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p5

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import { C as Color } from './creating_reading-Be7_6X4p.js';
import { a1 as NORMAL, aA as WORD, ax as BASELINE, av as LEFT, t as CENTER, n as CORNER, I as INCLUDE } from './constants-DwbuOBz3.js';
import Filters from './image/filters.js';
import { Vector } from './math/p5.Vector.js';
import { Shape } from './shape/custom_shapes.js';
import { States } from './core/States.js';
import { _checkFileExtension, downloadFile } from './io/utilities.js';

/**
 * @module Image
 * @submodule Image
 */


class Image {
  constructor(width, height) {
    this.width = width;
    this.height = height;
    this.canvas = document.createElement('canvas');
    this.canvas.width = this.width;
    this.canvas.height = this.height;
    this.drawingContext = this.canvas.getContext('2d');
    this._pixelsState = this;
    this._pixelDensity = 1;
    //Object for working with GIFs, defaults to null
    this.gifProperties = null;
    //For WebGL Texturing only: used to determine whether to reupload texture to GPU
    this._modified = false;
    this.pixels = [];
  }

  // This will get overwritten when exported as part of p5.
  _friendlyError(_e) {}

  /**
   * Gets or sets the pixel density for high pixel density displays.
   *
   * By default, the density will be set to 1.
   *
   * Call this method with no arguments to get the default density, or pass
   * in a number to set the density. If a non-positive number is provided,
   * it defaults to 1.
   *
   * @param {Number} [density] A scaling factor for the number of pixels per
   * side
   * @returns {Number} The current density if called without arguments, or the instance for chaining if setting density.
   */
  pixelDensity(density) {
    if (typeof density !== 'undefined') {
    // Setter: set the density and handle resize
      if (density <= 0) {

        // p5._friendlyParamError(errorObj, 'pixelDensity');

        // Default to 1 in case of an invalid value
        density = 1;
      }

      this._pixelDensity = density;

      // Adjust canvas dimensions based on pixel density
      this.width /= density;
      this.height /= density;

      return this; // Return the image instance for chaining if needed
    } else {
    // Getter: return the default density
      return this._pixelDensity;
    }
  }

  /**
   * Helper function for animating GIF-based images with time
   */
  _animateGif(pInst) {
    const props = this.gifProperties;
    const curTime = pInst._lastRealFrameTime || window.performance.now();
    if (props.lastChangeTime === 0) {
      props.lastChangeTime = curTime;
    }
    if (props.playing) {
      props.timeDisplayed = curTime - props.lastChangeTime;
      const curDelay = props.frames[props.displayIndex].delay;
      if (props.timeDisplayed >= curDelay) {
        //GIF is bound to 'realtime' so can skip frames
        const skips = Math.floor(props.timeDisplayed / curDelay);
        props.timeDisplayed = 0;
        props.lastChangeTime = curTime;
        props.displayIndex += skips;
        props.loopCount = Math.floor(props.displayIndex / props.numFrames);
        if (props.loopLimit !== null && props.loopCount >= props.loopLimit) {
          props.playing = false;
        } else {
          const ind = props.displayIndex % props.numFrames;
          this.drawingContext.putImageData(props.frames[ind].image, 0, 0);
          props.displayIndex = ind;
          this.setModified(true);
        }
      }
    }
  }

  /**
   * Loads the current value of each pixel in the image into the `img.pixels`
   * array.
   *
   * `img.loadPixels()` must be called before reading or modifying pixel
   * values.
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Create a p5.Image object.
   *   let img = createImage(66, 66);
   *
   *   // Load the image's pixels.
   *   img.loadPixels();
   *
   *   // Set the pixels to black.
   *   for (let x = 0; x < img.width; x += 1) {
   *     for (let y = 0; y < img.height; y += 1) {
   *       img.set(x, y, 0);
   *     }
   *   }
   *
   *   // Update the image.
   *   img.updatePixels();
   *
   *   // Display the image.
   *   image(img, 17, 17);
   *
   *   describe('A black square drawn in the middle of a gray square.');
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Create a p5.Image object.
   *   let img = createImage(66, 66);
   *
   *   // Load the image's pixels.
   *   img.loadPixels();
   *
   *   for (let i = 0; i < img.pixels.length; i += 4) {
   *     // Red.
   *     img.pixels[i] = 0;
   *     // Green.
   *     img.pixels[i + 1] = 0;
   *     // Blue.
   *     img.pixels[i + 2] = 0;
   *     // Alpha.
   *     img.pixels[i + 3] = 255;
   *   }
   *
   *   // Update the image.
   *   img.updatePixels();
   *
   *   // Display the image.
   *   image(img, 17, 17);
   *
   *   describe('A black square drawn in the middle of a gray square.');
   * }
   */
  loadPixels() {
    // Renderer2D.prototype.loadPixels.call(this);
    const pixelsState = this._pixelsState;
    const pd = this._pixelDensity;
    const w = this.width * pd;
    const h = this.height * pd;
    const imageData = this.drawingContext.getImageData(0, 0, w, h);
    // @todo this should actually set pixels per object, so diff buffers can
    // have diff pixel arrays.
    pixelsState.imageData = imageData;
    this.pixels = pixelsState.pixels = imageData.data;
    this.setModified(true);
  }

  /**
   * Updates the canvas with the RGBA values in the
   * <a href="#/p5.Image/pixels">img.pixels</a> array.
   *
   * `img.updatePixels()` only needs to be called after changing values in
   * the <a href="#/p5.Image/pixels">img.pixels</a> array. Such changes can be
   * made directly after calling
   * <a href="#/p5.Image/loadPixels">img.loadPixels()</a> or by calling
   * <a href="#/p5.Image/set">img.set()</a>.
   *
   * The optional parameters `x`, `y`, `width`, and `height` define a
   * subsection of the image to update. Doing so can improve performance in
   * some cases.
   *
   * If the image was loaded from a GIF, then calling `img.updatePixels()`
   * will update the pixels in current frame.
   *
   * @param {Integer} [x] x-coordinate of the upper-left corner
   *                      of the subsection to update.
   * @param {Integer} [y] y-coordinate of the upper-left corner
   *                      of the subsection to update.
   * @param {Integer} [w] width of the subsection to update.
   * @param {Integer} [h] height of the subsection to update.
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Create a p5.Image object.
   *   let img = createImage(66, 66);
   *
   *   // Load the image's pixels.
   *   img.loadPixels();
   *
   *   // Set the pixels to black.
   *   for (let x = 0; x < img.width; x += 1) {
   *     for (let y = 0; y < img.height; y += 1) {
   *       img.set(x, y, 0);
   *     }
   *   }
   *
   *   // Update the image.
   *   img.updatePixels();
   *
   *   // Display the image.
   *   image(img, 17, 17);
   *
   *   describe('A black square drawn in the middle of a gray square.');
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Create a p5.Image object.
   *   let img = createImage(66, 66);
   *
   *   // Load the image's pixels.
   *   img.loadPixels();
   *
   *   // Set the pixels to black.
   *   for (let i = 0; i < img.pixels.length; i += 4) {
   *     // Red.
   *     img.pixels[i] = 0;
   *     // Green.
   *     img.pixels[i + 1] = 0;
   *     // Blue.
   *     img.pixels[i + 2] = 0;
   *     // Alpha.
   *     img.pixels[i + 3] = 255;
   *   }
   *
   *   // Update the image.
   *   img.updatePixels();
   *
   *   // Display the image.
   *   image(img, 17, 17);
   *
   *   describe('A black square drawn in the middle of a gray square.');
   * }
   */
  updatePixels(x, y, w, h) {
    // Renderer2D.prototype.updatePixels.call(this, x, y, w, h);
    const pixelsState = this._pixelsState;
    const pd = this._pixelDensity;
    if (
      x === undefined &&
      y === undefined &&
      w === undefined &&
      h === undefined
    ) {
      x = 0;
      y = 0;
      w = this.width;
      h = this.height;
    }
    x *= pd;
    y *= pd;
    w *= pd;
    h *= pd;

    if (this.gifProperties) {
      this.gifProperties.frames[this.gifProperties.displayIndex].image =
        pixelsState.imageData;
    }

    this.drawingContext.putImageData(pixelsState.imageData, x, y, 0, 0, w, h);
    this.setModified(true);
  }

