text: /*!
   * @pixi/interaction - v5.2.0
   * Compiled Wed, 06 Nov 2019 02:32:43 UTC
   *
   * @pixi/interaction is licensed under the MIT License.
   * http://www.opensource.org/licenses/mit-license
   */
  'use strict';
  
  Object.defineProperty(exports, '__esModule', { value: true });
  
  var math = require('@pixi/math');
  var ticker = require('@pixi/ticker');
  var display = require('@pixi/display');
  var utils = require('@pixi/utils');
  
  /**
   * Holds all information related to an Interaction event
   *
   * @class
   * @memberof PIXI.interaction
   */
  var InteractionData = function InteractionData()
  {
      /**
       * This point stores the global coords of where the touch/mouse event happened
       *
       * @member {PIXI.Point}
       */
      this.global = new math.Point();
  
      /**
       * The target Sprite that was interacted with
       *
       * @member {PIXI.Sprite}
       */
      this.target = null;
  
      /**
       * When passed to an event handler, this will be the original DOM Event that was captured
       *
       * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent
       * @see https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent
       * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent
       * @member {MouseEvent|TouchEvent|PointerEvent}
       */
      this.originalEvent = null;
  
      /**
       * Unique identifier for this interaction
       *
       * @member {number}
       */
      this.identifier = null;
  
      /**
       * Indicates whether or not the pointer device that created the event is the primary pointer.
       * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/isPrimary
       * @type {Boolean}
       */
      this.isPrimary = false;
  
      /**
       * Indicates which button was pressed on the mouse or pointer device to trigger the event.
       * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/button
       * @type {number}
       */
      this.button = 0;
  
      /**
       * Indicates which buttons are pressed on the mouse or pointer device when the event is triggered.
       * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
       * @type {number}
       */
      this.buttons = 0;
  
      /**
       * The width of the pointer's contact along the x-axis, measured in CSS pixels.
       * radiusX of TouchEvents will be represented by this value.
       * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/width
       * @type {number}
       */
      this.width = 0;
  
      /**
       * The height of the pointer's contact along the y-axis, measured in CSS pixels.
       * radiusY of TouchEvents will be represented by this value.
       * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/height
       * @type {number}
       */
      this.height = 0;
  
      /**
       * The angle, in degrees, between the pointer device and the screen.
       * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltX
       * @type {number}
       */
      this.tiltX = 0;
  
      /**
       * The angle, in degrees, between the pointer device and the screen.
       * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltY
       * @type {number}
       */
      this.tiltY = 0;
  
      /**
       * The type of pointer that triggered the event.
       * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerType
       * @type {string}
       */
      this.pointerType = null;
  
      /**
       * 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
       * @type {number}
       */
      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
       * @type {number}
       */
      this.rotationAngle = 0;
  
      /**
       * Twist of a stylus pointer.
       * @see https://w3c.github.io/pointerevents/#pointerevent-interface
       * @type {number}
       */
      this.twist = 0;
  
      /**
       * Barrel pressure on a stylus pointer.
       * @see https://w3c.github.io/pointerevents/#pointerevent-interface
       * @type {number}
       */
      this.tangentialPressure = 0;
  };
  
  var prototypeAccessors = { pointerId: { configurable: true } };
  
  /**
   * The unique identifier of the pointer. It will be the same as `identifier`.
   * @readonly
   * @member {number}
   * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId
   */
  prototypeAccessors.pointerId.get = function ()
  {
      return this.identifier;
  };
  
  /**
   * This will return the local coordinates of the specified displayObject for this InteractionData
   *
   * @param {PIXI.DisplayObject} displayObject - The DisplayObject that you would like the local
   *  coords off
   * @param {PIXI.Point} [point] - A Point object in which to store the value, optional (otherwise
   *  will create a new point)
   * @param {PIXI.Point} [globalPos] - A Point object containing your custom global coords, optional
   *  (otherwise will use the current global coords)
   * @return {PIXI.Point} A point containing the coordinates of the InteractionData position relative
   *  to the DisplayObject
   */
  InteractionData.prototype.getLocalPosition = function getLocalPosition (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 copyEvent (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 (event.isPrimary)
      {
          this.isPrimary = true;
      }
      this.button = 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.
      this.buttons = Number.isInteger(event.buttons) ? event.buttons : event.which;
      this.width = event.width;
      this.height = event.height;
      this.tiltX = event.tiltX;
      this.tiltY = event.tiltY;
      this.pointerType = event.pointerType;
      this.pressure = event.pressure;
      this.rotationAngle = event.rotationAngle;
      this.twist = event.twist || 0;
      this.tangentialPressure = event.tangentialPressure || 0;
  };
  
