UNPKG

pixi.js

Version:

PixiJS — The HTML5 Creation Engine =============

1 lines 35.4 kB
{"version":3,"file":"FilterSystem.mjs","sources":["../../src/filters/FilterSystem.ts"],"sourcesContent":["import { ExtensionType } from '../extensions/Extensions';\nimport { Matrix } from '../maths/matrix/Matrix';\nimport { Point } from '../maths/point/Point';\nimport { BindGroup } from '../rendering/renderers/gpu/shader/BindGroup';\nimport { Geometry } from '../rendering/renderers/shared/geometry/Geometry';\nimport { UniformGroup } from '../rendering/renderers/shared/shader/UniformGroup';\nimport { Texture } from '../rendering/renderers/shared/texture/Texture';\nimport { TexturePool } from '../rendering/renderers/shared/texture/TexturePool';\nimport { type Renderer, RendererType } from '../rendering/renderers/types';\nimport { Bounds } from '../scene/container/bounds/Bounds';\nimport { getFastGlobalBounds } from '../scene/container/bounds/getFastGlobalBounds';\nimport { getGlobalRenderableBounds } from '../scene/container/bounds/getRenderableBounds';\nimport { warn } from '../utils/logging/warn';\n\nimport type { WebGLRenderer } from '../rendering/renderers/gl/WebGLRenderer';\nimport type { WebGPURenderer } from '../rendering/renderers/gpu/WebGPURenderer';\nimport type { Instruction } from '../rendering/renderers/shared/instructions/Instruction';\nimport type { Renderable } from '../rendering/renderers/shared/Renderable';\nimport type { RenderTarget } from '../rendering/renderers/shared/renderTarget/RenderTarget';\nimport type { RenderSurface } from '../rendering/renderers/shared/renderTarget/RenderTargetSystem';\nimport type { System } from '../rendering/renderers/shared/system/System';\nimport type { Container } from '../scene/container/Container';\nimport type { Sprite } from '../scene/sprite/Sprite';\nimport type { Filter } from './Filter';\nimport type { FilterEffect } from './FilterEffect';\n\ntype FilterAction = 'pushFilter' | 'popFilter';\n\n//\nconst quadGeometry = new Geometry({\n attributes: {\n aPosition: {\n buffer: new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]),\n format: 'float32x2',\n stride: 2 * 4,\n offset: 0,\n },\n },\n indexBuffer: new Uint32Array([0, 1, 2, 0, 2, 3]),\n});\n\n/**\n * The filter pipeline is responsible for applying filters scene items!\n *\n * KNOWN BUGS:\n * 1. Global bounds calculation is incorrect if it is used when flip flopping filters. The maths can be found below\n * eg: filters [noiseFilter, blurFilter] noiseFilter will calculate the global bounds incorrectly.\n *\n * 2. RenderGroups do not work with filters. This is because the renderGroup matrix is not currently taken into account.\n *\n * Implementation notes:\n * 1. Gotcha - nesting filters that require blending will not work correctly. This creates a chicken and egg problem\n * the complexity and performance required to do this is not worth it i feel.. but lets see if others agree!\n *\n * 2. Filters are designed to be changed on the fly, this is means that changing filter information each frame will\n * not trigger an instruction rebuild. If you are constantly turning a filter on and off.. its therefore better to set\n * enabled to true or false on the filter. Or setting an empty array.\n *\n * 3. Need to look at perhaps aliasing when flip flopping filters. Really we should only need to antialias the FIRST\n * Texture we render too. The rest can be non aliased. This might help performance.\n * Currently we flip flop with an antialiased texture if antialiasing is enabled on the filter.