/*!
 * @pixi/interaction - v6.3.0
 * Compiled Wed, 23 Mar 2022 18:58:56 UTC
 *
 * @pixi/interaction is licensed under the MIT License.
 * http://www.opensource.org/licenses/mit-license
 */
this.PIXI = this.PIXI || {};
var _pixi_interaction = (function (exports, math, ticker, display, utils) {
    'use strict';

    /**
     * Holds all information related to an Interaction event
     *
     * @memberof PIXI
     */
    var InteractionData = /** @class */ (function () {
        function InteractionData() {
            /**
             * Pressure applied by the pointing device during the event. A Touch's force property
             * will be represented by this value.
             *
             * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure
             */
            this.pressure = 0;
            /**
             * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch.
             *
             * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle
             */
            this.rotationAngle = 0;
            /**
             * Twist of a stylus pointer.
             *
             * @see https://w3c.github.io/pointerevents/#pointerevent-interface
             */
            this.twist = 0;
            /**
             * Barrel pressure on a stylus pointer.
             *
             * @see https://w3c.github.io/pointerevents/#pointerevent-interface
             */
            this.tangentialPressure = 0;
            this.global = new math.Point();
            this.target = null;
            this.originalEvent = null;
            this.identifier = null;
            this.isPrimary = false;
            this.button = 0;
            this.buttons = 0;
            this.width = 0;
            this.height = 0;
            this.tiltX = 0;
            this.tiltY = 0;
            this.pointerType = null;
            this.pressure = 0;
            this.rotationAngle = 0;
            this.twist = 0;
            this.tangentialPressure = 0;
        }
        Object.defineProperty(InteractionData.prototype, "pointerId", {
            /**
             * The unique identifier of the pointer. It will be the same as `identifier`.
             *
             * @readonly
             * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId
             */
            get: function () {
                return this.identifier;
            },
            enumerable: false,
            configurable: true
        });
        /**
         * This will return the local coordinates of the specified displayObject for this InteractionData
         *
         * @param displayObject - The DisplayObject that you would like the local
         *  coords off
         * @param point - A Point object in which to store the value, optional (otherwise
         *  will create a new point)
         * @param globalPos - A Point object containing your custom global coords, optional
         *  (otherwise will use the current global coords)
         * @return - A point containing the coordinates of the InteractionData position relative
         *  to the DisplayObject
         */
        InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) {
            return displayObject.worldTransform.applyInverse(globalPos || this.global, point);
        };
        /**
         * Copies properties from normalized event data.
         *
         * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data
         */
        InteractionData.prototype.copyEvent = function (event) {
            // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite
            // it with "false" on later events when our shim for it on touch events might not be
            // accurate
            if ('isPrimary' in event && event.isPrimary) {
                this.isPrimary = true;
            }
            this.button = 'button' in event && event.button;
            // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard
            // event.which property instead, which conveys the same information.
            var buttons = 'buttons' in event && event.buttons;
            this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which;
            this.width = 'width' in event && event.width;
            this.height = 'height' in event && event.height;
            this.tiltX = 'tiltX' in event && event.tiltX;
            this.tiltY = 'tiltY' in event && event.tiltY;
            this.pointerType = 'pointerType' in event && event.pointerType;
            this.pressure = 'pressure' in event && event.pressure;
            this.rotationAngle = 'rotationAngle' in event && event.rotationAngle;
            this.twist = ('twist' in event && event.twist) || 0;
            this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0;
        };
        /** Resets the data for pooling. */
        InteractionData.prototype.reset = function () {
            // isPrimary is the only property that we really need to reset - everything else is
            // guaranteed to be overwritten
            this.isPrimary = false;
        };
        return InteractionData;
    }());

    /*! *****************************************************************************
    Copyright (c) Microsoft Corporation. All rights reserved.
    Licensed under the Apache License, Version 2.0 (the "License"); you may not use
    this file except in compliance with the License. You may obtain a copy of the
    License at http://www.apache.org/licenses/LICENSE-2.0

    THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
    KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
    WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
    MERCHANTABLITY OR NON-INFRINGEMENT.

    See the Apache Version 2.0 License for specific language governing permissions
    and limitations under the License.
    ***************************************************************************** */
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    /**
     * Event class that mimics native DOM events.
     *
     * @memberof PIXI
     */
    var InteractionEvent = /** @class */ (function () {
        function InteractionEvent() {
            this.stopped = false;
            this.stopsPropagatingAt = null;
            this.stopPropagationHint = false;
            this.target = null;
            this.currentTarget = null;
            this.type = null;
            this.data = null;
        }
        /** Prevents event from reaching any objects other than the current object. */
        InteractionEvent.prototype.stopPropagation = function () {
            this.stopped = true;
            this.stopPropagationHint = true;
            this.stopsPropagatingAt = this.currentTarget;
        };
        /** Resets the event. */
        InteractionEvent.prototype.reset = function () {
            this.stopped = false;
            this.stopsPropagatingAt = null;
            this.stopPropagationHint = false;
            this.currentTarget = null;
            this.target = null;
        };
        return InteractionEvent;
    }());

    /**
     * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions
     *
     * @class
     * @private
     * @memberof PIXI
     */
    var InteractionTrackingData = /** @class */ (function () {
        /**
         * @param {number} pointerId - Unique pointer id of the event
         * @private
         */
        function InteractionTrackingData(pointerId) {
            this._pointerId = pointerId;
            this._flags = InteractionTrackingData.FLAGS.NONE;
        }
        /**
         *
         * @private
         * @param {number} flag - The interaction flag to set
         * @param {boolean} yn - Should the flag be set or unset
         */
        InteractionTrackingData.prototype._doSet = function (flag, yn) {
            if (yn) {
                this._flags = this._flags | flag;
            }
            else {
                this._flags = this._flags & (~flag);
            }
        };
        Object.defineProperty(InteractionTrackingData.prototype, "pointerId", {
            /**
             * Unique pointer id of the event
             *
             * @readonly
             * @private
             * @member {number}
             */
            get: function () {
                return this._pointerId;
            },
            enumerable: false,
            configurable: true
        });
        Object.defineProperty(InteractionTrackingData.prototype, "flags", {
            /**
             * State of the tracking data, expressed as bit flags
             *
             * @private
             * @member {number}
             */
            get: function () {
                return this._flags;
            },
            set: function (flags) {
                this._flags = flags;
            },
            enumerable: false,
            configurable: true
        });
        Object.defineProperty(InteractionTrackingData.prototype, "none", {
            /**
             * Is the tracked event inactive (not over or down)?
             *
             * @private
             * @member {number}
             */
            get: function () {
                return this._flags === InteractionTrackingData.FLAGS.NONE;
            },
            enumerable: false,
            configurable: true
        });
        Object.defineProperty(InteractionTrackingData.prototype, "over", {
            /**
             * Is the tracked event over the DisplayObject?