  /**
   * Resets the data for pooling.
   */
  InteractionData.prototype.reset = function reset ()
  {
      // isPrimary is the only property that we really need to reset - everything else is
      // guaranteed to be overwritten
      this.isPrimary = false;
  };
  
  Object.defineProperties( InteractionData.prototype, prototypeAccessors );
  
  /**
   * Event class that mimics native DOM events.
   *
   * @class
   * @memberof PIXI.interaction
   */
  var InteractionEvent = function InteractionEvent()
  {
      /**
       * Whether this event will continue propagating in the tree.
       *
       * Remaining events for the {@link stopsPropagatingAt} object
       * will still be dispatched.
       *
       * @member {boolean}
       */
      this.stopped = false;
  
      /**
       * At which object this event stops propagating.
       *
       * @private
       * @member {PIXI.DisplayObject}
       */
      this.stopsPropagatingAt = null;
  
      /**
       * Whether we already reached the element we want to
       * stop propagating at. This is important for delayed events,
       * where we start over deeper in the tree again.
       *
       * @private
       * @member {boolean}
       */
      this.stopPropagationHint = false;
  
      /**
       * The object which caused this event to be dispatched.
       * For listener callback see {@link PIXI.interaction.InteractionEvent.currentTarget}.
       *
       * @member {PIXI.DisplayObject}
       */
      this.target = null;
  
      /**
       * The object whose event listener’s callback is currently being invoked.
       *
       * @member {PIXI.DisplayObject}
       */
      this.currentTarget = null;
  
      /**
       * Type of the event
       *
       * @member {string}
       */
      this.type = null;
  
      /**
       * InteractionData related to this event
       *
       * @member {PIXI.interaction.InteractionData}
       */
      this.data = null;
  };
  
  /**
   * Prevents event from reaching any objects other than the current object.
   *
   */
  InteractionEvent.prototype.stopPropagation = function stopPropagation ()
  {
      this.stopped = true;
      this.stopPropagationHint = true;
      this.stopsPropagatingAt = this.currentTarget;
  };
  
  /**
   * Resets the event.
   */
  InteractionEvent.prototype.reset = function reset ()
  {
      this.stopped = false;
      this.stopsPropagatingAt = null;
      this.stopPropagationHint = false;
      this.currentTarget = null;
      this.target = null;
  };
  
  /**
   * DisplayObjects with the {@link PIXI.interaction.interactiveTarget} mixin use this class to track interactions
   *
   * @class
   * @private
   * @memberof PIXI.interaction
   */
  var InteractionTrackingData = function InteractionTrackingData(pointerId)
  {
      this._pointerId = pointerId;
      this._flags = InteractionTrackingData.FLAGS.NONE;
  };
  
  var prototypeAccessors$1 = { pointerId: { configurable: true },flags: { configurable: true },none: { configurable: true },over: { configurable: true },rightDown: { configurable: true },leftDown: { configurable: true } };
  
  /**
   *
   * @private
   * @param {number} flag - The interaction flag to set
   * @param {boolean} yn - Should the flag be set or unset
   */
  InteractionTrackingData.prototype._doSet = function _doSet (flag, yn)
  {
      if (yn)
      {
          this._flags = this._flags | flag;
      }
      else
      {
          this._flags = this._flags & (~flag);
      }
  };
  
  /**
   * Unique pointer id of the event
   *
   * @readonly
   * @private
   * @member {number}
   */
  prototypeAccessors$1.pointerId.get = function ()
  {
      return this._pointerId;
  };
  
  /**
   * State of the tracking data, expressed as bit flags
   *
   * @private
   * @member {number}
   */
  prototypeAccessors$1.flags.get = function ()
  {
      return this._flags;
  };
  
  prototypeAccessors$1.flags.set = function (flags) // eslint-disable-line require-jsdoc
  {
      this._flags = flags;
  };
  