  /**
   * Gets a pixel or a region of pixels from the image.
   *
   * `img.get()` is easy to use but it's not as fast as
   * <a href="#/p5.Image/pixels">img.pixels</a>. Use
   * <a href="#/p5.Image/pixels">img.pixels</a> to read many pixel values.
   *
   * The version of `img.get()` with no parameters returns the entire image.
   *
   * The version of `img.get()` with two parameters, as in `img.get(10, 20)`,
   * interprets them as coordinates. It returns an array with the
   * `[R, G, B, A]` values of the pixel at the given point.
   *
   * The version of `img.get()` with four parameters, as in
   * `img,get(10, 20, 50, 90)`, interprets them as
   * coordinates and dimensions. The first two parameters are the coordinates
   * of the upper-left corner of the subsection. The last two parameters are
   * the width and height of the subsection. It returns a subsection of the
   * canvas in a new <a href="#/p5.Image">p5.Image</a> object.
   *
   * Use `img.get()` instead of <a href="#/p5/get">get()</a> to work directly
   * with images.
   *
   * @param  {Number}               x x-coordinate of the pixel.
   * @param  {Number}               y y-coordinate of the pixel.
   * @param  {Number}               w width of the subsection to be returned.
   * @param  {Number}               h height of the subsection to be returned.
   * @return {p5.Image}             subsection as a <a href="#/p5.Image">p5.Image</a> object.
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/rockies.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   // Copy the image.
   *   let img2 = get();
   *
   *   // Display the copied image on the right.
   *   image(img2, 50, 0);
   *
   *   describe('Two identical mountain landscapes shown side-by-side.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/rockies.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   // Get a pixel's color.
   *   let c = img.get(50, 90);
   *
   *   // Style the square using the pixel's color.
   *   fill(c);
   *   noStroke();
   *
   *   // Draw the square.
   *   square(25, 25, 50);
   *
   *   describe('A mountain landscape with an olive green square in its center.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/rockies.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   // Copy half of the image.
   *   let img2 = img.get(0, 0, img.width / 2, img.height / 2);
   *
   *   // Display half of the image.
   *   image(img2, 50, 50);
   *
   *   describe('A mountain landscape drawn on top of another mountain landscape.');
   * }
   */
  /**
   * @return {p5.Image}      whole <a href="#/p5.Image">p5.Image</a>
   */
  /**
   * @param  {Number}        x
   * @param  {Number}        y
   * @return {Number[]}      color of the pixel at (x, y) in array format `[R, G, B, A]`.
   */
  get(x, y, w, h) {
    // p5._validateParameters('p5.Image.get', arguments);
    // return Renderer2D.prototype.get.apply(this, arguments);
    const pixelsState = this._pixelsState;
    const pd = this._pixelDensity;
    const canvas = this.canvas;

    if (typeof x === 'undefined' && typeof y === 'undefined') {
    // get()
      x = y = 0;
      w = pixelsState.width;
      h = pixelsState.height;
    } else {
      x *= pd;
      y *= pd;

      if (typeof w === 'undefined' && typeof h === 'undefined') {
      // get(x,y)
        if (x < 0 || y < 0 || x >= canvas.width || y >= canvas.height) {
          return [0, 0, 0, 0];
        }

        return this._getPixel(x, y);
      }
    // get(x,y,w,h)
    }

    const region = new Image(w*pd, h*pd);
    region.pixelDensity(pd);
    region.canvas
      .getContext('2d')
      .drawImage(canvas, x, y, w * pd, h * pd, 0, 0, w*pd, h*pd);

    return region;
  }

  _getPixel(x, y) {
    let imageData, index;
    imageData = this.drawingContext.getImageData(x, y, 1, 1).data;
    index = 0;
    return [
      imageData[index + 0],
      imageData[index + 1],
      imageData[index + 2],
      imageData[index + 3]
    ];
    // return Renderer2D.prototype._getPixel.apply(this, args);
  }

  /**
   * Sets the color of one or more pixels within an image.
   *
   * `img.set()` is easy to use but it's not as fast as
   * <a href="#/p5.Image/pixels">img.pixels</a>. Use
   * <a href="#/p5.Image/pixels">img.pixels</a> to set many pixel values.
   *
   * `img.set()` interprets the first two parameters as x- and y-coordinates. It
   * interprets the last parameter as a grayscale value, a `[R, G, B, A]` pixel
   * array, a <a href="#/p5.Color">p5.Color</a> object, or another
   * <a href="#/p5.Image">p5.Image</a> object.
   *
   * <a href="#/p5.Image/updatePixels">img.updatePixels()</a> must be called
   * after using `img.set()` for changes to appear.
   *
   * @param {Number}              x x-coordinate of the pixel.
   * @param {Number}              y y-coordinate of the pixel.
   * @param {Number|Number[]|Object}   a grayscale value | pixel array |
   *                                   <a href="#/p5.Color">p5.Color</a> object |
   *                                   <a href="#/p5.Image">p5.Image</a> to copy.
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Create a p5.Image object.
   *   let img = createImage(100, 100);
   *
   *   // Set four pixels to black.
   *   img.set(30, 20, 0);
   *   img.set(85, 20, 0);
   *   img.set(85, 75, 0);
   *   img.set(30, 75, 0);
   *
   *   // Update the image.
   *   img.updatePixels();
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('Four black dots arranged in a square drawn on a gray background.');
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Create a p5.Image object.
   *   let img = createImage(100, 100);
   *
   *   // Create a p5.Color object.
   *   let black = color(0);
   *
   *   // Set four pixels to black.
   *   img.set(30, 20, black);
   *   img.set(85, 20, black);
   *   img.set(85, 75, black);
   *   img.set(30, 75, black);
   *
   *   // Update the image.
   *   img.updatePixels();
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('Four black dots arranged in a square drawn on a gray background.');
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Create a p5.Image object.
   *   let img = createImage(66, 66);
   *
   *   // Draw a color gradient.
   *   for (let x = 0; x < img.width; x += 1) {
   *     for (let y = 0; y < img.height; y += 1) {
   *       let c = map(x, 0, img.width, 0, 255);
   *       img.set(x, y, c);
   *     }
   *   }
   *
   *   // Update the image.
   *   img.updatePixels();
   *
   *   // Display the image.
   *   image(img, 17, 17);
   *
   *   describe('A square with a horiztonal color gradient from black to white drawn on a gray background.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/rockies.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Create a p5.Image object.
   *   let img2 = createImage(100, 100);
   *
   *   // Set the blank image's pixels using the landscape.
   *   img2.set(0, 0, img);
   *
   *   // Display the second image.
   *   image(img2, 0, 0);
   *
   *   describe('An image of a mountain landscape.');
   * }
   */
  set(x, y, imgOrCol) {
    // Renderer2D.prototype.set.call(this, x, y, imgOrCol);
    // round down to get integer numbers
    x = Math.floor(x);
    y = Math.floor(y);
    const pixelsState = this._pixelsState;
    if (imgOrCol instanceof Image) {
      this.drawingContext.save();
      this.drawingContext.setTransform(1, 0, 0, 1, 0, 0);
      this.drawingContext.scale(
        this._pixelDensity,
        this._pixelDensity
      );
      this.drawingContext.clearRect(x, y, imgOrCol.width, imgOrCol.height);
      this.drawingContext.drawImage(imgOrCol.canvas, x, y);
      this.drawingContext.restore();
    } else {
      let r = 0,
        g = 0,
        b = 0,
        a = 0;
      let idx =
        4 *
        (y *
          this._pixelDensity *
          (this.width * this._pixelDensity) +
          x * this._pixelDensity);
      if (!pixelsState.imageData) {
        pixelsState.loadPixels();
      }
      if (typeof imgOrCol === 'number') {
        if (idx < pixelsState.pixels.length) {
          r = imgOrCol;
          g = imgOrCol;
          b = imgOrCol;
          a = 255;
          //this.updatePixels.call(this);
        }
      } else if (Array.isArray(imgOrCol)) {
        if (imgOrCol.length < 4) {
          throw new Error('pixel array must be of the form [R, G, B, A]');
        }
        if (idx < pixelsState.pixels.length) {
          r = imgOrCol[0];
          g = imgOrCol[1];
          b = imgOrCol[2];
          a = imgOrCol[3];
          //this.updatePixels.call(this);
        }
      } else if (imgOrCol instanceof p5.Color) {
        if (idx < pixelsState.pixels.length) {
          [r, g, b, a] = imgOrCol._getRGBA([255, 255, 255, 255]);
          //this.updatePixels.call(this);
        }
      }
      // loop over pixelDensity * pixelDensity
      for (let i = 0; i < this._pixelDensity; i++) {
        for (let j = 0; j < this._pixelDensity; j++) {
          // loop over
          idx =
            4 *
            ((y * this._pixelDensity + j) *
              this.width *
              this._pixelDensity +
              (x * this._pixelDensity + i));
          pixelsState.pixels[idx] = r;
          pixelsState.pixels[idx + 1] = g;
          pixelsState.pixels[idx + 2] = b;
          pixelsState.pixels[idx + 3] = a;
        }
      }
    }
    this.setModified(true);
  }

  /**
   * Resizes the image to a given width and height.
   *
   * The image's original aspect ratio can be kept by passing 0 for either
   * `width` or `height`. For example, calling `img.resize(50, 0)` on an image
   * that was 500 &times; 300 pixels will resize it to 50 &times; 30 pixels.
   *
   * @param {Number} width resized image width.
   * @param {Number} height resized image height.
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/rockies.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   // Resize the image.
   *   img.resize(50, 100);
   *
   *   // Display the resized image.
   *   image(img, 0, 0);
   *
   *   describe('Two images of a mountain landscape. One copy of the image is squeezed horizontally.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/rockies.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   // Resize the image, keeping the aspect ratio.
   *   img.resize(0, 30);
   *
   *   // Display the resized image.
   *   image(img, 0, 0);
   *
   *   describe('Two images of a mountain landscape. The small copy of the image covers the top-left corner of the larger image.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/rockies.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   // Resize the image, keeping the aspect ratio.
   *   img.resize(60, 0);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('Two images of a mountain landscape. The small copy of the image covers the top-left corner of the larger image.');
   * }
   */
  resize(width, height) {
    // Copy contents to a temporary canvas, resize the original
    // and then copy back.
    //
    // There is a faster approach that involves just one copy and swapping the
    // this.canvas reference. We could switch to that approach if (as i think
    // is the case) there an expectation that the user would not hold a
    // reference to the backing canvas of a p5.Image. But since we do not
    // enforce that at the moment, I am leaving in the slower, but safer
    // implementation.