             *
             * @private
             * @member {boolean}
             */
            get: function () {
                return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0;
            },
            set: function (yn) {
                this._doSet(InteractionTrackingData.FLAGS.OVER, yn);
            },
            enumerable: false,
            configurable: true
        });
        Object.defineProperty(InteractionTrackingData.prototype, "rightDown", {
            /**
             * Did the right mouse button come down in the DisplayObject?
             *
             * @private
             * @member {boolean}
             */
            get: function () {
                return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0;
            },
            set: function (yn) {
                this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn);
            },
            enumerable: false,
            configurable: true
        });
        Object.defineProperty(InteractionTrackingData.prototype, "leftDown", {
            /**
             * Did the left mouse button come down in the DisplayObject?
             *
             * @private
             * @member {boolean}
             */
            get: function () {
                return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0;
            },
            set: function (yn) {
                this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn);
            },
            enumerable: false,
            configurable: true
        });
        InteractionTrackingData.FLAGS = Object.freeze({
            NONE: 0,
            OVER: 1 << 0,
            LEFT_DOWN: 1 << 1,
            RIGHT_DOWN: 1 << 2,
        });
        return InteractionTrackingData;
    }());

    /**
     * Strategy how to search through stage tree for interactive objects
     *
     * @memberof PIXI
     */
    var TreeSearch = /** @class */ (function () {
        function TreeSearch() {
            this._tempPoint = new math.Point();
        }
        /**
         * Recursive implementation for findHit
         *
         * @private
         * @param interactionEvent - event containing the point that
         *  is tested for collision
         * @param displayObject - the displayObject
         *  that will be hit test (recursively crawls its children)
         * @param func - the function that will be called on each interactive object. The
         *  interactionEvent, displayObject and hit will be passed to the function
         * @param hitTest - this indicates if the objects inside should be hit test against the point
         * @param interactive - Whether the displayObject is interactive
         * @return - Returns true if the displayObject hit the point
         */
        TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) {
            if (!displayObject || !displayObject.visible) {
                return false;
            }
            var point = interactionEvent.data.global;
            // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^
            //
            // This function will now loop through all objects and then only hit test the objects it HAS
            // to, not all of them. MUCH faster..
            // An object will be hit test if the following is true:
            //
            // 1: It is interactive.
            // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.
            //
            // As another little optimization once an interactive object has been hit we can carry on
            // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests
            // A final optimization is that an object is not hit test directly if a child has already been hit.
            interactive = displayObject.interactive || interactive;
            var hit = false;
            var interactiveParent = interactive;
            // Flag here can set to false if the event is outside the parents hitArea or mask
            var hitTestChildren = true;
            // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea
            // There is also no longer a need to hitTest children.
            if (displayObject.hitArea) {
                if (hitTest) {
                    displayObject.worldTransform.applyInverse(point, this._tempPoint);
                    if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) {
                        hitTest = false;
                        hitTestChildren = false;
                    }
                    else {
                        hit = true;
                    }
                }
                interactiveParent = false;
            }
            // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask.
            // We still want to hitTestChildren, however, to ensure a mouseout can still be generated.
            // https://github.com/pixijs/pixi.js/issues/5135
            else if (displayObject._mask) {
                if (hitTest) {
                    if (!(displayObject._mask.containsPoint && displayObject._mask.containsPoint(point))) {
                        hitTest = false;
                    }
                }
            }
            // ** FREE TIP **! If an object is not interactive or has no buttons in it
            // (such as a game scene!) set interactiveChildren to false for that displayObject.
            // This will allow PixiJS to completely ignore and bypass checking the displayObjects children.
            if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) {
                var children = displayObject.children;
                for (var i = children.length - 1; i >= 0; i--) {
                    var child = children[i];
                    // time to get recursive.. if this function will return if something is hit..
                    var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent);
                    if (childHit) {
                        // its a good idea to check if a child has lost its parent.
                        // this means it has been removed whilst looping so its best
                        if (!child.parent) {
                            continue;
                        }
                        // we no longer need to hit test any more objects in this container as we we
                        // now know the parent has been hit
                        interactiveParent = false;
                        // If the child is interactive , that means that the object hit was actually
                        // interactive and not just the child of an interactive object.
                        // This means we no longer need to hit test anything else. We still need to run
                        // through all objects, but we don't need to perform any hit tests.
                        if (childHit) {
                            if (interactionEvent.target) {
                                hitTest = false;
                            }
                            hit = true;
                        }
                    }
                }
            }
            // no point running this if the item is not interactive or does not have an interactive parent.
            if (interactive) {
                // if we are hit testing (as in we have no hit any objects yet)
                // We also don't need to worry about hit testing if once of the displayObjects children
                // has already been hit - but only if it was interactive, otherwise we need to keep
                // looking for an interactive child, just in case we hit one
                if (hitTest && !interactionEvent.target) {
                    // already tested against hitArea if it is defined
                    if (!displayObject.hitArea && displayObject.containsPoint) {
                        if (displayObject.containsPoint(point)) {
                            hit = true;
                        }
                    }
                }
                if (displayObject.interactive) {
                    if (hit && !interactionEvent.target) {
                        interactionEvent.target = displayObject;
                    }
                    if (func) {
                        func(interactionEvent, displayObject, !!hit);
                    }
                }
            }
            return hit;
        };
        /**
         * This function is provides a neat way of crawling through the scene graph and running a
         * specified function on all interactive objects it finds. It will also take care of hit
         * testing the interactive objects and passes the hit across in the function.
         *
         * @private
         * @param interactionEvent - event containing the point that
         *  is tested for collision
         * @param displayObject - the displayObject
         *  that will be hit test (recursively crawls its children)
         * @param func - the function that will be called on each interactive object. The
         *  interactionEvent, displayObject and hit will be passed to the function
         * @param hitTest - this indicates if the objects inside should be hit test against the point
         * @return - Returns true if the displayObject hit the point
         */
        TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) {
            this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false);
        };
        return TreeSearch;
    }());

    /**
     * Interface for classes that represent a hit area.
     *
     * It is implemented by the following classes:
     * - {@link PIXI.Circle}
     * - {@link PIXI.Ellipse}
     * - {@link PIXI.Polygon}
     * - {@link PIXI.RoundedRectangle}
     *
     * @interface IHitArea
     * @memberof PIXI
     */
    /**
     * Checks whether the x and y coordinates given are contained within this area
     *
     * @method
     * @name contains
     * @memberof PIXI.IHitArea#
     * @param {number} x - The X coordinate of the point to test
     * @param {number} y - The Y coordinate of the point to test
     * @return {boolean} Whether the x/y coordinates are within this area
     */
    /**
     * Default property values of interactive objects
     * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties
     *
     * @private
     * @name interactiveTarget
     * @type {Object}
     * @memberof PIXI
     * @example
     *      function MyObject() {}
     *
     *      Object.assign(
     *          DisplayObject.prototype,
     *          PIXI.interactiveTarget
     *      );
     */
    var interactiveTarget = {
        interactive: false,
        interactiveChildren: true,
        hitArea: null,
        /**
         * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive
         * Setting this changes the 'cursor' property to `'pointer'`.