  /**
   * Is the tracked event inactive (not over or down)?
   *
   * @private
   * @member {number}
   */
  prototypeAccessors$1.none.get = function ()
  {
      return this._flags === this.constructor.FLAGS.NONE;
  };
  
  /**
   * Is the tracked event over the DisplayObject?
   *
   * @private
   * @member {boolean}
   */
  prototypeAccessors$1.over.get = function ()
  {
      return (this._flags & this.constructor.FLAGS.OVER) !== 0;
  };
  
  prototypeAccessors$1.over.set = function (yn) // eslint-disable-line require-jsdoc
  {
      this._doSet(this.constructor.FLAGS.OVER, yn);
  };
  
  /**
   * Did the right mouse button come down in the DisplayObject?
   *
   * @private
   * @member {boolean}
   */
  prototypeAccessors$1.rightDown.get = function ()
  {
      return (this._flags & this.constructor.FLAGS.RIGHT_DOWN) !== 0;
  };
  
  prototypeAccessors$1.rightDown.set = function (yn) // eslint-disable-line require-jsdoc
  {
      this._doSet(this.constructor.FLAGS.RIGHT_DOWN, yn);
  };
  
  /**
   * Did the left mouse button come down in the DisplayObject?
   *
   * @private
   * @member {boolean}
   */
  prototypeAccessors$1.leftDown.get = function ()
  {
      return (this._flags & this.constructor.FLAGS.LEFT_DOWN) !== 0;
  };
  
  prototypeAccessors$1.leftDown.set = function (yn) // eslint-disable-line require-jsdoc
  {
      this._doSet(this.constructor.FLAGS.LEFT_DOWN, yn);
  };
  
  Object.defineProperties( InteractionTrackingData.prototype, prototypeAccessors$1 );
  
  InteractionTrackingData.FLAGS = Object.freeze({
      NONE: 0,
      OVER: 1 << 0,
      LEFT_DOWN: 1 << 1,
      RIGHT_DOWN: 1 << 2,
  });
  
  /**
   * Strategy how to search through stage tree for interactive objects
   *
   * @private
   * @class
   * @memberof PIXI.interaction
   */
  var TreeSearch = function TreeSearch()
  {
      this._tempPoint = new math.Point();
  };
  
  /**
   * Recursive implementation for findHit
   *
   * @private
   * @param {PIXI.interaction.InteractionEvent} interactionEvent - event containing the point that
   *  is tested for collision
   * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject
   *  that will be hit test (recursively crawls its children)
   * @param {Function} [func] - the function that will be called on each interactive object. The
   *  interactionEvent, displayObject and hit will be passed to the function
   * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point
   * @param {boolean} [interactive] - Whether the displayObject is interactive
   * @return {boolean} returns true if the displayObject hit the point
   */
  TreeSearch.prototype.recursiveFindHit = function recursiveFindHit (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 {PIXI.interaction.InteractionEvent} interactionEvent - event containing the point that
   *  is tested for collision
   * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject
   *  that will be hit test (recursively crawls its children)
   * @param {Function} [func] - the function that will be called on each interactive object. The
   *  interactionEvent, displayObject and hit will be passed to the function
   * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point
   * @return {boolean} returns true if the displayObject hit the point
   */
  TreeSearch.prototype.findHit = function findHit (interactionEvent, displayObject, func, hitTest)
  {
      this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false);
  };
  
  /**
   * 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.interaction.InteractionManager} to automatically give all DisplayObjects these properties
   *
   * @private
   * @name interactiveTarget
   * @type {Object}
   * @memberof PIXI.interaction
   * @example
   *      function MyObject() {}
   *
   *      Object.assign(
   *          DisplayObject.prototype,
   *          PIXI.interaction.interactiveTarget
   *      );
   */
  var interactiveTarget = {
  
      /**
       * Enable interaction events for the DisplayObject. Touch, pointer and mouse
       * events will not be emitted unless `interactive` is set to `true`.
       *
       * @example
       * const sprite = new PIXI.Sprite(texture);
       * sprite.interactive = true;
       * sprite.on('tap', (event) => {
       *    //handle event
       * });
       * @member {boolean}
       * @memberof PIXI.DisplayObject#
       */
      interactive: false,
  
