import { j as ARROW, k as CROSS, l as HAND, m as MOVE, n as TEXT, o as WAIT, P as P2D } from '../constants-BxjhKpTv.js';

/**
 * @module Environment
 * @submodule Environment
 * @for p5
 * @requires core
 * @requires constants
 */

// import { Vector } from '../math/p5.Vector';

function environment(p5, fn, lifecycles){
  const standardCursors = [ARROW, CROSS, HAND, MOVE, TEXT, WAIT];

  fn._frameRate = 0;
  fn._lastFrameTime = window.performance.now();
  fn._targetFrameRate = 60;

  const _windowPrint = window.print;
  let windowPrintDisabled = false;

  lifecycles.presetup = function(){
    const events = [
      'resize'
    ];

    for(const event of events){
      window.addEventListener(event, this[`_on${event}`].bind(this), {
        passive: false,
        signal: this._removeSignal
      });
    }
  };

  /**
   * Displays text in the web browser's console.
   *
   * `print()` is helpful for printing values while debugging. Each call to
   * `print()` creates a new line of text.
   *
   * Note: Call `print('\n')` to print a blank line. Calling `print()` without
   * an argument opens the browser's dialog for printing documents.
   *
   * @method print
   * @param {Any} contents content to print to the console.
   * @example
   * // META:norender
   * function setup() {
   *   // Prints "hello, world" to the console.
   *   print('hello, world');
   * }
   *
   * @example
   * // META:norender
   * function setup() {
   *   let name = 'ada';
   *   // Prints "hello, ada" to the console.
   *   print(`hello, ${name}`);
   * }
   */
  fn.print = function(...args) {
    if (!args.length) {
      if (!windowPrintDisabled) {
        _windowPrint();
        if (
          window.confirm(
            'You just tried to print the webpage. Do you want to prevent this from running again?'
          )
        ) {
          windowPrintDisabled = true;
        }
      }
    } else {
      console.log(...args);
    }
  };

  /**
   * A `Number` variable that tracks the number of frames drawn since the sketch
   * started.
   *
   * `frameCount`'s value is 0 inside <a href="#/p5/setup">setup()</a>. It
   * increments by 1 each time the code in <a href="#/p5/draw">draw()</a>
   * finishes executing.
   *
   * @property {Integer} frameCount
   * @readOnly
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Display the value of
   *   // frameCount.
   *   textSize(30);
   *   textAlign(CENTER, CENTER);
   *   text(frameCount, 50, 50);
   *
   *   describe('The number 0 written in black in the middle of a gray square.');
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   // Set the frameRate to 30.
   *   frameRate(30);
   *
   *   textSize(30);
   *   textAlign(CENTER, CENTER);
   *
   *   describe('A number written in black in the middle of a gray square. Its value increases rapidly.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Display the value of
   *   // frameCount.
   *   text(frameCount, 50, 50);
   * }
   */
  fn.frameCount = 0;

  /**
   * A `Number` variable that tracks the number of milliseconds it took to draw
   * the last frame.
   *
   * `deltaTime` contains the amount of time it took
   * <a href="#/p5/draw">draw()</a> to execute during the previous frame. It's
   * useful for simulating physics.
   *
   * @property {Integer} deltaTime
   * @readOnly
   * @example
   * let x = 0;
   * let speed = 0.05;
   *
   * function setup()  {
   *   createCanvas(100, 100);
   *
   *   // Set the frameRate to 30.
   *   frameRate(30);
   *
   *   describe('A white circle moves from left to right on a gray background. It reappears on the left side when it reaches the right side.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Use deltaTime to calculate
   *   // a change in position.
   *   let deltaX = speed * deltaTime;
   *
   *   // Update the x variable.
   *   x += deltaX;
   *
   *   // Reset x to 0 if it's
   *   // greater than 100.
   *   if (x > 100)  {
   *     x = 0;
   *   }
   *
   *   // Use x to set the circle's
   *   // position.
   *   circle(x, 50, 20);
   * }
   */
  fn.deltaTime = 0;

  /**
   * A `Boolean` variable that's `true` if the browser is focused and `false` if
   * not.
   *
   * Note: The browser window can only receive input if it's focused.
   *
   * @property {Boolean} focused
   * @readOnly
   * @example
   * // Open this example in two separate browser
   * // windows placed side-by-side to demonstrate.
   *
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A square changes color from green to red when the browser window is out of focus.');
   * }
   *
   * function draw() {
   *   // Change the background color
   *   // when the browser window
   *   // goes in/out of focus.
   *   if (focused === true) {
   *     background(0, 255, 0);
   *   } else {
   *     background(255, 0, 0);
   *   }
   * }
   */
  fn.focused = document.hasFocus();