         *
         * @example
         * const sprite = new PIXI.Sprite(texture);
         * sprite.interactive = true;
         * sprite.buttonMode = true;
         * @member {boolean}
         * @memberof PIXI.DisplayObject#
         */
        get buttonMode() {
            return this.cursor === 'pointer';
        },
        set buttonMode(value) {
            if (value) {
                this.cursor = 'pointer';
            }
            else if (this.cursor === 'pointer') {
                this.cursor = null;
            }
        },
        /**
         * This defines what cursor mode is used when the mouse cursor
         * is hovered over the displayObject.
         *
         * @example
         * const sprite = new PIXI.Sprite(texture);
         * sprite.interactive = true;
         * sprite.cursor = 'wait';
         * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor
         *
         * @member {string}
         * @memberof PIXI.DisplayObject#
         */
        cursor: null,
        /**
         * Internal set of all active pointers, by identifier
         *
         * @member {Map<number, InteractionTrackingData>}
         * @memberof PIXI.DisplayObject#
         * @private
         */
        get trackedPointers() {
            if (this._trackedPointers === undefined)
                { this._trackedPointers = {}; }
            return this._trackedPointers;
        },
        /**
         * Map of all tracked pointers, by identifier. Use trackedPointers to access.
         *
         * @private
         * @type {Map<number, InteractionTrackingData>}
         */
        _trackedPointers: undefined,
    };

    // Mix interactiveTarget into DisplayObject.prototype
    display.DisplayObject.mixin(interactiveTarget);
    var MOUSE_POINTER_ID = 1;
    // helpers for hitTest() - only used inside hitTest()
    var hitTestEvent = {
        target: null,
        data: {
            global: null,
        },
    };
    /**
     * The interaction manager deals with mouse, touch and pointer events.
     *
     * Any DisplayObject can be interactive if its `interactive` property is set to true.
     *
     * This manager also supports multitouch.
     *
     * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction`
     *
     * @memberof PIXI
     */
    var InteractionManager = /** @class */ (function (_super) {
        __extends(InteractionManager, _super);
        /**
         * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer
         * @param options - The options for the manager.
         * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions.
         * @param {number} [options.interactionFrequency=10] - Maximum frequency (ms) at pointer over/out states will be checked.
         * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}.
         */
        function InteractionManager(renderer, options) {
            var _this = _super.call(this) || this;
            options = options || {};
            _this.renderer = renderer;
            _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;
            _this.interactionFrequency = options.interactionFrequency || 10;
            _this.mouse = new InteractionData();
            _this.mouse.identifier = MOUSE_POINTER_ID;
            // setting the mouse to start off far off screen will mean that mouse over does
            //  not get called before we even move the mouse.
            _this.mouse.global.set(-999999);
            _this.activeInteractionData = {};
            _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse;
            _this.interactionDataPool = [];
            _this.eventData = new InteractionEvent();
            _this.interactionDOMElement = null;
            _this.moveWhenInside = false;
            _this.eventsAdded = false;
            _this.tickerAdded = false;
            _this.mouseOverRenderer = !('PointerEvent' in globalThis);
            _this.supportsTouchEvents = 'ontouchstart' in globalThis;
            _this.supportsPointerEvents = !!globalThis.PointerEvent;
            // this will make it so that you don't have to call bind all the time
            _this.onPointerUp = _this.onPointerUp.bind(_this);
            _this.processPointerUp = _this.processPointerUp.bind(_this);
            _this.onPointerCancel = _this.onPointerCancel.bind(_this);
            _this.processPointerCancel = _this.processPointerCancel.bind(_this);
            _this.onPointerDown = _this.onPointerDown.bind(_this);
            _this.processPointerDown = _this.processPointerDown.bind(_this);
            _this.onPointerMove = _this.onPointerMove.bind(_this);
            _this.processPointerMove = _this.processPointerMove.bind(_this);
            _this.onPointerOut = _this.onPointerOut.bind(_this);
            _this.processPointerOverOut = _this.processPointerOverOut.bind(_this);
            _this.onPointerOver = _this.onPointerOver.bind(_this);
            _this.cursorStyles = {
                default: 'inherit',
                pointer: 'pointer',
            };
            _this.currentCursorMode = null;
            _this.cursor = null;
            _this.resolution = 1;
            _this.delayedEvents = [];
            _this.search = new TreeSearch();
            _this._tempDisplayObject = new display.TemporaryDisplayObject();
            _this._eventListenerOptions = { capture: true, passive: false };
            /**
             * Fired when a pointer device button (usually a mouse left-button) is pressed on the display
             * object.
             *
             * @event PIXI.InteractionManager#mousedown
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device secondary button (usually a mouse right-button) is pressed
             * on the display object.
             *
             * @event PIXI.InteractionManager#rightdown
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button (usually a mouse left-button) is released over the display
             * object.
             *
             * @event PIXI.InteractionManager#mouseup
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device secondary button (usually a mouse right-button) is released
             * over the display object.
             *
             * @event PIXI.InteractionManager#rightup
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button (usually a mouse left-button) is pressed and released on
             * the display object.
             *
             * @event PIXI.InteractionManager#click
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device secondary button (usually a mouse right-button) is pressed
             * and released on the display object.
             *
             * @event PIXI.InteractionManager#rightclick
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button (usually a mouse left-button) is released outside the
             * display object that initially registered a
             * [mousedown]{@link PIXI.InteractionManager#event:mousedown}.
             *
             * @event PIXI.InteractionManager#mouseupoutside
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device secondary button (usually a mouse right-button) is released
             * outside the display object that initially registered a
             * [rightdown]{@link PIXI.InteractionManager#event:rightdown}.
             *
             * @event PIXI.InteractionManager#rightupoutside
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device (usually a mouse) is moved while over the display object
             *
             * @event PIXI.InteractionManager#mousemove
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device (usually a mouse) is moved onto the display object
             *
             * @event PIXI.InteractionManager#mouseover
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device (usually a mouse) is moved off the display object
             *
             * @event PIXI.InteractionManager#mouseout
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button is pressed on the display object.
             *
             * @event PIXI.InteractionManager#pointerdown
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button is released over the display object.
             * Not always fired when some buttons are held down while others are released. In those cases,
             * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and
             * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead.
