
    ^jL`                        d dl mZ d dlZd dlZd dlmZmZmZmZ d dlT  e	ed          oej
        ZdZdZdZd	Zd
 Zd Z G d dej                  Z G d dej                  Ze                    d           dS )    )annotationsN)clockeventgraphicsimage)*is_pyglet_doc_runa  #version 150
    in vec3 position;
    in vec4 size;
    in vec2 scale;
    in vec4 color;
    in vec4 texture_uv;
    in float rotation;

    out vec4 geo_size;
    out vec2 geo_scale;
    out vec4 geo_color;
    out vec4 geo_tex_coords;
    out float geo_rotation;

    void main() {
        gl_Position = vec4(position, 1);
        geo_size = size;
        geo_scale = scale;
        geo_color = color;
        geo_tex_coords = texture_uv;
        geo_rotation = rotation;
    }
a
  #version 150
    // We are taking single points from the vertex shader
    // and emitting 4 new vertices to create a quad/sprite.
    layout (points) in;
    layout (triangle_strip, max_vertices = 4) out;

    uniform WindowBlock
    {
        mat4 projection;
        mat4 view;
    } window;


    // Since geometry shader can take multiple values from a vertex
    // shader we need to define the inputs from it as arrays.
    // For our purposes, we just take single values (points).
    in vec4 geo_size[];
    in vec2 geo_scale[];
    in vec4 geo_color[];
    in vec4 geo_tex_coords[];
    in float geo_rotation[];

    out vec2 uv;
    out vec4 frag_color;

    void main() {

        // Unpack the image size and anchor
        vec2 size = geo_size[0].xy;
        vec2 anchor = geo_size[0].zw;

        // Grab the position value from the vertex shader
        vec3 center = gl_in[0].gl_Position.xyz;

        // This matrix controls the actual position of the sprite
        mat4 m_translate = mat4(1.0);
        m_translate[3][0] = center.x;
        m_translate[3][1] = center.y;
        m_translate[3][2] = center.z;

        mat4 m_rotation = mat4(1.0);
        m_rotation[0][0] =  cos(radians(-geo_rotation[0])); 
        m_rotation[0][1] =  sin(radians(-geo_rotation[0]));
        m_rotation[1][0] = -sin(radians(-geo_rotation[0]));
        m_rotation[1][1] =  cos(radians(-geo_rotation[0]));

        mat4 m_scale = mat4(1.0);
        m_scale[0][0] = geo_scale[0].x;
        m_scale[1][1] = geo_scale[0].y;

        // Final UV coords (left, bottom, right, top):
        float uv_l = geo_tex_coords[0].s;
        float uv_b = geo_tex_coords[0].t;
        float uv_r = geo_tex_coords[0].p;
        float uv_t = geo_tex_coords[0].q;

        // Emit a triangle strip to create a quad (4 vertices).
        // Prepare and reuse the transformation matrix and fragment color:
        mat4 m_pv = window.projection * window.view * m_translate * m_rotation * m_scale;
        frag_color = geo_color[0];

        // Upper left
        gl_Position = m_pv * vec4(vec2(0.0, size.y) - anchor, 0.0, 1.0);
        uv = vec2(uv_l, uv_t);
        EmitVertex();

        // lower left
        gl_Position = m_pv * vec4(vec2(0.0, 0.0) - anchor, 0.0, 1.0);
        uv = vec2(uv_l, uv_b);
        EmitVertex();

        // upper right
        gl_Position = m_pv * vec4(vec2(size.x, size.y) - anchor, 0.0, 1.0);
        uv = vec2(uv_r, uv_t);
        EmitVertex();

        // lower right
        gl_Position = m_pv * vec4(vec2(size.x, 0.0) - anchor, 0.0, 1.0);
        uv = vec2(uv_r, uv_b);
        EmitVertex();

        // We are done with this triangle strip now
        EndPrimitive();
    }
z#version 150
    in vec2 uv;
    in vec4 frag_color;
    out vec4 final_color;

    uniform sampler2D sprite_texture;

    void main() {
        final_color = texture(sprite_texture, uv) * frag_color;
    }

z#version 150 core
    in vec2 uv;
    in vec4 frag_color;
    
    out vec4 final_colors;

    uniform sampler2DArray sprite_texture;

    void main()
    {
        final_colors = texture(sprite_texture, uv) * frag_color;
    }
c                 x    t           j        j                            t          dft
          dft          df          S Nvertexgeometryfragment)pygletglcurrent_contextcreate_programvertex_sourcegeometry_sourcefragment_source     _/home/agentuser/manim-venv/lib/python3.11/site-packages/pyglet/experimental/geoshader_sprite.pyget_default_shaderr      s9    9$33]H4M5Dj4Q5Dj4QS S Sr   c                 x    t           j        j                            t          dft
          dft          df          S r   )r   r   r   r   r   r   fragment_array_sourcer   r   r   get_default_array_shaderr      s9    9$33]H4M5Dj4Q5JJ4WY Y Yr   c                  B     e Zd ZdZd	 fd	Zd Zd Zd Zd Zd Z	 xZ
S )
SpriteGroupzShared sprite rendering group.