      /**
       * Determines if the children to the displayObject can be clicked/touched
       * Setting this to false allows PixiJS to bypass a recursive `hitTest` function
       *
       * @member {boolean}
       * @memberof PIXI.Container#
       */
      interactiveChildren: true,
  
      /**
       * Interaction shape. Children will be hit first, then this shape will be checked.
       * Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds.
       *
       * @example
       * const sprite = new PIXI.Sprite(texture);
       * sprite.interactive = true;
       * sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100);
       * @member {PIXI.IHitArea}
       * @memberof PIXI.DisplayObject#
       */
      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,
  // after deprecation has been handled
  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`
   *
   * @class
   * @extends PIXI.utils.EventEmitter
   * @memberof PIXI.interaction
   */
  var InteractionManager = /*@__PURE__*/(function (EventEmitter) {
      function InteractionManager(renderer, options)
      {
          EventEmitter.call(this);
  
          options = options || {};
  
          /**
           * The renderer this interaction manager works for.
           *
           * @member {PIXI.AbstractRenderer}
           */
          this.renderer = renderer;
  
          /**
           * Should default browser actions automatically be prevented.
           * Does not apply to pointer events for backwards compatibility
           * preventDefault on pointer events stops mouse events from firing
           * Thus, for every pointer event, there will always be either a mouse of touch event alongside it.
           *
           * @member {boolean}
           * @default true
           */
          this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;
  
          /**
           * Frequency in milliseconds that the mousemove, mouseover & mouseout interaction events will be checked.
           *
           * @member {number}
           * @default 10
           */
          this.interactionFrequency = options.interactionFrequency || 10;
  
          /**
           * The mouse data
           *
           * @member {PIXI.interaction.InteractionData}
           */
          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);
  
          /**
           * Actively tracked InteractionData
           *
           * @private
           * @member {Object.<number,PIXI.interaction.InteractionData>}
           */
          this.activeInteractionData = {};
          this.activeInteractionData[MOUSE_POINTER_ID] = this.mouse;
  
          /**
           * Pool of unused InteractionData
           *
           * @private
           * @member {PIXI.interaction.InteractionData[]}
           */
          this.interactionDataPool = [];
  
          /**
           * An event data object to handle all the event tracking/dispatching
           *
           * @member {object}
           */
          this.eventData = new InteractionEvent();
  
          /**
           * The DOM element to bind to.
           *
           * @protected
           * @member {HTMLElement}
           */
          this.interactionDOMElement = null;
  
          /**
           * This property determines if mousemove and touchmove events are fired only when the cursor
           * is over the object.
           * Setting to true will make things work more in line with how the DOM version works.
           * Setting to false can make things easier for things like dragging
           * It is currently set to false as this is how PixiJS used to work. This will be set to true in
           * future versions of pixi.
           *
           * @member {boolean}
           * @default false
           */
          this.moveWhenInside = false;
  
          /**
           * Have events been attached to the dom element?
           *
           * @protected
           * @member {boolean}
           */
          this.eventsAdded = false;
  
          /**
           * Is the mouse hovering over the renderer?
           *
           * @protected
           * @member {boolean}
           */
          this.mouseOverRenderer = false;
  
          /**
           * Does the device support touch events
           * https://www.w3.org/TR/touch-events/
           *
           * @readonly
           * @member {boolean}
           */
          this.supportsTouchEvents = 'ontouchstart' in window;
  
          /**
           * Does the device support pointer events
           * https://www.w3.org/Submission/pointer-events/
           *
           * @readonly
           * @member {boolean}
           */
          this.supportsPointerEvents = !!window.PointerEvent;
  
          // this will make it so that you don't have to call bind all the time
  
          /**
           * @private
           * @member {Function}
           */
          this.onPointerUp = this.onPointerUp.bind(this);
          this.processPointerUp = this.processPointerUp.bind(this);
  
          /**
           * @private
           * @member {Function}
           */
          this.onPointerCancel = this.onPointerCancel.bind(this);
          this.processPointerCancel = this.processPointerCancel.bind(this);
  
          /**
           * @private
           * @member {Function}
           */
          this.onPointerDown = this.onPointerDown.bind(this);
          this.processPointerDown = this.processPointerDown.bind(this);
  
          /**
           * @private
           * @member {Function}
           */
          this.onPointerMove = this.onPointerMove.bind(this);
          this.processPointerMove = this.processPointerMove.bind(this);
  