  /**
   * Changes the cursor's appearance.
   *
   * The first parameter, `type`, sets the type of cursor to display. The
   * built-in options are `ARROW`, `CROSS`, `HAND`, `MOVE`, `TEXT`, and `WAIT`.
   * `cursor()` also recognizes standard CSS cursor properties passed as
   * strings: `'help'`, `'wait'`, `'crosshair'`, `'not-allowed'`, `'zoom-in'`,
   * and `'grab'`. If the path to an image is passed, as in
   * `cursor('assets/target.png')`, then the image will be used as the cursor.
   * Images must be in .cur, .gif, .jpg, .jpeg, or .png format and should be <a href="https://developer.mozilla.org/en-US/docs/Web/CSS/cursor#icon_size_limits">at most 32 by 32 pixels large.</a>
   *
   * The parameters `x` and `y` are optional. If an image is used for the
   * cursor, `x` and `y` set the location pointed to within the image. They are
   * both 0 by default, so the cursor points to the image's top-left corner. `x`
   * and `y` must be less than the image's width and height, respectively.
   *
   * @method cursor
   * @param {(ARROW|CROSS|HAND|MOVE|TEXT|WAIT|String)} type Built-in: either ARROW, CROSS, HAND, MOVE, TEXT, or WAIT.
   *                               Native CSS properties: 'grab', 'progress', and so on.
   *                               Path to cursor image.
   * @param {Number}          [x]  horizontal active spot of the cursor.
   * @param {Number}          [y]  vertical active spot of the cursor.
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A gray square. The cursor appears as crosshairs.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Set the cursor to crosshairs: +
   *   cursor(CROSS);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A gray square divided into quadrants. The cursor image changes when the mouse moves to each quadrant.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Divide the canvas into quadrants.
   *   line(50, 0, 50, 100);
   *   line(0, 50, 100, 50);
   *
   *   // Change cursor based on mouse position.
   *   if (mouseX < 50 && mouseY < 50) {
   *     cursor(CROSS);
   *   } else if (mouseX > 50 && mouseY < 50) {
   *     cursor('progress');
   *   } else if (mouseX > 50 && mouseY > 50) {
   *     cursor('https://avatars0.githubusercontent.com/u/1617169?s=16');
   *   } else {
   *     cursor('grab');
   *   }
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('An image of three purple curves follows the mouse. The image shifts when the mouse is pressed.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Change the cursor's active spot
   *   // when the mouse is pressed.
   *   if (mouseIsPressed === true) {
   *     cursor('https://avatars0.githubusercontent.com/u/1617169?s=16', 8, 8);
   *   } else {
   *     cursor('https://avatars0.githubusercontent.com/u/1617169?s=16');
   *   }
   * }
   */
  fn.cursor = function(type, x, y) {
    let cursor = 'auto';
    const canvas = this._curElement.elt;
    if (standardCursors.includes(type)) {
      // Standard css cursor
      cursor = type;
    } else if (typeof type === 'string') {
      let coords = '';
      if (typeof x === 'number') { // fix for #8323
        y = typeof y === 'number' ? y : 0;
        // Note that x and y values must be unit-less positive integers < 32
        // https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
        coords = `${Math.max(x, 0)} ${Math.max(y, 0)}`;
      }
      if (
        type.substring(0, 7) === 'http://' ||
        type.substring(0, 8) === 'https://'
      ) {
        // Image (absolute url)
        cursor = `url(${type}) ${coords}, auto`;
      } else if (/\.(cur|jpg|jpeg|gif|png|CUR|JPG|JPEG|GIF|PNG)$/.test(type)) {
        // Image file (relative path) - Separated for performance reasons
        cursor = `url(${type}) ${coords}, auto`;
      } else {
        // Any valid string for the css cursor property
        cursor = type;
      }
    }
    canvas.style.cursor = cursor;
  };