    The group is automatically coalesced with other sprite groups sharing the
    same parent group, texture and blend parameters.
    Nc                    t                                          |           || _        || _        || _        || _        dS )ai  Create a sprite group.

        The group is created internally when a :py:class:`~pyglet.sprite.Sprite`
        is created; applications usually do not need to explicitly create it.

        :Parameters:
            `texture` : `~pyglet.image.Texture`
                The (top-level) texture containing the sprite image.
            `blend_src` : int
                OpenGL blend source mode; for example,
                ``GL_SRC_ALPHA``.
            `blend_dest` : int
                OpenGL blend destination mode; for example,
                ``GL_ONE_MINUS_SRC_ALPHA``.
            `program` : `~pyglet.graphics.shader.ShaderProgram`
                A custom ShaderProgram.
            `order` : int
                Change the order to render above or below other Groups.
            `parent` : `~pyglet.graphics.Group`
                Optional parent group.
        )parentN)super__init__texture	blend_src
blend_destprogram)selfr#   r$   r%   r&   r    	__class__s         r   r"   zSpriteGroup.__init__   s@    , 	'''"$r   c                   | j                                          t          t                     t	          | j        j        | j        j                   t          t                     t          | j        | j                   d S N)r&   useglActiveTextureGL_TEXTURE0glBindTexturer#   targetidglEnableGL_BLENDglBlendFuncr$   r%   r'   s    r   	set_statezSpriteGroup.set_state   se    $$$dl)4<?;;;DNDO44444r   c                `    t          t                     | j                                         d S r*   )	glDisabler2   r&   stopr4   s    r   unset_statezSpriteGroup.unset_state   s*    (r   c                0    | j         j         d| j         dS )N())r(   __name__r#   r4   s    r   __repr__zSpriteGroup.__repr__   s     .);;DL;;;;r   c                   |j         | j         u oq| j        |j        u oc| j        |j        k    oS| j        j        |j        j        k    o9| j        j        |j        j        k    o| j        |j        k    o| j        |j        k    S r*   )r(   r&   r    r#   r/   r0   r$   r%   )r'   others     r   __eq__zSpriteGroup.__eq__   s    4>1 4-4u|+4 #u}';;4 5=#33	4
 %/14 5#33	5r   c                |    t          | j        | j        | j        j        | j        j        | j        | j        f          S r*   )hashr&   r    r#   r0   r/   r$   r%   r4   s    r   __hash__zSpriteGroup.__hash__   s8    T\4;\_dl&9^T_6 7 7 	7r   r*   )r=   
__module____qualname____doc__r"   r5   r9   r>   rA   rD   __classcell__)r(   s   @r   r   r      s              85 5 5  < < <5 5 57 7 7 7 7 7 7r   r   c            	         e Zd ZdZdZdZdZdZdZdZ	dZ
dZdZeZdddeeddddf	dZd Zed             Zej        d	             Zd
 Zd Zed             Zej        d             Zed             Zej        d             Zed             Zej        d             Zd Zed             Zej        d             Zed             Zej        d             Zed             Zej        d             Zed             Zej        d             Zed             Z e j        d             Z ed             Z!e!j        d             Z!ed             Z"e"j        d              Z"ed!             Z#e#j        d"             Z#d5d#Z$ed$             Z%e%j        d%             Z%ed&             Z&e&j        d'             Z&ed(             Z'e'j        d)             Z'ed*             Z(e(j        d+             Z(ed,             Z)e)j        d-             Z)ed.             Z*e*j        d/             Z*ed0             Z+e+j        d1             Z+d2 Z,d3 Z-e.rd4 Z/dS dS )6SpriteNr   Fg      ?Tc                   || _         || _        || _        || _        g d| _        t          |t          j                  rn|| _        |j	        d         j        
                                | _        |j	        d         j        | _        | j        rt          j        | j        | j                   n|
                                | _        |
sBt          |t          j                  rt%                      | _        nt)                      | _        n|
| _        |pt+          j                    | _        || _        |                     | j        ||| j        |          | _        |	| _        |                                  dS )at  Create a sprite.

