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chessground

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import { Api, start } from './api'; import { Config, configure } from './config'; import { HeadlessState, State, defaults } from './state'; import { renderWrap } from './wrap'; import * as events from './events'; import { render, updateBounds } from './render'; import * as svg from './svg'; import * as util from './util'; export function Chessground(element: HTMLElement, config?: Config): Api { const maybeState: State | HeadlessState = defaults(); configure(maybeState, config || {}); function redrawAll(): State { const prevUnbind = 'dom' in maybeState ? maybeState.dom.unbind : undefined; // compute bounds from existing board element if possible // this allows non-square boards from CSS to be handled (for 3D) const relative = maybeState.viewOnly && !maybeState.drawable.visible, elements = renderWrap(element, maybeState, relative), bounds = util.memo(() => elements.board.getBoundingClientRect()), redrawNow = (skipSvg?: boolean): void => { render(state); if (!skipSvg && elements.svg) svg.renderSvg(state, elements.svg, elements.customSvg!); }, boundsUpdated = (): void => { bounds.clear(); updateBounds(state); if (elements.svg) svg.renderSvg(state, elements.svg, elements.customSvg!); }; const state = maybeState as State; state.dom = { elements, bounds, redraw: debounceRedraw(redrawNow), redrawNow, unbind: prevUnbind, relative, }; state.drawable.prevSvgHash = ''; redrawNow(false); events.bindBoard(state, boundsUpdated); if (!prevUnbind) state.dom.unbind = events.bindDocument(state, boundsUpdated); state.events.insert && state.events.insert(elements); return state; } return start(redrawAll(), redrawAll); } function debounceRedraw(redrawNow: (skipSvg?: boolean) => void): () => void { let redrawing = false; return () => { if (redrawing) return; redrawing = true; requestAnimationFrame(() => { redrawNow(); redrawing = false; }); }; }