             *
             * @event PIXI.InteractionManager#pointerup
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when the operating system cancels a pointer event
             *
             * @event PIXI.InteractionManager#pointercancel
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button is pressed and released on the display object.
             *
             * @event PIXI.InteractionManager#pointertap
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button is released outside the display object that initially
             * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}.
             *
             * @event PIXI.InteractionManager#pointerupoutside
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device is moved while over the display object
             *
             * @event PIXI.InteractionManager#pointermove
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device is moved onto the display object
             *
             * @event PIXI.InteractionManager#pointerover
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device is moved off the display object
             *
             * @event PIXI.InteractionManager#pointerout
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a touch point is placed on the display object.
             *
             * @event PIXI.InteractionManager#touchstart
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a touch point is removed from the display object.
             *
             * @event PIXI.InteractionManager#touchend
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when the operating system cancels a touch
             *
             * @event PIXI.InteractionManager#touchcancel
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a touch point is placed and removed from the display object.
             *
             * @event PIXI.InteractionManager#tap
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a touch point is removed outside of the display object that initially
             * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}.
             *
             * @event PIXI.InteractionManager#touchendoutside
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a touch point is moved along the display object.
             *
             * @event PIXI.InteractionManager#touchmove
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button (usually a mouse left-button) is pressed on the display.
             * object. DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#mousedown
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device secondary button (usually a mouse right-button) is pressed
             * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#rightdown
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button (usually a mouse left-button) is released over the display
             * object. DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#mouseup
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device secondary button (usually a mouse right-button) is released
             * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#rightup
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button (usually a mouse left-button) is pressed and released on
             * the display object. DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#click
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device secondary button (usually a mouse right-button) is pressed
             * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#rightclick
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button (usually a mouse left-button) is released outside the
             * display object that initially registered a
             * [mousedown]{@link PIXI.DisplayObject#event:mousedown}.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#mouseupoutside
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device secondary button (usually a mouse right-button) is released
             * outside the display object that initially registered a
             * [rightdown]{@link PIXI.DisplayObject#event:rightdown}.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#rightupoutside
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device (usually a mouse) is moved while over the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#mousemove
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device (usually a mouse) is moved onto the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#mouseover
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device (usually a mouse) is moved off the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#mouseout
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button is pressed on the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#pointerdown
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button is released over the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#pointerup
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when the operating system cancels a pointer event.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#pointercancel
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button is pressed and released on the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#pointertap
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device button is released outside the display object that initially
             * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#pointerupoutside
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device is moved while over the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#pointermove
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device is moved onto the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#pointerover
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a pointer device is moved off the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#pointerout
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a touch point is placed on the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#touchstart
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a touch point is removed from the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#touchend
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when the operating system cancels a touch.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#touchcancel
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a touch point is placed and removed from the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#tap
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a touch point is removed outside of the display object that initially
             * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#touchendoutside
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            /**
             * Fired when a touch point is moved along the display object.
             * DisplayObject's `interactive` property must be set to `true` to fire event.
             *
             * This comes from the @pixi/interaction package.
             *
             * @event PIXI.DisplayObject#touchmove
             * @param {PIXI.InteractionEvent} event - Interaction event
             */
            _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true;
            _this.setTargetElement(_this.renderer.view, _this.renderer.resolution);
            return _this;
        }
        Object.defineProperty(InteractionManager.prototype, "useSystemTicker", {
            /**
             * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}.
             *
             * @default true
             */
            get: function () {
                return this._useSystemTicker;
            },
            set: function (useSystemTicker) {
                this._useSystemTicker = useSystemTicker;
                if (useSystemTicker) {
                    this.addTickerListener();
                }
                else {
                    this.removeTickerListener();
                }
            },
            enumerable: false,
            configurable: true
        });
        Object.defineProperty(InteractionManager.prototype, "lastObjectRendered", {
            /**
             * Last rendered object or temp object.
             *
             * @readonly
             * @protected
             */
            get: function () {
                return this.renderer._lastObjectRendered || this._tempDisplayObject;
            },
            enumerable: false,
            configurable: true
        });
        /**
         * Hit tests a point against the display tree, returning the first interactive object that is hit.
         *
         * @param globalPoint - A point to hit test with, in global space.
         * @param root - The root display object to start from. If omitted, defaults
         * to the last rendered root of the associated renderer.
         * @return - The hit display object, if any.
         */
        InteractionManager.prototype.hitTest = function (globalPoint, root) {
            // clear the target for our hit test
            hitTestEvent.target = null;
            // assign the global point
            hitTestEvent.data.global = globalPoint;
            // ensure safety of the root
            if (!root) {
                root = this.lastObjectRendered;
            }
            // run the hit test
            this.processInteractive(hitTestEvent, root, null, true);
            // return our found object - it'll be null if we didn't hit anything
            return hitTestEvent.target;
        };
        /**
         * Sets the DOM element which will receive mouse/touch events. This is useful for when you have
         * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate
         * another DOM element to receive those events.
         *
         * @param element - the DOM element which will receive mouse and touch events.
         * @param resolution - The resolution / device pixel ratio of the new element (relative to the canvas).