  /**
   * Sets the number of frames to draw per second.
   *
   * Calling `frameRate()` with one numeric argument, as in `frameRate(30)`,
   * attempts to draw 30 frames per second (FPS). The target frame rate may not
   * be achieved depending on the sketch's processing needs. Most computers
   * default to a frame rate of 60 FPS. Frame rates of 24 FPS and above are
   * fast enough for smooth animations.
   *
   * Calling `frameRate()` without an argument returns the current frame rate.
   * The value returned is an approximation.
   *
   * @method frameRate
   * @param  {Number} fps number of frames to draw per second.
   * @chainable
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A white circle on a gray background. The circle moves from left to right in a loop. It slows down when the mouse is pressed.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Set the x variable based
   *   // on the current frameCount.
   *   let x = frameCount % 100;
   *
   *   // If the mouse is pressed,
   *   // decrease the frame rate.
   *   if (mouseIsPressed === true) {
   *     frameRate(10);
   *   } else {
   *     frameRate(60);
   *   }
   *
   *   // Use x to set the circle's
   *   // position.
   *   circle(x, 50, 20);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A number written in black on a gray background. The number decreases when the mouse is pressed.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // If the mouse is pressed, do lots
   *   // of math to slow down drawing.
   *   if (mouseIsPressed === true) {
   *     for (let i = 0; i < 1000000; i += 1) {
   *       random();
   *     }
   *   }
   *
   *   // Get the current frame rate
   *   // and display it.
   *   let fps = frameRate();
   *   text(fps, 50, 50);
   * }
   */
  /**
   * @method frameRate
   * @return {Number}       current frame rate.
   */
  fn.frameRate = function(fps) {
    // p5._validateParameters('frameRate', arguments);
    if (typeof fps !== 'number' || fps < 0) {
      return this._frameRate;
    } else {
      this._targetFrameRate = fps;
      if (fps === 0) {
        this._frameRate = fps;
      }
      return this;
    }
  };

  /**
   * Returns the current framerate.
   *
   * @private
   * @return {Number} current frameRate
   */
  fn.getFrameRate = function() {
    return this.frameRate();
  };

  /**
   * Specifies the number of frames to be displayed every second. For example,
   * the function call frameRate(30) will attempt to refresh 30 times a second.
   * If the processor is not fast enough to maintain the specified rate, the
   * frame rate will not be achieved. Setting the frame rate within <a href="#/p5/setup">setup()</a> is
   * recommended. The default rate is 60 frames per second.
   *
   * Calling `frameRate()` with no arguments returns the current frame rate.
   *
   * @private
   * @param {Number} [fps] number of frames to be displayed every second
   */
  fn.setFrameRate = function(fps) {
    return this.frameRate(fps);
  };

  /**
   * Returns the target frame rate.
   *
   * The value is either the system frame rate or the last value passed to
   * <a href="#/p5/frameRate">frameRate()</a>.
   *
   * @method getTargetFrameRate
   * @return {Number} _targetFrameRate
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('The number 20 written in black on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Set the frame rate to 20.
   *   frameRate(20);
   *
   *   // Get the target frame rate and
   *   // display it.
   *   let fps = getTargetFrameRate();
   *   text(fps, 43, 54);
   * }
   */
  fn.getTargetFrameRate = function() {
    return this._targetFrameRate;
  };

  /**
   * Hides the cursor from view.
   *
   * @method noCursor
   * @example
   * function setup() {
   *   // Hide the cursor.
   *   noCursor();
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   circle(mouseX, mouseY, 10);
   *
   *   describe('A white circle on a gray background. The circle follows the mouse as it moves. The cursor is hidden.');
   * }
   */
  fn.noCursor = function() {
    this._curElement.elt.style.cursor = 'none';
  };

  /**
   * A `String` variable with the WebGL version in use.
   *
   * `webglVersion`'s value equals one of the following string constants:
   *
   * - `WEBGL2` whose value is `'webgl2'`,
   * - `WEBGL` whose value is `'webgl'`, or
   * - `P2D` whose value is `'p2d'`. This is the default for 2D sketches.
   * - `P2DHDR` whose value is `'p2d-hdr'` (used for HDR 2D sketches, if available).
   *
   * See <a href="#/p5/setAttributes">setAttributes()</a> for ways to set the
   * WebGL version.
   *
   * @property {(WEBGL|WEBGL2)} webglVersion
   * @readOnly
   * @example
   * function setup() {
   *   background(200);
   *
   *   // Display the current WebGL version.
   *   text(webglVersion, 42, 54);
   *
   *   describe('The text "p2d" written in black on a gray background.');
   * }
   *
   * @example
   * let font;
   *
   * async function setup() {
   *   // Load a font to use.
   *   font = await loadFont('assets/inconsolata.otf');
   *
   *   // Create a canvas using WEBGL mode.
   *   createCanvas(100, 50, WEBGL);
   *   background(200);
   *
   *   // Display the current WebGL version.
   *   fill(0);
   *   textFont(font);
   *   text(webglVersion, -15, 5);
   *
   *   describe('The text "webgl2" written in black on a gray background.');
   * }
   *
   * @example
   * let font;
   *
   * async function setup() {
   *   // Load a font to use.
   *   font = await loadFont('assets/inconsolata.otf');
   *
   *   // Create a canvas using WEBGL mode.
   *   createCanvas(100, 50, WEBGL);
   *
   *   // Set WebGL to version 1.
   *   setAttributes({ version: 1 });
   *
   *   background(200);
   *
   *   // Display the current WebGL version.
   *   fill(0);
   *   textFont(font);
   *   text(webglVersion, -14, 5);
   *
   *   describe('The text "webgl" written in black on a gray background.');
   * }
   */
  fn.webglVersion = P2D;