\n */\nexport interface FilterInstruction extends Instruction\n{\n renderPipeId: 'filter',\n action: FilterAction,\n container?: Container,\n renderables?: Renderable[],\n filterEffect: FilterEffect,\n}\n\nexport interface FilterData\n{\n skip: boolean;\n enabledLength?: number;\n inputTexture: Texture\n bounds: Bounds,\n blendRequired: boolean,\n container: Container,\n filterEffect: FilterEffect,\n previousRenderSurface: RenderSurface,\n backTexture?: Texture,\n}\n\n/**\n * System that manages the filter pipeline\n * @memberof rendering\n */\nexport class FilterSystem implements System\n{\n /** @ignore */\n public static extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem,\n ],\n name: 'filter',\n } as const;\n\n public readonly renderer: Renderer;\n\n private _filterStackIndex = 0;\n private _filterStack: FilterData[] = [];\n\n private readonly _filterGlobalUniforms = new UniformGroup({\n uInputSize: { value: new Float32Array(4), type: 'vec4<f32>' },\n uInputPixel: { value: new Float32Array(4), type: 'vec4<f32>' },\n uInputClamp: { value: new Float32Array(4), type: 'vec4<f32>' },\n uOutputFrame: { value: new Float32Array(4), type: 'vec4<f32>' },\n uGlobalFrame: { value: new Float32Array(4), type: 'vec4<f32>' },\n uOutputTexture: { value: new Float32Array(4), type: 'vec4<f32>' },\n });\n\n private readonly _globalFilterBindGroup: BindGroup = new BindGroup({});\n private _activeFilterData: FilterData;\n\n constructor(renderer: Renderer)\n {\n this.renderer = renderer;\n }\n\n /**\n * The back texture of the currently active filter. Requires the filter to have `blendRequired` set to true.\n * @readonly\n */\n public get activeBackTexture(): Texture | undefined\n {\n return this._activeFilterData?.backTexture;\n }\n\n public push(instruction: FilterInstruction)\n {\n const renderer = this.renderer;\n\n const filters = instruction.filterEffect.filters;\n\n if (!this._filterStack[this._filterStackIndex])\n {\n this._filterStack[this._filterStackIndex] = this._getFilterData();\n }\n\n // get a filter data from the stack. They can be reused multiple times each frame,\n // so we don't need to worry about overwriting them in a single pass.\n const filterData = this._filterStack[this._filterStackIndex];\n\n this._filterStackIndex++;\n\n // if there are no filters, we skip the pass\n if (filters.length === 0)\n {\n filterData.skip = true;\n\n return;\n }\n\n const bounds: Bounds = filterData.bounds;\n\n // this path is used by the blend modes mostly!\n // they collect all renderables and push them into a list.\n // this list is then used to calculate the bounds of the filter area\n if (instruction.renderables)\n {\n getGlobalRenderableBounds(instruction.renderables, bounds);\n }\n // if a filterArea is provided, we save our selves some measuring and just use that area supplied\n else if (instruction.filterEffect.filterArea)\n {\n bounds.clear();\n\n // transform the filterArea into global space..\n bounds.addRect(instruction.filterEffect.filterArea);\n\n // new for v8, we transform the bounds into the space of the container\n bounds.applyMatrix(instruction.container.worldTransform);\n }\n // classic filter path, we get the bounds of the container and use it by recursively\n // measuring.\n else\n {\n getFastGlobalBounds(instruction.container, bounds);\n }\n // get GLOBAL bounds of the item we are going to apply the filter to\n\n const colorTextureSource = renderer.renderTarget.renderTarget.colorTexture.source;\n\n // next we get the settings for the filter\n // we need to find the LOWEST resolution for the filter list\n let resolution = Infinity;\n // Padding is additive to add padding to our padding\n let padding = 0;\n // if this is true for all filter, it should be true, and otherwise false\n let antialias = true;\n // true if any filter requires the previous render target\n let blendRequired = false;\n // true if any filter in the list is enabled\n let enabled = false;\n\n for (let i = 0; i < filters.length; i++)\n {\n const filter = filters[i];\n\n resolution = Math.min(resolution, filter.resolution === 'inherit'\n ? colorTextureSource._resolution : filter.resolution);\n padding += filter.padding;\n\n if (filter.antialias === 'off')\n {\n antialias = false;\n }\n else if (filter.antialias === 'inherit')\n {\n antialias &&= colorTextureSource.antialias;\n }\n\n const isCompatible = !!