          /**
           * @private
           * @member {Function}
           */
          this.onPointerOut = this.onPointerOut.bind(this);
          this.processPointerOverOut = this.processPointerOverOut.bind(this);
  
          /**
           * @private
           * @member {Function}
           */
          this.onPointerOver = this.onPointerOver.bind(this);
  
          /**
           * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor
           * values, objects are handled as dictionaries of CSS values for interactionDOMElement,
           * and functions are called instead of changing the CSS.
           * Default CSS cursor values are provided for 'default' and 'pointer' modes.
           * @member {Object.<string, Object>}
           */
          this.cursorStyles = {
              default: 'inherit',
              pointer: 'pointer',
          };
  
          /**
           * The mode of the cursor that is being used.
           * The value of this is a key from the cursorStyles dictionary.
           *
           * @member {string}
           */
          this.currentCursorMode = null;
  
          /**
           * Internal cached let.
           *
           * @private
           * @member {string}
           */
          this.cursor = null;
  
          /**
           * The current resolution / device pixel ratio.
           *
           * @member {number}
           * @default 1
           */
          this.resolution = 1;
  
          /**
           * Delayed pointer events. Used to guarantee correct ordering of over/out events.
           *
           * @private
           * @member {Array}
           */
          this.delayedEvents = [];
  
          /**
           * TreeSearch component that is used to hitTest stage tree
           *
           * @private
           * @member {PIXI.interaction.TreeSearch}
           */
          this.search = new TreeSearch();
  
          /**
           * Fired when a pointer device button (usually a mouse left-button) is pressed on the display
           * object.
           *
           * @event PIXI.interaction.InteractionManager#mousedown
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a pointer device secondary button (usually a mouse right-button) is pressed
           * on the display object.
           *
           * @event PIXI.interaction.InteractionManager#rightdown
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a pointer device button (usually a mouse left-button) is released over the display
           * object.
           *
           * @event PIXI.interaction.InteractionManager#mouseup
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a pointer device secondary button (usually a mouse right-button) is released
           * over the display object.
           *
           * @event PIXI.interaction.InteractionManager#rightup
           * @param {PIXI.interaction.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.interaction.InteractionManager#click
           * @param {PIXI.interaction.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.interaction.InteractionManager#rightclick
           * @param {PIXI.interaction.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.interaction.InteractionManager#event:mousedown}.
           *
           * @event PIXI.interaction.InteractionManager#mouseupoutside
           * @param {PIXI.interaction.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.interaction.InteractionManager#event:rightdown}.
           *
           * @event PIXI.interaction.InteractionManager#rightupoutside
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a pointer device (usually a mouse) is moved while over the display object
           *
           * @event PIXI.interaction.InteractionManager#mousemove
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a pointer device (usually a mouse) is moved onto the display object
           *
           * @event PIXI.interaction.InteractionManager#mouseover
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a pointer device (usually a mouse) is moved off the display object
           *
           * @event PIXI.interaction.InteractionManager#mouseout
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a pointer device button is pressed on the display object.
           *
           * @event PIXI.interaction.InteractionManager#pointerdown
           * @param {PIXI.interaction.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.interaction.InteractionManager#event:mousedown} and
           * [mouseup]{@link PIXI.interaction.InteractionManager#event:mouseup} instead.
           *
           * @event PIXI.interaction.InteractionManager#pointerup
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when the operating system cancels a pointer event
           *
           * @event PIXI.interaction.InteractionManager#pointercancel
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a pointer device button is pressed and released on the display object.
           *
           * @event PIXI.interaction.InteractionManager#pointertap
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a pointer device button is released outside the display object that initially
           * registered a [pointerdown]{@link PIXI.interaction.InteractionManager#event:pointerdown}.
           *
           * @event PIXI.interaction.InteractionManager#pointerupoutside
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a pointer device is moved while over the display object
           *
           * @event PIXI.interaction.InteractionManager#pointermove
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a pointer device is moved onto the display object
           *
           * @event PIXI.interaction.InteractionManager#pointerover
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a pointer device is moved off the display object
           *
           * @event PIXI.interaction.InteractionManager#pointerout
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a touch point is placed on the display object.
           *
           * @event PIXI.interaction.InteractionManager#touchstart
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a touch point is removed from the display object.
           *
           * @event PIXI.interaction.InteractionManager#touchend
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when the operating system cancels a touch
           *
           * @event PIXI.interaction.InteractionManager#touchcancel
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a touch point is placed and removed from the display object.
           *
           * @event PIXI.interaction.InteractionManager#tap
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a touch point is removed outside of the display object that initially
           * registered a [touchstart]{@link PIXI.interaction.InteractionManager#event:touchstart}.
           *
           * @event PIXI.interaction.InteractionManager#touchendoutside
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when a touch point is moved along the display object.
           *
           * @event PIXI.interaction.InteractionManager#touchmove
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#mousedown
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#rightdown
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#mouseup
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#rightup
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#click
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#rightclick
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#mouseupoutside
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#rightupoutside
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#mousemove
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#mouseover
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#mouseout
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#pointerdown
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#pointerup
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#pointercancel
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#pointertap
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#pointerupoutside
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#pointermove
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#pointerover
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#pointerout
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#touchstart
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#touchend
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          /**
           * Fired when the operating system cancels a touch.
           * DisplayObject's `interactive` property must be set to `true` to fire event.
           *
           * @event PIXI.DisplayObject#touchcancel
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#tap
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#touchendoutside
           * @param {PIXI.interaction.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.
           *
           * @event PIXI.DisplayObject#touchmove
           * @param {PIXI.interaction.InteractionEvent} event - Interaction event
           */
  