    // auto-resize
    if (width === 0 && height === 0) {
      width = this.canvas.width;
      height = this.canvas.height;
    } else if (width === 0) {
      width = this.canvas.width * height / this.canvas.height;
    } else if (height === 0) {
      height = this.canvas.height * width / this.canvas.width;
    }

    width = Math.floor(width);
    height = Math.floor(height);

    const tempCanvas = document.createElement('canvas');
    tempCanvas.width = width;
    tempCanvas.height = height;

    if (this.gifProperties) {
      const props = this.gifProperties;
      //adapted from github.com/LinusU/resize-image-data
      const nearestNeighbor = (src, dst) => {
        let pos = 0;
        for (let y = 0; y < dst.height; y++) {
          for (let x = 0; x < dst.width; x++) {
            const srcX = Math.floor(x * src.width / dst.width);
            const srcY = Math.floor(y * src.height / dst.height);
            let srcPos = (srcY * src.width + srcX) * 4;
            dst.data[pos++] = src.data[srcPos++]; // R
            dst.data[pos++] = src.data[srcPos++]; // G
            dst.data[pos++] = src.data[srcPos++]; // B
            dst.data[pos++] = src.data[srcPos++]; // A
          }
        }
      };
      for (let i = 0; i < props.numFrames; i++) {
        const resizedImageData = this.drawingContext.createImageData(
          width,
          height
        );
        nearestNeighbor(props.frames[i].image, resizedImageData);
        props.frames[i].image = resizedImageData;
      }
    }

    tempCanvas.getContext('2d').drawImage(
      this.canvas,
      0, 0, this.canvas.width, this.canvas.height,
      0, 0, tempCanvas.width, tempCanvas.height
    );

    // Resize the original canvas, which will clear its contents
    this.canvas.width = this.width = width;
    this.canvas.height = this.height = height;

    //Copy the image back
    this.drawingContext.drawImage(
      tempCanvas,
      0, 0, width, height,
      0, 0, width, height
    );

    if (this.pixels.length > 0) {
      this.loadPixels();
    }

    this.setModified(true);
  }

  /**
   * Copies pixels from a source image to this image.
   *
   * The first parameter, `srcImage`, is an optional
   * <a href="#/p5.Image">p5.Image</a> object to copy. If a source image isn't
   * passed, then `img.copy()` can copy a region of this image to another
   * region.
   *
   * The next four parameters, `sx`, `sy`, `sw`, and `sh` determine the region
   * to copy from the source image. `(sx, sy)` is the top-left corner of the
   * region. `sw` and `sh` are the region's width and height.
   *
   * The next four parameters, `dx`, `dy`, `dw`, and `dh` determine the region
   * of this image to copy into. `(dx, dy)` is the top-left corner of the
   * region. `dw` and `dh` are the region's width and height.
   *
   * Calling `img.copy()` will scale pixels from the source region if it isn't
   * the same size as the destination region.
   *
   * @param  {p5.Image|p5.Element} srcImage source image.
   * @param  {Integer} sx x-coordinate of the source's upper-left corner.
   * @param  {Integer} sy y-coordinate of the source's upper-left corner.
   * @param  {Integer} sw source image width.
   * @param  {Integer} sh source image height.
   * @param  {Integer} dx x-coordinate of the destination's upper-left corner.
   * @param  {Integer} dy y-coordinate of the destination's upper-left corner.
   * @param  {Integer} dw destination image width.
   * @param  {Integer} dh destination image height.
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/rockies.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Copy one region of the image to another.
   *   img.copy(7, 22, 10, 10, 35, 25, 50, 50);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   // Outline the copied region.
   *   stroke(255);
   *   noFill();
   *   square(7, 22, 10);
   *
   *   describe('An image of a mountain landscape. A square region is outlined in white. A larger square contains a pixelated view of the outlined region.');
   * }
   *
   * @example
   * let mountains;
   * let bricks;
   *
   * async function setup() {
   *   // Load the images.
   *   mountains = await loadImage('assets/rockies.jpg');
   *   bricks = await loadImage('assets/bricks.jpg');
   *   createCanvas(100, 100);
   *
   *   // Calculate the center of the bricks image.
   *   let x = bricks.width / 2;
   *   let y = bricks.height / 2;
   *
   *   // Copy the bricks to the mountains image.
   *   mountains.copy(bricks, 0, 0, x, y, 0, 0, x, y);
   *
   *   // Display the mountains image.
   *   image(mountains, 0, 0);
   *
   *   describe('An image of a brick wall drawn at the top-left of an image of a mountain landscape.');
   * }
   */
  /**
   * @param  {Integer} sx
   * @param  {Integer} sy
   * @param  {Integer} sw
   * @param  {Integer} sh
   * @param  {Integer} dx
   * @param  {Integer} dy
   * @param  {Integer} dw
   * @param  {Integer} dh
   */
  copy(...args) {
    // NOTE: Duplicate implementation here and pixels.js
    let srcImage, sx, sy, sw, sh, dx, dy, dw, dh;
    if (args.length === 9) {
      srcImage = args[0];
      sx = args[1];
      sy = args[2];
      sw = args[3];
      sh = args[4];
      dx = args[5];
      dy = args[6];
      dw = args[7];
      dh = args[8];
    } else if (args.length === 8) {
      srcImage = this;
      sx = args[0];
      sy = args[1];
      sw = args[2];
      sh = args[3];
      dx = args[4];
      dy = args[5];
      dw = args[6];
      dh = args[7];
    } else {
      throw new Error('Signature not supported');
    }

    this._copyHelper(this, srcImage, sx, sy, sw, sh, dx, dy, dw, dh);
  }

  _copyHelper(
    dstImage,
    srcImage,
    sx,
    sy,
    sw,
    sh,
    dx,
    dy,
    dw,
    dh
  ){
    const s = srcImage.canvas.width / srcImage.width;
    // adjust coord system for 3D when renderer
    // ie top-left = -width/2, -height/2
    let sxMod = 0;
    let syMod = 0;
    if (srcImage._renderer && srcImage._renderer.isP3D) {
      sxMod = srcImage.width / 2;
      syMod = srcImage.height / 2;
    }
    if (dstImage._renderer && dstImage._renderer.isP3D) {
      dstImage.push();
      dstImage.resetMatrix();
      dstImage.noLights();
      dstImage.blendMode(dstImage.BLEND);
      dstImage.imageMode(dstImage.CORNER);
      dstImage._renderer.image(
        srcImage,
        sx + sxMod,
        sy + syMod,
        sw,
        sh,
        dx,
        dy,
        dw,
        dh
      );
      dstImage.pop();
    } else {
      dstImage.drawingContext.drawImage(
        srcImage.canvas,
        s * (sx + sxMod),
        s * (sy + syMod),
        s * sw,
        s * sh,
        dx,
        dy,
        dw,
        dh
      );
    }
  }

