text: /**
   * @license Copyright (c) 2003-2020, CKSource - Frederico Knabben. All rights reserved.
   * For licensing, see LICENSE.md or https://ckeditor.com/legal/ckeditor-oss-license
   */
  
  // A copy of @ckeditor/ckeditor5-utils/src/uid.js
  
  // A hash table of hex numbers to avoid using toString() in uid() which is costly.
  // [ '00', '01', '02', ..., 'fe', 'ff' ]
  const HEX_NUMBERS = new Array( 256 ).fill( 0 )
  	.map( ( val, index ) => ( '0' + ( index ).toString( 16 ) ).slice( -2 ) );
  
  /**
   * Returns a unique id. The id starts with an "e" character and a randomly generated string of
   * 32 alphanumeric characters.
   *
   * **Note**: The characters the unique id is built from correspond to the hex number notation
   * (from "0" to "9", from "a" to "f"). In other words, each id corresponds to an "e" followed
   * by 16 8-bit numbers next to each other.
   *
   * @returns An unique id string.
   */
  export default function uid() {
  	// Let's create some positive random 32bit integers first.
  	//
  	// 1. Math.random() is a float between 0 and 1.
  	// 2. 0x100000000 is 2^32 = 4294967296.
  	// 3. >>> 0 enforces integer (in JS all numbers are floating point).
  	//
  	// For instance:
  	//		Math.random() * 0x100000000 = 3366450031.853859
  	// but
  	//		Math.random() * 0x100000000 >>> 0 = 3366450031.
  	const r1 = Math.random() * 0x100000000 >>> 0;
  	const r2 = Math.random() * 0x100000000 >>> 0;
  	const r3 = Math.random() * 0x100000000 >>> 0;
  	const r4 = Math.random() * 0x100000000 >>> 0;
  
  	// Make sure that id does not start with number.
  	return 'e' +
  		HEX_NUMBERS[ r1 >> 0 & 0xFF ] +
  		HEX_NUMBERS[ r1 >> 8 & 0xFF ] +
  		HEX_NUMBERS[ r1 >> 16 & 0xFF ] +
  		HEX_NUMBERS[ r1 >> 24 & 0xFF ] +
  		HEX_NUMBERS[ r2 >> 0 & 0xFF ] +
  		HEX_NUMBERS[ r2 >> 8 & 0xFF ] +
  		HEX_NUMBERS[ r2 >> 16 & 0xFF ] +
  		HEX_NUMBERS[ r2 >> 24 & 0xFF ] +
  		HEX_NUMBERS[ r3 >> 0 & 0xFF ] +
  		HEX_NUMBERS[ r3 >> 8 & 0xFF ] +
  		HEX_NUMBERS[ r3 >> 16 & 0xFF ] +
  		HEX_NUMBERS[ r3 >> 24 & 0xFF ] +
  		HEX_NUMBERS[ r4 >> 0 & 0xFF ] +
  		HEX_NUMBERS[ r4 >> 8 & 0xFF ] +
  		HEX_NUMBERS[ r4 >> 16 & 0xFF ] +
  		HEX_NUMBERS[ r4 >> 24 & 0xFF ];
  }
  