          this.setTargetElement(this.renderer.view, this.renderer.resolution);
      }
  
      if ( EventEmitter ) InteractionManager.__proto__ = EventEmitter;
      InteractionManager.prototype = Object.create( EventEmitter && EventEmitter.prototype );
      InteractionManager.prototype.constructor = InteractionManager;
  
      /**
       * Hit tests a point against the display tree, returning the first interactive object that is hit.
       *
       * @param {PIXI.Point} globalPoint - A point to hit test with, in global space.
       * @param {PIXI.Container} [root] - The root display object to start from. If omitted, defaults
       * to the last rendered root of the associated renderer.
       * @return {PIXI.DisplayObject} The hit display object, if any.
       */
      InteractionManager.prototype.hitTest = function hitTest (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.renderer._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 {HTMLElement} element - the DOM element which will receive mouse and touch events.
       * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas).
       */
      InteractionManager.prototype.setTargetElement = function setTargetElement (element, resolution)
      {
          if ( resolution === void 0 ) resolution = 1;
  
          this.removeEvents();
  
          this.interactionDOMElement = element;
  
          this.resolution = resolution;
  
          this.addEvents();
      };
  
      /**
       * Registers all the DOM events
       *
       * @private
       */
      InteractionManager.prototype.addEvents = function addEvents ()
      {
          if (!this.interactionDOMElement)
          {
              return;
          }
  
          ticker.Ticker.system.add(this.update, this, ticker.UPDATE_PRIORITY.INTERACTION);
  
          if (window.navigator.msPointerEnabled)
          {
              this.interactionDOMElement.style['-ms-content-zooming'] = 'none';
              this.interactionDOMElement.style['-ms-touch-action'] = 'none';
          }
          else if (this.supportsPointerEvents)
          {
              this.interactionDOMElement.style['touch-action'] = '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)
          {
              window.document.addEventListener('pointermove', this.onPointerMove, true);
              this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true);
              // 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, true);
              this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true);
              window.addEventListener('pointercancel', this.onPointerCancel, true);
              window.addEventListener('pointerup', this.onPointerUp, true);
          }
          else
          {
              window.document.addEventListener('mousemove', this.onPointerMove, true);
              this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true);
              this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true);
              this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true);
              window.addEventListener('mouseup', this.onPointerUp, true);
          }
  
          // 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, true);
              this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true);
              this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true);
              this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true);
          }
  
          this.eventsAdded = true;
      };
  