  /**
   * Masks part of the image with another.
   *
   * `img.mask()` uses another <a href="#/p5.Image">p5.Image</a> object's
   * alpha channel as the alpha channel for this image. Masks are cumulative
   * and can't be removed once applied. If the mask has a different
   * pixel density from this image, the mask will be scaled.
   *
   * @param {p5.Image} srcImage source image.
   *
   * @example
   * let photo;
   * let maskImage;
   *
   * async function setup() {
   *   // Load the images.
   *   photo = await loadImage('assets/rockies.jpg');
   *   maskImage = await loadImage('assets/mask2.png');
   *   createCanvas(100, 100);
   *
   *   // Apply the mask.
   *   photo.mask(maskImage);
   *
   *   // Display the image.
   *   image(photo, 0, 0);
   *
   *   describe('An image of a mountain landscape. The right side of the image has a faded patch of white.');
   * }
   */
  // TODO: - Accept an array of alpha values.
  mask(p5Image) {
    if (p5Image === undefined) {
      p5Image = this;
    }
    const currBlend = this.drawingContext.globalCompositeOperation;

    let imgScaleFactor = this._pixelDensity;
    let maskScaleFactor = 1;
    if (p5Image instanceof Renderer) {
      maskScaleFactor = p5Image._pInst._renderer._pixelDensity;
    }

    const copyArgs = [
      p5Image,
      0,
      0,
      maskScaleFactor * p5Image.width,
      maskScaleFactor * p5Image.height,
      0,
      0,
      imgScaleFactor * this.width,
      imgScaleFactor * this.height
    ];

    this.drawingContext.globalCompositeOperation = 'destination-in';
    if (this.gifProperties) {
      for (let i = 0; i < this.gifProperties.frames.length; i++) {
        this.drawingContext.putImageData(
          this.gifProperties.frames[i].image,
          0,
          0
        );
        this.copy(...copyArgs);
        this.gifProperties.frames[i].image = this.drawingContext.getImageData(
          0,
          0,
          imgScaleFactor * this.width,
          imgScaleFactor * this.height
        );
      }
      this.drawingContext.putImageData(
        this.gifProperties.frames[this.gifProperties.displayIndex].image,
        0,
        0
      );
    } else {
      this.copy(...copyArgs);
    }
    this.drawingContext.globalCompositeOperation = currBlend;
    this.setModified(true);
  }

  /**
   * Applies an image filter to the image.
   *
   * The preset options are:
   *
   * `INVERT`
   * Inverts the colors in the image. No parameter is used.
   *
   * `GRAY`
   * Converts the image to grayscale. No parameter is used.
   *
   * `THRESHOLD`
   * Converts the image to black and white. Pixels with a grayscale value
   * above a given threshold are converted to white. The rest are converted to
   * black. The threshold must be between 0.0 (black) and 1.0 (white). If no
   * value is specified, 0.5 is used.
   *
   * `OPAQUE`
   * Sets the alpha channel to be entirely opaque. No parameter is used.
   *
   * `POSTERIZE`
   * Limits the number of colors in the image. Each color channel is limited to
   * the number of colors specified. Values between 2 and 255 are valid, but
   * results are most noticeable with lower values. The default value is 4.
   *
   * `BLUR`
   * Blurs the image. The level of blurring is specified by a blur radius. Larger
   * values increase the blur. The default value is 4. A gaussian blur is used
   * in `P2D` mode. A box blur is used in `WEBGL` mode.
   *
   * `ERODE`
   * Reduces the light areas. No parameter is used.
   *
   * `DILATE`
   * Increases the light areas. No parameter is used.
   *
   * @param  {(THRESHOLD|GRAY|OPAQUE|INVERT|POSTERIZE|ERODE|DILATE|BLUR)} filterType  either THRESHOLD, GRAY, OPAQUE, INVERT,
   *                                POSTERIZE, ERODE, DILATE or BLUR.
   * @param  {Number} [filterParam] parameter unique to each filter.
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/bricks.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Apply the INVERT filter.
   *   img.filter(INVERT);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('A blue brick wall.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/bricks.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Apply the GRAY filter.
   *   img.filter(GRAY);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('A brick wall drawn in grayscale.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/bricks.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Apply the THRESHOLD filter.
   *   img.filter(THRESHOLD);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('A brick wall drawn in black and white.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/bricks.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Apply the OPAQUE filter.
   *   img.filter(OPAQUE);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('A red brick wall.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/bricks.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Apply the POSTERIZE filter.
   *   img.filter(POSTERIZE, 3);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('An image of a red brick wall drawn with a limited color palette.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/bricks.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Apply the BLUR filter.
   *   img.filter(BLUR, 3);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('A blurry image of a red brick wall.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/bricks.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Apply the DILATE filter.
   *   img.filter(DILATE);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('A red brick wall with bright lines between each brick.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/bricks.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Apply the ERODE filter.
   *   img.filter(ERODE);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('A red brick wall with faint lines between each brick.');
   * }
   */
  filter(operation, value) {
    Filters.apply(this.canvas, Filters[operation], value);
    this.setModified(true);
  }

  /**
   * Copies a region of pixels from another image into this one.
   *
   * The first parameter, `srcImage`, is the
   * <a href="#/p5.Image">p5.Image</a> object to blend.
   *
   * The next four parameters, `sx`, `sy`, `sw`, and `sh` determine the region
   * to blend from the source image. `(sx, sy)` is the top-left corner of the
   * region. `sw` and `sh` are the regions width and height.
   *
   * The next four parameters, `dx`, `dy`, `dw`, and `dh` determine the region
   * of the canvas to blend into. `(dx, dy)` is the top-left corner of the
   * region. `dw` and `dh` are the regions width and height.
   *
   * The tenth parameter, `blendMode`, sets the effect used to blend the images'
   * colors. The options are `BLEND`, `DARKEST`, `LIGHTEST`, `DIFFERENCE`,
   * `MULTIPLY`, `EXCLUSION`, `SCREEN`, `REPLACE`, `OVERLAY`, `HARD_LIGHT`,
   * `SOFT_LIGHT`, `DODGE`, `BURN`, `ADD`, or `NORMAL`.
   *
   * @param  {p5.Image} srcImage source image
   * @param  {Integer} sx x-coordinate of the source's upper-left corner.
   * @param  {Integer} sy y-coordinate of the source's upper-left corner.
   * @param  {Integer} sw source image width.
   * @param  {Integer} sh source image height.
   * @param  {Integer} dx x-coordinate of the destination's upper-left corner.
   * @param  {Integer} dy y-coordinate of the destination's upper-left corner.
   * @param  {Integer} dw destination image width.
   * @param  {Integer} dh destination image height.
   * @param  {(BLEND|DARKEST|LIGHTEST|DIFFERENCE|MULTIPLY|EXCLUSION|SCREEN|REPLACE|OVERLAY|HARD_LIGHT|SOFT_LIGHT|DODGE|BURN|ADD|NORMAL)} blendMode the blend mode. either
   *     BLEND, DARKEST, LIGHTEST, DIFFERENCE,
   *     MULTIPLY, EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,
   *     SOFT_LIGHT, DODGE, BURN, ADD or NORMAL.
   *
   * Available blend modes are: normal | multiply | screen | overlay |
   *            darken | lighten | color-dodge | color-burn | hard-light |
   *            soft-light | difference | exclusion | hue | saturation |
   *            color | luminosity
   *
   * http://blogs.adobe.com/webplatform/2013/01/28/blending-features-in-canvas/
   *
   * @example
   * let mountains;
   * let bricks;
   *
   * async function setup() {
   *   // Load the images.
   *   mountains = await loadImage('assets/rockies.jpg');
   *   bricks = await loadImage('assets/bricks_third.jpg');
   *   createCanvas(100, 100);
   *
   *   // Blend the bricks image into the mountains.
   *   mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, ADD);
   *
   *   // Display the mountains image.
   *   image(mountains, 0, 0);
   *
   *   // Display the bricks image.
   *   image(bricks, 0, 0);
   *
   *   describe('A wall of bricks in front of a mountain landscape. The same wall of bricks appears faded on the right of the image.');
   * }
   *
   * @example
   * let mountains;
   * let bricks;
   *
   * async function setup() {
   *   // Load the images.
   *   mountains = await loadImage('assets/rockies.jpg');
   *   bricks = await loadImage('assets/bricks_third.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Blend the bricks image into the mountains.
   *   mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, DARKEST);
   *
   *   // Display the mountains image.
   *   image(mountains, 0, 0);
   *
   *   // Display the bricks image.
   *   image(bricks, 0, 0);
   *
   *   describe('A wall of bricks in front of a mountain landscape. The same wall of bricks appears transparent on the right of the image.');
   * }
   *
   * @example
   * let mountains;
   * let bricks;
   *
   * async function setup() {
   *   // Load the images.
   *   mountains = await loadImage('assets/rockies.jpg');
   *   bricks = await loadImage('assets/bricks_third.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Blend the bricks image into the mountains.
   *   mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, LIGHTEST);
   *
   *   // Display the mountains image.
   *   image(mountains, 0, 0);
   *
   *   // Display the bricks image.
   *   image(bricks, 0, 0);
   *
   *   describe('A wall of bricks in front of a mountain landscape. The same wall of bricks appears washed out on the right of the image.');
   * }
   */
  /**
   * @param  {Integer} sx
   * @param  {Integer} sy
   * @param  {Integer} sw
   * @param  {Integer} sh
   * @param  {Integer} dx
   * @param  {Integer} dy
   * @param  {Integer} dw
   * @param  {Integer} dh
   * @param  {(BLEND|DARKEST|LIGHTEST|DIFFERENCE|MULTIPLY|EXCLUSION|SCREEN|REPLACE|OVERLAY|HARD_LIGHT|SOFT_LIGHT|DODGE|BURN|ADD|NORMAL)} blendMode
   */
  blend(...args) {
    const currBlend = this.drawingContext.globalCompositeOperation;
    const blendMode = args[args.length - 1];
    const copyArgs = Array.prototype.slice.call(args, 0, args.length - 1);

    this.drawingContext.globalCompositeOperation = blendMode;
    this.copy(...copyArgs);
    this.drawingContext.globalCompositeOperation = currBlend;
    this.setModified(true);
  }