  /**
   * A `Number` variable that stores the width of the screen display.
   *
   * `displayWidth` is useful for running full-screen programs. Its value
   * depends on the current <a href="#/p5/pixelDensity">pixelDensity()</a>.
   *
   * Note: The actual screen width can be computed as
   * `displayWidth * pixelDensity()`.
   *
   * @property {Number} displayWidth
   * @readOnly
   * @example
   * // META:norender
   * function setup() {
   *   // Set the canvas' width and height
   *   // using the display's dimensions.
   *   createCanvas(displayWidth, displayHeight);
   *
   *   background(200);
   *
   *   describe('A gray canvas that is the same size as the display.');
   * }
   *
   * @alt
   * This example does not render anything.
   */
  fn.displayWidth = screen.width;

  /**
   * A `Number` variable that stores the height of the screen display.
   *
   * `displayHeight` is useful for running full-screen programs. Its value
   * depends on the current <a href="#/p5/pixelDensity">pixelDensity()</a>.
   *
   * Note: The actual screen height can be computed as
   * `displayHeight * pixelDensity()`.
   *
   * @property {Number} displayHeight
   * @readOnly
   * @example
   * // META:norender
   * function setup() {
   *   // Set the canvas' width and height
   *   // using the display's dimensions.
   *   createCanvas(displayWidth, displayHeight);
   *
   *   background(200);
   *
   *   describe('A gray canvas that is the same size as the display.');
   * }
   *
   * @alt
   * This example does not render anything.
   */
  fn.displayHeight = screen.height;

  /**
   * A `Number` variable that stores the width of the browser's viewport.
   *
   * The <a href="https://developer.mozilla.org/en-US/docs/Glossary/Layout_viewport" target="_blank">layout viewport</a>
   * is the area within the browser that's available for drawing.
   *
   * @property {Number} windowWidth
   * @readOnly
   * @example
   * // META:norender
   * function setup() {
   *   // Set the canvas' width and height
   *   // using the browser's dimensions.
   *   createCanvas(windowWidth, windowHeight);
   *
   *   background(200);
   *
   *   describe('A gray canvas that takes up the entire browser window.');
   * }
   *
   * @alt
   * This example does not render anything.
   */
  fn.windowWidth = 0;

  /**
   * A `Number` variable that stores the height of the browser's viewport.
   *
   * The <a href="https://developer.mozilla.org/en-US/docs/Glossary/Layout_viewport" target="_blank">layout viewport</a>
   * is the area within the browser that's available for drawing.
   *
   * @property {Number} windowHeight
   * @readOnly
   * @example
   * // META:norender
   * function setup() {
   *   // Set the canvas' width and height
   *   // using the browser's dimensions.
   *   createCanvas(windowWidth, windowHeight);
   *
   *   background(200);
   *
   *   describe('A gray canvas that takes up the entire browser window.');
   * }
   *
   * @alt
   * This example does not render anything.
   */
  fn.windowHeight = 0;

  /**
   * A function that's called when the browser window is resized.
   *
   * Code placed in the body of `windowResized()` will run when the
   * browser window's size changes. It's a good place to call
   * <a href="#/p5/resizeCanvas">resizeCanvas()</a> or make other
   * adjustments to accommodate the new window size.
   *
   * The `event` parameter is optional. If added to the function declaration, it
   * can be used for debugging or other purposes.
   *
   * @method windowResized
   * @param {Event} [event] optional resize Event.
   * @example
   * // META:norender
   * function setup() {
   *   createCanvas(windowWidth, windowHeight);
   *
   *   describe('A gray canvas with a white circle at its center. The canvas takes up the entire browser window. It changes size to match the browser window.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Draw a circle at the center.
   *   circle(width / 2, height / 2, 50);
   * }
   *
   * // Resize the canvas when the
   * // browser's size changes.
   * function windowResized() {
   *   resizeCanvas(windowWidth, windowHeight);
   * }
   *
   * @alt
   * This example does not render anything.
   *
   * @example
   * // META:norender
   * function setup() {
   *   createCanvas(windowWidth, windowHeight);
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   describe('A gray canvas that takes up the entire browser window. It changes size to match the browser window.');
   * }
   *
   * function windowResized(event) {
   *   // Resize the canvas when the
   *   // browser's size changes.
   *   resizeCanvas(windowWidth, windowHeight);
   *
   *   // Print the resize event to the console for debugging.
   *   print(event);
   * }
   *
   * @alt
   * This example does not render anything.
   */
  fn._onresize = function(e) {
    this.windowWidth = getWindowWidth();
    this.windowHeight = getWindowHeight();
    let executeDefault;
    if (typeof this._customActions.windowResized === 'function') {
      executeDefault = this._customActions.windowResized(e);
      if (executeDefault !== undefined && !executeDefault) {
        e.preventDefault();
      }
    }
  };

