text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2020 Photon Storm Ltd.
   * @license      {@link https://opensource.org/licenses/MIT|MIT License}
   */
  
  var Class = require('../../utils/Class');
  var CONST = require('../const');
  var File = require('../File');
  var FileTypesManager = require('../FileTypesManager');
  var GetFastValue = require('../../utils/object/GetFastValue');
  var IsPlainObject = require('../../utils/object/IsPlainObject');
  
  /**
   * @classdesc
   * A single HTML File suitable for loading by the Loader.
   *
   * These are created when you use the Phaser.Loader.LoaderPlugin#htmlTexture method and are not typically created directly.
   *
   * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#htmlTexture.
   *
   * @class HTMLTextureFile
   * @extends Phaser.Loader.File
   * @memberof Phaser.Loader.FileTypes
   * @constructor
   * @since 3.12.0
   *
   * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
   * @param {(string|Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig)} key - The key to use for this file, or a file configuration object.
   * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
   * @param {integer} [width] - The width of the texture the HTML will be rendered to.
   * @param {integer} [height] - The height of the texture the HTML will be rendered to.
   * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
   */
  var HTMLTextureFile = new Class({
  
      Extends: File,
  
      initialize:
  
      function HTMLTextureFile (loader, key, url, width, height, xhrSettings)
      {
          if (width === undefined) { width = 512; }
          if (height === undefined) { height = 512; }
  
          var extension = 'html';
  
          if (IsPlainObject(key))
          {
              var config = key;
  
              key = GetFastValue(config, 'key');
              url = GetFastValue(config, 'url');
              xhrSettings = GetFastValue(config, 'xhrSettings');
              extension = GetFastValue(config, 'extension', extension);
              width = GetFastValue(config, 'width', width);
              height = GetFastValue(config, 'height', height);
          }
  
          var fileConfig = {
              type: 'html',
              cache: loader.textureManager,
              extension: extension,
              responseType: 'text',
              key: key,
              url: url,
              xhrSettings: xhrSettings,
              config: {
                  width: width,
                  height: height
              }
          };
  
          File.call(this, loader, fileConfig);
      },
  
      /**
       * Called automatically by Loader.nextFile.
       * This method controls what extra work this File does with its loaded data.
       *
       * @method Phaser.Loader.FileTypes.HTMLTextureFile#onProcess
       * @since 3.7.0
       */
      onProcess: function ()
      {
          this.state = CONST.FILE_PROCESSING;
  
          var w = this.config.width;
          var h = this.config.height;
  
          var data = [];
  
          data.push('<svg width="' + w + 'px" height="' + h + 'px" viewBox="0 0 ' + w + ' ' + h + '" xmlns="http://www.w3.org/2000/svg">');
          data.push('<foreignObject width="100%" height="100%">');
          data.push('<body xmlns="http://www.w3.org/1999/xhtml">');
          data.push(this.xhrLoader.responseText);
          data.push('</body>');
          data.push('</foreignObject>');
          data.push('</svg>');
  
          var svg = [ data.join('\n') ];
          var _this = this;
  
          try
          {
              var blob = new window.Blob(svg, { type: 'image/svg+xml;charset=utf-8' });
          }
          catch (e)
          {
              _this.state = CONST.FILE_ERRORED;
  
              _this.onProcessComplete();
  
              return;
          }
  
          this.data = new Image();
  
          this.data.crossOrigin = this.crossOrigin;
  
          this.data.onload = function ()
          {
              File.revokeObjectURL(_this.data);
  
              _this.onProcessComplete();
          };
  
          this.data.onerror = function ()
          {
              File.revokeObjectURL(_this.data);
  
              _this.onProcessError();
          };
  
          File.createObjectURL(this.data, blob, 'image/svg+xml');
      },
  
      /**
       * Adds this file to its target cache upon successful loading and processing.
       *
       * @method Phaser.Loader.FileTypes.HTMLTextureFile#addToCache
       * @since 3.7.0
       */
      addToCache: function ()
      {
          var texture = this.cache.addImage(this.key, this.data);
  
          this.pendingDestroy(texture);
      }
  
  });
  
  /**
   * Adds an HTML File, or array of HTML Files, to the current load queue. When the files are loaded they
   * will be rendered to textures and stored in the Texture Manager.
   *
   * You can call this method from within your Scene's `preload`, along with any other files you wish to load:
   *
   * ```javascript
   * function preload ()
   * {
   *     this.load.htmlTexture('instructions', 'content/intro.html', 256, 512);
   * }
   * ```
   *
   * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
   * or if it's already running, when the next free load slot becomes available. This happens automatically if you
   * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
   * it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
   * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
   * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
   * loaded.
   *
   * The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load.
   * The key should be unique both in terms of files being loaded and files already present in the Texture Manager.
   * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
   * then remove it from the Texture Manager first, before loading a new one.
   *
   * Instead of passing arguments you can pass a configuration object, such as:
   *
   * ```javascript
   * this.load.htmlTexture({
   *     key: 'instructions',
   *     url: 'content/intro.html',
   *     width: 256,
   *     height: 512
   * });
   * ```
   *
   * See the documentation for `Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig` for more details.
   *
   * Once the file has finished loading you can use it as a texture for a Game Object by referencing its key:
   *
   * ```javascript
   * this.load.htmlTexture('instructions', 'content/intro.html', 256, 512);
   * // and later in your game ...
   * this.add.image(x, y, 'instructions');
   * ```
   *
   * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
   * key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and
   * this is what you would use to retrieve the image from the Texture Manager.
   *
   * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
   *
   * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
   * and no URL is given then the Loader will set the URL to be "alien.html". It will always add `.html` as the extension, although
   * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
   *
   * The width and height are the size of the texture to which the HTML will be rendered. It's not possible to determine these
   * automatically, so you will need to provide them, either as arguments or in the file config object.
   * When the HTML file has loaded a new SVG element is created with a size and viewbox set to the width and height given.
   * The SVG file has a body tag added to it, with the HTML file contents included. It then calls `window.Blob` on the SVG,
   * and if successful is added to the Texture Manager, otherwise it fails processing. The overall quality of the rendered
   * HTML depends on your browser, and some of them may not even support the svg / blob process used. Be aware that there are
   * limitations on what HTML can be inside an SVG. You can find out more details in this
   * [Mozilla MDN entry](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Drawing_DOM_objects_into_a_canvas).
   *
   * Note: The ability to load this type of file will only be available if the HTMLTextureFile File type has been built into Phaser.
   * It is available in the default build but can be excluded from custom builds.
   *
   * @method Phaser.Loader.LoaderPlugin#htmlTexture
   * @fires Phaser.Loader.LoaderPlugin#ADD
   * @since 3.12.0
   *
   * @param {(string|Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig|Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
   * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.html`, i.e. if `key` was "alien" then the URL will be "alien.html".
   * @param {integer} [width=512] - The width of the texture the HTML will be rendered to.
   * @param {integer} [height=512] - The height of the texture the HTML will be rendered to.
   * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
   *
   * @return {this} The Loader instance.
   */
  FileTypesManager.register('htmlTexture', function (key, url, width, height, xhrSettings)
  {
      if (Array.isArray(key))
      {
          for (var i = 0; i < key.length; i++)
          {
              //  If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
              this.addFile(new HTMLTextureFile(this, key[i]));
          }
      }
      else
      {
          this.addFile(new HTMLTextureFile(this, key, url, width, height, xhrSettings));
      }
  
      return this;
  });
  
  module.exports = HTMLTextureFile;
  