  /**
   * helper method for web GL mode to indicate that an image has been
   * changed or unchanged since last upload. gl texture upload will
   * set this value to false after uploading the texture.
   * @param {Boolean} val sets whether or not the image has been
   * modified.
   * @private
   */
  setModified(val) {
    this._modified = val; //enforce boolean?
  }

  /**
   * helper method for web GL mode to figure out if the image
   * has been modified and might need to be re-uploaded to texture
   * memory between frames.
   * @private
   * @return {boolean} a boolean indicating whether or not the
   * image has been updated or modified since last texture upload.
   */
  isModified() {
    return this._modified;
  }

  /**
   * Saves the image to a file.
   *
   * By default, `img.save()` saves the image as a PNG image called
   * `untitled.png`.
   *
   * The first parameter, `filename`, is optional. It's a string that sets the
   * file's name. If a file extension is included, as in
   * `img.save('drawing.png')`, then the image will be saved using that
   * format.
   *
   * The second parameter, `extension`, is also optional. It sets the files format.
   * Either `'png'` or `'jpg'` can be used. For example, `img.save('drawing', 'jpg')`
   * saves the canvas to a file called `drawing.jpg`.
   *
   * Note: The browser will either save the file immediately or prompt the user
   * with a dialogue window.
   *
   * The image will only be downloaded as an animated GIF if it was loaded
   * from a GIF file. See <a href="#/p5/saveGif">saveGif()</a> to create new
   * GIFs.
   *
   * @param {String} filename filename. Defaults to 'untitled'.
   * @param  {String} [extension] file extension, either 'png' or 'jpg'.
   *                            Defaults to 'png'.
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/rockies.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('An image of a mountain landscape. The image is downloaded when the user presses the "s", "j", or "p" key.');
   * }
   *
   * // Save the image with different options when the user presses a key.
   * function keyPressed() {
   *   if (key === 's') {
   *     img.save();
   *   } else if (key === 'j') {
   *     img.save('rockies.jpg');
   *   } else if (key === 'p') {
   *     img.save('rockies', 'png');
   *   }
   * }
   */
  save(filename, extension) {
    if (this.gifProperties) {
      encodeAndDownloadGif(this, filename);
    } else {
      let htmlCanvas = this.canvas;
      extension =
        extension ||
        _checkFileExtension(filename, extension)[1] ||
        'png';

      let mimeType;
      switch (extension) {
        default:
          //case 'png':
          mimeType = 'image/png';
          break;
        case 'webp':
          mimeType = 'image/webp';
          break;
        case 'jpeg':
        case 'jpg':
          mimeType = 'image/jpeg';
          break;
      }

      htmlCanvas.toBlob(blob => {
        downloadFile(blob, filename, extension);
      }, mimeType);
    }
  }

  async toBlob() {
    return new Promise(resolve => {
      this.canvas.toBlob(resolve);
    });
  }

  // GIF Section
  /**
   * Restarts an animated GIF at its first frame.
   *
   * @example
   * let gif;
   *
   * async function setup() {
   *   // Load the image.
   *   gif = await loadImage('assets/arnott-wallace-wink-loop-once.gif');
   *
   *   createCanvas(100, 100);
   *
   *   describe('A cartoon face winks once and then freezes. Clicking resets the face and makes it wink again.');
   * }
   *
   * function draw() {
   *   background(255);
   *
   *   // Display the image.
   *   image(gif, 0, 0);
   * }
   *
   * // Reset the GIF when the user presses the mouse.
   * function mousePressed() {
   *   gif.reset();
   * }
   */
  reset() {
    if (this.gifProperties) {
      const props = this.gifProperties;
      props.playing = true;
      props.timeSinceStart = 0;
      props.timeDisplayed = 0;
      props.lastChangeTime = 0;
      props.loopCount = 0;
      props.displayIndex = 0;
      this.drawingContext.putImageData(props.frames[0].image, 0, 0);
    }
  }

  /**
   * Gets the index of the current frame in an animated GIF.
   *
   * @return {Number}       index of the GIF's current frame.
   *
   * @example
   * let gif;
   *
   * async function setup() {
   *   // Load the image.
   *   gif = await loadImage('assets/arnott-wallace-eye-loop-forever.gif');
   *
   *   createCanvas(100, 100);
   *
   *   describe('A cartoon eye repeatedly looks around, then outwards. A number displayed in the bottom-left corner increases from 0 to 124, then repeats.');
   * }
   *
   * function draw() {
   *   // Get the index of the current GIF frame.
   *   let index = gif.getCurrentFrame();
   *
   *   // Display the image.
   *   image(gif, 0, 0);
   *
   *   // Display the current frame.
   *   text(index, 10, 90);
   * }
   */
  getCurrentFrame() {
    if (this.gifProperties) {
      const props = this.gifProperties;
      return props.displayIndex % props.numFrames;
    }
  }

  /**
   * Sets the current frame in an animated GIF.
   *
   * @param {Number} index index of the frame to display.
   *
   * @example
   * let gif;
   * let frameSlider;
   *
   * async function setup() {
   *   // Load the image.
   *   gif = await loadImage('assets/arnott-wallace-eye-loop-forever.gif');
   *
   *   createCanvas(100, 100);
   *
   *   // Get the index of the last frame.
   *   let maxFrame = gif.numFrames() - 1;
   *
   *   // Create a slider to control which frame is drawn.
   *   frameSlider = createSlider(0, maxFrame);
   *   frameSlider.position(10, 80);
   *   frameSlider.size(80);
   *
   *   describe('A cartoon eye looks around when a slider is moved.');
   * }
   *
   * function draw() {
   *   // Get the slider's value.
   *   let index = frameSlider.value();
   *
   *   // Set the GIF's frame.
   *   gif.setFrame(index);
   *
   *   // Display the image.
   *   image(gif, 0, 0);
   * }
   */
  setFrame(index) {
    if (this.gifProperties) {
      const props = this.gifProperties;
      if (index < props.numFrames && index >= 0) {
        props.timeDisplayed = 0;
        props.lastChangeTime = 0;
        props.displayIndex = index;
        this.drawingContext.putImageData(props.frames[index].image, 0, 0);
      } else {
        this._friendlyError(
          'Cannot set GIF to a frame number that is higher than total number of frames or below zero.',
          'setFrame'
        );
      }
    }
  }

  /**
   * Returns the number of frames in an animated GIF.
   *
   * @return {Number} number of frames in the GIF.
   *
   * @example
   * let gif;
   *
   * async function setup() {
   *   // Load the image.
   *   gif = await loadImage('assets/arnott-wallace-eye-loop-forever.gif');
   *
   *   createCanvas(100, 100);
   *
   *   describe('A cartoon eye looks around. The text "n / 125" is shown at the bottom of the canvas.');
   * }
   *
   * function draw() {
   *   // Display the image.
   *   image(gif, 0, 0);
   *
   *   // Display the current state of playback.
   *   let total = gif.numFrames();
   *   let index = gif.getCurrentFrame();
   *   text(`${index} / ${total}`, 30, 90);
   * }
   */
  numFrames() {
    if (this.gifProperties) {
      return this.gifProperties.numFrames;
    }
  }

  /**
   * Plays an animated GIF that was paused with
   * <a href="#/p5.Image/pause">img.pause()</a>.
   *
   * @example
   * let gif;
   *
   * async function setup() {
   *   // Load the image.
   *   gif = await loadImage('assets/nancy-liang-wind-loop-forever.gif');
   *
   *   createCanvas(100, 100);
   *
   *   describe('A drawing of a child with hair blowing in the wind. The animation freezes when clicked and resumes when released.');
   * }
   *
   * function draw() {
   *   background(255);
   *   image(gif, 0, 0);
   * }
   *
   * // Pause the GIF when the user presses the mouse.
   * function mousePressed() {
   *   gif.pause();
   * }
   *
   * // Play the GIF when the user releases the mouse.
   * function mouseReleased() {
   *   gif.play();
   * }
   */
  play() {
    if (this.gifProperties) {
      this.gifProperties.playing = true;
    }
  }

  /**
   * Pauses an animated GIF.
   *
   * The GIF can be resumed by calling
   * <a href="#/p5.Image/play">img.play()</a>.
   *
   * @example
   * let gif;
   *
   * async function setup() {
   *   // Load the image.
   *   gif = await loadImage('assets/nancy-liang-wind-loop-forever.gif');
   *
   *   createCanvas(100, 100);
   *
   *   describe('A drawing of a child with hair blowing in the wind. The animation freezes when clicked and resumes when released.');
   * }
   *
   * function draw() {
   *   background(255);
   *
   *   // Display the image.
   *   image(gif, 0, 0);
   * }
   *
   * // Pause the GIF when the user presses the mouse.
   * function mousePressed() {
   *   gif.pause();
   * }
   *
   * // Play the GIF when the user presses the mouse.
   * function mouseReleased() {
   *   gif.play();
   * }
   */
  pause() {
    if (this.gifProperties) {
      this.gifProperties.playing = false;
    }
  }