         */
        InteractionManager.prototype.setTargetElement = function (element, resolution) {
            if (resolution === void 0) { resolution = 1; }
            this.removeTickerListener();
            this.removeEvents();
            this.interactionDOMElement = element;
            this.resolution = resolution;
            this.addEvents();
            this.addTickerListener();
        };
        /** Adds the ticker listener. */
        InteractionManager.prototype.addTickerListener = function () {
            if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) {
                return;
            }
            ticker.Ticker.system.add(this.tickerUpdate, this, ticker.UPDATE_PRIORITY.INTERACTION);
            this.tickerAdded = true;
        };
        /** Removes the ticker listener. */
        InteractionManager.prototype.removeTickerListener = function () {
            if (!this.tickerAdded) {
                return;
            }
            ticker.Ticker.system.remove(this.tickerUpdate, this);
            this.tickerAdded = false;
        };
        /** Registers all the DOM events. */
        InteractionManager.prototype.addEvents = function () {
            if (this.eventsAdded || !this.interactionDOMElement) {
                return;
            }
            var style = this.interactionDOMElement.style;
            if (globalThis.navigator.msPointerEnabled) {
                style.msContentZooming = 'none';
                style.msTouchAction = 'none';
            }
            else if (this.supportsPointerEvents) {
                style.touchAction = 'none';
            }
            /*
             * These events are added first, so that if pointer events are normalized, they are fired
             * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd
             */
            if (this.supportsPointerEvents) {
                globalThis.document.addEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);
                this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);
                // pointerout is fired in addition to pointerup (for touch events) and pointercancel
                // we already handle those, so for the purposes of what we do in onPointerOut, we only
                // care about the pointerleave event
                this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);
                this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);
                globalThis.addEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);
                globalThis.addEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);
            }
            else {
                globalThis.document.addEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);
                this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);
                this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);
                this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);
                globalThis.addEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);
            }
            // always look directly for touch events so that we can provide original data
            // In a future version we should change this to being just a fallback and rely solely on
            // PointerEvents whenever available
            if (this.supportsTouchEvents) {
                this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);
                this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);
                this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, this._eventListenerOptions);
                this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);
            }
            this.eventsAdded = true;
        };
        /** Removes all the DOM events that were previously registered. */
        InteractionManager.prototype.removeEvents = function () {
            if (!this.eventsAdded || !this.interactionDOMElement) {
                return;
            }
            var style = this.interactionDOMElement.style;
            if (globalThis.navigator.msPointerEnabled) {
                style.msContentZooming = '';
                style.msTouchAction = '';
            }
            else if (this.supportsPointerEvents) {
                style.touchAction = '';
            }
            if (this.supportsPointerEvents) {
                globalThis.document.removeEventListener('pointermove', this.onPointerMove, this._eventListenerOptions);
                this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, this._eventListenerOptions);
                this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, this._eventListenerOptions);
                this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, this._eventListenerOptions);
                globalThis.removeEventListener('pointercancel', this.onPointerCancel, this._eventListenerOptions);
                globalThis.removeEventListener('pointerup', this.onPointerUp, this._eventListenerOptions);
            }
            else {
                globalThis.document.removeEventListener('mousemove', this.onPointerMove, this._eventListenerOptions);
                this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, this._eventListenerOptions);
                this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, this._eventListenerOptions);
                this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, this._eventListenerOptions);
                globalThis.removeEventListener('mouseup', this.onPointerUp, this._eventListenerOptions);
            }
            if (this.supportsTouchEvents) {
                this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, this._eventListenerOptions);
                this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, this._eventListenerOptions);
                this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, this._eventListenerOptions);
                this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, this._eventListenerOptions);
            }
            this.interactionDOMElement = null;
            this.eventsAdded = false;
        };
        /**
         * Updates the state of interactive objects if at least {@link interactionFrequency}
         * milliseconds have passed since the last invocation.
         *
         * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.
         *
         * @param deltaTime - time delta since the last call
         */
        InteractionManager.prototype.tickerUpdate = function (deltaTime) {
            this._deltaTime += deltaTime;
            if (this._deltaTime < this.interactionFrequency) {
                return;
            }
            this._deltaTime = 0;
            this.update();
        };
        /** Updates the state of interactive objects. */
        InteractionManager.prototype.update = function () {
            if (!this.interactionDOMElement) {
                return;
            }
            // if the user move the mouse this check has already been done using the mouse move!
            if (this._didMove) {
                this._didMove = false;
                return;
            }
            this.cursor = null;
            // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,
            // but there was a scenario of a display object moving under a static mouse cursor.
            // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function
            for (var k in this.activeInteractionData) {
                // eslint-disable-next-line no-prototype-builtins
                if (this.activeInteractionData.hasOwnProperty(k)) {
                    var interactionData = this.activeInteractionData[k];
                    if (interactionData.originalEvent && interactionData.pointerType !== 'touch') {
                        var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData);
                        this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true);
                    }
                }
            }
            this.setCursorMode(this.cursor);
        };
        /**
         * Sets the current cursor mode, handling any callbacks or CSS style changes.
         *
         * @param mode - cursor mode, a key from the cursorStyles dictionary
         */
        InteractionManager.prototype.setCursorMode = function (mode) {
            mode = mode || 'default';
            var applyStyles = true;
            // offscreen canvas does not support setting styles, but cursor modes can be functions,
            // in order to handle pixi rendered cursors, so we can't bail
            if (globalThis.OffscreenCanvas && this.interactionDOMElement instanceof OffscreenCanvas) {
                applyStyles = false;
            }
            // if the mode didn't actually change, bail early
            if (this.currentCursorMode === mode) {
                return;
            }
            this.currentCursorMode = mode;
            var style = this.cursorStyles[mode];
            // only do things if there is a cursor style for it
            if (style) {
                switch (typeof style) {
                    case 'string':
                        // string styles are handled as cursor CSS
                        if (applyStyles) {
                            this.interactionDOMElement.style.cursor = style;
                        }
                        break;
                    case 'function':
                        // functions are just called, and passed the cursor mode
                        style(mode);
                        break;
                    case 'object':
                        // if it is an object, assume that it is a dictionary of CSS styles,
                        // apply it to the interactionDOMElement
                        if (applyStyles) {
                            Object.assign(this.interactionDOMElement.style, style);
                        }
                        break;
                }
            }
            else if (applyStyles && typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) {
                // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry
                // for the mode, then assume that the dev wants it to be CSS for the cursor.
                this.interactionDOMElement.style.cursor = mode;
            }
        };
        /**
         * Dispatches an event on the display object that was interacted with.
         *
         * @param displayObject - the display object in question
         * @param eventString - the name of the event (e.g, mousedown)
         * @param eventData - the event data object
         */
        InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) {
            // Even if the event was stopped, at least dispatch any remaining events
            // for the same display object.
            if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) {
                eventData.currentTarget = displayObject;
                eventData.type = eventString;
                displayObject.emit(eventString, eventData);
                if (displayObject[eventString]) {
                    displayObject[eventString](eventData);
                }
            }
        };
        /**
         * Puts a event on a queue to be dispatched later. This is used to guarantee correct
         * ordering of over/out events.
         *
         * @param displayObject - the display object in question
         * @param eventString - the name of the event (e.g, mousedown)
         * @param eventData - the event data object
         */
        InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) {
            this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData });
        };
        /**
         * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The
         * resulting value is stored in the point. This takes into account the fact that the DOM
         * element could be scaled and positioned anywhere on the screen.
         *
         * @param point - the point that the result will be stored in
         * @param x - the x coord of the position to map
         * @param y - the y coord of the position to map
         */
        InteractionManager.prototype.mapPositionToPoint = function (point, x, y) {
            var rect;
            // IE 11 fix
            if (!this.interactionDOMElement.parentElement) {
                rect = {
                    x: 0,
                    y: 0,
                    width: this.interactionDOMElement.width,
                    height: this.interactionDOMElement.height,
                    left: 0,
                    top: 0
                };
            }
            else {
                rect = this.interactionDOMElement.getBoundingClientRect();
            }
            var resolutionMultiplier = 1.0 / this.resolution;
            point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier;
            point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier;
        };
        /**
         * This function is provides a neat way of crawling through the scene graph and running a
         * specified function on all interactive objects it finds. It will also take care of hit
         * testing the interactive objects and passes the hit across in the function.