        :Parameters:
            `img` : `~pyglet.image.AbstractImage` or `~pyglet.image.Animation`
                Image or animation to display.
            `x` : int
                X coordinate of the sprite.
            `y` : int
                Y coordinate of the sprite.
            `z` : int
                Z coordinate of the sprite.
            `blend_src` : int
                OpenGL blend source mode.  The default is suitable for
                compositing sprites drawn from back-to-front.
            `blend_dest` : int
                OpenGL blend destination mode.  The default is suitable for
                compositing sprites drawn from back-to-front.
            `batch` : `~pyglet.graphics.Batch`
                Optional batch to add the sprite to.
            `group` : `~pyglet.graphics.Group`
                Optional parent group of the sprite.
            `subpixel` : bool
                Allow floating-point coordinates for the sprite. By default,
                coordinates are restricted to integer values.
            `program` : `~pyglet.graphics.shader.ShaderProgram`
                A custom shader to use. This shader program must contain the
                exact same attribute names and types as the default shader.
                The class methods and properties depend on this, and will
                crash otherwise.
        )   rL   rL   rL   r   N)_x_y_z_img_rgba
isinstancer   	Animation
_animationframesget_texture_textureduration_next_dtr   schedule_once_animateTextureArrayRegionr   _programr   r   get_default_batch_batch_user_groupgroup_classr&   _group	_subpixel_create_vertex_list)r'   imgxyzr$   r%   batchgroupsubpixelr&   s              r   r"   zSprite.__init__   sI   D 	)))
c5?++ 	.!DOJqM/;;==DMJqM2DM} B#DM4=AAAOO--DM 	$#u788 5 8 : : 2 4 4#DM;x9;; &&t}iT\[`aa!  """""r   c                (   | j         }| j                            dt          | j        | j        d| j        | j        | j        ffd|j	        |j
        |j        |j        ffd| j        | j        ffd| j        fd|j        fd| j        ff
  
        | _        d S )N   fBn)positionsizescalecolor
texture_uvrotation)rW   r&   vertex_list	GL_POINTSr_   rb   rM   rN   rO   widthheightanchor_xanchor_y_scale_x_scale_yrQ   uv	_rotation_vertex_listr'   r#   s     r   rd   zSprite._create_vertex_list1  s    - L44y$+t{DGTWdg67w~w7GIYZ[67$WZ(DN,- 5 / /r   c                    | j         S r*   )r]   r4   s    r   r&   zSprite.program<  s
    }r   c                \   | j         |k    rd S |                     | j        | j        j        | j        j        || j                  | _        | j        r.| j                            | j	        t          | j        |          rd S | j	                                         |                                  d S r*   )r]   ra   rW   rb   r$   r%   r`   r_   update_shaderr   rw   deleterd   )r'   r&   s     r   r&   zSprite.program@  s    =G##F&&t}'+{'<'+{'='.'+'7	9 9
 K 	))$*;YU\]]	 F 	  """  """""r   c                    | j         rt          j        | j                   | j                                         d| _        d| _        d| _        dS )zForce immediate removal of the sprite from video memory.

        This is often necessary when using batches, as the Python garbage
        collector will not necessarily call the finalizer as soon as the
        sprite is garbage.
        N)rT   r   
unscheduler[   r   r   rW   rb   r4   s    r   r   zSprite.deleteR  sP     ? 	,T]+++  """ r   c                "   | xj         dz  c_         | j         t          | j        j                  k    r%d| _         |                     d           | j        d S | j        j        | j                  }|                     |j                                                   |j	        X|j	        | j
        |z
  z
  }t          t          d|          |j	                  }t          j        | j        |           || _
        d S |                     d           d S )Nrm   r   on_animation_end)_frame_indexlenrT   rU   dispatch_eventr   _set_texturer   rV   rX   rY   minmaxr   rZ   r[   )r'   dtframerX   s       r   r[   zSprite._animate`  s   QDO$: ; ;;; !D 2333 (&t'89%+1133444>%~);<H3q(++U^<<Hx888$DMMM 233333r   c                    | j         S )zGraphics batch.

        The sprite can be migrated from one batch to another, or removed from
        its batch (for individual drawing).  Note that this can be an expensive
        operation.