      /**
       * Removes all the DOM events that were previously registered
       *
       * @private
       */
      InteractionManager.prototype.removeEvents = function removeEvents ()
      {
          if (!this.interactionDOMElement)
          {
              return;
          }
  
          ticker.Ticker.system.remove(this.update, this);
  
          if (window.navigator.msPointerEnabled)
          {
              this.interactionDOMElement.style['-ms-content-zooming'] = '';
              this.interactionDOMElement.style['-ms-touch-action'] = '';
          }
          else if (this.supportsPointerEvents)
          {
              this.interactionDOMElement.style['touch-action'] = '';
          }
  
          if (this.supportsPointerEvents)
          {
              window.document.removeEventListener('pointermove', this.onPointerMove, true);
              this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true);
              this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true);
              this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true);
              window.removeEventListener('pointercancel', this.onPointerCancel, true);
              window.removeEventListener('pointerup', this.onPointerUp, true);
          }
          else
          {
              window.document.removeEventListener('mousemove', this.onPointerMove, true);
              this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true);
              this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true);
              this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true);
              window.removeEventListener('mouseup', this.onPointerUp, true);
          }
  
          if (this.supportsTouchEvents)
          {
              this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true);
              this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true);
              this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true);
              this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true);
          }
  
          this.interactionDOMElement = null;
  
          this.eventsAdded = false;
      };
  
      /**
       * Updates the state of interactive objects.
       * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.
       *
       * @param {number} deltaTime - time delta since last tick
       */
      InteractionManager.prototype.update = function update (deltaTime)
      {
          this._deltaTime += deltaTime;
  
          if (this._deltaTime < this.interactionFrequency)
          {
              return;
          }
  
          this._deltaTime = 0;
  
          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.renderer._lastObjectRendered,
                          this.processPointerOverOut,
                          true
                      );
                  }
              }
          }
  
          this.setCursorMode(this.cursor);
      };
  
      /**
       * Sets the current cursor mode, handling any callbacks or CSS style changes.
       *
       * @param {string} mode - cursor mode, a key from the cursorStyles dictionary
       */
      InteractionManager.prototype.setCursorMode = function setCursorMode (mode)
      {
          mode = mode || 'default';
          // 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
                      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
                      Object.assign(this.interactionDOMElement.style, style);
                      break;
              }
          }
          else if (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 {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question
       * @param {string} eventString - the name of the event (e.g, mousedown)
       * @param {object} eventData - the event data object
       * @private
       */
      InteractionManager.prototype.dispatchEvent = function dispatchEvent (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 {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question
       * @param {string} eventString - the name of the event (e.g, mousedown)
       * @param {object} eventData - the event data object
       * @private
       */
      InteractionManager.prototype.delayDispatchEvent = function delayDispatchEvent (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  {PIXI.Point} point - the point that the result will be stored in
       * @param  {number} x - the x coord of the position to map
       * @param  {number} y - the y coord of the position to map
       */
      InteractionManager.prototype.mapPositionToPoint = function mapPositionToPoint (point, x, y)
      {
          var rect;
  
          // IE 11 fix
          if (!this.interactionDOMElement.parentElement)
          {
              rect = { x: 0, y: 0, width: 0, height: 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 {PIXI.interaction.InteractionEvent} interactionEvent - event containing the point that
       *  is tested for collision
       * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject
       *  that will be hit test (recursively crawls its children)
       * @param {Function} [func] - the function that will be called on each interactive object. The
       *  interactionEvent, displayObject and hit will be passed to the function
       * @param {boolean} [hitTest] - indicates whether we want to calculate hits
       *  or just iterate through all interactive objects
       */
      InteractionManager.prototype.processInteractive = function processInteractive (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 ref = delayedEvents[i];
              var displayObject$1 = ref.displayObject;
              var eventString = ref.eventString;
              var eventData = ref.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
       *
       * @private
       * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down
       */
      InteractionManager.prototype.onPointerDown = function onPointerDown (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.renderer._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
       *
       * @private
       * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event
       * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested
       * @param {boolean} hit - the result of the hit test on the display object
       */
      InteractionManager.prototype.processPointerDown = function processPointerDown (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
       *
       * @private
       * @param {PointerEvent} originalEvent - The DOM event of a pointer button being released
       * @param {boolean} cancelled - true if the pointer is cancelled
       * @param {Function} func - Function passed to {@link processInteractive}
       */
      InteractionManager.prototype.onPointerComplete = function onPointerComplete (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.renderer._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, interactionData);
              }
          }
      };
  