         *
         * @protected
         * @param interactionEvent - event containing the point that
         *  is tested for collision
         * @param displayObject - the displayObject
         *  that will be hit test (recursively crawls its children)
         * @param func - the function that will be called on each interactive object. The
         *  interactionEvent, displayObject and hit will be passed to the function
         * @param hitTest - indicates whether we want to calculate hits
         *  or just iterate through all interactive objects
         */
        InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) {
            var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest);
            var delayedEvents = this.delayedEvents;
            if (!delayedEvents.length) {
                return hit;
            }
            // Reset the propagation hint, because we start deeper in the tree again.
            interactionEvent.stopPropagationHint = false;
            var delayedLen = delayedEvents.length;
            this.delayedEvents = [];
            for (var i = 0; i < delayedLen; i++) {
                var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData;
                // When we reach the object we wanted to stop propagating at,
                // set the propagation hint.
                if (eventData.stopsPropagatingAt === displayObject_1) {
                    eventData.stopPropagationHint = true;
                }
                this.dispatchEvent(displayObject_1, eventString, eventData);
            }
            return hit;
        };
        /**
         * Is called when the pointer button is pressed down on the renderer element
         *
         * @param originalEvent - The DOM event of a pointer button being pressed down
         */
        InteractionManager.prototype.onPointerDown = function (originalEvent) {
            // if we support touch events, then only use those for touch events, not pointer events
            if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')
                { return; }
            var events = this.normalizeToPointerData(originalEvent);
            /*
             * No need to prevent default on natural pointer events, as there are no side effects
             * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,
             * so still need to be prevented.
             */
            // Guaranteed that there will be at least one event in events, and all events must have the same pointer type
            if (this.autoPreventDefault && events[0].isNormalized) {
                var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent);
                if (cancelable) {
                    originalEvent.preventDefault();
                }
            }
            var eventLen = events.length;
            for (var i = 0; i < eventLen; i++) {
                var event = events[i];
                var interactionData = this.getInteractionDataForPointerId(event);
                var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);
                interactionEvent.data.originalEvent = originalEvent;
                this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true);
                this.emit('pointerdown', interactionEvent);
                if (event.pointerType === 'touch') {
                    this.emit('touchstart', interactionEvent);
                }
                // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event
                else if (event.pointerType === 'mouse' || event.pointerType === 'pen') {
                    var isRightButton = event.button === 2;
                    this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);
                }
            }
        };
        /**
         * Processes the result of the pointer down check and dispatches the event if need be
         *
         * @param interactionEvent - The interaction event wrapping the DOM event
         * @param displayObject - The display object that was tested
         * @param hit - the result of the hit test on the display object
         */
        InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) {
            var data = interactionEvent.data;
            var id = interactionEvent.data.identifier;
            if (hit) {
                if (!displayObject.trackedPointers[id]) {
                    displayObject.trackedPointers[id] = new InteractionTrackingData(id);
                }
                this.dispatchEvent(displayObject, 'pointerdown', interactionEvent);
                if (data.pointerType === 'touch') {
                    this.dispatchEvent(displayObject, 'touchstart', interactionEvent);
                }
                else if (data.pointerType === 'mouse' || data.pointerType === 'pen') {
                    var isRightButton = data.button === 2;
                    if (isRightButton) {
                        displayObject.trackedPointers[id].rightDown = true;
                    }
                    else {
                        displayObject.trackedPointers[id].leftDown = true;
                    }
                    this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);
                }
            }
        };
        /**
         * Is called when the pointer button is released on the renderer element
         *
         * @param originalEvent - The DOM event of a pointer button being released
         * @param cancelled - true if the pointer is cancelled
         * @param func - Function passed to {@link processInteractive}
         */
        InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) {
            var events = this.normalizeToPointerData(originalEvent);
            var eventLen = events.length;
            // if the event wasn't targeting our canvas, then consider it to be pointerupoutside
            // in all cases (unless it was a pointercancel)
            var eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : '';
            for (var i = 0; i < eventLen; i++) {
                var event = events[i];
                var interactionData = this.getInteractionDataForPointerId(event);
                var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);
                interactionEvent.data.originalEvent = originalEvent;
                // perform hit testing for events targeting our canvas or cancel events
                this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend);
                this.emit(cancelled ? 'pointercancel' : "pointerup" + eventAppend, interactionEvent);
                if (event.pointerType === 'mouse' || event.pointerType === 'pen') {
                    var isRightButton = event.button === 2;
                    this.emit(isRightButton ? "rightup" + eventAppend : "mouseup" + eventAppend, interactionEvent);
                }
                else if (event.pointerType === 'touch') {
                    this.emit(cancelled ? 'touchcancel' : "touchend" + eventAppend, interactionEvent);
                    this.releaseInteractionDataForPointerId(event.pointerId);
                }
            }
        };
        /**
         * Is called when the pointer button is cancelled
         *
         * @param event - The DOM event of a pointer button being released
         */
        InteractionManager.prototype.onPointerCancel = function (event) {
            // if we support touch events, then only use those for touch events, not pointer events
            if (this.supportsTouchEvents && event.pointerType === 'touch')
                { return; }
            this.onPointerComplete(event, true, this.processPointerCancel);
        };
        /**
         * Processes the result of the pointer cancel check and dispatches the event if need be
         *
         * @param interactionEvent - The interaction event wrapping the DOM event
         * @param displayObject - The display object that was tested
         */
        InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) {
            var data = interactionEvent.data;
            var id = interactionEvent.data.identifier;
            if (displayObject.trackedPointers[id] !== undefined) {
                delete displayObject.trackedPointers[id];
                this.dispatchEvent(displayObject, 'pointercancel', interactionEvent);
                if (data.pointerType === 'touch') {
                    this.dispatchEvent(displayObject, 'touchcancel', interactionEvent);
                }
            }
        };
        /**
         * Is called when the pointer button is released on the renderer element
         *
         * @param event - The DOM event of a pointer button being released
         */
        InteractionManager.prototype.onPointerUp = function (event) {
            // if we support touch events, then only use those for touch events, not pointer events
            if (this.supportsTouchEvents && event.pointerType === 'touch')
                { return; }
            this.onPointerComplete(event, false, this.processPointerUp);
        };
        /**
         * Processes the result of the pointer up check and dispatches the event if need be
         *
         * @param interactionEvent - The interaction event wrapping the DOM event
         * @param displayObject - The display object that was tested
         * @param hit - the result of the hit test on the display object
         */
        InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) {
            var data = interactionEvent.data;
            var id = interactionEvent.data.identifier;
            var trackingData = displayObject.trackedPointers[id];
            var isTouch = data.pointerType === 'touch';
            var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');
            // need to track mouse down status in the mouse block so that we can emit
            // event in a later block
            var isMouseTap = false;
            // Mouse only
            if (isMouse) {
                var isRightButton = data.button === 2;
                var flags = InteractionTrackingData.FLAGS;