        :type: :py:class:`pyglet.graphics.Batch`
        )r_   r4   s    r   ri   zSprite.batchs  s     {r   c                   | j         |k    rd S |<| j         5| j                             | j        t          | j        |           || _         d S | j                                         || _         |                                  d S r*   )r_   migrater   rw   rb   r   rd   )r'   ri   s     r   ri   zSprite.batch  s    ;%F!8K 19dk5QQQDKKK$$&&&DK$$&&&&&r   c                    | j         j        S )zParent graphics group.

        The sprite can change its rendering group, however this can be an
        expensive operation.

        :type: :py:class:`pyglet.graphics.Group`
        )rb   r    r4   s    r   rj   zSprite.group  s     {!!r   c                   | j         j        |k    rd S |                     | j        | j         j        | j         j        | j         j        |          | _         | j                            | j	        t          | j         | j                   d S r*   )rb   r    ra   rW   r$   r%   r&   r_   r   r   rw   )r'   rj   s     r   rj   zSprite.group  sx    ;&&F&&t}'+{'<'+{'='+{':',	. .
 	D-y$+t{SSSSSr   c                ,    | j         r| j         S | j        S )zImage or animation to display.

        :type: :py:class:`~pyglet.image.AbstractImage` or
               :py:class:`~pyglet.image.Animation`
        )rT   rW   r4   s    r   r   zSprite.image  s     ? 	#?"}r   c                   | j          t          j        | j                   d | _         t	          |t
          j                  r|| _         d| _        |                     |j	        d         j        
                                           |j	        d         j        | _        | j        r!t          j        | j        | j                   d S d S |                     |
                                           d S Nr   )rT   r   r   r[   rR   r   rS   r   r   rU   rV   rX   rY   rZ   )r'   re   s     r   r   zSprite.image  s    ?&T]+++"DOc5?++ 	1!DO !Dcjm1==??@@@JqM2DM} B#DM4=AAAAAB B coo//00000r   c                f   |j         | j        j         ur| j                            || j        j        | j        j        | j        j        | j        j                  | _        | j        	                                 || _        | 
                                 n|j        | j        j        d d <   || _        d S r*   )r0   rW   rb   r(   r$   r%   r&   r    r   r   rd   r~   rt   r   s     r   r   zSprite._set_texture  s    :T]---+//040E040F040C040B	D DDK
 $$&&&#DM$$&&&&.5jD(+r   c                *    | j         | j        | j        fS )a  The (x, y, z) coordinates of the sprite, as a tuple.

        :Parameters:
            `x` : int
                X coordinate of the sprite.
            `y` : int
                Y coordinate of the sprite.
            `z` : int
                Z coordinate of the sprite.
        )rM   rN   rO   r4   s    r   rp   zSprite.position  s     w((r   c                R    |\  | _         | _        | _        || j        j        d d <   d S r*   rM   rN   rO   r   rp   )r'   rp   s     r   rp   zSprite.position  s.    $,!$'(0"111%%%r   c                    | j         S )z8X coordinate of the sprite.

        :type: int
        )rM   r4   s    r   rf   zSprite.x       wr   c                P    || _         || j        | j        f| j        j        d d <   d S r*   r   )r'   rf   s     r   rf   zSprite.x  s.    ()47DG(;"111%%%r   c                    | j         S )z8Y coordinate of the sprite.

        :type: int
        )rN   r4   s    r   rg   zSprite.y  r   r   c                P    || _         | j        || j        f| j        j        d d <   d S r*   )rN   rM   rO   r   rp   )r'   rg   s     r   rg   zSprite.y  s.    (,DG(;"111%%%r   c                    | j         S )z8Z coordinate of the sprite.

        :type: int
        )rO   r4   s    r   rh   zSprite.z  r   r   c                P    || _         | j        | j        |f| j        j        d d <   d S r*   )rO   rM   rN   r   rp   )r'   rh   s     r   rh   zSprite.z   s.    (,!(;"111%%%r   c                    | j         S )zClockwise rotation of the sprite, in degrees.

        The sprite image will be rotated about its image's (anchor_x, anchor_y)
        position.

        :type: float
        )r   r4   s    r   ru   zSprite.rotation  s     ~r   c                <    || _         | j         | j        j        d<   d S r   )r   r   ru   )r'   ru   s     r   ru   zSprite.rotation  s!    !(,"1%%%r   c                    | j         S )zBase Scaling factor.

        A scaling factor of 1 (the default) has no effect.  A scale of 2 will
        draw the sprite at twice the native size of its image.

