScenePlugin {
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+ /** Screen inset by the device safe-area insets. The host sets `safeArea.margin*`. */
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+ readonly safeArea: LayoutZone;
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+ /** The full screen bounds (0,0 .. width,height). */
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+ readonly screen: LayoutZone;
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+ /**
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+ * Event emitter that fires {@link LAYOUT_UPDATE_EVENT} after each resolution pass.
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+ * Use `this.layout.events.on("layoutupdate", ...)` — or the `on`/`once`/`off`
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+ * delegates on the plugin itself.
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+ */
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+ readonly events: Phaser.Events.EventEmitter;
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+ /**
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+ * The active layout variant. `"base"` applies only the baseline; `"portrait"` /
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+ * `"landscape"` apply their overrides on top of base. Defaults to `"base"`. Change
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+ * it with {@link setVariant} (manual) or {@link autoVariant} (orientation-driven).
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+ */
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+ variant: VariantName;
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+ private readonly _scene;
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+ private _auto;
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+ private _designSize;
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+ private readonly _objects;
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+ private readonly _rect;
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+ private readonly _mat;
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+ private readonly _p1;
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+ private readonly _p2;
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+ constructor(scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager, pluginKey: string);
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+ boot(): void;
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+ /**
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+ * The injected design size, or `null` when resolution follows the live scene size
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+ * (`scale.gameSize`). Read by zones (the plugin is their {@link LayoutZone} provider).
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+ */
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+ get designSize(): {
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+ width: number;
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+ height: number;
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+ } | null;
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+ /**
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+ * Resolve against a fixed design size (e.g. 1080×1920) instead of the live canvas
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+ * size, then re-resolve. Hosts that author/preview layouts at a target resolution
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+ * (the editor) use this; games typically leave it unset and follow `scale.gameSize`.
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+ */
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+ setDesignSize(width: number, height: number): void;
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+ /** Clear the injected design size and fall back to the live scene size, then re-resolve. */
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+ clearDesignSize(): void;
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+ /** The effective size used for resolution: the injected design size, or the live game size. */
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+ private _size;
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+ /** The screen's current orientation, derived from the effective design size. */
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+ get orientation(): "portrait" | "landscape";
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+ /**
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+ * Manually set the active variant and re-resolve. Turns off orientation
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+ * auto-detection (see {@link autoVariant}).
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+ */
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+ setVariant(variant: VariantName): void;
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+ /**
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+ * Enable (or disable) orientation-driven variant selection. When enabled, the active
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+ * variant follows {@link orientation} (`"portrait"` / `"landscape"`) on every resize.
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+ * Disabling resets the variant to `"base"`.
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+ */
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+ autoVariant(enabled?: boolean): void;
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+ private _onResize;
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+ /**
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+ * Enable layout for an object: attaches a default {@link AnchorLayoutData} as
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+ * `obj.layoutData` (if it does not have one yet), registers the object for
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+ * re-resolution, and returns the data so it can be configured.
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+ *
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+ * The `base` defaults are inert: `targetType: "screen"`, both anchors `"none"` and
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+ * zero offsets, so the object does not move until you choose anchors. `portrait` and
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+ * `landscape` start empty (they inherit `base`).
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+ */
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+ add<T extends Phaser.GameObjects.GameObject>(obj: T): AnchorLayoutData;
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+ /** Stop laying out an object and remove its `layoutData`. */
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+ remove(obj: Phaser.GameObjects.GameObject): void;
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+ private _onObjectDestroy;
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+ /**
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+ * Create a screen-relative zone. A factory only — the returned zone is not stored
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+ * by the plugin; hold the reference and assign it to `data.targetZone`.
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+ */
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+ createZone(marginTop?: number, marginRight?: number, marginBottom?: number, marginLeft?: number): LayoutZone;
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+ /**
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+ * Re-resolve every enabled object now. The plugin also runs this automatically on
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+ * `scale` `resize` and once after the scene is created, so explicit calls are only
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+ * needed after mutating layout data (or the `safeArea` margins) at run time.
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+ *
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+ * Objects are resolved parent → child so a child anchored to its parent's bounds
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+ * sees the parent's already-resolved rect.
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+ */
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+ refresh(): void;
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+ /**
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+ * Resolve a specific list of objects once, against the current variant / design size /
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+ * zones, **without** registering them for future passes (no {@link add}, no re-resolve
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+ * on resize). Hosts that drive resolution themselves — e.g. the editor's live preview —
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+ * set each object's `layoutData`, call this, then read back the resolved `x`/`y`.
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+ *
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+ * Objects are still resolved parent → child, and any object whose `layoutData` is
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+ * missing or disabled is skipped.
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+ */
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+ resolveList(objects: Phaser.GameObjects.GameObject[]): void;
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+ private _depth;
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+ private _resolve;
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+ /** Merge the active variant's overrides over `base` into concrete anchor properties. */
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+ private _effective;
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+ /** The zone a non-parent target resolves against. */
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+ private _zoneFor;
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+ /** Resolve against a zone's world rect, converting to parent-local space if nested. */
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+ private _resolveAgainstZone;
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+ /** Resolve against the object's parent container bounds (local space), or the screen. */
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+ private _resolveAgainstParent;
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+ /**
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+ * Resolve one axis. Aligns the object's edge/center to the target edge/center,
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+ * accounting for the object's origin so `"left"`/`"top"` align the left/top edge,
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+ * `"center"` the center, and `"right"`/`"bottom"` the right/bottom edge.
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+ *
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+ * Reduces to the documented `t.left + offset + size / 2` form for centered-origin
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+ * objects (`origin = 0.5`).
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+ */
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+ private _axis;
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+ private _sizeX;
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+ private _sizeY;
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+ on(event: string | symbol, fn: (...args: any[]) => void, context?: any): this;
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+ once(event: string | symbol, fn: (...args: any[]) => void, context?: any): this;
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+ off(event: string | symbol, fn?: (...args: any[]) => void, context?: any, once?: boolean): this;
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+ shutdown(): void;
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+ destroy(): void;
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+ }
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+ //# sourceMappingURL=LayoutPlugin.d.ts.map
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