                var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;
                var isDown = trackingData !== undefined && (trackingData.flags & test);
                if (hit) {
                    this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);
                    if (isDown) {
                        this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent);
                        // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap
                        isMouseTap = true;
                    }
                }
                else if (isDown) {
                    this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);
                }
                // update the down state of the tracking data
                if (trackingData) {
                    if (isRightButton) {
                        trackingData.rightDown = false;
                    }
                    else {
                        trackingData.leftDown = false;
                    }
                }
            }
            // Pointers and Touches, and Mouse
            if (hit) {
                this.dispatchEvent(displayObject, 'pointerup', interactionEvent);
                if (isTouch)
                    { this.dispatchEvent(displayObject, 'touchend', interactionEvent); }
                if (trackingData) {
                    // emit pointertap if not a mouse, or if the mouse block decided it was a tap
                    if (!isMouse || isMouseTap) {
                        this.dispatchEvent(displayObject, 'pointertap', interactionEvent);
                    }
                    if (isTouch) {
                        this.dispatchEvent(displayObject, 'tap', interactionEvent);
                        // touches are no longer over (if they ever were) when we get the touchend
                        // so we should ensure that we don't keep pretending that they are
                        trackingData.over = false;
                    }
                }
            }
            else if (trackingData) {
                this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent);
                if (isTouch)
                    { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); }
            }
            // Only remove the tracking data if there is no over/down state still associated with it
            if (trackingData && trackingData.none) {
                delete displayObject.trackedPointers[id];
            }
        };
        /**
         * Is called when the pointer moves across the renderer element
         *
         * @param originalEvent - The DOM event of a pointer moving
         */
        InteractionManager.prototype.onPointerMove = function (originalEvent) {
            // if we support touch events, then only use those for touch events, not pointer events
            if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')
                { return; }
            var events = this.normalizeToPointerData(originalEvent);
            if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') {
                this._didMove = true;
                this.cursor = null;
            }
            var eventLen = events.length;
            for (var i = 0; i < eventLen; i++) {
                var event = events[i];
                var interactionData = this.getInteractionDataForPointerId(event);
                var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);
                interactionEvent.data.originalEvent = originalEvent;
                this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true);
                this.emit('pointermove', interactionEvent);
                if (event.pointerType === 'touch')
                    { this.emit('touchmove', interactionEvent); }
                if (event.pointerType === 'mouse' || event.pointerType === 'pen')
                    { this.emit('mousemove', interactionEvent); }
            }
            if (events[0].pointerType === 'mouse') {
                this.setCursorMode(this.cursor);
                // TODO BUG for parents interactive object (border order issue)
            }
        };
        /**
         * Processes the result of the pointer move check and dispatches the event if need be
         *
         * @param interactionEvent - The interaction event wrapping the DOM event
         * @param displayObject - The display object that was tested
         * @param hit - the result of the hit test on the display object
         */
        InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) {
            var data = interactionEvent.data;
            var isTouch = data.pointerType === 'touch';
            var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');
            if (isMouse) {
                this.processPointerOverOut(interactionEvent, displayObject, hit);
            }
            if (!this.moveWhenInside || hit) {
                this.dispatchEvent(displayObject, 'pointermove', interactionEvent);
                if (isTouch)
                    { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); }
                if (isMouse)
                    { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); }
            }
        };
        /**
         * Is called when the pointer is moved out of the renderer element
         *
         * @private
         * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out
         */
        InteractionManager.prototype.onPointerOut = function (originalEvent) {
            // if we support touch events, then only use those for touch events, not pointer events
            if (this.supportsTouchEvents && originalEvent.pointerType === 'touch')
                { return; }
            var events = this.normalizeToPointerData(originalEvent);
            // Only mouse and pointer can call onPointerOut, so events will always be length 1
            var event = events[0];
            if (event.pointerType === 'mouse') {
                this.mouseOverRenderer = false;
                this.setCursorMode(null);
            }
            var interactionData = this.getInteractionDataForPointerId(event);
            var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);
            interactionEvent.data.originalEvent = event;
            this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false);
            this.emit('pointerout', interactionEvent);
            if (event.pointerType === 'mouse' || event.pointerType === 'pen') {
                this.emit('mouseout', interactionEvent);
            }
            else {
                // we can get touchleave events after touchend, so we want to make sure we don't
                // introduce memory leaks
                this.releaseInteractionDataForPointerId(interactionData.identifier);
            }
        };
        /**
         * Processes the result of the pointer over/out check and dispatches the event if need be.
         *
         * @param interactionEvent - The interaction event wrapping the DOM event
         * @param displayObject - The display object that was tested
         * @param hit - the result of the hit test on the display object
         */
        InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) {
            var data = interactionEvent.data;
            var id = interactionEvent.data.identifier;
            var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');
            var trackingData = displayObject.trackedPointers[id];
            // if we just moused over the display object, then we need to track that state
            if (hit && !trackingData) {
                trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);
            }
            if (trackingData === undefined)
                { return; }
            if (hit && this.mouseOverRenderer) {
                if (!trackingData.over) {
                    trackingData.over = true;
                    this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent);
                    if (isMouse) {
                        this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent);
                    }
                }
                // only change the cursor if it has not already been changed (by something deeper in the
                // display tree)
                if (isMouse && this.cursor === null) {
                    this.cursor = displayObject.cursor;
                }
            }
            else if (trackingData.over) {
                trackingData.over = false;
                this.dispatchEvent(displayObject, 'pointerout', this.eventData);
                if (isMouse) {
                    this.dispatchEvent(displayObject, 'mouseout', interactionEvent);
                }
                // if there is no mouse down information for the pointer, then it is safe to delete
                if (trackingData.none) {
                    delete displayObject.trackedPointers[id];
                }
            }
        };
        /**
         * Is called when the pointer is moved into the renderer element.
         *
         * @param originalEvent - The DOM event of a pointer button being moved into the renderer view.
         */
        InteractionManager.prototype.onPointerOver = function (originalEvent) {
            var events = this.normalizeToPointerData(originalEvent);
            // Only mouse and pointer can call onPointerOver, so events will always be length 1
            var event = events[0];
            var interactionData = this.getInteractionDataForPointerId(event);
            var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);
            interactionEvent.data.originalEvent = event;
            if (event.pointerType === 'mouse') {
                this.mouseOverRenderer = true;
            }
            this.emit('pointerover', interactionEvent);
            if (event.pointerType === 'mouse' || event.pointerType === 'pen') {
                this.emit('mouseover', interactionEvent);
            }
        };
        /**
         * Get InteractionData for a given pointerId. Store that data as well.