  /**
   * Changes the delay between frames in an animated GIF.
   *
   * The first parameter, `delay`, is the length of the delay in milliseconds.
   *
   * The second parameter, `index`, is optional. If provided, only the frame
   * at `index` will have its delay modified. All other frames will keep
   * their default delay.
   *
   * @param {Number} d delay in milliseconds between switching frames.
   * @param {Number} [index] index of the frame that will have its delay modified.
   *
   * @example
   * let gifFast;
   * let gifSlow;
   *
   * async function setup() {
   *   // Load the images.
   *   gifFast = await loadImage('assets/arnott-wallace-eye-loop-forever.gif');
   *   gifSlow = await loadImage('assets/arnott-wallace-eye-loop-forever.gif');
   *
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Resize the images.
   *   gifFast.resize(50, 50);
   *   gifSlow.resize(50, 50);
   *
   *   // Set the delay lengths.
   *   gifFast.delay(10);
   *   gifSlow.delay(100);
   *
   *   describe('Two animated eyes looking around. The eye on the left moves faster than the eye on the right.');
   * }
   *
   * function draw() {
   *   // Display the images.
   *   image(gifFast, 0, 0);
   *   image(gifSlow, 50, 0);
   * }
   *
   * @example
   * let gif;
   *
   * async function setup() {
   *   // Load the image.
   *   gif = await loadImage('assets/arnott-wallace-eye-loop-forever.gif');
   *
   *   createCanvas(100, 100);
   *
   *   // Set the delay of frame 67.
   *   gif.delay(3000, 67);
   *
   *   describe('An animated eye looking around. It pauses for three seconds while it looks down.');
   * }
   *
   * function draw() {
   *   // Display the image.
   *   image(gif, 0, 0);
   * }
   */
  delay(d, index) {
    if (this.gifProperties) {
      const props = this.gifProperties;
      if (index < props.numFrames && index >= 0) {
        props.frames[index].delay = d;
      } else {
        // change all frames
        for (const frame of props.frames) {
          frame.delay = d;
        }
      }
    }
  }
}
function encodeAndDownloadGif(pImg, filename) {
  const props = pImg.gifProperties;

  //convert loopLimit back into Netscape Block formatting
  let loopLimit = props.loopLimit;
  if (loopLimit === 1) {
    loopLimit = null;
  } else if (loopLimit === null) {
    loopLimit = 0;
  }
  const buffer = new Uint8Array(pImg.width * pImg.height * props.numFrames);

  const allFramesPixelColors = [];

  // Used to determine the occurrence of unique palettes and the frames
  // which use them
  const paletteFreqsAndFrames = {};

  // Pass 1:
  //loop over frames and get the frequency of each palette
  for (let i = 0; i < props.numFrames; i++) {
    const paletteSet = new Set();
    const data = props.frames[i].image.data;
    const dataLength = data.length;
    // The color for each pixel in this frame ( for easier lookup later )
    const pixelColors = new Uint32Array(pImg.width * pImg.height);
    for (let j = 0, k = 0; j < dataLength; j += 4, k++) {
      const r = data[j + 0];
      const g = data[j + 1];
      const b = data[j + 2];
      const color = (r << 16) | (g << 8) | (b << 0);
      paletteSet.add(color);

      // What color does this pixel have in this frame ?
      pixelColors[k] = color;
    }

    // A way to put use the entire palette as an object key
    const paletteStr = [...paletteSet].sort().toString();
    if (paletteFreqsAndFrames[paletteStr] === undefined) {
      paletteFreqsAndFrames[paletteStr] = { freq: 1, frames: [i] };
    } else {
      paletteFreqsAndFrames[paletteStr].freq += 1;
      paletteFreqsAndFrames[paletteStr].frames.push(i);
    }

    allFramesPixelColors.push(pixelColors);
  }

  let framesUsingGlobalPalette = [];

  // Now to build the global palette
  // Sort all the unique palettes in descending order of their occurrence
  const palettesSortedByFreq = Object.keys(paletteFreqsAndFrames).sort(function(
    a,
    b
  ) {
    return paletteFreqsAndFrames[b].freq - paletteFreqsAndFrames[a].freq;
  });

  // The initial global palette is the one with the most occurrence
  const globalPalette = palettesSortedByFreq[0]
    .split(',')
    .map(a => parseInt(a));

  framesUsingGlobalPalette = framesUsingGlobalPalette.concat(
    paletteFreqsAndFrames[globalPalette].frames
  );

  const globalPaletteSet = new Set(globalPalette);

  // Build a more complete global palette
  // Iterate over the remaining palettes in the order of
  // their occurrence and see if the colors in this palette which are
  // not in the global palette can be added there, while keeping the length
  // of the global palette <= 256
  for (let i = 1; i < palettesSortedByFreq.length; i++) {
    const palette = palettesSortedByFreq[i].split(',').map(a => parseInt(a));

    const difference = palette.filter(x => !globalPaletteSet.has(x));
    if (globalPalette.length + difference.length <= 256) {
      for (let j = 0; j < difference.length; j++) {
        globalPalette.push(difference[j]);
        globalPaletteSet.add(difference[j]);
      }

      // All frames using this palette now use the global palette
      framesUsingGlobalPalette = framesUsingGlobalPalette.concat(
        paletteFreqsAndFrames[palettesSortedByFreq[i]].frames
      );
    }
  }

  framesUsingGlobalPalette = new Set(framesUsingGlobalPalette);

  // Build a lookup table of the index of each color in the global palette
  // Maps a color to its index
  const globalIndicesLookup = {};
  for (let i = 0; i < globalPalette.length; i++) {
    if (!globalIndicesLookup[globalPalette[i]]) {
      globalIndicesLookup[globalPalette[i]] = i;
    }
  }

  // force palette to be power of 2
  let powof2 = 1;
  while (powof2 < globalPalette.length) {
    powof2 <<= 1;
  }
  globalPalette.length = powof2;

  // global opts
  const opts = {
    loop: loopLimit,
    palette: new Uint32Array(globalPalette)
  };
  const gifWriter = new omggif.GifWriter(buffer, pImg.width, pImg.height, opts);
  let previousFrame = {};

  // Pass 2
  // Determine if the frame needs a local palette
  // Also apply transparency optimization. This function will often blow up
  // the size of a GIF if not for transparency. If a pixel in one frame has
  // the same color in the previous frame, that pixel can be marked as
  // transparent. We decide one particular color as transparent and make all
  // transparent pixels take this color. This helps in later in compression.
  for (let i = 0; i < props.numFrames; i++) {
    const localPaletteRequired = !framesUsingGlobalPalette.has(i);
    const palette = localPaletteRequired ? [] : globalPalette;
    const pixelPaletteIndex = new Uint8Array(pImg.width * pImg.height);

    // Lookup table mapping color to its indices
    const colorIndicesLookup = {};

    // All the colors that cannot be marked transparent in this frame
    const cannotBeTransparent = new Set();

    allFramesPixelColors[i].forEach((color, k) => {
      if (localPaletteRequired) {
        if (colorIndicesLookup[color] === undefined) {
          colorIndicesLookup[color] = palette.length;
          palette.push(color);
        }
        pixelPaletteIndex[k] = colorIndicesLookup[color];
      } else {
        pixelPaletteIndex[k] = globalIndicesLookup[color];
      }

      if (i > 0) {
        // If even one pixel of this color has changed in this frame
        // from the previous frame, we cannot mark it as transparent
        if (allFramesPixelColors[i - 1][k] !== color) {
          cannotBeTransparent.add(color);
        }
      }
    });

    const frameOpts = {};

