/* eslint-disable */

/**
 * Downloaded directly from https://www.highcharts.com/blog/download/
 */

!/**
 * Highcharts JS v11.4.3 (2024-05-22)
 *
 * Boost module
 *
 * (c) 2010-2024 Highsoft AS
 * Author: Torstein Honsi
 *
 * License: www.highcharts.com/license
 *
 * */function(e){"object"==typeof module&&module.exports?(e.default=e,module.exports=e):"function"==typeof define&&define.amd?define("highcharts/modules/boost",["highcharts"],function(t){return e(t),e.Highcharts=t,e}):e("undefined"!=typeof Highcharts?Highcharts:void 0)}(function(e){"use strict";var t=e?e._modules:{};function i(e,t,i,s){e.hasOwnProperty(t)||(e[t]=s.apply(null,i),"function"==typeof CustomEvent&&window.dispatchEvent(new CustomEvent("HighchartsModuleLoaded",{detail:{path:t,module:e[t]}})))}i(t,"Extensions/Boost/Boostables.js",[],function(){return["area","areaspline","arearange","column","columnrange","bar","line","scatter","heatmap","bubble","treemap"]}),i(t,"Extensions/Boost/BoostableMap.js",[t["Extensions/Boost/Boostables.js"]],function(e){let t={};return e.forEach(e=>{t[e]=!0}),t}),i(t,"Extensions/Boost/BoostChart.js",[t["Extensions/Boost/BoostableMap.js"],t["Core/Globals.js"],t["Core/Utilities.js"]],function(e,t,i){let{composed:s}=t,{addEvent:o,pick:r,pushUnique:n}=i;function a(t){let i=t.series,s=t.boost=t.boost||{},o=t.options.boost||{},n=r(o.seriesThreshold,50);if(i.length>=n)return!0;if(1===i.length)return!1;let a=o.allowForce;if(void 0===a){for(let e of(a=!0,t.xAxis))if(r(e.min,-1/0)>r(e.dataMin,-1/0)||r(e.max,1/0)<r(e.dataMax,1/0)){a=!1;break}}if(void 0!==s.forceChartBoost){if(a)return s.forceChartBoost;s.forceChartBoost=void 0}let l=0,h=0,d;for(let t of i)0!==(d=t.options).boostThreshold&&!1!==t.visible&&"heatmap"!==t.type&&(e[t.type]&&++l,function(...e){let t=-Number.MAX_VALUE;return e.forEach(function(e){if(null!=e&&void 0!==e.length&&e.length>0)return t=e.length,!0}),t}(t.processedXData,d.data,t.points)>=(d.boostThreshold||Number.MAX_VALUE)&&++h);return s.forceChartBoost=a&&(l===i.length&&h===l||h>5),s.forceChartBoost}function l(e){function t(){e.boost&&e.boost.wgl&&a(e)&&e.boost.wgl.render(e)}o(e,"predraw",function(){e.boost=e.boost||{},e.boost.forceChartBoost=void 0,e.boosted=!1,e.axes.some(e=>e.isPanning)||e.boost.clear?.(),e.boost.canvas&&e.boost.wgl&&a(e)&&e.boost.wgl.allocateBuffer(e),e.boost.markerGroup&&e.xAxis&&e.xAxis.length>0&&e.yAxis&&e.yAxis.length>0&&e.boost.markerGroup.translate(e.xAxis[0].pos,e.yAxis[0].pos)}),o(e,"load",t,{order:-1}),o(e,"redraw",t);let i=-1,s=-1;o(e.pointer,"afterGetHoverData",()=>{let t=e.hoverSeries;if(e.boost=e.boost||{},e.boost.markerGroup&&t){let o=e.inverted?t.yAxis:t.xAxis,r=e.inverted?t.xAxis:t.yAxis;(o&&o.pos!==i||r&&r.pos!==s)&&(e.boost.markerGroup.translate(o.pos,r.pos),i=o.pos,s=r.pos)}})}return{compose:function(e,t){return t&&n(s,"Boost.Chart")&&e.prototype.callbacks.push(l),e},getBoostClipRect:function(e,t){let i=e.navigator,s={x:e.plotLeft,y:e.plotTop,width:e.plotWidth,height:e.plotHeight};if(i&&e.inverted?