  function getWindowWidth() {
    return (
      window.innerWidth ||
      (document.documentElement && document.documentElement.clientWidth) ||
      (document.body && document.body.clientWidth) ||
      0
    );
  }

  function getWindowHeight() {
    return (
      window.innerHeight ||
      (document.documentElement && document.documentElement.clientHeight) ||
      (document.body && document.body.clientHeight) ||
      0
    );
  }

  /**
   * Called upon each p5 instantiation instead of module import due to the
   * possibility of the window being resized when no sketch is active.
   */
  fn._updateWindowSize = function() {
    this.windowWidth = getWindowWidth();
    this.windowHeight = getWindowHeight();
  };

  Object.defineProperty(fn, 'width', {
    get(){
      return this._renderer.width;
    }
  });

  Object.defineProperty(fn, 'height', {
    get(){
      return this._renderer.height;
    }
  });

  /**
   * Toggles full-screen mode or returns the current mode.
   *
   * Calling `fullscreen(true)` makes the sketch full-screen. Calling
   * `fullscreen(false)` makes the sketch its original size.
   *
   * Calling `fullscreen()` without an argument returns `true` if the sketch
   * is in full-screen mode and `false` if not.
   *
   * Note: Due to browser restrictions, `fullscreen()` can only be called with
   * user input such as a mouse press.
   *
   * @method fullscreen
   * @param  {Boolean} [val] whether the sketch should be in fullscreen mode.
   * @return {Boolean} current fullscreen state.
   * @example
   * function setup() {
   *   background(200);
   *
   *   describe('A gray canvas that switches between default and full-screen display when clicked.');
   * }
   *
   * // If the mouse is pressed,
   * // toggle full-screen mode.
   * function mousePressed() {
   *   if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
   *     let fs = fullscreen();
   *     fullscreen(!fs);
   *   }
   * }
   */
  fn.fullscreen = function(val) {
    // p5._validateParameters('fullscreen', arguments);
    // no arguments, return fullscreen or not
    if (typeof val === 'undefined') {
      return (
        document.fullscreenElement ||
        document.webkitFullscreenElement ||
        document.mozFullScreenElement ||
        document.msFullscreenElement
      );
    } else {
      // otherwise set to fullscreen or not
      if (val) {
        launchFullscreen(document.documentElement);
      } else {
        exitFullscreen();
      }
    }
  };

  /**
   * Sets the pixel density or returns the current density.
   *
   * Computer displays are grids of little lights called <em>pixels</em>. A
   * display's <em>pixel density</em> describes how many pixels it packs into an
   * area. Displays with smaller pixels have a higher pixel density and create
   * sharper images.
   *
   * `pixelDensity()` sets the pixel scaling for high pixel density displays.
   * By default, the pixel density is set to match the display's density.
   * Calling `pixelDensity(1)` turn this off.
   *
   * Calling `pixelDensity()` without an argument returns the current pixel
   * density.
   *
   * @method pixelDensity
   * @param  {Number} [val] desired pixel density.
   * @chainable
   * @example
   * function setup() {
   *   // Set the pixel density to 1.
   *   pixelDensity(1);
   *
   *   // Create a canvas and draw
   *   // a circle.
   *   createCanvas(100, 100);
   *   background(200);
   *   circle(50, 50, 70);
   *
   *   describe('A fuzzy white circle on a gray canvas.');
   * }
   *
   * @example
   * function setup() {
   *   // Set the pixel density to 3.
   *   pixelDensity(3);
   *
   *   // Create a canvas, paint the
   *   // background, and draw a
   *   // circle.
   *   createCanvas(100, 100);
   *   background(200);
   *   circle(50, 50, 70);
   *
   *   describe('A sharp white circle on a gray canvas.');
   * }
   */
  /**
   * @method pixelDensity
   * @returns {Number} current pixel density of the sketch.
   */
  fn.pixelDensity = function(val) {
    // p5._validateParameters('pixelDensity', arguments);
    let returnValue;
    if (typeof val === 'number') {
      if (val !== this._renderer._pixelDensity) {
        this._renderer._pixelDensity = val;
      }
      returnValue = this;
      this.resizeCanvas(this.width, this.height, true); // as a side effect, it will clear the canvas
    } else {
      returnValue = this._renderer._pixelDensity;
    }
    return returnValue;
  };