(filter.compatibleRenderers & renderer.type);\n\n if (!isCompatible)\n {\n enabled = false;\n break;\n }\n\n if (filter.blendRequired && !((renderer as WebGLRenderer).backBuffer?.useBackBuffer ?? true))\n {\n // #if _DEBUG\n // eslint-disable-next-line max-len\n warn('Blend filter requires backBuffer on WebGL renderer to be enabled. Set `useBackBuffer: true` in the renderer options.');\n // #endif\n\n enabled = false;\n break;\n }\n\n enabled = filter.enabled || enabled;\n blendRequired = blendRequired || filter.blendRequired;\n }\n\n // if no filters are enabled lets skip!\n if (!enabled)\n {\n filterData.skip = true;\n\n return;\n }\n\n const viewPort = renderer.renderTarget.rootViewPort;\n\n // here we constrain the bounds to the viewport we will render too\n // this should not take into account the x, y offset of the viewport - as this is\n // handled by the viewport on the gpu.\n // need to factor in resolutions also..\n bounds.scale(resolution)\n .fitBounds(0, viewPort.width, 0, viewPort.height)\n .scale(1 / resolution)\n .pad(padding)\n .ceil();\n\n // skip if the bounds are negative or zero as this means they are\n // not visible on the screen\n if (!bounds.isPositive)\n {\n filterData.skip = true;\n\n return;\n }\n\n // set all the filter data\n filterData.skip = false;\n\n filterData.bounds = bounds;\n filterData.blendRequired = blendRequired;\n filterData.container = instruction.container;\n filterData.filterEffect = instruction.filterEffect;\n\n filterData.previousRenderSurface = renderer.renderTarget.renderSurface;\n\n // bind...\n // get a P02 texture from our pool...\n filterData.inputTexture = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n resolution,\n antialias,\n );\n\n renderer.renderTarget.bind(filterData.inputTexture, true);\n // set the global uniforms to take into account the bounds offset required\n\n renderer.globalUniforms.push({\n offset: bounds,\n });\n }\n\n public pop()\n {\n const renderer = this.renderer;\n\n this._filterStackIndex--;\n const filterData = this._filterStack[this._filterStackIndex];\n\n // if we are skipping this filter then we just do nothing :D\n if (filterData.skip)\n {\n return;\n }\n\n this._activeFilterData = filterData;\n\n const inputTexture = filterData.inputTexture;\n\n const bounds = filterData.bounds;\n\n let backTexture = Texture.EMPTY;\n\n renderer.renderTarget.finishRenderPass();\n\n if (filterData.blendRequired)\n {\n // this actually forces the current commandQueue to render everything so far.\n // if we don't do this, we won't be able to copy pixels for the background\n const previousBounds = this._filterStackIndex > 0 ? this._filterStack[this._filterStackIndex - 1].bounds : null;\n\n const renderTarget = renderer.renderTarget.getRenderTarget(filterData.previousRenderSurface);\n\n backTexture = this.getBackTexture(renderTarget, bounds, previousBounds);\n }\n\n filterData.backTexture = backTexture;\n\n const filters = filterData.filterEffect.filters;\n\n // get a BufferResource from the uniformBatch.\n // this will batch the shader uniform data and give us a buffer resource we can\n // set on our globalUniform Bind Group\n // eslint-disable-next-line max-len\n\n // update the resources on the bind group...\n this._globalFilterBindGroup.setResource(inputTexture.source.style, 2);\n this._globalFilterBindGroup.setResource(backTexture.source, 3);\n\n renderer.globalUniforms.pop();\n\n if (filters.length === 1)\n {\n // render a single filter...\n // this.applyFilter(filters[0], inputTexture, filterData.previousRenderSurface, false);\n filters[0].apply(this, inputTexture, filterData.previousRenderSurface, false);\n\n // return the texture to the pool so we can reuse the next frame\n TexturePool.returnTexture(inputTexture);\n }\n else\n {\n let flip = filterData.inputTexture;\n\n // get another texture that we will render the next filter too\n let flop = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n flip.source._resolution,\n false\n );\n\n let i = 0;\n\n // loop and apply the filters, omitting the last one as we will render that to the final target\n for (i = 0; i < filters.length - 1; ++i)\n {\n const filter = filters[i];\n\n filter.apply(this, flip, flop, true);\n const t = flip;\n\n flip = flop;\n flop = t;\n }\n\n filters[i].apply(this, flip, filterData.previousRenderSurface, false);\n\n // return those textures for later!