         *
         * @param event - Normalized pointer event, output from normalizeToPointerData.
         * @return - Interaction data for the given pointer identifier.
         */
        InteractionManager.prototype.getInteractionDataForPointerId = function (event) {
            var pointerId = event.pointerId;
            var interactionData;
            if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') {
                interactionData = this.mouse;
            }
            else if (this.activeInteractionData[pointerId]) {
                interactionData = this.activeInteractionData[pointerId];
            }
            else {
                interactionData = this.interactionDataPool.pop() || new InteractionData();
                interactionData.identifier = pointerId;
                this.activeInteractionData[pointerId] = interactionData;
            }
            // copy properties from the event, so that we can make sure that touch/pointer specific
            // data is available
            interactionData.copyEvent(event);
            return interactionData;
        };
        /**
         * Return unused InteractionData to the pool, for a given pointerId
         *
         * @param pointerId - Identifier from a pointer event
         */
        InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) {
            var interactionData = this.activeInteractionData[pointerId];
            if (interactionData) {
                delete this.activeInteractionData[pointerId];
                interactionData.reset();
                this.interactionDataPool.push(interactionData);
            }
        };
        /**
         * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData
         *
         * @param interactionEvent - The event to be configured
         * @param pointerEvent - The DOM event that will be paired with the InteractionEvent
         * @param interactionData - The InteractionData that will be paired
         *        with the InteractionEvent
         * @return - the interaction event that was passed in
         */
        InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) {
            interactionEvent.data = interactionData;
            this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);
            // Not really sure why this is happening, but it's how a previous version handled things
            if (pointerEvent.pointerType === 'touch') {
                pointerEvent.globalX = interactionData.global.x;
                pointerEvent.globalY = interactionData.global.y;
            }
            interactionData.originalEvent = pointerEvent;
            interactionEvent.reset();
            return interactionEvent;
        };
        /**
         * Ensures that the original event object contains all data that a regular pointer event would have
         *
         * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event
         * @return - An array containing a single normalized pointer event, in the case of a pointer
         *  or mouse event, or a multiple normalized pointer events if there are multiple changed touches
         */
        InteractionManager.prototype.normalizeToPointerData = function (event) {
            var normalizedEvents = [];
            if (this.supportsTouchEvents && event instanceof TouchEvent) {
                for (var i = 0, li = event.changedTouches.length; i < li; i++) {
                    var touch = event.changedTouches[i];
                    if (typeof touch.button === 'undefined')
                        { touch.button = event.touches.length ? 1 : 0; }
                    if (typeof touch.buttons === 'undefined')
                        { touch.buttons = event.touches.length ? 1 : 0; }
                    if (typeof touch.isPrimary === 'undefined') {
                        touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';
                    }
                    if (typeof touch.width === 'undefined')
                        { touch.width = touch.radiusX || 1; }
                    if (typeof touch.height === 'undefined')
                        { touch.height = touch.radiusY || 1; }
                    if (typeof touch.tiltX === 'undefined')
                        { touch.tiltX = 0; }
                    if (typeof touch.tiltY === 'undefined')
                        { touch.tiltY = 0; }
                    if (typeof touch.pointerType === 'undefined')
                        { touch.pointerType = 'touch'; }
                    if (typeof touch.pointerId === 'undefined')
                        { touch.pointerId = touch.identifier || 0; }
                    if (typeof touch.pressure === 'undefined')
                        { touch.pressure = touch.force || 0.5; }
                    if (typeof touch.twist === 'undefined')
                        { touch.twist = 0; }
                    if (typeof touch.tangentialPressure === 'undefined')
                        { touch.tangentialPressure = 0; }
                    // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven
                    // support, and the fill ins are not quite the same
                    // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top
                    // left is not 0,0 on the page
                    if (typeof touch.layerX === 'undefined')
                        { touch.layerX = touch.offsetX = touch.clientX; }
                    if (typeof touch.layerY === 'undefined')
                        { touch.layerY = touch.offsetY = touch.clientY; }
                    // mark the touch as normalized, just so that we know we did it
                    touch.isNormalized = true;
                    normalizedEvents.push(touch);
                }
            }
            // apparently PointerEvent subclasses MouseEvent, so yay
            else if (!globalThis.MouseEvent
                || (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent)))) {
                var tempEvent = event;
                if (typeof tempEvent.isPrimary === 'undefined')
                    { tempEvent.isPrimary = true; }
                if (typeof tempEvent.width === 'undefined')
                    { tempEvent.width = 1; }
                if (typeof tempEvent.height === 'undefined')
                    { tempEvent.height = 1; }
                if (typeof tempEvent.tiltX === 'undefined')
                    { tempEvent.tiltX = 0; }
                if (typeof tempEvent.tiltY === 'undefined')
                    { tempEvent.tiltY = 0; }
                if (typeof tempEvent.pointerType === 'undefined')
                    { tempEvent.pointerType = 'mouse'; }
                if (typeof tempEvent.pointerId === 'undefined')
                    { tempEvent.pointerId = MOUSE_POINTER_ID; }
                if (typeof tempEvent.pressure === 'undefined')
                    { tempEvent.pressure = 0.5; }
                if (typeof tempEvent.twist === 'undefined')
                    { tempEvent.twist = 0; }
                if (typeof tempEvent.tangentialPressure === 'undefined')
                    { tempEvent.tangentialPressure = 0; }
                // mark the mouse event as normalized, just so that we know we did it
                tempEvent.isNormalized = true;
                normalizedEvents.push(tempEvent);
            }
            else {
                normalizedEvents.push(event);
            }
            return normalizedEvents;
        };
        /** Destroys the interaction manager. */
        InteractionManager.prototype.destroy = function () {
            this.removeEvents();
            this.removeTickerListener();
            this.removeAllListeners();
            this.renderer = null;
            this.mouse = null;
            this.eventData = null;
            this.interactionDOMElement = null;
            this.onPointerDown = null;
            this.processPointerDown = null;
            this.onPointerUp = null;
            this.processPointerUp = null;
            this.onPointerCancel = null;
            this.processPointerCancel = null;
            this.onPointerMove = null;
            this.processPointerMove = null;
            this.onPointerOut = null;
            this.processPointerOverOut = null;
            this.onPointerOver = null;
            this.search = null;
        };
        return InteractionManager;
    }(utils.EventEmitter));

    exports.InteractionData = InteractionData;
    exports.InteractionEvent = InteractionEvent;
    exports.InteractionManager = InteractionManager;
    exports.InteractionTrackingData = InteractionTrackingData;
    exports.interactiveTarget = interactiveTarget;

    return exports;

}({}, PIXI, PIXI, PIXI, PIXI.utils));
Object.assign(this.PIXI, _pixi_interaction);
//# sourceMappingURL=interaction.js.map