    // Transparency optimization
    const canBeTransparent = palette.filter(a => !cannotBeTransparent.has(a));
    if (canBeTransparent.length > 0) {
      // Select a color to mark as transparent
      const transparent = canBeTransparent[0];
      const transparentIndex = localPaletteRequired
        ? colorIndicesLookup[transparent]
        : globalIndicesLookup[transparent];
      if (i > 0) {
        for (let k = 0; k < allFramesPixelColors[i].length; k++) {
          // If this pixel in this frame has the same color in previous frame
          if (allFramesPixelColors[i - 1][k] === allFramesPixelColors[i][k]) {
            pixelPaletteIndex[k] = transparentIndex;
          }
        }
        frameOpts.transparent = transparentIndex;
        // If this frame has any transparency, do not dispose the previous frame
        previousFrame.frameOpts.disposal = 1;
      }
    }
    frameOpts.delay = props.frames[i].delay / 10; // Move timing back into GIF formatting
    if (localPaletteRequired) {
      // force palette to be power of 2
      let powof2 = 1;
      while (powof2 < palette.length) {
        powof2 <<= 1;
      }
      palette.length = powof2;
      frameOpts.palette = new Uint32Array(palette);
    }
    if (i > 0) {
      // add the frame that came before the current one
      gifWriter.addFrame(
        0,
        0,
        pImg.width,
        pImg.height,
        previousFrame.pixelPaletteIndex,
        previousFrame.frameOpts
      );
    }
    // previous frame object should now have details of this frame
    previousFrame = {
      pixelPaletteIndex,
      frameOpts
    };
  }

  previousFrame.frameOpts.disposal = 1;
  // add the last frame
  gifWriter.addFrame(
    0,
    0,
    pImg.width,
    pImg.height,
    previousFrame.pixelPaletteIndex,
    previousFrame.frameOpts
  );

  const extension = 'gif';
  const blob = new Blob([buffer.slice(0, gifWriter.end())], {
    type: 'image/gif'
  });
  downloadFile(blob, filename, extension);
}
function image(p5, fn){
  /**
   * A class to describe an image.
   *
   * Images are rectangular grids of pixels that can be displayed and modified.
   *
   * Existing images can be loaded by calling
   * <a href="#/p5/loadImage">loadImage()</a>. Blank images can be created by
   * calling <a href="#/p5/createImage">createImage()</a>. `p5.Image` objects
   * have methods for common tasks such as applying filters and modifying
   * pixel values.
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/bricks.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('An image of a brick wall.');
   * }
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/bricks.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Apply the GRAY filter.
   *   img.filter(GRAY);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   describe('A grayscale image of a brick wall.');
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Create a p5.Image object.
   *   let img = createImage(66, 66);
   *
   *   // Load the image's pixels.
   *   img.loadPixels();
   *
   *   // Set the pixels to black.
   *   for (let x = 0; x < img.width; x += 1) {
   *     for (let y = 0; y < img.height; y += 1) {
   *       img.set(x, y, 0);
   *     }
   *   }
   *
   *   // Update the image.
   *   img.updatePixels();
   *
   *   // Display the image.
   *   image(img, 17, 17);
   *
   *   describe('A black square drawn in the middle of a gray square.');
   * }
   *
   * @class p5.Image
   * @param {Number} width
   * @param {Number} height
   */
  p5.Image = Image;

  Image.prototype._friendlyError = p5._friendlyError;

  /**
   * The image's width in pixels.
   *
   * @type {Number}
   * @property {Number} width
   * @for p5.Image
   * @name width
   * @readOnly
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/rockies.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   // Calculate the center coordinates.
   *   let x = img.width / 2;
   *   let y = img.height / 2;
   *
   *   // Draw a circle at the image's center.
   *   circle(x, y, 20);
   *
   *   describe('An image of a mountain landscape with a white circle drawn in the middle.');
   * }
   */

  /**
   * The image's height in pixels.
   *
   * @type {Number}
   * @property height
   * @for p5.Image
   * @name height
   * @readOnly
   *
   * @example
   * let img;
   *
   * async function setup() {
   *   // Load the image.
   *   img = await loadImage('assets/rockies.jpg');
   *
   *   createCanvas(100, 100);
   *
   *   // Display the image.
   *   image(img, 0, 0);
   *
   *   // Calculate the center coordinates.
   *   let x = img.width / 2;
   *   let y = img.height / 2;
   *
   *   // Draw a circle at the image's center.
   *   circle(x, y, 20);
   *
   *   describe('An image of a mountain landscape with a white circle drawn in the middle.');
   * }
   */

  /**
   * An array containing the color of each pixel in the image.
   *
   * Colors are stored as numbers representing red, green, blue, and alpha
   * (RGBA) values. `img.pixels` is a one-dimensional array for performance
   * reasons.
   *
   * Each pixel occupies four elements in the pixels array, one for each
   * RGBA value. For example, the pixel at coordinates (0, 0) stores its
   * RGBA values at `img.pixels[0]`, `img.pixels[1]`, `img.pixels[2]`,
   * and `img.pixels[3]`, respectively. The next pixel at coordinates (1, 0)
   * stores its RGBA values at `img.pixels[4]`, `img.pixels[5]`,
   * `img.pixels[6]`, and `img.pixels[7]`. And so on. The `img.pixels` array
   * for a 100×100 <a href="#/p5.Image">p5.Image</a> object has
   * 100 × 100 × 4 = 40,000 elements.
   *
   * Accessing the RGBA values for a pixel in the image requires a little
   * math as shown in the examples below. The
   * <a href="#/p5.Image/loadPixels">img.loadPixels()</a>
   * method must be called before accessing the `img.pixels` array. The
   * <a href="#/p5.Image/updatePixels">img.updatePixels()</a> method must be
   * called after any changes are made.
   *
   * @property {Number[]} pixels
   * @for p5.Image
   * @name pixels
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Create a p5.Image object.
   *   let img = createImage(66, 66);
   *
   *   // Load the image's pixels.
   *   img.loadPixels();
   *
   *   for (let i = 0; i < img.pixels.length; i += 4) {
   *     // Red.
   *     img.pixels[i] = 0;
   *     // Green.
   *     img.pixels[i + 1] = 0;
   *     // Blue.
   *     img.pixels[i + 2] = 0;
   *     // Alpha.
   *     img.pixels[i + 3] = 255;
   *   }
   *
   *   // Update the image.
   *   img.updatePixels();
   *
   *   // Display the image.
   *   image(img, 17, 17);
   *
   *   describe('A black square drawn in the middle of a gray square.');
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Create a p5.Image object.
   *   let img = createImage(66, 66);
   *
   *   // Load the image's pixels.
   *   img.loadPixels();
   *
   *   // Set the pixels to red.
   *   for (let i = 0; i < img.pixels.length; i += 4) {
   *     // Red.
   *     img.pixels[i] = 255;
   *     // Green.
   *     img.pixels[i + 1] = 0;
   *     // Blue.
   *     img.pixels[i + 2] = 0;
   *     // Alpha.
   *     img.pixels[i + 3] = 255;
   *   }
   *
   *   // Update the image.
   *   img.updatePixels();
   *
   *   // Display the image.
   *   image(img, 17, 17);
   *
   *   describe('A red square drawn in the middle of a gray square.');
   * }
   */
}

if(typeof p5 !== 'undefined'){
  image(p5, p5.prototype);
}

/**
 * @module Rendering
 * @submodule Rendering
 * @for p5
 */


class ClonableObject {
  constructor(obj = {}) {
    for (const key in obj) {
      this[key] = obj[key];
    }
  }

  clone() {
    return new ClonableObject(this);
  }
}
class Renderer {
  static states = {
    strokeColor: null,
    strokeSet: false,
    fillColor: null,
    fillSet: false,
    tint: null,

    imageMode: CORNER,
    rectMode: CORNER,
    ellipseMode: CENTER,
    strokeWeight: 1,
    bezierOrder: 3,
    splineProperties: new ClonableObject({
      ends: INCLUDE,
      tightness: 0
    }),

    textFont: { family: 'sans-serif' },
    textLeading: 15,
    leadingSet: false,
    textSize: 12,
    textAlign: LEFT,
    textBaseline: BASELINE,
    textWrap: WORD,
    fontStyle: NORMAL, // v1: was textStyle
    fontStretch: NORMAL,
    fontWeight: NORMAL,
    lineHeight: NORMAL,
    fontVariant: NORMAL,
    direction: 'inherit'
  };

  constructor(pInst, w, h, isMainCanvas) {
    this._pInst = pInst;
    this._isMainCanvas = isMainCanvas;
    this.pixels = [];

    const defaultRatio = typeof window !== 'undefined' ?
      Math.ceil(window.devicePixelRatio) :
      1;
    if (isMainCanvas) {
      this._pixelDensity = defaultRatio;
    } else {
      const parentDensity = pInst._pInst?._renderer?._pixelDensity;
      this._pixelDensity = parentDensity || defaultRatio;
    }

    this.width = w;
    this.height = h;

    this._events = {};

    if (isMainCanvas) {
      this._isMainCanvas = true;
    }

    // Renderer state machine
    this.states = new States(Renderer.states);

    this.states.strokeColor = new Color([0, 0, 0]);
    this.states.fillColor = new Color([1, 1, 1]);

    this._pushPopStack = [];
    // NOTE: can use the length of the push pop stack instead
    this._pushPopDepth = 0;

    this._clipping = false;
    this._clipInvert = false;

    this._currentShape = undefined; // Lazily generate current shape

    // Lazily cached by _individualTextureCoordinates(); initialized here
    // (rather than computed) so subclasses can rely on their own
    // constructor state when getSupportedIndividualVertexProperties()
    // is first consulted.
    this._supportsIndividualTextureCoordinates = undefined;
  }

  get currentShape() {
    if (!this._currentShape) {
      this._currentShape = new Shape(this.getCommonVertexProperties());
    }
    return this._currentShape;
  }

  remove() {

  }

  pixelDensity(val){
    let returnValue;
    if (typeof val === 'number') {
      if (val !== this._pixelDensity) {
        this._pixelDensity = val;
      }
      returnValue = this;
      this.resize(this.width, this.height);
    } else {
      returnValue = this._pixelDensity;
    }
    return returnValue;
  }