  /**
   * Returns the display's current pixel density.
   *
   * @method displayDensity
   * @returns {Number} current pixel density of the display.
   * @example
   * function setup() {
   *   // Set the pixel density to 1.
   *   pixelDensity(1);
   *
   *   // Create a canvas and draw
   *   // a circle.
   *   createCanvas(100, 100);
   *   background(200);
   *   circle(50, 50, 70);
   *
   *   describe('A fuzzy white circle drawn on a gray background. The circle becomes sharper when the mouse is pressed.');
   * }
   *
   * function mousePressed() {
   *   // Get the current display density.
   *   let d = displayDensity();
   *
   *   // Use the display density to set
   *   // the sketch's pixel density.
   *   pixelDensity(d);
   *
   *   // Paint the background and
   *   // draw a circle.
   *   background(200);
   *   circle(50, 50, 70);
   * }
   */
  fn.displayDensity = () => window.devicePixelRatio;

  function launchFullscreen(element) {
    const enabled =
      document.fullscreenEnabled ||
      document.webkitFullscreenEnabled ||
      document.mozFullScreenEnabled ||
      document.msFullscreenEnabled;
    if (!enabled) {
      throw new Error('Fullscreen not enabled in this browser.');
    }
    if (element.requestFullscreen) {
      element.requestFullscreen();
    } else if (element.mozRequestFullScreen) {
      element.mozRequestFullScreen();
    } else if (element.webkitRequestFullscreen) {
      element.webkitRequestFullscreen();
    } else if (element.msRequestFullscreen) {
      element.msRequestFullscreen();
    }
  }

  function exitFullscreen() {
    if (document.exitFullscreen) {
      document.exitFullscreen();
    } else if (document.mozCancelFullScreen) {
      document.mozCancelFullScreen();
    } else if (document.webkitExitFullscreen) {
      document.webkitExitFullscreen();
    } else if (document.msExitFullscreen) {
      document.msExitFullscreen();
    }
  }

  /**
   * Returns the sketch's current
   * <a href="https://developer.mozilla.org/en-US/docs/Learn/Common_questions/Web_mechanics/What_is_a_URL" target="_blank">URL</a>
   * as a `String`.
   *
   * @method getURL
   * @return {String} url
   * @example
   * function setup() {
   *   background(200);
   *
   *   // Get the sketch's URL
   *   // and display it.
   *   let url = getURL();
   *   textWrap(CHAR);
   *   text(url, 0, 40, 100);
   *
   *   describe('The URL "https://p5js.org/reference/p5/getURL" written in black on a gray background.');
   * }
   */
  fn.getURL = () => location.href;

  /**
   * Returns the current
   * <a href="https://developer.mozilla.org/en-US/docs/Learn/Common_questions/Web_mechanics/What_is_a_URL#path_to_resource" target="_blank">URL</a>
   * path as an `Array` of `String`s.
   *
   * For example, consider a sketch hosted at the URL
   * `https://example.com/sketchbook`. Calling `getURLPath()` returns
   * `['sketchbook']`. For a sketch hosted at the URL
   * `https://example.com/sketchbook/monday`, `getURLPath()` returns
   * `['sketchbook', 'monday']`.
   *
   * @method getURLPath
   * @return {String[]} path components.
   * @example
   * function setup() {
   *   background(200);
   *
   *   // Get the sketch's URL path
   *   // and display the first
   *   // part.
   *   let path = getURLPath();
   *   text(path[0], 25, 54);
   *
   *   describe('The word "reference" written in black on a gray background.');
   * }
   */
  fn.getURLPath = () =>
    location.pathname.split('/').filter(v => v !== '');

  /**
   * Returns the current
   * <a href="https://developer.mozilla.org/en-US/docs/Learn/Common_questions/Web_mechanics/What_is_a_URL#parameters" target="_blank">URL parameters</a>
   * in an `Object`.
   *
   * For example, calling `getURLParams()` in a sketch hosted at the URL
   * `https://p5js.org?year=2014&month=May&day=15` returns
   * `{ year: 2014, month: 'May', day: 15 }`.
   *
   * @method getURLParams
   * @return {Object} URL params
   * @example
   * // META:norender
   * // Imagine this sketch is hosted at the following URL:
   * // https://p5js.org?year=2014&month=May&day=15
   *
   * function setup() {
   *   background(200);
   *
   *   // Get the sketch's URL
   *   // parameters and display
   *   // them.
   *   let params = getURLParams();
   *   text(params.day, 10, 20);
   *   text(params.month, 10, 40);
   *   text(params.year, 10, 60);
   *
   *   describe('The text "15", "May", and "2014" written in black on separate lines.');
   * }
   *
   * @alt
   * This example does not render anything.
   */
  fn.getURLParams = function() {
    const re = /[?&]([^&=]+)(?:[&=])([^&=]+)/gim;
    let m;
    const v = {};
    while ((m = re.exec(location.search)) != null) {
      if (m.index === re.lastIndex) {
        re.lastIndex++;
      }
      v[m[1]] = m[2];
    }
    return v;
  };

  /**
   * Converts 3D world coordinates to 2D screen coordinates.
   *
   * This function takes a 3D vector and converts its coordinates
   * from the world space to screen space. This can be useful for placing
   * 2D elements in a 3D scene or for determining the screen position
   * of 3D objects.
   *
   * @method worldToScreen
   * @param {Number|p5.Vector} x The x coordinate in world space. (Or a vector for all three coordinates.)
   * @param {Number} y The y coordinate in world space.
   * @param {Number} [z] The z coordinate in world space.
   * @return {p5.Vector} A vector containing the 2D screen coordinates.
   * @example
   * function setup() {
   *   createCanvas(150, 150);
   *   let vertices = [
   *     createVector(-20, -20),
   *     createVector(20, -20),
   *     createVector(20, 20),
   *     createVector(-20, 20)
   *   ];
   *
   *   push();
   *   translate(75, 55);
   *   rotate(PI / 4);
   *
   *   // Convert world coordinates to screen coordinates
   *   let screenPos = vertices.map(v => worldToScreen(v));
   *   pop();
   *
   *   background(200);
   *
   *   stroke(0);
   *   fill(100, 150, 255, 100);
   *   beginShape();
   *   screenPos.forEach(pos => vertex(pos.x, pos.y));
   *   endShape(CLOSE);
   *
   *   screenPos.forEach((pos, i) => {
   *     fill(0);
   *     textSize(10);
   *     if (i === 0) {
   *       text(i + 1, pos.x + 3, pos.y - 7);
   *     } else if (i === 1) {
   *       text(i + 1, pos.x + 7, pos.y + 2);
   *     } else if (i === 2) {
   *       text(i + 1, pos.x - 2, pos.y + 12);
   *     } else if (i === 3) {
   *       text(i + 1, pos.x - 12, pos.y - 2);
   *     }
   *   });
   *
   *   fill(0);
   *   noStroke();
   *   textSize(10);
   *   let legendY = height - 35;
   *   screenPos.forEach((pos, i) => {
   *     text(`Vertex ${i + 1}: (${pos.x.toFixed(1)}, ${pos.y.toFixed(1)})`, 5, legendY + i * 10);
   *   });
   *
   *   describe('A rotating square is transformed and drawn using screen coordinates.');
   *
   * }
   *
   * @example
   * let vertices;
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *   vertices = [
   *     createVector(-25, -25, -25),
   *     createVector(25, -25, -25),
   *     createVector(25, 25, -25),
   *     createVector(-25, 25, -25),
   *     createVector(-25, -25, 25),
   *     createVector(25, -25, 25),
   *     createVector(25, 25, 25),
   *     createVector(-25, 25, 25)
   *   ];
   *
   *   describe('A rotating cube with points mapped to 2D screen space and displayed as ellipses.');
   *
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Animate rotation
   *   let rotationX = millis() / 1000;
   *   let rotationY = millis() / 1200;
   *
   *   push();
   *
   *   rotateX(rotationX);
   *   rotateY(rotationY);
   *
   *   // Convert world coordinates to screen coordinates
   *   let screenPos = vertices.map(v => worldToScreen(v));
   *
   *   pop();
   *
   *   screenPos.forEach((pos, i) => {
   *
   *     let screenX = pos.x - width / 2;
   *     let screenY = pos.y - height / 2;
   *     fill(0);
   *     noStroke();
   *     ellipse(screenX, screenY, 3, 3);
   *   });
   * }
   */
  fn.worldToScreen = function(worldPosition) {
    if (typeof worldPosition === 'number') {
      // We got passed numbers, convert to vector
      worldPosition = this.createVector(...arguments);
    }

    const matrix = this._renderer.getWorldToScreenMatrix();
    const screenPosition = matrix.multiplyAndNormalizePoint(worldPosition);
    return screenPosition;
  };