        :type: float
        )_scaler4   s    r   rr   zSprite.scale  s     {r   c                Z    || _         || j        z  || j        z  f| j        j        d d <   d S r*   )r   r|   r}   r   rr   )r'   rr   s     r   rr   zSprite.scale   s6    %*T]%:EDM<Q%Q"""r   c                    | j         S )zHorizontal scaling factor.

         A scaling factor of 1 (the default) has no effect.  A scale of 2 will
         draw the sprite at twice the native width of its image.

        :type: float
        )r|   r4   s    r   scale_xzSprite.scale_x%       }r   c                d    || _         | j        |z  | j        | j        z  f| j        j        d d <   d S r*   )r|   r   r}   r   rr   )r'   r   s     r   r   zSprite.scale_x0  s8    %)[7%:DK$-<W%W"""r   c                    | j         S )zVertical scaling factor.

         A scaling factor of 1 (the default) has no effect.  A scale of 2 will
         draw the sprite at twice the native height of its image.

        :type: float
        )r}   r4   s    r   scale_yzSprite.scale_y5  r   r   c                d    || _         | j        | j        z  | j        |z  f| j        j        d d <   d S r*   )r}   r   r|   r   rr   )r'   r   s     r   r   zSprite.scale_y@  s9    %)[4=%@$+PWBW%W"""r   c                   d}|	|| _         d}|	|| _        d}|	|| _        d}|r#| j         | j        | j        f| j        j        dd<   |#|| j        k    r|| _        || j        j        dd<   d}	|	|| _        d}	|	|| _        d}	|	|| _	        d}	|	r/| j        | j        z  | j        | j	        z  f| j        j
        dd<   dS dS )a  Simultaneously change the position, rotation or scale.

        This method is provided for convenience. There is not much
        performance benefit to updating multiple Sprite attributes at once.

        :Parameters:
            `x` : int
                X coordinate of the sprite.
            `y` : int
                Y coordinate of the sprite.
            `z` : int
                Z coordinate of the sprite.
            `rotation` : float
                Clockwise rotation of the sprite, in degrees.
            `scale` : float
                Scaling factor.
            `scale_x` : float
                Horizontal scaling factor.
            `scale_y` : float
                Vertical scaling factor.
        FNT)rM   rN   rO   r   rp   r   ru   r   r|   r}   rr   )
r'   rf   rg   rh   ru   rr   r   r   translations_outdatedscales_outdateds
             r   updatezSprite.updateE  s   , !& =DG$(!=DG$(!=DG$(!  	H-1Wdgtw,GD&qqq)H$>$>%DN,4D&qqq) DK"O#DM"O#DM"O 	b)-t})DdkTXTaFa)aD#AAA&&&	b 	br   c                    | j         j        t          | j                  z  t          | j                  z  }| j        r|nt          |          S )z[Scaled width of the sprite.

        Invariant under rotation.

        :type: int
        )rW   rx   absr|   r   rc   int)r'   ws     r   rx   zSprite.width  sC     M#dm"4"44s4;7G7GGN.qqA.r   c                X    || j         j        t          | j                  z  z  | _        d S r*   )rW   rx   r   r   r   )r'   rx   s     r   rx   zSprite.width  s&     3c$+6F6F FGr   c                    | j         j        t          | j                  z  t          | j                  z  }| j        r|nt          |          S )z\Scaled height of the sprite.

        Invariant under rotation.

        :type: int
        )rW   ry   r   r}   r   rc   r   )r'   hs     r   ry   zSprite.height  sC     M 3t}#5#55DK8H8HHN.qqA.r   c                X    || j         j        t          | j                  z  z  | _        d S r*   )rW   ry   r   r   r   )r'   ry   s     r   ry   zSprite.height  s&    !5DK8H8H!HIr   c                    | j         d         S )a  Blend opacity.

        This property sets the alpha component of the colour of the sprite's
        vertices.  With the default blend mode (see the constructor), this
        allows the sprite to be drawn with fractional opacity, blending with the
        background.

        An opacity of 255 (the default) has no effect.  An opacity of 128 will
        make the sprite appear translucent.

        :type: int
           rQ   r4   s    r   opacityzSprite.opacity  s     z!}r   c                F    || j         d<   | j         | j        j        d d <   d S Nr   )rQ   r   rs   )r'   r   s     r   r   zSprite.opacity  s)    
1%)Z"""r   c                     | j         dd         S )aT  Blend color.

        This property sets the color of the sprite's vertices. This allows the
        sprite to be drawn with a color tint.