  // Makes a shallow copy of the current states
  // and push it into the push pop stack
  push() {
    this._pushPopDepth++;
    this._pushPopStack.push(this.states.takeDiff());
  }

  // Pop the previous states out of the push pop stack and
  // assign it back to the current state
  pop() {
    this._pushPopDepth--;
    const diff = this._pushPopStack.pop() || {};
    const modified = this.states.getModified();
    this.states.applyDiff(diff);
    this.updateShapeVertexProperties(modified);
    this.updateShapeProperties(modified);
  }

  bezierOrder(order) {
    if (order === undefined) {
      return this.states.bezierOrder;
    } else {
      this.states.setValue('bezierOrder', order);
      this.updateShapeProperties();
    }
  }

  // Builds the per-vertex texture-coordinates argument, caching whether
  // the renderer supports them so the descriptor object isn't rebuilt on
  // every vertex call.
  _individualTextureCoordinates(u, v) {
    if (this._supportsIndividualTextureCoordinates === undefined) {
      this._supportsIndividualTextureCoordinates =
        this.getSupportedIndividualVertexProperties().textureCoordinates;
    }
    return this._supportsIndividualTextureCoordinates
      ? new Vector(u, v)
      : undefined;
  }

  bezierVertex(x, y, z = 0, u = 0, v = 0) {
    const position = new Vector(x, y, z);
    const textureCoordinates = this._individualTextureCoordinates(u, v);
    this.currentShape.bezierVertex(position, textureCoordinates);
  }

  splineProperty(key, value) {
    if (value === undefined) {
      return this.states.splineProperties[key];
    } else {
      this.states.setValue('splineProperties', this.states.splineProperties.clone());
      this.states.splineProperties[key] = value;
    }
    this.updateShapeProperties();
  }

  splineProperties(values) {
    if (values) {
      for (const key in values) {
        this.splineProperty(key, values[key]);
      }
    } else {
      return { ...this.states.splineProperties };
    }
  }

  splineVertex(x, y, z = 0, u = 0, v = 0) {
    const position = new Vector(x, y, z);
    const textureCoordinates = this._individualTextureCoordinates(u, v);
    this.currentShape.splineVertex(position, textureCoordinates);
  }

  curveDetail(d) {
    if (d === undefined) {
      return this.states.curveDetail;
    } else {
      this.states.setValue('curveDetail', d);
    }
  }

  beginShape(...args) {
    this.currentShape.reset();
    this.updateShapeVertexProperties();
    this.currentShape.beginShape(...args);
  }

  endShape(...args) {
    this.currentShape.endShape(...args);
    this.drawShape(this.currentShape);
  }

  beginContour(shapeKind) {
    this.currentShape.beginContour(shapeKind);
  }

  endContour(mode) {
    this.currentShape.endContour(mode);
  }

  drawShape(shape, count) {
    throw new Error('Unimplemented');
  }

  vertex(x, y, z = 0, u = 0, v = 0) {
    const position = new Vector(x, y, z);
    const textureCoordinates = this._individualTextureCoordinates(u, v);
    this.currentShape.vertex(position, textureCoordinates);
  }

  bezier(x1, y1, x2, y2, x3, y3, x4, y4) {
    const oldOrder = this._pInst.bezierOrder();
    this._pInst.bezierOrder(oldOrder);
    this._pInst.beginShape();
    this._pInst.bezierVertex(x1, y1);
    this._pInst.bezierVertex(x2, y2);
    this._pInst.bezierVertex(x3, y3);
    this._pInst.bezierVertex(x4, y4);
    this._pInst.endShape();
    return this;
  }

  spline(...args) {
    if (args.length === 2 * 4) {
      const [x1, y1, x2, y2, x3, y3, x4, y4] = args;
      this._pInst.beginShape();
      this._pInst.splineVertex(x1, y1);
      this._pInst.splineVertex(x2, y2);
      this._pInst.splineVertex(x3, y3);
      this._pInst.splineVertex(x4, y4);
      this._pInst.endShape();
    } else if (args.length === 3 * 4) {
      const [x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4] = args;
      this._pInst.beginShape();
      this._pInst.splineVertex(x1, y1, z1);
      this._pInst.splineVertex(x2, y2, z2);
      this._pInst.splineVertex(x3, y3, z3);
      this._pInst.splineVertex(x4, y4, z4);
      this._pInst.endShape();
    }
    return this;
  }

  beginClip(options = {}) {
    if (this._clipping) {
      throw new Error("It looks like you're trying to clip while already in the middle of clipping. Did you forget to endClip()?");
    }
    this._clipping = true;
    this._clipInvert = options.invert;
  }

  endClip() {
    if (!this._clipping) {
      throw new Error("It looks like you've called endClip() without beginClip(). Did you forget to call beginClip() first?");
    }
    this._clipping = false;
  }

  /**
   * Resize our canvas element.
   */
  resize(w, h) {
    this.width = w;
    this.height = h;
  }

  get(x, y, w, h) {
    const pd = this._pixelDensity;
    const canvas = this.canvas;

    if (typeof x === 'undefined' && typeof y === 'undefined') {
    // get()
      x = y = 0;
      w = this.width;
      h = this.height;
    } else {
      x *= pd;
      y *= pd;

      if (typeof w === 'undefined' && typeof h === 'undefined') {
      // get(x,y)
        if (x < 0 || y < 0 || x >= canvas.width || y >= canvas.height) {
          return [0, 0, 0, 0];
        }

        return this._getPixel(x, y);
      }
    // get(x,y,w,h)
    }

    const region = new Image(w*pd, h*pd);
    region.pixelDensity(pd);
    region.canvas
      .getContext('2d')
      .drawImage(canvas, x, y, w * pd, h * pd, 0, 0, w*pd, h*pd);

    return region;
  }

  scale(x, y){

  }

  fill(...args) {
    if (args.length > 0) {
      this.states.setValue('fillSet', true);
      this.states.setValue('fillColor', this._pInst.color(...args));
      this.updateShapeVertexProperties();
    }
    return this.states.fillColor;
  }

  noFill() {
    this.states.setValue('fillColor', null);
  }

  strokeWeight(w) {
    if (typeof w === 'undefined') {
      return this.states.strokeWeight;
    }
    this.states.setValue('strokeWeight', w);
  }

  stroke(...args) {
    if (args.length === 0) {
      return this.states.strokeColor;
    }
    this.states.setValue('strokeSet', true);
    this.states.setValue('strokeColor', this._pInst.color(...args));
    this.updateShapeVertexProperties();
  }

  noStroke() {
    this.states.setValue('strokeColor', null);
  }

  getCommonVertexProperties() {
    return {};
  }

  getSupportedIndividualVertexProperties() {
    return {
      textureCoordinates: false
    };
  }

  updateShapeProperties(modified) {
    if (!modified || modified.bezierOrder || modified.splineProperties) {
      const shape = this.currentShape;
      shape.bezierOrder(this.states.bezierOrder);
      shape.splineProperty('ends', this.states.splineProperties.ends);
      shape.splineProperty('tightness', this.states.splineProperties.tightness);
    }
  }

  updateShapeVertexProperties(modified) {
    const props = this.getCommonVertexProperties();
    if (!modified || Object.keys(modified).some(k => k in props)) {
      const shape = this.currentShape;
      for (const key in props) {
        shape[key](props[key]);
      }
    }
  }

  _applyDefaults() {
    return this;
  }

  finishDraw() {
    // Default no-op implementation
    // Override in specific renderers as needed
  }

  ///////////////////////////////
  //// TEXT SUPPORT METHODS
  //////////////////////////////

  _middleAlignOffset = function() {
    const { textFont, textSize } = this.states;
    const font = textFont?.font;
    const ctx = this.textDrawingContext();
    const metrics = ctx.measureText('X');
    let sCapHeight = (font?.data || {})['OS/2']?.sCapHeight;
    if (sCapHeight) {
      const unitsPerEm = font.data.head.unitsPerEm;
      sCapHeight *= textSize / unitsPerEm;
    } else {
      sCapHeight = metrics.fontBoundingBoxAscent;
    }
    return metrics.alphabeticBaseline + sCapHeight / 2;
  };
}
function renderer(p5, fn){
  /**
   * Main graphics and rendering context, as well as the base API
   * implementation for p5.js "core". To be used as the superclass for
   * Renderer2D and Renderer3D classes, respectively.
   *
   * @class p5.Renderer
   * @param {HTMLElement} elt DOM node that is wrapped
   * @param {p5} [pInst] pointer to p5 instance
   * @param {Boolean} [isMainCanvas] whether we're using it as main canvas
   * @private
   */
  p5.Renderer = Renderer;
}

export { Image as I, Renderer as R, image as i, renderer as r };