(s.width+=i.top+i.height,i.opposite||(s.x=i.left)):i&&!e.inverted&&(s.height=i.top+i.height-e.plotTop),t.getClipBox){let{xAxis:i,yAxis:o}=t;if(s=t.getClipBox(),e.inverted){let e=s.width;s.width=s.height,s.height=e,s.x=o.pos,s.y=i.pos}else s.x=i.pos,s.y=o.pos}if(t===e){let t=e.inverted?e.xAxis:e.yAxis;t.length<=1&&(s.y=Math.min(t[0].pos,s.y),s.height=t[0].pos-e.plotTop+t[0].len)}return s},isChartSeriesBoosting:a}}),i(t,"Extensions/Boost/WGLDrawMode.js",[],function(){return{area:"LINES",arearange:"LINES",areaspline:"LINES",column:"LINES",columnrange:"LINES",bar:"LINES",line:"LINE_STRIP",scatter:"POINTS",heatmap:"TRIANGLES",treemap:"TRIANGLES",bubble:"POINTS"}}),i(t,"Extensions/Boost/WGLShader.js",[t["Core/Utilities.js"]],function(e){let{clamp:t,error:i,pick:s}=e;return class{constructor(e){if(this.errors=[],this.uLocations={},this.gl=e,e&&!this.createShader())return}bind(){this.gl&&this.shaderProgram&&this.gl.useProgram(this.shaderProgram)}createShader(){let e=this.stringToProgram("#version 100\n#define LN10 2.302585092994046\nprecision highp float;\nattribute vec4 aVertexPosition;\nattribute vec4 aColor;\nvarying highp vec2 position;\nvarying highp vec4 vColor;\nuniform mat4 uPMatrix;\nuniform float pSize;\nuniform float translatedThreshold;\nuniform bool hasThreshold;\nuniform bool skipTranslation;\nuniform float xAxisTrans;\nuniform float xAxisMin;\nuniform float xAxisMinPad;\nuniform float xAxisPointRange;\nuniform float xAxisLen;\nuniform bool  xAxisPostTranslate;\nuniform float xAxisOrdinalSlope;\nuniform float xAxisOrdinalOffset;\nuniform float xAxisPos;\nuniform bool  xAxisCVSCoord;\nuniform bool  xAxisIsLog;\nuniform bool  xAxisReversed;\nuniform float yAxisTrans;\nuniform float yAxisMin;\nuniform float yAxisMinPad;\nuniform float yAxisPointRange;\nuniform float yAxisLen;\nuniform bool  yAxisPostTranslate;\nuniform float yAxisOrdinalSlope;\nuniform float yAxisOrdinalOffset;\nuniform float yAxisPos;\nuniform bool  yAxisCVSCoord;\nuniform bool  yAxisIsLog;\nuniform bool  yAxisReversed;\nuniform bool  isBubble;\nuniform bool  bubbleSizeByArea;\nuniform float bubbleZMin;\nuniform float bubbleZMax;\nuniform float bubbleZThreshold;\nuniform float bubbleMinSize;\nuniform float bubbleMaxSize;\nuniform bool  bubbleSizeAbs;\nuniform bool  isInverted;\nfloat bubbleRadius(){\nfloat value = aVertexPosition.w;\nfloat zMax = bubbleZMax;\nfloat zMin = bubbleZMin;\nfloat radius = 0.0;\nfloat pos = 0.0;\nfloat zRange = zMax - zMin;\nif (bubbleSizeAbs){\nvalue = value - bubbleZThreshold;\nzMax = max(zMax - bubbleZThreshold, zMin - bubbleZThreshold);\nzMin = 0.0;\n}\nif (value < zMin){\nradius = bubbleZMin / 2.0 - 1.0;\n} else {\npos = zRange > 0.0 ? (value - zMin) / zRange : 0.5;\nif (bubbleSizeByArea && pos > 0.0){\npos = sqrt(pos);\n}\nradius = ceil(bubbleMinSize + pos * (bubbleMaxSize - bubbleMinSize)) / 2.0;\n}\nreturn radius * 2.0;\n}\nfloat translate(float val,\nfloat pointPlacement,\nfloat localA,\nfloat localMin,\nfloat minPixelPadding,\nfloat pointRange,\nfloat len,\nbool  cvsCoord,\nbool  isLog,\nbool  reversed\n){\nfloat sign = 1.0;\nfloat cvsOffset = 0.0;\nif (cvsCoord) {\nsign *= -1.0;\ncvsOffset = len;\n}\nif (isLog) {\nval = log(val) / LN10;\n}\nif (reversed) {\nsign *= -1.0;\ncvsOffset -= sign * len;\n}\nreturn sign * (val - localMin) * localA + cvsOffset + \n(sign * minPixelPadding);\n}\nfloat xToPixels(float value) {\nif (skipTranslation){\nreturn value;// + xAxisPos;\n}\nreturn translate(value, 0.0, xAxisTrans, xAxisMin, xAxisMinPad, xAxisPointRange, xAxisLen, xAxisCVSCoord, xAxisIsLog, xAxisReversed);// + xAxisPos;\n}\nfloat yToPixels(float value, float checkTreshold) {\nfloat v;\nif (skipTranslation){\nv = value;// + yAxisPos;\n} else {\nv = translate(value, 0.0, yAxisTrans, yAxisMin, yAxisMinPad, yAxisPointRange, yAxisLen, yAxisCVSCoord, yAxisIsLog, yAxisReversed);// + yAxisPos;\nif (v > yAxisLen) {\nv = yAxisLen;\n}\n}\nif (checkTreshold > 0.0 && hasThreshold) {\nv = min(v, translatedThreshold);\n}\nreturn v;\n}\nvoid main(void) {\nif (isBubble){\ngl_PointSize = bubbleRadius();\n} else {\ngl_PointSize = pSize;\n}\nvColor = aColor;\nif (skipTranslation && isInverted) {\ngl_Position = uPMatrix * vec4(aVertexPosition.y + yAxisPos, aVertexPosition.x + xAxisPos, 0.0, 1.0);\n} else if (isInverted) {\ngl_Position = uPMatrix * vec4(yToPixels(aVertexPosition.y, aVertexPosition.z) + yAxisPos, xToPixels(aVertexPosition.x) + xAxisPos, 0.0, 1.0);\n} else {\ngl_Position = uPMatrix * vec4(xToPixels(aVertexPosition.x) + xAxisPos, yToPixels(aVertexPosition.y, aVertexPosition.z) + yAxisPos, 0.0, 1.0);\n}\n}","vertex"),t=this.stringToProgram("precision highp float;\nuniform vec4 fillColor;\nvarying highp vec2 position;\nvarying highp vec4 vColor;\nuniform sampler2D uSampler;\nuniform bool isCircle;\nuniform bool hasColor;\nvoid main(void) {\nvec4 col = fillColor;\nvec4 tcol = texture2D(uSampler, gl_PointCoord.st);\nif (hasColor) {\ncol = vColor;\n}\nif (isCircle) {\ncol *= tcol;\nif (tcol.r < 0.0) {\ndiscard;\n} else {\ngl_FragColor = col;\n}\n} else {\ngl_FragColor = col;\n}\n}","fragment"),i=e=>this.gl.getUniformLocation(this.shaderProgram,e);return e&&t?(this.shaderProgram=this.gl.createProgram(),this.gl.attachShader(this.shaderProgram,e),this.gl.attachShader(this.shaderProgram,t),this.gl.linkProgram(this.shaderProgram),this.gl.getProgramParameter(this.shaderProgram,this.gl.LINK_STATUS))?(this.gl.useProgram(this.shaderProgram),this.gl.bindAttribLocation(this.shaderProgram,0,"aVertexPosition"),this.pUniform=i("uPMatrix"),this.psUniform=i("pSize"),this.fcUniform=i("fillColor"),this.isBubbleUniform=i("isBubble"),this.bubbleSizeAbsUniform=i("bubbleSizeAbs"),this.bubbleSizeAreaUniform=i("bubbleSizeByArea"),this.uSamplerUniform=i("uSampler"),this.skipTranslationUniform=i("skipTranslation"),this.isCircleUniform=i("isCircle"),this.isInverted=i("isInverted"),!0):(this.errors.push(this.gl.getProgramInfoLog(this.shaderProgram)),this.handleErrors(),this.shaderProgram=!1,!1):(this.shaderProgram=!1,this.handleErrors(),!1)}handleErrors(){this.errors.length&&i("[highcharts boost] shader error - "+this.errors.join("\n"))}stringToProgram(e,t){let 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