        The color is specified as an RGB tuple of integers '(red, green, blue)'.
        Each color component must be in the range 0 (dark) to 255 (saturated).

        :type: (int, int, int)
        Nr   r   r4   s    r   rs   zSprite.color  s     z"1"~r   c                    t          t          t          |                    | j        d d<   | j        | j        j        d d <   d S r   )listmapr   rQ   r   rs   )r'   rgbs     r   rs   zSprite.color  s=    c#smm,,
2A2%)Z"""r   c                    | j         S )z?True if the sprite will be drawn.

        :type: bool
        )_visibler4   s    r   visiblezSprite.visible  s     }r   c                R    || _         |sdn| j        j        | j        j        d d <   d S )N)r   r   r   r   )r   rW   r~   r   rt   )r'   r   s     r   r   zSprite.visible  s1    >E*[,,4=K[$QQQ'''r   c                    | j         S )zPause/resume the Sprite's Animation

        If `Sprite.image` is an Animation, you can pause or resume
        the animation by setting this property to True or False.
        If not an Animation, this has no effect.

        :type: bool
        )_pausedr4   s    r   pausedzSprite.paused  s     |r   c                   t          | d          r|| j        k    rd S |du rt          j        | j                   nI| j        j        | j                 }|j        | _	        | j	        rt          j
        | j        | j	                   || _        d S )NrT   T)hasattrr   r   r   r[   rT   rU   r   rX   rY   rZ   )r'   pauser   s      r   r   zSprite.paused  s    t\** 	et|.C.CFD==T]++++O*4+<=E!NDM} B#DM4=AAAr   c                    | j         S )zThe current Animation frame.

        If the `Sprite.image` is an `Animation`,
        you can query or set the current frame.
        If not an Animation, this will always
        be 0.

        :type: int
        )r   r4   s    r   frame_indexzSprite.frame_index  s       r   c           	         | j         d S t          dt          |t          | j         j                  dz
                      | _        d S )Nr   rm   )rT   r   r   r   rU   r   )r'   indexs     r   r   zSprite.frame_index  sE     ?"F3uc$/2H.I.IA.M#N#NOOr   c                    | j                                          | j                            t                     | j                                          dS )zDraw the sprite at its current position.

        See the module documentation for hints on drawing multiple sprites
        efficiently.
        N)rb   set_state_recursiver   drawrw   unset_state_recursiver4   s    r   r   zSprite.draw  sI     	'')))y)))))+++++r   c                \    	 | j         | j                                          d S d S #  Y d S xY wr*   )r   r   r4   s    r   __del__zSprite.__del__	  sC    	 ,!((***** -,	DDs    & +c                    dS )a  The sprite animation reached the final frame.

            The event is triggered only if the sprite has an animation, not an
            image.  For looping animations, the event is triggered each time
            the animation loops.

            :event:
            Nr   r4   s    r   r   zSprite.on_animation_end  s      r   )NNNNNNN)0r=   rE   rF   r_   rT   r   r   r   r   r|   r}   r   r   r   ra   GL_SRC_ALPHAGL_ONE_MINUS_SRC_ALPHAr"   rd   propertyr&   setterr   r[   ri   rj   r   r   rp   rf   rg   rh   ru   rr   r   r   r   rx   ry   r   rs   r   r   r   r   r   _is_pyglet_doc_runr   r   r   r   rJ   rJ      sP       FJLGIFHHHLK Q!'4J4%?# ?# ?# ?#B	/ 	/ 	/   X ^# # ^#"  4 4 4& 	 	 X	 \
' 
' \
' " " X" \T T \T   X \1 1 \1      ) ) X) _1 1 _1   X X< < X<   X X< < X<   X X< < X<   X _7 7 _7   X \R R \R   X ^X X ^X   X ^X X ^X8b 8b 8b 8bt / / X/ \H H \H / / X/ ]J J ]J   X ^0 0 ^0   X \0 0 \0   X ^\ \ ^\ 	 	 X	 ]
 
 ]
 
! 
! X
! P P P, , ,    		 	 	 	 		 	r   rJ   r   )
__future__r   sysr   r   r   r   r   	pyglet.glr   r	   r   r   r   r   r   r   r   Groupr   EventDispatcherrJ   register_event_typer   r   r   <module>r      s7   " " " " " " 



  0 0 0 0 0 0 0 0 0 0 0 0    WS"566P3;P 0Tl S S SY Y Y?7 ?7 ?7 ?7 ?7(. ?7 ?7 ?7Dv v v v vU" v v vr   - . . . . .r   