\n TexturePool.returnTexture(flip);\n TexturePool.returnTexture(flop);\n }\n\n // if we made a background texture, lets return that also\n if (filterData.blendRequired)\n {\n TexturePool.returnTexture(backTexture);\n }\n }\n\n public getBackTexture(lastRenderSurface: RenderTarget, bounds: Bounds, previousBounds?: Bounds)\n {\n const backgroundResolution = lastRenderSurface.colorTexture.source._resolution;\n\n const backTexture = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n backgroundResolution,\n false,\n );\n\n let x = bounds.minX;\n let y = bounds.minY;\n\n if (previousBounds)\n {\n x -= previousBounds.minX;\n y -= previousBounds.minY;\n }\n\n x = Math.floor(x * backgroundResolution);\n y = Math.floor(y * backgroundResolution);\n\n const width = Math.ceil(bounds.width * backgroundResolution);\n const height = Math.ceil(bounds.height * backgroundResolution);\n\n this.renderer.renderTarget.copyToTexture(\n lastRenderSurface,\n backTexture,\n { x, y },\n { width, height },\n { x: 0, y: 0 }\n );\n\n return backTexture;\n }\n\n public applyFilter(filter: Filter, input: Texture, output: RenderSurface, clear: boolean)\n {\n const renderer = this.renderer;\n\n const filterData = this._filterStack[this._filterStackIndex];\n\n const bounds = filterData.bounds;\n\n const offset = Point.shared;\n const previousRenderSurface = filterData.previousRenderSurface;\n\n const isFinalTarget = previousRenderSurface === output;\n\n let resolution = this.renderer.renderTarget.rootRenderTarget.colorTexture.source._resolution;\n\n // to find the previous resolution we need to account for the skipped filters\n // the following will find the last non skipped filter...\n let currentIndex = this._filterStackIndex - 1;\n\n while (currentIndex > 0 && this._filterStack[currentIndex].skip)\n {\n --currentIndex;\n }\n\n if (currentIndex > 0)\n {\n resolution = this._filterStack[currentIndex].inputTexture.source._resolution;\n }\n\n const filterUniforms = this._filterGlobalUniforms;\n const uniforms = filterUniforms.uniforms;\n\n const outputFrame = uniforms.uOutputFrame;\n const inputSize = uniforms.uInputSize;\n const inputPixel = uniforms.uInputPixel;\n const inputClamp = uniforms.uInputClamp;\n const globalFrame = uniforms.uGlobalFrame;\n const outputTexture = uniforms.uOutputTexture;\n\n // are we rendering back to the original surface?\n if (isFinalTarget)\n {\n let lastIndex = this._filterStackIndex;\n\n // get previous bounds.. we must take into account skipped filters also..\n while (lastIndex > 0)\n {\n lastIndex--;\n const filterData = this._filterStack[this._filterStackIndex - 1];\n\n if (!filterData.skip)\n {\n offset.x = filterData.bounds.minX;\n offset.y = filterData.bounds.minY;\n\n break;\n }\n }\n\n outputFrame[0] = bounds.minX - offset.x;\n outputFrame[1] = bounds.minY - offset.y;\n }\n else\n {\n outputFrame[0] = 0;\n outputFrame[1] = 0;\n }\n\n outputFrame[2] = input.frame.width;\n outputFrame[3] = input.frame.height;\n\n inputSize[0] = input.source.width;\n inputSize[1] = input.source.height;\n inputSize[2] = 1 / inputSize[0];\n inputSize[3] = 1 / inputSize[1];\n\n inputPixel[0] = input.source.pixelWidth;\n inputPixel[1] = input.source.pixelHeight;\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (input.frame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (input.frame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n\n const rootTexture = this.renderer.renderTarget.rootRenderTarget.colorTexture;\n\n globalFrame[0] = offset.x * resolution;\n globalFrame[1] = offset.y * resolution;\n\n globalFrame[2] = rootTexture.source.width * resolution;\n globalFrame[3] = rootTexture.source.height * resolution;\n\n // set the output texture - this is where we are going to render to\n\n const renderTarget = this.renderer.renderTarget.getRenderTarget(output);\n\n renderer.renderTarget.bind(output, !!clear);\n\n if (output instanceof Texture)\n {\n outputTexture[0] = output.frame.width;\n outputTexture[1] = output.frame.height;\n }\n else\n {\n // this means a renderTarget was passed directly\n outputTexture[0] = renderTarget.width;\n outputTexture[1] = renderTarget.height;\n }\n\n outputTexture[2] = renderTarget.isRoot ? -1 : 1;\n filterUniforms.update();\n\n // TODO - should prolly use a adaptor...\n if ((renderer as WebGPURenderer).renderPipes.uniformBatch)\n {\n const batchUniforms = (renderer as WebGPURenderer).renderPipes.uniformBatch\n .getUboResource(filterUniforms);\n\n this._globalFilterBindGroup.setResource(batchUniforms, 0);\n }\n else\n {\n this._globalFilterBindGroup.setResource(filterUniforms, 0);\n }\n\n // now lets update the output texture...\n\n // set bind group..\n this._globalFilterBindGroup.setResource(input.source, 1);\n this._globalFilterBindGroup.setResource(input.source.style, 2);\n\n filter.groups[0] = this._globalFilterBindGroup;\n\n renderer.encoder.draw({\n geometry: quadGeometry,\n shader: filter,\n state: filter._state,\n topology: 'triangle-list'\n });\n\n // WebGPU blit's automatically, but WebGL does not!\n if (renderer.type === RendererType.WEBGL)\n {\n renderer.renderTarget.finishRenderPass();\n }\n }\n\n private _getFilterData(): FilterData\n {\n return {\n skip: false,\n inputTexture: null,\n bounds: new Bounds(),\n container: null,\n filterEffect: null,\n blendRequired: false,\n previousRenderSurface: null,\n };\n }\n\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n * @param outputMatrix - The matrix to output to.\n * @param {Sprite} sprite - The sprite to map to.\n * @returns The mapped matrix.\n */\n public calculateSpriteMatrix(outputMatrix: Matrix, sprite: Sprite): Matrix\n {\n const data = this._activeFilterData;\n\n const mappedMatrix = outputMatrix.set(\n data.inputTexture._source.width,\n 0, 0,\n data.inputTexture._source.height,\n data.bounds.minX, data.bounds.minY\n );\n\n const worldTransform = sprite.worldTransform.copyTo(Matrix.shared);\n\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(\n 1.0 / sprite.texture.frame.width,\n 1.0 / sprite.texture.frame.height\n );\n\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n\n return mappedMatrix;\n }\n\n public destroy?: () => void;\n}\n"],"names":["filterData"],"mappings":";;;;;;;;;;;;;;;AA6BA,MAAM,YAAA,GAAe,IAAI,QAAS,CAAA;AAAA,EAC9B,UAAY,EAAA;AAAA,IACR,SAAW,EAAA;AAAA,MACP,MAAQ,EAAA,IAAI,YAAa,CAAA,CAAC,CAAG,EAAA,CAAA,EAAG,CAAG,EAAA,CAAA,EAAG,CAAG,EAAA,CAAA,EAAG,CAAG,EAAA,CAAC,CAAC,CAAA;AAAA,MACjD,MAAQ,EAAA,WAAA;AAAA,MACR,QAAQ,CAAI,GAAA,CAAA;AAAA,MACZ,MAAQ,EAAA,CAAA;AAAA,KACZ;AAAA,GACJ;AAAA,EACA,WAAA,EAAa,IAAI,WAAA,CAAY,CAAC,CAAA,EAAG,GAAG,CAAG,EAAA,CAAA,EAAG,CAAG,EAAA,CAAC,CAAC,CAAA;AACnD,CAAC,CAAA,CAAA;AAiDM,MAAM,YACb,CAAA;AAAA,EA2BI,YAAY,QACZ,EAAA;AAhBA,IAAA,IAAA,CAAQ,iBAAoB,GAAA,CAAA,CAAA;AAC5B,IAAA,IAAA,CAAQ,eAA6B,EAAC,CAAA;AAEtC,IAAiB,IAAA,CAAA,qBAAA,GAAwB,IAAI,YAAa,CAAA;AAAA,MACtD,UAAA,EAAY,EAAE,KAAO,EAAA,IAAI,aAAa,CAAC,CAAA,EAAG,MAAM,WAAY,EAAA;AAAA,MAC5D,WAAA,EAAa,EAAE,KAAO,EAAA,IAAI,aAAa,CAAC,CAAA,EAAG,MAAM,WAAY,EAAA;AAAA,MAC7D,WAAA,EAAa,EAAE,KAAO,EAAA,IAAI,aAAa,CAAC,CAAA,EAAG,MAAM,WAAY,EAAA;AAAA,MAC7D,YAAA,EAAc,EAAE,KAAO,EAAA,IAAI,aAAa,CAAC,CAAA,EAAG,MAAM,WAAY,EAAA;AAAA,MAC9D,YAAA,EAAc,EAAE,KAAO,EAAA,IAAI,aAAa,CAAC,CAAA,EAAG,MAAM,WAAY,EAAA;AAAA,MAC9D,cAAA,EAAgB,EAAE,KAAO,EAAA,IAAI,aAAa,CAAC,CAAA,EAAG,MAAM,WAAY,EAAA;AAAA,KACnE,CAAA,CAAA;AAED,IAAA,IAAA,CAAiB,sBAAoC,GAAA,IAAI,SAAU,CAAA,EAAE,CAAA,CAAA;AAKjE,IAAA,IAAA,CAAK,QAAW,GAAA,QAAA,CAAA;AAAA,GACpB;AAAA;AAAA;AAAA;AAAA;AAAA,EAMA,IAAW,iBACX,GAAA;AACI,IAAA,OAAO,KAAK,iBAAmB,EAAA,WAAA,CAAA;AAAA,GACnC;AAAA,EAEO,KAAK,WACZ,EAAA;AACI,IAAA,MAAM,WAAW,IAAK,CAAA,QAAA,CAAA;AAEtB,IAAM,MAAA,OAAA,GAAU,YAAY,YAAa,CAAA,OAAA,CAAA;AAEzC,IAAA,IAAI,CAAC,IAAA,CAAK,YAAa,CAAA,IAAA,CAAK,iBAAiB,CAC7C,EAAA;AACI,MAAA,IAAA,CAAK,YAAa,CAAA,IAAA,CAAK,iBAAiB,CAAA,GAAI,KAAK,cAAe,EAAA,CAAA;AAAA,KACpE;AAIA,IAAA,MAAM,UAAa,GAAA,IAAA,CAAK,YAAa,CAAA,IAAA,CAAK,iBAAiB,CAAA,CAAA;AAE3D,IAAK,IAAA,CAAA,iBAAA,EAAA,CAAA;AAGL,IAAI,IAAA,OAAA,CAAQ,WAAW,CACvB,EAAA;AACI,MAAA,UAAA,CAAW,IAAO,GAAA,IAAA,CAAA;AAElB,MAAA,OAAA;AAAA,KACJ;AAEA,IAAA,MAAM,SAAiB,UAAW,CAAA,MAAA,CAAA;AAKlC,IAAA,IAAI,YAAY,WAChB,EAAA;AACI,MAA0B,yBAAA,CAAA,WAAA,CAAY,aAAa,MAAM,CAAA,CAAA;AAAA,KAC7D,MAAA,IAES,WAAY,CAAA,YAAA,CAAa,UAClC,EAAA;AACI,MAAA,MAAA,CAAO,KAAM,EAAA,CAAA;AAGb,MAAO,MAAA,CAAA,OAAA,CAAQ,WAAY,CAAA,YAAA,CAAa,UAAU,CAAA,CAAA;AAGlD,MAAO,MAAA,CAAA,WAAA,CAAY,WAAY,CAAA,SAAA,CAAU,cAAc,CAAA,CAAA;AAAA,KAK3D,MAAA;AACI,MAAoB,mBAAA,CAAA,WAAA,CAAY,WAAW,MAAM,CAAA,CAAA;AAAA,KACrD;AAGA,IAAA,MAAM,kBAAqB,GAAA,QAAA,CAAS,YAAa,CAAA,YAAA,CAAa,YAAa,CAAA,MAAA,CAAA;AAI3E,IAAA,IAAI,UAAa,GAAA,QAAA,CAAA;AAEjB,IAAA,IAAI,OAAU,GAAA,CAAA,CAAA;AAEd,IAAA,IAAI,SAAY,GAAA,IAAA,CAAA;AAEhB,IAAA,IAAI,aAAgB,GAAA,KAAA,CAAA;AAEpB,IAAA,IAAI,OAAU,GAAA,KAAA,CAAA;AAEd,IAAA,KAAA,IAAS,CAAI,GAAA,CAAA,EAAG,CAAI,GAAA,OAAA,CAAQ,QAAQ,CACpC,EAAA,EAAA;AACI,MAAM,MAAA,MAAA,GAAS,QAAQ,CAAC,CAAA,CAAA;AAExB,MAAa,UAAA,GAAA,IAAA,CAAK,IAAI,UAAY,EAAA,MAAA,CAAO,eAAe,SAClD,GAAA,kBAAA,CAAmB,WAAc,GAAA,MAAA,CAAO,UAAU,CAAA,CAAA;AACxD,MAAA,OAAA,IAAW,MAAO,CAAA,OAAA,CAAA;AAElB,MAAI,IAAA,MAAA,CAAO,cAAc,KACzB,EAAA;AACI,QAAY,SAAA,GAAA,KAAA,CAAA;AAAA,OAChB,MAAA,IACS,MAAO,CAAA,SAAA,KAAc,SAC9B,EAAA;AACI,QAAA,SAAA,KAAA,SAAA,GAAc,kBAAmB,CAAA,SAAA,CAAA,CAAA;AAAA,OACrC;AAEA,MAAA,MAAM,YAAe,GAAA,CAAC,EAAE,MAAA,CAAO,sBAAsB,QAAS,CAAA,IAAA,CAAA,CAAA;AAE9D,MAAA,IAAI,CAAC,YACL,EAAA;AACI,QAAU,OAAA,GAAA,KAAA,CAAA;AACV,QAAA,MAAA;AAAA,OACJ;AAEA,MAAA,IAAI,OAAO,aAAiB,IAAA,EAAG,QAA2B,CAAA,UAAA,EAAY,iBAAiB,IACvF,CAAA,EAAA;AAGI,QAAA,IAAA,CAAK,sHAAsH,CAAA,CAAA;AAG3H,QAAU,OAAA,GAAA,KAAA,CAAA;AACV,QAAA,MAAA;AAAA,OACJ;AAEA,MAAA,OAAA,GAAU,OAAO,OAAW,IAAA,OAAA,CAAA;AAC5B,MAAA,aAAA,GAAgB,iBAAiB,MAAO,CAAA,aAAA,CAAA;AAAA,KAC5C;AAGA,IAAA,IAAI,CAAC,OACL,EAAA;AACI,MAAA,UAAA,CAAW,IAAO,GAAA,IAAA,CAAA;AAElB,MAAA,OAAA;AAAA,KACJ;AAEA,IAAM,MAAA,QAAA,GAAW,SAAS,YAAa,CAAA,YAAA,CAAA;AAMvC,IAAA,MAAA,CAAO,MAAM,UAAU,CAAA,CAClB,UAAU,CAAG,EAAA,QAAA,CAAS,OAAO,CAAG,EAAA,QAAA,CAAS,MAAM,CAAA,CAC/C,MAAM,CAAI,GAAA,UAAU,EACpB,GAAI,CAAA,OAAO,EACX,IAAK,EAAA,CAAA;AAIV,IAAI,IAAA,CAAC,OAAO,UACZ,EAAA;AACI,MAAA,UAAA,CAAW,IAAO,GAAA,IAAA,CAAA;AAElB,MAAA,OAAA;AAAA,KACJ;AAGA,IAAA,UAAA,CAAW,IAAO,GAAA,KAAA,CAAA;AAElB,IAAA,UAAA,CAAW,MAAS,GAAA,MAAA,CAAA;AACpB,IAAA,UAAA,CAAW,aAAgB,GAAA,aAAA,CAAA;AAC3B,IAAA,UAAA,CAAW,YAAY,WAAY,CAAA,SAAA,CAAA;AACnC,IAAA,UAAA,CAAW,eAAe,WAAY,CAAA,YAAA,CAAA;AAEtC,IAAW,UAAA,CAAA,qBAAA,GAAwB,SAAS,YAAa,CAAA,aAAA,CAAA;AAIzD,IAAA,UAAA,CAAW,eAAe,WAAY,CAAA,iBAAA;AAAA,MAClC,MAAO,CAAA,KAAA;AAAA,MACP,MAAO,CAAA,MAAA;AAAA,MACP,UAAA;AAAA,MACA,SAAA;AAAA,KACJ,CAAA;AAEA,IAAA,QAAA,CAAS,YAAa,CAAA,IAAA,CAAK,UAAW,CAAA,YAAA,EAAc,IAAI,CAAA,CAAA;AAGxD,IAAA,QAAA,CAAS,eAAe,IAAK,CAAA;AAAA,MACzB,MAAQ,EAAA,MAAA;AAAA,KACX,CAAA,CAAA;AAAA,GACL;AAAA,EAEO,GACP,GAAA;AACI,IAAA,MAAM,WAAW,IAAK,CAAA,QAAA,CAAA;AAEtB,IAAK,IAAA,CAAA,iBAAA,EAAA,CAAA;AACL,IAAA,MAAM,UAAa,GAAA,IAAA,CAAK,YAAa,CAAA,IAAA,CAAK,iBAAiB,CAAA,CAAA;AAG3D,IAAA,IAAI,WAAW,IACf,EAAA;AACI,MAAA,OAAA;AAAA,KACJ;AAEA,IAAA,IAAA,CAAK,iBAAoB,GAAA,UAAA,CAAA;AAEzB,IAAA,MAAM,eAAe,UAAW,CAAA,YAAA,CAAA;AAEhC,IAAA,MAAM,SAAS,UAAW,CAAA,MAAA,CAAA;AAE1B,IAAA,IAAI,cAAc,OAAQ,CAAA,KAAA,CAAA;AAE1B,IAAA,QAAA,CAAS,aAAa,gBAAiB,EAAA,CAAA;AAEvC,IAAA,IAAI,WAAW,aACf,EAAA;AAGI,MAAM,MAAA,cAAA,GAAiB,IAAK,CAAA,iBAAA,GAAoB,CAAI,GAAA,IAAA,CAAK,aAAa,IAAK,CAAA,iBAAA,GAAoB,CAAC,CAAA,CAAE,MAAS,GAAA,IAAA,CAAA;AAE3G,MAAA,MAAM,YAAe,GAAA,QAAA,CAAS,YAAa,CAAA,eAAA,CAAgB,WAAW,qBAAqB,CAAA,CAAA;AAE3F,MAAA,WAAA,GAAc,IAAK,CAAA,cAAA,CAAe,YAAc,EAAA,MAAA,EAAQ,cAAc,CAAA,CAAA;AAAA,KAC1E;AAEA,IAAA,UAAA,CAAW,WAAc,GAAA,WAAA,CAAA;AAEzB,IAAM,MAAA,OAAA,GAAU,WAAW,YAAa,CAAA,OAAA,CAAA;AAQxC,IAAA,IAAA,CAAK,sBAAuB,CAAA,WAAA,CAAY,YAAa,CAAA,MAAA,CAAO,OAAO,CAAC,CAAA,CAAA;AACpE,IAAA,IAAA,CAAK,sBAAuB,CAAA,WAAA,CAAY,WAAY,CAAA,MAAA,EAAQ,CAAC,CAAA,CAAA;AAE7D,IAAA,QAAA,CAAS,eAAe,GAAI,EAAA,CAAA;AAE5B,IAAI,IAAA,OAAA,CAAQ,WAAW,CACvB,EAAA;AAGI,MAAA,OAAA,CAAQ,CAAC,CAAE,CAAA,KAAA,CAAM,MAAM,YAAc,EAAA,UAAA,CAAW,uBAAuB,KAAK,CAAA,CAAA;AAG5E,MAAA,WAAA,CAAY,cAAc,YAAY,CAAA,CAAA;AAAA,KAG1C,MAAA;AACI,MAAA,IAAI,OAAO,UAAW,CAAA,YAAA,CAAA;AAGtB,MAAA,IAAI,OAAO,WAAY,CAAA,iBAAA;AAAA,QACnB,MAAO,CAAA,KAAA;AAAA,QACP,MAAO,CAAA,MAAA;AAAA,QACP,KAAK,MAAO,CAAA,WAAA;AAAA,QACZ,KAAA;AAAA,OACJ,CAAA;AAEA,MAAA,IAAI,CAAI,GAAA,CAAA,CAAA;AAGR,MAAA,KAAK,IAAI,CAAG,EAAA,CAAA,GAAI,QAAQ,MAAS,GAAA,CAAA,EAAG,EAAE,CACtC,EAAA;AACI,QAAM,MAAA,MAAA,GAAS,QAAQ,CAAC,CAAA,CAAA;AAExB,QAAA,MAAA,CAAO,KAAM,CAAA,IAAA,EAAM,IAAM,EAAA,IAAA,EAAM,IAAI,CAAA,CAAA;AACnC,QAAA,MAAM,CAAI,GAAA,IAAA,CAAA;AAEV,QAAO,IAAA,GAAA,IAAA,CAAA;AACP,QAAO,IAAA,GAAA,CAAA,CAAA;AAAA,OACX;AAEA,MAAA,OAAA,CAAQ,CAAC,CAAE,CAAA,KAAA,CAAM,MAAM,IAAM,EAAA,UAAA,CAAW,uBAAuB,KAAK,CAAA,CAAA;AAGpE,MAAA,WAAA,CAAY,cAAc,IAAI,CAAA,CAAA;AAC9B,MAAA,WAAA,CAAY,cAAc,IAAI,CAAA,CAAA;AAAA,KAClC;AAGA,IAAA,IAAI,WAAW,aACf,EAAA;AACI,MAAA,WAAA,CAAY,cAAc,WAAW,CAAA,CAAA;AAAA,KACzC;AAAA,GACJ;AAAA,EAEO,cAAA,CAAe,iBAAiC,EAAA,MAAA,EAAgB,cACvE,EAAA;AACI,IAAM,MAAA,oBAAA,GAAuB,iBAAkB,CAAA,YAAA,CAAa,MAAO,CAAA,WAAA,CAAA;AAEnE,IAAA,MAAM,cAAc,WAAY,CAAA,iBAAA;AAAA,MAC5B,MAAO,CAAA,KAAA;AAAA,MACP,MAAO,CAAA,MAAA;AAAA,MACP,oBAAA;AAAA,MACA,KAAA;AAAA,KACJ,CAAA;AAEA,IAAA,IAAI,IAAI,MAAO,CAAA,IAAA,CAAA;AACf,IAAA,IAAI,IAAI,MAAO,CAAA,IAAA,CAAA;AAEf,IAAA,IAAI,cACJ,EAAA;AACI,MAAA,CAAA,IAAK,cAAe,CAAA,IAAA,CAAA;AACpB,MAAA,CAAA,IAAK,cAAe,CAAA,IAAA,CAAA;AAAA,KACxB;AAEA,IAAI,CAAA,GAAA,IAAA,CAAK,KAAM,CAAA,CAAA,GAAI,oBAAoB,CAAA,CAAA;AACvC,IAAI,CAAA,GAAA,IAAA,CAAK,KAAM,CAAA,CAAA,GAAI,oBAAoB,CAAA,CAAA;AAEvC,IAAA,MAAM,KAAQ,GAAA,IAAA,CAAK,IAAK,CAAA,MAAA,CAAO,QAAQ,oBAAoB,CAAA,CAAA;AAC3D,IAAA,MAAM,MAAS,GAAA,IAAA,CAAK,IAAK,CAAA,MAAA,CAAO,SAAS,oBAAoB,CAAA,CAAA;AAE7D,IAAA,IAAA,CAAK,SAAS,YAAa,CAAA,aAAA;AAAA,MACvB,iBAAA;AAAA,MACA,WAAA;AAAA,MACA,EAAE,GAAG,CAAE,EAAA;AAAA,MACP,EAAE,OAAO,MAAO,EAAA;AAAA,MAChB,EAAE,CAAA,EAAG,CAAG,EAAA,CAAA,EAAG,CAAE,EAAA;AAAA,KACjB,CAAA;AAEA,IAAO,OAAA,WAAA,CAAA;AAAA,GACX;AAAA,EAEO,WAAY,CAAA,MAAA,EAAgB,KAAgB,EAAA,MAAA,EAAuB,KAC1E,EAAA;AACI,IAAA,MAAM,WAAW,IAAK,CAAA,QAAA,CAAA;AAEtB,IAAA,MAAM,UAAa,GAAA,IAAA,CAAK,YAAa,CAAA,IAAA,CAAK,iBAAiB,CAAA,CAAA;AAE3D,IAAA,MAAM,SAAS,UAAW,CAAA,MAAA,CAAA;AAE1B,IAAA,MAAM,SAAS,KAAM,CAAA,MAAA,CAAA;AACrB,IAAA,MAAM,wBAAwB,UAAW,CAAA,qBAAA,CAAA;AAEzC,IAAA,MAAM,gBAAgB,qBAA0B,KAAA,MAAA,CAAA;AAEhD,IAAA,IAAI,aAAa,IAAK,CAAA,QAAA,CAAS,YAAa,CAAA,gBAAA,CAAiB,aAAa,MAAO,CAAA,WAAA,CAAA;AAIjF,IAAI,IAAA,YAAA,GAAe,KAAK,iBAAoB,GAAA,CAAA,CAAA;AAE5C,IAAA,OAAO,eAAe,CAAK,IAAA,IAAA,CAAK,YAAa,CAAA,YAAY,EAAE,IAC3D,EAAA;AACI,MAAE,EAAA,YAAA,CAAA;AAAA,KACN;AAEA,IAAA,IAAI,eAAe,CACnB,EAAA;AACI,MAAA,UAAA,GAAa,IAAK,CAAA,YAAA,CAAa,YAAY,CAAA,CAAE,aAAa,MAAO,CAAA,WAAA,CAAA;AAAA,KACrE;AAEA,IAAA,MAAM,iBAAiB,IAAK,CAAA,qBAAA,CAAA;AAC5B,IAAA,MAAM,WAAW,cAAe,CAAA,QAAA,CAAA;AAEhC,IAAA,MAAM,cAAc,QAAS,CAAA,YAAA,CAAA;AAC7B,IAAA,MAAM,YAAY,QAAS,CAAA,UAAA,CAAA;AAC3B,IAAA,MAAM,aAAa,QAAS,CAAA,WAAA,CAAA;AAC5B,IAAA,MAAM,aAAa,QAAS,CAAA,WAAA,CAAA;AAC5B,IAAA,MAAM,cAAc,QAAS,CAAA,YAAA,CAAA;AAC7B,IAAA,MAAM,gBAAgB,QAAS,CAAA,cAAA,CAAA;AAG/B,IAAA,IAAI,aACJ,EAAA;AACI,MAAA,IAAI,YAAY,IAAK,CAAA,iBAAA,CAAA;AAGrB,MAAA,OAAO,YAAY,CACnB,EAAA;AACI,QAAA,SAAA,EAAA,CAAA;AACA,QAAA,MAAMA,WAAa,GAAA,IAAA,CAAK,YAAa,CAAA,IAAA,CAAK,oBAAoB,CAAC,CAAA,CAAA;AAE/D,QAAI,IAAA,CAACA,YAAW,IAChB,EAAA;AACI,UAAO,MAAA,CAAA,CAAA,GAAIA,YAAW,MAAO,CAAA,IAAA,CAAA;AAC7B,UAAO,MAAA,CAAA,CAAA,GAAIA,YAAW,MAAO,CAAA,IAAA,CAAA;AAE7B,UAAA,MAAA;AAAA,SACJ;AAAA,OACJ;AAEA,MAAA,WAAA,CAAY,CAAC,CAAA,GAAI,MAAO,CAAA,IAAA,GAAO,MAAO,CAAA,CAAA,CAAA;AACtC,MAAA,WAAA,CAAY,CAAC,CAAA,GAAI,MAAO,CAAA,IAAA,GAAO,MAAO,CAAA,CAAA,CAAA;AAAA,KAG1C,MAAA;AACI,MAAA,WAAA,CAAY,CAAC,CAAI,GAAA,CAAA,CAAA;AACjB,MAAA,WAAA,CAAY,CAAC,CAAI,GAAA,CAAA,CAAA;AAAA,KACrB;AAEA,IAAY,WAAA,CAAA,CAAC,CAAI,GAAA,KAAA,CAAM,KAAM,CAAA,KAAA,CAAA;AAC7B,IAAY,WAAA,CAAA,CAAC,CAAI,GAAA,KAAA,CAAM,KAAM,CAAA,MAAA,CAAA;AAE7B,IAAU,SAAA,CAAA,CAAC,CAAI,GAAA,KAAA,CAAM,MAAO,CAAA,KAAA,CAAA;AAC5B,IAAU,SAAA,CAAA,CAAC,CAAI,GAAA,KAAA,CAAM,MAAO,CAAA,MAAA,CAAA;AAC5B,IAAA,SAAA,CAAU,CAAC,CAAA,GAAI,CAAI,GAAA,SAAA,CAAU,CAAC,CAAA,CAAA;AAC9B,IAAA,SAAA,CAAU,CAAC,CAAA,GAAI,CAAI,GAAA,SAAA,CAAU,CAAC,CAAA,CAAA;AAE9B,IAAW,UAAA,CAAA,CAAC,CAAI,GAAA,KAAA,CAAM,MAAO,CAAA,UAAA,CAAA;AAC7B,IAAW,UAAA,CAAA,CAAC,CAAI,GAAA,KAAA,CAAM,MAAO,CAAA,WAAA,CAAA;AAC7B,IAAA,UAAA,CAAW,CAAC,CAAA,GAAI,CAAM,GAAA,UAAA,CAAW,CAAC,CAAA,CAAA;AAClC,IAAA,UAAA,CAAW,CAAC,CAAA,GAAI,CAAM,GAAA,UAAA,CAAW,CAAC,CAAA,CAAA;AAElC,IAAA,UAAA,CAAW,CAAC,CAAA,GAAI,GAAM,GAAA,UAAA,CAAW,CAAC,CAAA,CAAA;AAClC,IAAA,UAAA,CAAW,CAAC,CAAA,GAAI,GAAM,GAAA,UAAA,CAAW,CAAC,CAAA,CAAA;AAClC,IAAW,UAAA,CAAA,CAAC,CAAK,GAAA,KAAA,CAAM,KAAM,CAAA,KAAA,GAAQ,UAAU,CAAC,CAAA,GAAM,GAAM,GAAA,UAAA,CAAW,CAAC,CAAA,CAAA;AACxE,IAAW,UAAA,CAAA,CAAC,CAAK,GAAA,KAAA,CAAM,KAAM,CAAA,MAAA,GAAS,UAAU,CAAC,CAAA,GAAM,GAAM,GAAA,UAAA,CAAW,CAAC,CAAA,CAAA;AAEzE,IAAA,MAAM,WAAc,GAAA,IAAA,CAAK,QAAS,CAAA,YAAA,CAAa,gBAAiB,CAAA,YAAA,CAAA;AAEhE,IAAY,WAAA,CAAA,CAAC,CAAI,GAAA,MAAA,CAAO,CAAI,GAAA,UAAA,CAAA;AAC5B,IAAY,WAAA,CAAA,CAAC,CAAI,GAAA,MAAA,CAAO,CAAI,GAAA,UAAA,CAAA;AAE5B,IAAA,WAAA,CAAY,CAAC,CAAA,GAAI,WAAY,CAAA,MAAA,CAAO,KAAQ,GAAA,UAAA,CAAA;AAC5C,IAAA,WAAA,CAAY,CAAC,CAAA,GAAI,WAAY,CAAA,MAAA,CAAO,MAAS,GAAA,UAAA,CAAA;AAI7C,IAAA,MAAM,YAAe,GAAA,IAAA,CAAK,QAAS,CAAA,YAAA,CAAa,gBAAgB,MAAM,CAAA,CAAA;AAEtE,IAAA,QAAA,CAAS,YAAa,CAAA,IAAA,CAAK,MAAQ,EAAA,CAAC,CAAC,KAAK,CAAA,CAAA;AAE1C,IAAA,IAAI,kBAAkB,OACtB,EAAA;AACI,MAAc,aAAA,CAAA,CAAC,CAAI,GAAA,MAAA,CAAO,KAAM,CAAA,KAAA,CAAA;AAChC,MAAc,aAAA,CAAA,CAAC,CAAI,GAAA,MAAA,CAAO,KAAM,CAAA,MAAA,CAAA;AAAA,KAGpC,MAAA;AAEI,MAAc,aAAA,CAAA,CAAC,IAAI,YAAa,CAAA,KAAA,CAAA;AAChC,MAAc,aAAA,CAAA,CAAC,IAAI,YAAa,CAAA,MAAA,CAAA;AAAA,KACpC;AAEA,IAAA,aAAA,CAAc,CAAC,CAAA,GAAI,YAAa,CAAA,MAAA,GAAS,CAAK,CAAA,GAAA,CAAA,CAAA;AAC9C,IAAA,cAAA,CAAe,MAAO,EAAA,CAAA;AAGtB,IAAK,IAAA,QAAA,CAA4B,YAAY,YAC7C,EAAA;AACI,MAAA,MAAM,aAAiB,GAAA,QAAA,CAA4B,WAAY,CAAA,YAAA,CAC1D,eAAe,cAAc,CAAA,CAAA;AAElC,MAAK,IAAA,CAAA,sBAAA,CAAuB,WAAY,CAAA,aAAA,EAAe,CAAC,CAAA,CAAA;AAAA,KAG5D,MAAA;AACI,MAAK,IAAA,CAAA,sBAAA,CAAuB,WAAY,CAAA,cAAA,EAAgB,CAAC,CAAA,CAAA;AAAA,KAC7D;AAKA,IAAA,IAAA,CAAK,sBAAuB,CAAA,WAAA,CAAY,KAAM,CAAA,MAAA,EAAQ,CAAC,CAAA,CAAA;AACvD,IAAA,IAAA,CAAK,sBAAuB,CAAA,WAAA,CAAY,KAAM,CAAA,MAAA,CAAO,OAAO,CAAC,CAAA,CAAA;AAE7D,IAAO,MAAA,CAAA,MAAA,CAAO,CAAC,CAAA,GAAI,IAAK,CAAA,sBAAA,CAAA;AAExB,IAAA,QAAA,CAAS,QAAQ,IAAK,CAAA;AAAA,MAClB,QAAU,EAAA,YAAA;AAAA,MACV,MAAQ,EAAA,MAAA;AAAA,MACR,OAAO,MAAO,CAAA,MAAA;AAAA,MACd,QAAU,EAAA,eAAA;AAAA,KACb,CAAA,CAAA;AAGD,IAAI,IAAA,QAAA,CAAS,IAAS,KAAA,YAAA,CAAa,KACnC,EAAA;AACI,MAAA,QAAA,CAAS,aAAa,gBAAiB,EAAA,CAAA;AAAA,KAC3C;AAAA,GACJ;AAAA,EAEQ,cACR,GAAA;AACI,IAAO,OAAA;AAAA,MACH,IAAM,EAAA,KAAA;AAAA,MACN,YAAc,EAAA,IAAA;AAAA,MACd,MAAA,EAAQ,IAAI,MAAO,EAAA;AAAA,MACnB,SAAW,EAAA,IAAA;AAAA,MACX,YAAc,EAAA,IAAA;AAAA,MACd,aAAe,EAAA,KAAA;AAAA,MACf,qBAAuB,EAAA,IAAA;AAAA,KAC3B,CAAA;AAAA,GACJ;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAUO,qBAAA,CAAsB,cAAsB,MACnD,EAAA;AACI,IAAA,MAAM,OAAO,IAAK,CAAA,iBAAA,CAAA;AAElB,IAAA,MAAM,eAAe,YAAa,CAAA,GAAA;AAAA,MAC9B,IAAA,CAAK,aAAa,OAAQ,CAAA,KAAA;AAAA,MAC1B,CAAA;AAAA,MAAG,CAAA;AAAA,MACH,IAAA,CAAK,aAAa,OAAQ,CAAA,MAAA;AAAA,MAC1B,KAAK,MAAO,CAAA,IAAA;AAAA,MAAM,KAAK,MAAO,CAAA,IAAA;AAAA,KAClC,CAAA;AAEA,IAAA,MAAM,cAAiB,GAAA,MAAA,CAAO,cAAe,CAAA,MAAA,CAAO,OAAO,MAAM,CAAA,CAAA;AAEjE,IAAA,cAAA,CAAe,MAAO,EAAA,CAAA;AACtB,IAAA,YAAA,CAAa,QAAQ,cAAc,CAAA,CAAA;AACnC,IAAa,YAAA,CAAA,KAAA;AAAA,MACT,CAAA,GAAM,MAAO,CAAA,OAAA,CAAQ,KAAM,CAAA,KAAA;AAAA,MAC3B,CAAA,GAAM,MAAO,CAAA,OAAA,CAAQ,KAAM,CAAA,MAAA;AAAA,KAC/B,CAAA;AAEA,IAAA,YAAA,CAAa,UAAU,MAAO,CAAA,MAAA,CAAO,CAAG,EAAA,MAAA,CAAO,OAAO,CAAC,CAAA,CAAA;AAEvD,IAAO,OAAA,YAAA,CAAA;AAAA,GACX;AAGJ,CAAA;AAAA;AAzhBa,YAAA,CAGK,SAAY,GAAA;AAAA,EACtB,IAAM,EAAA;AAAA,IACF,aAAc,CAAA,WAAA;AAAA,IACd,aAAc,CAAA,YAAA;AAAA,GAClB;AAAA,EACA,IAAM,EAAA,QAAA;AACV,CAAA;;;;"}