  /**
   * Converts 2D screen coordinates to 3D world coordinates.
   *
   * This function takes a vector and converts its coordinates from coordinates
   * on the screen to coordinates in the currently drawn object. This can be
   * useful for determining the mouse position relative to a 2D or 3D object.
   *
   * If given, the Z component of the input coordinates is treated as "depth",
   * or distance from the camera.
   *
   * @method screenToWorld
   * @param {Number|p5.Vector} x The x coordinate in screen space. (Or a vector for all three coordinates.)
   * @param {Number} y The y coordinate in screen space.
   * @param {Number} [z] The z coordinate in screen space.
   * @return {p5.Vector} A vector containing the 3D world space coordinates.
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *   describe('A rotating square with a line passing through the mouse drawn across it.');
   * }
   *
   * function draw() {
   *   background(220);
   *
   *   // Move to center and rotate
   *   translate(width/2, height/2);
   *   rotate(millis() / 1000);
   *   rect(-30, -30, 60);
   *
   *   // Compute the location of the mouse in the coordinates of the square
   *   let localMouse = screenToWorld(createVector(mouseX, mouseY));
   *
   *   // Draw a line parallel to the local Y axis, passing through the mouse
   *   line(localMouse.x, -30, localMouse.x, 30);
   * }
   */
  fn.screenToWorld = function(screenPosition) {
    if (typeof screenPosition === 'number') {
      // We got passed numbers, convert to vector
      screenPosition = this.createVector(...arguments);
    }

    const matrix = this._renderer.getWorldToScreenMatrix();

    if (screenPosition.dimensions === 2) {
      // Calculate a sensible Z value for the current camera projection that
      // will result in 0 once converted to world coordinates
      let z = matrix.mat4[14] / matrix.mat4[15];
      screenPosition = this.createVector(screenPosition.x, screenPosition.y, z);
    }

    const matrixInverse = matrix.invert(matrix);

    const worldPosition = matrixInverse
      .multiplyAndNormalizePoint(screenPosition);
    return worldPosition;
  };

  /**
   * A `Number` variable that stores the width of the canvas in pixels.
   *
   * `width`'s default value is 100. Calling
   * <a href="#/p5/createCanvas">createCanvas()</a> or
   * <a href="#/p5/resizeCanvas">resizeCanvas()</a> changes the value of
   * `width`. Calling <a href="#/p5/noCanvas">noCanvas()</a> sets its value to
   * 0.
   *
   * @example
   * function setup() {
   *   background(200);
   *
   *   // Display the canvas' width.
   *   text(width, 42, 54);
   *
   *   describe('The number 100 written in black on a gray square.');
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(50, 100);
   *
   *   background(200);
   *
   *   // Display the canvas' width.
   *   text(width, 21, 54);
   *
   *   describe('The number 50 written in black on a gray rectangle.');
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Display the canvas' width.
   *   text(width, 42, 54);
   *
   *   describe('The number 100 written in black on a gray square. When the mouse is pressed, the square becomes a rectangle and the number becomes 50.');
   * }
   *
   * // If the mouse is pressed, reisze
   * // the canvas and display its new
   * // width.
   * function mousePressed() {
   *   if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
   *     resizeCanvas(50, 100);
   *     background(200);
   *     text(width, 21, 54);
   *   }
   * }
   *
   * @property {Number} width
   * @readOnly
   */

  /**
   * A `Number` variable that stores the height of the canvas in pixels.
   *
   * `height`'s default value is 100. Calling
   * <a href="#/p5/createCanvas">createCanvas()</a> or
   * <a href="#/p5/resizeCanvas">resizeCanvas()</a> changes the value of
   * `height`. Calling <a href="#/p5/noCanvas">noCanvas()</a> sets its value to
   * 0.
   *
   * @example
   * function setup() {
   *   background(200);
   *
   *   // Display the canvas' height.
   *   text(height, 42, 54);
   *
   *   describe('The number 100 written in black on a gray square.');
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 50);
   *
   *   background(200);
   *
   *   // Display the canvas' height.
   *   text(height, 42, 27);
   *
   *   describe('The number 50 written in black on a gray rectangle.');
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Display the canvas' height.
   *   text(height, 42, 54);
   *
   *   describe('The number 100 written in black on a gray square. When the mouse is pressed, the square becomes a rectangle and the number becomes 50.');
   * }
   *
   * // If the mouse is pressed, reisze
   * // the canvas and display its new
   * // height.
   * function mousePressed() {
   *   if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
   *     resizeCanvas(100, 50);
   *     background(200);
   *     text(height, 42, 27);
   *   }
   * }
   *
   * @property {Number} height
   * @readOnly
   */
}

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

export { environment as default };