      /**
       * Is called when the pointer button is cancelled
       *
       * @private
       * @param {PointerEvent} event - The DOM event of a pointer button being released
       */
      InteractionManager.prototype.onPointerCancel = function onPointerCancel (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
       *
       * @private
       * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event
       * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested
       */
      InteractionManager.prototype.processPointerCancel = function processPointerCancel (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
       *
       * @private
       * @param {PointerEvent} event - The DOM event of a pointer button being released
       */
      InteractionManager.prototype.onPointerUp = function onPointerUp (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
       *
       * @private
       * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event
       * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested
       * @param {boolean} hit - the result of the hit test on the display object
       */
      InteractionManager.prototype.processPointerUp = function processPointerUp (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
       *
       * @private
       * @param {PointerEvent} originalEvent - The DOM event of a pointer moving
       */
      InteractionManager.prototype.onPointerMove = function onPointerMove (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.renderer._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
       *
       * @private
       * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event
       * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested
       * @param {boolean} hit - the result of the hit test on the display object
       */
      InteractionManager.prototype.processPointerMove = function processPointerMove (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 onPointerOut (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.renderer._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
       *
       * @private
       * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event
       * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested
       * @param {boolean} hit - the result of the hit test on the display object
       */
      InteractionManager.prototype.processPointerOverOut = function processPointerOverOut (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
       *
       * @private
       * @param {PointerEvent} originalEvent - The DOM event of a pointer button being moved into the renderer view
       */
      InteractionManager.prototype.onPointerOver = function onPointerOver (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
       *
       * @private
       * @param {PointerEvent} event - Normalized pointer event, output from normalizeToPointerData
       * @return {PIXI.interaction.InteractionData} - Interaction data for the given pointer identifier
       */
      InteractionManager.prototype.getInteractionDataForPointerId = function getInteractionDataForPointerId (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
       *
       * @private
       * @param {number} pointerId - Identifier from a pointer event
       */
      InteractionManager.prototype.releaseInteractionDataForPointerId = function releaseInteractionDataForPointerId (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
       *
       * @private
       * @param {PIXI.interaction.InteractionEvent} interactionEvent - The event to be configured
       * @param {PointerEvent} pointerEvent - The DOM event that will be paired with the InteractionEvent
       * @param {PIXI.interaction.InteractionData} interactionData - The InteractionData that will be paired
       *        with the InteractionEvent
       * @return {PIXI.interaction.InteractionEvent} the interaction event that was passed in
       */
      InteractionManager.prototype.configureInteractionEventForDOMEvent = function configureInteractionEventForDOMEvent (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
       *
       * @private
       * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event
       * @return {PointerEvent[]} 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 normalizeToPointerData (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 (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent)))
          {
              if (typeof event.isPrimary === 'undefined') { event.isPrimary = true; }
              if (typeof event.width === 'undefined') { event.width = 1; }
              if (typeof event.height === 'undefined') { event.height = 1; }
              if (typeof event.tiltX === 'undefined') { event.tiltX = 0; }
              if (typeof event.tiltY === 'undefined') { event.tiltY = 0; }
              if (typeof event.pointerType === 'undefined') { event.pointerType = 'mouse'; }
              if (typeof event.pointerId === 'undefined') { event.pointerId = MOUSE_POINTER_ID; }
              if (typeof event.pressure === 'undefined') { event.pressure = 0.5; }
              if (typeof event.twist === 'undefined') { event.twist = 0; }
              if (typeof event.tangentialPressure === 'undefined') { event.tangentialPressure = 0; }
  
              // mark the mouse event as normalized, just so that we know we did it
              event.isNormalized = true;
  
              normalizedEvents.push(event);
          }
          else
          {
              normalizedEvents.push(event);
          }
  
          return normalizedEvents;
      };
  
      /**
       * Destroys the interaction manager
       *
       */
      InteractionManager.prototype.destroy = function destroy ()
      {
          this.removeEvents();
  
          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));
  
  /**
   * This namespace contains a renderer plugin for handling mouse, pointer, and touch events.
   *
   * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.
   * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.
   * @namespace PIXI.interaction
   */
  
  exports.InteractionData = InteractionData;
  exports.InteractionEvent = InteractionEvent;
  exports.InteractionManager = InteractionManager;
  exports.InteractionTrackingData = InteractionTrackingData;
  exports.interactiveTarget = interactiveTarget;
  //# sourceMappingURL=interaction.js.map
  